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/vr/ - Retro Games


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File: 1004 KB, 756x1008, archvile jump.png [View same] [iqdb] [saucenao] [google]
6740776 No.6740776 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6731945

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

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

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

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

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

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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

>> No.6740779

=== ONGOING PROJECT ===

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

=== NEWS ===

[8-18] A small hotfix for GMOTA that fixes that issue of Zandronum crashing online when players take crushing damage
https://combine-kegan.itch.io/gmota

[8-17] NRFTL designer TheCastle will release the non-Brutal Doom version of Redemeption of the Slain on 21st August
https://discussions.app/tag/blog/yvnjcoyoas63/days-until-redemption-of-the-slain-doom-episode-release/yvnjcoyoas63

[8-17] Woof! 2.1.0 released
https://www.doomworld.com/forum/topic/112333-this-is-woof-210-aug-17-2020-updated-winmbf/?page=7&tab=comments#comment-2173929

[8-16] Astrostein Death Before Dishonor & Macenwolf update
https://www.moddb.com/mods/macenwolf/news/macenwolf-103-astrostein-death-before-dishonor

[8-16] Arcade version of Quake is playable on PC
http://quakearcadetournament.blogspot.com/

[8-15] DOOM II: Resurrected - A DOOM II Remake
https://www.doomworld.com/forum/topic/116075-doom-ii-resurrected-a-doom-ii-remake/

[8-15] ROTTEXPR, a source port for Rise of the Triad was released
https://github.com/LTCHIPS/rottexpr

[8-13] BTSX E2 no longer in beta; available for bethesda/console ports
https://www.doomworld.com/forum/post/2172295
https://twitter.com/bethesda/status/1293934149628289027?s=20

[8-11] Boomer Con
https://www.youtube.com/watch?v=7S71Gib5Hdo

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

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

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

[7-30] /v/ anons released Unreal championship 2, UT 2004 and Unreal 2 The Awakening source codes
>>>6706192

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6740798
File: 31 KB, 298x403, d15e23a5b77bb5b5998393147ae42992a1701a21.jpg [View same] [iqdb] [saucenao] [google]
6740798

Beta update fucking when?

>> No.6740801

>>6740776
>not Scythe MAP26.png

>> No.6740805

>>6740801
Don't you mean 23? That's the one you can pass in like 2 seconds with an archvile jump.

>> No.6740807

>>6740805
It was, my bad

>> No.6740808

https://www.youtube.com/watch?v=8E9bW8_MvH8
Neat

>> No.6740818
File: 10 KB, 125x60, 1596749649318.png [View same] [iqdb] [saucenao] [google]
6740818

>>6740776
>>6740779
Alright, here's the second beta for 2048 Units of /vr/. Sorry for the long wait, but hopefully this is the last beta before the final release. I want playtest anons to focus on looking for any potential softlocks that still exist in the wad. Also to the authors who posted updates, make sure I got the most up to date version of your maps in the wad. I think I got everything, but you can never be too sure. The anon who is working on the optional weapons set should be done soon, so be on the lookout for that as well.

Here's a some things that were added in the new beta:
-An updated hud
-An altered map order
-Fixed the issue of MAP32 not loading in prboom+
-A new line for the Icon of Sin
-A new pistol sound (from Valiant)
-A host of map updates
-MAPINFO lump
-A few startup demos
-Updated brightmaps

Download: https://www.dropbox.com/s/q7sv89hpzasmrnj/2048unitsvrBETA2.zip?dl=1

>> No.6740842

>>6740818
Nice to finally see this, I'll test it tomorrow. One fix for the credits, the font the the HUD numbers changed from the HR2 numbers to Gargoyle Wing from Realm667 (by Jimmy). Also since Chopblock is making an optional weapon pack I would recommend removing his custom shotgun sprite for maximum mod compatibility (in case a weapons mod inherits from iwad sprites). The Valiant pistol sound also sounds kinda strange with the chaingun (I'm playing in PrBoom+).

>> No.6740862

>>6740329
thanks!!!

>>6740818
wonderful!
i'm the anon who played maps 1-8 in the previous thread and enjoyed them immensely and gave some minor bug reports. I'll play through the entire wad this weekend, looking forward to it =)

>> No.6740876

>>6740776
Oh fuck, that's great!

>>6740801
There was an old megawad called Archvile Jump, which was predicated on solving puzzles by letting archies launch you into the air. A bit akin to Cyberdreams, though people didn't like its gimmick as much, I think.

>> No.6740878

>>6740842
Ah nice catch on the HUD credits, updated the txt. The shotgun sprite will most likely be thrown out in the final version, we'll see how mods interact with it. Also, if anyone can suggest a better pistol sound, I'll toss it in and replace the Valiant one.

>> No.6740910

>>6740878
I like the pistol sound from Suspended in Dusk

>> No.6740925

Does anybody know how to carry variables over in the next level? I don't want to make a thousand new inventory classes, so I made this script:

#include "zcommon.acs"

int monsterkilled = 0;
script "killcount" ENTER
{
if(GetLevelInfo(LEVELINFO_KILLED_MONSTERS) >= monsterkilled + 10)
{
// Print(s:"Monsterkilled");
GiveInventory("HealthBonus",1);
monsterkilled = GetLevelInfo(LEVELINFO_KILLED_MONSTERS);
}
Delay(35);
Restart;
}


Basically every 10 monsters it gives the player one health bonus, but the counter doesn't carry over to the next level. I don't want to use ZScript because I would need an EventHandler for that and that must be declared in the MAPINFO for whatever reason. Is there even a way to do this without making another new custom inventory?

>> No.6740931

>>6740842
None of those frames would inherit with the set I'm making, though it could for other mods, so we might as well skip it. Hideous Destructor uses the base frames for a lot of guns, including the shotgun, but it defines offsets in the code I'm pretty sure, so it might display the replacement sprites properly anyway.

>>6740878
The Valiant one feels kind of awkward as a pistol sound anyway. Isn't it the Doom 3 Chaingun sound? Or maybe based on it. I figure we could just treat it like we do the shotgun, leave it up to people who want to change that, they can load something up for it.

>> No.6740934

>>6740776
>A Doom II mod where the player picks up and carries some portable mini archviles that are then deployed to launch the player to unreachable places
>VILEBOY.WAD

>> No.6740969

>>6740818
MAP02 gave me some weirdness right at the start when using PRBoom+; after teleporting in and fragging the Baron, the room you're trapped in with imps never opens up. Had to load it up in GLBoom to see what was supposed to happen.

>> No.6740985

>>6740969
Shit, really? That map never gave me trouble before. The door is supposed to open up before you even step on the teleporter.

>> No.6741017

>>6740985
Yeah, I'm not sure if the problem was my setup or what. Just launched the wad in PRBoom+ through DoomLauncher, nothing extra loaded.

>> No.6741023

>>6740818
Music in Inner Cloister is "The Gatehouse" from Heretic btw

>> No.6741025

Doom is literally a reddit Top 30 game.

>> No.6741028

>>6741025
Your mom is a Reddit Top 30 game.

>> No.6741032

>>6741025
Did you know that redditors breathe oxygen? I suggest we should stop doing that immediately.

>> No.6741046

Beta testing 2048 and I must say, everyone who contributed has done a very good job. The levels are very entertaining and a decent challenge at times.

>> No.6741078

>>6740818
In the first beta there were some maps that didn't have difficulty levels fully implemented. Is that still the case?

>> No.6741098

could someone here at /vr/ do a tutorial about modern editing tools for quake 2?
i think skins, weapons and monsters could receive a proper texture mapping this time.

>> No.6741113
File: 19 KB, 600x450, 2270529Main600x4507.jpg [View same] [iqdb] [saucenao] [google]
6741113

>his wad doesn't have destructible walls

>> No.6741118

>>6740818
I'm one of the people that complained about the font earlier, and am happy now. thank you <3

>> No.6741149
File: 393 KB, 1200x3359, retirementgrease.jpg [View same] [iqdb] [saucenao] [google]
6741149

Thank you Sitri, very cool!

>> No.6741178

>>6741078
It shouldn't be but you could help us out by checking

>> No.6741180

>>6740925
Global variables
https://zdoom.org/wiki/Scope

>> No.6741205

>>6741180
Thanks

>> No.6741264

>>6740779
>Unreal Championship 2
For anyone who wants access to all the characters, mutators, settings, etc from the start, Xbox save files actually work with this as well.
Open the install folder, and drop this in the System/Profiles/YOURPROFILEFOLDER
https://gamefaqs.gamespot.com/xbox/920087-unreal-championship-2-the-liandri-conflict/saves

>> No.6741291

>>6741264
Did anyone ever fix the really funky controls and resolution scaling issues yet?

>> No.6741302
File: 277 KB, 1273x628, 0450636746.png [View same] [iqdb] [saucenao] [google]
6741302

>>6740818
Sky looks buggy on Map12

>> No.6741312

>>6741302
Maybe move it back to episode 1 for the orange sky. Or I could update the map to close off the skybox if we're gonna stick with the current order.

>> No.6741335

Any wads where you're a clown? I don't know why, but I have this urge to play as a clown.

>> No.6741341

>>6741291
Not sure, they're probably still working on it. I figured I'd post that in case anyone didn't want to re-unlock all their shit, or if they just wanted to fuck around with Raiden and mutators off the bat.

>> No.6741447

>>6741312
I think this level looks great with the night sky, just throw a cliff back there to block the cutoff

>> No.6741449

>>6740776
Is the height that you jump when you get arch vile'd tied to damage?

>> No.6741515

any good intros to slaughter? i've never played one.

>> No.6741518

>>6740818
SANDSCULKER-
Still working my way through the WAD but I wanted to stop and post to let you know this version of the map is much more interesting. I really like this level now, good job, all your work paid off.

>> No.6741521

>>6740818
Maps 15, 31 and 32 don't seem to work in Eternity for me.

>> No.6741526

>>6741521
Looking into slade, these particular maps lack a REJECT lump, which could be the culprit.

>> No.6741529

>>6741515
Rush

>> No.6741531

>>6740818
Honestly, it's a shame that the slaughter version of Arrogance & Contempt isn't getting used. What was up with that? Did someone just submit it that way without Eggplant's permission? It was a hundred times better as slaughter though. I understand if it's an ego thing to not want to use that version but still... It ruled

>> No.6741543

>>6741335
/pol/ wad

>> No.6741567
File: 114 KB, 1223x377, 1574982230447.png [View same] [iqdb] [saucenao] [google]
6741567

the citadel dev is upset that his fetish game is being called a fetish game lol

>> No.6741580

2048 FEEDBACK

For context: I'm fairly new to community maps. Have yet to play many of the classic PWADs, but cleared the IWADs, Final Doom included, on UV. First playthrough of these 2048 maps was done on UV with pistol start. After that, noclip comes out to inspect lower difficulties and things out-of-bounds.

>Gatehouse
First and foremost, 100% Kills appears to be impossible right now. There is an Imp out-of-bounds way off to the northeast side of the map.

That Revenant encounter is a bit of a slog without finding one of the secrets. Most successful strategies were peekaboo chain-gunning and cheesing them using the cliff with the box of shells on it. Not much of a difference in difficulty levels outside of removing a few early Pinkies. The berserk pack is also strangely absent on lower difficulties. I'd definitely look at the Revenant, Hell Knight and Baron encounters to tweak for HMP and HNTR.

Overall, decent amount of health and plenty of ammo for the length of the map. Not too rough, but as is, it seems a little much for the first map slot. I could just need to git gud though.

>You're a drunk loser, and not the cool kind
On my first playthrough, the door revealing the Baron and Imps activated, turned immediately and saw them still asleep. Don't know if this is intentional, but it struck me as odd. The difference between UV and HMP seems negligible, but enemies are notably dialed back going from HMP to HNTR. Health and ammo are good and the early chainsaw is a nice touch if you're especially stingy with shots. I have no goddamn idea how you're supposed to get to the Megasphere though.

>Roundabout Cliffside
Might be biased/not using berserk fists enough, but this map feels like it's asking for a SSG. Didn't notice much of a difference in difficulty levels besides a few Pinkies and a Baron being absent on HNTR. Not much else to say, really. Pretty simple, but fun.

No soft-locks that I saw on any of these three.

>> No.6741589

>>6741567
To be honest I wouldn't mind the artstyle so much if it was at least coherent. The mix of environment textures that are tinier res than Doom's and 4K moeblobs just doesn't sit right with me. The two clash so much that when someone first posted a screenshot of it on here I thought that someone photoshopped softcore fetish art onto some really pixely game.
I mean it's laughable that he tries to defend sprites that are obviously sexual like that but that's not the biggest sin here. The biggest sin is not retro

>> No.6741613

Why is Barge In so late now?

>> No.6741623

I don't want to go to work. I just want to jerk off and play Quake

>> No.6741628

>>6741567
It's a fucking fetish game. You shoot/blow up anime girls into detailed chunks while they scream stock screams. Guy's delusional.

>> No.6741681

Where do I dl Ashes 2063 Sterilized Edition?

>> No.6741702

I really like the level design of Castle's new map. It seems like he wanted a Doom 2016 like experience with vanilla graphics.

>> No.6741706

>>6741681
https://forum.zdoom.org/viewtopic.php?t=47573

Its right with the rest of the download links. Or am I missing something?

>> No.6741731

i'm absolutely new to doom mods but i see there are a lot of them. are there mods that make it kind of like an RPG, with NPCs etc? or puzzle like?

>> No.6741737

>>6741628
>>6741567
>game features gore like every FPS
>but since its an anime game it must be guro
This is fine as a hacky joke (on par with "haha tentacles is hentai!"), but actually thinking that makes him a gurofag is retarded.

>> No.6741738

>>6741731
Cyberdreams and Archvile Jump are the most puzzle-like that I know of

>> No.6741743

>>6741737
So how do you explain the ahegao expressions for some the gibs?

>> No.6741747

>>6741731
You might like DoomRPG + DoomRL Arsenal, I haven't used the DoomRPG mod much but it adds stats, shops and hub area with various features as far as I know. DoomRL Arsenal adds player classes, each has some special traits. It adds a fuckton of weapons spread into various rarities (Common, Unique, Legendary and so on), you can also upgrade your weapons and turn them into better weapons if you apply the right combination of upgrades. Armor is equippable and also comes in different variations, the rare armors giving you special abilities. You can combine the two mods but it can take a bit to figure out how to set it up to work.

Wrath of Cronos is an another cool mod adding RPG elements into Doom, but it's more fantasy based since it was a Hexen mod at first.

>> No.6741753

>>6741731
>>6741747
Oh and there's also a total conversion mod called Ascension, which is pretty much an RPG game made in GZDoom.

>> No.6741756

anyone know a way to move idle monsters on a conveyor belt in UDMF?

>> No.6741790
File: 1.65 MB, 640x360, XQy2JmwDuVp_RzHW.webm [View same] [iqdb] [saucenao] [google]
6741790

>>6740776

>> No.6741797
File: 1.52 MB, 635x457, 1493529318086.gif [View same] [iqdb] [saucenao] [google]
6741797

I've been in a mapping block for MONTHS. I've played dozens of wads but NOTHING comes to mind. What the FUCK do I do?

>> No.6741802
File: 53 KB, 184x184, ranger.png [View same] [iqdb] [saucenao] [google]
6741802

>>6741743
the ahegao expression:

>> No.6741805
File: 889 KB, 756x715, 1557707735529.png [View same] [iqdb] [saucenao] [google]
6741805

What are some mods?

>> No.6741810

>>6741797
Draw a bunch of cool looking shapes and try to turn it into a map, maybe try to get inspired by music, it could give you the idea for the general theme of the map. Or try giving yourself limits like making a vanilla map or a size limit.

>> No.6741815

Mapping is a waste of time and creative energy

>> No.6741823

>>6741797
probably your standards are too high.

just start with an empty room and some monsters and start doing random shit for fun and not criticizing yourself so much

>> No.6741826

>>6741526
The nodebuilder I was using (ZDBSP) doesn't create a reject table. Should I be using a different nodebuilder? ZDBSP is supported by PrBoom.

>> No.6741846

>>6741815
why?

>> No.6741870

>>6741802
Nah.

>> No.6741875

>>6741797
I was in the same boat so I downloaded Oblige to create a whole WAD of randomly generated maps. I took a look at them, liked the geometry of one part of one map, and copy-pasted it to a new WAD. I deleted and rearranged some shit, then added in monsters and things how I wanted. From here, I already have several ideas for how to add on to it.

>> No.6741876

>>6741815
Hey buddy I think you got the wrong door, /agdg/ is two boards down.

>> No.6741881

>>6741846
the main reason is you can't play your own map

>> No.6741889

>>6741815
life is a waste of life

>> No.6741904

>>6741823
>>6741810
It always feels like a waste of time if I do those practices, and I don't think they help at all.
I don't have an issue coming up with themes. I come up with a room design or two, and then have no idea what to do afterwards to continue with those.

>>6741881
I actually enjoy playing my own maps more than others'.

>> No.6741915

Romero did an interview for some Netflix documentary and talks about Doom
https://youtu.be/xoqJkSH-z0A
>Golden Souls featured
Based

>> No.6741942

>>6741802
kek

>> No.6741946

>>6741904
>I actually enjoy playing my own maps more than others
cope

>> No.6741947

>>6740195
yes
Spider Mastermind will be found in Episode 3 optional mission Chaosphere

>> No.6741950

>>6741946
>>6741881
It's fun to playtest your maps, you make maps you want to play after all.

>> No.6741953

Dear anon, do you know about a WAD with short/small maps?

>> No.6741998

>>6741802
No, it's really fucking pissed off expression:

>> No.6742001
File: 31 KB, 635x371, D4wpmogW0AA7isO.jpg [View same] [iqdb] [saucenao] [google]
6742001

>>6741567
>my interests are [...] Lost in Abyss
I assume he meant "Made in Abyss"? Way to dig yourself deeper.

>> No.6742004

Playthrough video of map26 of 300 minutes of /vr/ is up. A level devoid of health, like Hell Beneath or Mt. Pain.
https://www.youtube.com/watch?v=mn1NaAHFWs8
>>6741531
>Did someone just submit it that way without Eggplant's permission?
Not at all. I wasn't aware of that anon editing the map at first, but I approved of the changes and found the map to be significantly more fun to play with that slaughter edit and suggested the lead anon to use it instead. However, the slaughter version got an even worse reception than the old version, so I again suggested to move the map to the extra wad, replace it with someone else's map, or remove it entirely. I felt that any of those options would've satisfied the majority of people here.
t. Eggplant

>> No.6742008

>>6741567
Well it's pretty obvious the people calling it a fetish game are stupid. Anyone who isn't a plebian can tell it's supposed to have that semi-horror aesthetic from 80s/90s gory as fuck cyberpunk anime.

>> No.6742036

>>6740818
I updated Sewers more than a week ago, anon.
>>6695679

>> No.6742052

>>6741915
Anyone watch the full thing? Is it worth watching?

>> No.6742071

>>6741953
Is this bait?

>> No.6742078

>>6741950
>>6741946
>>6741881
What the fuck? Why can't you play your own map and why is it a cope to think playing your own map is a blast?
You designed it to be exactly the type of gameplay you enjoy... Unless you're creatively incapable of doing this, then I see why you wouldn't like playing your maps.

>> No.6742079

>>6741953
Congestion, Claustrophobia

>> No.6742083

>>6741826
Use "ZDBSP - Normal (Zero Reject)" instead of "ZDBSP - Normal (No Reject)"
Though, considering the projects playable area limitation, ZenNode should be fine to use, too.

>> No.6742087

>>6742036
Fuck. Thanks for the heads up. I'll put out a hotfix with this in it, just gonna wait a bit in case I missed anyone else's.

>> No.6742097

>>6740818
Map24 midi sounds bugged to me. Some instruments are very quiet.

>> No.6742098

>>6741947
Named after the album?

>> No.6742109

>>6741915
>Simpsons Doom makes a brief cameo
Ah that brings me back to my childhood

>> No.6742114

>>6740878
>>6740818
Duke 3D or, hell, even Freedoom has better pistol sound. Also change the music credits for MAP18, it's the song from Modern Motion, a music pack for OpenTTD.

>> No.6742117

>>6741953
Scythe 1
Demonfear
Khorus' Speedy Shit
TVR!
Any 1024 and 2048 wad

>> No.6742125

>>6742117
TVR! is really good, I don't know why it's not brought up more often

>> No.6742180

>>6740818

2048 FEEDBACK, maps 1-10

(all maps pistol start, no saves, uv-max. my guess is that's intended.)

1.
Very easy map, I think it was good to move it first. It still seems to have an imp out-of-bounds, and that imp seems to be a ghost imp ?!

2.
It's possible to exit the intended (?) map area: in the red key area, if you take the upper path, you can fall and land inside a window and then exit. is this intended? meanwhile i didn't figure out how to get the megasphere lol, i found this escape while looking for megasphere...

3.
I really like the changes to this map since beta1.

4.
It's possible to push the exit button "through" the arch vile without killing it.

5.
There's an archvile trapped in a column at the exit that is never opened, so it's not possible to get 100% kills.

6.
fun map!

7.
This map is so much fun, one of my favorites. Also the soft-lock in the final lift is fixed now, if I rush out I can throw the switch again to open the bars.

8.
another fun map =) I liked the fight in the dark, where e.g., the logical thing was to maneuver the enemy in that illuminated central area during the fight. It was obvious that i should shoot those three eyes to get out of that area, i hope no one misses that?

9.
Another fun map =). I died on my first run after running out of ammo at the red door, because I hadn't found the secret berserk, and had also been inefficient, killing tons of stuff with shotgun before finding SSG (somehow I entered that part after lots of other stuff). Maybe 8-12 shells somewhere would be nice, but maybe I was just lame on that first run.

10.
fun, but tough map =) The middle arch vile vite (in the slime area) is interesting. most consistent strategy for me was to hang back near the switch and kill the archie with the SSG, arther than dashing for the bfg (that always went badly; even if i won, very little health afterwards).

>> No.6742189

>>6742180
to be clear, this is the beta2. not sure if affected by any hotfix, i downloaded this when the comment appeared.

>> No.6742192

How do you make a perfect pentagram in GZ Builder?

>> No.6742193

>>6740776
about to play blood for the first time
what skill do you guys suggest?

>> No.6742194

>>6741953
30.000 levels

>> No.6742206

>>6741805
there's a youtube video in the OP that recommends a bunch, all of which are very enjoyable.

>> No.6742209

>>6742193
L;ightly Broiled if you're new. Well Done can be brutal. And Extra Crispy is meant for Coop.

>> No.6742210

>>6742193
lightly broiled. Use well done for your second playthrough

>> No.6742213

>>6742001
>Made in Abyss
M-Made in Abyss isn't supposed to be someone's fetish material r-right? I know the manga is completely degenerate, but the anime is the one of most depressing things I've ever watched. No one would actually be aroused by the graphic violence in it, right?

>> No.6742215

>>6742206
youtube is blocked in my country

>> No.6742216

>>6741953
Icarus: Alien Defense

>> No.6742217 [DELETED] 

>>6741953
doom the way id did

>> No.6742224

>>6742217
some maps in dtwid are not what I'd call short/small

>> No.6742227

>>6741953
Echelon

>> No.6742229

>>6741953
2048 units of /vr/ Beta 2

>> No.6742236

>>6742224
what would you call short/small? (beside your penis)

>> No.6742245

>>6741737
It's not just because the game is gory, it has to do with some of the gibs eking into "erotic" territory. I don't mind either way, the game was fun and I always love seeing some ultraviolence. Even if it was something they're secretly into, it's not like it's a big focus of the game itself anyway.

>> No.6742254

>>6742098
i have no idea
i do not listen heavy metal

>> No.6742257

>>6740818
>>6741302
UPDATE for map12 Suspiral, I closed off the skybox with an ocean so that SKY2 doesn't repeat. Make sure you get this one for the hotfix
https://anonymousfiles.io/rprvEFMP/

>> No.6742275

quake enemy idea: ball/sphere made of flesh that rolls around and drops slime on the floor through some tiny holes
killing it causes it to drop a large puddle of slime

>> No.6742276

>>6742275
ah so you are the ideas guy

>> No.6742284
File: 757 KB, 600x832, image.png [View same] [iqdb] [saucenao] [google]
6742284

>Roundabout Cliiffside (Map 03)
>>6741518
>>6742180
Cheers. I've seriously got to thank those anons that helped me overhaul the original version of the map.
>>6741580
The berserk is there to offset any damage you get from not noticing the chaingunner quickly enough, as the early chaingun is the secret itself.
As for including the SSG, I think it might make returning to the cliff a tad too easy as you can lure the hell knights to the mancubus corner of the map.

I myself noticed that when replaying the map in the PrBoom+ (with the fork with fixed mouselook) that some of the enemies get stuck on the edge of some cliffs, so I'll fix that along with any other major issues that come up for the next beta.

>> No.6742289

>>6742257
Got it.

>> No.6742314

>>6741567
>>6741628
I dunno, I just watched some gameplay and none of it looks like it's being sexualized to me. There are a lot of gory anime games/shows that aren't considered guro. Can't see why this one is.

>> No.6742334

>>6740776
nice image

>> No.6742369

Ok, so I have come back to this shithole here after a year and a half or so hiatus and all I see is autists arguing over old shooters and hurr durr best sourceport.
Now what I never got about the sourceport wars is why the Boomers hate GZDoom so much. I mean, if you want vanilla gameplay, you play Chocolate and if you want functionality you play GZDoom. Boom, MBF, limit removing and all that are links between those two. You talk about hurf durf jumping and crouching, but you accept other conveniences because they've been there for so long. It just doesn't make sense to me.

>> No.6742387

>>6742369
while some retards fight and other retards bait like you, the community project is almost done.

>> No.6742389

>>6740564
>he doesen't know

>> No.6742390

>>6741790
What is this? Looks nice.

>> No.6742397

>>6742008
should've made better textures then.
80-90's cyberpunk anime is known for fairly well detailed and interesting backgrounds. In this game however they are shitty monotone and low detail. If it was supposed to be cyberpunk-anime inspired then this guy understands neither cyberpunk aestethic nor anime

>> No.6742407

>>6742369
I dont think many people hate GZDoom for simply having jump/crouch as features. No one goes uppity over a GZDoom map requiring them.
Ive only ever seen people have issue with jumping and crouching when used to cheese maps that werent designed them in mind.

>> No.6742425
File: 201 KB, 861x929, 30 yo boom guy.jpg [View same] [iqdb] [saucenao] [google]
6742425

All the media says is "Half Life, GZDoom, Slaughtershit"... I just wanna map for God's sake!

>> No.6742435

>>6741790
I'd like to know.

>> No.6742437

>>6742284
oh crap, i should have titled every map number, shouldn't have i ....... =(

>> No.6742448 [DELETED] 

>>6741731
Epic 2
>>6741756
Replace the in the other arguments outside of the last:
Scroll_Floor (tag, x-move, y-move, SCROLL_AND_CARRY);

>> No.6742452

>>6741731
Try playing the game Strife, it's in the Doom engine and has NPCs and RPG elements

>> No.6742456

>>6741731
Epic 2 has some puzzle elements in it.
>>6741756
Replace the in the other arguments outside of the last:
Scroll_Floor (tag, x-move, y-move, SCROLL_AND_CARRY);

>> No.6742481

>>6742369
GzDoom is poor choice for mapper who isn't using avanced things because demos and certain changes in behaviour, otherwise it's fine.

>> No.6742484

>>6742390
>>6742435
Not them, but it looks like it's just the Paradise TC with a custom sprite for the quad-barrel shotgun/scrapgun.
>>6741790

>> No.6742485

>>6742425
Don't map for Gods sake
map for Satans sake

>> No.6742489

>>6742484
Yeah, I like that sprite+anim and would like to find it.

>> No.6742492

>>6742484
>>6742489
The animation and sprites are done by the same guy who did treasure tech, he made the sprites because it was a commission, you can look it on his twitter.

>> No.6742494

How do I overcome my agoraphobia when mapping?

My first attempt at map had a really big ugly hall and it traumatized me for life.

>> No.6742501

Doom or Quake?

>> No.6742504

>>6742501
Doom for single player, Quake for multiplayer.

>> No.6742505

>>6742501
Quake was cool when it started but early 3d is ugly, sprites are eternal.

>> No.6742508
File: 1.69 MB, 1701x1784, maps.png [View same] [iqdb] [saucenao] [google]
6742508

I have a few visual/design complaints about some maps.

>Arrogance and contempt
This is probably the most laziest exit "room" I have ever seen in a doom wad... or maybe i'm so retarded because I never thought you need to go back to the starting point and jump right there to exit the level. Anyway, you have a lot of space to design a fucking decent exit room.

>An appointment with Mr. Pain
I thought those candles were impassable linedefs for some reason. It looks confusing and sort of ugly because they look flat and you will notice the candle texture cuts off in some parts. I suggest you using the default candle thing/light source.

>> No.6742536

>>6742492
>>6741790
Found it but on his twitter its in shittily compressed mp4 format. Anywher I can get the sprites?

>> No.6742537

>>6741521
Thanks for testing 2048 different sourceports for us.

>> No.6742550

Ummm guys... How do I beat pyramid of death

>> No.6742554

>>6741567
>Ghost In The Shell meets H.R Giger
>looking for dark themes
Alright, I'll honestly give him the benefit of the doubt, if that's what he's aiming for, the game would kind of have to look like it does, whether or not he's into guro.

>> No.6742560

>>6742550
Is that Speed of Doom Map32? Check out the route in this video: https://www.youtube.com/watch?v=V8tL0oKE3oU
That map is based off of Map22 from Hell Revealed, maybe play that one first to get a feel for that style of map

>> No.6742612

>>6742180
I am phoneposting right now, is there a map list to see what you reviwed?

>> No.6742614

>>6741881
Strange notion. I make a map which I think would be fun, and then I build on it and change it until I think it's fun to play.

>> No.6742620

>>6742505
The models are what they are, but the textures on those models are phenomenal.

>> No.6742630

>>6742536
Probably until tango finishes to update supercharge or HyperUltra64 decides to release it, one of the 2.

>> No.6742664

>>6742501
Quake

>> No.6742715

>>6742501
>pizza or hamburger
>tits or ass
Both. I have no need to choose.

>> No.6742735

I've beat Doom, Doom II, and Doom 64.
Now what wads do I play?

>> No.6742739

>>6742180
>>6742612
sorry, here are the names

1. gatehouse

2. you're a drunk loser, [...]

3. roundabout cliffside

4. lobachevsky overdrive

5. arrogance and contempt

6. an appointment with mr. pain

7. forsaken stockades

8. belial's bachelor pad

9. precipice hq

10. sewers

>> No.6742742

>>6742505
Early 3D is hit or miss. Quake looks great in my opinion, as long as you don't have texture filtering on.

>> No.6742743
File: 278 KB, 1600x1200, Screenshot_Doom_20200820_202112.png [View same] [iqdb] [saucenao] [google]
6742743

I am currently making a holodeck map and I need some help.

I have split the programs into two branches: Simple and Complex.

Complex areas aren't a problem, for those I'll just set up an actual map
and connect it via portal. What I have problems with, though, are the
Simple programs.

Those are for now just some basic platforms to jump on, a regular
holodeck with some obstacles put in it to maneuver around, and an
"actual" room with some furniture.

The idea is to have a few comfy or hard fights (depending on what
dificulty you choose) in a less-than-total-boring environment. And here
is my problem: I have no idea how to make interesting single rooms,
especially within the confines of 1024x1024 with a thousand overlapping
sectors and over 9000 tags per sector.

Right now all I have are some placeholder structures in each of the
programs (with only the easiest difficulty implemented) to get an idea
of what could and could not work. And here is where I ask some people
who might have a few minutes to have a look and maybe then have an idea
what to put there. For the complex ones I devised one bigger "main" map along the lines of "computer malfunction, can't go back through regular entrance, need to fight through the program".


https://www.dropbox.com/s/8qhaytir68pbpp1/UAC-holodeck.pk3?dl=0

>> No.6742745

>>6742715
Okay, but hamburger and tits obviously win in your examples, so I don't really see how those make your point.

>> No.6742749

>>6742745
That's a projection of your own, I was not ranking anything.

>> No.6742752

>>6742735
TNT and Plutonia are honestly pretty mandatory. They're really influential due to being semi-official and they're a pretty decent difficulty buffer between vanilla and some of the harder community stuff. Also No Rest for the Living is really quite good and I think the community sleeps on it, so I'd recommend playing that too if you want to round out the official/semi-official maps. The Master Levels are largely bad, so you can ignore them unless you really want to play them. After that just go look at Cacoward winners and pick the ones that look interesting to you. You can also try playing through things in that WAD difficulty progression if you want to improve as quickly as possible.

>> No.6742753
File: 594 KB, 1280x720, u0fRJU_SLTDTPAYa.webm [View same] [iqdb] [saucenao] [google]
6742753

>>6740776

>> No.6742812

>>6742743
I can't check it right now but maybe make splinters of a map. A single buildung, an acid pit, crusher maze, slaughter cave, a room with archvile, cacos flying from over a cliff.

Things you see as setpieces in bigger maps.

>> No.6742845

>>6742812
That's a pretty good idea actually, thanks m8.

>> No.6742849

>>6742753
>dat texture filtering
why.gif

>> No.6742891

>>6742715
>tits or ass
>not cute ears poking out of hair
man of no culture you arte

>> No.6742896

>>6742743
Since you're mapping in UDMF, you could probably work some PolyObject magic into some of the layouts. Something like moving platforms over a lava pit for example.
You could also do some underwater layouts too where you need to fight towards the surface. Or where you start at the top and the exit key is underwater
Hell, you could do some low gravity arenas in space with floating pillars too.

For the sector overlapping issue, I would silently teleport the player to another area similar to the controlling one, but with the map layout changing with ZScript in real time. Just design the rooms first in a separate sector or you'll get more of a workload than you need to.

>> No.6742903

>>6742849
thats no filtering.
image taken from Kinsies twitter so its shitty twitter compression parsed through third party site reencoder

>> No.6742912

>>6741915
cool, gonna watch it later

>> No.6742917

>>6742753
Why is he spinning?

>> No.6742929

>>6742917
It's supposed to be a roll dodge

>> No.6742939

>>6742896
I have frankly never done a single thing with Polybojects or even know what they are... Maybe now it's the time to learn. I really like your ideas, thanks. And coincidentally I have just not too long ago built a small testing room that gets flooded when you press the only available button.

As for the sectors, as said, for the "Complex" programs I will definitely do that, as I did for the MAP01 computer room - in fact, when I first started out with the holodeck, I tried to incorporate that room in the holodeck room, but all those crooked lines were really horrible to manage with the overlaps and tiny pieces of linedefs, so I decided to make the bigger rooms simply with portals, but I still wanted to keep the basic square for the "Simple" stuff, like the "basic combat" program. And just today I noticed that I suck too much at programming to even think dabbling in ZScript. I managed to steal a piece of code that coincidentally almost did the exact thing that I wanted, but that's it. How would I even go about ZScript for level alteration? Can it run along ACS?

>> No.6742942

>>6742369
>Boomers
I stopped reading here.

>> No.6742972

>>6742369
desuarchive and warosu should answer it for you

>> No.6742976

>>6742917
this >>6742929
the mod in that webm is metadoom and the github was updated recently

>> No.6742979

>>6742369
GZDoom have awful compatibility settings, specially when you are working with vanilla or boom mapping\modding\dehacking. Physics, monster behavior and default settings are all messed up. Not only that but the fact that a lot of newbies make maps for GZDoom without any of the advanced features, forcing the players with this port without any reason for that.

That and also Graf Zahl and other devs being entitled faggots with a very strict mentality, removing stuff like the original resolution and reducing compatibility with older computers just to keep some visual faggotry on the engine.

>> No.6742986

Post you're graphic settings

>> No.6742990

>>6740818
>those start-up demos
Why do you intentionally die in them and play like shit? Not even running, just walking into death in every one.

>> No.6742994

>>6742990
I believe the anon was trying to make something like the original Doom demos, down to how long the player stays alive.

>> No.6743002

>>6740818
So what is up with the Baron on MAP02? Is he the eponymous Drunk Loser, unable to move on from the trauma that made him who he is, stuck is teleport waiting for someone to telefrag him?

>> No.6743015

>>6742891
You people are reading WAY too much into that post.

>> No.6743036
File: 3 KB, 710x102, gfx.png [View same] [iqdb] [saucenao] [google]
6743036

>>6742986

>> No.6743042
File: 432 KB, 500x394, aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa.gif [View same] [iqdb] [saucenao] [google]
6743042

>>6742990
>mfw watching my map get played in the startup demo

>> No.6743049

I've released a new Golden Souls 3 Demo hotfix with a LOD system for the foliage that drastically improved performance. Most of my playtesters reported a 10 fps increase across the board, so if you had performance issues, try this out: https://batandy.itch.io/goldensouls3

>> No.6743091

>>6742917
It's a good trick.

>> No.6743101

>>6742939
Just copy and paste shit for the time being, as long as it works it's fine.
>Can it run along ACS?
By default in Doom Builder you've using ZDoom ACS as the script language type, which is probably what you want to use anyway (unless you want compatibility for ports outside of modern GZDoom).
>How would I even go about ZScript for level alteration?
You already have something working with your "Indoors Combat" layout, so just apply a similar method for your other arenas.

>> No.6743115

>>6743101
Sorry if I'm being retarded, but I still don't understand. All the scripting is done in ACS (and I have actually once tried parsing ZScript code, but it wouldn't compile), so I'm not quite sure what you mean.

>> No.6743137

>>6742284
Fair point. I admittedly forgot about the chaingun after picking up the berserk pack. Gonna give it another run remembering that and see how it feels.

Didn't see the previous version, but I really like it now. Good stuff to you and the anons who helped out.

>> No.6743149

>>6743049
Very cool

>> No.6743170

>>6743115
Rereading through what I wrote >>6742896 , I initially meant say that you should just script your map layouts for that holodeck map effect. Sorry to mislead you.
With that said, I'd personally just continue to stick to ACS over ZScript (your using ZDoom's variant so you're fine) as it's better documented and likely will be easier for what you're trying to achieve.

>> No.6743180

>>6743170
Ah, alright then. Thanks again for the suggestions.

>> No.6743229

Is it cheating to use an automap?

>> No.6743231

>>6742735
Play Final Doom first. Then take a look here: https://doomwiki.org/wiki/Megawad

>> No.6743240

>be playing tnt
>suck at video games so i die a lot in map09
>say to myself, "i hope whoever made this map gets a disease and dies"
>finish the level
>check the doomwiki to find out who its credited to
>its credited to ty halderman
what the fuck

>> No.6743241

>>6743229
>Is it cheating to use a feature that has always been in the game, and that isn't locked behind any kind of cheat code or hidden option you need to toggle on?
What kind fucking question is this?

>> No.6743242

Half-Life sucks

>> No.6743243

>>6743241
Oh, whoops. I thought it was a GZDoom thing. Nevermind.

>> No.6743252

>>6743240
I thought tnt map09 was by Jimmy Sieben?

>> No.6743261

>>6743229
No? Why would it be?

>> No.6743269

>>6742990
If I played well I guarantee someone would have complained about that too.

>> No.6743276

>>6743240
you know you are supposed to play on hurt me plenty right? UV is for tryhards

>> No.6743278
File: 54 KB, 839x526, 45H2Cl8.jpg [View same] [iqdb] [saucenao] [google]
6743278

>>6743229
if you aren't hand-drawing a map as you play, you're not getting the true doom experience

>> No.6743289
File: 4 KB, 807x26, Stronghold.png [View same] [iqdb] [saucenao] [google]
6743289

>>6743240
>>6743252
Good job, anon. You retroactively killed the wrong guy.

>> No.6743297 [DELETED] 
File: 7 KB, 253x199, download.jpg [View same] [iqdb] [saucenao] [google]
6743297

Play TNT

>> No.6743305

>>6743297
>"play TNT"
>attached a chad picture of Dario Casali, author of Plutonia
what's your point here?

>> No.6743306

>>6743276
>you know you are supposed to play on hurt me plenty right? UV is for tryhards
>i am playing on hurt me plenty
>>6743252
>>6743289
FUCK

>> No.6743315

>>6743305
Dario did a couple maps for TNT. It's not completely wrong.

>> No.6743329

>>6743243
>>6743241
He might have gotten that idea from that Doom inside Doom Eternal easter egg where the automap isn't bound.

>> No.6743339

Sunlust map20 was certainly something else in difficulty. I ended up just using an arch-vile jump to cheese the exit, because fucking christ this map is the most insane thing I've played so far. And I've heard Sunlust gets even harder soon, ...fuck.

>> No.6743345

>>6742505
Quake looks great at higher resolutions with smooth animation/interpolation on

>> No.6743358

>>6742284
>>6743137
Scratch the SSG comment. Making sure my dumb ass remembers the chaingun exists addressed the weapon woes. Hell Knights got stuck on the cliff for me during this run, too. Favourite map so far, though.

>> No.6743381

>>6742501
Quake. Doom's too slow and easy.

>> No.6743392

>be retard
>enter to /doom/
>post shit like "hl sucks", "is it cheat automap/save?", "doom 1 > doom 2"
>see anons fall for my bait
>"haha im funny"
>cry before sleep

>> No.6743394

>>6742369
>all I see is autists arguing over old shooters and hurr durr best sourceport.
We've spent the last few months building and testing a 32+ mapset. Pay more attention and ignore the screeching retards.

>> No.6743401

>>6743392
If their dumbass post was stupid enough to get you to make a post bitching about it, then their bait was successful. It's just now you're a moist bitch for not even giving them the (you) they earned.

>> No.6743412

>>6743240
I like Map 09 a lot. But then, I love fighting zombies, which not everyone does.

>>6743276
Maybe I just have more fun on UV?

>> No.6743415

>>6743049
LOD system? Can you provide any details?

>> No.6743424

>>6743392
"Is" it cheating to make a bunch of saves in a map though?

Say what you want about Daikatana but those limited saves made saving strategic and erased save scumming

>> No.6743436

>>6743424
I starting playing without ever quicksaving mid level and it ruined Doom for me.

>> No.6743438

>>6743401
Is he really bitching though? He's just making fun of it.

>> No.6743482

bros how do I run custom wads in gzdoom in linux I don't know command line brahs ....

>> No.6743487

>>6741098
bumping this.
Q2's old model Texture tool is ass

>> No.6743492
File: 15 KB, 135x184, Doom John B. Blazkowicz..png [View same] [iqdb] [saucenao] [google]
6743492

>>6740776
I like to think Doomguys name is John William Blazkowicz.
Like John Doe, John 3:16, John Carmack, or John Romero.

>> No.6743498

>>6743492
Here's my theory:
Doomguy's real name is Adrian Romero.

>> No.6743501

>>6743492
Doomguy's name is canonically whatever your name is.

>> No.6743503

>>6743487
thought it just uses mdl, no? with all the wobble and whatnot. just export as you would for q1 then.

>> No.6743505

>>6743482
cd <directory of wads>
cp *.wad ~/.config/gzdoom

Done.

>> No.6743510

>>6743503
Quake 2 uses md2, but much like mdl it should be pretty trivial to find an export plugin for something like Blender.

>> No.6743549

>>6743510
Q1 and Q2 uses pcx as default

>> No.6743556
File: 493 KB, 1920x1080, room.png [View same] [iqdb] [saucenao] [google]
6743556

>>6740818
There's a softlock and HOM in Straight walled rooms if you back out of the red key door after it starts to close.

>> No.6743565

>>6743549
Well I was only responding to
>thought it just uses mdl, no?
Quake 1 does use mdl and Quake 2 does use md2, which is unrelated to texture format.

>> No.6743569

>>6743565
> uses mdl texture format
> unrelated to texture format

>> No.6743571

How do I disable the screen recoil when firing weapons in Quake?

>> No.6743572

>>6743569
mdl is a model format, not a texture format, dumbass.

>> No.6743575

>>6743572
lol I work in 3D, I think I know the difference

>> No.6743590

>>6743436
Going full saveless is fine for the iwads, as they're generally easy enough. But plenty of pwads basically require that you practice their encounters with saves before making a serious attempt at a saveless run. Otherwise you won't immediately have any adequate strategies for it to be feasible, making things far too frustrating, especially if the level is very hard and/or very large.

>> No.6743591

Half-Life ruined FPS

>> No.6743595
File: 581 KB, 647x556, 1594422328597.png [View same] [iqdb] [saucenao] [google]
6743595

why the fuck is quake live's sound so broken?

>> No.6743605

>>6743595
If you're playing at 250 max fps, try dropping back to 125, when they raised the cap it broke some of the sounds.

>> No.6743607

>>6743565
Q1 and Q2 recognizes PCX as default for monsters and so on.
it doesn't matter which format is, all Q1 and Q2 Editing programs uses those.
its limited to 8bit

Q3's Md3 format uses bmp, tga, png and jpg

>> No.6743610

>>6743590
Quick saving just makes me feel like I'm getting rid of the stakes now. I used to have no problem with it, but now every time I try to play with quick saves I feel like I'm cheating myself.

>> No.6743613

>>6743607
It doesn't really matter though. Again, my post was entirely about mdl/md2.

>> No.6743617

Kegan, are you there?

>> No.6743619

>>6743607
I don't care enough to check, but pretty sure Q1 doesn't use pcx for anything, and additionally almost sure that widely used ports like QS don't even support external skins. the skins are instead built into the mdl models. the engines that do support external skins tend to not limit said support to pcx.
the original question was about "propper texture mapping", whatever that means. seemed to imply modelling/UVs. saving an image out to an indexed format is a trivial game-/tool-agnostic task.

>> No.6743628
File: 35 KB, 513x604, on the internet, no one knows you&#039;re really a knight.jpg [View same] [iqdb] [saucenao] [google]
6743628

>>6743617
I lurk here almost every damn day. For better and for worse.

>> No.6743635

>>6743610
If the map is easy enough that you probably don't need to be quicksaving too often (or at all), then I'd understand this mindset.
But there's absolutely no good reason to make an already difficult level much more frustrating, just because you're afraid someone will think you cheated for quicksaving. If you believe beating a level without saves is more satisfying, then make an attempt after you've beaten it with saves and gotten a good idea of the map's layout and encounter design to strategize.

>> No.6743639

>>6743635
>just because you're afraid someone will think you cheated for quicksaving
I don't give a shit what other people think, the problem is it ruins the experience for me.

>> No.6743640

The Loper was added to Realm667
Wasn't this a monster from the lost Doom X?

>> No.6743649

>>6743590
All maps should be made with a saveless attempt in mind, otherwise it's not a good level (unless it's a specific challange\gimmicky mapset like sunder or ribbiks stuff... but that doesn't apply to regular maps)

>> No.6743656

>>6743639
Regardless, My point still stands. There's no good reason to actually ruin your gameplay experience, because you think quicksaving somehow ruins it.

>> No.6743657

>>6740818
Dunno how much you guys care about 100% kills/secrets, but I found some things.

>01: Gatehouse

There's an out-of-bounds Imp in the northeast side of the map, making 100% kills impossible during normal play. Pic related. Stated previously, but restating as a reply for visibility's sake.

>05: Arrogance and Contempt

Doesn't appear possible to get 100% kills here. There's an Archvile in a pillar near the start and no apparent way to get it out.

>> No.6743659
File: 169 KB, 1750x464, gatehouse imp.png [View same] [iqdb] [saucenao] [google]
6743659

>>6743657
Forgot to post pic.

>> No.6743662

>>6743656
>there's no reason to ruin your gameplay experience, because you can just ruin your gameplay experience
Yes, that is indeed the problem.

>> No.6743674

>>6743649
Hard disagree. The idea that a map is only well designed if you can easily do it blind on first try without saves far too limits what you can do with gameplay, and would lead to massive stagnation.

>> No.6743690

>>6743662
How to find a retard from /v/ in one single post

>> No.6743701

>>6743649
>(unless it's a specific challange\gimmicky mapset like sunder or ribbiks stuff... but that doesn't apply to regular maps)
man you really like sucking dick don't you? go back to doomworld

>> No.6743703
File: 375 KB, 420x420, 942e2eeb4a84a0a9334b8909be82d469.png [View same] [iqdb] [saucenao] [google]
6743703

>>6743659
>that one part of the map has a chaingunner

>> No.6743720
File: 11 KB, 374x299, CannedMeatIsOnTheMenuBoys.png [View same] [iqdb] [saucenao] [google]
6743720

>>6743628
gib updates

>> No.6743736
File: 64 KB, 537x231, gun idle.gif [View same] [iqdb] [saucenao] [google]
6743736

>>6743720
Working on Buster Carbine. Figured out what I'm gonna do for a new altfire: Think contra's laser with multiple segments so it hits a bunch in a row, but the back end of the laser will have an extra effect, most likely a hard radius push that blasts things back that don't get killed by the laser itself.
Should work good as a clutch tool in tighter areas.

I still gotta finish this, at least paint over the SSG of the default set, make a new melee to replace the fists, tweak the axe a little so it sucks less, then finally overhaul crate weapons because they also suck a fat one.
I need to stop doing such big updates. The last GMOTA update shouldn't be as gigantic as the last one, and the future Combined_Arms updates should be smaller.

>> No.6743750

>>6741915
Golden Souls, Extreme Weapon Pack, ???, Adventures of Square, Pirate Doom, Batman TC, ???, Going Down, Simpsons Doom, Star Wars Doom

>> No.6743753

Explain me how Half-Life is good

>> No.6743761

>>6743401
>giving them the (you)
never replied

>> No.6743772

>>6743674
Quicksaves should never be a norm on a regular map, because not everyone will play it that way. That's just bad design. If you make it beatable on a saveless run, everyone will have a chance to enjoy it. The same rules applies to pistol starts and how you balance your map around it.

>> No.6743776

>>6743501
That's only true until Bethesda's edgy and needless expansion of the Doom lore says otherwise.

>> No.6743812

>>6743776
I already consider Doom 4+Eternal as a separate canon from Classic Doom, so no matter what bullshit they pull, I'll ultimately be good.

>> No.6743814

>>6743772
What even is defined as a "regular map"? Most mapsets are nothing like Doom 2's official maps in difficulty and gameplay.
Also, a map requiring practice with saves does not mean the map isn't doable in a saveless run. It just means its not going to be feasible for blind players without numerous deaths, because they don't fully understand what they're getting themselves into yet.
Same with pistol start balance. Just because the map isn't feasible for blind players to beat it on first try, doesn't suddenly mean the map isn't balanced for pistol starts.

>> No.6743825

>>6743776
What? They still didnt give him a name in Eternal.

>> No.6743829

>>6743776
>>6743812
doom "lore" is the most pop culture "appropriation" thing since naming the reboot entry the exact same name as the first game

>> No.6743834

>>6740818
>>6743556

This should fix it

https://files.catbox.moe/5mnz9l.zip

>> No.6743836

>>6743501
it will be B.J. the III
i would laugh if id and bethesda forces machine games to do wolf 3 where they retcon the TNO timeline back to the Day when BJ killed Hitler in the fuherbunker.
and hitler gets possessed by the top dog of hell itself

>> No.6743840

>>6743814
>What even is defined as a "regular map"?
Anything that resembles a quite common doom experience, aka not slaughter, arch-vile jumps, extremely gimmick stuff that is not trying to be a conventional doom map. It's very easy to see the difference.

>It just means its not going to be feasible for blind players without numerous deaths, because they don't fully understand what they're getting themselves into yet.
In other words, a map with bad level design. I'm not saying it should be easy, but if you HAVE to die to be able to pass it, that means the balance is very off and badly executed.

>Same with pistol start balance. Just because the map isn't feasible for blind players to beat it on first try, doesn't suddenly mean the map isn't balanced for pistol starts.
And that's not my point. People balance their maps on pistol start because that's the option where everyone will be able to enjoy your map (both continous or not). The same logic applies when you test your map without saves.

>> No.6743853

any doom mods where you play a black character?

>> No.6743856

I'm running GZDoom on Linux and dynamic lighting is kinda fucking with me. Sometimes it gets dark and there's flickering. Is there any way to turn it off and set it to the lighting that Doom intended? I turned off all of the dynamic lighting options in the options menu but it's still like that.

>> No.6743859

>>6743853
Rowdy Rudy's Revenge (vanilla)

>> No.6743897
File: 2 KB, 168x108, 1582530872967.png [View same] [iqdb] [saucenao] [google]
6743897

>>6743856
porb have these ticked on so just disable them

>> No.6743901

>>6743840
>but if you HAVE to die to be able to pass it, that means the balance is very off and badly executed.
There's a huge difference between a level being unlikely for a blind player to survive on first or few attempts and a level forcing the player to die in order to know how to play. You're conflating two different things, here.

>> No.6743912

>>6743897
Anyway I can open that menu through terminal or how I can disable that through command line?

>> No.6743931

>>6743901
>forcing the player to die in order to know how to play
Still, it's bad level design. If you are introducing a new enemy or something, you have better methods to do that like giving a megasphere\blue armor so the player can have enough time to understand how the enemy works for the first time. Killing the player on purpose doesn't make any reasonable sense, especially if it's not on the beginning of the map.

>> No.6743940

>>6743750
i don't know the map but i'm pretty sure those are the trailblazer shotties in the second ??? (or atleast that's where i know them from)

>> No.6743942

>>6743897
Actually, I checked my gzdoom.ini file and it turns out those are disabled. I started playing and it turns out those lights flickering are still there. I set the rendering mode to hardware accelerated so it doesn't look so dark, but it still flickers from things like torches.

>> No.6743943

>>6743840
>Anything that resembles a quite common doom experience, aka not slaughter, arch-vile jumps, extremely gimmick stuff that is not trying to be a conventional doom map. It's very easy to see the difference.

The thing in favor of saves then is map length. Single map WADs can be pretty big, while still being a familiar keygrab experience. Going through those without saves can be frustrating if you die far in, and I hesitate to call long maps inherently poor design.

>> No.6743947

>>6743931
I don't disagree. But "requiring practice in order for a saveless run to be feasible" does not necessarily mean the level is full of cheap gotchas that you need foreknowledge of. Sometimes it means the encounters are just so demanding of the players skill, that a strategy is needed to reliably overcome them. This doesn't mean its impossible for someone to do a saveless run blind, it just means its more likely to successfully pull it off if they practiced the encounters beforehand instead.

>> No.6743958

>>6743901
(Continuing)
Just in case you are comparing it with Doom Eternal (which teaches the player by killing them), don't forget that DE uses extra lives and forced checkpoints to make that method a reasonable one. You can't force players to quicksave on Doom, in fact some people doesn't like to do that at all.

>> No.6743976

>>6743947
You are changing the goalposts. First you said that it's alright to "force the player to die in order to know how to play it". Now you are saying they can do it if he is skilled enough. My point is that your map should be tested on a saveless run, that's all.

>> No.6743985

>>6743976
>You are changing the goalposts
I...what? That was my original point.
>First you said that it's alright to "force the player to die in order to know how to play it"
I never said this.

>> No.6744003

>>6743985
Alright my bad, I misunderstood that part. Still, my point is that a good map should be tested on a saveless run. If it's good enough, enjoyable or not, that's up to the mapper to decide.

>> No.6744014

>>6743853
Doom Delta.

>> No.6744025

>>6740776

Guys do you think at some point somebody will beat original Chex on Extreme Ooze? Has it even been proven to be possible?

>> No.6744032

>>6744025
Submit it to decino
https://www.youtube.com/watch?v=CUm11ETZ8Ak

>> No.6744043

https://www.youtube.com/watch?v=6dv6MEstMLw

>> No.6744073
File: 21 KB, 250x140, Loper.png [View same] [iqdb] [saucenao] [google]
6744073

>>6743640

>> No.6744213 [DELETED] 

Doom Eternal is a massive hit with Reddit. It panders to Reddit. 2016 had a bit of that retarded shit in the background. Redditors lapped it up like flies on shit, they embraced the whole "DOOM SLAYA" shit and also "le all wads are canon, so id made the business decision (or more likely the Zenimax suits actually) to have Eternal pander to Reddit very, very hard by going overdrive on the ridiculous "lore". And it worked. They are nuts for it. They do nothing but make memes about how metal the game is and jerk off over theories about the Doom Slaya. Go see r/doom. And no, that does not mean that I am a redditor. The place makes me sick. I just like to laugh at how dead the Doom franchise is by reminding myself of how they coom over Eternal. It's better to laugh than cry, right? Doom is dead. Your point about how I must be a redditor makes no sense. I am railing against a game made FOR REDDIT.

>> No.6744241

>>6744213
People nowadays think of 2016 when you say doom and then discuss about lore. Totally missing what Doom actually is.

>> No.6744249
File: 16 KB, 447x438, 1593901238610.jpg [View same] [iqdb] [saucenao] [google]
6744249

>>6744213
>>6744241
>EVERYTHING I HATE CATERS TO REDDIT REEEEEEEEE!!

>> No.6744270

>>6744213
>And no, that does not mean that I am a redditor. The place makes me sick.
Sounds like something someone from reddit would say.

>> No.6744293

>>6744025
Is that the nightmare analog? I did that years ago.

>> No.6744357

>>6744213
Go back to >>>/reddit/

>> No.6744367

>>6742508
anon is that beta2 ?

i'm the annon that gave the maps 1-10 feedback in this thread. i encountered a different issue there; the "???" wall went down, but the archvile cage in that column never opened, so i couldn't get 100% kills.

>> No.6744503

>>6743701
i think there are multiple people mentioning ribbiks (i have been mentioning him (specifically magnolia), and i'm not the person you rseponded too).

speaking of which, go play magnolia map 3, and suck its dick

>> No.6744542

>>6744367
There wasn't an archvile there for me either. Tested on PrBoom+ (launched with ZDL)

>> No.6744547

>>6740818

2048 FEEDBACK

quick comment on map 11, "retirement grease".

this is the hardest map so far, please don't make it easier =) it was pleasant getting a good surprise i had to grind out

hilariously, when i finally beat it, i had forgotten to grab the rocket launcher before that ridiculous fight in the small room with all the teleporting monsters. but desu, the previous time i blew myself up. so, after the fight, i grabbed it, and had 3x as many rockets as needed to kill the arch vile, just spammed the hell out of him and was fine.

great map, was also happy to see platforming puzzles again.

quick BUG report: i think 2 zombiemen are mistakenly placed on top of each other in one of the rooms they're supposed to teleport out of, and thus i was not able to get 100% kills. i checked this with noclip, maybe take a look?

>> No.6744551

>>6741341
>>6741291
did anyone add audio support?

>> No.6744553

>>6744542
thanks: i'm using prboom+, but maybe my compatibility level was incorrect... shit. now i worry about some other bug reports i made, or maybe missed.

what should i set it to?

>> No.6744558

I always thought Lost Souls were too beefy and should only take 1 shotgun blast. Then I tried mapping with a custom enemy like that and it just doesnt work. They go down so quick that you need way too many to make fighting them challenging. And then it feels frustrating cause they swarm and get in your way. id knew best all along.

>> No.6744568

>>6744558
maybe that's true. maybe eviternity really is just coddling the player too much. (there it takes a single shotgun blast.)

that said, lost souls fucking piss me off, and always feel like a waste of ammo

>> No.6744570

>>6744558
Also if you think about it, The lost soul skull is freaking giant... just compare it with a zombieman\doomguy's head for instance. It makes sense to be so beefy

>> No.6744603

>>6744367
yeah it's the 2nd beta, so that pillar is supposed to be an archie cage? I didn't know that, but still... it's a big ass map to put a decent exit room there anyways

>> No.6744610

>>6744558
I think what makes people hate them is how they don't count for kills, so even for completionists it feels like a waste of time. It also isn't as satisfying to shoot them as other enemies.
Lost Souls can definitely be used well when in groups of their own, but most wads don't do that, plus it's a trick that would get old after the second time.

>> No.6744624

>>6744610
the fact that they single-handedly (zero-handedly) alter the basic rocket meta is pretty cool

thanks, anon, you're making me appreciate them

i guess they make me feel like an idiot, that's part ofthe problem. as you say, they can ruin your shit, but don't give much dopamine when killed.

>> No.6744627
File: 73 KB, 630x671, Tsukushi.jpg [View same] [iqdb] [saucenao] [google]
6744627

>>6742213
>>6742001
>It's actually abusive pedophile piss/vomit fetishism, not guro

>> No.6744661

I remember seeing a mod recently on ZDoom forums that added additional visual effects to tome powered Heretic weapons, but that was on another PC, and now I can't fucking find it.
It didn't had "heretic" in the thread name. Instead it was called He<something something here> (not Hexeretic, and not Heretic+).
I've scrolled through first 20 pages in each mod category on the ZDoom forums and used search function to no avail.
Please help me out, anons!

>> No.6744738
File: 139 KB, 383x364, 1506882641691.png [View same] [iqdb] [saucenao] [google]
6744738

>>6743345
>smooth animation/interpolation on

>> No.6744757

the 2048 music is amazing

really enjoying this wad

>> No.6744792

Has Terminus ever actually released these weapons?

https://www.youtube.com/watch?v=8RsoJYnIVCo
https://www.youtube.com/watch?v=AGwJk2NAt34

>> No.6744803

2048 Feedback
>Suspiral
What's up with the teleporter at the end of the level? Was it changed or did it just jank up on me? It took way too long for each enemy to come out. If nothing is different, then ignore me, but if you did mess with this teleporter, revert it to how it used to be.

>> No.6744819

>>6744757
Which do you like the most?

>> No.6744828
File: 387 KB, 1367x768, bargesky.png [View same] [iqdb] [saucenao] [google]
6744828

Not sure if this is too much of a nitpick but you can see where the skybox loops in Barge In. If these walls were raised one or two steps up, you wouldn't be able to see it.

>> No.6744840
File: 369 KB, 1367x768, jankspider.png [View same] [iqdb] [saucenao] [google]
6744840

This arachnotron in Shipwreck Cavern doesn't appear to do anything. Otherwise, the glaring faults being fixed in this level make it halfway enjoyable

>> No.6744848

>>6744819
many are excellent. was just playing 16 "ghoul grotto" and really enjoyed it

>> No.6744852

Is there any way to fix how goddamn dark GZDoom renders every level? I want to play with Final Doomer but I can't see a damn thing.

>> No.6744857

>>6744852
Display options > hardware renderer > sector lights

>> No.6744861

>>6744852
sector light mode "software"
if it's still "too dark" you need to fix your monitor - or your eyes

>> No.6744862
File: 207 KB, 1417x685, wereheavyduty.png [View same] [iqdb] [saucenao] [google]
6744862

Alright, I've got the sights done on this shotgun (thanks, Kegan!), and I can't really think of any other detail to add to it. I've just gotta do the muzzle flashes, pickup sprite, and then cut this all up and turn into frames for the weapon.

The way I picture it is a real old fashioned kind of hammerless shotgun, locks with a cross bolt, and instead of a pivoting latch on the top of the stock, it has a pivoting underlever sitting along the trigger guard. Has a simple blade rear sight, could be adjusted for drift, and a front sight post with a brass bead insert. It's not a sawed off shotgun, rather it was made this way. I'm thinking I'll draw a straight-comb stock for it, to make it look more old fashioned still.

It features a cross engraved into the receiver, I figure maybe it has some importance to whatever religious authorities or institutions there could be in that old gothic world. Probably 12-Gauge, possibly 10-Gauge, probably loaded for blackpowder, though through the use of magic and alchemy during forging, the metallurgy of these guns are really quite strong, and has no problems with actually firing full house high-brass smokeless gunpowder loads.

>> No.6744867

>>6743492
I like Stan more

>> No.6744875

>>6744862
I don't totally know what all I'm looking at but it looks great, anon

>> No.6744880

>>6744661
Shazam does that. Theres also Wayfarers Tome but its a gameplay mod too.

>> No.6744895

>>6744862
killer sprite.

>> No.6744901
File: 288 KB, 1417x685, file.png [View same] [iqdb] [saucenao] [google]
6744901

>>6744862
Wtf is this on the barrel? Makes it look as if they are holes and it was ruptured in several places

>> No.6744903

>>6743649
I can't really think of any non-slaughter/challenge maps that are not doable without saves.

>> No.6744904

>>6744901
A scratch, I guess. It was there when I started reworking the sprite.

>> No.6744908

>>6744880
Shazam looks close, at least some animations are the same, but that mod also said something about rebalance (like making Firemace stronger), and Shazam does not do that.

>> No.6744934

>>6743649
>>6743840
I think the player shouldn't really expect to beat a level first try blind, there's nothing wrong with dying and it's just a part of mastering the level.

>> No.6744950

>>6744904
the sprites look great but pls fix scratch it triggers me

>> No.6744962

First time Doom player here (well, I have tried tge first episode on-and-off over the years but always dropped it half-way through because I either lost interest or I thought I could play at the highest difficulty for the first playthrough). Holy, the second episode is such a step up from the first. Don't get me wrong, I think the first episode is good now that I've taken the time to play it through, but I did feel like it got a little repetitive especially with how little the environment aesthetics change, but wow... the second episode. When I heard about how labyrinthian Doom is, I didn't really see it until playing The Shores of Hell. Now I kinda want to replay the first episode with the mindset of exploration that I gained from the second episode.

>> No.6744965

>>6744962
E2M2 best level

>> No.6744969

>>6744738
Yes. Fuck your 5fps enemies homo

>> No.6744974

>>6743912
hold shift while opening the gzdoom executable IIRC

>> No.6744980

>>6744950
>>6744904
>>6744901
Ignore the autist, the scratch has character
>>6744962
Episode III sucks, go right for Thy Flesh Consumed

>> No.6744983

>>6740818
>>6741521
>>6741526

https://drive.google.com/file/d/1u3X5zEn9lns5zRlZuARWz5EnGSLz1J11/view?usp=sharing

MAPS15, 31 and 32 rebuilt using ZenNode for maximum port compatibility.

>> No.6744986

>>6744983
Thanks man!

>> No.6744996

>>6744983
This is some great fixing to be doing. I don't use Eternity so this is not something I'd ever catch

>> No.6745000

What's your personal GZDoom setup? Mine:
>Fullscreen HUDs by NightFright and 3saster
>LooK - my mod which replaces Doomguy with Squall Leonhart and also replaces some sounds. Still unreleased but i plan to release it soon.
>Childrens' Doom - my mod which makes Doom less violent: less blood and gore (no blood and gore at all planned), more explosions and sparks. Still in development.
Both my mods are made to be compatible with almost any other mod, except mods which deal with blood and gore.

>> No.6745012

>>6745000
Spritefixes, modified version of SBrightmaps, Tilt++, Beamflashlight, skin.

>> No.6745016

>>6745012
Oh yeah, and NC-HUD, because it's full screen and gives me the face along with the counters and HUD elements I want.

>> No.6745020

>>6745000
There should exist a sprite set somewhere which removes the blood and gore from all the death animations (and Doomguy's face, etc). You might wanna incorporate that.

>> No.6745031

>>6744962
If by hardest difficulty you mean Nightmare, then yeah, it's more of a joke difficulty. There's even a warning asking if you're really sure before starting on that skill level. Also worth noting that Thy Flesh Consumed was made after Doom 2 and is the biggest difficulty spike in the first game. However, E4M1 and E4M2 are the hardest maps in the episode, so getting past those means you can handle the rest just fine.

That said, enjoy your time with it anon. You've got plenty more Doom to look forward to, both official and unofficial.

>> No.6745038
File: 369 KB, 1280x752, Citadel.png [View same] [iqdb] [saucenao] [google]
6745038

There's a menu here somewhere

>> No.6745051
File: 167 KB, 524x561, Screenshot_20200821-054051.png [View same] [iqdb] [saucenao] [google]
6745051

oh boi

>> No.6745056

Does anyone have that duke nukem meme where he says 'those alien bastards circumcised me'? i know its dumb but its gives a good chuckle

>> No.6745063

>>6745051
So... They don't plan making more than 7 10 minute levels (first and last one being even less than that, like 4-5 min.)?
WTF were they doing these 2 years?

>> No.6745067
File: 1.08 MB, 1280x932, jank.png [View same] [iqdb] [saucenao] [google]
6745067

>> No.6745098

>>6745063
>check the comments on the Hellbound fb page
>some people are actually defending and praising the decision to not make more levels
what the fuck

>> No.6745102

>>6745051
Not retro.

>> No.6745123

>>6744980
bad opinions all around

>> No.6745134

>>6744862
Well done so far, I expect you to be the same guy in which i reshaded the rocket launcher, i am wondering, you planning on doing an entire arsenal?

>> No.6745194
File: 659 KB, 601x876, Безымянный.png [View same] [iqdb] [saucenao] [google]
6745194

Wow, they weren't kidding when they said that Doomguy is you. Imagine being so much of a loser that your own team takes your fucking weapon away and tells you to go play outside while they are doing the job.

>> No.6745317

>>6740969
Disable using Doom's original linedef trigger method, for some weird reason that breaks something that shouldn't be able to break.

>> No.6745336
File: 920 KB, 1347x750, file.png [View same] [iqdb] [saucenao] [google]
6745336

>>6744547
That's exactly what the issue was. I accidentally forgot to delete one of the zombiemen when lowering the number of monsters teleporting in.
>>6740818
I adjusted how the monster teleporters are set up on Retirement Grease. Hopefully nothing breaks anymore.
http://www.mediafire.com/file/wd6dh8dnry7lqev/retitrement_grease_beta_2.wad/file

>> No.6745391

>>6745038
>>6745067
Absolutely atrocious piece of software. At first glance I thought this was a modification for Doom, but it's an unoptimized, ugly mess done in UE.

>> No.6745412
File: 831 KB, 1272x766, ThePit.png [View same] [iqdb] [saucenao] [google]
6745412

You must admit this staircase in the Pit is brilliant.

>> No.6745413

>>6740818
holy fuck map 27 is difficult.

whoever made it, nice job.

please don't make it easier, it's glorious.

>> No.6745415
File: 74 KB, 228x217, 0c5.png [View same] [iqdb] [saucenao] [google]
6745415

>>6741567
Doesnt save it from being boring as fuck

>> No.6745417

>>6740818
>>6745413
also note there's a messed-up (missing) texture on the wooden ring surrounding the toxic pit`

>> No.6745421

>>6745336
nice map, dude. i was missing some good ol' platforming.

i didn't get the soul sphere. is sr50 needed? certainly would have helped me in that last fight lol, jesus christ

>> No.6745426

>>6745412
I hated that staircase the first couple times I encountered it decades ago. Now I quite enjoy it, and the pit is one of my favorite vanilla levels.
Correct me if I'm wrong: are there teleporters along the side of the staircase? I seem to remember teleporters being the part I didn't like

>> No.6745435

>>6743690
Yet you're the one defendind savescum
Ironic

>> No.6745438

>>6745194
>your mates get sent straight into the dangerous unknown
>meanwhile you get to chill outside for several hours as they get slaughtered
idk that's quite based dare I say

>> No.6745440

>>6741567
It's exactly that...and not even a good one. Guro is such a shitty fetish. The game fails also to convince on both gameplay and in technical aspects.

>> No.6745441

>>6743639
it's the same for me, doom felt completely different once i stopped using saves. the dread you feel for a difficult upcoming fight late in a level is not something i had properly felt while using saves.

>> No.6745445

>>6743776
Nu-Doom is a victim of its own success
They need to add story bullshit because zoomie retards expect it and celebrate it.

>> No.6745446
File: 26 KB, 400x400, pixel pee pee.jpg [View same] [iqdb] [saucenao] [google]
6745446

>>6741567
>convoluted far-fetched explanation
>coming over as a desperate fetish fag

>> No.6745452 [DELETED] 

>>6744249
Nice projecting zoomie
Lurk moar

>> No.6745453

>>6745426
At the bottom there is an area with goodies.
You can jump down into the sludge pit but if you try to climb it from there, you get teleported back on the first platform. If you try to go the obvious ways down the staircase you get teleported as well.
The other staircase is seemingly leading upwards, but stairs start to descend (releasing monsters) as you approach them, allowing you to get to the goodies.

>> No.6745461

>>6741567
It has other, more pressing problems: being boring af.

>> No.6745469

>>6744904
>>6744980
It's too big and too contrasting to be a mere scratch

>> No.6745475
File: 930 KB, 400x354, raging.gif [View same] [iqdb] [saucenao] [google]
6745475

WTH?
Is BuildGDX partially broken atm?
The launcher constantly forgets the paths of some game source files.
Powerslave says stuff.dat is missing but it's right there and it even came from the original CD.

>> No.6745479

>>6745194
He was demoted back to rookie after the puching the superior officer incident so it's only natural the rookie does the auxiliary work in real combat situation.

>> No.6745481

>>6745421
>is sr50 needed?
I believe so, yes. I remember one anon claiming he could get it without, but I've never been able to.

>> No.6745504

>>6742979
>>6742481
>ZDoom have awful compatibility settings, specially when you are working with vanilla or boom mapping\modding\dehacking
Why yes, I'd like to get randomly blocked on a ledge by a pinky 30 feet below me. Truly the way Doom was meant to be played. Nobody actually gives a shit about that. "But think about the Boom players!" fuck that, all the normies play on ZDoom-based ports because that's what all the popular modern Doom mods use and if anything vanilla/Boom mapsets with custom .deh shit break far less than gameplay mods from just a couple of years ago.

>Not only that but the fact that a lot of newbies make maps for GZDoom without any of the advanced features, forcing the players with this port without any reason for that.
Who gives a fuck? What if you wanted to make a mapset in Boom format that requires jumping? Or even jumping as an alternate method of traveling across the map, ala Super Mayhem 17? Or maybe you want to use DECORATE enemies or items because there's much simpler documentation and tutorials on basic monsters compared to DEHACKED where you have to visit multiple pages and watch a fucking 20 minute YouTube video in order to learn how to make extremely limited custom monsters. Not like it would be any better if they actually used the features.

>That and also Graf Zahl and other devs being entitled faggots with a very strict mentality, removing stuff like the original resolution and reducing compatibility with older computers just to keep some visual faggotry on the engine.
This is fair.

>> No.6745512

>>6745481
thanks.

yeah i tried probably a good 20 times, haha. sr50 feels very unnatural to me, but i probably would have tried with it had i not beaten the map on my most recent try...

>> No.6745521

>>6745475
It may not have privileges to write in your User folder to save config. Run it as admin and see if it helps.

>> No.6745527

>>6745504
>Nobody actually gives a shit about that.
If that was true, you wouldn't be making this argument. lmao you disingenuous fuck.

>> No.6745545

>>6741264
>tfw no UC2 mod for PC
As shit as Unreal on consoles was the new stuff they tried with melee and other stuff on UC2 was enjoyable.

>> No.6745560

>>6741567
>all that effort into sprites
>zero effort into environment
lmao what. Looks trash.

>> No.6745563

>>6741731
there's a guy working on a binding of issac first person mod and it's aimed at making it very much like doom in feel.

>> No.6745584

>>6742052
No, within the first 10 minutes they are talking about trannies. It's also intended for a broad audience and is clearly aimed at retards/people born after 2000. It's incredibly over dramatic about minor shit. They make a huge deal out of vidya existing before the internet as if such a time was incomprehensible.

I'm normally quite relaxed with this type of shit aiming for broad audiences but it's really dumbed down to an absurd degree. There's another similar vidya doc on netflix that's guilty of the same shit that I can't remember the name of.

>> No.6745591

>>6745527
Most people genuinely do not give a shit anon. Stop confusing Doomworld spergs with the average Doom player. It's not the average player's fault that Team TNT quit updating Boom in 2000 and the people who maintained it afterwards refused to add new shit beyond MBF because "muh demos". Boom also doesn't have to support literally every other Doom engine game like ZDoom-based ports does. It's not accurate for Heretic or Hexen either but nobody actually cares about that since you're stuck with either vanilla, Crispy, or ZDoom-based.

>>6745584
>It's also intended for a broad audience and is clearly aimed at retards/people born after 2000. It's incredibly over dramatic about minor shit. They make a huge deal out of vidya existing before the internet as if such a time was incomprehensible.
That's because there are thousands if not millions of teenagers and young adults who genuinely believe that video games were an underground hobby until 2007. You can thank /v/ for that.

>> No.6745595
File: 56 KB, 268x176, 1111111111111131.png [View same] [iqdb] [saucenao] [google]
6745595

>>6745591
Yeah I know
>You can thank /v/ for that

>> No.6745619

>>6745591
>genuinely believe that video games were an underground hobby until 2007
They certainly weren't a popular one.

>> No.6745625

>>6745619
>some games grossing as much as blockbuster movies
>not popular

>> No.6745627 [DELETED] 
File: 181 KB, 1477x1941, rewriting history.jpg [View same] [iqdb] [saucenao] [google]
6745627

>>6745619
You're posting this in a thread about one of the most popular computer games of the 90s.

>>6745595
Pic related. They'll mention either the Orange Box or Modern Warfare 1 as the """"""turning"""""" point.

>> No.6745643
File: 539 KB, 1920x1080, cmon.png [View same] [iqdb] [saucenao] [google]
6745643

>>6744983
Man, you've updated these maps so many times, but still haven't bothered to fix this shit in MAP31.

>> No.6745646 [DELETED] 

>>6745627
The smartphone basically destroyed the internet and the entirety of human civilization. Fuck Apple and fuck Steve Jobs

>> No.6745667 [DELETED] 

>>6745646
>entirety of human civilization
It was fucked from the start.

>> No.6745681

>>6745643
I did fix that but it must have been unfixed by a different fix. Personally I didn't notice it in my tests. I'll try to work out why it's happening.

>> No.6745734

>>6745625
>>6745619
Figuratively they were unpopular/uncool/childish in the public eye. Even though they've been popular for decades.

>> No.6745738

>>6742735
2048 Units of /VR/

>> No.6745748

>>6745734
Those were just old people, anon. Computers were coming up at the same time and they were the same people who thought eBay was a scam. Literally nobody under 50 gives a shit.

How old were you when Columbine happened? Everyone who's ever said that just so happened to be a teenage mallgoth at the time.

>> No.6745783

I'm wanting to go through doom 1+2 again

how do you guys spice up your 500th replays?

>> No.6745786
File: 166 KB, 1155x648, white gold.jpg [View same] [iqdb] [saucenao] [google]
6745786

>>6745783

>> No.6745793

>>6745783
I just play and have fun :)

>> No.6745794

>>6745786
>>6745783
but sugar isn't a spice, anon

>> No.6745806

>>6745783
Fast monsters.

>> No.6745831

>>6745051
Man, these guys are just absolutely *terrified* of effort, aren't they?

>> No.6745834

>>6745134
Yes, that's the plan, 2048 Guns. The SSG is the last thing to finish.

>> No.6745851

>>6745412
Honestly, that's a really fucking good concept, and I want to use it with a twist in a map some day.

>> No.6745865

>>6745504
I don't really like infinitely tall monsters either, and mostly I play in GzDoom because I'm comfortable with my control options there, but if you're making a map in Boom format, I can't think of any good reason to not make sure your map actually works like it should in a Boom port.

>> No.6745869

>>6745834
Nice, Il take it even if my map wasn't that great.

>> No.6745896

>>6745445
The real reason for Eternal's plot being the way it is was because in 4, they tried going for a story that's obviously a sequel to the 90s games if you read between the lines, but there were people unironically claiming that the Slayer betrayed his son so he could be blessed by the Wretch Seraphim while being the king of the night sentinels or some retarded shit like that.
Now not only do you have to do your pseudo-Doom 2 plotline, but now you have to explicitly spell out what you were implying so the brainlets would finally get it.

It's an unfortunate side effect of what happens when things like subtext get dismissed as crazy SJW bullshit, and people who do that become a good chunk of your newer playerbase.

>> No.6745924

>>6745446
>>6745440
>>6741628

Stop being mean assholes you bully retards. Leave the bat eater and his guro fetishes alone.

>> No.6745941

>>6745865
>be new Doom player
>download GZDoom
>play and have fun
>decide to make a Doom map
>google how to make Doom maps
>get results from Doomworld that says new mappers should start out in Boom format and shift to ZDoom formats once you get the hang of it (and even Graf will tell you this)
>make a Boom format map while using GZDoom
>post it
>everyone goes "WTF this doesn't work right in PrBoom+ -complevel 9 this is fucking trash"

When you say that new mappers will get overwhelmed by GZDoom features so you shouldn't use them, what did you think would happen?
The very idea that GZDoom mapping is too overwhelming at first falls flat on it's face when shit like Trenchbroom exists for Quake, Ultimate Doom Builder streamlines a bunch of mapping techniques so you can do in minutes what took hours a decade ago, and literal teenagers are shitting out full 3d games in Unity/Unreal.

>> No.6745950
File: 44 KB, 569x503, wut.jpg [View same] [iqdb] [saucenao] [google]
6745950

>>6740818
>doomguy has that weird ass zig-zag haircut in the intermission screen
>in the cast sequence has the haircut from the status bar

>> No.6745951

>>6740818
am i retarded and/or bad at doom?

map31, the only strategy i can imagine working is to maintain the invuln long enough to arch vile jump out of that ridiculous fuckpool, and then have the cyberdemons do all the killing.

am i retarded? is there a better way? this one seems completely hilarious. it's better than sunlust map32 though, for this i actually have a hope of beating it without saves.

>> No.6745952

>>6745941
>The very idea that GZDoom mapping is too overwhelming at first falls flat on it's face when shit like Trenchbroom exists for Quake
Quake mapping is way easier than Doom mapping in general, so I don't really understand the point you're making here.

>> No.6745967

>>6744969
Enjoy your spinning flames and muzzleflash bouncing between the two nailgun barrels

>> No.6745970

Quake 2 is bad

>> No.6745971

>>6745952
This, Trenchbroom is the easiest and most accessible map maker that doesn't just let you place assets. Doom map making is much more complicated because you have to work around so much stuff.
I made my first map in Doom format and got frustated because I couldn't do shit. UDMF was more or less a revelation. But then again, I am not a good 2D mapper anyway. For HUH I remade a Doom map and it was so much better than the original, and that as a first time Quake mapper.

>> No.6745973

>>6745967
Ok I will. Enjoy your slideshow jerky enemies.

>> No.6745974

>>6745970
Hey Civvie just uploaded a quake 2 video

>> No.6745978 [DELETED] 

>>6745974
Who? Oh, the BLM cuck?

>> No.6745981 [DELETED] 

>>6745978
more like based lives matter :^)

>> No.6745987

>>6745941
Here is the deal with mapping anon
Boom fags and Modern doom fags hates each other
Quake 1 fags and Quake 2 mappers Hates each other, mostly because they call their enemies boring, when its the same sack of shit which Decino destroyed their arguments in video some time ago. What you can do for Q1 you can do for Q2 and vice versa, but vocal haters gonna hate. though the only problem for Q2, RTCW and Q3 is the fact that the game uses C language instead of QuakeC and no one wants to learn C for modding
https://fabiensanglard.net/quake2/quake2Polymorphism.php

>> No.6745991

>>6745974
Civvie 11 has a tiny penis

>> No.6745992

>>6745971
I'm not even talking about Trenchbroom specifically. Quake is just easier to map for. The way you do anything in Doom is so fucking esoteric and un-intuitive compared to Quake mapping.

>> No.6745995 [DELETED] 

>>6745981
Those terrorists and him will be arrested after the election
Again Yuri Bermenzov was right.

>> No.6745996

>>6745987
>though the only problem for Q2, RTCW and Q3 is the fact that the game uses C language instead of QuakeC and no one wants to learn C for modding
QuakeC is a fucking chore to work with, I don't know why anyone would choose to use it over actual C if given the choice.

>> No.6746002
File: 90 KB, 480x295, 2yut7dknnzny.jpg [View same] [iqdb] [saucenao] [google]
6746002

>>6745995

>> No.6746003

>>6745896
Nobody cares about the ideas of autist forum goers discussing lore on niche places and I'm pretty sure these people are not at all the reason the story was made more central and not a significant chunk of the millions of consumers.
Also subtext on a fucking video game is for faggots, if you need to read between the lines and discuss the lore woth others to justify shooting demons in the face it's already too much.

>> No.6746004 [DELETED] 

>>6745995
Call of Duty hasn't even been good since maybe Black Ops 2 at the latest. Imagine buying AAA dogshit because of le ebin redpills

>> No.6746008 [DELETED] 
File: 9 KB, 499x206, Screenshot_2020-08-21 Yuri Bermenzov - Google Search.png [View same] [iqdb] [saucenao] [google]
6746008

>>6745995
>tips fedora

>> No.6746012

>>6745951
LOL there's a switch behind the switch which I hadn't seen

>> No.6746013 [DELETED] 

>>6746008
Of course a guy who thinks Yuri is based can't even spell his goddamn name right.

>> No.6746014

I cringe everytime when they call the doom protagonist "Doom slayer"

>> No.6746018

>>6746008
Of course a guy who thinks Yuri Bezmenov s based can't even spell his goddamn name right.

>> No.6746019

>>6740818
>>6742257
UPDATE MAP12 Turns out you can still see under the sky in this version, sorry for not catching this the first time. I added a cliff to fix the issue
https://anonymousfiles.io/tFavTlbK/

>> No.6746023

>>6746018
*was based

>> No.6746024 [DELETED] 

>>6746018
OK commie

>> No.6746045

>>6745987
>mostly because they call their enemies boring, when its the same sack of shit which Decino destroyed their arguments in video some time ago
Which video was this?

>> No.6746046

>>6745643
>>6745681
for what it's worth, i didn't see that? though i did see in one corner of that map a sort of random black texture on the wall?it was in the corner near the red skull key?

>> No.6746053 [DELETED] 

>>6746024
>Ex-KGB guy gives speech to John Birch Society
>KGB knew everything the John Birch Society said about them made them look more better than it actually was
You can hate commies, hate communism and also think certain anti-communist rhetoric was a load of bullshit. In this case, the John Birch Society still treating the Soviet Union as a military and economic threat when they couldn't even take over Afghanistan and were on the verge of total economic collapse (that interview was from 1984, and the entire Warsaw Pact started falling apart five years later)

>> No.6746070

>>6746045
The Quake 1 vs 2 Monsters
its literally the same shit, they work only when they are used right.

Like gladiators being long ranged sniping assholes, and enforcers ruining your day in tight corridors.
https://www.youtube.com/watch?v=CFgGzDrj7OM
Or pointing the fact that Super tank commanders Lacks the grenade launchers in their treads due to tim willits fucking with development, and the flyer boss has machineguns instead of chainguns, Railgun and hyperblasters

>> No.6746073

>>6745987
But I don't hate anyone

>> No.6746080

>>6745974
Civvie-I believe Doom was Aliens game based on nothing.

>> No.6746102

>>6745974
Fuck e-celebs

>> No.6746118

>>6745950
He has the sweet zigzag cut in Doom 2's titlescreen, while having the same haircut as always in the statusbar. Just don't think about it too much.

>> No.6746125

>>6745970
Nah.

>> No.6746138 [DELETED] 
File: 217 KB, 1024x765, c2qgIh.jpg [View same] [iqdb] [saucenao] [google]
6746138

>>6746004
>there are retards who actually think that anti-USSR means anti-SJW
Cultural marxism was invented by USA to lure American leftists away from possible Soviet influence. And then the whole thing blew in their faces, just like with Taliban and ISIS. When Western media portrays USSR in bad light, they're not dissing leftism in general, they're taking potshots on evil homophobic Russia that hacked Drumpf into the office.

>> No.6746140

>>6746138
sounds cool, where's the dl link for the wad? can't find it on /idgames/

>> No.6746146

>>6746138
what the fuck are you even talking about? Is there a discord for schitzos or something?

>> No.6746153

>>6740818
YO whoever did map 15 in 2048 is a god

>> No.6746167 [DELETED] 

>>6746138
Fact: Democrats/Leftists still need to big bad Russian boogeyman, so they just voted against a removal of US troops from Europe and the middle East.

Absolutely dishonest and despicable people.

>> No.6746170 [DELETED] 

>>6746053
I hate commies, and I think you're probably right.

>> No.6746174 [DELETED] 

>>6746138
Fact: Democrats/Leftists still need the big bad Russian boogeyman to smear their enemies so they just voted against a removal of US troops from Europe and the middle East.

Absolutely dishonest and despicable people.

>> No.6746176

>>6746080
What?

>> No.6746186

What are the settings to make GZDoom look as intended with vanilla Doom?

>> No.6746190

>>6746186
Just use the mod. The engine seems to be designed with the express purpose of making it as hard as possible for you to get a vanilla experience.

>> No.6746198

>>6746167
>>6746174
Stop double posting

>> No.6746204

Civvie is deleting comments in his Q2 video.

the butthurt is real

>> No.6746205

>>6746198
Take you meds Schizo.

>> No.6746207

>>6746204
Comments regarding what?

>> No.6746256
File: 2.36 MB, 3840x2160, q2xp0026.jpg [View same] [iqdb] [saucenao] [google]
6746256

>>6746207
i was going to answer a guy who spoke about tim being the solely reason of why id after Q2's convulsed development became unfocused and how mission packs and even unofficial mission packs and mods fixed Q2's design flaws and monsters, the unused animations and stuff from the original AI code that TCRF and Decino did, even the monster ai fix lost along with Planet Quake.

And his comment was deleted.
At least he pointed that xatrix fixed the flaws of Q2 at most but, idk it felt like a butthurt at most.

but then again, its Tim Wallets the reason of why Q2 is as it is.
and the fucker proceeded to Ruin Crysis Remastered and sold Saber to Epic, fuck Tim Willits.

>> No.6746257

>>6745831
>>6745063
>>6745098

the absolute state of gaming

>> No.6746283

>>6746256
>Saber
Wait, was he responsible for TimeShift fiasco? You know, when Saber was making a steampunk first-person puzzle game, then publisher told them to retool it into Halo clone because Halo is popular and puzzles aren't, and then the game came out in the same month as Portal?

>> No.6746295

>>6746283
Yes, Saber now belongs to Timmy "anal fixator and sister fucker" wallets
And they made Crysis remastered, and by the looks of it is looking shit since they are using the console release as base for it.

>> No.6746310

>>6746256
Good god, Q2 RTX is so incredibly shitty

>> No.6746317

>>6746198
I feel like, and I know people throw this accusation around a lot and it has lost any weight, but it feels like he's from reddit and can't deal without being able to edit his posts. He does this in like every fucking thread to correct tiny little errors in his posts, it's ridiculous.

>> No.6746321
File: 2.47 MB, 3840x2160, q2xp0025.jpg [View same] [iqdb] [saucenao] [google]
6746321

>>6746310
Anon that is Quake2xp with Oblivion demo2
the lightning is the same as the default Q2

If it was RTX it would look garbage with the "raytraced light" that kills the grimy atmosphere.

>> No.6746327

I made a thread for multiplayer >>>/vm/5001

>> No.6746329

>>6746256
>and sold Saber to Epic
What the fuck are you talking about?

>> No.6746331

>>6746317
wow take your meds seriously

>> No.6746335

>>6746329
Read the news
Saber Joined Epic, and Crysis Remastered is Epic Store exclusive.

>> No.6746341

ok unless i missed it the OP does not cover it where do i find the music files for quake and quake 2?

>> No.6746345

>>6746335
>Read the news
>Saber Joined Epic
I see zero evidence of this anywhere.

>> No.6746346

>>6746341
its on the MEGA.

>> No.6746347

>>6746346
ah ok thank you so much

>> No.6746349

>>6745504
Crispy Doom doesn't have infinitelly tall monsters. You are just being dumb and obtuse.

>> No.6746356

is raze a good source port?
t. anon who remembered i downloaded it half a year ago and i want to play some blood

>> No.6746357

>>6745504
Take your pills schizo

>> No.6746358
File: 60 KB, 290x1208, 1573814401308.png [View same] [iqdb] [saucenao] [google]
6746358

>>6746349
What the fuck are you talking about, retard?

>> No.6746360

>>6746349
cacodemons blocking you and fucking you over is a key doom mechanic

>> No.6746362

>>6746358
You can disable it, dumbass

>> No.6746385

>>6746358
Are you retarded anon? Crispy can disable infinitely tall monsters as GZDoom does

>> No.6746398

>>6746362
>>6746385
There's a pretty massive difference between "you can disable infinitely tall monsters in Crispy Doom" and "Crispy Doom doesn't have infinitely tall monsters". Especially considering I'd imagine the majority of people who play on Crispy don't disable them, and it's not default.

>> No.6746431

>>6746186
Just use Vanilla Essence. You can do some tweaks if you still want to use the hardware renderer but make it software-esque, I think Dwars has a video on it despite his fuck-awful nasally voice.

>> No.6746442

>>6746398
What the fuck are you talking about? Crispy Doom is defined by its Crispy menu where you can change this shit. The majority of people using it know how to read a settings menu because they likely didn't fail out of middle school.

>> No.6746449

>>6746442
>The majority of people using it know how to read a settings menu because they likely didn't fail out of middle school.
The people who did fail out of middle school are the ones who disable infinitely tall monsters.

>> No.6746452

>>6745504
>Why yes, I'd like to get randomly blocked on a ledge by a pinky 30 feet below me. Truly the way Doom was meant to be played. Nobody actually gives a shit about that. "But think about the Boom players!" fuck that, all the normies play on ZDoom-based ports because that's what all the popular modern Doom mods use
That doesn't matter. Ports should be compatible with the original engine by default because cross-compatibility is the whole point of working on vanilla (even Doomsday do that). That doesn't mean limiting yourself or making your port featureless and that's why prboom+ use compatflags. If vanilla or boom modding doesn't work on GZDoom that means something is very wrong or they are a bunch of incompetent folks. Just see how Altazimuth behaves in comparison.

>and if anything vanilla/Boom mapsets with custom .deh shit break far less than gameplay mods from just a couple of years ago.
So it's even shittier than what I expected. Thanks for illustrate it for us.

>Who gives a fuck? maybe you want to use DECORATE enemies or items because there's much simpler documentation and tutorials on basic monsters compared to DEHACKED where you have to visit multiple pages and watch a fucking 20 minute YouTube video (blahblahblah)
What part of "without any of the advanced features" did you not understood? Are you fucking disabled?

>Stop confusing Doomworld spergs with the average Doom player
Ok, you are just retarded.

>> No.6746456 [DELETED] 

>>6746398
lol just admit you are a dumbass that doesn't even tried to use the settings before

>> No.6746469 [DELETED] 
File: 643 KB, 1022x731, 0f8.png [View same] [iqdb] [saucenao] [google]
6746469

I don't wanna make a MOD.

How do I just make the sprites of jews and other minorities so /vr/ makes a pol doom mod?

>> No.6746474

>>6746469
Kill yourself

>> No.6746476

>>6746469
christ what a normalfaggot

>> No.6746493

>>6746469
>how do i do a thing
>without doing a thing
pay someone to do it for you

>> No.6746496

>>6746493
do u realize I'm asking how do I make the sprites compatible with the engine?

do u realize I implied I was the one drawing the sprites?

>> No.6746502 [DELETED] 

>>6746469
This is not your place. Go back to /pol/ and stay there until you die.

>> No.6746505

>>6746496
you ask
>How do I just make the sprites of jews and other minorities
which impliers you dont know how to draw

>> No.6746509

>>6746505
poorly worded then.

I was asking how to make the sprites compatible with the engine.

not drawing them.

>> No.6746510

Any way I can play Quake 1 with the N64s funky coloured lighting? Is there a mod for that?

>> No.6746515

>>6746469
oh fuck off faggot

>> No.6746525

>>6746509
For prBoom/ZDoom-based ports
you make them PNG
thats it
those engines support it
For Crispy/Chocolate convert with SLADE

>> No.6746531

>>6746525
Thanks, I'm mostly an art guy and I want to mod DOOM to have some pol enemies, but I don't wanna make an entire game on my own.

>> No.6746537

>>6746531
Some mods already exist that do this, like /pol/.wad and Moonman Doom. I remember the level in /pol/.wad actually being fun to play.

>> No.6746546

>>6746510
Not sure how the N64 lights look but you can get coloured lights here: https://quakewiki.org/wiki/External_Lit_And_Vis_Files
Just drop the 'maps' folder in your id1 folder in your Quake install

>> No.6746551

>>6746531
you'd have to convert jews and muslims
thats a tough road you chose anon

>> No.6746575

>>6746449
I'll accept the limitation for a straight vanilla run, but I think that infinitely tall monsters is Doom's least charming aspect.

>> No.6746578

>>6746531
>I'm mostly an art guy
Same. Play the moonman mod and be happy with what you got, sperg.

>> No.6746589

>>6746469
If you wanna draw sprites and shit, sure, do that, but don't expect people to just do your work for you to assemble them into a mod.

>> No.6746594

>>6746578
>>6746531
If you are art guys, make some sprites for magical weapons in the style of Heretic.
There's not enough of those.
Also maybe guns in the Amiga-style that Supplice goes for. Those looks nice too.

>>6746589
Realm667 experience says otherwise. You only need to do some rudimentary copypaste to make your sprite animate in game and thats it, others will pick it up and use it for their mods, or uyse it as a base for something else.

>> No.6746602

>>6746496
Truecolor PNG:
>make layered graphic
>erase background that you don't want to render
>load into a .wad with SLADE
>give appropriate filename for a texture/patch/flat/sprite/graphic
>use

Paletted bitmap:
>you can do the same thing (even draw it as a .png), then convert it to either the palette your provide in the .wad, or another palette you select
>SLADE will automatically convert transparent empty backgrounds to whatever color the palette says will be invisible ingame (cyan for Doom), also it will convert it to a proper format graphic too

>> No.6746609

when I play with prboom+ and glboom+ my mouse aim is all choppy. I don't get this problem in GZDOOM, in GZDOOM my aim is smooth.

is this a common problem?

>> No.6746610

>>6746594
>You only need to do some rudimentary copypaste to make your sprite animate in game and thats it, others will pick it up and use it for their mods, or uyse it as a base for something else.
If people think that it's good, sure. If you're drawing up a bunch of Le Happy Merchant sprites, don't expect to see that make the rounds in most of the community.

>> No.6746628

>>6746609
That's a problem with Windows 10, there's a build which fixes the problem, and then the other option is supposedly to turn off mouse acceleration in your system settings.

>> No.6746681

>>6746594
>Realm667 experience says otherwise. You only need to do some rudimentary copypaste to make your sprite animate in game and thats it, others will pick it up and use it for their mods, or uyse it as a base for something else.
Nobody is going to use shitty brain-rot /pol/ graphics, though.

>> No.6746685

>>6745896
>they tried going for a story that's obviously a sequel to the 90s games if you read between the lines
they already fucked up that part with how hell is described
it was literally meant to be a reboot, which means a multiverse is the only way to tie doom 1/2/64 and nudoom
the biggest problem with the doom "universe" is that fans already did it for years with doom modding and some even tried to make their custom shit fit the setting
how?
they didn't "reboot" shit, just made stuff directly for the games
even the uac logo was changed in the new games, why the fuck would you change something so simple nobody had a problem with?

>> No.6746692

>>6745748
Gaming was still not full inside the normalfag cultural sphere by the late 2000s. Companies only started to figure out how to crack the lowest common denominator like 12-13 years ago.
Popular ≠ culturally accepted.

>> No.6746701

>>6746692
>Gaming was still not full inside the normalfag cultural sphere by the late 2000s.
Bullshit.

>> No.6746716

>>6746469
1. you're a faggot
2. you're an unoriginal faggot because that already exists.

>> No.6746715

>>6746701
It's full normalized (and ruined) now, but not in a good way. I would rather nail my balls to a burning tree than call myself a gamer in this day and age.

>> No.6746750

>>6746469
>Hi I am too dumb to google, please spoonfeed me
No wonder you're ruled by the jews

>> No.6746757

>>6746692
U wot m8? By the late 90s basically every kid had some kind of console.

>> No.6746759
File: 325 KB, 3840x1080, ZomboDroid 21082020205418.jpg [View same] [iqdb] [saucenao] [google]
6746759

>>6746546
Colored lighting in PC like that link takes a light source that would normally emit white light and just makes it emit whatever colour.

So red buttons emit red, yellow door lights emit yellow etc

Quake 64 has pre-baked pre-rendered lights stuck around the place to give rooms more variety. Theyre not actually any light source in game they just stuck some colour lights here and there to give a room a hue tint. Yellows, greens, reds. It's interesting looking. I didn't expect there to be a PC mod that replicated it. Maybe there is I dunno.

>> No.6746784

Ok, I am apparently a retard, but how the fuck do I add a custom state in ZScript? I just want to give an existing weapon an AltFire. I was thinking virtual functions, but I have no idea how to go about that.

>> No.6746801
File: 360 KB, 301x301, 1559617613724.gif [View same] [iqdb] [saucenao] [google]
6746801

>corruption cards
>speed of doom map06
>pick respawning imps
>few maps later

>> No.6746831

>>6746685
>multiverse
that word always lead to cringe

>> No.6746836

>>6746685
The way I see it - Hell is connected to many universes, and among them there are many Earths
Different universe, different UACs, different emblems.

>>6746759
And it didn't look right. Yellow fire torches don't emit green lights. Shouldve altered the torches too then, but the lighting looks more like they threw it allover the place haphazardly just to showcase "hey! lok! we can do this neat thing!"

>> No.6746850

>>6746692
>Gaming was still not full inside the normalfag cultural sphere by the late 2000s.

Late and even early 2000s in my third world country, most kid didnt have consoles or pc but everyone played video games at hourly internet cafes.

nerds and normies alike.

>> No.6746852

>>6746831
its not always bad, you just need to make te world unique and different.
this way it won't be unlike planets in the galaxy
with multiverse like that you don't have to go into spaceships and space battles at all, yet still show different worlds
quite a few fantasy books pull it off well

>> No.6746853

>>6746836
I mean, that's what i said. They just slapped lights around the place to make it not, you know, BROWN. Might not make a lick of sense but it's looks snazzy and why should an eldritch weird dimension follow our rules of lighting?

It looks neat and different and I wish I could throw it onto a source port instead of playing 240p blurry N64 version

>> No.6746859

>>6746853
you can go alter those files yourself then to make them look however you want, maybe even make it imitate N64 version to a "t" and release it to everyone

>> No.6746891

>>6746757
>>6746850
>Popular ≠ culturally accepted.

>> No.6746898
File: 32 KB, 506x465, Qy1ahnt.png [View same] [iqdb] [saucenao] [google]
6746898

is there something i need to change to get the blood splats to be the right color? i'm running vanilla essence as well, although it doesn't show it here.
i figured cblood or something might change it, but no dice. still all red.

>> No.6746908

>>6746891
>Popular ≠ culturally accepted.
Most retarded thing I have read all day. In order to become popular, something has to be accepted first, because if it wasn't accepted, it couldn't become popular. You absolute fucking retard.

>> No.6746909

>>6746784
Same as in Decorate? Make a weapon that both inherits from and replaces original weapon, and in states only write AltFire state.

>> No.6746912

>>6746859
Sounds like a lot of work. C-cant someone else do it?!

>> No.6746919

>>6746909
It's the fists, so replacing doesn't work. Hence the idea with using a virtual function.

>> No.6746924

Kino's back on the menu lads
https://youtu.be/vIYoce6dF0g

>> No.6746925

>>6740818
>>6742180

2048 FEEDBACK, maps 11-18,31,32

(all maps pistol start, no saves, uv-max. my guess is that's intended.)

11. retirement grease
Bug: seems two zombiemen are on top of each other and do not teleport in.
Hardest level so far; that fight near the end with all the monsters teleporting into the small room is really tough! Please keep it this way =)

12. suspiral
I wonder if you added too much health and ammo lol? map is easy now. also the mine cart with the soul sphere didn't trigger a secret for me? anyway, great map =)

13. Barge in.
I like it with this skybox.

14. shipwreck cavern
Bug: arachnotron seems to be placed incorrectly at end, can't shoot?
otherwise I like the changes: the switches, and the revenants in place of arachnotrons in that penultimate fight (easier to infight this way).

15. caliginous cauldron
absolutely amazing map, great fights, great variety, and a great hunt for the secret exit <3 cyberdemon fight at the end got my heart racing, even with bfg and tons of ammo and a place to hide! one of my favorite maps in the whole set.

31. minimalism
that final fight was glorious, good job making such a stressful cyberdemon fight; the terrain made me pretty nervous about getting blocked. you can sort of hover near the invulnerability to drop the wall and only get the invuln once t he party's about to get started, and it's not too much of a rush that way... anyway a great use of invulnerability and a fun fight.

32. club room
Glorious <3

16. ghoul grotto
nice map; a bit tricky in places in a good way, cramped revenant fights with nowhere to hide.

17. 30 days in the cooler for talking
fun map =)

18. straight walled rooms
Bug/softlock: the room with baron and 2 mancubi, you can stand at the door and shoot. if you stay outside like that and the door closes, it won't re-open. otherwise a fun map.

>> No.6747012

>>6746831
I mostly agree.

>> No.6747031

>>6746912
>I want X!
>Someone else should make me X for free!

>> No.6747034
File: 181 KB, 1102x1079, 1556958448225.jpg [View same] [iqdb] [saucenao] [google]
6747034

Mouselook is cheating

>> No.6747037

>>6746908
>because if it wasn't accepted, it couldn't become popular.

Wrong in so many levels.
Rock became popular in the late 60s - early 70s, but it was considered bad music, and condenmend by society in general, considered "the devil's music" by christians, and so on. It only reached full public acceptance in the mid 2000s.
Gaming was popular in the 90s but it was considered detrimental to kids, it only became accepted as a healthy hobby by the late 2000s.

>> No.6747047

>>6747031
Well yeah? I was just asking if such a mod existed?

Do you respond like this to anyone asking if a mod exists?

>> No.6747048

>>6747037
>It only reached full public acceptance in the mid 2000s
try mid 80s, zoomie

>> No.6747052

>>6747037
>Rock became popular in the late 60s - early 70s
You mean the 50s. It was mainstream by the late 60s.

>> No.6747054

>>6747037
>and condenmend by society in general
That's just not true. People have always been old=good, new=bad, but just because some old fucks and christians thought the Beatles were backmasking didn't mean it wasn't accepted. If it weren't accepted, they wouldn't have been allowed to play in venues of the size they did.
You're still an absolute fucking retard.

>> No.6747057

>>6747037
If I were you I'd delete this embarrassing post

>> No.6747078

>>6747048
>mid 80s
Go read Black Sabbath's album reviews of that time, you fucking retard. All "music specialists" hated it.

>>6747052
No. It was still considered bad music.

>>6747054
>If there are now laws to jail people for it, then it's accepted by society
So by your ridiculous logic, gay sex was accepted by society since forever because there were no laws to jail faggots like you in the 70s or 80s.

>> No.6747080

>>6740818
>>6746925
>otherwise a fun map.
Thanks!

>Bug/softlock
https://files.catbox.moe/afuzkt.zip

>> No.6747091

>>6747078
Black Sabbath were well past their prime at that point. Actually rock reached "acceptance" with the Beatles. Yes, they were rock 'n' roll.

>> No.6747098

>>6747078
>>If there are now laws to jail people for it, then it's accepted by society
That's not what I said, you absolute fucking retard

>> No.6747101

>>6747091
>Black Sabbath were well past their prime at that point

I'm talking about their very first albums, you autist. Black Sabbath, Paranoid. Go read the reviews for them, they were called the worst band of all times.

>> No.6747102

>>6747037
>It only reached full public acceptance in the mid 2000s.
Maybe if you lived in some small outback town somewhere with limited contact with the outside world. Heavy Metal grew absolutely massive in the 80s, it was huge in the western world, almost as big as pop music.

>> No.6747103

Will you retards kindly fuck off with your off-topic shitposting?

>> No.6747106

>>6747078
>It was still considered bad music
By screeching busybody faggots who always make it their mission in life to fuck with things people enjoy, a thing that's actually timeless.

>> No.6747110

>>6747101
Metal was always autistic, even at its roots. I'm talking about rock 'n' roll though. The second greatest rock 'n' roll band in history after the Beatles, Oasis, peaked in the mid 90s.

>> No.6747115

>>6747102
This is literally the point we were talking about that you insist in missing. That popularity does not equals acceptance.
Metal was POPULAR, but not accepted. People with long hair and band shirts were seen by adults as delinquents, drug users, satan worshipers. And this image didn't change until the 2000s.

>> No.6747120

>>6747101
>inventors of heavy metal
>first album
>wasn't accepted or popular, because it was just invented
WOOOOWWWWWWW

>> No.6747124

>>6747103
It's just one faggot who insists despite getting btfo since the last 15 or so posts.

>> No.6747184

>>6747034
For vanilla maps, yes it is. Not that I care though.

>> No.6747208

Widescreen resolution is cheating

>> No.6747215

>>6747184
>For vanilla maps, yes it is.
For the vast majority of user maps, too.

>> No.6747224

>>6747034
So, automap is also cheating? And strafing? And pressing any key at all? Are you also one of those people who claim it's cheating when people use a mouse for console shooters or hitboxes for fighting games?

>> No.6747242
File: 61 KB, 720x540, 1593165416976.jpg [View same] [iqdb] [saucenao] [google]
6747242

>>6747224

>> No.6747257

>>6747224
>So, automap is also cheating?
No, automap is on vanilla
>And strafing?
Strafing is on vanilla
>And pressing any key at all?
hoho ur so funny

>> No.6747269

>>6747257
>mouselook is not vanilla
Anon, I....

>> No.6747272

>>6747224
by mouselook i mean freelook, smartass

>> No.6747278

>>6747269
Anyone in this thread who uses "mouselook" always means "freelook".

>> No.6747305

>>6747272
>>6747278
>>6747283
It's always worth to be precise in one's phrasing.

>> No.6747323

>>6747272
>>6747278
Isn't *mouseturning* the generally accepted term for Doom's horizontal mouselook?

>> No.6747324

>>6747034
you do realize even the original .exe supported mouse controls just not aiming up and down

>> No.6747337
File: 146 KB, 1200x700, Ef05iAWWoAAFJjY.jpg [View same] [iqdb] [saucenao] [google]
6747337

>> No.6747351
File: 34 KB, 500x667, smug lab.jpg [View same] [iqdb] [saucenao] [google]
6747351

>>6747337
>on a rail 2 ur moms house

>> No.6747401

I'm starting to like ZScript. I just managed to rework and old mod from 160 lines of DECORATE into 48 lines of ZScript, while making it more robust and prettier.

>> No.6747443
File: 425 KB, 1920x1080, Screenshot_Doom_20200822_011255.png [View same] [iqdb] [saucenao] [google]
6747443

>>6740818
Can't progress on Drunk Loser, don't understand what this button does. Also for some reason it does not seem to change texture.

>> No.6747475

>>6747443
you are a dumb cunt and you need to kill yourself

>> No.6747567

>>6747443
Just tested it in GZDoom. The button opens up a set of bars in the next room. Not sure why it isn't animating though, it works just fine in other sourceports.

>> No.6747591

>>6747567
I had to look in the editor. Even though I could see this area through the window, I could barely see it, so dark.
I also don't quite understand why do they need to close.
I also don't quite understand why the switch requires a key despite being locked behind the same key, but that's really irrelevant.

>> No.6747610

>>6747591
Seems like an easy fix. Not sure why it had to be a generalized door either, but whatever.

>> No.6747669

>>6746925
>>6740818
Fixed the arachnotron bug in shipwreck cavern, now hes a mancubus. Also added some details. I hope you guys can enjoy the map a little more now. http://www.mediafire.com/file/17fpgy5u9sonpm8/shipwreckv4.wad/file

>> No.6747724

PLEASE HELP.

I run the Lost Episode and on the first level the floor is exactly like the sky. WTF?!

>> No.6747740

>>6747724
It's supposed to be like that

>> No.6747804

Jesus chirst epic is fucking dumb. Second level:

> 4 chaingunner in the sniping distance fucking you up unavoidably
YOU DON'T DO THAT

>> No.6747874

>>6747669
glorious <3

>> No.6747892

>>6747669
I have to say that the E2 night sky really fits this level much better.

>> No.6747908

>>6747804
Use freelook

>> No.6747996

>>6745453
I see I completely misremembered then. Another doom 2 playthrough commences!

>> No.6748059

>>6747034
When I was a kid I used to play DN3D and Quake 2 with the default control scheme. Those games were hard as fuck like that.
I only started to play with mouselook when I started to play CS (version 1.0/1.1 mostly. 1.0 and lower were very weird yet comfy versions tho)

>> No.6748097
File: 4 KB, 247x204, 1597370743821.jpg [View same] [iqdb] [saucenao] [google]
6748097

>>6747908
faggot

>> No.6748098
File: 25 KB, 320x200, INTERPIC_edit.png [View same] [iqdb] [saucenao] [google]
6748098

>>6745950
I did an edit weeks ago where he's wearing the helmet, but the interpic's author never replied if he wanted me to edit it or not.. i'll post it anyways just in case, if author reject it that's fine tho.

>> No.6748105

>>6748098
Actually looks pretty cool, maybe add a bit of shadow on his neck below the helmet to make it look less photoshopped in.

>> No.6748123

>>6748098
The baron is looking washed out for some reason, also you need starker reflections on the helmet to match the marine.

>> No.6748146

>>6740776
Anyone want to play an online match? >>>/vm/5001

>> No.6748163

>>6746836
>>6746853
they mostly did because like the Quake 2 ports, it gave more atmosphere, though in Q1's case, made it more bizzare, while with Quake 2 it showed how advanced the strogg were + a compensation for the lacking Lightmaps.

>>6747034
Don't you discordfags have a new board to sperg it out?

>>6748059
those games were made with mlook in mind, also ignore the animeposting, its just a bunch of fags from discord and /v/ popping out here to force the janitors to delete these threads and move it to /vg/ or whatever the garbage board hiromoot is planning to do of late.

>> No.6748171

>>6748098
Looks perfect now

>> No.6748173

>>6742180
That's a colossal fuckup on my part, totally unintentional.

>>6747591
I design my levels to not be broken with jumping and crouching because I really like hopping and crouching and it really peeves me when people go out of their way to disable them, having the switch keylocked prevents unscrupulous players from jumping a wall and skipping the entire level. It's a win-win!

>>6740818
Another bugfix for You're a Drunk Loser, fixed some broken things and made a certain secret more obvious. I remembered what the music is, it's a MIDI version of Every Day I Die by Gary Numan.

https://files.catbox.moe/82maas.wad

>> No.6748184

>>6746925
actually i'll add one comment:

16. ghoul grotto

in the room with the exit door (the one cut my the toxic spillage), there is a column at one edge which allows projectiles to pass through. maybe i don't understand doom lol? anyway i was in for a bad shock when i went for "cover" behind it from a revenant missile, and it went straight through it and smacked me right in the face.

>> No.6748198

>>6748173
oh thanks anyway, cool map. ps can you tell me how to get the megasphere lol

>> No.6748218

>>6748198
Seems like it's a blink and you'll miss it sort of thing, just give looking for the switch another shot. It'll become really obvious once you see it, like someone shining a light in your face.

>> No.6748247
File: 569 KB, 1920x1080, intangible tech pillar.png [View same] [iqdb] [saucenao] [google]
6748247

>>6748184
This room? Projectiles are actually supposed to pass through decorations like the column here. ZDoom made it so decorations block them, which is what you're probably used to.

>> No.6748253

>>6748247
>ZDoom made it so decorations block them
Actually it might have been Hexen now that I think about it.

>> No.6748285

>>6748218
haha okay

thanks for contributing your map <3

>> No.6748292

>>6748247
thanks i should have known, maybe this was the first time i really deliberately tried.

it obstructs arch vile attacks, right?

>> No.6748305

>>6748292
>it obstructs arch vile attacks, right?
Nope. Only actual level geometry can block archvile magic.

>> No.6748309

>>6748305
okay thanks. makes sense and is consistent (same thing with hitscanners, i'll guess).

actually now that i think of it, i think i made this mistake in a sunlust map against arch viles..

>> No.6748335

>>6745643
>>6745681

https://drive.google.com/file/d/1u3X5zEn9lns5zRlZuARWz5EnGSLz1J11/view?usp=sharing

This fixes the texture bleeding, but there is a minor HOM in its place. It's barely noticeable unless you're looking for it. I don't know how to fix it because I don't know what's causing it - all missing textures should be ignored by the sky hack.

>> No.6748338

Are there any surreal or dream-like maps or map-packs?

>> No.6748343

>>6748338
Going Down gets pretty surreal at times. It's by Cyriak Harris, if you're familiar with his non-Doom work.

>> No.6748417

>>6748335
That's better. I'll see if I can come up with a solution for those HOMs when the secret wall lowers.

>> No.6748426

ARROGANCE AND CONTEMPT
This update fixes the arch-vile not appearing (thank you beta-testers for pointing it out) and sort of implements difficulty levels.
http://www.mediafire.com/file/usi0yk8q9vblheo/EnragedEggplant_-_Arrogance_and_Contempt_EDIT.wad/file

>> No.6748430

>>6740818
>>6741178

These maps don't have difficulty levels fully implemented:

Gatehouse: no difference between HNTR & HMP
Arrogance & Contempt: no difficulty levels implemented at all (haven't tested >>6748426 yet)
Precipice HQ: no difficulty levels implemented at all
Trifecta: no difficulty levels implemented at all

Are the authors for these still around?

>> No.6748452

>>6748426
You made me think of the dragon profile picture guy from doomworld forums who was caught cheating.

>> No.6748458

>>6740776
Quake 1 and Quake 2 but remade with Frostbite Engine.

>> No.6748523

>>6748430
I know that the author of Precipice HQ has gone missing. Besides Arrogance and Contempt, I'm not sure about the others

>> No.6748527

>>6748452
You humor me.

>> No.6748551

>>6748452
>>6748527
meme of the year, definitely

>> No.6748565

Are there any wads and/or gameplay mods you'd recommend for coop? Trying to get a couple of dudes into doom

>> No.6748572

>>6740776
Ranger but he meets Bitterman and they have a Co-op mission.

>> No.6748574

>>6748565
Try asking it here >>>/vm/5001

>> No.6748581

>>6748572
Brothers in HUH!

>> No.6748590

>>6748565
Double Impact, BTSX E1, Memento Mori 2?

Maybe load with Samsara or Final Doomer or something if they aren't satisfied.

>> No.6748603

>>6748458
Quake 1 and Quake 2 but remade with Fox Engine

>> No.6748609

>>6748603
>Fox Engine
???

>> No.6748614

>>6748609
I only said the first engine that came to mind.

>> No.6748615
File: 51 KB, 1268x688, 1589047706654.png [View same] [iqdb] [saucenao] [google]
6748615

>>6747034
>mouselook is cheating
>in a game where the original .exe supported mouse controls
what are you?

>> No.6748631

>>6748565
played Kama Sutra and Vile Flesh co-op with a buddy and it was the most fun I had in months.

>> No.6748641

>>6747337
>watermarking a meme image

>> No.6748647

>>6748098
This looks so fucking bad are you guys joking

>> No.6748653

>>6748647
I didn't want to say anything, because someone seemed to like it, but it actually does look pretty trash.

>> No.6748663

>>6748098
Helmet looks out of place, frankly the regular Ultimate Doomguy was perfectly fine.

>> No.6748668

>>6748430
I'll tackle Precipice tonight. Not the author but he's MIA.

>> No.6748680

>>6748615
He is talking about freelook retard

>> No.6748682

>>6740818
I attempted to code in custom par times but they don't seem to be displaying. Anyone know what I did wrong?

https://drive.google.com/file/d/1OnoTcxv0Pa8-GWhcCTaz07WiqyW_4Fxt/view

>> No.6748683

>>6748647
Edited or not, everything looks like shit

>> No.6748689

>>6748683
Like your mom?

>> No.6748710

>>6748689
Learn to use fucking photoshop, faggot

>> No.6748712

>>6748098
It looks pretty cool

>> No.6748714

Fellas,
Doom or Duke?

>> No.6748718

>>6748714
Doom Nukem

>> No.6748719

>>6748714
Dume and Dook

>> No.6748724

>>6748710
Give them proper critique or offer something better then.
Put up or shut up.

>> No.6748728

>>6748714
Blood

>> No.6748749

so the reject table doesn't work well for PVS, since it's sector based, and most map designers aren't going to make sectors based on visibility rather than shared materials elevation.

it "works", but in most of the vanilla maps you can see through a lot of sectors from any given sector, whereas if I could use a subsector based reject table, it would cull much more geometry.

>> No.6748753

>>6748749
materials and elevation*

>> No.6748768

>>6748724
Ok but assume that picture is fucking terrible

>> No.6748778

>>6748768
You gotta tell them the problems. Anon.
Nobody gets better at shit with useless feedback like that.

>> No.6748783

>>6748778
well, just sayin! I personally don't like it.

>> No.6748795

>>6748749
PVS?

>> No.6748798

>>6748783
I don't like it either, but you should motivate why.

>> No.6748808

>>6748798
>I don't like it either
Why?

>> No.6748842

>>6748795
im working on a roughly doom level engine for the genesis, and i'm trying to use as many different tricks as possible to improve the performance

quake uses what's called a potentially visible set, which tells you which other bsp leaves in the game are visible from a given bsp leaf, it uses this to speed up the process by which it gathers the set of walls it needs to draw, and also to level out the performance, so there aren't wild jumps in fps from one area of a map to the next.

in doom wads theres a table called reject, which tells you the same thing but for sectors, rather than subsectors (bsp leaves in doom are subsectors)

>> No.6748860

>>6747804
Damn do you watch Civvie11 too?

>> No.6748876

>>6748430
>>6748668
Here's Precipice HQ with difficulties implemented.
I wasn't sure how to extract the map to work on it so I just used the 2048betav2 WAD, hopefully that's okay.
Changes: Mainly monster count, though I did change the monster types of a few enemies for easy and normal difficulties. A few ammo and health placements I made unavailable to easy but I left the amount as is for normal difficulty considering hard difficulty forces the player to use the pistol and rely on secrets to get 100% kills. I also fixed an event that was possible to not trigger when grabbing the red key from a specific side.

>> No.6748890

>>6748876
https://drive.google.com/file/d/12qwUnMkV0dNZW2hdi0c3f_wuU_TPYKjQ/view?usp=sharing
Forgot the link like a retard, I always do that

>> No.6748912

>>6748808
Helmet looks kludged into the picture with no account for lighting, colors are also changed somehow.

>> No.6748926

>>6748912
I'm the guy who posted this >>6748663 and I completely agree with you.

>> No.6748936

>>6748926
Yeah, I prefer the whacky 90s buzzcut.

>> No.6748940

>>6748842
It's great to see that you're still at it.

>> No.6748969
File: 42 KB, 300x346, WatchOut23894.png [View same] [iqdb] [saucenao] [google]
6748969

>>6748098

>> No.6749005

>>6748098
man that coverart baron and the imp behind looks so fucking bad, why don't just use the in-game sprites? also the highlights and shadows are incorrect.

>> No.6749025
File: 16 KB, 209x396, dunce hat.jpg [View same] [iqdb] [saucenao] [google]
6749025

>>6749005
Go to the corner.

>> No.6749060

>>6747804
You can avoid most of the damage, you just have to cover carefully.

>> No.6749087
File: 393 KB, 540x540, 1595789275565.png [View same] [iqdb] [saucenao] [google]
6749087

>>6747323
No.
There is no accepted term and no one is articulate enough to actually say what they mean on 4chan. on /v/ you will have people who say that Doom wasn't mean to be played with a mouse because "mouselook" means a million different things to millions of people
Freelook is the closest "correct" work, but the people who understand what "freelook" means probably know about mouse controls in Doom.
it's a chicken and an egg problem with jargon.

>> No.6749169

How do I play mods with BuildGDX?
nBlood wasn't working for me but I wanted to play Death Wish. I put all the Death Wish contents in the BuildGDX folder but in BuildGDX I have to link it to the steam Blood folder. How do I play Death Wish on it?

>> No.6749180

>>6749169
Nevermind, figured it out. Why the hell are the SFX so goddamn quiet compared to the music in GDX though? Both were set to 100% but I could barely hear the SFX.

>> No.6749219

>>6747215
its disrespectful not to look up and down at peoples architecture with your mouse.

>> No.6749232

>>6748641
That's very Kino Fabino of him, Anonino-king.

>> No.6749262

Waiting for a new thread to play

>> No.6749285

Since I couldn't find it in the OP - where can I get the old games' manuals from?

>> No.6749384

>>6749285
Internet archive
https://archive.org/details/Doom_Ultimate_Doom/mode/2up
https://archive.org/details/Doom_Manual_Final_Doom/mode/2up

>> No.6749403

>>6749384
Thanks m8

>> No.6749426
File: 277 KB, 1125x510, 2020-08-22-065236_1125x510_scrot.png [View same] [iqdb] [saucenao] [google]
6749426

is this game any good? what difficulty should i play on? is there a source port for linux?

>> No.6749439

>>6749426
Yes

>> No.6749443

>>6749439
not even sure what question you are answering

>> No.6749462

>>6749219
There are some rare maps that actually have visual bugs that are completely invisible to the player if they aren't using freelook.

>> No.6749536

>>6749443
both

>> No.6749571

>>6742753
looks amazing