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/vr/ - Retro Games


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7317483 No.7317483 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last Thread >>7309493

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ No Alfs ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct
OP PASTE
http://pastebin.com/VVbmMrpE

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, 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 Trilogy (2020-11): https://pastebin.com/Ucb11XhU
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
Fileplanet archives
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== 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/

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

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

>> No.7317485

=== CURRENT PROJECT ===
500ml of /vr/
BETA, UPDATED:
https://archive.org/details/500ml-vr-halloween-beta
https://desuarchive.org/vr/thread/7041037/#7043379
https://discord.gg/F968y8Wj4x

=== NEWS ===
[1-21]New Quake Map Jam
https://www.moddb.com/mods/blue-monday-jam/downloads/blue-monday-jam

[1-18]The Force Engine update!
https://theforceengine.github.io/2021/01/18/TFE-Update-2021-Plans.html

[1-17]Backwoods demo release
https://twitter.com/Shorted_Fuse/status/1350601620338434049

[1-15]Time Tripper, a Doom II episode with custom conent and minor gameplay changes
https://heckscaper.com/tt/

[1-15]Wrath: Aeon of RUIN Updated
https://steamcommunity.com/games/1000410/announcements/detail/4589698632264671265
https://www.youtube.com/watch?v=k2N12cxEXVs

[1-13] vkQuake updated
https://github.com/Novum/vkQuake/releases/tag/1.05.2

[1-12] YamagiQ2 testbuild with vulkan
https://github.com/yquake2/yquake2/pull/643

[1-12] Crispy Doom 5.10.0 released
https://www.doomworld.com/forum/topic/67168-crispy-doom-5100-update-jan-12-2021/

[1-12] Shrak unofficial patch released
https://www.celephais.net/board/view_thread.php?id=62008

[1-10] Progs_dump v2.00 released, a dev kit that expands vanilla possibilites for mapping, adds QoL features
https://www.youtube.com/watch?v=gTbkLP3B2FE
https://drive.google.com/file/d/1A3v318I8s4ZtbOsW08ok7nY83mAXdOAX/view

[1-9]500ML updated with a new map for playtesting: >>7274097

[1-9]Quakewulf releases Security Terminal for Quake 2
http://quakeulf.suxos.org/3d/maps/console.zip

[1-8] Woof version 3.1.0 released
https://www.doomworld.com/forum/topic/112333-this-is-woof-310-jan-08-2021-updated-winmbf/

[1-7] Corruption Cards updated to 1.0
https://forum.zdoom.org/viewtopic.php?f=43&t=67939&p=1178053#p1178053


=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0/edit?usp=sharing

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7317497
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7317497

>> No.7317508

>>7317483
>>7317485

New OP paste:
https://pastebin.com/u1P36vKp

>> No.7317515
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7317515

>> No.7317520
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7317520

>> No.7317525

>>7317483
Is there any good Alone in the Dark mod?

>> No.7317552
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7317552

>>7317497

>> No.7317554
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7317554

Any other maps with based secrets?

>> No.7317567
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7317567

>>7317554

>> No.7317574

>>7317554
;_;7 buttpained til the bitter end

>> No.7317583
File: 33 KB, 360x450, Partialinvis.gif [View same] [iqdb] [saucenao] [google]
7317583

*gives u a power down*

>> No.7317613

Playthrough video of map01 of the extra wad of 2048 units of /vr/ is up.
https://www.youtube.com/watch?v=naVtt_9JdWI

>> No.7317641

>>7317583
Still better than ring of shadows

>> No.7317663
File: 1 KB, 124x68, LightAmpVisorE1M5.png [View same] [iqdb] [saucenao] [google]
7317663

>>7317583
>the sheer chad balls it takes to put one of these in your map

>> No.7317685

>>7317554
Interception has a eulogy to one of the level contributors who passed away during development. His levels were pretty good too, so it makes it all the sadder.

>> No.7317696

>>7317583
It's more like whether or not it's a powerup or powerdown depends entirely on if you're facing only gunmen or only demons throwing projectiles.

>> No.7317704

https://www.youtube.com/watch?v=XTf-xXIj-rA

>> No.7317729

>>7317704
Serious question, not trying to stir up shit
Do people actually use and enjoy these weapon mods beyond novelty?
I can understand the value of being the modder who put these together and learning/practicing how to make weapons and work with scripting/coding/etc, and all power to those people.
But in terms of play, it just seems like godmode with extra steps and a flashy package.

>> No.7317750

>>7317729
mostly novelty value and to just get your ideas out there

>> No.7317753

reposting from previous thread
https://www.youtube.com/watch?v=1UtTtrwMQHI

>> No.7317759

>>7316950
thanks for the insight

>> No.7317783
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7317783

>>7317753
>GZDoom is very well optimized for what it's designed to do, the problem is that people like using it for things it's not designed to do.

>Using source port features
>Don't do that

>> No.7317791

>>7317753
go away alftranny, back to marxist-leninist discord

>> No.7317796

>>7317641
But ring of shadows makes you quasi-invincible, no?

>> No.7317816

>>7317704
>time travelers are real and they're bring us shitty doom content
seriously, this shit is straight outta 2005, the weapons, the map, the video running like shit.

bizarre.

>> No.7317829
File: 138 KB, 940x420, 3dodoom.jpg [View same] [iqdb] [saucenao] [google]
7317829

What was their goal with this?

>> No.7317856

>>7317729
Now are we talking specifically about weird mods like that or all gameplay mods? Cus yeah with weird mods I always see them as novelty mods where the creator is just making shit for its own sake.
I like that tommy gun+chainsaw combo, and the barrel launcher is neat too

>> No.7317860

>>7317829
Probably trying to con their publisher out of more money. The entire development of that port reeks out of either obscene incompetence, or being an outright scam.

The CEO of Art Data Interactive, Randy Scott, went to prison for touching kids a couple of years back, by the way. At least he made those cool instrumental covers of the soundtrack though.

>> No.7317901

do you think metadoom could have the crucible?

>> No.7317902
File: 335 KB, 1920x1080, Screenshot_Doom_20210121_192626.png [View same] [iqdb] [saucenao] [google]
7317902

>>7317753
>and enhanced software rendering capabilities

>> No.7317921

>>7317583
It's good for hitscanners, and pinkies if trying to berserk. But thats about it
>>7317663
I think it was a good idea. It's just unfortunate that because shadows are commonly used as a form of detailing, this ends up completely ruining the aesthetic of many maps.
I think instead of going fullbright for everything, they should've made it so 80 brightness and below are upped to 112, and then 96 onwards goes up by 32 light units (so 96 = 128, 112 = 144, 128 = 160, etc). This would've brightened up pitch black rooms, while still allowing for shadows to exist.

>> No.7317928

>>7317753
While I agree GZDoom runs like shit, get a better computer, Dmitri.

>> No.7317932

>>7317928
>Hey, it's Doom, it should run fine even if I only have 1gb of RAM!

>> No.7317953
File: 3.06 MB, 280x358, tenor.gif [View same] [iqdb] [saucenao] [google]
7317953

>>7317554
>Bain

>> No.7317954

>>7317921
Not particularly knocking it, I always like picking up the visor. But much like you said, mappers lean on shadows for detailing, so you have to either clueless or confident in the readability of your geometry to put one of those down. I definitely see it as a flex when there is one of those in a map and it exposes even MORE detail than before.

>> No.7317959

didn't duke life is a beach used night goggles to discover some text on some levels?

>> No.7317962

>>7317753
>slav misunderstands all counterpoints due to being an illiterate ESL and can only respond with overused memes
You can't make this shit up.

>> No.7317964

>>7317663
>tfw this never appears at all in Plutonia

>> No.7317967

Going further with this GZDoom thing, I don't even see it as a sourceport anymore, it's a weird frankenstein's monster of a game engine, like a shitty Unity.

>> No.7317978

Hey /doom/ what are your favorite wads from the 90's?

>> No.7317983

Did columbine.wad exist?

>> No.7317987

>>7317978
Doomsday of UAC got that spinnin wheels

>> No.7317995

>>7317983
if it did it's never been posted online, but you can play some of Eric Harris' other wads:
https://archive.org/details/harrisdoom

>> No.7317996

>>7317978
90s? desu alot of it isn't that good but i enjoy Memento Mori 2.

>> No.7317998

>>7317983
not likely

>> No.7318008

>>7317983
Nope.
But I got here the next best thing: https://youtu.be/4Jk3j5O75Ik?t=47

>> No.7318014

>>7317978
Memento Mori 2, Requiem, and Eternal Doom are all great.
Memento Mori 1, Icarus, and Hell Revealed have their share of great maps, too, but are a bit more dated and lacking in polish.

>> No.7318036

>>7317996
I know a vast majority are pretty bad, but I have found some to be pretty enjoyable.

>> No.7318062

>>7317921
The light goggles should've risen thebl sector brightness by like 32 or 48 or some such instead of fullbright.

>> No.7318080

https://www.youtube.com/watch?v=b8YrunhGgpA
also, has there ever been a lego bionicle mod?

>> No.7318114

https://www.youtube.com/channel/UC0PVCA-xIExi5phUf-Qx3FQ

Just found this

>> No.7318118

>>7317959
That was in original DN3D as well, there's little messages like those here and there, usually hidden in shadows or in the dark, often giving a clue for a secret.

Ports with hardware rendering tend to make it so you can spot and read these messages even without nightvision, due to not being limited to the colors on the palette.

>> No.7318121

>>7318118
is there anyway to replicate this sort of effect in UDMF?

>> No.7318139

>>7317967
Kind of, but it's also a shitty Unity built around having Doom as a base for gameplay, which means you have something fun to use as your foundation.
Hideous Destructor is a great example of having an entirely new game, but with any given Doom level you're playing it with.

>>7318121
Uh, gee, maybe by attaching a script onto an inventory item and make it so the text is only visible when they're on? ZScript can do almost anything, if you understand it, and Decorate and ACS lets you do a lot of basic things really easily, and a lot of advanced things if you put in the effort.

>> No.7318153

>>7317978
TNT, MM2

>>7317983
Given that it was a trend to recreate your house, workplace, or school, back then, it's definitely not impossible that he made a level like that, but as far as I know, there's never been a work like that which can be attributed to Harris.
There's been some people who have recreated what they imagined it to be, and sometimes trying to pass it off as legit.

>> No.7318159
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7318159

I played through Half-Life for the first time, it was good. Xen honestly didn't seem that bad, is what I said after the first couple sections, before it just stretched on endlessly.
I have all the expansions due to Steam sales, which of them are worth playing?

>> No.7318164

>>7318159
Play Opposing Force and then Blue Shift. I wouldn't recommend Decay, even with a buddy.

>> No.7318192
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7318192

>>7318159
I recommend you play Opposing Force first.

>> No.7318247

>>7318164
>>7318192
Will do, thanks.
>Decay was a console exclusive expansion for a while
I imagine it's closer to, say, those 5th Gen Duke Nukem console games than the other PC-centric expansions?

>> No.7318260

>>7318247
It was a coop-based version, it's not too too far off from the original material. Certainly a Half-Life game in style and execution.

>> No.7318261

>>7318247
no its just half-life expansion with focus on two players working together to get through levels so you had puzzles that separated both players but required them to coordinate.
this was back in the day when coop gaming wasnt as big as it is today, releasing it on console and not on pc was no brainer since you just plug in 2nd controler and are done.

>> No.7318273

There is nothing wrong with Decay.

>> No.7318545

>>7317583
The Blur Sphere is a much better idea when you consider the game's original controls. You weren't really supposed to be constantly strafing, so having a bit of error on enemy projectiles helps out a bit. It's just at higher levels of play when it becomes a hindrance more often than not.

>> No.7318608
File: 369 KB, 1920x1080, equinox.png [View same] [iqdb] [saucenao] [google]
7318608

Equinox is such a kino, you have no idea. It's Ancient Aliens, but from 2001.
Plays rather terribly at times though.

>> No.7318632
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7318632

2 hours frankensteining a power supply for my ut2004 server that nobody uses

>> No.7318646

>>7318159
Xen seems bad on hard mode but I didnt have much issue with it. When I first played it on Source it was a horrible experience

>> No.7318671

>>7318646
No one section was excessively terrible (I was playing on Normal though) but there was little that wasn't good, quite a few sections that were frustrating due to platforming, enemy placement or both, and it going on for so long made it increasingly more frustrating. If I had to just play one section of Xen I wouldn't froth at the mouth doing so, but the combined experience of Xen deserves its infamy.

>> No.7318754

>>7318632
>Maintaining your own server
VPS are all the rage now.

>> No.7318769

>>7318164
>>7318192
Started playing Opposing Force; the scope for the sniper rifle seems ridiculously off-center, it's a whole notch to the left of the center. Is there a mod to fix this?

>> No.7318782 [DELETED] 

Oy, Monstervariants author, can you add a config for the armored beetle size? They were perfect at 150%, 135% is kind of lame.

>> No.7318814
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7318814

i love the quake help screen's way of gently easing players into the existence of the y axis

>> No.7318819
File: 21 KB, 320x240, winquake_mark_v_0002.png [View same] [iqdb] [saucenao] [google]
7318819

>>7318814

>> No.7318821 [SPOILER] 
File: 103 KB, 800x600, 1611297457084.png [View same] [iqdb] [saucenao] [google]
7318821

I'm pretty sure this is nude

>> No.7318825

>>7318821
wtf wangbros we got too cocky they're gonna censor it now

>> No.7318837

>>7318769
Found out the problem, it only happens when running the game in 16:9. It may or may not only happen in the tutorial as well, seeing conflicting statements on that. I'll just switch to 4:3 if it's still a problem in the main game.

>> No.7318856

>>7318821
SOFT SKWISH

>> No.7318881

>>7318819
>The spacebar will make you swim directly up to the surface no matter which direction you are facing
I wonder if this means that at one point underwater sections had more 6DoF style movement so you could be swimming upside down?

>> No.7318923

What's the most technically impressive doom mod ever made?

>> No.7318927

>>7318923
Total Chaos

>> No.7318928

>>7318927
more like Total Gayos

>> No.7318930
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7318930

>>7318928

>> No.7318983

Guys, i need a Source Port for playing some Megawads, which is better?

>GZDoom

>prboom+

>> No.7318984

>>7318821
They had actual nudes in one of the beta builds.

>> No.7318986

>>7318983
They're both fine. Stick with pr if your PC is shit and if you care about purist stuff.

>> No.7318987

>>7318983
GZDoom more like jizzydoom
prboom more like PRRRRRRRRRRboom

>> No.7318989

>>7318983
depend on ur pc br0. but prboom+ is better for vanilla stuff.

>> No.7318998

>>7318987
glizzy

>> No.7319000

>>7318983
If you have a choice, probably use PrBoom+.

>> No.7319004
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7319004

>>7318837
Heh (the jpegging is happening whenever I take a screenshot I didn't save it like this)

>> No.7319140

>play secret level
>end it with less health and ammo than I entered with

>> No.7319151

>>7318927
Inventory system and notes are cool, rest is kinda meh :/

>> No.7319152

>>7318608
this was fun with metadoom; until gzdoom started memory leaking and dipping down into single digit fps

>> No.7319162

>>7319151
Well they asked for technically impressive and it's either that or Solace Dreams.

>> No.7319180

>>7319140
The real secret were the friends we made along the way

>> No.7319185

>>7319162
You couldve said sonic roboblast 2 ok

>> No.7319204

>>7319185
I sometimes forget that's even DOOM, lmao.

>> No.7319212

>>7317796
Nope it was just a timed notarget and its effect wore off the instant you attacked any monster, the Copper mod retooled it into a blursphere clone, so its finally viable for something besides the situational "2*dmg for a suprize hit to unalerded mobs" effect it originally had

>> No.7319226

>>7319212
Right, I was thinking of shadowsphere from heretic, ring must be Hexen that I never made far into.

>> No.7319231

>>7317860
>T B H when the least cringeworthy and most competent person in the whole design team is a literal tranny who smuggles hamburgers under the workdesk, you'd guess that something is a bit off about Logicware sooner or later

>> No.7319257

Is there any Doom mod out there thats pretty much "Aeons of Death" but without the randomized monsters and weapons (instead having an option to pick & choose stuff so it wont clash thematically too much) made yet, or I just fail at googling?

>> No.7319268

>>7318192
>ShockTroopers had placeholder sounds taken from SW:ANH Greedo's dialogue lines mid-development...
Oota-goota, Sheppard?

>> No.7319287

>>7317729
I use weapon mods like that when playing through something like dzone or whatever other trash I picked from the archive.
I'm curious to see the maps but not autistic enough to actually bother with them.

>> No.7319329

>>7318927
If that's a Doom mod, then Cod:WaW was a Quake 3 mod. People need to stop pretending GZDoom is Doom.

>> No.7319370

>>7318192
I'll never not love this picture.

>> No.7319375

>>7319329
Isn't Total Chaos a free mod you just download? COD:WAW was a funded game that was published as a product for sale and doesn't require you have Quake 3 installed to run.

>> No.7319380

>>7319375
that's missing the point, anon, gzdoom is an engine that can run doom

>> No.7319384

>saves once during a sunlust level
>omg dude youre such a savescummer

>> No.7319390

>>7319380
Irrelevant, the engine is still built around Doom and largely centers around Doom and Doom-like gameplay.

>> No.7319393
File: 32 KB, 480x405, 1491870966413.jpg [View same] [iqdb] [saucenao] [google]
7319393

>>7319384
>cheat
>get mad when you get called a cheater

>> No.7319406

>>7319393
Oh sorry, I was under the impression that saving was indeed in the original release of doom, but perhaps I was mistaken.
By the way, I will say I prefer to play without saves but come on

>> No.7319407
File: 408 KB, 1366x768, Avactor.png [View same] [iqdb] [saucenao] [google]
7319407

Playing through Avactor and having a good time. Love these Ooga-BoOga sprite changes, and that nice smooth green shading on the Pinkies.
Gameplay is cool, wide open and trappy. Only a few maps in, no idea if things start getting slaughtery or not, but it's a small level set so I will probably beat it before losing interest.
Anybody else here played this one?

>> No.7319408
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7319408

>>7319384

>> No.7319415

>>7319407
Damn, I love that Pinkie reskin! I have to check that out.

>> No.7319420

>>7319384
My grandmother could beat the game if she saved as much as you do

>> No.7319425

>>7319384
>not slogging through a saveless run
I didn't bore myself to tears playing mindless slaughtermaps without saves to have some casual FAGGOT use saves and enjoy himself.
Fun? Pfft. I'm a PRO gamer playing DOOM mods. You'll see.

>> No.7319434

>>7319407
>small level set
lol, later maps are hour-long.

>> No.7319436
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7319436

>>7319407
>having a good time

>> No.7319440
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7319440

>>7319415
Archie death frames are also really neat.

>> No.7319441

>Doomguy or some random Doom Marine in Duke 3D, e1m3 Death Row
>Duke Nukem in Blood, E1M4 Dark Carnival
>Serious Sam in Duke 3D, E5M4 Mirage Barrage
>Duke hanging from a tree in Serious Sam 2, level 10 Forsaken Compound
Are there any others? I know there are some like Jack Torrance or whatever, I'm specially looking for FPS protags being dead in other FPS

>> No.7319443
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7319443

>>7319434
Oh damn. Welp, I'm in for it.

>> No.7319448

>>7319436
What? Does it get too hard? I'm having a gay old time on map 5.

>> No.7319456

>>7319448
I'm memeing

>> No.7319458

>>7319384
I legitimately don't get the weird obsession with doing maps blind saveless.

>> No.7319469
File: 2 KB, 120x150, STFKILL2-export.png [View same] [iqdb] [saucenao] [google]
7319469

>>7319456
Oh. Nice.

>> No.7319480

>>7319458
E-Peen GDQ Zoomie Poggers type shit.

>> No.7319482

>>7319480
speak english

>> No.7319483

>>7319458
Nobody actually gives a fuck unless it's some sort of specific challenge thing like an Ironman competition.

>> No.7319486

>>7319482
Gay shit.

>> No.7319515

>>7319458
what's the purpose of playing a game if there is no challenge?

>> No.7319525

>>7319515
>Sunlust is not challenging unless you play it blind and saveless
Yeah ok sure bud

>> No.7319529

>>7319525
I didn't even mention sunlust

>> No.7319531

>>7319529
Well then learn to read a conversation autist.

>> No.7319532

>>7319515
Challenge can stop being enjoyable if you keep doing the same thing over and over, and then it turns into a tedium. For instance, if a map is challenging but doable for the most part, and fun, but you seriously struggle with the final battle, will the rest of the map remain as fun as it was before if you just keep doing it over and over just to get back to the part which you struggle with at the end?

I think people should restrain themselves in using saves, because it's easy to destroy all challenge with it by savescumming, but at the same time I don't think there's anything wrong with making a midlevel save, or making a save before a very obvious boss fight or something like that.

>> No.7319535

>>7319531
Yeah ok sure bud

>> No.7319541

>>7319532
My general rule of thumb, if I die, I have to start from the beginning until I reach that same point before saving, repeat process moving forward. That way the tedium alleviates while still having to "prove" that you didn't just get to that point by fluke.

>> No.7319545 [SPOILER] 
File: 9 KB, 183x208, 1611319555260.png [View same] [iqdb] [saucenao] [google]
7319545

Oh, I'm sorry, I thought this was the retro vehicle board and thread. vr/oom

>> No.7319552

honestly if you take any damage at all you might as well uninstall the game lmao

>> No.7319559

>>7319552
>playing actually TOUCHING the keyboard and mouse
never gonna make it lads

>> No.7319562

>>7319559
>Actually needing a monitor to get past a level
I can't believe some posters here.

>> No.7319563

>>7319562
>thinking about doom
absolute trash

>> No.7319567

>>7317483
>BN Gutsman and robot timeline Zero are now in the collection
Woo.

>> No.7319569

>>7319563
>Existing in the same universe as John Romero
What's it like being a knob-drinking bitch?

>> No.7319573
File: 164 KB, 759x710, DYNAMITE!.jpg [View same] [iqdb] [saucenao] [google]
7319573

>>7319567

>> No.7319578

>>7319573
>April 20th, 1999

>> No.7319580

>>7319573
Nice.
https://www.youtube.com/watch?v=dvT1QOuuH7s

>> No.7319605

>>7317554
Redemption of the Slain secret spectre area.

>> No.7319638

>>7319515
>saving at all suddenly removes any sense of challenge to be had
Maybe play some pwads for once.

>> No.7319647

>>7318923
>What's the most technically impressive doom mod ever made?
BTSX, considering its still vanilla engine compatible

>> No.7319681

>>7319140
Haha got me

>> No.7319686

>>7319407
This is neat looking. Thanks for posting about it.

>> No.7319691
File: 91 KB, 1280x720, Doomglorykill.jpg [View same] [iqdb] [saucenao] [google]
7319691

>>7319573
>in Doom comic, Doomguy is tweaking on a berserk pack
>this makes him act erratic and violent
>this is misunderstood as Doomguy's regular behaviour
>20+ years later...

RIP AND TEAR I'M A MAN AND A HALF REEEEEEEEEE

>> No.7319705
File: 6 KB, 257x196, 1611167866126.jpg [View same] [iqdb] [saucenao] [google]
7319705

>>7319408
NO

>> No.7319709

What would be a good map/mapset to play in VR?

>> No.7319725

>>7319691
I doubt it, his behavior doesn't change much throughout the story. The only thing that prompts him to stop being a man and a half anyway is that he punches the cyberdemon and doesn't kill it, and realizes he needs to run and find another weapon.

>> No.7319768

>>7317753
find me a source port that has the same mod variety gzdoom has and ill give you a shot, as it is, its either, unoptimized but well modded port vs optimized but vanilla-like ports (woof, crispy, boom-likes etc)

>> No.7319818

Does marathon not save when you start a new level or do you need to get to a checkpoint?

>> No.7319839

>>7319709
sunlust + hdoom

>> No.7319842

>>7319725
>I'm a berserker packing man and a half

>> No.7319848

>>7319818
manual saves only, some levels deliberately hold save points until later in the level, or the previous level has a save right before the exit becuase the next level has rare saves etc

>> No.7319861

>>7319842
DYNAMITE!

>> No.7319867
File: 841 KB, 400x400, dynamite throw.gif [View same] [iqdb] [saucenao] [google]
7319867

>>7319861

>> No.7319878

>>7319725
The Doom comic has some surprisingly gameplay-accurate details (infighting, meme barrel room full of exploding barrels, how the BFG works) but the berserker pack runs out of power. I guess infinite berserker power really is a bug that went unnoticed.

>> No.7319896
File: 336 KB, 1024x768, NUTS.WAD_2.png [View same] [iqdb] [saucenao] [google]
7319896

Are there any slaughtermaps that are actually good?

>> No.7319919

>>7319896
Whitemare 1 and 2 have really good slaughter.

>> No.7319928

>>7318159
if you're down for modding I'd say try echoes when you're done, aside from some goofy jokes it's pretty much valve quality
azure sheep is so-so, and the freeman VA is hilarious, but it's a historical footnote in how ambitious it was for 2001(?)

>> No.7319935

>>7317554
Secret BFG room in AA map24 was pretty neat.

>> No.7319943

>>7319878
BTW how long does berserker last in Doom3 - 30 seconds tops?

>> No.7319960

>>7318192
OpFor is my fav Half Life game and it's always weird to me Randy was the director of it. I don't think I liked anything else he worked on

>> No.7319964

>>7319960
Not even Duke and Shadow Warrior?

>> No.7319985

>>7319964
He only designed some maps for those games if I'm not wrong? I don't think you can credit those games in general to Randy while he was the main director for OpFor
Anything else he worked on was bad wording on my part

>> No.7319992

>>7319964
Randy was only involved with E4 in Duke 3D, IIRC.

>> No.7320186
File: 1.67 MB, 1920x1080, ColonyShipForSaleCheap_0000.png [View same] [iqdb] [saucenao] [google]
7320186

>go through this tedious puzzle
>finish the level
>die to an exploding bob before getting a save point
>get reverted to this level again
>need to redo the whole level because I forgot to save as the save point is at the beginning of the level

>> No.7320216

>>7317796
Hexen 2 made the invisibility powerup make enemies unable to see or attack you at all. Which Shadow Warrior did first actually with the smoke bomb.

>> No.7320282

>>7320186
I've always just recommended people just grenade jump up to the exit of that room. Getting teeth pulled is a more pleasant experience than that puzzle.

>> No.7320284

>>7319928
That's some opposite as fuck extremes there. Azure Sheep is garbage compared to Echoes. Recommend Point of View instead.

>> No.7320290

>>7320284
>Azure Sheep
i thought it was beloved.

>> No.7320297
File: 9 KB, 657x85, chrome_izTJQHS8Be.png [View same] [iqdb] [saucenao] [google]
7320297

>>7320282
Seems Jason Jones is aware it is bad

>> No.7320358

>>7320284
>>7320290
it is kinda garbage, especially compared to echoes (which is barely fair to compare to any mod let alone one that came out 17 years prior) but super impressive given the context that this came out all the way back in 01 which is probably why you get the conflicting messages of "it's beloved but garbo"
I'd say it's still perfectly playable bar one or two obnoxious sections, like I said it's more of a historical curiosity
point of view is alright too

>> No.7320403
File: 1.05 MB, 320x240, thumbsupkid.gif [View same] [iqdb] [saucenao] [google]
7320403

>>7319541
That's a really nice middle ground, I think I'll be doing that from now on.

>> No.7320449

Anyone else have an issue when running anything through BuildGDX where stuff like video running on a second monitor loses frames like crazy? I'm noticing shit like youtube playing in my other monitor falls apart while running anything GDX

>> No.7320453

>>7320449
update, seems like it only happens when using fullscreen and fullscreen+borderless

>> No.7320482

Not really liking Lunar Apocalypse after L.A. Meltdown, which I enjoyed a lot

>> No.7320492

Would it be possible in Build engine to imitate a space station with spin gravity. That is, essentially, floor constantly curving up and forming a 360 degree loop.

>> No.7320501

>>7320482
What level are you on?

>> No.7320510

>>7320501
Occupied territory, I'm stopping for now will continue some other time

>> No.7320521

>>7320482
I didn't like it at first because of sentries and enforcers but now it's my favorite. Definitely like it more than E1. E1L1 and E1L2 are good, but I don't like Death Row nor the sub level nor the Abyss puzzle. Also E2 has like twice the levels

>> No.7320530

>>7320521
I liked it at first. I like the urban levels and strippers and what not, but lunar apo is nice change of pace.

It was impressive to me when I was already getting into 3d fps like quake 2.

>> No.7320531

>>7320510
Okay yeah if you're not enjoying it by then you should probably just resign yourself to toughing it out.

>> No.7320535

>>7319896
Going Down

>> No.7320541

>>7320290
It is, but only nostalgically. It does have undeniable charm, but I honestly would not recommend it to anyone getting into HL1 mods. There are far better things to do with one's time.

>> No.7320554

>>7318159
Xen is overblown I liked the change of pace, although I agree it kinda stops the crescendo from previous chapters.


I was surprised black mesa poured their heart into that part, it feels like a completely new game. I like it thematically. and the boss fights.

Wish somebody did it on the old engine.

>> No.7320562
File: 622 KB, 1280x720, hMMfiKv.png [View same] [iqdb] [saucenao] [google]
7320562

>>7320492
I was actually thinking about how to implement it in GZDoom. Best idea would be to split it in sections instead of having one continuous hallway.

>> No.7320659

>>7320562
Segmentation is not fun.
Can you make portal at an angle so what seems like a slop was actually flat?

>> No.7320673

>>7319896
any slaughtermap is immediately labelled shit
and any map with more monsters than the base game is immediately labelled slaughter

>> No.7320836

At what point map officially has too many arch-viles?

>> No.7320840

>>7320836
One

>> No.7320879

>>7319896
100,000 revenants
1,000,000 revenants
the revenant problem
revenant bus

>> No.7320887

>map makes you fight robo-rams with the ninja shotgun

>> No.7320901

>>7320510
That's a pretty tough level, the rest of the episode isn't as punishing.

>> No.7320906

can I play arcane dimensions fine with QSS?

>> No.7320916

>>7320879
lmao 2 revenant

>> No.7320927

Is there any wad or TC with a map resembling a motherboard?
I thought a lost Reelism addon was like that

>> No.7320998
File: 926 KB, 1920x1080, map02.png [View same] [iqdb] [saucenao] [google]
7320998

>>7320927
maybe uplink.wad
fuck the end of map03 tho

>> No.7321132
File: 79 KB, 750x563, 041026104154_64.jpg [View same] [iqdb] [saucenao] [google]
7321132

>>7317483
Need some help...

I have got Quakespasm and Yamagi quake 2 running in 64bit linux without any problems, but Quake 3 always gives me an error message when i try to run it.

------- sound initialization -------
------------------------------------

Receiving Signal 11, exiting...

The pak files and directory structures are in the correct places. Does someone know how to fix this?

I am using the recommended sourceport.

http://edawn-mod.org/forum/viewtopic.php?f=6&t=7

>> No.7321138
File: 2 KB, 372x106, error.png [View same] [iqdb] [saucenao] [google]
7321138

>>7321132

>> No.7321249

Someone did Doom mugshots of a japanese vtuber. Found it on Twitter.
https://twitter.com/KamiJoJo_/status/1352332003027390466

>> No.7321256

>>7321249
not bad
from the same guy https://twitter.com/KamiJoJo_/status/1215823368257253376
seems like a mario themed map for that sonic mod

>> No.7321263 [DELETED] 

A PM of sorts.
Google "пнк[пoвecть]" and look around as well, the other two publications are about videogames.
I am sorry for two major oversteps and two minor ones. Sometimes my common sense ends up lacking.
I simply go about my business. The blacklist bit was unnecessary to say the least. Good luck.
The link is no more. And please, do abstain from using the screen cavity moment in any (as long as derivative) form whatsoever.

>> No.7321346 [DELETED] 

A tendency exists nowadays to pass the wind things schizo-like looking, without even looking offensive,

constitute rampant malakey with concepts substituted left for right and veisa versa. Said schizo thing mind

you is ultimately not based upon logical level mixture or whatever, that's double bind theory leaking outs

its nische. More over its is not alike postmodernism related. Folks just do it shits and giggles alikeness.

Now, passing concepts one for other reeks to me that thing gas lightning making you up rooted and doubting

your self eventually. That being passing that schizo thing over younder for gas lighting is gas lighting it

self. As such bear no relation to schizo thing itself just the fuck misusing it without even be capable

reproduction its.

We mean no harm. Author Gheritt White first Marathon as dunno.

>> No.7321372
File: 41 KB, 480x403, 1593909498251.jpg [View same] [iqdb] [saucenao] [google]
7321372

>>7321263
>>7321346

>> No.7321384 [DELETED] 

>>7321346
Schizo is simply how you write or create milestone-alike works, gaslighting is used-cars-salesmanry, seeing there are more gaslighters than genuine groundbreakers, it is used to drag the latter down more than to the opposite means. Durandal, I am afraid, is more of the former. Hope my point got through.

>> No.7321401

Looks like someone decided to use their spambot on this general. I wonder who.

>> No.7321404

>>7320927
Alfozone has an episode set within various computer components.

>> No.7321429

>>7321384
In other words, Marathon is genuine pseudogroundbreakery, at least in part.

>> No.7321448

So I'm playing through Half Life for the first time. I'm at the start of POWER UP on Hard difficulty

What's up with the fall damage? It feels as if Gordon is an old man whose bones are made of glass and they shatter if you dare fall like one meter.

>> No.7321454

>>7321384
>>7321346
>>7321263
What the hell am I reading here?

>> No.7321482

>>7321448
You're playing on Hard, which kinda bullshits you with damage values. Just assume Gorden manages to land on his neck every time or something.

>> No.7321506

What a mean secret exit
can't imagine playing this shit with a controller.
https://www.youtube.com/watch?v=3J2VfiYnzFE

>> No.7321509

Are there legitimate applications for the SS Officer?

>> No.7321513

>>7321509
yeah, using dehacked to replace him

>> No.7321524

>>7321513
But what about using them as regular enemies? They seem like they'd be good where a chaingunner might be too much.

>> No.7321543

>>7321263
>>7321346
>>7321384
Thanks for reminding me that I forgot to take my meds today.

>> No.7321560

>>7321524
They lack attack rotations and can't even patch holes in their uniform. Not tidy enough to appear in actual gameplay.

>> No.7321563

https://www.youtube.com/watch?v=1fcqYr1NevE

>> No.7321581

>>7321563
Fuck yeah ~25 minutes of creamy decinie

>> No.7321604
File: 671 KB, 800x600, FNF5.png [View same] [iqdb] [saucenao] [google]
7321604

Lads, it's time, once again...

~FRIDAY NIGHT FIREFIGHT #5!!!~

This time we are playing 32in24.
Much thanks for keeping our servers happy and healthy! :)

NOW GET IN HERE: 104.128.49.2:10750

>> No.7321612
File: 40 KB, 640x628, EMvmNcXUcAAs1Lk.jpg [View same] [iqdb] [saucenao] [google]
7321612

>>7321563
>stats screen goes to the Imp
>The Imp's Song starts playing
Closed the video right there

>> No.7321635

>>7321524
>>7321560
You can change the sprites to something else, or add the sprite rotations with doom sprite fix

>> No.7321661

>>7321612
actually, that was a different song
imp's song was used for the zombies instead

>> No.7321664

>>7317483
Can you upload a zip of all those rip & tear edits?

>> No.7321680
File: 410 KB, 768x768, 1586819584492.png [View same] [iqdb] [saucenao] [google]
7321680

>>7321563
If you edit a barrel's speed to be anything above 0 u/s, will they chase you around the map like any other creature?

>> No.7321682

>>7321509
>>7321524
SS Officers are just worse Chaingunners and look really out of place in maps that aren't Wolfenstein based. As others have said, you're better off not using them or replacing it with another enemy.

>> No.7321690

Thoughts on the PSX exclusive maps?

>> No.7321693

>>7321682
They aren't out of place on the nazi-themed levels.

>> No.7321751

>>7321690
PSX more like Poo and Sux

>> No.7321759

Funny that there's PSX Doom discussion on here. I was just about to ask if there's a way to play it, or just play the maps, on PC without the means of the ZDoom total conversion. I know of ConsoleDoom.wad by the same guy who made the Kex Engine. Any other means?

>> No.7321762
File: 177 KB, 498x498, rvdn.gif [View same] [iqdb] [saucenao] [google]
7321762

>>7321690
>club doom

>> No.7321770

>>7319896
your mom's pussy LOL I'm so alone

>> No.7321774

>>7320906
that's the port it was made for

>> No.7321782

>>7318754
gotta keep it old school

>> No.7321789

>>7321690
I have played them, but can hardly remember any besides one which was a large dark arena with two Spiderdemons.

>> No.7321794
File: 3.54 MB, 778x467, runforit.gif [View same] [iqdb] [saucenao] [google]
7321794

>>7321680
Yep.

>> No.7321796

Playthrough video of map02 of the extra levels of 2048 units of /vr/ is up.
https://www.youtube.com/watch?v=k8dNbrCWxEc

>> No.7321802

>>7319896
I saw some good crowd control excercises, but simply putting rows of the same enemies is lame.

>> No.7321813

>>7321802
I read "cum control exercises", fucking hell m3

>> No.7321832

>>7320927
you might be thinking of mandrill ass project

>> No.7321839

>>7321813
Stop watching JOI

>> No.7321897

Stop comparing Quake to Mario 64.

>> No.7321945

>>7321897
sounds like someone is too shit get 120 runes on nightmare

>> No.7321960

>>7321690
Only played through the ones added in DOOM1's section of the game; Hell Keep is an absolute ballbuster if you try playing it on pistol start
The rest weren't memorable to me besides the last level having a thousand Hell Knights and no barons

>> No.7322005

>>7321960
>the last level having a thousand Hell Knights and no barons
Isn't that a good thing?

>> No.7322025
File: 80 KB, 1366x768, psydoom2.png [View same] [iqdb] [saucenao] [google]
7322025

>>7321759
I usually just play it through PSYDOOM cuz it looks funny. It's like chocolate-doom where it's really accurate, but also has some quality of life stuff like autorun and mouse control.

>> No.7322056

>>7322005
Didn't say it was bad, just that it stuck out.

>> No.7322113

>>7321759
Just emulate

>> No.7322115

>>7321506
psx sound effects are pretty cool though

>> No.7322168

>>7320284
They Hunger any good?
I tried it and it started me spinning at a high speed.
I hate the Steam half life port and Xash is annoying to configure.

>> No.7322252

>>7319896
Nuts is a very poor example of slaughter. The author purely made it for testing the idgames upload process before uploading equinox.

>> No.7322259

>>7319545
move his eyes wider apart

>> No.7322267

>>7321770
So... Kama Sutra MAP30?

>> No.7322272

>>7322168
I liked it for a playthrough. It's a bit silly, but it's fun if you like zombie movies and such.

>> No.7322350

>>7319896
I really like Speed of Doom and Resurgence slaughter maps

>> No.7322363
File: 1.40 MB, 4096x2304, 2112390282_preview_2.jpg [View same] [iqdb] [saucenao] [google]
7322363

Has anyone recreated the tentacles and eye turrets (With those pillars in TAG) in classic Doom?

>> No.7322393

>>7322363
Idk, but those are really good looking models

>> No.7322424

Do I start with the Veni first or is it mandatory to play Abandon prior to it? I am at my wit's end. Veni from what I've read seems more competent.

>> No.7322491

>>7322363
>(With those pillars in TAG)
??

>> No.7322509

>>7321794
What shader are you using?

>> No.7322523

Just got to episode 4 of Doom 1 for the first time. This game is sweet and still holds up.

>> No.7322547
File: 38 KB, 640x481, CHUG.jpg [View same] [iqdb] [saucenao] [google]
7322547

Those ice levels in Evilternity were painful, that better not be what the rest of it feels like.

>> No.7322551

>>7322547
The fucking huge one that drags on and on and on is the worst.

>> No.7322569

>>7322551
If you're talking about the last one yeah that was awful.
>8 sextillion cacodemons and revenants arena with 1 trillion other monsters sprinkled between via teleports
>that sadistic archvile placement
>that weirdly placed exit portal
>that one cyberbaron thing at the bottom of those stairs in the small space after the revenants
>the cum cacodemons at all
>the effects and monsters lagging the game to about 16 fps while my ancient gpu begs for death in the background

>> No.7322592

>>7322491
The Ancient Gods, first expansion for D55M
there is this sentry turret pillar that hides when you are getting close and you cant damage it, and if you take too long to aim at it, it also hides, its a cheeky little thing

>> No.7322678

>>7322025
>PSYDOOM
Never heard of this until now. Thanks for sharing.

>> No.7322728

>>7322168
They Hunger is classic among HL1 modding. I don't particularly care for it, but it's nothing like Azure Sheep. The quality is there.

>> No.7322729
File: 565 KB, 1920x1080, Requiem-MAP05.png [View same] [iqdb] [saucenao] [google]
7322729

>>7318014
Decided to give Requiem a whirl. Five maps in and I'm really enjoying it. Map 3 was pretty fucking tough for an early map with lots of hurtfloors and hitscanners, but nothing too unmanageable. It also had this really cool door which swung open after passing a couple of linedefs- something you don't see too often in a vanilla wad. Map 5 was no slouch either in terms of difficulty either, especially that end section. I should mention the wad has great music too.

>> No.7322831

>>7322363
Demon Eclipse did something like that, that enemy is now on R667

>> No.7322843
File: 908 KB, 1920x1080, Screenshot_Doom_20210122_234522.png [View same] [iqdb] [saucenao] [google]
7322843

Is this achievable natty?

>> No.7322905
File: 50 KB, 240x160, 240px-GBADoom2cacoholes.png [View same] [iqdb] [saucenao] [google]
7322905

>> No.7322914

>>7322843
>Where do you work out?
>At the Library

>> No.7322939

>>7322547
Ice levels were my favourite, personally.

>> No.7322967

>>7322551
>>7322569
>Map15
>drags on
Oh boy, you guys will HATE map19 and 32.

>> No.7322974

When did you realize that the snes version is the most faithful retro port?

>> No.7322996

>>7322974
Ports like PS1 play a lot closer to the original game than SNES; SNES has more faithful level design but it lacks sound propogation (i.e. monsters cannot hear anything you do in the SNES version) and infighting, which hugely alters the gameplay. I respect the SNES game for what it was able to do on the hardware, but let's not pretend it's the most faithful just because of its levels.

>> No.7323094

>>7322974
I still wish we'd have gotten access to the GBA port that was custom done for the platform instead of the ass port we got because Carmack found the Jaguar port source and demanded they re-port that instead.

>> No.7323103

>>7322569
If that's the one where the exit portal is in a wide, open, empty as fuck space where you start to wonder if you've gone out of bounds, then yes, that one.

>> No.7323228

i've realized:

- i don't like the last episode of valiant at all

- i seem to not like bright doom maps (and maybe that's the cause of the preceding)

anyone else?

>> No.7323240

>>7321759
Consolation Prize

>> No.7323245

>>7321759
What's wrong with the ZDoom total conversion?

>> No.7323336

>>7323228
That was my favorite episode. I loved seeing him revisit the space theme. That episode is effectively a sequel to lunatic.wad imo

>> No.7323345
File: 16 KB, 106x148, IT BURNS.gif [View same] [iqdb] [saucenao] [google]
7323345

>IT BURNS IT BURNS IT BURNS AAAAH MY AAAAAAAAHH

>> No.7323376

>>7319458
Zoomers with too much free time and no other hobbies.

>> No.7323382

>>7323345
Why did he break character?

>> No.7323384

>>7319896
>slaughtermaps that are actually good
No. A good slaughtermap, although possible, is yet to be achieved.

>> No.7323397

>>7322025
Why does Plutonia map06 have the Doom 2 Sky1?

>> No.7323412 [DELETED] 
File: 176 KB, 592x352, sex4.jpg [View same] [iqdb] [saucenao] [google]
7323412

>>7322905

>> No.7323449

>>7323382
blood is a stage play gone wrong theory
caleb is too stoned to realize he's using actual weapons

>> No.7323463

>>7323449
Caleb's voice also changed dramatically when he's on fire

>> No.7323468
File: 1.52 MB, 1600x1600, CALEBS.jfif.jpg [View same] [iqdb] [saucenao] [google]
7323468

>>7323463
i wouldn't keep on that deep voice too when my ass was on fire.
the cg caleb makes sense now... shitty stage costume

>> No.7323473

Do you need to conserve ammo on Blood? Playing on the second hardest difficulty, continuing with previous equipment on next levels
Finished SW on hardest recently and you could always use your best guns and still have ammo laying around because of how often that game shits out ammo and weapons but Blood seems more stingy so far

>> No.7323491
File: 14 KB, 229x220, 1610712707148.jpg [View same] [iqdb] [saucenao] [google]
7323491

>>7323468
>amano caleb...

>> No.7323496

>>7321664
>Can you upload a zip of all those rip & tear edits?
seconding this

>> No.7323520
File: 410 KB, 924x1368, Richter.Belmont.full.295102.jpg [View same] [iqdb] [saucenao] [google]
7323520

>>7323468
I particularly like the Ayami Kojima and Hirohiko Araki ones.

>> No.7323548

>>7323463
Its hard to keep your cool once being set on fire you know

>> No.7323567

>>7323228
I liked Valiant a lot more when it was much shorter and called Lunatic.

>> No.7323572
File: 43 KB, 608x380, MAGICLAW.jpg [View same] [iqdb] [saucenao] [google]
7323572

>>7323463
Changes even more when he's a furry.

>> No.7323724
File: 395 KB, 2340x1080, Screenshot_2021-01-22-12-18-08-425_com.opentouchgaming.deltatouch.jpg [View same] [iqdb] [saucenao] [google]
7323724

"Oh god, another one"

>> No.7323749
File: 359 KB, 2340x1080, Screenshot_2021-01-22-12-20-49-317_com.opentouchgaming.deltatouch.jpg [View same] [iqdb] [saucenao] [google]
7323749

Guys
What the fuck should I do?

>> No.7323763

>>7323724
>>7323749
what mod is that you fucking furry looks kinda nice haha not a furry

>> No.7323770

>>7323763
Shadow of the wool ball

>> No.7323785
File: 372 KB, 1920x1080, 1551322264389.jpg [View same] [iqdb] [saucenao] [google]
7323785

la la la la la
I wish other build games got a new game like this

>> No.7323821

>>7323785
nuSW only looks good when compared to Blood 2 and Duke Fornever. Pretty much a "smartest kid on the short bus" situation. On it's own it's an extremely mediocre game, and unworthy sequel of original Shadow Warrior.

>> No.7323829

>>7323821
I'd call it above average, considering what passes for average shooters these days.

>> No.7323845

>>7323829
I dunno, boomer shooters are getting better and better lately. Hell, it was me who was responsible for at least half the IF hate in recent threads, and I still take Ion Fury over nuSW any day.

>> No.7323849

>>7323567
Valiant wasnt just a sequel to Lunatic. The eariler episodes take a lot after Vanguard, too.

>> No.7323850

>>7323821
fuk u i like blood 2

>> No.7323865

I want to play Quake X-mas jams, but Quakespasm lags like hell on Nvidia. Wasn't there some command like graph-something to make it run smoothly? I barely remember anything Quake-related.

>> No.7323872

>>7323468
This makes me wonder how many people on average work on a Manhwa as opposed to the typical manga. 1, 2 or 3?

>> No.7323881
File: 2.42 MB, 1200x1587, Lo Wang.jpg [View same] [iqdb] [saucenao] [google]
7323881

>>7323845
If you say so. The gunplay was kind of average, and level design fairly linear and somewhat samey at times, but I really like the monsters and the sword was very fun to play with. I also really liked the music and even the story and characters, though there's a couple of holes and gaps in there.

It could be better, which is why I was disappointed with SW2 being mostly a lot worse in every way but graphics and weapon animations. I'll hope SW3 will learn from its faults, and not being a goddamn lootershooter like SW2 was, it does give me hope. It'd be interesting to see them evolve Lo Wang closer to his older original.
Something I think they need to bring back is the classic Build style level interaction, just let you flip light switches, flush toilets, blast cups and bottles off of tables and shelves, etc, stuff like that. It was fairly lacking in the reboot.

>>7323850
I think you're the first person I've ever seen who's said that. I like Blood a lot, and I pretty much loathe Blood 2 not just in its awful execution but also its awful concepts.

What do you like about it?

>> No.7323898

>>7323881
>What do you like about it?
It's either a baby duck syndrome, or he's contrarian for the sake of being contrarian.

>> No.7323906

>>7323821
>unworthy sequel of original Shadow Warrior
that's because it's not a sequel

>> No.7323918

>>7323906
Not an argument

>> No.7323931
File: 87 KB, 639x401, df.jpg [View same] [iqdb] [saucenao] [google]
7323931

Who Dark Forces here?

>> No.7323932

>>7323931
>TFW still waiting for a Jedi Engine modding community to properly sprout and germinate.

>> No.7323934

>>7323918
>Not an argument
Not an argument

>> No.7323946

>>7323932
I played Outlaws a couple of years back and from what I remember there were a number of custom maps, including a elaborate ones, like a pulpy sci-fi level complete with custom weapons and assets.
http://olhideout.net/
They didn't manage to hold my attention, I was already quite tired of the game after beating the campaign and historical missions.

>> No.7323954
File: 123 KB, 300x300, EmglX0qXMAED7Jm.png [View same] [iqdb] [saucenao] [google]
7323954

>still no mod that changes blood cultist hitscan to fast projectiles like arcane dimensions

>> No.7323959 [SPOILER] 
File: 3.11 MB, 384x288, 1611415329846.gif [View same] [iqdb] [saucenao] [google]
7323959

>>7323954

>> No.7323965

>>7323845
I agree anon, I fucking hate Shelly design but the game is fucking awesome.

Because it lacks everything modern dev design does like disgusting UI wallhakcs etc..

I would just give shelly a slice and quick kick button like regular duke and alien armageddon.

>> No.7323974

>>7323954
When I was younger, I used to believe that the bullets and shotgun shells of 90s-early 2000s FPS and some third person games were just really fast, and you could dodge them if you had like above-average reflexes.

>> No.7323982
File: 63 KB, 900x948, EruvwmyXUAMYesj.jpg [View same] [iqdb] [saucenao] [google]
7323982

>>7323959
>dude just git gud
>just duck and jump around like a spaz it makes them take 0.5 more seconds to kill you

>> No.7323983

Btw guys wasn't there a fix for how teh mouse acts weirdly in shadow warrior classic redux?

Please halp

>> No.7323986

>>7323983
I still wonder why SW classic Redux hasn't been forked yet.

>> No.7323987
File: 182 KB, 734x388, yes.png [View same] [iqdb] [saucenao] [google]
7323987

>>7323982

>> No.7323991

>>7323983
Use BuildGDX or VoidSW instead.

>> No.7324008
File: 153 KB, 1300x861, EqDafS_W8AMBlXJ.jfif.jpg [View same] [iqdb] [saucenao] [google]
7324008

Do people really use GDX source ports when Eduke32 versions exist??? each time I face up in a GDX version I feel nauseous

>> No.7324013

>>7323991
I think i fixed it on the sw config exe.

>> No.7324014

>>7323954
They are automatically stunned no matter what hits them so just pelt them with the tommygun, blow their asses up with dynamite, snipe them from afar with the flare gun then hide or use its alternate to set them all on fire at once. Crouching and fast movement fuck with their aim, they can't turn as fast as you can move. They will come toward where they last saw you, so you can abuse that to flank them in many sections.

I don't understand why Blood gets so much shit for this when the hitscanners in Shadow Warrior are a million times worse.

>> No.7324020

>>7323473
The two hardest difficulties are balanced around co-op. Most people play on Lightly Broiled.

>> No.7324028

>>7324014
Probably because no one plays SW more than once

>> No.7324032

>>7324014
With all that, Blood is still fantastic. With Death Wish being one of my fav fps of all time.
Was just surprised no one had tried a projectile weapons mod before.
and I did play SW. Nearly unenjoyable. my HP would suddenly drain without me noticing it
>>7324020
Nope. Well done is the most enjoyable difficulty even if you get fucked over a lot

>> No.7324053

>>7324032
I finished SW today on hardest, how did you find hitscanners hard at all? My main issue was always shadow ninjas, the uzi ninjas don't hit that hard and are easy to kill
Were you trying to uzi them one by one while they're in groups? You can just use explosives, SW gives you shitload of ammo unless you do sword start I guess, can't comment on that one

>> No.7324070

>>7323954
Take your lumps and kill them back before they kill you. You're gonna get shot eventually in Blood.

>> No.7324095

>>7323468
We need Alucard Caleb with both 2 facing each other with their guns

>> No.7324115
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
7324115

GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN. WHAT HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? LET'S SEE IT.

>> No.7324118
File: 42 KB, 1680x390, Guns.png [View same] [iqdb] [saucenao] [google]
7324118

>>7324115
I decided to bite the bullet and redraw the idle frame of the shotgun of the default set to make it bigger. The first one was too goddamn small.

>> No.7324168
File: 14 KB, 304x512, temp.png [View same] [iqdb] [saucenao] [google]
7324168

>>7324115

>> No.7324170
File: 2.35 MB, 490x390, jpg.gif [View same] [iqdb] [saucenao] [google]
7324170

>>7323821
Build engine SW deserves a Death Wish like expansion.
At the very least, MetaWang.

>> No.7324184

>>7324170
Doom has Sigil
Blood has Death wish
Quake has Arcane Dimensions
What do Doom II and Duke nukem and other FPS have?

>> No.7324198

>>7324184
Doom II has NRftL

>> No.7324246

>>7324198
No Rest for the Dead when

>> No.7324260

>>7324170
I really like Sunlust but nothing "pushes the mechanics and limits to the edge that makes you say how they did that" for Doom II comes to mind

>> No.7324268

>>7324260
What would be an example of that for other games?

>> No.7324269

>>7324184
duke has alien armageddon i guess

>> No.7324274

>>7322509
gif compression

>> No.7324278

>>7324268
Death Wish Fits it well

>> No.7324281
File: 265 KB, 1600x900, Screenshot_test_tc_20210124_002032.png [View same] [iqdb] [saucenao] [google]
7324281

>>7324115
Another freaking paradigm shift

>> No.7324282

>>7324278
Fair enough. I actually haven't played that one.
I don't think Arcane Dimensions, or Sigil fit that bill. Nothing I can think of for Duke, since Duke was so good about using it's gimmicks in the base game.
There are a lot of great expansions, but nothing that made me go "how?".
Not that I can think of anyway.

>> No.7324287
File: 359 KB, 972x799, Screenshot_150.5.5.png [View same] [iqdb] [saucenao] [google]
7324287

>>7324115

R1M3 is finally (close to) finished.

I think i might try to work on a Dark Arena TC if the sprites from it ever get ripped.

>> No.7324290

>>7324281
P cool. Gun needs some linear gradients and depth in the texture. Unless you're going for a certain style.

>> No.7324295

>>7324268
>pushes the mechanics and limits to the edge that makes you say how they did that
I unironically heard this about Redneck Rampage Rides again but haven't played it myself yet

>> No.7324301

>>7324282
Thief fan missions at many points made me ask "wtf" many FM authors surpass anything ever shown on the main campaigns.

Especially when the engine was revised.

>> No.7324307

>>7324301
Yeah. I'll give you that one. Some of the FMs shows off tricks I didn't know could be done in Thief.

>> No.7324308

>>7324260
Doom Zero?

>> No.7324310

>>7324307
It just shows how fucking unbelievable the engine is for fucking 1997\8.

I think with some tweaks you could even make a decent regular shooter, better than what it feels in SS2 anyway.

>> No.7324312

>>7324282
IDK maybe the HOW thing was a bit vague.
it has more to do with how definitive they feel. To me AD and DW are the definitive experiences for the Base Games

>> No.7324320

>>7324310
I remember Thief 2 came with a making of video, and iirc they said the plodding nature of thief and ss2 came from engine limitations. That they knew they couldn't compete with your quakes and unreals or whatever so they started with a different concept and worked ground-up from there. 25 years of practice might mean otherwise, but at the time they couldn't afford the time I would guess.
>>7324312
Yeah. I think I get you. AD is super impressive in polish and skill displayed.

>> No.7324330

>>7323932
But there are some user-made maps, even episodes. At DF-21.net. I hope Force Engine won't end up abandoned like DarkXL so the community will pick it up.

>> No.7324335

>>7324320
Funny you say that because with some tasteful texture cleanup here and there the dark engine games feel really delicious.

They seem to have really good movement, but maybe its also the brosious amazing sound design fooling my mind.

>> No.7324340

>>7323954
https://www.youtube.com/watch?v=B4OpsG71Qx8

>> No.7324381
File: 86 KB, 640x480, doom40.png [View same] [iqdb] [saucenao] [google]
7324381

>>7324115
I had an hour to add a section to group map and all I got is this lousy ambush staircase.

>> No.7324490

Any recentish fps you guys thin got a bit forgotten or sidetracked? Its for ideas.

I tried Titanfall 2 everybody fucking praises, it was okay I guess.

>> No.7324507

>>7324490
Wrong board

>> No.7324516

>>7324507
It's for ideas he wants to use in creating a mod anon..,
you don't understand

>> No.7324521

Why does other retro fps make doomworld so insecure?

>> No.7324547
File: 9 KB, 300x300, P3p3.jpg [View same] [iqdb] [saucenao] [google]
7324547

>>7319231
It actually *is* a big suprize that the tranny didnt happen to also a pedo, but instead its the dumb goth/satanist retard boss (who thought you can add custom monsters to the game just by putting images inside the data folder) who turned out to be one...
¯\_(ツ)_/¯

>> No.7324563

I could frag the SHIT out of all 106 of you in deathmatch.

>> No.7324570

>>7324563
if i were your boss i'd deathmatch ya in a minute.

>> No.7324619

>>7319407
It's fun level set. It has some unique combat moments and very nice scenery. New monsters were also good additions.

>> No.7324630

Anyone know of any good megawads or level packs that incorporate those old Skulltag enemies (and/or weapons)?

>> No.7324648

>>7324490
FPSZ gameplay is based and forgotten.

>> No.7324659

>>7318923
I was impressed by early zdoom mods back at more than 15 years ago. Void, Space Station Omega, Action Doom and Claustrophobia: Walls Close In impressed me most. Space Station Omega for heavy story scripting with cutscenes and all, Action Doom having driveable vehicles and playable arcade machines and also different endings, Claustrophobia having most impressive and scripted boss battles even to this date, Void being one of my first Zdoom wads and demonstrating lot of what engine was capable of. Now Zdoom wads no longer impress me since you can do everything with engine. I would be impressed, if I saw very complex ai scripting on Doom monsters.

>> No.7324674

>>7319384
I'd actually like to see the anon, who can beat Bastion Of Chaos or Ar Luminae without saves.

>> No.7324684

>>7320535
And it's not just good, but one of best wads of the decade right up there with Eviternity and BTSX series.

>> No.7324685

>>7318923
Depends on if you mean vanilla or what. Dehacked, decorate, acs, or zscript... Etc.

>> No.7324694

>>7320836
Ar Luminae used archies like Plutonia used revenants.

>> No.7324703

new retro fps attracted the wrong audience.

>> No.7324705 [DELETED] 

DooM???? MORE LIKE DUUM xDD
DOOMIES on suicide watch! BTW... Caco SUCKS!

>> No.7324715

>>7324630
Skulldash. Earlier megawad by Dragonfly /who made Eviternity). And yes, it's almost as great.

>> No.7324726

>>7319896
christ, this meme

there are maps with lots of enemies that are bad, there are maps with lots of enemies that are good, and indeed there are more axes than good/bad, what a concept

I personally really like ribbiks style puzzle/cramped slaughter. but if you play through many 2005-2015 maps like the slaughterfests and community chests, you'll find many different types of slaughter.

>> No.7324736

>>7319434
I'm fine with that, I largely enjoy Drake O'Brien's levels, and those are fucking long.

>> No.7324743

>>7324703
Care to elaborate?

>> No.7324751

>>7324715
Oh that sounds dope. I'll check it out. Thank you for the suggestion.

>> No.7324770

>>7324703
More like there are no right audiences anymore.

>> No.7324773 [DELETED] 

>>7324115
WHERE'S D4V'S GUY I WANT TO PLAY HIS MAP

>> No.7324782 [DELETED] 

>>7323934
>>Not an argument
>Not an argument
Not an argument

>> No.7324793
File: 117 KB, 1280x720, doom67.png [View same] [iqdb] [saucenao] [google]
7324793

>>7324115
Turns out I didn't look close enough, and 63 units wide textures would not tile appropriately as sky textures, just like they don't on walls, so I had to do something to fix that.
Thanks HEAPS to Gez for turning all these 100 frames into properly compatible 64 units wide textures, so they tile appropriately in PrBoom+, and so it looks a lot better.

>> No.7324794 [DELETED] 

>>7324782
>>>Not an argument
>>Not an argument
>Not an argument
Not an argument

>> No.7324798

>>7324184
how is sigil anyway, I'm just getting into doom beyond the occasional shareware runthrough and from what I heard it was a bit of romero ex-vaporware that's a challenge pack

>> No.7324826

>>7324798
It doesn't do anything to revolutionize Doom mapping or anything, but it's good, it's just a solid set of maps, very competent.
It's challenging too, yeah, so expect it to play rough on UV, imagine it as if Romero made Thy Flesh Consumed all by himself, but made it look more hellish/E3-like. The Buckethead soundtrack was pretty cool, too, IMO.

>> No.7324835

>>7324826
sounds fun, sometimes just doing a no-gimmick map pack really well is for the best

>> No.7324838

>>7324798
the original doom had a dogshit Final episode.
Sigil Feels like the true conclusion to doom. the levels are realy well designed and they make great use of the textures, resulting in some really cool looking levels. the music is also great. both the BucketHead and the Paddock MIDI OST are equally great. so fucking difficult at times it feels like Romero Was doing it intentionally to troll. Personal Favorite of mine when it comes to OG Doom 1

>> No.7324852

>>7324798
It's alright, has some kinda shit maps and the end one's pretty fucking balls.

>> No.7324858

>>7324835
Yeah, exactly. With that said, I want to shill this mapset, as I sometimes do, because I think it's underrated and I seldom see people talk about it:
https://www.doomworld.com/idgames/levels/doom/Ports/megawads/ddamn0.9
Three episode replacement for Doom 1.

Not as good as Sigil, but it's pretty decent, some of the maps start a little simple but as you progress through them, they get better, and sometimes they get pretty novel. Made by a single guy, who did his own soundtrack as well. I think that if this had came out some time around Memento Mori and TNT, it would be regarded as a classic.

>> No.7324872

https://www.youtube.com/watch?v=cart13LgGEI some of these are...

>> No.7324874
File: 7 KB, 651x124, review.png [View same] [iqdb] [saucenao] [google]
7324874

>>7324858
I see this guy all the time and he always gives wads negative reviews. What's his deal?

>> No.7324890

>>7324838
i don't get people saying sigil is hard, i can't beat plutonia but i can blast through sigil pretty easily

>> No.7324896
File: 29 KB, 506x575, 1605994380614.jpg [View same] [iqdb] [saucenao] [google]
7324896

>>7324890
have problem beating both

>> No.7324906

>>7324890
The majority of people are very, very bad at video games. Then you factor in that the Doom community regularly recommends playing maps on Hurt Me Plenty. Do the math from there, and don't ever trust reviews ever.

>> No.7324916

https://twitter.com/grubby_guy/status/1352713749166247936 doom 64 pain elemental but with 3 mouths

>> No.7324920

>>7324798
who fucking cares

when are we going to convince SANDY to make another wad

let's start a gofundme. I contribute $1000

>> No.7324924

>>7324920
I'd legit like to see a wad built by Sandy using modern tools and actually given the time to make shit properly.

>> No.7324953

Sandy Peterson brother in law is Portuguese and his wife speaks Poortuguese.

What a small world. Who knew my Iberian pirate countrymen were so close to him.

>> No.7324960

https://forum.zdoom.org/viewtopic.php?f=43&t=54228&sid=ed89adc805dcb24bc429ad7c637af2b7#p954113 Just discovered this D4D addon

>> No.7324961
File: 351 KB, 1500x1180, Em_s_RgXEAA1i90.jpg [View same] [iqdb] [saucenao] [google]
7324961

Are there some good soundfonts that give the retro synthesizer feel??? things like CPS2 and NeoGeo music and stuff would be cool too.

>> No.7324965

>>7319420
Are you saving again?

>> No.7324970

>>7324953
How popular is Doom in Portugal?

>> No.7325000

>>7324970

Popular enough as it is in most western europe. As recognizable as Mario or Sonic. Obviously amongst 30 to 40\50 years old.
The younger gen only know from Doom 2016\eternal as just another game.

In fact I got introduced to Doom and Quake by a metal head neighbour that had a nice pentium 1 back in the 90s.

One of our more popular mainstream newspapers made it number 5 as the most influential games of all time, I still remember the article. Alongside solitaire kek.

>> No.7325006
File: 456 KB, 1920x1080, beefybois.png [View same] [iqdb] [saucenao] [google]
7325006

>>7324773
here's what I have so far

https://litter.catbox.moe/dx742k.wad

Limit-removing, tested in crispy, prboom use cl2.
I included D4V inside the wad now, so no need to load anything else.

I'm tryin to figure out how to turn the hallway behind the yellow door into a proper hallway with playable area. I looked at BTSX and while the architecture is good, it just feels like the combat is filler, just some enemies to shoot while you move to the next section. Preacher.wad has far and above the best use of popcorn enemies I've ever seen so I'm gonna try to understand better why it works so well there and how I can apply it

>> No.7325007

>>7324118
Lookin good

>> No.7325041

>>7324890
I think it's challenging but not unreasonable or anything. You're talking about UV, right?

>> No.7325054

>>7325041
yeah, i can barely get 3 maps into plutonia while sigil is pretty much a breeze on uv in comparison

>> No.7325172

>>7325006
Everything looks better now anon, except for the first cyber-mancubus room. That fight is bullshit and now it's even more annoying with the arch-vile ressurecting them. I think just two cyber-manc and maybe imps attacking from different directions would be enough.

>> No.7325289

>>7325172
Shoot, that room is the easiest room for me. I die in the start, or the 4 normal manc room, or the platforming room, or to the baron/vile sandwich, but never in there anymore. Hold left-click with the plasma gun and stand with your back to the wall, and unload on the closest ones so they can never get in range.

I find the arch-vile relatively harmless since you have so many cells you can melt everything, and even if you have to run away from an incoming cybermanc explosion and the vile resurrects more shit, he ends up getting blown up anyway and you have plenty of cells for the resurrected monsters, and you get more cells in the platform section

>> No.7325318

>>7325006
Noice anon, keep going

>I'm tryin to figure out how to turn the hallway behind the yellow door into a proper hallway with playable area.
Instead of making a hallway, an elevator and another room, link everything together without walls separating them. Your map is very nice but you could interconnect more your sectors. That's a good oportunity to add mixed height variations as you already have upper and lower floors. If you join them in one space you can open the area and bring more life to the combat, adding an extra layer of movement and maybe opening room for other types of enemies as well. Killing a bunch of cyber-mancus is not exactly what I would call fun.

> Preacher.wad has far and above the best use of popcorn enemies I've ever seen so I'm gonna try to understand better why it works so well there and how I can apply it
Preacher is a badass influence. Fastpaced action combat with plenty of movement, kinda remind me of nu-doom in a good way.

>> No.7325331

>>7325006
I wonder if there is a Doom Eternal 4Vanilla available for download yet?

>> No.7325353

>>7325331
Wouldn't that be D4V but with some changes?
>chaingunners are either mecha zombies or maykr drones
>caco's have projectile barrages
>arachnotros exist and shoot grenades, since that's what the cybermanc's attack is
>pain elementals have splash damage lost souls, almost like rockets
>archvile is...
>spider mastermind is either the doom hunter or khan maykr

>> No.7325362

>>7325318
>link everything together without walls separating them
Cybermancs can't shoot up, tho. I gotta force you down the lift or you will just stand on a cliff and shoot down at them. I could spawn a fuckload of zombies uptop to force you down, similar to the lava room.
>Killing a bunch of cyber-mancus is not exactly what I would call fun.
That room was originally 4-cybermancs, no plasma, but it was a brutal fight, so I added a plasma gun to delete one of the mancs. But then I didn't feel like I added enough purpose for the plasma gun to justify putting it in the level, so I added 2 more cybermancs and that vile to resurrect them. I think I'll remove the plasma and have that room be three cybermancs. If you didn't think the fight was fun, wait til you gotta fight them with SSG, especially the lava section

>> No.7325364

>>7325331
Personally I like the more colourful style of the Doom Eternal Enemies and Weapons more.
Would love to see project for that.

>> No.7325380

>>7325362
>Cybermancs can't shoot up
And how about changing them with other enemies? Cyber-mancs already appear on the lava room. Keeping that way would would make that room more unique.

>> No.7325392
File: 663 KB, 1920x1080, Screenshot_Doom_20210123_171005.png [View same] [iqdb] [saucenao] [google]
7325392

>"hey go this way fuckhead"
thanks, actually.

>> No.7325410

>>7325392
that switch reminds me of the 333-333-333 wyoming incident creepypasta

>> No.7325445

>>7325380
This room in particular was designed for this enemy. Dark to show off the brightmaps, and the encounter is designed to corner you because they are slow and tanky with very short range.

I added the plasma to make the fight easier, but I'll remove it, and just reduce the number of cybermancs to three, as four was a very luck-based fight.

I also added the rocket launcher at the start to nerf the 4-normal-manc-fight. I think I will remove the rocket launcher, and add a medkit or two to that fight, since the rockets trivialize the fight

>> No.7325513

>>7325392
Arrows on maps are the ultimate admission that the mapper fucked up and couldn't work out how to make their map be intuitive.

>> No.7325519 [DELETED] 

>>7325362
>That room was originally 4-cybermancs, no plasma, but it was a brutal fight, so I added a plasma gun to delete one of the mancs.
I don't think that combat is fun because it's just one type of enemy. Also if you make one mistake you are already dead.

>> No.7325553
File: 312 KB, 816x639, HF M11.png [View same] [iqdb] [saucenao] [google]
7325553

I wanted to share the new iteration of my work in progress wad (I tend to rotate it between various platforms to not pester one specific group too often). Specifically what I want to hear is the current balance on maps 8 9 and 10. You are welcome to try others too of course. But especially I want to hear what you think of MAP08.
Map 1 though 7 are probably final and MAP11 has way too many pickups because I sucked at cyberdemon fights when I made it and haven't revised it yet now that I got a little better.

Format is Doom 2 limit-removing and it's tested primarily in Crispy Doom. I haven't yet fixed DehackEd patch, so map names stop updating after MAP07 and there's no line breaks on text screen.

I posted all maps individually here at various points but they changed a bit since the last time.

https://www.mediafire.com/file/ylmjnilesc8919y/hell_frontier_11m.wad/file

>> No.7325568
File: 1013 KB, 1920x1080, 90953995_212415159863786_1564522381089701888_n.png [View same] [iqdb] [saucenao] [google]
7325568

>>7317483
So is there a make to make Things only have like 1-3 sprites? I want to make an ASCII mod and replacing each individual sprite of an enemy seems tedious and I feel like there's a better way. I only need like 3 sprites at most per enemy

>> No.7325616

>>7325568
Yeah. you just make 3 sprites.
They would be named like POSSA0, POSSB0, POSSC0... Since you only need higher numbers for angled sprites...

>> No.7325619

>>7322363
I'm pretty sure I saw it on an d4t teaser or something (unreleased)

>> No.7325627

>>7325619
I feel like some of those "ambient" enemies could be fun to play with
Imagine using something like the hologram from 2016 to trigger the tentacles or turrets

>> No.7325631

>>7325616
Say I only needed 1 sprite for existing, and 2 frames for death animations, how would I edit the game to not look for any other sprites?

>> No.7325635

>>7325627
>>7325619
>>7322363
the mod is Kar En Tuk from dbthanatos, it's eternal's d4t

>> No.7325691
File: 41 KB, 500x667, 1565213761248.jpg [View same] [iqdb] [saucenao] [google]
7325691

How do you actually get good at map flow? I'm trying to design some levels but it all feels like going from a boxy room to another through a corridor. It feels super boring and static.

>> No.7325697

>>7325691
I try to visualize complex interlocked path and then wing it. It tends to work out. People are pretty forgiving when the path is not a straight line in my experience.
Try using height variance and ambushes (For example make me into dead end room to flip a switch and when I do the walls open up revealing monsters on a ledge and also a mancubus teleports off-screen and walks into the front door.

>> No.7325701

>>7325691
think of the paths as donuts. take a bunch of half donuts and full donuts and then turn them into overlapping rooms, don't make them donut shapes, control flow between donuts, have some donuts be platforms in other rooms.
im hungry.

>> No.7325705

>>7325691
Try to reuse areas by opening them up more and throwing in more monsters when the player revisits them.

>> No.7325709

so making a competent or passable doom wad is just practicing a few times until it clicks, how do you go from there into a truly notable wad? not even "the best thing since id added the super shotgun" level but like "this is neat and stands out as not just another ok doom wad that successfully follows the formula and will be forgotten among the other quadrillion fan maps"

>> No.7325721

>>7325709
People tend to respond more to megawads. I just organized a community project. Otherwise it's a coin toss if anyone would notice.

>> No.7325727

>>7323763
Furriness aside, Shadow of the wool ball and its sequel revenge of the wool ball are really friggin' good wads that are sadly overlooked.

>> No.7325738

Name a harder secret exit to find
You can't
https://www.youtube.com/watch?v=UsZuRo_7WWk

>> No.7325739

>>7325691
what everyone else said also
>boxy room
BAD
You need
>boiler assembly chamber (room with pipes) only make 1
>storage nook (room half full of crates) only make 1
>air purification causeway B2 (pillars and vents, vaguely claustrophobic) only make 1
>Tech storage area (SILV wall and components) only make 1
IN other words, find excuses to make different rooms with different capacities and different feels. Even if they're 4 of the "same" room, putting different narrative and contextual framework will break up the fact. AND you can make a hallway that's also a room, or vice versa.
Thank you for reading my blog

>> No.7325743

>>7325738
The secret exit in D64's first map.

>> No.7325770

>>7319878
i didn't actually know the berserk power up was perm for the level until I read it online, I just assumed it stop when the red color fadd

>> No.7325781

>>7325739
>rooms with purpose
how would a """realistic""" remaster of doom reconcile shit like the vine covered satanic temples being right next to shipping and receiving with the open air (on a martian moon) poison pit and pillar plaza next door
not being facaetious it's just sort of doom's thing to have rooms where you can sort of imagine a purpose or logic behind them but mostly being whatever the fuck the devs felt like and I can't really think of how to capture a middle ground between the two

>> No.7325797

>>7325781
Satanic temple is the reality warp. The poison pit can be visualized as burst pipe. Pillar plaza can be a power station or something.

>> No.7325802

>>7325781
Realistic was not a word I used.
I was saying placing some sort of unique context on the spaces rather than having dozens of monotonous "brick death chamber #55" with no thought as to how the player will try to place any sense of location or progress on them. Techbase motif was just an example. Im loaded up on coffee btw

>> No.7325803

>>7325727
yeah they're pretty solid, and the art is actually really nice
I had a lot of trouble with the skateboarding part in the second one though

>> No.7325804

>>7325631
If you're using something like Decorate, simply only write the sprite name and frames you want it to show. If you wanted it to only have one single frame for the entire actor, any and frames in all of the states would have just the one animation frame used for all of its actors.

Here's Decorate code for the Imp:
https://zdoom.org/wiki/Classes:DoomImp

>> No.7325816

>>7325781
Not that guy but I think he meant purpose in terms of the player's experience, not necessarily narrative or in-universe purpose.
A hallway is a hallway, but it can also be a hallway with an encounter, or a hallway overlooking an area the player will eventually go to later in the level, etc

>> No.7325837
File: 249 KB, 2112x1188, Backtracking.jpg [View same] [iqdb] [saucenao] [google]
7325837

>>7325691
I'm gonna dump a couple of these on you, hopefully they will help spark a couple ideas.

>> No.7325839
File: 1.61 MB, 2160x2284, PXL_20210123_231605444~2.jpg [View same] [iqdb] [saucenao] [google]
7325839

>>7317483
Master levels

>> No.7325840
File: 268 KB, 1980x1020, Corners-_Pt_1.jpg [View same] [iqdb] [saucenao] [google]
7325840

>>7325837

>> No.7325843
File: 232 KB, 1980x1020, Funnel_Before_Reveal.jpg [View same] [iqdb] [saucenao] [google]
7325843

>>7325840
Thats all, not gonna flood the thread. Maybe they will prove helpful.

>> No.7325846

>>7325691
Think of the player's path through the map like a hose. Don't make the player take sharp u-turns.

>> No.7325852

>>7325804
Opening the game in Slade I don't see any decoration files, how would I go about editing the monsters? Do I have to make my own decorate file that replaces the originals?

>> No.7325879

>>7325852
>Opening the game in Slade I don't see any decoration files
Decorate is a code that GZDoom uses. If you're just doing sprite replacements you don't need to learn decorate
>>7325631
I think just copy/pasting your current sprite and renaming it to replace the ~50 existing sprites will be easier than editing the game code

Also here's this
https://youtu.be/PTn-oK8m2KU

>> No.7325891

What causes GZDoom Builder to ignore click-and-drag?

>> No.7325893

>>7325852
The original game doesn't run on Decorate, Decorate is a coding language which GzDoom uses to replicate/imitate original behaviors of weapons, items, monsters, decorations, etc. GzDoom uses a true RNG, as opposed to Doom's original pseudo-RNG, but it's close enough that most people can't tell the difference.
You can use Decorate to write your own actors and stuff, and you can add them into the game, even replace existing actors, like you wanted to replace the Imp with that ASCII thing you were talking about.

>> No.7325897

>>7325891
Switching to 3D mode fixes it.

>> No.7325914

too much coffee guy here
>>7325837
>>7325840
>>7325843
These are great, thanks.
>>7325816
You are correct.

>> No.7326004

>>7325553
Looks awesome anon, please keep going

>> No.7326132

most people like metadoom's presentation but not the gameplay, i'm surprised nobody made their own addons or off-shoots with their personal changes

>> No.7326151

Playthrough video of map03 of the extra levels of 2048 units of /vr/ is up. This is the closest this wad has to a slaughtermap. If I recall things correctly, this level was rejected for being too large.
https://www.youtube.com/watch?v=78wFvQ1QPWI

>> No.7326174

>>7325837
>backtracking CAN be done properly
So, in context of Doom - repopulate the rooms and change their shape?
Releasing archviles over the enemy corpses is good level design, fite me.

>> No.7326273

>>7326174
one thing from hideous destructor i'd like to see as its own standalone mod is the frag shards, enemies randomly getting back up really spices up levels and i'd like to have that with more traditional doom gameplay, still have very fond memories of a time when one of hd's healer imps resurrected on my side then proceeded to raise pretty much everything that i'd killed into my own undead army

>> No.7326282

>>7326174
doesnt have to be the only way of doing that, teleporting monsters in and opening monster closets is another viable option.
corridor that loops area around could itself be used to repopulate level

>> No.7326286

>>7325843
>funnel before reveal
>funnel

>> No.7326318

>>7317483
I INCOME A CHALLENGE
DOWNLOAD THIS QUAKE MAP:https://www.mediafire.com/file/uuw0ow5597ptxqm/thefpsdestroyer.bsp/file

RUN IT WITH DARKPLACES (i know that it's shit, but you will need it)

IF YOU CAN RUN IT IN ATLEAST 15 FPS I WILL PUT YOUR PC AS A MONSTER PC

DO IT UNLESS YOUR SYSTEM CAN BE MELTED IN THE PROCESS

>> No.7326434

>>7326286
Very cool 4chan-insider meme :)

>> No.7326450

>>7326318
>use DarkPlaces engine
But im not a gay millenial addicted to eyecandy, can it run on Mk5 or Quakespasm too?

>> No.7326475

>>7326132
Give me MetaBabel and I'll nut so hard it'll blow a hole in my ceiling.

>> No.7326498
File: 130 KB, 652x1959, 1464459212858.png [View same] [iqdb] [saucenao] [google]
7326498

>> No.7326538

>>7326450
it breaks the buffer
you need darkplaces

>> No.7326542

>>7326450
its kinda funny how 10-15 years ago people were all about 'upgrading' old games and now everyone's obsessed with authenticity
for what it's worth i pretty much exclusively use winquake mkv now since quake just feels so much better at 320x240 than at 4k through quakespasm, turning off interpolation and texture filtering still doesn't capture that feeling
>>7326475
god i just want the particles from babel as a cosmetic mod so i can use them with other stuff, not that i don't love babel

>> No.7326595

>>7326542
Pretty sure the way those things are implemented would make modularizing them a giant pain in the ass, sadly. You could always crack the mop open and figure out how it works.

>> No.7326602

>>7326595
>mop
mod

>> No.7326627

https://twitter.com/fairweatherbaah/status/1353076058644336640
> lmao hes round

>> No.7326629

>>7326595
>>7326602
oh i've tried but i'm too much of an idiot to manage to do it, best i can do is make a monsters only smoothdoom

>> No.7326635

>>7326627
I wonder when someone manages to make decent models for doom

>> No.7326640

>>7326635
that's quake

>> No.7326645

>>7326542
Well the fact we are playing many of these retro games not only fps in much higher resolutions is upgrade enough sometimes.

I dont mind texture clean-ups if it does not mess with the game. I feel like most "upgrades" that dont mess too much with the game woudl be stuff the devs would immediately put into the game at the the time if they could.

>> No.7326652
File: 383 KB, 776x612, 1590353355021.png [View same] [iqdb] [saucenao] [google]
7326652

>>7326635
i thought DanielWienerson made some for Quake
i wonder a cel shaded art style with "capped" animation could work, considering Doom's 2d nature to its aesthetic
same with the proportions of Doomguy's face

>> No.7326746

how do I load a wad as iwad on gzdoom? it always fucking load doom.wad first.

>> No.7326758
File: 1.72 MB, 400x225, 1465551248796.gif [View same] [iqdb] [saucenao] [google]
7326758

>go to exit warrens
oh shit

>> No.7326779
File: 444 KB, 960x1280, pukingoncat.png [View same] [iqdb] [saucenao] [google]
7326779

>>7326318
>Darkplaces

>> No.7326802

>>7326627
SOUL

>> No.7326807
File: 1.14 MB, 1920x1080, kmquake2_0005.jpg [View same] [iqdb] [saucenao] [google]
7326807

>>7326635
the ruskie Remakes of doom for Q2 had some good 3d models for its time
Just don't expect them to be easy because its literally Sadistic, and makes you regret saying that Sunlust, sunder and italo doom HARD

>> No.7326847

>>7326746
put more than one IWAD in your GZDoom folder and you can pick one, i.e. doom.wad doom2.wad

wtf are you trying to load as an iwad

>> No.7326853

>>7326746
not sure what you're tying to do but the best way to set up anything for doom is using zdl or another launcher of your choice

>> No.7326871

>>7326807
oh you dont have to introduce me to slavjank, stalker mods did that and I have love-hate relationship with these for that reason

>> No.7326878

>>7326871
anon that turret is shooting bfg blasts at me

>> No.7326891

Which mod will help me recapture the feeling of sitting on my dad's lap in 1993 watching him play for the first time?

>> No.7326895

>>7326891
d4v

>> No.7326924

>>7326847
I am trying to play blade of agony, but when I load it shows a message saying I need to load the game as a IWAD instead of a pwad

>> No.7326938

>>7326924
put blade of agony into your gzdoom folder.
right-click and drag your gzdoom icon, create a shortcut to gzdoom.exe inside your gzdoom folder.
right-click, properties, target:
add
>-file bladeoffaggotry.wad
or whatever the filename is, to the end of target

>> No.7326954
File: 1.01 MB, 1920x1080, example.png [View same] [iqdb] [saucenao] [google]
7326954

>>7326924
also, like >>7326853 said, use a launcher. I used to not use one but I started using doom launcher because the stats are comfy

>> No.7326964

>>7326779
Quakespasm has a buffer
Darkplaces, even if it's shit doesn't
the shit that i made is so fucking resource intensive that it pwns the quakespasm sourceport and makes darkplaces unplayable

>> No.7326978

>>7326538
>>7326450
>>7326779
All Fitzquake engines fucking kill the game

SZ_GetSpace: overflow without allowoverflow set

>> No.7326993

>>7326938
>>7326954
tried these, nothing works, gzdoom don't recognize the file as an iwad I think I will just ignore the warnings and play using doom as iwad anyway.

>> No.7327001

>>7326938
oh god, sorry, i mistyped because i'm tired
>>7326993
try -iwad bladeofniggerdom.wad
you need to tell GZDoom to use _ as an iwad by using the -iwad parameter

>> No.7327006
File: 3.39 MB, 1920x1080, duke0000.png [View same] [iqdb] [saucenao] [google]
7327006

>>7326964
so you made a map that murders peoples pcs, why? if i want to play something at 5fps i'll play nuts in gzdoom or this awful duke 3D mod

>> No.7327008

Is Club Doom the first joke map?

>> No.7327014

>>7327006
yes. but is more like a challenge
i'm new to mapping and i wanted to make something stupid and destructive.

even as a joke, i can see if there is the chance of someone playing at playable fps

>> No.7327024

>>7326993
why not just use the blade of agony standalone release?

>> No.7327028
File: 44 KB, 640x480, Gothic_99_title.png [View same] [iqdb] [saucenao] [google]
7327028

>>7327006
It's traditional to make maps that are nigh on unplayable at current tech levels.

>> No.7327034

>>7327028
Another thing.
Which is the highest enemy count in a fps? (not including mods)
just say the level and the game

i believe is a stage in serious sam

>> No.7327037

>>7327001
doesn't work. and I don't think I am doing something wrong since it works for adventure of square.

>>7327024
I'm using https://github.com/Realm667/WolfenDoom which is supposed to be the latest version, the one in moddb uses a very old version of the engine.

>> No.7327058

>>7327037
>works for adventure of square.
This should mean you're doing it right - not that it's hard, you just specify an iwad.
Might as well play Square

>> No.7327065

>>7327037
oh yea update gzdoom. maybe you need a newer version, it should say in the mod what version u need

>> No.7327074
File: 93 KB, 915x805, chrome_UlUIgBluca.png [View same] [iqdb] [saucenao] [google]
7327074

FUCK this level

>> No.7327096

>>7327058
>>7327065
already using the latest version. fml, gonna play square first then

>> No.7327104

Blade of Agony's not that good anyway.

Also get a launcher like ZDL, it removes a lot of the fucking around once it's set up.

>> No.7327249

>>7327074
> top left
thats a penis
we cant escape them

>> No.7327336

>>7327014
Wait six years so that you can make maps as an adult, then come back.

>> No.7327348

>>7327336
but is like nuts. even then, if you want me to make a serious project i will show it

>> No.7327351

>>7327348
i could do it in 2 weeks or less (depends)

>> No.7327393

Playing through Shadow Warrior Twin Dragon
Secrets in this expansion are fucking awful. Original game also had some really hard to find secrets that I couldn't find without a guide but secrets in this one straight up use the same texture as other walls, really wonder how you are supposed to find them by yourself
except for that I'm actually liking the level design

>> No.7327405
File: 622 KB, 1920x1080, brrrrt.png [View same] [iqdb] [saucenao] [google]
7327405

>>7327096
Square is extremely good. My only problem with it is, some of the levels are too confusing and get you lost. If you make it to episode two, skip E2A3 completely. Warp there and IDDT and see what I'm talking about. The level layout can be confusing but the combat is nearly perfect.

I recommend playing Square in hardware rendering mode. The game's colors are brighter in softwaremode because everything is run through the palette/color map, but I do not like looking up/down in software mode, it looks janky, so I recommend hardware mode. Also, you want to turn autoaim off, and use free look. You can totally play the game in softwaremode with no vertical look, and with autoaim off (I used to play this way), but your rocket launcher projectiles are affected by gravity and arch, so they crash into the wall when you use autoaim and are aiming up a cliff.

Also, here are some fun mods, because it's ZDoom:
Tilt++ / MotionBlur / WeaponSway / SpriteShadows
Search "doom motionblur" or "zdoom motionblur" to find the zdoom forums pages for each of them.

Also, you might want to copy/paste the crosshairs from Brutal Doom, pic related. You need to use slade to copy/paste the crosshairs themselves, as well as the crosshair lump. I don't play BD but I hate the standard crosshairs so it's worth the download just for the extra crosshairs. I don't like anything in the center obstructing my view, like a dot. I much prefer the wide open one like this

>> No.7327409

>>7327405
Woops, I meant to say, You can totally play the game in softwaremode with no vertical look, and with autoaim ON

>> No.7327423

>>7325691
An exercise you can do is to look at one of your favorite maps, and try to remake it. You learn what you like, what you wish the mapper had done, and then what you can do instead.

>> No.7327440
File: 133 KB, 1280x720, 1589393927170.jpg [View same] [iqdb] [saucenao] [google]
7327440

>>7327423
Mapping is so hard, and that's with decades of experience playing FPS and countless maps to look at. And they did it with no frame of reference. Then again, they had a team of people, and Sandy

>> No.7327442

>>7327405
>has texture filtering enabled
Fucking disgusting

>> No.7327448
File: 96 KB, 615x593, 1585396834163.jpg [View same] [iqdb] [saucenao] [google]
7327448

>>7327405

>> No.7327457

>>7327440
I dunno, it has always come off as natural to me because I think in terms of
>What will make this encounter interesting?
You make the encounters and fill in the details as you go, or later, but details should always be second to gameplay.

>> No.7327458
File: 795 KB, 1920x1080, screenshot_GZDoom 4.5.0_square1.png [View same] [iqdb] [saucenao] [google]
7327458

>>7327442
It's actually texture resizing. I like it for Square, everything looks cartooney and the gibs look gooey

>> No.7327472

>>7326174
If I remember correctly it's one of the less popular levels from TNT but I really like that one level where you go through a linear path, get something at the end to open the exit, and have to backtrack as the entire map fills with new monsters and IIRC a couple layout changes due to walls lowering/raising.

>> No.7327482
File: 195 KB, 1920x1080, Screenshot_Square_20201217_162145.png [View same] [iqdb] [saucenao] [google]
7327482

software mode, no mods

>> No.7327494

>>7326174
Using an archvile in general automatically improves the quality of your level, therefore it stands to reason you should use as many of them as frequently as possible

>> No.7327556
File: 49 KB, 600x578, 130221984383.jpg [View same] [iqdb] [saucenao] [google]
7327556

>>7327494

>> No.7327624

>>7327494
Stands to reason that if one is a good thing then lots of them is even better.

>> No.7327758
File: 246 KB, 455x512, 1607456772336.png [View same] [iqdb] [saucenao] [google]
7327758

>mfw playing Duke's Penthouse Paradise for the first time
this is an official addon man

>> No.7327931

>>7326498
I love ancient memes

>> No.7327948

>try to join the #vrtroopers channel
>nothing
>try to join the #vr channel
>nothing
>even try to join #rekt
>ghost town

Where did everyone go?

>> No.7327986

>>7327948
>using discord

>> No.7328049

pretty crazy seeing decino beat hard maps saveless blind (e.g., valiant maps 24 and 27)

>> No.7328080

>>7327948
they are transitioning

>> No.7328090

>>7327494
>>7327624
Better yet even, put several of them hidden inside unreachable areas, but positioned in a way so theyd ressurect nearby dead monsters while being virtualy unkillable by the player ;^)

>> No.7328108

>>7326878
Then better shoot back at them with your own BFG, or is that the Lazarus mod's model_turret without a driver to kill?

>> No.7328113

Your face

>> No.7328116

>>7327006
Looks almost like a Half-Life mod, what is it?

>> No.7328170

https://www.youtube.com/watch?v=_EgNN57TsAI

Jon St. John is too good for this world.

>> No.7328173

>playing the shining map for duke
>if you jump out of window, you can see cameras and shit recording the hotel
pretty cool detail

>> No.7328205

>>7328170
>My mom is taking me to Toys R Us
hah

>> No.7328229

>>7328108
Yes but it has a drives that is shield protected
We need a /vr/ map pack for Q2 using it

>> No.7328243

>>7328229
Trenchbroom supports Q2 right?
why not make a /vr/ unit comprised of small maps just so more anons get interested in it?

>> No.7328264

NEW THREAD
>>7328259
>>7328259
>>7328259

>> No.7328364

>>7327494
Slow down there, Skillsaw, there's such a thing as too much frosting on a cake.

>> No.7328414

>>7327405
search for "precise crosshair" on zdoom forum, it's an excellent crosshair mod.

>> No.7328547

>>7328049
lol watch his sunder stream. yes he used saves, but the sections he clears without loading/dying is humbling
>>7328414
I tried it. It's cool as a laser dot, but I find I aim better with the normal one

>> No.7328617

>>7327074
On the positive, that's the only level in the entire series with 2 objective types.

On the negative, it has two objective types.

>> No.7328671

>>7328617
>two objective types
???

>> No.7328746

>>7328671
Yes, pfhoraphobia is not only an exploration level, but it's also an extermination level as well.

>> No.7329284

>>7326318
>>7326779
Hey, what the fuck did Darkplaces do to you besides show off weird looking textures?

>> No.7329389

>>7329284
doesn't it also mess with physics