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/vr/ - Retro Games


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7998165 No.7998165 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>7991112

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
http://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.7998167
File: 706 KB, 1024x1024, vr info small.jpg [View same] [iqdb] [saucenao] [google]
7998167

=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 1.8b >>7987609
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfun

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

VRSKINS 3.9 (delayed): >>7967424
Submissions closed, voting TBA

=== NEWS ===
[8-01] DBP 38 is out
https://doomer.boards.net/thread/2218/chronicles-ghost-town

[7-30] Vomitoreum released on steam
https://store.steampowered.com/app/1549750/Vomitoreum/

[7-29] Grim Borough released (for chasm: The Rift)
https://www.moddb.com/games/chasm-the-rift/addons/grim-borough-for-chasm-the-rift

[7-29] Anon's MIDI Pack updated to v5
https://www.mediafire.com/file/bcgxwt25qm151xx

[7-27] Tasyspleen TS500 (Q2 FFA), July 31st
https://twitter.com/tastyspleentv/status/1420068100335185921

[7-26] Retroquad 0.6.6 release
https://twitter.com/mankrip/status/1419811121603698688

[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
https://www.doomworld.com/forum/topic/120458/

[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/

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.7998182

I've been playing so much HFFM lately, so the unedited enemies now look and sound off to me.

>> No.7998191

Just started episode 3 of Splatterhouse 3D. Episode 1 was great start to finish, episode 2 had a bit of a dip in the middle for me, but this E3M1 is one of the best maps yet.

>> No.7998228
File: 37 KB, 399x604, 1609664315848.jpg [View same] [iqdb] [saucenao] [google]
7998228

>"I just f***ing hate this world, and the human worms feasting on its carcass-mmm. My whole life is just cold, bitter hatred, and I always wanted to die violently-mmm. This is the time of vengeance, and no life is worth saving, and I will put in the grave as many as I can-mmm. It's time for me to kill and it's time for me to die-mmm."
-John Carmack, E3 1995

>> No.7998234

WTF. I'm playing Doom E1, and everytime I grab a key, a closet opens revealing imps, shotgunners, and sometimes even pinkies. It's so predictable and overused.

>> No.7998245

>>7998234
Oh my god i'm playing e1m7 and there's over 100 monsters, this is literally a slaughtermap, god I fucking hate slaughtershit so much

>> No.7998250

>>7998245
just wait until you see what's coming for you in e1m8. hope you dont mind death exits

>> No.7998253

Including SoD and the mission packs Wolf3d has a lot of bosses, one could could even make each boss a unique enemy type for a wad.

>> No.7998258

Reminder E1M8 was the real ending.
You died.

>> No.7998261

>>7998234

>Expecting a wad from 1994 to use the highly refined mapping techniques we have today

Give 'em a break, Sandy Petersen had to build those maps in three days on a TI-84, and they hadn't even invented revenants yet

>> No.7998263
File: 136 KB, 466x486, 1498693595845.png [View same] [iqdb] [saucenao] [google]
7998263

Just found out there was a rocket launcher in MAP11 of Hell Revealed after I beat the map without one

>> No.7998296

Reminder for the VR-anon that Ogres wave cause the EvasieTest map crash upon seeing the Player

>> No.7998336

Is it worth playing those old tactical shooters like SWAT 3, Delta Force, and Rainbow 6? I know they are a bit slower than fast run and guns like Duke but do they have any appeal to them at all?

>> No.7998340

>>7998336
I think SWAT 3 is still fun, but aside from maybe the early levels or on easiest difficulty, you don't play it like a slow run and gun. There's generally trial and error and deliberate timing/goals.

>> No.7998341

>>7998234
>play UAC Ultra
>grab key
>nothing happens
Help help 40oz is gaslighting me

>> No.7998346

>>7998340
thanks anon. yeah the swat games always looked the most interesting to me

>> No.7998363

>>7998336
SWAT 3 is way better than 4, the AI is actually good so you can use the tactics that you think is right instead of doing everything yourself to make up for the AI's shortcomings

>> No.7998373

>>7998336
I've only played SWAT 4 out of those series, and it's certainly different, but it's actually pretty fun, the whole meticulous police procedural thing is pretty enjoyable.

>> No.7998404

>>7997321
>arenatest
First of all, thanks for playing, but lol@the mastermind area, I didn't expect people to go up on the hills and fight the mastermind from there, as there isn't any cover, but seems like it does work lol. And holy shit there were a few close calls where you almost blew yourself up with the RL.

>> No.7998434
File: 106 KB, 1024x630, sof_m4_02.jpg [View same] [iqdb] [saucenao] [google]
7998434

I want to upload a texture-pack of some ice/snow textures for that PoS Quake2 addon Juggernaut and NeilMankes SoF4: 'Cold as Ice' mod to eventualy use it for /ViolentRumble/ - do I need to convert the .wal files to make them work with Q1 and where do I upload a compressed .7z file for downloading?

>> No.7998449
File: 49 KB, 700x744, 1627895792308.png [View same] [iqdb] [saucenao] [google]
7998449

...

>> No.7998454

>>7998336
I played SWAT3 as a kid and didn't understand much. I assume it was good though.

>> No.7998470

>>7998449
His mocking smile haunts me, even as he hurls the dynamite.

>> No.7998472

>>7998234
Imp and Shotgunner spam is symptomatic of giving the SG too early/reliably and mappers need to learn to restrain it.

>> No.7998510

>>7998472
There's ways to have the player be able to satisfyingly handle large groups of shotcunts and imps without giving them the SSG to just bowl over lots at a time.

>> No.7998521

>>7998510
SSG doesnt exist in Doom 1

>> No.7998526
File: 63 KB, 900x948, 1623444848692.jpg [View same] [iqdb] [saucenao] [google]
7998526

>>7998470

>> No.7998530
File: 12 KB, 165x455, Untitled.png [View same] [iqdb] [saucenao] [google]
7998530

What should I play next?

>> No.7998543

>>7998296
>Reminder for the VR-anon that Ogres wave cause the EvasieTest map crash upon seeing the Player
Interesting... seems to reference a function used by the Ogre Marksman specifically and (of course) works just fine on QSS. Will try adding an exemption to evasion checks while they're playing their ranged attack animation.

>> No.7998548

>>7998543
>forgot the trip
Whoops.
Also update should be later today. Got a few things that were asked for a while ago and laid some groundwork for a few more.

>> No.7998578

>>7998530
More DBP stuff? Akeldama? D2TWID? Whitemare?

>> No.7998619

>>7998530
JPCP or Revilution

>> No.7998664

>>7998543
It happens both in Mk5 and QSspiked, try making a copy of Quake1 folder with VR only and see if whatever devtools you had inside prevented this error to happen on your end

>> No.7998669

Hi everyone
What's the general consensus about midi packs?
I've played Plutonia and TNT using their recently-released community-made soundtracks and I've quite enjoyed it
Should I try the midi packs from UDoom e DoomII as well?
I'm afraid that hearing different menu/first level music will put me off..

>> No.7998673

>>7998669
Play the alternate midis with the dwtwid wads.

>> No.7998732

Does anyone have any map recommendations for UT99? In particular, I'm looking for large DM maps (designed for up to at least 10 players) like Tempest, Gothic or Mojo][. Also, they have to play well with bots.

>> No.7998742

Is there way to turn off texture filtering in Yamagi Quake 2?

>> No.7998748

>>7998434
pick wal2TGA and post here

>> No.7998761

>>7998228
[citation needed] over here

>> No.7998816
File: 465 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
7998816

>> No.7998836

>>7998530
douk

>> No.7998843
File: 11 KB, 350x190, truth.png [View same] [iqdb] [saucenao] [google]
7998843

>>7998816

>> No.7998865

>>7998228
Based

>> No.7998867
File: 326 KB, 1920x1080, 11.png [View same] [iqdb] [saucenao] [google]
7998867

Why does Zandronum (pic related) look like shit w/ free look compared to gzdoom?

>> No.7998871

>>7998530
these wads are shit and boring af, why even bother

>> No.7998873
File: 460 KB, 1900x1069, Screenshot_Doom_20210802_154021.png [View same] [iqdb] [saucenao] [google]
7998873

>>7998867
cap from gzdoom to compare

>> No.7998883
File: 955 KB, 900x900, 1619298693213.png [View same] [iqdb] [saucenao] [google]
7998883

>>7998470

>> No.7998887

>>7998871
what's not shit and not boring then?

>> No.7998890

>>7998883
Were the hand sprites from a real photo of one of the devs' hands? Cus goddamn the veins on that man

>> No.7998929

>>7998867
Software rendering?

>> No.7998938

>>7998929
was messing around without and discovered that yeah that was the issue, thanks.

>> No.7998942

>>7998883
TommyGun Zealot is my favourite PowerRanger :^)

>> No.7998974
File: 7 KB, 165x75, Cloud Wisdom 8221.png [View same] [iqdb] [saucenao] [google]
7998974

>>7998816

>> No.7998982

>>7998887
He probably one of those weirdos who only enjoys a mapset if its official (and not an add-on), or made by Romero.

>> No.7998987
File: 15 KB, 320x290, 1600557347448.jpg [View same] [iqdb] [saucenao] [google]
7998987

>>7998261
>highly refined

>> No.7998991

>>7998816
>turok die
he lives in my heart

>> No.7999060

>>7998887
try D2 in spain only, Hellevator, HFFM... idk, more newer wads and not always the same ones maybe? just sayin.

>>7998982
not really but at least i'm not a cock sucking faggot for big name mappers like you, that's for sure.

>> No.7999075
File: 547 KB, 1920x1080, gzdoom.png [View same] [iqdb] [saucenao] [google]
7999075

I'm playing Akeldama with HDest and there's this section in MAP04 that instantly lowers me to an area where I'm sandwiched between two Hell Knights. I've played HDest a significant amount, but I've no idea what I could do to guarantee my survival here, even if I have to get incapacitated. Any experienced players know anything that could be done in this kind of situation?

>> No.7999081

>>7999075
you got a turret you could bring with you to focus on one while you shoot at the other?

>> No.7999090

>>7998261
But also a lot of keys and switches don't open any traps. It's about keeping the player on their toes and surprising them.
The original levels were made in the 90s. Id invented level design as we've known for a long time, but it's been decades and we've improved. You can't just expect your work to be good because "oh, if the original levels do it, then I can do it too"

>> No.7999121

>>7999060
I've got nothing against the well known mapsets but I respect your position, there's a bunch of old and new less popular mapsets that definitely deserve more attention with Hellevator being one of them for sure.

>> No.7999147

>>7999060
D2 in spain only was made by big name mappers.

>> No.7999150

>>7998664
I did that and it still doesn't happen in spiked. Out of curiosity, what is your host_maxfps and sv_protocol?

>> No.7999165
File: 2.94 MB, 640x360, Replay_2021-08-02_12-56-01.mkv.webm [View same] [iqdb] [saucenao] [google]
7999165

>>7999075
i believe the frag did most of the work here - enemies are afraid of live grenades and will prioritize avoiding them over killing you, so while it didn't kill or even particularly harm either knight it did buy me time to get the fuck out of there and re-engage from a safer position
you might try setting some tripwire traps and triggering them yourself to employ multiple frags at once, and i believe there's another route through the map that will give you a better angle on this area
experiment and see what works for you

>> No.7999182

>>7999060
>>7999121
>Hellevator
Hellevator takes concept of Going Down, but does it less unique and more amateurish way. It's surely expected as the wad has lot of new mappers in it. Everyone has to start from somewhere. It is mediocre and thus rare, but it's sheer contrarianism to raise it above wads with cult status.

>D2 in spain only
Is actually made by big (actually huge) name mappers. It has Esselfortium, Tarnsman, Jimmy and few others. It's fun as fuck, but here it's again seen why big name mappers are big name mappers. Rarely in Doom community shit just gets praised, because it's made by "super star". It's just that big name mappers tend to have experience of making good gameplay.

>HFFM
Our project, that's only quality that raises it above rest is basically our love to stuff we made. It's not bad, but I wouldn't probably play it, if I didn't participate in it. Ok wad, but not worth being revered.

(Do not take this as an personal attack. I'm just retard, who likes to argue in the internets.)

>> No.7999206

>>7998742
gl_texturemode gl_nearest

>> No.7999257

>>7998472
kek

>> No.7999258

>>7999206
now that I think about it, I wonder if it's possible for YQ2 to emulate software's looks through opengl, I would just use software but the weapon viewmodels get fucked up

>> No.7999263

>>7999206

Don't forget r_particles 2 for square particles instead of heretical round ones.

(That's in Q1 at least, dunno if it's the same in YQ2)

>> No.7999280

>>7999263
The OpenGL 1.4 renderer:
gl1_pointparameters: When set to 0 the particles are rendered as blurry octagon. May be already the case if the GPU driver doesn't support point parameters.

The OpenGL 3.2 renderer:
gl3_particle_square: When set to 1 the particles are rendered as squares.

this is from the github

>> No.7999298

What's the best way to play Quake 2?

>> No.7999308

>>7999298
naked with a whisky

>> No.7999313
File: 142 KB, 192x282, 1620940257010.gif [View same] [iqdb] [saucenao] [google]
7999313

>>7999308
I meant in terms of source ports and the like, dummy.

>> No.7999315

>>7999313
yamagi or quake 2 xp, pick your poison

>> No.7999323

>>7999206
>>7999280
I made a config.cfg file into baseq2-folder with following lines:
>gl_texturemode gl_nearest
>gl1_pointparameters 1
>gl3_particle_square 1

Nothing happened. It's all still blurry. What did I do wrong?

>> No.7999324
File: 2.74 MB, 852x480, spooky.webm [View same] [iqdb] [saucenao] [google]
7999324

Did some work on the ghost animations. Before I do all the rotations, I want to get the animations down.
So right now the ghost in its idle state is just a ominously glowing miner's hat.
When it detects the player, the ghost rises from the ground.
It then slowly chases the player.
When attacking, it will let out a cry, the mining lamp will flash and release a gaseous fireball that chases the player.
I am still unsure whether I should give it a pain state or not (since it's a ghost, after all, but since it's just a kid's imagination you fight with water anyway, it could aswell feel pain).
For the death state I am not quite sure yet. I thought about having it just stop in its tracks, the lamp snuffed and fade out, or have it go upwards like an exorcised spirit or something.

>> No.7999325

>>7999182
I think HFFM's sprites and maps like fudge packers inc. and the leather club give it a kind of charm that raises it above most map sets. I still have to wonder what the hell some of you fags were thinking by putting faggot in the title though.

>> No.7999328
File: 428 KB, 1920x1080, q2_0000.jpg [View same] [iqdb] [saucenao] [google]
7999328

>>7999258
Dunno, I disabled dynamic lighting and filters, but everything is still red

>>7999313
Yamagi and the 3.24 patch are the only ones that come to memory, q2 isn't exactly a popular game

>> No.7999332

>>7999323
I just typed it into the console, but if you want it to autoload you should make an autoexec

>> No.7999335

>>7999328
>I disabled dynamic lighting and filters
How? t. >>7999323

>but everything is still red
That already looks sexier than mine, but you are right. For true kind of nostalgia those lights have to go. When I was a kid, I played Q2 in complete software mode. I don't remember it being so red and dark.

>> No.7999338

>>7998434
>do I need to convert the .wal files to make them work with Q1
Yes, Q1 textures are .mip files in a .wad (not the same format as Doom .wad) package.
Mega is a fine download host.

>> No.7999339

>>7999332
>but if you want it to autoload you should make an autoexec
Oh thanks. Into baseq2 folder, I presume?Ignore the "how" that I posted earlier.

>> No.7999348

>>7999315
>>7999328
thanks

>> No.7999358

>>7999328
Yea, I got it textures right, but this didn't work for particles:
>gl1_pointparameters 1
>gl3_particle_square 1
How did you get them?

>> No.7999371
File: 630 KB, 1920x1080, q2_0000.png [View same] [iqdb] [saucenao] [google]
7999371

>>7999335
again, I'd just stick with software but the gun fov gets fucky
>>7999339
yes
>>7999358
I only used the gl3 cvar because that's the renderer I'm using, don't know why it isn't working for you

>> No.7999379

>>7999371
This sounds like a retarded question, but how do you use software mode in yamagi? I'd rather have that weird gun fov, than those colors. Maybe there might be line to fix the fov though?

>> No.7999392

>>7999371
now wait just a dog gone minute you can turn texture filtering off in 2?

>> No.7999394

>>7999325
>I still have to wonder what the hell some of you fags were thinking by putting faggot in the title though.
it's because these fags wanted to be faithful to that retarded word cloud meme thing.

>> No.7999396

>>7999392
>>7999379
Software mode should be available in the settings, I was able to find it no problem. It makes the game looks much better.

>> No.7999398

Well, fuck me, I really was retarded. I was using years old version of Yamagi, which didn't even have a software mode. For same reason, the particles didn't work right.

t. >>7999379

>> No.7999402

>>7999396
Using "Hard fast faggot maps" as the baseline for what we should make for the project, that part I understand. It's why we got all of this amazing gachi stuff in the first place. There was literally nothing to gain by making that the title however.

>> No.7999404

>>7998673
never thought of doing that.. brilliant

and for the original games I've modified each midipack's wad in order to keep only the tracks which replace those that were recycled by id in the first place

>> No.7999410
File: 562 KB, 1920x1080, q2_0000.png [View same] [iqdb] [saucenao] [google]
7999410

>>7999379
The only gun related cvar I could find was r_gunfov which is set to 80 by default, lowering it moves the guns closer to the corner of the screen. It's a bit of a bandaid solution, I'm wondering if there's support for Q3-style model repositioning.

>> No.7999414
File: 396 KB, 1024x1536, software.jpg [View same] [iqdb] [saucenao] [google]
7999414

>>7999328
You mean the colored lighting? Quake2, at least the vanilla game, has the gl_monolightmap cvar. Try setting it to "LF" or "AF"

>> No.7999418

>>7999402
Not trying to sound like a nitpicker, but I'm fearing same fate will be store for Violent Rumble. "Niggur" runeword might be a bit too much for Quaddicted. Then there won't be a site upload the mod, and it will be forgotten in few years, because it isn't archived anywhere. All hard work gone to waste. Which would be a shame because Violent Rumble looks like to be most epic /vr/ project to date. People just should decide do they want to make a edgy joke, that will be forgotten, or they want to make a part of Quake history. There is so much content on Violent Rumble, that it would be way overdone for just being a joke. But it's not up to me to decide. I have bad feeling that it won't end to good feelings. People will just be depressed that mod gets rejected, and curse Quaddicted for few more months.

>> No.7999420

>>7999414
I didn't know this, thanks, but Yamagi lacks it so I'll have to do some documentation digging.
When I have the time I should really just make big .txt files for all of these commands that i need to remember
>>7999418
I think the whole niggur thing got cut out early on, but the graphic for it remains

>> No.7999423

>>7999420
He's referring to one of the levels where you have to get runes that spell out niggur to open a secret. Not as bad as putting faggot in the fucking title but still

>> No.7999425

>>7999423
I don't see that ending well. There'll be someone that raises a stink about it and the whole project will be put in a bad light. If an outsider doesn't do it, someone HERE will raise a stink about it in other places for the sake of causing chaos.
Kinda like how they did it for HFFM.

>> No.7999428

>>7999402
We know a lot of retards here wants to be controvertial for absolutely no fucking reason or "cuz it's 4chin haha". I don't have complaints with the word faggot anyways but it could have been so great and sucessful if it wasn't for that title and those shitty sound effects

>> No.7999431

>>7999298
kmquake2 or Yamagi for SP
Q2Pro for MP

>> No.7999432

Wow, I was just reading the most incredibly autistic argument on Doomworld about map formats- UDMF vs BOOM vs vanilla etc.

Fucking kek, the Doom community is full of people who are both autistic as hell but terminally retarded. The entire debate was people talking about "I need this feature" or "I need that feature" without a single person realising the only thing that actually makes a difference: Which format you KNOW.

Like I could give a fuck which format I'm using, it just happens to be zdoom because that's what the tutorials I followed at first were for. It's that fucking simple man.

>> No.7999435

>>7999432
>Like I could give a fuck which format I'm using, it just happens to be zdoom because that's what the tutorials I followed at first were for. It's that fucking simple man.
What an absolute brainlet take.
That said, keep format/source port autism out of here, please.

>> No.7999436

>>7999428
Yeah, I don't want anyone to get me wrong here, i'm not offended by words, but putting that in your project title is a death sentence for it gaining any popularity, and it sucks because it was a truly wonderful mapset with novel ideas and excellent (emphasis on this) sprite edits.
>>7999432
"X is superior to Y because it's simpler!"
"Y is superior to X because it's more feature-rich!"
Don't waste your time with that white noise, anon.

>> No.7999440

>>7999418
>>7999428

To be fair this is a big part of the modern 4chan mindset. Back in the day it was edginess, but by now it's just stubborn, single minded contrarianism.

It's like when a guy can't come in a club because he's not following the dress code and he's already wasted, so he stumbles down the street yelling about how the bouncers are cunts. 4chan is that guy, only nobody lets us in because we're always yelling NIGGER FAGGOT GAY KIKE as soon as we get a chance.

Shame really that /vr/ is even a part of 4chan frankly. I get the sense sometimes there are a lot of wider members of the Doom community posting here under cover of anonymity though. And a ton of furfags, wtf is with that in the doom scene? I don't mind them, but they're everywhere

>> No.7999446

>>7999440
There just should be a good way of identifying election tourists and restore the board to *at least* its pre-2016 state, for my taste we could go even further back.

>> No.7999447
File: 515 KB, 1920x2160, overbright.jpg [View same] [iqdb] [saucenao] [google]
7999447

>>7999420
Also, textures are by default saturated in comparison to software mode. Yamagi let you fix this before it branched with OpenGL 3.

But if you really want that software experience, nothing beats the real thing.

>> No.7999450

>>7999435

Then how about you keep your own autism contained then, Anon?

It's like audio people arguing about reaper vs pro tools vs ableton vs cubase and all that shit. They all do MOSTLY the same thing in the end, so outside of specific circumstances, the difference is which one you're most comfortable operating.

>> No.7999456

>>7999450
What a dumb analogy

>> No.7999462

>>7999423
>one of the levels
Just one of the levels? I was surprised and confused as Violent Rumble seemed to drop this dumb NIGGUR business simply because its not really the right time for it.
A single map doing it isn't as hard, but honestly I'm still personally not a fan. To be fair, I ended upnot making a map for project anyway, so I guess my opinion doesn't matter... Not a huge loss since I'm complete newbie in this type of thing.
>>7999425
>This year is 25th Anniversary of Quake.
>"Someone" decided to play Violent Rumble.
>*Insert NIGGUR map*
>"Do you really?"
Just imagine how some people will sperg out like a complete retards? I don't really care about the word itself, but I do think that making and releasing something like that at this point of time is kind of tasteless and being an edgelord just for the sake of it, which is extremely lame.

>> No.7999468

>>7999447
Is the saturation related to gl3_intensity and _overbrightbits?

>> No.7999470

>>7999432
Why do zdoom people hate simplicity so much?

>> No.7999474
File: 68 KB, 2688x1045, rune wip.jpg [View same] [iqdb] [saucenao] [google]
7999474

>>7999423
>>7999420
>>7999462
I had made (but need to finish texturing because I'm lazy) 6 runes to unlock whatever we decide the secret level will be. They are not in the shape of real-world letters. You may infer whatever you wish from whatever their shapes may or may not be similar to and the start map being named 'Say It'.

>> No.7999476

>>7999470
>simplicity
Yeah, having a thousand dummy sectors, monster closets and voodoo dolls is incredibly simple.

>> No.7999479

>>7999476
Sounds like your map is too complex for Doom anon.

>> No.7999484

>>7999470

I make zdoom maps in a totally vanilla style. I don't use any fancypants zdoom features, it's just easier for a newbie because you don't have to learn all the archaic wad editing bullshit, you just drag and drop everything in slade and it magically works. That's simplicity.

>> No.7999487

>>7999468
Probably. It was just called "intensity" before. Overbrightbits 2 compensates for the lowered intensity without changing the brightness.

>> No.7999498 [DELETED] 

>>7999060
tfw you're a pussy irl so you gotta act like a tough guy about what maps people play.
Don't cut yourself on that edge bro.

>> No.7999502

I am under the impression that people who *insist* on using Boom format are the equivalent to boomers printing out emails and using the arrows on the sidebar and so on. The "new" technology overwhelms them and they'd rather stick to doing it their old, proven, very roundabout way than learing the new stuff and becoming ten times more productive right away.
If you're not explicitly making maps for demo'ing, there is really no reason to not use UDMF if you're going beyond limit-removing. The ability to set texture light levels and not having to keep your eye on floor alignment all the times alone makes working with UDMF already so much more comfortable. And I haven't even started with ACS.
Just dive in, you once had to learn how to use Doom Builder, too. What are you so afraid of?

That said, a man should always try to learn new stuff. I learned mapping in UDMF, but also made Boom maps, actual 90s style vanilla maps, I know ACS, Decorate and ZScript and recently started dipping my toe into Dehacked because I thought it could be fun. Take the scholarpill and acquire proficiency in all things Doom.

>> No.7999506

>>7999502
On the other hand, you shouldnt use ZDoom unless you have compelling reasons to do so. Using somewhat more tedious features in Boom is worth it for having wider port compatibility.

>> No.7999514

I just wish you could set monster deaths to trigger sectors in Boom. Basically the monster dying acts as if you passed over a linedef.

>> No.7999516

Are you guys gonna upload the version of HFFM with everything taken out of it for weapons packs to ID games? ???????????????

>> No.7999518

>>7999514
In mbf21 you can use multiple 666 tags in one map.

>> No.7999523

>>7999446
There's a good way of weeding out tourists from /vr/. They don't care about doom, so if you post more on-topic content actually related to doom, they'll start leaving. I noticed this when we started hosting FNF/SNS. Keep drowning out shitposters with good content and they'll fuck off for good.

>> No.7999531

>>7999523
ehh i don't really think its just a
>doom thread
There was some of these threads like a month ago where duke 3d almost took over the thread . Even the stupid word cloud had duke itself as the second most used word.

>> No.7999535

>>7999531
Well, doom & 90s FPS games. You get the idea.

>> No.7999537

>>7999474
theres already a secret level being made?
Man, I was just going to ask you if it would be alright if I sent you one level and asked if it could be a made a secret level.

>> No.7999539
File: 529 KB, 3440x1440, q2_0004.jpg [View same] [iqdb] [saucenao] [google]
7999539

I take it back. I don't like this level design.
>You need the pyramid key
Then when you get to the bottom:
>You need the security pass

But I had already been to the torture chambers. I just managed to not kill the specific guy who dropped the pass. So much wasted time backtracking.

>> No.7999542

>>7999535
true true i misread that a little bit my bad

>> No.7999546

>>7999506

>Using somewhat more tedious features in Boom is worth it for having wider port compatibility.

Is it though? I'm pretty sure most Doom players have four or five different ports set up regardless, and these things are <10mb each.

I can't think of a single reason anyone in 2021 can't just have both PrBoom+ and ZDoom in their Doom folder, and bam, just like that they can play 99.99% of all wads ever. So that's a total non-argument.

>> No.7999547

>>7999537
>theres already a secret level being made?
No, I was going to let people submit their level to be the secret one and put it to a vote. Feel free to submit yours.

>> No.7999549

>>7999546
Consider this: People with potatos

>> No.7999556

Should i get a boom port? Not who you were replying too, but i just use lz doom. i have read that some of the big maps run really well in boom.

>> No.7999557

>>7999502

Give it a few years and I bet we'll see maps made authentically in old DOS editors become a trend, like music recorded on tape instead of digitally.

For extra authenticity you have to run your DOS editor on real 486 hardware and use a CRT monitor, DOSBox is cheating and lacks soul.

>> No.7999563

>>7999556
>i have read that some of the big maps run really well in boom.
Yeah, you won't get lag if you have a map with like 10k revenants at once, unlike the zdoom ports that will already shit the bed at that point (on some people's computers).

>> No.7999568

>>7999539

That's the one reason I like the overall theme they chose for the game. Backtracking and searching for targets of interest is a lot more engaging when the world feels cohesive rather than being a bunch of interconnected abstract locales. Imagine a Quake 2 level converted to fit the Quake 1 framework. You would get lost faster than the unborn child of Tim Buckley.

>> No.7999571

>>7999563
why not i'll down load it. i don't really playing those kinda maps anyways. I might as well see the difference.

>> No.7999575

>>7999549

Just how much of a potato does it have to be that you can't run ZDoom or Boom? An actual 1995 Toshiba Satellite?

>> No.7999580

>>7999568
Something on the lines of drake would be neat

i think some Q2 maps for kmq2 did that

>> No.7999583

>>7999575
not who you were replying to but that would have to be such a shit tier pc its not even funny. Window's XP was supported by LZDoom until a couple versions ago, and GZ doom also. But LZ was XP compatible until 2020 lmao

>> No.7999584
File: 799 KB, 1366x768, Screenshot_Doom_20210802_212131.png [View same] [iqdb] [saucenao] [google]
7999584

Ancient Aliens is beautiful but I've got to map 08 and holy shit this is spiteful. I'm pistol starting but I've had to drop my limited saves rule to survive this with my sanity intact.
Still not saving mid combat though, that's just pure save scumming.

>> No.7999585

>>7999568
It does help that the world is more alive and "realistic". But I still don't like it.
I must have gone into each section connected to that hub at least twice.

>> No.7999590

>>7999584
i just look at it this way if a wad has a cyber demon on the first level, that shit is gonna be hard start to finish with a few breathers here and there

>> No.7999592

>>7999583

Even then there's nothing stopping you using older versions. I just don't get it.

>> No.7999595

>>7999539

It's weird, it's basically the same thing as backtracking to find the blue key or whatever in an older game, but it feels way more out of place in Quake 2. Like it was advanced enough by that point that they should have just made it a straightforward linear path.

>> No.7999596

>>7999590
Yeah, huess there's no shame in just plowing through using saves if I'm not up to the challenge. I aim to get that good someday though, and I watched an old video of a certain e-celeb getting his ass handed to him by map 1 so maybe I'm not that bad.

>> No.7999604

>>7999584

That map has some bullshit traps, I said fuck it and just went to quicksaving for that map. Still a lot of fun though, loved the way you port into the UFOs.

The next one is total horseshit though. Not even because of difficulty, it just really stands out as a shitty generic slaughter map amongst the really good stuff either side of it. Just a heads up.

>> No.7999605

>>7999595
It's the same, but the maps are bigger in this case. You have to travel further to do the same thing.
And in this particular case, you don't know you need a second key until you have used the first. In Doom it would usually be much more obvious. And even in Quake, the key finding is more linear - the levels might be maze-like, but you usually only have one route through to the end.

>> No.7999606
File: 582 KB, 1366x768, Screenshot_Doom_20210802_211402.png [View same] [iqdb] [saucenao] [google]
7999606

>>7999604
Yeah, the UFO interiors were awesome. FUCK the green slime one though. Cramped corridors, armies of Spectres and three Archviles is just overkill and I found the secret stash of plasma ammo.

>> No.7999607

>>7999605
I think the level design is fine. I like the complexity. For me, it's the gunplay that feels sluggish. Little air control, no fast switching, inaccurate guns, off-center hitscanning. It's all oomph, no grace.

>> No.7999619
File: 1.31 MB, 1920x1080, 2021-08-02 23-52-26.webm [View same] [iqdb] [saucenao] [google]
7999619

Fuck this game
And fuck this map

>> No.7999626

>>7999596
i always save at the end of a previous level and try to maintain that unless i'm getting filtered, i'll save somewhere randomly mid level if i'm doing good, if not i'll just revert to the beginning and keep trying until i get a good run going then save and try to beat it that way.

but then again i'm also not pistol starting.

>>7999592
true

>> No.7999636

>>7999619
Is that Hocus Pocus 3D?

>> No.7999639

>>7999619
The fuck even is this? I see Heretic textures but also non-Heretic textures and a hot pink mace.

>> No.7999643

>>7999636
>>7999639
Dynamite Duchess

>> No.7999645

>>7999514
You can cobble a monster like this using scrollers and blocked teleporters, if the monster is not mobile.

>> No.7999646

>>7999626
Yeah, I've got another save where I'm playing continuous using the Final Doomer ancient aliens weapons and its much easier when you already start with a super shotgun and rocket launcher.

>> No.7999656

>>7999646
i've never used final doomer before, i used brutal doom and beautiful doom with brutal doom monsters.
is it a fun weapons pack?

>> No.7999662

>>7999607
I agree there. Q2 gunplay is worse than Q1's - and personally I think even that wasn't great. Only the rocket launcher felt satisfying.

>> No.7999667
File: 500 KB, 1366x768, Screenshot_Doom_20210802_173746.png [View same] [iqdb] [saucenao] [google]
7999667

>>7999656
Its great, it has a special weapons pack for all the big name wads. Ancient Aliens has a bunch of rusty, falling apart Earth guns and some Stargate style shit for the rocket launcher and energy weapons. Not a fan of the super shotgun for some reason but the other guns are amazing.

>> No.7999672

The main downside of the big name mappers like Skillsaw making megawads is that they have a style that repeats itself again and again. Both Valiant and Ancient Aliens wore me down near the middle.

>> No.7999681

>>7999667
i'm gonna download it and play it later. I'm gonna try it with the brutal doom monsters. see how that works out

>> No.7999687
File: 1.69 MB, 1920x1080, no options.png [View same] [iqdb] [saucenao] [google]
7999687

why is it that the resolution, refresh rate, and framerate option in halo 1 (the randy port) don't work for me? I can change the resolution with a shortcut command line but the framerate won't change using it, touching the resolution option shrinks the game to 0x0 and exits fullscreen and the framerate option is stuck on 30. This is what the video options look like for me.

>> No.7999695

>>7999667
>>7999681
also tfw (probably) you make a weapons pack for doom and people just turn it into brutal doom lmao

>> No.7999703
File: 4 KB, 86x85, original looks better.png [View same] [iqdb] [saucenao] [google]
7999703

>>7999502
>Anyone who likes what I don't like is a boomer
Friendly reminder that not a single one of the great megawads are for UDMF

>>7999546
>Is it though?
Yes.
>I can't think of a single reason anyone would do x, therefore that's a total non-argument.
You argue exactly like a child.
All of the demo-compatible ports have identical default controls. GZDoom has different mouse-feel. It's not jarring enough to prevent me from playing Adventures of Square, but I still prefer the default mouse. I have too many wads that I want to play, and not enough time, so I'll stick to grinding away these maps on Crispy and PrBoom

>>7999514
You can, if you're willing to use extended dehacked or MBF. Just give the monster the "BossDeath" codepointer during its death state. You can do this in plain ol' Boom as well, but it requires that you replace states instead of adding brand new ones since you cannot add a code pointer to a state that lacks one without DEHEXTRA

>> No.7999704

>>7999695
He's gonna be playing with better weapons in Final Doomer at least.

>> No.7999709

>>7999703
I have no knowledge about dehacked or MBF. How do you go about do this and what do you change inside the map?

>> No.7999712

>>7999703
>Friendly reminder that not a single one of the great megawads are for UDMF
Yeah and the reason must be that UDMF sucks and not that the main audience for Doom maps is made up of Boom boomers who will autistically screech when presented with something else.

>> No.7999717

>>7999703

>You argue exactly like a child.

I mean, I could equally say you're arguing like a stubborn autist, because you are.

>It's not jarring enough to prevent me from playing Adventures of Square

See? It's a literal non-issue, because you admit that you do it yourself, even while attempting to refute my point.

Having a preference is one thing, but it clearly isn't stopping you from using a different port if a mod you're interested in comes out for it.

>> No.7999719

>>7999681
>Brutal Doom monsters
It will probably break the balance and AA relies on using its own special monsters later, but okay.
Also, if you must use a gore mod I recommend nashgore. It fits Doom better than bolognese and as an added bonus won't hide switches in silly amounts of blood.

>> No.7999723

>>7999719
its not the bolognese mod, its one that retains their behavior. idc much about the gore, i just figured that with the new weapons they'd be walking around with their old limitations and stuff.
I didn't know it modified the monsters. I'll do it without the monsters.

>> No.7999725

>>7999402
>There was literally nothing to gain by making that the title however.
>>7999428
>it could have been so great and sucessful if it wasn't for that title
>>7999436
>putting that in your project title is a death sentence for it gaining any popularity
The name of the megawad was decided before any levels were submitted, newfags. Do you concern-trolling faggots even know where the name came from?

>> No.7999743

Keeping your weapons between levels was a bug from the early builds of doom that never ended up being fixed. Pistol starting was always intended to be the correct way to play.

>> No.7999746

>>7999725
Doesn't mean shit nigger. Just because it was generated in a word cloud doesn't mean it's worth putting on the title. Did you even contribute to it?

>> No.7999748

>>7999743
cool thanks for letting us know. I really appreciate that fact.

>> No.7999758
File: 1 KB, 112x26, obv.png [View same] [iqdb] [saucenao] [google]
7999758

>>7999746
>Just because it was generated in a word cloud doesn't mean it's worth putting on the title
What does this have to do with anything? We didn't slap the title onto an existing set of maps. Before there even was a single map submitted, "it" was "put on the title." Do you understand what that means? Everyone willingly submitted their maps consciously knowing the name of the project. God, you're dumb.
>Did you even contribute to it?
Yes, faggot, more than you.

>> No.7999768

>>7999758
What'd you contribute then? Go on, tell me.

>> No.7999776

>>7999575
mine until like 4 months ago - sounds weird but there are people like that

>> No.7999781

>>7999768
For starters, this was my post: https://desuarchive.org/vr/thread/7357345/#7357410
I also submitted a map and playtesting demos

>> No.7999784

>>7998843
n-no... how could it be..

>> No.7999785
File: 27 KB, 253x260, file.png [View same] [iqdb] [saucenao] [google]
7999785

>>7999781
...which one?

>> No.7999789
File: 165 KB, 3050x1803, 1614168402981.png [View same] [iqdb] [saucenao] [google]
7999789

>>7999785
The anonymous one.

>> No.7999794

>>7999725
>Do you concern-trolling faggots even know where the name came from?
>>7999394
>>7999428
you can clearly see my posts, retard

>> No.7999795
File: 629 KB, 531x576, 1627268096492.png [View same] [iqdb] [saucenao] [google]
7999795

>>7998843
> No, you can't pistol start! The devs didn't intend it!
> What? You don't use mouselook and hardware acceleration in zdoom? Stop playing that old shit!

>> No.7999796
File: 3.70 MB, 360x244, 1617756061890.gif [View same] [iqdb] [saucenao] [google]
7999796

>>7999789
There goes your credibility then. We're done here.

>> No.7999856

>>7999325
>>7999394
>>7999794
It's because it's FUNNY, you fags.

>> No.7999894
File: 351 KB, 1920x1080, 1608296573637.jpg [View same] [iqdb] [saucenao] [google]
7999894

When the rules changed this general sperged out and renamed out of spite because Halo offends them.
Are you using Chimera? You need Chimera.
https://github.com/SnowyMouse/chimera

>> No.7999896

>>7999687
>>7999894

>> No.7999906

>>7999687
There is a mod that came out recently at Moddb that fixes that

>> No.7999907
File: 1.13 MB, 3816x2264, 1627940991206.jpg [View same] [iqdb] [saucenao] [google]
7999907

>> No.7999918
File: 1.84 MB, 2016x1512, Map01 as a Tuscan Courtyard.png [View same] [iqdb] [saucenao] [google]
7999918

Something someone on another board made some time ago. I like it despite the weird coloring and shading, but it was just a polite request and I am happy someone even took it.
I would certainly hang a picture like that in my apartment if it was made to look like an actual aquarell or oil painting.

>> No.7999927
File: 219 KB, 1024x640, Screenshot_Doom_20210802_050859.png [View same] [iqdb] [saucenao] [google]
7999927

i'm gonna rrrape ur ass with a rrrazor dildo!

>> No.7999959

>>7999906
sorry for being blind but which mod is it?

>> No.7999970

>>7999894
is this like that opensauce thing?

>> No.7999987
File: 196 KB, 580x580, 1626101074263.jpg [View same] [iqdb] [saucenao] [google]
7999987

>>7998228
>a thin person drinking diet coke

>> No.7999993
File: 3 KB, 197x31, ss.png [View same] [iqdb] [saucenao] [google]
7999993

>>7998816
more at 11

>> No.7999994

>>7999959
https://www.moddb.com/mods/halo-spartan-edition

>> No.8000001

>>7999993
kek

>> No.8000003
File: 1 KB, 72x43, berserk awesome.png [View same] [iqdb] [saucenao] [google]
8000003

>>7998816

>> No.8000004

>>7999993
Why can't that nice man be ME!?!

>> No.8000009

>>7999970
OpenSauce is more for modded content. There's some crossover in features. You can use both together but you want Chimera.

>> No.8000012
File: 3 KB, 105x50, continuous revenants.png [View same] [iqdb] [saucenao] [google]
8000012

>>7998816
who got >>8000000

>> No.8000017

>>7999918
Reminds of those poetic realist paintings.
Quite nice if made in those styles.

>> No.8000020

>>8000009
tried chimera and it didn't help, tried opensauce and found out it's only for custom edition which is also called 'halo CE', currently downloading >>7999994 to see if it'll works

>> No.8000023
File: 25 KB, 333x424, BEVILE AND BUTTREVENANT.png [View same] [iqdb] [saucenao] [google]
8000023

Has anyone here single segmented Map11 of Plutonia 2? I tried doing it but it was way too hard for me.

>> No.8000032

>>8000020
https://www.pcgamingwiki.com/wiki/Halo:_Combat_Evolved#Widescreen_resolution
>>8000023
Is plutonia 2 good? Never really see it talked about

>> No.8000040

>>8000020
Also that's a total conversion anon. It's also got Chimera included. Stop being retarded and read.

>> No.8000062

>>8000040
my problem is being locked to 30 fps, not the resolution as I said using the shortcut command in >>7999687 so YOU need to read

>> No.8000065

>>8000032
It has few shit maps, that have aged even more badly than original Plutonia, but majority of maps are very good, fun and memorable. It's worth playing. One of the classic megawads.

>> No.8000075

>>8000032
Plutonia 2 is gusta at his finest, with some maps by other great mappers like tango and erik alm too. It's also much longer than the original plutonia.

>> No.8000078

>>7999927
Nice! Thank you.

>> No.8000108

>>7999894
halo is not a shooter it is a tech demo

>> No.8000113

>>7999643
Isn't that the wad, where Impie went full /pol/?

>> No.8000116

>>8000113
Nah, that was stray dog. He just went facebook boomer in this one.

>> No.8000137

>>8000113
>>8000116
The sad thing is the gameplay wasn't bad in Straydog. A little polish could have made it a pretty great experience. Impie just doesn't understand that Doom wads aren't the hill to die on for your political opinions.

>> No.8000140

>>8000137
I was not impressed at all with the gameplay in Stray Dog, I found the combat tedious, the weapons largely unsatisfying (especially when you're not riding in the tank), and the level design is dull.
To me, it felt like a very rough draft, it needs significant amounts of development and polish in my opinion.

>> No.8000142

>>8000137
>Doom wads aren't the hill to die on for your political opinions.
The irony of that statement is that the doom wad community shat on him for their own political opinions.

>> No.8000149

>>8000140
>To me, it felt like a very rough draft, it needs significant amounts of development and polish in my opinion.
Pretty much. It felt more like a tech demo.

>>8000142
Yeah, I'm not saying they're in the right for ostrasizing him either. It's quite clear which side of the fence DW and ZDF sits on. I just think that if you're doing something for fun, you shouldn't be forcing your politics into it. That BLM Quake level was dumb shit too.

>> No.8000162

>>8000062
I am not spoonfeeding you any more, you already have the solution. Go lick batteries and eat bees.
>>8000065
I was under the impression it was made super hard or something to try live up to ploutonia but came out shit. I've no idea why I think that though.

>> No.8000173

>>8000137
I did like the sleazy atmosphere he was going for in the mod. His clearly injected fantasy brought that down though.
>>8000162
>I was under the impression it was made super hard or something to try live up to ploutonia but came out shit.
That's what it was like during the beta, actually.

>> No.8000180 [DELETED] 

>>8000142
Impie has gotten banned from almost every forum including Facebook. Maybe it's not Doom community's fault. Having political opinions is one thing, and marketing your wad as a kid-friendly and then shoehorning it full of antivaxxer propaganda, and then outright lying that it's for story purposes only and having a massive sperg out and giving fuck yous everyone when called out, is another. I have nothing against his wads or his opinions, but i won't act that he didn't have it coming.

>> No.8000202
File: 32 KB, 295x475, ripped_off_RC-3137mrz.jpg [View same] [iqdb] [saucenao] [google]
8000202

>find out kenneth scott posted all of the skins he made for quake 1 on his artstation
>they're in jpeg

>> No.8000208
File: 301 KB, 420x315, 1614654737075.png [View same] [iqdb] [saucenao] [google]
8000208

Scourge of Armagon was neat, I really liked this quick moment. The boss fight was really shit though, I just held M1 and LGd him to death, Still a better ending than EP5. I'm excited to finally get around to playing AD. Not sure if I should play Epochs of Enmity first.
>>8000173
I'm going to watch a play through out of curiosity, by the time I get around to playing it I will have forgotten it all anyway. When I get a doom kick again I'll be playing Ancient Aliens and BTSX first.

>> No.8000225 [DELETED] 

PSA: Alf exposed himself at GOG, he is a Argentinian asshole, therefore the list of people who are butthurt against this board and HL has reduced to a few retards known at Doom and Quake community who lives there.
Also jannies keep this post up, because the job is easier if he comes back


>>8000208
i wish i still had access to my photobucket, i had a neat screenshot of this part with the less retarded version of DP, when it didn't became bloatware port from 10 years ago.
Scourge's Episode 1 is still great.

>> No.8000229

>>8000208
I:d say go for EoE first. It isn't too long, but it's one of most fun episodes I've played. It's not that ep5 influences as it claims, but more Underdark Overbright (another 5/5 episode) influenced. Good looking maps, with challenging and modernized arcadey fights. Also be sure to check smej1, smej2 and Dwell, if you enjoyed EoE and Udob. All great episodes.

But yeah, AD is going to blow your mind even more. It's the absolute pinnacle of mapping.

>> No.8000241

Also is it shitwad time

>> No.8000274

>>7999502

Yeah this pretty much nails it desu. I see a lot of old-school guys saying they use boom or vanilla "because it's easier", but the only reason it's easier is because that's what they've been used to for 20 years.

As a newbie, I took one look into vanilla editing, saw all the bullshit it comes along with, and thought fuck that, frankly. There's a whole other bunch of stuff you have to know about before you can even think about putting your first linedef in, but with ZDoom any retard like me can draw a room and it usually works. It's way easier, and honestly I think that's the real reason they don't like it.

Just having the ability to align flats instead of being tied to the grid is worth it alone. I don't give a fuck if it's not pure enough for some autist, I just want to make maps.

>> No.8000283

>>8000274
>There's a whole other bunch of stuff you have to know about before you can even think about putting your first linedef in
Explain

>> No.8000290

Playthrough video of map06 of HFFM is up (Fudge Packers Inc.) One of the most impressive maps. Feels more like a Build level than a Boom level. Also, the glass texture "bleeds" into the floor, but that can be fixed by making light level different on the other side. And one revenant does not spawn.
https://www.youtube.com/watch?v=GVFDyjExPmg

>> No.8000295
File: 842 KB, 1917x1075, thisiswherethepainbegins.png [View same] [iqdb] [saucenao] [google]
8000295

>>7999584
>I'm pistol starting but I've had to drop my limited saves rule to survive this with my sanity intact.
That's an all-around good rule to stick with going forward with mapsets similar to AA.

>> No.8000296 [DELETED] 

>>8000225
Lol is just australia-kun trying to be the new alf here.

>> No.8000323

>>8000283

I can't, I'm too retarded to understand any of them, that's the whole point.

>> No.8000331

>>7999584
>>8000295

If only there was a mapping format that let mappers incorporate checkpoints, that'd really help with the difficulty curve on these maps to strike a balance between save-scumming and pistol starting a map 50 times.

>> No.8000339
File: 19 KB, 399x376, 1560933437095.jpg [View same] [iqdb] [saucenao] [google]
8000339

>>8000241
Ye.
>https://youtu.be/yI_SBUOCUZo

>> No.8000341
File: 928 KB, 1920x1080, saveed.png [View same] [iqdb] [saucenao] [google]
8000341

>>8000331
I use Babel alot, it's got an autosave feature I set for every ten minutes. Saving at the halfway point of total kills is also pretty fair.
My issue is less with difficulty and more with length, it's not fun when a simple mistake or a poor reaction means twenty minutes of lost progress.

>> No.8000374

where can I find the FGDs for quake's expansion packs?

>> No.8000375

>>8000341

My issue is when there are traps or situations where you're never realistically going to beat them first time through anything but luck. Case in point would be the twin archviles near one of the keys in the map you just posted. You're only beating it through rote repetition so is it really a victory?

I let myself save basically any time there's a "quiet" patch between fights, but I think it would be cool for this style of map if the designer could put an automatic checkpoint at certain points through the map, like just before you trigger a tough encounter- but not every single time. That way you still know you're beating it "fairly" as the designer intended, without just having to brute force it.

>> No.8000416

>>7998669
UDoom and Doom2 midi packs are both good, though some maps have a totally different feel/atmosphere to them.

>> No.8000417
File: 2.94 MB, 640x360, balienpanic.webm [View same] [iqdb] [saucenao] [google]
8000417

>>8000375
>You're only beating it through rote repetition so is it really a victory?
You'd still have to execute the fight properly without dying, just knowing about the encounter ahead of time isn't enough for some players. I'd imagine there are also those that could react to it appropriately, I nearly pulled through my first time so I imagine someone better and without Babel would be able to.
For what it's worth I checked what this fight would be like on HMP, and it's just two revenants. Not even one archvile, that's a huge jump.

>> No.8000431

did you guys see that augur zenith wad the doomer boards made? kinda reminds me of ion fury.

>> No.8000457

>>7998669
The recent Master Levels midi pack is too fucking for the Master Levels.

>> No.8000479 [DELETED] 

>>8000180
>shoehorning it full of antivaxxer propaganda
Yikes, can't have that in a Doom wad! Trust the science. Wear a mask. Save lives. You get that booster shot yet, comrade?

>> No.8000512

lol just realized a great way to be a total cunt to the player for a gameplay mod, by making keys destructible, so that you have to be really careful to not accidentally shoot or explode them

maybe you could like, glue them together or something if you recover the pieces

>> No.8000526

>>8000032
Gusta's work in Plutonia 2 is easily some of the best maps from the 2000's era, IMO. Just be warned that it LOVES hot starts.

>> No.8000531
File: 633 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8000531

Here is a little demo map I made to test out some custom dehacked monsters. There are a lot of unused assets that you can test out in the editor. MBF21 is required. https://files.catbox.moe/824dfe.wad

>> No.8000532
File: 605 KB, 481x616, 1512607561613.png [View same] [iqdb] [saucenao] [google]
8000532

>>8000023
>Has anyone here single segmented Map11 of Plutonia 2?
Yeah, I've been meaning to do that. Heres a demo of me corner-peeking and being slightly lost for 17 minutes. (complevel 4) I missed some kills but I made sure to stick around for the end. My heart was seriously racing.
https://files.catbox.moe/d21zxr.lmp
Unfortunately that map really highlights my biggest complaint about pl2: It thinks bigger = better. That map would be good if it was half as long.
Another thing I realized recently is that pl2 uses the final doom teleporter glitch on purpose at various points which you'll miss if you play with the wrong complevel or gzdoom. Pretty neat.

>> No.8000539

>>8000532
>final doom teleporter glitch
the what

>> No.8000541

>>8000539
Teleporters in final doom retain your vertical position

>> No.8000543

>>8000531
Alright I'll check it out, since i'm not familiar with MBF21 do you need a different sourceport to playtest this?

>> No.8000545

>>8000541
huh

>> No.8000548

>>8000543
Yes DSDA-Doom version 0.19.7 or later, or the latest version of Woof, i dunno which

>> No.8000556
File: 18 KB, 311x311, disgusted.jpg [View same] [iqdb] [saucenao] [google]
8000556

>>8000290
>age restricted
no thanks

>> No.8000559

>>8000548
Maybe I'll try with Woof. I tried to use DSDA and Prboom+ UM before but both have that fucking mouse movement issue for whatever reason. I just hope Woof doesn't have this issue lol

>> No.8000573

>>7998527
Good point. I'll just split it then.

>> No.8000606

>>8000208
You've played Dissolution of Eternity already, right?

>> No.8000613

>>7999856
It is funny, but like any joke, some work better with different company. Gotta treat the internet as a public place nowadays.

>> No.8000617

>>8000023
The filename triggers me because the Archvile is based off Butthead, and Beavis is the Revenant, so if anything it should Beavenant and Buttvile

>> No.8000692

>>8000531
Nice to see something getting done with the new mbf. I liked the gargoyles, the mancubi and the ghosty imps the most. The orange hell knights using the archvile attack for melee is very poorly communicated. And the cybruiser is just bad, I didn't like it in eviternity either.
I don't know what the intention with the archvile room is but you're heavily encouraged to just leave when it starts and wait for them to emerge, which isn't very exciting. A ful 24 gargoyles failed to teleport in for me. I don't like the inescapable pit in the center. And most importantly, you're super shotgun is 3 frames too slow to fire. Plenty of interesting things but I don't think this map is finished.
Why did you remove the secret?

>> No.8000698

Did you know Duke chads?
https://youtube.com/watch?v=WgdVBbIL-5k&feature=emb_title
https://twitter.com/manfightdragon/status/1152717693914509312
https://www.movie-censorship.com/report.php?ID=3427
https://twitter.com/lazygamereviews/status/1109960723256483841
https://www.movie-censorship.com/report.php?ID=4188
https://tcrf.net/Duke_Nukem:_Total_Meltdown#Japan

>> No.8000726

Anyone else find it weird that out of all the Build Engine games the only active IP is Shadow Warrior.

>> No.8000727

>>8000726
It was the best game.

>> No.8000736

>>8000290
No need to copy Decino's accent bro

>> No.8000738

>>8000726
life uh finds a way

>> No.8000804

>>8000726
To be fair, SW reboot only won by the virtue of being the smartest kid on the short bus. SW2, however, is dumpster fire worthy of Blood 2 and DNF

>> No.8000808
File: 2.02 MB, 800x450, stick.webm [View same] [iqdb] [saucenao] [google]
8000808

Don't mind me, posting some custom skin shit for HD I'm workin on.

>> No.8000812
File: 10 KB, 470x320, Working on a pissed off cyborg.png [View same] [iqdb] [saucenao] [google]
8000812

>>8000808
This too.

>> No.8000824

>>8000417

Ha, that's the one that actually has cover so at least it's somewhat fair, the one I was thinking of you're just straight up in a square room and there's nowhere to break line of sight. Killed me a good three or four times until I decided I'd just cheese the linedef instead.

>> No.8000852
File: 156 KB, 631x561, anorith moa.png [View same] [iqdb] [saucenao] [google]
8000852

>>8000339
2048 units is fun. Also, we've now coined a new term for maps: onion maps. A map that has multiple layers and encounters in a single room or area, like Bearhouse from HFFM.

I'll see you guys at the next stream, whenever that is.

>> No.8000853

>>8000852
That was fun, thanks for streaming. I could've gotten lost in conversation for hours if you didn't end it there.

>> No.8000854

>>8000698
>replace all the blood with cum
Hmm.

>> No.8000860

>>8000853
Haha, sorry Anon. I'll linger around next time so you can talk some more.

>> No.8000863

>>8000860
Don't be sorry, I would've been awake long enough to see the sun come up.

>> No.8000865

>>8000812
NUT

>> No.8000868
File: 2.93 MB, 1280x720, fuck_glass_houses.webm [View same] [iqdb] [saucenao] [google]
8000868

>>8000865

>> No.8000869

>>8000860
Sorry for what? Daddy taught us not to be ashamed of our streaming schedules.

>> No.8000873
File: 2.99 MB, 1920x1080, wooden cargo.png [View same] [iqdb] [saucenao] [google]
8000873

I tried doing a cargo crate made of wooden planks in brushwork for my map.
maybe its not that great but im proud of it

>> No.8000891
File: 26 KB, 384x239, 1539247193965.png [View same] [iqdb] [saucenao] [google]
8000891

>>8000873
I'm proud of you anon

>> No.8000918

>>8000868
https://www.upi.com/Archives/1988/03/09/Israeli-soldiers-use-new-weapon-against-Palestinian-rioters/9331573886800/

>> No.8000924
File: 2.05 MB, 1280x720, Brazzers.webm [View same] [iqdb] [saucenao] [google]
8000924

>>8000918
Got any relevant links for this one?

>> No.8000930
File: 146 KB, 560x556, 1.jpg [View same] [iqdb] [saucenao] [google]
8000930

>>8000924

>> No.8000931

>>8000924
https://www.camera.org/article/did-israel-s-use-of-white-phosphorus-constitute-a-war-crime/

>> No.8000932

>>8000873
Use Valve texture mode, shift select the face on the top or bottom of the angled plank, then shift-alt on the front face to align it with the proper angle.

>> No.8000958
File: 224 KB, 3090x1485, rangerbed.jpg [View same] [iqdb] [saucenao] [google]
8000958

Lied about the update being today. Ran into some complications (once again, with the Gremlin :/) and I'm falling asleep. Also if anyone has the crashing issue with Ogre Marksmen, if you could tell me your engine and sv_protocol setting, that would help me figure it out. Update will be out tomorrow, I swear on me quad.

>> No.8000961
File: 2.44 MB, 640x480, Entryway - DOOM 2_ Hell on Earth 3_08_2021 5_30_12 PM.webm [View same] [iqdb] [saucenao] [google]
8000961

Edited that cacodemon. It functions more like a weird pain elemental now. It'll spit projectiles that leave behind a pickup on impact. But if the player doesn't pick it up fast enough, it'll spawn into a melee enemy. I hope it can convey the idea to the player that they should pick up the item.

>> No.8000973

>>8000958
>draw me like one of your french niggurs

>> No.8000979
File: 2.74 MB, 1920x1080, stuck.webm [View same] [iqdb] [saucenao] [google]
8000979

>micro slaughter community project
>map 15
I'm pretty sure that wall is supposed to go all the way down when you press the switch, I even checked some youtube video. In GZDoom it does this, in PRBloom+ nothing happens (what?). Am I stupid?

>> No.8000989
File: 52 KB, 640x480, behold, a pain elemental.jpg [View same] [iqdb] [saucenao] [google]
8000989

>>8000979
Nevermind, it works in PRBoom+, still broken in GZDoom though.

>> No.8001020

How so you guys go about making large/long maps? Especially heavily non-linear ones. Do you just keep making rooms at random? Do you design rooms with specific challenges in mind? How do you prevent your levels from feeling samey?

>> No.8001027

Anyone got the Age of Hell demo that they wish to share?

>> No.8001050

>>8001020

Generally: I don't. Doom doesn't really have the mechanics to keep longer maps fresh throughout, especially if there's a lot of backtracking- At the most, if keeping to a fairly vanilla style, you have 6 keys and whatever switches/walkover lines you put in. Think about what those keys and switches are doing, in gameplay terms, and why modern games don't need or use them.

Good examples of large Doom maps are extremely rare, most of the time they're just a slog and get boring less than half way. Just keep your maps relatively small and bitesize, they should be like 20 minutes to finish at the very most. Anything bigger than that and honestly you'd have been better off just making it into a new map and making them feel connected with theme and design.

(Then put a big capslock note in the readme telling pistolstart autists that's the intention)

>> No.8001059
File: 40 KB, 707x638, painelem64.jpg [View same] [iqdb] [saucenao] [google]
8001059

>>8000989
Behold, his far scarier brother.

>> No.8001064
File: 99 KB, 1200x900, Fast Fried Onions.jpg [View same] [iqdb] [saucenao] [google]
8001064

>>8000852
>tfw no Fast Fried Onion Maps

>> No.8001071

>>8000932
valve texture mode?
what is that?

>> No.8001072

Why won't the HUD load when I run arcane dimensions?

>> No.8001079

https://twitter.com/Spill_Eviction/status/1422255172789624838
rolling zombie heads as enemies in blood

>> No.8001081

>>8001072

Tried pressing + and - ?

>> No.8001084
File: 421 KB, 1440x1080, Screenshot_Doom_20210803_100738.png [View same] [iqdb] [saucenao] [google]
8001084

Did Doom used to be scary when you were younger?

When did it stop being scary and become the goofy action game we know it as today?

>> No.8001086

>>8001084
The burping imps made me laugh from the very beginning.

>> No.8001126

>>7999398
>>7999420
>>7999315
YamagiQ2 actually sucks for the few mods that use custom soundclips for music propagated via Target_Speaker thruought the map, see the post >>7997027 for my attempt of explanation why

>> No.8001129

What are the best total conversions?
I saw someone mention Gunman Chronicles, which I had never even heard of.

>> No.8001137

>>8000958
>Also if anyone has the crashing issue with Ogre Marksmen, if you could tell me your engine and sv_protocol setting, that would help me figure it out
Im using the QSS and Mk5 ports, both with default settings I would guess - didnt try the UberShotguns and RandomSkins modifiers yet...

>> No.8001162

>>8001064
wouldnt work
the onion gimmick will wear out fast if used for every map in a set. It is good for one or two encounters, but not as a theme for the whole wad.

>> No.8001165

>>8001162
They don't all have to be, just make it a couple of maps in a set and scatter alongside other fast maps of other kinds.

>> No.8001171

>>8001084
Not Doom, but Quake.
Doom was never scary to me. I played both Doom 1/2 and Heretic when I was 8 - they came pre-installed on PC my dad had bought. I liked Heretic more, but played through Doom as well, to me they were too cartoony to be scary.
Later I got Quake 1 on some warez CD called "Best action games of '97" that had Quake, Duke Nukem, Redneck Rampage and Blood among with some crappy user levels from Quake.

My first memory of Quake is swimming through a long square tunnel, near drowning and emerging from it only to face point blank against a grunt. The ugly square face and the drowning part scared me shitless. I had a few nightmares about drowning afterwards, and didnt touch Quake until several years later. Now I realise I must've launched some shitty user level through the included launcher by mistake.

>> No.8001190

>>7999987
He wanted to STAY thin, dummy

>> No.8001202

>>8000989
Wrong complevel maybe?

>> No.8001205

>>8001059
Man, I generally prefer PC Doom, but Doom 64 PEs and LSs were straight up much more interesting monsters than their PC counterparts.

>> No.8001206

>>8000979
>>8000989
Try setting GZDoom to Boom (Strict) preset.

>> No.8001220

>>8000202
you can save a .jpg without loss

>> No.8001226

>>8001027
Propably gets released at day of Realms Deep. They got a presentation there.

>> No.8001231

>>7998883
ironically i like playing on well done because of the big dynamite, i do wish that maybe in a lower skill than well done make the green cultist throw bundles while others just throw a stick, it would make both unique to each other!

>> No.8001232

>>7999324
why does the ghost wear a Dollar shave club hat?

>> No.8001234

>>8001202
>>8001206
Yep, that fixes it.

>> No.8001245

>>7993003
Ok, I'm (somewhat) lucid again. What the fuck did you mean about this, is there something I missed in Map 06?

>> No.8001261

>>8001245
Full Thrust is map07. I am away from the PC, so I cannot show you the exact place, but my playthrough video should be up in 5 hours or so - I show off the bug there.

>> No.8001268
File: 804 KB, 1200x580, miner.png [View same] [iqdb] [saucenao] [google]
8001268

>>8001232
I have no idea what you're talking about lol, he's wearing a traditional prussian (and related) miner's hat. Have a concept drawing with references.

>> No.8001341

>>8001162
What if the entire megawad was a single onion map, with the separate maps being connected into the layers creating an extreme variation on those Doom all maps connected into one mod

>> No.8001365

>>8000606
i'm playing it now

>> No.8001371

>>8000808
god I hate damage information

>> No.8001396

>>8001268
Ah, sorry about that it that for some reason reminded me of that logo, so i just assumed, still well done with the ghost!

>> No.8001417

>>8001396
No problem m8, I don't think anyone outside of Central Europe in general and outside of mining regions in particular will get it, but that's ok.

>> No.8001420
File: 253 KB, 400x400, Brother.png [View same] [iqdb] [saucenao] [google]
8001420

>>8001365
Good.

>> No.8001485

>>8001420
these quakes are annoying

>> No.8001507

>>8000698
No one knows that Douk in Japan is voiced by the GENDO MADAO himself, and gintama makes fun of it in some episodes as the "Personal Trainer"

>> No.8001519

Smooth Doom is for smooth brains.

>> No.8001617

>>8000692
Thank you for giving it a try. Is this Vaeros?
>The orange hell knights using the archvile attack for melee is very poorly communicated.
I got the idea for using VileAttack as melee to lob you into the air for getting too close from D4V's cybermancubi. They have their own attack frames that convey it nicely. Using it on these barons was just a test - I can revert their behavior to regular.
They are actually barons. I copied the Valiant hellknight, but removed his imp fireballs to nerf it slightly, and I gave that imp fireball salvo attack to the baron to differentiate it from the knight.

>I don't know what the intention with the archvile room is but you're heavily encouraged to just leave when it starts and wait for them to emerge
I dunno what you mean, I dunno how you survive letting the archies out

>A ful 24 gargoyles failed to teleport in for me
I think you did a linedef skip on accident

>I don't think this map is finished.
Oh yea I posted it in a rush when Vaeros said he might like some custom monsters in his wad. I posted it just so you can kinda see what's possible, with custom projectiles and new infighting groups etc

>Why did you remove the secret?
Woops forgot to give it sector effect 9

>ghosty imps
In order to make "early game" more interesting I wanted to add more low-tier monsters like the 25-hp gargoyle.
I also have two ideas but they possibly overlap too much: a 100-hp imp (so he takes two shotgun blasts to kill) and a 150-hp hell-noble-type monster, has an upgraded attack compared to the imp like nobles do. And this is where the custom projectiles come in - you can give it a baron fireball attack but thats no fun, give it some new projectile to differentiate it from the other monsters. I never created this monster because the 100-hp imp currently has the custom projectile. Also, sadly, with MBF21 custom projectiles, you can punch monsters out super easy, because they lose the ability to scratch/fireball with one single codepointer

>> No.8001634
File: 55 KB, 640x400, le shrekkr face.png [View same] [iqdb] [saucenao] [google]
8001634

>>8001064
>tfw no Large Layered Onion Maps

>> No.8001636

>>8000692
>And most importantly, you're super shotgun is 3 frames too slow to fire.
Woops I was experimenting with a slight nerf to the SSG so that you can't fire the gun the exact instant the weapon is closed, but I forgot I left that in the wad

>> No.8001648

Whats a good Doom 2 mapset that rarely uses Doom 2 monsters (especially Revenants/Arch-viles, fuck them), rarely gives the player the SSG (because its OP), and overall is basically a Doom 1 wad but for Doom 2?

>> No.8001662

>>8001648
You might like Nicolas Monti's work, for example Erkattanne and Favillesco

>> No.8001669

how hard would it be to mod Quake 2 to have alt fire modes for weapons

>> No.8001670

>>8001662
Except he uses archviles and revenans plenty though.
>Favillesco
That's a doom 1 wad lol.

>> No.8001674

>>8001669
It isnt hard.
people were doing that since 97

>> No.8001676

>>8001674
I'm talking about alt-fire button, not switching to separate weapon to emulate fire modes, obviously.

>> No.8001680

>>7998472
Giving a regular shotgun is not a problem. What IS a problem is giving the player access to a super shotgun too early, because at that very point the only way to give the player a challenge is to double or triple the amount of monsters or throw larger enemies at every corner.

It's why I always place the SSG 5+ minutes into a map only, otherwise there is no real progression.

>> No.8001687

>>7999484
hello fellow Doom mapper, I've been doing this since 2019, everyone on this board here fucking hates me for mapping in zDoom. I like to make pretty vanilla-style maps without shitty texture contraints and a few nice custom monsters. Every single time one of /vr/ faggots comes at me and cries about why I didn't make it a BOOM map.

>> No.8001706

>>8001680
Super Shotgun is not in Doom 1.

>> No.8001715

>>8001071
Its a map format. Its still compatible with every Quake engine (including DOS), but it gives you better texture alignment options. In the default map format, thats not possbile, youd have to manually figure out the angle to rotate the texture by. EricW's QBSP compiler has a -convert option that can losslessly convert a map to Valve mode IIRC.

>> No.8001723

>>8001680
>What IS a problem is giving the player access to a super shotgun too early, because at that very point the only way to give the player a challenge is to double or triple the amount of monsters or throw larger enemies at every corner
I personally like it when Doom 2 maps throw larger enemies at every corner. We already have Doom 1 wads for shotgunning/chaingunning zombies/imps for 90% of the gameplay. Whats wrong with having tougher combat that requires tougher weapons in Doom 2?

>> No.8001727

>>8001676
IIRC its trivially easy with KMQ2 (its not well documented but the vanilla GL has a direct-fire mode without bounce in this port), since its dev predictively even made a binding for both seconday and teritary firemodes

>> No.8001728

>>7998472
>Imp and Shotgunner spam is symptomatic of giving the SG too early/reliably and mappers need to learn to restrain it.
Same thing was getting said in the last thread about revenants and archviles somehow justifying early SSG placement. At least it's more realistic this time but once again the SSG's power is a bit overstated considering how shotgunners and imps get torn apart with even the regular shotty and chaingun.

>> No.8001730

>>8001723
Try killing two Revenants with a basic shotgun, now try killing two Revenants with the SSG. Huuuuuuuuuuuuuuuuuuuuuuge difference in gameplay and encounter design.

>> No.8001739

>>8001730
I know theres a difference. I just don't see whats so bad about doom 2 maps making heavy use of tougher monsters because of tougher weapons? Especially when most of Doom 2's added monsters are part of the tougher category.

>> No.8001787

>>8001680
One thing I thought of to punish SSG-only players is to place single imps or zombies that will unnecessarily drain SSG ammo and punish players who don't weapon switch

>> No.8001793

>>8001739
No one said it's bad. People just want more variety by making the "early game" funner by delaying SSG, since you can kill everything in the game with it

>> No.8001809

>>8001793
A lot of megawads don't even give you an SSG until like map03.

>> No.8001826

>>8001793
>since you can kill everything in the game with it
But if you use lots of tougher monsters more, then the SSG isn't nearly as OP, either.
I've played plenty of modern maps where the Rocket Launcher and Cell weapons are much more viable in certain encounters, because of the SSG's firerate is far too slow to keep up with the monsters coming towards you.

>> No.8001842

>>8001617
>I never created this monster because the 100-hp imp currently has the custom projectile
To clarify, you can make as many custom projectile types as you want. I was just lazy in not creating the new monster I envisioned since I already tested and learned how to make custom projectiles with the ghosty imp. I'll start working on the monsters again since Halloween is right around the corner

>> No.8001849

> the aussie and brit both get filtered when ssg doesn't exist and they have to use other weapons again
Sigil is still one of my favorite episodes for that alone.

>> No.8001856

>>8001793
As >>8001787 implied you can help fix that through placements. "Help fix" is emphasized because I know how stubborn people can be with the SSG's use, in the early 2000s I would shitterly savescum and wait around doorways to use it all the time because it was my favorite. Pistol starting also does wonders for weapon balance.

>> No.8001874
File: 4 KB, 215x300, PLAYE2E8.png [View same] [iqdb] [saucenao] [google]
8001874

>>7998165
Halloween is right around the corner. Do you fags want the Halloween wad to be default Doom monsters? or do you wanna make an MBF21 wad with custom monsters and whatever other tools it has?

>> No.8001967

>>8001874
What kind of custom monsters? who's making them? Is there even enough time for a halloween project?

>> No.8001995

SSG is only OP when maps are following early Doom 2 encounter design sensibilities, where most monsters used are the weak ones from KDITD + maybe chaingunner, with only the occasional use of lost soul, cacodemon, hell knight or revenant. Those are the kinds of maps where you would want to delay giving the SSG out (alongside delaying the RL, PG, and BFG too), as it definitely makes those kinds of levels a mindless cakewalk otherwise.

>> No.8002003

>>8001371
Just a debug thing in shooting range, it's good for practicing your punches.

>> No.8002018

>>8001995
Chaingunners feel really good at balancing SSG use. I also like how Doom 2 brings both out: You're given the super shotty against nothing but real basic baddies in Underhalls, then the following levels start having you deal with the chaingunners.

>> No.8002090

SSG doesn't need to be balanced against, because using SSG is fun.

I wish chaingun was more useful though.

>> No.8002093

>>8002090
What the problem with the chaingun?

>> No.8002098

>>8001676
The Quake 2 protocol supports arbitrary buttons bound to impulse console commands without any client modifications. Not being able to hold it down sucks, though.

>> No.8002101

>>8002093
There's not many situations in which it is good and not grindy.

>> No.8002104

>>8002101
>not many situations in which it is good
I disagree. Tap fire sniping has been invaluable to me, and if you don't have a SSG, the chaingun shits on revenants and cacos. All former humans are chaingun fodder too.

>> No.8002107

>>8002093
Little damage to max-ammo ratio. It's almost always a waste against big targets.

>> No.8002109
File: 882 KB, 1366x768, Screenshot_Doom_20191102_220302.png [View same] [iqdb] [saucenao] [google]
8002109

>>8001874
>>8001967
I know its seen as a "shitwad", but Spooktober has a comfy atmosphere and a handful of fun maps. I just play those on Halloween while skipping the rest.

>> No.8002113
File: 945 KB, 948x693, 64204.png [View same] [iqdb] [saucenao] [google]
8002113

>>8002090
It's safer to have out than the SSG, it's better to use on chaingunners, it can make pain elementals funny if you can't facehump them, and the chaingun is far more useful than the SSG if everyone's not clumped up. It has a place, it's the super compared to the regular shotgun that I'm more concerned about.

>> No.8002126
File: 325 KB, 960x598, dehmon.png [View same] [iqdb] [saucenao] [google]
8002126

>>8001617
Vaeros here. sorry If I haven't reply you back last night I was just kinda tired and go to sleep early... Anyways, I tested your map and i'm really impressed how much shit you can do in MBF21 I'll take notes to use this for my TC project I loved the smooth animations, new monsters and all but I noticed some monsters might not work properly in some sourceports like in Prboom+UM and GZdoom. (pic related) it works fine in DSDA. Also that cyberbaron can damage/kill himself for some reason. (I know it's a test map so not a big deal.)

Since i'm not familiar with MBF21 I need to know how do you add those custom monsters to the map editor tho, I use DB2 most of the time... Do you need to use a different editor or something?

Regarding to the Halloween Project, Smooth animations or new weapons is not something that I have in mind rn, it can delay the project quite a lot that's for sure...
My idea at least is to integrate 2 DeHacked monsters in the wad. I have a Gargoyle creature in my mind but i’m not sure the other one could be, so I'm open to suggestions... (If we don't have enough time to make custom sprites for them we can always look up to realm667 anyways)

>> No.8002141
File: 42 KB, 477x385, unnamed.jpg [View same] [iqdb] [saucenao] [google]
8002141

>>7998472

I see what you did there. But I raise you.

Zombieman spam is a symptom of giving the pistol too early and mappers need to learn to restrain it.

Checkmate, pistolstartheists.

>> No.8002151

>>8002090

Chaingun is very useful, a lot of monsters can't even retaliate if you use it on them because of the flinching animations.

Here's an outside the box solution: What if SG and SSG required different ammo types instead of sharing? Make SSG shells a different gauge and that way you can limit the use of SSG and still be able to place sergeants as enemies.

It also makes sense as SSG not only does higher damage but fires more pellets per shell.

>> No.8002156
File: 6 KB, 450x550, ninja.gif [View same] [iqdb] [saucenao] [google]
8002156

>when you're trying to make an idle animation for a martial arts ninja just to have him become a raver instead
Well fuck

>> No.8002159

>>8002156
HEY LOOK GUYS, ITS XIAOXIAO PUMPIN' IT UP TO A SICK BEAT! ! !
(But what is he listening to?)

>> No.8002160

>>8002109
It's not necessarily a shitwad, but it has really low lows.

>> No.8002165
File: 693 KB, 486x312, babelbaby.gif [View same] [iqdb] [saucenao] [google]
8002165

>>8002151
In my ideal Doom world it would be giving the BFG it's own ammo pool and ammo pickups, maybe making the shotty just a bit stronger. With pistol starts, interesting pistol starts in custom levels, and weapon balance mods I'm fairly satisfied as is.

>> No.8002175

>>8002090
Chaingun's only problem is that the 200/400 bullet cap makes it easy to run out.

>> No.8002181

>>8002165
Would you be fine with the separate BFG ammo being spawned next to other ammo? Like cells or big ammo packs?

>> No.8002182

Chaingun is just boring to use again tougher enemies. I think it would be better with a faster fire rate but lower damage so it felt more satisfying, even if the DPS was the same.

>> No.8002190

>>8002182
the DPS would be lower but with a higher fire rate it'd become a stunlocking beast.
Which, thinking about it, I think I'd be fine with that. The plasma gun can stay as a rapid fire hard hitter but the chaingun can just be death by a thousand cuts, keeping shit flinching.

>> No.8002195

>>8002182
lower damage would be unnecessary, as it already does so little.

>> No.8002215

>>8002090
Chaingun is super useful against Cacos and PE as it completely stunlocks them.
Occasionally useful against pinkies if you dont want to melee and thers not too many of them, and obviously sniping.
Sure it couldve been more useful, but its far from completely useless.

>> No.8002223
File: 505 KB, 1804x1038, file.png [View same] [iqdb] [saucenao] [google]
8002223

Cringe or based?

>> No.8002229

>>8002223
i need context

>> No.8002230

>>8002223
guy in the middle looks like he isn't wearing any pants

>> No.8002238

>>8002223
Is that a dog with tits inside a powered exosuit on the left???

>> No.8002252

>>8001874
I think Decino replacing SS officers would be cool.

>> No.8002254

>>8002215
The Chaingun is really good at stunning Revenants too.

>> No.8002257
File: 686 KB, 666x500, file.png [View same] [iqdb] [saucenao] [google]
8002257

>>8002229
>>8002230
Temple of the Lizardmen mod series.
First 2 were amateurish and fairly obvious about author being a scaily fetishist.
He was advised to dial it down however and 3,4 and 5 are much higher quality and the fetishism almost completely gone.
Except the guy wrote a novelisation that is again very obviously furry/scaly fetishistic, and threw a poster of it into several secret areas of ToTLM 5.
So far I found 2 posters on different levels, pretty sure there are more.
The book is on Amazon and his pen name is literally A.L.Duin. which is imo quite cringe.
Obviously havent read the full book cause Im not paying for that shit lmao.

The mod itself is pretty good though.

>>8002238
the dog is a furry doomguy cosplayer judging by the covers, though i have no idea of the context. I'm not buying a glorified self-wank-fic for what equates of 3 days worth of my wage (yes I live in a third world country)

>> No.8002261
File: 316 KB, 3440x1440, q2_0006.jpg [View same] [iqdb] [saucenao] [google]
8002261

The mine and the factory units weren't so bad. More straightforward (but I think I may have just gone the right way in the mines by chance).

>> No.8002262

>>8002257
The mod as in all the Temple of the Lizardmen wads? I didn't even know there were that many lol. How are they?

>> No.8002263

>>8002257
>Turd-worlder
Albania or worse/better?

>> No.8002272

>>7998167
DN3DooM has been updated.

https://forum.zdoom.org/viewtopic.php?f=43&t=67864

>> No.8002284
File: 494 KB, 600x480, file.png [View same] [iqdb] [saucenao] [google]
8002284

>>8002262
The 1 is not terrible, but not great. It's decent enough for 1 play.
2nd is much better, but authors scaly fetish is clearly obvious (there are naked/seminaked lizard girls in cages/compromising positions though nothing outright NSFW).
Doomworld told him to tone it down, and he did so in the next nstallments. It is good for at least one playthrough.
3-5 are legitemately good, and the fetish content is gone, except for the secret self-promotion posters in the 5th.
3 still has some naked women in cages but they arent scaly.

The storyline is generic and unimportant, you can start from whatever part you want. If lizard girls do not bother you play from the second one.

1-3 are linear
4th has branching pathways so on the first playthrough you will only play through a bit more than half of the content.
5th is hub based.

>> No.8002286
File: 639 KB, 1366x768, Screenshot_Doom_20210802_182322.png [View same] [iqdb] [saucenao] [google]
8002286

>The xeotroid cover tracks for Ancient Aliens
Oh god, this is even better than the original in some cases. I'll be using it for a modded playthrough in the future.

>> No.8002287

>>8002284
I'll probably give them all a shot at some point, thanks.

>> No.8002290

>>8002272
Ok but Doom recreated in Duke/Blood when?

>> No.8002298

>>8002290
here u go, bro.

https://www.moddb.com/games/duke-nukem-3d/addons/duke-meets-doom-v31

>> No.8002307
File: 8 KB, 124x124, FreeDoom Tree2.png [View same] [iqdb] [saucenao] [google]
8002307

>>8001874
Could be cool. I don't have a lot of ideas for what kind of monster to add though, but I think it should be something which fulfills a niche which isn't already in Doom's bestiary. I think reskinning some of the existing monsters would be ok, like putting Halloween masks on the zombies.

Also, this tree from FreeDoom is kind of nice looking, and I think it would work for some spooky maps. Could it be added as a decoration piece with Extended DeHacked or something?

>> No.8002317

>>8002182
No, don't fucking nerf the damage, it does so little already, just make it a little faster.

>> No.8002319
File: 133 KB, 1920x1080, dehacked test june 2021.png [View same] [iqdb] [saucenao] [google]
8002319

>>8002126
> I noticed some monsters might not work properly in some sourceports like in Prboom+UM and GZdoom
That monster uses a custom projectile codepointer that only MBF21 has
>Also that cyberbaron can damage/kill himself for some reason.
MBF21 makes him into a boss (full volume sound + rocket immune)

> how do you add those custom monsters to the map editor
Open the map in the map editor, and look at the "?" things. They have the thing ID of whatever custom monster I placed there. I use GZDoomBuilder, just in case it doesn't appear in your editor.

To view the list of all the custom things, you can open the wad in Slade, open the dehacked, and look at the list near the top that tells all the names of the things. Or, export the dehacked file, open it in Whacked, and you get a smaller list, pic rel

>Smooth animations or new weapons is not something that I have in mind rn, it can delay the project quite a lot that's for sure...
It won't delay it, but I still agree no need for smooth weapon animations, that was just me testing stuff. I personally recommend using Preacher's weapon sprites, and also buffing the tommygun (chaingun) rate of fire from ~500 to ~700 RPM to match the real-life tommy gun

>> No.8002324

>>8002317
That's why I said even if the DPS was the same. I'm also down to not even nerfing the damage and just increasing RoF as well.

>> No.8002343

>>8002257
the art style having this uncanny realism like style doesn't really help

>> No.8002349

>>8002317
>>8002324
Valiant's chaingun is pretty solid, and I've been a huge fan of the idea since it first exposed me to it. How fast it goes through that ammo helps balance it out as well.

>> No.8002358
File: 4 KB, 295x380, obsidian.png [View same] [iqdb] [saucenao] [google]
8002358

>>8002126
> I have a Gargoyle creature in my mind but i’m not sure the other one could be, so I'm open to suggestions...
I like the idea of new low-tier enemies to add more variety since most options have 300+ hp. Maybe the "Satyr" sprites from Realm667 to create a 150-hp ranged monster, with similar movespeed to revenant, and with a new custom fireball projectile attack to differentiate him. If you plan on keeping imp and baron fireballs default, then this new monster could have a weak but fast fireball a la Valiant to differentiate him. Also, the custom attack makes him vulnerable to fake-outs and getting punched out (if you don't know what I mean, think of how you can bait revenant or pinky attacks), which is a weakness, but fun. Maybe use the "Obsidian Statue" sprites to make a 300-hp variant, similar to hellknight/baron.

I really like the idea of using that ghost skull attack as a homing missile but I don't know how to create custom homing projectiles yet, and I don't wanna change the iconic revenant sprites just to accomodate the homing skull idea. It's possible to create a custom homing projectile, I just haven't learned how yet.

Since I'm here, here are more ideas, all assuming you use the Valiant imp:
- If you want to use the Valiant imp (fast projectiles, fires two at a time), maybe give him a slight nerf and give him a 50/50 chance of shooting one or two fireballs. It's a little more unpredictable.
- A 100-hp imp, slightly faster. Inspired from Hell Ground map07. Doesn't need baron fireballs, instead give him the 100% chance to throw two fireballs that the base Valiant imp used to have.
- Instead creating custom fireballs for the Satyr/Obsidian Statue, give him the Valiant imp fireball, and give him a 50/50 chance of throwing a volley of two or four fireballs (left/right , or left/right/left/right)

>> No.8002381
File: 2 KB, 37x56, POSSB1.png [View same] [iqdb] [saucenao] [google]
8002381

>>8002358
- You can force the player to start without pistol ammo, which indirectly buffs the pistol. You can create a new melee-only zombie like the D4V zombie, and give him 11-hp, the same as an average non-berserk punch, so that you have a >50% chance of 1-punching him. Oh also remember you have hundreds of new sound slots in dehextra/mbf21, so he can use the D4V zombie melee zombie sounds since they're already so good. And maybe just use the D4V zombie sprites too since they're the same as the zombie fodder sprites on Realm667 but better

>> No.8002387

>>8002349
I hate the windup on that thing. I also am not crazy on the sprite.

>> No.8002391
File: 833 KB, 740x740, 1608999377332.png [View same] [iqdb] [saucenao] [google]
8002391

when the fuck is it coming out

>> No.8002407
File: 2 KB, 43x60, PRIMA1C1.png [View same] [iqdb] [saucenao] [google]
8002407

>>8002358
Forgot to mention, in case it's not clear, the 100hp imp would be a separate enemy, and use the pyro imp sprites.

>> No.8002419

>>8002387
I also not only have fun with the minigun windup, it helps to prevent it overshadowing the plasma rifle. At least the sprites can be fixed through Slade, no one will appreciate me for this but I couldn't deal with Struggle's sprites so I changed them.

>> No.8002423

Anyone know if you can hotkey specific commands like 'idclip' on gzdoom?

Also to the guy in the last thread who told me how to make zandronum look less messy, thank you.

>> No.8002427

>>8002423
Bring up the console with ~ and then type something like

bind o "noclip"

or whatever key you want, really.

>> No.8002432

>>8002419
>it helps to prevent it overshadowing the plasma rifle
I think that even with a higher rate of fire, the chaingun can't overshadow the plasma rifle, because the plasma still does way more damage per shot, and has a larger ammo supply.

>> No.8002438

>>8002419
no wind up, just a wind-down, similar to plasma gun. you can give the wind-down frames "weapon ready" code pointer so that the wind-down is cosmetic and you can still fire

>> No.8002442
File: 2.36 MB, 640x360, 806.webm [View same] [iqdb] [saucenao] [google]
8002442

>>8002432
>>8002438
I got my mods confused, as Valiant does not have a spin-up.

>> No.8002448
File: 481 KB, 1900x1069, Screenshot_Doom_20210803_200944.png [View same] [iqdb] [saucenao] [google]
8002448

wtf why did everyone tell me hellbound was ass? This is the first wad with large open levels that are actually enjoyable

>> No.8002453

>>8002448
idk it is pretty good. what weapons pack is that?

>> No.8002456

Is there a way through dehacked to make pistol and chaingun have separate firing sounds?

>> No.8002457

>>8002453
Final Doomer with the Hellbound set.

>> No.8002459

>>8002448
idk where you heard that, hellbound is pretty nice

>> No.8002460

>>8002456
Only way AFAIK is to make a new weapon attack using MBF21

>> No.8002464

>>8002298
Not as good as DN3Doom

>> No.8002470

>>8002460
Checked D4V, it somehow does that.

>> No.8002492

>>8002448
Hellbound is great, just a little heavy on hell nobles.

>> No.8002516
File: 41 KB, 1029x737, Untitled.png [View same] [iqdb] [saucenao] [google]
8002516

>>8002460
>>8002470
Figured it out, I think. Simply uses DSBOSPN as pistol firing sound. Not sure how sound channels work, so actual pistol/chaingun sound is either mixed in or cut off by DSBOSPN.

>> No.8002548

>>8002419
Heh. You too. I searched approciate replacements for Struggle's gun sprites from Torm's repository. I also had to replace those trees and ammo pickups. Their graphics looked horrible and completely out of place.

>> No.8002565
File: 1.29 MB, 1280x720, 1617227800111.png [View same] [iqdb] [saucenao] [google]
8002565

Loved these little teleporting niggas like you wouldn't believe

>> No.8002578

>>8002516
Hmm, I didn't know you could do that. Since the pistol firing has a duration of zero the brainpain plays at the same time and I guess that one has priority. Dv4 is really impressive.

>> No.8002646

>>8002298
Its that goddamn "IMPS GIVE ME GAS!" mod, isnt it?

>> No.8002653

>>8002646
yes

>> No.8002687

>>8002284
Went through the first wad like a breeze, now I load up the second with GZDoom and I get all kinds of problems. First, some particles or actors or something is causing the game to become extremely laggy (like the big fire in the first level once you go up the elevator). Second, enemies don't actually attack me unless I get into melee range. They still get alerted by my presence but just stand there until I get close. If I move away they stop acting as well. This shit is fucked up and I don't know what to do.

>> No.8002739

Playthrough video of map07 of HFFM is up (Full Thrust). This is my first time playing the shortened version of this level. Getting past the starting area with the secret berserk is much easier. Also, I show off the bug that makes the map unbeatable.
https://www.youtube.com/watch?v=LFA9TfZ4PeM

>> No.8002747
File: 66 KB, 1080x1268, Screenshot_20210804-002214__01.jpg [View same] [iqdb] [saucenao] [google]
8002747

Was Duke Nukem 3D ahead of its time?

>> No.8002792

>>8002747
I'm here to sneed and feed some seed, but I'm all out of seed

>> No.8002802

>>8002747
is this from nuclear winter?

>> No.8002842

Which is the best of the three 5th gen Duke ports?
Saturn Duke, Total Meltdown or Duke Nukem 64?

>> No.8002852

>>8002842
64 because the multiplayer was based and the alternate ammo and the plasma cannon were cool.

>> No.8002853
File: 102 KB, 304x1125, image.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7998165

>> No.8002860

>>8002853
doesn't evoke h̸̒ͅè̵̻r̷̜̒ at all

>> No.8002861
File: 48 KB, 786x232, fgdtism.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Cleaning up the FGD a bit for today's Violent Rumble update... Does anyone know why the stated lines in these Trenchbroom warnings never match where the issue actually is? Does Notepad++ just count lines in some strange way?

>> No.8002862

>>8002842
>>8002852

agreed 64 is the best of that gen for console home ports, speaking on that just from a FPS stand point someone could have a decent collection of games with no pc back then
>Doom 64
>Quake 64
>Quake 2 64
>Duke 3D 64
>Goldeneye
Seriously not a bad line up for a console tbqh

>> No.8002876

>>8002687
Try an older version of GZDoom from around the time it was released.

>> No.8002879

>>8002358
Unpredictable enemy behavior is really the last thing you want in an FPS.

>> No.8002891

>>8002842
Duke 64 is cool, but the lack of music really hurts it.

>> No.8002917

>>8002876
>GZDoom 1.3.7 or GZDoom 1.4.2
Crap, where can I download a version this old?

>> No.8002919

is there any glitches to speak of when copying save files to a new version of LZdoom?
I noticed one. it loaded up with no visible weapon but would fire the weapon i had in my previous save.
Then i just switched weapons and it was okay.
is there any other glitches?

>> No.8002920

>>8002917
nvm, I missed the archive button on the download page

>> No.8002938

>>8002842
Duke 64 is kinda like PSX Doom in that it has its own aesthetic, and the levels are so thoroughly modified that it's fun to play through once for its own sake.

PSX Duke has a unique episode, but the game runs like ass on original hardware. Play the PC TC.

>> No.8002945

>>8002919
ehh whatever i just loaded em all back in the newer version saved over em with weapons visible seems good

>> No.8002947

Is the Shadow Warrior reboot worth picking up? I know enough to stay away from its sequel.

>> No.8002956

>>8002947
Its really fun imo. Its not very similar to the original though, its more like Painkiller or Serious Sam level design. Just keep in mind, the guns actually arent your main tools. Its much more fun if you mainly use the katana & spells.

>> No.8003012
File: 259 KB, 1920x1080, Lo Wang.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8002947
I think that it's quite good as a game, but it also has its flaws, and there's things which may not endear you to it. Opinions are mixed on it, and I can understand why.

>gunplay works, but feels kind of floaty, not the best sounds or animations, get explosive crossbow bolts soon
>swordplay is fun as fuck, IMO the best part of the game
>you can do airdashes and shit to move around quicker in combat
>enemy roster is pretty good and varied, almost all enemies have different roles and functions, there's flying bastards, suicide bombing bastards, charging armored bastards, sneaky bastards, etc
>music is good as fuck, has a memorable main theme
>level design is kinda eh, it kind of has the same problem as Doom 4, a lot of linearity, and it likes you lock you into encounters, exploration is kinda weak at times
>Lo Wang is younger, and in some ways is an unbearable Redditor fuck, but he can also get shit done, and the game makes fun of him for the embarrassing consoomer dork he is (the idea is probably that he'll grow older and tougher as the reboot series continues), I grew to like him because he was fun to mock
>plot is kinda good, but also kinda wonky, feels like there's gaps in there from them cutting parts for time, Lo Wang seems to kind of just arbitrarily become a "good guy" at some point, like there was an entire segment of the game where he reflects on the situation and his goals, but there isn't
>has a lot of interface/gfx options even on console, you can adjust your crosshair a lot, turn off bullshit like chromab, etc

If you enjoyed Doom 4, SW2013 is a lot like it. It doesn't have all that much in common with the original, combat is kinda different, level design is absolutely different, there's no real Build style environment interaction (flushing toilets, light switches, etc), but on the other hand it takes a lot of cues from the alpha/beta which had a lot more emphasis on classic ninja stuff and magic.
If you didn't enjoy Doom 4, it's not for you.

>> No.8003036

>>8003012
In terms of flaws, Id also add that the bosses are fucking horribly designed. Thats really the main blemish on the game, because they grind it to a halt.

>> No.8003043

>>8003036
They're not like, great, no.

>> No.8003060

>>8003012
>>8002956
>>8002947

Incidentally, what's wrong with the sequel? I seem to remember I pirated it and tried it for like an hour or two, seemed okay.

>> No.8003094
File: 66 KB, 400x500, 61NEZTASQDL.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8002879

>> No.8003103

>>8002879

What a retarded thing to say.

>> No.8003105
File: 659 KB, 512x512, qsign.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>7998167
VIOLENT RUMBLE UPDATE: ONE (1) MONTH EDITION
>proximity grenades can be remote-detonated with right click
>regular and multi-grenades can be fired 'underhanded' with right click
>the proximity gun can now fire a multi-prox grenade that consumes 2 multi-rockets and launches up to 8 mini-grenades at nearby enemies from wherever it lands
>grunts and enforcers can now fire super nails, lava nails, super lava nails, proximity grenades, multi-proximity grenades, and railguns
>grunts and enforcers now have a setting to strafe while attacking
>various other tweaks and fixes

The Ogre Marksman crash issue is still unfixed and I'm frankly pretty confused by it. The error seems to be indicating that it can't call the engine-level tangent function. Since it never happened to me on QSS with protocol 999, I'm not sure after which changes it popped up. I somewhat suspect CSQC since it's a builtin function, but idk. Also, if you see anything in trenchbroom related to 'copying' just ignore it as it doesn't yet work as intended.

That aside, we are one month out from the deadline. There's been very little map progress posted, and several people have just recently expressed interest, so let's get this out of the way: Should we extend the deadline? https://www.strawpoll.me/45546260

I'm also going to layout my plan for finalizing the project and you can tell me how retarded it is:
>after deadline, vote on secret level and levels that unlock it and get everything up on the start map
>spend a week or two testing and tweaking stuff
>maybe even do some co-op testing
>remove excess files and compress everything into a pak. (Mega folder will remain as it is, essentially being the 'devkit' version)
>do a '1.0' release on Moddb and other sites that allow author control over updates and whatnot
>let public feedback roll in and make any needed adjustments
>submit a '1.1' version to Quaddicted and any other relevant submission sites

I think that about covers it. Feedback appreciated.

>> No.8003108

>>8003094
Are you trying to help prove my point?

>> No.8003124

>>8003108
Indeed, why else would I refer to Unreal lol

>> No.8003131

>>8003060
They turned it into a cutrate Borderlands clone (lootershooter)
>upgrade tokens are applied to different weapons, these usually confer bonuses too subtle to matter (short of capacity upgrades), or have some awful drawback which makes them completely pointless, the game will fucking swamp you with these for loot and they basically all suck, some are restricted arbitrarily
>pretends to have randomly generated levels, but in reality there's like maybe 10 chunks in total which are recycled for the entire game (which can drag for like 50 hours if you want to do every side mission), there's a couple of large chunks for each level theme, these are assembled in a certain way for each mission, and the chunks are always the exact same so you'll get real familiar with them real quick, because you were just fucking there last time, only the enemies and the loot in the chests are swapped out
>bestiary dumbed down like absolute fuck, far less variety in functionality and roles, you can brute force basically all enemies the same way, whereas in the previous game you were forced to handle different enemies in different ways, the charging demon is back, but instead of having to maneuver behind him to hit his weak spot, you can shoot him anywhere now, also he doesn't charge anymore, he just walks up to you to slap you
>introduces a bunch of elemental damage bullshit and associated resistances, on higher difficulties this stacks up and the text labels on enemies gets so small to fit in the same field that you can't even read them
>plot is gonads, tries to be ironic and shits on the previous game, which falls flat because the plot and characters were mostly kind of decent there, and only highlights how bad it is here, previous support character who is a dirtbag like Lo Wang, is replaced with a nagging bitch intended to be "Lo Wang's conscience" as if that's not the worst idea ever

>> No.8003134

On the plus side, the guns feel nicer and have a lot of variety, the swords feel nicer, the graphics are nicer, and the music is still good. It's not really a good game though, combat isn't very fun, exploration isn't fun at all, the story and characters are shit, the missions are unfun and so are the minigames.
I kinda wish I could transplant the nicer graphics and gunplay to the 'first' game, maybe have one or two of the levels redone with the newer assets just to add some variety. That's just me dreaming though.

>> No.8003138

>>8003105
I'll vote extend, I could probably buckle down and finish my map before the current deadline but I certainly wouldn't be able to polish it up and balance everything out.

Your plan seems good, but doesn't Quaddicted allow for updates? Or does it just make you post the new version separately?

>> No.8003141

how do I func_detail?

>> No.8003151
File: 441 KB, 2218x1357, BENISDDD.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8003138
>Or does it just make you post the new version separately?
I think it does, though I'm not completely sure. I'd like to make things are in order before submitting there regardless.

>>8003141
>how do I func_detail?
Pic related.

>> No.8003156
File: 31 KB, 351x395, 04d.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8003151

>> No.8003164

>>8003151
and do i just do that on any weird geometry?

>> No.8003170

>>8003164
Any geometry that doesn't seal the map, yes. Though if it's something that could split touching geometry into a ton of pieces, it would be better to use func_detail_wall.

>> No.8003229
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
[ERROR]

I have some random stupid questions:
Does anyone here used Aseprite? I wonder how good it would be for a newbie since that program does look pretty great. Wanted to start out with pixel art for a while now + curious how it can be used for Quake modding and other related to the thread games (if that matters).
What would I need besides Trenchbroom for Quake business? I should probably rewatch some Dumptruck_DS tutorials on the subject, but might as well just ask here since Violent Rumble is still in-development. Most likely Notepad++ is a must, I guess... Modding this game really isn't as bad/hard as it seems, right?
Don't want to get too ambitions in terms of scale, but... Does Blender runs on potato laptops? I feel like I wouldn't make it work on my old friend, so curious about potential alternatives in terms of making custom models.
Wolfenstein 3D must have something going for it in terms of total conversions and stuff... right?

>>8003105
>Should we extend the deadline?
Probably, yeah. I think one month would be a good guess, but we'll see what others are going to vote. Taking all the time you need to deliver a decent project is better than to just rush it in the name of deadline... in this case, at least.
>I'm also going to layout my plan for finalizing the project and you can tell me how retarded it is
Sounds about right, I think. Although I would've probably settle on just one site for initial release overall since I'm a lazy piece of shit (itch kind of grew on me after seeing Kegan's mod pages and 25th Anniversary Weapon Pack on there). Also, if you're considering co-op testing... What about Deathmatch? Capture the Flag? Anything else in between?

>> No.8003248

>>8003105
>voting on a secret level
>not a SECRET HUB

>> No.8003250

>>8002448
Hellbound isnt terrible. But it can be boring at times.

>> No.8003261
File: 354 KB, 600x600, layers.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8003229
>Modding this game really isn't as bad/hard as it seems, right?
Nah, you just need tools.
>Trenchbroom makes the maps
>bsp, light, and vis turn the map into a finished product, and can be automated in Trenchbroom itself (or use an external compiling GUI)
For just making and submitting a map, that's really all you need. If you're also doing custom textures and stuff, an example workflow might include:
>TexMex for editing Quake .wad files (not the same as Doom .wads) to extract and import textures
>image editor of your choice, Photoshop, GIMP, etc, preferably something that has a palette limited mode- Asesprite is IIRC more for 'pixel art,' not the bigger scale 'painting by pixel' that Quake textures tend to be, plus if you're just kitbashing existing textures you're gonna want an actual image editor, not a gimmick
>PakExplorer if you need to rip something out of the default pak files (MAKE BACKUPS)
Then there's old, unkept and half broken tools like adquedit which are used for basically one specific purpose (e.g. editing HUD textures, which aren't stored the same way as map textures) and nothing else. Notepad++ shouldn't actually be necessary, unless something goes terribly wrong there's no reason to be prying around in your map file in plaintext and there's no weird characters so normal Notepad handles it fine.

>> No.8003273

>>8003261
Oh, I forgot, of course you'll need a good text editor if you're doing QuakeC stuff, along with a compiler and the sources. But I think that's all handled by VRanon, right?

>> No.8003287

>>8003229
>Does anyone here used Aseprite?
I haven't tried it, but Gimp works pretty well (or at least way better than Photoshop for indexed images) so if Aseprite doesn't work out for you you could give that a try.
>What would I need besides Trenchbroom for Quake business?
Depends on what exactly you want to do. These might help:
https://quakewiki.org/wiki/Quake_tools
https://quakewiki.org/wiki/Modding_tools
https://quakewiki.org/wiki/Mapping_tools
>Modding this game really isn't as bad/hard as it seems, right?
It's not *that* hard, but there's much less documentation than Doom, and the presentation of what you will find is often less than ideal. The existence of Quake Champions also makes finding QuakeC resources way more difficult, so that's fun...
>Does Blender runs on potato laptops?
Considering the quality of Quake models and that you wouldn't actually be rendering anything to make them, it would *probably* be fine.
>What about Deathmatch? Capture the Flag? Anything else in between?
That's a little beyond the scope of the current project, but I'd be completely onboard with doing a multiplayer follow-up. I guess I'd have to convert it to a Quakeworld mod for the netcode though... or maybe just use FTE? Not sure.

>>8003273
>But I think that's all handled by VRanon, right?
There have been a few other anons who have helped out with stuff. Anyone is welcome to contribute code as long as it won't break something in existing maps.

>> No.8003328
File: 306 KB, 726x552, Billy_Herrington_Lords_of_the_Lockerroom.png [View same] [iqdb] [saucenao] [google]
[ERROR]

Submitted the updated HARDFUNv2.zip to iDGames. I sent an e-mail first, not sure if you're supposed to wait for a response or not, but here goes. Meanwhile, I'm uploading the updated other versions here. Hard Fast Faggot Maps 2.0, here we go!

https://files.catbox.moe/uutb7t.zip
>HFFM_UNCUT_2.0
Version 2.0, has the revised MAP07 and the unblocked linedefs for it, and a fix for MAP16.

https://files.catbox.moe/ihi53h.zip
>HFFM_CUT_2.0
Also version 2.0, this one without the word Faggot, and without the funny saw or caco skin.

https://files.catbox.moe/rqr9bv.zip
>HFFM_QUIET_2.0
Updated too. This one has none of the sounds, because some people hated them.

https://files.catbox.moe/rqr9bv.zip
>HFFM_STRIPPED_2.0
The levels, without any of the new sounds or sprites. Also updated, obviously.

https://files.catbox.moe/sxb8nr.zip
>HFFM_PARTY_1.8b
No actual updates to this one, because there's no asset changes, but I'm just including it in the post for the hell of it. Can make any levelset manlier, try it with 2048 Units Of /vr/, or Hideous Destructor.

Now I'll go have some cough syrup, brush my teeth, bust a nut, then go to bed and hope I don't have a fever again tomorrow.

>> No.8003329

>>8003105
I voted for a month because i think things should take as long as needed for a decent state to be achieved (not implying it should wait for every participant to gold plate everything) however IMO its better to extend by only a few weeks to a month, and reassess whether its necessary again then, rather than saying lets delay by 2 months up front.

>> No.8003338

>>8002448
From what I remember, hellbound's visuals were consistently praised when it came out, but not everyone was onboard with its gameplay.

>> No.8003354

>>8003261
>>8003273
>>8003287
>Asesprite is IIRC more for 'pixel art,' not the bigger scale 'painting by pixel' that Quake textures tend to be, plus if you're just kitbashing existing textures you're gonna want an actual image editor, not a gimmick
>I haven't tried it, but Gimp works pretty well
I thought of GIMP before as sticking to Paint 3D just wouldn't be ideal, but after looking at the menu for 2 minutes I was like "What am I looking at?" and uninstalled it. It was stupid to give up so soon, I know I'm an idiot.
Asperite, on the other hand, seemed a bit simpler and oriented towards pixel art and that's what I wanted. Just thought if I can get away with using it for modding (in theory), to I shouldn't worry too much about it. If not... Well, I can either suffer with Paint 3D or GIMP a bit more.
>>MAKE BACKUPS
Yeah. I already know that I should keep these programs away from my OG Quake folder and have a separate one for modding specifically.
>editing HUD textures
Oh, nice. That's what I would need in best case scenario.
>Notepad++ shouldn't actually be necessary
>you'll need a good text editor if you're doing QuakeC stuff
So it is necessary.
>But I think that's all handled by VRanon, right?
I'm not really talking about VR. Was thinking of my own thing for a while.
>Depends on what exactly you want to do.
Just a simple vanilla-esque mod, nothing too crazy (I think). Although I would probably have to stick to more modern source ports because I would prefer to heavily edit HUD, which is not really possible for older clients. I did read QuakeWiki before, but should do that again. Thanks.
>The existence of Quake Champions also makes finding QuakeC resources way more difficult, so that's fun...
Oh boy.
>it would *probably* be fine.
Either way, I can always go for "unkept" stuff or borrow already existing stuff, if possible. Even though I'm conflicted about it since I want it to do this myself... But, if I actually pursue, maybe I will get some help from the side.

>> No.8003359

>>8003328
>>7998167

>> No.8003363

>>8003354
>>8003287
>Not sure.
I see. Only played a bit of Quake multiplayer (on QSS) and it was pretty fun. Sadly, NetQuake isn't really that popular: makes sense, but I believe it could (and should) receive more attention. Maybe one day, but until then QuakeWorld will probably be a safe bet. Not sure how FTE works in this as it combines both NQ and QW... or it's more like its own thing, like DarkPlaces is (in some way, I guess)?

>>8003261
>>8003273
Either way, thank you for replies anons.

>> No.8003383

>>8002947
Yeah it's a good play through, you can tell ex-Painkiller devs worked on it which isn't a bad thing. the sword is a lot of fun, a very personal weapon

>> No.8003393

>>8003328
I still don't understand why the uncut version can't be uploaded. Isn't there an 18+ section that has stuff like giant penis pinkies?

>> No.8003395
File: 180 KB, 1024x768, 9e06bb145b23150fb2d276145bc6770a.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Does anyone know if there's a mirror or somewhere I can still find the files at:

https://www.quakewiki.net/archives/emporium.planetquake.gamespy.com/launcher_list.html#eraser

I know you guys hate Q2 but I have immense nostalgia for playing Q2 against bots when I was a kid and we only had dial up. I must re-live the experience. Specifically, QuickStart or EraserLaunch, I think it was?

Failing that, is there an equivalent for modern ports? Preferably GUI based so it's quicker to get going.

>> No.8003405

>>8003393
Because it uses the word "faggot"

>> No.8003424

>>8000341
There's an autosave mod that saves your game on key/powerup pickups, finished encounters etc. and is configurable.

>> No.8003440

Duke truly couldn't stop copying Doom in everything.
https://dukenukem.fandom.com/wiki/Duke_Nukem_3D:_Atomic_Edition_(Plutonium_PAK)

>> No.8003445

>>7998165
Sneedemon vs the Chuck Mastermind

>> No.8003448

>>8003328
I f-found softlocks in map08 and map12.

>> No.8003451

>>8003448
REEEEEEEEEEEEEEEEEEEEEEEEEE

>> No.8003457

>>8003440
what

>> No.8003472

>>8003448
Elaborate further

>> No.8003473

>>8003451
In map08 it is possible to drop into the space between the staircase and the wall in the outdoors area. I will show the exact place in tomorrow's video. And in map12 after you exit the arch-vile maze and press the three switches to raise the bars, if you go back into the maze (for example, to get the secret), the bars reappear, but you cannot press the switches again, so you get stuck.

>> No.8003474
File: 35 KB, 673x505, 2988823812.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8003473
It never ends, does it?

>> No.8003475

>>8003473
You should really have said that sooner.

>> No.8003481

>>8003475
I would if I could, sorry. I just finished recording the playthroughs, and that's when I found them.

>> No.8003484

>>8003457
They added an extra episode just like Ultimate Doom.

>> No.8003485

>>8003395
the GOG release has eraser and a general GUI for loading the pre-installed mods, if you select eraser it dumps you into a DM server with the bot IIRC

>> No.8003490

>>8003481
God, I may as well just wait for you to finish HFFM before doing the next update.

>> No.8003491

>>8003484
What are you, fucking retarded?

>> No.8003492

>>8003484
Heretic and Blood also added additional episodes.

>> No.8003494

Australia-kun is truly a delusional and hilarious person.
>>8003458
Do you think he still seethes over Doom for killing the amiga?
How did he manage to still post all these years without getting permabanned?
He's also the new alf i think.

>> No.8003497

>>8003492
>>8003490
Because id did it first

>> No.8003501

>>8003491
>>8003492
Don't engage.
>>8003490
Also, I believe you forgot this. https://cdn.discordapp.com/attachments/727328864489046110/864300782152974356/Computer.zip

>> No.8003502

>>8003395

It's actually in the OP links as part of the Q2 package. You're welcome.

>> No.8003507
File: 199 KB, 1266x946, 2021-08-04_142022.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8003490
Oh, also there's a "bleeding" texture in map17. Can be fixed by making light levels different on each side. Same for glass in the mastermind's aquarium in map06.

>> No.8003510

>>8003501
Well, that was never submitted, or was before I took the reigns. Wouldn't be much trouble to add, and would give an excuse for updating the party pack.

Is there even one of those placed in any of the levels?

>> No.8003523

>>8003510
There's one in MAP08 and MAP12.
On an unrelated note, I didn't do anything for the Light Amp Visor because I don't think the wad uses it and I forgot it existed

>> No.8003531

>>8003523
Even iD forgot about the visors, Sandy remembered they existed for like, one map in Doom, and one map in Doom 2.

>> No.8003542

Urania has to be the weirdest combination of influences I've ever seen in a megawad. Lots of tough combat you'd expect from something like Plutonia, but also really large obtuse layout design that you'd expect from the likes of Eternal Doom.

>> No.8003547

>>8003531
On UV/NM in single player, they appear a grand total of 17 times across all IWADs, with Plutonia notably using it 0 times, poor thing.

>> No.8003551

>>8003547
Doom 64 has like, one visor in the entire game.

>> No.8003553
File: 345 KB, 620x640, 1522489833151.png [View same] [iqdb] [saucenao] [google]
[ERROR]

So, if you wanted to make an enemy run in a straight line, could you just use ThrustThing instead of A_Chase?

>> No.8003558

>>8003523
>>8003531
>>8003547
IIRC, Valiant replaces the LAV with the Spider Mastermind, due to Cybruisers taking up the original Spider Mastermind's slot to inherit the splash immunity.

>> No.8003561

>>8003551
I remember that, it felt like it was placed for the sole purpose of demonstration. It then never appeared again because the developers couldn't think of anything to do with it outside of that.
I just remembered I didn't make a backpack sprite for HFFM either. For some reason, I always considered it separate from the power up "class" of items.

>> No.8003568

>>8003551
>>8003561
Theres actually two in Doom 64. One in MAP02 and then another in MAP08.

>> No.8003569

>>8003502

You bloody bastard, you were a ray of hope, the files are all there, but it doesn't fucking run in Windows 10.

So near, yet so far.

>> No.8003581

>>8003568
Lost Levels also has one on map36

>> No.8003615
File: 2.88 MB, 730x476, 2021-08-04 10-28-20.webm [View same] [iqdb] [saucenao] [google]
[ERROR]

Hey guys, did you know you can use SLADE to remove unused textures and it's not liable to cause any problems?

>> No.8003617

>>8003615
I've never gotten SLADE's remove unused texture function to not break my .wad for me. It must have been a feature written by a fucking retard, because among the things it does is that it'll delete frames from an animated texture sequence simply because the frames in question aren't specifically named in a Boom animated lump (as this format goes by range)

>> No.8003628

>>8003617
Indeed.

>> No.8003636

>>8003615

Nah, I prefer to use UDMF and put every single texture in my resource folder as a PNG, exclusively to piss off Boom grognards

>> No.8003642

>>8003615
damn that's trippy. Would be great for a joke wad.

>> No.8003643

>>8002853
>shub-NIGGUR-ath (AKA The '"Black'" Goat)
>the gijinka is not even slightly tanned caramel-colured
>wriggly dick-fingers
Jap coomer minds work in weird ways sometimes...

>> No.8003646

>>8003636
based, fuck purists

>> No.8003649

>>8003646
>>8003636
And? I just won't give a fuck about your stuff then

>> No.8003652

>>8003642
You'd need Boom to do it to the sky, but normal textures should be doable in vanilla.

>> No.8003653

>>8003649
what a threat lol

>> No.8003657

>>8003653
Deliberately limiting your audience isn't as much of an epic troll as you think it is anon

>> No.8003662

>>8003657
If it means losing fags like you I'm ok with it

>> No.8003664

>>8003636
I play Boom maps in GzDoom anyway, I won't notice.

>> No.8003669

>>8003662
>I d-didn't want you to play it anyway!
I don't think mapping is the thing for you

>> No.8003674

>>8003669
Why are you so butthurt that people aren't using your preferred map format? Why are you people like this? Vanilla people are chill, it's just Boom that attracts autists like you.

>> No.8003678

>>8003674
>Why are you so butthurt that people aren't using your preferred map format
I never said that. Using UDMF specifically to limit your audience is just self-sabotage.

>> No.8003680

>>8003678
>Using UDMF specifically to limit your audience
How does that work? Unless you explicitly refuse to use ZDoom, and in that case it's a (You) problem.

>> No.8003681

>>8003674

Leave him be, he is just salty that his special favourite type of 0s and 1s has to deal with shit like >>8003615 that UDMF master race chads don't have to care about.

>> No.8003682

>>8003680
Is that not what you're implying you're trying to do anon?

>> No.8003683

>>8003643
you're saying it should be an "ebony queen"?
>>8003615
what wads take advantage of a severely animated sky?

>> No.8003684

>>8003674
Not him, but intentionally making something incompatible purely as a "take that purists" comes across as self-sabotage to me.

>> No.8003689

>>8003684
>>8003682
I am not even that dude, I was just mocking the autists threatening to not play the map, as if it was some kind of serious threat or would affect anyone's life in the slightest.

>> No.8003690

>>8003678

Why, what's the goal you're supposed to be achieving by making maps for a 30 year old game? What's the benefit of having a wider audience?

>> No.8003691

>>8003680
He's referring to >>8003636 who basically said he's only using UDMF to piss off boom players

>> No.8003716

>>8003558
I'm glad that MBF21 allows you to apply splash immunity to any actor, now.

>> No.8003724

>>8003713

>No one gets mad at UDMF maps for simply being incompatible with Boom, though.

Well, they kinda do, though.

It's clearly a thing on both sides, if you have people saying "I will refuse to play a map just because it is UDMF" then it becomes valid to say "I will make a map UDMF to piss off those guys", and vice versa, tit for tat.

That's what makes for the best trolling material though, and it is kinda funny to watch honestly. The majority of reasonable people play any maps in any ports.

>> No.8003726

>>8003724
>I will refuse to play a map just because it is UDMF
Pretty sure most people who prefer using PrBoom+ are fine with using a different source port if the map requires it, though.

>> No.8003728

>>8003726

Yeah, most are. Except the handful of autists who fall for bait like that.