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/vr/ - Retro Games


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File: 364 KB, 1200x1870, Just Corvus.jpg [View same] [iqdb] [saucenao] [google]
[ERROR] No.7927886 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>7921245

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.7927889
File: 2.43 MB, 2160x2160, vr info.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

=== CURRENT RELEASE ===
Hard Fast Faggot Maps v 1.1
idgames release TBD

1.4 beta: >>7922531
https://drive.google.com/file/d/1IFWI2-pNHMgRlr9FROacrQbyxs6mK9jI/view?usp=sharing

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest updates: >>7925293 >>7927245

VRSKINS 3.9 UPDATE
Reply to this post with skin submissions
Ends July 18th

=== NEWS ===

[7-04] Doomworld Mega Project 2021 begins
https://www.doomworld.com/forum/topic/123058-doomworld-mega-project-2021/

[7-03] Sigil 2 confirmed

[7-03] DBP37: AUGER;ZENITH released
https://doomer.boards.net/thread/2176/dbp37-auger-zenith

[7-02] Quake Alkaline devkit released
https://www.celephais.net/board/view_thread.php?id=62066

[7-02] Doom Vanilla Wad Pack updated to revision XI
https://www.doomworld.com/forum/topic/114671/

[6-30] Live Through Doom updated (but the guy fucked up the links)
https://www.moddb.com/mods/litdoom-survival-gameplay

[6-29] New Quake mod and mappack with an aim of balancing the weapons
https://www.celephais.net/board/view_thread.php?id=62065

[6-29] Decay announces Liberosis, releases demo
https://www.doomworld.com/forum/topic/122937-liberosis-wip/

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7927894

Fuckin shoutouts to the madlad who drew that sick as hell Corvus last thread.

>> No.7927896
File: 460 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7927897
File: 75 KB, 944x445, dhf.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7927929
File: 44 KB, 600x685, EETqFUcU8AYBSS2.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7927889
V1 of my Nostalgia Critic skin. I'm no artist (the face was stolen) but check out the sounds.
https://www.mediafire.com/file/3b6k3alew948ziv/critic.pk3/file

>> No.7927935

>>7927929
Got it. There's still some mixels in this one too

>> No.7927939

>>7927803
You can use the 3rd person view to peek around corners.

>> No.7927943

>>7927935
Yeah that's how it be. Perhaps my autism will compel me to find a way to fix it but probably not, if it doesn't get in I'm not offended.

>> No.7927947

>>7927886
>>7927894
Thank you anons! Glad you liked Steroid Corvus.


So, I've been having fun with The Wayfarer and Accessories to Murder on HontE_remastered.

Now trying out some gameplay mods on single map wads.
Do you guys have any good single map wads recommendations?

What I already knew and loved:
Dex
Demonastery
Order of the Odonata
Verdant Citadel

>> No.7927956

i can't believe /v/ mods thought the doom source code being available was a new thing.

>> No.7927961

CAPTCHA GOT FIXED ON 4 CHINS X

>> No.7927969

>>7927956
Jesus christ, I used to browse /v/ back in the day and even I didn't turn out that retarded. I'm also in my mid-20s and I still knew that

>> No.7927974

>>7927956
is there a link to the archive of that embarassing moment for the jannies?

>> No.7927975
File: 17 KB, 320x200, INTERPIC.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7927886
/doom/ Challenge #2: Punch Out Turbo Pinkies

Pwad: Scythe
Map 02: Punchline
Author: Erik Alm
Category: UV-Fast

BEGINNERS: Learn to punch out fast demons and try to beat this map UV-Fast!
HARD MODE: UV-Fast in less than 1 minute 20 seconds!

Example demo recorded only for you:
https://doomshack.org/uploads/Scythe02Fast-118.lmp

Reply with demos and suggestions for future challenges

>> No.7927976

>>7927974
enjoy
https://arch.b4k.co/v/thread/562327114/#562327114

>> No.7927984

>>7927976
Wait...this happened this year?
Woah. I thought it happened many years ago.

>> No.7927996

>>7927975
Forgot to mention:
>Current WR
Scythe 02 UV-Fast in 1:02 by Kyle McAwesome
https://dsdarchive.com/files/demos/scythe/1486/sc02f102.zip

and
>Previous Thread's Winner
Scythe 01 UV-Fast in 34s >>7923969

>> No.7928009
File: 459 KB, 656x344, Agumon.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7927976
lmao, my fucking sides

>> No.7928017
File: 514 KB, 1920x1017, Screenshot_Doom_20210706_121110.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7927751
So, Judge Doom, I think you're running into the same problem as Meridian with your level design. My feedback was way too long for this post, so I put it into another pastebin.
>https://pastebin.com/9H3UeQxG


>>7927851
Sure Dazel, I'll give it a try soon. Don't think I'll be streaming today, by the way.

>> No.7928038

Does Violent Rumble have glass or any kind of transparency feature? I might need a window or two.
Also, did they change captchas since yesterday?

>> No.7928045

>>7927886
I think I'm enjoying SoA more then some of the main Quake episodes, the Laser Gun is so good.

>> No.7928074 [SPOILER] 
File: 278 KB, 1235x468, 1625543420784.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7926394
Its good to know that you still lives, we all got worried about you since Turok anon got missing too and Quakewulf got banned where he lived.
Have a naavs hershey

>> No.7928081

>>7928038
>Does Violent Rumble have glass or any kind of transparency feature? I might need a window or two.
That's purely an engine feature. Change the 'alpha' value of objects in Trenchbroom to make them transparent.

>> No.7928152

>>7928038
>>7928081
Not him, but thanks. Just game an idea.

>> No.7928154
File: 48 KB, 1280x720, wdRSC6O.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7928171

>>7927976
That has to be a joke.

>> No.7928174
File: 2 KB, 298x84, temp2.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7928154
p sure doom 2 was 1.666 on release
could be misremembering though.

also captcha generation is broken for me. almost entirely unreadable. guessing at most of these characters in hopes I get through...

finally got one that was readable. like 15 tries later.

>> No.7928181

>>7928174
Those ones have a little scroll bar you have to adjust to make them readable.

>> No.7928185

>older versions of SLADE let me scroll through all the textures and sprites in a file
>new version constantly flashes white and makes quickly browsing unbearable
why

>> No.7928187

>>7928174
Yes Romero doesn't remember the release of the games.
Sad.

>> No.7928189

>>7928185
Rule 1 with SLADE: Don't fucking update it past 3.1.2

>> No.7928192

>>7928171
Nope the mods are that retarded

>> No.7928218

>>7928181
Interesting. I was posting all day and didn't get one like that until now. Just didn't notice.

>> No.7928261

https://youtube.com/watch?v=PxUdL3U7FoQ

>> No.7928265
File: 2.78 MB, 427x240, SCYTHEMAP02UVFAST.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7927975
>Punch out turbo pinkies
Sure
>Punch out pinkies in prboom
Hard with prboom's shitty jitter, but sure
>Punch out turbopinkies in prboom
Fucking pain.
Are all of these challenges going to be UV fasts?
Catbox is down so here's mediafire
https://www.mediafire.com/file/ufahl367x0bn4yk/ScytheMap02UVfast-00015.lmp/file

>> No.7928268

>>7927976
zoomtards never fails to surprise me

>> No.7928273

For HFFM, I replaced the button on Map 06, so you can't press it without it being opened and potentially softlock yourself. I also fixed the linedef right before the return elevator's door, which wouldn't let you press use through it. I'll probably also add Doom 2's city sky as an extra texture so the courtyard at the end can have its intended sky, since I replaced that texture before.

I also built a small launch tower for the rocket in Map 07, so that you can't skip the entire endfight by pressing the exit from the bottom.

Do we need any more map fixes for HFFM? Anyone know of any more softlocks or stuff?

>> No.7928276

>>7928265
The jitter is an issue with newer systems, try updating or switching to DSDA.

>> No.7928280

>>7928276
I'm using DSDA it still jitters

>> No.7928283

>>7928273
I've reported this a couple of times, in Drain Snake (7 or 8), shootable eye secret can be shot twice and leaves a HoM on second shot.

>> No.7928284

>>7928218
Seems like after you get one of those right, you only get the readable ones, or at least they become much more common.

>> No.7928290

>>7928284
I was posting from my phone before, so I don't think phones get them at all.

>> No.7928293
File: 49 KB, 1155x595, Untitled.png [View same] [iqdb] [saucenao] [google]
[ERROR]

What the FUCK happened

>> No.7928297
File: 54 KB, 1180x578, Untitled2.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7928293
Compared to G/Zdoom

>> No.7928305

>>7928265
Nice time. Not all of them will be -fast, these Scythe E1 -fast challenges just happen to meet my goals: I want short challenges that only take 30min-1hr so they don't eat into anons' time; the challenges need to be hard enough to be fun, and easy enough for anyone to try; and I also like to explore themes, and this first theme just happens to be about getting acclimated to fighting fast monsters, like chainsawing fast imps or punching turbo pinkies.

>> No.7928307

>>7928293
People stopped playing online so much is all.
Not that crazy. Newer games come out. People move over to those.

>> No.7928310

>>7928293
>>7928297
Zandy devs stopped working on it, Zandy is now nearly a decade behind in terms of engine features, sane devs don't want to make Zandronum mods.

>> No.7928348

>>7928265
Wait a sec - jitter compared to GZDoom? Maybe the reason melee is harder here is because in vanilla Doom you need to punch the cross-section, whereas in GZDoom you just need to hit the boundary box?

>> No.7928351

>>7928348
I mean melee is harder because of blockmap bullshit, but I'm specifically referring to the jittery movement and mouse I get in prboom/dsda doom

>> No.7928356

>>7928297
>spike in 2014
Why do you suppose that is? I first heard of Brutal Doom that year after not playing Doom in decades

>> No.7928357

>>7927975
https://www.mediafire.com/file/fw2gktytybgc596/scyth02-58.lmp/file

Just under 59 seconds. You should really specify uv-fast-MAX, not just uv-fast since not everyone's gonna watch the demo. I think it'd be a good idea to do some weirder challenges on harder maps, like ITYTD -fast or -turbo enabled.

>> No.7928368

>>7928357
>new world record
Submit your demo to DSDA to prove it's not a TAS

UV-Fast as a category means UV-Max with -fast, I was just sticking to the naming convention, but I'll specify since not everyone knows.

I'm open to suggestions, and feel free to post a challenge if I'm not around during a new thread since I won't always be.

>> No.7928370

>>7921347
Is this mofo immune to splash-damage?
He looks like he totally should be...

>> No.7928375

>>7928283
I'll take a look at that.

>>7928348
Nah, melee is sometimes harder in vanilla/boom because the original blockmap is way less precise, so it's fine to punch and saw imps, pinkies, zombies, etc, but really huge hitboxes like fatso, arachno, cyber, and particularly spidermind, are difficult at best to melee fight, because the hit detection 'slips'

ZDoom family ports have a much finer density blockmap, making this (and some other limitations) not a problem anymore.

Boom family ports take issue with mouse acceleration in modern operative systems, making mouse turning and even freelook really jittery and slippery. It's extremely uncomfortable and it cramps my style a lot, so my solution is to turn off mouse acceleration in W10.

>> No.7928383

>>7928375
The main difference in melee is that in vanilla, you need to punch the cross-section of the monster, like the inside, whereas in GZDoom you just need to hit the hitbox. I just thought maybe that was the true source of anon's frustration with the melee

>> No.7928393

>>7928368
>Submit your demo to DSDA to prove it's not a TAS
Do I have to?. The old record was just sloppy cause no one plays the -fast category. There's no sr50 or advanced movement tricks in either runs.
I don't even know how to submit something. should I?

>> No.7928410

>>7928393
Grind until you can't anymore and submit that demo
https://www.doomworld.com/forum/topic/38372-scythe-demos-complevel-2/
If you don't post anything by next thread you are DISQUALIFIED

>> No.7928419

>>7928283
On that note, if anyone of you guys knows of a bug, even if you think it's reported, speak up now, we can't be too sure.

>> No.7928426

>>7928410
Okay. I swear some other anon is gonna beat my time as soon as I submit it though.

>> No.7928440

>>7927897
and any sourceport made in the last 15 years makes all those versions irrelevant
based john carmack

>> No.7928449

>>7928357
UV-Fast IS max.

>> No.7928485
File: 326 KB, 1024x1536, autism.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Why is Quake 2 so damn dark? Even with all lights turned white to match the software look, it's still a rival for Doom 3.

>> No.7928502

>>7928485
Play the RTX version.

>> No.7928503

>>7928502
Nice try, scalper.

>> No.7928507

>>7928449
I thought that UV-Max was getting all kills and secrets the fastest, and then UV-Fast was to not bother and just zoom to the exit

>> No.7928526

>>7928507
Youre thinking any%

>> No.7928534

>>7928507
That's UV-Speed

>> No.7928540
File: 82 KB, 256x256, 1613390384085.png [View same] [iqdb] [saucenao] [google]
[ERROR]

wew

>> No.7928543
File: 269 KB, 1920x1080, 20210602170114_1.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7928485
The darkness in Quake 2 actually looks cool so you should embrace it. And it looks neat when the tracers are lighting it up.

>> No.7928558

>>7928502
No.

>> No.7928575

>>7928017
Thanks for your feedback. That's exactly the kind of testing I needed. The one with the cracks in the visor is a really good point, as is the one with the attack frames.
That said, I do have a question regarding the shouting/handcuffs - did you try that with everyone, or did you think you HAD to do it to everyone? Because as it is now, it's more of a "flavor" kind of thing than a necessity. If you were at any point under the impression that it was required, I need to make that clearer.
Also, what do you mean by "janky" handcuffs? A frozen enemy can be handcuffed 100% of the time, unless there's some funky shit in the code going on I didn't catch.

>> No.7928605
File: 158 KB, 1024x1064, 1401932786941.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7928575
>did you try that with everyone, or did you think you HAD to do it to everyone?
I thought I had to use the handcuffs as much as possible to conserve my ammunition, because the amount I start with isn't very much when it takes two bullets to get rid of a perp (or a dog). You probably have a specific way in mind in how each encounter is supposed to play out, with the player carefully considering which firing mode they should use before clearing out a particular room. I think in this case, you need to add room for margin of error if the player doesn't understand the full depth of an encounter. Or, more importantly, if they miss.

If a player needs to spend their ammunition in a highly specific way to make it through each encounter, I don't think it's very fun. I know you want them to approach encounters carefully, but there's a huge margin between careful and perfect.

>Also, what do you mean by "janky" handcuffs?
I suppose the main issue I had was with the shouting. Arresting intimidated enemies works fine, but something about the hit detection with the shout feels off. Either that or my aim is bad. Probably the latter. One thing I also did was I tried to arrest enemies before shouting at them. Not the smartest move of my Judge career.

I do want to let you know that you have something potentially very cool here, Judge. I loved the alternate firing modes for the Lawgiver. I'd also recommend you play the Meridian wad (or watch my playthrough), so you can see where that guy went wrong with his all hitscan low pickups design.

>> No.7928615

>>7928605
>You probably have a specific way in mind in how each encounter is supposed to play out
Yeah, I was trying to design the levels as some kind of "puzzle" you have to figure out how to get through with the resources provided (though for longer levels I already have dead judges you can scavenge ammo from). I think I usually managed to finish the mall on the highest difficulty with like one or two bullets left lol. But I do get your point.
As for the handcuffs, ok, that means I have to emphasize the sequence shout-freeze-handcuff. The shout itself is just a regular hitscanner, so it should hit exactly where the crosshair points to, but it only has a 2/3 chance of working and it will only work below a certain health threshold. But as I said, that system is mainly flavor atm and I need to flesh it out a bit better.

>I do want to let you know that you have something potentially very cool here, Judge. I loved the alternate firing modes for the Lawgiver.#
Thank you anon :3 In fact, the Lawgiver is the only thing about this whole mod I would consider "finished".

I really love to dabble with code and coming up with concepts (and frankly I am proud of all the stores in the mall), but boy do I suck at making levels (in 2D). Will check out Meridian.

>> No.7928616
File: 1.05 MB, 1080x655, image_2021-07-06_123740.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Playing through picrel for the first time.
Some elements are really kino, but man some of these levels are pure dogshit.

Im at the Dasa Mountain Pass, does the last bits get eny better? The start of this game was nice, but it really has worn out it's welcome for me.

>> No.7928617
File: 292 KB, 1920x1080, 20210703170637_1.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7928632

>>7928615
>Yeah, I was trying to design the levels as some kind of "puzzle" you have to figure out how to get through with the resources provided
I guess the problem with that is you can't really gauge how hard it is to solve a puzzle when you already know the solution in advance. I'm not gonna knock it, though. If this is the approach you want to take with encounters, then go for it.

>but it only has a 2/3 chance of working and it will only work below a certain health threshold
Yeah, that's what fucked me up, actually. I tried shouting at a shotgun guy and he fed me two shells in quick succession. As long as I know in advance the handcuffs aren't supposed to be relied on, I guess this is okay.

>> No.7928642
File: 244 KB, 1920x1080, 20210703170348_1.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7928648

>>7928616
I've replayed it pretty recently, but I already forgot the order. I think Dasa was the only time I had to look up progression (after the arena, some switch opened some unrelated door).
I used to be really impressed with Sunspire and Bluff Eversmoking, but found them kinda annoying this time. best late-game level was Nali village with obelisk thing in the middle, not sure if you're past that already.
after these it's just a bunch of skaarj tech corridors with plenty of flak ammo, so it depends on what exactly you found tedious.

>> No.7928657

>>7928648
Dasa is right after Bluff Eversmoking.
Im getting kinda sick of the button searching and backtracking to find even more buttons. If the later levels are more straight forward thats nice

>> No.7928661

>>7928632
I think it also depends on the way people approach encounters. If something *is* supposed to be puzzle-y I have no problem trying several times (hell, I'm really bad at Doom, I can't count the times I reloaded during 2048, which I *still* haven't finished), but of course not everyone is like that.

>> No.7928662
File: 627 KB, 1078x944, testin.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7927889

Feels kinda like there's not much call for skins very much, but I fiddled with koikatsu and put together a prototype anyway.

>> No.7928704

Anyone else here spending hours building just a single room in a Doom map with triggers and everything? I'm one of those fuckers that makes sure every single texture is aligned properly to the pixel, going as far as counting each pixel on the texture when it's something like support beams. ... Then later when I'm taking a shit, I can't stop thinking about pathways and decisions a player takes and many other map-related crap. And I'm doing all this just for a shitty Doom map that nobody will play in the end anyway ... the fuck is wrong with me?

>> No.7928706
File: 49 KB, 1280x720, marathon.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Been playing this. Thoughts?

Have been finding it pretty fun so far, once I got used to the very janky mouse movement (feels like I'm aiming with a steering wheel), the maze like map design and the crude texturing. The lack of both quicksave and checkpoints didn't give me problems so far, but I'm sure it'll bite me in the later levels, when the game gets harder.
The game seems like System Shock 1 meets Halo.

>> No.7928708

>>7928370
Also does the Rambler posses any ranged attacks or have an aoe ground-pound move akin to the AD hammer-Ogres?

>> No.7928712

>>7928706
just a halo beta
half-life did the story driven fps thing better anyway

>> No.7928723

>>7928712
It really does have a lot of similarities with Halo, from plot elements, to the plot itself, and the weapons, and even the gameplay. But there's also System Shock there, with the level design, atmosphere, janky controls, the story being told through written dialogue interactable monitors, which the player has to pay attention to get forward.

It's however, from what I've seen so far, much more unforgiving than either game. I always saw SS1 as some example of hardcore game, but after playing Marathon, I started realizing how much casual and handholdy it is actually.

>> No.7928745

>>7928704
I just like to make sure that the textures align correctly with the geometry and that the contrast between things aren't too stark.
I personally just worry about if a room is visually navigable, creating distinctive landmarks for the player to orient in the level.

>> No.7928782

>>7928648
>>7928657
Just finished it, the final levels on the mothership were fine :)

>> No.7928828

>>7928310
http://qzandronum.com/en/ ?

>> No.7928859

>>7928293
>>7928297
I'll second the other guy, Zandybam is WAY behind on GzDoom, it doesn't even have full Decorate support, let alone any ZScript support, so quite a lot of cool mods which would be great for multiplayer are completely unavailable there, instead you'd have to settle for GzDoom's completely dogshit and inexcusable multiplayer.

>> No.7928881
File: 66 KB, 640x480, STARGR1.png [View same] [iqdb] [saucenao] [google]
[ERROR]

What are STAR textures supposed to be? Is it metal or soft insulator?

>> No.7928908

What are the major differences between Blood: Fresh Supply and dosbox Blood? I'm assuming dosbox Blood is 100% accurate to an actual DOS instance of Blood, so correct me if I'm wrong here. And I mean undocumented differences in gameplay mostly, stuff like Blood FS supporting modern resolutions and higher framerates I know of, and they're obvious improvements.
I've seen it said a number of times that "damage feels weird" in FS but it seems the exact same to me.

>> No.7928913

>>7928908
According to some it's a broken "port" and it's never gonna get any patches because of Atari.

>> No.7928919

>>7928913
I have beat the entirety of the game with it and didn't notice anything weird, other than that quicksaving in Cryptic Passage took much longer than it should.
It's perfectly possible I missed some more subtle issues, but I wish someone would point out what they actually are.

>> No.7928926

>>7928706
Love it. Favorite writing in all video games. Bungies best series

>> No.7928928

>>7928908
>>7928913
>>7928919
That was in the very beginning. Its been fixed up now. I believe it has some minor issues

>> No.7928935

>>7928881
I figure them to be stamped sheet steel paneling with some kind of galvanizing process applied to them.

>> No.7928938

>>7928575
The Nintendo Switch version of GZdoom updated and your mod became compatible for me.

I noticed some bugs.
1. If you arrest someone after they're already arrested they unfreeze and become unkillable/unarrestable again
2. Sometimes picking up weapon evidence will pick up the doom weapon equivalent
3. Firing your lawgiver with no ammo will swap to a doom weapon

At least, this happens on my version.

>> No.7928939

>>7928712
I disagree. Halo is just watered down marathon. More accesible to a casual audience. It worked wonders but it never reaches the same level of writing than marathon.
>>7928723
Funnily enough a way to allievate the difficulty is by playing on the hardest difficulty. Total Carnage uncaps the ammount of magazines for guns you can carry. As a general rule, try to punch melee enemies to death. A running punch does more more damage. All your weapons hitstun enemies. You can run up to s'pht compilers and punch them to death because they cant attack you fast enough after a stun

>> No.7928986

>>7928938
Hm, weird. Which version is the Switch version? What compat mode are you using?

>> No.7929015

>>7928986
4.5.0

As for compat. Uhh, whatever the default is

>> No.7929032
File: 82 KB, 513x600, 1511913581715.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

/v/ IS MAKING FUN OF US AGAIN

>> No.7929040

>>7927956
Look on the bright side. At least they sticky shit like that instead of trying to suppress it. There are communities out there that would try to squash it.

>> No.7929045
File: 45 KB, 700x693, 1607264794516.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929032

>> No.7929064

>>7929015
Thanks, I just looked into it. Could confirm everything. (Compat mode "Default" is needed for polyobjects and such, instructions are also in the Readme).

I could easily solve the cuff issue, it was a missing check; now it works as intended.
As for the weapons, I know why it is like that, but I don't know how to solve the problem.

What I did was replacing all the Doom weapons with their JD counterparts with some additional flags, counting as evidence etc., however, they're still placed in the inventory and when you're out of ammo for the Lawgiver, it switches to the remaining weapons.
Since in the Player definition I have cleared all weapon slots apart from what is necessary for the Judge gear, I have no idea how to approach this issue.

Also, I noticed I forgot to give the player a boot knife lol

>> No.7929076

>>7928881
I thought it's space age plastic.

>> No.7929091
File: 96 KB, 475x258, 1590692633405.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929032

>> No.7929108

>>7928074
Sauce please

>> No.7929169

Does anyone else have an issue with GZDoom not remembering settings? in particular transparency.

>> No.7929196

>>7929169
Are you playing windowed and quitting by closing the window?
config read-only?

>> No.7929237
File: 2.86 MB, 800x600, halflambert.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

I implemented Half-Life's half lambert shading into Quake 2. The models are so low-poly that it's barely noticeable.

>> No.7929241

Is there a way to make monsters in Doom *actually* deaf, i.e. not react to any sounds the player makes?

>> No.7929243

>>7928265
Does the jitter happen even when not recording a demo?

>> No.7929254

>>7929241
Yes, but its not through a flag. Instead, you'll want to surround the monster with a couple square sectors, each with all the linedefs set to block sound. It needs to be two minimum separate sectors, as sound blocking linedefs doesn't block sound if it came from a directly adjacent sector.

>> No.7929256

>>7929237
Why did Q2's models warp like that. A gun shouldn't pulsate like it's a beating heart.
There's no way it was a hardware limitation. Quake 1 had normal guns. Carmack must have thought the effect was cool, but it looks like shit.

>> No.7929257

>>7929254
Ah shit so there's no other way? Because the sound blocking lines are exactly what I *don't* want to do.
Captcha: 2DPOO

>> No.7929259

>>7929256
I think it's because of Vertex animation.

>> No.7929260

>>7929256
vertex animation

>> No.7929264

>>7929064
You could just change the sprite for the evidence weapons so if it does ever swap out when you're out of ammo it's kind of like a desperation move by the Judge to use the criminal weapons as a last resort.

So instead of "oh it glitched to the doom weapons" it will be "oh cool im using that perps weapon I picked up"

>> No.7929265

>>7929257
Whats wrong with sound blocking lines?

>> No.7929271

>>7928704
...you know ctrl-A is an option right?

>> No.7929272

>>7929256
Carmack isn't a god he's just s normal person after all

>> No.7929274

>>7929272
Yes, but it's a weird aesthetic decision. I'm pretty sure it didn't need to look like that.
Maybe it was a thing only their engine could do at the time and he wanted to show it off, even if it made little sense.

>> No.7929275

>>7929265
Don't allow the monster to move around

>> No.7929279

>>7929259
>>7929260
>>7929256
That's only a part of the explanation. The real cause behind the wobbling is the 8-bit coordinate components stored in the models. It's far more prominent in Quake 2 since it interpolates between frames.

>> No.7929281

>>7929256
>>7929260
>>7929259
Specifically, vertex animation with low precision. The vertices are snapping onto the grid when they move.
If you think that looks bad, never play Kingpin. That effect looks horrifying on humanoid models.

>> No.7929282

>>7929275
You're thinking of Monster blocking.

>> No.7929283

>>7929275
Yes they do. Youre thinking of monster blocking lines.

>> No.7929284

>>7929282
>>7929283
*don't allow the monster to move around while staying deaf
Better, you smug assholes?

>> No.7929287

>>7929284
What do you even mean? You want them to patrol?

>> No.7929289

>>7929264
>You could just change the sprite for the evidence weapons
But the perps just use the regular Doom weapons (apart from that one cyborg with his 40W phased plasma rifle), so I don't see how changing the sprites would help, unless I completely misunderstood what you meant.

>> No.7929290

>>7929284
I wasnt smug at all, just stating the facts trying to help.
What youre saying doesnt really make sense. Monsters will not move around without being alerted to the player anyways. Unless youre using GZDoom to make them wander or follow paths or something.

>> No.7929292

>>7929290
>Unless youre using GZDoom to make them wander or follow paths or something.
Well, yes, I am using GZD. I am sorry, I should have clarified that. I apologize for the smug asshole.
But yeah, I just want to have a truly deaf monster, one that *can* patrol but still not react to any noise.

>> No.7929294

>>7929292
Couldn't you just shape the monster blocking lines around the path you want them to patrol?

>> No.7929295

>>7929294
Maybe, but that could lead to other problems. If the monster itself had no sense of hearing it would provide maximum flexibility.

>> No.7929301

>>7929294
Just realised I wrote monster when i meant sound. oops

>> No.7929313
File: 57 KB, 2000x1000, flame_conc.png [View same] [iqdb] [saucenao] [google]
[ERROR]

I am still undecided on how the firespawn should look like.
I think those spherical spark creatures are kinda boring, but the snail looks too much like a pokemon.
Anybody got any other idea?

>> No.7929314

>>7929292
If youre using GZDoom, you might as well try changing their properties with Decorate. Like if a monster has a certain flag, use a walk state that is deaf.

>> No.7929317

>>7929314
>you might as well try changing their properties with Decorate.
That's what I'm trying, but I don't know which property to change.
For example just setting the Ambush flag doesn't work, since it will still hear the noise and afaik there is no way to make them *really* deaf, but then again, I don't know much about Decorate, so I thought somebody else knew more.

>> No.7929318
File: 1.23 MB, 1920x1080, kmquake2_0003.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929237
see this >>7929279
Modern source ports outside yamagi circled that by adding md3 support with animations in the model itself, and there is IQM which is pretty much the dream of anning custom anims in Q2 that uses bones over 8 bit vertex.

>> No.7929320
File: 2.05 MB, 800x600, vector.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7929327

>>7929318
also i meant to tag >>7929256 question

>>7929320
id like to see this with higher res textures
this is great

>> No.7929328
File: 2.94 MB, 800x450, kp.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929281
>That effect looks horrifying on humanoid models.
among other things

>> No.7929330

>>7929317
I recall you can customize A_Chase and A_Look or variants thereof to completely ignore sound. Look on ZDoom wiki.

>> No.7929332

>>7929330
>A_LookEx
>LOF_NOSOUNDCHECK — do not process sound target checks (makes monster deaf).
HOLY SHIT THAT WAS EXACTLY WHAT I WAS LOOKING FOR THANK YOU

>> No.7929335

>>7929327
Anything vanilla compatible? Gib link.

>> No.7929339

>>7929328
Just say that all of Kingpin was Drug Trip

>> No.7929354

>>7929335
Vanilla doesn't support TGA high res output for monsters and guns
https://www.moddb.com/games/quake-2/addons/quake-ii-upscaling-fidelity-pack-kinda-finished

>> No.7929358

>>7929196
No. Full screen. Other properties save just fine. It's just transparency that resets

>> No.7929364
File: 2.70 MB, 1920x1080, q2_0006.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

I wish Generations had moved forward

>> No.7929368
File: 2.43 MB, 1920x1080, q2_0013.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929364

>> No.7929371
File: 1.56 MB, 1920x1080, q2_0011.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929368

>> No.7929374
File: 1.71 MB, 1920x1080, q2_0016.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929371

>> No.7929379
File: 19 KB, 400x400, 1527043575551.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929313
Flameboiz is fine. It's like being attacked by embers

>>7928704
Lol I brainstorm on wads that will probably never be. I went to sleep last night thinking about what weapons would match what theme.

For an old-school rustic vibe in a demonic temple of Doom, I'd probably just use all of Preacher's weapons, except buff the Tommy gun ROF from ~500 to ~700 which is much more realistic. I want to also use D4V's arching grenade projectile for rockets, so I'd use the M79 grenade launcher from Realm667. It'd be weaker than the Doom RL but it has potential to be more fun with the right map design.

Another theme is Doom but with faster weapons and monsters, a la Valiant. First weapon could be the unused Doom rifle sprites, it could shoot as fast as the chaingun (~500 RPM) so that it's like a M1918 Browning Automatic Rifle, since the starting pistol is virtually useless anyway. This would make the regular Doom shotgun worse than the starting weapon so it'd have to be replaced. The double-barrel shotgun would become the first shotgun you get in this wad, and the upgrade would be a full-auto shotgun that shoots ~300 RPM, as fast as an AA12, exact same firing speed as the Valiant pistol (1 bullet/7 frames). The chaingun would be Valiant super chaingun which fires at ~1000 RPM. Plasma gun would be from Antaresian Reliquary, it's rate of fire is halved, but the base damage is increased from 5 to 12, so it becomes more than twice as ammo efficient, which I like because the instant you get the BFG the weapon becomes obsolete. Problem with this is you can no longer stun archviles with plasma. You can stun em with superchaingun but it's still a step down in DPS

>> No.7929390

>>7929364
I'd say it's rather impressive that they got so far before getting a C&D letter

>> No.7929434
File: 1.90 MB, 1920x1080, q2_0023.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7929463

>>7929434
btw doom textures on Q2 are sharp even when filtered

>> No.7929491
File: 21 KB, 348x333, Geroxe bibox malax.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

If I am making Blood cultists in Doom, which sound should I use fortheir alert?
Must-haves:
>Crudux Cruo
>Vorox esco marana

Final slot choices:
>Geroxe cruo
>Geroxe bibox malax
>Maranax pallex
>Maranax infirmus

POSACT will remain unchanged for the sake of the manc.
The three death sounds are Blood's die1 die2 die3 all which are really really good

>> No.7929494
File: 329 KB, 887x1200, jsweet pal.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7927886
I miss 90s fantasy edgelord metal aesthetics before wow ruined everything.

I miss it dearly. D&D today is nothing more than capeshit.

Also god fucking job japshits. This captcha will kill this place pretty quickly.

>> No.7929505

>>7929491
Maranax Infirmux would be on my list of must-haves, so I vote that one.

>> No.7929510

>>7929491
MODERN ARTS AND FEAR BOOKS.

>> No.7929517

>>7929491
I am pretty sure they already exist, I recall having seen them either on R667 or the zdoom forum where some dude is basically rebuilding Blood in Doom or something.

>> No.7929523

>>7929256
Whatever it is it kinda fucked Sin and kingpin.

>> No.7929540
File: 124 KB, 1774x1210, commando grunt.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>strafe nails you from behind
HUH, nothing personal kid.
Making a commando grunt for Violent Rumble

>> No.7929542

>RAMP closed submissions early before I could finish my map

>> No.7929550
File: 311 KB, 880x1145, Ca37FgfUkAEGQkS.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Fantasy art like that was a product of it's time. The artists were often coming from a traditional painting background, which is why it looks so good.

>> No.7929569

>>7929540
With PD2 being included, I figured certain humanoid enemies would have multiple skins to represent wearing armors, but none of the colors match up. Closest things to green/yellow/red are the grunt's lime and maroon. I might have to do some recoloring.

>> No.7929579

>>7929569
Any skins you make link here and I'll get them added to the .mdl as a new index.

>> No.7929590

>>7929379
>It's like being attacked by embers
Yeah, that was the rationale behind it, but I found it a bit... lame, so to say. But I really am unable to come up with anything better.

>> No.7929612

>>7928616
i finished the game awhile ago and i share your feelings. levels that revolve around an outdoor, cave or temple area are great, but when it reaches into techbase territory it goes to shit. switch hunts on top of switch hunts explained through mountains of text in a small text box. fuck that noise. its the main reason why i'd never call this game great or a classic, the pacing is all over the place and it ruins the overall experience, which other than those annoying levels is mostly good. but i cant see myself replaying it anytime soon. RTNP exists, but even then its lacking the same cool temple areas i enjoyed in unreal.

>> No.7929626
File: 129 KB, 640x480, doom255.png [View same] [iqdb] [saucenao] [google]
[ERROR]

I have resumed my work on Hell Frontier and put out map 12, it's fully functional but it'll probably be adjusted in the future.
https://www.doomworld.com/forum/topic/115739-hell-frontier-wip-megawad-for-doom-2-episode-1-completed-episode-2-progress-111/?do=findComment&comment=2345260

Doom 2 limit-remving format, tested with complevel 2, as usual

>> No.7929670
File: 138 KB, 1920x1080, doom11.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929626
It's pretty fun, but it felt like all of the harder fights were frontloaded. I died a couple of times before the red key, but the rest of the map was done in 1 attempt.
My one suggestion would be to replace the soulsphere with a blue armor.

>> No.7929678

>>7929670
That might be a good point. Will consider it during the revisions.

>> No.7929715

>>7929579
https://ufile.io/mh9d6z9d

They might need some tweaks if you want them all identical. I used Slade's color remap and tried getting them as close to the armor shades as I could without doing every pixel by hand.

>> No.7929726
File: 113 KB, 2200x2200, 1623412347421.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929491
kek

>> No.7929741

>>7929612
>mountains of text in a small text box
Make the box bigger.
Unreal is one of my favorite games of all time. I would call it a classic. More-so than a lot of games that get called classics.
RTNP is kinda meh though. Mostly because the new weapons feel out of place and kinda useless, or too useful. Unbalanced and unpolished. And the presentation with the intermission voice overs was lame and unnecessary. Just jarring.

>> No.7929761
File: 2.81 MB, 800x600, warp.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929256
>>7929259
>>7929260
>>7929272
>>7929523
Behold.

>> No.7929764
File: 26 KB, 800x600, Elexis-sinclaire.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929761
I am not complaining it gave Elexis tits extra fake jiggle.

Man I have a thing for raven haired bimbo doms.

Where the fuck is the remaster god fucking damn it.

>> No.7929765
File: 17 KB, 296x195, enforceryellow.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929715
https://ufile.io/zehfmm9e

Here's the enforcer skins. If there's any other enemies anyone wants, I'll take a stab at it.

>> No.7929771
File: 168 KB, 861x928, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

So, what does everyone here think of Doom World? Why do you use 4chan instead of the forums?

>> No.7929774
File: 2.05 MB, 800x600, warp.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929761

>> No.7929787
File: 5 KB, 770x360, emberdudes.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Been trying out designs for the ember dudes, but nothing is really satisfying. Rightmost one looks just too plain, but I have no idea how to shade it.
The two on the left look more like "real" embers, either glowing from the inside or glowing on the outside (like they would look on a fire in the dark), but I also don't quite like them. What do you guys think?

>> No.7929820
File: 214 KB, 2853x708, anonskins.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929715
>>7929765
Alright, got updated soldier.mdl and enforcer.mdl on the Mega. Skins 4-6 for the Grunt and 6-8 for the Enforcer. Looks pretty good to me.

>> No.7929834

How come Hexen 2 borders on being obscure, yet it's the prototype for a lot of modern boomer shooters? Amid Evil, Aeon Of Ruin, a lot others bear obvious resemblance but never directly credit it.

>> No.7929835

>>7929787
Use the center one. Make the fire appear as if wind is blowing the embers out: the attack animation of the campfire looks like wind is blowing, and instead of one ember at a time, several are blown out of the fire at once.

>> No.7929869

>>7929313
https://www.dailymotion.com/video/x6cfpru

>> No.7929875

>>7929771
I prefer this place because people here don't try to hold onto power or prestige. Once people finish up a project in this thread, they take off their trip and go back to being anonymous. There are probably cliques browsing the thread I'm not aware of, but it's not like classic forums where those cliques can sneak their way into the moderation and suppress any discussion they don't like.

>> No.7929878

Final Doom bros the rest of /vr/ is making fun of us again.

>> No.7929908
File: 29 KB, 600x576, 1601314003342.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929761
>>7929774

>> No.7929912

>>7929875
There is the friday/sunday server guys but i guess that's more of a satellite than a clique

>> No.7929914

>>7929875
Yeah, i feel the same way.
>There are probably cliques browsing the thread I'm not aware of, but it's not like classic forums where those cliques can sneak their way into the moderation and suppress any discussion they don't like.
You might be right about there being cliques here too. Someone seems to have nuked my post you replied to...

Personally I prefer 4chan over Doom World because you don't need an account here. Its just easier.

>> No.7929916

>>7929878
lol,they got filtered by map 11 again

>> No.7929921

>>7929914
I prefer DoomWorld because they have cool-headed mods there, like dew.

>> No.7929925

>>7929921
Imagine going on a site where mods create wads they can't finish and circle jerk each other like trannies. LMAO

>> No.7929961
File: 60 KB, 1113x214, E1M1.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

If your version doesn't have only 2 secrets then you are not playing the original.

>> No.7929995

>>7929715
Wally is a program for Quake graphics that has good color remapping and shading tools.

>> No.7930003

>>7929834
I would say the obvious resemblance is just a result of making dark fantasy art with 1997-esque graphics. So of course theyll look somewhat similar. They dont really take inspiration from the game design.

>> No.7930047
File: 8 KB, 640x400, Impulse_Tracker_screenshot[1].png [View same] [iqdb] [saucenao] [google]
[ERROR]

Midi Anon here. Been a while but I'm back on my bullshit, next version of my pack will mainly be cleanup but I have some new shit. Importantly I am now including MOD tracker music! Taking requests as always, especially for good mod tracker soundtracks. Any PC game or Doom WAD will be considered.
The new stuff I've added so far are , Doom: Damnation, Simply Phobos, Project Doom, Execution, TNT Midi Pack, Eternal Slumber Party, Deus Ex, and selected tracks by Purple Motion. I'm looking for the Unreal 1/2 OSTs. I plan to add the new Doom2/Ultimate Midi Packs and get around to some older requests.

>> No.7930132
File: 18 KB, 300x194, soldieryellow.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929820
I forgot to keep the strap things on the yellow armor and it was setting off my ocd even if no one else would've noticed. here's the sheet, don't feel rushed to add it in

>> No.7930140

I just finished playing Icarus map28. Pistol start, going for 100%. What kind of fucked up map is this? Who in their right mind puts 13 pain elementals into the map in places where there isn't that much space to maneuver and barely enough ammo to kill everything? That was one of the most difficult levels I've ever played.

>> No.7930145

>>7930140
Team TNT wasn't that great at making maps

>> No.7930148

>>7930132
>it was setting off my ocd even if no one else would've noticed.
Boy do i know what this feeling is like

>> No.7930208

>>7930047
Aeon DM, Neon DM, greenwar 2

>> No.7930247

>>7930047
akadema , exomoon, moonblood. the other ones don't have original soundtracks but i wish to have them. Mass Extinction, Mano Laikas and DBP37

>> No.7930271
File: 320 KB, 500x500, 1623296661204.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>tfw playing AUGER; ZENITH
Oh yes, oh yes, that's some good Doom.

>> No.7930390
File: 63 KB, 490x497, 1411643163023.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>Start up RAMP
>That title music
>That hub music
>All the details in said hub
It's still not DUMP 4 but I can tell david did his best to make it feel just as if it really was. This has been a great year for community projects so far.

>> No.7930406

Is it possible to get GZDoom to run an emulated Y resolution of 200px? It won't go below 480 for me.

>> No.7930407

>>7930390
It's almost surreal seeing my own map in the hub, with my name and everything, it's like I've actually created something worthwhile.
Speaking of RAMP
Hey shitwad anon, I got a recommendation for you
Anything in RAMP made by CBM
This incompetent fucker made 12 maps where other people couldn't submit a single one because it cut off at 200

>> No.7930412

>>7930406
oh nvm, i got it. But not at my monitors aspect ratio.

>> No.7930418

>>7930407
>12 maps
Some people can make good maps in a short amount of time. Of course, there's the possibility that he is not "some people," so is shitwad anon ready for a stream tonight?
Did you make Mondays on Fire? I liked it.

>> No.7930427

>>7930418
So far I've played Airship and Aztek of his and they're both horrendous. The only saving grace is that they're both very short maps but a short root canal is still agony.
And yes I made that one thanks glad you liked it

>> No.7930432

>>7929961
I guess that explains why the lift feels a bit tacked on.

>> No.7930446

>>7930406
No, but Vanilla Essence will run a shader that downscales the image to 320x200.

>> No.7930464
File: 109 KB, 320x240, thanks.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7930446
I was trying to remember the name of that mod earlier, because I was sure it did what I wanted.
Issue is, I'm setting up the MENUDEF for REKKR atm with some presets (that aren't yet functional). So I doubt I can just swipe Vanilla Essence's shader and clap the dust off my hands like I did the work.

I'll look into it though. Might just have to deal with the 4:3 aspect ratio, and the menu kicking back into 640x480 minimum every time you hit escape.

Still have to set up an autoexec that turns off transparencies and sets the kills/secrets and such to read as absolute fractions instead of percentages... And a ton more shit. Like getting my ass down to city hall to hand in business paperwork.

this has been my blog post. thanks for reading donate to my patreon if you want more quality content like this and hit that "like" button ring a bell (any bell) and eat... your veggies.

>> No.7930489
File: 567 KB, 1920x1017, Screenshot_Doom_20210707_151407.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7930407
>>7930418
No stream tonight, sorry. Got a few work related things to take care of. Also Dazel, if you're around, Mondays on Fire was fun as fuck. I don't really know what I would do to improve it.
>Plenty of cover
>Health drops are just enough
>Has a nice sense of flow
>The gradual escalation of encounters is a good touch too
>Objects necessary for progression are nice and visible
>Encounters forced me to think about how to approach them
>Nice use of looping and reusing of older areas
>Consideration of where a player would retreat to during encounters
>Nice mixup of enemy variety
>I had enough ammo to murder the demons

You've also made me consider two new points in mapping.

>1. Walls can be used to increase the effectiveness of explosive weapons against particular clusters of enemies
>2. Giving a player a 'safe area' in a particular encounter isn't necessarily a bad thing, provided there is an element of risk involved (like that encounter straight after opening the red door, where I had to cross right in front of that demon ball to reach it)

>> No.7930498
File: 1.96 MB, 1000x1000, c2.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7930047
>Unreal 1/2
that includes UT99, hopefully?
Crusader: No Remorse/No Regret has some great tracker stuff.

>>7930427
in case you missed it, I played Mondays back when you were asking about animdefs. https://mega.nz/file/8GZyABYQ#ZXTauJPLns4wU8KCHgD7-efI0MdgNhm8-mtAl3FoJDo

>> No.7930506

>>7929774
Ever imagined about how negative graphic settings would look? Now you dont need to anymore...

>> No.7930547

>>7930489
Thanks, I'm glad you liked it! I think the biggest thing it needs right now is sharpening of visual detail around the red key pillars, and difficulty settings needs a bunch of work too.

>>7930498
I did miss it, in fact.
>Cacodemons through the window
Well that's not supposed to happen.
>How is this a switch
Honestly I thought that having a sector in front of it would block the action line until it opened up, is there a way to do that without adding in some scripting stuff about checking if the first switch has been hit yet?
>The first Archvile might be a problem
The one in the blue key room? I tried timing the walls so that as long as you focused the archie, you'd have just enough time to zap him before the wall opened up, and you could grab the rocket launcher right away if you couldn't quite make it. I suppose I could add in a bit more time?
Also watching you try to get the blue armor makes me think that the door to open it might not be signposted enough, that could be changed a bit as well.

>> No.7930582

>>7930547
>Honestly I thought that having a sector in front of it would block the action
I think just switching the order would be fine, i.e. make the side seen from the entrance be the first one visible. there's probably a way to block it, but idk

>> No.7930617
File: 11 KB, 460x80, actquake.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7927886

>> No.7930629

>>7929626
I thought it was good. The final archvile seems kinda superfluous and there's a hom on the perpetual lift near the exit. Otherwise very solid.

>> No.7930635
File: 930 KB, 500x350, giphy.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

What are some good /m/ wads?

>> No.7930643
File: 16 KB, 240x360, test.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

Agree with that one anon'sadvice, the middle probably looks best.
To make it look like a piece of burning charcoal I added some glowing effect.
I think it looks kinda good, but there's still something about it that irks me, but I can't really tell what.

>> No.7930656

>>7930643
The fire is currently white-hot. Make it orange, and make the ember itself glow red instead of orange

>> No.7930709

>>7930629
The arch-viles are there because otherwise I felt it would be too easy to escape and have lower squad stuck on curves.

I think I know what's up with the lift, I never really tested (It used to be a button that opens to let you leave, but I demolished the wall the button was on)

>> No.7930725

>>7930635
Iron Assault Remake, NecroDoom.

>> No.7930786
File: 26 KB, 625x583, its k.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7930132
Now updated.
Fucking captcha is filtering me harder than DOE's dragon on nightmare

>> No.7930802
File: 2.75 MB, 640x480, emberdudes.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7930656
Right, so I did half of what you suggested. I like the white-hot fire, that's why I decided to have the embers light up when they see the player.
This mean when they're spawned, they are just idling, glowing a bit, chilling (not too much).
Then they see the player and get the hots and WOOOSH they're burning bright.
When they're dying they turn to a piece of ash.

>> No.7930809

>>7930802
Fun fact - today is an official water fight day in Russia. Back when I was a kid, official meta was water bucket, are you planning to add it? What about garden hoses as stationary weapons?

>> No.7930830

Playing Marathon the first. Is Aleph One 1.4 for the most recent version of the engine? Saw someone say in a previous thread about uncapped framerate but dont know if that was an experimental build or the april one

>> No.7930832

>>7927976
i don't get it

>> No.7930839
File: 2.75 MB, 640x480, themoose.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7930809
>water bucket
Probably not. While it would be a BFG slot weapon, having little kids running around with fully water buckets would mean having them be pretty slow, which in turn means it would only be good for an ambush kind of situation, and you could also only carry one at a time and not carry anything else, kinda of like if you picked up a heavy MG in a modern shooter.

That said,
>garden hoses as stationary weapons
Oh boy have I a treat for you, Vanya.

>> No.7930850
File: 24 KB, 782x521, sikalka.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7930839
I dunno, we were running around with small buckets alright. Large buckets were usually used to pour water out of the window, back in the day it was dangerous to walk near buildings on 7th July.

>> No.7930854

>>7930850
>small buckets
Well I mean, depending on how small the bucket is, the water bomb is already better suited for the same roll.
Imo water buckets below 5L aren't worth it. Also, when running you have to watch out for the water spilling out so you don't arrive at the battlefield with only a small sip left.
Did you use the empty buckets as ballistic objects or clubs?

>> No.7930856

>>7930839
Hey SFA, do you think you could add a beach somewhere in your level? Nothing screams summer time like a beach.

>> No.7930858

>>7930856
I have sand and I have water. A beach level is not out of the picture, but at least we never did any water fights at the beach because we were in the water the whole time anyway (and because going on holiday trips to a place with a beach was such a rare occurrence that the sea was much more interesting than anything else).

>> No.7930863
File: 92 KB, 696x696, 108_750.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7930854
I think we used 5L buckets at least. Only other weapons available back then (cheap Chinese squirt guns and water bottles) were rather puny, so advanced water fighters all used buckets for hit-and-run tactics. Drench someone, then run to the nearest standpipe for refill.

>> No.7930867

>>7930863
What age are we talking about here? The kids are supposed to be like 6-7. The normal weight for a boy that age is at around 30-35kg, so a 5L bucket for a big kid would be like 1/7 of his body weight, which is proportional to me carrying a full 10L bucket. Of course I am proportionally stronger than 7 year old me, but having a 10kg bucket on the side flopping around is already a bitch to carry.
But don't worry, the water guns the kids here have are top notch quality shit.

>> No.7930881

>>7930867
Hmm, at this age I think I still used water bottles, and moved to water buckets at age 10 or something.
Fucking hell, looked out of the window, retard kids are playing football instead of water fighting. I blame smartphones for this.

>> No.7930884

>>7929491
I say it's gotta be MARANAS INFIRMUX!

>> No.7930893

>>7930881
Hey, at least they're playing. That said, don't you have a bucket you could show them how it's done with?

>> No.7930912

Wheres the best place to upload something of use for the /VR/ project thats both got decent size free data limit and dosent require registration ?

>> No.7930930

>>7930912
catbox allows up to 200mb

>> No.7930939
File: 222 KB, 638x1430, 1572999411660.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

I'm playing Quake 1: Dissolutions of Eternity for the first time
Are these fucking earthquakes a recurring thing? They kept happening in R1M4 and I got extremely sick of them by the end

>> No.7930947

>>7930939
how lonely and autistic do you need to be to make something as derivative and unfunny as the picture you just posted?

>> No.7930948

>>7930947
I thought it was cute

>> No.7930951

>>7927896
>fixed raze
I fucking wish. The last level of Death Wish episode 2 is bugged on Raze where the heart explodes less than a minute on starting the level. did they remove the slider on the captcha?

>> No.7930960
File: 1.07 MB, 1224x1084, 1560391320219.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7930951
The slider is supposed to go away after you get it right, disappearing for a while before it comes back for one more solve. I guess for some people it's not going that, but it's behaved correctly for me since it was launched

>> No.7930961

>>7930939
im bethany

>> No.7930962

>>7930832
Doom's source code was publicly released in 1997 on an FTP server. OP just discovers it now, thinking it was a leak. Mods probably stickied it so everyone could laugh at him.

>> No.7930967

>>7930960
>The slider is supposed to go away after you get it right
Wut? For me it always stays there, even if I get the captcha

>> No.7930968

>https://store.steampowered.com/app/1592280/Selaco/
This is on GZDoom? How?

>> No.7930970

>>7930967
I couldn't tell you why it's not working like that for you, but I solve one slider captcha and then get captchas without sliders for 10+ posts

>> No.7930972

>>7930968
GZDoom and its assets are available for commercial use. Just don't use any assets that don't belong to you.

>> No.7930975

>>7930970
Holy fuck I'm retarded, I missed the "for a while" part, so I thought the slider was supposed to disappear when you get the picture right, i.e. it "locks" the correct captcha.
That said, I haven't paid attention yet as to when the slider appears and when not.

>> No.7930980

>>7930948
same here, funny picture

>> No.7930989

>>7930830
It should be in 1.4

>> No.7930996

How am I accessing custom properties in UDB?
I made a class with a custom property, set default, yadda yadda, all works as intended; however I want to set that property to different values depending on how I am using it.
I tried doing that in the Thing's "Custom" tab with user_propertyname, since it's an integer set to Integer, and the amount, but ingame it still only uses the default values.
Anybody got an idea?

>> No.7931005
File: 2.83 MB, 1267x1693, 20210707_150316.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7931020

>>7930996
Nevermind, solved it.
I had to put "user_" in front of the variables and also wasn't supposed to use the name of the property, but instead had to enter the name of variable itself.
Now it works as intended, but fucking hell...

>> No.7931023

>>7931005
What's Turok doing there?

>> No.7931038

>>7930140
IIRC, map28's author intentionally made the level stingy on ammo.

>> No.7931043

>>7931023
Looks like a promo image for the current Steam sale.

>> No.7931045

>>7931023
>>7931005
Yeah I was just about to say, what do they mean by this, lads?

>> No.7931048

>>7931043
Well every other character there that I recognize could potentially have something to announce.
I just want the Ion Fury and Wrath dates, personally.

>> No.7931059

>>7930145
I disagree. Sure, by today's standards, theres a few design choices in some of their stuff that would raise a few eyebrows.
But considering it was the 90's, what they made was pretty high quality for the time.

>> No.7931070

>>7931023
Nightdive rerelease maybe?

>> No.7931073

>>7931070
They already did 1 & 2 years ago.

>> No.7931095

>>7930930
Can I dump a .7z there without any sign-up? How long will the file be availavlble for download this way?

>> No.7931105

>>7930968
>>7930972
GZDoom is under GPL. Which allows for commercial use provided that all code is available to the public.
Selaco also won't involve integrating steamworks sdk's propriety code into the game, as that isn't GPL compatible. So don't expect steam achievements, or steam integrated server browsers.
>but it says steam workshop support
Considering that simply can act as a means of downloading files, It probably doesn't require integrating steamworks code directly into the game's code in order for it to be used, which should make it GPL safe.

>> No.7931107

>>7930951
I've seen this bug in other ports — did you try restarting the level (not loading a save)?

>> No.7931120
File: 2.85 MB, 800x600, bounce.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7929908

>> No.7931141

>>7931120
>old mario animation
>improved

>> No.7931142

>>7931120
is that you, lighting anon? were you around when we 'determined' the correct aspect ratio for Q1 as 10:9? how hard would it be to make a toggle for stretching the whole world 120% vertically?

>> No.7931146

>>7930968
the gpl allows commercial use,its a myth that software under the gpl must be free as in beer,just as long as they dont violate the gpl,which they are not.

>> No.7931153

>>7931120
>Even the flags are into it...
Simply wow (~_~)

>> No.7931157

>>7931142
Yeah.
I haven't come across that discussion, but it sounds interesting. I actually recently took note of Quake's ambiguous screen aspect ratio myself, but I came to the conclusion that it was ideally designed for a 4:3 viewpoint as the weapon's origin of rotation deviates when you squeeze it with the HUD on.

Although you seem to be alluding to "the world" or something. Is it really stretched?

>> No.7931173
File: 104 KB, 256x384, q_circles.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931157
it's a half-joke.
quakeguy is a manlet and the texture artists clearly expected the Doom behavior. level designers could have accounted for it, but never knew/bothered, so we end up with squished Earth and oval windows.
I think if you run WinQuake in sub4:3 it actually corrects the other way (i.e. 320x200 has even less "correct" circles and expects to be stretched to 4:3). I haven't properly checked though.

>> No.7931194

>>7931173
>quakeguy is a manlet and the texture artists clearly expected the Doom behavior
That's odd. Did Doom not correctly project the world onto a non-1:1 buffer without this sort of geometry hack?
I guess this wouldn't be too hard to correct for, but if it's done client-side, you're gonna feel the effects of a distorted vertical dimension pretty hard.

>> No.7931210
File: 58 KB, 1600x1200, teitenga.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931194
I don't actually know what goes on under the hood.
I just meant that the textures in Doom do not represent the final result. it renders at 200 and gets stretched to 240.

also, if you're looking for something lighting-related to do, could try porting lightmapped water from FTE/DP to QS. I don't know if it's a solved problem in Q2 ports.

>> No.7931216

>>7931120
https://www.youtube.com/watch?v=eCLp7zodUiI

>> No.7931224

>>7931194
>you're gonna feel the effects of a distorted vertical dimension pretty har
also, to clarify, I meant actually transforming the vertices of every entity including the world. everything should just grow taller, meaning no distortion. stretching the final aspect ratio would introduce distortion when looking up/down, that isn't what I mean.

>> No.7931230
File: 2.94 MB, 1920x1080, spasm0013.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931210
QS has already some Q64 ish light maps ported to it, which works with all maps.

>> No.7931231
File: 167 KB, 800x600, circle.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931210
I found the old post in the archive, and it does indeed look off, but then the exact same texture has a smaller circle above that actually appears to look correct.

As for that Doom screenshot, are you sure it's not just a natural projection distortion due to the fact that it's situated at the edge of the screen? I used a low FoV here to avoid that.

>> No.7931232
File: 284 KB, 960x540, Screenshot_Doom_20210707_172925.png [View same] [iqdb] [saucenao] [google]
[ERROR]

YOU'RE A REAL ASSHOLE, ANON

>> No.7931241

>>7930962
More like OP was joking and the mods thought it was real.

>> No.7931243

>>7931231
All those yellow circles look okay.

>> No.7931245
File: 2.18 MB, 1920x2160, litwat.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931231
>but then the exact same texture has a smaller circle above that actually appears to look correct.
like I said, I'm not entirely serious. obviously, even if the "artist intent" was to stretch the textures, fixing the vertical axis would still leave "un-stretched" windows whenever they are placed on the ceiling, etc.
with Doom, I'm pretty sure, yes. it wasn't uncommon to design textures to be stretched later, happens all over DOS games.

>>7931230
QS doesn't light water at all. iirc it was the most requested feature some years ago when there was a survey or something.

>> No.7931246

>>7931005
I guess no core decay.

I only care about gloomwood anyway.

>> No.7931251

>>7931230
where can I get that nailgun model

>> No.7931259

>>7931224
>I meant actually transforming the vertices of every entity including the world

That's what I meant, but doing so from the client would just result in janky physics, since the math assumes that one vertical unit is the same as one horizontal unit.
Ideally, you would do this to the things as they are loaded, not as they are rendered (what I did in that WebM).

Anyway, that lightmapped water sounds like an interesting challenge. Is this even anything the vanilla map compiler does? It shouldn't be hard if the data is already there, and all it takes is some changes to the renderer.

>> No.7931264

>>7931231
the pentagram circle is 35x31 on the texture btw, so it could go either way
>>7931251
https://www.mediafire.com/file/bvok3zoycaixtm3

>> No.7931267

>>7931264
I think its time to backport all of QC Quake 1 weapons now that all of it its done

>> No.7931270

>>7931246
Wonder what all they're gonna show. Looks like mostly updates from last year

>> No.7931272

>>7931270
Most likely, the virus fucked everything. And I am afraid it wont get better.

>> No.7931278

>>7931259
>Is this even anything the vanilla map compiler does?
nope. new compilers don't either, unless the mapper specifies "-splitspecial" at bsp stage.
I have these re-lit maps, probably grabbed from func at some point: https://www.mediafire.com/file/zzq09bk7h2xl0oe

>janky physics
projectiles flying slightly faster vertically? yeah, I guess.

>> No.7931325
File: 1.04 MB, 1280x576, quake00.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931173
Took a screenshot in GLQuake, stretched it by 20%. It certainly seems like the assets were designed in the same way, but from what youtube videos I've seen of people playing on period hardware and various ports, it's never been implemented.

>> No.7931364

It is bungie day, go play Marathon

>> No.7931371

>>7928440
>PS1 Doom
>Doom 64
>Unity port
>irrelevant
ok

>> No.7931394

>>7931210
>Tei Tenoa
What planet is that?

>> No.7931416
File: 250 KB, 1306x585, aspect ratio.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931325
>>7931210
Textures in Doom do indeed seem to be stretched vertically. However, the field of view seems to match a native 4:3 application. The horizontal FoV is measurably 90, and since GZDoom appears correct when looking up (circles are perfectly round), we can infer that the vertical FoV is around 73.

If it had just been rendering naïvely into a 320x200 as if it were widescreen, you would expect a vertical FoV of 64 instead, which is clearly not the case.

I'm not very acquainted with Doom mapping, so perhaps someone could shed some light on how units used in the editor translate to actual 3D space.

>> No.7931419

>>7930912
AnonFiles?

>> No.7931420

>>7931394
It's Tei Tenga. It used to be a planet where Doom takes place before they moved it to moons of Mars.

>> No.7931435
File: 468 KB, 1920x1080, 1608527690006.png [View same] [iqdb] [saucenao] [google]
[ERROR]

kegan when beating a level with the striker beam on sometimes it won't reset so you have wait for it to recharge for a while also the pocket revenants can be hurt by candle fire not sure if that's intentional.

>> No.7931462

>>7931325
There is the fact that GL quake didnt looked ugly on CRT screens as we see on LCD led nowadays

also your screen has 3dfx scanlines in it
i think even Resident evil had it too, on PC it looked better than PS1

>> No.7931541

I'm kinda finding that Decino's blind run videos aren't as entertaining when the maps are huge and explorable with lots of secrets, because then the entire second half the video is nothing but him wandering aimlessly in an empty map trying to find the remaining secrets.

>> No.7931542

>>7931120
>WOOOoooOOOoooOOOoooOOOoooOOOoah

>> No.7931565

>>7931541
Going 100% secrets is a mistake.

>> No.7931576

>>7931541
Skip that part. There are only two reasons to watch that
a) you want to learn how to secret hunt yourself
b) you are a mapper and want to learn more about placing secrets

>> No.7931607

>>7931576
>you want to learn how to secret hunt yourself
Eh, I feel nomo 100s demos are better for that, as they're straight to the point.
>you are a mapper and want to learn more about placing secrets
This is a valid point. Though one has to be able to discern the difference between "this secret is too obscure" and "this player is literally blind".

>> No.7931615

>>7931565
It's patrician

>> No.7931645

So I'm making a custom terrain with a new damage type.
It damages the player as intended; however I want it to also damage monsters, which for some kind of reason doesn't seem to work.
Anybody knows why that is? My google-fu is too weak to find the answer.

>> No.7931650

>>7931607
Speedrun demos aren't demos of people secret hunting. They already know where the secrets are.

>> No.7931659

>>7931120
[accordion sounds intensify]

>> No.7931665

>>7931435
Weird, the striker beam SHOULD reset. I'll look into that, Pocket skellies getting burnt by candle fire is definitely not intentional though.

>> No.7931686

Free idea: make lots of secrets, like douk levels. The level is balanced for without secrets, the secrets are just there for fun. Small secrets tucked away like a medkit or box of rockets, and big Romero-style secrets where the item such as plasma or mega armor is revealed to you and you have to find out how to get it.

>> No.7931692
File: 10 KB, 690x215, hack.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931416
Never mind, I checked PrBoom, and it appears to do just that.
I then suspect that GZDoom just stretches the world vertically as was previously discussed. I didn't think it would be that effective.

>> No.7931705

So has Woof implemented enough features to be a crispy doom replacement or should I still have both in hand?

>> No.7931707

>>7931073
Yeah duh. Which leaves 3 and Rage Wars.

>> No.7931712

>>7931645
Standard damaging floors do not do damage to monsters
You need to make a a damaging floor through ACS if you want it to hurt monsters as well.
Alternatively use a script that gives whoever walks on it a 1 tic damage debuff that checks if actor is wearing a radsuit.

>>7931692
GZDoom also squishes sporites when you look at them from above/below for some reason. Round sprites appear squished then.

>> No.7931713

>>7931120
Imagine playing this with an EDM soundtrack and you get extra damage combos for shooting on the beat

>> No.7931717

>>7931645
Damaging terrain doesnt damage monsters. Ive seen it done in a mod before, with scripting. But it really should be like a MAPINFO option.

>> No.7931719

>>7931712
>>7931717
Ah well shit there goes my idea. Oh well then.

>> No.7931739
File: 1.81 MB, 1920x1080, stats.png [View same] [iqdb] [saucenao] [google]
[ERROR]

How do I make PrBoom+ display the level stats as well as the HUD? Pic related

>>7931705
Do you play them? Depends on the features I suppose. Crispy is still my favorite because it has its own built-in brightmaps, vertical recoil like Doom64, mirrored corpses, and this transparent HUD

>> No.7931741
File: 15 KB, 480x360, 1625687445845.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Doesn't get brought up, but friendly reminder that there's a pc port of PSX Doom called psydoom and it's pretty good.

https://youtu.be/0miyRHptfeA

>> No.7931742

>>7931739
you have to use dsda doom source port

>> No.7931751

>>7931741
Top 1 port with agdoom and obamadoom

>> No.7931759

>>7931741
But i don't have Vulkan

>> No.7931767
File: 1.33 MB, 3440x1440, Duke_0009.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Wow, what a cool reference.

>> No.7931770

>>7931759
Then just play in 4:3

>> No.7931780

>Turok on the new Realms Deep poster

Umm.... Guys?

>> No.7931784
File: 438 KB, 1080x1427, Screenshot_20210707-211134__01.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931780

>> No.7931794

>>7931741
This is pretty much XM29 lut colors

>> No.7931802

>>7931741
looks cool,even if im not interested in a worse version of what i already have

>> No.7931807

>>7931784
>All new games
>And Turok

Very interesting. Interesting indeed

>> No.7931815

VRanon did you ever add non-exploding spawns?

>> No.7931824
File: 32 KB, 600x453, 8de.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931005
>Turok
It's probably a port of 3 but I would love a new game or even just new levels for 1 or 2.

>> No.7931835
File: 276 KB, 560x500, 1608305791864.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931824
>Next year is Turok 25th anniversary

>> No.7931838

>>7931807
If I would take a guess, I would say just another remaster. Turok 3

>> No.7931847

>>7931838
I'd take that.

>> No.7931850

>>7931847
Meh. I will be honest I never cared for turok.
I didn't have a n64 nor needed one.

I of course tried later but I found turok games just okay, not enough to play.

>> No.7931857

>>7931850
Did you play the recent remasters?

>> No.7931861

>>7931857
Yes.

As I said they are just okay. Not my thing. The idea of the character is fun. The games are just mediocre.

I love fps but they must have something going for them you know, its a shame they botched XII remaster for example.

Another example I enjoyed ion fury more than turok.

I guess the simplicity of Turok is endearing to some people so I never take a shit on it. Its a competent fps after all.

>> No.7931865

>>7931861
Maybe give Evolution a shot. My favorite Turok.

>> No.7931875

>>7931865
No anon. That entire generation of console fps is just not worth it.
But its okay if you like it.

>> No.7931889

>>7931835
the games right?
what about the comics?

>> No.7931893

>>7931875
>That entire generation of console fps is just not worth it.
Jesus fucking christ, until now I kept shut, but your opinion is just shit. Absolute fucking shit. If you at least presented it as your opinion and not some generally recognized fact, but you know what: You have a really bad taste, that is all.

>> No.7931896

>>7931889
I think the comics are from like the 50's or some shit

>> No.7931901

>>7931893
Okay

>> No.7931903

>>7931893
Other than timesplitters FPS was CRIIIIIIIINGE that gen

>> No.7931913
File: 99 KB, 1014x745, MV5BYmY4OTliMDMtZTBiZi00YjA4LTkzMGYtZjFmYmRiZmE3Y2Y5XkEyXkFqcGdeQXVyODU5ODY0ODc@._V1_.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931903
No anon let him take as a personal insult. He spoke more to himself there than to me.

Its not surprise there are more people with good memories from the console trash of 00s all up to ps3 era. I am getting older.

Anyway. Well I liked Republic Commando for example. Even if it was console gimped fps.

>> No.7931996

>>7927889
>HFFM
What's left to be done? When can we consider a final release?

>> No.7932005

>>7931835
Same goes to Quake II, Hexen II and Shadow Warrior
its going to be Double Whammy Special

>> No.7932014

imagine a "this is sparta" remix for i am turok

>> No.7932016

>>7931996
Shouldn't be much, just a couple of tweaks to a few levels, right?

>> No.7932018

>>7932014
U wot m8

https://www.youtube.com/watch?v=f2tVeg1ZEgs

>> No.7932020
File: 42 KB, 640x480, test.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7931210
>>7931245
It technically works, but I killed the water effects. I'll probably take another look tomorrow.

>> No.7932031

>>7932016
I believe one anon fixed the MAP06 error. What was the other fix needed?

>> No.7932049

>>7931996
>>7932016
>>7932031
07 has a tweak so you can't skip to the exit by touching it from the bottom of the rocket. 08 needs a tweak for a switch which was repeatable.

>> No.7932052

anyone else here uses eternity?

>> No.7932058

>>7932049
That sounds like a quick fix. If the map author fixes that then we should be pretty much finished. Unless we want the rest of the item sprites replaced too

>> No.7932069

>>7929108
He just told you, the artist's name is Naavs.

>>7928074
God, they drew such a good Hershey. Wonder when they'll draw her again, it's been a while.

>> No.7932078

>>7932020
Anon, almost all Q1 sourceports has some type of fubar with the effects.
They never fixed the blurry bilinear filtering til this day.
Meanwhile Q2 and other ports has sharpened Aniso Trilinear
Even HL got sharp filtered images

>>7932069
Twitter nuking its R34 pages took naavs with it too.

>> No.7932080

Sega bros we won
https://www.doomworld.com/forum/topic/119202-32x-resurrection/

>> No.7932087

>>7932080
Things like this is exactly why I love the doom community. There is practically zero reason to revisit the console ports. Yet the community does it anyway just because they can.

>> No.7932092

>>7932078
>Twitter nuking its R34 pages took naavs with it too.
Fuck, really? Well, for that anon, r34 has most of their other art backed up (https://rule34.xxx/index.php?page=post&s=list&tags=naavs+2000_ad+)) except that one which is on imgur (https://i.imgur.com/nc2ltjv.jpg).).

>> No.7932093

What's a corridor shooter? I always see doom level design contrasted with "corridor shooters," but I've never been clear on what games those are. Is it early 2000's FPS's? Is the original Halo a corridor shooter? FEAR? Crysis? Quake 4? I'm not trying to start a fight, I'm just really not clear what the level design of doom is being compared to.

>> No.7932095

>>7928074
Yes, I would fugg that Hershey, ASAP8

>> No.7932106

VRanon, how come most entities in the browser appear as red cubes, but when dragged into the world they appear? It's kind of off-putting.

>> No.7932113

>>7932092
My bad, not twitter, Tumblr.
naavs portfolio was there.

>> No.7932117
File: 584 KB, 1024x768, q2_TEW.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7932078
>...Twitter nuking its R34 pages...
Is this true? LMAO!
Dumb antisex leftards - when will they ever learn???
Its literally a repeat of the Tumblr sanitization fiasco from ~2 years ago - I hope they will enjoy being irrelevant to sane people once again...

>> No.7932123

>>7932117
i corrected it above >>7932113

>> No.7932124

>>7932058
Should be quick enough, I'll just do it. Still have to transplant all these fixes to the Cut versions, mind.

>> No.7932126

>>7932113
Oh, yeah, I forgot they used Tumblr. That r34 purge happened quite a while ago, though.

>> No.7932131

>>7932117
>>7932113
Fuck, it was too good to be true :(

>> No.7932140

>>7932124
Are we still doing that?

>> No.7932154
File: 1.05 MB, 300x233, Doom bars.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7932159

>>7932140
I'd like it if there was a version which didn't get people banned from streaming or YouTube, it shouldn't be that much work.

>> No.7932160

>>7932159
Fair enough.

>> No.7932167

>>7932117
Go outside

>> No.7932174

>durr carmack is hyperdimensional smartey man big brain IQ meme
>couldn't implement slopes in Doom engine when they were already in Ultima Underworld
>couldn't implement skeletal animation in Q3 even though it already was an industry standard and Valve implemented it in modified Q1 engine already

>> No.7932175

>>7932174
He's a savant.

>> No.7932185

>>7932174
He implemented slopes in the Shadowcaster engine, he considered it for Doom but didn't think it was necessary.

>> No.7932202

>>7932167
>going outside
>202X
Delta superspreader detected.

>> No.7932231

>>7931815
Yes, use the 'deflate' spawnflag and check the skins for a new brown one (if you want it to look different).

>>7932106
It's apparently the only way to get custom models from mdl_body or misc_model visible in Trenchbroom. I just built upon the PD2 FGD that did the same thing, so idk.

>> No.7932239

>>7932231
>Yes, use the 'deflate' spawnflag and check the skins for a new brown one (if you want it to look different).
Wicked sick.

>> No.7932242

>>7932202
Aren't schizos supposed to think covid is a hoax

>> No.7932253

Judge Doom here, before I vanish into oblivion for some time again, I wanted to thank shitwad anon again and also the dude with the switch who reported those bugs - that was the most feedback I have gotten on this board ever since I have finished the Lawgiver sprites.
One day I will finish it and it will be great.
Also, if that one anon who offered to make maps reads this, write me an email, there is a lot of stuff and material to consider.

>> No.7932274

>>7932253
Be well Judge Anon.

>> No.7932303

How the fuck did Base Ganymede win a cacoward

>> No.7932323

speaking of turok
just beat turok 1,was way way too easy (played on normal,hearing that hard starved you on ammo),60fps cap is a bit of a let-down,but to be fair,source ports have spoiled me and a consistent 60 is perfectly fine,great ground movement (it feels like you glide),cool but tedious exploration,jumping felt weird (maybe im too used to quake),kinda short(but i didnt go for 100% secrets,so i probably missed a fair bit).
pretty gud 7/10,its no legend,but perfectly good way to kill some time,

>> No.7932325
File: 16 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7932303
I like it a lot. Episode 1 might be a bit too easy, but at least in terms of architecture it's still impressive. It really picks up in episode 2

>> No.7932327

>DW trannies are badgering Graf to add neopronoun support to GZDoom
is this the one retarded feature Graf is not allowed to say no to?

>> No.7932328

>>7931364
happy bungie day, anon!
https://youtu.be/el5yD2Ayokw

>> No.7932331

>>7932327
I recently found a thread on GZD forums where he said no because someone was taking offense with the "it" pronoun and then Rachel locked the thread, so I hope it's off the table.

>> No.7932367

This is what id software don't want you to see
https://www.youtube.com/watch?v=jSoiW7TL7Mw&t=2642s

>> No.7932416

>>7932303
...Why not?

>> No.7932438
File: 3 KB, 89x73, BRUSK1.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Idea for a dehacked monster using Realm667 BruiserDemon sprites: for his melee state, use the VileAttack codepointer along with BruiserAttack so that the demon can't be punched out. VileAttack only does 20 dmg by itself but it still sends the player flying and maybe makes it more likely he eats the fireball(s) as well.

>> No.7932465
File: 53 KB, 632x397, E1M8.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7932472
File: 103 KB, 960x540, Screenshot_Doom_20210707_213232.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Downgraded a copy of the DOOM2 iwad back to 1.666 so I could extract vintage Underhalls and add it to my autoload. Finally, this map feels right.

>> No.7932478

>>7932472
>this filtered some retard so they remove them

>> No.7932504
File: 72 KB, 520x779, conan 3.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Alright. I had to do a lot of fucking around in the last two days, but I'm free to stream now. Who's ready to continue our tour of Hitscan City?

>>7932253
Glad I could help out, Judge Doom. Do what you need to do and come back when you're ready.

>> No.7932515

>>7932504
Do it.

>> No.7932516

>>7932515
You're on
>https://www.youtube.com/watch?v=mGe_NjNyEUI

>> No.7932521

>>7932504
Hey anon, are you still willing to playtest maps here? I have one that should be finished soon for a community project.

>> No.7932530

Don't deny the truth /vr/
>>7932465
>>7932367

>> No.7932537

>>7928706
>>7928723
I grew up with Marathon, so for me System Shock seemed much more difficult/inaccessible (lots of respawning enemies for one), but I do agree that Marathon does certain things with more complexity than its contemporaries. I think the way the gunplay feels, particularly how physics-oriented it is with how you can punt enemies around with grenades and how your fists deal more damage as you run faster, makes it hold up very well.

>> No.7932587

>>7932516
Ugh. That wad had the worst level design.

>> No.7932647

Anyone know how to get the Plasma rifle in level 7 of Auger Zenith; the map named Cyberkill?

>> No.7932658

>>7927896
>dinosaurs necromancer
Why isn't this a video game I'm playing right now?

>> No.7932660

We should play the GBA deathmatch maps

>> No.7932672

>>7932647
There's a small switch in one of the bookcases. The one next to the two mop buckets.

>> No.7932705

Hey VRanon I noticed the special binds for the mod are in an autoexec.cfg. You should shift this to quake.rc:

https://tomeofpreach.wordpress.com/2013/09/05/quake-rc-and-being-a-good-citizen/

>> No.7932714

>>7932705
We actually switched to a .rc a few weeks ago. You can get rid of that autoexec.

>> No.7932723

>>7932714
fug :DD

>> No.7932751

>>7932174
Q3 has skeletal animation, it just took a year to implement because he didn't find it necessary

>> No.7932779

Thoughts on:
>Jaguar levels
>PS1 levels
>GBA Deathmatch maps
>Xbox secret levels
>NRFTL

>> No.7932787

>>7932779
>Jaguar
Unremarkable
>PS1
These are great, I think they're better than most of the already existing Doom 2 levels. Club Doom is also a fun concept.
>GBA
They look a little cramped. I never had the chance to properly play them.
>Xbox
Lost Sanctum tier.
>NRFTL
The best in official Doom content. I absolutely love it.

>> No.7932794
File: 585 KB, 496x624, 1597479826810.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7932018

>> No.7932830
File: 2.96 MB, 800x450, geez Kustam settle down.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

Haste potion is some serious shit.

>> No.7932839

>>7931650
You don't need to watch someone mindlessly hump walls for half an hour to learn how to hump walls for secrets.
At least watching a nomo 100s speedrun shows you where the secrets are without pointless fluff inbetween.

>> No.7932880

>>7932839
Sure you do. A speedrun provides no context as to how the secret is found. If you're watching a let's play, you'll get to hear the thought process behind it all, which is vital.

>> No.7932886

>>7932516
So anon
What did you learn

>> No.7932887
File: 7 KB, 319x64, unknown (1).png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7932516
JUST.

>> No.7932893
File: 63 KB, 417x749, 1562038274579.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7932516
We gave up on Meridian because it's shit, but whatever the fuck I played afterwards is a blur. There's nothing to critique. There's nothing to learn. There is only chaos.

For Benis, here's the song link.
>https://www.youtube.com/watch?v=XVON0vP8k4s

>>7932521
Yeah man, just not today. I'm completely drained after that.

>> No.7932895

>>7932893
>https://www.youtube.com/watch?v=XVON0vP8k4s
thanks anon, you aussies have the weirdest ass taste in music and i love it. i hope you have some ibuprofen

>> No.7932901

>>7932253
TWO people gave you feedback? Kinds dissapointed in this general to be honnest

>> No.7932906

>>7932323
>"It's too easy"
>[Played on normal]

Play on hard, pussy. Hard is also STILL too easy. Hardcore is fast monsters and you practically HAVE to get headshots or your fucked especially later in the game versus the mantids

>> No.7932910

>>7932893
Is Passenger of Shit making a minor comeback? I've heard Tapeworms on my Penis at least 5 times this year in various places.

>> No.7932912

>>7932880
Have you even watched a nomo 100s speedrun before? The whole point is to show where secrets are without having monsters be a distraction.

>> No.7932923

>>7932893
>Yeah man, just not today. I'm completely drained after that.
That's okay, I wasn't going to be able to complete it today anyway.

>> No.7932926

>>7932131
Giving voice to countless schizos and unironic NeoCommunists makes me wish it was for real :(

>> No.7932927

>>7932912
Showing where is not the same as showing why.

>> No.7932936

>>7932927
You don't get a why from watching someone struggle to find it, either.
Seems what you actually want is commentary from the actual mapper, then.

>> No.7932953

>>7932839
>You don't need to watch someone mindlessly hump walls for half an hour to learn how to hump walls for secrets.
You have a fundamental misunderstanding of what it means to look for secrets. A robot can press every sidedef in the map looking for one that opens. A human like decino learns to recognize patterns and can find a secret faster than brute forcing it. Also, you don't need to download fucking speedruns to learn where a secret is, you can IDDT or use a map editor for that, especially considering not all wads have demos.

>> No.7932958

>>7932936
Given that Decino is someone with deep knowledge of the engine and gameplay quirks, I assume he is in a position to share wisdom about secrets.

>> No.7932962

Speaking of secrets, how many of you found that Monster Condo timed secret by yourselves?

>> No.7932967

>>7932936
the mapper is the last person you'd want an advice on his secrets from. as a mapper you lose perspective on the difference between the obvious and the obtuse. this is seen clearer with pixelhunts in Thief FMs and similar, but fully applies to Doom as well.

>> No.7932969

>>7932906
>get headshots
>with a shitty n64 controller
magnificent tale bretheren

>> No.7932970
File: 348 KB, 220x220, gh.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

reminder: secrets are for the weak.
if you've picked up any secret items, you haven't really beaten the level's encounters.
if you pick up secret shotguns on pistolstarts, you have never actually played Doom.

>> No.7932971

>>7932953
>A human like decino learns to recognize patterns and can find a secret faster than brute forcing it
A human also doesnt have to watch decino to learn this. You learn this skill by playing the fucking game.
>Also, you don't need to download fucking speedruns to learn where a secret is, you can IDDT or use a map editor for that, especially considering not all wads have demos.
Never once said a demo is the only way to find secrets. I used it as an example for comparison, because they are both recorded mediums that provide a gameplay visual.
>>7932958
>I assume he is in a position to share wisdom about secrets.
Except thats not what he's doing. He spends a good chunk of the later half of his blind run videos going "where is this secret?", and then once he finds it he goes "oh there it is" or "omg how did I miss that?" or "why is that so obscure?". This isn't wisdom, thats what literally every player does when they struggle to find secrets, Decino is not special here.

>> No.7932972

>>7932967
yeah, you're right. I kinda regretted making that statement after posting.

>> No.7932976

>>7932970
Based.

On the rare occasions where I play a game for the first time, I learn to deal with the resources given to me. Remember that first bull encounter in Serious Sam? So much more engaging when you are not loaded with secret guns.

>> No.7932986
File: 233 KB, 474x345, Jockoguy.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Could it be?

>> No.7932987

>>7932970
>level makes secrets mandatory

>> No.7932989

>>7932970
reminder: you haven't truly beaten the level until you found the level designer IRL and beaten him over the head with original hardware.

>> No.7932996
File: 849 KB, 1920x1080, pyrobaron.png [View same] [iqdb] [saucenao] [google]
[ERROR]

I made a pyrobaron to go along with the pyroknight.

>> No.7933005

>>7932986
lost your hair? good

>> No.7933006

>>7932970
I thought the new captcha filtered bots out

>> No.7933013

>>7933006
you're thinking of humans
bots have superior taste, skill and captcha-solving ability

>> No.7933027
File: 367 KB, 693x573, Explobox.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7932987
>MFW you got RL or GL yet - so the only way to access a secret is to jump onto an explosive barrel/crate (in a room with loads of enemies) for needed leverage...
Like it or H8 it???

>> No.7933028

>>7933027
^you*havent*got^

>> No.7933038

>>7928706
Marathon is the only FPS that ever gave me motion sickness. The movement sucks.

>> No.7933041

>>7933038
textures and level layouts suck too
it has some nneat ideas but it's nowhere near a pinacle of oldschool fps bungofans try to pass it of

>> No.7933045

>>7932779
The Xbox secret levels are just some random dev's myfirst.wad he made back in 95 that he wanted to include as an easter egg. Not worth playing.

The PSX levels were made by the guys who went on to make Doom 64, absolutely worth playing.

No Rest for the Living is very, very good. Excellent design sensibilities and the freedom of expanded limits let them make the single best commercial Doom wad.

>> No.7933046
File: 781 KB, 1024x768, spasm0001.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7932020
>>7931245
>>7932078
It works! Kinda. Even the rocket here affects the surface.
All bodies of water without lightmaps are now black, though. It also breaks if you change a few cvars.

>> No.7933056

>>7933046
cool shit, anon!
I have QS with uncapped framerate and multigame support transplanted in, can send it to you later for merging.

>> No.7933080
File: 119 KB, 1920x1080, 20210708063106_1.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

FUCK this dude

>> No.7933081
File: 1.26 MB, 817x960, 2604870-box_forsaken.png [View same] [iqdb] [saucenao] [google]
[ERROR]

I've been playing Forsaken Remastered and man is this game kicks ass, still don't know why this was the cover for the game.

>> No.7933087
File: 20 KB, 247x247, 3XXyku-Z_400x400.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7933080
yagsaero

>> No.7933121

>>7933080
Just spawncamp and deny the railgun.

>> No.7933132
File: 83 KB, 1311x1179, assassin.png [View same] [iqdb] [saucenao] [google]
[ERROR]

HUH

>> No.7933146

>>7933132
Worst class.
Can you even backstab anyone reliably?

>> No.7933156

>>7932830
top stuff m8. How long have you been working on it yet?

>> No.7933159

>>7932901
It used to be more helpful, but that was years ago

>> No.7933162
File: 190 KB, 1920x1080, 20210708075037_1.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7933087
>>7933121
finally, considering I'm almost 40 I'm fucking proud

>> No.7933167
File: 717 KB, 1920x1080, haedexebus.png [View same] [iqdb] [saucenao] [google]
[ERROR]

floating mancubi a fun enemy?

>> No.7933168

>>7933162
Nightmare?

>> No.7933169
File: 209 KB, 655x573, romero.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7933168
hardcore

>> No.7933173

These monsters seem to work fine on their own but when they infight weird stuff happens. There is a chaingun sprite that flashes on screen and I dunno why

>> No.7933175
File: 639 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7933173

>> No.7933176

>>7933162
>a fellow Hunter enjoyer
patrician taste

>> No.7933179
File: 5 KB, 148x125, file.png [View same] [iqdb] [saucenao] [google]
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>>7933167
I've always imagined a floating Mancubus having the same kind of hovering platform thing as an Assault Commander.

>> No.7933180

>>7933179
the realm667 monster uses the assault commander dying/pain/active sounds

>> No.7933183

Is it even worth my time to transform one of my released ZDoom maps to Boom format? Doesn't feel like anyone gives a shit either way.

>> No.7933185

>>7932093
I'm guessing something like Wolfenstein 3D, in which all walls are at 90 degree angles and there is no verticality. I've seen them called "maze shooters" too.

>> No.7933189

>>7933183
Nah, move on to something else.

>> No.7933194

>>7931023
>Turok
I hope it's turok 3 fixed
fucking hell the new captcha, maybe I'm an npc?

>> No.7933208

>>7931889
>>7931896
there are like 6 turok series, it never stopped coming out

>> No.7933212

>>7933180
They don't tell you to "suck it down", do they?
Because a demon doing that would just be weird.

>> No.7933215

>>7933081
her character was developed in a turok comic that never came out

>> No.7933226

Has anyone ever done a ROTT-themed secret level?

>> No.7933228

>>7933226
isn't there an entire rott wad?
I never played it but I saw the .webm posted here several times

>> No.7933285

>>7933056
r_oldwater 1 seems to have issues. Consider it experimental.
Otherwise, r_wateralpha and r_novis 1 work together, and I addressed the black water in vanilla maps.

https://www.mediafire.com/file/j8u9m3b1pk11yze/quakespasm-0.93.2.7z/file

>> No.7933289

How is prboom now that crispy doom dev is working on it?

>> No.7933309
File: 111 KB, 1024x768, DOOM0021.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>> No.7933312

>>7933228
There's Rise of the Wool Ball

>> No.7933330
File: 2.44 MB, 520x293, 1601201242924.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7933312
>>7933226
here it is
https://www.elzee.co.nz/rotttc/

>> No.7933332

>>7933027
The only more tedious thing regarding a secrets location than this what I can think of is requiring a live enemy for use as a stepping stone over its head or variation of - I have vauge memory of one paticular Q2 custom map that actually required you to get sent flying by a Berserker to reach an item in an 'obviously placed secret' type of area unless you had a spare HandGrenade on you...

>> No.7933335
File: 2.64 MB, 1280x960, megasquirter.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

Hey guise,

I have finally finished the mega squirter and frankly, I must say it turned out really, really good.
What do you think?

>> No.7933338

>>7933056
not him but i use spiked

>> No.7933348

>>7933335
Hi SummerAnon, Im the dumb autist without depth perception who made you drop the double-tank SuperSoaker - is there still any chance for it to have it return as an char-specific special weapon?

>> No.7933374
File: 45 KB, 640x492, fps-map-design_o_1296129.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7932093
Its pretty much any FPS game done after 1st Halo - i.e. spefcifically made for consoles in mind firstly and super-linear to the point this pic was made to make fun of them...
Honestly the only exceptions from this I can think of are TimeSplitters, HL2/OrangeBox, and SeriousSam2

>> No.7933385

>>7933374
What I find funny about this image is that e1m6 is one of the more linear levels of E1, too.

>> No.7933391

https://en.wikipedia.org/wiki/Jes%C3%BAs_Adri%C3%A1n_Romero

>> No.7933395

>>7933374
Isn't HL2 really linear though? I don't remember there being much freedom at all, although it did have secrets.

>> No.7933397
File: 663 KB, 2768x1022, level design through time.jpg [View same] [iqdb] [saucenao] [google]
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>>7933374
reminded me of this pic

>> No.7933398

>>7932970
reminder: you're eternally a faggot if you don't beat the map with 100% items

>> No.7933413

>>7933374
Didn't the map on the left got gutted in console release?

>> No.7933424

>>7928502
This.

>> No.7933427

>>7928616
>getting filtered by Unreal
AHAHAHA

>> No.7933428

>>7933285
good job!
seems like you got the coordinates wrong though, it's twice as dense as it should be. just compare even these two: >>7932020 >>7933046
r_oldwater looks goofy but actually seems to be scaled correctly.

anyway, here's what I said I'd post: https://files.catbox.moe/0p1qyu.zip
(multigame and physics independence ripped from vkQ/QSS)
I can do the binaries for other anons later, after some more testing

>> No.7933429

>>7929237
Talk about wasting your time....

>> No.7933432

>>7933348
Don't worry, I never dropped it. I was considering the single tank version, but realized I *really* want the double tank gun. That is why I strapped two empty bottles to my rifle.

>> No.7933435

>>7933226
Simplicity

>> No.7933442

>>7933081
Not in Europe. Must be a NA thing.

>> No.7933443

>>7932970
>picking up any other items but pistol ammo
>thinking that you're doing a pistolstart correctly
Lolling @ these secondaries.

>> No.7933447

>>7933397
Yeah, BSI was dogshit. Nice aesthetics tho.

>> No.7933453

>>7932303
Explain yourself. What's not to like? It's one of best Doom 1 wads there is.

>> No.7933461

I was just reminded that last year an unknown person catfished the DOOM community on Twitter and pretty much got away with it.

>> No.7933462

>>7932303
Lilith also won one, cacowards aren't that selective

>> No.7933471

>>7933398
oh you can pick them up before leaving, I'm not gonna stop you. but I sure hope you aren't actually using all these crutches. even cripples only need one or two, you know.

>> No.7933473

>>7933461
What happened exactly?

>> No.7933487

>>7933473
By the looks of it, a person called "Sabrina the Archvile" catfished a vast majority of the Twitter DOOM community, but it was all very weird and bizarre since that person did not focus entirely on the catfish aspect of it rather than showcasing their Doom skill and knowledge. Extremely weird and bizarre. Someone mentioned them last night and I remembered that episode lol.

>> No.7933491

>>7932303
A) I thought it was pretty good, and B), if you've paid attention in the past couple of years, recipients have been somewhat unimpressive (certainly less than Base Ganymede), so you should really temper your expectations for Cacowards as a whole.

>> No.7933493

>>7933487
>using any form of "social" media
Serves them right

>> No.7933496

>>7933491
I'd rather get something classic, vanilla-like yet really fun to play than some of that repulsive and disgusting normietard shit that Major Trannylene and Bridgefaggot make.

>> No.7933513
File: 54 KB, 545x640, 1411567208097.jpg [View same] [iqdb] [saucenao] [google]
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>>7931875
Bro.

>> No.7933515

>>7933513
Better on PC, as always.

>> No.7933526

>>7933513
I have a package.
Fuck.

>> No.7933530

>>7933513
>remaster of an MultiPlat title with an integrated pseudo-sequel (available also on PC)
Sister?

>> No.7933542

>>7933515
and?
that doesn't really prove anything
other than a 1% of recent garbage ports (why i say recent is that older games can just be run in something like dolphin),and games that are just not on PC,that is basically always true.
its just the nature of a PC vs a console

>> No.7933545
File: 32 KB, 640x303, death3.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Still dragging my ass through Eviternity - Still on map08 Stench - I don't care if this is the only form of video game I ever play again; I'm beating this fucking pack boys

>> No.7933546

>>7933542
>How to say a lot while actually saying nothing at all

>> No.7933552

>>7933515
>>7933515
Ofc, but it was still designed around consoles. Also, part of its charm in my memory was just how impressive it looked on the OG Xbox. Like, better than Doom 3. That shit blew me away.

>> No.7933562

>>7932969
Hardcore only exists in the Nightdive version. Don't play the N64 version

>> No.7933572

>>7933215
Is this a joke or are you serious cus that's hilarious.

>> No.7933575

>>7933546
the point was "better on PC" is assumed and basically the default.

>> No.7933594
File: 143 KB, 1920x1080, Screenshot_Doom_20210708_115714.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7933545
AHHHHHHHH ITS DONE - NEXT UP: MORE PAIN