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6316794 No.6316794 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6311945

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.6316810

=== NEWS ===

Raze 0.5.1 with all supported games. >>6314586

Cerberon Plaguemaker, a new Quake 2 singleplayer map is here

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

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

Anon releases shitty Heretic mod:

D4V 3.0 update

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

[3-23] SiN remake in the works by 3DRealms and Nightdive:

=== PREVIOUS ===



>> No.6316819

Apparently Tormentor667 has a history of plagiarism

>> No.6316829
File: 535 KB, 903x508, read.png [View same] [iqdb] [saucenao] [google] [report]

Shit, didn't notice the duplicate d4v video

>> No.6316830

Posted in the last thread, anyone know if there's a systematic way to hunt down slimetrails in a map or if there's a tool that can do this for you?

>> No.6316859


>> No.6316860

I like projectile weapons better, like in Unreal. It allows for enemies to dodge them and seem more intelligent while providing more difficulty without it seeming cheap.

>> No.6316867

open up the map file and search for the slime entity

>> No.6316869
File: 9 KB, 527x267, music-packs.png [View same] [iqdb] [saucenao] [google] [report]


Roland SC-55 Music Packs: all the original Doom 1, Doom 2, and Final Doom music recorded in free lossless audio codec (FLAC) on an actual Roland synthesizer, just like the one Bobby Prince used to compose the original Doom and Duke 3D music! Download the boosted FLAC versions
> http://sc55.duke4.net/games.php#doom
To use in GZDoom, simply load the .zips like you would any other mod.
To use in Crispy Doom: See pic related. Unzip the files in your music-packs folder (to find the music-packs folder, type %appdata% in your start menu and open the crispy-doom folder). Put Doom 1 music in a folder called doom1-music, TNT's music in a folder called tnt-music, and so on. Download the configuration files on the right side of the page and put those directly in the music-packs folder.

For Plutonia music, use Jimmy's MIDIs!
> http://jamespaddockmusic.com/doom/plutonia-midi-pack/

>> No.6316872

You humor me greatly with your accusations

>> No.6316875

MUSIC MODS continued:

IDKFAv2 (Doom 1's original music, performed by Andrew Hulshult)
> https://www.youtube.com/watch?v=AGK1dr-Ql0w

Doom Metal Vol 5 (music for Doom 1 and Doom 2)
> https://www.moddb.com/mods/brutal-doom/downloads/doom-metal-soundtrack-mod-volume-5

Now That's What I Call MIDI (800 songs converted into MIDI)
> https://forum.zdoom.org/viewtopic.php?f=46&t=54096

To use Now That's What I Call MIDI, or any MIDIs, to their fullest potential, download a MIDI player like VirtualMIDISynth, and download some soundfonts to play the MIDIs with.

Some soundfonts to play with (if you have more recommendations please reply to this post!):
Airfont380 (very good metal soundfont)
Touhou / SGM v2.01 (other metal soundfonts to try)
Mysung Kite (1 gig, very big, very good quality sounds. Sounds great with Eviternity's Heaven MIDIs, for example)
SC-55 (the original soundfont Doom's music was made in. Use if your source port cannot run the FLAC music packs, or to play with other 1990's megawads)
Microsoft GS Wavetable Synth soundfont (the default Windows MIDI-player soundfont, test it with some old-school megawads, sounds good with Hell Revealed MIDIs for example)
8-bit NES (fun to use this while playing D4V in Chocolate or Crispy Doom)
GZDoom's soundfont (comes with GZDoom; another soundfont to test out while playing classic WADs)

>> No.6316879

>Redneckerz stepping in with his faggot routine as usual

>> No.6316903

can we not bring outside drama in here
if you really care that much go post in their forums

>> No.6316904

Isnt that the same guy that whined and got the corona mod removed from zdoom forums? He seems to be quite lacking in tact or self-awareness.
Just put this in a pastebin and request that it be added it to the OP. Stop reposting it in every thread.

>> No.6316908
File: 133 KB, 463x425, newfag.jpg [View same] [iqdb] [saucenao] [google] [report]


VANILLA-COMPATIBLE (works with all source ports, including Chocolate Doom):
Vanilla Doom Smooth Weapons
> (don't use this with custom maps with custom monsters or game will crash)
> https://www.doomworld.com/forum/topic/102462-vanilla-doom-smooth-weapons/
Per Kristian's Hi-Res Doom Sound Effects
> https://www.perkristian.net/game_doom-sfx.shtml
Doom Minor Sprite Fixing Project
> https://www.doomworld.com/forum/topic/62403-doom-2-minor-sprite-fixing-project-v19-release-updated-12718/

Brightmaps Plus
> https://forum.zdoom.org/viewtopic.php?f=46&t=64299
Smooth Weapons Enhanced
> https://forum.zdoom.org/viewtopic.php?t=32628
Sound Caulking
> https://www.doomworld.com/forum/topic/71133-sound-caulking-now-on-idgames/
Bolognese Gore mod unofficial update (fixes arch-vile bug)
> https://www.moddb.com/mods/brutal-doom/addons/bbgorenew
Simple Motion Blur
> https://forum.zdoom.org/viewtopic.php?f=103&t=62772
> https://forum.zdoom.org/viewtopic.php?t=54992
Steve's Flashlight Mod
> https://forum.zdoom.org/viewtopic.php?t=59429
> https://forum.zdoom.org/viewtopic.php?t=55413
Weapon Sway
> https://forum.zdoom.org/viewtopic.php?f=46&t=62634
Nostalgic Secret Sounds
> https://forum.zdoom.org/viewtopic.php?f=46&t=58283
Shader Tools / Bloom Boost
> https://forum.zdoom.org/viewtopic.php?f=103&t=59289
Fullscreen Statusbar Mod
> https://forum.zdoom.org/viewtopic.php?f=46&t=63863

Load these mods with a LOWER priority than the WAD you are playing with, so that the WADs custom sounds will over-ride any custom sounds you add (load the custom map last).
Generally speaking, don't use these custom weapon sprites mods with WADs that have their own custom weapons, and don't use spritefix or Brightmaps Plus's sprite mods (texture mod is still good!) with WADs that use custom monsters.
>How do I know if the WAD I'm playing has its own custom monsters or sprites?
Download Slade, and open up the WAD using Slade, and skim through the graphics

>> No.6316914


Listen here you little shit

>> No.6316916

>Isnt that the same guy that whined and got the corona mod removed from zdoom forums? He seems to be quite lacking in tact or self-awareness.
One and the same.

>> No.6316925
File: 1.08 MB, 600x609, 41115126.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6316932

Surprising how cute that actually sounds.

>> No.6316935

Why the fuck did he do it

>> No.6316957

Corona Mod?

>> No.6316994

I've been struggling with a thought /vr/. I've been making these maps and I'm starting to feel the limits of the Doom 2 vanilla format. Should I switch to the zdoom format? It's really irking me that I cant even do something like set triggers to monster deaths in vanilla. And if I do switch, is it easy to convert my current doom 2 format maps into gzdoom ones?

>> No.6317008

Have you experimented with all the things you can do in Boom format, like with vodoo dolls and conveyor belts?

>> No.6317026
File: 87 KB, 800x525, 1583334031479.jpg [View same] [iqdb] [saucenao] [google] [report]

>he doesn't have a furry rabbit waifu that loves him and slays demons with him

>> No.6317035

He has a furry puppy waifu that loves him and slays demons with him instead.

>> No.6317039

Well the idea is that I want it to be compatible with vanilla doom or I may as well just use the option with the most tools.

>> No.6317043

That joke really did overstay its welcome.

>> No.6317053

Boom is the next best thing if you want to keep it close to vanilla, the maps will still have full demo compatibility, for example.

>> No.6317069

yeah but they wont run on vanilla doom right

That's the only thing that makes the difference--should I give up on making sure the wad is vanilla compatible or not

>> No.6317093

Is it not possible to reach Scythe 2's Map32 in a singleplayer game? Looking at the map in an editor, the secret exit seems to become inaccessible when you step off the starting sector.

>> No.6317104

you have to do a perfect speedrun to get to map32
there is a reason the example zdoom's xlat page gives is for slowing down the auto-closing door for scythe2 map31

>> No.6317113

>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.

The r_speeds are quite high, but you must have a very old laptop if that impacted performans.

And yes, I wanted to savour the essence of my youth with the writing. It feels so liberating.

>> No.6317137

:) Get ready to start grinding. They are not exaggerating when they say
>This is very hard to do and requires extreme speedrunning.
Post here with an update if you actually manage to make it

>> No.6317167

I did get it, but I'm playing with Project MSX and it still took me several tries. I don't think I could ever manage it in vanilla. I can just barely manage surviving Run From It on UV, and that doesn't have coked-up plasma marines blasting away at me.

>> No.6317190


>> No.6317215


>> No.6317223
File: 302 KB, 290x705, doomagitation.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6317228

You could also add Shane's performance of the original ost. I personally prefer it over IDKFA


>> No.6317265

I remember the trailer to MSX, it was memorable. How playable is the actual mod? I dislike gameplay mods, but I might just make this one exception.

>> No.6317272

Dumguy it was nice to now you. You were alright. Uh-huh.

>> No.6317279

>you must have a very old laptop if that impacted performans
It's not that old, but it has a very low end discrete GPU. Still, it can run the modern RE remakes at 30ish FPS with medium settings so it's not like it's absolutely ancient or anything.

>> No.6317296


>> No.6317323
File: 23 KB, 436x413, unnamed (5).jpg [View same] [iqdb] [saucenao] [google] [report]

what wads should i play in order to stop being such a little bitch /doom/

>> No.6317330
File: 125 KB, 270x200, file.png [View same] [iqdb] [saucenao] [google] [report]

stop fucking up news post nerd

>> No.6317331

this was someone else this time.

>> No.6317340

Memento Mori map06 is comfy af

>> No.6317343


Is it true that Ultimate Doom and Doom 2 are actually unbeatable on UV? Someone said it in the last thread

>> No.6317346


>> No.6317354

So weird that it's been like 20 years and still nobody has beaten Doom on anything higher than HMP

>> No.6317363

I hope some mod includes that as a Hell Knight taunt.

>> No.6317365

how is the doom64 port from steam? worth getting?

>> No.6317373

>gee anon this mapset sure sucks. good thing your maps aren't anything like this, right?

>> No.6317382

Go on...

>> No.6317383

It's the same as doom64ex, but more accurate.

>> No.6317390

Yes, it's fantastic. It's extremely accurate to the point it syncs up exactly with the N64 rom, or so I've been told.

>> No.6317394

It seems to be fine. The new episode also seems to be good, or at least average. I'd say give it a buy and return it if you aren't satisfied, or if you hate bethesda.

>> No.6317396

Is it out already? Is it worth it for those extra levels?

>> No.6317402

I love how the Cyberdemon can defeat both the Spider Mastermind and the Mother Demon.

>> No.6317403

o yeah, I totally forgot about the new episode. its cheap anyway, so I'll get it

>> No.6317404

It's been out for a few weeks and the extra levels are good enough. I'd say it's worth a buy (or pirating) for the sole reason of being the best way to play Doom 64.

>> No.6317406

It can't be much better than just playing it on N64 emulator which is extremely easy to do.

>> No.6317407

You'd be surprised.

>> No.6317408

It's been ages since I played it on an emulator, but I'd say it's better for being a modern port with all the bells and whistles that come with it.

>> No.6317413

Yeah, all the bells and whistles! Like, ugh...

>> No.6317415

Better mouse support, for one? Are you being a contrarian for the sake of it or something?

>> No.6317418

Mouse was perfectly fine as I recall. No, I'm just really wondering WHAT COULD BE BETTER if it works perfectly on N64 already?

>> No.6317421
File: 2.38 MB, 1920x1080, mpv-shot11651.png [View same] [iqdb] [saucenao] [google] [report]

Better resolution and increased framerate, which results in a better, cleaner presentation. Unless you prefer the original's chunkiness.

>> No.6317427

> presentation
Why don't you put on your freshly ironed tie to boot, faggot?

>> No.6317434

>kek engine

>> No.6317435

You have about 12 seconds to be able to reach it, IIRC.

>> No.6317441
File: 16 KB, 170x215, 1414827387899.jpg [View same] [iqdb] [saucenao] [google] [report]

>Why don't you put on your freshly ironed tie to boot, faggot?

>> No.6317452

Doom64 EX was originally the most popular way of playing it on PC

>> No.6317457

>complaining about having your sectors stolen when your wad steals assets from Powerslave

>> No.6317478
File: 15 KB, 480x360, Daisy_doom.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6317482

Anyone got a link to Hedon?

Also any megawads that have a similar look to Arcane Dimensions?

>> No.6317489

Stealing from someone else within the community isn't quite the same as using assets from another game in a harmless mod.
One is an issue of trust among peers. The other is just a legal issue that probably isn't going to happen outside of specific extreme cases.

>> No.6317490

It's very chaotic, but not in the bad way like you'd see in more typical gameplay mods. Your weapons are very powerful and the recharging shield lets you get away with risky, aggressive plays, but punishes you severely if you mismanage it. The energy system that lets you sprint, high jump, dash, and charge your grenades and punches is a bit on the clunky side, but it's impressive stuff for a mod of its age. The enemies are the relative weak point of the mod, with some being disproportionately more threatening than others. Imps are far more dangerous than most of the enemies above them, and the human enemies have pretty smart AI while the bigger monsters mostly follow basic Doom routines with extra attack patterns at best. Cacodemons are barely threatening at a distance, and their melee isn't too strong either, but if you're just outside melee range they use a scream attack that absolutely shreds you and covers a huge area.

This is really all nitpicking that I can only sort out when I'm not actually playing it, though. In the moment you don't really get the chance to think about this stuff at all, it's just a pure adrenaline rush. Definitely worth a try if you're not the sort to normally like gameplay mods. It's a very different experience to vanilla Doom without being totally unrecognizable.

>> No.6317492

Will still run on Prboom+ which is 99% vanilla. Even a lot of vanilla maps still break limits such as the save size limit or just go for the limit-removing format instead.

>> No.6317494


>> No.6317504
File: 388 KB, 1920x1080, blood extra crispy.png [View same] [iqdb] [saucenao] [google] [report]

I just finished Blood Post Mortem (via Raze) on Extra Crispy and found it super fun. I expected to need to savescum a lot more than I actually needed to. It was a really fun mixture of twitch reflexes and movement in big, chaotic fights. I'm gonna play through the rest of the episodes in Extra Crispy now.

>> No.6317507
File: 103 KB, 1024x768, DOOM0284.png [View same] [iqdb] [saucenao] [google] [report]

Okay Requiem I think this is TOO MANY pinkies

>> No.6317510

Nevermind, the constant teleporter noises made it seem like there were more pinkies than I thought, I assumed the extras were going into the room to the left when they were just getting teleported back into the room they started in then returning.

>> No.6317512

Is it morally ethical to set par time for you map from a speedrun walkthrough that uses archvile jump?

>> No.6317514
File: 197 KB, 1920x1080, makeemclap.jpg [View same] [iqdb] [saucenao] [google] [report]


I don't think anybody gives a shit about par times but I wouldn't call "fastest possible time" a par time.

>> No.6317516

At what level do you stop playing a megawad when none of the previous levels were fun

>> No.6317519
File: 7 KB, 285x81, skillprog.png [View same] [iqdb] [saucenao] [google] [report]


3 or 4. I'd warp to later levels just to see em tho.

>> No.6317523

Map01 if it causes a terrible enough impression. Looking at you Whitemare

>> No.6317528
File: 161 KB, 1024x1536, file.png [View same] [iqdb] [saucenao] [google] [report]

I'm not trying to blogpost about my Requiem playthrough but guys how the FUCK did the mapper pull off this faked room-over-room in MAP31? I can't find the trick, it feels fucking seamless and I've never seen anything done like this in vanilla.

>> No.6317529
File: 1.68 MB, 720x360, Mini Artis.webm [View same] [iqdb] [saucenao] [google] [report]

This is the biggest asspull I've done for this weapon set but it's still cool.

>> No.6317530

Invisible teleporters?

>> No.6317532

They're adorable!

>> No.6317535

Speaking of Whitemare, what were they thinking when making its weapon set in Final Doomer? This wad is known for its annoying long range encounter, slow projectile shotguns and a flamethrower are the last thing you would want in it.

>> No.6317536

hey /doom/, I made a short anonymous doom-related survey and I'd really appreciate some responses so I can have some data to analyze. It should only take about 5 minutes.



>> No.6317537

I don't think vanilla has invisible teleporters.

>> No.6317539

Oh yeah, Requiem was old enough to be pure vanilla. Hmmm, might go and check that effect myself later.

>> No.6317543

On the other hand, charge that rocket launcher up and suddenly you've got a fucking Spirit Bomb.

>> No.6317546

Might be the fake floor trick, if you view that room in GZDoom's hardware renderer it's completely broken, but looks fine in software.

>> No.6317548
File: 295 KB, 816x639, 02.png [View same] [iqdb] [saucenao] [google] [report]

Now that I done balancing "Bad Reception", I need help re-balancing the first map I ever made, that is supposed to come after it. I bundled them together in a single wad as MAP01 and MAP02.

There's also MAP08 which is a copy MAP02 but succumbing to hellish corruption - I want to use it as a later level, but it's only started. You can take a look but don't expect anything good.

>> No.6317551

Par time should be fast but still attainable by normal people, not "speedrunners only".

>> No.6317552

Why are the Newgothic Movements named like that?

>> No.6317553

>if you view that room in GZDoom's hardware renderer it's completely broken
Damn, you're right, I just checked. Considering how historically significant Requiem is, why wouldn't Graf work to make sure it renders accurately? I have to imagine whatever trick they used would be copied by other wads further down the line

>> No.6317559
File: 14 KB, 312x318, 23c318a41581bc3073295aed9fa90af82fad6271.png [View same] [iqdb] [saucenao] [google] [report]

>making sure older stuff can keep up with GZDoom

>> No.6317563
File: 313 KB, 1920x1080, Deus Ex awesome wallpaper.jpg [View same] [iqdb] [saucenao] [google] [report]

More Deus Ex wallpapers

>> No.6317565
File: 284 KB, 1920x1080, Deus Ex OBEY.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6317568
File: 446 KB, 1920x1080, Deus Ex realistic depiction of modern china.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6317576

>Even a lot of vanilla maps still break limits such as the save size limit
Savegame and demo limits are pretty much never taken into account in vanilla mapping as they're not exactly something you can reliably build around, and don't effect the playability of a map anyway. Chocolate Doom even made them optional, as at the end of the day, they only existed to help conserve space on 90's era computer storage.

>> No.6317581

Depends on how long each level is. Can happen as early as map01 if its long enough.

>> No.6317582

I just got to the navel base in deus ex. How many more hours in the game are there?

>> No.6317586

Not many. I think that leaves about 3 chapters, but they aren't as long as NY or Hong Hong were.

>> No.6317634

Shit taste. I looooove the first map of Whitemare. It felt like a Half-Life map. It drips in atmosphere and mood, and that music! A shame the rest of it wasn't like that. And map14, or maybe it was 15? That enormous map where you start at 1hp and no weapons and explore this gigantic tundra of enemies to face, with that final assault on the ship? Fucking amazing stuff.

>> No.6317640

I didn't like that big dumb Revenant ambush. I have no problems with big monster crowds, but I like my mapsets to start off a bit more forgiving so I can appreciate the tone and atmosphere they are trying to set, which in this case is indeed beautiful. Even other punishing WADs like Ancient Aliens don't bring on the pain so quickly so you can get a feel of what the mapset is like before cranking up the bullshit meter.

>> No.6317648

That's probably why Whitemare2 is more popular.

>> No.6317659
File: 538 KB, 320x240, 8a03be694bd0e05c45734e06020032837f41807e.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw you load a wad that you haven't played in a while and you easily breeze through ambushes you thought impossible back then

>> No.6317661

>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!"
Heh, I got burnt out several times on Doom 1 before beating it so maybe. We'll see. I'm gonna make a start on Doom 2 today. I don't know whether to go with HMP or UV for a first playthrough, for Doom 1 it seems like I probably could've handled UV on E1 and E2 but on E3 when I did play it on UV it was a pain from low ammo supplies, and E4 was pretty hard even at HMP but it's one of the hardest Doom episodes ever to my knowledge. So I'll see.

>> No.6317676

I was considering doing that. But wasn't sure. I guess I can add a vile per pack. That'll show them.

>> No.6317678

Is WASD key configuration valid if I'm trying to play the game as faithfully to the olden days as possible?

>> No.6317702

dos doom supports wasd+mouse, but it didn't become a common control scheme until '97-98

>> No.6317704
File: 2 KB, 150x71, wads.png [View same] [iqdb] [saucenao] [google] [report]

Gonna go into Doom 2 with a few mods but still keeping it vanilla as possible for my first go around. Does this look good anons?

>> No.6317706

I'd add brightmaps plus.

>> No.6317714

Not too sure if that'd be steering too far from a vanilla experience, hell, what does brightmaps plus do anyways?

>> No.6317724
File: 240 KB, 1366x768, brightmaps in action.png [View same] [iqdb] [saucenao] [google] [report]

This joke wasn't funny years ago, and isn't funny now.

Make selected parts of certain sprites and textures show brighter in the dark, such as the eyes of some demons, the lamps on some textures, screens and diodes on computers, etc.
Looks pretty gnarly IMO, a bit like in Duke Nukem 3D

You don't even need to use Brightmaps +, I think it looks kind of gaudy for some of the graphics, GzDoom has its own brightmaps already. Get the ones for the Spritefixes if you're using those.

>> No.6317730

I assume by brightmaps for the sprite fixes you mean the Dehacked stuff? I was gonna use it but the change to the SSG's sprite worried me that it might not be compatible with Smooth Doom because of the extra frames.

>> No.6317749


>> No.6317751
File: 554 KB, 268x150, Anakin LIAR.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6317756

Recommended mods for my first playthrough of Doom as an adult? Would love to enhance it as much as possible without straying TOO far from "the original experience." I understand that's more of a spectrum than a hard line, but basically I'm asking to make the game feel as nice as possible on my modern computer (wider screen, etc.) without becoming something other than Doom.

>> No.6317774


This guy got you covered.


But maybe, for you its to choose between Beautiful Doom or Smooth Doom. Beautiful Doom has as much bells and whistles as possible, while smooth is much more tame. Both need GZDoom.

>> No.6317782
File: 18 KB, 495x179, file.png [View same] [iqdb] [saucenao] [google] [report]

These are what I use
>Doom Complete/WadSmoosh
Puts every official WAD+SIGIL into a single WAD that lets you access any of them from the menu
Audio overhaul for better sounds that stay accurate to the original by using the same sound libraries
>Vanilla Essence
Takes GZDoom and forces it to 1993 vanilla settings, from there you can work backwards to get a good balance of classic/modern by turning on wide-screen, dynamic lights etc. or whatever floats your boat
>Smooth Doom/Smooth Textures
Smoothed out animations for both weapons and enemies, as well as reimplementing cut death animations. Not the most light weight but I feel it strikes a good balance between lightweight and feature creep. If you don't like smoothed out enemies then there's plenty of smooth weapons only stuff
Lets you force pistol starts on all maps if thats your thing
HUD that keeps the originals HUDs aesthetic but splits it across widescreen
>flac packs
The original music, bass boosted and with no requirement for trying to sort out MIDI synthesizers
Lets certain textures appear even in dark areas, ala tv in a dark room

>> No.6317784
File: 617 KB, 1918x1079, Screenshot_Doom_20200329_235644.png [View same] [iqdb] [saucenao] [google] [report]

And how it looks in play

>> No.6317797

>HUD that keeps the originals HUDs aesthetic but splits it across widescreen
Wow, I can't believe I haven't tried this one until now. Guess the standalone Final Doomer HUD just got replaced for me!

>> No.6317809

>mods for my first playthrough of Doom as an adult? Would love to enhance it as much as possible without straying TOO far from "the original experience."
Spritefixes, Brightmaps, then Vanilla Essence

>> No.6317829

What is it with you and always forgetting to add a link?

>> No.6317832

I'd argue not to use this, as it sounds awkward, the low definition of those old sounds make them sound more fitting.

>> No.6317834

God damn it. This time I didn't even notice.

>> No.6317836

>>flac packs
>The original music, bass boosted and with no requirement for trying to sort out MIDI synthesizers
Bro, just get put SC55 in the soundfont folderand apply it via Fluidsynth, it's super easy.

>> No.6317838

This one is better anyways https://www.doomworld.com/forum/topic/110822-doom-sound-bulb-hd-sounds-that-stay-true-to-the-original/

>> No.6317841

What does the extras file include?

>> No.6317845

I don't know, I really like the snappier crack of the pistol/chaingun shots.

>> No.6317847

Some additions to enemies that use the sounds of other enemies. Now that have their own alert, pain and whatever noises

>> No.6317852

Ah so kinda like Sound Caulking

>> No.6317885

Someone implemented it using webgl and worked well and even more optimized than vulkan.

>> No.6317887

God damn, thanks for the recommendation, I always thought Sound Caulkings chaingun sounded like shit but Sound Bulb sounds way better

>> No.6317903

That sounds like a bug.

Fuck off with that shit. It's SUPPOSED to work, and if it isn't, that's a bug and should be reported. There's literally a thread specifically for issues like these in the forums so go report it instead of whining about Graf -> forum.zdoom.org/viewtopic.php?f=2&t=60181

>> No.6317905

>Fuck off with that shit. It's SUPPOSED to work, and if it isn't, that's a bug and should be reported. There's literally a thread specifically for issues like these in the forums so go report it instead of whining about Graf -> forum.zdoom.org/viewtopic.php?f=2&t=60181
Aaaaand why not do it yourself, seeing as you seem to be rather passionate about the topic?

>> No.6317910

Yup like sound caulking.

I personally just use the d64/psx pistol sound for the chaingun, but I'm glad you like it.

Fuck off le no chicken

>> No.6317913

>Dead Marine is by the same modder as Smooth Doom
>he wants to reimplement and update Dead Marine as an optional module for Smooth Doom
Huh. Hopefully he does it soon, Dead Marine is definitely my favourite "flair" mod

>> No.6317914
File: 104 KB, 960x960, 12145054.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone remember this?

>> No.6317919

Why didn't that Halloween /vr/ mapping project from a few years ago take off? I don't remember the maps being that bad.

>> No.6317925

Did anyone tried making Metroidvania-style TC for Doom?

>> No.6317926

Anybody actually finished Heretic? I played like a lot of fucking levels but it's just SO FUCKING BORING.

>> No.6317929

Not a TC but i remember either last year or earlier this year someone made a Metroidvania style .wad. I think it was called **** in the dead or Knee Deep in ***, definitely a play on Knee Deep In The Dead

>> No.6317941
File: 260 KB, 1277x556, brain vacuum.png [View same] [iqdb] [saucenao] [google] [report]

>If you're experiencing a problem, report it as a bug, so that it can be fixed
>NO U!

>> No.6317945

I remember struggling to get it running with sourceports

>> No.6317948

Anon, you ARE the one wanting a fix. Why the fuck should I do your work for you, you lazy ass?

>> No.6317949

I beat first 3 acts. Others are too extreme for my taste.

>> No.6317952

The D'Sparil fight beats any boss fight from Doom, though.

>> No.6317962

heretic had better bosses than doom

>> No.6317969

I wonder how hard fighting those bosses would be as a keyboard turner.

>> No.6317973

It was such minor parts of the level I'm surprised he bothered at all.
Weird way to tarnish what popularity you have going for you.

>> No.6317982

Anonymous people on a historically antagonistic message board are hard to wrangle.

>> No.6317983

I just hope he doesn't have a massive meltdown over this and does something silly like closing down Realm 667.

>> No.6317990

> implying I remember who the fuck it is
> implying I every knew it to begin with
> implying I'm a fucking nerd

>> No.6317995

I think a bunch of people had already made maps for a previous project not that long before, and were maybe fatigued.
Shame it didn't take off, I always figure we can dust the thing off and finish it up some other Halloween. Maybe this year?

Anyway, I was very glad that HUH took off and that we finished that.

>> No.6317996

>he types, as he wastes time on a Chinese mask manufacturing forum

>> No.6318001

Pretty hard, but I beat them.

>> No.6318014

The custom music in Map01 disappeared.

The Pinky in the picture couldn't run down the stairs and blocked other monsters.

Add at least one big medkit hidden somewhere in the outdoor area, because the pistol start is QUITE brutal.

That Cacodemon in the small brown room startled me for some reason, kek.

Otherwise, absolutely brilliant map. Nothing further to add, was a lot of fun to play through. Pistol start was tough as shit because the window shotgunners caught me off guard, but I still made it through without dying.

11/10 would bang

>> No.6318018

There's that too. That fatigue is why a lot of community mapping projects have limits like "20 monsters" or "4 hours" or 1024 maps. Limits the commitment people need to make to. Lowers the barrier for entry.

>> No.6318019
File: 484 KB, 1595x897, 1.png [View same] [iqdb] [saucenao] [google] [report]

Forgot picture.

Also it seems like monsters cannot run onto the bridge that leads to the single building on the left side of the outdoor area, so pinkies cannot attack the player while he's on it.

>> No.6318027

>Also it seems like monsters cannot run onto the bridge that leads to the single building on the left side of the outdoor area, so pinkies cannot attack the player while he's on it.
Yeah, I assume they can't because of gap. I don't really need this gap after I learned more advanced techniques, so I can probably fix it. Or not, maybe I should get rid of pinkies instead, since they are pointless at such a large area.

>> No.6318034

Also have you ever felt need to jump out of large moving platform?

>> No.6318039

I didn't jump off the thing when it went up. Do you have an emergency button installed in case player fall off?

>> No.6318045
File: 251 KB, 914x1080, 15307186374793.jpg [View same] [iqdb] [saucenao] [google] [report]

That part from 1:30 reminds me of something, but I can't put my finger on it.

>> No.6318048

I did, but I've only bothered playing it with High Noon Drifter.

>> No.6318053

Both buttons that control it can be pressed multiple times. However at least two people didn't try to and complained to me, so I will probably make another button that opens up when you first press one in the round tower.

After all, running back there is annoying, regardless. I'm just curious how widespread this might be.

>> No.6318059

or just make a teleporter that shows up in a wall and glows bright red or something.

>> No.6318063

Yes, that's even better.

>> No.6318139
File: 98 KB, 1079x768, doom_stuff.jpg [View same] [iqdb] [saucenao] [google] [report]

This came in handy for me, I'm also trying to improve my skills. Thanks.

I'm using pic related. But >>6317782 are also good recommendations.

I was using that one as well, mostly because I like dark ui. I changed to Fullscreen hud since it feels more comfortable for me.

>> No.6318140

Pistol is a weird misbegotten weapon that isn't fun or useful. What if instead of pistol doom would start with some sort of SMG?

>> No.6318149

Where's SBrightmaps from? I've been looking for Smooth Doom Brightmaps but most of them are forks of Smooth Doom with dumb shit added

>> No.6318162
File: 177 KB, 850x1200, EUpEIlFWsAAC96m.jpg [View same] [iqdb] [saucenao] [google] [report]


>Get buff tan gf
>give her bunny ears
An acceptable compromise in the face of crushing reality

>> No.6318205

I doubt it. I think he's probably more level-headed than that.

>> No.6318230

I got it from here:

>> No.6318243

Wrong, the pistol is very useful for pinpoint accurate long range zombie sniping, especially on maps where ammo is low.

>> No.6318248

chaingun is much more useful for that
once you get CG theres no reason to use pistol, ever.

>> No.6318263

The pistol is good for shooting switches you can't just punch, I guess?

>> No.6318272

If we do end up retaking it next Halloween, I would love to take part in it again. I have actually been working on retouching my old swamp map.

>> No.6318275

Everyone needs a cherry tapper

>> No.6318281

If I can't punch the switch I get so mad at it that I shoot it twice.

>> No.6318284

try the Wayfarers Tome mod. basically all it does is tweak the balance numbers a bit but its so much more fun.

>> No.6318290 [DELETED] 

>talking about lack of tact for objecting to a corona themed wad
Top kek my man

>> No.6318293 [DELETED] 

Upvoted my good man!

>> No.6318352

Doom World is lively today, what gives?

>> No.6318359


>> No.6318387


>> No.6318389

I saw you made a Doomworld thread with your map. You could at least mention your fellow 4chin anons.

After that I watched this Austinado guy testing your map. Oh god this guy is fucking horrible: https://www.youtube.com/watch?v=EqPFX_Ouvdc

>> No.6318402

I don't get why he'd go through the effort when he could just have imitated the sections instead, it's not like they're highly complex and would best be imitated by cutting and pasting, they wouldn't even be particularly time consuming.

>> No.6318405
File: 50 KB, 1031x1228, fps-family-tree-4.gif [View same] [iqdb] [saucenao] [google] [report]

I added a timeline , shit's broad.

>> No.6318406

He has made a response >>6318387

>> No.6318419
File: 187 KB, 621x480, 5ae.png [View same] [iqdb] [saucenao] [google] [report]

>Kyle Katarn
>an alternate reality version of Star Wars is canon to every single retro FPS

>> No.6318423

Is Chris Clark fucking himself?

>> No.6318426

What the fuck is this? How are those thing related beyond conjecture? Why did you make that

>> No.6318431

I'll mention you in the final release's readme.

>> No.6318435

He basically did to make every Rainbowsix Operative across 22 games despite there only being two or three books.

>> No.6318465

he's some sort of "game theory" fag

>> No.6318470

>Kyle Katarn unleashing every FPS by his seed alone.

Ahhh, the force of the jedi is strong.

>> No.6318492
File: 1.80 MB, 1920x1080, Screenshot_Doom_20200401_214158.png [View same] [iqdb] [saucenao] [google] [report]

>what does brightmaps plus do anyways?
Pic related. This anon did a good explanation >>6317724 It only works in GZDoom. As that anon also noted, GZDoom comes with its own brightmaps. Brightmaps Plus will override them if you load them

>Does this look good anons?
Excellent. Just make sure you don't have GZDoom's texture filter on lol. Also, you added the Doom 2 spritefix .wad, but you forgot the Doom 2 sprite fix dehacked file. Add that to your load order as well.

>the change to the SSG's sprite worried me that it might not be compatible with Smooth Doom because of the extra frames.
Nah I use it with vanilla Doom and it runs flawlessly. The only problems you will encounter are with Boom-compatible maps that have their own dehacked files. Load vsmooth last to make sure it overrides the sprites in D2 spritefix, otherwise in dark areas, parts of your gun will be dark and other parts bright

>> No.6318581
File: 13 KB, 90x90, 1583895537767.gif [View same] [iqdb] [saucenao] [google] [report]

>Statement regarding the plagiarism """""accusation"""""
>Wall of text (read: excuses)
>Apologizes at the very end

>smite of disrespect

>> No.6318623

Not really similar at all. Dont be like a TORTanic fag and try to create EPIC FAILS out of thin air.

>> No.6318629
File: 300 KB, 816x639, the hole.png [View same] [iqdb] [saucenao] [google] [report]

Ah, excellent. The hole fits perfectly.

>> No.6318638

yeah right
> hey man why are you cheating
> hold on while i get on my high horse to berate you
> hey man why are you using segments of other peoples maps
> oh god oh fuck why did i do that what was i thinking im sorry

also torm doesn't use a fucking dragon avatar

>> No.6318741

does the icon of sin shoots spawn cubes in some delay based on time, or is it based on turns for when a cube lands somewhere?
like, a mapper makes it where the spot of a cube and the icon itself are extremely far away
does that make the icon's summoning take longer?

>> No.6318750

sprite furniture is better if it's breakable

>> No.6318768
File: 260 KB, 816x639, mid.png [View same] [iqdb] [saucenao] [google] [report]

Trying to make cracks through a middle texture was not that great of idea.

>> No.6318782

can you spoonfeed me and write all these files out, so I can get them and do the same?

>> No.6318814

>Doom Guy gives birth to cereal killer
It chex out

>> No.6318824

>t. retard who has never played it on N64
Its runny shit blurry like all 64 games and it's dark as fuck, literally black screen in some parts, the rerelease offers two different brightness options plus the option to turn off texture filtering or use different types of filtering

>> No.6318832

>preferring gamepad to m/kb
absolute pleb

>> No.6318843

In the case of Goldeneye, I would. For Doom 64, which is at it core just Doom, Kb+M would obviously be better.

>> No.6318850

Doom is the easiest FPS to play on a gamepad since you only need to look left and right, up and down is not require.

>> No.6318861

Anyone else find Ancient Aliens particularly challenging? I'm on map15 and struggling with the wad on UV. It's fun, but hard.

>> No.6318862

I know, and Doom plays actually pretty well on the old Sega Genesis 6 button, and on any of the Dualshocks, but unlike Goldeneye 64, which was entirely tailored around the N64 and its controller, I don't think it would benefit any from its better qualities.

>> No.6318879


>> No.6318885

I'm not clicking that.

>> No.6318892

Good, I wish I didn't.

>> No.6318895


>> No.6318896

The Mastermind is the most wut. It's a fucking BRAIN.

>> No.6318916

Is Doom World /vr/ approved? What's the culture like there compared to /vr/ Doom Threads?

>> No.6318919

You shouldn't care what we think and we shouldn't care what you think. Form your own opinion.

>> No.6318925
File: 205 KB, 816x639, mid.png [View same] [iqdb] [saucenao] [google] [report]

Damn you stupid sculls why don't you align like keycard bars?

>> No.6318927

its weird since mod makers steal shit all the time and no one cares
i remember blood made some invasion mod that was just copy pasted from like 50 other mods and it was pretty popular

>> No.6318931

I don't like AA. Its ugly, confusing and overlt fond of dumping enemies right on top of you.
And ugly. So fucking ugly. I really dislike the neon style it goes for with all the alien stuff

>> No.6318936


>> No.6318943 [DELETED] 

Fuck off nigger

>> No.6318958

It's the kind of cyber cafe that doesn't smell like Funions and socks because they play Quake and Battlefield 2 versus Smash and Melee like other cyber cafes.

It's a rad place.

>> No.6318961

I'm just gathering info. To me it seems like a pretty cool website.

>> No.6319064
File: 328 KB, 816x639, mid.png [View same] [iqdb] [saucenao] [google] [report]

Damn, this whole construction looked much better in my head.

>> No.6319069

if doom 2 had more development time, would id consider for the two shotguns to have their own unique slots?
at least with the fist, it's not as useful as a chainsaw unless it's on berserk
the ssg and sg have their own roles

>> No.6319075

Didn't they do that in the PSX version?

>> No.6319079

Well, you have to use more sectors so you can use more textures.

>> No.6319130

Yeah its pretty tough compared to original Doom or older megawads like Scythe or Memento Mori. The author said he put a cyberdemon in the first level to let people know what they can expect and let them drop out immediately if theyre not up for it. And i admit it filtered me at first. I cant handle that kind of constant stressful gameplay for very long chunks of time.

>> No.6319135

I will never be not mad that pistol not only occupies an entire slot, but it bogs up a button that is very convenient to press, meanwhile I have awkwardly reach out to get plasma rifle.

>> No.6319139
File: 389 KB, 816x639, mid.png [View same] [iqdb] [saucenao] [google] [report]

That's a bit better. Once I add structures to the walls, who knows, it might actually look good.

>> No.6319140

I'm glad they didn't. I can't stand it when games separate the shotgun keys.

>> No.6319151
File: 8 KB, 284x177, images (5).jpg [View same] [iqdb] [saucenao] [google] [report]

I've never played doom, quake, duke nukem, turok, or unreal. Which is best? And is it the same guy in all games?

>> No.6319159
File: 63 KB, 600x596, 5641002453.jpg [View same] [iqdb] [saucenao] [google] [report]

All best, not same.

>> No.6319169
File: 122 KB, 592x650, 0ca.png [View same] [iqdb] [saucenao] [google] [report]

This predates the overwhelming influx of monster fuckers in the fanbase which is non-HDOOM stuff.

99% of Doom lewds are awful
Except the Cookie Demon I can separate she's supposed to be a Cacodemon

>> No.6319172

Also a reminder that Doom is highly heterosexual. Homosexuality is unwelcome and unasked for.

>> No.6319173

i thought hdoom was already relevant in like 2013
wasn't it at its peak around the same time as bd or somewhere after it?

>> No.6319175

But which one do I start with? diekatana?

>> No.6319176


>> No.6319183

rly? serious sam?

>> No.6319185

I thought it was around 2014-2015 where it started to become popular. Then when Doom 2016 came out,the franchise became relevant again hence Hdoom popularity increased.
And also a good amount of unfunny fuckers who have to mention it every single time.
BD became popular before that.

>> No.6319194

I've been trying to get through it without saving, but I might ditch that, as I already have a for a few levels. I know what you mean about the stressful game play. Teleporting 3 archviles within 20 feet of the player can be fun, but over and over and it gets a little annoying. I'm going to beat it, though. I'm in it this deep, I'm going all the way (but I'm just going to warp to the secret levels.)

>> No.6319204

Based and Red keycard.

>> No.6319219
File: 3 KB, 141x85, new wads.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for the advice anon, is this new load order good? Also, so far Doom 2 has been pretty fun, I've forgotten where I was though. >>6318782
I'm unsure if what I have is the best configuration for your needs, so don't treat this as definite, this is just some shit I compiled from the lists here for a vanilla experience. From top to bottom it's:
A minor sprite fixing project that also has an addon for fixed up brightmaps, haven't tested out the brightmaps yet but it should be fine.
Per Kristian's Hi-Res Doom Sound Effects, I'm not too sure if it's just my ears playing tricks on me but it seems there's a noticeable difference in quality, overall, sounds good.
Smooth weapons, simply adds more frames to weapon animations. Looks really nice. Don't use it in custom maps with custom monsters though or it'll crash appearently.
Roland SC-55 Music Packs, basically the original music recorded on the same synthesizer Bobby Prince himself used. Download the boosted FLAC versions.
Vanilla Essence, a mod that changes your GZDoom settings to be as vanilla as possible, then you can customize it to your own likings from there.
For more mods and shit in the same vein, refer to these posts:

>> No.6319235

I'm looking for recommendations for a new Hexen campaign.
I'm not necessarily after big changes to the game or anything, I just like it but want to play with new levels/areas instead of the same old.
Any recommendations for such a thing?

>> No.6319236

Big deal ... What is the difference in copying and pasting some points if he thinks this is important for his map? It's not like he's stealing anything.

>> No.6319257

Do you guys try to kill everything and find all secrets on your first play through of a wad? I usually try, but I just played through a map that dropped a cyberdemon in front of the exit and I just said fuck it and ran past him to the end.

>> No.6319263
File: 288 KB, 600x626, 1585307177925.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6319267

Wouldn't be an issue if A), he was open about it, and B), the original author stated he would rather people didn't do that. Now, he says he did it out of negligence and poor memory, which could be true, but it still looks bad to do.
That it was over such simple and small sections like that would perhaps suggest that it wasn't really intended, as it would otherwise be very weird to go out of your way to cut and paste level geometry which otherwise would be pretty easy and fast to imitate manually.

>> No.6319268

Shadows Of Chronos by Kaiser is a great hub. Vanilla gameplay with some extra textures and great level design.
Towers Of Chaos by ArgonianLord is also good. It uses some zdoom features (like 3d floors) and custom enemies in later levels.
Theres also XUMP if you want a community project.

>> No.6319269
File: 290 KB, 480x480, cyber ass.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6319271

>Highly Heterosexual
What are you gay?

>> No.6319290

Hell yeah I thought I was the only one. Had this and Q Zone! in a 2 disc pack. Played the shit out of those as a kid

>> No.6319298

Some guy actually released a new level for this earlier this year

>> No.6319302
File: 307 KB, 600x600, avatar Shadow Man.jpg [View same] [iqdb] [saucenao] [google] [report]

Considering the remaster was announced not too long ago.
Do you think a gameplay mod based on Shadow Man could work?

>> No.6319310
File: 156 KB, 700x700, f8718935196e3dae6e1e23b30f29416e.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6319320

Yes is good. For future reference, for when you start using command lines, you load the dehacked files last. For example
> (sourceport) -iwad _ -file _ -deh _
You can't use mod loaders for Crispy Doom, AFAIK, so I was forced to learn to use command lines

Nah I never go for 100% kills and secrets (UV-max). I just try to beat the level. E1M2 has a secret that contains only +4 armor bonuses, so it's useless, and there are maps where there is a door with nothing but a monster behind it, so I consider it better to just skip all the useless crap. If I like a level a lot, or a set of levels, I will cheat and locate all the secrets and plan a route, then try to beat the level or set of levels in a deathless UV run or deathless Nightmare run, depending on the difficulty of the level

>> No.6319321

I forgot to mention - it probably doesn't matter that you didn't load the .deh file last in the mod loader, but I'm no expert on those

>> No.6319339

I love this website.

>> No.6319365
File: 277 KB, 800x1231, 3080805-1335673950563.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey bros, any good Doom podcasts? I have listened to Doom centered episodes of some other podcasts but I am looking for more Doom related shit to listen to on my ride to and from workf

>> No.6319372

Evolution of the WAD. It pains me to this day that this podcast is dead.

>> No.6319374

>And ugly. So fucking ugly. I really dislike the neon style it goes for with all the alien stuff
Ew, don't get close to us.

>> No.6319376 [DELETED] 
File: 15 KB, 644x800, soy1.png [View same] [iqdb] [saucenao] [google] [report]

>I love this website.

>> No.6319380

Yeah, I've been playing with the order for a while and everything seems fine. I don't know if it changed anything much but hey it's there I suppose.

>> No.6319383

>B-But muh Baukasten System...

>> No.6319386

It annoys me when people complain about the relatively tame Cybie turret in AA but no one ever talks about the bullshit Revenant ambush at the beginning of Whitemare.

>> No.6319389
File: 155 KB, 1280x720, maxresdefault (3).jpg [View same] [iqdb] [saucenao] [google] [report]

Ill check it out on the ride tonight, thank you

>> No.6319390

Cookie Demon is far too precious.

>> No.6319391
File: 7 KB, 87x109, file.png [View same] [iqdb] [saucenao] [google] [report]

>Finish UDoom+Sigil
>now realise I have to trek through the aesthetic murder of Doom that is Doom 2+The Master Levels+TNT

Jesus fucking christ my eyes. Whats everyones favourite Doom 2 "redone" mod?

Aside from the bolted on tits, this isn't too bad desu

>> No.6319393

this highly heterosexual game has more bara asses and buff chests than most other games. all the while literally no women or sexually feminine things exist in the game at all

though eh i guess the eye switch is vaguely vaginal

>> No.6319394

>The Master Levels
I wouldn't consider those as essential as the original IWADs or Final Doom.

>> No.6319396

NEither do I, but I'm just making my way through WadSmooshed Doom

>> No.6319404

Adrian Carmack can't draw women, just buff dudes and demons and Nazis

>> No.6319408
File: 89 KB, 512x320, iym5dHu7sqo-RsCcLDdv8IuxybDFFVwsMp2NIXR7DPOoFOBzgNhQtSTVCCpnrHiJUYF42V0gRFMchDyZPXAMvdvi1dNvLxSYpA[1].gif [View same] [iqdb] [saucenao] [google] [report]

imagine thinking tnt is ugly

>> No.6319414

t. Ty Halderman

>> No.6319417
File: 17 KB, 493x481, 1586221300531.jpg [View same] [iqdb] [saucenao] [google] [report]

>Baukasten System

>> No.6319420
File: 1.40 MB, 640x480, tumblr_pgnbfmW5bN1rkzumbo1_640[1].gif [View same] [iqdb] [saucenao] [google] [report]

what? it certainly compliments the aesthetic of doom better than doom 2 ever did

>> No.6319425

Some parts of it does look pretty nice, but there's parts which absolutely don't.

Yes, we get it.

>> No.6319429

That was a nice puzzle.

>> No.6319449

How do I make Doom mapping fun again? When I make maps, I want to make them detailed and cool, but when I start to detail them, I get bored and lose interest. Also board of vanilla textures (of course, this is easy to fix). But in general, how do you guys prevent burn out?

>> No.6319458
File: 1.69 MB, 1920x1080, vkQuake 2020-04-06 18-37-38-397.png [View same] [iqdb] [saucenao] [google] [report]

Going through the Quake MPs for the first time ever. How come nobody sings these things' praises? Scourge of Armagon is quite action packed, lots of fun. The new female fiend enemy is a total pushover, even on Nightmare, but everything else about this is really fucking good. Can't wait to try the other two MPs, and then AD.

Also someone should really update the OP to talk about how vkQuake is now objectively better than both Quakespasm,
>Compared to QuakeSpasm vkQuake also features a software Quake like underwater effect, has better color precision, generates mipmap for water surfaces at runtime and has native support for anti-aliasing and AF.
and Quakespasm Spiked.
>Frame rates over 72 Hz don't break physics anymore (from QuakeSpasm spiked)

>> No.6319469
File: 25 KB, 133x255, index.jpg [View same] [iqdb] [saucenao] [google] [report]

>be me
>MAP15 Doom 2
>got red keycard
>completely lost
>going from the big tower thing to the other side of the map with that weird castle produces no results as all of them require the yellow fucking key to progress
>no yellow keycard in sight
>can't tell if it's bad level design, me being fucking retarded or some combination of both
The fuck?

>> No.6319474

Must be a you problem, I beat that map no problem a few days ago. Did you get the BFG?

>> No.6319480

I got the BFG in it's first spot back in Tricks and Traps. (MAP08 I think?) It's not that the demons are giving me much trouble, maybe aside from Chaingunners, fuck em. But still, it's much less of a factor of difficulty and more just me being painfully lost. I hope Doom 2 isn't mostly comprised of these labyrinth-style levels where it's mostly just trying to navigate the level rather than fighting demons.

>> No.6319481

They're both very good, but Armagon was kind of boring because I had ammo issues around the crypt map. The spike mines are also super fucking annoying to deal with.

>> No.6319484

Grab the bfg anyway, trust us.

>> No.6319492

I don't really know where it is, plus I'm all filled up on Cell ammo. I assume this is either a meme or I'm supposed to find it which will reveal a trap that has the keycard inside it so I can progress. Either way I'm kind of dense.

>> No.6319494

>The new female fiend enemy
Uh, what made you think the gremlins were female fiends?

>> No.6319506

It's on the tower from where you can jump down to the far end of the map. Get on the habit of pressing use on any wall or piece of furniture that looks remotely interesting.

>> No.6319526

Okay yeah I'm just retarded, I was circling the tower and all and just happened upon the open doorway that led straight to it, beats me if I had interacted with something on my way to it or I've just been neglecting to look behind me this entire time but hey hopefully the level should be better from here. I think I'm gonna go to bed after this, it's clear playing at 3:30am does a number on one's ability to fucking see shit.

>> No.6319531
File: 1.39 MB, 1920x1080, vkQuake 2020-04-06 19-32-08-473.png [View same] [iqdb] [saucenao] [google] [report]

Look at this joker leading a prayer.
The female voice and the hippity hops.

>> No.6319536

>The female voice and the hippity hops.
What. Well, uh, I suppose so?

>> No.6319537
File: 230 KB, 530x423, 1585673831292.png [View same] [iqdb] [saucenao] [google] [report]

Anyone here wants Turok 2 on Steam? Got a leftover code from the COVID-19 bundle. I want to give it to someone who'll actually play it. It's a pretty good remaster.

>> No.6319562

It's already in the OP

>> No.6319593
File: 10 KB, 754x98, 2020-04-07_110240.jpg [View same] [iqdb] [saucenao] [google] [report]

I get this error message in GZDoomBuilder. I feel like I messed something up with the skies when I started making the wad. I haven't used the sky texture for the first four maps, so it wasn't a problem, but now I want to use one. It shows normally in Doom Builder, but in the game it's just pitch black. What could be the problem?

>> No.6319594

Yeah, it was probably my most challenging Doom experience so far, though I admit I'm pretty new to it. It makes stuff like Plutonia seem like a cakewalk.

The aesthetics of the mod were great though. I do agree about it being a little overly challenging/cheap but I think it's nice to look at.

Hdoom is fine but people bandwagoning around it because 'lol hentai so weird' is annoying.

TNT is underrated. Not perfect, but it deserves more credit.

>> No.6319596
File: 5 KB, 375x180, DBP.png [View same] [iqdb] [saucenao] [google] [report]


Sounds like your resources or maybe TEXTURE1 lump are fucked. Presumably you're using a resource wad?

>> No.6319607

Only a sick mind would think about homosexuality when lookin at doom. Shame on yourself. People like you killed genuine friendship and brotherhood between men in popular culture.

>> No.6319608

No resource wads. But yes, there seems to be something wrong with TEXTURE1. I'll try to fix it. Thanks for pointing me to the right direction!

>> No.6319620

>Only a sick mind would think about homosexuality when lookin at doom
you mean that thing you just did in your first post there

>> No.6319623

>no you
Why are homos so bad at arguments?

>> No.6319627

There is a teleporter in the magma ravine separating the level in half that leads to the yellow card. It is tucked in a corner of one of the building walls.

>> No.6319630

you literally brought up how homosexuality relates to doom you projecting cock addict. go jack off to your ~le heterosexual~ cybie ass some more

>> No.6319632

Okay, homo. Enjoy your aids.

>> No.6319639

DOOM is already three-quarters of the way there. You have non-linear levels, keycards needed to open up other parts of the level facilitating flow, weapons you pick up over time to boost your combat potential (if you're pistol starting), really the only thing missing is the keycards you pick up and the weaponry you obtain aren't directly tied together. Making a full Metroidvania DOOM would primarily just be a new weapon set that gives you new movement abilities, and levels built around using those abilities to progress.

>> No.6319640
File: 338 KB, 1266x934, 2.jpg [View same] [iqdb] [saucenao] [google] [report]

A follow-up question. I am pretty sure that you can make a proper window here that only shows the sky texture without there midtexture walls. How do I accomplish that?

>> No.6319643


>> No.6319646
File: 1.13 MB, 2560x1440, bordersector.png [View same] [iqdb] [saucenao] [google] [report]


You need a border sector with a zero floor and ceiling height with F_SKY1 as the ceiling texture. Check out DBP20 map03 if you want look in DB.


>> No.6319647

I'm not that anon but musculature isn't gay. Gay people can be attracted to muscles but you don't have to be gay to appreciate a well-crafted body on a platonic level.

>> No.6319652

Funny, this is quite close to what a lot of people here wanted HDoom to be, instead of anime girls.
Now that they got it, they don't want it.

>> No.6319653
File: 132 KB, 1266x951, 2020-04-07_113116.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks! That worked.

>> No.6319656

are there any good WADs with levels that make use of a mixture of standard doom textures and wolfenstein ones? Possibly while also using the SS soldiers? I remember seeing a video of such a map but I can't remember what wad it was from

>> No.6319657
File: 66 KB, 385x475, Doom Guru.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6319658

agree. i think associating overt sexual preference with doom is stupid, but if we're going to over-interpret there, it's pretty overtly homosexual. certainly not heterosexual in any particular way.

>> No.6319673

So which one of the older wads are worth playing? I mean both stuff like TNT and Plutonia and unofficial but popular wads.
Right now I'm going through these
Doom->Sigil (on HMP)->Doom II
But I'm not sure in what order or even if I should do TNT/Plutonia/Master levels

>> No.6319681
File: 90 KB, 512x620, Lost_episodes_of_doom.jpg [View same] [iqdb] [saucenao] [google] [report]


Of course you should play TNT and Plutonia. The more Doom the better.

I'd do Master Levels > Plutonia > TNT (you might not finish TNT)



>> No.6319684

I don't really get why people complain about SIGIL being too hard on UV. Doing my first playthrough of it right now and it's not too far from Thy Flesh Consumed, if anything it feels a lot more better paced and put together. Really digging how oppressive it can be.

>> No.6319702

The detailing process may be the reason of your burn out. Try to concentrate on the layout itself. Vanilla mapping works for me exactly for that reason: You can't add too many stuff on the same area or it will reach the limits - that gives an incentive to finish the dawn thing. Speedmapping is also another alternative that works in a similar way.

>> No.6319709
File: 2.78 MB, 4000x3000, doomhackersguidetips.jpg [View same] [iqdb] [saucenao] [google] [report]


Yeah, maybe try making vanilla style maps. A lot of Mr Chris' maps are in that 94 style. Same goes for Doomkid.


>> No.6319713
File: 558 KB, 1005x830, 1558894365704.png [View same] [iqdb] [saucenao] [google] [report]

Babies were expecting easy E1-style Romero maps, only to get a faceful of E4M2-style Bitchmaker Romero.

>> No.6319742

>And ugly. So fucking ugly. I really dislike the neon style it goes for with all the alien stuff
Do your eyes work? I think you may need glasses.

>> No.6319752

>to what a lot of people here wanted HDoom to be
Just a very vocal and autistic minorty,

>> No.6319772
File: 65 KB, 463x768, OiBtwZg.png [View same] [iqdb] [saucenao] [google] [report]

I'd prefer if HDoom girls were more monstrous but not to that extent.

>> No.6319789
File: 118 KB, 600x870, A+doom+comp_ee6050_6154262.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you guys use the standard number keys for weapon switching, or do you have other specific keys you set for certain weapons?

>> No.6319793

Someone should grab the hair from the HDoom Imp-tan sprites and put them on these, see what it looks like.

>> No.6319818

It's great. I have no idea how people were playing this on the 64 though.

>> No.6319841
File: 82 KB, 1280x720, keybinds.png [View same] [iqdb] [saucenao] [google] [report]


I use binds similar to my old Q3 ones

>> No.6319843

I found it at the time when it was new, to be way too fucking dark and the controller wasn't great for it. Now it kicks ass though.

>> No.6319850

Nice, might try these for Quake.

>> No.6319852

Wow, this is based.

John Romero has a whole collection of retailer specific boxes that stores made for Doom 1 shareware. Some are just copy pasted screenshots and text, some are more like this with original artwork. I find that shit really neat.

>> No.6319856

This makes me wonder, has anyone ported Golden Eye to computer with full mouse and WASD support?

>> No.6319859
File: 1.01 MB, 2000x1500, doombooks3.jpg [View same] [iqdb] [saucenao] [google] [report]


Me too dude, I love the old art. I really like the Lost Episodes one too.

>> No.6319860

I find the flow of the levels and the secrets to be fun and classic Romero, I was smiling finding secrets and traps playing much of it

>> No.6319863
File: 154 KB, 1125x1399, Don Ivan Punchatz Doom cover art.jpg [View same] [iqdb] [saucenao] [google] [report]


Dolphin can do that AFAIK

>> No.6319864

I think there is some kind of either reconstruction of it for PC like that or some kind of port with those controls but I was never into Goldeneye outside the 4 player split screen days when it was widely popular

>> No.6319865

Never seen those but they're fucking awesome.

I been meaning to go on a search online and find all I can and make my own collection of images of the covers. They were non official art but should be still be preserved

>> No.6319875

Also this

>> No.6319879
File: 827 KB, 2000x1500, doombooks5.jpg [View same] [iqdb] [saucenao] [google] [report]


Check these out:


>> No.6319886

It's possible to use KB+M with an N64 emulator.

>> No.6319896

I just want to use this opportunity to say that I think SIGIL is great and I don't get why people don't like it.

>> No.6319904 [DELETED] 
File: 1.63 MB, 1920x1080, 1410997965812.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6319925

> 1, 2, ... 8, 9

>> No.6319930
File: 245 KB, 1680x1050, picmip.jpg [View same] [iqdb] [saucenao] [google] [report]


Chainsaw shares a slot on 1 with fists and SSG sits on E with regular shotgun.

>> No.6319940
File: 800 KB, 2560x1440, blood sloth.png [View same] [iqdb] [saucenao] [google] [report]

Playing through Blood on extra crispy and just noticed that this is a se7en reference (recently rewatched it).

>> No.6319945
File: 157 KB, 1167x757, se7en sloth.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6319946

i don't know whether to say who or why

>> No.6319951

In regards to what?
Did I do something wrong?

>> No.6319960

Does anyone have that set of stick figure drawings showing that Doom's centered weapons actually make sense?

>> No.6319970
File: 15 KB, 640x503, videoretro.png [View same] [iqdb] [saucenao] [google] [report]


I think he's referring to the image but I'm not sure why.

>> No.6319993
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google] [report]

Quake anons, how do you configure your keybinds? I want to try something that allows me to take best advantage of the instant weapon switching.

>> No.6319994


>> No.6319995
File: 906 KB, 654x600, file.png [View same] [iqdb] [saucenao] [google] [report]

Now this is art

>> No.6319996
File: 69 KB, 591x594, top 10 haunting pictures taken before the disaster.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6319998
File: 32 KB, 540x405, Dq6zPGzUwAAiglh.jpg [View same] [iqdb] [saucenao] [google] [report]

Which one is harder on ultra-violence?
Thy flesh consumed or Plutonia?

>> No.6320000

Not fast enough, I want to go full Gunslinger Dante with those weapon combinations.

>> No.6320003

Plutonia by far. Thy Flesh Consumed isn't even consistently hard.

>> No.6320008 [SPOILER] 
File: 139 KB, 748x1069, 1586243255750.jpg [View same] [iqdb] [saucenao] [google] [report]


Do you mean for sp or mp? If just sp then I use binds which are again similar to my Q3

RL = E
GL = R
LG = mouse2
NG = C

It's all personal preference, just have the main weapons easily accessible from WASD (Q, E, R, mouse2 if you want) and when you get used to them you're set.

>> No.6320016

Nice quads

>> No.6320017
File: 199 KB, 358x476, Doom_Construction_Kit_cover.jpg [View same] [iqdb] [saucenao] [google] [report]


If you wanna trawl through some shovelware


>> No.6320019

Plutonia by far. Thy Flesh Consumed actually gets easier the further you go into it with only the first two levels being true in-your-face dickishness, while Plutonia only ramps up as you go in

>> No.6320026
File: 8 KB, 272x272, JC.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6320049

Can a Crispy Doom head help me out? I'm using Virtual Midi Synth with the GZDoom soundfont since I like it a lot. When a track begins, there's an extremely obvious delay as it gets started and it's super, super annoying.

>> No.6320058

i swear people with cacodemon avatars always have shitty opinions

>> No.6320061

What DOOM monster has the best opinions?

>> No.6320069

Why doesn't the spider mastermind get any love

>> No.6320070


probably barons or mancubi i dunno

>> No.6320078

I dunno, mancubi look like feminists to me.

>> No.6320081

Thanks for that, I really appreciate it.

>> No.6320084

Zombiemen because they're the humblest.

>> No.6320086


>> No.6320091


>> No.6320092

Oblige level maker is based and is most likely a better mapper than u :)

>> No.6320097

Terrible, anon. Terrible.

I'd say Revenants because yeah.

>> No.6320126


>> No.6320137

because HDoom never gets updates

>> No.6320145

That has to do with your VMS settings. Go to VMS Options, and adjust the "Additional Output Buffer." I don't know what is the optimal number, I just set it to 16 milliseconds (one-sixtieth of a second). That will eliminate that annoying sound

>> No.6320146

Joke's on you, I use Oblie to make my maps :^)

>> No.6320149

how do i into oblige?

>> No.6320167

I put a bunch of weapons on f1-f4.

>> No.6320170

Thank you soooooo fucking much. Goddamn. Love ya.

>> No.6320209

Plutonia for sure.
Only one third of TFC is actually hard.

>> No.6320213

IIRC, a lot of cacodemon avatars on doomworld were stock choices on the website, and new members weren't allowed to upload their own avatar until after a certain amount posts.

>> No.6320221

Her massive hitbox pretty much limits when a mapper can use her. The fact that she can infight with other masterminds also limits the challenge potential behind using multiple. The chaingunner also exists, and is just much easier to use.

>> No.6320227

In other words, TOO FAT!

>> No.6320237
File: 368 KB, 1520x825, theburningwall.png [View same] [iqdb] [saucenao] [google] [report]

Now that I've finished with Derelict Plant and The Chamber, I'm going back to work on MAP02: The Burning Wall.

What enemies does you consider 'fair' for a map 2 of an episode?

>> No.6320238

i'm not into super sized big ugly spiders, anon.

>> No.6320239


>> No.6320245
File: 851 KB, 720x360, 9 out of 10 Wizzrobes recommend it.webm [View same] [iqdb] [saucenao] [google] [report]

Pretty happy with the start of this, I need to make a fancy hitspark, but god damn it hits like a truck.

>> No.6320246

Use Revenants as minibosses.

>> No.6320251
File: 116 KB, 1024x1024, download.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing MANOR.WAD from Master Levels
>run in circles for 10 minutes trying to understand how to get the blue card
>decide to watch a walkthrough online
Wow, fuck that. There's also this level in master levels in which the only way to get the yellow card is to do a glitchy strafe50 jump because the switch to lower the card is nowhere to be found. Needless to say I am NOT enjoying myself. Half of the wads are great but man the other half....

>> No.6320263

Master levels is just a bunch of user created fuckwuggery. Ignore it.

>> No.6320264


Barons of hell that can be goaded into infighting one another with explosive barrels

>> No.6320272
File: 189 KB, 1520x825, theburningwall2.png [View same] [iqdb] [saucenao] [google] [report]

How fucked would a couple of Lost Souls be?

I know they piss some people off but I think theyre a useful tool.

>> No.6320274
File: 286 KB, 499x373, tupac.gif [View same] [iqdb] [saucenao] [google] [report]


Depends on how many maps you're going for. For a longer wad I'd have up to and including cacos in a map02. Maybe a couple of revs.

It also depends on how you want your wad to play. I wouldn't be surprised at all to see AVs in map01 desu.

>> No.6320275

Gmanlives is a gigantic hyperinflated-ego-faggot and he deserves a daily beating.

>> No.6320278
File: 283 KB, 1200x886, cacoPEswing.jpg [View same] [iqdb] [saucenao] [google] [report]


Not fucked at all. Lost Souls are fine when used appropriately. Same goes for Pain Elementals.

>> No.6320279

Just 8 and 1 secret. Nothing too committal.

>> No.6320281
File: 352 KB, 704x990, spaceorb.png [View same] [iqdb] [saucenao] [google] [report]


Again it depends entirely on how you wad to play and to progress. Any monster use is fine on any map as long as the combat is fair. It's up to you decide how intense you want it how quickly.

>> No.6320287

>Ignore it
Well I don't quite agree with you I'm 3/4 through and I had a good time in half of the wads. The levels are very aesthetic and the pacing is super nice. But yeah some wads are just utter shit and I'm glad I didn't pay for this collection. Also why the fuck were they never released as a megawad? Having a folder with each level in a separate wad is tedious af.

>> No.6320293
File: 230 KB, 1199x750, DOOM-IT_UI.png [View same] [iqdb] [saucenao] [google] [report]


I agree with them being worth playing. Some really good authors and maps in there. Plus it's an important bit of history.

>> No.6320297

I hold the opinion that there's no limit to what monsters you can use, depending on what kind of atmosphere you want. Plutonia has revenants, mancubi, pain elementals and archviles on its first map, which sets the tone perfectly. There are other megawads that have cyberdemons on MAP01 like Ancient Aliens.
If you're aiming for a normal, "vanilla" difficulty, you can't go wrong with
>pinkies and spectres
And then throw in a mid-tier monster like a hell knight, mancubus, cacodemon etc. in small quantities. Remember that anybody playing fan levels will 99.9% likely have played the vanilla IWADs, at least the first two games if nothing else, and they'll know how to handle those monsters, so as long as you use them gracefully and don't throw a ton at the player it'll still feel like an early map. Though I played DOOM1 and then proceeded to play a lot of Zandronum multiplayer servers despite not playing DOOM2 by myself, which in hindsight was silly and stupid, but I view myself as a dumb exception

>> No.6320308

How to play Master Levels:
>if a level is good and you're having fun, keep playing it
>if a level seems bad, stop playing it and move on to the next
>why the fuck were they never released as a megawad?
They technically were, in Doom Classic Complete on PSN. The wad technically doesn't work in vanilla due to multiple maps using the MAP07 slot (where tag 666 has special proprties exclusive to that map) but Crispy DOOM can detect it and alters the engine so the tag works on the appropriate levels.

>> No.6320309

I miss playing whodunit with you guys so much

>> No.6320312

Stupid question.
What did map one give me?
Am I likely to be high on ammo, weps, etc, on starting map 2?
What weps are in map 2?
Do I spawn in a clusterfuck, or a quiet area?
How open is the map?
It being map 2 is completely uninportant. Its design as a map is all that matters. The only map number that matters is 1, since you alwas start 1 naked

>> No.6320313

Yeah! I think you are absolutely right! It's refreshing to meet another person with the same opinion just like that! Absolutely, that.

>> No.6320315

Adding to this just to say the PSX version of DOOM (which combines the first two games and adds DOOM2 monsters to DOOM1 maps) has a Pain Elemental in E1M1 on Ultra-Violence.

>> No.6320318
File: 256 KB, 500x375, 1570981294254.png [View same] [iqdb] [saucenao] [google] [report]

I miss All Out War 2

>> No.6320328

I am really glad there is a place on the web you can talk about all those games just like that. It's amazing. 25+ years have passed, they are still played. I'll probably go play something for a bit, sounds like a good idea.

>> No.6320330

Why? Whodunit is fairly active, usually gets around 15-20 people a day. Only problem is someone dumped 'the mutilator', some shitty hide and seek mod, in the same server. So every few maps you get a 20 min stall fest with an invincible killer

This one is dead though, shame, me and my boi black player killed that shit so hard
>Spawn in
>Util guy
>Buy C4
>Full refill: Selected
>Rush enemy base
>Murder plebs
>Spam C4
>Full refill for max hp, ammo and even C4 despite that having its on refill item
>Spam C4
>Ref down almost instantly

>> No.6320341
File: 460 KB, 816x639, bridge.png [View same] [iqdb] [saucenao] [google] [report]

I'm considering using edge of the bridge as a teleporter to the other side. On one hand, it's not usually done like this. On the other hand, you would eventually try to cross this dangerous-looking floor, right? No matter how dangerous does it look.

>> No.6320343
File: 731 KB, 644x644, kekedemon.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6320348


>> No.6320351

How do I deal with arch-viles in Hideous Destructor? They're ruining it for me

>> No.6320354

To defeat the cyberchicken
Shoot him until he clucks

>> No.6320360

A cyberdemon right at the spawn.

>> No.6320367

>What enemies does you consider 'fair' for a map 2 of an episode?
Depends heavily on what you intend for the episode's overall level of difficulty to be.

>> No.6320373
File: 3.54 MB, 1200x1920, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6320380

Yep, that's about right I guess.

>> No.6320384

In my opinion manicubi, arachnotrons, arch-viles, barons and bosses would be an overkill. Everyone else is a fair game.

It's been 25 years, you definitely don't need to entice noobs into your game. But it's good to have a curve.

>> No.6320386


>> No.6320387

Alright TFC it is then, im trying to work my way up to nightmare on the hardest canon wad so im trying to progress consistently on difficulty. Wish me luck boys

>> No.6320396

Back To Saturn X?

More like Back To Saturn Drex

>> No.6320401

how many alternative fire modes and special weapon attacks are to many for a single gun? Asking for a mod I might make.

>> No.6320404

Just because TFC is easier than Plutonia doesn't mean that TFC won't beat your fucking ass.

Jesus christ I'm still stuck on map03 of plutonia someone please convince me to give up already

>> No.6320417

I'm waiting for :
Golden Souls 3

also Prodeus and Wrath

What are the big projects you are waiting for?

>> No.6320421

I think for weapons that are grounded in reality (pistol, shotgun, ...) there should be not many.
Maybe one or two alt fire modes depending on the weapon, special attacks being melee attacks like pistol whips(?).
For the science-fiction style weapons you can go more wild, but have most of them simple as well with a few select ones getting the good stuff, make them stand out more.
You don't want everything to blend in together. I was just thinking about this in bed last night, if I were to make a FPS game I'd keep the weapon arsenal small and iconic, like vanilla Doom.
Otherwise every single weapon will be good for everything, it'll become a lukewarm mixture in my opinion.

>> No.6320423

TNT2 (Not to be confused with TNTR, which released in 2017)

>> No.6320425

>What if instead of pistol doom would start with some sort of SMG?
You mean kind of like...?

>> No.6320432

I-I don't get it...

>> No.6320437 [DELETED] 

Hdoom but you just watch a baron take all the chicks when

>> No.6320438

Return to Neptune Y

>> No.6320451 [DELETED] 
File: 59 KB, 480x498, 1503676535683.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6320452

Isn't that floor considered by most players as not-damaging though?

>> No.6320454

yea i dont associate that with damage its not green
itd also hit you at most 2 times for meh damage even if it was damaging

>> No.6320470

It is damaging in Spirit World, or maybe same pattern but smaller, but I'm experimenting with different flats here.

>> No.6320476
File: 343 KB, 585x584, file.png [View same] [iqdb] [saucenao] [google] [report]

DESU, this always felt more fitting than Duok, I want Cena to go full on Nic Cage in Mandy

>> No.6320486

Use the yellow one for damage use red for decoration.

>> No.6320491

It is such a shame stuff like this doesn't exist anymore, and largely the means to produce something like it, with modding dying little by little. Just imagine the cool stuff that could happen.
>10 Unauthorized Levels for Doom Eternal
>The Unofficial Skyrim Expansion
>The Lost Ace Combat 7 Missions
I guess this sort of stuff exists for Minecraft to a degree, but it's not quite the same,

>> No.6320492

oh boy, I wonder how many strong feminazi marines that-need-no-man this will have

>> No.6320493

>Time bomb of the ancients
>Time bomb of the ancients
>Time bomb of the ancients
>Time bomb of the ancients
>Time bomb of the ancients

This thing would need to do 5000 damage to be useful god damn.

>> No.6320495

A hundred RtCW SS chicks when he finds a secret area.

>> No.6320504

Make it glow.

>> No.6320505

ADS? More like AIDS.

>> No.6320510

Not today, CIA!

>> No.6320519

I agree, I very much enjoyed the challenge. Also liked the Buckethead.

People who think that Sigil is too hard on UV should play on lower difficulties, that's what they're for, and it's far less intense there.

A lot of it goes back to that thing about how E1, E2, E3, and Doom 2, really just aren't very hard on UV, and people thinking that they're elite players for beating it on the highest skill setting, these people then think Final Doom and Sigil actually being hard for real on UV to be unfair, and they disregard the entire thing because "I only play on UV!", and they don't consider why difficulty settings exist in the first place.

>> No.6320521

Can I restore the original fist/chainsaw range in the GZDoom options?

>> No.6320525

>not using it to "divebomb" a crowd
what a pleb

>> No.6320528

what do you mean by this

>> No.6320530

Z/GZDoom increase the range of those attacks by default.

>> No.6320535

We have digital distribution now. Nobody is going to buy a map pack they can just download for free.

>> No.6320560

Turning black when you're out of ammo is a nice touch.

>> No.6320567

Treasure Tech. I am foaming at the mouth for that mod.

>> No.6320569 [DELETED] 

The stuff looks cool as hell. Good job.

>> No.6320570

The staff looks cool as hell. Good job.

>> No.6320573

Would be cool if one the stars in the stone disappeared with every shot, kind of like an ammo counter.

>> No.6320585 [SPOILER] 
File: 922 B, 24x28, 1586267310449.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6320597

It's not the chainsaw
It's the monster hitboxes that are no longer square

>> No.6320602

Still, is there an option to restore that to its vanilla values?

>> No.6320609

You'll have to mod it with A_Saw attack that has custom range value assigned to it.
Make a test map with a locked in place monster and a barrier that is exactly 33 units thick., and one that is 34 units thick. That's the chainsaw range. Use it to test the saw and find a range where it can reach the first monster, but not the second one.

>> No.6320630

>Risk getting surrounded so you can kill a few enemies

>> No.6320658

You're making it sound difficult. It often isn't.

>> No.6320685
File: 475 KB, 816x639, bridge.png [View same] [iqdb] [saucenao] [google] [report]

I bet those cracks are misaligned as hell, but you won't know unless you walk around nose into the ground.

>> No.6320720

In GZDB in the linedef mode
Select them all
Press CTRL+A to autoalign them

>> No.6320727

you can select them all with rectanle btw

>> No.6320764 [DELETED] 

>pretty overtly homosexual
disgusting sicko. Kill yourself already.

>> No.6320779 [DELETED] 
File: 216 KB, 500x500, vOPCj2y.gif [View same] [iqdb] [saucenao] [google] [report]

Doom is not your faggot head canon, queer

>> No.6320785 [DELETED] 

If that's indeed the case then why half of the people who are actively into doom are either faggots or trannies?

>> No.6320786

>MAP17 Doom 2
>get lost again
>can't get blue keycard
>don't know where yellow keycard is
>no fucking clue how to progress
Is it me or does it seem Doom 2 is going in on the labyrinth style levels that make me want to tear my eyes out from my sheer autism?

>> No.6320789

Is this actually part of a third map or are you still working on map02?

>> No.6320802

And one would think this map would be less obnoxious to navigate, being designed by Romero and all.

>> No.6320803

>no fucking clue how to progress
Huh? I always felt that map was pretty straight forward.

>> No.6320804

It's a Romero map? I mean I guess that makes sense given how the red keycard trap is a thing but still. Romero maps are usually pretty straight forward. This is just a confusing mess.

>> No.6320808 [DELETED] 

i don't see how doom can be interpreted as heterosexual at all, if we're gonna go with this retarded sexualized interpretation you've fabricated

>> No.6320810 [DELETED] 

Demon killing is beyond such simple concepts as sexuality.

>> No.6320812 [DELETED] 

It seems relatively straight forward aside from the chasm with the blue keycard, I have no clue whether I'm supposed to figure out how to get it or if I should go and find the yellow keycard which considering it's nowhere in sight is probably locked behind the blue door. Soooooooooo yeah, I don't know anymore anon.
Doom is a game where you are an angry space marine shooting demons, I don't get where people are getting sexuality from.

>> No.6320815 [DELETED] 

Freaks can be found in any niche interest. I have been active in the Doom scene online since the BBS days and I have never noticed an unusually large amount of unironic faggots and trannys.

>> No.6320816
File: 156 KB, 816x639, bridge.png [View same] [iqdb] [saucenao] [google] [report]

That's the third map. This is where I finally got to intended theme of my project which is outposts built in hell. Hence why it's buildings in the cave.

Speaking of which, should I keep the walk to the right open (It will lead to the computerized area where the key will be) or should I add a door and make player flip a switch in front of it?

>> No.6320818 [DELETED] 

>I don't get where people are getting sexuality from
>No female characters
>All the characters are muscular and masculine
>The entire game is about dominating your enemies before they dominate you
There really isn't a hint of heterosexuality

>> No.6320821 [DELETED] 

It's about blowing demons fucking faces off with shotguns and sawing them into pieces with chainsaws, what's gay about that?

>> No.6320825

Anon, I think this line of thinking speaks a hell of a lot more about you than it could ever do about this game.

>> No.6320827 [DELETED] 

There are no male characters either besides the main character you retard. I suppose you could saw the grunts and shotgun dudes are male but they're fucking undead so I don't know if gender even applies anymore. It was a military base, not a surprise the soldiers there are male.

>> No.6320828

Imposible! Es la carnada!

>> No.6320831 [DELETED] 

Settle down, Freud.

>> No.6320836 [DELETED] 

All I'm saying is that if you're into doom, there's a high chance you're a freak.

>> No.6320839 [DELETED] 

At the same time the game doesn't have any hint of homosexuality, the game is about you KILLING demons not trying to date them.

>> No.6320841 [DELETED] 
File: 89 KB, 590x332, projector.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6320842 [DELETED] 

Fuck this. Why the hell is anyone even bringing sexuality into a game like Doom? It barely even has any plot.

>> No.6320843 [DELETED] 

You clearly don't know a thing about homoeroticism.

>> No.6320846

Don't forget Obaddon

>> No.6320848 [DELETED] 

I don't think any more than any other fandom.. maybe slightly more.

>> No.6320850 [DELETED] 

It's fine if you want to ignore it but you just can't claim it's false and would be cowardly to do so.

There were female soldiers even back when Doom was release so it wouldn't be out of place for one or two to be in but they chose not to. They could of easily put in a female demon somewhere and call it the personification of lust, having a sexy female enemy were the norm back then, but instead they came up with a naked male demon and call it a Mancubus, a play on succubus, a demon whose role is enticing males.

>> No.6320851 [DELETED] 


>> No.6320852 [DELETED] 

Exactly, that's my point, there's no fucking reason to bring sexuality into a game like Doom.

>> No.6320853 [DELETED] 

Someone said it was heterosexual and then they started arguing back and forth

>> No.6320854 [DELETED] 

What the fuck is going on.

>> No.6320862 [DELETED] 

>What the fuck is going on.
Its really more a matter of "Why isn't there any fucking going on"

>> No.6320870 [DELETED] 

Huh... This actually explains a lot. Never made the connection before but yeah.

>> No.6320871 [DELETED] 
File: 2.54 MB, 390x373, 1515793092001.gif [View same] [iqdb] [saucenao] [google] [report]

>There were female soldiers even back when Doom was release so it wouldn't be out of place for one or two to be in but they chose not to. They could of easily put in a female demon somewhere and call it the personification of lust, having a sexy female enemy were the norm back then, but instead they came up with a naked male demon and call it a Mancubus, a play on succubus, a demon whose role is enticing males.

>> No.6320872

To whoever recommended Evilternity, thanks ,it's a great wad and it's downright evil to place two archviles at the end of a map

>> No.6320881 [DELETED] 
File: 10 KB, 400x400, 3c04dfa2379a653de88222f2adf0a4d2.jpg [View same] [iqdb] [saucenao] [google] [report]

>not playing games for fun and nothing else

>> No.6320916

>say screw it and just watch a walkthrough for map17
>turns out i was retarded and didn't go down into the other bit of the left side pit because i just ran over it each time
>i've wasted all this time trying to figure it out and it was a simple solution and i'm just retarded

>> No.6320923

Apologize to Master Romero now.

>> No.6320935
File: 131 KB, 1875x648, insane_ramblings.png [View same] [iqdb] [saucenao] [google] [report]

Why is this person the webmaster of the ZDoom forums?

>> No.6320938

>girl name
>weeb avatar
didnt read the post but they seem prertty bae and high iq to me

>> No.6320942

It's you. Doom 2 maps are largely straightforward and simple, specially compared to a lot of pwads.

>> No.6320947

Some city maps can get a bit confusing, though.

>> No.6320952

It was not even a callout post or the like. It was just: "hey tormento plagiarized this map and here's my proof, no idea why he'd do something like this."

No idea if escalated from there or anything, though.

>> No.6320953

More Golden Souls 3 gameplay! https://www.youtube.com/watch?v=oSprwySWa0g

>> No.6320957

best drama was when dudes tried to attack the bestever host and he just dropped his big dick servers, nearly killing doom multi, to the point its still not remotely recovered
like why bite the hand that feeds

>> No.6320958

It has that weird 3 point filtering in the new one too, if you want it. Dunno just how close it looks to the original. Haven't got it yet.

>> No.6320961

the artstyle on the map and enemies v the guns really clashes

>> No.6320963

made me kek tho

>> No.6320964

A couple of guys got rather angry, but for the most part it was just people saying "wow, that is pretty bad". There were also a couple of sycophants going "y-you would've plagiarized too in his situation!!"

>> No.6320968
File: 2.89 MB, 1920x1080, mpv-shot11654.png [View same] [iqdb] [saucenao] [google] [report]

From the digital foundry video.

>> No.6320969

Ernest P Worrel got fuckin jacked.

>> No.6320971

>not copying someone elses work is "impossibly high standard"

I feel both disappointment and flattery these words would originate from a webmaster

>> No.6320972

Looks great
except for the AK style reload on an gun that looks like it's based off the AR platform, man that really irks me

>> No.6320974

and ObHack

>> No.6320978

That's pretty good. Lacks the fucked up transparency of the original, where apparently it didn't gradate the transparency mask properly.

>> No.6320980

Looking very nice. I've heard that song before, Muramasa?

>> No.6320982

>waaah why are you guys mean and toxic
>btw let me do a completely out of the blue and uncalled for attack at the cacowards k thx

>> No.6320985

The best part about this is that Rachael usually locks the thread before this and drops a shitpost afterwards so nobody can call them out on it.

>> No.6320987

Honestly a lot of modding communities, and Doom in particular, thrive on lifting assets from other games, and it's not like they ask for permission (nor that they would get it if they asked for it of course). It's kind of a lame thing to do to lift from someone else specially without giving credit, but for the community to get their panties in a bunch to such a degree is kind of hypocritical.

>> No.6320992

I'm playing that too because of all the people posting about it here. MAP32 took me nearly two hours last night and there's still a map by Mechadon, which is basically a guarantee of it taking an hour plus to complete. I was having fun before 32, to boot.

>> No.6320994

Even within the community, look at shit like the mod where you play as the ghosts from gvh or bloods old invasion mod that stole from literally every other mod ever made
Weird for this in particular to suddenly not be okay, just for that one guy

>> No.6321000

lifting assets to use in your map/mod is not the same as lifting map design from your fellow mapper

>> No.6321003

>see supercharge
>teleports me to high up pillar
>kill imps surrounding me
>drop down and kill the pinkies bellow
>no sign of anyway to get back up
Am I screwed anons?

>> No.6321004

I mean, it was still uncredited, and lifting architecture from a map is kind of... weird. It was definitely not okay, just nothing to go full drama mode over.

>> No.6321005

How so
Map design is an asset
Are mappers really so self-absorbed they think their shit is this special? Despite mapping being one of the easier parts of doom modding, with extensive tools that do most of the work for you, leaving you mostly to steal assets

>> No.6321009


>> No.6321012

*MAP19, apologises.
I looked up a walkthrough and it seems like there's supposed to be a white platform and it's just, not there? The fuck?

>> No.6321013
File: 163 KB, 250x250, 1577715944358.gif [View same] [iqdb] [saucenao] [google] [report]

So I was looking at my maps folder and I found 'Core Delta'. I think I was planning to play it time ago but forgot about it. How good is it? I just finished Map02 and it was nice. I had a problem in Map01 with me being unable to reach the yellow card. It was on a short pillar but I couldn't figure out how to get it down. Am I retarded?

Days ago I saw someone with a Caco pfp posting a reddit-tier "joke" in the comment section of one video. I don't even remember what it was and I don't want to.

I'm still at Map04, but I plan to continue with it soon. I heard it's overrated but I'm not sure.

>> No.6321017

These long maps drain my will to play Doom.

I'm at map05, and it's very pretty so far. The real challenge is not running out of ammo.

>> No.6321018

There's always been somewhat of a contrast in the Golden Souls games, not enough to make them seem out of place, but enough to make the whole thing seem very tongue in cheek. Still, the big guns are way more cartoony than the shotguns and assault rifles.
I get what you mean, me and Shivers decided to go with style over realism for this one, it's not supposed to be any specific rifle anyway.

>> No.6321023

Post a screenshot.

>> No.6321028

Nevermind, it seems I missed a bit of it. It seems the switch is activated by shooting at a particular spot rather than killing all the enemies, so I just shot at one of the walls and it raised. Everything seems fine now.

>> No.6321042

Actually, looking back at it what irks me more than the reload is that the mag barely fits into the magwell. AR mags go pretty far up into the magwell so that the bullet can actually reach the bolt. With what you have right now the bullet is just at the lip of the magwell and nowhere near the bolt, making this gun impossible to feed. It's still a very nice animation and sprite work so I'm going to respect your choice to go with style over realism. It's just that in my eyes there is a difference between "realism vs style" and something that would never work in any stylistic choice.

>> No.6321059

>rather than killing all the enemies
With the exception of boss monsters at the end of each original Doom chapter and arachnos/mancubi in Map07, killing monsters does not trigger any effects in vanilla.

>> No.6321060 [DELETED] 

there's nothing heterosexual about it

>> No.6321062 [DELETED] 

Exactly. It's not sexual.

>> No.6321063 [DELETED] 

>acknowledging something true about doom means you don't play doom for fun

>> No.6321068 [DELETED] 

You're trying too hard at this point. Still, I guess it's still better than Doomworld vs ZDoom Forums royal rumble drama.

>> No.6321075 [DELETED] 
File: 84 KB, 960x644, 7b2m31wofk641[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6321080

I have a monster idea:
Cacodemon variant that can open its maw so wide it can "eat itself" and teleport to the left/right side of the players to block their path while they are strafing

>> No.6321083

I also understand that, thank you for the explanation. To be honest, I'm not a big fan of Assault Rifles compared to Shotguns so my knowledge is a bit limited there, which is why I ended up making the mag shorter than what it's supposed to be.

I'm not gonna change this design because i like it the way it is now, but I'll keep your explanation in mind for the future, thank you.

>> No.6321084 [DELETED] 

See >>6321068

>> No.6321085
File: 87 KB, 1680x1050, nearly there.png [View same] [iqdb] [saucenao] [google] [report]

It's said that the game gets better from this point, I can only hope it does. The last few maps were pretty good though so I'm optimistic.

>> No.6321087

At this point Rachael is probably running desperate damage control out of fear of Tormentor chimping out and nuking Realm667. Rachael's got plenty of experience with that, having the task of babysitting Graf during one of his many tantrums.

>> No.6321089

This reminds me of a duke nukem mod I played like 10 years ago before I knew about the modding scenes where duke goes on a magical adventure but it ran so poorly on my old celeron laptop. I wish I could remember the name of it.

>> No.6321095

Not WGRealms?

>> No.6321101 [DELETED] 

I'm so glad that HDoom and the Cyberdemoness exist because I can then fully indulge in my fantasy of fucking that big ass without feeling guilty

>> No.6321107

Is Nirvana the next one? I don't think Nirvana is well-regarded.

>> No.6321112


>> No.6321113

Oh hey thats it lol thanks.

>> No.6321116

So Hitler's mecha?

>> No.6321118 [DELETED] 

it's kinda funny how hardly different the hdoom cybie ass is from vanilla's. its pretty much just the cybie with an anime girl mask and bolt-ons

>> No.6321124

Does Romero have a soft spot for doom 1 over 2? That's the impression I got at least, since he remade two maps from E1 and then went to make SIGIL.

>> No.6321125 [DELETED] 

Pretty much just a guilt free method of letting Doom players vent out their cybie homoerotic fantasies

>> No.6321126

Basically. I wanted to mention that he should be in a similar suit, destroy it and there's a double chaingunner.

>> No.6321131

I suppose his higher involvement in the first game makes him see it as his baby more than the sequel.

>> No.6321134

>im a better person
jesus, weirdly arrogant for someone calling out arrogance. flat out
>circle jerk award
seems rude. looking at some of the last 2 years winners, a fair amount of them aren't part of any clique at all. many are complete outsiders, or nearly so...

anyways. what a idiot

>> No.6321136

It's pretty funny how she's completely failed to adapt to Discord showing up and enabling alternative communities to thrive. She still operates like it's 2010 and ZDoom forums is a place worth being, but everyone with a brain can be found somewhere else. "My way or the highway" stops being an effective means of rule when the highway leads to nicer places.

>> No.6321139
File: 164 KB, 777x960, 2214128-heretic_cover.jpg [View same] [iqdb] [saucenao] [google] [report]

I like music of Heretic more than Doom 1/2.
Also does anyone have full Heretic cover artwork image at good resolution and no text (except maybe the title) - picrelated is sadly cropped.

>> No.6321140

i think romero's commitment to doom 2 was more as a co-op playtester just dicking around and all his level design was moreso in service of that than anything else

>> No.6321143

zdoom forums is a nice hub for downloading. i'd hate to have to go discord-hopping just to find the mod i want

>> No.6321156

I've got this vague childhood memories about playing Duke Nukem. Except not the normal map set but some weird map.

It has a river that I think carries me and a teleporter somewhere around. Teleporter takes you underwater. The weird thing was that water surface seemed to be solid - either I would die from falling into water, or drown unable to get to the surface.

I don't remember where this came from. Anyone familiar with this sort of map and where it was from?

>> No.6321157

That makes sense. I wasn't aware he didn't have as much involvement in doom 2

>> No.6321171 [DELETED] 

The perfect combination.

>> No.6321182

caco/revenant avatars are 9 times out of 10 secondaries who have never touched UV

>> No.6321185

Don't you bring revenants into this!

>> No.6321197

Well, I just finished Nirvana. It was pretty fun, though I don't know if I skipped over the blue keycard by accident but I got into the teleport that lead to the exit without even finding it.

>> No.6321212

One of the greatest mysteries is whenever the fact that you can squeeze there is a feature.

That reminds me how long it actually was since I played original. I forgot so much about them.

>> No.6321235

I got a midi from VG music site that I'd like to use in my WAD, but the way crispy renders some tones rapes my ears. Is there any way to fix it without any musical skill whatsoever?

>> No.6321253

goddammit get this trash out of my inventory

>> No.6321278

>im trying to work my way up to nightmare on the hardest canon wad
I made some walk-throughs on how to achieve deathless runs on each of the original three episodes on Nightmare difficulty. Use the same routes, but save at the start of every level. I'd recommend you memorize the route by achieving a deathless UV run first, because memorizing the route is the most important thing, as enemies respawn randomly on NM
>E1 https://youtu.be/uRxzotZE738
>E2 https://youtu.be/q9C-PunGFx8
>E3 https://youtu.be/_6g6o9tZJL8

>> No.6321305

Just beat Barrels O' Fun, was actually more fun than I expected. Far less hellish too. Though now I'm faced with The Chasm, give me strength...

>> No.6321310

Godspeed, anon.

>> No.6321370

The retard DarkSydePhil made it through fucking Doom 2, so I don't think you need handholding.

>> No.6321378

How a MIDI sounds depends entirely on the soundfont being used, you can do nothing about that other than recommending people use x or y soundfont.

>> No.6321393
File: 16 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

btsx is NOT dreck

>> No.6321427

Hes overreacting, but he has a point. Dragonfly shouldve brought the accusations to tormentor privately before making it public. Because according to torm, it was an honest mistake and he apologizes. And dragonfly forgave him. But because he made it public, many people only know the initial story and will hate torm forever. Its like when the media implicates some schmuck in a crime, then months later he turns out to be completely innocent. Most people will only remember the headlines about him doing it.

>> No.6321435

Wasn't it brought up how they tried to discuss these issues in private before and he had just ignored them then?

>> No.6321446

sounds like a playing-a-game dream turning into a drowning nightmare

>> No.6321447

On what difficulty though?

>> No.6321450


>> No.6321459
File: 106 KB, 805x540, questioning_quakeman.png [View same] [iqdb] [saucenao] [google] [report]

Hey level guys

What do you do when you hit a wall? I'm making some levels for fun. I've got a handful of cool ideas for a few but they're mostly just pieces or general themes. I've mostly just been adding shit as I go and I don't really have any idea what to do in regards to general level flow.

I've mostly completed the first two maps and I'm pretty happy with them, but with the other ones I just don't know how I want the overall level to play out. The first two (particularly the second) were more or less happy accidents.

Apologies if I'm being unclear, I'm not entirely sure how to put it into words.

>> No.6321464

I keep what I have on ice until I either get more inspiration, or have a different map to add old parts to.

>> No.6321472
File: 473 KB, 1365x768, Screenshot_Doom_20200408_015221.png [View same] [iqdb] [saucenao] [google] [report]

Serious question now, very urgent and important, fate of entire humanity depends on it.

Why does every door has FLAT20 as ceiling flat? What is this representing? What's the historical significance?

>> No.6321481

they're a series of small resistance sensor pads so the door knows to go back up if it detects something in the way


>> No.6321482


>> No.6321483

No idea, but FLAT20 is comfy.

>> No.6321487

Probably because the tile pattern is small enough to fit into varying door sizes (8, 16, 32) and still look okay.

>> No.6321493

Alright, The Chasm was done, not as bad as I imagined actually. Would probably be more of a fan of it had it labeled its teleports, I was lost for a good while until I realised there was a teleporter on the platform with the corpse on it and I just never knew because it was an invisible one.

>> No.6321505

I just use crattop, it has no tiles.

>> No.6321509

Sliding doors could do that since always without any need for sensor pads. Try putting your arm between elevator doors, you'll see what I'm talking about.

I should probably make a dark version of FLAT20, to represent rubber padding.

>> No.6321528
File: 2.82 MB, 538x406, 2020-04-07 21-59-16.webm [View same] [iqdb] [saucenao] [google] [report]

What do you think about this half of the map? I feel there's room for improvement but not sure what. Beside texturing missing textures.

>> No.6321530

>it was an invisible one
IIRC the ceiling has the teleporter texture.

>> No.6321531

That'd be a pain in the ass as it'd require multiple states to jump from after firing and then coming down to an idle state, plus having it measure ammo would get weird too seeing as it burns up 5 cells a shot, if the ammo was fixed it'd be easier but then when a backpack comes into play you're getting into some serious bullshit.

>> No.6321546
File: 294 KB, 1365x768, Screenshot_Doom_20200408_021449.png [View same] [iqdb] [saucenao] [google] [report]

My doors have verisimilitude now! I'll do anything not to work on my MAP05

>> No.6321551

What's with your MAP05 that you don't want to work on it?

>> No.6321561

The map is a little visually boring compared to your first two maps. Starting room and the white room area are very bland. Door at 0:28 is not needed. Blue key room seems extremely small, what enemies will be in there?

>> No.6321574

I see. I am planning to improve on some of the wall decorum at least.

Originally I wanted this whole area to have nothing but zombies (The premise was that half of map is techy zombieland and half a demon fortress, but that's kinda stupid. By blue key room you mean the place where key is picked up?

Probably zombies, paired with revernants on the balcony whom you might want to fight now or return to later.

>> No.6321583

I don't know. I have the theme, the gimmick, even boss encounter for the end, but I'm not sure how to execute it. So far I've been throwing rooms at the wall hoping something would stick.

>> No.6321591

Bloodfalls is done, was kind of hard but not too difficult, pretty fun and straight forward, I dig it. 3 more maps now I think. IoS is MAP30 if I recall.

>> No.6321641
File: 156 KB, 736x1085, 7b06dafa54a946f296fdc60cb43db2cc.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking based and Red Keycarded, thanks for this

>> No.6321643
File: 15 KB, 600x375, 1515009151803.jpg [View same] [iqdb] [saucenao] [google] [report]

>honest mistake

>> No.6321648
File: 2 KB, 24x128, 1585397894728.png [View same] [iqdb] [saucenao] [google] [report]

Post your texturefu.

>> No.6321656


>> No.6321682 [SPOILER] 
File: 18 KB, 128x128, 1586289543018.gif [View same] [iqdb] [saucenao] [google] [report]

The one and only.

>> No.6321708
File: 2 KB, 64x64, FLAT14.png [View same] [iqdb] [saucenao] [google] [report]

is it okay to be flat

>> No.6321710
File: 115 KB, 1680x1050, Fuck.png [View same] [iqdb] [saucenao] [google] [report]

The last 3 levels have all been fucking great. Good to see the game picked up in its final third. I'm at the IoS now, hopefully it doesn't spawn 40 fucking Archvilles or Pain Elementals.

>> No.6321717

The Living End is definitely my favorite map in the game. It would be supremely unlikely for you to get a million billion archies btw

>> No.6321718


>> No.6321721

i like it because it can easily make most rooms feel cleaner or warmer or high-tech
mix in the uac logo to emphasize that last one

>> No.6321728


>> No.6321731

For me to get off my goddamn keister and get back to work on my project.

>> No.6321738

Doom can not be adapted even close to faithfully, so why bother.

>> No.6321742

>That'd be a pain in the ass
I thought as much, still I like the idea. But the thing is cool enough anyway.

>> No.6321745
File: 115 KB, 1680x1050, it is done.png [View same] [iqdb] [saucenao] [google] [report]

It's a great map, even if I just ran by the Cyberdemon at the end because I didn't want to waste time in getting to the IoS. But yeah, a million archies is very improbable but it could've happened, luckily I didn't get any and was able to beat the boss on my second reload once I realised how the elevator worked.

Also, to the anon who said that I'd get burned out on MAP13 and would come to say "I told ya so.", unfortunately I'm getting the last laugh on this one.

>> No.6321762

Doom 2 gets some flak for its levels, and to a point it's justified, there's a few which I think are really weak, and they're typically neck in neck, but other than those, I think it ranges from decent to good, with a lot of good ones.

>> No.6321773

Yeah, personally for Doom 2 imo the levels OVERALL are weaker than Doom 1 but when Doom 2 has a good level the level is REALLY good. Overall if I'm gonna replay either of them it'd probably be Doom 2 just because I think the SSG is great, but I will probably spend most of my time playing custom WADs. Tackling Sigil seems like a nightmare now because fighting Cacodemons or Barrons with the standard shotgun was and is still a pain. I doubt I'll play Plutonia or anything, at least until I play some custom WADs and get better at the game. It seems too annoying and difficult for me, even though I love difficulty I like the difficulty to be fair.

>> No.6321794

>I doubt I'll play Plutonia or anything, at least until I play some custom WADs and get better at the game.
I feel like this should be the other way around

>> No.6321806

Well, I'd imagine that there are custom WADs on or around the same level as Doom 2 in terms of difficulty, right?

>> No.6321825

do scythe next. or sigil. do the first two episodes of scythe on UV, and for the third, switch to HMP. read scythe.txt, the text file that comes with scythe, for more info. scythe and scythe 2 are definitely in my top 5 favorites; i wish i could play them for the first time again. don't be fooled by scythe map 01, the maps keep getting harder and harder, and scythe is known for having shorter-than-average maps. use the crispy doom source port for this WAD if you havent tried it already

>> No.6321836

i dunno if you saw this already,
> https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/
some other anon posted it.

i still saw go for scythe next. if you can't beat the end-game maps, just watch a speedrun and they will show u how its done

>> No.6321853

Why not recommend him to try that magnum opus known as 300 minutes of /vr/?

>> No.6321860

Thanks for the recommendation anon, I'll check it out. Though I've mostly been playing the previous games on HMP. (Episode 3 of Doom 1 was my only exception to that, which I did play on UV. The rest were HMP though) So I don't know if starting on UV for it is right but I'll see.
>use the crispy doom source port for this WAD if you havent tried it already
I looked up Crispy Doom, it seems interesting but I already have some vanilla stuff for GZDoom (vanilla essence mainly) along with just QOL stuff like Smooth Doom and the Roland synth soundtracks so I don't know if I'd want to switch now when I've gotten acquinted with GZDoom.
Oh yeah, I've seen that. I didn't really have much chance to try out any of the WADs it recommended though as I hadn't finished Doom 2 yet.

>> No.6321885

How many Doom 2016 weapon mods do we have?
I know Argent, D4D, D4T, D4Vanilla and Zion. Is there more?

>> No.6321893


>> No.6321897


>> No.6321904

How long till doom eternal mods, how much gameplay can be ported over? The meat hook? The wall climbing? The dash?

>> No.6321921

doom 2's reputation is a goo arguement of how doom's gameplay (specially combat) relies on level design
it has the potential if being better than doom 1 but the level themselves are an obstacle for that idea, so more people see it as a base for megawads
also, when people complain about sandy's levels being ugly, i don't mind some occasional misaligned textures or randomly chosen textures because i personally interpret that as hell fucking up reality
the real uglyness to me is when there's so much brown and grey

>> No.6321927

might as well require a complete update for gzdoom, considering its features

>> No.6321942
File: 130 KB, 713x272, file.png [View same] [iqdb] [saucenao] [google] [report]

It's a real abstract kind of pain

>> No.6321964

what mod?

>> No.6321968

Eternal DOOM IV

>> No.6321973

u can use the FLAC music pack with crispy doom as well, but scythe has a lot of custom midis. i can't remember if it's mostly custom or mostly original doom midis. i mainly want you to try crispy for its 640x400 resolution. when crispy doom first was updated with widescreen rendering option i was all over that, but now i actually prefer playing classic megawads with the original 4:3 aspect ratio if i'm going the retro route

>> No.6321980

Im aware of that i just wasnt sure which one would kick my nuts in more

Yeah Ill keep note of that, i know NM is a different pace altogether. I had a bad habit before of wandering around aimlessly so ill keep the routes in mind

>> No.6321984

how many custom enemies does that have?

>> No.6322010

So if I'm making a TC for GZDoom, and don't want it squash my pixels, how can I prevent it? If I force a 4:3 aspect ration will that make square shapes actually square in game?

>> No.6322032


Doom EXP already has about half those things.

>> No.6322035


>> No.6322057

Embers of Armageddon just got it’s public release a day or so ago, it’s apparently being touted as “the most accurate Doom 4 mod”

>> No.6322059
File: 169 KB, 816x639, bridge.png [View same] [iqdb] [saucenao] [google] [report]

This doodad looks really dumb and I can't even figure out if it's misaligned.

>> No.6322070

look at "pixelratio", and I'm not sure if this would go in the gameinfo block or if you'd need to put in a defaultmap block

>> No.6322103

I wanna play Q3 (and/or mods) multiplayer. How hopeless am I in finding players?

>> No.6322112
File: 494 KB, 1024x768, huh.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6322135
File: 391 KB, 1511x2048, crushhissy.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6322153
File: 58 KB, 347x415, 1562644900559.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6322158

And this is?

>> No.6322162

Wolfendoom Redux

>> No.6322165

have you ever into modding?

>> No.6322183

why did dog blue

>> No.6322194

Because he da ba dee da ba doo

>> No.6322204

And all done halfassedly and kinda shit.

>> No.6322205

It's not that bad, the problem is just the repeating texture. Guess you need to make a new sector and pull down a ceiling to better control the textures.

>> No.6322216

Hook was already done by several mods as separate thing for a while, but its usually a minimod or some shit since it breaks maps hard.
Just limit it to only hookup to monsters and make player weightless while it reels in and that's it. You got it.

Wall grab was done by several mods as well, latest big one being Booster mod by Term. Implementing a check for a wall texture (with linetrace) would restrict it only to special grabbable textures, and adding climbingup/down/sideways wouldn't be difficult.

Dash has been done by various mods already, and is the easiest thing to do.

>> No.6322223


I just downloaded and was dabbing with it. The Super Gore Nest runs like shit on my toaster, which is a shame, but expected. Tomorrow I will run a couple more tests since I just played Eviternity Chap 1 Mission 1 to get a feeling.

>> No.6322227

What about breakpoints?

>> No.6322229

Why were you dabbing?

>> No.6322232

You mean wall texture? It doesn't really repeat, but I moved borders around so it doesn't get cut in weird places.

>> No.6322235

Doom EXP is also a directionless mess.

>> No.6322240

what breakpoints?

>> No.6322243

So, now that I've beaten Doom 1 and 2 and am probably gonna stick to mostly custom WADs, can I be a little less arse-ended about my dedicated to "vanilla" now? Frankly there are some times I wish I could've used mouselook. (looking at you, anytime i've accidentally hit a fucking wall and nearly killed myself when using the rpg instead of hitting my target because the autoaim decided i was two pixels off)

>> No.6322254

I don't blame you for missing freelook. I still play with it on sometimes because I grew up with early 3D FPSes like RtCW that have it as a feature. It took me a long time to unlearn reliance on it. I still don't trust the autoaim, but its restrictions are an integral part of Doom mapping, so it feels cheap to play without it. See Plutonia MAP15 for an example. Chaingunners are placed in such a way that you cannot hit them with the autoaim unless you step onto a hurt floor.

>> No.6322256

He means breakpoints as in the weak spots certain demons have.
From my non-modder perspective, it would probably be doable, but incredibly time-consuming to implement. It'd probably function like a fancy headshot, where shooting a certain part of a demon would disable its weapon, but then you'd have to make an entire new spritesheet for each damage variation, and no sane person would take that on.

>> No.6322259

you have to forego your heathen sourceport ways and play only vanilla
on DOSBox.

>> No.6322263

hitbox implementation already exists.
and its relatively easy to do
hardest part is that someone would have to draw all those variation sprites

>> No.6322264

Yeah, I was thinking that some maps would be a bit easier with mouselook. It seems people usually use it when playing casually, so I don't know. Though, I assume most custom WADs would be designed with standard autoaim in mind

Oh, right, I forgot to ask this when I originally beat the game, but are the Master Levels for Doom 2 worth playing? I forgot I had them honestly.

>> No.6322268

No idea, but I'm down to play Quake 3. I've very little experience in it though.

>> No.6322290
File: 1.38 MB, 550x550, cacocry.gif [View same] [iqdb] [saucenao] [google] [report]

Don't crush hissy :(

>> No.6322294

Design around the gimmick. Develop encounters that let the player employ the mechanic in different ways.

>> No.6322298

Super helpful. Thanks, anon, will play around with it.

>> No.6322306
File: 19 KB, 551x491, r667 backup.png [View same] [iqdb] [saucenao] [google] [report]


I'm mirroring realm667 at the moment for this very reason. I've got the repo mirrored which is the main thing but I'm pulling the whole site for the sake of archiving everything.

>> No.6322318

Is area where you need to jump over a barrier from an orthogonal doorframe a good secret? It's not hard, but doesn't seem very obvious.

>> No.6322325

Maybe send a pic to better describe how it'd look in actual gameplay? It seems like a good idea but it depends on your implementation obviously.

>> No.6322336
File: 178 KB, 816x639, super secret area.png [View same] [iqdb] [saucenao] [google] [report]

I've been decorating a room (Decided to turn it into weird hell rock storage) and noticed that I created an enclosed area behind the computer. Was wondering if I should add something there and mark as a secret.

>> No.6322356

Sure, seems ample for a secret, if I were you I'd try and maybe merge the computer and that power cell looking thing together to look more natural. Then maybe make it a switch operated secret or a teleporter one. Also:
>weird hell rock storage
This sounds really fucking cool and I dig it anon.

>> No.6322385

What's the proper way to play Master Levels of Doom 2 on ZDl for instance? Just load up the individual wad each time or? I've heard of people combining them all together but the balancing might be destroyed as the wads are meant to be all pistol started instead of weapons carrying over.

>> No.6322398

Playing them each as their own thing is better.
If you want to do continuous, I think Final Doom on PSX has some of them strung into an episode, you could use that as reference.

>> No.6322408

I think the app that combines them has several configs, if I'm remembering currently the PSX configuration was among them.

>> No.6322435
File: 90 KB, 858x400, soul atmosphere good design.jpg [View same] [iqdb] [saucenao] [google] [report]

>e2m2 is, by far, the best official map from Doom.

It does the best job of selling all of Doom's unique aesthetic and gameplay components in one package. It's exploratory, it's tense, the combat is fun and provides multiple options, there's a dungeon-crawling element while still remaining compact, it shows off the chaotic transition from a "grounded" base environment into Doom's unique interpretation of Hell, enemy placement is well-considered, etc. It's got it all, and yet it surprisingly coheres.
It have some nice exploratory nature, abstract semi-realism, little gimmicks and varied environments to keep the journey interesting, lots of free roaming enemies while the overall difficulty stays low, and you can choose whether to fight the monsters with conventional weapons or a berserk fist.
E2M2 is abstract in the way the best Doom levels are, but it has a fully realized sense of place. it actually feels like a functioning base of some kind of while also being an engaging experience that introduce strange elements into the mix - no small feat. the whole idea of a base overtaken by otherworldly and hellish elements is felt strongly the map - no ingame storytelling is needed. so many ideas are contained in what might initially seem to be a flat and boxy layout. it's like the level tells an entire story as you go through it (another thing you can feel very much in particular with episode 2 map 4 of Doom 1). it also feels labyrinthine but in a way that is exciting and interesting to unpack, and not as complicated as it might look. the fact that the crate maze is a central feature of the level but you can largely bypass it because the map points you to the critical path by the berserk pak is also really brilliant. i'm glad this map, and Tom Hall as a designer, is finally getting the love it deserves from the Doom community.
What do you guys think?

>> No.6322440

I love it too, but hasn't it been a common opinion for many years that E2M2 is a really good map?

>> No.6322449

I like E2M2, though I feel it's a bit labyrinthy at times. However that's just my personal taste, I prefer more fast paced, action-orientated maps, rather than a more exploration-orientated map with emphasis on finding keys and such.

>> No.6322457

One of the best if not the best, sure

>> No.6322476
File: 52 KB, 640x400, 6308664704.gif [View same] [iqdb] [saucenao] [google] [report]

Unholy Cathedral is the most underrated stage from OG, that stage was tense, atmospheric, literally profane, not so hard but challenging and had some nice teleport puzzle in the courtyard.

>> No.6322483

Okay so I compiled the MLoD2 into one wad using the PSN Doom map order. How the hell am I supposed to pistol start this? IDCLEV doesn't appear to be working, either that or I'm autistic and doing it wrong. For example I've been trying to pistol start Canyon, so I've tried typing in "IDCLEV Canyon" to no avail, same with "IDCLEV Canyon - Canyon" and "IDCLEV E2M2" (the MLs are considered a seperate episode when using the wad), I think I'm just dumb.

>> No.6322485

Atmosphere power ranking:

1-Chapter 2 (By far)
2-Chapter 3 (thanks especially for e3m7)
4-Chapter 1
5-Chapter 4

>> No.6322503

Based. Make a torrent or something for it so we can preserve it.

>> No.6322504

> can I be a little less arse-ended about my dedicated to "vanilla" now?
If you wanna try something really good looking play Eviternity on HMP. Use hardware rendering in video mode, and in display options use Standard Lighting, Fog Off

Anon delivers

E2M2 was always my favorite, even before it was cool to say so

You can't IDCLEV Master Levels, AFAIK. When you get to a new level, delete your save and die and you will start over with just a pistol

episode 1 best episode

>> No.6322509

Oh and you might not be able to use Smooth Doom on Eviternity because of its new monsters but I haven't tried it

>> No.6322513

>When you get to a new level, delete your save and die and you will start over with just a pistol
Thanks anon, I wish there was a GZDoom setting or just a wad that forcefully made you pistol start each map so you didn't have to deal with IDCLEV at all even for standard maps.

>> No.6322515

>episode 1 best chapter
I agree, but in the atmosphere department chapter 2 is better

>> No.6322521
File: 28 KB, 832x1258, E2M6_map.png [View same] [iqdb] [saucenao] [google] [report]

I'm currently playing through E2 and so far this is, together with E2M6, my favorite map.

>> No.6322524

OP here, I should probably clarify that Sprite Furniture isn't bad, I just think Sector Furniture is more pleasing.
I had thought of making a "This one sparks joy/This one does not spark joy" meme, but I thought a few scrubs would shit on it for being "too reddity".

>> No.6322534

E2M6 is another of my favorites, together with E2M2 and E2M7, it's why I think The Shores Of Hell is actually the strongest part of the original game.

>> No.6322540


>> No.6322552
File: 14 KB, 775x775, d2_cacobaron.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, I'll be making a torrent and chucking it on my gdrive that's got the retrofps and shovelware in the op.

I'm gonna look at making a lite version too with just the repo in case people don't wanna download everything.

>> No.6322561
File: 954 KB, 2560x1440, ballsofsteel.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, I'll be making a torrent and chucking it on my gdrive that's got the retrofps and shovelware in the op.

I'm gonna look at making a lite version too with just the repo in case people don't wanna download everything

>> No.6322569
File: 1.54 MB, 1920x1080, crispE2.png [View same] [iqdb] [saucenao] [google] [report]

On Nightmare difficulty, that map is... a nightmare.
> https://youtu.be/TyCJPTKvGsk?t=825
Here is the craziest run I've ever had on that map. In retrospect, I probably could have gone for the blue key then exit instead of going for the berserk to heal.

>> No.6322570

Recently I saw that bitch tell someone to literally go fuck themselves because they were excited about a map and wanted more. They were simply being enthusiastic. /baka at power hungry abusive assholes.

>> No.6322584 [DELETED] 

i love anonymous chinese cartoon image boards; if i were to call cyberdemon531 a mentally-ill tranny faggot on doomworld i'd get banned. god, i hate fags and fag-enablers.

>> No.6322624

I wasn't enjoying the thought of going into E2, since I was enjoying E1 so much. But now I went through E2 in two days, one or two maps left, and I'm drooling.
Probably gonna replay this episode after finishing. I'm pretty inspired to make some maps on my own too, but never learned or did anything of that kind.

I'm playing Brutal Doom and the labyrinth area in the South is all dark, had me on the edge in a way I only know from S.T.A.L.K.E.R.: SoC.
This difficulty level I'm playing on has plenty monsters but with their damage greatly reduced, kind of a fun run, it can still get pretty tough though.
How come the monsters get blocked at that door? Is that some regular bug?

>> No.6322770

Don't tell me that's drawn by that Eyeshield 21 guy.

>> No.6322783

I make maps until I collapse when I have the time. I don't have any plans or ends so I let the technical limitations tell me to stop.

>> No.6322848

Well said.

>> No.6322880

Fuck off!

>> No.6322890

He would NEVER do this.

>> No.6323032

Not enough windows and no zombies.
E1M7 is superior.

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