[ 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: 550 KB, 640x638, pinky and brain.png [View same] [iqdb] [saucenao] [google]
6693668 No.6693668 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6681881


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

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
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.6693681
File: 2 KB, 108x47, generic.png [View same] [iqdb] [saucenao] [google]
6693681

=== 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 [Embed]

[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.6693690

>>6693681
>Didn't include the complete 2048 beta in the news.
Nice going.

>> No.6693694

>>6693690
Fuck, I am stupid and missed it because replies to news were cluttered. Please do not reply to news posts with your map updates, reply to this post or something I guess, I guess.

Link to BETA: https://www.dropbox.com/s/cpupk5jc9intyu3/2048unitsvrBETA.zip?dl=1

>> No.6693706

>>6693694
In that case here's an update to my map08 Suspiral. I added more ammo since everyone who played it wanted more, and changed some enemy placements. Please tell me how it compares if you played the last version. You'll need to load gothictx with it to play.

https://www.mediafire.com/file/mwszumzzweshwtg/file

>> No.6693709

>>6693706
>>6693694
>samefagging

>> No.6693716

>>6693694

I've updated Ghoul Grotto with some final touches, I made the location of the yellow key clearly visible from the beginning and gave more clues on when to go for the yellow key. Added a bit more detail in various places.

Ghoul Grotto:
https://www.dropbox.com/s/qsdnyh3kpebjzkc/Brxyz%20-%20Ghoul%20Grotto%20hotfix%202.wad?dl=0

I'm also linking the most recent version of Black Crest again, for convenience:
https://www.dropbox.com/s/mfavuwkclhqi4ua/Brxyz%20-%20Black%20Crest%20hotfix.wad?dl=0

>> No.6693717
File: 2 KB, 320x104, sure.png [View same] [iqdb] [saucenao] [google]
6693717

>>6693709
Nah I just got here really early since I was waiting for a new thread for visibility.

>> No.6693740

>>6691228
I had the same issue after upgrading my Linux Mint. I think I had to pull an older fluidsynth package, maybe 1.1.6? I'm not near that computer right now. I found a .deb floating around, I think the link was on a forum related to id games, but maybe it still exists in the repos on its own.

Once I installed that older fluidsynth version my GZDoom has worked perfectly.

>> No.6693747 [SPOILER] 
File: 45 KB, 752x664, 1596834361554.png [View same] [iqdb] [saucenao] [google]
6693747

NO WAY

>> No.6693749

>>6693717
nice try

>> No.6693753

>>6693681
Alright, since I don't partake in the current mapping project, here's my map release for the regular news. Posting from last thread because it was close to bump limit and didn't manage to make the news:

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

Feedback appreciated.

P.S.: Don't spawn too many Pain Elementals at once.

>> No.6693765

is level 1 of 2048 wad the norm for performance? Cus it makes my nintendo Switch™ slow to a crawl.

>> No.6693786

You now feel inclined to get an Apple II emulator and play (Beyond) Castle Wolfenstein. Surprisingly good games for '81 and '84.

>> No.6693836
File: 502 KB, 1920x1080, yes i made it for the shitty pun.png [View same] [iqdb] [saucenao] [google]
6693836

New bread?
New bread!

Anyway, how do you manually align floors in Boom format? I know it involves scrollers, but I can't find any linedefs that stop them.

>> No.6693861
File: 1.06 MB, 1920x1080, Kitchen.png [View same] [iqdb] [saucenao] [google]
6693861

>>6693836
Don't forget to wash your hands once you're done.

>> No.6693878
File: 29 KB, 402x402, 1587285470563.jpg [View same] [iqdb] [saucenao] [google]
6693878

>Barrel's 'O Fun with Doom RLA
Call me a bitch, but I turned on vanilla barrels after that. On top of godmode since a caco kept spawn killing me at a teleporter.

>> No.6693884
File: 575 KB, 1920x1080, its technically a sprinkler.png [View same] [iqdb] [saucenao] [google]
6693884

>>6693861
I thought of that, but I couldn't make a proper tap. I tend to suck a thousand dicks when it comes to making self-referencing sectors

>> No.6693895

>>6693884
Why not put a 3D floor as tap there?

>> No.6693897

>>6693884
At least your sink has hot and cold. Mine was just done for an abstract reference.

>> No.6693919
File: 241 KB, 1500x754, tfsts.jpg [View same] [iqdb] [saucenao] [google]
6693919

>there will never be a proper Future Shock/SkyNET source port with increased draw distance

Why were these two games forgotten? They were fucking revolutionary, I had a blast back in the day. Vehicle sections, free roam, mouse aim, killer weapons, sure the AI was a bit dumb but this was 1995 so I'll let it slide.

>> No.6693920

>>6693895
It's in Boom format, and I made this in ~15 mins of fucking around, mostly rebuilding the bread and moving it around. And again, I tend to suck using the more complex mapping tricks so I didn't bother.

>> No.6693929

>>6693919
I'd love to replay them in a higher res, better draw distance and widescreen. I hope someone will port them one day. Dont they use an engine similar to Daggerfall's ?

>> No.6693936

>>6693929
Is the source even out there? Or is it a Blood situation where the ports will have to be reversed engineered?

>> No.6693946

>>6693929
>>6693936
I don't think anyone ever worked on it, at least not to my knowledge. Always rubbed me weird. Same thing for Dark Forces, though at least the Force Engine is in the works.

>> No.6693956

>>6693919
keep your hopes up anon, the leakers going around lately might give us the source code for some of these games

>> No.6693968

>>6693956
Using leaked code could be suspect, though. Would they get taken down for using stolen code, or would people accept the morally grey decision of using a port with stolen code?

>> No.6693975

>>6692326
On easy, you get a chaingun and ~400 bullets to deal with the imps. On medium, you get the SSG. On hard, you have to use the plain shotgun, but you have nearly 100 shells. Across all difficulties you have enough ammo. Or you can just run to the rocket launcher.
>>6692656
Don't change the map on account of one vocal noob faggot who can't dodge imp fireballs.

>> No.6693984

>>6693968
I dunno, people are making mario64 PC port right now though, so we will see how will that go.
also with the source code someone could just make a patch to fix said problems.

>> No.6693987

>>6693878
Things got nuclear, huh?

>> No.6693992

>>6693984
SM64 was made with hand decompiled code at least. Ironically the official source code was partially leaked after the PC port was finished.

>> No.6693993

>>6693919
String Todd up and tickle him until he drops the code.

>> No.6694010

>>6693987
Yeah I'll say. I thought I was safe trying to hide and pick off some barrels. I'll never vastly underestimate something called nuclear ever again.

>> No.6694030

>>6693968
The companies most likely would not care. BloodGDX is based on leaked alpha code.

>> No.6694031

>>6693919
Anon, no one made use of the Unreal ones yet.
At least a Ut2k4 patch which gives proper widescreen, more options and if not a Q3A Mod.

or UC2 with a proper PC exe with Sound working and Working menus

>> No.6694048

>>6694031
I might. I like rpg mods and there isn't a proper one for it

>> No.6694147

>>6694048
then make good use of it >>6693681
>[7-30] /v/ anons released Unreal championship 2, UT 2004 and Unreal 2 The Awakening souce codes
>>>/v/519146380

And good speed anon

>> No.6694148

Has anyone tried running DoomRPG with DRLA recently? I'm curious if it's still stable.

>> No.6694246

>>6693668
Narf!

>> No.6694306
File: 341 KB, 1920x1080, doom43.png [View same] [iqdb] [saucenao] [google]
6694306

I gave Baal's Coliseum another go tonight, trying it with a save right before the Archvile fight.
It's still a fucking bullshit fight and feels like I only ever get by due to RNG flinches. If you don't already know about the Archviles that spawn when you're in the jail cell, you literally won't have enough ammo to finish the map because you'll be trapped in the room with the Mancubi.
I said fuck it and skipped that map. Trifecta was a cinch by comparison, beat it first try without saves. I think Baal's Coliseum deserves a much later map slot.

>> No.6694359

>>6693919
Google FutureShock32, it's already long in the works but the guy is slow and not giving out much info. There's a downloadable version somewhere.in the links he shared on the gog forums.

>> No.6694379

>>6694359
Here it is if you want it guys: https://docs.google.com/presentation/d/1T9qsqmM_xYT2ow-xVmhiJ-y3eWwg_p9oX1mSMyrMhJQ/mobilepresent#slide=id.p5

>> No.6694415

whoever made Map05 cloister I hope you get painful anal pollops

>> No.6694440
File: 477 KB, 548x549, DoughAboutYourBusinessGwailo.png [View same] [iqdb] [saucenao] [google]
6694440

>>6693836
new bread.

>> No.6694446

>>6693681
More suggestions:
-I think the 6inzb9.mid (Crucified dreams) could fit for the title screen, cuz it's a short track.

-After finishing Map30 and reading the last text screen I think "Deep into the code" track from Doom 1 could fit for the Bossback screen.

-I like the interpic a lot but it might make sense if Doomguy is wearing the helmet? I would like to ask the author if you could allow me to edit it.
.

>> No.6694452
File: 13 KB, 300x367, jcdf.jpg [View same] [iqdb] [saucenao] [google]
6694452

>>6694440
Lies! False advertising! It's almost a day old now.

>> No.6694463

>>6694452
The dough refolds itself a thousand times every second. This bread is augmented.

>> No.6694473
File: 11 KB, 218x243, bobbo.jpg [View same] [iqdb] [saucenao] [google]
6694473

>>6694463
...no! Dragon's Tooth Energy Katana Bread! It can't be. No! NO!

>> No.6694508
File: 67 KB, 722x725, 1558250244856.png [View same] [iqdb] [saucenao] [google]
6694508

>recorded playthrough of first 6 stages of 2048
>6.66gb

>> No.6694518

Tiny Fragments was a great map, I really liked the verticality. Only changes I would want to see is lessening the total number of Hell Knights and making the Mastermind emerge from the ground when you drop down.
I ended up just running past the Hell Knights and leaving them after a few frustrating deaths to them. As for the Mastermind, I just cheesed that section by making her infight the Barons. The invincibility sphere was then used to complete the rest of the level because the Mastermind was already 3/4 dead when she was done infighting.

>> No.6694582

>>6693919
Isn't gameplay and enemy AI kind of married to the draw distance in those games? Like if you increase the draw distance you'll be able to see the enemies standing around doing nothing, and you can just shoot them and they'll not respond until you get into range? You could probably alter the AI's range, but that brings into question how that will change how the levels all play, since they're designed with that in mind.

>> No.6694615

Just found this random wad from the doomworld forums which talks about doom map design. You guys think it teaches good lessons?
https://www.doomworld.com/forum/topic/104925-doomish-den-of-design-a-map-that-teaches-you-map-design/

>> No.6694634

Playthrough videos of map23 and map24 of 300 minutes of /vr/ are up.
https://www.youtube.com/watch?v=V11NjiacjX8
https://www.youtube.com/watch?v=s4Jhg8ZWp0U
>>6693694
>>6693681
Reposting the updated old version of Arrogance and Contempt, if you prefer to have this one in the wad instead of the new slaughtery one. I am not against moving the map to the extra map wad to make space for something better.
http://www.mediafire.com/file/c56bg8weal1e0qi/EnragedEggplant_-_Arrogance_and_Contempt.wad/file

>> No.6694652

>>6693946
There's a guy trying to port it in Unity.Look promising.
https://twitter.com/Rubikow/status/1285707071799861250

>> No.6694656

>>6694615
Didn't have patience for the entire thing, but looks ok.

>> No.6694797

I thought that Quake could only record single level demos, but I just tested it out and it turns out you can record full episode or full game runs in one demo. Is this only because of modern source ports? I'm using Mark V. I downloaded a full game speedrun from Speed Demos Archive and it's broken up into three dozen separate demos for each level.

>> No.6694804
File: 543 KB, 640x671, 1593051731974.png [View same] [iqdb] [saucenao] [google]
6694804

>>6694615
The fact that this doesn't even touch on encounter design until the end of the wad shows just how ass-backwards the design philosophy of the average doomworlder is. The first, most prime objective of a map is to play well. Detailing and texture work can be added quite easily, but unfucking a pretty map that's awful to play is nearly impossible. Even the example of "good monster placement" is laughable, failing to use pinkies, mancubi, etc correctly. To top it all off, it ends with the classic "Baron in a narrow hallway" of shit encounter design. Unironically the first room setup on the "bad" example is actually a better encounter, but the mapper probably assumes it's worse because he didn't put any meme skeletons. I don't even like to suckle on Romero's chubbie but has the author of this map even played anything he created?
>nothing about what roles to use enemies on and uncommon usages of them
>nothing about how height changes can affect encounters
>nothing about cover vs open and how to design fair fights for both
>nothing about how/when to use hitscanners to not be a cheap asshole
>nothing about how to use boss monsters
>nothing about indicating intended weapon use to a player
>nothing about appropriate powerup use
I could go on. It doesn't surprise me that most modern maps play like shit when people think what's in here is good design. In <current year> I'm pretty sure we've all seen the limits that you can push the doom engine to graphically. Nobody gives a fuck how many hundreds of thousands of linedefs of detail you have when the map is still the same boring crap that plays like it came out of SLIGE.
Yes I'm triggered.

>> No.6694814

>>6693861
And make sure to check your filters

>> No.6694821

>>6694804
Post your maps

>> No.6694825

>>6694821
No.
>inb4 you're not allowed to critique movies unless you've made one
Oh wait wrong board.

>> No.6694856

>>6694825
Having a set of opinions is easy. Posting about said opinions is easy. Posting your maps is not easy so that's why I want you to do it.

>> No.6694867

>>6694306
The archies spawning while you're in the cell is a little cheap, you have to run immediately out but you should have enough cell ammo.
But the fights themselves are fair otherwise
>>6693975
Idk seemed like absolute shit to me but I'll give it another go

>> No.6694872

>>6694825
Put up or shut up you whiny faggot. Your criticisms are vague and sound like they come from someone who's never designed anything in their lives.

>> No.6694876

>>6694872
They sound like valid complaints though admittedly I've never played the wad in question

>> No.6694883

>>6694876
>nothing about x, y, z
>offers nothing to remedy the actual issue and turns what could be a good question into a sarcastic statement
Yeah, nah.

>> No.6694907

>>6694867
The shitty part to me is trying to clear all those barons if you didn't get the BFG secret on UV since you have to circle-strafe to dodge rockets from behind while aiming at the barons ahead and not running into the backs of the pews and getting stopped. Not sure how to fix this, though; the BFG secret is fairly easy to get so I dunno if it should be changed

>> No.6694932

>>6694615
>made by Yatte_Mimashou
Not sure I can trust a mapping tutorial thats from a mapper I've never heard of.

>> No.6694960
File: 1.12 MB, 1920x1080, Screenshot_Doom_20200807_204600.png [View same] [iqdb] [saucenao] [google]
6694960

i love this level in pirate doom where its a big shootout in a bar. i didnt realize how fun that sort of setup is

>> No.6695000

>>6694804
Just looking at the map, while the examples the mapper has made aren't always good, I think it's disingenuous to say that the map focuses too much on making pretty looking maps. Map Layout, Variety and Dynamics, and Flow and Navigation are all categories that can effect how a map plays just as much as Combat. It doesn't help that he decided to say "aka gameplay" at the combat section, though.

>> No.6695007

How do I play Doom through DOSBox? I downloaded the Doom-plus executable and put the IWAD in the same folder, but when I run it through DOSBox I get no sound

>> No.6695018

>>6695007
save this as dosbox.conf: https://pastebin.com/TwqrkAzs
(either get novert.com or remove third line from the bottom)

>> No.6695021

>>6695007
Doom-plus is just an executable, you should place it in a folder with a full DOS Doom installation. Once you do that, just use the setup program to setup your soundcard and controls.

>> No.6695028

>>6695018
>doom -config DOOM.CFG
I don't have Doom.cfg but I have Default.cfg
>>6695021
>full DOS Doom installation
I don't have that, I just have the IWADs. I'm trying to create a config file without the setup. I think the reason I have no sound is because I don't have a config file besides default.cfg

>> No.6695031

Does the GOG version of Doom come with DOSBox? It's on sale for less than two bucks

>> No.6695035

>>6695007
Don't.

>> No.6695038

>>6695031
Yeah, the GOG version is just the DOS version with DOSBox.

>> No.6695041

>>6695035
I played Duke 3D through DOSBox and it's based. DOSBox also lets you record videos in whatever resolution you play in (320x200 for example), which is way better than recording my Chocolate Doom demos in a 1080p video

>> No.6695062

Do you guys draw maps on paper before building them like some suggest? I tried but I draw much worse than I imagine.

>> No.6695063

>>6694960
pirate doom is really good, I have to finish it, but that circus level almost made me give up

>> No.6695078

>>6695062
Your artistic ability is irrelevant to drawing layouts. Just draw the sector lines and add symbols / letters for monsters.

>> No.6695106

>>6695028
yeah, I must have renamed it. like the other anon said, you're supposed to set up the devices and controls externally first.
well, fwiw, here's my doom.cfg: https://pastebin.com/yQ7qhcGb
(note: it has fake autorun on)

>> No.6695150

How do I get the rocket launcher secret in map26 of 300 minutes of /vr/? I am failing to work it out even after opening the map in DoomBuilder.

>> No.6695179

>>6691551
>>6691708
>>6691953
>>6692065
>>6692268
>>6692326
Linking to my old critiques in case the authors missed them. I'll try to work my way through the rest of the WAD tonight but I want to get this out there first:
>Arrogance and Contempt
NO NEED TO USE OLD VERSION.
I replayed it and it's not that bad, it's actually pretty good. What was happening before was that one of the enemies (chaingunner, I think?) was opening the door to the pews room and everything in the pews room was getting alerted from the start and it was too much to deal with without much ammo. So first off, make it so monsters can only open the door from the pew side.
The other thing is that the balcony above the baron room needs a midtexture to show that you can't drop down there. This blocking line should be a little away from the edge because currently walking up to the ledge alerts all the barons down below. Other than this, I didn't have a problem with the level anymore.
>>6693975
>Don't change the map on account of one vocal noob faggot who can't dodge imp fireballs.
That's fair. But I don't have to be the one vocal noob. People who have played the WAD like yourself could also be leaving feedback.

>> No.6695213

>>6695106
TY anon, it worked :DDD

I already went and spent six shekels on Doom 3 BFG so I can play nerve.wad in ports besides GZDoom (you need the BFG Doom2 IWAD to do this), and so hopefully with Doom-plus I can play any limit-removing PWAD in DOS as well. I've been playing DOS douk while it downloads.

If only there was a way to play Boom maps through DOS; there's MBF but I read in the Woof thread in DW that MBF doesn't properly play Boom. I've been using this DOS pack and it has MBF in there to play Doom instead of the other executables for whatever reason >>6685207 I think this means I can play Valiant and Eviternity through DOS :D

Now I gotta figure out what the "snd_musicdevice" is for Soundblaster. I forgot how annoying vertical mouse movement is.

>fake autorun
wut

>> No.6695231

>>6695213
>wut
https://doomwiki.org/wiki/Autorun
>how annoying vertical mouse movement
https://www.doomworld.com/idgames/utils/misc/novert

>> No.6695251

>>6695179
>Maniacal Menstruation
Great level, I really liked this one. A little tight on ammo and health, I gave myself a save, but idk that more is strictly necessary.
I'm not sure if the teleporters were built to stagger the enemy arrivals, but they were pretty inconsistent. Personally I find it annoying to camp a teleporter, kill everything, wait for more to come out, no more are coming, walk away, and get fragged by a chaingunner that teleported in late to the party.
>Bleak Cinders
Still a great level. Not sure what's up with the second BFG placement though, seems unnecessary.
>Black Crest
I really like parts of this level. Currently it kind of feels like bullshit though.
Definitely agree with the guy that said the beginning of the level felt like an RNG fest. Once you get one skeleton down, it's fine, but all four at once is just a roll of the dice. I ended up playing from a save that starts directly after this part.
The blue key part with the mancubus suffers the same problem. You have to try and dodge incoming missiles that are BEHIND you (no matter what direction you're facing) so it's just a matter of RNG. Did you happen to weave in and out of bullshit coming in from behind you.
This is the part I gave up on. I even ended up creating a save state before this part and still couldn't get past it.
Maybe I just need to git gud but this two parts of the level just legitimately felt unfair.
>Tyrant's Starless Realm
Great finale. There was one time where I pressed the switch and the door wasn't open but oh well. I don't think the soulsphere secret needs to be there considering you just picked up the megasphere. However, this is also the only way I know of to get down. I couldn't find my way out the first time so I just jump down there. So I like having the teleporter there but maybe the secret could be more cell ammo? I'm not sure.
Also, I agree with the other guy who said you shouldn't unpeg the elevator texture. It's confusing.

>> No.6695257

Do you DOS Doomers have your snd_musicdevice set to 8 to use your default Windows MIDI player?

So far 2 and 4 need to be GUS or OPL emulation but I'm not sure the difference between GUS/OPL sound. 7 and 8 go to VirtualMIDISynth, and the rest of the numbers don't work, but it could be because the snd_mport address is wrong (I have it set to 816 and I'm not messing with that 'cause I dunno what to do)

>> No.6695261

>>6695251
>all four at once is just a roll of the dice
look at the demo that the author of black crest provided >>6653370
you'll be surprised how easy it is to dodge them

>> No.6695262

>>6695257
2 and 4 seem** to be

>> No.6695264

>>6695261
hopefully no changes were made to that map or it could desync the demo. if it does, use the wad version that goes with that demo

>> No.6695268

>>6695062
Nah, I just kind of wing it.

>> No.6695298
File: 578 KB, 1280x720, Screenshot_Doom_20200806_162253.png [View same] [iqdb] [saucenao] [google]
6695298

>>6695251
>>6693681
Tyrant's Starless Realm was updated, I don't think that version is in the current pack.
https://files.catbox.moe/y8cqc4.wad

I redid the whole VooDoo sequence for the switches, so it should work a lot better now.

>> No.6695301

>>6695251
For the Revenant part I'd recommend manouvering in an 8 shape, in the blue key part the corners of the blocking walls are a bit higher and they should block Mancubus missiles if you lean against them, you'd still have to go from corner to corner to avoid other fireballs. If other people agree those parts are bullshit I'll tone them down.

>> No.6695303
File: 95 KB, 530x762, image.jpg [View same] [iqdb] [saucenao] [google]
6695303

>>6695179
I've had second thoughts with changing Roundabout Cliffside; I'd be happy to improve it if I can get some help with fixing it, especially detailing.
>>6695062
I usually place common geometric shapes and a player start into a box, load the map and make edits based on what I see.

>> No.6695315

>>6695303
If you want to spruce up the visuals of Roundabout Cliffside, I can be your man. Post your latest version of it.

>> No.6695348

>>6693681
>2048 Units Logo
>Not 2048 x 2048 pixels
One job

>> No.6695351

>>6695348
Bitch, that would be ridiculously oversized for the resolutions we're working with. The final boss isn't even 2048x2048 pixels.

>> No.6695352

>>6695303
I'll help

>> No.6695368

fuuuck. i bought doom 3 bfg so i could have the original dos executables, but it doesn't come with them. you gotta play doom through their shitty port. i feel so disappointed.

>>6695231
where are my manners? ty, here's a (You)

>> No.6695371

I was about to finally start playing Ion Fury and it came to me that I haven't seen custom maps for it.

Feels weird that they didn't add tools for people to make maps. It seems to me it would increase the popularity of the game a lot.

>> No.6695387

>>6695368
It's still nice to have the BFG Edition for No Rest for the Living and the Gravis UltraSound patches(though you could just find that elsewhere as well)
I went ahead and upped the GOG versions for you though. Just use InnoExtract if you don't want to install them: https://anonfiles com/Z9k6kbLcod/GOG_Doom_zip

>> No.6695404
File: 99 KB, 620x956, image.jpg [View same] [iqdb] [saucenao] [google]
6695404

>>6695315
>>6695352
I haven't made any recent changes to the map, so the link in the OP is the latest version (https://www.dropbox.com/s/o06x1p7bouyo09i/2048Submissions.zip?dl=1).).
>>6695371
The Build engine games have had pretty much the same map editor since its inception, and from what I've seen it's pretty clunky to use. If Build gets a modern editor and/or EDuke gets UDMF support it would provide Build games with the mapping Renaissance they deserve. Maybe it could even make TekWar playable.

>> No.6695421
File: 40 KB, 500x508, 9794250ed781039737ae1dbac8e0590fbd6d71e61e7f15317976680c8fe8c024.jpg [View same] [iqdb] [saucenao] [google]
6695421

>>6695387
Based Anon delivers

>Gravis UltraSound
So that's what that weird music was, and that's what GUS means. I wanted to test out more music but
>can't IDCLEV in the Bethesda port

>> No.6695429
File: 373 KB, 1920x1080, Screenshot_Doom_20200808_140106.png [View same] [iqdb] [saucenao] [google]
6695429

FUG I'm stuck.

>> No.6695437

>>6695404
>If Build gets a modern editor
I don't know shit about programming but I'm sure there's people around the scene with the knowledge required to create a modern editor for Build, they should create a kickstarter/patreon. Win/win situation for everyone.

>> No.6695438

>>6695429
What, how?

>> No.6695462

>>6695438
Accidentally squeezed myself in there like a speedrun strat. It's possible squeeze out, but that can take like a million years.

>> No.6695470

>>6695462
Speedrun strat? There's nothing back there, it's just a closet where that flesh thing sits, and there's nothing to run from to go and hide back there either.

Should I put in some kind of blocks or somehting?

>> No.6695479

>>6695470
I think he's talking about how to squeeze into holes the same exact size as doomguy, you could probably make it 1 unit tighter and you couldn't squeeze through anymore.

>> No.6695481
File: 62 KB, 426x364, comfy.jpg [View same] [iqdb] [saucenao] [google]
6695481

Some anon told me about integer scaling, and now I play Chocolate and Crispy Doom with integer scaling on (integer_scaling 1 in chocolate-doom.cfg and crispy-doom.cfg), I got a fork of DOSBox that uses integer scaling for douk and doom and blood etc., and I can use the original DOSBox to record 320x200 videos from my demos. Super comfy
>mfw

>> No.6695496

>>6693681
the gs3 demo is out https://www.youtube.com/watch?v=7ppdSgBbNsE

>> No.6695513

>>6695496
Golden Souls is why i quit playing Doom for Quake, i couldn't take this mad platforming anymore.

>> No.6695516

>>6695470
I wanted to circle that thing and just flew in there on first try. That gap needs to be way tighter.

>> No.6695550

>>6693716
Just got up to this map. What am I meant to do? I get the red key, open the red door, go up the lift and press a switch that does nothing. So I go back down and try and get into the room with the super shotgun, but I can't get in. I press the door and it makes a door open sound but it doesn't open. Did you only test in ZDoom? Because this isn't working in Boom.

>> No.6695553
File: 36 KB, 590x398, 14619119358960.jpg [View same] [iqdb] [saucenao] [google]
6695553

>>6695496
>2020
>hardbass and squats

>> No.6695567

>>6695303
What issues does it have, and would you be fine with me just going wild in redecorating the level?

>> No.6695572

>>6695550
I tested it in Prboom with complevel 11 before, since I didn't think there would be any difference between complevel 9 (Boom) and 11 (MBF). The version in the beta megawad doesn't work in complevel 9 for some strange reason while it works just fine in complevel 11. The version of the map which I linked fixes this issue and should work with both settings.

>> No.6695592
File: 479 KB, 1280x720, Screenshot_Doom_20200808_142441.png [View same] [iqdb] [saucenao] [google]
6695592

Alright, Roundabout Cliffside doesn't actually play bad, looks plain at first glance, but coming back to the arch-vile surprise did a lot to spruce up the encounter. I don't think the pile of rockets up on the ledge by the exit are super necessary, as I had killed everything but the last baron by the time I got up there.
I can't see anything on the map that badly needs fixing in terms of gameplay, maybe I'd add some more monsters on UV. For visuals, they're as said, plain, but I'm unsure of what I should be changing on them.

>> No.6695597

>>6693694
Hotfix for MAP31:
https://drive.google.com/file/d/1qkeqRYna8cjUrLJO8COnNy5G8obs9JgY/view?usp=sharing

The last revision I did had accidentally broken the donut. It's fixed now.

>> No.6695613

>>6695597
>accidentally broken the donut
Never go in without lube.

>> No.6695619

What are some artistic DOOM WADs such as The Sky May Be?

>> No.6695620

>>6695572
Ok, I played the fix (thought I was playing it before; didn't realise it was in MAP01 as I loaded it as well as the main WAD).

The switch after the red door does work now and I beat the map. The door to the super shotgun refuses to open until after I get the yellow key. I don't know why. If that's intentional, why not just make it a yellow door?

>> No.6695625

>>6695592
>>6695303
So just for fun I started kind of remaking Roundabout. I only did about 1/3 of it, but if you like it at all, I could finish it, or someone else could pick it up and do the next part.
It's supposed to have the same flow, with the same locations, but everything's spiced up a little bit. If you hate it, no big deal, I had fun just fuckin' around with it.
https://drive.google.com/file/d/1Ho1OMWH3QiGFG0-HFUYHem6xOpKKwK_k/view?usp=sharing

>> No.6695637
File: 296 KB, 1920x1080, Boom202.jpg [View same] [iqdb] [saucenao] [google]
6695637

Imagine not playing this WAD in Boom.

>> No.6695643

>>6695619
https://darsycho.itch.io/mayhem-mansion

>> No.6695661

>>6693681
>>6695429
>>6695438
>>6695462
>>6695470
>>6695479
>>6695516
Made the closet in Bleak Cinders smaller, so you can't wedge yourself behind the.... thing anymore.
Also altered the burning cellblock in Forsaken Stockades so that it's not four layers of transparent textures, now just two (apparently that lead to performance issues for someone?)

Last update to these now.

>> No.6695664
File: 124 KB, 1008x403, image.jpg [View same] [iqdb] [saucenao] [google]
6695664

>>6695592
After replaying through it a few times, I think these are the main issues:
* The map is overall flat. This is probably the biggest reason why it feels dull. It could probably be resolved with a descent towards the red key room, but the area past the Archvile pillar might make it be too tight in it's current form.
* Lack of good lighting. I think this would be really hard to pull off, and I don't think I can do it near the cliff due to the dark floor texture.
* The chaingunner alert is silent. Probably fixed with an instant raising floor.
* The red skull lift probably should be replaced with something walkable.
* The sky needs to be slightly lifted above the red skull door.

On the extra rocket ammo, when I playtested this I wouldn't kill the Barons & Hell Knights until I had ascended on the cliff itself, so that's why it is initially there. Also the tree occasionally blocks rockets in GZDoom, so they're there to increase the margin of error while the play dodges missiles on the higher cliff.
>>6695567
Go nuts.
>>6695625
I want to do a couple things before I go back to mapping, but I'll play it in a bit.

>> No.6695667

>>6695661
Overlapping transparent textures can be demanding due to alpha channels, but I didn't expect doom of all games to lag.

>> No.6695671
File: 97 KB, 451x497, dumbass.png [View same] [iqdb] [saucenao] [google]
6695671

>>6695661
>>6693681
It probably helps if I post a link:
https://files.catbox.moe/wb5g8g.wad

>> No.6695679

>>6693694
https://www.mediafire.com/file/io3qem2ve5ltucn/sewers_v2.wad
I made some small changes to Sewers. I added a few more zombiemen here and there, removed some redundant line effects, and fixed a couple of misaligned textures. The final Archvile is accompanied by a pair of Pinkies, just to make it capable of doing anything at all.
Would a death exit be a good idea if it ends up staying as an end-of-episode map? You get a free BFG in it, and that might be way too much for someone playing continuous.

>> No.6695703

>>6695664
>>6695625
I'd be interested in seeing that remake done before I do anything to the map.

>> No.6695704

>>6694804
I am new to mapping, whar ARE the roles of enemies? And what about their placement? Can you explain or link some good resources?

>> No.6695706
File: 4 KB, 320x200, Titlepic.png [View same] [iqdb] [saucenao] [google]
6695706

>>6693681
https://forum.zdoom.org/viewtopic.php?f=43&t=66877
Stickguy in doom updated again after a long time

>> No.6695713

>>6695619
lilith.pk3. Requires ZDoom, as GZDoom won't be able to get the intended effect, even in software as its a different renderer to what ZDoom had.

>> No.6695758
File: 15 KB, 100x100, REEEEEEE.png [View same] [iqdb] [saucenao] [google]
6695758

>>6695713

>> No.6695760
File: 416 KB, 275x275, Moving-animated-picture-of-chicken-dance-7.gif [View same] [iqdb] [saucenao] [google]
6695760

>>6695758

>> No.6695782

>>6695625
I blindly played through your variant, and I was surprised but humoured that you turned it into a slaughter map. Personally I think that many monsters is way overkill and that Revenant is way too high to be autoaimed at, but I do like how you integrate the cliff better than the originally version. I probably should do the same to the remade variant.
>>6693668
Are putting monsters outside of the outside of the map like Cacos flying in break the 2048 restriction?

>> No.6695786

>>6695782
As long as the player can't get outside of the 2048 area, anything is fine.

>> No.6695787

>>6695786
Good to know, thanks.

>> No.6695807

>>6695619
One anon published Gone Homo a few years agor, a parody of "artistic" walking simulators

>> No.6695850

Where's my fucking screenshot saturday?

>> No.6695901

>>6695619
https://www.doomworld.com/forum/topic/115809-the-blank-canvas-a-short-1-level-wad/ lol

>> No.6695910
File: 302 KB, 885x996, modding doom.png [View same] [iqdb] [saucenao] [google]
6695910

>> No.6695923

>>6695620
I've honestly no idea why it opened only after getting the yellow key, it should be usable after pressing the switch behind the red door. I checked it myself and it worked correctly.

>> No.6695946

Last week I basically binged DOOM 1 + 2 + 64 + TNT + Plutonia + Nerve
I can see why these games are so legendary, the gameplay is addicting as fuck, I especially enjoyed 64s more darker/gothic design, are there any WADs that primarily use 64 assets or are more gothic looking in general?

>> No.6695974

>>6695946
2048 Units of /vr/

>> No.6695986

>>6695923
I'll test it again. Either way there's no visual cue (that I could see) that it will start working.

>> No.6696071
File: 308 KB, 1280x960, gothic castles.png [View same] [iqdb] [saucenao] [google]
6696071

>>6695946
Gothic looking stuff would include Scythe, Scythe 2, and Bloodstain (the latter being one of my favorites). We here at /doom/ are also in the late stages of finishing a 32+ mapset using a texture pack called GOTHICTX, so that's going to be pretty gothic.

If you like oldschool shooters with gothic trappings in general, also check out Quake, which in some ways is a lot like Doom, but also not really, enemies are less numerous, but also are generally more dangerous to make up for it, and being a true 3D game it makes a lot of use out of height. Also look at Blood, it's a pretty hard game, but if you learn to 1; not be afraid of using cover sometimes, 2; jumping and crouching a lot (makes it hard for gunmen to get a bead on you), and 3; making liberal use out of dynamite, the game is quite playable, and lots of fun.

Duke Nukem 3D is another game from this era, one of my favorites, it's not gothic in the slightest (at least aesthetically), but it's a lot of fun.

>> No.6696146

>>6696071
Dude I fucking love BLOOD, it's one of my favourite games ever, Quake too
I was just a dumbass that thought FPS pre-BUILD would be too clunky to be actually fun
Next up are definitely the suggested WADs and Heretic/Hexen

>> No.6696174

>>6696146
That's great to hear. Heretic is a lot like Doom, while Hexen is a bit more of an acquired taste, the first hub is pretty dull, but it does pick up after that.

>> No.6696189

>>6695946
If you want a gothic themed pwad, I'd recommend Preacher, it's 9 maps only but each one of those maps is fucking excellent. For stuff using Doom 64 assets, you can check out DBP 26, it's still in the testing phase though.

>> No.6696192

>make gothic theme wad
>Multiple first levels are generic tech base

>> No.6696197

https://www.youtube.com/watch?v=A5RHu1lTv14

>> No.6696198

>>6696192
Some people didn't seem to want to use the new textures very much, which I was pretty disappointed in even as the submissions started.

>> No.6696201

Remember:
>crispy-doom.exe -iwad doom.wad -file SIGIL_v1_21.wad -warp 5 1

>> No.6696303

I had Doom 3 BFG edition for a while now but I recall that version of the game has a few issues with textures and stuff, should I pirate the old version or is there a mod you guys would recommend to fix it?

>> No.6696325

So I'm doing a simple Decorate weapon set for 2048, as an optional thing (but you could really just use it with whatever). It's mainly going to be cosmetic, the weapons will mostly behave like normal (I'm thinking of making the pistol shoot fast but have like a 1 second reload every 10th shot, a bit like Duke Nukem 3D, simply to make the pistol not boring).

This is what I put together for the chaingun replacement, how's it look?

>> No.6696326
File: 109 KB, 957x589, subgun sample, 2048.png [View same] [iqdb] [saucenao] [google]
6696326

>>6696325
Again, it helps if I post what I'm talking about.
I was thinking of making the sound effects a bit 'low-fi', too.

>> No.6696334

>>6696303
Better use the old version
It's cheap on GOG if I'm not mistaken

>> No.6696380

https://www.youtube.com/watch?v=iKQSv8p9BXU

>> No.6696391

>>6696334
isnt the one on GOG BFG too?

>> No.6696427

>>6696325
>>6696326
Godspeed to you. I recommend you to focus on short-range performance of your weapons and go easy on splash damage, things are pretty cramped.

>> No.6696430

>When you take a look at your first map where you didn't know how unpegging works.

>> No.6696445
File: 150 KB, 1091x657, subgun sample again.png [View same] [iqdb] [saucenao] [google]
6696445

>>6696427
They're pretty much just gonna give you the same performance as the regular weapons, maybe with some rate of fire differences, maaaybe the pistol and subgun do a tiny bit more damage.

I wanted to really just settle for a couple of simple reskins, like with that shotgun, but PrBoom+ doesn't tolerate anything that isn't exactly like Doom's original audio format (in spite of allowing .mp3 files for music), so I figure I'd just go a bit of an extra step and make something slightly flashioer.

>> No.6696509
File: 66 KB, 794x1101, fps family tree 5.png [View same] [iqdb] [saucenao] [google]
6696509

For your convenience while you buy all the classics on sale to play them in correct order.

>> No.6696521

>>6696391
Both of them are on GOG

>> No.6696529

Whenever I come to a part in a doom wad where jump is required I usually just noclip instead of binding a jump key

>> No.6696545

>>6696529
Cringe.

>> No.6696553

>>6696529
Based.

>> No.6696561

>>6696521
My mistake anon
Both are on Steam
GOG only has BFG
The original is even discounted 50% today

>> No.6696574

>>6696303
Try the dhewn3 source port with the old version. There's also RBDOOM-3-BFG which is a port for the BFG edition but I've never tried it.

>> No.6696724

>>6694508
>not a 666kb demo

>> No.6696727
File: 851 KB, 1920x1080, Screenshot_Doom_20200808_022701.png [View same] [iqdb] [saucenao] [google]
6696727

I really enjoy a Fistful of Doom, I love how its western themed and all the hitscanners actually make it kind of fun. Shame there's only 2 levels, I wish more WADs tried to feel like this. WADs that sort of just try to feel like shootouts in a cool themed area

>> No.6696732

>>6696192
It's what happens when the only roolz are mapping limitations and there's no consistency, quality management or theme required. Newbies are just gonna make teeechbaaseeees cause we haven't had enough of those.

>> No.6696740 [DELETED] 

Is he right, /vr/?
>>6696524

>> No.6696773

>>6696740
yes

>> No.6696774 [DELETED] 

>>6696773
how

>> No.6696783

>>6696727
Have you played outlaws ?

>> No.6696784
File: 6 KB, 255x220, 1429771620888.jpg [View same] [iqdb] [saucenao] [google]
6696784

Why don't my item stacks carry over in Heretic?
This is some bullshit

>> No.6696785 [DELETED] 

>>6696774
HL removed the episodic secret-finding era of shooters, and replaced it with the linear gameplay that would later form genre-destroying concepts like the modern military FPS

>> No.6696789 [DELETED] 

>>6696785
take your meds

>> No.6696794 [DELETED] 

>>6696785
so you admit you are the schizo ruining hl threads and wanting 5th gen banned?

>> No.6696803

>>6696785
muh doom clones

>> No.6696808

>>6696727
>vanilla weapons
lazy bastards

>> No.6696813 [DELETED] 

>>6696785
>never played MOH

>> No.6696826
File: 1.54 MB, 1862x925, roundabout v2 wip.png [View same] [iqdb] [saucenao] [google]
6696826

While I haven't finished it yet, I've uploaded an overhauled WIP version of Roundabout Cliffside that's playable from start to finish. It still needs editing, especially in the lighting department but I want to know what shit doesn't work or has been broken in the process.
I'll do edits and shit later, I need a break lol.

https://www.dropbox.com/s/v3l2zkcpbdyge95/SandSculker%20-%20Roundabout%20Cliffside%20V2.wad?dl=1

>> No.6696829

>>6696826
this looks autistic as fuck

>> No.6696839 [DELETED] 
File: 50 KB, 750x1000, flat,750x,075,f-pad,750x1000,f8f8f8.jpg [View same] [iqdb] [saucenao] [google]
6696839

>HL removed the episodic secret-finding era of shooters, and replaced it with the linear gameplay that would later form genre-destroying concepts like the modern military FPS

>> No.6696868

>>6696826
Haven't finished it yet, but it certainly looks better than before. Still looks like a sandbox but there's nothing really bad about it.

>> No.6696879

>>6696784
Its good. It motivates you to use them in the level theyre found, rather than hoard them.

>> No.6696890

>>6696826
Played it, could use a secret with some rockets for the barons at the end. The ending was much better, the lift in the previous version was really annoying to use a rocket launcher on. Some lighting would help break up the visual monotony more so than adding more details. Good work.

>> No.6696894

>>6696879
No it's not good at all
Now I HAVE to use everything I find for it to not get wasted even if i don't want to

>> No.6696902 [DELETED] 

>>6696839
>>6696813
>>6696803
>>6696794
>>6696789
based
>>6696785
>>6696773
cringe

>> No.6696940 [DELETED] 
File: 1.80 MB, 1616x1125, 1596671743746.png [View same] [iqdb] [saucenao] [google]
6696940

>> No.6696952 [DELETED] 
File: 73 KB, 1024x768, 1596645153358.jpg [View same] [iqdb] [saucenao] [google]
6696952

>> No.6696980 [DELETED] 
File: 1006 KB, 1440x900, 1596462895053.jpg [View same] [iqdb] [saucenao] [google]
6696980

>> No.6697001 [DELETED] 
File: 243 KB, 800x600, 1596561455695.jpg [View same] [iqdb] [saucenao] [google]
6697001

>> No.6697016

>>6696785
even HL2 had secrets, those lambda crates you find around are modern versions of secrets

>> No.6697028 [DELETED] 

>>6697016
he doesn't care

>> No.6697057
File: 3.97 MB, 5120x4026, arsjac.png [View same] [iqdb] [saucenao] [google]
6697057

>>6697016
If you're new here, just ignore and report him for spamming when you see him. He's some kind ridiculous mental case who always ban evades, and he has a deranged fixation with Half-Life and how he perceives it to be a bad game that ruined FPS. He's a massive MOBAfag too, which makes him the world's greatest hypocrite for criticizing anyone's tastes.

He will not listen, he will not stop, he will keep spamming until a janitor eventually shows up to clean up his mess, then he'll come back a few days later. The less attention you give him, the better the thread goes.

>> No.6697058 [DELETED] 
File: 96 KB, 640x476, 1596644273804.jpg [View same] [iqdb] [saucenao] [google]
6697058

>> No.6697085

>>6693694
One last update to maniacal menstruation. I made the plasma gun trap more consistent, added a berserk secret, and a few extra rockets. I also put in some automap art because it wouldn't be a /vr/ project without any.
https://cdn.discordapp.com/attachments/707375141297848396/741757481960865792/Maniacal_Menstruation.wad

>> No.6697089

>>6697057
>>6697028
yeah I'm kinda new, got it.

>> No.6697110

how do you enable fast monsters? im using gzdoom

>> No.6697121

>>6697110
Under Gameplay Options, or launch the game with the parameter -fast.

>> No.6697124

>>6697057
wow, that's really sad and pathetic.

>> No.6697126

>>6697110
Should be in the Compatibility Options menu.

>> No.6697132

>>6697121
>>6697126
oh shit im retarded i didn't see that option thanks

>> No.6697182

>>6696808
actually the pistol acts like a western movie

>> No.6697185

How you guys liking 2048?

I dont know how I got through this shit
>45 minutes to beat this level

And im going to admit I never beat it properly. The final room softlocked.

https://streamable.com/scdcto

>> No.6697186 [DELETED] 

>>6697057
>>6697124
>>6697016
kys zoomers hl1 ruined the genre

>> No.6697195

>>6697186
drink some bottles from under your sink please

>> No.6697196

>>6697185
What level is this? It looks like inner cloister from the extras wad but I haven't played it. That clip is some Hell Revealed tier level design.

>> No.6697204

>>6697185
Huh, that's in our .wad? What level? That encounter is actually really novel and I like it, but the texturing is bland as bananas.

>> No.6697205

>>6697196
Its near the end of Cloister yeah.

I loaded 2048 and Extras at the same time. Should I not have done that?

>> No.6697207 [DELETED] 

>>6697195
explain how linear gameplay is good.
Are you a COD apologist?

>> No.6697210

>>6697205
No, load them separately.

>> No.6697217

>>6696894
Better than saving everything for the boss.

>> No.6697226

>>6693919
Hasn't anyone made a proper Future Shock/SkyNET TC in Doom?

>> No.6697237

>>6697210
ahh. I just read the readme. Yeah it loaded them both and it jumbled the maps around.

>> No.6697256 [DELETED] 

>>6693919
kys bethesda shill

>> No.6697265

>>6693919
Never say never

>> No.6697278 [DELETED] 

Future Shock it's even worse than Half Life.

>> No.6697280

>>6697278
If it makes you happy.

>> No.6697281 [DELETED] 

>>6697280
cope

>> No.6697287

>>6697281
Why's that?

>> No.6697292 [DELETED] 

>>6697287
You have shit taste in fps games.

>> No.6697295

>>6693919
I made some efforts but all that came out of it is understanding some of the game's internal file formats, like textures and model data, the map files and scripts related to them.

>> No.6697296

>>6697292
Alf, you're a hypocrite.

>> No.6697298 [DELETED] 

>>6696785
I was born nearly 3 decades before its release and it's a shit game. It started the fucking linear style-over-substance shit gameplay era of FPS that craps all over classic design and gameplay and fun. HL was trash and part of the beginning of the downfall of gaming into the pile of absolute trash it is today.

>> No.6697308

>>6697292
Who decides such things?

>> No.6697315

Reminder, dont reply to the derailing retard

>> No.6697319

>>6697298
is it really half lifes fault that OTHER companies copied their design but much much worse?

>> No.6697323

So, this doom game's pretty cool, yeah?

>> No.6697327 [DELETED] 

>>6697319
Yes

>> No.6697330

>>6697323
yeah, its thick, solid, girthy, strong. all around a strong 9/10

>> No.6697331

>>6697323
>no enemy patrolling
>doors only open vertically
Meh.

>> No.6697336
File: 6 KB, 1280x720, Screenshot_Doom_20200808_165249.png [View same] [iqdb] [saucenao] [google]
6697336

What in the actual fuck did I just play?

>> No.6697345

>>6696785
doom 2 already did away with the episodic structure lmao. in fact the hl series is easily more episodic with the chapter select

also like every game has optional secrets. early fps didn't invent it and hl didn't do away with it

>> No.6697347

i am playing JPCP and i love it, god tier level design

>> No.6697350

>>6697298
>half life is bad because it vaguely inspired other shitty fps games
>quake is bad because it vaguely inspired other shitty fps games
>doom is bad because it vaguely inspired other shitty fps games

>> No.6697352
File: 224 KB, 1874x923, refute this.png [View same] [iqdb] [saucenao] [google]
6697352

>>6697345
Please stop trying to argue with him, he will not stop no matter how soundly you refute his arguments, he doesn't function like a normal human being.

>> No.6697353

>>6696940
Name my band.

>> No.6697356

>>6697336
Pure kino

>> No.6697357

>>6697347
Yeah, it's actually quite good. Really would like to see them do a second mapset some day, in some ways the Japanese Doom community has a bit of a different perspective on the game (and FPS) as a whole. It's hard to put to words.

>> No.6697358

>>6697353
The Interlopers

>> No.6697361
File: 40 KB, 700x744, IMG_20191108_135839.png [View same] [iqdb] [saucenao] [google]
6697361

MARANAX INFIRMUX

>> No.6697369

>>6697361
GEROXE CRUO

>> No.6697372

>>6697357
>in some ways the Japanese Doom community has a bit of a different perspective on the game (and FPS) as a whole

Yes, it feels somehow different to usual maps. idk what it is.

>> No.6697389 [DELETED] 

I will never stop until 5th gen and late 90's garbage like Half Life is banned from this board.

>> No.6697412

>>6697389
So you will just never stop, then.

>> No.6697428

I think a good way to point out the aesthetical differences between old and new Doom are the lost souls
one is just a human skull with horns and fire and is either a corrupted human soul or one of a demon that mimicked something human
the other tries to have a more complicated design, either trying to be cartoonier or more demonic but it doesn't strike as eeire
one feels like something actually heavy metal related or even belonging in some old paintings
the other is like a sly cooper character

>> No.6697448
File: 95 KB, 1280x768, Shot00003.jpg [View same] [iqdb] [saucenao] [google]
6697448

https://www.youtube.com/watch?v=CbRiAP1DPBQ

>> No.6697468
File: 94 KB, 512x384, Qu5XJU4mLyexjQbsz_eTcJaCPMW7t3xYxRu4A2HKiCR7hnYMYXchpSsPwJe2Wr4PFfJEaVZ5sSe5DipG5RvkMeGumxf8aDEmCsC9xF2S_RqTnJgGS0BtvgXQwYps[1].gif [View same] [iqdb] [saucenao] [google]
6697468

>>6697361
WHERE ARE YOU MARSHALL?

>> No.6697473

I have 2 questions.
I know jumping kinda fucks up doom, but what is exactly the problem with crouching?
If you guys hate brutal doom so much, what is a good alternative? so far I have been using nashgore and meat grinder, but I also want harder monsters, any suggestions?

>> No.6697478
File: 36 KB, 500x708, imp.jpg [View same] [iqdb] [saucenao] [google]
6697478

>>6697361
*ribbit*

>> No.6697479

>>6697473
BD Lite, BD Johnny and BURL TUMD
Mengo's BD too i think?
I don't think people "hate" BD, just dislike it or think it's overrated for a popular mod

>> No.6697489

>>6697448
if that melee system was faster and this game had actually came out on PC it would have been the Rune sequel we never got.

>> No.6697496
File: 72 KB, 1280x720, external-content.duckduckgo.com.jpg [View same] [iqdb] [saucenao] [google]
6697496

Sup, fags
Quake 2 is legally free for the next few days.
It's on the Bethesda launcher tho

>> No.6697515

>>6697473
>I know jumping kinda fucks up doom, but what is exactly the problem with crouching?'
Just like how jumping can let you reach spots you wouldn't normally be able to, crouching can also do that, by letting you pass underneath things which you shouldn't. Jumping and crouching can also be used to perform dodging maneuvers which you wouldn't normally be able to, as well.

If you want to play with mods and use jumping and crouching, that's fine, I do that too, amidst runs of straight vanilla, though personally I'm always mindful to never do anything which would obviously break progression. I just think it's fun to use jumping and dodging for movement maneuvers and taking cover.
Freelook can also be used to break progression in some cases, like with shootable switches and Doom 2's map 30, where you're just not supposed to be able to manually shoot above or below your position, just as well I personally try to consciously avoid making such progression breaks.

>If you guys hate brutal doom so much, what is a good alternative?
Most of the hate for Brutal Doom really comes from 1; the author is abrasive and unlikable for a number of reasons, 2; when BD started getting popular, it drew in a lot of underage kids who did nothing but play BD, attributed things like freelook and jumping to BD (some games 'journalists' were also guilty of this), and complained very loudly and incessantly if this or that map or gameplay mod wasn't playable or even compatible with BD, usually these complains were nonsense.

Beyond that, some enjoy BD for what it is, and aren't whining dipshits about it, some feel that it's flawed (or grew flawed with increasing updates and scope creep/bloat), and sought out or even made variants or 'competitors' of BD. One of those is Project Brutality, which I have heard is supposed to be mostly better (I couldn't tell you, I last played BD like 10 years ago, and thought it was ok, but moved on to other things I liked better).

>> No.6697528

>>6697085
Disregard that, I suck cocks. I fucked up the difficulty flags again and this should be the actual final version. https://cdn.discordapp.com/attachments/707375141297848396/741795883384963122/Maniacal_Menstruation.wad

>> No.6697531
File: 2.94 MB, 1280x720, Hideous Destructor, Breaching.webm [View same] [iqdb] [saucenao] [google]
6697531

>>6697473
>but I also want harder monsters
If you really want to up the challenge, there's Hideous Destructor ("Tyyyyyrant"), which, to describe it is kind of like turning Doom into a mix between ARMA and SWAT 4, with a heavy emphasis on realism (as far as Doom goes), except instead of just fighting dudes with guns, you're also fighting supernatural demons, and the approach is that to be realistic threats, all demons should actually be really dangerous and really troublesome.

It has a bit of a learning curve, and some levels are not realistically playable with the mod (though Doom's original three episodes actually play pretty well with it), but some find it quite enjoyable, because the combination of realistic gunplay and wound management, with evil magic and demons, can't really be found anywhere else.

>> No.6697532

>>6697496
Does it actually run on modern hardware though without a patch?

>> No.6697536

>>6697532
I don't remember but I think it does

>> No.6697539

https://forum.zdoom.org/viewtopic.php?f=19&t=68021&start=135#p1161602
>Reelism 2 v0.5 "Early Excess" comes out this Wednesday.

>> No.6697545

>>6697531
What map set is this?

>> No.6697556

>>6697545
Diabolus Ex, one map only but it's very cool

>> No.6697559

>>6697545
Diabolus Ex

>> No.6697562

>>6697545
didn't the author released a texture set for people to use?

>> No.6697568

>>6697496
It'll be available in the next days during Quakecon, but Quake 1 is free

>> No.6697569

>>6697539
OH FUCK OH SHIT IM GOING TO COOM

>> No.6697578

>>6697539
based

>> No.6697607
File: 91 KB, 1000x591, W9fohB1stXmJSmMVJmskJ0ESmytpvewNDUABXXF4BA4.jpg [View same] [iqdb] [saucenao] [google]
6697607

I wish Steam would stop shilling the new Gaylo to me, under the premise it's "classic".

>> No.6697612

>>6697607
Halo is retro. Deal with it.

>> No.6697616

>>6697607
doomguy's new armor copying master chief feels like a certain shitty animation impacted him so hard, he got jealous and took a once-as-a-joke 4chan copypasta seriously

>> No.6697617

>>6697612
Its literally not. Its an ok game but its way too slow to be paired with a "retro shooter" label

>> No.6697621

>>6697616
how is it copying it? the new armor is really asymetrical it looks nothing like chief

>> No.6697629

>>6697607
>it's "classic"
literally where, i haven't seen a single thing saying it's classic fps. only that it's returning to classic halo design

>> No.6697642

>>6697607
I wish garbage like HL, CS, Goldeneye, Perfect Dark, Quake 2 wasn't considered retro but life is unfair.

>> No.6697647

>>6697531
Ever try firing that cannon down a corridor full of bad guys? Tends to lead to a lot of dead bodies and a missing wall. It's great.

>> No.6697652

>>6694518
>Tiny Fragments
I keep trying to make that area a place where you want to run from and everyone keeps trying to fight it. Maybe I should just have a pair of cyberdemons teleport in, the last revision i had the hellknights be barons to make the fight unkillable but then it was a pain to get thru that area afterwards.

Maybe I should do perma resurrecting chaingunners instead?

>> No.6697656

>>6697647
The fabled Brontoburger. I like how the sabot plops out on the ground as you fire off a shell.

>> No.6697657

>>6697652
Running past the Hell Knights is something you learn to do only after a few retries. I'd say keep it as-is.

>> No.6697660
File: 137 KB, 1000x591, yhiH8HeDoLPc.jpg [View same] [iqdb] [saucenao] [google]
6697660

>>6697607
>>6697616
That's better.

>> No.6697663

>>6697660
>mention halo's silent assassinations
>no mention of doomguy punching the air so hard it wakes up every demon in the immediate area

>> No.6697664

>>6697660
>rip and tear
people complain about how a series like yakuza is being degraded by memes, yet it's exactly what happened to doom
but i guess peopel just turned a blind eye to a series hyped as "universally beloved by all"

>> No.6697672

>>6697664
i'm honestly more annoyed about those who keep bringing up new bad old good as if anyone gives a shit and thinks they're cool for it. memes can at least be avoided for the most part by not partaking in social media

>> No.6697679

>>6697642
go back to /v/

>> No.6697693

>>6697617
Wouldn't it be more accurate to say it's not retro cus it started in 2001? Or has the cutoff date been increased?

Also, >Halo 1 and the Xbox Classic came out around the time the N64 was still getting new games (even though it was already nearing the end of its lifecycle)

>> No.6697702

>>6697496
>>6697568
What about Quake 3?

>> No.6697706

>>6695946
Sunder Map11. Sunder doesn't have difficulty settings implemented so you can play on skill1 without removing monsters and still get the skill1 buffs (double health and ammo). Play on GLBoom+, you might get a suboptimal framerate using PrBoom+'s software rendering

Like the other anon said, Preacher.wad. Also use GLBoom+. GZDoom can't play demos, and the maps look way better in OpenGL.

GLBoom+ has several sector light modes. Use "GZDoom" sector light mode for Preacher or else everything will be dark as fuck. Use "Shaders" for Sunder; shaders will try to mimic the look of software rendering but you don't get any of the performance loss of using a software renderer

>>6697473
>what is exactly the problem with crouching?
You can crouch under fireballs
> what is a good alternative?
Chocolate Doom with 0 mods and integer scaling

>> No.6697709

>>6697679
But /v/eddit like those games.

>> No.6697715
File: 592 KB, 660x540, ratatatatata.gif [View same] [iqdb] [saucenao] [google]
6697715

Alright, I think I'll call it finished, the subgun for the 2048 Weapons Pack.

It's made from Doom's alpha and beta guns, a bunch of handrawing, the end-cap from a Carl Gustaf m/45 (it was a 3D model rip, not sure who made the model or who ripped it). The muzzleflash I think is from the Jaguar console port of Wolfenstein 3D.
I was toying with the idea of maybe giving it jungle taped magazines, just for fun (it's not gonna have a reload anyway, so it'd just be for looks), but that would seem kind of bothersome since I would have to basically redraw the magazine for the other direction. All I've left to do is to give it a pickup sprite.

It'll be available as individual parts (gun, magazine, charging handle, muzzle flashes), for people who want to play around with those.

>> No.6697717

>>6697706
If he wants to play vanilla, he'll play vanilla, he's asking about mods.

>> No.6697731
File: 19 KB, 180x245, Auditor_basic.png [View same] [iqdb] [saucenao] [google]
6697731

>>6693681
They want me to die.
They wanted my blood.
Now I will show them that they only contribute to my Madness.
I will one day have my Cacoward.
And then I can finally be allowed my death.
https://anonymousfiles.io/ylh5Vpqf/
Note that this hasn't been worked on in months;
Some levels used to be completable but are no longer capable of being completed.
Type Listmaps/Listmap in the console to see what's added.
GZDoom

>> No.6697735

>>6697731
no this isn't finished and won't be unless there's reasonable demand for it.
suck my 13 incher.

>> No.6697747

>>6697709
who gives a shit, its another website entirely
>>6697693
no because 2001 had alot of old schooley games compared to 2002 and over allowing PS2 posting would be terrible

>> No.6697749
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
6697749

GUESS WHO NEARLY FORGOT WHAT DAY IT WAS AGAIN. WELL FUCK IT'S BETTER LATE THAN NEVER: IT'S SCREENSHOT SATURDAY. SHOW US WHAT THE FUCK YOU'VE BEEN WORKING ON

>> No.6697754

>>6697731
Note that maps are in binary format
000
001
010
100
101
110
111
1000
1001
1010
1011
1100
1101
1110
1111
etc.

>> No.6697756

>>6697749
Since I'm done with my maps, this thing: >>6697715

>> No.6697758

>>6697473
Like how jumping can allow you to sequence break up ledges that are otherwise not meant to be reachable, crouching also allows sequence breaking through little gaps and windows (E1M5's window by the yellow key can be squeezed through with crouch, for example).

>> No.6697759

I almost missed this kind of posting

>> No.6697760
File: 894 KB, 1280x1024, Screenshot_Doom_20200808_204419.png [View same] [iqdb] [saucenao] [google]
6697760

>>6697749
this garbage
but months ago

>> No.6697761

>>6697756
I like that you're back on your bullshit with making these neat guns, did you do a full set?

>> No.6697770

>>6697761
Like for the 2048 pack? Uh, mostly. I'm thinking I'll do a reskin for the pistol, shotgun, probably super shotgun, then the chaingun, rocket launcher, and plasma.
Kind of can't be arsed to put anything together for fists or chainsaw (they're pretty much fine), and the BFG9000 is alright as well. In practical terms, it's going to mostly behave like the stock weapons.

>> No.6697787

https://youtu.be/hlHcglQRYAs
has anyone played this yet?

>> No.6697802
File: 447 KB, 356x200, 4atef6.gif [View same] [iqdb] [saucenao] [google]
6697802

Update for the LiTDoom rifle. New reload sprites.

>> No.6697804
File: 781 KB, 356x200, 4atemx.gif [View same] [iqdb] [saucenao] [google]
6697804

>>6697802
Old one in the background for comparison.

>> No.6697805

>>6697804
>>6697802
That's pretty slick.

>> No.6697818
File: 1.59 MB, 267x200, 1592468286123.gif [View same] [iqdb] [saucenao] [google]
6697818

>can't play all the new boomershooters because I'm still on a 32 bit operating system
what a bizarre feel

>> No.6697835

>>6697468
>Easy difficulty is too easy, a walk in the park, power through the game absolutely destroying every enemy like a shooting range
>Normal is too hard, can't get past 1st map, absolutely btfo

>> No.6697839

>>6697531
what is "Tyyyyyrant"

>> No.6697865

>>6697839
https://www.youtube.com/watch?v=X_ZsERw4pWo

>> No.6697880

>>6697473
>Revenant in close quarters launch a rocket in your face
>Can you maneuver around it? Can you survive the blast?
>Nevermind, just crouch under it as if it never existed, it's their fault they weren't programmed to expect you to do that anyway

>Map shows you the key but you can't have it
>Gotta solve the puzzle
>Fuck it, crouch into the space with the key
>Might as well just idclip through the map too

>> No.6697881
File: 7 KB, 420x420, 1475289530686.png [View same] [iqdb] [saucenao] [google]
6697881

Not a single one of the WADs in the top 10 lists is a ZDoom wad >>6685332 >>6685303

GZzoomers eternally BTFO

>> No.6697882

What's the best way to play Shadow Warrior 1997 now? I tried the classic redux and I get a really weird issue where it feels really laggy but the fps stay well above 400, are any of the source ports

>> No.6697887

>>6697882
shit I didn't finish my post, are any of the source ports worth it?

>> No.6697891

>>6697882
BUILDGDX has supported it for a few months now.

>> No.6697892

>>6697882
Sourceports are on the horizon, but nothing really good yet.

>> No.6697895
File: 3 KB, 125x125, 7C28AB3C-BDCB-46DB-9976-E6BA5CCC4DE1.jpg [View same] [iqdb] [saucenao] [google]
6697895

>> No.6697896

My body is ready.

>> No.6697897

>>6697896
your body is regi

>> No.6697905

>>6697895
Regis are the coolest pokemon.

>> No.6697906

Playthrough video of map25 of 300 minutes of /vr/ is up.
https://www.youtube.com/watch?v=rdwWsy8aDsE

>> No.6697907

>captured my playthrough of the first 10 maps of 2048
>Only the first 3 worked
>1hour45minutes of blank screen after

Reeeeeeeeee

>> No.6697910

>>6697907
Still in the beta phase. Has lead showed up again yet?

>> No.6697913

How many saves per map is acceptable?

I say after 3 it's saves cumming

>> No.6697927
File: 5 KB, 117x124, 1564018148068.jpg [View same] [iqdb] [saucenao] [google]
6697927

>>6697913

>> No.6697928

>>6697913
3 per key

>> No.6697929
File: 90 KB, 500x375, tidd.jpg [View same] [iqdb] [saucenao] [google]
6697929

>> No.6697937

>>6697928
Your joking. One per key.

9 fucking saves per map?

>> No.6697950

>>6697937
Another 3 after you get all keys and are fighting to the end of the level, don't want to lose that much progress
Max 12 saves
Anything over 12 and you are a savefaggot

>> No.6697952

>>6697950
Maybe on a 200+ enemy level. Otherwise no. That's far too much, savescummer.

>> No.6697957

3D Realms are teasing something for Tuesday

>> No.6697962

>>6697913
Kinda depends on the map and your skill as a player. I think you should try to minimize saving though, so 3 or 4 is a good goal to work towards.

>> No.6697970

I keep seeing the tag TNT1 in most of the decorate scripts I've been looking into and ZDoom wiki doesn't give me a concrete answer. Anyone know what it means?

>> No.6697971

>>6697952
>12 saves are ok in levels that have more than 200 enemies
You mean 2000+ right?

>> No.6697976

>>6697970
It essentially means "NULL", in that there's an empty frame which shows nothing at all named TNT1A inside of GZDoom. For what it matters, you could just as well write NULL and you get the same result.

>> No.6697985

>>6697928
>>6697950
>>6697950
>>6697952
Unless the map is like two hours long, or it's built entirely on bullshit death traps, why would you find yourself saving like 12 times? And I thought I was saving too often.

>> No.6698016

>>6697865
Ahh pretty based actually

>> No.6698050

>>6697985
Don't worry too much about it anon
It was an escalade of irony
The first anon said 3 times, the second said 3 per key, I added another 3 but I was being sarcastic and I hope the others were too
I save once per level at the beginning, though sometimes if I die twice or more at the same room I save again, trying not to do it more than twice per level unless it's an exceptional map or wad.

>> No.6698056

>>6697895
>>>/vp/
Now off.

>> No.6698076

>>6697957
Its the announcement of their unannounced Unreal engine shooter. And also another Wrath update I think.

>> No.6698104

do you ever feel like you just suck at this game. im trying combat shock 2 and i am nowhere close to even getting past the first level. its so hard. i know its a tough slaughter WAD but damn how do people ever do this

>> No.6698107

>>6698104
By pacing yourself. No one has ever gone from not playing the game ever to beating Sunlust UV without saves.

Start small and work your way up.

>> No.6698109

Half Life sucks.

>> No.6698114

>>6698107
*has ever immediately gone, should've clarified.

>> No.6698121

>>6698109
I was born nearly 3 decades before its release and it's a shit game. It started the fucking linear style-over-substance shit gameplay era of FPS that craps all over classic design and gameplay and fun. HL was trash and part of the beginning of the downfall of gaming into the pile of absolute trash it is today.

>> No.6698141 [SPOILER] 
File: 32 KB, 343x261, 1596941259030.jpg [View same] [iqdb] [saucenao] [google]
6698141

>>6697818
At least you have your beloved Cresta.

>> No.6698156
File: 189 KB, 512x512, 61286.jpg [View same] [iqdb] [saucenao] [google]
6698156

>remember that Quakecon still exists
>check to see if it's still happening this year through streaming or something
>it is
>check the schedule
>the only Quake related event I could find throughout the 3 day schedule was a QC Grand Finals on the last day
>there are more Doom related events happening than Quake at its own convention
>in fact, id games almost seem to take a backseat to Bethesda injecting their own shit into it, with Fallout 76 and Elder Scrolls Online taking up half of the event
>there's a presentation on the first day about diversity in gaming
Using the Quakecon name for brand recognition doesn't even make sense at this point, it's clear that no one cares about the series anymore, let it rest

>> No.6698165

>>6697907
This is why you record demos instead anon. You can always screencap your demos later.

>> No.6698176

>>6698156
The best part about this Quakecon is that id is adding a shotgun start option to Eternal before Graf adds a pistol start one.

>> No.6698180

>>6698156
>Representation in Video Games

>> No.6698196

>>6697937
I don't understand how everybody makes a single save last so long. I save at least four times a sector, and I need a separate folder every time. First, I make a bunch of saves so my fingers don't get cold. Secondly, I place a wad of saves in another folder so nothing acts up. Thirdly, I use all of my armor at once, so I go through multiple stages of shooting and moving, and saving every time I do so. Once I'm empty, I take the rest of the HP left on the save and cover my missed items, so that I can ensure that everything saves properly. I can't be the only one who does this, right?
Honestly you people laugh at save hoarders, but you really don't actually have enough harddrive space yourselves in a definitely big way. The average person uses 1 save per room, which is quite significant. If you mostly have a family of 4, that's 28 save folders a week, which for all intents and purposes is fairly significant. Over 100 a month in a big way. Saves will for all intents and purposes be sort of worth their weight in gold in a few months, because everyone for all intents and purposes needs them.

>> No.6698219

>>6698176
How do you add a pistol start equivalent to a game with persistent upgrades?

>> No.6698231

>>6698219
I'm gonna hazard a guess and say either the weapons have no upgrades at all which will feel like shit, or they'll just have all the upgrades installed, which will be lopsided and weird.

>> No.6698252

>>6698176
Source? >Google isn't showing anything.

>> No.6698278

>>6698252
https://www.twitch.tv/videos/703168322?t=8h20m59s

>> No.6698290
File: 58 KB, 347x415, 1520713767459.jpg [View same] [iqdb] [saucenao] [google]
6698290

>>6698278
unironically poggers

>> No.6698296

>>6697818
how???

>> No.6698337

>>6698121
nice larp go back to /v/ tho

>> No.6698338

>>6697910
I've been downloading and organizing the updates whenever possible. Been sick since the day after I posted the beta though, so sorry if it seems like I've been absent. Fingers crossed it doesn't turn out to be the rona.

>> No.6698356 [DELETED] 

>>6698337
cry more hlcuck

>> No.6698362

>>6698338
That's alright, the delay has given me room to do a bunch of things, and people have been doing a lot of beta testing, which is good.
Get well soon.

>> No.6698406

I tried playing Quake in DOSBox, and when I turned the resolution up, my framerate dropped to below 30. What gives?

>> No.6698447
File: 1.93 MB, 2560x1440, spooky golf.png [View same] [iqdb] [saucenao] [google]
6698447

>>6697749
I'm working on a mini-golf course for Blood.

>> No.6698453
File: 2.91 MB, 720x480, phantomexpressshootout.webm [View same] [iqdb] [saucenao] [google]
6698453

How is Fresh Supply anons? I've just been using NBlood and BuildGDX, though I hear Fresh Supply has co-op and customizeable enemy difficulty so you can raise up the enemy count and fuck shit up with a friend.

>>6698447
How hard is it to start making maps for Blood? Was considering it recently.

>> No.6698476

>>6698406
High-res Quake on DOSBox is gonna require a lot of power behind it. On a real system you'd probably need something like a Pentium III, or even higher.
>>6698453
Fresh Supply is okay, but if you're used to the original game, or something accurate to the original like GDX is, you'll be thrown off at times, since it's a completely different engine that's just trying to recreate the gameplay.

>> No.6698481

>>6698337
Seen somebody post the exact same thing last thread. Guess he's trying to make it a copypasta now.

>> No.6698495

>>6698453
Just stick to those ports. I've heard nothing but complaints about Fresh Supply, like fatties aren't weak to fire in that port like they're supposed to be. Fan-made ports are invariably always better. Play it through DOSBox with the MIDIs with OPL3 emulation if you want a really different experience https://github.com/bladeSk/DOSBox-pixel-perfect
>customizeable enemy difficulty
so does GDX

>> No.6698502

>>6697528
>I forgot to mark some linedefs as not shown on automap
it's always something, isn't it?

>> No.6698504

Does anyone have any recommendations for some WW2 wads? In the mood to shoot nazis, or demons with early to mix 20th century weaponry.

>> No.6698521

>>6698481
Just a FAQ, was either here, or on Steam forums. The only thing I heard was fatties dying slower to fire but that's about it.

>>6698476
>>6698495
Are there any other significant changes than fatties dying slower to the aerosol can? I can live with throwing TNT and using flares on them.
>https://github.com/bladeSk/DOSBox-pixel-perfect
Does this support high frame rate/Hz? The only reason why I dislike playing on DOSBox is the lower frame rate that in turn makes mouse movement feel wonky.

>> No.6698528
File: 1007 KB, 1184x753, tits.png [View same] [iqdb] [saucenao] [google]
6698528

>>6697731
>>6697749
>>6697754
>>6697760
feel like it's time to make a new map000
shajje is gone for now.
if you know what map this is continuing from you're a smartie

>> No.6698539

>>6698521
>makes mouse movement feel wonky
Are you using bMouse or a similar sort of program? BUILD engine games originally had wonky mouse controls, where only one axis could update at a time.

>> No.6698561

>>6698539
bMouse as in vertical movement? Not at all, I just play horizontal + autoaim ever since I heard that's what Doom and most retrofps usually play with. I do occasionally aim up or down, though that's not through mouselook. It just feels like there's input delay on both DOSBox and BloodGDX, so I just swapped to NBlood after I finished the game on BuildGDX. If there's a way to fix that issue, I'd swap almost immediately.

>> No.6698568

>>6698521
It doesn't have a framerate limit. If your monitor is 60hz then you wont notice anything above 60 anyway. If you turn the resolution too high it will lose frames. I recommend editing the .cfg file and typing in the custom resolution of 640x400, double the values of the game's normal resolution. As for the mouse, if I'm gonna play on DOSBox I'm also gonna play with autoaim and no vertical mouse look, like I remember playing old FPS games; if I want vertical mouse look and no autoaim I'll play on a modern port.

>> No.6698585

>>6698561
>Doom
Doom has no vertical mouse look

Here is the configuration file for DOSBox in case you do end up downloading it
https://anonfiles com/FbU6sbL9oa/dosbox_conf

And here is the DOSPack from BasedDOSAnon in case you want that; this is where I got that config file from >>6685207 I mainly use this for the game files which I copy then run with the other DOSBox fork. It'll take some tinkering to get used to as well as tutorials like this
https://youtu.be/Oazkwcud9kg
Skip the installation tutorial to get to the setup etc.

>> No.6698646

>>6698585
>Doom has no vertical mouse look
That's what I said anon. Thanks for the files, will look into this tonight. Just fucked the double Cheog on Extra Crispy without any extra pick ups and thinking of doing a full run starting with no items.

>> No.6698667

>>6698453
It's not too bad once you get the hotkeys down, but it takes a fair amount of time to get to that point. There's also ways to totally break your map by building a new sector completely around an existing one. I'll share some sites and videos for learnin' MAPEDIT tomorrow, I need some sleep.

>> No.6698696

>>6698667
Have a good sleep anon, looking forward to it.

>> No.6698748

>>6697715
>2048 Weapons Pack
The what now? That's actually something I might have an interest or submission for.

>> No.6698890

>>6698748
>>6697715
Let's keep it to just cosmetics please. We built these maps to be played with vanilla weapons, let's not break the game.

>> No.6699001

>>6697913
Depends on length and difficulty. Most iwad maps, even 1 midsave is already pushing it. Where as something like Sunder, I'd even go as far as using up to 6-7 midsaves.
I never save more times than the total slots in prboom+

>> No.6699006

what are some wads that look like real places (modern setting)?

>> No.6699093

Retard here, how do I make prboom+ use VirtualMidiSynth? It only sees fluidsynth, sdl, opl2 and portmidi on my end.

>> No.6699114

>>6693668
I'm about to play Shadow Warrior. What is the most based sourceport for it?

>> No.6699135

>>6699114
SWP is the best source port I can think of.

>> No.6699140

Any underwater mods?

>> No.6699151

>>6699093
Portmidi is your MIDI player. Reminder to use FluidSynth when playing Going Down. What soundfont are you using, anon? SC-55 is a must have, but I use Mysung Kite 99% of the time

>>6699114
BuildGDX or Classic Redux are your only two options AFAIK because those are the only two that will play the music; you can't play the music through DOSBox or Classic Complete (which is run thru DOSBox). I would say Build GDX; I got a game-breaking bug when playing GDX in which Wang would pull out chopsticks in the middle of a gunfight and it'd get me killed, but I don't think anyone else got that bug and a new version of BuildGDX is out anyway so it might be fixed

>> No.6699228

>>6699151
>What soundfont are you using, anon?
I've got SC-55, but I saw Arachno soundfont being recommended on Valiant's moddb page, so I'm trying that right now. Not sure if I like it.

>> No.6699317

>>6699135
I never heard of SWP. It might be worth downloading just to try it out.

>>6699114
Turns out the devs of EDuke32 released a Shadow Warrior port recently, VoidSW, but it's still in beta. It comes with the download of the new version of EDuke. I just tested out and it's virtually identical to WangGDX, except I noticed three differences: WangGDX's sounds sound better compared to VoidSW I think, but WangGDX doesn't let me bind right mouse button to strafe which bothers me. I'd still probably go for WangGDX at this point, though, because WangGDX's HUD looks way better.

On the topic of EDuke, I recommend Rednukem over EDuke; Rednukem is a fork of EDuke, and I noticed that when you take those teleporting lifts in douk episode two, the level disappears for a fraction of a second and you can see the sky, but this bug doesn't occur in Rednukem.

>>6699228
I haven't played Valiant yet, but maybe the Arachno soundfont sounds best for Valiant's MIDIs. Like I said, I use Mysung Kite 99% of the time. For BTSX they recommend SC-55 so I'll probably use that when I get around to playing that megawad. For the original Doom MIDIs I just use the Roland SC-55 music packs, but you can't use those with PrBoom+ so if you want to use 'em you'll have to use Chocolate/Crispy Doom (or GZDoom but I don't recommend it)

>> No.6699329

>>6699317
I failed to mention, WangGDX and VoidSW are the only two SW ports still under active development

>> No.6699330
File: 273 KB, 494x701, unknown.png [View same] [iqdb] [saucenao] [google]
6699330

>>6697749
Not much, really. Cleaned up my project a bit, redid enemy models, added another enemy - lowest tier and also a first enemy with a melee attack (just like revenant, will chase you to pistol-whip if you get too close). Now I need to make a proper grenade launcher for the player, implement Most Important Game Mechanic and interface, and then start making textures and maps.

>> No.6699365

>>6699228
I just tested it out and I think Arachno sounds great with Valiant's MIDIs, certainly better than Mysung Kite or SC-55 IMO. Reminds me that I need to test out soundfonts more when I play different wads. I remembered disliking Arachno compared to SC-55 for the OG Doom MIDIs but they were composed with SC-55 after all

>> No.6699632

>>6698748
That's just a thing I decided to assemble for the hell of it, and it's almost finished.

>>6698890
They'll be like 99% cosmetics, also it'll be optional for GzDoom users, since the map pack is made for PrBoom+. If you're playing it in the former, you're probably already at least using freelook by default (and the RNG just isn't the same, while we're at it), so you're already kind of bending it by that measure.

>> No.6699693

>>6693884
Make it from middle textures Put horizontal bar inside with black/dark texture (one from that blcak-inside white-border grid panel)

>> No.6699718

>>6699006
Dawn of Reality
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dor

>> No.6699779

Were the Wolfenstein custom enemies made exclusively for pol.WAD? I'd like to use them in a map if possible. Where would I find them if they are OK to use?

>> No.6699785

>>6699632
What exactly won't be cosmetic? Just faster pistol?

>> No.6699845

>>6699785
Slightly faster pistol (but you stop for a reload like in Duke Nukem 3D, to set it apart from the chaingun/subgun).
Firing a single shot with the plasma won't give you the recoil pause.
Maaaybe being able to fire one barrel at a time with the super shotgun, but probably not.
Maybe make the fist silent.

>> No.6699853
File: 470 KB, 640x480, 2020-08-09 13-22-04.webm [View same] [iqdb] [saucenao] [google]
6699853

Updated the main menu replacement for my mod a bit. The grid and the title are only visible when you start the game up, not when paused mid game.

>> No.6699879

>>6699845
>Maaaybe being able to fire one barrel at a time with the super shotgun, but probably not.
No

>> No.6699902

>>6699718
No you fucking retard, just ones that look like real buildings, not abstract autistic structures

>> No.6699906

>>6699853
Dick Shock?

>> No.6699912

>>6699879
Ok, I'll probably skip that (it'll be less work), but can you motivate it at least?

>> No.6699916
File: 96 KB, 584x418, 04f5f495cc4b8c781779e2b8b3b934d6.jpg [View same] [iqdb] [saucenao] [google]
6699916

>>6699140
>mod that floods an entire map
>new bestiary of fish and underwater enemies
>scuba themed hero and weapons
I could dig it.

>> No.6699919
File: 365 KB, 1712x960, DOOM0037.png [View same] [iqdb] [saucenao] [google]
6699919

>>6699006
Sacrament
It won one of the top 25 missed Cacowards, and its map 02 (pictured) won one of the top 100 most memorable maps

>> No.6699921

>>6699906
Yes, just stick it in a 3.5mm audio jack and start shooting the machinegun

>> No.6699942

>>6699906
what

>> No.6699975
File: 530 KB, 1920x1080, boner.png [View same] [iqdb] [saucenao] [google]
6699975

I did a search for "MBF-compatible wads" and I found Mayhem 2019. It looks pretty cool - all new enemies like Valiant

>> No.6699982

>>6697664
>series like yakuza is being degraded by memes
Well, mostly threads suffered because of that, series itself suffered from popularity of certain characters and idiotic decision to make new game sillier.
Thankfully original Doom is hard to ruin - it's Doom, it's forever.

>> No.6699992

>>6699330
thats a good stance if you want revolver to smack you in the face
in fact, make it part of your enemy shooting animation
they are idiots and don't know any better

>> No.6700003

>>6699992
>thats a good stance if you want revolver to smack you in the face
Maybe if it's like a particularly lightweight Magnum or something, or a handcannon. Any typical .38 caliber or .45 caliber service style revolver wouldn't be that intense to shoot.

>> No.6700015

>>6699902
kill youself faggot. He literally took pictures of real life shit and threw into the mod. I hope you die in a car accident you piece of subhuman shit.

>> No.6700039

>>6699006
Monster Hunter Ltd.

>> No.6700050

>>6699912
It's not DOOM. Idk, if other folks want it, I'll concede

>> No.6700052

>>6700003
They have their elbows in the wrong position. IOn that stance they will bend and flip even with low recoil revolver.

>> No.6700064

>>6700050
Fair enough, but I'll point out again that you're already bending the whole thing with the different RNG and freelook. Also the way spectres render makes them a lot less hard to see.

>> No.6700076
File: 276 KB, 1920x960, dqtwr9c27hn21.jpg [View same] [iqdb] [saucenao] [google]
6700076

>>6699916
Maybe fuse a bit of Bioshock's interiors and the map design of Dusk's City of Shadows for good measure too.

>> No.6700080

>>6699916
How would you even go about that? Make a script that at level start generates a 3d floor or something?

>> No.6700091

>>6699992
You can't see it from this angle, but he is leaning backwards as well.

>> No.6700096

>>6700080
Just add a blue tint to the screen and change the movements to swimming.

>> No.6700108

>>6700080
The laziest way you could do this is to add the water as a 3D floor and script the enemies as fliers; just don't spawn them until the water raises.

>> No.6700139

If I'm used to and like GZDB, will Ultimate Doom Builder be any kind of upgrade?

>> No.6700142
File: 113 KB, 1920x1042, Stability.png [View same] [iqdb] [saucenao] [google]
6700142

>>6700139
Yeah.

>> No.6700195

>>6700091
he already knows whats gonna happen
he dreads it

>> No.6700252
File: 302 KB, 1920x1080, IMG_20200731_141623_1596201587402.png [View same] [iqdb] [saucenao] [google]
6700252

>>6698156

>> No.6700279

>>6699919
wow, i love that map 02. kind of reminds me of an 80s action movie that had darker ambiance.

>> No.6700375
File: 221 KB, 1280x720, Screenshot_Doom_20200809_174546.png [View same] [iqdb] [saucenao] [google]
6700375

Right now, you can tap for just firing a single shot with the subgun (because why not), and it'll have perfect accuracy, then the shots following will start scattering, but should I make it so that the first two shots in a burst are always perfectly accurate, just like the chaingun?

>> No.6700389

Doom in a forest

Doom zelda

Doom in a spaceship

Doom on a boat.

Die hard doom.

Doom mirrored

Doom with aliens

Doom as demonmonster killing doom guuys.

>> No.6700450

Any way to have permanent night vision in doom 2? i cant see shit on the dark maps

>> No.6700460

>>6700450
does calibrating your monitor for once count?

>> No.6700560

>>6700375
I worked that out, and then it strikes me that I could just as well make the spread gradual; two first shots are always pinpoint, but with each shot the spread grows until it reaches the full vanilla spread.

Thoughts?

>> No.6700568

>>6700450
Adjust gamma settings.
If you have a CRT, shut your blinds and turn off the lights, or throw that thing in the garbage.

>> No.6700571

Is there any list of the actually best of the best wads?

I don't want a list of "historically relevant" maps, yes I get Memento Mori and Alien Vendetta were great when they came out but 20 years have passed since and they are complete garbage compared to more recent works.

I'm interested in things that have great level design, pleasant aesthetics (good texture placement if vanilla and well designed themes if using custom assets, with no shit taken from other games). Preferably vanilla gameplay, no crazy weapons/monsters. Things like Back to Saturn X or Ancient Aliens.

>> No.6700590

>>6700571
Alien Vendetta is still a 7 out of 10 .wad it holds up much better than Memento Mori and its sequel.

>> No.6700638
File: 660 KB, 1677x862, fuckthatshit.jpg [View same] [iqdb] [saucenao] [google]
6700638

Why are my textures not dark? Asyou can see the setting are the same as for the dark ones, but these just won't change their brightness. Is it a bug?

>> No.6700639

>>6700450
in GZDoom change variables to:
vid_brightness 0.175
vid_contrast 1.16
vid_gamma 1.18
vid_saturation 1.05

This makes dark areas slightly more visible, makes outdoor areas noticably brighter while maintaining same level of contrast (i.e. NO washed out colors)

You can also use Doom lightmode and disable fog - that disables the "darkening of diustant areas" effect, but comes at a cost of a bit reduced contrast between light and dark areas.

gl_lightmode 2
gl_fogmode 0

For more immersive solution you can use Steve's flashlight mod that is not just spawning lightsources, but a true light beam
https://forum.zdoom.org/viewtopic.php?f=43&t=59429

>> No.6700642

>>6700638
>front light 192
anon...

>> No.6700659

>>6700642
Anon, look closely. 192 is the sector brightness, not the texture brightness.

>> No.6700712
File: 942 KB, 977x708, ftd2.png [View same] [iqdb] [saucenao] [google]
6700712

>>6698156
Still can't believe that people play Fallout 76. What kind of old ones dark spell did he go though with to pull that off? And they keep paying for the in-game junk too! What the hell is wrong with people?
Anyway. This is rad and I want it to be real.
https://www.deviantart.com/red888guns/art/Fallout-3D-1997-835912450
https://www.deviantart.com/red888guns/art/Temple-of-Trials-844522981

>> No.6700715

>>6700659
anon
texture brightness is determined by the sector
if you want your texture darker, make a triangle sector with wall ens as its 2 points, and another point 1 unit away from the middle of the texture. Make it have whatever brightness you want your texture to be (in steps of 32).

>> No.6700723

>>6700712
In the discussions peole asked about this.
The artist says that he has an actual project of similar style in mind, but everything is in the earliest stages.

>> No.6700724
File: 510 KB, 936x694, gifening.png [View same] [iqdb] [saucenao] [google]
6700724

>>6700712
Also this.

>> No.6700748

>>6700723
He'd be right at home in these threads. He'd fall back in love with his old flame, Doom, and start from there. Sprites and maps to get those juices flowing. AH YES. A beautiful dream.

>> No.6700757

>>6700715
No it's not. You can see that the left texture is dark, whereas the right one isn't. I have the same sector brightness everywhere.

>> No.6700782

>>6698156
at least the new eternal dlc looks.... okay?
how can they add both the summoners and archviles when one was made to represent the other, but the latter then somehow replaced the former?

>> No.6700843
File: 76 KB, 400x299, 400px-MAPEDIT-E5M9.png [View same] [iqdb] [saucenao] [google]
6700843

>>6698453
>>6698696
>>6698447
Here it is, a big block of text all about MAPEDIT.

If you don't have it already, get the mapedit exe from here and place it in your Blood directory.
https://www.moddb.com/games/blood/downloads/mapedit

Here's a fairly easy way to setup MAPEDIT with a shortcut, this is the best way to go about it unless you like using dos commands every time you start mapedit: https://steamcommunity.com/sharedfiles/filedetails/?id=863927494

Once you get that working, you should change theses settings in "dosboxBloodEditor.conf" and "MAPEDIT.INI"

==== dosboxBloodEditor.conf ====
aspect=true
sensitivity=50
fullscreen=true
fulldouble=false
fullresolution=desktop
windowresolution=2500x1300 (This works for me since my monitor is 2560 x 1440, Yours might be 1920x1080)
==== MAPEDIT.INI ====
HighlightThreshold=x (I made this 70)
====================================

**** Tutorials and useful sites ****

Beginner mapedit tutorial: https://www.youtube.com/watch?v=0rL_0AU3wqE&list=PLDuMVbuonNwtycz5gWdHZMA8KRZCa1Jiq&index=2
What not to do in MAPEDIT: https://www.youtube.com/watch?v=xwpfSodd1ds&list=PLDuMVbuonNwtycz5gWdHZMA8KRZCa1Jiq
Level design sweatshop : Build Engine Mapping: https://www.youtube.com/watch?v=rpWFzdNSe94&t=501s I made this :)
====================================
http://www.baitd.bloodgame.ru/bme.htm
http://web.bloodline.eu/ultimate_blood_mapedit_suite/
https://blood-wiki.org/index.php?title=MapEdit

These sites have almost everything you need to know about blood mapping.

**** Tips / Advice ****
* Sketch out your maps on graph paper first. Deleting things in build can cause horrible problems with your map, that's why it's better plan out your builds.

* Save your map often with multiple copies! MAPEDIT doesn't have an undo feature so if you trash your map your kinda screwed.

I hope this helped you out anon, build mapping may seem overwhelming at first, but creating levels and decorating them in MAPEDIT is wonderful.

>> No.6700873

>>6700843
>MAPEDIT doesn't have an undo feature
What kind of archaic hunk of shit is this?

>> No.6700886

>>6693681
https://mega.nz/file/mckl1a7L#yb9_30SHsKtOzZl3w1babRe7CsxBla_Ues24DKXg9us reposting the fixed version of Trifecta.wadd for 2048 units .Fixed the broken teleports.

>> No.6700915

Is QuakeC more or less just regular C?

>> No.6700951

>>6700873
Yeah, it sucks but you get used to it. I save scum my way through map creation and haven't lost anything yet.

>> No.6700952

>>6700757
sorry anon but I cant discern shit on that picture.
post another angle that shows more of the area in uestion

>> No.6700958

>>6700843
I tried it, and it booted me into 3D view with no menu. The button that was supposed to show menu does nothing

>> No.6701031

>>6700958
Did you mean texture menu or the 2d mode menu?

There's no GUI in 3d view, just a cursor for selecting stuff. To get into 2d view, hit the "enter" key on the keypad. Then hit "escape" and "n" and "y" to create a new level.

It might have made an unintentional autosave map that the editor keeps trying to boot into, try deleting that if your still having issues. Let me know if your still unable to map and post a screenshot as well.

>> No.6701041

>>6700952
You can see both of those textures being selected, one is dark, the other is not. Both belong to the very same sector.
But I managed to get them black now, no idea how. Now only the roof is left that's bright. It really doesn't make any sense.

>> No.6701107

>>6698109
hi alf-terminator

>> No.6701175

what are the most unique or unusual custom enemies?
either in design or gameplay

>> No.6701229
File: 555 KB, 1920x1080, Oscar.png [View same] [iqdb] [saucenao] [google]
6701229

>>6701175

>> No.6701265

>>6701229
That's goofy as shit. Can you give us a link to the wad?

>> No.6701269

>>6701229
>putrid impyman trapped you!

>> No.6701270
File: 2.99 MB, 540x403, you&#039;re not a medikit.gif [View same] [iqdb] [saucenao] [google]
6701270

>>6701175
This one is older than some of the people posting here, but I like it for what a complete dick move that it is.

>> No.6701271

Does a Cyberdemon take fire damage from sector floors?

>> No.6701276

>>6701270
lulz

>> No.6701280

>>6701270
>Archvile medkit mimic
JESUS CHRIST HOW HORRIFYING

>> No.6701294
File: 137 KB, 289x303, file.png [View same] [iqdb] [saucenao] [google]
6701294

>>6701270
>archmedkit

>> No.6701306

>>6701271
Unless the game was modified specifically to make that happen, no. In vanilla only the player takes damage from damaging floors, so unless they're randomly flinching and you're not hitting them, assume that no they can't.
Some sourceports might change that but probably not.

>> No.6701308

>>6701265
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/seasons

>> No.6701331

>>6701306
Thanks

>> No.6701334

>>6701331
No problem. I am the weirdly specific facts guy, so it's kinda my job

>> No.6701356

>>6701308
appreciate it anon

>> No.6701360

>>6700389
>Doom zelda
What Hexen should've been.

>> No.6701363

>>6699942
He's a retard.

>> No.6701369

Anyone ever try using an Index with GZDVR? Was gonna try it for shits n' giggles but the control scheme is all over the place and seemingly impossible to rebind controls correctly

>> No.6701456
File: 825 KB, 1920x1080, roundabout-cliffside-2.1.png [View same] [iqdb] [saucenao] [google]
6701456

I've updated Roundabout Cliffside again, mostly improving lighting and layout around the cliff side of the map, added some more rocket ammo and moved/adjusted flags for various entities around the map.
I think it's close to being finished, so I guess that's a good sign.

Download: https://www.dropbox.com/s/xj1jqx3fn8iiz41/sandsculker%20-%20roundabout%20cliffside%20v2-1.wad?dl=1

>> No.6701467

>>6701456
i like those cubes of toruted people with the hanging dudes sticking from below

>> No.6701490

>>6701456
Looking a lot slicker now.

>> No.6701507

>>6701456
much better

>> No.6701521

Guys, you think it would be possible to replace Icon of Sin voice bit with this?
https://vocaroo.com/8dLrIL6uwCD

>> No.6701528
File: 237 KB, 1024x680, delta elite 10mm.jpg [View same] [iqdb] [saucenao] [google]
6701528

Alright, the 2048 pistol is done now, and in terms of frames and code, it's the largest weapon in the set, simply for making the reload look good while being fast, and for having a second reload when reloading the pistol from a previously empty stockpile of bullets.

If you hold down the trigger, it will fire pretty fast, though accuracy will be pretty atrocious while you do this, so this is only a good idea at close quarters or against groups. Single taps are perfectly accurate, and damage is the same as the normal pistol.
Altfire lets you trigger the reload from empty sequence manually, if you need to for whatever reason, otherwise, simply pressing fire will automatically go to the reload process (which is very fast). If you just keep holding down the trigger, the pistol will fire rapidly and reload rapidly, like in Duke Nukem 3D.
If you have no ammo left, and nothing left in the magazine, pressing fire will do nothing at all.

A minor consequence of this arrangement is that you can *technically* carry 210 bullets, or 410 bullets in total, as the magazine doesn't count towards the regular ammo pool (so you can load the gun and then pick up more ammo to top off your stockpile), but I don't think that's of significant deal in terms of gameplay, because you're not likely to be falling back to the pistol if you have the subgun (chaingun replacement).
Think of it as an emergency reserve, I guess. I don't want to start defining (more) new ammo types to get around this, because that would mean having to write a new statusbar, and FUCK that noise.

As I said before, there's some deviations, but mostly small ones, the pistol is by far the largest.

>> No.6701542

>>6701528
Are you making an extra weapon set for the map pack?

>> No.6701551

>>6701542
What, like two different sets?

>> No.6701558

>>6701551
No, just an addon in the vein of Final Doomer.

>> No.6701560

>>6701558
Oh, yeah, something like that, but much more lightweight and changing gameplay much less, overall it's just intended as cosmetic.

>> No.6701571

>>6701560
Okay, I was worried it was going to be something default. Because the shotgun pickup sprite was already changed for an unknown reason.

>> No.6701589

>>6701521
I'm too lazy to find out what that actually says, but if you name the file as DSBOSSIT and dump it into a wad it should theoretically work.

>> No.6701594
File: 537 KB, 1280x720, Screenshot_Doom_20200809_174453.png [View same] [iqdb] [saucenao] [google]
6701594

>>6701571
Oh yeah, that. That just started as a "Hey, I have this graphic lying around, I could suggest adding it just for fun."
And that was going to be that, but then PrBoom+ didn't like the replacement sound for it, and I just decided "Oh, fuck it, I'll just do a 'reskin' pack which people can use with GzDoom if they want to."

And that's what this is. I actually would suggest to lead that he edits out the shotgun replacement that's in the base .wad, because I don't think it needs to be there, because some people will want it to be as vanilla as possible.

>> No.6701623

>>6701521
This is great, consider it added.

>> No.6701642
File: 17 KB, 1440x172, hudgoth.png [View same] [iqdb] [saucenao] [google]
6701642

Anyone have suggestions for the 2048 hud? Some people in the last thread said the font was too hard to read and it's fairly ugly overall

>> No.6701647

>>6698504
blade of agony, but I can't for the life of me make it run on the latest version of GZdoom

>> No.6701659

Please keep weapon changes only cosmetic for 2048 :(

>> No.6701663

>>6701642
Just make the letters wider

>> No.6701676

>>6701521
>>6701623
Just tested it out in game. I'm gonna have to shorten it to just "You humor me greatly with your arrogance and contempt" because anything after that gets cut off by the cube spawn sound effect.

>> No.6701680

>>6701642
Check out the Gargoyle font at R667.

>>6701659
The weapon pack is an optional addon which you will be able to load with a ZDoom port, you'll be able to play without it.

>> No.6701685

>>6701642
Definitely had some trouble reading the HUD when I gave the beta a go yesterday. Maybe lighten up the background and change the colour on the Ammo/Health etc. text? Biggest issue personally was that the red numbers and the background seemed to blend together.

>> No.6701704

>last room in Retirement Grease
Fuck you.

>Adding two Archviles to the orange key switch in Cauldron
FUCK YOU X2

>> No.6701705

>>6701521
lol I can't believe I just now realized Eggplant's level name is a reference to this

>> No.6701717

>>6701642
The Hell Revealed numbers are definitely hard to read. Try the font/statusbar in this picture but the original game's numbers

>> No.6701721

>>6701594
I'm not sure about new shotgun sprite, but replacing the weapon sprites and sounds are pretty normal for vanilla and boom mapsets, this doesn't really breaks anythin. I suggest to project lead that he should add your SMG sprite into the mapset as well, it looks really cool. And yes, we need a new pistol sound because vanilla pistol sounds like shit.

>> No.6701727

>>6701521
>>6701676
What if we shorten it down to just the first part, and add just a little bit more distortion to it?
https://files.catbox.moe/eakxud.wav
https://files.catbox.moe/rgn60r.wav

>> No.6701742

>>6701721
You could give it a try, but I think you would need to use DeHacked or .BEX to make the subgun animate decently at all, it's not made for the original animation frame rate.

Also, it's on you to convert the sound effects to whatever format makes PrBoom happy, because I gave up on that.

>> No.6701746

>>6701727
Sure, I don't mind. I leave it up to the project lead to use the one that works the best in the game.

>> No.6701750

>>6701680
>The weapon pack is an optional addon
Ok, nice then

>> No.6701760
File: 199 KB, 1000x679, tommy-gun.jpg [View same] [iqdb] [saucenao] [google]
6701760

>>6701721
Yea I agree the SMG sprites would look cool. I've always thought an M16 sprite would look better than the chaingun long before this project, but now that I think about it, SMG makes more sense since it shares the same bullets as the pistol. What about 1911/tommy gun (both .45 ACP)

>> No.6701782
File: 174 KB, 960x540, preachersmg.jpg [View same] [iqdb] [saucenao] [google]
6701782

>>6701760
Preacher.wad already has Tommy gun sprites. The Preacher pistol is an M1917 revolver (also .45 ACP)

>> No.6701812
File: 1 KB, 56x19, MGUNA0.png [View same] [iqdb] [saucenao] [google]
6701812

>>6701721
>vanilla pistol sounds like shit
PerK's Hi-Res SFX mod has all the vanilla sound effects with hi-fi versions and it sounds great. I use it all the time unless I'm playing Chocolate or DOSBox Doom; even then you can still use it but I think it clashes with the oldschool look. I like it with Crispy Doom though

>> No.6701813

>>6698504
Wolfendoom
https://www.doomworld.com/forum/topic/72674-release-laz-rojaz-wolfendoom-for-zdoom/

>> No.6701815
File: 18 KB, 1440x172, hudgoth2.png [View same] [iqdb] [saucenao] [google]
6701815

>>6701680
Love the gargoyle font, it's much cleaner. Might change the red to gold later

>> No.6701835

>>6701815
Hell yeah, looks much better now, I'd leave the red color.

>> No.6701847

>>6701815
Make the small numbers for the ammo pools gold, my colorblind ass is having a hard time reading those numbers on the right.
Boy captcha has really been shitting the bed lately.

>> No.6701926

>>6701642
just make your own

>> No.6701962
File: 18 KB, 1440x172, hudgoth3.png [View same] [iqdb] [saucenao] [google]
6701962

Gold is the clear winner. I like the red but it blended in way too much. Here's the download for the hud.
https://anonymousfiles.io/GOnb050D/
>>6701926
Not quite talented enough for that

>> No.6701987

>>6701926
Making your own font for Doom is a pile of work, that's like 40 something frames you need to draw up. Just grabbing a good and gothic looking one from R667 is fine, IMO.

>> No.6702009

>>6701962
Fuck I just noticed I missed a few pixels on the '0' sprite that make it look like an 8. I assume that was to differentiate between 0 and O in the font but there's no need for that in a HUD. Here's the updated version.
https://anonymousfiles.io/IdCBlPtb/

>> No.6702046

>>6701962
Lovely.

>> No.6702056

>>6701962
>>6702009
Much better.

>> No.6702293

>>6701704
The archviles were always there. Maybe they didn't spawn in last time you played (it can happen if you don't kill enough monsters so the spawn spots stay blocked).

>> No.6702319

>>6701962
Beautiful
[Reddit spacing]
To the guy that wanted to make the double barrels fire separately as a secondary fire, I take back my veto. It's a cool idea and it's not gonna break our levels so I'll shutup.

>> No.6702360
File: 59 KB, 480x498, d.jpg [View same] [iqdb] [saucenao] [google]
6702360

>>6701704
>Good Boy's Club in general

>> No.6702381

>>6702360
Beat that level and I still don't know. I feel like I just went in every teleporter I saw til somehow I was at the exit. Maybe Sandy made this map and this is his tech gone bad comeback.

>> No.6702404

Brutal doom is dumb, but I kinda liked Brutality. It doesn't trump the original game, but I definitely enjoyed playing it. I found that most of the cancerous stuff can be turned off pretty easily.

Since I've been getting back into classic Doom lately, I figured I'd fire up Brutality again to see what's changed. What are some good wads that work well with PB? It changes the sandbox/game balance pretty significantly, some areas of classic wads are harder than vanilla doom, others are trivially easy.

>> No.6702421
File: 140 KB, 960x720, no gay retards.jpg [View same] [iqdb] [saucenao] [google]
6702421

>>6702404
>I've been getting back into classic Doom
>What are some good wads that work well with PB?

>> No.6702430

>>6702421
ok, bye then

>> No.6702616

>>6701558
Don't know why you'd call this a 2048 specific addon but ok.

>> No.6702623

god, valiants super chaingun is super fun.

>> No.6702640

Retirement Grease is the most gayest map ever

>> No.6702679

>>6700843
Thanks, gonna mess around with this later on. Was thinking of doing some simple shit to start like changing episode 2 to have more cultists in the later levels rather than 20+ fatties/zombies/gargoyles/ghosts. If only they weren't so fucking boring to fight and easy to avoid. I have no hope for a Blood sequel or someone overhauling the base enemies AI.

>> No.6702732

As of right now, what maps need reworked or updated the most?

>> No.6702749

>>6702732
MAP32 Club Boom is unplayable due to a corrupted blockmap, not sure how to fix that.

>> No.6702753

>>6702732
Good Boy's Club

>> No.6702775

>>6702732
Retirement Grease
Remove two or three fucking revenants from the last room.

>> No.6702786

>>6702749
Actually, I found the cause of that issue was a reject marker that was added as I was importing all of the maps into the beta wad. The map works as intended in complevel 9 if you go into slade and delete said markers. Apologies for not catching that sooner, the map worked fine when playtesting separately.

>> No.6702789

>>6702775
There's only 4 Revenants that spawn in that room.

>> No.6702819

>>6702789
Remove 2 then. it's a clusterfuck having them with the pinkies around blocking your way.

>> No.6702834

>>6702360
>>6693681
>>6692268
Well, I have finally updated the map, and took your advice. Medkits on the hurtfloor, first door stays open forever, one of the arachnotrons in the crazy stairs room is gone, monsters are blocked around the cyberdemon pedestal, only one switch needs to be flipped instead of two on the same block, and I added two pain elementals to the final sequence. Also changed the midi to something more fitting and it works with PORTMIDI.

Also, here's a demo of the map on UV if anyone's further curious on the flow or anything.
https://files.catbox.moe/vbleg0.lmp

and here's the wad itself:
https://files.catbox.moe/tu8lc0.wad

enjoy, or don't, but I'd still like to hear what you think

>> No.6702835

Say, hypothetically, you wanted to make a "house of leaves" inspired haunted house Doom level that uses GZDoom's portals, what texture pack do you think would best fit a spooky old house?

>> No.6702852

Trying to play afadoomer's wolfenstein 3d in doom
I follow all instructions to the T
When I run the specific GZDoom .bat, it just returns an error saying it can't find ZDoom instead of GZDoom

>> No.6702925

>>6702852
edit the bat to say gzdoom instead of zdoom

>> No.6703014

would it be considered too overpowered to mix haste/berserk with godmode?

>> No.6703104

>>6703014
Well yeah.

>> No.6703160

>>6702925
i don't know what you mean
the bat file name literally says GZDoom
@ECHO OFF
.\Wolf3D.bat GZDoom %*

>> No.6703213

>>6703160
oh i dunno i never played it. why not download wolfenstein from the OP? i just assumed the .bat said zdoom instead of gzoom based on the error message, but now that i think about it, if you create a .bat for a .exe that isn't there, nothing happens, not even an error msg

>> No.6703236

>>6703160
edit wolf3d.bat then

>> No.6703313

>>6703236
GZdoom starts up, but the game doesn't start and it just gives a 'No player classes defined' error

>> No.6703325
File: 587 KB, 1920x1080, Screenshot_Doom_20200810_075702.png [View same] [iqdb] [saucenao] [google]
6703325

Oh ok.

>> No.6703346

>>6698109
Holy based

>> No.6703442

>>6702819
Scrub.
The reworking should be that the PE spawns in a little later, that's it.

>> No.6703568

>>6703325
I was kind of hoping that the red skull keys would emit a soft red light in hardware mode, but I think the light is too subtle (especially in those conditions) for it to show. So, they're kind of just there for no good reason, actually.

>> No.6703630

>>6703568
Make them raise out of those boxes when shit gets serious?

>> No.6704329

>>6703014
You could probably achieve a similar effect if you could destroy projectiles with melee while under the powerup's influence. It's not outright invulnerability, but if the player is skilled enough it can be.

>> No.6704340

Gents. It's been an honor. Now, we go to Mars.

>> No.6704698

Anyone know of any mod which replicates/imitates the way explosions in Quake scatter shitloads of particles in all directions?

>> No.6704742

On second thought, I shouldn't do that, because the Icon Of Sin calls for the same explosion as a rocket when dying, so that would be a particle apocalypse that would drive the game to a crawl.

>> No.6704884

>>6704698
that's not a substitute for shitty sprite work

>> No.6704908

>>6704742
engine particles don't
but they do get capped

>> No.6704931

>>6704884
I'm not sure what you mean. I mostly was thinking that would look cool, because I like how it looks in Quake, but I'm not sure it'd fit with Doom.

>>6704908
Isn't the default cap for that something like 4000? That's an obscene amount of engine particles still.

>> No.6705039

I'm gonna bake a new Bread.

>> No.6705067

>>6693668
test

>> No.6705076

>>6696445
>PrBoom+
What a shit fucking port, why do people play on this? Masochism?

>> No.6705089

NEW THREAD

>>6705083
>>6705083
>>6705083

NEW THREAD

>> No.6705090

>>6705076
Because it's the only Boom compatible port which is also demo compatible.

>> No.6705093

>>6697352
>pic
that's a nice note on how hlposter is dumb.
I had the same thoughts whenever I saw that retard, I always remembered HL1 being praised for no cinematics
>>6697715
Nice work, I like creative frankenspriting like that

>> No.6705117
File: 875 KB, 250x231, HHHHMMMM.gif [View same] [iqdb] [saucenao] [google]
6705117

>>6697802