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DOOM THREAD / RETRO FPS THREAD - Last thread >>6379174

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:
https://www.youtube.com/watch?v=ietb4JwaaXA [Embed]
https://www.youtube.com/watch?v=CGj4gXyCzg0 [Embed]

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.6384339

=== NEWS ===

[4-28] Anon shares a map, Sundered Citadel

[4-28] A new YouTube channel about mapping in Trenchbroom

[4-28] Further work on a Doom port/remake on the Amiga 500

[4-28] More Quake Champions rips, guns

[4-25] Anon releases Desolate, a Doom 64 Map (updated link)

[4-24] Anon shares a map, Funny Towers

[4-24] Anon converts a few midi tracks using various soundfont banks

[4-22] Doom Retro updated to version 3.5.5

[4-21] Trailblazer 1.5 is out

[4-19] Anon shares first map, Heavy March, looking for feedback

[4-19] Refracted Reality mapset now available for download

[4-18] New companion mod by Skelegant, Gholazon X

[4-17] Anon shares his first map for Blood, Shafted

[4-17] Crispy Heretic is being maintained again

[4-15] Cool Skies mini-episode 1 is officially released

[4-14] New Chex Quest teased

=== PREVIOUS ===



>> No.6384356
File: 1.96 MB, 150x150, 14094414472940.gif [View same] [iqdb] [saucenao] [google] [report]

Problem with settings like cyberpunk and Wild West is coming up with projectile enemies.

>> No.6384357

How is cyberpunk not projectile-friendly?

>> No.6384359

How it is? Everyone is using firearms. All I could come up is throwable shit and stuff like rockets, but you can't arm every enemy with rocket launcher.

>> No.6384362

Just give everyone slow moving neon colored projectiles and say "it's lasers/plasma/magic space goo".

>> No.6384369

Oh, you mean non-hitscan. I'm stupid.
In cyberpunk it could be energy weapon or tiny missiles. I was always fond of small rockets as futuristic guns.

>> No.6384370

But this is a way of a faggot.

>> No.6384395
File: 2.95 MB, 536x400, room-2.webm [View same] [iqdb] [saucenao] [google] [report]

This is either the best or the worst thing I've done in my short mapping career.

>> No.6384397

Dynamite, old timey cannonballs, nades, arrows, sling shots, thrown rocks, rolling barrels of gunpowder, anything throwable (bottles, rocks, sticks)... That's all I got for the western theme atm...

>> No.6384401

Is Doom's BSP faster than Build's portals?

>> No.6384402
File: 470 KB, 735x751, levsnj9h5zk01.png [View same] [iqdb] [saucenao] [google] [report]

How you doin today DOOM bros? Hopefully this one won't be as hostile as the last thread.

>> No.6384403


>> No.6384405

That's a good one, actually. Also seminal fluid.

>> No.6384415
File: 49 KB, 1200x676, bulldog gatling gun.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't forget hand-cranked gatling guns if you want automatics.

>> No.6384416

Flame thrower, slow laser that bounces, retractable rocket arms, homing drones, electric bolas... Thrown Land mines... I dunno. Chaff grenades?

>> No.6384417

Great idea, would be even better if some enemies would constantly spawn into the big empty center area while this thing is activated.

Making a new Doom 64 map

>> No.6384418

Oh yeah. Space goo a-la Unreal isn't bad.
He's looking for non hitscan
Whips maybe.

>> No.6384424

Oh, you could then make them fast projectiles? Low velocity bullets and all.

>> No.6384430

>Making a new Doom 64 map
Based, make sure to keep us updated

>> No.6384440

Fast projectiles are no cure-all. Seems to me they require careful use, otherwise they may end up being worse than hitscanners.

>> No.6384446

Play Ion Fury. Its cyberpunk and only 2 of the enemies are hitscan. The only obstacle is your creativity.

>> No.6384453

Imagine being one of those Cuckodemons that goes down after just two super shotgun blasts from the humans. Don't get me wrong, three ain't much better... but two? Pathetic.

>> No.6384462

>wild west
Guy with revolver.
Guy with shotgun.
Guy with rifle.
Guy with revolver or rifle who shoots fast.
Guy who throws dynamite.
Guy who throws knives.
Guy who throws axes.
Guy who throws molotovs.
Guy who fires a cannon.
Guy who fires a Gatling gun or other manual machinegun.
Wild animals.

>> No.6384471

Well make the bullets physical projectiles maybe.

>> No.6384480

Don't bully the Cacodemons.

>> No.6384494

Well, they don't have to be THAT fast.

>> No.6384550

I don't think I've played doom deathmatch in decades. How many hits does it take to kill a hyoomahn?

>> No.6384557

One good hit

>> No.6384563

Try to stop me. It's not like it's bullying, anyway. I'm just stating facts: Cacs are Whack.

>> No.6384576

I feel like making detours that don't bring you closer to the exit somehow is a waste of time. But lots of people seem to like them. And then there's Wormhole.

What's your take?

>> No.6384583

QUICK, WITHOUT LOOKING UP ON WIKI: What's the mancubus firing sequence?

>> No.6384584

People want that 100%

>> No.6384590

Up, up, down, down, left, right, left, right, B, A, Start

>> No.6384591

Why would a level need to be linear? This is an FPS, not a beat 'em up.

>> No.6384594

They make the map less linear and add replayability, especially if they provide a new way to enter an area or a battle. Bonus areas can also be a way to reward the player with some good items for exploring the level.

>> No.6384601

Sorry, but we're on Nightmare mode.

>> No.6384617
File: 124 KB, 640x480, fs.jpg [View same] [iqdb] [saucenao] [google] [report]

What's going on with the Firestorm in Hexen? It just feels like a weaker and more expensive Hammer of Retribution. Even waiting for the main flame to deal as much damage as possible, it still feels a lot weaker, especially against flying enemies.

>> No.6384624


Different strokes for different folks and all but the idea of not enjoying exploration at all has always been completely foreign to me.

There's plenty of maps out there that are way too fuckhuge for their own good but in my mind a map should provide at least some sense of adventure as long as it's done tastefully and doesn't cause the map to overstay its welcome

>> No.6384638

Alternate paths are great. I was specifically referring to just dead ends.

>> No.6384642
File: 288 KB, 600x626, 1585307177925.png [View same] [iqdb] [saucenao] [google] [report]

>Cacs are Whack

>> No.6384645

UV continuous with gameplay mods, saving often in case it crashes or I want to test something. Pistol start and switch mods on death.

>> No.6384650

God why is it so hard to me to calculate where a single skin patch ends.

>> No.6384686
File: 2.30 MB, 1920x1080, duskguy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6384694
File: 120 KB, 300x541, Top Cac.png [View same] [iqdb] [saucenao] [google] [report]

Top Cac

>> No.6384762

What's even the poiint of health and armor bonuses, aside from leaving breadcrumb trails for stupid players?

>> No.6384767
File: 170 KB, 816x639, you know it's a horror level.png [View same] [iqdb] [saucenao] [google] [report]

Does this look weird to you? I want to put spiral staircase here with some cool texture for central pillar, but can't quite settle.

>> No.6384768

Make the metal beams bigger and stand out more literally. Maybe add a few more metal beams.

>> No.6384771
File: 439 KB, 600x488, ridiculous.png [View same] [iqdb] [saucenao] [google] [report]

bully the cacodemons

>> No.6384776

Being a bonus for your health and your armor. One may not seem significant, but they tend to appear in groups of several, and multiple groups over a level, and it adds up.

>> No.6384778
File: 111 KB, 1001x540, yup.jfif.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6384781

Many classic Doom 1 maps are full of areas that serve no purpose beyond exploring and maybe gaining items. This is good because it makes finding the actual way forward feel more satisfying, and also increases replayability.

>> No.6384784

I dont know what you want us to tell you. Theres no secret trick that makes it better.
I guess the main benefit compared to the hammer is that its near-hitscan speed. Which makes fighting the wyvern much simpler.

>> No.6384809

Looks alright, maybe make the steel pillars more prominent

>> No.6384810

Not a fan of the voice.

>> No.6384834
File: 164 KB, 816x639, you know it's a horror level.png [View same] [iqdb] [saucenao] [google] [report]

How about this? (The small rim rises up to reveal the staircase after switching a particular switch)

>> No.6384851

That looks a lot better.

>> No.6384853

Friendly reminder that this general is the most brotherly, kindhearted general, not only on 4Chan, but quite possibly all chans.
I love, respect, and cherish every single one of you.

>> No.6384872

I just want it to be good since it's such a cool weapon.

>> No.6384885

What the hell ZIMMER textures even supposed to be?

>> No.6384917
File: 159 KB, 816x639, circus.png [View same] [iqdb] [saucenao] [google] [report]

This is dumb, right?

>> No.6384924

Well even if it is ammo-inefficient, the original levels give you more mana than youll ever need (including kraters of might), so dont worry about it too much.

>> No.6384929

Would be better if they made it a lot deeper, like the voices in the game. Even if they aren't actually duskdude's.

>> No.6384937


Anything with a pillar or wall made of bloody skulls is automatically a masterpiece.

>> No.6384939

looks fine to me, kinda unique

>> No.6384940

Is smooth doom a legit way to play? Does it modify the gameplay in any way?

>> No.6384943

Looks kind of unusual I guess. If you made sure to make it part of a piece of something that's supposed to be a construct, rather than natural rock caves, potentially it could end up looking good.

>> No.6384946

I think the only thing it does is re-balance enemies, but that can be turned off in the mod's menu. Been using it for a while now and I don't really have any big complaints, it's a solid mod.

>> No.6384954

It does look a bit goofy to me.

>> No.6384957


>> No.6384963


Looks fuckin great anon

>> No.6384965


Are you this guy


>> No.6384968

ZIMMER1, ZIMMER2, ZIMMER3 and ZIMMER4 seem to be some form of stucco types or those concrete surfaces that get treated with some form of comb before hardening to get that pattern. ZIMMER5 and ZIMMER7 seem to be lumpy and veiny stucco types, or maybe natural occurring stone surfaces. ZIMMER8 looks like it was taken from a rock texture with some parts being boosted in contrast, giving it a layered and lumpy appearance.

Who knows. Zimmer means room in German, especially those rooms in dwellings.

>> No.6384970

Can you save Romero?

>> No.6384975


>> No.6384981

I think linearity can be ok, but I personally enjoy exploring a lot, therefore I love branching paths and secrets, and secrets within secrets.

>> No.6384985

Huh. That's incredibly fascinating, I had never heard about that before.

>> No.6384990

I know, but it doesn't make sense for the other textures with the name. Besides that you can form any wall covering into that pattern, but mostly stucco and some putties.

>> No.6385014

>Zimmer means room in German
Hans Room
George Roomman

>> No.6385020

Makes no sense in context of the game.

>> No.6385035
File: 219 KB, 640x912, sup_me_roid.jpg [View same] [iqdb] [saucenao] [google] [report]

You might want to spawn in some enemies outside of the raised platforms to stop the player from passively camping behind one of the pillars from the start of the video. It still looks better than any map I've made.

>> No.6385038

I dunno, four out of seven do kinda look like Zimmerit. It's not like the names of other textures make more sense. Though someone should probably try making sector Tiger out of it.

>> No.6385058

Yes, I will place some enemies in this whole hall. I might also swap hell knights for revernants. That's just a test for how monsters would handle this sort of thing.

Also, show your maps.

>> No.6385071

HDoom makes it too easy to trigger a sex scene and makes them lose all value because of it.

>> No.6385094

I'd rather seek for some R34 of Doom

>> No.6385096

well there's always the option of having some magical enemies to shoot fireballs and such

>> No.6385097

I think the spritework is pretty good, it just lacks in execution.

>> No.6385105
File: 146 KB, 816x639, circus.png [View same] [iqdb] [saucenao] [google] [report]

I hope it's clear enough that you are supposed to jump out of this window. If not because you saw what happened to Arch-vile standing there, then because platform below seems close enough.

>> No.6385109

It needs full custom levels or at least level reskinners to give a full eroscape, also maybe some additional options, lesbian options, other kinks (all with a system of permissions the player can activate)

>> No.6385129
File: 110 KB, 768x768, cursed birthday dog.jpg [View same] [iqdb] [saucenao] [google] [report]

What's your most anticipated upcoming WAD?

>> No.6385132


>> No.6385138

Plutonia 3

>> No.6385142

By 2030 we'll have Plutonia 3.

>> No.6385201

For us, yes. However, merely by looking at the window from this perspective, I could imagine some people finding it difficult to figure out what to do. Try lowering the bottom part a little bit perhaps?

>> No.6385218

Move the bottom of the window down just a little to make it clear

>> No.6385227


>> No.6385238
File: 400 KB, 1920x1200, file.png [View same] [iqdb] [saucenao] [google] [report]

Shamelessly reposting my 12gig Doompack.

Contains most wads mentioned in Cacowards, including Top 100 wads list, and a whole bunch of other wads. All playtested to be at least be playable, for every wad I've made screenshots and installed patches if those were needed.
Some old wads might still have dehacked problems, so you might want to play Compendium terawad if you'll encounter any problems.
Favorites list is subjective and incomplete.

Download link and full description:

Unpack DoomPack.7z and download torrent into the GameFiles folder.

I've separated Launcher and engines into a separate archive.

>> No.6385246

have a guy with a blunderbluss that shoots really slow cannon balls, like k. rool. or a bolas thrower.

>> No.6385268
File: 335 KB, 360x1006, retirement_grease.jpg [View same] [iqdb] [saucenao] [google] [report]

I made Exotic Exports a year and a half ago (it's in the news archive): https://www.dropbox.com/s/rtv23e9k4c9g462/Exotic%20Exports%201.2.zip?dl=0

Outside of some rather basic test maps, I haven't completed one map since then. I've tried to make a bunch of other map concepts, but I've either lost motivation or I've had problems that I couldn't resolve on them. For example, I tried interpreting the fleshship that was described in TNT's story, but it ended up being more undetailed flesh than ship and the layout was really wonky too. I think I was trying to make it similar in map style to Halo 3's Cortana level, but I found that I couldn't properly do stuff like catwalks without room-over-room (it was in Boom format). Another map I tried to to do was called Retirement Grease (pic related) that was built around barrels, but the encounters were so poorly space out that placing barrels were hyper lethal...to the player.

Actually, looking back at some of my oldest shit, a lot of my maps played very similarly and no matter how I planned them, they almost always ended up having similar features; they start out linearly, then an optional room with extra stuff for the player, then the rest of the map played mostly linearly and ended quickly. For a while, I couldn't figure out how it always ended up the same, but eventually I figured out what was subtly influencing me, with its familiar drum and base.


I never replaced the music.

>> No.6385284
File: 70 KB, 1249x885, 1577473557785.jpg [View same] [iqdb] [saucenao] [google] [report]

Crispy Doom would be the best source port in existence if only it supported Boom format and had an OpenGL rendering option.

PRBoom+ lacks so many little QoL things that CrispyDoom has, it's infuriating that it has ceased development.

Is Doom Retro the promised land?

>> No.6385287

Is HL1 (not source) still worth playing?

>> No.6385290

You should give it a try, only for its historic value if nothing else. But who knows, you might end up liking it. It's not a bad game, but certainly not everyone's cup of <insert your favorite beverage>.

>> No.6385303

why not fantasy wild west?
it's not like wolfenstein doesn't have nazi robots or weird shit, just because it's world war 2 themed

>> No.6385305
File: 1.42 MB, 1920x1080, darkplaces 2020-04-30 15-51-41-694.png [View same] [iqdb] [saucenao] [google] [report]

Why didn't you fiends tell me Quake 1.5 added Guardians from Quake II but more Quake 1ified? This shit is fucking cool. The extra gore ain't nothing to sneeze at either.

>> No.6385307

Of course. Source version was never worth playing.

>> No.6385309
File: 2.96 MB, 640x480, 1559675090232.gif [View same] [iqdb] [saucenao] [google] [report]

What "complevel" does Crispy Doom default to? Does it automatically apply -gameversion Doom 1.9 (-complevel 2 in PRB+) to WADs using Doom 2 as the IWAD? Does it switch to UltimateDoom/FinalDoom compat (-complevel 3 and 4 respectively in PRB+) accordingly depending on the IWAD? Or does it have some sort of generic compat setting when you don't specify -gameversion ?

>> No.6385313

Left, right, center?

>> No.6385321

I hear Graf is working on some sort of fully fledged "GzBoom", which is supposed to include a number of quality of life upgrades, including MAPINFO support and some things from Crispy.

>> No.6385325

Is he going to make sure it keeps all the accuracy and demo playback compatibility? Because if not, straight into the trash it goes

>> No.6385331

Will it run on my IBM Summit, or I better start saving up for some upgrade?

>> No.6385334
File: 170 KB, 816x639, circus.png [View same] [iqdb] [saucenao] [google] [report]

Should I be worried about this being bypassable by running fast? I tried running fast into it and didn't teleport.

>> No.6385337
File: 64 KB, 360x450, Formerhuman_sprite.png [View same] [iqdb] [saucenao] [google] [report]



>> No.6385338

I was with you until you said it needs an OpenGL renderer.

>> No.6385341

OPTION, anon. Option.
I use software renderer most of the time, but sometimes I like OpenGL's features on certain maps.

>> No.6385345

no, that's only an issue with thing collisions

>> No.6385350

Because that isn't a Quake 0.015 thing. That's the Eddie from the Quoth mod/devkit.

>> No.6385351

there's a fine line between complex areas that reward exploration/knowing maps well and being a shitty maze

desu most of episodes 2 and 3 of Doom 1 fall on the shitty side of that line

>> No.6385357

Potato, potahto. j/k gonna look into this quoth thing thanks.

>> No.6385359

I assume it uses the same logic as Chocolate Doom which determines the gameversion based on the iwad if it isn't explicitly provided.

>> No.6385362
File: 685 KB, 1437x808, Screenshot_Doom_20200430_201159.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6385363

>Potato, potahto.
There's a pretty fucking big difference. For one, Quoth isn't a piece of shit cobbled together by a moron to appeal solely to the Burtal Dumb audience.

>> No.6385365

yes, that was one of the things he was mindful of back when he started discussing this in the UMAPINFO thread

>> No.6385367


>> No.6385369

>Reeee Brutal Doom
Tomato, tomahto.

>> No.6385393

Good thing it isn't Marathon, otherwise it would be To'M aHto 'o

>> No.6385398

Thanks anon

>> No.6385402

Dead-end detours are fine, as long as the player is properly rewarded for spending the time and effort to explore them. That said, I think it's good practice to then provide a shortcut back to the main area/s.

>> No.6385406

Why does Duke 3D on DOS feel so terrible to play? The mouse controls are sluggish compared to Doom.

>> No.6385408

Shouldn't be, I played it on an actual DOS machine not so long ago. What's your setup?

>> No.6385409

Probably because it's on a shitty engine.

>> No.6385414


>> No.6385418

Wrong quote

>> No.6385423

I dont remember the exact details but its something to do with x & y inputs not being updated at the same time. Theres a dos program called bmouse that modifies this.

>> No.6385424

It would be weird if it didn't, because demo compat is one of the big selling points of PrBoom.
Personally, I hope he adds brightmap support.

>> No.6385429

Picking up a bunch of them gives me the happy feelings.

>> No.6385431

Does anyone else feel like the NoChickenMan has too much authority in the Doom and even retroFPS community now with Raze?

It seems like he's a prolific programmer, which is great, but with really terrible opinions, which is bad.

>> No.6385446

they have this role of either being useless or usefull because of how they function

>> No.6385451

Not like anyone cares about what he has to say.

>> No.6385503
File: 581 KB, 1920x1080, Screenshot_Doom_20200430_141618.png [View same] [iqdb] [saucenao] [google] [report]

Damn, how are you supposed to fight the motherdemon in Doom 64, I googled that you can get keys slash powerups for the Unmaker in the secret levels, but I didn't have any of them. Feels like the thing always perfectly bounces me off the ground before I can hoof it to the powerup in the center and the missiles home too tightly to juke and are nearly impossible to outrun. Is it just impossible to do?

I already managed to win the fight but was curious as to how other people do it

>> No.6385510

How's QC:DE? Is the multiplayer active?

>> No.6385513

if I ever map again I'll make a sequel to Base Stimpack where the only health pickups are heath and armor bonuses, but they'll be everywhere and also stacked in huge amounts so you'll see one on a pillar after a big fight as a rewards and think 'gee, thanks' and in actually it's 200 health / armor

>> No.6385518

The answer is
To elaborate. Duke Nukem 3D updates internally at a rather low tick rate, including mouse motions. Even at the maximum effective frame rate of 120 FPS, you are effectively playing a game at less than 30 FPS.

>> No.6385525


>> No.6385532

How can I make Crispy allow me to strafe with the right click button? I can have it like this on PRBoom and I'll be in strafe-mode for as long as I hold it, but on Crispy if I bind M2 to Strafe through the setup, it doesn't behave like this.

>> No.6385537
File: 268 KB, 546x546, 1588033428233.gif [View same] [iqdb] [saucenao] [google] [report]

If a game is not very fun to play in it's original form, but is great in a source port that fixes issues, but otherwise remains faithful, is it a good or bad game?

>> No.6385547

>great in a source port

>> No.6385552

It is fun even in DOS. Do you think the millions of people that bought it back in the day didnt actually have fun? You people that act like a game is unplayable if it doesnt have perfect modern controls are so annoying.

>> No.6385553

depends if you played it while growing up or not!

>> No.6385557

See >>6385553

>> No.6385559

Anyone hear anything about Maximum Action?

>> No.6385563

I mean it's still enjoyable in DOS form, but the technical bugs and aiming problems really hamper it going back today. Even Doom DOS and Chocolate Doom is still very playable today if you can get used to the keyboard controls.

>> No.6385601

Left right left, I think.

>> No.6385628

I hear it's not retro.

>> No.6385629
File: 21 KB, 100x100, 1588045697959.gif [View same] [iqdb] [saucenao] [google] [report]

Best and Worst level designer in Doom and Doom II?

>> No.6385645

Sandy Petersen

>> No.6385649

Extermination Day

>> No.6385663

>Sandy Petersen

look it's okay for you to say something like that but you gotta elaborate on that position

>> No.6385679
File: 32 KB, 271x243, 1586990245890.png [View same] [iqdb] [saucenao] [google] [report]

I'm having some trouble with crispy doom. no matter how high i crank up the volume, the sound effects are muffled buried under the music (GUS emulation). Strangely, this DOESN'T happen in chocolate doom, where the sound effects are nice and loud, despite using the exact same GUS emulation. Anyone know a fix? I can make a video showing off what I mean if that helps

>> No.6385682

Not a single day goes without me wanting to strangle Sandy's pathetic slim neck.

>> No.6385683

Have you guys seen the Shadow Warrior TC for GZDoom? Not sure if it's still being worked on, but it's absolutely amazing. Lots of fun to play.

>> No.6385687

This gif causes me unfathomable anxiety.

>> No.6385693

Its actually quite fatty if anything.

>> No.6385696

Half-Life WON is the only HL game worth playing.

>> No.6385710

I downloaded path93's SC-55 soundfont but I have absolutely no idea how to use it with gzdoom. For some reason the extension is .sfpack too, shouldn't it be .sf2?

>> No.6385716

It gives the mapper better control over map's flow and difficulty.

>> No.6385752
File: 90 KB, 858x400, masterpiece.jpg [View same] [iqdb] [saucenao] [google] [report]

Tom and Sandy combo

>> No.6385813
File: 36 KB, 326x314, DgLKkXSUwAAb9Os.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6385817

Gotta praise him for single-handedly making Doom 2 a bad game. Pretty impressive.

>> No.6385827
File: 196 KB, 1920x1080, CRISPY.png [View same] [iqdb] [saucenao] [google] [report]

thanks to the anons who got into my shit over it on the last map, I've got my current one crispy compatible, which took some serious asspain because I'd been using flats everywhere, but I think I ended up tightening up a lot of elements as a consequence

>> No.6385835

Why would anyone play with crispy when you can just use the superior GZDoom?

>> No.6385898
File: 38 KB, 240x279, 1531066710207.png [View same] [iqdb] [saucenao] [google] [report]

What mod is this, or is it just a skin? Where can I grab it?

>> No.6385918

>if you can get used to the keyboard controls
You do realize you can play both DOS and Chocolate Doom with a mouse, right?

>> No.6385930

Yeah, but I found it to be better with keyboard controls. Maybe I'm a weirdo, but either way, my point still stands that vanilla Doom has aged much better functionally than Douk.

>> No.6385947

he's right tho

>> No.6385956

The ghost of John Moses Browning would fill you with holes, though.

>> No.6385959
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google] [report]

The Realm of Z-Magic

>> No.6385960
File: 162 KB, 475x421, AAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google] [report]

>"Brutal Doom is the only way to play Doom, it's like id intended"
I know it's a strawmen, but occasionally I hear from people who are like this, and it pisses me off every time

>> No.6385963
File: 33 KB, 584x279, not how it's supposed to be.png [View same] [iqdb] [saucenao] [google] [report]

Just counter with this.

>> No.6385965

What's the best soundfont to use with BTSX? Been using the SC-55 one by EmperorGrieferus but it sounds kinda off.

>> No.6385967

I mean Romero himself was kinda neutral to it, he called it hilarious, but the exact intent wasnt clear

>> No.6385968
File: 12 KB, 216x520, only one eighth of this bullshit has been comprehended.png [View same] [iqdb] [saucenao] [google] [report]

The trick is to ignore them. There will always be people with stupid takes.
I recently seen someone shit talk Hideous Destructor as "The intellectual brutal doom", he was bitching about how apparently everyone wants compatibility with Hideous Destructor now.

>> No.6385970

I mean I prefer D4T myself but that doesnt mean I think it's the only way to play

>> No.6385973

get the remastered soundtrack

>> No.6385986

It isn't bad, far from it, but I think it's too different from how the original sounds. I'm playing BTSX for the first time and I want to stick as close to the original as possible.

It's also outdated and missing one song from the latest release afaik.

>> No.6386000

That's the one I used. Sounded fine to me.

But you're supposed to use the default soundfont. Either Fluidsynth or the Microsoft GS Wavetable one.

>> No.6386023

Praise Romero's lazy ass for that.

>> No.6386034

>EmperorGrieferus sounds kinda off
Which BTSX maps exactly? They all sounded good to me

>> No.6386047

By off I meant more a not close to what I can hear in esselfortium's and jimmy's bandcamp.

>> No.6386049

>everyone wants compatibility with Hideous Destructor now.
I have never seen anything like this. The download page of the mod explicitly states that a majority of usermaps become unwinnable, and gives a link to maps that people have reported to beat.
The worst I've seen regarding HD is when someone criticizes it, and the response is the classic "git gud." I guess it's like Brutal in this regard that some of it's fans don't like criticism. But the mod is an acquired taste, a majority of people are ambivalent at best, and most of its fans are a small group who hang out in a Discord and schedule co-op runs.

>> No.6386063

>protective coating from magnetized explosives
>Allies didn't use magnetized explosives once
/pol/ will defend this

>> No.6386086

It's part of the vrskins pack, works properly in Zandronum. It should be downloadable on the Sentinel's Playground site.

>> No.6386089

Man that room looks really nice. Well done anon.

>> No.6386098

Was your previous map the one in GZDoom with all the dynamic lights? If so, hell yeah dude this new thing is looking tight. Really glad you went with limit-removing compat

>> No.6386113
File: 23 KB, 320x200, DBP23 INTERPIC.png [View same] [iqdb] [saucenao] [google] [report]


DBP23: Evil Egypt released https://www.doomworld.com/forum/topic/114095-dbp23-evil-egypt/

>> No.6386123

Thanks anon
Yeah that was mine, I was already pretty deep into this one as a gzdoom map as well so it was a pain to fix compatibility but it will be worth it I think.

>> No.6386124

Cool man!
Also, I hope you know but just in case you don't - Crispy has widescreen support now, it's in the Crispiness menu

>> No.6386126

>Egypt themed

>> No.6386127

Dude what the fuck, didn't Biotech is Godzilla just come out? These people pump out quality stuff like crazy

>> No.6386132
File: 25 KB, 513x275, DBPfresh.png [View same] [iqdb] [saucenao] [google] [report]


>we on the grind with the DBPs
>check the first of the month for the new release


>> No.6386150

Does anyone here use the Doom Retro sourceport?
Feels like barely anyone talks about it

>> No.6386153

Why would anyone use universal gibs instead of nashgore?

>> No.6386160

Because universal gibs is much more modular, customizable, and looks better?

>> No.6386162

Oh, hey Accensus.

>> No.6386163

Because it's universal.

>> No.6386167
File: 3.89 MB, 200x200, 1524731361628.gif [View same] [iqdb] [saucenao] [google] [report]

>BD is currently the most popular mod on Mod DB
>Not just Doom, but out of all the other games as well

>> No.6386176

God bless those crazy fuckers.

>> No.6386179

do either of these turn the Blood of the D4T cacodemons blue? i've been struggling in slade to get it right

>> No.6386182
File: 128 KB, 1499x301, 2020-05-01-064644_1499x301_escrotum.png [View same] [iqdb] [saucenao] [google] [report]

For Nashgore you need to patch it in yourself, it's pretty easy though. Just download either cblood.pk3 or the smoothdoom patch and use it as a base. https://forum.zdoom.org/viewtopic.php?t=62641

>> No.6386197

thanks, I'll give it a try tomorrow

>> No.6386202

In order of anticipation:
Golden Souls 3

>> No.6386212

The "not very fun" in this context only relevant in perspective of having source port that fixes all the minor issues
So in essence:
Original - already fun, but some things could be improved
Source port - improves those things

>> No.6386214

But dos/chocolate doom is still pretty much playable and the way a lot of people choose to play? The same can't be said about build games.

>> No.6386217
File: 289 KB, 1296x999, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6386229

The biggest issue with vanilla Build, the mouse problems, can be resolved without a source port. And if Build games had vanilla-accurate ports, they would be perfectly fine. The BMOUSE fix would be integrated like how Chocolate Doom integrates NOVERT.

>> No.6386236

The quote about how BD would've "changed the industry" comes from IGN video interview
What Romero really said back then was that had the Doom was released back in '93 as Brutal Doom it (direct quote) "would've destroyed the game industry"
From the rest of conversation it's clear that he meant that "violent videogames makes our childeren into killers" panic would've went through the roof, the game giving enough ammo to the proponents of the idea to pressure the government into banning any depiction of violence in all videogames forever, or at least put heavy censorship on the industry.
But again, both wikipedia and doom.wikia.com are written by brutalbabbies and gamejournos so they can interpret things only one way, and erroneously misquote the sources (and get pissy when you try to correct them).

>> No.6386253

>Personally, I hope he adds brightmap support.
Eh. I'd prefer not, myself.

>> No.6386257
File: 1.00 MB, 736x1094, 1581006090254.png [View same] [iqdb] [saucenao] [google] [report]

lol close but no cigar mate.

I'd argue that it "looks better" considering 90 or so percent of the default gibs are from the new Nashgore (permission was asked for and given). You're probably right about the customizability. Most of whatever addons I make tend to have an assload of options (because someone will inevitably ask for those anyway), which isn't always a good thing, as you can end up spending more time in the menu than actually playing. It's a double-edged sword. As for modularity, not sure how Nashgore fares in that department. Can't comment on that. UG is certainly more interfaceable, as the the gib spawning function has recently been exposed as a virtual function that can be overridden in a separate addon file using a handler inheriting from the main one. That's about all of it, though. It all boils down to personal taste. If you like Blood 2 or Shogo's gib physics, UG is probably what I'd recommend. If you want vanilla-styled gibbing, Nashgore is what you want. The two are hardly comparable. Plus, UG (unintentionally) works with other gib mods if you're using the right settings, meaning you can load both if you're bonkers and desire mega overkill. Whatever floats your boat.

So is Nashgore, although it might require some compat patches for some mods.

>> No.6386260

Now give me your rake on bolognese.

>> No.6386262

I actually would argue the doom community has thankfully not allowed him to have too much authority. GZDoom may be a very popular source port (especially among casual fans), but Chocolate/Crispy and PrBoom+ have all proven to be popular among the community as well.
I'd even say that ZDoom was a much more dominant force in the community back in the 00's than GZDoom is currently.

>> No.6386268

take* oops

>> No.6386278

would it ease your mind to know the arch-vile would almost immediately die to friendly fire

>> No.6386282

I wish things were that easy.

>> No.6386305


The power of the FOV slider

>> No.6386318

when are we going to get a FPS protagonist with 360 vision

>> No.6386334

Should've waited a few days, now DBP collection is incomplete lmao

>> No.6386341

>12gb doom pack

>not the 15gb idgames archive


>> No.6386345

My favorite retro fps character? The Dudeguy of course.

>> No.6386346

Not all of included mods are from archive.

>> No.6386352

How large gap can Doomguy cross without falling? I had this info before, but lost it.

>> No.6386359

Also idgames archive doesn't have screenshots, some wads require fixes to work etc. This is extremely newfag friendly - just run launcher and play any wad.

>> No.6386362

Since this comes up in every thread: Build has nothing to do with input. It's MACT that does input handling. Therefore, bMouse is not going to work in games that are not using it: namely everything apart from Duke3D (plus games derived from its code like RR), Blood and SW.

>> No.6386370
File: 519 KB, 1200x900, rake.jpg [View same] [iqdb] [saucenao] [google] [report]

Had to download it since I haven't really played with it for longer than 10 seconds.

>Poor in customizability, from what I see.
I guess that's fine with most people who download it because of its simplicity. Not everyone is autistic enough to want fuck around with settings for half an hour.

>Doesn't work with Hideous Destructor, despite being universal.
Although that automatically bumps it down a notch in my personal list of preferred gore mods, this isn't inherently Bolognese's fault. The ballistics refactor in HD broke UG as well (I did fix it though) because enemies who die from regular ballistic damage don't go below 0 health. Not to mention the usage of +NOEXTREMEDEATH puff flags. The rest of the time Bolognese works with other mods from what I've tested.

>Getting haunted by NOBLOCKMAP monsters that cannot die.
This was a bug a while ago that people complained about. Might have been only with some mods. Seems to be fixed now, or at least I can't reproduce it by normal means. Mentioning it because it might not be permanently fixed. That, or the fix for it introduces more bugs, which isn't that unlikely.

When an enemy dies and is gibbed, a corpse and gibs are spawned. The original enemy itself's scale is set to 0.001 and its NOTARGET flag is set to "true". Problem is, NOTARGET doesn't prevent friendly monsters from targeting enemies. If a friendly archvile is present, it can and will resurrect the monster without resetting the scale, leaving it practically invisible. Annoying, since you can bump into it or god forbid it intercepts a rocket that you just fired, making it explode right in your face.

Overall I can't say I don't like it because I used to play the fuck out of Ketchup years ago when it was the only "tiny monster go big splat lmao" mod. Nashgore was too tame for me. Still is, to be honest, but that's just me. Nowadays it's only a viable solution if you like to keep things simple and don't mind the occasional performance drop.

>> No.6386373 [DELETED] 
File: 717 KB, 1143x1500, eos.jpg [View same] [iqdb] [saucenao] [google] [report]

John Romero's about to make you his bitch (again)

>> No.6386375

Additionally, gibbed enemies resurrected by an ACS script will suffer the same invisibility problem, so it's not limited to just friendly archviles.

>> No.6386384

Why was that deleted?

>> No.6386385

Not retro.

>> No.6386390
File: 1.42 MB, 1920x1080, Screenshot_Doom_20200501_190455.png [View same] [iqdb] [saucenao] [google] [report]

I got an OPENGL skybox working with Gzdoom using GLDEFS, but it looks like this. It is a texture I split up and added as hires PNG images. Do I need to polarise the images? What does this even mean? I followed the guide on Zdoom GLDEFS page, but I get this.

>> No.6386391

Doom Dude

>> No.6386393

not one of the anons above but heh, i remember you from another thread the other week anon, you explained about 3drealms using their input code (apogee mact) on their games and thus build was not directly to blame.

>> No.6386394

I think you just need to rotate top texture

>> No.6386397

I followed this, but it would not accept fliptop keyword at all.


>> No.6386401

The biggest problem with unpatched duke3d.exe is that only one mouse axis can be updated at the same time, causing erratic mouse behavior (only if using mouselook, as non-mouselook is horizontal axis only). The best way to fix this nowadays for DOS is not bMouse but BuildMouseFix 1.1 by CHEATER, it applies the fix to the executable directly and thus becomes portable. Another big issue in DOS Duke that's not yet fixed by fixes mentioned above, is that there is a certain threshold needed to get the mousecursor to move at all. You can notice this when moving the mouse slowly, in-game the mousecursor will not move at all until you reach more speed

>> No.6386406

Why do you even want to do this in a 2.5D game?

There's no cursor in the DOS Duke3D.

>> No.6386415

Why is that?

>> No.6386416

>dont use hitscan

>> No.6386417
File: 92 KB, 816x639, circus.png [View same] [iqdb] [saucenao] [google] [report]

This isn't a good texture choice, right?

>> No.6386418

Instructions to the Rusty Time Machine

>> No.6386420

Sandy and Romero tied for best, special mention for Tom, because his maps made a great basis for them to finish.
McGee is great, but I think he comes into form even more for Quake.
Willits is just ok.

Green would be the worst mapper.

>> No.6386426

Oh wait, I confused it with something else. Brightmaps would be pretty cool.

>> No.6386427

>try downloading torrent
>no seeds
way to shoot your own project in the foot
should've uploaded to a throwaway google disc account or something

>> No.6386428

Torrents without trackers take time to find seeds.

>> No.6386430

Because the game was actually designed around the use of mouselook (hence the tall buildings and flying enemies), unlike Doom?

My sincere apologies for calling it a mousecursor and not crosshair, i shall burn in a blue screen of death forever for this monumental mistake

>> No.6386431

1, he's actually pretty thick, and 2, develop some taste.

>> No.6386445

>Because the game was actually designed around the use of mouselook (hence the tall buildings and flying enemies)
Nope, that means the game was designed around the use of the jetpack. Hence why they're scattered everywhere. You wouldn't see nothing of those "tall buildings" with the limited vertical aiming range anyway.

>> No.6386472

>mouselook is an option in the vanilla game
>"it's a 2.5D game you don't need it"
>it's a simple button press and you'd have a better chance of navigating maps and fighting enemies if you use it
>"just use the jetpack"
you seem very hung up on someone simply wanting a built-in feature to be polished

>> No.6386494

Made a video of my playthrough of Map04 of 100 minutes of /vr/. This map is much more challenging than the first three, but the next few maps that I checked out are even harder. But, hopefully, with enough practice I will beat them as well.

>> No.6386502

>Cracked wall
>Uniform patterning

??? Good for an absurd dream-like look maybe but it is a bit strange

>> No.6386507
File: 2.91 MB, 320x260, oppositeoffireblu.webm [View same] [iqdb] [saucenao] [google] [report]

Reposting a beautiful visual effect I found in Refracted Reality
It's filmed from original location (rotating on column) for some reason not as appealing otherwise.
Link to highrez version https://www.mediafire.com/file/h3evw8fcrb29u5j/refreality.webm
Texture is EXPRAN04 from Refracted Reality. https://i.4cdn.org/vr/1588266742860.png

>> No.6386508

Hey, Batandy here.
I remember that someone here pointed out some issues with the Assault Rifle reload in Golden Souls 3, Shivers and I worked on a new set of anims that's much more accurate to the actual thing, so I'd like to thank you for pointing that out! https://twitter.com/Batandy_/status/1256170270886371330

>> No.6386518

I'm just tired of the same "lmao build can't do mouse like doom" crap.
1, Build has nothing to do with mouse handling
2, No wonder vertical aiming is unpolished compared to Doom that doesn't even have it

>> No.6386553

I'm too tired to figure out why you posted this non-sequitur

>> No.6386582

>I'm too tired to figure out why you posted this non-sequitur
>The mouse controls are sluggish compared to Doom.
>Probably because it's on a shitty engine.
>The biggest issue with vanilla Build, the mouse problems

>> No.6386592

It's not like more than 90% of the wads made these days require GZDoom, right?

>> No.6386597

That’d be a bitching Arch-Vile replacement.
>rolls around with the gun on its wheels
>takes 3 seconds to set it up and rev it up
>becomes a fucking aimbot while revved up

>> No.6386598

>the mouse controls are sluggish
this is true in regards to the axis issue and the threshold for registering precise input
>probably because it’s on a shitty engine
>the biggest problem with vanilla Build
No, Build is not duke3d.exe, but the mouse issue is prevalent in the “big three” Build games, so that’s probably what they mean

What I’m wondering is why you sidestepped the guy who complained about the mouse feeling like shit twice, and responded to me with “no wonder vertical aiming is unpolished compared to Doom that doesn’t even have it” like that means anything
the text file that comes with bmouse says that the fix was incredibly easy, and commenting out a few lines of code and recompiling the source is all that it could’ve took for diagonal mouse aiming to not feel atrocious

>> No.6386602

you’re right, it’s not

>> No.6386613

Do you even read these threads on a daily basis?

>> No.6386620

>commenting out a few lines of code and recompiling the source is all that it could’ve took
During the DOS years, nobody complained. I can't recall any reviews reporting any mouse sensitivity issues. Neither it happens on real hardware. How it behaves in NTVDM or Dosbox is not the developers' fault.

>> No.6386621

Yes, and I believe my impudent response is correct
Vanilla maps are still the most popular things to make, and you’re paranoid about an autistic kraut becoming some sort of “retro shooter overlord” because he makes source ports

>> No.6386642

>During the DOS years, nobody complained.
Nobody complained about Shadow Warrior’s railgun not lining up with the crosshair, or Quake’s crosshair not even being centered properly, because these are subtle things that actually require people to use their eyes and go deeper than “the game is fun and good and cool graphics”
>I can’t recall any reviews reporting any mouse sensitivity issues
see above, but replace people with game reviewers
>Neither it happens on real hardware.
If you have period-accurate hardware and are able to run the game, I’d like to see a recording of you making diagonal movements so I can determine if this is true

>> No.6386671

> or Quake’s crosshair not even being centered properly
Quake's crosshair is just the plus sign from the console font file overlaid on the middle of the screen, and nothing in the game fires 100% accurately other than rockets and super nails, the former of which isn't a big deal if it's slightly off and the latter which fires so many rounds it doesn't matter.

>> No.6386691


>> No.6386694

that’s nice, now back to showing if vanilla duke has mouse issues or not

>> No.6386697

Based. I love GS2.

>> No.6386703

Oh, I don't care about Douk. I just think it's a neat way to reuse the font file.

>> No.6386721

>more than 90% of the wads made these days require GZDoom
Nope. Maps take up the majority of wads that get made, and most of them are still at least compatible with PrBoom+ or Crispy Doom, with a fair amount also being fully Vanilla compatible. Maps that outright require GZDoom are in the minority.

>> No.6386743
File: 32 KB, 320x320, 1707133-heavy_weap.png [View same] [iqdb] [saucenao] [google] [report]

I've finished Plutonia. Is Plutonia 2 much harder or about as difficult?

>> No.6386747

Plutonia 2 does get pretty hard. It has a lot of maps with hot starts

>> No.6386748

But would you say that it's much harder than the first Plutonia?

>> No.6386749

Yeah, you could say that.

>> No.6386751

Fuck, I guess I'll have to try and see for myself. Thanks m8.

>> No.6386757
File: 109 KB, 1366x768, 1565394746352.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6386758

What the fuck guys. Is this a troll right?

>> No.6386760

>If you have period-accurate hardware and are able to run the game, I’d like to see a recording of you making diagonal movements so I can determine if this is true
Doesn't worth the effort, because:
-whatever the machine would be, you would argue it's not "period-accurate",
-and whatever the results would be, you would not accept it as a proof as it wasn't done by you.

>> No.6386761
File: 203 KB, 1299x611, file.png [View same] [iqdb] [saucenao] [google] [report]

Working on my Mayhem 2020 submission
The theme is essentially 20 sectors, what you are seeing are all the current 3 sectors i am using right now.

>> No.6386773

>make claim
>get asked to provide proof for claim
>uhhhh I may or may not be able to but you wouldn’t believe me anyway
You at least gave me proof that you’re retarded, which I already suspected given how you got your panties in a twist over someone criticizing something

>> No.6386774
File: 54 KB, 600x400, ccfxfp1ukae1egj.jpg [View same] [iqdb] [saucenao] [google] [report]

Which Wolfenstein enemy pack you prefer,/vr/?
Bratwurst or Kriegsland?

>> No.6386785

>Neither it happens on real hardware
you can literally go into the fucking source code and see how it works which will immediately prove you wrong you moron

>> No.6386786

Now get ready for the last maps,anon.
Those are ballbusting hard.

>> No.6386794

>reeeeeeeeee i want proof and i want it right now
Calm down fag, you'll get your recording once I get to my old DOS PC.

There's literally no known source code for MACT386.LIB

>> No.6386803

>tell me you won’t bother because I won’t accept the answer
>call you retarded for weaseling out
>you’re so impatient bro I was going to do it actually jeez
I’ll be awaiting the results

>> No.6386805

Man, btsx e2's hub map is so cool. I love that you can see glimpses of other levels in it. map26 towers being most notable, alongside the back of the map06 start building, the map17 tower, the sun roof of the final area of map22, the windows of the starting area of map25, probably some I've even missed. It just really ties the wad together.

>> No.6386807

Not everyone lives at home on their parents money and social benefits, so people can't just drop work and travel home immediately to please your autism.

>> No.6386814

>doubling down

>> No.6386828


You guys are missing the point.
Yes, vertical aiming is fucked in Duke, but since the game can be played without mouselook like Doom to a certain degree, it's not really a persistent problem.

What really ruins it is the suboptimal handling of even horizontal aiming. Since the player orientation is updated at a rather low tick rate, frame rates higher than this interpolate between updates, causing the sluggish feeling.
I believe Ken's Build ran at 40Hz, while Duke 3D ran even lower. Combined with the lack of Vsync and hard FPS caps, it's one big mess of bad input response times.

>> No.6386830

When you pick up a new megawaad, do you first play through it vanilla or just dive right in with gameplay mods?

>> No.6386852
File: 18 KB, 558x572, the internet.png [View same] [iqdb] [saucenao] [google] [report]

fukkin savd

>> No.6386857

Gameplay mods are universally bad so I just skip using them altogether.

>> No.6386861

Vanilla of course.

>> No.6386873

Hey guys I've been using PrBoom+ lately so I can play boom-compat maps. I'm having a problem where, usually after a quick load or quick save, my game suddenly gets extremely choppy and the only way to fix seems to be restarting. Anyone know what might be causing this/how to fix?

>> No.6386884
File: 541 KB, 1024x576, Screenshot_Doom_20200416_025613.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6386917
File: 107 KB, 805x540, [confused HUUUH].png [View same] [iqdb] [saucenao] [google] [report]

>Gameplay mods are universally bad

>> No.6386920

>Universally bad
Sure there are bad gameplay mods which unbalance the maps but there also good ones which make a different experience.

Of course never go for the first time playing a wad without vanilla.

>> No.6386945
File: 138 KB, 822x577, 1487416436584.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw zmovement doesnt work with a certain mod/megawad

>> No.6386950

playing gameplay mods before vanilla is like putting seasonings on food without even tasting it.

>> No.6386961
File: 375 KB, 1365x768, Screenshot_Doom_20200501_231540.png [View same] [iqdb] [saucenao] [google] [report]

As I said before, Doom needs fast, low-health melee enemy.

>> No.6386969
File: 149 KB, 816x639, circus.png [View same] [iqdb] [saucenao] [google] [report]

Do you think RROCK20 works as hell texture? I'm tired of marble floors but I want this room to be dominated by colour green.

>> No.6386973


>> No.6386975

Bitch you've seen nothing yet

>> No.6387031
File: 507 KB, 1365x768, Screenshot_Doom_20200502_000822.png [View same] [iqdb] [saucenao] [google] [report]

And speaking of not being able to come up with projectile enemies.
Yes, he explodes after death

>> No.6387051

What is this?

>> No.6387057

A partial conversion I am working on.

>> No.6387071

I meant what is this guy supposed to be and what is he throwing.

>> No.6387079

Working name is "anarchist", he throws molotovs. Looks surprisingly rad in motion. I'm thinking about making a bottle-throwing version of regular junkies (>>6386961) as well.

>> No.6387083

What are some good hack and slash mods for doom or Duke? I've played alot of demonsteele already.

>> No.6387084
File: 695 KB, 1920x1080, gzdoom 2020-05-01 10-32-08-930.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6387086

Final Doomer (JPCP set).
I've seen plenty of hack-and-slash TCs on Zdoom forum, but haven't tried them, so I can't say much about them.

>> No.6387093
File: 749 KB, 1920x1080, gzdoom 2020-05-01 10-32-49-662.png [View same] [iqdb] [saucenao] [google] [report]

Seconding GMOTA. And not to make it a pissing contest since I know the GMOTA dev lurks here pretty regularly, but compared to Demonsteele? GMOTA is damn near a full game unto itself. Demonsteele has a lot of balance issues I could write essays about.

>> No.6387098

I don't really play with gameplay mods very often.

>> No.6387110

It's kinda unfair to compare them, since Demonsteele was abandoned long time ago, while GMOTA is actively developed (well, sort of - Kegan alternates between working on his mods).

>> No.6387114
File: 1.84 MB, 1920x1080, Screenshot_Doom_20200430_181146.png [View same] [iqdb] [saucenao] [google] [report]

So I picked up Doom again for the first time in about 20 years, and I haven't made a map since the mid 90s. I picked up Brutal Doom and Doom Builder, Having the in-editor 3D viewer makes it a lot easier than using DEU.

I'd like to make the maps look like BD with the map enhancement (breakable glass, more debris, etc) but I can't seem to find the new items that were added. I've seen references to DECORATE scripts but I'm not having much luck deciphering most of it.

>> No.6387117

>Brutal Doom
>Wanting to make a map specific for BD
Oh no you've awoken the purists.

>> No.6387119

>Brutal Doom
I implore you to reconsider

>> No.6387123

First of all, Shift-Delete BD, then turn off that texture filter, then download Ultimate Builder.

>> No.6387124

When I used to have more time in my life I made it a rule to run vanilla first, but life is too short to care about that sort of thing. I alternate between Project Brutality and Project Babel, mostly erring on the side of Babel for a while now. Fucking love Babel.
Look at these mugs. This is what I mean. Let the man have his fun.

>> No.6387126
File: 15 KB, 347x106, 1357484008407.jpg [View same] [iqdb] [saucenao] [google] [report]

>Let the man have his fun

>> No.6387127

I don't think disliking BD makes you a purist. There's a big difference between someone that enjoys some GMOTA and someone that plays on Chocolate Doom exclusively.

>> No.6387136

"Noooo you must only play my way! My way, I say!"

>> No.6387141

Pray tell, which way is "my way"?

>> No.6387151

I know it's not much to go on, but any of you know a WAD that used MIDIs inspired by Frank Zappa/had Frank Zappa references in the titles?

I saw it recently but I can't find it anymore and I didn't download it

>> No.6387154
File: 1.66 MB, 1920x1080, Screenshot_Doom_20200430_143418.png [View same] [iqdb] [saucenao] [google] [report]


I'm okay with both vanilla and modded.

>Ultimate Doom Builder

I'll give this a shot. Most of what I liked about BD was the extra sprites and debris, keeps the levels from feeling so barren. I've gotten pretty far with this map, its playable at least. I still have a lot of texture work and detail to finish up.

>> No.6387157

Man, the art of Chasm The Rift is actually really well-done. Shame about the gameplay.
I heard there was someone porting the enemies to Quake too, that should be interesting. They probably fit right in.

>> No.6387161
File: 353 KB, 852x818, map01.png [View same] [iqdb] [saucenao] [google] [report]

>>6387154 again

This shit still takes forever. I'm getting better/faster at it but man, I'm surprised anyone has the patience to do all this kind of shit, especially the megawads.

>> No.6387170

Its fun and surprisingly accurate. I dont really understand the purpose though. I can already enjoy the original levels with modern resolution in Shadow Warrior Redux. It would be more interesting if he made new levels. Besides, he couldn't possibly recreate all the original levels since GZDoom can't pull off moving sectors like Build (even with polyobjects).

>> No.6387214

Appreciate the upload anon, nice job. Now I can give my friend a zero configuration way to play doom.

>> No.6387235

It's not letting me download the google drive link man, I think its doing that thing where it blocks you from downloading if too many users access it at once.....

>> No.6387262
File: 46 KB, 225x216, 1587980261705.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you think E2M9 can be called a proto-slaughtermap? It doesn't have much in the way of level design, it's mostly a pure fight against a sizable amount of demon meat. If Plutonia's MAP32 is a grandfather of slaughtermaps, E2M9 is like a neanderthal in that regard.

>> No.6387280

The stairs need to be less than half as wide; they look wider than the pillar itself. Add a fence around the skulls to make it look like that's how the skulls are contained. Add a second fence around the stairs to keep the player from falling off. Add fence posts for every stair or every 2nd or 3rd stair.

>Crispy Doom would be the best source port in existence if only it supported Boom format and had an OpenGL rendering option.
I agree.
>Is Doom Retro the promised land?
DR doesn't support demo recording or playback, and it doesn't support brightmaps like Crispy Doom.

Slightly unrelated, but since you're already playing DOS, turn off the vertical mouse look and play the game with autoaim like people did when the game first game out. I still remember having to press Page Up to shoot at certain switches.
For example, check out this classic run. It's probably the comfiest Duke Nukem run on youtube:
> https://www.youtube.com/watch?v=4rSGPiNqbg0

>> No.6387347

I miss Marisa. Did she stop posting on here?

>> No.6387349
File: 572 KB, 1920x1080, 331a660f-84de-4313-9345-9221c3cbd9f9.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6387352

I miss Marisa too.

>> No.6387354

Austerity v3.0 RC1

>> No.6387358

>anime avatar
>amateur underground Doomworld slang
I bet you are male and homo.

>> No.6387361

Is Brutal Doom any good?

>> No.6387362


>> No.6387364

Yes, it's the way Doom was meant to be played. Even Romero agrees. Don't let the jealous anons in this thread tell you otherwise.

>> No.6387365

What did you dislike about it, out of curiosity?

>> No.6387370

Who're they jealous of?

>> No.6387372

It takes no skill and makes the game playable for Brazilian twelve year olds who play Doom on their android phones.

>> No.6387373

They post on occasion. I don't think we should encourage tripfagging outside of necessary contexts though (developments and publishing).


It's ok, but I think there's much better stuff out there.

>> No.6387375

Sgt mark for achieving so much and becoming the face of the doom community, obviously.

>> No.6387378

Sergent Mark IV has too much visibility for stealing work from others. And she is into gore stuff and he's a douchebug, because he got banned all over the places.

You are just delusional or trolling. You need to get out.

>> No.6387381

>face of the doom community
More like its butt.

>> No.6387384

>Even Romero agrees
Where? Source on this please.

>> No.6387386

>You are just delusional or trolling. You need to get out.
i dunno Anon, I believe him. He seems pretty trustworthy to me.

>> No.6387390

>And she is into gore stuff and he's a douchebug, because he got banned all over the places.
Is he transsexual? Is that why you keep shifting pronouns? I don't understand.....

>> No.6387394

I just checked her twitter and she's writing smut live on twitch.

I think we're good without her.

>> No.6387398

Fug. Here's a reupload

>> No.6387403


>> No.6387404

If they don't bring it here, I don't care. You should know how many people in the community are secret freaks.

>> No.6387407

>I've seen plenty of hack-and-slash TCs on Zdoom forum,
such as?

>> No.6387410

Inquisitor 3D?

>> No.6387412

>You should know how many people in the community are secret freaks
Source on that? Legit question.
Lurk more. Not only here.

>> No.6387413

I go to evening services, Anon. Speak for yourself.

>> No.6387415

I'm not gonna betray the trust of people I know, some which are friends. If they keep it to themselves and don't take it right here or other venues which are supposed to be only about Doom, I don't care, and I don't think anyone else should care.

>> No.6387420

>Source on that?
I once successfully masturbated in an outhouse during hurricane.

>> No.6387421
File: 479 KB, 1024x576, Screenshot_Doom_20200501_214012.png [View same] [iqdb] [saucenao] [google] [report]

It aged really well in terms of models and animations and really fit with Doom aesthetic.
But as you said,the level design sucks.
Play it with Doom and becomes arguably better than Quake.
The models look wonderful and apparently Zrift isn't over yet which will have some new weapon skins for the Ranger and Marine classes.

>> No.6387425

That's not being a freak, that's being a chad.

>> No.6387426

Not anymore but still working on low poly 3D art.

>> No.6387427


>> No.6387429
File: 544 KB, 1024x576, Screenshot_Doom_20200501_213732.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6387432

You are anonymous here.
Sure. Whatever.

>> No.6387434

That's one comfy nano setup, though.

>> No.6387436

>DR doesn't support demo recording or playback
Then what the fuck's the point
I assume this means it's not even accurate then

>> No.6387438

does ZRift do locational dismemberment same way original does?

>> No.6387439
File: 504 KB, 1024x576, Screenshot_Doom_20200501_173520.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6387441

I'm surprised she uses nano and not a comfy custom vim or emacs setup

>> No.6387447

DoomRetro serves no actual purpose. It doesen't do anything that isn't done better somewhere else.
It is a personal project of some programmer that he embelishes with the bells and whistles he wants.
But then he started shilling it on every corner for some reason

>> No.6387449

I am, and I'd like to remain as such. As said, I'm not looking to betray anyone's trust, that way they won't betray mine, further I like not making enemies, especially not of friends.

All I'm saying is, don't expect people to not be degenerates or perverts.

>> No.6387451

Because she/he is not a freak shut in, maybe.

>> No.6387452

Unfortunately no.
But the creator said there will be a lot of new stuff for the next update.

>> No.6387454

Anon you're hurting me

>> No.6387456

Fabian Sanglard or whoever?

>> No.6387459

Are there any tutorials on how to make textures for Doom, preferably from photos? I know how to make an image seamless, but by simply downsizing, palettizing and importing it into the game will just feel out of place, no matter what, even if the colors are right. The original Doom textures look like they are photos, renders and pixel art at the same time (even though it's proven that most of them are based on photos). In Raven's games, they are even more beautiful, like they are painted or something. What's the workflow behind them?

>> No.6387461

Fabien Sanglard is the guy who does those writeups about game engines.

>> No.6387465

Sh-Shut it.

>> No.6387467

Could've sworn he had some connection to Doom Retro....Either as a major contributor or as the author or something......

>> No.6387471

Crispy Doom's author's name is Fabian, maybe you're getting that confused?

>> No.6387473

Is there a source port that can do 1080p without modifying the renderer in any way?

>> No.6387484
File: 386 KB, 1024x576, Screenshot_Heretic_20200501_215704.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6387490

I liked Heretic much better than Doom.

>> No.6387493
File: 433 KB, 1024x576, Screenshot_Doom_20200501_172947.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6387509

Ha, did this guy have that trident symbol in the original game? Thats a pretty direct Heretic reference.

>> No.6387526

First you need to use a good downscaling algorithm. Bicubic sharper in PS is really nice. Then for the palettization, I suspect you'll get way better results if you try to limit and tweak the color range with some hue, saturation, contrast etc adjustment layers first, so everything is somewhat close to the target palette before it's crushed down.

>> No.6387530

>The stairs need to be less than half as wide; they look wider than the pillar itself.
Oh matey, just wait until you see my final staircase.

>> No.6387548

Could be worse
Could be building in something like goldsrc

>> No.6387552

Looked up and apparently they don't.
I guess the creator of the mod changed their appearance just for it.

>> No.6387556
File: 514 KB, 1024x576, Screenshot_Doom_20200501_213852.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6387580

What are the best fluidsynth settings for a SC-55 soundfont? Should I keep reverb and chorus on or off?

>> No.6387583

You might be looking for one of the WADs made by Doomkid, since he likes putting Zappa references in his maps.

>> No.6387587

Entirely up to you anon. Do you like reverb? Use reverb. Do you not? Don't.

Chorus is borked and doesn't do anything I think.

>> No.6387594

This is awesome. I'd love to play a chasm-themed map with those weapons and enemies. They'd mix well with Hexen 2 models too I think

>> No.6387596

Chorus works here. It gives an extra "oomf" but it tends to kinda distort the song.

>> No.6387621
File: 2.69 MB, 534x404, extreme agitation.webm [View same] [iqdb] [saucenao] [google] [report]

Agitating Skeletons are being extra agitating. Their fire rate suffers because of inconsistent line of sight, but you can never relax because who knows from which side those bastards show up.

>> No.6387627


>> No.6387642
File: 465 KB, 1024x576, Screenshot_Doom_20200501_224218.png [View same] [iqdb] [saucenao] [google] [report]

Scythe 2 and Doom 64 Consolation Prize are good options for it.
On YT there are videos of people playing it and a lot of the maps are cool.

There's also dark texture low res and Darkdoom for a more creepy vibe.
The Retroshader it comes with also helps for a more classic look.

>> No.6387648

I don't know anything about this Marisa person but if they name themselves after a touhou character it is most certainly not a "she"

>> No.6387656
File: 392 KB, 1024x576, Screenshot_Doom_20200501_224844.png [View same] [iqdb] [saucenao] [google] [report]

Come to think of it UAC Ultra works as well.

>> No.6387662

After finishing Quake's expansions, I feel like I have a lot more respect for the game now. I'm glad I played them.
That being said should I play Arcane Dimensions now, or should I move onto Quake 2?

>> No.6387665

I liked the levels much more
They felt less abstract, and like the designers had much better idea of what things are supposed to be.
In retrospect, I think that mapping conventions of Heretic are much closer to modern mapping than to what id did.

>> No.6387668

Why are you all so mean to Marisa? She's just a computer witch catgirl touhou-kin girl (male) and there's nothing wrong with it!

>> No.6387670


>> No.6387671
File: 402 KB, 1450x2048, EUpEIlFWsAAC96m.jpg [View same] [iqdb] [saucenao] [google] [report]

>You should know how many people in the community are secret freaks.

I learned from Rottking to wear my sins on my sleeve.

>> No.6387675

I wish more people played this. I never see anyone playing it on doomseeker.

>> No.6387682

I love Rottking, but what he doesn't know won't hurt him.

>> No.6387683

It's an excellent mod but people seem to like something more mindless.
That's a shame,it's really a work of love and is by far better than the source material.

>> No.6387692
File: 261 KB, 771x2185, bdlol.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6387716

Arcane Dimensions is a million times better than Q2

>> No.6387720

Powerslave has blessed us with revolver sprites, but also cursed us with that god-awful flamethrower sprite that crawls up everywhere.

>> No.6387737

Is it possible to load recent Boom-compatible WADs like ancient ayys in the original Boom.EXE engine? Or do they actually mean they need PRBoom+ ?

>> No.6387742

Arcane Dimensions is good whereas Quake 2 is like someone tried to make the most "ok" videogame in human history

>> No.6387750

Why do you think it's awful? I think it looks fine. Didn't mind as Preacher's rocket launcher.

>> No.6387751

The best flamethrower sprite is the one from Amuscaria's Demon Eclipse.

>> No.6387757

he does have a superb taste in retweets though.

>> No.6387759

Arrange a community night

>> No.6387765

what mods do you play?
just wondering, since not a lot of mods have maps made for them

>> No.6387768

Arcane Dimensions it's great,there's a serious study on how to make each location feel unique and gigantic.

Quake 2 suffers of overhype,take away the excellent OST and what do you get? An alright shooter.
In fact the Sonic Mayhem songs fit better with Quake 1 action while Quake 2 feels much slower.

Doesn't help it pales in comparison to other shooters that came out in 1997.

>> No.6387774

Thoughts on Refracted Reality? It's gorgeous but honestly, wasn't a big fan of how it played. Some maps were confusing and pretty slaughter-ish.

>> No.6387776

it's buggy and unbalanced, it feels kinda rushed
it has a history of very funny bugs

>> No.6387783

is there some sort of alternative to ZDL? That thing is getting my on nerves I find it so intuitive when trying to launch non-official wads

>> No.6387785
File: 1.80 MB, 1920x1080, Screenshot_Doom_20200427_170154.png [View same] [iqdb] [saucenao] [google] [report]

No I didn't.

>> No.6387786

Your desktop is pretty comfy. Also, why nano instead of vim or emacs?

>> No.6387789

'cuz it's easy

>> No.6387793
File: 7 KB, 106x118, [sound=https%3A%2F%2Ffiles.catbox.moe%2Fr33ax1.WAV].gif [View same] [iqdb] [saucenao] [google] [report]

>got through that one train car on well done first try
i feel like a god

>> No.6387794

I'd share my bash scripts for easily launching stuff but I have the feeling you would not like them if you want a GUI

>> No.6387797

meant for >>6387783

>> No.6387798

I just use multiple gzdoom.ini's. No need for launchers, scripts, or anything fancy.

>> No.6387802

Why not both
You can have scripts that invoke different INI configs depending on what you want to play so you automate the whole thing

>> No.6387805

I just create shortcuts and type in parameters. Might get tedious if I start playing a lot of wads simultaneously though.

>> No.6387807

Too much trouble for something that is a parameter way.

>> No.6387809

yeah but think about how many times you're typing that shit manually

>> No.6387841

Late response, but I tried it myself and when I press the right mouse key, after binding it in the mouse settings, I can strafe by pressing the turn keys on the keyboard. This is on the latest version of Crispy. Dunno if this is the behavior you meant.

>> No.6387845

If you have a mouse, why'd you need a separate strafe button anyway?

>> No.6387847
File: 111 KB, 600x841, dead_space_doom_mash_up_by_james_ed_marsh_d5x8zl7-fullview.jpg [View same] [iqdb] [saucenao] [google] [report]

>A Dead Space gameplay mod that gives you Isaac Clarke weapons and powers.
Could that work?

>> No.6387852

Does he have any particularly complicated guns? From what I know of Dead Space, dismemberment mechanics would need to be implemented.

>> No.6387863

>Play it with Doom and becomes arguably better than Quake.
Stop talking shit.

>> No.6387869

A lot of the weapons are about cutting the enemies limbs but it can also be done with the old shoot them until they die.
Also add the telekinesis like the Gravity Gun from HL2 and the Stasis where it can slow down enemies.

>> No.6387871

sup thanatos

>> No.6387881

Tbf Chasm has advantages over Quake in terms of weapons and enemy variety.
He didn't say Quake is bad,the issue like he said is that OG Chasm maps suck balls,they're Wolfenstein 3D tier.

>> No.6387882

if you make recreations of the guns, powers, and nothing more, then probably
attempting to add anything like dismemberment, third person, or death animations, then no

>> No.6387907

>third person
There was some Resident Evil mode that played in third person.

>> No.6387916

As a baby doom player, why does a level needs so many archviles??? Playing BTSX map06 and holy fuck, I'm probably fighting the sixth one now. My heart can't take much more of this.

>> No.6387927
File: 364 KB, 450x405, 1452895717906.gif [View same] [iqdb] [saucenao] [google] [report]

Archvile spam is funnee :)

>> No.6387929

They are good way to discourage camping. They'll force you to run away from their line of sight and while doing so resurrect all the monsters.

>> No.6387935

Because leet doom mappers think it's epic™ to throw a bunch of difficult and annoying enemies at the player all the time.

>> No.6387945

Archies are fine as long as they're not in huge groups. Learn to fight the martians, remember that they can't hurt you if you have a wall between you and the martian, and that they have no other attack other than the flames, which means you get a good two seconds or so to lay on as much damage as you can before they blow you up. You get even more time if you flinch them.

three or four rockets is usually enough to put them down

>> No.6387958
File: 2.72 MB, 640x480, quake 2 fighting.webm [View same] [iqdb] [saucenao] [google] [report]

Some won't agree, but I think Quake 2 is a good game, the first few hours are kind of slow, but it picks up. There's a lot of hitscanners, but their aim isn't perfect, it'll actually lag behind you, so a dude can just follow you with a salvo of machinegun fire as you strafe him, a lot of the weapons are pretty fun, too.
If I were to describe the game's style and aesthetics, I'd call it a blend of The Borg from Star-Trek going through their Industrial Metal phase, and the big guns and armor aesthetics of Mutant Chronicles, together with the kind of satisfying violence and gore that iD Software was masters of in the 90s.

It has its flaws (like no muzzleflash), but I think it has plenty of stength. John Romero declared it one of the best games he had ever played when it came out, and that's when he was having the pettiest and most bitter feuding with the iD Software he just left. For his childishness and bullheadedness, he couldn't lie about that.
The multiplayer was actually absolutely incredible, I was blown away by it back in the day, it's pretty much as good as Quake 1's multiplayer, maybe even a little bit better. The multiplayer is one of those things which people don't give Quake 2 any credit for today.

That said, with the frame of reference of Quake and its expansions fresh in your mind, throw yourself into Arcane Dimensions first, it's one of the best FPS experiences I've had in a very long time, maps range from Good to Fantastic, and everything looks stupidly gorgeous. I'd seriously so good I would have paid money for it, if it was a commercial product.

>> No.6387961

specifically to piss off joel

>> No.6387965

>Etrian Odyssey

>> No.6387970

Fuck pistol starting e1m3 in nightmare, I always die after taking the blue card

>> No.6387971 [SPOILER] 
File: 3.11 MB, 384x288, 1588375083736.gif [View same] [iqdb] [saucenao] [google] [report]

Because they're a fun enemy that if used right, will put great pressure on the player. They force the player to employ tactics in a way that the other monsters wont.
They're a great challenge and you can build some amazing encounters around them.

This is for you.

>> No.6387974

I do agree, though. It has a really unique atmosphere (twilight with that perpetual sunset glow), the Strogg and their society is an interesting concept, and overall, the developers achieved quite a lot regardless of all the limitations. Not to mention the engine feels solid and 'just right', unlike many games of the era.

>> No.6387986

>Playing on nightmare
Found your problem, anon
Why not just go play some other harder WADs than DoomU on UV instead?

>> No.6387995

i never really buy into the "quake 2 bad" meme because not a lot of people try to think of how to "fix" the game or name its problems
like, yeah, it has some problems and stuff that makes it look inferior to quake 1 at times but not a lot that comes off as an actual disaster
whatever a better quake 2 would be, i doubt it would be that further away from most of what the game is

>> No.6388012
File: 239 KB, 1920x1080, lolwhatachump.png [View same] [iqdb] [saucenao] [google] [report]

What are your favorite cheeky ways to fuck over demons in Doom?

Mine is sneaking up on an enemy that has his back turned to me, and cause another demon that does see me to start firing at me, thus angering the first guy and starting an in-fight. Bonus points if the first guy dies and I pick up his weapon by swooping in from behind.

It's super simple but it's just always so satisfying.

>> No.6388020

I like shooting them.

>> No.6388023

I see

>> No.6388034

I already beat both Doom and Doom 2 countless time uv/no saving and beated plutonia this week, Nightmare always was something Impossible for me thanks to this stage

>> No.6388037

Multiple Archviles + chaingunners in one area is the most tiresome demon combo to fight through

>> No.6388050

You have access to countless amounts of quality community made PWADs anon, go play those UV/no saving/pistol start instead of wasting your time with Nightmare in the IWADs

I mean sure you can grind away for days on E1M3 on nightmare until you beat it

But why, why would you do that

>> No.6388067

Too true. As much as I think Quake 1 is better, it's hardly without flaws itself, it's a total letdown in the boss department.

>> No.6388071 [DELETED] 

After testing around, I'd say I much prefer patch93's sc55 soundfont over EmperorGrieferus'. They're both good in their one way, but patch93's feels way sharper while emperor's has a more evolving, wetter sound to it.

>> No.6388076

After testing around, I'd say I much prefer patch93's sc55 soundfont over EmperorGrieferus'. They're both good in their one way, but patch93's is way sharper while emperor's has a more evolving, wetter sound to it. The former feels like very high-quality pc noises and the latter like is trying to emulate real instruments.

>> No.6388079

what the fuck
how would you come to this conclusion
patch93 is like a fraction of the size in MB and has simpler instruments. The SC-55 did not sound like "high quality pc noises". The actual SC-55 sounds way closer to EmperorGrieferus'.

If what you're after is "high quality pc noises" you might as well go for WeedsGM3 or Arachno

>> No.6388082

give quake 2 actual muzzle flashes, let berserkers move and attack at the same time, have the colors be less washed out - either darker or more saturated environments, both within reason - and speed up swap time some, and I think you'd be mostly there

>> No.6388085

I didn't say it sounds closer to a SC-55. It's just that EmperorGrieferus' sounds muddy and it takes away from some midis imo.

>> No.6388089

So you're saying something that better approximates the SC-55's actual sound is "muddy"

Thus why I'm recommending you check out other fonts like WeedsGM3 or Arachno because if you don't like how the SC-55 sounds then why bother going for a soundfont that tries to replicate the thing you don't like

>> No.6388096
File: 3.58 MB, 300x300, 1580272857698.gif [View same] [iqdb] [saucenao] [google] [report]

Does PRBoom+ have crappy Fluidsynth support or something?
I'm testing the same settings and font on CrispyDoom and getting way better music than I am on PRBoom.

>> No.6388106


>> No.6388125

Christ I can understand wanting to incentivize the player to want to find a new weapon quickly but the fire rate of that pistol is abysmal.

>> No.6388128
File: 143 KB, 490x774, 1565132141724.png [View same] [iqdb] [saucenao] [google] [report]

>Man why does this map have such poor pacing and feels a slog. I like some challenge, but I'm really not having fun here.
>"Uh just get good" says the leet mapper as he proceeds to fill each room with 30 or so chaingunners, pain elementals and archviles of the very first map.

Archviles are a fine enemy, but their placement is often abused to the point of detriment. Sure someone is going to find that challenge enjoyable, but then again people find enjoyment from all kinds of ridiculous difficult things like beating a game blindfolded. I might be exaggerating a bit to get the point across, but the "git gud" stance is only fine when the game is decently fair and exercises good balance, which isn't the case with the kind of maps that often employ cheap tactics.

If you find that kind of stuff enjoyable, then that's fine, but you should know what it is and not try to to present it as anything more than that.

>> No.6388135

I just want a wad that plays like SIGIL. I really enjoyed how it handled difficulty and challenge in a way I haven't felt in any other wad.

>> No.6388141

I'll concede that people such as Skillsaw don't have all that much imagination when it comes to Arch-Vile usage.
Where are we at now, "15 Angry Arch-Viles"?

>> No.6388163

Same thing here anon. Sigil just has that "something" in its design that the majority of community maps lacks. Frankly I didn't find most of the maps people gush about that interesting or fun. However Sigil isn't simply good because it has Romero's name on it, but due to what he did. For all his flaws, he really knows his stuff when it comes to making levels most of the time.

>> No.6388165

I do genuinely think that level design is one of his greatest talents, and he's very good at it.

>> No.6388168
File: 1001 KB, 1368x768, time1945a_0001.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6388176

I don't really understand how we can come away from the same WAD (Sigil) thinking such different things

I thought it was pretty mediocre. E5M1 is a strong opener but after that it become pretty boring in my opinion. The community has long surpassed him

>> No.6388178
File: 1.48 MB, 1368x768, time1945c_0001.png [View same] [iqdb] [saucenao] [google] [report]

Tried a skin pack for the Timeline mod for Half-Life and apparently it's basically Nu-Wolfenstein in terms of aesthetic.
The suit voice is GlaDOS for some reason and the enemy placement is different as well.

(Don't know why it gives me two FPS counters though.)

>> No.6388181

It seems like a mess based on the screenshot alone.

>> No.6388185
File: 1.49 MB, 1368x768, timebase2_0001.png [View same] [iqdb] [saucenao] [google] [report]

It's pretty much the same maps as Timeline but a lot of more stuff going on.
Sometimes it really tanks the framerate.

>> No.6388187

>The community has long surpassed him
in ludicrous enemy counts maybe lmao

>> No.6388196

Anon, not every community wad has 1000 monsters per map. Not even the majority has 300 monsters per map. The highest count in the IWADs was like ~300.

I could accuse you of some weird romanticism for Romero's work out of a sense of nostalgia and fond memories of Knee Deep in the Dead, but I won't do that because I think that would be unfair

>> No.6388208

>it's pretty much as good as Quake 1's multiplayer, maybe even a little bit better.
It's certainly more balanced than "get the rocket launcher or don't play at all"

>> No.6388219

What about UV + fast monsters?

>> No.6388224

It depends on your preference. Not everyone likes Doom games for the same reason. I simply prefer the progression and set-piece design of most Romero's D1 maps. In contrast I generally dislike the Doom 2 map design philosophies that became more wide spread in community projects. And before you claim nostalgia, I completed both Doom games somewhere around 2018.

Which wads do you consider to have surpassed Romero? Maybe I haven't played them yet.

>> No.6388227

What about them?

Honestly, if you're able to beat a mapset on UV, I think the next step is looking for harder mapsets. Making the enemies/projectiles faster on a mapset you already know is not really that big a step up. It's just an e-peen thing. Which is fine, UV -fast and NM are good shows for an audience. But if you're just playing on your lonesome I find it more interesting to just try to conquer other mapsets on standard UV that will offer new challenges instead of old ones with faster monsters.

>> No.6388229

As someone who thinks Sigil was really good, I do think he has been surpassed by the community, but only by the most talented people. He's still better than most people making maps.

>> No.6388232

>It's just an e-peen thing
Oh come on, that's just silly. Don't do that.

>> No.6388248

Then again, even those top tier community mappers don't really offer the kind of things people really liked about Sigil. Could be interesting to make a selection of community maps with similar gameplay, I'm sure many would appreciate it.

>> No.6388250

I only remember two "x angy arch-viles" maps by skillsaw. One in vanguard and one in valiant.

>> No.6388258

It's true though. So you beat UV with faster monsters. Ok, cool. It's a good showmanship thing, but what are you (the player) getting out of it? Nothing new. It's the same old level you already know like the back of your hand, but with faster monsters. If someone's doing UV -fast runs of a mapset, chances are the mapset is no longer a challenge for their skill level, so they're showing off their skill to an audience. Which is totally fine. But it would probably be more interesting (both for them and a theoretical audience) to try a more challenging mapset

I make an exception for speedrunners that are doing challenges on the IWADs because if you're going to dedicate your time to completely deconstructing a series of maps, it might as well be the IWADs.

>> No.6388265

>but what are you (the player) getting out of it? Nothing new.
Who are you to say? Maybe you don't find it to be quite your thing, but perhaps many do enjoy the faster feel of a familiar map with crazy pinkies and deadly hitscanners? I get that many anons here have given -fast players a pretty bad name, but going ahead and saying everyone's doing it only for "e-peen" just because you personally don't find it particularly fun or challenging is ridiculous.

>> No.6388273

It sounds to me like you just prefer Doom 1's gameplay to Doom 2's. And that's fine. Not everyone likes the new monsters and the combinations they open up, or the SSG. What I would recommend then is to look for mapsets that are FOR the Ultimate Doom instead of mapsets that are for Doom 2.

Just for a taste of quality stuff for DoomU, go try out Shotgun Symphony, Double Impact, or No End In Sight. Sigil just doesn't hold a candle to those.

>> No.6388279

Maybe I've been given this impression from the loud minority of -fast players then. I've just always been of the impression that most of them are like that "I'm vegan btw" meme/stereotype but with "I play -fast btw", with some smug air of superiority.

>> No.6388284

BTSX loves arch-viles, I've noticed. You're gonna hate e1m19 and e2m24.

e1m06 does have a pretty mean encounter with them (and even its own set of corpses), but it's really not too bad of a level when you get the hang of it.

>> No.6388285

Just dismiss faggots who act like that, and not the way of playing. Same goes for those who act really uppity about whether one pistol starts or not.

>> No.6388297

I like the faster enemies as it brings up the pace and encounters become way more intense. UV Fast is the perfect balance between normal UV that could be just a tad harder and Nightmare, which is too much. I really wouldn't call it just an ego boost thing, but I wouldn't force it as the only way to play either. Especially since I seldom use the modifier myself.

>> No.6388315

I like the new enemies of D2 such as Revenant, Mancubi and Archvile it's just how they're used in most cases is what rubs me the wrong way.
>Shotgun Symphony, Double Impact, or No End In Sight
Thanks I'll try those out, but I haven't heard good things about No End in Sight.

>> No.6388317

Meant for >>6388273

>> No.6388321

the new enemies of D2 are the best part, it's just that many fanmappers don't know how to use them, so you'll get the stereotypical "20 revenants and an archvile in a room"

>> No.6388326

Anon, I think the issue is that you say that their use rubs you the wrong way because either
a) You've played bad maps that do this sort of thing >>6388321 like the funny memes
b) You've played good maps where these enemies are used in clever ways, and you did not find the right counter to them so you became frustrated

I also noticed a lack of the Chaingunner in your list, I don't know if that's because you hate them or because you just forgot them

>> No.6388330

>it's just that many fanmappers don't know how to use them
Eh, Many fanmaps are the only time I've ever found them challenging, personally.
Doom 2 itself severely underutilises its new monsters, to the point that they're more of a gotcha in the context of mainly being used to Doom 1's monsters, rather than any actual test of skill and reaction.

>> No.6388365

Lost Civilization ep. 2

>> No.6388380

I can't just say my sole problem is the enemy placement. More things play into it and this may sound like a cop out, but I don't feel like writing it out now and honestly I'd have to do a more in-depth look at all those maps to give a better response. All I really know is that I'm not enjoying them as much as D1 levels.

Also maybe I'd like chuggers if they had a windup and cooldown periods for their shots so they would fire in elongated bursts instead of being the definite hitscanner pests.

>> No.6388381

Damn I keep forgetting to do this >>6388326

>> No.6388421

>but I haven't heard good things about No End in Sight.
Are you talking about the one guy that's been sperging out here? It's a good wad, and held in regard by most.

>> No.6388432

Nightmare difficulty feels like you're just grinding against the RNG for low damage rolls. Like, I'm not denying there's skill required to beat Nightmare, but it feels like a disproportionate part of it is grinding away runs until you finally get lucky with low damage rolls and have enemies cooperate with you.

>> No.6388446
File: 48 KB, 1440x1080, 2020-05-02-033500_1440x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

Rather niche question, but does anyone know how to make GZDoom recognize 'WINE ALSA Output' instead of the input? I got Roland Sound Canvas VA working on wine and I'd love to use it with doom.

>> No.6388448

Why the fuck are you using GZDoom in wine, it runs natively on Linux.

>> No.6388449

>GZDoom on Wine
What the actual heck are you doing

>> No.6388459
File: 288 KB, 1152x651, 2020-05-02-033922_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

I'm using wine to run the sound canvas VA, which is from my understanding an 1:1 emulation of the SC-55. I'm running GZDoom natively.

I was told it gives far better and more accurate results than any soundfont.

>> No.6388464

M8 from one autist to another: don't bother. Just use Fluidsynth with Emperor Grieferus' SC-55 if you want to play GZDoom with MIDIs sounding like the ones from the SC-55. Chances are you're not going to notice the difference in the grand majority of times.

>> No.6388471

I'd love to, but I'm already too deep in this rabbit hole to give up now. I'll get it working no matter what. I'm so close.

>> No.6388472

>which is from my understanding an 1:1 emulation of the SC-55
I think whoever told you this shit was pulling a practical prank on you and they're not your friend.

>> No.6388476

>but I haven't heard good things about No End in Sight.
It's actually really good.

>> No.6388484

I mean, it is an $125 (I'm using a cracked version obv) software by Roland themselves and is advertised as such. It's at the very least better than a soundfont, I'd assume.

>> No.6388489

my god anon I want to slap you over the internet

you could be having fun playing BTSX or literally any other WAD right now and your autistic ass is obsessing about a 0.01% difference in MIDI sound that you're not even gonna notice while killing demons.

>> No.6388492

You see, you see... y-you're not wrong. But! I'm this close to get it to work after a whole day of testing a variety of different soundfonts so honestly, does a couple more hours even matter at this point?

>> No.6388501

>does a couple more hours even matter at this point

>You see...I've spent so much money in these slot machines, it would be a waste to stop now. Like...I gotta keep at it, I've already spent so much money on them. I gotta get it back.

And it's even worse in this scenario, because we're talking about a theoretical difference that you're not even going to be able to verify unless you had a real Roland SC-55 sitting on your desk.


>> No.6388505

who is this roland guy you keep talking about

>> No.6388509

Some dude that doesn't even kill demons lmao

>> No.6388512

King of Enroth.

>> No.6388513

Dude, it's a famous performer who recorded Doom soundtrack!

>> No.6388514

>Someone tries to recreate a Doom level in a modern game
>It's a 1:1 recreation
Nigga what are you doing?

>> No.6388516

I honestly prefer Patch93 to Emperor Grieferus.

>> No.6388518


>> No.6388520

what examples are you thinking of? I haven't seen 1:1's in other games.

>> No.6388523

Did the Build games achieve the best combination between realistic and playable environments?

>> No.6388525
File: 366 KB, 2160x1080, CMABXyNWcAEZq8J.jpg [View same] [iqdb] [saucenao] [google] [report]

I just finished watching CapnClever's "Evolution of the WAD" series on youtube.
Are there any other similar podcasts/shows where mappers/runners/etc talk about Doom?

>> No.6388530

I miss Intermission like you wouldn't believe

>> No.6388537
File: 210 KB, 540x421, 1560139276751.png [View same] [iqdb] [saucenao] [google] [report]

Dear anons, I want to start mapping for vanilla Doom with SLADE3 (it's my only good option on Linux apparently). What are some basic pointers I should be aware of using it? Something that you wish you had known when you first started using it or anything like that? I have already worked for a short time with Trenchbroom for a Quake map that I didn't release, and that's the extent of my experience.

>> No.6388540

>a Quake map that I didn't release
Pls post it

>> No.6388543

It's not anywhere near finished anon, I just kind of lost my motivation because of unrelated circumstances. Besides it would be a bab's first quack map so you wouldn't be missing out.

>> No.6388549

Eureka is also a valid option.

>> No.6388564

Everyone around here has dismissed it when I asked about it previously, they recommended I just went with SLADE because you already use it for other stuff aside from map editing. Does Eureka do anything better?

>> No.6388608
File: 169 KB, 768x1059, forever.jpg [View same] [iqdb] [saucenao] [google] [report]

Why did id Software drop RNG damage for Quake and onwards?

>> No.6388619

Does someone have like a guide or something for getting Zandronum to scale up decently in widescreen? Should I just set the thing to 1280x720 and fullscreen it or am I missing something in the settings?

>> No.6388628

>WTF is ClusterBloom? It's a compendium of rare maps with the craziest ideas you'll see in your whole life, believe me...only compatible with GZDOOM (doom2 iwad). Compatible with smooth doom, brutal doom, project brutality and derivatives.


>> No.6388691

>only compatible with GZDOOM
Into the trash it goes

>> No.6388694
File: 71 KB, 1024x683, r6524356374.jpg [View same] [iqdb] [saucenao] [google] [report]

Recently I've seen some guy remaking Doom maps in Doom 3. Among few other examples, I recall someone recreating a map or two in Unreal Engine 3 and 4 or such. It happens with other older games too, like CS 1.6 for instance. Where you'd see something like de_dust remade in a modern game with same old visuals and maybe slightly better textures.

While this may be interesting for the novelty of it and to simply see how it looks in a different engine, it'll always stick out like a sore thumb in the end and look plain bad more often than not. I think what one should aim at is to preserve geometry and overall functionality found within the source map and see how it can play out in the context of the game it's being remade in. Try to keep the general outline and collision of the original, but adapt it to the host game's mechanics and gameplay. For example if a game has ladders you can use that instead of Doom's elevator. Graphically have it fit with the new visuals, but also try to preserve the old colors and general atmosphere.

Something that really pushed me towards this realization further, is a recent take on Doom's E1M3 in CS Global Offensive that someone posted here couple of threads ago. It's not perfect or complete, but it neatly deviates in the right ways.

I had this idea of remaking Quake's E1M1 in a different, more grounded setting. Something like the first tutorial secret being hidden in a trunk of an old car locked with some lock and chains that you'd have to shoot, just like the panel in Quake. With the car's back lights blinking periodically like the light in Quake. Maybe the platform you only reach by sprint-jumping could be some kind of a cliff, things like that.

Unfortunately this requires some amount of ingenuity and imagination which is harder than straight up porting, especially if there are tools which make this effortless. I don't blame people for taking the simpler route, but it'd be nice to see more of what I described above.

>> No.6388695

make them non uniform so they look like rust

>> No.6388715


This is hysterically funny to me

>> No.6388727


>> No.6388730

I think damage RNG values too much luck. An example: from a Revenant rocket you can either only suffer 10 damage and leave nearly unscathed after a bad play, or you can make good decisions all around but, but the one time you get hit you lose 80 hp. This luck-reliancy can either bring undeserved victory or frustration.

From the player's damage inputs, I don't think anyone ever found it fun to have an Imp survive a point-blank Shotgun to the face, or a Caco manage to survive two SSG shots from point-blank distance, or a Mancubus survive four instead of the usual three, etc...
This ESPECIALLY sucks in deathmatch.

Not to say all RNG is bad, but a lack of consistency in such parts can make for a game to value luck way too much, when skill should be the most valued factor.

(deleted my previous post because I wanted to add more to it)

>> No.6388739

At the time Build games did pretty well with what they had. Though limited, Duke still had locations that felt like a real place while Doom and Quake where a lot more abstract. However I don't think higher fidelity restrains good level design. For example, like some games do, you can completely separate the level collision from the models. With the latter only serving as decoration without obstructing movement. What some modern games do wrong is lean too much into realism where as a consequence the characters start to blend in with the environments.

>> No.6388743


>> No.6388749

Quake still uses a lot of RNG. Maybe not to the extent of Doom, but its there.

>> No.6388781


>> No.6388787

I got soft-locked on the first level's arenas which rubbed me the wrong way so I quit

I made some walk-throughs on how to do deathless runs of the original episodes on Nightmare difficulty
> https://youtu.be/uRxzotZE738
Decino also has walk-throughs on his channel for individual level pistol starts on NM

The difference is probably the MIDI player. Crispy Doom doesn't come with a MIDI player aside from OPL and GUS emulators. Are you using VirtualMIDISynth for Crispy Doom? You can also use VMS in PrBoom by selecting PortMIDI in options. To change the soundfont of its FluidSynth you have to exit the game and open the config file

>> No.6388801

why specifically bring up brutal doom and co.

>> No.6388810

But does it use RNG for weapon and monster damage?

>> No.6388813

I mean..."walkthroughs" for Nightmare pistol starts aren't really walkthroughs. They're more like footage of a successful run. Even Peter would probably freely admit that he didn't just record those and win every first try. Nightmare pistol starts take grinding, and no human (other than ZeroMaster I guess) would be so accurate as to always do the exact same inputs at the same tick to get the exact same RNG every run.

>> No.6388829

Because they're popular and to avoid "uhhh is this compatible with brutral dum???" kind of questions.

>> No.6388945

What makes the difference between a hard map, and a frustrating map?

>> No.6388953

It depends on whether you like it or not

>> No.6388958

Well positioned enemies and a consistent difficulty progression vs. "uhhhh let me place 30 revenants + 3 archviles here lol"

>> No.6388960

So if I don't like a map, its not hard?

>> No.6388969

What are some examples (as in maps) of both?

>> No.6388976

Good balance of danger and downtime, enemy placement, map design, resource placement etc. A lot of different elements play a part in it along with personal preference.

>> No.6389089

>ZDCode is a language intended to replace DECORATE, by supplying several abstractions intended to make the ZDoom/Zandronum modder's life a bit less painful.

>> No.6389123

Man I wish there was a Doom map editor that allowed me to have both the 3D and 2D view at the same time like in Trenchbroom or Radiant. Would make things a lot faster.

>> No.6389160

I'm trying Yamagi Quake 2 and the particles are looking like squares, why is this happening?

>> No.6389171

Nevermind I just had to change the renderer in the video options.

>> No.6389173

I'm new, using GZDOOM builder in UDMF format. I'm following along exactly with tutorials and yet when trying to make a switch door, in my game pressing the switch or the door just ends the level. How do I fix this?

>> No.6389175

>still can't properly alt-tab out of GZDoom
What a piece of work this port is.

>> No.6389179

Run it in borderless fullscreen

>> No.6389183

I never used UDMF, but you sure you set the right action to it? Does it actually end level with splash screen and all or does it seem like it moved geometry in a wrong way?

>> No.6389189

Works on my machine.

>> No.6389196

How do I do that? The fullscreen setting only has On and Off options.
What do you mean? You can alt tab normally out of full screen? Which rendering API are you using?

>> No.6389221

Can you please add this >>6385238 newfag-friendly pack of Doom mods in news, so I won't have to repost it every thread?

I know most people here already have their Doom set up, this pack still can interest someone. At least 2 seeders are available almost 24\7.
No idea why one user keeps disconnecting from me, he almost finished downloading.

Use https://github.com/Codeusa/Borderless-Gaming/releases to make any windowed game fullscreen. But really, I use OpenGL and Alt-tabbing just works.

>> No.6389226

What do you mean "can't properly alt-tab"?
Does your screen turns black?
Does it simply not switch?
Does it break your desktop composition?
Does it kick your dog?
be specific

What OS?
What version do you use?

>> No.6389228

I selected 'Door Open' with repeatable action and when player presses use, have it a tag of 1, a sector tag of 1, and gave the door a sector tag of 1. It does the splash and moves to MAP02.

>> No.6389246

Never mind, I was using the wrong UDMF format, I was using Eternity UDMF. Sorry to noob

>> No.6389252

>Which rendering API are you using?

>> No.6389274
File: 115 KB, 680x579, 1588242977949.jpg [View same] [iqdb] [saucenao] [google] [report]

Would you eat a caco burger?

>> No.6389279

I figured someone might suggest that app, but I'd rather not use a third part software for a modern port. Besides I can alt+enter to have it windowed and everything works fine. It's a minor nuisance but I just wish I could alt-tab normally like in any other non-zdoom based port where it works perfectly fine. Oddly enough this happens with both OpenGL and Vulkan, but not with SoftPoly. And I had this same behavior with an old graphics card and now with the new one.
What I mean is that when I alt-tab the image of the game stays overlayed on the screen, like some kind of a screenshot and I can't control the game until I blindly alt-tab back to it where it continues to work normally. Also I can see the mouse cursor changing in response to links if I have a web page open meaning that I have effectively alt-tabbed and can use my computer but the last image from the game stays layered over. Weird thing is that if I fiddle with alt-tabbing and pausing the game, sometimes it'll switch normally, but very rarely. It doesn't turn the screen black nor break desktop composition. I have Win7 64 and use the latest version of GZDoom 4.3.3 and don't have a dog.
Yeah odd, like I said this only doesn't happen with SoftPoly.

>> No.6389289

I looked at the syntax. Sorry but it makes life even more painful. The concept is entirely unnecessary and makes things more complicated and/or confusing than they are in reality.
>t. modder

>> No.6389308

Have you reinstalled the OS between the old graphics card and the new one? Might be some odd bug with like old dlls lying around or some shit. Or maybe it's a Win7 thing, I personally use Win10.

>> No.6389326

No, but I did a complete clean up of old drivers as AMD has a specific tool for that that's on par with OS re-installation. Either way I don't have a problem like this with any other software, port or game, obviously it's something that ZDoom doesn't like about my system. Maybe I'll scour the older versions to see where it starts happening, as at this point it's plain curiosity since it's a minor bug.

>> No.6389358

Why does zandronum automatically loads freedoom phase 2 or something? I can't load other wads, even with ZDL.

>> No.6389409

I thought ZScript was supposed to supplant DECORATE? Was it deemed not good enough?

>> No.6389419

That has nothing to do with script. What that guy wrote is some kind of weird macro thing that generates decorate from a syntax of it's own. Supposedly it's to make it easier to write, but I really have my doubts about that.

ZScript has deprecated decorate, but zandronum does not have it because A) it's netcode is incompatible with the zscript VM and B) zandronum development is mostly dead since a few years

>> No.6389423
File: 29 KB, 220x186, tenor (1).gif [View same] [iqdb] [saucenao] [google] [report]

nothing to do with zscript*

>> No.6389439
File: 510 KB, 1365x768, Screenshot_Doom_20200502_182631.png [View same] [iqdb] [saucenao] [google] [report]

Okay, got the HUD working (still need to add keys to it). Should I keep it multi-color, or recolor the font and health/armor icons green?

>> No.6389442
File: 947 KB, 1366x768, shot027.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to make a forest area in the background of the level and I think it came out better than I expected.

Keep it blue and red, it could be confused with the ammo counters if it was green too.

>> No.6389447


>> No.6389453
File: 157 KB, 1920x1252, fuckthislevel.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6389474

>Whoops, all tomato! And teeth!

Uhhh no, no I would not.

>> No.6389486

eat the tooth burger

>> No.6389490

KingDime did a couple recently. If you look at his Twitch channel, he also has some VODs of the proto-series for Evolution Of The Wad. They're old, from many years back, so Twitch has bumped down their quality some, and some of them are partially corrupted, but they are still interesting and offer some good insight, even if I think CapnClever was better as a host.

>> No.6389495

But it's got tomato on it.

>> No.6389498
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]

Alright it's the time of the week again, SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? Now's a good time to show us what you've been up to this week.

>> No.6389501

Congrats. I can relate.
I've just murdered a cyberdemon in Tower of Babel on Nightmare on my first try without taking damage. It probably means nothing to a Doom pro, but for some noob like me it's a nice feel.

>> No.6389502
File: 63 KB, 826x796, wireframe.png [View same] [iqdb] [saucenao] [google] [report]

I posted a lot of screenshots this week, so how about I post a map instead. It's still missing 2 big and 2 small rooms.

>> No.6389508

The health and armor look good. Personally, I don't like the ammo.

>> No.6389512

why is Sunder so fun bros

>> No.6389517

I don't play it because I'm a singleplayer-fag and last time I tried the SP part of the mo just didn't feel right.

>> No.6389519

Because you have the right palate for slaughter, and Sunder is top shelf slaughter.

>> No.6389520

What's with the 普通の水 and stuff?

>> No.6389534

very boring

>> No.6389549


Looks great anon

>> No.6389551
File: 421 KB, 1365x768, Screenshot_Doom_20200502_193420.png [View same] [iqdb] [saucenao] [google] [report]

That's the best I can make.

Also it's a screenshot.

Just a parody of cheesy Asian advertisement. Different flavors of animated floors.

>> No.6389552
File: 315 KB, 720x360, Ignore the rocket.webm [View same] [iqdb] [saucenao] [google] [report]

I'm gonna get the attack in proper later, I just wanted to get the frames in first and get them look nice

>> No.6389556

Yeah, I was thinking that perhaps changing the coloring for the rounds would make it look better. The types are definitely more distinguished. I like this one more than the all green.

>> No.6389568


sup romero

>> No.6389579
File: 167 KB, 816x639, final room.png [View same] [iqdb] [saucenao] [google] [report]

Also, final room, themed around colour green. Perhaps, 6 Baphomeths is a bit of an overkill though.

You can visit it early into the game, but you need to find teleport to the ramp that opens central structure that contains a switch that will unfold the staircase in the far corner.

>> No.6389581


Remove Freedoom from your zandronum directory

>> No.6389605

That was funny.

>> No.6389606

I like doing that a lot, I love monster infighting.

>> No.6389613

If I put monster to a sector that is too short of it, it won't do anything at all, right? Just stand there making noises?

>> No.6389620

I feel like the later maps are way too long for their own good.

>> No.6389649

>parody of cheesy Asian advertisement
K, just make sure not to go full retard and overdo it like the shadow warrior devs did back then.

>> No.6389669

It might try to do a retaliatory ranged attack if you or another monster hits it, but whether or not that succeeds would depend on if there's clearance for the projectile or the right height for getting off a shot.

>> No.6389680


>> No.6389714

So are Revenant homing fireballs supposed to be super inconsistent or not? Sometimes it feels like one shot does like 90 health and other times it feels like a slight slap. Also sometimes they home in so well I have to run around for ages before it hits something and other times they barely curve at all. I don't remember them being a huge issue when I first played Doom2 many many years ago.

>> No.6389717

>struggling with map 23 of Scythe
>accidentally beat it with an Archvile jump

God I wasn't ready for the 3rd episode.

>> No.6389732

They do 10-80 damage in increments of 10, so yes.
Also whether it homes in or not is about 50/50.

>> No.6389758
File: 2.50 MB, 1827x1002, file.png [View same] [iqdb] [saucenao] [google] [report]

If you haven't already, you guys should absolutely check out the Lost Civilisation map pack, it's absolutely amazing.

>> No.6389759
File: 564 KB, 1365x768, Screenshot_Doom_20200502_214319.png [View same] [iqdb] [saucenao] [google] [report]

Some more posters, as requested.

>> No.6389771

Damage in Doom overall isn't consistent. Sometimes berserk fist will only deal 20 damage.

>> No.6389780

that "car" ad is epic

>> No.6389789

In my experience it's a lot more stable.

>> No.6389791


>> No.6389806

Are there any Quake 2 source ports that have that feature where it says when you kill someone in MP as opposed to just having it in the upper left text feed?

>> No.6390038

If nobody else is making a new thread, I'll do it.

>> No.6390043

Was actually working on one myself just now

>> No.6390049

Well fuck, should I just drop it then?

>> No.6390054

Nah, you're fine just make sure to get rid of those extraneous [embed]'s in the OP after the SO YOU WANT TO PLAY SOME doom/quake vids

>> No.6390060

Alright then. Gimme a few minutes to format the newspost.

>> No.6390102




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