[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 1.91 MB, 1920x1080, sector car.png [View same] [iqdb] [saucenao] [google]
6681881 No.6681881 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6669317

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

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)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR

Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
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/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://pastebin.com/5sKRiJzS
https://pastebin.com/aiEgdB3K

>> No.6681883
File: 31 KB, 320x200, paletted intermission.png [View same] [iqdb] [saucenao] [google]
6681883

=== ONGOING PROJECT ===

2048 Units of /vr/
-New submissions are now closed, currently in beta phase.
-Current submissions (as of 7-26): https://www.dropbox.com/s/o06x1p7bouyo09i/2048Submissions.zip?dl=1

=== NEWS ===

[7-31] E1M1 Multiverse released
https://www.doomworld.com/forum/topic/115093-e1m1-multiverse-release-24/

[7-30] /v/ anons released Unreal championship 2, UT 2004 and Unreal 2 The Awakening souce codes
>>>/v/519146380

[7-29] Bridgeburner releases Bastion of Chaos for GZDoom
https://www.doomworld.com/forum/topic/116003-bastion-of-chaos-public-beta-by-bridgeburner-a-gzdoom-map/

[7-22] Combined_Arms Gaiden mini weapons mod released
https://combine-kegan.itch.io/combined-arms-gaiden
https://www.youtube.com/watch?v=Egthd1EHvLE

[7-22] Coppertone Summer Jam for Quake Released
http://celephais.net/board/view_thread.php?id=61918

[7-16] Anon shares their 7-map wad, Hell Frontier Episode 1
https://www.doomworld.com/forum/topic/115739-hell-frontier-episode-1-7-maps-for-now-limit-removing-doom-ii-wad-official-pre-release-playtesters-wanted/

[7-15] Anon shares their 3-map project, Akoopasoup: Free Lyle
https://mega.nz/file/ysdgRCxQ#Y1jyG9hGGbi4LkCxP4_6qt4SKjfHfg66wsFWD3B89Qg

[7-14] SNES DOOM source code released:
https://github.com/RandalLinden/DOOM-FX

[7-13] Lost Frontier, a "realism" inspired gameplay mod for Strife, has been released
https://forum.zdoom.org/viewtopic.php?f=43&t=69291

[7-13] Anon shares two projects, a music randomizer featuring music from various megawads
http://www.mediafire.com/file/3rttokitvwh421b/TheUltimateFloppy.zip/file
And an edit of X-Weapons: Helstrum featuring only the weapons and slight control tweaks
http://www.mediafire.com/file/yn4pbiltjisq15o/HelsturmNMedit.zip/file

[7-11] Anon shares the first map for their megawad project, LoungeMEGA1.wad
https://www.mediafire.com/file/mfhmnkumtmcg31v/LoungeMEGA1.wad/file

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6681893

https://www.youtube.com/watch?v=3HSpWQH4iRs

>> No.6681896
File: 220 KB, 1300x2570, EV9K-tOXsAYycQ5.jpg [View same] [iqdb] [saucenao] [google]
6681896

This post is dedicated to Slash, the Heavy Metalest and forgottenest of the id Software waifus.

>> No.6681909
File: 60 KB, 320x200, 1596256169609.png [View same] [iqdb] [saucenao] [google]
6681909

Is it done yet?

>> No.6681913
File: 84 KB, 1600x900, N.png [View same] [iqdb] [saucenao] [google]
6681913

>>6681881
Doom Psx (Psydoom port)

>> No.6681918

my main strategy for beating levels is to run from enemies as much as possible

>> No.6681925

>>6681909
No.

>> No.6681935
File: 124 KB, 800x1000, 97997efd15bb1648bb350f4210ca3264.jpg [View same] [iqdb] [saucenao] [google]
6681935

Is it reasonable to assume he might be Jewish? I mean, I know that they typically follow the maternal blood in these cases (like B.J., whose mom was Hebrew, so he's 100% a Jew) but we don't know much in between. Anyone got any kino headcanon?

>> No.6681962

Is it weird if I hate traps in level design? Its obviously been a staple of Doom and WADs since forever, so I've learned to deal with it, but I never liked it.

>> No.6682006

>>6681935
Doomguy is catholic

>> No.6682009

>>6681881
Carmackgeddon

>> No.6682023

>>6681935
He's what you want him to be. Do you like the idea of him being descended from B.J? Good, then he is. You don't? Great, he's not.

In the old novels he was a catholic.

>> No.6682105

>>6682009
There’s a Doom 3 car for Carmageddon 2, but it’s Doom 3, and it looks a bit generic. I wonder how easy it would be to make a sector vehicle like the OP, and put it in C2.

>> No.6682118
File: 334 KB, 1920x1080, roch-7-pascal-rouaud-4.png [View same] [iqdb] [saucenao] [google]
6682118

What are some of your favorite Duke 3D maps,mods and TCs?

>> No.6682125

>>6681962
They're kinda necessary to keep gameplay exciting, IMO. It'd get boring after a while if literally every key, switch and weapon you find is perfectly safe with nothing happening, and the only monsters you ever find are ones that are incidental.
Of course, some mappers do overuse traps to the point of annoyance, but I'd honestly rather traps be overused than never used at all.

>> No.6682139

how come turok 1 aged gracefully and is still such a smooth run and gun game while turok 2 feels like absolute ass and a chore to play

>> No.6682146
File: 237 KB, 800x600, DOOM0016.png [View same] [iqdb] [saucenao] [google]
6682146

Hey guys. Wanna play my new map?

https://www.doomworld.com/applications/core/interface/file/attachment.php?id=94325

MAP10, Doom 2 format. Tell me if I should remove 4 arch-viles room.

>> No.6682154

>>6682139
>Turok 1
>good

WTF

>> No.6682174

Are that any Doom 1 wads that feel as well designed as something like Plutonia with really good level design/combat scenarios?

>> No.6682194

>>6682174
Double Impact

>> No.6682302
File: 26 KB, 747x731, PIA02862.jpg [View same] [iqdb] [saucenao] [google]
6682302

>>6682174
Base Ganymede

>> No.6682314
File: 273 KB, 530x423, 832.png [View same] [iqdb] [saucenao] [google]
6682314

>>6682139
I haven't replayed Turok 2 in a long time but I remember it's levels being mazelike. I replayed Turok 1 recently and I enjoyed it but I found it empty by today's standards and my favorite thing about it is unironically the music
https://youtu.be/yLcTelciPhM

>> No.6682332

>>6682146
I tried this out. This is a super fun map, I really enjoyed it! I absolutely love the layout and all the combat situations until the end. I like how you're not stingy with ammo either. It makes dealing with the tough enemies pretty fun, rather than annoying because I always had enough rockets to deal with the viles and barons. The four arch vile room was definitely really intense and pretty much an insta-death that caused me to have to reload, although after loading and I understood what was happening, it wasn't that bad to hunt them down.

And take this with a grain of salt because I'm not exactly amazing at this game, but the end was probably too intense for me. I got the yellow key and pulled the switch to open the exit room, but all the new revenants and arch vile surrounding that tiny yellow room was a bit too much for me by this point after already slugging my way through the rest. I gave up here because I was a bit too drained to deal with it. After killing the four archies I was kind of prepared for the map to be basically over. I think I may have preferred just being able to go into that last room without interference and blast the enemies in there, although maybe a more experienced player would think otherwise.

But again, really damn fun map, playing through most of it was the most fun I had with a level in a long time. I think it's such a great layout for fun, compact combat with good amounts of ammo and cover

>> No.6682353

so what's up with the doom rpg emulator? it keeps freezin on me after a minute or so of playing

>> No.6682354

>>6682302
I can't find the chaingunner

>> No.6682370

>>6682105
More of a C1 car. Tricky stuff unless you talk to the right people. Good thing they aren't difficult to find.

>> No.6682442
File: 257 KB, 523x421, livethroughdoom.png [View same] [iqdb] [saucenao] [google]
6682442

>>6681881
We've updated our survival horror mod, Live Through Doom to build .52, link here:

https://mega.nz/file/sWJmECaY#0w7qPaluXza5OY_F9ffMlNCCHfCcNWdc1BVydiOHiUA

Mostly bug fixes, but the rifle and both pistols have been resprited/animated. Weapon fire sounds are also a bit quieter too.

Revolver preview: https://www.youtube.com/watch?v=TcwlTbNzY2A

Rifle preview: https://www.youtube.com/watch?v=K4HxrY8hWt0

Definitely still a WIP as we replace all the BD stuff, but feedback welcome!

>> No.6682472

>>6681881
Sector art in Doom always looks so meh

>> No.6682497

>>6681935
fuck outta here with your religious bs, I just want to play video games

>> No.6682512

>>6682472
Say that to my face, and not online.

>> No.6682524

>>6682512
Get some proper car textures m8. Simple as.

>> No.6682528

>>6682524
What would be the fun in that?

>> No.6682530

>>6681935
you idiot, we all know Doomguy is a mormon
have you not read the novels? geez nigga

>> No.6682531

EDuke32 doesn't have releases REEEEE

The new version has OPL3 emulation, but has an annoying bug that causes the level geometry to temporarily disappear when taking the lifts in E2M1.

An old version I had plays E2M1 just fine, but doesn't have the sweet OPL3 music

>> No.6682541
File: 15 KB, 338x443, rock floyd.jpg [View same] [iqdb] [saucenao] [google]
6682541

I CAN'T FLY

>> No.6682549
File: 553 KB, 709x717, zb.jpg [View same] [iqdb] [saucenao] [google]
6682549

>>6682524
>implying those aren't proper car textures
philistine.

>> No.6682559

My Doom Launcher isn't showing any screenshots for downloaded wads.

>> No.6682573

>>6682559
What makes you think it should?

>> No.6682575
File: 97 KB, 1007x729, Untitled.png [View same] [iqdb] [saucenao] [google]
6682575

>>6682559
What do you mean? Screenshots that you take in game aren't showing up? Or it's not showing the TITLEPIC like pic related?

If you want the TITLEPIC to show like in pic related, you have two options: either take a screenshot of the TITLEPIC while in-game using the source port's screenshot key, or you extract the TITLEPIC from the .wad itself using Slade.

If you want to take a screenshot using the source port, you gotta make sure you have a hotkey set up to take screenshots. For Chocolate/Crispy Doom you gotta set it up in the setup.exe. For PrBoom+ you just change keys in the menu. For GZDoom I think the hotkey is automatically PrtScn.

If you want to extract the TITLEPIC from Slade, open the wad in slade, find the TITLEPIC and doubleclick it, find the Convert To icon and press it, and convert it to PNG(Paletted), and in the dropdown menus below, select Doom in both of them, then exit the PNG and select save, then rightlick the TITLEPIC, select Export As PNG. DO NOT SAVE THE WAD since the only port that can read .PNGs is GZDoom

>> No.6682579
File: 323 KB, 1920x1080, Untitled2.png [View same] [iqdb] [saucenao] [google]
6682579

>>6682575
You only need to change the drop-down menu in pic related if the .wad does not come with its own palette.

The .wad in pic related has its own palette inside the wad, so I do NOT need to fuck with the circled drop down menus

>> No.6682623

>>6681935
How could he be a Jew when you spend the entire game killing them?

>> No.6682624

>>6682139
When you say "gracefully" do you mean the modern Nightdive kek engine port? Cus the 20fps, 45fov, 10 feet until fog original certainly hasn't aged gracefully

>> No.6682632

>>6682623
hahahaha

>> No.6682646
File: 349 KB, 1698x1085, doomlauncher230.jpg [View same] [iqdb] [saucenao] [google]
6682646

>>6682573
>What makes you think it should?
the fact that it's presented as being inspired by the quake launcher that's hosted on quaddicted, which does pull metadata and screenshots when you browse maps. I just realised, if it's pulling the wad metadata from /idgames, of course it won't pull titlepics and generic screenshots, because they don't host them.
>having to manually take screenshots of all my wads and then plug them into the doom launcher
Oh well, not a big deal.

>> No.6682648

I keep thinking about it, and it really bugs me, y'know, but I just can't let it go, what did Danny win?

>> No.6682689

>>6682332
Thanks for your feedback. I might adjust the final room a bit to make it more accomodating for those not instantly knowing where to run for cover. But it was the final room, once you run up the stairs it's over.

>> No.6682718

>>6682646
Oh you don't have to manually plug in the screenshots if you launch the port from DL and take the screenshots - but you probably figured that out by now

You only need to manually import the TITLEPIC if you extract it using Slade

>> No.6682736
File: 102 KB, 1091x673, Screenshot_8.jpg [View same] [iqdb] [saucenao] [google]
6682736

WIP for Doom -1

>> No.6682785

>>6682736
What program is that ?

>> No.6682792

>>6682785
Whacked, usually used for Dehacked patches.

>> No.6682816

>>6682549
*3D artist
You're welcome

>> No.6682836

>>6682541
https://en.wikipedia.org/wiki/Human_sacrifice

>> No.6682839
File: 2.47 MB, 1280x720, 2020-08-04 20-49-49.webm [View same] [iqdb] [saucenao] [google]
6682839

Okay, tank is almost done, only need to squash one minor, but weird bug. After that, however, I need to seriously tidy up the entire project, and I am also thinking about reworking groblin model.

Version with sound:
https://cdn.discordapp.com/attachments/272003643471953939/740208316411674724/2020-08-04_20-49-49_sound.webm

>> No.6682862
File: 168 KB, 1280x960, AAA.jpg [View same] [iqdb] [saucenao] [google]
6682862

>>6682816
3d art THIS

>> No.6682871
File: 1.74 MB, 300x290, 1580713025593.gif [View same] [iqdb] [saucenao] [google]
6682871

>>6682839
>rifle against tank
Must be one of those Japanese WW2 tanks

>> No.6682892
File: 1.78 MB, 350x255, vqGeMsr.gif [View same] [iqdb] [saucenao] [google]
6682892

>>6682862
Now that's S O U L right there

>> No.6682918

>>6682871
Worse, it's an SMG.

>> No.6682923

>>6682918
I wonder, can you limit the damage types? Like to explosive weapons only?

>> No.6682937
File: 107 KB, 800x582, fuller auto.jpg [View same] [iqdb] [saucenao] [google]
6682937

>>6682923
the obvious solution is to make the smg fire armor-piercing explosive rounds

>> No.6682947

Why is Hexen so fucking dark. I need to use "bright" lighting to see shit.

Also, Hexen is very cool and swag. I love the pushable/rotating walls. That's cool as fuck. Is that shit possible in Doom? That's very cool

I also like the pulsing lighting. And the multiple death animations of enemies so it's not the same stale death every time.

>> No.6682963

>>6682923
Thinking about it, currently. Thing is, none of the weapons I have planned look like good anti-tank weapons. I am pondering an idea of heavy weapons (can only carry one at the time, can't use certain mechanics I have planned, cannot pick up ammo for them). Or maybe I shouldn't bother with it, I mean, no one cares that in Metal Slug you can destroy a giant tank or alien mothership or ancient demon with a fucking pistol.

>> No.6682967

>>6682947
I think the ports can do poly objects or whatever they are called.

One of the beautiful things about BUILD over idtech1; you can effortlessly transform, rotate or otherwise manipulate sectors at runtime.

>> No.6682976

damn why is sigil so pretty

>> No.6682979

>>6682947
>>6682967
You cannot do the rotating walls/doors in vanilla Doom, but modern source ports allow this. Problem is, even today the implementation of polyobjects is worse compared to original Build- polyobjects are only textured on sides, top is completely transparent, there isn't even a flat color like in Dark Forces - you cannot replicate, say, those giant sewer gears from Duke 3D, unless you use GZDoom and combine an invisible polyobject with 3D model. I wonder whether it is possible to make an Akira elevator in Build.

>> No.6682987

>>6682979
>I wonder whether it is possible to make an Akira elevator in Build

Pretty sure you can do that by combining two different effectors.

>> No.6683006 [SPOILER] 
File: 147 KB, 640x400, 1596553782605.png [View same] [iqdb] [saucenao] [google]
6683006

>>6682118

>> No.6683008

>>6682979
Ion Fury has an entire Akira elevator boss fight.

>> No.6683025

>>6682976
damn why is Sigil so dark

>> No.6683027

>>6683006
He said DN3D

>> No.6683032 [SPOILER] 
File: 16 KB, 448x291, 1596554237380.jpg [View same] [iqdb] [saucenao] [google]
6683032

>>6683027

>> No.6683040
File: 35 KB, 770x417, 1.png [View same] [iqdb] [saucenao] [google]
6683040

Is there any noticeable difference between Zdoom and LZdoom performance wise? i just dont wanna deal with separate folders anymore if the difference isn't big enough and i can just use LZdoom for everything

>> No.6683042

Finished Arcane Dimensions, loved the fuck out of it. Any more polished map packs like this or full conversion mods for Quake people recommend?

>> No.6683053

2048 wad when, i want to feel the shame of comparing my submission with better ones

>> No.6683057

>>6683053
Well, you can probably be comfortable in knowing that you aren't the one who spent only 3 hours on your submission.

>> No.6683060

>>6683053
Soon if you don't mind playing a version of the wad without the MAP30 replacement.

>> No.6683061

>>6683006
Ashes 2063 Sterilized Edition with FreeDoom and Hideous Destructor is peak kino.

>> No.6683063
File: 52 KB, 220x261, tenor.gif [View same] [iqdb] [saucenao] [google]
6683063

>>6683061
meh

>> No.6683064
File: 2.13 MB, 1920x1080, jam6.png [View same] [iqdb] [saucenao] [google]
6683064

>>6683042
Underdark Overbright
Contract Revoked
Rubicon 2
Rubicon Rumble Pack
Warp Spasm
Travail
Jam 2, Jam 9, Xmas Jams

>> No.6683073

>>6682139
Both haven't aged gracefully, but the Turok 2 remaster is the best shooter of the last decade.

>> No.6683085

>>6683073
1 is better than 2

>>6683060
Yes! Fuck map30. Leave it empty or fill it with some empty shit. Who cares. 29 is enough

>> No.6683112

>>6683073
lol no

>> No.6683164

I've hit my limit, boys. I'm at the end of the rope, and my heart can't keep going on like this. I'm tired of the tears, the disappointment, the little bits of time that slip through my fingers even as I watch.

Is there a way to make GZDoom NOT auto-load saves from the current map upon death? I usually try to pistol start each map, but this means having to manually delete any saves from the map, and then find monsters to kill me. Since I like having the saves on hand in case the game crashes or the like, I don't want to just stop having them.

Is the best option to just remember where I am and cheat my way to the level start every time I load my WAD? Is there a console command to restart the current map with only the basic pistol? Is there a pistol-start or a disable-autoload-upon-death config option? All of my searching has been to no avail, and I know I am not the only person needing this capacity, so I must be totally oblivious to something here.

>> No.6683173

>>6683073
I like the shooting and Adon's ass, but the maps are really long and boring

>> No.6683182

>>6683164
idclev (or idclevel cant remember right now) the map youre on, save and then its done.

>> No.6683184

>>6683164
bind a key to "map *", it'll pistol start you on the map you're on

>> No.6683186

>>6683164
just look in the options there's an option to disable autosaves

>> No.6683190

>>6683064
Thanks. I'll go through them.

>> No.6683254

aaaaaaaaaaaaaa
i dont want to work
i want to play doom

>> No.6683328

>>6683186
I like the autosaves though, because it lets me play continuously from map to map without having to manually make saves to fall back to in the event of a crash. It's the automatic loading of the saves that I can't stand.

>>6683182
I could do this, but I have to figure out which map I am on each time.

>>6683184
I didn't know about "map *", that works perfectly for restarting the map.

For anyone with a similar problem; I tried following binding:
bind p "save start; map *; save pistolstart"
The goal was to have it save what I was starting the map with, and then restart it and save a pistol-start option as well. This would also be useful if the bound key was accidentally pressed midway through the level, because I could load back to where I was when the button was pressed. Unfortunately, the commands don't run sequentially, so the second save doesn't take place because the first save is still being written when the command is called.

For whatever reason, the following command doesn't restart the map, it just saves where I am at:
bind p "map *; save pistolstart"

The best solution off these suggestions has been:
bind p "map *; Quicksave"
This one restarts, but I have to manually select the save slot. That's acceptable, but I still have to do some amount of work and I am running the risk of the key being accidentally pressed somehow mid-level.

>> No.6683331

>>6683164
Console command warp to the same level. It'll pistol start you.

Disable autosaves in options.

>> No.6683336

>>6683328
The map name is on the map though. Literally press one button. "MAP17" then console "map MAP17" and enter.

>> No.6683337

>>6683060
>>6683085
I should have it ready real soon.

>> No.6683345

>>6683328
it tells you what map (and what number it is) in the console when you load into the map. for example, if you want to pistolstart on map 15 you'd enter
idclev 15
and then you're in the level with only a pistol, your fist and 50 bullets!

>> No.6683358

>>6683328
>For whatever reason, the following command doesn't restart the map
bind p "map *; wait; save pistolstart"

also, try "bind . nextmap" and using it from the intermission screen

>> No.6683361

Alright, I was struggling with a formula that works, and juggling a bunch of voodoo sequences in my head (including if I should be using hidden Commander Keens or not, opted not to), but I've got an idea that works, I'll put it together and have a draft ready.

Apologies for taking way too much time on this shit.

>> No.6683378

>>6683358
I didn't see that "wait" command listed anywhere. Works PERFECTLY.

My final bind:
bind p "save start; wait; map *; wait; save pistolstart"
This saves the progress, restarts to a pistol start, and then saves that one. Since it's the later save, GZDoom will auto-load the pistol start by default if I die during the level. This is exactly what I was looking for, and the only drawback now is that I have to remember to hit the P key at the level start - very doable.

Thanks for all the advice everyone, but I think this is the best solution possible, and it's totally flexible and error-proof. I hope this ends up being useful to some others here.

>> No.6683413

bros I installed quakespasm to play arcane dimensions but the HUD is way too tiny and I can't find a way to make it bigger any help?

>> No.6683417

>>6683413
scr_sbarscale 2
scr_menuscale 2
scr_conscale 4
scr_conalpha 0
scr_sbaralpha 0
scr_conspeed 9999

>> No.6683431

>>6683378
The should honestly be an option in GZdooms menus.

Cant you make requests with open source projects?

>> No.6683441

>>6682442
>Shooting from the gut

>> No.6683475

>>6681667
Is this MarkV? How did you get your statusbar like that?

>> No.6683481

>>6683417
ayyyy thanks dude

>> No.6683482

>>6682353
anyone?

>> No.6683505
File: 1.74 MB, 1920x1080, 1566589972213.png [View same] [iqdb] [saucenao] [google]
6683505

>>6683475
Nevermind.

>> No.6683508

Ahhhh. The way it was meant to be played

>> No.6683551

Any good Doom vtubers?

>> No.6683556

>>6683441
Yeah, the rifle is still a WIP. General feedback seems to be against the low angled hold so far. Personally I'd rather have a standard rifle hold.

>> No.6683557

Quakespasm anon again, is there a wait to set a hotkey for last equipped weapon?
the thing that Q does in most games

>> No.6683571

>>6683431
Pretty sure it can be done; I just didn't want to push it out there if it's gone this long without anyone needing it and a simple workaround was available.

>> No.6683598

>>6683557
nope

>> No.6683613

>>6683557
I just use my scrollwheel to page through my arsenal in a hurry, there's no raise or lower animations in Quake, it's all instant, so I just finger the wheel until I get what I need, which takes about a split second or two.

>>6683598
Almost weird that it doesn't, though.

>> No.6683659
File: 757 KB, 1920x1080, burnnman.png [View same] [iqdb] [saucenao] [google]
6683659

>>6683613
it's not like Q1 has a ton of weapons, can just bind everything to 123QERF easily
also macros like "impulse 6; wait; impulse 7" are possible (that one selects best explosives)

>> No.6683698

>>6682541
*laughs in pitched-down*
*takes a million hits*
*explodes into tiny dust cloud*

>> No.6683773

>>6683112
What is, in your opinion, the best shooter of the last decade, then?

>> No.6683792

anyone knows why even though my game runs at a fixed 60fps sometimes visually it looks like 15, I am going crazy or something?

>> No.6683813

>>6683792
If PrBoom+, try toggling the unlimited framerate thing.
If GzDoom, try toggling rendering from quality to speed.

>> No.6683815

>>6683659
>Quakeguy's face in the HUD isn't like that because of the quad damage
>It's like that the entire level because he's petrified of the flying teeth and eyes

>> No.6683829
File: 3.00 MB, 1920x1080, masque.png [View same] [iqdb] [saucenao] [google]
6683829

>>6683792
depends, what game, what port, what vsync
sometimes framerate is just inconsistent even if above 60

Q1 runs at 72fps so it isn't going to align with 60. "host_maxfps 60" would fix it, but would change physics somewhat. so instead you'd run it in QSS or vkQuake at "host_maxfps 360" for a bulletproof solution.

>> No.6683840

>>6683829
It's gzdoom and I use rivatuner to limit fps, actually even other games seems to do that sometimes but much less noticeably than in gzdoom.

>> No.6684120

>>6681909
Really, where are we at though? Just waiting on MAP30 or are there more edits? Have ALL maps been playtested?

>> No.6684134
File: 602 KB, 1280x720, Screenshot_Doom_20200802_114343.png [View same] [iqdb] [saucenao] [google]
6684134

>>6681883
https://files.catbox.moe/tcylkh.wad
Alright, FUCKING FINALLY I have the first pitch of the Map 30 submission ready, late, like an asshole. "Tyrant's Starless Realms" By me, Chopblock.

The encounters are perhaps not the most inspired or exciting in all places, so I'd love some input into that, on how to make them better. I'd also like to know what people think about said finale, if I should add anything to make it a better challenge, or if it's too hard.

I've tested it in PrBoom+ and GzDoom, known bugs are one slime trail (probably a few more but I've only caught the one), that's my fault for getting carried away with detailing. Also once a monster spawned stuck into a wall for some reason, far away from his target, not sure what would cause that.

Includes just a few new graphical assets, really just to make the Baphomet a bit more spicy looking. Also includes all of GothicTX.wad, because I'm a mongoloid who didn't understand how to add the patches/textures without it causing problems for PrBoom+.

>> No.6684150
File: 1.57 MB, 356x200, 48ye3o.gif [View same] [iqdb] [saucenao] [google]
6684150

>>6682442
Little preview of the pistol as well. C.A.R grip looks a bit more natural there. Each weapon also has a unique "inspect" animation when you first use it, checking the mag and chamber, etc.

>> No.6684176
File: 193 KB, 1360x768, screen7.png [View same] [iqdb] [saucenao] [google]
6684176

>>6684134
Haven't finished it yet but holy fuck that's a nice looking map and well fitting for a finale. Feels tight but that's understandable given the size limit, I'd consider removing some decoration in the areas where you can walk (especially in the center of the level where the Cyberdemon appears). I'd also suggest to make that passage a bit wider if possible, since you get stuck often on the impassable lines when walking there, which is a bit annoying.

>> No.6684186

>>6684176
Hmm, I figured I widened the path there (used to be some little pillars in the put which I got stuck on, so I picked them out). I guess I could make it wider still.

What kind of detail do you think should go in the central room? The pillars by the entrance?

>> No.6684201

>>6684134
Damn son, think you've got enough impaled/hanging corpses around the map?

>> No.6684207

>>6684201
I wanted to hang a bunch out on the sides, on the walls that reach up into the darkness, but they just aren't visible from any of the angles when hung there, even with mouselook.

>> No.6684215

>>6681881
Finished Blood a week ago and I don't know what to play next. I'm looking over Turok, Heretic, Hexen, Quake 2 and Unreal Gold. Would boot Unreal Gold, though I remember the mouse look in that game feeling like ass. What do?

>> No.6684243
File: 224 KB, 1360x768, screen8.png [View same] [iqdb] [saucenao] [google]
6684243

>>6684186
I meant the skull candle piles, the pillars are fine I think. Beautiful idea with the boss fight, I've noticed this meat tower thing (pic related) is climbable, which makes for some awkward movement if you accidentally run there while fighting, and I even somehow got an Arachnotron corpse up there, I'd suggest making it not climbable. You get a Megasphere and a Soulsphere pretty much at the same time before the boss fight, I'd suggest placing the Soulsphere somewhere in the boss fight area instead, since you probably won't be taking the Soulsphere right after taking a Megasphere.

>> No.6684257

>>6684243
Right. Oh yeah, I forgot about the Megasphere.

>> No.6684319
File: 13 KB, 256x224, Contra3_end-5.png [View same] [iqdb] [saucenao] [google]
6684319

Does anyone have the music file of Contra Doom?

>> No.6684336

Did the anon who made "Inner Cloister" ever finish texturing his map?

>> No.6684357

>>6684319
SLADE is your friend.

>> No.6684368

>>6684357
No, I mean, the original download link went dead. It included both the base mod and another wad file for the music. Someone in the ZDoom thread reuploaded the base mod file, but the music is still missing. I want to know if some kind anon here could reupload it if possible.

>> No.6684380

>>6684368
Pretty sure there used to be a "dead links" revival thread. Guess that's gone now. Try the resource request one.

>> No.6684552
File: 437 KB, 600x903, 580.png [View same] [iqdb] [saucenao] [google]
6684552

>>6684336
I was also wondering about this one. Hope the author didn't go MIA.

>> No.6684579
File: 1.00 MB, 1280x1024, Screenshot_Doom_20200519_005626.png [View same] [iqdb] [saucenao] [google]
6684579

>>6681881
>>6681883
I know you bastards hate me; but fuck you, it wouldn't matter anything I did.
More works from the agony of S'Arais.
Somewhere In Nevada
The Icon of Sin
The Epitome of Agony.
Insanity's Cesspit.
Unfortunately this will be as far as the map goes
Seeing as you only want blood and nothing I ever did or said would matter with a pre-existing conspiracy.
>There's no conspiracy against you!
that's why you're playing into it, isn't it, cocksucker?

>> No.6684584

Describe as concisely as possible what makes the old dooms or wolfendooms in general so great, the one thing that sets them apart from modern shooters

>> No.6684620

>>6684579
Why do you act like I know who you are or what you did

>> No.6684660

>>6684579
hehehehe your punishment is complete. Your salt is delicious to me

>> No.6684661

>>6684579
Stop acting like a woman.

>> No.6684665

>>6684584
Actual level design

>> No.6684685

>>6684584
For Doom:
>varied cast of enemies which serve different roles, they look cool, like they're off a heavy metal album cover, and they also look very distinct from each other, you're very unlikely to mistake any one monster for another due to their silhouettes, color, and movement
>level design is open ended, mostly not very linear, it's abstract and weird in places, though makes some effort for some pseudo realism in a few locations (and does a pretty good job at it).
>has nice sound design and music
>made by a small team of unique misfits, each with their own background and quirks, coming together in a perfect storm to make a couple of top notch games which ooze of their collective personalities

>> No.6684687

>>6684584
incredible fast movement speed, infighting, health packs, the perfect enemy roster, the ability to dodge most projectiles. Doom is timeless and the young if they give it a chance are constantly playing it and unlike most games, most people who play Doom eventually end up making content for it, what other game can boast that?
its fun finding secrets and sometimes it can be action packed and other time survival and horror based all with the same enemies and guns.

>> No.6684708 [DELETED] 

>>6684661
t. woman
>>6684660
ok jew
>>6684620
literally nobody having done literally nothing wrong.

>> No.6684717

>>6684687
That's true actually. I remember Yathzee suggesting that Doom isn't as timeless as people say it is, because there's people who insist that you need to play it with X or Y mod or upgrade, and then the comment section is full of zoomers being all "What? I tried it and I thought the stock game was great!"

Doom is as timeless as Tetris.

>> No.6684740

>>6684584
lack of y axis, jumping and crouching unironically makes the game better.

>> No.6684765

>>6684584
doom wasn't perfect but you can fix its issues, both technical and from design, while still maintaining core elements and add new enemies, weapons and mechanics without staying too far from the core gameplay
it was, after all, an upgrade to wolfenstein 3d, from the engine to the game design
new doom on the other hand is like a house of cards in regards to its design
you think the rpg skill trees or lazy armor system suck but the game could be made worse by changing it
it's a game meant to be its own direction, not an "upgrade" or even "downgrade" of doom
it's technically a spin-off, which could also apply to doom 3
a true modern follow up to doom would exist in the form of a big, even if bloated fan mod or something made in a smaller scale than that of an aaa game
the minute enemies have to spawn in a room instead of being preplaced is why you can't replicate classic doom in a modern aaa game
this makes doom mods/wads special in a sense they feel like sequels and spin offs from an alternate timeline, where id kept milking doom, for better or worse
some fanmade content even tries to respect the classic art style and not just because it's pixel art

>> No.6684778

>>6681881
is there a way to turn off flashes in quake every time you pick up an item

>> No.6684787

>>6682118
WGRealms 2 is quite goddamn good.

>> No.6684795

>>6684584
zoom around and shooting, simplicity at it's best. also the guns feel really good.

>> No.6684801

>>6684660
By the way; Jimbo is a fucking hypocrite if he continues the grudge given the loss of Kate.
I told him he would suffer for his scoffing of me losing the only living thing that mattered to me.

>> No.6684819

>>6684801
Are you sure you didn't imagine that?

>> No.6684821

>>6684819
Absolutely.

>> No.6684835

>>6684740
Boomer cannot into true 3D

>> No.6684876

>>6684740
>jumping and crouching
haha no

>> No.6684887

Anyone know of a good way of hiding entrances to secret levels? I don't want to make mine too obvious but I also want players to actually find it.

>> No.6684921
File: 521 KB, 1920x1080, Lawrence-Gayming-Cyberdemon.png [View same] [iqdb] [saucenao] [google]
6684921

Why did they make all the demons beefcakes?
Do any of you know how hard it is to for a gay man play Doom without having lewd thoughts?

>> No.6684930

>>6684921
If the demons look strong and manly, it inspires confidence that you're facing worthy opponents.

>> No.6684934

>>6684921
i like how we had marble portraits of archviles and icon of sin before we even met those

>> No.6684939

>>6684579
not your psych ward

>> No.6684986

>>6681935
The BJ jew thing is nu-id virtue signaling
He was never intended to be jewish originally and has the least jewish possible face
Also Doom clearly depicts hell as imagined by medieval/renaissance christians

>> No.6684993

>>6684939
fuck off SJW

>> No.6684994

>>6684584
For Doom, it was the level design, and how most of the time, monsters were more of an obstacle rather than the main focus.

>> No.6684998

>>6684986
doesn't the strategy guide that is where his relation to keen comes from also states he's the son of polish immigrants?

>> No.6685024

>>6684579
>Outside community drama
Go away

>>6684998
Not strategy guide but the manual
says polish immigrants, a few years ago when the new game come out they changed to polish and jewish
The Doomguy connection is also a modern Wolf RPG phone game innovation

>> No.6685036

>>6684921
Seek help.

>> No.6685040

>>6682146
that trap in the room where the mancubus spawns at the door, is diabolical. almost everyone would probably die there the first time

>> No.6685046

>>6685024
ain't outside sugartits

>> No.6685060

>>6685046
It is, we washed our hands off of Xenoboy, we had a meeting and everything. He's not our problem.

>> No.6685065

>>6685036
Like you don't get all hot and bothered looking at a Baron's perfect abs.

>> No.6685080

>>6685060
ok lucifer

>> No.6685092

>>6685065
I get bothered reading this

>> No.6685098

>>6684921
Based
This feeling is why we straight dudes will always want hot babes and jiggle physics in our games and no amount of political correctness will change that

>> No.6685123

>>6684717
>Yathzee
Ewww.

>> No.6685127

>>6684921
I still think the cyberdemoness from HDoom was created with the sole purpose of letting straight dudes ogle at that ass without feeling guilty.

>> No.6685128

One of my favorite level paradigms, is when a map is sort of focused on a center area, and you need to collect keys from side areas while always returning to the center. Is there a name for this? Some examples are Sunlust, with the maps Sol and Mu Cephei. And some maps in Plutonia like Caged or Slayer. I think its so cool

>> No.6685131
File: 125 KB, 680x680, tired of these people.jpg [View same] [iqdb] [saucenao] [google]
6685131

>>6682442
>yfw sgt_mark_v4 shuts the whole thing down because he's a raging douchebag

>> No.6685132

>>6684921
mental illness

>> No.6685139

>>6685046
>>6685060
Is this what you guys are talking about?
https://doomer.boards.net/thread/1050/sarais-world

>> No.6685141

>>6684579
Where's the download link

>> No.6685146

>>6685131
Or he might just make your computer crap itself.

>> No.6685150

>>6685131
They're breaking away from BD shit, so Mark can't say diddly.

>> No.6685151

>>6685128
Central hub maps? I just came out with that term, though.

>> No.6685159

>>6685024
>>6684986
>The BJ jew thing is nu-id virtue signaling
No, it isn't, B.J is stated to be a Polack-American from Milwaukee, which implies strongly that he's a Jew, and Tom Hall outright stated his mother is a Jew. You can criticize the new series for a lot of things, but some of it is built on what was already there.

>> No.6685171
File: 2.10 MB, 1920x1080, sweet back and ass.png [View same] [iqdb] [saucenao] [google]
6685171

>>6684921
I'd be lying if I said I didn't admire those muscles.

>> No.6685173
File: 111 KB, 700x170, newlogo.png [View same] [iqdb] [saucenao] [google]
6685173

I'm assuming you all are familiar with the Roland SC-55 music packs ( http://sc55.duke4.net/games.php#doom )

Turns out another guy created Roland SC-D70 music packs
http://sc-d70.retrohost.net/musicpacks.html
I'm gonna download some of them and test them out; you guys should also test them out and let us know what you think sounds best

>> No.6685180

>>6685173
They're prerecorded? I'd prefer a soundfont.

>> No.6685192

why is alien vendetta considered the best wad ever. i think its just ok

>> No.6685196

>>6685171
Such a powerful, manly, imposing posture too
Even when killed he dies standing up instead of crumbling to the floor like the others

>> No.6685203
File: 29 KB, 500x370, Pain-Elemental-Doom-video-game-upscale-Hidfan.jpg [View same] [iqdb] [saucenao] [google]
6685203

*ruins your WAD*

>> No.6685209
File: 11 KB, 114x111, Chaingun_prev_anim.gif [View same] [iqdb] [saucenao] [google]
6685209

>>6685203
*remodels your shithole*

>> No.6685216
File: 123 KB, 350x310, 1587846363957.png [View same] [iqdb] [saucenao] [google]
6685216

Somehow the sound effects in the new World Tour port sound worse and have even more compression than even Duke 3D played through DOSBox.

>> No.6685227

>>6685192
>why is alien vendetta considered the best wad ever
It is? I always thought it was considered very good and with historical significance, but I don't think I've ever heard someone calling it the best mapset ever.

>> No.6685229

>>6685203
lmao just bully him

>>6685216
Yeah, it's really weird like that. I think they fixed that in some updates for the console versions, but I don't know if that's the case for the PC version.

>> No.6685231

>>6685192
nah nah, it's ANCIENT aliens that's considered the best mod ever made

>> No.6685303

>>6685227
well look at this thread from 2017

https://www.doomworld.com/forum/topic/93734-doomworld-community-top-wads-of-all-time/

1. Alien Vendetta
2. Scythe 2
3. Scythe
4. Sunlust
5. Valiant
6. Ancient Aliens
7. Back to Saturn X E1: Get Out of My Stations
8. Sunder
9. Plutonia 2
10. Hell Revealed

>> No.6685304

>>6685192
While it probably isn't the best wad ever anymore, people still give Alien Vendetta recognition because of the scope behind it, especially for the time it came out. It was one of the first megawads to include maps that pushed the vanilla engine to its limits (Misri Halek barely fits within the blockmap limit IIRC). It actually had a story, complete with a dehacked patch to replace automap names and intermission texts, which was next to unheard of for vanilla megawads back in 2001. And it overall had a pretty impressive lineup of mappers that contributed consistently high quality maps throughout.

>> No.6685307

>>6685173
So far I tested the Duke Nukem SC-D70 pack and I think the SC-55 one sounds a lot better, but then again I only tested four songs, so it might depend on the episode (I tested episode two and E2M3 sounded bad compared to SC-55).

I hope the Plutonia MIDI pack sounds good, since it's Jimmy's MIDIs.

>>6685180
The music packs have VASTLY superior sound quality. The SC-55 soundfont pales in comparison

>> No.6685313

>>6684336
Maybe he's the guy who was yelling at me to hurry up and who went away for a few days? He might be back tomorrow.

>> No.6685319

What's the definitive Master Levels wad? Particularly looking for the custom interpic I've read about and possibly including some cut levels I read about (I guess there was one that ripped off The Inmost Dens?)

>> No.6685332

>>6685303
There was an updated thread, too
https://www.doomworld.com/forum/topic/109654-doomworld-community-top-wads-of-all-time-resurrected/
1. Scythe 2
2. Ancient Aliens
3. Alien Vendetta
4. Scythe
5. Valiant
6. Back to Saturn X E1: Get Out of My Stations
7. Sunlust
8. Plutonia 2
9. Going Down
10. Eviternity

>> No.6685347

>>6685131
We're replacing everything, and our coder is fixing his spaghetti-ass code, so it should be fine.

>> No.6685349

>>6685332
i dont get how Sunlust cant be #1. That WAD impresses me like nothing else

>> No.6685351

>>6685347
>and our coder is fixing his spaghetti-ass code
Daaamn, there's one brave man.

>> No.6685382

>>6681883
Hey organiser anon, can you upload a new beta with everyone's revisions since the first beta?

>> No.6685401
File: 1.33 MB, 1920x1080, Base_Profile_Screenshot_2020.08.03_-_09.38.40.91.png [View same] [iqdb] [saucenao] [google]
6685401

>>6685351
He's doing a good job, and we're disciplined enough to avoid feature creep so far.

Pistol inspection animation: https://streamable.com/mfw7ud

>> No.6685530

Does anyone know how to get the Roland SC-55 music packs to work in Build GDX?

>> No.6685601

I just tried out the new Duke episode Alien World Order in Duke GDX and the music sounds way better. For some reason, the official port compresses the fuck out of the music and sound effects

>> No.6685643

Anyone have the "ouch_m 2: abort_m" gameplay mod? I had a sudden urge to play it but apparently it was recently taken down because of copyright issues.

>> No.6685724
File: 451 KB, 539x540, 58c5af8114058bc27ed43dfce513adee733a6b4ce8cb3d29d7113010f1d71a53.png [View same] [iqdb] [saucenao] [google]
6685724

>>6683482
someone please I gots to know

>> No.6685726

>>6681925
Does anyone know how to get swinging doors to be at a certain height and not be infinitely tall? I keep looking around and no one has the answer.

>> No.6685748

>>6684134
Great map but what the fuck, how do you beat it? So when I pick up the megasphere and TP to in front of the icon of sin... there's an eye switch that lowers a door that has a room that as far as i can tell has nothing in it, what do i do i've tried everything i feel like.

>> No.6685826

>>6685748
In that room which opens there's a skull screen or something like that which you can shoot, although it seemed to only accurately trigger when I shot it with the SSG for some reason. You'll have to go back to the same eye switch and repeat this 4-5 times.

>> No.6685846

>>6685826
How are you supposed to know that? obviously I tried shooting the switch but there's no indication that it's the right thing to do. Granted, I didn't shoot it with the ssg but the plasma gun but still. I even ran back and forth doing this a few times but there was no indication it was doing anything. So I went back to trying to press the switch. I started trying to blast at the icon while riding the rising platforms. I tried pressing the switch, running into the room, and then looking around the rest of the map looking for something to open up. Also if only the SSG works that's really gay. I even tried opening up this level in the editor but couldn't decipher the voodoo script. I saw in there there's supposed to be a sword texture in that room (maybe to hint that you shoot?) but I don't think it shows up ingame.
Very unclear. Unclear =Unfair.

>> No.6685848

>>6685040
Really, the wooden room killed you?

>> No.6685865

>>6685726
You mean ZDoom polyobjects? You need to make the polyobject's walls 2-sided, and raise the contaianed floor to the desired height. This will make its height finite. Although the flat won't render.

>> No.6685871

>>6685846
Plasma Gun wouldn't have worked regardless, since only hitscan weapons activate the shootable switches, I'm not sure about the SSG thing, but when I shot the Chaingun at it it didn't seem to detect it.

>> No.6685883

>>6685865
I tried that and it didn't work. Could you elaborate on that more?

>> No.6685884

>>6685748
>>6685846
Alright, this is the critique I'm looking for, thank you very much! How would you suggest making it more obvious?

>> No.6685894

>>6685216
The switch version sound is better than the original versions but it's still not great

>> No.6685937

>>6685884
Well now I feel dumb for not knowing about the hitscan quirk.
If you shoot the switch properly, does the icon of sin make a hurt noise SFX? If he does, then it's fine, I would have understood what to do. You can skip the rest of my comment.
If he doesn't, there needs to be some kind of noise indicator telling the player Shoot Switch = Good.
Maybe a nearby unreachable archvile is killed each time emitting a recognizable death noise.
Or you could even get crazy and make a visual indicator with five barrels lined up spaced out right below the icon. Block them with linedefs so the player can't blow them up. Each time the switch is shot, a barrel blows up as a side effect, indicating the boss's "HP"

>> No.6685953

>>6685937

Pressing the first switch guarded by the cyberdemon opens the door to the chamber, and it opens a door in front of a voodoo doll on a conveyor to put him in front of a lift, and the shootable switch lowers the lift, letting him pass a set of linedefs actions which crushes a barrel near Romero's head, the door and blast shield for the second switch are then reset and the voodoo doll slides up in front of the next function gate. There's four stops in total, and four barrels in total, the fourth barrel kills Romero's head.

It's a very Rube Goldberg kind of scripting, as all Voodoo scripting is, but I feel my setup is especially janky. It's probably not bombproof, and I'd appreciate if anyone could devise ways to try to break it or point out improvements in terms of timing and what not. It could probably be tightened, is what I mean.


This isn't the most amazing final fight or anything, but I think it's more interesting than Go On The Pillar And Time Your Shot. I think I'll add some extra nasties gating in with each time you give the Baphomet a smack, along with maybe extra ammo.

>> No.6685961

>>6683328
My not make a small mod script that circumvents the auto load?
There are death and respawn function types.

>> No.6685963

>>6685871
Huh, the Chaingun didn't work?

>>6685937
Actually, a 'progress indicator' would be good addition.

>> No.6685978

>>6685953
>the first switch guarded by the cyberdemon
There wasn't a cyberdemon there. There was only one cyberdemon I encountered and that's the one that spawns in the middle lobby with the two hell knights. He shows up after you get the rocket launcher, right? Then you take the elevator to the spooky place above. And then you drop down to the megasphere to get TP to the area in front of the icon with the switch and the chamber. But there's no cyberdemon there. This was the case on PrBoom+ and GZDOOM

>> No.6685991

>>6685963
>Actually, a 'progress indicator' would be good addition
Commander Keen health bar

>> No.6685993

>>6683378
I just saw this so never mind this post: >>6685961

I even made a small death script for this but since you found a way that's fine also.

>> No.6686000

>>6685978
Oh? There's supposed to be one after you shoot the switch after the first time.

>>6685991
How do you mean?

>> No.6686014
File: 16 KB, 320x200, unnamed.png [View same] [iqdb] [saucenao] [google]
6686014

>>6686000
Oh that's what you mean. Yeah sorry I didn't have that happen because I was using the plasma gun to shoot the switch which I didn't realize doesn't work. I'll try beating it tomorrow as well as try to break it. Though your setup sounds solid to my primitive brain.
>How do you mean?
Oh I just meant I changed my visual idea of barrels to that of four hanging Commander Keens though I realize that's tacky and you probably have better ideas for how to represent the concept.

>> No.6686139

>>6685216
>Randy

>> No.6686143

>>6685401
No slide lock?

>> No.6686209

>>6685332
man is scythe 2 really that good? i never even played it but probably should

>> No.6686297

What is the most based mods for general MegaWad adventures?
Here's Mine:

Doom Widescreen HUD
SmoothDoom
Ketchup For SmoothDoom
Doom Metal Vol 5
Duke Shadows

>> No.6686310

>>6686297
Jimmy's Jukebox
Fraggle's vanilla smooth weapons

What version of Ketchup are you using? Link?

>> No.6686321

>>6686310
V5 SmoothDoom patch. It's in the archive in the OP torrent.

>> No.6686323
File: 383 KB, 450x337, brutal domo.gif [View same] [iqdb] [saucenao] [google]
6686323

>>6686297
vanilla megawad + chocolate doom + 0 mods
limi removing megawad + crispy doom + vanilla smooth weapons, perk's hi res sfx, doom sprite fix

>> No.6686334
File: 87 KB, 936x622, 48387.jpg [View same] [iqdb] [saucenao] [google]
6686334

>>6681881
Make the hellmobile shaped more like the batmobile from Tim Burton's 1989 Batman

>> No.6686361
File: 287 KB, 540x718, 1534654440127.png [View same] [iqdb] [saucenao] [google]
6686361

Finished Valiant a few days ago and holy shit, the chaingunner meme is real.
Every other map has a group of chaingunners/imps/spiders sniping you from the other side of the universe, actually made me mad a few times.

>> No.6686369

>>6685128
Rather dislike that trope myself but you may want to check out Whispers of Satan as it uses that design very frequently, if you’ve somehow not played that yet

>> No.6686371
File: 139 KB, 357x368, 9fd.png [View same] [iqdb] [saucenao] [google]
6686371

>>6685401
Didn't you say a while back it's basically just you and your friend working on this? Cus if so, that's really cool, working on a mod with a bro of yours n such. Also is this gonna be a "true" survival horror mod? Cus I'm getting more of an action paced vibe from it where the horror aspect comes moreso from the sound/visual design, like what Doom 64 was: regular fast paced Doom gameplay with creepy vibes from the music and visuals. Whereas a survival horror game is usually slower and doesn't give you a lot of ammo. Not to shit on your project ofc, I'm just wondering where exactly it's going cus I've felt like it was more action oriented ever since your first webms of the mod you posted a while back.

>> No.6686383

>>6686361
Anon, that's when you enable the dot, pull out the chain gun, and begin tap sniping.

>> No.6686413

>hexens a little too easy
>Game obviously wasn't designed for "fast monsters" cus it becomes far too hard.

What do?

>> No.6686424

>>6686413
>hexens a little too easy
Do you speedrun System Shock and Ultima Underworld too?

>> No.6686428

>hexen is not available on steam in germany.
where can i download it my fellow friends?

>> No.6686443

>>6686428
Legends of olde tell of place known to ancients as "OP". One might seek there ye wisdom they sought.

>> No.6686467

>>6686443
i can only find hexen 2 in the megas, no hexen 1

>> No.6686471

>>6686467
Traveler from far away land told me of tablet with curious inscription that reads "Idtech1", truth be told it might possess magical powers to bring images and texts from bygone age.

>> No.6686478

>>6686471
thank you, oh wise sage, for i have found my quarry.

>> No.6686492

>>6686424
You joke, but SS1 has a time limit mode so it was actually designed with speedrunning in mind.

>> No.6686674

Anyone has the older version of Doom Incarnate?
The one with Black Hole launcher and the BFG?
I wanna port them into the new version since they were removed, but can't find the old version anywhere.

>> No.6686734

>>6686371
We're up to 5 or 6 people now, a few different spriters, writers for the upcoming PDA logs, one coder at the moment.

There are a lot of different difficulties, the one usually shown is Lone marine, which is kind of a balance between action and survival horror.

One of the higerh difficulties is more survival horror since it's slower paced with tougher monsters and much more rare ammo/medical supplies. You can't account for every mapset, of course, so it can still be easy to hoard ammo sometimes, but on Kill or Be Killed or We Unhappy Few difficulties as a survivalist you'll be going through with only a handful of shells, a mag or two of ammo, etc and have to pick your shots.

>> No.6686751

>>6686674
Some youtube channels that do the whole "weapon showcase" thing have links to older builds of mods. That's how I found the old build of Doom Incarnate, just google that or youtube search it

>> No.6686837

>>6686413
Its not that hard with fastmonsters. Except for a few parts as the Fighter. As the Cleric you get infinite heals with your 2nd weapon.

>> No.6686874
File: 96 KB, 813x610, kra_34624687567_635472678.png [View same] [iqdb] [saucenao] [google]
6686874

>>6682442
Opinions on this new angled rifle sprite?

>> No.6686918

>>6686874
I'd probably have to see it ingame to get a better idea, but that does look better than before, mainly due to there being more foreshortening on the rifle, making it look less like you're just pointing it mostly straight up in the air.

>> No.6686943
File: 95 KB, 252x264, 1584550863334.png [View same] [iqdb] [saucenao] [google]
6686943

is there any more news on that Immoral Conduct remake?

>> No.6686957

What's a wad where I'm an underwater base/lab/ship?

>> No.6686998

>>6685993
I thought about looking into a script myself, but I sort of like how easily controllable the hotkey approach is. When I'm playing a WAD where I want to keep equipment from map to map I just ignore it, and if I hit a map that is too frustrating for pistol-start somehow, I can load the regular start save instead.

The other thing with a death/respawn script in particular is that I would still have to kill myself or restart the level anyway in order to get a pistol start setup (if I'm thinking about it correctly).

Thanks for the suggestion, though!

>> No.6687005

>>6686957
Under a freezing sea is one, though apparently it goes high on the bullshit meter when it really gets going
Probably not what would be slaughter wad levels but it's got cyberdemons archviles and all the other monsters in large numbers in areas that aren't really built to house them. Still looks great though, so maybe try it.
Sadly it has sharks but no lasers strapped to them.

>> No.6687023

>>6686957
Not a wad, but for Quake there was a whole Underwater Jam.

>> No.6687037

>>6686998
>#Library "ACSAS"
>#Include "ZCommon.Acs"
>Script 1 Death
>{
>Teleport_NewMap(GetLevelInfo(LevelInfo_LevelNum), 0, 0);
>}

It's ghetto and I'm sure you can refine it but that makes you teleport into the same map you just died in (albeit instantly upon death without your input) causing you to pistol start. Only thing you'd have to do is skip intermission screen. Only real downfall is potentially not knowing what killed you and the subsequent autosave that occurs with your pistol start. But the key bind is way more convenient.

>> No.6687042

>>6687005
>>6687023
Thanks, I'll check em both out.

>> No.6687072

>>6687037
Alternatively you can create an item in decorate that when used runs a script that clears your inventory except for the pistol and the 50 rounds you have. Thus if you respawn all you do is hit the enter key on the item and since doom by default doesn't have any inventory items, it will never get in the way.

>> No.6687080

why does half life and sotn live in your head rent free, /vr/?
>>6685696

>> No.6687221

>>6686918
Yeah, reloads and such will mostly stay the same. They really want the angled hold.

>> No.6687342

>>6685349

yeah nothing compares to sunlust for me either

for me it captures the heart of doom and its gameplay in a way that nothing else can even approximate

also the construction of the fights, the creativity of the monster and obstacle placement, is just a high art form. other wads just feel like "designer made a room and then sprinkled in enemies until it was hard" by comparison

>> No.6687357

>>6685724
I figured it out, the emulator in that comes with it in the mega is old and has updated to a better quality, though it still froze on me once. The doom rpg mega should probably be updated with it.
Shit runs my cpu harder than gzdoom somehow.

>> No.6687360

>>6684319
https://easyupload.io/hcp038

>> No.6687442

>>6686371
Got a preview of an older build where things are a little slower and more horror based, high difficulty.

https://www.youtube.com/watch?v=N7Ry-EDe6Dg&t=265s

Anything in particular you guys would like to see as a video preview?

>> No.6687456
File: 20 KB, 255x351, 1592321442505.jpg [View same] [iqdb] [saucenao] [google]
6687456

>>6685332
>NO SIGIL
Romerofags eternally BTFO

>> No.6687458

>>6687456
hahahaha showing carmack for anti-romero

you know your history


but seriously i'm triggered about sunlust

>> No.6687527
File: 755 KB, 900x675, 868c09e29453b2fbc538516d5f7a05fdefd0a9facef7ada7be126520c4d78d04.png [View same] [iqdb] [saucenao] [google]
6687527

>been working on a map on and off for weeks
>not motivated to work on it right now but want to see it through to the release
what do

>> No.6687561

>>6687527
give yourself a time limit, sit down and DO EET

same as any other procrastination issue, anon

don't tell me you procrastinate elsewhere in life...

>> No.6687605

>>6682497
Tell that to the game full of Satanic imagery.

>> No.6687710
File: 13 KB, 1228x97, incredibly intelligent youtube comment.png [View same] [iqdb] [saucenao] [google]
6687710

>> No.6687727

>>6687710
If there was a hundred John Carmack, we'd already be extinct

>> No.6687738

>>6687727
carmack fanboyism is just as cringe as romero fanboyism

>> No.6687768

>>6682442
I cannot for the life of me get the helmet hud the scale correctly. Any tips?

>> No.6687774

Is there an easy way to create CWILV graphics, or do I have to go into an image editing program and do it all by hand?

>> No.6687806

>>6687527
Let someone else finish it.

>> No.6687837

>>6687456
Sigil hasn't even been out long enough to determine its longterm quality

>> No.6687868

>>6685332
ancient aliens so high is weird.

it's fun and has memorable parts (e.g., map 18, and the crash landing all-fist map OMG), but

- difficulty sooo uneven. map 29 is easy for anyone to basically beat in a blind run, seriously wtf. 28 harder but lame-ish slaughter

- some levels just a boring slog

- lots of fights and monster placement not super well thought out (especially when compared with something like sunlust)

>> No.6687889
File: 675 KB, 1764x994, recombiner.png [View same] [iqdb] [saucenao] [google]
6687889

>>6687768
Sure, we actually made a video to help with that:

https://imgur.com/s0nivVC

>> No.6687895

>>6687889
That PDA sprite and hands are really crusty, you plan on fixing that, right?

>> No.6687908

>>6687868
I dont get the acclaim at all. I tried it out and found that its difficulty was retarded, basically just placing shitloads of monsters everywhere. I dont get why people design these cool textures and environments and then just ruin it by throwing a bunch of enemies in your face from the start. Challenge is good but it should be well designed. Ancient Aliens like so many WADs feels more like a boring exercise in attrition

>> No.6687956

>>6687895
Yeah, a lot of the graphics are placeholders for now as we get the functional stuff up first. The rough roadmap is get all the weapons replaced/touched up, then the Immersion update (Data logs, environmental enhancements, new decorations), then a monster overhaul, then balance and fixes leading up to 1.0.

Another helper video for menu settings: https://imgur.com/E2EiTv3

>> No.6687981

>>6687868
The problem with Ancient Aliens is that there's guest mappers that didn't know what Skilsaw was going for on it. I love Josh Sealy, but what the hell is he doing at Map 9?

>> No.6688048
File: 375 KB, 1280x720, Screenshot_Doom_20200628_012724.png [View same] [iqdb] [saucenao] [google]
6688048

>>6686943
I got back to work on it, started redoing the satchel charges as Dynamite, and rehauled the graphics for the carbine (thanks to Marrub for polishing the centered frames), and gave it a much better (and faster) reload sequence, also redid the muzzleflash on the M1.
Thing is that the 2048 map project came around, so the last month I've been hyper focused on that, and it's been really fun, I've never actually made proper maps before, with a focus on gameplay and all.

I'm looking forward to doing testing with it on the finished map pack, since some of the encounters I've made demand the use of the BFG9000, I have to get to work on its replacement.

>> No.6688059
File: 398 KB, 1367x728, not2048.png [View same] [iqdb] [saucenao] [google]
6688059

BLEAK CINDERS
chopblock, this is the third map of yours that doesn't fit in the required space lmao

>> No.6688074

>>6688059
Oh goddammit, I was hoping I shuffled the arch-vile encounter enough to the left that it would fit after I made it larger.

Honestly, I could probably compress that pretty easily, gimme 20 minutes to do that, aight? I've already addressed some of the criticisms and polished up Map 30 to improve it, so I'll give this some attention for a moment.

>> No.6688090

>>6688059
Fuck, I was hoping there wouldn't be anymore edits before I finished, I almost have the whole wad put together. Just adding some music to maps without it now.

>> No.6688105

Anyone know of some maps that have a creepy vibe to them but try their best to use vanilla textures/monsters?

>> No.6688126

>>6688074
Thanks. Also I was the anon that was gonna try finishing your MAP30 today but if it's already being polished, I guess I'll just wait for that version.
>>6688090
We're almost there, lead anon.

>> No.6688128

So if I just downloaded Hexen from Steam (never played it before) and wanted to play it in GZDOOM, do I just drag Hexen.wad to the IWAD folder or is there more to it than that?

>> No.6688132

>>6688126
>>6688090
I guess while it's on my mind, does anybody know what would be a good replacement for the title music? I don't want to leave it as the default. I would've composed my own midi for it, but I have no clue how to music.

>> No.6688136

>>6688074
Is it worth trying to salvage Vehement Onslaught's arena? I thought about editing it for demonstrative purposes, but all I was gonna do is just spawn the player in front of the arena, remove the red key bars, block the path behind you, give you a shotgun + chaingun, and then just let the map play from there. It would be short and sweet, and salvages something of the map.
>>6688090
If we promise not to bitch about the order of the maps, would you let us see how you've ordered them?

>> No.6688137

>>6688132
I can dig one up, gimme some time.

>> No.6688139

>>6688132
https://www.hamienet.com/midi32922_Chocolate-Rain.html

>> No.6688140

>>6682314
Turok 2 is worse in terms of map design
Also, yes, great music.

>> No.6688146

>>6688140
OG Turok 2 also had some of the worst viewbob I've ever seen in a game, especially when paired with disgusting console FOV.

>> No.6688157

>>6687837
evilternity came out after it you fool

>> No.6688163
File: 24 KB, 462x737, 2048list.png [View same] [iqdb] [saucenao] [google]
6688163

>>6688136
>would you let us see how you've ordered them?
Sure, hopefully it makes some kind of sense.

>> No.6688170

>>6688157
OP here
would like to apologize for the rudeness
I did some coke earlier and felt bad ever since
I'm sure your intentions are good

>> No.6688171

>>6688136
Honestly, leave Vehement Onslaught as it is, I don't think it's worth trying to cut it down to just the arena.

>>6688163
Why are we doing 33+ slots when we have a separate .wad already?

>> No.6688175

>>6688170
You're not supposed to drink Coke before bed, anon.

>> No.6688196

>>6688171
3 extra maps hardly warrants a second wad.

>> No.6688202

>>6688171
My reasoning was the 33+ slots were either unfinished or unplayable, but technically didn't break any rules. The extra wad contained maps that were finished, but broke the rules.
I feel like a fool for missing >>6688059 but it was really close, so I'll let chopblock fix it.

>> No.6688213

>>6688170
We're good, my man. Stay safe.

>> No.6688227

>>6688202
Honestly, unfinished and unplayable seems like it breaks the rules to me in a way, might as well just stuff all the extra maps in a separate .wad, so you can just boot it up and play it without any commandline stuff.

>> No.6688237

Are we doing text crawls too?

>> No.6688242

>>6688237
Probably not, but if we are then I suggest they should be something shitposty like in sunlust.

>> No.6688256 [SPOILER]  [DELETED] 
File: 319 KB, 1920x1080, 1596688243233.png [View same] [iqdb] [saucenao] [google]
6688256

>>6688227
True, true. I doubt a majority of players even know how to access the 33-35 slots, might as well save them the trouble.
>>6688237
Yeah, I was loosely basing them on this post >>6634201 because I thought it sounded interesting
Here's a sample

>> No.6688258
File: 390 KB, 1920x1080, doom09.png [View same] [iqdb] [saucenao] [google]
6688258

>>6688227
True, true. I doubt a majority of players even know how to access the 33-35 slots, might as well save them the trouble.
>>6688237
Yeah, I was loosely basing them on this post >>6634201 because I thought it sounded interesting
Here's a sample

>> No.6688259

>>6688258
Hey, that's pretty good, takes the more serious tone of my text dump yet also juxtaposes it with the shitposting angle.

>> No.6688278
File: 467 KB, 1920x1080, Screenshot_Doom_20200806_003920.png [View same] [iqdb] [saucenao] [google]
6688278

revenants are really fun to fight. sometimes ill replace all the enemies in a level with revenants to practive

>> No.6688298

>>6688278
Is there a command to do that or you manually do it in the editor?

>> No.6688315

>>6688258
>laying
lying

>> No.6688320

>>6688315
>>6688258
>capital
capitol

>> No.6688328

>>6688298
If there is a command I would love to know..I have to do it manually

>> No.6688334

>>6687080
>you will never be as pathetic as castlecucks
Feels good

>> No.6688336

>>6688315
>>6688320
Shit. Fixed.

>> No.6688337
File: 51 KB, 680x382, EbSM8kuXYAEZL7y.jpg [View same] [iqdb] [saucenao] [google]
6688337

>>6681883
>>6688059
>>6688090
>>6688126
>>6688136
>>6688163
>>6688258
https://files.catbox.moe/8kzr5w.wad
Alright, I've tightened up Bleak Cinders now, hopefully this should suffice, it fit in a 2048 square for me. I'll do some more polish on Tyrant's Starless Realm, upload the revision of it, then I'll want some further critique on that.

>> No.6688360
File: 10 KB, 64x64, Wc3BTNSorceress.png [View same] [iqdb] [saucenao] [google]
6688360

>>6688337
Your wish is my command

>> No.6688392
File: 33 KB, 648x595, e1096dc4da6d9afc32762438175a14cb9ecc1e07.png [View same] [iqdb] [saucenao] [google]
6688392

>>6688048
I went to the army and came back but it's still in development

>> No.6688402

>>6688090
Because there's been so many edits, can you upload an unofficial final wad before the final wad so authors can check you have the final version of each level?

>> No.6688442

>>6688402
I'm also fairly certain a couple levels had to have slipped by without criticism, meaning they're still broken.
And btw just putting this out there for lead anon- I'm pretty sure the author might still be putting the final touches on Dark Sanctuary unless he decides to not change anything.

>> No.6688445
File: 324 KB, 1600x900, 20200805214640_1.jpg [View same] [iqdb] [saucenao] [google]
6688445

Anyone else check out The Citadel yet? Got through the demo episode (again) and started playing through E2 and so far the map design feels more evolved.

>> No.6688449

>>6688445
It's just a stealth guro fetish game.

>> No.6688463
File: 291 KB, 1280x720, Screenshot_Doom_20200704_200617.png [View same] [iqdb] [saucenao] [google]
6688463

>>6688392
Haha, yeah, that's what you get for relying on me. I'll probably do a quick (mostly cosmetic) weapon set for 2048 just as some sort of optional addon, after we're done too, because that should be fairly fast.

>> No.6688473

>>6688463
Why does Doomguy have baby fingers?

>> No.6688495
File: 464 KB, 723x452, 1586961382761.png [View same] [iqdb] [saucenao] [google]
6688495

Can someone id this map?

>> No.6688502

>>6688473
Good question. Those were graphics I found which animate the thumb pressing the button, so that's what I used, though I suppose they look a bit awkward. If you know some better graphics for a detonator, I'd love to use those instead.

>> No.6688508
File: 57 KB, 924x520, 20190724180759_1-924x520.jpg [View same] [iqdb] [saucenao] [google]
6688508

>>6688449
as opposed to the non-stealth ones.

>> No.6688513

>>6688508
The only thing I can remember from this game is that all of the females in it are supposedly futas, is this true?

>> No.6688547

>>6688513
Only the MC as far as I know

>> No.6688581

>>6688445
>The Citadel
From what I've seen level design looks really primitive and underdetailed.

At least Hedon had passable levels.

>> No.6688589
File: 119 KB, 720x406, e2m6.jpg [View same] [iqdb] [saucenao] [google]
6688589

>>6681881
What the fuck is up with E2M6? Am I retard or is it unintended for shotgun start?

>> No.6688592

>>6688589
Quake isn't intended for shotgun starts in general. Most of the maps were technically tested at one point or another to make sure they were beatable by idiots and were then placed into whatever order that episode's dev felt like they belonged in, so they're 'possibly' able to be beaten from a shotgun start, but it really isn't recommended.

Except Sandy's episode. Sandy doesn't give a fuck about you.

>> No.6688601

>>6685332
I like Scythe but honestly putting it at 4th best might be really overrating it, it's good but not that mindblowing, at least compared to modern wads.

>> No.6688603

>>6682442
Played a few levels and like it, the doomguy's footsteps are very iffy. Otherwise good shit, I'll play more later

>> No.6688612

>>6688601
Maybe it's there for how inspiring it was - like Plutonia, its style has been copied by so many other wads.

>> No.6688629

>>6688581
Yeah it's really more on the Wolfenstein side of things.

>> No.6688630

Torrent with many doom mods.
https://rutracker.org/forum/viewtopic.php?t=5755611

>> No.6688642

I miss Turok Dev. Does anyone have a link to that google drive with all the videos?

>> No.6688654

>>6688328
If you're playing gzdoom, you can easily do it with a universal Decorate mod like so:
>actor ImpVenant : Revenant replaces DoomImp {}
>actor ZombieVenant : Revenant replaces ZombieMan {}
etc etc

>> No.6688737

Did Quake II use MIDIs for soundtrack or did it move on to better formats? If the former, where can I find a midi rip, doesn't seem to be anywhere.

>> No.6688741

>>6688737
Quake 2 used an actual recorded soundtrack (by Sonic Mayhem), as did Quake 1 (by Trent Reznor/Nine Inch Nails).

>> No.6688745

>>6688741
Yeah, I thought so, but there was still hope.

>> No.6688767

>>6688745
There are some .midi recreations of at least some Quake 2 tracks floating around.

>> No.6688827

>>6688767
Yeah, I found them. Was just hopping I'll be able to get the entire rip.

>> No.6688874

getting real tired of these crushers in hexen.

>> No.6688876

>>6688445
nigga I looked at that thing and I immediatly could hear the monster girl quest battle soundtrack

this bitch would look right at home in part 3

>> No.6688880

>>6684921
I dunno, I swing both ways and I wouldn't
I tend to like 'em more girly I guess

>> No.6688883

>>6684921
every time i see a baron of hell i get an erection.

>> No.6688925

DOOM nerds, what's an HOM?

>> No.6688928

>>6688925
https://doom.fandom.com/wiki/Hall_of_mirrors_effect

>> No.6688937
File: 82 KB, 320x200, go hom.gif [View same] [iqdb] [saucenao] [google]
6688937

>>6688925

>> No.6688978

>>6688928
>https://doom.fandom.com/wiki/Hall_of_mirrors_effect
you mean https://doomwiki.org/wiki/Hall_of_mirrors_effect

>> No.6688996

>>6688601
Scythe may not be the most groundbreaking thing ever, but I can easily see why its loved by many. The short levels coupled with overall solid gameplay allows for strong replay value. It even has the most demos recorded out of any pwad on dsda, IIRC.

>> No.6688998

>one sixth of the puzzle has been solved

>> No.6689029

>>6688978
>>https://doom.fandom.com/wiki/Hall_of_mirrors_effect
>you mean https://doomwiki.org/wiki/Hall_of_mirrors_effect
you mean https://graphics.fandom.com/wiki/Hall_of_mirrors_effect

>> No.6689061

>>6689029
>>>https://doom.fandom.com/wiki/Hall_of_mirrors_effect
>>you mean https://doomwiki.org/wiki/Hall_of_mirrors_effect
>you mean https://graphics.fandom.com/wiki/Hall_of_mirrors_effect
couldn't possibly be https://tvtropes.org/pmwiki/pmwiki.php/Main/HallOfMirrors

>> No.6689064
File: 578 KB, 1280x720, Screenshot_Doom_20200806_162253.png [View same] [iqdb] [saucenao] [google]
6689064

>>6681883
>>6684134
>>6688337
https://files.catbox.moe/ow5jjm.wad
Alright, revision of Tyrant's Starless Realm

It's maybe slightly harder in some ways, slightly easier in others. I haven't really balanced for lower skill levels yet, would appreciate some ideas for that. I tried to make the """script""" for the shooty switch more foolproof to make it more reliable, as I noticed it would seem to open by itself sometimes. The result seems somehow more janky, because sometimes the blast shield pops open anyway and you can shoot the switch, and nothing happens, and sometimes it does do damage, but I find that if you just stick with it, the sequence carries on, and you can kill the boss.
Anyone with experience with voodoo scripting is welcome to give input.

I've counted about 3 or 4 slimetrails in the level, tiny ones, but they do exist. Tested in PrBoom+ and GzDoom. Also, once again, if you use any kind of flashlight mod, I recommend *strongly* against using it in this level, framerate is perfectly fine in OpenGL mode, and perfectly fine in software (PrBoom+'s software), but if you turn on something like beamflashlight, framerate instantly goes down into single digits. Obviously, any kind of mod which makes levels dark and gives enemies flashlights are a no-go.

I should probably restrain my detailing in the future, or detail smarter.

>> No.6689080

Name best mod for Heretic and best mod for Hexen.

>> No.6689102
File: 323 KB, 492x448, 14271133589980.png [View same] [iqdb] [saucenao] [google]
6689102

>>6689080
>best mod for Heretic
Alabama Smith and the Abandoned Heretic Mod

>> No.6689103

>>6688445
Absolutely degenerate.

>> No.6689114
File: 127 KB, 526x768, microsoftjudgmentdaj.jpg [View same] [iqdb] [saucenao] [google]
6689114

>>6681883
Alright, how about one of these tracks for the Titlescreen?

https://files.catbox.moe/g69vl2.mid
This track is from Perdition's Gate, so by Tom Mustaine (no, not that Tom Mustaine, the Team TNT one). It's a functional choice

https://files.catbox.moe/4g9x7z.mid
We could go REALLY oldschool with Boss Blow (by Lee Jackson), from Rise Of The Triad, the game itself is old, and and one or two old megawads (Hell Revealed, etc) used this track for their title screens.

https://files.catbox.moe/71ibrt.mid
He's Back! from Duke Nukem 2, composed by Bobby Prince, and this is a later rearrangement he made. Might suit a map 01 better than a title screen, but I'll put up as a suggestion.

https://files.catbox.moe/ie4k7f.MIDI
The installer track for Blood, by either Daniel Bernstain or Guy Whitmore. Pretty high tempo I suppose, and maybe better suited for something like the tally screen after a level.

https://files.catbox.moe/6inzb9.mid
Title theme to Crucified Dreams, by Vincent Fong.

I'm open for other suggestions, but we should pick one, just because.

>> No.6689129

>>6689064
The eye switch seemed to not open the meat tower with the shootable skull sometimes, I had to wait until the switch becomes available and press it again to open the tower. Is it a bug or was it changed to work this way?

>> No.6689131

>>6689129
It's a bug, because whatever I did with the Voodoo script to try to make it work a bit tighter and more reliably seemed to have done mostly the opposite. It works if you just keep going at it, though I know that's not really a good answer.
Perhaps I should do a layer of switches instead?

>> No.6689139

>>6689114
>no, not that Tom Mustaine, the Team TNT one
Theres another Tom Mustaine I'm not aware of?

>> No.6689142

>>6689139
I think I was thinking about Dave Mustaine, so double dumbass on me, I committed the faux paus myself!

>> No.6689149
File: 60 KB, 735x200, ALFATANALauncher.gif [View same] [iqdb] [saucenao] [google]
6689149

How do you guys help yourself to keep working on your mod?
I just decided to begin finishing an update to my damn mod, so far i have just finished spriting and
animating this gun.
and i still need to draw the projectile.

>> No.6689182

>>6689114
How about the Perdition's Gate track for the title screen, Blood installer for the intermission and Boss Blow for the ending cast sequence?

>> No.6689196

>>6689182
I don't think we can use Boss Blow for the end cast sequence, the track is too short and thus repeats too fast, also that track is by default the map 31 track, and I'm not sure Boom/PrBoom+ lets you change that.

>> No.6689217
File: 157 KB, 500x499, 4245246.png [View same] [iqdb] [saucenao] [google]
6689217

>>6689114
Graveyard track (from Heretic) for the INTERPIC screen

>> No.6689221

>>6689217
I don't remember that one.

>> No.6689227

>>6689217
Not a bad suggestion.

>> No.6689228

>>6689221
E1M9 from Heretic, you might remember it as the Alien Vendetta intermission music.

>> No.6689234

>>6689064
The meat elevator after the first cyberdemon encounter shouldn't be unpegged, it makes it hard to tell if it's a lift if the texture doesn't scroll down when activated. Other than that I didn't encounter any bugs and the icon gimmick wasn't too obtuse. A bit more cell ammo at the end would make it more forgiving to figure out the boss without quicksaves. Very fun and pretty level overall, the scrolling face maze made me kind of nauseous but I suppose hell shouldn't be a comfortable place to stay in for too long. Good job.

>> No.6689236

>>6689228
Just gave it a listen, and I remembered. It's definitely a good choice.

>> No.6689307

>>6689217
Perfect, going with this one.

>> No.6689326

>>6682442
looks awesome. why is he holding the rifle at an angle? makes sense if you're just running around, but people only shoot guns like that in da hood.

>> No.6689342

>>6689307
Is there an ETA on the beta version of the 2048 wad? I think only Chopblock has revisions pending and more people would be willing to playtest if the levels were in one wad with all the assets included.

>> No.6689346

>>6689307
What are we doing for the text screen music?

>> No.6689354

>wanna play 2016 and eternal
>oh look its on sale
>giving money to bethesda
>pirate
>.ddl whatever missing
>download dll
>still wont work
>considering buying it on steam and save myself the hassle

huh, piracy really is a service issue

>> No.6689378

>>6689149
At least what is your mod is about?

>> No.6689383

>>6689354
Use rutracker.

>> No.6689393
File: 17 KB, 478x600, stickguyindoomupdateplans.png [View same] [iqdb] [saucenao] [google]
6689393

>>6689378
https://forum.zdoom.org/viewtopic.php?f=43&t=66877
Essentially Play a stickman era stuff doom mod, currently what you have seen is the new weapon i am planning to implement.
Still maintains vanilla weaponry also somewhat, but i am considering maybe remaking the mod potentially in the future to be hopefully.
Pic related is also the things i have also done so far, i am planning also with this update to update the art also.

>> No.6689409

Nobody has ever read the OP

>> No.6689443

>>6689346
"The Yawning World" by Jimmy
>>6689342
Within the hour if all goes well and I'm not interrupted.

>> No.6689481
File: 44 KB, 678x381, Fall-Guys-2-678x381.jpg [View same] [iqdb] [saucenao] [google]
6689481

>>6681881
>>6681883
Icon Of Party 2:
DOOMED Guys
You're welcome.

>> No.6689508

>>6689481
Reddit.

>> No.6689526

>>6688445
Link?

>> No.6689535

>>6689508
>liking things is reddit
fucking nuchan

>> No.6689536

>>6689526
Dunno why you wanna play it since it's Weebjank made by in UE4 with visual code, but here you go https://store.steampowered.com/app/1378290/The_Citadel/

>> No.6689550

uncle mark is based

>> No.6689572
File: 67 KB, 1024x768, kra_34624687567_635472678.png [View same] [iqdb] [saucenao] [google]
6689572

>>6689326
It's the Center Axis Relock (C.A.R) hold. Usually you see it on handguns and SMGs, but I think they do it with rifles sometimes.

>> No.6689583

>>6689535
>linking things
>no link
?????????

>> No.6689585

>>6689583
WAIT NO I'M STUPID LMAO

>> No.6689591

>>6689481
What?

>>6689508
Also what?

>> No.6689623

>>6689481
Doomguy's Castle

>> No.6689671
File: 1.76 MB, 1767x1979, helbound more like hellcow.jpg [View same] [iqdb] [saucenao] [google]
6689671

this game sucks all the balls
In 3 years they have made 7 half assed levels that feel like they were slapped together in Unity in a matter of week (the game is in Unreal Engine 4 though. In all of its default blurred glory).
You finishe the 7 level, beat a boss, and think its a first episode out of 3 or 4, but nope, that's it.

The game has 2 enemy types - a "Grug" caveman with a weapon (same as what player uses), and a skinned flayed cow. There are 5 weapons in the game, so 5 flavours of caveman (with differing amount of armor, still same model tho), and 2 flavours of cow - one gray flings fireballs a-la imp, another leaps like a fiend. One boss on top of that, that is pretty much a lame demonic gorilla.

That's it. That's all the content that was made in 3 years.

Also MC tries to do one liners, but in all of them that aren't borowed from Sam or Duke, involve him calling his enemies Motherfuckers.
Motherfuckers this, motherfuckers that, motherfuckers for breakfast. Every damn time.

The graphics are some XBawks 360 blurry shit with pop in too - like burning tiles in picrelated flame just disappears if you take some steps back.

But hey, they gave a shout out to all those ecelebs so its alright, it's gonna get some praise for that right

what a disappointment

>> No.6689678
File: 10 KB, 642x400, dn1-BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BALLS BBBBBBBBBBBALLS OF STEEL.png [View same] [iqdb] [saucenao] [google]
6689678

>> No.6689682

>>6689671
What did you expect from huehue game.

>> No.6689685

>>6689671
Wait for civvie11 or Mandalore video where they shill the shit out of it.

>> No.6689692

>>6689671
Throwback FPS indies were a mistake.

Nothing but trash.

>> No.6689696

>>6689685
too low profile for them
Civvie is busy doing Deus Ex franchise, then maybe sys shock
Mandalore has massive backlog of games he plans to do videos on if nothing changes
Wouldn't put it beyond GMan to review this turd tho

>>6689692
Dusk, even if its flawed and i dont relliy like it is hundred times better than this
Amid Evil and Ion Maiden are in another tyier entirely.
Wrath and Prodeus are gonna be good to considering who their level designers are.

>> No.6689702

>>6689696
Civvie shilled Newblood shitware and Postal 4.

>> No.6689704
File: 84 KB, 320x200, BOSSBACK.png [View same] [iqdb] [saucenao] [google]
6689704

>>6681881
>>6681883
Finally, here is the beta for 2048 Units of /vr/:
https://www.dropbox.com/s/cpupk5jc9intyu3/2048unitsvrBETA.zip?dl=1
I want to see playtesters use this wad to point out any bugs they find, or to suggest changes.
Note that I made some small adjustments to texture alignments in some maps (besides MAP01, nothing involving gameplay), so I'm also putting up download for all the individual maps. This is for the authors, so can find the most up to date versions of their maps without having to fish them out of the main wad:
https://www.dropbox.com/s/x2zrcloq5jqj24c/2048IndividualMaps.zip?dl=1
I've included a .txt file with the credits in both links so playtesters know what maps they're critiquing.

>> No.6689714

>>6689696
I lost any faith in newblood shillware after how much they hyped up Gloomwood, and it was unsurprisingly trash.

Dusk is their only good game that's keeping them afloat ATM.

>> No.6689718

>>6689704
Gonna test them in GZ Doom like a retard because I lost link to good PrBoom again.

>> No.6689720
File: 302 KB, 1920x1080, Screenshot_Doom_20200806_152952.png [View same] [iqdb] [saucenao] [google]
6689720

>>6689671
Damn, I can't believe the hexagonal floor tile theft has extended to beyond zdoom.

>> No.6689724

>>6689720
>ZDoom
bitch it was present in boom-maps before ZDoom

>> No.6689725

>>6689704
JESUS CHRIST look at that bicep. No more bovine hormones for you, Doomguy.

>> No.6689726

>>6689718
That's fine, it would be good to know if anything is somehow broken by GZDoom.

>> No.6689730

>>6689704
>MAP10: An Appointment With Mr. Pain
>Difficulty: Medium
Really? I thought I'm making a pretty easy map.

Also where did you fix misalignment?

>> No.6689736

>>6689730
The two MARBFACE textures were upper and lower unpegged. Other than that I didn't spot any others.

>> No.6689738

>>6689704
>(Maps placed in here did not adhere to the 2048x2048 map unit limitation, but they're still
worth checking out)
>MAP03: Pointing You the Way Out
>Note: Kind of a clusterfuck, would be good in one of the EXTRA slots as an interesting challenge map
Excuse me, why is it here? i made sure the player had just 2048x2048 max amount of space.
Unless it's there because of the notes

>> No.6689740

>>6689725
he's a big man
>>6681935

>> No.6689741

>>6689080
Wayfarer's Tome
Tempered Arms
both mods are similar to vanilla but with various improvements to make the games flow better

>> No.6689775

>>6689738
>Unless it's there because of the notes
Yup.
I forgot to edit that part of the text because I decided to add the 33-35 slot maps into the extra wad at the last second. Now it's simply for maps that didn't make it into the main project, broken rules or not.

>> No.6689776

>>6689704
I see you used my HUD from a few threads ago, I never gave credits so here they are:
Background and ammo icons are from Eternal Doom. Text is Stgotic font by Daniel Hernández. Numbers are from Hell Revealed 2. HUD assembled by punch you in the face man.
I could whip up an M_DOOM that would look better on the title screen later today, layering the same font on top of itself looks kinda strange.

>> No.6689805

>>6689572
>It's the Center Axis Relock (C.A.R) hold
cool, I guess I'm not as much of a gunfag as I thought

>> No.6689846

>>6689704
>MAP01
>Difficulty: Easy
Yeah, right. Locking me on a narrow ledge with 3 mancubi is easy.
Great detail work, I wish I was attentive enough for this.
I don't think the kitchen ambush works. It's too narrow to fight this many imps legitimately, and too easy to cheat by just walking into the lift.
I also question wisdom of releasing arch-vile near the crushers. Unless ghost monsters are intended effect.
Conversely I think something went wrong with Arch-vile in the exit room, like it was stuck. Might just be he didn't have his priorities straight.

>>6689736
You mean faces themselves? It shouldn't really affect anything but whatever. Neither would un-unpegging them.

>> No.6689860

>>6689671
So it's properly Will Rock/Painkiller Sequel tier.

>> No.6689884

>>6689846
>You mean faces themselves?
No, the textures above and below them.

>> No.6689887

>>6689718
Here it is.
https://www.doomworld.com/forum/topic/106866-prboomumapinfo-v-2517/?page=13&tab=comments#comment-2151685

>> No.6689901

>>6689860
worse than those too

>> No.6689902
File: 471 KB, 1920x1080, Screenshot_Doom_20200806_230904.png [View same] [iqdb] [saucenao] [google]
6689902

>>6689704
>MAP02: Shipwreck Cavern
Questionable progression logic. Why is torch a switch? Can't it be a normal switch (Or no switch at all, considering it's right next to the bridge)?
Two swtiches are not necessary bad, but 2 in a row give impression that they would do the same thing. I only flipped one at first, then fell in a trench and got stuck. Really seems like it should be possible to hang both sectors on the same action.
The hanging fellow on the picture blocks my passage with his infinitely tall ass even though he seems to not be long enough for this. Perhaps replacing him with non-blocking decoration, or alternatively slightly longer decoration would be appropriate?
I need to make a jump to the exit which seems odd to me. Did you forget to tag one step to raise properly?

>> No.6689912

>>6689775
Ah i see.
Thanks for clearing it up.

>> No.6689927

>>6689704
>besides MAP01, nothing involving gameplay
> Axed the pain elemental and the pinky in the first room because it's pretty overwhelming
otherwise
You do know that I added those on the suggestion from playtesters, and playtested the shit out of them myself? Also if you're doing texture fixes, I have a wrong texture on MAP05 in maze room near the door.

>> No.6689934
File: 382 KB, 1920x1080, Screenshot_Doom_20200806_233044.png [View same] [iqdb] [saucenao] [google]
6689934

>>6689704
>MAP03: Gatehouse
I remember this one from before. Most of the things were fixed. The staircase at the beginning is prime camping ground still.

A few misalignments - in attachment and similar one on revenant closet, could be fixed by putting some divider there. And I just ran past the barons in the end, but solid map

>> No.6689938
File: 50 KB, 512x341, Animal is not stuck, it's his favorite place.jpg [View same] [iqdb] [saucenao] [google]
6689938

>>6689846
>Conversely I think something went wrong with Arch-vile in the exit room, like it was stuck.
I walled him off with monster-blocking linedefs on purpose, he's supposed to guard the exit. He is perfectly capable to attack the player and revive the revenants when the player is hiding.

>> No.6689941

>>6687357
Spoke to soon about that last night, still had issues BUT i did some more looking around and found that the doomrpg version in the op mega is from build that freej2me doesn't really support.
Also, sound seems to cause most of the issue.
>>6689671
what an awful hud
also the two spaces between names on that wall bugs the shit out of me

>> No.6689946

>>6689704
>MAP04: Roundabout Cliffside
This is probably the easiest map so far for me. I like the progression and how I can see the exit from the start. I don't have any complaints, really, but I probably put that as MAP01.

>> No.6689950
File: 1.32 MB, 1920x1080, b5e3f33a-91fd-4a22-afb6-1c9a8656dbe1.png [View same] [iqdb] [saucenao] [google]
6689950

>setup strong enough to emulate Demon's Souls at 60 FPS
>GZDoom with the Given slows the game to a cral from 200 FPS to -30 as soon as I look up, even with the vulkan renderer

this wad is too powerful

>> No.6689962

>>6689704
>MAP05: Lobachevsky Overdrive
Silent Teleports are fucking with my head. Great concept for the map, though I didn't really feel like scoring 100% kills.

>> No.6689964

imagine a survival horror wad with sometimes silent teleports and sometimes noisy teleports that dont actually teleport any enemies in but are just there to make you paranoid. bullshit design?

>> No.6689967

>>6689671
for every of these throwback indie retro fpses, there's a mod for the games they're "tributing" that does what they aim to do but better
people already do cool shit when modding these classics, why would you pay for an inferior version that looks like a fake videogame from a law and order episode?

>> No.6689973

>>6689950
>too powerful
It's called shitty optimization.

>> No.6689984

>>6689704
>MAP06: You're a drunk loser, and not the cool kind

I didn't finish the map and I think I'll stop for now. Is baron supposed to be stuck? A little weird. But maybe it is.

>> No.6689996

>>6689704
Oh god oh fuck, I've just found out that for some reason the fake teleporter in Ghost Grotto just doesn't lower the part with the real teleporter when using complevel 9 (Boom), but it works just fine with complevel 11 (MBF). It seems the generalized linedefs to lower the floor just don't activate on complevel 9 for some reason. Anyone knows what might be causing this? I'll probably just replace this with a standard lower floor action. I'm also going to make a small update for Black Crest.

From the maps I've played, map 08 Suspiral seems to have too little ammo to do it UV pistol start, but maybe that's just me.

>> No.6690043

>>6689950
Man, GZDoom has so many settings you need to unfuck before it starts running smooth at all. Barely any of it even makes sense.
Enabling antialiasing = better framerate. That one is my favorite.

>> No.6690051
File: 10 KB, 125x60, M_DOOM.png [View same] [iqdb] [saucenao] [google]
6690051

>>6689704
>>6689776
Behold! A more distinct M_DOOM.

>> No.6690052

>>6689950
-30? Youve unlocked a fucking time machine man!
>>6689964
Unloved does that once, it sounds like a Revenant teleports right behind you but there's nothing. Great jumpscare.

>> No.6690057
File: 562 KB, 1920x1080, Screenshot_Doom_20200807_003655.png [View same] [iqdb] [saucenao] [google]
6690057

>>6689950
~8 year old i7. Visual effects and junk like that enabled.

>> No.6690065

>>6689704
>>6689996
https://www.dropbox.com/s/lio663x2rvl5dky/Brxyz%20-%20Ghoul%20Grotto%20hotfix.wad?dl=0

https://www.dropbox.com/s/mfavuwkclhqi4ua/Brxyz%20-%20Black%20Crest%20hotfix.wad?dl=0

Quick fixes to Ghost Grotto and Black Crest. I still have no idea why exactly Ghost Grotto was completely bugged on complevel 9, and I blame myself testing it on complevel 11 for not having noticed it earlier, I didn't think it would even make a difference. For some reason Doom really didn't like the way I placed the triggering linedefs in the voodoo scripts, since moving them just a bit fixed them. I thought it might be because of those linedefs being so close to eachother, but this didn't cause any issues in Black Crest so I have no idea anymore. Fixed a sneaky hom near one of the banners in Black Crest, and I switched the keycards for skulls for consistency.

>> No.6690070

>>6690043
what?!? is there some sort of guide on how to unfuck gzdoom?

>> No.6690082

>>6690051
Good stuff.

>> No.6690087
File: 21 KB, 845x363, DOOM.png [View same] [iqdb] [saucenao] [google]
6690087

Which one should I play

>> No.6690097

>>6687868
>(especially when compared with something like sunlust)
I don't think it's fair to compare the two. Sunlust is meant to be a finely tuned combat puzzle wad. Where as Ancient Aliens aims to more be a general run n gun fun challenge. And before you point it out, yes the first episode does have a few puzzle elements, but they are nothing more than just the "don't kill this monster until later" sorta thing, and the overall concept gets dropped early on.

>>6687908
>its difficulty was retarded, basically just placing shitloads of monsters everywhere.
I played it fairly recently, and outside of a few of maps (most of which weren't even Skillsaw's), Ancient Aliens hardly places "shitloads of monsters everywhere". Really don't understand this criticism at all.

>>6687981
Yeah. Joshy's maps felt more like Resurgence leftovers. Pinchy's map also felt really out of place for the wad. Stewboy's secret map is pretty different too with its gameplay, though I do think it works for the slot it's in.
The rest of the guest maps were generally good, though.

>> No.6690106

>>6689704
Club Boom seems to be totally broken in this version. In PrBoom+ with -complevel 9, all the enemies are ghosts and the player can noclip. Can anyone else load it up to make sure it's not just on my end?

>> No.6690107

>>6681935
doomguy doesn't need a god he does it himself

>> No.6690108

>>6689950
GZ is an unoptimized, single-threaded mess

>> No.6690115

>>6689720
Zoomer detected

>> No.6690117

>>6690087
Help playtest >>6689704

>> No.6690128

>>6690087
going down

>> No.6690152

>>6690070
Nope. Just speaking from experience. I will cry if I ever lose my ini file or launcher settings because I can't remember half of that mess.

>> No.6690164

>>6689704
>>6689704
>>6689704
>2048 Credits.txt
>Still need demos to use in the wad
CONSIDER IT DONE :D

>> No.6690168

>>6690152
is there even some sort of "benchmark" tool to help get the best performance?

>> No.6690175

>>6690087
Golden Souls 2
it's fun

>> No.6690185

>>6689962
I wanna see someone do this with fast monsters.

>> No.6690190

>>6690168
Yeah. It's in between your ears.

>> No.6690214
File: 187 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
6690214

If you back up on map 07 as the door closes, you get softlocked.

>> No.6690216

>>6690106
What the fuck?

>> No.6690225

just started using prboom not too long ago, anybody else get like these weird lag spikes? it's not constant but it happens enough that it bugs me. i think it usually happens when opening a door, other times when i'm just playing like running around or shooting.

any ideas how to fix it?

>> No.6690232

>>6689678
ERASE DUKE NUKEM FOREVER FROM CANON!

>> No.6690235

>>6690106
What the fuck could cause that? A corrupted blockmap?

>> No.6690238

https://www.youtube.com/watch?v=kMbm-qOCZdI

>> No.6690265

>>6690238
>that ship with the eye switch textures with bone wings attached in the end
ew

>> No.6690271
File: 50 KB, 646x378, The UAC didn't train me for this shit.png [View same] [iqdb] [saucenao] [google]
6690271

>>6690238
>that Unagi
No, I don't like that.

>> No.6690272

Alright so I want to build a monster spawner in the form of switches in my current map for the first time in one or two years since I last did something for Doom, so I basically forgot all about ACS. I have two problems and would appreciate any help:

A) Currently my script looks something like this:

if (spawner == 2)
{
SpawnSpot("ShotgunGuy",24);
Terminate;
}
if (spawner == 1)
{
SpawnSpot("ZombieMan",24);
Terminate;
}

Of course for all those monsters I'd have a long and ugly if-list. I wanted to make an array that contains the monster classes as strings, but what ACS command can I use to call them? SpawnSpot want a string, so I can't give the array index (note: I know zip about programming).

B) I also noticed that if I make a switch for each monster, my map will look like a cemetary, so I wanted to make just one switch that is basically some kind of spawn control console where I can choose the monster and the number of monsters to spawn, but is it even possible to make such a dialogue in UDMF?

>> No.6690287
File: 21 KB, 654x315, New cannon.png [View same] [iqdb] [saucenao] [google]
6690287

>>6689149
>How do you guys help yourself to keep working on your mod?

I want to see my shit to the end and sometimes I get really mad when I fuck up, which in turn makes me push myself harder and usually makes me wind up making shit a lot better.

>> No.6690291
File: 99 KB, 1280x600, Cannon progress.gif [View same] [iqdb] [saucenao] [google]
6690291

>>6690287
God dammit I didn't post the gif version showing the steps

>> No.6690345

>>6689704
WARNING
>WARNING
WARNING
>WARNING

The MIDI for MAP22 breaks after its first cycle and needs to be replaced. At about 3:10 you can hear it gets completely fucked. You don't believe me just try listening.

>> No.6690352

>>6689704
>credits.txt
>MAP23 Music: ???
It's the same MIDI from Scythe 2 map 16. It's a Metroid MIDI, I forget the name.

>> No.6690381

>>6689704
STARTUP DEMOS:
https://gofile.io/d/pMQyPN
These demos are intended to be the demos that automatically play when you load the WAD. I am aware that the WAD is still in beta and maps are subject to change. I'm prepared to create a new set later on.

Demos 1-3 are the ones I think would look the best. I modeled them after the original Doom demos in that you survive for a short period and then die, but I didn't intentionally die, I just chose some of the hardest levels. I even tried to mimic the amount of time spent dead on the ground before ending the demo.
Demos 4 and 5 are extra demos just in case you didn't like my pick. Be warned that demo4 is probably way too long but whatever.

>> No.6690385

>>6689671
I don't think it would emulate the 90s style like quake and doom

more like Painkiller

>> No.6690398

>>6689623
Yes
Minigame Game

>> No.6690412

>>6690381
On second thought, demo4 is not any longer than the demos that come with Preacher.wad, so it's still a good choice.

>> No.6690416

>>6690381
>>6690412
Thanks, demofriend.

>> No.6690437

>>6690291
quick question, how do you do your shading process? do you blur in CSP or is there some other process?

>> No.6690451

>>6689704
>Map02
It is possible to softlock yourself in the lowered water outside.

>> No.6690456
File: 21 KB, 633x261, Glass cannon lol.png [View same] [iqdb] [saucenao] [google]
6690456

>>6690437
I use Aseprite for all of my shit, and what I do is I make a new layer, take my pen down to like 35 opacity, then I draw over the sprite with transparent white and black ink. Sometimes other colors but it's mostly white and black for shading and lighting.
To help make sure I paint where I want to, I often select the chunk of the flats so I have a specific selection area that can only be painted in.

The cool thing is hiding the flats layer shows me all of my shading and it usually means I have cool glass weapons

>> No.6690480

Is it too late to submit a superficial change to a map? Just changing the ending to match up with the following level.

>> No.6690496

>>6690451
How? Isn't there a teleporter?

>> No.6690507 [DELETED] 

>>6690480
Sure, knock yourself out.

>> No.6690512

>>6690480
No, you can submit updates, just don't go overboard and change a shitload of things.

>> No.6690516

>>6690496
I managed to trigger the switch outside from the ground without climbing the platform. For some reason the first time it did not lower the water all the way, so there was just a water "trench' of some sort. I tried to replicate it, but now it lowered it all the way.

>> No.6690551

>>6689704
STARTUP DEMOS FOR THE EXTRA WAD
https://gofile.io/d/YD7MRe
These were easy to make since there are only three finished maps.

>> No.6690552

>>6681881
Anyone got any recommendations for megawads with nice tunes (very important) and decent gameplay that aren't under the banner of obligatory, hyper popular wads like BTSX, AAliens, Eviternity etc.?

>> No.6690564

>>6690214
You can open up those bars, I realize that the timing isn't good though. You actually can't descend those stairs without using crouching in GzDoom, but it still created a cubby that you could abuse, which is why I put those bars in.

That's a simple fix though and I'll address it.

>> No.6690570

>>6690552
Interception. First couple of maps aren't mega impressive, but it picks up very fast.

>> No.6690573

>>6690106
There's a very rare bug where sometimes the blockmap just doesn't load in a level, did you you get the same result rebooting the game?

>> No.6690574
File: 1004 KB, 1701x956, screenshot.png [View same] [iqdb] [saucenao] [google]
6690574

>>6689704
Looks pretty good so far, but I have some concerns about the interface:

-It is possible to change the hud backgrounds from the bottom corner? I suggest using this texture for that (pic related)

-I can't see that well the health numbers...they're very thin, I suggest to wide them or just change it with another gothic-themed style numbers, also remove the drop shadow effect, it looks so bad.

-those little numbers with red color it doesn't look good imo... I suggest to change it to white/grey.

>> No.6690581
File: 626 KB, 1920x1080, doom05.png [View same] [iqdb] [saucenao] [google]
6690581

>>6690552
>nice tunes (very important)
Lunatic.wad

>> No.6690583
File: 477 KB, 548x549, DoughAboutYourBusinessGwailo.png [View same] [iqdb] [saucenao] [google]
6690583

Made the Chinese Silver Loaves from Deus Ex. I haven't tried it with Onions Food yet.

>> No.6690587

>>6690574
>It is possible to change the hud backgrounds from the bottom corner? I suggest using this texture for that (pic related)
That was actually something I wanted to do last night. I've seen other wads do it, but couldn't figure out how to reverse engineer the effect. If anyone knows how, please let me know.

>> No.6690590

>>6690583
Oh right, there's the word filter. I entirely forgot about that.

>> No.6690598

>>6690583
appetizing

>> No.6690602
File: 21 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6690602

>>6690552
>megawads
Woops. Lunatic isn't a megawad but whatever.

Preacher.wad is another must-play PWAD. Load it in GLBoom+, and listen to the opening song :)

>> No.6690605

>>6690587
The game straight up draws from that one rock flat texture, so if you wanna change it for the HUD, you gotta replace it.

Check if any map is using it, potentially just replace it in those maps with a copy of it, then add the custom one.

>> No.6690609

are there any maps for quake that are like
playground/skate maps?

something like jump maps, except meant to be casually explored and find fun tricks and cool easter eggs in rather than testing raw ability?

>> No.6690610

>>6690574
>-I can't see that well the health numbers...they're very thin, I suggest to wide them or just change it with another gothic-themed style numbers, also remove the drop shadow effect, it looks so bad.
>-those little numbers with red color it doesn't look good imo... I suggest to change it to white/grey.
Yes I agree, its very hard to read at a glance which is the objective of a HUD. I prefer default to this current one

>> No.6690614

>>6690605
That's what I figured. Seems like a pain in the ass, but I'll go through an work it out.

>> No.6690615

>>6690552
Struggle: Antaresian Legacy

>> No.6690618

>>6690574
>>6689704
Agreed, the font for the numbers is definitely too thin. It needs to be easily readable at a quick glance as that's all the time you have when playing.

>> No.6690658

>>6690272
You can create arrays of strings. So when you pass the index to that array to SpawnSpot, it will receive the string in that index.

>> No.6690713

>>6681935
doomguy's a santeria-practicing hispanic

>> No.6690778
File: 288 KB, 2000x1000, o-CONFUSED-BABY-facebook.jpg [View same] [iqdb] [saucenao] [google]
6690778

>2048 Units won't work on limit removing Crispy Doom

>> No.6690783
File: 41 KB, 289x425, 1596379605243.jpg [View same] [iqdb] [saucenao] [google]
6690783

>>6690778
No shit? Literally the second rule was for maps to be Boom-compatible.

>> No.6690786

>>6690778
>tfw playing it with Brutal Doom and no issues
Shit is bad ass

>> No.6690797

>>6690786
Get on my level, I already remade each level using custom geometry in SnapMap and this shit is epic.

>> No.6690839

can activison just drop heretic and hexen now?

>> No.6690846

>>6690778
Isn't it supposed to be boom compatible?

>> No.6690885

>>6690778
This fucking baby should not be playing Doom!
Start with Wolf3D.

>> No.6690915

guys, if the doomguy hands were modeled after real hands, are the cacodemon assholes modeled after the asshole at someone from id?

>> No.6690921

>>6690915
>The two Johns

>> No.6690924
File: 19 KB, 75x75, 1578966219887.gif [View same] [iqdb] [saucenao] [google]
6690924

>>6690915
yeah, that's why romero isn't allowed to talk about them. restraining order.

>> No.6690935

Jesus Christ, getting the blue armor on map 15 is a chore.

>> No.6690938

>>6689671
What was that throwback that has a grappling hook in it? I'd love to try more Doom mods with a focus on verticality, wall jumping, and all that noise. Eternal would have had it if the levels weren't lame and the movement wasn't so slow.

>> No.6690940

>>6690915
or maybe Cacodemons actually exists in real life.

>> No.6690952

>>6690940
Mitzi wasn't really a cat.

>> No.6690973
File: 606 KB, 1920x1080, Screenshot_Doom_20200807_001520.png [View same] [iqdb] [saucenao] [google]
6690973

is this how it is supposed to look?

>> No.6690975

>>6689704
The music on Gatehouse is just a MIDI version of The Only Thing They Fear Is You from Doom Eternal since it's missing from the credits

>> No.6690984

Has anyone managed to reach the secret level in 2048? After literally 20 minutes of trying, I give up. The platforming is so fucking tedious.

>> No.6690993
File: 28 KB, 113x126, screenshot-www.youtube.com-2020.08.07-00_29_56.png [View same] [iqdb] [saucenao] [google]
6690993

I REALLY like this

>> No.6691004

>>6690583
they good?

>> No.6691018

>>6690590
Probably better with onions anyway.

>> No.6691023

>>6688445
It's neat. I think that the stamina system and the fact that you have to hit R for every single bullet to reload the magnum is dumb. The levels in the first episode at least are very basic and after coming off the high that is Bastion of Chaos it is certainly underwhelming. I won't really judge the guy's guro fetish as at least the art is better than that one futa GZDoom game. However the lack of animations for a lot of things is just lazy IMO. I wouldn't spend money on it at least.

>> No.6691036

>>6690778
Yes, it's made in Boom format.

>>6691018
Onions are amazing.

>> No.6691041

>>6690935
>>6690984
Are you straferunning? Just turn 45 degrees to the right, hold down W and A and you're there. Getting back to the middle is harder as you need to stop at the right time.

I could edit it so the platform with the goggles stays down for longer after you press the switch (so it's not as tedious to reset it) but I want to keep the platforming challenge.

>> No.6691050

>>6691041
I would say just add a yellow switch near the platform that lowers it, so you can go back after killing everything and not have to make multiple trips back and forth for every single attempt.
Doom movement is just so slippery that it's easy to fall off of any of the platforms, and it's difficult to judge how close you are to falling off the edge. I tried both SR40 and SR50 to no avail. The farthest I can get is the one with the orange light. It just seems overly punishing just to play every level in the game. I had an easier time fighting the Cyberdemons with 6 health.

>> No.6691054

>>6691050
If other anons don't have an issue with it, don't worry about it. But I personally find that platforming challenge overly difficult.

>> No.6691065

>>6691050
Yeah, that's a good idea, but I'll still allow people to platform their way there early as well. And even with that you'll still have to platform your way to the middle for the secret exit, so the challenge will still be there.

Now I have to go build another voodoo script for it... really wish boom had added key requirements for linedef types other than doors.

>> No.6691069

Any recommended texture pack? not GOTHICTX not OTEX.

>> No.6691071

>>6691065
If not a key, you could just have a wall open up when you press a switch near the exit. That way you have to actually beat the level first.

>> No.6691074

>>6691036
Onion bread it is then. Delicious.

>> No.6691179

best way to install GZDoom on Ubuntu? Snap, DRDteam, flatpak?

>> No.6691185
File: 854 KB, 249x192, 1574236979195.gif [View same] [iqdb] [saucenao] [google]
6691185

>>6689704
Here's what I've played so far:
>MAP01 - BARGE IN
Great map. Maybe a bit difficult for a first one though.
>MAP02 - SHIPWRECK CAVERN
Invisible walls + getting stuck on objects + non-switch switches = garbage map.
>MAP03 - GATEHOUSE
It's okay. Pretty easy, maybe more suitable as a first map? End fight could be better.
>MAP04 - ROUNDABOUT CLIFFSIDE
Low-effort but fun. You can tell the author just drew a square and added shit.
>MAP05 - LOBACHEVSKY OVERDRIVE
My brain hurts. Good map.
>MAP06 - YOU'RE A DRUNK LOSER, AND NOT THE COOL KIND
Great map. Good layout, good use of space.
>MAP07 - FORSAKEN STOCKADES
DEJA VU
>MAP08 - SUSPIRAL
Love the details on this map.
>MAP09 - BELIAL'S BACHELOR PAD
Great map. Bit where the bars lower and the lights go out is fucking awesome.
>MAP10 - AN APPOINTMENT WITH MR. PAIN
Meh map. Don't like the texture choices and it's very grid like. Also too much backtracking, especially for such a small map

>> No.6691192

>>6691179
GZDoom literally offers latest-version .deb packages on their website.

>> No.6691209

>>6690175
just beat the first one not too long ago, it was pretty good, I really enjoyed the weapons.

>> No.6691212

>>6691004
They're very dense, but they taste nice. Honestly, I think they're made for steamed dumplings. I made some bao with the same dough and it seemed just right.

>> No.6691215

>>6691192
doesnt work on ubuntu 20.04

>> No.6691219

>>6691215
why not? are you trying to install via command line or the software centre?

>> No.6691228

>>6691219
Gdebi

When you run GZDoom, it freezes because of some iissue with fluidsynth

>> No.6691263

Golden Souls 3 Demo 2 is out! https://batandy.itch.io/goldensouls3 https://www.youtube.com/watch?v=7ppdSgBbNsE

>> No.6691365

Teenage Mutant Ninja Doom when?
https://youtu.be/YDQGIw4KxD4

>> No.6691381
File: 499 KB, 1366x768, Screenshot_Doom_20200807_002031.png [View same] [iqdb] [saucenao] [google]
6691381

Why the fuck is THE SKY MAY BE broken for me????? I've watched several walkthroughs and I copy them exactly but my game is just fucking broken. The first time it happened was where the blue key is, that blue platform just never came down. Whatever, idclip, grab it, move on.
There's a part in the maze that is supposed to open up with three switches. ONLY TWO SWITCHES OPEN. The other one stays closed and I can't idclip behind the one wall to touch the switch hidden there.
WHAT THE FUCK AM I DOING WRONG

>> No.6691387

>>6691381
That looks like a modern renderer, I thought The Sky May Be only worked in a hacked doom.exe?

>> No.6691393

>>6681883
Is it just me or does the shotgun in this weapon pack affect the gameplay? It seems slower to reload

>> No.6691404

>>6691041
Don't change the secret on map 15. Don't change the map just because one noob can't into strafe-running.
t. the anon that sent you the skill 2-4 demos

>> No.6691413

>>6691381
Here is a source port compatible version of The Sky May Be
http://www.mediafire.com/file/w8bqrv217k1aiab/SKYMAYBE.zip/file

>> No.6691431

>>6690973
Looks like wrong blending type was used on a PNG texture

>> No.6691475

>>6691404
>>6690935
>>6690984
>>6691050

Conflicting opinions... I'll sleep on it. And what about the pillar that drops down to block the stairs - would it be better if it dropped down after you picked up the yellow key rather than dropping down after you make the yellow key accessible? Asked about this last thread but didn't get a response.

>> No.6691497

>>6691475
Wouldn't that change the map progression though? I don't have any issue with the way it is now, although the pillar weirded me out at first and I was wondering why the fuck there's suddenly a pillar growing out of the stairs.

>> No.6691515

>>6691475
It's always a vocal MINORITY that make the majority of complaints

>> No.6691531
File: 173 KB, 1600x900, 20200806212458_1.jpg [View same] [iqdb] [saucenao] [google]
6691531

>>6691023
Yeah the level design gets better/more ambitious after the midpoint of E2 so I get the feeling the dev was learning as they went, the start of E4 (IIRC) had a level where you're tearing through a city with the mech.

The magnum gets a upgrade later on to double the magazine and reload and get a burst-fire mode but I've mainly used it as a grenade launcher or on the red robes. I find the health system more annoying than the stamina since it feels like you loose red and green at the same rates, and rations restore both.

>> No.6691551

>>6681883
>Barge In
Looks very nice visually but gameplay is odd. I hate being able to walk all over the furniture, it's infuriating to have your POV snap up and down constantly. Kitchen encounter is doable with the berserk but it's annoying and kind of luck-based it seems.
>Shipwrecked Cavern
This anon is either MIA or just an asshole that thinks his first draft was perfect and refuses to change it. These criticisms have all been brought up before by several anons but here they are again. Body in hallway is annoying. You can softlock by just pressing the one switch. Chaingun is in an annoying spot if you don't grab it before pressing the switches and usually results in you getting blocked in by infinitely tall actors. There should be at least one less hell knight in the cavern. The torches as switches is questionable. The final fight is underwhelming, there's few monsters and they are basically forced to infight each other.
Can we say fuck this guy and have someone else edit his map for him?
>Gatehouse
The trap by the SSG needs to have walls that open up real fast. The slow moving walls are antithetical to the nature of a trap and are boring anyways. Otherwise okay-ish level. Easier than the previous two though. Maybe Barge In should still be first though because it's easy and showcases quality design.
>Roundabout Cliffside
Pretty dull level both design-wise and gameplay-wise. It's just a box with some enemies thrown in without much thought as to their placement it seems. Is there a level we could replace this with? Maybe isolate Vehement Onslaught (one of the extra maps) down to just its arena so it fits in a 2048 space and is a more interesting addition to the WAD than this. We want people to play the WAD I'm guessing, and having too many mediocre/bad levels in the beginning is gonna abort many potential players.
>Lobachevsky Overdrive
First good map of the WAD. I think the hallways could use zombiemen littered throughout but it's not necessary.

>> No.6691557

>>6691515
Actually though, there's only been about five anons that have critiqued the various iterations of this map, and four of the five complained about the platforming in this map, making it a vocal MAJORITY

>> No.6691575

>>6691557
Four people complained out of how many that played it? How do you know it's not all the same fag? Map 15 has the best secrets of any map. Don't change it on account of some noob who can't strafe-run. You line the megaarmor up near the edge of the screen and hold W+D. Maybe we should put a sign that says "SECRET EXIT HERE" in case someone thinks it's too hard to find.

>> No.6691647

>>6691551
>We want people to play the WAD I'm guessing, and having too many mediocre/bad levels in the beginning is gonna abort many potential players.
That's a concern for sure. If the original authors aren't around, or doesn't want to, do we get someone else to edit these maps to polish them up to be workable?

>> No.6691653

>>6688445
Where can I pirate it?

>> No.6691685

>>6691551
Seconding MAP02 being obnoxious. There is so much blocking detail in the starting hallway. I'm fine with Sandy torches as switches for secrets, but as the only way of progressing it's frustrating. Plus the invisble walls are frustrating too. At least have a waist-high wall.

>> No.6691690

>>6691497
The only change to the progression would be that you can walk back down the stairs to get the yellow key. It would stop people being blocked in by infinitely tall actors when they don't know how to shoot rockets at the wall and use the infinitely tall explosions to kill monsters on the ground.

>> No.6691707
File: 831 KB, 1280x720, Screenshot_Doom_20200806_161435.png [View same] [iqdb] [saucenao] [google]
6691707

>goddammit, why isn't my switches working all of a sudden?
Oh right, because I've been testing in PrBoom, where I have Use bound to the spacebar, and out of habit I now played WASD when testing in GzDoom, where I don't. Silly me.

>>6681883
>>6688337
https://cdn.discordapp.com/attachments/535235566476853259/741208081186291772/2048vrSUBa.wad (discord link because catbox is being a dildo)
Update again, probably final for these maps, because if I keep saying it, that means it'll eventually become true. Unless anyone else can think of something that needs critical improvements. The bars at the start of Forsaken Stockades now slam shut a few steps after you leave the stairs, again though, you could already open the bars like a regular door from the inside. I also added a bit more detail to Bleak Cinders, because I can't stop myself.

I'll restructure the switch setup in Tyrant's Starless Realm to work on multiple switches, rather than a single one with a single repeated door function, I'm sure that I can make it work more reliably that way. Also, I don't really care for the idea of cutting down Vehement Onslaught to the arena to replace a map, I'd rather address the flawed map in question to see if I can improve it, if the author is absent.

>> No.6691708

>>6691551
>Drunk Loser
This map is fine.
>Forsaken Stockades
For the text crawl, remove the part that says "which explains the architecture."
First fantastic level of the WAD though, no complaints. Appreciate you putting those baddies in the elevator windows, it really makes all the difference.
>Suspiral
This level has the potential to be great but is currently held back by unforgivable problems. Pain elemental spawns too high. The majority of the time I'm fighting him, he's not even on my screen. He fucks me up everytime and it's unfair because if I back up to see him, then I'm in the view of the revenants/arachnotron. If I move forward, then I'm close quarters with two mancubus.
The hell knight placement by the rocket launcher is ass. I can't get to the ammo he's guarding because there's revenants firing at me. If I run back across and deal with the revenants, there's no ammo left to deal with the hell knight. Which leads me to my next point:
There's enough health if you get the secret soulsphere, but there is NOWHERE near enough fucking ammo in this map. Even with saving the initial arachnotrons and imps for later, I ran into the pain elemental/mancubus area and ran out of ammo. So I had to run over to the revenant section, grab the rocket launcher, and then come back to this section. Even then, ran out of ammo. This map is a series of sections where I die and say to myself: "Oh, I'll have to come back here later and kill these guys off when I have more ammo." But then I never get any more ammo!!! Here's a list of enemies that I had to leave alive because I ran out of ammo and just had to go to the exit: One arachnotron, two revenants, a hell knight, and every imp on top of the castle. That's with berserking where I could. Granted, I never learned how to get the ammo that the arachnotrons are sitting on but it's not that much ammo anyways and you shouldn't have to rely on secrets for the fucking ammo. HOW DID ANY OF YOU APPROVE OF THIS MAP?

>> No.6691716

>>6691551
>I think the hallways could use zombiemen littered throughout but it's not necessary
Yeah, nah, no way in hell I let the monsters anywhere in the hallways. It's not UDMF or Build, you can't see through portals so monsters will ruin the illusion by popping out of nowhere.

>> No.6691735

>>6691708
>First fantastic level of the WAD though, no complaints. Appreciate you putting those baddies in the elevator windows, it really makes all the difference.
That's great to hear, thank you.

>> No.6691772

>>6690658
Yes, I know that, but how do I pass the index? SpawnSpot only takes strings for classnames.

>> No.6691807

>>6691772
Alright, got it. I looked again at the examples and I needed more indexing. Thanks still, I wouldn't have tried again that way.
Now there's only the dialogue stuff left.

>> No.6691821

>>6691716
Oh right, silent teleporters. I wasn't thinking of the logistics there. It's fine then.

>> No.6691834

>>6681883
MAP02 doesn't have any differences between Easy and Medium.

MAP17 doesn't have any differences between Medium and Hard.

MAPS12 & 18 don't have difficulty settings implemented at all.

>> No.6691953

>>6691708
>Belial's Bachelor Pad
I gave my "review" on this new version the other day. Great level.
>Mr Pain
Again, just played the newest version a couple nights ago, gave my thoughts in the last thread. Decent level.
>Sewers
Kind of plain, but it's functional. In terms of difficulty, this belongs before MAP07 with the other easy levels. This would mean the text crawl has to change though.
>Precipice Headquarters
This anon went MIA right after he delivered this map about five weeks ago.
LEAD ANON: LOWER UNPEG ALL THE DOORTRAKS IN THE FIRST HALLWAY.
I had other issues with this map but since the author truly is gone, I'm not gonna get into them again. Just fix this texture problem and we'll deal with the level as is.
>Retirement Grease
Good level. Platforming section wasn't as bad without the bad guys down below blocking you like you had in the first version. The teleport back up is nice but I fell often enough I found myself using idclip to get back up instead.
Finale is great but really hard. Actually the only reason I was able to beat it was because on one playthrough, the teleporter kinda janked up and instead of two mancubus coming through, one mancubus and a pinkie came through so I was able to deal with them easier.
Not an author issue but something I thought about was how odd the lighting seems now with the new sky. You have an outdoor area with a nightsky lit like it's daytime and then an indoor area that's dark as fuck. Not even suggesting it has to be changed, but it makes me wonder how these next maps will look with the night sky.
>Ghost Grotto
Great level. The placement for the yellow key is so bad though. At least place a window or something so the player knows that it's here, otherwise you're forced to run around wondering what you're supposed to do and it's quite easy to miss.

Side note: I'm finishing these levels with pretty low health, playing this WAD on continuous seems undoable, not that that was ever the intention.

>> No.6691984

>>6691953
I purposely designed the end of my map to leave you low on supplies going into the next one.

>> No.6691998

>>6691953
Honestly, if you're all fine with it, I'm willing to polish up Precipice Headquarters after I'm done tuning up Map 30, if the original author never shows to address it.

>> No.6692014

>>6691185
I spent longer than I'm willing to admit on the map but -
>You can tell the author just drew a square and added shit.
Guilty as charged.
>>6691551
If you want to swap out my map with one of the others and put it somewhere else I'd be fine with it. I could also polish it up but I don't think we should be making major changers this late into the project.

>> No.6692065

>>6691953
>Caligula's Cauldron (what it should've been called)
Played the most recent version the other night already. Great level with the exception of corner camping the one cyberdemon.
>30 Days In The Cooler
I thought I had seen all the maps that had been posted, somehow this escaped me.
Absolutely based level, glad to find it.
>Baal's Coliseum
I got frustrated with this one before and gave up on it at the lava part with the broken lift. But I finished it this time and this level is pretty based. I love the coliseum with the shifting pillars, that was a great idea. I personally didn't have a problem with the gameplay of the crushers, I thought it was a pretty neat section actually, but having to hear that noise was a little grueling. Great, great level, one of my favorites in the WAD now. Oh, but that elevator is way too long, is there any way you can just lower the top floor and all the chaingunner windows so it could last like half the amount of time? Or like be shorter in any capacity?
>Trifecta
Another that I had abandoned before due to broken mechanics. Pretty good level. Surprising it fits in a 2048x2048. Very easy though, belongs earlier in the WAD. Too much ammo. But as a creative partner, let me chastise you for the laziness of having two key rooms where you funnel skeletons in through the door.
>Straight Walled Rooms
SOFTLOCK WARNING. Very first door you can't reopen once it closes, meaning you're fucked if it closed and bumped you outside it. I assume this is the case with at least a couple of the other trap doors. Texture misalignment on flesh in outdoor area.
This map started out as such a clusterfuck meme of a level but it honestly has grown on me. I really like it a lot now. Thanks for taking my suggestions on the final room, it works much better now. I like the other little surprises you've added too.
>>6691998
Pls do. Pinkies in columns room are pointless, change them. Make other changes as you see fit IMO, its a Tom Hall map if I ever saw one

>> No.6692069
File: 469 KB, 540x450, excited debiru.gif [View same] [iqdb] [saucenao] [google]
6692069

>>6692065
>its a Tom Hall map if I ever saw one
Y-you mean I get to be Sandy Petersen?

>> No.6692087
File: 43 KB, 256x256, DOSBox_icon.png [View same] [iqdb] [saucenao] [google]
6692087

/DOOM/ If you want to play your favorite retro FPS games in DOS then download this pack >>6685207

Here is an example playthrough of Duke 3D episode one performed in DOSBox; this is the greatest Duke Nukem video on youtube and what got me interested in DOS gaming in the first place:
https://youtu.be/4rSGPiNqbg0
He plays with autoaim and no vertical mouse look, just like I remember playing it

I admit that Chocolate and Crispy Doom are superior options to the DOSPack for Doom, as they don't stretch the screen horizontally. Same with Mark V's WinQuake executable for Quake. These ports can give you software rendering with the 320x200 or 640x400 look without stretching and also come with widescreen rendering (except for Chocolate Doom) so you can get the pixelated resolution and fill out your widescreen monitor.

However, when it comes to Duke 3D, none of the ports are able to replicate the DOS experience. BuildGDX can open in 640x400 with software rendering but the MIDI player options are limited to port MIDI or Gervill; no OPL emulation nor Soundblaster. And EDuke32/Rednukem have OPL3 emulation (similar to SoundBlaster) but don't even have 640x400 resolution

The One Unit Whole Blood download in the OP is virtually the same as the build in the DOSPack except OUWB will also play the videos that come with the game, and the DOSPack has the sweet DOS MIDI sound. You need to change the configuration files for OUWB to remove the CD audio and play the original MIDIs. Open "dosboxblood_single.conf" and add the "-nocd" parameter to the end of "blood.exe." It will look like this:
"blood.exe -nocd"
Then open "BLOOD.CFG," find "MusicDevice = 7," and change that number to 0. Use 7 if you want to use your port MIDI like VMS, or 0 if you want the original DOS Soundblaster sound.
Just an FYI: for whatever reason, OUWB plays normally in 800x600 and if you try to open it in 640x400, the video gets messed up, whereas Blood opened up in the DOSPack will play in 640x400 no problem.

>> No.6692197
File: 1.52 MB, 1532x1142, shubby.jpg [View same] [iqdb] [saucenao] [google]
6692197

>>6692087
>superior options to the DOSPack for Doom, as they don't stretch the screen horizontally. Same with Mark V's WinQuake executable for Quake.
eh? dosbox has aspect correction, and it's optional. how is that inferior to anything else? dosquake doesn't even need it since there's 4:3 support already.
anyways, not gonna download just to check, but thought I'd mention: the first line in your readme should clearly state what the difference between DOSPACK and DOSPACK_CE is.

>> No.6692268

>>6692065
>Tiny Fragment
Looks great with the nightsky. Dude, the section with the hell knights is unbearable. I'm not sure if I miscounted last time when I said there were fourteen or if you actually edited your map to add one more here but there's fifteen of them. There's not enough room and not enough rockets. It's too fucking many. Remove like five of them. Skipped the map after dying to this bullshit several times.
>For They Defiled Our Waters
There's still Hitler textures lining the outside of the map, not sure if that's something doomworld would be trannies about
>Good Boy's Club
This level was designed and tested with freeaim in mind, wasn't it? I found this level really frustrating but I'm willing to accept that I just got filtered. Something that absolutely needs to change is that the pillar with the two hell knights, shotgunner, and chaingunner needs to have monster-blocking lines. I kept having the chaingunner fall off into the poison where he would shoot me and I couldn't see him at all. So I would have to drop into the poison to fight him and pick up his gun.
For a level that's going to require the player to run around and play an arena battle but on tiny platforming sections surrounded by -10% poison, you need to be more forgiving with health.
After you telefrag the cyberdemon on top of the pillar, you're blocked by infinitely tall actors and at their mercy for when a spot opens up somewhere meaning you can't be sure which ones will be where. Dropping down there is just a roll of the dice as to whether you will survive or not.
The final fight is underwhelming because you actually give the player enough space to run around in. You could throw some more enemies in here.
I think this level has some great ideas but I'm not satisfied with the execution personally, I found it pretty un-fun to play.

SIDE NOTE ABOUT THE SKY: This can't be the third sky we use, it's hideous and washed out and there's dark green in parts of the shading.

>> No.6692272
File: 14 KB, 256x128, HELLCLIFPALETTED.png [View same] [iqdb] [saucenao] [google]
6692272

>>6692268
Do you mean this sky? I made sure it used colors which paletted suitably, did lead swap it out?

>> No.6692315
File: 77 KB, 800x533, 1481350048592.jpg [View same] [iqdb] [saucenao] [google]
6692315

>>6692065
>Great, great level, one of my favorites in the WAD now. Oh, but that elevator is way too long, is there any way you can just lower the top floor and all the chaingunner windows so it could last like half the amount of time? Or like be shorter in any capacity?
Thanks anon! Yeah, I'll have to do a revamp soon, I'll definately shorten the elevator and maybe lower the crushers ceiling so you can look up and see the ceiling in ports like prboom+

>> No.6692326
File: 739 KB, 1366x768, Screenshot_Doom_20200807_002145.png [View same] [iqdb] [saucenao] [google]
6692326

>>6692268
>Arrogance and Contempt
It's clear what the change is to this version. Two-hundred more monsters were just poured into it willy-willy, with absolutely no thought put into their placement. None of the enemies are set to ambush so every enemy in this very linear map just starts herding towards you in a neverending stream, depleting your ammo, while also standing in the way of any ammo you might want to pick up.They even open doors. You seriously can't even make it through the second room, they just swarm in, block the way, and then you're out of ammo.
This was a decent map before but now it's actually legitimate garbage. I'm half-tempted to believe some newb anon opened up the builder, placed these enemy positions, submitted it as an edit, and it was picked up by mistake. There's no good reason this map should be this way. It's obvious this version wasn't playtested by anyone, including the author.
DELETE AND USE THE OLDER VERSION, WE DON'T HAVE THE TIME TO FIX THIS MESS.
>Wretched Scythe Hole
Played this version already, decent map
>The Dark Sanctuary
Gave my thoughts a few nights ago or whenever this version was submitted. Great level.
>>6692272
Yeah, that's the image. But maybe it's just my computer? I have this thread open on my phone as well, and on my phone, the image shows up as a deep red sky with shading in dark brown colors. On my laptop, everything looks pinkish and the shading shows up as dark green.

>> No.6692327

>>6692326
I can't find the lump in the .zip archive, it's a mess, do you know where the sky texture is stored?

>> No.6692330

>>6692065
>>Baal's Coliseum
I thought the Archvile section sucked. The pillars would just move right as he attacks, and you have fuck all weapons to kill or even stun him with. That crusher section tried my patience too much to even want to try and finish the map without saves.

>> No.6692331
File: 288 KB, 1367x768, sky.png [View same] [iqdb] [saucenao] [google]
6692331

>>6692326
Wrong screenshot

>> No.6692337

>>6692330
>pillars would just move right as he attacks
are you trying to time it, anon? they're easy to predict and navigate around. often you can line archie up so there's two pillars in a row and you know at least one will save you.
maybe i was getting lucky with the crushers but i feel like again it's a simple matter of timing.

>> No.6692338

>>6692331
I don't see any green in that image.

>> No.6692340

>>6692327
Idk, I'm a scrub at SLADE. Don't immediately remove it, maybe it only looks funky on my screen, look at this image and tell me if it looks weird- >>6692331

>> No.6692342

>>6692337
It's a matter of timing, but if you fuck up even once you have to start the whole map over.
The Archvile section is a neat idea and would work fine on its own, but it's just so annoying because it's preceeded by long(elevator) and punishing(crusher) sections. Combined with the fact that you don't even get so much as a SSG or rocket I am tempted to just idclev to the next map and continue on.

>> No.6692343

>>6692338
OK then it's just my laptop, ignore my complaint

>> No.6692348

>>6692342
I'd support him removing the crushers, I didn't die to it, but maybe i just got lucky, and the noise was horrendous.
The elevator he said he'd fix though.
I like that you don't have a SSG. it makes the pillar section last like it's an actual boss fight. With an ssg you'd barely have time to make use of the gimmick.

>> No.6692349

>>6692197
It's not mine; I'm linking it here since the thread archived. The DOSPack uses MBF port for whatever reason to run Doom and it stretches the game horizontally, which is why I think Chocolate and Crispy Doom are better. I dunno what you mean about DOSQuake since I am a techlet but it doesn't matter since I use Mark V anyway. The DOSPack uses QDOS.

>> No.6692352

>>6692348
I can understand reasoning behind not having an SSG, but I think at least a rocket with no spare ammo as a secret would be nice to have. Then you can at least soften up the Archvile a little bit.

>> No.6692368

>>6692065
>should have been called Caligula's Cauldron
Only if you play with HDoom.

>> No.6692383

>>6692342
I don't know if it's reasonable to do the whole WAD without saving and loading

>> No.6692385

>>6692383
I don't like playing with saves. It feels like it cheapens the experience.

>> No.6692389

>>6692385
That's your own problem, most people will not try to do an entire 32 level megawad in one single sitting.

>> No.6692390

>>6692389
>in one single sitting
I don't, I just warp to the map I left off on.

>> No.6692393
File: 206 KB, 2048x1390, 1415042256811.jpg [View same] [iqdb] [saucenao] [google]
6692393

>>6692389
>he thinks if you die on map 30, you go back to map 01

>> No.6692413 [SPOILER] 
File: 284 KB, 1280x720, 1596808568613.png [View same] [iqdb] [saucenao] [google]
6692413

>>6681883
>>6691707
https://files.catbox.moe/y8cqc4.wad
HOLY FUCK! I figured out a VooDoo sequence which functions like it should!
Boy, I was afraid I fucked the entire thing up, I actually didn't really know what I was doing, hahaha! Man, makes me respect Cyriak even more for Going Down.

>> No.6692415

>>6692087
This might be a dumb question, but how do you play Half-Life in the Win98 pack? Do you need a virtual machine?

>> No.6692427

>>6692390
still, even if you warp to the last level you did and just refrain from saving and loading, that's your preference, not everyone's

>> No.6692429

>>6692427
Well, they should be everyone's.

>> No.6692439

Alright, which levels had absent authors and badly needed doctoring?

>> No.6692449

Can I ask - why aren't we doing MAPINFO in the project? It does not affects Boom gameplay in any way, and it is handy to have in GZDoom. Also pistol sound is still not replaced.

>> No.6692452

>>6692449
The package isn't even done yet, it still has the copy of GOTHICTX.wad in one of my submissions. It will probably have a MAPINFO file by the time it's finished.

>> No.6692456

>>6692452
I remember project leader explicitly saying that we aren't doing MAPINFO, only DEH stuff to rename levels. I want to know why.

>> No.6692470

>>6692415
I haven't tried any of those yet; I'm still testing stuff with Duke 3D. I found a DOSBox fork that has integer scaling for a pixel perfect look, but it doesn't support video capture like DOSBox 0.74 does, so I'll probably still use DOSBox 0.74 to record video since it'll be a smaller video file than using the integer scaling fork and recording the entire 1080p display which sounds kind of dumb

>> No.6692475

>>6692429
Based

>> No.6692479

>>6692456
I don't know why, are there any conflict issues with using .deh for renaming and then a MAPINFO lump?

>> No.6692486
File: 100 KB, 1280x720, maxresdefault (4).jpg [View same] [iqdb] [saucenao] [google]
6692486

>>6692456
>I want to know why.

>> No.6692487

>>6692479
I mean, many high-profile megawads done that with no problem. For one, there's Valiant, which has new monsters both in DEH and DECORATE variants.

>> No.6692494

>>6692439
Shipwreck cavern

>> No.6692497

>>6692494
Ok, can you give me a list of things which it needs done to it?

>> No.6692502

>>6681883
>>6692413
Updated brightmaps for 2048:
https://files.catbox.moe/ptsrud.pk3

>> No.6692513

>>6692479
If GZDoom supports deh, why would you need to duplicate it?

Although we could put in a mapinfo just to disable jumping and crouching.

>> No.6692517

>>6692513
Pointless, people who wanna jump and crouch are just going to edit the mapinfo anyway. Let them at it, it's probably necessary for some gameplay mods or something.

>> No.6692530

>>6692497
Ctrl+F shipwreck cavern

>> No.6692540
File: 40 KB, 239x283, 1403288553992.jpg [View same] [iqdb] [saucenao] [google]
6692540

>>6692517
Nope, not pointless. Maps are made explicitly with no jumping and crouch in mind, and if it's disabled in mapinfo, it sends a clear signal. If someone wants to jump and crouch in maps not designed for jump and crouch, let them edit mapinfo. The fuck are we even talking about? "Boo-hoo, some people may want to sequence break, we should respect they feewings, otherwise it's gatekeeping!" Take your tampons out, ladies, it's a fucking 4chan, and you're acting like fucking reshiterra.
>it's probably necessary for some gameplay mods or something
If mod absolutely requires jumping and crouching, it will enable it anyway, unless we're talking about BD-tier shit, and frankly I don't give a fuck about badly written mods.

>> No.6692558

>>6692540
Were you molested by a GzDoom player when you were young?

>> No.6692563

>>6692558
Oh boy, you sure told me, I am completely turning 360 degrees on my opinion.

>> No.6692578

>>6692540
>>6692558
He's still right though, but I imagine most people trying to sequence break are just going to be clueless players who don't know vanilla Doom had no jumping and crouching, I can't imagine someone who knows enough about Doom to edit the mapinfo going that far to reenable jump for some reason.

>> No.6692631

>>6689902
>>6692530
>unmarked switch that's on one side of a torch
Jesus fuck, why? A torch as a switch is something you would do for a secret, and probably inletting it into a wall or something, not just from a random angle.

I think for that exit switch, he must have miscalculated the amount the action lowers the sector. Perhaps he did not playtest the map at all? That switch which lowers those sectors in the water also seem... pointless? Like, what's the purpose, why do they just lower? So you can fall down and get stuck? If you DON'T press that switch, they stay up and you don't get stuck when you go there. What should I do with those?

>>6692563
My point is, why are you taking it really personal like it's something that's going to make a difference? I can't imagine something that would bother me less, the people who care to not sequence break are going to avoid doing it, and the people who don't care will either just do it, or not even play at all.

>> No.6692656

>>6692326
>DELETE AND USE THE OLDER VERSION, WE DON'T HAVE THE TIME TO FIX THIS MESS.
Here's the old version with fixed teleporter linedefs.
http://www.mediafire.com/file/c56bg8weal1e0qi/EnragedEggplant_-_Arrogance_and_Contempt.wad/file

>> No.6692661

>>6692631
Me? Me taking it personally? I am the villain in this situation for wanting to include two fucking lines of code that are present in pretty much every fucking megawad of note? No, my friend, it is you who owes us all an explanation - why this is bothering you so much? Maybe it is you who has been molested and now is projecting his childhood traumas onto us?

>> No.6692662

>>6692661
The whole:
>The fuck are we even talking about? "Boo-hoo, some people may want to sequence break, we should respect they feewings, otherwise it's gatekeeping!" Take your tampons out, ladies, it's a fucking 4chan, and you're acting like fucking reshiterra.
Sounds pretty aggressive.

>> No.6692671

>>6692662
I still fail to see your point. Someone was rude to you on the internet, therefore we should not do the mapinfo? You are not making any sense.

>> No.6692681

>>6692671
I was never arguing that, the molest part was just a crass joke response because I thought you sounded aggressive and took it seriously, I just didn't think it'd make a difference.

If you think it's a really good idea, tell that to lead and see what he thinks.

>> No.6692693

>>6692272
If you stretch more the picture the brown spots can be more noticeable, the same thing happened to me when I made the bossback pic but I already fixed it.

Can I fix that for you anon? if not, that's fine.

>> No.6692703

Alright I've been out of the game for some time.
The last GZDoom version I used was 3.1.
I got the latest one and have no idea what the fuck is going on, my old wads have weird issues with textures and skyboxes and such, the view is extremely warped even though I use the very same settings as before and it kinda feels like shit in general. Was there some huge update in the meantime?

>> No.6692708

>>6692681
So you are basically shitposting for no reason to argue the point that you don't care about.
>I just didn't think it'd make a difference
Oh woe is us! All that titanic effort spent to write "nojump" and "nocrouch" will go to waste! All that time we spent, blood and sweat we shed - all for nothing! If only we would listen!

>> No.6692716

>>6692693
Go for it, I guess.

>>6692708
You really do seem invested in this.

>> No.6692721

Can someone make a new thread?
>>6692703
You might be using LZDoom or software rendering.

>> No.6692737

>>6692721
Nope, GZ with OpenGL hardware accelerated

>> No.6692738

>>6692716
If by "this" you mean your mom and by "invested" you mean putting my dick into twat, they yes, guilty as charged. As for you, I have a good suggestion - how about you go to the DW and ZDoom forums and start a campaign against nojump gatekeeping in megawads? You'll find perfect audience for yourself. Who knows, maybe you guys will be able to cancel couple of famous mapmakers.

>> No.6692774

>>6692631
Alright, I linked the two separate switches into one voodoo doll action through one switch, that way you shouldn't be able to get softlocked. Also made the invisible switch visible, and swapped the hanging body for a nonblocking one, and changed the open window with the stucco texture on it to just be shut, because that's just annoying.

Is there anything else which needs addressing on this map?

>>6692738
I don't fucking care anymore, you cantankerous sped, ask lead about adding it, you clearly care more about it than I do. It'll be up to him, so bother him instead.

>> No.6692796

>>6692774
You don't care "anymore"? So you did care before? I'm getting mixed signals from you.

>> No.6692820

>>6692796
Are you always such a passive aggressive bitch?

>> No.6692828

God, Shipwreck Cavern is a really boring level even when you fix the progression problems.

>> No.6692832

>>6692820
Rent free.

>> No.6692842

Ok, zoomer.

>>6692828
I'm putting in a rocket launcher with a few rockets, because blasting a bunch of hellknights and arachnos in a large and wide open area with just shotguns is very tedious and not particularly entertaining. Also, the exit isn't telegraphed for fuckall, so I'll have to do something about that.

>> No.6692863

I have a Cacodemon in my map that executes a script when it dies.
The script is tied to the existence of a Cyberdemon in the vicinity.
I made a switch block with case 1 - script execute and case 0 - print a message. The idea is that when the Caco dies before the Cyberdemon is dead something happens and if it dies after the Cyberdemon, only a message is shown.

For some reason now, case 0 doesn't work and I have no idea why. I did everything according to the wiki's example and the case 1 script execution works.

I am also wondering why the script is not executed when the Caco is killed by the Cyberdemon - does it have something to do with both being monsters? I mean, it's good because I don't want the script to execute when anyone but the player kills the Caco, just wondering.

>> No.6692889
File: 535 KB, 250x188, 432433224.gif [View same] [iqdb] [saucenao] [google]
6692889

I assume this project will win a cacoward! right anon?

>> No.6692897

>>6692889
Not with maps like Shipwreck Cavern attached to it, I appreciate the theme, but the execution is just ridiculously bland.

>> No.6692918

https://www.youtube.com/watch?v=a1FwISC7j9g

>> No.6692927

>>6692889
It'll be mentioned in the sidebar like 300 mins at best.

>> No.6692938

Honestly, I personally feel like just cutting Shipwreck Cavern entirely, it's really not a very fun map, and it makes me wonder just how many other maps in the project are just not any good either.

We have enough for filling 32 maps, but do we have enough for filling with 32 maps which are actually *worth* playing? If I'm playing a .wad and the first bunch of maps are of this caliber, I don't feel myself particularly engaged to continue playing, and I'm guessing I'm not alone in that sentiment.

>> No.6692943

>>6692927
Wait was it really? I just checked and didn't see any mention.

>> No.6692950

I'd rather spend a few hours revising the Dark Below (and I could do that), to make it fit within 2048, and then just sliding it in before Bleak Cinders and putting Shipwreck Cavern in the extra .wad

>>6692943
We did actually get a bit of praise for it, I think it was Tarnsman who said it was 'actually really good' or something along those lines.

>> No.6692959

>>6692774
Can you place a wall where the invisible walls behind the building are? Or open that area up if there's room in the 2048 space?

>> No.6692970

>>6692938
Cut that and roundabout cliffside i say

>> No.6692976

>>6692959
You mean the windows with like, the blinds or curtain, or whatever it is supposed to be? Yeah, I boarded those up because that was fucking annoying, as you're liable to immediately get poked by shotgunners you can't see.

>>6692970
Are there any more maps which are just REALLY weak and make for a weak opener?

>> No.6692978

>>6692938
I didn't find it very offensive, but I did have to check the thread to figure out how to progress. But I also had some incentive to continue just to see my name up in lights on the later maps.

>> No.6692980

>>6692938
I dunno, I kinda liked Shipwreck Cavern, I feel like it can be salvaged.

>> No.6692989

>>6692938
Beside a few obstructions, I had fun playing it.

>> No.6692990

>>6692976
I mean Gatehouse and Sewers are pretty bland but I don't know that I would vote to cut them

>> No.6692998

>>6692976
No I think he means the giant invisible walls that surround the entire map. Just put a fence midtexture or something so that the player can tell what is playable space and what isn't.

>> No.6693003

>>6692976
No, the linedef that blocks you. Like, outside there's linedefs everywhere that arbitrarily stop you from moving further into the water. It doesn't make sense so either make it a wall, a midtexture, or delete it if there's room, and that way you can open up the battlefield for the final fight and maybe throw some imps in there

>> No.6693004

>>6692938
It's really not as bad as you're making it out to be.

>> No.6693018

>>6692998
>>6693003
Right.

>>6692990
>>6693004
Got any ideas on how to spice up the gameplay?

>> No.6693027

>>6692990
What the previous anon said, but with Sewers. That was literally my_first_map.wad from a couple of years ago, and I was burnt out on Retirement Grease so I didn't do much to the former.

>> No.6693067

>>6693004
It probably won't be so bad with changes implemented
>>6693018
Add more enemies at the end battle but avoid infighting

>> No.6693074

>>6681883
https://files.catbox.moe/6dq0xu.wad
I probably am overreacting though. I tried to fix up the progression some, and polished the map a bit here and there. I'm not really sure what else to do with it, probably because I don't like the map.

I'll leave someone else to polish it up if they want to.

>> No.6693143

>>6681883
I made a testing map that kinda got out of control when I started trying techniques and adding more stuff. I don't know whether I have already posted it here already, but here it is:

https://www.dropbox.com/s/ehkggu5q3p4n8jp/TESTINGGROUND.wad?dl=0

>> No.6693156 [SPOILER] 
File: 45 KB, 752x664, 1596824117166.png [View same] [iqdb] [saucenao] [google]
6693156

>> No.6693164

>>6693074
What map

>> No.6693209

>>6693074
>>6693164
It's Shipwreck Cavern, what I've noticed that need to be fixed is one of the fences with a fucked up texture offset. I'd say there's too much ammo and I'd consider making the fences smaller so you can still see the surroundings. Idk what else could be done about the gameplay, I'd say the aesthetics and the concept are the most appealing things about this map.

>> No.6693210

>>6693164
Shipwreck Cavern, it needed some fixing done because of issues with softlocking and unclear progression.

>> No.6693336
File: 37 KB, 256x128, Sky_edited.png [View same] [iqdb] [saucenao] [google]
6693336

>>6692272
>>6692716
Here it is, I made some minor improvements as well.

>> No.6693379

>>6693336
That works, filling in the foreheads makes the faces more distinct and visible, though I kind of liked the outline of the eyes visible in the dark eye sockets, made them more directly recognizeable as human, as opposed to the less human empty eye sockets.

>> No.6693395

This thread is Doomed

>> No.6693405

>>6693074
Samuel Samuelson here, sorry about going MIA and not fixing shit earlier. I like what you did with the map, but one of the fence textures are messed up and I think you should just remove the torches altogether if you're going to replace torch switches with normal ones.
If you guys still hate the map after fixes, it's alright if you move it to the extra wad.

>> No.6693472

>>6693405
Hey, sorry for being a harsh critic, this is a community project after all, and we all gotta start somewhere. I've worked a lot with Doombuilder in the past, but even if I put effort into detail, all of that shit played like absolute crap, if I were to show some screenshots, some of it would possibly make some people go "Oooh, that looks kinda cool, I wanna try it out." but then if you got to actually play it, it would be the most boring shit ever, and most of it was never finished.

Where were you all this time, btw?

>>6681883
https://files.catbox.moe/8kq57g.wad
I fixed the fence on Shipwreck Cavern

>> No.6693517

>>6693472
>I've worked a lot with Doombuilder in the past, but even if I put effort into detail, all of that shit played like absolute crap, if I were to show some screenshots, some of it would possibly make some people go "Oooh, that looks kinda cool, I wanna try it out." but then if you got to actually play it, it would be the most boring shit ever, and most of it was never finished.
That sounds like every one of the doom wads I've made. I think I'm getting better at it though, there are a few maps I'm pretty proud of and I think I just need to learn more.
>Where were you all this time, btw?
I met with some old friends for the first time in awhile

>> No.6693607

>>6692087
>this is the greatest Duke Nukem video on youtube
OK retard

>>6682118
WGRealms

>> No.6693615

New bread?

>> No.6693617

>>6690225
alright i'll go fuck myself

>> No.6693650

>>6693607
>OK retard
This.

>> No.6693654

Fine, I'll make the new thread

>> No.6693663

>>6693617
ill gladly fuck you aswell.

>> No.6693687

New thread:

>>6693668
>>6693668
>>6693668