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6411667 No.6411667 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6404727

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


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

Same thing, but in video format:

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

Doom RPG series

Launchers for Build Engine games



Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/








>> No.6411683

=== NEWS ===

[5-7] You can now create bots in Zandronum

[5-7] More new content for Barely Breathing shown off

[5-6] Live Though Doom updated, added crafting and weapon replacements

[5-6] Anon shares a new map, Bridge World

[5-6] New version of Nobody Told me About ID, a Doom mod inspired by Build Engine games

[5-5] New update for Barely Breathing, a horror-themed mod

[5-4] Doom mod that lets you deform any Doom map

[5-2] Anon shares his newfag-friendly pack of Doom mods

[5-2] ZCode, a language intended to replace Decorate (?)

[5-2] "ClusterBloom is a compendium of rare maps with the craziest ideas you'll see in your whole life"

[5-1] Austerity v3.0 RC1

[5-1] DBP23: Evil Egypt released

[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

=== PREVIOUS ===



>> No.6411684

Phew, almost felt naked for a moment there.

>> No.6411685
File: 35 KB, 320x240, Plutonia_title.gif [View same] [iqdb] [saucenao] [google] [report]


More like, Pootonia! Ha!

>> No.6411694

Thanks, I was halfway through trying to make a new news post and failing to be efficient, I refreshed out of curiosity and this was here.
Kudos to you and whoever else does the new threads and update stuff regularly, I'd certainly crack under pressure

>> No.6411698

PLEASE never take that long to make a new thread again

Never felt so lost and scared in my life before

>> No.6411704
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>> No.6411709


>> No.6411715

Playthrough video of Map12 of 100 minutes of /vr/ is up. Only one level left, then the videos of 200 minutes of /vr/ will start.

>> No.6411721
File: 2.45 MB, 2048x1100, HUUH4.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6411812

doggo wife

>> No.6411851

How come we didn't get this on the News?

>> No.6411856

I saw someone mention Blood's MIDI soundtrack in the previous thread, and it got me thinking, does anyone actually hate the CD version of the music? The MIDIs are vastly superior imo, but the CD music not bad either, even if Unholy Voices' CD version takes forever to get into the main melody.

>> No.6411873

The biggest criticism I've seen is that it's more ambient than an actual soundtrack, like Quake
I think it adds to the atmosphere and plays in nicely with the B movie horror

>> No.6411878

Levels which make extensive use of hurt floors that you're required to pass over are shit. Even if they provide ample radiation suits.

>> No.6411881

Hard disagree. Using hurt floors as pseudo-keys is a cool concept.

>> No.6411884

They're fine if used sparingly. If they're a central component of your level, like in e4m6 for instance, they're bad.

>> No.6411898

What did you guys think of Maskim Xul?

I like the concept of a Lovecraftian WAD, but I must admit I may be getting filtered hard here. I can't seem to figure out where to go in MAP02. Haven't even found any enemies yet.

>> No.6411904

CD has https://www.youtube.com/watch?v=dbUw7ehGYK8 and a more theatrical version of Infuscomus, which I like but feel that most of the other tracks get repetitive to hear over and over again compared to the MIDI soundtrack. I ended up experimenting with soundfonts via BuildGDX to spice things up and I find Timbres of Heaven fits really well with a majority of the tracks in-game, as well as the custom music pack for Death Wish: https://www.youtube.com/watch?v=vy8mR3Pf0Zk

>> No.6411905

>Even if they provide ample radiation suits.
Lost me here. I'd understand if there was no protection at all, as that's basically forcing the player to get damaged, which can be a run killer if your hp is low enough. But If there's plenty of radsuits, then it's probably less a case of forced damage, and more a case of them using damage floors as a form of gating the player.

>> No.6411908

Plenty of maps provide radiation suits, but provide them in a way which means you're going to be more or less forced to take damage anyway. Again, see e4m6.

>> No.6411915

Nevermind, I just found the first enemies.
Phew. for a second I thought I would do even worse at videogames than Icarus and I got scared.

>> No.6411917

I don’t really like any of the powerups in general mainly because it becomes very hard to see anything. The only one that doesn’t heavily tint the screen a different color is the blursphere, and it’s only good against zombies.

>> No.6411929

E4M6 barely forces it, though.

>> No.6411960

Play Quake 3 Arena. CROM FFA server is very active. I am still shit but see myself getting better everyday. How the fuck did people play on 56k???

>> No.6411973

I thought you meant forced into significant damage, not simply getting damaged at all, when you said "extensive use".

>> No.6412130

Would you consider Going Down to be a slaughterwad?

>> No.6412173

The real cool shit is when levels use hurt floors to make the player hurry the fuck up. If you place hurt floors correctly where there's a long stretch with no enemies, then an are withe enemies, and another stretch, then the player needs to go fast to avoid damage. I'm okay with that kind of design.

>> No.6412179

No idea, just got on that server after only ever doing single-player and got creamed. Still not sure if my internet was bad or if I just suck that much.

>> No.6412190

>or if I just suck that much
Probably this, but that's perfectly okay. Everybody starts like that in arena shooters.

>> No.6412194

Not sure what the average skill level of the people who play on the crom vq3 servers is, but what you have to keep in mind is that, for most of the Quake communities at least, the playerbase is full of people who have been playing Quake for years, and Quake tends to be a very high skill ceiling game. You kind of have to expect to be shit for your first while.

>> No.6412229


Mark is actually good at sprite work

>> No.6412231
File: 2.13 MB, 300x300, crashdespair.gif [View same] [iqdb] [saucenao] [google] [report]

I still had fun. For some reason, when I get my butt handed to me in deathmatch I can't get mad, I was just happy to get a handful of frags. Chat spam was tiresome, though.

>> No.6412235

Huh, I'll be damned, in the comments it says he did this in Blender. If this really is his handiwork. That's pretty solid.

>> No.6412250

Eh, just looks a jankily-animated model. That revenant sprite posted in the last thread was much cooler.

>> No.6412253

Damn that actually looks good.

>> No.6412258

>his data weights more than the entire original Doom game installation.
The very idea that he says this as if it's something to be proud of encapsulates perfectly why I hate the part of the Doom modding community that Mark belongs to.

>> No.6412286

the hell nobles are hot as fuck

>> No.6412289

They don't hold a candle to cyberdemon ass

>> No.6412290

Anyone else hate it when a wad kills you? I just want to have a relaxing session while in bed half asleep, but the level designer decided that I needed to be challenged instead. It's just bullshit.

>> No.6412292

They really are though. Dumb fine.

>> No.6412293

FBI open up

>> No.6412298
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He enjoys being on fire.

>> No.6412302

What's the trigger for the pain elementals in Go 2 It?

>> No.6412305


>> No.6412307

Shame I missed this, it's almost 3 and I was busy checking out Open Fortress

>> No.6412308

sup bigmacdavis

>> No.6412309

Yeah I thought something similar when I read that line. I think the sprites are okay, but it's like he takes pride in his mode being an optimized bloated mess.
Go away homo.

>> No.6412316

I've always thought of Hideous Destructor as this incredibly warped interpretation of Doom by people back in the early 90's who had no idea how to play FPS titles, and only have vague memories of it like it being super hard or something. It's interesting to think of it that way.


>> No.6412320

Do whatever you want for yourself but don't bring your degeneracy here, queer.

>> No.6412327

How do you fight the shadow ninjas? I can beat the game on Who Wants Wang but No Pain No Gain makes you fight tons of those guys.

>> No.6412352

They go down in a couple rockets or grenades.
Smoke bombs help (make yourself a shadow warrior).

>> No.6412362

I don't really care

Smoke bomb and style on those fuckers

>> No.6412391
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>trying to play anon's map from the news post
Anon what the hell

>> No.6412410

The entirety of NEIS can go fuck itself.

>> No.6412417 [DELETED] 

>medkit has USA written on it
Do Americans really?

>> No.6412457

Which one?

>> No.6412472

Bridge World
It starts out alright, but it turns into an absolute mess in the next room. I mean it's not the worst, but it's not fun.

>> No.6412474

I see. Shame you aren't enjoying it.
Which room is the next one btw?

>> No.6412486
File: 160 KB, 1360x767, crispy-doom_2020_05_09_10_09_35_868.png [View same] [iqdb] [saucenao] [google] [report]

This one. There are too many enemies and most rooms are just arenas to circle strafe around in. The sound of the revenants constantly teleporting becomes almost maddening after a while. Teleporting is a neat gimmick, but there's too much of it. In general I really dislike this doom2-esque approach to mapping. I don't wanna be hard on you, but I don't want to lie to you either.

>> No.6412495
File: 567 KB, 1600x900, 1563396600972.png [View same] [iqdb] [saucenao] [google] [report]

so what's the difference?
no duke posting pls

>> No.6412498 [DELETED] 

i need to take a shit.

>> No.6412505

I've been playing some Sigil lately because I'm still being gatekept by both Blood and Plutonia. Boy, does Sigil highlight some of what I consider as the most annoying features of Doom 1, and I thought Thy Flesh Consumed was bad. I still need to finish e5m3 too, and we'll see if that gets done tonight or tomorrow.

>> No.6412506

I see. Although there are too many monsters in central room, I agree. I'm experimenting with making it less crowded. The rest is unfortunately just a matter of taste, though I'm always thinking on how to make it more interesting.

>> No.6412517
File: 218 KB, 1360x767, crispy-doom_2020_05_09_10_28_29_108.png [View same] [iqdb] [saucenao] [google] [report]

One question. I killed all the enemies and when I enter this blue room I hear enemies are around, probably in the pool, but nothing is coming out or spawning. Is this intentional and do I need to go somewhere else? If so where?

>> No.6412525

One is a bullpup, the other isn’t
As for what that means, probably a weight difference, I think the manual goes into more detail

>> No.6412527

Does that thing in your inventory say “Mess Kit”? And what’s the thing left of it, rope?

>> No.6412529

They are hiding in the pool and supposed to rise when you come onto the top platform to collect the red key.

>> No.6412546
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6412548

Alright, but how do I get there even? I fliped all the switches I could find and got the yellow skull key which allows me to backtrack to the previous room, but beyond that I've no idea where I should go.

>> No.6412552 [DELETED] 

Go ahead.

>> No.6412553

You need to go to the gut room and drop down through the window to end up on the pads where revenants once were. I'm currently experimenting with ways to add additional clues on how to handle the teleports.

>> No.6412568
File: 143 KB, 1360x767, crispy-doom_2020_05_09_11_08_09_617.png [View same] [iqdb] [saucenao] [google] [report]

Yeah I had figured out that I can use the teleporters, but all that does is gets me to this room and I've not clue where to go from there.

>> No.6412572

You need to figure it out some more.

>> No.6412585

ugly as sin addon. a bunch gameplay mutators for hideous destructor to expand the set of base gameplay features. the weapon sling can be attached to any weapon for ease of handling, aids by removing the recoil penalty on most rapid fire weapons, allowing for regular hipfire. the hunger system sees you eating/drinking regularly to avoid fatigue. there's also a corpse looting mutator that you can toggle, a mutator that lets you control vile shard spawn amounts, then there's an AI enhancer mutator, etc. You won't be able to go back to normal HD once you try it out.

Think I'll stick with the bullpup.

>> No.6412592

>even more items, mechanics, and an entire food system on top of what’s probably one of the most convoluted Doom mods out there
I’ll be downloading this the minute I get the chance

>> No.6412596

Well I looked it up in doom builder. I actually did try to use the teleports to travel to other places as I figured it might be something similar to what d4m6 has. But when I tried it, what happened is that I slid off from the platform and not only once. So I thought maybe that's not it.

I think you should simply put the player at the center of the teleporter. The way it is now is too specific, with how you have to go around and then step on the side. The player has to move in a direction that's the opposite from where he'll go. It's a neat puzzle but a bit intuitive and I feel people might get stuck on this part and give up.

>> No.6412602

Meant e4m6 from ultimate doom.

>> No.6412609

I didn't want to put destination on the center because I felt it would be too disorienting. I've got a suggestion to make edges impassable to prevent sliding, which is something worth experimenting.

>> No.6412636
File: 81 KB, 1360x767, crispy-doom_2020_05_09_11_52_08_560.png [View same] [iqdb] [saucenao] [google] [report]

I was thinking of suggesting something like that as well. One last thing, the player can get stuck in this little gap here.

>> No.6412646

Oh, yes. This gap I'm also aware of. Didn't check after setting up pillars.

>> No.6412648
File: 40 KB, 895x200, Whiplash WIP.png [View same] [iqdb] [saucenao] [google] [report]

I've been working on a shotgun.

>> No.6412657

IMO, annoyances are kinda a necessary evil in maps and mapsets that aim to be challenging (such as Sigil), in order to prevent the player from feeling too comfortable with the gameplay.

>> No.6412670
File: 197 KB, 1280x960, 20200509040744_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Just finished going back to Ultimate Doom to pistol start uv-max everything with no saves. It's the first time I've played through more than just the first episode in quite some time. Why do people hate Thy Flesh Consumed so much? My opinion of it wasn't great before going back through it, but I'm not sure how much of that was because my opinions were influenced by others over time. It's honestly a really fun set of maps. The secret level is weak, and E4M5 is pretty mediocre, but overall I think it's a solid episode.

>> No.6412684

Eh, not quite. It does have slaughter maps here and there, but plenty of maps that aren't. Slaughterwad implies most if not all maps included are slaughter.

>> No.6412704
File: 1.95 MB, 1920x1080, Screenshot_Doom_20200509_123840.png [View same] [iqdb] [saucenao] [google] [report]

Working on the GS3 Japan map, I'm kinda overdue on this one, but it's getting good!

>> No.6412718

high quality shitpost right here

>> No.6412724

the first two levels being insanely hard is probably why

>> No.6412731

I always feel like if E4M2 and E4M3 swapped slots with E4M4 and E4M5, then the difficulty progression of the episode would've been a little better.
E4M1 is tough, but I still think it works as the episode opener.

>> No.6412740

Agreed. It does feel like an opener and a pretty good one at that.

>> No.6412743

The one revenant posted on the thread was a third version, if you scroll his twitter you will find the first version which is inferior. I guess all his models looks stiff at first and he improves them later.

>> No.6412746

Is there any way to make the latest version of SLADE less performance hungry? The map editor runs smooth and all, but for no apparent reason it makes my laptop run really hot (and therefore also makes the fan scream). I tried changing "render_adaptive_ms" from 15 to 0, but it had no effect, and will always revert to 15, no matter what.

>> No.6412756

>using SLADE for map editing
Man just use Ultimate Doom Builder

>> No.6412763

Maybe he's not on windows

>> No.6412770

"New and improved renderer", won't run on my machine anymore. The question is not wheter to use SLADE.

>> No.6412792

I see, well I can't help you with the performance problem but if the problem persists maybe try some alternatives. See if the old Doom Builder 2 works or maybe try Eureka. I also just found this DBX fork of DB2 https://www.doomworld.com/forum/topic/96943-doom-builder-x-20191-august-30-map-editor/

>> No.6412806

is this more or less up to date than GZD bugfix?

>> No.6412815

I played your level and died to a rocket in the face because of a Spectre.
The whole gimmick with the teleporting revenants is an absolute mess that forces the player to camp, to a mix of low visibility due to low brightness and a lot of Spectres blocking your movement... But previous to that the map was pretty fun.
I'll try to beat it and give my thoughts on the rest of the map.

I tried to link a download to a FDA demo I recorded of it (where I die ofc) but system keeps identifying the post as spam, I assume because of the link

>> No.6412820


>> No.6412824

>Finally make it to e5m4
>Get a soulcharge for free
>Get the first two keys with little trouble
>Grinning my ass off
>Third key
>Platforms sink into lava the second you step on them
>Start hemmhoraging health
>Can't run past an imp
>Cucked by a shotgunner
Romero you absolute bastard.

>> No.6412827

Why are you suggesting Eureka over SLADE for mapping/map editing?

>> No.6412834

I'm the other guy who played the map. Managed to finish it, but with saves. Yeah I didn't mentioned it, but the abundance of Specters made the map even more of a mess. They were too many times where I would suddenly get stuck on one of them and die. Another thing is that often I would find myself with little or no ammo at all. The map is really rough and needs to be less boxy overall.
Heh I was about to suggest catbox.

>> No.6412836

Sorry no idea anon.
Well no reason in particular, but anon seems to have performance issues with Slade and Eureka looks like it isn't heavy on performance. I messed around with it a bit and it's a solid editor.

>> No.6412841
File: 346 KB, 1273x900, 1567537926046.jpg [View same] [iqdb] [saucenao] [google] [report]

Can any kind anon here hook me up with a compiled latest release of Crispy Doom for Mac?

I don't own a Mac, and I have a friend who won't know how to go through the procedure and just wants to play Doom.

>> No.6412854

Save the invulnerability in the right section for it.

>> No.6412859

Does anyone still have access to Armory resource WAD or anything like it? Im looking for some sample codes in decorate to learn from

>> No.6412860

Yeah, spectres were a mistake. I don't think I'll be able to redo geometry properly, except maybe 10 years from now when I'm old and wise and do "Redo your first maps" projects. But I can definitely lose the spectres.

>> No.6412861

Okay, I fixed the problem. For some weird reason, "render_adaptive_ms" has to be set to "01". This way, after restarting SLADE, it will be changed to "1". No more MSAA (not needed anyway), no more overheating.

>> No.6412869

Someone recommend me some quality atmospheric maps i can play with plutonia/tnt IWAD. Just downloaded plutonia 2 and it's alright but a bit of a clusterfuck at times.

>> No.6412871
File: 153 KB, 384x390, 1573865212151.png [View same] [iqdb] [saucenao] [google] [report]

>try the quake 4 demo
>that walk speed
What happened?

>> No.6412872

You just haven't played halfways.

>> No.6412881

Does the full game have faster move speed or do you get some kind of speed upgrade later on?

>> No.6412884
File: 36 KB, 1440x1080, sunluststory.png [View same] [iqdb] [saucenao] [google] [report]

Started playing Sunlust UV Pistol starts (with occasional midsaves). Already proving to be quite challenging, and I've only completed 6 maps. Pretty fun, though.

>> No.6412891

TNT Revilution is pretty neat

>> No.6412908

ty mate

>> No.6412917

Less. Lacks a lot of features I find essential to save time.

>> No.6412923

>do you get some kind of speed upgrade later on?
Yes. The second one.

>> No.6412936

Idk if this is the right thread to post this in, but does anyone have any Thief FMs that don't suck dick? I'm looking for something akin to "Doom the way id did". Missions that look and feel like they could be OMs.
Apart from T2X.
Most of the newer "best" ones have too much detail, cringe voice acting, bad pacing, too many custom textures that look out of place, drag on for far too long and shit gameplay. I'm tired of doors and items I can't interact with, friendly A.I. that I have to interact with, progression constantly hidden behind obligatory secrets. The first mission of The Scarlet Cascabel infuriated me to no end.

>> No.6412940

Huh I see, that's neat. Thanks for the info anon. I'm still unsure if I want to play it, but this just increased its chances some. Also I liked the way enemies behave and animate.

>> No.6412952

IIRC, the Thief and Thief 2 20th anniversary mapping contest submissions had to to limit themselves to stock resources.

>> No.6412958

I know, I've playing through those. But most are hit or miss. They're built using stock textures for the most part, but that doesn't fix my issues with the overall map design. And I think that most people at TTLG forums are either tasteless or neurotic schizos.

>> No.6412996

Go for it. Q4 is the best id game of the 2000s.

>> No.6413047

that doesn't mean much.

>> No.6413049

You suck that much but if you practice every day you will see improvement. Ping gives an advantage but the guys who usually dominates that server have been playing like 10+ years.

>> No.6413052

Q4 was made by Raven

>> No.6413075

Not too bad, particularly for a WIP.

>> No.6413142 [DELETED] 

I made it a bit further. Died to an Archvile with no chance of escape. I'd recommend you remove him from that room -- it's already absolutely filled with enemies and gives little opportunity to move and take cover, and as you can see in the video, I had zero idea the Archvile was there, and when there's enemies from multiple angles, it could be possible that the player won't even see or hear it until they're already in flames.
Archviles are always number 1 priority, so it should be obvious to the player when one is in the room.


>> No.6413148

play it on the highest difficulty
the first berserker you see can one shot you from full health, but bunnyhopping around makes you un hittable

>> No.6413154



>> No.6413157

I made it a bit further. Died to an Archvile with no chance of escape. I'd recommend you remove him from that room -- it's already absolutely filled with enemies and gives little opportunity to move and take cover, and as you can see in the demo, I had zero idea the Archvile was there, and when there's enemies from multiple angles, it could be possible that the player won't even see or hear it until they're already in flames.
Archviles are always number 1 priority, so it should be obvious to the player when one is in the room.

For criticism on the rest of the level (from what I played), it's pretty good, I like how abstract and nonsensical the visuals are. The layout is fine but noticeably very boxy in gameplay.
The combat is 50/50, in some situations it's engaging (like one of the first rooms, where you're given a soulsphere and the SSG), and sometimes it's a bit dull (like the teleporting Revenants and shit tons of Spectres/Demons). In retrospect, the monster roster for the arenas is repetitive.
I give it about a 6/10 right now but with some improvements to the gameplay I bet it could be a memorable 8/10 level.
The progression may seem confusing for some people, but personally I didn't have much trouble.

I played a bit badly in the beginning because I was in a voice chat with a friend and couldn't pay much attention

>> No.6413158



>> No.6413160

Understandable opinion, they've got amazing gains.

>> No.6413162
File: 91 KB, 640x480, 1543236704898.gif [View same] [iqdb] [saucenao] [google] [report]

First time playing DOOM, what difficulty should I choose?

>> No.6413163

Ultra Violence

Everything else is too easy (or a joke difficulty like Nightmare)

>> No.6413164

Not too rough setting if you are feeling confident.

>> No.6413168

Hurt me Plenty is made for first playthroughs, but if you don't suck at FPS feel free to go with Ultra-Violence.

>> No.6413170

Guess I'll go with Ultra Violence. Thanks.

>> No.6413173

Start with Hurt Me Plenty, then if you feel it's easy, move up to Ultra-Violence.
The original three episodes really aren't particularly hard, and Doom 2 isn't much harder.
It's Episode 4 and Final Doom which crank it up.

>> No.6413175

While technically considered the hard difficulty, Ultra Violence in the official games (minus Plutonia) is still pretty managable for most newbies, so pick that.
I'd probably recommend Hurt Me Plenty for when you get to Plutonia, though, as it can be a major test on your skills and mechanical knowledge on UV.

>> No.6413184

HMP if you're relatively inexperience, otherwise UV just adds in more monsters and sometimes changes other stuff around without hiking up damage given/taken or any shit like that. When you get into PWADs some may make their maps on UV significantly harder than on HMP, but that's a while away yet.

>> No.6413185

Hell, even take a step further, and play on Hey Not Too Rough! in Plutonia. Hurt Me Plenty can still be quite a challenge.

>> No.6413194

I tend to overuse a particular trick I just figured out, this week's was teleporting arch-viles into a battlefield as a second wave. I should now prune it.

Originally my big teleporting room had an arch-vile in it, but I chose to remove it because I didn't want to allow archvile jumps. Now that I'm putting fence around the platforms, I might put it back in, what do you think, compared to skeletons?

>> No.6413214 [DELETED] 
File: 30 KB, 360x450, Petersen.jpg [View same] [iqdb] [saucenao] [google] [report]

Anon, if you're in this thread, thank you so much. This is really above and beyond what most do. This is outstanding. My hd with all my Doom shit going back years died recently, I have some on old CD-Rs but it was almost so daunting a task of amassing that shit again that I didn't want to bother. Now I don't have to. Thank you based anon.

>> No.6413229

Non-bullpup has considerably less recoil, a more responsive trigger, is a bit heavier and longer, can't fit in a backpack, and ejects casings instantly instead of the F2000-like system the bullpup has.

>> No.6413236
File: 520 KB, 559x414, Haters Gonna Hate.png [View same] [iqdb] [saucenao] [google] [report]

Anon, if you are in this thread, thank you so much for this. This is really above and beyond what most put together to share. The hd with all my Doom stuff going back years died recently and the thought of having to amass all that stuff again was so daunting I almost didn't want to bother. Now I don't have to. Thank you based anon.

>> No.6413248

Huh when you think about it, the new doom games are probably how Quake 3's singleplayer campaign would be if it had one.

>> No.6413253

To add to these, most people consider UV the standard difficulty for DOOM, and the hard mode is UV + fast monsters. Nightmare is basically considered a joke difficulty, though possible to beat.
The thing that's nice about DOOM is that you can stack up challenges to alter the difficulty to your liking. Some people, for instance, will do a full play through using UV + fast monsters + pistol starts only for added challenge.

>> No.6413281

So it would be shit?

>> No.6413287
File: 44 KB, 640x480, Jpcp-tittle-screen.png [View same] [iqdb] [saucenao] [google] [report]

Playing JPCP nosaves with Final Coomer. At level 11 currently, so far feels good, maps are exactly the right length, like in Doom 2 - not too short, but not a chore to replay if you die near the end.

>> No.6413292

Probably. I'm sure the criticism would be harsher if something like that came out back then. Or maybe people wouldn't even care for it at all.

>> No.6413297

>nosaves with Final Doomer
I mean...you're already quite a few pegs above in powerlevel compared to regular vanilla Doomguy so I don't see how this 'nosaves' thing would be too significant

>> No.6413301
File: 19 KB, 632x495, 1560737964828.png [View same] [iqdb] [saucenao] [google] [report]

Pls respond guys. I don't want to send them to Chocolate Doom or GZDoom for their very first time. I was hoping Crispy or GLBoom would be available but neither offer pre-compiled releases for mac.

>> No.6413308

I wonder if it's possible to make a proper single-player campaign for Quake. At very least it would need bot-like monsters like Skaarj in Unreal, and probably an emphasis on platforming.

>> No.6413336

>the new doom games are probably how Quake 3's singleplayer campaign would be if it had one.

They would have never put menu-driven RPG character progression into Quake 3 back then, they would have never made the jumping retard-friendly, and they would never force you to break flow every 5 seconds to glory kill for ammo.

Nu-doom fuckin' sux.

>> No.6413338

If you're talking about Quake 3 then there's https://github.com/TheEnginesOfCreation/EntityPlus but the project hasn't seen much activity in a while. I wonder why didn't they just port Quake 1's campaign first, then build on that.

>> No.6413343

Yeah you right about that, I was honestly thinking more about the arena focused encounters.

>> No.6413458

>Chocolate Doom or GZDoom for their very first time

Why not?



He gets what he deserves

>> No.6413464

>Why not
Because Chocolate Doom's 35 FPS is less than ideal for anyone that's not a purist
Because GZDoom has whack defaults and they're likely to get performance issues because it's a low-end computer

I'm on Linux and I know it's possible to cross-compile the binary for OSX, but I'm a dummy and I don't know how to.

>> No.6413473

I think it'd still be annoying.

>> No.6413496

I think you have no choice but to go down the *ZDoom route. I see they finally decided to support the guy who made LZDoom, and it is now listed as an official derivative, so go with that.

>> No.6413518
File: 366 KB, 1214x933, 2528802-gameplay_doom_20140514.jpg [View same] [iqdb] [saucenao] [google] [report]

I started to play doom without quick saving, the experience was much more immersive I could almost feel some sort of storytelling by the level progression, so I came to the conclusion if a map is not fun to play without save-scumming is not a good map.

>> No.6413609
File: 414 KB, 1920x1080, IMG_20200509_210341.jpg [View same] [iqdb] [saucenao] [google] [report]

Looks like Arcane Dimensions 1.8 is a thing

>> No.6413616


>> No.6413643

Whats the process for making a weapon sprite? I'm totally ignorant on that aspect of modding.

>> No.6413645

>At level 11
Probably too late to warn you, but that map has some bullshit deaths, like the BFG one and technically the "do you like caco" one so I suggest saving in that one if you're playing blind.
As much as I like Kurashiki and her art, her maps are some of the worst in the megawad, specially the confusing mess that's MAP25.

>> No.6413646

I feel that AD falls in the category "so good that it might even be an official expansion" like:
>Blood Deathwish
>Half Life Echoes
>Duke Nukem Alien Armaggeddon

>> No.6413661

Ballsome! Are they adding anything new?

>> No.6413675
File: 27 KB, 359x360, Cr7WvReXgAE4Bwn.jpg [View same] [iqdb] [saucenao] [google] [report]

Sock reply from that tweet:
>AD 1.8 plan (at the moment) is I have 3 finished maps, 2 in progress and about 20 test maps for new features! There are also a couple of new bosses, some extra mini bosses and some new general monsters that will appear in new maps.

>> No.6413706

you either draw them by hand, most likely with reference from existing sprites, or take a screenshot / render of a model and touch it up / draw over it

>> No.6413728

I like to cut and cobble things together like Dr. Frankenstein, though I draw some parts from scratch.

>> No.6413828
File: 580 KB, 1023x576, Screenshot_Doom_20200508_234935.png [View same] [iqdb] [saucenao] [google] [report]

Oooh spooky.

>> No.6413848

What is most optimal way to compile on windows? I've tried to use VS IDE, cmake and vcpkg package manager, but the end result produces an error about lack of SDL and PCRE libraries despite dependencies being resolved during compilation. DLLs are in place, maybe aforementioned libraries are incompatible for some reason or there is some log i should check. I'm amateur at tech, perhaps it's worth a try to ask /g/ in meantime

>> No.6413868

are those byuut duum sprites?

>> No.6413880

Yes,those are Beautiful Doom sprites.

>> No.6413934

Thats much better than the Mussolini-looking vanilla sprites.

>> No.6413943

I disagree, I like those sprites a lot.

>> No.6413991
File: 573 KB, 1920x1080, 1570757939878.png [View same] [iqdb] [saucenao] [google] [report]

nor this

>> No.6414006

He meant more with how mobile the enemies are and you needing to control the fights. Still a pretty fucking retarded thing to say considering the two games don't play anything alike.
>Nu-doom fuckin' sux.
It doesn't though because the elements all feel in sync and the game plays fine with them. You having a distaste for RPG-like elements when plenty other games have them doesn't make it a bad title.

Beautiful Doom has some nice decoration sprites. I still mainline Smooth though, can't beat the 64 weaponset.

>> No.6414052

The creator of the mod is planning to put compatibility with other weapon mods.
So we might get both in one


>> No.6414056

Does AD have Quoth's Gug or am I just crazy?
I think I'm just crazy but I'm not sure.

>> No.6414069

IIRC yes, AD borrows some stuff from Quoth. Talking about Quoth, is it worth a play? I think I played just a level but I didn't really like it.

>> No.6414074

I ended up going with LZDoom, thank you anon. Wasn't aware of it.

I find it weird that it defaults to having vertical look always on, AND also uses the software renderer by default. This will only end up confusing newbies who think that looking up and down and getting a warped vision effect is normal. I wish they had just made it default to no vertical look always. But oh well.

>> No.6414075

There's a bunch of stuff on Quaddicted that is compatible with / requires Quoth, and yes it is worth playing.

>> No.6414097

no gug, no vermis and no polyp
I think the rest is there though (if nerfed)

>> No.6414159

What are the most energetic and upbeat songs in Doom 1, 2 or TNT? Sandy's City is kinda what I'm thinking of, but hoping for something even more.

>> No.6414181

lets kill at will
into the beasts belly

>> No.6414190

Between levels (which, ironically enough, is not played between levels).

>> No.6414205

Does AD use anything from Armagon or Dissolution? I feel like the intricate levels could perfectly hide some of those floating mines or gremlins.

>> No.6414209

>tfw still waiting for shadownukem and the buildgdx update that adds in Shadow Warrior support.

>> No.6414220
File: 5 KB, 149x168, qHhHwET.jpg [View same] [iqdb] [saucenao] [google] [report]

>is developing a game based on Crispy Doom
>thinks it would be nice to have <feature X>, perhaps should switch to GZDoom
>sees the clusterfuck that is GZDoom's codebase
>nope. Nope. NOPE.
>gladly goes back to hack Crispy Doom

>> No.6414226

Unfortunately no. There are some neat things in the expacs that adept mappers could take advantage of, but no one uses them, either because they’re part of a commercially sold addon or Quoth/AD adds in similar things.

>> No.6414236
File: 560 KB, 1579x891, square.png [View same] [iqdb] [saucenao] [google] [report]

Is Adventures of Square considered retro if it's its own game built for (G)ZDoom?

I'm watching the stream with KingDime, MTrop, and Jimmy right now and they mentioned that they were targetting the software renderer because it makes the colors look right, despite the fact that looking up and down warps the geometry in software mode.

Is there a way to get it to run on OpenGL with the colors looking right?

>> No.6414250

doubt anyone cares about commercial whatever, considering AD has more hexen2 in it than quake

>> No.6414260
File: 43 KB, 620x368, pai mei.jpg [View same] [iqdb] [saucenao] [google] [report]

Recently finished Shadow Warrior.
It's really good but it's the weakest of the trilogy.
So many unfair deaths and overall the level design can be a chore.
But the weaponry was so good.

>> No.6414297

Shadow Warrior is a game I wish I could see more of outside of Civvie's vids on it, because I can tell that the gunplay is great but I'm too shit to beat the first level.
Smart idea

>> No.6414314

If that's your first time then go for low difficulty.
Just like Blood they're games that go hard as nails.
Then replay it at a higher one.

>> No.6414318

How is it humanly possible to be this shit?

>> No.6414328

Persevere through it. It gets easier when you get more explosives. Basically I realize now what was wrong with reboot - the original was not about swordplay, it was about blowing shit up.

>> No.6414373

If I wanted to play a game like Heretic on GZDoom, do I need to mess with settings to enable things that it supported that the Doom games did not like mouse look? Can Heretic+Hexen be played on GZDoom? Thanks for any help.

>> No.6414384

You're not playing the games you mentioned. Strictly speaking, you are playing GZDoom. It will have the exact same configuration system (and general feel) regardless of which IWAD do you load.

>> No.6414401

>do I need to mess with settings to enable things that it supported that the Doom games did not like mouse look?
Heretic did originally support mouselook, but it was rather limited and didn't really change the gameplay. You can leave it off if you want, it's really up to you. Heretic did not have jumping or crouching, but it did have a flight powerup, so I would bind some keys to the flight up/down commands if you choose not to use mouselook. It also has a menu for the powerups, so bind some keys for navigation and item selction too. Everything else is exactly like Doom.
>Can Heretic+Hexen be played on GZDoom?
Yes they can. If you play Hexen, just know that you can jump in that game.

>> No.6414402

You'd be surprised.

>> No.6414445
File: 232 KB, 2048x1132, EXhJgL6U8AEnjzY.jpg [View same] [iqdb] [saucenao] [google] [report]

are you feeling it now 54

>> No.6414449

Have you played the 2 expansions yet? Theyre both great, not quite as polished as the original but lots of good level design. Although Wanton Destruction has some really annoying sound effect replacements (the ninjas constantly repeat full sentences). I replaced those sound effects with the original ninja sounds (just replace WT.grp): https://mega.nz/file/xKhyFAbQ#Bic6uNaeWrY2aUSJ8z0Ka7isNd-HlOloaaaCtsH-z6U

>> No.6414464

I can't take those guys seriously because of the goofy sound they make when they see you

>> No.6414490

>You're not playing the games you mentioned. Strictly speaking, you are playing GZDoom. It will have the exact same configuration system (and general feel) regardless of which IWAD do you load.
Was it autism?

>> No.6414501

The last video of my playthrough of 100 minutes of /vr/ is up. I have to say, that the contributors did a good job, I enjoyed the wad a lot.

>> No.6414514


>> No.6414567

How does literally no character designer in modern times grasp the concept of simplicity

>> No.6414579

>into the beasts belly
I hate how one of the best songs in the series plays in some of the worst maps. And I love TNT.

>> No.6414585

looks like 343i got their hands on marathon

>> No.6414620
File: 540 KB, 1600x900, 1558578954596.png [View same] [iqdb] [saucenao] [google] [report]

This shit needs to fuck off

>> No.6414621

Yes,currently I'm playing WD,good so far just not like the OG.
Btw thank you for that,buddy.

>> No.6414672

You're respriting all the Combined Arms weps aren't you Kegan, you sneaky beaky sneaker?

that being said it looks fuckin awesome

>> No.6414673

at this point. Yes. The axe will stay the same though, and the SSG tier weapon, the sharpshooter will probably just get a new paintjob, but the rest are getting some new sprites altogether, along with some desperately needed tweaks to how they work, a lot of them suck.

>> No.6414689

M2 comes off like a fuck you gimmick wad. Like a shitpost in level design form.

>> No.6414691

That is unironically the first time I've ever read the word "derp" in almost a decade or so.

>> No.6414703

>omg teh epicness
I miss it all.

>> No.6414706
File: 121 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

I saw this as a preview image for a youtube video and thought it was funny. I hope I'm not posting something wrong

>> No.6414708

I don't.

>> No.6414709 [DELETED] 
File: 164 KB, 597x829, luQcFwE.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6414712
File: 164 KB, 597x829, su4W78G.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6414713

I miss "derp" as a simple one line thing to say real fast when you fuck up in an fps game. It was quick and got the point across as "I fucked up". I don't remember anyone ever raging at me if I did a quick "derp" when I let the team down or something.

>> No.6414717

As much as I would never use these terms unironically, it does make me somewhat nostalgic for late 2000s-early 2010s internet, as gay as that sounds

>> No.6414727
File: 63 KB, 612x408, STRIKE.jpg [View same] [iqdb] [saucenao] [google] [report]

I feel you, it was a dumber, more innocent time of the internet where people acting dumb was just them acting dumb without a veil of "Irony" to seem like they were smart and cool.
Well at least some other things have stayed the same, Doom's still Doom.

>> No.6414729
File: 3 KB, 186x71, 3dr_server.png [View same] [iqdb] [saucenao] [google] [report]

"Channel for the Unannounced FPS, 1998, developed at Slipgate Ironworks and 3D Realms"

I'm not sure if the 2 in the category has to do with a sequel or because there's another 'unnanounced fps' channel in their server. They just recently revealed these words. Anyone have any ideas?

>> No.6414737

It's literally called 1998?

>> No.6414738

Not sure if that was a good joke or just a retard moment

>> No.6414765

try watching DSP's Doom 2 playthrough

>> No.6414768

There is nothing gay about it, man. I miss the 2000s internet too. Everything wasn't centralized under Facebook, Twitter, Instagram, etc... Websites were much simpler and more light weight. You had specialized forums to talk to people interested in the same thing as you, instead of going to subr*ddit #9001. Websites were much less uniform, sterile, and corporate, and people didn't freak out if you made a joke that wasn't PC. I miss going to four or five different websites to look for Oblivion mods. Now it's all been centralized into just a few major websites. The structure of the internet was simply better in those days.

>> No.6414835

>weakest map of the set
This one was somewhat experimental. I wanted to make something that had multiple routes. Thanks for playing it, though! It's always cool to see other people play my stuff, even with scathing criticism, lol.

>> No.6414843

Glad you like it, mate!

>> No.6414875

Oh god, I don't want to, but now I feel like I have to

>> No.6414896

>I miss going to four or five different websites to look for Oblivion mods

I really don't miss that. It was a disaster waiting to happen when the old sites died. At least that game was popular enough for people to archive all the mods when their sites went down. So many mods for old games are gone forever now.

>> No.6414921

This is more of a problem with a single centralized resource than multiple smaller resources.

>> No.6414942
File: 164 KB, 597x829, luQcFwE.gif [View same] [iqdb] [saucenao] [google] [report]

Gotta go fast.

>> No.6414991

It really depends. If a modding community is split between a dozen different sites it gets real easy for one to disappear without anyone backing it up. But with one giant site it gets harder to archive it in the first place and all you need is one guy to pull the plug and its all over. After dozens of small file loss tragedies over the years you have way more people working hard to download every mod possible. I have a few mod archives for smaller games backed up after their respective sites went down.

I sometimes wonder how many games that once had massive modding communities are filled with nothing but dead links. Games like Neverwinter nights or dungeon siege for example.

>> No.6415036

On The Hunt

>> No.6415040

Any good Ancient Egypt themed Doom WADs?

>> No.6415041

It feels like with a lot of modern games, artists are more concerned about graphical fidelity, rather than having an actual deliberate artstyle. Which in turn results in games that look like they're pushing hardware to their limits, but are otherwise bland and generic to look at.

>> No.6415046

What is the comparable level of Zandronum in ZDoom/GZDoom?

>> No.6415047


>> No.6415049

There should be a ton, don't remember which ones are any good though

>> No.6415076

Epic 1 & 2 are great.
Ancient Aliens is good but a bit on the punishing side.
DBP023 was just released. Havent played it but its probably also great considering the contributors.

>> No.6415086

I'm playing through DBP023, and it's really good. It has the end theme for Streets of Rage as the intermission music, so that's enough to give it some points alone.

>> No.6415095

Thanks for the recs anon.

>> No.6415159
File: 965 KB, 1920x1080, infinitely_tall_wall.png [View same] [iqdb] [saucenao] [google] [report]

I'm playing through Scythe for the first time and I just reached MAP26. It's a fun slaughter map, but I have a complaint in pic related. If you go up to one of the balconies to kill a group of cyberdemons, and you did not clear the ground area of demons first, you will not be able to get down from the balcony because the teleporters were one way and there's now a horde of infinitely-tall demons blocking you from falling off the balcony, and who will claw at you from the ground level.

Thank you Erik Alm, very cool.

>> No.6415164

I always feel bad when critizing such maps. I see that the intent was to make it nonlinear (and it was accomplished somewhat successful), but the area lacked setpieces that would help telling them apart, so I got lost there forever. Then I realize that it's a speedmap and how actually difficult it is to make maps in general. If I were given 100 minutes, I would end up with something much worse. Thanks for making this map!

>> No.6415169

e3m1's theme really needs a ska remix to set it off, honestly

>> No.6415312

It's a new IP and some Quakefags are in and also some industry veterans like the art director from Half-life.
1998 is a reference to tech, CEO told something like >if Ion Fury was from 1996 and Wrath from 97, this is from 1998. Sounds kinda retarded to me tbqh.
The first unannounced FPS is probably a remaster of Gunman Chronicles btw

>> No.6415318

>1998 is a reference to tech, CEO told something like >if Ion Fury was from 1996 and Wrath from 97, this is from 1998. Sounds kinda retarded to me tbqh.
Maybe something based on Quake 2 id Tech? Or the much worse alternative: something based on UE1.

>> No.6415327

What about the Dark Engine?

>> No.6415330

Unlikely given the difficulty there would be with respect to licensing it.

>> No.6415351

Y'all ever notice cacodemons have two holes?

>> No.6415365

What about the mouth and hearing orifices?

>> No.6415367

I'm talking exclusively about potentially erogenous holes here.

>> No.6415370

So did I.

>> No.6415434

They need to convey the "technologically advanced civilization that uses primitive weapons for some reason", and they can't do that so their first reflex is to add wires and break things into many little separate components that would not be practical/reliable in pretty much any scenario.

>> No.6415438
File: 2.35 MB, 960x720, caco.webm [View same] [iqdb] [saucenao] [google] [report]

stupid cacodemon

>> No.6415439

Are there any secrets in the second hub in Arcane Dimensions other than the secret level up top?

>> No.6415473

there's nightmare selection too

>> No.6415507

They said SWP was buggy. I didn't believe them. Then I collected a flash bomb and died simultaneously. The game crashed so hard I think I might have to restart my computer.

>> No.6415508

Look at that idiot.

>> No.6415523

I figured out how to unstick my computer from the limbo that is a random gray screen caused by SWP crashing.

When's VoidSW I can't figure out how to run JonoF on my winpleb machine

>> No.6415524

gotta cover everything in greebles so that everyone knows you can model lots of greebles

>> No.6415526

What the fuck

>> No.6415535

What are some good UDoom wads? I played Suspended in Dusk, DTWID, NEIS and Lunar Catastrophe.

>> No.6415539

Double Impact

>> No.6415545


>> No.6415546


>> No.6415548

I thought Suspended in Dusk was Doom 2?
Anyways, 2002 A Doom Odyssey is a classic.

>> No.6415563

What's wrong there, apart from the caco being a bit fidgety? He's fighting off that pinky that got him cornered.

>> No.6415620
File: 357 KB, 499x410, 1565672733697.gif [View same] [iqdb] [saucenao] [google] [report]

>MAP12 of Eternal DOOM
I have now hit the point of "fuck it I'm using the wiki." Fucking EIGHT switches you have to just remember the position of as you play through the level and then backtrack toward at the end. The level was cool up to that point at least, especially aesthetically, but goddamn even though I knew what I was getting into this is still more than I expected for MAP12 of a 32-map project.

>> No.6415625

>this is still more than I expected for MAP12 of a 32-map project.
Fun fact. The original version of eternal Doom was only the first 12 maps.

>> No.6415632

What the fuck is that perspective?

>> No.6415638

x-ray vision

>> No.6415639

I think he made it so sprites are visible at all times.

>> No.6415645

Why is an army of angry midgets about to attack you?

>> No.6415649

Osiris.wad, an old but pretty good partial conversion, 8 levels only though.

>> No.6415650

Wonderful Doom
Needs More Detail
Back to Basics
Fava Beans

>> No.6415654
File: 4 KB, 271x122, eternalguy it's 4pm, time for your switch hunting!.png [View same] [iqdb] [saucenao] [google] [report]

Well that would explain it then.

>> No.6415659


>> No.6415662
File: 359 KB, 1365x768, Screenshot_Doom_20200510_173005.png [View same] [iqdb] [saucenao] [google] [report]

Those fucking junkies keep breaking buttons in elevator. Also I decided to change machine pistol sprite for angled one, to match other weapons.

>> No.6415675

I am making a FM for Thief: The Dark Project. I want a marine themed garden for the mansion of a water mage. Do you people know any textures or low poly models regarding sea plants? Colourful coral. Kelp. Algae.

>> No.6415680

I'm getting filtered by tricks and traps, lads.

>> No.6415682

Are the test maps in Arcane Dimensions worth playing?

>> No.6415691

They're surprisingly good for what they are. Tehy're also quite short so why not play them.

>> No.6415693

> everybody likes to jiggle

>> No.6415698

Did you get tricked or trapped?

>> No.6415702


>> No.6415714

absolutely bamboozled

>> No.6415715
File: 118 KB, 918x720, 1086317085688.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom 1's e3m7
>kill all the enemies
>get all the the doors, keys and switches, just have to find the way to the exit through the teleporter labyrinth
>eventually die from all the damage floors after minutes of meandering about
This map is such cancer. Not to mention how damn boring it is both visually and gameplay wise.

>> No.6415737

Extensive damage floor trekking is never fun.

>> No.6415760

Henlo /vr/. I would like to become a stanist. Will play of Doom make me worship the devil? Thanks, god bless.

>> No.6415765

No, you shoot demons and save humanity. Sorry to tell you this.

>> No.6415771

Yeah I think it's fine if done with measure, but in Limbo it's really overdone.

I was doing a chill replay of inferno on UV and had a pretty nice streak with no deaths, but then I died to something so stupid after pretty much clearing the map. I managed to easily beat it on next retry once I figured out where to go, but it really ticked me off.

The map has zero interesting encounters and is more like a puzzle level than anything. For a moment it felt like I was playing something else instead of Doom. I have a feeling that it being a second to last map is not a coincidence. Overall Inferno is pretty weak, it's downright sleep inducing at times.

>> No.6415774

>Tom/Sandy map
It's not like it's a shock that it's terrible.

>> No.6415776
File: 95 KB, 600x234, opera_8AhQKMIY7u.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6415778

He worked on one of the Quake 2 mission packs. It's pretty flimsy but could be evidence in favor of the use of the Q2 engine.

>> No.6415780

>Overall Inferno is pretty weak, it's downright sleep inducing at times.
And then you get that absolute anti-climax of a final boss.

>> No.6415781

Doesn't Wrath engine does what Quake 2 does but better? He also made some nice Quake 1 maps

>> No.6415782

I think a lot of people dislike Eternal Doom unfairly. Level 1 and 2 show pretty much all tricks the megawad will pull, so it's quite obvious that it's a puzzle-y wad from the beginning -- just happens that Doom players are too used to not having to pay careful attention to progress.

Also, read the "GENERAL" text file in the Eternal Doom package.

>> No.6415784

The spiderdemon fight is honestly not that bad if you pistol start.

>> No.6415787

>Cheat often, it saves you all the trouble of learning how to play!
Well that sounds like an endorsement from TeamTNT to use the wiki (which obviously didn't exist at the time but if they encourage actual cheating then they should be fine with this), thanks for pointing it out.

>> No.6415797

I'm running gzdoom on a pi4, and my config file has reset a few times. It was working just fine earlier today, but now it's reset, losing all of its changes. I suspect that it might have been because of the system update I just did. Anyone know how I can prevent that from happening in the future? As a work around, I'll make a copy of my settings.

>> No.6415804

You could make the ini read only.

>> No.6415808

It's supposed to be a joke, but aight.

>> No.6415812

I really hope this is something Heretic-like

>> No.6415816

There's no "Wrath engine". It runs on DarkPlaces, a modernized Quake source port that is used by loads of other games. As for the"does everything that Q2 does plus more" argument, it's comparing apples to oranges.

>> No.6415820

Wrath uses a custom DarkPlaces version tbqh

>> No.6415828

i don't know who stan is

>> No.6415836

Nah, I became a Davidian afterwards

>> No.6415841

I wonder what has been changed. According to the readme on their github repo, it is "based on the 13/05/2014 DarkPlaces source snapshot, with some minor additions and alterations", but there's no commit log prior the initial upload.

>> No.6415843

>The belief that all living and non-living things are simply representations of one central being called STAN and that love and freedom can unite all representations. Believers often call themselves 'stanites' or 'stanists'.

i don't know, lad
sounds fishy

>> No.6415847

no it'll make you into romero's bitch

>> No.6415870

Probably the menu, inventory, save system, and made some weapon/monster functions engine native

>> No.6415872

I'll do a diff against the DP snapshot in question once I have some time. I'm intrigued now.

>> No.6415894

Scratch that, I did it right now. There are no massive changes. They extended the QC virtual machine to be able to manipulate files, modified the player physics a bit, modified the sound code to allow pausing of an arbitrarily playing sound, and tweaked various messages/hardcoded constants to fit their game. But it's still about 98% stock DarkPlaces.

>> No.6415907

Playing Ultimate DOOM for the first time. Part 1 wasn't anything special but these dungeon crawler levels are blowing my mind

>> No.6415916

>extended the QC virtual machine to be able to manipulate files
wouldn't that allow for the repeat of that infamous GZDoom exploit where one could override your boot?

>> No.6415990

Surprisingly, yes.

>> No.6415992

The Branch kind?

>> No.6416007

yeah it's basically the exact same thing that 343 did to elites in halo

>> No.6416015

There is a Medievalish fantasy mod for Q2 that is damn good, also there is Quake2XP Fork, which was used for the early Remaster of SiN Gold.

Kirk is updating the engine lately, and he's still quiet about releasing updates.
The latest video put the Metal shader of Q2RTX into shame

>> No.6416038

Tbf, these aren't as bad as most. They're only a little over designed.

>> No.6416068

Not familiar with GZDoom's internals, but if I understand correctly, no. Quake's resource management/virtual filesystem is quite sophisticated.

>> No.6416075

I'll give it a shot

>> No.6416076

K, this is a Q2 engine that is made to look like D3 (but I bet it won't be anywhere as optimized as the latter). So what's the point?

>> No.6416081
File: 869 KB, 1920x1080, q2_0004.jpg [View same] [iqdb] [saucenao] [google] [report]

Q2XP is optimized as fuck and easy to config, something that can't be said for Q2RTX
also it works without the pkx files in it, so consider it a Q2E reborn and working perfectly

>> No.6416084

I guess I am very late to the party.
Is D3D Alien Apocalypse fun? This mod kinda flew past me, and I've only recently got to know about it's existence.

>> No.6416085

I noticed Crispy Doom has brightmaps for things like switches, toxic barrels, and armor bonuses, but not for demon eyes. Is there any way to add these in? If not, can we peer pressure Fabian into adding them?

Also why can't I take screenshots of Crispy Doom? It just takes a screenshot of my desktop instead.

>> No.6416089

I'm trying to use the boosted version of http://sc55.duke4.net/games.php for doom 1 on gzdoom but the songs aren't looping correctly. As soon as I start a map, it just loops the first second endelessy. Any ideas on what might be the issue?

>> No.6416093

Okay, I'll give it a try. I think I remember this engine back from the mid-2000s, when Q2E was attempted to dominate the scene.

>> No.6416094

Anon just grab VMS and download the SC-55 soundfont

>> No.6416103

i suggest using the pbr pack on moddb and look at one of the 2 Neural upscaled packs for it, one is general and is monsters and so on with a few edits to compensate the new size, or this one

>> No.6416131
File: 138 KB, 533x552, 46fe199e7ff084579e6257ed3e62233cd96b214765f0e9b59dbd192f55bb8048.jpg [View same] [iqdb] [saucenao] [google] [report]

Not him, but it's funny how no one really gives a lotta shit towards upscaled texture mods compared to all those "HD reimagining" mods
or >filters no one likes. Can't say I blame them though cus upscaled textures, if done right, really do look good and (obviously enough) don't fuck with the original aesthetic of the game. It's also kind of ironic that textures that have simply put through some kind of ai are far better than and easily trump most HD texture packs that have been meticulously redrawn by hand.

>> No.6416139

AI upscaled textures don't look as bad in 3d games as they do in 2d stuff like doom.

>> No.6416143
File: 1.45 MB, 1200x1554, Neural Ai shenanigans.png [View same] [iqdb] [saucenao] [google] [report]

The ones in Q2XP and the PBR pack are being upscaled and updated using NVidia's AI and Gigapixel, which cant be said to the Nvidia's version, which looks bad and with forced raytracing bullshit, like the tank boss room with the unnecessary mirror garbage.
Also it seems that the spergs at Quake mapping discord channel hates Ai upscaling

>> No.6416165

Load the .zip file like you would any other mod thru GZDoom

>> No.6416183

Man, I have to learn how to create 3d models

>> No.6416184

I did exactly that. It's just that the looping is broken.

>> No.6416187
File: 128 KB, 1920x1080, Screenshot_Doom_20200510_121553.png [View same] [iqdb] [saucenao] [google] [report]

Do you guys like horror mod ?

>> No.6416189

I toggled on freelook, looked down, and toggled on the cheat that lets you see sprites through walls x-ray style, so you could see what was waiting down there for me.

>> No.6416193

This is my mnemonic that I use to remember the teleporter order - Top / middle / exit. I also use strafe-jumps to skip the intended route, though. Watch any speedrun of that map and you'll see exactly what I mean.

>> No.6416207

It's fun doing deathless Nightmare runs of the whole episode. I even go to the secret level to get 100 rockets.

>> No.6416216

Hideous Destructor is the best goddamn mod. Under 1mb in size. Packed with features and settings. Detailed and wonderful.
Doom will never die.
That is all.

>> No.6416224

how many broom closets does one really need?

>> No.6416238

Only if it doesn't require GZDoom. But looks good so far.

>> No.6416246

I really like what it does even though the gameplay is not my cup of tea. It's a prime example of what one can and should do with modding.

>> No.6416247

>Only if it doesn't require GZDoom
Why's that ?

>> No.6416250

So apparently it's a problem with the git version of gzdoom.

>> No.6416257
File: 728 KB, 1920x1080, q2xp0013.jpg [View same] [iqdb] [saucenao] [google] [report]

Q2 needs a Vertex to Bone conversion for its animations if someone ever converts it to Md3 or backport it with higher poly models.

>> No.6416262
File: 344 KB, 960x600, 3x3pwads.png [View same] [iqdb] [saucenao] [google] [report]

I think I saw another anon doing a 3x3 of wads a couple of threads ago, I made one just for fun.

>> No.6416267

Surprised no one's tried doing that yet, let alone with any fps game without proper bones

>> No.6416274
File: 196 KB, 1920x1040, Tesselated maiden 3.png [View same] [iqdb] [saucenao] [google] [report]

Because people doesn't dare making Q2 model replacements like Q1 has it with AD stuff.

>> No.6416293

Okay, mystery time!

In Hexen's IWAD (both the demo and the full, in all versions) there's a lump called "XXTIC". It's 8 bytes long, and is filled with 0xFE. I found no reference to it anywhere in the actual source code, except in the WadLink file that was used to build the actual IWAD. In there, it is commented as "version ID", which doesn't make sense (FE = 254, *8=2032).

So what could this be, and why is it present in all the known versions of the game, despite apparently not being used anywhere?

>> No.6416301
File: 288 KB, 824x625, plutonia.wad.jpg [View same] [iqdb] [saucenao] [google] [report]

You just can't handle perfection.

>> No.6416327 [DELETED] 

"I found HL a bit overly scripted and hyped. The AI that everyone liked was dumb as a brick. I regualarly saw groups of marines yell, ''gernade, duck'' and crouch down next to the gernade for extermination. Also, the aimbot mentality of the AI underpinnings resulted in numerous ''monsters'' blowing themselves up while standing at a corner of a doorway. That coupled with scripted events just not working if you distrupt their path too much, made the game more comical and tedious than what it should have been. At most, the AI was clumsily executed in places.

All in all, only the marines had any decent AI of the group, with the rest of the AI being your classic death fest shooter AI which used the rush the player until you run out of warm bodies. The marines for the most part tried to execute logical maneuvers only to be ruined by impercise path finding and lack of proper threat analysis (see my reference to the ducking next to the gernade behavior).

The more commonly overlooked AI is the AI from Unreal which had much better execution and much better results from the path finding. I found myself regularly surprised when the AI would pin me down behind an embankment or wall while its buds would flank or encircle me. If HL had better pathfinding, I might have been more impressed with the AI that what I was with Unreal. Instead, I am left with a feeling that everything in HL was a scripted event with no AI to support it beyond some minimal efforts at maneuvering."

>> No.6416342

Why is Erik Alm the "most copied mapper" in Doom? What gold did he strike? I get that Scythe was good and influential, but what exactly about his mapping style did people copy?

>> No.6416348

What is the Death Grips of doom wads?

>> No.6416350


>> No.6416351

What the fuck do you even mean by this

>> No.6416369

What is Lilith.pk3 of movies?

>> No.6416373

I really don't understand people's obsession with making Quake 2 look like babby's first 3dsmax project.

>> No.6416375

Crispy has a screenshot hotkey, bind it in the setup.

>> No.6416379

All this time I was using Alt-PrntScrn in windowed mod. My whole life is a lie.

>> No.6416381

Honestly meticulously redrawn by hand HD texture packs are pretty good, the problem is the vast majority of HD texture packs aren't meticulously redrawn by hand but rather done by people who just go into google and grab the first 2048x2048 tileable texture they find that fits the general description of the texture they're trying to replace.

>> No.6416383

Some people REALLY hate GZDoom.

>> No.6416386

There's not all that much interesting you can do for true horror if you don't use some sort of advanced scripting language like Decorate, ACS, or ZScript.

>> No.6416387 [DELETED] 


>> No.6416393

I want to not be able to see things, I'll just gouge my eyes out.

>> No.6416395

I dunno but I unironically tend to avoid maps made pre-Scythe unless I know they are good. Where did you hear that, btw? I heard KingDime say that during one of his GDQ runs

>> No.6416397

I also heard it from Dime.

>> No.6416407 [DELETED] 

Prove him wrong

>> No.6416408

That, and there are also people who:
-Are constantly on the go so cannot have a desktop PC
-Cannot afford a gaming/high end laptop
-Would like to play some content made for a '93 game, but can't do so because more than 70% of new content are made for GZDoom - not because they need UE4 graphics, but because it has become the de facto sourceport

>> No.6416418
File: 14 KB, 256x389, Inpos.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6416420

>more than 70% of new content are made for GZDoom
I'm gonna need a citation for that chief.

>> No.6416432
File: 228 KB, 1920x1080, Screenshot_Doom_20200510_140434.png [View same] [iqdb] [saucenao] [google] [report]

Yeah I know.

>> No.6416434

Anon, the very mod we're arguing about has been just confirmed to be made for it. (>>6416247) Beside that, point to any mod in this thread that runs on, let's say, the original ZDoom, or Eternity Engine, or Doomsday, or EDGE, or Legacy, or whatever.

>> No.6416449

Half Life 1 is an overly long game with repetitive levels/filler throughout and sub-par shooting (not HL2 levels of bad shooting mind but the gunplay is at best unsatisfying and on hard just spongey enemies). The supposedly amazing marine AI is 90% hardcoding grenade throws and the like + voice lines that have no bearing on what they're actually doing so they seem smarter. There are a lot of weird TECHNOLOGY features like alien-specific AI that, while neat, you'll rarely even see and won't have any effect on your actual experience playing the game. Xen was actually a good way to freshen up the end of the game after endless bland/grey corridors.

You could cut out at least 1/3rd of the entire game and improve the overall experience without losing anything but filler. Much of the game is just walking down grey corridors fighting the same group of 2-3 enemies to flip a switch and while that's true of many classic FPS games they at least had some difficulty, competently designed shooting mechanics and enemy variety to keep it interesting.

>> No.6416453

I don't think the choice is between "mods made for a specific sourceport". I think the choice is between "WADs made for GZDoom versus WADs that work in limit-removing/Boom"

>> No.6416457

HL was just Quake(2) for nerds who couldn't identify with the Ranger or Bitterman, but easily did so with a quiet scientist.

>> No.6416462
File: 29 KB, 248x280, 1463845047500.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing Doom with gameplay mods

>> No.6416467

My laptop cost me like 500€ years ago, is nowhere near gaming and it has one of those geforce gpus that are so low end they don't even share a name with the desktop line. It still has vulkan support and runs gzdoom without issues. People really like to overstate how demanding gzdoom actually is.
>-Would like to play some content made for a '93 game, but can't do so because more than 70% of new content are made for GZDoom
Bull fucking shit, unless you're talking specifically about gameplay mods that wouldn't be possible on the '93 game engine in which case what the fuck did you expect. The overwhelming majority of maps are boom compatible at worst.

>> No.6416469

So it's bad game with no redeeming qualities?.
Got it.

>> No.6416471

Yeah there probably are some good ones, but I don't remember any off the top of my head.What are some examples?

>> No.6416472

>vulkan support
>furiously defends GZDoom
Hmmm, I wonder who could this be...

>> No.6416479

>You don't even know why you have those goggles.

>> No.6416482

not him but i don't kNOw who you're referring to

>> No.6416484

>because more than 70% of new content are made for GZDoom
I'd like to see you source those numbers. Most people don't make maps for GZDoom.


>> No.6416490

>an overly long game
it's about 8 hours on first run, 5 on repeats, just like most of classic shooters

>> No.6416494

Not retro but the Resident Evil 4 HD project. The guys actually went through Spain finding the original objects and buildings that were used as the basis for the textures in the game and took pictures of them in order to recreate the textures. Of course it has taken much, much longer to make than your average HD texture pack so there's that.

>> No.6416498

why do these chaingunners look so...hexeny

>> No.6416503

new content != only maps

>> No.6416504

>modding is haram
go back to /v/ please

>> No.6416506

I would love to know where you pulled these numbers from. I've got 10 hours in HL1 on Steam and that was a single run I did after having replayed it countless times as a kid. I mean yes if I haul ass and try to get it over with in the absolute fastest time possible I could've shaved a couple hours off it but why would anyone play like that? Besides speedrunners, I mean.

>> No.6416509

What? Where did I say modding is bad?

>> No.6416510

I like making insane analogies too

>> No.6416517

same as you, from the timer on steam, 6 hours including fucking about with the settings and different versions. not rushing or anything.

the point wasn't to flex though, it was that it's the same length as literally every other FPS. if you finished it in 10, you likely finished all the other ones in about the same time, whereas it would've taken you, say, 20 for system shock, 30 for deus ex and 50 for borderlands or something

>> No.6416537
File: 37 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6416540 [DELETED] 

HL1 still is bad.

>> No.6416547 [DELETED] 


>> No.6416550
File: 89 KB, 960x540, Protip03.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't forget to put explosive barrels in your levels!

>> No.6416559

Now that I learned a few things about level design, I'm going to remake my very first attempt at map, and it'll be softlock hell.

>> No.6416562

He didn't say that, he just expressed that all the modern rendering stuff tacked onto Quake 2 doesn't make it look better, or really even good.
It's like when people slap 4k textures on the original Doom levels, it's just aesthetically abhorrent.

>> No.6416563


>> No.6416564
File: 12 KB, 203x172, 1578026704726.png [View same] [iqdb] [saucenao] [google] [report]

Is Scythe 2 easier or harder than Scythe 1?

>> No.6416570

Just play SW Classic Redux.

>> No.6416571

People are allowed to make things, and everyone else is allowed to criticize it

>> No.6416580

Hexen 2 has an animated underwater plant. Dont know how easy that would be to convert to Thief's format.

>> No.6416587


>> No.6416592
File: 3.26 MB, 1920x1080, q2xp0009.png [View same] [iqdb] [saucenao] [google] [report]

They why the fuck doesn't people create a Q2.5 or a AD for Q2?
the tools are there and you can even use Q1 industrial and underground textures in it, you can even use Noesis to Rip the Exclusive models from it.

Units with the idea of the Strogg Empire's conquest are a nice concept.
Even fucking Juggernaut had Ice and stone assets for its tunnel maps.

Quakewulf is the only one doing kino Stuff for Q2 Atm, and the game has a lot of potential for it.

>> No.6416596

Oh no

>> No.6416601

Oh yes

>> No.6416604
File: 96 KB, 449x447, 1535924318428.jpg [View same] [iqdb] [saucenao] [google] [report]

Because quake 2 is boring

>> No.6416608

Quake 1 is boring too with the saving grace as Q2 being the multiplayer, discord quake mapping fag.

>> No.6416613

>English text on Strogg crates
>And one of them is even mirrored

no u

>> No.6416615

Quake 1 comes with kino gothic medieval textures which allow for much better looking maps versus Q2's rusty metal everywhere.

>> No.6416623

thanks for proving that you never played quake 2

>> No.6416624 [DELETED] 

Why do hlfags have a hard time defending their game?

>> No.6416628 [DELETED] 

mods wake up and clean this shit up

>> No.6416634 [DELETED] 

Indeed, no Quake/HL shall be allowed in muh GZDoom thread!

>> No.6416638

Wait whats the UV equivalent in 64? I Own Doom! or Watch Me Die! Is there a way to switch between them freely in DOOM64 Ex or am i stuck on I own doom?

>> No.6416639

The only particularly varied environment in quake 2 were the two times you go to space. Everything else just looks dark and orange.

>> No.6416641 [DELETED] 

cope the game is objectively overrated.

>> No.6416645

Except this isn't Doom. Just because lightmaps are dark/orange, it doesn't mean the textures themselves are. Check them out in an editor, and you'll see.

>> No.6416646
File: 208 KB, 1920x1080, Screenshot_Doom_20200510_222326.png [View same] [iqdb] [saucenao] [google] [report]

I now I'm late, but GZ's limited palette shader + "vanilla" lighting + lowered res look fucking stunning. And arcadia.wad's blue tint is like a cherry on top.

>> No.6416650

Don't know why I replied to Screenshot Saturday, I'm not creating shit.

>> No.6416651

And? Even in quake 1, levels felt more distinct since there were different types of level themes with usually different sets of enemies. Everything in quake 2 just blends together and everything looking orange doesn't help with that either

>> No.6416652
File: 14 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google] [report]

The end of Scythe 1 is harder than the start of Scythe 2. The end of Scythe 2 is much, much harder than anything in Scythe 1.

I beat Scythe 2 on UV doing a continuous playthrough using saves, and using speedrun videos as guides; you pretty much have to use video guides to beat the end of Scythe 2 if you are doing a first playthrough on UV. Warp to map 25 if you don't believe me. I remember map 25 very fondly. Playing it on Crispy Doom (before Crispy Doom had wide-screen) was one of my all-time favorite Doom experiences.

I recently learned the joys of playing pistol-starts no-saves, so I'm going back and beating all my old favorite WADs this way. I'll start on skill 1 or skill 2 to learn the map, then bump up the difficulty after each successful run. If I still can't beat it, I'll open the map in Doom Builder and use that to locate the secrets and their triggers (I dunno how to use the program to make maps but an anon showed me how to find secrets with it). If I STILL can't beat it, I'll download demos or watch videos of a speedrun. I'll usually do all these things after I beat the level on UV anyway. It takes forever to play through WADs this way, but it's a lot of fun since I'm still fairly new and only spending time on the tip-top best PWADs, and it allows me to record ebin playthrough demos.

I'm genuinely curious if I can beat Scythe 2 map 25 pistol-start no-saves on skill 3 or 4, but I'm not gonna rush to it; I'm currently replaying episode 2 of Scythe. I just recorded a UV-Fast demo of Scythe Episode 1. It's uploading now. It should be ready in about 2-3 hours
> https://youtu.be/giqe9Xi1YGQ

Now that I think about it, I never even beat map 26, but this was over 6 months ago, and I've gotten a lot better. I'll at least beat the final episode of Scythe 2 pistol-start no-saves on skill 1 (I'm hell-bent on beating maps with no saves, even if it's on skill 1).

>> No.6416669
File: 1.32 MB, 1920x1080, dump000.png [View same] [iqdb] [saucenao] [google] [report]

not that anon, but wtf kind of an argument is that? what you're saying is that Q2 uses colored lighting to turn varied textures into the same bland mush. as opposed to, say, Thief:TDP which, despite lacking colored lighting, managed to create an illusion of one with its tasteful texturing

also, Q2 is basically the intro maps from Q1 stretched to an entire game. how on earth can anyone say Q1 is as boring as Q2?

>> No.6416671
File: 5 KB, 226x195, 1588955828521.png [View same] [iqdb] [saucenao] [google] [report]

I hate this textures so much

>> No.6416675 [DELETED] 

Quake 2, Half Life, Goldeneye.
All shit games.

>> No.6416680

Alpha Accident: Terra Nova

>> No.6416681

Why? It goes nicely with the solid MODWALL, which is greatlest texture in the universe.

>> No.6416686 [DELETED] 

Again, he never played Q2, mainly in software mode which most people did back then because of the forced texture compression with the OpenGL or 3dfx drivers
also its interesting to notice that all 3 had different types of lightning

if you say that Q1 Episode 1 is boring as fuck...
I see that this thread is full of funcmsgboard drones.

and the reason of why modding for any quake games that 1st one goes forward... and why id wants to keep the IP dead and go only with Q3A or Q2

>> No.6416692 [DELETED] 

HL Nigger please, fuck back to /v... never mind the janitors there banned you due to the Anti alyx and tf2 spam
while you were shilling overwatch and valorant

>> No.6416694 [DELETED] 


>> No.6416695 [DELETED] 

you're not making any sense. have you even played Q1? I said intro maps, not episode 1

>> No.6416714 [DELETED] 

>if you don’t like my mediocre game then you’re part of the hivemind of whatever website I hate
You’re a moron and you type like a 10 year old

>> No.6416724

What is this supposed to be anyway? Windows? Vaults? Shelves?

>> No.6416725
File: 971 KB, 1312x1038, file.png [View same] [iqdb] [saucenao] [google] [report]

The problem is GZDoom does not look up any altered palettes, only those native to IWAD, so if you use it with PWAD that has its own palette, it will get all fudged up. If custom palette expands a certain color range, and then it will be crunched.
Noticable in BTSX where all the cyan-y blues become regular blues if you engage palette tonemap, and many wall textures look much worse. Deep purples get super crunched.
Picrelated - Left = no tonemap, Right = palette tonemap

>> No.6416728

Watch Me Die (skill 4) is same as Ultra-Violence (skill 4).
> Is there a way to switch between them freely in DOOM64 Ex
No. You can restart your game doing pistol-starts, thoughwhich you should already be doing. Exit game, open launcher, type -skill 4 -warp __, where __ is the map number, for example 01 for map 01.

If you don't want try restart your game, you can enable fast monsters, which you CAN freely switch on and off mid-playthrough by launching the game with the -fast parameter and loading your save, I think.

Doom 64 EX also has Nightmare difficulty (skill 5), but in that game it's called Hardcore! The Steam port does not support skill 5, however, nor respawning monsters.

>> No.6416730

Different kind of panels inserted into fuzzy brown wall texture. I think doors are a valid option too.

>> No.6416737

Nah, it's fun.

>> No.6416739

Hey dudes, quick question. So I got the GOG version of ROTT recently that runs through DOSBox. I have customized the controls to the standard WASD + mouse for left/right turning (I know you can look up and down in ROTT but not sure you can map it to the vertical axis of the mouse)

My problem is the mouse seems to still have mouse movement where if look left or right it's fine but moving the mouse forward or back causes me to walk forward or backward. This really fucks with you while playing. Am I missing something obvious in the settings to stop this?

>> No.6416743 [DELETED] 
File: 470 KB, 900x1350, Crash Q3A.png [View same] [iqdb] [saucenao] [google] [report]

Since everyone here, including the discord Quake Mapping hivemind Hates every single Quake game that isnt Q1.
Why don't you Niggers removes any references to it on the next OP?
Leave this fucking general which should be on /vg/ as DOOM and Q1 general.

>> No.6416751

Turn vertical mouse sensitivity to 0

>> No.6416762

It’s hard to take you seriously between your ESL-ness and general buttflusterment

>> No.6416763

Thank you!

>> No.6416764

I used to think the same, but over time I've come to realize that it's really just a slow burner. The guns feel sluggish at first, and the early encounters fail to excite me, but it gets way better once you gather the larger arsenal. Hard should have been the default difficulty, though, because Medium's encounters are just too sparse for the tools you're given.

>> No.6416768 [DELETED] 

Well this was never RETRO FPS general, just Discord and func msgboard circlejerk.
Where are the douk build games talk?
Outlaws, Dark forces and so on?

>> No.6416772

>Where are the douk build games talk?
lmao bro there mouse look suk ass
gzdoom better

>> No.6416773


>> No.6416779

>this was never RETRO FPS general, just Discord and func msgboard circlejerk
Again with the boogeymen
>where are the douk build games talk
They pop up when people want to discuss them or when there’s relatively major news about new map/mod releases and ports
>Outlaws, Dark Forces and so on?
They simply aren’t as popular, and don’t have released source codes or easily accessible map tools

>> No.6416780

Unreal's AI is indeed quite good but the pathfinding part seems to be thanks to all those navigation points that exist in maps. In the end a lot still feels "scripted", but very well scripted.

>> No.6416793

Do monsters become immobile when someone tries to move floor up so much that they hit the ceiling or can they move away?

>> No.6416796

literally looks the same you sperg

>> No.6416797 [DELETED] 

Unreal fanboys are a special kind, don't try to explain anything technical to them.

>> No.6416804

You mean them riding elevators, or placing them inside a sector with low ceiling in the editor?

>> No.6416826 [DELETED] 

Too bad unreal isn't as fun since literally every enemy is a damage sponge and almost all the weapons feel about the same in terms of damage

>> No.6416828

Mean riding elevator, yes. I want to make a level with a lot of going up with potential of some monsters finding themselves in the doorframes when it does go up.

>> No.6416857 [DELETED] 

You have yet to explain how HL1 has good AI.

>> No.6416864 [DELETED] 
File: 99 KB, 793x402, jlj.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6416865 [DELETED] 

You have yet to explain your schizophrenic multi-website crusade against one video game

>> No.6416873 [DELETED] 

HLfag going to be the /vr/ equivalent of Barneyfag at this rate.

>> No.6416874 [DELETED] 

>implying it's one person>>6416864

>> No.6416889

give me a good mapset to blast through with hideous destructor pls

>> No.6416898 [DELETED] 

I’d tell you that your autistic hateboner is probably making HL look better than worse, but you clearly have mental disabilities and are either posting from a public library or a laptop you got with tardbux

>> No.6416905 [DELETED] 

keep seething your game will not stop being overrated.
It will never be one of the best pc games or best games ever or fps.
The FVII of shooters.

>> No.6416908

Quake 1 is laden with rusty metal though.

Ashes 2063

>> No.6416912

>I always feel bad when critizing such maps.
You shouldn't. Criticism is what makes things better. No doubt the next map I post will be better for it.

>> No.6416916

well, this is extremely autistic 2bh

>> No.6416917

she cute

>> No.6416920 [DELETED] 

You’ll be dying in the kitchen of your abode or on a street in whatever bumfuck place you live, and the last thoughts going through your head will be “If only I could’ve convinced people that a game they like is bad”

You aren’t as interesting with your spergery today, I think I’ll go play Sven Co-Op, or maybe some good ol CS 1.5

>> No.6416921

Huh. Never heard about that.

>> No.6416923

anon, you should probably get your eyes checked
or your monitor

>> No.6416936 [DELETED] 

muh mods
Base game is worse than Unreal and even Sin.
Thief was the real 1998 GOTY. Deus Ex and System Shock are timeless unlike Meme-Life

>> No.6416958 [DELETED] 

Hey man, I just got a sweet nade kill on de_dust, decided to check in, wish you were here

>> No.6416970 [DELETED] 

not an argument.

>> No.6416980 [DELETED] 

>I’d tell you that your autistic hateboner is probably making HL look better than worse

Hey that reminds me of the Barneyfag. The guy who has every single piece of MLP artwork and fanwork autistically committed to memory. If anyone posts any of that stuff anywhere at all on the site he immediately spams the shit out of it. All hes accomplished is making the people who actually dislike the show look even worse by association. I think he managed to become the single biggest poster on /v/ by how much he spams hate for ponies.

>> No.6416985

Good question, I'd have to try this myself once I have some time, as it was a while ago since I did any mapping for Doom. If I recall correctly, elevators won't inflict crushing damage, but if you place enemies into a space that's lower than a certain threshold, they would appear outside the level in the void. Can any actual mapper confirm this please?

>> No.6416990

If I place monsters under a ceiling too low, they get stuck in ceiling and also block floor/ceiling movement (Though I believe GZ Doom corrects this behaviour).
If the floor try to move so high it becomes to narrow for monsters or players, it stops moving until obstacle is cleared out. That is also certain. What I'm not entirely sure on is whenever they can't move while caught in the elevator.

>> No.6416991 [DELETED] 

So someone who isn't jacking off to Unreal is now automatically a HLfag?

>> No.6416997

>He hates GODWALL textures.
Only losers, noobs, and s()y drinkers hate it. So which one are you?

>> No.6417002

So if I understand correctly, anything that won't fit between the highest point of an elevator and the ceiling of that sector will render the elevator useless? (The elevator won't damage/kill them, but they can't move, and unless they die or get off the platform, the elevator will be stuck.)

>> No.6417009

Actually they seem to be walking fine during test. I'll have to test properly if they are able to leave later.

>> No.6417023 [DELETED] 

if hl is so good then why are people calling it overrated or shit in other game forums?
You don't see that happen with other fps games except Quake 2, Goldeneye, Halo and COD and most modern fps.
Everyone agrees that Quake 1, Doom, Unreal, Deus Ex, System Shock, Duke, Tribes, Blood, Thief are fairly rated.

>> No.6417035 [DELETED] 

I mean, I wasn't trying to say path nodes and patrol points are a bad thing. They're pretty cool, actually. I would like to see them being implemented in ZDoom format maps.
Well,at least we also have access to a six barreled rocket launcher very early in the game, and more powerful ones later on. Kralls, which are less bullet spongy than other "advanced" enemies, are introduced at the point we already have most weapons. The game could definitely use more "fodder" enemies to fight along spongy ones, though. Modern Doom does that right.

(And I don't really care about this weird HL drama going on here)

>> No.6417042

Are self-refercing sectors supposed to never reference the invisible sector or reference it twice? I have terrible reading comprehension.

>> No.6417061

watch out you don't want the other guys here knowing that you have a healthy and mature mentality

>> No.6417065

Unreal is pretty fun until you get about a third in and they introduce the fuckin' hitscan lizard and throw you into a huge empty map full of them

>> No.6417098

>Playing Ultimate Doom for the first time
You a new guy or are you just now getting around to it?

Either way, I hope you enjoy your doom experience.

>> No.6417104

The worst part is you think you need to free some from a prison but once you do they thank you by shooting at you. Then in the expansion they include a shitload of marines for you to kill as they drop in all around you. Then in the sequel theres a level with hitscanning assholes shooting at you from beyond the view distance fog. You have to sit behind a rock and hope their dumb AI pathfinding will let them run close enough for you to see them and return fire.

>> No.6417108 [DELETED] 

kys valve drones unreal is a great game,

>> No.6417109 [DELETED] 

No one cares which overrated late 90s quakelike you prefer. Play it and shut up.

>> No.6417112 [DELETED] 

so you admit it?

>> No.6417115

Can't say I hate mercenaries but their shields sure do get old fast.
>Then in the expansion they include a shitload of marines for you to kill as they drop in all around you.
Such wasted potential. I'm somehow both mad and glad they only appear once.

>> No.6417124
File: 68 KB, 640x480, 162684-quake-ii-screenshot.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking shit up to Quad Machine is a good way to spend a Sunday

>> No.6417125
File: 180 KB, 1299x481, Perfection.jpg [View same] [iqdb] [saucenao] [google] [report]

Daily reminder that Tom is king and his maps are godlike in both design and atmosphere.

>> No.6417129

Decino is awesome

>> No.6417149

But first you have to Descent...


>> No.6417184
File: 40 KB, 1280x720, maxresdefault (7).jpg [View same] [iqdb] [saucenao] [google] [report]

Definitely one of the best OSTs of any Id game

>> No.6417193

Because Tom Hall > Romero

>> No.6417301
File: 318 KB, 2880x1080, DOOM0000.png [View same] [iqdb] [saucenao] [google] [report]

Reminder that Tom just made generic flat techbases with horrible Wolf3D mazes and Sandy turned them into the best maps in Doom.

>> No.6417318
File: 203 KB, 1152x864, dad-and-naomi.jpg [View same] [iqdb] [saucenao] [google] [report]


Reminder that Doom II is superior to Doom and Downtown and The Chasm are legitimate masterpieces in level design.

>> No.6417342

The first video of my playthrough of 200 minutes of /vr/ is up. A great map.

>> No.6417360

I still have no idea what they're supposed to be. Some kind of carpeting? Stone? Why is it pitch black? I think these work as high-rise building's windows when viewed from afar, but that's it really.

>> No.6417363
File: 5 KB, 223x225, 1567385481154.jpg [View same] [iqdb] [saucenao] [google] [report]

What do mappers expect you to do when they drop 3 cyberdemons on you at the same time, and there's no god-powerup?

You can't do the BFG 2-shot trick because the other two cybers will wreck you while you're dancing with the first one. You'd like to get them infighting with a mosh pit of lesser demons, but there's none to be found. You can plink at them from afar with plasma/rockets, but that's not really fun, is it?

>> No.6417364
File: 337 KB, 1280x720, s3.jpg [View same] [iqdb] [saucenao] [google] [report]

The Total Chaos overhaul still utterly blows my mind
It's an entirely different game in almost every way

>> No.6417367

I wonder what function her breasts serve. Are they her missile containers?

>> No.6417373
File: 53 KB, 1080x480, fb_img_1539933198140.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh my bad I just realized he meant the mod titled "Horror Mod".

I thought he meant just horror themed mods in general.
I'll stop posting now.

>> No.6417378

>mod titled "Horror Mod"
What a great name, can't find it anywhere

>> No.6417381

A lot of maps are glorified shit tests to see what you'll put up with. I think I beat them at their own game when I just delete the wad.

>> No.6417382
File: 2.72 MB, 3000x3000, Half Life assassin.png [View same] [iqdb] [saucenao] [google] [report]

So far we have:
>Half Life from a scientist perspective:Echoes
>From a Xen alien perspective:Point of View
>From a Hecu soldier perspective:Opposing Force
>Barney perspective:Blue Shift
>And more scientist: Decay

Black Ops assassin mod when? Are there any in development?

>> No.6417387
File: 320 KB, 1023x576, Screenshot_Doom_20200506_163625.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6417392

the Hunt Down the Freeman guy was black ops wasn't he?

>> No.6417397

Didn't they just slapped an assload of 3D models everywhere and that was their great achievment?

>> No.6417404 [DELETED] 

AHEM fuck half life and fuck jannies

>> No.6417406

I think he was HECU

>> No.6417410

I suggested 'black frame' for the project title, but it hasn't seen an update since this video

>> No.6417417

He was mentally disabled, he doesn't count.

>> No.6417418

Sidestep and strafe.

>> No.6417423 [DELETED] 

Unreal > HL1

>> No.6417426

Correct,Mitchell was an a HECU.
But that is fanfiction.

I've seen some stuff on Moddb but overall looks like there more than one trying to make a Black Ops mod.

>> No.6417432


>> No.6417437
File: 513 KB, 1593x734, 1578680076384.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6417441
File: 7 KB, 217x232, How Mitchell sees himself.jpg [View same] [iqdb] [saucenao] [google] [report]

Come to think of it,I was wondering how a Hunt Down the Freeman mod for HL1 would be.
The Metal Gear-esque cutscene will surely be cut or simplified,which is a plus.

>> No.6417452

>Are there any in development
I remember seeing one of the vinesauce guys stream one ages ago

>> No.6417460

Anon, tesselate those models into HD, smooth them, edit them and make some blender R34 anims of it

>> No.6417464

It would probably make for a better game, less poorly implemented mechanics and technology to get in the way of the original idea.

>> No.6417465


>> No.6417473
File: 42 KB, 637x358, ok.jpg [View same] [iqdb] [saucenao] [google] [report]

It would definitely make a better game,not a masterpiece but definitely better.
HDTF is a glitchy mess and certain arena sections would be better with HL1 gameplay,look at HL:Echoes.

Surely shorter than the actual game but it was filled with section where nothing happened and just make the game longer.

I'm not the one who has the models.the Turok anon does

Wonder where he is now.

>> No.6417474

I'll stick with the jaundice eyes of the original. Also
>5 fingers

>> No.6417476

Later stuff has shown her with 5 fingers, even in the og comic.

>> No.6417479

A mix between 2 and 3, please. Slightly more tan and a darker suit, and you got perfection.

>> No.6417481

If HDTF was just a simple mod where you get to shoot HL2 rebels after shooting some aliens and a simple text setup it would be pretty fun.

>> No.6417492


>> No.6417496

I downloaded it too, it's a great pack. Thanks anon!

>> No.6417501

If you were someone else during the 7 hour war it would be fun. The Combine got butchered because of the cut content and AI that don't match with the level design.

But no HDTF had to be a Phantom Pain rip off where Gordon Freeman isn't even there except an hallucination.

Man,I can understand someone not liking Quake but that video gotta be one of the worst I've ever seen related to that game.

>> No.6417508

>Quake's weapons aren't satisfying
Worst hot take I've ever seen.

>> No.6417515

>Quake looks drab
>proceeds to post a GLQuake screenshot with the gamma cranked up
ah yes

>> No.6417520

Learned that a single berserk is almost, ALMOST enough to punch out a Baron in Hideous Destructor if you press him up against a wall and repeatedly boop his nose to stunlock him.

I wanted to try my luck after the fast punches ended, but he got a swipe on me and I had to quick draw the ZM66 I had to give him and the lost soul he summoned a burst to put them down.

>> No.6417525

What discourages me from playing Hideous Destructor is not the difficulty or realism but that huge-ass amount of key bindings.

>> No.6417529


>> No.6417530

Not nearly as bad as most other tactical shooters, and most are unnecessary (like the DERP commands). Once you get over the initial learning curve HD is surprisingly addictive.

>> No.6417540

Top kek.

>tesselate those models into HD, smooth them, edit them
This is not a simple task, lol. It would actually be easier to just make new models.

>> No.6417560

What >>6417530 said

All I use is
>left mouse fire
>right mouse switch to altfire
>reload (R)
>alt-reload (T)
>unload (U)
>fire selector (Y)
>grenade (G)
>bandage if I never found a soulsphere or potion (,) I know I'm weird
>fast medkit (M)

I have a couple of weird bindings for zoom and crouch that I'm too lazy to change, but it's not too bad

Also I never knew there's a function to repair the vulcanette, I was wondering why it kept fucking up occasionally. It was whole minutes of holding down zoom and unload until the thing was back in tip top shape after using it for like half of Episode 2 of Doom 1

>> No.6417561

Why is Half Life: Source considered a form of torture overall? Name one aspect besides the sound issues.

>> No.6417569

I hate to be "that guy" but it really just seems like the person who wrote this is just bad at Quake.

>> No.6417575
File: 86 KB, 260x188, 1588183791583.png [View same] [iqdb] [saucenao] [google] [report]

I've noticed that I'm getting killed by fireballs (both from imps and mancubi) from the other side of solid walls when playing on Crispy/GLBoom+. I never saw that behavior in GZDoom, so I assume this a bug from the original game's projectile collision?

Like dead-ass fireballs just phasing through brick walls. I remember it happened to me on the starting room of E1M3 on my Nightmare runs, and I also just had it happen to me on MAP29 of Scythe.

>> No.6417576

Are you playing with fast monsters?

>> No.6417593

On Scythe? No, just plain UV. The E1M3 Nightmare runs did have fast monsters because Nightmare.

>> No.6417602


>> No.6417605

Dang. Kinda sucks that I have to just live with this then.

>> No.6417639

Arg, that map is such a slog with the teleports. I'd just rocket to the end, but I can't help but find all the secrets so I end up going through the whole map anyway.

>> No.6417652

Man, I really LOVE spawning vats

>> No.6417696

Not him, but here http://www.re4hd.com/

>> No.6417717


>> No.6417743

Playing UV fast monster and jesus christ, I wasn't expecting the difficulty spike to be this massive.

>> No.6417760

The best nightmare setting IMHO

>> No.6417771

Vulcanette repair isn't really something you're expected to do, it's basically just there for completeness because midlevel repairing was added for DERPs and HERPs. It takes an absurdly long time to repair even a small amount of damage, so if it's anything significant you're better off just getting a replacement.

>> No.6417839

What are some good mapsets that are Hard, but not slaughter? Already played Plutonia, before anyone recs that.

>> No.6417846

Been playing Back to Saturn X and I'm enjoying it quite a bit.

>> No.6417851

Care to explain why are there four hl1's Gman models?.

>> No.6417862

Check this out

>> No.6417885

>if it's anything significant you're better off just getting a replacement.
Well that's something to think about when it comes to maps like Recon Redux. Thanks for the clarification with the vulcanette repair, I've been only using it for the big groups/ Barons in Doom 1 and touching it up whenever I could even if it meant some magazine management to make sure it gets the partial mag that get spit out for the repairs.

>> No.6417891
File: 285 KB, 687x252, tnt.png [View same] [iqdb] [saucenao] [google] [report]

Space... the final frontier...

>> No.6417904

To boldly go where no Caco has gone before!

>> No.6417905


That's fresh. What's this?

>> No.6417920
File: 695 KB, 1248x2034, sergey-kozyakov-ogre1lr.jpg [View same] [iqdb] [saucenao] [google] [report]

Probably my favorite Quake fanart. Post cool Quake art.

>> No.6417967

I was wondering this as well. Scythe is an iconic wad but Alm's style is hard to pin down or emulate.

>> No.6418001

I downloaded DTWID and it came with a dehacked patch. Do I have to load it together with the wad in gzdoom and if so how?

>> No.6418009

IIRC, the now common detail style of adding diagonal cut-offs at corners was pretty much popularised by Erik Alm.
Theres also been plenty of megawads that have aped the concept of splitting episodes off with death exits that the Scythe series was well known for.

>> No.6418010

I'm pretty sure DTWID has the dehacked patch as an internal lump which gzdoom should load automatically.

>> No.6418013

Dehacked patches are only needed if you're playing vanilla or with Chocolate.

>> No.6418019

Modern wads that come with a .deh file usually only need them if you intend to run the wad under vanilla or chocolate doom, as internal dehacked lumps were not supported under vanilla (and technically vanilla didn't officially support dehacked at all, requiring the use of dehacked.exe to apply the effects if you want to be strictly vanilla).

>> No.6418023

Thanks. Though what am I supposed to do if I download an old wad with a dehack patch? Those shouldn't have any internal lumps, right?

>> No.6418024

You could always check to see if it has the lump. That being said there shouldn't be any problems with manually loading the dehacked patch separately even if there's an internal lump.

>> No.6418027

An example of this is Alien Vendetta. That one doesn't have the DEH lump inside the WAD. So you have to add the -deh part at the end of the command to load it. But you don't miss much, I think it's just the map names.

>> No.6418038

I think the earliest example of a big name wad including an internal dehacked lump is Community Chest 2, which released in 2004.

>> No.6418041

>detail style of adding diagonal cut-offs at corners
What do you mean by this?

>> No.6418057

Where there'll be a small diagonal line to cut off the corner, instead of it being full 90-degrees.
Obviously, Erik Alm didn't invent this. It can be seen in a few levels in Alien Vendetta, too, for example. But it can be seen in a lot of Erik Alm levels.

>> No.6418087

Do you guys think he'll come back to finish Scythe X? I mean, if Huy Pham and Insane_Gazebo could return then why not Alm or Gusta.

>> No.6418107

I remember hearing that he left or took a break from the community to focus on work, so I checked his article on doomwiki to see if anything’s changed
Apparently he works at ECDC, and considering this whole coronavirus thing, he probably won’t be returning anytime soon

>> No.6418109

I already played and love BTSX.
E1 I felt was more Medium difficulty overall, with only a couple maps qualifying as Hard.
E2 does ramp things up in the second half, though.

>> No.6418125

I would love to see Erik Alm and Gusta make a comback. But I kinda doubt it'll happen.

>> No.6418142
File: 158 KB, 772x600, 772px-Scythe_MAP29_map.png [View same] [iqdb] [saucenao] [google] [report]

I'm getting filtered HARD by this fucking map. (Scythe MAP29: Hell on Earth)

Doing pistol start/no saves I've gotten near the end twice but the ammo starvation combined with the abundance of archviles and the 5 cyberdemons towards the end are really fucking me up.

>> No.6418179

I think Gusta has hinted that he's going to release more maps at some point.

>> No.6418202

I mean unless you're dead set on doing a 100% run I think you can skip some cyberdemons.

>> No.6418212

Don't have any myself but I haven't seen that one get posted before, thanks for sharing.

>> No.6418265

Does Heretic's highest difficulty play like Nightmare in Doom? I picked the second highest and it seems pretty easy so far, but then again I'm still only on episode 1.

>> No.6418269

>Does Heretic's highest difficulty play like Nightmare in Doom?
If I'm not mistaken, yes.

>> No.6418273

IIRC, unlike Doom, Heretic does not have monsters respawning.
You still get turbo fast monsters which makes Sabreclaws pretty terrifying.

>> No.6418276

It’s basically UVfast but with double ammo pickups

>> No.6418280

Thanks, I'll stick with it then. It is only episode 1. I guess I should take this as a tutorial since I'm still getting used to the power ups and game feel.

>> No.6418302

Dont forget to use Morph Ovums, bombs and Tomes of Power.
Only one carries over between levels, so if you didn't use extras, you waste them anyway.

>> No.6418312

>You still get turbo fast monsters which makes Sabreclaws pretty terrifying.
Holy shit, I never thought of that. If fast Pinkies are already terrifying enough...

>> No.6418340
File: 469 KB, 935x733, ab4c105e85ea9bd6423bc30db236823e5d43e9fd.png [View same] [iqdb] [saucenao] [google] [report]

This conversation made me want to play Heretic again. What's the best configuration for playing Heretic accurate to vanilla? Kinda like Doom with the autoaim and no free aiming or jumping, but with all the benefits of WASD controls and similar.

>> No.6418346

Chocolate Heretic.

>> No.6418385

Highest difficulty has fast monsters and 1.5x ammo. I would honestly recommend it over the UV equivalent. The only problem is that fast monsters breaks the gargoyle AI so they mostly just sit still staring at you. The rest of the game is made way more interesting since the base projectile and monster speeds are so slow.

Same goes for Hexen. Way more enjoyable on the top difficulty than the second-highest. You get more ammo so you get to use your fun weapons more and the enemies put up a better fight. Raven knew what they were doing in that department.

>> No.6418450

There's also a Crispy version now. Speaking of Chocolate, I understand their goal is to have a really accurate vanilla experience, but I still don't understand the hardcoded 30 FPS limit. It looked really smooth under DOS with the original renderer, but looks nauseating under any modern system.

>> No.6418456

>I understand the goal is to have an accurate vanilla experience, but still don't why are they trying to keep the engine accurate??

>> No.6418483

How is it accurate when it looks nothing like the original?

>> No.6418492
File: 53 KB, 622x562, 1333460527743.jpg [View same] [iqdb] [saucenao] [google] [report]

>Downtown and The Chasm are legitimate masterpieces in level design

>> No.6418498

Just because it doesn't look like what you remember through your nostalgia goggles doesn't mean it doesn't look like the vanilla engine you fucking retard.

>> No.6418503

Vanilla Doom in dosbox is already smoother than Chocolate you fucking shithead.

>> No.6418521
File: 255 KB, 424x418, An odd fellow.png [View same] [iqdb] [saucenao] [google] [report]

Feels good to get this in, it's not perfect but I'm happy with how these sprites turned out


>> No.6418530

>That zombieman at the end

Did he die through infighting or the recoil impact?

>> No.6418538

That was infighting

>> No.6418560

>There's also a Crispy version now.
Where can I find it? Google Search gave me nothing.

>> No.6418567

Crispy Doom thread on Doomworld

>> No.6418617
File: 2.85 MB, 960x320, massive difference.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah this anon is right, chocolate doom and dos doom are WAY different.

>> No.6418621
File: 3 KB, 233x222, HeaeH.png [View same] [iqdb] [saucenao] [google] [report]

I see that and this is all I can picture

>> No.6418639

Wasn't that anon talking about Chocolate Heretic?

>> No.6418643

This is such a strange question you're asking. Especially since they made the crispy versions for the very people asking questions like this. Their goal with chocolate is replicating the games as they appeared back in the day as closelly as possible and that's what they're doing.
>but looks nauseating under any modern system
Not to me and I never even had DOS. You can just put the resolution to the original one in crispy ports if all you want is vanilla but with uncapped frames.

>> No.6418646

Well the post I responded to literally says "Vanilla Doom".

>> No.6418650

How do I stop being a faggot and stop playing on GZDoom?

>> No.6418657

Is the Doom 64 port any good, or should I just stick with EX?

>> No.6418659

It's basically EX but better. No reason not to play it instead.

>> No.6418660

Just play however you want man, nothing wrong with gzdoom.

>> No.6418670

New thread.


>> No.6418673

Its actually 35FPS cap and that was exactly what Vanilla doom did as well.

>> No.6418690

image on the left is a bit choppier
and its DosBox

>> No.6418712
File: 111 KB, 960x540, Desolate.jpg [View same] [iqdb] [saucenao] [google] [report]

It's only $5 and it generally looks a lot better. EX looks darker so I like that more about it, but the new port looks more colorful so I like that more. I will usually play the new port unless the custom map will not run on it.
>No reason not to play it instead.
Some custom maps will not work on the new Steam port, for example Beta 64 or Community Chest 64. Also the new Steam port cannot record demos, nor does it support Nightmare difficulty (-skill 5) nor respawning monsters (-respawn), so if you want to record ebin Nightmare demos you still have to use EX. If you want to record stuff on the new port, you have to record live video rather than record a tiny demo file so that eats up a lot of hard drive space.

Here are some cool custom maps for Doom 64, they both work on the new port and on EX.

Doom 64 EX Nightmare demo on Doomsday Keep
> https://youtu.be/AIr_im6HsAE

Steam port UV-Fast demo on Wretched
> https://youtu.be/OH4w6q1Jcdc

There's also a custom map called Desolate, pic related. It's in one of the old news posts (4-25)
> https://pastebin.com/PZDkqABT
I was gonna record a video of it but I forgot. I should do that. Doom 64 custom maps are super comfy. I can't wait until the Doom community inevitably starts making more maps for Doom 64 instead of Doom 2. pls One of these days I will learn how to make Doom 64 maps and I will convert some of my favorite maps into D64 maps.

>> No.6418726

woops I incorrectly called those both demos when they were both recorded live.

i use the xbox app as my video recording software and it will only start recording once a game is actually playing, so sometimes, rather than start recording a demo and waiting a few seconds for the app to start recording, i will just record it live rather than recording the demo

>> No.6418729

Weird that the new port doesn't support demos. I wonder if nightdive will add it eventually.

>> No.6418751

I don't think so desu. Their rationale for removing a lot of things that were in EX is they wanted to keep the game as close to the original as possible, so that's why they removed free look and jumping, which I agree with, but they also removed demo recording, -skill 5, and -respawn, and probably some other stuff, too. Why did they keep in -fast if they removed everything else? -Fast wasn't in N64.

>> No.6418887

thanks based anons

>> No.6419075

Any way to get mouselook on the 64 port?

>> No.6419113

He's just so excited to see you that he can't contain himself.

>> No.6419161

If you mean freelook, then no, you're gonna have to stick with Doom64 EX

>> No.6419330

hes going to cum

>> No.6419987

It'd basically turn them into DemonSteele's Steel Beasts, wouldn't it? I think they're faster than the clinkers, anyway.

It looks and sounds really good. Though the firing sound is pretty quiet in comparison to the pump action.

>> No.6420074

Aspect ratio is also unfixed.

>> No.6420091


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