[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

If you can see this message, the SSL certificate expiration has been fixed.
Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 1.02 MB, 1920x1080, a fair price indeed.png [View same] [iqdb] [saucenao] [google] [report]
6311945 No.6311945 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6306606

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


(or Quake, Duke, Marathon, 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.6311946

=== NEWS ===

Doosk Heretic Update:

Nash is developing a Universal Glory Kill mod

BuildGDX updated to support Witchaven II and Duke 3D World Tour

Latest Doom console ports got another update, along with No End in sight

[3-31] Reelism 2 announced

[3-28] Mr Friendly got an update

[3-24] Unreal Evolution, by the creator of GMDX, has just released:
[YouTube] https://youtu.be/zQ66DlLGer8 (embed)

[3-23] SiN remake in the works by 3DRealms and Nightdive:
https://twitter.com/Freschism/status/1241812573848244224?s=19 (embed)

[3-19] Anon finishes Boom mapset:

[3-19] Another Colourful Hell beta build for the brown tier is out:

[3-19] SiN: Gold update is now available

[3-14] Part 3 of the Eviction episode for Blood released
[YouTube] https://www.youtube.com/watch?v=BCqVc2wdfUw (embed)

[3-13] New episode of expansive Duke 3D mod Alien Armageddon released

[3-13] Doom 4 Vanilla 2.5.9 has been released

=== PREVIOUS ===

https://pastebin.com/PZDkqABT (embed)


>> No.6311953
File: 1.05 MB, 300x233, Doom bars.gif [View same] [iqdb] [saucenao] [google] [report]

God damn it I forgot to remove the duplicate embeds again. I shouldn't be posting at this hour.

>> No.6311954

Well, at least you didn't forget the news post.

>> No.6311963

Im a newbie, what WADS should i play?

>> No.6311969

I recommend UAC Labs for a first timer like you.

>> No.6311971

if I wind up doing this again, I'll make damn sure to get it 100% right next time.

>> No.6311974

What are some secrets in Doom 1 and 2 that you know off by heart how to get to?

>> No.6311975
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6311976
File: 7 KB, 96x96, Mini arti.gif [View same] [iqdb] [saucenao] [google] [report]

I've been working on a little sprite for an attack idea I have. Plus I can reuse this for later too.

>> No.6311986

>Blow me with your ass

>> No.6311991
File: 10 KB, 320x320, DeadDoomguy.png [View same] [iqdb] [saucenao] [google] [report]

Cacowards 2020 cancelled due to the coronavirus

>> No.6311993

Doom 1 - everything in E1M1-E1M3
Doom 2 - everything until like MAP09, and also in both secret levels.

>> No.6311994

Do you think maps based off of Urdak/Mayker shit from Eternal could look neat? Or do you think demons would clash with that style too much? Too much verticality?
I'd love to see a map like that, but have it with classic gameplay.

>> No.6312007
File: 15 KB, 508x491, 1495766915853.png [View same] [iqdb] [saucenao] [google] [report]

>Your face, your ass, what's the difference?

>> No.6312008
File: 98 KB, 640x480, Skulltag.png [View same] [iqdb] [saucenao] [google] [report]

What map is this?

>> No.6312012

Posted my map The Chamber in last thread and I'm trying to figure out a few bugs. Like, for some reason the poison pit lift trap works in gzdoom but not in Crispy Doom. I didnt use a zdoom function or anything.

>> No.6312013

D2DM1, first ST bot campaign map.

>> No.6312014

>playing map for the first time
>run into a specific group of demons
>kill them
>can't find the last secret
>turns out it was hidden behind a door that can only be opened by a demon from that specific group
>if they are killed, the secret is impossible to access

Other than this shit ruining E1M3, No End In Sight is fun so far.

>> No.6312015

skulltag's d2dm1

>> No.6312016


>> No.6312017

The PSX music makes Doom so much better, imo. Not a fan of the cheesy guitar riffs

>> No.6312019

Repost it here, that thread is about to 404.

>> No.6312023

I haven't seen your map, but check if there's a monster somewhere stuck in the wall. This seems to block movement of the floors.

GZDoom seems to crop them but Crispy does not. Happened to me a couple of time.

>> No.6312024

Scythe for a nice old-school vanilla-compatible map set
Eviternity on difficulty 2 or 3 for a bad ass modern map set

I have all the important ones memorized in E1, E2, and E3. There are some unimportant ones that you don't need, like the +4 armor in E1M2, so I only bothered memorizing the actual good ones you might need to complete episodes 1-3 for a deathless Nightmare run. Are you asking because you want to learn them? Here's a walk-through of how to do a deathless Nightmare run of each original episode if you want
> E1 https://youtu.be/UW-aJomTRac
> E2 https://youtu.be/TyCJPTKvGsk
> E3 https://youtu.be/4Be8-boe_hc

>> No.6312028

the floor will move, it just doesnt turn into poison floor after it's done.


>> No.6312042 [SPOILER]  [DELETED] 
File: 1.86 MB, 2650x4096, 1585996318498.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312047
File: 101 KB, 778x488, 1520492643858.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6312052

Memento Mori 2

>> No.6312053


Alien Vendetta

>> No.6312054
File: 293 KB, 816x639, bad reception.png [View same] [iqdb] [saucenao] [google] [report]

Would you care to take a look at my new map?

I can't quite finish it, can't think of anything, but it feels incomplete. It's supposed to occupy MAP01 slot, so monsters are no higher than hell knights only shotguns can be found.

>> No.6312070

everything listed in the so you want to play doom image and video

>> No.6312072

So you want me to clog up the halls. I got you senpai.

>> No.6312073

I think they would probably work better in Quake. Hope those Celephais boys get on it soon.

>> No.6312075
File: 166 KB, 900x900, 1579543443619.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6312076
File: 33 KB, 600x586, Piero_Scaruffi_2.jpg [View same] [iqdb] [saucenao] [google] [report]

what are some patrician doom wads

i am looking for truly challenging artistic statements, not mindless hedonistic "fun" drivel like deus vult ii

>> No.6312078


>> No.6312081

I'm very glad that the one shitpost recommendation I gave to that guy is now being used by other people

>> No.6312084

Newbie question: How do I launch the doom64 WAD that comes in some of the starter zips? Using gzdoom

>> No.6312092 [DELETED] 


Why do you think it doesn't work anon

>> No.6312104

Anyone played the vanilla doom2 campaign using D4V? I'm at map22 and it's fucking bullshit, the D4V chaingunners do more damage, have more health and don't flinch, the only way to get through the starting segment is sheer luck.

>> No.6312108

go away

>> No.6312123

She cute.

>> No.6312129


Your first mistake is playing map22 to begin with

>> No.6312131

no. the map lacks ammo and strong weapons. me being the kind of player who takes the easy way out over fighting fucking barons with a shotgun and chaingun every 5 steps doesn't mean 'please daddy, add more barons' or anything like that
the map is fine, there are very few maps i cant and wont simply walk past 90% of the content in

>> No.6312146 [SPOILER] 
File: 88 KB, 513x410, 1586001943166.jpg [View same] [iqdb] [saucenao] [google] [report]

not at all, anon

>> No.6312157

now to be more specical

>blue room secret ss
this can close with you inside it and cant be opened add the ability to open it from inside or its a softlock if you arrive just as it closes

>the area with 2 shotgunners and a baron before blue key room
add some pinkies or something to the sides of the platform theyre on or i fail to comprehend the reason for them existing, you have 0 incentive to not just walk past them on both trips

>blue switch area with a key
all but one button is a trap with no upside. thats stupid. more than one of them should have a reason to press. they dont even work as ''gotcha'' moments because
A: im behind a pillar
B: i can walk away from chaingunners/lost souls
completely pointless area that adds nothing

>you can lower the door next to the blue key but it just shows a black unenterable void
for what purpose

>plasma secret
its fine but why is the ammo so low if using the bfg outside the window is supposed to be the big map wide secret objective

>red key room
literally just a 3foot long room with projectile only enemies you just walk past and never get hit by.
spawn some things behind the door when you grab the key or something

>red key ending
i dont get why the ending is here, nothing in the map drove me to go to this area last, feels completely random

>the ending
you can just use either 2 side keys and end the map the bars are too big

>yellow room circle
any room that literally just spawns lost souls is a joke, pinkies are the 'gets in your way' melee enemies, and even then its so big youd walk past them. make the place smaller.

>the entire yellow area in general
flying enemies are not even capable of bodyblocking

>mancubus teleporter room
i see no reason to not just shoot the shotgunners and dodge projectiles until the mancubus teleports, then telefrag it
this room is where the lost souls should be, to make stalling not so trivial

why is this a thing on a map with next to no high hp enemies, no groups of them, no ammo

>> No.6312161
File: 1.31 MB, 659x660, 1561332095965.gif [View same] [iqdb] [saucenao] [google] [report]

No but seriously this shit is unbeatable, the baron next to the red key will absolutely kill you since there's no room to dodge its bullshit one shot bomb attack thing. This is not okay.

>> No.6312167

Personally the red hitscan laser spam enemies in d4t ruin it for me.

>> No.6312168

Some of these responses are trolling you. What have you played? Before you start playing community WADs, you should finish Doom 1, Doom 2, and Plutonia on UV. Doing the latter ensures you'll be ready for a lot of the increased difficulty of megawads. Scythe is a great choice after those, with the end of it matching Go2It's difficulty pretty well. After Scythe, Alien Vendetta, Scythe 2, and Speed of Doom are both a step up in difficulty. All the community wads I mentioned are cacoward winners: a community seal of quality. Google it, have fun, and post your progress!

>> No.6312173

Huh, always thought the 2016 Hellrazer was kind of a pushover compared to the classic chaingunner.

>> No.6312175

You guys think the Cycloid Emperor ever tapped that?

>> No.6312176

I just find the eye rape spam when there's a group of them really fucking obnoxious.

>> No.6312182

There is not enough ammo on this map. As soon as I entered that room with the Archvile, 2 revants, 2 Mancubi and a Pain Elemental, I only had a shotgun with 15 shots left. Then I resurrected, ran out and tried to see if I didn't look correctly, so I went to the door that leads to the way for the yellow key, I went and ran through everything, ignoring most of the monsters, grabbed the yellow key, went back and opened the yellow door, went in, the room became pitch black and now I faced spectres. Uuuuh, you might wanna drop a backpack or ammo somewhere, maybe?

I assume she guy intended for everyone to decide his map is not worth actually interacting with since his response to this complain was ''should I spam even more enemies'' rather than ''should I give literally any incentive to shoot anything as apposed to watching your ammo slowly drop to 0''.

>> No.6312201

I'm adding more ammo. Not trying to troll anyone. I thought the ammo counts were low too, but I wanted people to play before I started making changes. Like I said, the map wasn't done, and the outdoor area had basically nothing.

As for the BFG: I'm trying to make an 8 map episode and the chances to pick up the bfg wont be that many. This would be the earliest opportunity in the episode. It's not necessarily strictly to use in that map.

Thank you for all the criticism. Im going to keep at this map until it plays well.

>> No.6312204

Also someone suggested I add more fodder enemies to gum up the ground and I don't think that's a bad idea. I just need to provide the ammo to compensate.

>> No.6312206

Becasue GZDoom has no support for Doom64?

>> No.6312234

add them specicifally where i said trust me im good at brain

>> No.6312271 [SPOILER] 
File: 114 KB, 749x511, 1586007476510.jpg [View same] [iqdb] [saucenao] [google] [report]

she's got her sights on someone else

>> No.6312274

Can you add more than one effect to a single sector in Doom Builder?

>> No.6312282
File: 201 KB, 776x1199, EUtyAGuXYAAICpz.jpg [View same] [iqdb] [saucenao] [google] [report]

Begone, furry.
Are aliens considered furry tho?

>> No.6312296

>posting this rubbish again
Pictures like these are a prime example of how a degenerate mind can only see love as lust, as it falls short of understanding the purity of wholesomeness.

>> No.6312302

You know, this pic got deleted earlier for a reason.

>> No.6312312
File: 159 KB, 995x1024, image0.jpg [View same] [iqdb] [saucenao] [google] [report]

What are the oldest and best megawads around? I want a real blast from the past in the form of a map pack for Doom or Doom 2 from the 90s.

>> No.6312319

Memento Mori 2, Alien Vendetta, Requiem

>> No.6312325


>> No.6312331

Check out the first Memento Mori too. I'd also recommend Reverie, even though it's not from the 90s, it was made in the 90s style.
There's also STRAIN if you don't mind custom Dehacked monsters and weapons, Eternal Doom, and the Wraith Corporation commercial megawads.

>> No.6312340

Hell Revealed

>> No.6312342


>> No.6312347

Does anyone have the image comparing Doom 1, Doom 2, TNT, and Plutonia? It's not on the booru. Doom 1 said something like "fun encounters, varying levels." Doom 2 said "secret wall of monsters opening up." I don't remember TNT. Plutonia showed Doomguy running away from a horde of skeletons. The skeletons go "AAAAAAAAA" and one archvile in the corner goes "AAAYYYYY."

>> No.6312351
File: 61 KB, 540x366, why would you do that.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6312354

The internet has destroyed much of people's minds while maintaining in them the education necessary to defend their depravity in conversation.

>> No.6312360

There's nothing wrong with being depraved, the problem is losing sight of love, which even the most frigid vanilla normalfag can do.

>> No.6312369

I'm printing this post out, framing it and hanging it above my computer.

>> No.6312378

>only april

>> No.6312385

i think it's really good. i like map01s that don't just hand you all the weapons you'll need. i think the environment largely feels pretty uniform, though. maybe some lighting changes inside would help with that. the hallways are also totally straight and narrow too.

i also think all the windows into the main room make the map feel much smaller, but there's no real way around that if you want the outside enemies firing into the hallways.

it might also be nice to have some monsters replenish towards the end through monster closets or teleporter traps, since once you get the blue key it's really just a matter of walking to the exit. in particular there's a lot of totally empty green space in the central courtyard where nothing really happens. putting a door of some sort or monster closet there would utilize that space nicely.

it's a small map, but i think that's good for a map01. don't have to blow your whole load on the first map.

>> No.6312394

> tells someone not do something
> while doing it himself
what are you doing

>> No.6312396

Duke Nukem game story feels like its from a Dark Horse or DC comic book from the 1990s.

>> No.6312408

pics or it didn't happen.

>> No.6312442


>> No.6312453

I originally chose to avoid closets and teleports because that's what caused me to move previous attempt at MAP01 to the second slot. But I guess a few cacos emerging from shafts won't hurt much.

>> No.6312454

That Daisy looks to be pretty firmly in monstergirl territory.

>> No.6312456

Trying gmota out of curiosity because of the kusntom complaints and I don't get why that class in particular was outed at being OP.

I got a 'hyper' mod on Blazko. It appears to cost nothing to use, I can just use it, wait a bit and repeat. It does enough damage in 1 use to kill the cyberdemon equivalent. To clear any given room. To trivialize everything on the hardest mode.

His subweps, which he has to pick between and even super subweps, comparitively feel weak. The inability to lock them in ala D4T is also pretty annoying.

The vast majority of enemies can just be mindlessly M1'd with 0 thought (with fists fucking stunlocking most things; reliable stuns in doom is a retarded concept) and then anything else you just hyper/reload shoot to death.

I wish I could also just plain turn off the sword, not constantly tap R to use that moveset.

This isn't even getting into his ability to 'crystal' things for free kills constantly at practically no cost because the ammo is absurdly generous.

Doomguy feels more balanced? I guess. He doesn't seem to have super guaranteed stuns out the ass, above bfg level weps he can use every 30 seconds or 'crystal' shit.

I don't get the point of his canceling. He only seems able to cancel
>The mace
This scales in firerate with continuous fire, so you are actively punished for canceling
>The shotgun
Faster to just press M1 again
>The chaingun
Faster to just press M1 again
What is the purpose of this
Its faster if you have the instakill melee saw thing, but still not really worth caring about

He's another class that gets rewarded for siting in a corner. Every like 5 secs he can heal 1/4 of his hp for free. Are these intended for invasion? Mechanics like this only make sense in invasion.

His subweps feel better than doomguy, by virtue of his core kit not being as retardedly overpowered. I think its supposed to be the opposite. He has a lower 'magic' stat. He's the ranged guy but nothing he has compares to hyper mode.

>> No.6312458

I like his resource management more than Blazko. Stupid magic healing knives aside, he has a good
Shoot>Run out of ammo>Melee for ammo>Shoot loop going. And his guns feel good to shoot.
With blazko I just kind of 'do whatever lol', then if I want hp I simply need to press R and mash M1 on stuff. I can make it safe to do so with the crystal bullshit.

You know how I said guaranteed stuns are retarded? Yea. He has 50 year long guaranteed stuns just on M2 always by default.

His need to reload is annoying. The upgrade for this should be a standard thing.
His gun doesn't feel as good to use as Doomguy's or Blazko's to begin with.
>Rapid M1
>Hold M1
>M2 during M1
System is confusing. Only some using ammo while others are just gems is confusing.
The balance is also bad. Rapid fire is broken. I hated picking anything else up, it meant the class was instantly less fun to play. Needs the ability to lock in also.
Rapid fire is like hyper mode except you never have to stop ever not even to alt tab for 30 mins while your instant win button recharges.

Kicking is a free win on anything. Staff feels lame in comparison. Its strong, but its not satisfying.
The overheat mechanic forces you to constantly be stuck with an even less satisfying M1 all the time.

These using the healing (anothr 'wait in a corner to win game for free' mechanic) charge confused me at first.
One of them makes you invul for basically free lol.

So in summary
Kistam is broken, but so is Blazko, so I assume this is a power fantasy mod/a mod for people absurdly bad at doom, so soloing him out is pretty confusing.

Even Doomguy, by far the best and most balanced feeling one of the three, is absurdly broken. Its clearly intentional.

>> No.6312463

*adds Pain Elemental and Lost Suls from Doom 64 to your wads*

>> No.6312470

*doesn't read your posts due to misuse of paragraphs*

>> No.6312473

D4t flamethrower that spawns ammo when
D4T regenerating chainsaw ammo whence
D4T runes when
D4T sword whene

>> No.6312507
File: 177 KB, 850x1200, EUpEIlFWsAAC96m.jpg [View same] [iqdb] [saucenao] [google] [report]

I think you are taking a shitpost way too seriously.

>> No.6312515

It took me waaaay too much time to notice that John Wick's dog was also named Daisy.
That's some adorable coincidence.

>> No.6312528
File: 19 KB, 63x67, 1585490940146.gif [View same] [iqdb] [saucenao] [google] [report]

>Before you start playing community WADs, you should finish Doom 1, Doom 2, and Plutonia on UV.
Not that anon but a newfag as well. I've never been a fps guy (personally I enjoy dungeon crawlers and rpgs most) but Doom caught my attention and got hooked on it. How do I git gud? I tried some wads like 10sector and Eviternity and got my ass wrecked.

>> No.6312546

>How do I git gud?
Circlestrafe and learn how to BFG.

>> No.6312559

D4V 3.0 update

>> No.6312573

just shoot hitscanners and keep moving game is ez
ignore bfg guy if you need the bfg ever you suck

>> No.6312576

same shit

>> No.6312589

additional training material

>> No.6312592


>> No.6312598
File: 283 KB, 816x639, brocaco.png [View same] [iqdb] [saucenao] [google] [report]

my cacos broke. How do I fix them?

>> No.6312602
File: 575 KB, 1365x768, Screenshot_Heretic_20200403_043921.png [View same] [iqdb] [saucenao] [google] [report]

Eeeeh, fuck this shit, I'm getting zero replies to my posts and I am in desperate need of attention.

Anon releases shitty Heretic mod:

>> No.6312603

What's wrong? Are they not moving? Make sure they have enough space to float around and can see/hear you.

>> No.6312608

Can't really do much with Blaz at this point. Kustam's kicks will be nerfed soon, not removing reloads, and I'll be stripping out the rapid M1 for both pistol and staff.

Not adding a subweapon lock either, there's enough buttons and levels of convolution here.

>> No.6312609

I thought they have enough space, but I have widen their closet and they seem to float fine now. I guess they were stuck, but I thought 192x128x64 is enough space for them.

>> No.6312612
File: 586 KB, 1520x825, chamber8.png [View same] [iqdb] [saucenao] [google] [report]


The Chamber: Feedback Edition

Lot of ammo, a bit of fodder, and a lot of fixes and suggestions.

I will look forward to the new reasons why it sucks until it stops sucking so much.

Works in Crispy Doom and GZDoom, if it bears repeating.

>> No.6312618

Literally just make it hold the button like in D4T
What do you think is more complex, holding a botton once, ever, during the entire game, or stopping mid-fght to stare at the floor and find the tool you wanted to use that got switched, yet a fucking gain, because these things drop all the fucking time?
One button press v a dozen
One second v until you see it
You have 3 fucking pages in the F1 on how custom works when its literally just ''mash m1 win game afk for free hp'' (hell, eventually, he kills shit by standing near them at high heat, stunlocking them by simply existing) yet you think its too complex to add a single note at the start on how to make the game suck a ton less ass?
And no one said remove reloads, 'make the item standard' was said. Or don't. Not like it matters when every M1 action is inferior to rapid fire anyways

>> No.6312626

Also speaking of Op mods, one of you fucks told me Highnoon Drifter is peak fucking balance.
>Melee is broken stunlock machine
>Every gun is too fucking accurate and does too much damage for too little ammo
>Has a fucking mask that turns him invincible for literally entire maps
Busted fucking shit, what happened to balanced mods

>> No.6312629

There's Final Doomer.

>> No.6312641

Hold WHAT button?
Not making the speedloader default either.

>> No.6312643

He's gonna complain about the infinite ammo pistols, powerful melee, and BFGs running on separate ammo pools.

>> No.6312646

The subwep button duh
Any reason you want us to wait about 7 seconds between volley on gun watching him finger himself to reload or is it just to be a dick and waste peoples time? Do you think watching that slow-ass animation is actually fun? If it, say, vented heat, it'd make sense. But it doesn't. Its literal time wasting to use a gun that doesn't even feel fun to use in the inferior way to use it.

>> No.6312648

Extreme Weapons Pack then.

>> No.6312650

>What are mod options
here is your you mister.

>> No.6312654

You mean hold the subweapon button and shoot needlessly? Use the staff and kicks at closer ranges, pistol's better at range when you have time to reload until you get the speedloader, probably gonna bump ammo cost for the rapid shot subweapon too.
Not going to have it vent heat either. I'm going to retool how heat works where you only build it on successful staff attacks, and while heat drains, that charges the medi-tool. Admittedly this is very similar to Blaz's melee to heal system, but it's not instant, will take longer to build, and you can keep it for later. So I'm happy enough with this planned change.

>> No.6312657

>I'll be stripping out the rapid M1
>and staff

I wish you wouldn't. Staff flurry is fun.

>> No.6312658

You brainlet. Name a mod with mod options that fix shit balance. Hint? They don't exist. Let's go through some examples.

Project Boreality: Lots of options, none of them make super accurate guns not broken, since none of them change the accuracy.

>Lower damage
Now I lean more on the shitty gay shotgun because everything else is shit
Oh cool I made the balance worse, not better, because no option makes the weps balanced with each other

Just add another button duh
It'd work for the other two characters who aren't shit

>> No.6312660

It IS fun but it's kinda weird and redundant in the long run. I'll be making the staff spin a better rapid melee attack again.

>add another button

>> No.6312662

>didn't say why he won't make reload not boring
>probably doesn't have a reason

ironically removing one of customs only unique and balanced abilities.
deflects shit and stunlocks, but with actual limits. but nah lets remove this and keep reloading in to limit his gun that's the weakest gun of all characters because ???

>> No.6312665

It has a reason, anon. The gun is strong and slow, it's a long range focused thing, if you're using it in close combat you're gonna have issues because the reload takes time. It's a higher maintenance weapon until you get the speedloader. Not sure how you think it's the weakest gun of the other characters though.
Also you're a little confused, I said I'll be getting rid of the rapid jabs from mashing M1. The spin is staying and it's going to be more effective as a melee attack. So I'll be essentially merged the jabs and the spin.

>> No.6312668

you'd have a point if it could actually be called music. It's more just atmospheric sounds.

>> No.6312669

Does any other dev than the eh... whatever mod is being trashed post here? We got some map makers but that seems to be it

>> No.6312671

I can name some actually
High noon drifter,
Highway accelleroid Booster,
hideos destructor ,
any modern Term mod,
(You) even

5/10 made me give you another (you)

>> No.6312673

none of that is true though
its weaker than the hyper gun. its weaker than charge blue gun because of its need to reload.

its weaker than doomguys rocket launcher and less pracitcal than every gun he has other than his shitty mace one that takes 15 years to go fast

its stronger than them all if you use rapid-fire rmb, but then it doesn't need to reload, completely negating your point

reloading to access inferior attacks makes no sense. if the rmb was the one you reload, not lmb (which feels very similar to blazko's blue charge in strength), it would make sense. the good rmb's are fucking broken and should be limited more than they are

>>Also you're a little confused, I said I'll be getting rid of the rapid jabs from mashing M1. The spin is staying and it's going to be more effective as a melee attack. So I'll be essentially merged the jabs and the spin.
oh i accept pawns

>> No.6312675

>>Highway accelleroid Booster,
>Cute anime girl
Finna try it bro

>> No.6312681
File: 428 KB, 816x639, pool.png [View same] [iqdb] [saucenao] [google] [report]

Trying to liven up on overly empty room a bit with something resembling an indoor pool. Does this look Ok to you?

Lamp looks kinda dumb here, I'll probably remove it.

>> No.6312685

>need to fill out a captcha to download
Just use anonfile or something.

>> No.6312686

Looks kind of neat. Maybe put a short railing around the pool? Like its' less of a random swimming pool, and more some kind of cistern for some sort of industrial purpose.

>> No.6312691

Probmem: the gun sprites and items look ugleh.
Items look like high res source was rescaled with no cleanup, and overall looks like a low-effort job on the graphics side

which is why nobody is willing to look further

Also "abandoned heretic mod", sounds not like it's about "abandoned heretic", but that the mod itself is half-baked and abandoned.

1) clean up those item sprites
2) Change name to something palateable
3) Provide screenshots for all new weapons
4) Replace header pic in the topic with something that fits the maximum embed scale of the forums or does not produce as many artifacts when rescaled - it too looks botched.

>> No.6312692
File: 516 KB, 1920x1080, Original_Deus_ex_wallpaper.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6312695
File: 635 KB, 2560x1440, Deus Ex.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6312696

add a duke at the beach babe to it and pen her in
turn that building into a tolehouse and the only way to get in the pool
add a secret where using that wall where the lamp is lowers it
add another secret where the wall behind that can also be used to lower, full of hp and some plasma ammos, and more babes
taking the hp spawns a pig cop

>> No.6312697
File: 2.08 MB, 2560x1440, Deus Ex.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312698

Unlike the other guys though, Kustam just starts with his pistol that can oneshot most weaker enemies, be charged to use a spreadgun shot, and the full charge shot kills everything that isn't a boss with one direct hit. Seeing as I'm going to be removing the double tap rapid shot thing I'm probably just going to tie the upgrade with a standard shot passively like the little triple pellet thing you get with the shotgun pickup.

Increasing ammo consumption for his subshots is a bit of a dangerous game though. Though I could turn the rapid fire into some kinda burstfire thing that has to be rearmed after each volley like the other subshots, but I feel like that's just cycling around in on the same problem. I don't really want to put another abritrary restriction on the subshots as having them tied to heat makes no sense, and I feel like tying them to using chambered ammo would make them too costly as that's an additional +5 ammo used tied to every shot of a subweapon and just exacerbates your reloading gripes.

>> No.6312701

If only Highway Acceleroid Booster didn't have Highway Hideous Recoil that makes me wanna puke every time I shoot her first gun

>> No.6312702

im try
I'd try the heretic or whatever mod but I don't have that

>> No.6312704
File: 263 KB, 1920x1080, Deus Ex wallpaper.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312707

The fact is the subshots are so fucking broken they make all other mechanics pointless once you get enough ammo (which he can generate)
And it just feels weird for this one function of the gun to use entirely different rules and ammo to the rest

>> No.6312708
File: 314 KB, 1920x1080, Deus Ex NYC skyline.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6312710
File: 326 KB, 1920x1080, Deus Ex.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312712

It's completely basic doom. Works on Crispy, should work in GZ too.

>> No.6312713
File: 370 KB, 1680x945, Deus Ex docks.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6312714

This is kind of a result of me trying to design around potentially every doom map, can't be helped without either a total overhaul, which I'm not doing, or removing subshots, which I'm not doing. Though I like that his gun operates under different rules, that was 100% intentional, I prefer having selectable characters behave radically different from one another

>> No.6312716
File: 1.36 MB, 1920x1080, Deus Ex Liberty Island.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6312718
File: 201 KB, 1920x1080, Deus Ex Tonnochi Road.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312719

I'm not super bothered by redundancy, myself. I like to have options. But, I get it.

Weirdly enough, despite Term's mods usually having bunches of options, removing recoil isn't one of them this time. Probably because it's just the one gun.

>> No.6312720
File: 144 KB, 1920x1080, Deus Ex Hell's Kitchen.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312727
File: 149 KB, 1920x1080, Deus Ex Old China Hand.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312728
File: 88 KB, 825x1111, fps family tree 3.png [View same] [iqdb] [saucenao] [google] [report]

has anyone been able to get Rebel Moon or Rebel Moon Rising to run better than choppy on any desktop that wasn't a CDW Windows 98 station? it only ever ran good on my Toshiba back in 2002.

>> No.6312730
File: 229 KB, 1920x1080, Deus Ex Hong Kong.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312735
File: 264 KB, 1920x1080, Deus Ex Hong Kong Canals.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312736
File: 185 KB, 1920x1080, Deus Ex Buddhist Temple.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312738
File: 226 KB, 1920x1080, Deus Ex Wan Chai Market.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312739

right, died at the exit
>nearly no ammo v barons and cacos with shotgun as best weapon
i don't get the obsession with this shit, its not fun to fight those with the fucking handgun. not hard either.
>baron on top of the elevator completely unavoidable
nearly instakilled me and nothing i could do about it the thing smacked me the moment i went up
>shotgunners stood right by the fucking exit door
unlucky enough those could just instantly kill you from max hp the instant you open the door
otherwise good

im try

>> No.6312743
File: 144 KB, 1920x1080, Deus Ex Luminous Path Compound.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312747
File: 158 KB, 1600x900, Deus Ex.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312754
File: 229 KB, 1600x900, Deus Ex stairs.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312757
File: 214 KB, 1920x1080, Deus Ex computer room.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312762

>picked up chainsaw but cant use it
sad, overload it with nothing if its not useable at all

being a projectile is weird but okay. sound effect is too wimpy. its not 100% accurate, and therefore better than nearly every other gun in any mod ever made
>pistol doesnt use regular ammo
>running out switches tochainsaw but then its not useable again
>no weapon is replaced by the ones from this mod, theyre just dropped and unuseable
>need to give all to try anything
i dont wanna just cheat and get it all, i like testing these on vanilla maps/chaos and working my way through to get them when you naturally would

>> No.6312763
File: 124 KB, 1920x1080, Deus Ex (01).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312765

Since I uploaded the version, I have increased shotgun ammo a bit.
You can shoot hell knight guarding blue key through the windows near the red key. But personally I managed to shoot him in close quarters fine.

>> No.6312767
File: 104 KB, 1920x1080, Deus Ex (02).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312769
File: 152 KB, 1920x1080, Deus Ex (03).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312773
File: 136 KB, 1920x1080, Deus Ex (04).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312774

I really hope this inspires more people to make Machinima-styled skits with Doom assets

>> No.6312776

watch the demo, i didnt know he existed until he meleed me to near instant death
cheap shit in an otherwise fair map

>> No.6312779

>Also "abandoned heretic mod", sounds not like it's about "abandoned heretic", but that the mod itself is half-baked and abandoned.
Unfortunately, that's because it is. I did not liked the direction I was going with it, and thus I abandoned it. If I will work on another gameplay mod, I will salvage some stuff from this, but I will either use someone else's sprites when possible, or go for completely different art direction.

Wait, are you playing it in Doom? It's a Heretic mod, it's right in the title, all the screenshots are from Heretic.

>> No.6312781

yes because i said i dont have heretic and the guy replied saying it works fine in whatever
i was very specific in saying i dont have heretic

>> No.6312784
File: 120 KB, 1920x1080, Deus Ex (05).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312785

>you should finish Doom 1, Doom 2, and Plutonia on UV
Doom 2/Plutonia/TNT levels are way, way outdated and bland and boring and ugly. There is no need to play these first. There is no story you're missing, you're just setting yourself up to get burned out on poorly designed levels before you get a chance to play anything good.

>Works in Crispy Doom and GZDoom, if it bears repeating.
If it works in Crispy Doom it will work in everything else above it - "limit-removing source port required." I'll record some more demos

Looks good

>I tried some wads like 10sector and Eviternity and got my ass wrecked
You don't need to play everything on the hardest difficulty, anon. In fact, it's a mistake. Start on skill 2 or skill 3 for your first playthrough, and if you like the maps, grind them on harder difficulties.

You're complaining it's too easy when it's obvious you weren't playing on UV
>flying enemies are not even capable of bodyblocking
Confirmed for not knowing about compatibility modes

Have you tried Scythe? It's from 2003 but it's still vanilla-compatible. Erik is perhaps the most copied mapper ever

>> No.6312787
File: 102 KB, 1920x1080, Deus Ex (06).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312790

>and the guy replied saying it works fine in whatever
I don't know who said this to you, but it was definitely not me.

>> No.6312791

>caring about any mode but vanilla
if your mod isn't balanced for the most balanced mode, lol, you fucked up
uv is irrelevant

>> No.6312792

heretic is literally in the OP

>> No.6312793
File: 183 KB, 1920x1080, Deus Ex Abandoned Gas Station.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312798 [DELETED] 

miss me with that gay shit

>> No.6312803
File: 136 KB, 1920x1080, Deus Ex Hell's Kitchen alleyway.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312809
File: 1.07 MB, 1920x1080, doom29.png [View same] [iqdb] [saucenao] [google] [report]

I played in glBoom+
There's a missing texture on the bridge to the red key. That door also can't be opened from the inside, if the Hell Knights aren't there to open it for you you're fucked.
Some of the enemies got stuck, like the two Mancbus in that one area right before the Archvile and the Zombiemen up on the ledges outside near the yellow door.
You have so much open space, but only a little over 100 monsters. Some areas are just straight hallways with nothing to do but hold forward.
The room near the end where the lights shut off and the pinkies all emerge would be much more difficult to deal with if I couldn't have just cheesed the entire encounter by going back out the way I came.
I can't press the exit switch.
It seems like you took some inspiration from Doom 64 with some of the traps. I like that.

>> No.6312810
File: 167 KB, 1920x1080, Deus Ex Underworld Tavern (01).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312813

Yerr walkin' the plank.

>> No.6312816
File: 176 KB, 1920x1080, Deus Ex Underworld Tavern (02).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312823

what are you retarded?

>> No.6312825


>> No.6312826
File: 188 KB, 1920x1080, Deus Ex Underworld Tavern (03).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312829

>I refuse to freely download a 26 year old game and would rather pay for it despite the original team members not receiving a cent because pirating is wrong, mmmk?

>> No.6312832
File: 141 KB, 1920x1080, Deus Ex Underworld Tavern (04).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312835


Okay no, I'm dumb, it's just that the Clutch Buster is the only one it's super obvious on.

But if you can open .pk3s, you can go into Booster's, go into zactors, weapons, then whatever you want to remove recoil from, like the Clutch Buster, you just put // in front of both SetAngle and SetPitch lines.

Like this

>> No.6312838
File: 261 KB, 2332x1312, Deus Ex.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6312843

I'm the anon you responded to. I'm big into RPGs too. I assume you played the wads you mentioned on UV. If you're set on playing those now, you could try them on a lower difficulty to help git gud. Go down one skill at a time. Also, look at this: https://www.youtube.com/watch?v=HJcf0aOwmiA

We used to have it in the OP years ago.

>> No.6312847 [DELETED] 

>>>I refuse to freely download a 26 year old game and would rather pay for it despite the original team members not receiving a cent because pirating is wrong, mmmk?

>> No.6312849

please stop spamming the thread with dark and ugly DudesEx crap

>> No.6312852

What were you using to record? It tells me to expect desync and then you die from an imp.

>> No.6312859

why chocolatedoom of course
too lazy to record it to fix whatever the issue is

>> No.6312860


>> No.6312861
File: 351 KB, 1280x871, 1558653552911.jpg [View same] [iqdb] [saucenao] [google] [report]

Shadow Warrior good. That is all

>> No.6312869

FOurth level is kinda interesting. WHats more surprising is that its Randy Pitchfords. He kinda made bad levels but this one iss goodI think.

>> No.6312875

Dark Forces DeHacker updated to v1.1 with a lot of improvements:

>> No.6312876

Eviternity already did heaven levels and an angelic boss that looked fairly similar to Eternal's makyrs (or whatever theyre called)
Golden Souls guy for one
Squeal for me paypig

>> No.6312878
File: 78 KB, 483x589, 1493085875862.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6312880

Beat them. Severely.

>> No.6312881

Now golden souls, that's a good mod. They don't make them like that anymore. Now its all 'look at how many demons my M1 can kill', giant naked demon ladies, 'RPG' shit, man... times really changed.

>> No.6312882

>getting constantly pleb filtered by level 10 in Plutonia

What the fuck were they thinking with that level, and I thought I got used to Plutonia's bullshit by level 3.

>> No.6312883

Randy also designed E4M1 (Impossible Mission) of Duke which was pretty good

>> No.6312886

Just think of it like borrowing the discs from a friend you've never met.

>> No.6312891

You're honestly so much of a mental simpleton that it is a waste for any conscious person to engage with you, even with this here and now.

>> No.6312898

People complaining about pirating Doom are probably trolling but here's my 2 cents anyway. I'm well aware none of the original team gets any $$$ from the purchase, but as someone that loves the new Doom games too, buying the old iwads was worthwhile for me. Id software as they exist today probably gets a tiny bit from my purchase. That's enough for me.

>> No.6312901

Doom 4 Vanilla 3.0 was released with Back to Saturn X compatibility

>> No.6312904


>> No.6312907

Why couldn't it run with BTSX before?

>> No.6312914

They're not getting the money, you're giving it to bethesda.

>> No.6312918

No worries, dude. Appreciate the hell outta these doomscene posts. Good stuff

>> No.6312925

Both Golden Souls 1 and 2 suffer from weird gameplay and balance quirks though. Enemies take a shitload of punishment in Golden Souls 1 and there's an infinite ammo recharging pistol in 2

>> No.6312938
File: 109 KB, 1252x834, 1583822598356.jpg [View same] [iqdb] [saucenao] [google] [report]

I want to use MINIWAD
to play Doom1/Doom2/FinalDoom, but I'm running into a problem. miniwad is supposed to be loaded as the IWAD, and then if doom is loaded as a file afterward, it will defeat the purpose of having miniwad in the first place since it will bring all its sprites and assets. If I do it the opposite way, then miniwad's square room placeholder maps will appear.

Is there a version of DoomU, Doom2, Plutonia that *only* have the raw maps in them, but none of the sprites/sounds/assets?

I don't know how this guy was able to do it, for example.

>> No.6312963

Has anyone had any issues with Crispy Doom being flagged by antivirus software? Both Bitdefender and Malwarebytes are flagging it - I've tried the 3 most recent releases so far. It's probably just a false positive but I always worry about stuff like this.

>> No.6312976

Windows-friends are funny.

You do know that if you for whatever reason do not trust the Crispy Doom binary you're downloading, you can actually go here https://github.com/fabiangreffrath/crispy-doom and simply look at the code and even compile it yourself to confirm there's nothing malicious in it.

>> No.6312980

Its an open-source program used by thousands of people

>> No.6312992

so is life and we got a virus

>> No.6312995

I hope you're shitposting and don't actually think this is a valid comparison

>> No.6313003

I'm not nearly knowledgeable enough to know what to look for or how to compile code.

...so it's more likely to be infected is what you mean?

>> No.6313008

>I'm not nearly knowledgeable enough to know what to look for or how to compile code.
Then it seems your only option is to trust other people on the internet that know more than you on this subject. If you don't trust us, then you should not ever use Crispy Doom again and probably destroy any hard drives that ever held it with a hammer.

>> No.6313015

Kevin Cloud and Donna Jackson are still working at iD, and Kevin Cloud actually did a lot of the art of Doom and QUake together with Adrian Carmack.
They're both probably so well off that a dollar less is no sweat of their balls, however, and the new Doom games are probably bringing in some really fat ducats, so they're probably alright.

>> No.6313018
File: 128 KB, 960x540, ChamberFeedback01.jpg [View same] [iqdb] [saucenao] [google] [report]

OK here are some more demos:
> https://anonfile.com/b9J7f8m9ob/ChamberRuns02_zip
I didn't bother recording any Nightmare attempts this time.

My thoughts:
1) Move this box of ammo out of the starting area, pic related. There are only 2 imps and 3 possessed dudes at the start, and 8 shotgun shells is plenty of ammo for them. Do not delete the box of shells! Ammo is very tight later on. Simply move the box further ahead in the map so the player is forced to dispatch the starting enemies with 8 shells.

>> No.6313019


>> No.6313020

>Bitdefender and Malwarebytes
you mean the guys who get paid to include competitor software and cracks in there by companies, even if those files don't include anything malicious?

My advice: if you get really worried, use VirusTotal, it's usually more honest in its detection.

>> No.6313025


>> No.6313031
File: 119 KB, 960x540, ChamberFeedback02.jpg [View same] [iqdb] [saucenao] [google] [report]

2) You can get softlocked inside the super shotgun area! I know this isn't the best screenshot but this is the super shotgun lift, and it only works if you press it from the front, so you can get softlocked inside here

>> No.6313039

Says that Avira, Avast, DrWeb, Kaspersky and even your Bit Defender and MalwareBytes didn';t find anything in it.
Only detections are from some noname antiviruses and one version of mcafee (but not the other)

>> No.6313047
File: 220 KB, 960x540, ChamberFeedback03.jpg [View same] [iqdb] [saucenao] [google] [report]

Put this box of shotgun shells by the switch, for use against the hellknights.

>This revenant on Hurt Me Plenty
It's up to you, but I felt this revenant was a bit too much for Hurt Me Plenty difficulty

>> No.6313048

>...so it's more likely to be infected is what you mean?
No? How could you possibly infer that? If it's open source, then that means if it was malware everybody could see it.

>> No.6313049

> tfw planning a Doom themed birthday party (as soon as the pandemic stops obviously)
> gonna be greatest day in my life, was a huge fan of all Doom-related stuff from the beginning
> thinking of having a segment where people play Doom on high difficulty
> don't wanna make it too difficult as well
So... Does anybody if Doom is beatable on Ultra-Violent or is it pretty much for cybersports only?

>> No.6313051

Is this the new shitpost

>> No.6313056

I thought you meant since it's open source and everyone has access to it it's easier for it to get something nasty in it.

>> No.6313059

Make sure to film it so we can all laugh at you and your autistic friends sperging out.

>> No.6313061

What do you mean? People often post about birthday parties?

>> No.6313063

you have no idea how open source works do you

>> No.6313068

Means everyone can edit it as far as I know.

>> No.6313069
File: 55 KB, 960x540, ChamberFeedback04.jpg [View same] [iqdb] [saucenao] [google] [report]

4) I'm not asking for any changes here, I just wanna point out this room is pretty brutal

>> No.6313070

> assuming vg parties can't be cool
Have you even BEEN to Evo?

>> No.6313073

You can kill those Lost Souls early by just going the opposite direction of the intended path.

>> No.6313080

5) This soulsphere is way too easy to grab now. Move the switch to an area that is even more obscure... but then again, a blind first playthrough player will probably still stumble onto it, like I did, so make the door fast and make the timer shorter

>> No.6313081

Probably opened doom.wad and deleted all the assets.

>> No.6313084
File: 595 KB, 1360x768, scr-map12-0000.png [View same] [iqdb] [saucenao] [google] [report]

Beat Witchaven II on BuildGDX. Pretty terrible game as expected. A lot of things were actually a step down from Witchaven I. Like the music and enemy designs are much more generic than the uniquely wacky style of the first game. One thing I found funny is that they added an enemy that throws axes, but he only does it in melee range. They must've forgotten to change his AI from melee to projectile. The levels are actually pretty good though, theyre very labyrinthine and fun to explore. It feels like the level designers did their best with the shitty resources available to them.

>> No.6313098

>Have you even BEEN to Evo?
Yeah, it was full of stinky Smash babbies so I left

>> No.6313102

Doom on its penultimate difficulty is not possible to do. The monsters become much more mean and certain parts of levels become changed to be difficult. I'd recommend AutoDoom to look at some strategy and power.

>> No.6313110

Does anyone know a retro FPS game (I remember something looking kinda like Quake) that has a weapon which shoots saw blades?
I had this weird and fun CD back then, lots of little programs and game demos on it. This game always popped up in my mind the last few years and I'm quite sure it was called Strife, but apparently not.

>> No.6313115

just run past them lol

>> No.6313120

Redneck rampage?

>> No.6313121

Did it star a catgirl

>> No.6313125

Anyone knows where I can get some good MIDIs so people would stop complaining about D_RUNNIN?

>> No.6313126
File: 296 KB, 540x356, monitorangry.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6313128

Chasm? Unreal? Daikatana?

>> No.6313129

That means you can view the code and edit it for your personal use, but if you want to get it to people you have to create your own separate fork of the code - you can't make changes to someone else code on their own git without their consent obviously.

If one wants to make changes to the master branch, they have to form a pull request with their code, which can be viewed by anyone and approved/edited/discarded by the managers of the master branch.
Any malignant change can easily be caught and prevented.

Stop being a pussy
And learn to google

>> No.6313131

now im interested
whats the game you are referencing

>> No.6313134

i dont remember the name but it suck

>> No.6313136

Worked but with graphic bugs.

>> No.6313140

The game you guys are talking about is Eradicator.

>> No.6313142

both use conflicting DEHACKED

Eradicator had no bunny girls

>> No.6313150

It had a catgirl you ding dong. What're you talking about?

>> No.6313151

Damn, my demo desyncs when played back on PrBoom! I used the -gameversion 1.9 command in CrispyDoom while recording, and use the -complevel 2 command in PrBoom while playing back this demo. I have to play the demos in Crispy Doom now to avoid the desync, and for whatever reason I can't take screenshots in Crispy Doom.

Anyway, the most important point is this - you cannot exit the level unless you activate the BFG secret! You will see in the skill2 demo. The original exit switch does not work! Also the textures are bugged if you look at the exit switch from behind

You need to press that switch to progress, and monsters have infinite height in vanilla Doom, NOOB.

>> No.6313169

Chasm The Rift

>> No.6313174

god i miss skulltag and shit before everything became mega man and complex doom

>> No.6313184
File: 40 KB, 474x465, ohfugXDDD.png [View same] [iqdb] [saucenao] [google] [report]

My default Windows anti-virus just straight up deletes crispy-doom.exe and/or crispy-midi.exe every now and then.
>implying everyone knows how to code

Check the infographic in the OP, pic related.
>Kevin Cloud and Donna Jackson are still working at iD
Literally who

>> No.6313185

I hope there's more of that.

>> No.6313187

Skulltag was real fun times back then.

Doomguy's hands and arms, you fucking faggot.

>> No.6313193

Yeah, I know about those tweets. They also predate Sigil, so people that want to support Romero can always buy the Buckethead edition. I did.

I played a lot of zandronum in 2015 and 2016 and most of it was 8BDM and Complex. There used to be a Saturday night survival series when Best-Ever was alive that I played in a lot too. If anything like that still exists, I'm not aware of it. I don't even have Z& installed right now.

>> No.6313206

Thanks, that's the one.

>> No.6313221
File: 139 KB, 500x504, 1581845235478.jpg [View same] [iqdb] [saucenao] [google] [report]

All right, thanks for the tips and stuff.

>Doom themed birthday party
I hope you get a Caco-shaped cake and a Revenant Piñata as well.

>> No.6313251
File: 27 KB, 388x388, npG-FRUP_400x400.jpg [View same] [iqdb] [saucenao] [google] [report]

If GMOTA ever becomes its own thing outside of Doom, what will happen to the Doomslayer? Will he be renamed or otherwise changed? Or just abandoned?

>> No.6313252
File: 499 KB, 1920x1080, Screenshot_Doom_20200320_124841.png [View same] [iqdb] [saucenao] [google] [report]

I swear, every time I play DLRA there's always something weird I find every time

1. Pic Related
2. Arti Mod Pack
3. Renegade Sphere

what bullshit will i find next?

>> No.6313258
File: 40 KB, 500x500, edgelord.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doomguy's hands and arms, you fucking faggot.

>> No.6313262

would be cool if metadoom had variants for romero's head based on other id devs
this is repeated a million times but a perfect heaven for classic doom is one that parallels how hell looks like

>> No.6313265

Renaming him would take absolutely nothing.
or some medieval name like

>> No.6313268

meant for >>6313251

>> No.6313270
File: 892 KB, 813x811, KevinCloud.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6313273

is the 20th anniversary edition of duke nukem still fucked or is it worth picking it up for 2 dollars on humble bundle?

>> No.6313309

Don't give Gearbox money, anon. There's a better version of Dook in the OP.

>> No.6313328
File: 28 KB, 341x341, deepdarkfantasy.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a Quake mod that recreates Dooms gameplay?

>> No.6313329

I'll rename him and make him a secret character. He was never meant to be part of the main party, that's just Blaz, Samson and Kustam. But I think it'd be dope as fuck to have him as an unlockable, and as a hidden boss fight in another project I got planned.

>> No.6313336
File: 158 KB, 960x540, comfy.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is playing classic megawads on Chocolate or Crispy Doom so comfy?

I'm using Crispy Doom for the extra options, like transparent enemy projectiles, randomly mirrored corpses, weapon recoil pitch, etc., but I'm still using Chocolate Doom's 320x200 resolution

Buy it for $2 for the extra episode, anon. Be warned: the mouse look is FUCKED. I had to look up how to fix it. I don't know why it worked but I turned on triple buffering and limited my GPU's framerate to 60 fps (to match my monitor refresh rate) and that fixed the problem, for the most part. It's still not the same as EDuke or DukeGDX but it's a lot better than it was before, and the new 3D-rendering looks better than, and is not as laggy as, EDuke's polymer rendering

>> No.6313342

I don't think anyone's ever wanted such a thing so it's never been made.
Something like that, of which there are myriads, is probably the best you'll get.

>> No.6313354

I don't much see the point of that, when you can just play Doom.

>> No.6313358

Your Path of Destruction exists, but I never played it.

>> No.6313361

So when making a WAD I can normally only replace tracks but not their positioning, correct?

I heard SLADE has something to say about it but not sure where to look for the right buttons.

>> No.6313365
File: 400 KB, 700x741, COME GET SOME.png [View same] [iqdb] [saucenao] [google] [report]

>There's a better version of Dook in the OP.
Ah, the 20th Anniversary World Tour edition does not come with the official expansions (Duke it out in DC / Life's a Beach / Nuclear Winter), so you gotta get those from the mega link in the OP. I dunno if you can run 'em in the World Tour edition, so use EDuke or BuildGDX for that. If you decide to play Duke it out in DC, don't forget to use Jimmy's MIDIs!
> http://jamespaddockmusic.com/2017/04/30/duke-it-out-in-d-c-midi-pack-released/
When I used these, they would automatically play even when I was not playing the DC expansion, so I moved it to a separate folder and just load it as a mod in EDuke32 when I need it. I dunno if they work in DukeGDX, maybe put it in the autoload folder

>> No.6313385

Depends on if it's vanilla or whatever. In vanilla though you can only replace the tracks though, yes.

>> No.6313394

I'm reading this: https://doomwiki.org/wiki/Doom_II_music

And it states different lumps for different levels. Does it mean I don't actually have to have MAP01 and MAP05 share a track if I add D_RUNNIN and D_RUNNI2 as separate things? Or am I misunderstanding the concept?

>> No.6313412

Why has there never been a doom mod where you either turn into a werewolf or fight werewolves (and other classic horror monsters)

>> No.6313415
File: 51 KB, 437x437, le bonjwa face.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6313434

BFG Infinite.

>> No.6313460

maybe its because it'd be in 3d and do things not possible with sprites

>> No.6313485

Speaking of "Doom in Quake" what about Slayers Testament? I only saw the launch of the first version and than nothing more.

>> No.6313487

Eh, no. Not at all. Now whether you like them or not, that's another thing.

>> No.6313492

*reality distortion array

>> No.6313493
File: 42 KB, 700x600, c094d9b0657d9a429e2bb5993175c161c9cb8f10.png [View same] [iqdb] [saucenao] [google] [report]

Guys pls help.

>> No.6313497
File: 141 KB, 960x540, mm=switchhunt.jpg [View same] [iqdb] [saucenao] [google] [report]

ofc im forced to eat my words. i've gotten lost on two separate switch hunts on the same level already, because that was good level design in 1995. i'm gonna watch a demo to find the next switch, and if i get lost on one more switch hunt, im playing something else

>> No.6313505

Has anyone ever played A New Hellspawn?

>> No.6313509

How do you even hint to the player that a wall needs to be opened by a demon?

>> No.6313510

It's pretty good, I played through the short official campaign and it was fun. Though I have to wonder what direction it's going now that Eternal released.

>> No.6313513
File: 4 KB, 226x204, Confused Doomguy.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know how to get Custom monsters installed through SLADE? I tried to follow this video:
But the DECORATE section doesn't show up on GZDoom Builder despite following instructions.

>> No.6313514
File: 2.86 MB, 640x480, SOD MAP14 Plasma Trap.webm [View same] [iqdb] [saucenao] [google] [report]

I'm working on setting up a workflow for making webms. Here's some of Speed of Doom MAP14. I could have sworn /vr/ allowed audio and the size limit was 3.5MB, not 3. I was wrong.

>> No.6313520 [DELETED] 

Monstergirls are furry. I don't really care if you like either (as long as you don't post it here) but they are 100% furry and people who argue otherwise are just trying to pretend they're superior to other furries when they're just as bad. If anything I'd say MGfags are worse just because of that superiority complex and acting like their shit doesn't stink.

>> No.6313521
File: 189 KB, 1024x768, Cryonology.png [View same] [iqdb] [saucenao] [google] [report]

How many Archvilles is goona be in this fight? I bet at least two. This wad is gorgeous.

>> No.6313526
File: 86 KB, 960x540, 'secret'redkey.jpg [View same] [iqdb] [saucenao] [google] [report]

The red key is seriously hidden inside of a secret door with no misaligned textures to give a hint. I've never seen that in a level before. Does the game WANT me to cheat? Because I'm stubborn, I'm giving Memento Mori ONE more go before I play something else

>> No.6313530

I don't have it but I know what you're talking about; TNT's description was distant chaingunners and pain elementals.

>> No.6313535

Is that the resolution you're gaming in, or is the image compressed? You're certainly missing out if so

>> No.6313537

I liked both Memento Moris and Requiem when I played them, anon. Stick it out. If you get that frustrated again, doomwiki probably has a walkthrough. If that fails, look on youtube. It's worth playing.

Yeah, I remember they were labeled fucker and fuckettes.

>> No.6313538

Slayer's Testament is trying to recreated modern doom gameplay. Maybe worth a look.


>> No.6313545

I want to create a troll-ish map that incorporate various annoying things like ach-viles, lost souls, pain elementals, unkillable pain elementals spitting lost souls into teleporters etc. - but is fundamentally playable and maybe even fun. What else should I include?

>> No.6313547

Revenants that fire mini chaingunners, but they can be shot down.

>> No.6313551
File: 149 KB, 960x540, why.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you remember how you got the red key in Map 4? If this secret door is the only way there, then this is the single worst piece of level design I've ever seen in a Doom map ever

>> No.6313552
File: 785 KB, 1360x768, Screenshot_Doom_20200404_202647.png [View same] [iqdb] [saucenao] [google] [report]


It's the scale on the sourceport I'm using (Doom Retro) 640x480 IIRC scaled to my laptops res 1366x 733 or something like that. This one in on Zandronum, on high res + OpenGL. I like 'em both. Doom Retro is spookier, but this is nice too. The water inside sparkle "XIII" in the middle, pretty cool.

>> No.6313556

The first Memento Mori is not nearly as well put together as the second one. You could force yourself to play further, but don't feel bad if you can't take more and give up, because Memento More 2 will be better.

>> No.6313568

>no whatdafuck.wad

>> No.6313573

I'd recommend GLBoom+ for OpenGL. I've never used Zandronum but maybe it looks the same. Or go all out and use GZDoom with a bloom boost mod. I like software rendering for most maps, but hyper-modern maps like Eviternity look way better with OpenGL lighting
>playing doom with crosshair
>playing doom with mouselook
George Costanza in the batting cages with that look on his face.jpg

>> No.6313583

wads can only have eight characters in their filename

>> No.6313587

Oh, don't you start again.

>> No.6313593

Mouselook and crosshair rules.

>> No.6313610

doe realm667 still puts out custom assets?

>> No.6313614

Hey anons, I'm new to Deathmatch and shit, how do I change my name in Zandronum? I can't find anything on changing your name, just changing name colour. I assume the setting is pretty obvious and I'm just a fucking autismo.

>> No.6313625

not without zdoom ACS scripting

>> No.6313627

idea for custom enemy: they can reverse back time for a while to undo your actions and most events, but you can interrupt the process of it happening

>> No.6313629

Nothing you said makes any sense

>> No.6313631

>the Doomworld of Mandom

>> No.6313634

"player setup"?
sometimes, the admins are very slow to approve new stuff though

>> No.6313645

Alright technically it's whatdafuck7.PK3


>> No.6313647
File: 69 KB, 528x756, Bear_DSC04417.jpg [View same] [iqdb] [saucenao] [google] [report]

Memento Mori's gimmick is that it was designed with co-op in mind before solo play to the point that you can't reach map32 without sequence breaking if you don't have another player to assist you, and I don't even think you can beat map32 on your own to begin with without cheating
A lot of the tedious switch and lift puzzles are designed with the idea that player 2 is already in position and ready to work with whatever the first switch activates, which is why there's so much backtracking and timed switches slowing the game down when you're alone.

>> No.6313648

>player setup
How did I miss that? Thanks anon.

>> No.6313650

Watch the video and it'll make sense.
I downloaded some custom monsters from Realm667 to use for a test map and to see how SLADE works, I tried to put them in like the video said, and it doesn't seem to work, again the DECORATE tab in the Things menu doesn't shut up in GZDoom Builder.
How is this hard to understand?

>> No.6313656

Wait what? Is this true?

>> No.6313664

If I remember right Fucker was the Pain Elemental and Fuckettes were its Lost Souls. The Chaingunners were called something else.

>> No.6313665

in 1993 it was
any modern port shouldn't care at all

>> No.6313691

I know this is slightly unrelated, but there's a WAD called The Ultimate Torment and Torture, by Tormentor667, that uses more custom monsters than any other WAD I'm aware of. I haven't played it yet so I can't say how good it is

Ah, that explains the numerous impossible-to-access areas. I should have read the description on the wiki; I will from now on. I'm actually relieved I can delete this WAD and move on to something else. Map 4 totally killed my fun; I've wasted a lot of time on it

>> No.6313697

Style over substance.

>> No.6313701

About the door--something screwy must be going on. I checked the actions on the linedef and it's set to be a normal door, and the line is facing correctly. Not sure what happened to you. Also Doom 64 is my favorite, so I'm glad that came through.

Thanks so much for all the input you are all giving, it's a real help.

>> No.6313714

is there a version of mm made with singleplayer in mind?

>> No.6313715

>The Ultimate Torment and Torture
It's absolute godawful shit, it's like the creator intentionally tried to misuse every ZDoom feature to make the player fucking lose it with the map designs. I hate it even more, because trash like it reinforces "vanilla mapping only" snobbery and we're never going to see good megawads that make inventive use of lots of custom monsters (and not vanilla compatible dehacked replacement shit, but actually lots of different custom monsters in addition to the basic cast)

>> No.6313723

Trash furry design

>> No.6313731

Stop trying so hard.

>> No.6313747

i remember hellbarde being even more "custom monster jerk off-y"
a shame because greater enemy variety i somethig i really like

>> No.6313752

>all the good deathmatch servers arent up
>all the ones up are just shitty megaman or custom wad ones
>no regular shit
Is Doomseeker just bad or are we truly doomed as a society?

>> No.6313761

>he plays Doom deathmatch

>> No.6313763

Alright, not that guy but I'll bite. What's so wrong with Doom deathmatches?

>> No.6313769

zdaemon for vanilla / oldschool DM

>> No.6313776

Wasn't that the one that doesn't even use the custom monsters in the levels, instead the maps are just boring and mediocre vanilla doom maps with a single different custom monster in the exit room for each? And the picks were totally random with no rhyme or reason too, I remember one of the "bosses" being zombieman-tier.

I can't even imagine what would possess someone to make a megawad like that.

>> No.6313793

>It's not on the booru
That poor thing barely gets updated anymore.

>> No.6313814

That would be cool as fuck, but how would to make it work?

>> No.6313828
File: 206 KB, 960x540, o fug bain elemendle XDDD.jpg [View same] [iqdb] [saucenao] [google] [report]

Put a deaf pain elemental around here to scare tf out of the player on UV

For the rest of the difficulties, just put deaf zombiemen behind every corner down here, and a surprise shotgunner for HMP. Maybe a troll Plutonia-esque surprise chaingunner from across the river also for UV

>> No.6313896
File: 2.98 MB, 1720x720, quake225.png [View same] [iqdb] [saucenao] [google] [report]

Cerberon Plaguemaker, a new Quake 2 singleplayer map is here! It's also overly ambitious and might not run as intended.

Download link below:

>> No.6313903
File: 3.01 MB, 1720x720, quake221.png [View same] [iqdb] [saucenao] [google] [report]

Cerberon Plaguemaker, a singleplayer map for Quake 2. You can try it here: >>6313896

>> No.6313904

Cool, will give it a try.

>> No.6313951

You can beat MAP32 without sequence breaking. The only maps I can remember that have impossible shit (I'm sure there's more) are the super shotgun in MAP04 which not having makes the exit almost impossible to survive (you get locked into a miniscule corridor with a baron of hell, took me an hour to get good enough RNG to not get boxed in and I should have just cheated) and MAP31's secret exit, though that one as the other anon said has an exploit where you can get to it in single player.

>> No.6313964

it wouldnt be a quake 2 map if it didnt have a fuckload of pipes

i still crave for brush based gzdoom mapping

>> No.6313972

I'm surprised no one's tried to make a mod for Quake 2 that changed its movement physics/style to be similar to 1's.

>> No.6313974
File: 30 KB, 350x431, 6746.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6313980

Question: if this map was on an 8 episode run, which level number would it be? I was thinking map 4 originally, but it might be worthy of map 6.

>> No.6313990

>i still crave for brush based gzdoom mapping
I thought I was the only one. Even if it was a non ZDoom based port, I'd switch to it in a heartbeat for mapping. I would love to make my maps in Blender.

>> No.6314010

Demon=Chainsaw or shotgun
Cacodemon=Super Shotgun
Baron/Knight=Rocket from far away, Plasma or SSG upclose
Cyberdemons/Spidermastermind/Macubus=Same as Barons
Pain Elementals/Archviles=BFG

Can we all agree on this?

>> No.6314017

Why wouldn't you use the BFG on Cyberdemons and Spiderdemons? Archviles can be easily taken down by the SSG or with rockets and Pain Elementals are a non-threat up close.

>> No.6314021

>ssg upclose

>> No.6314023

I just tried playing Hexen again for the first time in like 15 years.

There is no way to know what door or path has opened. Some doors open miles away from the switch. What the fuck were they thinking?

>> No.6314029

Spider Mastermind is so damn huge you don't have to be that close for all the pellets to hit.

>> No.6314030

BFG on Cyberdemon is super risky. If you don't have cover to use, closing in on a Mastermind to BFG it can also get you shredded. Plasma is the safe choice, if less efficient.

>> No.6314032

I'm downloading Quake 2 from the link in the OP, just to try it out. I've never played Quake 2 before. Do I need to download a source port?

lol, funny thing is, i found the SSG on map 4 without cheating, but i had to cheat to grab the red key (by watching a demo). the route it showed me was taking a secret door, and after some exploration I could not find any other means to get to that key.

>> No.6314052

>inb4 Q2 whining

>> No.6314060

you don't need a port, but get yamagi quake 2 anyway
it fixes a lot of bugs in the game, is guaranteed to work on modern systems (and linux), and doesn't alter the way the game plays

>> No.6314064

why would you use rockets on the two enemies immune to their splash damage

>> No.6314070

rocket dueling the cyberdemon on e2m8 is the true man's way

>> No.6314079

For this map, yes.

It goes a little beyond what would be considered ok for vanilla Quake 2, but at the same time only a few source ports can handle it, and so far version 3.24 is the best. It states in the readme which you can use.

>> No.6314102

lol i did a search for "quake 2 source port" and the 4th result is someone whining in a forum
>two enemies immune to their splash damage
I thought only the cyberdemon was immune to splash damage

>> No.6314105
File: 1.09 MB, 1920x1080, Screenshot_Doom_20200404_215435.png [View same] [iqdb] [saucenao] [google] [report]

I'm using and abusing Doom64 style colouring.

>> No.6314109

mastermind is too, and it still manages to lose the gotcha faceoff more often than it wins

>> No.6314125

Berserk Archviles

>> No.6314128
File: 19 KB, 222x300, Motherdemon_sprite.png [View same] [iqdb] [saucenao] [google] [report]

Both bosses are. I do wonder, though, is the Mother Demon also immune to splash damage?

>> No.6314129

Reminds me of Crash Team Racing's graphics

>> No.6314140

Quake 2 bad

>> No.6314147

Good boy, have a cookie.

>> No.6314148

Is savescumming a level to practice it before you do a single segment run alright or should I only do it all at once?

>> No.6314150
File: 2.98 MB, 2880x1600, Hedon_Waifus.png [View same] [iqdb] [saucenao] [google] [report]

now that the dust has settled, is Hedon a futa or not?

>> No.6314171
File: 1.11 MB, 1920x1080, Screenshot_Doom_20200404_222015.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6314185
File: 54 KB, 347x485, 1520714019805.jpg [View same] [iqdb] [saucenao] [google] [report]

Didn't the textures in 64 have no color whatsoever and they only looked like they did cus of the game's lighting? I read that the textures were grayscale, but I dunno if that means the exact same thing as not having color.

>> No.6314215
File: 1.09 MB, 1360x768, Screenshot_Doom_20200404_223731.png [View same] [iqdb] [saucenao] [google] [report]

I'm finally restarting work on a map I had on my backlog for years. Doomguy's gotta escape from summary execution at the demon arena.

>> No.6314223


>> No.6314226

oh that's some clever texture usage on the upper areas.

>> No.6314227

Please do, the game looks great. I need more level 31 in my life.

>> No.6314240

How do I configure GLBoom+ to remove filters?

>> No.6314249

looks dope

>> No.6314272

>the shotgun is only for killing demons
No I dont agree

>> No.6314294

>using the regular shotgun on pinkies instead of the SSG
Why though? The regular shotgun can take up to three shots to take one down while the SSG is one-and-done.

>> No.6314315

>Demon=Chainsaw or shotgun
Berserk fist is your friend here.

>> No.6314324

>cerberon readme.txt
>"It is not fun to play"

>> No.6314337
File: 138 KB, 960x540, cerberon.jpg [View same] [iqdb] [saucenao] [google] [report]

What happens here?

>> No.6314346
File: 155 KB, 960x540, wat.jpg [View same] [iqdb] [saucenao] [google] [report]

All the health pick-ups are on top of crates. How do I get them? I keep dying ;_;

>> No.6314358

does anybody play quake multiplayer anymore? i look in the nquake server browser and everything seems to be dead.

>> No.6314368

Use the crowbar to break the crates

>> No.6314383

For those who were there at the time, what was the impact of Doom Builder on the contemporary Doom modding scene? eg how was it received, was there an immediate shift in map quality, etc

>> No.6314396

It really depends on the situations. Sometimes you really need to kill fast so you'll want to use rockets, plasma or bfg on anything. Sometimes you'll want to manage your resources and use the weapon that has more ammo (making the ssg the most efficient weapon most of the time, not only because of the extra damage but also because a lot of maps tend to give more shells than anything else) or use melee or infighting.

>> No.6314397

this looks really cool. i want to play it. NOW

>> No.6314406

shouldnt there be some sort of source or at least consistency to the lighting

>> No.6314409

Hey that looks pretty cool.

>> No.6314413

there's a consistency that makes sense in the full context of the level, but the source as it were is mostly dream logic
thanks anon, I hope to finish it soon, I'd estimate it's 75% of the way there in terms of content then I just need to polish

>> No.6314426

Ah shit, this almost makes me regret that the arena is just the intro of the map, which would mostly take place in an underground dungeon.

>> No.6314430

Is it possible to restore the original melee range in the GZDoom options?

>> No.6314431
File: 109 KB, 1520x825, chamber9.png [View same] [iqdb] [saucenao] [google] [report]

OK guys. I think this is the final version. I tried to address as many of your comments as I could and I feel like it's a pretty complete experience now. I had enough ammo through the level and while there were some close call HMP was perfectly doable. Of course, that's as someone who knows the level inside and out. I hope it will still be a decent challenge to any first time player. There are new secrets and an expanded courtyard section. I tried to get rid of any softlocks you guys brought up as well.


If anyone does want to give me a demo, though I understand if you are tired of doing that, I would appreciate it for any final tweaks I might do.

Doom II based, runs in any limit removing port. I'm not sure why but it has some visual errors in vanilla doom.

>> No.6314434
File: 922 KB, 1860x2631, D48yn0kXoAIKHD6.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone try this?

>> No.6314435

Whoever drew this definitely draws porn and I've seen it

>> No.6314438

is shadow warrior classic redux the best option currently? The mouse feels kind of fucked up and weird

>> No.6314442


You're supposed to jump on top of the nearby explosive barrels to get those

>> No.6314443


Uncommentated Playthrough of one of the best WADs ever made

>> No.6314446

Balance is fucked, a lot of combat is annoying, dungeons drag on for too long and they fall into a pattern of "do some annoying puzzles, get locked into an arena with some monsters, do more puzzles, do another arena, open up boss room"
It's ambitious but it's just really fucking obnoxious.

>> No.6314457

That lizardman especially gives me DaftPatriot vibes.

>> No.6314491

Probably vertex coloring mixed with grayscale textures. IIRC Banjo Kazooie did something like that too, to get around the N64's microscopic texture cache.

>> No.6314507
File: 14 KB, 269x269, eMU1ps5j_400x400.jpg [View same] [iqdb] [saucenao] [google] [report]

You can't just make WADS where I have a major role!

>> No.6314517

I'd let Samuel Hayden fuck me
anyone else

>> No.6314531


>> No.6314536
File: 1.09 MB, 1920x1080, vkQuake 2020-04-05 02-36-38-017.png [View same] [iqdb] [saucenao] [google] [report]

Are these scorpion cyborgs in Scourge of Armagon supposed to "dodge" really jankily when you shoot them with a nailgun? It looks like dogshit.

>> No.6314538

Does he even have a Peenee anymore?

>> No.6314542

They are, yes. Quake 1 doesn't have the best animations. Gameplay-wise they're weak to the new weapons in the expansion, the proxy grenade and laser rifle.

>> No.6314545

>Quake 1 doesn't have the best animations.
Nah everything in Quake 1 animated nicely. This is just so jarring. It's not damning, so whatever I suppose.

>> No.6314550

yes, they’re supposed to strafe to the side when you fire projectiles like rockets and whatnot, but if you spam nails at them then they go into overdrive and freak out

>> No.6314557

I love goofy joke maps like this even if most people don’t. They’re usually filled with dated references, obscure forum drama, or banners for clans that disbanded 14 years ago.
I’ve always been a sucker for those ones where all the players are “shrunken” and they fight in a kitchen or bedroom in a house.

>> No.6314572
File: 43 KB, 169x156, a60ba2c9d77d8a8e1850d436410c7603c8fb6222.png [View same] [iqdb] [saucenao] [google] [report]

Is there any way to fix the weird mouse acceleration in GLBoom Plus without having to change the mouse settings for my whole computer?

>> No.6314586
File: 69 KB, 800x182, raze.png [View same] [iqdb] [saucenao] [google] [report]


Here's my copy of Raze 0.5.1 with all supported games. Either rename the config ini to match your Windows login name or make sure the top of your ini looks like this



>> No.6314595

Play keyboard-only, with auto-aim on. Like back/forth/turns from numpad (if you aren't sporting from laptop), strafes/jump/crouch on wasd, shoot on space or lalt. Plays really comfy lemmetelja. Well that's my general setup for 2.5D era shooters, Shadow Warrior among them doesn't have the best of mechanics.

>> No.6314613

he never had one

>> No.6314681

I just remembered how back in day I was playing Diablo II and it had special shamans who could resurrect other shamans who could resurrect other monsters. I really liked this encounter, it was fun.

Has anyone ever made super-achviles in Doom?

>> No.6314690

I believe Chillax or some other popular slaughtermap on Zandronum has it so that archviles have their resurrection limits removed

>> No.6314716
File: 335 KB, 816x639, suspenceful room.png [View same] [iqdb] [saucenao] [google] [report]

I have returned to the map I was doing a week or so ago and discovered that ledges are too tall for monsters to effectively fire at from below. Now elevated section looks kinda dumb, but they can actually attack.

I am tempted to not have any monsters in this room at all, initially, to create extra suspence, because you know what's coming.

>> No.6314743

well you could always make these 4 stone walls drop down at some point to reveal monsters.

>> No.6314752

The pillars as well as murals behind the catwalk to the sides do exactly this. It's the catwalks themselves that were too high allowing player to snipe most enemies that were staying at the bottom, but I think I solved it now.

>> No.6314754

He did have tentacles tho

>> No.6314770

>Having such rigid rules for weapons
Lad, you need to dynamically adapt to situations. If I see 3 or more Sergeants close together, I'll use the SSG on them. Spend 2 shotgun shells, get 12 back, instantly neutralize the threat. Obviously, this breaks the Zombies=Pistol/Chaingun rule. Moreover, if I have the maximum number of bullets and there's an abundance of >clips and ammo boxes, I'll use the chain gun pretty much indiscriminately so the bullets don't go to waste, and vice versa with shotgun shells and the SSG.

>> No.6314784

tentacles aren't genitalia, you weeb

>> No.6314792

So, I'm dying and getting respawned on the last level of Chap 3 of Eviternity instead of moving on to the next map, on both secret and normal exit, on Doom Retro and Zandronum. What gives?

>> No.6314806

>barrel's o' fun
So when does the game get good again?

>> No.6314807

Try with Gzdoom.

>> No.6314809

In pwads.

>> No.6314824

Also just die and respawn. I gave myself everything and just no clip to test on both ZDoom based ports.Is there some condition to move on? Like kill everything or something?

>> No.6314831

iirc, Decino explained how to avoid this in his playthrough, look it up on youtube.

>> No.6314839
File: 65 KB, 974x967, Fuck.png [View same] [iqdb] [saucenao] [google] [report]

Please help, I legitimately have no idea how I messed up.

>> No.6314849

>No Decorate file
There's your problem, either make a new one or pick another monster. I had the same problem with Afrit years ago. Ended up dropping Afrid as a monster and just picking Azazel.

>> No.6314871


It was because I was pressing Use instead of waiting for the death animation play out. That never happened before and also a loud, missile sound never played before. The portal transitions were always smooth, so I was really confused because the first time I went through the door, I didn't grab the blue key, so I thought "Oh, maybe its to prevent you to go without grabbing it". But alas,a 40 minute map. Beatiful, but hard and getting a bit too slaughterish for my taste.

>> No.6314906

Anyone know if its possible to toggle head-bobbing in the Switch ports of Doom1/2/64?
I'd be up for learning to mod, just wondering where to even start.

>> No.6314926

I use the rocketlauncher for pain elementals, I just don't give a fuck, just dodge their spawns bro.

>> No.6314928

Played it, was nice. A bit sluggish performance in places, I guess it's too modern for my laptop. Also, good to see the art of writing cringy teenage attempts at humor is still alive and well.

>> No.6314981

I kinda want to try my hand at mapping, but it feels like everything has been explored already and I'd be adding one more wad to the void.

>> No.6314994
File: 807 KB, 1920x1080, 2020-04-05 17-10-00.webm [View same] [iqdb] [saucenao] [google] [report]

"AAAAAAAAAA" yourself!

>> No.6314997

doesn't seem to stop anyone on doomworld
you don't need novel ideas to have a good map, just well-executed ones

>> No.6315003

Even if you just use custom textures that alone will make the map feel fresh and cool.

>> No.6315005
File: 7 KB, 377x414, 1585605195536.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6315012

Does it just sends the projectile back to its owner, or can you redirect it to another enemy?
How does that affect infighting?

>> No.6315015

You can carry it and fling it any direction you want. It doesn't cause infighting, because the player is set as the originator when they release it.

>> No.6315059
File: 54 KB, 431x599, 1a6007f6a78907cd596ef16e78e3c7f6f2bb307144d3f6998ae29a2e51a7fa17.jpg [View same] [iqdb] [saucenao] [google] [report]

>beautiful level with fantastic architecture
>it's a slog of a slaughter map

>> No.6315062

Just do what comes to you in whatever way it comes to you. Nobody will be able to predict what you will improvise just self-express. Just self-express and map map map developing your style but let yourself not get carried by self-repetition and fall into banality. Just try creating something you would genuinely enjoy playing right now and that should do I think. I thing thatis all.

>> No.6315078

Ok, then I'll read the tutorials and try to come up with something.

>> No.6315082

Just because they're immune to the splash damage doesn't mean they're immune to rockets, they'll still take the hit, and the spidermind is such a wide goddamn target it's straight up impossible to miss unless you play keyboard only with arthritis.

It's a non-factor because you shouldn't even be missing.

>> No.6315093

I'm trying to use bMouse with Blood, and it doesn't seem to be making a difference. With or without it, mouse look is fairly crappy but not completely unusable. I think it might be SLIGHTLY better with bMouse but it might just be my imagination. How subtle is the effect of bMouse?

Does the GOG version of One Unit Whole Blood already have a bMouse-like fix built in? (Is the mouse shittiness I'm experiencing just the things that bMouse doesn't fix?) I'm pretty sure I'm not using bMouse incorrectly; I put BMOUSE.EXE LAUNCH "BLOOD.EXE" in the DOSBox config file, and I've confirmed that it's running this line by changing it to BMOUSE.EXE LAUNCH "BLOOD.EX" and watching it fail to launch.

I couldn't seem to get bMouse working on Linux and thought it was just Linux, so I switched back to Windows but it doesn't seem to be making any difference here either.

>> No.6315101

Anything that allows me to torture revenants in a new way deserves a Cacoward in my opinion.

>> No.6315106

Barrels O' Fun

>> No.6315107

cool, that's not the point
the point is your rockets are doing less than half their normal damage on average and you're wasting them

>> No.6315115
File: 675 KB, 700x940, he built.jpg [View same] [iqdb] [saucenao] [google] [report]

are there any full conversion projects these days similar in how Hexen was an entirely new game?

>> No.6315119

The Adventures of a Square?

>> No.6315120

Not if they're the strongest ammunition you currently have. What else are you gonna do, plink away at them with the shotgun and chaingun? Have fun with that.

>> No.6315125

Hellshots Golf?
/biog/ pls go

>> No.6315126

Those are called "Total Conversions". Here's relatively recent ones:
Completely new flavour:
REKKR - play as Viking, slay Norse-themed monsters, vanilla compatible
Shadow of the WoolBall - Wolfenstein, but with cute Hedgehog against nazi cats
Rise of the WoolBall - rise of the triad but with cute Hedgehog girl against even more nazi cats
Adventures of Square - play as Purple Square, shoot all other shapes and colors. Cartoony in a good way.
HEDON - play as futa orc/demon deviantart reject against cultists in the underground with heavy mix of Arx Fatalis and Unreal vibes.

Some Doom flavoured:
Golden Souls series
Temple of the Lizard Men series (skip the first, its early and janky, 2 is ok, 3 and 4 are really good)

>> No.6315127
File: 18 KB, 420x300, 1521807770311.jpg [View same] [iqdb] [saucenao] [google] [report]

is there any groups that still play Quake 1 DM?

>> No.6315129

Ah, I must have broke something in Map32 because I somehow raised a giant wall that cut me off from half of the level.

>> No.6315130

You're probably having a really awful time using keyboard only because Shadow Warrior was never ever expected to be played keyboard only, because it came out in goddamn 1997.

>> No.6315131

You forgot Ashes motherfucking TC dude!

>> No.6315134

No, you can't mod them at all.

>> No.6315151
File: 60 KB, 500x376, 1519978585378.png [View same] [iqdb] [saucenao] [google] [report]

Kinda off topic, but why do you think it took a while for WASD to catch on? Quake didn't even have it, but even then, I dunno why no one figured out that WASD would be more efficient in terms of having access to more keys to do stuff with. I think the first game to do it (or at least to make the control scheme popular I guess, correct me if I'm wrong either way) was Half Life. Which is funny, cus it and a lot of games that came after it also had arrow keys bound to movement for some reason along with WASD.

>> No.6315160

Bump. Anyone?

>> No.6315162
File: 232 KB, 750x730, hexen1997.png [View same] [iqdb] [saucenao] [google] [report]

That's just Hexen, bro.

>> No.6315175

banjozooie is cool.

>> No.6315176

Does Hell-Forged count as a TC?

>> No.6315193

I'd take it as a sign that either I'm not supposed to be fighting them yet, or I'm supposed to use them as infighting tools and get them killed or severely weakened that way
if a map forces me to take on cyberdemons and spider masterminds without plasma weapons, I'm more likely to instead play something else

>> No.6315216

It's just 9 maps of average quality, bundled with Eriance's sprites that's been around since forever

>> No.6315217 [SPOILER] 
File: 537 KB, 640x480, 1586105924339.png [View same] [iqdb] [saucenao] [google] [report]

I mean, if only there was some way to clearly indicate that this particular trigger is connected with particular far-away object. But alas, it seems there is no such thing.

>> No.6315246

Sorry but walking back and forth to see if anything opened while spamming use on every wall is what really separates the boys from the men

>> No.6315249

boys have no taste and will eat up any shit
men resent eating shit, preferring to spend their valuable time on quality products

>> No.6315258

Its a joke making fun of Gmanlives review where he unironically calls it good game design.

>> No.6315259

On what puzzle did you get stuck and how much of it did you solve?

>> No.6315267

Switch/Key hunt can be done right.
In fact it's a way to make an oldschool FPS that has metroid-like Exploration as one of its main components (replace abilities with keys/switches). Many good wads do this. The main thing required is what switch/key/ability is required to access the area which is not easy to do. Raven clearly failed in that aspect with their cryptic "1/12 of puzzle solved" and "door opened somewhere behind one of 5 other portals" shit.

>> No.6315271

> welcome to my wad review where we noclip around each map for 30 seconds, and maybe play the first level halfway through
> trust me, i am thorough

>> No.6315278

Master levels for doom 2 is pretty good. TNT is shit. Just visit doomworld and sort wads by ratings and downloads and play them in order

>> No.6315280

>hey mom, watch me strawman this mf into oblivion

>> No.6315292

fuck of to reddit cringetard

>> No.6315293
File: 197 KB, 816x639, roof.png [View same] [iqdb] [saucenao] [google] [report]

Should I add some kind of different texture roof over the upper row?

>> No.6315298
File: 51 KB, 220x318, greek-face.png [View same] [iqdb] [saucenao] [google] [report]

>Master levels for doom 2 is pretty good

>> No.6315326

> clearly display that you didn't play it

>> No.6315329

map seemed cool but at some point the floor started to damage me a lot and it completely glitched. Played on prboom+.
my demo: https://files.catbox.moe/18ihrm.lmp

>> No.6315339

>somebody didn't like muh mediocre mapsed with decade old assets
>bwoo hoo
cry me a river, faggot

>> No.6315341

what aspects make a TC?

>> No.6315345

All new weapons and new maps, plus some new monsters. It's not just a mapset and it's not just a gameplay mod, but it does reuse the doom monsters and some textures.

>> No.6315351

> decade old assets
its time to admit that you do not in fact know what you are talking about
or youre saying factually incorrect statements on purpose which makes you a liar

>> No.6315359

then i guess it counts as a TC

>> No.6315364

All new assets - Complete TC (Adventures of Square, REKKR, Hedon, etc.) basically new game on Doom engine.
New guns, monsters and levels, but uses some old stuff - Partial TC
Somewhere in between lie Golden Souls and other similar stuff which uses heavily modified vanilla enemies and completely new gameplay,guns and levels.

>> No.6315370

Eriance/Amuscaria posted 95% of that stuff for public use back in 2008-2011, literally a decade ago.

>> No.6315373

>partial total

>> No.6315385

most of the actual new assets were made like 5 years ago
monsters, textures, weapons

>> No.6315459

So, I wanna play Heretic and Hexen after 10 years of starting them but never finishing them. What's the 'proper' difficulty to play them on? Like the equivalent of Doom Ultraviolence?

>> No.6315473

Looks fine but maybe add a trim that hangs over a little bit.

>> No.6315486
File: 217 KB, 960x540, ChamberMore01.jpg [View same] [iqdb] [saucenao] [google] [report]

> https://anonfile.com/R5Ce95m4o8/ChamberMoreFeedback_zip
Warning: These demos are a lot longer than last time because I died a lot more!

1) These zombies are deaf and harmless

>> No.6315487

or maybe those zombies are stuck on something, because

2) This middle chaingunner cannot move and is harmless

>> No.6315489


>> No.6315491

>the N64's microscopic texture cache.
ATi's highest-end GPU in 1997 (the year after N64 was released) had a texture cache equally big to the N64.

>> No.6315493

Both have the same 5-level system, IIRC, so whatever comes fourth.

>> No.6315497

I personally played them through on Don't Bother, but if you're feeling confident give Play A Better Game a try.

>> No.6315502

Yeah, probably. After all, I have the trim outside. And there's no elevation to really look at it.

>> No.6315506
File: 188 KB, 960x540, ChamberMore02.jpg [View same] [iqdb] [saucenao] [google] [report]

damnit forgot picture.

3) The invulnerability secret on skills 2 and 3 has nothing on skill 4, so it's an empty secret area! Maybe put 4 medkits if a soulsphere is too OP, or a combat armor or beserk

>> No.6315508
File: 183 KB, 960x540, ChamberMore04.jpg [View same] [iqdb] [saucenao] [google] [report]

4) Put a baron in here, maybe across all difficulties.

On UV, double the number of chaingunners behind these doors, since the SSG can 1-shot them immediately

>> No.6315520 [DELETED] 


>> No.6315524
File: 227 KB, 960x540, ChamberMore05.jpg [View same] [iqdb] [saucenao] [google] [report]

5) Missing textures on the exit switch
6) There are two exits. Maybe this is intentional if one of them is a secret, but for that to work I think this would need to be Map 15
7) Too much plasma ammo! You will see, by the end of the map, I don't need any plasma resource management, I can blast my way out of the map with the plasma rifle. Replace ALL of the large plasma ammo cells with the mini ones.

>> No.6315527
File: 83 KB, 823x960, 1e96vv2x08u31.jpg [View same] [iqdb] [saucenao] [google] [report]

Stupid question but
Has anybody ever created a Garfield Doom mod?
Just getting into Doom again.

>> No.6315542

why did they give her a shit eating grin

>> No.6315546

Thanks dude. Seemed to work.
How do I make a decorate file for a monster that doesn't have one?

>> No.6315553

i remember seeing this 16 years or so ago along with C2Doom compilations with something like "ZOMG Half Life on Nokia phone!" in the title

>> No.6315563

I still don't feel like you're utilizing that outdoor space as much as you could be. There's also way too much plasma ammo. I could have used the gun much more than I did in the demo, and still not run out.

>> No.6315567
File: 1.03 MB, 1888x835, doommap hallway.png [View same] [iqdb] [saucenao] [google] [report]

Hey this is the anon from last thread that asked about custom monster usage. Thought I'd share a screenshot of my map.

>> No.6315575

>window literally 8 units away from lining up perfectly with texture
come the fuck on bro

>> No.6315579

Why so many mappers these days shy away from useage of Explosive Barrels in normal gameplay?

>> No.6315591

I don't know how to place them properly.

>> No.6315595

Place them among fodder monsters in a way that catches player's attention when he sees that group.

>> No.6315596

Not him but there are some good levels, it's definitely better than what people say where newcomers will often be told to skip it altogether.

>> No.6315602

>16-20% chance that the SSG replaces a regular shotgun spawn in my Ultimate Doom
>always get one in E1M1, in test rounds to tinker with options
>start for real this time
>first SSG I see is in E2M1
I'm more than OK with this, kinda funny though.

>> No.6315604

Just place them here and there, preferably somewhere near monsters so that you (or they) can blow them up in a fight.

>> No.6315605

You make a good point, although I can't fix it entirely without messing up rooms on the other side and I don't really want it.

>> No.6315620

because she is quite literally a giant floating shit

>> No.6315625
File: 271 KB, 816x639, roof.png [View same] [iqdb] [saucenao] [google] [report]

Ok, so who wants to test the more final version of >>6312054

Some floor levels got adjusted to make mosters less surprising. Some measures were taken to discourage them from gathering at the front gate they still sometimes do so, but less enthusiastically.

>> No.6315626

Forgot the link https://mega.nz/file/q4ZAHaLQ#M2kgSDjJ3q54YSpt2G7NsT2d0v3QOPkzwQq0oANJJv4

>> No.6315646

Moonblood has a great soundtrack

>> No.6315647

Doom 2 but you can play as one of the Fantastic 4.

>> No.6315648

Grey on gray, nice.

>> No.6315660
File: 5 KB, 113x101, cunt.png [View same] [iqdb] [saucenao] [google] [report]

>freaky looking
>quiet alert noise
>spawns two lost souls instead of one
>learned how to prevent bodyblocking
>also learned how to explode on death
if only the Hell nobles got the same treatment

>> No.6315661

Pretty good anon. My only gripe is the placement of the exit button. It was on the back of the lift and it took me a minute to find it because of that.

>> No.6315669

I like the layout and texture work, but only having the shotgun felt boring. Shotgunning down Hell Knights is a bit of a pain, and I'd personally prefer if they were Revenants if you're adamant on keeping the shotgun as the only (non-secret) weapon. They take roughly the same amount of shells to kill, and are more interesting to fight because you can bait their punch.
Did you forget to remove the "impassible" tag from around the door with the bars around it? They still blocked me.
I recorded a demo:

>> No.6315670

The reason why it's inside the crate is because the next level starts in the same crate - and the same button opens it. In the first version crate would have a button carved into it, but I didn't like it. I quite like the consistency and would not want to lose it.

>> No.6315676

>Did you forget to remove the "impassible" tag from around the door with the bars around it?
Damn, indeed I forgot. Doesn't really matter since you can't open this door anyway.

What port should I play your demo in?

>> No.6315678

This is peak Pain Elemental.

>> No.6315683

If it had arms it'd be perfect.

>> No.6315684
File: 1.40 MB, 3840x2160, D9PF9rjWsAAXhYB.jpg [View same] [iqdb] [saucenao] [google] [report]

>what is Sunder

>> No.6315692

prBoom+, I didn't specify a complevel.

>> No.6315694

Did Hexen have vertical mouse movent? like could you look or down?

>> No.6315698

heretic, hexen, and strife have freelook, though without bmouse, you could only freelook with the keyboard

>> No.6315702

It was a limited up or down view. 45 degrees maybe?

>> No.6315703

I think Heretic had it already, so Hexen should too. Maybe not mouse, but definitely looking up/down.

>> No.6315704

You could in Heretic iirc it looked funny thew unow like some distorted n shit like yeah I think thats called horizon shifting.

>> No.6315726

That's more like it.

>> No.6315750

Are these exclusive to DOOM 64?

>> No.6315754
File: 124 KB, 1024x768, Imperator.png [View same] [iqdb] [saucenao] [google] [report]

The fun ends here.

>> No.6315763

Looks like a demonic bank, quite nice.

>> No.6315767


>> No.6315769

Anyone knows how I can doomguy's gun to make a prettier screenshot?

>> No.6315772
File: 144 KB, 1024x768, Imperator (1).png [View same] [iqdb] [saucenao] [google] [report]


After a lot of retries, it can't be better than this.

>> No.6315773


>> No.6315785


>> No.6315790

Hey, are Archvile fire attacks hitscan or very quick projectiles?

>> No.6315796

I'm not sure they properly qualify as hitscan but yes once he cast a spell and you are in the line of sight you'll get hit. Otherwise you won't and it's safe to come out.

>> No.6315803

In the original games, they're a hitscan attack, it targets you automatically, erupting flames around you, and then if you don't break line of sight by going behind a wall or pillar or something, then the attack will strike you in a second or two, KABOOM, sending you flying up into the air.

Has to be a solid piece of level geometry, can't be a sprite decoration like a tree or lamp, or a fake wall. It can even be a very small piece of level geometry, even as thin as 2 by 2 pixels, as long as it breaks his line of sight, his attack will fail. The fire itself does no damage (a few mods change this, but most don't), it's the final explosion as the spell finishes that hurts.

>> No.6315807

strange aeons

>> No.6315838

What sourceport are you using?

>> No.6315843

I've got Crispy and GZDoom, but I fucked up graphical settings in the latter and now avoid it because I'm not sure what I did. I can download something else though, that's not really a problem.

>> No.6315851

what's the best wad?

>> No.6315860

Yes, it will function when I have a full episode

>> No.6315867

Doom 3 - Mr Smiley Head's Safari

>> No.6315874

I'll reduce the plasma ammo then.Lots of people said they felt they didnt get enough, so I upped it a lot.

>> No.6315875


>> No.6315885

Change weapons and quickly make a screenshot when the gun is out of sight.

>> No.6315890
File: 317 KB, 816x639, time.png [View same] [iqdb] [saucenao] [google] [report]

I posted it before on Doomworld, but what the heck, I want to show this to you to. Do you enjoy running around large circular room from 100 monsters? I was told that it's not true slaughter map, but I think it's still fun.


>> No.6315896
File: 298 KB, 377x360, 1318561250021.png [View same] [iqdb] [saucenao] [google] [report]

Here are my demos:
> https://anonfile.com/RdtaDcm0oa/BadReception_01_zip
I actually like the level. I can't give unbiased feedback on the other difficulties, I think, because I've spent a ton of time grinding it on Nightmare difficulty. When I beat it on UV, I thought this seems doable on NM, so I'm gonna grind it until I get a NM demo. I guess that says enough about the level, that someone is willing to grind it on NM. I didn't find the secrets in my demos; I did all my exploration and route-memorization "off-camera"

>> No.6315897

I hate these kinds of wads that use fancy shapes and every color in the rainbow to distract you from the fact that the gameplay amounts to being locked in cramped arenas with a thousand revenants over and over again.

>> No.6315902

What port should I use to play them?

>> No.6315946


careful, you might upset certain people if you dare to point out how slaughtermaps are mysteriously exempt from all mapping best practices by virtue of being slaughtermaps

>> No.6315952

I figured out where can I play your demos.
I find it vexing that people can't break into the sealed room. In your case you were able to solve similar puzzle with blue armour, so it's twice as strange.
I love how on hard you just decided "fuck it" and ran into the exit.

>> No.6315956

Some people like that gameplay.

>> No.6315962

Go back to /v/ underage and learn how to properly talk.

>> No.6315979

I recorded them on Crispy Doom, so that or PrBoom -complevel 2

>> No.6315996

Ah, I did notice one thing - the SSG room counts as two secrets! The room itself and the door both count as secrets.

So I decided that I can't actually beat it on Nightmare - I die immediately before or immediately after grabbing the yellow key. So if you decide to increase the difficulty on UV, that's totally fine. I'll play some more on UV so I can give better feedback

>> No.6316002

Yes, I spotted it myself. Forgot to clean it after splitting the sectors.

>> No.6316009

I just tried to do a UV-max demo and it's impossible to trigger the SSG door secret because of the barrier, just FYI. I'm playing it some more to give some non-bullshit ideas on how to tweak it across all difficulties

>> No.6316012

Has anyone played A New Hellspawn?
Also, shit, the fucking audio

>> No.6316014

The front door does not even have an action (Although I forgot to clear impassable lines in the version I release, mea culpa). You are supposed to take notice of it and go to the red chair room, take notice of the doors connecting rooms and open the wall where the door would be.

>> No.6316018

1) This area feels way too empty on skill 2. I think you removed too many monsters

>> No.6316020
File: 1.36 MB, 1920x1080, quake2xp 2019-12-31 16-47-26.jpg [View same] [iqdb] [saucenao] [google] [report]

Yamagi if you want just Quake 2 and mods working along with texture packs.
Quake2XP if you want a Remaster that isn't RTX meme and is the same as Yamagi, but with Md3 support and DDS textures.
R1Q2 for MP.

>> No.6316023

This is a pretty fun Map01. I'll admit to only being able to find 2 of the secrets before using cheats, but then again you made the last secret inaccessible so let's call it even.

>> No.6316024
File: 169 KB, 960x540, BR-skill2-01.jpg [View same] [iqdb] [saucenao] [google] [report]

derp, i forgot picture

>> No.6316027
File: 137 KB, 960x540, BR-skill2-02.jpg [View same] [iqdb] [saucenao] [google] [report]

2) Unrelated to difficulty: I dunno what the point of the switch is

>> No.6316028

Does Quake 2 RTX even run decently on 1080p?

>saying derp in 2020
unironically cute

>> No.6316029

It closes the shutter. No gameplay benefits, I just thought it's amusing.

>> No.6316040
File: 943 KB, 900x900, CRING DOOM DOMMMMMMMMM.png [View same] [iqdb] [saucenao] [google] [report]

Any zandy mods that balance the game based on ping??

>> No.6316052
File: 208 KB, 960x540, BRfeedback03.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, I think this section up to where I am now, these monster numbers would actually be suitable for Skill 2. So re-tag all these monsters to appear in skill 2, and then add more dudes in 3/4.

I think some monster closets with lost souls could add some challenge to UV. And some pinkies somewhere, I'll keep testing to see where

>> No.6316053

I've always wondered where that Mecha Doomguy on the title screen came from. I've seen its sprites in a Zandro server or two. It looks like it was made in the late 90s/early 2000s, same as that UAC Bot. Same creator?

>> No.6316057
File: 486 KB, 1604x907, secret.png [View same] [iqdb] [saucenao] [google] [report]

Hey anon, great job so far. Thanks for listening to my door removal advice, the flow of the map is really great now.

Just the following things:
Like an anon before me said, there needs to be at least one chaingun somewhere to be found.

On the picture, that area is marked as a secret area, I walked through it and got the secret found sound effect and text in Zandronum.

The end with the boxes is just kind of weird. I know what you're going for here, it's supposed to be an elevator that leads you to the next map, by pressing the button inside. But why are they crates?

>> No.6316064

The mega-armor should be replaced with combat armor on skills 3/4. That will make the level more challenging without having to spend too much time scratching your head wondering where to add more monsters.

Also the armor was too easy to find I think. Maybe make this "desk" *just* small enough for the player to fit behind and hide a switch here to open the door to the armor

>> No.6316068

I took a look at the wad and the OLDCODE lump is just the old Decorate entry. So you can rename ZSCRIPT to something else and then rename OLDCODE to DECORATE. Though strangely, with both decorate and zscript, this monster only stands in place doesn't move. Probably the code itself isn't good.

Also read up on https://zdoom.org/wiki/DECORATE and maybe https://zdoom.org/wiki/Converting_DECORATE_code_to_ZScript thought this one is mainly informational and you should only start messing with zscript once you're confident with decorate or are familiar with other programming languages. I'm not an expert, but if you have any more questions, feel free to ask.

>> No.6316070

>On the picture, that area is marked as a secret area, I walked through it and got the secret found sound effect and text in Zandronum.
It is a secret. You opened it by pressing a hidden switch on the crate platform.

>The end with the boxes is just kind of weird. I know what you're going for here, it's supposed to be an elevator that leads you to the next map, by pressing the button inside. But why are they crates?
Actually what am I going for is that you hide in a box that demons will ship to their main base. Originally I made a different map to be MAP01 and it starts with you exiting this box. I decided that it's too big and populous to be a MAP01 and move it to MAP02.

>> No.6316074

What's the purpose of fists and shurikens in shadow warrior?

>> No.6316075
File: 169 KB, 960x540, BRfeedback04.jpg [View same] [iqdb] [saucenao] [google] [report]

damn I forgot the picture a second time. this is the "desk"

This entire map feels like HMP. I know it's just map 01, but I recommend EVERYTHING be set to spawn on HMP, and add more stuff and/or subtract some health on UV

>> No.6316081

punching things is funny and it can heal you when you do it on a training dummy
shurikens are early game projectiles

>> No.6316082

Man that looks great, nice job. How did you make that lightning effect for when the weapon fires?

>> No.6316092
File: 161 KB, 960x540, BRfeedback05.jpg [View same] [iqdb] [saucenao] [google] [report]

I agree that there *could* be a chaingun here... but then again it's map 01, so it should be hard to get. I got an idea on where to put it: Lock this room from the outside, so the door only works from the inside, so you can exit. Currently, this window has some sort of blocking lines. Remove them so that you can SR50 into this room. Put a chaingunner in this room, so in order to get the chaingun, you must kill a chaingunner and strafe-run into this window

>> No.6316102

Also I have deduced that the reason this map doesn’t work in vanilla doom is probably the sheer number of vertices in the central power generator. I’ll try reducing these for performance’s sake.

>> No.6316103

Idk why but that makes me wish there was a game or mod where you can do a volley of punches by clicking both mouse buttons as fast as you can

>> No.6316106
File: 253 KB, 816x639, time.png [View same] [iqdb] [saucenao] [google] [report]

Since the flats are snapped to the grid, I'm having hard time moving this computer. Instead I made another one.

>> No.6316110

I hate this map. Its fun, its beautiful, its well designed but its too fucking long.
Also, this seems to be the issue with almost all Eviternity maps.

>> No.6316115

And Nvidia is ignoring everyone, besides the retarded shills on steam forums.

>> No.6316118

Also, what is the meaning of release a fucking source port to promote RTX if they didn't even bothered tesselate and update the monster models from MD2 to MD3 with working bones?

Even the weapons for it has garbage fullbright normals that works only on that crap

>> No.6316128
File: 127 KB, 960x540, BRfeedback06.jpg [View same] [iqdb] [saucenao] [google] [report]

Put the switch on the LONG side of the desk so it's much harder to see, and make it *just* big enough for the player to get behind

The exit is weird because of the exit sign. Remove the exit sign, and put a bunch of medkits inside, and/or a trail of health bonuses, to lure the player inside

Other than that, this map is really cool. I congratulate you on a map well done, sir.

It makes me sad that I'll never be able to beat this on Nightmare, though, especially not after ramping up the difficulty on UV. An idea to play with is some sort of super-secret switch, that you can get to before the yellow key, that opens up the door behind the player spawn, and inside is an invulnerability to make it possible to grab the yellow and blue keys on NM without dying - I suggest an invulnerability because I don't want the secret to break the balance on the rest of the levels

>> No.6316148

I think it's cus Quake 2 is a game that's had raytracing implemented a billion times by fan made mods, and this is supposed to be the "definitive" version of those things. That being said, I dunno why no one's tried implementing ray tracing on Quake 1, official or otherwise. It would bee cool to see Q1's grim and dark atmosphere enhanced with raytraced shadows and lighting if it were done right, even if it'd just be for novelty purposes.

>> No.6316164
File: 310 KB, 816x639, time.png [View same] [iqdb] [saucenao] [google] [report]

Suddenly, I realized I can move the distant wall freely, since there's nothing behind it.

>> No.6316174

I find fists are better for rippers, because the katana's attack is slower and has unclear hit frames, making it easier to miss and take damage. Also they might be powered up when youre in shadow mode, they use a special red effect.
Shurikens are a last resort if you run out of or need to conserve other ammo types. Theyre decent at killing coolie ghosts.

>> No.6316183
File: 235 KB, 816x639, time.png [View same] [iqdb] [saucenao] [google] [report]

As for chaingun, I'm not that good at jumping, so it's not quite SR50 jump, but there's also a small button (Currently a little misaligned) that opens a niche at the foundation of red brick building with a chaingun.

>> No.6316268

Looks pretty cool!

>> No.6316270
File: 947 KB, 940x494, Screenshot_2020-04-05 Duke Nukem 3D 20th Anniversary World Tour on Steam.png [View same] [iqdb] [saucenao] [google] [report]

>Duke Nukem 3D: Megaton Edition has a Linux version
>Duke Nukem 3D: 20th Anniversary World Tour is Windows only
>Megaton Edition gets removed from Steam
holy fuck I'm so glad I got the non-shit version of this game before they tried to prevent anyone from ever playing it again

>> No.6316271

I have made a few adjustments to hard difficulty I felt comfortable with. https://mega.nz/file/CtQ0BKCY#To8JALqDsA9W3fZ4IxXdz6RcyKku4tQQTjDDLLzEdq4

This includes taking away one green suit on hard, replacing blue suit with green on medium and hard difficulty and moving a box of shells on hard to slightly inconvenience you at the start.

I don't really feel adding even more monsters would improve the experience. I haven't done anything with the exit yet, still thinking about it.

>> No.6316273

I'm not sure I'd call Megaton non-shit, it has its flaws. EDuke32 is what you want.

>> No.6316276

Relatively non-shit.

But thanks for reminding me what EDuke32 is called. I never got around to trying it. I'm guessing I need to provide the game data? I think Megaton Edition comes with the original game's files and I already downloaded it.

>> No.6316283

Чтo зa хyйню я пepeд coбoй вижy.

>> No.6316285

In terms of retro FPSs, should I start with Doom?

>> No.6316289

Yes, absolutely, it's the golden fucking standard of retro FPSs. Naturally.

>> No.6316298

Maybe play Wolfenstein 3D first for a bit of historical perspective.

>> No.6316303

Yes. Play it with the Crispy Doom source port, or alternatively Chocolate Doom.

>> No.6316305

Ecли ты пpo oтpaжeниe в мoнитope, тo ceбя.

>> No.6316315

Кaкaя paзницa, ecли co мнoй бaнaльнo интepecнo пoгoвopить.

>> No.6316321
File: 456 KB, 908x2048, croteam doom 4 pitch.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6316326

was was there so much obsession with making all monsters some sort of zombie at this time?

>> No.6316327

The fan-made source ports are (unsurprisingly) better than any official source port. EDuke32 is cool because it can run the digital music packs ( http://sc55.duke4.net/games.php ) and it allows you to use a minimal HUD and it comes with polymer lighting (though admittedly it's not that great and can tank even the most powerful computers if too much is going on). BuildGDX is cool because it feels more authentic, and it even automatically plays the original game's demos upon start-up.

The new World Tour edition is on sale for $2 on Humble Bundle if you wanna try out the new episode. BuildGDX was very recently updated to be able to run it. The World Tour edition's source port comes with a 3D light renderer that is superior to EDuke32's. But the mouse aim is totally fucked, you will have to look up online how to fix it (I had to limit my GPU's FPS to 60 and even then it still feels different/worse than BuildGDX or EDuke32).

> I'm guessing I need to provide the game data?
Copy the .grp files into the EDuke32 folder. BuildGDX will automatically detect the game files so you don't need to move anything for that port. To use the digital music packs with EDuke32, put the .zip file into the autoload folder and turn on autoload folder in the prompt

>I don't really feel adding even more monsters would improve the experience.
Fair enough, can change some medkits to stimpacks. I'll test this version out now

See >>6306638 for some music mods and >>6306646 for some cosmetic mods

>> No.6316330

Zombies were a popular subject.

>> No.6316331


>> No.6316335

Mancubus looking quite stylish with those pants.

>> No.6316341

>Fair enough, can change some medkits to stimpacks. I'll test this version out now
I mean, I did add some, but any more will just shoot each other.

Good idea on replacing medkits with stimpacks, I'll do that.

>> No.6316351

Looking at how SS3 turned out, that'd been absolutely terrible.

>> No.6316402

Wew, I just played it on UV, and it's feeling REALLY good now!
> https://anonfile.com/P1S2F5m0o2/BadRec02_zip

I included another skill2 and skill3 demo, but you don't have to watch 'em if you don't want to. Not much to learn from those demos, I think. I intentionally avoided the mega-armor on skill2 to test out what it'd feel like.

On skill 3, there is the secret green armor, as well as the green armor on the UAC crates, still. Replace that 2nd green armor with a stimpack?

I died twice on my UV demo because I wasn't taking it seriously at first and was being cocky

>> No.6316449

Alright thanks for the help
>So you can rename ZSCRIPT to something else
Does it matter what I name it to?
>Though strangely, with both decorate and zscript, this monster only stands in place doesn't move. Probably the code itself isn't good.
That's odd, I thought the Afrit monster was kind common to use? Plus it's Realm667 approved, so not sure what's up with that
>Also read up on https://zdoom.org/wiki/DECORATE and maybe https://zdoom.org/wiki/Converting_DECORATE_code_to_ZScript thought this one is mainly informational and you should only start messing with zscript once you're confident with decorate or are familiar with other programming languages.
Yeah, I was considering doing that, in fact the custom monster thing was my first attempt at experimenting and getting familiar with SLADE first before jumping in and creating anything, the only programming language i am familiar with is Visual Basic but I think I'll get the hang of it.
>but if you have any more questions, feel free to ask.
Sure, what's the difference between Decorate and Zscript out of curiosity? Which is needed for what exactly?

>> No.6316454
File: 38 KB, 504x450, 1327640160997.jpg [View same] [iqdb] [saucenao] [google] [report]

I just watched my UV demo. That level is really fun! Don't forget, it's gonna be even harder if you don't know about the SSG secret. Post more levels soon! Doomworld/idgames when?

>> No.6316462

Yeah, this was pretty informative. I made a few adjustments, such as blocking the simple way around the brown crate so it's not as obvious (Still can walk on the window or on the smaller crates) and spread bars on the front gate further apart so they don't catch as many bullets. Also rebalancing med kits a bit. But it's not worth re-uploading. I will eventually make a proper wad out of all this. Considering I'm stuck at home it would probably be fairly soon.

You've helped with balancing this whole thing a lot.

>> No.6316491
File: 274 KB, 1680x1050, episode 4 is done.png [View same] [iqdb] [saucenao] [google] [report]

I've done it fellas. Doom 1 is off my bucket list. Overall I thought it was pretty fun. Hopefully Doom 2 improves on it.
>E1: Hurt Me Plenty
>E2: Hurt Me Plenty
>E3: Ultra Violence
>E4: Hurt Me Plenty
I was getting more used to the gameplay and all by Episode 3 so that's why it was UV, plus the let down that was the Cyberdemon at the end of Episode 2 didn't do much to make me think the game was fine at it's current difficulty. Episode 3 was fun when it wasn't kicking me in the balls with low ammo supplies. Episode 4 was pretty fun, as some others have said, M1 and M2 are by far the hardest but then the other levels give you more ammo and more resources. E1 and E2 were both pretty solid but when I played them was a while ago so my memory of them is a little vague. I'll probably replay it more and get better with it in time, but it doesn't seem like a game I'd be revisiting right away. I don't really have a favourite episodes ranking, I could probably churn one out if I was forced to but E1 and E2 didn't leave as much as an impression on me so they don't stick in my memory much.

Also, I've been playing some Doom Deathmatch lately, it's pretty based when you can get a server on Doomseeker that has enough people and isn't just an SSG fest, or maybe I'm just a pansy and only like the SSG when I have it and no one else does.

>> No.6316494

>Does it matter what I name it to?
As long as it's not named anything from this list https://zdoom.org/wiki/Special_lumps including ZSCRIPT. Everything else will make the engine ignore it. You can also just delete it.
>Yeah, I was considering doing that
You should use the zdoom wiki for learning and referencing many aspect of gzdoom modding. It's not the most up to date, but majority of it is still correct.
>difference between Decorate and Zscript out of curiosity?
Well simply put Zscript is a more recent and more advanced scripting language and is a successor to Decorate. However it can be a bit harder to learn for newbies.
And for starting with gzdoom modding, I recommend the weapon tutorials found in the OP http://gunlabs.blogspot.com/2011/01/tutorials.html.
They're simple but should help you build confidence.

>> No.6316502

I was sporadically posting on doomworld, and I posted my another thing in this thread: >>6315890 was also me. Though this is quite a different beast.

I decided to hold doomworld posting off until I finish all my ideas and compile them in a single wad.

>> No.6316571
File: 258 KB, 1550x678, lotso'wads.jpg [View same] [iqdb] [saucenao] [google] [report]

I created some walk-throughs on how to achieve deathless runs of the original three episodes on Nightmare difficulty, if you wanna give that a shot. Don't try the deathless runs quite yet, save at the start of every level instead (unless you're already really good at other FPS games). I guarantee it will change your impression of the game, at the least. For me, grinding these runs on Nightmare difficulty is the most fun I've had playing Doom. What I'm doing now is blasting through map sets on Hurt Me Plenty to try to find a new map or set of maps that I can grind on Nightmare, because grinding Nightmare gives you a whole 'nother high. Pic related are the WADs I downloaded; I downloaded a bunch all at once, I've barely played any of them so far
E1 https://youtu.be/uRxzotZE738
E2 https://youtu.be/TyCJPTKvGsk
E3 https://youtu.be/dTonXLJ9UXE
>Hopefully Doom 2 improves on it.
I would recommend you just skip Doom 2/TNT/Plutonia and move on to custom map sets. Scythe is my favorite classic map set that runs on Chocolate Doom, and Eviternity is the greatest set of maps I've played to date. You'll need a Boom-compatible source port to play Eviternity; I recommend GLBoom+ or GZDoom. Like I told the other anon, see >>6306638 for some music mods and >>6306646 for some cosmetic mods

Ah, that map was yours! I'll try it out. I overlooked it 'cause I was testing the other one, and I had to eat dinner. I like play-testing these anonymous single levels, it's a good break from plaything through megawads on HMP

>> No.6316585

>As long as it's not named anything from this list
>You should use the zdoom wiki for learning and referencing many aspect of gzdoom modding. It's not the most up to date, but majority of it is still correct.
Is there any other source for more up to date information? Just to compare and contrast in case I run into any bugs.
>And for starting with gzdoom modding, I recommend the weapon tutorials found in the OP
Will do, thanks for the help, dude. I lost a bit of motivation to work on a project that I thought of starting but this has definitely boosted my confidence a lot.

>> No.6316594

Also turns out, he plagiarises other peoples maps

>> No.6316623

Pay no attention to switches that half-sunk into the floor. I only now remembered that I lowered the platform a bit and forgot to adjust them. But I won't re-upload just for that.

>> No.6316628

>Is there any other source for more up to date information?
Well the next best thing would be the zdoom forums, but you'll have to search through a lot of posts. Zscript is fairly new and unfortunately isn't documented well. One other way to learn about how things work and how to do something is to dig through other mods and see how they do it.

For now I think it's best to just focus on Decorate and get your footing. Just remember to take it easy, one step at a time and have fun.

>> No.6316640

>I would recommend you just skip Doom 2/TNT/Plutonia and move on to custom map sets.
I'd say I'll probably still do Doom 2, fuck Plutonia though. I've seen what a nightmare it is. TNT is appearently just a slog so I doubt I'll go with that. I've been using GZDoom's legacy version as my PC is hard dogshit and it's been working great. Though I haven't paid attention to any of the mods aside from the music ones I think. I've been trying to stay Vanilla for my first run. Disregarding mouselook, using Vanilla Essence, that kind of stuff.
>Don't try the deathless runs quite yet, save at the start of every level instead (unless you're already really good at other FPS games).
Wasn't planning too frankly, the highest achievement I think I've ever done is completing Nightmare difficulty in Doom 2016 and deathless doesn't seem like my thing. Thanks for the mod lists though. I'll give em a shot.

>> No.6316645

Alright, thanks for the information and the help.I'll try to take it easy and work my way through.

>> No.6316693

Does anyone know a way to systematically hunt down slime trails in a map so they can be fixed? Or if there's a Doom Builder plugin that will do this for you?

>> No.6316701

Alright I got some demos,
> https://anonfile.com/x354Gdmaoa/BorrowedTime01_zip
but unfortunately it's not as good. On my skill 2, 3, and 4 demos, I had no idea how to beat the map. I spent some time trying to beat it on Nightmare and I figured it out, you just need to survive 3 minutes, then you can flip the switch to grab the keys. I deleted that nightmare demo of me dying a lot, and I started recording again and I got all the way to the exit room before dying! I didn't want to record more because it was just gonna be another 3-minutes of circle-strafing. I included that NM demo anyway

>> No.6316715

Yeah, it's a bit confusing. I also agree that it's not that great, though I had enough fun while playing it myself to keep it as it is.

Maybe you have any insight into how to make it more intuitive?

>> No.6316725

I can't get this demo to run. Something about a version difference.

>> No.6316739

Just to add on to what the other anon said, lurk those ZDoom forums, and lurk Doomworld as well. Don't try to read everything all at once, just start lurking and hopefully every now and then you will discover something really cool and/or learn a lot from a post/thread. Maybe you can post noob questions there. I dunno. In my experience, ppl in forums will just say "use the search bar," which is why I recommend lurking first. You can always post noob questions here, though

On a semi-related note, I found a thread where the community plays a megawad together:

>> No.6316776

For it to be intuitive, it can't run on a timer. Maybe put a switch by the megasphere? The switch will raise some stairs VERY slowly to ONE of the keys, where there is another switch to raise another set of stairs to the next key, and so forth. The Spider Mastermind can still pop out at 3 minutes to scare the crap out of the player. Or, it will lower once you grab the final key.

Another possibility is, put each key in the corner ledges, where the barons/revenants are. The switch by the megasphere will raise some very slow stairs to one of the keys, and up there is a key and another switch to raise more stairs, etc.

Add some sort of objects to block the player while he circle-strafes around the map. I can't remember if the textures would be appropriate for dead trees. Oh, I just remembered, an anon posted that explosive barrels are under-utilized in custom maps; maybe sprinkle some explosive barrels along the walls to slow the player down, along with those objects to block him. I like the idea of objects instead of walls because walls will block revenant missiles.

>> No.6316783

>I would recommend you just skip Doom 2/TNT/Plutonia and move on to custom map sets.
I personally strongly disagree with skipping Doom 2. It may not be as consistent as Doom 1, but it does a decent job at introducing the additional monsters in safe environments. Many pwads, especially nowadays, often skip the safe environment phase, which can very easily throw a newbie off.

I also think Plutonia is worth giving a try at some point, but I won't hold it against someone skipping straight to pwads after doom 2.

>> No.6316785

Ooooh. I just thought of something. Two words: arch vile.

Release an arch vile every 1 minute LOL. As well as one starting arch-vile. That will prevent any players from mindlessly circle-strafing for 3 minutes

>> No.6316790

When you post here about how you got to map 13 and got burned out and quit, I'll be here to say, "I told you so!"

>> No.6316797

Actually, nix the starting arch-vile. It will come as much more of a shock if there is no arch-vile, then suddenly one appears. Doesn't have to be only 1 per minute - it will depend on difficulty

>> No.6316801

maps 12 and 13 are the worst maps in Doom 2.

>> No.6316813


Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.