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/vr/ - Retro Games

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7337741 No.7337741 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last Thread >>7328259

Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~


(or Quake, Duke, Marathon, Thief, Deus Ex)

Same thing, in video format:

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)
More /vr/ shooters
Doom Shovelware
Fileplanet archives
Doom RPG series
4CHAN DOSPACK + Win98 games (pre-configured):


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







>> No.7337745

500ml of /vr/

=== NEWS ===

[01-25]Hellevator Defintive Edition is now on idgames

[01-24]Hell Frontier Episode 1 released for beta testing

[1-21]New Quake Map Jam

[1-18]The Force Engine update!

[1-17]Backwoods demo release

[1-15]Time Tripper, a Doom II episode with custom conent and minor gameplay changes

[1-15]Wrath: Aeon of RUIN Updated

[1-13] vkQuake updated

[1-12] YamagiQ2 testbuild with vulkan

[1-12] Crispy Doom 5.10.0 released

[1-12] Shrak unofficial patch released

[1-10] Progs_dump v2.00 released, a dev kit that expands vanilla possibilites for mapping, adds QoL features

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

[1-9]Quakewulf releases Security Terminal for Quake 2

=== PREVIOUS ===


>> No.7337756

btw i fucked it up the news post, so next op put this link too.
and its time for 500ml make their own mega or drive folder, its better to host the updates as it goes on.

>> No.7337826
File: 13 KB, 320x32, STBAR.png [View same] [iqdb] [saucenao] [google] [report]

To anon that looked for an origin of this STBAR, it was most likely from Mutiny - there was a lot of custom content in it.
No idea if he's still looking and even if he's here, but reposting it so he'd see it.

>> No.7337832

Say I were to add a secret in my quake map and that secret is area is a hard bunny hop segment, obviously an optional secret. Would you rather have the secret count before you finish the secret area or after? I'm thinking before so people don't get butthurt over a bhop challenge.

>> No.7337873
File: 152 KB, 1920x1080, SiN Gold (1).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7337875
File: 135 KB, 1920x1080, SiN Gold (2).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7337878
File: 194 KB, 1920x1080, SiN Gold (3).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7337879
File: 3.29 MB, 1920x2560, soulcalibur 6 duke.jpg [View same] [iqdb] [saucenao] [google] [report]

I disliked Lunar Apocalypse at first but going through it, it was actually pretty fun. I especially ended up enjoying Dark Side a lot. The end boss was disappointing but that's the usual with these games anyway
Now playing through Shrapnel City where I'm on Earth again which definitely feels like a plus however

>> No.7337884
File: 227 KB, 1920x1080, SiN Gold (4).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7337889
File: 133 KB, 1920x1080, SiN Gold (5).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7337894
File: 141 KB, 1920x1080, SiN Gold (6).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7337895

My dad caught me jerking off to this game back in the day

>> No.7337902
File: 191 KB, 1920x1080, SiN Gold (7).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7337909
File: 234 KB, 1920x1080, SiN Reloaded.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7337912
File: 179 KB, 1920x1080, Jessica Cannon (SiN Episodes Emergence).jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7337915

Actually in the game?

>> No.7337916
File: 911 KB, 3840x2160, Kingpin Reloaded.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7337921
File: 751 KB, 3840x2160, Kingpin Reloaded.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7337936

Why skybox on map31 of sunlust works correctly only with glboom?

>> No.7338103


>> No.7338105

So I think Q1RTX may be a thing, but from another engine

>> No.7338115

btw the celephais circlejerk is loving it

>> No.7338146
File: 455 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7338153

It begs me to wonder since Q2RTX is still open for updates and forks
Why no one has made a fork that uses IQM and non autistic dependency of RTX shenanigans

>> No.7338186
File: 51 KB, 529x551, turk.jpg [View same] [iqdb] [saucenao] [google] [report]

>thank you, turok

>> No.7338194
File: 212 KB, 1920x1080, 20210126171818_1.jpg [View same] [iqdb] [saucenao] [google] [report]

The absolute madman holy based

>> No.7338201

>suicide today

>> No.7338230

My daddy told me not to be ashamed of my dick.

>> No.7338240

Looks flashy I guess, but I would prefer normalmaps and bumpmaps for all of Quake's and Arcane Dimensions' original low resolution textures, along with those slightly higher definition monsters.

>> No.7338245

Was it a good size?

>> No.7338251
File: 15 KB, 497x108, keelariouse-dnayshun.png [View same] [iqdb] [saucenao] [google] [report]

I found this sequence of words rather inspirational.

>> No.7338275
File: 27 KB, 636x384, ROLL ROLL ROLL YOUR WAD.png [View same] [iqdb] [saucenao] [google] [report]

/idgames roulette time baby!


>click link to get a random upload from idgames
>play it (as far as you want anyway)
>no need to finish it if you don't like it - it's supposed to be fun
>take at least one screenshot
>post a link to it here in reply afterwards
>tell us what you thought about it
>if you get a DM map, texture pack, or utility, etc, reroll

>> No.7338283

I pretty regularly shower in my shoes too.

>> No.7338296

Strange I don't remember this

>> No.7338298
File: 804 KB, 1000x1531, page11.jpg [View same] [iqdb] [saucenao] [google] [report]

Remember to protect the environment guys.

>> No.7338304
File: 111 KB, 1280x720, 1549141715531.jpg [View same] [iqdb] [saucenao] [google] [report]

>try out Rapture custom map for Blood
>expect nothing
>it's actually pretty good
Why does this game have so many high quality user made content?

>> No.7338323

Lunar Apocalypse >>> Shrapnel City

>> No.7338349
File: 339 KB, 1920x1076, DOOM0001.png [View same] [iqdb] [saucenao] [google] [report]

Decimate from '99 (https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/decimate). A dark and moody level around a small castle. Some confusing progression and poor pacing; the start is tricky due to only having a shotgun but the ending is very easy. Still liked the atmosphere and the visuals were quite nice (though a bit underdetailed for '99). Typing IDMUS27 was a good idea on my part as D_RUNNIN would have ruined the mood. 3/5

>> No.7338423

putin eats children from 2012 (https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/pechild). A big dumb slaughtermap. I know people tend to hate these levels but this one wasn't bad, archviles put on the pressure throughout and there's a decent icon of sin at the end. My biggest complaint is that there are too many revenants, they really make the middle a slog as you have to kill groups of them to press switches behind them. The music is some death metal song, one of the reviews says it's a Russian song that says "Putin eats children" repeatedly. Haven't mentioned the visuals, they're pretty good as well, not as shitty or over-detailed as you'd expect from a map like this. 3.5/5

>> No.7338425
File: 2.14 MB, 1920x1080, Screenshot_Doom_20210126_124316.png [View same] [iqdb] [saucenao] [google] [report]

Forgot the image. That putin in the center reveals an exposed brain to shoot John Romero's head at the end of the map.

>> No.7338473

How's Zandro these days? Is it still just complex, bagels, and mega man?

>> No.7338475


>> No.7338487
File: 85 KB, 754x1158, 1527103005950.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know how to beat Mt. Erebus without going to the secret level

>> No.7338510

Good. Secret exits are the only ones that matter.

>> No.7338525

I've only played Doom/2 on the GBA and not being able to jump or aim up/down in any old FPS made for the PC somehow makes me physically ill. Is there aby hope for me to get over it?

>> No.7338535

you have to cross the lava and take damage if you already used the invulnerability

>> No.7338552

Assuming you're not just baiting (hard to tell sometimes, apologies if you're being genuine) just play in GZDoom and use freelook. Jumping and freelook will break some maps so you have to use the honour system, just don't jump onto any ledge that you can't walk over and don't shoot any switches that aren't at eye level. The purist police aren't going to knock your door down for playing casually with freelook. Maybe try disabling movement bobbing (GZDoom and Crispy Doom have an option for it) or go for the other extreme and use a mod like Tilt++ or Immerse to have a better feeling of natural movement.

>> No.7338557

This shit is impossible without straferunning

>> No.7338562
File: 2.52 MB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google] [report]

Wait. If I want to talk about VR Doom, Quake, etc, can I talk about it in /vr/? I am confuse.

>> No.7338570
File: 45 KB, 1600x1200, DOOM00.png [View same] [iqdb] [saucenao] [google] [report]

11GETBFG from '94. Fuck this shitty map, I played it once before and couldn't beat it and this time I had even less patience. The concept is really neat but the execution is fucking abysmal, you just have to know where everything is beforehand. For a '94 map it is pretty unique but damn does it drag. The sky textures used as a walls are pretty funny though, even in 320x200 it doesn't look like you're seeing outside at all. 1.5/5 for effort

>> No.7338572

Jumping and freelook do allow you to skip a lot of shit and access some secrets and areas that you shouldn't have access yet but I wouldn't say they break the map. I played both Dooms with them and there wasn't a situation where I had to load a previous save or whatever

>> No.7338587

Doom is Doom, and Quake is Quake, even if running on a Virtual Reality rig.

>> No.7338597

I'd better check first, who knows how angry vr purist autismos can become.
But yeah, thanks.

>> No.7338646

>Level 58
I'm sorry? How many maps does PSX Doom have? Holy shit.

>> No.7338649


>> No.7338654

I would give my left nut for a new sin game. Elexis is so much fun. Also tits.

>> No.7338685

>mixing deathmatch with speedrunning

>> No.7338689

Free look in particular is pretty benign. You can cheese some encounters more easily, but that's about it, especially in Doom 1, where there aren't shootable switches.

>> No.7338695

Literally looks like a face Chirs Chan would draw.

>> No.7338698

Freedoom is preferable to Brutal Doom and Project Brutality.

>> No.7338739

BD is fine if you play maps designed for it.

>> No.7338750

BD and vanilla have literally the same game mechanics

>> No.7338761

One of first 5 games I ever played was either Quake or Duke3d, so not having an option to look around with mouse and jump feels too weird to me; For me it becomes frustrating quick not knowing if one random ledge leads either to a lower floor where you were meant to go to proceed, or its just a trap over acid/lava that you cant get out of - other weird thing is when I'm forced to navigate literal mazes just to pull a switch to make a staircase thats around 'small Q1 crate' in size cause there is no jump key; Its just feels too abstrakt sometimes not to notice the leaps in logic made around this limitation, unless one comes only experiencing something like Wolf3d beforehand and has never dreamed of freeelook if I'd hazard a guess...
Sorry for the blog post ;^)

>> No.7338769
File: 137 KB, 623x527, Captain deimos disapproves of your bullshit, skeleton man.png [View same] [iqdb] [saucenao] [google] [report]

>imp jump lunges
>finishers that grant i-frames and HP
>zombies dodgerolling
>demon runes giving berserk
>extra weapons
>melee that deals extra damage

Anon. They're very different from one another.

>> No.7338775

The worst part is having a platform 10 cm above normal ground but Doomguy can't jump so you have to climb to somewhere and strafe run from that
shit always feels retarded

>> No.7338831
File: 646 KB, 1920x1200, file.png [View same] [iqdb] [saucenao] [google] [report]

It was... decent. Fun fight near the exit and nice new sounds. Otherwise it's nothing special.
And no, stupid dog mugshot is not a part of this wad.

>> No.7338836

>a vanilla map pack with replaced graphics is better than a gameplay mod

>> No.7338838

Was it kino?

>> No.7338846


Dont toy with my feeling anon are they releasing this shit or not?

Honestly it will be quite sad replay them, knowing we wont get more true retro stuff. Re-releases like this always feel like an eulogy to me.

>> No.7338853

I think its a nice chance of pace from urban levels.

And for some reason for me, the build lighting in lunar apocalypse drives me nuts.

Ion Fury as well its so fucking pretty. Only 200megs shit maybe less and you can make a great game.

>> No.7338856
File: 33 KB, 640x480, Zoomdemo-mario-circuit.png [View same] [iqdb] [saucenao] [google] [report]

I really loved the look of weapon sprites made for these old 2000s ZDoom mods. It's probably just nostalgia, but I just like the simplicity of the way they look. I miss stuff like this.

>> No.7338883

Always thought this, though scuba steve is a fag

>> No.7338885
File: 252 KB, 675x465, alpha2.png [View same] [iqdb] [saucenao] [google] [report]

Okay this might sound weird since I fucking love Quake 1 more than anything, the sounds, the gurgling from exploding zombies, the dread ambiance.

But I did not knew it got two level packs back in the day, shit was moving so fast I was already playing other stuff.

Hypnotic and Rogue packs, how are they in terms of quality?

>> No.7338920
File: 50 KB, 931x635, Im not bullshiting its actually ready for release.png [View same] [iqdb] [saucenao] [google] [report]

Anyone want to help me test deathmatch maps? I want to ensure everything is balanced and working properly for release.

The only issue is that hosting blood requires the coordination of players and server host. Anyone know of an anonymous In browser messaging site? Not everyone wants to use pisscord.

Nah, I'm sticking with the archive. It's almost done anyway, the project will be hosted on that page as well (along with other mirrors).

>> No.7338927
File: 838 KB, 1920x1080, Screenshot_Doom_20210126_151236.png [View same] [iqdb] [saucenao] [google] [report]

Dont Drink The Water from '98 (https://www.doomworld.com/idgames/levels/doom2/d-f/ddtw). A bland Boom tech demo with too little health. Boom effects include deep water that scrolls and translucent textures. Comes with a story: "the aliens are peeing in the water supply, you alone are the only one that can stop them! ( award winning story:)". Great. 2/5

>> No.7338928

There is an emerging market for old school style shooters because of people like you, and me. Dusk, Amid Evil, Wrath, Prodeus, Graven, etc. are just the beginning of this trend. 3D Realms, New Blood, and Night Dive exist for this reason currently, though Night Dive less so because they mostly re-release and are catching shit for the System Shock remake they got paid to make and still haven't delivered.

>> No.7338931

>Hypnotic and Rogue packs, how are they in terms of quality?
On par and better than Quake 1 when played back to back, OST notwithstanding.

>> No.7338934

Too late I am already playing them.

>> No.7338939

>Always thought this
I knew I couldn't be the only one.
>disdain for a modder
Back then, I never really paid attention to who made stuff. I remember big names like Scuba Steve, Cutman, etc..., but mods were just mods to me. Sometimes I think it would be best for me to go back to that mindset for Doom mods. Sometimes I wonder if that's why I look back on that era of Doom so favorably.

>> No.7338942
File: 180 KB, 1600x2080, elexis_sinclaire_by_blindanubis_ddzs7hs-fullview.jpg [View same] [iqdb] [saucenao] [google] [report]

I dont think it will ever pick enough momentum. Maybe I am wrong.

>> No.7338948

Have fun!

>> No.7338964

I seriously love the quake 1 engine, Hexen 2 looks so fucking comfy at places. And nice animations as well.

>> No.7338981

Niche markets don't require momentum. They only need dedication in their fanbase. Clearly the interest is there and these games cost a lot less to make than the AAA garbage released today. Even if no other companies take an interest the mod scene is still making content. The Death Wish mod for Blood is still getting updates ten years later.

>> No.7339000

Maybe. If there are truly enough people. Its a similar situation too horror movies and tv series today with mid budgets.

If statistics are too be believe I have two acquaintances ( not friends)in my life that adore these games and still play or have fondness for them.

But I dont know I am somehow pessimistic in regarding videogames. Shit just never seems to work out.

>> No.7339018
File: 123 KB, 210x333, 4a2.png [View same] [iqdb] [saucenao] [google] [report]

If you find a site then count me in, I would be willing to join the 500ml discord if you can't though

>> No.7339020

>The Sony PlayStation version of Doom is a port of Doom and Doom II by Williams Entertainment. It was released on November 16, 1995, and runs on a modified version of the Doom engine used in the Atari Jaguar port. It features 28 levels from Ultimate Doom, 23 from Doom II and 7 original levels.
>It was followed shortly by a port of Final Doom, reusing the same engine and most custom resources.

>Final Doom for the Sony PlayStation was created by the same team at Williams Entertainment that produced the PlayStation version of Doom, reusing the same engine. It was released on October 1, 1996, including a mixture of 30 levels from the Master Levels for Doom II and the Final Doom missions TNT: Evilution and The Plutonia Experiment. The instruction booklet erroneously states that the game contains 30+ levels rather than 30 exactly. Although the box does not mention the Master Levels, the back cover of the instruction manual acknowledges their inclusion.

I really wish there was a full conversion of proper Final Doom to be PSX-ized, because I kinda hate the Master Levels.

>> No.7339043

Good shit, I'll let you know if I find a suitable site.

>> No.7339052

hate how every "hard" mappack since mid 00s essentially relies on monster infighting and not actually shooting the enemies until a few stragglers remain for 80% of encounters

>> No.7339062

Infighting is fun

>> No.7339071
File: 3.15 MB, 3840x2160, 474810898957.jpg [View same] [iqdb] [saucenao] [google] [report]

Infected Area by Chuck Grant, February 17, 1996. I was having fun with the first level until it cock teased me with a yellow key I had no idea how to get to. If anybody else figures it out do tell me.

>> No.7339083

ofc the moment I post this I found a random hidden switch in a place I'd already been to that opens a way to the key.

>> No.7339089

Funny you say that, reminds of the discussion last thread when somebody said carmack did not like bunny hoping cause its looked dumb.

You can really feel most game designers want to simulate something in the west first instead of creating just gameplay. Or when they want gameplay they want you to play the way they interpret what the game is all about.

You can see this in speed runs when devs kinda get all fussy about dodging enemies, avoiding fights etc.

Sigil is exactly like this, tight corridors, situations where you HAVE to face enemies and kill them. You know. Play the game, its like Romero was saying , yeah this is ho doom gameplay should play around. Tight ammo and tense encounters.

>> No.7339096

I'm with you there. Infighting can be interesting, but I really detest it when overused. It's amazingly nice that Arcane Dimensions has a flag to disable infighting among selected monsters when mapping.

>> No.7339110

>It features 28 levels from Ultimate Doom, 23 from Doom II and 7 original levels.
That's not 59 levels.
Stupid wiki now write the whole article again.
>I really wish there was a full conversion of proper Final Doom to be PSX-ized, because I kinda hate the Master Levels

>> No.7339135

It would be so cool to play the "Lost Levels" on a real PSX. Not the anon you replied to, but thanks for sharing, didn't know this mod existed.

>> No.7339143
File: 1.26 MB, 1920x1080, fun with guns.png [View same] [iqdb] [saucenao] [google] [report]

I created a dehacked weapons mod. This is my attempt to create a set of weapons that I would use if I made a map set, inspired by Valiant and Antaresian Reliquary and others. Here it is if anyone wants to test it out. It uses extended dehacked so it "only" runs in Crispy Doom, PrBoom, DSDA-Doom, Eternity, GZDoom, and Doom Retro. I'm posting it here in case anyone has any ideas on how to improve it


2-Eviternity Pistol- fires fast and the sprites are low so the muzzle flash isn't in the center of the screen. Only difference between this version and Eviternity's is Eviternity's skips the refire state so it's 100% accurate, but I don't think a pistol should have perfect accuracy so I didn't do that.
3-Faster Shotgun- The Quake3 shotgun sound coincidentally lines up perfectly with the racking sprites, so I only reduced the frames at the very end to squeeze out a little more speed from the shotgun
3-VSmooth.wad SSG- The Doom2 SSG is already very strong so it's unchanged, aside from vsmooth.wad weapon animations and perk's hi-res sfx
4-Valiant Super Chaingun- The coolest one by far. Same as Valiant except the muzzle flash only lasts one frame to give the feel of incredible rapid fire, and it has some extra cooldown sprites
5-Faster rockets- Rockets move a little faster like in Antaresian Reliquary, and emit a smoke trail (inspired by 2048 Units of /vr/), but the rate of fire is unchanged
6-Antaresian Reliquary Plasma Gun- plasma gun shoots twice as slow, but base damage is increased from 5 to 12. Plasma balls travel faster. Arachnotron projectiles unchanged.
7-Unmaker- BFG behaves the same, but uses unmaker sprites, and D4V sounds

There are also the custom monsters I was working on. They can be accessed in the editor by placing things 99-105

>> No.7339161

Name five hundreds examples

>> No.7339162

Duke's shotgun is too far off center for my tastes. Otherwise I really like this.

>> No.7339178

I just remembered the altered imp/baron sprites are in this wad. I'll have to make one with just the gun changes

>> No.7339196

I really like it so far, although Duke's shotgun really stands out in this weapons mod.

>> No.7339197

I found a site! I'll host after dinner, need to get some shit done first. https://jumpin.chat/500mlplaytest

>> No.7339247

What unofficial sequels to IWADs are actually good?

>> No.7339268

Final Doom

>> No.7339287

Doom Zero

>> No.7339292

Well storywise Doom Zero imagines itself as third part of Final Doom. And it is good, and not just good, but one of best wads I've played.

>> No.7339306

me on the left

>> No.7339329

What part don't you understand?

>> No.7339337

Plasmagun really needs smooth animation

>> No.7339414
File: 10 KB, 369x300, 1381579575807.png [View same] [iqdb] [saucenao] [google] [report]

>Really sit down to map for the first time
>Several hours have gone by in a flash
I read once in these threads that mapping is far more fun than gameplay. At last, I truly see. What a shame there isn't enough time in the day.

>> No.7339439

Were you mapping for Quake?

>> No.7339453
File: 493 KB, 1704x778, vaguelyE1ishWIP.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you guys (as in /vr/ as a whole) want to make a pwad?
I have about two weeks before my new job.

>> No.7339462

I dunno we've never done it before.

>> No.7339476

What do you have in mind?

>> No.7339491

Only if you teach me how.

>> No.7339503

>not 32 maps
you guys might actually do that a lot smoother than the big projects

>> No.7339505

Did Quake or Strife ever take inspiration from WH40K?

>> No.7339510
File: 218 KB, 1360x768, Screenshot_Doom_20210126_153956.png [View same] [iqdb] [saucenao] [google] [report]

I don't know. Themed wads seem kind of fitting. Maybe something with color themes? Liquid vs Solid? Sector geometry. Crap examples, I know. Just throwing it out there.
There's not a whole lot to learn, just learn what sectors are and how to connect them. Then learn basic sector actions. You could learn the basics before brunch.

>> No.7339513

Soz, mate. Quake stole my heart.

>> No.7339520

Limit removing or GTFO (vanilla is also ok)

>> No.7339525
File: 652 KB, 1680x1050, Screenshot_Doom_20210126_162837.png [View same] [iqdb] [saucenao] [google] [report]

Cave Complex. Pretty bare bones. Pic rel is the best looking part of the map. You have to pick one of two routes, but if you pick the correct one, there's a teleport behind a door you can go through and do the other. One route consists of a cave with 90 degree walls, and the other is a big blue, extremely bright "cave". Half of the monsters I can't even find. One review said they were in a teleport trap, but I didn't find the trap. The difficulty was trivial. It's probably someone's first map. There's also a cyber demon you kill with a crusher. It's not garbage, but it's not something I'll keep around. Will roll for round two later.

>> No.7339530

>tnt evilution crashes after third demo gameplay

>> No.7339571

Only if you let us use a custom texture set. Preferably something a little more obscure (i.e. not OTEX or CC4).

>> No.7339580

I thought pwads were like mods, and wads were episodes, mappacks, megawads, etc.

>> No.7339586
File: 415 KB, 1419x811, E1ripoffstrikesagain.jpg [View same] [iqdb] [saucenao] [google] [report]

Absolutely, I was thinking 8-12 maps max. The time commitment just increases exponentially once you get into megawad territory.
Oh, frag. Very well

Anyway, just gauging interest atm. I'll be lurking if anything gets off the ground though.

>> No.7339589

I'm playing Quake 1, on the penultimate level. Playing on the second lowest difficulty, wasn't easy though.
When do you recommend raising the difficulty? I want to play the mission paks and fanmade levels, and those will surely be even harder.

>> No.7339598
File: 538 KB, 700x600, 1513463539878.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.7339608

I always play Nightmare.

>> No.7339619

I was thinking of starting a /vr/ project about remaking E1M1 purely from memory with some custom texture wads with gameplay centered around Babel mod, but I'm down for this.

>> No.7339673


But which

>> No.7339709


>> No.7339731
File: 16 KB, 256x64, 1582339820844.png [View same] [iqdb] [saucenao] [google] [report]

that Biolage set looks cool

>> No.7339756

I've never seen anyone use those Dark Arena textures, so that would be neat. I would be fine with >>7339731 too.

>> No.7339771

What kind of theme? Like a DtWiDD? I'd be down for something like that. Also limiting removing, Vanilla, or UDMF?
R667 has some cool packs too.

>> No.7339780

Use the SRB2 textures

>> No.7339790

Playthrough video of map06 of the extra levels of 2048 units of /vr/ is up. A very interesting map with lots of conveyor belts and, unfortunately, no way to backtrack. I was extremely lucky, but I had to cheat to kill the last stuck monster. Now I'm officially done with 2048 units of /vr/.

>> No.7339803
File: 2.50 MB, 1920x1080, q2_0016.jpg [View same] [iqdb] [saucenao] [google] [report]

I remember seeing some of those textures in Q2 Oblivion

>> No.7339862

It stands out in a good way? One of my top goals was to make the normal shotgun fun to use. I wanted it to fire twice as fast, but I think the Duke sprites + Q3 sound combo looks and sounds the best, even though you can't speed it up much further. I removed one extra frame since I posted that demo. Original shotgun firing sequence is 37 frames, in that wad it's 32, I found one more frame I could remove without interfering with the cool look/soumd, so now its 31 frames, or 16% faster than vanilla.

I love the way the thing looks, but I can work on incorporating the Black Ops plasma rifle recoil sprites into this. In vanilla, the plasma gun has a 50/50 chance to display one of the two firing frames, so I dunno how this will work but every time I copied someone else's dehacked it's worked so far.

I can create some dehacked weapons and monsters. I already remade the Valiant super-imp and pyroknight

>> No.7339881

The Doom 4 Vanilla shotgun fires at double speed, and has a sound effect to go with it, but I can't use its sprites because of mismatched hands and aesthetics. I can use that sound, and use the Doom64 or AntaresianReliquary shotgun sprites since they are always centered so you won't see the racking animation anyway. I'll test that out. Hopefully the increased killing power will make up for not-as-good sprites and sounds

>> No.7339908


>> No.7339936

That's a pretty autistic reply video but he's absolutely right to tell them to fuck off if they don't like it. Way too many people try to be author-by-proxy for mods or pressure people into doing what they want instead of what the author wants.

>> No.7339980
File: 166 KB, 1490x1162, E3M2.png [View same] [iqdb] [saucenao] [google] [report]

>Anyway, just gauging interest atm.
Well, I'm interested. I'm just looking for an excuse to map.

>> No.7339987

NVM the D4V shotgun is 30 frames. Fuck I need to write all this down and have separate wads to test it all out

>> No.7339994

>Too many weapons
This is a bad thing

>> No.7340091

>comments disabled

>> No.7340094

Freedoom is literally vanilla Doom with uglier sprites and textures, ya birdbrain. Only reason to play it is for the lulz.

>> No.7340103

Almost every slaughtershit map or Ribbiks-style "combat puzzle" requires infighting.

>> No.7340108

Doom 2 Reloaded, Plutonia 2, and TNT Revilution are all solid.

>> No.7340127

I actually like Dark Arena and Dark Spaces
That's a good question. /vr/ would excel at novelty/niche maps rather than trying to make something that would win cacowards. That's not a bad thing, it just means that we can make something unique and avantgarde. Crappy ideas:
>1024 units (of cumulative light)
>666 Sidedefs/vertices/bullets etc
>Berserk only (lmao)
>The ascent from hell: map that must start at floor height -666 and end at 666 with no lifts

>> No.7340134

Imagine malding this hard when people care enough to make suggestions about your mod.

>> No.7340147

I don't really like any of those ideas. Can't we just have a simple project without these kinds of restrictions?

>> No.7340170

Sure man, I'm just trying to play up the fact that it would be a smaller project. Any ideas?

>> No.7340182

>Only reason to play it is for the lulz
The levels are actually not bad, to be desu. Especially if you play with Doom sprites and graphics.

>> No.7340185
File: 2.78 MB, 360x640, 1611162584301.webm [View same] [iqdb] [saucenao] [google] [report]

worth it

>> No.7340189

Does the UDMF map format have a way to typedef things? I'm trying to find ways to make my UDMF maps smaller (mostly for fun, since we living in the age of over 9000 gb SSDs). It'd be cool to be able to type "typedef v vertex;" so vertices could be defined v{x=0;,y=0;}

>> No.7340194

#th for FUCK Plutonia

Yes, I was filtered and yes I mad

>> No.7340195

Holy cow! I used to have this exact app years ago on my phone in High School, or something almost identical to it. Brings back memories of when I had my first android. It's like something that could fit in a more violent version of After Dark screensavers.

>> No.7340213

How about an enemy restriction, like: "don't put more than 50 monsters in your map".

>> No.7340216
File: 14 KB, 753x502, 1-1d07ee287e-him-1021719.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7340217
File: 986 KB, 1025x1025, 1554463964915.png [View same] [iqdb] [saucenao] [google] [report]

damn, same here. had the shareware version of doom on there too.

>> No.7340257

We should agree on a set of custom weapons and enemies beforehand :) I'm working on some custom weapons and enemies regardless.
Ideas: Valiant super imp replaces imp
Valiant pyroknight replaces hellknight
EIther the Valiant cyberbaron (500hp and rockets only) or Eviternity cyberbaron (1k hp and rockets plus machinegun)
Mini-cyber by Ribbiks (replaces spiderdemon for rocket immunity, 1000 hp)
Reskinned SS as a much weaker chaingunner variant

and the weapon pack I am working on and linked above >>7339143

that's been done, 50monstr.wad

>> No.7340276

comparing different ports for common subroutines (compiled assembly) and black-boxing them

>> No.7340294

Honestly I dig that, it's a variation of the basic metric/limit premise but also allows some personal flavor from the mapper. Even though there's already a 50monster.wad I wouldn't mind making another one or similar. Thoughts?

>> No.7340305

Sounds good to me.

>> No.7340310

if you dont stop with the fucking utensils im shoving you in the blender

>> No.7340423

Can I make my pistol and chaingun have different noises using dehacked?

I find making a faster-firing pistol is a boring way to replace the vanilla pistol, so I'm trying out making an M16A2, which had no full-auto and fired in three-shot bursts. The vanilla pistol fires once every 14 frames, the Eviterniy pistol every 10 frames, Valiant pistol 9 frames. And Valiant superchaingun fires ever 2 frames, for reference. I'm not sure what the perfect average rate-of-fire balance would be. Maybe 7 frames per second, since the valiant pistol is 9 and it is still pretty useless

>> No.7340431

Might be fun to do an episodic wad. Ep 1 is enemy limit, ep 2 is size or line limit, ep 3 is freestyle, or self imposed limit.

>> No.7340441

You could give it a pain state and call the pain state a frame after the pistol sound. Change the pain sound to something else.
If you change the pistol sound to have a teeny delay I think that would work. It can't play two sounds at once iirc.

But on modern source ports maybe it can.

>> No.7340467
File: 775 KB, 1920x1080, m16a2.png [View same] [iqdb] [saucenao] [google] [report]

I doubt I will do that but TY anyway

This thing is fuckin' bad ass. It's more ammo inefficient than I'd like but it's even funner than I thought it'd be. Three 2-duration PistolFire actions, followed by an 8-duration state with a recoil frame, and a 7-duration state with the plain A0 frame, for a total of 21 frames, 7 frames per bullet average

>> No.7340468
File: 66 KB, 930x716, m16.png [View same] [iqdb] [saucenao] [google] [report]

and it also has a 0-duration refire state, so that you can't hold the trigger down and get perfect accuracy.

>> No.7340476
File: 54 KB, 954x670, m16a2.png [View same] [iqdb] [saucenao] [google] [report]

woops that picture is outdated and still has the three-duration fire frames which didn't sound good

Here is the end result

>> No.7340482

Ah, shit, there is no ammo check state, so I think it may go into negative ammo in some ports. Back to the editor

>> No.7340485

Fuck it, let's just make a tc. Everyone crack open mspaint and get spriting. I'm sure this guy >>7340467 can do the dehacking.
We just need a palette to start with...

>> No.7340493

Make your ammo pickups, and total ammo, divisible by 3. Unless it shares ammo... Which I guess it does.

>> No.7340508

>crack open mspaint and get spriting
Sprites are the hardest thing. We'll just get some monsters from other places

I noticed the vanilla chaingun does not have a CheckReload state so that may only be necessary on the SSG. I tried it just now in Crispy Doom and if you fire it with one bullet, it shoots one bullet but makes three sounds, hopefully not gamebreaking for anyone. I wonder what would happen if I added checkreload states, though...

>> No.7340509

>The Final Doom engine was based on Ultimate Doom, which loops through four demos. However, only three demo lumps are provided, so the game crashes after playing DEMO3.

>> No.7340529
File: 316 KB, 1920x1080, m16a2.png [View same] [iqdb] [saucenao] [google] [report]

CheckReload works :) He will fire exactly once if one bullet is left

>> No.7340531

Nonsense. Just don't put in a bunch of effort.

>> No.7340541

Maybe we should slow down a little. We're already starting 94 Protons, maybe we should wait until that's taken care of?

>> No.7340561
File: 284 KB, 1920x1080, f.png [View same] [iqdb] [saucenao] [google] [report]

noooo the recoil frames cut off in widescreen. i need new sprites. maybe i can draw it in since it's solid black

>> No.7340582

IMO, the levels are just average. Only really good ones are from the Double Impact episode, which is available separately from freedoom anyhow.

>> No.7340589

Personally, I prefer the Valiant Cyberbaron, just because it was immune to splash, and couldn't infight among themselves. But since you're also doing the mini-cyber, it seems pointless to include either the Valiant or Eviternity cyberbarons, IMO.

>> No.7340593
File: 38 KB, 611x386, looksgoodingame.png [View same] [iqdb] [saucenao] [google] [report]

yesss i drew it in by hand since it's solid black

>> No.7340595

This. It's also why lost souls bounce off floors/ceilings in final doom's complevel.

>> No.7340609

Hmm that's true, there is too much overlap between a mini-cyber and super-baron. All three have there advantages:
Valiant cyberknight - 500hp so it's not boring to SSG like a baron. No hitscan.
Evitenity cyberbaron - 1000hp so it's a miniboss. Rockets plus hitscan make it extremely dangerous
Mini-cyber - cybers have extreme movementspeed, and wide hitboxes so it'd be easy to 1-shot with bfg. Ribbiks makes interesting encounters with them, but I'm not Ribbiks :(

It would be possible to have the Eviternity cyberbaron be not-immune to rockets, so you can down it in 5 rockets, and the mini-cyber could still crush it even though they have same HP

>> No.7340615

It's a different shade of black. Your monitor might not be showing that.

>> No.7340648
File: 566 KB, 1680x1050, Screenshot_Doom_20210126_214131.png [View same] [iqdb] [saucenao] [google] [report]

Fiasco 2. Not sure if there was a Fiasco 1. Made in 1996. For a 1996 wad, it's pretty good. Author says he spent about 25 hours on it. Most of the level looks aesthetically pleasing. The gameplay is really drawn out though due to tedious key and switch hunts, and there are a number of teleporters that send you back to the beginning of the map, or near it. You will drown in ammo, even if you don't find the secrets. One of the secrets lets you totally neutralize a pinky encounter before you would reach it normally, which is neat. Most encounters are not challenging, but there where one or two that got my heart rate up a bit. I would recommend it. If the author really did spend 25 hours on, it commend him for it. I imagine that what he built would be all the more difficult without a 3D editor. Pic related is at the very beginning of the map, but it is representative of the visual quality through out. Not bad at all. The read me file is pure soul.
A quote:
>FTP sites: Please upload this to an FTP site near you
Another quote:
>Thanks to Sgt. Jeff Dombrowski of the Dearborn (MI) Police Department and brother Bob for playtesting this thing.

>"||))(())(())||\/||-- the ultimate felony building search simulator..."
The ASCII art is just great, lol. I tried to find a picture of Sgt. Dombrowski, but couldn't.

Going to do a third wad tonight. This is kind of fun.

>> No.7340658

Is it really? The missing shit only showed up in widescreen and it's the very edge of the screen so hopefully it's not noticeable. I used the dropper icon to select the color. It looks identical to me

>> No.7340661

I recommend spriting from 3d models

>> No.7340680
File: 13 KB, 611x386, temp.png [View same] [iqdb] [saucenao] [google] [report]

played with the levels to show you

>> No.7340689

>got 100 minutes of /vr/
Not even going to bother, I just think it's funny.

>> No.7340698

>Going to do a third wad tonight
I lied. I'm too tired right now.

>> No.7340708
File: 2 KB, 192x384, temp.png [View same] [iqdb] [saucenao] [google] [report]

I do that, and it's all fine and dandy, but you need to go through the trouble of modelling, rigging, animating... etc. It's faster than spriting from scratch, but I'm talking more like...
2 walk frames
2 attack frames (windup and pitch)
1 pain that runs into
2 death
and shooting for an overall simple style like this thing I just mocked up.
Something that anyone can sorta mimic and put their own spin on.

The textures could be made to match. Greyscale and a few accent colors to fake colored lighting. Could just make all the textures black and white, copy them in slade, replace the greyscale with colored varients... That sorta thing...
Anyway, this is all off the dome. Just bullshitting some method that might be feasible to herd cats into completing.

>> No.7340715

Oh. And symmetrical monsters, so you can just reuse the angled sprites. That makes it 15 frames per monster.

>> No.7340732

Or you could pick a color to make all the monsters (lets say red), one to make all projectiles (yellow), one to make all the health (blue), ammo (green)...
Again, just bullshitting some ideas.

>> No.7340779

Say, is it normal that Ultimate Doombuilder lags a bit in visual mode every time I go over another surface with my cursor?

Because I am sort of certain it was never this bad several versions ago (when it was still GZDoombuilder and (Bugfix)).

>> No.7340786

Eviternity cyberbaron was heavily flawed IMO because of the combination of it being vulnerable to splash (meaning it can also easily hurt itself), and having a hitscan attack made it too easy for them to infight among other cyberbarons, which made fights involving groups of them have the same problem that spider masterminds have, reducing the overall threat they potentially had.

>> No.7340803

some anons say that monsters of the same type don't infight, please tell me how the infighting works.

>> No.7340830

omg what a load of bullshit drama, reminded me of the girls in my class when I was a teenager.

>> No.7340841

This is generally true, but doesn't apply when splash damage or hitscan is involved. Monsters of the same type that normally don't infight can still infight if they exploded a barrel near another of the same type, and if they have a melee attack like the Imps or Barons, can in fact damage eachother with such attack.
Cyberdemons can't ever infight with eachother, because on top of the direct damage not applying due to same monster type, the splash damage immunity also prevents them from ever being able to infight from that, either.
Arch-viles have special code that prevents anyone from retaliating against them. But since they dont have splash immunity, they can still damage themselves and eachother if you or an enemy they're attacking is too close.

>> No.7340848

That doesn't sound right at all. It's been a long time since I've used GZB and bugfix, but I know for certain that isn't right. Slade certainly doesn't do that with its visual mode.

>> No.7340852
File: 156 KB, 640x640, 1585611823987.jpg [View same] [iqdb] [saucenao] [google] [report]

>texture filtering

>> No.7340868

I just deleted the config folder to see whether it helps. Sadly it didn't.

With the frame counter enabled I get drops of up to 20 when constantly moving over surfaces, so it probably has something to with how it loads the surface information.

>> No.7340879

IIRC, UDB uses a later version of OpenGL for its 3D mode rendering compared to GZDB-BF, which ups the system requirements.

>> No.7340885
File: 219 KB, 648x818, 1604144389087.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7340894

Already finished the first six levels.
When does tnt evilution get less boring?
Wormhole was cool tho.

>> No.7340898

just turn up the music br0. let the slick jams take u instead.

>> No.7340925

My computer is a 2016 built. And my card apparently is on OGL 4.6.

Anyway, it's not like I can't make maps, but it is a bit bothersome.

>> No.7340948

Its pretty mediocre throughout

>> No.7340952

If you think the first few levels are uninteresting, I doubt you'll enjoy the last third of TNT.

>> No.7340956

TNT is from an era of mapping where combat wasn't quite as big of a focus as it is nowadays. Most mappers back then were more concerned about making maps with exploration or puzzle solving in mind, with difficulty progression not too dissimilar to what Doom 2 did, though slightly harder.
Plutonia was the first megawad to truly focus on tough combat, with Hell Revealed being the first non-commercial megawad to do so.

>> No.7340969

Ah yeah, then that is a bit strange then.

>> No.7341020

Soundtrack of Redneck Rampage carries this game hard

>> No.7341021

Don't suffer yourself through shit that you aren't having fun with.

T. Filtered by Plutonia.

>> No.7341038
File: 46 KB, 925x590, PISGD0.png [View same] [iqdb] [saucenao] [google] [report]

I don't understand, it's the same shade in the png
I think it's best used in single encounters as a miniboss
ty for reminding me
I never even finished level 1 because of how unclear progression is, but I did like the music

>> No.7341047

Single 1on1 encounters are kind of boring in Doom, though. It's fine if its to introduce a new monster. But if thats literally all you ever do with the monster, especially if its because it's weaker when with other monsters, it just feels like a waste of a new monster.

>> No.7341052

Gee. If I wasn't busy with other maps, I'd love to participate.

>> No.7341078

Get a mod for colored/larger keys, and skip the sewer level... And maybe the mental institution, just because of that repeating music.

>> No.7341082

Dead Zone is a really good level. There's some gems in the set, though also some stinkers, and it's overall not for everyone. Feel free to skip Metal, because that map is complete doody.

>> No.7341103
File: 37 KB, 526x473, rape rodent.jpg [View same] [iqdb] [saucenao] [google] [report]

This fucking map, ey.
>How can I piss off the player as much as possible?

>> No.7341115
File: 447 KB, 1272x648, nocritplz.png [View same] [iqdb] [saucenao] [google] [report]

Should add this in the endoom

>> No.7341127

he's right but it still sounds gay

>> No.7341129

it should just read: "if you dont like it: fuck you"

>> No.7341157

>This will probably be my last DOOM MOD project.

>It's all for myself who loves Call of Duty and DOOM.
>You might think of me as an old man, I've always loved DOOM(1993).

>I have experienced a lot of suffering and anger in this project.

>The people did the following:
>-threaten to kill
>-Add violent comments and tags to the MODDB page
>-Post lots of low-rated reviews with insulting words
>-Post insulting comments and offensive images on my MODDB My Page
>-Add a lot of BAD to YouTube videos using illegal tools
>-Post insulting YouTube comments daily using multiple accounts

>These were done by a small number of malicious people and the project has been severely damaged.
>How many good mod makers have been killed by the simple words "garbage" and "totally worthless"?

>There are many criticisms that "there are too many weapons and should be reduced" and "3D sprites look bad to DOOM. You should redraw it in 2D animation".
>Critics have the freedom not to use weapons and the freedom not to use this mod, but I wonder why they can speak like my producer.
>The criticism of "redraw the animation!" Feels more arrogant.

>Similarly, there are criticisms that "Don't include girls in DOOM!", But DOOM isn't just for critics and gender-discriminators, and don't have to play this mod forever.

>If don't like this mod, just keep quiet and play another good game.
>I don't want people who are neither my boss nor my friends to criticize my hobbies.
>If you find your favorite mod maker, don't be shy and cheer them on.
>If you keep quiet without cheering, mod makers may be defeated by invisible attacks and fall.

>When you want to criticize a mod severely, first check to see if you paid for them.

>I'm not a punching bag, nor a volunteer to serve critics..
>I don't like volunteering anymore because of the trouble of dealing with justice critics and terrorists.

>I will complete this project and return to life for myself.

>> No.7341232

Yes. Having to cycle through mounds of redundant weapons is fucking awful.

>> No.7341239

There's the problem, no wonder he's getting shit on, it's probably all BRs and Russians pestering him.
>The criticism of "redraw the animation!" Feels more arrogant.

This guy is pathetic.

>> No.7341243

Not going to watch that vid but you can fix that by allowing people to drop weapons, pretty sure drla does it that way

>> No.7341247

DRLA actually has a hard limit on how many weapons you can carry. Having a shitload of guns isn't the problem, the real problem is if the mod lets you carry everything at once so you have like 8 different variants of the same weapon.

>> No.7341256

stop using the mouse wheel, zoomer

>> No.7341267

You're still cycling through weapons using the number keys you absolute buffoon, I don't use the mouse wheel because mine's fucked up and often registers as double inputs.

>> No.7341271

Why Eternal Doom is so dull, I thought it was some kind of cool classic must-play wad

>> No.7341274
File: 791 KB, 1920x1080, superchaingun_in_crispydoom.png [View same] [iqdb] [saucenao] [google] [report]

Here are two different gun mods. Which one is better? Both are in the zip.
Will only run in Crispy Doom, PrBoom, DSDA-Doom, GZDoom, Eternity, and Doom Retro (uses extended dehacked)


The first one uses an M16A2 as the pistol, and it fires a three-shot burst. On average, it shoots once every 7 frames, compared to 14 for vanilla, 10 for Eviternity, 9 for Valiant. Even twice as fast as the pistol, it is underwhelming as an all around weapon, but it's great as a starting weapon, as even the Valiant pistol at 9 frames per bullet is mostly useless.

The second one uses the Eviternity pistol.

The first wad also uses a customized shotgun. It shoots at 31 frames per shot, compared to 37 for the vanilla shotgun. I can't make it fire faster without different sprites.

The second wad uses the Antaresian Reliquary shotgun and shoots at 29 frames per shot, maybe can squeeze out a few more frames somewhere to make it even faster.

They also contain the super chaingun and other guns but they are the same in both wads.

In order to make my gun and monster mods interchangeable, I remade the guns into separate files using the 2000's states, and the monsters will use the 1000's states. So for example, the pistol states in vanilla are 10-17, and any extra pistol states I need fill 2010-2017. I'm done working on the guns unless anyone has suggestions. I'm gonna create the dehacked monsters next

>> No.7341296

If you're gonna have a lot of weapons, you ideally should have something like this, particularly if there's many redundancies.

>> No.7341308

>You're still cycling through weapons using the number keys
Do you just push each one until you happen to find the weapon you want? You're telling me you seriously can't remember 10 numbers?

>> No.7341310

Anon, if you have 6 shotguns in slot 3, you're gonna need to tap the 3 key multiple times to dig down and find the right shotgun. This is how the slot system works.

>> No.7341313
File: 15 KB, 256x128, 1466173761252.png [View same] [iqdb] [saucenao] [google] [report]

It's not. In most people's opinion, it's a very dry set of levels, and I agree with them on that. The levels are intended to be played pistol start only, which would probably make the sparse and weak encounters feel less dull, but I think that only helps so much, because the level design just not very satisfying.

If you want Eternal Doom, but actually good, check out Epic and Epic 2, which draw a fair bit of inspiration from them. They're still not for everyone, but they're leagues ahead of them in design, with more rewarding and straight forward exploration, and some challenging combat to actually entertain you. Gets lightly slaughtery at times, but I figure on HMP it shouldn't be that vulgar.

>> No.7341335
File: 4 KB, 271x122, eternalguy it's 4pm, time for your switch hunting!.png [View same] [iqdb] [saucenao] [google] [report]

It's an extremely historic wad serving as inspiration for many to come, but it hasn't aged well. I had a dreadful time with a lot of it, even if it's visually gorgeous for the era.

>> No.7341340

Which map did you in?

>> No.7341341

Yeah, it definitely set its footprint upon Doom history, but I think its influence is far greater than itself.

>> No.7341406

Did none of the previous Duke Nukem Forever builds ever get leaked?

>> No.7341420

I like the Antaresian one better than the Duke one. Good stuff man. I'm definitely using this in my own playtime.

>> No.7341437

TY for the feedback, anon. If you find any problems with them, let me know. I intend them to be resources for mappers in case anyone wants some free dehacked weapons packs. I know I used to brainstorm on different guns I'd like were I to make some maps.

>> No.7341442

Works really great with Babel's monsters. Looking out for your monsters dehacked pack later mayn.

>> No.7341480

Fortress of Dr. Radiaki -> Cybermage.

Tips: start Radiaki as brawler then see how it goes, it actually makes sense by and large played in sequence, standalone demo level is different from those in full release, in Cybermage first level is more palatable than the beginning of the training one, in contrast with Radiaki haven't used melee weapons at all, hard difficulty and keyboard-only controls strongly recommended.

>> No.7341484

P.S. I've dropped Radiaki around level8: Gauntlet - and by and large it went a bit stale before.

>> No.7341487
File: 83 KB, 1920x1080, wat.png [View same] [iqdb] [saucenao] [google] [report]

What was skillsaw trying to accomplish with these parameters?

Also, the vanilla baron has the BossDeath action upon death, but the Eviternity cyberbaron has the KeenDeath action. Are there advantages/disadvantages between the two? I'll have to do some reading .

I'm gonna make the normal pinky turn into the Valiant pinky: +2 movespeed, and much shorter delay before attacks but same rate-of-fire overall due to a much longer delay after attacks.

Spectres are just annoying. Maybe I can make them something interesting, like the Eviternity green demon. I was thinking more along the lines of making spectres into turbo-pinkies, as in they behave like they would with -fast monsters enabled: 2x movespeed and attack speed. I will leave their pain chance unchanged so you can still chainsaw them. I'll use the blind pinky skin.

>> No.7341493

If you enjoy exploration-based wads with puzzle elements, its fine. Most people don't, hence why its considered dated.

>> No.7341589

IMO, its not so much that it hasn't aged well (though, that is still a factor), and more just that it's a major case of niche gameplay gone into extremes. Even back in the 90's, there were people who found the required secrets and switch hunting to be a bit much for them. But that said, it actually still plays fine provided you're into that type of gameplay.

>> No.7341590

Reminder Wang got the last laugh
>Duke Nukem Forever, forever slave to Randy
>Blood 2, IP is way too expensive for whatever reason
>Shadow Warrior reboot is on its way to 3rd game

>> No.7341601


>> No.7341616

BossDeath on vanilla Baron was for E1M8 of Doom 1, so that when you've killed all of them, a floor tagged 666 lowers. Due to how BossDeath behaviour is hardcoded, you can't simply use dehacked to modify its use, and will need something like mapinfo.
KeenDie is what Commander Keen uses for the tag 666 exit door in map32, after all of them are killed. Its unique from BossDeath in that it can be used on any level, and with dehacked, can be applied to other monsters.

>> No.7341618


>> No.7341632

too bad shadow warrior 2 sucked

>> No.7341669

3 is looking to be much better, but they could easily blow it just like 2

>> No.7341708

>duke owned by gearbox in turn owned by take jew
>duke appeals perfectly to randy's ~B A D A S S~ aesthetic fetish (without randy knowing how to be tounge in cheek about it), on top of him having some history with the series
there really is 0 chance he'll get salvaged, isn't there

>> No.7341732

They've already ditched the loot shooter elements and randomized levels, so it's already uphill.

>> No.7341843

Yup, looks like a botched painting.

>> No.7341936

I think you took the term "break a map" too literally.

>> No.7341992

More like Dumb lol

>> No.7342015


>> No.7342048
File: 940 KB, 1280x1280, faceapp-Quake-Champions-Ranger-4.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7342061

In Doom 2, is it ever possible to hear that "wow" sound the spinning IOS cube does?
Because apparently, it's a thing but in map 30, do you ever notice it or have to turn down the music?

>> No.7342078

so, how long until we have ray tracing doom?

>> No.7342091

I notice it. Just something you have to get close for.

>> No.7342102
File: 876 KB, 1920x1200, 16117559622840.png [View same] [iqdb] [saucenao] [google] [report]

mapwich 2 gud

>> No.7342108
File: 460 KB, 2340x1080, Screenshot_2021-01-26-06-05-35-607_com.opentouchgaming.deltatouch.jpg [View same] [iqdb] [saucenao] [google] [report]

you are the best

>> No.7342132
File: 369 KB, 1920x1080, equinox.png [View same] [iqdb] [saucenao] [google] [report]

Play equinox, anon. It's kino.

>> No.7342156
File: 1.18 MB, 1920x1080, q2_0000.jpg [View same] [iqdb] [saucenao] [google] [report]

As anons were suggesting in the previous thread about a /vr/ quake 2 project.
It would be possible to /vr/ to Finish Oblivion's Final 2 maps as a kickstart, even fucking UNSEEN got one?
The addon and sourcecode are still there at moddb https://www.moddb.com/mods/turoktirol/downloads/oblivion1

the only problem is that there is no Model for the behemoth boss

>> No.7342158
File: 39 KB, 474x303, RRBubba.jpg [View same] [iqdb] [saucenao] [google] [report]

"Ima ova hear, Leenard!" *SNORT*

>> No.7342172

fucks vixens in that game

>> No.7342201

Your contrarian opinion about Doom being?

>> No.7342221

How difficult do you like your Quake?

>> No.7342235
File: 3.77 MB, 519x283, skelly.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.7342276

>"Shut the hell up, BUBBA!"

>> No.7342279

Making it compatible with KMQ2 would be nice for start, too bad that Im pretty much coding-illiterate, otherwise Id done it myself ages ago, before the TenFourMaps website had died around mid-2014 (and took their proposed revamp of the Sentinel-mech model's textures to the grave along with their forum)

>> No.7342309


>> No.7342330
File: 47 KB, 1280x720, thismanownsyourfavouriteip.jpg [View same] [iqdb] [saucenao] [google] [report]

Nobody likes a bigot unless he's crying

>> No.7342357

?ecnerefer ojoj siht si

>> No.7342381

Is that a good thing? the new shadow warrior games are forgettable as fuck.

>> No.7342390

gay faggot.

>> No.7342393

>take two
>more Jew/Hebe than Blizzard overall.

>> No.7342403

is there any megaman style wad? like you play a level, beat a boss and gain new powers.

>> No.7342410

Still better than DNF and Blood 2. Also if those franchises were to get new games, there is a chance they'll be good, not a high change but it still exist. When they don't get any you don't even have that small chance

>> No.7342530
File: 236 KB, 1166x903, EOpvQjhUUAYYacO.jpg [View same] [iqdb] [saucenao] [google] [report]

Only Hexen fans have the wits and fortitude to withstand Eternal Doom.

>> No.7342556

Played it in late gradeschool, maybe early highscool. It was cool, but not my favorite.

>> No.7342560

Theoretically related to Doom because I need to edit some doom video I recorded. I recorded a window and now it's surrounded by black screen. I want to crop it and add some text to the video but I have no video editing experience. What software should I use? I tried using OpenShot, but somehow it doesn't seem to have a setting for video dimensions.

>> No.7342591

Google what the big youtubers use and pirate that.

>> No.7342598

Not the OP, but how exactly is Eternal Doom historic? Not to deny it, I just don't know much about it, nor have I played a lot of it.

>> No.7342601
File: 5 KB, 82x108, SPIDA1.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on a set of custom monsters. The idea was to create a set of custom monsters as a resource in case mappers wanted to use them. I'd like to add more stuff like the Astral Cacodemon but I dunno what slot that would replace yet, so here is what I have so far:


Valiant Super Imp replaces imp
Valiant Pyroknight replaces hellknight
Valiant Pinky replaces pinky
Turbo Pinky replaces spectre (behaves just like -fast monsters except you can chainsaw it because the stun duration is still normal)
Eviternity Cybruiser replaces baron, has walking sound of Valiant cybruiser because such a dangerous monster needs a loud stomp sound. These fuckers are so incredibly dangerous, definitely miniboss-tier.
Ribbiks mini-cyber replaces the spiderdemon. Same hp as baron but immune to rockets.

Minor changes:
Lost souls have 45 hp.
Zombiemen now fire as quickly as the vanilla doom pistol
Sergeants shoot slower than vanilla shotgun but they don't stop attacking
Chaingunners have super chainguns to match the ones you have. I hate this but it's hilarious so I'll leave it for now.
Mancubi don't stop attacking until you break line of sight.

Iconic monsters unchanged:
Revenant / caco / archvile

I think that's every monster in the game

That's not a bad idea for a way to progress in a PWAD: give new weapons after miniboss fights. Reminds me of what he said >>7341616 , you can give barons the keendeath action and have them open up a sector with a plasma gun or bfg or something, and it doesn't even have to be essential for completing the map.

>> No.7342608

>Man I just realized, like these awesome viewmodels, they were done by James Storey and James isn't with us anymore. It's crazy
>It's gonna keep happening you know, as more time goes by
That's probably one of the reasons you don't see more dev commentaries like this for old games. It must be pretty depressing talking about something you did with a group of people but some people from that group are dead now

>> No.7342650
File: 434 KB, 1233x928, ITYTD.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7342665
File: 70 KB, 660x366, INVASION.png [View same] [iqdb] [saucenao] [google] [report]

If I just put all this stuff in a zip and run it with GZDoom will it work as intended? Is there a way to use all this stuff with Chocolate or PR?

>> No.7342668

What would the bosses and abilities be in a Doom wad/tc with a level/progression system like Megaman?
Would most of them be cybernetic demons with UAC weapons?

>> No.7342697

you only need the DEHacked and WAD files, makre sure you place them in the correct order (check the .bat file)

>> No.7342705

All those extra files is because you are playing a very old wad. All those extra files are so that the thing will run in DOS Doom.

All you need to play the map is Invasion.wad and Invasion.deh. Like you said, just put invasion.wad and invasion.deh in a zip and click and drag onto gzdoom. That should work. I use a launcher or command lines since clicking and dragging seems like an organizational nightmare

I think the correct order would always be -file <wad> -deh <deh>

>> No.7342716
File: 508 KB, 1920x1080, limit-removing-friendly.png [View same] [iqdb] [saucenao] [google] [report]

I forgot to mention, my favorite thing about this is it even runs in Crispy Doom. It uses extended dehacked so only runs in:
Crispy Doom, PrBoom, DSDA-Doom, GZDoom, Eternity, Doom Retro

Also I forgot about the arachnorb! I'll fix that

>> No.7342736

Thanks, it's just been forever since I've played something with a .deh file, so I needed a refresher. I got it running under prboom (-file -deh). Figured an old wad like this one is probably better played with something a bit more vanilla (I'm not a purist). So far it's really good, especially given how old it is.

>> No.7342738

Are you the anon that's been posting all the other dehacked stuff itt? It's really neat. I'll give it a go later today.

>> No.7342761

post the link to the mod anon
and a screenshot showing its beauty

>> No.7342773

Pretty cool stuff anon, but the new monsters breaks Ultimate Doom bossfights that aren't the cyberdemon one .
Also I think the new sprites for the shotgunner don't really fit Doom, I recommend using the sprites from Mayan Mishap instead.

>> No.7342778


>> No.7342797

dont know much about quake requirements for models, but I could make a model, textures and animations of behemoth when given art of it, some other anon could port it to game.

>> No.7342804

Eternal DOOM pushes convention for how much exploration you can put into your levels past anything that had been seen at the time. Think Hexen, without the hub maps connecting multiple levels together but with even more searching around. The maps were also meticulously detailed to feel closer to real places than DOOM's abstract kind of hell (mileage may vary on how much they succeeded).
This is a good read overall, and it has a section (Chapter 3) dedicated to Eternal DOOM and wads inspired by it.

>> No.7342839
File: 706 KB, 1920x1080, testing.png [View same] [iqdb] [saucenao] [google] [report]

Yes. I made it modular so the guns and monsters do not interfere with eachother. You can use them separately or together. There are two gun sets though, you cant use both of those together. I could make each individual weapon and monster in its own wad so you can pick and choose like realm667 but it'd require extra effort

I didn't even think to try that, but that's probably the best way to go straight to each of those monsters. I've just been playtesting in Scythe since its the megawad I know the best. I didn't even know this would run in doom 1.

>> No.7342879

Best cosmetic mod ngl

>> No.7342885

>The changed physics make the map impossible to navigate properly

>> No.7342928

if you want some inspiration, but it seems that the behemoth is some sort of flesh master/richard grey abomination by the looks of the flesshy looking textures in the lower decks

>> No.7342934

what about supercharge bu tango?

>> No.7343017


Those two states are part of the walk animation (between A_CHASE calls).... these were possibly intended to call A_PLAYSOUND with sound 98 as the parameter. Probably good that it was removed in that case, I don't think Pinkies need a walk sound even if they have metal feet.

>> No.7343073
File: 41 KB, 799x652, stomp.png [View same] [iqdb] [saucenao] [google] [report]

Ah, it seems so obvious now. 98 is the BOSDTH which was replaced with a metal stomp that the cybruiser uses. I guess he later removed the playsound action

>> No.7343101
File: 60 KB, 1063x923, imadethissmileyface.png [View same] [iqdb] [saucenao] [google] [report]

Any idea why he calls the bossdeath action repeatedly when arachnotron dies? I don't think it helps the arachnorb spawn

Also he has two arachnotrons, one replaces keen and has reaction time of 1, I dunno which he uses in his maps

>> No.7343160

whoever started this trend of having camera on streams/videos need to have his body cut in a thousand pieces and be displayed around the world.

>> No.7343173
File: 229 KB, 969x795, Screenshot_150.7.png [View same] [iqdb] [saucenao] [google] [report]


R1M4 has begun.

>> No.7343178

What does R mean?

>> No.7343185


>> No.7343187


>> No.7343193

The R in R1M4 is for Rogue entertainment, who made one of the mission packs for Quake, Dissolution of Eternity.

>> No.7343203
File: 604 KB, 1920x1080, even the DSDGSIT sound works.png [View same] [iqdb] [saucenao] [google] [report]

Whenever I click Death State in my things window for the arachnotron, WhackEd crashes.

Luckily the code still works. Arachnorbs in Crispy Doom. I don't like the kill% bug so they currently do not count towards kill%

>> No.7343208

It's just the prefix for the level names, it doesn't really stand for anything.

Although i guess since it shares the fisrt letter with the name of the TC, Roams TC, you could say that the two are connected.

>> No.7343224

What kind of function is repurposed to make them spawn?

>> No.7343230
File: 578 KB, 1920x1080, success.png [View same] [iqdb] [saucenao] [google] [report]

tag666 works as intended

>> No.7343242
File: 44 KB, 798x628, deathstates.png [View same] [iqdb] [saucenao] [google] [report]

The Death State in the things window is changed to a newly-created state with 0 duration and the RandomJump action, pic related is how the RandomJump works

>> No.7343254
File: 39 KB, 803x644, spawn.png [View same] [iqdb] [saucenao] [google] [report]

and the spawning state. The Thing Number is the INDEX number, not the ID number.

I'm using extended dehacked so I can create new things completely instead of needing to change existing things

>> No.7343305
File: 7 KB, 323x275, modular mods.png [View same] [iqdb] [saucenao] [google] [report]

I'm keeping track of every new thing created and every sprite number for whacked, so that the mods don't conflict with eachother

>> No.7343312 [DELETED] 

What about your D4V map anon? I would like to try the finished version

>> No.7343382

Give me the link for the dog

>> No.7343387


>> No.7343395

I wasn't going to ask you fucking faggot. Hidden.

>> No.7343397

I haven't worked on it in a while. I was struggling to create an interesting hallway behind the yellow door leading to the lift, so I decided to play some more to get more ideas about level architecture. In hindsight, I think the best thing to overcome a block like that is to just save and start making sectors and if you don't like what you see you reload. But regardless, I need to play more and absorb more map knowledge that way. After actually trying to make a level in the editor, you see everything differently, and it makes me want to replay all my favorite stuff again as you see everything like it was new again. I can't say it's helped me come up with ideas on that hallway but it's funner than staring at the editor lol.

I think the best approach is treat it like learning to play guitar or something - you just spend 30 minutes a day practicing and eventually you become good. I need to spend like 30 minutes a day just DRAWNING stuff with pen and paper, and even if it doesn't train my brain to become more creative, at least I will slowly accumulate ideas over time, and since I'm not mapping they will build up instead of get used up quicker than I can make them. I actually haven't drawn anything at all even though I thought of this a while ago. I guess now's as good a time as any. I finished the arachnorb and was gonna start on the astral cacodemon but gettin into this new routine is more urgent

>> No.7343436 [DELETED] 

Nice, I just want to play more D4V levels

>> No.7343445

Have you played Chrono Displacement Labs and Drought?

You can try beating all of Drought with pistol starts and no saves. That will keep you busy as fuck for a long time.

>> No.7343454 [DELETED] 

Yes, I beated them already

>> No.7343461

>secret level set in a renaissance faire with the dead bunny music
yea or nay?

>> No.7343513
File: 2 KB, 36x56, SPOSA1.png [View same] [iqdb] [saucenao] [google] [report]

TY anon this thing looks sick! I had an idea for rebalancing monsters - leave the chaingunner as-is, but reskin the SS as a new 20hp glass cannon that makes the DSPISTOL sound and fires half as fast as the chaingunner. And give the shotgunner armor and the same HP as a chaingunner for more interesting CQC fights.

I dunno if I want to replace the shotgunner slot with the armored shotgunner, I like the idea of two tiers, hopefully other people don't find it too derivative, but this way you can select either one

That sounds great. Only bad thing I can think of is it's difficult to make maps of outdoor settings unless you're Revae. Are you Revae? You don't actually have to tell me, Revae.

>> No.7343517

Here's a better track for that setting, would be cool to see.

>> No.7343548
File: 77 KB, 1000x750, NexusBoss.jpg [View same] [iqdb] [saucenao] [google] [report]

Simpliest way around this idea would be just uding the Makron's 'brain gib' model and just enlarge it to giant size with upscaled textures applied - It would thematically suplemment the Q4 final boss in a straight-forward way...
Really awesome model, damn shame that converting it to MD2 formal will probably severely butcher its look and detailing

>> No.7343550

Thank you

>> No.7343554
File: 444 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

ah shit that wad uses a different pallette

>> No.7343557

Btw, this reminds me - is there a way to force engine pre-convert assets to PNG so there wouldn't be any problems with palettes?

>> No.7343603

Yes you can turn sprites into PNG but I dunno if that will prevent it from getting paletted when you play something else. I'm using Crispy so everything is a Doom graphic

>> No.7343606
File: 98 KB, 859x506, syfgh.jpg [View same] [iqdb] [saucenao] [google] [report]

Was Ty Halderman a bad person?

>> No.7343617

what did he do?

>> No.7343620

It would be interesting to reuse xatrix ending, or create a new cutscene from it

>> No.7343629

By the looks of it, it seems like he abandoned his daughter.

>> No.7343634

It looks like, with what little context one image gives, he left his daughter to rot in the foster care symptom, in order to do something(?) with his own grandmother

>> No.7343640
File: 34 KB, 697x293, some reddit shit.png [View same] [iqdb] [saucenao] [google] [report]

oh christ

>> No.7343645
File: 2 KB, 92x96, 1YwtbPW.png [View same] [iqdb] [saucenao] [google] [report]

holy FUCK

>> No.7343647
File: 29 KB, 640x295, 1559374338537.jpg [View same] [iqdb] [saucenao] [google] [report]

Can't say I expected that

>> No.7343652

american game development, bad games made by degenerates

>> No.7343656
File: 705 KB, 1000x1000, 1515453871325.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7343658

and i thought plutonia being made by the sons of the "love is" cartoonist, with one of them having a controversial history behind their birth, was already fucked up

>> No.7343670
File: 6 KB, 512x512, 5.png [View same] [iqdb] [saucenao] [google] [report]

I didn't expect this at all.

>> No.7343686

>as of eternal this image is 100% canon

>> No.7343691
File: 11 KB, 147x106, Gary2.jpg [View same] [iqdb] [saucenao] [google] [report]

I thought he was joking but holy shit he wasnt.

>> No.7343706

Not surprising from the guy who worked on the abomination known as TNT.

>> No.7343715
File: 14 KB, 805x62, ty moment.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7343719

big phew if true

>> No.7343770
File: 300 KB, 512x384, i swear.png [View same] [iqdb] [saucenao] [google] [report]

This is dated 6 years back, the original youtube comments date 2 years back (from screenshot), Halderman died 5 years ago.

Looks like people went with the terry defamation stuff but the missing link here is why someone would bother continuing to lie about a dead man years after the fact. If you looked hard enough I'm certain you could track down his kid.

post video

>> No.7343772
File: 268 KB, 666x666, tux_bugs.png [View same] [iqdb] [saucenao] [google] [report]

NBlood or BloodGDX?

>> No.7343773
File: 3 KB, 128x128, 1457578545935.png [View same] [iqdb] [saucenao] [google] [report]

holy fucking shit

>> No.7343786
File: 151 KB, 1162x851, commentsforthelazy.png [View same] [iqdb] [saucenao] [google] [report]

found it independently.


>> No.7343805


>> No.7343861
File: 46 KB, 382x552, 1460338647325.jpg [View same] [iqdb] [saucenao] [google] [report]

why would you tell people
why would you even do that in the first place

>> No.7343894
File: 74 KB, 1156x1063, everything sucks.png [View same] [iqdb] [saucenao] [google] [report]

You retards will believe anything.

>> No.7343950
File: 1.96 MB, 1920x1080, q2_0018.jpg [View same] [iqdb] [saucenao] [google] [report]

PSA: if you are going to make a weapon mod, always remember to clean your hands

>> No.7343957
File: 1.90 MB, 1920x1080, q2_0019.jpg [View same] [iqdb] [saucenao] [google] [report]

and always use the same skin for both hands

>> No.7343973

MIDI pack for the Master Levels released.

>> No.7344007

mide pack fr the materlevels

>> No.7344017

I really hope WadSmoosh will support it. Too lazy to manually rename them

>> No.7344064
File: 579 KB, 960x540, d2.png [View same] [iqdb] [saucenao] [google] [report]

just put all the master levels in the crispy doom folder and open the midipack as a pwad. crispy lets you select doom2, nerve.wad, and master levels as separate episodes

>> No.7344067

>was 68 at the time of this post
>his grandma was 81
>grandma was 13 when he was born
How does that work?

>> No.7344085

Eternity Engine 4.02.00 released

>> No.7344089

Oh, nice! Didn't know Crispy got this advanced

>> No.7344105

It can't be. I can only imagine he's making some sort of joke that needed further explanation.

>> No.7344138

Have they implemented that Zscript-but-better feature they were working on years ago yet? I can't even remember what they called it now.

>> No.7344147

is it possible to create a monster that mimicks the carcass from doom eternal but in dehacked?
something that summoners a solid wall or some other types of solid object/even a prop just to block projectiles

>> No.7344152

this world is evil and it is possible if sickening

>> No.7344154

>it is possible
Haha no though

>> No.7344167

It practically isn't. The youngest to ever give birth is 6, so unless Ty's mom and grandmother were competing for that title the odds are so absurd you can discount it.

>> No.7344171

>grandma just old enough to bear children, if that, somehow has child, who in turn somehow has child all while the grandma is still at a point where any of her children are like 1 at absolute most
I don't know what hentai you're reading but his MOTHER being 13 when he was born is possible, GRANDMOTHER is not

>> No.7344181

I forgot his mother had to be born

>> No.7344185
File: 1.13 MB, 3816x2264, 1603994625710.jpg [View same] [iqdb] [saucenao] [google] [report]

NBlood for more strictly 'vanilla' feel, GDX for some difficulty options. Hard to go wrong with either.

>> No.7344193

Fuck you

>> No.7344194
File: 1.57 MB, 1920x1080, q2_0020.jpg [View same] [iqdb] [saucenao] [google] [report]

Btw, nothing that a photoshop can do

>> No.7344196

also, according to craneo's twitter, his pc was fixed, so he may return to that classic doom eternal sprite project

>> No.7344201
File: 1.57 MB, 1920x1080, q2_0023.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7344204
File: 54 KB, 614x491, 1602705595352.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7344225
File: 1015 KB, 1920x1080, q2_0024.jpg [View same] [iqdb] [saucenao] [google] [report]

btw Oblivion's textures makes it good for future doom projects, though i feel that i saw those earlier.

>> No.7344231
File: 873 KB, 1920x1080, q2_0025.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7344243
File: 1.29 MB, 1920x1080, q2_0027.jpg [View same] [iqdb] [saucenao] [google] [report]

also this weapon is OP

>> No.7344269

Yeah, but you'd have to replace the lost soul I think.
I don't think there's any way to make a projectile have collision, but the pain attack could summon a monster that acts as a wall.

>> No.7344309

where can I make these?

>> No.7344329

>Don't suffer yourself through shit that you aren't having fun with
doom 2

>> No.7344350

that's why you have 101 keys

>> No.7344372
File: 119 KB, 800x532, 1482827263241.jpg [View same] [iqdb] [saucenao] [google] [report]

firshy casuru go homu

>> No.7344378


>> No.7344432

>dat enter

>> No.7344443

is there not a single one sane person in this cursed industry?

>> No.7344480
File: 2.22 MB, 1920x1080, q2_0029.jpg [View same] [iqdb] [saucenao] [google] [report]

Anon, if you are watching the Fallout frontier shitshow at /v/ there is none of them.

>> No.7344485

thanks god I'm not

>> No.7344487
File: 2 KB, 64x64, crate21.png [View same] [iqdb] [saucenao] [google] [report]

also Most of Oblivion's textures are 64 by 64, the fuckers really used some good texture fu black magic to make them look good even with the retarded compression filtering of that time

>> No.7344490
File: 99 KB, 256x256, crate21_4x_Fatality_Faces_310000_G.png [View same] [iqdb] [saucenao] [google] [report]

this is 4x the size

this shit is smaller than DOOM's normal textures and it looks really damng good
sadly Slade cant recognize most of them to extract as PNG

>> No.7344492

Anon, you have to be a specific type of crazy to work on video games.
But you also have to be a very special type of retard to gobble up a reddit screencap and instantly take it at face value and believe it to be true.
Remember how we had that one faggot nameposting as John Romero here? I guess that was obviously -THE- Romero because of the twitter screencaps.

I swear to christ some of you people are the most gullible halfwits.

>> No.7344495

there is a reason I take it at face value
it's because I work in the industry

>> No.7344496

I'm fairly certain someone was larping as him, and didnt even know his actual age, judging from the "She's 81 btw". IIRC, Doom community didn't find out he was in his late 60's until his death, which was a year after that reddit thread.

>> No.7344528

NVM that is interesting https://github.com/dfsp-spirit/wal

also linking to op too >>7337741

>> No.7344537

Where at?

>> No.7344550

PrBoom doesn't read the RandomJump action in complevel 9, but it works in cl11 and default cl. RandomJump works all the time in Crispy.

Also I noticed the SSG will fire during the final loading sound which I thought was annoying so I tried to tinker with it but it seems that behavior is hardcoded since it is the same as ReFire:
>A_CloseShotgun2 is a wrapper around A_ReFire that first plays the sound effect DSDBCLS before invoking that function.

>> No.7344571
File: 10 KB, 288x288, 1588143404916.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7344645 [DELETED] 
File: 1.77 MB, 2480x1748, virgin_doomguy_by_gothicdarkshine_dd1xxpc.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7344647

Can we get some relaxing FPS tunes going?

>> No.7344665
File: 1.22 MB, 1841x1036, E6Bhq24MpkyiCAJqRtkwFJ.jpg [View same] [iqdb] [saucenao] [google] [report]

So I just started playing Blade of Agony tonight, the Wolfenstein themed GZDoom mod and holy fuck is it good. I love to see how they have made a larger and more expanded world and story while staying true to the original Wolf 3D aesthetic as far as the sprites. The sprites and animations are awesome as well.

I would love to see a story driven mod with objectives and option side quests and NPCs and shit like this but set in Doom or Quake 1. I know the lore is purposely sparse in both but I have always wanted to see that larger world that is only hinted at in the original games. That is probably why I dig Doom RPG and it's sequel so much. I know nuDoom gives more than enough lore for the new continuity but it's cool to see that expanded world but in the original art style. And Sandy's Lovecraftian cosmic horror elements from Quake 1 just beg to expanded upon.

Highly recommended. Here is Icarus' review if you have never seen it in action:

And here it is on ModDB

>> No.7344678

I also liked BoA, but never finished it.
Maybe I'll get around to that sometime.

>> No.7344682

a bubble gum company

>> No.7344685

Does he just mean he lives with and takes care of his grandma and they're super close? He isn't literally saying he fucks his grandma right? The set up sounded like he was going to say it was a pet or something when I first started reading it. Like when people say their dogs are their kids or whatever.

>> No.7344694

Agreed, TNT is absolute garbage and so is Plutonia

>> No.7344705

t. Civvie

>> No.7344739

Civvie likes Plutonia

>> No.7344750
File: 82 KB, 1200x675, It's time.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, pal, hand it over!

>> No.7344793
File: 206 KB, 210x194, 1609519404094.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.7344825


>> No.7344829

If it's an AMD card you might want to update your drivers. AMD/ATI cards have a long history of being fucky with OpenGL and an update might fix things.

>> No.7344832

Imagine not liking Doom 2.

>> No.7344835

itt people falling for 6 year old bait

>> No.7344839

Isn't that made by the guy who copy-pastes sectors from other people's maps?

>> No.7344850

>Similarly, there are criticisms that "Don't include girls in DOOM!", But DOOM isn't just for critics and gender-discriminators, and don't have to play this mod forever.
This is referring to the assist mechanic where there are literal anime girls along with Soap and Price.

>> No.7344862

fucking lel, I was wondering what exactly prompted that one
>don't include girls in DOOM
>meanwhile H-doom is one of the most famous mods of all time

>> No.7344881

Blade of Agony is such a fucking mess visually. We have cartoonish Wolf3D sprites, that godawful Powerslave flamethrower from the ww-nazis and realistic 3D models of vehicles, some of then are not even from WW2.

>> No.7344946

whens the next update mike

>> No.7344956

There was some semi-reasonable explanation for that. I wouldn't have considered it believable if it weren't for the fact that he's done perfectly fine without doing that, and it would be silly to steal a single room once just to fuck over your credibility.

>> No.7344963

Quake SM211 released:

>> No.7344971

>play quasiotter's map
>no blm or homosexuality content
intensely disappointing

>> No.7344980

What's the edgiest thing you've ever seen in a doom wad? Anything in scenery, map art, custom inventory items?
Hard mode: Nothing from Grezzo 2.

>> No.7344986
File: 1.45 MB, 1235x985, 63.png [View same] [iqdb] [saucenao] [google] [report]

Why was Doom 64 such an amateurish product? If this was an amateur mapper I'll totally call him a noobie.

>> No.7345003
File: 64 KB, 200x193, tenor.gif [View same] [iqdb] [saucenao] [google] [report]

Cuz I'm a vixen baby

>> No.7345004

Are speedmaps actually worth playing or should I wait until after I've gone through all the classic non-speedmaps?

>> No.7345017

Probably rotten.wad or that one where you abort a baby.

Or the one where you genuinely kill yourself in your room with a pistol

>> No.7345039


>> No.7345160

Put on your glasses bro jesus

>> No.7345163

Texture misalignments like that are not the end of the world, IMO

>> No.7345168

By definition whoever made that was a professional. Too bad no matter how good you are at Doom mapping, you missed the chance to get paid for it.

>> No.7345170

Nah it's an Nvidia card. However, I tried an old GZDoom Build from 2015 and had pretty much the same problem.

So it is likely related to my driver after all. I will update later and see how it goes.

>> No.7345171

random trivia
Freedoom's Doomguy is based on Karl Urban, who played Doomguy in the Doom movie

>> No.7345250

How many of these have you played? Me, 51.

>> No.7345325

this is super cool

>> No.7345330

It's looking better for sure. I'm hoping they'll make a game with the strong sides of 2013, the few strong sides of 2 (weapon animations and models), and then ditch almost everything else of 2.

>> No.7345376

It's fake, you idiots.

>> No.7345381
File: 38 KB, 320x237, quake64.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7345382
File: 313 KB, 635x795, 1522612683047.png [View same] [iqdb] [saucenao] [google] [report]

Do you think somebody would just lie like that? Just, just go on the Internet and tell lies?

>> No.7345383

>why someone would bother continuing to lie about a dead man years after the fact
Some people are petty, some people are insane, some are both.

>> No.7345387

t. Ty Halderman

>> No.7345396
File: 3 KB, 100x100, really tormentor.png [View same] [iqdb] [saucenao] [google] [report]

The double resolution sprites in Blade Of Agony are kind of fucking awful and lazy, honestly.

>> No.7345397
File: 5 KB, 126x126, mixed resolutions.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7345402

Ooga booga, I'm back from the grave to delete all the Terryshit.

>> No.7345403
File: 7 KB, 78x104, shoot his hand.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7345406
File: 5 KB, 107x107, dicktrigger.png [View same] [iqdb] [saucenao] [google] [report]

>we're going to make the enemies twice the resolution, but we aren't going to actually put any effort into detail so the high resolution ACTUALLY counts for anything, thus any cheap setups which just barely look ok in low resolution will look like retarded garbage

>> No.7345414

Google gives me no relevant results for rotten.wad

>> No.7345425

The tinyurl is not working anymore. Replace it ffs, I don't want to click on mega.nz fuckers.

>> No.7345465

So why does ZDoom shits itself everytime level ends with player being killed? The next level always starts without ability to attack and enemies are inactive.

>> No.7345501

That's never happened to me. Which version of ZDoom are you using?

>> No.7345518

>plutonia being made by the sons of the "love is" cartoonist, with one of them having a controversial history behind their birth
What's the story?

>> No.7345523

>Into Sandy's City
>It doesn't play in a city level at all
What was the logic behind this

>> No.7345546

any good .wads for a snowy/icy aesthetic?

>> No.7345589

I just realized I am using version that is over 8 years old. Never had the problem before playing Evilternity though.

>> No.7345595

are you joking dude

>> No.7345613
File: 274 KB, 960x720, file.png [View same] [iqdb] [saucenao] [google] [report]

Dark Forces custom maps?

>> No.7345619

I really liked maps 11-15 from Eviternity

>> No.7345638

it plays twice in no rest of for our livings but itheres no city level

>> No.7345660

yes please

>> No.7345662

IIRC, Bobby Prince wrote it because he knew Sandy was making a city level. But he ultimately wasnt who chose what levels the songs were used, unfortunately.
D2TWID does replace the map15 midi with into sandy's city on a Sandy styled city map.

>> No.7345690
File: 614 KB, 1152x864, sshot241.png [View same] [iqdb] [saucenao] [google] [report]

I'm making one myself, right now. Though it's for Doom64. Either way, I think you should check it out.


>> No.7345738

What Quake vanilla or custom maps have cathedrals, chapels, or otherwise church(y) halls? I need some references for mapping.

>> No.7345740

that misalignment just adds to the overall asethetic of this crazy void map bro
>playing with high brightness
>playing with texture filtering

>> No.7345742

Got 'em in one

>> No.7345753

What is Rootpain.wad?

>> No.7345756
File: 47 KB, 219x241, 1581678807056.jpg [View same] [iqdb] [saucenao] [google] [report]

TrenchBroom 2021.1-RC2 Released
Changelog (since 2020.2)
>#3691: Fix setting spawnflags on brush entities (regression from 2020.2)
>#3685: Make "Reset texture alignment" work with brushes, and add default shortcuts
>#3686: Update manual
>#1211: Quoth2.fgd updates
>#2696: Support Ctrl+F flip shortcut on face selection, make resetting alignment bindable
>#1997: Add "Reset Texture to World" button in UV editor
>#3636: Add "Select All in Layers" to map view context menu
>#2251: Mousewheel changes movement speed
>#3499: Add variables for compilation tool paths, e.g. "${qbsp}", configurable in Preferences
>#3418: Add ability to enable/disable compilation tasks
>#3524: Add "File -> Revert" menu item for reloading map from disk
>#3197, #3510, #3605, #3616, #3648: Optimize map and texture loading, saving
>#3512: .obj writer now respects omitted layers
>#2855: .obj writer writes map_Kd entry with relative path to image (for "Directory Texture Collection" games)
>#2607: Keep layer and group IDs persistent
Game support
>#3071: Add "angle" key to Quake 2 FGD

>> No.7345759

>Quoth2.fgd updates
Wonder if they used that one anon's Quoth fgd fix.

>> No.7345760
File: 376 KB, 420x528, 1609845234083.png [View same] [iqdb] [saucenao] [google] [report]

>>#2251: Mousewheel changes movement speed
fucking NICE

>> No.7345761

>revamp of the Sentinel
You're talking about that remodel which looked like a Technician fused to a ED-209 type chassis? I preffered the original's look personaly

>> No.7345775

>Mousewheel changes movement speed

>> No.7345781

bls resbond :DD

>> No.7345793

Another boring shit from celephais circlejerk...

>> No.7345798

>still no support for Lazarus, Worldcraft and other custom shit that arghrad has over it for Q2 mapping

>> No.7345805

It's all Quake man. Play what you want.
>Q2 mapping
O i am a laffin'

>> No.7345816

>no unreal

>> No.7345825 [DELETED] 

Friendly reminder that you Q1 Discord trannies and you the underage zoomer who shits this thread are still here in this retro fps thread because of moot's pity
mainly because old /v/ and /vr/ were more into Q2 and Q3A thanks to the based and now dead planetquake and tenfourmaps, and you scumfuckers were still hating 4chan at your forum circlejerks like celephais, quakeone and the NoMutantsAllowed of quake community that was inside QC.

fortunately, this is about to change very soon by the hands of id itself

>> No.7345832
File: 82 KB, 320x200, Doom go hom.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.7345834

>this is about to change very soon by the hands of id itself
What did he meant by this???

>> No.7345835

Does any of you have a no-fuss ready to play package of Dark Forces 2: Jedi Knight? Didn't find it in the OP.

>> No.7345838
File: 121 KB, 457x506, 1593643058336.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7345842

What would YOU define as a "Retro FPS"?

>> No.7345849


>> No.7345852

No. I just have it laying around on external hard drive and install it on my new computers.
I also have 10+ year old unpatched copies of GTA 3 and Quake 3 there.

>> No.7345854

Haha, based. I have House of the Dead 2 on my second hard drive since forever.

>> No.7345878

Just use the GoG installer, its easy to find.

Lets just say that that Q2 Setting + Lovecraft is easier to work because Strogg are old god's turf, mainly a certain Egyptian Babylonian god, and many at id prefers more ETQW+Q4 over Q1 due to how memorable Q4 stroggfication and strogg design is

Also id has "spies" everywhere and they know how "true fallout fans" levels of rabid sociopath the Q1 community is if isn't "THEIR QUAKE SEQUEL".
plus Q2rtx received more praise than DOPA.
also the Strogg are pretty much adrian, paul steed and sandy's children

>> No.7345880

You just made me remember I have those Doom the way ID did maps but never played them, should start it now

>> No.7345889

Post your favorite tracks before the thread dies.

>> No.7345894
File: 29 KB, 671x673, 1595509668603.gif [View same] [iqdb] [saucenao] [google] [report]

anon whatever you have concocted in your mind's eye, Q1 will always be relevant to these threads

>> No.7345897
File: 18 KB, 800x450, 1610978280935.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7345901

this thread will last hours dude, this is not /v/

>> No.7345907

literally your meds

>> No.7345912

if it is the "true fallout fans" check /v/ after all this shitshow is still going because 7 Years!!!

>> No.7345923

Yeah you're right anon, this was actually Bobby Prince's masterpiece.
What was I thinking?

>> No.7345947 [DELETED] 

GGGGGGGGGRRRRRRRRRRRAAAAAAAAAAAFFFFFFFFFFFFsnnnnniiiiiiffffffffffff...oh yes my dear....sssnnnnnnnnnnnniiiiiiiiffffffff....quite modern indeed...is that....dare I say....sssssssnniff...GZDoom I smell?......sniff sniff....hmmm...yes...quite so my darling....sniff....quite modern GZDoom yes very much so .....ssssssssssssssnnnnnnnnnnnnnnniiiiiiiffffff....ah yes...and also....a hint of....sniff....incompatibility.....quite new my dear....sniff...but of yes...this will do nicely....sniff.....please my dear....another if you please....nice a big now....GGGGGGGRRRRRRRAAAAAAAFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF Oh yes...very good!....very high resolution my dear....hmmmmm...is that texture filtering I see on the rim?...hmmmm.....let me.....let me just have a little taste before the sniff my darling.......hmmmmm....hmm..yes....that is a delicate bit of filtering my dear....ah yes....let me guess...no demo support?....oh quite right I am....aren't I?....ok....time for sniff.....sssssnnnnnnniiiiiiiiffffffff.....hmmm...hhhmmmmm I see...yes....yes indeed as well jumping......hmmm....that fragrance is quite noticeable....yes.....vertical mouse aim I take it my dear?.....hmmmmm....yes quite.....GGGGGGGRRRRRRRRFFFFFFFFFFFFFFFFFFFFFFFFFF Oh I was not expecting that…that little hotfix my dear….you caught me off guard…yes…so gentle it was though…hmmmm…let me taste this little one…just one small sniff…..sniff…ah….ssssssnnnnnniiiiiffffffffffff…and yet…so strong…yes…the odor….sniff sniff…hmmm….is that….sniff….hmmm….I can almost taste it my dear…..yes….just…sniff….a little whiff more if you please…..ssssssnnnnnniiiiiffffffffff…ah yes I have it now….yes quite….hhhhmmmm…delectable my dear…..quite exquisite yes…..I dare say…sniff….the most pungent one yet my dear….ssssnnnnniiiifffffffffffffffffffffff….yes….

>> No.7345951

Who's celephais and why are you always talking about him?

>> No.7345962
File: 1.29 MB, 498x359, 1514230255211.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.7345964
File: 1.20 MB, 440x404, Shamblin'.gif [View same] [iqdb] [saucenao] [google] [report]

There's a website called celephais.net that's primarily about Q1 mapping. One of the resident Quake II anons here has a grudge against their output post-Arcane Dimensions because most of their mappacks jerk it off, which is semi-reasonable, and apparently they've hated 4chan or something. I just enjoy Quake and they put out mappacks with incredible regularity so yeah. They've also helped me a lot with mapping.

>> No.7345992

>he doesen't know

and neither do I

>> No.7345998
File: 37 KB, 612x612, 1592960036034.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7346005

I love Into Sandy's City

>> No.7346007
File: 42 KB, 800x450, 1602160736245.jpg [View same] [iqdb] [saucenao] [google] [report]

Do any q1 sourceports aside from darkplaces offer unlocked framerates as well as some sort of an easier option to add/adjust a crosshair?

A year or so back I played quakespasm spiked, but it seemed like adding a non-dot crosshair involved some editing way above my extremely limited tech level.

>> No.7346012


>> No.7346021

vkQuake, along with still Quakespasm-Spiked. Here's a guide on how to add/change crosshairs.
It's pretty simple anon. I know you can do it.

>> No.7346023

Looks like some kind of detonator.

>> No.7346024

Also did you all know that there's a vkQuake2 sourceport for Quake II?
I didn't. Gonna check it out now.

>> No.7346026
File: 265 KB, 640x640, img_0877.jpg [View same] [iqdb] [saucenao] [google] [report]

its not a grudge, its a old fact that it was memory holed.
2000's was a thriving decade for Q2, Q3A and even Q4 during the days of planetquake, tenfour, teamblur, tastyspleen and even ruskie map communities.
Back then Q1 had the most autistic drought caused by literal retards joining in and inciting community infighting, and even the "Quake sequels suck" mentality, since none of them were from the beginning when all 3 games had people playing and being friendly with each other.

But then these people came in, and the entire 2000's decade for Q1 was full of drama, bickering over source ports like tenebrae, joequake, retextures like QRP and so on, bickering over maps projects, multiplayer and so on, followed by forum wars, and bickering over "muh pure quake" vs "Extended quake mapping".

When planetquake and its sister websites died, they went on to become vocal and remove all references towards other quake games out of spite and join other communities to do the same.
if there is a reason of why this community is so fractured, is because of these fucking Bolshevik "tourists"

i still hope that one day, all of Quake community is united once more like in the past.

vkQ2 has one of the best software renderers atm, second only to the ddraw patch at knightmare forums, also it originated Q2RTX

>> No.7346047
File: 98 KB, 500x375, Bitterman pls.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm sure that probably really sucks anon for something you're passionate about to have been done dirty like that. I was more with HL1 modding in the 2000s so that all passed me by, but I really don't think guys like Preach and Kell (Quoth creators), or the AD creators have it out against Quake II in 2021. My snide remark about QII mapping being dead was just that: a snide remark. I'm not some discord tranny. Gotta chill m89. There were whispers last thread of a /vr/ Quake II Jam, and I'd be totally onboard with that as someone just getting into Trenchbroom
>i still hope that one day, all of Quake community is united once more like in the past.
Based and Quakepilled.

>> No.7346071

>Damn, those alien bastards are gonna pay for shooting up my ride
>I live... again
>Zilla sends his regards, Lo Wang

>> No.7346072

dunno mate, maybe just disregard ye olde drama and play the games because opinions change over the years.
myself I like all quake games pretty much equally, even ETQW.
no need to bother with what some sick_b0y_69 about Quake ]|[ or how 1337-meis7er insulted mapping project for Quake II
all you need to do is
>haha shotgun go boom!

>> No.7346073

Who wore it better?

>> No.7346078

Not Shelly.

>> No.7346082

JF who is now the head of machinegames is still cool with the game, after all he made the best maps for both Q1 and Q2 before he created the company. and he made dopa, who people who called it mediocre because it wasn't a AD clone, but is still good for someone who didn't mapped for years
Preach and kell, you simply go by their posts at func.

Again, all i want is the magical period of 97 til 2010 back

>> No.7346084

>You're lucky I can't fit a grenade launcher in my bag!
>Fits a grenade launcher in her bag a few maps later
Man the writers of Ion Fury suck. Good thing it's fun.
Duke for sure, but only the old lines. I can't stand the rerecorded lines.

>> No.7346091

>few maps later
She gets the shotgun like 10 minutes into the first map.

>> No.7346094

Quips were not Shelly's strong point, for sure. Not that she didn't have a couple good ones.

>> No.7346102
File: 114 KB, 2560x1440, Doom ancient aliens.png [View same] [iqdb] [saucenao] [google] [report]

I really liked DOPA. Almost like a challenge mappack. Those later maps can get brutal on high difficulties, and the final map Year Zero sent my story-minded self reeling in the best way. But I'm not really seeing any unreasonable criticisms on its quaddicted page:
No new bosses is a pretty reasonable critique considering Travail came out in 2007. Repetitious use of Death Knights/no new enemies is a pretty reasonable critique. I didn't see the func_msgboard posts when DOPA was released, but maybe just let shit go like >>7346072 said. The latest celephais mapjams don't even use AD.

>> No.7346126

That's definitely the correct way to hold a rifle.

>> No.7346140
File: 92 KB, 777x652, 1596259490065.jpg [View same] [iqdb] [saucenao] [google] [report]


I made a new version of the guns mod.


Uses extended dehacked so it only runs in Crispy / PrBoom / DSDA-Doom / GZDoom / Eternity / DoomRetro. It works flawlessly in Crispy Doom (AFAIK) which is where I did all my testing. If you encounter problems or have suggestions let me know. For some reason, PrBoom ignores the Spawn and RandomJump commands unless playin in complevel 11 or no comp level specified, so no rocket trails or arachnorbs there.

Everyone likes the Antaresian Reliquary shotgun more than the Duke shotgun, so I kept that. No one has said if they like the Eviternity pistol more than the M16, but I really like the M16, so I added that, and removed the angled sprites so all of the sprites are centered now.

The M16A2 in this mod averages 7 frames per bullet, twice as fast as the vanilla pistol, but still too slow to be better than a shotgun for the sake of balance. The 3-shot burst accuracy is sick, and you lose accuracy if you hold down left-click, you gotta wait for the animation to finish before firing again or you lose accuracy.

Shotgun is from Antaresian Reliquary, fires every 28 frames IIRC compared to 37 for vanilla.
SSG is unchanged aside from vsmooth.wad sprites
Super chaingun is from Valiant
Rocket launcher is unchanged but rockets fly faster, from anta_req.wad, and emit smoke, idea from 2048
Plasma fires half as fast, but base damage increased from 5 to 12, idea from anta_req
BFG unchanged, aside from unmaker sprites and d4v sounds.

Also included an updated version of my monsters mod that includes the aracnorb-spawning arachnotron, the cacodemon has a 50/50 chance to charge like the astral caco, but he doesn't shoot mancubus fireballs, and the chaingunner behavior has been reverted back to vanilla. And in case you missed it, imp is replaced with valiant super imp, hellknight replaced with pyroknight, baron replaced with cyberbaron, aaaand I'm out of space

>> No.7346142

>No one has said if they like the Eviternity pistol more than the M16, but I really like the M16, so I added that
Fug. I like the pistol more than the M16. Feels more Doomlike.

>> No.7346158

This new version is identical to the old version, only change is the pistol.

Also it seems I messed up and the chaingunner still fires a super chaingun. I'll have to see if I messed anything else up

>> No.7346168
File: 1.74 MB, 1920x1080, q2_0032.jpg [View same] [iqdb] [saucenao] [google] [report]

i was going to post this saturday but here is oblivion tileset with a faithful 2x upscaling that i may shit it out this weekend.
also since wal2tga on kingpin website is still working, i am going to post The original tileset too so people including DBP may work with the tilesets, they really look good for its size and it has some "easter eggs" in it.

It is, oblivion has manual detonators but the fucking hand textures are all over the place and the original texture was smaller than Doom's shotgun textures, and going through IEU makes it worse, i had to edit and sharp the left arm so IEU works with it with no issues, the right arm had no issues, and it was easy to port the textures.

Play his Q1 and Q2 maps, the other Q2 anon was playing them, and its really brutal when it comes to difficulty, and the monster placement is top notch.
also his Q1 stuff doesn't fuck around, its really challenging.

>> No.7346180
File: 96 KB, 128x256, frame.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7346193

Woops I accidentally uploaded the old monsters mod. This is the new one, only differences are, arachnotron can spawn arachnorbs, cacos are faster and can charge, and no more super-chaingunners. I like the charging caco idea, I think I can make him charge randomly while flying to potentially dodge rockets in addition to his random charge attack


>> No.7346201
File: 17 KB, 128x128, skin.png [View same] [iqdb] [saucenao] [google] [report]

this is the original detonator texture

>> No.7346206

>For some reason, PrBoom ignores the Spawn and RandomJump commands unless playin in complevel 11

This is because those codepointers were originally added for the mbf source port, which complevel 11 replicates. Since you're interested in this stuff I would highly recommend you read the html mbf reference page to properly understand what dehacked is capable of at each level. https://soulsphere.org/projects/boomref/mbfedit.html

>> No.7346238

The clothes are a bit under detailed, but I honestly can't give a shit.

>> No.7346239

No it isnt honestly, IIRC the overall damage of entireHellFury salvo did about same damage as two normal RL rockets did - maybe bit more cause they sometimes managed to gib immobile Gunners on a lucky roll...

>> No.7346259

is there a way to see the wireframe of the map in some quake port?
like rmode 1 in unreal

>> No.7346263

Good work retouching those weapon textures UpscaleAnon, now those hand models no longer look like belonging to a burn victim...

>Speaking of DOPA feeling too bland, I wonder if redoing those levels with DrakeMod/Qoth/AD support would spice them up a little

>> No.7346267

Ty I will read this. I was wondering why in the world no one created an extended dehacked megawad, and it seems one of the reasons is unclear complevels. I play on Crispy and I like the idea of arachnorbs in Crispy, but then you couldny use my wad with prboom's viddump and cl2

>> No.7346279
File: 1.21 MB, 1920x1080, q2_0033.jpg [View same] [iqdb] [saucenao] [google] [report]

Did the same with the disintegrator using the faces model as a test
again, these textures are really detailed for its size, even better than Q2's stock textures

>> No.7346295
File: 2.08 MB, 1919x1035, Gloomy Keep WIP.png [View same] [iqdb] [saucenao] [google] [report]

I'm doing a Drake version of the Quake 1 map Gloom Keep myself while fixing up the old and outdated .fgds and manuals. The monster additions are all done, just adding a grand secret so it can stand up to Back To Gloom Keep and Gloomier Keep. Going over dopa sounds like a fun idea to do now and again, but I know some people don't like Drake mod much.

>> No.7346332

Pain Elementals are DUMB and UGLY. Not as bad as Cacodemons, but still DUMB.

>> No.7346346
File: 442 KB, 1920x1080, (can't wake up).png [View same] [iqdb] [saucenao] [google] [report]


>> No.7346347


>> No.7346354

hello civvie

>> No.7346360

Played some Doom the way ID Did, honestly they are pretty good but they are not the way id did at all, these maps are nothing like vanilla Doom maps. False advertising

>> No.7346369

I just think that if they are gonna make a thing out of having high resolution enemies, they should put real effort into it, and not just upscale a bunch of stuff and lazily cut and paste parts which barely fit. Look at how ridiculously flat the back of his legs and ass are, look at him tucking the rifle under his arm, then look at that vehicle which is just a really old WolfenDoom sprite scaled up with no editing at all done to it besides squeezing in higher res pilot (thus mixing resolutions). There's also the mounted machinegun where the guy is just hugging it and rubbing his dick on the trigger.

If they had drawn all new sprites with a lot of attention to detail, at double the resolution, that would be really cool, but as it stands, this is about as bad as running sprites through Neural Upscaling and then calling it a day, with no post processing, it doesn't actually look better than older low resolution sprites, not at all.
It's like Torm saw some crude proof of concepts for manual upscaling, and decided he'd have all his sprites done that way, because obviously twice the resolution is better. It'd look way better if they went back to low res sprites.

>> No.7346379

Why are you playing as the bad guys, though?

>> No.7346410

> A_Detonate is similar to A_Explode in that it generate a radius of explosion damage. However, instead of a fixed radius of 128, the radius is set by changing the "missile damage" of the object being exploded. This allows explosion damage to be varied easily.
An anon asked about creating large AOE attacks in Doom and I said it wasn't possible. I was wrong

>A_Mushroom creates a mushroom-like explosion, throwing fireballs up in all directions. There is primary damage from the explosion itself, and then secondary damage from contact with the fireballs...
Sounds way cooler than it actually is: https://youtu.be/TbUwV5hMIwk?t=70

A_Spawn and A_RandomJump I learned when creating arachnorb, A_PlaySound is self-explanatory

>A_Scratch performs a melee (close-range) attack on the object's current target. misc1 ("Unknown 1") indicates damage, while misc2 ("Unknown 2") indicates the sound effect to use.
So you can create melee attacks that can miss, similar to revenant and pinky. I can't think of a use off the top of my head but I like the freedom to choose

>A_LineEffect allows activation of remote linedef effects by objects. misc1 ("Unknown 1") indicates the linedef type, while misc2 ("Unknown 2") indicates the sector tag. The tagged sector(s) are activated as though a player has activated a linedef of the indicated type and tag...
This sounds very powerful but I don't fully comprehend it since I only made one very basic map. It seems the Thing and the Map need to be specifically tailored for eachother for this to work, whereas BossDeath always works in map07 and keendeath across all maps

>A_Die causes an object to kill itself (i.e. commit suicide). It is primarily used to make countdown timers in grenades.
Hmm, I don't remember D4V needing to use this to detonate its grenades, I'll have to look at the states again.

>> No.7346418

An edgy wad about you killing some fetus that's actually the creator because he had depression at the time.

>> No.7346434
File: 5 KB, 400x400, 1603071222970.png [View same] [iqdb] [saucenao] [google] [report]

Am I the only one that thinks the keycard + skull sprite looks like this?

>> No.7346440

I see is a funky skull with a protruding jaw. It wasn't until very recently that i realized it's a keycard AND a skull.

>> No.7346442


>> No.7346443
File: 274 KB, 540x338, 1479884594484.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7346459
File: 2 KB, 400x400, blue keys.png [View same] [iqdb] [saucenao] [google] [report]

No. As soon as you posted your pic, it instantly looked familiar. I see more like this, though.

>> No.7346462

it did for me somewhat.

>> No.7346463

MBR is streaming himself composing music

>> No.7346474

It always looked more like a duck to me.

>> No.7346483

I kinda wish PrBoom didn't limit MBF dehacked functionality by complevel. It's not like anything would break. And hell, PrBoom already allows sky transfers on complevel 9, and that was literally an MBF feature.

>> No.7346487
File: 1.37 MB, 1920x1080, cursed.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7346493

What do you call this genre of music?

>> No.7346495

This is true. I dunno how to post a ticket thing or request or whatever on github so I'll ask in the DW thread

>> No.7346497

Careful! Don't let the other guys see that you're playing with filters! They'll send the purist police after you!

>> No.7346505

It's actually texture resizing, no filter

>> No.7346549

John Carpenter

>> No.7346586

that's even worse

>> No.7346592

Honestly, if MBF and Extended dehacked could be used on complevel 9, there'd be no reason to even use complevel 11 anymore. Which would be good, because MBF has a few bugs that broke generalised locked doors requiring multiple keys, such as being able to open "all 3 keys" doors without the yellow key if you have the blue and red keys, and the yellow skull key prevents them from being opened at all even with the red and blue keys if you don't also have a yellow keycard.
Despite being MBF complevel, Eviternity map18 has an all three keys door, but is designed so that the yellow keycard is obtained first, so that you can't skip grabbing it.

>> No.7346593

90 FPS midi tune.

>> No.7346623
File: 10 KB, 320x200, hell_frontier.png [View same] [iqdb] [saucenao] [google] [report]

The MIDI on map01 is broken. I'm playing on Crispy btw, with virtualmidisynth as midi player

>> No.7346646
File: 612 KB, 1920x1080, hfm02.png [View same] [iqdb] [saucenao] [google] [report]

This sector in map02 isn't dropping like the rest. Also mismatched textures inside and out but not sure if thats intentional

>> No.7346660

What do you mean "Broken"

It's a hint that this is a secret switch

>> No.7346661

Every amateur level designer should watch this.

>> No.7346664

does he talk about how you should play deathmatch 24/7 instead of designing anything

>> No.7346668

That was a lifetime ago, Carmack. Let it go.

>> No.7346673
File: 127 KB, 750x698, 9ccbe0f2-dfce-492e-8ae9-fdbb3b4ba234.jpg [View same] [iqdb] [saucenao] [google] [report]

>that frankensprite rifle
Jesus christ it's not even centered

>> No.7346675

Actually thats just the weapon bob.

>> No.7346680

>Sandy did Mt. Erebeus
Why do people hate his levels again??? Mother fucker is my idol.

>> No.7346686

because he did the majority of 2, when you have that many levels dumped on you to design in under a year there's bound to be some stinkers that people will fondly remember
at least he's not burgerstan mcgoo

>> No.7346689

No I mean the front sight doesn't line up properly AAAAAAAAAA

>> No.7346690
File: 2.67 MB, 1280x960, this is not a skybox you're looking for.webm [View same] [iqdb] [saucenao] [google] [report]

So apparently Dork Forsees Too doesen't use skyboxes, instead plastering sky on a faraway surface in-level.
Usually not noticable, becomes apparent when you move up and in a direction, like on this diagonal elevator

>> No.7346691

oh that? yeah then i agree on it.

>> No.7346703

Some of the notes keep playing like they're stuck until the song finishes
/k/ autist? I didn't notice until you mentioned it.
>Why do people hate his levels again??
The high design concepts in levels like Downtown and The Chasm are too deep for the average player to understand

>> No.7346713

Tomb Raider 1 expansion did that too. The area I'm talking about was supposed to be a big open desert, and in order not to let the player get close to the skybox wall, Lara would literally burn to death if she left the designated area.

Despite it being night. In the desert. Also, there is a secret/easter egg that actually does let you get to the skybox wall.

I suppose that was Core's first attempt at such a thing, since TR1 did not have skyboxes at all, just the dark draw distance fog that gave everything a creepy feeling.

>> No.7346727

lol why would they do that
it looks works than doom skies and its probably more resource-intensive

>> No.7346730 [DELETED] 

i kinda wish to say thanks to the discord tourists for reporting and deleting >>7345825 post, you only proved him right.

this is a neat and clever trick since the concept was still "alien"

TR2 and DF2 came to feature skyboxes later because they managed to learn the trick from douk and Q1 + Q2

>> No.7346735

looks cool, I'll give it a shot
>shilling your own maps
keep it up

>> No.7346742

and it isnt bullshit, only id fps games, bethesda's games and duke3d/build games had true skybox.
all other games used flat huge walls and ceilings to create theirs.

>> No.7346746

Any reason you are using Doom64EX instead of the new port?

>> No.7346751

>Some of the notes keep playing like they're stuck until the song finishes
Weird. I never noticed that.

>> No.7346773

Did u notice it now? I switched over to that new sc-55 soundfont.

>> No.7346774

>PrBoom already allows sky transfers on complevel 9, and that was literally an MBF feature.
True, but that seems like something which could never ever affect demo sync, as opposed to new DeHacked functions, which possibly might.

>> No.7346793

Hello cancer-mouse (°~°)

>> No.7346795

If there was anyone who would hold a grudge over that, it would probably be his investors for Dai-Katana.

>> No.7346797

Seems like everything is normal to me. Must be your soundfont.

>> No.7346814

That one has a ways to go, some instruments are out of tune and the volume levels aren't right. Try switching to something like EmperorGrieferus's SC-55 soundfont and see if it still does it.

>> No.7346816

Meh, easy to fix.

>> No.7346821

I just got my phone banned for daring to reply that fuckers post and now I cannot samefag anymore ("reason for banning = Idiot Pedophile"
Ban cannot be appealed)

>> No.7346832

>ban cannot be appealed
Did you post CP?

>> No.7346860

>make a shitpost and then try to balance it with a backhanded attempt on being on topic

>> No.7346881

Probably just got a dynamic IP number that happened to also be used by a pedo at one point

>> No.7346887

the last person whose dick you should be sucking is q2anon's. claims to love quake 2 so much, never maps for it. sometimes posts image fucking let's plays of mods for numerous posts at a time with zero replies because that's infinitely less interesting than playing the mod myself. he's the worst kind of fan, screaming into the ether anonymously. If he actually gave a fuck, he'd start an actual blog or website cataloguing and reviewing q2 mods, or a youtube. and he'd map.

>> No.7346889

You're right, I'm listening in another soundfont and it's fine.

>> No.7346912
File: 96 KB, 475x258, 1590692633405.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7346920

Fuck if I know, hadnt upload a pic even - maybe its because I got dualSIM since its also a modem for my sisters laptop sometimes (shes into BL mangos)

>> No.7346969

Different engines
Didn't the dev make this because he wanted a better tool for Q2 mapping?

>> No.7347071
File: 133 KB, 765x374, img_5723.jpg [View same] [iqdb] [saucenao] [google] [report]

someone create the next thread

>> No.7347123

On it.

>> No.7347128


>> No.7347136

Damn it anon I said I was on it

>> No.7347443

now it's a chocobo

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