[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 3 KB, 168x304, 762094788_ohno.png [View same] [iqdb] [saucenao] [google]
8098360 No.8098360 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8091448

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

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

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

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

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

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

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

>> No.8098362
File: 935 KB, 1024x1024, vr info small +.jpg [View same] [iqdb] [saucenao] [google]
8098362

=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 4.0 >>8054781
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfunv4

VRSKINS 3.9
https://x0.at/nIhx.wad

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8059171

/vr/ HALLOWEEN PROJECT
Info here >>8091348

=== NEWS ===
[9-02] Dege is restoring the ATI TruForm tesselation renderer for DgVoodoo2
https://www.vogons.org/viewtopic.php?f=59&t=83037

[9-02] DBP39: Carnage Oasis is out
https://doomer.boards.net/thread/2271/carnage-oasis

[9-02] vkquake 1.11.0 released
https://github.com/Novum/vkQuake/releases/tag/1.11.0

[9-01] Crusadoom, a Crusader inspired mod for Doom
https://www.moddb.com/mods/crusadoom

[8-31] FTE now fully supports DotM
https://quakeone.com/forum/quake-talk/quake-central/283211-quake-enhanced-is-out-now?p=283384#post283384

[8-25] New KMQ2 test build
https://leray.proboards.com/thread/4108/new-kmq2-test-version-2021

[8-23] Tastyspleen and jehar to interview Philnemba tomorrow
https://twitter.com/tastyspleentv/status/1429935692021477379

[8-23] WRATH is confirmed delayed
https://store.steampowered.com/news/app/1000410/view/2948156118200289059

[8-22] Doom Master Wadazine now has a website
https://wadazine.com/2021/08/our-new-endeavor-the-wadazine-com/

[8-21] Bratwurst: Recooked released
[YouTube] BRATWURST IS BACK AND ANGRIER

[8-20] Quake Speedmap pack 213 is out, themed around low gravity
https://www.celephais.net/board/view_thread.php?id=62087

[8-20] Killer5 makes some MBF21 maps
https://www.doomworld.com/forum/topic/124007-zzul-bases-four-easy-to-very-hard-mbf21-maps/

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8098364
File: 746 KB, 1200x837, VR HALLOWEEN V2.png [View same] [iqdb] [saucenao] [google]
8098364

/vr/ HALLOWEEN PROJECT ANCHOR POST. REPLY TO THIS POST WITH MAP SUBMISSIONS, MAP CLAIMS, UPDATES, ETC.

SEE NEWS POST FOR PROJECT DETAILS.

>> No.8098395

I'm gonna be so mad if this track isn't in any of the Halloween project maps
https://www.youtube.com/watch?v=peuTnilEv9g
if I knew how to MIDI shit then I'd put it in my submission but still

>> No.8098416

I just replayed Factory and then Inmost Dens for the first time in years since the former was being discussed. Factory is pretty meh, very ugly of course but none of it is bad except for the last room. I like that Sandy has unique ideas for most areas.
Inmost Dens looks amazing for a stock Doom map, with better texture alignment it could easily be released today.

>> No.8098420
File: 72 KB, 820x510, Babby ded (2).jpg [View same] [iqdb] [saucenao] [google]
8098420

>>8098362
vrskins3.9 is in early access and has some fucky stuff to iron out so expect some updates coming soon™

>> No.8098424

>>8098416
>I like that Sandy has unique ideas for most areas.
this
Sandy may not be the best mapper, but I've always respected how he's creative with the maps he made (I also give him some leeway considering the fact that he had to make most of Doom 2's maps during a very short timespan)
like, in Masters of Doom it says that the guys at id all thought his levels were ugly but loved the way they actually played

>> No.8098440

So I've been on a bender playing "Retro-Styled" FPS games recently, mainly Wrath, Hedon, and Rekkr, and I've been wondering: why are these games so intent on making sure each gun is in some way hampered, whether through reloading, cooldowns, or general slowness? It's single player, who gives a shit about balance?

>> No.8098442

>>8098440
>It's single player, who gives a shit about balance?
A lot of people, it's not as fun if it's a braindead power fantasy.

>> No.8098447
File: 9 KB, 413x367, stop.jpg [View same] [iqdb] [saucenao] [google]
8098447

>>8098440

>> No.8098459

>>8098440
>It's single player, who gives a shit about balance?
I do. The fun comes from the challenge involved and gradually achieving mastery over the game. You better believe I feel satisfied every time I land a good shot with the BFG.

>> No.8098462

>>8098442
Is Doom a braindead power fantasy? Because I don't remember pistol ammo vanishing instantly, or my chaingun needing to cool down, or all of my projectiles moving so slowly enemies were walking around them.

>> No.8098469
File: 160 KB, 1142x724, doode.png [View same] [iqdb] [saucenao] [google]
8098469

>>8098462
No, but the pistol fires slowly and is generally shit. But Doom also has pretty tight balance overall. With a bigger emphasis on managing ammunition. I haven't played Wrath or Hedon, so I can't say much about them, but REKKR uses ammunition just like Doom does so I'm not sure why you lumped it in there with cooldowns or reloading.

The weapon with the slowest fire rate is that funny hand cranked shotgun thing, but that's your SSG tier weapon so I think that's fine. Weapons in REKKR generally hit pretty hard so I think mostly everything is fine, I just don't like the rune launcher because it has shit range and autoaim is fucky.

>> No.8098473

>>8098469
The Rekkr shotgun is egregiously slow IMO, makes it really difficult to put to good use.

>> No.8098475

>>8098440
One of the absolute worst things you can do in a single player game is make every gun powerful for any situation. At that point, they no longer serve roles, and all comes down to personal preference, which can lead to a very monotonous gameplay loop.

>> No.8098476

Alright, I think I can post a screenshot of what I'm up to now. Don't open this at work.
>https://files.catbox.moe/pjzlhl.png

>> No.8098481

working on my Halloween map submission
this is probably a stupid question, but why don't the custom things appear in the selector for what Thing to place? when I type in the ID for the Gargoyle it appears as a question mark, but it appears just fine when I test it with DSDA

>> No.8098484

>>8098476
Doomguy's face is just wtf is this shit

>> No.8098486

>>8098481
oh, I forgot to mention
I'm using MBF21 format, if that makes any difference

>> No.8098487

>>8098476
LarryDoom?

>> No.8098496

>>8098469
I guess when I say "balance" what I should be saying is "shit that makes your gun unpleasant to use in return for one good shot." REKKR's rune launcher is a good example, but I'd also point to Daikatana's Shotcycler as an older example of what I mean. Heavy on ammo consumption, narrowly defined purpose, and easy to whiff shots with. Games like Ion Fury or Doom Eternal absolutely reek of overwrought gun balancing, and it completely breaks the instant you run out of ammo for the one gun the designer wants you to use for an enemy.

>> No.8098505

>>8098496
I agree there, though that's more of a fault of people overtuning weapon balance in general.
I can't really speak too much on this subject though, all I make is overpowered bullshit.

>> No.8098550

>>8098360
Does anyone else try and play Doom and Quake at night because it's spookier?

>> No.8098563
File: 11 KB, 879x145, 2021-09-03 115246.png [View same] [iqdb] [saucenao] [google]
8098563

what files? what rerelease folder? what the fuck do i do?

>> No.8098572

>>8098364
Are custom textures allowed or not? i kind of want to "borrow" a little something from mars3D and i need some kind of "treeline" wall

>> No.8098585
File: 24 KB, 400x400, 1605612225728.jpg [View same] [iqdb] [saucenao] [google]
8098585

what time is FNF?

>> No.8098601

>>8098364
>he took a knee and allowed big maps
Enjoy magnus poopus retard

>> No.8098603

>>8098476
Immoral Cumbat?

>> No.8098609

Can somebody help me fix whatever's wrong with these janky sky sectors in my map? Most of the sky does what it's supposed to, and pretends to be at the same height of the taller sky-ceiling in the distance. Some of it doesn't.
Demonstration-
https://www.youtube.com/watch?v=7VlWsQNoLJ0
File- https://drive.google.com/file/d/1M_Par9Z4f-g2BisyMLdvaYkkcaGBiwfG/view?usp=sharing

>> No.8098614

>>8098609
Do you have some 1 unit sectors you forgot about? Because something is indeed hanging down there, it appears.

>> No.8098640

>>8098362
Hedon 2 has been released as an update to the original for those who have it on Steam
https://store.steampowered.com/app/1072150/Hedon_Bloodrite/

>> No.8098694
File: 942 KB, 1299x603, nevermind.png [View same] [iqdb] [saucenao] [google]
8098694

>>8098609
>>8098614
Nevermind, ignore me, I can just do a tiny wrap of sky-ceiling around the edges and raise the rest of the sky up

>> No.8098717

>>8098476
wew

>> No.8098729

>>8098496
>Games like Ion Fury or Doom Eternal absolutely reek of overwrought gun balancing, and it completely breaks the instant you run out of ammo for the one gun the designer wants you to use for an enemy.
Two playthroughs of Ion Fury, one on second hardest and then hardest, and ammo only got stingy once in the middle of hardest setting; ammo scales based on difficulty, and the hardest had me swapping a lot of the time. Eternal’s different and your ammoflow depends entirely on how much you enjoy the game funneling it through a second finisher button.
I’ve been meaning to give Rekkr another playthrough, I remember having fun with its first episode.

>> No.8098742

REKKR?
more like CUMMR

>> No.8098809

>>8098572
He said no.

>> No.8098812

>>8098476
Those dildos look even better than the shitty ones from hffm

>> No.8098815
File: 13 KB, 529x181, dildos.png [View same] [iqdb] [saucenao] [google]
8098815

>>8098812
Do you like the accompanying text too?

>> No.8098817
File: 1.81 MB, 800x450, Hunder Dunder.webm [View same] [iqdb] [saucenao] [google]
8098817

Alright time to hit the hay, last one out of me for tonight. Just three stock HD weapons to go, though there's a few custom addon weapons I wanna do before I release this.

>> No.8098821

>>8098585
Too damn early.

>> No.8098836

>>8098815
>senusual
dried like the atacama

>> No.8098837

>>8098836
Ah shit, better fix that

>> No.8098842
File: 81 KB, 720x720, 1607959226257.jpg [View same] [iqdb] [saucenao] [google]
8098842

>>8098809

>> No.8098843

>>8098640
A free update, is it short or something.
>>8098742
HRekkher when.

>> No.8098846

>>8098601
get fucked fag, big maps are better

>> No.8098848

>>8098476
Based coomer

>> No.8098849

Call of doomer:demon encounter

>> No.8098859

Is there an easy way to play Doom on Nightmare with all the same enemy buffs, but without the respawning?

>> No.8098869

>>8098859
You can turn on ‘fast monsters’ if it’s GZDoom. I’m not sure how to enable it on UV for other ports.

>> No.8098873

>>8098869
-fast enemies are slower than nightmare ones

>> No.8098885
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google]
8098885

These are the programs I need to start modding Quake, right?
>Notepad++ for actual codding/modding the game.
>Trenchbroom for making some shitty maps.
>ericw-tools and Necros' Compiling GUI to compile that shit.
>TexMex and Wally for dealing with WAD files.
>PakScape for working with PAK files.
>WinQuake or other source port for playtesting.

I've already asked similar question before here some time ago, but my sorry ass haven't done much since then. This is annoying as I really wanna get to work at least to see how much I would be able to do before giving up. What am I missing for the creation of a mission pack? Last time one anon suggested older version of Blender for making models, but I wonder if there's something like Wally (just an old program that should work well enough) out there.

Also, are there any limit differences between Quake and Hexen 2 in terms of map sizes and stuff like that? I would've asked similar question for OG Mission Packs, but that would be even more dumb. And how they compare to Quake 2 and Daikatana?

>> No.8098901

>>8098885
Buying the paints does not mean the painting draws itself automatically.

First, you have some idea. You look into how it can be done, and realize you need to do x, y, z. You look into those, and learn that you need program a for x, program b and c for y, and z can be done in any common tool that belong to some class. These aren't problems, you can figure them out after 5 minutes of reading the manuals on the internet. Start doing something, and solve those one by one.

>> No.8098903
File: 240 KB, 955x1153, Cqy2SAeWgAAP1HR.jpg [View same] [iqdb] [saucenao] [google]
8098903

Would be neat if someone made a Endangered Species mod like the Forever one.

>> No.8098904

>>8098360
Can we have this?
I wNt to be pissed off at a monster that revives, shoots missles AND hitscans!

>> No.8098907

>>8098843
I doubt it's short, I think it's been in development since the original was released.

>> No.8098927

>>8098873
Yeah, one distinct difference between -fast and nightmare is that in nightmare, monsters can INSTANTLY attack upon waking up, where as -fast still requires monsters move slightly before attacking. A good way to see this in action is to look at map09 from valiant. in -fast, the arch-viles will consistently disappear as normal, where as nightmare will consistently have most of them instant attack you before they're teleporting.

>> No.8098928
File: 310 KB, 1280x1024, lol 40.png [View same] [iqdb] [saucenao] [google]
8098928

Nice.

>> No.8098938
File: 92 KB, 321x400, Duke_Nukem.png [View same] [iqdb] [saucenao] [google]
8098938

>>8098903
That guy looks familiar

>> No.8098941

>>8098859
russian doom has an extra difficulty level thats like that, theres probably another sourceport or gzdoom mod with it too

>> No.8098949

>>8097996
Agree. It also has a pretty strong atmosphere to it, I like the crawl through this dark and crusty facility, the beginning part with the pillars and the lighting there I like especially.

>>8098554
Yeah! I've been trying to think about why I don't like Factory very much, but you summarized it well! He musta been outta shape that day, it lacks his hallmarks.

>> No.8098954

Thanks to the anon suggesting that approach two or three generals back. Finally managed to get the code for sprite shadow projection working.

Remains to be seen how it affects performance when applied to every map object.

>> No.8098959

>>8098859
Ultra-Violence with fast monsters and double ammo. Monsters are actually a little bit faster still on Nightmare! (where they have zero reaction time/delay) but they're still gonna be a real menace anyway. Pinkies run and bite twice as fast on Fast, which still makes them fucking terrifying.

>> No.8098973

>>8098572
I really think it wouldn't be so bad if people got to add a few, it feels fairer, and it'd let people get the spooky aesthetic they desire.

>>8098809
He said no to big maps too.

>> No.8098982
File: 63 KB, 539x256, jack.png [View same] [iqdb] [saucenao] [google]
8098982

>>8098885
Use J.A.C.K. as an alternative for map making.

>> No.8098997

>>8098364
Claiming map17.

>> No.8099015
File: 4 KB, 100x100, thomaso.jpg [View same] [iqdb] [saucenao] [google]
8099015

reposting...
>>8096163
>>8096410
Fucking awesome.
Will you release the source changes when you're happy with it?
Also, what's giving you that console prediction/tab completion you've got there? Is this part of a particular source port?

>> No.8099017

>>8098360
Some great Doom art https://youtu.be/vlRJaXn-dBI

>> No.8099047
File: 156 KB, 680x678, WorryRanger.png [View same] [iqdb] [saucenao] [google]
8099047

>>8098901
>First, you have some idea. You look into how it can be done, and realize you need to do x, y, z.
Surely. That's an obvious way for start: I've began writing down "design document" (or rather, "here are all the ideas I have for the project and how it would be done in theory"), but I was slow at it + re-release was rolled out and that is just one of the reasons I wanted to revitalize the whole thing.
Although I thought having some sort of overview for this idea and pass it around here and other corners of Internet (probably through my shitty blog... Sounds dumb, I know). I'm aware it sounds like I'm just lazy to go through various manuals (which is probably true to a certain extend), but the thing is that some details about Quake modding might be very difficult to come by as documentation isn't exactly as good as DOOM's. Plus, getting an outside perspective and general thoughts from people about it would be pretty valuable overall. Especially I would like to start here and gather anon's feedback first and foremost since I got the idea from posting in these threads.
>Start doing something, and solve those one by one.
But yeah, I understand you. Probably its better to get it all together first and not rush it in such way.
>>8098982
I just don't see/know why I should pick that over Trenchbroom, honestly. As an alternative? I would rather stick to vanilla style maps (probably a bit larger in scale, but still), so I don't think I would end up in scenario where J.A.C.K. would be a better option, but what do I know.

>> No.8099056

>>8099047
J.A.C.K. is more advanced than trenchbroom will ever be, also it supports other games better, mainly HL, Q2+Lazarus and so on.

>> No.8099072

>>8099056
Is it actually better though? I always see trenchbroom recommended.

>> No.8099075
File: 214 KB, 680x680, doomguy cringe.jpg [View same] [iqdb] [saucenao] [google]
8099075

>>8099017
Blasphemy

>> No.8099081

>>8099072
Trenchbroom is now free, Jackhammer received a paid update and is now on steam with tons of new stuff and fixes.
also the later still supports worldcraft blocky assets, good for beginners since many old maps used that.

>> No.8099097

>>8099047
Can you program C? Have any gamedev experience? If not, map design is perhaps the more logical place to start. Quake modding is not as easy as many newer engines, i wouldn't want to write a mod if i weren't comfortable diving into the engine code, personally.

>> No.8099124
File: 227 KB, 1124x331, 188C0787-2CF4-4485-A8ED-3F7C43600BBD.jpg [View same] [iqdb] [saucenao] [google]
8099124

>> No.8099126

>>8099056
>J.A.C.K. is more advanced than trenchbroom will ever be
Even if that's the case, I'm not sure I would need them... Although that's yet to be determined, actually. Alright, good point.
>also it supports other games better, mainly HL, Q2+Lazarus and so on.
Not interested in other games. I asked about limitations in those other games more as a reference. Potential limit to set for myself as I would probably need to get larger maps than vanilla Quake, but at the same time don't wanna go all in with it. I simply wouldn't be able to handle it as a beginner.
>>8099097
>Can you program C? Have any gamedev experience?
No and no. Closest to gamedev experience I had (if you can even call it that) was probably messing around with terrain in War2 and War3's World Editor, doing level on GBA version of Battle City and... playing Minecraft?
>If not, map design is perhaps the more logical place to start.
Probably. Dealing with engine code does concern me since that shit seems just out of my league, despite doing relatively well at computer science back in school (not that I kept any knowledge from those days, lol). To be fair, you gotta start from somewhere and who said it's going to be easy.
I do have some map ideas though. It couldn't hurt start from making them, but it would've been nice to have new enemies and weapon stuff at my disposal beforehand to build proper segments for certain encounters.

>> No.8099129

has Anyone tried to test the Npatch on Q3A yet using a Opengl to d3d wrapper?

>> No.8099141

>>8099126
>you gotta start from somewhere
Absolutely, its certainly within reach for anyone with determination and time, even without a compsci background, it's just more effort than most people have time for. Incidentally I started programming 16 years ago wanting to create a mod for HL. I flailed for a bit and never got there, but it was a great learning experience and a stepping stone to further learning and eventually a career.

>> No.8099143 [DELETED] 
File: 28 KB, 350x233, trannie.jpg [View same] [iqdb] [saucenao] [google]
8099143

Is Brenda Romero a trannie?

Don't tell me this is a naturally born female face.

>> No.8099162
File: 147 KB, 1000x645, brenda-romero-2.jpg [View same] [iqdb] [saucenao] [google]
8099162

>>8099143
Shitposting aside, I think she may have botox'd herself into looking like a demon. She doesn't look manish to me, but she looks like she misshaped her eyebrows and either doesn't know how to make a natural smile, or physically can't.

>> No.8099182

>>8098928
What's that?

>> No.8099227
File: 28 KB, 474x610, 1596972032301.jpg [View same] [iqdb] [saucenao] [google]
8099227

>no death exits allowed
Did HFFM map17 really filter you that hard?

>> No.8099234

>>8099227
You mean 16?

>> No.8099246

whats the best wad that i should play right now

>> No.8099247

>>8099246
tnt revilution

>> No.8099262

>>8098903
This. Also Duke Nukem Advance mod would be nice since we got Total Meltdown and Duke Nukem 64 conversions too. It had completely new levels, few new weapons (like quad shotgun), few new enemies and all new bosses. It actually used same engine as gba port of Doom, so it can't be translated to Build.

>> No.8099267

>>8099143
>Every time Brenda and John fuck she says "TO WIN THE GAME YOU MUST FUCK ME, BRENDA ROMERO!" backwards

>> No.8099301
File: 376 KB, 1920x1080, Screenshot_Doom_20210903_191412.png [View same] [iqdb] [saucenao] [google]
8099301

>secrets

>> No.8099302

>>8099182
DBP 39

>> No.8099303

>>8099267
Do you think Brenda kneels and drinks John's knob?

>> No.8099312

>>8099227
Didn't he just say he didn't want death exits on every level?

>> No.8099313
File: 85 KB, 960x720, doom04.png [View same] [iqdb] [saucenao] [google]
8099313

>> No.8099315
File: 80 KB, 614x565, 1515816070229.jpg [View same] [iqdb] [saucenao] [google]
8099315

>>8099303
John makes her his bitch.


"Suck it down," he says.

>> No.8099319

>>8099313
Is that colored lighting?

>> No.8099326

>>8099017
Why are you advertising your shitty song?

>> No.8099329

>>8099319
Anon, it's lighting of color now.

>> No.8099340

doom 2 is roughly perfectly balanced...... except for cacos taking an inconsistent amount of SSG shots (sometimes 2 sometimes 3 its RNG regardless of proximity)....... if it was 2 it would be perfect

>> No.8099370

>>8099340
t. was just cornered and killed by a caco

>> No.8099374
File: 8 KB, 252x200, mfw.jpg [View same] [iqdb] [saucenao] [google]
8099374

>Playing Quake 2026 reboot
>npc talks about ranger over the radio
>"I believe him to be more than a man... He is... Quake"

>> No.8099381 [DELETED] 

Man I'm so good at doom lmao. I wish my internet wasn't dogshit so I could show y'all noobs how to play. Btw why are you guys so bad at doom? Not judging just wondering, peace.

>> No.8099384

>>8099374
Quake is actually the alternate name of Shub Niggurath.

>> No.8099385

>>8099374
>Play Wolfenstein 2035 reboot
>npc talks about BJ over the radio
>I believe him to be more than a man... He is... Wolfenstein

>> No.8099386

>>8099374
Please kill me already :(

>> No.8099389

>>8098476
Are you going to balance it around one handed play?

>> No.8099390

>>8099374
I would unironically enjoy this. If the npcs were shamblers.

>> No.8099392 [DELETED] 

>>8099141
>it's just more effort than most people have time for.
I might have just enough time for it, which is a probably on itself... although, of different kind.
But I remain optimistic as I would rather keep things simple and basic. Will see how that goes.

>> No.8099398

>>8099389
Bayonetta school of game design I see heh

>> No.8099401

>>8098476
kek neat

>> No.8099402

>>8099389
You already can play Doom with one hand. Especially if you have side buttons to toggle strafe.

>> No.8099403
File: 172 KB, 600x500, 1622061542375.jpg [View same] [iqdb] [saucenao] [google]
8099403

>>8098476

>> No.8099405

>>8099374
>npc says this when you talk to him
>"Man, that Ranger guy sure was something, huh?"

>> No.8099408

>>8099402
You could get funky and have left and right strafing around WASD or ESDF, along with the rest of keys you need.
>>8099370
I like to think that this is what happened to any gameplay mod author that makes the SSG oneshot them.

>> No.8099413

>>8099384
And Doom is actually the name of that pool cue.

>> No.8099415

>>8099141
>it's just more effort than most people have time for.
Well, I probably have just enough time for this... Although, that is a problem on itself. Anyway.
>I flailed for a bit and never got there, but it was a great learning experience and a stepping stone to further learning and eventually a career.
Exactly. Even if I just give up, I would still like to share as much progress as I can just for the hell of it. Doubt anyone would keep up where I left off, but who knows. That's not as much about creating something for others to enjoy as me just doing it.
If that would somehow lead to a career... Damn, that would be the best outcome. As long as that's something I would be able to actually do and enjoy.
Reposting it because of some dumb typos.
>>8099374
>>"I believe him to be more than a man... He is... Quake"
>HE IS THE FUCKING OFFERING.
Too late for that.
http://churchofquake.com/commander-at-the-slipgate/

>> No.8099423

>>8099384
I should read more of these manuals.

>> No.8099426
File: 304 KB, 1242x956, 5B34BD88-4D49-4DD2-8AD2-47CC23357E46.jpg [View same] [iqdb] [saucenao] [google]
8099426

>>8099423

>> No.8099440

>>8099426
“Story in a game is like story in a porn movie; it's expected to be there, but it's not important.”

>> No.8099450
File: 251 KB, 1600x900, cropped-1920-1080-1030911.jpg [View same] [iqdb] [saucenao] [google]
8099450

Are there any retro fps games with tracker music other than Unreal and Ion Fury? I really love the way it sounds

>> No.8099459

>>8098938
>Crispy Nukem

>> No.8099462

>>8099440
It seems they started to toss this idea out with Doom 3, then fully with the next two.
>>8099450
It’s not the same kind of game but Deus Ex sounds like it has Unreal’s composer. “Sounds like” because I’m not 100% sure.

>> No.8099502

>>8099227
it only filters pistol start shitters because they can't put their shitty gimmick in their maps

>> No.8099504

>>8099462
Alexander Brandon composed for both.

>>8099450
In Pursuit of Greed had tracker music by Andrew Sega/Necros, and it's the best part of that game.

>> No.8099510

>>8098424
>the guys at id all thought his levels were ugly but loved the way they actually played
So they already know too, that's hilarious lmao

>> No.8099517

>>8099504
>Alexander Brandon composed for both
Oh damn he did Tyrian too!! This is some good shit that’s coming together.

>> No.8099536 [DELETED] 
File: 2.86 MB, 710x400, wat.webm [View same] [iqdb] [saucenao] [google]
8099536

What happened here? Didn't have noclip on or anything D:

>> No.8099539

>>8099536
Nodes not properly built

>> No.8099554

>>8099536
You hit the all ghost bug

>> No.8099558 [DELETED] 

>>8099554
what causes it?

>> No.8099607

>>8099558
https://doomwiki.org/wiki/Ghost_monster#All-ghosts_effect
It happens when a tracer cross over more than 128 things and/or linedefs at once. This happens in all Idtech 1 games but Strife.

>> No.8099610

>Reposting from dead thread
https://www.realm667.com/index.php/en/sfx-shoppe-mainmenu-139-58855/other-66854/2414-flame-traps
This looks cool
Are there any good maps, even if ZDoom related, that have creative and interesting hazards and traps?

>> No.8099652

>>8099558
In brief, list of things that might intersect with a bullet grown too big and overflowed and erased collision data.

>> No.8099659

What's a good FOV for 4:3?
I heard it's 120, but Doom 64 looks fucked up when I set it to that

>> No.8099665

>>8099659
https://www.youtube.com/watch?v=jQOJ3yCK8pI
360 or bust

>> No.8099681

>>8099665
120 is my limit

>> No.8099690 [DELETED] 

>>8099665
god i had to stop like 10 seconds in that shit gives me a migraine

>> No.8099692

>>8099690
Things are about to get B U L B O U S

>> No.8099707

>>8098364
hey lead anon, do we get some sort of replacement for the radiation suit? Like some ring of protection or some shit? I have some ideas for a secret that requires it. Also had ideas for bag of holding from heretic instead of backpack and map scroll instead of computer map

>> No.8099712

>>8099707
FagMuffin here. I could make an attempt at new item sprites if the project lead allows it.

>> No.8099721

>>8099712
Most items are ok as they are, but radiation suit sticks out I guess

>> No.8099728

never played quake's expansions in my life

https://www.youtube.com/watch?v=6bA8_XZyl_Y

loving it so far

>> No.8099740

>>8098885
You also need FTEQCC to actually compile your code.

Also, pak files arent really necessary.

>> No.8099757

>>8099384
I thought Quake was the name of Shub's dimension.

>> No.8099758

>>8099665
I only play with a 720 degree projection, with the last 360 degrees being 1 frame ahead of the first.

>> No.8099768
File: 192 KB, 720x720, 1629715696312.gif [View same] [iqdb] [saucenao] [google]
8099768

>>8099665
combine that with 360 pitch and youve got the true quack experience

>> No.8099792
File: 3 KB, 273x165, fugg.png [View same] [iqdb] [saucenao] [google]
8099792

>1 room and some stairs
I really don't know where this will go. The room isn't even that big.

>> No.8099805
File: 3.27 MB, 318x198, NEWTOTEM.gif [View same] [iqdb] [saucenao] [google]
8099805

Anyone know what this is from?

>> No.8099807

>>8099805
Ancient Aliens

>> No.8099812

>>8099805
I don't like the colors

>> No.8099819

>>8099805
yikes, too much pink

>> No.8099821
File: 31 KB, 144x144, a_temp_idle_8.gif [View same] [iqdb] [saucenao] [google]
8099821

Placeholder, until I have the segmented sprite system working without major hiccups. If that doesn't work out at all then I'll fall back to regular sprites.

>> No.8099826

>>8099821
he looks cool

>> No.8099828

>>8099821
he looks hot

>> No.8099843

>>8099405
>Man, that Quake Guy really outrangered us, HUUH? It's like he was attacking with Nine Inch Nails or something.

>> No.8099847

>>8099819
the red and purple are also ugly

>> No.8099852

>>8099812
>>8099819
its a fucking gif, obviously thats not how it would actually look in-game

>> No.8099860

>>8099828
I lol'd. It's a placeholder to test sprite rotations(and also normal mapping and projection shadows). Maybe the back is a bit too pronounced.

>> No.8099863

>>8099821
Looks cool, What is this from?

>> No.8099869

>>8099852
I checked the actual thing and it is still ugly

>> No.8099876

>>8099843
Cringekino

>> No.8099892

>>8099863
It's based on a commercial Poser 3D model that I did in 2005, which in turn was part of an entire series of creature models created from 2003 to 2006.
I stopped sale and support of the set in 2009.

>> No.8099893

>>8099805
not sure what the map is, but the weapons look like "Final Doomer" with the Ancient Aliens weapon set.

>> No.8099914
File: 477 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8099914

>> No.8099920

>>8099805
This looks like a Heretic map with the AA hud…

>> No.8099976

>>8099914
Where's fag or faggot? Those are almost always memeworthy results in the wordcloud. You're not censoring the results, are you, faggot?

>> No.8099979

>>8099976
Not counting filenames, faggot appeared twice in the entire thread

>> No.8099983
File: 262 KB, 112x112, 1612782215172.gif [View same] [iqdb] [saucenao] [google]
8099983

>>8099914
>hdest port

>> No.8099995

>>8099979
rookie numbers

>> No.8100001
File: 2 KB, 80x42, vr.png [View same] [iqdb] [saucenao] [google]
8100001

>>8099979
Ah, nevermind, I see the word "fuckin" right there. Not memeworthy, sadly.

>> No.8100002

I hope you have a great weekend.

>> No.8100012

>>8099914
>project vanilla looks fun
Sheesh, fucking purists amirite fellas

>> No.8100014
File: 62 KB, 803x622, Eb83mhsUMAA3xlU.jpg [View same] [iqdb] [saucenao] [google]
8100014

>>8099143
>>8099162

>> No.8100032

>>8100012
Funny, in one of the last threads I was suggesting a hard vanilla mapping project for Doom 1.

>> No.8100038

>>8099914
>need pistol textures

>> No.8100065

>>8099976
>>8099979
>>8099995
>>8100001
We need to pump those faggot numbers, you fags!

>> No.8100076
File: 9 KB, 253x81, 1630702926736.jpg [View same] [iqdb] [saucenao] [google]
8100076

>>8099914

>> No.8100116

>>8098362
I'm going to be reconstructing vrskins so it's in a much more organized .pk3 format. The .wad format is too disorganized. For FNF tonight, we'll be running 3.8.

>> No.8100117

>>8100065
I'm gonna call people donuts more often to spite you and to hopefully see it pop up on the cloud.
You fucking donut.

>> No.8100121
File: 763 B, 75x27, iwad style.png [View same] [iqdb] [saucenao] [google]
8100121

>>8099914

>> No.8100123

>>8100117
Hi Kegan, get back to work on GMOTA please.

>> No.8100125

>>8100117
What's donut mean? An asshole you wanna fuck? That's pretty hot, you faggot.

>> No.8100128

>>8100117
donut megawad when

>> No.8100131

>>8100128
Deep Dipped Donut Maps, where all of the maps are donut shaped

>> No.8100136

>>8100123
Just gimme a little longer. I want to finish up this hideous destructor weapon reskin pack. Though I think I finally figured out what I wanna do for managing heat with Kustam's kicks.
I'm gonna make the charge kick take longer to charge up, and have it drain out heat to charge faster.

I'll admit I've been hung up on Kustam longer than I anticipated, I've lost sleep over wanting to make sure I get his gameplay sorted out.

>> No.8100137

>>8100128
>>8100131
Must use donut actions.

>> No.8100138

>>8100131
not before we get Soft Slow Straight Maps

>> No.8100139

>>8099536
what map?

>> No.8100146
File: 476 KB, 350x188, 1628328085304.gif [View same] [iqdb] [saucenao] [google]
8100146

>>8100076

>> No.8100149

>>8100136
When I throw bombs with the link set it instantly explodes sometimes. Whats up with that?

>> No.8100156

>>8100149
Might be hitting a ceiling.

>> No.8100157

any way to turn off the screen flashing in Woof when getting pickups?

>> No.8100158
File: 2 KB, 178x26, ss.png [View same] [iqdb] [saucenao] [google]
8100158

>>8099914

>> No.8100187

>>8100131
Circle of Death/ O' of destruction community project when?

>> No.8100189

>>8100158
>eternall.wad
i actually like eternal doom though

>> No.8100190

Have any big named mappers contributed to a /vr/ project?

>> No.8100196

>>8100190
uh Revae?

>> No.8100197

>>8100190
A2Rob, Sgt. Mk. IV, Cheesewheel, Breezeep, and an_mutt are relatively big named mappers. I have a feeling we'll be seeing lunch lunch, brxyz and punchyouinthefaceman among others in the cacowards some day.

>> No.8100205
File: 410 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_31_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8100205

FRIDAY NIGHT FIREFIGHT, FAGGOTS! TONIGHT WE'RE CHECKING OUT ROTTKING'S NEW MAPS! JOIN 104.128.49.2:10825 ZANDRONUM OR YOUR ASS IS GRASS!

>> No.8100215
File: 453 KB, 1920x1200, doom00.png [View same] [iqdb] [saucenao] [google]
8100215

MAP14 anon here, think I'm off to a good start

>> No.8100217
File: 286 KB, 1920x1200, doom02.png [View same] [iqdb] [saucenao] [google]
8100217

>>8100215
view from the map start point

>> No.8100225

>>8100128
donut tempt me

>> No.8100237 [DELETED] 

>>8100139
One of the maps in Arrival, solid wad.

>> No.8100240

>>8100197
Brxyz, Punchyouinthefaceman, and WashingMachineEnthusiasts are all definitely award material.

>> No.8100258
File: 179 KB, 1920x1031, wip036.png [View same] [iqdb] [saucenao] [google]
8100258

>>8100215
>>8100217
I love that sky texture

>> No.8100262
File: 502 KB, 1152x864, doom06.png [View same] [iqdb] [saucenao] [google]
8100262

>>8100217
Looking nice mang.
Currently working on some crypta kind of thing for MAP04.

Also, what kind of graphical setting do you guys use? I'm on OpenGL with a gamma at 2. I am never sure what to use because I don't want anything to be too bright or too dark, because that right there is 112 brightness.

>> No.8100269

>>8100117
>I'm gonna call people donuts more often to spite you and to hopefully see it pop up on the cloud.
>You fucking donut.
I’m helping!

>> No.8100273

>>8100262
112 brightness will be barely visible outside of your immediate surroundings in a software renderer. Try "vanilla" rendering mode in GZDoom. To me that area looks more like 160.

>> No.8100285

>>8100262
I suppose PrBoom's software renderer should be the standard that you use to test your maps' brightness, since OpenGL has multiple lightmodes in each port, but only one light mode when in software mode

>>8100273
Don't test these maps with GZDoom since MBF21 only works on DSDA-Doom and Woof AFAIK

>> No.8100287

>>8100273
Sorry, should have mentioned that's DSDA.

>> No.8100289

>>8100262
nice to see an update, 04 anon. Looks interesting! Since the custom monsters were added I've been testing with Woof, which uses software render. Having the lighting be consistent across all setups isn't going to happen.

>> No.8100291

>>8100262
>what kind of graphical setting do you guys use?
PrBoom+, OpenGL, sector light mode shaders, gamma 0

>> No.8100292

>>8100285
>DSDA-Doom
This is the pettiest question, but does this allow you to enable viewbob while shooting?

>> No.8100294

>>8100285
I just assumed he was using GZDoom since he said GL, i forgot prboom+ has a GL mode too

>> No.8100303

>>8100292
You mean like the gun sprites bobbing while you shoot? Yes. I prefer it that way because it helps me find the center of the screen easier since its in the middle of all the swaying, as opposed to just having the chaingun locked off-center. Also it looks sweet when it bobs while cocking the shotgun.

>> No.8100308

How do I turn my floor into an instant-kill floor? Which editor do I need for MBF21 bits?

>> No.8100309

>>8100303
Wonderful news, this’ll likely be my new favorite port.

>> No.8100315

I personally like the horizontal option where it uses where the gun was bobbed when fired. Also, looks like FDWL has a wiki page now. https://doomwiki.org/wiki/From_DOOM_With_Love

>> No.8100329

>>8100309
It has a really bad ass feature called rewind where you can rewind a second so when you die you can just keep trying over and over or rewind up to like a minute back to maybe try something else. It's completely replaced saving for me and allowed me to finally beat Going Down on UV.

>>8100315
This is the fork that lets you display the map name, kills, secrets, as well as the big HUD? How do I do that?
>it uses where the gun was bobbed when fired
That's the vanilla behavior, right?

>> No.8100331

>>8100329
It's in the options all the way in the right menu. Extended hud.

>> No.8100345
File: 469 KB, 1440x1080, Screenshot_Doom_20210903_230955.png [View same] [iqdb] [saucenao] [google]
8100345

>>8100262

GZDoom, GL renderer, "palette" tonemap, dynamic lights enabled, vanilla style sector light mode.

Vanalla but prettier.

>> No.8100349

>>8099914
i'm glad to see that my talking about GZdoom's filtering options made it in here
>trilinear
>anisotropic

>> No.8100363

>>8100345
look at the /vr/ slicker and his fancy german source port

>> No.8100364

>>8098476
Nice fantasy bimbo anon. want to see her from the front.

>> No.8100365

>>8100315
What it looks like in motion.
https://youtu.be/57ZPAXa9Cl0

>> No.8100371
File: 187 KB, 1152x864, doom00.png [View same] [iqdb] [saucenao] [google]
8100371

Alright, switched back to Software mode, Gamma 0 and will use that as a baseline from now on.

>> No.8100376
File: 865 KB, 1920x1080, nice.png [View same] [iqdb] [saucenao] [google]
8100376

>>8100331
TY. May I request that this extended hud be customizable? Specifically, I don't want the word "TIME" to be there since it's obvious what those numbers represent, I want to toggle the item total on/off, and I'd like the font to be same size as the traditional HUD's ammo counter on the bottom right

>> No.8100387

>>8100262
>Also, what kind of graphical setting do you guys use?
Some bloom, anisotropy - but holy shit, brightmaps. I fucking love brightmaps in Doom. To me, brightmaps compliment the vanilla look almost perfectly.

>> No.8100393

>>8100387
redpill me on bright maps. i never actually used them cause i bought into the hype
>it'll murder your frame rate
meanwhile my frame rate is at like 200fps or 500 fps in dsda doom

>> No.8100401

>>8098843
>>8098907
It's about 12 hours long, so it's even longer than the original campaign.

>> No.8100404

>>8100387

What do they actually do? I can't really tell.

Took me a while to figure out what shadowmaps do and that it's not to my taste, briefly thought AO looked good but nah.

>> No.8100409

>>8100404
>What do they actually do?
>dark map, all you see is bright red eyes
>then some grunting and you're getting mauled

>> No.8100413

>>8100308
UDB got all you need, just select a sector, then sector special effects, then select generalized effects and then the "damage" field - instakill floor is there - you can have a single predefined effect and all the generalized effects at once

>> No.8100424

>>8100376
Actually, make the kill and secret totals toggle-able as well. I don't like to spoil the map by looking at the kill total until after I beat it once. So, it'd just be the map name and the time. Might as well make those toggle-able as well

>>8100393
Even Crispy Doom has software brightmaps, the only port that does so AFAIK. These apply to textures like on/off switches and sprites like barrels and armor bonuses, but not enemies.
ZDoom ports come with brightmaps, but a different kind. In OpenGL you can have fireballs emit light that lights up the environment, unlike vanilla Doom fireballs. You can also download additional brightmap mods that also add glowing switches like Crispy Doom's brightmaps as well as adding glowing monster eyes and so forth

>>8100413
TY, I envisioned a level inspired by the collapsing stairs in The Fellowship of the Ring.

>> No.8100426
File: 666 KB, 1920x1080, 1630708140395.png [View same] [iqdb] [saucenao] [google]
8100426

>>8100376
There's an option to toggle totals off to not spoil maps. Not quite what you want though. I want to do a bit of a menu rework before going into that level of customization. Things are starting to get a bit cramped.

>> No.8100445
File: 223 KB, 289x389, file.png [View same] [iqdb] [saucenao] [google]
8100445

>>8100363
This sourceport was made on ZDF

>> No.8100450

>>8100426
TY, this is great. I play with the default big HUD anyway so if I was really bothered by stuff taking up space I'd be using the F5 HUD

>> No.8100456

>>8100413
>TY, I envisioned a level inspired by the collapsing stairs in The Fellowship of the Ring.
If you mean stairs(sector floors) lowering to kill floors then it might be possible - boom and probably even vanilla doom has the linedef lower to nearest floor and change effect which makes the lowering floor change texture and effect to the floor it descends to

>> No.8100459
File: 217 KB, 1920x1080, 1630708701386.png [View same] [iqdb] [saucenao] [google]
8100459

>>8100450
Also, numbers will continue to change color when you get everything so you know when to move on.

>> No.8100472

>>8100459
Is there any reason the default PrBoom 2.5.1.4 soundfont isn't included in 2.6 or any of its forks? Can you add it to FDWL?

>> No.8100473
File: 478 KB, 708x600, TFW.png [View same] [iqdb] [saucenao] [google]
8100473

>>8100445
i didn't really think it through lmao

>> No.8100476

>>8100424
oh okay that makes sense with the bright maps. i got the
>lit up fire balls
in gz and lz doom on but never turned on bright maps. i'll give it a spin and see whats different.
ever notice in zdoom everything a little darker than boom ports?
i can have boom on a low screen bright ness setting and it;ll still like good
on gz doom i feel like its always dark and i gotta turn up my moniters brightness particularly high for the same
>brightness clarity

>> No.8100478

Any good defrag videos in the past 2 years?

>> No.8100482

>>8100476
>ever notice in zdoom everything a little darker than boom ports?
I think that's because of the OpenGL sector light modes. Sector light mode "Shaders" in PrBoom mimics software mode nicely with all the performance benefits of using OpenGL. In GZDoom it'd be "Vanilla" or "Software," don't ask me which

>> No.8100490

>>8100482
i think its
>software
personally i used software and had similar lighting to boom shaders and eternity engine normal
I was using the
>doom
one cause i thought it looked good but its too dark
also the bright one just lights up the whole map to bright. Like finding the goggles or something

but shaders, gl, linear mipmaping in boom ports in kino af

>> No.8100491

>>8100472
Actually, I just noticed that the sound code itself is different in 2.5.1.4 and 2.6. Load Going Down map20 in 2.5.1.4 and 2.6 and compare how they sound, even when both using Fluidsynth and the default soundfont timgbwhatever (you need to copy/paste it into the directory yourself since it's no longer included)

>> No.8100494

>>8100472
You'd have to ask people higher up the chain like Fabian or Graf. I use a SC-55 soundfont myself. I'd have to look into the other soundfont to see what that's about.

>> No.8100501

>>8100491
Oh, yeah. I don't think the sound font is different. Prboom has for years had default sound config that are at a lower bitrate then they should be.

>> No.8100504
File: 227 KB, 1824x1316, plasmashambler.jpg [View same] [iqdb] [saucenao] [google]
8100504

*angry shambler noises*

Anon who suggested this thing should shoot plasma, you're getting exactly that.

>> No.8100515

>>8100364
Have a video m8.
>https://files.catbox.moe/xxhfnr.mp4

The sprites are a proof-of-concept made from a 3d model.

>> No.8100525

>>8100504
How do you "shoot" plasma? You mean green or blue video game plasma blobs that any elderly person can out-walk?

>> No.8100534

>>8099313
You're just not going to be able to walk underneath?

>> No.8100543

>>8100515
Carry on coomer

>> No.8100545

>>8100515
That is honestly pretty cool raw model anon, with some tweaks she could look awesome. Even protag material.

So its a coomer mod?

>> No.8100546

>>8100504
In fact it should fire six separate beams from each arm, every beam with bouncing and chain lightning capabilities. That will teach those noobs to seek cover.

>> No.8100553
File: 133 KB, 320x390, goferwtf.png [View same] [iqdb] [saucenao] [google]
8100553

>>8100515
What the fuck
Keep going

>> No.8100559

>>8100504
How many maps are you up to so far? It would be a shame to see all this cool stuff you've been adding go to waste.

>> No.8100572

>>8100545
>>8100543
>>8100553
Thanks guys. Yeah, it's going to be a lewd shooter. I've made lewd games before, but this is new territory for me. I do plan to sell it on Steam eventually. I'm still trying to work out how to make these renders look more like 2d sprites too. I've only come up with some basic bitch ideas like adding a dark outline and applying some sharpness in Photoshop.

>> No.8100575

I want some shooters for my super nintendo someone help me please i dont have any other way to shoot

>> No.8100581

>>8100572
I dont think doom meshes well with a coomer game, I mean there wont be anything explicit like animations.

I think a more campy fan servicy fantasy game would be better. And a slap in the face of all the boring female MCs currently out there.

>> No.8100584

>>8100559
Last time I put up a survey, it was 10 or 11. I know a few people got interested late, but Revae and at least one other guy had stuff come up and had to bail. Wish people would post more progress screenshots though (I think I've seen 2 in the last week).

That being said...
VIOLENT RUMBLE MAPPER POLL:
https://www.strawpoll.me/45630823

>> No.8100587

>>8100581
>I mean there wont be anything explicit like animations.
Not that anon but u fockin wot m8
https://files.catbox.moe/57lh02.gif

>> No.8100590

>>8100587
Hdoom stuff does not really look good anon, its fun but meh. You know what I mean also you cant rotate shit.

I mean theres plenty of average jap games with decent 2d lewd but I just think its a fools errand in an engine like doom. Just focus gameplay first.

>> No.8100591
File: 61 KB, 318x306, 1529464649726.jpg [View same] [iqdb] [saucenao] [google]
8100591

>>8100581
>I mean there wont be anything explicit like animations.
Oh Anon, but there will be. I'm working explicit things into the mechanics of the game too. There will be paintings you can find scattered around levels. When you use them, the MC will jack off and fire cum projectiles that one shot anything they touch.

>> No.8100595
File: 162 KB, 1462x1462, 1460656681101.jpg [View same] [iqdb] [saucenao] [google]
8100595

>>8100591
>Spoiler
Please never stop working on this

>> No.8100596
File: 46 KB, 272x272, dgfeels.png [View same] [iqdb] [saucenao] [google]
8100596

>>8100587
That mod is kinda shit. The premise of a coomer mod in general maybe. I either want to crank it or play games, not both.

>> No.8100597

>>8100591
I mean if the Hedon dude was not a huge fucking WOW art style futa homosexual I guess one could say Hedon had a chance at being a good mix of gameplay and lewd.

>> No.8100606
File: 939 KB, 629x631, decarabia.png [View same] [iqdb] [saucenao] [google]
8100606

imagine a star/pentagram shaped demon in doom

>> No.8100608

>>8098364
Oh, are we trying this again, five years later?

>> No.8100613

>>8100608
4*
But yes. It already seems to be going far better than it did before.
Now when do we resurrect /boards/.wad

>> No.8100614

>>8100572
>I do plan to sell it on Steam eventually
But then all your friends can see how degenerate you are.

>> No.8100617
File: 504 KB, 1170x1362, BUER_Demon.jpg [View same] [iqdb] [saucenao] [google]
8100617

>>8100606
Goofy. Might as well invite this assface here.

>> No.8100630
File: 889 KB, 1366x768, spasm0065.png [View same] [iqdb] [saucenao] [google]
8100630

>explore everywhere and find all the secrets
>my reward is an insane slaughterfest that makes the maps normal final battle seem tiny
Holy shit.

>> No.8100694

What's the best offshoot or add-on of Brutal Doom?

>> No.8100718

>>8100694
probably project brutality or brutal doom 21, theres also a guy on moddb named
>Bloodywolf333 or 666
or some shit like that and hes done a number of bugfixes and changes to the last official version of brutal doom which was Brutal Doom 21. you could just get that

and theres the brutal doom hell on earth starter pack which comes with brutal doom version 20

>> No.8100720

>>8100630
Does it really count as a Quake map if almost all of it was built in Blender?

>> No.8100723

>>8100720
>Blunder
Why would someone be this masochistic

>> No.8100739

>>8100720
Wait, are you serious? I know Bal is autistic, but all of this is perfectly doable in Trenchbroom.

>> No.8100786

>>8099757
sort of...
Quake is the name of the religion / cult / legion of baddies that niggroth leads against the inhabitants of earth. I believe that when niggrath dies armagon tried to take the throne but was wacked by ranger again.

>> No.8100809
File: 155 KB, 900x1200, gauss_shambler.jpg [View same] [iqdb] [saucenao] [google]
8100809

>>8100504
actually animating the fucker, eh?
should've told me, I can send you the sources to have the arc oscillate procedurally and keep precision. are you done, or could still use the thing?

>> No.8100812

>>8099313
that color palette kinda reminds me of PSX doom

>> No.8100838
File: 71 KB, 1024x1024, plas sham.webm [View same] [iqdb] [saucenao] [google]
8100838

>>8100809
I might need to adjust a frame or two, but I think I'm pretty much done. Thanks though.

>> No.8100852

>>8100838
Actually, that does look kinda retarded at full speed. I guess I should probably add another 'recoil' frame.

>> No.8100861
File: 423 KB, 1920x1080, WTF NOOOOOOOOOOOO.png [View same] [iqdb] [saucenao] [google]
8100861

I got b& for sneedposting, so I took the time to finish up Doom, all 5 episodes, Sigil included. First time I've really dug into this genre.
I played CS and Half-life Deathmatch along with Day of Defeat as a kid many years ago, but otherwise not really been interested in playing FPS games until recently.

I had a lot of fun with Doom.
I think my favorite episode is either 2 or 4. I like the way hell mixes with human environments in episode 2, and 4 was a huge difficulty spike with some really fun levels.
1 has great levels as well, but it's a bit easy. I liked looking for the secrets.
Episode 3 is not quite as good as the previous 2 episodes in my opinion, but I think it succeeds at making the hell levels feel different and unique compared to the previous episodes, giving hell it's own personal identity.
Sigil was pretty great. I know it's really new, but it still felt in line with the previous episodes.
I liked the atmosphere a lot, it felt like you had been dragged into a deeper and more twisted part of hell than ever before and the difficulty certainly reflected that. A lot of the levels were really neat and fun and the music is fantastic.
I think it succeeds more where 3 was sort of a let down, as the levels manage to be great while still making hell feel very much like separate from the technological levels of previous episode.

I played all episodes on the Hurt Me Plenty difficulty I believe it's called. It felt just right.
I think I would rate the episodes like this off the top of my head:
4 >= 2 > 5 >= 1 > 3

Now that I have finished the first Doom and taken the first step into this genre, what would you recommend next anons? A different game or continue on with Doom 2?

>> No.8100878
File: 2.52 MB, 1920x1080, spasm0001.png [View same] [iqdb] [saucenao] [google]
8100878

>>8100852
is the poll on a delay or something? I've voted, it doesn't allow me to vote again, but I'm not in the results.
anyway, I still plan to submit two maps.

>> No.8100901

>>8100861
Greetings, newbie, it's great to see you had a good time.
Move on to Doom 2, and try it out on Ultra-Violence, you should very much be ready for that (Sigil on HMP is way tougher than that).

Next, you can do Final Doom, which is TNT Evilution and The Plutonia Experiment, the former is a mixed bag which people will forever be divisive over, but I think it's got a lot of good stuff to it, while the latter is like the hardcore gauntlet that's the culmination of the official maps in terms of challenge. You also have the No Rest For The Living Expansion, as well as Doom 64, which is kind of like its own game.

>> No.8100913
File: 58 KB, 699x709, spoll.jpg [View same] [iqdb] [saucenao] [google]
8100913

>>8100878
>is the poll on a delay or something?
No, but pic related is all I got despite voting 1 myself. :/
>I still plan to submit two maps
Absolutely based.

>> No.8100920

>>8098859
Didn't the new bethesda version add a mode like this, or am I mistaken?

>> No.8100928

>>8100920
No, you're thinking of UV+ which is UV with multiplayer spawns.

>> No.8100980
File: 1.94 MB, 640x480, icosahedron.gif [View same] [iqdb] [saucenao] [google]
8100980

>>8100584
I'm still working on a map, I just don't like sharing until I've made substantial progress. I also have a possible bug report: If a fallen zombie tries to get up while the player is standing on them they'll get stuck inside them. This potentially soft locks the player.
Also how do I place the new railgun/ laser weapon? When I place "weapon_laser_rifle" in my map the gun shoots very weak red lasers, whereas if I cheat it in with the console I get a cooler looking version which shoots a blueish laser. I'm using the latest progs but maybe I have it installed wrong? Additionally is there anyway to turn off buzzsaws? I know you can turn them on by targeting them but I was hoping to turn them off too.
Hopefully some people start posting their maps soon because I really don't want to post anything till at least one other person has since I'm new to quake mapping. I'd be more than happy to playtest maps if anyone has somthing resembling a finished product.

>> No.8100981

>>8099914
>difficulty contrarian
>he doesn't play exclusively on nightmare

>> No.8101006

Looking at the assets in the Halloween Pack so far:

>cacolantern has two frames, but they're identical, it looks great already but if the light was just a bit different on the second frame it could be nicely animated
>torches look excellent, flames should probably shine a bit over the torch, though the palette may make this bothersome
>the trees look great, well worked to the palette
>exploding barrels are fucking excellent, 10/10
>computer map could maybe be made into a scrolled up map, or a haunted TV, maybe
>gargoyle statue looks good, though why the ice version? the icicles hanging from it is a bit odd
>white boner is kind of scary, his bright appearance would make him pretty nifty in dark areas probably

Anyway, is there like a list of Thing numbers for the new stuff?

>> No.8101008

>>8100928
Ah, that's what it was. Thanks.

>> No.8101013

>>8100980
>how do I place the new railgun
railgun is alt fire for the lasgun, it uses plasma ammo from DoE. impulse 227 toggles fire mode.
>turn off buzzsaws
try killtarget on them

>> No.8101014

>>8100980
>If a fallen zombie tries to get up while the player is standing on them they'll get stuck inside them. This potentially soft locks the player.
Thanks, I'll look into this.
>Also how do I place the new railgun/ laser weapon?
The railgun is just the laser rifle using plasma ammo, so you need to place plasma ammo for the player to pick up.
>Additionally is there anyway to turn off buzzsaws?
I don't think so, but that should be easy enough to add. I'll try to get that in this weekend's update.

>> No.8101019

>>8101006
>is there like a list of Thing numbers for the new stuff?
At the bottom of the project spreadsheet

>> No.8101028

>>8101013
Oh, I didn't even realize there were alt fires. I don't really want to kill target the saws because it'd look weird for them to just disappear, but it's not a high priority.

>>8101014
Thanks for your continued work managing the project.

>> No.8101035

>>8101006
>cacolantern has two frames
I think project lead's intention was to animate those and some others, since he said some sprites in the pack are still work in process.

>> No.8101074
File: 414 KB, 1920x1080, avactor.png [View same] [iqdb] [saucenao] [google]
8101074

>>8098364
These spoopy skeleton sprites might be good for the project. They are from Avactor.wad.

Please change the gargoyle HP from 60 to 25. It's meant to be a monster you can place even before the shotgun

>> No.8101084

I've been playing DOOM on crispy
Pretty fun
What are you playing

>> No.8101089

>>8101084
Hideous Destructor, I've been using the Thunderbuster a lot again because it kicks ass.

>> No.8101094

>>8101019
where's that then

>> No.8101105

>>8101094
>>8098362
>>8091348

>> No.8101116

>>8101074
Thats from hexen originally

>> No.8101128

>>8101105
Would be good to provide those links each thread in the future.

>> No.8101152

>>8101128
yeah, i don't know why OP doesn't do that

>> No.8101156
File: 131 KB, 1384x748, bm1.png [View same] [iqdb] [saucenao] [google]
8101156

>>8100393
>>8100404
It's the parts of the textures here that are still lit up in the dark.

>> No.8101187

>>8098364
idea: can we nerf the lost souls and make them some kind of faster a la D64?

>> No.8101227

>>8101006
He should really strip out the techbase texture left over from HFFM if he wants people to not make techbases.

>> No.8101229

>>8101128
>>8101152
Too much space + spam filter. It's much easier to just link the post that has them

>> No.8101234

>>8101229
Maybe add the numbers to the infopic there so people can just quickglance on it if needed.

>> No.8101241

Is it ok if the map I submit to the project is still Boom format? I can't be arsed to get UDB and set it up and shit right now, it'll still work, right?

>> No.8101242

>>8101229
>spam filter.
fucking mods you have 1 (one) job

>> No.8101267

>>8101241
mbf21 maps are basically boom maps, so yeah

>> No.8101302

>>8101234
Good idea. I'm working on restructuring the skins wad right now so I'll have to do that later.

>> No.8101321

>>8100584
>but Revae and at least one other guy had stuff come up and had to bail.
Yeah, Sorry about that, m8. I thought I had more time than I did, but I ended up needing to rebuild a bathroom, and other stuff.

>> No.8101327

>>8101084
H2H-Xmas
why am i doing this

>> No.8101352

>>8099805
I don't remember Final Doomer AA having inventory items

>> No.8101379

>>8100584
>>8101321
If I had worked smarter I probably could've completed something within reason. But you live and learn.
this is what I had done if anyone wants to extract anything from it or whatever.
https://www.mediafire.com/file/ketcsqnxrl0u6ng/ahwell.map/file

>> No.8101385
File: 312 KB, 592x795, Doomguy.png [View same] [iqdb] [saucenao] [google]
8101385

what name of doom man with bullet gun is ?

>> No.8101391

>>8101385
Spugoli

>> No.8101404

>>8101385
i hope in the inevitable quake 1 reboot when they reveal ranger's name for the ebin twist it's something like gerardo or jebediah

>> No.8101416

>>8100608
>Oh, are we trying this again, five years later?
what's the story behind it? /vr/ had another halloween wad before?

>> No.8101417

>>8101385
that's right: frank stallone

>> No.8101424

>>8098360
So, I was thinking to myself that vr is kind of dead except for doom threads and then I went to /news/ to see who I was going to stomp in shit posting. Lo' and behold, an advert for /vr/ and the game present? Doom. Then I clicked on the advert and saw Doom at the top of the forum as it always has been. Take pride in knowing that /vr/ is essentially a loose doom forum that allows other topics.

>> No.8101432
File: 212 KB, 1873x805, VR IS DOOM.jpg [View same] [iqdb] [saucenao] [google]
8101432

>>8101424
In my hysteria I blundered and forgot my pic.

>> No.8101442

>>8101385
Tin Faggart.

>> No.8101467

>>8101385
It's you, the player. Everything else is bullshit.

>> No.8101486

>>8101416
2017, right after 300 minutes of /vr/ was released, the same project lead started a halloween project. It mainly died due to poor timing. If you want to see the exact thread where it fizzled out, start from here.
https://desuarchive.org/vr/thread/4348815/#q4350972

>> No.8101489

>>8101416
yeah, it was trash and it never got finished.

>> No.8101494

>>8101489
Yeah, I remember at the end of it there were... 4 maps left? One of which being sarais so basically 3.

>> No.8101552

>>8098364
Claiming map18.

>> No.8101557

>>8101424
Damn straight, despite the corny normie title of the reboot Doom literally is and always will be an eternal game, up there with Mario for notoriety and fan-made content.

>> No.8101576

>Finish map
>TIME: 48:00
>PAR:3:00
>Less than 5 minutes were actually used to fight demons
I might be a retard

>> No.8101582

>>8101576
You were searching!

>> No.8101584

>>8101385
HugeGutsLover93

>> No.8101586

>>8101576
>>PAR:3:00
More than half the time nobody bothers changing the par from default anyway.

>> No.8101589
File: 41 KB, 468x60, evony.png [View same] [iqdb] [saucenao] [google]
8101589

>>8101424
Yeah the banner contest was quite some time ago, a lot of /vr/'s other candidates that were also voted on were low effort VR headset shitposts. /v/ on the other hand was an asshair's length away of getting a banner of nothing but console war Wojaks. Still mad this one didn't make it through

>> No.8101610

Should I use BuildGDX to play through Redneck Rampage?

>> No.8101612

>>8101589
yea, that one would have been good.

>> No.8101616

>>8101589
That's good, but where are the tits? Ebony was all about "play now my Lord" by my memory

>> No.8101621

>>8098362
Alkaline Jam released
https://www.celephais.net/board/view_thread.php?id=62095

>> No.8101624

>>8101610
yes

>> No.8101653
File: 919 KB, 1366x768, spasm0073.png [View same] [iqdb] [saucenao] [google]
8101653

In the final fight for Tears of the False God I found a breakable wall and found this. What is it? It seems to be a timer or scoreboard.

>> No.8101674
File: 3.08 MB, 2048x1536, 3293992030.png [View same] [iqdb] [saucenao] [google]
8101674

Well, back from work. I'm fucking tired so i'm gonna answer some questions before I go to bed. MAP04 anon I'll give you the answer tomorrow, I hope you don't mind.

>>8099707
>hey lead anon, do we get some sort of replacement for the radiation suit? Like some ring of protection or some shit?
I think a ring sprite would be too small to notice them.

>Also had ideas for bag of holding from heretic instead of backpack and map scroll instead of computer map
That sounds cool.

>>8099712
I have no problems with that, but you've made some sprite work before? Can I see some of them first?

>>8101074
>Please change the gargoyle HP from 60 to 25. It's meant to be a monster you can place even before the shotgun
Ok, wait for the next update of the resources.

>>8101187
It just depends if everyone else is okay with that.

>> No.8101687

>>8101674
>It just depends if everyone else is okay with that.

IMO making changes to the vanilla monsters is unnecessary. We all know & love the Doom bestiary, and we all (hopefully) know how to use them. I remember Mayhem 19 did that and it really messed up the balance.

>> No.8101695
File: 2 KB, 42x44, FRGOD1.png [View same] [iqdb] [saucenao] [google]
8101695

>>8101674
I am opposed to messing with lost souls.
If there were changes, it'd be reduce HP to 45 and give them a melee state so that they will attack nonstop if you are too close, just like the d64 ones. I'd give 'em a different sprite to differentiate them

>> No.8101701

Literally how hard would it be to make redneck rampage not shit

>> No.8101720

>>8101701
You mean what you can do as a player? Enable the colored keys

>> No.8101721

Why aren't you playing the WebTV version of Doom?

>> No.8101736

>>8101467
doomguy is a faggot confirmed

>> No.8101741

>>8099301
>items

>> No.8101752

>>8101385
Bane

>> No.8101771

>>8101701
Colored keys, fix autoaim, skip sewer map. Thats pretty much it. Theres some things you could do with the states to make the enemies more consistent and timed better. But... Eh.

>> No.8101776
File: 75 KB, 940x685, file.png [View same] [iqdb] [saucenao] [google]
8101776

>>8101674
In terms of released things, just the HFFM items. I'm currently taking a stab at a Gothic styled health pickup.

>> No.8101786

>>8101752
Bane?

>> No.8101826 [DELETED] 

>>8101786
Aye

>> No.8101854
File: 40 KB, 387x701, E-Xhhc8XMAIhqQm.jfif.jpg [View same] [iqdb] [saucenao] [google]
8101854

>> No.8101896

>>8101674
>>8101695
fuck it just replace them by The Hungry

>> No.8101901

>>8099740
>You also need FTEQCC to actually compile your code.
Damn right. I'll try to keep that in mind.
>Also, pak files arent really necessary.
I'm not so sure about that. How would then I package the whole thing then?
Either way, I'll try to come up with a general summary for my shitty concern, look up technical details and ask people for feedback on it. That should be a good way to start.

>> No.8101920

>>8101674
I object making the gargoyles that weak. Maybe meet in the middle? Like 35 to 40?

>> No.8101924

>>8100575
Pls respond

>> No.8101927

>>8101901
Quake (even vanilla DOS Quake) will read files just inside a folder. With appropriate subfolders (sounds, music, progs (for models, not progs.dat), etc). Just look at how other Quake mods are packaged.

>> No.8101929
File: 129 KB, 488x519, 13297871.jpg [View same] [iqdb] [saucenao] [google]
8101929

>$4000+ rig
>GZDoom crashes when exceptionally busy
>the recommended course is to lower detail settings

>> No.8101934

>>8101576
Original PAR times was the author's fastest time just rushing towards the exit as fast as they could, rounded up by five (or to the nearest five, can't remember), and for a lot of the stock levels that isn't too farfetched.
If you aren't speedrunning (competitively or just for your own fun, trying to beat your own times), it's irrelevant to you. If you play methodically and like to explore any level, you're always going over PAR time because your goal isn't to rush to the exit.

For any usermap, as said often people just don't bother defining a PAR time for their level, so it defaults to the time already on that map slot in the iwad.

>> No.8101942

>>8101695
That actually sounds kind of good.

>> No.8101946

>>8101674
What about some kind of cloak? A Sherlock Holmes cloak for example. Or something silly like a potato bag with eye slits, like Jason wore in the second Friday the 13th? It's not "protective", but whatever.

>> No.8101950

>>8101674
>>8101946
>sheet ghost
>old timey gasmask
>welding hood
>magical boots of protection

>> No.8101962

>>8101950
Oooo I like gas mask idea

>> No.8101976
File: 72 KB, 1024x798, depositphotos_1033810-stock-photo-old-gas-mask.jpg [View same] [iqdb] [saucenao] [google]
8101976

>>8101962
>>8101962

>> No.8101985
File: 1.28 MB, 638x510, mipmaps.webm [View same] [iqdb] [saucenao] [google]
8101985

got some pseudo-mipmapping working

>> No.8101997

>>8101927
>Just look at how other Quake mods are packaged.
Haven't played much of them, but I think Dwell worked like that? Not sure and Arcane Dimensions with Alkaline sticked to PAK files, I believe. I would much rather keep things organized and fit it all in one place if possible.

>> No.8102025

>>8101929
fuck gzdoom amirite guyz xDDDDDDD

>> No.8102030

>>8102025
Graf should learn how to code

>> No.8102064

>>8102030
It's not just Graf, GZDoom is built upon decades of gross hax. To fix those gross hax would break decades worth of mods. It's a lose-lose situation really, because he either fixes all that shit and breaks a lot of mods, or continues to stack more shit on top of the mess that is ZDoom and play a constant upkeep game.
This engine is a pain in the fucking ass.

>> No.8102090

>>8102064
>GZDoom is built upon decades of gross hax. To fix those gross hax would break decades worth of mods.
Ah, the Windows problem.

>> No.8102097

>>8102064
Doesn't every new version of it break mods anyway and that's the reason why he sperged out hard about Lilith

>> No.8102106

>>8102097
Ones that are exploiting technical bugs, sure. Lilith abuses most of ZDoom's bugs, which is the reason most every ZDoom derivative engine won't run it properly.

>> No.8102120

>>8100472
>>8100491
Look at your configuration files, then check the latest changes in default sound settings
https://github.com/coelckers/prboom-plus/blame/5b5bfa6ffcf656c9fcffc74d2d1c33201d27a74b/prboom2/src/m_misc.c#L428

Reverb and chorus effects came with FluidSynth “for free”, and were enabled by default to make tiny soundfont sound more atmospheric somehow. You shouldn't use it today, unless there is some specific reason. In fact, you would want to disable reverb and chorus if you got a proper soundfont in previous versions, too.

Base audio mixing frequency change shouldn't be that noticeable, as regular samples never had high frequencies anyway. Well, unless you implement totally fucked up resampling, which hopefully should not be possible today.

>> No.8102123

>>8102090
The Linux elitist rears its acne-ridden face. Do you like to smell your own farts?

>> No.8102128

https://www.youtube.com/watch?v=r6xjkl7UVwg

>> No.8102130

>>8102097
>Doesn't every new version of it break mods anyway
No

>> No.8102131

>>8102097
Graf's dislike for lilith was more because it was intentionally setup to quit out if attempting to run in GZDoom instead of ZDoom, more so than the simple fact that it was designed for ZDoom after it had already ceased.

>> No.8102132

>>8102128
>clickbait thumbnail
dropped

>> No.8102135

>>8101701
It would be hard since much of what makes it tough to enjoy is in the level design. What’s sad is how great the game looks, even though actually playing through them may feel awkward.

>> No.8102140

>>8101674
>MAP04 anon I'll give you the answer tomorrow, I hope you don't mind.
Sure, no problem

>> No.8102150

>>8101486
>If you want to see the exact thread where it fizzled out, start from here.
https://desuarchive.org/vr/thread/4348815/#q4350972
reading that again is depressing
>>8101695
I second this proposal
>>8101976
>>8101962
Yes, gasmask for the radsuit would be cool

>> No.8102160

>>8101227
>He should really strip out the techbase texture left over from HFFM if he wants people to not make techbases.
but my techbase secret room!

>> No.8102197
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8102197

IT'S THAT TIME OF THE WEEK AGAIN MOTHERFUCKERS. WHAT HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD FUCKING TIME TO SHOW US WHAT YOU'VE BEEN UP TO.

>> No.8102217
File: 281 KB, 1152x864, doom01.png [View same] [iqdb] [saucenao] [google]
8102217

>>8102197
Working on some gothic vault for Map04

>> No.8102225
File: 12 KB, 172x432, I don't even use the Boss but I still want to make it looks nice.png [View same] [iqdb] [saucenao] [google]
8102225

>>8102197
I started on the Boss rifle replacement for the handless weapon pack. I'm gonna have the bolt flip out to be racked before it folds back in. It won't make a lot of sense but it'll help compensate for the animation of the hand reaching up and grabbing the thing.

>> No.8102235
File: 2.37 MB, 800x450, hands-free cranking.webm [View same] [iqdb] [saucenao] [google]
8102235

>>8102197
Also I made handless variants of the Peppergrinder's Oddball and Bastard. It's more noticeable on the Oddball though.

>> No.8102237
File: 26 KB, 494x525, 1604611950147.png [View same] [iqdb] [saucenao] [google]
8102237

>>8098885

>> No.8102243
File: 1.08 MB, 600x609, WeeW.gif [View same] [iqdb] [saucenao] [google]
8102243

https://www.youtube.com/watch?v=jUzN6kXg4eg

That GamingGargoyle guy made another video. His editing keeps getting better.

>> No.8102246

>>8102197
the dark and spooky red key room gets even darker when you grab the red key

>> No.8102248
File: 274 KB, 1280x800, map08skullroom.png [View same] [iqdb] [saucenao] [google]
8102248

>>8102246
forgot pic

>> No.8102249
File: 36 KB, 349x356, 1543457745964.jpg [View same] [iqdb] [saucenao] [google]
8102249

e2m6 is the best map of doom

>> No.8102273

Because the thread title has gotten me stuck that song in my head, now you shall have it too.

https://www.youtube.com/watch?v=1SwGXuYiPRc

>> No.8102276

>>8102273
Wew I was just listening to Anthrax. Be all, End all though not that

>> No.8102279
File: 426 KB, 508x535, g.gif [View same] [iqdb] [saucenao] [google]
8102279

>>8102197
Once again just fiddling with model posers a little.

>> No.8102283
File: 41 KB, 128x128, pinkys_retarded_cousin.gif [View same] [iqdb] [saucenao] [google]
8102283

Another (old) placeholder

>> No.8102290

>>8102276
State of Euphoria is also an excellent record.

>> No.8102293
File: 5 KB, 224x221, Arch-Vile - an uncanny fellow - I fear him.gif [View same] [iqdb] [saucenao] [google]
8102293

an uncanny fellow

>> No.8102362
File: 52 KB, 331x331, 1335350980387.jpg [View same] [iqdb] [saucenao] [google]
8102362

>>8101776
If you want me to keep going, do tell

>> No.8102363

>>8101776
Very nicely done
They have much potential.

>> No.8102368

>>8102362
By all means, keep going, you're doing great.

>> No.8102369
File: 42 KB, 720x221, teer.jpg [View same] [iqdb] [saucenao] [google]
8102369

>> No.8102438

>>8099126
>I do have some map ideas though. It couldn't hurt start from making them, but it would've been nice to have new enemies and weapon stuff at my disposal beforehand to build proper segments for certain encounters.
Perhaps we could work together. I don't really like mapping, as I was never creative enough to actually get something going, but I do enjoy QuakeC coding. I have a fair bit of SSQC & CSQC experience. If you are interested, just drop an e-mail or any contact info to talk about a partnership.

>> No.8102456
File: 658 KB, 1920x1080, Screenshot_Doom_20210904_010915.png [View same] [iqdb] [saucenao] [google]
8102456

I just finished the first map of my megawad after one week and half

Now i must create another 31 maps

Kill me :)

>> No.8102460

>>8102456
The guy making Death Wish spent 10 years and you have the audacity to complain

>> No.8102463

>>8102460
Another engine, another game, other rules

(Death Wish is a masterpiece btw)

>> No.8102468
File: 225 KB, 1600x1262, Charles-Bronson-Death-Wish.jpg [View same] [iqdb] [saucenao] [google]
8102468

>>8102460

What is this Death Wish you speak of

>> No.8102476

>>8102468
The best mod for Blood you will ever play(or not).
What the creator achieved with just vanilla assets and mapping tricks is nothing short of spectacular.

>> No.8102482

>>8102468
Very great mapset for Blood

>> No.8102492

>>8102468
spoilers
https://www.youtube.com/watch?v=q8BSMtCESno
I recommend playing it yourself. The true Blood 2...in a sense.

>> No.8102505

>>8102492
I get my donut in a twist when I hear that simply because of its emphasis on vanilla Blood assets, so no new monsters or mechanics.

>> No.8102509

>>8102505
Ah, we're still on the donut business, good to see.

>> No.8102512

>>8101404
THE QUAKE SLAYER O_O EPIC

>> No.8102519

>>8102128
How does someone who's been part of this old-timer's community for years consciously make these stereotypical youtube thumbnails?

>> No.8102524

>>8102519
Gets the clicks from the kids.

>> No.8102531

>sigil on uv
yamero, romero!!!

>> No.8102532

>>8102456
Jimmy made a megawad in like a week. Tough the fuck up pussy.

>> No.8102537

Hey Obsidian dude, have you found out in the meantime what the problem with the maps was? I really want to know.

>> No.8102538

>>8102509
Yeah, I’ve been a big fan of the hole thing

>> No.8102545

>>8102519
i thought it was supposed to be ironic
but they, maybe doomkid can attract the midnight audience

>> No.8102573
File: 184 KB, 1920x1080, plaza.jpg [View same] [iqdb] [saucenao] [google]
8102573

>>8102197
So I've noticed that areas like pic related look completely fine on my main screen, but are almost impenetrably dark on my other, shittier monitor. Anons have previously complained about some of my screenshots being too dark, so I'm wondering how common that is exactly.
Also I recall that /VR/'s deadline has been extended but can't remember till when. The new date isn't in the readme in the project mega

>> No.8102593

>>8102573
>Also I recall that /VR/'s deadline has been extended but can't remember till when. The new date isn't in the readme in the project mega
It's updated in the news post pic. Completely forgot about the readme. I'll change it now.

>> No.8102606

>>8101695
In my personal mod I buffed them to always initiate their attack even if you stun them. They won't even take a fraction of a second to wander around, however, I also created a wander state for them that rolls a dice in 0 ticks and if the dice lands true, they perform a dodge of sorts. So they can bite you several times in a second and then immediately shift around your guy or away from you and then bite again. Things like the shotgun are inefficient because sometimes you pull the trigger, the animations run their ticks but the lost soul bro has already quickly moved out of where it was and then bites you before the shotgun animation is complete. Plasma gun is the best weapon against my upgraded variants. So it's wise to have one and always like 200 cells in stock.

>> No.8102609

>>8102456
Or just release a modest 5-10 map project. Nobody finishes playing megawads anyways
>>8101674
Don't fuck with vanilla monsters. Also, can we please get a yellow grass texture? The yellow leafy midtextures don't make any sense with green grass.

>> No.8102615

Been replaying Doom/Doom II and I usually use Chocolate Doom, but now I want to play around with some stuff that requires GZDoom.

Been playing around with the settings, but I can't seem to find anyway to turn off autoloading saves upon death. I've turned off the autosave at the start of a new level, but if I ever manually save, it loads that if I die instead of starting me at the beginning of the level with just the pistol. Feel like I must be missing something obvious, anybody know how I can fix this?

>> No.8102618

Now that umapinfo exists. I think people should just start making doom 1 style episodes in Doom 2 already.

>> No.8102621

>>8102064
>>8102030
>>8102025
Try playing unreal tournament. It's got something like that going and it was "professional" and I put that in quotes because unlike the zdoom variants there isn't a website with all manner of information about the syntax and different parts of unreal ed. Furthermore, you got to realize, game engines have their limits independent of hardware. In doom at least people can actually create very large maps/mods and add all the action they want where as if you tried that shit in unreal... welp.

>> No.8102623

>>8102593
I see, I didn't notice it from the thumbnail. If it's Oct 3rd then I'll maybe even manage to refurbish an older unfinished map of mine and end up submitting 2 maps

>> No.8102639
File: 18 KB, 339x438, zdoom.png [View same] [iqdb] [saucenao] [google]
8102639

>>8102615

It's in the launcher. If you're using ZDL to go straight into your wads you are skipping this screen, so it loads with whatever settings you had last time. Load the EXE directly.

Not sure why these settings can't be inside the game itself, but if you're so smart, why don't you make your own damn source port, huh?

>> No.8102641

>>8102639
Thanks friend!

>> No.8102651

>>8102621
Unreal is less crash-y for me than GZDoom lol

>> No.8102653

>>8102573
the issue isn't that it's dark, it's that it's uniformly dark. I've said before, stick a bright torch against a column - you'll get a direction guide, visual contrast and free detailing by shadows, all in one. it doesn't have to be a full-on xmas tree either, you can keep the current gloomy look for the most part.
I like it as it is, but keeping it dark for long stretches will probably get tiresome.
and if you're trying to light most of the map with the sky alone, I can tell you right now that people will complain even if you triple the brightness.
if you want an example of a map that's definitely too dark, try beginning of the second map of "The Five Rivers Land" (and it even uses minlight, so the issue clearly lies in the monotony)

>> No.8102663

>>8102651
odd. It's opposite for me.
Maybe hardware plays a role more than we think.

>> No.8102673

>>8102573
All i can see in this one is the gun, and something in the top-right quadrant - perhaps some very dark sky? Does your good monitor have a HDR backlight cranked to 110%?

>> No.8102680

>>8102618
Umapinfo bears the mark of contrarian poultry, do not let it besmirch the purity of your wads.

>> No.8102681
File: 234 KB, 500x275, df74e9d7f34b69998685801ced77993f.png [View same] [iqdb] [saucenao] [google]
8102681

>>8102673
how does this look to you?
http://www.lagom.nl/lcd-test/black.php

>> No.8102686
File: 173 KB, 1920x1080, 20210904215420_1.jpg [View same] [iqdb] [saucenao] [google]
8102686

Heh

>> No.8102690
File: 135 KB, 1920x1080, image_2021-09-04_100507.png [View same] [iqdb] [saucenao] [google]
8102690

How the heck did they pull this off?

>> No.8102695

>>8101494
>4 maps left? One of which being sarais so basically 3.
it was literally only 2 maps, map01 and 03, the rest were made by tryhard retards who wanted to shit on the project, but anyway.. just another case of this board's poor management at projects, how embarrasing

>> No.8102698

>>8102690
Several layers of midtextures.

>> No.8102704

>>8102690
REKKR? MORE LIKE GLOBBR!!

>> No.8102705

>>8102438
>Perhaps we could work together.
I... didn't expected that. Mostly because the idea of someone else wanting to play a part in my endeavor sounds ridiculous + I wanted to do as much as I could on my own because... TL;DR: It just feels right.
At the same time, declaine such offer would be utterly stupid.
>If you are interested, just drop an e-mail or any contact info to talk about a partnership.
That does sound kind of interesting, but I would like to stick to my plan first. I'm going to write down the whole concept and post it here once I'm confident enough in that. Originally I thought about waiting 1-1.5 week for that since I had some other plans, but now I'm not so certain actually.
In other words, I'll keep that in mind. Thank you, anon.

>> No.8102737

>>8102705
OK, no problem. Keep me updated in the meanwhile.

>> No.8102741
File: 174 KB, 960x1080, lit.jpg [View same] [iqdb] [saucenao] [google]
8102741

>>8102653
>I've said before, stick a bright torch against a column - you'll get a direction guide, visual contrast and free detailing by shadows, all in one.
I'm already doing this, usually around points of interest like doors and so on. The area in that screenshot isn't finished, but I wanted to see if the "baseline" light level is any good.
Here are two relatively more finished areas

>> No.8102763

>>8101385
John Demons

>> No.8102773

>>8102737
Of course I will. Again, I'm interested in anon's opinions since I got this idea from talking to some of you here in this thread a few months ago. It just feels right and I love lurking here.

>> No.8102780

>>8102741
yeah, the upper shot is too dark, but I think other anons said as much already. the bridge is drowned in darkness.

>> No.8102813
File: 4 KB, 416x64, virus.png [View same] [iqdb] [saucenao] [google]
8102813

>>8098360
>Commercial Compilations/1001 Nights of Doom/NEWSTUFF/D-UP13.ZIP
very cool google

>> No.8102816

>>8102690
Midtextures, son.
It doesn't scale up as well as I would hope because the engine takes a shit

>> No.8102823

>>8101920
Remember pistol does 5-15 damage, so you will fell the gargoyle in 2-5 pistol shots if it's at 25 hp. The role I envisioned for it was, an enemy that you can place before the player even gets a shotgun. I am not inflexible so I'd rather have it at 30hp than not a all, but that is my reasoning for the 25 hp number. I didn't pull it out of my ass, I actually made a level with it and other custom monsters months ago and playtested it and that was the number I felt comfortable with.

>>8102120
I looked around but I dont think this is it.
Open Going Down map20 with prboom 2.5.1.4 and then 2.6 or any of its forks. Use FluidSynth + TimGMB soundfont. They sound very different.

>> No.8102901
File: 290 KB, 1920x1200, doom03.png [View same] [iqdb] [saucenao] [google]
8102901

>>8102197
MAP14

>> No.8102932

>>8101653
It's a timer. It gives you a reward depending on how long the fight lasts.

>> No.8102949

>>8102932
Such as? The fight only happens at the very end of the map, and if you have 100% secrets or you won't be able to get there anyway. Unless its counting down to shove a quad into the arena.

>> No.8102959

>>8102097
GzDoom has broken some mods over time with updates, but actually not THAT many, the majority of all GzDoom content works in current versions.
EDuke32 is a million times worse with this.

>> No.8103002

>>8102959
EDuke32 is what it looks like when source port devs actually don't give a shit about backwards compatibility. Every mod has to include the specific version of the port that it was made for because it won't work on any other.

Wolf3D modding too, although they finally got something standardized with ECWolf and now LZWolf, those only came about recently. Most mods are still Wolf4SDL-based, and to give an idea of what that means in Doom terms, imagine if you didn't even have DEHACKED and you had to implement all your desired changes directly by forking Chocolate Doom, which stopped development 20 years ago and doesn't even account for widescreen monitors or aspect ratio correction.

>> No.8103006

>>8102217
Oof, that's a LOT of linedefs and sectors, it looks nice, but don't go too overboard with that kind of detailing. I hope you're merging sectors of the same height, light, texture, property, etc.

>> No.8103015

>>8102217
Gothic99 sequel?

>> No.8103018

>>8103002
>LZWolf
Chicken paw claims another victim.

>> No.8103024

>>8102618
This is probably already happening.

>> No.8103027

>>8098364
I'll take MAP25

>> No.8103030

>>8103018
Chickens don't have paws.

>> No.8103035

>>8103030
You clearly haven't been paying enough attention to the literature.

>> No.8103036
File: 300 KB, 1200x825, 12BLi.jpg [View same] [iqdb] [saucenao] [google]
8103036

>>8103030
Explain this then

>> No.8103038

Is Doom a Christian game?

>> No.8103039

>>8102695
We've definitely improved in that time.

>> No.8103042
File: 174 KB, 200x356, file.png [View same] [iqdb] [saucenao] [google]
8103042

>>8103036
You win, sir

>> No.8103043

>>8103038
only 2 rpg because of the holy water pistol
rarely does doom reference angelic or heavenly stuff
nudoom lore is just sci-fi and fantasy in comparison

>> No.8103046

>>8103039
Ignore demoralizing cunts anon, probably the same faggot from that thread.

>> No.8103054

>>8102959
>GzDoom has broken some mods over time with updates, but actually not THAT many, the majority of all GzDoom content works in current versions.

It's why I have as many of the different versions as possible and when I pack a mod I include the version of gzdoom I have been working with.

>> No.8103063

>>8098360
QUICK!
THROW IN THERE THE BEST PROGRESSIONIST MEGAWADS YOU FOUND ON /idgames!

>> No.8103073

>>8103038
The core premise is combatting devils, so yes.

>>8103046
I'm too confident for that. 2048 worked, it had to be patched a lot in post but it made for a pretty decent set of levels in the end. HFFM took more time than expected, and had its share of patchwork, but it got done too, and there we made a very good set of levels with a lot of soul.
The process is a bit messy, but it gets less so with time, and it works out in the end, we're also FAR more experienced and seasoned as mapmakers by now.

We'll get this motherfucker done, and it'll be a good one, even if we're still patching it by Christmas.

>> No.8103078

>>8103038
Yes, because they're demons and you're killing demons but christians have this double standard where fighting demons from hell is taboo even though they've burned witches. gone on crusades against HUMANS, and all other manner of crimes against humanity. Anyone who says it's not a christian game is a lying christian or crypto-christian because anyone who actually understands the information present in doom knows very well that killing the enemies of christiandom makes it christian.

Now, if you were shooting jews, it wouldn't be a christian game but the whole franchise is based on teleportation technology going wrong and opening a rift to hell where demons pour out of to kick ass and chew bubble gum. The entirety of doom one was a lone surviving space marine getting vengence, dying, ending up in hell, and then whooping so much ass that they send his ass back to Earth, where while he's been kicking ass in hell, they were kicking his home planet's ass. Then the entirety of doom 2 is about genocoding the mother fuckers while saving the remainder of humans by sending them to space. The only way doom can't be a christian game is if what you're shooting isn't in the scope of christiandom but christians think the universe revolves around their religion so in their eyes, everything could be a christian game. Regardless, it's christian unless a modder changes it to be a different enemy. Remember people, you're shooting at demons. Not people. Call of duty isn't a christian game.

>> No.8103084

>>8103073
I'm not disagreeing with him, because what you said is true. Our project management hasn't exactly been clean, but it doesn't look like he wants to be constructive so fuck 'em. That out of the way, let's get this shit done.

>> No.8103091

>>8103002
>Wolf3D modding too
That reminds me about source port for Catacomb games I've seen at Twitter fairly recently. Is it the first one of it's kind or there were efforts before?
https://twitter.com/catacombGL

I still think it could be fun to look deeper into Wolf3D stuff eventually... Not before I properly play the original game and Spear of Destiny, of course. For some reason, I think it could be fun.

>> No.8103092

>>8103006
Does merging them have such a big effect on performance ?

>> No.8103093

>>8103078
based stimposter

>> No.8103094

>>8102362
Sorry Fagmuffin I was kinda busy, so yeah. that looks cool! so go ahead.

Besides of the health item what else do you want to contribute? Maybe you could do the Armor and health pickups sprites.

>> No.8103095

>>8103092
It'll help a bit.

>> No.8103101
File: 36 KB, 320x200, 1613670798691.png [View same] [iqdb] [saucenao] [google]
8103101

>>8103084
Hell yeah, baby!

>> No.8103128

>>8102545
It probably is meant to be ironic, but the problem is that theres no difference in practice between ironic clickbait and regular clickbait.

>> No.8103135

>>8103006
Based time travelling 486 user

>> No.8103142
File: 308 KB, 1590x900, doom01.png [View same] [iqdb] [saucenao] [google]
8103142

>>8102197
Beginning work on MAP19

>> No.8103145
File: 359 KB, 1590x900, doom02.png [View same] [iqdb] [saucenao] [google]
8103145

>>8103142
Whoops! All orange

>> No.8103219

>>8103142
>>8103145
I like the dark stone floor and black night sky contrasting with the orange walls.

>> No.8103240

>>8102651
Try lzdoom or the newer GLES render of gzdoom which will be replacing lzdoom.

https://github.com/drdteam/gzdoom-gles

This has the newer open gl renderer and the gles render. You can still turn on all the fancy graphics options with gles

Also to see what your pc is doing how it's running etc
Open the console and type
Vid_fps 1 and itll bring up your frame rate.
I had some crashes with the open gl render in gz doom when it got really crazy.
Or just use a boom port like DSDA Doom. I get like 500 fps on that port and its graphics are just as customizable as gzdoom.

>> No.8103245

>>8102519
Those clickbait thumbnails with onions faces do get more views, Maximilian Dood tested this once on his channel and similar content with onions reactions got like 2x more views

>> No.8103251

>>8102690
If that's in gzdoom, it's because gzdoom supports 3d meshes. I have added some to maps I have created in the past. Because when you start using those 3d sector tags, if you have too much stuff of that going on in one map, it causes problems. However, the last time I did a 3d mesh for gzdoom was years ago and I hardly remember it. I just remember having a pain in the ass defining corners with different shades of colors in order to actually make a sofa not look like one texture without borders.

However, I present you this:
https://zdoom.org/wiki/MODELDEF

https://zdoom.org/wiki/Model_format

https://zdoom.org/wiki/Main_Page

gzdoom imho is the best source port.

>> No.8103285

>>8103245
Google is such a horrible thing.

>> No.8103291

>>8103251
That's all midtextures, baby, Rekkr runs in the original .exe

>> No.8103294

>>8103291
Oh wow.

>> No.8103335

>>8103145
Nice

>> No.8103347

Tricks and Traps is filtering me. Gonna keep on trying.

>> No.8103353

>>8103347
map 08 of doom 2?

>> No.8103354

>>8103353
Yes

>> No.8103359

>>8103347
>>8103353
Because if it is, kill the pinkie room first. Then work on the imp room. Then the cacodemon room and the other demon room with the 4 shotgun guys. Once you have all those places cleared, it's very easy because you can use any of those cleared out rooms to deal with the baron room. First pinkie room is the easiest. Just shoot them from the floor before going to pick up the rocket launcher and you're golden. Unless you're pistol starting then good luck man.

>> No.8103362

>>8103359
Only use the invulnerability to bum rush the locked room that houses the exit key. When it comes to the pain elementals just sit in one of the side holes and lite em up. The hallway room doesn't matter but I typically clear it anyway. I play doom to clear maps.

>> No.8103384
File: 567 KB, 1280x1024, map06comfy.png [View same] [iqdb] [saucenao] [google]
8103384

>>8102197
Comfy before the spooks, WIP.

>> No.8103397

>>8103347
Are you using infighting to deal with that baron room? It will help you save supplies and that's how you're supposed to deal with that room

>> No.8103415

Why won't id/Bethesda officialise Sigil? Imho it has more merit for that than DotP/DotM.
What's more weird is that they packaged it with console releases in their latest port but not on PC.

>> No.8103439

>>8103415
The free version of Sigil is available as a free addon for the new ports.

>> No.8103442

>>8103384
>that sector detailing
Looking forward to it.

>> No.8103446

i remember someone saying sigil wasn't official cause bethesda and co didn't say it was "official".
i was like dude john romero was there when it was like ten guys making doom. if John Romero says its the fifth episode of Doom. Its the fifth episode of Doom. Simple as.

>> No.8103450

>>8103415
>>8103446
didn't they screw romero over releasing unused assets?
i can also expect shit like "actually, mention satan and baphomet in the texts contradict blablabla in the new eternal lore and the same goes for the lovell artwork"

>> No.8103452

>>8103446
why does a deathmatch player have a say on what is official for the game though

>> No.8103470

>>8103450
yeah Doomkid has a video about it. I forgot how it went down. It basically was Romero released tons of stuff from the betas of doom and at some point after he released all this stuff. i guess they asked him to stop for whatever reason. idk

>> No.8103472

>>8102362
I like the red health potions as health bonuses. Reminds me of Diablo. What will the armor bonuses be? My first thought was blue mana pots but this clashes with vanilla Doom's blue health bonuses

>> No.8103479
File: 22 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
8103479

>>8102532
Khorus made Base Ganymede with Doom 1, so with greatly limited options, and that's still funner and better than any of Jimmy's speed diarrhea maps

>> No.8103483
File: 1.13 MB, 1366x768, spasm0080.png [View same] [iqdb] [saucenao] [google]
8103483

I'm surprised by this, but Forgotten Sepulcher is basically the one Arcane Dimensions map I didn't like at all. Any other maps I wasn't too hot on at least had some redeeming features, but this was just meh.
Its a confusing mess, half the secrets are too well hidden and its just too big. There's also no point in hunting the spawns at the end of the level, you just get told you've cleansed the evil there or something.

>> No.8103489

>>8102618
People already created umapinfo patches for Valiant and other wads to give them an episode select screen. This breaks demo recording compatibility though so you still need to recoord without the patch

>> No.8103493

>>8103450
>>8103452
https://youtu.be/3f8xWmOR1L0

this is doomkids video about bethesda stopping romero from releasing dev content from doom 1 and 2

>> No.8103523

>>8103489
does eternity come with umapinfo? i noticed it breaks megawads up. ancient aliens is three episodes in eternity

>> No.8103526

>>8103472
The health bonuses and armor bonuses already fit the medieval theme. If anything needs changing, its the medikits.

>> No.8103536

>>8103523
This is off the top of my head, so do the research yourself to confirm, but from what I understand Eternity has its own EMAPINFO, similar to how MAPINFO was originally only for ZDoom. The U in UMAPINFO stands for universal, which is its goal, but I dunno if Eternity adopted it yet or if it will (I assume it wil)

>> No.8103540

>>8103536
alright cool thanks man. that makes sense. i'll check dw or the doom wiki.

>> No.8103552

>>8103483
All the areas look too similar, there's no distinction of one room from another. That's why its so easy to get lost for minutes, you wander around aimlessly in a maze of green bricks and fog hoping to find the right path.

>> No.8103557

>>8099450
Jazz Jackrabit 1 and 2, same devs as unreal, same composers.

>> No.8103567

>>8103540
I opened up Valiant in Slade to check, and here you can see two distinct patches, one for MAPINFO (ZDoom) and one for EMAPINFO (Eternity). They don't conflict with eachother because Eternity can't read MAPINFO so it gets ignored and vice versa. If you create a dehacked patch, but do not give it the title "dehacked" in the wad, then it just gets ignored as junk data.

>> No.8103581
File: 28 KB, 702x461, d2 pots.png [View same] [iqdb] [saucenao] [google]
8103581

>>8103526
Good points, but I think the red health pots would look better, especially once you make the +10 and +25hp versions.

>> No.8103597
File: 7 KB, 207x312, file.png [View same] [iqdb] [saucenao] [google]
8103597

>>8103094
I can attempt anything that hasn't been replaced already. If I can make things on a decent level of quality, I'll post them here.
>>8103472
>>8103526
The red potion was intended to be a stimpack replacement, but I can see why that wasn't apparent.
I also updated said sprite to have a gold ribbon. As some anons mentioned, it looks remarkably similar to Diablo.

>> No.8103601

Hey, playing Doom for the first time. On 2 more.
Is the Plasma rifle more efficient than the BFG?
After getting the BFG is there any scenarios where I should still use the Plasma?
In Doom 1 I tended to almost never use it after getting the BFG and just sit on most of my ammo just in case.

>> No.8103604
File: 1.26 MB, 1366x768, spasm0078.png [View same] [iqdb] [saucenao] [google]
8103604

>>8103552
Yeah, Fogbottom is much better because there are distinctive areas. This is just all collapsing fort all the time and its too confusing, I did find the crypt key though.

>> No.8103617

>>8103601
>Is the Plasma rifle more efficient than the BFG?
No. Do the maths. 1 cell does 5-40 damage, average 22.5.
BFG consumes 40 cells, does like 2000-4000 damage. I know that's not precise, but you don't need to be. 22.5 x 40 = 900 so that's still well below even a low damage roll BFG shot.

>> No.8103621

>>8101929
rig bought in 2014 for 1000$. Probably worth ~300$ at best now.
GZDoom never crashed other than at the start due to script errors or such when loading old mods that are no longer compatible.

>>8102030
>>8102064
GZDoom performance is tied to single core single-thread performance, due to how thinker and decorate calculations work and everything depends on things being done in certain sequence. It is literally impossible to hyperthread/multicore, which is what modern CPUs rely on for performance.
Thats why some older CPUs are better at GZDoom than modern ones. The GPU only matters for post processing, shaders and geometry and that has never been an issue - actor code is.

>>8102621
>>8102663
UnrealEngine games play just fine on modern PC provided you use modern DX11/OpenGL dlls to prevent them from running at hyperspeed.

>> No.8103628

>>8102279
isn't it possible to just import the model wholesale?
It is lowpoly enough and Some mods like Slayer Rampage have even higher polycount models than that.

>> No.8103629

>>8103601
>After getting the BFG is there any scenarios where I should still use the Plasma?
Pretty much no, since you'll switch to rockets or SSG in order to save all of your cells for the BFG.
One possible gimmicky level would be to ONLY give the plasma and BFG as weapons, but have lots of individual weak monsters ambush you as you progress so you are forced to ration your cells between slots 6 and 7

>> No.8103640

>>8103601
Oh actually I can think of a very simple reason to use the plasma gun over the BFG: cyberdemon turrets. Sometimes you simply cannot get close enough for the BFG spray to be effective so you actually consume fewer cells by "sniping" with the plasma rifle

>> No.8103641

>>8103601
what were your favorite levels so far?

>> No.8103648

>>8103621
>It is literally impossible to hyperthread/multicore

Why? Genuinely curious. I don't know shit about fuck when it comes to coding, but it's surely more a case of "nobody has thought of a way yet" rather than "it's impossible".

ZDoom already breaks with the "vanilla accurate" objective other source ports have, so why not do something that rebuilds the code from the ground up.

People would say it's Doom in name only by that point but what does it matter, where do we draw the line?

>> No.8103668

>>8103489
Is it only recording? Loaded up eviternity in FDWL with a umapinfo patch in the autoload folder and it worked just fine for playback. Not sure why it would matter for recording, but I don't really record at all so pardon my ignorance.

>> No.8103672

>>8103567
ahh i don't know much about the subject but that makes sense. they each have their file/coding to separate thing going on to categorize the levels

>> No.8103687

>>8103668
I was wrong. I just tried playing Eviternity demos, with complevel 9, while having the UMAPINFO patch loaded, and the demos work.

I thought they didn't work because I remembered reading that someone else tried it and it failed to work, presumably because umapinfo was configured to not work in cl9, but that was changed or I just misremembered

>> No.8103692

>>8101786
Born and Raised in Hell on Mars

>> No.8103694

>>8103648
>why not do something that rebuilds the code from the ground up
Probably for the same reason you haven't done it yet: because it's hard

>> No.8103710

>>8103687
isn't Eviternity mbf?

>> No.8103723

>>8103710
oh, god. well, the point is, umapinfo works in cl9

>> No.8103739

>>8103601
On paper the BFG has much bigger numbers, but it's rare that you'll have the opportunity to maximize its effectiveness. Plasma is a much more general purpose weapon that's a better "default" weapon compared to the SSG once you have it. There's not really any enemies or situations it's ever a bad choice for.

>> No.8103749

>>8103648
I think what people really mean when they say "its too difficult" is that "it would take way too much time and skill to expect from unpaid hobbyists".

>> No.8103764

>>8103668
>FDWL
Based Autist Doom Fork should be the official port of /vr/

Which reminds me - when Woof first came out, someone requested on DoomLauncher's github that DoomLauncher recognize Woof as a source port that lets you save stats. Can someone do the same for this port? I would but I dunno how, don't even have a github account

>> No.8103770
File: 17 KB, 507x484, based autist doom fork.png [View same] [iqdb] [saucenao] [google]
8103770

>>8103764
forgot pic. time to stop posting.

>> No.8103839

>dbp39 drops
>download it and load it with prboom+
>brain turns off
>I'm at map12 already
what the fuck

>> No.8103843

>>8103641
Hmmm
>Knee Deep in the Dead
Most likely Central Processing. It's difficult to say though, lots of the EP1 levels have a similar quality to them and are all pretty great.
>The Shores of Hell
Possibly Refinery or Command Center. I like how the technology and hell fuses in strange ways in Refinery a lot
>Inferno
Mt. Erebus, I liked the open space.
Pandemonium has a nice atmosphere
>Thy Flesh Consumed
Perfect Hatred was the first BIG difficulty spike for me. I liked that.
Sever the Wicked right after had some neat platforming aspects
>Sigil
Abaddon's Void was breddy crazy
Nightmare Underworld was great and I liked the secret level, Realm of Iblis, a lot as well.

For 2, so far I'm only up the level called The Pit.
My favorite so far might be Tricks and Traps or The Waste Tunnels

>> No.8103859

>>8103839
its like that some times

>> No.8103867

also what was doomer board 38/ didn't auger zenith just drop like two weeks ago or some shit?
doomer boards works quick af.
have they even done a whole megawad?

>> No.8103872

>>8103867
I think they release a wad a month.

>> No.8103884

>>8103601
BFG works like a very weird shotgun, isn't very useful unless you are facing large number of enemies, cornered by one with a lot of HP you need to kill quickly, or facing a boss.

>> No.8103891

>>8103872
only complaint about any of their wads i have DBP 20. The DND one. Like level six or seven has this annoying fucking growling sound. thats about of the level sound effects and cannot be turned off in any way.

if you ever played the dungeons and demons one. Its the level right after the cyber demon in the middle of the level.

yeah i think level seven.
if you got DBP 20. Load it up in a gzdoom port or something
>map map07
and listen to that annoying growl lmao and its a long ass level too with like 700 enemies

>> No.8103997
File: 64 KB, 1200x720, ERtf_ENWkAE8BgD.jpg [View same] [iqdb] [saucenao] [google]
8103997

Dogs of the UAC... time they made a move

>> No.8104010

>>8103749
>>8103694
>>8103648
Not "takes too much effort or "too difficult".
Literally impossible because the way Doom works, everything needs to be done in sequence since thinkers and actors rely on data from other thinkers and actors. You can'd do a thing before you do all other things it depends on, so calculating things simultaneously won't be possible.
That's the way original Doom worked, that's the way all source ports work.
You can in theory make a new engine completely from scratch, that works in entirely different way but that will not be compatible with absolutely anything including DeHackEd, and nobody is willing to get rid of that.

GZDoom is slower than PRBoom/DSDA because it also has Decorate and Zscript that too have to be done in a linear fashion, but that would be exactly the same with ANY high level scripting language.
So the only way for a source port to be faster is to not have modding capabilites additional script language allows.

>> No.8104012

>>8103891
> its a long ass level too with like 700 enemies
The level is actually really short. A lot of those enemies get killed by a crusher, and they cannot be resurrected in GZDoom.

Map07 is a stain on what is otherwise a great wad. I can't criticize too much since I can't make a map as good-looking as that one, but the puzzle to unlock the rocket launcher involves using voodoo dolls as switches? and the room with all of the rocket ammo to deal with the ghost monsters is a hidden untagged secret??

Fun fact - arch-viles can no longer create ghost monsters in MBF21.

>> No.8104024

>>8103347
>>8103397
This as well. Also remember you can close the door by pressing use. You can even open and close it without waiting for it to fully animate. So you can essentially alert them, open it quickly to get some infighting going on, and then close it before you even see them lol

>> No.8104034

So I just played the first level of Deus Vult, and I really can't see the appeal of this gameplay style. It feels very gimmicky, I'd like it if maybe one level per full megawad was like this.

Which wads should I avoid in future based on this?

>> No.8104039

>>8104034
There are 2 types of megawads.
Avoid them both.

>> No.8104041

>>8103640
Considering a lot of the other misconceptions surrounding the gameplay, I wonder how many would just try to snipe them with the BFG anyways because they don’t know how it actually operates.

>> No.8104042

>>8098869
sv_fastmonsters true

>> No.8104049

>>8099246
Maps of Chaos Overkill with fast monsters enabled.

>> No.8104053
File: 27 KB, 500x427, 41ChoZtebtL._AC_SY1000_.jpg [View same] [iqdb] [saucenao] [google]
8104053

>>8103472
>small vial as health bonus, red content
>medium round bottle as stimpak, red content
>larger alchemist bottle as medkit, red content, small white label with red cross on it (red cross gfy)
>larger jar (ALTTP style) as Berserk, deeper red content, black label with white skull on it
Thoughts?

>> No.8104054

>>8099313
>god mode enabled

you can sit at the kids table from now on.

>> No.8104061

>>8103997
GOLDMAN!!!

>> No.8104067

>>8104012
oh its a fun map don't get me wrong. i'm not shitting on the play or the fun. but the first time i played it. it took me like 30-40 minutes to beat but the growling was just constant.

I just turned the volume of my pc down really low to cope with it desu

>> No.8104107

>>8104034
Deus Vult 2 is much the same, and has even more stupidly gorgeous architecture. Really, this is the textbook slaughter .wads, and it's basically its own genre, with bad slaughter, and good slaughter, but slaughter is really just not for everyone.
Plutonia's Map 31 and Map 32 is some very early, entrylevel slaughter stuff and I think that since Plutonia was designed as a challenge for the veterans at the time (1995), the secret levels could go outside the norms like that. Dario and Milo Casali were pioneers of the slaughter genre.

I'd say that Plutonia's 31+32, Deus Vult 1&2, and then later stuff like Sunder, Sunlust and the Combat Shock series are good slaughter for slaughter enthusiasts.
Hell Revealed 1&2 gets into slaughter, and just like everything else Hell Revealed does, it's just really not good at what it does, it's really not worth playing Hell Revealed at all unless out of curiosity.

>> No.8104112

>>8104053
Sounds good. At first, I was hesitant to replace berserk because I have had bad experiences with not recognizing new sprites in the past, but go for it

>> No.8104130

>>8104112
I'm not doing any of the sprites (currently), so it was more just a suggestion.
I could maybe rough draft some examples of what I mean, if someone else is willing to finish them.

>> No.8104131

>>8104034
That's super early slaughter stuff, so it's not particularly unrefined. I can't really give you recomendations on what to avoid, other than early 2000's slaughter maps, since modern slaughter can be really good. Micro Slaughter map08 is one of the coolest maps I've ever played.

>> No.8104139
File: 1.30 MB, 754x1024, 16112413633.png [View same] [iqdb] [saucenao] [google]
8104139

>>8103617
>No. Do the maths. 1 cell does 5-40 damage, average 22.5.
I'm a bit of a dumbass but it seems like 40 cells is just barely enough to only kill two revenants with the plasma gun, as opposed to what you can do to a room of them with the BFG for the same price.

>> No.8104154

>>8104139
Average damage of 1 plasma bolt = 22.5
>inb4 prng tables
Revenant HP = 200
200 health divided by 22.5 damage equals 8.9 shots to kill, round up to nine. Nine plasma bolts on average to kill one revenant.
You would consume less ammo with plasma rifle than bfg unless you had bad luck with damage rolls or bad aim or both

>> No.8104162

>>8104154
Revenant hp is 300.

>> No.8104163

>>8103867
DBP38 was "Ghost Town" themed. Auger Zenith dropped the beginning of July

>> No.8104174

>>8104162
Woops. 14 plasma bolts on average. Still more cost-effective than BFG

>> No.8104183

>>8103867
They always release at the beggining of the month
But yeah they do work really fast

>> No.8104194

>>8104174
I was off but it's good knowing it's not entirely overshadowed by the BFG. Realistically, a few revenants might be something you can easily wrangle with the SSG in case you ran into more than a few later in the level.

>> No.8104220

>>8103621
But I do have modern stuff with all of that :(

>> No.8104226

>>8104220
in english?

>> No.8104254
File: 1.64 MB, 1326x748, file.png [View same] [iqdb] [saucenao] [google]
8104254

How does this madman does what he does? Is this in engine? Is this in blender? How the hell is it done?

https://www.youtube.com/watch?v=jUzN6kXg4eg

>> No.8104267
File: 351 KB, 675x417, gg.png [View same] [iqdb] [saucenao] [google]
8104267

>>8104254
He made a video on it

>> No.8104326 [SPOILER] 
File: 3 KB, 163x224, 1630802792388.png [View same] [iqdb] [saucenao] [google]
8104326

>>8098364
I know it's an incredible dumbass idea but..
What if the player is an actual skeleton?

>> No.8104329

>>8103739
Bfg is good for rooms full of small stuff or putting down a medium monster in one shot. The plasma gun isn't so hot against hit scanners on fast monsters.

>> No.8104365

>>8104226
yes. I use the steam version of ut though. Don't know if that makes a difference though. I used to own the original two set discs, but I lost them over time. Wouldn't be surprised if it's sitting somewhere at a friend's house though.

>> No.8104396

In DSDA/From Doom With Love, is there anyway to make specters not have the static effect in opengl?

>> No.8104406

>>8104326
If you guys go forward with that idea I know someone recently made a full featured skull HUD face

>> No.8104486

>>8104254
I love his videos, I just wish he relied less on cringe meme-soundclips for humor. His original visual gags can easily stand on their own and I feel like they just get dragged down when he adds them.

>> No.8104501

>>8103628
I know it's possible, but my knowledge of koikatsu isn't good enough to do anything besides really simple animation, much less extraction of the whole model and animation.

>> No.8104506

>>8104406
>I know someone recently made a full featured skull HUD face
i think i saw those ones in DW. if you're talking about the TommyGalano5's ones, sadly they're too big compared to doomguy's head.

>> No.8104508

>>8104506
Shit, you're right.
Shame too, they're excellent skulls.

>> No.8104608

>>8104254
I believe he does basically all of it in GzDoom, using a bunch of scripting. Judging by the barrel flight gag, I assume he has experience with doing machinima in the Source engine.
For some reason, seeing Mt. Pain in the background at the three minute mark made me chortle.

>> No.8104635
File: 1.09 MB, 780x827, file.png [View same] [iqdb] [saucenao] [google]
8104635

>>8104608
>For some reason, seeing Mt. Pain in the background at the three minute mark made me chortle.
The sector giraffe got me good.

>> No.8104643

>>8104608
My favorite gags are with the revenants, the first one getting blown up into two torsos and three skulls is peak comedy for me, the other one standing there like an idiot while Doomguy does that monty python bit is great.

>> No.8104656

What are some cosmetic mods that play nice with HDest? The HDest fan site says it supports Droplets and Nashgore, whatever that is. Anything else you recommend?

>> No.8104682

>>8104656
There's plenty of audio/visual addons made specifically for it. My favorites are Visual Zombies (unique sprites for zombie and imp variants) and Unique Monster Sounds (pretty self explanatory.)

Splashes also works with it, but you'll probably want to edit it to remove the "liquid" properties from everything in the TERRAIN lump, otherwise any guns you throw into the drink (voluntarily or otherwise) will be gone forever.

>> No.8104684

>>8104682
Thanks!
>any guns you throw into the drink (voluntarily or otherwise) will be gone forever.
Hell yes, I want this

>> No.8104721

>>8104643
Reminds me of ROTT, where sometimes if you gib a dude, you'll see two heads go flying, or three hands (all flipping you the bird).

>> No.8104726

Also are we shitwadding tonight

>> No.8104734

>>8104635
Oh fuck, I didn't even see that at first.

>>8104684
You want that until you need to put your Liberator down for a moment, and then it inexplicably disappears into the deep depths of this water which isn't even ankle deep as you walk through it.

>> No.8104769

>>8104734
I'm sure I will stop wanting that, but until then, I want the experience.
Any (mega)wads that go well with HDest? After Doom 1, Doom 2 is too much, tedious almost.

>> No.8104781

>>8103245
Ha.

There is a hidden assumption here that “more views” is automatically good. This might be good for YouTube that only cares about the end results (no matter what the content is, viewers get glued to the site instead of switching to those competing for their attention, and the commission from any ad money transfer is always taken), but for a person doing something sensible it might not be clear why tricking people into watching basket weaving they don't really care about is beneficial for the author or for the viewers.

Corporations only want “content” to increase “productive” numbers, don't fall for their bullshit.

>> No.8104782
File: 117 KB, 934x514, newphobos.png [View same] [iqdb] [saucenao] [google]
8104782

>>8104769
Doom 1 and 2 The Way Id Did worked well. Final Doom was fun, even though it had some offensive parts.

>> No.8104787

>>8104656
ZikShadow has a ZDF thread for all the weapon reskins he’s done, each one is based off a theme or another game and they’re usually accompanied with new sounds

>> No.8104793

if you play an old wad like alien vendetta in a modern source port like GZdoom, do you need the deh file? i get in like doom zero the author specifically says in the text file to use it.

>> No.8104796

>>8104769
>Doom 2 is too much, tedious almost.
If you're still learning, I would at least suggest you play something with a similar curve in terms of enemy introductions, Doom 1 with HDest critically lacks a lot of the mid-tier shielded enemies Doom 2 has. You can get by in most of Doom 1 without carrying a good shield-busting weapon, but going against Doom 2's full roster is a different story.

>> No.8104798

>>8104781
Sounds like loser talk. Get a ten year plan and a CEO mindset.

>> No.8104809

>>8104793
No, those old .deh files typically only contain things like map names for the automap. After a certain point, source ports could read dehacked patches that were included inside the wad itself so they were simply included inside the wad instead. There perhaps was a brief period where the deh file was both inside the wad and a separate file outside just in case you needed to use that. Only way to know for sure what's inside the deh file is to peek inside

>> No.8104828

>>8104809
i just reread the txt file missed it. it does nothing alone lmao and is suppose to be used with this ancient exe for doom2.exe. for the par times etc little story blurbs.
maybe they updated the wad since 02? whatever i'm just gonna play it

>> No.8104836

>>8103648
If you have some unpublished work on automatic conversion of single processor code into multi processor code, please share it with mankind.

>> No.8104873 [DELETED] 

Why don't any of the PrBoom 2.6 forks have Crispy Doom's HUD options? Look at this shit. Transparent HUD, but the information is still in the same place, and tiny number for the optional, toggle-able level stats.

This sounds like a job for Based Autist Doom Fork

>> No.8104879
File: 740 KB, 1920x1080, more of this please.png [View same] [iqdb] [saucenao] [google]
8104879

Why don't any of the PrBoom 2.6 forks have Crispy Doom's HUD options? Look at this shit. Transparent HUD, but the information is still in the same place, and tiny number for the optional, toggle-able level stats.

This sounds like a job for Based Autist Doom Fork

>> No.8104920

>>8104879
There are dozens of other possible HUD options already implemented by people using ports extendable by scripting in that way. Do you expect everyone to copy all of them to present as fixed options in all other ports?

So you're having a heart attack from prboom's level stats, and crispy's heal you. Great.

>> No.8104932

>>8104920
>There are dozens of other possible HUD options already implemented by people using ports extendable by scripting in that way
And all of them are fucking gay. Transparent HUD. Tiny level stat font. It's not hard.

>> No.8104951
File: 378 KB, 1830x798, not for me.png [View same] [iqdb] [saucenao] [google]
8104951

I got filtered by AV map01. In order to open the exit, you need to use this green torch. I was looking for the red door, but it turns out you never USE the red key; the red door automatically opens once you grab the key, adding to the confusion.

>> No.8104965

>>8104951
Na it makes sense. His inspiration was probably other games where you grab an item and it releases a pressure which opens a trap or alternative path. There are even movies that have such concepts.

>> No.8105028

>>8104932
You should do that if it's not hard, but keep in mind all the extravaganza conversions do with status bar and numbers.

>> No.8105038

New bread will be made at page 10, sit tight

>> No.8105113

>>8104053
I think Berserk jar would be more recognizable if it was a jar with a dark label with the red cross on it, or maybe just a dark liquid with a red cross label.

>> No.8105134

NEW THREAD
>>8105123
>>8105123
>>8105123