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7861907 No.7861907 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last Thread: >>7856493

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


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

Same thing, in video format:

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
More /vr/ shooters
Half-Life WON version
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.7861908
File: 706 KB, 1024x1024, violent rumble.jpg [View same] [iqdb] [saucenao] [google] [report]

Hard Fast Faggot Maps v 1.1
idgames/doomworld release TBD

Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>7853014

=== NEWS ===
[6-14] Abysm 2: Pharaoh's Judgment public beta v1.

[6-13] Tarnsman streamed HFFM, isn't a pussy like Dew

[6-13] Quake Alkaline has been released

[6-12] Another Q2 Fork taking clues from QCDE

[6-10] Heretic Hi-res sound effects pack

[6-9] Torm took Blade Of Agony 3 down "until the relevant issues are resolved."

[6-8] Realm667 deleted, archiving ongoing:

[6-7] Corruption Cards 2.0 has been released

[6-6] Simple Quake Launcher 2.5 released

[6-4] UT99 retrospective by LGR

[6-2] DBP36: Aquatic Wonder has been released

[6-2] vkQuake has been updated, fixing an issue with dynamic lights

[5-31] floatRand released beta for Delirium (boom-mapset)

[5-30] Complevel MBF21 released and integrated into DSDA-Doom

[5-30] DF Retro covers Quake

=== PREVIOUS ===


>> No.7861913
File: 110 KB, 320x240, Aniki3.png [View same] [iqdb] [saucenao] [google] [report]

HFFM anchor post, last bits of polish to be done.

>Fixed switch in Full Thrust?
>New M_DOOM graphic?
>Intermediate version? (All the reskinned monsters but with the revised name.)

Anything else left to do?

>> No.7861924

idgames i guess?

>> No.7861930

You forgot dew being banned on /vr/

>> No.7861931

Text screen before Full Thrust had a line cut off in Tarnsman's Stream, might only happen in Eternity Engine.

>> No.7861935

Oh right, that's another thing to fix.

>> No.7861943
File: 693 B, 125x60, M_DOOM.png [View same] [iqdb] [saucenao] [google] [report]

Here's a cleaned up M_DOOM, I assume this is the one we'll use for idgames

>> No.7861946

I promised that I would make one myself, and I'm in the process of it ATM.

>> No.7861948

Music credits are still needed, right? Off the top of my head-
MAP07 Ram Ranch
MAP12 Bloodhound Gang - Bad Touch
MAP14 Daft Punk - End of Line
No idea who composed the MIDIs or if that's necessary for the credits.

>> No.7861950
File: 517 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7861951

If you know who actually composed them, that's nice to add, but if you don't know, that's that. I guess maybe credit where you found it if you included it.

>> No.7861953

favorite single maps?

>> No.7861954

Sure, looking at this one from a distance the proportions on the letters are a little fucked.

>> No.7861958

Change Map17(TTG) name to "Down Low". The previous one didn't really fit much with neither the level or the set, also if someone has an idea for a better midi then you can change it, it was a mediocre choice from me and some people on stream complained

>> No.7861975

Map05/FSF used "Aliens Ate My Railways" from TTD. I found them from https://www.transporttycoon.net/music?recording=1 which is just a mirror of the original games midis iirc

>> No.7861991

as someone who used to play on prboom+, should i replace it with dsda doom or any other suggestion?

>> No.7862001
File: 320 KB, 700x472, 1586360641853.png [View same] [iqdb] [saucenao] [google] [report]

My left joycon broke and now I can't use gyro in Ion Fury for epic head shots

>> No.7862002

Can someone spoonfeed me how integrating models into GZD works?

>Made a tiny model in MagicaVoxel
>Exported as .obj as GZD apparently can work with .obj
>Get an .mtl, .obj and .png with the palette
>Put everything into "models" folder in my .pk3
>In the .obj file, change the line "usemtl palette" to "usemtl testskin" since I read in the forums you have to do that
>write modeldef in accordance with wiki like that

Model Test
Model 0 "models/test.obj"
Skin 0 "testskin"
Frame TEST A 0 0

Actor definition also already exists. In fact, as a regular 2D sprite, it works perfectly. Around that stuff I know my way. But when I try to attach the model, it just shows up as a big fat nothing. I have no idea what I am doing wrong.

>> No.7862007

Dsda is a pretty solid choice atm. It supports MBF21

>> No.7862008

Thought you'd like to know that PrBoom+ either got an update or fork that fixed the mouse issues, and also added UMAPINFO support. Can't link it right now.
Anyway, you'll be generally fine with any Boom source port that updated since mid-2020; a Windows update fucked up mouse controls for some ports (via SDL if you're curious).

>> No.7862029
File: 218 KB, 1439x1079, 20210608145021_1.jpg [View same] [iqdb] [saucenao] [google] [report]

HL1 is siiicckk

>> No.7862034
File: 108 KB, 1034x1200, EUmJUdiX0AE_xXT.jpg [View same] [iqdb] [saucenao] [google] [report]

Saw Tarn play HFFM with Eternity, just curious about what sets it apart from other ports cause I want to play Heartland.

Also please give me more images of Doomguy and Daisy I love this shit.

>> No.7862040
File: 113 KB, 2200x2200, 1623412347421.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.7862048
File: 59 KB, 680x672, 10f.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm gonna sound absolutely retarded, but is there a link for HFFM?

>> No.7862052

Hard Fast Faggot Maps v 1.1

>> No.7862060

Check news post, anon

>> No.7862065
File: 142 KB, 1358x1228, riwo940e65n31.jpg [View same] [iqdb] [saucenao] [google] [report]

Also hearing Tarn talk about Impie reminds me, will he ever make anything as good as Strange Aeons ever again? It's like everything he made was at least fun and enjoyable and then he just started nose-diving ever since the release of Dinomensch or whatever the hell that hodgepodge was. What happened?

>> No.7862070
File: 410 KB, 768x768, 1584610583224.png [View same] [iqdb] [saucenao] [google] [report]

It's a decent Boom-compatible port with seamless portal mapping features allowing for convincing moving map geometry, and 3D spaces, which you'll see in full effect if you play Heartland. Its only real shortcomings are a lack of -complevel and its convoluted menus.

>> No.7862078
File: 43 KB, 474x366, Dook.jpg [View same] [iqdb] [saucenao] [google] [report]

I just realized Duke3D is 25 years old already. Did we do anything for it or something?

>> No.7862084

Bulletstorm with Duke is honestly fun, its jank as shit and the game is very of its time ultra linear but hey.

He really stands out among the dyke stupid looking western gal and the other dudes.

>> No.7862089
File: 162 KB, 1224x1632, E3whIo0XwAIgRsr.jpg large.jpg [View same] [iqdb] [saucenao] [google] [report]

I do not understand
I dont know anything about code
to fix it for the other guns I added these 2 lines just after 'Fire:'
>TNT1 A 0 A_JumpIfInventory("PistolAmmo", 1, 1)
>GoTo NoAmmo
and replaced PistolAmmo with the kind of ammo that was loaded in the gun
and thats it
and that fixed it
but I dont know why it didnt fix it for the shotgun
and I dont understand what you want me to do either its like you are speaking arab or chinese to me

>> No.7862093

sprite offsets could use some adjusting, also I think i saw an invisble frame on the baron of hell

>> No.7862097

I could give that a look over.

>> No.7862108

Try this.

>> No.7862115

Not sure if it's been asked, but does anybody have a repository of all the HFFM MIDIs? I didn't see a music credits list in the ReadMe so I thought I'd just ask.

>> No.7862116

>and I dont understand what you want me to do either its like you are speaking arab or chinese to me
There is a wiki, and an associated forum, that has A LOT of information on the topic at hand; also Google.
To help you, one must assume that you have at least remotely any idea what you're doing, especially knowing what the functions do and what the parameters are for.
There were two posts explaining it to you in a way that wasn't particularly hard to understand.
If this is too hard for you maybe you should try a less ambitious project first, like making a new *simple* gun and working your way up from there, so you understand what the state jumps and states and functions are for before you dabble in anything more complex.
I have no problems with helping people and helping them with their code, but I expect them to at least make an effort.

>> No.7862134
File: 281 KB, 800x800, 1618980982737.png [View same] [iqdb] [saucenao] [google] [report]

that I have no idea how but it fixed it
can you tell me exactly which lines you modified from my paste?
I wanna learn what you did

>> No.7862138

Kinda glad to see my doom TLoU2 meme still around, even here.

>> No.7862148

Lines 37 and 63, Decorate frames follow a logical order, but can jump to other frame groups if and when you tell them to, I just told them to jump to the "NoAmmo" and "Ready" frame groups instead of the reload frames after they do their ammo check for automatic reloads.

>> No.7862156

These memes are more memorable than the shit game they're based off. You just can't help it.

>> No.7862162

I don't remember really...

>> No.7862163

I see..
so now when its about to fire but has no ammo goes to play the click sound for empty gun
and if it has no ammo after firing the last shell it begins again which would then send it to do the clicking gun empty sound because it has no ammo
am I getting this right more or less?
are you the guy that made the Berserked Boomer Marine punch the Imp in the face picture?

>> No.7862167
File: 16 KB, 563x404, 1623650108287.jpg [View same] [iqdb] [saucenao] [google] [report]

Wait a minute, THOSE numbers.

>> No.7862168
File: 709 KB, 1920x1080, eye.png [View same] [iqdb] [saucenao] [google] [report]

map01: last two bonebois still afraid to come out of the closet
map08: shooting the secret eye (pic) twice still leaves a HoM

anon listed some above. some others: map02 is "Another One Bites the Dust", map09 is "Jawbreaker", map13 is "Rock Solid" from Conker, map15 is "Tyrant"

>> No.7862180
File: 5 KB, 240x120, M_DOOM 7.png [View same] [iqdb] [saucenao] [google] [report]

New M_DOOM, do you guys think it needs some kind of polish or detail or anything? May need to crop it, but it's paletted, trying to make the most out of Doom's very narrow range of purples.

>> No.7862181

mp5 grenades get this section over with much faster

>> No.7862186

hey, somebody got the font right for once. thx doc.

>> No.7862210

thanks doc

>> No.7862213

Map 11: The exit door doesn't open from the inside, because there's a trigger linedef too close to it.
Map 7: In the storage room, the lift leading to the green armor has tag 0 and doesn't work as a result.

>> No.7862227
File: 42 KB, 192x192, 1592554006480.gif [View same] [iqdb] [saucenao] [google] [report]

>Map 7: In the storage room, the lift leading to the green armor has tag 0 and doesn't work as a result.
What the heck I just noticed this but the old version of Full Thrust is being used. It should be this version which I posted long ago:

>> No.7862230

forgot to reply to >>7861913
Please use the version from the dropbox link that says fullthrust_v4.

>> No.7862231

Excellent, but it could be a bit gayer.

>> No.7862237

Beautiful anon, much nicer than mine.

>> No.7862241

How though

>> No.7862242
File: 1.48 MB, 1280x960, pistol.webm [View same] [iqdb] [saucenao] [google] [report]

Started making the little squirt.
I noticed that you don't have recoil or anything when shooting a water pistol, so I made the trigger finger visible, so it's not completely boring.
Now I just have to decide on how to shade it and whether I will use the sights or just have it without any.

>> No.7862258 [DELETED] 

Made the Caco deflate from Burl Tumd in mbf21. A little lame since it doesn't fly around wildly, I could maybe pull it off with a lot of state jumping but I'd like to keep the mod simple and finish it up soon.

>> No.7862263

Made the Caco deflate from Burl Tumd in mbf21. A little lame since it doesn't fly around wildly, I could maybe pull it off with a lot of state jumping but I'd like to keep the mod simple and finish it up soon.

>> No.7862270

Yeah, I originally just wanted to return it to the "Ready" frame group, no that effectively nothing would happen if you tried to fire with no ammo, but I saw there was a "NoAmmo" frame group that goes back to "Ready" after only a couple tics and a sound, so I figured that would be better.

>> No.7862284

I like the idea of going through a FPS game's levels with another game's protagonist. Does anyone have links to Build levels being done in other Build games?

>> No.7862289

It's easier to do than you think, you don't need state jumps or silly shit like that.


>> No.7862291
File: 200 KB, 1442x1078, 20210608144944_1.jpg [View same] [iqdb] [saucenao] [google] [report]

The m203 grenades are indeed good but I don't think I had any at that stage. They're incredibly useful when you have 'em though since even full auto dumping into a marine they will get a good few shots off and that hurts on Hard.

>> No.7862331

Thanks, but right now I think the only action that can apply velocity to things in MBF21 is A_SpawnObject (I'm not working in ZDoom). Changing velocity mid-flight would require spawning new objects each time this way (with no good way to randomize the direction outside of random state jumping), and I don't think there's a way to check if it has stopped moving to start the death animation. You can add and remove flags through new codepointers so I could at least make him have gravity after a set period of time, right now I'm using the new LOGRAV thing flag.

>> No.7862337
File: 34 KB, 237x180, 32426.png [View same] [iqdb] [saucenao] [google] [report]

Ah fuck me I didn't process that you weren't working with ZDoom. Disregard me, I suck cocks.

>> No.7862346

Would someone make a FFF this week using that Q2pro fork, im interested on that QCDE clusterfuck

>> No.7862361

No problem. While I have you here though, any easy way to replicate the BURL TUMD sword? I looked at the code and couldn't really figure out what it was doing. The only weapon melee codepointer I have to work with in this format is A_WeaponMeleeAttack(damagebase, damagedice, zerkfactor, sound, range), what set of values would get me closest to its damage output?

>> No.7862365

Well I know the old BURL sword fires off melee attacks with each frame of the sword as it slashes out. Could you do something like that? Just repeatedly calling the meleeattack thing?

>> No.7862373

I've done that much, I'm just concerned with it doing too much damage. I could sort that out through playtesting though.

>> No.7862378

WAD maker, I am going to play gzdoom and I want your best wads.

>> No.7862379

That's definitely something you'd need to get a feel for with playtesting, yeah. Sorry I'm not of much help there.

>> No.7862380

My best .wads are too strong for you.

>> No.7862392
File: 187 KB, 621x480, 5ae.png [View same] [iqdb] [saucenao] [google] [report]

How the fuck did I not see that in the OP?

oh yeah cus im mentally retarded

>> No.7862398


>> No.7862401
File: 13 KB, 373x307, Screenshot 2021-06-14 210305.png [View same] [iqdb] [saucenao] [google] [report]

there is one thing that puzzled me since I started trying to mod Doom:
why when a weapon or the clip is dropped by an enemy it doesnt give me the same ammo that I put in the mod?
for example pic related
I set the custom replacement for the clip to give 10 ammo
and it works fine if the clip is spawned by the map
but if the clip is dropped by the zombiemen (since I set them to drop "Clip")
it has the correct sprite, the correct modded pickup sound, the correct pickup message but
>it gives me only 5 ammo instead of 10 as I set it
this shit is driving me fucking insane because it makes NO SENSE
and it does the same exct thing for the shotguns dropped by the sargeants and the chaingun replacements dropped by the chaingunners
I set them to drop either "Shotgun" and "Chaingun"
but the ammo they give me is not what I set those pickups to give, but instead the default Doom values of ammo

>> No.7862405

weapons and ammo dropped by monsters automatically have the +DROPPED flag applied to them, halving their value.

>> No.7862409

the fug?
how do I fix this?

>> No.7862417
File: 270 KB, 600x485, 1598896483333.png [View same] [iqdb] [saucenao] [google] [report]

The .txt doesn't have music credits.

Map16 is The Great Prophecy, by Zach Siegel

If no one has anything, here is a 10/10 MIDI, although I have no idea if it will fit your level: https://youtu.be/TurMHGhmAkk
The Infinite Sky, by Zach Siegel, download is in the DW link I posted.

I use PrBoom 2.6 and it's fine with me. There are some development builds of 2.6 that have not been released that contain some extra features but I don't even know what they are so I don't miss 'em

>> No.7862420

I wouldn't recommend it, as you'll be drowning in ammo, making maps trivialized and very boring. But if you absolutely MUST have that extra ammo, try adding -DROPPED to your actor flags there, doesn't matter exactly where you put it, but I'd do it after Inventory.Icon

Now I'll be honest, I've never done it that way myself so I'm actually not sure if that'd work, in my case I've wound up accidentally making all of my weapons and ammo pickups always give full ammo with the stupid way I've set my stuff up, and I've had to retroactively go back and fuck around with everything to make it work as normal.

>> No.7862424

Make it give 20, so at the end you recieve much needed 10 ammo.

>> No.7862428

You can do this in the mapinfo lump under "skill definition". The wiki contains lots of useful information.


>AmmoFactor = <value>
>This affects how much ammo you pick up in the skill level, by multiplying the normal amount by <value>. For example, if the value is set to 2.0, you will receive double the normal ammo, and if it is set to 0.5, you would pick up half ammo.

>DropAmmoFactor = <value>
>This affects how much ammo you pick up from fallen foes in the skill level, by multiplying the normal amount by <value>. For example, if the value is set to 2.0, you will receive double the normal ammo, and if it is set to 0.5, you would pick up half ammo. This value overrides AmmoFactor for ammo and weapons dropped by monsters. This affects both when an amount is specified in DropItem and when it's the default amount. For example, with DropAmmoFactor set to 4, a former human will drop clips containing 40 bullets while a golem will drop wand crystals containing 12 charges.

>> No.7862437

I don't think it's necessary for Anon to be fucking with skill levels if he's just doing a weapons mod. That's asinine.

>> No.7862439

I managed to make the model itself work as "intended".
Turns out 1 voxel =!= 1 pixel. I could never see my model because it was really, really tiny.
I now enlarged the model and STILL had to resize by a factor of 5 to reach the desired size.

Now all that's left is the skinning, since I have no fucking idea by what logic skins are applied.

>> No.7862440

I rather not mess with that because it might create incompatibilities with monster randomizer mods that have their custom difficulties and respawns and shit already set
I want this to be as compatible and simple as possible
thanks anyway tho
tried adding that -DROPPED but it did absolutely nothing
doesnt matter you are probably right
its ok

>> No.7862447

Well, otherwise he's fucking with all the monsters and spontaneously I can't think of anything to spawn double ammo that's independent from any monster.

If you want it to be simple, don't mess with ammo drops. As the other anon said, full drops are insane.

>> No.7862456

There's another way to do it but it's shitty and annoying: You could replace the ammo with custominventory actors, doing it that way actually bypasses the drop rules, I should know because I accidentally did it with GMOTA and Combined_Arms. It's why before the big 2.0 update, dropped weapons in Combined_Arms had the same value as a map-spawned weapon, and why ammo gems in GMOTA have the same value regardless if they're dropped by monsters or map spawned.

>> No.7862469

He could also define a custom Ammo parent class that has the -dropped flag always set, but it's also a hacky way.
I found a forum thread where someone basically has the same problem.
You can try with "ammo.dropamount X" in the properties, this should override the stock drop factor.

>> No.7862476
File: 799 KB, 1920x1080, gzdoom 2021-06-14 21-31-01-54.png [View same] [iqdb] [saucenao] [google] [report]

I cant believe this shit works in Heretic too
I loaded it with the universal Raven Patch I found on ZDoom forums and it works
I expected some royal 'You fucked up' error message instead nope everything went smooth
I am surprised

>> No.7862502
File: 8 KB, 198x51, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7862513
File: 9 KB, 283x134, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7862517
File: 191 KB, 1439x1075, 20210608150407_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I believe Half Life gave me a "thing" for control rooms and security checkpoints.

>> No.7862521
File: 234 KB, 1449x1077, 20210610182057_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Sayonara ugly monster!

>> No.7862534

I'll have you know that they're in fact homophilic!

>> No.7862565
File: 24 KB, 320x200, logo2.png [View same] [iqdb] [saucenao] [google] [report]

made this for a title screen a long ass time ago and never finished it

>> No.7862570
File: 2 KB, 267x81, t lovecraft.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7862571
File: 242 KB, 1449x1077, 20210611131701_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Power Up is an interesting one.. also mad annoying sometimes.

>> No.7862579
File: 141 KB, 1445x1077, 20210612142520_1.jpg [View same] [iqdb] [saucenao] [google] [report]

lovely messages from the HECU grunts

>> No.7862581

Looks pretty nice, add a sub title in smaller font and you've got a great title for your .wad

>> No.7862582
File: 131 KB, 1443x1073, 20210612143219_1.jpg [View same] [iqdb] [saucenao] [google] [report]

pt 2

>> No.7862593
File: 234 KB, 1441x1077, 20210612150216_1.jpg [View same] [iqdb] [saucenao] [google] [report]

the two grunts talking about how Freeman killed their comrades.

>> No.7862596
File: 201 KB, 1441x1075, 20210612150812_1.jpg [View same] [iqdb] [saucenao] [google] [report]

The control center for the rocket launch.

>> No.7862603

*drops satchel charge*
*detonates when they finish talking*
*gibs fly everywhere*

>> No.7862606
File: 226 KB, 1441x1077, 20210612151043_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Time to embark on another locomotive... This one looks like an older model than the ones in the On A Rail chapter.

>> No.7862610
File: 188 KB, 1431x1079, 20210612151605_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Yep, I think I made good use of my satchel charge there.

>> No.7862629
File: 300 KB, 1441x1075, 20210612152737_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I made the mistake of taking this scientist along.... I don't know what happened to him but I heard the monsters and the cries of pain.

>> No.7862632
File: 353 KB, 1439x1077, 20210612153657_1.jpg [View same] [iqdb] [saucenao] [google] [report]

The outskirts of Residue Processing.

>> No.7862642
File: 312 KB, 1441x1075, 20210614151605_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Jump cut to.... Surface Tension?
This is a kino level, one of the longer ones too I think. A lot of fighting with the marines which is something I approve of, also a lot of infighting between marines and aliens.

>> No.7862649
File: 330 KB, 1435x1077, 20210614154121_1.jpg [View same] [iqdb] [saucenao] [google] [report]

After some precarious cliff climbing I got to the area where you get to fight some marine tanks, thankfully you get the RPG around here. Also, shoutouts to that fucking headcrab that waits you in the vent at the top of the climb. On my first playthrough I got spooked and fell off lmao.

>> No.7862661

Damn son you are blazing through

>> No.7862665 [SPOILER] 
File: 3 KB, 472x53, 1623702372362.png [View same] [iqdb] [saucenao] [google] [report]

Hideous Destructor 5.0

>> No.7862667
File: 294 KB, 1437x1079, 20210614154220_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I was surprised how short some of the levels actually are (though I have them in decent ish memory) but Surface Tension was honestly pretty lengthy (not that it's a bad thing) .

>> No.7862672


>> No.7862684
File: 263 KB, 1439x1075, 20210614154607_1.jpg [View same] [iqdb] [saucenao] [google] [report]

The nucular weapon storage.

>> No.7862689
File: 216 KB, 1443x1077, 20210614155504_1.jpg [View same] [iqdb] [saucenao] [google] [report]

This platforming "puzzle" was really tense back in the day, this playthrough I didn't explode once! .

>> No.7862693
File: 361 KB, 1441x1077, 20210614160553_1.jpg [View same] [iqdb] [saucenao] [google] [report]

This Bradley fighting vehicle was pretty tough cookie and took a detpack, multiple grenades and rockets. Had to lure the infantry out of the way to be able to deal with it.

>> No.7862698
File: 166 KB, 1443x1077, 20210614161044_1.jpg [View same] [iqdb] [saucenao] [google] [report]

A temporary barracks along with a storeroom full of weapons (not pictured) . Or maybe this is like where the HECU marines on duty were station in? It's not very clear but since it's a government facility I'm thinking that the military had some permanent presence on the base even before they came out in full force (?).

>> No.7862706
File: 304 KB, 1439x1075, 20210614161913_1.jpg [View same] [iqdb] [saucenao] [google] [report]

A large courtyard with some hangars and warehouses.

>> No.7862708
File: 697 KB, 348x695, Rubicon2_Floyd.gif [View same] [iqdb] [saucenao] [google] [report]

Is the angry trashcan robo gonna be featured in /VR/ or is it too problematic in current year?

>> No.7862714

He can't unsheathe.

>> No.7862723

Don't forget, anon

>> No.7862725

Looking at the thumbnail for this dude I thought it was a grungy can of Monster energy drink.

>> No.7862729
File: 228 KB, 1435x1077, 20210614162037_1.jpg [View same] [iqdb] [saucenao] [google] [report]

A V-22 Osprey! These things were total and utter death traps in the Iraq War apparently. This particular one doesn't crash to my knowledge though.

>> No.7862747
File: 576 KB, 1080x1080, I can't beep.jpg [View same] [iqdb] [saucenao] [google] [report]

I won't complain, but some boring person with no sense of humor might. Are the Quake equivalents to Doomworld as pozzed?

>> No.7862749

>Image that broke twitter

>> No.7862750

lmao it did?

>> No.7862753

Is there a backstory for this?

>> No.7862763
File: 232 KB, 1441x1077, 20210614162446_1.jpg [View same] [iqdb] [saucenao] [google] [report]

A heckin cannon!

>> No.7862771
File: 255 KB, 1449x1077, 20210614163927_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Interesting garage for Black Mesa's patrol vehicles or maybe just one of those cars that picks up employees from the gate and takes them to the security screening so they don't walk around the facility grounds.

>> No.7862774
File: 254 KB, 1439x1079, 20210614164514_1.jpg [View same] [iqdb] [saucenao] [google] [report]

This was quite odd. This marine was basically frozen in place, unable to attack me. I could still shoot him, he would spill blood and yell in pain but his A.I failed and he wouldn't attack me or the aliens.

>> No.7862775

Beat the niggur.

>> No.7862776
File: 326 KB, 1442x1078, 20210614165541_1.jpg [View same] [iqdb] [saucenao] [google] [report]

This was quite an interesting section, blowing up the wall, the gate and the tower by using the artillery.

>> No.7862782
File: 139 KB, 1443x1079, 20210614170015_1.jpg [View same] [iqdb] [saucenao] [google] [report]

And now at the Lambda complex! Well, in the parking garage below Lambda Complex maybe? Still, it's been an interesting journey over here.

>> No.7862798
File: 217 KB, 1920x1080, 20210603184859_1.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.7862816

Use the HD models NOW.

>> No.7862828

I'm getting another survey ready. I'll add his inclusion as an option.

>> No.7862840
File: 422 KB, 1920x1080, 20210605140829_1.jpg [View same] [iqdb] [saucenao] [google] [report]

This is pretty cool, watching now.

I'll probably use the HD models when I play the game after this playthrough, I wanted to have the original NPC models and the glock though I do quite like how the HD models for a lot of the guns look, especially the colt M4 is pretty sick.

>> No.7862852

The HD models are shit.

>> No.7862864

What the actual fuck is wrong with you?

>> No.7862881
File: 7 KB, 640x640, aaa.png [View same] [iqdb] [saucenao] [google] [report]

played anon's map from last thread >>7856746
it was alright, a bit too much sg plinking. and I broke a couple encounters a little.

>> No.7862883

The HD models are unironically good.

>> No.7862889
File: 372 KB, 1920x1080, 20210605140958_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I think the HD models for the guns are actually really good, I just kinda prefer the glock for the handgun and since my last playthrough was with Black Mesa : Source, I want to get an authentic experience.

But I definitely really like how the HD models look and sound, especially the M4 and the shotgun.

>> No.7862891

they make the human models not look like puppeteered corpses yes but the weapon changes are weird

>> No.7862892
File: 2.65 MB, 640x480, coc_pop.webm [View same] [iqdb] [saucenao] [google] [report]

oh hey. I didn't touch the railgun since you're still tinkering with it, but it should probably do double damage to polyps as well.
I'll probably port vorelings and sentinels at some point also.

>> No.7862893

This reminds me: is it possible to make enemies function as doors or portals?
Like imagine a Pinky stretching his mouth that if you touch him, you get teleported to a new location and you can escape, to go back to where you used to be
But looking at it, i realize i'm suggestin a literal vore mechanic, so pretend it's like a demon creating a portal to bring you to an evil place in Hell or something like Prey 2006

>> No.7862897
File: 1.55 MB, 800x450, Flashier staff strikes.webm [View same] [iqdb] [saucenao] [google] [report]

It's not much but I've been adding some extra flash effects for some of Kustam's staff attacks to help sell the power behind them. I'm also changing up the visuals on the special upgraded staff attack, again mainly just to help make it all cool and flashy. I don't have the new effect in for the attack yet, I'll have to go into all of GMOTA's monsters and have them react specifically to the damage type. That's gonna be a pain in the ass.

>> No.7862898

The weapons look and sound better IMO.

>> No.7862902
File: 408 KB, 1021x765, delirium6.png [View same] [iqdb] [saucenao] [google] [report]

Anyone else played Delirium yet? Haven't seen many people playing it yet.

>> No.7862903

they look and sound better in of themselves but the mp5 does not at all feel like an m16

>> No.7862907

Can you please link it?

>> No.7862908

It was in newspost.

>> No.7862910

Thank you, I am a retard

>> No.7862912

The MP5 doesn't feel like an MP5 either, so to me it's all just aesthetics.

>> No.7862918
File: 88 KB, 150x150, 1454224501898.png [View same] [iqdb] [saucenao] [google] [report]

how do i git gud at UV?

>> No.7862929

Either install plugin that will pack your UV for you so you would have more space or if you are talking about Doom - learn monster strats and when to use what weapon.

>> No.7862934

>I didn't touch the railgun since you're still tinkering with it, but it should probably do double damage to polyps as well.
I suppose I could do that, but it seems to kill them in one shot anyway.
>I'll probably port vorelings and sentinels at some point also.
Okay, cool. I'll try to port Floyd myself since I think Rubicon is largely vanilla in monster handling (hopefully). Also, I'm changing how speed_mod works, so don't add the retarded shit I had for it before. I've got one function in AI.qc handling it now.

>> No.7862936

Practice. If you haven't already, watch these, they're full of great tips:

>> No.7862941

that revenant advice is a total meme. if you try to dodge their melee like the pinky you'll usually just get a rocket to the face right after

>> No.7862958

>so don't add the retarded shit I had for it before
way ahead of you mate I wasn't integrating shit anyway, no custom models, no nothin'

>> No.7862959

has someone ever at least attempted a mod that gives sprites angles from above and below so you can look up/down at them in ogl engines without them going paper mario style?

>> No.7862960
File: 61 KB, 361x247, edo4zf8jlw711.png [View same] [iqdb] [saucenao] [google] [report]

>stuck in mancubus' stomach alone

>> No.7862998

>he can't punch out revenants
Bitch, if I wanted to see every scene from half life, I'd play half life.

>> No.7863005

post webm of you doing that bullshit with more than one revenant so i can see you die instantly

>> No.7863010

shoot the monsters until they die, cabron

>> No.7863012

Just swerve for it.
>inb4 there's not enough room
Yes there is, if you move accordingly.

>> No.7863016

yeah no shit thats why you stay at close-mid range and just dodge rockets instead of that melee-bait strat that doesn't work at all

>> No.7863031

revenants are designed to only engage in melee at a certain distance, the only way they'll shoot rockets in this zone is if you flinch them

>> No.7863034

>move in so they try to punch
>they whiff because you dodge
>then move back in and give them both barrels
>immediately back off to dodge the rocket or divert it into a wall, pillar, or bystanding demon
Use your environment.

>> No.7863040

That would quadruple the sprite count for every monster and most of the playerbase has either accepted that limitation of the sprites or plays 3d games if it really bothers them.

>> No.7863045

>do that against multiple revenants cause the whole point of the strat is to deal with multiple enemies cornering you
>get owned with a rocket instantly by the revenant you weren't trying to dodge
ebin strategy bro

>> No.7863048

>plays 3d games
but i wanna play doom and the doomsday models are wonky

>> No.7863068

Why are you bragging about being bad at the game? Do you have no situational awareness? If a boner fires a tracing rocket towards you and you see it, you should be familiar enough with its speed and turning rate that you'd constantly have a vague idea of where it is in relation to you, and act accordingly.

This isn't hard.

>> No.7863073

dodging their rockets has nothing to do with making them wiff punches. the whole apparent point of wiffing their punches is so they don't fire rockets which just doesn't work against multiple. the strat doesn't work. just dodging the rockets at further range while shooting is much more effective

>> No.7863080

Idk why people play old games with things like Doomsday or the HRP for Duke 3d.
I agree it looks wonky as shit and weird.

>> No.7863103

Should I use Rednukem or BuildGDX?

>> No.7863104

Doomsday models are wonky because they are shit from 2000's
they look even worse than Q2's models for Generations and the other mod

>> No.7863105

I'd say use either Eduke32 or Raze.
Raze has support for all five episodes and the dlc of Duke 3d
Eduke32 can use play map packs

>> No.7863114
File: 3.47 MB, 1920x1080, q2_0141.jpg [View same] [iqdb] [saucenao] [google] [report]

YamagiQ2 v8.00 was released, Now it supports Vulkan 100% and it has tons of bugfixes and goodies.

>> No.7863128


>> No.7863134

>confit files now written before changing mods

>> No.7863159

tfw nothing happened for the 25th anniversary of Duke 3d.

Not even a release of the Expansions on steam with World Tour.

Could this have anything to do with Gearbox and 3D Realms sueing each other over Duke?

>> No.7863160

I love how deformed and demonic the upscaled berserker is and how the shading gave more detailing to his face.

>Add cl_r1q2_lighstyle. When set to 1 Yamagi Quake II uses the Vanilla Quake II light styles (for example yellow light for the Hyperblaster) instead of the default r1q2 light styles.
Rejoice LightAnon, he did it!

>> No.7863163

probably just typical retard executives assuming nobody wants anything from duke since dnf sucked and so are refusing to sign off on anything

>> No.7863173

I read somewhere that Gearbox has no plans for Duke what so ever going forward.
Just selling World Tour.

I said this in a previous thread. If they dropped like three more episodes.

People would buy that shit. Like
>Hey we got level lord and the crew back to make some levels.

>> No.7863178

Which is retarded, because Duke is obviously still liked, in fact a massive part of the backlash against DNF was that it was a fatal misunderstanding of Duke Nukem 3D as a game, and Duke Nukem as a character, both beloved.

>> No.7863179

How much would it hurt to be punched by a Revenant?

>> No.7863183

You guys are retarded to trust on Gearbox and JSJ at this decade

>> No.7863184

executives don't care about critical reception. they just care about the ridiculous potential sales figures they force these games to have under threat of outright cancellation. same thing happened to dead space and many other franchises

>> No.7863185

judging by the sound, probably the same as a pro wrestling chest slap

>> No.7863187

Honestly when i was a noob at Doom. I'd beat the levels with the
>Give Ammo
Cheat so i'd never run out and then beat and then beat it again with the ammo cheat.

Lol not even kidding

>> No.7863192

I don't trust them I'm just saying if they released shit for Duke 3d people would buy it.

But does it even matteR? theres like 1000 levels compatible with eduke

>> No.7863193

i imagine getting punched so hard it unironically makes that cartoon PSSH sound would probably snap your neck

>> No.7863195

did you know that itytd doubles ammo pickup amounts?

>> No.7863196

You can download a ton of Megaton levels off steam workshop being made almost weekly

>> No.7863198

JSJ likes playing Duke, I don't think he would be one of the problems in the equation, the issue remains Randy.

Probably wouldn't snap you neck, not in one punch, but goddamn would it wind you, would be like being baseball swinged in the face with a cane or something.

>> No.7863202

Adjusting sprite offsets on the HFFM monsters right now. I'll be applying the fixed offsets like in the Sprite Fix project. as that'll better show off the new detail on them.

>> No.7863207

I see some of them in the community work shop for world tour but i've never downloaded any of them. I'll check it out. Some of them are probably good. Where are they located ? just keep scrolling through it? I always see like dumb shit
>How to do cheats
>Download duke it out in dc from this shady af russian site

It does come with a map editor.
I never knew about that cheat desu thats cool.

>> No.7863215 [DELETED] 

Doombros we won again

>> No.7863217

no i mean the i'm too young to die difficulty doubles ammo pickups inherently

>> No.7863223

there is a website that downloads workshop mods out of steam


>> No.7863225

Yeah but he asked how to git gud at UV. So i told him how i did it. Why would i play that ?
Ok thanks

>> No.7863228

a better question is why would you play uv if you need to cheat to win to begin with

>> No.7863231
File: 598 KB, 1920x1080, 1622928363846.jpg [View same] [iqdb] [saucenao] [google] [report]


Duke Nukem is a tough cookie to do anything with especially in the modern day. He's so 1990s that it's hard to do anything with Duke's character that either doesn't offend the snowflakes or make people feel like Duke's character is ruined.

Playing through Duke 3d episodes lately has been quite a ride because Duke Nukem feels in a charming way something that was invented by The Simpsons. He's so unashamedly corny and takes a literal shit down an alien's neck. The soulful 1990s references like all the old movie references and Unabomber, Oj Dimpson etc etc just make him and Duke franchise a product of it's time that would be extremely hard to bring to modern day.
Also it doesn't help that Duke Nukem franchise has had more stinkers than good games and most of the good games have been the various releases of Duke Nukem 3d. And I think Manhattan Project was serviceable.
DNF being uh oh stinky pile of mediocrity basically sealed the deal for Douk sadly.

>> No.7863235

You really can't read can you? Or you're the type of person who selectively reads things. Its okay bro. Don't @ Me.

>> No.7863237

you could easily make duke snowflake-friendly by just having more civvies to save besides babes and giving the strip clubs more context. like have them be forced to dance by the aliens or just outright alien stripclubs or something. other then that there's not really anything offensive about 3d to anyone, i don't think

>> No.7863240

>and then beat and then beat
yeah i can read which is why i was confused by your post, i guess

>> No.7863242

Duke has good shooting. I feel random references and phrases mean not alot imo.

The game is more about the shooting than anything else.

Duke 3D is extremely unique for its play style compared to the rest of the 90s shooters.

>> No.7863247

>like have them be forced to dance by the aliens
Now you've gone retarded.

>> No.7863250

why? i think its funny and fits duke's sense of humor. isn't it implied they're invading earth to fuck the babes to begin with?

>> No.7863257

Why is them being forced to strip better than them doing it of their own volition, to an sjw-type?
It's more than implied that they're using the women for breeding though, yeah. Though it's not depicted like any sexual act I've seen.

>> No.7863264
File: 141 KB, 764x746, 1623392865583.jpg [View same] [iqdb] [saucenao] [google] [report]

>Duke has good shooting
It's got alright shooting but if it's shooting you want then Ion Fury kinda does it better than Duke / SW / Blood did combined on top of having stellar level design. Which is cool and I'm really stoked for Ion Fury expansion.

Which brings me to my next point honestly : if Duke's character / style isn't important then what'd be the reason to have to hassle with the Duke i.p when you can have similar or better gameplay and make a new i.p that doesn't have the bad duke games' stink on them?

If we're being realistic, having sexiness in games isn't really an issue, it's probably more the brand damage caused by DNF that really tarnished the i.p.

>> No.7863271

Letting Duke rescue civvies (mainly gorgeous girls), should have already been a feature in DN3D. Don't require it, but score the player at the end of levels, and incentivize them by each civvie being worth a small reward, like a +5 bonus to health, up to a maximum of 200. So say that there's 5 civvies in a level, and you rescue all of them, that's +25hp, which isn't critical, but it's notably beneficial.

He means like making girls poledance and stuff, like the aliens come in and commandeer the strip club and boss the girls around, perv on them, etc.

Simply make most of the references stuff which would fit the tastes of the original target demographics (and devs) of DN3D, music, films, and games, from the 80s, 90s, and 2000s. Throw in a few 2010s ones and current ones just for coverage, there'll be a few, just don't make it internet memes, most usually date too easily.

>> No.7863272

But the best 1996 was Strife.

>> No.7863274

them doing it of their own volition doesn't make sense considering the context. why its offensive to sjws to begin with is that it makes the women look like slutty ditzes just pointlessly dancing in this empty stripclub even though the apocalypse happened and their manager was turned into a pig a year ago. them being forced just makes more sense imo. it appeasing sjws is just a nice side-effect. any sjw crying about a woman being FORCED to do a sex act is literally victim blaming so that opinion is just inherently stupid

>> No.7863276

*best 1996 fps

>> No.7863281

Imo Duke has the best shooting of all the build games.
Even better than Ion Fury, Blood and SW

>> No.7863284

>it's probably more the brand damage caused by DNF that really tarnished the i.p.
I think that damage was mostly "What the fuck, why does the game suck tyrannosaurus testicles? Why didn't you make a good game instead? I want a good game!"

If you make a game which is actually good, understanding what worked so well with DN3D's gameplay, that would probably satisfy most fans. Don't do the mistakes DNF did, don't try to go for the most top of the line graphics (DN3D had dated graphics on release, yet people loved it), instead focus on a very lightly cartoony/exaggerated style, befitting the monsters originally designed by Chuck Jones.

Also, Lee Jackson clearly still likes composing music, hire him to make some cool new themes for the game, and a modern high def version of Grabbag, and you're set. All that's necessary for something like this to start happening is for Randy to get hit by a bus.

>> No.7863292

this has to be the robot from planetfall right
isn't that the joke

>> No.7863293

Have it both ways, most girls are just randos made to do it by the aliens, but then occasionally it's legit strippers.

>> No.7863297

i'm pretty most of the reason 3d even has a bad rep among sjws is BECAUSE of dnf soiling its reputation with its very existence. more specifically the part with the not olsen twins being facehugger-impregnated and duke just being like "lol whatever dumb bitches"

>> No.7863307

The problem is that Doom II was always the better game.

>> No.7863312

Probably to an extent, but lots of people just want to forget DNF and instead want a game like DN3D again. It's like how the original Star Wars trilogy is good, but then all the other movies range from meh to thunder turds, people didn't really stop loving the classics, because they're classic for a reason.

>> No.7863320 [DELETED] 

This post is not to be deleted it bears important information.
Ontology is propaganda of time-objective thus allowing loops into time-subjective, follow-up being "undo". In other words you are baited to rely upon saveload in a situation with potential injury/death, this is achieved through non-verbal gesticulation, verbar gesticulation being pronounciation/calligraphy.
This was written by me, parts 12 and 13 are here relevant, 12 being mostly in English, 13 more of Russian, 08 is an interesting read fully in English. Epigraphs also relate.
12 encodes my understanding of what ontology is, and 13 somehow conveys certain stub ethics' place.

Combining 12-13-12, I can thus dispose in my image of particular artistry, of both ontology propaganda and of un-ontological quotes of ontology propaganda. This is a mental tool proper.

Regarding Powerslave-PC, I have managed to achieve zero-in onto a bottom line of sort from a certain developer working on a game directly. He was no mapper. The key to this part, rather aspect, of Powerslave/Exhumed is
This is a mental invention, I-am-I, using narratives of Gymkata as basis. In other words, it's interactive milestone in a genre of cinematic novella.
Powerslave is thus abstractionist piece.

However, invention is faulty.
It simply is incorrect.
The author had geriatrics in process.
The game being not least of an effect.
I do not.
Farewell, Powerslave.

I wonder whether anyone'll choose to delete this.

>> No.7863321

Having hung out with a bunch of those types, a lot of them who like shooters actually like Duke and DN3D a lot, and they really only hate DNF. Sure, there'll be those who complain, but people bitched and moaned in the 90s too, and that made it funny.

>> No.7863323

Duke Nukem Forever was still miles better than Land of the Babes / Zero Hour.

>> No.7863324

And people seems to forget that DNF Duke is Duke bot, not Real Duke

>> No.7863325

Yeah I'm with you. Playing it a lot of late, Duke's shooting is severely underrated in a game that's known for its protagonist.

>> No.7863331

>why its offensive to sjws to begin with is that it makes the women look like slutty ditzes
The same people that put on slut walks care about looking slutty? I doubt it. I can almost guarantee they'd complain about the depiction of forced sex acts in a campy hyper masculine power fantasy.

I agree that in-game it doesn't make much sense for women to be stripping during an alien invasion, but you could easily structure a map to imply that they simply didn't know. No cell phones in the 90s, no news on tv etc... dimly lit bar in the basement of a building.
In any case, I don't think you should do anything to appease them one way or another. Nothing will be good enough so don't even try.

>> No.7863336

I never played Zero Hour. I liked Time to Kill a lot, but only played the first level of Land of the Babes and it felt rushed or something.

>> No.7863348

>no news on tv
The only news that goes on in Duke 3d world is the OJ Simpson car chase.

>> No.7863351

>I can almost guarantee they'd complain about the depiction of forced sex acts in a campy hyper masculine power fantasy.
well that's stupid then cause like every shooter can be categorized like that. i think doom gets called stuff like that sometimes
>Nothing will be good enough so don't even try.
so why do you care? why'd you bring this up?

>> No.7863352 [SPOILER] 
File: 141 KB, 541x708, 1623715513201.jpg [View same] [iqdb] [saucenao] [google] [report]

It would be very painful

>> No.7863357

pretty much every post-3d duke gets his attitude somehow wrong. him randomly murdering mascot employees in the disneyland level etc. he just comes off as varying degrees of woman-obsessed psycho and dnf was just the peak

>> No.7863360

People find this funny.

>> No.7863362


>> No.7863365

It lasted a lot longer than I remember irl.
>well that's stupid then cause like every shooter can be categorized like that
>so why do you care? why'd you bring this up?
I didn't, I'm a different anon. Forgot to mention that.
I never played the expansion, is that true of the base game or what?

>> No.7863371
File: 34 KB, 942x318, untitled.png [View same] [iqdb] [saucenao] [google] [report]

didn't even know raiva was juza, this is new to me
i do still plan to have a DB thread btw

>> No.7863379

you're a doomguy

>> No.7863380

Yes, it really shows that is DukeBot made by proton.

Real Douk was imprisoned

>> No.7863387


>> No.7863389
File: 367 KB, 1920x1080, 1622917900979.jpg [View same] [iqdb] [saucenao] [google] [report]

It's canon that Duke's own restaurant chain serves dog meat lmao. I don't think the devs cared too much and just wanted to have fun.
I find it oddly charming how Duke is like the peak celebrity in the world or at least the u.s and movies about him are playing in the theaters and I think in the movie set level they were filming ''lunar apocalypse''.
I wish Duke had just greater enemy / sprite variety but hey it's a fine and serviceable game in general so eh it's cool.

But yea implying Duke ip will go anywhere since >Gearbox.

>> No.7863390

Doesn't floor me or anything, but back when I was like 12 and I saw the guy from my favorite videogame in this cool new Duke Nukem game, I chuckled and thought to myself "Cool!"

>> No.7863408

The Mickey Mouses don't squirt blood and guts, rather metal, so I assume that they're some kind of mascot bots.

>> No.7863416

>It's canon that Duke's own restaurant chain serves dog meat lmao.
It kinda comes across like this wasn't known by Duke, with him quipping "Nobody messes with my meat!"

>> No.7863430

>It's canon that Duke's own restaurant chain serves dog meat lmao
ok? toby keith probably isn't personally responsible for everything on the menu at his restaurant. the dog meat is probably just a "mcdonalds cheese is made out of plastic lmao"-type joke about mass-produced food

>> No.7863467

Do the map on HNTR/HMP until you know the map's secrets and where you should position yourself/where the keycards are, since the only thing that usually changes from skill 2-4 is the mob count. Technically IIRC other things like items and weapon spawns can be tagged by difficulty but I haven't found it to be that common or noticable compared to mob density.
If you can't swallow your pride and lower the difficulty, hard-saving before segmented encounters that are getting repetitive to attempt isn't a bad idea; kind of like making your own checkpoint system. Rather kick ass than solve puzzle, as Lo Wang says.

>> No.7863509

instead of that melee-bait strat that doesn't work at all
>the strat doesn't work
Taking something that doesn't apply to your skill level and saying it doesn't apply to ALL skill levels is a jump to conclusions. Like other anons said, revenants are hard-coded to only go for melee attacks within a certain range, but that range is much greater than the range at which they can actually punch, creating a dead zone. And revenants are also hard-coded to shoot a missile after their pain state, which is the only way they will shoot missiles at you at that close range.

Grind Scythe 1 Map11 to git gud at punching out two revenants at once, though knowing you, you will probably give up and say it's impossible

I prefer RedNukem over EDuke because EDuke STILL has a bug that hasn't been fixed (whenever you use silent-teleporter-lifts, the level geometry temporarily disappears). I prefer those two over BuildGDX so I can play with the music packs sc55.duke4.net/games.php

>> No.7863515

BuildGDX doesnt support reshade, which sucks dick for good shenanigans like the crt stuff that came out recently and hdr to fix blood's washed out fullbrights,

>> No.7863517

hehehehe, what a mess...

>> No.7863520

wow look at all those words. so what if their punch range is short? it's still a completely ineffective strategy at dealing with multiple revenants. you dodge the punch of one and then get hit with a rocket from the other you weren't paying attention to. i know that its from a shilled 2013 meme video but come on

>> No.7863523

True the references are pretty cool. I still like the
>Thats one Doomed Space Marine
Same here bro I've been on basically a three week semi binge playing Duke 3D Ngl.

Especially it feels good when one starts getting good at Duke, even pistol starting the levels.

Something i've never done in Doom.
I pistol started the whole fuckin game on come get some

>> No.7863526

>Scythe MAP11
Whoops forgot to mention that the revenants are on STAIRS which will make the fight much harder if you are a noob. This is unironically how I learned to punch out revenants, so it's possible, but a flat arena would be better to start with. Maybe create a small custom map to practice

>> No.7863528

>you weren't paying attention to
YOU weren't paying attention, maybe, with your goldfish brain. You can hear the audio cue for when they fire. Like I predicted, you can't do it so you say it's impossible, but unlike I predicted, you didn't even try.

>> No.7863534

it's also ~possible~ to punch a cybie to death but it's a horrible strategy. you seem more about proving your hypothetical tyson skills to a stranger on the internet than actually discussing effective strategies

>> No.7863538

i can do it against one but its quite indeed infeasible to do it against multiple. suggesting it to an absolute noob floored by uv in general is just retarded
never said that fuccboi

>> No.7863553

Why the fuck is prboom so jittery, it feels like I have no control over the mouse or movement, and firing happens at completely different times than when I intend.

>> No.7863556

Apparently 2.5 has that issue with windows 10. Try using the umapinfo fork or DSDA doom

>> No.7863557

is there ANY usable linux launcher that isn't ssgl? i know zdl "works" through wine but it doesn't actually since fsr loaded pwads don't actually get loaded on launch

>> No.7863559

What the other guy said, the mouse turning is really fucking janky in older PrBoom+ versions and Windows 10, the problem should be fixed in one of the new forks (which you'll want anyway, as they have some bugfixes and will support more kinds of MBF and Boom mapsets).

>> No.7863565

>word games
You said the strat "doesn't work at all."
>you seem more about proving your hypothetical tyson skills to a stranger on the internet than actually discussing effective strategies
No, anon, I'm pointing out that just because YOU can't do it doesn't mean that the strategy is a bad strategy. Most obvious is it saves ammo, like 2 rockets. There are times where it's better to run up to the revenant and bait his melee while shotgunning him, and dealing with the fewer number of pain-state-missiles, rather than letting him keep lobbing long-range missiles that accumulate and you have to guide into a wall.

>> No.7863571

Has anyone made a game engine for running old apogee side scrollers in? Cosmos Cosmic Adventure, Bio Menace, and all that? Something that smooths out the scrolling and animations would be nice.

>> No.7863575

I'm trying DSDA doom as it happens, it's still jittery as fuck.

>> No.7863581
File: 302 KB, 640x480, 32in24-10_title.png [View same] [iqdb] [saucenao] [google] [report]

I like pressing the random page feature and discover stuff

>> No.7863582

>You said the strat "doesn't work at all."
i mean its less effective than just staying at mid-range and dodging their rockets like usual. the fact that you can only think of one solitary moment in one solitary notoriously difficult wad just proves my point to its infeasibility, no less for a noob
>saves ammo
pointless in doom 2, especially if you're good at the game like you claim. any non-autist is gonna see those two rockets as way less valuable as spending half an hour tysoning a revenant to death cause you want imaginary mlg points

>> No.7863585

DNF and crap like Land of the Babes, The sleaziest thing Duke says and does in 3d is tip strippers and ask them to shake it, if anything that's just Duke supporting sex workers plus we all know Duke watches Oprah from the first game and saves the babes in Manhattan Project(and 64)

>> No.7863592

Are you in software mode? What fixed it for me on Win10 was enabling software exclusive fullscreen in the settings and disabling Windows fullscreen optimization by right clicking the .exe, going to properties -> compatibility -> disable fullscreen optimization

>> No.7863595

It's great that you can go to the wiki or archive, and since there's nearly 30 years of Doom now, you can click a few times, and maybe you'll find some crap, but you may very well stumble upon something that's good, sometimes unknown.

>> No.7863602

>half an hour tysoning a revenant to death
Strawman much? Berserk fists deal more DPS than chaingun or SSG
>pointless in doom 2
Pistol-start maps and rocket ammo becomes precious

>> No.7863610

>muh strawman
ok so i guess i should cry about how you called me a goldfish. fuck off retard
no noob struggling through uv gives a shit. fuck off retardx2

>> No.7863631

A simpler option is to force XY billboarding for monster sprites and limit the max view pitch to something like 45 degrees, Duke 64 style. I wish EDuke32 would add this to its polymost renderer, Ion Fury would benefit a lot from it.

>> No.7863632

Here's the first version of my BURL TUMD-ish gameplay mod for MBF21. This will only work in DSDA-Doom and I've only tested it in 0.19.7. Still more work to be done, mainly playtesting, but I'd like to get some feedback and ideas for new features (look up the mbf21 spec for an idea of what it can do).

>> No.7863635
File: 118 KB, 1587x1584, Kitchen_Funnel.jpg [View same] [iqdb] [saucenao] [google] [report]

This is my only comment. A funnel is my only comment.

>> No.7863653

>limit the max view pitch to something like 45 degrees
how do you change this?

>> No.7863654

is Alien Invasion a good mod for Duke 3D?

>> No.7863657

Well fuck, immediately after I post I notice that revenant rockets don't always home. Strange, didn't happen with the dehacked wasn't embedded.

>> No.7863678

GZDoom has a maxviewpitch cvar you can edit through the console or in your ini file

>> No.7863681
File: 38 KB, 815x432, le updates.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright lads, here's a new Violent Rumble survey just to get a feel for where everything is at: https://docs.google.com/forms/d/e/1FAIpQLSdHQn98o6SK_ndnXf9vkr0Yu08AIQHKtR73xh7ArSYnRshtXw/viewform

Also pic related is today's update because I'm too lazy to type it again here.

>> No.7863682

thanks! must be a newer feature cause i remember asking if i could do something similar to mitigate the paper mario effect forever ago and was told it wasn't possible

>> No.7863684

No smoother scrolling, but widescreen support is neat

>> No.7863691

I don't want to fill out the questionnaire since my plans may go nowhere, but I am looking into starting a map. I haven't done any Quake mapping in 20 years, and that was just basic room building, no gameplay stuff.
So I guess add a "perhaps" to the list of mappers. If I do it'll probably be short.

>> No.7863704

My best wads are far too challenging for you. They're strong enough to kill Decino!

>> No.7863721

Top Five 1998 FPS:
1. The Reckoning
2. Half-Life
3. Shogo: MAD
4. SiN
5. Unreal

>> No.7863735

UPDATE: if you want to play this correctly you have to extract the DEHACKED and run it as a seperate .deh file alongside the wad. For some reason embedding it causes to ignore any MBF21 features it seems.

>> No.7863760
File: 10 KB, 84x84, rev.gif [View same] [iqdb] [saucenao] [google] [report]

Ignoring all drama, why should I upload my maps to idgames in the first place?
What if I want to change things in them afterwards? Is it possible to upload new versions under a different name (ie: adding v2 to the filename)?

>> No.7863761

>why should I upload my maps to idgames in the first place?
it's the closest thing to a permanent archive
>Is it possible to upload new versions under a different name

>> No.7863763

I think you can replace old versions with new ones, yeah.

>> No.7863771

What's the total filesize of idgames? I imagine the vast majority of wads are only a few MB, so I can't imagine it's obscenely large. But ofc there are large projects too, and in increasing numbers.

>> No.7863789

voted 'too weak' on LR, but really it's that rapid-firing it feels like a Q2 weapon, on a delay. while charge-firing doesn't seem worth the time.
I think the one time I felt a blaster worked in Q1 is in some Tronyn's map where it was basically a nailgun substitute on an enforcer-heavy map. so maybe leave it full-auto and repurpose charge attack for the rail?
the rail feels fine damage-wise, but it needs a loud clap for the firing sound. I like the final model/animation.

voted 'no' on Floyd, but feel free to go ahead. read it as "I wouldn't have" because the anon who suggested it didn't indicate any intent to actually use it, and it's a more situational enemy than, say, Centurions from the same Rubicon2, or Yakmen from Hexen2/AD. I think it's fine to indulge in kitchensink approach for a bit, but it's about time we switched to request-only mode.

>> No.7863792

15-20 gigs or so

>> No.7863795

Gee, that's a good question. I believe that you can actually torrent the entire thing, and it takes a little while, I believe it's at least measured in gigabytes, not terrabytes.

>> No.7863814

is it possible to replace a pickup sound for a default item in Doom games without having to define a whole new actor for it?
Im asking because I would like to get rid of LOCKDEFS file in the mod Im working on and still have a custom pickup sound for the keys and the skull keys in Doom games

>> No.7863815

Yes, there's a default pickup sound for regular item in Doom, as well as one for weapons, and one for powerups.

>> No.7863820

yeah but replacing the default pickup sound for items (I think keys count as items?) will replace the pickup sound for every item using that and it would just be a mess
for example skull keys and normal keys will have the same pickup sound?

>> No.7863827

Well fuck, look up the sound effect in the .wad/.pk3, and then look for that filename in the SNDINFO lump, then redefine it to the original sound (or whatever else you want).

>> No.7863841
File: 51 KB, 840x643, 1602028988964.jpg [View same] [iqdb] [saucenao] [google] [report]

for you

>> No.7863843

Assuming anon is right 20gb isn't much at all. Could easily make another repository that's isn't discerning about content.

I can't, I'm busy, but it's possible.

>> No.7863852

almost thought this was kurashiki

>> No.7863853

/idgames overall is around 50 in total with other folders, 20 is just wads.
If you add more advanced stuff and mods from zdoom number grows very quickly, though.

>> No.7863856

50 is still pretty managable, but hosting is still never trivial.

>> No.7863857 [SPOILER] 
File: 369 KB, 1280x720, 1623729409988.png [View same] [iqdb] [saucenao] [google] [report]

Since it was suggested to us, and we already put a vibrator in the Caco's asshole, I figured that we may as well go all the way for the... Love Saw.

>> No.7863858

who did the voice for the "eh...heh" and "AAAaagh" doomguy sounds?

>> No.7863861

lmao test it on map16

>> No.7863864

can't forget the hehuhh taunt and OOAOAOAAAUGHGH in doom 2

>> No.7863865 [SPOILER] 
File: 269 KB, 1280x720, 1623729564225.png [View same] [iqdb] [saucenao] [google] [report]

The idle frames are quite large, and that does concern me, I wonder thus if maybe this would be better provided as an optional patch, LOVE_SAW.wad, but I'd like to hear your opinions.
Sprites are from HDoom, but I had to recolor it because Doom only has 5 shades of purple to work with. I also took the liberty of cleaning up stray pixels, as well as animating it, so the dildo actually kind of wobbles back and forth as it's running.

>> No.7863873

IdGames can refuse to accept your work, but they will never go back and remove your old work (unless you snuck in illegal material or something like that). So in that sense it's more permanent than any other site out there.

>> No.7863876

Tried software and hardware, but no dice on your fix, guess I'll stick to strict settings in gzdoom for now.

>> No.7863885
File: 130 KB, 600x431, 1403597565673.jpg [View same] [iqdb] [saucenao] [google] [report]

>The idle frames are quite large

>> No.7863891

It is Kurashiki's art.

>> No.7863897

oh no

>> No.7863948
File: 200 KB, 400x424, 1611218152569.png [View same] [iqdb] [saucenao] [google] [report]

>finish a mod
>cant pick of a wad to play with it
>lose interesting in the entire game
why is it like this?

>> No.7863960

does eduke have auto save?

>> No.7863969

That'll look funny as fuck with Hideous Destructor

>> No.7863984

Eh, I felt Ion Fury's gunplay was a bit meh, personally.

>> No.7863993

Since fucking when does it take half an hour to punch a revenant with berserk?

>> No.7863994
File: 778 KB, 1920x1080, i STILL steal ideas from erik alm.png [View same] [iqdb] [saucenao] [google] [report]

I would like to make a last-minute change to map16. My original submission contained the death-exit from Scythe 1, which is WAY too loud. Tarnsman played the map on stream and didn't say anything bad about it, even complimented it once or twice, but he did seem jarred by the overly loud exit sound. I changed the death-exit to the suicide rockets from Scythe 2 map25.
I Sawed the Demons (and They Were Pretty Hot) version 2.02

>> No.7864012

it doesn't. he didn't even mention berserk to begin with but the fact that you need the very situational berserk to even do muh meme revenant strat is prove of its inneffectiveness. literally just use the ssg at mid-close range and dodge the rockets. it's a better strategy in every way
>b-but then i won't get muh imaginary pro gamer points

>> No.7864047
File: 82 KB, 175x173, 1607705335076.gif [View same] [iqdb] [saucenao] [google] [report]

What are the best maps for UV-Tyson?

>> No.7864051
File: 53 KB, 406x500, Blue_Shift_box.jpg [View same] [iqdb] [saucenao] [google] [report]

This game is 20 years old today.
Say something nice about it.

>> No.7864054

Doom 1 E2M2

>> No.7864076

The part with all of the coolant liquid was pretty nice. That entire section reminded me of the old aperture part in portal 2. It was good.

>> No.7864079

just go on doomworld and start browsing the directories it's easy

>> No.7864081

Great game

>> No.7864090

I think Duke would work best on modern day by having the character age. He could be dad like Kratos, who has grown into more adult version of himself. The challenge comes from making Duke still be Duke and not entirely different character.

>> No.7864095

200minvr map29

>> No.7864102

It's an expansion pack.

>> No.7864103
File: 219 KB, 586x710, 1581807763692.png [View same] [iqdb] [saucenao] [google] [report]

you aren't going to have a proper duke game in current year lmao

>> No.7864112
File: 97 KB, 1024x730, 1549439690667.jpg [View same] [iqdb] [saucenao] [google] [report]

Duke didn't deserve this.

>> No.7864118

Scythe map11 (the map he was talking about) has a berserk right at the beginning, though.

>> No.7864140

Input lag? Tried turning off vsync? It seems to fix it with prboom so often I wonder if there are any systems at all on which you can just keep it on without an unbearable amount of frames being buffered and which ones they are and why.

>> No.7864153
File: 54 KB, 1100x740, Imback.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck making Duke old or ironic, Duke was always a caricature of 80s action movies so you do the one thing they haven't done with since Duke 1, Play it completely straight again. Hell make it a remake of Duke 1 with Proton as the villain. Keep the one liners but write original lines and no fucking EGO shit.

>> No.7864160

I agree, hell, remake the original, and make it the story about how wild and cocky action hero Duke Nukem first became really famous, stopping Dr. Proton

>> No.7864180
File: 621 KB, 400x215, 1621212101827.gif [View same] [iqdb] [saucenao] [google] [report]

ok so I noticed a problem when testing my mod edit in Heretic
all weapons work fine
I found a workaround to the key problem by doing the same Trailblazer does (which is natively compatible with Heretic) which is adding
to the custom keys and getting red of the LOCKDEFS file which caused problems with Heretic
that being said the only thing that now gives me a problem and stops it from being full Hereic compatible is the chainsaw
it spawns properly replacing the gauntlets when using the Universal Raven Patch or if Im running it without the patch I use the give all command
problem is in BOTH cases, the idle animation is fine
but it completely disappears when firing it
is it because it uses the default Doom sprites for the firing animation and those havent been added to the mod Im editing?
so when loaded with Heretic IWAD those sprites simply arent there and dont appear?
sorry for the convoluted post but I didnt know how to make it more simple than this

>> No.7864216 [DELETED] 

hey guys! did you know that in terms of interspecies breeding, humans are the most compatible species? not only do they have decently sized genitals for their body size, they also have dexterous fingers without claws and large, hairless arms. Now this means, they are able to pleasure partners above and below their sizeclass, and with their impressive stamina in warm climates as well as their access to high-grade bodyarmor, you can be rough with one.
Due their all-year mating season, there is no doubt in my mind that an aroused human would be incredibly horny, so horny that you could have sex with one for hours without having him/her try to escape.
They can also also learn the reproductive rituals of other species and give the best pettings in the world, along with having no fur to hide their strong muscles, so it would be incredibly easy for one to get you in the mood.
With their abilities to release a surge of adrenaline and human-made stamina potions, they can easily recover from fatigue in a single turn. No other creature comes close to this level of compatability.
Also fun fact, if you dont pull out, you will be blessed with mighty sorceror or druid children.

humans are clearly build for monster pussy. Natural endurance + ingenuity + advanced alchemy + xenophilic tendencies means they can give dick to creatures of all shapes, all sizes, all day

>> No.7864218

Is there a way to make monsters XY billboarding but not decorations? It starts looking retarded when trees and techno pillars also shift as you look down.

>> No.7864223

No shitwads anon tonight?

>> No.7864226 [DELETED] 

hey guys! did you know that in terms of interspecies breeding, humans are the most compatible species? not only do they have decently sized genitals for their body size, they also have dexterous fingers without claws and large, hairless arms. Now this means, they are able to pleasure partners above and below their sizeclass, and with their impressive stamina in warm climates as well as their access to high-grade bodyarmor, you can be rough with one.
Due their all-year mating season, there is no doubt in my mind that an aroused human would be incredibly horny, so horny that you could have sex with one for hours without having him/her try to escape.
They can also also learn the reproductive rituals of other species and give the best pettings in the world, along with having no fur to hide their strong muscles, so it would be incredibly easy for one to get you in the mood.
With their abilities to release a surge of adrenaline and human-made stamina potions, they can easily recover from fatigue in a single turn. No other creature comes close to this level of compatability.
Also fun fact, if you dont pull out, you will be blessed with mighty sorceror or druid children.

humans are clearly build for monster pussy. Natural endurance + ingenuity + advanced alchemy + xenophilic tendencies means they can give dick to creatures of all shapes, all sizes, all day

>> No.7864273
File: 100 KB, 600x800, 1536962258489.jpg [View same] [iqdb] [saucenao] [google] [report]

I was having dinner. I'll pick up where we left off if you're still interested.

>> No.7864276

sure thing, my sleep schedule is fucked anyway

>> No.7864281

More misery incoming

>> No.7864339
File: 829 B, 200x90, shading.png [View same] [iqdb] [saucenao] [google] [report]

I started shading the squirt gun, but I noticed that in the other games with angled weapons the light comes from the left - is that just the Build style or is there a profound reason for that?
Because frankly, I think I like having the darker parts on the left here.
I was also thinking about having the light come from the very top, since it's summer here and the sun is high.

>> No.7864357
File: 2 KB, 32x53, SKULB8B2.png [View same] [iqdb] [saucenao] [google] [report]

Man, why is remaping colors so hard? I just wanted a lost soul that burns blue.

>> No.7864364

There's one in CRINGE!, you could've just taken it from there. It looks surprisingly good.

>> No.7864382

That looks fine to me.

>> No.7864383

>Hm, today I will play Sunlust
>Oh yeah I'm fucking terrible at anything harder than Thy Flesh Consumed
How do you cope with getting too filtered to enjoy all the amazing doom wads out there

>> No.7864384

By playing on ITYTD

>> No.7864385

I don't want to feel like I'm getting a subpar weenie hut jr experience though

>> No.7864386

I'm afraid that's your own problem

>> No.7864387

Your map got me thinking a bit about death exits. I think I found a pretty good way to make an instant death exit in boom. Here's a demo that I spent too much time making. Tested with prboom+/dsda and gzdoom

Feel free to steal this idea for now, or for any future boom projects.

>> No.7864391

Did you take it for a spin in the game and see how it is? You do want to make it so the gun sprite is distinctly visible and doesnt blend in with say grass textures, and looks right when using the game rendering.

>> No.7864403
File: 620 KB, 1280x960, Screenshot_SummerFun_20210615_111151.png [View same] [iqdb] [saucenao] [google] [report]

I think it looks distinct enough. Shading is really something I am not particularly good at.
Since I want to go for that kinda comic-look for all the players and player-related stuffs I also don't want to go overboard on having actual "gradients" like the "realistic" guns you see in e.g. >>7863231 and >>7863389

>> No.7864412

SLADE lets you do it easily

>> No.7864430

You guys were wrong. Habitat isn't the worst map in TNT. map15 and map23 are way, way worse. Habitat ain't even that bad.

>> No.7864438

Map23 is like, fine by TNT third episode standards.
Just fucking wait until you get to Map27

>> No.7864446

habitat is more of a meme
like hating on downtown

>> No.7864451

Thats one of most fun maps in TNT, though.

>> No.7864452
File: 1.91 MB, 1920x800, 1618159611612.webm [View same] [iqdb] [saucenao] [google] [report]

zombies ate my neighbors vibes

>> No.7864457

Sunlust's difficulty is is pretty high even by modern megawad standards, I'd say. Pretty much all harder wads aren't a full 32 levels.

>> No.7864459

I'm halfway through both Resurgence and Sunlust, and I've actually found Resurgence much harder. Don't if Sunlust is gonna go full insane towards the end.

>> No.7864468

Just savescum (between battles) just like me. I did it in 90s. Why would I stop it now just because it's fashion amongst younger players. I'm old and my reflexes get easily burned out. Why would I leave out experiencing all the amazing wads just because of that?

>> No.7864469

Why not iddqd or -nomonsters then

>> No.7864475

I still want experience that combat and monster placement as it is. I still want to survive those scenarios and "beat" them. Just not whole map in row.

>> No.7864476

Lunar Mining Project is really, really boring. Map 27 is Mount Pain, right? Isn't that just a hard map that is perfectly fine otherwise?
Yeah, Downtown ain't that bad either. Worst Doom 2 map is probably the Crusher.
It looks really bad and most fights are trash.

>> No.7864481

IIRC Sunlust has difficulty levels implemented really well, like replacing most monsters with weaker variations that serve a similar role instead of flat out removing stuff.

>> No.7864483

anybody can make a guess about why my problem happens?

>> No.7864487

Sunlust gets pretty damn crazy later on. Resurgence is definitely up there in difficulty, though.

>> No.7864491

>It looks really bad and most fights are trash.
This literally describes Habitat more.

>> No.7864494

>sorry for the convoluted post
Yeah, it's very convoluted, but when sprites are suddenly going missing, they're usually missing altogether or not properly offset.
So just that I am correctly understanding:
You are using the Heretic iwad and Doom's chainsaw pickup and idle sprite or what? And nothing else?

>> No.7864503

Map15 is actually a "highlight" for me if you can call anything in TNT past like Map07 that.

>> No.7864506
File: 45 KB, 527x372, 1573271675874.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay, so there isn't much else I can even say about this unholy anus fissure of a mod. I'll probably email the fuckwit who made this at some point.

>> No.7864508

I don't know why, but this post made me laugh really hard. Thank you anon.

>> No.7864538

Yep, here's a ZScript mod that only forces XY billboarding for monsters and a handful of other square sprites, like projectiles and most of the item pickups:


>> No.7864559
File: 168 KB, 964x542, Screenshot_Doom_20210615_065356.png [View same] [iqdb] [saucenao] [google] [report]

Map15 of TNT feels like a DM map they tried to sneak in as filler. At least Habitat has that certain beautiful mess quality you can only find in early 90s maps.

>> No.7864574

Yeah, basically.

>> No.7864590
File: 394 KB, 1000x695, double_the_barons_double_the_fun.png [View same] [iqdb] [saucenao] [google] [report]

op image inspired some oc

>> No.7864595

I heard people saying Map15 is their favourite in TNT. Idk, I kinda like it, for me it's all about secret hunting. Also, this map has exit to secret level.

>> No.7864605

Also being as nonlinear as possible, it has a lot of replay value for pistolstarting on harder difficulties and trying different routes / weapon progressions.

>> No.7864621
File: 139 KB, 640x480, apogee-ROTTsoldiers.png [View same] [iqdb] [saucenao] [google] [report]

Are there any ROTT mods or custom maps, maybe one that makes the bullet weapons stronger.

>> No.7864645

the skulltag taunt?

>> No.7864656

Is there a mod or fan patch that makes the UI a bit better scaled?
Partly my fault for playing it on a 1366x768 craptop, but at 1x the text is tiny and at 2x it's fucking huge.

>> No.7864673

You get one spoon

>> No.7864681

Thanks, I appreciate it, but
>Requirements: Screen resolution at least 1280x960, or higher
Eh, I'll probably just have to get used to the tiny hud.

>> No.7864706
File: 620 KB, 1280x960, Screenshot_SummerFun_20210615_141850.png [View same] [iqdb] [saucenao] [google] [report]

I really can't decide what to do. Does this look like the gun was made up of several compartments? Like, are the gaps recognizable as such?
For comparison, >>7864403 without gaps.

>> No.7864738

>map 15
Are you fucking high? Dead Zone is the best iwad map 15, great non-linear design with lots of exploration and secrets.

>> No.7864742


>> No.7864756

Habitat doesn't compare to Downtown, the latter isn't like wonderful, but it's adequate, while the former is a janky mess of a level with ridiculously unclear progrrssion, if you've never played or seen it before, prepare to wander those longass back tunnels for 10 minutes, thinking that maybe the exit is at the end (it's not), or that there's something to let you progress to the exit (there isn't). Doesn't help that it's not very nice to look at, or that it does shit like throw a vile at you in an open field.

People meme about Downtown's arrow, and it's goofy, but it tells you where to go, and the level is small enough that you really won't get lost for long, as you can generally try the building you haven't entered yet.

>> No.7864759

Yeah, I love how many options you have, the level almost has Duke Nukem 3D style design senisibilities.

>> No.7864763

Thanks!! Not the anon who asked, but I've wanted this for a while. However, I'd prefer *all* pickups xy-billboarded and probably most other sprites that aren't typical decorative objects expected to line up with geometry. So I made my own edit that takes lessons from glboom's classification: in addition to monsters, all non-solid actors that aren't hanging from the ceiling get xy-billboarded. Here it is: https://x0.at/pEq-.pk3

I also added a check for forced y-billboarding possibly set by another mod so this won't override it, but I'm not sure if it works reliably and don't have anything to test it with on hand.

>> No.7864769

Sunlust is a ballbuster, but it does have difficulty levels implemented.
Consider the old classic that is Alien Vendetta, it has a real tough reputation, and on UV it certainly doesn't hold back, but on HMP it tones down to be more like Plutonia's UV, hard, but not extreme.

Many of the best mapsets have difficulty levels implemented, but not all.

>> No.7864773

I like Kegan, he's based.

>> No.7864778

Thank you for ur input, Kegan.

>> No.7864805

I always find people memeing about the arrow funny because Erik Alm has included big arrows in his maps, too, and he's probably the most influential mapper in the community.

>> No.7864807
File: 613 KB, 1280x960, Screenshot_SummerFun_20210615_151210.png [View same] [iqdb] [saucenao] [google] [report]

I also made another attempt at making it blue.
What do you guys think?

>> No.7864848

It's a big circle with shit secrets, two unkillable monsters, bad lighting and one annoying archvile.

>> No.7864860

Romero also did it in Industrial Zone

>> No.7864869
File: 742 KB, 1920x1080, gzdoom 2021-06-15 14-30-11-24.png [View same] [iqdb] [saucenao] [google] [report]

I fixed it
turns out Supercharge only used PART of the default Doom chainsaw sprites and added some new ones inbetween
BUT whoever made it didnt include the stock Doom ones prob because they were gonna be loaded with the DOOM IWAD files
this problem emerged to me when I went to make it Heretic compatible
I fixed it
extracted the frame sprites from DOOM64.WAD (yes the one that comes with the Steam edition of Doom64) and adapted the code and copied the sprites
the result is literally flawless

>> No.7864871

Just because he put an unnecessary arrow in 1 level doesn't mean it's good level design practice

>> No.7864879

Good job. Also, you don't need to click the post number three times, once is enough for linking.

>> No.7864895

He's done it in multiple levels, actually.

>> No.7864903
File: 688 KB, 1920x1080, gzdoom 2021-06-13 12-07-42-07.png [View same] [iqdb] [saucenao] [google] [report]

I also converted using slade 4 sprites of the flash fire effect from the rocket launcher that were in Doom Graphics with Doom palette and created some problems in Heretic
converted them to PNG and they work perfectly now both in DOOM and HERETIC IWADs (the latter when running the proper Universal Raven Patch loaded last)
I dont think I will be doing anymore changed to this thing for the time being
I did every kind of possible testing I could and it does seem to be fine
it would be nicer if someone helped me further testing it by just playing with it a bit and report to me if anything goes wrong but IT SHOULDNT HAPPEN
it should also be universally compatible with monster randomizers and monster mods overall

>> No.7864912

Palettes are a thing of their own, but if you're using GZD you have Truecolor support anyways, so outside of any artistic choices I wouldn't bother with palettes.

>> No.7864931

how tf do you even do that lighting effect

>> No.7864932

Holy shit Hdest is lagging after killing like >600 monsters on a single map

>> No.7864936

Did this include a lot of barons?

>> No.7864959

Well there's the Return of the Triad TC for ZDoom. https://www.moddb.com/mods/return-of-the-triad

>> No.7864998

I tried remaking Habitat once, but couldn't make it past a tunnel with pipe in the ceiling.

>> No.7865007

I meant for RoTT, Return of the Triad is good though.

>> No.7865016

Map14 of Hellbound sure have them
It's freaking lagfest

>> No.7865021

Outside of a quick Google that confirms that custom maps exists, I unfortunately can't help you then. Sorry.

>> No.7865048

One sounds doable but multiple levels? Fuck off. I replayed Scythe just recently and don't remember any. Any level that >needs an arrow is poorly designed, Downtown is an example of it. Doom 2's city levels are known for having obtuse progression.
Erik is also the guy that spams whole levels with Revenants, gives you only a BFG and thinks it's good gameplay.

>> No.7865050

Maybe Ugly as Sin's frag shard reducer would help. Barons leave behind a lot of frag when they die, and each shard is essentially a new mob until it finds a corpse to try and resurrect.

>> No.7865095

Can anyone confirm if monsters are moving faster than normal WITHOUT the Rapid Rumble modifier on? I swear they're faster but I'm not sure.

>> No.7865124

Nevermind, they definitely are faster. Time to fix some math...

>> No.7865134
File: 399 KB, 2560x1440, erikalmdidthistoo.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7865145

I don't see what's the deal with arrows.
I put an arrow in one of my map submissions for HUH and nobody seemed to have realized.

>> No.7865151

>heretic staff
I thought Heretic maps were auto generated, they look so generic.

>> No.7865156

E1M8b and E5M6. Romero's masterpieces. E5M5 and E5M7 deserve a honorable mention.

>> No.7865157

cause they watched a pretentious egoraptor megaman video about how awesome games are that make you blindly mess around instead of give you any direction

that video has convinced every pseud retard on the internet that theyre a game designer

>> No.7865173

>Any level that >needs an arrow is poorly designed
I can think of many examples of game levels that both directly (like >>7865134) or indirectly via prop signage use an arrow to tell you where to go. Eat shit nigger.

>> No.7865185

b-but muh conveyance! daddy egoraptor can't be wrong!! every game has to be megaman x or its badly designed!!!

>> No.7865190
File: 2.92 MB, 300x300, sad egg.gif [View same] [iqdb] [saucenao] [google] [report]

>Deus Exe
Massive stutters/freezing during the fight sequence in Paris in the intro.
Fuck sake - as far as I can see it's something to do with Shifter dynamically loading/searching for HDTP textures. No HDTP installed (which doesn't look good) and it freezes every few seconds.
I found a solution which involved pasting in a bunch of lines into the ini but it doesn't seem to work - unsure if that's because it's an old fix or Biomod changed how Shifter's implementation of HDTP works.

>> No.7865196

you forgot to include the polyp assets btw

>> No.7865205

Erik Alm didn't really need any arrows for his levels imo. his stuff is pretty straight forward I don't understand why he did that.

>> No.7865216

fug, thanks
Will upload soon.

>> No.7865225

Smart edit, anon. Much simpler.

>> No.7865237

do you think erik alm gets mad pussy?

>> No.7865248

>I don't understand why he did that
Because unlike many people he didn't underestimate the stupidity of potential players.
Remember the HL playtester in the cave.

>> No.7865258

How's Erik's dick taste?

>> No.7865271

You tell me faggot.

>> No.7865282

The actual level design is good, it's the lack of textures that does it.

>> No.7865292

Hexen or Strife? Which one is better?
It's Hexen. Strife has cool moments but ultimately it's poorly designed because the balance is all whack and it has a bunch of half-assed mechanics and ultimately it's mediocre.

>> No.7865298
File: 27 KB, 599x318, le updates 2.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay, fixed + some other stuff.

>> No.7865309

Very cool. My map is an actual babby's first map, which is why I was happy Tarnsman, who I first saw at Games Done Quick, had fun with it.

What is that scroller for? and which direction is it scrolling? North to south?

>> No.7865314
File: 768 KB, 1920x1080, long_time_no_see.png [View same] [iqdb] [saucenao] [google] [report]

What a plot twist

>> No.7865326
File: 128 KB, 798x800, 1464371722878.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7865363
File: 66 KB, 427x599, 427px-Erik_Alm.jpg [View same] [iqdb] [saucenao] [google] [report]

>works for the european CDC
>knows how to have a good time
Hell yeah

>> No.7865407
File: 480 KB, 1280x960, Screenshot_SummerFun_20210615_195144.png [View same] [iqdb] [saucenao] [google] [report]

You know what?
Fuck that shit.
I think this thing looks fine.
If anybody has any advice on how to make it better while still keeping a "comic"-y look, I'm all ears, but if not, this is done now unless I decide to make it blue after all.

>> No.7865475

Neat, I wish I thought of it myself.

My go-to, format agnostic solution is to have a stack of barrels crushed and explosion to push the doll into exit.

>> No.7865489
File: 196 KB, 1280x750, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

OBS aint capturing but check this shit out, I remade Burl Tumd's blood in MBF21. The code I wrote is hacky and asinine but damn it was satisfying to implement this.

>> No.7865493

Quite good.

>> No.7865496

>when you get shot so hard the china virus leaves your body voluntarily

>> No.7865497
File: 29 KB, 750x1000, flat,750x,075,f-pad,750x1000,f8f8f8.u6.jpg [View same] [iqdb] [saucenao] [google] [report]

Now that I think about it,does HFFM have any references to this? Given the all gay references in it

>> No.7865508

That's a sprite? Just make it mid textures bro.

>> No.7865518

well fuck I probably shout have specified I am talking about the weapon sprite.
The small gun is just the pickup sprite, everything is ok.

>> No.7865519

Please Romero have mercy.
My friend and I can't handle being raped by the Cyberdemon in the pit of Circle of Death anymore.

>> No.7865520

Based on what?

That's not me, I'm me.

>> No.7865526

I'm going to build my own Mt. Pain and have player climb it.

Too bad I can't properly have player raise above surrounding geometry.

>> No.7865527

>That's not me, I'm me.
then who is me?

>> No.7865534

Idk if it's true but I like to think it is.
This DLC had a more in-character Duke and better jokes,minus Dillon.

>> No.7865542
File: 23 KB, 1055x768, tnt27.gif [View same] [iqdb] [saucenao] [google] [report]

>see that mt. pain?
>you can climb it

>> No.7865545
File: 382 KB, 1854x1080, mancubian.png [View same] [iqdb] [saucenao] [google] [report]

"According to lindef" scrollers always go in the same direction as the line itself with the front of the line on to the right. So this one's going east to west. Since the trigger point on the player is in the center, it pushes them over the exit line as soon as they silently teleport in and kill themselves. It should also work with a walkover silent teleporter but the hit detection can be a bit iffy on older ports so you just gotta make sure the exit line, teleporter line/destination and scroller are perfectly parallel/ perpendicular like they are in the demo map. I like this solution because its really subtle.

This works well as far as vanilla compatible death exits go. but there's always a possibility the player might press use before the actual level end which would restart rather than go to the next map, which would really suck if you were right at the end. The death exits from valiant actually have a special message most people never see just in case they somehow fail. I don't know under what circumstances they actually would break but it's a nice consideration.

>> No.7865551

turn off multiplayer enemies dunkass

>> No.7865561

>but there's always a possibility the player might press use before the actual level end which would restart rather than go to the next map
If you put line one map unit away from voodoo doll's center, it would be, what, 1 tic? But yeah, your way is better.

>> No.7865610
File: 815 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

BTW nice sector artwork, especially for a little demo map. Was this all original just for this map?

>> No.7865659

Yeah I know its a pretty short window of time, but I actually did mess up once and restart scythe map 20 once so I just wanted to find something unbreakable. I tried out what you suggested and it's way faster than scythe's so idk what that erik was thinking.

Yeah I just like making maps, but actual game design is hard so sometimes I just make pretty rooms for fun.

>> No.7865661

any body know where to get NightFrights Duke 3d add on pack from?

>> No.7865662

I see nothing wrong with it. The grass getting on the concrete was the only "alarming" thing I saw there

>> No.7865672

I mentioned this on stream last night, but I think it'd be cool if you ranked these wads as we went along to determine what the definite shittiest wad is

>> No.7865682
File: 1.08 MB, 1600x900, 1556660935750.webm [View same] [iqdb] [saucenao] [google] [report]

Hexen. I really hate the combat in Strife. Too many hitscanners, and your own weapons are weak and unsatisfying. The level design and atmosphere are good though.

>> No.7865687

Ok, so you wouldn't say that the gun looks "unfinished"?.
Yeah, the sprites are a little big, but I like it, it gives this kinda "nature finds a way" vibe.
Although I have planned having smaller grass sprites, too.

>> No.7865703
File: 235 KB, 799x598, seUcr8O.gif [View same] [iqdb] [saucenao] [google] [report]

Is there a chance we'll get Devilution for TNT's big birthday?

>> No.7865760
File: 146 KB, 854x512, alen.png [View same] [iqdb] [saucenao] [google] [report]

Hey, since you liked that one here's another small map I made a while ago while trying to apply the aaliens textures in crispy doom. Titled: "Invasion of the pod people from sector 35"


Gzdoom has minor graphical issues due to some superimposed lindefs so crispy doom or prboom+ etc. is recommended.

>> No.7865761
File: 294 KB, 1445x1075, 20210615180548_1.jpg [View same] [iqdb] [saucenao] [google] [report]

"Forget about Freeman" was a nice and short-ish level but didn't mind it being short at all. Not that it was bad, quite the opposite.

>> No.7865764
File: 240 KB, 1439x1079, 20210615180708_1.jpg [View same] [iqdb] [saucenao] [google] [report]

This area has seen better days... and so has the security guard.

>> No.7865765
File: 271 KB, 1441x1075, 20210615180827_1.jpg [View same] [iqdb] [saucenao] [google] [report]

This area was pretty damn cool, get to fire the main tank cannon and join the fight between the marines and the aliens.

>> No.7865769

Use software mode, nigga.

>> No.7865771
File: 261 KB, 1441x1073, 20210615181334_1.jpg [View same] [iqdb] [saucenao] [google] [report]

This definitely reminds me that the military probably brought in more personnel from the outside with the Ospreys but this indicates that the Marines had some sort of a permanent on-site presence here. Which also makes sense given how fast they're responding to the situation.

>> No.7865772
File: 1.81 MB, 540x262, tumblr_oluyeoAcBg1rl3565o5_540.gif [View same] [iqdb] [saucenao] [google] [report]

I remember some discussions about Nu-Doom being flanderized but honestly that title belongs to Mortal Kombat post 9.

Both games were target of media as mindless violence,except MK actually became that.

>> No.7865778

How Term feels knowing that Metroid DREADnought is now a thing?

>> No.7865779


>> No.7865780

If I were him,pretty fucking happy

>> No.7865783

those 4 sprites that were classified as 'Doom Graphic'
glitched big time when loaded with Heretic iwad
and now converted in PNG Palletted they dont glitch anymore

>> No.7865786
File: 238 KB, 1439x1073, 20210615181523_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I'll probs do that for opposing force, but probably.

Annnddd we finally reach Lambda Complex. This gave me the chills back in the day... And also the comfy feeling of getting back into the secret lab feeling.

>> No.7865791

Downtown really shines if you add an RPG-type mod, like DRLA. The nonlinear nature and excessive optional areas means it's a great map to search for rare loot.

>> No.7865794
File: 150 KB, 1024x1024, cosplay.jpg [View same] [iqdb] [saucenao] [google] [report]

>Remake of a classic FPS
>So far the tweaks and extra stuff it's pretty faithful
>Creator adds made up part that wasn't in that section
>It sucks

I respect the work put into it but with Serious Duke and Black Mesa whenever they do their own thing they're terrible.

Those tiny Duke sections in DNF were awful why put them in Duke 3D too?

>> No.7865795

>Both games were target of media as mindless violence,except MK actually became that.
Please explain how MK1 was less mindless violence than MK10.

>> No.7865798

Green is better, babyblue is a Lightgun color.

>> No.7865802

this could easily be the player's dead face lol

>> No.7865804

Well, yeah. The Doom palette is different from the Heretic palette, naturally.
So when the game tries to use the color values of Heretic and apply them to a Doom paletted image, they're bound to get fucked up.
If I am not explicitly making use of translations, I just put everything in truecolor.

>> No.7865807

SLADE can convert graphics between palettes from different games pretty well.

>> No.7865809

Because tiny duke was in dn3d.

>> No.7865810
File: 732 KB, 1280x960, Screenshot_SummerFun_20210615_224021.png [View same] [iqdb] [saucenao] [google] [report]

Please refer to >>7865407.
Also, I think I do like blue better, after all lol
Also, I made it a bit darker since I also thought it was too bright

>> No.7865823

I liked the techbase more: irregularly-shaped sky light, the cieling and floor are doing different things, and the walls have protrusions and indentations

>> No.7865825

What are some things maps do or have that make them particularly enjoyable/well-suited for HDest?

>> No.7865829

I used the converter built in SLADE to convert to PNG Palletted and now its fine both in Doom and Heretic
anybody wanna play my mod?
maybe stream it?

>> No.7865830

what the ass is that thing on the right? a gif from a snuff film??

>> No.7865831

Black Mesa has a lot of old Cold War stuff, it was probably had more of a military presence in the past, but the HECU coming in end up making use of some of the old equipment and locales they find.

>> No.7865836

MK1 had Fatalities which were the climax of the match and was mainly about skills.
Over the years despite the violence it managed to stay goofy and over the top

In MK X and 11 you have so many brutal moves throughout the match that now fatalities just don't feel the spotlight in terms of violence,now characters go through all kind of impalements,broken bones and destroyed organs. Made even more clear when all this focus on the brutality while the core gameplay attacks feel weak and badly animated.

>> No.7865839

For very short sections,I was talking about how they're designed like those from DNF

>> No.7865841

Slightly fried stock beating heart gif.

>> No.7865842

so yeah kinda

>> No.7865850
File: 136 KB, 1439x1075, 20210615182450_1.jpg [View same] [iqdb] [saucenao] [google] [report]

That makes sense but they probably also have some sort of a permanent military presence as well.

Then again when you think about it, weren't the security guards meant to be straight up military police and enemies at some point ?

Speaking of military, here's a cia assassin.

>> No.7865852

The plot is kinda arbitrary, why would government send army to kill everyone except so you could fight soldiers?

>> No.7865857
File: 255 KB, 1920x1080, gzdoom 2021-06-02 14-48-42-87.png [View same] [iqdb] [saucenao] [google] [report]

>a pack of Mancubo, no filter, please.

>> No.7865864
File: 198 KB, 1443x1077, 20210615182623_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I mean well obviously lol but talking about in-universe. It was fun to think about these things since I feel like Black Mesa was built with such internal believability and the game's plot and "lore" is good enough.

>> No.7865870

I figure the thought was to contain the resonance cascade and then silence anyone complicit (probably some key people would be captured instead), with the hopes of maybe saving the facility and using it again in the future.
Opposing Force is arguably not canon, but then it's made clear Black Ops are sent in to deal with HECU (possibly putting on a facade of helping them at first), and then nuke the place because it's the only option left.

>> No.7865871
File: 201 KB, 1435x1073, 20210615182641_1.jpg [View same] [iqdb] [saucenao] [google] [report]

The scientist in his comfy cubby hole.. Well "comfy", he said he drew the short straw and had to stay behind. But I guess the Lambda complex is even more chaotic.

>> No.7865873

Isn't that true for both maps? I happen to think ancient aliens looks really good so I was mostly just emulating that.

>> No.7865875
File: 117 KB, 1200x675, D39hFXwXoAAZhe3.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7865879
File: 233 KB, 1437x1077, 20210615182715_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Kinda comfy.

>> No.7865884

Does the quake engine care much if you have intersecting geometry?

>> No.7865889

Ok, but you still have to answer my question.

>> No.7865892
File: 28 KB, 619x399, 0Id7vlE.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7865893
File: 202 KB, 1441x1075, 20210615182816_1.jpg [View same] [iqdb] [saucenao] [google] [report]

Elevator out of the area

>> No.7865898

90% of BM’s Xen section sucked, it went on forever and all the factories and fleshing out was awful

>> No.7865902
File: 269 KB, 1439x1079, 20210615182848_1.jpg [View same] [iqdb] [saucenao] [google] [report]

The Glue-On gun!
I used to sleep on this gun on my first playthrough but it actually tears ass and sounds really good as well.

>> No.7865903

For instance can I have two walls jammed together or will it produce collision or pathfinding errors or what?

>> No.7865905

Yeah, I agree, I like the idea of playing Strife more than I actually like playing it. Hexen is one of my favourite games of all time though so I'm a bit biased and wanted to hear what other people think.

>> No.7865908

MK 1 was simple with just enough character,it was still very early in terms of brutal violence.
But then you have the likes of Liu Kang who was a shaolin monk who's against violence,he managed to stand out because of that,it had context.

MK 11 biggest focus was trying to up the violence as much as possible to a sadistic degree even

>> No.7865909
File: 307 KB, 1444x1074, 20210615183054_1.jpg [View same] [iqdb] [saucenao] [google] [report]

>90% of BM's Xen section sucked
That's because 90% of the original game's Xen sucked so they're just being true to the source material.

And that's all of the screenshots for today. I really enjoyed Lambda Core, the screenshots will continue tomorrow but I liked the place.

>> No.7865919
File: 641 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

The ceiling is flat in the AAliens map, and so are the walls. Yes the walls have angles to them but I mean look at the irregular shape of this overhang with computer monitors in the techbase. I found an unaligned texture but it's just a demo map for a death exit idea.

I think the defining feature is the skylight over the stairs. I'd say it boils down to, having different patterns on the floor and ceiling gives the max style points, different patterns not as in textures but as in three-dimensional patterns with elevation changes, for example a horizontal support beam for the building running over the ceiling of some stairs, which you made extra cool by making the support beam a part of a sky light and breaking up Doom's boxy shape by adding brown trim to the tech-blue

>> No.7865923

One thing in particular it had was the visuals,amazing and almost Triple A tier.
Unfortunately it's still the worst part.

The Forget About Freeman part was pretty cool but so was the big fight in Questionable Ethics was great.
This type of stuff is welcome. Not those that break the pacing and level design.

>> No.7865928

>implying MK1 wasn't as brutal as possible within the contraints of that time
>implying they wouldn't have done what they are doing today if they had the technology
>implying the violence in the old MKs has not been sadistic.

>> No.7865931

What I thought back in the day is that black mesa was a repurposed old cold war missile site and nuclear bunker that was converted to a gigantic R&D facility.

You clearly had a new and old part of the site.

>> No.7865934

can someone recommend me a high quality good vanilla Heretic megawad?

>> No.7865939

This really reminds me of my pipedream megawad (I haven't learned how to map or do sprites or anything yet, since real life got in the way, probably won't anytime soon if at all).
Essentially you fight off a mage/ wizard (which looks like the skull wizards from Hexen 2) that tries to take over hell after you weakened their forces enough, using a personal army of demons he perfected.
Lots of swamps, ruins, wastes, castles, libraries, dehacked monsters (some custom sprites based on the original ones, all pinkies moving at their -fast speed), in map30 (is it possible to use a sky for only one map? I think MBF had something like this, but I'm not sure) while you fight the wizard in hell a pair of large eyes stare at you from the skybox, as if Satan's anxiously waiting to see which one he's going to have to deal with.

>> No.7865940
File: 15 KB, 480x326, 1435349-halflife_hecu_platoon.jpg [View same] [iqdb] [saucenao] [google] [report]

I like most of Black Mesa 70 % of it, what I dislike is that being a small indie team the jank animations from HL2 which I really dont like, and the Hecu sound and act like shit.

Also I dont like the exterior zones except the helicopter part. The harrier bombing run was fun.

The sun glare and desert dont feel the same. In terms of keeping the tone with the new soundtrack and and some inspired moments BL is fun.

I would love to see a reimagined HL with the same autism of Echoes and less loading zones and bigger areas.

>> No.7865949
File: 533 KB, 1920x1080, 20210603185753_1.jpg [View same] [iqdb] [saucenao] [google] [report]

That is probably honestly true, some parts of the complex feel like they've been in shoddy state long since the resonance cascade.

>> No.7865952

why do i keep seeing dithering on IF screenshots??

>> No.7865961
File: 159 KB, 1224x792, 11f8a1d9899c3824e607ae28f18f2d60.jpg [View same] [iqdb] [saucenao] [google] [report]

They give you the hints in the tram ride. With those minute men lying around.

The scientists mention it too, There is a a waste disposal and old nuclear rocket test labs between the labs where gordon makes the resonance, then the damn and missile storage, and then the lambda complex on the other side deep underground.

Lambda seemed to be the newest and most important part, the head so to speak. With the reactor and teleportation experiments.

But people have been reconstructing it over the years.

>> No.7865965
File: 108 KB, 757x592, image0-46.png [View same] [iqdb] [saucenao] [google] [report]

>can load usermaps in the 20th World Tour edition of Duke on my Switch
>User maps with the fancy lighting + HD rumble + gyro


>> No.7865968

I actually like the voice acting for the HECU,still doesn't beat the originals.
I would've preferred a look closer to HL 1,they look more bulky and those sleeves given them a "tough guy attitude".

Echoes looks good the way it is. It's problably the best rendition of Black Mesa facility,making it feel more of a hi-tech working place

>> No.7865972

I like the VA as well but should have done the distortion. And also feel bulkier, and also act more like HL 1 soldiers. They already are quite deadly.

What I am asking is something only money and a dedicated team could pull.

>> No.7865978

Wait, fancy lighting is automatic? I thought it was made by hand specifically for vanilla maps.

>> No.7865980

I see. Well thanks for the detailed response. I wanted to make the ceiling there more distinct but since the floor underneath it is a self referencing sector this would (I think) be impossible. Originally it was supposed to be vanilla compatible but it quickly reached the drawseg limit.

>> No.7865982

I like the new lighting I have no idea if it works on user maps, but I do know you can turn it off.

>> No.7865983

They were clearly dedicated,the issue is, like you said,they're a small team and have limited resources.

Hope they'll move on to other projects related to HL,maybe a whole new story. Which would be better than a certain infamous project by a young turkish guy involving an edgy OC.

>> No.7865987

>young turkish guy involving an edgy OC.

You mean hunt down the f? Its from a Turk? No surprise there.

I dont think they will make more together each of then seemed to move on to other projects.

>> No.7865995

How did they put this in iron fury without id suing them

>> No.7866000

Their Twitter account is still active,who knows,maybe one day. I just hope they use their experience they gained in these decades to make something good.

And about Hunt Down the F,yes it is. The guy had 0 experience and somehow everyone agreed to put him in charge of the project

Now he works for Activision

>> No.7866013

That's not Ion Fury

>> No.7866014

Ok, I remember that when I first heard about it, but how the actual FUCK did he get to work at A N Y game studio with his only work being a broke Source mod?

>> No.7866017
File: 235 KB, 1920x1080, 081awovftog31.jpg [View same] [iqdb] [saucenao] [google] [report]

Ion Fury has a cuter one with caco demons.
And I think other doom references.
The best doom ref is from Ashes in the videogames store.

>> No.7866021

Suits can smells vampires like themselves. HDTF is all about cinematics and being shit, exactly what they want.

>> No.7866036

It doesn't mean they will necessarly have a big role in the making of a game.
Take Raven Software,now forever stuck on developing some stuff for Call of Duty,also by Activision.

On top of that,it's not like they'll charge 20 bucks for a skin of a movie character that does absolutely nothing special,right?

>> No.7866039

really digging the blue one, cause of all the green colors on the map (grass)

>> No.7866040

What would "con_lockout" be in doom 64 config files?

Blocking access to the console or something?

>> No.7866053
File: 346 KB, 1920x1080, gzdoom 2021-06-02 14-39-49-86.png [View same] [iqdb] [saucenao] [google] [report]


>> No.7866071

Just got finished with Zothrique's Purifier. Great map, only got 7/8 secrets. There has to be something involving the blood grates, I refuse to believe it's just there to fuck with me

>> No.7866076

That's adorable.
I doubt that Id would sue them,let's not forget the Doom easter egg in Duke 3D.

>> No.7866090

They also had a screen with THY FLESH CONSUMED on it as well.

Also ''that's one doomed space marine'' from I forget which game. These are loving little references and easter eggs.
Heck, I had a hearty chuckle when I saw Gordon Freeman in STALKER.

>> No.7866107
File: 4 KB, 287x286, molly.png [View same] [iqdb] [saucenao] [google] [report]

To get a break from the guns, practice shading and because I have an idea for the help screen, I made a non-sprite version of Molly, the little sister.
As it turns out, the only thing I am worse at than shading is faces.
Also, I decided to make her barefoot since I think it fits a wild girl like that.

>> No.7866112

It was still in Duke 3D,you got that right.
I like these references because it gives the idea that these protagonists failed their mission in an alternate universe.

Which apparently Duke failed twice

>> No.7866145

Looks fun! Good luck with your project anon!

>> No.7866154

Great work!

>> No.7866156

Sounds good. Once I'm done with this, I'll rank it and give my final thoughts.

>> No.7866171

God, editing sprite offsets is so tedious, but man will it be worth it, these sprites are gold and really tie the project together.

>> No.7866175

Nice super soaker xp50 or whatever. We were just looking at some of those today, but apparently the new ones are made like shit.

>> No.7866183

The compilation process automatically strips out geometry that isnt possibly visible. Thats why if you noclip, you cant see the back faces of any walls.

>> No.7866186

Trenchbroom is pretty fun anyway. I think I will try to knock something out with this.
Probably just a small map, but hopefully something fun. I have some ideas anyway.
Still no idea how to load the /vr/ assets, so. That'll be something to figure out.

>> No.7866187
File: 61 KB, 570x570, il_570xN.2303527916_pm6l.jpg [View same] [iqdb] [saucenao] [google] [report]

I had to look that up, but no, this one was clearly based on the best Super Soaker ever, the 200 series.
If you didn't have that, you were most likely normal. Only THAT KID got one and he broke it right away, that dumb fucking cunt. Oh how I wanted one, I really, really wanted one.

>> No.7866189

That sounds awesome.
There is a sprite version of the Hexen 2 wizards ive seen around.

>> No.7866201

Can you load pwads with the Nightdive version of Doom 64? If so, how?

>> No.7866202

Man, super soaker water fights with the lads were so cool. Great way to spend all those hot summer afternoons.

Also the Half Life posting reminded me that I felt [and still feel] uneasy when I have to leave those scientists and security guards behind. Like I usually try to lead them to a safe / comfy place and preferably with another NPC but I just feel bad leaving folks behind especially given how the facility is only going to get less safe. I also try to end the conversations on ''I will wait here / secure this area'' instead of ones that imply that Gordon is just abandoning them. Maybe autism but something in the Half Life scientists and security guards made them feel very human.

>> No.7866204

Put the vr folder into your quake directory, then point trenchbroom towards the location of the fgd file so you can map with the new stuff

>> No.7866206

Thanks. 'preciate it.

>> No.7866213

>Man, super soaker water fights with the lads were so cool. Great way to spend all those hot summer afternoons.
I think it's fun for all ages. You're never too old for having water battles.
That said, when I was 20 and had some money, I actually bought one of those pump water guns. It had a range of like 7 meters and a button that could release the whole pressure at once so you could shoot one powerful blast.
I think it's still somewhere in a basement.

>> No.7866220
File: 238 KB, 682x384, EzYTySCVoAUvX6-.png [View same] [iqdb] [saucenao] [google] [report]

What's your favorite doom mod or map?
Feel free to gush!

>> No.7866235

One of the things I enjoyed about Black Mesa was that they had special dialogue for dragging guards as far as they could go. Especially in Office Complex with your small army of guards and scients, and Surface Tension with that one guy who you can escort to the armory.

>> No.7866238 [DELETED] 

Better question, what's with that furfag shit on the left

>> No.7866240 [DELETED] 

To piss you off specifically.
I don't have that much doom-relevant artwork saved.

>> No.7866246

Put the .wad in the same folder as doom64.exe. Create a shortcut to Doom64.exe. At the end of the shortcut target path, add
> -skipmovies -___.wad
where ___ is the name of the wad.
You can also add
> -warp 01 -skill 4
to immediately start without having to start a new game and choose difficulty

>> No.7866249 [DELETED] 

>I don't have that much doom-relevant artwork saved.
There's a Booru link in the OP, what's your excuse?

>> No.7866258

How many guys can you even have at once?
I remember having a situation with two scientists and two security guards and I could only have two people following me at one time.

And to my big sadness sometimes they just wouldn't follow me past certain thresholds even if logistically they could move. Big sad.

>> No.7866262 [DELETED] 

They finally saw the light

>> No.7866265

Up to 4.

>> No.7866270

Outside of z-fighting, I doubt it. Maybe there's some weirdness involving VIS but I doubt it would effect anything in QS.
Going off memory the Build engine can do that but it needs to set it manually per sector (opposed to how Doom does it automatically).

>> No.7866272

In Half Life 1? I dunno, but probably limited.
In Black Mesa? You can drag about 6 or seven people to the end of Office Complex iirc.

>> No.7866282

Realm Of Parthoris

>> No.7866303
File: 149 KB, 800x600, 1607194000884.png [View same] [iqdb] [saucenao] [google] [report]

Hideous Destructor

>> No.7866323

I think posting HD should count as cheating.
What Matt has achieved over the years is just crazy.

>> No.7866326 [DELETED] 

phew good thing you called that innocuous character "furfag shit" so no one will know you jack off to furries

>> No.7866403

>up to 4
For me when I would have two people following, talking to a third one would get one of the original two to say that they're gonna wait right there. Odd.

I enjoyed Zen Dynamics!
I also enjoyed this... I think it was a GZDoom mod with absolute massive sized maps and tons of new enemies. I remember it having giant mechs too somewhere and I particularly remember zombie marines with rocket launchers but I don't remember the mod. It had a ton of maps too.

>> No.7866406

>Go to modbd looking for duke nukem map packs
>Got recommended metropolitan mayhem there
>Find roch series on there
>download it
>Upload to virus total
>Its a zip file inside of a zip file
>delete it immediately

>> No.7866410

That a common tactic to spread viruses?

>> No.7866416

Well it makes things harder to analyze whats inside the second zip file. Also how big are duke maps anyways?
Why double compress a already small file?
It just seems shady to me and isn't worth my time to open a second zip file for something that won't even be over 10 MBS any ways

>> No.7866421

If you find good Duke map packs post in the thread about them if you'd be so kind. I'm probably soon finishing Duke it out in DC and info on decent map packs would be appreciated.

>> No.7866424

any good monster/weapon resource packs that aren't that one from 2004?

>> No.7866430

Some other anon recommended two to me that were legit
>Downtown Journey
Metropolitan Mayhem
They're both on moddb



These files are both legit, Just maps, con files, grp files
No zip in zip with a weird exe

>> No.7866446
File: 51 KB, 253x219, 1453305992370.png [View same] [iqdb] [saucenao] [google] [report]

God, adjusting sprite offsets and making sure everything is consistent for the Arachnotron is fucking numbing, apparently it mirrors its front frames and back rotation frames for its walking animation, but it has unique rotations for the rest of its walking frames. This makes sense from an optimizing perspective, because I never noticed it, but it's confusing to learn, as I look for rotations which straight up don't exist.

>> No.7866456

Yeah. I noticed that the Arch-Vile also does this, and it's seamless in the game, but it catches you off guard if you're working with these sprites. I wonder if there's a guide out there describing how the engine handles rotations, and where it explicitly does things like mirroring frames, and where it never will?

>> No.7866457

The Spider Mastermind does the same thing.
Imagine having to optimize THAT shit.

>> No.7866459
File: 21 KB, 500x336, aaaaaaaaaaaaa.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7866489


>> No.7866490

Thanks. That makes things a lot easier.

>> No.7866510
File: 1.42 MB, 1920x1080, scourgw.png [View same] [iqdb] [saucenao] [google] [report]

I am creating a small, fast melee monster with 15 health in order to have a larger variety of monsters to fight during pistol starts. I named this one "scourge," after the StarCraft unit. This one doesn't explode, though, he just uses the demon bite. It has the same movement speed as a Valiant pinky with -fast monsters! It has an even faster bite, but it dies in 1-3 pistol shots. It uses the flesh spawn sprites from realm667.

Anyway, my question is, would an extremely fast and weak melee monster role be better suited by a flying enemy? or should I use the rottweiler sprites from realm667 and remove the flying ability but keep the speed?

>> No.7866526

I think making them fly is better than making them grounded.

>> No.7866558

The models/textures don't seem to be loading in and I don't see the rambler.
What do.

>> No.7866579

in addition to the fgd you need to point to resources. on the "map tab", in "mods" section at the bottom, add the vr folder.

>> No.7866580

I reorganized some folder probably properly and some things show up now... And I got the wads loaded for textures.
Just stumbling through this...

>> No.7866586
File: 717 KB, 1143x610, temp.png [View same] [iqdb] [saucenao] [google] [report]

I did that, added the fgd, added the wads, but some entities are still showing as blocks. But at least I can texture some walls now.

>> No.7866592
File: 40 KB, 935x1125, add mod.jpg [View same] [iqdb] [saucenao] [google] [report]

>but some entities are still showing as blocks
You need add vr as a mod under the map tab for the models to load.

>> No.7866594
File: 104 KB, 599x568, zxc.png [View same] [iqdb] [saucenao] [google] [report]

anything specific? I tried the test map just now and everything seems in order, but it could be some fgd fuckup, like with case-sensitivity or something

>> No.7866597
File: 37 KB, 1143x610, temp.png [View same] [iqdb] [saucenao] [google] [report]

Mine looks like that though. Maybe I'm doing something wrong. The "VR" in mine is lower cased. My folder just looks like pic.
I'll try changing the case.

>> No.7866604
File: 1.06 MB, 1143x610, temp.png [View same] [iqdb] [saucenao] [google] [report]

Well textures seem to show up when I actually drop the monsters into the map.
Still don't see a rambler, but your pic says "shambler" so I, again, probably just have no idea what I'm doing.

>> No.7866605

can't help with your current problem but for future stuff, it's really a good idea to keep your actual quake install (exe, id1 and mod folders) separate from your dev tools (map editor, compilers, etc)
this is especially true if you start digging into older ones like pakeditor or adquedit and friends, shoddily coded stuff that can and will overwrite original files without warning but no one ever made a better alternative

>> No.7866612

This is a separate quake install, but that's good to know.

>> No.7866613

The 'Rambler' is just a shambler with a different model and other stuff added via Progs Dump 2 stuff. Check the test map for it (and you can even copy/paste it from there)

>> No.7866618

>The 'Rambler' is just a shambler with a different model and other stuff added via Progs Dump 2 stuff. Check the test map for it (and you can even copy/paste it from there)
Alright. I'll do that. Are there other custom monsters I would need to do that with?

I've played very little of the expansions too, I may not use those monsters as much since I'm less familiar with them.

>> No.7866635

>Alright. I'll do that. Are there other custom monsters I would need to do that with?
Just the Rambler and Nightmare Rambler (same thing with darker skin + some armor percentage) for now. Any monster variants people come up with I'll put on the test map.

>> No.7866640
File: 1.28 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

These things are great both early game and late game. They have 15 hp so you have 1/3 chance of 1-shotting them with a pistol, they have 100% pain chance like a lost soul, so they are a fun low-tier enemy to spice up pistol start maps. And late game, they hard counter the SSG since the extra damage is wasted and they are too fast, pic related shows two shells only felling one demon

>> No.7866649

Just finished Doom II for the first time using mouselook + vertical aim + autoaim off at 1440p 144fps in prBoom+, fuck accuracy I played Doom I in Chocolate Doom and know how this is "supposed" to play and had a decent time, though the Episode 2 levels were fucking horrible. What next, Ultimate Doom? Final Doom? Doom 64?

>> No.7866671
File: 14 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google] [report]

I'd say go straight to Scythe 1. I don't find the IWADs particularly fun aside from a speedrunning perspective.

Try out Smoothed Doom + Black Ops.
Smoothed Doom adds extra animation frames to everything. I don't particularly care for the extra death animations, but the mancubus fireballs and rocket explosions look particularly cool. If you don't like it, try out Doom Sprite Fix instead.
Black Ops is the same thing as Vanilla Doom Smooth Weapons, which itself is based on sprites made by PerKristian, except that Black Ops has black gloves, like from the Doom box art, and its also right-handed instead of left-handed. Try out Vanilla Smooth Doom Weapons if you don't wanna try Black Ops.
Finally, try out Perk's Hi-Res SFX mod. It's the same thing as Doom's sounds, but higher sound quality. It matches PrBoom in OpenGL better I think, especially when using smooth weapons. I use the stock sounds for Crispy Doom.

>> No.7866681
File: 2.61 MB, 512x512, aaaah.gif [View same] [iqdb] [saucenao] [google] [report]

>Ultimate Doom? Final Doom? Doom 64?

This, then work up from here chronologically

>> No.7866692

You should definitely go with Thy Flesh Consumed, as a few levels are significantly harder than Doom 2 but it doesn't hit crazy levels.
Doom 64 is a nice diversion, but it's not really a core Doom experience in the same way.
For Final Doom, I mean, you can play TNT if you're really patient for some reason, but Plutonia should be your goal, keeping in mind that while brutal, it's the best stepping stone to open the door to what modders have been making for the game, if you can beat Plutonia on UV pistol start, you can probably beat just about any megawad on at least HMP.

>> No.7866705

I definitely think that having the guns be bright blue helps give it contrast vs the grass, especially as a pickup. My old man eyes can barely make out the weapon pickups in the thumbnails.

>> No.7866720

Ya know, as much as you degrade your art it has a nice look and feel that reminds me of some of those old school shareware era vibes. The face isn't bad honestly, the shoulders could be less broad (esp in the sprite version) and the pigtails could use some details to help them look more like hair as opposed to turds lol, but overall, looking pretty solid.

>> No.7866736
File: 72 KB, 250x250, sweating-duke.png [View same] [iqdb] [saucenao] [google] [report]

Ok, so far I've adjusted the offsets for:
>Baron Of Hell
As said, I'm applying the same offsets as from the Spritefix project, because these sprites are great and this shows them off better. I am also filling in with the unaltered frames (also offset corrected when needed), mainly so that if someone has anything else in autoload, or if they don't have Spritefix in autoload, you won't get inconsistencies in animation.

I still have to adjust the offsets for:
>Lost Soul
>Pain Elemental

I can probably get the Imp done now, but I have some work ahead of me, this will probably take a couple of days more, but the final product will be all the better for it. Probably finished by the weekend. If any of you guys have any tweaks or fixes you still want to do to your maps, please get to work on those when you have the time.

>> No.7866770

lmao fuck, I just realized the Imp has full rotations to properly show the American flag speedo without mirroring, that's such a fucking good detail

I love these sprites

>> No.7866779
File: 1.12 MB, 1231x611, temp.png [View same] [iqdb] [saucenao] [google] [report]

trenchbroom is pretty fun to work in.
P happy with these little arches

>> No.7866818

looks nice anon
to possibly save you some headache: if you turn one into func_group or func_detail, you'll be able select the entire thing with a double-click

>> No.7866821


Just found this episode on forum.duke4.net
Guess it was a community made episode over there.
17 levels one episode. Each level transitions to the next with a pistol start.

>> No.7866832

Nice. Thanks. I'm just sorta playing right now. I'm not 100% sure what I'm going to end up doing, level design wise.
Is it possible to put in invisible blocking volumes? That will probably dictate how I go forward designing this...
Don't want anyone rocket-jumping out of bounds.

>> No.7866835
File: 122 KB, 667x622, 1565075912469.png [View same] [iqdb] [saucenao] [google] [report]

my niggur's out here making the great greek sculptures in his first evening in trenchbroom and it took me five years to make some stairs and a door

>> No.7866837
File: 657 KB, 1230x707, 1619459196725.png [View same] [iqdb] [saucenao] [google] [report]

An anon was working on a hell tank monster a while ago, pic related. Is he still around? Haven't seen many posts about it recently

>> No.7866839

I haven't even gotten to the venus of willendorf...

>> No.7866843
File: 1.19 MB, 1000x558, file.png [View same] [iqdb] [saucenao] [google] [report]

So /rfpsg/, is Time Tripper good or hot garbage?

>> No.7866846

Eh, it's pretty, but I'm not overly fond of how it plays.

>> No.7866858

Man, Strife is so cool and also so completely shit
Has anyone made a TC in the same style of gameplay that isn't hitscan sewers with weak unsatisfying guns and no ammo?

>> No.7866862

Since Strife has been coming up in these threads recently, I would like to ask: How would you rework its weapons or enemies to improve the combat? I may be on to something here.

>> No.7866863 [DELETED] 

It's nice eye candy and somewhat fun but I got turned off it after I found out the creator raped someone in their sleep.

>> No.7866864

sure, just apply clip texture to brushes. or skip texture, but that one has some other implications.

and you'd want to seal your map anyway, sky acts as a barrier.

>> No.7866869

Basically Weapons Of Rebellion, which I think doesn't run with current GzDoom versions, you need to tweak the code a bit.

>> No.7866872

isnt this a robot from Super Metroid?

>> No.7866879

Yeah, I vaguely remember them needing to be "air tight". I meant more that I don't want people launching themselves behind walls and getting stuck or whatever.

>> No.7866898

yeah, you want clip. it can be any texture named "clip", doesn't matter.
the difference with skip is that skip will try to cut off other faces, but on the other hand it can be used as a part of moving entities and made to cast shadows.

>> No.7866903

it's funny cause she'd probably unironically be harder to make than a greek sculpture. 2curvy4quake

>> No.7866905 [DELETED] 

I've never been fond of that kind of aesthetic in doom. Just looks like clashing artstyles.

>> No.7866909 [DELETED] 

Wasn't that somebody else?

>> No.7866915 [DELETED] 

link to details?

>> No.7866916 [DELETED] 

They did that like over a decade ago iirc, have been making an effort to better themself

>> No.7866918

Cool. Should be fun on a bun. We'll see how this ends up. Having never made a full quake map before I don't know what sort of time investment to expect.
We'll see!

>> No.7866920
File: 1.03 MB, 1920x1080, gargoyles.png [View same] [iqdb] [saucenao] [google] [report]

>> No.7866924 [DELETED] 

The fuck are you people talking about now?

>> No.7866925

Tweak the RPG progression so the guns don't start with spreads that cover the entire screen

>> No.7866926
File: 140 KB, 1024x1024, phill-gonzales-2018-quake3-lucy-005[1].jpg [View same] [iqdb] [saucenao] [google] [report]

What map jam was it that had the one map where the intermission camera centered on a statue's ass with a fart sound effect? It was such a glorious shitpost and made me laugh for an hour. I wanna say it was one of the size limited jams (Xmas jam, maybe?) because I remember it being a small map but it was quite a while ago.

Quake 1, maybe. Jump up to Quake 3 and you've got plenty of polys to work with for... 'architecture.'

>> No.7866932


This is the PS1 Exclusive episode of Duke 3d called Plug and Prey. Thats been ported to PC.

Its like 7 levels. All in a row successive.

>> No.7866938

it's less about it handling the polys and more just about it taking forever cause her shape is so meticulously round and a blocky approximation wouldn't be recognizable as her

>> No.7866940
File: 28 KB, 570x345, snail cosy.jpg [View same] [iqdb] [saucenao] [google] [report]

So, anyone up for an earlier stream today? Figured it would be better than making people sit up until the crack of dawn.

>> No.7866943 [DELETED] 

Emma Essex, the author of Time Tripper, is also the person behind Halley Labs/Lapfox Trax. Around 7 or so years ago someone made a callout against them for sexual assault.

>> No.7866970

Fuck yeah let's roll and finish this shit

>> No.7866972 [DELETED] 

>autistic wifebeating nazifur tranny rapist
I shouldn't have googled this person, I didn't want to know about their existence.

>> No.7866976

Let's do it m8

>> No.7866981

You don't have to build everything in-editor. There's stuff like obj2map that lets you rig up everything from details to basically entire levels in the 3D editor of your choice, export it, and then convert it to .map and use it in the editor of your choice, even keeping textures and texture alignment intact (to a point, assuming you're using Valve format). Quite a few of the big-name mappers use it, probably because they're renaissance men who also model and texture and everything else and are used to shortcuts like that from the professional world.
obj2map is for weenies

>> No.7866987

good fucking luck making the lightmap behave on small-scale curves
t. renaissance man

>> No.7866990

Actually pretty cool, though it reminds me to bring up a pet peeve: whenever people rip Doom 64 weapon sprites into GZDoom, they always forget to account for Doom's aspect ratio correction, so the weapons look taller than they're supposed to ingame. Just shrink the sprites vertically 20% before importing them in Slade.

>> No.7867019

Not a fan of it's aesthetic

>> No.7867028
File: 274 KB, 1280x720, curvedbrush.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.7867060

Basically remove all of the elements that make it, well, Strife.
Weapons do get better and more ammo-efficient with implants, which means they are dogshit for most of the game, and late game you already have better weapons which means you'll never actually use the crossbow or the knife, and very rarely rely on the assault rifle.
The knife needs more damage, I'm talking 2-3 hits to kill a basic enemy. The crossbow electric bolts need to do extra damage to robots, do more damage overall and the crossbow itself needs a higher rate of fire.
Assault rifle is good, but it should be more accurate from the beginning. I learned that burst firing it makes shots rarely miss, but still.
Mini rocket launcher needs a higher rate of fire, make it more like the devastator (? - I haven't played it in a long time) from Duke Nukem.
Double nade launcher is gimmicky as shit, just make the grenades detonate on impact. Maybe some range/ arc of fire changes but I don't know how to make it feel good without turning it into a rocket launcher.
Flamethrower needs to fire in a straight line and do radius damage around the flames.
Enemies need to drop more ammo/ more ammo pickups placed in levels but you should get less money. Also more armour pickups.

>> No.7867143
File: 138 KB, 855x955, 1599434890353.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, time for the final breakdown of this wad before I delete it forever. I've got a whole fucking essay to share.
>Touhou fan fiction autism
>Forced to sit still and read dialogue I don't care about, with no option to skip it
>The author just randomly makes tributes to random games and wads for no fucking reason, a good chunk of the mod has nothing to do with Touhou
>Projectile patterns which force you to move in a particular way just isn't something you should do outside of boss fights
>You especially shouldn't do it when enemies can shoot at you from any angle in a three dimensional space
>Touhou's projectile patterns were also made with a MUCH smaller target in mind
>Don't make massive lines of projectiles, because Doomguy has no invincibility frames and can be killed instantly
>Don't stick to the source material to an autistic degree if it's not going to work in another context, it's okay to deviate where necessary
>Massive, uninteresting maps where you just travel forward
>Zero incentive to explore, as there is nothing to explore
>Zero thought put into encounters, the game just shits out five hundred cacodemons and tells you to eat it up
>DOOM isn't designed with precise dodging in mind, whereas Touhou is
>DOOM also doesn't have an effective way for the player to judge how close they can stray to a projectile without getting hit, Touhou does
>Touhou's movement is precise, whereas DOOM's movement is momentum based
>Forcing the player to make tiny, precise movements with imprecise momentum based movement is bullshit
>The fairies have a tiny windup (3 ticks or about 11 milliseconds) before they fire projectiles, you can open a door and eat five projectiles before you can react

>> No.7867146

>There's also no way of telling when a fairy is about to shoot, as they have no windup animation
>It's nearly impossible to get close to the majority of enemies, as their projectiles will shotgun you and kill you instantly
>This is especially bad because DOOM's arsenal is primarily built for close quarters combat
>Bosses having so much fucking HP that only the plasma gun and BFG can reasonably hurt them
>The visual clarity of this mod is nonexistent, you have no fucking way of knowing what's going on 99% of the time
>Players need to know where danger is coming from, it's not possible for them to mentally track hundreds of enemies ejaculating projectiles in every direction at once
>This problem is even worse when a boss spawns in and there are still other enemies present, as a boss's danmaku requires 100% of your attention or you die instantly
>Some of the firing modes on the custom guns block 90% of your field of view (that fucking flamethrower mode jesus christ)
>Most of the levels just take fucking forever and have no good reason to, you could cut out most of the level and still get the same experience
>Despite having new enemy behaviours and new enemies to fight, these get repetitive really fucking fast because you're encountering them in bulk on every level
>Having NPCs which do all the heavy lifting towards the end, you're just there to wait until they finish murdering cacodemons
>A 'story' which takes itself seriously when it's a fucking DOOM/Touhou crossover mod

I give the Touhou wad 0.5/10. That half a point is purely because I can respect it on a technical level. Having the autism to replicate Touhou's danmaku in the DOOM engine is an impressive feat. This wad isn't bad because of a lack of effort, but because of its blatant disregard for everything that makes DOOM fun to play. I'm not going to read the postmortem document, because fuck sitting through 20k+ words.

Now, with all that said, what's next on the list?

>> No.7867149

>with no option to skip it
isn't there a cvar to skip it though? inb4 didn't check the options

>> No.7867153

Prodoomer was brought up in the chat so i'll vouch for that. should be a starker contrast than DTS-T
the postmortem called gradius the first major shmup lol fuck off

>> No.7867158
File: 114 KB, 995x876, 1574685671993.jpg [View same] [iqdb] [saucenao] [google] [report]

Im actually using console version. On Switch.

Im Trying to get usermaps to work in either Nightdive or the EX version.

I tried making an autoexec file with parameters. Didn't work. I can get the console menu up with a USB keyboard but it won't recognise any inputs I type.

Can you put -file "wad.wad" command in the config files? Use SETA commands or something?

I have a configNX and defaultConfig files.
It's literally just the pc version I just am blocked out of the typical methods to boot the pwad.

>> No.7867159

Okay, I'll amend that. There is an option that skips all of the dialogue. I'll have to check options in the future. This is still one of the most abominable things I've ever played though.

Prodoomer it is then. Until next time.

>> No.7867176

>I'll have to check options in the future.
But anon, that means you'll have to reinstall touhou doom again

>> No.7867179

>finish dark forces
>genuinely one of the worst games i've ever played
>go play through dark forces 2
>have a blast the whole way through
How did they go from that failed piece of garbage to sheer greatness in two years?

>> No.7867236

Why the fuck are there multiple Touhou wads in existence?

>> No.7867237

Thanks. Yeah, the sprite has rather broad shoulders (and it pretty "compact" overall), but since it's getting stretched ingame, it will even out a little. As for the pigtails, I just realized I didn't do anything on the hair, fuggg :---DDDD

Then again, this was just a first quick attempt, of course it's getting refined.

>> No.7867243
File: 48 KB, 384x256, 1617163790172.gif [View same] [iqdb] [saucenao] [google] [report]

can anyone teach me how to make an universal mugshot mod?
I want something that works with default GZDoom hud or other huds if loaded after
I need it to be as compatible as possible

>> No.7867250

Why have none of them been good?

>> No.7867251

Just use this
It has all the content from total meltdown, including the new enemies.

>> No.7867252


>> No.7867253

But shouldn't doom cancel that out? Somehow it seems to amplify the shittiness

>> No.7867256

Are there any good mods with lever action shotgun?

>> No.7867258

Trailblazer has it as one of 2 possible replacemnts for the SSG but you can set it to always spawn instead of the SSG

>> No.7867289

On one hand, it's impressive that this effect is achieved with just linedefs and transparent midtextures, but on the other hand this must have absolutely atrocious framerates in any sourceport, particularly given that you can tell from just looking at it that the enemy encounters are going to just be large floodfill legions.

>> No.7867312
File: 237 KB, 964x542, requiem-map16.png [View same] [iqdb] [saucenao] [google] [report]

Keranen maps are super hit and miss, but damn I love this one

>> No.7867313

It's not that egregious compared to other parts. The real sin is that every enemy has projectile effects and that makes it absolutely shit itself in areas like this with a populated huge vertical area
Time Tripper is probably close, but you need to be able to fly to do Touhou

>> No.7867316
File: 1.18 MB, 1920x1080, Screenshot_Doom_20210616_015514.png [View same] [iqdb] [saucenao] [google] [report]

Forgot file

>> No.7867319

Is Hell Revealed/HR2 as bad as people say it is, or are they just filtered by slaughter?

>> No.7867334

Hell Revealed is very outdated when it comes to level design and enemy placement, but some of it is still okay. HR2 is worse than HR1 in every way possible.

>> No.7867348

anybody knows how to do this?
can I just make a pk3 with the sprite replacemens with the same name of the Doom sprites and that will replace the sprites of the mugshot?

>> No.7867375

Why don't you try it out and report back?

>> No.7867390

because Im at work from my laptop and dont have any doom stuff here

>> No.7867410

>implying packing a zip with a placeholder graphic can't be done anywhere
>not having a usb stick with Doom on you at all times

If they don't have any keyloggers installed or are supervising you with cameras, who fucking cares? As if the fat secretaries in the offices don't spend the whole day playing solitaire.

>> No.7867468
File: 6 KB, 122x132, 1597698386159.png [View same] [iqdb] [saucenao] [google] [report]

tfw the tnt midi pack is coming out tomorrow

>> No.7867476

Literally what lol moddb doesn't upload viruses.

>> No.7867486

HR1 has some very solid maps that helped pave the way for the likes of Alien Vendetta, Scythe, Kama Sutra, and Deus Vult. But also has a lot of fairly dated and ugly maps, too, resulting in an uneven megawad.
HR2 only really has a few decent levels (29 and 32 being the only ones I think are consistently well liked). Most of it is very boring and grindy, and overall feels like it was designed to be cruel and frustrating more so than being fun.

>> No.7867493

Are we baking some bread, anons?

>> No.7867507
File: 38 KB, 835x498, Screenshot 2021-06-16 132921.png [View same] [iqdb] [saucenao] [google] [report]

I wanna do something particular and I dont know if it can be done
I wanna make a mini mod that adds something ontop of something already existing without changing part of what the previous mod has defined already
lets say this actor here
I want to load the mod containing this and then after a minimod that overrides something that has already been coded in the previous mod
lets say I wanna keep everything from this code but replace only the pickup message
can it be done without messing up the final result?

>> No.7867508

not this time

>> No.7867527


>> No.7867546


>> No.7867562

I don't quite understand - you want to make a mod that changes a part of something in another mod WITHOUT replacing that, or adding on top of that?

Because the second case is fairly easy, let's say you have a "TangChainsaw2", you just let it inherit from TangoChainsaw and replace it. In the actor definition you only change the lines that need to be changed.
If you want to add another chainsaw that only differs in details from the first one, you do the same as above, just that you don't replace the first chainsaw.

Since I don't know what your final result is supposed to be, I can't tell you if that fucks anything up.

>> No.7867716

DF1 wasn't a failure. You just didn't like it.

>> No.7867723

No, it's a failure. Imagine thinking that infinitely respawning enemies and littering nearly every level from the halfway point with landmines around blind corners and hidden under powerups is good game design.

They clearly had no fucking idea what they were doing.

>> No.7867781

He looks more like the worker droids from Super Metroid T B H - no idea if the Planetfall bot also isnt a homage to their design tho...

>> No.7867926

Whoops. I'm sorry. You DO need the -file parameter! It's obvious and if I would have taken the time to read the shortcut I made I would have remembered
> -skipmovies -file _____.wad -warp 01 -skill 4

>> No.7867996

Is it possible, using dehacked, to change the sound of the shotgun without altering the sound of the chaingunner? I'd like to use Quake 3's shotgun sound without altering the iconic sound of the chaingunner

>> No.7868087

I remember someone saying that Hell Revealed is fun if you've already suffered through it once and know where all the bullshit ambushes will come, which doesn't strike me as a glowing recommendation.

>> No.7868093

You should be able to make him call the zombieman's gunshot instead, in which case he'll still make automatic fire, and with the same damage rolls and spread, but using the pistol sound instead.

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