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/vr/ - Retro Games

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File: 72 KB, 500x500, ketsui is a good game and you should play it[sound=https%3A%2F%2Ffiles.catbox.moe%2F92fjfe.mp3].jpg [View same] [iqdb] [saucenao] [google]
8091448 No.8091448 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8086245

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


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

Same thing, in video format:

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more)
More /vr/ shooters
Half-Life WON version
Doom Shovelware
Fileplanet archives
Doom RPG series
4CHAN DOSPACK + Win98 games (pre-configured):


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








>> No.8091450
File: 935 KB, 1024x1024, vr info small +.jpg [View same] [iqdb] [saucenao] [google]

Hard Fast Faggot Maps
Version 4.0 >>8054781

Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8059171

Info here >>8091348

Release imminent

=== NEWS ===
[8-31] FTE now fully supports DotM

[8-25] New KMQ2 test build

[8-23] Tastyspleen and jehar to interview Philnemba tomorrow

[8-23] WRATH is confirmed delayed

[8-22] Doom Master Wadazine now has a website

[8-21] Bratwurst: Recooked released

[8-20] Quake Speedmap pack 213 is out, themed around low gravity

[8-20] Killer5 makes some MBF21 maps

[8-19] From Doom With Love (dsda-doom fork) has now gone public.

[8-19] Quake gets a modern port and update!

[8-16] Two new powerslave maps released

[8-14] Age of Hell Demo released

=== PREVIOUS ===


>> No.8091453
File: 746 KB, 1200x837, VR HALLOWEEN V2.png [View same] [iqdb] [saucenao] [google]



>> No.8091463
File: 2.37 MB, 960x540, 1629949270033.webm [View same] [iqdb] [saucenao] [google]

Can anyone explain this?

>> No.8091483 [DELETED] 
File: 161 KB, 533x800, f5c.jpg [View same] [iqdb] [saucenao] [google]

To make things clear - I am the guy who usually shitposts in this thread, evades ban ten times in a row and makes tranny jannies seethe. I have nothing to do with the retard in the last thread who was attacking Revae for no reason and I will buy REKKR on launch or at least on a first sale.

>> No.8091489 [DELETED] 

go fuck yourself

>> No.8091496 [DELETED] 

yea, youre a faggot.

>> No.8091509 [DELETED] 

Tranny janny deleted my post. He is trying to pin the anti-Revae spergout in the last thread on me. He also shitposted several times in this thread by himself to pin it on me. I will never tell people to shut up or call them faggots without at least giving a reason.

>> No.8091519 [DELETED] 

Tranny janny banned me for 15 minutes. He finally realized he can't ban me for three days like usual, and hopes that I will not bother to evade ban if it's that short. Imagine what, I just did, and I will do it again except I will do it silently so there is literally nothing you can do about it.

>> No.8091524
File: 955 KB, 1360x768, Screenshot_Hexen_20210829_224100.png [View same] [iqdb] [saucenao] [google]

making these maps is fun but I cant code for shit. day 3

>> No.8091531

What is your project

>> No.8091579

The subtitles build beneath your feet and when you jump they expand outward pushing you up like a spring

>> No.8091582

playing quake for the first time, just beat all the episodes and 2 doors are still open, I looked up and there is a rune bug, tried using impulse 11 by opening and closing console 4 times, didn't do anything, does it not work on vkquake? should I just noclip? I aint replaying those fuckin episodes

>> No.8091594 [DELETED] 

There's this
for the future at least.

>> No.8091619

>that BFG

>> No.8091630

What about it?

>> No.8091636

It looks weird

>> No.8091638 [DELETED] 

Why do doomniggers do this? Shoehorn great games in their boring dungeon runner borefest?

>> No.8091641

you'd need to impulse 11 before going through the portal to the start map. but honestly, just noclip.

>> No.8091642 [DELETED] 


>> No.8091672

if you beat all 4 episodes, warp to shub niggurath

>> No.8091691
File: 467 KB, 1980x962, Honeyview_20210901_001743.jpg [View same] [iqdb] [saucenao] [google]

Fuck yea boys, I'm in

>> No.8091694

Were you the anon asking about source ports that ran mp3s? for windows 95?

>> No.8091701

How does still work?

>> No.8091708

qcrack son

>> No.8091715
File: 285 KB, 1050x750, No Remorse at Doom's Gate.jpg [View same] [iqdb] [saucenao] [google]


>> No.8091716
File: 63 KB, 600x600, RWL1A2D8.png [View same] [iqdb] [saucenao] [google]

*blocks your path*

>> No.8091746
File: 51 KB, 1270x529, fuck trigonometry.jpg [View same] [iqdb] [saucenao] [google]

>look all over AD's CSQC for how to fix built-in trig functions crashing
>look up every CSQC tutorial in existence
>still nothing
>wtf is 'mathlib.qc'
>trig functions are just re-written in QC
Huh, I guess that's one way around it...
Ogre Marksman crashing should be fixed in the next update.

>> No.8091752
File: 203 KB, 1280x720, xqJGwSQ.png [View same] [iqdb] [saucenao] [google]

Does someone have a link to the wrath of cronos guide? I want to dig in how the stats affect skills and shit. The guide in the wordpress is down maybe someone saved it. Also is there a discord where you can discuss character buils and strats? Thank you in advance.

>> No.8091780
File: 866 KB, 333x250, smh.gif [View same] [iqdb] [saucenao] [google]

Listening to Quake OST after dozens and dozens of minutes spent on Doom 1 maps listening to the midis... I'm gonna say it, Doom OST sucks!
What are some replacements you would recommend? I don't want to go through the entirety of HDest Doom 2 listening to the same toots and doots.

>> No.8091783

>contrarian opinion
here's your (you) now fuck off.

>> No.8091784

I want a No Remorse total conversion wad so badly. One of vidya's greatest ironies is that the Crusader series tried to stand out for its isometric perspective, when it's by far the most dated aspect. The arsenal, the various gore/death animations, variety in levels, proto-Deus Ex elements, and comfy rebel base interludes are top-tier.

>> No.8091785

How is it contrarian, you kneejerk (You) giver? Composition wise a few tracks are alright, only E1M1 is really iconic, the rest range from serviceable to make it stop as rendered in midi in-game.

>> No.8091791

There is one, sort of, but it's 90s pre-dehacked stuff so it's not worth it even if it can be found.

>> No.8091801

untitled is the best track of doom

>> No.8091809
File: 134 KB, 620x743, rbase001.jpg [View same] [iqdb] [saucenao] [google]

there's this, currently in beta: https://www.moddb.com/mods/crusadoom
actually, that's newsworthy >>8091450

>> No.8091826

Woah never heard of this. They did a good job recreating the first level at least, haven't actually played Crusader in probably 12 years but I could skip around to random parts of the playthrough and know exactly what was coming next


>> No.8091848
File: 317 KB, 620x349, Screenshot_Doom_20210807_213653.png [View same] [iqdb] [saucenao] [google]

the lil' child-sized pistol though...

>> No.8091854

I'm torn between thinking they're wonky models slapped together then converted to sprites or they're intentionally that way to emulate the look of the FMV stuff of the time.

>> No.8091858
File: 248 KB, 800x1204, 8E6ECE26-A831-471E-B8F9-208E17587CEA.jpg [View same] [iqdb] [saucenao] [google]

Build engine game: NAM this game about vietnam war
>Americans soldier
>Shooting shit
>vietnam soldier
>They literally came out from the tree
>landmines everywhere I didn't see it
>Died 3 time on the first level
Also one thing I'm from vietnam

>> No.8091871

Quake's OST is trash and anybody who thinks otherwise has never heard actual decent dark ambient music.

>> No.8091883

>mods just deleted the thread with no explanation
Gotta love ZDF

>> No.8091884

How can you not love E1M8's track? All time great.

Bless the Vietnamese for their persistence in fighting off the most powerful invader in history.

>> No.8091885

>contrarian shitposting
Good job anon, you rustled my jimmies.

>> No.8091887

Quake has no OST, they just put some background noises on a CD for some stupid reason.

>> No.8091894
File: 34 KB, 497x436, romero.jpg [View same] [iqdb] [saucenao] [google]

Hey boys, you don't mind if I take all the credit for this game and act like a desperate has-been for the next 30 years?

>> No.8091898

Nothing contrarian about having taste, my boy.

>> No.8091901

Nah, it's ok, your levels were always the best.

>> No.8091903

>on 4chan

>> No.8091906

>Carmack is super galactic engine genius!
>idtech gets BTFO by UE
>Romero is game design god!
>fails to make a single good game on his own
Let's be fair, what made Doom good was bits and pieces of Tom Hall's bible, Sandy Petersen advice and Adrian's art, Romero has fuck all to do with it.

>> No.8091907
File: 40 KB, 360x450, Mcgee.jpg [View same] [iqdb] [saucenao] [google]


>> No.8091909

Romero is a hack and I hate him.
Fuck off John.

>> No.8091910

>carl petersen
>doing anything good

>> No.8091913

Petersen is the reason why we have shotgun in the first place. I bet that they've made linear progression of weapons again if not for him.

>> No.8091914

I rescind my statement.

>> No.8091918

idtech was GOAT until Carmack left in 2013. The world wasn't ready for full dynamic lighting and megatextures. UE had a lot more documentation and tutorials and shit which led to its popularity.

>> No.8091920

>two Doom 1 levels, one of them one of the weakest E4 levels
>the most boring Doom 2 levels
Sorry American. Though I would have liked to see what an E3 with you instead od Sandy would have looked like

>> No.8091925

I appreciate all the wip, unreleased and behind-the-scenes stuff, even if some see it as pawning off your oscar or something. thanks, Romero.

kinda on topic, I'm almost sure the only reason System Shock 2 soundtrack still exists in good quality is because some rogue dev (I suspect Josh Randall) posted it anonymously on ttlg at some point.

>> No.8091927
File: 26 KB, 640x480, images - 2021-09-01T193559.455.jpg [View same] [iqdb] [saucenao] [google]

>I'm gonna tell you somethin' right now Carmack. While you're out there playing bottle rockets with your friend NASA, your Uncle Romero is makin' 120 bucks.

>> No.8091932

>replay Doom 1
>apart from some parts of E3 have a blast

>replay Doom 2
>get bored to death no later than map 5

Holy shit, we should all be thankful for the mapping scene. Vanilla Doom 2 is really, really boring, despite the new monsters and SSG. I can't even pinpoint why, apart from a general ominous "hurr level design".

>> No.8091935

gameplay mods make doom 2 bearable

>> No.8091940

>and knowledge of the BFG
big fucking gzdoom?

>> No.8091948

>that sneaky song
I'm ear impaired now, thanks

>> No.8091952

E1M8 is the other track I remember/like that's not E1M1, yeah.

>> No.8091957
File: 44 KB, 1300x696, 1608649976832.png [View same] [iqdb] [saucenao] [google]

how do I get a vietnamese gf?
I'm not american btw

>> No.8091958

>Song starts to clone that song from U.N. OwenwasHer from touhou 6 (the remixed one mind you)
>Then plays at doom's gate.
i am not even mad
also where do i get ketsui

>> No.8091972

he lead to the archvile's existence

>> No.8091982

That's not a good thing.

>> No.8091984
File: 5 KB, 224x221, an uncanny fellow.gif [View same] [iqdb] [saucenao] [google]

You learn to appreciate the Martian.

>> No.8091985

>Nehahra beta (old version) had something like this on windows right in the starting room, latter releases changed it to more standard skybox. Doesn't look good when the player is close
nehara had a custom engine

>> No.8091991

Found the corridor shooter lover

>> No.8091994

How to edit Obsidian-generated levels with UDBuilder? Tried to add some dynamic lights and all switches/doors/etc. became unusable. The format was Doom 2 UDMF.

>> No.8092002

What sourceport are you using?
If Quakespasm, open console, type map end.

>> No.8092016

>>8091957 Go learn some Vietnamese

>> No.8092018

>>8092016 whoops I didn't mean to say it

>> No.8092024

Why do some people say vanilla when referring to the original maps? I thought it meant the original engine?

>> No.8092026

because they're dum

>> No.8092028

Vanilla is a general term for no alterations. No alteration to what is ambiguous.

>> No.8092036
File: 379 KB, 1600x900, Screenshot_Doom_20210901_045853.png [View same] [iqdb] [saucenao] [google]


Got the ZM66 done for this weapon skin pack. This was a longer webm and I can't be assed to record a shorter one. So here you go, and have a picture with all the guns I've done so far as you're more likely to read this post and see the video if I do so.

Plus I think these all look really cool.

>> No.8092038

I'm pretty sure bfg always had a donut anus.

>> No.8092052

Thoughts on Heretic?

>> No.8092054

I liked it, but the roster is less fun than Doom 2.

>> No.8092056

Bretty good, way better looking levels than Doom but somehow bullet spongy feeling enemies, good item usage. Without the tome weapons are mostly Doom weapons with a different sprite tho

>> No.8092064

>No alteration to what is ambiguous.
No it's not. Vanilla is the original, period.
Anything beyond is not vanilla.
However, some people confuse it with "vanilla compatible". So a map with new textures and such, being not a vanilla map, can still be vanilla compatible.

>> No.8092072

like it a lot. it's mindblowing how a level can be called the chasm or the labyrinth and then you actually find a chasm or labyrinth in there.

>> No.8092092
File: 32 KB, 640x480, EUkj38EXsAA8jD6.jpg [View same] [iqdb] [saucenao] [google]

Kegan found another thing to keep himself bound to GZDoom.

>> No.8092093

How do we fix enemy roster in Heretic? What roles are lacking?

>> No.8092095

I think there are good maps in Doom 2. It just suffered from being rushed, so its a bit all over the place in quality and theming. I also wish American McGee had more chances to use the Doom 2 roster.

>> No.8092097

The average enemies yeah, though I'd say the bosses are more interesting, at least in terms of their complexity.

>> No.8092102

My problem with Doom 2 is mainly that it adds a bunch of new tough monsters, and then barely uses most of them, which also had the sideffect of people thinking the SSG is OP, because the game often doesn't have the combat to justify its inclusion in levels.

>> No.8092103

A lot of people will literally just say a hitscanner or two, but I don't know.

>> No.8092106

The Dsparil or however he is spelled is great. Iron Liches are annoying. Maultaurs are fairly generic.

>> No.8092108

Use of the term "Vanilla" is only really a problem when someone calls an advanced engine required map "vanilla" all because they didn't include custom weapons/enemies.

>> No.8092115

>when someone calls an advanced engine required map "vanilla" all because they didn't include custom weapons/enemies.
People do that?

>> No.8092116

Maulotaurs might be a little generic but as a Cyberdemon equivalent, they've still got multiple attacks and stuff.

>> No.8092119

the annoying tornadoes are completely neutralized by shadowspheres, as long as you learn to stay still and dodge only when needed.
d'sparil is pretty boring, aside from teleporting around.

>> No.8092120

Do we really need hitscanners at all? I mean, Vile is great, and maybe it will be nice to backport fast projectiles from Hexen and give them to some enemy? Also other potential issues:
>sabreclaws fucking suck
>weredragons need a better ranged attack (flamethrower maybe?)
>maybe recolor fire gargoyles and nitrogolems?

>> No.8092125

a healer and a support monster, a single monster with both roles works as well.

>> No.8092127

maybe getting create with enemy projectile patterns like a "diet bullet hell game" kind of thing
i remember ghost enemies being a thing, so maybe enemies recieves more damage from some attacks

>> No.8092128
File: 374 KB, 1024x768, doom00.png [View same] [iqdb] [saucenao] [google]

Started doing some architecture studies for my map.
I am way too spoiled by 3D floors and slopes to make this as I want, as I had to pull down the sky to make this work, but from the gate's perspective it will now cover the tower (which doesn't even have a backside.
Is there any way to make such structure like houses with towers you can "walk around" from the outside and inspect from all sides, but that you can still enter?

>> No.8092136

There are people who even think Knee Deep in ZDoom is vanilla.

>> No.8092137

fixing sabreclaws is easy, just make their death explosion an actual explosion. enemies that exist only to explode are stupid, but enemies that try to hurt you and then explode are much better.

>> No.8092138

what the difference between chocolate doom and crispy doom I use them both it look the same

>> No.8092141

Crispy removes static limits, Chocolate doesn't.
But you could also find this information with 5 seconds of googling and I am fairly sure it even tells you on the sites where you download them.

>> No.8092145

Between Ophidians, Disciples and Nitrogolems I think we have a good selection of projectile monsters already. Maybe change Weredragons to belch full-auto fireballs Arachnotron-style at distance and flamethrower-style breath at short range.

>> No.8092150

>>8092141 Oh

>> No.8092152

do the nehahra monsters use multiplayer bot code?

>> No.8092164

I think it's just simple backpedal and dodge logic, plus lack of pause while attacking.
you can check qc yourself, sources are out there somewhere.

>> No.8092193

>which also had the sideffect of people thinking the SSG is OP, because the game often doesn't have the combat to justify its inclusion in levels.
It’s pretty fine near the start against zombies, imps, and demons where it is indeed pretty useful. Then ‘The Focus’ happens and two things are thrown at the player: Chaingunners, and some distance between them. The SSG starts to lose some effectiveness here.
Throughout here and /v/ I’ve seen some weird justifications for thinking it’s ‘the best’, like how similar its damage is to hitting someone with a rocket - while ignoring the fire rate, range, and the splash. There’s others who use the SSG’s reload as an excuse to use cover, which can discourage people from actually learning how to properly move around enemy attacks like revenant projectiles.

>> No.8092195
File: 1.78 MB, 1280x893, file.png [View same] [iqdb] [saucenao] [google]

You can either emulate it on MAME, or play the 360/ps3/ps4 version. DS version if you really want to
Happy September /doom/

>> No.8092204
File: 82 KB, 640x480, doom41.png [View same] [iqdb] [saucenao] [google]

If the open area's shape is not convex, the sky will eat walls like that. You absolutely can have buildings of different height (And looking good) if you don't let player go on the other side.
Like on this picture from a map I'm making currently.

Adding a wall to the left building's left to block you from putting short building between you and tall one is probably the best option you have here.

Of course you can't do a backstreet this way.

>> No.8092219

Shiiiet, that's what I thought. Oh well, I'm only brainstorming right now anyway and my sketch is widely out of scale and has nothing but the two important rooms yet lol.

Question to the people who actually draw their level before making it:
Do you lay down every single room and basically have a finished blueprint before you start making the map or do you just draw some general shapes with important rooms and then wing the inbetween stuff?

>> No.8092221

Anyone can answer?

>How to edit Obsidian-generated levels with UDBuilder? Tried to add some dynamic lights and all switches/doors/etc. became unusable. The format was Doom 2 UDMF.

>> No.8092235
File: 66 KB, 736x736, 393925.jpg [View same] [iqdb] [saucenao] [google]

You're confusing the term ''Vanilla style'' with ''Vanilla compatible'' because it's two different things.

''Vanilla style'' is just a slang in the Doom community when a map looks simpler (static limits) or shittier/low quality (just like the original maps or maps from the 90's because most of them were made in the vanilla engine) and it doesn't include new features especially when the map is made for an advanced engine.

''Vanilla compatible'' is basically a map that is compatible with the original engine.

>> No.8092238
File: 38 KB, 376x347, smug carmack.jpg [View same] [iqdb] [saucenao] [google]

>you're fired

>> No.8092241

It's okay Romero, you rock.
Sandy is a liar and sucks.

>> No.8092243

Can I still use GZDB with the /vr/ monsters? They don't show up.

>> No.8092248

You have to place a thing and put in the corresponding ednum in the number field (player start has 1, for example). They go from 1000 to 1005. Skelly boi is 1004.

>> No.8092261
File: 496 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]

>> No.8092265

>weapons community allowed dehacked
Finally, I can now dehack people for self-defence.

>> No.8092270

>rekkr without free monster

>> No.8092272

>rekkr without free

>> No.8092291

Is there any way in Boom/MBF21 to make textures scroll with different speeds?

>> No.8092301

There's a linedef type that scrolls proportionate to offset, no?

>> No.8092332
File: 13 KB, 406x351, 1612213835628.jpg [View same] [iqdb] [saucenao] [google]

>best play quake
...or else ranger gon' getcha!

>> No.8092334

>least best
lying by omission

>> No.8092342
File: 794 KB, 653x653, 161165960061.png [View same] [iqdb] [saucenao] [google]

>awkward ESL shitposting

>> No.8092347 [DELETED] 


>> No.8092350
File: 2 KB, 150x25, bone change fun.png [View same] [iqdb] [saucenao] [google]


>> No.8092354

Ah yes, found it.
Now I just need to find out how to make the back of the linedef also move.

>> No.8092371
File: 3 KB, 131x79, try paid wad.png [View same] [iqdb] [saucenao] [google]


>> No.8092376
File: 1 KB, 93x23, revae faggot.png [View same] [iqdb] [saucenao] [google]


>> No.8092414

Chex Quest but with slimegirls. and instead of bootspoon you have bootpenis. And you zorch them into your rape dungeon instead of phlemoid dimension.

>> No.8092425

i've seen playthroughs of doom 2 and derivatives where the player uses the super shotgun constantly to the point i was screaming at my screen to use a different weapon.

>> No.8092428

are you copy pasting youtube comments

>> No.8092431

Something almost as bad is watching someone put away the fist when the 'red screen' effect from the berserk pack disappears, and don't bring it out the rest of the level.
>"oh god they don't know"

>> No.8092436

we've all been there

>> No.8092437

It's your own fault for watching that shit, you spergs.

>> No.8092439

It doesn't ruin what I want to watch, actually angry sperg. >>8092436 is right that we've all been there.

>> No.8092448

The focus is a bad example, as that distance is still small enough that you can easily just run up to them in less than a second and oneshot them anyway. That beginning area is only challenging when you pistol start it (and thus, dont have an ssg).

>> No.8092451

Maybe you can find a trick with boom's underwater sector special. The only restriction would be that you can't look at the sky and the room's ceiling at the same time.

>> No.8092470
File: 720 KB, 898x1046, focusstart.png [View same] [iqdb] [saucenao] [google]

>The focus is a bad example, as that distance is still small enough that you can easily just run up to them in less than a second and oneshot them anyway
The chaingunners have shotgunners in front of them, and then you have all these other hitscanners to worry about while you're reloading and running up there. The chaingun is a far safer fit.

>> No.8092476

Chaingun is safer, yes. My point is that the SSG isn't useless here, unless you like to stand still a lot.

>> No.8092480

my point was, sperg, that the super shotgun does work as a sole weapon for most of the game.

>> No.8092482

>My point is that the SSG isn't useless here
I agree with you, especially since I never said it was useless here.

>> No.8092483

one of the reasons why doom 2 is garbage

>> No.8092489

Can you elaborate? I seem to be too dumb to find it.

>> No.8092494

Ah, I misread
>The SSG starts to lose some effectiveness here.
>The SSG starts to lose some usefulness here.
My bad.

>> No.8092495

>none of the expansions
What, the Sunstorm ones? That's not really Randy's fault, neither 3DRealms nor Gearbox owns those expansions, Sunstorm did, and now whoever acquired them, or acquired whatever company acquired the company that acquired them (etc). You'd have to find who actually owns them now, inform them that they own them, and then negotiate rights with them, also hoping that they're not gonna be Atari about it, assuming they're even gonna give you the time of day.

The reason those expansions were in Megaton Edition was because Scott Miller 'authorized' their inclusion, which he couldn't actually do, and probably exposed himself to legal risk by doing. I'm glad that he did so that people got to play Caribbean, because it's amazing and deserves to be played, but I could never demand a guy like Scott to take a risk like that, and I understand why Randy, who's widely disliked in the industry, didn't do the same thing and open himself up to potential litigation.

I'll agree that the BFG Edition ports of Classic Doom were turds, and the later Unity ports were similar turds on launch, but I think that with the fixing, they're quite adequate.

>> No.8092525

Doomworld is such a terrible place. People look like sociopaths there.

>> No.8092528

I mean yes but... people don't look like sociopaths here? Do you know where we are?

>> No.8092532

The difference is that here people are at least honest about it.

>> No.8092534

Apparently we have only 12 map slots left, I guess that's a good sign.

I'm wondering how many of you just started making the halloween map?

Any Questions, Project's title ideas, Suggestions, anything for the project?

>> No.8092542

That file from the end of the last thread, is that the finished one or is there stuff to come? I wanted to wait until all resources are done before I really start mapping.

>> No.8092548

I mean, even then, I should've said something different as it's still effective at killing them. It's the amount of damage you can take compared to using the chaingun there that I failed to highlight.
Doom 2 and other similar wads are comfortable enough to allow it. The problem is when the player tricks themselves into thinking the entire game is balanced around that SSG, and will label anything that can't be safely SSG'd as "unfair", "boring", or "slaughtershit".

>> No.8092569

Nah, we're great.

>> No.8092573

>The difference is that here people are at least honest about it.

>> No.8092574

The gargoyle should have a fraction of the imp's health, since it's a fraction of the size. I think 25 is good since it's supposed to be an enemy to spice up pistol starts, and can even be used in such a way that shotgunning it is a waste of shells

>> No.8092582

PC can't handle effects like lighting and mist in GZDoom. Any settings I can tweak to increase performance?

>> No.8092602

Disable lighting and fog

>> No.8092609

Other than that, I like how these effects look like

>> No.8092617

Use this

It's an experimental branch of GZDoom that uses a renderer called OpenGL ES, which is friendlier for potatoes. It disables some post-processing bells and whistles to give better performance while still looking good. After you get it running, make sure you actually switch to the OpenGL ES renderer in the options.

>> No.8092621
File: 1.80 MB, 1920x1080, rekkt.webm [View same] [iqdb] [saucenao] [google]

>> No.8092627


>> No.8092631


>> No.8092641

Garg needs a nerf to its HP. Then you can place more of them as well

>> No.8092642

I appreciate all the work you've put in, but my disappointment at the lack of wizardhat caco sprite is immeasurable.

>> No.8092653

he was wizzing around like a super saiyan, look at him go! He's perfect.

>> No.8092667

>That file from the end of the last thread, is that the finished one or is there stuff to come?

There will be more stuff to come like a bit more of textures and fixing the OTEX textures, maybe the third update will come to this week/weekend fixing all those issues.

The rest would be just sprites or graphics replacement. That wouldn't affect your map at all. now that the custom monsters are implemented you can still start working in your map with those textures, at least for now.

Don't worry, i'm working on that.

>> No.8092670

What's the plan for skies? Is it going to be map slot-dependent, or will the author be able to choose one?

>> No.8092687

People here are having fun. Doomworld is full of embittered tranny assholes, it's quite scary.

>> No.8092690

Anon you're not helping your case

are the spooky trans people in the room with you right now

>> No.8092707

Best DOOM midi to overdose on?

>> No.8092709

Thanks, anon, it runs at 100+ FPS even in foggy areas, although after tweaking the scaling.

>> No.8092714

E5M6 Sex and the City (Cum)

>> No.8092727

Not even close

Zach Siegel - The Infinite Sky

>> No.8092731

I would be surprised if any weren’t considering the potential “fun” that can come from embracing the anonymity.

>> No.8092732

>What's the plan for skies?
Use them, I guess?

>Is it going to be map slot-dependent, or will the author be able to choose one?
You have to claim a free slot depending on the difficulty you want to implement for your map. Just say what map slot do you wanna claim and I put there it was Taken by you. simple as that, Check out the excel sheet.

>> No.8092738


>> No.8092742


>> No.8092749

Is there a wiki page somewhere with details about how fast Caleb is, how high he can jump, how low he crouches, etc?

>> No.8092750

That's not at all what I asked. Are skies going to be episode-dependent like in the vanilla game, or can they vary regardless of map slot?

>> No.8092756

If the Blood wiki doesn't have it, it doesn't exist.

>> No.8092759

probably the same as other build protags

>> No.8092764

>nice tried ass

>> No.8092767

fuck you

>> No.8092770

>retarded doomguy

>> No.8092772

I don't give a damn shit about some fucking trannies. The more important is that still nobody here answered me >>8091994 >>8092221 . So I better go and register at doomworld.

>> No.8092781

>sperging out because a question didn't get answered
Yeah you probably fit better into a classic forum

>> No.8092782

Play MAP04 of Morbid Autumn then look at it in the editor. I'm treating this map as the bible for my level and stealing ideas from it. It has some interesting solutions for this exact issue you're speaking of. If you've played Morbid Autumn and try to remember its atmosphere, you're probably envisioning this level. It's a masterpiece and I can't say enough good things about it.

>> No.8092787

See you in a couple of hours bro

>> No.8092791

It's BOOM, so you can literally tell lead to go fuck himself and use a sky transfer linedef

>> No.8092796

If they’re all the same I’d imagine you have a source for that?

>> No.8092802

ive always wanted the silversurfer soundtrack bumping in the background but not really sure if its a possible thing.


>> No.8092814

demons from adrian's pen

>> No.8092816

>romero texels afraid
romero fears the build engine

>> No.8092821

Ah yeah, it can vary so you can use any custom skies if you want. there's the sky transfer linedef and a bunch of skies textures and animated ones in the resources to use.

>> No.8092825


>> No.8092839
File: 158 KB, 395x273, e4.png [View same] [iqdb] [saucenao] [google]

good description of how he looks at the end of e4

>> No.8092847

Did you generate then in adiffert format than you saved them in?
I don't know what obsidian is, but you should calm down.

>> No.8092850 [SPOILER] 
File: 361 KB, 3000x2160, 1630516840206.jpg [View same] [iqdb] [saucenao] [google]

*blocks your path*

>> No.8092856

A vanilla engine and a vanilla map are two different things, which can be really confusing.

>> No.8092857


>> No.8092861 [DELETED] 

here's a bunch of sociopaths as well, braindead retards like alf, sourceport autists and slaughterfags

>> No.8092863
File: 382 KB, 540x718, 1607135419998.png [View same] [iqdb] [saucenao] [google]


>> No.8092865

is this the eternal archie?

>> No.8092868 [DELETED] 

or coomers

>> No.8092872

My understanding is
>vanilla map
means map directly from the iwads.
>vanilla compatible map
means map that can run on the original engine.

>> No.8092876
File: 1.22 MB, 1366x768, spasm0049.png [View same] [iqdb] [saucenao] [google]

Holy fuck, that super-shambler thing at the end of this level. It took pretty much all my ammo to kill, good thing it was retarded and you could circle strafe the entire time.

>> No.8092878

Does our halloween mod have a name yet? Maybe we'll find another good one from the word cloud.

>> No.8092883

>braindead retards like alf
Atleast we didn't make him a moderator

>> No.8092885

apparently it's classic archie.

>> No.8092886

"The Cacolantern Collection 2021

>> No.8092890

That's cute, I like it.

>> No.8092891

where's the mouth tubes?

>> No.8092894

Generated in Doom 2 UDFM and saved in Doom 2 UDFM (configuration for saving is "ZDBSP - UDFM Nortal (no reject)"). I didn't even change anything on the map. I just added one big light source (I use a skybox with a big bright moon) to reflect the pbr materials. Doors and switches stop working one you save the map in UDBuildier.

Obsidian is Oblige fork.

>> No.8092897
File: 5 KB, 112x144, DoorWithHealth.gif [View same] [iqdb] [saucenao] [google]


>> No.8092901

Cac - o -lantern?

>> No.8092903

Well there's your problem, you need UDMF format.

>> No.8092905
File: 483 KB, 486x576, archie.png [View same] [iqdb] [saucenao] [google]

Never had one.

>> No.8092908

It is UDMF. I just mistyped.

>> No.8092920
File: 96 KB, 1124x380, Dfhyrl0WsAAzp_o.jpg [View same] [iqdb] [saucenao] [google]

you dare challenging my doom lore knowledge?

>> No.8092925
File: 588 KB, 392x679, 0135707846416.png [View same] [iqdb] [saucenao] [google]

>Song starts to clone that song from U.N. OwenwasHer from touhou 6 (the remixed one mind you)

>> No.8092929

I played the level, was really cool. Especially the start in that bloody stable and that laboratory thing with the tesla coils.

Sadly it didn't have the solution for my problem, as all the buildings' roofs were even; no towers or anything. That's something I can already solve by myself.

That said, I have found another solution in the meantime and I hope it will have a great payout.

>> No.8092937

Why is he doing yoga?

>> No.8092938

>I just mistyped.
Are you a legasthenic or something? How can you mistype it three times?
Also, have you tried saving the map just as it is without changing anything? Maybe rebuilding the nodes? Can you put up the obsidian map somewhere, I would like to have a look myself, sounds like a fascinating issue.

>> No.8092948

This one.

>> No.8092952

Heretic's bestiary is perfectly fine. What's really lacing is Hexen's. None of the monsters are threatening, you have to either spam the hell out of them or severely restrict the player's movement.
The Wendigo are one of the best enemies but their theme makes them more difficult to use outside of ice levels.

>> No.8092953

imagine the smell

>> No.8092961

I wish Hexen just reused some of Heretic's enemies like the Iron Lich or made you fight some enemy Maulotaurs.

>> No.8092962

I thought that too, anon.
Get some taste in shmups, ya nerd! Vid unrelated

>> No.8092965
File: 674 KB, 637x760, nice try nucyber.png [View same] [iqdb] [saucenao] [google]

>face tubes
>weird vented mouth
I miss these but I at least understand the disconnect, I remember when they were still trying to push the 2016 Cyberdemon.

>> No.8092970

Well to be fair it does blatantly use the No Remorse intro but yeah.

>> No.8092982
File: 4 KB, 294x444, VILEQ2.png [View same] [iqdb] [saucenao] [google]

punchatz needed a new monster, so he looked at the marble texture from doom 1 as inspiration, creating something with a similar face but no tubes
the "tubes" on the game sprites are just the little nubs on the sides of the head scaled down, which is why it looks like they connect to the head
certain frames look more like the base model while others have clearly visible ridges along the head, which means that some sprites were edited after being digitized to look more like the mural

but that's just a theory

>> No.8092989

i though adrian just edited them in just because
i also know they thought of a "medic monster" during 1's development and that texture always existed
likewise, so did the ios portrait before 2

>> No.8093027

I really like "The Cacolantern'' name but Collection 2021 is kinda odd imo. but it's getting close.

I just think ID never paid attention or even cared about those details.
Just see the weird looking demons from Doom 1 cover, Doomguy's haircut and the black/brown gloves case.

>> No.8093029

In Doom mapping there is only one map format that begins with a letter U, so I somehow didn't even bother if the spelling is correct.


1.wad was generated in Obsidian
2.wad was opened in UDBuilder, where I created one sector and then deleted it and saved. The switches and doors don't work there.

>> No.8093036

> I really like "The Cacolantern'' name but Collection 2021 is kinda odd imo. but it's getting close.

Use it as you see fit!
I'd love to fit it into :____s & Cacolanterns but cant think up a good first article... yet

>> No.8093040


>> No.8093041
File: 271 KB, 2560x1440, 123.jpg [View same] [iqdb] [saucenao] [google]

This is what I wanted to do. To make the levels lighter because of the "skybox light" which would also "reflect" the materials of the textures.

>> No.8093045

OOOh thats good! Takes its self serious which is how youd want to go if the maps turn out really moody and great.

If the majority of maps turn out wacky and you want to really meme it up call it "Candycorn & Cacolanterns"

>> No.8093072

You didn't look closely. All the buildings are different heights, and you can look at multiple at the same time, without sky sectors blocking your view. The solution is spacing out your buildings (quite a bit) and positioning them so that the lower sky sectors don't block anything behind them

>> No.8093089

Ah that's what you meant. Yeah, sure, that's a solution. Sadly I can't do that with my map, but I am right in the process of trying out layouts and routing the player in a way he can't look at low skies.

>> No.8093094

Is this Doom 3 or what lol
Anyway, I have no idea what seems to be the issue. I opened 1, rebuild nodes, saved, same problem.
Maybe Obsidian is using a slightly different kind of UDMF? Also I noticed lots of "unkown" nonsensical, non-existing line specials and that all doors seem to be polyobjects, which are pretty tricky in and by themselves.

>> No.8093139

Holy shit, I wasn't really paying attention to the thread since taking my slot - we got gargs from heretic? Sweet, gotta think good for a use of those custom monsters

>> No.8093143

HFFM got music from Journey to Silius, I think its very possible, look around sites like khinsider and worldofgamemids

>> No.8093159

It was this or blow a blood vessel working on Kustam.

>> No.8093219

cooping lost civ with Hdest, stop on by for disaster
gonna get sniped by those arachnotrons so badly...

>> No.8093223


>> No.8093247

Try not to be a moron and don't post your ip here. Anyhow, Can we use beatcrazed's x-pulse thunderbuster please?
You can find it here under gameplay things

>> No.8093264

Sorry I meant join us on the stream
we're already playing

>> No.8093274

I'm playing Foggy Bogbottom and it fucking sucks. Does it get better? Also Quakespasm has again forgotten what the fuck cl_maxfps command is because it's a sack of shit.

>> No.8093283
File: 323 KB, 1366x768, doom46.png [View same] [iqdb] [saucenao] [google]

>> No.8093286
File: 2.02 MB, 1920x1080, fogbutt.png [View same] [iqdb] [saucenao] [google]

It starts hard but I don't know what else fucking sucks about it.

>> No.8093290

Mucus flow

>> No.8093293
File: 403 KB, 1152x1728, doom01.png [View same] [iqdb] [saucenao] [google]

Starting to approach the proper shape of the castlemansionpriory.
Now all I have to do is properly bring it in line with the interior.
All I have to do to achieve that is making the whole interior.
All I have to do for that is actually making a plan and think about the progression.
Glad we have started so early.

>> No.8093307


>> No.8093309

Damn, looking cool, the palette seems to be a perfect fit for the gothic theme.

>> No.8093314

I assume he's deliberately not posting his twitch link to avoid looking like he's self promoting. Best thing you can do is search for Doom II streams on twitch, he's got HIDEOUS DESTRUCTOR in his stream title, can't miss it.

>> No.8093321

Level 12 of Doom 64 is pretty creepy. Probably because of the soundtrack with the low-pitched crying infants, this keep felt like a very evil place.
It's pretty genius, never heard something like this in games.

>> No.8093331

Is there way to play Lame Duke on Eduke?

>> No.8093349

Let's see how you'd look after escaping from hell itself and finding your pet slaughtered
Anyone'd look like a damn retard
I'd say he looks pretty good for this situation

>> No.8093370

yeah the weredragons need some good differentiation from the sabreclaw guys

>> No.8093386
File: 90 KB, 192x224, hoteldusk.gif [View same] [iqdb] [saucenao] [google]

>mfw Underhalls frag barrel basement with HDest
Yes I'm starting Doom 2 in HDest on Hideous. I'm sure it's beatable haha

>> No.8093389

I assume you mean the undead knights that throw axes.

>> No.8093398

>shoot BFG in Hideous Range
>miss big pile of crates
>ball flies until the very end
>ball explodes, hear sound a second later
Holy fucking shit, is there anything Matt did NOT think of?

>> No.8093413

Considering he just recently tweaked pistol recoil to be based on the number of rounds left in the magazine, I'd say there are some minutia he still hasn't thought of, but he will in time.

>> No.8093418

>Considering he just recently tweaked pistol recoil to be based on the number of rounds left in the magazine
that's awesome

>> No.8093424

>try to pitch HDest to a friend for co-op
>nah dude this just looks like a numbers tweak and boring peekaboo I don't think that's good for doom
I don't have the energy to try and sell it after this. Fuck it I'm going solo.

>> No.8093428

I would play with you anon.

Never tried HD but it seems immensely fun.

Maybe we need some faggy discord so people can play together.

>> No.8093437

It's fine, I'm just a bit dejected at the dismissal I was met with.
I'm sure people would play though. There's a Friday Frag Night or something like that in here, too.

>> No.8093440

Not that anon, but I despise discord as a platform, otherwise I'd probably already have a squad.

>> No.8093442

Could just make a teamspeak instead.

>> No.8093446


Have been running all FOSS since 2010 and I dont plan on stopping now

>> No.8093447

A /vt/ mumble would come in handy.

>> No.8093463

FNF uses Zandronum. I'm not sure how many anons here will be willing to put up with GZDoom's multiplayer
Pretty sure we had one of those back in the day. I never used it so I don't really remember.

>> No.8093472
File: 267 KB, 1920x1055, map03wip5.png [View same] [iqdb] [saucenao] [google]

isn't there a "silent teleport" with boom? I love the idea of a Dr Who telephone box effect, where the interior is far larger than it should be.

>> No.8093475

I hit the wrong key.

>> No.8093478
File: 13 KB, 182x180, caco1.png [View same] [iqdb] [saucenao] [google]


>> No.8093481

hdest coop doesn't really need voice chat but if you wish I'd advise jitsi or mumble
Tell them they're bad at it
anyone willing to play hdest coop is pretty much willing to go through gzdoom multiplayer process

>> No.8093483

>isn't there a "silent teleport" with boom?
Yes and that is actually what I am doing here kek

>> No.8093486

FUCK OFF OCD Sigil fanatic!

>> No.8093494

I thought it was a fantastic map, with the only bad one imo being Cruical Error because fuck techbases in Quake.

>> No.8093501

>gzdoom multiplayer process
The devs are still sure Zandronum will die any day now and merge into GzDoom to give it proper multiplayer shit.

>> No.8093504

>part of the music got muted
fucking lame.

>> No.8093507

Terror Furma is great

>> No.8093515

Yesm that was me.
I got old zdoom working, but no mp3 support back then apparently.

>> No.8093517

Is there a way in Boom to alert monsters without shooting? Like some line special? Because I can't find one.

>> No.8093540


>> No.8093545

the deaf monster option?

>> No.8093550

You mean the ambush flag? That still warrants line of sight.

>> No.8093560
File: 292 KB, 1280x800, map08_wip.png [View same] [iqdb] [saucenao] [google]

He's always watching.

I'm really liking this castle I'm making right now. Too bad I'm not that good at making interesting interiors. I'm probably about to bring the entire map out and around this courtyard area.

>> No.8093581

more time to admire the autumn trees!

>> No.8093594

Best I can do is putting them behind a fake wall some distance away from the player, with a linedef right in front of them that'll teleport them where they need to be one frame after they wake up

>> No.8093636

Freddy Krueger shotgunner?

>> No.8093645

>it was me austin!
nice thats cool you got it working on your machine.

>> No.8093658

playing ancient aliens, not even to level ten yet and theres already been 4 levels with telefrag monsters and starved for ammo. is this the whole megawad?
i don't mind. its just like alright

>> No.8093661

Is there somewhere you can read the miscellaneous fun facts and changes like this? Aside from the changelog since there's mostly a bunch of fixes and technical stuff to sift through with those

I also recently learned about the whole "if using doom as iwad, you can sometimes miss imps when shooting at their feet, since they have a gap between their legs - but if using freedoom as iwad, this is no longer the case because serpentipedes don't have legs"

>> No.8093675

Ideally, there would be an "advanced" setting to in-game tips for stuff like this.

>> No.8093695

I just had an idea for a secret exit, but I don't know if it's doable in MBF21:

The basic idea is that the player has to die in a specific spot to trigger the exit BUT it can't be a damaging floor exit or a suicide exit with slipping under doors and such.
I was thinking of some kind of "sacrifice" exit where you have to get killed by a monster on an altar or in a pit or something.

>> No.8093728

That makes me wonder, do we have any midi anons here? I would be more surprised if we didn't considering how much talent there is here.

>> No.8093745
File: 853 KB, 1516x1080, lostcivmap2.png [View same] [iqdb] [saucenao] [google]

Man that was fucking crazy, cheers to anyone who found the stream and watched/offered tips
Our group plays using a /milsim/ TS. If anyone is interested in joining us. We have 5 now and it's real fun.

>> No.8093746

not who youre replying to or even here to provide an answer. but speaking on midis that dude doomkid. is a fuckin goldmine when it comes to sound fonts lmao.
have you seen his channel with the sound font stuff?

>> No.8093754

Frankly any map where I spend more time wondering where to go next is a bad map for me. The map is ridiculously complex and getting some keys requires outright ridiculous stunts.

>> No.8093782
File: 410 KB, 768x768, 1584610583224.png [View same] [iqdb] [saucenao] [google]

>If anyone is interested in joining us.
You know, I just might.

>> No.8093785

>Frankly any map where I spend more time wondering where to go next is a bad map for me
That's fair, though the time I spent wondering where to go wasn't really there for me.

>> No.8093787

It's pretty thorny the whole way through on UV.

>> No.8093791

I don't know but I do know that there's no way to explain that to the player.
>keep the last monster alive, bro, just stand on the platform and let him thrash you, that's how you win

>> No.8093796

well at least i guess i know what to expect then from the wad.

>> No.8093807

Well we're done for today and possibly this week but let me know your preferred method of communicating and I'll give you the info.

>> No.8093808

You start the wad, hit a bowl, and are immediately dealing with a cyberdemon turret. It's pretty evil right out of the gate.

>> No.8093814

I would imagine it's possible since Knee Deep in the Dead did something similar, and that's 100% vanilla.

I'm honestly considering this as well.

>> No.8093815

Last I checked none of them were interested in multiplayer.

>> No.8093817

well yeah thats true, i guess its to be expected. i guess its what it is, the first level they have you punch out like 3 revenants and a hell knight in a tiny area or make them infight.
i guess its better than the wads. where you got everything by level 5
>full ammo
>every weapon
it does make one a better player getting through it

>> No.8093821
File: 172 KB, 545x414, dont kill apparently.png [View same] [iqdb] [saucenao] [google]

I am remembering Mancubian Candidate from Valiant. I was curious why the level seemed so hard.

>> No.8093831

God I wish
No more command line and inclusion of doomseeker with gzdoom will be a godsend

>> No.8093841

How about something like mancubian candidate where to access the secret exit, you can't kill a mancubus/arachnotron becuase doing so will block off the secret exit?
I'd do it myself but fuck, MAP07 is already claimed

>> No.8093871
File: 70 KB, 1024x576, UAC.jpg [View same] [iqdb] [saucenao] [google]


>> No.8093873


>> No.8093885

True, Hexen needs better enemies AND more/better weapons.

>> No.8093893

it was technically an official release but they eventually released a later version with different textures, if i recall

>> No.8093895

With Boom, any map can use the map07 stuff, so you can have a megawad of Dead Simple clones. And with UMAPINFO any map can have a secret exit

>> No.8093898

That's why it's a secret exit and I mean it's not much more obscure than some other secrets in the OG Dooms or other wads.

You are thinking of the E1M8 death exit, but that's a damaging floor. A sector special for that exists, but that would be boring.

>> No.8093920

True, but judging by the spreadsheet, it doesn't look like that's allowed.

>> No.8093926

Still has the UAC textures on Steam and GOG.

>> No.8093937

so i assume they never bothered to look for the fixed version, then

>> No.8093957

Another dumb Boom question:

Are multi key doors possible? I.e. ONE door that needs TWO keys to open?

>> No.8093967
File: 103 KB, 1280x720, customize.jpg [View same] [iqdb] [saucenao] [google]

so, launchers. any good ones?

I want a stripped-down, game-agnostic frontend - just a sortable table of custom commands, with simple metadata. I've posted this maybe a year ago.
like FMSel but generalized, customizable and without archive reading. like QuakeInjector but generalized, customizable, offline and not in fucking java. like DoomLauncher but generalized, customizable, unbloated, lightweight and not breaking from a theme change.

I would like to be able to: fully customize each command; sort by date; filter by author; leave text comments. that's about it. does it exist? I'll write it myself if I must, eventually.

>> No.8094030

I'm sure if you bothered to make two maps, project lead would oblige you

>> No.8094068

>With Boom, any map can use the map07 stuff, so you can have a megawad of Dead Simple clones. And with UMAPINFO any map can have a secret exit

In this project only one map can use tag 666-667 and it's MAP07, secret exit is only available in MAP15.

>> No.8094070

I think only three or six key doors are possible.

>> No.8094074
File: 270 KB, 711x400, Screenshot_Doom_20210901_204519.png [View same] [iqdb] [saucenao] [google]

I know lots of peeps hate on it but I really like the 'Brutal' mods it just makes things like Wolfenstein 3D so much more playable. I can get why they are disliked, especially Brutal Doom (Which I prefer Dakka w/ Nashgore and Droplets anyway), but I still think they have a place.

>> No.8094079

It's MBF21 so any of that stuff is possible unless project lead just outright rejects the map or refuses to make a umapinfo patch

>> No.8094082

Dead simple community project when

>> No.8094090


>> No.8094105
File: 29 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]

the .txt file doesn't include the author of each map so I copy/pasted it into my doomlauncher description of the wad

01 The Dark Shadow / dobu gabu maru
02 Den of Stone / Rottking
03 Dynamite in the Sand / AD_79
04 Divide and Subjugate / Super Mighty G
05 Descend into Sludge / Cannonball
06 Demo Substance / Dragonfly
07 Demonic Swarms / Marcaek
08 Dietary Supplement / RonnieJamesDiner
09 Desperate Synergy / Steve D
10 Deli Spinner / Chris Hansen
11 Deceased Spartan / Aurelius
12 Driving in the Strangleyard / Breezeep
13 Dire Survival / Pegleg
14 Doomed Surface / Alper002
15 Database of Science / YeOldeFellerNoob
16 Detail Schmetail / an_mutt
17 Duel the Superiors / Tarnsman
18 Down is Sky / DJVCardMaster
19 Dash, Sprint! / Crunchynut44
20 Direct Shock / Obsidian
21 Duped, Scammed / an_mutt
22 Diminutive Size / Breezeep
23 Demolition Soup / esselfortium
24 Distant Suckers / dobu gabu maru
25 Dark Syde / Breezeep
26 Dirty Simulation / skillsaw
27 Duplicate Safety / traversed
28 Dingos, Sheila! / an_mutt
29 Designing a Sculpture / dobu gabu maru
30 The Diorama Symposium / dobu gabu maru
31 Deluxe Stovepipe / Xaser
32 Damn SS / Scotty
33 Dangerously Sonic / an_mutt
34 Door Savvy / dobu gabu maru
35 Da Stockmarket / Breezeep
36 Despair and Suffering / Obsidian
37 Disseminator of Sin / dobu gabu maru
38 Dummythicc Scaffolding / Tarnsman
39 Dork Smasher / dobu gabu maru
40 Downside is Sideup / Breezeep
41 Duhl Spayss / Xaser
42 Durandal Smells / Turbo Saber
43 Deliverying Shakespeare / dobu gabu maru

I haven't played, let alone beaten, every map, but skillsaw's gimmick is my favorite one, even though the map is unbeatable.

>> No.8094121

I'm project lead and I know that, but no.

>> No.8094150

I applaud your commitment to the RMS lifestyle.

>> No.8094151

farthest I ever got was refueling base, that opening area is a death trap that quickly becomes a nightmarish war of attrition against a legion of corpses that refuse to stay down

>> No.8094204
File: 2.50 MB, 640x510, texture_clipping_and_stretching_compressed.webm [View same] [iqdb] [saucenao] [google]

quality sucks... but stretching and clipping textures is almost there

>> No.8094236

That's not too shabby. It looks like it stretches a little off in some areas, becoming wider than it should (if that makes sense), but it seems to not impact performance much or at all. The transparent lines seem to be all that effect it too much.
What's your level editor look like? I'm curious.

>> No.8094276
File: 196 KB, 2562x1644, map_edit.png [View same] [iqdb] [saucenao] [google]

I believe some of the distortion is due to it not being perspective correct, but probably some of it is also due to precision issues or my math being a little off.

Map editor is still pretty rudimentary but works.

>> No.8094310

Any chance that we'll shit the wads tonight?

>> No.8094326
File: 71 KB, 329x302, EVERYTHING IS A LIE.gif [View same] [iqdb] [saucenao] [google]


>> No.8094334

Gonna third these fine gentlemen.

>> No.8094345
File: 96 KB, 640x869, h1hh882nnaj71~01.jpg [View same] [iqdb] [saucenao] [google]

I'm looking for wads I can play using GZDOOM for my hacked switch.

Not really into slaughter maps, more into really creative total overhauls.

I have SRB2 and SRB2 Kart

>> No.8094348

The /vr/ wads.

>> No.8094349

why is Brian Griffin cosplaying as the evil tentacle from Day of the Tentacle?

>> No.8094368

Not the /vr/ wads.

>> No.8094392
File: 2.86 MB, 960x540, TTwebm.webm [View same] [iqdb] [saucenao] [google]

For gameplay mods I can't recommend Treasure Tech hard enough, it's Wario Land 4 as an FPS by way of Doom and it's a blast and a half. The map in the webm is from Sucker Punch 2, but you can play Treasure Tech with any maps that don't have custom weapons or enemies.

>> No.8094402
File: 312 KB, 720x960, yowie.jpg [View same] [iqdb] [saucenao] [google]

Alright, alright. I'll shit the wads if you REALLY want me to. We'll resume Plutonia 3.

>> No.8094403

Why are those machine gun casings blue?

>> No.8094461

Cool. That looks serviceable. When you're done are you going to release the editor etc too?

>> No.8094472

Why aren't all machine gun casings blue?

>> No.8094497


>> No.8094507

>you can play Treasure Tech with any maps that don't have custom weapons or enemies.
won't the jumping and massively different gameplay break things

>> No.8094539

Jumping can be (and usually is nowadays) disabled with MAPINFO, and you can still ground pound off of tackles. Either way, sequence breaking is the player's choice. If you have to jump to reach an elevated platform or charge-tackle to clear a gap, then you're pretty obviously not supposed to.

>> No.8094834
File: 273 KB, 530x423, 832.png [View same] [iqdb] [saucenao] [google]

Reminder that Turok 1 has the best and most replayable soundtrack of all the 90s FPS

>> No.8094836


>> No.8094987

>18/50 secrets by the exit
New low for me, also the sheer amount of secrets in Sepulcher doesn't help.
Love those little text pieces in Leptis Magna, Firetop Mountain, Forgotten Sepulcher.

>> No.8095019
File: 2.04 MB, 800x450, Blooper.webm [View same] [iqdb] [saucenao] [google]

That's another gun down. Not bad for something I drew in a day.

>> No.8095026

I have a feeling your pack is going to be popular for people to edit with their hands of choice.

>> No.8095036
File: 68 KB, 324x543, 3243q6425.png [View same] [iqdb] [saucenao] [google]

People can do that if they want, I'm just making this handless so it can theoretically work with anything.
I'll be really happy to know a bunch of people use this pack, one way or another.

>> No.8095037

did you just want a custom set of handless weapons or are you planning on using this as a base?

>> No.8095043

I know that feel, even if my pack is made out of other people's sprites with varying degrees of editing, I still feel good when I see other people use it.

>> No.8095050

They'll all be handless. I'm making it with the mindset of it'd work with any sorta character or skin a player uses. I WAS going to make a set of weapons using the robot hands of my character, but when I inevitably die and spectate my squad, they'd have my hands suddenly and that sucks.

>> No.8095091
File: 9 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google]

That was a thing. And there's still dozens of maps of it to go.

>> No.8095097
File: 10 KB, 410x77, file.png [View same] [iqdb] [saucenao] [google]

8 bacon cheeseburgers loaded and drenched in mayonnaise going in my fuckin gut dayum
Also holy shit your viewer count has doubled, where did all these guys come from?

>> No.8095102

I don't know either, why does anyone willingly subject themselves to my streams?

>> No.8095109

Given who showed up in the chat, I'm guessing we've got some people adjacent to regulars starting to drop by.

>> No.8095124
File: 2.91 MB, 2404x1780, file.png [View same] [iqdb] [saucenao] [google]

Regardless of who it is, I hope the streams don't get too big. I love the vibe of just the same 7 or 8 dudes chilling and laughing at shitty wads, it's comfy.
Yeah, I think I know who. Not gonna name names tho cause i'm not a fag

>> No.8095135
File: 971 B, 65x30, BA-41icon.png [View same] [iqdb] [saucenao] [google]

That's exactly what the original looked like though

>> No.8095136

/vr/ solve this mystery please

>> No.8095269

I'm biased because it reminds me of the magic of the shiny new N64 and those amazing weekend rentals from my childhood.

>> No.8095282

Actually, regular boom was still confined to map07 for the doom 2 bossdeath specials until UMAPINFO became a thing. MBF21 also allows more freedom.
>dark scythe
For the record, this project made use of keendie (separate from bossdeath, and works in anylevel) in dehacked, alongside conveyer voodoo scripting to accomplish a similar effect to the dead simple specials. Even though UMAPINFO was a thing back in April 1 2020, It likely didn't use UMAPINFO because it was initially released before DSDA-Doom came around to help increase everyones confidence towards using UMAPINFO lumps, as PrBoom+ UM wasn't really properly under someones helm for a long while.

>> No.8095293
File: 1.90 MB, 800x450, Jesus christ this dumb thing is so heavy.webm [View same] [iqdb] [saucenao] [google]

Got the rocket launcher done, this one was fast but man I am so goddamn pleased with that pickup sprite.

>> No.8095313

Leaning into the rotary grenade launcher mode of the RL doesn't happen often enough in reskin packs. It's even more surprising to see it come from someone who doesn't use it often.

>> No.8095316

Hey MAP05 guy, how would you feel about forced pistol start?

>> No.8095339

Yes, and you can even spend five minutes on finding its source code and locating the "oldsky" variable in it to start figuring out how the windows and skies at the difficulty selection level and first game level work (use "cutscene 0").

Things like these were invented to simulate windows to the “outside” without rendering the actual empty volume between some skybox and level polygons (waste of z-buffer resolution, other level geometry can get in the way, and it will look like in noclip mode, etc.) on the hardware without stencil buffers that was fast only in one way (rasterize polygon and texture data to the buffer, no fancy shmancy arbitrary reads, blending and stuff). Software renderer had more freedom in how it could draw stuff. The trick was trying to project texture onto the wall and ceiling polygons to make it look like a different object. Lava and teleport warping was handled in a similar fashion. It looked nice when player was far from those polygons, but produced all kinds of typical perspective bugs up close because the angle between line of sight and rendered (projection on the) polygon could only be calculated once per plane or once per vertex, not once per pixel (or group of pixels), and interpolation of produced values gave incorrect results when those individual vectors were too far from each other.

It looks like Nehahra used the regular GLQuake sky for window polygons, but projected it to a vertical plane instead of the top horizontal one. Its new skies use a regular skybox approach. If you google "quake sky texture", and read everything it gives you on a couple of pages of results, you'll have a nice idea of how everything works. Here, for example, someone reinvents the ancient rendering techniques with shaders, and faces the same problems:

Your example from the previous thread looks like a simple miscalculation, maybe the 2× angle between the plane normal and LOS is taken at each vertex.

>> No.8095343

Input buffering, he's pressing a few other buttons all this time and when buffering is done they all go off at once multiple times in a single input check.

>> No.8095352

I'm not MAP05 guy but I approve of death exits

>> No.8095359

Not MAP05 guy either but I want to ask, you mean putting death exits in every map or every 5 levels?

>> No.8095363


>> No.8095364
File: 32 KB, 640x480, 1551097408842.jpg [View same] [iqdb] [saucenao] [google]

You're posting these entertaining streams on a public board in the most popular thread on /vr/, I'm surprised it's as small as it is.
I'm a lurker, only viewed a couple times live and usually watch the recordings, but the rustic charm of watching anon shit his way through shitwads (and HFFM) is chill & enjoyable. Anon being good but not an expert also makes it more comfy.

>> No.8095367

>Anon being good but not an expert
HFFM Really did harden and fasten him didn't it?

>> No.8095376

I'd join the streams more often but it's the middle of the night where I live when anon streams

>> No.8095413

I played most of Dark Scythe a little while ago and I was surprised by how enjoyable the maps were. Some of the them were simply not worth beating but I liked how wildly creative they were generally. My personal favorites were maps 21, 23, 29 and 43. I'm pretty sure 19 and 32 are also virtually unbeatable for varying reasons but still funny. Most of the maps beyond 32 fail at being either funny or worth playing except 43 which is well worth it. Overall I'd recommend it as a relatively beatable and inventive joke wad.

>> No.8095436

Hey Anon do you have any NSFW doom mods but it not Hdoom

>> No.8095451

Sorry, Anon. You'll have to wait until I finish my total conversion.

>> No.8095456

I've been practicing the rocket launcher more, along with the Vulc. But yeah, it bothers me too when people just make the RL in reskin packs just big launchers you shoulder.

>> No.8095478

>>8095451 <:(

>> No.8095479

I am not project lead anon, but MAP04 anon. I have a rather evil idea.
Maybe I should link this to the anchor post though.

MAP05 guy, how do you think about forced pistol start? Project lead cool with it?

>> No.8095524
File: 2 KB, 128x23, ss.png [View same] [iqdb] [saucenao] [google]


>> No.8095532
File: 2.00 MB, 300x225, 1601177497252.gif [View same] [iqdb] [saucenao] [google]


>> No.8095586
File: 271 KB, 1152x864, doom00.png [View same] [iqdb] [saucenao] [google]

Can anybody tell me why this is happening? I just put a midtexture on a linedef and adjusted the offset so it would only cover the stone block, and in UDB it's shown correctly, but ingame it looks like this.

>> No.8095593

When putting a midtexture that is taller than the space it appears in, you need to have a different brightness level on the two sides of the texture for it to render properly. If you have, for example, the light level set to 128 then you can just make a small 1 pixel wide sector on the other side and set the lighting to 127 in it.

>> No.8095597

What the actual fuck.
But thanks, it works now as intended.

>> No.8095628

are those PBR for vanilla textures?
WHere do I get those (The ones on the forums are like 25% complete at best)

>> No.8095638

Doom uses batch drawing of matching flats (floors and ceilings). No matter how sectors combine to form them, the textures fill the screen areas in nice straight line. Changing light level creates multiple non-matching flats, and the engine is forced to draw the floor/ceiling correctly over the part of the wall texture that is supposed to be hidden.

Or something like that.


>> No.8095654

>What the actual fuck.
These kinds of very specific and obscure issues are stuff that everyone has to encounter on their own and bash their head at. You'll see plenty more.

>> No.8095671

Actually, not to draw over, but to stop drawing the transparent texture at proper point because of forced “something else” occluding it at the top/bottom.

>> No.8095812

been playing warspasm for the first time, almost done with map 3. aside from enemies spawning behind you and then hunting you, it has been fun. i have to say the architecture lends itself better to bringing out the fail in the mighty spawn. they're just as likely to bounce away from you and get stuck somewhere. and their reaction time is as slow as always.

>> No.8095819

Is there a reason why in Crispy and DSDA there is still music even if I set the volume to 0?
It's really quiet, but still there.

>> No.8095825

Are you using an external midi player?

>> No.8095842

For Crispy I have set an ogg music pack, but DSDA is just like it was out of the box.

>> No.8095846

Taking a wild guess without even looking at the code: zero was changed to almost zero some time ago to prevent some undesired behavior on some system resulting in some internal or external part of MIDI subsystem getting uninitialized at zero, or maybe simply to prevent restart of the music on volume slider change.

If you're on Windows, check if there is a dedicated application mixer channel for midi player process, and what can you do with it.

>> No.8095875

>MAP05 guy, how do you think about forced pistol start? Project lead cool with it?

No. Avoid making death exits.

>> No.8095902

You buzzkill :(
Welp, a regular boring exit it is, then.

>> No.8095947

What about death exit on the normal path, along with proper exit in one of the secrets.

>> No.8095973

>No tags 666 667 allowed
>No secret exits allowed outside of 15
What a fag. Fuck you and your shitty rules

>> No.8095976

>decide map slots before the maps are even created
The worst of them all.

>> No.8096027

Then don't map for it and keep crying like the dumbass whiny faggot you are

>> No.8096039

>For the record, this project made use of keendie in dehacked
Thanks for clearing that up, have a You
I can just let it play in the background and not get irritated by bad songs. Also the music just stuck with me since childhood, especially In The Jungle, The Jungle City, Lava Land, and the final boss encounter was particularly unforgettable for me. Duke has some great songs, like the song from Flood Zone (Taking Names), Goldeneye, Doom Quake etc, but the Turok one I can just let it play in the background blissfully with no irritation

>> No.8096041

>noooooo muh death exits
pistol start retards get the rope

>> No.8096046

Nightdive Quake got an update.

>> No.8096064
File: 107 KB, 895x627, update.png [View same] [iqdb] [saucenao] [google]

a generous description

>> No.8096081
File: 504 KB, 1920x1080, shot007.png [View same] [iqdb] [saucenao] [google]


>> No.8096124

>No secret exits allowed outside of 15
what's the point of making more secrets, it's gonna be just the same as the regular maps
who gives a fuck about death exits.. a retarded gimmick for retarded speedfags

I agree that tag 666 and 667 should be universally tho.

>> No.8096137

>retarded speedfags

>> No.8096157

I don't know what's the appeal of death exits desu
just idclev or kill yourself lmao

>> No.8096163

A little project I've been working on.

>> No.8096198
File: 62 KB, 676x425, 1507012715282.jpg [View same] [iqdb] [saucenao] [google]

>activating slow mo while bhopping at a million miles an hour
Fahking awbsome idea for a mod, anon. The use of the Thunder Gun sound for the start of the slowdown is a great touch too. Maybe consider reversing it for a sound for the slow mo stopping?

>> No.8096203

max quake

>> No.8096218
File: 34 KB, 427x300, EdnNopEXgAcsIgT.jpg [View same] [iqdb] [saucenao] [google]

>Maybe consider reversing it for a sound for the slow mo stopping?
The working title is A Bit Closer To Shub-Niggurath in reference to pic attached

>> No.8096308

Romero was only taking credit for all of Doom for like a decade or so. As for him being a has-been, eeeh, feels less bad these days.

>> No.8096310
File: 261 KB, 616x605, rayman2_tge_shell.png [View same] [iqdb] [saucenao] [google]

*Rayman 2 Music Begins*

>> No.8096317

Do you think ID will continue their open-source tradition? If so, I'd expect Doom 2016 to be open-sourced by 2028 or so, maybe 2030. Seems like most companies are completely against such practices these days. :/

>> No.8096320

Doom and Quake was very much the effort of multiple different talented individuals largely applying their best talents on their projects. Some were maybe more talented than others in one way or another, but the devs were all irreplaceable, and the games would be objectively lesser without their contributions.

Except for Tim

It is if you aren't an incorrigible scrub.

>> No.8096346

No. Ever since zenimax bought id, they promised that idtech will never be opensource again. Carmack was actually planning to make idtech5 opensource but zenimax bought id before that happened. Carmack actually cared about the fucking engines he worked on. Now it's all gone

>> No.8096349

If it doesn't go open-source, I wonder if Doom 2016 will eventually get the engine re-implementation treatment that TES games have been getting.

>> No.8096354

don't doom 2016 and eternal have some properties that prevent ever being open source?
plus there's that one time romero got the sack from zenimax for wanting to share more unused doom assets to fans

>> No.8096360

vkquake 1.11.0 released
>Initial support for Quake 2021 re-release
>External .vis file support

>> No.8096365

>no slomo explosion
1 (one) job

>> No.8096368

>Gradually, I began to hate them.

>> No.8096375

ideally you would want projectiles instead of hitscan

>> No.8096379

No matter how hard I try, I can't like Blood. The game feels like shit to me. What irritates me most are the rats, for now. I'm using BuildGDX which is said to be one of the better ports, but as with all other games based on this engine, it can't calculate angles that aren't horizontal properly so fighting the rats is an exercise in patience as you watch your hits get miscalculated and miss them.
Then you crouch down to solve that but the rats outrun you and slowly drain the life out of you.
What the fuck, I honestly thought the problem was with me that I never liked this game, but the more I play the more I get the impression that it is pure garbage.

>> No.8096381

use tnt for them

>> No.8096391

all you have to do is step on the rats
People get filtered by some crazy shit

>> No.8096398

for me it's Robert Prince

>> No.8096404

The problem is people always brainstorm too much when it comes to projects like this, doesn't respect the rules and do whatever they want. it's normal and kinda dumb at some point, but whatever. i'm surprised /vr/ never worked with a spreadsheet before when other boards always do that to be more organized.

MAP04 anon, or anyone who wants to put an death exit. Let's do this, I'll listen/read your idea proposal of your death exit idea, I'll might accept it if it's a cool idea or not. Also, i'm gonna allow to use tag 666-667 in every map just because some anons politely asked for. that's fine?

I'm not gonna allow death exits in every map, it's just retarded at this point and this project doesn't aim exclusively to pistol starters. if you wanna pistol start just IDCLEV, don't like the idea? then fuck off.

>> No.8096410

I'm going to add AD's shotgun projectiles soon, yes.
Fine, prick. Made me get out of bed just to record this.

>> No.8096425

>don't doom 2016 and eternal have some properties that prevent ever being open source?
If you mean proprietary libraries, there's no reason you can't release the source code minus the proprietary stuff. It means it's non functional, but it'd probably be possible to write GPL replacements for the proprietary libraries. It'd take a good reverse-engineering effort to accomplish, but it could be done.

>> No.8096432

wtf archviles are hot now

>> No.8096458

Is The Crusher one of the worst Doom 2 maps? Please tell me it doesn't get any worse than this.

>> No.8096460

Who are you quoting?
What do you mean "now? Viles set things on fire since they were made.

>> No.8096461

It gets worse after MAP12

>> No.8096464

It gets worse than that but there are also lots of better maps after it. Why do you even dislike Crusher?

>> No.8096465

i think that sort of happened with doom 1
carmack had to go with the linux version, then dosdoom was a thing and added back the features that were in the dos version, so every source port is based off dosdoom

>> No.8096468

No, that's Downtown, Nirvana or.. hell idk, every sandy map is pure dogshit.

>> No.8096476

>What do you mean "now? Viles set things on fire since they were made.
would be hot enough to fuck him in the ass?

>> No.8096507

If you think any AAA company would release their code in current year then I have some bridges to sell, just be happy that Carmack tried setting a precedent before the industry cancer took hold

>> No.8096520
File: 163 KB, 1702x1384, 1613670758660.gif [View same] [iqdb] [saucenao] [google]

Lee Jackson > Robert Prince

>> No.8096527
File: 1.20 MB, 1920x1080, shot005_proc.jpg [View same] [iqdb] [saucenao] [google]

DotM is so good bros. Haven't played AD yet, is it even better?

>> No.8096528

When making maps based loosely on real world locations (i.e. a city hall, a military base, a train station or something like that), how do you go about making them... interesting? I find it easy enough to make "decent" relatively themeless fantasy levels, but beyond that I crumble.

>> No.8096552

Alexander Brandon > Both
It's not fair FPS bros, why don't we have Frank Klepacki on our side...

>> No.8096570

Doom 2 has lots of decent and good maps, but it has some mediocre and bad maps too, and they're not all arranged in a great order because the pacing is kind of awkward.

Someone should make an UMAPINFO patch which rearranges Doom 2's level order some, maybe bump out the three or four maps which are just the worst, and also force pistol start, and see if it plays better.

>> No.8096574
File: 1.12 MB, 1400x2180, Te5laSB.png [View same] [iqdb] [saucenao] [google]

Is this image outdated? Tafferpatcher's page on ttlg forum says the mod is outdated and recommends T2fix instead.

>> No.8096581

I’d say so, levels become the fun kind of complex and the enemy variety is better. Is that the Kex port you’re trying or did you get everything working in another port?

>> No.8096583

kek get fucked pistol start autist

>> No.8096593

Frank is still pretty active, I am pretty sure that if you sent some money his way he'd be up for working out some tracks for your next-big-thing(tm)

>> No.8096602

facing worlds man

>> No.8096612
File: 1.81 MB, 1920x1080, shot006_proc.jpg [View same] [iqdb] [saucenao] [google]

Yeah it's kex

>> No.8096619

I don't think AD works for Kex yet, if you get into it after DOMA and miss the HD weapon models let us know.

>> No.8096626

Nah I played everything else on quakespasm, using kex only for DotM.

>> No.8096627

Opinions on games with 0 hitscanners?
Opinions on games where the player's weapons are all (or almost all) projectile-based?

>> No.8096651

Depends on the implementation.

>> No.8096658

Ah yes my favorite version
Doom for the WebTV

>> No.8096663

Sounds like a shmup to me. They're cool. My favorite is Gradius 3.
Jokes aside, it depends on implementation. I think hitscanners that are weak (read: doom's) add a lot of depth to the combat by being excellent glass cannon enemies. They make for great priority targets.

>> No.8096669

i've played stuff like doom and quake with no hitscan mods
i think i like it better without hitscan? the differences are negligible though when the projectiles move so fast

>> No.8096713
File: 3 KB, 148x125, darkimps.png [View same] [iqdb] [saucenao] [google]

Hey project lead, there will be some kind of new weapons for the project?

I have an idea but it's just a sprite replacement for the plasma gun, it could be some kind of demonic/magic staff.. i guess it doesn't sounds like a halloween thing at all but would be fit for gothic-spooky themed maps

also i have another suggestion, can you make the imps sprites black? i think that would be cool..

>> No.8096720

I think hdoom changes most hitscanner enemies to projectile based

>> No.8096723

Replacing the Plasma Gun and BFG with more gothic alternatives sounds like a cool idea, I also wouldn't have anything against snatching the SSG from 2048 Units of /vr/ because it looked great and would fit the gothic theme nicely.

>> No.8096735

Just find the secret button bro.

>> No.8096771

how do i type in cheat codes in rise of the triad
not a single one of the buttons on my keyboard opens up a chat box or console and binding "send message" or "direct message" to a key does jack shit
i softlocked myself because i didn't fly to the right spot with mercury mode and really do not want to do the whole map again because it's already wasted enough of my fucking time making me run back and forth to find something i can't even get to

>> No.8096776

>have to choose between textures scrolling or being aligned
Hate this.

>> No.8096801

DBP39: Carnage Oasis is out

>> No.8096847

Most people here are sane.

>> No.8096859

Oh right, this is finally getting off the ground now, I had heard rumors that LzDoom, or an alternative to it, was supposed to be rolled into GzDoom itself, hence why standalone LzDoom ceased development.

>> No.8096861

Of all 20+ official versions for operating systems and consoles plus over 100 source ports.
Which version of Doom should a newcomer start with?

>> No.8096869

Check the MEGA links in the OP for the Doom games and download GZDoom.

>> No.8096876

You could just drop in with Crispy Doom on PC, or the new official ports on console.

>> No.8096878

Yeah, most. The rest are real vocal cunts though.

>> No.8096884

It's old as fuck.

>> No.8096891

The Bethesda Unity port that comes with the Steam version is good and requires no set up. Crispy Doom is the best way to experience the original games imo.

>> No.8096892

whats the best filtering option in gz/lz doom?
trilinear or bilinear ? also which texture format would be the best? not like i wanna crank it up to 11.
just make it look a little "better"

after watching dwars
>how to make gzdoom look like crispy doom
i was wondering like what would be the opposite of that?

right now i think i got it set to
something like that

>> No.8096903

>whats the best filtering option in gz/lz doom?
You can use None (Trilinear) and anisotropic filtering if you truly hate how grainy it looks at a distance, but Doom's assets aren't meant to be smeared by filtering.

>> No.8096917

I don't "hate" how it looks, i was more seeking to understand. what would be the 'opposite"? now that i got all the steps to make a zdoom port look like crispy doom/vanilla. like what would the best
>filter, graphics options
crazyness it can supply but yeah i'll check that out
>none trilinear anisotropic

>> No.8096936

Updated the localization files.

>> No.8097035

I would probably ignore it and just install newdark. Tfix or T2fix just use newdark and patch in some new models and shit anyway.

>> No.8097094

>Most people here are sane.
[citation needed], fucko

>> No.8097097

Oh gee I wonder who could be behind this post

>> No.8097101

I was talking about you anon, precisely you

>> No.8097115

That could work. Do we put the skull on it, or leave the cross on?

>> No.8097127

>I have an idea but it's just a sprite replacement for the plasma gun, it could be some kind of demonic/magic staff
That's a really good idea actually, I like it. Maybe we can replace the BFG too but I don't have ideas for it, we could use a similar sprite to the unmaker or something.

>also i have another suggestion, can you make the imps sprites black? i think that would be cool..
Das raicist man... Yeah, I can do that.

>I also wouldn't have anything against snatching the SSG from 2048 Units of /vr/ because it looked great and would fit the gothic theme nicely.
You're right, but chopblock would be okay with that? I think we should ask his permission to use it again.

>> No.8097134

>but chopblock would be okay with that?
I think you're replying to chopblock anon, lol. But it would be good to get confirmation.

>> No.8097141

Imp sprites being black might make them too hard to spot among the dark textures and lighting.

>> No.8097150

linear mipmaps look good.

>> No.8097157
File: 20 KB, 1124x952, slough of excellence.png [View same] [iqdb] [saucenao] [google]

I'm here inbetween bouts of sleeping on codeine. Go for it. I wanna ask Vaeros for a few Aniki gloves in return, because they're really cool and I wanna do a thing with them, but that's not in any hurry and he can finish with the Halloween stuff first.

Some people didn't like the shooty noise the 2048 SSG made, so maybe play around with some alternatives. Don't even need to make it all the smooth animation frames either, could just mimic the original SSG animation if you want.

>> No.8097168

i went none(nearest linear mipmapping) 4X anisotropic, rgab8

then i went to biggest most detailed map i could think of spawned in about 100 barons
and was getting frames of 150 still and it looks great.

>> No.8097185
File: 525 KB, 1920x1080, Screenshot_Square_20201217_171541.png [View same] [iqdb] [saucenao] [google]

>some kind of demonic/magic staff
Preacher.wad uses a spellbook as the plasma rifle and a staff as the BFG. And also the Powerslave revolver for slot2 and tommygun for slot4. But you'd need a new HUD to rename the plasma to "prayers"

I dunno what RGAB8 is but if you want to add all the fancy stuff GZDoom has, add texture resizing and sprite shadows.
Also you can download motion blur mods (I only use it for turning/falling, not for moving around), Tilt mod (like Quake), gore mods (like Bolognese), weapon sway...

>> No.8097220

You could just use the hellstaff from heretic. It's basically already a spooky plasmagun.

>> No.8097228

>mouse look?
its on
>trilinear filtering?
>anistropic filtering 16X?
>motion blur mod?
>bolognese mod?
>tilt mod?
>brutal doom helmet?
>latest version of project brutality?
Its time to play doom


>> No.8097240

>No! You're not allowed to play the game how you want! >:(

>> No.8097250
File: 2.54 MB, 498x498, das-rite.gif [View same] [iqdb] [saucenao] [google]


>> No.8097253

all jokes aside it really is amazing what modern source ports can do for a game released for 486 Dos computers.
even non zdoom ports are highly customizable and it really is awesome that they do this for free

>> No.8097254

Maybe repaint it a little and add an arm holding it or something.

>> No.8097263

vkQuake updated

>Initial support for Quake 2021 re-release
>External vis file support

>> No.8097283

i don't blame people for playing the official episodes like this even though brutal doom and its ilk are a mess of bad ideas
now when they do it for a megawad i go ape

>> No.8097302

no anon, that's one of the best doom 2 maps

>> No.8097314

Aside from the Crusher gimmick and its tall ass room it's a fairly normal level.

>> No.8097319

yeah that makes sense.

>> No.8097346

Yeah very few games enjoy the sort of treatment Doom does. Quake 1 and 2, SM64, or Morrowind with OpenMW, and a few others. It's always exciting to see new source ports and reverse-engineering efforts. Truly frustrating that more companies don't open-source their ancient games.

>> No.8097350

Pain Elemental is 10x cuter than Cacodemon AND Cacodemon is U G L Y + smells bad (dumb).

>> No.8097351

vkquake supports dotm

>> No.8097356

tell us where the cacodemon bite you

>> No.8097358

>Truly frustrating that more companies don't open-source their ancient games.
I'm still waiting for someone to reverse engineer or open source Guild Wars 1.

>> No.8097368
File: 14 KB, 480x360, 4t5y6ujy.jpg [View same] [iqdb] [saucenao] [google]

what about doom 64 caco?

>> No.8097373

I think there is also a project for Tomb Raider like that. Open lara right?

I really miss old slow atmospheric lara, where you could actually fail some jumps.

>> No.8097375

Vaeros or Punch please reduce the gargoyle Hp from 60 to 30. It's not supposed to be as tanky as an imp.

>> No.8097380

MAP04 anon here, I think my idea is indeed kinda cool. I am not a fan of pistol starts anyway and actually support your idea of progression and not going all out with difficulty, but I reckoned since it's just the beginning (more or less), it wouldn't be as grave as if someone did it at e.g. in the middle of the "very hard" episode.
I don't want to disclose my specific kind of death exit before the map is finished (since I am not even sure people will "get" it), but if you give me an email adress or whatever I can explain to you what I have planned and the rationale behind it.

>> No.8097389

Play Build games (or Ashes 2063), take inspiration from there and remember Doom isn't really made for "realistic".

>> No.8097405
File: 331 KB, 1117x678, file.png [View same] [iqdb] [saucenao] [google]


>> No.8097413

Pain eles are pretty cute desu

>> No.8097417

Some of good news, Dege at VOGONS forums is restoring the ATI TruForm tesselation renderer for DgVoodoo2.

For those oldfags, it was the technique used to tesselate and high poly models in realtime used by ATI in the early 2000's which Q3A, RTCW, Morrowind and UT2004, there are videos on youtube and at the threads links for it.

Hexen 2, Q1 and Q2 received patches out of RTCW and Q3A code, but it was unfinished, Monsters had the best results out of this experiment, but limited due to the low res bilinear filtering.

if you want to test it out and see if can be ported back to opengl or even fucking vulkan.

here is in action with Q3A

>> No.8097479

Yeah he's fine. He's just Pain Elemental on a bad day. Pretty cool dude overall.

>> No.8097485

forgot about that one. Diablo 1 also has DevilutionX.
>I really miss old slow atmospheric lara, where you could actually fail some jumps.
The Tomb Raider series is on my to-play list. Looks like a lot of fun. I played the 2013 game, and looking back at the originals, they also look pretty cool.

>> No.8097507

>remember Doom isn't really made for "realistic".
I really think most of this is down to the iwad textures being unrealistic. They're obviously meant for Hell and sci-fi bases, and even the more "realistic" textures tend not to resemble real-life building facades (see Doom II Downtown). If you had textures like Duke3D's, I really think it'd be quite feasible to make something almost as realistic as Hollywood Holocaust or E1L2 with the vanilla Doom engine. The biggest challenge would be a lack of portals to fake room-over-room, which IRL locations tend to have a lot of. But with GZDoom, you could easily make something as realistic as what you see in Duke.

>> No.8097513
File: 46 KB, 200x200, 5834624.jpg.l_thumbnail.jpg [View same] [iqdb] [saucenao] [google]

>load wad based on ammo management and conservation
>load gmota
>have fun

>> No.8097532

Nice! thank you. Maybe after finishing this project I can work with the rest of aniki's gloves like you asked.

Hmm, i'll do it if Punch is okay with it.

Alright, send me a e-mail here: vaeros.studio@gmail.com

>> No.8097534

The Q3 Girls are smoooth as fuck, also it would be interesting to see Carmack's feedback on this since RTCW made use of it first.

>> No.8097542

death exits might be good for managing the player's inventory and expected firepower, especially in a community project.
but i do agree that having too many of them will suck.

>> No.8097546

The standout to me was Orbb's eye, it looks perfect. Are there any screens of the Q1/2 monsters?

>> No.8097549

What if I've already completed the megawad pistol start without mods

>> No.8097558

>Hmm, i'll do it if Punch is okay with it.
Yeah go ahead. I was a little overzealous wanting a final, fully balanced version before most people had a chance to test them, at least they're functionally complete. The change should be just one line in the DEHACKED lump, so you could do it for the next version.

>> No.8097565

You've enjoyed and completed the levels as had been intended by the author and then some, I'd say you've at least earned the right. I'd also say that's a pretty good set of levels you're playing if you're replaying it.

>> No.8097578

Here, but weapons and items looks fubar because its was a experimental port with no tweaks as Morrowind N-Patch on FPS Optimizer, which lets you chose which model trees are affected by it.


Bonus for HL, Deus Ex and Unreal 1

>> No.8097585

repeated link twice with Q2

>> No.8097636

Reminder that Turok 2 has a terrible soundtrack that will drive you fucking crazy.
It's Brain Griffin as the peanut butter jelly banana but recoloured to Piccolo.

>> No.8097637

The torches and armor pickups look good, but the enemies look a bit fat, and they lose some of their grit. The newer games look better by way of higher polys though, especially HL

>> No.8097657
File: 202 KB, 241x400, file.png [View same] [iqdb] [saucenao] [google]

>The Q3 Girls are smoooth as fuck
My lord, you ain't kidding.

>> No.8097659

I'll take MAP14
I'm a fuckin amateur, but no point in not contributing when I have the chance, right?

>> No.8097667

You can't improve without actually making maps, right? Go for it my dude

>> No.8097670
File: 130 KB, 849x1200, Patriotic Slash and Nyx Quake champions.jpg [View same] [iqdb] [saucenao] [google]

Now imagine with Q2 girls and skins if this gets tweaked? plus the tons of Q3A skins? also even Hexen 2 who makes use of it with the right tweaks, its literallya pandora box of possiblities, mostly for model makers and even old stuff.
the Captcha even came as NYXTS because it felt the THICCX possibilities of it

>> No.8097671
File: 1.02 MB, 800x450, Early Lib.webm [View same] [iqdb] [saucenao] [google]

I'm really happy with how this Liberator reskin turned out.
Don't mind the big casings, that's just a separate addon made for me during my brass goblin phase, that won't be a part of this pack.

>> No.8097681
File: 427 KB, 683x394, cum on those sweet cheeks.png [View same] [iqdb] [saucenao] [google]

Q3A is the more interesting one for me, I think. Those models are so close to the cusp of perfection but held back by the limited polycount and the head-torso-legs separated model format. I kept watching and Hunter's ass at 1:50 onwards is legitimately hypnotizing, goddamn. Even meatier than Nyx, maybe.

>> No.8097684

It's alright. There's some guides below in the excel sheet or you can ask anons if you need some help.

>> No.8097685

Why are the casings and muzzleflash blue?

>> No.8097692

The casings are huge and colorful cus I once hoarded brass and processed that shit for more ammo like a fool. The muzzleflash is blue because it's cool and works as a good contrast for the blue scope and red flash of the ZM66.
Any further blue ammo inquiries should be directed at HyperUltra64.

>> No.8097693
File: 1.92 MB, 449x266, 1584281724202.gif [View same] [iqdb] [saucenao] [google]

Can I get some WAD or level recommendations for GMOTA and Combined Arms?

>> No.8097695

Alfonzone works well for both, I also like going through Vrack 2 for a one level romp.

>> No.8097706
File: 29 KB, 600x391, 1552199460396.jpg [View same] [iqdb] [saucenao] [google]

I'd like MAP32 please, claimed under the name, "African Equus-Sapien", or just "Equus-Sapien"

>> No.8097709

>weapon attachments on the side
My favorite

>> No.8097710
File: 443 KB, 400x296, 1622722426903.gif [View same] [iqdb] [saucenao] [google]

>not claiming map
>submitting one anyway

>> No.8097718
File: 2.05 MB, 288x288, 000.gif [View same] [iqdb] [saucenao] [google]

Holy shit

>> No.8097725

No one ever tried to Update the old models for Q3 with bones support and single mesh

>> No.8097735

I think Cave Story has a source port too

>> No.8097736


>> No.8097745
File: 1.30 MB, 1920x1080, ddqt2tn-7415266a-1f2d-4516-aefe-6b7423ece676.jpg [View same] [iqdb] [saucenao] [google]

Even when they've ported the models to other engines, so far as I know they just conjoin 'em at the waist so the models still look weird instead of actually smoothing them out, or leave the seams intact if they're taking screenshots and just edit them out in Photoshop.

Anon no, there's a perfectly good bronze Amazonian ass at least four hand-spans wide right there to ogle. I know how you feel, though.

>> No.8097819
File: 311 KB, 750x650, 11521.png [View same] [iqdb] [saucenao] [google]

Anon yes
these iron maidens had some really wide hips and big booba they're asking to be bred

>> No.8097843

where's the Halloween asset set, is there a list with the thing IDs I need for the custom stuff?

>> No.8097845

Check the news post

>> No.8097848
File: 879 KB, 1920x1080, Buried Alive.png [View same] [iqdb] [saucenao] [google]

God, I love Going Down so much. It's like a master class in level design. I'll never come close to that artistic ability (the dude is a professional artist, after all) but at least I can enjoy it. It's all stock Doom 2 textures, weapons, and enemies except a new final boss, only thing custom is the music, and yet it's so different it feels like a different game. It's brutally hard, but with DSDA's rewind feature you can cheese your way through the hardest of wads

>> No.8097849
File: 1.52 MB, 1247x1920, slash_default__by_psycho_o_aciid_dd29ux8 .png [View same] [iqdb] [saucenao] [google]

I dunno, man. Hips, a robot arm, lots of wetware and a bad attitude directs me towards Slash. Full on Strogg chicks are a bit too weird even for me. goddamn do they have some fat tits though, and the idle animation where they squish 'em

>> No.8097853

No, it's one of the best.

>> No.8097875

I like it. Personally I think Map 12 is the worst though. Keep going, there's good levels after this, Map 10 and 11 is great, and Map 07 and Map 08 are fantastic.

>> No.8097921

The fact that the upscale mod exists and made the favor of restoring her face, and make Beta maidens even hotter with those stroggfied female greiss lips made for dicksucking, brings me joy, mostly due to the toy, Q4 and fanarts of it.

also, could someone test it?
OpenGL to D3d Wrapper https://www.vogons.org/viewtopic.php?t=36412 exists and it would be nice to see it working on until someone makes sourceports that works with d3dx.dll as secondary.

>> No.8097924

What makes Doom 2 map 12 so universally hated? It was one of my favorites as a kid.
inb4 >>carl "sandy" bepersen maps

>> No.8097945

>>carl "sandy" bepersen maps

>> No.8097949

Were Unreal Tournament and Quake 3 the first FPS games to have multiplayer bots?

>> No.8097964
File: 1.94 MB, 800x450, Liberator done.webm [View same] [iqdb] [saucenao] [google]

That's the Liberator done, this was the one I was worried the most about so getting it out of the way is a relief.

>> No.8097972

>It was one of my favorites as a kid.
that explains everything, it aged so terrible.

>> No.8097973

>get colored blood patch for DSDA
>load it up with D4V just to see what happens
>palette shifts the new blood sprites to blue for the caco

>> No.8097989

I love Sandy, I think Tricks & Traps is one of the best maps in the game, and I like Chasm and Barrels O' Fun. Really, I just think Factory is dull to explore and dull to look at, with just sort of ok fights, it also comes after Refueling Base and the Anus Of Annihilation, which are great levels that puts me in high spirits, so Factory is kind of like a fun-whiplash.

Can't all be winners when they stretch you thin on your job.

>> No.8097990

Lots of arachnotrons and mancubi, but no RL to make fighting them fun.
SSG requires killing a mancubus to safely obtain.
BFG is obtained at a point when you've likely killed most/all of them already
Final room involves having to press a bunch of switches at annoying lifts to unlock the exit.

>> No.8097996

The Crusher is one of American McGee's stronger maps, IMO. Wish all of his early levels had monster placements like it.

>> No.8098004

I don't get why hes enforcing the predictable map15>map31>map32 secret exit convention. If its for MBF21, whats the reason for not also taking advantage of UMAPINFO and switching up the secret exit locations?

>> No.8098005

No red key to came back.
Seriously wtf the door can't be opened from both sides with the yellow key.

>> No.8098007

I think the original Unreal had bots, too.

>> No.8098026

It did. And they were about as intelligent at UT99's

>> No.8098051

it doesn't reach 32 maps yet and you still want more secret maps?

>> No.8098064

Not that anon but I don't think he's saying to add more secret maps, but having the access to them in a different map slot than 15. Ask yourself: Are secret maps really secret when you know exactly what map the secret exit is on?

>> No.8098071

carl sandy ''myhouse.wad'' ''pistol is actually useful guys'' bepersen

>> No.8098084

Do you know that Factory has an extra Spider Mastermind in coop?
Probably not because you don't have friends.

>> No.8098095

is there a quick guide on how to make random textures fit with doom's ?

>> No.8098102

I don't want more secret maps. I just think theres no reason to rigidly follow exactly the 15>31>32 convention, when theres tools available to change it.

>> No.8098125

i mean who cares. it's just depends the author's decision on how difficult it's to get the secret exit. if the secret exit changes his traditional spot to another map nobody will get the chance to play map31-32 anyway

>inb4 just put the secret sector and ppl will know!
then what's the point of changing the secret exit to another map,it's not literally the same thing?

>> No.8098135

Man, all this stuff with the Q3 babes reminds me how i sometimes wish for a single player/coop Q3 game to play as them fighting something other than other players or bots

>> No.8098149

The NIN logo should come back.

>> No.8098157

I think for me, the benefit is more that you don't have to have both secret levels grouped together anymore.
You could have say, map 10 lead into map31, and map20 lead into map32, as an example.

>> No.8098180
File: 17 KB, 250x343, 1557849831079.jpg [View same] [iqdb] [saucenao] [google]


>> No.8098192

uh, so?

>> No.8098204

idk i guess you have to ask project lead if he can allow that

>> No.8098208

>Do you know that Factory has an extra Spider Mastermind in coop?
Sandy......... I kneel.

>> No.8098294

Sent you a mail

>> No.8098348

Vrskins 3.9 is out
More skins than 3.8, while also being 5 megabytes smaller. Here's the changelog
-Converted all sounds to OGG to reduce file size
-Fixed Dirty Harry's taunt sound
-Changed Daedolon's death animation
-Replaced Parias's sprites
-Updated the Cultist sprites, added crouch sprite
-Added Graf Zahl skin
-Made Mars 3D skin colorable
-Made Chex Warrior colorable and added a mugshot
-Made Sonic skin colorable (Heh) and added a mugshot
-Added Splash Woman skin
-Updated Freedoomguy's sprites and added a mugshot
-Added AVGN, Cammy, Nostalgia Critic, and Arnold skins
-Added the Loremaster and the Leather Cyber skins
I wanted to do a voting phase to determine what would get in, but I got caught up in other things. To compensate, I'll be making vr_extras.pk3 which will include all skins that didn't make the cut.
See you this Friday, we'll be running the updated wad for deathmatch. Now for the new thread.

>> No.8098365
File: 33 KB, 374x336, datass.png [View same] [iqdb] [saucenao] [google]

>dat ass

>> No.8098372

Goodnight /doom/, have fun at FNF tomorrow

>> No.8098554

factory has pretty much none of the things i like about sandys style lol

>> No.8099010

Fucking awesome.
Will you release the source changes when you're happy with it?

>> No.8099258

I like all Doom 2 maps.

>> No.8099409

At first I hated you for insisting include the Lost Souls. Now I realize why you did, and it made the game that much better.

Thank you, Romero.

>> No.8099584

This looks cool
Are there any good maps, even if ZDoom related, that have creative and interesting hazards and traps?