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/vr/ - Retro Games


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File: 666 KB, 746x960, droods.png [View same] [iqdb] [saucenao] [google]
7901351 No.7901351 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>7892331

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct
OP PASTE
https://pastebin.com/TWNE3nZZ

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

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Half-Life WON version
https://pastebin.com/4Hva72v7
Doom Shovelware
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

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

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

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

== /VR/DOOM COMMUNITY ==

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

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

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

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

>> No.7901352
File: 706 KB, 1024x1024, vr info small.jpg [View same] [iqdb] [saucenao] [google]
7901352

=== CURRENT RELEASE ===
Hard Fast Faggot Maps v 1.1
https://x0.at/fudU.zip
idgames release TBD

1.2 beta: >>7899512
https://files.catbox.moe/nmkrry.zip

=== CURRENT PROJECT ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>7895594

=== NEWS ===
[6-25] Skulltiverse enters public beta (Boom speedmapping)
https://www.doomworld.com/forum/topic/120210/

[6-25] Feature-heavy beta release of vkQuake:
https://github.com/Novum/vkQuake/releases/tag/1.10.0-beta1

[6-25] Woof 6.0.0 update adds MBF21 support
https://www.doomworld.com/forum/post/2339262

[6-22] Sinister 625 for Quake (6 textures, 2 surprises and 5 monster types): https://www.celephais.net/board/view_thread.php?id=62063

[6-22] Q25-Limits (Quake maps with 1996 limits): https://www.celephais.net/board/view_thread.php?id=62064

[6-22]Elementalism Teaser Trailer
https://www.youtube.com/watch?v=sUyNX7PSJXQ

[6-22]Quakewulf and Norway were rangebanned from 4chan

[6-22]Copper 1.6 Released
https://twitter.com/itslunaranyo/status/1407232161975996420

[6-22]The Purifier for Quake 1 was released
https://www.quaddicted.com/reviews/purifier.html

[6-22]Quake is 25 Years old!

[6-20] Decino planning a mass co-op event in FTE
https://www.youtube.com/post/UgztyC-TjlDZJAC0bkZ4AaABCQ

[6-20] Ultimate MIDI Pack (full soundtrack replacement for Ultimate Doom) released:
https://www.doomworld.com/forum/topic/120788/

[6-19] BouncyTEM releases a name your price Quake tribute album in celebration of Quake's 25th anniversary
https://bouncytem.bandcamp.com/album/slipgate-a-quake-tribute-album

[6-18] Scotty with AD_79 released Cydonia, wad of 22 new Plutonia maps emulating Casali mapping style to celebrate the anniversary of Final Doom
https://www.doomworld.com/forum/topic/121935/

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7901383
File: 291 KB, 1920x1080, 1624484598625.jpg [View same] [iqdb] [saucenao] [google]
7901383

Ion Fury maps can be very comfy at times. And are often furnished in a really detailed manner.

>> No.7901386
File: 321 KB, 1326x516, spookydoor.png [View same] [iqdb] [saucenao] [google]
7901386

>>7901352
>>7895803

I believe I am that Anon you were talking about, and I've got a really cool idea. I spent a good chunk of my day baking up this concept level to visualize it for everyone.

Watch it here: https://youtu.be/oifcIFZy2Xo

Basically, the idea is that it takes place in an Ethereal Void Realm outside of Reality, and the player is tasked with using this constructed "world between worlds" as a hubmap, and a means to blast through other realms and hidden parts of hell he completely missed to find all three demon keys once again. Once all the demon keys are gathered, they can be used to open up the exit, and cleanse the void of the secret evil which lurks beneath.

This way, we can all incorporate cool ideas and the Anons like this guy >>7895803 with a bunch of succulent brain juices can map anything their heart desires, while also tying it all together.

Let me know what you guys think! :)

>> No.7901398 [DELETED] 
File: 12 KB, 646x160, brainjuices.png [View same] [iqdb] [saucenao] [google]
7901398

>>7901386
oh my bad, meant that second reply for this dude :p
>>7895803

>> No.7901406
File: 2 KB, 160x160, TURTLE.png [View same] [iqdb] [saucenao] [google]
7901406

>>7900693
>Quake I think tries to run autoexecs in the folder of the level pack it's playing before looking in /Id1/ to find an autoexec.
run "exec ..\id1\autoexec.cfg" as the first line of a mod-specific autoexec
>It's a shame that Quake doesn't let you load saves from the command line
it does, just tested it with "+load quick"
>And what about demos?
I think it might depend on the port, but in spasm-derivatives you can "disconnect", then "record demo" and then finally "load quick". you won't need the save files to play the demo back.

>> No.7901437
File: 1.20 MB, 1920x1080, Screenshot_Doom_20210627_102449.png [View same] [iqdb] [saucenao] [google]
7901437

FUN

>> No.7901439

>>7901437
Is this Sunlust?

>> No.7901440

>>7901439
You know it.

>> No.7901487
File: 388 KB, 1131x811, 1481468244901.png [View same] [iqdb] [saucenao] [google]
7901487

>>7901437
https://www.youtube.com/watch?v=wl_bOPx3smM

>> No.7901529

>>7901440
The palette gave it away.

>> No.7901569

How can i get into violet rumble /vr/? I would love to contribute but I have no clue where to even begin.

I have trenchbroom setup but I'm not sure how to use the mission pack content and progs dump 2 (or any other content that is being used)

>> No.7901572

>>7901569
just download the project mega, put "vr" next to your "id1", use it as a mod resource in TB, and use its fgd for new entities

>> No.7901585

>>7901487
https://www.youtube.com/watch?v=5F4DhTsBWsQ

>> No.7901613

>>7901383
3D Realms should hold a community mapping project. Get some interest going in making content for IF. Throw $1000 at the winner, $500 to the runner up and tons of mouse pads and stickers and shirts and keychains to everyone else who enters.

Games been out two years in August and there's literally less than a dozen user maps. Fucking hell 3DR hire me.

>> No.7901616

>>7901613
Or they could just make a more intuitive/modern editor for new people

>> No.7901627

>>7901616
The Devs are on record saying the current mapster is perfectly fine and is "intuitive" already. I asked them.

>> No.7901654

>>7901627
lmao

>> No.7901664

Monster Condo is my favourite Doom 2 level

>> No.7901692

>>7901572
thanks anon, i'll give it a go

>> No.7901724

I feel like an îmbecıl for just now understanding this:
>Alkaline - base mod for Quake
-Provides resources for IdBase technologic-style maps
-Base chemikals are alkaline unlike acids

>> No.7901798
File: 12 KB, 500x400, dumb lunarians.png [View same] [iqdb] [saucenao] [google]
7901798

Anyone know of some good level design resources? Not so much the technical side of things, but what to do with monsters, pickups, etc.

>> No.7901883

Haven't played Doom in ages. What's considered the best source ports these days?

>> No.7901916

>>7901351
666 kb, lol ok

>> No.7901923

>>7901883
Eternity.

>> No.7901929

>>7901883
Depends, what do you want to do?
Do you want to replay Doom 1, 2, and Final Doom or older custom megawads? Crispy Doom.
Do you want to play modern megawads? prboom+ UMAPINFO fork
Do you want to try complex gameplay mods? GZDoom/ LZDoom if you use a 32-bit OS

>> No.7901931

>>7901883
Doom Retro

>> No.7901941

>>7901929
That prboom+ fork is news to me. Everything else seems pretty much the same. Cheers anon.

>> No.7901942

Is there a way in Crispy Doom of turning off the automatic demo playback in the menu?

>> No.7901946

>>7901883
>>7901929
>>7901941
DSDADoom and prBoom+um are similar forks of prBoom+, and while DSDADoom is a bit less maintained it has some unique features like rewind.

GZDoom also got a GLES fork that cuts down on the recently added visual effects and capabilities, but works ~30-50% faster (45 fps map was giving me 65-70 with GLES). If the mod does not use any of the new visual features after 4.3, it should work without issues, mods that use the newest fanciest stuff may have issues, but so far I haven't encountered any.

>> No.7901956

>>7901798
There's a few potential resources available: valvesoftware's level design page and related entries has a few basic pointers that can apply to map design in general, not entirely specific to HL2 or source engine based games.
You can always just take a favorite level you've played and attempt to study what makes it so fun. There's also that Quake mapping tips tube vid I think someone posted the link to in the last thread.

>> No.7901960
File: 70 KB, 900x600, instant-pot-side-dishes-900x600.jpg [View same] [iqdb] [saucenao] [google]
7901960

>the fucking Spiderdemon in HFFM plays We Are the Robots

>> No.7901971

Babeland
Good or bad?

>> No.7901987
File: 191 KB, 964x542, Screenshot_Doom_20210627_083050.png [View same] [iqdb] [saucenao] [google]
7901987

Just finished No Rest for the Living, and wow that was so good! I loved that unlocking the BFG was always some map-wide epic quest. Give me 23 more levels of that.

>> No.7902010
File: 58 KB, 640x480, DiosMio.jpg [View same] [iqdb] [saucenao] [google]
7902010

>>7901724
Better late than never, not-imbecile ;)

>> No.7902024

>>7901351
mystery of the HUHids

>> No.7902025

>>7901351
>Mystic Druids
That's not DOOM and pic looks like Quake.

>> No.7902094

>>7902025
>DOOM THREAD / RETRO FPS
>THREAD / RETRO FPS
>/ RETRO FPS
>RETRO FPS

>> No.7902118

>>7901883
I use DSDA-Doom and Eternity usually.

>> No.7902129
File: 65 KB, 640x295, 1624690714746.jpg [View same] [iqdb] [saucenao] [google]
7902129

>>7902025

>> No.7902195
File: 368 KB, 1280x1024, Heretic-e4m8-bridge.jpg [View same] [iqdb] [saucenao] [google]
7902195

>>7900074
> Spamming things like pillars around all the doors or 'border' textures feels like a patch job rather than fixing it, but I could be mistaken.
These guys just make everything better, don't hold yourself back.

>> No.7902298

>>7901352
Is HFFM under 32 maps by design or submission, and would the lead be opposed to some late additions?

>> No.7902315

>>7902298
Nobody made maps for it.

>> No.7902327

>>7902298
It was just however many were submitted. I wouldn't mind some more levels personally (I have an unfinished second one), but mind you it takes time to make a level, as well as playtesting it. Going for a full 32 may be a bit much, but if there's enough interest, I think we could get up to maybe 24 or something.

The original lead I think vanished, and another guy took over to handle updating the .wad and what not. The idea had been floated to do an extension onto HFFM by summer, and while the first guy didn't want to do that, it's clear we still aren't quite done. For instance, two boners on Map 01 won't spawn in so you can't get full kills.

>>7902315
We made it to 18 thouh.

>> No.7902351

Second organizer used a tripcode for this purpose, but I don't know if he's here right now. Do we light a faggot signal in the sky?

>> No.7902354

F

>> No.7902374
File: 143 KB, 1035x678, Wake up.png [View same] [iqdb] [saucenao] [google]
7902374

>>7902327
>two boners on Map 01 won't spawn in so you can't get full kills
Lesson time /vr/
Why do you think these two Revenants are unable to teleport into the map?
All the information you need is in this screenshot of UDB.

>> No.7902383

>>7902374
That gimp mask is blocking their ears.

>> No.7902387

>>7902374
Not enough space on the other side of the line?

>> No.7902390

>>7902374
is it the ambush flag? t. quake mapper

>> No.7902403

>>7902390
Oh yes. Ambush flag.

>> No.7902413

>>7901351
is there a way to enable both anisotropic filtering and non-blurred textures in vkquake?

>> No.7902441

>>7902413
just try it, why are you asking? both are menu options, you don't even need the console. yes, they are compatible

>> No.7902460

the rooftop village in turok looks nice

>> No.7902467

>the ambush flag was once called the "deaf" flag in older level editors for Doom
>this lead to many people incorrectly believing the flag makes monsters unable to hear the players weapons and only wake up when they directly face the player.
>in reality, they can indeed hear sounds, its just that instead of immediately waking them up, it changes their line of sight to a full 360 degrees.

>> No.7902469

>>7902467
They still won't move, that's the important part.

>> No.7902470

>>7902467
I didnt even realize the 360 degree FOV thing until after a couple years of mapping.

>> No.7902472
File: 290 KB, 1920x1080, Untitled-1.png [View same] [iqdb] [saucenao] [google]
7902472

>>7902390
>>7902383
Correct!
The Ambush flag, sometimes mislabeled the "deaf" flag, makes it so that instead of fully waking up, when a monster hears a weapon fired by the player, it enters an "ambush" state, where its field of view for spotting the player and waking up is expanded to 360 degrees. If such a monster is in a teleport closet, they will be unable to wake up and enter the map!
Interestingly, turning off the ambush flag is NOT the only way to fix this! If for example, you want the Revenants to only wake up once the player has entered the sector with the Archvile inside, you can place sectors connecting the closets to the room, with a middle texture blocking the player's vision. Once they see the player, they wake up and can enter the map, similarly to E4M1, although preferably without American McGee's idiotic wide ass fake wall that you can be shot through.
In Boom, you can ALSO use conveyor belts, this is convenient for cases in which you want the monsters to play their wakeup sound AFTER teleporting in!
However given that the original map's intent seemed to be to wake the Revenants up as soon as a shot is fired in that room, and they likely just got sloppy with Doombuilder's carryover from a previous actor set to ambush, I just changed the flag.
Here's a wad containing just the map, it can be saved into the main file by whoever's in charge now, hopefully this doesn't mess up any compiling or nodes or something idk
https://www.mediafire.com/file/qwddbxa8stmspy1/HFFM_MAP01_EZBUGFIX.wad/file

>> No.7902473

>>7902441
enabling anisotropic filtering while using classic filtering makes everything blurry

>> No.7902475

>>7902413
Anon, i cant even use VKquake and my card supports vulkan

>> No.7902487

Monster alertness is a goldmine with weird behaviours. Did you know that monsters don't remember whenever they saw doomguy or not and will go to sleep if you walk in front of them, then make them infight and win? Or for lost souls you can just dodge and it will go to sleep.

>> No.7902519
File: 2.98 MB, 1920x1080, vk.webm [View same] [iqdb] [saucenao] [google]
7902519

>>7902473
works on my machine. maybe it depends on your drivers (i.e. AMD may be SOL). report a bug, idk.

>> No.7902532

>>7902010
LA CREATURA DEL QUANTUM ACCESS

>> No.7902557

Tell me why Brutal Doom does or doesn't suck.

>> No.7902558

>>7901664
Two computer maps

>> No.7902567

>>7902557
does
>shitty fanbase
>novelty wears off quickly
>horrible code

doesn't
>great levels
>it's fun depending on how long the novelty takes to wear off

>> No.7902571

>>7901883
Chocolate Doom

>> No.7902573

Retard asking about mapping Trenchboom or any other Quake mapping tools:
Is it possible to make something akin to Warrens or Go2It from Doom where you clone a premade level and just add to it some new areas, or even fuse two maps together (for example - implemmenting into the 'Dismal Oubliette' map its missing entrance segment to make it complete) without really changing much else besides the XYZ coordinates of the level geometry?

>> No.7902575

>>7901987
ok but how do you pistol start Map 05 on UV?

>> No.7902579

>>7902567
BD has its own levels? Are you maybe talking about Freedoom or HOESP?

>> No.7902589

>>7902557
It makes reddit and doomworld seethe

>> No.7902592

>>7902579
Yeah, Hell on Earth Starter Pack. Weren't they made by Mark?

>> No.7902601

>>7902557
look up /vr/ archives and the few posts describing its bugs and actual problems

>> No.7902604

>>7902592
Never played this myself but I remember one mappack for BD being really inspired by E1 of Duke, was it that one?

>> No.7902613

>>7902604
Can't remember Duke, but this one had really good city levels, including a moving subway train.

>> No.7902624

>>7902573
Yes. You can have both maps you want to 'fuse' open in different instances of Trenchbroom, CTRL + A to select everything in one, and copy/paste it into the other. If shit is off-grid you might need to go to edit -> paste at original position and then move things manually while they're still selected.

>> No.7902630

>>7902573
main difference is that in Quake you edit brushes in a .map file, which then gets compiled to .bsp for the game to load.
so if you have access to the .map sources, it's pretty easy. if you don't, it's still possible to decompile a .bsp, but it's going to be harder to edit.
fwiw there's a merged version of Dismal Oubliette in Quake1.5.

>> No.7902643

>>7902558
>caring about 100% items

>> No.7902654

>>7902643
>not caring over 100%
ngmi

>> No.7902673

>>7902374
They can't cross their center mass across the line.

>> No.7902682

>>7902557
suxxorz:
>touches vanilla textures, UI, powerups and other shit it has no business touching
>got pointlessly bloated with extra weapons and enemies over time
>has some balance fuckups
>retards keep asking these questions
roxxorz:
>effort put into the gore and "physics" leaves any other game or mod far behind
>nimble enemies encourage more movement
>most weapons improved in responsiveness and reliability
>mighty foot is great by itself and as secret-searching QoL

>> No.7902685

>>7902374
>can't wake up

>> No.7902691

>>7902469
The main issue with calling it "deaf" is that it lead to confusion among mappers when flagged monsters facing away from the player were still waking up from sound when they were visible to the player.
In order to truly have a monster be deaf, you'd need to surround it with layers of sound blocking lines.

>> No.7902693

>>7902654
Even speedrunners agree that the items stat is not worth it for UV Max.

>> No.7902696

>>7902654
there aren't even any doom speedrunning categories that involve 100% items

>> No.7902698

i like how turok has animals you shoot that drop health
it's like how golden axe games had those leprechauns that drop stuff when you hit them

>> No.7902702

>>7902557
Need it
>can roll like dark souls
>fatalities look cool af
>guns aren't weightless toys
>does a good job of modernizing doom's gameplay without being a boring quake/duke nukem clone
>has lord Romero's approval
Keep it
>can't run on Delta touch without a good phone
>only supports g z doom

>> No.7902705

Speaking of sound blocking lines - since it takes 2 lines to block the sound, you can make it so monsters would wake up in adjancent rooms, but not one room over, even if there's a direct line to it, simulating limited range sound can propagate as if position of its origin matters.
This seems like the only reason to add such mechanics, but was it ever done in IWADs?

>> No.7902716

>>7902519
Ditching Bilinear over anisotropy would fix a lot of things.
Bilinear works only on 2d

q2 source ports did that and its hard to find ugly blurry q2 outside the og exe

>> No.7902720

>>7902693
>>7902696
you are a failure

>> No.7902727

>>7902720
Post some of your 100% item IWAD lmps or GTFO

>> No.7902739
File: 17 KB, 179x351, osorio.jpg [View same] [iqdb] [saucenao] [google]
7902739

For archival purposes in case the original websites go down I will be posting Robert Osorio's (member of the old farts clan) screensavers here.

Quake: https://www.soldcentralfl.com/quakecoop/qsaver.htm#Links

Quake 2: https://www.soldcentralfl.com/quakecoop/qsaver2.htm

Hexen II: https://www.soldcentralfl.com/quakecoop/hsaver.htm

For those curious, these screensavers do work on W10. I decided to dl these because I know one day these websites will go down. It's only a matter of when.

>> No.7902741
File: 74 KB, 716x484, hose.png [View same] [iqdb] [saucenao] [google]
7902741

Ok, so since I seem to be a fucking retard, how can I make the coupler on the hose like the reference? I just can't put it into the correct perspective and I also don't have access to a rl garden hose right now to take a picture.

>> No.7902749

>>7902693
>>7902696
does it really matter what speedrunner autists do?

>> No.7902769

>>7902749
If you're going for 100% yourself, then you're no less autistic than a speedrunner.

>> No.7902773

>>7902741
Looks ok to me.

>> No.7902779

>>7902682
So overall, would you say it is teh epicz0rs ftw or not?

>> No.7902791

>>7902769
it's called challenge, dumbass

>> No.7902792

>>7902779
tubular to the max

>> No.7902803

>>7902791
Getting 100% items is not what I'd call a challenge. Just boring.

>> No.7902849

BlackOps.wad+Smoothed.wad works in Crispy Doom and PrBoom+ 2.6, but it doesn't work in DSDA-Doom 0.19.7

>> No.7902873

100% Items kinda sucks considering it requires health/armor bonuses.

>> No.7902921

>>7902575
Did you find the soulsphere and green armor secrets near the start? Try and grab the rocket launcher before opening the blue key door.

>> No.7902936
File: 1.84 MB, 1920x1080, 377160_20210627162738_1.png [View same] [iqdb] [saucenao] [google]
7902936

Has anyone ever tried to make a new BFG sprite using Fallout 4's CC release

>> No.7902938
File: 1.94 MB, 1920x1080, 377160_20210627162747_1.png [View same] [iqdb] [saucenao] [google]
7902938

>>7902936

>> No.7902947

Erm, so /vr/ does Doom coop on Sunday apparently. How do I play?

>> No.7902968
File: 1.44 MB, 1280x2512, Screenshot_SummerFun_20210627_213727.png [View same] [iqdb] [saucenao] [google]
7902968

Alright I think I'm now mostly satisfied with the hose. Turns out it was a distinct lack of shading that was the main issue here.
I also started growing a bit of cabbage.

>> No.7902970
File: 251 KB, 1152x864, sshot417.png [View same] [iqdb] [saucenao] [google]
7902970

>>7902947
You wait for me to host, and then join the IP, you impatient little baby. >_>

>> No.7902984

>>7902947
Download Zandronum and Doomseeker, once the server is started it should be a publicly visible one, so you can just open up Doomseeker and search through the server list. Associate your iwads, and any non-iwad wads you don't have will be automatically downloaded to join the game. Then you düm

>>7902970
I don't think they're being impatient, they're just curious on how to join! That being said when are you hosting it buddy boy huh come on I wantie my doomie co-oppies

>> No.7903012

>>7902970
What you got lined up on the docket for us tonight anon?

>> No.7903037

>>7902741
That looks OK. Definitely serviceable. I could tell what it was without the reference photo. Or at least it looks like what I thought it was.

>> No.7903091
File: 7 KB, 355x313, Doomguy waving flippers.png [View same] [iqdb] [saucenao] [google]
7903091

>>7901351
Are there any mods for Doom 64 to restore missing content?

>> No.7903109

How do I install Half Life from the link in pastebin? the torrent finished downloading but there are three zips (each one with bin files and a cue file) and also a sqlite file. Same thing for Opposing Force: bunch of bin files and a cue.
Am I missing something? or are these just the game soundtrack? sorry if I'm stupid.

>> No.7903120

>>7903109
mount any file

>> No.7903149

>>7902298
>>7902327
Niggers, no, it's already taken multiple months, no need to drag this meme out for another year. The rules for the event were to make a hard, short map and to submit it by like the end of March.
It's over. Wait for the next one. Goodbye.

>> No.7903152

Respect Dark Forces

>> No.7903276
File: 382 KB, 1600x900, Screenshot_Doom_20210627_230747.png [View same] [iqdb] [saucenao] [google]
7903276

I'm working on a map. Nothing groundbreaking as usual.

>> No.7903312

Is there any way of making items respawn in SP?
Or making items respawn on their own in the first place?

>> No.7903316

What makes a map without BLOCKMAP lag so much?

>> No.7903318

>>7903120
Okay, I opened the game now but now it's asking for validation in order to play the game, what now? should I apply the update that is linked nn the pastebin too?

>> No.7903348

>>7902473
Intel shit GPUs can't do nearest filtering with anisotropic because their engineers are retarded.

>> No.7903351
File: 449 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7903351

>> No.7903352

>>7903149
Okay what's the next one then I can't do kwayke mapping

>> No.7903359

>>7903351
>long hell sandy map

>> No.7903378

>>7902298
Fuck no, HFFM is already done and i'm still waiting for another doom project.

>> No.7903407

>>7903378
>>7903352
>>7903359
>Emulate Sandy Peterson style vanilla hell

>> No.7903408

>>7903318
That or just find a crack

>> No.7903434

>>7903359
>>7903407
A Sandy-style mega-wad to piss off people who complain about Doom II's levels sounds like a hilarious project. Every map with forced pistol starts and tightrope platforming like The Chasm.

>> No.7903561

>giving 4.5/5
>not just giving it a 5/5, instead
If you ever did that, then shame on you.

>> No.7903572

>>7903091
Gerardo is developing one, but keep in mind that he might get another meltdown and delete the whole project.

>> No.7903576

>>7903434
No tightrope platforming, but there's always d2twid.

>> No.7903591

>>7903434
Just play shovelware wads, there's a bunch of sandy's style maps.

>> No.7903650

>>7903591
Give us another idea then fagotron

>> No.7903692

>>7903650
Not him but what about a DM wad?

>> No.7903715
File: 217 KB, 1920x1080, 1624484683056.jpg [View same] [iqdb] [saucenao] [google]
7903715

>> No.7903743
File: 835 KB, 500x600, 1473368797062.gif [View same] [iqdb] [saucenao] [google]
7903743

Should I bother with Heretic if I loved Classic Doom but hate the "idea" of Heretic?
I only ever watched videos of it, but it looks so lame and lacking in impact. Shooting magic spells from a first person perspective is gay as fuck, it's not even 10% as satisfying as shooting firearms.

>> No.7903748

>>7903743
Don't bother, move on.

>> No.7903749

>>7903743
If you're such a faggot that you have to ask instead of just downloading the goddamn .wad, just fuck off m8.

>> No.7903750

>>7903743
If you don't like how Heretic looks, you probably won't enjoy playing through it. Just skip it.

>> No.7903756

>>7903743
>Shooting magic spells from a first person perspective is gay as fuck
I mean if you're a whiny faggot little baby bitch boy sure skip Heretic, fucking plebeian.

>> No.7903759

>>7903692
Is making DM maps hard compared to single player? If not, I'd be down.

>> No.7903765
File: 480 KB, 493x342, retardsub.gif [View same] [iqdb] [saucenao] [google]
7903765

>>7903743

>> No.7903783

Godammit you faggots and your terrible ideas, just make something similar to 2048units but better. it's 2021, we have to do another session of mapping.

>> No.7903860

>>7903650
How about this idea here?
>>7901386
I think it'd be really fun

>> No.7903886
File: 55 KB, 936x516, le updates 6.jpg [View same] [iqdb] [saucenao] [google]
7903886

>>7901352
VIOLENT RUMBLE UPDATE
>did some more work on the railgun sound effect, though still not sure how a feel about it
>some ranged enemies can now be set to fire in volleys
>lavaball scrags (needs a cool reskin to go with it)
>some other stuff
https://files.catbox.moe/waomof.mp4

Alternate deflation death for Spawns is delayed because the .mdl exporter for Blender is being being bitchy and giving the vaguest error messages imaginable. Should be able to make decent (lava) nail grunt/enforcer variants now at least.

>> No.7903938

>>7903743
Play PC Powerslave. It takes a lot of design cues from Heretic, polishes up the rough bits, and then hands you an M60 as your workhorse.

>> No.7903943

>>7903759
DM testing is awkward unless you have everyone roll onto a server every so often to play it or you use bots until the first compiled test release post project end date

>> No.7903961
File: 200 KB, 640x360, SNSS21.png [View same] [iqdb] [saucenao] [google]
7903961

>>7903012
>>7902947
>>7901351

GENTLEMEN!!! IT'S THAT TIME AGAIN FAGGOTS!!!

>SUNDAY
NIGHT
>SHIT
SHOW!!!!

This time we're playing the SpOokY PSX DOOM!!! A shame there are no fancy color lights for Doom 2/Zandy though :(

Anyway, JOIN NOW BROTHERS!!! (Zandrounum):

104.128.49.2:10840
104.128.49.2:10840
104.128.49.2:10840

Hope I'll see you there! :D

>> No.7903983

>>7903351
>tim wads kid guess willits monster
>romero refuse meme
>carmack without original style
>ken tried
>garbage american textures
>long hell sandy map
>bad anon already wrong
word cloud pulling no punches today

>> No.7904026

>>7903961
lol this wad is fucked

>> No.7904078

>>7903961
Idk how to join :(
I search for the ip address in doomseeker but I don't get any result.

>> No.7904085
File: 330 KB, 413x402, 1624694290491.png [View same] [iqdb] [saucenao] [google]
7904085

>>7903743
Heretic is great even if the enemies are a little spongy and there is even a mod that fixes that.

>> No.7904109

>>7904078
Search for Sunday instead on Doomseeker.

>> No.7904113

>>7904109
cool, okay. dude my zandronum is laggy though, like input laggy, not internet. is there a fix?

>> No.7904118

>>7904113
The server kicked me and I dont know why and now I cant connect :(

>> No.7904123

>>7904118
Wait for it to come back, we're switching wads to No Rest for the Living

>> No.7904125

>>7904118
its asking for a password :(

>> No.7904126
File: 146 KB, 800x600, Screenshot_Doom_.png [View same] [iqdb] [saucenao] [google]
7904126

>>7903961
What was that you wanted to say Babby?
You were crying out "Wait!" right before the server crashed :p

>> No.7904127

>>7904123
ok

>> No.7904129
File: 383 KB, 1920x1080, Screenshot_Doom_20210627_205027.png [View same] [iqdb] [saucenao] [google]
7904129

>>7903961
Huhuh, what an mess.

>> No.7904142

the server is gone. r u guys done for today?

>> No.7904143

>>7901383
>>7901616
I somehow only just found out about this game.
Looks good and seems to have reviewed well,
but what's the consensus here?

>> No.7904145

>>7904143
pretty as fuck game, shit everything else

>> No.7904148

>>7904142
>>7904123

>> No.7904164
File: 8 KB, 550x161, well shit.png [View same] [iqdb] [saucenao] [google]
7904164

>>7903961
RUH ROH!
Looks like it's Bring Your Own Nerve WAD!!!
lest someone has a download link ;)

>> No.7904165

>>7904143
I like it. It's fun. I agree with a lot of people that the main character is a little bland personality wise, but the world is fun to explore and the shooting feels good.

>> No.7904170

>>7904164
How do we load our own wads with doomseeker? Is having it in your wads folder enough? (open question)

>> No.7904178

>>7904170
usually doomseeker marks a folder to automatically download files it grabs in, you can change it and also throw wads into there manually if you need to

>> No.7904182

>>7904143
I think its a good game but for some reason when i got to the last 3/4ths of the game. I felt more like i didn't want to keep playing but did any ways cause i was that far into the game to stop.
Also its got like "points of no return" cause of it having no traditional end level screen. So you'll go through like 3 to 5 what would be a level in another game like duke 3d

And it will say something like
>You missed X amount of secrets are you sure you want to continue.
Its kinda shitty how its done and should be done after you leave the area. Cause when i first played, I'd go wall hump for 30 minutes or something like a moron. To only find one more secret
I'd say Overall its good but slightly predictable and don't waste the bowling ball things and smg ammo. You'll need it

>> No.7904186

>>7904170
If you just have it in the directory where you point doomseeker to look at then it should be enough

>> No.7904187

>>7904170
I'm pretty sure all you have to do is download NERVE.wad and then put it in your Zandy/IWAD folder is enough, yeah.

>> No.7904195

>>7902769
Nah, maxing maps while playing casually is not autistic. Playing the same maps 100+ times to flex to the dozen or so other autists is.

>> No.7904196

>>7904143
I feel like they hold back way too much with Shelly's character. For someone who was supposed to be Duke Nukem's sidekick, her wisecracks are lame as fuck. Despite braining entire squadrons of dudes, she feels like a PG-13 version of an action hero.

>> No.7904198
File: 285 KB, 600x600, chen walkan.gif [View same] [iqdb] [saucenao] [google]
7904198

>>7904164
>>7903961
NERVE.WAD OVER HERE, COME GET YOUR NERVE WAD OVER HERE!!! QUICK!!! IT'S A ONCE IN A LIFETIME OPPORTUNITY FOLKS!!!

https://a.cockfile.com/HCPhrH.WAD
https://a.cockfile.com/HCPhrH.WAD
https://a.cockfile.com/HCPhrH.WAD

>> No.7904202

>>7904196
But Shelly drops F-Bombs. The other Build protagonists kept their profanity cleaner.

>> No.7904205

>>7904198
is the server up? I search for sunday and get nothing.

>> No.7904213

>>7904202
I know, but that's still how she feels to me. I can't quite articulate what I mean, but she feels inoffensive.

>> No.7904218

>>7904196
she was lame as shit and so plain looking. I feel like one of the nerds making the game modelled her after the librarian he had a crush on, just with a slightly spiced up personality. all in all cringe af.

>> No.7904226

>>7903318
Just get the Half Life.7z from the Win98 link in OP then, it's preinstalled so you won't have to take those steps

>> No.7904240

>>7903276
Nice details, but the size of this room feels a bit claustrophobic.

>> No.7904248
File: 671 KB, 666x666, 1550513920077.gif [View same] [iqdb] [saucenao] [google]
7904248

>>7903961
NERVE TIME!!! NEW SUNDAY NIGHT SHITSHOW!!! :D JOIN NOW BITCH!!!
(ZANDRONUM YA FUCKIN WANKER)

104.128.49.2:10840
104.128.49.2:10840
104.128.49.2:10840

>> No.7904267

>>7903743
I dont understand this mindset. The enemies still bleed and explode into gibs when you kill them. Thats satisfying.

>> No.7904280

>>7901386
How variable to different realms and whatnot are Doom 64's textures? They all seem rather closely grouped to the same theme

>> No.7904436

>>7904218
Maybe they were going for a retro feel with her in game design? Gives me a bit of Perfect dark/ Oni/ RE1 character design vibes.

Though it woulda been better if they had just gone with what the cover art implied.

>> No.7904441

>>7904202
Her quotes are just kinda lame, even the ones lifted from media, one liners are fucking hard to write and that's why Duke and Blood stole most of theirs.

>> No.7904475

>>7904280
The tan hell ones are pretty interesting, but other than that most of them are pretty earthy. It mostly depends on how you use level geometry and lighting, like how In The Void just uses regular castle wood and brick textures.

>> No.7904481

>>7904280
They're actually much more versatile than you would expect.
Especially because you can mirror them vertically or horizontally on a linedef with Doom64's engine, and change them with colored lights. You can also put flats on walls and vice versa.

The range of themes goes from techbase to hell of course, but you can make all sorts of things from forested log cabins, to cavelike badlands and lakes, to a concrete jungle, gothic castles, or ancient temples if you use them right.

Even with all this though, at the end of the day we can always add more textures if we need to, it's fairly easy and if anybody's willing to make some, they are more than welcome to use them.

I've already used custom textures on the blue and yellow door, a midtex chain that holds the yellow key, and the big wood beams in the video. I also hacked together a transparent arch for that demonstration. All in all, I'm pretty sure we'll be good on textures :)

>> No.7904483
File: 580 KB, 1920x1080, Screenshot_Doom_20210627_223957.png [View same] [iqdb] [saucenao] [google]
7904483

>>7904248
Thus ends the shitshow, thanks for coming.

>> No.7904492
File: 226 KB, 940x502, thelight.png [View same] [iqdb] [saucenao] [google]
7904492

>>7904475
I would say that the "concrete" brick ones (picrel) aren't very earthy at all, I really like them because they have the potential for Ancient Greco Roman Asethetics.

>> No.7904605
File: 229 KB, 850x724, __cacodemon_doomguy_and_revenant_doom_game_drawn_by_kurashiki_nanka__sample-663f1b4b2ab4978babc476407e80e0d7.jpg [View same] [iqdb] [saucenao] [google]
7904605

Kurashiki is streaming once more, give her some hugs
https://www.twitch.tv/kurashikiwhat

>> No.7904668 [DELETED] 

>>7904195
Maxing maps casually usually requires map knowledge.
If you're turning around after reaching an exit because your checklist isn't completed, thats already entering into autism

>> No.7904690

>>7904226
>Xash 3D
lol

>> No.7904745

>>7904195
>Nah, maxing maps while playing casually is not autistic
It is if you insist on 100% items.

>> No.7904761

>>7902741
Honestly I thought that was a EpiPen

>> No.7904792
File: 19 KB, 600x350, e284d9db41da20417e73a1783f9af5a36e9d348c.jpg [View same] [iqdb] [saucenao] [google]
7904792

>making my own boomer shooter
>feel like it's coming along nicely
>finally get to a point where I can try designing levels
>try
>no idea what I'm doing
>no idea how to git gud
Think I'll just kill myself.

>> No.7904796

>>7904792
Your first mistake is calling it a boomer shooter. Don't buy into that marketing trash. As for your mapping woes, look how people make doom maps, start taking notes, pay attention to how all this shit works.

>> No.7904814
File: 71 KB, 400x400, 1519549185545.gif [View same] [iqdb] [saucenao] [google]
7904814

>>7904792
Don't get discouraged. Level design is a skill. Like any skill, it takes time and practice to get better at it. Play more wads (both good and bad), take notes on what you like, take notes on what you dislike.

Also keep in mind that your enemy design is just as important as level design. DOOM's enemy roster has been finalized for nearly thirty years, but people still find ways to make new and exciting encounters with them.

>> No.7904861

>DRLA monsters + trailblazer (probably both terribly outdated)
>get face to face with an Abominant guarding the level exit

holy shit what the hell is that thing? i -think- i managed to kill it once but it came back and wrecked my shit, even tanking nutcracker shots to the face.

>> No.7904869

I will never stop 100% maps.

>> No.7904887
File: 563 KB, 1600x720, plutonia-m15-the-twilight.jpg [View same] [iqdb] [saucenao] [google]
7904887

This map is just the fucking worst.

>> No.7904891

>>7904887
Hidden Archviles lmao

>> No.7904936

>>7904792
https://www.youtube.com/watch?v=LmcI4fWNYsk&t=785s
Here is Levellord talking about design.

>> No.7904943

I think the fact that partial invisibility counts towards items is more than enough reason to not care about it.

>> No.7904976

>>7901352
thanks for taking up the mantle to update HFFM anon. i ain't cut out for this community project leading thing

>> No.7905114
File: 252 KB, 1920x1080, 1622915715792.jpg [View same] [iqdb] [saucenao] [google]
7905114

>>7904143
I'm the resident Ion Fury fag and I really love the game. The weapons feel powerful and satisfying, the level design is really good and the game's got quite a lot of substance to give you a run for your money.

>>7904182
I personally like how they do warn you about missing secrets in the area because well, it would be lame if you were hunting for the secrets and not knowing until after you got past it. I left hunting for secrets for subsequent playthroughs.

>>7904441
>her quotes are kinda lame
Well that certainly fits with Duke inspirations. I love Duke but having recently replayed the game and the expacs, most of Duke's lines boil down to ''Blow it out your ass'' when you explode enemies. Then of course you get a unique line at the end of some episodes but drawing comparisons between Ion Fury and Duke I'd honestly say Ion Fury does quite well. Different style of character but in execution I don't know much what else they could've done to ''spice her up''. Maybe a few more 'random' voice lines but overall she fine and her portrait is pretty and I like how she becomes more bloody when taking damage like wolf3d/DOOM guy.

>> No.7905207

>>7905114
Does IF gave any sort of health refill exploit like in Duke3d or SW? Im talking about the 'drink from sink-tap and 'punch the training dummies' tricks not everone knows or has patience doing them...

>> No.7905209
File: 13 KB, 400x450, billj7.gif [View same] [iqdb] [saucenao] [google]
7905209

Started making the attack animation.
Looks Chad as fuck.

>> No.7905224

>>7902741
You just need to make the final set of greyish pixels one bit flower to overlap into the green hose end (so that the nozzle end bites into it slightly), and thats pretty much it really ;)

>> No.7905227

>>7905224
*one pxl bit lower*

>> No.7905238

>>7904887
It has the second most chaingunners out of any official level (62), beaten only by Stronghold from TNT (68).

>> No.7905252

>>7905209
Pretty great, Anon. Am I too late to suggest imaginary enemies to fight? Because what I loved as a kid was fighting imaginary dragons.

>> No.7905279

>>7905207
It has vending machines, but they only have like 10 cans in them each.

>> No.7905283
File: 14 KB, 400x450, attack.gif [View same] [iqdb] [saucenao] [google]
7905283

>>7905252
Thanks. No, it's not too late for anything, I haven't started on a single enemy.
Dragons are also a thing I haven't thought about, especially with breathing fire and such. Great idea.

Also, I am now satisfied with the animation. I originally only wanted to have two frames, but somehow it's now 4. At least I could reuse some arms, but I think it looks pretty good now. Now all I have to do is the rotations ;_;


Also, I want to point all you interested people to >>7902968 with the (at least for now) finished garden hose.

>> No.7905291

>>7905114
Most of the charm for Duke and Caleb are in the performances instead of the quality of lines themselves, and I think Shelly's VA did a great job
>DANCE fucker, dance!
>Hoho, I don't think that's covered under warranty.
>What are you gonna do, send me to my room?
>Are you on your knees yet?

>> No.7905301
File: 846 KB, 704x384, 1613257696446.gif [View same] [iqdb] [saucenao] [google]
7905301

>>7902010

>> No.7905315
File: 1 KB, 127x25, ss.png [View same] [iqdb] [saucenao] [google]
7905315

>>7903351

>> No.7905323
File: 14 KB, 400x450, attack.gif [View same] [iqdb] [saucenao] [google]
7905323

>>7905283
Ok, I made *another* change to the final stance, now it's more dynamical. But now I think it's ok.

>> No.7905336

>>7905323
The frames are a bit too even to look good imo

>> No.7905358

>>7905336
wym

>> No.7905386

>>7904143
It rocks. It looks amazing for a BUILD game, the music is great, and the gunplay is loads of fun. Don't make the mistake of playing on hard for your first playthrough though, because it's tough as nails.

>> No.7905391

>>7904164
As in No Rest for the Living? What an awesome mapset.

>> No.7905402

>>7901798
Assuming you mean Doom and/or Quake, you can just play good usermaps that you like and analyze them.

>> No.7905406

>>7901971
I found the mandatory secret for the red (?) key to be irritating. I like the music, the sense of adventure and the pirate area though. Good but not great I suppose.

>> No.7905423

>>7903152
I respect the series, but base Dark Forces 1 has just been too boring for me to get into. I've never gotten past the sewer level. If it moves beyond blasting infinite stormtroopers with the ST rifle I wouldn't know.

>> No.7905425

>>7904481
What format/level editor do you use for Doom64 stuff?

>> No.7905427

>>7903715
Level? Been a while since my last playthru

>> No.7905434

>>7903743
>I hate the "idea" of heretic
And I'm guessing you love the smell of your own farts. Heretic rules. Give it a try, and if you truly can't get past any preconceived nitpicks it'll be apparent by the end of E1M1.

>> No.7905439

>>7905301
>>7902010
>>7902532
El monstruo do pântano... SHRAK! ! !

>> No.7905442

>>7904887
But it's in muh Plutonia that means it must be good!!! jk, yeah fuck this level

>> No.7905447

>>7905207
There is food and soda lying all over the place that you can eat by pressing the use key. That's the closest thing I can think of.

>> No.7905451

>>7905238
People like to give Pluto shit for the chaingunners, but TNT's really the one that goes apeshit on hitscanners, using them for a collective 99.9% of every level's monster count.

>> No.7905463

>>7905451
nobody plays tnt, most people don't even know its levels

>> No.7905478

>>7902010
Uh oh! Stinky!

>> No.7905485

>>7903886
>Lavaball Scrags - needs a cool reskin to go with it
Already a thing since 1996, VR-anon ;^)
> http://quake.fandom.com/wiki/Hell_Scrag

>> No.7905504
File: 68 KB, 250x240, 250.jpeg.jpg [View same] [iqdb] [saucenao] [google]
7905504

>>7905439
>>7905478
Doctor Judenstein:
>Vidya Goblino is not real Anon - he cannot harm you in anyway...
Vidya Goblino:

>> No.7905510

>>7904792
>1) Don't fucking say "Boomer Shooter" or I'll smack you in the nuts.
>2) You obviously need practice, shelve your game momentarily, then go out on a quest to make some Doom or Quake maps (whichever is closer to what you're making)
>3) If you use procedurally generated levels, I will have the bailiff smack your nuts, repeatedly, so help me fucking GOD.
I'd advise against spending time making Duke and Blood maps because that's a lot harder and clunkier to do, but that's not to say that you can't study your favorite levels from there to learn how they're good.

You need to go over what you really like about your favorite Doom and Quake levels, what makes them fun to explore, what makes the fights exciting, what makes them look good, what gives them their atmosphere, what makes their secrets interesting. Enemy encounter design in particular is something you need to ponder a lot, as First Person Shooters are primarily about combat.

There does exist some material which you can study a bit for Doom level design, like the Evolution Of The Wad series, which is somewhat long winded, but a lot of what those dorks jabber about is pretty relevant and interesting to designing levels.

Then, you'll make something like a 6 or 7 level episode for Doom 2, use Boom or MBF21 format because it's straightforward and versatile. Draw inspiration from your favorite maps. Level designing isn't a skill which comes out of nowhere, you need to build and hone it, and if you say you already have a good basis for your game otherwise, you've made good progress already, you've just hit a bump.

>> No.7905515

>>7904814
>take notes on what you dislike.
This is SUPER important.

Note what you like, and then think about why you like it, just the same, note what you don't like and then think very hard about why you don't like it, and how it can be done better.

>> No.7905517

>>7905451
I love that, fighting zombies is really fun for me.

>> No.7905529

>>7905358
>>7905336
dunno if you're not there anymore or missed the reply, but can you tell me what you meant by "looking too even"?

>> No.7905628
File: 15 KB, 400x450, 1624879191198.gif [View same] [iqdb] [saucenao] [google]
7905628

>>7905529
Missed it, sorry. Basically the timing is all the same, there's no buildup and tension and it's all the same speed, so it looks kinda weak and slow. I messed with the timing a bit to illustrate what I mean, but I think ultimately it needs more frames in the windup for the proper effect

>> No.7905663
File: 3 KB, 32x81, PLAYG4G6.png [View same] [iqdb] [saucenao] [google]
7905663

>>7905425
I use Doom Builder 64, a fork of Doom Builder made by Kaiser himself, it's pretty badass. You can get it here: https://sourceforge.net/projects/doom64ex/files/tools/builder64/?

The "format" is completely unique though. It's like a mix of Vanilla and Hexen format, with it's own set of weird quirks of course, and colored lighting as well. It's a bit of a learning curve, but you can get used to it pretty quick.

Still, if you need any help, you can ask here in the thread or shoot me an email at johnnyshidnuckles@protonmail.com, I'll be more than willing to help! :)

>> No.7905673

>>7905628
Ah, I see. Yeah, timing is not an issue yet, I just slapped the frames together and made a gif to have *something* to see if the movement itself works or not, of course for the game it will be tweaked, but thanks for your input.
I also thought about having more windup frames, but honestly, it's just so much work, especially considering originally I only wanted to have two frames attack animation à la Doom.

>> No.7905808

Bumpin nagger here - is the Q2 community really this fucking dead? It seems that of all websites left only the ModDB page isnt on god-damn life support with content that at least isnt 5+ years old

>> No.7905821

>>7904792
Do not put the first five maps you make into your game. These are practice for you and you'll regret including them.

>> No.7905839

>>7905808
It isnt, but its scattered.
Also tastyspleen registering is fucked, and the only place left to talk is Knightmare forums and moddb
https://leray.proboards.com/

>> No.7905847

>>7901664
Mine too. Sandy's masterpiece.

>> No.7905850

>>7905386
>Don't make the mistake of playing on hard for your first playthrough though, because it's tough as nails.
Don't know about that. I jumped in Maximum Fury for my first time and went for 100% playthrough/all achievements. No regret, it was a lot of fun. That was challenging, but not as painfully difficult as I thought it would be. Only hard parts for me were Z1A5 & Z7A2 since both of them had arena fights that were quite rough on my potato laptop.

>> No.7905890
File: 1.46 MB, 2560x1440, Screenshot_SummerFun_20210628_181217.png [View same] [iqdb] [saucenao] [google]
7905890

Made a streetlamp, undecided on whether I should use dynamic lights or make bright sectors.

>> No.7905898
File: 146 KB, 1024x768, bbelief7-5.jpg [View same] [iqdb] [saucenao] [google]
7905898

2 More Screenshots from the Return mod for Q2
https://leray.proboards.com/thread/4092/new-quake-2-mod-return?page=1&scrollTo=30324

>> No.7905904
File: 440 KB, 1920x1080, kmquake2_0000.jpg [View same] [iqdb] [saucenao] [google]
7905904

>>7905898

>> No.7905921

>>7905898
Q1 in Q2?

>> No.7905941

>>7905921
https://www.moddb.com/mods/the-return

>> No.7905953
File: 1.43 MB, 322x432, stroggdance.gif [View same] [iqdb] [saucenao] [google]
7905953

>>7905941
Neat.

>> No.7905965
File: 378 KB, 960x540, Screenshot_Doom_20210628_184353.png [View same] [iqdb] [saucenao] [google]
7905965

Having a really gay time with HFFM so far, good job, lads. You should really put in some new base skies for levels which didn't assign their own though.

>> No.7905975

>>7905965
Oh fuck, it's always something. Uh, I guess I can try to make something?

>> No.7905978

>>7905898
nvm this one, it seems to be Knightmare's canceled port of Beyond belief
i wish he had continued with this one

>> No.7905980
File: 1.84 MB, 4800x2700, ca7ef4f2-c6ad-4449-b4e2-97591e78f236.jpg [View same] [iqdb] [saucenao] [google]
7905980

I am once again asking for a proper HFFM release

>> No.7906001

>>7905980
You're not getting one, enjoy it as is.

>> No.7906006

>>7906001
Shut up, faggot, or else you'll get the Love Saw again.

>> No.7906010

>>7906001
>WE aren't doing it because I said so
Uhh, thought we had all talked about sending a version called Hard Fast Fun Maps to idgames, but you're right, I must have imagined that.

>> No.7906012

>>7905978
Also the Return Screenshots in development kinda shows how q2 light works perfectly with Q1 assets.
A E4 Remake on Q2 using that would be interesting to see how Q2's dynamic lightning works on it.

>> No.7906098

>>7905980
are you waiting for someone else? do it yourself. lol

>> No.7906182

>>7905114
>and her portrait is pretty

You sound like a boring fag.

>> No.7906185

>>7904143
Visually its fucking great, build fucking porn and great secret hunting. Weapons are also fun and the flow of combat could be way worse.


Shelly and Heskel are complete garbage.

>> No.7906220
File: 13 KB, 199x253, pepe.jpg [View same] [iqdb] [saucenao] [google]
7906220

>Join random Quake 2 servers with my modded client and pretend that my erratic movement that makes me impossible to hit is all due to my high ping

Works every time.

>> No.7906230

>>7905898
>>7905904
What does Quake 2 offer that source ports don't?
Because it definitely offers a shitty 10Hz netcode.

>> No.7906247

>>7902298
I could maybe be persuaded to take part of a smaller "add-on pack" or something, where when HFFM is finished for good, maybe you, me, and any other interested anon do one added level each (starting with a modified Map 19) and then release that as a separate .wad you load onto HFFM itself.

That's a fat fucking maybe though, if other contributors really don't want us to do even that, then I don't want to push it either.

>> No.7906262
File: 53 KB, 256x128, R_SKY1.png [View same] [iqdb] [saucenao] [google]
7906262

>>7905965
>>7905975
I whipped up this, could it work? It's based on some orange cloudy sky by a guy named Chainie or something.

>> No.7906279

>>7901351
>[6-22]Quakewulf and Norway were rangebanned from 4chan
Wait what the fuck?

>> No.7906323

>>7906262
did you test it ingame so it repeats properly?

>> No.7906359

>>7906220
Congratulations on trolling the 7 guys still playing Q2 DM.

>> No.7906364

>>7906323
It's the right width and I checked to make sure it tiled horizontally when editing it. I haven't checked how it'll do when converted, but Doom has a lot of greys so it shouldn't be an issue I think.

>> No.7906380

>>7906279
yes, for some reason most of his region got rangebanned

>>7906230
>>7906359
Q1 and Q3A are worse than it

if Anything Q2pro and R1Q2 fixed this years ago.
Also, no one is playing old Quake DM anymore, all faggots are larping at QL or moved to QC, The promise of a Bethnet server for all quake games seems to have died out with a new source port and the console ports like DOOM.
Plus, the quake ip always gets the short stick at the end due to the community fucking everyone or id

>> No.7906395
File: 13 KB, 256x128, R_SKY1 now.png [View same] [iqdb] [saucenao] [google]
7906395

>>7906262
>>7906323
>>7906364
Seems like it works.

>>7906380
Rangebans are only ever used if someone is evading while being absolute pain in the ass, to my knowledge. Seems unfair to all the other people in the range, but on the other hand you don't have a lot of choice if someone is spamming CP and you can't ban them otherwise.

>> No.7906396
File: 1.32 MB, 1280x1980, Screenshot_SummerFun_20210628_213955.png [View same] [iqdb] [saucenao] [google]
7906396

Managed to make "trampleable" stuff. It's pretty hacky, but at least it works, although I don't know how much of an impact it will have on performance if I do the same with fields of tall grass.
Basically it's a regular decoration with some added monster states. I found out that A_Look and A_Chase are substantial for this to work, everything else is not needed. So basically the cabbage starts looking around after spawning, "chasing" the player with its 0 speed and upon entering its Melee state directly continuing to death, and that's already the whole magic. I'm sure there's a more elegant and less ressource-intensive way, but for now it works.

Spawn:
CABB A 10 A_Look();
Loop;
See:
CABB A 4 Fast A_Chase();
Loop;
Melee:
CABB A 1;
Death:
CABB B -1;
Stop;

The fps readings come from having the laptop on maximum energy saving and also having a ton of 3D floors and other effects in this particular map, but I already found out that my laptop on maximum energy saving already can barely manage regular Doom 2 with the same settings and a 1440p resolution, so I am trying and see how far I can push the maps themselves before it becomes really unplayable.

>> No.7906405

>>7906380
Fixed what? The tickrate or the cheating?
The speed hacking only worked on certain vanilla servers. All the Tastyspleen ones were immune. What a terrible netcode, just asking to be abused.

>> No.7906413

>>7906395
>but on the other hand you don't have a lot of choice if someone is spamming CP and you can't ban them otherwise.
I can totally understand that. Cancer needs to be destroyed, completely. If a bit of healthy tissue it also killed, so be it.
But holy shit, I know how shitty that is. I used to have some subhuman piece of shit in my range that prevented me from uploading files, which of course is shitty if you want to show people your project's progress.
That said, it's a shame they can't (or won't?) identify those that are responsible for the rangeban, because I would love to hear about them getting a visit from some pissed off anon.

>> No.7906426

>>7906396
Great idea, might use that at some point.

>> No.7906434
File: 407 KB, 2450x1927, hellscrag wip.jpg [View same] [iqdb] [saucenao] [google]
7906434

>>7905485
Ah, well I had already started making my own animated one. Nothing amazing, but I think it's a bit better than what you linked me there.

>> No.7906512
File: 319 KB, 1920x1080, 20210522175731_1.jpg [View same] [iqdb] [saucenao] [google]
7906512

>>7905279
5 cans that give 2 hp each.

>>7905207
>drink from sink-tap
I drank water while playing Duke so I did my water drinking breaks while drinking water in Duke because it was the most convenient time to take a break.

>> No.7906537
File: 50 KB, 937x688, 1565907698933.jpg [View same] [iqdb] [saucenao] [google]
7906537

>>7905447
Not just food.
Voxel food.

>> No.7906549

>>7906396
>So basically the cabbage starts looking around after spawning, "chasing" the player with its 0 speed and upon entering its Melee state directly continuing to death
Beautiful

>> No.7906556

>>7906549
>>7906396
Is that how "landmine" items work in Zand?

>> No.7906561

>>7906537
doglicious

>> No.7906564

Anyway to make either all or a specific small nuke crate (misc_explobox2) have a different explosion value from the large ones?
Can you make a cosmetic (non-damaging) explosion in vanillaQ1?

>> No.7906573

>>7906537
AKA vood

>> No.7906581

>>7906556
No idea, I don't think I have ever played any MP game with landmines. Do you happen to have to code or at least spawn name so I can look them up?

>> No.7906583
File: 188 KB, 1920x1080, 20210522183011_1.jpg [View same] [iqdb] [saucenao] [google]
7906583

>>7906537
I wish the food-health didn't auto-deteriorate back to 100 slowly but I usually "solve" it by eating the food first to save up on the medkits I suppose.

>> No.7906586
File: 69 KB, 800x534, 135324853.jpg [View same] [iqdb] [saucenao] [google]
7906586

>>7906396
>>7906549
>MFW the kraut sours itself...
KINO
I
N
O

>> No.7906587

>>7906564
If you're asking in relation to Violent Rumble, I can get that added in the next update. Otherwise, I don't think there's any way to do that.

>> No.7906639
File: 264 KB, 1920x1080, 20210601205524_1.jpg [View same] [iqdb] [saucenao] [google]
7906639

>> No.7906649
File: 288 KB, 1920x1080, 20210603185305_1.jpg [View same] [iqdb] [saucenao] [google]
7906649

>> No.7906653

>>7906537
I must say that I admire the effort and artistry in making voxel food.

>> No.7906662

>>7906396
No. Very bad. When coding anything, you always prefer to make an object react automatically to stimuli rather than constantly check for stimuli. Its possible to achieve this same effect by inheriting from the switchable decoration class. That way it wont be constantly running unnecessary AI functions. Look on zdoom wiki.

>> No.7906671
File: 1.77 MB, 2621x1779, 1621391980160.jpg [View same] [iqdb] [saucenao] [google]
7906671

>> No.7906676
File: 408 KB, 1920x1080, Screenshot_Doom_20210628_182558.png [View same] [iqdb] [saucenao] [google]
7906676

uac ultra is the only wad (beside official releases) that I can replay over and over, but everything else I tried (which includes pretty much all the popular ones) are either too slow or too slaughtery for my tastes, I want something else to play but nothing really clicks

>> No.7906678
File: 266 KB, 960x540, Screenshot_Doom_20210628_211901.png [View same] [iqdb] [saucenao] [google]
7906678

>>7905965
This one was great. The overall appearance of it reminds me of something, but I'm not 100% certain on what.

>>7906396
That's incredibly inefficient, but unless you plan on having lots of linedef detail it'll probably not matter too much.

What would work better would be if you removed the Melee state and instead gave the actor the +TOUCHY flag, then it'll just go to the death state immediately when it touches anything.
Since you're doing water guns though, that might end up goofy if you were to turn the garden hose on the cabbage an it just fucking shreds.

>> No.7906686

>>7906395
That'll probably work. What about the E2 sky though?

>> No.7906692
File: 32 KB, 600x453, 8de.jpg [View same] [iqdb] [saucenao] [google]
7906692

Sandy just spoils us with Quad Damages in Quake E4, gotta say these levels are his best in any game.

>> No.7906728

>>7906662
>you always prefer to make an object react automatically to stimuli
Yeah, I know, I just didn't think of that solution you suggested (which is quite a brilliant idea, I must say). I actually know about switchable decorations, but for some reason they're always in my mind as use-switches.

>>7906678
>that might end up goofy if you were to turn the garden hose on the cabbage an it just fucking shreds.
That's why they're currently set with the +INVULNERABLE flag, so they really only die on contact with the player, not by shooting at them.

>> No.7906768
File: 10 KB, 256x128, Plutonia, except it's orang.png [View same] [iqdb] [saucenao] [google]
7906768

>>7906686
FUCK! Here, what about this one? It's the E2 sky from Plutonia but I mirrored it and squashed it horizontally, and made it an orange/red gradient, so it kind of looks like sunset hours.

>> No.7906809

>>7906768
Looks kinda gnarly. Do you have the version before it was converted?

>> No.7906831

>>7906728
>Yeah, I know, I just didn't think of that solution you suggested (which is quite a brilliant idea, I must say). I actually know about switchable decorations, but for some reason they're always in my mind as use-switches.
Theres different flags so you can make them activated in any number of ways, including touching. I recall using them to make a bear trap for a project.

>> No.7906837
File: 27 KB, 220x293, OutlawsLucasArtsBox.jpg [View same] [iqdb] [saucenao] [google]
7906837

>>7901351
Any love for Outlawz?

>> No.7906856

>>7906837
Not my favorite, but a solid game. Excellent score. Couldve used some better level design.

>> No.7906860

>>7906831
Thanks, I got it figured out in the meantime. It now works as intended and doesn't need to go crazy on a tic by tic base.

>> No.7906872
File: 44 KB, 256x128, Plutonia, except it's orangerer.png [View same] [iqdb] [saucenao] [google]
7906872

>>7906809
Sure. Credit me as DR_FUCKHEAD, use it for whatever you want.

>> No.7906879

>>7906872
Based DR_FUCKHEAD

>> No.7906907 [SPOILER] 
File: 62 KB, 680x822, 1624920145823.jpg [View same] [iqdb] [saucenao] [google]
7906907

>>7906879
You know what comes next.

>> No.7906921

>>7906907
>daily dose

>> No.7906940

>>7906396
WOW, turns out mindlessly parroting stuff from Decinos vids actually turned out useful for something - thanks for actually doing everything to make it work SummerAnon

>> No.7906951

>>7904605
Kura deserves everything good in life after what happened to her.

>> No.7906957
File: 213 KB, 1567x807, tb.png [View same] [iqdb] [saucenao] [google]
7906957

Brushes start becoming orange when I make them past this point. What's the deal?

>> No.7906960

>>7905965
>The piss is glowing now
damn, the UAC must be really dehydrated.
i'm glad you liked my filler map enough to take a screenshot of it

>> No.7906989

>>7906957
Map limits. Default is 8192^3 (+/- 4096 in any direction). You can extend them under the map tab, but you'll need to use -bsp2 in your compiler.

>> No.7907060

>>7906989
I think bsp2 is actually only relevant to map complexity limits. It doesnt affect the limits of the extents of the map. To increase that, you need to change the protocol for your engine.

>> No.7907067

Eradicator-Evolva conjunction is the sole root behind SeriousSam/Paikiller-alikes, Arcane Dimensions included.
Plutonia is irrelevant.

>> No.7907096

Ok guys, I'm on my first playthrough of quake and... its really just not that good. The movement is top notch. Easily best part of the gameplay. Just moving around is satisfying. Everything else is.... meh. Drab color scheme, guns suck, sound design is hit or miss, and the music is shit. Spooky sewer sounds does not make a song and I make the same argument against doom 64. I'm halfway through episode 3 and I'm not gonna finish. Do the mission packs get better? For something so influential I can't believe it was entirely a "you had to be there at the time" piece. What am I missing or just not getting? What draws you guys to quake?

>> No.7907105

>>7906564
you can hack around it. check this: https://files.catbox.moe/eb0wmb.map
if you're planning to add a lot of them, it would be easier to do it in qc though (rather than making individual targetname pairs)

>> No.7907106

Dark Forces 2 still is the best 1997 fps.

>> No.7907134

>>7907096
>For something so influential I can't believe it was entirely a "you had to be there at the time" piece.
Sifted.

>> No.7907143

>>7907096
Quake is in the sweet spot between slow Doom enemies and annoying Unreal enemies, they keep you on your feet and require constant movement, unlike in most other shooters. a single fiend in a corridor is a threat, as is a single ogre in a corner.
having three weapons in the 'accurate full-auto' role is a bit lame, but since all of them eat through nails/cells so quickly, you still get to juggle weapons around regularly - again, unlike most shooters when you can just stick with one workhorse weapon.
levels are down to taste I guess.

>> No.7907150
File: 191 KB, 960x540, Screenshot_Doom_20210629_012114.png [View same] [iqdb] [saucenao] [google]
7907150

>>7906678
Man, these are tough with only one eye.
Weren't there supposed to be custom death messages, by the way?

>> No.7907159

>>7907143
This, also the game is pretty liberal with Quad Damage powerups, which you gotta use as much as you can. Also worth noting that Shamblers take half damage from explosions, and the shotguns don't give you the same generous overpenetration like in Doom, so you shouldn't count on that.

>> No.7907161

>>7907096
make sure you're playing on hard at least btw, so that you're getting the intended encounters in the vanilla game. E4M4 isn't the same without patrolling shamblers jumping down from their bridges.

>> No.7907195

>>7907150
there weren't, but nothing's stopping us from adding them

>> No.7907205

>>7907195
>>7907150
Alright, fine, I'll add those too. Geez, you people are needy. I guess I'll soon post a Version 1.3 with the new skies, fixed Map 01, and gaybituaries.

>> No.7907207

>>7907205
nothing's stopping us from not adding them either anon

>> No.7907220

>>7907096
>What draws you guys to quake?
it’s fun :)

>> No.7907224

>>7907096
I like the big monster mans and I like how evil game feels like it feels like you will be raped by monster any second but it doesn't happen cuz you are powerful and you beat these these spike peoples to death lol also I like in the levels theres cool castle architecture like roofs with wood and metal and cool places like cool graveyards and torture rooms and stuff and the people with blood everywhere and in the shadows just dismembered visarel and monster that doesn't have eyes but know exacty where you are and the sword peoples and just throw magic anywhay and chainsaws and shit and like the lanterns or lights fire things behind the bars makes shadows crazy just massive shadow remind me when I was little and 1 light on in house only just go through all the rooms and shadows everywhere at 3 am lol

>> No.7907252

>>7907207
Wrong, I'M stopping you.

>> No.7907256

>>7907096
I like chucking grenades into the faces of things, I like rocket jumping 50 feet into the air, I like trying to do the shambler dance in the middle of a firefight, I like doing rad airstrafes to make vorepods smack into enemies, I like the low-tech/medieval/eldritch art direction, I like quad damage, and I like getting mad speed with bunnyhopping

There are legitimate criticisms to be had for the game, but I find the positives to completely outweigh them

>> No.7907268

>>7906586
Looks like a bunch of toenail clippings.

>> No.7907270 [DELETED] 

>>7901351
>mystery of the druids
it's a dame shame we can't talk about this game on here anymore because it's become an eceleb topic.

>> No.7907331 [DELETED] 

>>7907270
ecelebs don't play games.

>> No.7907419

>>7905980
>>7906010
didn't someone already make one? whoever made the dw thread just didn't use it anyway

>> No.7907432 [DELETED] 

>>7907331
that's literally all most of them do

>> No.7907596

We shitwadding tonight?

>> No.7907602
File: 431 KB, 1600x900, StoppedAttacking.png [View same] [iqdb] [saucenao] [google]
7907602

Anybody seen this glitch before?
I shrank em down, then before i got a chance to squish them
I got ass raped by Pig Shotgunners
Then when i went back to fight the Mini Battlelords
They just walked around in circles like morons
and all my attacks went right through them
Splash damage didn't effect them either

>> No.7907628

>>7907596
Sorry Anon, won't be shitwadding for a bit. I've been negligent with my job and I need to catch up.

>> No.7907637
File: 15 KB, 700x700, 1425261315192.png [View same] [iqdb] [saucenao] [google]
7907637

>>7907628
Understandable. I would suggest closing the 4chan tab though.

>> No.7907654

>>7907628
Ahh fuck, I was waiting for another stream.

>> No.7907656 [DELETED] 

Lol

>> No.7907751
File: 26 KB, 216x195, b001.png [View same] [iqdb] [saucenao] [google]
7907751

Hell Scrag test is promising. Should make for a fun fight in small groups. Might make the texture a bit more subtle, not sure.

https://files.catbox.moe/0ab3c2.mp4

>> No.7907762

>>7907602
im pretty sure this is why you don't see many diagonals in doom

>> No.7907776
File: 909 KB, 1100x860, Retro Predators.png [View same] [iqdb] [saucenao] [google]
7907776

>>7906380
>The promise of a Bethnet server for all quake games seems to have died out with a new source port and the console ports like DOOM.
When and who made such promise? What exactly was promised? I tried to look that up, but can't find any mentioning of it. No article or anything like that. Would be nice if you have something as a prove.
>>7907096
It's just great. Gameplay, visuals, music... The game works and feels really well. Planning to replay Mission Packs at some point (they're good as well) + go through many mods/maps. Something I didn't really do when it comes to DOOM or any other game because I'm not much of a mod player, but in case of Quake it seems to be an exception. I simply wanna play more Quake, even though there's a ton of other games waiting for me in my Steam library... Damn, I might even try to make my mod (probably not, because I'm an indecisive loser with potato laptop).
It kind of bothers me that I abandoned my Heretic/Hexen marathon though.

>> No.7907804
File: 507 KB, 640x937, g3edit.png [View same] [iqdb] [saucenao] [google]
7907804

Yo kegan, have you ever considered gradius-inspired weapons for combined arms? there's a fuckton of weapons from the series that look like untapped potential for some fun stuff if you ask me (pic related)

>> No.7907817
File: 13 KB, 555x200, Combined_roadmap.png [View same] [iqdb] [saucenao] [google]
7907817

>>7907804
I thought about it, hell there was a point where I was gonna make a Vic Viper rifle for Combined_Arms Gaiden.
But I got all the sets I wanna make planned out now. If I add any more I'm gonna be at this shit forever.

>> No.7907832

>>7907817
what's gaiden?

>> No.7907838

>>7907817
ah well, would've loved to see some gradius representation. regardless, I have no doubt what you have planned already will be just as fun and cool as the rest of the sets
>>7907832
https://combine-kegan.itch.io/combined-arms-gaiden

>> No.7907848

>>7907751
I like it.
Out of curiosity, can it do a different move like the Hell Knight?

>> No.7907852

>>7907848
>Out of curiosity, can it do a different move like the Hell Knight?
What do you mean?

>> No.7907856

If I use a 128x128 brightmap for a 64x64 flat will it scale to the 64x64 map pixels, or will it repeat across multiple tiles?

>> No.7907860

>>7907852
Hell Knight can either use his sword or attack with his arrows, unlike a regular knight.
Saw Hell Scrag's body and thought maybe he was a little too hot to get close or something.

>> No.7907880

>>7907860
Oh, no, he doesn't have an alternate attack or anything. Might be able to make some sort of 'damage on touch' feature for monsters, but I don't think I can feasibly apply it to corpses.

>> No.7907952

I was playing Quake with the 1.5 mod on "The Elder God Shrine" (E4M3) and while I was playing it something quite odd happened, one of the flying enemies I gibbed got it's head stuck on the floor but it didn't actually died as his head kept doing idle sounds and followed me around the map, it was impossible to kill so I dragged it into a lava trap thinking it would burn it and make it dissapear but dear god... it made things worst as it kept gibbing on the lava endlessly and it started to affect my frames no matter how far away I was from it, so I hitted the console and typed "noclip" and went to the map's exit as quickly as I could as it was impossible to play due to how laggy it was even after quicksaving and loading the issue persisted, from a creepy head following me on the ground to a gibbing lag machine, quite the experience.

>> No.7907969

>>7907952
Don't know, sounds like what one should expect from The Elder World.

>> No.7908000

>>7902472
neat

>> No.7908001

>>7907762
? what does that mean?

>> No.7908002

>>7907205
If you want, I could write some death messages, quit messages, and anything else that hasn't been covered yet.
>>7908000
Checked

>> No.7908024

>>7907602
According to Duke wiki:
>If a Battlelord Sentry is shrunk (which is possible if auto-aim is deactivated and if the player shoots near the Battlelord Sentry's feet), then it will never attack the player ever again, even after returning to its normal size.
I wasn't aware that they became invincible also. I think if you shoot a shrunk enemy with a bullet, it becomes impossible to kill.

>> No.7908031

>>7908001
Doom used a tile based mapping format and did not have slanted wall tiles, so the only way to make diagonal walls in a map was to put the straight wall tiles corner-to-corner. You could make these tiles only 1 pixel wide which would make the effect more convincing (which is what modern maps do), but this caused frame drops on older computers and had to be used sparingly.

>> No.7908037

>>7907952
Quake 1.5 is in beta, perhaps indefinitely, and runs on a specific version of Dark Places, and DP was already known to be buggy

>> No.7908048

Just finished Quake 2 and it was really easy, it was a step down from Quake in every single regard except graphics. How are the mission packs? I figured I might play them too.

>> No.7908051

>>7908037
>perhaps indefinitely
What? Why?

>> No.7908052

>>7908024
Thats a weird glitch. Thats never happened to me playing Duke before. It kinda reminded me of the ghost enemies in doom.

I have gotten totally destroyed by one of the mini second episode bosses. Idr what they're called but not the mini cycloids. The other ones that shoot rockets to.

>>7908031
Ahh that makes sense i guess i've never really messed around with mapping besides screwing around in mapster 32

>> No.7908058

>>7908052
I meant like i shrunk em down and they blasted me in the face with a rocket while tiny lol

>> No.7908091

>>7908051
Dude went to go work on Slayer's Testicles I think.

>> No.7908108

>>7908091
thank you for making me forcefully blow air through my nose

>> No.7908112

>>7908091
Goddamnit. That sucks.

>> No.7908140

>>7908031
Doom only had perfectly flat wall and floor surfaces, but it wasn't tile based (like Wolfenstein 3D), it uses linedefs and vertices to form sectors. You draw out a shape from a number of vertices linked by linedefs, and the linedefs have textures and other properties applied to them.

>> No.7908143
File: 170 KB, 1280x1280, 1615763551327.jpg [View same] [iqdb] [saucenao] [google]
7908143

So let's just assume someone were to update the "SO YOU WANT TO FUCKING PLAY SOME DOOM" image. Where would REKKR go? The TC section, or the 4chan section?

>> No.7908146
File: 46 KB, 600x240, rekkr forever.png [View same] [iqdb] [saucenao] [google]
7908146

>>7908143
TC, since it's a full and proper one. I don't think anyone else has done a TC here on /vr/. I guess maybe make a note that a lot of the development was shown off here on the board, and anons gave a bunch of input.

>> No.7908184

>>7907096
I dunno, at first I thought it was "meh" too, just felt like brown doom. Then I went back a couple years later and it was the coolest shit ever. Just stick with it, it gets much better artistically after halfway through episode 1 imo

>> No.7908196

>>7904143
I finished it earlier this year and loved every minute of it

>> No.7908218
File: 1.27 MB, 1000x754, herrington.png [View same] [iqdb] [saucenao] [google]
7908218

>>7901352
Beta 1.3 of HFFM Uncut
https://files.catbox.moe/jz0l8g.zip

>Fixed gimps on Map 01
>new E1 and E2 skies
>LANGUAGE lump, adding some obituaries and exit lines (exit lines can probably also be added to the base version with DeHacked)
>some more new sounds
I'd like to hear what you all think about the new sounds, as well as the obituaries and death messages. New sounds are all Gachi, but they don't all have to be (see the gimp, for instance, I think that muffling the meatball's sounds just the same would work well). Some of the obituaries are half hearted, I'd appreciate ideas here.

If anyone knows any more bugs, please chime in.

>> No.7908220

>>7908218
Please tell me the cyberdemon obit is something like
>Player was shown who is the boss of this gym.

>> No.7908226
File: 114 KB, 209x197, 1449395808014.png [View same] [iqdb] [saucenao] [google]
7908226

>>7908218
>// Option Values
>OPTVAL_BILINEAR = "Graf Mode";
I love you anon.

>> No.7908231

>>7908218
So, the text strings for cheat codes, the chainsaw, and the visor are unchanged in the dehacked file so they won't show up in boom and whatnot. Should be a quick fix.

>> No.7908234

>>7907751
Is there any way to make the models skin texture animated? It would honestly feel hot as hell if possible

>> No.7908246
File: 5 KB, 168x150, Contra_4_-_Protype_Weapon_-_01.png [View same] [iqdb] [saucenao] [google]
7908246

>>7907817
>...I was gonna make a Vic Viper rifle...
Like the one from Contra4 ?

>> No.7908247

>>7901352
[6-29] Decay announces Liberosis, releases demo
https://www.doomworld.com/forum/topic/122937-liberosis-wip/
>>7908246
I was thinking of a rifle stylized as Vic Viper when he said that

>> No.7908258

>>7908246
What the fuck, I never found that. But that other Anon is right: I was gonna make some kinda rifle that LOOKED like the Vic Viper.
I went with the Castlevania knives and I'm glad I did, I had a lot of fun with that cool little flip you do with them.

>> No.7908261

>>7908258
I think a vic viper shaped rifle would make for a great railgun with the twin prong thingies at its front end. Maybe I should steal that idea in the future
>I never found that
Go replay Contra 4 right fucking now lol

>> No.7908273

>>7906587
I was thinking about having a Door or piece of Wall/Floor brush dissapear behind some cosmetic/less-deadly explosions once a relevant nukage crate gets 'killed' - very akin to that one Warehouse level in Quake2 where a tiny crate makes a fuck-hueg explosion for no reason, and blasts the jammed door away that took you to the levels exit...

>> No.7908294

Anybody have any idea how one would go about making some kind of mechanism that is activated for as long as the button is pressed?
What I mean is for example there is a bridge to raise and depending on how long you keep the lever pulled, it rises higher and higher. Or have a stuck door you have to pry open and you have to hold the use button until it's fully open, kind of like God of War's doors, except without the mashing.
My main problems here are:
1. How to make a lever/switch that instantly goes to its inactive state when the button is not pressed anymore
2. How to actually check if the button is held and get the exact moment the button is not held anymore.

Some Decorate solution would be preferred, but ZScript should also work.

>> No.7908317

Why do you fuckers hate it so much when I release Vanilla maps in zDoom format?

>> No.7908361
File: 363 KB, 1280x960, Screenshot_SummerFun_20210629_120314.png [View same] [iqdb] [saucenao] [google]
7908361

Should I dare go into the fields and forests?

>> No.7908363

>>7908361
Don't do it! That's where the ticks live!

>> No.7908369
File: 601 KB, 1280x960, Screenshot_SummerFun_20210629_120328.png [View same] [iqdb] [saucenao] [google]
7908369

>>7908363
Too late! This is where boys become men. Although... I am still on the path.
Should I go into the long grass?

>> No.7908371

>>7901386
>No revenants or archviles in Doom 64
Miss me

>> No.7908372

>>7908369
>>7908361
Anon anon anon anon anon anon
Poison ivy damaging floors (or grass or whatever)

>> No.7908375

>>7908369
Looks great. Just not sure why you decided to set it at dusk when everything's lit for noontime

>> No.7908385
File: 184 KB, 1280x960, Screenshot_SummerFun_20210629_121228.png [View same] [iqdb] [saucenao] [google]
7908385

>>7908372
Doesn't fit with the current plan, although I had actually considered at one point having berry bushes (the thorned ones) as "difficult" terrain that slows you down.

>>7908375
I'm just testing skies. This isn't even an actual level, just my test map I use to try out all the assets (doesn't mean that the real maps won't use some of that stuff I put in here).

Also, I DID go into the tall grass! Because I'm a pretty cool guy and don't afraid of anything. My dad's friend Ajay always said "DON'T GO INTO THE LONG GRASS!", but he's a paki, so who cares lol

>> No.7908403
File: 210 KB, 1280x960, Screenshot_SummerFun_20210629_121210.png [View same] [iqdb] [saucenao] [google]
7908403

>>7908385
I am not sure how to feel here....
Should I go deeper into the tall grass or go back home again? Who knows what lurks in the depths of this lost world?

>> No.7908409

>>7908403
The more shit you post, the more excited I get. You've seriously got to have some kind of urban legend wandering around in that place.

>> No.7908413
File: 72 KB, 1280x960, Screenshot_SummerFun_20210629_123645.png [View same] [iqdb] [saucenao] [google]
7908413

>>7908409
Don't get too excited, it's just tall grass.
There is probably nothing here of interest, unless I find a piece of amber or something.

>> No.7908414

>>7907096
Take anti-depressants.

>> No.7908420
File: 375 KB, 1280x960, Screenshot_SummerFun_20210629_121301.png [View same] [iqdb] [saucenao] [google]
7908420

>>7908413
See, nothing h-AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

>> No.7908481

Lol

>> No.7908501

>>7905451
Yeah. Even though Plutonia has the most chaingunners out of the iwads with 704, TNT still has a lot of them with 601, and uses 1041 shotgunners compared to Plutonia's measely 315.

>> No.7908549

>>7904143
I like it, it's incredibly solid. I'd change a few things, like giving Shelley a more 80s haircut and some more city levels rather than the tunnel sections towards the end, but it's a very solid shooter. Some people say there's not enough novelty weapons, but I generally tend not to use them all that much in Build games anyway.

>> No.7908553

>>7904213
I think it's the voice direction. Her VA sounds a bit detatched.

>> No.7908585
File: 100 KB, 805x540, 1624334369764.gif [View same] [iqdb] [saucenao] [google]
7908585

If someone was going to pay you to make maps in Doom Builder, how much would you charge?

>> No.7908592

>>7908585
Per map, about tree fiddy.

>> No.7908607
File: 25 KB, 342x412, 5141K406JHL._AC_SX342_.jpg [View same] [iqdb] [saucenao] [google]
7908607

Best FPS game ever

>> No.7908625

>>7908273
did you see the example map? >>7907105
cosmetic explosions are fairly easy

>> No.7908635

>>7908413
>>7908385
>>7908369
Be careful tho, dear Anon - there might be some wild Pokemon roaming in that tall grass...

>> No.7908637

>>7908420
Told ya ;^)

>> No.7908643

finished turok and fought both final bosses

>> No.7908673 [DELETED] 
File: 788 KB, 1280x960, Screenshot_SummerFun_20210629_152905.png [View same] [iqdb] [saucenao] [google]
7908673

>>7908635
That makes me think - has anybody ever made a Pokemon wad?

Started making forest stuff. I think the backdrop came out pretty good.

That said, what are your preferred ways of having "open" levels corraled?
Right now I'm doing the "have walls all around", but I don't like that, but I also don't like having invisible walls.
In fact I can't think of a single game that had a - for me - satisfying implementation of that.

>> No.7908679
File: 788 KB, 1280x960, Screenshot_SummerFun_20210629_152905.png [View same] [iqdb] [saucenao] [google]
7908679

>>7908635
That makes me think - has anybody ever made a Pokemon wad?

Started making forest stuff. I think the backdrop came out pretty good.

That said, what are your preferred ways of having "open" levels corraled?
Right now I'm doing the "have walls all around", but I don't like that, but I also don't like having invisible walls.
In fact I can't think of a single game that had a - for me - satisfying implementation of that.

>>7908637
:^)

>> No.7908719
File: 374 KB, 794x514, 1583499162671.png [View same] [iqdb] [saucenao] [google]
7908719

>>7906001

>> No.7908730

>>7907776
when they announced their idea during the creation club event.
they showed for all ip's including doom and quake, only DOOM got a new source port with stuff getting added.
Quake got nothing, but then Timmy destroyed the idea by the looks of it to push QC, and Q2RTX is broken as fuck since its using Q2Pro's Code which sucks for Single player and mods, like skyscraper.

>> No.7908749

>>7908679
>That said, what are your preferred ways of having "open" levels corraled?
Cliffs, impenetrable treelines, rock piles, fallen logs, old curmbled walls, rivers work okay with they're done well.

>> No.7908756 [DELETED] 

>>7908218
The most insulting thing about the hffm debacle is how stupid you idiots think we are. I was reading your bullshit plans for months, of course I let the other mods know about your silly little plans. You'd be perfectly okay with a gachi homage wad if it wasn't so clearly obvious that was just a thin veil for memeing around the f-word. That's how it started, so that's how it ends, don't bother underestimating everyone else's intelligence.

Also have fun releasing your n-word teasing quake project on black history month, I bet that's going to be a) coincidence, b) perfectly respectable homage to MLKjr as well. Just get rid of the slurs, you fucking morons.
-d

>> No.7908775 [DELETED] 

>>7908756
This pasta's getting stale

>> No.7908797 [DELETED] 

>>7908775
*it was stale from the start

>> No.7909082

>>7908730
>when they announced their idea during the creation club event.
What event, exactly? Still can't find anything and don't know how Creation Club is related to it as that thing is only for Skyrim and Fallout 4.
Do you mean Slayers Club? Still don't know how Quake would fit into this.
>Timmy destroyed the idea by the looks of it
Can believe in that without any proof though.

>> No.7909119 [DELETED] 

>>7908756
Im still gonna play this myself once its ready purely to have fun just like I did with QUMP - and theres nothing you can do about it, you joyless and pathetic schizo ;)

>> No.7909146 [DELETED] 

7908756
>implying that I'll ever read this tranny word-vomit
Behead those who insult the wisdm of based WordSphere :^p

>> No.7909163 [DELETED] 

>7908756
Im going to play and there is nothing you can do about it aberration of nature

>> No.7909223

Turns out the IOS replacement in Corruption Cards is Mecha Romero

>> No.7909226
File: 1.57 MB, 1920x1418, 1584848460408.jpg [View same] [iqdb] [saucenao] [google]
7909226

>>7908048
The Reckoning (Xatrix) feels like more of the same, minus those annoying laser grunts. Otherwise I don't think it adds much to the Quake 2 experience. I suppose if you liked Q2, Reckoning is basically more.
Ground Zero (Rogue) on the other hand, holy fucking shit it's a mixed bag. On one hand, it adds actual unique setpieces to Q2 that it was dearly missing, and resores the missing AI functions that was removed from the original retail release. On the other hand, it places turrets behind you more often than not, pacing the game to a crawl. I'd recommend playing this only if they'res a way to remove/nullify the turrets, otherwise it's an extremely frustrating experience.

Regardless if you play the expansions or not, the additions to the soundtrack are fucking killer and are absolutely worth a listen to. https://youtu.be/oOhVcUkpcjo

>> No.7909273 [DELETED] 

>>7909119
>>7909146
>>7909163
>taking the bait like the newfags cancer you are
>even not quoting the post to not give any (You)s like it was any kind of currency or had any kind of relevance
You are as much cancer as the one you replied to. I wish there was a way to report cancer like you.

>> No.7909335 [DELETED] 

>>7909273
i took it because i wanted it anon
Also your "im pretending" is obvious

Btw the janitotrs will do their job and delete this obvious slew of offtopic baits.

>>7908048
If you played on normal hard yes, Oif you played on nightmare per Yamagi or KMQ2
You will be in for a ride of frustration with the gunners and shotgunners

>> No.7909386

>>7907804
Are those power-ups legit? I cant remember the lower half of them honestly from any of the 2~4 arcade installments

>> No.7909403

>>7908371
That was my thought originally, and their absence does hurt, but the game makes up for it with other things instead.

>> No.7909426
File: 49 KB, 640x480, margaal25-2.jpg [View same] [iqdb] [saucenao] [google]
7909426

>>7909335
>You will be in for a ride of frustration with the gunners and shotgunners
DESU the ShotGuards are mostly a pushover unless you get cornered by them, Gunners on the other hand are as dangerous and annoying as ever - but now they will really love to shower the map with grenades, and also they get a new really ball-busting in annoyance AI tweak - where anytime they have to duck and you are in their line of sight, theyre almost guaranteed to pop a single grenade in your general direction while crouching (thats uninterupt'able AFAIK)

>> No.7909432 [DELETED] 

>>7909335
>i took it because i wanted it anon
>implying
Also, ironic shitposting is still shitposting

>> No.7909443

>>7909426
which what is said
Shotgunners and Gunners will become a pain in the ass, pair that with flyers who spams hyperblasters more frequently.

>> No.7909446 [DELETED] 

>>7909432
Get off your high horse you bootlicking faggot.

>> No.7909470 [DELETED] 

>>7909446
>bootlicking faggot
Do you even know what that word means, you absolute fucking retard?

>> No.7909492

>>7908679
>That makes me think - has anybody ever made a Pokemon wad?
There was one, but the creator behind it died. You can see a video of it here.
https://www.youtube.com/watch?v=1OV3SQ_6DhE

>> No.7909502 [DELETED] 

>>7908756
Afaik the only niggur reference left in violent rumble is a filename.
(I know this is copypasta, just saying that violent rumble is at this point just a quality start for a quake mapset)

>> No.7909530

>>7909386
A good half come from the spin offs, including Gaiden, Galaxies, Neo, Solar Assault, and the Nemesis series

>> No.7909559

>three rotations left for the attack
>all rotations for the pain state left
>shading not done yet
To the people with some experience in spriting, how long does it usually take for you if you make a character *de novo* from start to finish?
Also, what's your workflow? I reckon mine is rather inefficient.
Sadly I suck too much at 3D modeling, would probably make life a lot easier.

>> No.7909597
File: 1.47 MB, 1280x720, animated.webm [View same] [iqdb] [saucenao] [google]
7909597

>>7908234
It is, actually. It's just fairly subtle because I'm seemingly limited to 4 frames without hardcoding it with QC.

>> No.7909604

in quake, is it possible to add "visual" gore?
because that's what the cyber dino boss in turok did and it was impressive
also, i can see that the turok 2 bow and arrow inspired the arrow pick up mechanic in high noon drifter
i miss term

>> No.7909629

>>7908031
what the fuck are you talking about, thats not true at all lel

>> No.7909642

>>7904143
Lemme put it this way; they banned people for calling them out on kowtowing to the fag site ResetEra. Pirate it, they don't deserve money.

>> No.7909674

does Violent Rumble have ladders?

>> No.7909676

>>7909674
Yes. Progs Dump 2 has ladders and we're using it as a base.

>> No.7909706

>>7909604
Like with the Quake2 painskins?
Isnt that already a thing in DarkPlaces?

>> No.7909710

>>7909597
Billion up-boat question time:
Will he get snuffed-out after dying???

>> No.7909718

>>7909443
>>7909426
Why do the basic units seem far more agile in the missions packs in general?
Does it have something to do with playing on hard+? I didn't know about it since it was hidden away.

>> No.7909721

>>7909718
Xatrix and Rogue tweaked and fixed the AI issues caused by timmy

>> No.7909754

>>7909710
I'm trying to work within the bounds of what can be via entity options in Trenchbroom, so it's not currently possible. That being said, I can extend those bounds with a 'death skin' option...

>> No.7909840
File: 920 KB, 1054x593, spasm0001.png [View same] [iqdb] [saucenao] [google]
7909840

>>7901352
Out of nowhere, one of the original AD mappers released a Quake mod/mappack of his own with an aim of rebalancing weapons
https://www.celephais.net/board/view_thread.php?id=62065

>> No.7909859

>>7909604
>i miss term
What's he up to these days? Mega manning?

>> No.7909863

>>7909859
He's still working on doom engine stuff, plays doom mods from time to time, and also 100% orange juice because yeah.

>> No.7909869

>>7908031
...what

>> No.7909872

>>7909863
>also 100% orange juice
I don't know what this means.
He doesn't drink the pineapple mix?

>> No.7909874

>>7909872
It's a game anon. He streams it sometimes.

>> No.7909881

>>7909597
I never realized scrags flap their little arm stub things

>> No.7909897
File: 92 KB, 265x310, 1609243650804.gif [View same] [iqdb] [saucenao] [google]
7909897

>>7908420

>> No.7909926
File: 51 KB, 640x480, EYzXy8dUEAAMjjL.png [View same] [iqdb] [saucenao] [google]
7909926

>>7909874
I haven't caught any streams from anyone in a while.
Soose I'll see what 100% OJ is.

>> No.7909927

>>7909840
>axe causes weaker enemies to fly back
>shotgun is replaced by a huge rapidfire pistol
I like it already

>> No.7909929

you can't tell me you prefer duke to vanilla doom

>> No.7909930

>>7909859
>>7909863
He's doing a weird side on brawler mod for Doom.
https://www.youtube.com/watch?v=hSzZqbqm2sE

>> No.7909935

>>7909926
It's weeaboo Mario Party, so it's very Term.

>> No.7909938

>>7909927
also, this is the first time I've used AD's widowmaker shotgun in an actual hitscan form, which makes it 3x as satisfying

>> No.7909941

>>7909930
Fancy. I feel like it would work better with a fixed angled camera though. That weaves and rotates through the map wild-9 style maybe.

>> No.7909945

>>7909938
At any time in AD you can type impulse 130 to disable shotty proejctiles

>> No.7909949
File: 43 KB, 799x598, freedoom.png [View same] [iqdb] [saucenao] [google]
7909949

Never make big, overdetailed maps + puzzle switch folks. it's just fucking terrible.

>> No.7909951
File: 265 KB, 1874x1643, death skin.jpg [View same] [iqdb] [saucenao] [google]
7909951

>>7909754
And done. That was so simple that I'm shocked it wasn't already in PD2.

>> No.7909954

>>7903886
>Alternate deflation death for Spawns is delayed because the .mdl exporter for Blender is being being bitchy and giving the vaguest error messages imaginable
aaaaaaaaaaaaaaaa

>> No.7909970

>>7909840
More Quake goodness.

>> No.7909971

Why is it so hard to find duke it out in dc? Its either in a bin cue format and i dont wanna download power iso or the iso is packed with shady ass shit
Like dll files that make connections to botnet sites. yeah yeah bro this game cd from 1997 is still making online connections sure.

why the fuck cant gear box just release it for sale what the fuck

>> No.7909985

>>7909949
also never make Knee Deep in ZDoom.

>> No.7909987

>>7909949
It's okay if you make it intelligible towards what the switches are doing.

>> No.7909989

>>7909840
I dont think thats an original AD mapper.

>> No.7910009

>>7901352
How's VR coming along? I see lots of resource updates but not much on mapping.

>> No.7910012

Dark Forces II still is the best fps.

>> No.7910037

>>7909954
Don't worry anon, I think I'm close to figuring it out.

>>7910009
A few people have posted screenshots of their maps, though it's been a while. I guess it's understandable if people don't want to post their progress until they've done some lighting and they're saving lighting for the end. Last survey indicated we should be getting about 10 maps which I think is alright. I'm not expecting as big of a turnout as a Doom project.

>> No.7910047

Leaked Half-Life 2 teaser from 2001.
https://twitter.com/halflife_txt/status/1408092557028982792?s=20

>> No.7910050

>>7910047
>https://twitter.com/halflife_txt/status/1408092557028982792?s=20
kek

>> No.7910056

>>7910009
I started mapping early on with vranon's first beta but lost my job and then got a new one and now I'm busy as shit

>> No.7910091

ion fury or dusk: which should I play first?

>> No.7910096

>>7910091
dusk imo seems is shitty quake rip off. Got it played through the first levels
It wasn't challenging and it was boring.
I don't even have over 2 hours on it. Its that bad, if i didn't have it for months and months id request a refund honestly

>> No.7910098

>>7910091
Flip a coin. They're both good fun. I like IF more because the guns feel better for me (and just look better).

>> No.7910103

>>7910047
imagine
https://www.youtube.com/watch?v=GUw33CwqE_I

>> No.7910105

>>7910091
Dusk and if you don't like episode 1 it gets much better with episodes 2 and 3.

>> No.7910114
File: 361 KB, 640x597, EttDbrWWYAIzuxO.png [View same] [iqdb] [saucenao] [google]
7910114

I want to fuck Selaco's protagonist even more than Shelly.

>> No.7910134

>>7909954
Didnt the Qtest alpha had a wonky Tarbaby death animation sequence, or was it just their wakeup anim-loop but set in reverse?

>> No.7910138

>>7909226
Ye I'm not bothering with the mission packs at all then.

>> No.7910141

>>7910096
It gets quite a bit better.

>> No.7910142

>>7910134
>or was it just their wakeup anim-loop but set in reverse?
I believe it was that. Don't quote me on it.

>> No.7910156

>>7909859
He avoids the general community like the plague, because he can't stand the. shall we say big cliques. Can't blame him.

>>7908730
Tim really is the King Midas of ruining shit, isn't he?

>> No.7910165

>>7910156
isn't term like one of the nicest people in the community?

>> No.7910171

>>7910156
On the subject of Tim Willits, it's worth nothing that he's credited as a level designer for Strife. I wonder if he's responsible for those factory levels.
>>7910165
Yes.

>> No.7910189

>>7910165
Yes, he's a fucking wonderful guy, which should tell you something when he doesn't want to deal with many of the big names in the community.

>> No.7910193

>>7910165
Yes, like by a wide fucking margin, dude is easily one of the most positive people in the community.
>>7910189
Says a lot to me that he wanted off the Cacoward committee, that's for sure.

>> No.7910195

>>7910193
He did? This is news to me. Wonder what went down.

>> No.7910202

>>7910195
>Wonder what went down.
Doomworld and the cacowads are fully infiltrated, imagine the "work" environment.

>> No.7910213

>>7910156
>He avoids the general community like the plague, because he can't stand the. shall we say big cliques. Can't blame him.
Perfectly understandable, I bailed on a lot of the bigger ones some years back, there's nothing worth dealing with that.

It also seems like a lot of the less hostile big names have started to drift off and have their own small bubbles instead of deal with the cliques.

>>7910195
I think he caught a lot of flak over the Lilith.pk3 thing, probably isn't a coincidence that gzdoom staff ended up on the cacoward judge panels right as he was out.

>> No.7910215

>>7910202
I feel a bit sad knowing that all these old school forums are now run by people who aren't there for the hobby's sake, but for the power trip.

>> No.7910235
File: 33 KB, 334x318, zdoommapping.png [View same] [iqdb] [saucenao] [google]
7910235

>>7910213
>I think he caught a lot of flak over the Lilith.pk3 thing
But he did return to the cacowards in 2018. I'm sure everyone had forgotten about lilith by that point. Something else in 2018 had to have happened.

>> No.7910245

>>7910235
He probably just had other shit to do. Dealing with communities takes a lot of time and effort, and if your main goal is "make shit" then it can quickly become not-worth-it.

>> No.7910249
File: 197 KB, 334x453, caco prolapse.png [View same] [iqdb] [saucenao] [google]
7910249

>>7910245
Yeah, the correct answer usually is the simplest so I'll just accept that.
Also, i'm sorry to derail the thread there. I just wanted to know what happened with someone who used to hang out here. Have a caco.

>> No.7910250

>>7910213
>I think he caught a lot of flak over the Lilith.pk3 thing, probably isn't a coincidence that gzdoom staff ended up on the cacoward judge panels right as he was out.
That's fucked. One wonders how much of that was Graf's own autism, and what of it was Rachael's typical simping for Graf.

>>7910235
I wouldn't mind doing some ZDoom maps tbqhwyf, but Boom is just way comfier for me, with MBF21 looking like it'll make for more features otherwise only available in UDMF.

>> No.7910254

>>7910213
>I think he caught a lot of flak over the Lilith.pk3 thing, probably isn't a coincidence that gzdoom staff ended up on the cacoward judge panels right as he was out.
That's fucked. One wonders how much of that was Graf's own autism, and what of it was Rachael's typical simping for Graf.

>>7910235
I wouldn't mind doing some ZDoom maps tbqhwyf, but Boom is just way comfier for me, with MBF21 looking like it'll make for more features otherwise only available in UDMF.

>> No.7910260

>>7910254
Oh that zdoom maps image was just some shitpost I made referencing a theory I have that ZDF users don't know how to map. "Zdoom can't map" if you will. I wouldn't mind taking a stab at a zdoom based project here sometime desu

>> No.7910261
File: 77 KB, 909x987, cacopoyo.jpg [View same] [iqdb] [saucenao] [google]
7910261

Any more WADs to play that capture the same magic as the Golden Souls series and Pirate Doom?

>> No.7910267

>>7909119
>having fun
How dare you (¤_¤)
>>7909146
Kekked hard ;)
>>7909840
Sounds like somebody got an idea from the old OverDose mod (AMG auto-shotty) I guess...

>> No.7910270
File: 398 KB, 1440x900, Screenshot_Doom_20210630_002349.png [View same] [iqdb] [saucenao] [google]
7910270

because Term-based discussion, Metroid Dreadnaught is still pretty good.

>> No.7910271

>>7910261
Doom Vacation, kind of, but it's cheating a lot.

>> No.7910274

>>7910270
I still fall back on Samsara for playthroughs of random wads. Parias is my go-to, but it's nice having the choices.

>> No.7910278

>>7910245
I know the biggest reason why, and it's much worse than any of you think. The question is if Term wants me to blather about it here.

>> No.7910284

>>7910270
I don't think term has ever made an outright bad mod, except maybe that hexen mod. All of them still hold up.
>>7910274
That reminds me, we need to play samsara invasion sometime, I miss servers like those.
>>7910278
Probably not

>> No.7910294

>>7910260
>I wouldn't mind taking a stab at a zdoom based project here sometime desu
Interesting idea. What should it be? Something with lots of scripts and 3D floors? Like, an everchanging level?
I actually once started making a holodeck level, with several configurations that you can choose on a panel, but for some reason it doesn't work properly anymore despite not updating anything...

>> No.7910296
File: 189 KB, 768x768, OneFlashyBoi.jpg [View same] [iqdb] [saucenao] [google]
7910296

>>7909226 (post was still up when I've starded writing this blogpost - where did it go?)
I cant really decide whats the worse expansion honestly Anon - Im slightly more biased towards GZ, but its mostly due to the love-hate duality it causes as opposed to TR being cool/meh for the most part - this it how I see those two comparable solely from gameplay perspective:
*TheReckoning:
-LaserGuard is really annoying up-close but somewhat more managable at distance or if theres some space to avoid their lasers
^(making it the strongest soldier variety was a mistake IMO - H.BlasterGuard wouldve been a better choice)
-H.BlasterGuard is mostly a pushover (basicly just a LightGuard on steroids), but their blue HB shots are just the sex
-BoomerGuard is more of the same really - just be aware of their missed shots that rebound off walls (because of which they usualy end up killed by other Stroggs)
-Gekk is pure based kino - really love the neon-gib-fountain effect upon death
-BetaMaiden is obviously a real PITA on open grounds, just like the vores from Quake - good thing they die quick like the standard IM
-BetaBrains is a goddamn nightmare to deal with (without cover at least), doesnt help it can easily kill you via physics bug if you jump a moment before being grabbed on low health
-BetaGladiator filters noob shitters like no tomorrow - although their shield/hp value is absurdly inflated IMO (good thing those fuckers are quite rare)
-FixBot is honestly an answer to a question that literaly nobody asked (apparently they can be tasked via map editor to go fix broken stuff - something that vanilla Technicians were meant to do originally)
-Infantry with new AI tweak will suprize you once or maybe twice, before you'll get used to them eventually
-BetaBossTank is just LAZY SHIT (they could have made its hull-guns operable like it was planned at the very begining, or at least make his rockets home-in on the player like the BetaMaidens rockets do already)

>> No.7910303

>>7910254
>One wonders how much of that was Graf's own autism,
He took it personally that not only did Waterlabs GZD not win, the one mod he'd lost his shit about months earlier for not running on his souceport did.
>and what of it was Rachael's typical simping for Graf.
Rachael doesn't simp for him, Rachael is all about putting him in a position to lose his shit and then use that to sabotage whatever the target of the day is.
>>7910284
The Ranger wasn't even bad exactly, it was just very basic.

>> No.7910305
File: 9 KB, 225x225, GetOutOfHere.jpg [View same] [iqdb] [saucenao] [google]
7910305

>>7910296
^Its a real shame the final level bossfight has simply recycled the vanilla Q2 Makron with no changes
-Weapons are kino for the most part (IonRipper is shamelessly OP as fuck, Phalanx feels too gimmicky), Traps are a godsend vs BetaGladiators (unless this was patched alter)
-DualFireDammage powerup is either meh or a lifesaver depending when you get to use it

*GroundZero:
-Starting with the new weapons for a change, lets just say they arent very good in this one - the ETF rifle is highly situational (and best left for DM where it does it job well), and PlasmaBeam is just too anemic for its doubled Cells ammo-drainage (just dont bother outside of DM where in practice its just an 'endless Shaft from Q1, but expensive to use') compared to vanilla HyperBlaster, ProxLauncher is a nerfed copy of the Q1 SoA expansions namesake weapon - thats all I can say about it honestly, TeslaMines are worthless in SinglePlayer to be perfectly honest (everything you'd might to do with them can already be done with the Proximity mines more efficently - only advantage Teslas got is they wont blow you up in your face once activated)
+Also please note that one of the secrets in very first level is a SSG - this gives you a hint how tough this shit will get real fast (wheras the secret level in GZ hides the objectively worhless ChainFist to subvert your expectations - LMAO so funeh)
^Im pretty sure it was meant to be the place where you obtain the cut Disintegrator weapon instead of what they ended putting there in its place it would seem

>> No.7910313
File: 361 KB, 1581x838, temp3.jpg [View same] [iqdb] [saucenao] [google]
7910313

>>7910009
I'm still working on mine, but it's slower goings than the quick run I had a bit ago.

>> No.7910317

>>7910313
That's gorgeous anon. Can't wait to play it.

>> No.7910320

>>7910305
Stop talking about quake 2 sp it's awful. No one cares about playing q2 sp only MP m8!

>> No.7910324

>>7910320
kys

>> No.7910327

>>7910320
No.

>> No.7910329

>>7910317
Hopefully it'll look cooler when I'm done. A lot of this is just blocked in atm.
If all goes well it'll at least look pretty. Not Arcade Dimensions pretty, but decent.

>> No.7910336
File: 209 KB, 733x467, Medic_Commander3.JPG.jpg [View same] [iqdb] [saucenao] [google]
7910336

>>7910305
-PowerUps are just pretty much like the weapons (mostly meaning quantity =/= quality) - DualDamage is literaly half of a QD (Best combined with a Quad for 8x dmg amplification effect), Defender Shpere is cool as heck (as it both halves recieved damage and is an attack drone firing at last player/monster who attacked you), I.R.Goggles are just Duke3D NightVision but red (and it cannot be disabled once activated), Doppelganger is a Holoduke copy likewise (MP-only, enemies dont even get fooled), theres also two other Sphere powers - but they are MP-exclusive (and only one of them can be active per life)
-overall the monster AI-upgrades will either make you smile with joy (most enemies are no longer suicidal imbeciles) or cringe from frustration (enemies moonwalking sideways from your HB/ETF bolts, and popping a rocket/grenade preventively each time you round a corner from their view) due to obvious difference it brings to the table...
-Turrets are easily the most motherfucking shit of all time (why the fuck do they have just enough HP to withstand two SSG/RL direct hits???)
-Daedalus is simply icarus on steroids - so either act accordingly, or try getting creative with Teslas/Prox (best opportunity to get rid of them, ETF rifle is fine too against them)
-Stalker is way too tough for its size honestly, and alloyingly enough - they're also tenacious little fuckers who like to get in your face, while additionaly having some suprizingly nasty tricks (wall-climbing & auto-revive) to coax you into a snafu with, ^You will learn to hate them as they're semi-commonly present in the entire game after their introduction in second part of the first unit (Rail them to pieces if you must, but DO NOT USE PROJECTILE WEAPONS EVER! ! !)
-MedicComander is both kino and stuff of nightmare (spawns Gladiators and Medics on hard and gets 50% more health via PowerShields - This is where the new ETF Rifle really shines the most for once)

>> No.7910339

>>7910270
where do i find a download of this?

>> No.7910341

>>7910320
This, fuck q2

>> No.7910349
File: 676 KB, 1920x1080, Screenshot_Doom_20210629_185208.png [View same] [iqdb] [saucenao] [google]
7910349

How do I get these pants? Map 5 HFFM.

>> No.7910353
File: 19 KB, 480x360, Disruptor.jpg [View same] [iqdb] [saucenao] [google]
7910353

>>7910320
Original quote was for anon asking if the addons are worth trying out, and so I am replying to him…

>>7910336
-CarrierBoss is both awesome and terrible - your satisfaction factor for dealing with it is very depending on the boss encounter maps layout itself and how many Flyers it was allowed to spawn during the fight (keep an eye for the rapidly-spinning smoking ones)
-KamikazeFlyer (its a seperate entity that can actually be spawned anywhere in custom maps) either kills you - or you kill them (its basicaly a homing missile that can be shot down)
-The Black Widow Guardian is a definite proof that Stroggs hierarchy operates by merit alone - and not arbitrary diversity quotas, this mean bitch will make you humble (she can copy your powe-ups, so DO NOT USE INVULNERABITY! ! !) and never stops making new Stalkers to keep you on your toes for the whole fight, She is basicly like Makron but better designed
^Yes she also got two seperate forms too (not really, as they are seperate entities) - the second one is even more of a pain to deal with than the previous (this is best place to save your sole DefenderSphere for use at last)

*please keep in mind that I actualy done this comparison mostly via the Citadel mod by Andrea Rosa - which includes weapons and enemies from both addons and some custom stuff, like weakening the Turrets durability a lot

BTW whats you opinion about the quazi-official Zaero and Oblivion addons? Can you say anything of note regarding those Briefly (For example is Zaero quality-wise the 'Abyss of Pandemonium' of Quake2)?

>> No.7910368

>>7910320
>>7910341
Sorry poor schizoids, this friday Im doing a screengrab crapflood of an ancient Q2 map-pack/mod from 2001 that will finaly proove that the Stroggs did 9/11 :^]

>> No.7910395

Any wads that add human children to shoot?

>> No.7910401

>>7910261
This is such a wholesome picture. Blessed.

>> No.7910491

>>7909989
It isn't.

>> No.7910496

Is there a way to have Necros' compiling GUI automatically take me to my map after compiling? It does it for id1, but when I put "-game vr -map test.bsp" on the command line, it just takes me to Quakespasm's menu console.

>> No.7910514

>>7910496
Get rid of the .bsp part.
>-game vr -map test

>> No.7910517
File: 23 KB, 654x383, file.png [View same] [iqdb] [saucenao] [google]
7910517

>>7910514
Or actually, get rid of the entire -map part. It'll automatically punch that in upon loading the game, because it's magic.

>> No.7910531

>>7910517
Oh, and don't forget to go into settings and change the compiler's Output Folder to the \vr\maps directory instead of \id1\maps.

>> No.7910569

>>7910296
>>7910305
>>7910336
>>7910353
Its shit like this that makes me wish for a /vr/ unity after NIGGUR using lazarus to make use of GZ, Zaero, Oblivion, Loki and Rogue's assets and AI, it has a ton of untapped potential seeing the ruskie stuff and quakewulf's maps, even the Orchard and Return stuff is making me giggle a bit.

Btw outside nyarlathotep and older maps, i have never seen custom maps making use of low gravity in Q2 like the Space Station secret map.

>> No.7910579

>>7910569
Also in other news
Chasm the rift is getting kino maps very soon
https://twitter.com/JezzahKP/status/1410012508325396489

>> No.7910581

>>7906247
>Hard Fast Faggot Maps: Size Doesn't Matter
I could get behind it
Pun entirely intended

>> No.7910852
File: 353 KB, 552x552, 1542221674662.jpg [View same] [iqdb] [saucenao] [google]
7910852

Okay, turns out I had way less work to catch up on than I thought. You guys up for more DTS-T?

>> No.7910868

>>7910852
fuck yeah lets go

>> No.7910875

>>7910868
Righto, let's see if we can escape the jade cube this time
>https://www.youtube.com/watch?v=a4d5bvLBIbs

>> No.7910886

https://www.youtube.com/watch?v=ESz05U5J1c8&t=27s

>> No.7910940
File: 21 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
7910940

>>7910261
Preacher was made by the same author as Pirate Doom

>> No.7910957

Why is Alf like this?
>>7910927

>> No.7910985

>>7910957
he's russian he's probably asleep atm

>> No.7911068

>>7910261
Super Sonic Doom

>> No.7911148

>>7910581
>Size Doesn't Matter
That's also be a great name for a spinoff HFF limited size mapset or something like that.

>> No.7911152

>>7911148
HFFM expanded universe when?

>> No.7911180

So why the dislike for Zdoom mapping from some? There's a number of conveniences compared to far more roundabout methods in older formats.
Though I have seen the horror that is the "cinematic masterpieces" some wad makers decide to go off and make with camera abuse and unskippable dialogues. But not certain if that's Zdoom or GZdoom.

>> No.7911183

>>7911152
HFFM Christmas maps, vacation maps, Halloween maps, the possibilities are coming thick and fast.

>> No.7911195

>>7908371
would be cool,but needs archviles (and the others)
hellknights spam is boring and make doom64 a huge step down from something like plutonia,or any fan-map based on doom2.
the atmosphere tries to be scary but misses the enemy that is truly horrifying.

>> No.7911198

>>7911195
was for >>7901386
sorry.

>> No.7911214

>>7911180
hi, i posted this >>7910235
i ain't saying zdoom is an inherently shit format, there's a fair share of good maps made in it. the vast majority are incredibly shit though and they somehow still get popular (see anon's shitwad stream)

>> No.7911232

baking bread

>> No.7911298 [DELETED] 

NEW THREAD
>>7911294
>>7911294
>>7911294

>> No.7911307

>>7910270
Gotta play this. Im always surprised at some of these wads. Doom wads have the best 3d sonic too.

>> No.7911338

Let's try that again

>> No.7911341

>>7911338
WAIT WAIT

>> No.7911342

>>7911341
WHAT IS IT????

>> No.7911343

>>7911338
THIS >>7909840 WAS NOT made by one of the original AD mappers. Markie has been around for other Quake mapping projects, but did not map for AD. Just a notable distinction. So maybe just
[x-xx] New Quake mod and mappack with an aim of balancing the weapons

>> No.7911345

>>7911343
Got it, thanks for making sure I didn't tard out a second time

>> No.7911353

>>7911338
fug u

>> No.7911357

>>7911351
>>7911351
>>7911351
real new thread, have a good 3 AM

>> No.7911435 [DELETED] 

>Stalker the cyborg Deamonic Spider
>filename
Top Jej ;)

>> No.7911439

>>7910305
>Stalker the cyborg Deamonic Spider
>filename
Top Jej ;)

>> No.7911462

>>7911180
The difference between zdoom and gzdoom, is that the gzdoom is hardware accerelated port meaning it can effects like fog and dynamic lights. Both have same scripting possibilities, both zdoom was discontinued as it's developer stopped. There is usually 3 reputation why most zdoom wads have bad reputation. First it needs heavier hardware that is able play modern games. Second is that the gzdoom mapping attracts lot of amateurs, who have idea how to do good gameplay. Third is that the port is developed egomaniac autist, who breaks your scripts with every patch and insults you for not patching your mod every month after release. Port is also clusterfuck of many unnecessary features.

That being said, there are some absolutely great and fun gzdoom wads. Stronghold and Unloved are fun and unique experiences, that couldn't be created with anything else gzdoom. Gzdoom maps have also been evolving. There has been new movement starting from 2019, that takes 10s boom wad influences, and just adds scripts, verticality and visual enchantments to make ultra hard wads, example Bastion Of Chaos and Slaughter Spectrum, without going full Tormentor with cutscenes and 200 different monsters. Other (good) new wads use gzdoom to give you new arsenal, that wouldn't be possible in boom ports, while still retaining boom map and gameplay design, example Paradise and Tarnsman's Projectile Hell. There are two upcoming gzdoom megawads, Age Of Hell and Elementalism, that will be the most insane things ever made with gzdoom (while still emphasizing the gameplay).

>> No.7911474
File: 97 KB, 640x400, GrimBorough.png [View same] [iqdb] [saucenao] [google]
7911474

>>7910579
Now this is something out of the ordinary

>> No.7911536

>>7910579
How do I play Chasm in this day and age? Last time I did, Dosbox was the only option and it didn't run well.

>> No.7911821

>>7908607
Only played the demo where I ended up testing how many i could kill on my side, many fond memories of driving the truck of my team mates straight into the water and then blowing up the incoming tank with the rocket launcher.

>> No.7911920

>>7906537
Seriously, I'm getting hungry just looking at that.

>> No.7912159

>>7908371
>>7911195
I understand where you're coming from as the base game, Doom64's vanilla enemy placement sucks, but bear with me here.
The only reason it is that way is cause the hitboxes were retarded so hell knights and barons were the only enemies they could cram in their tiny Doom 2 size maps.

When you make bigger maps, Doom64 Sized Maps, you can fit a better variety of enemies in there, and I've made fun and challenging maps with clever use of Arachnotrons and Mancubi, and use the Hell Knights/Barons very little. Also keep in mind the Pain Elemental is a good substitute for the Archvile's "HOLY SHIT KILL NOW" priority cause he hurts you when he explodes.

On top of this, you can use crushers, arrow traps, fireballs, and other cool macro stuff to make levels even cooler, also teleport lines to make non euclidian geometry and stuff.

I urge you to check this wad out because it has really fun and interesting use of enemy placement: https://www.doomworld.com/forum/topic/119055-the-tribulation-of-treachery-doom64-ex/?tab=comments#comment-2241468

I also hear this wad is pretty good but I haven't played it yet: https://www.doomworld.com/forum/topic/118930-the-unmaking-a-33-map-nightmare-for-doom-64-huge-update/

There's a lot more that can be done with Doom64 than what meets the eye, you just have to get really creative, and I'm more than sure you guys are creative enough to make really cool stuff that isn't just baron spam.