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/vr/ - Retro Games

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6723784 No.6723784 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6716536

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


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

Same thing, but in video format:

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

Doom RPG series



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








>> No.6723790


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 ===
[8-13] BTSX E2 no longer in beta; available for bethesda/console ports

[8-11] Boomer Con
[YouTube] Realms Deep 2020 Trailer (embed)

[8-11] KMQuake gets updates

[8-11] Reelism 2 v0.5 Early Excess
[YouTube] Reelism 2 - "Early Excess" Trailer (embed)

[7-31] E1M1 Multiverse released

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

[7-29] Bridgeburner releases Bastion of Chaos for GZDoom

[7-22] Combined_Arms Gaiden mini weapons mod released
[YouTube] Combined_Arms Gaiden release trailer (embed) [Embed]

[7-22] Coppertone Summer Jam for Quake Released

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

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

[7-14] SNES DOOM source code released:

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

=== PREVIOUS ===

https://pastebin.com/PZDkqABT (embed)


>> No.6723803

Please, replace Arrogance and Contempt with the older version, another map from the extra wad, or remove it entirely.

>> No.6723819

I am sick of people making up lies about Eggplant's map just because they can't beat it, so I decided to record a demo on how to beat it with 0% secrets.
> https://youtu.be/ZWNPFTaxqsc
Here is 100% demo of the map which I think is a lot easier, despite the fact that you have to kill everything, because of the secret BFG
> https://youtu.be/K9N-gNfU964

I used to think that Black Crest was an RNG fest, specifically the starting revenants and the mancubi section, but then the author of the map posted a UV-Max demo and it turned out it's way easier than I thought. Sadly, I can't get his demo to play anymore because I don't have the wad he posted with it, where his map is in slot 01; his map is currently map29. I'll have to record a demo myself

>> No.6723823

To be fair to ND, I doubt that artists that made voxel models couldve contributed to bugfixing

>> No.6723836

Well there be a "2048 leftovers" wad?

>> No.6723840

>replace Arrogance and Contempt with the older version
Make a new version; you've had weeks to do so.
Yes, dummy. It's in the .zip in the news post.

>> No.6723862

Half-Life is like that one woman who shows her boobs, but fails at being attractive anyway.

>> No.6723863

Umm, cacodemons don't shoot skulls.

Please delete OPs image. Thanks.

>> No.6723905
File: 889 KB, 756x715, 1557707735529.png [View same] [iqdb] [saucenao] [google] [report]

what are some mods?

>> No.6723909

Treasure Tech and Final Doomer.

>> No.6723914
File: 2.39 MB, 3024x3024, 02209C50-785C-4079-899F-9B747926920D.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6723936

perk's hi-res sfx / vanilla smooth weapons / doom sprite fix



>> No.6723938

I'm so fucking embarrassed for asking but how do you reload shotgun in LitDoom? Also I spent 5 minutes looking for this thread in /vg/ so I'm really starting to think I might be degenerating

>> No.6724002

I wish I never gave away my Micro.

>> No.6724012

can someone make an apustaja cacodemon?

>> No.6724031

More like Final Zoomer. Play WADs as they are or go back to Halo.

>> No.6724037

whats an "apustaja"

>> No.6724039

Why did you gave it away? Or did you just sell it?

>> No.6724042
File: 579 KB, 1920x1080, Screenshot_20200815-110306.jpg [View same] [iqdb] [saucenao] [google] [report]

Any chaingun mods like this that make the barrel longer? But centered like regular weapons?

I always felt there was something off with the chaingun and just realised it looks short and stumpy from your perspective in the original sprite. It definitely needs some length to look better.

>> No.6724046

I let a good friend/neighbor borrow back in 2009-2010 it because he never played Pokemon, they were still cheap second-hand, and I wasn't using it at the time.
Then I forgot about it for a few years and he moved out. Haven't spoken with him since.

>> No.6724047
File: 1.30 MB, 784x1200, Hideous Destructor LA.png [View same] [iqdb] [saucenao] [google] [report]

Make me, pussy.

>> No.6724049

That really sucks man

>> No.6724050

bind r reload
it's in the settings too

>> No.6724070

Yeah I get that but the doomguy doesn't pick up shotgun shells? I'm stuck with 9 shells? Anyways just got assault shotgun, gonna test that

>> No.6724074

Anon, please. That isn't what it depicts at all. You goober.

>> No.6724076 [SPOILER] 
File: 39 KB, 657x527, 1597487996266.jpg [View same] [iqdb] [saucenao] [google] [report]

A babby Pepe

>> No.6724078


>> No.6724081

why are heretic and hexen music so good

>> No.6724090

not every sergeant drops shells because of enemy roster bloat. seemed to work fine otherwise.

>> No.6724093


>> No.6724115

People around here just call them apu

>> No.6724118

Yes. Apu Apustaja. Finnish. Pretty much means Helpy Helper.

>> No.6724141

Why are discussions of modern sourceports allowed here? They're literally not fucking retro. Take this zoomer shit back to /v/

>> No.6724157 [DELETED] 
File: 100 KB, 296x407, chinless.png [View same] [iqdb] [saucenao] [google] [report]

>Why are discussions of modern sourceports allowed here? They're literally not fucking retro. Take this zoomer shit back to /v/

>> No.6724172

Trying to play Okuplok with gameplay mods

Okuplok on its own gives me 60-70 fps
Okuplok + Dakka gives me 50-60 fps
However Okuplok + Final Doomer gives me 10-15 fps
I find those results quite interesting.
AFAIK Final Doomer does not have any fancifiers for enemies/environment, only some basic SFX for player weapons and some basic replacer stuff so that weapons spawn according to class and thats it
What could be causing it to perform 3 times worse than DAKKA? Both mods are made with Decorate+ACS.

>> No.6724181

Are you getting any error messages on loading it up?

>> No.6724187
File: 494 KB, 1866x1043, file.png [View same] [iqdb] [saucenao] [google] [report]

everything is fine as far as I can tell
there's something in the mod that causes much more slowdown

>> No.6724190

Well, wish I could help, but I have no idea on how to diagnose things like these. I once was testing a mod on Alfonzone, and a grenade launcher I was making would straight up just crash the game when you fired it on one level. No goddamn idea why that was the case, but that's just how it was.

>> No.6724193
File: 1.50 MB, 1850x1004, Okuplok FD.png [View same] [iqdb] [saucenao] [google] [report]

Standing under fire from Mancubi for 2 seconds - FPS degrades to 1-2

>> No.6724194
File: 1.59 MB, 640x480, socold.webm [View same] [iqdb] [saucenao] [google] [report]

I made a freezing Imp. Why? I don't know. I have no idea what to use him for yet, especially since the codebase is pretty much a muddled mess.
Basically with every other frame it is calling another Imp with A_SpawnItemEx and then removing it the next frame. THe problem here is that from time to time the newly spawned Imp will go AWOL for some reason and if it's touching a ledge or something it can get stuck because I had to call them with SXF_NOCHECKPOSITION so they appear in the first place.

>> No.6724195
File: 1.48 MB, 1850x1004, OkuplokDakka.png [View same] [iqdb] [saucenao] [google] [report]

Thats in Final Doomer

With Dakka even under sustained Manc fire it stays at 39-40

>> No.6724214
File: 2.39 MB, 2048x1152, AwRCpuF.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6724215
File: 2.51 MB, 267x335, RichardGhost.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6724234


>> No.6724241

>dat brightness

>> No.6724253

Try using generic/fancy generic pickups.

>> No.6724265

Does it come with a snack bar?

>> No.6724267

Wow this actually did improve perofrmance. But why? They are just sprites? I don't see any special effects applied to them.
What's so special about those pickups?

>> No.6724274

I dunno, standard ones are like 9 in 1 sets that like, check which class sees them. But it's only bad on big dumb maps, like Ternary Temple.

>> No.6724289

since no one linked this on the previous OP
ROTTEXPR a source port for Rise of the Triad was released!

>> No.6724298

what if several different classes see them at once?

>> No.6724304
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6724327
File: 58 KB, 554x459, Skeleton-at-computer-tingling-in-arms-and-hands.jpg [View same] [iqdb] [saucenao] [google] [report]

Screenshot of me waiting for the final finished released 2048.wad

>> No.6724329
File: 315 KB, 1367x768, missyelliotrodgers.png [View same] [iqdb] [saucenao] [google] [report]

2048 Map Submission
If we are serious about replacing either Precipice HQ or Arrogance & Contempt, I would like to submit my map for consideration. Worst case scenario, it can go in the extras WAD. It's an abstract, linear level with multiple set pieces. I think a couple of the archvile fights are pretty clever.
I work fast, you won't have to extend the timeline any further. I made and playtested this map during my graveyard shift last night, and I could revise the map tonight on my next graveyard shift if there's feedback for it. Difficulties have not yet been implemented.
Credits- Map Name: 'Missy Elliot Rodgers' Author Name: 'LunchLunch'
Music: Kastle Kaos (DKC3) https://www.khinsider.com/midi/snes/donkey-kong-country-3

>> No.6724358
File: 515 KB, 1280x720, Screenshot_Doom_20200815_052210.png [View same] [iqdb] [saucenao] [google] [report]

Pistol done.
Shotgun done.
Machinegun done.
Rocketlauncher done.
Plasmarifle done.
Fist and chainsaw done (though they're nothing special).

I can't think of anything special I can do for the BFG9000 right now, not even in terms of graphics, so it'll probably be mostly vanilla. I have the Super Shotgun left to do though.

>> No.6724389
File: 202 KB, 1596x1428, 1566696785467.jpg [View same] [iqdb] [saucenao] [google] [report]

Ion Fury is 1 year old today

>> No.6724391

Sounds like it's not retro, then.

>> No.6724401

I guess the 2048 wad isn't retro cus it isn't even released yet.

Checkmate faggot

>> No.6724403

>mod for a game from 1994
Yes that's exactly the same as a new game from 2019.

>> No.6724416
File: 569 KB, 1600x1200, Screenshot_Doom_20200815_163848.png [View same] [iqdb] [saucenao] [google] [report]

Currently building an office space map, but I don't think I can pull this sunlight effect off because it's Boom format and I can't set flat brightness.

>> No.6724417

Ion Fury's just a mod for the Build Engine

>> No.6724421

Damn dude, guess we can talk about most of the Call of Duty games too. After all they're all still basically just really expansive "mods" for the Quake 3 engine. You lads enjoying Modern Warfare(R) WARZONE(TM)?

>> No.6724428

They aren't on the quake 3 engine though. Last cod on IdTech 3 was like 2003.


>> No.6724434

They still run on an engine that is in effect just a heavily edited id Tech 3. Ion Fury uses its own edited Build. Sounds like the only one coping here is (You).

>> No.6724438

What is it with the recent influx of arguing faggots? Did /v/ have some exodus or something?

>> No.6724440
File: 2.12 MB, 1280x720, 2020-08-15 21-41-48.webm [View same] [iqdb] [saucenao] [google] [report]

Working on magic right now. One spell is done, except for cool special effects. I need to add more of them, make some item models, and then I will start working on a proper map.

>> No.6724442

The "waaaaaah not retro" autists have always been here.

>> No.6724445

>Come to a board for retro games to talk about a game that isn't retro
>Complain when people call you out for it

>> No.6724447

If only they had the power to make restricted Doom threads. What a world that would be.

>> No.6724452

Sure, but it's not been as bad as it is right now. Granted, I've only come here after a year or so, but when Ion Fury was just coming out, people were hyped. People also didn't shit as much on GZDoom as they are doing right now. What happened there, anyway? Some Zahl faggotry again that riled autists up?

>> No.6724458

I've been here since the beginning of /vr/, and there's definitely a lot more faggots (of various kinds) in the last couple of weeks.

>> No.6724459

I'm pretty sure it's just some samefag calling literally everything zoomer shit to try and fit in.

>> No.6724464

>Doesn’t understand the difference between modding a game and making a game

>> No.6724471

>Did /v/ have some exodus or something?
Well the board has been split multiple times these past few weeks. I wonder if that has anything to do with it.

>> No.6724474

The trick would be to use a slightly brighter version of the floor texture there.

>> No.6724476

Yes you can set flat brightness using tags. The linedef effect you're looking for is set ceiling brightness to this brightness. You'll need a control sector.

>> No.6724490

It is retro though.

>> No.6724493


>> No.6724495

This board is for the discussion of classic, or "retro" games. Retro gaming means consoles, computer games, arcade games (including pinball) and any other forms of video games on platforms launched in 1999 and earlier. With the release of the 8th generation of consoles, the Sega Dreamcast will now be considered "retro", though the remainder of the sixth generation (Xbox, PS2, GameCube) will not.

>> No.6724497

When did the build engine launch?

>> No.6724498

>Released 2019

>> No.6724503


>> No.6724513

If someone released a new NES game today would it be retro?

>> No.6724515 [DELETED] 
File: 45 KB, 460x215, 1578798627714.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey everyone, what do you think of retro game Counter-Strike Nexon: Studio (2014)?

>> No.6724518

>video games on platforms launched in 1999 and earlier
Yes. PC games, on the other hand, have a hard cutoff of 1999. The engine a game runs on is completely irrelevant to its status as a retro game.

>> No.6724523

>I can't think of anything special I can do for the BFG9000
Add particle convergence effect (green particles being suck into gun as it prepares) and streaks of plasma, kinda like what you did for pg, but more. Maybe add a moving part or two idk

>> No.6724524
File: 61 KB, 451x677, wombocombo.jpg [View same] [iqdb] [saucenao] [google] [report]

you know what mod doom needs?

>> No.6724525

Yep, looks like a game being released on an engine released in the 90s isn't a valid reason for it to be posted on /vr/.

>> No.6724540
File: 644 KB, 1600x1200, Screenshot_Doom_20200815_173336.png [View same] [iqdb] [saucenao] [google] [report]

fucking nice, that worked, thanks

>> No.6724557

HEHEHEHE gun go pew

joke aside, looking good anon

>> No.6724571

Trying too hard

>> No.6724574
File: 509 KB, 1850x1004, file.png [View same] [iqdb] [saucenao] [google] [report]

a meatcross

>> No.6724605

is rise of the triad any good /vr/os

>> No.6724610


>> No.6724615


>> No.6724616

Go Away, Tom.

>> No.6724621

Is there ANY reason to pick up fresh supply over gd or nblood

>> No.6724623

Nah it's shit. Most enemies are unfun hitscanners, there are two hunderd different rocket launchers but you can only carry one, yet you have weapon slots wasted on useless pistols. Bad game design all around.

>> No.6724634

Is there any reason to play Blood in the first place?

>> No.6724641

Yes. Blood is a good game with a lot of quirks and action. People say "you need to know enemy placement". That's bullshit, you have to walk into every room as if they're filled with enemies.

>> No.6724646


>> No.6724651


>> No.6724662

Not really sure how I'd make a bunch of particles show up and move towards the gun, and not sure what I'd animate on the BFG either.

>> No.6724663


>> No.6724665

In regards to 2048, Good Boy's Club is currently being heavily reworked. Expect an update later today.

>> No.6724671

part of the flash state?

>> No.6724674
File: 12 KB, 296x168, steam_8se7u2abec.png [View same] [iqdb] [saucenao] [google] [report]

Will Ion Fury run on a Windows 98 PC with period-accurate hardware? No? Then it's not retro.

>> No.6724675

Oh god my eyes.

>> No.6724678

Then I guess GZDoom mods aren't retro either.

>> No.6724679
File: 898 KB, 2560x1440, beaut.jpg [View same] [iqdb] [saucenao] [google] [report]

Truly the Dark Souls of Doom mods.

>> No.6724680

GZDoom mods aren't commercial games. When they are, like Hedon, they're similarly not retro.

>> No.6724682

But what if I pirate them?

>> No.6724691

I have an idea for a doom wad based off of Gen IV pokemon but I'm not a GZDoom wiz to pull it off

>> No.6724692
File: 1.87 MB, 474x262, dog mode.gif [View same] [iqdb] [saucenao] [google] [report]

Yes. It doesn't play like Doom or anything though, instead imagine a sidescrolling shootemup arcade game, but playing from the first person perspective. The game leans VERY heavily on the arcade aspects. The maps use only 90 degree angle walls, which is limiting, but with the use of jump pads and hovering discs, it actually does achieve some verticality.

In terms of inventory, you have limited weapon slots, but that's also because weapon pickups are pretty much powerups; you bag a Bazooka, and that goes into your heavy weapon slot, and you can shoot it until it's out of rockets, or swap it for another flavor of Bazooka (there's a half dozen different heavy weapons), but you don't actually lose it forever that way, you can still go back and pick up a half finished Bazooka and use it up later. Likewise for magical weapons.

Combine that with how your pistols (which you can quickly replace with a machinegun), have infinite ammo, how common explosive weapons are, and how the player characters are actually fairly well insulated from splash damage, and it means the game wants you to play fast and loose with the bombs, it's fine to blow a guy into smithereens as long as you're just a couple of feet away, it'll barely hurt you.


Git gud, even playing as Lorelei, with the smallest pool of health, hitscanners aren't a problem (partially because you're so fucking fast), it's more enemies with explosive weapons which are the bigger threats.

>> No.6724695

>there are two hunderd different rocket launchers but you can only carry one
Retarded complaint, by the way, just blast away with the rocket launcher that you have and then pick up a new one when it's empty. Don't hold back with blowing up goons.

>> No.6724701

If the goal was Lost Izalith eye cancer, they nailed it. Dear lord.

>> No.6724703

How would that change them being new games released exclusively on modern platforms?

>> No.6724706

You're the one who claims the only deciding factor is if you pay money for it. I doubt many modern Doom maps would run very well on period-accurate hardware.

>> No.6724710

Ain't this the Zygo guy's work? It's nice to see that he's trying to pursue something with actual gameplay.

Though I recall he initially wanted every single wall and floor surface to be rendered as voxel models, which would be GzDoom's shitty pseudovoxels that gargles cum.

>> No.6724716

They're still dependent on Doom assets.

>> No.6724743

What about total conversions?
Who even cares. This conversation is stupid, and derails the thread more than 5 posts about Ion Fury or Dusk or whatever would.

>> No.6724785
File: 327 KB, 800x600, DOOM0007.png [View same] [iqdb] [saucenao] [google] [report]

Slowly building a city-esque level. Probably going to only do a few weird looking buildings punctuated with some demonic corruption and acid.

Maybe I should flood entire outdoors with acid to force player to rely on limited suits, but I don't really like that.

>> No.6724797

That looks extremely oldschool, reminds me of the Ghostbusters wad.

>> No.6724823

Is it possible to get into ZScript if I'm not a programmer? It seems powerful, but I am merely able to navigate around the very well-documented Decorate and have no idea what functions ZScript even has. Examples I've seen all have bool after bool with other stuff I haven't really encountered in that way in Decorate.

>> No.6724824

Yeah, I was sitting on my ideas for years and went on original flavour maps two decades too late.

>> No.6724829

There's .wads out there which are older than some of the people here which still get played regularly, so it doesn't matter if it's old, just as long as it's good.

>> No.6724841
File: 517 KB, 1332x519, TDS.png [View same] [iqdb] [saucenao] [google] [report]

Every time I edit this map I learn new things about doom builder. lol

I made another little update for my map "The Dark Sanctuary" it's just some visual/map improvements atm. I think it looks much better now.


>> No.6724845

How was your tank model moving so smoothly when your humanoid seems stuck on vanilla Dooms ridged axes?

>> No.6724850 [DELETED] 
File: 91 KB, 640x480, 1589038676844.gif [View same] [iqdb] [saucenao] [google] [report]

Doom 3, or Doom 3 BFG?
>inb4 not retro

>> No.6724864
File: 536 KB, 1522x647, temp.png [View same] [iqdb] [saucenao] [google] [report]

tech base type stuff
this is cool

>> No.6724881

Doom 3; the mods are much better. Sikk mod + parallax textures make it look even better than BFG.

>> No.6724887

BFG has double the ammo or some shit, plus a flashlight with no drawbacks.
i.e. it's not the game as designed.

>> No.6724892

What idea anon? Reminds me of a somewhat old mod which added Pokemon mechanics to Doom and let you catch monsters and use them.

>> No.6724896

>i.e. it's not the game as designed.
The game as designed is shit

>> No.6724897

I wrote a custom (and extremely simple) movement function for tank while regular enemies use A_Chase. Maybe I'll work on something for them, but it's not a top priority right now.

>> No.6724902

not a good reason to turn it into a complete waste of time though

>> No.6724908

Nah, it seems like plenty of reason to change the game as designed so it's not shit.

>> No.6724915

removing last traces of game design from a badly designed game doesn't magically make it better. might as well just look at screenshots and call it a day at that point.

>> No.6724916

>double ammo so i don't need to stop playing in order to listen to PDA's to gather supplies
>i don't need to holster my weapon to use a flashlight
BFG it is, ty anon

>> No.6724918

GZDoom is just awful, especially when you are trying to make something compatible with multiple ports. It works everywhere, except on fucking GZDoom. It doesn't help the fact that the developers are extremely entitled and arrogant people that are on a crusade against vanilla compatibility for some reason.

>> No.6724919

The true way to play Doom 3 is to use the chainsaw only.

>> No.6724920

>when you are trying to make something compatible with multiple ports. It works everywhere, except on fucking GZDoom
Such as?

>on a crusade against vanilla compatibility
In what way? The lack of demo compat is so you can have real RNG tables.

>> No.6724921

Prboom sucks

>> No.6724928

Prboom is awesome

>> No.6724930

It really does.
>hey, generalized crusher linedefs are broken because fixing them so that mappers could actually USE them in maps means we would have to create a new complevel for demos, and that would be baaaaad

>> No.6724935

>entitled and arrogant people that are on a crusade against vanilla compatibility
Very strange for such people to be making a Boom compatible sourceport with vanilla compatibility.

>> No.6724938

> sourceport with vanilla compatibility
They really don't care about that though

>> No.6724940

ur gay

>> No.6724945

>In what way?
I'm talking about stuff like dehacked, new mapping tricks, enemy behavior, etc. IIRC mods like D4V had to be entirely remade on GZDoom because of lack of compatibility

>> No.6724946
File: 82 KB, 809x809, 1596934455820.jpg [View same] [iqdb] [saucenao] [google] [report]

is odamex a good port?

>> No.6724947

Zscript is useless crap, stick with decorate that you will learn a lot more

>> No.6724952

Yep, it's very nice

Gzdoom is far from being retro

>> No.6724962

>I'm talking about stuff like dehacked
What doesn't it support with DeHacked?

>new mapping tricks
What kind of stuff?

>enemy behavior
That goes back to not using the original pRNG. It's unfortunate, but it is what it is.

Decorate works, but the kind of shit people are doing with ZScript is pretty wild.

>> No.6724964

If you like playing with nobody.

>> No.6724974

>i don't actually play doom, and that's why i don't understand why it's the most used source port
>it's the source port's fault that i don't know how to make maps

>> No.6724983 [DELETED] 

>What doesn't it support with DeHacked?
A lot of dehacked work I'm doing doesn't work properly on gzdoom, projectiles are not spawning as it should be, enemies are flying in a way that should not happen, a lot of incorrect behavior here and there even on Doom (strict)

>Stuff like mikoportals and linguortals, to say the least

>> No.6724985

It is 100% PrBoom+'s fault that generalized walkover crusher functions remain broken. If it's a modernized port of Boom, why would it make sure an original intended feature remains broken so that it can't be used?
Yeah, you can use the predefined crusher linedef actions, and they'll work, but why NOT fix the broken ones? There is no excuse.

>> No.6724989

>What doesn't it support with DeHacked?
A lot of dehacked work I'm doing doesn't work properly on gzdoom, projectiles are not spawning as it should be, enemies are flying in a way that should not happen, a lot of incorrect behavior here and there even on Doom (strict)

>What kind of stuff?
Stuff like mikoportals and linguortals, to say the least

>> No.6724990

I didn't even know anyone wanted to use Linguortals, I thought that was such a crude hack that people just wouldn't bother, since you'd have to manually edit the BSP tree for your map or something. What do Mikoportals do?

>> No.6724993

I would said that Crispy Doom is better, but prBoom+ have boom support and it's better than GZDoom at least

>> No.6725002 [DELETED] 

>I didn't even know anyone wanted to use Linguortals

>I thought that was such a crude hack that people just wouldn't bother
Linguortals are a extremely useful for vanilla and limit-removing mapping for scripting

>since you'd have to manually edit the BSP tree
No, you don't have to do that lol

>> No.6725006
File: 240 KB, 800x600, DOOM0008.png [View same] [iqdb] [saucenao] [google] [report]

Just wanted to show a slight revision of the facade because more more modwalls for the modwall god.

>> No.6725007

>I didn't even know anyone wanted to use Linguortals

>I thought that was such a crude hack that people just wouldn't bother
Linguortals are extremely useful for vanilla and limit-removing maps as a source of scripting

>since you'd have to manually edit the BSP tree
No, you don't have to do that lol

>> No.6725010
File: 144 KB, 100x100, 1586494269239.gif [View same] [iqdb] [saucenao] [google] [report]

I downloaded blood from the mega link, and messed around a bit, but I am stupid zoomer, and I just want to make it play like the doom ports, with like clean visuals, and to make it so I change weapons with mouse wheel for example
help a retarded zoomie please, I just want to get into old shooters, I played through the dooms, and I want to try blood now, but this dosbox shit is retarded

>> No.6725012

Imagine deleting your post to make such an insubstantial edit.

>> No.6725018

Imagine being a amateur janny going around trying to police what people can talk about. They dont get paid, and you dont even get the minor status / power they do. Pretty pathetic.

>> No.6725024

Why does it bother you? I just wanted to fix my text

>> No.6725025


>> No.6725029

Have you tried the black walls with thinner grey lines for "skyscraper " type buildings? Used in D2s downtown map

>> No.6725030

I downloaded that and downloaded fresh supply aswell
did they fix fresh suply? should I just play that or are there still bugs compared to bloodGDX

>> No.6725035


>> No.6725036

Shit take.

>> No.6725039
File: 375 KB, 1919x1079, Screenshot_371.jpg [View same] [iqdb] [saucenao] [google] [report]

i cant get up her in golden souls 2. help. is there wall jumping im not aware of?

>> No.6725046

Looking forward to this either never releasing, or releasing and being hailed as the second coming of Christ despite being mediocre at best!

>> No.6725050

It's basically that part in Diamond/Pearl/Platinum where you go up Mt. Coronet to stop Team Galactic, but Doomguy's going up with his guns.

>> No.6725056

I haven't yet tried it, but I'm considering. Seems like it could work.

>> No.6725064

DOSBox is based af. I unironically play Blood in DOSBox in 320x200 or 640x400, vertical mouse movement disabled (novert.com), autoaim enabled, integer scaling, and Sound Blaster MIDIs.

>did they fix fresh suply?
They never will. Atari will never fix the port because of some contract being expired; I don't remember the details.
I'd recommend NBlood over BloodGDX. Just download both of the ports since it's not very much data and test them both out. Honestly though the differences between the two are so minimal that I can't even remember what I liked more about NBlood besides support for the SC-55 music packs.

>> No.6725071
File: 251 KB, 800x600, DOOM0009.png [View same] [iqdb] [saucenao] [google] [report]

They actually look nicer than I thought. Not entirely sure if I should keep the column but I think it looks pretty interesting, considering I already done MODWALL cube (Except as interior) in one of my previous map, but didn't really use much of BLAKWALL

>> No.6725079

You don't need Fresh Supply since you're gonna be playing through source ports; all you need are the game files, which you got from One Unit Whole Blood, which is superior to Fresh Supply

>> No.6725087

Looks pretty cool!

>> No.6725093

does DOOM II on steam come with master levels or is that only available through that classic bundle?

>> No.6725096

walk around lol

>> No.6725097

Yes, but don't give Bethesda your money for Doom. They don't deserve it.

>> No.6725109

BloodGDX has support for custom difficulty settings, which lets you have all the monsters of maximum difficulty, but you don't die in a fraction of a second to stupid bullshit hitscan attacks.

>> No.6725120

I like Crispy a lot, it's a great way to just play the base vanilla game.

There was something you had to manually edit in your map though, right? Maybe it was the reject table or something, but you would need to manually edit it as text, and if you edited your map further the nodes would get rebuilt and you would have to redo the effect.

It'd actually be pretty cool if map editors actually had support for Linguortals.

How does it do that? I thought they were just a visual effect?

>> No.6725129

well I settled for BloodGDX, but god damn I am getting filtered like mad, I rq on the 2nd level because I ran out of ammo and I cba doing it again

>> No.6725131

Wtf nigga? Gzdoom is more compatible with boom maps than prboom+(turd port that messes up functions)

>> No.6725137

>it's the source port's fault that i don't know how to make maps
You fucking retard, you CAN'T make silent fast crushers, its 100% prboom's fault, there is absolutely no workaround to substitute some generalized actions which means its prbooms fault, not mapper's. Prboom fails in running boom levels, thats definition of failure

>> No.6725140

they're in the OP

>> No.6725142

Those functions were broken in Boom.exe as well, but there was no good reason to plain not fix them when making PrBoom+.

>> No.6725147

Yea Blood is notoriously difficult. I still haven't played through the whole thing because the hitscanning enemies are such bullshit. I might give BloodGDX's custom difficulties a try.
Actually, now that I think about it, I might just exploit the broken difficulty settings bug in DOSBox (if you save a game in DOSBox Blood and load it, monster counts stay the same, but easy monsters to extreme damage and max difficulty monsters do minimum damagel medium stays the same).

>> No.6725150

>Those functions were broken in Boom.exe
My bad nigga. You're right, thats just their laziness

>> No.6725151

Check the links in the OP

>> No.6725159

Some anon posted this a few threads ago. GOG Doom 2 contains the master levels.
https://anonfiles com/Z9k6kbLcod/GOG_Doom_zip
Aren't the master levels shit, though? I've never played them.

>> No.6725160

That doesn't make any sense dude. Prboom+ is the quintessential boom port

>> No.6725165

>Prboom+ is the quintessential boom port
>not actual Boom

>> No.6725172
File: 2.98 MB, 640x480, blood 1997.webm [View same] [iqdb] [saucenao] [google] [report]

Quick tips:
1; don't play on the highest difficulty level, it's designed for co-op only
2; in fact you should probably start on one of the first two difficulty levels if you aren't used to shooters playing hardball
3; avoid trying to tank damage, Caleb isn't sturdy, but he's very fast and agile, use jumping and ducking to confuse cultists and force them to shift their aim
4; sometimes diving for cover is fine, moving in and out of cover rapidly is viable
5; the game gives you a lot of dynamite, use it
6; zombies are only finally dead when you hear the AAAAAAAUUUUOOOORGH

>> No.6725179

That would be Crispy Doom, with virtually every crispyness option turned off.

>> No.6725184

oh yea i forgot about how blood hitscanners cant into shooting crouching targets

>> No.6725187

crispy can't play boom maps

>> No.6725189

I read it as "doom port" not "boom port".

>> No.6725190

Only because it's the only option people know of. It badly needs some updating for things like mouse turning and fixing linedef functions.

>> No.6725196

thanks I started at the lighting broiled difficulty and I just run out of ammo constantly, mainly because I still arent used to trowing the dynamite far enough, and I guess I waste ammo on undead instead of dynamiting them

>> No.6725198

They're controversial, some people like them, but I think they're largely very mediocre, and I'm not alone in that. If you ever thought "Gee, Doom 2 sure has an abundance of brown and tan!", then Master Levels amps that up.

>> No.6725201
File: 307 KB, 800x600, DOOM0010.png [View same] [iqdb] [saucenao] [google] [report]

Probably this is the final form of the facade. Now everyone will remember me as a guy who has a buttress hanging in the air.

>> No.6725210

There is a UMAPINFO fork of PrBoom+ that fixed mouse turning.

>> No.6725212

It's the port of choice for demo recorders thanks to the complevels, but calling it quintessential would imply that it isn't riddled with issues. The last update was in 2017, and the thing is sorely due for another.

>> No.6725213

looks like something a 5-year-old built in minecraft

>> No.6725216

There's a few fun levels, but most of them are pretty fucking bad.

>> No.6725227

I think minecraft has smaller cubes. This is avantest of the avant-garde cubism.

>> No.6725230 [DELETED] 

>How does it do that? I thought they were just a visual effect?
You can make "conveyor belts" that act more or less like the ones from Boom. That way you can automate any linedef action you want and create a lot of cool scripted sequences on your map.

>but you would need to manually edit it as text, I don't think you need to do that for conveyor belts, you just have to set a floor at -32768 and the engine will automatically throw the player doll to the ceiling, creating the portal effect. Then you can push the doll with a barrel and it will keep the momentum forever. No external manipulation needed I believe, just pure Doom builder mapping:


>> No.6725234

>How does it do that? I thought they were just a visual effect?
You can make "conveyor belts" that act more or less like the ones from Boom. That way you can automate any linedef action you want and create a lot of cool scripted sequences on your map.

>but you would need to manually edit it as text
I don't think you need to do that for conveyor belts, you just have to set a floor at -32768 and the engine will automatically throw the player doll to the ceiling, creating the portal effect. Then you can push the doll with a barrel and it will keep the momentum forever. No external manipulation needed I believe, just pure Doom builder mapping:


>> No.6725243

Good ports doesn't need to be constantly updated to be good, prBoom is pretty solid the way it is imo

>> No.6725250

There is definite correlation between IQ and texture filtering.

>> No.6725253
File: 3 KB, 259x194, download.png [View same] [iqdb] [saucenao] [google] [report]

Pixelshit in the middle btw

>> No.6725258

>mouse doesn't work like it should
>linedef actions that do nothing at all

>> No.6725260

I'm not saying that a port is only good if it gets Gzdoom levels of multiple releases in a day, I'm saying that there are issues in Prb+ that haven't been addressed since the port has received no updates in years

>> No.6725262

>mouse doesn't work like it should

>> No.6725265

Dont waste ammo on zombies in the early levels. Pitchfork them.

>> No.6725268
File: 10 KB, 259x194, fixed.png [View same] [iqdb] [saucenao] [google] [report]

correct. marked the axes for you.

>> No.6725269

If you've ever tried playing PrBoom+ on Windows 10, the mouse turning is *super awkward* and slippery as fuck, it feels like you're wearing shoes made out of butter when you're turning. It actually makes the game a lot harder to play and a lot less comfortable.

This is because of something Microsoft did with Windows, and it's fixable, but it's something that PrBoom+ really should have fixed a long time ago.

>> No.6725275

>Graf Zahl faggotry
No please, I prefer to stick with older versions or wait for a more reliable person to lead that project

>> No.6725282

That's pretty interesting

>> No.6725284

>on Windows 10
Not sure why anyone would ever want to do that.

>> No.6725285

Literally how does it matter? He's not inserting a mandatory smear filter for software rendering, or hardcoding Brutal Doom into it, he's just adding support for MAPINFO and fixing the mouse turning for modern operating systems.

I don't understand your objection.

>> No.6725287

Disable all mouse "enhancements" in ther driver options

>> No.6725295

If you don't want to use Windows 10, that's fine, hell, I understand perfectly, I liked Windows 7 much better. Fact is, however, that one of the core points of a source port is that it should be compatible and playable on mainstream systems and setups.

Like, if you made a fantastic emulator for Sega Saturn, which runs flawlessly and authentically, but it could only actually function and run on Windows 2000, then this wouldn't be a very useful piece of software, would it?

>> No.6725296

I should of course have to alter my drivers every time I want to play Doom.

>> No.6725314

Keep playing and you'll get good. I can beat most episodes on Lightly broiled without saving in a single run nowadays. Extra Crispy is possible solo, but it's fucking hell.

>> No.6725324

>this fork of a port fixes some common issues but this one guy made it so I won't use it

>> No.6725350

Yeah sure, that's how it begins. If you lurk more his posts and his core "ideology", you would probably understand why he is not reliable to lead a project like prboom. I'm not against fixing issues or improving the engine, but he's the least guy I would want messing with it. That's just me though, feel free to enjoy his fork as much as you want.

>> No.6725354

Has Graf removed the telemetry from GZDoom yet?

>> No.6725356
File: 7 KB, 420x420, 1475289530686.png [View same] [iqdb] [saucenao] [google] [report]

Reminder that ZDoom was released 22 years ago and not one single great ZDoom megawad has ever been created.

>> No.6725363

Yeah, like a few months after that was added.

Alfonzone, now go to bed.

>> No.6725370

That's good. It was probably the dumbest choice Graf has done.

>> No.6725371

I agree.

>> No.6725375
File: 229 KB, 850x724, 1579879173992.jpg [View same] [iqdb] [saucenao] [google] [report]

Has anyone here played Mutiny? Is it just me or is some of the difficulty in certain rooms bullshit?

>> No.6725376

Blood is literally Trial and Error: The Game

You will die around every other corner unit you literally memorise where every enemy is on the map. Cus you'll get sniped of 40 health if you so much as walk within a millimetre of a cultists sight. It's a trash game. Play anything else.

The people that tell you it's good have memorized every enemy on every map in the game. To any normal person that's not fun or entertaining. That's autism. No other FPS works like this. You can play a doom map and get through it without dying 12 times and having to memorize every enemy.

Play Turok instead.

>> No.6725383

What difficulty did you play on? I found it was just the right kind of challenge for me on HMP, hard, but it never felt unfair.

>> No.6725387

Imagine not assuming every new room is full of enemies and lobbing a TNT to check if there's enemies in there since the game gives them out like candy.

>> No.6725395
File: 81 KB, 500x500, shinobu hah.jpg [View same] [iqdb] [saucenao] [google] [report]

lmao gitgud

>> No.6725404

>Alfonzone, 50 levels
>24 demos
>Lunatic, 5 levels
>37 demos
>Valiant: 171 demos
>Eviternity: 313 demos
>Scythe: 1,134 demos
>Hell Revealed: 1,235 demos
Not one single great ZDoom megawad

>> No.6725408

Ultra-Violence. I'd say the difficulty isn't balls to the walls hard, just certain points of map 2 & 3. Like on map 2 where you have to punch a Revenant to death with pinkies behind you, making it near impossible to bait out his punch. And map 3 where 2 PE's spawn behind you with a horde of Knights, and Barons in front.
I didn't mind the second part as much, but I still feel like I take a lot of forced damage taking them out first due to the general level design being a bit cramped. At least the wad had some sick midis.

>> No.6725412

>using mouse acceleration and smoothing

>> No.6725415

>mapset made for a port which doesn't give much of a thought for demo compat
>people don't record a lot of demo files with it
That's real smart of you, obviously quantity demo files are a solid metric of what makes a .wad good.

>> No.6725421
File: 113 KB, 1200x1014, 1597515960479.jpg [View same] [iqdb] [saucenao] [google] [report]

>quantity demo files are a solid metric of what makes a .wad good

>> No.6725423


>> No.6725426

enjoy your inconsistent and wonky mouse then

>> No.6725427

By your logic, that would make Brutal Doom a masterpiece due to how many kids upload videos of it onto YouTube.

>> No.6725443

I'll give it a try turning it off and see if that's better, but I figure acceleration vs. no acceleration is a subjective matter.

>> No.6725445

>demos on DSDArchive = youtube videos

>> No.6725446

A recording is a recording.

>> No.6725448
File: 107 KB, 805x540, confused HUH.png [View same] [iqdb] [saucenao] [google] [report]

I just installed Quake using the GOG installer

I ran Quake.exe through DOSBox and it runs like two times too fast. Wat do?

>> No.6725451

Use Quakespasm.

>> No.6725452

Use sourceport and not dosbox

>> No.6725453

Use Quakespasm

>> No.6725454

It would be interesting to see how that effects characters/objects (a security camera or something). If your methods are simple to implement it might be worth it to share on forums. Could be beneficial to a large portion of projects using models with default movement

Yeah that's the texture I was talking about, looks much smoother. The columns, personally I would reduce the amount of them presented. (one column per 2 "blakwall"
squares?) Currently appears a bit "noisy". Alternatively you could reduce the column size to 3/4 or 1/2 the width, maybe use a solid grey texture or splice the Modwall in some way idk. I like what you have going on there though

>> No.6725457

>Avatar is not a successful movie because it didn't come out on nitrocellulose

>> No.6725458

Just ignore the frogposter, he's clinically retarded by definition.

>> No.6725462

what the others said, but specifically re: your question, type this into console or autoexec:
host_framerate 0.0139

>> No.6725490

Tried turning it off, didn't notice anything different when playing Doom at all, though just browsing and stuff makes it feel awkward and unusual somehow.

>> No.6725491

Alfonzone is boring as hell

>> No.6725496

I have Quakespasm, QSS, MarkV, and DP. I know about the source ports. I just wanna get it working on DOSBox. Some anon posted a DOS pack with several dozen games, one of the being Quake, and his works flawlessly (aside from no music). I got the GOG version from the OP because I saw this comment on the GOG website and I wanted to try to get the DOS version to play with music:
> As the topic comes up from time to time, I'd like to comment on the existence of the soundtracks for the Quake and both Mission Packs.
>This release will place 3 CD-images in the cue/bin format in the installation folder, which DO have the soundtrack for Quake (game.cue), Mission Pack 1 (gamea.cue), Mission Pack 2 (gamed.cue).
The problem is that none of these will be mounted automatically when you play the Windows version "GLQuake".
You could either 1) search for unofficial mods/patches which add the music, or 2) mount the corresponding CD-image under Windows, and see if the game finds the music tracks. (Haven't tried that one.)
>3) This Quake release also supplies the original DOS version of Quake (v1.08), which you can use to play all content with. Provided, that you mounted the corresponding CD-image correctly under DOSBox with imgmount (the .cue file has to be pointed at).

TY anon :DDD I got the music working using this command line in DOSBox
>imgmount e game.cue -t iso -fs iso

>> No.6725501

I thought it was pretty fun, what didn't you like about it?

>> No.6725509
File: 13 KB, 620x255, Снимок.png [View same] [iqdb] [saucenao] [google] [report]

One project is already using this code, and as I said, it's nothing groundbreaking. My knowledge of ZScript is pretty barebones and I'm pretty sure there's more optimal way to achieve this. Picrelated is all there is to it.

>> No.6725512

a fellow dosquake weirdo eh? it's really 0.013(8), or 1/72.
mounting the same image with daemon tools or alcohol should work for the sourceports.
anyway, if you wanna change the music volume under dos, you'll want to do it like so after mounting: "mixer cdaudio 50:50"

>> No.6725514


This game should be added to the mega since it's rather obscure. No idea what engine it runs on. It's not Build despite how it looks.

>> No.6725525
File: 161 KB, 600x450, 1403550960776.gif [View same] [iqdb] [saucenao] [google] [report]

Might as well add Liquidator and Dungeons of Kremlin while we're at it.

>> No.6725526

Neither can prboom

>> No.6725545

>a fellow dosquake weirdo eh?
yea some anon posted this DOSPack a while ago and other anons repost it every now and then:
and ever since i tried it i've been playing doom, blood, duke3d, and quake in dosbox. not exclusively, however, because some doom midis sound borked through soundblaster, especially custom ones, and doom and duke3d have those excellent sc-55 sound packs, but holy shit do the duke3d midis sound fucking great in dosbox! especially episode two
>mounting the same image with daemon tools or alcohol should work for the sourceports
i suppose i don't need to do this if i already have the .ogg files from the OP in my source port folders
>if you wanna change the music volume under dos, you'll want to do it like so

i made a mistake - the OP does not contain the GOG version, i got that from a torrent

>> No.6725572
File: 2.50 MB, 1280x720, uc2-doomguy.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6725590

He is kinda right tho

>> No.6725594

Yeah, I wonder why the best mappers flock to boom and limit removing. You would think ZDoom would be more desirable because it has less limitations and acs scripting.

>> No.6725596


>> No.6725602

Because it's the most limited format for compatibility. Also most of the UDMF features are kinda useless.

>> No.6725606

maybe it's because of them still being vanilla doom instead of being made for a gameplay mod

>> No.6725618

Because ZDoom can't into vanilla demo playback, nor Boom, nor MBF, nor any other demos besides ZDoom. I read GZDoom can't even play it's own demos if they are from a previous version, but I wouldn't know because I don't use it

>> No.6725629

>flock to
You mean the people who started with that and just stuck with it?

>> No.6725636

This. It doesn't have enough to compensate the compatibility loss with all the other ports. I mean yeah, you can make some slopes, lighting effects or other bells and whistles like that... but whatever. Boom have enough stuff that is much more influential in terms of level design.

>> No.6725650

Most people looking to make maps with Doom gameplay mostly find Boom format to be basically enough, it offers more features, basically most things you could want, without having to get into scripting languages.

On the other hand, there's a lot of cool stuff you can do with with UDMF (and a lot of simply practical ones, like being able to align the flats of sector), and I would really love to exploit it while making a level which is fun to play, and also open for using with gameplay mods (of course, it would be designed around unmodified gameplay, and then whether or not it plays well or even works with a mod would be a consequence of said mod).

I know it can't play back vanilla demos because it doesn't use Doom's pRNG tables, but I have two questions about that, not for you specifically, but anyone who's in the know and could provide an answer:
1, Why do ZDoom's demos not play between versions? Assuming actor behavior and map behavior hasn't changed, there's nothing to desync, right?
2, ZScript is a pretty powerful scripting language, I figure, it should actually be possible to fully emulate Doom's original pRNG table with it, and that makes me wonder if it would be at all possible to run vanilla demos with a mod like that, somehow.

>> No.6725656

Sure, whatever.

>> No.6725661

I started with some Skulltag shit as a teen, that didn't go anywhere and it's unplayable garbage. I fucked around some with UDMF, but nothing really serious. Having done a bunch of maps in Boom now, it mostly works pretty well, but I'm thinking I want to make a UDMF megawad some day, something good.

>> No.6725681

What's your favorite Quake 2 source port? I got the GOG version of Quake 2 with all the expansions and I'm about to set up Yamagi Quake 2

>> No.6725690
File: 2.43 MB, 1280x720, uc2-doomguy2.webm [View same] [iqdb] [saucenao] [google] [report]

but wait, there's more.

>> No.6725693

Sometimes less is more

>> No.6725701

Tried mapping in Boom for the 2048, really made me see how powerful and user friendly UDMF is. I'll probably never go back aside from another community project

>> No.6725707

Give me more good Quake 2 mods

>> No.6725716

Idea for a map pack
>I Can't believe it's not Doom Format!
>use UDMF to make some maps but you can't exceed the normal visplane limit in any area of the map (there's a tool to check for this somewhere in GZDB)
>Otherwise basically everything is allowed
The idea is to get people to use UDMF without trying to turn every map into overdetailed eyecandy bullshit. The whole format gets a bad reputation from retards who want to make shit that looks and plays like it belongs in Unreal 3+

>> No.6725739

with UDMF you are limited to gzdoom and for some of his "special effects" you have to stick with that ugly ass hardware mode. I really prefer maps made for PRBoom+ or Crispy Doom to be honest, they are closer to classic doom and the mapper generally put more focus on level design, which is why most of the best maps are made for MBF, Boom, Limit Removing or even Vanilla.

>> No.6725743

Still amazing.

>> No.6725748

It would still be distracting with all the useless actions and features. Also only vanilla have visplane limit, boom and limit-removing doesn't.

>> No.6725803

Man, all I want is 3D floors and destructible props/environment

>> No.6725816

Sure, and for the most part, you can do most of the stuff you'd want to with Boom format, but sometimes more can simply be more.
I probably would still be doing VooDoo doll scripting while mapping for UDMF, because I can't be fucking arsed to learn ACS.

>> No.6725823

Odds of Basedvie-11 covering this game?

>> No.6725859

Pretty sure UDMF can do those things

>> No.6725865

Same here. I'll gladly contribute some maps to a Boom format project if there's openings, because really you can do most things you need to, but for my own stuff I really prefer a lot of the options that UDMF gives me.

>> No.6725889
File: 147 KB, 1220x126, Sin título.png [View same] [iqdb] [saucenao] [google] [report]

Today I learned that Tom Hall did the fucking voice work for Walton Simons, the dude who runs FEMA in Deus Ex.


>> No.6725896

Yes he did.

>> No.6725904

I think vanilla mapping is pretty underrated to be honest. Some very amazing megawads like Back to Saturn X was made under that format. Sure, it's not easy to deal with VPOs and Halls of Mirrors, but it can also be a fun challenge that can improve your skills as you will stick to basics. It's what happened for me at least. I don't recommend it for newbies though.

>> No.6725909

That's understandable, and I'll definitely have to do a vanilla episode some day just as a challenge for working in its constraints, but that is not this day.

>> No.6725931

How do I change expansions/games in Quake 2? The console command set game rogue doesn't work

>> No.6725942
File: 11 KB, 128x108, 499028160021659659.png [View same] [iqdb] [saucenao] [google] [report]

Honestly. If you don't know maps you can just use the third person camera to check around corners. It's a feature in the original game so it's not cheating.

>> No.6725961
File: 91 KB, 496x512, yuuuujirooo.jpg [View same] [iqdb] [saucenao] [google] [report]

Really? It's been what, two weeks since the official deadline, and it's still unreleased? What were all those strict time and design limitations for? You guys make me laugh.

>> No.6725973

anyone else here played magnolia?

it's glorious, so many nice surprises and clever fights in map 1. it's also quite pretty imo.

i'm using saves, though. i'm also a ribbiks fanboy.

>> No.6725978

contribute your own time to improve the situation. if you yourself are unwilling to contribute time, then why are you criticizing others for not contributing time?

>> No.6725980
File: 60 KB, 1242x1193, 1htemhh633r21.jpg [View same] [iqdb] [saucenao] [google] [report]

>i'm using saves

>> No.6725997
File: 1.36 MB, 1920x1080, quake2xp 2019-12-31 16-47-26.jpg [View same] [iqdb] [saucenao] [google] [report]

Yamagi and KMQuake2 are the good to go ones, both supports mods and remaster packs, even rtx and xp stuff on KMquake 2 side which includes custom UI.
Quake2XP if you want "eat a dick RTX" grab the previous version on moddb, and use reshade.
the newest version doesn't support it anymore because kirk went on to seethe over Crosire, also it has issues and he's forcing everyone to join him on discord to get the nightly updates.

Quake 2 Pro is good for MP, also is the easiest port to Modify and create your own fork.
it was used to create the RTX port

>> No.6726026

Wait a minuet...Boom, boomer? My God...We've cracked the code.

>> No.6726029

Anon, any Progress with the music or if not a working EXE for the PC?

>> No.6726031
File: 1.58 MB, 1250x1074, Unimpressed catboi.png [View same] [iqdb] [saucenao] [google] [report]

>reading wad description
>"hitscan projectiles"

>> No.6726040

Hitscans are usually just an abstraction for very fast projectiles, after all.

>> No.6726043

Not really. Projectiles can't even go that fast on vanilla without losing tha aim completely

>> No.6726045

you haven't tried magnolia, have you.

so far it's easier than the hardest sunlust maps, but can get pretty bad in places, and the maps are long.

i *wish* i could play it saveless, but I wonder if anyone here has?

>> No.6726054

Yeah, that's what I'm saying. Hitscans are used in Doom to simulate bullets (which are projectiles) because making projectiles that travel at real bullet speeds requires a lot more work (see Hideous Destructor).

>> No.6726078

Wtf why do you have a pic of a random asmr person. And yes i know exactly who she is

>> No.6726082
File: 814 KB, 1307x900, EfXMjo2UYAALi-O.jpg [View same] [iqdb] [saucenao] [google] [report]

This should be the next op pic

>> No.6726090

the console command isn't "set game [game]", it's just "game [game]"

>> No.6726098

>A lot more work
How so? If you create a projectile in decorate you can just crank its speed up. At 180 they become almost invisible. HDest is a different story as it uses super high fire rates penetration per material type and thickness etc.

>> No.6726114

>"I know, I'll put an extractor on the super shotgun, so you can see it eject the spent shells when you open it"
>realize I can't actually find that graphic anywhere
>I know it exists, I've seen it, but I don't have it anywhere
I'll just have to draw it myself then.

>> No.6726151

You can make a normal-sized projectile go pretty fast well enough. Approaching the extremes that are real bullet sizes and real bullet speeds will see you surpassing the limits of even what FastProjectile was meant to handle. Matt had to reimplement his own version of it because of that.

>> No.6726312

Ah that makes sense, I've only messed around with it a little.
>Matt had to reimplement his own version of it because of that. (fast projectiles)
I am constantly surprised at what this community is capable of in regards to modding, mapping, game design and theory. I legitimately wonder sometimes if anything will replace Doom (for me or gaming in general).

>> No.6726319

I wonder if Doom modders or the fanbase has a lot even has some port mortem plan for whoever carries the torches on source ports, mod hosting sites, wikis etc

>> No.6726336

Let's assume that the majority of the playerbase is located in the US and the EU, the average lifespan in these places is 80 years, and the average age of the players is 20-40. By the time most of these people are dead, we would be in 2060-2080, and there's a chance that many would have died or moved on beforehand. Doom has had a long history, but I don't think it will go on to almost a century.

>> No.6726345

I'm willing to bet it'll go over a century.

>> No.6726348

You're making the assumption that no new people get involved in Doom.

>> No.6726367
File: 355 KB, 1152x871, 20787824_p0.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6726368

Well, maybe. I could see the idea being made for something like SMB, seeing as at one point Mario was considered more popular than Mickey Mouse (a character who's close to being a centenarian) and will likely have many more installments, spinoffs, merch and whatnot in the future, but I don't see Doom having that effect. But I guess I can't be certain on this.

>> No.6726374

hmm, have there been age polls on the doomworld forums? i'm willing to bet that most of the people doing mapping and playing doom now were around when it came out.

>> No.6726386
File: 1.08 MB, 1920x1080, Screenshot_Doom_20200815_224431.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6726397

I've thought about that sort of thing. We have so many franchises in general that are significantly popular, whether it be because they're actually good, they just get hyped up by normies or both. This can be said about any franchise of any kind of medium, but with video game franchises in particular, for the most part a lot of the most popular ones are at most ~40 years old, which isn't that long compared to things like movies or music. Despite that however, it almost feels like stuff like Mario or Doom has always just, been there. They're so ingrained into pop culture that their existence is essentially common knowledge worldwide.

And despite THAT, there's always the chance that the popularity of franchises like Mario will eventually fade away, or that Nintendo will close down for good or something. Either case will not happen for a while, obviously, but at some point it will. It really makes me wonder what will become the next "Super Mario Bros" or "Doom or "Half Life" in terms of overall popularity and memetic status. Either that, or video games in general will become obsolete and a mere relic of history, the idea of which kind is kinda scary considering how common they are now.

>> No.6726428

That's a good question and one of the great beauties of things being open source, or at the very least, built for maximum accessibility. IIRC that was actually a key design philosophy. Custom maps, graphics, sounds. id software saw the writing on the wall along time ago, I don't think this industry would be where it is today if they hadn't.

This discussion dips into software development in general too.

>I don't think it will go on to almost a century.
It's funny you say that. John Carmack on the Roe Jogan podcast said people might be playing Doom for 100 years, on space stations or Mars (ironic). Maybe not because it's fun and addicting but its technical aspects, seems how it can ported to a fucking calculator. I believe to this day he says Doom is his most "optimal" work. Whatever that means to a dude like that

>> No.6726460




I downloaded the links but I have absolutely no idea how to make it work. The final file is to get it to work on win10 instead of XP. But again I have no idea where it goes or how to make an exe to get it to work

The mega link is just all the anonfiles

>> No.6726463

Just played through Gatehouse. It's a fine level, I don't know why people are dissing it so much.

>> No.6726517
File: 851 KB, 1920x1080, Screenshot_Doom_20200808_022701.png [View same] [iqdb] [saucenao] [google] [report]

this town aint big enough for the two of us

>> No.6726532
File: 2.41 MB, 320x240, newgzdoomupdate.webm [View same] [iqdb] [saucenao] [google] [report]

Been trying out the latest GZ Doom Update. I don't remember it being like this...

>> No.6726542

>only realized it was Doom 2 in Build at the point of spawning into Map02
unironically big brain joke

>> No.6726545

are you talking about the pistol taking up the entire screen, the sudden map switches, the lack of the percentage symbols or the armor just having a zero in the fucking middle

>> No.6726546

The giveaway for me was when he falls and lands at 27 seconds in, I'm so familiar with that weird view bounce

>> No.6726550

why are you a truck

>> No.6726556

The very beginning gave it away, I can't think of anything other than Build that tries continuing the previous weapon sway when you start moving again

>> No.6726560

Yeah, that's straight up Duke movement physics. There's something about that which is just very particular to the big Build trio.

>> No.6726571

Fuck outta here with your autistic weeb trash.

>> No.6726576

Speaking of which, what is with that thing when you enter a map and you spin around from an angle that looks like your character was staring at an upper left angle?

>> No.6726591

It's DoomTC for Eduke32 by M210 (Yes, the same one that made BuildGDX)

>> No.6726619

Read the archived thread, the instructions are there.
In fact someone or pastebin anon needs to update it with the instructions from the /v/ thread

>> No.6726628

I managed to get a mod called QuestZdoom to work, letting me play brutal doom in VR, has anyone else ever tried this? I hate how they fucked up the 3D models and just used stock models instead but the rest of the wad is kept more or less intact. just virtually impossible to play effectively on any difficulty that isn't power fantasy. maybe one day someone can make Grezzo 2 work on it. That'd be one hell of a vr experience.

>> No.6726639

>Doom 2 on GBA

>> No.6726658

Are you able to record any gameplay? Read your post and googled it. found this https://www.youtube.com/watch?v=So1AL3F697g

Looks pretty badass

>> No.6726667 [DELETED] 
File: 118 KB, 480x418, soy and distress.gif [View same] [iqdb] [saucenao] [google] [report]

>Fuck outta here with your autistic weeb trash.

>> No.6726768

Gatehouse is fine, just bland for the second half. I think it was Precipice HQ, Roundabout Cliffside, and Arrogance & Contempt that people were discussing moving to the extra WAD.
Precipice never got edited, its the same first draft he submitted at the beginning of June before going MIA.
The author of Arrogance & Contempt himself wants the map taken out of the WAD if it isn't restored to the previous version as I guess he doesn't like this new version but supposedly most people don't really like the old version. Not sure if it wasn't his edit or if he just changed his mind about it.
Roundabout Cliffside just gets shit on for feeling like someone's first map, and is the weakest of the WAD. It being one of the first maps in the WAD made a couple anons nervous that it was so bad it would cause people to stop playing apparently.
I made a map for just in case lead anon decides to bump one of these, but I myself am not pushing to remove author's maps, it's really just so we have a plan B or it can help fill out the extras WAD. I do like the map though, if someone could playtest it just for shits and giggles, I'd appreciate it >>6724329

>> No.6726786

You sure convinced me with your hot reaction image basedhu fag.

>> No.6726807

Without anything, mouse cursor moves solely based on the change of your mouse's position.
i.e. moving your mouse 2cm to the left would always move your cursor the same distance to the left
Mouse Acceleration makes mouse movement speed depend on velocity. - if you move mouse slowly, your cursor would move even slower so slowly moving your mouse those same 2cm your cursor will end up going much shorter distance. On the other hand moving mouse sharply uickly will make it overshshoot that same spot by a mile.

Mouse smoothing - whenever you move your mouse you some time make sharp movements or stops for a moment. Smoothing does exactly what it says, smoothing out sharp changes in velocity. This can make a "sharp move->one frame stop->sharp move" into "fast move->slow move->fast move"

Both of those things are fine and often times helpful when it comes to working with software.

However experienced FPS players (especially competitiuve) hate both those things: Acceleration makes aiming inconsistent, and in FPS where you must uickly retarget, making your end mouse position depend on how fast you moved your mouse can make you overshoot the target by a wide martgin..
Smoothing is the same as it turns rapid targeting impossible since it smoothes out the rapid changes in movement and can make your reticle sail past the target.

Trust me, after you get used to playing without those tweo things, your aiming will become much easier and more consistent.

Also if tyhe mouse still feels really wonky, try to disable VSync as some times it is the culprit as it may interfere with mouse polling in some games, making it skip the polls on the in-between frames.

>> No.6726817

what is this

>> No.6726820

>Mouse smoothing - whenever you move your mouse you some time make sharp movements or stops for a moment. Smoothing does exactly what it says, smoothing out sharp changes in velocity. This can make a "sharp move->one frame stop->sharp move" into "fast move->slow move->fast move"
That's not... that's not what mouse smoothing does at all.

>> No.6726834

How is it works then?
Whenever the game has it, my cursor does not move in the same way I move the mouse - the speed changes are smoothed and i cant go on target without overshooting it
I hate it to the point that I don't play the gamnmes that have no option to disable it (there are a few)

>> No.6726842

Mouse smoothing is kind of analogous to angle-snapping, but it works on all kinds of motions, not just straight lines. Imagine trying to draw a circle with your mouse, probably ends up wobbly, and there's likely a bit of jitter from the mouse picking up really small motions (or if you have a bad sensor, the sensor reporting extra jitter). With mouse smoothing you would end up with an actual circle. Well, not really, mouse smoothing isn't usually THAT strong, but in concept that's what it's doing. It basically attempts to make your pointer move in the way you "want" it to, rather than what your mouse actually reports. Depending on how exactly the game implements it, you might end up with motion happening after you stop moving your mouse, but that's not really what smoothing is intended to do, that's just a side effect that can happen based on implementation details.

>> No.6726853

>Doom is his most "optimal" work
Doom has everything a shooter needs to be good, without anything extra
It has weapons and enemies that fill different niches and can be combined mixed and matched for many interesting scenarios
It also has capability for unique non-ortogonal geometry with height variations, lighting effects and quite a lot of texture variety.

Games that came before that (and many clones) didn't have capability for such environment complexity and thus were much less interesting to play, as about 80% of Doom gameplay value depends on how good/shitty the level is.
Same about enemy roster - Wolfenstein for example simply can't provide combat beyond very basic.

This is also one of the reasons for prolific modding scenes - Doom is one of ther most solid foundations there is, upon which almost anything can be built.

>> No.6726912

>played through duke nukem for the first time, love it
>decide to try AWO
>getting filtered by the first level
The new enemy type, how do you kill them? They're introduced in an area with a bunch of other enemies so you can't focus them and learn how to approach them

>> No.6726994

You shoot at them until they are dead.

>> No.6727009
File: 22 KB, 300x278, shotweb.jpg [View same] [iqdb] [saucenao] [google] [report]

how do I shot web

>> No.6727050
File: 138 KB, 801x920, 1.png [View same] [iqdb] [saucenao] [google] [report]

I'm still a brainlet dummy and do not know how to get the thing to run. When I downloaded all the files and extracted them there isn't any .exe file in any of the folders

>If you are just interested in seeing the game run, then you only need to download the content files and extract them with a RAR utility like WinRAR.

>> No.6727052

I tried vanilla mapping at first but the limitations really became just an obstacle and I ended up spending more time removing or adjusting details to make sure there are no visplane overflows than actually making the map. If someone wants to do that I'd give the advice of planning the map layout with the limitations already in mind.

>> No.6727064

Try limit removing instead. I think Doom2P can still run limit removing stuff on DOS (almost) as well as Crispy can handle limit removing maps.
t. someone who's never made maps

>> No.6727067

That is exactly the point here, though.

>> No.6727072

Sonic Mayhem and Derelict Facility

>> No.6727095

Do you make maps so you can play them yourself?

>> No.6727181

>it's okay when Nintendo does it

>> No.6727204

>Roundabout Cliffside just gets shit on for feeling like someone's first map, and is the weakest of the WAD.
Is it really? I think the original draft plays ok, it just looks bland, how's the revision?

>> No.6727220

Blow them up with rockets.

>> No.6727228

>The author of Arrogance & Contempt himself wants the map taken out of the WAD if it isn't restored to the previous version as I guess he doesn't like this new version but supposedly most people don't really like the old version.
Oh for fucks

>> No.6727292

Seems the best compromise is to cut it. One of the maps in the extra wad has been revised heavily lately. Is it good enough to go in the main wad?

>> No.6727313

Good question, I haven't really played any of the maps besides my own (I checked two). You'd have to ask lead about that.
I'd be willing to try to compact Dark Below so that it'll fit into 2048 size, if that gets called for.

>> No.6727324

Oh right, Inner Cloister was finished so it could be used instead.

>> No.6727347

The original draft is literally a box with too much open area and enemies placed in terrible positions. The revision isn't terrible. There's some verticality, enemy placement was actually thought about, and the final fight works better. The fight for the key still sucks, too much open space, you're fighting low level enemies from far away so they miss all their shots and it's just not a very interesting section.

>> No.6727349
File: 165 KB, 998x546, uc2 avariseexe location.jpg [View same] [iqdb] [saucenao] [google] [report]

Modding Unreal Championship 2. A game that was xbox exclusive only for more than a decade, got it's source code leaked recently, alongside a working (albeit unfinished) pc version.

Sorry, don't know much about tinkering around that stuff, so I can't be a big help in that field. I'm also waiting if some anon surprises us with a working source port for this game.

You should have avaris.exe in your System folder after you've extracted the whole game from the rars. Then just copy and overwrite the core.dll and msvcr71 files in the folder (provided either from the pastebin or the archived link other anon posted). And lastly delete the d3d8.

>> No.6727375
File: 178 KB, 293x309, reptilian.png [View same] [iqdb] [saucenao] [google] [report]

God that's ugly.

>> No.6727378

Hey thanks anon. I was dumb and didn't realize the exe was in the system folder.

>> No.6727385

Does having Unreal 1 source means we can finally have proper VR mod with motion controls for it?

>> No.6727396

>Unreal 1

>> No.6727404

Why does the 2048 megawad run in MBF 2.04 (DOSBox) but not in Boom 2.02 (also DOSBox)? Is MBF just a more robust source port?

>> No.6727414

Full source for Unreal 1 v200 and part of the source for v224 were also leaked

>> No.6727423
File: 1.32 MB, 720x360, Lemme just SCOPE this out haha get it no alright well screw you then.webm [View same] [iqdb] [saucenao] [google] [report]

Well this turned out pretty good.

>> No.6727428

is this a sniper shotgun? Because it looks liker sniper shotgun. Or rather sniperr pipe gun lol

>> No.6727431
File: 840 KB, 720x360, cannon a fug no sound.webm [View same] [iqdb] [saucenao] [google] [report]

Nope, it's an auto cannon with a scope mode.

>> No.6727439

closeup of the explosion through tyhe scope made an impression of several projectiles
looks cool. I like subtle explosions like this that don't cover the whole screen with smoke and particles lol

>> No.6727453

Yeah, I'm a firm believer in keeping fancy effects toned back enough to where the player can still see what the hell they're doing.

>> No.6727540

There'll always be nerds interested in "old" stuff, so even with D44M and Bethesda fuckery, old Doom will certainly not die out completely.

>> No.6727549
File: 249 KB, 1024x1024, DE_BTSX.jpg [View same] [iqdb] [saucenao] [google] [report]

>. If someone wants to do that I'd give the advice of planning the map layout with the limitations already in mind.
Yep, that's the idea. It's like an ability that can be improved with time. Give it a few tries and you will start to get used to the limitations and working with them in a more natural way.

A good tip for vanilla is using sector blockers (you know, when you delete a sector and you have that black area with walls that goes from the floor to the ceiling), that's the best way to avoid visplane overflows, it works beautifully and you can use that to create nice pillars or wall segments, like those from the first room on E1M1 or on the windows of the pic related (BTSX).

Visplane overflow happens when the player is on a point where he is looking at too much stuff at the sime time: too much sectors, height variances, flat textures and lighting variations (lighting generally is the worst offender). With that in mind, another way to avoid VPOs is not putting the player on places that are too high, because he will see all that stuff all over the place. If you do that, use infinte pillars to obstruct the view a bit, or create some curves on your general area so the player cannot see from far away.

>> No.6727563

Are the borders of the crosshair supposed to move at different speeds when converging? Because I find it kinda jarring.

>> No.6727598


>> No.6727605

Doom will stick around but everyone will be dead so, you know...

>> No.6727614

Yes, it's moving in corner by corner. If I get enough people complaining about it I'll change it, but I'm keeping it for now.

>> No.6727619
File: 749 KB, 1365x768, Screenshot_Doom_20200417_055315.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6727637

I feel like this should be news

>> No.6727638

Maybe make them really move one after another then instead of "one after the two, except now when the others move together".

>> No.6727641
File: 2.02 MB, 1280x720, 2020-08-16 20-37-34.webm [View same] [iqdb] [saucenao] [google] [report]

I made a second spell. Good news - it's a magic wall that stops enemy projectiles! Bad news - it stops your projectiles as well.

>> No.6727643

I feel like people shouldn't just post a link and expect others to care.

>> No.6727656

I'm fine with it. As I said, if I get enough complaints, I'll change it. It stays as is until then.

>> No.6727674
File: 6 KB, 200x200, images.jpg [View same] [iqdb] [saucenao] [google] [report]

then nothing is news
>I am very intelligent

>> No.6727681

No problem, I didn't mean to insist, just make a suggestion.

>> No.6727685

does it deploy for a fixed time or does it degrade with damage?

>> No.6727693

Degrades with damage, also gets removed if you attempt to cast any spell. Also, you gave me a cool idea - it should become more translucent the more it is damaged.

>> No.6727694

>It's hard to just write a few words, I am very unintelligent

>> No.6727697

We really need more documentation about this kind of stuff. This is very cool and can enhance a map in so many ways

>> No.6727698

it was news three weeks ago when a working repack was made in this very thread. see also: the news archive https://pastebin.com/PZDkqABT
posting twitter links should be a bannable offense, especially with no screencap.

>> No.6727706

7 weeks even

>> No.6727707

thanks good anon
thanks for nothing bad anon

>> No.6727761
File: 1.36 MB, 1280x720, 2020-08-16 21-16-33.webm [View same] [iqdb] [saucenao] [google] [report]

Okay, this looks fine enough. One spell left to go.

>> No.6727805

I would love to see a vanilla map pack using OTEX textures, that would be a very nice new\old experience

>> No.6727815


>> No.6727826

Buried on Talonbrave FTP

>> No.6727831

Oh wow thats crazy. I could have sworn they said they lost the source for Unreal 1 years ago.

>> No.6727845

Dope stuff anon. Looking at it RN

>> No.6727890

Writing anything on the internet is a mistake, much like the internet itself.
Old men with their old man games use abuse everything since they don't have a creative bone in their body, all to further their monetary gain agenda.
Haha. Video games. I shot an imp once.

>> No.6727898
File: 678 KB, 1280x720, confused idol.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6727940

How can they have lost Unreal source if they gave it to the OldUnreal so they could make their patches
OldUnreal folks are under agreement not to release it though. However they also do nothing interesting with it. Plenty of folks asked for at least minimal VR support and some more modern effects, mayber shaders, but nope.

>> No.6727946

anon you are having a stroke
take meds

>> No.6727956

>we will never see a Q2XP of U1 because OldUnreal is scared of tim

>> No.6727982

That's would be pretty awesome tbqhfam

>> No.6728027
File: 11 KB, 333x383, glowinthedark.jpg [View same] [iqdb] [saucenao] [google] [report]

It is what it is. Da troof.

>> No.6728053
File: 226 KB, 620x460, truth.png [View same] [iqdb] [saucenao] [google] [report]

sure buddy

>> No.6728098

IIRC, they named that boat that, because in the original layout by Joshy before Essel and Dew touched things up, that boat was visible from the starting area, causing VPOs.

>> No.6728136
File: 324 KB, 1365x768, Screenshot_Doom_20200419_013820.png [View same] [iqdb] [saucenao] [google] [report]

What about this one?

>> No.6728207

So let's say I have a monster that can't bleed, what can I do so there won't be any puffs anymore? Shooting at a monster and having it look like I were shooting a stone wall doesn't look good.

>> No.6728216
File: 114 KB, 900x1200, IMG_20200518_143854.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6728239

Im so fucking hype for this new CA update

>> No.6728259

The image made me think that the D64 models were found for a split second, that’s a pretty good recreation

>> No.6728276

so... it's just a re-skin mancubus

>> No.6728345
File: 125 KB, 1442x433, sightrib.png [View same] [iqdb] [saucenao] [google] [report]

Thoughts on the sightrib on this shotgun so far? I'm not 100% on the shape and shading on it.

>> No.6728362

2 different color of wood for it being changed would be a start.

>> No.6728379

It's VERY much a work in progress, I'll get to the wood at a later stage, I'm currently working on the rib between the barrels, which for some reason is flumoxing me.

>> No.6728406

Honestly sounds like a great idea, maybe an another project for later, but seeing how much time 2048 is already taking and the fact it would require people to work with vanilla limitations I don't know how well it would have worked out.

Gotta have even more Hell Knight type enemies in D64 huh.

>> No.6728408
File: 75 KB, 852x501, image.jpg [View same] [iqdb] [saucenao] [google] [report]

So it's a hellknight with sock'em boppers?

>> No.6728428

>pitch black
>you're low on ammo
>you haven't seen a demon for what feels like hours
>and this level's a little too underpopulated for your liking
>you find the key
>wall flies open
>you hear it first

>> No.6728440

slaughter maps are boring

>> No.6728446

I agree, but I also think that's a subjective thing.

>> No.6728457

They're fine as long as they're kept short, like some of the later maps in Scythe.

>> No.6728458

why are they boring?
protip: If your answer is "because all you do is run around with a BFG killing shit" then you don't know what you're talking about

>> No.6728485

Make a new blood actor specifically for it and make it a TNT1 A 0 stop;

>> No.6728493


>> No.6728506

Just be aware it may need to be TNT1 AAAA 0 or something because blood actors get weird offsets if I'm remembering correctly. Check the ZDoom wiki if you have any trouble.

>> No.6728507

You kinda want some sort of indication that your weapons are having an effect on him though, unless he's supposed to be unstoppable.

>> No.6728539
File: 146 KB, 512x200, 7Ps0NGZ.png [View same] [iqdb] [saucenao] [google] [report]

Pain state's good enough. Look at the lost soul.

>> No.6728564

Thanks, but I am really doing something else, with pain states as >>6728539 said, I just want to get rid of the stupid puffs, which even with the NOBLOOD flag appeared and I haven't found a NOPUFF flag.

>> No.6728585

Exactly, heavily edited.
Ion Fury is basically a Duke Nukem total conversion.

>> No.6728603

Well, then make shooting a stone wall look good. Play around with your BulletPuff Death state, throw some sparks and smoke around.

>> No.6728654

That doesn't work on vanilla

>> No.6728686

You're retarded.

>> No.6728823

Some years ago had a good experience with Gzdoom in the phone, now I see is abandoned.
Should I get the old one or buy Delta Touch?

>> No.6728824

protip: if that works then they're boring

>> No.6728838


>> No.6728841

>weapon pickups are pretty much powerups
Yes, RoTT started the shitty limited arsenal galore that seeped into modern shooters. And people still hate Half-Life somehow.

>> No.6728851
File: 65 KB, 500x392, duuuuuhhh.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6728854

But the arsenal are still ludicrous and crazy in a good way. Also no shitty weapon reloading, so it's fine.

>> No.6728858

wtf dude

>> No.6728859

>limited arsenal
Your big guns are disposable and you just blast away with them until they're done, which is in line with typical shootemup arcade games, it also forces you to work with weapons which all behave differently.

>> No.6728864

He is right, you can only have one type of blood on vanilla. You can remove blood via dehacked though

>> No.6728865

If you really want to do this in Dehacked then the only thing you can so is to remove the bullet puffs from the game completely, or maybe try replacing the bullet puff sprites with something that'll look a bit better when hitting monsters, reminder that the bullet puff is also used by the revenant missiles in case you want to do it.

>> No.6728919

I think they don't do anything because the agreement is for general patching and support. Not overhauls or features.
Could be misremembering.

>> No.6728926

Lads >>6723790

>> No.6728961


>> No.6728970

This but with Doom and id shooters.

>> No.6728998

>And people still hate Half-Life somehow.
/vr/ zoomies aren't people

>> No.6729003

They added dynamic shadows for environment and models, so thats at least one graphical feature, don't see why not the others.

>> No.6729060


>> No.6729062
File: 2.64 MB, 3840x2160, q2xp0024.jpg [View same] [iqdb] [saucenao] [google] [report]

md3 support and shader update would be enough
something on par with Quake2xp would seethe people off.

>> No.6729109

>OldUnreal folks are under agreement not to release it though
Agreement with who?

>> No.6729121

Ah yes, that famously influential game ROTT. That Bungie pretty much ripped off entirely for Halo. Of course.

>> No.6729148

protip: spamming the BFG is just how 99% of slaughtermaps work

>> No.6729243

I remember there was an image post about how to make models to turn them into sprites via blender. It was also accompanied with the link to the Doomworld forum thread where OP posted a script for blender to automate creation of the 8/16 sprite rotations.
Can somebody link me to that forum again?

>> No.6729264

>Can somebody link me to that forum again?

>> No.6729265 [DELETED] 

Daily reminder doomfags

>> No.6729296

nice dolphin porn

>> No.6729312

Doomworld thread says this is done in D64EX for demonstration purposes, and that EX doesn't have support for custom monsters.

>> No.6729398

Yes, HL was influential... influential by turning the FPS genre for the worse

>> No.6729409

rent free

>> No.6729418 [DELETED] 
File: 15 KB, 400x400, X0Ucq26d_400x400.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6729426

This is true. Unfortunately.

>> No.6729428


>> No.6729439
File: 8 KB, 777x780, eyeball.png [View same] [iqdb] [saucenao] [google] [report]

So, I'm currently making an enemy, but since I suck at spriting, this is what I came up with. The animation with them moving looks ok, but the ribbons still look extremely flat and I don't know how to properly add depth to then in the space of 7 pixels. Has anybody got an idea? The ball in the middle is supposed to emit a strong light.

>> No.6729443
File: 269 KB, 431x432, 1597611745222.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6729448

Your bot must be malfunctioning, i didnt even mention HL.
Is this based on those weird angels everybody's talking about?

>> No.6729457

>Is this based on those weird angels everybody's talking about?

>> No.6729487
File: 27 KB, 118x142, p9snKwO.gif [View same] [iqdb] [saucenao] [google] [report]

What happened to DrPySpy's D64 project?

>> No.6729502

>CS, TFC, Natural Selection, The Specialists, SS2, Deus Ex ,NOLF, FEAR, AvP vs shitty Doom clones and wads
Yeah a terrible influence

>> No.6729515
File: 137 KB, 623x527, 1572154465953.png [View same] [iqdb] [saucenao] [google] [report]

>anti-HL schizo is still at it
What a sad little man.

>> No.6729528
File: 49 KB, 101x60, shotgunelemental.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6729550
File: 69 KB, 200x200, BalgarCybie.gif [View same] [iqdb] [saucenao] [google] [report]

he quit as his previous Doom 4 sprite project

>> No.6729563

What's a word for immensely dreading something, while simultaneously really wanting it? Because this makes me feel that.

>> No.6729570

An encounter of four of those would make a great boss encounter.

>> No.6729579

so is Blood 2 really that much of a slog or did that one youtuber miss something

>> No.6729581

Looks like something you'd find in Project Uber

>> No.6729582

It really is a very awful game.

>> No.6729606

I was gonna say something about one of these as a miniboss, but that would probably be too quick. Yours is a much better Idea.

>> No.6729607

>bunch of boring realistic games (except for Deus Ex) vs based doom clones and wads
Yikes, you are just proving his point anon.

>> No.6729610


>> No.6729630

Well I mean Blood didn't really need a sequel in the first place since the story was wrapped up in the first game, with expansions available as extra stuff if you were hungry for more content.

>> No.6729631
File: 46 KB, 540x534, glaring (2).jpg [View same] [iqdb] [saucenao] [google] [report]

>The Specialists
It's a fucking John Woo movie as a deathmatch/team deathmatch game. Kill yourself, zoomer.

>> No.6729637

He's jerking you idiots around.

>> No.6729713

This, pretty much.

>> No.6729728

Samefagging again schizo?

>> No.6729758

I'm not the same guy. Just not a big fan of the legacy that games like half life brings to the scene. Why my opinion bothers you that much?

>> No.6729768

yeah sure

>> No.6729772

Why does this game live in your head rent free?

>> No.6729773

I think you are the schizo here

>> No.6729778


>> No.6729784

>the only way to play the PlayStation levels are in the game itself or a TC that requires GZDoom
I just want to play the levels in Chocolate for fuck's sake. Who cares about the .pk3 for the Williams logo you bastards.

>> No.6729786

Goddamit stop fuckin the thread with this bullshit. No one cares if you like HL or not

>> No.6729798

Just get vanilla essence for GZDoom and set the settings to resemble PSX Doom. Or get an emulator.

>> No.6729803

No he needs to go back.

>> No.6729827

That's true. That was pretty recent though wasn't it? Maybe they asked first.

>> No.6729830
File: 48 KB, 885x418, 22123313.png [View same] [iqdb] [saucenao] [google] [report]

Needs some shading in the middle.

>> No.6729863

He will not stop if you keep replying, retard. You act like a fucking 10yo autist.

>> No.6729893
File: 1.33 MB, 1681x1080, psx_consolidation_prize_vanilla_essence_default.png [View same] [iqdb] [saucenao] [google] [report]

Not him, but I just did a quick playthrough with that combo and and the default low resolution combined with the coloured lightning creates some really bad aliasing issues (pictured).
I experimented and found that setting the pixel rows to 480p (1080p native resolution) amends the aliasing issue while keeping the bitcrunched look.

>> No.6729901

Looks more like a glare on the finish, but it is a bit too glarey.

>> No.6729907

feels bad you never grow with the modding scene of this game.
Must be zoomer cope.

>> No.6729927

So what's the status on 2048? Are we just waiting for the weapon set to be completed, or is there more work to be done that i'm not aware of?

>> No.6729940

The modding scene is alright, but the game itself and the legacy on other fps games are pretty bad imo

>> No.6729985

They hunger is apparently pretty good for pretty much anyone that doesn't have a heart attack when they see zombies, or halfquake if you're masochistic, have nothing better to do, or really just hate yourself

>> No.6730010

ok retard

>> No.6730017
File: 9 KB, 233x217, yi7.jpg [View same] [iqdb] [saucenao] [google] [report]

>The modding scene is alright, but the game itself and the legacy on other fps games are pretty bad imo

>> No.6730039
File: 648 KB, 1920x1017, Screenshot_Doom_20200816_190544.png [View same] [iqdb] [saucenao] [google] [report]

LitDoom dev again, shot of our basic bandaging system. You can quick heal with bandages and it'll apply it randomly to arm/leg ala Far Cry 2.

Discord link here if anyone wants to chat more of offer assistance with the mod: https://discord.com/invite/sAE7jDT

>> No.6730041
File: 864 KB, 1920x1017, Screenshot_Doom_20200816_183044.png [View same] [iqdb] [saucenao] [google] [report]

Crafting said bandages here with the Recombiner and some scrap cloth from corpses.

>> No.6730052

>Are we just waiting for the weapon set to be completed
Nah, that'll take too long, I'm just waiting a little longer for >>6724665 because I know as soon as I put out a new update to the wad, he'll post it immediately afterwards. If he doesn't turn up real soon, I'll just post the next beta anyway. I want to have a cutoff point for map updates though, unless they're gamebreaking/softlocks because I also want to see this thing finished, preferably before the heat death of the universe.

>> No.6730059


>> No.6730067

Jesus christ stop being a bunch of autists, find another thread to derail

>> No.6730076

>wojak garbage
Go back to /v/

>> No.6730090

Are you planning on replacing any of the maps with newly completed ones or the fixed Inner Cloister? Or are they just going in as updates to the leftover wad?

>> No.6730121

cope HL will be forever great.

>> No.6730168
File: 51 KB, 1516x1872, Scythe_MAP30_map.png [View same] [iqdb] [saucenao] [google] [report]

Played through Scythe for the first time and really liked it up until the last few levels. Is there something I'm not understanding or am I just getting filtered?

Pic related. I just wasn't enjoying map30 at all.

>> No.6730176

No one cares anon, really. Find another thread for you and your friend to spread your autismo.

>> No.6730178

It's a tough decision to make, because a decent amount of people want maps like Arrogance and Contempt and Precipice HQ replaced, but the authors did submit their stuff first, and it's not like they're unplayable. I might swap Arrogance with Inner Cloister, because the author expressed that they wouldn't mind having their map replaced. Would be kinda fucked adding LunchLunch's map to the main wad considering he posted it yesterday.

>> No.6730182 [DELETED] 

You are so close to the end anon, go for it!

>> No.6730197

It turns into slaughter, and as usual, slaughter sucks.

>> No.6730201

Just archvile jump, bro.

>> No.6730217

That level is where the Hell Revealed influence on Scythe is most clear. Love it or hate it, that's slaughter. Try Scythe 2 for a more elegant version of that style of map.

>> No.6730218

Scythe map30 is a notoriously difficult map. Most players never bother finishing it the normal route. There is a speedrun route you can take to beat the map in ~40 seconds so you can at least say you beat it. I wanna beat it the normal route but even on skill 1 it's ridiculous and I don't even know where the red and blue keys are and I'm not sure the juice is worth the squeeze.

>> No.6730231

I think so long as all the maps before the first intermission are good it should be much less of an issue if the quality varies a little after that.

>> No.6730232
File: 328 KB, 1280x960, uc2 dlc characters unlock.jpg [View same] [iqdb] [saucenao] [google] [report]

For anyone here who has UC2 and probably plays it, I figured out how to unlock the DLC characters.

Open avaris.ini file in System folder (also make sure read-only is disabled so you can save it), find the [GUI.GUIController] list. Under it you'll find "bUnlockCharacters=False", set it to
And voila, rest of the characters are now playable.

>> No.6730239
File: 143 KB, 1024x768, it'sdone.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright man, Good Boy's Club has been given open heart surgery and has been renovated like they do on HGTV into Badass Billy's Party Palace.

New Midi (that hopefully works) and an entirely new room replacing that AWFUL Sludge Stairs Arena. Now it's also fun!!!

Enjoy, Badass Billy is waiting for you: https://files.catbox.moe/u4pznf.wad

>> No.6730250

all we need now is sound fixed and a EXE that supports controller mapping and Resolutions
Graf i don't like you, and you hate us, but this may be your best chance to prove your worth, since maps can be ported too

>> No.6730275


>> No.6730283
File: 10 KB, 287x277, 3445235.jpg [View same] [iqdb] [saucenao] [google] [report]

>why are they boring?
constantly savescumming
constantly resetting
BFG spam

>Inb4 git gud
fuck you, it's just a boring concept of map design, can't believe good mappers are into to this shit.

>> No.6730284

>Would be kinda fucked adding LunchLunch's map to the main wad considering he posted it yesterday.
Yeah, it was just an emergency plan B, wasn't sure how serious people were about removing a level and figured we didn't want an empty slot.
I think if we have Barge In and Lobachevsky within the first six map slots, we'll be OK as far as drawing in players is concerned

>> No.6730297
File: 81 KB, 1920x1080, doom11.png [View same] [iqdb] [saucenao] [google] [report]

Did the speedrun strat so I could call it complete. Checked out what the normal route would look like and it's pretty damn brutal. Good thing maps 01 through 27 and the secret levels are still real fun.

That's good to hear. Was worried that Scythe 2 would be more of what map30 in Scythe is.

>> No.6730349

>Good thing maps 01 through 27 and the secret levels are still real fun
>not map29
Map29 is my 2nd favorite behind map27 desu

>> No.6730352

What you should do next is, try to beat all of Scythe episode 1 (maps1-10) without dying. If that is too easy, try to do the same thing but with fast monsters enabled. A completed run will be about 20 minutes

Next, try to beat all of episode two (maps11-20) without dying. This one's a lot tougher and the run will take about 60 minutes

>> No.6730380

What do you guys usually end up doing with your maps? Just make them for you or are there places elsewhere for submissions?

>> No.6730385

Might have just been bitter about 28's incredibly strict time limit and 30's everything. Looking back, it wasn't bad at all.

Sounds like a fun way to revisit the mapset. Planned to check out other wads for a change of pace, but I'm noting that down for the eventual second playthrough. Thanks anon.

>> No.6730403
File: 188 KB, 1447x679, heavy duty.png [View same] [iqdb] [saucenao] [google] [report]

I might be able to finish the SSG in a day or two, so I guess we'll see. One of the things I wanted to do was find out who made the shiny supershotgun I'm using as a base, so I can give proper credit.

>> No.6730458
File: 93 KB, 600x507, 158.png [View same] [iqdb] [saucenao] [google] [report]

>tfw custom maps don't cut it for me anymore
>just keep replaying doom 1 & 2 with different weapon packs

>> No.6730467

what happened to that site that appeared a couple years back which was like the cacowards but for quake? the Quake Awards 2018

>> No.6730473

I was supposed to just test a thing I did for the weapon pack, but what I ended up doing was to just start playing Doom 2 for a couple of levels, just because I got into it.

>> No.6730479

Pretty sure the guy running it almost immediately lost interest and ended up letting the hosting lapse.

>> No.6730508

>constantly savescumming
>constantly resetting
Okay. So would it be fair to characterize your position as "I'm loading saves a lot and I'm dying a lot so they're boring"? Because of something you're doing? So...if a map is difficult but it isn't slaughter, then it's still boring because you're going to savescum/reset a lot???

>BFG spam
You really haven't the foggiest idea do you

Yes, I'm sure an entire genre of mapping has formed around the concept of mindlessly holding M1 to win and just not letting go. That's totally an interesting thing that would stick around for many years.

>> No.6730510

Nice, add the hand in the first sprite now.

>> No.6730519
File: 793 KB, 2560x1440, temp.png [View same] [iqdb] [saucenao] [google] [report]

This is what I could when running just your wad in prboom.

>> No.6730531

how the fuck did I do that

>> No.6730534

you're supposed to load wads made for the 2048 project with GOTHICTX.wad, since some of them use that texture pack as was advised

>> No.6730535
File: 557 KB, 1701x956, Screenshot_Doom_20200817_012048.png [View same] [iqdb] [saucenao] [google] [report]

Nice fucking job.

>> No.6730540

Right, thanks.

>> No.6730549


>> No.6730551


>> No.6730552

Is there something like Consolation Prize that doesen't simplify the maps and only adds colored lighting and maybe other cool effects without removing anything from original?

>> No.6730554

Oh alright, nevermind then

>> No.6730556

This is why you bundle gothictx in with your test wad.

>> No.6730557

Have you tried this out yet anon?

>> No.6730614

Hey fellow defender of the slaughter, do you have any good map recommendations? I love to RIP AND TEAR RIP AND TEAR but nobody ever helps me.

>> No.6730739

usually people start a thread on doomworld asking for feedback. once the map is finished they will post the final version onto idgames

>> No.6730794

Try custom maps with no new monsters or weapons so they don't interfere with your mods. I'm still a Doomlet so I don't know many but DBP01 should be fun

You can open the maps in Slade to look and see if there are any custom sprites, although I think GZDoom weapon mods shouldn't interfere with custom monsters now that I think about it

>> No.6730803

Just single maps or full 32 level WADs usually?
I'm just getting into DOOM mapmaking and the mod community in general so I'm not sure how this works.

>> No.6730884

what doom levels are most like doing heroin and ketamine at the same time

>> No.6730890

Both. Most people post individual maps or short PWADs of maybe 5 levels I think


>> No.6730956

Depending on what you have. A single map is acceptable. Although if you don't have a hook, you won't get much feedback. There's also 2 threads where people accept requests to play your maps on video with commentary so you might, say, make a several maps, request them to be played through individually and then compile them in a single multi-map wad.

>> No.6730984

Megawads seem to be privately tested with the author's group first, then released as a release candidate for broader feedback. It helps that megawads are generally only made by experienced mappers and Doomworld is cliquey enough that anyone who's been there a while will have a clique to use for testing.

>> No.6731030
File: 2.85 MB, 1920x1080, the_mutual_bone_zone.webm [View same] [iqdb] [saucenao] [google] [report]

Speaking of the devil, I've updated the map again (2.2). I've tested and balanced the map mostly on HMP, but it does have some difficulty flags applied for easy and UV. It might also be too hard for HMP right now though, not sure.

Download (requires gothictx.wad): https://www.dropbox.com/s/wjev2sdqqi2perk/SandSculker%20-%20Roundabout%20Cliffside%20V2-2.wad?dl=1

General changes:
* Overhauled the fountain area (improved monster usage, it now is a slightly wonky voodoo scripted section)
* Gave the Archvile a proper introduction
* Added more monster closets
* Enemies can now go down the stairs near the small multidirectional lights

Known issues:
* In software rendering, one of the lights from the multi-directional pillar bleed through other linedefs. I've tried Googling the issue and it apparently it's a sign of a miscarriage; if anyone knows what's actually going on with PrBoom+, please let me know.
* The Archvile is unpredictable - sometimes it'll resurrect nothing and storm the player, other times it tries to resurrect everything at the start of the level. Shit is wild.
* The box of rockets that are gated by the red pillars are a temporary placement until I figure out where to place a secret that provides them.

>> No.6731042

Currently turning an SNES classic inot a Doom console, what wads are a must?

>> No.6731058

Did you crack the code to make light blink like that or does Boom support blinking offset somehow?

>> No.6731061
File: 5 KB, 128x128, Woof.png [View same] [iqdb] [saucenao] [google] [report]

Woof! 2.1.0 released

>> No.6731063

>constantly savescumming
Try to be smart about when you save. Always a good rule of thumb to only save when its safe and quiet. Most modern hard and slaughter maps give good hints on when grabbing/activating something will trigger an encounter, so it shouldn't be too hard when to figure out a good spot for a save.
One big mistake I've seen some players do, is saving during combat because they saw their health get low. This can easily have the unfortunate side effect of backing you into a corner, making situations far tougher than they actually are, potentially even making winning them pure luck-based, due to the now inability to properly prepare for anything.

>> No.6731064

I used Boom tags, but more importantly is that I died earlier that run, so Doom's RNG was doing all the magic.

>> No.6731071

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

>> No.6731084

Anon probably just doesn't enjoy the gameplay loop of a lot of slaughterwads where you bash your head against the wall over and over until you find the exact sequence of actions the mapper wants you to take. There's not as much leeway in playstyles as in normal maps.

>> No.6731093

It's true that theres not as much leeway in playstyles, but
>bash your head against the wall over and over until you find the exact sequence of actions the mapper wants you to take.
Is precisely why I made a point not to save during combat. It only makes things worse, especially in the case of slaughter.

>> No.6731095

Ironically that's the same gameplay loop of the old text-based adventure games that Doom helped kill off.

>> No.6731181

I really struggle to understand the purpose of this port. Who is this for?

>> No.6731231

the oldunreal people are a bunch of pathetic knobheads. they're already known to have broken their nda a couple times by backporting features from later versions of the engine, so I wouldn't be surprised that was their fault too.

>> No.6731376

It's like Crispy with Boom and MBF features.
So it's for people who like Crispy and want to be able to play more maps on it.

>> No.6731435

>latest Release (0.5.0 - August 17th, 2020)
You're a godsend, anon.

>> No.6731448
File: 8 KB, 225x225, pepe_aquafresh.jpg [View same] [iqdb] [saucenao] [google] [report]

What would you guys say are the 5 to 10 must play mega wads over the years?

>> No.6731520

2048 units of /vr/

>> No.6731527

I thought so to as well, but his purpose is simply to update MBF/WinMBF and make it playable on modern systems. He's not gonna add the Crispy Doom features, sadly, fuckin' bitch.

>> No.6731534

Not a megawad, but my favorite PWAD I've played so far is Preacher. Other favorites (also not megawads) are Lunatic and Hell Ground

Of the few actual megawads I've played so far, my favorites are Scythe, Scythe 2, Going Down, Eviternity, Adventures of Square, and Base Ganymede

I haven't played these yet, but from what I've gathered, must-plays are: Valiant, Ancient Ayys, BTSX, and JPCP,

>> No.6731676

Can somebody recommend any good very linear levels for Doom? If such a thing even exists. I have a concept in mind that is so far only a sequence of rooms, but that concept explicitly forbids connecting them out of sequence.

>> No.6731681


>> No.6731701
File: 499 KB, 1920x1080, this map still sucks cock.png [View same] [iqdb] [saucenao] [google] [report]

Is the gate here supposed to be floating?

>> No.6731704

Base Ganymede, especially E2M4, E2M5, and E2M6

>> No.6731773

Had that problem with that same texture on my map Suspiral, couldn't find a solution asides from replacing it with a different fence midtexture.

>> No.6731831

Still better than GBA DOOM 1

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