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/vr/ - Retro Games

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5846813 No.5846813 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>5841989

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom, Quake, Duke, Marathon, or Thief:
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
More /vr/ shooters
Doom Shovelware

Doom RPG series

Launchers for Build Engine games



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/








>> No.5846814

=== ONGOING ===

H.U.H. - /vr/ Quake Mapping Project
-Current release, final unless bugs are spotted

=== NEWS ===

[8-29] Joe Rogan interviews John Carmack

[8-27] Anon releases his unfinished project, free for cannibalizing

[8-26] Ion Fury devs claim upcoming patch is not censoring content

[8-25] Final Doomer 3.1 releases with Hellbound, Alien Vendetta, and Whitemare-themed weapon sets

[8-23] Paradise v2 final version out

[8-23] Doom Mobile RPG page taken down, reuploaded to Mega

[8-22] James and ClintLGR made an Chex AVGN video

[8-22] Anon uploads obscure retro FPS'

[8-21] SM200 for Quake released, mixed themes

[8-20] Anon releases his commercial shovelware compilation, all extracted

[8-18] Hell-Forged released

[8-17] Oni gameplay mod Naku Naru 1.1 relesed

[8-15] 'Out for Blood', an episode of Blood maps

[8-15] Anon map release: Bloody Pulp.wad

=== PREVIOUS ===


== PROTIP ==

To submit news, please reply and anchor it to this post.

>> No.5846818
File: 87 KB, 1010x1010, romerog doom.png [View same] [iqdb] [saucenao] [google]

>> No.5846821

Questions regarding a /vr/ Heretic mapping project.

>1: Would you be willing/interested in mapping/testing for it.
>2: Would you be interested in playing such a release.
>3: Would you prefer a collection of Wand Start levels lumped together for each mapper to show off their style, or more planned out and structured 9 map episodes.

>> No.5846828

>2: Yes
>3: ...yes? I mean, either one will work.
Another question to consider, though, is about compatibility. Would you go with Boom-compatible or Hexen format or UDMF? I prefer UDMF because it gives you a shitton of options and gimmicks that you can build your map around, but on the other hand, an older map format might provide an interesting challenge.

>> No.5846835

I'd be willing to make a crossbow/blaster/phoenix rod tier map (so I'd guess around E#M3 or E#M4)

UDMF would be nice, if only to have guaranteed firemace pickups
I'd probably build to boom compat regardless

>> No.5846838
File: 944 KB, 512x384, Autism.gif [View same] [iqdb] [saucenao] [google]

AAAAH please fix that disgusting Nu-Wang

>> No.5846843

I mean, there's a 99.6% chance one will show up with four spawns

>> No.5846851

Is it possible to import the monsters from Hexen? The one issue I would see is that Heretic's bestiary is really shallow, and 20+ maps with a smaller roster than Doom 1 might get a bit tedious.

>> No.5846852



I need to open a new acc

>> No.5846868
File: 10 KB, 178x148, 1531972100861.gif [View same] [iqdb] [saucenao] [google]

Also, please include a texture pack for us to use because Heretic's base texture selection is too damn small.

>> No.5846897

Do you know of any good resource packs that would fit the Raven aesthetic? The ZDoom forum's a bit of a jumbled dumping ground when it comes to resources.

>> No.5846902
File: 587 KB, 1024x576, 1552145456940m_1567078708397.png [View same] [iqdb] [saucenao] [google]

Anyone from Ireland here?

John Romero is going to be a guest at Q-Con in Belfast this weekend. He was there last year. There will probably be a LAN Deathmatch session like he did last year too.

If anyone wants to meet up and have a few games and beers I'd be up for it. The guys I usually go to this con every year with are flaking on me this time around :(

And I can't pass on Romero making me his bitch

>> No.5846915

If we're importing monsters from Hexen, I see no reason to bring textures as well, though even the two together might leave some people wanting.

>> No.5846919

btw, if the episodic structure is agreed upon, it might be worth having an IRC channel or >discord to make organizing things easier
does the zandronum IRC server still exist?

>> No.5846936

I doubt it, considering if it were there would likely still be information about it in the OP. IIRC, Best-Ever going down kinda killed most of our multiplayer happenings, so it might've gone down around that time. Might still be alive but only frequented by the people who were kicking around back then and who didn't forget their account details and wouldn't remember the password for the channel anyway
As much as shitting on Discord is a meme, it's not as if we don't all have a disc anyway, or could just set up a burner in five minutes and use the browser client.

>> No.5846946

Shadowcaster's textures would be a good fit imo.

>> No.5846962

Ah, didn't realize that 667 had a section for Raven-style textures. I don't suppose there's a real reason we couldn't let people use any they want from https://www.realm667.com/index.php/en/texture-stock-mainmenu-152-97360/56-heretic--hexen-style3 a la carte, and just make sure we're only including the ones people actually use to cut down on filesize.

>> No.5846969

How good is Sigil for deathmatch?

>> No.5846975

Mapping I dunno, but I could playtest
perhaps wand starts would be best

>> No.5846976

It's alright. Not amazing, as some maps are just straight up copies of Doom 2 map 1 and 7. Best map is probably E5M2 for DM, and worst is E5M3 by far.

>> No.5846979

>some maps are just straight up copies of Doom 2 map 1 and 7
>not amazing dm
I don't follow

>> No.5846982

Reminder to always use the latest version of GZDoom.

>> No.5846984

So that it breaks all mods

>> No.5846986

Don't get me wrong, they're fun to play, but I guess wanted something a little more original.

>> No.5847008

>defending shitgil

>> No.5847019

Do you have a job, Alf?

>> No.5847046
File: 77 KB, 710x698, thinking wojak ears.png [View same] [iqdb] [saucenao] [google]

why is SW seen as one of the "big three" when the gameplay is RR tier and the visuals suck?

not to mention that they wasted a cool cyberpunk setting on a game where half of the levels are generic temples

>> No.5847073

_____________ Nah.

>> No.5847076

The visuals are great, what the fuck are you talking about?

>> No.5847091


>> No.5847102
File: 229 KB, 1024x662, 33BE78F8-11D8-4C20-BD32-1B714E8D373D.jpg [View same] [iqdb] [saucenao] [google]

I remember a thread on /v/ where Duke, Caleb, and Classic Lo Wang were the uncles of the new Keen Twins. What if Shelly was added in, and was their aunt? And how do you think these three would fair as uncles?

>> No.5847103

You have shit taste, and need to go back to /v/.

>> No.5847110
File: 231 KB, 960x640, 32FDE833-2E70-47EF-9D38-8AF33E5DB628.jpg [View same] [iqdb] [saucenao] [google]

>> No.5847114

they shamelessly mix prerenders and handdrawn sprites, there's no consistency in the colour palette, etc.

>> No.5847123

>they shamelessly mix prerenders and handdrawn sprites
Doom did basically this, only they used clay figures and latex puppets among hand drawn sprites.

It looks great, stop being a faggot.

>> No.5847124
File: 683 KB, 718x524, EC_q1M9XoAEkTq9.png [View same] [iqdb] [saucenao] [google]


>> No.5847131
File: 15 KB, 300x181, 300x181.jpg [View same] [iqdb] [saucenao] [google]

Nothing of this is true and your opinion is garbage

>> No.5847136
File: 32 KB, 320x240, 71741E2A-E402-4882-8D2A-71A96B110E22.gif [View same] [iqdb] [saucenao] [google]

Why is this so good

>> No.5847138
File: 462 KB, 680x564, 3ef.png [View same] [iqdb] [saucenao] [google]


>> No.5847163


are they on vacation?

>> No.5847179

Because you're only halfway through

>> No.5847181

Nope. Demons are fun loving.
Evil as all get out, true, but fun loving.

>> No.5847184

what is RR in this context?

>> No.5847191

Redneck Rampage

>> No.5847192

Redneck Rampage

>> No.5847193

Thank you anons.

>> No.5847195

Nobody cares about Shelly.

>> No.5847197

>cyberpunk setting
the fuck

>> No.5847206

Great atmosphere and music.
The last third has some pretty weak maps though.

>> No.5847220

I do. I think she’s cute.

>> No.5847221
File: 59 KB, 583x519, brainlettttt.jpg [View same] [iqdb] [saucenao] [google]

nice bait...almost

>> No.5847223

ogay fine.

She looks pretty boring to me.

>> No.5847225

Ok. I respect your opinion.

>> No.5847227


>> No.5847232

>near future
>society ruled by megacorps

>> No.5847234

She left no impression on me. Like most female characters made today.
It's not abnout the silly fake stronk badass aspect. Just no personality.
What is she a parody of?
Remind me of my shitty idealized female characters from D&D, which acted just like any other male muderhobbo or stoic white knight perfect character.

Over the years the female characters from gaming which I still remember either are just sexualized bimbos which I dont mind at all, or have some actual personality like Shodan.

>> No.5847235

Shelly sounds like a psycho.

>> No.5847238



>> No.5847239

Exactly. That’s why I like her.

>> No.5847246

Shelly's character is the deranged police officer whose power and authority has gone to their head

We only see her as the "good guy" in contrast because the villain and his henchmen are overtly evil, but Shelly would easily be an antagonist in any other game that explored what it feels like to be at the other end of her guns

>> No.5847249

Sounds like Caleb.

>> No.5847250

I saw a couple threads ago she would be cool as a judge Dredd type of character but they dont have the balls.

>> No.5847251

It's still a 80s or 90s setting, judging by technology and architecture. Also, Japan now outside of the bigger cities does not look one bit "cyberpunk", actually there are still many beautiful rural & mountainous areas, just like the stuff you see in SW, especially in the north east and south west of Japan.

>> No.5847253

Caleb is more overtly evil.

>> No.5847256

IMO, It's good, but very much 95 era mapping.

>> No.5847257

Just what to expect from a place that is under permanent martial law.

>> No.5847258

isn't it set mostly in china?

>> No.5847260

>society ruled by megacorps

Spoiler: you don't have to wait for that future

>> No.5847261

Caleb’s a bit more evil, because he just kills whatever’s in his way, regardless if they’re innocent or not.

>> No.5847263

I think it's pretty good for 95 era mapping, compare to typical wads at the time.

>> No.5847264

>working on map in doom builder 2
>undo a vertex and then accidentally hit the cut selection shortcut
>doom builder gets upset and crashes
>lose an hour of work
Didn't think I'd find a map editor quirk with doom but nope. Least it isn't exactly like hammer, where it just crashes at random after you've done a certain amount of work.

>> No.5847265


>> No.5847267 [DELETED] 

It feels like an ambiguously "Oriental/Asian" setting as understood by many westerners. Even if it is China, the point stands.
China also still has many places that look like this. Mountain temples, woods, fishing villages, industry zones. Free for interpretation.

>> No.5847268

because we already live in a cyberpunk world

>> No.5847269

It feels like an ambiguously "Oriental/Asian" setting as understood by many westerners. Even if it is China, the point stands.
China also still has many places that look like this. Mountain temples, woods, fishing villages, industrial zones. Free for interpretation.

>> No.5847272

Minus the tropes and duller, but yes. Corporations are already beyond the control of states in many parts of the world.

>> No.5847275


>> No.5847280 [SPOILER] 
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>> No.5847285


>> No.5847286

I know I'm years late to the party but, just found out about this


Whew lad. So the author of GZDoom Builder ragequit over feedback on texture outlines in the editor being unclear.

>> No.5847291

It is good for 95 standards. But its still distinctly 95 era mapping in that the community was still in the experimental phase when it came to designing maps. Memento Mori 1 is in a similar boat.

>> No.5847326

Yeah, MM1 definitely has its share of dubious quality maps in it.
It's amazing that those people actually came together at teams to make megawads at the time though.

>> No.5847330

The temple maps in the first half of the registered episode sucked big time. SWTREK to Bath House to see the good maps.

>> No.5847339
File: 10 KB, 200x200, 1433777262141.jpg [View same] [iqdb] [saucenao] [google]

Was Evolution of the WAD only 9 episodes long? Just finished the ones here

and was left wanting more. It was some good shit.

>> No.5847341


>> No.5847346

You are retarded.

>> No.5847354

>skip half the game

Why even play in the first place?

>> No.5847362

I heard word they wanted to do more, but that was months ago and I don't think anything ever came of it. CapnClever is done speedrunning as well, which may also include other vidya-related activities.

>> No.5847364

How do I make Crispy Doom's MIDI playback not sound like shit?

Without using pre-recorded OGG's - because then that leaves me with the same problem when playing anything other than the IWADs.

>> No.5847374

Names of mappers. Find more of their work.
Want more, get more.

>> No.5847379

That belongs in more of a general /vr/ thread.
Oh, and
>no carmageddon

>> No.5847383


>> No.5847384

Right, but how do I make Crispy Doom use an SC-55 soundfont?

>> No.5847415

There is a retro FPS folder
Buy me a Carmageddon max pack and I'll put it there

>> No.5847453

You have 10 seconds to prove that the world of Ion Maiden wouldn't be better if the antagonists took over
>exposed sewage in public areas

>> No.5847459

any good slaughter wads not as ballbusting as sunder?

>> No.5847475

Shelly is my wife

>> No.5847476


>> No.5847480

I had a turtle named shelly

>> No.5847501


>> No.5847513

yeah, the pollution and other ridiculous shit makes the world look pretty fucked already.

>> No.5847514


Nevermind I got it, had to edit the global timidity config file.

>> No.5847586

Where is that and how do I edit it?

>> No.5847591

I don't think anyone would be okay with permanent martial law

>> No.5847592

It’s even worse when you consider the fact that this is in the same world as Duke Nukem.

>> No.5847603

The MAPINFO file is where I edit stuff like the map name and all that right?

>> No.5847612
File: 913 KB, 640x400, Video_1567089591.webm [View same] [iqdb] [saucenao] [google]

>> No.5847614

Yes it is. In (g)zdoom it's used for quite a lot of things.

>> No.5847615

Nevermind the nevermind, crispy-doom isn't obeying my timidity.cfg, even though I'm telling it exactly where it is, and playing MIDIs through the command line works perfectly with the SC-55 soundfont.

Stand by.

And to answer your question, the global timidity config file is in /etc/timidity/timidity.cfg in Linux. If you're on Windows, no clue.

>> No.5847625
File: 249 KB, 640x400, vlcsnap-2019-08-29-14h59m12s545.png [View same] [iqdb] [saucenao] [google]

>> No.5847639

why isn't halflife a part of these threads? Its not even in the faq, which is weird to me. I've been playing rtsl levels, but I was wondering if there was a "SO YOU WANT TO PLAY SOME HALFLIFE" infographic. those are comfy.

>> No.5847640
File: 141 KB, 700x700, 420カロリー.jpg [View same] [iqdb] [saucenao] [google]

I feel like it's quite diverse well made. There are a lot of monsters that reuse the same sprites, but one could argue that's by design, to catch the player unaware. And if you discard the duplicates, the amount of species is exact same as in Doom (or greater, if you regard spectre as a duplicate).
Using only vanilla monsters sounds okay to me, and if you import monsters from Hexen it'll become hard to keep in mind what all of them do, and there'll be even more duplicates in terms of mechanics, and there can be issue with piracy that comes up whenever you port enemy sprites from one game to another.
Also I hate centaurs. Fuck centaurs and Raven's tendency to fill whole corridors with meatwalls of them.

>> No.5847643

the aliens dont seem so bad now
o fugg
so wait what's actually bad about the ion maiden augmented dudes

>> No.5847646

and who's this bootleg proton

>> No.5847651
File: 269 KB, 669x1050, 31e7bd525dc90654cecc3b620864af6c4edc7d49.png [View same] [iqdb] [saucenao] [google]

give crash gf pls

>> No.5847674

Someone tell Term that Samsara is piracy I guess

>> No.5847676

It's not because of ALF.
Personally I don't hate HL, but i was never interested in it and never played it, doesn't bothers me tho.
There's also lots more other games from that era that were played a lot back the but are never or barely mentioned in the thread nowadays, from the top of my head stuff like MDK, Unreal or Descent.

>> No.5847678
File: 1.14 MB, 2667x1000, crispy.jpg [View same] [iqdb] [saucenao] [google]

Vanilla 640x400 back to 4:3 dimensions CRT>LCD
Crispy Doom.

>> No.5847687

Ah, I found out what was causing the issue
Crispy Doom has its own version of timidity baked in, which does not support SF2 out of the box, it must be compiled with support for it. Gotcha.

>> No.5847692

I see you're a man of culture as well.
I still use my CTR also, and play doom on vga/super-vga low resolutions too.

>> No.5847694

I use coolsoft midi mapper-loopmidi-vsthost-roland sound canvas.

>> No.5847695

can you transplant it another timidity version?

>> No.5847697

Yes, they mention it in that issue thread
>Unfortunately this version of Timidity is quite old and doesn't support SF2 sound fonts. I think it's possible to recompile Timidity to use the external (installed) version of Timidity rather than its own internal version.
>As an aside, it is also possible to build SDL_mixer using fluidsynth which supports SF2 fonts natively. This is how it should be done on Linux distros.

>> No.5847705

Tbh i have little faith in an anon producing a structured/organized episode. And I would just wand start it anyways since that's how mappers balance their maps.
I like this texture pack: http://ettingrinder.youfailit.net/hhex-resource.html
There is also a fuckhueg pack on Realm667, but it kind of has TOO many textures and most of them are ugly recolors.

>> No.5847710

Cyberpunk? The city levels aren't cyberpunk at all, they feel contemporary.
Also, play the expansions. I thought I wanted more city levels, but the huge amount of generic city levels in the expansions made me realize temples are the true soul of SW.

>> No.5847728

FWIW the regular commentators would likely return if someone else took CapnClever's spot for actually playing on stream. The series really deserves a revival simply for the huge Doom-mapping-history-showcase potential. Lots of advice and examples for mappers, also.

>> No.5847730
File: 439 KB, 954x520, 1363399919978.png [View same] [iqdb] [saucenao] [google]

I've heard it mentioned among Doom purists that playing at the original 35 FPS is actually better, because of something to do with how interpolation works. I have no idea what they're talking about though

Could someone please enlighten me on that? Is there something we're missing by playing at 60FPS?

>> No.5847740


>> No.5847760

>She left no impression on me.
I agree; anon pointing out that she's a deranged Dredd-type makes a lot of sense and retroactively makes her more appealing, but the game didn't impress that characterisation on me well (even though in retrospect it does seem like that's what her one-liners might have been going for).

I got the Ghost in the Shell inspiration from her, but even the Major feels like more of an authoritarian type and she's not particularly deranged at all.

Did they not or did they just fuck it up?

>> No.5847764

>anon pointing out that she's a deranged Dredd-type
but dredd isn't deranged

>> No.5847767

hence the adjective, if it makes you happy

>> No.5847793

It technically is. I don't mind it myself but some people are triggered by what is essentially stolen assets.
My other points still stand, though:
>Heretic doesn't really need any more monsters than it already has, and some of them have multiple attacks at their disposal.
>there are duplicates: who needs another fire gargoyle (afrit), another fire golem (serpent), another golem (ettin), and another couple of missile shooters.
>with too many monsters, it's hard to keep track of what each of them does. I think the sweet spot is around Doom's nine; Doom 2 has 17 but they're so distinct that it's easy to tell them from one another. Distinct in function and attack patterns, that is.
In the end, what really makes an encounter is synergy between monsters. Two monsters that perform the same function is just visual fluff.

>> No.5847798

>but some people are triggered by what is essentially stolen assets.
The ZDoom police have been ever since people started using the Ion Maide- Fury shotgun sprite as a grenade launcher.

>> No.5847816

>use a grenade launcher as a grenade launcher

>> No.5847835

Well, if there were monsters added the organizer could selectively choose which ones to include. The stalkers (swamp serpents) would definitely be a unique addition, nothing like them in Heretic.

>> No.5847912

Should Doom ever be played with scanlines?

>> No.5847918

That's a fair point. In the meantime I came up with a complete no-brainer that is porting monster sprites but changing their behaviour, like giving serpents a continuous short-range flamethrower effect instead of a projectile.

>> No.5847953

It's the question of using a graphic which is from a brand new commercial game, which some of the people on that very forum worked on.
It goes back to the 2013 remake of Rise Of The Triad, when people started making and sharing rips from that game before it was even released, again with some of the devs actually being members on the forum, and people thought it just looked bad.

>> No.5847984

Yes or better yet an actually good CRT shader

>> No.5847991

Gross. You're both gross.

>> No.5848000

I mean if you have an actual CRT go ahead and use it.

>> No.5848039

CRT monitors didn't have visible scanlines, you hipster fraud.

>> No.5848062

They had rgb division though and good CRT shaders will simulate them perfectly, scanlines are a gross approximation yes, but they're still better than nothing.
What fraud, I still have a CRT anon and it's been the one only tv I had for half of my life. Cmon.

>> No.5848071

You should probably use FluidSynth rather than Timidity: Timidity's development has mostly stopped long ago and when I tried it some years ago, it had some issues that FluidSynth didn't have with proper playback of certain midis/soundfonts (don't remember now which ones).

To use FluidSynth with SDL_mixer AFAIK you need to set the environment variable SDL_SOUNDFONTS=/path/to/soundfont.sf2

>> No.5848079

>CRT shaders will simulate them perfectly

>> No.5848093


>> No.5848124
File: 263 KB, 361x296, who wrote this shit anyway.png [View same] [iqdb] [saucenao] [google]

This is, objectively, the best and worst map of Doom 1 respectively.

>> No.5848126

Phobos Anomaly?

>> No.5848134

tfc included?

>> No.5848135


>> No.5848191

Mt. Erebus

>> No.5848197

Not that anon but ow that you mention it. I guess Unreal 1 never had too many maps made by players.

>> No.5848202

Hey lads, how do I get over the block to just... Do anything?

For a long time I've been wanting to try making Quake maps, I checked out a few tutorials and been staring at TrenchBroom for the longest time but I simply can't bring myself to just... Try something.

I've had a problem with creativity & self for a long time and simply put I have no idea what to think of or do. The theoretical step up which mapping has compared to simple doodle isn't helping either.

cheers lads xx

>> No.5848206

You probably want to do something more than a simple quake level, maybe even learn to make weapons and stuff more complicated. Once the young drive that fools you into thinking you have the entire time in the world to make something, ends, you jsut have to start making something. When I started modding shit for some games I started realizing you get progressively better at something very gradually especially videogames.

Make sure you love the game first and just make the most amateur level first possible and use that as a sort of raft to stabilize you and give ideas on possible future stuff.

>> No.5848221

take some dextroamphetamine or modafinil or something and just start

think of one small gimmick you want to try and just implement that. usually by the time you're done you'll be in the groove and can just build on what you've done. don't plan ahead, just follow the stream of inspiration

like >>5848206 said, don't expect much at first. just aim low and have fun. a technically shitty level with a fun idea at its core is still cool for others

it can also help a lot if you have someone in mind to show it to when you're done. knowing who your immediate "audience" is comes with a lot of benefits

>> No.5848223
File: 88 KB, 711x960, shelly.jpg [View same] [iqdb] [saucenao] [google]

she cute

>> No.5848225

They've been fine with swiping assets left and right from anywhere, right up till it's something a few people they care about worked on.

It's twenty years too late to change the community doing that shit, and their best fix to being told to fuck off is to enact a protection scheme, which is quite telling of their intentions with that shit.

>> No.5848235

she should be more crass and lewd

>> No.5848250

what were they thinking bros

>> No.5848256

>I think I'll better go and make Duke Builder or something. See ya.
>Updated on 7 Mar 2017

>> No.5848259

I didn't strictly say I fully agreed with the rule, just that it was their rationale.
IIRC they decided that the game should have been out for a while before you get to post such content on the forums.

>> No.5848260

What's your idea of crass?
I think I'll draw her and I want to see you guys' ideas

>> No.5848267

Not that anon, but maybe more tomboyish punk attitude.Anything except like that shit fan art people keep fucking posting.

A natural pose relaxed pose of her sitting on some stairs like a punk, maybe smoking, a piercing stare, maybe bags under her eyes.

>> No.5848269

It's a Sandy map, they were trying to branch out more with Doom 2 but he never got the time with either game to go at it how he should have done.

Romero was busy being a rockstar developer and Sandy was picking up the slack.

>> No.5848276

I remember when Kinsie took out the download link of MetaDoom for a while because of this.

>> No.5848278

>After a months and a half or so of waiting after completion, HUH is done

A lot of you fuckers should never touch mapping again and nor should you ever give any type of criticism towards an FPS in general. Like, if you worked on this please stop posting here as an authority figure. Informer, fine. Authority on good vs bad, just stop. Terrible health and ammo placements to where running out is common, 3+ Shamblers at the end of every level isn't creative or fun, you tryhard faggot, and half of you fags I guarantee didn't even playtest with the amount of annoying platforming areas. This shit would be acceptable for people that are new to Quake but on a board tha tis dedicated to discussing to pros and cons of map making from the OG maps to custom stuff, this is bad.

>> No.5848294

Why not a Thief mapping project?

>> No.5848296

asking the real questions

>> No.5848303

What now?

>> No.5848312

I would be down for this

>> No.5848350

I wish Romero did more city maps. I really liked Industrial Zone.

>> No.5848357

Are Valve's HD textures for the original Half-Life on Steam well done, or are the normal ones preferable?

>> No.5848361

don't you love it when anonymous persons post harsh critique while feeling completely invincible because they haven't posted anything that could be criticized themselves
let's see how all (0) your maps compare

>> No.5848360

The HD texture pack outright changes weapon models, the MP5 turns into an M16. It's not bad but it's definitely a matter of preference.

>> No.5848369

I mean just about everyone was brand new to Quake mapping so

>> No.5848373

I haven't tried out HUH but going off the threads alone, it was strongly implied that a lot of these were made in a vacuum with little experience and time given using the tools.

>> No.5848379

What would you call it? Alf Gets Pissed?

>> No.5848386

duki nuki

>> No.5848417


>> No.5848438

Just finished Arcane Dimensions here. A masterpiece, not much else to say.

>> No.5848440

Just finished Arcane Dimensions here. A masterpiece, not much else to say

>> No.5848446

Double post?

>> No.5848451

>if you haven't made a movie you cant say 1 sucks
Nah. That don't work. This is like 1 of those situations where a movie "critic" on YouTube releases a full film and it ends up being terrible. You talk about this stuff constantly to where you should be producing semi-competent stuff

>> No.5848453

Alf Life? Starring everyone's favorite FPS character Gordan Shumway?

>> No.5848464

Don't force it.

>> No.5848470

I think the point is that you're a faggot who doesn't know what a creative process looks like. Nobody is born a great artist or mapper or whatever; it's exercising and hard work that leads to improvement. So it's only logical that a bunch of beginners making their first ever maps wouldn't be able to produce something good at first. That's something a cunt who's never done anything creative wouldn't know.
Also, you seem to be under the impression that the people who made the maps are the same people who discuss maps are the same people who post boomer memes are the same people who hate boomer memes and everybody in the thread is actually the same person.

>> No.5848478

The HD pack mostly updates most of the models, then some sounds, and then some sprites.
Whether or not you like them is up to you, personally I like the HD models quite a lot, the weapons have an appealing quality to them.

Posting has been all screwy since yesterday.

>> No.5848487

R9K loser spotted

>> No.5848496

How does DTWiD magically seem to be able to be 100% faithful to all the godawful design choices in Doom and Doom II while carrying over absolutely 0% of any of the good design

>> No.5848505

Stop the projecting. I've done my fair share of artistic stuff in my life. The difference between a beginner who has potential and 1 that doesn't is the 1 that can go on to make something good will be self-aware of their final product. Enough to where they feel accomplished of making it in some way. Something they can stand back and look at and say, "I'd be happy/interested if someone showed me this." Basic things in HUH aren't even there. Ammo is such a scarcity that you run out constantly. Basic fucking shit that anyone who has played just Quake 1 should be able to pick up on. It's like not being able to color in the lines of a coloring book

>> No.5848508

>on the fly map pack with no kind of direction made mostly by people mapping for the first time ever
>it's not consistently excellent
I mean what do you want? It's literally amateur hour stuff, were your first Quake maps masterpieces? At least they started, if they keep at it they'll get better.

Your input would be better if you broke down each map and pointed out what needs to be improved and what doesn't work, more, people would be more keen to listen if you didn't approach them spewing bile.

That's really not an argument. He's a dick though.

>> No.5848509

>Ammo is such a scarcity that you run out constantly
Sounds like a gitting gud issue.
Also stop just trying to apply your shitty fucking criticism to all maps at once. They're all vastly different and made by different people so at least be a little productive and tell us what's wrong with the individual maps.

>> No.5848512

He's not posting in good faith

>> No.5848516

The whole point of HUH was to get people through the door anyways, what each individual mapper does after this or how they grow is up to them, even if you didn't make it to the finish line now you know how to use the editor.
Hopefully we will get a couple of people who stick with it and become prolific mappers, new blood is always welcome.

also fucking connection errors nigga

>> No.5848521

IMO, DTWID suffered massively from having non-boss maps not really designed with any particular map slots in mind, just the general episode. Resulted in a lot of maps that just felt very generic and uninspired.
D2TWID and UDTWID are better for rectifying this issue.

>> No.5848527

If anyone else was having performance issues with Ion Fury, the most recent Windows 10 update seems to have improved it quite a bit. I went from 8-12fps in the final boss area to 45-60.

>> No.5848530

You mean Half-Life Guy

>> No.5848532
File: 463 KB, 800x600, spasm0000.png [View same] [iqdb] [saucenao] [google]

Alright, giving it a try, I selected medium. First map I like a lot, it's a solid first level of an episode kind of level and looks professional. I found a quad damage in a secret, but I barely got enough time to use it, felt that was a bit weird, but otherwise it played well.

Second map I like a lot less, it looks ok for how simple it is, but I can see the complaints for this map, it REALLY busts your balls on health and ammo, I feel like I only ever have the exact minimum ammo necessary and there's zero margin for error, also the pic related staircase isn't easily visible from the ground so I wandered around looking for how to progress.
There's also barely any health available, I think there's like four healthkits in the map, the first two comes like over halfway in, which is way late, and the other two are hidden just around there.
Then you get teleported into a large room with three pillars, where you fight three shamblers and two vores, this part put my nuts in a vice because the room is so large and the pillars spaced far apart, that it was actually seldom possible to dodge the thunder and lightning of all three, much less bumping into a vore each with two of the pillars. What I ended up doing, after dying a dozen times, was tricking the shamblers into following me to the slipgate and then I would jump in and out to telefrag them, because I simply did not have the ammo or space to do them otherwise. The vores become easy after this.
Then your final encounter is nothing but a simple deathknight dude in a wide arena, which I didn't even realize was supposed to be a boss because I gunned him down so unceremoniously, before discovering a hidden lighting gun. The map ends here.

Does anyone besides the dickhead feel me on the second map here? I feel like I probably wouldn't have been able to play this level if I hadn't found the secret rocketlauncher at the start. If this had been on hard, I'd have been less harsh on it.

>> No.5848545

>Duke's pushing 60

>> No.5848547

DWTID is like a bad parody without a clue what made the originals good.

>> No.5848558

Does Quake 1 multiplayer do anything better than Quake 3 multiplayer, or was the latter just a straight upgrade?

>> No.5848562

I liked both, D2TWID I think is really good.

I guess I kinda felt that sometimes.

I disagree, I think D2TWID is even better than Doom 2.

>> No.5848563

Armor tiers

>> No.5848565
File: 100 KB, 500x688, 1565961060134.jpg [View same] [iqdb] [saucenao] [google]

About to play Half Life "properly" for the first time. I never really gave it a chance past the early game.

Any recommended launch parameters or config options? Besides from GL_NEAREST_MIPMAP_LINEAR as the texture mode (because the Linear filtering looks yucky)

>> No.5848567

I find Quake 1 has more aesthetically pleasing levels.

>> No.5848573

Switch to the beta update branch if on Steam so you can get fixed texture scaling

>> No.5848575
File: 127 KB, 305x287, 1565821582915.png [View same] [iqdb] [saucenao] [google]

>TFW patiently waiting for Shadow Warrior support on BuildGDX and the creator of xDuke to make an xShadow port as well as one based on eDuke32.

>> No.5848578

Oh shit, neat

Do I just opt in to the beta or do I also have to enable anything else in-game?

>> No.5848583

Yeah just switch to beta, it even turns off texture filtering by default

>> No.5848586

Dang, nice
Wonder why they haven't just pushed it into the release branch by this point

>> No.5848590

Valve barely cares about these things anymore. Beta branch might as well be intern work.

>> No.5848596

I had to replay the second map, and yeah, there are some glaring flaws. Trading over half your health for a rocket launcher is really bad, especially that there aren't a lot of health kits in the level, but on the other hand the RL seems instrumental to your survival As for the big enemies room, I did what I've done the first time around, which is run around the left side of the room and escape onboard the lift. It's big enough to cover you from both the shamblers' and the vores' attacks. Not sure if that was intended.
To be honest, we should've paid more attention to this, playtested the maps and given more feedback to the participants. I've no idea why the showrunner didn't do that, I remember him saying that he hasn't played all maps yet around a week after the second deadline.

>> No.5848612

>but on the other hand the RL seems instrumental to your survival
I don't know how the Quake community does things, but generally having to find mandatory secrets to be able to beat the map is regarded as poor design in the Doom community.
It's not an awful map even, if you just tweak it some it'd be fine.

>> No.5848616

should I use the steam version of half life or won with xash 3d? speaking of it why isnt hl in any of the OP links?

>> No.5848623
File: 433 KB, 800x600, spasm0006.png [View same] [iqdb] [saucenao] [google]

Map 3 is... really fucking dark. Maybe the author had a preferred sourceport with which it's more easy to see things in. What I can see does look pretty decent, but it's a bit difficult to navigate.

Start has me walk into a place where a bunch of shamblers are in cages and breaking out, which has me freak out and look for an exit (and it's kind of exciting I admit), I find a pitch black corridor with a lift in it, which I try to get on, but there's a zombie in my way and I have no explosives, this is pretty annoying but I get up the lift he's blocking, and the map does get better from here, even if it's still hard to see.
A few rooms are lit fullbright for some reason.
I found a secret area in some acid, with some power cells, but I don't think I ever found a lightning gun. I feel like I just stumbled towards the exit of the level while rushing, I grabbed that second key and had two vores outright thrown at me, and I circled them as their projectiles tracked me, and spotted a dark corridor by chance, which I just ran through because there was a slipgate over there and any place was better than here.

>> No.5848625


>> No.5848628
File: 315 KB, 800x600, spasm0007.png [View same] [iqdb] [saucenao] [google]

I find myself in a secret area, I surmise, which lead into that early courtyard with shamblers, and I finally have some means to deal with them.
I don't knock this actually, but I feel like this is a secret which I'm supposed to have to look for.
When I go back to the portal a second time around, I go around the back of it and that ends the level, feeling slightly anticlimactic and sudden, was I supposed to just guess the exit was hidden behind a secret?.

If the level was a bit better lit, and maybe some parts were more obvious, I think this level would be pretty damn good.

>> No.5848631

any other stuff I should also use? I'm using the 1.1.10 version and I downloaded the ost from steam

>> No.5848635

I went roughly the same way when I've played it, and also came into courtyard through that room. I think it's intended progression rather than a secret.

>> No.5848647
File: 696 KB, 800x600, spasm0010.png [View same] [iqdb] [saucenao] [google]

This level starts with a clusterfuck with its back turned against you, and I think "Oh no."
But it actually pretty quickly turns into a big infight, and I don't have to do much of the combat myself. It looks pretty good.

>> No.5848649
File: 686 KB, 800x600, spasm0011.png [View same] [iqdb] [saucenao] [google]

I run out into the courtyard, and as I turn the corner I think "Oh you motherfucker!", then I keep running, and there's more monsters, and MORE MONSTERS ON THE NEXT SIDE!
But they actually start fighting amongst each other quite quickly.

This level has a fun focus on infighting, I like it a lot.

>> No.5848652
File: 341 KB, 471x571, do it.png [View same] [iqdb] [saucenao] [google]

Now this is how you BUILD a relationship.

>> No.5848653
File: 555 KB, 800x600, spasm0012.png [View same] [iqdb] [saucenao] [google]

Not a lot else to say about it. There's a kind of puzzle thing in a basement, but it ends fairly quickly after that. Interesting exit.

>> No.5848662

>"It's time to join this couple in holy matrimony and chew bubble gum."

>"And I'm all out of gum."

>> No.5848667
File: 622 KB, 800x600, spasm0014.png [View same] [iqdb] [saucenao] [google]

Next level I don't have that much to say about, it's generally ok. A bit slim on ammo and health, so maybe add a box of ammo or two, and maybe add a medkit or two.
I liked the super shotgun secret, but I found that by the time I already finished the level.

>> No.5848672

the back portal leads to the secret level, the actual exit to that level is in the shambler courtyard, after you put the two keys you unlock the exit

maybe I should remove that back portal and hide it somewhere better
if you miss any levels make sure to check the level select

>> No.5848694
File: 1.74 MB, 1280x720, Ion Fury - Piano Puzzle Solved.webm [View same] [iqdb] [saucenao] [google]


>> No.5848695
File: 964 KB, 1920x1080, 1515838297050.png [View same] [iqdb] [saucenao] [google]

we're waiting together man...

>> No.5848696
File: 690 KB, 800x600, spasm0016.png [View same] [iqdb] [saucenao] [google]

This level plays ok, the Super Metroid jams charm my 27 year old protoboomer heart.
This level is a bit aggressively lit, I would suggest to lower the overall brightness some, but other than that, the map plays alright, I liked the pseudo maze and the graveyard especially, rocket launcher + ogres + lotsa zombies = much fun.

I see. That wasn't obvious IMO, I really wasn't too sure of where to go most of the time.

>> No.5848697

It looks like Shelly has her pants dropped and is about to take a shit in the sink.

>> No.5848704
File: 422 KB, 1920x1080, Shadow Warrior.png [View same] [iqdb] [saucenao] [google]

Thanks for the wallpaper. Did you make that?

Also, have one that I made.

>> No.5848705
File: 639 KB, 800x600, spasm0018.png [View same] [iqdb] [saucenao] [google]

There's a Quad Damage hidden in Ranger's grave, which is a bit overkill for the area, given you get plenty of kaboom to deal with the zombies and ogres, but I suspect its for the place which follows shortly.

>> No.5848707

Lure some enemies in there and hit the button behind the desk.

>> No.5848709 [SPOILER] 
File: 514 KB, 800x600, 1567176762883.png [View same] [iqdb] [saucenao] [google]

This room is cool, and the most visually appealing part of the map, but you get a shambler barreling towards you on the spot, and without that Quad Damage from before you might get fucked pretty soon. I would suggest maybe another placement for him.

>> No.5848713
File: 593 KB, 800x600, spasm0021.png [View same] [iqdb] [saucenao] [google]

The last maze is alright. I struggled a couple of times with the shambler guarding the exit, because I was whittled down in health by then, and he kept oneshotting me. Not a terrible thing, mind.
This was one of the more fun levels.

>> No.5848723

That's kind of hot.

>> No.5848730
File: 559 KB, 800x600, spasm0023.png [View same] [iqdb] [saucenao] [google]

This level was brief, but kinda fun, start with grenade launcher and blast some zombies.
I think it's supposed to be a skeleton, which shows in some parts, but looks off in others.

>> No.5848738
File: 674 KB, 800x600, spasm0027.png [View same] [iqdb] [saucenao] [google]

The following level was pretty short, but had some fun and cramped combat. Looks nice, the warp effect on the sky makes it look less like outer space or a night sky, and more like some kind extradimensional warped space or something.
Would work well as like the first map of an episode as well.

>> No.5848741

Hot and steamy in all of the wrong ways.

>> No.5848750

*right ways

>> No.5848765

No. It's shit.

>> No.5848773
File: 19 KB, 291x350, Blood_logo.jpg [View same] [iqdb] [saucenao] [google]

This game sucks.

>> No.5848782


>> No.5848793

It's Shelly's shit.

>> No.5848808

Still shit.

>> No.5848819

Always that one guy

>> No.5848849
File: 359 KB, 800x600, spasm0048.png [View same] [iqdb] [saucenao] [google]

I played them all. I probably spoiled some by talking about them, but I would say most of them are decent to good, with some pretty strong ones.
Take No Prisoners was great, but I couldn't figure out how to get the secret rocket launcher in the toilet stall, I never found a grenade launcher either. I like the idea of rusty space station populated with possessed soldiers mostly.
A Way Down was one of the strongest, I liked it a lot.

I'd definitely say it's worth playing, not all of them are winners, but I was never bored, maybe just occasionally frustrated at parts.

>> No.5848851
File: 736 KB, 800x600, spasm0037.png [View same] [iqdb] [saucenao] [google]

Also I had the rotfish swim after me out of the water in one map, that was surreal, anyone ever had that happen?

>> No.5848924

Fighting 3 ogres and 2 friends with 30 nails and 20 shells isn't a matter of git gud. The level design sucks ass. And nah, sorry I have a life outside of vidya and 4chan unlike the 1 fag ITT

>> No.5848926
File: 138 KB, 1280x720, maxresdefault (1).jpg [View same] [iqdb] [saucenao] [google]

who would win

>> No.5848947

There's like one level like that.

The Arch-Vile, since he has a flag that make other monsters refuse to retaliate against him and targeting him. Nevermind the larger health pool and higher speed.

>> No.5848959
File: 44 KB, 538x491, 1480502866162.jpg [View same] [iqdb] [saucenao] [google]

On level 25 of Doom 2 now bros, the farthest I've dropped at before this was 14. Some of the maps have admittedly been a bit fatiguing, but overall it has been a pretty fun game. Excited at the possibility of finally "completing" it bros!

>> No.5848961

>Flag on Archvile
What did he mean by this?

>> No.5848968

>What fraud, I still have a CRT anon and it's been the one only tv I had for half of my life. Cmon.

a CRT TV is not a CRT monitor

>> No.5848969

What point are you making here?

>> No.5848970


>> No.5848971

Rev would smash that fucker in close range but it would be a double KO. Archie flame blows them both up.

>> No.5848974

This is /vr/. Not /d/.

>> No.5848980
File: 3.70 MB, 4032x3024, lcd.jpg [View same] [iqdb] [saucenao] [google]


how is that fundamentally better looking that a modern high resolution LCD that can render each screen pixel with excellent fidelity?

>> No.5848986

So you've only played the first 2 levels?

>> No.5848989

I compiled the level with bounce, if you don't do that it's fucking dark. I don't know if coordinator anon did that. The room after the stargate shouldn't be that dark.

>> No.5848992

Sorry, the RL secret was probably too evil. You must shoot the light on the ceiling of the control tower

>> No.5848993

weird, I could swear I added -bounce along with the other stuff listed in the txt
gotta fix that for the func thread

>> No.5848994
File: 18 KB, 307x309, 1533894804979.jpg [View same] [iqdb] [saucenao] [google]

>tried playing System Shock 1
>go to settings
>see how many buttons there is

>> No.5848996

Yes, those games that I mentioned lack some important set of features despite being top-sellers:
- Distinctly recognizable main character
- Easy to use modding tools from the very beginning
- Source code made open relatively earlier, not decades after the initial release.

Yet by the time of unreal 3, it got some of those features and became a huge modding success spawning the modern "game engine" ecosystem along others. Descent's code was opened way too late IMO, and MDK just got forgot , etc...

>> No.5848997

you are not going to be using a quarter of all that

>> No.5849001

Either way modern unreal engine is practicality almost a modder dream to make his own stuff so.
Half Life is a great. I Love it much more than quake 2 , and much less than say Thief.

It's more about the early access to good map software and as you said source code.

For example Homeworld was pretty mod friendly, players did amazing stuff with it.

>> No.5849004

It still played pretty decently, I just felt it amiss because when I could see the level it looked quite nice, and it was sometimes difficult to find your way around.

>> No.5849009

Thanks. This one was actually based on a Doom level I made some years ago.
Hangar 8/Take No Prisoners was my first "real" 3D map.

>> No.5849017

Doomguy has blue eyes?

>> No.5849025

Is there a source port that looks and feels like chocolate doom, only limit removing? i wanna play all the different megawads but I hate how the fancy modern source ports like zdoom or something like that feel

>> No.5849032

Crispy Doom is limit removing and is a fork of Chocolate. It does not have Boom compatibility though. PrBoom+ for that.

>> No.5849050
File: 1.99 MB, 635x474, 1545587123880.gif [View same] [iqdb] [saucenao] [google]

If you want to actually play Half-Life properly for the first time, then forget about Steam version and get yourself a retail WON version instead.

>> No.5849085


ok I recompiled and it looks the same compared to the one I put in there and the .bsp I got via mail, so I THINK I didn't miss anything, unless its something to do with different settings

>> No.5849089

Half Life's sound designer really loved reverb, didn't he

>> No.5849096

I love it actually. Late 90s games really used it hard. Thief for example.

>> No.5849108

I feel like it's good in moderation, but like lens flares, it can quickly become distracting if used excessively

>> No.5849112

Software reverb sucks. EAX compatible sound card is an absolute requirement for authentic experience.

>> No.5849114

Hl abused of it a bit. Thief was more sparse and had better ambient sounds because of eax.

The only recent games that have it like back then surprisingly are souls games.

>> No.5849120

Hm well fuck I swear I had the dark gamma setting. I am not on my machine now, so I can't tell right now what is wrong.

>> No.5849135
File: 36 KB, 683x536, RANGER'S FUCKING PISSED.png [View same] [iqdb] [saucenao] [google]

When the fuck is half life getting ported into Darkplaces? I want to play hl with full dynamic lights so badly

>> No.5849148

Huh. The Lambda GZDoom gameplay mod showed me that Half Life's weapons are sort of wasted on Half Life itself. They're pretty nifty to use in Doom though.


>> No.5849153

wish HL had a proper double barrel shotgun even if it wouldnt be the best fit

>> No.5849163
File: 13 KB, 300x349, tom-hall-net-worth_.jpg [View same] [iqdb] [saucenao] [google]

People always meme on Romero, but has anyone ever been as JUSTed as Tom Hall?

>> No.5849170

American McGee got his sister kidnapped.

>> No.5849175
File: 14 KB, 875x593, 1487683470369.png [View same] [iqdb] [saucenao] [google]

You can play the game entirely with the mouse if you like. The unusual controls are part of the experience, you just woke up out of a six-month coma with a new cybernetic implant installed and nobody alive to help you figure it out. Medical and Research aren't terribly stressful levels, you have plenty of time to get the hang of things before the game starts playing rough.

>> No.5849201
File: 43 KB, 780x520, alf.jpg [View same] [iqdb] [saucenao] [google]

>Half Life

>> No.5849218


>> No.5849234
File: 292 KB, 945x855, knee deep.jpg [View same] [iqdb] [saucenao] [google]

this is a picture of a picture, namely a picture of a gbpocket's lcd displaying a gbcamera snapshot. Makes me wish there really was DOOM for game boy

>> No.5849238

I'd rather someone find a Sega Saturn Dev kit and Make a redux for Saturn Doom.

>> No.5849252

looks like shit

>> No.5849263

a picture of a picture of a picture is my favorite ten inch nails song

>> No.5849292
File: 481 KB, 1920x1080, ut99ctfinstagib.jpg [View same] [iqdb] [saucenao] [google]

Got absolutely rekt today in UT99 but I did at least get a flag capture today.

Does anyone play on retro hardware in here? I have a Pentium 3 1ghz rig I built to play it back home, with Voodoo 5500 PCI card

>> No.5849295
File: 304 KB, 1024x768, sugoi.png [View same] [iqdb] [saucenao] [google]

We should get someone to organize this soon. I know for sure Skacky and other dromed users browse these thread/board. Perhaps we could get one of them to organize it? Maybe after the Thief 2 Anniversary contest when interest is most high.

And keep it away from TTLG, that site is cancer.

>> No.5849298
File: 53 KB, 679x296, olblueeyes.png [View same] [iqdb] [saucenao] [google]


>> No.5849302

Did she ever show up? I remember it was a big thing but the police were refusing to even do basic shit to look for her, even though somebody was making death threats about her because of something American posted on the internets.

>> No.5849303

What is with that clown nose bag in DromED for Thief 1 and 2?

>> No.5849304

I don't believe so.

>> No.5849306

Maybe they will be worth $5 now.

>> No.5849312
File: 133 KB, 626x993, iq is getting lower.jpg [View same] [iqdb] [saucenao] [google]

>Can you make the levels easier to navigate ?

>> No.5849313

Thief must be absurdly hard to map for, with all the guard routes and little scripted sequences between the AIs and intricate level design. I imagine it's much harder to design a level for Thief than for your regular shooter affair.

>> No.5849315

I still haven't memorized the layout of the maze in E1M2

>> No.5849316

Dromed is also a bitch. How I wish it was as easy as trenchbroom.

The ai pathing is actually not hat hard.

>> No.5849317

You don't need to memorize it if you're not planning on tranny-running it or w/e, it's just strange to ask for it to be made easier to navigate.

>> No.5849325
File: 157 KB, 604x424, 1567189287855.png [View same] [iqdb] [saucenao] [google]

A Thief mapping project would be fucking neat
but yeah you certainly need someone who knows his shit this time around and wont hit the same self inflicted roadblocks I hit with HUH

also whats the problem with TTLG? I don't see anything wrong at a first glance

>> No.5849330

You have to put a lot more thought into each individual room than your standard shooter, that's for sure, as well as the readables/ai interactions.

But if you keep it small and don't let it balloon up with new ideas as you go, I think it can be done relatively well if it's your literal first time trying it out. There's nothing wrong with another generic mansion heist set of maps, honestly.

>> No.5849336

They still haven’t found her.

>> No.5849347
File: 120 KB, 1280x800, c7185590cf634773b4d56490e26aec1e.jpg [View same] [iqdb] [saucenao] [google]

checks out

>> No.5849350

It's not too terribly hard to make a vanilla style map. I don't know if I'd have time to contribute a mission but I could provide some dromed advice.

>> No.5849351


>> No.5849360

Pretty well executed I think.

>> No.5849361

>each individual room
You have to put a lot more thought into the overall layout of a level. Thief games call for very interconnected design where you can access and leave rooms through multiple entrances/exits, have some hidden shortcuts and interweaving guard paths that may sometimes go into some rooms. Linearity is not an option, and a map that isn't quite linear but can be traversed by moving in one general direction doesn't cut it either.
I'm worried because I saw the HUH maps, and while they're decent to good, not all of them have interesting layouts, which is paramount to making a good stealth level.

>> No.5849370

Didnt TTLG have a community mapping project that literally took a year? Theres no way a bunch of anons on /vr/ could stay organized & focused for that long

>> No.5849371

eh, in motion it would be playable

>> No.5849372

It's a pretty linear and small maze with little convolution, just pick one path and sooner or later you'll get where you need to be.
I can't really recall how it went exactly and I played it just a week ago.

>> No.5849376

You should say that louder. You are probably the first person here who liked that map.

>> No.5849379

you are bound to have different people with a new project for a totally different game, so I wouldn't be too worried about that.

>> No.5849384

That's probably the biggest pitfall of the situation. Thief maps do take a lot longer to push out considering there's a LOT more thought put into their designs like >>5849361 and >>5849330 said.

Organizing autists through an anonymous korean origami message board for longer than a couple months would probably be a very, very tall task. How long did H.U.H last again?

>> No.5849387

Totally looks like something that would be from a long lost Redneck Rampage sequel.

>> No.5849390

That so? I found it pretty enjoyable, almost like Dead Simple in a way.

>> No.5849394

have everyone make ten maps, their top two get in, then you have a quality product

>> No.5849395

Meanwhile I've memorized the sewer maze in Strife.

>> No.5849396

The last mapping contest was a year long but that's because it was for the game's 20th anniversary, so they wanted to give ample time to anyone who wanted to participate. They usually aren't so long, and they've done 48 and 72 hour contests before.

>> No.5849406

It's a start, but what about Final Doom, what about No Rest For The Living, what about the aspect ratio?

>> No.5849408

Again, I think all you would need is someone who knows whats hes doing at the head

Like how I had the foresight to ask people for their .map files but I forgot the rather important detail of compiling parameters, so that added another unnecessary delay while I waited for people to get back to me regarding that.

>> No.5849412
File: 5 KB, 222x227, nah.jpg [View same] [iqdb] [saucenao] [google]

I meant it like, for example, you cant get away with just a generic brown room with some ammo along the wall and maybe one torch or 2, for the most part. A lot of the rooms have to be interesting and almost tell a bit of a story in their own right, have a purpose, and yes also have fluid inter-connectivity and trials worthwhile.

"Moving in a general direction" is present in a ton of FMs and even OMs so that's not really a big issue, at least to me.

Back to what I said in my first post. A ton of the maps can easily just be an "enter this mansion/museum/whatever big building you want to use as an excuse to be here" type of affair, and be relatively quick and not be full of absolute dogshit.

Plus isn't the point of these things for people to have fun learning how to map and do cool things with old shitty editors?

>> No.5849416
File: 139 KB, 800x549, 3d391e2e3e31f1.jpg [View same] [iqdb] [saucenao] [google]

>have fun learning how to map and do cool things with old shitty editors?

This anon gets it.

>> No.5849417

>with old shitty editors
*laughs in Trenchbroom*

>> No.5849420
File: 28 KB, 620x343, 9d9yj.jpg [View same] [iqdb] [saucenao] [google]

Why, why no fanmade upgrade to DromED?

>> No.5849424

There have been. It's still shit but considerably less so than before.

>> No.5849427
File: 18 KB, 294x247, sweating intensifies.jpg [View same] [iqdb] [saucenao] [google]

its time we settled this once and for all...

>> No.5849432

PCMs have scanlines

>> No.5849434

Doom mapping project, but everyone only gets 1024x1024 units to work in. The map file is passed around and everyone adds their square to the map. I'm sure something like this has been done before though.

>> No.5849436

perhaps we are just spoiled when it comes to stuff outside of idtech engines
people still put up with it and deliver cool Thief FMs and Build wizardry like IF and AMC TC for Duke

>> No.5849440

>ten maps
>implying it won't be at most three decent ones and the rest rushed bullshit
>implying the two best maps won't be under the first two or three maps made
>implying such a project wouldn't take MONTHS

>> No.5849441
File: 264 KB, 1000x1000, consider_the_following.png [View same] [iqdb] [saucenao] [google]

Marathon mapping project

>> No.5849443

How do I get JFbuild to work? I still need the tables.ini file.

>> No.5849445

Marathon is a shit game so no

>> No.5849447

The idea is similar to congestion projects, the thing about everyone actually making a segment of the same map sounds like a fresh new twist to me though.
The problem here is that it would mean that instead of working on their maps at the same time, everybody would have to queue up and wait days on end.

>> No.5849450

there is nothing wrong with ttlg forums.

>> No.5849451

What about the Build games? Not just Duke 3D AND Blood, but also Redneck Rampage, Witchraven, TekWar and Shadow Warrior? Maybe after either SW support has been added to Build GDX, Shadow Nukem is made, or an xShadow port based on xDuke's code materializes?

>> No.5849454

Stagger everyone out so each of the 32 maps is being worked by someone every week.

>> No.5849459

No, but some of the users there are elitist shitheads.

>> No.5849461

you're a shit gamer so yes

>> No.5849462
File: 140 KB, 360x360, mike holding back vomit.png [View same] [iqdb] [saucenao] [google]

>all the dipshits in the comments genuinely suggesting to add Brutal Doom onto the port

>> No.5849464

That would probably be best. Also, maybe give each level a simple theme just so that each one isn't 100% random. One example being map07 has to be dead simple related.

>> No.5849469

why does no one like doom 2

>> No.5849470

The same reason that no one likes Ghostbusters 2

>> No.5849476

so is the heretic thing happening or would i be better off just making something standalone and never finishing it like all my other maps

>> No.5849479

Let me guess: this faggotry will bring DRM into a 25+ years old game

>> No.5849482

we make heretic maps with thief textures and thief maps with heretic textures

>> No.5849483

It's fine for what it is but I don't want autism like downwinder or mat99 or GarrettTMT or any other retard chiming in with what they want.

Also constructive criticism there is pretty shit and everyone just jerks each other off even if a mission is pretty bad/boring.

>> No.5849484

That's already been patched out.

>> No.5849485

You're kinda late. It had DRM when it first launched on the switch but they removed it shortly after.

>> No.5849525

What about Sigil?
It's not like Romero doesn't have has much of a bad relationship with Zenimax like John Carmack does.
Then there's the issue with the artist for the promotional image with the reindeer creature, Buckethead and Jimmy.

>> No.5849526

What the fuck, Gearbox changed Duke's voice actor.

>> No.5849535

There isn't a new Duke release, is there?

>> No.5849541

In related news, Jon St. John does weddings now.

>> No.5849543

No they didn't.

>> No.5849546

One step closer to becoming Saint Jon St. John

>> No.5849563
File: 466 KB, 1200x1600, dhg1resize.jpg [View same] [iqdb] [saucenao] [google]


I'm the anon that ordered all the Doom editing books - they've started to arrive! Once they all get here I'll digitize em and post them here and on archive.org (DW too if mods allow it but I'm not holding my breath)


>> No.5849579

Right now there's talk of both Heretic and Thief, and as usual there's no consensus on what people actually want to make. I've counted about four people willing to do Heretic based on >>5846821 , no idea what would Thief's popularity be. You know how it is, a bunch of people who like to talk will talk about stuff, but there will probably will be like two people willing to actually map. And then someone needs to helm the project, and there are probably much more considerations, et cetera.
In my opinion: Thief is much more ambitious, and making something of value will be much more difficult. Heretic is a safe option, and while it's not as impressive, it's easier to make something of bare minimum quality. If anything gets agreed and something actually gets started, I will map for either game, despite having never mapped for either of them before.

>> No.5849584
File: 1.58 MB, 1280x721, coop.png [View same] [iqdb] [saucenao] [google]


I'm down to map for it and would prefer maps balanced for wand start but also playable continuous

>> No.5849592
File: 777 KB, 1365x709, gd.png [View same] [iqdb] [saucenao] [google]

Someone help a dummy out, trying to play Going Down. Dragged and dropped the wad to gzdoom but not getting the custom music isnt loading and the levels are all the standard doom levels.

>> No.5849598

I know someone who would probably run the Thief one, otherwise I COULD run it myself (with help from people I know who are wizards with dromed), but we can wait on that. Like I said it could be better once the TMA20AC concludes before getting serious, so the new maps can build hype/inspiration for people.

Also your points on hexen are pretty much true, and it would be easier to get people engaged with. I was merely responding to an anon's offshoot comment hours later.

>> No.5849606

Did you select the rigth IWAD

>> No.5849608

yeah but isnt the 20th anniversary one like a year from now?

>> No.5849609
File: 76 KB, 800x800, donatehissy.jpg [View same] [iqdb] [saucenao] [google]


Use Doom launcher and use the Doom 2 iwad


>> No.5849617
File: 762 KB, 1357x699, gd.png [View same] [iqdb] [saucenao] [google]

100% just re-downloaded the wad to check same shit, pic related

>> No.5849640

about 7ish months from now

>> No.5849646

Stop using Doom 1 and switch to Doom 2, genius.

>> No.5849647

No, IWAD. IWADs are the base game's wads (DOOM2.wad, DOOM.wad, plus the expansions). PWADS are user wads such as going down. The vast majority of user wads - including gd - are made for Doom 2. They cant be played with Doom 2.

>> No.5849650

meant to say "they cant be played with Doom 1" of course

>> No.5849657

Use doom2.wad

>> No.5849668

DarkPlaces is Quack and HL is GoldSrc, you can't just port it willy nilly.
If you really insist, you can dig around the internet to find all the custom renderers people programmed over the years and make a build of the game using it on your own, but that's gonna take way too much effort.

>> No.5849682

>To use FluidSynth with SDL_mixer AFAIK you need to set the environment variable SDL_SOUNDFONTS=/path/to/soundfont.sf2
This doesn't work for me with Crispy. Isn't libsdl2-mixer already compiled with fluidsynth support in Debian? Or will I have to compile it myself?

>> No.5849698

I always wanted to make a big exquisite hammer cathedral now that new dark engine allows for stupid shit. Get some sweet furniture assets and make something grand with tons of stone statues looking down on the player.

Problem is is not as simple as a Dark Souls 3 cathedral which is pretty straightforward. The building plant alone gives me shivers and then dromed just cuts my buzz.

In my time I only did a couple of maps and its so fucking time consuming.

>> No.5849723

Duke Nukem Forever was a good game

>> No.5849732
File: 725 KB, 864x576, angry mob.png [View same] [iqdb] [saucenao] [google]


>> No.5849745
File: 1.76 MB, 1065x795, 1565925740338.png [View same] [iqdb] [saucenao] [google]


>> No.5849750

I wouldn't call it good, just disappointing. However the dam level with the swimming segment is fucking monstrously bad.
I actually like what they did with the freeze thrower in forever.

>> No.5849751

E.L.F. - Evoking Levels Fearlessly

>> No.5849816

It's not bad but it's painfully mediocre

>> No.5849819

Looks like the Ion Fury controversy is completely over. Thank god, that shit was tiring. It's fortunate for the devs that a shitload of other controversies started happening recently so all the controversy-addicted whores moved on.

>> No.5849828

Jesus christ this must be so exciting for you. I only got Doom Gurus but dear god I cherish it.

>> No.5849830

yup, they all moved over to metooing a bunch of men in the indrustry like Jeremy Soule and the guy from a Night in The Woods

>> No.5849838

Is it safe to have fun again?

>> No.5849846
File: 4 KB, 640x400, 2019-08-31_015645_505654225.png [View same] [iqdb] [saucenao] [google]

It should be. What do your sound settings look like? Also make sure snd_musiccmd is empty in the config file in ~/.local/share/crispy-doom/.

>> No.5849853


Yeah, even on twitter now it's mostly people talking about how fun the game is and how retarded the controversy was. Barely any of the usual suspect outrage-whores are still talking about it. They realized nobody gave a shit about what they were crying about so they moved onto ruining the lives of some lefty indie game developers instead.

>> No.5849860

>moved onto ruining the lives of some lefty indie game developers instead.

>> No.5849868

Ghostbusters 2 is not as good as the original but I still like it more than 2016 remake and Gigli.

>> No.5849869


I still dont understand what the controversy was. But considering you can get banned for saying fag this is where we are at.

>> No.5849870

>Jeremy Soule
Nothing of value was lost from him fleeing the gaming industry, his music has long since become bland and samey as fuck.

>> No.5849873

>claims supported by zoe quinn

>> No.5849874


>> No.5849878


>> No.5849880


>> No.5849889

I like Doom 2 and Ghostbusters 2.

>> No.5849890

what reason?
how do the two even compare?

>> No.5849898
File: 315 KB, 1068x1424, 432u7652.jpg [View same] [iqdb] [saucenao] [google]

I'm playing Doom for the first time on LZDoom. What settings do I turn off for a more accurate experience? I already turned off looking up and down. Should I disable jump too? Anything else?

>> No.5849904

Fuck Alien Eradication is really fucking amazing. I hope the guy finishes it.

I need to play Alien Trilogy, its shit but its my nostalgia injection.

>> No.5849905

It's not shit you fudgepacker

>> No.5849908

Is it at all possible in Build games to make a change to third person?

>> No.5849910

You are right, it's not shit. But it's really amazing either. You see I had both Exhumed and Trilogy of the Saturn back in the day. Kinda coloured my view.

Alien Trilogy still has cool levels but its a very simple game.

>> No.5849912

If you want an "accurate experience" play on chocolate or crispy doom.

>> No.5849914


>> No.5849918

I can't run chocolate because I don't have Open GL. I'm on a 2010 Thinkpad lent to me by the company I work for while I'm at a week training and I just want to shoot demons man.

>> No.5849923

Try Crispy then.

>> No.5849927
File: 66 KB, 385x475, Doom Guru.jpg [View same] [iqdb] [saucenao] [google]


Yeah man, Im fucking amped

>> No.5849935
File: 32 KB, 640x480, xops s.jpg [View same] [iqdb] [saucenao] [google]

how y'all feel about the CS pre-alpa?

>> No.5849939
File: 1.84 MB, 1920x1080, ihnimap04.png [View same] [iqdb] [saucenao] [google]


If you wanna keep tabs on the progress: https://www.doomworld.com/forum/topic/98227-what-doom-books-are-worth-getting/

I'll keep posting here but DW will always be up to date

>> No.5849950

i just remembered that one of shadow warrior's expansions had a plane level

>> No.5849959
File: 1.82 MB, 4000x3000, slayersclubshirt.jpg [View same] [iqdb] [saucenao] [google]

Slayers club is legit, free Doom merch. It's cool to be able to enter/win competitions while being well outside the US.

>> No.5849964

marketer chan pls go away

>> No.5849975

what map is this?

>> No.5849978
File: 1.86 MB, 1920x1080, ihnimap05.png [View same] [iqdb] [saucenao] [google]


plz im just stoked to get more doom merch



>> No.5850027

the title screen from super mario 64 but you stretch doomguy's face instead

>> No.5850035

Some Ion Fury levels sure fucking drag on.

I wanted a cyberpunk adventure not a "wander around in sewer systems" adventure

>> No.5850053

True, but what FPS of this style DOESN'T have an area that drags on in a similar fashion? seriously asking if it exists

>> No.5850054
File: 29 KB, 128x128, 1567026240204.png [View same] [iqdb] [saucenao] [google]

Welcome to BUILD, Doomlet.

>> No.5850059
File: 589 KB, 1000x1426, 9781942993773_manga-blame-master-edition-sample3.jpg [View same] [iqdb] [saucenao] [google]

What game engine can handle drawing mega structures?

>> No.5850062

IDTech 1

>> No.5850063

I enjoy Duke Nukem. The levels are never as long and boring as IF

>> No.5850065


Like the xtremeski levels take place in oversized buildings that are several kilometers long and theres cave and canyon maps that are two terrain maps next to each other making a huge cave or huge canyon

>> No.5850069

You can't even create the scene in the image because Doom forces walls to be perpendicular to floors.

>> No.5850070

I remember EYE kinda fooling me in the beginning it was going to have megastructures. Still a good trip but hey.

"You fought the law, and the law won"

Replaying the jank 2003 Judge Dredd game right now and fuck this is exactly what Shelly should have been.

Also played SIN never finished it back then, was also strangely satisfying. It had some quite big ambitions. The over the top 90s felt quite charming really. You could really feel the Quake 2 in it.

>> No.5850071

They look just like yours, and my snd_musiccmd is empty. How would you suggest I test where the problem lies?

>> No.5850075

Half-Life, if you use hubs.

>> No.5850084

What is a mega structure? And while I'm at it, what is a mega texture?

>> No.5850089
File: 525 KB, 1522x857, Untitled.png [View same] [iqdb] [saucenao] [google]

this is it bros, the final level.

>> No.5850094

GZDoom doesn't

>> No.5850097

It's ass

>> No.5850103

Nevermind, this did the trick:

export SDL_SOUNDFONTS=/path/to/soundfont/SC55_EmperorGrieferus.sf2

Had to force it apparently, don't know why.

>> No.5850105
File: 143 KB, 1024x747, b1c6187053e9b128036f0a55749554807ef0dbdf_hq.jpg [View same] [iqdb] [saucenao] [google]

Generally, it just means a very large artificial building/structure. In the manga Blame, megastructures were part of a Dyson sphere that started to grow uncontrollably and covers most of the Solar System.

>> No.5850107

i always wondered if the intention of the icon of sin was even a wall where you shoot in a hole while its spawns enemies through flying cubes
because if there was a classic doom 3 or follow up that wasn't final/64, i could imagine id trying to make him like the final bowser boss from yoshi's island for example

>> No.5850113
File: 652 KB, 2000x1208, 1341864740374.jpg [View same] [iqdb] [saucenao] [google]

DUMP but with Douk Kickem when?

>> No.5850123

Yeah that was pretty awful. Now on to dook!

>> No.5850148

Probably never, it sounds like DUMP was a fucking pain to organize, which is why no more have been run.

>> No.5850161

I'm working on a video about this stuff in my limited free time.
To answer your question I'd try out either Crispy-Doom or Chocolate-Doom.

>> No.5850169

When my shitty Marathon TC is done I'll be sure to shill it here for the two people in this general that actually like Marathon

>> No.5850172

yeah but you can't tell on a CRT :^)

>> No.5850173

dook in your mouth

>> No.5850174

you don't need to use half that shit, you can just use the mouse

but the game is just a fucking boring dungeon crawler

>> No.5850183
File: 112 KB, 1200x671, ion-fury-review-header-e1566488506956.jpg [View same] [iqdb] [saucenao] [google]

I actually like the soundtrack

>> No.5850187

why do I feel some deep inner affection towards a 2d drawing of an angry woman?

>> No.5850190

The huge mayority of games with mega structures actuallly uses skyboxes to simulate them, like Half Life 2 or Destiny 2

>> No.5850192

because you crave human connection
though shelly is a weird pick anon

>> No.5850197

It reminds me of Streets of Rage.

>> No.5850209

he said it, he said the WORDS

>> No.5850219

Will the game Wrath be in build or Quake1 Engine?

>> No.5850223

It uses Darkplaces.

>> No.5850226

Quake 1 engine.
Build can't do that stuff showed up in the trailers

>> No.5850229
File: 168 KB, 1920x1080, Screenshot_Chex_20190830_211340.png [View same] [iqdb] [saucenao] [google]

I dunno... this level feels wrong.

>> No.5850251
File: 6 KB, 600x177, rendering interpolation aka uncapped framerate.png [View same] [iqdb] [saucenao] [google]

Interpolation happens between two completed tics, so the displayed frame's content (camera/thing positions) is always something between second latest and latest tic, whereas with capped framerate simply latest tic is used. This means with uncapped framerate there is up to 28 ms extra delay between what's happening in game and what's displayed on screen, which may affect playing.

If you doubt 28 ms can make a difference anywhere, interpolation is also a reason behind mouse turning feeling laggy with uncapped framerate in prboom, crispy, maybe others, compared to zdoom derivatives. Simpler ports interpolate view angle between two last tics just like everything else, but zdoom samples mouse movement every frame and updates view angle instantly based on that. So the difference in experienced input lag is effectively constant 28 ms (assuming equal time spent rendering the frame). It can be tested in zdoom by setting smooth_mouse to 1, which replicates the interpolated behavior.

>> No.5850260

Do people generally not like the soundtrack or something? It's really fucking good.

>> No.5850265
File: 422 KB, 1602x927, Untitled.png [View same] [iqdb] [saucenao] [google]

>shrink ray shot keeps colliding into something invisible before exiting the recess so can't shrink duke
>stuck in small room
this isn't supposed to happen is it

>> No.5850270

Is it just me or does Doom get significantly harder in the second episode

>> No.5850280

u feelin spooked m8?

>> No.5850284

Oh, so that's why I can't stand playing PrBoom. Is there a way to disable that whatsoever?

>> No.5850292

Not without implementing the same thing zdoom does.

>> No.5850305

Works fine on my xbawks one

>> No.5850307

Huh. How come speedrunners and all those folks rock Crispy and PRBoom on uncapped framerates doing amazing shit all the time though? I mean, if they can pull off the sort of feats they do on those ports, 28ms certainly can't be that significant right? Or ZDoom derivatives would be preferred for top tier gameplay. The demo thing aside, I guess.

>> No.5850309

American ended up hiring a private investigator to look into it because the Dallas PD were dragging their feet. Which they apparently were because they were automatically writing it off as "lmao crazy woman goes on a walkabout". Anyways said gumshoe tracked her down to a hotel room with a shitload of blood in it. When they got forensics to analyze the blood, it matched McGee's sister. And it was enough blood that it's reasonable to say she lost too much to be alive. She's basically as dead as you can be without actually finding a body, which probably has been dumped god knows where.

>> No.5850310

>28ms certainly can't be that significant right?
Well no shit anon, it's 28 fucking milliseconds.

>> No.5850312

I know, but I mean, this other anon seems to find it unacceptable somehow >>5850284

>> No.5850313


>> No.5850314

Realistically it's something off setting him off and he's just assuming this is the cause.

>> No.5850317

Quake but there's a secret room in one of the levels where you get to hear the tragedy of Darth Plageuis the Wise.

>> No.5850319

I mean, I don't know that this is exactly why, but all I know is that the mouse movement in gzdoom is just about perfect, and no matter what settings I change in PrBoom+, it just feels unwieldy and bad.

>> No.5850359

If you can get GZDoom feeling exactly like PrBoom+ by setting smooth_mouse to 1, it's a good indicator that this is the reason. If GZDoom still feels better, then there's something else aswell.

>> No.5850378

I thought the giveaways were unavailable anywhere outside of the US

>> No.5850380

except not really.

>> No.5850382

t. shelly

>> No.5850386

heskel pls go

>> No.5850409

Nah, E1 would be the hardest on UV if it weren't for E4. There's a lot more hitscan enemies there while the second episode onward features a lot more melee or projectile monsters. Thy Flesh Consumed on the other hand simply takes advantage of post-release game knowledge and fundamentals.

>> No.5850414

I like how people play the first game for like 15 minutes expecting it to be Doom or Blood and then give up when they can't navigate the maintenance shaft.

>> No.5850423

Marathon level design is kind of like Hungarian to Doom's Spanish. If you didn't grow up with it, it becomes 100x harder to learn, because your brain wasn't trained hard enough.

>> No.5850428

To be fair the first half of Marathon is kinda shit as far as level design goes IMO. It has some levels I like, such as The Rose and G4 Sunbathing but I think is mediocre to downright frustrating until you reach the Pfhor levels.

>> No.5850429

Do you guys like to use Pitch Shifting (audio) in your Doom source ports?

Why or why not?

>> No.5850435

has someone turned this into a effect where the sound is pitch shifted based on distance from the player?

>> No.5850436
File: 45 KB, 550x798, flings poo at you.jpg [View same] [iqdb] [saucenao] [google]

>hating Cool Fusion, Blaspheme Quarantine, or Neither High Nor Low

>> No.5850443

Cool Fusion and NHNL I both like. I'm iffy on Blaspheme Quarantine but it's not bad. However levels like Smell Like Napalm, Habe Quiddam and Colony Ship For Sale could be deleted and the game would be better for it.

>> No.5850460

I wouldn't say any of the levels are necessarily bad, I mean they are competently made levels, but the encounter design is classic bungie. That is to say, the level is a fucking dick towards the player and is trolling you at every chance. The entire level colony ship for sale, for example is just a troll level.

>> No.5850470

Colony Ship is only bad before you realize that you can double-hit elevator switches to freeze the steps in the position you want. As a kid I spent an hour trying to hit all the switches in different combinations in order to time the staircase perfectly. Also, some of the best terminals in the series.

>> No.5850475

>That is to say, the level is a fucking dick towards the player and is trolling you at every chance.
Marathon 2 is pretty much never malicious to the player, while Infinity occasionally is (the back to back nightmares that are Acme Station to Post Naval Trauma comes to mind). I think maybe this is why M2 is my favorite Marathon game.

>> No.5850478

You forgot that M2 has Eat it Vid Boi and Kill Your Television and the final terminal is a bitch to read in lava

>> No.5850479

Kill Your Television could be a real bitch though. But overall yeah by far the friendliest of the trilogy.

>> No.5850480

is my bad, meant for >>5850475
even with the different tricks, you still have to deal with the fucking invisible looker bombs around every corner.
Did you know you can skip the entire staircase and just do a long ass grenade jump?

>> No.5850485

I kind of liked the invisible lookers, they legitimately spooked me out at the time.

>> No.5850491

Eat It Vid Boi and Kill Your Television are not malicious levels. KYT is confusing and not really fun in my opinion but it's not that bad. The closest M2 has to a "fuck you" level is God Will Sort The Dead, as you pretty much have to kill every single BOB as it's impossible to differentiate BOBs from simulacrums, and if you enrage BOBs on Total Carnage they can actually fuck you up pretty easily

>Did you know you can skip the entire staircase and just do a long ass grenade jump?
Yes but only after completing the level. A new player isn't going to know that's possible

>> No.5850552

KYT has these narrow long corridors circumscribing the large rooms though, and teleports in impassable cyborgs in the middle of them, which means either swallowing grenades, backtracking and cheesing them, or just falling off a long fall and having to get back up again. And the long underwater tunnels pushing you around were dickish too.

>> No.5850553

The thing with KYT is that I always forget how to drain the one tub and fill the other so that I can still swim down and finish the level.

>> No.5850564

Damn son.

>> No.5850587
File: 238 KB, 535x1010, D4F5EAD4-63C2-454C-931F-8D60497F1327.jpg [View same] [iqdb] [saucenao] [google]

>another one bites the dust
Can you follow me?

>> No.5850621


>> No.5850624

About getting Crash, if you want.

>> No.5850626

Remember Doomkartguy

>> No.5850630

I don't understand.

>> No.5850660

Maybe it was a Doom fan disgusted by his level design

>> No.5850668

I get where you're coming from when it comes to not needing to bring everything over. Obviously we hardly need Afrits when we have Fire Gargoyles, hardly need Ettins with Golems and Saberclaws, et cetera, but I also think that Heretic's bestiary is pretty shallow on its own, and there are a few Hexen enemies that are unique enough in their own ways to fill roles that simply don't exist with Heretic on its own, like Centaurs and Slaughtaurs providing a slow wall that has to be dealt with carefully and can't simply be mowed down, similar to the role that Barons fill, only less bullet sponge-y and more simply requiring thought on the player to not smack themselves from the shield. Stalkers as mentioned are a completely different combat experience, though they may only be used if someone wants to do watery levels, Wendigoes are a great alternative to Ophidians, where the latter are bulky and their attacks can simply be evaded by breaking line of sight a la Arachnotrons, Wendigoes can force the player to be a lot more active when their attacks pile up into full area denial, and Reivers can fuck your shit up in an instant in a way Disciples can't, and are good at closing in on the player and restricting movement.

>> No.5850673
File: 46 KB, 462x484, 2019-08-31-062925_462x484_scrot.png [View same] [iqdb] [saucenao] [google]

The more I play the more I can't help thinking of her as a fed up woman with a weird japanese guy making bad puns around her 24/7 who just wants to shoot people and eat everything in her path in peace.
>"Why is it always explosions?"
>Wall blows up as soon as next level begins
>"That's my cue, I guess"

>> No.5850690 [SPOILER] 
File: 32 KB, 640x360, 1567244779874.jpg [View same] [iqdb] [saucenao] [google]


>> No.5850741

No, because it sounds like shit.

>> No.5850757

Used it when ports got it. Stopped using it after too many jank sounding chaingun cha-chas.

>> No.5850758

'we're taking over this place'
"who the fuck are you?"

>> No.5850764

None, as there is no reason in wasting resources on actually building maps that huge and places you will never reach. Like anon said, you can widen the scope with a decent skybox or distant map geometry.

>> No.5850770

I just want the guy to call HUH finished before anything else starts. BUILD
Enough with the stalling. Those throwaway email account aren't going to respond.

>> No.5850808

E1 mitigates the high hitscanner usage with health and ammo being in near endless supply. Only truly gets hard in -fast.

>> No.5850814

E1 is never hard on UV outside of one or two pretty good ambushes, hitscanners in Doom 1 are all real fragile and you're seldom finding yourself stuck in the shit.
E4 does makes it hard by putting you in closer spaces and spots where it's harder avoid getting shot at, along with resource starvation, and liberal use of Barons Of Health

>> No.5850820

Nigga it's been out since the last thread.

>> No.5850834
File: 15 KB, 554x464, timetoass.png [View same] [iqdb] [saucenao] [google]

Ok good

>> No.5850841

Blow it out your ass!

>> No.5850889
File: 23 KB, 707x523, blowupass.png [View same] [iqdb] [saucenao] [google]


>> No.5850941

>ass inflation
duke no

>> No.5850953

Others have said McGee was born under a cursed star. I hope his wife is fine and stays that way.

>> No.5850961

Favorite maps?

>> No.5850965
File: 725 KB, 1024x1024, City.png [View same] [iqdb] [saucenao] [google]

It's way much more than that.
It began as megacity on Earth. It was built by automatic Builder machines controlled by AI within the Netsphere (super-internet that people connected to with consciousness).
There were Safeguard cyborgs/entities that prevented unauthorised access to the Netsphere and killed those who tried to connect without a certified net-gene.
A bio-terrorist attack muddled the genome of the populace so that now nobody could connect to Nertsphere to stop it, and Safeguards killed all those who tried.
Eventually whole earth was rebuilt into a giant City.
The programming of the Builders began to degrade overtime and gradually the structures they built became more and more bizzare.

Centuries later, directive-bound AI found a way to pull materials out of alternative dimensions (and even alternative versions of The City), and he expansion continued, and in a few thousands of years it enveloped the Sun in a dyson sphere. The structure is supported by some sort of gravity-manipulation devised by rouge AI.

Humans mutated and diversified, their colonies now few and far between, separated by hundreds of thousands of miles of disjointed buildings, empty streets and thousand-mile deep ravines. They are being hunted down by Safeguards who now aim to kill anyone who does not posess a Net-gene, which is pretty much all of humanity at this point.

At the time of Blame! City became a multi-layered dyson sphere and encompasses Jupiter, and Earth moon and other stellar objects of the solar system are just rooms in a giant structure. That is just for the "uniform" part that is a City all throughout, the Megastructure itself is even larger - It's not perfectly spherical and parts of it reach out to the outer rims of Oort cloud

All in all about 2.3 billion kilometers in basic radius, most of the volume filled with City.

Lets just say at one point MC encounters a storage room the size of a planet. And it's nothing unusual for The City.

>> No.5850970

PRBoom in fact samples mouse as much as framerate allows and updates visuals accordingly, just like ZDoom.
>>5850251 is a faggot and probably running vsynch or something else that messes with mouse behaviour/reading.

>> No.5850982

So all in all, an interesting slipgate adventure for Ranger?

>> No.5851010

That's actually a really fascinating premise.

>> No.5851020

I want to see if it'll inspire me for mapping. How's anime?

>> No.5851025

read the manga.

>> No.5851028

whats the difference between shadow warrior complete and redux?

>> No.5851032

I'm curious, do you know of any way to limit PRBoom+'s FPS without using vsync? Because if I don't use vsync, I get coil whine from my GPU rendering OpenGL at hundreds of thousands of FPS, and if I do use vsync, I get 60 FPS without coil whine but some input lag.

>> No.5851035
File: 1.92 MB, 1366x929, good scan.png [View same] [iqdb] [saucenao] [google]

Most attempts at BLAME anime results in a disjointed scenes from manga that make little sense, and exposition dumps that make even less sense for those who didn't read it.

All in all, read the manga. About 70% of it are landscapes of The City as MC travels through them. The author seriously studied architecture at some point and it shows in the art.

Download good scans from somewhere. Most manga sites have old really shitty ones

>> No.5851038
File: 1.36 MB, 1456x1073, shit scan.png [View same] [iqdb] [saucenao] [google]

example of shitty scan from mangakakalot

>> No.5851042


>> No.5851046

You can either use MSI Afterburner to limit FPS to whatever you like, or put your GPU into energy efficiency mode while you play PRBoom.

You can also try setting VSync from the drivers and put triple buffering on - that should eliminate most of the lag. If possible try adaptive Vsync/double-synch or whatever else forms your drivers give you.

>> No.5851067

Is there a way to cap the framerate in GlBoom to anything else than 35 fps. without using Vsync?

>> No.5851068
File: 30 KB, 270x247, 019B28E0-46FF-4733-AE70-A9BF9FD8198F.jpg [View same] [iqdb] [saucenao] [google]


>> No.5851071

I'm on Linux though
I'm currently looking for a way to limit it from my drivers, I'm sure there is - but I was wondering if PRB+ just had a native option for it

This is what we are talking above right above you, you big dumb dumb

>> No.5851073

*we are talking about right above you
Oh no. Now I'm the big dumb dumb.

>> No.5851130

What if... There were a mod that allowed you to save the captive women in PC Duke3D like you already can in the N64 version.

>> No.5851136

You can do that in Nuclear Showdown IIRC

>> No.5851148

(Anon that made the map here)
it was my first map so i tried to make what i could, the entire idea of ribcage was because of me toying around with the editor

>> No.5851152

the level design is abysmal

>> No.5851198

why not get yourself a real girlfriend instead

>> No.5851218

That's a little too unrealistic, isn't it?

>> No.5851219

imagine having a girlfriend, haha

>> No.5851225
File: 543 KB, 576x864, 1439753408063.png [View same] [iqdb] [saucenao] [google]

I'm a recent convert from GZDoom to PRBoom+ for vanilla gameplay. I've heard this about the blockmap bug version mentioned sometimes, and I did some googline.


From what I understand, there's basically no practical way to stop this from happening in normal play, is there? You'd have to play a level an insane amount of times to know where a map is likely to give you the blockmap bug so you can avoid it, right?

>> No.5851231

Oh gosh I butchered this post.
>I've heard this about the blockmap bug version mentioned sometimes, and I did some googline.
*I've heard this thing about the blockmap bug mentioned sometimes, so I did some googling.

>> No.5851324
File: 2.93 MB, 1920x1200, titlepic.png [View same] [iqdb] [saucenao] [google]

OTEX v1.0 just released.


Remember the new textures featured in Eviternity? That's all OTEX, and now it's free for bundling with WADs (with proper credits of course).

>> No.5851347

jokes on you
i cant map

>> No.5851348

Which mapset did you guys like more, both in terms of gameplay and aesthetics

Ancient Aliens or Eviternity?

>> No.5851352

hey I'm gonna need a bit of help I put quakspasm in my /id1 folder alongside pak1.pak and pak0.pak but it can't find them, is there anything I'm doing wrong?

>> No.5851354

You have it wrong
This is how it is supposed to look like

>>>>music files go here
>>quakespasm binary (and extra shit that comes with quakespasm)

Use the second mega link from the OP if you want it all ready to go already.

>> No.5851358

I wish more people used dynamic lightning instead of fancy textures

>> No.5851359

oh so quakespam goes outside the id1 folder? Thank you I'll try that

>> No.5851361

thank you that worked perfectly

>> No.5851364

There's more mappers now using both, and there's plenty of non-fancy/-superfluous stuff in OTEX which will become the backbone of many projects. So I say it's a net gain.

>> No.5851370

Now make sure you have a nice autoexec.cfg so it looks good

Some good commands are

gl_texturemode 3
r_particles 2
r_viewmodel_quake 1
cl_bob 0.004
cl_rollangle 0
cl_alwaysrun 1
crosshair 1
bgm_extmusic 1
gamma 1.2
contrast 1.5
bind "ENTER" "exec autoexec.cfg"

>> No.5851375

I don't mean to be a bother but could you explain what each one does? I'm trying to keep my Quake somewhat close to the original outside resolution and some other stuff

>> No.5851386

>gl_texturemode 3
Removes texture filtering so everything looks nice and crisp.
>r_particles 2
Makes particles (like torch embers) look like squares, like in the original
>r_viewmodel_quake 1
Correct viewangle for the weapons
>cl_bob 0.004
Dramatically reduces the ebin bobbing camera
>cl_rollangle 0
Gets rid of the awful camera tilt when you strafe
>cl_alwaysrun 1
Your default movespeed is now running, press the Run/Walk key to walk
>crosshair 1
You now have a crosshair. You can change its size with scr_crosshairscale. I use mine at scale 2.
>bgm_extmusic 1
Calls the music in id1/music, so the game isn't silent
>gamma 1.2
>contrast 1.5
Makes the game look better and less washed out, this is my preference though
>bind "ENTER" "exec autoexec.cfg"
Lets you press Enter on your keyboard to restore you autoexec settings, in case you were experimenting with changing these console commands from in-game

>> No.5851389

sweet thank you!

>> No.5851392

No problem. Now go forth and HUUH, my childe.

>> No.5851416

Sector lighting is more authentic, artistic, and appropriate for the engine than dynamic lighting.

>> No.5851420


>> No.5851436

No thank you.

>> No.5851437


Dead Marine is looking nice

>> No.5851445

come to think of it
huds that feel like they're part of the helmet seem better when they come in the form of these metal screens like that instead of holograms

>> No.5851446

I don't know anon, that looks very tacky for me. Even tackier than Beautiful Doom.

>> No.5851450

Kinda want a mod called Tacky Doom now, but what would that entail?

>> No.5851453
File: 233 KB, 1920x1080, Screenshot_Doom_20190831_131856.png [View same] [iqdb] [saucenao] [google]

>not using fullscreen hud like god intended

Isn't that just Doom Remake 4?

>> No.5851462

1. no
2. yes
3. style if newbies, style AND coherence if seasoned mappers

>> No.5851465

Texture filtering forced On in the blurriest setting
Too many overt references to rip & tear or nudoom
Tortured enemy deaths like in brootal dewm
Helmet overlay
Unbalanced sounds
3D models that look awful

>> No.5851470

i wish GZDoom had lightmaps.

>> No.5851512

so just brutal doom besides the 3d models and texture filtering?

>> No.5851517

>Tortured enemy deaths like in brootal dewm
>3D models that look awful
You can only have one.

>> No.5851529

that's the worst party
shitty models suddenly turn into shitty sprites

>> No.5851571

Never really saw people bitching about it since it came out. Only people saying the game is boring and shelly is shit.

>> No.5851589

>removing camera tilt

>> No.5851673
File: 265 KB, 1024x1222, alice_cover.jpg [View same] [iqdb] [saucenao] [google]

Hot take crazy theory about what happened to American McGee's sister.
Fact #1: Sister was anonymously threatened by a wokes/progressives individuals because American supports GamerGate.
Fact #2: American's progressive narcissist crazy hippy failed-artist mother sold all their stuff and the family house to pay for the plane ticket and gender reassignment surgery in Thailand for her tranny boyfriend and abandoned him while still in high-school without even telling American and leaving him on his own devices.
The main character in American McGee's Alice was based on his sister, American loves his sister.
Narcissists parents cannot bear that their children are independent and successful, specially if they defy their politics and/or beliefs and still succeed way better than them.
What if someone related to American's mother, tranny step-dad or his mother himself are related to the kidnapping, foul play and disappearance. They thought to kill two birds with one stone, since It's too probable that American's sister was also at odds with their mother. But by leaving American to suffer constantly by trying to make him feel guilty because of his politics feels lots like somebody wanted to "teach him a lesson and prove a point", something a narcissist crazy parent would do from their own deranged logic.
You can google all these facts about American's family life and the case to ponder my theory. Some crazy progressives/wokes threatened a woman and very probably killed a her because her brother supported GamerGate, yet GamerGate crowdfunded a campaign to find that very same woman because they care, makes you think.

>> No.5851674

make a thread on /trash/ or /b/ or something
it sucks what happened to her and all but this is barely doom related

>> No.5851676

wait I though that happened decades ago you are talking mid 2010

>> No.5851682

Blood traces but no corpse, and no one had been accused yet, case unsolved.

>> No.5851685


Fraggle released 'miniwad' A Minimialist iwad


>> No.5851692

I dig it.

>> No.5851693

Tagging OTEX release for news

>> No.5851705
File: 103 KB, 1280x960, MAP01.png [View same] [iqdb] [saucenao] [google]

Any reason why textures show up like this when using OTEX? They work fine in GZDoom but in Doomretro and prboom+ they end up all janky like this.

>> No.5851718
File: 255 KB, 377x474, boner-big.png [View same] [iqdb] [saucenao] [google]

I like it for what it is, even if it's real brief.
Maybe you should try making another skeleton map some day.

>> No.5851727

She went AWOL back at 2016 I think.

>> No.5851737

I know American's mom is crazy as a sack of badgers, but I don't think she's THAT crazy.

>> No.5851747

Would you put your beloved sister inside a sack of badgers?

>> No.5851754

>American McGee
>barely doom related
Get dilated, fucking tranny.
Also, these threads aren't only about Doom, you monomania sperg.

>> No.5851757

Kidnappings aren't retro FPS.

>> No.5851767

Shemale please.
We talk about people related to those retro FPS and their life all the time, the OP even has the link to the last Rogan/Carmack thing even when they barely talk about doom nor quake, we even tolerate the Romero lazy pic edits and the Randall Bitchford dad jokes. Your gatekeeping sucks and you should feel bad for trying to police this.
American McGee is relevant to this thread, always.

>> No.5851773

>we even tolerate the Romero lazy pic edits
Speaking of which, anyone have that Romero gas station picture? I'm feeling it's been long enough since the last "I can't believe john has to work at a gas station now" thread.

>> No.5851775

These threads favorite subject is shitting on SgtMarkIV and Graf Zahl. What they do can't even run on old retro pre-1999 hardware.

>> No.5851783

I think SgtMarkIV wasn't even born back then when doom was out. Don't know about Graf tho.

>> No.5851801

I don't know about OTEX.
Are you using the original IWAD only?
If you're using a texture pack, GZDOOM could get to use non-conventional PWAD texture and flats existing in several folders, the jdoom way.


>> No.5851807

I remember that phase when I used to think dynamic light is better than sector light. But then I've realized that it's absolute jank. It has tendency to clip through walls and it's really obvious that it's just spherical falloff, it doesn't propagate like real light and looks ugly if you put a couple of the m together. Not to mention that there's an option in the graphics settings that allows you adjust dynamic light scale, which means that it can look different in someone else's game.
It's okay to use dynamic lights for some moody accents, but I absolutely wouldn't rely on them to light a room properly. Last time I tried to do that they also tanked my framerate.

>> No.5851810
File: 5 KB, 452x398, Wolfpsyched2.png [View same] [iqdb] [saucenao] [google]

is there a way to play wolf3d online? preferably cooperative.

>> No.5851814

i meant the situation around him, troglodyte retard
>dude tranny lmao
your cuntboy failure of an organ can't even reproduce, faggot

>> No.5851816

If you remember the image's file name, with some google-fu probably you can get to find it in a previously archived thread, mein fren.

>> No.5851821

I think maybe one of the sourceports might have multiplayer. I think also that homebrew Genesis port had it as well.

>> No.5851827

Yeah that did the trick.

>> No.5851832

>i meant the situation around him,
Boipussy, American McGee is relevant to the thread, and situations in his life.
You can get as much angry as you want, retro fps is the place to write and even shitpost about ANYTHING related those guys, Carmack, Romero, American. You're way wrong if you think it's not.

>> No.5851839

That's great dude

>> No.5851847

game devs is one thing
people that aren't even video game related is another thing
same logic with e-celebs
some of them play videogames and even worked on them, but the minute you talk about different categories of e-celebs, you showcase why e-celebs would count as off-topic
game devs are a stronger case at least because that's like discussing movie directors in /tv/
but it's because of their video game related background, not because american mcgee having his sister kidnapped is an event that happened inside a video game
how many buzzwords do i got to throw before you accuse me of transphobia?

>> No.5851850
File: 92 KB, 833x763, NOT RETRO FPS RELATED SAYS THE TRANNIES BEFORE DILATING.jpg [View same] [iqdb] [saucenao] [google]

>> No.5851851

only the daikatana part is retro fps related and one of those posts is a /tv/ simpsons meme
>trannies are after me
yes, 1% of the world's population is after you
this is what happens when you cut off your dick and balls and chris chan your wound
your parents think you're a disgrace, they might as well be trannies

>> No.5851854

By your same logic the mention of the Joe Rogen episode interviewing John Carmack shouldn't be "retro fps related", and is the thing that got these threads more pumped than anything some days ago. As I said, your gatekeeping sucks, and your apologist stand to defend such gatekeeping sucks even more. Go be a janitor if you don't like it, or better go to a place like ResetEra and tell others what's worth posting and what's not under your own arbitrary house-rules. This is 4chan, and this is the retro fps thread, and American McGee and his life is relevant to the thread even if you don't like.

>> No.5851860

Er.. I think you're helping to prove that troll's point, don't fall for bait like that so easily.

So we have to ask you personally for what's retro fps related? Just ignore what you don't want to read and keep reading the thread ahead.

>> No.5851861

the joe rogan thing was literally brought up because people expected video game talk
there was a part where he talked about the source code
>accuses me of gatekeeping, then proceeds to gatekeep
pot and kettle

>> No.5851864


>> No.5851865

Is this real?

>> No.5851868

Are they indexed? Have you put them in the correct position within WAD file?

>> No.5851869

Nigga at this point your bickering has exceeded the volume of any other talk about the McGee bullshit in this thread. If you want these threads to stay on topic, you sure are a stellar example.

>> No.5851870

>>accuses me of gatekeeping, then proceeds to gatekeep
>pot and kettle
Okay, you got a point, you can keep whining and I'll just ignore your whining and post about any retro fps developer I want and his life. Regards.

>> No.5851871

Dude, if someone is dumb enough to send death threats with their public social media, then they're not smart enough to commit murder and get away scot-free.

>> No.5851874

He also talked about bit about quake multiplayer.

I mean, how many times have the FBI been made aware of mass shooters making death threats ahead of time and still doing nothing? The answer is a lot.

>> No.5851875

I think the police were even dumber/lazier.
Not even the public social media people that made the threats were investigated, gotta figure.

>> No.5851876

*still done nothing

>> No.5851889 [DELETED] 

What if the kidnapping plan went wrong, and they killed her by mistake, even when the mom didn't wanted her daughter to get killed, but then had to go along it and be narcissistic again and convinced herself it wasn't her fault.

>> No.5851895

iS rEaL bUt nO rEtRo fPs rElAtEd

>> No.5851897

>using a literal reddit meme

>> No.5851915

Reddit is not retro fps related, stop posting about it.

>> No.5851952

you being a complete retard isn't /doom/ related either

you know what is /doom/ related though? heretic, specifically potential mapping projects for heretic
here's to hoping that gets organized to some degree next thread - I'd do it myself, but I figured the guy who suggested it did so because he wants to get it going himself

>> No.5851954
File: 239 KB, 800x600, 1561250191058.png [View same] [iqdb] [saucenao] [google]


>> No.5851957

report and hide
this isn't the wasteland of /trash/

>> No.5851968

So following the thread and board rules is retarded. Go back.

>> No.5851981

Why do you doomlet troglodytes always say this thread is "doom related".
It's RETRO FPS RELATED, exclusivists.

>> No.5851984

doom related is retro fps related

>> No.5851986
File: 26 KB, 974x535, The difference between 5'11 and 6'0.png [View same] [iqdb] [saucenao] [google]

God damn it I knew I forgot to do something when I got up today. Have some art I've been kinda working on this week

>> No.5851992

Then say so. This thread is retro fps related, not doom only related, or go back to having your doom only containment thread.

>> No.5851993

I just did...

>> No.5851997

Say it's fps related and don't even mention doom.

>> No.5852000

I will not be bullied around.

>> No.5852001

This is what you get when you let ResetERA types tell you whats not to thread related.

>> No.5852002

>This man with a nazi swastika on his forehead called me a cuck
>Clearly, he must be a Resetera tranny who drinks a lot of say
Next time, learn to be mad at yourself.

>> No.5852016

make a thread on /adv/ or /r9k/ or something
it sucks what happened to you by claiming getting bullied around but this is barely doom related

>> No.5852018

I understood that reference.

>> No.5852023

This post is neither retro fps nor doom related.
Go back to /b/ or /trash/ or whatever hole you crawled out of.

>> No.5852026

oi m8 do you loicense for that non-doom related post

>> No.5852029
File: 747 KB, 986x555, n-pass.png [View same] [iqdb] [saucenao] [google]


>> No.5852030
File: 490 KB, 1600x741, Aleph One 8_31_2019 8_27_03 PM.png [View same] [iqdb] [saucenao] [google]

Attempting to build a surrealistic Yume Nikki/LSD Dream Emulator inspired TC for Marathon. The plan is to stitch all the levels together using lua creating a psuedo nonlinear open world to search for effects that help you progress further

>> No.5852032

Do a page search, you're the first guy either mentioning nazis and the word cuck.
Are you that much politics paranoid? Go chillax dude.

>> No.5852040

it's outrage culture and identity politics
that's like politics for people that don't actually care for politics

>> No.5852042
File: 61 KB, 905x442, 7EA8AEB4-27FF-4E66-80EA-FC4D1284951B.png [View same] [iqdb] [saucenao] [google]

>> No.5852045

64 guy was stated to have nightmares and at some point laughs when discovering one of the secret levels.

>> No.5852047
File: 34 KB, 663x446, 44562FF0-C508-41A3-9847-74388134D989.png [View same] [iqdb] [saucenao] [google]


>> No.5852050
File: 13 KB, 276x396, 6E83848D-0AD3-4CEF-86AC-169CAFD7314B.png [View same] [iqdb] [saucenao] [google]


>> No.5852052
File: 78 KB, 1109x561, 66C17511-6D3D-45FE-A3A2-CE61A76BC8F3.png [View same] [iqdb] [saucenao] [google]

>> No.5852057
File: 48 KB, 812x575, 2CBCD4D6-7D5A-432A-9469-280EAD1321DF.png [View same] [iqdb] [saucenao] [google]


>> No.5852058
File: 23 KB, 283x457, D04C92C3-C37C-4BE5-B897-073F03C6C818.png [View same] [iqdb] [saucenao] [google]


>> No.5852062

seems interesting, I want to see this one through

>> No.5852076


>> No.5852093
File: 623 KB, 1360x768, Screenshot_Doom_20190831_202854.jpg [View same] [iqdb] [saucenao] [google]

Done this on livestream today

>> No.5852094

Is there a good melee focused doom mod?
I don't see a lot of stuff on hexen and heretic.
Found this inquisitor one was pretty okay.

>> No.5852103

>get dialeted tranny
what are you 14? fucking hell, go back to /v/ if you can't sit at the grown-up's table.

>> No.5852107

lmao seething tranny.

>> No.5852108
File: 824 KB, 1280x450, titansrealm.png [View same] [iqdb] [saucenao] [google]

Whether or not there has ever been maps based off the later games, i'm surprised nobody thought of using images and concept art of Doom 4 and digitize it for intermission screen maps like Doom 1 episodes ones.
Like pic related as a location in Inferno.

>> No.5852109
File: 812 KB, 730x600, choco.png [View same] [iqdb] [saucenao] [google]


Agreed, I'm down for Heretic mapping.

>> No.5852110
File: 816 KB, 4480x2000, familytree.png [View same] [iqdb] [saucenao] [google]


Looks mean, link to vod?

>> No.5852116

Well i'd say it was a boring stream because had to talk to myself most part of it :V

>> No.5852132


>> No.5852178
File: 35 KB, 480x360, d1f9f6eb3d48a271.jpg [View same] [iqdb] [saucenao] [google]


>> No.5852183

new thread when

>> No.5852219

can i get vid related to run in a shitty windoes 10 laptop?

>> No.5852240

Right here.


>> No.5852391

so do I have to embed them into the map file?

>> No.5852531

>Graf Zahl
What the hell did he do?

>> No.5852596

You can't even use the copy-paste function, retardo, stop defending trannies and go read a book, woke nigger.

>> No.5852808

Why do this kind of awesome looking maps always tied to "kill everything in this arena, proceed to next arena" awful gameplay?