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/vr/ - Retro Games

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6631813 No.6631813 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6620513

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


(or Quake, Duke, Marathon, Thief, Deus Ex)
-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



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.6631814
File: 40 KB, 1233x323, rulesreminder.png [View same] [iqdb] [saucenao] [google]


2048 Units of /vr/
-Map submission deadline extended to July 26, 2020
-Current submissions (as of 7-20): https://www.dropbox.com/s/8k2dzypixqbm710/2048Units.zip?dl=1

=== NEWS ===

[7-22] Combined_Arms Gaiden mini weapons mod released
[7-22] Coppertone Summer Jam for Quake Released

[7-16] Anon shares their 7-map wad, Hell Frontier Episode 1

[7-15] Anon shares their 3-map project, Akoopasoup: Free Lyle

[7-14] SNES DOOM source code released:

[7-13] Lost Frontier, a "realism" inspired gameplay mod for Strife, has been released

[7-13] Anon shares two projects, a music randomizer featuring music from various megawads
And an edit of X-Weapons: Helstrum featuring only the weapons and slight control tweaks

[7-11] Anon shares the first map for their megawad project, LoungeMEGA1.wad

[7-11] 1000 Lines 2 Community Project released

[7-10] Anon shares a map, bigdig.wad

[7-8] Anon shares a deathmatch map

=== PREVIOUS ===



>> No.6631829
File: 133 KB, 1200x862, EYNnEIEUwAYoWH-.jpg [View same] [iqdb] [saucenao] [google]

This post is dedicated to Hunter, the best and strongest of the id waifus.

>> No.6631851

>not spider mastermind

>> No.6631867
File: 136 KB, 700x1000, EcHHM7lXsAIDJtL.jpg [View same] [iqdb] [saucenao] [google]

Caco popsicle

>> No.6631869 [SPOILER] 
File: 3.79 MB, 320x326, 1595550093341.gif [View same] [iqdb] [saucenao] [google]


>> No.6631885

>censored version
Where did you get this

>> No.6631897
File: 207 KB, 1085x814, temp.png [View same] [iqdb] [saucenao] [google]

TIL that in Dehacked you can't edit frame 966 (last frame in the table) or it'll overflow into your weapon slot one (fists) and cause it to call the wrong state and fuck up your weapon table.
anyway. here's a moonbase i'm working on.

>> No.6631904
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google]

a REKKR moonbase?

>> No.6631908

>censored version's outfit is so tight you can still see her abs clear through the fabric
I can deal with it.
>Where did you get this
That's an ancient animation by a dude by the name of Joe Williamsen that's been circulating for years. Usually under the title of 'Hunter dancing.gif' or similar. It isn't actually Hunter, but a character painted by Simon Bisley that predates Hunter that shares an awful lot of her appearance; however the same Joe fellow also made renders of Hunter herself (as in the actual Q3A design) so I can see where the confusion comes from. i found a whole conversation about this earlier browsing the archives and not being able to reply because it's months old is the worst feeling

>> No.6631927

I knew about the whole Heavy Metal rip-offage, but I’d never seen that animation before. Q3A had mocap cutscenes, so I was wondering if it was some promo thing for the game. Looks like I have some net browsing to do.

>> No.6631934

Anybody got the doom quickstarter archive?

>> No.6631936

Nah, not a promo thing, just one guy practicing his 3D modeling in the early days of that being reasonable on a home rig. I'll save ya some annoying searching, though.

>> No.6631938
File: 2.86 MB, 480x360, hunter2.webm [View same] [iqdb] [saucenao] [google]

I made a webm of the full dance.

>> No.6631947

Going through old websites and guides on turn-of-the-century 3D modeling is this fascinating somewhat niche thing to me, and I don’t know why. I’ve never even done the stuff, maybe it’s the fantasy of “finding some old thing most people forgot about.”
I recently found the website of the dude who did the texturing/modeling for that Quake 1 X-Men TC, it was an interesting read. I also found out he did the sprites for the Looney Tunes Doom TC that never got finished.

>> No.6631951

>I recently found the website of the dude who did the texturing/modeling for that Quake 1 X-Men TC, it was an interesting read.

>> No.6631968

Hey 2048 units organiser, do you have a rough map order yet? You mentioned two threads back you may have something.

>> No.6631998

well shit, I don’t remember what exactly it was I searched up to find the site other than “quake 1 skin”, but I’m posting on >mobile so when the computer’s back up I’ll see if I bookmarked it.

>> No.6632008 [SPOILER] 
File: 299 KB, 1409x1481, 1595553628999.jpg [View same] [iqdb] [saucenao] [google]

Hey, uh. Just a reminder that I’m still around. Not in a position to do much RN though. Screenshot’s a weapon that might make it into HK if I ever get out to start work on it again.

>> No.6632020

>not crash

>> No.6632021

has MAME team figured out a way to run that quake arcade game yet

>> No.6632026

why not contribute something to Satanic Infestation?

>> No.6632032

>contributing to satanic infestation
>not freedoom, a much superior project that isn't just run by an idea guy

>> No.6632041
File: 283 KB, 511x416, head crush (maximum).png [View same] [iqdb] [saucenao] [google]

>not crash

>> No.6632051

which classic doomguy do you prefer
the sprites or the cover box art design?

>> No.6632053

Skillsaw, is that you?

>> No.6632060

Guys, ZDoom forums were friendly to Sir Gay, we can stop pretending that we like him because DW shat on him.

>> No.6632062

Because I have other stuff I’m working on? I didn’t make the rifle. I don’t even know what Satanic infestation is.

>> No.6632067
File: 10 KB, 268x284, 1564455372583.jpg [View same] [iqdb] [saucenao] [google]

>"So long, Sir Gay Bowser!"

>> No.6632209

I am out of luck it seems. No bookmarks for it, so I tried typing in various keywords to no avail. It couldn't have gone down in the last few months, it looked like the guy was still sparsely updating the news section. Looking up WizardWorks for his name doesn't help either, because all I find is a small Wikipedia article that only states how many employees worked there before they got dissolved. Trying to find him through the Looney Tunes TC doesn't help either, since all I find is an old project (appears to be a different one) with spritework done by someone else.

I don't know why I didn't bookmark it, it was a cool site. He gave a walkthrough on how he did the shading and outlines for Wolverine, and some model advice. There was a section on the Looney Tunes project that may have had some insight as to why it didn't get finished, some .gifs of the characters he completed, along with a WIP animation of Daffy Duck. There was a portfolio too, with work he did for a children's book about a zombie girl or something. Here's hoping it will pop up again in a future attempt.

>> No.6632264

I may slack quite a bit when it comes to work on the project, but i am far from just a "ideas guy".

I have done quite a lot of work to make the project a reality, and if you looked at the Github, i'm sure you would agree with me.

>> No.6632334


What does the other side look like?

>> No.6632367
File: 10 KB, 310x321, Rayman_Artwork.jpg [View same] [iqdb] [saucenao] [google]

I know that the gun's supposed to have antlers, but in game it feels like I've got floating hands.

>> No.6632398

I always thought those were crab pincers. It just looks stupid

>> No.6632415

They look like separated jawbones of a prehistoric mammal to me, which would be clearer with a 3D model, but it looks a bit confusing at first

>> No.6632452

They're jaw bones.
I have no idea in what way they look like hands. I can sorta see crab pincers

>> No.6632463
File: 359 KB, 1032x451, file.png [View same] [iqdb] [saucenao] [google]


>> No.6632473

Is it acceptable to take sectors from other wads and use them in your own? For example, to take the bathroom from Going Down map02 and use it as a bathroom in a map I'm making.

>> No.6632480

It is if the map's readme says that it can be used that way. But you still shouldn't because you won't build skills that way.

>> No.6632483

>stealing another mans sector toilet
what the fuck bro

>> No.6632484

>Is it acceptable to take sectors from other wads and use them in your own?
No, you lazy mongoloid. Make your own shit.

>> No.6632503

Right, I was asking because there was this song I wanted to use but I couldn't find any reliable mp3 to midi converters out there so I was considering taking the bullet and converting the song to midi through replicating it in fl studio

>> No.6632504

Why did you want to make maps?

>> No.6632519
File: 268 KB, 1085x814, claws.png [View same] [iqdb] [saucenao] [google]

I dunno dude, I tried like hell, but other than the basic silhouette I don't really see it.
It's weird when brains get locked into seeing shit a certain way. There was a picture of a kitten on a mirror in my grandmas house and it always looked like a deformed old lady to me. Couldn't unsee it.

>> No.6632541

Are they that much different? I mean of course the sprite is not going to have the level of detail. I fucking love the cover art of Doom 1 though it's iconic as fuck.

>> No.6632545


>> No.6632552

Is there a way to program a minigame in a doom level like that pac man machine in Trump Doom?

>> No.6632621

Learn ACS, it's not hard

>> No.6632725

Generally a good idea to ask for permission before outright copying sectors right down to the measurements. Especially if the map you're making isn't an obvious tribute, as it could be seen as you claiming it as your own work.

>> No.6632757
File: 532 KB, 1217x774, wat.png [View same] [iqdb] [saucenao] [google]

why do screenshots taken in chocolate doom look like this

>> No.6632796
File: 243 KB, 816x639, brown.png [View same] [iqdb] [saucenao] [google]

Oh god, this is not looking good. I really gotta change colour for a bit. Considering I removed pretty much all window textures anyway.

>> No.6632843

IMO looks fine, but add some concrete/gray parts to the walls, maybe a decoration or 2

>> No.6632854

Moon Vikings!

Make a space-longship decoration. Like a regular longship, except it has a glass bubble on top like something out of The Jetsons.

>> No.6632907 [DELETED] 

If you posted a wad like this in Doomworld, people would cherish you for lifetime and call it "pure art". How can those niggers not understand that art is good fun maps and not pixel-vomit bullshit.

>> No.6632912

If nobody can find out, it's not plagiarizing. Do it from memory.

>> No.6632914

Satanic Infestation and Freedoom both suck. Who the actual fuck makes their own IWAD and doesn't pirate? DWfaggots are cryptids.

>> No.6632916

Go away, Graf.

>> No.6632928

Oof, yikes, I hope your boyfriend Rachael doesn't find out that you are using N-words on Nazi forums.

>> No.6632929

Does anyone else like it when wad authors add backstories to their levels/episodes? It's super unimportant but always feels like a nice bit of extra flair.

>> No.6632930

Yeah, forget that I'm Graf or else Rachael won't give me anal for a week

>> No.6632960
File: 79 KB, 1278x955, 300minvr.jpg [View same] [iqdb] [saucenao] [google]

Playthrough video of map20 of 300 minutes of /vr/ is up. I was dreading this one, as it is made by RjY, the same person who made Aggravatingly Cramped (a disgustingly difficult map29 of 200 minutes of /vr/). The map is short, but I was struggling to beat it with savescumming. Expected it to take ~50 attempts, but finished it on the second one. Decided to leave the failed attempt in.

>> No.6632974
File: 537 KB, 1920x1200, 1pure Gzdoom 4.4.2 Screenshot 2020.07.23 - [View same] [iqdb] [saucenao] [google]

>> No.6632982


>> No.6633007

Based Revae. Is this an upcoming megawad? or another episode?

>> No.6633034


love how this wad shows everything that is wrong with current wad community yet it's so entertaining to play. it's the modern mock2

>> No.6633039

hope you get better at least.

>> No.6633040

we already have it running on windows, why would you need MAME for that? they're already busy enough implementing all these tiger and slot games and not implementing saidaioujou

>> No.6633047

Ow, my back. Creepy bone.

>> No.6633053

Anyone else think Plutonia only still has a reputation for being hard is because it rarely telegraphs its encounters?
The encounters aren't actually that difficult if you know about them and prepare.
Compare to modern hard wads, where its often easy to tell when an encounter is about to be triggered, but the encounters are still tuned to give even prepared players a run for their money.

>> No.6633096

haha that ending

>> No.6633135

I’m better, it’s just the place I’m at hasn’t released me from their care yet.

>> No.6633146

Plagiarism is srs business, so you should avoid it. I haven't tried going down, but that toilet can't be that hard to make.

>> No.6633157

Interesting how Id's shooters are easy to just pop in and play, without even thinking, while this is not possible on Build shooters. One needs to be really committed to the game to play those, or they'll die to the first enemy.

>> No.6633162

Plutonia was released at a time when many players still played keyboard-only, and while the main games took this in consideration on map design, giving players plenty of room to react while dealing with slower, less precise controls, Plutonia didn't pull any punches and threw players right in the frying pan with heavyweight monsters in often cramped quarters. It's infamous for abusing the use of the deadly trio (revenants, archviles and chaingunners), the ones that could end the player's life in a split second.

Played with modern controls, and pitted against the average modern wad, Plutonia doesn't seem that threatening.

>> No.6633182

You could do that if you wanted to, and author allows it, but you don't save much time integrating it, and it would be better for both your map's visual and your own skill to just create it yourself.

>> No.6633223

>but I couldn't find any reliable mp3 to midi converters out there
That's because that's not a thing, you can't make a computer translate recorded songs into .midi/.mus/.mod because it won't really understand what to do or what to look for, or how to interpret things.

The only way to turn a recorded song into .midi is to compose the song again from scratch in .midi

>> No.6633226

Might be related to Windows Aero

>> No.6633237

Why is Equinox so recommend/suggested all the time?
it's a audible fucking nightmare
there are many places even on the first map where you can get completely stuck and have to reload

>> No.6633248

Fun fact, you cannot drink the contents of 99% of the cacti in the world, they're full of acid and alkalines, you will get explosive diarrhea shits and die from dehydration (if you're stuck out in the desert, anyway). Some exception for some fruits which some of them bear.

>> No.6633253

Maybe it's because I've played it since I was 12, but I find I can just drop into Duke Nukem 3D and go.

>> No.6633265

I don't think Duke has muxh bullshit enemies. Blood and SW do though. Blood in particular has very hard first fight.

>> No.6633346

Oh, Duke has bullshit enemies, they just don't introduce them until well into 2nd episode.

>> No.6633426

Just run backwards, bro.

>> No.6633442

I actually saw this too. Made a fun drawing concept.

>> No.6633452

Am I just retarded or is there something "off" about movement in Marathon?

>> No.6633475

You mean the floaty jumps or just walking around?

>> No.6633479

both, walking around feels really off coming from doom

>> No.6633504

Marathon just has different movement from most other 90s shooters, it takes some adjustment

>> No.6633615

The enforcers gave me a run for me money too, but only initially because I'm used to chaingunners
>chaingunners in doom hate the chaingun, painstates them easily
>enforcers don't give a fuck, no painstate from the chaingun and it's actually one of the worst weapons to use against them
The enforcers just needed a mix up, the floating bombs just aren't too fun to fight.

>> No.6633617

>A Marathon port that runs at 60 FPS
>Chasm: The Rift Source port
>A Good ROTT Source port
>Wolfenstein 3D Jaguar PC Port
I want these plz
thank you

>> No.6633718

ROTTEX is probably coming this year. Probably.

>> No.6633728
File: 48 KB, 899x544, file.png [View same] [iqdb] [saucenao] [google]

While searching i found out about this source port of rott, it has some extra features also.

Pic related are it's extra features.

>> No.6633743

ROTTEX is cancelled, its not happening.

>> No.6633748

>picking up extra ammo from bazookas
Kind of goes against the arcade shmup trappings of the game, it's supposed to be basically like a temporary powerup you find and use at your discretion until it's empty or swap for another one.

>> No.6633773

Fuck off.

>> No.6633784




>> No.6633792

A new episode 4 with a little new content. Well, a bunch of new textures and a few new monsters.

>> No.6633796

Do they replace some old monsters or add to the roster?

>> No.6633798

What the fuck else could be ROTT news that isn't a rerelease? Another remake?

>> No.6633805

A sequel?

>> No.6633806

another remake or a sequel to that remake.

>> No.6633812

I can't imagine there being much money in that, it would be far cheaper and easier to just pay someone to turn the source code into a modern port, and with a wider profit margin.

>> No.6633818
File: 3 KB, 79x74, 16315.png [View same] [iqdb] [saucenao] [google]

Added. 2 new enemies(one with a new attack that's already pretty much done, another that uses one of the players attacks, that's also done), a new mimic, and I plan to make a new boss (with another new attack if I can), but I have to shuffle around a bunch of states and free up some shit to do that. Hopefully I can do it without losing anything in the process.

>> No.6633825

Did he at least post what he did work on for other people to use?

>> No.6633835

Not that I am aware of, feel free to reach out to him on twitter, he usually responds in 24 hours or so.

>> No.6633843

I can't, I got banned.

>> No.6633845

Agreed, but who knows what 3DR is up to. the account has dropped frequent but annoying hints something is coming and acting coy about it, but I stopped giving a fuck 6 months into it, they have been dropping hints like this for about 2 years or so?

>> No.6633847

>Cover helmet is more "square" and a darker tone of gray, while sprite version has a more "round" and lighter gray helmet (Its visor color is grey while cover one's is more transparent)
>One has an exposed abs with scars due to armor damage, the other doesn't but who knows
>Sprite version has elbow pads while the cover version doesn't
>Cover version has black gloves (With line shaped holes), while sprite version has brown/tanned/almost skin colored gloves (Left fist with brass knuckles, apparently)
>Boots and knee pads are also differently colored: Cover art Doomguy has them either black or a dark tone of gray, while sprite Doomguy has them in a brighter tone of gray
>Cover Doomguy has green pockets/pouches while sprite Doomguy seems to have a gray/white belt
Sprite one probably came first during development and was mostly designed by Adrian Carmack while Don Ivan Punchatz may not be as familiar with the game's designs as the rest of id, at the time.
There's also how the "sprite Doomguy" was even used with more detailed in Doom 2 RPG and was the base for Quake 3 Doom, while the cover one is the skin used in QC and Eternal.

>> No.6633858
File: 2.04 MB, 448x252, tears-welling-up.gif [View same] [iqdb] [saucenao] [google]

Goddammit, I just want a good sourceport of ROTT.

>> No.6633870

A friend has informed me he had put up the alpha files on the NDS discord server. i am going to slap em in a google drive in a few minutes. but I have to finish a couple of other things first.

ROTTEXPR is pretty good, but yeah ROTT needs a definitive port.

>> No.6633878

How is ROTTEXPR? Is it better than the abortion that is WinRottGL?

>> No.6633890

Much fucking better, it has some issues, but very playable imho



Put all the game data files in the assets folder and run the EXE, please remember that this is an alpha and still has issues etc etc so this will not be the definitive way to play ROTT just a sad "what could have been" look into the future.

>> No.6633909
File: 882 KB, 1743x696, yabbadabbadoo.png [View same] [iqdb] [saucenao] [google]

Does this bed look too much like it's made out of like stone or concrete or something?

>> No.6633910

You're a saint, anon.

>> No.6633931

Yeah, took me a moment to realize it's a bed.

>> No.6633934 [DELETED] 
File: 21 KB, 1316x207, doomworld dew.png [View same] [iqdb] [saucenao] [google]

Fresh doomworld drama, get it while it's hot!


>> No.6633936

Really all it needs an actual functional better mouse look that allows you to do 360 look, and also fix the quit sounds not playing right.

>> No.6633937

As good as I can do with stock textures and GOTHICTX. If I could use custom assets I would straight up draw up or put together some custom bed textures and use that.

>> No.6633940
File: 66 KB, 169x269, dcyhusg-1e4a7a59-5ceb-48d1-9121-670eed1f783c.jpg [View same] [iqdb] [saucenao] [google]

>Sea lion

>> No.6633941

Doesn't gothicTX have some carpet textures? Could be good for the blanket.

>> No.6633942

Hey cool, try taking this to something more your speed, like Gaia online.

>> No.6633950

There's carpet textures in GOTHICTX, but this is a prison, it's not supposed to look luxurious and nice, I want the blanket to look plain and unremarkable.

>> No.6633965

Sadly the devs PC recently died. so it might be a while before those are fixed. but please go to the github and raise them as issues.

>> No.6633971

This isn't even about Doom or FPS, it's just the *offtopic* drama of somewhere else. Don't bring it here.

>> No.6633987

doom's longevity seems to unintentionally say "doom is free/carried by the fans", the more you think about the wiki switch, source ports, wads, doom 64 fanports etc
even fans did a doom "universe" before the edgeless warhammer we're getting

>> No.6633992

The original topic kinda reminded me that one time when Russian 2ch doxxed some teens who killed a person by throwing a tire out of the window. And then they all went on the talk-show. Cringe was palpable.

>> No.6634001

>Locked thread
Weak. You could've at least posted something interesting, like the picture of the dw meetup.

>> No.6634030

I wish attention seeking trannies would leave the board already

>> No.6634041
File: 87 KB, 640x480, AV_MAP01.png [View same] [iqdb] [saucenao] [google]

What are the comfiest mapsets ever?

>> No.6634064

Why would you post in Doomworld about anything except Doom and Doom-peripheral content? Astounding. To be fair dew gave the kid easy out to back down and he kept butting his head against it.

>> No.6634067

literally who?

>> No.6634073

No anon you're doing it wrong. You're supposed to get mad and derail the thread further.

>> No.6634081

Hi Ronnie Coleman, nobody cares.

>> No.6634086
File: 1.06 MB, 1154x700, indoorplumbing.png [View same] [iqdb] [saucenao] [google]

The bed is just gonna have to look like it's outta the Flintstones, the toilet looks a bit better I think. I figure I would add a sink too, and a roll of toilet paper. Perhaps a bible too.

It's a prison, in some sort of dated world, but it's not a shitty prison.

>> No.6634097
File: 92 KB, 600x450, 144895510813249814.jpg [View same] [iqdb] [saucenao] [google]


>> No.6634098
File: 267 KB, 816x639, brown world.png [View same] [iqdb] [saucenao] [google]

Why are all textures so brown? I need to figure out a de-browning solution.

Try FLAT19 as white. It's somewhat softer than whatever you are using.

>> No.6634103
File: 116 KB, 740x340, the-marathon-trilogy-a-bungies-classic-for-modern-581d.png [View same] [iqdb] [saucenao] [google]

Anyone have fond memories of these games? My Mom worked at a printing press so she had to work on a Mac, that meant if I wanted to game it had to be a Mac port...this was my DOOM.

>> No.6634201

The notion I got in my head with the use of GOTHICTX is that you really don't see that many locales with old gothic architecture like this in the modern world, short of old churches and the odd old castle (many of the latter being renovated to feature more modern interiors, something people were already doing a century back), possibly even less in the future. So where would you frequently see these kinds of locales? Not on Earth.

With some Christian imagery like crosses and what not present, I could almost imagine some Christian sect(s) divorcing themselves from the rest of Europe maybe 500 years ago, and rather than getting involved in civil war and being persecuted, fleeing to another world, through means of magic (looked at as perhaps divine magic as blessed by God).
They pack up their lives and leave, starting fresh on a frontier in another solar system, an Earthlike planet, perhaps with no pre-existing intelligent life, and there a new society grows, based on their interpretation of Christianity. You could look at it as being in some sort of medieval stasis, but I figure it as just having developed slower (perhaps they haven't discovered penicillin), and the use of practical magic precluding the development of some technologies, or slowing them.

Hell discovers them as they play around with teleportation magic, and attacks, right around the time that the UAC plays with technological teleportation on Phobos and Deimos. Doomguy (tm) or yet another spacemarine (no Doomslayer allowed), follows the demons to kill them, and end up in this world, perhaps being displaced by lots of other UAC personnel and equipment, explaining the presence of possessed marine troopers and guns.

It's just another adventure in killing demons and defending the innocent.

>> No.6634279

reminds me of some weird premise for if the sentinel ever get shoved in classic doom
if their current story is ascendents of humans that were tech knights, their classic background would be opposite
humans of earth that move to another earth and base their lives around a medieval era like culture but with more advance tech coexisting with the old knight looks
eventually being visited and inspired by what a classic heaven could be in doom and they get a better and more clear justification of a symbol representing both a sword and a cross
instead of the kahn maykr, you get the angel mastermind for example
this classic sentinel theme also has wall textures that represent red energy with weird symbols, to fit that abstract classic doom thematic going on

>> No.6634281

that is a very indepth explanation for why a map uses gothic textures, uhh good work

>> No.6634324

after my IBM died in 95 or 94, I had to use a make for 4 years, and it came with Marathon and Marathon II, absolutely loved it. so glad you can play them on PC nowadays.

>> No.6634335
File: 320 KB, 630x544, tap.png [View same] [iqdb] [saucenao] [google]

Alright, this tap looks like a penis, and this sort of micro detail will cause problems when copy and pasting it for the other cells, I have to think of something else.

You start thinking about shit when you're on the shitter and forget your phone.

>> No.6634493 [DELETED] 

>Born in the 80s
>Played plenty of FPS as they came out
>Doom, Rise of the Triad, Duke Nukem, Quake, Goldeneye, Quake, Perfect Dark, and Unreal stand out as being some of my favorites
>One day play Half Life
>It's kinda shit, on par with Red Faction at best
>Somehow Half-Life goes on to become the most highly rated games ever despite being worse than shit made decades before it
Normalfags have absolutely no taste in anything.

>> No.6634526

I dig it anon. This kind of purpose-driven development can inspire good maps.

>> No.6634535

I enjoyed the multi player more than the single player back then.

>> No.6634541

Shit taste.

>> No.6634570

Name a single good FPS game.

>> No.6634576

Definitely not Half Life for sure.

>> No.6634579
File: 10 KB, 300x200, Super_3D_Noah's_Ark.png [View same] [iqdb] [saucenao] [google]


>> No.6634616

Here I was thinking you were getting more subtle in your approach with >>6634493

>> No.6634621

Imagine defending hl1 lmao.

>> No.6634643


>> No.6634662

is there a realm667 for quake?

>> No.6634675
File: 52 KB, 900x674, Modern Books.jpg [View same] [iqdb] [saucenao] [google]

I just finished Doom 1/2, and I don't know what I should play next. I'm thinking about Descent 2.

>> No.6634684

A map/mod review site with a repository for individual custom enemies, items, and textures? No. Closest you'll get is Quaddicted.

>> No.6634697

There's Quaketastic for individual maps and texture sets but that's more of just a depository for direct linking because otherwise you're clicking through dirs aimlessly. Individual custom enemies and items aren't a Quake thing period due to how QuakeC works.

>> No.6634720

If you haven't yet, give Quake a go, it's very fun.

>> No.6634726

I played Quake 1 this year, not 2 though.

>> No.6634732
File: 10 KB, 265x190, images.jpg [View same] [iqdb] [saucenao] [google]

I just finished Descent 2 on Ace and somehow that was less stressful than Descent 1 on Ace. Might be the backscaling of homing and hitscan enemies. Also the new items and the guide bot helped immensely.

>> No.6634739

Quake 2 isn't AS good (in terms of singleplayer, anyway), and it takes an hour or two to get into gear, but it's worth trying, the guns are pretty fun, monster design is cool, music is good, and you can strafe to dodge hitscan attacks.

For its multiplayer, it's actually really good, if you ever played Quake 3 Arena, it was already doing a lot of what that game would do which is considered a great classic multiplayer deathmatch game.

>> No.6634772


>> No.6634821
File: 196 KB, 1600x1106, Satan's council.jpg [View same] [iqdb] [saucenao] [google]

Hey, /doom/, is there a fucking wad where you can kill the Devil himself as a full-fledged boss fight? Just curious. Would be cool
Also any Divine Comedy style wads as well?

>> No.6634839

>Also any Divine Comedy style wads as well?
The Master Levels

>> No.6634840

>I just finished Descent 2 on Ace and somehow that was less stressful than Descent 1 on Ace
I made it through D1 on Ace as well, but the red homing bots and the hitscanners made me want to quit. I heard D2 didn't have those so I'm eager to play it, especially after enjoying Overload and Forsaken.
I'll try it then. Does it need any mods, or do I just play vanilla?
I'll look into it, but I can't really say I'm a big fan of the artstyle.

>> No.6634843

You might need to get that Yamagi sourceport for Quake 2 if you have a modern computer.

>> No.6634853

I didn't like the way Square looked either 'til I played it. It's actually very fun and very well-made. Just do a continuous playthrough of episode 1 on UV; pistol-starts are pretty difficult. I got filtered by Episode 2 Map 1 so consider turning down the difficulty for E2

>> No.6634869

I'm new to using GZDoom. Can I just make a Global.Bindings line in the ini so I can have universal keybindings across games/wads?

>> No.6634880

If you want Q2 purism, you could use the unofficial 3.24 patch that alters the bare minimum in order to get the game running on newer systems, or you could get Yamagi for some QoL changes and better multiplayer functionality. Don't know if it plays the original cinematics though.

>> No.6634930

Dr Sleep made a bunch of levels based on the Divine Comedy

>> No.6635028

>I didn't like the way Square looked either 'til I played it.
Alright I won't prejudge it.
Yamagi it is then, thanks guys

>> No.6635047

go back to /v/

>> No.6635065

/v/ loves Half Life tho.

>> No.6635073

What exactly is the Divine Comedy about?

>> No.6635074

I forgot to mention, it's probably best you just download the standalone version that comes with its own version of GZDoom instead of loading it as an IWAD yourself; that way, you don't have to change your settings every time you switch from Square back to Doom.

Also, here is an autoexec that you can use to bind swim up/jump and swim down/crouch to the same keys. Create a new text file, rename it autoexec.cfg, and copypaste this inside:

alias +jumpandmoveup "+jump; +moveup"
alias -jumpandmoveup "-jump; -moveup"
alias +crouchandmovedown "+crouch; +movedown"
alias -crouchandmovedown "-crouch; -movedown"

bind space "+jumpandmoveup"
bind ctrl "+crouchandmovedown"

>> No.6635080

It's Dante whining about living in a society

>> No.6635085
File: 398 KB, 460x480, Featuring Dante....png [View same] [iqdb] [saucenao] [google]

It's a poem about a soul's journey through the horrors of hell towards the grace of God.

>> No.6635116

Thanks for this anon, I'm not him but I just downloaded square and that shit was annoying.

>> No.6635162

Thank you, downloading it now.

>> No.6635231
File: 236 KB, 1920x1080, Screenshot_Square_20200415_080010.png [View same] [iqdb] [saucenao] [google]

No problema, some anon gave me that code months ago.

You can play with freelook and no autoaim, or with no vertical mouselook and Doom's autoaim (autoaim 35 in GZDoom, that refers to the maximum vertical angle IIRC) like in pic related. Just be aware there is at least one platforming section that is made more difficult without freelook but it comes early on in like level 3

>> No.6635252

Adapting to Square takes some time. Something of a small learning bump. It gets good once you find a groove.

>> No.6635285


>> No.6635312

What is?

>> No.6635989

I've noticed something that the more recent 4chanesque mods (Trumpdoom and Moonman mod) seem to have been made from 8 kun.

>> No.6635990

Playthrough video of map21 of 300 minutes of /vr/ is up. The map reminds me of TFC a lot.

>> No.6636031

I also see hands when I see it

>> No.6636034
File: 883 KB, 426x213, 1580975811356.gif [View same] [iqdb] [saucenao] [google]

imagine intentionally avoiding THE PLEASURE of making a sector toilet

>> No.6636054

Holy guck why is FUNC_MSGBOARD such an archaic unweildy piece of shit
it's pretty much impossible to find a thing unless you know EXACTLY what you are looking for, which defeats the whole purpose

>> No.6636070
File: 1 KB, 32x32, chonk.gif [View same] [iqdb] [saucenao] [google]

>your toilet will never have this flush switch
SAD. The world is a SAD place.

>> No.6636092

It's basically just a BBS, dude. Nothing too weird and it even has a search function. If you don't know exactly what to search for, just plug
><search term> site:www.celephais.net
into Google.

>> No.6636095

Sector toilets are so old fashioned. I prefer brush toilets that allow you to accurately capture the round, engaging curvature of a pristine porcelain throne.

>> No.6636117
File: 1.28 MB, 1920x1080, Screenshot_Doom_20200724_202416.png [View same] [iqdb] [saucenao] [google]

I had a secret toilet on my first draft at a map for the 2048 project. Unfortunately the combination of my lack of expertise with building and the scope of the map concept pushed it out.

Maybe I should try to stick another poopstation into the current effort.

>> No.6636212

Ok, anybody got that quickstarter Torrent file? Please?

>> No.6636228
File: 41 KB, 249x371, 1558019795735.jpg [View same] [iqdb] [saucenao] [google]

>texture filter
>gzdoom hud

>> No.6636247

I've made a brush toilet hidden inside a secret in my HUH map, but I don't think anyone has found it

>> No.6636257

The only bad thing is the blur filter.

>> No.6636259

Sorry for backing up the toilet, guys.

>> No.6636306

>how dare people not play the game the exact same way as me

>> No.6636308

Yeah, because why use any new or cool features a sourceport may provide?
I should have guessed this place was full of purist shithead faggots.

>> No.6636379
File: 175 KB, 295x406, postaldude.png [View same] [iqdb] [saucenao] [google]

Which Doom is best to buy and where?

>> No.6636382

Doom 2 is a simple but fun game with a lot of fanmade levels and mods, so it's musthave.
Doom 2016 and Eternal are 10-hour games.

>> No.6636385

Don't change it because it's rEaLiStIc

>> No.6636389

Time to read the OP.

>> No.6636396

doom isn't even retro, the least you could've done is play it on 320x160

>> No.6636402

>27 year old game isn't retro

>> No.6636452

I change bricks to Red ones, but somehow those are not 8 pixels high which is really annoying.

>> No.6636572

I hope you're testing this in other sourceports too. Someone submitted a map where you couldn't open any doors because they didn't bother to test their shit properly.

>> No.6636641

Sorry for being a newfag but I'm finally getting a bit bored with vanilla/brutal DOOM and I've played through many of the associated games on the DOOM engine.

What are some WADs worth my time? I've never bothered getting into them before

>> No.6636662

First and foremost, what do you mean by "vanilla/brutal Doom"? Do you imply that those things are somehow connected? If you think it's "Doom the way it should be", you've been drinking too much Kool-Aid from its rabid fanbase. Second, be more specific about what kind of WADs do you need. There are mapsets, gameplay mods, total conversions - that is way too broad a subject and would take several days just to scratch the surface of the tip of that iceberg. That's like saying "I want to get into food, I ate some cheeseburgers and many other McDonalds food items, what kind of food would you recommend me?"

>> No.6636665

Enhanced Vanilla Project

>> No.6636670

(here's a couple more i'm the same anon)
Samsara: Extra Heroes
Quake Champions: Doom Edition

>> No.6636676

Play Plutonia and NRFTL if you haven't. Valiant, Ancient Aliens, JPCP, Epic 2 are all great megawads with good aesthetics and gameplay, but Valiant and Ancient Aliens might be too challenging if you're not already good at Doom. Scythe is a good classic megawad with very short action-packed levels (but it becomes a lot more difficult and longer in the last 10 levels). Check out various community projects, such as CC4 and CC3. If you want something shorter then you can check out Doomer Boards Project wads, Scythe X is also a great short wad. There are really many things which could be recommended depending on what you're exactly looking for.

>> No.6636682
File: 3.67 MB, 498x498, aaaaaaaaaaaaaaaaaaaah much better.gif [View same] [iqdb] [saucenao] [google]

I prefer sprite toilets with 32 directions

>> No.6636684

I'm saying I've played DOOM to death, then I played Brutal DOOM to death, then I played a bunch of other stuff like Hexen and Heretic, and now I'm looking for total conversion mods or new ways to experience the game

>> No.6636702

What map was it?

>> No.6636703

Adventures of Square
Final Doomer+any WAD from Final Doomer

>> No.6636704
File: 240 KB, 1280x720, Screenshot_Doom_20200725_150949.png [View same] [iqdb] [saucenao] [google]

Making sector toilets is so invigorating.

>> No.6636710

DOOMlets can't into proper sector art

>> No.6636716


>> No.6636746
File: 147 KB, 1280x720, Screenshot_Doom_20200725_150954.png [View same] [iqdb] [saucenao] [google]

>> No.6636747

My point is that Plutonia probably only still gets called hard, is because it's traps aren't nearly as obvious as in other popular hard wads, making it mainly hard for blind players and people who can barely remember the maps, where as its much easier for people who know the maps very well.
I had this thought, because I read a post on doomworld where the person claimed that they found even a map like Scythe Map30 fairer and less difficult than most of Plutonia, because even though it's slaughter-ish, they understood what was coming most of the time and were able to prepare for every fight.

>> No.6636753

Plutonia isn't that threatening if you already know what's coming, but on a blind playthrough you have to be really lucky or have lightspeed reflexes to evade some of the traps it throws at you.

>> No.6636754
File: 346 KB, 1280x720, Screenshot_Doom_20200725_151010.png [View same] [iqdb] [saucenao] [google]

>> No.6636756
File: 193 KB, 1280x720, Screenshot_Doom_20200725_151022.png [View same] [iqdb] [saucenao] [google]

>> No.6636761
File: 127 KB, 461x511, temp3.png [View same] [iqdb] [saucenao] [google]

remember to flush

>> No.6636767

what's the best gore mode for doom?
ketchup was lame and squirty
bolognese is boring unless explosions

>> No.6636772

there's Nashgore and Universal Gibs

>> No.6636801
File: 610 KB, 959x671, temp3.png [View same] [iqdb] [saucenao] [google]

when you've had too many imps with fireblu for lunch

>> No.6636806

I require vector toilets.

>> No.6636962

Aw fuck, the brown slimefall is replaced in GOTHICTX! I can't make a toilet stopped up and overflowing with shitwater!

>> No.6636979

Time to make some bloody hemorrhoid water instead.

>> No.6637005

It's a bit less obvious though. With all the gore about, you wouldn't necessarily assume that it's hemorrhoid blood (also I don't figure it quite that kind of prison).

>> No.6637078

why don't you just use wood or dirt textures? take the absurdity a step higher and have it overflow with solid matter

>> No.6637079
File: 60 KB, 758x449, ifeelasleep.jpg [View same] [iqdb] [saucenao] [google]

Lost media.

>> No.6637083

I guess I could have just a mountain of sector doodoo piled up over the side of the toilet.

>> No.6637095
File: 18 KB, 381x450, 61M3bevDMfL._SY450_.jpg [View same] [iqdb] [saucenao] [google]

>he doesn't have a Doomguy plush

>> No.6637105

I have a cacodemon plush because the Doomguy one looks like shit.

>> No.6637107
File: 315 KB, 1280x720, Screenshot_Doom_20200725_181409.png [View same] [iqdb] [saucenao] [google]

Think this is too much?

>> No.6637128
File: 111 KB, 1280x825, 1573563168286.jpg [View same] [iqdb] [saucenao] [google]


>> No.6637135


>> No.6637148 [SPOILER] 
File: 27 KB, 285x359, 1595694948454.gif [View same] [iqdb] [saucenao] [google]

You activity has been logged.

>> No.6637158
File: 301 KB, 816x639, much better with green roof.png [View same] [iqdb] [saucenao] [google]

Much better. But why are red bricks offset so weirdly?

>> No.6637168

Is this for 2048 project? We already have at least one sector poop (or possibly a candy bar) there.

>> No.6637180

Fix 'em. Not that much trouble.

>> No.6637195
File: 212 KB, 1280x720, Screenshot_Doom_20200725_181429.png [View same] [iqdb] [saucenao] [google]


Your encouragement means a lot, guys.

>> No.6637196

I mean, vertically. they aren't tiling at height of 8 like I expected. But seems to be align properly at the height of 72 of all things. I finally figured out the height.

>> No.6637219

God bless you anon

>> No.6637225
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]


>> No.6637230
File: 480 KB, 1537x755, some kind of castle.png [View same] [iqdb] [saucenao] [google]


>> No.6637247
File: 926 KB, 1632x1278, 2x2.png [View same] [iqdb] [saucenao] [google]

While finalizing Episode 1 of Hell Frontier before uploading it to idarchive, started working on Episode 2. Mapped out about 3/4 of the future MAP10.

>> No.6637341


>> No.6637415
File: 4 KB, 96x68, beards.png [View same] [iqdb] [saucenao] [google]

>> No.6637425
File: 3 KB, 120x120, soyguy.png [View same] [iqdb] [saucenao] [google]


>> No.6637452
File: 85 KB, 460x459, 1590137738719.jpg [View same] [iqdb] [saucenao] [google]

I've been running mapchecks in slade and doom builder 2 and cleaning up issues periodically but still getting error messages launching levels in prboom and chocolate: if you have any constructive advice on testing and error squashing I'd like to hear it.

>> No.6637460

>still getting error messages launching levels in prboom and chocolate
Can you provide an example?

>> No.6637461

What kind of errors?

>> No.6637471
File: 322 KB, 1366x768, screen1.png [View same] [iqdb] [saucenao] [google]

Finishing my second map for the 2048 wad, short map set in the ruins of some kind of an underground facility located in a cave.

>> No.6637479
File: 8 KB, 430x1280, NOOOOOOOOOOOOOOOOOOOO.png [View same] [iqdb] [saucenao] [google]


>> No.6637480

Looks nice from the screenshot, a bit like the techbase opener levels in Quake 1.

>> No.6637483

Getting I_SignalHandler: Exiting on signal: signal 11 in prboom and I have no idea about this one.

Also getting W_LumpLength: 3351 > = numlumps in chocolate but I'm pretty confident it's because I'm retarded and stuffed the entire gothictx.wad graphic set into the level because I saw another anon running Gothictx files. I'm going to try cleaning that up now.

>> No.6637491

You definitely don't need to graphics into your wad. I'm sure it will be incorporated into the final product, and for testing it can be loaded together.

I have a theory, can I see your wad, or at least a screenshot of it open in SLADE with all the lumps?

>> No.6637517

I love AI battles

>> No.6637537
File: 846 KB, 1366x1492, 1.png [View same] [iqdb] [saucenao] [google]

I am into something, just started "freestyle", we will see how this evolves.

>> No.6637570


I did some mucking around trying to get what's finished show ready and I think one of the issues is related to how I've been resorting to sky effects.

>> No.6637572
File: 201 KB, 861x929, boom guy.jpg [View same] [iqdb] [saucenao] [google]

haha fist go thwunk

>> No.6637596

Your wad seems short on lumps.

>> No.6637679
File: 324 KB, 1920x1040, Безымянный.png [View same] [iqdb] [saucenao] [google]

Stage 1 of my standalone GZDoom game development: make some textures and then make something that actually fucking runs. First part is constantly sabotaged by various video games, second part is going on fine, except it does not fucking runs and I can't even figure out how to make player start.

>> No.6637698
File: 974 KB, 1280x720, Screenshot_Doom_20200725_214240.png [View same] [iqdb] [saucenao] [google]


>> No.6637702

Looking good, heavy Wolf 3D vibes

>> No.6637703

how the fuck do I get brutal doom to look like that?

>> No.6637734

That's because it's Johnny Doom

>> No.6637743

I don't think you create player starts from scratch I think it's just defined in gzdoom.pk3
If you want to distribute this as standalone you'll want to delete game_support.pk3 though

>> No.6637761

Nah, I need to set up the UDB so it works with my project, so I am trying to wrap my head around its config files.

>> No.6637789

For fucks sake.
>SBrightmaps (I removed some of the ones I didn't like)
>Dynamic lights on
>Bloom on

>> No.6637803

Oh yeah, and either no filter, or anisotropic filtering.

>> No.6637820

the Gigaleak also has Doom 64 source code in it!

>> No.6637826

>be out of Doom modding for some time
>come back to the general
>discover I missed not only one, but since it's saturday evening of the 25th even TWO mapping project while I was gone
I mean, I am not THAT good at Doom mapping, but I would have participated nonetheless. But I can't make a map in one night.

>> No.6637830

You can make a map in 3 hours, not couting planning. Really wish I didn't procrastinate as much though.

>> No.6637835

The what?

>> No.6637836



>> No.6637845
File: 143 KB, 285x331, rock on.png [View same] [iqdb] [saucenao] [google]


>> No.6637848


They keep backups of it in their internal Servers

>> No.6637850

Is Doom 64 a normal WAD with the same structure as other WADs?

>> No.6637856

Is it happening

>> No.6637857


>> No.6637879

What's happening?!

>> No.6637905

Is this even useful for anything? The commercial version of Doom64EX is demo compatible.

>> No.6637912

Unless you and your project want to get shut down by the owners...I'd recommend staying far away from any code not yours.

>> No.6637915

Fuck off moralfaggot

>> No.6637919

MASSIVE Nintendo and other platforms leak
They found even the CES builds and alpha of Starfox 2 and Super mario world in it, along with a cancelled Zelda 2 port for SNES and GBA + Miyamoto's Donkey kong game

The code belongs to id
Nintendo has a lot to answer for this

>> No.6637921
File: 1.72 MB, 200x151, 1595631209865.gif [View same] [iqdb] [saucenao] [google]


>> No.6637926
File: 208 KB, 971x1003, 4ce.jpg [View same] [iqdb] [saucenao] [google]

ANON They found Ocarina source code too

>> No.6637932
File: 21 KB, 500x666, pogwhale.jpg [View same] [iqdb] [saucenao] [google]

>They found even the CES builds
Christmas came early this year.

>> No.6637935


>> No.6637939

Hey, are VooDoo dolls supposed to be a problem for co-op? And also, are we doing co-op support for 2048? Because I've not been doing any co-op support at all.

>> No.6637952

I cant wait for high res 60fps goodness

>> No.6637960

>Nintendo has a lot to answer for this


>> No.6637973

The old history that Nintendo KEEPS a copy of theirs and third party source code games as a backup from digital to Physical.

and the copies we get are mostly copies of those
Therefore, its possible that Nintendo HAS Doom GBA source code in their archives along with Resident evil

>> No.6637979
File: 52 KB, 451x400, FaceApp_1567018635187-1.jpg [View same] [iqdb] [saucenao] [google]


>> No.6637982

No it's true. They shut down people for far less. Every professional will stay far away from that leak.

>> No.6637991

Doesn't mean it can't be studied.

>> No.6638026

Forgive me I'm a brainlet, I just don't see what the significance of this is. We have Quake 3 source code, also it seems like 90% of games could be recreated independently. Hell a dude on YT made a DooM clone from scratch in like 30 mins (minus assets)

>> No.6638046

If you dont know how to make the player start, you need to practice making regular doom maps first before diving into a standalone project.

>> No.6638054

Its gaming history, preservation and archeology.


>> No.6638061
File: 677 KB, 1920x1080, screenshott.png [View same] [iqdb] [saucenao] [google]


>> No.6638063

If I started right now could i make a map by tomorrow

t. never made a map before

>> No.6638064

What visual mods/lighting options are you running? That looks great

>> No.6638071

You could but really you'll probably need to make about five maps until you get the hang of it and make something youre actually proud of.

>> No.6638074
File: 414 KB, 1280x720, Screenshot_Doom_20200725_151140.png [View same] [iqdb] [saucenao] [google]

I mean, if you hurry.

GzDoom's gloom isn't particularly strong (which generally, is actually a very good thing), so I use a Brightmap set which makes certain things particularly bright to make the stuff which is actually really bright and starkly lit pretty glowy.
Also, I use BeamFlashlight, and when you point the flashlight at something in the dark, it gets all bright, and it plays up the Bloom a little bit.

>> No.6638087

So when should I start playing on UV fast? Do you ever play a WAD you haven't seen before with it on? Do you only use it on WADs you think are too easy or have completed too many times?

>> No.6638130

Just beat the first Episode of Blood on Extra Crispy and did a `Pitchfork spawn` run on Well done as well. Was fun as fuck. Before I start the next episode, are there any good wads or mods for the game?

>> No.6638131

Yeah I guess, I was hoping for something more educational. There was brief discussion of potentially improving emulation but even that is kind of meh. Might be cool if assets like SFX could be ripped but at this point I'm more interested in seeing what wacky shit Nintendo left lying around in the code.

side note why is everything in the "leaks" written In English?

>> No.6638146

bumping because i need to know

>> No.6638151

>Hey, are VooDoo dolls supposed to be a problem for co-op?
They've been known to cause some issues, yes.
>And also, are we doing co-op support for 2048?
Not really. Some anons have gone and tossed in the other player starts, but for simplicity's sake, we're just sticking to singleplayer.

>> No.6638157
File: 1.42 MB, 1861x923, bleh.png [View same] [iqdb] [saucenao] [google]

I wish Strife had a grass texture, anons.

>> No.6638169
File: 366 KB, 1366x768, screen2.png [View same] [iqdb] [saucenao] [google]

I've finished my second map, it should be fairly short and easy (at least in comparison with most other maps), except the beginning maybe. Difficulties are implemented, although I'm not sure how well the lower difficulties are balanced. Tested with Prboom+ and Gzdoom.


Name: Ghoul Grotto
Author: Brxyz
Music used: Midi of Cavern Caprice from DKC3 sequenced by Lutarez

I'm also linking an another update to my previous map, Black Crest, since I've found out there were some issues when playing with Gzdoom.


>> No.6638180

Alright, that clarifies some things.

Me too. Consider just plain taking a grass texture from Doom/Quake/Blood/Duke, and converting it to the Strife palette. Might look slightly out of place, but it's better than just red mud.

>> No.6638183

Haven't gotten into Blood mods yet but Death Wish looks cool.
Also, anyone know how to make Blood maps? Is there an editor or is it literally just using Build?

>> No.6638204

Playthrough video of map22 of 300 minutes of /vr/ is up. A punchmap by based Dogman.

>> No.6638227

Hey, Eggplant while you're here, do you still want your map taken out of the 2048 project? I'd hate to have to leave out a perfectly fine submission.

>> No.6638236

It was alright up until the Archvile fight. There's no weapons to fight it with.

>> No.6638240

Should I give more ammo or a better weapon such as SSG?

>> No.6638243

That map desperate needs an SSG if you're going to keep spamming Revenants. Or at least a rocket launcher with just enough ammo to kill the Archie.

>> No.6638247

If you really think that it's fine, then leave it in. I was purposefully avoiding spoilers to enjoy playing through the finished wad, but I hope that it won't stick out as a sore thumb there.

>> No.6638259

>not up and down views

>> No.6638282

JeBobs, afaik, is working on a 60FPS branch for Alephone/Marathon. Link for their fork is below:


You may be able to find a site that provides "nightlies" of that fork.

>> No.6638302

Damn Ghoul Grotto is pretty sweet. This has me hyped for 2048. GJ

>> No.6638372

Look at all the possibilities the Doom source code release created
All the different source ports, limits removed, high resolution, vulkan support, true 3D, works natively on modern machines.
You can create your own engine or use more modern engines and try to recreate the game but nothing comes close to what the community has created with the original source code as a base
I can't imagine going back to playing doom on emulation only with vanilla limits.

>> No.6638380

I think that Chocolate Doom, Crispy Doom, and Boom+Derivatives are amazing enough arguments for the Doom source code's release.

>> No.6638383

i think its Dr Mario

>> No.6638386
File: 47 KB, 675x671, dm64.png [View same] [iqdb] [saucenao] [google]

It is, I had a look myself.

>> No.6638389

it's not mine and just an example I found you sperg

>> No.6638405
File: 183 KB, 1125x785, sadguy.jpg [View same] [iqdb] [saucenao] [google]


>> No.6638414

It's an advanced version of the Build engine used for Duke3D called Mapedit.

>> No.6638431

UV with fast monsters is significantly more difficult. All enemies attack non-stop if they see you. They don't attack immediately upon seeing you like in Nightmare, so you have a fraction of a second to react, but you will need to have the map memorized or you will be restarting over and over or save-scumming the entire way.

My recommended start is playing Scythe episode 1 with -fast; that's maps 1-10. Remember that Scythe's first ten maps are tiny and easy. First make sure you can UV-Max all ten maps in one single deathless run, then start grinding the same run with fast monsters enabled.

>> No.6638432

aww poopy

>> No.6638456

This was pretty good. Archvile wasn't as bad as anon said if you know it's coming, but are you really supposed to straferun over the toxic goop for the blue key? Seemed like a sequence break to me. Overall I'd say it needs a bit more ammo. Rocket launcher is a good suggestion.

>> No.6638460

Yeah great point, I guess I thought all the sources were already out there but any extra peak into Carmack"s wizardry always tickles my pickle

>> No.6638470

Thank God the based dudes creating Blood sorce ports are not faggots like you

>> No.6638474

>still no source code of the doom/id rpg games

>> No.6638490

Yeh, I know what it does, I'm just wondering if it's the kind of thing I would end up doing consistently eventually. Thx for the suggestion, I like Scythe so seems as good as any.

>> No.6638512

Imagine if we had Crispy Goldeneye with mouse+keyboard, online multiplayer and mods or GZStarFox running at 60 fps in 4k

>> No.6638518
File: 186 KB, 816x633, no thank.png [View same] [iqdb] [saucenao] [google]

>mouse and keyboard

>> No.6638527

It's a blast m8.

>> No.6638531

The run is addictive. Try to UV-Fast it in under 16 minutes :) Remember UV-Fast is short for UV-Max with -fast.

>> No.6638534

>being a anime nigger
Alf please...

>> No.6638538

like clockwork

>> No.6638576

Also, record your demos. Use Chocolate Doom for extra swag. Crispy is good too. Or PrBoom if you're already used to that, but Crispy looks the best because of brightmaps and other options. You wanna use these to record demos because their demos actually run in the original Doom exe unlike gzdoom which can only play its own demos

Most of your runs will end on level two. Punching out pinkies with fast monsters is extremely difficult at first

>> No.6638616
File: 62 KB, 640x508, weeb neighboardhood.jpg [View same] [iqdb] [saucenao] [google]

I love Goldeneye, but that game is so damn married to its hardware I don't see how anyone can just emulate it and then play it with a mouse. I've never seen anyone emulate it in a way which makes it look right (it's pretty much made consciously around the slowdown/framerate drops).

Mouselook really isn't how the game is designed at all, it's like playing a Time Crisis game with your mouse, instead of a light gun, it kills half the charm. Some people hate the Nintendo 64 controller, particularly the joystick, and I can see reasons why, but at the same time it has really phenomenal precision, smoothness, and sensitivity which most modern sticks just do not have.

It's the same reason I never thought that cancelled HD port for 360 looked good.

4chan is an anime website, also I like Half-Life.

>> No.6638624

>I've never seen anyone emulate it in a way which makes it look right (it's pretty much made consciously around the slowdown/framerate drops).

>> No.6638626

Yeh the pinkie punch timing is a little funky, but I can get it down. Already use prboom for most wads cause I haven't played much newer eyecandy stuff yet which is what I assume GZ is for. I never considered saving runs cause I'm not good, and I don't even necessarily get all the secrets.

>> No.6638629

goldeneye emulation with 1964 and gliden64 is flawless

>> No.6638634

>I don't see how anyone can just emulate it and then play it with a mouse
play in 007 and adjust the settings

>> No.6638652

See, that's what I mean. If you've played it and seen it, you'll notice that the timing of the guns get pretty ridiculous, like the M16/AR-33 will sound like it fires a single shot when you do the regular three round burst, and that was guaranteed never intended at all.

You also have that thing where each character can only register a finite number of hits per a given time frame (I can't remember the exact numbers), which is why the P90/RCP-90 is a somewhat inefficient weapon already because unless you consciously use short bursts, you'll easily go over that limit and blow away rounds which won't register damage.
That gun going at 60fps will just be fucking jank and go through ammo faster than it ever did.

Maybe if you use an N64 controller.

And it still won't be the same.

>> No.6638660

That's because people don't have access to the source code to make it work flawlessly, the best they do is mouse emulation of the analog stick and it's weird
It can be done though just like vertical aiming can be made to work in Doom

>> No.6638669

I grew up playing GoldenEye on N64 and even as a kid I wondered what it would be like to play it on PC with a mouse and a keyboard. Once I found out about emulation, I figured it would be impossible to achieve KB+M controls due to the way emulation works, until the patch came out a few years ago. It felt like I was playing the game for the first time again.

I get your point, it's not the way that the developers intended for the game to be played, but at the same time it was so much fun that I honestly don't care.

>> No.6638674

Doom is quite a different game from Goldeneye 64, and it's actually a much more flexible game in its gameplay. I'm not sure how to explain it, but Goldeneye feels almost like a rail shooter in design, except that it's not stuck to a rail at all.

I see your point just as well, and that notion also entertained me as a kid, but I've played that game so much that how everything works exactly is ingrained strongly in my brain.
I could say the same for Doom, but the difference is that I've played many different sourceports and console ports ever since I was a kid, to me, there's multiple different ways how Doom can be, even as just vanilla.

I understand of course that this is *stupidly* subjective.

>> No.6638676

I'm not talking emulation anon I'm talking source ports
Doom was hard coded to run at 35 fps with no vertical aiming and mouse support sucks so much I played keyboard only back in the day yet those limitations and many others have been shattered by the community through source ports, yet they're still there if you emulate it through DOSBox.

>> No.6638681

got a picture of the picture? the deformed old lady one i mean.

>> No.6638685

>Goldeneye feels almost like a rail shooter in design
It was originally designed to be a rail shooter. That's where the location based damage came from, and the weird floaty aiming. Somewhere along the line they decided to go with an fps and worked in the other stuff. Some of the level design even.
The stuff they did right was the guards going for alarms when they saw you and all that. Perfect Dark did everything better though, of course.

>> No.6638691


The only reason you can tolerate all Doom source ports but only the original Goldeneye is because the community worked hard on the Doom source code to make something brilliant.
Remember, Rare had access to Perfect Dark source code and they did 60fps flawlessly on Xbox 360, it's the same engine, they had a 60fps version of Goldeneye too that was not released because of legal reasons. It's perfectly possible, but not through emulation.

>> No.6638705

Maybe you're right. Still it feels wrong to not use the stick.

>> No.6638712

I'm attempting to play BLOOM for the first time but the HUD is ungodly, it takes up like a third of the screen. I'm using GZDOOM, how do I change the HUD? I went into HUD options and fiddled about but nothing changed ingame. What gives?

>> No.6638715

go to display options and change the screen size

>> No.6638725

Never tried BLOOM (looks fucking awesome) but in default GZDoom you can switch to the minimalist HUD by pressing + or -

>> No.6638743

The enormous face status still covered the screen even at 50% scale but I realized where to go to scale the status bar, thanks anon.
Still not sure how the BLOOM developers thought it was a good idea to turn the status bar into that atrocity.

>> No.6638757
File: 300 KB, 1096x648, Untitled.png [View same] [iqdb] [saucenao] [google]

How do I get Goldeneye to run with a mouse?

I downloaded Project 64 and the ROM but the thing is only accepting keyboard inputs.

>> No.6638769

Download 1964 instead, it has mouse input default.

>> No.6638871

Say, how many of you DIDN'T include a custom music track for your submitted levels?

>> No.6638908

I can't really come up with anything for Sky 2.

>> No.6638939

Do we have any secret levels for the project or is anyone working on any? I'm doing a Club Doom tribute that I think would be best used as a secret level.

Also some anon mentioned they were working on a MAP07 level. Anyone doing a MAP30?

>> No.6638945

I knew I would find you here lol.
Didnt know you were doing a tribute.

>> No.6638946

>Maybe if you use an N64 controller.
you can in that very same download

>> No.6638991

>Do we have any secret levels for the project
Not yet. I like the sound of your idea though.
>Anyone doing a MAP30?
Also no, not yet at least.

>> No.6639002

I don't think I am who you think I am.

If we don't get one by the deadline but we're nearly at 32 maps is it worth doing a second extension just to fill in the gaps?

>> No.6639007

I'm doing Map 07, and it's roughly finished.
I figure that maybe I could put a Map 30 together, but it would take a number of days, and some people have really been waiting long enough.

>> No.6639028

I haven't been keeping up, how many maps for 2048 are there? I might be able to throw one together if there's any slot that needs filled.

>> No.6639061

Maybe. It might piss some people off though. We'll see what gets submitted tomorrow.
If you're willing to make one, that would be great. Just do me a favor and post some progress screenshots as you work on it. I'll put out a beta build for the project to hold people over who are really itching to play some of the maps.
25 so far. Since some anons just volunteered to do maps 30 and 31, that leaves MAP15 (just a regular map with a secret exit) and MAP32 (super secret) for special slots. There are also spots for maps 33-35 if we happen to get a surplus, but you'll need to warp to them.

>> No.6639094
File: 17 KB, 416x480, Speedmap time bitches.png [View same] [iqdb] [saucenao] [google]

Fuck it, i'll see what I can do in the 2 hours before the 26th. If I get worthwhile results then i'll post them.

>> No.6639106

I was thinking of using MAP32 for the club because I can't think of a good place for a secret exit. I have an idea for MAP31 but I don't have time to finish it by the deadline.

I'm open to adding a secret exit to my previous map (Cauldron). I have to admit though I haven't played the other maps so I don't know how it compares in difficulty. It wouldn't be good to have a MAP15 that's way easier or harder than maps 12-20.

>> No.6639121

i didn't

>> No.6639140


>> No.6639151
File: 617 KB, 1280x720, Screenshot_Doom_20200726_041417.png [View same] [iqdb] [saucenao] [google]

>Just do me a favor and post some progress screenshots as you work on it.
Alright. I figure I'll at least submit the maps I have tomorrow, after doing a bit more polish and testing on them, then you can put those in, people can complain at me that I'm doing them wrong, and I suppose I'll supply an updated version with a Map 30 if I can get one made.

>progress screenshots
Well, I suppose, though I also want it to kind of be a surprise.

>> No.6639258
File: 591 KB, 1292x882, EdwAlAbVAAA_zo2.jpg [View same] [iqdb] [saucenao] [google]

I went on the internet today and I found this.

>> No.6639272

>always wonder where B.J. is for these pics
>remember that machine games is forcing him to attend #blm rallies between hormone therapy sessions

>> No.6639305

He shoult smoke a fucken bong,

>> No.6639317

Please, don't. I'd like to remember TNO with fond memories, and forget about the rest of those games.

>> No.6639339
File: 373 KB, 1920x1076, DOOM0034.png [View same] [iqdb] [saucenao] [google]

How the hell does Crispy Doom know what to apply brightmaps to? Pic related are items in Freedoom1.wad that glow in the dark.

>> No.6639349

Just pretend you're making a map for 100 minutes of /vr/ instead.

>> No.6639357

What're you talking about anon? The second Wolfenstein game was amazing!!!!!

The Old Blood, that is.

>> No.6639363
File: 84 KB, 320x200, BOSSBACK.png [View same] [iqdb] [saucenao] [google]

I am almost finished with the bossback pic..

>> No.6639384

Holy shit dude, that's great.
You know you can still post maps on the 26th, right?

>> No.6639389

>also I like Half-Life.

>> No.6639390

I looked for it for a while last night but couldn't find it.

>> No.6639406

Those aren't brightmaps - it just has "bright" flag, which makes the whole sprite appear always at full illumination
Find same sprite in lit area and it would look the same
With brightmap only part of the sprite would be at full brightness.

>> No.6639410

I know how to make a fucking player start in vanilla, and I already have seven maps and an unfinished TC under my belt. What I don't know is how to set up UDB to work with standalone projects. I've made a new config based on config template, but I can't get it to have player starts in editor, even though I copied and edited player start definition from other configs.

>> No.6639440
File: 135 KB, 703x726, 120 minutes of 2048 units.png [View same] [iqdb] [saucenao] [google]

2 hours later and I net this thing. I'm definitely going to work further on it.
I wasn't entirely sure. Either way, my mapping is slow as piss and this served as a good speed exercise for me.

>> No.6639459
File: 1.75 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]

:DDD TY Anon(s)

>> No.6639578

go back

>> No.6639761


Name: Club Boom
Author: Washing Machine Enthusiasts
Music used: MIDI of Blue Monday by New Order

The level is on MAP32 - it's intended as the super secret level.


The premise is "what if Club Doom but showing off Boom effects instead of PS1 effects".

>> No.6639873
File: 398 KB, 1920x1080, claustrophobia.png [View same] [iqdb] [saucenao] [google]

Now that is a quality map, the pool was genius. The only issue I encountered is a softlock where you can get stuck thanks to a lift near the red key.

>> No.6639914
File: 250 KB, 1009x731, 120 hours of BASED Ganymede.jpg [View same] [iqdb] [saucenao] [google]

I finally finished recording some decent-quality full-episode UV-Max demos of Base Ganymede
> https://youtu.be/2HfkMN34zMY
So close to sub-40 though, so I'll have to go back to this one eventually

>> No.6639930

I knew the elevator would be trouble. What exactly did you do to get in that situation?

>> No.6639956
File: 19 KB, 405x179, dead.jpg [View same] [iqdb] [saucenao] [google]

RIP Texas /idgames/ server I guess.

>> No.6640002

I just stepped a little too close to the switch behind the archvile that lowers the lift. If you're not on the lift and inside the room like in my screenshot, there's no way to raise it back up so you can escape. You can fix this pretty easily by making the sector smaller so the player can't actually fit inside and trap themselves.

>> No.6640025
File: 4 KB, 123x123, XkY31Ii__01__01.png [View same] [iqdb] [saucenao] [google]

is there a more based moment in retro FPS?

>> No.6640041

Actually forget what I said about making the room smaller in >>6640002 I wasn't think properly. Just make it so the back linedef of the elevator raises the elevator when the player presses it.

>> No.6640043


Thanks. Fixed version:

>> No.6640048

I tried that initially but making the room smaller is a better idea. Prevents the player from cheesing the map by triggering infighting then hiding behind the elevator.

The room is now 8 units deep so it is still possible to bump your head and stop the elevator moving, but it will resume as soon as you move back out of the indent.

>> No.6640078

>Big Chungus reference
Never should've zoomed in.

>> No.6640089

but big chungus is a rabbit anon

>> No.6640110

IDCHUNGUS and you get an alternate outro. A kid on the playground told me.

>> No.6640152

I want to play thief and i heard that i should play thief standard instead of gold. Is this true?

>> No.6640247

Gold has 3 new levels and some old levels were tweaked so most tedious parts became less tedious

>> No.6640321

The Gold additional levels are by far the worst in the game though.

>> No.6640464

Song of the Caverns was actually pretty good, IMO.

>> No.6640474

It’s been like this for about two years, any time I tried downloading something it wouldn’t work.
>the Texas server for fan content for a Texan game doesn’t function

>> No.6640481
File: 2.90 MB, 538x400, 2020-07-26 11-53-46.webm [View same] [iqdb] [saucenao] [google]

Gentlemen, behold! I made a code lock.

>> No.6640485

but does it reset or is it just unf each wall to victory?

>> No.6640490

Just unf, yeah. Or more specifically click until you hear platform moving behind the wall.

>> No.6640518

>spaghetti weapons
So I take it that it's compatible with >bolognese

>> No.6640523

Oh, dang. That's a real shame.

>> No.6640525
File: 24 KB, 332x315, AHAHAHAHAHA.jpg [View same] [iqdb] [saucenao] [google]


>> No.6640569

Honest thoughts on wrath aeon of ruin?

>> No.6640592

Having a blast discovering the original after getting bored with DoomRL, good to see the community is very active

>> No.6640593

Is good.

>> No.6640601

>inb4 not retro

It's not awful, but not great either, at least in its current state. Thoughts:
- Weapons are OK, but ammo balance is off. Every weapon has the same ammo limit (100) if I'm not mistaken, but you can shoot off 100 fangs (nails) in a few seconds while getting through 100 shotgun shells takes several minutes of continuous fire. Also pistol ammo is weirdly scarce.
- Relies too much on teleporting enemies in when the player does pretty much anything, gets tiresome.
- Some maps feel like the designer(d)s made some cool buildings first and then went back and put some monster spawns in. Encounter design feels haphazard.

How good it is depeds pretty much entirely on the map, just like in every retro-style FPS. The four maps that are in there now had some problems in my opinion, except the Gardens which was pretty good.

>> No.6640602

Looks good, will buy once it has some more contents, though I hope that my money will go to 1C, not 3D Realms. At least Russian company will definitely not donate money to tranny "charities".

>> No.6640612

Guessing you mean the roguelike. Well, have a look at this.

>> No.6640621

Thanks for the feedback, I've updated the map, added the SSG and tweaked the balance in general, and added some more decoration and details in few spots.

Ghost Grotto v2:

>> No.6640627

So, since it's almost deadline, can we get a status report for the community project?

>> No.6640634

You're supposed to get the yellow key (press the button in the room with the crates and go down the water stream) to go through the yellow key door to a room where you can easily jump to the blue key, I've noticed you can straferun into the room behind the yellow key but I left the ability to do so in since it's a pretty cool sequence break.

>> No.6640636

Do I play TNT or Plutonia first?

>> No.6640640

Plutonia is harder but TNT is discouragingly long. Maybe play TNT until you get fed up, switch to Plutonia until you ragequit and alternate accordingly.

>> No.6640648
File: 351 KB, 625x629, Annotation 2020-07-26 065725.png [View same] [iqdb] [saucenao] [google]

I stayed up till 6 in the morning making my map playable from start to end. It is heavily W.I.P, I just wanted to get it out so that I could get some feedback from playtesters.

Balanced around Hurt Me Plenty with 0% secrets (for now).

>> No.6640683

Is that really only 2048 units?

>> No.6640702

Why dont you download and measure in builder

>> No.6640704

I wanna wait for the big .wad


>> No.6640730

>TNT is discouragingly long
Outside of a few maps (particularly drake o'brien's maps), TNT isn't that much longer than the other iwads. It's main problem is more that a lot of the maps are fairly empty for their size, making it common to have moments of doing nothing but running around.

>> No.6640738

You haven't beaten the game until you've beaten it sequentially without pistol starts

>> No.6640757

That would lose difficulty.

>> No.6640758

Should really balance your map around UV as I’m pretty sure that’s what most people play on.

>> No.6640759

Disagree: balancing around HMP with 0% secrets will make UV balanced for people who can find secrets (provided the secrets are meaningful).

>> No.6640784


That looks good thanks

>> No.6640804
File: 322 KB, 931x587, 2048peanut.png [View same] [iqdb] [saucenao] [google]

Need to resubmit my map peanutgallery2048.wad. Right before submitting the previous version I had made some last minute changes to it that I hadn't playtested thoroughly. I had my brother play through it a couple days ago and was embarassed to see how unfair the changes were. So I fixed them. peanutgallery2048edit:
Here's the music again: Fungi Forest Mine Cart https://www.khinsider.com/midi/n64/donkey-kong-64

>> No.6640816

Yeah but also only if you've actually balanced UV with secrets

>> No.6640832

Different guy, but I plain just build around UV, then I tag some monsters to only appear on medium or hard difficulties, and add some extra ammo and health. I haven't really bothered testing on lower difficulties though, kinda just have been assuming that the changes will be enough.

>> No.6640838

It's also great to have a friend who's shit at Doom but willing to test your map, helps to balance the difficulty on lower levels and to see if the level progression is clear enough.

>> No.6640843

Played a couple times, furthest I got was the skeletons/pinkies labyrinth (been up all night, I'm crashing) but I liked what I saw. It seemed too skimpy on ammo though, I was trying to kill everything and kept running out, even with using the secret chainsaw on pinkies. Idk if you're supposed to come back later with more ammo to pick off all the imps but it could feel like backtracking. Good geometry and verticality everywhere, it's gonna look great with GOTHIC all over it. Sorry I can't give much more feedback, I'll try to play whatever newest version you have posted when I wake up.

>> No.6640845
File: 296 KB, 498x490, MAP04CHAN.png [View same] [iqdb] [saucenao] [google]


>> No.6640853

I thought the same until I actually tried my maps in lower difficulties and found that there was way too much ammo and health, and that I often made easy and medium difficulties too similar with a huge leap in skill to UV. Worth it IMO to at least balance Hurt Me Plenty properly.

>> No.6640893

That chainsaw secret was such a life saver. I don't know if it was new or not.

>> No.6640981
File: 389 KB, 1920x1040, minimalism at 2020.07.27 00-37-42.366 [R2787].jpg [View same] [iqdb] [saucenao] [google]


Name: Minimalism
Author: Washing Machine Enthusiasts

The level is on MAP31 - it's intended as the secret level. It has a normal exit and a secret exit. No music replacement as the MAP31 music is also used for the credit sequence - I leave it up to the organiser to choose.


Hopefully this has no bugs - it was mostly speedmapped. The difficulty (on UV at least) is based around health starvation like E4M1. It's pretty easy, at least for the normal exit.

>> No.6640987
File: 291 KB, 381x298, uwuk1zmjkey11.gif [View same] [iqdb] [saucenao] [google]

hey i played your map a bunch earlier this morning
im a huge newfag so i probably cant give very good feedback
but i really like how i said
>ok ill use the bfg at this part
then i'd get to another part later in the map and say
>ok fine ill use the bfg at THIS part
and so on and so on
i still havent beat it yet, but soon

>> No.6641002
File: 1.63 MB, 1568x1176, aksdm1_untextured.png [View same] [iqdb] [saucenao] [google]

rate the layout so far

>> No.6641025
File: 416 KB, 1568x1176, aksdm1_topview.png [View same] [iqdb] [saucenao] [google]


>> No.6641026
File: 482 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]

It was fun trying to get the secret exit. The chess board area fucked me up a few times because the first time I didn't grab the invincibility and the second time I accidentally triggered the Archviles. I would personally have thrown a couple of those into the arena normally just to give the player something to prioritize with the last of their invincibility.
Also, you can cheese the Cyberdemon here. He can't shoot back at you.

>> No.6641057

A little too blocky and symmetrical

>> No.6641106

That's intentional. Planning to use a texture pack intended to be applied on flat surfaces.

>> No.6641110

If we are extending the deadline (releasing a 'beta' first), by how long is that?

>> No.6641117

IsIs that swastika?

>> No.6641145

point it to me

>> No.6641151

the stairs

>> No.6641152
File: 714 KB, 1920x1080, q2_0003.jpg [View same] [iqdb] [saucenao] [google]


>> No.6641160

well, you gotta really want to see it to even notice it.

>> No.6641164
File: 84 KB, 320x200, BOSSBACK.png [View same] [iqdb] [saucenao] [google]

Finally, The BOSSBACK pic is finished.

Also, here's my final update for my map "The Dark Sanctuary". I have fixed some small details.


>> No.6641217

What is that for? The enemy roll call at the end?

>> No.6641223


>> No.6641246
File: 335 KB, 1366x768, screen3.png [View same] [iqdb] [saucenao] [google]

Nice simple but fun idea, although I'm still working on finding the way to beat the secret fight. I'd like to point out that the sky here might be an issue, unless you're planning to use a sky texture which tiles vertically.

>> No.6641286


>> No.6641334

It's time. TIME to weave an old tale into something ridiculous, and pure.

This is a tale of dendrophobia. A tale of valor and terror. The tale of a man who lost family and friends to the sneaky ferocity of an enemy only he knew existed. Nobody would believe him. Nobody would understand his fight.

"They're everywhere, man! EVERYWHERE! Look around you! The forests, invading and infiltrating meadows and even cities. It takes time but... don't you see it? Don't you SEE?" No. They wouldn't believe him. They refused to see his side of things. They branded him as twisted and insane! And naturally, he ended up in an asylum. 10 years locked in a cell, honing his body and mind, to fight the trees! He knew they were growing in power. Multiplying, day by day! So, all he could do was prepare. And he did. 10 long years of meditation and building his core strength and inner power. 3 years in, a punch that would splinter two-by-fours without even making physical contact. 5 years, a gaze to set trees ablaze. 7 years, a swish of the hand to topple the mightiest of oaks. And then some, and then some. Then, before his time was up, the floor gave way as the evil roots of the dark wood swallowed the world whole. This man, one of the few survivors, is called Marty. And he WILL battle the rise of the trees.

Serious business. AAUUUGH!

>> No.6641368

Ah yes! I suggest too (if you want to) using "The End Of Doom/ Victory" track from Doom 1 for this.

>> No.6641437

I like the video, but please invest in a better microphone.
Either a Blue Yeti or an AT2020, both are fantastic.
A shock filter to go with it is cheap and makes a big difference.
Audio quality is super important for videos, streaming, etc.

>> No.6641447

it isnt mine you double nigger

All i want is someone ripping Q3A Generations models into Q2, mainly Xpac guns

>> No.6641451
File: 39 KB, 600x475, 5e2.jpg [View same] [iqdb] [saucenao] [google]

>it isnt mine you double nigger

>> No.6641719

How the fuck do I add gothicTX textures to my wad? Pasting all directly makes fuckery and pasting just the wad doesnt do nothing

>> No.6641720

is there like a general overview/research on the history of fanmade 3d models made out of doom?
so many were made, for mods or just artwork, that for all the flawed and badly done stuff, there's still some good stuff that at least comes off as "almost there"

>> No.6641727

link to texture set?

>> No.6641728

The maps are undeniably pretty, large, and interconnected, but they seem to have forgotten the non-linearity of Quake. In Quake *(and Doom) there were almost always multiple routes to your objective, and many completely optional areas too. Most modern "retro-style" FPS games forget this aspect. Or perhaps they intentionally eschew it because they don't want to be "maze-like".

>> No.6641732

some niggas here said you have to add it to the file if you want people to test your 2048 entry

>> No.6641735

Are you using Slade?

>> No.6641739

Load it with your .wad with the map editor when mapping, then when playing, load it with your .wad too
Pretty sure the textures will be packed in for the final release.

>> No.6641810

I've been hearing around that the Doom 2 levels were worse than the Doom levels, though to my understanding most of the hated doom levels were more open arena-like. Are arena levels bad in Doom or are there good examples of such?

>> No.6641825

I'm not sure what you mean by "arena" exactly. I think most who dislike Doom 2 maps dislike them for being ugly, being Chasm and being Barrels O' Fun, none of them are particularly arena-like.

>> No.6641856

Honestly, it's more that Doom 2's level design is less even, Sandy Petersen made just about 50% of Doom and Doom 2's levels, and he actually did an amazing job on both. Some people put blame on him and hate him, but they lack perspective (and taste).

For Doom 1, he comes in 10 weeks before release, his job is to design levels, for a kind of game which is completely new and revolutionary, nobody has made a game like Doom before, with the most advanced game engine ever devised up until that point (and which isn't even finished, nevermind that the assets of the game itself will change). The first map he makes is E2M6, and it lands him his job, and then he just goes to town mapping, he uses some of Tom Hall's scrapped maps for basis, but a lot of his original stuff is great too.

For Doom 2, he's got experience now, he's done a whole bunch of levels before and he's got great ideas he wants to try, and they're adding new monsters, which is great because they're more versatile tools to use. At the same time, he's still got a short deadline to work with, and his workload increases as John Romero end up making less maps for this game (though they've also got American McGee and Tim Willits making levels now too, and uh, I guess Shawn Green).

There's a lot of good levels in Doom 2, by Sandy in particular (and the few maps Romero make are fantastic), but some also feel kind of rushed and subpar, and there's some pretty bad maps in there. It's a mixed bag of a game overall, at least in terms of level design, there's a roughly even ratio of good, mediocre, and not so good levels, and they're kind of just mixed together, so quality can go up and down a lot. Most would say that Doom 2's first 11 levels or so is it strongest part, and it loses a lot of steam after that.

I think that Doom 2's strongest aspect is all the new monster types and other assets, which were put to fantastic use for Final Doom, and the community has treasured and used them ever since.

>> No.6641858

I like Chasm and Barrels O' Fun. Don't like Factory or Downtown though, I think they're pretty unfun to play.

>> No.6641870

This looks a little different from the version I downloaded off of someone here, though that may just be me misremembering things.
You could go into the console and type "give all" for Q1, Wolf, and Q2, and get all the weapons normally, but doing it for Doom would print the message "you can do better than that, doomguy!" You had to type idkfa into console instead, that was a neat touch.
Speaking of Generations, is GA still in development? Wirehead's site says the latest update was from earlier this year, so I'd hope so.

Probably not, but I've got some 3D recreations stored away somewhere. None of that Risen3D/Doomsday stuff, but models for Q1-2-3.

>> No.6641904

it should be, but phoenix is still seething over the old G3A Models being ported to Q2

though no one ever replaced the garbage SMG model from the recent build into Q2

>> No.6641956

I like Ribbiks' idea of balancing around HMP and UV is an extra challenge for top players. His maps on skill 1 are about as hard as a lot of maps on UV

>> No.6641958

A dev is mad because people were putting his models into Q2? I don't see why that would be an issue, other than maybe feeling burned that people would rather use his stuff in another game than the one he's modding for.

>> No.6641971

how are you supposed to get work done when doom is right there

>> No.6641983
File: 754 KB, 1680x1050, Screenshot_Doom_20200726_221445.png [View same] [iqdb] [saucenao] [google]

Name: Baal's Coliseum
Author: Bartekmil
Music used: MIDI rendition of "The Arena" theme from Aria of sorrow credits: World of game mids(http://www.mirsoft.info/gmb/music_info.php?id_ele=MTM3NjI=))

Dont know what number should this be but I'd like the player to pistolstart since some encounters are better without SSG(you get it later in the map). I added mapinfo with the title and crouch and jump disabled.


Its an arena owned by prince of demons - Baal. The map is comprised of two main arenas with some challenges in between. Its tough as satan's shit, this level is really going to break your balls, but I hope in a good way. Let me know what you think so I can update quick

>> No.6641997

but 'give all' doesn't do anything in actual Q1

>> No.6642043
File: 255 KB, 788x411, 1579927402961.png [View same] [iqdb] [saucenao] [google]

The deadlines up niggers.

Project anon. Zip it up, publish it. Release.

>> No.6642067
File: 518 KB, 775x734, unknown.png [View same] [iqdb] [saucenao] [google]

Name: Maniacal Menstruation
Author: Anonymous
Music used: The Enchanted Cathedral from Hexen 2
Other Notes: I hope you like Harmany


>> No.6642069
File: 1012 KB, 1920x1080, q2_0011.jpg [View same] [iqdb] [saucenao] [google]

they look great, but without the monster textures to match it along with a proper mapping, its uncanny.

And sadly the only hd monster packs that exists atm for Q2 are the russian garbage on moddb

And the 2 AI Upscaled ones, with one featuring the Q4ish Maidens faces by Duo(weapons and monsters only for the mission packs) and the calinou pack.

calinou pack is great for the map textures, but the duo one is good due to Gigapixel AI being trained for it and easier to polish the output.

>> No.6642071

>Baal's Coliseum
I get it.

>> No.6642075

God dammit, I forgot to quote the post

>> No.6642176

It's good
There is the problem of the shotgun having such a huge ammo capacity and supply is a problem I find constantly in games of old and of doom lineage. If you have so much ammo that I can just use one weapon, that's off balance.
Other than that, nice enemy variety, and obligatory pseudo hitscanners because everyone got tired of chaingunners and now no hitscan can exist for anyone other than the player
I've only completed the first level and got maybe half into the second so if it shits the bed later I didn't know
7/10 at least, could replace ricochet alt with the shotgun for a single barrel shot since there's no single barrel shotgun and ammo caps should not all be 100

>> No.6642252
File: 634 KB, 1600x900, 1440061824324.png [View same] [iqdb] [saucenao] [google]

>> No.6642273


>> No.6642315

Wait holy fuck I forgot the link!!!
Please tell me I can still make it in /vr/os...
Here's the link:

I hope it's not too late.

>> No.6642319

Wow, very tough map, kept me on my toes, and visually amazing. Ammo placement was frustrating a bit but other than that fantastic

>> No.6642320
File: 81 KB, 900x900, Biggums.jpg [View same] [iqdb] [saucenao] [google]

Any ya'll niggas got dat 2048 project?

>> No.6642325

I'm listening.

Can anyone tell me the graphics source for the buildings in this pic?

>> No.6642337
File: 322 KB, 900x692, 1546767883353.gif [View same] [iqdb] [saucenao] [google]

>> No.6642347

Duke Nukem 3D

>> No.6642356

>quake 2 generations and more for q2?
>ypod and more for quake 1
>slayer's testaments
>q3 stuff like that arachnotron
>some q1 skinforge/mfarr stuff
>some "hd" stuff like neural upscale or anything else, even if it's not that good and looks uncanny
>reinchard's weird doomguy head

>> No.6642363
File: 38 KB, 600x754, 9a6.jpg [View same] [iqdb] [saucenao] [google]


>> No.6642381
File: 732 KB, 1675x818, shit.png [View same] [iqdb] [saucenao] [google]

Here's my 2048 submission
Map Name: Belial's Bachelor Pad
Music: Midi rendition of "Hang Castle" from Sonic Heroes by Stacy Anne Christiansen ( https://www.vgmusic.com/music/console/nintendo/gamecube/Sonic_Heroes_Hang_Castle.mid )

Tested in prboom+
DL Link: https://www.dropbox.com/s/icz8drkcvek4k2x/Belial%27s%20Bachelor%20Pad.wad?dl=1

>> No.6642407

stay mad zoomie.

>> No.6642412
File: 446 KB, 1280x720, Screenshot_Doom_20200726_220940.png [View same] [iqdb] [saucenao] [google]

>Map 01: Vehement Onslaught
First map, and the one to go in the 33+ slots, or the spare .wad, whichever we do.

>Map 02: The Dark Belows
Second map. This one would fit in somewhere around the middle, or late, somewhere where the next map would give you the third sky.

>Map 03: Bleak Cinders
Third map. This one would follow directly after the last one.

>Map 07: Forsaken Stockades
Fourth map. This one goes into the 07 slot. Ending is a bit slapdash tbqhfam, if we get more time, I might polish it up more.

These are all balanced for pistol start, playing continuous it'll probably be easier, but that's fine.
Includes the truecolor INTERPIC, just because, as well as RSKY1, and RSKY3. There's also some truecolor .png alternatives included, ZSKY1, ZSKY2, and ZSKY3. No goddamn idea what we're doing for RSKY2 (ZSKY2 converts like shit to Doom's palette, so please don't do that), so I just picked one I had lying around already for the truecolor alternative, someone suggested we do a starry night sky or something for RSKY2. I figure we can stuff the truecolor .pngs into the Brightmaps .pk3 as a bonus, so when you load them when playing a port that supports those things, you'll get those.

To use alternative skies now, just use the console and type in "CHANGESKY ZSKY1" or whatever you want. Uploaded just before the 27th.

>> No.6642431

bit short on ammo but this is a fun map

>> No.6642453

wtf am I looking at here?

>> No.6642459

What was the name of this? Harbinger? I was impressed at the multisegmented boss idea, but the hard drive I had it on got wiped.

>> No.6642462
File: 47 KB, 219x241, 1495505890103.jpg [View same] [iqdb] [saucenao] [google]


>> No.6642489

Name: Good Boy's Club
Author: Anonymous Sloth
Music: Labyrinth Fight - Cave Story OST T18 (Midi version from VGMusic.com)

>> No.6642495

>multisegmented anything
I wasn't aware that this possible in these ports. It's pretty much what I do in the game that I develop in unity, only here the individual sprites of bodyparts are layered onto freely definable IK driven skeletons.

>> No.6642506

Each part of the boss is a separate monster, and certain parts function independently from each other. So, if you destroy the turret, the rest of the body still moves without it. No idea how any of it works though.
The thing is called Harbinger, and I think it was made by lilwhitemouse in either 2005 or 6, but idgames doesn't seem to have it.

>> No.6642508

With a tiny dehacked patch you can make a switch code lock that resets and all. You need to steal a few frames from and use the lost soul corpse "thing" (never used in game), but it won't effect gameplay, notably.

>> No.6642512

Agree with this anon:

Too symmetrical. The blockiness doesn't concern me though.

>> No.6642524

So I'm playing a mod where the idclip cheat doesn't work, GZDoom tells me "sv_cheats must be true to enable this command." I assume this means in the .ini file, but I can't find a "sv_cheats" in there. What am I missing here?

>> No.6642534

Enter "sv_cheats 1" into the console and restart the map. You'll have to do this again if you relaunch GZDoom.

>> No.6642553

Are you playing on nightmare? Cheats dont work in that mode.

>> No.6642571


>> No.6642578

That mod's equivalent of nightmare, yes.
Also this >>6642534 didn't work so I just that's the case. This sucks, I just want to get to that BFG that's on Dead Simple.

>> No.6642584

There's a BFG you can find in the next map.

>> No.6642594

Pretty sure you have to start a new game. Just use "change map" command and use "give" to replace your shit

>> No.6642598

Ah shit. Wait are you on the platform while it's still raised? Shouldn't it have lowered by that point?

Can't think of a good way to fix that and we're at the deadline, so there's the easy way to UVMax I guess.

The intended way is to only kill what you have to in the first area, get to the chessboard while invulnerable, rocket punch the cyberdemons as much as you can, then leave the board and let the new monsters infight with the old monsters.

There's enough ammo to kill both cyberdemons with rockets from full health if you don't miss much.

>> No.6642631

>beta build
Based. Pls include a .txt file with the author/map names along with the beta build/release candidate 1 so playtest anons can give feedback easier
t. playtest anon

>> No.6642643

AAAH! It's been over an hour, does anyone have any thoughts on my maps?

>> No.6642685

I'll give the a try in a bit.

>> No.6642691

Thank you. Sorry that I'm a little anxious.

>> No.6642731

Which one is it?

>> No.6642739

This one: >>6642412
I made a whole bunch of maps.

>> No.6642752

I fell into the river and got soft-locked

>> No.6642762

The lava pit with the wind effect is fucking gay, there's a lift texture but I can't interact with it. Not sure if that's an intentional troll or just an oversight. Other than that the map is fun and solid, the elevator trap before the red key was fun and the switching pillars with the archvile was particularly inspired. Nice effort anon.

>> No.6642797


If there's no beta, just realised I forgot to tag any of the secret doors in >>6640981 so they don't show as doors on the automap and I can't put out a fix to my map for at least 8 hours.

If there's a beta build I can fix that myself but if not, could you please fix before releasing?

>> No.6642806

Will the 2048 project have new palettes?

>> No.6642836

I hope not, I've already paletted shit.

>> No.6642847

I don't think we will use a custom palette since everyone made their levels around the default. If we do I recommend pal_plus, it makes everything pretty grey and dark but selectively brings out different colors (red, green, blue) and looks particularly nice with gothictx.

>> No.6642902

I'll playtest them, anon. I mainly play on Crispy Doom so the mouse controls for PrBoom feel way off for me which makes me play like crap, so my demos will perhaps be good at showing you what a noobie will experience

I was going to submit all my demos at once, but I got soft-locked on map01, so I figured this was urgent
> https://doomshack.org/uploads/Anonmaps-skill2-blindrun.lmp

>> No.6642912

Uh, I don't have a demo compatible port installed, how did you softlock?

>> No.6642946

Get one now. It barely takes up any space. I am recording demos for you for your maps. Download PrBoom+, create a new text document in the PrBoom folder, rename the text document "Map01Skill2.bat" or whatever you want, just make sure the file extension is changed from .txt to .bat, rightclick the file and edit it, and copypaste this command line inside

prboom-plus -iwad doom2.wad -file c0jgcs.wad -playdemo Anonmaps-skill2-blindrun -complevel 9

Make sure a copy of doom2.wad is inside as well as the demo file and your .wad file. I was going to name the demo "AnonMap01-skill2-blindrun" to make it clear that the map is map01 but I forgot, you can rename the demo file yourself and fix it, just make sure to change the .bat file command line as well

Here is a skill 3 demo.
> https://doomshack.org/uploads/Anonmap01-skill3.lmp

>> No.6642950

Uh, ok, I'll do that, but also can you describe your softlock.

>> No.6642965
File: 576 KB, 1920x1080, sky blocking tower.png [View same] [iqdb] [saucenao] [google]

Uh oh.

>> No.6642967

Huh, nobody who tested it with PrBoom pointed that out to me.

>> No.6642997

That .bat file doesn't work, it just runs Doom 2.

>> No.6643030
File: 61 KB, 860x859, 1528314737002.jpg [View same] [iqdb] [saucenao] [google]

>that feeling when you already played and got bored of pretty much every randomizer gameplay mod you encountered, yet you still craves for more
I guess that I already fryed my dopamine sensors

>> No.6643041

Alright, I raised the sky sectors so that should be better now. Also, PrBoom+ doesn't want to play the demos, what do?

>> No.6643057

Time to pick up SLADE and make one yourself.

>> No.6643064

Put your wad and the demo file inside the folder as well, and make sure all the filenames match up. When I downloaded the .wad it was called
> c0jgcs.wad

I exited the lock-in arena because the door was open and it locked me out

Map01 Skill4 (UV)
> https://doomshack.org/uploads/AnonMap01-skill4.lmp
I really liked the map on skill 2 and skill 3, but I found it frustrating and didn't finish on skill 4. I think the map relies too much on chaingunners for its difficulty. I kept trying to make sure it wasn't just because I was tilted, but yea, the chaingunners kill the fun on skill 4, specifically when you get sandwiched between them in the lock-in arena

>> No.6643080

The command lines are very intuitive

prboom-plus -iwad ___ -file ___ -playdemo ___ -complevel _

prboom-plus (name of executable, could be chocolate-doom or crispy-doom or glboom-plus)

-iwad ___ (name of iwad goes here, could be doom2.wad or freedoom2.wad, I think you always need to add the .wad)

-file ___ (name of custom map or mod, you can as many mods as you want here separated by a space, for example: -file c0jgcs.wad gothictx.wad)

-playdemo ___ (name of demo, you do not need to add the .lmp file ext)

-complevel _ (complevel of demo, in this case 9 since its boom. you only use this parameter in prboom, for crispy or chocolate doom you use the -gameversion _ parameter)

>> No.6643085

Keep pressing the random button on Doomworld Archives and play any map(s) that come up.
There's so many trash level you'd swear they were randomly generated.

>> No.6643087
File: 38 KB, 256x128, nite07.png [View same] [iqdb] [saucenao] [google]

Well, it's late and I guess I'll just go to bed for now, it's clear we're overall not done yet anyway.

I updated >>6642412
Sky should be fixed, also includes RSKY2/ZSKY2, something that looks a bit like it's at night. I hope it doesn't look awful.

I addressed the bars, moving that linedef forward, hopefully you can't slip under them now. Toned down chaingunners some.

Yes, I understood that, and all that the .bat does is boot up Doom 2, it doesn't play the .demo, it doesn't even load the .wads into PrBoom+.

>> No.6643101

>it doesn't even load the .wads into PrBoom+
The file names in the folder or in the .bat don't match up, or the .wad isn't in the folder. Instead of manually typing the file names, right click the files, select rename so you can highlight the name, and copypaste the file names into the .bat that way

>> No.6643130

I got it working. How the fuck did you make it out? The bars are supposed to slam shut when you pass the linedefs in front of them, do linedef actions just randomly fail in PrBoom+ or something?

>> No.6643145

god, where's the gamma adjustment in PrBoom's menus? I hate the Doomworld gamma

>> No.6643146

lol i dunno i was just playing, i wish demos had a rewind feature

i suppose now is a good time to compare how the map looks in prboom (software rendering) vs glboom (hardware rendering)

remember that glboom's default sector light mode (glboom) is the same as gzdoom's default sector light mode, and you can recreate software lihting in glboom by changing its sector light mode to "shaders"

>> No.6643149

press f11, i leave it at 0 always

>> No.6643150

Mash F11 until it's off.

>> No.6643153

Well, I think it looks like trash in PrBoom because everything is bright as hell, how do I fix that?

>> No.6643157

Oh thank God!

>> No.6643163

also - copy the demo file, add GL the end of the filename, and edit the file and change the executable to glboom-plus. this way, you can switch between rboom and glboom without having to edit the file repeatedly

>> No.6643165

Well, did you enjoy it? The arena fight is a ballbuster, in fact I usually die a bunch of times when I play it myself.

>> No.6643168
File: 18 KB, 331x703, That&#039;s a lotta maps.png [View same] [iqdb] [saucenao] [google]

Alright, I've collected a grand total of 36 maps. It's time to officially close out the submission period. Unfortunately we still do not have an Icon of Sin (MAP30), so if any anon is still willing to throw one together, I will gladly accept it.
Testers, keep an eye out for a beta build tomorrow. Again if anyone wants a convenient place to find all if the submissions, here's a download link:

>If there's a beta build I can fix that myself but if not, could you please fix before releasing?
There will be a beta build, look out for one tomorrow evening.
I wasn't planning on adding one, but I'll see how >>6642847 looks with all the submissions and I might throw it in.
>Pls include a .txt file with the author/map names along with the beta build/release candidate 1 so playtest anons can give feedback easier t. playtest anon
Can do.

>> No.6643173

I liked it a lot on skill2 and 3. It definitely exceeded my expectations. I haven't tried the new version on skill 4 yet

BTW I'm getting a crash when running the map in GLBoom but not in PrBoom. It says "unkown patch format interpic"

>> No.6643179

might be the gamma setting, press F11 until it returns to normal

>> No.6643182

>if anyone wants a convenient place to find all if the submissions, here's a download link
Based. I will start grinding away now!

>> No.6643189

Fuck icon of sin, let's just have a normal map as map30. Icon clones are generally way less fun and interesting than even dead simple clones.

>> No.6643198

What map on that do you think would make for a good closer then?

>> No.6643217

I'd be open to making an Icon Of Sin map.

Fair. Which map would you suggest we use instead?

>> No.6643226

What's the situation with music? Strictly per mapper's choice, or vanilla tracks get a replacement if mapper haven't replaced the music himself?

>> No.6643235

I'll not allow any default music tracks. I'll compile a set of 10 reserve tracks which can be applied as the project lead sees fit.

>> No.6643238

I have plenty of megawads in my backlog already, but not enough gameplay mods to play with.

B-but I'm bad at drawing/editing...

>> No.6643254
File: 13 KB, 409x333, Снимок.png [View same] [iqdb] [saucenao] [google]

I've sent some spare tracks with one of my submissions, I hope at least some of them end up in the finished project.

>> No.6643262

Some mappers didn't include music, so I'll just throw in some fitting songs like >>6643235 said. I think one of the authors specifically added DSHAWN to their submission, so I'll keep that one as it is.

>> No.6643263

You have two possible venues of action:
1. Use existing resources, there's plenty of them.
2. Doodle shit in MSPaint and pass it off as artstyle.

>> No.6643265

Didn't see a Build engine thread, so figured I'd ask here. What's the best way to play Shadow Warrior? I'm playing the DOSBox version on Steam and was wondering if there's anything better. Or some way to enable mouselook in this version.

>> No.6643267

or learn how to pyxel edit...

>> No.6643293

Well that's why you practice and work to get better. Because I considered myself unable to do art too.

>> No.6643301
File: 7 KB, 238x212, welldone!.jpg [View same] [iqdb] [saucenao] [google]



Exe: PrBoom-plus -complevel 9

Notes on demos:
I *barely* finished the map on UV (7% health) without needing to grab the soulsphere secret, which I dunno how to get.

Too many rockets on skill 2 and 3. Maybe subtract 20 rockets from the final pile of rocket at the end.


>> No.6643324

Two options: BuildGDX or the Classic Redux port.

BuildGDX is free, look it up and download it. It's probably the best option. Its a program that can run almost all of the Build engine games like SW/Douk/Blood/Redneck/etc. I personally would love to use this port because it looks much better than CLassic Redux and much more faithul to the original (it retains the pixelated HUD look and everything unlike Classic Redux which has a HD HUD which clashes with the rest of the game imo) and it has a much better HUD, BUT when I play it I get a gamebreaking bug in which Wang pulls out chopsticks in the middle of gunfights and gets me killed. I haven't heard anyone else getting this bug so try it out for yourself.

Classic Redux: Worth trying out, find the download link in one of the links in the OP

>> No.6643326

Shadow warrior redux or whatever the fuck it's called on Steam has mouse control comparable to the DOS game, try BuildGDX.

>> No.6643328

>Fuck icon of sin
No, fuck YOU

>I'd be open to making an Icon Of Sin map.
Do it.

>> No.6643332

I forgot to specify, what makes the HUD better isn't the pixelated look (which does look better like the original) but when you minimize the HUD you can still see your keys items etc.

>> No.6643337

I'd be happy to, though I'd need some time.

>> No.6643338

An icon of sin fight can be fun but I think most mappers just follow the evelator setup without using it in a different way. Unique isn't always better but I'm sick to death of shooting the brain with rockets. If someone wants to try, I'll gladly play it.

>> No.6643343

I was balling around some ideas on doing it differently.

>> No.6643381

What about a setup where the platform to shoot from is already at the right height but the rockets' path is blocked, and you have to move the obstacles out of the way to take your shot?

>> No.6643383

Also Classic Redux does not render some voxel stuff like mines properly, so you can't see them before they go off, which makes some levels frustrating for no reason.

GDX renders the mines as they are in original game, i.e. visible and avoidable.

>> No.6643385

Alright, here's a spare set of 10 .midi music files in case we're left without for something:

Shawn's Got The Shotgun is a good track.

>> No.6643396

D2TWiD had my favorite Icon gimmick.

>> No.6643419

The first playthrough of Plutonia is infinitely harder than the second playthrough, especially on UV pistol start, even with modern controls.

Like a lot of retro games, replaying Plutonia is essential for experiencing it "as intended"

>> No.6643426

It was actually really good. I really liked D2TWID overall.

>> No.6643458

Fuck, can I do an update on my map?

>> No.6643460
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The good:
Great use of verticality. This adds a ton of replay value to the level.
Good use of barrels - not enough people use them!
EXCELLENT ammo balance. Ammo was very low throughout skill3 and 4, not in a bad way, in a good way.

Small criticisms:
1) I got lost on my skill 3 run. I payed attention on my skill 4 run, and the place I got lost at was on the way to the SSG. Put a trail of health bonuses leading to the lift to the SSG.
2) A common problem - way too much ammo on skill 2. You could remove every other shotgun box probably on skill 2, I exited with like 100 shells on skill 2. Or add lots of popcorn enemies like imps and zombies and pinkies.
3) The two revenants behind the yellow door cannot make their way down the stairs. The fight would be a lot more interesting if they could give chase.
4) The wide open green area needs some decoration. A simple pile of rocks made of sectors, or a big tree in the middle would go a long way.

Verdict: Excellent! I got a lot more playtime out of this than I expected.

>> No.6643470
File: 72 KB, 534x443, Hmmm.jpg [View same] [iqdb] [saucenao] [google]

Fellas I'm contemplating some gameplay mod design shit at the moment. I'm trying to figure out a useful altfire for the pistol that can be relevant even after you get a full arsenal.

Right now I have it as three little orbiting shields that can help block shit during rougher moments or if the player wants to go hit shit in melee. Though I'm not sure if I should keep that as is or not. I'm not looking for something that can be used directly as a weapon, something defensive or supportive, you know?

>> No.6643478

Yes, of course, you just can't submit any new maps to the project. We're in the testing/balancing/bugfixing phase now.

>> No.6643482

I forgot to mention

Exe: PrBoom-plus -complevel 9

>> No.6643485

You're doing God's work here anon. Have fun with the rest of the maps.

>> No.6643487

I failed to specify - only subtract rockets on skill2/3! You run out of rockets on skill4 which is fine because that keeps the fights interesting

>> No.6643491
File: 318 KB, 776x779, Untitled2.png [View same] [iqdb] [saucenao] [google]

Damn, didn't get mine in on time. I'll finish it up and release it here regardless.

>> No.6643508

It's on the list though, under "Anonymous - Inner Cloister".

>> No.6643525

Sure thing. We'll probably be at it until at least Friday or something, so go through your map, fine tune it, check the textures, etc.

>> No.6643547

Nice. I started a map and abandoned it. I just don't have the time and I have too much shit on my mind.
Sad I missed this one. Maybe next speedmapping thing, or something where I can budget the time better.
Looking forward to the release tho. GG everyone.

>> No.6643559

nice, thank you! and I really apologize if I spam so many updates of my map...

I fixed some misaligned textures that I didn't noticed before, a teleport that works once and a secret room.


>> No.6643565

Give the other maps a try too. I'm actually pretty proud of the encounter design in the third entry.

>> No.6643589

I will. Damn, it sucks I don' see your maps on the list >>6643168
Your map01 is definitely the best-looking map I've played so far besides For They Defiled Our Waters

>> No.6643598

Oh shit I didn't see that. Coolio.

>> No.6643612

I think some room could be made for your map07 at least, since there isn't a specific map07 AFAIK.

>> No.6643623

How's that supposed to work?

>> No.6643627

07 was made specifically because that slot was still open, so I hope so.

>> No.6643635
File: 142 KB, 820x627, 1578095538904.jpg [View same] [iqdb] [saucenao] [google]



exe: prboom-plus -complevel 9

I played this one before so I was already kind of familiar with it.

Best looking level I've played so far in terms of lighting/sectors/architecture. It could use some of those fancy banners on some of the walls, though. Excellent ammo balance on skill3 and 4. I ran out of ammo once, but not a second time, so it was probably due to poor aim.

I was pleasantly surprised by how difficult the map is on skill3. Don't need to change it; most people are not going to be playing without saves. Makes me think that "30 Days in the Cooler for Talking" could stand to be a little more difficult on UV

Small criticism: the difficulty spike going from skill2 to skill3 is much greater than going from skill3 to skill4. I'm not sure what could be done to remedy this - maybe an additional hellknight by the blue key on UV, maybe trap the blue key with a linedef that warps in additional cacos in the open central area, maybe put a rocket launcher on UV only as well to deal with the final caco swarm as well as a revenant or archvile in the exit room, as well as adding more monsters throughout the map - add more ammo to deal with them if you do!

I'll do your maps next since you asked - I will release demos for all 4 levels (including the map01 UV) at once so it'll take a little longer. What is the name of the level? I'll list them as Untitled if no response

>> No.6643642

We are past bump limit so it doesn't matter that I'm double-posting; I'm just clarifying I will be testing the updated one here >>6643087

>> No.6643661

Derp, I just remembered that it's FOUR maps, not one, so that's why I don't have a map name

I'll just save the demos as AnonMap##-Skill#

>> No.6643703

Underbarrel tazer? Scope?

>> No.6643708

I've had quite a few people suggest a stun of some kind, and maybe I'll do that after all, though if I do that I'll give it an AOE to stagger up small groups of fools.
Tasers ARE cool.

>> No.6643736

How about a tornado attack that flings enemies into the air? That way you could finish them off with your other weapons.

>> No.6643752

Well you'd be without a pistol after doing this. Plus if you got a low ceiling that attack is less useful

>> No.6643776

I know I said I'd post all 4 maps at once but I underestimated how much time I'd spend on map 01.

Map01 UV demo (I didn't beat it btw, its just a lot of fails, but I figured out some speedrunning strats to get to the end fast)

Something happened to the skull switch texture in the water in this update. It's underwater now for some reason.

Remove the chainsaw. Remove the berserk and replace it with health. The player just ends up picking up these items in the middle of the fight and it ruins the flow of the fight as well as causes the player to take unavoidable damage from chaingunners.

Give the SSG and the rocket launcher to the player before the arena fight for the same reasons - you just end up switch weapons at the worst time.

Way too many hitscanners inside the arena. You'll see in the demo, virtually every time I am running over a new weapon and weapon switching, a chaingunner is teleporting in next to me and I am taking unavoidable damage. At first I thought it was just coincidence but after it happened time and time again it became clear there are just way too many chaingunners teleporting in. It's hitscanner hell, man, way too many shotgunners and chaingunners teleporting into that tiny arena, and to top if off, at the very end are even more shotgunners and chaingunners getting resurrected by the archvile,

Put a megasphere by the switch that starts the fight. Actually - try adding a partial invisibility! Usually those suck but in this situation it could work great.

On the bright side, this level has the best decoration and eye for detail out of all the ones I've played so far

>> No.6643937

Do any of the non-secret levels have a secret exit? Or enough space left over to include one?

>> No.6643949

I forgot to mention, the demo's like 30 minutes long. PrBoom lets you speed up/slow down demos with the +/- keys

I'm working on map02 now. The decoration and detailing far surpasses anything else I've played so far, but the lighting is WAY too dark; it probably wasn't designed for software rendering. The level is way too hard for skill 2. I quit recording my skill2 run just to make sure I didn't accidentally put it on UV and to make sure the level actually has difficulty settings. There are way too many chaingunners and the rooms are pitch-black, so while the map looks great, it's no fun to play because of the chaingunners. Also the items in the coffins look cool but are almost impossible to pick up; you can't just walk over them normally. And I can't test the map in GLBoom because of the INTERPIC crash. I could edit the thing in Slade to remove it but I'll still be fighting lots of chaingunners so I'm gonna skip map02

>> No.6644016
File: 703 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]

Alright anon, I'm on map03, and I have to say, WHAT THE FUCK? Here's my demo so you can see my frustration:
I've only played a handful of /vr/ maps, and only three of yours, but I'm pretty confident from what I've seen thus far that your maps far exceed anything else from /vr/ in terms of aesthetic quality. You're obviously an experienced mapper, which makes me very confused as to how your maps can be so terribly broken and unbalanced. Do you only play in GZDoom with mouselook? The starting section with the stairs has an imp that you cannot see in normal Doom which causes you to get scratched repeatedly on your way down. The cyberdemon set piece looks incredible, but the four pinkies trap you and if you are not aware of how to bait their attacks, you will die instantly. This is supposed to be skill 2, anon. Beginner friendly. And the spider mastermind section. What the fuck? Really?

Also the fence things don't render correctly in PrBoom, pic related. Remember the maps are supposed to be BOOM-COMPATIBLE

>> No.6644061

Map07 is more of the same - way harder on skill2 than any other anons' maps on UV. Sometimes people just want to chill and play and not have to tryhard. Playtest these yourself in PrBoom
>inb4 i hate the mouse feel though
I do too. It will help you balance the map for the lower difficulties since it will be harder to play

>> No.6644064

I've played some of them so I'll give my opinion:

Minimalism & Club Boom - fun map ideas, well fitting for the secret levels, the pool gimmick was annoying but still cool. I tried to 100% Minimalism (admittedly with help of savescumming) but I just there's too little ammo to do it, but maybe it's not supposed to be normally 100%-able, unless you're the crazy type of guy who punches Cyberdemons.

Vehement Onslaught - the hitscanners aren't as bad as the other anon said, the map feels challenging, but still somewhat fair, the design is just gorgeous

The Dark Sanctuary - cool map, great idea with the unexpected portal, I got locked in a small space with an Archvile and there was just no way to escape (at the marble brick platforming part at the beginning), but I've managed to luck out with SSG stunning, other than that the difficulty feels just right.

Gatehouse - solid, good map, the secret at the end (with the Soulsphere and the backpack) feels a bit pointless, but it makes sense with continuous play I guess.

Sewers - good map too, you're gonna have a bad time if you miss the one BFG shot you get at the first Archvile encounter, and I did miss it like an idiot so I had to run away from this fight since I didn't have enough ammo to beat all the resurrected monsters.

Shipwreck Cavern - lovely idea, short and fun, the only things I'd like to point out are the hanging corpse at the beginning hallway blocking your way (it's not a big issue, but it feels just a bit awkward there, maybe swap it for a nonblocking one), and marking the teleport back to the surface with a candle or something, since it wasn't quite obvious how to go back at first.

For They Defiled Our Waters - difficult, but rewarding, gives a bit of an adrenaline rush once the difficulty kicks in, the only part I don't really like is killing the Cyberdemon, there's little space to dodge his rockets so I had to peekaboo him with the SSG.

>> No.6644086

>My map is in the map pack.
Nice, i wish i could have put the my name for it, but it's ok nontheless.
glad to see that it came out nicely.

>> No.6644095

>the hitscanners aren't as bad as the other anon said
Did you play it on UV in Pr/GLBoom? I don't see how you didn't have trouble with them, but you did have trouble vs the cyberdemon:
> https://youtu.be/Zaf8QK0uc1Y
I didn't use the RL because I found it difficult to see his rockets when firing my own. I always intended to go back and replay this one and use the RL to kill the cybie

>> No.6644102

For Minimalism, did you trigger the archvile trap? It definitely is not 100%able if you do. If you don't, it should be, as teleporting to the chess board crushes the viles before they can teleport out. The idea is to wreck anyone who can't play tic tac toe properly.

I might add more ammo to the chessboard anyway.

>> No.6644106

also the SSG stuns him so it made the fight easier but a lot longer

>> No.6644108

Oooh, that's why, I get it now. I triggered the trap before teleporting because I thought the Archviles would just not spawn and you couldn't kill them.

>> No.6644113

I just spammed Plasma Gun against the spawning hitscanners.

>> No.6644156

I admit though I haven't tested that the crusher works properly - I was speedmapping to beat the deadline. If it doesn't work properly let me know.

>> No.6644236 [DELETED] 

Imagine loving to play Doom and going as far as to make levels. And I thought >>>/pol/tards had no life. Play some Half-Life ffs

>> No.6644268

.png files only work in ZDoom, not Boom, which is why the game crashes in GLBoom

>> No.6644338


This map is not finished. How did this map make it on the list? I looked at all the previous threads and searched for "inner" and "clois" and nothing came up, which means it was submitted over two weeks ago, and it still has no textures except for the default textures from the map editor. It also plays like an unfinished map. I tested it on skill 2 and there was nothing... nothing... nothing... then bam, 10 revenants trap, then bam, 10 pinkies trap. Not sure how you're supposed to kill all those revenants without the secret plasma rifle. I died on the lift with the 4 or so arch-viles (skill 2 mind you) and wasn't having fun so I exited.

Verdict: Unfinished map, doesn't deserve to be in the finished .wad

>> No.6644409


I am only talking about skill 2 because that's all I've completed so far. I'm gonna call it a day but I figured I'd post this for now. The beginning sections are much too difficult for something on skill 2. The beginning on skill 2 is as hard or harder than some other maps here on UV. Then towards the end the difficulty drops off significantly - difficulty is not consistent throughout the map.

Here are my demos - I recorded two skill 2 demos. First is a blind run, which I exited because I wanted to check to see if difficulty settings were implemented. Then I resumed and finished the run.

>> No.6644517
File: 360 KB, 1360x768, screen4.png [View same] [iqdb] [saucenao] [google]


30 Days in The Cooler For Talking:
Seems you have missed a texture here, another potential issue I've noticed is that you can see the sky tile vertically in the red key room, which might be a problem or not. Cool fluid level design, encounters felt challenging while not too difficult, nice somewhat chaotic level opening.

>> No.6644660


Bugfix for Minimalism.

>skybox tiling (hopefully)
>secret walls not having the secret wall tag
>implemented difficulty levels better (on HMP you get a plasma gun instead of a rocket launcher to clear the secret area, and on HNTR you get a BFG instead, plus a couple of enemies removed or rearranged on lower difficulties, plus the invul was moved on HNTR so you get it as soon as you teleport onto the chessboard)


>> No.6644795

Is the author of Trifecta or the 2048 anon going to fix the doors in that map? It would be a shame to reject that one since it looks promising otherwise.

>> No.6644810

What's wrong with the doors?

>> No.6644827

reminder: playing map 1 of Sunder daily in the morning promotes blood flow and reduces the chance of getting heart disease

>> No.6644828

Either it's me being a retard or you can't open any doors or go anywhere at the start area.

>> No.6644836

Sunder map01 is the only level from that wad that I've beaten saveless.

>> No.6644839

I'm not the author, but I took a look and indeed they are not properly handled. Don't test your maps in GZ Doom kids.

>> No.6644847

The difficulty settings were definitely an afterthought. I'll get to work on changing them right now.

>> No.6644858

I have run a quick find-and-replace, but I'm not familiar with this map and don't have time to test right now. Take a look, see if I caught everything.


>> No.6644882

There's another suspicious line that doesn't seem like it's supposed to do anything but will probably wreck the level. But it's better if author showed up to fix it:


>> No.6644907

Actually found time to play the level, it's working now but lots of doors are not wide enough for monsters and I think Mancubi should not be deaf. But it sure looks great.

>> No.6644928

>Something happened to the skull switch texture in the water in this update. It's underwater now for some reason.
That's strange. I'll have to look at that.

>Remove the chainsaw.
I pretty much put it there as detail, but yeah, there's no practical reason for it.

>Remove the berserk and replace it with health. The player just ends up picking up these items in the middle of the fight and it ruins the flow of the fight as well as causes the player to take unavoidable damage from chaingunners.
The Berserk is pretty much just there for health, as it restores up to 100pts, but I guess it may also cause auto switching for some people, so for what it matters I guess I'll replace it with a Soulsphere.

>Give the SSG and the rocket launcher to the player before the arena fight for the same reasons - you just end up switch weapons at the worst time.
The Rocket Launcher, sure, I might as well change that, but the SSG is being held from the player very intentionally, to force you to apply different tactics.

>Way too many hitscanners inside the arena.
I toned that down some already, but I can tone it down more. Do you mean for just lower difficulties or all of them?

>You'll see in the demo, virtually every time I am running over a new weapon and weapon switching, a chaingunner is teleporting in next to me and I am taking unavoidable damage. At first I thought it was just coincidence but after it happened time and time again it became clear there are just way too many chaingunners teleporting in.
I can tone down hitscanners overall, but there's only four chaingunners coming into the arena at all, and only on UV. They're meant to start infighting with their reckless spraying. There's a bunch of green hair troopers, which are mostly filler, as they die easily and easily start fights with others.

>at the very end are even more shotgunners and chaingunners getting resurrected by the archvile,
He can be a doozy. I guess I can reduce his direct fire support.

>> No.6644936

Oh, I realized what happened with that first switch, the texture was lower unpegged so it moved when I raised all the sky sectors.

>> No.6644949

Right, sorry for that. Those are just included for submission's sake, they wouldn't be in the final .wad file