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/vr/ - Retro Games


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7981943 No.7981943 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>7976796

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.7981945
File: 706 KB, 1024x1024, vr info small.jpg [View same] [iqdb] [saucenao] [google]
7981945

=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 1.7: >>7949591
idgames release TBD

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>7979407

VRSKINS 3.9 UPDATE (DELAYED): >>7967424
Submissions closed
Voting period TBA

=== NEWS ===

[7-26] KMQuake 2 test build, feedback wanted https://leray.proboards.com/thread/4098/new-kmq2-test-version

[7-26] Doomkid Vanilla Wad Pack Revision XII https://www.doomworld.com/forum/post/2356798

[7-25] DoomWare (like the TF2 plugin) (for Zandronum) https://www.youtube.com/watch?v=oRiBYVOPxdI

[7-25] GZDoom 4.6.1 https://forum.zdoom.org/viewtopic.php?f=1&t=72879

[7-25] Dread (Amiga 500 Doom Clone) Ep. 8 https://www.youtube.com/watch?v=y9fQw1W22i8

[7-22] Earthless: Prelude on Doom Classic Unity Port (apparently no widescreen graphics like expected)
https://www.doomworld.com/forum/topic/120458-earthless-prelude-now-on-doom-classic-unity-port/

[7-20] Hell Forged Updated to 1.10 beta https://forum.zdoom.org/viewtopic.php?f=19&t=13397

[7-19] Realms DEEP Map Jam
https://twitter.com/3DRealms/status/1417212652858773504

[7-16] Zone 400, new megawad by Pcorf
https://www.doomworld.com/forum/topic/123296-zone-400-released-new-32-level-megawad-for-doom-2/

[7-12] PsyDoom updated to 0.8.0
https://github.com/BodbDearg/PsyDoom/releases

[7-12] Marathon: Resurrection (UT TC) updated to v2.5
https://www.moddb.com/mods/marathon-resurrection

[7-12] DBK debuts with Dungeon Synths
https://www.doomworld.com/forum/topic/123189-dbk01-dungeon-synths/

[7-09] Panzerchasm for Chasm: The Rift updated
https://www.moddb.com/games/chasm-the-rift/downloads/panzerchasm-03-with-music

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7981959

>>7981945
>>7981943
Latest news

Retroquad 0.6.6 Public release
https://twitter.com/mankrip/status/1419811121603698688

>> No.7981980

>>7981918
We've gotta make an update though, so not quite done yet.

>> No.7982026

>>7981978
For one thing, this is in Darkplaces, and I explicitly fucking said it could possibly work in DP but definitely not QS, so that proves nothing.
Second, I also already said that theres a difference between the player's collision between the world (their .hull) and between other entities (their .size). The video doesnt show Ranger being able to fit through gaps in geometry that he couldnt at full size.

>> No.7982293
File: 7 KB, 320x200, INTERPIC.png [View same] [iqdb] [saucenao] [google]
7982293

YER ALL GONNA BURN IN THE FIRE

>> No.7982316

Classic DOOM, Quake 1/3, and Blood are the only fps that matter

>> No.7982321

>>7982316
I played Quake 1.5 but never heard of Quake one-third. Is it any good?

>> No.7982330

>>7982316
If you don't like Duke, you're alien scum.

>> No.7982347
File: 138 KB, 1027x780, Triangles.jpg [View same] [iqdb] [saucenao] [google]
7982347

What are these blue triangles in Doom Builder trying to tell me?

>> No.7982350

>>7982316
>Quake 3
>MP only
Yeah, nah. Also, UT '99 was better in every way.

>> No.7982352

>>7982347
They're for making slopes in zdoom formats

>> No.7982387

Newbie here, trying to run disjunction but am getting missing textures. DL'd from doomworld/idgames

>> No.7982393

>>7982387
are you running it with the doom 2 wad?

>> No.7982425

>>7982393
That fixed it, thanks.

>> No.7982440
File: 595 KB, 1600x720, Screenshot_20210727-102018.jpg [View same] [iqdb] [saucenao] [google]
7982440

Holy crap, I'm getting my ass handed to me.

>> No.7982478

>>7982440
is that d-touch? how does it fare?

>> No.7982485

>>7982478
It's definitely playable with a peripheral controller. It runs pretty well, though some settings/mods/maps can cause it to chug.

>> No.7982489
File: 166 KB, 384x256, 1612738668678.gif [View same] [iqdb] [saucenao] [google]
7982489

Are there any references for how long it takes each different raise/lower speed to move? Like an easy way to calculate a "timer" in Boom?

>> No.7982516

>>7982489
The Doom engine measures time in tics. 35 tics is equal to a second.

>> No.7982524
File: 37 KB, 398x605, notepad++_5SwgZ6tE9S.png [View same] [iqdb] [saucenao] [google]
7982524

I was snooping around in WRATH's code to see how some of the guns work, and...
...
I hope there's a good explanation as to why this is the way it is...holy fuck.

>> No.7982536

>>7982516
then how the fuck do infinite framerate sourceports that are demo compat like prboom work???

>> No.7982539

>>7982524
snooPING AS usual, I see

>> No.7982583

>>7982536
iirc, uncapped framerate is interpolated, rather than increasing the ticrate.

>> No.7982598

>>7982536
by decoupling the framerate from the game logic so the underlying logic operates at 35 tics per second, independent of how fast the renderer is running

>> No.7982736

>>7982539
Candlesniffing fuckfencee.

>> No.7982814

>>7982489
It takes around 30 seconds for a 1024 height floor to reach zero using the vanilla action(s).

>> No.7982839

Good lord.
In what world were we ok with PgUp and PgDn being used for flight controls.
Things were simultaneously more difficult for child me and easier somehow...

>> No.7982840

Duke 64 baby.

>> No.7982857

I want to make a mod where doomguy is a sex crazed lunatic that rapes everything to death. NOT like hdoom, the monsters wouldn't be anime girls and they don't want sum fukk. He becomes the coomguy and deteriorates into a hyper-perverse animalistic state that can no longer speak but screeches.

>> No.7982860

>>7982840
duke 64 would be a lot cooler if you could actually remap the controls like every other n64 shooter and not use one of 5 retarded presets that all suck dick

>> No.7982873
File: 171 KB, 1024x768, 1557499776553.jpg [View same] [iqdb] [saucenao] [google]
7982873

>>7982293
preacher was such a sick mod

>> No.7982889

>>7982860
When you don't know any better then it works.
My brother, sister, and I never even got past level 3 or 4. The first 2 city levels were the best.
Then we just played deathmatch on the pirate ship level and tried to shrink each other and step on them and fly around with the jetpack.

>> No.7982890

>>7982889
it was a shitty game dude.

>> No.7982893

>>7982890
It's literally duke.

>> No.7982936

https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfun

>> No.7982939
File: 78 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google]
7982939

>>7982936
It... It got accepted?

>> No.7982940
File: 1.25 MB, 380x380, PARTY HARD.gif [View same] [iqdb] [saucenao] [google]
7982940

>>7982936
https://www.youtube.com/watch?v=PTLWgtQJfqs

>> No.7982946

>>7982936
I think HFFM being admitted onto Idgames is news worthy. >>7981945

>> No.7982963

>>7982936
finally

>> No.7982979

Doom 1 is better than Doom 2.
There, I said it.

>> No.7982993

>>7982524
There is never a good explanation for shit like that.

>> No.7983004

Newfag here. I wanted to see the Doom levels in Chex quest but nothing I type into the console command in Gzdoom seems to work.
I tried IDCLEV E1M6, idclev E1M6 and the like.
Not even something I thought would be simple like idkfa which is supposedly super armor would work.

>> No.7983007
File: 70 KB, 600x600, 0af.png [View same] [iqdb] [saucenao] [google]
7983007

>>7982936
This kills the DumbWorld schizos...

>> No.7983012

>>7982857
Isnt CrudeDoom almost exactly like that?

>> No.7983018

>>7983004
Either use cheat code idclev16 out of console, or use map console commands.

>> No.7983023

>>7982524
Arrays are for casuals

>> No.7983037

>>7983018
Oh, I see. I had to drop the E and M.
So in the original doom you would just type the letters on your keyboard in order and it would work, huh? Neat.

>> No.7983061

>>7982936
Damn what's that score screen music? I know every note of that song but my brain won't work anymore..

>> No.7983063

>>7983061
ah nevermind I remembered, Journey to Silius

>> No.7983161

>>7982347
They mark vertices. I think if they're close enough together or something.

>> No.7983179

>>7982936
Seems like only yesterday that we got the word cloud for it

>> No.7983205
File: 100 KB, 300x300, 1625578337720.png [View same] [iqdb] [saucenao] [google]
7983205

>>7982936

>> No.7983207
File: 168 KB, 425x450, 1617809149479.jpg [View same] [iqdb] [saucenao] [google]
7983207

>>7982936

>> No.7983209

>>7982524
alreadytoucher? i hardly know 'er

>> No.7983220

>>7983037
Original doom didn't have a console. I think quake was the first big one to do.

>> No.7983232

Alright fellas, what does your doom folder look like. Mine's just the download from the OP with a few added folders for stuff I've downloaded myself.

>> No.7983234
File: 33 KB, 873x478, DOOM.png [View same] [iqdb] [saucenao] [google]
7983234

>>7983232
forgot pic

>> No.7983242
File: 707 KB, 1920x1080, 1625550474483.png [View same] [iqdb] [saucenao] [google]
7983242

>>7981945
this actually looks nice
https://twitter.com/mankrip/status/1419819298005135360

>> No.7983250

>>7981959
oh, shit >>7983242

>> No.7983254
File: 18 KB, 800x450, 1619472861423.jpg [View same] [iqdb] [saucenao] [google]
7983254

>>7981959
>9GB of disk space required

>> No.7983256

>>7982347
they shows up in triangle sectors, it's to make slopes

>> No.7983257

> 1080p
> Eviternity chugs
> 720p
> Eviternity runs like a dream
I guess I'll try implementing dynamic resolution scaling then.

>> No.7983268

>>7981959
What is this?

>> No.7983269
File: 17 KB, 74x97, 1603942011703.gif [View same] [iqdb] [saucenao] [google]
7983269

>>7982936
amazing!
now to wait for the full thrust fixes

>> No.7983275

>>7983254
Holy shit lol.

>> No.7983282

>>7981959
>>7983254
lol, why

>> No.7983313
File: 10 KB, 383x186, folder.jpg [View same] [iqdb] [saucenao] [google]
7983313

>>7983232
New laptop. Crispy runs Plutonia. wads contains a small assortment of assorted wads.

>> No.7983318

>>7981642
Looks kinda cool, but the Thor's sigil could be a bit more detailed (the Quake logo makes it seem insignificant ATM)

>> No.7983321

>>7983242
>Melt-mapping
Will it also melt my computer if I run this in GZD with max settings?

>> No.7983332

>>7983321
well, post about how you made a quake map run in doom, I'm interested

>> No.7983347

>>7983282
>>7983254
>>7983275
Because he added the old non reforged texture packs included with conversions for it, the old QRP and more for all maps and converted for it.

it doesn't look bad, in fact it looks good in it.

>>7983242

>> No.7983352

>>7983332
first you connect the scrunglebap to the scringlecharger port

>> No.7983361
File: 189 KB, 646x422, mjolupdate.webm [View same] [iqdb] [saucenao] [google]
7983361

Did some quick testing in regular Quakespasm (usually use QSS, MarkV, and FTE) and discovered some things:
>nothing could load because I incorrectly precached a sprite that was already correctly precached (feel free to yell at my retarded ass any time something like this happens)
>my enemy randomizer DOES work despite QS apparently having some sort of mid-map monster precache issue
>new method I'm trying for func_monster_spawner DOESN'T work because of aforementioned issue (guess I'll make a billion autistic checks to get around it for the sake of future convenience)
>Quakespasm's handling of weapon recoil makes the railgun feel awful to shoot (not interpolated, might have to lower)

Welp, guess I got more work to do... Also I feel really gay tripfagging, but last thread probably got confusing with all the autistic QC posting (that I wasn't involved in) so here we go.

>>7983318
Worked on it a bit more since then. Think I might just ditch the body lights and just keep the electricity, but not sure.

>> No.7983390

How come when I place enemies in my levels, they waste half their time walking around in circles like dumbshits instead of attacking the player?

I'm trying to make cool encounters with ambushes and shit like you get in classic wads but like, the door will open and then the mancubus or whatever just spins around like a retard, I can just stand there and watch sometimes.

Is there something about the AI and level geometry that would cause a weird interaction like this?

>> No.7983391
File: 54 KB, 640x200, E7Ru-IaUcAMmtid.png [View same] [iqdb] [saucenao] [google]
7983391

Revae posted small REKKR update on Twitter. I guess it's not much, but anyway:
>WAD itself is 50MB now.
>He has made a bunch of widescreen graphics in last 4-5 days.
>"Now to make a decent AltHUD I guess."
https://twitter.com/RevaeRavus/status/1419882279858446340

>> No.7983393

>>7983361
QSS is better than QS when it comes to loading custom textures and even monsters
the only problem is that they didnt come with a external replacement for monster textures

>> No.7983407

>>7983332
By running the protocol 666 of course...
I blame the minimalistic HUD for that brianfart ;(

>> No.7983413

>>7983390
Enemies need some place to walk, being boxed in a box as wide as they are fucks with their AI. Also they are squares, not circles as default builder shows, so they can get stuck in walls unwittingly.

>> No.7983415

>>7983361
that looks so god damn fucking sexy

>> No.7983424
File: 2 KB, 102x100, PWR02_04_scaled.png [View same] [iqdb] [saucenao] [google]
7983424

>>7982321
You mean Counter-Strike 1.5? Yeah, thats the fourth only fps that matters.

>>7982316
Don't forget descent. People always forget descent...

>>7982026
Further on from the post you quoted, that anon corrected himself and conceded that you were correct.

>> No.7983457
File: 9 KB, 241x182, 1623003408610.jpg [View same] [iqdb] [saucenao] [google]
7983457

>>7983424
Descent was fucking amazing. These fuckers probably trained me for ambushes more than any revenant closet ever did

Its a shame the 6D movement and navigation was such a filter for people, still considering making a mod to incorporate it but I've gotta keep working on my Zscript if I want to do it right.

>> No.7983458
File: 489 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7983458

>>7982936
Hell yeah lads, congrats.

>> No.7983461

>>7981943
I recently played through DOOM II with a friend for the first time in my life. I hated the fucking soundtrack and the level design. Is the first DOOM any better?

>> No.7983464
File: 317 KB, 1138x855, q1sinister265deadroomshitbricks.png [View same] [iqdb] [saucenao] [google]
7983464

I played through the Sinister 625 q1 mappack from June and "The Dead Room" gave me chills, just an awesome concept (an finely executed). This style is what quake2 should have been - evolving the q1 setting/atmosphere further into the gameplay rather than relying on pure action.

>>7983361
Beautiful

>> No.7983475

>>7983461
Its Episodic, so you'll reset your inventory at the start of each episode, but its a fairly different experience. Less enemy types, maps are tighter and generally smaller, and no super shotgun being the biggest differences.

If you're looking for something different instead,

Heretic - similar but with a bit more variety and an inventory system
Hexen - More of A standard fantasy campaign, different classes and more exploration/puzzle/switch hunting style dungeons.
Strife - More into the RPG realm, with accuracy and health upgrades, more inventory, merchants and dialog trees, and futuristic.

While the others have mods as well, Doom 1/2 also have a shitload of em, some like GMOTA or Golden Souls basically turning it into an entirely different game.

>> No.7983476
File: 94 KB, 337x225, UH.jpg [View same] [iqdb] [saucenao] [google]
7983476

>>7983457
Damn, these guys were brutal, you've given me flashbacks. They appear quite early on, and IIRC their intro was even via an ambush by level 6.

>> No.7983479

>>7983461
doom 1 has subjectively better music and less annoying levels but if you don't like doom 2 you probably won't like final doom or most map packs

>> No.7983480

>>7983461
Many people consider Doom 1's level design better, I would say it has more focus on exploration than combat, but you might not like the 4th episode which was added after Doom 2 was made.

>> No.7983483
File: 910 KB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google]
7983483

Posting from last thread:

I am currently working on a map and having a tough time with designing a certain encounter. Basically what I usually do is being stingy with weapons and health and giving people just enough plus a little bit to survive.
For this though I want to go all-out, i.e. full backpack, all weapons, 200% everything - and of course it needs a fitting encounter.

What I have now here is some kind of arena and it's filled with monsters, including two cyberdemons.
The idea was to make you move and watch out for all those projectiles and having you go to town on them with your arsenal WITHOUT becoming slaughter, i.e. it should be easy enough so you don't need a specific strategy to survive, but still not too easy.
Now what I realized was that as soon as the carnage starts, there's MASSIVE infighting and basically if I run around the area in a circle for a few minutes, the cyberdemons will have taken care of most monsters.
Could that be spun as a valid strategy? Like you first enter and go "oh shit", but when you take a step back you notice that they're already killing each other?

Feedback would be appreciated. Also note that the arena area is not quite finished yet, I have just laid out the general layout and started adding some details.

Boom format, tested with latest PrBoom+
https://www.dropbox.com/s/3cq338gfqil8iw7/arenatest.wad?dl=0

Some anon had suggested to put the Cybies on platforms, but I really want them to be able to roam around from the very beginning.

>> No.7983501

i wonder how the unreal devs felt when their game got blown into another fucking plane of existence by HL1 a few months later and was never heard from ever again

>> No.7983503
File: 19 KB, 389x295, 1619084446653.gif [View same] [iqdb] [saucenao] [google]
7983503

>>7983480
I feel like when I'm getting burnt out on megawads, going back and playing DTWID and 2002ADO make great pallet cleansers.

>> No.7983506

>>7983483

This is a pretty common pproblem and it's why most maps rely on moster closets and ambushes rather than just having a shitload of enemies wandering around.

Having said that infighting is an absolutely valid strategy and it's a big part of that pistol-start UVmax hardcore speedrun type of playstyle. The key in that case is to somehow make it so the player has to provoke the infighting- If it happens without the player's input, then you're just creating a monster encounter that takes care of itself.

It's a difficult balance to strike, you just have to fuck around with playtesting it over and over, eventually you'll get a feel for what works and what doesn't. A lot of my earlier maps suffered the same issue.

There's also the fact that sometimes you just have to let go and accept you can't 100% curate every moment of a player's run, we're not Valve here, that approach works for some games but Doom should be a bit more freeform and chaotic.

>> No.7983513

>>7983483
Infighting as a way to circumvent slaughter encounters is a pretty common theme, especially when involving cyberdemons and the player is assumed to be underequipped. Map 1 of AA basically has you hit the ground running with it. Same with using telefrag options to get rid of bosses. I would say just keep in mind if you want it to be the intended method for an encounter, you should make sure the player will have at least enough space to utilize it purposely.

>> No.7983557

>>7983242
Is Retroquad patreon-only?

>> No.7983582
File: 595 KB, 4000x3000, 1572740684171.jpg [View same] [iqdb] [saucenao] [google]
7983582

>>7983242
>>7983557
>Retroquad is intended to be an engine for people struggling in life
I guess it's made for pic related.

Seriously though, it took me several minutes on his patreon to understand what the point of this is. His "what & why" is buried in a massive tl;dr, whereas it should be his topic sentence at the top of the page.

>> No.7983586

>>7983557
>Public Release 0.6.6
>Patreon post is available for everyone, so you can reach that Google Drive download
Yeah, I guess.

>> No.7983591
File: 75 KB, 260x277, mmmm.png [View same] [iqdb] [saucenao] [google]
7983591

>>7983557
>>7983582
Maybe during development only?

>Goals
>AU$208.82 of AU$461.62 per month
>Not abandoning Retroquad.
>
>If this goal is not achieved, I will have to look for a second job and stop developing Retroquad.

A second job? This guy is a programmer with graphics dev experience and his patreon makes it sound like he's almost homeless. I don't get it.

>> No.7983593

>>7983557
Nope, only the beta builds, public builds are free as always
also the guy got in some shitty huge debt due to the fucking brazillian state water services where he lives, plus he almost offed himself if it wasn't for his wife and family, its depressive as fuck what he went, though things are starting to change a bit.

>>7983582
if i had a bit more of money i would support it.
His rendering concept for the engine is great, it reminds me of what panzerschrek was doing for Q2 before he moved to Panzerchasm development.

Q1 needs more rendering love outside the never updated software rendering and the never updated hardware that is still stuck on GLquake mode

>> No.7983601

>>7983461
why did you hate the music

>> No.7983618

>>7983591
see >>7983593
the water company fucked him sideways

>> No.7983620

>>7982936
Congrats, lads!

>> No.7983629
File: 29 KB, 422x422, 1602704804662.jpg [View same] [iqdb] [saucenao] [google]
7983629

>>7983601
Hard to describe, but I felt like a lot of the tracks were equally as devoid of effort as the level design in the later maps.
The music sounded annoying, but maybe that's the inevitable effect when you're stuck looking for a badly placed skull key or switch for several minutes, with the only sound being the same track in an endless loop.

Aside from that, I did like the enemy placement and their abundance in the levels. I didn't much care for the puzzles.

>> No.7983636

>>7983593
Yeah, his life seems to be very scuffed... and yet he's doing Retroquad. I didn't really paid close attention to it (just "looks neat, I guess"), but philosophy behind it actually sounds cool. I hope that things will keep changing for him for the best.

...why the hell I'm not working on anything? His situation is way worse than mine and he's making this while I just can't at least write down a "design document" of sorts for a mod. I should start acting instead of writing about this here as that's probably too annoying to read. Sorry.

>> No.7983702

>>7983629
>>7983461
Give Doom 1 a go, then.

>> No.7983706
File: 133 KB, 1280x720, 1589393927170.jpg [View same] [iqdb] [saucenao] [google]
7983706

>>7983506
>There's also the fact that sometimes you just have to let go
This. Sandy Petersen has similar advice:
https://youtu.be/TgmRFuE6aTg
Sometimes your great idea doesn't work out, and instead of trying to force the idea into your project when the idea clearly isn't working, just scrap the idea. Shelve it, and maybe you can use it in the future on a different map or game.

>> No.7983717

>>7983483
People shit on "linear" corridor experiences but honestly the best way to do this is a good "run and gun" segment where you don't fight too many things at ONE simultaneous moment, but there's plenty of things that you can kill fast enough that you can, and are encouraged to, keep moving. One way to do this is to have rooms that have lots of isolated hitscanners that can target you after you enter the room, but can't if you dash through it quicker, which encourages the player to keep moving and take out each thing that shows its face quickly because more will be coming.

>> No.7983723

>>7983629
Agreed with a majority of the base tracks becoming grating when you're lost in a switch hunt. Nowadays I replace the music with the Doom 64/PSX tracks when doing a replay because I find it fits the atmosphere better without becoming repetitive.
If you liked the enemy placements and abundance while disliking puzzles, don't listen to the other guy about Final Doom and give Plutonia a try - people consider it seminal for custom map design because it was one of the first to use the roster effectively rather than have revenants/hell knights randomly sprinkled in rooms like in the original maps.

>> No.7983732

I want a Doom wad that's just all "map 1" style maps. E1M1, MAP01, TNT01, etc. I love all these starter intro maps that are always short, sweet, fast, with cute little aesthetic base designs and nothing overly complicated about the switches. And they always have the best music, gets you pumped to just start running and gunning.

>> No.7983753

>>7983717
>>7983706
>>7983513
>>7983506
Thanks for the input. Just asking: Did anybody play the map?
Anyhow, I now adjusted the encounter a bit. Instead of throwing everything at you right away it's now staggered depending on how much you move through the arena.
Now, when you're trying to just run through the arena, more and more monsters are spwaning. The funny thing is here, that if you do this, you will provoke massive infighting that in the end leaves little more than the two cybies. If you stay in the front and try to dodge projectiles there and fight, you will need much more ammo in the end.
In fact,I had to laugh a bit at how much more ammo I had left when I was just running around for a bit without shooting at anything at first.
But I like it much more now than before.

If you don't mind, try it out and tell me what else needs improvement, combat-wise.
Please note that I suck at Doom, so maybe this fight is not hard at all for other people, but for me it's just hard enough that I don't complain about an absolute fucking bullshit encounter.

https://www.dropbox.com/s/qashsjmbrabiqbz/arenatest_new.wad?dl=0

>> No.7983757

>>7983753
I'll try it if it works with gzdoom

>> No.7983761

>>7983757
It's Boom format, so it should work

>> No.7983764
File: 49 KB, 450x350, img_0770.jpg [View same] [iqdb] [saucenao] [google]
7983764

>>7981943
>>7981945
Tasyspleen TS500 will be this Saturday
https://twitter.com/tastyspleentv/status/1420068100335185921

Join in for fun and Frags!

>> No.7983767

>>7982440
Is that Disjunction? I found it got pretty brutal even on kb&m, may not be a good choice for mobile gaming.

>> No.7983774

>>7982524
You can use arrays even in vanilla Quake if you use a modern QC compiler. And theyre using DP, so they probably have even more coding amenities to avoid nonsense like this.

>> No.7983783

>>7983601
Too much organ, not enough stolen riffs.

>> No.7983820
File: 2.92 MB, 642x482, 2021-07-27 13-56-05.webm [View same] [iqdb] [saucenao] [google]
7983820

>check out q2test
>enemies die instantly and become nonsolid instead of bodyblocking with the same last stand animations every time
it makes the combat considerably faster

>>7983764
I heard the guy behind tastyspleen died.

>> No.7983837

>>7983820
>quake 2, but good
Why'd they fuck it all up, bros? Why...

>> No.7983840

>>7983723
I'll give it a go.

>> No.7983847

>>7983837
Tim WALLETS

>> No.7983869

>>7983753
I played you're map, although I personally wouldn't ask someone to playtest something that doesn't even have an exit, what was there was okay and not bad looking. Here's a demo
https://files.catbox.moe/dp5895.lmp
I comfortably beat this encounter on my first try since you can really just bfg everything. Maybe try putting the bfg somewhere within the area behind some enemies so you can't immediately overpower them. If you want to reduce enemy infighting it's a good idea gennerally to have less enemy diversity. There were also some unobtrusive but nonetheless strange design choices. Why do you give the player mega armor and a mega sphere at the same time? Why doesn't first door not use a door texture?

>> No.7983872

A good doom level is like a song. Putting every enemy type in one room is just mashing all the keys on the piano at once.

>> No.7983908

>>7983869
Thanks, that was very interesting. Also, your bfg seems to be much stronger than mine lol.
Anyhow,
>to playtest something that doesn't even have an exit
As I wrote in the original post, this is really only just this single encounter. I am building the rest of the level and I don't have problems with that, but I really just wanted feedback on this single fight (for now). Should have said that I didn't put an exit in lol, so sorry for that.

>I comfortably beat this encounter on my first try since you can really just bfg everything.
Yes, that's intended. And you came out with roughly the same amount of ammo as me when testing. And I don't know if you're a particularly good Doom player, but holy shit, your movement is so much better than mine. Just a question - hadn't I mentioned the strategy with the spwaning enemies, would you still have been running through the arena?

>Why do you give the player mega armor and a mega sphere at the same time?
Why not? I also give you a backpack full of ammo.

>Why doesn't first door not use a door texture?
For fucking with you a little bit :^) Same reason the first rooms use startan and the standard floor/ceiling.

>> No.7983927

>Full Thrust
Man, you sure you wanna cut out the big room with the crushers? I thought that was kinda cool.

>> No.7983936

>>7983927
Yeah, kinda goes against the fast in HFFM since you have to wait for the flesh walls to lower. And that's before the final timed gauntlet that already pauses the combat a bit. Also the updated version comes with more fixes and balance changes.

>> No.7983941

>>7983936
Alright, if you say so. I'll put in the "launch ramp" at the exit so you can't skip the end fight.

>> No.7983950

>>7983941
Thank you, I never even thought of being able to trigger the exit like that when testing.

>> No.7983974
File: 256 KB, 637x737, judge death.jpg [View same] [iqdb] [saucenao] [google]
7983974

Recommendations for me to check out after beating Eviternity? - This will have been my first experience outside of vanilla Doom and I am having a blast - currently on Map17 - Thanks to the anon who hooked me up with the Castlevania ipk - Would love to get insight / suggestions on the next pursuit post Eviternity though

>> No.7983982
File: 558 KB, 3440x1440, 20210727201121_1.jpg [View same] [iqdb] [saucenao] [google]
7983982

I'm already not a fan of Quake II.
Is it supposed to have music? All I can hear is smoe kind of ambient industrial sounds. Nothing like the original.
And somehow this shotgun feels even less effective than the first one.

>> No.7983983

>>7983974
Try 2048 Units Of /vr/, then give HFFM a go once I've updated it.

>> No.7983985

>>7983820
>q2test
Is that supposed to be a workable beta, or a fully serious restoration project for Quake 2 being in the works?

>> No.7983987

>>7983982
It's supposed to have music, yes.

>> No.7983992

>>7983908
>hadn't I mentioned the strategy with the spwaning enemies, would you still have been running through the arena?
My strategy in almost all cases provided sufficient room is to run around in circles, so yeah. One of the best strategies I think for designing against this is to create oblong shaped arenas or put imortant items in the center, since enemies tend to group there. Not that infighting isn't fun on its own.
>For fucking with you a little bit :^) Same reason the first rooms use startan and the standard floor/ceiling.
I've played a lot of shit maps before so I'm now incapable of identifying ironic startan.

>> No.7983997
File: 1.45 MB, 1920x1080, q2_0006.jpg [View same] [iqdb] [saucenao] [google]
7983997

>>7983982
IT IS SUPPOSED TO HAVE MUSIC
But Steam is uber retarded along with the rtx port altogether

>> No.7984000

>>7983982
>I'm already not a fan of Quake II.
I would too if I picked Quake 2 RTX for my first (and probably only) playthrough, but I don't hate myself THAT much... Surprisingly enough.

>> No.7984010

>>7983997
>>7984000
I have to get some use out of my 3080

Now that I have downloaded the music, I'm in no mood to try it again for now.

>> No.7984014

>>7983992
>My strategy in almost all cases provided sufficient room is to run around in circles
True, I think you're not alone with that.

>I've played a lot of shit maps before so I'm now incapable of identifying ironic startan.
You know, the basic idea I had when I started this map was "what if myfirstmap.wad, but in less shitty", so you get a myfirstroom with a myfirstweaponplacement and all the sheband and then you even get a big arena with a cyberdemon.

>> No.7984025

>>7983985
it's just the demo release that was sent out to test various hardware, the first 3 quakes all have some

>> No.7984031

>>7984010
I would really spare myself if I were you as RTX port is just bad. You would be better off picking up AMID EVIL or any other game that's more appropriate for RTX... I guess? Honestly, I don't really care all that much about this thing or Quake 2, for that matter. Tried to back to it a few months ago and was "done" after going through Outer Base. The game isn't really that terrible and overall I enjoyed it during my first playthrough, but later on and at that particular time it just felt like such a slog.

>> No.7984034

>>7983974
Along with Eviternity, Ancient Aliens, Valiant and Back To Saturn X (both parts) are regarded as one of best wads of last decade. You should also check out Preacher, Avactor, Dimension Of Boomed, Going Down, TNT Revilution, UAC Ultra and Doom Zero. All of them are some of the best wads made. When you are ready for more challenging stuff, try anything that Ribbiks has made. Start with Sunlust, it's his most accessible wad.

>>7983983
We are all proud of those, but it's not like these are even close Eviternity quality-vice.

>> No.7984037

>>7983974
Scythe 2 and Refracted Reality

>> No.7984041

>>7984031
>and was "done" after going through Outer Base.
Is that because of the channge in atmosphere?

>> No.7984043

>>7983974
Have you already played No Rest For The Living and Sigil?

>> No.7984070
File: 1.18 MB, 1920x1080, q2_0000.jpg [View same] [iqdb] [saucenao] [google]
7984070

>>7984041
He's just a jaded tourist
Q2 is fine, but ignore RTX and play on Yamagi or KMQ2 on Nightmare
Main game then Mission packs, the later will make you hate nightmare difficulty more than Plutonia on UV

>> No.7984137

>>7984070
I'm playing through Q2 right now and hearing the captured marines(?) say "kill me" is still unnerving.

>> No.7984138

>>7984137
>unnerving
more like annoying as fuck. the PS1 version was almost unbearable in that segment.

>> No.7984141

>>7984137
I dont get how anybody can take that god awful voice acting constantly looping seriously.

>> No.7984146

>>7984137
are you kidding, hearing some random dev say "let me out" with a poor Arnie impression is hilarious

>> No.7984158

>>7984137
Nah its good to hear timmy let me out, all because we can kill him.
also all Q2 male voices are modulated versions of trent's voice with female made by some random

>> No.7984173
File: 149 KB, 1444x1294, E7U7ZgRVoAAmMB-.jpg [View same] [iqdb] [saucenao] [google]
7984173

>>7981943

>> No.7984176

>>7984173
Where's the other hand from?

>> No.7984212

Is there a way to change the aspect ratio in Quake 2? I can't stand those black bars on the sides of the screen.

Tried Quake2xp but it just crashes when trying to play.

>> No.7984218

>>7984212
YAMAGIQ2 or Kmq2

>> No.7984219

>>7984212
-width X -height Y
?

>> No.7984227

>>7984176
E3M2

>> No.7984234

>>7984227
He means the right one, he knows where the left one is from.

>> No.7984278

whats a good wad to play?

one thats not the usual recommended.
Like not BTSX or ancient aliens or DTWID
you know something different. and not to cheesy like oppp my wad is 32 levels of revenant spam lmao
with just a shotgun.

>> No.7984279

>>7984034
What a list - I'll have to go through those slowly or I'll be overwhelmed almost certain - would *you* be comfortable picking out two that *you* feel are above the others?

>>7984037
Excellent - thank you - I will take these down and look in a moment.

>>7984043
I have not - I will take this as your recommendation, thank you.

>> No.7984281

>>7984043
where can one download sigil?

>> No.7984290

>>7984278
HFFM

>> No.7984292

>>7984290
where can i get that? moddb?

>> No.7984295

>>7984292
see >>7982936

>> No.7984298

>>7984295
cool cool thanks bros. i've never made a doom level before but i think revenant spammer levels really don't know how to make a hard level.

so its just lets throw 30 dudes in every room that are revenants and really don't know how to use dooms other enemies to make a hard level, so they gotta make every encounter 50 revenants annoying

>> No.7984301

>>7984278
Going Down

>> No.7984303

>>7984295
>linking him the cut version
>>7984292
look in the first post under current releases

>> No.7984312

>>7984303
got both versions cool

>>7984301
got it cool

>> No.7984313

>>7984298
Revenants are just the most fun Doom enemy to fight.

>> No.7984315

>>7984278
unalign.wad

>> No.7984316

>>7984313
This is correct.

>> No.7984336

>>7983820
>instead of bodyblocking with the same last stand animations every time
Might be my least favorite thing about Q2.

>> No.7984341

>>7984336
Even lower than the weapon switching?

>> No.7984351

>>7984341
Yeah, probably.

>> No.7984353

>re-release adds sunglasses and head icon
Cringe
https://youtube.com/watch?v=GB4MG_Wy1bA
Does the Zoom version have the same shit?

>> No.7984362

>>7984316
cool a doom 1 level pack thats dope

>> No.7984369

>>7984353
Head icon yes
Sunglasses no

>> No.7984374

>>7984353
It's my way or... Hell, it's your way!

>> No.7984376
File: 1.98 MB, 1920x1080, DOSBox 2021-05-14 01-34-05.jpg [View same] [iqdb] [saucenao] [google]
7984376

>>7984353
That is a old ass mod they added into it, you can grab it at eduke forums.
Plus they did that because the first scene in DN3d its Douk with the sunglasses, mainly Douk64 intro

>> No.7984383

>>7984278
Osiris

>> No.7984386
File: 43 KB, 300x200, 1622951032044.png [View same] [iqdb] [saucenao] [google]
7984386

>>7981945
Alright, final update of Hard Fast Faggot Maps. Unless someone forgot to include something critical, this should be the final version (at least for now, depending on if we'll do whatever hypothetical continuation as a separate thing or just building onto it). Has the updated Full Thrust.
I did a new pistol sound because anon complained, hopefully this sounds better. I also did a new plasma sound, which hopefully is less harsh on the ears.

https://files.catbox.moe/zl4hdw.zip
>HFFM Uncut Version, 1.8
Uncensored.

https://files.catbox.moe/kwxfuk.zip
>HFFM Cut Version, 1.8
Mildly censored.

https://files.catbox.moe/xzg62c.zip
>HFFM Stripped Version, 1.8
All the new sounds and sprites stripped out, for gameplay mods, or people who are boring.

https://files.catbox.moe/8nbg92.zip
>HFFM Party Pack, Version 1.8
Just the sprites and sounds. Contains truecolor .pngs, the idea is that you run these with some GzDoom mod like Hideous Destructor (there's a patch to fill in the few missing sprites).

I'll be arranging to update the version on iDGames.

>> No.7984387

>>7984353
https://rigelengine.nikolai-wuttke.de/

>> No.7984389

>>7983837
It doesn't look much different.

>> No.7984390

>>7984386
I'm proud of you boys. Your hard work's paid off.

>> No.7984406

>>7984386
woot, great job anon!

>> No.7984467

>>7984386
Did that first map ever get its Revenant spawns fixed?

>> No.7984468

>>7983458
>gzdoom port thanks

>> No.7984474

>>7983591
>it sound like he's almost homeless
according to him, yes, that's his situation, he is brazilian and had no better idea than to sue his water provider

>> No.7984485

>>7983636
>...why the hell I'm not working on anything?
you need to be in a "I'm going to fucking lost my home and family" situation

>> No.7984491

>>7983618
>getting jewed out by a water company
Was it fuckin Nestle or something?

>> No.7984497

>>7983997
>Earth2
Stay out of the deep water!

>> No.7984524

>>7984336
I personaly love this tho, and discovering the Mission64 mod expanding this idea to other non-cannon-folder monsters actually made me grin like Doomguy when he finds a new gun...

>> No.7984534

>>7984353
It looks like an NES emulator with a shitty upscale filter enabled :^(

>> No.7984535

>>7984336
I hate it on half life.

>> No.7984592

gotta say bros, playing HFFM and these new noises and designs are annoying as shit.

>> No.7984605

>>7984592
I liked the sounds better when there were only a few of them and they were barely noticeable. The new monster sprites are the best part though, don't see why you would have any problem with those. Pickup sprites are shit.

>> No.7984607

>>7984278
I haven't seen anyone ever recommend Mayan Mishap. It's like Skillsaw wad, even though it doesn't have Skillsaw.

>> No.7984618

>>7984607
i'll check em out for sure >>7984383
>>7984592
the designs are actually cool let me back track a little idk the noises are annoying.

>> No.7984689

>>7984467
Yes, a long while ago.

>> No.7984695
File: 1.28 MB, 1275x916, 1496768643660.gif [View same] [iqdb] [saucenao] [google]
7984695

>>7984173
Makes me think of Pacha from Emperors New Groove NGL.

>> No.7984704

>>7984592
>>7984618
I guess open the .wad in Slade and remove the ones you don't like.

>> No.7984763
File: 381 KB, 1440x1080, Screenshot_Doom_20210728_012216.png [View same] [iqdb] [saucenao] [google]
7984763

What is going on here? Looks fine in the editor, the grate texture stops at the water level, but in game I get this. Not sure what I fucked up.

>> No.7984769

>>7984763
This is a product of software renderers
generally mid textures that clip will be seen in software as sprites and mids sink into the floor
I'm sure someone smarter can explain it better but in short don't use mids that can clip in anything that can have software rendering applied as it will appear as such.

>> No.7984773

>>7984386
I liked the old pistol sound better. Otherwise nice.

>> No.7984776

>>7984763
>>7984769
Change the light level by 1 on one side of the grate to split the visplane and fix it.

>> No.7984778

>>7984769
>>7984776
oh damn, for as old as I am I feel stupid I never knew that

>> No.7984816

>>7983458
>seems funny
>stupid exit
>trying another bad version
>crosshair rumble

>> No.7984841

>>7984776

Nice, thanks anon.

I had worked around it by making a slight height change to force a bottom texture to be drawn but this is much more elegant.

>> No.7984846
File: 395 KB, 1024x768, Screenshot_Doom_20210728_024942.png [View same] [iqdb] [saucenao] [google]
7984846

Tried HighwayAcceleroidBooster, really fun. Tried Russian Overkill, really fun but doesn't work on GZDoom.
What are some others funky but fun wads?

>> No.7984852

>>7984846
you should give combined arms and gmota a try, also check out dakka.

>> No.7984856

>>7984846
BURL TUMD

>> No.7984857

>>7984852
>dakka
I'll be disappointed if they're not orkz weapons.

>>7984856
?

>> No.7984862

>>7984857
https://forum.zdoom.org/viewtopic.php?t=35458
It's vintage but it holds up

>> No.7984872

>>7984862
so ancient none of the links work

>> No.7984889

>try gmota
>no idea what's going on
...okay.

>> No.7984890

>>7984816
>crosshair rumble
Oh good, the word cloud is making fun of my shitty modifier names...

>> No.7984924

>>7984872
Try this one.
https://forum.zdoom.org/viewtopic.php?f=43&t=64793

>> No.7984961

>>7981959
Can it run big maps like AD ones?

>> No.7984972

>>7984889
Go Medieval On Their Ass. Several characters and all enemies with a medieval sci-fi mix. It's fun as fuck dude.

>> No.7984975

>>7984972
My dick's gonna heat up and melt

>> No.7984982
File: 26 KB, 320x362, two knightly men.png [View same] [iqdb] [saucenao] [google]
7984982

>>7984889
You play either as a manlet knight, his depressed robot friend, or Doomguy with a big sword and you fuck up demons.
Also a Kobold will be joining the fight soon.

>> No.7984987

>>7984846
Have you tried Spaghetti Weapons wad? It's a crazy mod in my opinion.

>> No.7985001
File: 264 KB, 1000x1000, 1626193025889.png [View same] [iqdb] [saucenao] [google]
7985001

>>7984982
>Kobold will be joining the fight soon.
more liek neber

>> No.7985004

>>7985001
Are you the same smartass who was saying the last major update would never come out, or that Combined_Arms 2.0 would never come out? Cus all you're succeeding in doing is aggravating me and it'll just make these updates all the more satisfying for myself.

>> No.7985021

>>7985004
oh its you, y'know with Kustam i thought it was made by who couldn't pull off the "methodical approach to combat" thing but when I played the link set i realized it wasn't that he didn't have the skills to do it was the fact he didn't want to try.

>> No.7985027

>>7984315
I'll play that if the textures get aligned.

>> No.7985030

>>7985021
My head was up my ass when I first started on Kustam. At this point I've fixed all of his issues. All that's left is to add the flamer upgrade, and swap the place of the staff upgrade so it's a rocket launcher tier thing instead of a plasma gun. It'll work out better.
Really I think Kustam's biggest flaw was how the medi-tool just passively recharged, which fucked with almost every other gameplay element of his. Tying that to having to actively participate in combat was the way to go. Before I didn't wanna do the whole "hit enemy in melee = resource" because I was worried that was too much like Blaz's system. But it sure feels different with how I got it set up.

TL;DR I owned up to my dumbass mistakes and I've fixed them. Kustam's medi-tool recharges from fighting rather than passively.

>> No.7985038

>>7984535
Half Life's death animations are fast enough that I never really notice it though. I could see if you were trying to blast through the map, but I never end up doing that.
>>7984524
Well I can't take that away from you.

>> No.7985039

>>7984704
i just downloaded the vanilla one up there for weapons packs and shit
>tfw vr makes a custom wad and you use the one they didn't wanna make or use anyways
lmao sorry bros

>> No.7985052

>>7985030
>I've fixed them
cool, the problem with Kustam for me at least was the fact that he was a a striped down version of Blaz. there was no point where I was like "I have to think if I was to fight effectively" and he doesn't have any of the quirks that make Blaz fun to play as. Really the link set does the methodical combat so much better it ain't even funny.

>> No.7985068
File: 196 KB, 680x445, kobold logic is the opposite of logic.png [View same] [iqdb] [saucenao] [google]
7985068

>>7985052
Well now it works like this:
>hit dudes with staff, heat builds up
>heat drains slowly
>heat recharges 3 things (Medi-tool, stun shot, staff shockwave)
>more things being recharged, heat drains faster
>because heat's draining faster, you can fight more with the staff
>can actively use heat with the staff shockwave once you get it
>when overheated, shit recharges even faster
>always have flamers so you can drain it out faster and stay on the offense
>flamers fire slower, so it's not infinite stunlocking

So like everything is tied to the heat gauge now, also you only build heat when you hit shit, so you can't just swing at the air for free heat. This does mean if you're fighting purely with the hand cannon, you won't be able to charge your shit, so you gotta fight in melee.

>> No.7985081
File: 212 KB, 960x540, Screenshot_Doom_20210728_030031.png [View same] [iqdb] [saucenao] [google]
7985081

Somewhat Possible is wonderful, the music choice in particular is excellent. Also some of the Cyberdemon encounters in HFFM are obnoxiously hard with how much faster and dangerous I've made them, but I guess that evens out with all the cheap tricks you can pull. For instance, hiding like a pussy in this cubby while the Cyberdemon stomps all the other monsters, then bouncing out hand grenades at him until he finally bites it.

>>7985039
I've used it myself for testing my own mod. I've already played through Uncut once, but I don't mind coming back because the maps are legit REALLY fun.

>> No.7985085

>>7984982
>kobold
Canine or reptilian?

>> No.7985086

I unironically like how the weapons feel in chex quest.
I sort of felt like the remote devices have a point between the prongs (obviously because that's where you're aiming) where the energy collected and zapped them.
It just feels very satisfying, especially the shotgun one. And you reload a whole battery each use. Feels like you're giving them a hell of a zap. And their bodies light up when you zap them. Just good game feel.
Too bad they're all neutered and can't hurt you. I guess keyboard only controls are what killed me as a kid. And probably not knowing there's a run button.

>> No.7985089
File: 593 KB, 933x711, blaz_and_bold_shake_2.jpg [View same] [iqdb] [saucenao] [google]
7985089

>>7985085
Reptilian. But not that weird current trend of Kobolds that people draw, you know the kind. Samson's going to be a narrow little shit.

>> No.7985090

>>7985068
Oh yeah that looks to be a lot better then before. Ebb and flow is so important in making engaging gameplay.

>> No.7985094

>>7984592
The new sounds are horrendous, can we please remove them? They bring the quality of the wad down to legitimate shitpost tier. I say this as a mapper for the project, I really don't like that the new lead took it upon himself to add these obnoxious noises

>> No.7985095

>>7985090
Yes it is. I fucked up and I'll own up to that. Really I was stupid to think hitting enemies = meter gain in some way means it'll be exactly the same as Blaz's. So the foundation was fucked.
Also Samson's meter gain tool is gonna be a magic gun thing that works like the Nemesis from Cave Story, so at low charge it has good range, and as you shoot dudes, the meter builds up the range gets worse, forcing you to get closer if you want more meter. Then you cash in the meter for goodies.

Okay I'm done talking about GMOTA shit for now. I always feel bad when I start filling the goddamn thread with this stuff.

>> No.7985104

>>7985081
>Somewhat Possible is wonderful, the music choice in particular is excellent
Thanks, it's one of my favorite maps I've made.
>some of the Cyberdemon encounters in HFFM are obnoxiously hard with how much faster and dangerous I've made them
... What? There were changes made to the cyberdemon's behavior?

>> No.7985112

>>7983974
I'll always recommend Scythe 1 as babby's first pwad. It starts off easy but don't let the first maps fool you. Also they are great maps to practice playing with -fast monsters since they are easy enough
>>7984279
>overwhelmed
Don't download a ton of shit all at once. You end up just changing pwad's every time you get frustrated instead of finishing the wad. Also I'm not him but aside from Scythe 1, try something short, like Lunatic (5 maps) or Preacher (9)

>> No.7985131

>>7985089
>You know the kind
I don't, but do I want to?
also are we shitwadding

>> No.7985136

>>7985104
In my own gameplay mod I'm working on, I mean.

I find .wads like HFFM is a great testing ground because it gives me an idea how the player can take on various difficult scenarios, as well as which parts of the gameplay needs to be made harder, and where the player needs a change in their toolset to realistically handle certain situations.

>> No.7985168

>>7985112
>>7983974
Sorry - you must have missed my first post where I said that I'm tackling Eviternity - that is my first thing played other than Vanilla

>> No.7985170

>>7985168
Holy shit nvm I'm exhausted.

>> No.7985185

>>7985131
i think he means when people draw them with big fucking asses

>> No.7985210
File: 4 KB, 226x204, 1616742199733.png [View same] [iqdb] [saucenao] [google]
7985210

>>7985185
T-thanks.

>> No.7985232
File: 56 KB, 151x200, 349213-quakeguy.gif [View same] [iqdb] [saucenao] [google]
7985232

For those of you having a precache issue with Violent Rumble, there's a new progs.dat on the Mega that should fix it. I'll forgo the usual patch notes for now since I'm still working on the Mjolnir texture and a weapon-related addition that was requested a while ago...

>> No.7985241

why doesn't anybody ever use the wolfenstein dudes from doom 2 in their wads. They're more dangerous than normal doom zombies and could potentially be used for some decent traps you know?
i know some wads reskin them into new enemies and stuff but still

>> No.7985247

>>7985241
This post made me want to see either genetically mutated versions of the Wolfenstein Dudes, or Red Army soldiers in a Playable WAD.

>> No.7985251

>>7985241
I think because they tend to clash visually and thematically with the rest of the game. They do make a good midway between the zombieman and chaingunner though, and some .wads have used them as a common monster that way, the really good ones usually reskinning them so they fit better with Doom's normal monsters.

You also have guys like LunchLunch who always hides one in a secret area somewhere.

>> No.7985268

>>7985251
ahh thats so dope. i was just thinking of doom zero where they're turned into the lost souls almost and shoot the caco ball. what are some that use the wolfenstein guys?

>>7985247
that would be pretty cool desu

>> No.7985275

>>7985232
Based VRanon. Still plugging away at my map! I hope everyone will like it.

>> No.7985280

>>7984041
Not really. It's more of a overall feel, I guess. Like, "Yeah I don't wanna play it now". Again, I'm not saying it's bad because it's not. Maybe it's boredom, I don't know. While I definitely prefer original Quake as a whole, there're at least some good bits in Quake 2: prisoners, grinder, fallen enemies trying to attack you on their last breath and their "damaged" skins... Soundtrack is good. Gameplay is alright, but recoil on machine gun is annoying.
>>7984070
>He's just a jaded tourist
While not a tourist, I guess it's right to say that I'm quiet jaded as I've played A LOT of FPS lately. Perhaps too much and had an effect on me during my Quake 2 playthrough and recent attempt to give it another goal in order to test how Clovr server for the game worked + give actual chance to mission packs instead of doing a marathon on low difficulty because I just to be done with it.
However, I didn't had the same problem with first Quake, both Hexen games, Ion Fury, Heretic and DOOM titles.
>>7984485
>"I'm going to fucking lost my home and family"
It's kind of close as we have a huge debt for our apartment and recent sit without electricity for 11 days because haven't paid for that either. So now they'll turn it off even if we don't pay 10 rubles and we need to start paying some amount of money in order to be left alone.
Which means I surely have some fucking issues, especially if you look at the whole picture. But this is thread about retro FPS, not my personal blog (I have one, but even then talking about this stuff feels wrong and cringe, which is something I'm trying to overcome as it just doesn't good for me).
I just need to convince myself (like with blog) that nobody carrying about it shouldn't matter: just do it because it's fun.

>> No.7985345
File: 21 KB, 348x333, Geroxe bibox malax.gif [View same] [iqdb] [saucenao] [google]
7985345

>>7985268
dbp20 reskins them into blood cultists

>> No.7985353

>>7985241
They're basically just weaker chaingunners.
Most maps that do mix them with regular zombies tend to be low quality, slige/oblige generations, or have very specific setups where their use would actually make sense.

>> No.7985362

How the fuck do you beat the final boss in wolfenstein 3d? By the time you even get to him, you run out of ammo.
I had to do the dirty and enable cheating to give myself ammo again, and it sucked.

>> No.7985373

>>7985362
there's a bunch of secret ammo caches, one at the beginning, and one in each side hallway leading to the boss
i think there's a cache somewhere in the boss room too

>> No.7985414

To all you brave modders out there all I gotta say is after having played Chex Quest through and through and started doom and I'm on E1M3.
Level design is everything (no kidding).
Toxin Refinery is so intimate. Chex quest may have some square or octogonal hubs that branch out but there's no elevation or scenery change.
Areas where you can shoot some guys in other rooms that you can't even get to yet. A secret path dumping you off in a familiar spot after about 3 rooms that raise and lower.
Damn Doom is good.
So if you're wondering how your progress is going. Look at Chex maps then look at doom maps and see where you are.

>> No.7985439

>>7984278
Dark Covenant

>> No.7985562

>>7985241
They were meant as easter egg enemies, and nothing more. It's why Doom 2 only used them in the secrets levels.

>> No.7985587

>>7984972
>>7984982
Aight, I'll get it, then.

>>7984987
Not yet.

>> No.7985595

Vranon I can't alter the statusbar alpha with this latest update.

>> No.7985601

>>7985595
In what way? Via a console command?

>> No.7985604

>>7985601
Aye

>> No.7985614

>>7985038
If they did so with most Q2 enemies like what that mod done - I honestly think that Quake2 would be still talked about, since I dont really know any other FPS with a 'last breath potshot' mechanic besides Q2

>> No.7985618

>>7985604
There's a line in the quake.rc file that says to uncomment to disable CSQC. Do that and see if it works. If so, it's a CSQC issue that the other anon will hopefully know a fix for.

>> No.7985623

>>7985618
Hey that worked. Rad.

>> No.7985659
File: 3.34 MB, 2560x1440, screen 1.png [View same] [iqdb] [saucenao] [google]
7985659

I'm trying to make a map that looks as close to doom 3 as I can make it. How do you guys think I did?

>> No.7985672

>>7985659
D3 only had tiles in bathrooms and the lighting wasn't nearly as soft (due to tech limitations). and the corridor width is more Shock 2 than Doom 3
looks cool tho

>> No.7985834

>>7984889
gmota is really confusing if you start it on a map you never played before since you don't know what the news enemies and items are suppose to be replacing.
I recommend playing on normal Doom 2 maps until you know what is what.

>> No.7985846

>>7985834
I did that. Still barely understand anything. Apparently you mostly fight in melee, and weapons are replaced by skills.

>> No.7985929

>>7985659
Have clearly visible seems on the character's foreheads.

>> No.7985940

>>7985659
Wow those walls must have taken a lot of time, I like it anon.

>> No.7985943

>>7983982
>>7983997
id didn't wanna pay NIN or Sonic Mayhem royalties so you gotta had the music to the folder.

>> No.7985985

>>7985943
Which Sacha and Trent doesn't care.

>> No.7986117

https://www.youtube.com/watch?v=b2Hx8RGxiPI
Just guide 70000 Revenant missiles into a horde of Cyberdemons.

>> No.7986157

>>7986117
>actually real uv-max
Based, non-TAS version when?

>> No.7986210
File: 16 KB, 224x256, supercontrabillmutter.gif [View same] [iqdb] [saucenao] [google]
7986210

>>7985659
Wat gaym iz dees Anon?

>> No.7986254

>>7983767
Yeah, it is. I asked for some recommendations to pair with gmota. This is what I was told. I'm using a ds4 controller.

>> No.7986290

>>7985929
What always bothers me about seeing that is it's an easy fix. You can paint it out on the map in Photoshop in like 3 minutes. They just baked the normals/bumps and didn't touch them after that for fear of messing them up or assuming they couldn't do anything.

>> No.7986305

Any quick recommendations on maps that would work with hideous destructor for squad play for newbie/veterans. Maybe something urban and less slaughtery? We already tried HoESP/EDay but are experiencing issues so we think another map might help? Who knows.

>> No.7986335

>>7986305
kuchitsu

>> No.7986348

>>7986335
Hmm looks like it could work. Will try thanks.

>> No.7986354

>>7983391
I'm trying to make it feel as stand-alone as I can. So custom cheats and such.
Only real issue I've run into is I need to have a separate pk3 file for some GZDoom related things, since they'll interfere with other ports. Widescreen assets for instance can be defined in various lumps EXCEPT the PFUB graphics, since doomnity set the standard of "just replace them lol".
I have the widescreen PFUB lumps in the base wad file, just so they're there, but they won't be accessed since they'll cause graphical misalignments in vanilla - which I'm still shooting for...
Anyway. That's more of an update I guess.

>> No.7986372

How do you guys feel about Sandy Peterson's map designs? Romero's? American McGee's?

>> No.7986380

>>7982350
>Also, UT '99 was better in every way.
Q3 was a lot prettier.

>> No.7986398

>>7986354
>I'm trying to make it feel as stand-alone as I can. So custom cheats and such.
That's cool. I figured that you've just been very busy and I hope that you'll sort out this issue with PFUB graphics. Can't help with that as I don't know a thing about DOOM modding.
Speaking of which. It's been a long time (in huge part due to IRL stuff that cut me from the Internet), so I wonder: how is Clovr? I suppose there wasn't done much (or anything at all), so it's more of "Did anyone come to play there in last ~3 weeks?"

>> No.7986443

Tonight I had a fever. I was dreaming that I was setting single linedefs for my map, one at a time, but they were never right. I tried rotating them, trying to make everything fit, but nothing worked. In addition to that I was either sweating like a fat indian or shaking from cold.
And today while continuing to work on my map, I noticed that I got anxiety because of the linedefs.
Being sick really isn't fun if you're not in school anymore.

>> No.7986447

>>7983732
Try Bourgeois Megawad then.

>> No.7986548

>>7986398
Clovr is up and running. Not many people hop on, but I haven't really promoted it at all. I guess it's more of a "in case anyone wants to" type thing. Next time I feel like playing coop something (I think it's unreal tonight) I'll shill it here.
Doom 3 would be fun imo.

>> No.7986585

>>7982936
WE DID IT!
https://www.youtube.com/watch?v=tq-Bp_2FOGA

>> No.7986616
File: 5 KB, 93x121, adventure ho.png [View same] [iqdb] [saucenao] [google]
7986616

>>7986548
>Clovr's running push
Why aren't we playing this shit right now?

>> No.7986624

All right, let's go. Playthrough video of map01 of HFFM is up - Ruinous Hole. Version 1.7, everything else will be 1.8.
https://www.youtube.com/watch?v=DpB2Z3fGC1g

>> No.7986629

>>7986624
>need to use credit card to watch video
FUCK

>> No.7986636

>>7985614
Add in the lens-flare effects from PSX port and you would might end up with a game that actually had a chance against HL1 and Unreal instead of instantly getting BTFO by both of them when they got released less than a year later...

>> No.7986642

>>7986624
>18+ restricted for no real reason
>disabled for external viewing
>give us your CreditCard / personalID information to watch this non-pornographic meme vid Goyim
How can one get rid of this literal cancer?

>> No.7986646
File: 71 KB, 600x600, image.jpg [View same] [iqdb] [saucenao] [google]
7986646

The sky moves weird when I move the camera, I'm using Prboom+ 2.6. Is there a way to fix this?

>> No.7986647

>>7986636
Unreal clearly had the edge over literally everything back then in terms of grafx, but Quake 2 was far more talked about as an actual game, and that's still the case today as well. A year gap was also a LOT more significant back then compared to today.

>> No.7986659

Beat Quake 2 and it was a fun campaign all around, the weapons feel way better then Quake 1's, that being said the level design was a step down but not the massive one people make it out to be and the game probably would have been better off without the backtracking parts, just end the level and teleport me back.

There was a surprising amount of enemy types but they never really take advantage of them until the last level which was the best level overall. Makron's Palace is just great with the best art design and layout of the entire game so like other id games the end level is strong and the last boss is just kinda there, onto the mission packs.

>> No.7986676

>>7986548
Cool. I hope more people will jump in as time goes on.
>>7986616
>Why aren't we playing this shit right now?
Go for it! http://clovr.xyz/

>> No.7986678

>>7986616
I can't really play during the day, but maybe tonight if anyone is up for it.
There's actually a few games coming up I've never beaten or played much of.
EF2, Heretic 2, Deus Ex... I'm more into coop generally.

>> No.7986682

>>7986676
There also a discord because that's the hip thing. In case anyone wants voice chat or whatever the heck.

>> No.7986709

>>7986682
Yeah, I've seen that. Was (and still is) kind of hesitant about it for some reason. Which is odd as I use Discord regularly, but I guess I'm just more used to talking here instead. Who the hell know how my mind works, I have issues.

>> No.7986714

>>7986659
>and the game probably would have been better off without the backtracking parts
I wouldn't have minded the backtracking if there were actual enemies to fight when you're backtracking. Quake 2 is just too easy, even on the highest difficulty. Only at the Palace unit is when the Strogg actually tries to put up a fight.

>> No.7986720

>>7986157
It took him 5 hours with TAS, cut down to 30 minutes because who the fuck wants to watch that manual labor, you want to see this shit done legit and in real time?

>> No.7986729

BFG would be better if it only fired the tracers desu

>> No.7986738

>>7986443
Fevers are fun, in the mindbending way.

>>7986729
I don't agree.

>> No.7986749

>>7981943
WHEN WILL YOU LEAVE THE CACODEMON HOLES ALONE

>> No.7986858

>>7984592
had to use slade3 to remove all the sfx, it's so fucking annoying but the sprites are actually pretty good, except the HUD face that looks like shit imo

>> No.7986926

What the fuck is going on with HFFM? New sounds? Why? It was literally perfect. Does anyone have backups?

>> No.7986972

>>7986926
yeah I'm not that big of a fan of the additional sounds either, it was fine beforehand

>> No.7987000
File: 1.39 MB, 1920x1080, Screenshot_Doom_20210519_201612.png [View same] [iqdb] [saucenao] [google]
7987000

Duke Nukem asks; "Why?"

>> No.7987051

>>7985038
I dont know anon, they are not that fast, when trying to fight hecu and some soldier dies right in front of a narrow walk, he can fuck your tactics.

HL can be a fast brutal game.

>> No.7987076

https://www.crumpa.com/2021/07/09/early-half-life-prototype-videos-revealed-by-dev/

>> No.7987125

Based
https://youtube.com/watch?v=IS_ABZQSCDk

>> No.7987145

>>7986926
>>7986972
Open it in Slade and remove the ones you don't like?

>> No.7987154

https://doomer.boards.net/thread/2211/hffm-18-map-megawad
nobody else did it so I did

>> No.7987159

>>7987145
That's seeing the forest for the trees. It's like one anon said, it begins to look like a silly shitpost and actively takes away from the level design when people have to keep focusing on the sounds. Did you add them? Fuckwit.

>> No.7987164 [DELETED] 

>>7987159
The sounds are fine you whiny cunt.
>actively takes away from the level design
I bet you didn't work on a single level in HFFM you tourist poser.

>> No.7987165 [DELETED] 

>>7987164
So you did add them. Fuckwit.

>> No.7987171

i just opened a major arlene stream for the first time in my life

to start, she died repeatedly to a solitary cyber despite having plasma, then she died repeatedly to _three_ solitary revenants.

how do people make maps without every playing the game or having any combat understanding?

it was plain bizarre

>> No.7987172

>>7987164
lol
>>7985094

>> No.7987173

I keep trying to draw an activation line across multiple sectors in UDB, but no matter how I mess with the merge geometry settings, the line keeps getting split across sectors. I know for a fact that this is something that can be done so what the fuck won't UDB let me do it?

>> No.7987174 [DELETED] 
File: 1.14 MB, 1280x532, 1625947779882.webm [View same] [iqdb] [saucenao] [google]
7987174

>>7987171
>

>> No.7987178
File: 28 KB, 172x219, mid.png [View same] [iqdb] [saucenao] [google]
7987178

>>7981945
Version 5 of my midi pack is finally here! A little request, is there any way this could be added to the OP? Maybe a link would fit into one of the existing pastebins.
https://www.mediafire.com/file/bcgxwt25qm151xx/midicollectionv5.zip/file
Whole bunch of changes and improvements. The big new addition is mod tracker music, with a new bloated filesize to match. New midis are: Eternal Slumber Party, Doom: Damnation, Simply Phobos, Project Doom, Execution, TNT Midi Pack, Deus Ex, selected tracks by Purple Motion, Akeldama, AeonDM, Unreal, Unreal Tournament, Crusader No Remorse/Regret, NeonDM, Greenwar 2, Exomoon, Moonblood, DBP37, NoYe, Ultimate Doom Midi Pack, Mass Extinction, Mano Laikas, NoSp2, and of course HFFM.
As always, feel free to request additions or suggest corrections/improvements. Just don't expect a new version right away, I prefer to make them substantial.

>> No.7987180

Bros is it just me or is DTWID the Lost Episodes better than the "main" ones DTWID and D2TWID?

>> No.7987183

>>7986642
I managed to download it with this: https://github.com/yt-dlp/yt-dlp (regular youtube-dl seems to not have fixed age-gated videos at the moment)

Gotta agree most of the newest sounds are a downgrade. At least the pistol/chaingun sound, monster hurt sound, player hurt sound (mostly because it's two sounds even if you get hit only once) and everything that doesn't match the original in loudness need to go.

>> No.7987192

>>7987171
Watch /our guys/ instead.

>> No.7987195

>>7987174
lol

i didn't realize

i clicked for a few seconds, paid attention to gameplay only, and left.

>>7987192
i usually watch the people that stream hard maps, like davidassaad and daerik

>> No.7987196 [DELETED] 

>>7986642
the fuck? You dont need to put real info in to make a youtube account. Also cut out the unfunny racism please, it's embarassing

>> No.7987198 [DELETED] 

>>7987171
women can't play doom

>> No.7987205 [DELETED] 

>>7987196
Faggot.

>> No.7987210 [DELETED] 

>>7987195
Based

>> No.7987214
File: 49 KB, 700x744, img_20191108_135839.png [View same] [iqdb] [saucenao] [google]
7987214

>Hits you for 50 damage within 0.5 seconds of you entering line of sight
Heh... Caecux infirmux.

>> No.7987225 [DELETED] 
File: 60 KB, 402x500, 1253891320412.jpg [View same] [iqdb] [saucenao] [google]
7987225

>>7986624
>This video is age-restricted and only available on YouTube.
No thanks anon. Perhaps try a different video service like vimeo or odysee?

>> No.7987229

>>7987159
I added some of them.
>takes away from the level design
How? I didn't find them distracting.

>>7987165
Unless he's Captain Mozzarella or me, no he didn't.

>>7985094
What sounds don't you like specifically? I'll make a version just for you.

>> No.7987231 [DELETED] 

>>7986642
That's Google, unfortunately.

>> No.7987241 [DELETED] 

>>7986642
>zoomies discovering youtube
jesus christ just make a youtube account you fucking dumbass

>> No.7987243 [DELETED] 

>>7987241
N-no, anon should make an all new account just for me!

>> No.7987247 [DELETED] 

>>7987241
Just eat your own shit you fucking dumbass.

>> No.7987249

>>7987229
Make a version removing all these SFX but keeping the custom sprites.

>> No.7987252

>>7987195
What about Sunlust + CC?

>> No.7987265

Play Zandronum:

[TSPG] Anonymous Spicy Co-Op Extravaganza

>> No.7987267

>>7987249
Even the sounds Mozzarella did? I got the impression that most people liked those.

>> No.7987273 [DELETED] 

>>7987247
You're incapable of making a burner account that you can abandon forever afterwards?

>> No.7987274

>>7987267
I dunno man but I agree that these sounds are annoying...

>> No.7987276 [DELETED] 

>>7987273
No I already have one, I was just mad at that post.

>> No.7987278 [DELETED] 

>>7986642
>>7987247
Do you even know you can make a gmail or youtube account without sharing your personal info. or change your username anytime? you mongoloid retard

>> No.7987282 [DELETED] 

>>7987278
Yes dipshit we know, stop simping for google you retarded faggot.

>> No.7987285 [DELETED] 

>>7987282
Then what's your big deal?

>> No.7987292 [DELETED] 

>>7987282
>m-muh google boogeyman
you sound like a spaz /pol/tard schizo, grow the fuck up.

>> No.7987294
File: 117 KB, 709x558, gachibaka.jpg [View same] [iqdb] [saucenao] [google]
7987294

https://files.catbox.moe/m8cisa.zip

>HFFM_QUIET_1.8
Uncut, but with the sounds cut out.

>> No.7987309

>>7987294
Thanks G

>> No.7987312

>>7987309
You should really get Slade and learn to do stuff like that on your own, it's super easy, took me like 10 seconds to open the program, load the file, remove the sounds, and save as a new .wad

>> No.7987315 [DELETED] 
File: 2.63 MB, 423x315, Nope.gif [View same] [iqdb] [saucenao] [google]
7987315

>>7987171
>"Playing maps by amazing female Doom modders!"
>female Doom modders
>BTSX

>> No.7987316

>>7987178
>Simply Phobos
oh yeh Paul makes og music for nearly all his wads so I'm gonna list em
>2002 A DOOM ODYSSEY
>DEATH TORMENTION
>DEATH TORMENTION 2
>THE TWILIGHT ZONE 2: FINAL DREAMS
>PAUL'S DEATHMATCH
>ZONE 300
>ZONE 400

>> No.7987321

Shitwadding when?
Anon... what happened? ANOOOOOOOOOOOOOON

>> No.7987326

>>7987321
His consistent bathing in literal shit in wad form caused him to get e. coli and he died. Press F bro.

>> No.7987331

>>7981943
Is there a pk3 that just contains Heretic's enemies that I can load alongside Doom 2?
I just want to be able to use the summon command on, say, D'Sparil, while I'm playing Doom 2.
It can be GZDoom, I don't care.

>> No.7987381

will VR support mark v?

>> No.7987394

>>7987381
It will work on it, yes, but you won't have custom HUD and stuff.

>> No.7987414

>>7987321
hE'S HEEEERE

>> No.7987415
File: 291 KB, 961x1280, 1558326497073.jpg [View same] [iqdb] [saucenao] [google]
7987415

>>7987321
>>7987326
Sorry. I was taking an extended break because the last stream really tilted me. It would be a shame to leave HFFM unfinished, so I better pry open my bunghole and let the demons in.
>https://youtu.be/UdHHs2ZPUZI

Get in here nibbas

>> No.7987423
File: 40 KB, 600x522, 130.jpg [View same] [iqdb] [saucenao] [google]
7987423

>>7987415
Sorry for what, daddy told us not to be ashamed of our dooming skills.

>> No.7987434

>>7987415
>gzdoom
Oh shit nigger what are you doing

>> No.7987482

Finally got something bordering on fps cap implemented. There's some rounding errors on the higher end at the moment, but disabling vsync will no longer run Doom at 1000+ fps.

>> No.7987485

>>7987414
how the fuck

>> No.7987551

>>7986659
now try the mission packs on the hardest difficulty aka nightmare.

>>7986714
A Q2TWID would be nice using new techniques, if not using the PS1 game a maps too.

>> No.7987570
File: 116 KB, 354x286, 1591973839288.png [View same] [iqdb] [saucenao] [google]
7987570

>>7981943
Download link for Zach Siegel midis
https://www.doomworld.com/forum/topic/119443-zach-siegel-midi-pack-not-my-midis-i-just-want-to-share-them/
I discovered them from Daerik
https://youtu.be/8R8Woa_Np1g
It sounds way better through your midi player. Contrast, Infinite Sky, and Great Prophecy are some favorites. They're not just good as midis but as actual pieces of music and I unironically listen to them while mapping

>> No.7987575
File: 2 KB, 80x42, vr.png [View same] [iqdb] [saucenao] [google]
7987575

>>7987415

>> No.7987579

>>7987575
Coming August 8th

>> No.7987609
File: 969 KB, 1052x1458, 1613149882885.jpg [View same] [iqdb] [saucenao] [google]
7987609

Since nobody liked my pistol sounds, I replaced it with a generic revolver one like you'd hear in a 90's pwad from a bulletin board. That's the only change.

https://files.catbox.moe/jxlka5.zip
>HFFM Uncut Version 1.8b

https://files.catbox.moe/iwp76u.zip
>HFFM Cut Version 1.8b

https://files.catbox.moe/sxb8nr.zip
>HFFM Party Pack Version 1.8b

I'm going to sleep now, I've got kung flu and I'm tired. I'll try to sort out updating the idgames release later.

>> No.7987624
File: 37 KB, 575x382, Truck-Nuts-575x382.jpg [View same] [iqdb] [saucenao] [google]
7987624

>>7987609
Suggestion for any potential versions in the future: replace the Commander Keen sprite with truck nuts.

>> No.7987638

>>7987609
Thanks for taking the time to sort out the igames stuff anon. Take care of your health. People can whine about the sounds all they want, but they're not pulling their weight.

>> No.7987641
File: 40 KB, 410x598, Based department.jpg [View same] [iqdb] [saucenao] [google]
7987641

>>7987154
HOLY BASED. FINALLY HFFM IS UP SOMEWHERE GODDAMN.

>> No.7987653 [DELETED] 

>>7987609
The most insulting thing about the hffm debacle is how stupid you idiots think we are. I was reading your bullshit plans for months, of course I let the other mods know about your silly little plans. You'd be perfectly okay with a gachi homage wad if it wasn't so clearly obvious that was just a thin veil for memeing around the f-word. That's how it started, so that's how it ends, don't bother underestimating everyone else's intelligence.

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

>> No.7987659 [DELETED] 

>>7987653
that's it, call it off, HFFM is an official no-go

>> No.7987661 [DELETED] 

>>7987659
yea. we can't have something this offensive out there. imagine what people will think of us?

>> No.7987686
File: 17 KB, 498x422, hffm music.png [View same] [iqdb] [saucenao] [google]
7987686

>>7987178
>>7987609

so, does anyone know what plays on "Fudge Packers"?
got the rest of HFFM music credits, other than that

>> No.7987705

>>7987686
I think it's from conker's bad fur day

>> No.7987714

>>7987686
Wow, I'm scrolling through and get to see a setlist that not only has a Judas Priest song, but THE best Judas Priest song from their best and underappreciated album. Fucking great job.

>> No.7987723
File: 311 KB, 395x303, stp.png [View same] [iqdb] [saucenao] [google]
7987723

>>7987705
yep
https://www.youtube.com/watch?v=uyOA7F9fTx8

>> No.7987726

>>7987723
This just made me appreciate fudge packers inc. 1000x more and it was already one of my favorite maps in the set

>> No.7987727

>>7987714
>gay frontman
>level has 4 cyberdemons looking at you at the start
It was too fitting not to.

>> No.7987730

Has anyone ever made a Quake texture pack for Doom?

Medieval/gothic aesthetic is the best aesthetic in retro FPS, discuss.

>> No.7987731

>>7987727
But out of many, many quality Judas Priest songs, they chose the best one. Some real quality taste there.

>> No.7987736

>>7987730
Dimension of the Boomed, but it's a mapset and I don't know if it has a full texture conversion

>> No.7987737
File: 919 KB, 665x828, file.png [View same] [iqdb] [saucenao] [google]
7987737

>>7987731
None of their other songs are named after the nu-cyberdemons.
I like Overkill's cover more, personally.

>> No.7987741

>>7987737
Bold statement to make there. I will not respect it, but I accept that you're not just shitposting. Thoughts on the Unleased In The East version?

>> No.7987748

>>7987741
It's far from bad, but I like the studio version more. The cadence is weird.

>> No.7987753

>>7987171
Eh, can't blame her, I die tob solitary cybers too. My dodging habits are all fucked.

>> No.7987759

>>7987748
Yeah, i agree. Plus the overdubbing on the chorus is lost, which is a really strong effect. Seeing Halford do the range live is always impressive. I think that album really benefitted from studio work just because its more proggy and has a lot of studio components to its composition.
I the version of Exciter is better than the studio album though. Great stuff. Great live album overall.

>> No.7987765

>>7987731
Isn't it great? I wish there were more good Judas Priest .midis around, but most I can find are pretty meh, 2048 and HFFM has used most of the good ones already.

>> No.7987784

>>7987765
Imagine playing your favorite WAD with a midi version of Dreamer Deceiver playing. The harsh juxtaposition of shotgun violence, and melancholy perfection forcing you into a state of perfect virtue.

>> No.7987791

What's the best Duke in Doom conversion mod and viceversa?

>> No.7987805
File: 53 KB, 651x737, 1577849716622.jpg [View same] [iqdb] [saucenao] [google]
7987805

>>7987415
HFFM was fun. I'm also happy that I've almost got the BFG two tap worked out. I should be back to streaming more regularly from here on out. Thanks guys.

>> No.7987807

>>7987178
What's up with all those formats that aren't midis. Also, did you used properly released TNT Evilution pack?

>> No.7987814

>>7987570
That is an awesome song. Would probably fit nicely on a heaven-style map like in Eviternity.

>> No.7987829

I just realized I have been using ZDL for the larger part of a decade now, is there a better frontend these days?

also i dont care if you want to try to wank you doomer epeen and tell me how you use dosbox and .bat files or how using custom wads ruins doom or shit like that.

>> No.7987832

>>7987829
batch files/bash scripts are pretty comfy though
anyway have a look at doomrunner

>> No.7987839

>>7987829
I use DoomLauncher, it's alright. Though if ZDL works for you, I don't see much reason in switching, I figure it does the same things.

>> No.7987847
File: 38 KB, 600x404, 1607582335192.jpg [View same] [iqdb] [saucenao] [google]
7987847

>>7987814
This is one of my favorites also:
https://youtu.be/TurMHGhmAkk?t=172

>> No.7987859

>>7987791
I don't think there is many of them. Some dude made one in some old ass emulator called
>edge????
That dude GGGManLives has a video about it.
https://youtu.be/aqmbgUKltMg

>> No.7987868

>>7987609
F

>> No.7987881
File: 115 KB, 1137x850, 1593901454071.jpg [View same] [iqdb] [saucenao] [google]
7987881

>>7987847
Reminds me of Explosions in the Sky, as well as mid-2000's nu metal and melodic death metal, which makes sense since the midis date from the 2000's
https://youtu.be/JzIK5FaC38w
https://youtu.be/WS_Yaj9CMUM
https://youtu.be/AzFt3WjJDu0?t=154

>> No.7987882

Friendly reminder that the only true way to play Doom is pistol starting in ultra-violence every map. I'm tired of seeing retards coming from nu-Doom that play on easy mode (or worse, with Brutal Doom) and miss what made Doom actually good.

>> No.7987886
File: 9 KB, 200x197, c82.jpg [View same] [iqdb] [saucenao] [google]
7987886

>>7987882

>> No.7987893

>>7987882
Thanks, gonna check out Doodle Broom.

>> No.7987903

>>7987882
Remember kids: Ironic shitposting is still shitposting

>> No.7987918

I like pistol starting with mods. Especially if the mod has starting weapons that aren't completely fucking awful.

>> No.7987938

>>7987918
That's one of those reasons I think pistol starting should be a toggle on any sourceport's difficulty level screen.

>> No.7987947

>>7987882
reminder that you only truly beaten the level only if you found the level author IRL and beat him over the head with original hardware

>> No.7987949

>>7987947
slap em in the face with a 486 pc tower

>> No.7987987

>>7985672
Thanks for the feedback, I took the tile thing from a doom 3 mod called Phobos but yeah I can see how a space station isn't exactly the kind of place to have tiles everywhere.
>>7985940
Thanks, it took a while but its always fun making maps.
>>7986210
Its a doom map I'm working on that uses some of the engine changes from gzdoom.

Either way if you guys are interested I uploaded the intro level which is supposed to lead into this level here. Let me know what you think.
https://youtu.be/ti4mogCiAL8

>> No.7988002

So, this Violent Rumble thing is another community quake map pack like HUH?
If so, I made a couple maps for HUH and I've kinda been itching to make some more.

>> No.7988013

>>7988002
Yes. If you wanna map, then go ahead, the more the merrier.

>> No.7988031
File: 95 KB, 431x551, 1358910457362.png [View same] [iqdb] [saucenao] [google]
7988031

>>7987947

>find an old 90's wad, interested if the the author had done anything else, look him up
>find out that he is a massive furry edge guro porn artist that just made a doom wad when he was 16 and nothing else

>> No.7988038
File: 433 KB, 990x612, mjolupdate2.webm [View same] [iqdb] [saucenao] [google]
7988038

>>7988002
>So, this Violent Rumble thing is another community quake map pack like HUH?
Yes, except it's not vanilla this time. We're using Progs Dump 2 combined with content from both mission packs, several monsters from Quoth, and some new stuff.

>If so, I made a couple maps for HUH and I've kinda been itching to make some more.
Well, you've got about a month before the deadline, though to be honest there's a decent chance it will get pushed back. Good luck if you decide to participate!

>> No.7988068
File: 55 KB, 680x512, 1hp.png [View same] [iqdb] [saucenao] [google]
7988068

>>7988038
>progs dump 2
>mfw my procrastination in learning QuakeC has paid off in a dev tool being made for me instead
Neat, I'll try to make something for you

>> No.7988075

>>7987214
this game is like getting mentally waterboarded
why is the first episode so stingy with ammo and weapons? i hate the goddamn pitchfork so much.

>> No.7988078

>>7988038
aw man, the previous version's glowing weave pattern on the side was perfect, now you can't even tell what it is. I'd say keep the top and the bottom but revert the sides.

>> No.7988082

>>7988038
So should we already make maps or wait until the assets are finished? Because I don't want to make anything just have stuff changed or added so I have to redo mine.

>> No.7988101

>Finally play map well.
>Turns out I accidentally started on HMP

>> No.7988113

>>7988068
>Neat, I'll try to make something for you
Based.

>>7988078
>aw man, the previous version's glowing weave pattern on the side was perfect, now you can't even tell what it is. I'd say keep the top and the bottom but revert the sides.
hmmm... Yeah I guess you're right. I figured it looked too 'clean' but with only three blue fullbrights in Quake's palette I guess there's no real way around that.

>>7988082
>So should we already make maps or wait until the assets are finished? Because I don't want to make anything just have stuff changed or added so I have to redo mine.
By all means start now. 90% of what I'm doing at this point is purely additive. We also voted on not having a particular theme, so you can include or not include whatever you like.

>> No.7988117

>>7988031
>grntxt
???

>> No.7988120

>>7988038
>dat dynamic-lighting on hammer weapon
I HAVE THE POWER! ! !

>> No.7988125

>>7983012
never heard of it.

>> No.7988163

>>7987882
Also remember to complain that the map is too hard for you, while refusing to play on HMP.

>> No.7988168

>>7987180
Nah, lost levels suffers just as much from the same problem that DTWID has, in that a lot of the maps just blur together.
D2TWID and UDTWID largely reduced this problem IMO.

>> No.7988174

>>7987180
3 eps first are very good, definitely on par with other dtwid wads, if not better. 3 last are kind of leftovers, but at least they released all map submissions.

>> No.7988176

>>7988101
Wow, you should commit sudoku right away

>> No.7988202

>>7987882
>Friendly reminder that the only true way to play Doom is pistol starting in ultra-violence every map.
Not just that, but you have to record demos as you play, and a level is only complete if you break a WR speedrun.

>> No.7988252

>>7987987
holy shit, a map/mapset that turns UAC into black mesa like site? Very nice, I liked both Hl1 and doom 3 for those pre-action exploration maps where you could enjoy the scenery.
How's the gameplay going to be? Regular doom monsters and weapons with reskins or new gameplay completely?

>> No.7988267
File: 1.20 MB, 2358x720, sw.png [View same] [iqdb] [saucenao] [google]
7988267

So a few days back i asked here about a SW source port. Somebody recommended VoidSW but it kept looping in menus causing me to constantly relaunch the game so i switched to BuildGDX. I finished shareware version and wanted to play through code of honor today but the game instead launches twin dragon, although using CoH level names like rising son and killing fields. Where have i fucked up?

>> No.7988272

Aw shucks, I wasn't there when anon plays shitwads streamed my map of HFFM - what did you guys think about Map17? I know I chose a shit midi but I hope atleast the map was okay

>> No.7988281
File: 218 KB, 520x638, 1520132430174.jpg [View same] [iqdb] [saucenao] [google]
7988281

>>7988272
I liked it, Anon. The chaingunners at the start handed my ass to me multiple times. The archvile encounter with the tiny pillar was intense too. It did feel a little short though.

>> No.7988287

>>7988038
>to be honest there's a decent chance it will get pushed back
Sorry to say this but - thank goodness...
>t. Still havent got to download Trenchbroom or any mapping tutorials
I shouldnt have had promised you anything DESU

>> No.7988307

External Information.
1) ad_e1m3/The Sepulcher for Arcane Dimensions by G1ftmacher is an infusion of EuroSAT-TombRaider's visual style in Quake scene (personal note: possibly as attempt at local mainstream supplant).
(personal note: a demonstration of what you strictly NEED Arcane Dimensions for - the One and Only - also sock's remake.)
2) Dark Realms of Blue Magic for Quake by Newhouse (personal note: both this and preceding can be found over celephais) is an infusion of Mask of Eternity modelling sensibilities into Quake (personal note: 's currently considered Core Canon Looks).
(personal note: in other words, The Sepulcher is anti-Quake, Dark Realms of Blue Magic is pro-unQuake.)
In other than those stylistic infusions those two happen to exhibit similar thought patternal explications which seem aversive. Those maps are unpleasant to play. The end.
(personal note: end of personal notes, nevermind for this and above.)

>> No.7988308

>>7988267
Just use Raze

>> No.7988320

>>7988307
Thanks for information, I guess?

>> No.7988338
File: 184 KB, 1280x720, sunlust.jpg [View same] [iqdb] [saucenao] [google]
7988338

>>7988281
Thanks, it is short sadly, I had some external shit to deal with and the deadline was really close, I think I uploaded it 1 day after the deadline even.
I guess no one really noticed so far but the level name is supposed to sound like "Tei Tenga" but also sound like it is referring to gay group sex

>> No.7988342

So, is there any way in Boom format to make stairs rise out of liquid and change texture?

>> No.7988367

>>7986646
If you're using vertical mouselook I'm fairly certain that's intended.
Show us what you see, anon.

>> No.7988372

>>7986646
if you mean vertically it's just like that because of how the image is. i know GZdoom makes the sky into a gradiented cylinder in hardware mode

>> No.7988378
File: 364 KB, 1440x1080, Screenshot_Doom_20210729_142503.png [View same] [iqdb] [saucenao] [google]
7988378

Software mode dynamic lighting actually has more soul than vanilla, somehow.

>> No.7988390
File: 5 KB, 298x105, chad_captcha.png [View same] [iqdb] [saucenao] [google]
7988390

>>7987730
There's one for Heretic. https://www.moddb.com/mods/osjcs-quake-descent-into-heresy/downloads/osjc-dih-revisisted
>>7987178
Good shit anon. I just wish there was a way to tag the files without converting them into a more usable audio format.

Tangentially related, but are there any good replicant soundfonts for soundcards that aren't the Roland SC-55? Preferably something I can just plug and play into VirtualMIDISynth without the instruments being mapped horribly.

>> No.7988396

>>7987807
Those are tracker music, they're like midis but they can define their own samples per song and have some new effects. I updated the TNT and Doom 2 midi packs.

>> No.7988421
File: 2 KB, 269x128, nihility_prb.png [View same] [iqdb] [saucenao] [google]
7988421

Trying to run Nihility (https://www.doomworld.com/vb/wads-mods/85591-nihility-infinite-teeth-shareware-episode-v1-21)) using PrBoom-Plus 2.6um, getting this error message. What does that mean? What am I doing wrong?

>> No.7988440

I stole a map concept and some layouts from a shitty 1995 map and recreated it and I won't give any credit to the og author. yay

>> No.7988449
File: 15 KB, 323x438, jd.png [View same] [iqdb] [saucenao] [google]
7988449

Finally finished plutonia w/ final doomer. I think the only official expansion I have yet to complete is Sigil.

>> No.7988450

>>7988421
Are you using the correct iwad?

>> No.7988451
File: 849 KB, 1051x836, broom.png [View same] [iqdb] [saucenao] [google]
7988451

>>7988068
>>7988113
This exchange has piqued my interest, i still play q1 intermittently and love keeping up with the SP maps the community outputs, but it's been 15 years since i touched worldcraft for HL, and i vaguely recall seething at QuArk a long time ago. Any tips for a design newbie from an art/design/technique perspective? Any estimates as to how many hours you put into a map, and how many hours it took to git gud at the design and brushwork? I'm asking about the design side of things because i can find tutorials on working with trenchbroom and i'm fine with the technical side of things, but i've not yet seen any hand-holding "intro to the art side" geared to people who are fine technically.

>> No.7988453

>>7988440
You monster

>> No.7988456

>>7988440
I'm the original author, give credit now or ur mom will die in her sleep

>> No.7988474

>>7988451
>Any tips for a design newbie from an art/design/technique perspective?
This channel has some decent videos about blocking out your maps and using curves and whatnot: https://www.youtube.com/user/mikedm92/videos
Beyond that, I'd say pick one of Quake's original 4 episodes (or techbase maps) to analyze and emulate the style of until you get comfortable enough to experiment.
>Any estimates as to how many hours you put into a map, and how many hours it took to git gud at the design and brushwork?
Getting gud at brushwork just depends on getting comfortable with Trenchbroom's interface and controls, so that's pretty subjective. But, Trenchbroom tends to be intuitive enough that making geometry with an id1 degree of quality is extremely quick. If you're not trying to do some crazy artistic shit, you could potentially make a functional, reasonably complex, small-medium map in 5 hours without lighting. Lighting takes some experimentation so it's generally saved for last, but there are tutorials out there that are easy enough to find.

>> No.7988504
File: 26 KB, 320x200, 0000002425.jpg [View same] [iqdb] [saucenao] [google]
7988504

just got into hexem i really love it, how can i make the hud disappear and just have letters and symbols like ive seen other people have it?

>> No.7988507

>>7988450
Yep, the Ultimate Doom iwad. Works fine in other ports I tried (GZ, Retro), but not PrBoom.

>> No.7988510

>>7988504
Most sourceports allow you to change the hud and screen size by pressing the - and + keys. Enjoy Hexen, what a great game.

>> No.7988514
File: 116 KB, 1360x768, Screenshot_Hexen_20210730_005536.png [View same] [iqdb] [saucenao] [google]
7988514

>>7988510

thank you, am i doing it right?

>> No.7988516

>>7988514
the SOVL mode

>> No.7988517

>>7988507
Weird, cause with my copy of prboom+ 2.6um, nihility works.

>> No.7988530

>>7988038
>though to be honest there's a decent chance it will get pushed back
I hope it does. I started a map, and have some ideas, but I've had more pressing things to do recently.

>> No.7988545

Just played Qump. It was quite mediocre experience. Not good, not bad. Just mediocre, and forgettable. Hub map was really atmospheric, and sadly that was the best part.

I hope Violent Rumble turns out to be better.

>> No.7988549

>>7988504
Maybe you should hex 'em.

>> No.7988561

>>7988507
>>7988517
Just did a fresh install of the feb 2.6um release, and got the same error as you
Try updating to the latest dev version found on the actions tab.

>> No.7988583

>>7988449
Sigil is better than all of those. It's designed how all Doom levels should be designed.

>> No.7988587

>>7988583
t. Romero

>> No.7988590

>>7988583
I like Sigil, but its not my favourite mapset of all time, either.

>> No.7988592

Is there a way to get doombuilder to directly save the textures you've used into your pwad, or do you have to manually import them all with slade? Cause that's kind of a pain in the ass.

>> No.7988595

>>7988592
You need SLADE, but that's, like, 3 clicks.

>> No.7988607

>>7988514
I just now realized that the screen border graphics can be made into some nice looking flor/wall textures real quick

>> No.7988610
File: 1.21 MB, 2932x2415, stair align.jpg [View same] [iqdb] [saucenao] [google]
7988610

>>7988451
- pick a palette: a room with a dozen textures that would set the theme. already at this point you'll probably get some ideas just browsing through textures.
- make some prefabs first. an archway, a pillar, a window - this will inform the level's scale. generally it's better to overscale than underscale.
- try making each area have a unique detail to orient the player. try making this detail be seen through doorways from other areas. look up "disney weenies".
- show the door before showing the key. show the key before showing the path to the key.
- rooms with just one way in and one way out are candidates for expansion. side paths that loop back is easier than total interconnectivity, both to design and to play.
- when in doubt, break up symmetry, elevation, flat walls and empty ceilings.
- first step of lighting is deciding how much bounce lighting is appropriate for the map. stick to a few light colors, rather than the entire spectrum.
- some threads ago someone linked a pdf called "The Hows and Whys of Level Design". might be what you're looking for, but I advise against overthinking first maps.

>> No.7988612

>>7988595

Yeah but I'd have to actually find and copy each texture individually, I'd assume it's bad form to just drag and drop like three whole texture packs into my wad right?

>> No.7988614

>>7984491
If it was Nestle then he would've been already dead from a drone-bomb related 'accident'

>> No.7988617 [DELETED] 
File: 1.21 MB, 1900x1069, Screenshot_Doom_20210729_161350.png [View same] [iqdb] [saucenao] [google]
7988617

>>7988614

>> No.7988620

>>7985659
If you turn it into slaughtershit and troon out, you will be a shoe-in for a Cacoward.

>> No.7988624

>>7988607
Are they not right now? Doom has a flat for border, I think.

>> No.7988626
File: 1.21 MB, 1900x1069, Screenshot_Doom_20210729_161350.png [View same] [iqdb] [saucenao] [google]
7988626

Started Hellbound, this'll be my last final doomer expansion, gonna miss it.

>> No.7988627

>>7988612
Eeh, it'll work.
You can try using archive maintenance tool to then delete all the unused textures, but it doesn't respect animation, so so far I failed to do it myself.

>> No.7988635

Trying SiN gold from Gog and its fucked: No music plays, no cinematic intro, the arenas in tutorial area are softlocked, and mouse is really wonky - how do I play this shit?

>> No.7988680
File: 9 KB, 320x200, DOOM0000.png [View same] [iqdb] [saucenao] [google]
7988680

http://www.doomwadstation.net/main/bfmh/

>> No.7988681

How to git gud with texturing?
I never know what floor and ceiling I should choose, what wall fits here and there and how high rooms should be if I don't want the tiling to look really shitty.

>> No.7988686

>>7988681
Try to make complex interlocking 3d objects. And also make the rooms look like something, but nothing in particular.

>> No.7988712

>>7988686
Sorry I forgot to mention I was talking about Doom.

>> No.7988713

>>7988712
So was I. The best look for a map is when you can visualize 3d world out of it.
I also like to color-code my rooms, but that's just preference.

>> No.7988720

>>7988713
But that doesn't help me in the slightest with texturing.
Though I tried some slight color-coding, but I find it really hard with the Doom 2 textures.

>> No.7988728
File: 62 KB, 256x256, ms06r1_mass.png [View same] [iqdb] [saucenao] [google]
7988728

>>7981943
Does anyone know of any good animu mods for Doom/Quake?

>> No.7988730

>>7988626
Map 29 might be a slideshow, just to let you know.

>> No.7988734

>>7988720
Post some screenshots, I can tell you why suck, maybe.

>> No.7988740
File: 436 KB, 1920x2160, stuff.jpg [View same] [iqdb] [saucenao] [google]
7988740

>>7988734
These are two completely different rooms in different parts of the map

>> No.7988753

>>7988720

Doom 2 vanilla textures are so limited that it should be like, a challenge mapping category on it's own. You can't make anything coherent out of it, that's why Downtown, Industrial Zone et al look so stanky.

Get the Gothic and Cage texture packs, opens up a lot of options without diverging too far from the vanilla feel. There's also one that just re-colours a bunch of the rocks and bricks etc into different variants.

Remember things generally look better with a visual break. If you ever heard the dress-sense advice about not wearing the same colour next to itself without something in between, or a change of shade, think of textures the same way.

Overall though focus on choosing textures that look good together rather than ones that represent what you're trying to make something look like, you'll usually get better results. Doom will always look abstract, your job is to make enough of a suggestion that the player's imagination fills it in.

I guess taste/style sense just comes more naturally to some people than others though.

>> No.7988754

>>7988740
I don't find anything wrong with the texturing, but I think there could be more detail on the ceiling and the floor since they rooms look a bit flat

>> No.7988761

>>7988740
>>7988754
I keep popping open the github page for learning to make a map, but get a little overwhelmed each time before I start - how difficult is it to learn the program / tools in order to start putting pieces together?

>> No.7988762

>>7988740
Yeah, this is pretty good, although marble isn't a good tecture to end abruptly. I'd try making it all into SUPPORT3.

>>7988753
>Doom 2 vanilla textures are so limited that it should be like, a challenge mapping category on it's own. You can't make anything coherent out of it, that's why Downtown, Industrial Zone et al look so stanky.
Doom 2 textures are more than enough to make a compelling map.

>> No.7988767

>>7988761
>how difficult is it to learn the program / tools in order to start putting pieces together
The modern editors are extremely user-friendly. Watch any tutorial on UDB and learn the shortcuts and remember you can auto-align textures.
Slade is also extremely easy to use, but it won't help you with having to know what's actually going on in a wad.

>>7988753
>>7988754
>>7988762
Thanks, yeah, in the second room the ceiling isn't even finished, but I never know what to put there. I already have tons of skylights everywhere, but since this is some kind of ancient forgotten temple/castle thing I don't want to use anything too obviously tech-y, which also incorporates lights.

>> No.7988768

>>7988720
>>7988753
>>7988762
I think Going Down is still the best example of how vanilla textures can be used, I would recommend checking it out for inspiration.

>> No.7988815
File: 46 KB, 355x500, pinky-1578303-normal.jpg [View same] [iqdb] [saucenao] [google]
7988815

Any Doom wads with a 'Doom — der film' inspired wheeled Pinkies out there?

>> No.7988818

are the 50's turok comics referenced in the games?
because i'm pretty sure turok going from a name to a title isn't the only difference but i wonder about andar being referenced ever
i wonder how actual natives feel about anything in the franchise in general

>> No.7988820

>>7988762

I never said you can't make a compelling map out of them. Just it'll always look very distinctly Doom 2.

>> No.7988828
File: 9 KB, 194x259, download.jpg [View same] [iqdb] [saucenao] [google]
7988828

>>7988635
Legit question about SiN - is the protagonist meant to be an AfroAmerican like the hero of Blade: Vampire Slayer (of Marvel comics and the Wesley Snipes movies), or is he supposed to be a dark-skin Latino?

>> No.7988889

>>7988504
That screenshot is actually from a cut level.

>> No.7988896

>>7988610
This pic doesnt apply to Quake because slopes cause you to constantly slide down, and gain velocity when you jump. Chaotic neutral is the real best choice.

>> No.7988898

>>7988561
It works now, thanks

>>7988815
>'Doom — der film' inspired
There's not much you're getting, aside from BFG design and this: https://www.youtube.com/watch?v=IF4UJk93pWo

>> No.7988901

>>7988753
>You can't make anything coherent out of it,
Play Brigandine.
I mean, its definitely not easy, but its possible.

>> No.7988912

>>7988815
freedoom guy kinda looks like karl urban and then there's the skulltag bfg10k

>> No.7988929
File: 1.02 MB, 1920x400, JohnBlaze.png [View same] [iqdb] [saucenao] [google]
7988929

>>7988828
By looking at character model from original games' cinematic and Episodes, I would assume that he should be dark-skinned Lation.
However, on Reloaded Cover he seems to be more AfroAmerican, but maybe something is just messing with my eyes at the moment.

>> No.7988956

>>7985345
do you know where i can get that wad, i can't find it saw some youtube vids and it looks really good

>>7988168
i haven't fully played through it yet just episode 1 and some 2 but i could potentially see that happening
>>7988174
At first i kept getting bored with the DTWID wads like expecting them to be hard in the first few levels.
Like now one can make a all out knock down drag out from level one and thats okay
>git gud
I guess lmao but then i remembered its suppose to be rehashing the game,
>what if X scenario
and finally enjoyed it with LE. kinda sucks the last 3 throw aways if true but also cool its More Doom 1 content and we don't get enough of that imo.

>> No.7988969

Can anybody tell me what the actual mechanics behind two-shotting cyberdemons are?
My google-fu seems to weak to find an actual answer.

>> No.7988979

>>7988969
https://youtu.be/MsCqLQJ1EOc

>> No.7988993

>>7988969
BFG is basically a shotgun, despite giving impression of some kind of nuke. But it also actually fires when the big green blob explodes.

>> No.7989006

>>7988993
It also only fires the tracers from the direction that you initially fired the ball from. Which I didn't know until like a month ago. After 25 years of doomin.

>> No.7989013

>>7988378
There's dynamic lights in software mode?

>> No.7989016

>>7988979
>>7988993
>>7989006
Well shit, I always thought the tracers were spawned from the projectile itself (kind of like a cluster bomb).
That explains a lot.

>> No.7989018

>>7989013
You can set up GZDoom's hardware mode to look like software mode even with the palette and stuff

>> No.7989021

>>7989018
Theres also dynamic lights in actual software mode. Of course the peformance is much worse.

>> No.7989026

>>7988753
Gonna second the other guy and say Going Down, it has some very creative use of the stock Doom 2 textures.

>> No.7989035

>>7989016
That would make a lot more sense, wouldn't it?

>> No.7989039
File: 412 KB, 1566x802, tb.png [View same] [iqdb] [saucenao] [google]
7989039

>>7988038
>there's a decent chance it will get pushed back
it better

>> No.7989075

What other 360 degree shooters are there besides Descent 1 & 2 and Forsaken Remastered.

>> No.7989082

>>7989075
The 360 port of Quake 2.
Cus it's on the 360.;^)

>> No.7989170
File: 435 KB, 1440x1080, Screenshot_Doom_20210729_212602.png [View same] [iqdb] [saucenao] [google]
7989170

>>7989013
>>7989018

Yeah, it's hidden away under the post processing menu. Set the tonemap option to "palette".

That way even with dynamic lights and bloom etc, it still renders like classic Doom, and it actually looks fucking cool honestly. Like a halfway step between Quake and Doom.

>> No.7989205

In Boom, can I make stairs out of single pillars or do the sectors all have to be connected?
I really don't want to use a million "raise floor" with dummy sectors.

>> No.7989239

Update is out. Let me know if things feel smoother.

https://github.com/CharlesLove/from-doom-with-love/releases/latest

>> No.7989283

>>7989205
You could make a dummy staircase. The amount of sectors is about the same but at least its only one trigger.

>> No.7989318
File: 18 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]
7989318

HAHAHAHAHAHAHA GET FUCKED

>> No.7989319

https://twitter.com/mankrip/status/1420857937904521227
This is a interesting quirk

>>7988929
reloaded turned him into a black guy
first 2 he looks caribean

>> No.7989326

>>7989318
they shoulda put this in a secret in final doom 20 plus years ago desu

>> No.7989328

>>7988828
I always thought mixed even back then.


They could have done some cool shit with his transformation. Man I lvoe sin its such a shame the first one came so jank, and the sequel is shit.

>> No.7989340

>>7988038
>though to be honest there's a decent chance it will get pushed back
That is very nice because my ambition has potentially grown beyond my mapping capabilities but dammit I want to try to bring this image in my mind to life.

>> No.7989342

>>7989205
I'd just bite the bullet and do all the dummy sectors for maximum control.

>> No.7989348

Playthrough video of map02 of HFFM is up - Bearhouse. I'm pretty sure I was doing something wrong. The double vile fight went extremely good.
https://www.youtube.com/watch?v=s-4Rp-n0UVg&pp=sAQA

>> No.7989349

>>7989326
Would've made for great Keen replacement.

>> No.7989352

>>7988514
I didn't know they released Hexen for 3DO

>> No.7989362

>>7989348
Extremely well.

>> No.7989364

>>7988898
>InfectedZombieAlienSound.wav
Well now thats a blast from the past...

>> No.7989391

>>7987791
>a duke mod
https://www.moddb.com/mods/duke-nukem-3d-weapons-monsters
>the best duke mod
mm

>> No.7989394

>>7987882
>not -fast
keking @ (You)

>> No.7989421

>>7988956
Just google "Doom DBP20," it's the first result

>> No.7989440

>>7989170
I dare say it doesn't look half-bad.
I bet the dynamic lights in hardware mode would actually look decent with some colour banding, but I have no clue if something like that is already in the engine or not.
>>7988728
Naku Naru, DemonSteele.
>>7988514
>i386DX ON

>> No.7989476

>>7989421
ahh it was on mod db, i was on id games typing away like wtf its not on here lmao.

>>7989349
For sure that woulda definitely been cool

>> No.7989482

>>7989476
>id games
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dbp20_dnd

?

>> No.7989486

>>7989482
oh cool i couldn't find it for whatever reason

>> No.7989501
File: 2.97 MB, 720x405, forsaken remastered.webm [View same] [iqdb] [saucenao] [google]
7989501

>>7983457
>>7983424
>Its a shame the 6D movement and navigation was such a filter for people
It's a tragedy considering 6DOFs are incredibly fun, especially when attempting to evade enemy projectiles.

>> No.7989504

>>7989440

>I bet the dynamic lights in hardware mode would actually look decent with some colour banding, but I have no clue if something like that is already in the engine or not.

It does, if you use the tonemap palette thing, it naturally causes colour banding, since it's shading everything down to the 256 colour equivalent.

You can see it better in movement as the lights flicker, real nice circular gradient, but I cba to make a webbum

>> No.7989576

>>7989501
I don't think this style of game was ever done quite correctly... imo (ofc).
Descent and forsaken are like floaty robo doom. They should be more like bullet hell games. The navigation aspect never really feels fun to me when mixed with fast action.

But again. opinions. I don't hate descent (didn't play much forsaken). But it never felt nearly as fun as your dooms or quakes.
Maybe it's just that they're overly blocky.

>> No.7989594
File: 2.86 MB, 896x504, overload crusher.webm [View same] [iqdb] [saucenao] [google]
7989594

>>7989576
I think Overload has the best movement, but Forsaken's speed is more engaging to me, but I definitely see you're point on the floaty-ness.
Video related is the true potential of the game:
https://www.youtube.com/watch?v=voiENb-WXRU

>> No.7989627

The real wolfendoom
https://youtube.com/watch?v=_yQs_b9ppRQ

>> No.7989667

>>7989501
I've been playing Forsaken Remastered and it's so much fun.
>>7989594
Overload is the real Decent 3, a lot of the same devs worked on it and it's one of the best modern FPS games.

>> No.7989717
File: 519 KB, 1920x1080, Screenshot_Doom_20210729_165636.png [View same] [iqdb] [saucenao] [google]
7989717

>> No.7989735

>>7989318
What wad?

>> No.7989753

>>7989717
nice,definitely an improvement

>> No.7989825

>>7989735
Knee Deep in ZDoom

>> No.7989859

>>7989440
>Naku Naru, DemonSteele
Sick, those mods look pretty sweet.
I did some digging for some Quake anime mods as well and found these:

>Gundam Universe: https://www.moddb.com/mods/gundam-universe
Quake 3 with fukken rowbats. Gameplay is modded to have huge jumps, allowing for more aerial combat. Would probably make a great /m/ gamenight. >tfw no guntank
I also found a trailer for it on archive.org: https://archive.org/details/d8a0a25bbec69fc2f4df4092b880b19e
>Decisive Battle Quake: http://leileilol.mancubus.net/leiware/download.php?view.24
Really old mod from 1997 adding DBZ characters into quake. I currently can't get it to work on quakespasm, but from looking at the readme file, it looks like combat is modded to be more similar to the anime.

I also ended up finding a Lum model on the worldspawn archive.

>> No.7989878

>>7989859
Anon you forgot the based Transformers Quake 2

>> No.7989947

>>7989878
That mod looks pretty cool but I don't think it technically counts as animu unless it has some of the Japanese exclusive characters.

>> No.7989954
File: 1.40 MB, 1920x1080, q2_0005.jpg [View same] [iqdb] [saucenao] [google]
7989954

>>7989947
Transformers were originally japanese toys and anime by diaclone.

>> No.7989960

>>7989954
Oh sorry, I didn't know.

>> No.7989978

>>7989954
can we get this as the next OP?

>> No.7989983
File: 115 KB, 1920x1080, Screenshot_Doom_20210729_213038.png [View same] [iqdb] [saucenao] [google]
7989983

Map17 of Eviternity down - This one wasn't too bad - a little annoying but there was a lot of enemy in fighting letting me just zip on by

>> No.7990015

>>7988815
What a ridiculous wheelchair.

>> No.7990026

>>7989016
The unorthodox functionality of the retail BFG has me thinking it was just some kind of slapdash alteration to the beta behavior, and they didn't actually realize just how fucking genius it actually was.

>> No.7990091
File: 121 KB, 1920x1080, Screenshot_Doom_20210729_215600.png [View same] [iqdb] [saucenao] [google]
7990091

>>7989983
Quickly busted out Map18 - Had a great time - actually felt like a well built area which was invaded by hell demons rather than an Escher painting of Archviles and Astral Cacodemons

>> No.7990105
File: 35 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
7990105

>Eviternity 2018
>Ancient Ayys 2016
>Valiant 2015
What were the pre-2015 must-play wads?

I briefly rediscovered Doom in 2014 because the youtube algorithm recommended me videos of Sunder map11 and Hell Ground map7. But I quit because I was unable to find more maps I liked, though I don't think I even knew about DoomWorld back then. I came back recently because of this thread, and now there is countless stuff to play it seems. I obviously missed something when I played in 2014. What were the must-play wads before Valiant?
My list: #1 Hell Ground #2 Sunder #3 Scythe 2
I know Hell Ground is good but doesn't deserve #1 but I just don't know any better

>> No.7990116

>>7990091
map19 is the worst in the entire pack, steel yourself and don't be discouraged

>> No.7990121

>>7989627
The way Wolfenstein 3D's synth/soundfont just butchers Ah Geez! gives me anxiety.

>> No.7990148
File: 82 KB, 640x726, battletime.jpg [View same] [iqdb] [saucenao] [google]
7990148

>>7990116
I will persevere - when I conquer you will see me post here

>> No.7990205

>>7981945
Grim Borough released for CHASM
https://www.moddb.com/games/chasm-the-rift/addons/grim-borough-for-chasm-the-rift

>> No.7990214

>>7989594
Looks like a lot of fun with the joysticks honestly. I don't think I'd be interested with keyboard and mouse though. Could be wrong. I like the over the top particles explosions and shit.

>> No.7990216

>>7989954
Transformers were indeed originally Japanese toyline called diaclone. But there was no anime based on the toys. If Hasbro hadn't stepped in, there might have been.

>> No.7990307

where new thread

>> No.7990376

>>7990307
/vr/ isn't that fast, even these days, we usually wait until page 8 at least, but often we can go to page 9

>> No.7990383

>>7990205
>Use Dosbox
I can't do that chief.

>> No.7990394

>>7990383
Just open it with panzerchasm source port

>> No.7990481

Doom = Mario
Duke = Sonic

>> No.7990483

>>7988889

neat.

>> No.7990485

>>7990481
Who's Crash then?

>> No.7990492
File: 9 KB, 640x400, nukum.png [View same] [iqdb] [saucenao] [google]
7990492

>>7990481
who's Duke then?

>> No.7990501

>>7990481

But I love Doom and hate Duke, yet love Sonic and hate Mario.

>> No.7990514 [SPOILER] 
File: 14 KB, 196x200, 1627621843465.jpg [View same] [iqdb] [saucenao] [google]
7990514

>>7990481
Doom = Mario, massively influential and still going strong to this day
Duke = Crash, great game but went nowhere
Half-Life = Sonic, extremely linear, press right/W to win

>> No.7990517

>>7990514
You never played Sonic

>> No.7990541

>>7990517
You got bamboozled

>> No.7990550

>>7990514
The Douk-Crash comparison probably isn't too crazy given that both went away from their original creators at a given point, albeit at different points.

>> No.7990554

>>7990485

Doom = Crash
Heretic/Hexen = Spyro

Duke = Gex

>> No.7990570

>>7990554
Interesting angle, they both do love to spout movie quotes.

>> No.7990594

>>7990481
Duke is a lot like Gex if you think about it
>product of the 90's
>constantly spews movie quotes
>arguably one good game
>lives on today purely through ironic memes and an embarrassing legacy

>> No.7990602

>>7990594
That's not true at all, Duke is unironically cool, and Duke Nukem 3D is unironically a very excellent first person shooter.

>> No.7990660

>>7990594
>arguably one good game
That's a hell of an argument. Time to Kill, and Manhatten Project are probably the the hardest points you'd have to make to me anyway.
Duke 2 is still considered a good game by many.

>> No.7990680

>>7990594
duke would be saved if randy would give up the flash drive

>> No.7990843
File: 31 KB, 527x224, file.png [View same] [iqdb] [saucenao] [google]
7990843

yay recognition

>> No.7990858

>>7990843
Based Walter.

>> No.7990939

>>7990843
Is this the topic where they post recent releases? I saw it but then I lost it.

>> No.7990974

>>7989075
Overload is a modern 'spiritual successor' to descent made by some of the original team. There are a bunch more non-/vr/ descent "clones" and 6dof games like sublevel zero, and some non-clones like 'shattered horizon', but i dont think any of them have been particularly successful.
I'm not aware of any other /vr/ 6dof shooters, the closest games ive played would be terminal velocity and hellbender.

>> No.7990987
File: 36 KB, 680x476, workout.png [View same] [iqdb] [saucenao] [google]
7990987

>ongoing years-long attempt to play through Doomworld's Top 100 WADs list
>procrastinating at 1997 because of Hell Revealed
>finally get there, guess I have to do it eventually
>play through first four maps
>it's... not destroying me
This should make me feel more at ease but it's only making me nervous, like the game is going to hit the difficulty switch when I least expect it and fuck me over super hard
When does the torment begin? Asking so I can steel myself for it

>> No.7990996

Make new thread asswipes

>> No.7990997

>>7990987
>When does the torment begin? Asking so I can steel myself for it
Map09

>> No.7991001

>>7990987
Yeah, MAP13 is where the whole fun starts.

>> No.7991007
File: 81 KB, 640x480, doom04.png [View same] [iqdb] [saucenao] [google]
7991007

Finally. I wonder how long it would take me to beat Refueling Base saveless, considering I don't remember anything at all.

>> No.7991016

>>7990105
2010 had Speed Of Doom, influenced by Scythe 2 and did influence Skillsaw more than any other wad. Also Epic 2 and UAC Ultra were released, both now highly regarded classics. 2010 also saw release of official expansion No Rest For The Living.

At 2011 Skillsaw debuted with Lunatic and Vanguard. Also new oldschool worshipping mapping scene started it's rising with Doom The Way id Did, Double Impact, Jenesis and Reverie.

2012 had Back To Saturn X and it's sequel got released 2 years later. The series is regarded as two of best wads of last decade. It gathered decade's best mappers (inc. Skillsaw, Esselfortium, Xaser, Joshy, Tarnsman, Mechadon etc.) together, and the quality is seen in maps.

2013 had Ribbiks debuting with his Swim With The Whales and Stardate 20x6. He created middle-ground for Sunder-like high-challenge and modern Plutonia and Scythe 2 influenced combat and map structure. Same year also had Doom 2 The Way id Did. Idea which sounded bad on paper, but was very fun to play.

2014 had Mayan Mishap, very Skillsaw-influenced wad by Tango and Resurgence, Speed Of Doom's sequel by Joshy. But the best one, which got released that year was Going Down. Fun concept and fun combat. It was chaotic, surprising and unique in ways no wad has ever been (even after it). It's a must play wad.

2015 didn't just have Valiant, but also Sunlust, which regarded as best thing Ribbiks has ever done. Dragonfly (Eviternity creator) also debuted with Skulldash.

>> No.7991093

Arcane Dimensions.
Point: Myst 3 Exile not working low poly !
Is ENTIRELY WRONG!

BFF-ism. For BFF depiction see Hunger Games.
In relation to Quake.
QUAKE DEPICT QUAKE BAD
I QUAKE
Buyout initiative. Buyout project. Quake buyout project. QUAKE B-U-Y-O-U-T P-R-O-J-E-C-T.
So awesome. And then HGJBUDUDUDUHGP and then he like falls and like KWAAAAAUAAHUHAAAAAA so awesome.
Never mind.

>> No.7991095

>>7991093
P.S. External Information: Wrath will make do.

>> No.7991106

baking

>> No.7991108
File: 1 KB, 88x38, meds.png [View same] [iqdb] [saucenao] [google]
7991108

>>7991093
>>7991095
Take yours

>> No.7991117

NEW THREAD
>>7991112
>>7991112
>>7991112

>> No.7991170

>>7991016
based detailed response poster