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/vr/ - Retro Games

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7435352 No.7435352 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last Thread >>7426768

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:
https://www.youtube.com/watch?v=ietb4JwaaXA [Embed] [Embed] [Embed] [Embed] [Embed] [Embed]
https://www.youtube.com/watch?v=CGj4gXyCzg0 [Embed] [Embed] [Embed] [Embed] [Embed] [Embed]

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.7435353
File: 1.00 MB, 1000x900, HARD AND FAST.png [View same] [iqdb] [saucenao] [google] [report]

500ml of /vr/ v 5.0


=== NEWS ===
[2-18] A render plugin for Blender to make Doom sprites.

[2-17] Lullaby, a single level GZDoom wad, was released https://www.doomworld.com/forum/topic/119819-lullaby-single-level-for-gzdoom/

[2-15] Doom 2 made of cardboard - Feat - John Romero

[2-14] Jehar and Tatsyspleen brewing a Multi Quake Challenge, first stage done

[2-14] DSDA-Doom (new fork of PRBoom+) updated to v0.12.1, now including support for Heretic

[2-13] Unused Jam for Quake is out:

[2-11] Gregor Punchatz, creator of the Spider Mastermind model used in Doom posts halfscale version based on original molds on reddit, says will mass produce if iD is interested

[2-11] whirledtsar releases a reworking of the cut E1L3 map from the 95-09 Shadow Warrior beta

[2-10] Retroquad 2.0 test build released for patreons and paypal, more info on twitter https://twitter.com/mankrip/status/1358587176813002756

[2-10] DF Retro streams Jedi Knight: Dark Forces 2 with Technical feedback and retro pc

=== PREVIOUS ===


>> No.7435359
File: 531 KB, 468x628, our benefactors taught us to not be ashamed of our citadel, especially since it's such good size and all.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7435364


>> No.7435370

I think alf is australia-kun.

>> No.7435372

kek, you can get bdsm related stuff from that scene too since gordon comes in strapped

>> No.7435376

Very plausible, given the sheer cosmic magnitude of autism on display.

>> No.7435382

checks out.

>> No.7435389
File: 87 KB, 320x200, Aniki5.png [View same] [iqdb] [saucenao] [google] [report]

Also made this, could be used for Hard Fast Faggot Maps, as maybe the intermission screen or something. Made black and white because I think Doom's palette would wash it the fuck out and make it smudgy.
Could maybe be recolored by someone who has the patience and knowhow.

>> No.7435410
File: 466 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7435428

>health based game found likely home

>> No.7435430

>>health based game found likely home
*health based gay found likely home

>> No.7435435

>overall wtf

>> No.7435437

>releasing arch-vile common
>sometimes archvile carry shame

>> No.7435439
File: 2 KB, 120x26, throws_computer.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7435443

>romero thought whoaoaa

>> No.7435449
File: 143 KB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7435452
File: 155 KB, 1920x1080, doom03.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7435458

>faggot fun
Hope so, to justify the name.

>> No.7435460

>big nice wad
>call imps final years
>level game bad
>videogames important rundown cutscenes

>> No.7435465

I'd remap those pinks to skin tones, it'd actually make his head blend in better than in the original shoop

>> No.7435467

The monochrome definitely works better here, you can see even in the OP thumbnail that the head doesn't match the body, the color and lighting is just kind of off, but that's not really perceptible in black and white.
With the colored one translated to Doom's palette, it washes out and smudges really awkwardly, and it makes it really visually apparent that the head is added in.

>> No.7435472

That shouldn't take too long, give me a sec

>> No.7435531 [DELETED] 

Not Australiafag, I'm from the midwestern US and I wasn't OP in the nuked thread. Since it's happened to me before though I assume they got banned for something and the jannies purged all their posts.

>> No.7435551

Duke duke duke duke duke duke duke duke

>duke duke duke duke duke duke duke duke

Duke duke duke duke duke duke duke duke

>duke duke duke duke duke duke duke duke

>> No.7435579

consider duke

>> No.7435590
File: 149 KB, 1920x1080, doom04.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7435607
File: 27 KB, 368x410, hanginthere.jpg [View same] [iqdb] [saucenao] [google] [report]

>Bitter heretic went from 60Mb to 220Mb filesize
what could have been added that made the file size three times bigger,the hell

>> No.7435608

Still looks better as a monochrome image.

>> No.7435619

Could you post just the indexed background image? I wanna try and de-pink it myself

>> No.7435634
File: 36 KB, 320x200, INTERPIC.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7435637

His face is still washed out by the palette.

.mp3s maybe?

>> No.7435648

How can I play the original CD versions of Half-Life and its expansions on a modern computer?

>> No.7435658
File: 85 KB, 512x384, unnamed.jpg [View same] [iqdb] [saucenao] [google] [report]

Yes I love the twist with the AI.

You think its going to be just another backstabbing shodan and she falls in love with the gunmen and both create a partnership.

>> No.7435669

>annoying eviternity content

>> No.7435672
File: 11 KB, 244x55, file.png [View same] [iqdb] [saucenao] [google] [report]

Well go on, I'd like to hear them.

>> No.7435679
File: 11 KB, 331x43, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7435695
File: 130 KB, 528x810, 1529435358359.jpg [View same] [iqdb] [saucenao] [google] [report]

im playing a really dark mapset while using steves flashlight
but whenever the flashlight is on the game lags so much it becomes unplayable
anyone know a good dynamic light flashlight mod that doesnt lag so much, or any gzdoom configuration that fix it?

>> No.7435730
File: 36 KB, 320x200, aniki2.png [View same] [iqdb] [saucenao] [google] [report]

My attempt

>> No.7435739
File: 155 KB, 1920x1080, doom05.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7435749
File: 2.26 MB, 1944x2517, R1M4.jpg [View same] [iqdb] [saucenao] [google] [report]

I was facing mapping troubles again, so i decided to plot maps out on paper.

Here's R1M4.

>> No.7435754
File: 2.45 MB, 1944x2592, R1M5.jpg [View same] [iqdb] [saucenao] [google] [report]


And here's the final map of the first episode.

>> No.7435762

USB CD-Drive maybe?

>> No.7435763

Not a lot of nutrition, however they soak up sauces and broths pretty well, so they add up fine to dishes.

>> No.7435765

Wow, that looks way better!

>> No.7435810

>Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke Duke

Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem Nukem

>> No.7435837

lol more like dumb

>> No.7435868
File: 693 KB, 486x312, babel.gif [View same] [iqdb] [saucenao] [google] [report]

Great work jannies

>> No.7435951
File: 1.59 MB, 1920x1080, btsx_aftermath.png [View same] [iqdb] [saucenao] [google] [report]

>with btsx in the background
very cool but I am confused

>> No.7435970

I managed to do it through the Internet Archive

>> No.7436009

add more entrances/exits to rooms
and make shapes besides octagons

>> No.7436019

I posted it with context in the last thread, but yeah.

>> No.7436027

I hope my HFFM isn't too long.

>> No.7436029

>make shapes besides octagons
I want everything to feel like UFC

>> No.7436042

Any wad recommendations with wicked level design like Thy Flesh Consumed?

>> No.7436049
File: 2.95 MB, 640x360, luckypainstate.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah it's fun

>> No.7436074

It's been a while since anybody posted it, so I'm posting. Most interesting take on Quake universe/multiverse we've ever seen, and art is pretty great.

>> No.7436084

Add a one-way path from the red key back to the start (like a drop from above), it would be unpleasant to backtrack this much with nothing to do.

>> No.7436092

By wicked you mean evil as in hard? Aside from obvious Plutonia, there's Plutonia 2, Sunlust, Sunder, Swim with the Whales off the top of my head.

>> No.7436130

Obvious Sigil is obvious. But you can also check out Ultimate Doom the Way id Did and other E4 replacements.

>> No.7436134

That one is very simple. Even E1M8 from Doom was slightly more complex, the gear was in the side rooms.

>> No.7436142

I really like the change with the Archvile, really comes across as nightmarish.

>> No.7436162

Thy Flesh turned into a draft-excluder

>> No.7436232

I'm making a Doom webcomic, that will follow the story of canon Doom games. It will follow Doom 1, 2, 64, then the hell gap as told in Eternal, the 2016 and finally Eternal.
I'm currently planning out the plot, so I'm asking - should I include Plutonia and TNT in it, or should I skip them?
Vote here:

>> No.7436236

the world needs to know about doomguy's pick up truck and the hell spaceships

>> No.7436242

is DoomBuilder 2 stilll the go-to mapmaking tool for beginners or is the pastebin outdated

>> No.7436263

It is. If you want better support for GZDoom features like 3D floors, slopes and dynamic lighting, you might want to use GZDoom Builder instead, but if you want to make vanilla maps, DB2 is what you want.

>> No.7436290

Ultimate Doom Builder is better, but DB2 still works.

>> No.7436297

Ultimate Doom Builder is still better for vanilla or boom mapping because of the various conveniences and automation tools.

>> No.7436358
File: 60 KB, 640x480, SWCP0008.png [View same] [iqdb] [saucenao] [google] [report]

play Shadow Warrior: Deadly Kiss

>> No.7436491

Doom Builder 2 is somewhat old, but being an upgraded Doom Builder, it's still a pretty good map making tool, you can't really go wrong with any of them (though I assume that the original Doom Builder is the least stable out of all of them, even if not by much). Later variants include GzDoom Builder (bugfix), which contrary to the name isn't exclusive to making UDMF maps, and more recently Ultimate Doom Builder.

>> No.7436495

Thanks, I'm going to start trying to map something out with Ultimate Doom Builder then.

>> No.7436537

>using freelook on Sigil.

>> No.7436603

Yeah it was nice. All those origin stories about how different characters got into Quake world are pretty cool. Too bad it went nowhere with only one volume released.
QC's take on universe is in general kino: https://www.youtube.com/watch?v=jsD8xNer-9U
Sucks it's all made for an MP-only game.

>> No.7436607

wasn't there a book about visor?
also, i think nyx had one planned too but it went nowhere

>> No.7436632

Don't have a book nearby, but there are stories for Ranger, Anarki, Nyx & Visor iirc

>> No.7436682

Man, survival co-op in doom is really fun. We should do some for vr

>> No.7436690

Host it

>> No.7436720
File: 897 KB, 1920x1080, map.png [View same] [iqdb] [saucenao] [google] [report]

Here's my submission for HFFM

It's a fast, short map with a gimmick that should be obvious when playing it. Textures are included so you can run it as is. Your feedback is highly appreciated.
For the project lead: This map contains a custom colormap which I would like to request be included with the official release along with the c_markers obviously. Everything should be boom compatible. Also the midi is from

let me know if there are issues.

>> No.7436723

Based Jannies got the flammenwerfer.
TFW an anon I argued with for half an hour turned out to be the shitposter.

>> No.7436727

Don't we already on sunday? regardless

>> No.7436730

Where does Slade fit into all this?

>> No.7436738

Slade can be used to build levels, but most people use it because you can open up .wads and .pk3s to add/remove/edit its lumps. Somewhat of a quirky program that occasionally does odd little things (like changing window sizes without you asking for it, for some reason), but it's a million times more stable than its predecessor, XWE.

>> No.7436741

Feels way too RNG-reliant. If you don't break the barrels quickly, you die. If the Baron doesn't cooperate or the enemies don't go down fast enough, you die.

>> No.7436769

>Boobz on a robutt

Spoonfeed a link please

>> No.7436786
File: 66 KB, 1200x673, sonic-meh.jpg [View same] [iqdb] [saucenao] [google] [report]

>log into ZDaemon
>see FFA servers
>they're either a BritDM or Exec

>> No.7436798

It's been forever since I've played ZDaemon. It's nuts they're still playing Exec and Brit. Has Doom MP just become static? Zandro has been stuck on Bagels, Ghouls, Complex and Megaman for years.

>> No.7436803

Kinda just swaps what it stagnates on, before that was a fuckton of people just playing some modded version of Complex Doom.

>> No.7436837
File: 21 KB, 348x333, dancing_cultist.gif [View same] [iqdb] [saucenao] [google] [report]

What source port of Blood is best for multiplayer?

>> No.7436853

I wonder why it was canned during development.

>> No.7436856

What now?

>> No.7436867

The DM servers tend to jump around Brit, Exec, the dwango stuff and Greenwar 1. MP Doom has been static for awhile. ZDaemon has an obsession with LA Worlds stuff mostly, but for the last year it's been common to see DM and CTF stuff.

Zandro also has some classic Skulltag DMs as well on occasion.

>> No.7436894


>> No.7437007

You also occasionally see those furfag servers running GMOTA on Brotherhood of Ruin.

>> No.7437030

i miss whodunit so bad bros

>> No.7437042
File: 1.33 MB, 1920x1080, Screenshot_Doom_20210218_190917.png [View same] [iqdb] [saucenao] [google] [report]

dakka is p fun despite being op. i think a lot of mods kinda miss that balance of being strong but not boring.

>> No.7437043
File: 104 KB, 800x800, Time to show these freaks the meaning of Dakka.png [View same] [iqdb] [saucenao] [google] [report]

DAKKA is one of my favorite gameplay mods, easily.

>> No.7437047

what map

>> No.7437048

Based janny, keep crying /v/edditor

>> No.7437054

new gothic movement map 13

>> No.7437061

Dakka, in it's various versions, mostly nails having the Doom weapons but a little more interesting, if OP.

Only thing it doesn't do is the chainsaw, which is fine because the scrappers are fucking great.

>> No.7437096
File: 8 KB, 196x250, 1574729213483.jpg [View same] [iqdb] [saucenao] [google] [report]

is there a wojak doomguy hud face mod anywhere? i imagine this one is the pain face.

>> No.7437103

No, he plays Doom Eternal.

>> No.7437107

>If I agree with it, its based
>but its cringe if I disagree

>> No.7437110

Alf posts are always cringe tho.

>> No.7437114
File: 277 KB, 500x375, 1612205526140.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7437160

>not Doom3

>> No.7437170
File: 155 KB, 1199x900, EudwdD3UYAA58lb.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7437173

It's no soi, there's no Doom 3 funko pop.

>> No.7437314
File: 304 KB, 677x677, 1598988818053.jpg [View same] [iqdb] [saucenao] [google] [report]

Actually pretty impressive

>> No.7437361
File: 221 KB, 512x288, unnamed (1).png [View same] [iqdb] [saucenao] [google] [report]

Maps/WADs that make the best use of vanilla textures?

>> No.7437367

Going Down

>> No.7437381


This blows my mind how a game like blood could have speed runners. Even good ones at that.

>> No.7437382
File: 20 KB, 400x400, 1613234521697.jpg [View same] [iqdb] [saucenao] [google] [report]

>small, fairly hard maps
I've been reading too many HFFM memes.

>> No.7437404

literally anything that functions has speedrunners, as the most popular games will have the most attention ergo the most likely chance to get the most autistic speedrunners
since speedrunners want their names up on them record lists sometimes they have to gravitate towards less known games (or sometimes they just like the game)
I mean the famous
>I would really prefer if you'd be quiet
clip was a speedrun for some fucking literal who budget platformer

>> No.7437435

What map is that?

>> No.7437436

breach & brigandine

>> No.7437441

How I run this game on Windows 10?

>> No.7437449

Blood is really fast paced, it gives you pretty good mobility, and I'm pretty sure it still times you and lets you do .demo recordings, which is always a big bonus for speedrunning. The game is hard, but one of the reasons to speedrun is to show to people that you can play the game better than most, and if the game is hard, that can make your runs more impressive and interesting.

Case in point, the very, VERY tiny minority of people who have successfully done single-segment Nightmare! difficulty speedruns of The Plutonia Experiment; that shit isn't just about being fast, that's having a bombproof plan and route, being able to roll with every punch, and fighting like the devil nonstop for like 40+ minutes, non-stop.
Even then, PRNG can just be a cruel mistress and roll you 80 damage for two Revenant rockets in a row, hope you had enough health and armor to tank that, and the wherewithal to avoid the other incoming projectiles, but oops, it wasn't your lucky day and a stray bullet from a Zombieman who just got back up ends your run (he wasn't even aiming for you, he was infighting). Patience is vital for high difficulty speedruns, because you'll tear your hair out otherwise after getting results like these six times in a row.

It's incredibly impressive to see the runs where people actually pushed Sisyphus's boulder all the way to the top of the hill.

>> No.7437453


>> No.7437465
File: 130 KB, 640x360, 1498698667292.png [View same] [iqdb] [saucenao] [google] [report]

>go away for a bit
>last thread 404'd
What the hell happened

>> No.7437468

Download Crispy Doom, put doom.wad and/or doom2.wad into Crispy Doom's folder, run Crispy Doom

>> No.7437470

The usual suspect.

>> No.7437473

Removing shitposting I can get behind, but why was the entire thread deleted, was OP shitposting and all his posts including OP deleted automatically?

>> No.7437481

Sometimes a mod will tick a box when banning you which deletes every post you've made. This is probably done most often to spammers to just get rid of their garbage right away.

>> No.7437551

Its from JPCP

>> No.7437630

> [Embed] [Embed] [Embed] [Embed] [Embed] [Embed]

> [Embed] [Embed] [Embed] [Embed] [Embed] [Embed]

>> No.7437638

funneled smoothly.

>> No.7437673

How long did it take you to make this?

>> No.7437685
File: 897 KB, 1538x655, 1599945852723.png [View same] [iqdb] [saucenao] [google] [report]

I'm having a crate time making my map for HFFM.

>> No.7437698

it's like I'm really playing cs 1.6

>> No.7437705
File: 787 KB, 1169x643, GOD.png [View same] [iqdb] [saucenao] [google] [report]

is the song "into sandy's city" a sandy petersen reference?

what a fucking god

>> No.7437706

obviously, who the fuck else would it be about?

>> No.7437717

sandy romero
sandy carmack

>> No.7437759

On Temporal Tantrum MAP10, only one lift worked for me in the easternmost room, the second guy remained below. I guess that when you run over both linedefs at once, one of the adjacent floor levels might happen to be the second lift that is not at the top yet. You can leave a small margin between both platforms, and to the walls around them, such lifts would look nice and work reliably.

>> No.7437796

Donna to the rescue is best song based on id staff.

>> No.7437807

2048 units of /vr/ Map10 UV-Max in 2:07

>> No.7437838

Does anyone play Whodunit anymore?

>> No.7437845

I thought I had fixed that problem, thanks for clarifying the cause of it. I just stuck a divider between them and that seems to be working now. It'll be in the next update.

>> No.7437846

Let's talk about this
>Shawn's got the Shotgun
>The Dave D. Taylor Blues
>Into Sandy's City
>Waiting for Romero to Play
>Adrian's Asleep
>Donna to the Rescue
>The Demons from Adrian's Pen

>No song about Carmack

Kind of telling, since we know the guy would lock himself away from everyone else.

>> No.7437849

Oh yeah, I guess apparently
>Bye bye American Pie

>> No.7437865

Whichever one you can get people on here to join you in.

>> No.7437876

Isn't Deep Into the Code a tribute to Carmack?

>> No.7437890

Yeah, you're right, I was wrong.
Still doesn't namedrop him.

>> No.7437894

Any of you have any tips for making good maps? I don't even know where to start with this.

>> No.7437896

There isn't you need to buy a 386 to run it.

>> No.7437898

Try to get player to be attached from different directions. Use various tricks to keep player from going back (Such as drop ledges or lifts that can't be called down from the top). Put some monsters on the platforms and some on the ground level.

>> No.7437901

Installed GZDoom. Launched - there is music, sounds, cursor .. but the screen remains black .. What's wrong ??

>> No.7437902

I gave it a good go but I couldn't figure it out. I have no idea how to get past all the archviles. Eventually I started trying to save time by only going for the SSG at the start and only going for the plasma rifle on the second story and only killing necessary enemies but still I wasn't fast enough and didn't have enough ammo to get through the archviles before sinking in the blood. I idclipped ahead to see what comes next and I have no idea how you're supposed to grab the BFG without getting hit by a cyber rocket, that seems particularly RNG based. It's a cool level but it felt a little unfair to me.

>> No.7437907

Just go to it. Make a room, add some monsters, playtest, adjust add another room, add more monsters, test, adjust etc.
Don't get caught up on detailing because it will kill your project. Know you're likely not going to be a skillsaw or a dragonfly or a ribbiks tier mapper at this point, accept it and move forward. Just have fun.

>> No.7437912

Maybe an You got a toaster?

>> No.7437913

There were some tips a couple threads back.

>> No.7437916

What OS
What specs
What renderer

>> No.7437934

How do you get the yellow key in MAP02 of Ribbiks' Spoons WAD?

>> No.7437935 [DELETED] 
File: 183 KB, 684x1134, screenshot02182021.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd like to share something interesting with you all. Out of boredom and curiosity I decided to search Warosu for the first time Term has posted here as a namefag. Reason being is he is a very important figure in the history of /doom/, the guy who took charge and led these threads to what they are today. So I found this thread, the first time Terminus had ever posted using that as a username. It's really interesting to see how different the OP was then, the memes, what wads were hot and being discussed in the community at the time, mods being posted as WIPs, all circa 2013. I really didn't start lurking /doom/ until about 2015 though I was on /vr/ off and on from the beginning, so it's a fascinating look at what /doom/ was then and now [pic related]:

But before I even dug into the thread, I noticed the OP. Much different than ours now, I noticed a curious pastebin linked in the OP:
>Also please READ this special message from Impse for all /vr/ to see regarding our threads:

This pastebin is from Impse, another early lead figure in /doom/. One part stuck out to me INSTANTLY:
>For the past few weeks we've been experiencing thread-derailment caused by shitposting and useless drama. For those who might not be familiar with our threads, we have this singular aspie who holds a ridiculous grudge against us. **His behaviour has been acknowledged (lowercases only, no punctuation marks whatsoever)**

Then it hit me. This is always the most common identifier for the schizo who has been shitting up these threads, LARPing as me(Alf) and replying to himself, its always the same. All lowercase, virtually no punctuation. I have called him out several times as recently as the beginning of this month:


>> No.7437940 [DELETED] 
File: 125 KB, 715x834, pastebincap.png [View same] [iqdb] [saucenao] [google] [report]

It's him. It's the same guy. Yes, I have done my share of shitposting but half the things I get attributed to me I never even posted, it's this fucking same guy. It's literally any excuse to derail and start shit. Yes, I shitpost, yes I have in the past started shit myself out of boredom, I really do think Half-Life is gay but I've backed off on that because I saw the harm it was doing and massive derailments when all I wanted to do is shitpost a bit and harvest some (yous). There would always be this one particular anon (transparently samefagging multiple replies to one post) who would completely sperg out and going back and forth with him just became tiring and was fucking up threads. So I stopped for awhile. And what happened? An anon in all lowercase posts started LARPing as me and then replying to himself, having shitpost wars with himself with the sole purpose of derailing threads and making me look like an even bigger asshole (with shit grammar, one identifier for me is I never type that way.) He's still here, he has been the one spamming HL threads lately. He is the guy who randomly makes ROTT sucks or whatever, baiting for replies from me and if he doesn't get them he just samefag LARPs.

It's truly mind blowing. Almost 8 years he's been doing this. He was such an issue in 2013 they had to make an OP pastebin just to address it.

My theory is he is a butthurt fag who thinks these threads belong in /vg/ and has been trying to sabotage them from the beginning. That is what the rest of the pastebin is about, /vr/ users not wanting the Doom General here.

>> No.7437943

most likely not the same faggot
just an imitator, or someone with similar kind of retardation

>> No.7437953

Don't feed the schizo please, these threads are the only thing that keeps me on 4channel.

>> No.7437986

I briefly considered trying to talk my friends into playing it.
>hey, you know Among Us?
>want to play it in a 30 year old game?
>here, install this source port first
I decided against it.

>> No.7437991 [DELETED] 

General newfag question: Is there a reason these generals aren't in /vg/? I could have sworn years ago they were.

>> No.7437998

Because /doom/ is retro. I don't know what kind of answer you expect.

>> No.7438005


>> No.7438012


>> No.7438036

Is that gore the result of droplets?

>> No.7438072
File: 175 KB, 432x243, 5646.png [View same] [iqdb] [saucenao] [google] [report]

Correct, it can lead to some tasty color combos

>> No.7438073

Holy shit dude take your fucking meds

>> No.7438083

What did you think of the rest of it?

>> No.7438089

Thy Flesh Consumed tries its best to ruin all your expectations and intuitions about every single thing possible: starting from layouts and ending with keys and even texture placement.
- the first map kicks ass on HMP until you resource manage really hard
- you can find few doors requiring different keys and in the end it turns out you could just skip them all to exit
- sometimes you have to find secrets to find keys inside
- sometimes to progress you have to find shit which is hidden better than secrets
- teleports which work differently depending on the side you enter them
- lever textures on non-flat surfaces

>> No.7438114


>> No.7438128
File: 37 KB, 1000x304, 1600292992587.jpg [View same] [iqdb] [saucenao] [google] [report]

Alien World Order is a good episode

>> No.7438140

I'm bad at doom collision. Would it even be possible to make a wall safe where you can't enter but need to open the door to get the item?

>> No.7438153

>- teleports which work differently depending on the side you enter them
That one really got me until I figured it out.
In general I think it's the result of the maps being made a while after the base game. Doom 2 and mods were both a thing by then.

>> No.7438162
File: 66 KB, 656x913, neat.png [View same] [iqdb] [saucenao] [google] [report]

I really like doom's wad directory format. It's simple, and the documentation floating around is great.

>> No.7438232


>> No.7438273

I think you can place the item close to the edge normally, then add an invisible door which is thick enough to prevent player bumping at various speeds from getting it. Switch changes texture (say, metal bars to no bars) and moves the door.

Or use the fake wall on the bottom and real moving block at the top.

Or check that map from NEIS…E2M7, it had some safe-like compartments giving you keys, though it was done to allow getting them in any order.

>> No.7438343

Thanks, the WAD is now updated with that fix.

>> No.7438373
File: 82 KB, 624x434, 1464115860238.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7438379

I meant the rest of the wad ya dummy

>> No.7438383

Not sure if it's true but it looks like AlephOne 1.4 will support 60 FPS and will come with an editor mode.

>> No.7438384

I guess you can also have two items, one on the tiny tiny platform deep below right under the player pushing the switch that jumps up and gives it to him, and the other on a tiny platform along the back wall of the compartment that removes it from sight. You won't have 100% items that way, and I think it's best to keep things simple unless it looks and feels nice, and the map is full of details like those.

>> No.7438391

There isn't one for Tom, Kevin, or Tim, either, nor for Radek, Andersen, or Punchatz and his dad.

>> No.7438428

I find it's about a 50/50 on if me getting caught up on detailing grinds my map progress to a halt or not.

>> No.7438431

He actually didn't know that either, I remember seeing a comment about it while I was going through his youtube channel
I was trying to find it but came across this instead

Sandy of Cthulhu
8 months ago
I really hated Doom 3 for some reason. Painkiller had neat big mosnters back in the day though.

I thought he didn't play FPS and only designed levels for it but apparently he used to, maybe still does

>> No.7438459

Thanks for the feedback. Believe it or not I can beat this map pretty consistently, but I'll concede that I probably made it too harsh to compensate for the brevity. I'm already working on some edits.
I began work on it shortly after the project was announced. I know it's very small, but the mechanisms that drive the gimmick make adjusting things very error prone.
Generally the rocket launcher is superior to the plasma for tightly grouped enemies, that's how I would always deal with the archviles. I would also use the hell knights to distract the cyberdemon. Nonetheless, I intend to alter these areas considerably since that might be too unintuitive in retrospect.

>> No.7438463

If you found out you left a tiny ledge that could let player to skip half the level, would you remove it?

>> No.7438482

I hope so, the capped framerate is the main reason why I've been putting off M2.
Probably not, I'd just stick a blocking prop there and call it a day.

>> No.7438485

I think small changes would be a good place to begin. Spawn the player on top of a shotgun to blow the barrels away instantly and not have to worry about the pickup animation when you kill a shotgunner later on. Remove a couple of the shell pickups to compensate.

>> No.7438495

Is it acceptable to make all-archvile map outside of Plutonia tributes?

>> No.7438505

Either remove it, or block it and add a reward item or secret.

>> No.7438516
File: 96 KB, 475x258, 1590692633405.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7438519

It should be easy to make if you got some good wojacks. More brainles wojacks could represent damage.

But I never collected any wojacks.

>> No.7438530

The only one time when I couldn't beat a map so far was a place with dozens of archviles. This... kinda makes it stand out in its own way. The good thing about it is that it's definitely possible, it's just way too hard for me. If it was just random overpowered shit that is impossible, I would just say it's a shit map.

>> No.7438532 [DELETED] 
File: 125 KB, 715x834, 1613720025436.png [View same] [iqdb] [saucenao] [google] [report]

I don't know man... This feels like the same fucking guy. I truly believe it is. Their posting style is identical, they were derailing threads just like this schizo and I've seen this guy straight up say in threads "whatever kills these shitty generals for good is fine with me".

Call me a tinfoil hat but I am sure on this one. It's the same guy.
I know, those posts were absolutely the type of attention he craves. But I felt like it was interesting enough to share with you all.

One last interesting thing I found about that pastebin - even then its saying they are having a huge problem with people feeding him with (you)s which would invariably lead to derailment. That is one thing I give this guy - despite how absolutely easy he is to spot, he posts in such obnoxious ways that it is a reply magnet. I myself have been guilty of that, getting into back and forths with him. But as Impse said in the same pastebin, the best tactic is to ignore. I've been doing that and he pretty much stopped baiting in these threads and started spamming HL threads hoping I'd come in there and take bait but I just hide his threads. (I don't like HL but I don't really fucking care that much, I don't care if people like it)

>> No.7438549

Are you making a terminal-based wad explorer?

>> No.7438561
File: 14 KB, 225x225, Login+to+view+this+comment+_91df2f1ef8d6b13574f05c4f38c5eadc.jpg [View same] [iqdb] [saucenao] [google] [report]

>I would add a teleporter line that teleports them inside a barrel

>> No.7438593

>good wojacks

>> No.7438606

This is very fun and unique map, good job. I think I'm either lucky or just in a good shape, but I was able to finish it rather quick, with maybe 5-6 respawns/loadgames in total. Maybe it also depends on how efficiently one choose what pickups to skip on archvile floor.

>> No.7438607

> Login+to+view+this+comment

>> No.7438621

Sigil's working title was called "Imperfect Hatred".

>> No.7438630

>lowercase only, no punctuation
shit I type like that a lot, am I the aspie? do I report myself?

>> No.7438657
File: 529 KB, 1060x776, Снимок.png [View same] [iqdb] [saucenao] [google] [report]

YOBA > Spurdo > Pepe > shit > piss > furries >>> Wojack

>> No.7438669

You can post without a 4chan Gold account?

>> No.7438705

Haha - just 4chan things!

>> No.7438754

He's replying to himself to bump his shitty threads.
Look at this autism. >>7438501

>> No.7438758

I really don't get what makes someone go actual insane over Half Life

>> No.7438762

DOOM the prequel released

>> No.7438767
File: 175 KB, 1000x704, bdvshd.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7438846
File: 317 KB, 575x480, da.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7438889
File: 158 KB, 920x980, 317-3173394_view-thinking-emoji-covered-thinking-face-emoji-boobs.jpg [View same] [iqdb] [saucenao] [google] [report]

ZBloody Hell is interesting, instead of direct conversation they did their own take with level with own secrets and some changes
I'm liking Cradle to Grave more than original one so far

>> No.7438907

>There are still source-ports that are limit-removing and even boom-compatible yet faithfully replicate tutti-frutti

>> No.7438918


>> No.7438947

>NMN3 V8
Goddamnit man, you took out the previous incompatible flat and put in another one! You have to crop it down to 64x64 or it'll show up distorted in PrBoom+

>> No.7438989

is there any way to do snow (or any weather) effects in boom compatible ports that isn't hacky as fuck?
also is there a way to have different sprites for an entity (without changing stats) based on the map within a single wad?

>> No.7439026

With the new versions of PrBoom+ and DSDA, you can add your own actors and frames so that you don't have to sacrifice existing ones when making things in DeHacked.

>> No.7439042

It's not that hard, I mean extraordinarily tricky and confusing level designs. Like what is described in >>7438089

Sigil is now one my favourites. Probably the top in aesthetics department. It's kinda more of an entertainment wad though. It's not quite linear, but neither confusing that much.

Now I'm playing TNT Evilution, and "MAP04: Wormhole" is really amazing and relevant to the style I'm after. It maintains two identical copies of the map with slight changes and teleports you between them as you walk through a weird fence inside one of the secrets under the sewers, which are the secret area themselves. It has 8 secrets, some are mirrored in alternate map version, some not. It allows you to skip to the exit almost immediately in the starting room of the map. Deliciously counterintuitive stuff.

Gotta check this too, thanks.

>> No.7439068

When using something like PrBoom+ to test my Boom map do I need to set the compatibility setting to anything other than default?

>> No.7439084

Use -complevel 9 for testing Boom compatible maps

>> No.7439109

everyone feed the psycho

>> No.7439134

Did this in dehacked a while ago. The idea was to go vanilla, so instead of having a bunch of sprites on screen I have a fair amount that follow you around. It's not perfect since they rarely escape the map, but that can be fixed by surrounding the walls with flat sectors. Even setting them to block monsters might work. But check it out anyway.

>> No.7439149
File: 242 KB, 1310x748, 10ab88cca79d82741c1b24d0020f82551f12a2feff7e3cab7b99454f51fbb22e.png [View same] [iqdb] [saucenao] [google] [report]

Found an old image of it anyway. There was a webm too, but it was an older version.

>> No.7439213

Its not my fault that personaly I feel sickened by any sort of HL-patented sequence of uninterupted POV interactive narration moment used for exposition - to me it just feels way worse than using regular cut-scenes for same effect, and thats simply because most cutscenes are skippable partially or entirely (after first replay usually), while a HL-style narrative sequence always demands from you constant attention to its spectacle by having to walk to/look at stuff yourself and do things it wants you to, and if you don't its time for a reload; i.e. it requres player input to keep going like a first-person QTE sequence but even more tedious...

>> No.7439232

>Its not my fault that personaly I feel

>> No.7439263

That looks like it'd be perfect with the Susie/Ralsei followers.

>> No.7439272

>Its not my fault that personaly I feel
It is, actually, it reflects entirely on you.

>> No.7439283

See >>7438775
Now fuck off and stop spamming.
You are already did a lot of damage to the board.

>> No.7439326

Quake's DOPA contains music folder here. Where does it come from? I don't recognize it.

>> No.7439335

>Alf confirmed for subhuman ESL

>> No.7439353

Alf here, it was not me but I wholeheartedly agree with that sentiment

>> No.7439359
File: 408 KB, 1156x387, Screenshot 2021-02-19 195531.png [View same] [iqdb] [saucenao] [google] [report]

Is there a source port/modern engine for this game that does what gzdoom does for Doom games?

>> No.7439362

There is one barely finished one afaik, I forget the name. But the source code was never released, so...

>> No.7439376

Outside of idgames, I have never used FTP, and probably never will.
Why can't they cobble together a more agreeable interface and maybe the one that doesn't reject my wad for not being able to count to 8.

>> No.7439379

Nice try but everyone knows it's you.

>> No.7439382

It's Trent Reznor's Ghosts album, which was an experimental freeware album he published a bunch of years back, anyone can just use the music album for whatever they want, so someone adapted it for a Quake mod of theirs, as Reznor did the original soundtrack for Quake.

He had put them in the music folders for the expansions, but I felt the expansions already had good original music, so I lifted those tracks from there, with permission (from the mod guy, not Reznor), and instead put them in the DOPA music folder for muh Quakespasm, and I liked the results. At some point I shared my entire Quakespasm folder around, which had the first game, its expansions, and DOPA, complete with their respective soundtracks, because a lot of releases of Quake at the time were missing their music (might still be), and I thought it was shitty for people to pay money for the game and not get the full experience they were entitled to (also because more people should play Quake). I just left Ghosts in there as DOPA's soundtrack, more or less because I felt it fit.

I can't be 100% sure, but I figure someone lifted it from my upload and put it in that one, optionally they had the same idea as I did.

>> No.7439526

>Install newest version of GZdoom
>Autoloading stops working

>> No.7439538

There's a tickbox for turning off auto-loads on the startup prompt, make sure you didn't click that.

>> No.7439543

Didn't click that

>> No.7439581

what is the status of combine arms update?

>> No.7439612

I see. They seem to fit nicely, yes. Since it's Trent's music, I'm totally fine.
Btw, I remember hearing about Sonic Mayhem producing his own alternate OST for the first Quake. Is it real thing? Can't find anywhere.

>> No.7439628

He did. There's a guy here who loves the fuck out of that alternate soundtrack, and he'll probably come and post a link to it since you asked for it.

>> No.7439634

who wants to throw up? look at this:

>> No.7439646

man that is nauseating to watch

>> No.7439657

the reload animation is p smooth

>> No.7439686

Great sprite work. Very strange otherwise

>> No.7439708

>walls are always "facing" the player because they're sprites
That's kind of gross
I'm surprised at how seamless that quick third-person melee attack is. The way the camera backs up for it slightly is a nice touch.

>> No.7439725

has anybody packaged the new Doom64 episode so it can be played on sourceports?
I do own Doom64 on steam but I dont wanna go through playing the entire game just to get access to the new episode
I mean I will at some point but not right now
all I wanna play is the new episode with mods

>> No.7439729

Just use the level select cheat.

>> No.7439739

The arms have been combined into one big arm.

>> No.7439752

My brain is struggling to figure out exactly that the fuck is going on. It's not nauseating but it is absurd.

>> No.7439790

The asset work is pretty good, but the whole "fake 3D by scaling and moving 2D sprites" thing makes it like a lot of older 3D first person games, stuff meant for consoles or computers which couldn't handle or do something like Doom's or Ultima Underworld's actual 3D worldspace.
It also looks like you move by tiles, like old first person dungeon crawler games, which is really unusual, but instead of being turn-based, it plays in real time, which isn't unheard of, though still odd.

One of those old Elvira horror PC games (by Horrorsoft) worked kinda like that, though it locked you into combat instances with enemies rather than having it play out free form in its tilebased levels. I haven't played it, but I think that *maybe* Crime Crackers did this too, though I may very well be wrong and someone who knows is free to correct me.
I would assume that it's a throwback to games like these, which is pretty cool in a way, though looking at the footage there, it's kind of disorienting, which is why I think this game would probably had made more sense if it was turnbased, or if combat was locked into instances.

>> No.7439807

Yeah, it's weird to look at, isn't it? I'm not exactly nauseated, but it disorients me and it looks like it's difficult to pay attention to. Maybe it's the low bitrate, maybe you just get used to the way the game works after a while.

I had something of a similar problem with Hotline Miami, which isn't first person, but the screen is constantly swaying left and right through the entire game, and it made it really difficult for me to focus on the game.

>> No.7439808

I figured out why it looks fucked up to me. The sprites scale up, but don't move out far enough to simulate fov. So they appear to get closer to each other as they get closer to you. Should he the opposite. It's a constant push-me-pull-you shot, only you also rotate around all the fucking time.

>> No.7439908
File: 103 KB, 557x417, imps-doom3.jpg [View same] [iqdb] [saucenao] [google] [report]

>Sandy hated Doom 3
It's basically the opposite of his design philosophy, super detailed realistic (for Doom) environments that put gameplay at a solid third priority. I don't know, but if he was involved with 1/2's monsters and 3 is such a swerve from that, it's not surprising if he didn't like them.

>> No.7439919

There's new one in the making whivh i have forgot the name of

>> No.7439950

Yeah I guess. Something that can easily export and view lump data but right now I'm just learning about all the structures and the layout.

>> No.7439952

Gives me Isle of the Dead vibes. Is this made in RPG Maker?

>> No.7439998
File: 94 KB, 550x825, oae_1.jpg [View same] [iqdb] [saucenao] [google] [report]

This reminds me of the DSi port of the old Orcs&Elves java game for some weird reason

>> No.7440030


I think it would be a nice idea as a spin off, to make Doom a system shock survival horror type game.

If well made I would probably enjoy it more than eternal, doom 3 as it stands is the actual tech demo.

>> No.7440135

O&E are much, much better

>> No.7440140

Where's the DoomShock anon at?
Did he post more of his arcane magc here while I was gone?

>> No.7440168
File: 56 KB, 1600x1200, DOOM01.png [View same] [iqdb] [saucenao] [google] [report]

corrupting the playpal is neat.

>> No.7440197
File: 51 KB, 1600x1200, DOOM02.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7440202
File: 51 KB, 1600x1200, DOOM03.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7440206
File: 49 KB, 1600x1200, DOOM04.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7440209
File: 42 KB, 1600x1200, DOOM05.png [View same] [iqdb] [saucenao] [google] [report]

i % 255 instead of rand() % 255

>> No.7440213
File: 47 KB, 1600x1200, DOOM06.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7440275
File: 2.61 MB, 640x480, 1613141591868.gif [View same] [iqdb] [saucenao] [google] [report]

Here's the first upload of my submission for HARD FAST FAGGOT MAPS, Jawbreaker:
Run with NMN3 Version 8 (which still needs an incompatible flat removed btw)

Tested in GzDoom and PrBoom+, though I can beat it without saves and it's hard, I obviously know what the map will throw at me and can react accordingly, so I don't know if the difficulty is fair enough.

I would love any kind of critique or input, as well as any bug reports.

>> No.7440276

There was a project attempting to port those games to ZDoom, not sure if it ever got finished.

>> No.7440296
File: 255 KB, 567x425, FNF 9.png [View same] [iqdb] [saucenao] [google] [report]



I'll see you hard fast faggots there, or will I?
The only way to find out is to JOIN RIGHT NOW!!!

GET IN HERE!!! (Zandronum):

>> No.7440346

>that fast weapon swap
fek off

>> No.7440362

Fast weapon swap feels better.

>> No.7440386

This GIF is before my time; why are Brazilians obsessed with this person?

>> No.7440395
File: 695 KB, 1920x1080, doom06.png [View same] [iqdb] [saucenao] [google] [report]

That was fucking great, nice work. The only part I had a problem with was that annoying teleporting Archvile.

>> No.7440404
File: 817 KB, 1232x1079, 2341044.7750000167_wheaties.png [View same] [iqdb] [saucenao] [google] [report]

Still busting my ass on playtesting. Debating if I want to add a HUD face or not. If I do it'll be custom one so less frames'll be involved, so no grimace for attacking, and no directional reactions from damage coming from the left/right

I've gotten a few people asking why Arti feels more fragile than vanilla Doomguy, which is baffling because I didn't even touch his damage resistances. I'm assuming people are playing too carelessly and without a HUD face they don't really process how much damage they're eating.

>> No.7440405


>> No.7440406

I remember that the robot AI had a kinda ugly-ish face (it's goldsrc after all), but she really had a nice ass.
Nutted several times to her back then.

>> No.7440409
File: 17 KB, 300x215, buddy.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7440416

Yeah it was meh. but she made her body from trash that was around the base. She will upgrade later i am sure when teh game ends.

>> No.7440419

Thanks. I'm not entirely certain about the Arch-Vile setup, I wanted to do that blinking Arch-Vile thing you see in Plutonia's Speed, but I think the way I built this setup here isn't entirely workable, not sure how I'd improve it.

He's not hard, he's just kind of annoying trying to get him to sit still for a millisecond to get a hit on him. Maybe I can add multiple viles to the loop and they just trade places? Or maybe that wouldn't work out.

>> No.7440436

Mental illness

>> No.7440437

Thanks for the worthless comments. I have had ~3 Brazilians co-workers who thought it was funny to reference this person. I just want to understand. Again, it's a meme before I could understand why.

>> No.7440445
File: 175 KB, 450x400, 1610529999048.png [View same] [iqdb] [saucenao] [google] [report]

Is there a list of PWADs by port compatibility?

>> No.7440447
File: 1.19 MB, 690x688, 1613139403248.png [View same] [iqdb] [saucenao] [google] [report]

You can use Google, can't you?

>> No.7440448

Google shows me a "restoration project" which seems to be incomplete. Did they release a beta outside the forum I was directed to by Google?

>> No.7440451 [DELETED] 

He's a porn start, that much I know but...that doesn't explain everything. Unless it was an inside joke that I was the only straight person at work.

>> No.7440458

Are you the same newfag that got mad at the Doomguy butt picture a week ago?

>> No.7440460
File: 14 KB, 256x96, NBLIN1.png [View same] [iqdb] [saucenao] [google] [report]

I didn't notice until now that NBLIN1 is actually 96 pixels wide, thus ports like PrBoom+ will not render it properly as is. I patched this widened version of it together, because that was quick and easy.

Replacing the texture in the pack would likely end up requiring some slight texture realignments for those who have already used it, but in fairness, it would be unaligned and not tile properly in PrBoom+ to begin with.

>> No.7440461

Uh, I guess there might be some floating around like this one
but they're doomed to be incomplete due to the sheer number of PWADs out there.

Just read their readme or look them up on the Doom Wiki to see what they require.

>> No.7440464

>Debating if I want to add a HUD face or not. If I do it'll be custom one so less frames'll be involved, so no grimace for attacking, and no directional reactions from damage coming from the left/right

so like the one in combine gaiden but with less frames? or something else?

>> No.7440469
File: 7 KB, 128x128, NPIPE9.png [View same] [iqdb] [saucenao] [google] [report]

While I'm at it, I noticed two rows of green pixels on this pipe texture, I'm not sure if that's supposed to be there, but I think it looks better with it removed. Should we replace the current NPIPE9 with this version here?

>> No.7440475

How did I miss that, ty.
>look them up on the Doom Wiki to see what they require.
>sheer number of PWADs out there.
What I was trying to avoid desu.

>> No.7440480
File: 6 KB, 128x64, NPOST1.png [View same] [iqdb] [saucenao] [google] [report]

Finally, NPOST1, which is also an unsupported width, and is easy to fix. This was probably intended to be used as a patch in a texture, but I don't think there's any which are in NMN 1 or 2.
By making it 128x wide and rearranging it, these signs can be used as is.

>> No.7440503
File: 731 KB, 1600x900, Need to figure out where I'm gonna put him.png [View same] [iqdb] [saucenao] [google] [report]

That's what I've been wondering. Cus putting it at 1 keeps the HUD vertically even, but it might take up more space where the weapons are. 2 gives me that room but then the HUD's vertically lopsided.

Don't mind the Gaiden HUD face I'm just using this as an example

>> No.7440518

i think it be alright with modern resolutions but what if someone wants to play in 4:3? it be too cluttered and shid.

>> No.7440520

Thank you!

Will get to it!

>> No.7440525

Far prefer 1, personally. I've always thought that Doom huds had a "ceiling" they shouldn't go over, except helmet huds which are cool heresy.
Hedon made this mistake, looks terrible at low resolutions.

>> No.7440536
File: 185 KB, 640x480, Screenshot_Doom_20210219_171658.png [View same] [iqdb] [saucenao] [google] [report]

Here, let me actually put the graphic in game rather than taking a screenshot and putting it in, in the smallest possible resolution. Seeing as I've made both HUDs the same I can make the fullscreen HUD remove the mug shot for those who prefer it without.

>> No.7440771

>I've gotten a few people asking why Arti feels more fragile than vanilla Doomguy, which is baffling because I didn't even touch his damage resistances. I'm assuming people are playing too carelessly and without a HUD face they don't really process how much damage they're eating.
I think some people get reliant on that, having either multiple sources of visual feedback for having taken damage or having some obnoxious flashing hud element for when it gets low to nag them into reacting to it.

>> No.7440779

Honestly not a bad idea, impossible task like >>7440461 said, but might be a nice little autist project to work on.

>> No.7440781

Did you change the sounds? I usually have tunnel vision away from the portrait, but hearing the pain sounds is a good indication.

>> No.7440787
File: 224 KB, 450x400, 1611902860026.png [View same] [iqdb] [saucenao] [google] [report]

Don't do this to me, I might actually try it.

>> No.7440791
File: 114 KB, 467x486, Tiny child.png [View same] [iqdb] [saucenao] [google] [report]

I did, I did that quite awhile ago actually


>> No.7440795

blender plug in that could make doom sprites easier to make, out of 3d models, is out

>> No.7440797

Eviternity Map 32 UV-Speed in 4:32
this is the correct way to play this map

when he started sniping that arch vile from atop the pillar, i thought, no way ....

>> No.7440801
File: 76 KB, 688x511, jaypeg.jpg [View same] [iqdb] [saucenao] [google] [report]

Go for it, there ought to be a way to scrape existing data from doomwiki/idggames which can get you started, then make it open for edits.

>> No.7440805

Is that the Shadows of the Empire jump sound?

>> No.7440815

Stupid idea incoming but fuck it, what if you had a very faint translucent reflection of jelly man's face similar to Buzz Lightyear in that PS1 game. It could only be visible in max brightness sectors or near dynamic lights. The eyes could like shift around the screen and if visible when hit it would get all shook up like a snow globe. Maybe random bubbles too lol idk

>> No.7440819

Hell yeah it is. I fucking love that sound. Sounds like some cool future boots for jumping.

Someone suggested that too but I have no idea how the hell to pull that off. Besides that wouldn't help much when you're using other loadouts with different hats.

>> No.7440837

>ZX spectrum pallete

>> No.7440861

Pretty sure it's used in a bunch of Lucusarts games, probably part of their sound library.

>> No.7440863

Incorporated these

>> No.7440980

>Someone suggested that too
Oh right on, I agree with player representation in some form, whether for feedback purposes as you mentioned earlier or just to show off the character more.

Until you posted some of the menu stuff and that art work I (which great btw) I didn't realize how cool your dude was. So, idk there might be a smooth and non intrusive way to accentuate and bring him to the forefront a little more if that's something you're after

>> No.7440986

Would it be possible just to torrent the GOG version without using chocolate or crispy on Windows 10?

>> No.7440987

Those are way too many colors for the ZX Spectrum.

>> No.7440994
File: 5 KB, 396x141, Early HUD face thingy.png [View same] [iqdb] [saucenao] [google] [report]

I am very much wanting to show off Arti more, which at this rate a HUD face will be the way to go, I've decided to put the mugshot to the right of the health and armor display, I just need to figure out the best way to shade him, I went for very simple flats for Gaiden to reflect the NES aesthetic, and I want to try for a more detailed look this time.

Trying to think of SNES games that have character portraits in the HUD. Might help for a reference

>> No.7440997

Other than the sticky fingers, that's probably how most GOG buyers play it.

>> No.7441006

>I am very much wanting to show off Arti more, which at this rate a HUD face will be the way to go
Maybe on the selection menu too, if you've not done that already.

>> No.7441009

t. recoorder

>> No.7441012
File: 2.55 MB, 1600x900, Menus.webm [View same] [iqdb] [saucenao] [google] [report]

Way ahead of you there

>> No.7441029

>thought of everything
Oh my gaaawwwd.
This looks really polished anon, in a good way.

>> No.7441042
File: 298 KB, 1287x753, This menu sucked.png [View same] [iqdb] [saucenao] [google] [report]

You should see how the old loadout selection screen looked, it was awful.

>> No.7441051

The lettering is pretty good, but the other menu is still an improvement, yes.

>> No.7441064

3rd result for "shadow warrior deadly kiss download"

>> No.7441072

B&W is better.

>> No.7441074

Enemy AI is changed to compensate. Feels really good.

>> No.7441159

Redneck Rampage needs some love, am I the only one that loves blasting this game?

>> No.7441160

Is HDoom canon?

>> No.7441172

RR is the Yee to my Haw

>> No.7441179

You mean the thing that is already written in every description file? There is a small number of map feature sets (vanilla, limit-removing, boom, zdoom, etc.), and the lineage of ports supporting them is clear. Then there are some wads made for specific ports, and unique examples that depend on customized engines. I guess the only feature that may be used independently of engine type is streamed music support.

If you want to have a list of which versions of zdoom wads work with which versions of zdoom and its forks, that's quite a different story. That would require a lot of testing and digging in the forums. These people would really benefit from a metadata repository and a dependency solving package manager.

>> No.7441210

Those are really fucking nice.

>> No.7441225

So, the answer is no?

>> No.7441229

true story every now and then i forgot "-complevel 9" or something and get softlocked in a random part of a map (on a blind run, no saves)

fucking sucks

>> No.7441232

Not them but I just want to warn you, you might run into some tricky grey areas. There are some older WADs whose compat is unclear or contradicted, and there's some WADs whose compat is actually mixed (where some of the maps are Boom and other maps are Limit-Removing)

One example off the top my head -
Community Chest 1 is listed on the Doom Wiki as "Boom compat" but on its article it is described as "Limit-removing". If you go look at the DSDA entries for it, people have submitted demos for it on Boom compat. So it's unclear what the fuck is the actual compat. You'd have to play through the entire thing on Limit-removing compat and see if anything breaks, and that can be a really arduous task (specially with something such as CC1, which has many horrible maps)

>> No.7441256

Oh for sure, it would be years of work to make it something that would be actually useful, it would just take somebody to get it started. No doubt there are a lot of people who cover a lot of ground regarding having already played "XYZ.wad". I still wholly encourage >>7440787 to at least give it a decent shot, even if it goes unfinished, it will be a foundation for if/when someone else wants to pick it up/contribute.

>> No.7441285
File: 249 KB, 1818x903, EujYDfsU4AE6mdC.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7441297

looks comfy

>> No.7441315

If it involves essentially redoing the compatibility testing on every wad then it's nearly impossible, that would need to be a long-term community effort.
However, the wiki and readme entries should be much easier to categorize, occasionally one would be incorrect but that is better than letting the perfect be the enemy of the good.

>> No.7441342

To the anon who asked for the CD version.
And all the patches.

>> No.7441349

Yoo holy shit I didn't ask but I always wanted this.

>> No.7441365

That's the thought, would be easy enough to scrape for keywords "boom" "vanilla" "limit-removing" "zdoom" "gzdoom" "MBF" "compatable", create a sheet out of that, then go in and manually adjust what is incorrect, as a lot of what is on doomwiki is incorrect to begin with.

>> No.7441371

GZDoom is a wide, sweeping range of shit going out of compatibility all the time, so you can't really just pin it down to the engine alone without a version number.

The others are mostly on their final builds so that's not so bad, even Zandro develops at a snails pace so it's consistent.

>> No.7441391

Granted, yes. Not saying this wouldn't take community work.
Like mentioned >>7441315
>better than letting the perfect be the enemy of the good.

>> No.7441430

Some people have a fixed build they work with and never upgrade from, like Yholl develops for ZDoom final build / GZ 2.1.2 and I think Term has one after the shitty hud scaling changes in GZD.

>> No.7441447

I mean that I generally rarely have to guess the features used. There's a description, sometimes a Doomworld thread, and the age of the wad helps you deduce it from your general experience. However, if you want a program to judge them the same way (e.g. output some check mark in some launcher), formal definitions are going to be hard.

This is more of a problem of a port that supports multiple game modes. Honestly, I think that they should auto-detect things like advanced linedef flags, and either switch to proper complevel to let the maps work, or throw an error and let user decide how it means to be played™. Though if the reason of the bug is not in features themselves, but in a specific behavior or a combination of oddities, I doubt it can be found in any other way than real play testing and subsequent investigation.

>> No.7441451

i was hoping umapinfo or whatever it's called can eventually at complevel ?

>> No.7441453

This won't be enough, as you are reinventing a package manager. Check the other functionality they have to provide, and how they work in general.

>> No.7441458

>and the age of the wad helps you deduce it from your general experience
Some break in really unnoticeable ways, or in ways that you only find out twenty maps in.

Funnily the fuss with Lilith.pk3 was the developer of that trying to avoid this kind of not knowing beforehand.

>> No.7441472
File: 18 KB, 240x262, 1612750617312.jpg [View same] [iqdb] [saucenao] [google] [report]

>MFW my lazily wanting a way to find PWADs to play in Chocolate Doom led to a really good discussion and productive idea.

>> No.7441475

>package manager
Hold up, are we talking about the same things any more?

>> No.7441476

You could make it so it only shows up when you take damage couldn't you? Seems like that would be fairly easy.
Seems like it to me, who has no experience doing that, that it should be easy for you, the guy who would do that.

>> No.7441483

Untitled is the best song of Doom's OST

>> No.7441486

I feel like that's leaning more towards bloody screen so real tier with crap getting in the way of the player's view when they take hits. I think a small mugshot would ultimately be less obstructive, and I can make it so players can toggle it off.

>> No.7441490

Wholly agreed. Honestly, I associate Doom with that track over any other.

>> No.7441493

>he still didn't play the 32X version.

>> No.7441496

The Force Engine

>> No.7441537

Waiting For Romero To Play is the best song in Doom II's OST.

>> No.7441567

Why does Zdaemon "feel" better than Zandronum?

>> No.7441585

There exist different versions of the maps, and different versions of source ports (if you wish, you can imagine a source port as a provider of various engine feature set dependencies (that can also be implemented differently)). There you go, versioning, and all of the ">=2.0.5 !=2.0.9 <3.0" fun, and logic that has to understand that dependence "bouncing-lost-souls" conflicts with dependence "not-bouncing-lost-souls". The point is, the software packaging and versioning work is at least to some degree is done by software developers, while even active map authors couldn't care less about those trifles, and there is only so much you can do by processing the WAD data to check for presence of port-specific entries.

> Chocolate Doom
I am not purist enough to consider static limits largely caused by PC memory size of the era holy. You'll have the same vanilla experience in Crispy, but with big maps. Or you can stick to playing through all of the famous vanilla-compatible wads, that will get you busy for a while.

Actually, here's just one of the problems. How would a WAD processing system define a limit-removing requirement? Sure, recent Doom Builder variants have (computationally expensive) visplane overflow test, and similar code can be used for other limits, but even some classic maps have occasional overflows. Still, they were intended to be played on a vanilla engine. What is the limit, 0,1% of floor space? What if there is a lot more, but these areas are inaccessible? How do we find that, are we going to write a bot that can do everything that human player do to be positive about locations that can be reached? There is still need for a human to glance at the result to decide whether it looks fine, and no one is going to be happy to go through forgotten 1997 maps that were only made to test some “exciting” large scale monster combat.

>> No.7441604

Yeah, seems like we're on different topics, my initial and ongoing responses have been about
As in, gather existing documentation on what compatibility a wad, levelset, etc would be using the existing information found on doomwiki/.txt etc, and putting it all in one place to be easily sorted and browsed. This would be reliant on information provided by people, not by digging through the directories of a .wad itself. A lot less technical than you seem to be suggesting, but a lot more work.

>> No.7441605

>There exist different versions of the maps
Some don't even have different version numbers, which complicates things more.

>> No.7441613

I don't feel comfortable with Chocolate even on vanilla-compatible maps because there's always the chance that, despite being made for vanilla, there's some visplane overflow lurking somewhere. I've gotten a visplane overflow on one of the Master Levels, I don't trust PWADs not to occasionally do that even if the author bugtested to try and avoid it.

>> No.7441626

Computers are good at automating repeated tasks, so they should be used to automate them instead of people. What you want is a machine-readable database.

Or, if we want to (ab)use people, we can go the corporate way and add telemetry to most popular ports to log the progression on each map, whether it was finished, and with which game settings, etc. Best way to sacrifice your guts to the angry mob.

>> No.7441629

That just happens. The game just tells you to take a break.

>> No.7441634

Awesome level. Aesthetics were great and it was fun to play. There were some nice cinematic moments as well. I'm liking how many hitscanners are being used in HFFM. A couple thoughts:
The Plutonia Archvile setup might work better if you went the Plutonia route and put two in there. They'll slow each other down a little bit (presumably).
The third cyberdemon was a little annoying to me. Ultimately it just feels kind of tedious considering we already fought the bigger fight of two at once just a moment ago.

>> No.7441637

>Played on software renderer
>Starting to see that weird curved effect literally everywhere
This is fucking trippy

>> No.7441638

A human-readable database sidesteps all these problems, plus the over-complication of automating the process of re-testing the maps.
My initial step is to just make a database that sorts the port requirements of each pwad to give the user a list, "what can I play on choc/prboom+/(g)zdoom". Let the feedback and adjustment happen naturally, it doesn't need to be technologically bulletproof from the start.

>> No.7441653

So I just beat Alien Vendetta and Ancient Aliens both on UV. Both were fucking difficult but generally great. Can someone recommend a mod of similarly great quality that isn't full of slaughtermaps please?

>> No.7441674

Oh cool. No chance of the Mouse allowing the source code to be released any time soon I suppose, let's hope that team can get something good together.

>> No.7441681
File: 35 KB, 1760x1856, 1611012592925.png [View same] [iqdb] [saucenao] [google] [report]

>No chance of the Mouse allowing the source code to be released
What if you aim with the arrow keys instead?

>> No.7441686

>we can go the corporate way and add telemetry to most popular ports
What kind of an asshole would add telemetry to a source port of a decades old game?

>> No.7441689

Anyone got a good recommendation of a hard wad with atmosphere as detailed as Ancient Aliens but without a bunch of slaughtermaps?
Alien Vendetta started off so good but the last 4 maps or so were kind of dumb.

>> No.7441694
File: 137 KB, 623x527, 1611689942247.png [View same] [iqdb] [saucenao] [google] [report]

The kind of autist who wants to make a package manager and an automated compatibility tester for a project that would originally work well enough as a spreadsheet.

>> No.7441705

Acid Doom
Doom Noir

>> No.7441725

You know, on second thought, I do have to admit that they are technologically complex and creative ideas. It just is way beyond the scope of categorizing maps as a fan project.
Telemetry is still a shit idea though.

>> No.7441792
File: 31 KB, 797x601, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7441817

You will run into certain formal definition problems when scaling your project, and by “scaling” I don't mean millions of entries, just more than a single person working on it.

For now, I should just mention that Doom Wiki has infoboxes for each WAD, and one of the fields there is required port. It even auto-generates a category link, so you can browse all WADs with the specific compatibility. I guess no one would object to adding new data there, and fixing errors.

>> No.7441889

A good rule of thumb when playing pwads with chocolate is to avoid using idclip or idspispopd cheat to noclip out of bounds or into the void. That is a very common cause of overflows in otherwise vanilla compatible maps, especially if they're pushing the engine to the limits, like in BTSX or AV map20.

>> No.7441893

BTSX E2? It's secret level is the only slaughtermap.

>> No.7441897

I've heard good things about this one so probably going to do this next.

>> No.7441903

Why not just take the maximum listed compat and use it for the whole wad?

>> No.7441907

A mod for Quake called Raven Keep made the sword you hold get brighter (shinier) or darker based on how close you stand to a fire. How the hell did they get it to do that?

>> No.7441920

I think there's this technology called 'lighting'.
idk tho

>> No.7441926

IIRC, CC1 was technically boom compatible as while it strictly enforced vanilla actions only for maps (as evidenced here:https://www.doomworld.com/forum/post/159149), it was playtested on boom/prboom, so vanilla actions that had behaviour changes in boom, like stairbuilders and the like, will break if played on complevel 2 or crispy.

>> No.7441938

You mean some special effect, or regular weapon model being subject to level lighting?

>> No.7441947

Are there textures I can add to 3D models that become reflective in different lighting? I have yet to try building 3D entities in Trenchbroom myself so I don't know.
I'd say regular weapon model being subject to level lighting, to start.

On a different note, I tried saving the .ent file through Darkplaces console, but the .ent file it saved was not recognized by Trenchbroom for some reason. Is there a way I can access the entities in the map and play around with them myself just to better understand how they were made or is that not possible without the map source? Thanks.

>> No.7441962

>Are there textures I can add to 3D models that become reflective in different lighting? I have yet to try building 3D entities in Trenchbroom myself so I don't know.
Your viewmodel in Quake always gets lighter or darker according to light in the environment you're passing through. Unless you've got a screenshot and it's something very different, idk what you're on about.

>> No.7441973
File: 2.88 MB, 3608x1170, regular lightin vs yellow fire lighting.png [View same] [iqdb] [saucenao] [google] [report]

Here. Basically the sword turns yellow and "reflects" the fire. Was this always the case for viewmodels or am I imagining things?

>> No.7441978

Not only here but in other areas as well. If the ambient light is reddish, the sword is red. If it's greenish, the sword turns kind of green.

>> No.7441991

>Was this always the case for viewmodels

>> No.7442001

Seems to me exactly the same as with other weapons.

Colored lighting was originally a “feature” of hardware accelerated Quake II (it looked like circus illumination, to be honest). Some Quake I ports implemented it later as an extra for levels that provided colored lighting data. This is why you probably don't remember seeing it in original game.

>> No.7442002

Good map, that final cyberdemon was very surprising.I thought the difficulty was very fair and reasonable. The open and loose design reminded me a lot of valiant.
I played it twice so I could go back and get the secret with an archvile jump. The only bug I encountered is the big HOM you can see whenever you get crushed by the crushers, if that counts.You could prevent this by making them go just above the floor instead. Also the barons felt a bit too numerous, not really in a threatening way. overall a fun and good looking level though.

>> No.7442010

I see. Thanks for the explanation

>> No.7442017

Last time I did any quake engine map editing was more than a decade ago, but I can say that entities listing is just a piece of text describing all non-geometrical objects on a level with their types (enemies, lights, sounds, doors, and so on), coordinates, and other properties. Geometry is saved in a compiled state, but there are some decompilers.

>> No.7442020
File: 144 KB, 1280x720, maxresdefault(15).jpg [View same] [iqdb] [saucenao] [google] [report]


Does anyone have a mega for Hellbound?

>> No.7442026

I see. The trees in the background of >>7441973
looked so good in the map that I wanted to try copying their style in my own map.

>> No.7442028

This screenshot screams "generic shitty shooter game from like 2014"

>> No.7442030
File: 42 KB, 114x134, beafcake.png [View same] [iqdb] [saucenao] [google] [report]

lmao jesus

>> No.7442031 [DELETED] 

Gameboy doom.
Here's my poorly written C to do this. Keep in mind that yes, you can make a PWAD with a PLAYPAL lump but my wad loader isn't structured well to write arbitrary and structured lumps yet.

>> No.7442039

La Creatura desde Brasil...

>> No.7442040

Ffs it looks like Doomguy fucked a Pinky demon

>> No.7442043
File: 51 KB, 1600x1200, 1613810834493.png [View same] [iqdb] [saucenao] [google] [report]

Gameboy doom.
Here's my poorly written C to do this. Keep in mind that yes, you can make a PWAD with a PLAYPAL lump but my wad loader isn't structured well to write arbitrary and structured lumps yet. My goals are to get some sprite rendering up and running, maybe some automap-style map rendering, maybe some playback of sounds. All kinds of stuff.

>> No.7442053

name 5 games from 2014 that look like that

>> No.7442072

Serious Sam 3: BFE Edition (PS3 port) - 2014
Painkiller - late 2013/early 2014
Modern Combat 4 - 2014
Ziggurat - 2014
Shooting Showdown 2 - 2014

>> No.7442083

I guess these trees are defined as func_detail (also a backport from later engines) with the same prefab world brush or 3D model.

>> No.7442084

This looks awesome and is fun to play. Fights feel refreshing in terms of how things work together, there are probably many ways to kick ass here. My ways in particular made me feel that I'm cheesing a little bit. At first I've been hiding behind the crates where pinkies can't come due to narrow passage and killing guys from there, then kiting street monsters to make half of them kill themselves, and ultimately kite all 3 cyberdemons far enough so that I can safely go to lift. All of this was pretty fun to do, even tho I was probably supposed to kill everyone.

>> No.7442085
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7442091
File: 258 KB, 528x188, Taking in the sights.gif [View same] [iqdb] [saucenao] [google] [report]

I've been working on HUD face stuff

>> No.7442094
File: 32 KB, 192x140, Linked.gif [View same] [iqdb] [saucenao] [google] [report]

Several things in fact

>> No.7442095
File: 14 KB, 200x180, Ouch.gif [View same] [iqdb] [saucenao] [google] [report]

This HUD face isn't gonna be fully featured like a vanilla doom face, so no reacting to damage from the sides, but I'm gonna make up for it with flair elsewhere.

>> No.7442107
File: 855 KB, 616x190, hb-gun-616x90.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.7442192

I started playing Unreal for the first time many years after playing the first level at an internet café. I remember a scene where a Skarj executes a prisoner by using an electric chair, but I didn't come across it this time. Did I imagine it or was the game censored?
Btw, I don't browse the /v/ boards much. Where should I ask for a mega for Mark of the Ninja Remastered?

>> No.7442206

There are no living humans in Unreal besides marines in expansion.

>> No.7442230

Maybe you could add little impact effects from the left or right to indicate direction?

>> No.7442264

Well the problem is I won't be using the built in doom HUD face thing, this is going to be actually be a custom graphic in SBARINFO. So I'd have to figure out some nutso method to track directional damage.

>> No.7442329
File: 156 KB, 680x678, 1594249886567.png [View same] [iqdb] [saucenao] [google] [report]

>Want to play co-op with friends in Zandronum
>Don't know how to reset weapons when the map changes
How do fix?

>> No.7442382
File: 1.53 MB, 2880x4320, comparison.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know why Chocolate Doom appears much brighter than DosBox? I have DosBox set to the default graphical settings and Chocolate Doom with the lowest gamma possible.

Image for comparison. The top is DosBox. I honestly prefer its gamma by a lot, so it's frustrating that Chocolate isn't the same.

>> No.7442396

I have the exact same issue but with Quake. I guess id only expected people to play maps sequentially and without default starts.

>> No.7442485

redpill me on perdition's gate and hell2pay

>> No.7442492
File: 184 KB, 584x321, its-shit.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7442524

Try hitting F11 until you match the same brightness.

>> No.7442539

I wanted Chocolate Doom to match DosBox, but Chocolate Doom is on minimum brightness already (I hit F11 multiple times to be sure)

>> No.7442598

Turn off your monitor.

>> No.7442604
File: 51 KB, 640x480, dims.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay it's off. No one else can hear us. Go ahead.

>> No.7442616
File: 36 KB, 700x480, 1595400957791.png [View same] [iqdb] [saucenao] [google] [report]

I think Naomi is a spy.

>> No.7442634

Just took a look and it's true, it will support 60 FPS. The reason it's been capped this whole time is because Marathon's whole game physics were coded to work with 30 ticks per second and just moving them to 60 caused the game to pretty much be broken. A dev in the 360 port said that they had to painfully port every 30 ticks to 60 which was a bit of a nightmare but now it seems that it will finally come to PC. They say 1.4 will come out this spring so probably in around 2 months.

>> No.7442640

There's that one guy who you see flying through the air. He's alive for the half second you see him before he hits a wall.

>> No.7442646

It's in the prison underneath the colloseum. I don't remember if a skaarj actually uses the chair to kill a Nali, but they do drop them in lava at one point iirc. It was never censored I'm pretty sure of that.

>> No.7442648

The prisoner getting executed is something you have the option to do. The room in which this happens is a secret in the very first room in the game. Not many people know about it. Case in point: This video has only 30 views.

>> No.7442664

I'm p sure there's a part where a Skaarj does it too, if you don't kill him first.
Guess I'll replay it.

>> No.7442673

Looks like a cute jellybean

>> No.7442674
File: 123 KB, 1280x720, badlove.jpg [View same] [iqdb] [saucenao] [google] [report]

>Sandy Peterson is a Weeaboo
My god, it all makes sense now

>> No.7442680

When you get old and you were already an eccentric, you venture out to weird avenues. The director of the 1995 Ghost in the Shell film has a blog detailing his Fallout 4 adventures.

>> No.7442697

I wish I end up this unapologetic in my 60's

>> No.7442703

Doesn't he also have like 5 children since he's a Mormon?

>> No.7442709
File: 2.35 MB, 2000x1339, 1593636174592.png [View same] [iqdb] [saucenao] [google] [report]

20 hours ago
Asenath is my waifu

Sandy of Cthulhu
11 hours ago

>> No.7442725
File: 1.05 MB, 1920x1080, Screenshot_Doom_20210220_110325.png [View same] [iqdb] [saucenao] [google] [report]

Almost finished with my next DM map, uses a track from Tzar: The Burden of the Crown for the music

>> No.7442730

Is it possible to use both default Doom 2 textures and NMN? When I change "base resource archive" to NMN, all default textures disappear (Slade).

>> No.7442740
File: 24 KB, 499x423, slade_way.png [View same] [iqdb] [saucenao] [google] [report]

Nwm, figured this out.

>> No.7442749
File: 33 KB, 540x540, ricardus.jpg [View same] [iqdb] [saucenao] [google] [report]

He's kind of like Ricardo if Ricardo himself had a sense of humor about his work and his fame, and loved his fans, and was famous for more than just a single thing.

>The Plutonia Archvile setup might work better if you went the Plutonia route and put two in there. They'll slow each other down a little bit (presumably).
I suppose I could give that a try.

>The third cyberdemon was a little annoying to me. Ultimately it just feels kind of tedious considering we already fought the bigger fight of two at once just a moment ago.
Hmm, maybe I could replace him with more Arch-Viles.

>I played it twice so I could go back and get the secret with an archvile jump.
You can access it way earlier. There's a shootable switch behind the switch that unlocks the crusher building. The idea is to let you get the Super Shotgun earlier in the level and let it become a little easier, if you really need its help, though I made sure it was still beatable.

>The only bug I encountered is the big HOM you can see whenever you get crushed by the crushers, if that counts
I think that's just what crushers will do.

>My ways in particular made me feel that I'm cheesing a little bit
That's fine, in fact that's why I give you the Chainsaw and give you chokepoints at the beginning, if you have a defensive playstyle, you can make great use of them. The demons will still kind of finagle their way through though, so you need to keep watching your side, and you need to keep watching out for the Revenants and Shotgun Baldies, so you can't be too complacent and just hold the saw in the gaps, or a big skeleton will come and punch you in the side of the head.

I'm very glad to hear that people liked it. Do you guys have any suggestions for making the level better? I'll try out adding another archie to the teleport cycle.

>> No.7442753

Also Shirow fell off the rails and now just draws horse-dudes fucking chicks.

>> No.7442794
File: 40 KB, 784x535, wads.png [View same] [iqdb] [saucenao] [google] [report]

Have I truly become a monster?

>> No.7442798

Very nice. Whitemare 1 and 2 are underrated in my book.

>> No.7442826

longest yard
facing worlds
Am I missing any other popular as fuck mp map?

>> No.7442828
File: 678 KB, 1280x720, confused idol.png [View same] [iqdb] [saucenao] [google] [report]

>freedoom assets in unreal engine 4
>"it will be moddable, you can create your own singleplayer or multiplayer experience"

I don't understand this. Why would someone choose this over existing options? More, why would someone want to use a Freedoom ripoff as a basis for their game?

>> No.7442834

Some people take to editors in different ways anon.

>> No.7442853


>> No.7442861


>> No.7442880

two fort

>> No.7442921

Asset flipping with something more obscure.

>> No.7442947
File: 1.78 MB, 1920x1080, EveryDayDoomPreview1.png [View same] [iqdb] [saucenao] [google] [report]





>> No.7442954
File: 48 KB, 401x855, somegoodwads.png [View same] [iqdb] [saucenao] [google] [report]

Just for fun I wanted to try making a sort of "Greatest Hits" list of vanilla-compatible megawads. How'd I do?

I based my choices off of the most recent "Doomword Community Top WADs of All Time" thread, manually checking each one for vanilla compatibility and then selecting the 20 that were ranked the highest, factoring in popularity and a tiny bit of personal opinion as well.

>> No.7443075
File: 48 KB, 350x427, temp.jpg [View same] [iqdb] [saucenao] [google] [report]

Counter Strike: cs_office, de_dust2, cs_assault, maybe chateau?
Quake 1: Q1DM4 (The Bad Place), Q1DM6 (The Dark Zone)
Quake 2: Q2DM1 (The Edge), that one Foundry map with the boxes that's ported to Quake Live (Q2DM8?)
Quake 3: Q3DM17 (Longest Yard), Q3DM12 (Dreadwerkz), Space CTF.
UT: Deck16, dm_agony

I'm forgetting a lot of stuff and the existential dread knowing that is feeling heavy.

>> No.7443080

I'm trying to come up with a name for my next map. Do you know any words for a base that start with V?

>> No.7443093

just check the last few word clouds

>> No.7443106

Vestibule of something?

>> No.7443116

Vestibule of the Damned

>> No.7443121


>> No.7443123

>longest yard
Why is it that this map in particular is THE map that shitters always vote whenever it pops up? Is it because it is the map they know they can get a kill on? The map they know they won't be completely curb-stomped? Why? Why is this map the map for bads?

>> No.7443127

Familiarity/No thought at all is what it comes down to. Like people in CS who just hit 1 one the AMX mapvote comes up.

>> No.7443134

>being this fucking autistic over a small, tiny detail
You doom-fags are like modeltrain-fags. Autistic as fuck and unable to understand why anyone outside of your socially condemned hobby dislikes you automatically

>> No.7443137
File: 21 KB, 416x239, 1555983653890.jpg [View same] [iqdb] [saucenao] [google] [report]

>Nah. He don't care.

>> No.7443138

Pretty sure it was in the free version of Q3. That with being a rather small open map everybody memorized it all

>> No.7443140

Things being dark makes it more atmospheric anon, that's a pretty normal thing. People also turn their Minecraft gamma down or up if they want it more or less scary

>> No.7443154
File: 32 KB, 256x256, Morpheus.png [View same] [iqdb] [saucenao] [google] [report]

dm_morpheus used to be pretty popular.

>> No.7443178

That happens in regular Quake, your weapon model is lit depending on the lighting beneath your feet.
If you mean the skin/model changes to a shiny variant, I would assume they run a check on entities within a certain range and change the skin if a flame is found.

>> No.7443225


>> No.7443274

Wait, that's why the last Oshii animu is full of Fallout 4 references? Chrissakes.

>> No.7443291

Just play the god damn game. It won't get any better or worse if you put each file into its own directory and label them with years.

>> No.7443346

Turn your monitors gamma down or use a palette

>> No.7443356

I like making spreadsheets and lists anon, it's fun for me to try and make definitive lists or aggregate data. I'm not just making this for myself or anything, I want to actually try and make a definitive collection of 20 of the highest quality vanilla megawads. Should I feel bad that I get enjoyment out of things that you don't?

>> No.7443379
File: 345 KB, 960x540, Screenshot_Doom_20210220_202358.png [View same] [iqdb] [saucenao] [google] [report]

I gave it a try on Vanilla, and I had fun and enjoyed it a lot. Of course, I just had to try it out this way. Surprisingly, it was playable, though a lot harder, also the gore kind of eats away at memory.

I wonder if it's possible to write some sort of script which detects if there's too many gibs on the map at once, and then start counting them down for being removed? Hypothetically, I'm just a Decorate caveman, not a ZScript wizard.

>> No.7443382
File: 497 KB, 960x540, Screenshot_Doom_20210220_203028.png [View same] [iqdb] [saucenao] [google] [report]

The blinking Arch-Vile here is definitely annoying as hell though.

>> No.7443387
File: 337 KB, 960x540, Screenshot_Doom_20210220_203420.png [View same] [iqdb] [saucenao] [google] [report]

Died a couple of times. Surprisingly not against the Cyberdemons.

>> No.7443394

Wait, are palettes a thing? How does that work?

>> No.7443419
File: 448 KB, 960x540, Screenshot_Doom_20210220_204556.png [View same] [iqdb] [saucenao] [google] [report]

The double Cyberdemons worried me the most, as I've souped them up considerably in speed and attack power. Crushers helped.

>> No.7443424

Pretty simple

>> No.7443448

That's what you get with flashy mods on detailed maps. I was wondering how you'd manage with those weapons and those monsters though.

Perhaps I could put an Arch-Vile on each of those to make his placement actually challenging? Or maybe replace him with something else, like maybe three Revenants, they'd be easier to hit if anything, so you're not wasting 5 minutes waiting for him to raise his arms so you have a window to shoot him at.

>> No.7443474
File: 402 KB, 960x540, Screenshot_Doom_20210220_204715.png [View same] [iqdb] [saucenao] [google] [report]

It's what I expected, but it didn't drop enough frames to stop being playable, in fact it ran pretty ok more than half of the time, it's just the spots with the zombies scattering everywhere which took the most out of it, which again is simply my own fault.

You'll be pleased to know that I didn't really cheese the pit with the Arch-Viles that hard, because I was actually running out of hand grenades and dynamite.

>> No.7443486

What about the last encounter though? That Cyberdemon would have to be way too fast for you to rush out without him splattering you against the wall.

>> No.7443504
File: 129 KB, 960x540, Screenshot_Doom_20210220_205541.png [View same] [iqdb] [saucenao] [google] [report]

I set up my one machinegun turret as a distraction, laid out my remaining dynamite for the Arch-Vile, then I hid in that supply closet like an absolute bitch, whittling down the angry Cyberdemon with the Uzis and M1, while he was unable to get me.

>> No.7443509

lmao you fag

>> No.7443512
File: 90 KB, 289x190, web_mars_screenshot_01.png [View same] [iqdb] [saucenao] [google] [report]

I am sure this question has been asked a million times, but is Mars 3D worth playing? It's some "lost" Taiwan / Chinese FPS that was never published, correct? I just stumbled across their website and downloaded the ISO

>> No.7443525

Don't forget the jeepathon2k, lel.

>> No.7443526

I guess I am. Also, the ceiling in the elevator stops early.

>> No.7443529

It's worth a chuckle for what a weird piece of shit it is, but it's not even close to a good game.

>> No.7443665


>> No.7443681
File: 41 KB, 128x128, pinkys_retarded_cousin.gif [View same] [iqdb] [saucenao] [google] [report]

Experimenting with cannibalizing old 3D assets for creating sprites n shit

>> No.7443684
File: 282 KB, 1920x1080, EurjTSCVEAIa87c.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7443686


>> No.7443691
File: 273 KB, 1920x1080, EurrpbDVgAQ-YmK.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7443693

what game?

>> No.7443715

Sweet gonna pay 2 grand for a scalped 3080 so I can finally play a game from 1993

>> No.7443753

Originally a TC for DN3D, but CON scripting left me somewhat mystified, so I moved to Doom...granted I can figure this shit out.

>> No.7443761

Freedoom is open source, meaning it's completely legal to use their assets for free. And that's partially the point of the project, allowing people to use Freedoom as a base for their own Doom clone.

If you ask me, this guy should also take some monster assets and textures from Blasphemer (OpenHeretic) and Zauberer (OpenHexen) for more variety than just Freedoom.

>> No.7443767

Please don't tell me he actually uses raytracing to do this.

>> No.7443774

I'm less concerned about Freedoom assets, which are free to use anyway, and more about the fact that the levels have that characteristic Oblige style that I can recognize from a mile away.

Did he just... make a bunch of levels in Oblige and remake them in Unreal 4 and call it a game?

>> No.7443817

Oblige had versions that could build for engines other than the Doom one so I'm sure he just used some shitty converter for one of those.

>> No.7443820

What exactly gives you the impression the levels are oblige? I don't doubt you, I just haven't seen a lot of Oblige levels so I can't nail down exactly what makes it feel randomly generated. I wouldn't be surprised either considering almost nothing else in that game is original

>> No.7443832

Speaking of Freedoom, should I make FreeDuke?

If I do it, I'd create something with more personality, tho. My current idea is to make a game starring Duke Hazzard (get it, like Dukes of Hazard) fighting an army of robots from the future who want to kill you in the past, because you become the resident moonshiner of resistance against robots. The idea is that if you die, resistance morale will drop to the bottom and robots will easily win.

I have a list of ideas for levels, where each level would be themed after a specific movie from 80s and 90s, so it'd be a similar concept to Duke 3D, but more fully realized.

The question is, does the amount of custom maps and mods for Duke 3D warrant making a free replacement compatible with mods?

>> No.7443860

>Another generic pseudo-retro FPS game '"project'" utilizing ripped assets that is NOT made in Unity for once...

>> No.7443861

Like with a lot of procedurally generated stuff, Oblige chunks are pretty recognizable, you eventually end up very familiar with them.

>> No.7443871
File: 156 KB, 600x303, Screenshot from 2021-02-20 23-01-04.png [View same] [iqdb] [saucenao] [google] [report]

I've seen rooms in Oblige that looked uncannily like these. Each mapper has a style, and these levels look like they're made by the guy who developed the level chunks for Oblige. The caverns look almost uncanny like cavern chunks from Oblige.

Pic related, I could swear I actually played this room in my maps, just with slightly different (vanilla Doom) textures.

Similarly, their approach for outdoor levels, with low outer walls opening straight into the skytexture - instead of e.g. putting tall mountains behind them to hide the sky, like most people do, or just making taller walls - is something I've only ever seen in Oblige maps, though I will admit I haven't played that many outdoor maps.

Similarly, small alcoves with doors and such holding pickups are a dead giveaway, most mapper just put pickups in the opens or on lowering pedestals, only Oblige puts them in indentations in the walls or tiny rooms.

>> No.7443874
File: 14 KB, 137x108, FATE_fist.png [View same] [iqdb] [saucenao] [google] [report]

Meant to quoute

>> No.7443972

I'm aware of that FreeDoom's freetard nature, I'm just kind of baffled at how desperate you must be for assets to just copy FreeDoom's wholesale.
It does say "early alpha" so maybe he has greater plans and these are all just placeholders, but personally I wouldn't be sharing something like that until I had something more substantial ready.

>> No.7443990

He is practicing low-poly modelling in Blender on his twitter, so this could be just a placeholder.

>> No.7444004

Oh, well maybe it's not such a dire scene after all. I hope he'll put his best effort in.

>> No.7444006
File: 652 KB, 1920x1080, Screenshot_Doom_20210220_171837.png [View same] [iqdb] [saucenao] [google] [report]

what the... creepy bone

something about these jpcp maps feels Off, but they're not bad.

>> No.7444009

Have they said anything about improving the mouse input? This is really the main thing keeping me from finishing Marathon.

>> No.7444019

>It even auto-generates a category link, so you can browse all WADs with the specific compatibility.
Fuck me, that was what I >>7440445 was originally asking for.

>> No.7444025

Open source and free software aren't quite the same thing, also Freedoom is GPL so there are some rules regarding using the stuff in it.

>> No.7444145

To further clarify, it's more Weland has support for opening the 1.4 preview build of A1 alongside the Vasara plugin for texturing maps. Not true Visual Mode like Forge (where both mapping and texturing are in a single map), but close enough.


Mouse looking is somewhat better (and more customizable) in 1.3 and 1.4p. In addition to "Classic" and "Modern" modes, there are more values you can adjust.

In other news, the speedrun community for Marathon is apparently working on challenge map pack in the same vein as NOYE.

>> No.7444187

Dang, I think you might be right. Only ran Oblige a few times so I don't immediately recognize the pieces but once I read this I think I can see it. What stood out to me was the light placements, being scattered kind of randomly and a few being placed on what looks like 128x128 pillars.

Might be worth checking out some Oblige cave maps for comparison

>> No.7444501


>> No.7444528




>> No.7444929

GPL is open source. Gnu Project was specifically created to foster open source.
As long as he credits the creators in the finished product, links to the license, and links to the source material, and releases anything he modified under the same license, he's in the clear.

>> No.7445305

Vanilla ports should produce mostly the same default picture. I think it's Dosbox that makes Doom output too dark here. Remember that palettes originally used 6 bits per color channel, therefore screen data has to be converted to 8 bit per channel. Brightest red pixel on number 5 and yellow status bar font both have FF for red value, and the darkest pixels are 00 or close to that, so the values are at least properly transferred to a full scale (it's a bit obvious because the colors are not washed out). Therefore, we have a gamma curve problem. I suppose that either 6 bit to 8 bit conversion and gamma correction happen in the wrong order, or the pixels are gamma-corrected when they shouldn't be. Either way, it probably puts too much 6 bit per channel colors into the low part of the curve thinking that the data is full 8 bit per channel. As it is unlikely that Dosbox has had such error for the whole time, and no one noticed, it is probably an operating system or a driver bug.

First option you should check is switching the Dosbox output mode (to opengl-based, or from opengl-based). This will probably fix it. The other option is to try a different fork of Dosbox if yours boasts having some kind of “True CRT gamma emulation” or whatever.

It's an obvious inconsistency that shouldn't happen in reliable software, and it's not that hard to investigate. Also, your monitor might still be running with insane factory default settings if you say the difference is tiny, please take a couple of minutes to do a basic brightness and color mode setup.

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