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6334259 No.6334259 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6329393

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.6334262

=== NEWS ===

[4-12] Anon shares new map, looking for feedback

[4-11] Doom 4 Vanilla 3.1 released + MS-DOS Edition

[4-9] Anon mirrors Realm667 website

[4-9] Sunder Map19 released

[4-9] National Videogame Museum 1:1 recreation in Doom

[4-8] Anon map release, The Burning Wall

[4-8] Space Hunter updated to v1.2

[4-7] New Doom 64 map, Wretched

[4-5] Raze 0.5.1 with all supported games. >>6314586

[4-5] Cerberon Plaguemaker, a new Quake 2 singleplayer map is here

[4-5] Doom 4 Vanilla 3.0 was released with Back to Saturn X compatibility

[4-5] Dark Forces DeHacker updated to v1.1 with a lot of improvements:

[4-5] Anon releases shitty Heretic mod:

[4-4] Anon map releases:
Bad Reception: https://mega.nz/file/q4ZAHaLQ#M2kgSDjJ3q54YSpt2G7NsT2d0v3QOPkzwQq0oANJJv4
The Chamber: https://ufile.io/fwgwf4dm
Borrowed Time: https://mega.nz/file/jpIS0YIa#aLbtJC4kKzy5YYLP-04u_UUC_cMHq9INB3rK7c2vcGI

[4-3] Doosk Heretic Update:

[4-2] Nash is developing a Universal Glory Kill mod

=== PREVIOUS ===



>> No.6334275

wand starts are cool

>> No.6334313
File: 120 KB, 466x486, caco is disgusted.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing Eviternity
>Fun run & gun gameplay, good music, great new textures
>This is pretty good
>There's a gazebo in the middle of a huge arena
>Get it? Cause Insane_gazebo made Sunder rofl :D :D XD
>Teleporting cybies, imps, pinkies and mancs
>Everything inflighting with a cacoswarm

Slaughtershitters really do ruin everything they touch, don't they?

>> No.6334315

I found em in the NTMAI discord, the guy seems to be using them for a personal mod though, not NTMAI.

>> No.6334316

How many maps are like this in Eviternity? I like slaughter in moderation.

>> No.6334319

get hype, it gets worse

>> No.6334321

>vertical aim and jumping
>"game elements that were removed for no reason"
wow these guys are completely clueless

>> No.6334323
File: 95 KB, 960x540, 1585609088923.jpg [View same] [iqdb] [saucenao] [google] [report]

Build engine was cursed. Look at the fate of franchises that used it:
Sexist dude - got a shit sequel.
Edgy dude - got a shit sequel.
Racist dude - got a meh reboot, then a shit sequel.

>> No.6334328

What's an example of a good use of slaughter maps?

>> No.6334334

I get the other two, but who's the edgy dude?

>> No.6334336

I never played the shadow warrior reboot, but I thought it was well regarded?

>> No.6334337

Is Shadow Warrior 2 bad?

>> No.6334341


>> No.6334342


>> No.6334345

Ah, I see. Then sooooo much true about the shit sequel...

>> No.6334352

Doom Builder X or Ultimate Doom Builder?

>> No.6334354

Come on, anything is better than the original "game". The only reason people even tried it is because it was made by 3DR and used Build.

Otherwise it was a massive heap of shit. Even just thinking about it makes me cringe...

>> No.6334356

No idea, I dropped it two maps later to play Lost Civilization. It was getting too much of a chore.

>> No.6334359
File: 203 KB, 1600x1050, 1556196634144.jpg [View same] [iqdb] [saucenao] [google] [report]

Happy Easter, /vr/

>> No.6334368

IIRC anotak stopped work on DBX to work on another editor, if you go with it you'll be stuck with a bunch of unfixed crash bugs.

>> No.6334369

It's even worse. Guns are shit. Gameplay mechanics are shit. Unnecessary RPG elements. Levels are procedurally generated - which means they made four levels, cut them into pieces and randomly reassembled, trying to pass them off as forty levels. Plot is retarded. You are stuck with annoying female character who never stops bitching in your had. Game is horribly optimized. And a cherry on a shit pile - if you have gamepad plugged in, all the button prompts will be for the gamepad. IN A FUCKING PC SHOOTER. Even the fucking Bayonetta, a port of console game from console genre made by people who don't care for PC, even that game made it right. I've got this game for free on GOG, and I still feel ripped off. It's not even fun to play in co-op, and pretty much anything is fun to play in co-op.

>> No.6334371

>in your had.
in your head.

>> No.6334375

It's the modern megawad's curse. Mappers don't know how to challenge players further through regular gameplay after 15 to 20 maps, so they resort to slaughter.

>> No.6334379
File: 2.93 MB, 640x480, coop.webm [View same] [iqdb] [saucenao] [google] [report]

Where can I download the Exhumed / Powerslave soundtrack for the DOS version to play with BuildGDX?
I'm also starting Blood for the first time (also BuildGDX). Should I keep the auto aim on? Does it make the game harder or easier?

>> No.6334387

I remember that it got some really mixed opinions,at first people loved it then it turned out to be really mediocre.
Plus Lo Wang is awful,you thought that the jokes in OG Shadow Warrior about his dick were too much,well here it feels like it was written by a 15 year old.
That's a shame because I liked the reboot in 2013.

I really disagree,I think SW is fun but is by far the worst of the trilogy. The OST is forgettable and is arguably more difficult than Blood but for the wrong reasons.

>> No.6334406

>I think SW is fun
About as fun as dragging your dick on sandpaper.

>shit protagonist
>shit story
>shit level design
>shit weapons
>shit everything

>> No.6334409

Fuck you, weapons were great in it. Explosive weapons, at least, but that's what you are using most of the time anyway.

>> No.6334414

No wonder you like it...

>> No.6334423
File: 177 KB, 850x1200, EUpEIlFWsAAC96m.jpg [View same] [iqdb] [saucenao] [google] [report]

happy easter you fucks, go celebrate our lord's resurrection with your family, or maybe just stuff yourself with chocolate eggs that have nothing to do with it as far as Im aware at least

or maybe just jack it to rabbit girl porn, I dunno

>> No.6334424

Well, duh, I like it, that's why I'm so buttmad at reboots.

>> No.6334435

Motherfucker I am not going to celebrate shit I don't want the coof

>> No.6334438

Just order some chocolate eggs or something.

>> No.6334446

Oh I got candy. And weed. And lots of wads. So I'm set.

>> No.6334447
File: 158 KB, 917x1280, jud.jpg [View same] [iqdb] [saucenao] [google] [report]

you won't get the coof if you masturbate alone in your room!

or just order some chocolate like that anon said or something

>> No.6334458

Why does Doomslayer have a boob?

>> No.6334463
File: 777 KB, 840x1959, 4fa7effa113d2e06d0436cdcedafa5a1.png [View same] [iqdb] [saucenao] [google] [report]

yeah whats the point of the red dots on sentinel armor? even the marauder has one

>> No.6334470

Iron Man-esque power core for the armor

>> No.6334494

So with me getting Doom Launcher I've been playing some Doom 1.
>Episode 1: Done Twice, one single segment and the other pistol-start (literally just after finishing)
>Episode 2: Pistol Start
>Episode 3: Pistol Start
>All on UV
I'm kinda worried about Episode 4 because of the huge difficulty spike that comes with it, any tips for PS Episode 4 anons?

>> No.6334498

Okay to be completely fair, they presumably mean removed from Doom 64 EX, not the original game, which is kinda fair considering the port is built from EX.

>> No.6334504

You might not want to find all the secrets on E4M1.

>> No.6334508

Only E4M1, E4M2 and E4M6 are noticeably harder, you should be fine on the other maps. E4M2 will be definitely the worst, at least it's somewhat short.

>> No.6334513
File: 172 KB, 1176x664, nobitsura kage 1.jpg [View same] [iqdb] [saucenao] [google] [report]

They weren't sexist or racist, you fucking stupid faggot.

Opinions are mixed, and it's not perfect, but I think that the things it did well, it actually did really well. It actually has a lot of things in common with Doom 4, both good and bad. The gunplay isn't all that hot, but the swordplay and spellcasting feels pretty fun and I enjoyed it VERY much.
Shadow Warrior 2 did a few things better that the reboot didn't do too great (such as gunplay, to be really honest), and improved on some of the already good things, but I think mostly, everything the reboot did ok or well, the sequel did much, MUCH worse.

The enemy roster in the reboot isn't flawless, but every one of them have a different role and behavior, meanwhile in the sequel, they are MASSIVELY dumbed down, mostly all doing the same things as each other, presenting faux variety by just making a couple of skin sets for each. Challenge relies a lot on matching damage type to resistance, if it was just a smaller facet it wouldn't be so bad, but it's hard to pick up on what enemies are resistant and weak against, and it's one of the biggest elements of the game's challenge, which obviously isn't very good. A lot of it hangs on how the sequel was turned into a lootershooter, like a cutrate Borderlands knockoff (I don't like Borderlands much to begin with), which is something I don't think the game needed at all.
Unlike the reboot, the sequel allows you to use the same tactics for 99% of enemies.

The level design is arguably the worst crime, because there's about 50-60 hours of gameplay if you go through the effort of doing all the missions, but there's like maybe actually less than 10 different levels in the game, recycled over and over and over, with extremely little changes (and with obvious bugs and errors repeating). It's *incredibly* boring, it kills any and all exploration, and it's obviously a huge part of why encounters aren't very good (the other being the shitty enemies).

>> No.6334516

Oh yeah, the NIN death trap, I pray for the UV-Max runners who have to deal with that slog lol.
I don't recall E4M6 being that hard but I played Episode 4 a while ago so maybe I'm just retarded.

>> No.6334521

What >>6334508 said, the hardest maps are short, so just learn their layouts.

>> No.6334525

>sexist or racist
They were, and that's why we like them.

>> No.6334528

While I dont mind it terribly, i was a bit disappointed that they just when with the cliche of "heaven is evil too" am I alone?

>> No.6334538

I'm going through E4M1, is it me or does the get the Red Key from hugging the wall trick not work anymore? Maybe I'm just bad at doing it.

>> No.6334540

I found it a bit annoying too, I always liked the idea of Doomguy being Earth's guardian angel. Way to prove the 90's fearmongers right, too.

>> No.6334554

They're not sexist or racist, and you're a complete idiot if you think they are.

>> No.6334560

It's just become a cliche "subversion" it always felt more novel for Doom to have heaven be legit, so it feels kinda... lame to just run the common modern take, I semi headcanon that Urdak was only one segment of a larger heaven, just the one most actively meddling.

>> No.6334563

BuildGDX designer actually has the ost available for download on his website. Check it out.

>> No.6334564

Isn't Father VEGA or something? I guess that sort of makes heaven good, kinda?

>> No.6334570

I liked it when it was just hell and humanity. Filling too many blanks in a setting leaves no room for the imagination.

>> No.6334573
File: 219 KB, 315x404, 089.png [View same] [iqdb] [saucenao] [google] [report]

Of all the major Build Engine games that were developed, the games and game franchises that used it sure got screwed over. The exception being Redneck Rampage, which got a sequel about a year later in the form of Redneck Rampage Rides Again. While definitely no 8 or 9 out of 10, it did introduce new enemies, weapons, and other characters. Exhumed and WW2GI were put to rest without sequels, and its probably for the best.

>> No.6334584

redneck rampage is utter garbage though

>> No.6334586

I'm going to report the map I made recently. Because the last thread died. https://mega.nz/file/eoJGGYYI#uho2BPhe-PTzfMDipyVzUlS2NEz_1OMqeM1WBRJiWUc

I could use some testing and advice on difficulty. Crispy doom runs it fine, Zandorum apparently has a different idea about collision so do not use that. I'll fix this issue in the final version. Same with textures I forgot to align.

>> No.6334587

I finished Ion Fury on Ultra Violence. Great game really enjoyed it.

>> No.6334591

Suit yourself.

>> No.6334592

I will play it right now on GLBoom+ anon. Will report back soon

>> No.6334601

Haven't played Doom Eternal but I didn't get it partially because I could see that shit coming a mile away. Maybe they handled it better than I anticipated but that stuff is always really lame to me.
Again, I haven't played the game, but if they're just ayy lmaos with an angel/knight aesthetic than I wouldn't be super annoyed. I always just sort of headcannoned that the "demons" were just aliens given how they have physical forms, you can kill them, etc.

>> No.6334603

The Maykrs are more like sufficiently advanced aliens than angels. People just see them as the latter. I'm a Christfag myself and loved the avenging angel angle of Doom 2016 but I wasn't offended by Eternal at all.

>> No.6334616

SW '13 is okay, but again its more of Painkiller-esque locked-into-arena-until-you-kill-all -> proceed to next arena, fun for one playthrough, but not much else.

SW2 is shit on so many levels. Melee and chainsaws are only good thing that came out of it.
1) Whole thing is 95% procedurally generated, and the geneerator is shit. The tiles are enormous so you see same places all the damn time, with "secrets" and monsters in exact same positions.
2) There's only 3 tilesets, and one (Zilla City) is atrocious garbage in all aspects, second (rural city) is buggy as fuck, and only one out of 3 (nature/village) is any good.
3) The worst thing about enemies - on higher difficulties/levels they gain absolutely random resist/immunes that don't correlate to monster type at all. And they can have as many as 8 of those all represented not through icons, but through text with color coding representing element but not what degree (resist/immune/vilnerable) it is, so you have to read it all for every enemy to do damage. And a dozen visually identical enemies in the group may all have different immunities/vulnerabilities.
At that point combat becomes an unfun shitshow.
4) The looter-shooter aspect is botched horribly due to numerous factors I won't go over.
Overall SW2 is okay on easier difficulty if you skip over all side missions that involve Zilla City.

>> No.6334618

wtf is an easter? is that some weeb shit or what?

>> No.6334623

Okay, progress report. I beat E4M1+2, then I went to E4M9 and have given up for the time being as I need a break from being frustrated.

>> No.6334636

I haven't played SW13 but I have played SW2 since GOG gave it away. I had a good time with caveats.

First, the random generation is extremely subtle. I didn't run into bugs, but if I didn't know going in, I would have sworn whole areas were being reused.

Second, higher difficulties are not fun. After I beat the game on normal I wanted more so I boosted it up a level. Not fun dealing with all the resistances.

Third, it didn't run well on my system at the time. I got a new GPU for Doom Eternal so this might be worth revisiting.

Upsides: I like the gunplay and melee combat on normal. From someone that hates Borderlands, SW2 strikes a decent balance between weapons being strong and giving you an impetus to go after new stuff. Boss fights are good too.

You're through the worst part for now. M6 is also painful because John Romero is a sadist but the rest is easy.

>> No.6334637

Just played through it twice to see which path was better. I definitely like that the blue keycard path is in cramped spacing where you have to rely on peaking and infighting and the red skull path is a wide open area where you have to dodge projectiles. That being said, I didn't like the arch-vile at the end of the blue keycard room because he doesn't have much of an oprotunity to revive anyone and cause much of an obstacle. If there needs to be a bullet sponge in the way to keep you distracted from the switch I would probably put a hell knight or a baron since you would have the super shotgun at that point. Then flipping the switch could have the arch-vile come out of a sector on the OTHER side of the room (since there's likely going to be more bodies there anyway)

>> No.6334641

I can always make Archie start alert, though I don't think I need that. You are talking about switch that lowers the consoles? It's not really meant to be mandatory, I simply added it for easier backtracking.

I'm not really sure I really want an arch-vile so I might just trade him for baron or somesuch.

>> No.6334648

>I would have sworn whole areas were being reused
They pretty much are, for what it matters.
There's only a few tilesets, there's only a few big chunks per tilesets, and there's only a few ways they combine, so it's practically like there's less than 10 levels in the game recycled repeatedly. You will see all the locales the game has to offer after an afternoon of playing the game.

>> No.6334661
File: 154 KB, 1138x724, tiny scroll bar.png [View same] [iqdb] [saucenao] [google] [report]

Ah but I won't be frankenspriting stuff in TEXTURES again, anon.
Does animating with TEXTURES count though? I've got about 700 frames for the Tech Monk alone in this coming update.

>> No.6334668
File: 4 KB, 371x149, Capture.png [View same] [iqdb] [saucenao] [google] [report]

How the hell do I trouble shoot this shit?

I started this wad with Doombuilder ages ago and can't remember how i had it set up.

>> No.6334702

I wasnt offended either just... disappointed that they followed the same fad

>> No.6334704

are the makyr really "heaven"? they seem more like just some weird alien civ with heaven-like aesthetics

>> No.6334717

The implication is that they were the chicken, the stories of god, heaven and Angel's are the egg they layed, and that they've put similar Faith's all over the universe.

But, Doomguy came from a different one. If hell was truely large enough to spit him into a new universe, surely the actual heaven would be similarly omniversal

>> No.6334771

Doom Builder 2 has no problem loading missing textures & missing decorate monsters. What is the file that is so essential that it cannot load the entire map?

>> No.6334773


MuderDrive Got an Update mostly on the audio department.

>> No.6334778

It's probably an Ultimate Doom Builder thing, same happened to me when I forgot to load a resource pack for an old map.

>> No.6334782

sounds gay, guess I'm sticking with the old one after finishing my newest map.

>> No.6334794

Got the first free Ion Storm code from 3D Realms twitter. Couldn't get Wrath though.

>> No.6334805
File: 404 KB, 1920x1080, 2020-04-12-153531_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Hey, I'm back, sorry I got distracted. Just finished your map in UV, with GLBoom+ on -complevel 2.

I enjoyed it, but depending on your vision, I think it was a little on the easy side, I didn't die once. I would bring up two criticisms:

>The room where you're ambushed from both sides (the one in front of this screenshot) is a cool idea, but the ambush is completely neutered by the fact I can just retreat back into the previous room (where I am in the screenshot) and use the door as a chokepoint. I think you could make the encounter a lot more interesting/challenging by trapping the player on the other side of that door until they grab the red key.
>After the blue key and progressing to the other side of the yellow-texture hurt floor, maybe it was just me but I couldn't see the door to the right at first. Kept trying to figure out how to open the big door in front, and didn't even notice the door on the right until later. Maybe I'm blind, but I would recommend making something to draw the players' attention towards that secondary entrance.

>> No.6334809
File: 772 KB, 1920x1080, 2020-04-12-153431_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Just to be clear, the smaller door on the right of this screenshot is the one I'm talking about in the second point I bring up. I would add some decoration or something to draw the players' eye to it more, to make sure the more blind among us (like me) don't spend a couple minutes feeling lost.

>> No.6334810

MDFG music is too quiet.

>> No.6334814

Good idea on locking the door.
Any ideas on increasing the side door's visibility? I can see how this could be a problem, but unsure how to improve it.

>> No.6334820


I really enjoyed this map. I liked how cramped it was and that the combat wasn't stingy. The balance was right all the way the through. There was one door track on the blue key side that was lower unpegged.

Here's my FDA https://drive.google.com/open?id=17qgGoGni5V09ZY3kKKwpwelLYOg3evWB

>> No.6334826
File: 1.01 MB, 1920x1080, 2020-04-12-155105_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Off the top my head, I would either move it off to the side like the red drawing on the screenshot, or make it diagonal like the purple drawing. Either way, I would try to make sure it's very visible from the main hub area. I'm not a mapper mind you, I'm just throwing ideas out there

>> No.6334831

Very few.

You don't HAVE to play everything on UV. You can do a continuous playthrough on HMP, and if you like it enough, come back and grind it on UV.

This is something I started doing when playtesting anons' maps, then I really liked how it felt so I started doing it on every map I play. For play-testing maps, I would record a blind play-through on skill 2. Then I would go back and record a playthrough on skill 3, and then on skill 4. Because you're recording you can't save anyway. After beating it 3 times I would give the anon my demos and feedback.

So for regular maps, I pistol start on skill 2 and beat the map without saving once. If the map is complete and utter garbage then I just move on to the next one. If I like it enough, I run it again on skill 3. If I like it enough, I run it again on skill 4, if not, I start the process over again on the next map. If I REALLY like the maps, then I download demos, and learn the routes, and grind out a deathless UV run of the entire episode. I've done deathless NM runs of Doom1 episodes 1-3, and I've done deathless UV runs of Scythe Episode 1 and Eviternity Chapter 1

This is what happens if you go straight for UV every playthrough without learning the map first:
> I dropped it two maps later to play Lost Civilization. It was getting too much of a chore.
> have given up for the time being as I need a break from being frustrated.

Depends on the source port. It will work on Crispy Doom or Pr/GLBoom -complevel 2 for sure.

>> No.6334849

What's the thinnest number of Doom Builder map units that Doomguy can squeeze through?

>> No.6334851

I don't entirely trust my ability to draw doors at a degree, but that's a good idea. I was also considering adding torches to its side.

In fact, I should probably add torches in some places.

>> No.6334863

Tbh if it were my map, I think I'd prefer to do option #1, where it's like a smaller entrance to a cove, instead of #2, but that's preference. But yeah, just basically hint the player at where you want them to go. Torches is a good idea, you could also do breadcrumb powerups to lead their eyes somewhere.

>> No.6334869




>> No.6334876

Taken note of it, might update it tomorrow.

>> No.6334898

Good demo. Gave me some ideas on how to improve it. I'm a bit disappointed you didn't find the true secret behind the chainsaw, though it's not like you needed it.

>> No.6334903

Happy Easter, anon.

>> No.6334905
File: 80 KB, 500x338, 1aa9c2b08e3d22de66e06e6b57c82a5d.jpg [View same] [iqdb] [saucenao] [google] [report]

Would it be possible to do a texture out of pic related that would still look good?

>> No.6334906

If you could make it tile well.

>> No.6334910

LGS games are overrated.

>> No.6334916

To paraphrase the doom movement bible, doomguy's movement is calculated in the x and y directions as a vector which should be basic trigonometry. However, to save time for calculating sines and cosines, they just have a table of various angles. This would be completely fine, except that they don't have a value for 90 degrees, meaning if doomguy is facing true north and the move forward key is held down, instead of just having a no x-directional movement, a very small and very close but not quite number to 0 will be applied to the x-plane. As the other poster mentioned, it's possible to squeeze glide through the exact width of doomguy's hitbox of 32, but it's easier said than done.

>> No.6334918

Nah, I don't intend to do that, it would be used for paintings that you could find in an ancient castle. I mostly wonder if it wouldn't look too pixelated when brought to Doom.

>> No.6334925

No, because it already doesen't look good.

>> No.6334927


>> No.6334928

I think it would look fine. Don't know how to actually add it to try it out, or I would do that.

>> No.6334937


>> No.6334982

If you bothered to read the lore they spell out that "god" has actually been gone from their realm for a long ass while and the head Makyr is a mad despot.
i'm disappointed in it as well but its not quite as meaninglessly edgy bullshit as "gee, heaven is an evil shithole too".
it just plays with the idea of nothell/notheaven both being bookends without the light of the judeo-christian notgod/ultimate creator in them.

>> No.6334989
File: 306 KB, 718x345, zdoom.png [View same] [iqdb] [saucenao] [google] [report]

I have no idea, as far as I was aware I only had Doom2.wad loaded when working on it.

This is GZdoomBuilder 2

Is there a way for me to check what the WAD requires?

>> No.6334994

only black sorcery to go back in time and check

>> No.6334997
File: 180 KB, 960x540, charonfeedback01.jpg [View same] [iqdb] [saucenao] [google] [report]

1) First - the map is way too empty on skill 2. Let me show you what I mean. Take a break from mapping for now and play map 01 of this WAD on skill 2:
> https://www.doomworld.com/vb/thread/111782
And play map 02 of this WAD on skill 2:
> https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/preacher
Now adjust the difficulty of your map accordingly.

2) The zombies at the start should face the player.
3) Add a lot more zombies in the starting room.
4) Pic related - This ledge is empty on skill 2.

>> No.6334998

I still use Doom Builder 2 so I don't know how, have you loaded Doom 2 resources into it?

>> No.6335003 [DELETED] 

5) This ledge is empty across all difficulties. Fill it with imps.

>> No.6335006
File: 63 KB, 769x1024, 1585205563869.jpg [View same] [iqdb] [saucenao] [google] [report]

>complex doom

>> No.6335007

Whats a good way to calibrate brightness/gamma in gzdoom?

>> No.6335009 [DELETED] 
File: 207 KB, 960x540, charonfeedback02.jpg [View same] [iqdb] [saucenao] [google] [report]

5) This ledge is empty on skill 2.

>> No.6335014
File: 207 KB, 960x540, charonfeedback02.jpg [View same] [iqdb] [saucenao] [google] [report]

5) This ledge is virtually empty on all difficulties. Fill it with imps and put the extra ammo on the ledge so you have to fight to get it.

>> No.6335015

Did the map contain any resources other than the DOOM 2 iwad?

>> No.6335016
File: 9 KB, 402x281, happy dog.jpg [View same] [iqdb] [saucenao] [google] [report]

>simple doom

>> No.6335020
File: 1.51 MB, 500x430, dog.gif [View same] [iqdb] [saucenao] [google] [report]

>mildly challenging doom

>> No.6335023

I see your point. I didn't want to overcrowd, but I probably went overboard.

>> No.6335024
File: 218 KB, 960x540, charonfeedback03.jpg [View same] [iqdb] [saucenao] [google] [report]

6) This blursphere is worse than useless. Partial invis is only good against hitscanners - against imps etc. it actually makes it harder to dodge projectiles so players will just avoid picking this thing up. Maybe put the rocket launcher here and have it trigger a trap; turn the current rocket launcher spawn into a monster closet, put a baron and a box of rockets inside, and on UV put two barons inside.

>> No.6335025
File: 49 KB, 640x853, 1494615173631.jpg [View same] [iqdb] [saucenao] [google] [report]

>Just having fun with Doom, gameplay mods or vanilla.

>> No.6335030

>having fun
Be suicidally depressed or die trying.

>> No.6335032

How is the Alien Armageddon mod for Duke?

>> No.6335035
File: 180 KB, 960x540, charonfeedback04.jpg [View same] [iqdb] [saucenao] [google] [report]

Pack that fucker with imps. Even more on UV.

7) and that goes TRIPLE for this ledge. Put a row of imps across the entire thing on skill 2. More on 3. And on skill 4 make it slaughterwad numbers of imps on that ledge, and put individual rockets ON the ledge as the extra ammo to deal with them, so that you have to risk your ass to grab the rockets. Remember this is UV we're talking about, not a cake-walk.

Maybe make that blursphere a soulsphere so you can put a crapton of imps on the ledge without breaking the balance of the map. Or if you're feeling stingy put a ton of armor bonuses there

>> No.6335037 [DELETED] 

SHIT I forgot to post my demos:
> https://anonfile.com/H9ofM1o4oe/CharonDemos_zip

8) Remove all the rockets here, in pic related, and move them onto the ledge

>> No.6335038

Now that you said it, I really like the idea of the trap and rocket launcher. Will offer an interesting choice between picking up a gun that helps clearing the lesge-dwellers or clearing them first, then dealing with ambush.

>> No.6335039

doom builder saves what resources & settings you want per wad in a .dbs file with the same name. delete it and itll generate a new one

>> No.6335046

Thought you said forgot to post my demons for a sec

>> No.6335047


I wouldn't agree with this anon. I like the gameplay how it is, it's got a good back and forth. You don't need to max out monsters on every map. A few more here and there might not hurt but I like the balance how it is now.

>> No.6335052
File: 181 KB, 960x540, charonfeedback05.jpg [View same] [iqdb] [saucenao] [google] [report]

SHIT I forgot to post my demos:
> https://anonfile.com/H9ofM1o4oe/CharonDemos_zip

8) Remove these individual rockets and put them all on the ledge

I deleted my post 'cause I forgot the screenshot

>> No.6335054
File: 2.28 MB, 1920x1080, Screenshot_Doom_20200412_153555.png [View same] [iqdb] [saucenao] [google] [report]

The most powerful attack in Guncaster kills everything in Nuts.wad while completely lagging out your PC lmfao

>> No.6335062
File: 173 KB, 960x540, charonfeedback06.jpg [View same] [iqdb] [saucenao] [google] [report]

I refer you and the mapmaker back to what I said for #1 -

Play map 01 of this WAD on skill 2:
> https://www.doomworld.com/vb/thread/111782
And play map 02 of this WAD on skill 2:
> https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/preacher
Actually BEAT the maps, pistol starts, skill 2, and try to go for no saves.

I don't want to be disingenuous so I will say that I don't think difficulties were implemented on map 01 of DBP20 but still, I just wanna show you what you can 'get away with' on skill 2

9) Put zombies in the lower part of this room so the archie has something to resurrect here when he comes out, and the imps on the ledge should still be able to fire over their heads without causing infighting

>> No.6335070
File: 266 KB, 960x540, charonfeedback07.jpg [View same] [iqdb] [saucenao] [google] [report]

10) Need some deaf monsters in these corners.

On skill 2, put one revenant on each side, such that when you go to one door you get attacked by a revenant, and when you go to the other door you get attacked by one revenant.

Skill 4, put one revenant in every corner, such that when you go for each door you get attacked by two revenants.

Skill 3 maybe one revenant and one shotgunner each side

>> No.6335074
File: 163 KB, 960x540, charonfeedback08.jpg [View same] [iqdb] [saucenao] [google] [report]

11) Too empty on skill 2, put a row of zombies

>> No.6335085
File: 157 KB, 960x540, charonfeedback09.jpg [View same] [iqdb] [saucenao] [google] [report]

12) Put the hellknight here on skill 2. Make it a baron on skill 4. It doesn't matter that it's a baron because he is trapped there anyway. Also that chainsaw is useless. I can't think of what to replace it with right now, though

>> No.6335092

Chainsaw is actually a red herring. The real prize is the soul sphere on the other side of the rock.

>> No.6335098

Has there ever been a video or article giving a general description of Doom modding or something about its history?
Like something even titled "why Doom modding is cool/important" and giving important details about it.
Something that could give a better prespective for most people that don't know much about Doom modding and Wads etc besides surface level knowledge.
Like a small documentary.

>> No.6335101
File: 155 KB, 960x540, charonfeedback10.jpg [View same] [iqdb] [saucenao] [google] [report]

13) The exit switches need some kind of traps. Maybe when you press the switch, the switch's wall goes up, revealing a trapped imp on skill 2, a trapped shotgunner on skill 3, and a trapped chaingunner on skill 4

>> No.6335106
File: 189 KB, 960x540, charonfeedback11.jpg [View same] [iqdb] [saucenao] [google] [report]

14) Put stuff in here. Ideas:
Skill 4 - two mancubi
Skill 2 - maybe 4 imps, or maybe 1 mancubus
Skill 3 - a mancubus flanked by an imp on each side

>> No.6335110

You mean in the switch room itself?

>> No.6335119
File: 207 KB, 960x540, charonfeedback12.jpg [View same] [iqdb] [saucenao] [google] [report]

15) Remove the chaingun item on skill 2, so that you have to kill the chaingunner to grab it.

16) Move the chaingunner to the window, so grabbing the chaingun is more difficult since you have to climb the ledge to get it.

>> No.6335120

>Unnecessary RPG elements
never understood this in modern "boomer shooters"
the appeal of classic fps was having variety and elements in the core gameplay, then let the level design decide how the gameplay works
level design is the ultimate decider of how a game plays and doom 2's reputation is a good example of this

>> No.6335123

>get all the way through Eternal.wad
I can't fucking do this, this is the latest I have ever tapped out on a wad, even looking at the walkthrough is like reading a fucking post modern novella

>> No.6335124
File: 1.93 MB, 1920x1080, 2020-04-12 23-53-37_nosound.webm [View same] [iqdb] [saucenao] [google] [report]

It all counts!

>> No.6335127

What happened to your walls?

>> No.6335130
File: 200 KB, 960x540, charonfeedback13.jpg [View same] [iqdb] [saucenao] [google] [report]

I mean - when you press the face switch here -> >>6335101 the face lifts up revealing a monster, AND have some enemies in this room with the eye-ball exit switch -> >>6335106

also to expand on #16 >>6335119 , on UV put a chaingunner in each window

17) I just realized, if you put a bunch of imps here on this ledge, they will infight with this hellknight. Maybe put the hellknight in the room I'm standing in, and spawn the cacodemon in the air so the hellknight and caco are less likely to infight

>> No.6335134


>> No.6335135

Yeah, that's a good pick for an ambush. I will also play with monster composition for a bit.

I took notes of all of your suggestions, at least some of them are good. Though my aim for difficulty might be different from your so I might have less powerful additions.

>> No.6335138
File: 61 KB, 540x442, 6AZAo1r2cxcy_540.jpg [View same] [iqdb] [saucenao] [google] [report]

>Unregistered snipercam 2

>> No.6335141

Has anyone made a map where monsters start dead but later Arch-Viles show up and they get resurrected? I think that's a fun gimmick.

>> No.6335145
File: 192 KB, 960x540, charonfeedback14.jpg [View same] [iqdb] [saucenao] [google] [report]

18) Put one or two pits with damaging floors here in this blood room that will kill you if you fall in, so that you have a harder time dodging everything and just to "decorate" the room and fill some of the empty space. Also maybe put a hellish decoration object to further block player movement, like that glowing orange/yellow thing, sorry I dunno what it's called; just go to E3M6 and turn around and you will see exactly what I'm talking about

And again, back to #7, put a row of imps across this entire ledge on skill 2, double it on skill 3, and triple it on UV, with the extra rocket ammo on the ledge itself. Instead of being conservative here, and then having to go back and add more, go OVERBOARD here and then scale it back a little if it doesn't work

>> No.6335147

Loveless did this.

>> No.6335149

System Shock more like System Cock amirite

>> No.6335150
File: 6 KB, 199x181, 1585370321148.png [View same] [iqdb] [saucenao] [google] [report]

..and that's a good thing.

>> No.6335153

I think I saw it on youtube once and thought it was some kind of joke wad.

>> No.6335154

Shit I meant Unloved. Too much Final Fantasy

>> No.6335156
File: 637 KB, 1920x1080, charonfeedback15.jpg [View same] [iqdb] [saucenao] [google] [report]

The player has to kill the monsters to resurrect 'em. If the mapmaker places dead monster sprites those cannot be resurrected. Hell Revealed 2 makes use of the arch vile resurrecting stuff a lot if you wanna try that.

19) Instead of the arch-vile appearing where he does when you grab the red key, make him appear up here! To resurrect all the imps! And on UV, you can put a 2nd arch-vile where the arch-vile is already currently coming from

>> No.6335157

Unloved, but yeah. Did it twice I think, once in the cool-ass graveyard fight, and another time in the lame brass walkway area.

>> No.6335160

I can crush some barrels next to them if I have to and push them into teleporters. That should work even in faithful port.

>> No.6335163

does the indie game prodeus have disappearing corpses?
i wonder when trying to keep up with dead bodies in fps games became an issue
because i'm pretty sure quake could handle it

>> No.6335167

Valiant Map18 did it, the map opens with a ton of barrels killing enemies near the exit. Since you don't see or hear this happen, you don't really suspect anything when you see all the corpses later, because map-placed decorative corpses can't be revived. When you walk past the corpses, archviles are teleported in behind you to ruin your day.

>> No.6335181
File: 743 KB, 662x633, 1556885479676.png [View same] [iqdb] [saucenao] [google] [report]

Ok, /doom/, you're my last hope and I hope this is the thread to ask this in:

How the actual fuck do I run Deus Ex in DX10 without ass loads of stuttering on hardware from the past 2 years? I have tried everyhting but I literally cannot get and end result.

>> No.6335182

Say, what happens to a door in Doom 2 format if it's adjacent to ceiling below its own ceiling?

>> No.6335185

I believe it stops at the closes ceiling it's connected to via vertex.

>> No.6335187

Yes, I think that's what it does, but will it recognize that there's a ceiling in wrong direction or will it instantly drop down instead?

>> No.6335192
File: 201 KB, 960x540, charonfeedback16.jpg [View same] [iqdb] [saucenao] [google] [report]

20) Across ALL difficulties, put an arch-vile up here to join the revenants. There's a box or two of rocket ammo here so you already have the ammo.

Too cruel? Well, you should already replace the blursphere from earlier into a soulsphere, and on skill 2, you can add ANOTHER soulsphere, preferably in that room with the red key switch, so you at least have to survive the archvile to get rewarded with the soulsphere

>> No.6335193

I tested it and it does. For shame.
Somehow only W1 action allows raising to highest floor.

>> No.6335201
File: 373 KB, 396x446, mega desk 7.png [View same] [iqdb] [saucenao] [google] [report]

What was Dwight playing at Mega Desk? it looks like Rebel Moon or Marathon but I can't tell.

>> No.6335204
File: 162 KB, 960x540, charonfeedback17.jpg [View same] [iqdb] [saucenao] [google] [report]

21) Too many green armors on this map. Delete this one. Only use 3 green armors - keep the one at the start where the exit room is, and keep the ones by each key

>> No.6335208

LAZE so hevvy it lags behind a gun
Hit enemies with heavy light!

>> No.6335225

Cleanly moving a 3d model actor with the players view is absolutely the most horrible thing to do as a modder in gzdoom :(

>> No.6335239


Based on the hud I'd guess it's quite a bit earlier than both of those.

>> No.6335241
File: 2.06 MB, 1920x1080, 1585351155626.png [View same] [iqdb] [saucenao] [google] [report]

The fact that they keep giving him brown eyes instead of blue annoys me more than it should

>> No.6335242

This is a really fun map. The use of enemies and general level geometry was good.
I only have two complaints: I can't exit the map in glboom+, and neither of the Archviles really posed any sort of a threat.

>> No.6335248

I forgot to mention, the way you give the player the red key really stood out to me.

>> No.6335254
File: 51 KB, 320x320, download (1).png [View same] [iqdb] [saucenao] [google] [report]

well it almost looks like Corridor 7 except the stuff on the bottom and left side, that's what throws me off

>> No.6335258

It looks way too nice to be Corridor 7.

>> No.6335260

22) Final thoughts (for this version):

I think you have really good instincts when it comes to designing the layout of an indoor map. I really liked "Bad Reception" and I really like the layout of this map.

However, I think you have really bad instincts when it comes to how difficult a map needs to be across all difficulties. Skill 2 feels virtually empty, and UV feels way too easy compared to UV on other modern maps.

Did you ever beat map 02 of Preacher on skill 2? :)

>> No.6335264

I actually forgot to add exit action to the eye switch and had to re-upload it.

The red key was fun, but different ports seem to disagree on key's collision too much so I had to make the lift slightly wider. A bit less cool in my opinion, but more reliable.

>> No.6335274
File: 107 KB, 805x540, [confused HUUUH].png [View same] [iqdb] [saucenao] [google] [report]

I have no idea why, but Quakespasm Spike's sound bitrate sounds like it's really low, but it's set to 44100 by default. I keep trying to change snd_mixspeed, yet it doesn't do anything. What do?

>> No.6335276

Fucking SUBURBS! Fuck your Archviles! Lick my ass. Lick. My. Ass! Fun level though until the 20th death.

>> No.6335286

Thanks for the detailed review, I was taking notes. Didn't have a chance to try Preacher yet, but also took a note.

>> No.6335304

Doomguy is like Link in that he's constantly being redesigned for each outing, just about every rendition, official or otherwise, makes him look slightly different
In fact, I should probably make a compilation, I made one before but I lost it and it could've been better

>> No.6335305

>Windwaker style Doomguy when

>> No.6335312

did you expect anything else to happen?

>> No.6335315
File: 2.65 MB, 1920x1080, Screenshot_Doom_20200411_204133.png [View same] [iqdb] [saucenao] [google] [report]

No problema. Some other anons posted their maps but I didn't wanna stop my playthroughs of Preacher or DBP22 so I missed those. I recognized you from Bad Reception, though, from the "Crispy v5.7.1" in the screenshot so I figured this was gonna be another good one in the end as well. Take a break from mapping for a bit and play map 2 of Preacher.wad on skill 2! Play in GLBoom+ so that you can see the opening demos first (the third demo desyncs so just watch the first two).

>> No.6335317

Bumping this

>> No.6335318

quakes sound effects are very low bitrate (11025 or 22050)

>> No.6335323

Even then, I think it's stuck at 11025. I dont know how to make it higher than that.

>> No.6335324

When trying to do E4M1 don't worry about getting max secrets, just worry about max kills. I completed it recently and the NIN secret didn't "activate" even though I attempted it 4 times and 100% kills each time, the secret never registered and I just said fuck it because I knew I'd spend another 3 hours just trying to get the secret to register even though I'd activated it, and I'd just end up hating it instead of appreaciating its shortness and simpleness

>> No.6335338

Should've pointed out that regular Quakespasm's sound quality is the highest it can be by default, but Spike's is prolly 11025 by default as far as I can tell. I know Quake's sound effects can be higher quality, but I dunno how to change it.

>> No.6335349

I know, just joking. What you do is truly amazing.

>> No.6335351

Anyone have that image that compared Doom to Quake mapping with the "you are like a little baby watch this" meme?

>> No.6335375


>> No.6335380

If Marisa still lurking in this thread, I have a question about DoomReal/DoomTournament.
What is the easiest way to replace the ASMD and Minigun models from Tournament with models from DoomReal? Without changing the special effects, or anything else about them

>> No.6335390

>Not even Gunzerk
are you even trying though?

>> No.6335391


>> No.6335395


>> No.6335402


>> No.6335407
File: 63 KB, 1851x370, got im.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6335417

Talking with pasta is time-honored imageboard tradition.

>> No.6335421

how do you think some mods or maps will handle the eternal icon of sin?

>> No.6335425
File: 463 KB, 600x600, littlebaby.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for saving that guy's reaction to my shitpost, I can't believe anyone else found it funny

and as for you

>> No.6335426

Reminds me of that guy who took the whole Za Warudo thing as a serious personal attack.

>> No.6335429

Thanks, may the HUH be with you, anon.

>> No.6335436

You know, stupid things like that do make me smile. It reminds me of that there's been people who actually fell for the Navy Seal pasta, as if it wasn't the most ridiculous fucking spiel imaginable and obviously bullshitting.
The Bloodite Crypto pasta actually came from a real place though, so perhaps it sounds more genuine because of that.

>> No.6335438
File: 118 KB, 289x313, CGW1998esports.png [View same] [iqdb] [saucenao] [google] [report]

What launcher do people use for Quake? Do people mostly use Quake Injector?

>> No.6335441

I double click quakespasm exe. Works very well.

>> No.6335442

Simple Quake Launcher

>> No.6335448

NO you fucking drown in your sorrow. Don't fucking drag us down because of your ocean of tears.

>> No.6335450

Just the console.

>> No.6335463
File: 1.65 MB, 1195x1937, bloodite krypto.jpg [View same] [iqdb] [saucenao] [google] [report]

Here it is for your enjoyment.

>> No.6335468
File: 171 KB, 800x942, 70152-quake-ii-macintosh-front-cover.jpg [View same] [iqdb] [saucenao] [google] [report]

Never been much of an fpsfag but trying to rectify that. Interested in the Quake series, saw they're cheap on gog, are these good versions and do they have controller support?

>> No.6335469

There's no point in playing Quake without a mouse. Also, play Q1 in Quakespasm.

>> No.6335474

Why would you do that to yourself. Only Doom plays kinda alright with a controller because it doesn't have freelook and even then it's still inferior to kbm.

>> No.6335475

What makes you say that? I hate to sound like a newfag but controllers just naturally feel more comfortable as someone who grew up on consoles.

>> No.6335482

Controllers don't have the precision and range a mouse does.

>> No.6335483
File: 32 KB, 800x800, chuck_side.jpg [View same] [iqdb] [saucenao] [google] [report]

I play with the Quakespasm sourceport, and it has gamepad support, I use a pic related with my mouse. Very comfortable.

I don't think base Quake 1 is hard enough to make a difference, really. Remember that freelook was off by default on release, because Romero figured most people wouldn't be ready for a feature like that at the time.

I can see why you arrive at that conclusion. I've played PC and consoles all my life, but in later years, as controllers and control schemes have improved, I've found that I far prefer the comfort and smoothness of analog stick movement over WASD, however, even though I'm good at aiming with an analog stick, a mouse is still vastly superior for that.

>> No.6335485

Controllers are awful for aiming and if a game isn't designed around their limitations it's gonna play like shit.
If you wanna play Quake with controller at least use gyro aiming.

>> No.6335489
File: 1.47 MB, 900x999, thresh.png [View same] [iqdb] [saucenao] [google] [report]

Any recommended Quake hud or misc mods to be used while playing custom maps (not mods)?

>> No.6335492

Just download it from the OP. I just checked and the GOG download does not include the soundtrack.

SETUP: The id1 folder is the folder with all of the Quake 1 game files. Put that folder in the Quakespasm folder and double click Quakespasm and it should work fine

The link in the OP comes with a file called "autoexec" that will automatically input a bunch of console commands at the start of the game. Maybe someone with more knowledge has a different opinion but I just deleted it (and replaced it with my own autoexec that plays a demo at start up)

If you want to play the expansions, copy the "rogue" folder and "hipnotic" folder to the quakespasm directory, open quakespasm, and press ` to open the console and type -game rogue or -game hipnotic

>> No.6335493

I wonder what happened to that car. I bet he sold it or crashed it

>> No.6335496

>Controllers are awful for aiming and if a game isn't designed around their limitations it's gonna play like shit.
I think a lot of fans of oldschool shooters say this because they're comfortable with the admittedly much superior mouse aiming, and never play FPS on consoles, but I actually don't think analog aiming is that difficult at all.

>> No.6335497

Fong is kind of a businessman, I imagine he might have sold it for some sort of investment at some point.

>> No.6335498

You can't get all of the secrets in Quake 1 without freelook. The levels were literally designed around it no matter what Romero said.

>> No.6335501

>but I actually don't think analog aiming is that difficult at all
You're probably used to modern shooters that do a lot to compensate for it's inadequacy.
Granted for oldschool shooters the lack of precision isn't much of an issue but you're still limited when it comes to quickly changing direction. Sticks are shit at this as well.

>> No.6335504

Thanks, I'll take your word for it then.

>> No.6335507

I think the opinion from Romero was to make it more accessible to noobs, of course he didn't expect them to get all the secrets.

>> No.6335509

You could just try using the gamepad you have now in your off-hand and then a mouse in your right hand, I personally think it's the best of both worlds.

>> No.6335517

genuinely glad that bloodite post happened
its got so much milage
not least because it being fucking essay length

>> No.6335520

How do I make crate mazes look pretty?

>> No.6335523

>Thank you for revealing your true colors, seething with jelousy and eveloped by arrogance.

>> No.6335534

BTSX E2M06 has a neat looking crate maze at the start.

>> No.6335543

Dragons are exactly like fucking this in Baldur's Gate 2, I hate them so much.

>> No.6335545

My question would be why are you accusing and targetting me specifically? I can see from the depths of your arrogance, you believe with absolute certainty you are correct and I must be a cheater with any form of rebuttal being null and void.

>> No.6335546

The hell is this wall of text for?

>> No.6335549

the entire post is like one massive projection where he pretty much spells out his feelings for zero master. so pathetic. he's gotta be a total sperg to have so little self awareness about this.

>> No.6335550


>> No.6335558
File: 2.93 MB, 960x540, cyberdemon takedown.webm [View same] [iqdb] [saucenao] [google] [report]

Project MSX hasn't been updated in seven years and it's still one of the best gameplay mods around. How did that madman do it?

>> No.6335570

Tapped into forbidden knowledge and was kidnapped by aliens for his troubles. We still miss him greatly.

>> No.6335572

I haven't really played Project MSX, what's a good mapset to use with it?
Other than Eviternity

>> No.6335575

Mutiny if you want a nice futuristic mapset to go with its aesthetics.

>> No.6335578

I really like its blood. The sound the drops make when they hit the floor, and they disappear over time.

>> No.6335584

Just finished D2TWID. Man, it starts out strong, but the quality drops significantly in the last half of the wad. Now I see why it had mixed reviews. Still had fun though.

>> No.6335592

Ah damn. Hope that other editor can turn out good.

>> No.6335597

I think he wanted features that would be a PITA to implement in a Doom Builder fork, so that's probably where it's headed.

>> No.6335606

Ah yeah. I hope it can keep the simple UI. One thing I can't stand about Ultimate Doom Builder (and GZDB before it), is that the UI is way too cluttered for my liking.

>> No.6335610

>Nobody replies with the Navy Seal copypasta.

>> No.6335616

Doom, Quake, Unreal or Half Life's level design don't have merits in a post Deus Ex world.

>> No.6335619

Deus Ex's gameplay is extremely different from those other games, I don't see what point you're trying to make here

>> No.6335621

How can I meet the Doominati?

>> No.6335624

Have you ever felt a weapons mods and level made separate were made to be played together?

>> No.6335632
File: 19 KB, 461x392, quakeface.png [View same] [iqdb] [saucenao] [google] [report]


get an invite to the doomtwid discord

>> No.6335634
File: 836 KB, 613x918, Statusbars.png [View same] [iqdb] [saucenao] [google] [report]


obligatory epic 2 + ww nazis

>> No.6335636

>not posting the bald Doomguy from Mutiny

>> No.6335643

I don't have a problem with Shadow Warrior or its racist comedy but it's unambiguously racist. I'm honestly surprised anybody would argue it's not when it contains lines like "low low low your boat"

>> No.6335649

dafuq was this in response to?

>> No.6335657

This guy made a fake speedrun
A well-known respected speedrunner called him out on it
This was his response in turn

>> No.6335681

They lack choices in gameplay.

>> No.6335684

have you ever played any of them, by chance

>> No.6335696

I'd much rather have Doom's choices in gameplay where you have to work out what path through a level works best for you, to Deus Ex choices which boil down to selecting one of three different corridors that all lead down to the same room.

>> No.6335705

Krypto was faking ironman demos, Zero Master had someone check the inputs and they found out Krypto had a 1 frame response time. Zero called him out and then that post happened.

>> No.6335710

Honestly, Deus Ex level design isn't nearly as good as people make it out to be. It's not bad, but so many alternative paths are basically just conveniently placed ventilation shafts.

>> No.6335717 [DELETED] 

That's how Asian talk.

>> No.6335724
File: 670 KB, 1920x1080, EXTREME11.png [View same] [iqdb] [saucenao] [google] [report]

>They weren't sexist or racist

Have you not played the games or are you actually retarded?

>That's how Asian talk.

Oh, you are retarded.

>> No.6335725



>> No.6335732

Would Maximum Action be considered a retro fps? dusk is after all

>> No.6335742
File: 718 KB, 1365x768, Screenshot_Doom_20200413_112650.png [View same] [iqdb] [saucenao] [google] [report]

Architecture is ready, enemies are in place, boss fight is done and is bullshit. I should playtest the level, do the lighting, figure out death exits, and then I will have entire mini-episode under my belt.

>> No.6335783 [DELETED] 

that what a tranny would say

>> No.6335796

Where was the part where Duke said all women belonged in the kitchen?

>> No.6335806


Nice - how many maps have you got done total?

>> No.6335818

Are you using the fixed version of Project MSX by an anon from here, or the mod as it was released by its original author?

>> No.6335825

retro styled != retro
and i dont think maximum even fits into the former

>> No.6335837

dont listen to geegeeman

>> No.6335843 [DELETED] 

you're such a fucking faggot and i hate 2020. go back to your discord tranny.

>> No.6335889

Not that guy but I've tried both versions and they seem bugged in their own unique ways. The fixed version has problems with the fullscreen effects and will spam a message telling you that your resolution is invalid every time you get shot, while the original fixed that but inexplicably you can't pick up ammo for the weapons.

>> No.6335898

I'm playing the original. It works perfectly fine for me. There's just a little bit of jank resulting from its age, like the dash sometimes sending you in slightly wrong directions. or the high jump getting its input queued and firing off at a later time when you try a normal jump.

>> No.6335962

I played Eviternity with Argent and now I associate the 2 in my mind.

>> No.6335984
File: 2.34 MB, 480x360, 1579904753773.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6335989

>Deus Ex in DX10
Maybe should be asked on /v/ but that might be related to vsync and low gpu usage. Try limit frames to your refresh rate using some tool or gpu driver settings and that should fix it.

>> No.6336000
File: 116 KB, 750x599, b3730bf7-2efb-4ed6-b6fb-2bd597ba6304.jpg [View same] [iqdb] [saucenao] [google] [report]

He didn't say anything negative toward you or anyone
>Why r u gei

>> No.6336026
File: 36 KB, 501x517, 1569843424723.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys. I have a question regarding PRBoom+/GLBoom+

So you know how when you grab blue armor, you keep ~50% damage reduction until you have 0 armor left, right? I noticed that when using the Boom color scheme for the status bar in PRB, if I pick up blue armor and it goes below 100%, the armor number will turn green.

My question is: would it be possible to make an edit or autoload WAD that tells the bar to keep displaying blue if the last grabbed armor was blue armor, even if it dips below 100%, and to always show green armor as green, even if the value goes above 100%?

>> No.6336030

In case I didn't make myself clear:
Current behavior is any number that goes above 100% turns blue in the status bar, according to Boom color scheme. Any number below 100% turns green, yellow, and then red.

Desired behavior is the same for everything EXCEPT armor - where I'd like it to preserve the blue color if last grabbed armor is blue, and to preserve green color if last grabbed armor is green.

>> No.6336098
File: 359 KB, 961x1080, goodhuds.jpg [View same] [iqdb] [saucenao] [google] [report]

I know what you mean. That irritates me as well. When you use GZDoom or Crispy and you have colored statusbar on, the color of the armor % will always be blue or green to reflect what kind of armor you have; PrBoom is the only one that does this. This is unironically one of the reasons I don't use Pr/GLBoom+ as often as Crispy or GZ. AFAIK your "best solution" is to press the + key to minimize the HUD and that way your armor icon itself will always represent what kind of armor you have, but then you miss out on the iconic Doomguy face. Crispy Doom has the best default HUD options, but GZDoom's HUD is moddable, pic related, also note the blue armor below 100%

>> No.6336107

This would indicate that it's perfectly fixable then, no? I like Pr/GLBoom+ a lot, and would rather use it over Crispy/GZ for vanilla doom gameplay always, except for this little quirk. It's not a big deal, because I can just remember what was the last armor I picked up, but still. It can't be that hard to fix through some autoload WAD or something, right?

>> No.6336127

sorry if this is a silly question but - will Crispy Doom ever implement Boom compatibility? or is its mission statement to remain only limit-removing but not boom-compatible?

>> No.6336128
File: 146 KB, 768x1024, Michael Wazowski.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6336148

How do I make PrBoom not go forward when I move mouse up? Crispy and GZ seems to not do it by default, so I never found out what controls it.

>> No.6336154

imma put my dick in it

>> No.6336163
File: 783 KB, 1784x1031, file.png [View same] [iqdb] [saucenao] [google] [report]

set vertical mouse sensitivity to 0

>> No.6336197

cacodemon with functional limbs is a legitimate design

>> No.6336209

guy's a 100% narcissist sperglord with 0 self awareness, not anywhere near as intelligent as he believes himself to be

>> No.6336213
File: 24 KB, 397x554, 1387420719021.jpg [View same] [iqdb] [saucenao] [google] [report]

>Requiem MAP23
I was in shock at how good this level is until I looked it up and saw Dario Casali made it, holy shit I feel like MAP30 is going to be a letdown in comparison just because of how good that Icon of Sin reveal was in this map

>> No.6336216
File: 126 KB, 634x480, Beholdercaco.jpg [View same] [iqdb] [saucenao] [google] [report]

Looping back to this?

>> No.6336218
File: 106 KB, 1024x576, NRFTL.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks Bethesda for allowing me to play no rest for the living legally for the first time

>> No.6336273

I'm hyped

>> No.6336275

They made remaster or somethign?

>> No.6336276

>video unavailable

>> No.6336289

>You don't HAVE to play everything on UV. You can do a continuous playthrough on HMP, and if you like it enough, come back and grind it on UV.
Yeah, I suppose. Honestly it wasn't even meant to be a full playthrough, I booted up Episode 1 just to test Doom Launcher and just said "Fuck it, why not?" and ran through the game on UV. I had played Episode 1 and 2 on HMP and 3 on UV so I did have a little experience with UV beforehand. Episode 1 and 2 were fine aside from the odd death, 4 is where it got tricky. I'm not really that good at learning maps unless I just die on them or play on them to the point where I remember the limited amount of secrets my ape brain can fucking find before just not being aware of anymore.
>So for regular maps, I pistol start on skill 2 and beat the map without saving once. If the map is complete and utter garbage then I just move on to the next one. If I like it enough, I run it again on skill 3. If I like it enough, I run it again on skill 4, if not, I start the process over again on the next map.
Sounds like an interesting method, but most of the time repeating the same map over and over ain't exactly my cup of tea, especially for a kinda casual playthrough. (i think in my mind i'm somewhat testing out my skill for plutonia? idk man that shit has me worried for when i come to it) Plus I mean, I've never been a fan of looking at guides. I did it for E4M1 and M2 to a degree and honestly probably will need it again though. So I'd probably need a guide considering learning a map through trial and error doesn't work for me usually.

>> No.6336301
File: 117 KB, 359x359, 2nd freee.png [View same] [iqdb] [saucenao] [google] [report]

>the guy was faking runs
>called out
>makes huge wall of text with the most shakespeare - lite attempt at an argument
God, that just makes it funnier.

>> No.6336306

That mod was so fucking ahead of its time it's not even funny.

>> No.6336317

Karl Jobst even did a video on it
> https://www.youtube.com/watch?v=Jv0ZRTlIXR0

>> No.6336320
File: 1.01 MB, 809x1000, bigugly.png [View same] [iqdb] [saucenao] [google] [report]

NOT a beholder.
astral dreadnought.

>> No.6336326

Has the Astral Dreadnought ever showed up in any D&D Videogames ? It'd be pretty funny to see how similar (or dissimilar) it looks to old Cac...

>> No.6336330

This was the filename on doomwiki, I haven't changed it after downloading the pic

>> No.6336337

the longer you remain outside of map30, the stronger he will become

>> No.6336338
File: 7 KB, 192x324, file.png [View same] [iqdb] [saucenao] [google] [report]

Meanwhile, after the last DOOM level Dario Casali ever made, we get a level that is what people who hate Plutonia characterize it as.
I think Requiem MAP24 might actually be fucking impossible with pistol start if you don't get the extremely-well-hidden secret that contains 90% of the ammo in the entire level. I'd love to be proven wrong but it'd require some Zero Master-tier madman to do it, you get like 20 shells and 60 plasma bolts and there are so many revenants in very tight hallways.

>> No.6336343

Is it considered cheating to save on nightmare?

>> No.6336347

Okay so after savescumming I did manage to get it, though I did have to use a different (much easier to notice) secret to get enough health to tank all the boners.
I don't know if this is a commonly accepted opinion but I feel if you can't beat your own level with zero secrets then you need to adjust your level to have either more ammo/weapons or fewer monsters (probably the former).

>> No.6336351

was the new levels in the official release of Doom 64 a wad? Can they be played outside of the official release?

>> No.6336352

Nice, thanks

>> No.6336353
File: 2.46 MB, 512x512, 1498697197483.gif [View same] [iqdb] [saucenao] [google] [report]

And after a signifcantly longer period of save scumming I managed to get a 0% secret run, took some magical luck with revenant damage though. I know I just proved my original post wrong but this is still a bad level guys really you don't mix thirty revenants with that little ammo

>> No.6336357

They are inside the Doom 64 wad provided in the port. I haven't tried it, but I don't see why they wouldn't work in Doom 64 EX or something.

>> No.6336358
File: 432 KB, 500x394, 1512107240935.gif [View same] [iqdb] [saucenao] [google] [report]

>there's a demo of someone doing this map pacifist

>> No.6336362

Modern maps suck. All they do is just creating a large scaled non relatable outdoor place with unrealistic non relatable massive indoor place with eye raping colours, gazillions of revs, chaingunners, archies, random key/switch hunting instead of proper progression, and remake this shit 31 more times. Here is your cacoward winner megawad.

>> No.6336365

What good implementations for multiple switch hunts (With visible results) for Doom 2 can you think of?

So far, beside raising ceiling + lowering floor I could only think of raising floor several times while this sector also being a lift - kinda like multiple stages IoS confrontation.

I was hoping I could use a raisable ceiling next to a door, but only walk line can make ceiling raise to higest ceiling.

>> No.6336373

Did you like it?

>> No.6336381

>One of those free add-ons will be Sigil - which launched in May, and consists of nine new single-player stages and nine new deathmatch levels - but Bethesda has a few more notable offerings lined up too. Fans will also be able to download TnT: Evilution and The Plutonia Experiment, both of which formed the 32-level commercial release Final Doom back in 1996.
I didn't know Sigil became canon.

>> No.6336389

Romero has more of a say in what's canon to DOOM than Zenimax. Zenimax just bought the rights.

>> No.6336393


>> No.6336402

I wish they would update the Steam version to add those.

>> No.6336403


Somehow I don't think so baka.

>> No.6336415

This one is fifth.

>> No.6336431

How bullshit is it?

>> No.6336443

Black and yellow stripes are weird in a medieval looking level like that. Another nitpick I have that I see on every level is, why does people mix brown bricks and green bricks? The water wouldn't make the whole wall green.

>> No.6336448

>Crispy Doom strives for maximum compatibility with all "limit-removing Vanilla" maps -- but not Boom or ZDoom maps.

>> No.6336451

ZeniMax didn't even buy the rights, they're not seeing a dime from any money Romero makes on the commercial version of Sigil, ZeniMax just curated the free version of it.

>> No.6336470
File: 386 KB, 1489x650, Безымянный.jpg [View same] [iqdb] [saucenao] [google] [report]

I hope it's very bullshit, but you know what they say - "mapper proposes, player disposes" (or "no plan survives contact with the player").

It's just a small part of a level, outdoor area of a factory. I was inspired a bit by my own city where the architecture is all over the place. I will probably put some pipes and stuff outside, to make it more lively.

>> No.6336483

Go back to /v/

>> No.6336503 [DELETED] 
File: 11 KB, 222x255, 1579627344140.jpg [View same] [iqdb] [saucenao] [google] [report]

>having a laff with the Half Life self aware AI series
>one of the episodes had the chat blurred
>oh I guess someone started spamming slurs or something
>it was "TRANS RIGHTS!" spammers
>in a half-life stream
>the comments in the youtube video are full of people arguing about it

are you fucking kidding me

>> No.6336535

Is there any reason why I should not have teleportation linedef with no destination?

I want to make a monster close with variable number of monsters and a single-use monster teleport on the way out, and want to remove some destinations on lower level to make sure they appear where I want them to.

>> No.6336539

If there's no destination it just won't teleport, the thing is, how do you plan to remove the teleport destinations?

>> No.6336541

1. what the anon above said
2. what do you mean by "a single-use monster teleport on the way out"
2.1. what is "on the way out"
3. depending on what mapping format you're using it might not be possible

>> No.6336542

Do difficulty flags not supported on them?

>> No.6336543

Your idea should probably work, though I'm not 100% certain if Doom will follow some sort of priority based on which teleport actor is placed first, and thus choose one of those, or if it'll just pick one on random (probably not?)

If anything, just make a crude mockup of your idea outside the rest of the map and see if it works in practice.

>> No.6336547

Oh, I thought by "lower level" you were referring to the layout.
Difficulty flags are supported for any thing. But i don't see why you wouldn't want to tag it.
Doom prioritizes a single teleport destination, it doesn't take them randomly.

>> No.6336548

What I am considering is making a door leading to monster closet. As the monsters walk out of it to fight you, the first to cross the linedef will get teleported behind you. I am considering only having one monster in the closet on easy difficulty that doesn't teleport and to this end I intend to uncheck easy difficulty on destination.

I tested it in Crispy, seems to work.

>> No.6336553

Oh, well, yeah, don't see any reason why that shouldn't work.

>> No.6336562

>Some levels that were created by the contracted designers for the Master Levels did not make it into the collection but were included in Maximum Doom.
Which are these, /vr/?

>> No.6336569

Who cares? They probably suck just like everything in the Master Levels.

>> No.6336582

italo doom

>> No.6336583

Anons how the fuck do you do that skip in E4M3? I'd quite like to not play the level as it's a mass of shotgunners and lost souls throughout, but I'm shit at strafe running and can't manage it.

>> No.6336592

That's more of a GZDoom problem.

>> No.6336595


What is this all about? Does anyone have a dl link for it?

>> No.6336616

>Does anyone have a dl link for it
I won't give you a direct link because the site it is on is really precious and I don't want it to go the way of Emuparadise and its ilk. But I will upload it to Mediafire for you.

>> No.6336618

Funny how the Astral Dreadnought looks intimidating and not cute at all. How come it turns into such a big goofball once you separate the head from the body?

>> No.6336632

Okay after getting fed up I just played it the normal way, was surprisingly easier than I thought it'd be once I got past the beginning. The pistol-start shit continues I guess.

>> No.6336634

Round things are inherently cute.

>> No.6336645

Beat E4M4 with 3% Health, lmao.

>> No.6336648

I was about to say that it's about the shapes. It's been pretty traditional to give all the adorable/cute cartoon characters round shapes and big eyes for example.

>> No.6336652
File: 19 KB, 340x309, 14654641664991.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6336681

Ngl,the mod is great and over time I ended up appreciating all the aspects of it.
Even the regenerate health and armor.
From the footage it feels easy but when you play it you realize it's fundamental for the gameplay.

The real shame is that is only in Beta form and this year will be its 10th anniversary.
God knows what he would've done if he kept updating it.

>> No.6336682
File: 27 KB, 480x480, 78104820.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6336686

>the upload
Thanks anon, I grabbed it. I won’t be at my computer again until tomorrow; is it the English translation?
>the precious site
I’m really intrigued by that, I wish you had some way to share with me.

>> No.6336693

Whatever happened to that anon that was working on a revamped version of it? I don't mean MSfiX'd, but one that had new enemies and guns.

>> No.6336694

Well, I can hint you that it is hosted in country with biggest territory, and it is about games of old times, and there is dash in the link.

>> No.6336698

Gone,problably gave up.

>> No.6336707

There's a link in the archive.

>> No.6336723

Well isn't Project MSX a GZDoom mod?

>> No.6336725

But you know, as GZDoom gets updated it will often create compatibility issues with older mods.

>> No.6336729

At least one of the ending screen texts in the original series referred to the demons as aliens so its all good.

>> No.6336746

Man, Ancient Aliens map16 was really neat.

>> No.6336752

Probably my favorite map from the whole megawad.

>> No.6336762


>> No.6336765

What wad is this?

>> No.6336851

what are some good vanilla style wads? im tired of levels that look pretty, i want it to look straight out of 1994

>> No.6336857

Doom the Way id Did

>> No.6336864

Garrulismo, if you don't mind obscure Spanish political references every now and then. Eviltech too, also if you don't mind overly long maps after the first chapter.

>> No.6336871

Got any good guidelines on how to calculate best height difference for shooting/being shot/seeing enemies without mouselook? How much space must be between you and the platform so you could look?

>> No.6336874

I did not appreciate the cagefight with the cyberdemon later on

>> No.6336880

Doom the Way id Did, Lunar Catastrophe, No End in Sight

>> No.6336889
File: 125 KB, 1920x1080, 1573923199797.png [View same] [iqdb] [saucenao] [google] [report]

I'm 178/224 so far in my attempt to play through every single map from Joel's second mapping contest in alphabetical order and god most of them are complete shit, and not in a babby's first map way. Some asshole had the gall of sharting out a 1 hour long map which also had quite possibly the most retarded final boss I had the displeasure of experiencing in a Doom WAD, another cunt also made a really long and boring map with cutscenes that took forever, for some reason a couple of the maps randomly had enemies modified to have more health (not sure if this is a meme from his streams), etc.

At least I have found some jewels that weren't mentioned in the winners' review, like dobu_gm's map (the one from the screenshot, Frozen Exuviae) which was beautiful and also had good gameplay to boot, and some fun stuff like ronnyjamesdiner's map (The Crypt) where I was only allowed to dodge the baddies.

Has any of you checked out the maps from the contest?

Reverie is alright.

>> No.6336891

I thought it was fun, myself.

>> No.6336895


>> No.6336901


and the lists for the following years.

There's also a 3 episode megawad for Ultimate Doom called Unaligned, which tries to replicate the old 90s look.

>> No.6336910

Didn't expect much from Heretic, but it's metal as fuck. Love the golem death animation, and the weapons are awesome. The shotgun crossbow is really cool, but the necromancer gauntlets take the cake, goddamn. The most satisfying weapon to wield in any game I've played.

>> No.6336915

Having a real blast, this shit caught me off guard. Didn't expect it to kick ass.

>> No.6336916


>> No.6336925

Tomed gauntlets are really fucking powerful.

>> No.6336929

Thoughts on Alien Vendetta?

>> No.6336932


>> No.6336937

Its Final Doomer weaponset could use a buff.

>> No.6336951

Probably among the most influential pwads next to the Scythes.

>> No.6336964

I haven't tried it, but I'm not surprised by the shit maps. Their authors were most likely trying to meme on the youtuber to watch his reaction to it.

>> No.6336970

No End in Sight E2M4 is absolute dogshit. Best example of how not to do a doom map.

>> No.6336973
File: 403 KB, 1920x1080, Screenshot_Doom_20200413_161739.png [View same] [iqdb] [saucenao] [google] [report]

I'm paying map 28 and excuse me... How the fuck was I supposed to know I had to shoot this fucking symbol to progress? I was lost for an entire hour until I gave up and watched a walkthrough. I'm so fucking pissed.

SIGIL had a similar mechanic too, but it was consistent and self-explanatory.

>> No.6336976

Out of curiosity, is the general consensus that Doom 2's better than Doom 1? Not that 1 is bad or anything, but way before /vr/ I remember a few people holding 2 in a higher regard for various reasons.

>> No.6336982

People only prefer Doom 2 because of the super shotgun and expanded roster of enemies. I only like it more as a base for megawads, its level design is far inferior when compared to Doom 1.

>> No.6336983

the community's pretty split on that subject.
Some people like doom 1 because the level design is generally more consistent (some of doom 2's levels are a complete chore) but doom 2 has a more interesting monster roster and the supershotgun. I'm in the "doom 1 is the better game but 2 is a better platform for wads" camp.

>> No.6336984

Yeah, this hits the nail on the head. I feel exactly the same way.

>> No.6336986

Has there ever been a mod that has the monsters/placement of 2, but the level design philosophies of 1?

>> No.6336998

You shoot and use anything that's different. In a game like Doom that re-uses a lot of textures, unique walls really stick out. A lot of secrets are revealed this way.
Older games do tend to have infuriating shit.
I had to look up the Dark Forces walkthrough several times because of the crazy maps and bugs that made keys disappear, but solved the more difficult puzzles on my own. When I got the elevator one, I couldn't believe my eyes. How the fuck did they think it was a good idea, and how the fuck did I get it?
I also remember the fucking key-in-cereal-box puzzle from Monkey Island. Didn't have a single fucking idea when I sailed off towards Monkey Island™.

>> No.6337007

I understand that for secrets, I always press on walls that are different. The thing is, other than one obvious switch 10 maps ago, I can't remember of a single time I had to shoot anything to progress.

>> No.6337014
File: 2.99 MB, 840x524, kdensticktest1.webm [View same] [iqdb] [saucenao] [google] [report]

PSX Doom, in a way. It adds Doom 2 monsters to Doom 1 levels.

>> No.6337019

If it was a switch texture or something it would be somewhat understandable, but it's not even like this wall sticks out at all. Sandy always did weird shit like this or The Citadel with secret areas you had to find to progress the level.

>> No.6337020
File: 485 KB, 1680x1050, sticks.png [View same] [iqdb] [saucenao] [google] [report]

Ahh! Meant to post this webm in my next post. Anyway, I've been prototyping this for about a week or so, and it's really coming along. Going for a 2000s flash game aesthetic, stick figures included.

>> No.6337024

But they only added the SSG in Doom 2, that i'll never understand.

>> No.6337027

Looks great, reminds me of Stick RPG

>> No.6337029

One thing I've noticed about his levels is that the secrets aren't really secrets. Half of the time they're necessary to progress, and the other they're easier to find than the actual exit. It's honestly a bit obnoxious.

>> No.6337030

Scythe 2 is fantastic. Loved the gothic segments, and Map 7 was amazing,

>> No.6337043

Anyone know any Doom wads that have mansion themed levels? I'm looking for inspiration.

>> No.6337059

I found the techbase levels a bit dull-looking after the fantastic Gothic and Egyptian maps.

>> No.6337074
File: 2.21 MB, 840x524, kdensticktest2.webm [View same] [iqdb] [saucenao] [google] [report]

Thanks, Stick RPG was definitely an inspiration for the city.

>> No.6337092

>Postal 1.5

>> No.6337106

Alfonzone had some.

>> No.6337129

Chainworm Kommando

>> No.6337138

That's really neat anon! What will the gameplay be like?

>> No.6337146

Finished Doom 2 and honestly, I wasn't expecting to be so mixed on it. Can't really say I had much of a good time. The first half was fine but as soon as the game reaches earth, the maps take a nose dive in quality. I enjoyed Doom 1 much better.

>> No.6337149

Anyone here played Embers Of Armageddon?
It's pretty good.

>> No.6337152
File: 847 KB, 1024x576, Screenshot_Doom_20200413_161722.png [View same] [iqdb] [saucenao] [google] [report]

PSX Doom with Colored maps is like a trip.

>> No.6337160

What is the consensus on No Rest for the Living?

>> No.6337161

I love it,is the best Doom 4 based mod.
The fact is compatible with 90% of monster mods makes it even better.

It's generally well liked.

>> No.6337184

A high quality, fun set of maps.

>> No.6337185

I'm not aware of any memes about randomly increased health on his streams, I just assume that whoever did that just thought that was a good idea somehow.
And yeah, a lot of them plain looked like garbage, probably because the authors had never even made any maps for anything before, a lot of the authors were probably little kids.

Doom 2 has new enemies and the super shotgun, and they add a lot to the gameplay, Doom 1 has better level design on average, in mine and some other's opinions, anyway.

>> No.6337189

Do teleporters activate the moment someone touches them? I want to make a series of pillars with teleporters and monsters on them and I need to know how much margin do I need between teleport line and edge of the pillar, considering they will never hang off the ledge.

>> No.6337197

Teleporters activate when you go through the teleport line, not just touch it, you have to make some space between the ledge and the teleport line so they can walk through it.

>> No.6337201

Yes, but how much space? Half the monster width or so?

>> No.6337204

Equinox goes down really smoothly with MSX, just make sure to use grenades a lot.

>> No.6337207

Oh, and they don't have to walk through the line entirely, I think it's enough for about half of the monster to go through the line to trigger the teleport.

>> No.6337215

It's halfway through an entity when the teleport triggers.

>> No.6337218
File: 106 KB, 807x1069, YOU HUMOR ME GREATLY.png [View same] [iqdb] [saucenao] [google] [report]

Not trying to one-up you anon, but here's a cleaner and smaller (memory-wise) pic.

>> No.6337230

MSX isn't just good as a mod, it's legit one of the best FPS experiences I've ever played, up there with Titanfall 2 for me.

>> No.6337238

Haha, yeah I definitely thought of that. Final version of the mod will absolutely have hapless civilian stickmen.
I'm not entirely sure yet. I definitely want it to be fast paced like Doom, but I think I want levels to connect to each other like Hexen and Strife. If you're low on ammo or supplies, it would be cool if you were able to go back to a previous level and scrounge around for some. Or maybe a Spyro-style hub where you can complete a series of levels in whatever order you want and then move on to the next hub.

>> No.6337240

text getting hard to read there

>> No.6337245

Idk, I shot it the moment I saw it.

>> No.6337249

So that means I need half the size of a monster accessible on the other side, correct? This is exactly from where it can pass on without hitting the edge.

>> No.6337251

Yes or else it won't be able to move far enough and won't trigger the linedef.

>> No.6337254

Sounds neat! I think you would benefit from brighter and less realistic colors though. Like the asphalt could be bluish or even purplish, so the stick guys - I swear I didn't intend this - stick out more.

>> No.6337268
File: 1.56 MB, 1500x844, 1556499270323.png [View same] [iqdb] [saucenao] [google] [report]

SIGIL is hard without resorting to "slaughtermap", yes. But it's mostly thanks to being cheap in other ways, there's lots of unavoidable damage, hidden monsters that will wipe half your health off in your first run when you don't know they're there, instadeaths, extremely stringent ammo counts, and Romero loves to make you fight barons with just a shotgun simply because it takes longer to kill them and increases the likelihood you will make one mistake and take a fireball to the face which can be a run ender.

Also the stupid smile on the goat ruins the logo.

>> No.6337274

doom 2 being rushed, romero slacking and sandy being too experimental for his own good
fun fact, you could press "use" on shootable walls without earing "unf" as a hint but gzdoom changed it to make it worse
thanks graf

>> No.6337276

SIGIL's kind of douchebaggy, but I can't remember it having any sort of unavoidable damage. Is it on the first level or Abaddon's Void?

>> No.6337279
File: 13 KB, 1230x119, doom 2.png [View same] [iqdb] [saucenao] [google] [report]

a good example of a "more good, more bad" sequel

>> No.6337283

I'd say that sets out the tone, rather than being cheap. While playing SIGIL I felt constantly on edge, on low health and ammo, scared of what was to come. I really enjoyed that aspect, honestly.

>Also the stupid smile on the goat ruins the logo.
I never noticed it until you mentioned and Yeah, it's a bit silly.

>> No.6337293
File: 676 KB, 1680x1050, brighter.png [View same] [iqdb] [saucenao] [google] [report]

Some of that I think is due to poor video quality (I'm a .webm noob) and low map lighting (160), but I 100% agree with you, especially with the road. I intend to make a grey version as well. The good thing is that editing textures should be pretty easy. I made all of them as vector graphics in an effort to stay truer to the flash look, and then exported them as PNGs of various sizes. This screenshot shows off textures 4x Doom's resolution, I also increased the light level to 224.
>stick out more.
Now that you've started with puns, you're going to have to stick to them.

>> No.6337316
File: 87 KB, 533x800, 1518539759246.jpg [View same] [iqdb] [saucenao] [google] [report]

Asking this again, but how do I change the sound quality in Quakespasm Spiked? For the life of me, I have no idea why the sound quality is so low by default compared to OG Quakespasm, and I can't seem to change it thru any kind of cvar.

>> No.6337317

What was a PSX-Styled Doom mod that only colored lighting like in the pic, but didn't simplify the level geometry/textures?

>> No.6337321

this is a version for ants
also that one has a legit link to the source too

>> No.6337409
File: 16 KB, 339x453, 34581743_10214345913473439_5161189893828771840_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, I'm nearly done with the whole pistol-start run of Doom 1. Here's the tally for Episode 4 so far.
>E4M1: Hard but pretty fun if annoying at times with the respawning enemies.
>E4M2: Not really that fun, had to use a guide for it just to survive, same with M1 but to a far lesser degree. Save scummed a bit honestly.
>E4M9: Kinda fun, was a bit low in the weapon and ammo department while having at least 2 barons that I remembered. But overall good, I just wished I hadn't spent so much time looking for the yellow key only to realise it had just been on the other side of the starting platform all along.
E4M3: Fine level, beginning is hectic but it eases out, aside from the barons, fuck the barons. The space is too tight for rocket launcher usage as I don't use freelook to make sure Doom's autoaim doesn't fuck me over and kill me instantly. So it's mostly just an exercise in taking too long to kill the baron. This makes me miss the SSG a lot.
>E4M5: Honestly don't remember much of it, was fun and tightly packed. Very kind, giving me a chaingun in a level mostly packed with hitscanners, overall good level even if I always skip the yellow key. Hell I don't even know where it is the run to the exit is piss easy to do.
>E4M6: Save scummed the fuck out of this one if I'm honest, but it was fun. Cyberdemon is annoying, I had to go and get the invincibilty just so I wasn't insta-killed because of the tight space and his rockets.
>E4M7: Really fun, simple, crusher got me the first time. I don't know /vr/'s opinion on Civvie, but as he said, a BFG and invul against a Cyberdemon? Kind, kind man.
I'm now on E4M8, I hope the Mastermind doesn't do me up the arse.

>> No.6337410

Thoughts on Epic 2?

>> No.6337413

Slight grammar correction, the enemies on E4M1 don't respawn, they teleport in. If anyone is curious I'm doing these on standard UV.

>> No.6337417

There's plenty of unavoidable hurtfloors. Map3 even if you run perfectly to the env suit you still take one tick of damage, which was like 20hp or something ridiculous like that. And then you need to go that road again later but without the env. suit, I think there was one more but it was in a secret. Map 4, the one with the three paths at the start, the middle path you had to take some damage here, unless there's a secret way to raise the floor that I missed.

>> No.6337421

I recently replayed Doom 2 and felt the same way. The highs of the Romero and early McGee levels are high and time-pressed Sandy Petersen created some real stinkers.

Now you can go play some megawads or Plutonia. Doom 2 on UV is similar to Plutonia on HMP. Plutonia on UV is quite a step up from Doom 2 and is comparable to a lot of community map packs on UV, such as Back to Saturn X.

>> No.6337432

I'm following WadSmoosh's play order. Doing No Rest for the Living now. Though I'll probably skip TNT Evilution since I only heard bad things about it.

>> No.6337439

>While playing SIGIL I felt constantly on edge, on low health and ammo, scared of what was to come.
I mean, that really only works on 1st runs which you're virtually guaranteed to fail. After that it's just about budgeting ammo and restarting if you get hit too hard/use too much ammo and know you don't have enough to pass the next stat check.

>> No.6337443

What's a good way of actually making the Spidermind a threat to the player?

>> No.6337448

>Tight, confined area
>Little to no demons for it to infight with
>Limited ammo for high damage weapons (Rockets and Cells primarily)
Granted, all of these combined makes the fight usually a pain in the ass and unfair. So just pick and choose one or the others.

>> No.6337449

OK Bros, so all I really have at the moment is a work laptop so I have been buying all the digital versions of old FPS I can find on XBox One/360. I have Doom/Doom II/Wolf 3D/Marathon 2 but I want to get Duke Nukem 3D since I played the fuck out of it as a kid.

My question is, should I get the XBox 360 Duke Nukem 3D port that came out around 2010, it's on the marketplace for 9.99 and from what I have seen seems to be a solid port that added a few features like enhanced midi soundtrack and a rewind savescumming thing.

Or I can get the more recent rerelease from a couple of years ago from Gearbox that is on Xbox One but it's 19.99. It has a bonus episode I believe. Is it work the extra 10 bucks? I can play on either console.

>> No.6337459

Stick it on one place all by its lonesome, give the player some moderately strong weapons but no BFG (or just no way to get into melee range), and some columns to jump from cover to cover. It sounds bothersome, but the Spider Mastermind is just not that great to fight.

>> No.6337462

Why not just play them on your laptop? Doom can run on virtually anything, I doubt Duke is that more intensive. But if it's like, 90s tier. Then I'm not too sure, I've never actually played Duke 3D or reviewed the ports or anything, so I'm not too sure.

>> No.6337465

Fuuuuuuuuuck can't unsee

>> No.6337471

Dunno, I still find the levels to be well staged enough. I do agree that later levels get a bit dull because of that, though. But I've replayed the first 3 levels a ton and I always find them enjoyable short, tight experiences.

>> No.6337483

Only two more guns and a fist replacement to go!
Except for tweaks and refactors.

>> No.6337504

I mean yeah once you know the levels like the back of your hand, and specially once you know where all the secrets are it's much easier. It's still got a lot of bullshit though. Also unavoidable hurtfloors are objectively bad design.

>> No.6337515

I could but I would rather not.

>> No.6337519
File: 117 KB, 1680x1050, Episode 4 is done again.png [View same] [iqdb] [saucenao] [google] [report]

Alright, it's done. The level aside from the Mastermind fight was actually harder. The Mastermind did quite a bit of infighting for me, so I just kinda circled the arena, got the cell ammo, killed the Barons and just Plasma'd the Mastermind into a pile of gibbed brain. Overall, solid and fun level. I'd say the overall episode scores like:
>E1: 8.5
>E2: 7.8
>E3: 7.6
>E4: 7.3
Episode 1 feels the overall most solid of the bunch, there's no level in this one that makes me groan and go "Oh God, this one.", while all the other ones have that, though I usually don't remember until after I replay them. None of the levels are as offensively bad as some of Doom 2's levels are, which is a damn feat honestly. E4 can be really fun but it can also just be really painful, looking at you Romero. I don't really have a favourite map, most of the maps in Doom games blend together in my mind unless there's one that's just offensively fucking garbage or it's different in a good way. But hey, that means I can say I've finished all of Doom 1 on UV pistol-start now. I don't think I'll do this for Doom 2. It's fun obtaining all of your weapons and stuff but it can also be quite annoying sometimes just aimlessly hunting down something better than a fucking pistol, though usually there's a shotgun near the beginning of the level so that's lessened a bit. I feel more capable of Plutonia but it still intimidates me a lot, plus I still have the Master Levels of Doom 2 and TNT to get through. Though we'll see about TNT, I've heard it's remarkably boring at times.

>> No.6337520

I finish Segil and i'm fucking disappointed on the last level. Why not a new demon? come on Romero, you have the money. Still, pretty damn good and fun, 8/10 would play with a demon mod again one day

>> No.6337525

The 360 port got good reviews and seemed to be a good standard port of Duke 3D. The Randy Pitchford cashgrab 20th Anniversary Edition is also a good port and has new visual options and rerecorded lines by Jon St. Jon and a new episode made by some original level designers. Haven't played it but reviews of the new levels were mixed and I prefer the original Duke 3D lines... not sure if the option was offered to use the old ones in the port.

>> No.6337528

You can do Plutonia on UV/PistolStart/NoSaves. Trust me, like yeah it's hard, but it's not as ball crushingly hard as you might have been led to believe. It's a good level of challenge. And I think it tempers you for the world of PWADs quite well. Kind of like a bootcamp before you move on to fan-made stuff.

>> No.6337534

Oh, and if I were you I'd leave Master Levels and TNT for later if you really must. There's some good stuff in both, but they're mostly meh. I would do Doom 2 pistol start just to have it under my belt too, but as you know it's not stellar. Plutonia's where it's at for you, I think.

>> No.6337538

Aaand one more thing. Definitely recommend you use the community MIDI pack for Plutonia. It gives the maps a very distinct feel that was (in my opinion) lacking with the stock Doom music it originally has.

>> No.6337542

TNT is objectively better in every way to Plutonia and it has an original soundtrack

>> No.6337543

A lot of it is avoidable if you know what you're doing, though? And if not, you only need to stay on them for a second or two. It's nowhere near as bad as you're making it out to be,

>> No.6337546
File: 208 KB, 329x445, 1567953899945.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6337550

I'd say TNT is better to play after Doom 1 and 2 difficulty-wise, but quality-wise it's not an essential play. Also damn anon, you're making me feel bad about sucking at Plutonia UV right now, I admit though it's usually a fair challenge and if you're good you can avoid the bullshit, but most maps take a few tries before you get how to beat them.

>> No.6337554
File: 37 KB, 530x456, 1586301142184.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck your chaingunner circlejerk, nonce

>> No.6337561

Don't feel bad, it's not like I beat it all blind on my first go, I like the fact that maps often can take a few tries before you beat them. I think that's normal. Gaining ground feels like a satisfying accomplishment, and you're refining your techniques along the way.

>> No.6337563

TNT is boring.

>> No.6337567

Can't hear you, a chaingunner is firing at me from Jupiter.

>> No.6337573

You're saying that as if TNT also didn't abuse chaingunners to bullshit levels.

>> No.6337578

also, regarding your first point
Sure, Doom1 -> Doom2 -> TNT -> Plutonia may be a smoother difficulty curve, but really taking out TNT from there doesn't make it a cliff or anything like that. You'll just feel a bump and start adapting to it from there. That's how it was with me at least

>> No.6337587 [DELETED] 


>> No.6337594

>A lot of it is avoidable
Yeah but not all.
>And if not, you only need to stay on them for a second or two. It's nowhere near as bad as you're making it out to be
If the best that you can say in its defense is "well it's not THAT bad when you think about it" that should be all the proof you need that it's bad design, there's literally no upsides to it. And it's specially lame when you're surviving by the skin of your teeth and gotta restart because you can't pay the HP toll.

>> No.6337595

What if the UAC is the real villain in Doom, and the forces of hell were simply taking advantage of the UAC's unruly experiments to colonize Deimos, and then Earth to ease the burden of their growing population and sputtering out on certain resources?

>> No.6337597

>You can do Plutonia on UV/PistolStart/NoSaves.
Right now? I doubt it. Plutonia seems like doing it no save and pistol start would be an immense challenge for a boomer who's had 25 years to git gud. Let alone me, a pasty zoomer who only genuinely got into Doom once Doom (2016) came out and proceeded to fall in love with the franchise. (I had some experience with Doom beforehand, which involved me buying Doom Classic Complete off the Playstation Store and crying for like 5 minutes because I couldn't look up and I legitimately thought the game was broken until my mother made me try just shooting high up enemies anyway and it worked. I don't think I ever got to Episode 2 though. I didn't really know how the Episode system worked because I was a young lad.) Though I mainly say that from the perspective of seeing a bunch of Chaingunners and Revenants and Archviles and such. All of which I'm not very good with.
>Chaingunners: Health Melters
>Revenants: Fine but I can't bait the punch without getting rocketed in the face like an autist and fuck those homing rockets so bad I hate them so much.
>Archviles: Whenever I see them I just go into an "ATTACK, KILL, DESTROY, EXTERMINATE" mindset on them because of their powers. Which kinda ends up being a cause for other demons to rape me.
>Oh, and if I were you I'd leave Master Levels and TNT for later if you really must.
I might, but from what I know Master Levels and TNT are both incremental steps in difficulty towards Plutonia. It'd be really weird for me to start with Plutonia and work my way DOWN the difficulty ladder.
>I would do Doom 2 pistol start just to have it under my belt too, but as you know it's not stellar.
I mean, I probably could. But yeah, frankly I just don't WANT to play Doom 2 again. Replaying Doom 1 was honestly just an incidental casual playthrough turned training exercise that came purely out of having set up Doom Launcher and wanting to make sure everything worked. (1/2)

>> No.6337609

With playing Doom 2 pistol-start, it'd be more out of obligation than just a fun personal challenge I set myself out of boredom and the feeling of well "Hey, I've beaten Episode 1, why don't I beat Episode 2 pistol-start now?" Plus, those city levels just really sour it for me, I don't like them at all.
Oh yeah, I'm considering it, the only thing is I heard that MAP11 or 12, whichever one was the Archvile maze, uses the ending Bunny Music to it's advantage in just setting the stage for how fucked it is. While it's probably something super different in the midi pack.
I suppose so, but if I were to do Plutonia and then TNT, as I said before it'd feel kinda weird.

>> No.6337627

The boomer/zoomer thing is a meme dude. I'm 25 years old. As old as the game. You're probably ~20 or below. You have faster reaction times. You could do Plutonia UV. If using no saves or pistol starting sounds shaky, don't worry, just fucking play it continuous and save at your discretion. Point is, it's not this mythical thing on a pedestal that you might have been led to believe.

As for the "it would be weird to go down in difficulty later": dude, you're probably gonna be playing PWADs after this anyway, and they're gonna vary up and down in difficulty, they're not going to be getting exponentially harder. It's really not that big a deal. I just fear that you're gonna burn yourself out on the shitty stuff (most of MasterLevels/TNT) before you get to the good stuff (Plutonia).

As for the Archvile maze track, I actually still like the rendition in the community MIDI pack more than the bunny music. I don't think there's a single level there that isn't improved by the Jimmy(TM) pack.

>> No.6337628

Isn't that what already happens? In nearly every Doom game that involves them the UAC are either just inept at not summoning demons or outright do it themselves.

>> No.6337630

what if doom was the friends we made along the way

>> No.6337634

And also, to add to the point of age: I'm as old as the game, but I've only been playing Doom for like 2 years max. So this is not a "you had to be training for 25 years to git gud" thing like Civvie implies in his video.

>> No.6337647

Huh, well thanks for the lines of encouragement. I might do Plutonia sooner than I envisioned. Though I'm kinda thinking that for Plutonia I won't go straight into UV. With both Doom 1 and Doom 2 with the exception of E3, I played it all on HMP first. And then when I went around again for my UV playthrough that made it a lot more managable because I still had some level of understanding on the levels, and that seems to work for me. So I'm thinking I'll probably do something like that.

>> No.6337651

That's fair. Playing HMP first and UV later is a good habit actually, that I wish I had formed. I kind of just always bruteforced my way through UV always. It was that way until I got smacked in the head by Ribbiks with his WADs being like "PLAY IT ON HNTR/HMP FIRST, YOU DIMWIT"

>> No.6337661

Yeah, I'm glad I have the habit, especially when it seems a lot of people are getting bumfucked when their headlong into UV strats get them fucked. Like your example, or the recent post here complaining about Plutonia's difficulty DESPITE PLAYING ON UV. Or well just, the entire thing that is Sigil. I actually gotta play Sigil, it's on my bucket list I just haven't gotten around to it yet.

>> No.6337674

TNT uses chaingunners and shotgunners pretty liberally, probably more than Plutonia, actually.
Also, nonce means pedophile, not fag or idiot, you daft cunt.

>> No.6337697

>Redneck dude got deer hunting sim
Based and thematically coherent pilled.

>> No.6337728

I'm the anon complaining about Plutonia, you're right it was dumb of me to go UV first, but believe me, despite me bitching about it I still enjoy it and would recommend to play it. Playing UV always is a nasty habit.

>> No.6337757
File: 29 KB, 671x673, quake.gif [View same] [iqdb] [saucenao] [google] [report]

Just finished Quake 1. Does it have the equivalent of DOOM megawads? I mean I guess they'd come as Half-Life-like mappacks, but still, are there any map packs I can play in Quakespasm? I find it so much more fun than Doom.

>> No.6337761

The gold standard tends to be Arcane Dimensions. There are also many mapping jams from the community which tend to be pretty good. Also, I'd recommend you to try the official expansions Scourge of Armagon and Dissolution of Eternity, they're pretty okay too.

>> No.6337804

Play Arcane Dimensions right now. It's like the Quake 2 we should have gotten in some alternate timeline, but didn't. After that, you have a whole world of maps to play too.

>> No.6337806

cheers, I forgot about this site

>> No.6337812

Don't make this into another tired Quake 2 rant.

But yeah, AD is great. You could also try last year's Halloween Jam which uses AD resources. Pretty spooky.

>> No.6337817
File: 128 KB, 433x433, 1583189417593.jpg [View same] [iqdb] [saucenao] [google] [report]

>Also, nonce means pedophile
I know that's what it means, nonce.

>> No.6337824

Good idea. No Rest for the Living is better than Doom 2 and TNT is best left forgotten unless you really want to cross it off the list.

>> No.6337826


>> No.6337827

is a known nonce here in the UK

>> No.6337841

>Does it have the equivalent of DOOM megawads?
Arcane dimensions comes to mind from the recent years, and from the times begone, Zerstorer. It starts pretty rough, but then has some great maps.

>> No.6337846

Aye, I'm sorta glad I'm new to Doom so I can make the habit of doing it on a lower difficulty before playing UV. It seems a lot of people tend to view UV as the normal mode of the game and then NM as the hard mode when really it's the hard mode and the ultra-hard mode.
Over here in Ireland, personally we always use Nonce to be idiot. I've legitimately never heard it being used for pedos until right now.

>> No.6337848

Oh, and i think Beyond Belief was very solid too.

>> No.6337865

People telling you UV is meant to be hard are lying. The community considers UV to be the intended way to play, except for Ribbicks. He's the only person I'm aware of that advocates HMP being normal. Here's some reading for you, young grasshopper.


I recommend the entire treatise when you feel like it. I read it over the weekend. It takes about 2 hours but I found it interesting as someone that's been playing Doom WADs for six years. /vr/ doom threads reminded me the game existed a decade after I played the originals.

>> No.6337872

Addition to my own post directly above: UV may be the intended way to play, but how hard the intended way is varies per level. You may be able to brave Doom the Way id Did on UV, but try that on Sunlust and you'll have a rough time, to say the least. Only Doom gods play Sunder and Sunlust on UV.

>> No.6337878

Ribbiks isn't the only one. Most slaughterwads or hard wads enocurage you to play them on HMP or even HNTR on your first go, instead of jumping straight into UV like a dunce.

It makes sense to me that HMP should be "normal". It's what the game defaults to when you're selecting a difficulty. The only reason UV became accepted as the "norm" is because beat the original Doom1/2 IWADs and thought anything else was too easy (it was).

I also play on UV often, but I am under no illusion that it's supposed to be "normal". I'm fully aware that I'm playing PWADs on hard mode on my first go and that I probably should be doing HMP first.

>> No.6337896

I kinda skimmed through it, I only found one mention of UV, which was when it was on about Ribbicks. I'll need to give it a better read but personally as >>6337878 said it seems intended that HMP is the intended difficulty for a first run as it's the one it defaults to. UV on the original games isn't extremely difficult so I assume that's what gets people to think that overall you should start anything at UV. Though I won't get into a huge debate about it or anything, I'd be arguing in bad faith considering I haven't read the whole article.

>> No.6337912

Fair enough. Although I default to UV myself, I think the best approach is to choose what works for you. I still suggest starting with UV and going down if you get too frustrated. I downgraded Going Down from UV to HMP after playing about a third of it. I qualify this statement by also suggesting noting what the author says about the wad relative to your own skill level, which you'll learn as you play more wads. For example, Z86's Hellbound says experienced players should manage UV easily, so I played it there. I died of boredom, not rage from difficulty, so I went down to HMP to grind out the last six maps.

You raise a good point about slaughterwads. I don't completely disagree, but I do want to add a wrinkle to your remarks. Sunder, the progenitor of the modern slaughter genre, has no difficulty levels. The author suggests ITYTD for first time players, since monster placement does not change no matter the difficulty and ITYTD cuts damage received from all sources. That's an exception rather than a rule.

>> No.6337925
File: 2.46 MB, 1920x1080, Screenshot_Doom_20200413_163258.png [View same] [iqdb] [saucenao] [google] [report]

Hell Ground map 01

Put it on a ledge beyond autoaim range, make the area within autoaim range a damaging floor, and make another one teleport in as soon as that one dies, pic related

>spending money to play retro PC games on a console where you will never be able to play superior fan-made maps

Some anon recommended a bunch of maps a few threads ago. If you are interested in Quake 1 custom maps, go to Quaddicted.com and download the maps with 5 star rating that also have the "must play" rating by the editor or whatever the rating was

>People telling you UV is meant to be hard are lying. The community considers UV to be the intended way to play
If there was only one intended way to play, there wouldn't be difficulty settings. UV is intended to be an extra challenge for skilled players. I'm an anon who will grind out deathless runs of entire episodes on UV or NM, and I will tell you, the fastest way to learn a map so you can play it on UV is to beat it pistol start on skill 2 no saves, beat it pistol start on skill 3 no saves, THEN play it pistol start or continuous play on skill 4. Imo if you can't beat a level with no saves then obviously you need to turn down the difficulty; sure there are exceptions like hour long maps

>> No.6337937

For bosses you going to have a superbeast-like boss? That was the first thing I thought of when seeing these webms.

>> No.6337950

Based link, thank you sir.

Also HMP is normal.

>> No.6337986
File: 101 KB, 960x540, cyberdemons teleporting onto conveyor belts.jpg [View same] [iqdb] [saucenao] [google] [report]

This teleporting Cyberdemon fight with conveyor belts is possibly the single coolest gimmick I've ever seen in a Doom level
> https://youtu.be/zmMR8I3lrL0?t=269

>> No.6337993

I think the Archvile Carousel of Sunlust's MAP29 easily tops that, but it is also a cool gimmick.

It does make me a little sad that all you have to do to defeat it is simply circle strafing the cyberdemons though.

>> No.6338008


>> No.6338028
File: 410 KB, 768x768, EGG9RAzUUAEiJ-b.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6338084

Honestly, i kinda naturally dislike the Randyfied DN3D port's remastered lines, because the rest of the audio is horribly bitcrunched. It feels out of place. Just get Eduke32 or BuildGDX and pirate it. Don't give money to someone with such disdain for Duke's legacy.

>> No.6338085

Who is Randy, and what's the deal, I didnt follow Duke so I dont know what's up

>> No.6338089

TL;DR Randy used to work for gearbox, eventually became the owner of gearbox, is a huge douchebag. Duke Nukem world tour sucks.

>> No.6338090

I assume Randy Pitchford, head of Gearbox.

>> No.6338091

Randy Pitchford, CEO of Gearbox, guy who owns Duke Nukem now. Massive shitheel. Probably owns a pendrive full of barely legal squirt porn.

>> No.6338092

Randy Pitchford, president of Gearbox.

>> No.6338096

Also supposedly created a Battleborn R34 subreddit.

>> No.6338097

there should be a list of fucked up things about him and gearbox

>> No.6338098

And tried to use that to promote the game

>> No.6338103

battleborn doom mod when?

>> No.6338108

Idea for a Doom megawad:
>Oops! All Sewer Levels!

>> No.6338109

Worked for Blizzard honestly

>> No.6338115

Battleborn deserved better then what it got from its own creators, waste of good character designs.

>> No.6338116

>good character designs

>> No.6338118

Are their any good dedicated aquatic enemies any mods have made? Hellodiles? Blood sharks? Demonic mososaurs?

>> No.6338120
File: 155 KB, 1024x990, 1484769357440.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6338123
File: 148 KB, 1280x840, Doomguy confused but happy with furry daisy.jpg [View same] [iqdb] [saucenao] [google] [report]

use the colored one

>> No.6338124

I'm enjoying No Rest for the Living, much more than Doom 2. Its design philosophy of having a lot secrets that open up optional areas of the map is very fun. I like how it makes each map a short experience that can be expanded with exploration.

>> No.6338125

>use the colored one
Can't, slavery ended in the 1800's.

>> No.6338129
File: 2.00 MB, 200x200, 1524105615371.gif [View same] [iqdb] [saucenao] [google] [report]

Underrated post

>> No.6338130

I can only think of the Gillbeasts from Blood, some hazmat troopers and the enemies from Temple Of The Lizardmen.

>> No.6338142
File: 748 KB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6338146

We need more then

>> No.6338147

i like that this channel is still alive and active
it's like one of those essential doom channels/users

>> No.6338150

not gonna lie, alligators in Doom would be neat.

>> No.6338154


>> No.6338162

Ngl, I miss when anthro Daisy was originally meant to be cute it was better than most of that Animal Crossing crossovers, it was cute.
Then the furfags and unfunny idiots had to ruin everything for both.

This man owns Duke rights.
He's like the anthesis of Duke he was probably the mind behind the Hive level in DNF.
One of the worst levels in a FPS ever.

>> No.6338169
File: 2.21 MB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6338171
File: 131 KB, 431x887, Trueform_with_Dark_Soul_(my_screenshot_brightened).jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone know some good horror wads? No Unloved, already played that.

>> No.6338178

Can Doom even be scary?

>> No.6338179

Funny enough, two women wrote one of the most repulsive, unfunny and OOC moments of Duke in DNF. Valenta Wensloff and Kristen Haglund.

>> No.6338180 [SPOILER] 
File: 10 KB, 204x136, 1586824822782.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6338189

Happy Time Circus II

>> No.6338191

I get a bit scared whenever a map has a pitch-black section

>> No.6338195

Doomguy's pimp ventures 3.5: Moar Futa

>> No.6338196
File: 352 KB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6338202
File: 212 KB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6338207

I've looked up their track record.
Apparently they didn't do anything else but DNF. That's awful.

Honestly Duke never was high class humor but DNF felt different like it tried to emulate DN3D but focused on the wrong aspects.

>> No.6338209

With the proper lighting and monster placement, along with limited ammo, absolutely. Take E2M6 of Doom 1 as an example. Shit wasn't too scary per say, but it was filled with tension, which leads to fear.

>> No.6338212

PSX Doom is a prime example of that.

>> No.6338225

i'd say ghoul3 even though it's more of a glorified jumpscare map

>> No.6338235

DNF feels like a mockery of DN3D.

>> No.6338274

New mod for Blood: Trauma Therapy

Here's a video showing off the intro and first level. This does NOT work with Fresh Supply, btw!

>> No.6338279

That's basically what it is. It was made by a bunch of people who couldn't have possibly been more out of touch. They obviously viewed Duke Nukem as something worthy of mockery.

>> No.6338312

Make them like mini guardians of hell from doom 3, an homage but more manageable, they move well on land but even better in fluid. Able to give a really good self launch from the liquid, be it blood, lava or nukage

>> No.6338316

It's like "I hate everything about this but I'm being paid, so I need to pretend to like it, what do the morons who like this sort of thing want out of a sequel?"

>> No.6338324

>battleborn doom mod when?
I would legitimately love that, Battleborn was a really fun game

>> No.6338341
File: 68 KB, 652x625, 4bb.png [View same] [iqdb] [saucenao] [google] [report]

The Hive level had promise conceptually, all the women tied up and captured in DN3D was meant to add some kind of horror vibes into the game and the idea of adapting the same idea with latest gen tech would've made the atmosphere super immersive and really impactful if done right, like how Doom Eternal's and 2016's hell levels were done relative to Doom 1/2's. Even if only to add atmosphere and not to serve as some kind of "deep" meaning or w/e.

But the fact that it was more or less treated like a joke just ruins it. Hell, the intro cutscene from DN3D Episode 4 had more substance to it with the whole "aliens impregnating human women" thing, and it was only like, 6 seconds out of the full 14!

>> No.6338390

if they were all as good as the one from Chex I wouldn't mind

>> No.6338407

I think if that happened Civvie would find out where you live and shove a BFG right up your ass

>> No.6338416

And he'd also bring over a boombox with that "ding!" sound effect playing every millisecond so it'd be the last thing you hear before you die

>> No.6338417 [DELETED] 

Are /idgames' mirrors not all updated at the same time?

>> No.6338435

You mean Doom 3 for OG Xbox, Windows XP, Vista, Xbox 360 and PS3?

>> No.6338471

Hey, at least it's not
>Oops! All Water Levels! now with Limited Oxygen Supplies!
Now that would be horrible.

>> No.6338495

I wonder how you could make a water level/section enjoyable to play aside from having unlimited oxygen. I'd think one way to approach it would be to incorporate some kind of engaging movement system, considering that you're floating underwater and most games in general don't really do much with underwater movement, they pretty much all just try to simulate real life swimming physics AFAIK.

>> No.6338502

I imagine something like Ziggurat Vertigo, but instead of going up, you have to go down.
A bit of full vertical 360 degree movement wouldn't hurt too.

>> No.6338521

>People telling you UV is meant to be hard are lying.
It is literally called sk_hard in the source code. The real liars are the ones who claim that UV is the only way to play.

>> No.6338523

Maybe if the game incorporates air dashing, you could also dash thru the water, and having your momentum be preserved like zero gravity (or maybe degenerate really slowly), relying on air control to maneuver around whatever body of water you're in.

>> No.6338527

Honestly, the problem with water levels is that they screech the gameplay to a halt. You start out guns blazing, high speed killing everything that moves and then, suddenly your momentum is killed and you have to slowly hop along the way, hunting down oxygen tanks and killing less stuff. Nothing interesting happens, and you feel like you wasted your time.

>> No.6338535
File: 35 KB, 474x355, descent.jpg [View same] [iqdb] [saucenao] [google] [report]


6DOF could be cool and make for an interesting change. Mini Descent style gameplay.

>> No.6338540

Dusk allows 6DOF when swimming, but you can't do much other than moving up down left or right. It's still pretty unique compared to swimming in other games, but it could've had more to it even tho you don't really swim a lot in Dusk

>> No.6338562

The recent project "Isolation" might as well be this. And it had enough submissions to be two megawads.

>> No.6338592

There's a Ghoul stage in the golf mod?

>> No.6338636 [SPOILER] 
File: 123 KB, 1199x900, 1586839201485.jpg [View same] [iqdb] [saucenao] [google] [report]

Ya'll hear 'bout the new doom expansion?

>> No.6338647

I'd suggest an "Oops! All Revenants!" but I know there are standalone levels that do that so a megawad would lose its novelty fast.

>> No.6338653

Cerebellumcels get motion sickness from 6DOF so it's not included in most games outside of flightsims. Sucks cause it was fun as fuck in the levels that used it in Dusk (Escher Labs).

>> No.6338668

>Oops! All cacodemons/cacodemon variants and temples!
They're not as powerful as hell knights or barons, and not as weak as an imp. You can also take the cacodemon and put it on a gigantic body to make a normal-proportion boss style enemy, while still being fitting a theme. Similar to "caco invasion", but with possibly ground enemies that can fly to shake it up.

>> No.6338704
File: 314 KB, 1197x755, Vore.png [View same] [iqdb] [saucenao] [google] [report]

id think they slick -_- SHE dabbin!!! XDDD

>> No.6338730
File: 621 KB, 900x900, WdfBn5G.png [View same] [iqdb] [saucenao] [google] [report]

Still ain't got shit on the Timbler.

>> No.6338796

What happens here?

>> No.6338797

It can. E2M6 has some spookfactor to it, as my colleague here can attest: >>6338209
It's simple too, it's just that dark and cramped maze which you must go into, where not only are there pinkies skulking about, but there's gonna be barons too, who are both very mean when you're stuck in tight spaces with them, and there'll be even more ones after you've gone and grabbed the key.
It's a very straightforward way of making the player uncomfortable, without any jumpscares or anything.

E2M6 is the map that got Sandy his job, and this is one of the reasons why.


>> No.6338842
File: 116 KB, 960x540, Screenshot_Doom_20200414_013249.png [View same] [iqdb] [saucenao] [google] [report]

Everybody here needs to play (and beat) map 6 of Preacher.wad RIGHT GODDAMN NOW and come back and tell me how it's their new favorite Doom map ever.

>> No.6338890

its my favorite doom wad period. i like how it has slaughter-tier enemy counts, but theyre actually mostly popcorn-tier monsters spread out across large levels, it never feels like a slog

>> No.6338915

>slaughter-tier enemy counts
Only one map has that. All others have less than 250 enemies, with five maps out of 9 gameplay ones having less than 150. How the hell is it "slaughter-tier enemy counts"?

>> No.6338947
File: 417 KB, 1736x897, doom folder.jpg [View same] [iqdb] [saucenao] [google] [report]

> i like how it has slaughter-tier enemy counts, but theyre actually mostly popcorn-tier monsters spread out across large levels
Well said. Now that you mention it, it's probably my favorite WAD also, though I still haven't finished it. I love the pacing; I've never played anything like it. You have to keep moving all the time to keep grabbing ammo or you run out. Pic related are the WADS I've played and beaten so far (except for Sunder which I quit on the platforming map), and of these, Eviternity is my fav, though Scythe/Scythe2/Hell Ground are also my favs.

It's a shame there are no demos of Preacher on the speed demos archives; I think it's because the random starts add an element of RNG that speedrunners don't like.

>> No.6339018

As someone who made a mod with similar intentions i have to say this is really great!
Keep us Updated, i like where this is going!

Is there going to be references with XiaoXiao tho?

>> No.6339021


>> No.6339059

decino pls go

>> No.6339092

Would /vr/ be able to make their own anon megawad collection or would too many people have trust issues?

>> No.6339101

It's already been done in the past several times.

>> No.6339103

It already happened, there just have to be enough people willing to map.

>> No.6339105

Well, I guess then you'll like my map which I'm working on, it's a big (mostly indoor) map, but difficulty is below Plutonia, I suppose. (I don't have that many chaingunners)

>> No.6339146
File: 25 KB, 340x257, 61A822A8-1C49-401B-9185-BE313FF0812D.jpg [View same] [iqdb] [saucenao] [google] [report]

>take the cacodemon and put it on a gigantic body

>> No.6339159

So how come nobody made an Astral Dreadnought enemy for Doom yet? Or did someone do it and it was lost to time ...

>> No.6339194

There's been a couple, as said.

>> No.6339212

I think I screwed the pooch on Map05. When the main cause of death is fucking doors - there must be something wrong. Anyway, I'll post it in the next thread, I still need to run it past the in-house testers.

>> No.6339234

thats super cute anon

>> No.6339260

Did you place too many doors again? Tsk tsk ...

>> No.6339319

I've decided to try that too, so far I'm only done with the first 10 but I've noticed there are also some really great vanilla maps that got omitted probably due to being vanilla. Panic in Paradise is worth checking out too.

>> No.6339336

decino pls stay

>> No.6339352

>Joel's second mapping contest

>> No.6339360

Are you living under a rock?

>> No.6339365

What the fuck is that Godzilla one anon?

>> No.6339401
File: 160 KB, 960x540, Dungeons & Demons 04.jpg [View same] [iqdb] [saucenao] [google] [report]

Doomer Boards Project 22
> https://doomwiki.org/wiki/Doomer_Boards_Projects
Every month the ppl at Doomer Boards release a new set of short-ish, difficult maps. I REALLY liked #20 (Dungeons and Demons) and I would highly recommend it to everyone, pic related. It's medieval/Dungeons & Dragons themed; the zombie/sergeant sprites got replaced with the cultist sprites from Blood, the plasma gun is now cast from your hand, the BFG is now a scepter, etc.

I haven't finished #22 though, I get lost way too often in it so I'm playing Preacher instead. The theme is all the monsters are now cybernetic: the imp now shoots single plasma balls, the baron now shoots single rockets, etc. The name for the theme comes from a Sepultura song, "Biotech is Godzilla":
>Jello Biafra from Dead Kennedy's gave this song to Max and it's about how biotech weaponry is like Godzilla as far as comparison to destruction!
I get lost in it because the levels are like dark forests or half-buried tech bases overgrown by moss and trees. Their originality is 10/10 but these levels are too maze-like for me. #20 was frickin' gold though.

Number 16, "Cyb's Freaky Colonoscopy," was runner up for a Cacoward last year, but I haven't played it yet.

>> No.6339403


>> No.6339429

So guys, I'm building a map that is mostly "flat", as in not a lot of elevators or pathways that lead to confusing sections like OG Doom. Is that considered bad when it comes to fun?

>> No.6339435

I suppose not, but map is going to be flat anyway.

>> No.6339443
File: 19 KB, 316x299, 1575930320700.png [View same] [iqdb] [saucenao] [google] [report]

>got lost and don't know where to go next
Really, Romero?

>> No.6339447

forgot to mention, their maps are all limit-removing so you can play them in Crispy Doom. I loaded #22 into GZDoom though so I could use OpenGL lighting and a flashlight mod to try to navigate it easier but only map 3 was dark.

>> No.6339450

It happened to me, too. You need to find a ledge with some health or armor bonuses on it. Start the level over, IDDQD and IDCLIP and look for the ledge, and then reload your save

>> No.6339454

actually no need to start the level over, just use cheats and find that ledge, then reload your save once you find it. or find a walkthru but cheats should be faster

>> No.6339473
File: 31 KB, 248x434, 1569385685562.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh yeah, that ledge. I had already seen it when it was blocked.

>> No.6339481

> nailed down changing the time scaling of player movement physics on the fly
now to figure out how to scale state speeds, then implement it on a monster and a projectile, and i'll have the core feature prototyped

>> No.6339556

Also, would anyone be interested in seeing my autistic list of wads worth playing when I'm finished with all of them? There's a lot of good ones unmentioned in the winners section and I doubt people want to sift through all the garbage maps or watch the entire stream to get them all.

>> No.6339563

Are you trying to make bullet time?

>> No.6339590

Maps being balanced around UV =/= UV isn't considered as the hard difficulty. Most mappers just simply find it easier to scale things down for lower difficulties after making the initial encounter designs rather than to add stuff on top of them.
And besides, most modern mapsets are generally HARDER than the iwads (even Plutonia in many cases), regardless of which difficulty is being designed around, so the idea that UV isn't meant to be the hard difficulty is just pure nonsense.

>> No.6339591

It'd work with a heavily modified cyberdemon sprite. If anyone would know any claws ready to be made into sprites...

>> No.6339618

I think it could work better with a heavily modified Cycloid Emperor sprite.

>> No.6339663

Heretic, Hexen and Hexen 2 but the former to as Oblivion mods and Hexen 2 remade as a Skyrim mod.

>> No.6339674

How about we remake ur mum into Skyrim mod.

>> No.6339721

Todd, we already bought Skyrim.

>> No.6339725

yes but also no
final plan is to NOT have the player be affected
effectively giving them double speed without hindering their real reaction time

>> No.6339770


>> No.6339807

>see that mountain? that's anon's mum.

>> No.6339873

The problem here is that "killing monsters" is the main content of Doom, and the only way to get the maximum amount of monsters to appear is to play on UV or NM.
Playing on anything less would net you less monsters and therefore "less content". Many people can't bear to lowering difficulty due to subconscious belief that they'd be "missing out" on part of the game's content.

>> No.6339905

It'd probably be really bothersome to make a sprite enemy that big without also shrinking down the Cacohead to make it simpler to work with, and lets be real, what's the fun with an enemy like this if we're losing Cacodefinition?
Maybe you could cheese it and make him multiple actors working in tandem, though he'd not look as smooth, and he'd almost require a custom map to work (according to my arcane and outdated Decorate knowledge anyway).

Possibly a good artist could paint over the entirety of the Cycloid Emperor (it looks like it has suitable proportions and posture), and have a new head done from scratch.

>> No.6339926

It's not like it'll cut out chunks of the level or anything (I guess you could effectively do that through spawn flags though), 99% of cases where an author has implemented difficulty levels entails the author just stripping or swapping monsters in encounters.
I mean is it a significant difference in content if two barons are replaced with two knights?

>> No.6339941

It's much less satisfying to blow up 2 imps with an explosive barrel than it is to blow up 5 imps, but then again, as I said this is not a conscious concern, but rather unconscious desire to not "miss out"

>> No.6340589

I knew about the cacodemon origin with the astral dreadknaut or however you say it. I just said giant body, like maybe a sort of spider mastermind, but more centepede than spider. Or maybe a cacoworm that burrys underground

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