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/vr/ - Retro Games


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6716536 No.6716536 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6705083


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

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

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

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

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

>> No.6716540

HL sucks.

>> No.6716554

Quake sucks. It's literally one of the worst franchises ever made.
>1 is all about bullet sponge enemies and lazy levels made with 3 textures.
>2 is generic alien shooter with regular levels
>3 is a failed attempt to rip off UT99
>4 is a slightly improved Doom 3
>Enemy Territory is id Software's store brand Battlefield
>Champions is Overwatch for Boomers.

Imagine being a Quake fan. I would literally kill myself right now.

>> No.6716557

=== ONGOING PROJECT ===

2048 Units of /vr/
-New submissions are now closed, currently in beta phase.
Link to BETA: https://www.dropbox.com/s/cpupk5jc9intyu3/2048unitsvrBETA.zip?dl=1

=== NEWS ===
[8-11] Boomer Con
https://youtu.be/7S71Gib5Hdo

[8-11] KMQuake gets updates
http://www.markshan.com/knightmare/

[8-11] Reelism 2 v0.5 Early Excess
https://www.youtube.com/watch?v=sKynvrDxqmk

[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 control tweaks
http://www.mediafire.com/file/yn4pbiltjisq15o/HelsturmNMedit.zip/file

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6716559
File: 213 KB, 600x400, stillALittleMessy.png [View same] [iqdb] [saucenao] [google]
6716559

>>6716557
Sorry that took a while. Don't bake breads often myself.
Also:
>[7-30] /v/ anons released Unreal championship 2, UT 2004 and Unreal 2 The Awakening souce codes >>>/v/519146380
Here: >>6706192

>> No.6716568
File: 2.85 MB, 522x330, woop.gif [View same] [iqdb] [saucenao] [google]
6716568

What a boring map.

>> No.6716569

>>6716540
Based
>>6716554
Cringe

>> No.6716609
File: 736 KB, 575x747, Doomguy faec.png [View same] [iqdb] [saucenao] [google]
6716609

>>6716536
Reminder not to respond to obvious bait in order to not shit up the thread.

>> No.6716631

>>6716554
Based. Build games are much better. Look at the amount of quirks in Blood. Makes me want to coom everytime.

>> No.6716641
File: 344 KB, 2560x720, ZomboDroid 13082020072729.jpg [View same] [iqdb] [saucenao] [google]
6716641

With or without fog?

>> No.6716657
File: 720 KB, 1920x1080, 6.png [View same] [iqdb] [saucenao] [google]
6716657

I recently completed my first map. Please consider playing it. Your feedback is also appreciated.
http://www.mediafire.com/file/iq59z647u09kpgf/octogonsix.wad/file

>> No.6716690

>>6716641
Fog only looks good in outside areas with the right sky.

>> No.6716767

>>6716641
Fog looks better, don't listen to >>6716690

>> No.6716774

>>6716641
Fog

>> No.6716776
File: 927 KB, 1764x994, LitDoom Scientist Class.png [View same] [iqdb] [saucenao] [google]
6716776

LitDoom update:

We're adding a (you can toggle it) durability system to the weapons. They'll eventually start to jam/break down, or just work less quickly/effectively without maintenance here and there. Some weapons, like the revolver, will be more reliable than others due to less things to go wrong.

https://www.youtube.com/watch?v=ctCyms8pehU

>> No.6716780

>>6716641
The map was designed for fog, its very atmospheric.
Although the fog is kind of ugly in software mode with all the banding.

>> No.6716782

>>6716568
>myoffice.wad by fujiwara

>> No.6716785

>>6716641
It looks good without fog. Fog is very ugly and should be used only in mountains.

>> No.6716823

>>6716657
fuck archviles

>> No.6716840 [DELETED] 

>>6716780
Fog looks a lot better in software mode imo (the white\gray one, not other colors)

>> No.6716843
File: 112 KB, 1280x1024, Hexendarkmere.png [View same] [iqdb] [saucenao] [google]
6716843

>>6716780
Fog looks a lot better on software imo

>> No.6716882

>>6716641
Fog is essential for mood. However I think we could try something like zones with variable fog densities and non linear fog.

>> No.6716885

>>6716780
The "banding" is due to how fog tables originally worked in software mode. You can see that in a lot of other engines of the time.

>> No.6716891

>>6716843
Looks amazing, I wonder if you can achieve this aesthethic in Arcane Dimensions for q1

>> No.6716903

>>6716536
Any good Doom TC´s?
Played Ashes 2063, Shrine 2, Hedon and liked them all. Starting REKKR right now.

>> No.6716907

>>6716903
I liked Harmony

>> No.6716909

>>6716891
heavily fogged diffusely lit monochrome maps ARE the AD aesthetic
not that AD has any effect on the visuals (except particles)

>> No.6716919

>>6716554
2 was fun because it was the first game I’m aware of where “mods will fix it” rang true. There were some great Quake 2 servers back in the day.

>> No.6716921

>>6716909
Yeah I know but its not as crispy as that hexen screenshot

>> No.6716935

What does /vr/ think about Thy Flesh Consumed?

>> No.6716937

>>6716935
Getter than Shores of Hell and Inferno but worse than Knee-Deep in the Dead

>> No.6716938

>>6716919
Vanilla Quake 2 has the weakest multiplayer, which is a shame because multiplayer is really where Quake shines. Think the single player gets shit on a lot more than it is deserving of.

>> No.6716941

>>6716935
Best chunk of levels in any official Doom. Knee Deep in the Dead is certainly more iconic, and is actually probably better designed, but every time I go back to play through vanilla Doom/Doom 2 Thy Flesh Consumed is where I have the most fun.

>> No.6716943

>>6716935
Besides Romero's levels, and maybe E4M1, it's pretty mediocre.

>> No.6716945
File: 488 KB, 1920x1080, qbs8_000.png [View same] [iqdb] [saucenao] [google]
6716945

>>6716921
could always use a software port if you're a color banding fetishist

>> No.6716948

>>6716903
>Starting REKKR right now
I might be too late to help, but, the lift that you need to take to progress in level two is in the big room that you drop into; it's in the dark. (IMO it needs to be illuminated by torches because it's too easy to miss).

>> No.6716950

>>6716945
What do you mean fetishist, color banding is based and handsome desu.

>> No.6716970
File: 148 KB, 320x244, file.png [View same] [iqdb] [saucenao] [google]
6716970

>>6716950

>> No.6717003

>>6716823
Very well

>> No.6717017
File: 696 KB, 1920x1080, -dogs 3.png [View same] [iqdb] [saucenao] [google]
6717017

Why didn't you faggots ever tell me that I can use MBF's helper dogs in PrBoom+ using the -dogs parameter?

>> No.6717040

2048 map 18 (?)

The one with the archvile in the circle with the moving pillars.

FUUUUUUUUUCK YOU

And it's like 4 seconds for the first movement then 3 for the next and it throws you off. Fuck you. I missed the rocket launcher and couldn't go back.

I still liked it you fuck.

>> No.6717047

>>6716843
I don't like the weird draw distance in software. Where it starts getting darker a certain distance in front of you.

In Duke 3D I always ramp up the "visibility" to max. Why would you want it to start getting dark 10 feet in front of you?

>> No.6717056

>>6717047
how can you not tell there's a difference between the darkness you're talking about and the fog in the picture of the post you're replying to

>> No.6717061

>>6716935
I like it a lot, but I wish it kept up the high pressure of E4M1 and E4M2.

>> No.6717065

What's the current order for the maps in 2048, and what was the proposed change in order?

>> No.6717080

Does anyone else get headaches from software rendering mode?

>> No.6717145

>>6717040
>I still liked it you fuck.
Thanks my nigga, I did some updates to the map in the meantime so the crusher part isnt as cheap and the elevator is shorter

>> No.6717153

>>6717080
No. Are you using freelook? Some people get sort of disoriented by the kind of stretchy perspective you get with freelook in software rendering.

>> No.6717158

Here's a wild idea for a weapon set

In the year 23XX Another Earth is under onslaught by the demonic forces of hell

A french mad scientist Jacques b'Oner manages to turn himself into a lich, and transforms his skeleton into the finest combat machine known to man (and demon). He also plated it with gold.
Powered by miniature reactor on his back, he weilds an arsenal of energy weapons and a gyrojet revolver sidearm.

Weapons:
Pneumatic Fist (can be charged for maximum fisting)
Auto Fister (chainsaw replacement)
Gyrojet revolver - shoots impact axplosives or stickies. Stickies when detonated apply additional damage per stickie stuck to the same target (up to 50% total bonus)
BallZapper - shotgun that shoots a single ball of charged plasma. Hits 2 additional targets with short ranged arc from impact. If target of the ball dies, arcs deal leftover damage as a bonus. Can be "pumped" 2 more times with altfire for 1.75 and 2.5 more power respectively.
SSG replacement - fires a spread of 7 explosive balls that travel for ~13m before exploding and creating chaining arcs.
Chaingun replacement - Lazer machinegun, inaccurate. Altfire deploys a handle bar that grants perfect accuracy at the cost of movement speed
Rocket Launcher - a plasma caster, can shoot a ball of plasma either straight or as a grenade (later has more blast radius) can be charged for slightly more damage, radius and speed.
Plasmagun - plasmagun, but with altfire of continous high damage high fire rate beam (like Quake's lightning gun).
BFG - instead of BFG has a selection of Fusion Cores for reactor that provide bonuses to other weapons depending on charge level. Useage spends the charge and thus reduces the bonuses. Can be overloaded and used for a "big boom" attack that makes the weapon unavailable for the rest of the level.

>> No.6717189
File: 68 KB, 1366x768, Seinfeld.png [View same] [iqdb] [saucenao] [google]
6717189

>>6716536
HELLOOOO!

>> No.6717198

>>6717158
Oh so youre the idea guy

>> No.6717231

>>6717158
Well, that's something. Do you think you could make it?

>> No.6717236
File: 2.63 MB, 800x450, What's the deal with getting swatted.webm [View same] [iqdb] [saucenao] [google]
6717236

>>6717189

>> No.6717243

>>6716935
It's my favorite of the four episodes but it also really shows the limits of Doom 1's enemy roster.

>> No.6717261

>>6717047
Fog ≠ Sector Shading

>> No.6717271

>>6717236
Seek help

>> No.6717276
File: 97 KB, 800x800, 1503638785266.jpg [View same] [iqdb] [saucenao] [google]
6717276

>>6717271

>> No.6717279

>>6717040
>The one with the archvile in the circle with the moving pillars.
Wait, didn't some anon years ago post something like that? They were going up and down in a circle.

>> No.6717282

So let's say I want to fight God in the edgiest way possible, would I rather choose some edgy metal or something classical like "Dies Irae" or "Lacrimosa" as soundtrack?

>> No.6717291

>>6717282
Classics are the best: https://youtu.be/GXFSK0ogeg4

>> No.6717293

>>6716540
>>6716554
Alf, if you are so desperate to get (you), why dont kill yourself?

maybe you will show up at the news.

>> No.6717297

>>6716938
>Q2MP bad
how to spot the Quake Mapping Discord anon

>> No.6717303

>>6716559
I truly hope that someone makes a source port out of it for UC2 with working servers
and a better rendering for UT 2004

>> No.6717312

>>6717297
I didn't call it bad, I called it the weakest in the series. I'd be willing to entertain an argument for Q4 or QC being the weakest, too. I've probably put more hours in to Q2 multiplayer than QW, Q4 and maybe QC, though that might actually be kind of close, so I don't think it's bad.

>> No.6717317

>>6717297
Quake 2's multiplayer was really good, anyone who says otherwise is a larping zoomer.

>> No.6717341

>>6717236
It all happens so fast, is Kramer in there too?

>> No.6717391

>>6717293
Remember to stream it for our viewing pleasure

>> No.6717395
File: 367 KB, 1280x720, Screenshot_Doom_20200813_105201.png [View same] [iqdb] [saucenao] [google]
6717395

Been playing Reelism 2. It's definitely more polished than first one, but I can't help but feel like the smaller pool of stuff results in more moments where you simply can't survive due to bad combos of modifiers.

>> No.6717406
File: 56 KB, 276x335, Monstrous_Manual_2e_-_Derro_and_Duergar_-_p96.png [View same] [iqdb] [saucenao] [google]
6717406

I have trouble setting up a server with doomseeker. How do I tell doomseeker my internal ip? It assumes it to be 127.0.1.1 which is 100% incorrect.

>> No.6717442

>>6717065
Here was a proposed order from the last thread. Bear in mind that it needs some work since maps 07 & 15 have to stay in their slots. The current order can be view in the credits txt with the wad download
https://drive.google.com/drive/folders/1R-kQMBkCFC9v3e8bEtv1n-cOt9LkcjCn?usp=sharing

>> No.6717492
File: 103 KB, 640x270, unnamed.jpg [View same] [iqdb] [saucenao] [google]
6717492

>> No.6717503
File: 1.41 MB, 1160x696, file.png [View same] [iqdb] [saucenao] [google]
6717503

IT
KEEPS
HAPPENING

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

>> No.6717508

>>6717503
What did we do to deserve such sin

>> No.6717509

>>6717503
NINTENDOOOOO

>> No.6717513

>>6717492
The QC design was a bit all over the place, some characters looked nice, others maybe not so much. Classic Doomguy looks weird as fuck because they looked at the extracted sprite and used that as reference, ignoring/unaware of that the sprite is supposed to display at an aspect ratio with 20% taller pixels, making his head look fucking squished vertically.

>> No.6717516

>>6717503
i hate that metal music is basically in every modern "retro shooter", i liked the chiptuned tone of doom etc way more

>> No.6717517

>>6717492
This proves there isn't a single member of the original team working in QC or any other modern ID tittle for that matter.

>> No.6717523

>>6717492
We're lucky he has his armor damaged at belly instead of having a designated abs window.

>> No.6717524
File: 38 KB, 600x404, romero and hall headbanging.jpg [View same] [iqdb] [saucenao] [google]
6717524

>>6717516
Doom was always supposed to be pretty metal, not all of it's music, but Romero straight up handed Bobby a stack of rock and metal CDs from his collection and told him something like "This is exactly how we want the music to sound like." That's the kind of music the guys really loved, and they wanted that kind of sound, hell, the aesthetics of Doom has a lot in common with heavy metal album covers of various kinds.

I do agree that there's a bit of an 'over-focus' on it by some people though, as Doom also had a lot of slow and tense music too (some inspired by movies). It's like how there's some people who only knows Duke Nukem 3D's music from Grabbag, and think it's all buttrock, when there's LOTS of slow and gloomy tension tracks in the game, more than fast action tracks even.

>> No.6717526

>>6717523
I know that was always supposed to be battle damage, but I always loved the idea of it just being a midriff window, because that's the kind of shit you would see in old pulp art and on metal album covers, shit that doesn't necessarily make a lot of sense, but it's there to look badass.

>> No.6717529
File: 3.36 MB, 1879x1037, HIRETHISMAN.png [View same] [iqdb] [saucenao] [google]
6717529

>>6717509
Hire this man

>> No.6717534

Friendly reminder that the Q1, Quake 2 and 3 ports at bethlauncher are nothing but cut garbage inferior to the steam and GoG versions
>No Music
>No Videos
>No Mission Packs

And bethesda or even id doesn't give 2 fucks about it.
And brainwashed normies and zoomers on twitter are loving it

>> No.6717537

>>6717503
i cant stop laughing at the face sprites

>> No.6717538

>>6717534
Pretty sure GOG is the only place where you can get the game with the music.

>> No.6717540

>>6717503
>can barely hear the bang of the shotgun for the SPLORCH noises of the blood
Why do these people never have any understanding of sound design at all?

>> No.6717542

>>6717538
The GoG versions comes with everything.
Q2 comes with all 3 packs, same goes to Q1 and Q3A with TA in it.
its just id and bethesda being retarded.

>> No.6717545

>>6717503
Why would you ever put motion blur into a game willingly?

>> No.6717546
File: 69 KB, 858x783, Снимок.png [View same] [iqdb] [saucenao] [google]
6717546

>>6717538
That's where you're wrong, though.

>> No.6717549

https://twitter.com/bethesda/status/1293934149628289027
Is BTSX E2 even done?

>> No.6717551

>>6717545
I think it's fine if you make it very subtle, and only have it show for really fast movement.

>> No.6717556

>>6717056
The guy said software fog looks nicer and im saying I would use that but I don't like the lighting so I don't use software in general.

>> No.6717561

>>6717545
people shoves in it to hide the serrated polygons and add some smoothness in it.

>>6717492
>>6717517
Marph, stop shitposting here and GO FINISH Postal 4.
Also eternal's head is better than the QC model
https://www.youtube.com/watch?v=2X6ZqfnsVvU

its literally Q3A Doomguy, with angry madman eyes.

>> No.6717569
File: 36 KB, 240x320, whatever this is.png [View same] [iqdb] [saucenao] [google]
6717569

>> No.6717572 [DELETED] 

>>6717546
>russian
Go back to 2ch, cishet white male scum.

>> No.6717573

>>6717572
Nah, it's too gay in there.

>> No.6717592

>>6716554
Are there anybody who can tell tge difference between the levels? I'm pretty good at spotting the styles of Sandy, American and Romero in Doom, but I couldn't do that in Quake in a million years without credits. There is no good or bad level there. All of them are the same.

>> No.6717596

>>6717549
https://www.doomworld.com/forum/topic/69960-back-to-saturn-x-episode-2-is-out-of-beta-v100-aug-13-2020/?do=findComment&comment=2172295

It is now.

>> No.6717601
File: 46 KB, 312x312, puke.jpg [View same] [iqdb] [saucenao] [google]
6717601

>>6717503
>>6717529

>> No.6717602

>>6717592
I know there's a level where you find a thunderbolt in water, and since you auto switch to new weapons, you'll probably die, since the thunderbolt empties all of it's ammunition at once if it's discharged into water, and you take damage from that.
That being said, if you find that one, it's a high possibility that level was by Romero

>> No.6717606

>>6716557
BTSX E2 is no longer in beta: https://www.doomworld.com/forum/post/2172295
It is also now in the bethesda/console ports: https://twitter.com/bethesda/status/1293934149628289027?s=20

>> No.6717616

>>6717549
>>6717596
>>6717606
Kinda disappointed that there isn't a new secret level like what Episode 1 got when it was no longer in beta.

>> No.6717621

any mods that are basically just reskins of the vanilla weapons? I was enjoying D4V but the shotgun and chaingun have faster firing rates.

>> No.6717651

>>6717621
Doom Ultracompact Cosmetic Kit

It reskins the monsters too. I removed the knife animation that replaces the fists though, because it was garbage

>> No.6717652

>>6717529
Honestly looks neat ignoring the absolute rape of an artstyle which this zombie model is.

>> No.6717654

>>6717621
Eriguns is pretty nice

>> No.6717657

>>6717503
All that work for nothing

>> No.6717659

>>6717592
Sandy's levels use a fuckton of shadows, sometimes even too much, and they're the hardest. Once you check who made which maps you can notice all McGee's maps have pretty much the same theme.

>> No.6717683

>>6717503
What is the point of this?

>> No.6717692

>>6717652
it's all premade assets.

>> No.6717752

>>6717652
It has the charm of a Unity asset flip

>> No.6717753

>>6717683
GRAPHICS
NO PIXELSHIT

that's prety much the sentiment behind this. For some poeple shitty 3D is better than "pixel shit" of any uality, and "HD Graphics" take precedent over whether or not it actually looks good.

those people never managed to develop a taste

>> No.6717760

>>6717753
Most of them are also Slavs

>> No.6717792
File: 31 KB, 468x644, 107104509_447302936227763_3199640795078858163_n.jpg [View same] [iqdb] [saucenao] [google]
6717792

I joined a few doom fb groups. When people there talk about "Doom" they are talking about 2016 + Eternal by default.

Why are zoomers so retarded

>> No.6717806

>>6717442
Again, I'd like to say Barge In and Lobachevsky need to be some of the very first maps people see. They're easier and they showcase quality.
NO ONE will play through our WAD if the mediocre levels are the first six levels.

>> No.6717817

>>6717806
I agree. Drunk loser would be another good early one. I don't think grouping levels by theme or even difficulty is as important as making sure the stand out levels are evenly dispersed with more standard beginner levels to ensure a good pacing.

>> No.6717819
File: 1 KB, 78x60, lost soul.png [View same] [iqdb] [saucenao] [google]
6717819

The original lost soul sprite looks so metal. Wish they kept the design.

>> No.6717827

>>6717760
Eastern bloc only got NES in the 90's, when the rest of the world moved onto 16 bit, and very few got PCs that could be used for gaming. But in the 2000's the floodgates were open and people were thrust into the era of 3D right from the get go, without experiencing anything else.

For those people any kind of 3D or low res is not "retro" to be appreciated when it done right, but "archaic outdated shit that needs update"

>> No.6717831 [SPOILER] 
File: 373 KB, 719x540, 1597341177072.png [View same] [iqdb] [saucenao] [google]
6717831

>>6717819
Your wish is granted! They kept both the original design AND original hitscan attack!

>> No.6717834

I've played through Hexen twice without realising the gauntlets, shield and whatever other gear items is a permanent armor upgrade item. Doh.

>> No.6717848

>>6717831
I like what REKKR did (gave the m resurrection ability)

>> No.6717859

>>6717817
i vote defiled waters as map 01 since it was the very first map ever submitted and among the strongest in the map set. or black crest, to filter out all the noobs

>>6717621
switch the chaingun to the HAR

>> No.6717865

>>6717834
Except they are not permanent and break with damage

>> No.6717883
File: 994 KB, 500x500, 1596586797119.gif [View same] [iqdb] [saucenao] [google]
6717883

>>6717503
>"lol this looks silly"
>look at like/dislike bar, it's overwhelmingly liked
>look at comments, they're overwhelmingly positive

A-am I the dick here? Like I know most of you guys don't like how it looks either but how come the audience over there loves it?

>> No.6717889

>>6717792
>Using Facebook in YooL 2020
What the fuck?

>> No.6717893

>>6717883
Most people have shit taste unfortunately.

>> No.6717901

>>6717893
I just have to wonder if I'm unironically being the asshole contrarian for the sake of being the asshole contrarian and going along with groupthink or something. Second guessing my own perception. I was going to share this with some friends but then I realized "what if they reply that it looks cool? what then? then i look like the idiot"

>> No.6717903

>>6717883
we don't waste time watching or interacting with shit like that

>> No.6717906

>>6717903
who's we

>> No.6717913

>>6717906
The gremlins in his head

>> No.6717915

>>6717492
>"dude, we at id are developing deep lore for doom, so you can invest more into doom because we're such nerds"
>nu id can't even invest in doom as much as decino or marph in terms of doom knowledge and accuracy, which is why most easter eggs and throwbacks are always E1M1 DAISY RIP AND TEAR DOOR and more basic shit
i guess taking the doom "universe" more seriously just makes you look weird, which is why marph makes his tweets in a jokey way

>> No.6717916

>>6717883
A lot of people don't have very good taste as kids (which a lot of these people are), and a lot of people never really develop a sense of taste ever.
I think that with some people, if you explain it in clear enough terms and while not coming across as hostile or obsessive, they can be willing to reexamine things like these from your perspective, and they might just come to the conclusion that "God, it actually DOES look really awkward and janky!"

>> No.6717917

How would you guys feel about a Quake Redux project, where you can replay the original id maps but with increased enemy count but with lower health on some of the spongiest enemies like the Ogres or the Fiends?
Since, you know, Quake put 2 enemies' total health into 1, a lot of people complain that the weapons don't feel as powerful and that the enemies are too spongey. I think it might be a fun project to do, but I'd like to hear some thoughts first.

>> No.6717919

>>6717906
i mean most people don't actively seek out bullshit to downboat and leave negative comments about. the people liking it were probably looking for eBiN hD dOoM rEmAkE!

>> No.6717920

>>6717792
You would probably have to look for a group specifically about older games. Facebook is however the stomping grounds of the most basic bitch casuals, so your results don't surprise me.

>> No.6717923

>>6717534
official releases lacking stuff is why source ports, mods and patches are important
because in the end, it's always the fanbase that's gotta make the games more faithfull and care about history and documentation
but slayer's club told me doom is eternal because people keep buying the mini slayer statues

>> No.6717928

>>6717889
Best hate speech memes are on fb

>> No.6717929

>>6717819
could have been a side species, like a cyber lost with a different role

>> No.6717935

>>6717917
I never agreed with people saying Quake's enemies being too spongy, the game gives you plenty of good firepower and plenty of Quad Damages. I figure a lot of people who do make that complaint aren't willing to adjust for how the shotguns are less powerful than in Doom, or how the Shambler takes half damage from explosions.

>> No.6717940

>>6717920
>basic bitch casuals
My mistake was not looking for modding, there are doom modding groups and my problem was solved.

>> No.6717949

>>6717906
https://youtu.be/-Ye01xHfzJU

>> No.6717953

>>6717883
Normies have no taste

>> No.6717970

Some people say Quake is "just Doom in 3d" but i think that or even something like Prodeus or Wrath is how to bring Doom designs to 3d models
Something that still keeps the "capped" animations and some 3d elements, almost cel-shaded or low res and with less polygons

>> No.6717980

>>6717970
yeah quake is much more bullet spongy
If 64 came before quake, THEN it would just be doom in 3d cause of all the hell knights

>> No.6717994

>>6717917
Ogres and Fiends die in 2 or 3 blasts from a common ammo type, so they aren't "spongey" unless you're a dweeb who runs around with the shotgun all the time

>> No.6717995

>>6717970
>"capped" animations
You mean stepped I assume. Yeah, I like that style. NiNoKuni should've done that to better match the limited animation style of Anime. Having the background look as great as they did (matching the background style of animes), and then the animations be super smooth was jarring. You get the same issue with many modern boomershooters and what-have-you.

>> No.6718014

>>6717994
its the same fags who calls Q2 sponge too because they keep using SMG instead of point blank SSG shots or rockets/grenades.

>> No.6718019
File: 413 KB, 600x525, 112943867.png [View same] [iqdb] [saucenao] [google]
6718019

>>6717236

>> No.6718024

>>6717040
I had to cheese that part, I got on the platform right up in its face, pushed it towards the edge some how manage to "glitch" the Archvile out. It stopped attacking and I finished it off with my mouth

>> No.6718030

>>6717236
fucking KEK

>> No.6718036

>>6717865
Wtf? The wiki didn't mention that. Proof?

>> No.6718050

>>6718036
Theyre just armor pools that absorb damage and degrade. But you have a default starting armor amount that never goes down (varies by class), which may be what led you to think they were permanent.

>> No.6718052
File: 82 KB, 1080x706, file.png [View same] [iqdb] [saucenao] [google]
6718052

>>6718036
>The wiki didn't mention that
???

>> No.6718094

>>6718052
Man's probably using the bad wikia one

>> No.6718141

>>6718094
Yeah, but how else are you supposed to learn how this or that was changed in Brutal Doom?

>> No.6718148

>>6718141
My head fucking spins when I accidentally go on that wiki and then I see mention of how this or that feature works in Brutal Doom, what kind of dipshit is maintaining that thing?

>> No.6718157

>>6718148
If doomwiki is idgames then Wikia is ModDB. Spotty inconsistent info from mostly outside the core doom community.

>> No.6718158

>>6718148
it's like writing an article about a character's role in some story, then including what their role is in someone's fanfiction

>> No.6718202

>>6717503
Looks washed out

>> No.6718219

>>6717236
Cable boy? My poor little cable boy!

>> No.6718221

>>6718014
I understand why people criticize Quake 1 for having resilient enemies, they have usually just completed Doom and have moved on to the next id title, confused as to why the shotguns don't work the exact same way. I've never heard of your example, though. Many criticize Quake 2 for having unsatisfying weapons, the SMG being the biggest example, and no one ever seems to use it once the chaingun is acquired.

>> No.6718223
File: 503 KB, 680x514, 1596769089346.png [View same] [iqdb] [saucenao] [google]
6718223

>>6717503
>front falling death animations
>on imps no less
Am I the only one who hates this? Makes you feel like your weapons pack no punch at all, especially if they aren't even knocking over weaker enemies.

>> No.6718236

>>6717279
That's sunlust, mine behave differently

>> No.6718246

Is it somehow possible to exclude spider mastermind from infighting? That would probably really improve their relevance.

>> No.6718247
File: 6 KB, 99x128, CyberDoom.png [View same] [iqdb] [saucenao] [google]
6718247

>> No.6718251

>>6718246
With Decorate? Sure, though being an enemy that spews out hitscans, that feels almost like a waste.

>> No.6718252
File: 121 KB, 1365x768, Screenshot_test_tc_20200814_030609.png [View same] [iqdb] [saucenao] [google]
6718252

Not much happening in my project. I redid the HUD (I know many will not like having bars with no numbers, but I don't really have a choice), learned to do a swimmable water, and doing some research for implementing the Important Game Mechanic, which is magic. I've seen guns+magic in many mods, and I'm not really satisfied with their implementation, so I'm gonna do my own spin on the concept. I need to implement two spells, make a proper placeholder model for a grenade launcher, placeholder items, and then start making textures for a proper level.

>> No.6718257

>>6718251
It always gets tangled in infighting, either damages other monsters through its spray and pray attack or gets damaged because of its enourmous hitbox.

If it never retaliated nor be retaliated against, it could actually keep attention on the player. Damaging and being damaged by accidental attacks would still be ok.

>> No.6718258

>>6717503
This looks OD af
Anyone know if it works with Brutal Doom?

>> No.6718260

>>6718221
SMG is useful for guards due to pain state
Enforcers needs 1 point blank SSG or 2.

Chaingun wastes tons of ammo, but good for flying mooks like fucking drones, but its easily outclassed by the hyperblaster.
Reckoning becomes easy once you get the ripper and the phalanx

>> No.6718280
File: 663 KB, 1909x2797, Doom 1&2 soundtrack.png [View same] [iqdb] [saucenao] [google]
6718280

>>6717516
>>6717524
Nealy the whole doom soundtrack is "stolen" metal

>> No.6718301

>>6718280
Some of these are really long shots. I don't think there's anything in Starless that sounds like Sign of Evil.

>> No.6718304

>>6718246
Placing one in a room alone with the player would solve that problem.

>> No.6718307

>>6717524
Couldn't agree more, all the nuDoom shit is just too focused on the metal, e1m1 remix is fucking garbage. Modern "retro" shooters should think of something new instead of being copycat faggots(paying tribute to old games is one thing but ffs dont brownnose and copy)

>> No.6718308

>>6718223
I'm all for direction-dependent death animations.

>> No.6718309

what doom eternal features does reelism 2 have besides that machine gun and the tyrant?
i thought i saw those energy shield soldiers in the trailer

>> No.6718321

>>6718280
>wikia
Only a quarter of what's in this list is easily verified, and the best tracks from the games are original works. I'd rather have more stuff like Kitchen Ace and Sinister than the umpteenth E1M1 tribute.

>> No.6718348
File: 168 KB, 999x826, E1M6.jpg [View same] [iqdb] [saucenao] [google]
6718348

For me, it's e1m6. The best doom level

>> No.6718359

LADS
https://www.vogons.org/viewtopic.php?f=7&p=883642
>ROTTEXPR - Sourceport for Rise of the Triad: Dark War

>> No.6718363
File: 46 KB, 441x379, eyesofthewild.jpg [View same] [iqdb] [saucenao] [google]
6718363

>>6718359

>> No.6718371

>>6718359
At the end of the day it's still ROTT

>> No.6718379

>>6718371
Which is an excellent game.

>> No.6718380

>>6718371
At the end of the day ,is /vr/'s wish to mating press Lorelei Ni.

>> No.6718393

>>6718359
Meh, still better than that 2013 remake.

>> No.6718409

>>6718307
Nudoom isn't even metal, it's that weird dubsteppy/djent shit.
I agree with the modern throwback stuff though. None of these "boomershooters" even try doing anything to spice up a formula for a genre that's been almost entirely exhausted. They always try selling themselves on "being like the old games," offering nothing new, and failing to even reproduce things that make the old games memorable.

A poster a few threads back was complaining about how bad this game was.
ttps://store.steampowered.com/app/753590/Hellbound/
I don't remember what his specific complaints were, but it doesn't matter. Looking at the flat arena levels and Nudoom piss filter in the gameplay footage shows off everything you need to know. The trailer even does what Dusk did by referencing the games it claims to emulate. The logo literally uses Doom's font. A majority of the titles released in this new wave of FPS can be described as "this game from the 90s with some elements from another game."

>> No.6718435

>>6718246
You could even do it with Dehacked in a hacky way, swap it with the Archvile so it gets the Archvile's special trait of not being targeted by other monsters.

>> No.6718447
File: 27 KB, 496x382, Screenshot_2020-08-08 Facebook.png [View same] [iqdb] [saucenao] [google]
6718447

>>6718409
>in development from 2016
>funded in kickstarter
>2 enemies, 7 maps.
>"making more levels would make oUr game worst."

>> No.6718450
File: 13 KB, 512x512, 1563551373362.jpg [View same] [iqdb] [saucenao] [google]
6718450

>>6718409
>Djent isn't metal

>> No.6718452

>>6718435
It would lose it's immunity to sideblasts from rockets, and wouldn't trigger 666 tags.

>> No.6718460

>>6718409
How the fuck is it supposed to be a full game with 7 levels only. I can't believe that's just it, is it some weird kind of an early access thing?

>> No.6718461

>>6718450
djent is a human dogshit metal genre

>> No.6718462
File: 17 KB, 680x671, glaring ninja.jpg [View same] [iqdb] [saucenao] [google]
6718462

>>6718447

>> No.6718463

>>6718460
Seems more like a shitty, lazy dev thing.

>> No.6718472

>>6718461
I like it.

>> No.6718479

>>6718447
>2 enemies
>7 maps
C'MON! WOLFENSTEIN 3D CAME OUT WITH A FUCKING SHAREWARE DEMO IN 1992 AND THAT HAD MORE ENEMIES AND LEVELS THAN THAT
AND THERE WAS EVEN MORE IN THE FULL GAME
AND THAT WAS BACK WHEN FPS AS A CONCEPT WAS BASICALLY COMPLETELY UNEXPLORED TERRITORY

>> No.6718480

>>6718450
We could get into the details of all the genres and subgenres, but come on https://www.youtube.com/watch?v=G8uTG0uyjZQ

>> No.6718481

>>6718472
then you might be a human dog

>> No.6718507

>>6718307
new doom also suffers from trying to be too nerdy with the
>lore
>higher focus on fantasy and sci-fi
>pop culture refereneces and homages
>the literal arcade pick ups
>marketable toys in game
when classic doom was nerdy but different
the kind whose devs were somewhat counter culture because of the topics they covered and one of them was into judo and hacker culture, the latter being a reason why doom is even source code
so it's a difference between when nerds weren't cool vs when they became marketable
new doom also has what i call "safe edge" because it hypes up on being "cool" but it feels calculated
like a marketable version of "cool" that doesn't work when you have intentionally cartoony voice acting and shit like that
>>6718409
anytime someone makes a throwback heavy game, they need to know what "eat lead the return of matt hazard" is

>> No.6718518

>>6718507
>Literal arcade pick ups

Because original dooms spheres aren't literal arcade pickups?

>> No.6718521

>>6718507
>lore
i makes me violent when people discuss DOOM lore

>> No.6718532
File: 84 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
6718532

>>6718518
wolfenstein 3d was arcade
doom items still looked like objects that belonged to the universe and had actual designs
the only reason eternal did this was because of visual feedback, which could have still be better
otherwise, they look uninspired
eternal is the only game in the series that ever did this
even the power ups in quake could be seen as some magic runes, at least
eternal also feels like it's doing this just because "gameplay is first in doom, so here's how aware it is that it's a video game"
it's like the new paper mario games reminding you they're paper because that's what paper mario is, apparently

>> No.6718534

>>6718532
Eternal feels like they had to cut corners and rush shit despite getting pushed back. But the worst thing about it is it's not fucking retro.

>> No.6718537

>>6718479
To be fair, Wolf3D levels could be shat out at incredible speed because of how simple the game is. IIRC, it took them a day to make a proper level.

>> No.6718540

>>6718479
And by the way, it wasn't completely unexplored territory, Wolf3D wasn't even the id's first FPS game.

>> No.6718547

>>6718507
Marketability is all you have to say. Doom had a resurgence of mainstream attention this decade, so id, bethesda, zenimax or whoever decided to capitalize on it by casting a wide net and making something "safe." Something gets big, said thing makes money, said thing needs to make more money, said thing ends up turning into something else.
I think about the in-game radio operator calling the protagonist Doomguy, I think about the constant popup tutorials teaching you how to shoot things, I think about them shoving Dopefish everywhere because "hey, the original team did it!" It's almost a hollow parody.

>> No.6718548

>>6718450
Not all Djent is metal, no. Sure, theres stuff like Meshuggah, which is metal. But theres a lot of Djent bands that are more rooted in prog rock, I've noticed.

>> No.6718550

>>6718507
>pop culture refereneces and homages
poor argument, all of the build trilogy does this with namedropping action, horror, and martial arts references constantly

>> No.6718554

>>6718540
It wasn't, but Catacomb 3D and Hovertank 3D were incredibly rudimentary next to Wolfenstein 3D, a game which is already quite simplistic.
It was a VERY young genre where iD themselves would be the ones to establish a lot of the conventions.

>> No.6718556

>>6718548
Real metal has soul which djent doesn't have.

>> No.6718561

>>6718556
https://www.youtube.com/watch?v=Lcm9qqo_qB0
tornado of SOUL

>> No.6718585

>>6718550
in classic doom it wasn't always blatant
the build trilogy did it because they're the build trilogy and had characters to fit that

>> No.6718598

>>6718550
Duke 3D was only constantly throwing pop-culture references in E4. First three episodes were a lot more spread out, and usually in secrets.

>> No.6718609

It's depressing when all the badass pop culture references are still from 40-50 years ago

>> No.6718613

>>6718550
Those games aren't the only classic first person shooters, and those games were done (mostly) by one developer where that was their style.

>> No.6718616

>>6718598
That too. Duke's E4 feels almost like a bonus episode, just going full whack.

>> No.6718631
File: 29 KB, 512x512, honk bonkem.png [View same] [iqdb] [saucenao] [google]
6718631

>> No.6718650

>>6718280
Donna to the rescue took a sped up Midi of a Soundgarden track. Some of these are questionable

>> No.6718665

>>6717061
What about E4M3?

>> No.6718707
File: 82 KB, 370x300, he_mad.jpg [View same] [iqdb] [saucenao] [google]
6718707

>>6718550

>> No.6718732

>>6718665
I kind of like it, but it's not quite as strong as the first two, and not as challenging.

>> No.6718786

>>6718616
Episode 4 was when Randy joined, right? I felt it went a little too heavy-handed on the references, what with the first level being the whole Mission Impossible thing, but it could just be seen as a funny little add-on with a new boss.

>> No.6718802

>>6718786
It's also made from Beta leftovers. The quality is kind of all over the place, featuring some of the very worst levels of the original four episodes, but also some of the very best.

>> No.6718865

>>6718537
I have no familiarity with the tools and I'd be willing to bet I could make 3 decent maps in a day until I ran out of ideas 10 maps in.

>> No.6718876
File: 250 KB, 500x500, give me a HUUH, man.png [View same] [iqdb] [saucenao] [google]
6718876

Hey /vr/, where are the weapon damage or monster health files located in Quake II's .pak files? I'm using pakexplr and I want to do a glass canon run.

>> No.6718879

>>6718359
Is this port good at all?

>> No.6718902

>>6718879
It's pretty finicky but functional. Biggest problem I can identify if the HUD scaling either being to small or too large at high res

>> No.6718904

Cheers, I know I am too late for the 2048 party, but I still wanted to see what I can do. Turns out I am extremely uncreative. While listening to Slayer I filled an arena with stuff and added some heavy scripting (good machine and latest GZDoom version recommended, as I tested on that). The level has a "regular" exit and a secret one that is rather tedious to reach heavenly numbers and many Cyberdemons and has you fighting a very strong boss in another 2048 level.
Right now I still have the following issues:
>chainsaw y/n (makes it easy grinding for the secret exit)
>general ideas for making purgatory bleaker
>some linedefs on automap probably
>empyrean ending eden good or would mounting the throne be the better?
>ideas for making the eden view more attractive
>better sky for eden? I am too retarded to understand skyboxes
>some intense scripting because I suck at programming


Feedback is greatly appreciated, sorry I have no pictures, but apparently some subhuman piece of shit in my IP range has been banned from uploading files.

https://www.dropbox.com/s/berlj5hmvv4z4tm/SlaytanicFunhouse.pk3?dl=0

>> No.6718921

>>6718902
send feedbacks on github, if all of /vr/ does it, this and force engine may be the best shit of this year.

>> No.6718939

>>6718879
Trying to use mouselook locks me to about 100 degrees of movement. It's like my cursor hits a wall.
Turning with arrow keys works fine, though.

>> No.6718963

>>6718939
The mouse look for me is fine, it's just very stiff overall.

Otherwise it seems to be playing fine in 1920x1080 widescreen. Good stuff.

>> No.6719004

>>6718904
Forgot to say, it IS supposed to be edgy and pretentious, so don't take it seriously. And please tell me if you found the secret boss fight too easy or too hard.

>> No.6719043

Any updates on the 2048 beta? What’s left to do?

>> No.6719047
File: 616 KB, 1920x1080, pic.png [View same] [iqdb] [saucenao] [google]
6719047

Beat the first level. Mouse aim is a lot better if you lower the threshold, and sensitivity.

Seems to be a decent port, no crashes, runs fine in 1920x1080.

Floor has rendering issues when looking, but that's expected since it always happens with these ports.

>> No.6719108

>>6719043
Organiser anon got the rona.

>> No.6719138

>>6719043
See if Good Boy's Club has been fixed yet. I'm not doing it cause i'm too lazy.

>> No.6719142

>>6719108
Nah, I'm better. Gonna try and figure out a better maplist and post a new beta update sometime tomorrow. I saw the list an anon posted earlier, not sure if I agree with Gatehouse being the very first map though. Gotta find a good map to draw in people's attention.

>> No.6719146

>>6719138
It got an update last thread as did a few other problematic maps.

>> No.6719168

>>6719142
What if you move those mediocre tech/lab maps to the extra wad and let mappers make new ones that actually uses the gothic textures? I think this month is enough time to have this wad finished

>> No.6719174

>>6719142
Good news. I'm working on setting par times for the maps using the DTWID method (beat it as fast as I can on HMP, round to the nearest 15 seconds then add 30 seconds).

>> No.6719189
File: 108 KB, 220x376, wrigglers.gif [View same] [iqdb] [saucenao] [google]
6719189

>>6718876
pls respond

>> No.6719198

>>6718532
>"gameplay is first in doom, so here's how aware it is that it's a video game
>this is a bad thing
I've been playing DOOM a long time, since before I could even type on a keyboard. Despite the shitty story, Eternal rules.

>> No.6719216

>>6719146
Yes, but did the updates fix or break the levels? I'll check em myself in a few hours but it seems like I'm the only person offering feedback on these maps/updates. I don't mind doing it, I like to do it, but it's probably too subjective when it comes down to just me okaying the ammo count/setups/etc, rather than at least a couple anons.

>> No.6719220

>>6718876
>>6719189
That's not how Quake 2 works. You'll need to make an actual mod.

>> No.6719228

>>6719142
Hey man, I finished up Inner Cloister and posted it in the previous thread >>6708247
Wasn't sure if you noticed it or not.

>> No.6719229

>>6719220
How would I go about doing that? I thought it'd be like Doom and Slade.

>> No.6719232
File: 2.63 MB, 1764x994, Base_Profile_Screenshot_2020.01.16_-_15.48.25.65.png [View same] [iqdb] [saucenao] [google]
6719232

>>6716776
Just as a general shout out, we're always looking for more sprite artists, coders, etc. if anyone is interested in contributing. The team's still pretty small!

>> No.6719235
File: 52 KB, 316x294, 30376704.png [View same] [iqdb] [saucenao] [google]
6719235

>>6719232
That filter

>> No.6719240

>>6719198
but i feel like if you don't dislike the bright neon items, you don't like them either, just think they're "meh"
as opposed to some objects or artifacts with more memorable designs that fit the art style and, because of the new games, have some "lore" behind it
it's a case of
>nobody likes it, even if they don't hate it either
vs
>something that could be memorable or talked about
what's weirder is that they still used actual power ups (even if berserk was used like once) so it's only certain objects that went the arcade direction
even weirder, they used it for items that are only picked up once or are meant to be picked up for story reasons and mandatory upgrades (like dashing for example)
it feels disconnected

>> No.6719245
File: 55 KB, 619x597, l.jpg [View same] [iqdb] [saucenao] [google]
6719245

>>6719232

>> No.6719246

>>6719229
Grab the "game" directory from the source of whatever client you're using (or vanilla, which should work with most clients), make whatever changes you want to make, then compile it to game.so or game.dll or whatever the shared object needs to be called for your client and your platform.

>> No.6719248

>>6719168
I'd (LunchLunch) be willing to pump out another map if we go this route. I don't think it's really fair to those other authors though unless they themselves don't like their maps. Although the authors of Shipwreck Cavern and Precipice HQ are MIA- if anons don't like those maps we could boot them over to the extra WAD. I don't personally hate either map though tbqh.
If anything, I vote for making Barge In the first map over Gatehouse. It's a unique and fun introduction. I quite like the first half of Gatehouse though

>> No.6719253

>>6719228
Going along with this, 2048 LEAD ANON, double check and comb the last couple threads for updates, I know there were a few and you may have missed them if you were sick

>> No.6719256
File: 1.56 MB, 250x316, Yer ugleh.gif [View same] [iqdb] [saucenao] [google]
6719256

>>6719235
yes, yes, we get it
It's. ugleh

>> No.6719258

Long levels suck.

>> No.6719260
File: 864 KB, 1920x1017, Screenshot_Doom_20200813_191143.png [View same] [iqdb] [saucenao] [google]
6719260

>>6719235
Old pic, but yeah. I need to take some new ones while I play.

>> No.6719264
File: 921 KB, 1920x1017, Screenshot_Doom_20200813_191732.png [View same] [iqdb] [saucenao] [google]
6719264

>>6719260

>> No.6719265

>>6719240
I'm thinking about the soulsphere mostly but I appreciated the classic design, it looks out of place but also so right.
I appreciate that the ammo and pickups are bright, they stand out so you can easily distinguish them from the battlefield. You're right, DOOM Eternal focuses on gameplay first, that's what makes it fun to play you contrarian dork.

>> No.6719272

>>6719265
i just think it didn't need to be "self aware" because if it's already gameplay first, the job is already being done
the problem with "self awareness" is that it feels like it has to remind you too much of what it is, causing an opposite reaction of "maybe it's not the thing it thinks it is" because at times it feels forced
it's like when a friend you know has amnesia and you help him recovering his memories but he ends up behaving differently, like he's trying too hard to be himself
or those scenes in some movies where a character is killed/kidnapped and replaced with an infiltrator using their appearence, while some characters say "hey why is danny acting strange?"
there's being a videogame and telling me it's a videogame
it's like a problem with irony poisoning and sincerity

>> No.6719273

>>6719248
A lot of people (myself included) disliked Shipwreck Cavern. I don't remember Precipice HQ at all, so I guess it must be pretty average.

>> No.6719276

>>6719246
>then compile it to game.so or game.dll or whatever the shared object needs to be called for your client and your platform
Alright, I think I figured everything you said up until this line. How do I compile the "game" directory into a game.dll?

>> No.6719283

>>6719276
With a C compiler. Ideally the same one used to build your client.

>> No.6719289

>>6719168
>>6719248
I (Washing Machine Enthusiasts) could do another map as well, but I agree it's not particularly fair to discard maps submitted before the deadline unless they're bad and the authors are unwilling to fix them or MIA.

Was Shipwreck Cavern fixed up from the softlocking invisible wall decoration-blocking mess? If not, I'd support ditching that.

>> No.6719329

>>6719168
You want to kick out half the maps because they didn’t use the completely-optional-as-specified-in-the-rules textures?

>> No.6719335
File: 1.41 MB, 1366x768, controller thumb.png [View same] [iqdb] [saucenao] [google]
6719335

>>6719283
Thank you, this doesn't seem that difficult actually.

>> No.6719352

>>6719329
Idk, ask the anons that are very disappointed having those boring generic maps.

>> No.6719369

>>6719246
Not him, but why couldn't you just edit the already established client dll file instead of creating/compiling your own?

>> No.6719371

>>6719369
I mean, you probably could if all you want to do is change health and damage values, but it would be more work than just building from source.

>> No.6719373

>>6719335
what the hell is that thing? Is it from half life? doom 3? some unholy combination?

>> No.6719378

>>6719373
STALKER

>> No.6719383

>>6719378
oh so the third one but with more Chernobyl?

>> No.6719418

Roundabout cliffside was really dull

>> No.6719464

>>6719418
Yeah but at least he's not MIA and he did put out an update (last thread I think?). Haven't played it yet but I'll be posting in a few hours on these new updates

>> No.6719534

>>6718532
I just picked up DE, and I agree with you for the most part.
My biggest gripe with it though is that they limit your ammo to force you to switch weapons more, which locks you into a specific gameplay loop. There is a "right" way to play DE and any other way that you do is inferior. No room for play, just one technique. They try to make up for it by letting you change your loadout or whatever, but that all feels like a band-aid on the problem.
It's not horrible, it's just not as fun as Olde Doom, 2016, or even Doom 3 for me.
Maybe it picks up. I'm still pretty early in the game, but it didn't start off on a good foot for me.

>> No.6719537

>>6719383
I don't know what you mean by that. If it's that STALKER is a combination of HL and Doom 3, you're off your rocker. You should play STALKER.

>> No.6719541

>>6717606
Oh wow, the changes to map20 are pretty substantial. At least half the map is completely new, and the overall layout is now more non-linear with lots of options.

>> No.6719646

What is the best snack to play Doom with?

>> No.6719654

>>6718518
>>6718532
Speaking of arcadey it would be nice to see more Doom mods with stuff like extra lives or score like in Wolf3D.
>>6719534
Honestly, once you get better at the game it feels less restrictive on what you can do. Those weekly challenges they're adding are a nice way to try different things. Even the infamous marauder can be killed several ways once you learn them, although they are not all very obvious.

>> No.6719667

>sgt mark is creating his brutal doom inspired standalone game in gzdoom
what a fucking hack

>> No.6719671

>>6719667
Good for him.

>> No.6719673

>>6719667
He still makes stuff?

>> No.6719675

>>6719646
spaghetti with meatballs

>> No.6719683

>>6716657
WOW! this level seems aweesome! i played blind up until the revenant/rocket trap and choked and died. thought it was really creative and fun until then.

i'll come back if i play again and finish it.

amazing if this is your first map!

>> No.6719694

>>6719667
...and?

>> No.6719696

>>6719694
There's not really anything wrong with making a standalone game on a commonly used engine, so I don't get how he's a hack for it. Even if I don't like Brutal Doom.

>> No.6719703

>>6719667
Who?

>> No.6719705

>>6719667
At the rate he's going it'll take him another 3 years to make an alpha, and then another 6 to get out of early access.

>> No.6719718

>>6719705
in 8 months he already made more assets than Doomworld made for FreeDoom in 12 years.

>> No.6719735

>>6716657
>>6719683
yeah, wow, is this really your first map?

i just beat it, it was a ton of fun. i panicked and died when i got into the, uh "cyberdemon in the dark" area lol.

i got to the end with about 12 kills missing, then was lazy and used iddt to see where the remainder were. sorry i didn't snoop for them properly, want to sleep =(

it's a great map! shocking if really your first. my only comment is thati think the caco pit area is triggered by a linedef you might be able to cheese? wasn't totally sure and didn't test it, but felt possible.

good job! i enjoyed it. highlight for me was the first arch vile room desu; he got me over the pyramid my first time and i didn't expect it at all, though i had it between us.

>> No.6719737

>>6719705
>>6719718
>>6719696
yeah seriously just let the guy have his fun, why is he being brought up and shit upon. go make maps and mods and contribute to the scene with the time you spend shitting on him

>> No.6719741

>>6719667
Oh my God, Who the hell cares?

>> No.6719761

>>6719741
kill yourself

>> No.6719803
File: 59 KB, 720x960, 1593397120902.jpg [View same] [iqdb] [saucenao] [google]
6719803

>>6719683
>>6719735

>> No.6719804

>>6719667
Marky Mark makes good maps, if he's able to make cool maps that are designed to play well with BD's gameplay, it might be okay !

>> No.6719820

No custom wad has ever even come close to the quality of the vanilla levels. This is inarguable fact.

>> No.6719824

>>6719803
Kitty!

>> No.6719825

>>6719820
Nobody cares about your shitty mafia game. You are a has-been. Go fuck yourself.

>> No.6719827

>>6719825
I don't get it.

>> No.6719831
File: 346 KB, 1367x768, unclearprogression.png [View same] [iqdb] [saucenao] [google]
6719831

>>6716557
~~~~ 2048 MAP UPDATES REVIEW ~~~~
>SUSPIRAL
Much better. There's enough ammo now that I can easily get 100% kills, but is still difficult due to the scarce/secret placement of health. Verdict: Finished
>MANIACAL MENSTRUATION
Couldn't really tell what the differences were, but it's been about a week since I played it last. I still think the chaingunner teleports by the yellow key are a little inconsistent but it's acceptable. Verdict: Finished
>GOOD BOY'S CLUB
There's more health which is nice, but there was also too much of it, there were like six medkits I didn't even touch and that was with making several mistakes. PIC RELATED: Is this seriously how you're supposed to progress in this level? You have to come through this innocuous tunnel? I don't remember doing this before. I actually thought I was softlocked for ~5 minutes. Anyways, this tunnel needs flashing lights and there should be lights around it, indicating that there's something there even when the wall is down (the current texture doesn't stand out enough in the dark). Verdict: Unfinished
>BAAL'S COLISEUM
Much better. There's still a ~5 second window on the elevator where there's nothing happening but I'll let it slide. We can call this as good as it will be (which is quite good) Verdict: Finished
>DARK SANCTUARY
Good, thanks for adding the caco back to the red room. I like the changes you made to the secrets. Not really a fan of the extra door in the library trap, you now get stuck in a square room with four hitscan chaingunners and an archvile with no cover whatsoever. You already had to know the trap to escape it (by triggering it and hauling ass backwards) but now I'd consider the trap to be unfair personally. Verdict: Unfinished
>ROUNDABOUT CLIFFSIDE
Good job, this is much more interesting geometry and verticality. It's better, but still kind of bland. I just took an adderall, if I'm feeling cheeky later, I'll edit your map again and you can check out/use the changes. Verdict: ???

>> No.6719843

>>6719827
I think I know what game the anon is speaking of. There was like this mafia-like 2D.5 I saw once made in like GameMaker or something?

>> No.6719845

>>6719843
https://store.steampowered.com/app/604540/Empire_of_Sin/

>> No.6719850

>>6719845
Oh wow I forgot this even existed. Wasn't this supposed to come out like 2 years ago?

>> No.6719852

Is Mr. Romero really posting here?

>> No.6719865

>>6719852
I do, yeah. brutal doom roxxorz. total gibitude!

>> No.6719870

>>6719865
Behold the power! The capacity for violence!

>> No.6719906

>>6719696
>There's not really anything wrong with making a standalone game on a commonly used engine
Hedon dev got a lot of shit for selling his game on doom engine.

>> No.6719908

>>6719906
>Hedon dev got a lot of shit for selling his game on doom engine.
But why?

>> No.6719910

>>6719908
I dont know. I guess there is some autistic faction from the doom forums.
"Im poor and mod doom since 20 years and you just sell it REEEEEEEE"
Something like that.

>> No.6719912

>>6719908
Because it started out as a free mod

>> No.6719915

Nothing based on zdoom deserves being paid for.

>> No.6719935
File: 63 KB, 600x504, werf.jpg [View same] [iqdb] [saucenao] [google]
6719935

>>6716609
Too damn late.

>> No.6719936

>>6719915
Enjoy being wrong.

>> No.6719940

>>6719936
Not him, but I'd be willing to pay for something like Golden Souls 2 or 3, Hedon doesn't seem up to snuff though, didn't care much for how some of the monsters work, or the weapons for that matter.

>> No.6719946

>>6719940
While I didn't personally enjoy Hedon, I know there are people who does, and I don't see a reason why it shouldn't be a commercial game. The stuff Marky is showing on Twitter seems way above regular mods too. Jimmy and Batandy should follow their example and make their own stuff too. These people have way too much talent to keep wasting it for free forever on a rotten community governed by autists and psychopath troons.

>> No.6719950

>>6719946
I agree. At this point, GZDoom is more of a bastard stepchild of unity and can be used as a games development platform.
I personally want out though, I've spent my time with this engine and I'm ready to be done.

>> No.6719956

I need to get back into quake mapping
Doing my maps for HUH was a lot of fun but I haven't really touched it since

>> No.6719962

>>6719906
Did he really, or you just watched Gman's review where he complains about people complaining about Hedon being sold for money, even though he admits he never heard anything like this? I think Evilution was the last time when modders got shit for selling out, and it was mostly because they sold out a day before the release.

>> No.6719972

You know how there's AD, Copper Quake and 1.5?

Why don't they do that for Quake 2 and make it not a shit game?

>> No.6719975

>>6719972
How would making mods that make the game worse improve the quality of Quake 2?

>> No.6719976

>>6719972
At least Quake 2 is playable unlike some shit games.

>> No.6719978

>>6719915
Doesnt matter what they "deserve", a product is worth what people will pay for it.

>> No.6719980

>>6719978
And I will never pay for anything based on zdoom, as nothing based on zdoom deserves to be paid for.

>> No.6719983

>>6719980
Your delusions of self-importance are truly something to behold. You actually live in a complex Matrix-like fantasy where you believe people care about your opinion.

>> No.6719984

>>6719983
You seem awfully upset. Are you mad I'm not going to buy the shitty mod you're working on or something?

>> No.6719993

>>6719984
What, do I need to own some sort of Doom programming certificate to be allowed to laugh at your patheticness?

>> No.6720000
File: 1.02 MB, 1836x2448, huhs.jpg [View same] [iqdb] [saucenao] [google]
6720000

>>6719956
there were plans to do another q1 project after about a month of post-2048u breather room. would've been soon if not for 2048's qump-tier dev cycle.
I can host if it comes down to it, but somebody who isn't a discord luddite might be a better fit.

>> No.6720001
File: 793 KB, 923x865, egB9sxm.png [View same] [iqdb] [saucenao] [google]
6720001

Do you guys think an SCP mod for Hideous Destructor using MTF field codes could work well?

>> No.6720003

>>6719993
No, but I'd recommend getting some standards.

>> No.6720024

>>6720003
What do you mean by standards? You are the one who seems awfully worried about the engine games are being made on, but in the real world, people pay for what they see and what they think it is worth and what is running under the hood is absolutely irrelevant. If you think a game is bad solely because it runs on GZDoom, it's entirely your own, irrelevant opinion.

For example, by judging by Steam reviews, Hedon (A GZdoom game) sold over ten times more than The Citadel (A Unity game).

>> No.6720027

What are some angled weapon packs for doom 2? IM kinda sick of centred view

>> No.6720029

>>6720024
>what is running under the hood is absolutely irrelevant
Sure, if you have no standards.

>> No.6720031

>>6720029
>people who enjoy Hotline Miami have no standards because it runs on GameMaker

Imagine being this hopelessly wrong.

>> No.6720032

>>6720031
>zdoom is gamemaker
Huh wow I had no idea.

>> No.6720038

>>6720032
Have you ever tried making anything on Gamemaker? ZDoom is superior by any standard. That's an abomination of an engine, and it still spawned several successful games.

>> No.6720041

>>6720038
>Have you ever tried making anything on Gamemaker?
Yes. It's pretty trash from a developer's perspective (though zdoom is honestly worse), but it can produce solid games. Something zdoom can not.

>> No.6720045

>>6720041
>Something zdoom can not.
I'm eager to check out your attempts at making games on Zdoom.

>> No.6720046

>>6720045
Why would I try to make a game with an engine that is incapable of producing a good game?

>> No.6720047

>>6720046
Alright then, show me what "good games" you worked on. Because for me, it looks like you are just mad because a furry with a dominatrix orc fetish made something more popular than you will ever make with your fancy knowledge about Unreal.

>> No.6720048

>>6720047
I haven't worked on any good games. Unreal is trash too, btw.

>> No.6720054

>>6720048
>I haven't worked on any good games.
Then maybe you should stop being a hateful person trying to destroy people who have the creativity and resolve to do something you never did, and maybe try to seek a healthier lifestyle?

>> No.6720057

>>6720048
So you only worked on bad games or never worked on any games at all, yet you feel qualified to judge game engines. Dunning-Kruger if I ever seen one.

>>6720054
And you sound like a little bitch. "Boo-hoo haters". How is he destroying anything? Why are you validating him? Seriously, grow a thicker skin.

>> No.6720058

>>6720054
Why are you mad that I wont pay for bad games? I'm sorry we can't all be droolies who give our money to anyone who asks for it irrespective of the quality of the product they want us to buy.

>> No.6720062

>>6720057
>So you only worked on bad games or never worked on any games at all, yet you feel qualified to judge game engines. Dunning-Kruger if I ever seen one.
I'm judging the engines by the quality of the products made with them. That's hardly dunning-kruger.

>> No.6720071

>>6720062
So you're saying that nothing worthwhile was ever produced for GZDoom, paid or not.

>> No.6720073

>>6720071
Yes, nothing worth paying for has ever been produced using (G)ZDoom.

>> No.6720075

>>6720073
That's exclusively your opinion. The rest of the world disagrees.

>> No.6720081

>>6720075
Ok, Graf, whatever helps you sleep at night.

>> No.6720085

>>6720081
>Brutal Doom 64 got a Game Awards nomination, and won a SXSW
>Total Chaos competed against popular Skyrim and Half-Life 2 mods, and ranked higher.
>Hedon outsold several Unreal and Unity shooters

It doesn't takes a Graf to acknowledge that GZDoom already produced stuff worth of prestige.

>> No.6720089

>>6719956
Yeah me too, although I really wish Trenchbroom would support Q3, Wolfenstein and such.

>> No.6720095

>>6720085
That is actually irrelevant. You can't argue that because some people like things made with gzdoom, two of which are free, that means that nobody except for me thinks it hasn't produced anything worth paying for.

>> No.6720098
File: 671 KB, 1080x1920, Screenshot_20190102-134546.jpg [View same] [iqdb] [saucenao] [google]
6720098

Can I play this with Quakespasm?

>> No.6720104

>>6720098
Can't see why you wouldn't be able to based on the information in your screenshot.

>> No.6720107

>>6720095
Mark's game is commercial, people are aware of it, and are still hyping it.
While Wadaholic has nothing commercial planned, you can find several people on Moddb saying they would have paid for Total Chaos if it was a standalone game.

>> No.6720115

>>6720107
That is still entirely irrelevant. If you're going to make a claim as bold as saying that I'm the only person who thinks nothing using gzdoom is worth paying for, you need stronger evidence than "some people think there have been things made worth paying for".

>> No.6720121

>>6718904
Polite bump for feedback.

>> No.6720126

>>6720115
The engine has already achieved high levels of prestige, producing commercially successful games, and getting several industry awards and nominations for different projects.
It would take a massive number of people (preferably with similar feats on their curriculum) to state as a fact that the engine is not good. Until it doesn't happens, it's just your opinion, and an opinion going alone against a mountain of opposite facts disproving it.

>> No.6720130

>>6720115
What is irrelevant is your opinion. No one denies that there may be other people sharing your (objectively wrong) opinion, but they are minority, and not even vocal one.

>> No.6720136

>>6720126
>It's just your opinion.
Yeah. Where did I ever try to say "objectively everyone on the planet thinks zdoom is a bad engine"? I've been pretty consistent in arguing that I think anyone who likes anything based on zdoom has low standards.

>> No.6720147

>>6719168
>>6719142
I could make another map if needed as well. Hell, it can go into the extra .wad and I'll still just make it anyway, because I had fun doing my other maps.

>> No.6720150

>>6719260
>>6719264
Much better!

>> No.6720151

>>6720136
To argue something you need to back up your claims somehow. What you've been doing is saying "zdoom bad zdoom bad zdoom bad" over and over again like a broken record. Tell us something new, please.

>> No.6720158

>>6719418
I thought it was alright, bit plain to look at, but the gameplay was fine. The guy actually went to revamp the level after receiving criticism, don't know if he's uploaded the new version yet.

>> No.6720161

>>6719667
I mean, that's what he knows, so sure. I expect the code to be pretty ugly to look at, and inefficient, but he generally makes most things run mostly like he intends them to.

>> No.6720162
File: 31 KB, 400x400, all covered in blood.png [View same] [iqdb] [saucenao] [google]
6720162

>>6719675

>> No.6720165

>>6719804
That's actually his greatest strength, so assuming that he'll be making the levels himself, the actual map design will probably be pretty good in the game he's making.

>> No.6720168

>>6720151
In my. obviously subjective, opinion. Nothing that I, subjectively, think is worth paying for has been mad with zdoom. I don't really know what more you want from me than that, which I've already said, fag. You're the one who has been getting upset that I have an opinion that you don't like.

>> No.6720172

>>6720168
So you've made a bold (and retarded) claim, got a butt concussion when no one agreed with you, and now you are trying to hide behind "it's subjective opinion" and "u mad lol". Next time, don't embarrass yourself and spare us from your other subjective opinion which, I believe, will be just as retarded as this one.

>> No.6720174

>>6720172
Your "argument" is literally "you can't hold your opinion because it makes me upset and some people agree with me". I'm sorry you're so upset that people don't like the same trash as you, anon. Truly.

>> No.6720181

>>6720174
Problem is, so far people had agreed with that other guy, but no one ever agreed with you. No one is upset in this situation except for you, that's why you are getting more and more defensive with every post.

>> No.6720183

>>6720181
Why would I care if anyone agrees with me? It's literally an opinion about the quality of a small circle of niche video games.

>> No.6720186

>>6720183
We may never know why, but you obviously do care a lot, because if you didn't, you would've stopped making a fuss out of it long ago.

>> No.6720190

shut the fuck up fags

>> No.6720197

>>6720183
You have been holding your opinion against several different people for hours. This effectively destroys any "I don't care about other people's opinions on my opinion" argument before you can even make it up. So, don't.

>> No.6720212

>>6720190
Another thread and there's an another gay bitchfight eh.

>> No.6720218 [DELETED] 

Why are modern commercial fps so shit? Im more hyped for new episodes of stuff like blade of agony or ashes 2063 or hedon than any new fps. Wtf. Feels like im becoming a boomer.

>> No.6720226 [DELETED] 

>>6720218
Modern game budgets are too high, and publishers too greedy and risk averse, so only games that have been designed explicitly to not do anything that might turn away any potential customers are made. The result is an endless pile of generic, uninteresting games where 80% of the budget goes towards marketing campaigns designed to get as many people to buy the game as possible, because the games can't actually move copies without expensive marketing campaigns to make people think the game is more interesting than it really is, or by inducing a fear of missing out on the game that everyone will be talking about around the water cooler. For some reason people are dumb enough to fall for the marketing every time, so nothing changes.

>> No.6720235

>>6719683
Yes, this is my first map, initially I wanted to make something small, but over the course of a week or so it slowly ballooned to what it is because I kept learning how to do new things and I wanted to try them out. I'm glad you liked it because I was afraid it might be too unfair at times.

>>6719735
Thanks for the feedback, I'm glad to see such a positive response. I considered it, but I couldn't bring myself to remove the cyberdemon because I thought it was funny. The archvile pyramid is actually the idea that made me start building the map in the first place.
Also, due to the weird behavior of instantly lowering floors, the player will also instantly lower if they're standing on them. You can see this in map 10 of plutonia. Since I wanted the player to fall, they can technically trigger it without being over the pit, but I constructed the lead up so its unlikely this happens on a first play through. It doesn't break anything so I figured it was okay.

>> No.6720248

>>6720001
>MTF field codes
What autogynophiles use to communicate?

>> No.6720251

>>6720001
Why is the symbol for "don't give up" a stick figure giving up?

>> No.6720252

>>6720089
quark.sourceforge.net which supports more than that.

>> No.6720262

>>6720190
Aren't bitchfights fun though?

>> No.6720267

>>6720226
I think the main issue is that all new fps are designed for console (gamepad)

For some strange reason my original post was deleted.

>> No.6720268

>>6720262
not when they go on for 6 hours straight

>> No.6720269

>>6720267
>strange reason
It was posted on /vr/, but is not retro. Hardly rocket appliances.

>> No.6720271

>>6720267
I lost faith in modern "retro"-FPS games when I saw first showcase of Wolfenstein: TNO gameplay where developers were showcasing it with a gamepad.

>> No.6720272

>>6720248
I thought that was Discord?

>> No.6720275

>>6720269
Makes sense. Didnt know talking about mods/tc´s is not allowed. Will keep in mind.

>> No.6720276

>>6720271
I thought Dusk was pretty good.

>> No.6720278

>>6720275
Anon, you opened up with bitching about modern commercial FPS games.

>> No.6720279

>>6720275
Mods and TCs are fine. Your post wasn't really about that, though. Sure, they were mentioned, but the post was asking why modern games are bad. Ergo, not /vr/.

>> No.6720280

>>6719906
By who? GzDoom is open source and free for anyone to use, what they're actually selling is the content (levels, code, graphics, etc), which you run with the packaged copy of GzDoom.

As far as I know, that's completely allowed, they did that with Action Doom 2 years and years ago.

>> No.6720285

>>6720280
Just because something is legally allowed doesn't mean people can't have a negative opinion of it being done. That being said, I've seen people talk about the Hedon dev being "shit on" for selling Hedon before, but I don't think I've ever actually seen the alleged shitting.

>> No.6720287

>>6719912
I guess the mod was intended as a demo for the final product?

>> No.6720292

>>6720001
Sure, that could be pretty good.

>> No.6720293

>>6720029
I'm supposed to have some sort of imaginary standard over engines? If it runs like it should, and if the game is good, what does it fucking matter? Unless this Hedon thing crashes constantly, why is it important?

>> No.6720309

>>6720276
It is, and it was my introduction to bunnyhopping.
I'm glad I chose to play it.

>> No.6720315

Want a hoodie where the hood has a Cacodemon design so that the opening for your face is the Cacodemon's mouth.

>> No.6720324

>>6720162
Please don't deal too much damage to those meatballs. You'll make a mess.

>> No.6720338

Map 21 + 22 can fuck off.
>Dude monster closets lmao
>Dude giant rooms with 50 enemies Lmao

This isn't good level design. Please fuck off.

>> No.6720383

>>6719418
>>6720158
>>6719831
Last one was 2.1 (https://www.dropbox.com/s/xj1jqx3fn8iiz41/SandSculker%20-%20Roundabout%20Cliffside%20V2-1.wad?dl=1).). I haven't done any updates since then since I don't know how to sanely improve it at this point (I thought about lowering the keycard/fountain area and turning it into a short wave-based arena, where the floor raises based on current wave, but that sounds like a voodoo scripting nightmare).
Maybe it's done and its doomed to mediocrity, idk.

>> No.6720391
File: 50 KB, 926x501, file-20171116-17112-19pygv.jpg [View same] [iqdb] [saucenao] [google]
6720391

>>6720338
>Map 21
>check text file
>it's my map

>> No.6720446
File: 871 KB, 1600x1200, Screenshot_Doom_20200811_005738.png [View same] [iqdb] [saucenao] [google]
6720446

>>6718904
Bumping AGAIN, this time with picture, hopefully.

>> No.6720454

>>6720338
Based LunchLunch filtering the plebs. Defiled Waters is probably my favorite map in the megawad. Black Crest is really good too but Defiled Waters has more variety I think.
I also hate map22 though. It plays like complete garbage. Thin platforms while getting attacked by an archvile and arachnotron and other monsters, and your destination is blocked by imps and a revenant. Also the MIDI is still broken; it stops looking at ~3 minutes and gets all fucked up and sounds like shit. It bothers me that I reported it broken weeks ago and it's still in the megawad.

>> No.6720475

>>6720454
It's been updated.

>> No.6720484

>>6717929
>anon invented the sentry drone

>> No.6720516

>>6720038
>ZDoom is superior by any standard
Imagine being so retarded that you think it actually makes sense to compare a doom port to a generic 2d engine

>> No.6720523

quick question, what are the good/bad 2048 maps? for me:

GOOD
>Retirement grease
>Ghost grotto
>Suspiral
>Bal's coliseum
>The dark sanctuary
>Welcome to peanut gallery

SHIT
>Good boy's club
>Lobachesky overdrive
>Gatehouse
>Precipice HQ
>Roundabout cliffside
>Arrogance and contempt

>> No.6720525

>>6716540
Based

>> No.6720548

>>6720523
Stop judging the maps! All of them are equally good and you are just insulting them!

>> No.6720554

>>6720548
t. Eggplant

>> No.6720556

>>6718865
Yeah you're a bullshitter zoomie

>> No.6720560

>>6719232
*barf*

>> No.6720629

>>6720548
We are sending the participation awards check your mail

>> No.6720654

>>6719260
Kinsie, its time to you to ask someone to make a AI upscaled pack for the sprites

>> No.6720667

>>6720654
So they look like absolute dogshit?!

>> No.6720668

>most of these maps don't work in Crispy Doom
What fucking witchcraft are you people using to tag your switches holy shit it's just a single fucking prompt you pricks

>> No.6720670

>>6719803
oh i was trying to make it clear i was the same person in those posts (and not the author of the map).

>> No.6720671

>>6720668
It's a Boom compatible wad you prick.

>> No.6720672

>>6720671
WELL I ONLY USE CRISPY DOOM BECAUSE IT'S THE BEST YOU LIMP DICKED ASSHOLE

>> No.6720676

>>6720672
>best
>can't run Boom format maps

>> No.6720678

>>6720672
I AGREE BUT COOL FUCKING RANCH JUST USE PRBOOM YOU DOUBLE NIGGER

>> No.6720679

>>6720676
Stop building maps for a fucking source port that HASN'T BEEN IN DEVELOPMENT FOR OVER TEN FUCKING YEARS

>>6720678
FINE. THANK YOU FOR THE ADVICE AND I HOPE YOU HAVE A WONDERFUL DAY, YOU COON

>> No.6720681
File: 157 KB, 648x2452, rocketjumping.png [View same] [iqdb] [saucenao] [google]
6720681

>> No.6720682

>>6720235
oh okay

i don't think it was unfair at all. e.g., with the revenant trap, it was pretty funny. i grabbed the rocket launcher, and immediately bolted, expecting to get mobbed. then i saw a single zombieman, and almost wondered if you had a mapping error --- you said first map, after all. so i started walking back and the revenants practically teleported on me and instakilled (well AND i blew myself up). was hilarious/glorious.

i thought traps were pretty good. i only found one secret in my main playthrough, the megasphere. last area probably pretty hard without it.

i thought most stuff was pretty clear and i was not frustrated playing the map. the times i died i found pretty funny and enjoyable.

i think it's an excellent map.

>> No.6720683

Honestly wish Crispy would add Boom support. It works a lot better on my machine than PrBoom+, and I hate having to switch back and forth for compatibility.

>> No.6720684

>>6715856
LOL: thanks for reminding me to go to ribbiks' website. somehow i've never played MAGNOLIA, am doing it now, it is glorious and also way prettier than i expected lol.

i think ribbiks' really has a knack for creating interesting combat.

>> No.6720685

>>6720683
PrBoom is a hunk of shit, but there's a fix for the mouse turning on later machines.

>> No.6720686

>>6720683
I remember seeing a Chocolate Doom fork with Boom compatibility, but it's not very popular and still might be in development, I think someone may have posted it in a past thread but I fucking forgot the name.

>> No.6720691
File: 473 KB, 680x486, 1570033139730.png [View same] [iqdb] [saucenao] [google]
6720691

One of my Quake servers has been broken for at least a few months, but I didn't realize because I haven't even launched the game in like a year and a half.

>> No.6720718

>>6720683
>>6720686
https://github.com/drfrag666/RUDE
Ok I found it, it seems that it can play Boom maps if you add -boom to the launch parameters, but I haven't tested it out myself yet.

>> No.6720742

>>6720523
My favourites were Belial's Bachelor Pad, You're a drunk loser, Tiny Fragment, 30 Days, and Forsaken Stockades. The rest range from passable to great, Arrogance and Contempt is probably the weakest right now, it's pure enemy diarrhea.

>> No.6720743
File: 86 KB, 1125x813, EfSB9o4XYAA042h.jpg [View same] [iqdb] [saucenao] [google]
6720743

>>6720718
>>6720686
>start the source port
>infinite height is removed
>the HUD fucking shakes when you take damage
>no widescreen support
>open the .cfg file since the retard didn't include in-game options
>there's a motion blur % setting
Yeah, super fucking retro my man.

>> No.6720748

>>6720000
>>6719956
Make it Q2 and use Lazarus to shove some neat effects in it.
Q3 textures works in Q2 due to modern ports using TGA, PNG and DDS output.

https://www.quakewiki.net/archives/ikq/art.htm
http://maps.rcmd.org/tutorials/q2_palette_textures/
I think Oblivion, Unseen, Juggernaut and Zaero has free assets too

https://www.youtube.com/watch?v=1AYvmp6vwh0

>> No.6720750

>>6720743
>>the HUD fucking shakes when you take damage
What in the fuck

>> No.6720753

>>6720743
Oh fuck that's a shame then, seems it's the same kind of bullshit as the. Doom Retro port.

>> No.6720756

>>6720743
Are you playing with DoomRetro or something?

>> No.6720759

>>6720756
>>6720753
>>6720750
I got the two ports mixed up. I thought anon was talking about DOOM Retro. My bad

>> No.6720760

>>6717606
fuckin finally, now lets just wait for E3 2030 release

>> No.6720761

>>6720743
Was going to reply that judging by the description it seems like ass without even trying it, but I guess you actually did the legwork and proved my suspicions correct.

>> No.6720764
File: 507 KB, 1280x720, Screenshot_Doom_20200814_172759.png [View same] [iqdb] [saucenao] [google]
6720764

I think I need to downplay the scattering flames a bit.

>> No.6720775

>>6720667
So you can find an excuse to humiliate someone by polishing into "HD" like Ion Shelly guns
Imagine the Seethe at Doomworld or the twitter trannies.

kinsie shows why he is the boss

>> No.6720778

>>6720743
>infinite height is removed

FUCKING TRIGGERED

>> No.6720792

>>6720761
>>6720778
Again, I got mixed up. Thought anon was talking about DOOM Retro, which is another source port that touts Boom compatibility.

This is the proper one that's an amalgam of Crispy, Chocolate, and Boom:
https://github.com/drfrag666/RUDE/releases

>> No.6720798

>>6720792
Well the description of RUDE makes the project seem like a fucking mess anyway.

>> No.6720809
File: 1.89 MB, 550x234, howabout.webm [View same] [iqdb] [saucenao] [google]
6720809

>>6720748

>> No.6720828
File: 3 KB, 362x246, t.png [View same] [iqdb] [saucenao] [google]
6720828

>>6720682
You're experience with the revenants is exactly what was designed to happen, I was aiming to subvert player expectations. That kind of design is par for the course for doom levels, I suppose, but I was just wary of going overboard.
The megasphere is probably the most substantial secret for gameplay purposes, but the final one is really my favorite.
Thanks for the kind reviews as well, It seems to be compelling even more people to try the map. Hopefully I can participate in the next community project now that I have some experience.

>> No.6720837

>>6720792
>>6720798
Ok, I've decided to actually test it. It looks very similar to Chocolate Doom except it adds a 6th difficulty setting which is pretty much UV but with the amount of enemies doubled. I haven't been able to get Boom maps working in it though so I have no idea what's that -boom parameter is for anymore.

>> No.6720846
File: 405 KB, 1280x720, Screenshot_Doom_20200814_173349.png [View same] [iqdb] [saucenao] [google]
6720846

>>6720764
This shit doesn't look that great on lone stills, but I think it's coming out pretty good. I don't have too much left to do on this set now.

>> No.6720849

>>6720809
>Quake 1 nigger thinks he has moral when id and the old devs states that Q2 and Onwards were better projects
Friendly reminder that the "Quake 1 community" aka those resetera posters at the mapping group at discord, is the reason of why the Ip will never go onwards, and why even if id releases a inhouse remake, they will continue hating as Arenafags, and the word multiplayer makes them seethe.

they are nothing but a bunch of larpers, mostly kids who came to know the game in the early 2000's who doesn't even play the game anymore and despises even modding, with some being jaded neckbeards who yells betrayal at social media.
Or comes here to hate Doom.

>> No.6720864
File: 6 KB, 448x357, 1597265564706.png [View same] [iqdb] [saucenao] [google]
6720864

>>6720849
Stop inventing people in your head so you have a reason to be mad.

>> No.6720871

>>6720864
Yes beep, also shouldn't you be at /v/ helping alf with the anti HL and QC threads?

>> No.6720879
File: 37 KB, 600x614, 1.jpg [View same] [iqdb] [saucenao] [google]
6720879

>> No.6720885

>>6720871
Take your medicine.

>> No.6720889

>>6720879
Autism at dangerously concentrated levels.

>> No.6720892

>>6720849
>Friendly reminder that the "Quake 1 community" aka those resetera posters at the mapping group at discord, is the reason of why the Ip will never go onwards, and why even if id releases a inhouse remake, they will continue hating as Arenafags, and the word multiplayer makes them seethe.
What the fuck kind of conjecture is this? Do you actually think that the only people who love and prefer Quake 1 over Quake 2 are Alf and his cocksucker buddies?

>> No.6720916

>>6720121
I played your map(s), kind of. I don't think you want my feedback because It doesn't seem like this map was made for other people. I'm not really familiar with zdoom or scripting, but from what I can tell you expect people to do something 77 times in a row. "like phoenix cleanse thyself". Did you play test this? I skipped to the secret level, and I must say, god is very cute but he's not worth it.

>> No.6720927
File: 495 KB, 500x281, 43356.gif [View same] [iqdb] [saucenao] [google]
6720927

>>6720548
>Stop judging the maps! All of them are equally good and you are just insulting them!
NO.

>Good boy's club
is this a troll wad or something? wtf is that music, wtf is that awful platforming section, where do you have to go? where? how? why?
>Lobachesky overdrive
a shitty intended version of trick n' traps, shitty texturing, it's just ugly and boring. i'm pretty sure this map was made in 1 hour with no love and care and the author just wants his name to appear in the screen, wait... this dude made "Barge in" too? then you can do something better than THIS. (also change the Barge in's exit button, it's ugly)
>Gatehouse
basic and boring, ew... tech/lab textures.
>Precipice HQ
The level design is not that bad but awful placed enemies and shitty lab textures.
Good music tho
>Roundabout cliffside
baby's first doom map.
>Arrogance and contempt
"haha! just put a shit ton of enemies all over the place! this is fun!!" No, it's not.

before I forget, Shipwreck cavern is bad too

>> No.6720948
File: 98 KB, 1224x300, larpers quake.png [View same] [iqdb] [saucenao] [google]
6720948

>>6720892
Im talking about those 100 or so fags and zoomer larpers in a discord group who thinks that they are the real community, loves to shit up everywhere to shun people out of it if they are interested in other Quake games or even DOOM modding, and any thing that inst "Q1 for them" is shit.

its like the early 2000's when the Retards from the brazillian doom community went on to derail and shit at everyone and even fuck over the Duke Community because duke source ports and mapping started to bloom when JDuke3d became a thing.

>> No.6720951

>>6720523
2048 MAPS FUCKING POWER RANKINGS
Best map of the WAD
>Baal's Coliseum (Love hearing about newbs getting FILTERED by the Archvile pillars)
S Tier
>Forsaken Stockades
>Belial's Bachelor Pad
>30 Days In The Cooler For Talking
>Maniacal Menstruation
>Bleak Cinders
>Tyrant's Starless Realms
A Tier
>Retirement Grease
>Ghost Grotto
>Caligula's Cauldron
>The Dark Sanctuary
>Black Crest (even though I have to savescum and think the mancubus section should be nerfed a bit)
>Club BOOM
B Tier
>Barge In
>Lobachevsky Overdrive
>Suspiral
>Straight Walled Rooms
>Tiny Fragment (just fix the fucking hell knight section)
>Good Boy's Club (if he fixes some issues(see:>>6719831))
C Tier
>An Appointment With Mr. Pain
>You're A Drunk Loser And Not The Cool Kind
>The Wretched Scythe Hole
D Tier
>Shipwreck Cavern
>Gatehouse
>Sewers
>Trifecta
>Arrogance and Contempt
F Tier
>Minimalism
>Precipice HQ
>Roundabout Cliffside
(Note to SandSculker: Don't take it as a dig, I'll bet nobody, not even Romero or Sandy, made a good first map. You learn a lot from making your first few maps, you'll get better. Even your newest edit showed an improvement and much more nuanced understanding of enemy placement/verticality/etc. I love you and I'm glad to have you on board)

>> No.6720956
File: 486 KB, 1344x756, locked.png [View same] [iqdb] [saucenao] [google]
6720956

>>6720837
rude-doom.exe -boom -iwad doom2.wad -merge 2048unitsvr.wad

It runs the map, but still doesn't recognize Boom's linedef tags.

>> No.6720961

>>6720916
Thanks for actually at least acknowledging my post.
>It doesn't seem like this map was made for other people
Maybe.
>but from what I can tell you expect people to do something 77 times in a row
Well yes, but that's for the secret exit, so I take you haven't found the "normal" one. The phoenix line actually referred to the regular exit. "regular".
>Did you play test this?
Yes, I actually did and that's when I added the chainsaw, because it made the grinding easier and lets you conserve ammo.
> god is very cute but he's not worth it.
Aw shame. Was it that bad? Or do you mean with regard to the prerequisite? I tried designing a "modern" bossfight. And because I suck at Doom, I managed to kill him with my last sliver of health, I reckoned other people wouldn't have as much problems.

But apart from the playability, now that you've seen it, do you have any comments on the issues presented? I might reuse some of the ideas for "proper" maps, so I'd appreciate feedback on how those things were perceived/experienced.

>> No.6720970

>>6720948
>Loadouts were added to FFA [and only FFA, nothing else]
>to get even simple features like having a friends list
>You needed a premium sub to duel.
Why would someone resort to lying to prove a point? Especially when the point isn't even wrong, adding loadouts didn't kill the game, and with the possible exception of like, Brazil, the pay wall didn't either.

>> No.6720992

>>6720948
>its like the early 2000's when the Retards from the brazillian doom community went on to derail and shit at everyone and even fuck over the Duke Community because duke source ports and mapping started to bloom when JDuke3d became a thing.
Ah yes, didn't that happen right after the degenerates from the Mongolian Dark Forces community invaded the System Shock threads at vogons? We're talking purely events that definitely happened for real here!

>> No.6721006

>>6718939
might happen if you run it in windowed since some inept coders lock mouse to exterior of the window and not interior, so whenever your mouse goes yo the border the game stops reading it.
Happened with some unity games recently too.

>> No.6721018

>>6718479
>>6718537
>>6718540
to be fair those levels look like generic no-effort unity shit thrown together in 1 week or less (I know it's in UE)

>> No.6721020

>>6721018
>Wolf3D
>unity
Holy shit go back

>> No.6721028

>>6721020
what did he mean by this

>> No.6721037

>>6721020
He's talking about Hellbound. Sharpen up those reading comprehension skills.

>> No.6721040

>>6718447
The kickstarter was in mid-2018 as far as I can tell, not 2016. Which I mean, that's still pathetic, but where is the source for 2016?

>> No.6721047

>>6720951
Sandy's first map for Doom (and any first person shooter period) was E2M6, it was the map which actually landed him his job. It probably was a bit different from the final version, and he probably polished it a decent bit over time, but if anything that means it's possible to improve and salvage a map, as long as there's decent fundamentals. Well, most of the time, probably. Mind Romero also had been making maps for games ever since he was a kid, and had some prior experience with FPS because of Wolfenstein 3D.

Bleak Cinders and Dark Below got pretty royally fucking savaged when I uploaded the first public drafts of those, and Forsaken Stockades was no gem at first either, because they really were all playing like dogshit in PrBoom+ (I had only been playtesting in GzDoom). I think the only reason Vehement Onslaught wasn't shat on as hard as the others was because the arena fight left you mostly on a lateral level with all the monsters, not being carelessly balanced around mouselook (and even then, it really was too hard for a while, more often than not I would die to that encounter myself).
I learned some important lessons in altering those maps and improving them. I'm glad people are liking them a lot now, but I'm saying that took a lot more than a first draft, and I was feeling really discouraged before the criticism got a chance to sink in. Tyrant's Starless Realm was made after those with all that hindsight, and still needed a bunch of fine tuning (like the jank-ass VooDoo script which barely worked at first), and took a needless amount of time.

A tip I'd suggest is to test in PrBoom+ if you aren't already, and then to build enemy encounters which you figure would be hard for you, hard, but not so hard that you yourself cannot beat them. Be a dick to the player, but make sure that there's enough resources for him to use, then listen to what people are saying about the difficulty, if it's too much, etc, and adjust accordingly.

>> No.6721051

>>6720970
Dude im Alpha QL player, from the days when carmack himself went on to summon us useful idiots to test it when it was out, we knew what was going to be during the browser days.
no one cared about it, those who seethed over were Larpers who didnt'y even played the previous games in mp, said larpers were brainwashed by the hacking autists at ESR forums like Asuka and his/her gang.
those were the ones who hated that QL wasn't Q3CPMA and other shit. it was pure Q3, and it was fun, though QL Ai is more forgiving than Q3A.

Nowadays they seethe over QC and went on to defend QL because >pic and mostly because they don't even play Quake anymore, all of them moved to Fartnite and OW.

>>6720992
if only BRDOOM didn't deleted the archives when that shit died.
logan MTM hated duke
Juliano Du0 was the one always threatening to ban people who talked something else that wasn't their garbage projects even in the other games board, their hate was focused at Duke due to one guy there called hellfire, later on all of the community went on to jump against the duke community due to people there talking more about it and not fellating shit like Daniel's garbage mods and so on.
One of the idiots there was a Simp over a girl who didn't even played DOOM, but RE games, she never talked about doom.

>> No.6721057

>>6721020
At this point you need to drink piss. I don't care where it comes from, just go drink piss.

>> No.6721061

Ok, so I'm pretty much a brainlet, but are there any tutorials on the Boom map format? I am used to UDMF and there are so many things I want to do but can't and I don't know whether it is because I'm too dumb to find them or because they don't exist. Like teleporting a monster into a room, who would I do that if it has to walk over a line? I mean, how can I make it walk the line when I want and so on, provided I understood that correctly and there isn't a better way of doing stuff.

>> No.6721075

is there any way to recover the old Planet Quake Archives?
http://planetquake.gamespy.com/Viewed53.html?view=MOTW.Detail&id=34

>> No.6721084

>>6720961
If the map wasn't certainly made for others, then I don't think you need to release it. I think you should almost never have to fight one enemy at a time, and I don't think you should have to grind in doom. If you want to make a map people will play, you should make it fun, not bleak. I did find the normal exit, but it just wasn't fun. Just think of the player first, I can't give you any advice better than that. I'm sorry

>> No.6721087
File: 2 KB, 85x31, qwf.gif [View same] [iqdb] [saucenao] [google]
6721087

>>6721075
depends. just do the legwork on archive.org. lots of files were lost with fileplanet going down though.

>> No.6721091

>>6721075
http://www-personal.umich.edu/~jimw/q2/Quake2_Mods/ios1.zip

>> No.6721116

Why so much hate on Gatehouse? it's a decent map.

>> No.6721125

Where can I go to learn more about how to make good doom maps?

>> No.6721135

>>6721116
It didn't use the gothic textures.

>> No.6721136

>>6721125
Evolution Of The Wad gives you *some* ideas. It's long as fuck though. A big thing to learn is what role each enemy fills, and how you can use that against the player, at the same time, how can the player equip himself and move to defeat the threat they pose.

>> No.6721139

>>6721061
Not an expert either on boom but I know you can merge the sector when the monster sits with a sector where the player starts fighting so the monster hears the noise and walks into the line

>> No.6721150
File: 1.56 MB, 400x267, 1584952387386.gif [View same] [iqdb] [saucenao] [google]
6721150

Don't suppose a kind soul can provide a fix for Brutal Doom's HUD being partially cutoff on 1366x768 displays? There's a post on you know where regarding this specific issue but all it offers is a dead Dropbox link. I'm just using the wad for the hud, nothing else on 32 bit GZ.

>> No.6721154

>>6721084
Sure, I understand it, but if I keep mapping in a vacuum I won't progress, hence I release this stuff, even if it sucks. And I probably worded it wrongly, with "bleak" I meant the atmosphere - of course hell in and by itself isn't "fun" at all, still you can have fun levels set there. I hope it's now clearer. But as for the concrete stuff I asked, you have no opinion on that? Like the boss fight, was it too boring, too hard, how did you like the changing battleground during the different phases?
For some reason I absolutely suck at Doom mapping, but I got positive feedback for maps I did for HUH (one of which was a 3d remake of one of my first Doom maps). So let's ignore the spawner-grinder-arena part (which is obviously the main reason you didn't like it), what about the look and feel? Was it already boring to look at and if yes, what could I add? So let's say I put that stuff in a properly laid out level, would you still not like it or was it really just the level's gameplay?

>> No.6721165

>>6721150
That would requiring diving into Mark's spaghetti code to learn what he's actually done and then figuring out how to fix it, which isn't something I'm equipped or ready to do.

Someone is doing a code overhaul of BD, brave soul of a man, which perhaps may make the code easier to maintain.

>> No.6721229

>>6720683
Crispy + Boom would be my main sourceport honestly

>> No.6721250
File: 461 KB, 1564x1080, mvc68pct7nk41.png [View same] [iqdb] [saucenao] [google]
6721250

Suggestions for 2048:
>transparent spider webs textures
>change the punch sfx
>change the orange sky to gray

>> No.6721262 [DELETED] 
File: 23 KB, 736x151, Screenshot_2020-08-14 El videojuego argentino que rinde homenaje a Doom y otros shooters “noventosos”.png [View same] [iqdb] [saucenao] [google]
6721262

>>6721040
Article in Argentinian nedia:

>"We started working on Hellbound in 2016 using the Unreal Engine 4 engine and in 2018 we published Survival mode, we created a Kickstarter campaign and we met the people of Nimble Giant, and then in 2020 we published the Campaign mode"

Ñ link:

https://www.infobae.com/gaming/2020/08/07/el-videojuego-argentino-que-rinde-homenaje-a-doom-y-otros-shooters-noventosos/

>> No.6721263
File: 43 KB, 820x820, 1593699158950.jpg [View same] [iqdb] [saucenao] [google]
6721263

>>6721165
>Someone is doing a code overhaul of BD

So let me get this straight

Mark is being paid actual money to develop this thing/ And then someone on the internet is going to unfuck their thing. For free. With no guarantee that Mark will endorse the project or use it as a base for future BD versions. So the guy would have to keep unfucking things.

Why??????

>> No.6721282
File: 23 KB, 736x151, Screenshot_2020-08-14 El videojuego argentino que rinde homenaje a Doom y otros shooters “noventosos”.png [View same] [iqdb] [saucenao] [google]
6721282

>>6721040
"We started working on Hellbound in 2016 using the Unreal Engine 4 engine and in 2018 we published Survival mode, we created a Kickstarter campaign and we met the people of Nimble Giant, and then in 2020 we published the Campaign mode"

Article in Argentinian media.

>> No.6721291

>>6721263
honestly this "overhaul" sounds exactly like something that's gonna be abandoned 30% in. forever.
people going on about mark's spaghetti being impossible to figure out are usually talking out their ass. I managed to do it with no prior doom modding experience in less than a week. it ain't pretty, but it's nothing special either.

>> No.6721295

>>6721291
>I managed to do it
so what did you do with it, or what did you release

>> No.6721296

>>6721291
(that said, the custom UI was one of the first things I immediately nuked, so I can't offer expertise there)

>> No.6721301

>>6717503
Those jumping Cacos look cute. Can somebody make a Caco that has arms and uses them to push itself off the ground to leap like a frog?

>> No.6721305

>>6721047
I liked your maps from the beginning, friend. I was actually butthurt that you dumbassed us out of two good maps.
>>6721116
Prison escape and raising the first bridge was pretty cool.The rest is really bland and poorly utilizes the space.
>>6721250
Terrible suggestions
>>6721061
You can merge sectors (Shift+J I think?) or you can make a teeny tiny crevice that connects the monster room to a room that you KNOW the player has to fire a shot in. If you have 2048 downloaded, open up MAP26 Welcome To The Peanut Gallery. I made a pretty clean monster alert system, you can see it in pic related. The sector that connects the rooms is very small, about 8x8 stuffed away in the corner, you can't even see it. Of course, it's not a terrible thing if you do see it, I can think of instances in DOOM II where you see large openings that serve this purpose.

>> No.6721307

>>6721295
I was just tweaking it for myself, posted it here once or twice when somebody asked. mostly unfucking balance a bit and unbloating the UI/menus and replacing the decals.

>> No.6721308

>>6721250
>transparent spider web textures
No anon noo, I'd have to go back and put it in every corner of my maps since I love those.

>> No.6721313
File: 322 KB, 931x587, 2048peanut.png [View same] [iqdb] [saucenao] [google]
6721313

>>6721305
forgot pic like a retard

>> No.6721315

>>6721139
>>6721305
Thanks m80s, the sector thing did the trick.

>> No.6721319

>>6721307
>changed some numbers
>thinks he knows about how bad the code is to work with
It's like a grade schooler telling newton that calculus isn't complicated because he knows long division.

>> No.6721335
File: 484 KB, 1280x720, Screenshot_Doom_20200814_194324.png [View same] [iqdb] [saucenao] [google]
6721335

>>6721305
>I was actually butthurt that you dumbassed us out of two good maps
They're still in the extra .wad, aren't they?

>> No.6721371
File: 2.05 MB, 480x271, possible.gif [View same] [iqdb] [saucenao] [google]
6721371

>>6721319
I mean, it's a mod. you can describe most things as spawning actors and changing numbers, it's not like there's some intricate logic at play.
fwiw, here's the changelog for my tweaks: https://pastebin.com/HPUvzvQC
and the mod itself: http://www.mediafire.com/file/bta94hatwozlsnd/file

>> No.6721397
File: 638 KB, 1920x1080, Screenshot_Doom_20200814_182929.png [View same] [iqdb] [saucenao] [google]
6721397

>>6720446
I played it. I have a lot of criticisms.
I like the idea, but the map lacks a clear sense of progression. The whole thing feel more aimless than perhaps it's supposed to. At times it seemed more like a Slayer-themed testing arena for spawning monsters than a real level.
Ammo felt too scarce especially at the start. I actually switched the difficulty right down to I'm Too Young just because I couldn't be bothered to grind hellknights to fight the first cyberdemon. If anything the chainsaw should be given earlier just to give the player an easier way of getting ammo from chaingunners.
It troubles me that the "Annihilation" option is clickable before it does anything. It was the first one I picked, so I took it for buggy, unfinished coding and considered quitting the map right there.
The "Like phoneix cleanse thyself" hint also seems too vague. If you hadn't mentioned a "regular exit", I would have guessed that this map didn't have one at all. Maybe if the text was displayed right next to a lava pool the connection would be clearer.
And the secret exit seems ridiculously obscure. I can't see many players finding it by chance.
The God fight was okay. I think maybe he could do with a few buddies to put some extra pressure on the player. He's very quiet and doesn't give very good feedback when injured which makes the fight feel a bit tepid even despite the music.

Finally, the sky was fucked up in GZdoom software mode.

>> No.6721403
File: 916 KB, 1920x1080, kmquake2_0001.jpg [View same] [iqdb] [saucenao] [google]
6721403

>>6721091
>>6721087
someone needs to reupload and cut and paste all of those stuff from planet quake into a new website, theres many Quake 2 and 3 stuff there.
i think games banana still has most of the old fileplanet archives

>> No.6721417
File: 54 KB, 320x200, acme_shotgun.webm [View same] [iqdb] [saucenao] [google]
6721417

>>6720951
Not offended, but that wasn't my first map; it's just plain old shit. I just didn't know initially what I could do in with the limited map space, so I tried to do a couple small arenas that loop around vaguely similar to Scythe's map01.
At least I learnt how to do lighting properly (and it's still my most hated part of Doom mapping).

>> No.6721451

>>6721403
>someone
the mythical Someone is generally the person who cares enough about a thing to act on it

>> No.6721452

>>6720024
Citadel is UE4 though

>> No.6721468
File: 69 KB, 550x698, Every_1st_Person_for_Himself_by_IodineSoup.jpg [View same] [iqdb] [saucenao] [google]
6721468

>>6721451
in this case, we need a /vr/ Library for all of this stuff
now that there is a working ROTT port and force engine
it may be time for something like /tesg/ did with tesgeneral.

a website full of Retro FPS stuff, with maps links and so on.

>> No.6721485

>>6721397
Thanks for the feedback. First of all lmao that picture, I have no idea how that can happen. I only ever play and test in hardware mode, so I have no experience with software mode and sky is still a brain-teaser for me, so sorry about that. As for ammo, you get 180 cells and 7 rockets for each Cyberdemon, which should usually be enough, provided you aim properly, so you *shouldn't* have to grind Hell Knights. At least that's the minimum amount of ammo I found working for myself, so I set it that way. But good for mentioning it, I might add more. That's also why I didn't make the chainsaw available until after the first Cyberdemon, because I didn't consider it necessary to grind for that one, and afterwards the level is technically finished, so everything beyond is just "let's kill some monsters until I get tired of slaughtering and maybe notice the new exit".
And I really didn't consider the Annihilation option that way. Maybe I'm too much in an adventure mindset, but if an option doesn't work I assume I haven't yet met all requirements. The thing is I am only just getting into how dialogue works and I don't know yet how to make a dialogue option only appear afterwards without making a whole new dialogue thingy. Maybe I could print a message "nothing yet" or something like that. As for the phoenix hint, I also assumed that people would look for fire, so naturally, when the first Cyberdemon is done, you'd finally have fire. But that's also noted.
As for the secret exit, I assumed somebody might have fun slaughtering many foes, among which were also many cyberdemons, so eventually they would notice how the sky has changed.
As for the boss fight, I had actually considered spawning angels or something like that, but as mentioned above, I already had problems in that form because with the second phase you really don't want to get hit, as it can already catapult you out of the platform and the third phase moves really fast and the attack becomes instakill.

>> No.6721510
File: 7 KB, 544x416, yourhonor.png [View same] [iqdb] [saucenao] [google]
6721510

>>6721468
I meant you, m8.
"we need X", "someone should do Y", "make your maps for Z instead".
come on now.

>> No.6721543

>>6721452
That makes me think, couldn't the guy who made it use any other engine like Unity, or even GZDoom or something? Then again for the latter there's prolly a bunch of limitations that would make certain aspects of Citadel impossible to implement, and idk what the rules for licensing GZDoom for commercial products is, or if you can't at all.

>> No.6721548

It's a shame that renderer of PrBoom is so old that it makes impossible to achieve smooth performance with it, leaves not many choices

>> No.6721551

>>6721510
idk how to HTML :(

>> No.6721583

>>6721543
GZDoom is GPL. You can use it for free if you include the license and whatever code you used, or a link to said code.

>> No.6721634
File: 21 KB, 271x377, quake-2-cover.jpg [View same] [iqdb] [saucenao] [google]
6721634

>>6716536
Got this from the Bethesda store for free
What am I in for?

>> No.6721635
File: 380 KB, 1280x720, Screenshot_Doom_20200814_211532.png [View same] [iqdb] [saucenao] [google]
6721635

>> No.6721645

>>6721634
Quake 1 at home

>> No.6721646
File: 2.72 MB, 640x480, quake 2 fighting.webm [View same] [iqdb] [saucenao] [google]
6721646

>>6721634
First hour is a bit slow, but it does pick up. Mind that you can actually strafe left to right to avoid enemy hitscan attacks (ducking helps too).
Overall, though I don't think it's as good as the first game, I still think it's a pretty good shooter in its own right. Make sure you get the Sonic Mayhem soundtrack playing.

>> No.6721651

>>6721634
you're in for a soundtrack-less experience

>> No.6721665

>>6718280
Nobody in 1993 was listening to fucking Atheist or Mayhem you retard. Normie metal in 93 was basically either thrash or heavier grunge, and that tracks with the albums we know Prince sampled.
>South of Heaven
>Speak English or Die
>Vulgar Display of Power
>Dirt
>Face Lift
>Rust in Peace
>the Last Action Hero soundtrack
Alice in Chains, Slayer, Megadeth, and Pantera had regular play on Headbangers' Ball at the time.

>> No.6721668

>>6721634
Download the one on the Op link or Buy the GoG version
The bethesda launcher one has no cutscenes, Mission packs, Music and is the old 3.20 exe with the fucked blurry filtering

>> No.6721683

>>6721665
Correct, the Wikia article is speculative as fuck for a lot of these. I'm pretty sure E3M2 is sampled from Body Count's In The House though: https://www.youtube.com/watch?v=LvaILIaqHqo

>> No.6721686

>>6721646
the mod that anon posted above made the Ai more vicious on hard
which is harder than nightmare

>> No.6721698

>>6721668
I'm using yamagi Quake and i've downloaded Mission packs and osts
as for the fmvs the intro screen works...

>> No.6721747

>>6721551
Html is easy. But you'd probably want something a little more modern.
This post was brought to you by square space.

>> No.6721870
File: 52 KB, 900x674, Modern Books.jpg [View same] [iqdb] [saucenao] [google]
6721870

Quake 2 kind of sucks /vr/. I've run through about 4-5 maps and a secret level and every enemy has too much health and very little reaction when be shot. Plus out of every FPS game I've ever played, these shotguns seem to have the slowest fire rates of all of them. Does it get better?

>> No.6721912

>>6721870
Alf, we know its you.
And its the same repeated shitpost you did for Q1

>> No.6721971

>>6721912
Who?

>> No.6721984

>>6721870
No. Just play Arcane Dimensions.

>> No.6721998

>>6721870
In my opinion, it does get better. It's up to you if you want to keep pushing, or if you feel it's not worth it.

>> No.6722004

>>6721984
>Arcane Dimensions
I already did, and 1.5. All I have left in my FPS backlog is Powerslave, Ion Fury, Duke it out in DC, and Plutonia.
>>6721998
I'll play until I get a few more weapons and see how I feel then.

>> No.6722014

>>6722004
The chaingun is pretty fun so at least stick around until you get that. Also make sure to bunnyhop like a motherfucker, it's the only way I could stop myself from falling asleep while playing Quack Deux.

>> No.6722020

>alf is back
>gang is with him
Happy weekend /doom/

>> No.6722029

>>6722014
I know I'm autistic, but please, Quake 2 is strafe jumping not bunny hopping.

>> No.6722053

>>6722029
Sorry sir. Guess I didn't think strafe jumping because the air control is so minimal.

>> No.6722059

>>6721971
Alf

>> No.6722064

>>6722053
I think you have bunny hopping and strafe jumping reversed in your head.

>> No.6722071

>>6722014
I just got the chaingun and it does seem pretty decent... then it crashed on me and messed up my monitor's brightness settings, wtf.

>> No.6722083

Is there a way to make a sprite shake? Like say I want to make a freezing Imp who just jitters from time to time, is there a way to set a random "shake" effect in Decorate or would I have to do it all with additional sprites?

>> No.6722104
File: 184 KB, 330x381, whydidievenmakethis.png [View same] [iqdb] [saucenao] [google]
6722104

>>6722083
You can use rapid A_warp calls where the values randomize between low values so the imp basically rapidly warps in its own spot giving the illusion of shivering, you can also do a_spawnitemex with pseudo imp to spawn for like 1 - 2 ticks with bit of position shifting aswell but really all depends on how you're planning to go with it and what other functions you plan on using with em

>> No.6722120

>>6721912
Come on, not everyone who dislikes a game is Alf.

>> No.6722132

Are there any Doom mods that do escort missions or "companions" well?
Something like RE4, Ico, Yoshi's Island even?
I mean like a TC that mainly focuses on protecting a character or even using them for puzzles
Sometimes they help you instead

>> No.6722136

>>6722104
This picture makes me very uncomfortable on a deep level that I can't describe. It's as if an itchy ballsack was extended to the size of a human head.

>> No.6722141

>>6722132
A Boy and his Barrel

>> No.6722148

>>6722104
Thanks, that gives me a basic approach at least.

>> No.6722161

>>6722132
Why would you want that? It's 2020 and companions/escorts are still absolute shit, how do you think they behave in a game with 25 year old pathfinding technique?

>> No.6722210

>>6722120
We reached to a point where all Anti HL and Quake threads and posts in /vr/ are mostly his and his autistic friends, not only here but also on /v/.
While the Anti Q2,Q3A,Q4 ETQW, QL and QC and the franchise sequels + the Anti doom shitposting comes from a few autists in the "Real quake 1 community"

>> No.6722219
File: 145 KB, 1024x1024, 1591346732878.jpg [View same] [iqdb] [saucenao] [google]
6722219

Any mods similar to Ashes 2063 in gameplay?

>> No.6722236

>>6722210
These people should unironically be killed.

>> No.6722361

>>6722219
Jesus, that helicopter is diving in low as FUCK, they must REALLY want to kill that guy.

>> No.6722391

>Reelism 2 has Ape Escape music

>> No.6722405

>>6722210
To be fair QC is actually shit. Ignoring the gameplay entirely it's a buggy, poorly optimized mess, ie. exactly what you'd expect when you outsource your programming of an fps to russians whose resume is mostly mobile shovelware despite having probably one of the most competent programming teams in the industry internally.

>> No.6722425

>>6722405
>exactly what you'd expect when you outsource your programming of an fps to russians whose resume is mostly mobile shovelware despite having probably one of the most competent programming teams in the industry internally.
Meaning they can't have given much of a fuck about Quake Champions. It's a shame that it is what it is.

>> No.6722451

What's the point of using an OpenGL renderer?

>> No.6722452

>>6720948
But they ARE the Q1 community? They put out map packs every few weeks basically

>> No.6722458

>>6722451
In Doom? Using shitty mods, or being retarded, I guess.

>> No.6722463

>>6722425
Was Quake even popular in Russia when it came out? I know Blood at least has a Russian cult fandom for it long before it became relevant again.

>> No.6722467

>>6722458
Doom without the pixelated aesthetic looks like garbage and it messes with the lighting and contrast of the classic maps. I don't play amateur maps so I don't know how popular opengl is with map makers

>> No.6722468

>>6717503
This BR monkey is destroying this community
how do we stop him?

>> No.6722475

>>6722463
I'm not sure exactly when Quake got big in Russia, it might not have been immediate, but Russians have been a pretty big part of the multiplayer community on Quake for a very long time.

>> No.6722481

>>6720391
>Monster room #1
>Monster room #2
>Monster room #3
>All rooms open up to reveal GIANT double monster room #4 &#5

That's when I skipped. You think this is fun?

>> No.6722484

>>6722475
How many Russians do you realistically think had a gayming computer in 1996?

>> No.6722486

>>6722451
It looks 100x better? And no shitty draw distance lighting and better performance?

>> No.6722490

>>6722486
Literally wrong on all accounts. Are you trying to wind me up?

>> No.6722495

>>6722484
Probably none now that I think about. The Dendy was likely still popular at the time.

>> No.6722496

>>6722481
git gud faggot

>> No.6722501

>>6722475
Russians LOVES Quake 2, hence why most of the mods comes from there, and why they still have an active community with the Cafe forums and so on.
Q3A is when things got insane from DAY 1 when the demo had multiplayer in it.

>> No.6722510

>>6722484
It was definitely already a pretty huge community by the time Q3 released, so sometime between 96 and 99 there was enough Russian gaming PCs. And let us not forget net cafes.

>> No.6722526
File: 823 KB, 1440x1165, EDjdutyWkAEsSG_.png [View same] [iqdb] [saucenao] [google]
6722526

>>6716554
Daily reminder that Doom 2 is literally as bullet-spongy as Quake -- the amount of time it takes to kill the weakest Doom 2 enemy (Revenant) with two SSG shots is the same amount of time it takes to kill an Ogre in Quake.

Also use rockets faggot, they do double the damage of the double-barrel, where as in Doom 2 they do the same damage as the SSG.

>Quake is colorless/brown meme
Fuck off zoomer.

>> No.6722538

>>6722526
It's pretty dour.

>> No.6722541
File: 831 KB, 1280x720, Screenshot_Doom_20200806_161435.png [View same] [iqdb] [saucenao] [google]
6722541

>>6722451
I like the perspective not distorting for freelook, as well as the truecolor thing. Also dynamic lights, along with brightmaps, and a very slight bloom (as in only visible against very bright features), I think can look very nice.
I really like how the spritework and textures look in Doom, and with truecolor rendering you don't get the colors bleeding away in the dark like it does in software mode, making the graphics look flatter than they actually are unless really up close.

Some mods are also fun.

>>6722467
GzDoom has a smudge filter on by default, which looks like garbage, but you can turn it off and have crisp and clean pixels. For lighting, I believe you should be able to play around with the light settings to get something that's a bit closer to how Doom originally does darkness, as opposed to GzDoom's standard setting.

>> No.6722559

>>6722538
No shit, it's going for a dirty medieval gothic horror aesthetic, should it be bright and colorful like Super Mario 64? The colors are largely matted/pale, but they're there.

>> No.6722561

>>6722541
>smudge filter
is that the texture filter? should i set it to none?

>> No.6722567

>>6722561
Set it to none (trilinear) and set anisotropic filtering to 16x.

>> No.6722571
File: 2.92 MB, 1280x720, putting on doomguy's glasses.webm [View same] [iqdb] [saucenao] [google]
6722571

>>6722561
Set to either none, or for anisotropic filtering (may reduce some distortion at a distance, at the expense of some performance), depending on what you think looks best. I really dislike biliniear/trilinear filtering for games like these, they should be off by default.

>> No.6722573

>>6722567
>>6722571
I want it to look like pixelshit so I'm turning off both

>> No.6722584

>>6722573
Anon, that's not pixelshit.

>> No.6722593

>>6722573
Adding mipmaps doesn't really reduce the pixelshit aesthetic, just makes textures look less noisy when they're at an angle. It looks good in really detailed maps.

>> No.6722605

Can OpenGL ive you that sweet ass dithering?

>> No.6722609

>>6722571
This webm needs to be updated, GZDoom's menus don't look like this anymore

>Fix blurryshit: Options -> Display Options -> Texture Options -> Texture filter mode set to "None (linear mipmap)"
>Fix lighting: Options -> Display Options -> Hardware Renderer -> Sector lightmode set to "Vanilla"
>Fix sprites: Options -> DIsplay Options -> Hardware Renderer -> Sprite Billboard set to X/Y axis

Only after doing these things is a person ready to play their copy of GZDoom they just downloaded.

>> No.6722614

>>6722526
This. Literally the game shoves you to use rockets since ogres drop 2 rockets on death. If you stick to SSG in quake and then complain about bullet sponges you are fucking retarded.

>> No.6722616

>>6722593
If anything, turning off mipmaps makes stuff look worse and hinders performance. No reason to keep them off.

>> No.6722617

Anyone know why my Chocolate Doom sound effects would cut halfway through their playtimes? Every sound cuts short but the music plays fine.

I've looked around and found no solution. I got windows 10 64bits and a high end PC.

>> No.6722619
File: 606 KB, 1280x720, Screenshot_Doom_20190114_004705.png [View same] [iqdb] [saucenao] [google]
6722619

>>6722573
Fair enough. You might wanna give Brightmaps a try, what they do is that they render only certain parts of some sprites/textures/flats brighter in the darkness, so you get glowing eyes on Pinkies in the dark (glowing eyes and mouth on Cacos), and light fixtures and little diodes on computers standing out in the darkness too. A bit like Duke Nukem 3D.

I think it looks pretty cool.

>> No.6722628

>>6722605
Uh, I figure maybe some sort of special Shader might be able to give you a dithering effect, though I don't know of any that do that off hand (there does exist a Shader which emulates the polygon wobble you'd see on old Playstation 3D games, just as an example of the kind of odd shit you can do with GzDoom Shaders).

Otherwise, the only dithering you'll see in the game is whatever dithering was done on the graphic assets themselves.

>> No.6722635

>>6722501
>Russians LOVES Quake 2

Russians picks and then LOVES some specific games with no explanation. TomeNET, HOMM 3.

>> No.6722636

>>6722614
The Rocket Launcher is SO fun to use in Quake as well, so it'd just be really weird to not be going around thumping ogres with it when the game is so generous with its ammunition even on hard mode.

>> No.6722639

>>6722526
>Daily reminder that Doom 2 is literally as bullet-spongy as Quake
At least for Doom you can fix that quickly in Slade. Quake doesn't give you that option.

>> No.6722645

>>6722635
>HoMM3
>no explanation

1; it's a good game that's fun to play
2; it's a turn based game, allowing for local multiplayer on one machine in an era where not all Russians had a very good internet connection
3; it has low system specs, so even if you've got a poorfag machine you can run it just fine

>> No.6722680
File: 79 KB, 900x1000, doomforgive.jpg [View same] [iqdb] [saucenao] [google]
6722680

What is your go-to Doom version? Chocolate, DOS? GZ? What wads?

Personally I usually go for GZ, smoothdoom with perk sound effects but I've played a bit of Crispy lately. Chocolate gives me the old feel but I don't see myself spending too much time with it

>> No.6722702
File: 275 KB, 1014x1352, map.jpg [View same] [iqdb] [saucenao] [google]
6722702

sketching out a test map for engine 2.0

>> No.6722709

>>6722526
>weakest Doom 2 enemy
Doom 2 doesnt consist entirely of 2's additions.

>> No.6722717

>>6722680
Jeezy Doom.

Chocolate is a psychedelic 1993 simulator but that's about it.

>> No.6722737

Is there a way to play Sigil on Crispy Doom?

>> No.6722740

>>6722451
I use GLBoom exclusively for the higher FOV, since I wasn't able to change it for the other renderers.

>> No.6722760

>not using linear filtering aa smoothing

It's how the best looking doom (64) looks and was intended to look. Real life isn't squares. It's realer looking.
>Muh autism jaggies!

>> No.6722761

Heretic soundtrack is so goddamn good.

>> No.6722765

>>6722680
GLBoom+, specifically the UMAPINFO fork with fixed mouse turning and set up to use a SC-55 soundfont. I often load vanilla smooth weapons alongside whatever mapset I want to play at the moment. Only issue that caused so far is with D2TWID, where some enemies in the secret level would crash the game with vanilla smooth weapons loaded.

If I could find a way to fix the blood colours on cacos, hell knights and barons, it would be perfect.

>>6722737
Have you tried running SIGIL_COMPAT.wad?

>> No.6722797

>>6722680
CRISPY DOOOOOOOOO

>> No.6722904

>>6720927
Reminder that the pre-edit version of Arrogance and Contempt exist. Many claim that it's better that way, so I suggest the 2048 lead to use this one instead.
http://www.mediafire.com/file/c56bg8weal1e0qi/EnragedEggplant_-_Arrogance_and_Contempt.wad/file

>> No.6722905

>>6722481
>there's monsters in a room so it's bad
What fourth dimensional WADs are you playing that can't be described as monsters in a room?

>> No.6722943
File: 580 KB, 1280x720, Screenshot_Doom_20200815_035042.png [View same] [iqdb] [saucenao] [google]
6722943

Fuck, I forgot the GLDEFS.

>> No.6722948

>>6722905
rootpain

>> No.6722967
File: 2.95 MB, 1050x590, Dumb portal test map.webm [View same] [iqdb] [saucenao] [google]
6722967

>>6722905
>fourth dimensional WADs
Why oh why are these things so uncommon? I really wish there were more wads with trippy navigation.

>> No.6722976

>>6722967
They might be hard to set up without looking retarded

>> No.6722985
File: 605 KB, 1280x720, Screenshot_Doom_20200815_041212.png [View same] [iqdb] [saucenao] [google]
6722985

And the Decaldefs now. I guess I only have the SSG left.

>> No.6723006

>>6722967
I like the silent teleport lines in GZ but there seems to be a micro "skip" when crossing. Something about the POV alignment idk

>> No.6723015

>>6722976
Better yet, it's hard to set them up without playing retarded. See: A Baron's Nightmare from Spooktober.

>> No.6723021

>>6722967
There was a wad that used this kind of shit a lot. Can't remember its name for the life of me, but I remember it took place on a floating island and had a portal/door in between two upscaled eye textures.

>> No.6723023

>>6723006
If you use static portals you don't get that, but you have to make sure the linedefs are the same length and oriented roughly the same.

>> No.6723024

>>6722985
Nice! Can't wait to test these for myself, they're looking great so far.

>> No.6723026

What mods have RC Cars in them?

>> No.6723051

>>6723021
Ah, I found it. It's called the Quirky Domain. >>6722967 check it out if you want some weird shit like in the webm you posted.
https://www.doomworld.com/forum/topic/100935-the-quirky-domain-a-gzdoom-map-for-doom-2/

>> No.6723053

>>6723026
Theres a recreation of Shadow Warrior and in the first level you have to remote drive a little car with a key on top so you can reach it.

>> No.6723065
File: 246 KB, 541x541, 4444.png [View same] [iqdb] [saucenao] [google]
6723065

>>6722639
is that supposed to be an argument?

>> No.6723075

>>6723051
Neato, I'll take a look

>> No.6723115

>>6722737
>copy the DOOM.wad and SIGIL_v1_21.wad into the folder with the Crispy DOOM executable
>make a new text file
>paste the following into the document and save as a .bat file:
crispy-doom.exe -iwad doom.wad -file SIGIL_v1_21.wad -warp 5 1

>> No.6723193

>>6722737
Did you even try before posting? Crispy Doom autodetects Sigil if you have Crispy/Doom.wad/Sigil all in the same folder, though I keep IWADs/source ports/WADs in separate folders for organization and launch it using command lines or Doom Launcher
>>6723115
You don't need to type .exe when launching an executable, and a noobie shouldn't use the -warp parameter because he will miss the sweet intro music and TITLEPIC

>> No.6723339
File: 46 KB, 640x400, ev01.png [View same] [iqdb] [saucenao] [google]
6723339

>>6720683
>>6721229
Reminder that Woof! source port is a thing.
https://www.doomworld.com/forum/topic/112333-this-is-woof-202-jul-20-2020-updated-winmbf/

TL;DR
Fabian, maker of Crispy Doom, made a modern fork of the MBF source port called Woof! It lacks the cool options that Crispy Doom has, like widescreen/brightmaps/colored HUD/mirrored corpses/vertical recoil pitch/etc., but it's 640x400 like Crispy Doom and can run Boom and MBF maps like Valiant/Eviternity, pic related.

>> No.6723358

Is the sound still fucked on Crispy Doom?

>> No.6723361

>>6723358
Was the sound ever fucked on Crispy Doom?

>> No.6723363

>>6723339
Always wished for a Boom/MBF equivalent of Crispy Doom. prboom+ is full of issues. Hopefully it gets to the point where Crispy is already at soon enough.

>>6723358
When was it ever fucked? Always sounded fine for me and I've grabbed each release since the start of this year

>> No.6723365

>>6723339
IIRC, Woof is trying to be somewhat accurate to the original MBF, so certain complevel 9 and 11 megawads that rely on PrBoom+ features/changes might be buggy in some areas.

>> No.6723372

>>6723361
>>6723363
For a good few versions now there’s been no music and really high pitched/sped up sound effects. All other source ports work fine.

>> No.6723373

>>6723365
Yes, this is correct. In the words of Fabian:
> Nowadays, "boom compatible" means PrBoom+ with '-complevel 9'. Nobody bothers to check maps with the original ports anymore.
I'm reading the thread now to find specific examples and test it out for myself

>> No.6723376

>>6720951
>I made it to C tier
Probably should've spent more than 3 hours on my map though, but I was sick that week.

>> No.6723378
File: 30 KB, 200x193, 1569036238873.png [View same] [iqdb] [saucenao] [google]
6723378

>>6723372

>> No.6723379

>>6723372
>really high pitched/sped up sound effects
Disable Windows Sonic

>> No.6723395

>>6723372
>>6723379
https://docs.microsoft.com/en-us/windows/win32/coreaudio/spatial-sound

>> No.6723485
File: 303 KB, 800x600, DOOM0006.png [View same] [iqdb] [saucenao] [google]
6723485

Won't be here for Screenshot Saturday, but I started trying to make a city map, a valiant attempt that's going to be twarted by my attention span, probably.

>> No.6723491

Half Life ruined fps and Steam is pure cancer.

>> No.6723494

>>6723485
Doesnt look bad but it doesnt look like anything close to a city in this screenshot.

>> No.6723495
File: 8 KB, 184x184, 1589415471824.jpg [View same] [iqdb] [saucenao] [google]
6723495

>>6723491
Wow, where have we heard that before?

>> No.6723502

>>6723494
I am inside the building and looking through the grate on the unfinished building across the street, the most of the outside area is not drawn yet.

>> No.6723516
File: 871 KB, 1367x1464, wtf.png [View same] [iqdb] [saucenao] [google]
6723516

What's going on with my map? It's BOOM format. Everything works as intended in PrBoom+ but in GZDoom everything's all fuckered up? How do I fix this?

>> No.6723519

>>6723495
Prove me wrong.

>> No.6723521

>>6723516
I see 2 screenshots from GZ Doom so not sure what is supposed to be happening.

>> No.6723559

>>6723516
bottom screenshot seems to have some z-fighting on the ceiling, meaning some sectors overlap or something. I can't into doom mapping, but some anon was having a similar issue last month and the solution was something trivial iirc.

>> No.6723563

>>6722645
The no explanation part is that HOMM3 is almost ONLY alive in Russia, not that played anymore in any other country.

But this is offtopic sorry

>> No.6723579
File: 258 KB, 1367x768, prboomorgzdoom.png [View same] [iqdb] [saucenao] [google]
6723579

>>6723521
Because of the HUD? Idk man, that's how it is. I downloaded the latest version of PrBoom+, I used it to test all the 2048 maps, it behaves differently than GZDOOM, it says PrBoom+ when I open it........ I'm pretty sure it's PrBoom+
I am launching it from ZDL if that affects anything.
Pic related: This is the options menu for PrBoom+, correct? This certainly isn't GZDOOM options.
Anyways, even if it WAS GZDoom twice... how do I fix this in the editor?

>> No.6723583

>>6723519
made you look!

>> No.6723616

>>6723516
>>6723579
nvm just rebuilt it differently and fixed it

>> No.6723630

>>6723365
>>6723373
>Woof is trying to be somewhat accurate to the original MBF
If this had come out sometime back in the 00's, it would've meant something huge. But after nearly two decades of everyone being used to PrBoom(+) for Boom and MBF maps, I personally think it's too late for a source port with such goal in 2020.
I can understand Chocolate aiming to preserve Vanilla compatibility, as that was the original and official executable for Doom as a whole, meaning a very large amount of stuff has already been made with it in mind, and still gets made with it in mind. But when the vast majority of "boom" and "mbf" maps are actually made with PrBoom(+) in mind, it means theres very little practical reason to preserve an engine most people already accepted as being old hat a very long time ago.
Woof has potential to be a great source port, but this goal alone is completely wasting away that opportunity, IMO.

>> No.6723659

>>6723491
Gordon fucks your mom. Get over it.

>> No.6723693
File: 1004 KB, 1280x720, goodport.webm [View same] [iqdb] [saucenao] [google]
6723693

Marathon'd Fresh Supply for the meme since this is how the zoomies play it, and I honestly didn't expect it to be this fucking jank. Amazing how slavs could make better ports than Night Dive could.

>> No.6723717

>>6723365
Here is a quote from page 7 of that thread, regarding some errors with some textures:
>The colored line in the sky is because in this PWAD the sky texture consists of only a single patch and is thus not composed, so the columns are rendered directly from the patch lump. The two colored horizontal lines correspond to the palette colors for the patch's column length and offset values. The cut-off chain texture is because the texture width is not a power of two but some other arbitrary value.
>Both issues are stricly Doom (and even Boom/BMF) incompatibilities! They would have popped up earlier if PWADs were actually tested with the ports for which they claim compatibility. It's high time people realize that "works with PrBoom+ -complevel 11" does not mean "MBF-compatible". Especially, since PrBoom+ has derived central parts of its patch and texture processing code directly from ZDoom.
Luckily the only bugs seem to be minor texture bugs like the magenta lines in pic related

>>6723630
>Woof has potential to be a great source port
I agree. Imagine, not a Boom-compatible Crispy Doom... but an MBF-compatible Crispy Doom.
If demo recording is your thing, you will be sad to know that the port is doomed to only record -complevel 11 demos:
>there are compatibility flags to enable playback of Vanilla and Boom 2.02 demos - but let's say they have not been maintained to the same degree that we got used to from PrBoom+. I ironed out much of it, but by far not enough to open it up for demo recording in any other then MBF's own format.
I am testing out the 2048 megawad in Woof and so far no problems, but that does not mean that demos recorded in Woof will not desync in Boom.

>> No.6723720

>>6723693
The slavs had the advantage of infinite time and no corporate assholes breathing down their necks.
Though really, yeah Kaiser and co should have gotten their shit together.

>> No.6723729

>>6723720
I understand there wasn't much time to polish it. Time should have been balanced to make sure it was tested right compared to DOS than adding stuff like custom voxels and ambient occlusion shaders, which aren't really needed.

>> No.6723743
File: 29 KB, 320x200, doom188.png [View same] [iqdb] [saucenao] [google]
6723743

forgot pic >>6723717