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/vr/ - Retro Games


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8164619 No.8164619 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8152632

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.8164623
File: 935 KB, 1024x1024, vr info small +.jpg [View same] [iqdb] [saucenao] [google]
8164623

=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 4.0 https://rentry.org/6hwzi
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfunv4

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8161598
Please use spawnflag 16 for your level exit triggers

/vr/ HALLOWEEN PROJECT
Info here >>8147887

VRSKINS 4.0
Taking submissions

=== NEWS ===
[9-22] Quake 2 intro remade
https://www.youtube.com/watch?v=5TqxPdLSP-w

[9-22] GZDoom 4.7.0 released
https://forum.zdoom.org/viewtopic.php?f=1&t=73398

[9-22] Colourful Hell updated to 0.98
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&start=870#p1200956

[9-22] Haste, 17 maps by Insane_Gazebo, Ribbiks and Scotty.
https://www.doomworld.com/forum/topic/124700-haste-%E2%80%93-17-short-challenging-boom-maps-from-difficult-to-slaughter/

[9-21] All idtech 1 games are now widescreen supported
https://twitter.com/NashMuhandes/status/1440347815977259013

[9-15] Thatcher's Techbase announced
https://twitter.com/letshugbro/status/1438110445613760513

[9-13] GOG has added a bunch of Star Trek games to it's catalog
https://www.gog.com/partner/startrek

[9-12] Temporal Tantrum (Test Version 3) is now out
https://youtu.be/VXxCe8zvJXY

[9-09] Serious Sam classic games get the (unofficial) ray tracing treatment
https://github.com/sultim-t/Serious-Engine-RT/releases

[9-09] Doomuniverse opens, a new forum for doom related things
https://doomuniverse.com/

[9-07] Rainbow Six mod that combines all classic R6 games into one
https://www.moddb.com/mods/rainbow-six-black-ops-20/downloads/rainbow-six-black-ops-20-release

[9-05] Quakespasm 0.94 out, fully supporting DotM
http://quakespasm.sourceforge.net/Quakespasm.html#s5

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8164625
File: 746 KB, 1200x837, VR HALLOWEEN V2.png [View same] [iqdb] [saucenao] [google]
8164625

/vr/ HALLOWEEN PROJECT ANCHOR
SEE NEWS POST FOR PROJECT DETAILS

>> No.8164626
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8164626

Is this the very best mod for doom 3? Any other surreal comedy mods to recommend?

>> No.8164653

What are some demanding maps to benchmark the new GZDoom backend against? My first thought was Planisphere 2, but something else seems to be bottlenecking that since I get almost identical frames across every backend on both a modern desktop and a 9-year-old laptop.

>> No.8164654
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8164654

>>8164623
That Quake 2 Intro remake is pure sex.

Now gib me The mission packs, PS1 bosses and N64 maps

>> No.8164670
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8164670

>>8164625
----HALLOWEEN RESOURCES UPDATE: 'MORE DECORATIONS YAY' EDITION----

>What's the update?
>8153718
>8163228

Link: https://drive.google.com/file/d/16-CWLxgrjE_r9EcURJXBS2Y2IWXBZmta/view?usp=sharing
(Note: Delete ''vr_spooktober'' it's an old version of the resources, don't confuse it with ''vr-spooktober'')

>MAP LIST/CLAIMINGS, RESOURCES DOWNLOAD LINKS / MORE INFO. HERE (remove the space):
https://docs.google.com
/spreadsheets/d/1kbnUMRqY6FsUNKRmzpt-QHbXBSXZO44hkubhj6U-qYA/edit#gid=0

>> No.8164674

>>8164670
God fucking dammit
>>8153718
>>8163228

>> No.8164676

>>8164626
I find it sad that Doom 3 Modding never took off by all that much.

>> No.8164684

>>8164676
yeah, it has a lot of potential i love the engine. did people avoid modding on it because its harder or is there another specific reason for why it was ignored?

>> No.8164685

Based OP using HL1 pics to make HIM seethe

>> No.8164690
File: 587 KB, 1920x1080, doom20.png [View same] [iqdb] [saucenao] [google]
8164690

>>8164625
>>8162994
https://drive.google.com/file/d/1X6bvwXX2oec1svmbSYVD2oFE6YKH8M6F/edit
Updating this because I lied when I said it was done.
>Swapped the berserk and box of shells leading up to the red key.
>Reworked the Archvile trap when the player tries to grab the soulsphere.
>Increased the brightness of the blue key area a little bit.
>Added a few more enemies around and replaced some existing ones.

>> No.8164693

>>8164676
id Tech 4 and its tools weren't easy or pleasant to work with. I tried in 2006. The importers/exporters are picky and everything is unnecessarily convoluted.

>> No.8164712

>>8164676
>>8164684
>>8164693
Doom 3 also is where they reached the fidelity where creating custom content that at least somewhat matches it, is not at all trivial. You had unreal and hl2 with much nicer tools and more realistic standards for content at the same time.

>> No.8164734

>>8164712
Yeah, creating high res sculpts of monsters/props/testures first to bake the normals into low res meshes was beyond many modders in 2005, skill-wise.

>> No.8164737

>>8164734
*textures

>> No.8164805
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8164805

>> No.8164810

>>8164805
>forgot souls face bullshit

>> No.8164849
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8164849

>>8164805
>difficulty upgrade
>basically vanilla

>> No.8164859

>>8164805
>entering design probably boner

>> No.8164861
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8164861

>>8164805
>balance doomguy entirely

>> No.8164887
File: 158 KB, 336x292, 1622780717812.gif [View same] [iqdb] [saucenao] [google]
8164887

Hello /vr/os. I don't know why, but I have the itch to play some Doom and I need some wad recommendations. I've gone through Ancient Aliens, JCP and DTWID 1 & 2. I like cool level designs and some slaughter maps.

>> No.8164892

>>8164861
I wonder if there's ever been a mod that actually rebalances Doomguy's stats. Not like in a total conversion or anything, just a mod that basically says "This Is Doomguy, Revamped"

>> No.8164903

>>8164887
UAC Ultra

>> No.8164916

>>8164887
Hellbound

>> No.8164931

>>8164887
Doom Zero

>> No.8164932

>>8164887
eviternity and stange aeons

>> No.8164939

>>8164887
Valiant if you liked Ancient Aliens, Sunlust if you want something harder.

>> No.8164972

>>8164667
I don't, I think it's a pretty decent game overall. The pistol isn't that amazing, it's mostly just unremarkable and unsatisfying, while the shotgun is the part which is fucking stupid.

>> No.8164983

I've been playing Strange Aeons lately. It's pretty good, I love the Aethetics. Are there any other Mappacks with a similar vibe?

>> No.8165036

>>8164887
Hard Fast Faggot Maps

>> No.8165053

>>8164887
play doomer boards project wad 21

>> No.8165081

>>8164972
The Doom 3 shotgun was built for close-quarters combat, tight corridors and hitting as much delicate equipment with a single shot as possible.

>> No.8165093

Thanks /vr/os. I playtested the first level of each wad to check it out and test what it works with and they are all pretty cool.
>>8164903
Looks pretty cool and I like the airlock gimmick. I didn't get why I was dying on normal ground at first, but then my retard ass figured it out.
>>8164916
I really dig this wad. It's pretty atmospheric and the first level felt like an area in something like Silent Hill.
>>8164931
Even though the first level is pretty simple, it gives off those E1M1 vibes and it actually has some cool ideas like lighting up one of the face switches to let you know you still need another one and letting you choose which color door you want.
>>8164932
Eviternity looks super good. The setting looks and feels amazing. I'm probably going to go through this first. Strange Aeons is pretty cool, but the hud guy and his voice is kind of weird. What was also weird (and funny) was when I picked up an AK and got capped by Robin Hood with a shotgun. I guess that is why it's called Strange Aeons.
>>8164939
I like the whole Futuristic setting of Valiant, definitely matches with AA. I also noticed it uses Marathon's pistol and the same enemy redesigns as Supercharged. Sunlust looked really cool, but I can tell what you meant by "something harder". Gotta love trying to fight off hordes of imps and Mancubi with only a shotgun while chaingunners pop out of nowhere and melt you.

>> No.8165119
File: 17 KB, 267x373, q3.jpg [View same] [iqdb] [saucenao] [google]
8165119

>>8164619
Quake 3's active population can now be found at q3retro.com. My favorite server is ffa.q3retro.com:27960. This one stays busy during the evenings and most of the weekend (NA time). See you there.

>> No.8165128

>>8165053
>project wad 21
I see. With Bratwurst or moonman

>> No.8165139

>>8165119
Thanks, Edge. Very cool.
But also non-sarcastically.

>> No.8165143

>>8164887
Are you still taking/playing recs?
Preacher.wad
Hell Ground (hg.wad)
Heartland

continue to play/rate map01's

>> No.8165150

>>8165128
just normal its cool like a wolfenstein game

>> No.8165347
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8165347

>>8163253
>doom 64 is a direct sequel to doom 2
>64 a direct sequel to 2
>64

>> No.8165348

>>8164983
Hellground by eternal

>> No.8165351

>>8165347
>you need to play at least 62 custom level wads/megawads after playing 2 and before playing 64

>> No.8165359

>>8165351
and they have to have been made between October 1994 and March 1997. Good luck have fun

>> No.8165387

>>8164653
At luminae is the most demanding I’ve seen

>> No.8165392
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8165392

I know there's already two /vr/ projects going on at the moment so this post is just to see if anyone is interested in the future for this little project. This is not me announcing a new project right this moment.
Idea is the map is divided up in a grid and people claim a tile to work on. You would then draw a simple outline and label where the doors/entryways are to your tile. Everyone would work on their tile and once they're done it all gets compiled into one patchwork-like map. I know there's been another mapping collab like this elsewhere but I forgot the name of it. I think it would be a fun little project just to see what kind of beautiful mess we'd create.
As for the specifics of the project itself that's all subject to change. Tile and grid size would depend on how many people are interested. One thing I have in mind is during the preparation phase where people are claiming tiles we stagger what can be claimed in a checkerboard pattern. Once the first set of tiles have been claimed and drawn the second set of previously "locked" tiles would open up. This would ensure that the map is fully connected since the second set will have to connect the first set together. Also the tile with the exit would probably be randomly chosen before actual mapping starts. Any other thoughts and ideas on this would be appreciated.
The idea for this stems from video game box art collabs on /v/.

>> No.8165394

>>8165093
Different anon but yeah, Eviternity is the best I’ve played so far as doom wads go. I think you would have a great time with it.

>> No.8165409

>>8165392
Sounds like it would be a fun, quick project to me. I'd participate.

>> No.8165415
File: 3 KB, 160x160, 1592730854037.gif [View same] [iqdb] [saucenao] [google]
8165415

>>8164690
Friendly reminder to
-Place explosive barrels in your map
-Place at least one rocket-with-legs monster inside of a secret (sorry if there is one and I missed it)

Demo: https://files.catbox.moe/66w35x.zip (watch at 150% speed at least I think, and 2x speed to catch up after I die perhaps)
Had a lot of fun/10
I recorded the demo, then rewatched the demo, using the pause button to take notes:
-The small balance changes you made at the start make a world of difference. I recorded one demo, but I wasted a lot of time at the start trying to punch out the satyrs, died a lot, so I made a fresh demo, so you don't see the learning process I underwent to learn a strategy to beat the starting room.
-Good use of the objects like the bloody knife
-The red key can still be missed. Place it on a pedestal
-Put bones in that crypt thing that opens up.
-More decoration things in the yellow key room
-The section with the caged cacodemon/imps/chaingunner could be more populated. How about, put two arachnotrons around there further ahead to get alerted once you are in the area engaging the caco, so they will move towards you, and warp in two arachnotrons behind the player as well.
- The section in pic related - you can just retreat from the satyr/gargs/caco. Refill those cages with freshly warped in monsters - chaingunner, satyr, archvile, the real threatening ranged monsters. And lock the player in with bars so he can not simply retreat from this trap as well; place the bars here, on the stairs.
- I got lost here in this section. The room that I am about to go in in pic related with the switch opens a door. The door it opens does not look like a door and I got lost a bit. The door looks like a rock formation in the previous room. Perhaps replace it with bars

>> No.8165418
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8165418

>>8164690
There needs to be a pop-up monster here

>> No.8165420
File: 1007 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8165420

>>8165415
>pic related
Woops. This is the section I meant

>> No.8165428

>>8165415
This is what I was referring to with the last note. The thing to the left is a door but it looks like the thing to the right which is just a rock. Turn the door into bars

>> No.8165431

>>8165415
This is what I was referring to with the last note. The thing to the left is a door but it looks like the thing to the right which is just a rock. Turn the door into bars

>> No.8165437
File: 1.11 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8165437

>>8165415
This is what I was referring to with the last note. The thing to the left is a door but it looks like the thing to the right which is just a rock. Turn the door into bars

>> No.8165438

>>8165428
>>8165431
how can u fug up twice

>> No.8165439

I just beat heartland and I like to play multiple wads at once usually two. So if i'm getting filtered or bored i can play the other one. But man those last two levels with 1500 enemies. Never really experienced levels that big.
They kinda felt like a slog but were fun and i feel like i'm a better player at doom because of it idk but 1500 enemies twice in a row. i was like what the fuck ?
i don't mind a couple hundred enemies don't get me wrong or even up to like 700. Its just i've never played that many enemies

>> No.8165474

>>8165150
Hey it's pretty good. They really did a great job with the map design and all the new models/reskins. Thanks Anon.
>>8165143
Yeah I am. I probably have a shit ton to play rn but its cool seeing all these wads. I did play through each first map and I've got to say, these are all fucking great.
>Hell Ground
The haunted mansion level is stellar. The atmosphere getting into the castle as well as inside is top notch. I love that they added a new shotgun sound and shell casing drop to the guns, even though the chaingun still sounds the same. The interior of the mansion is very well made and the traps and fights are very well balanced until the very end where you go from that big fight in the exit into another big fight with no ammo. Still, very good. Only complaint is that the Doom enemies slightly stick out.
>Preacher
Crudox cruo! This wad is fucking amazing. I love that even though they just ripped the cultist from Blood and put him and his (and Calebs) voice lines, they still put in new sprites sfx, and stupid shit that made me laugh. When you run out of ammo, you take out your cross and your fists. The beserk power up and the JesusSphere go halleujah. The fucking save option is "Jesus Saves". The first map is pretty challenging but still pretty fun, they give you the tools and pickups to deal with all of those enemies. Solid Wad that I might play during October (besides your guys project and Blood).
>Heartland
Speaking of Build Games, holy fuck this wad. The train shootout at the start makes me think of something like a Douk or Deathwish set piece and shows what that Eternity engine can do. What really reminds me of a Build game is those new mobs that shoot that explosives the shadow ninjas have in Shadow Warrior, the suicide zombies, and you exiting on a train. The fights are pretty tough, but you can still get through them if you play the encounter right. This wad is crazy good and it's another I will have to clear asap. Thanks anon for the recommendations

>> No.8165483

So I've decided to pistol start Doom 2 on UV getting 100% kills (secrets optional) on PrBoom+ with vanilla settings and I'm finally past Traps and Tricks, all the way to Industrial Zone. I feel ancient power coursing through my veins with each beaten level...

>> No.8165516
File: 218 KB, 1280x720, cdoom1.jpg [View same] [iqdb] [saucenao] [google]
8165516

>>8164676
I only know one mod I can recommend, Classic Doom for Doom 3. It's basically Black Mesa for Doom, the older game reimagined in 2004 engine. It's way worse though but still interesting imo
It has some shitty cutscenes, but imo its soundtrack is good and I always find the older shit reimagined in newer engines interesting
Its soundtrack that I like a lot: https://www.youtube.com/watch?v=-EIxX6GDd2M

>> No.8165606
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8165606

>>8165474

Check out the other DBPs, they're all great. The later ones are closer to TCs where as the older ones are more vanilla mapsets.

>> No.8165723

>>8165606
i really would love to see someone make a compliation wad of the current few years of DBP with a hub

>> No.8165725

>>8165483
map10 is a bitch to pistol start if you don't know the map well (i don't)

>> No.8165742

>>8165483
While playing Doom 2 pistol start, the first map I felt that was really hard/annoying was Suburbs, that's your next map. Good luck with that

>> No.8165983
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8165983

Here is trivia for you, did you know future Stalker developers were making Doom RTS before switching it into Cossacks?

>> No.8166026

>>8165983
I like how they made models for all the demons on this, except the ones that would be the easiest to model.

>> No.8166082

>>8164887
HFFM

>> No.8166198
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8166198

>>8165415
I think instead of bars or repopulating the cages, having a wall that opens up when both encounters are triggered would be a better idea. It lets the monsters roam more freely, and deals with the issue of that ceiling rock being potentially confusing to the player.
>-The red key can still be missed. Place it on a pedestal
I respect your feedback, but I'm going to remain firm on my decision to have it on a shelf, because I like it there. I'll push the berserk back so it's literally impossible to miss the key unless you also dodge the berserk.
I have something in mind for a really mean rocket secret too. I won't spoil it.

>> No.8166248

>>8165983
I actually did. I remember being excited for DoomCraft and being disappointed that it never came out. I did not know that they are the Stalker devs though.

>> No.8166309

>>8164625
+++MAP04 UPDATE+++
Wad file name: MAP04_vrspooky_v1.wad
https://www.dropbox.com/s/5lgov5tjewka9h1/MAP04_vrspooky_v1.wad?dl=0

changelog update v1; map spoilers in spoilers

-made black pines spot stand out a bit more against the horizon
-updated outside cloister copy
-changed ceiling brightness in chapel
-fixed missing texture on blue door room fireplace
-fixed moving crown moulding issue in library
-changed some textures in cloister
-added some decorations to cloister
-made last secret easier to spot
-adjusted some slimetrail causing vertices
-joined numerous sectors
-all secret switches now have sound thanks to a really dumb workaround
-added new decorations
-made ledge access less "stairs-like"
-put a trail of health bonuses to switch shack
-made imp at switch shack stand out a little bit against the horizon
-changed monster behavior in chapel
-added Skellington on Hard in storage room
-made crypta door not be openable by monsters
-adjusted blue door room encounter
-made activating line on desk skull switch wider
-made Hell Knight teleport into gallery earlier
-added Spectre on Hard to bedroom
-put more ammo in bedroom
-in red hallway made Cacos only appear on Easy/Medium, replaced on Hard by Satyrs
-fixed crusher room
-put gibs in crusher room
-made crusher room door open faster from the inside
-put more ammo in library
-changed activating line for teleporting baron at spiral staircase
-adjusted cloister encounter
-put more ammo in and before cloister
-added some decorations to cloister
-added more Gargoyles to ambush on Hard
-made evil eye secret more obviously activated
-put more ammo in big cave
-lowered walls of corrals in big cave
-added stuff to pillar switch tunnel in big cave
-changed pillar switch behavior in big cave
-changed mode of replenishing player before exit


1/2

>> No.8166325

>>8166309
Known issues:
-crusher room windowsill texture moves down with ceiling, as well as others
-lots of unaligned textures in the cave, can't be assed to align them all by hand

So thanks for the feedback so far, implemented some stuff, made Hard (a little bit) harder, let me know what you think. But remember: It's still a Normal block map.

>>8166198
I never had problems finding the red key. You can see it from the outside already and the room isn't that big or that niche so hidden you would miss it a thousand times. I say keep it as it is, I like it.

>> No.8166342

>>8166325
I'll still push the berserk back. You can still see it immediately from the door, and walking up to it will put the key in your field of view.

>> No.8166440

>>8165139
Not Edge. Just someone who plays badly that wants to keep the community alive and growing.

>> No.8166442

Hey shitwad anon, I haven't followed you endeavours for some time, but have you played Psychophobia?
It's some edgy teenager's dream containing the whole R667 beastiary, lots of lifted Blood assets and 3D models.

https://www.moddb.com/mods/psychophobia

>> No.8166465

imagine a wendigo character or enemy in a turok game
actually, are there any doom mods with wendigos?

>> No.8166486

>>8165606
Kek. No fucking way. If they are all same quality as DBP 21, I probably will check them out.
>>8166082
/vr/ usually makes good shit, so I probably will check it out and dl it

>> No.8166490

>>8166486
It's only 18 maps, and most of them are pretty short.

>> No.8166574

>>8165392
Need to dust off the editor.

>> No.8166589

>>8166465
None that come to mind, I know they're in the "paid Quake mod" known as Dusk.

>> No.8166703

>>8164676
If the dark mod is anything to go by its because its shit.

>> No.8166707

>>8166703
Dark mod is p good.

>> No.8166714

>>8166707
Yeah that is what I mean it seems the extent of what modding is available in doom 3. Maps are meh to okay but never the scale of the dark engine, character models and animations are pretty stiff and jank.

I am no expert but doom 3 engine seems just above average.

>> No.8166731

>>8165093
>Sunlust looked really cool, but I can tell what you meant by "something harder". Gotta love trying to fight off hordes of imps and Mancubi with only a shotgun while chaingunners pop out of nowhere and melt you.

When you're playing harder WADs, keep in mind that if something feels unreasonably hard, it may be that you're doing it wrong. Fight the urge to immediately try to kill enemies as they pop out - instead look around the map or tools that will help make things easier. In harder WADs, encounter design becomes much more of a puzzle to figure out. If you execute the right strategy, most fights will become a joke.

All that said, if you decide to try Eviternity first - I HIGHLY recommend you skip MAP19 and never play it. It's terrible, unfun, and by far the worst in the set. The only reason it's on the WAD in the current state is because the deadline bit them in the ass.

>> No.8166734

>>8166714
>character models and animations are pretty stiff and jank.
That's more on the animators than the engine. It does seem to have some pretty hard limits when it comes to shaders and such though. But you can overcome most of that with appropriate art direction. It's just not easy for an amateur modding team to do that.

>> No.8166807

In MBF21, is there any minimum distance between two action lines so that they're both reliably activated? Or can I just put them apart 1U and have them activated basically at the same time?

>> No.8166825

>>8166807
You can just put them 1 unit apart.
If ytou want to get needlessly complex, you could have a pair of voodoo dolls activate them.

>> No.8166831
File: 14 KB, 286x248, 1632408187557.png [View same] [iqdb] [saucenao] [google]
[ERROR]

What are good Hexen/Heretic mods?

>> No.8166853
File: 32 KB, 790x594, Screenshot from 2021-09-23 13-17-13.png [View same] [iqdb] [saucenao] [google]
8166853

>>8164623
>[9-22] GZDoom 4.7.0 released
Neat. Only took a day for the DRD Team repo to push it out (unless it was already there yesterday and I just didn't notice).

>> No.8166875

>>8166825
Cool. Is it also possible to have a voodoo doll pass through several actions simultaneously? Like e.g. if I had a 24u linedef and had two 4u subsections from the middle so the doll will pass them both at the same time.

>> No.8166879
File: 19 KB, 729x129, quake1manual15.png [View same] [iqdb] [saucenao] [google]
8166879

Grenade launcher confirmed for ranger's favorite weapon?

>> No.8166885

>>8166875
Yeah, just use a conveyor belt.

>> No.8166896

>>8164619
what are some good halloween themed wads?

>> No.8166897

>>8166875
I just realized I might be misunderstanding your question. I don't know if it would work to have it pass over two lines simultaneously, but you could do it with two voodoo dolls.

>> No.8166904

>>8166896
Mayhem 19

>> No.8166924
File: 8 KB, 400x400, Untitled 1.png [View same] [iqdb] [saucenao] [google]
8166924

>>8166897
No, what I mean is you have two action lines infront of your doll. Both are short enough so the doll would, by virtue of its girth, pass them both at the same time. If that worked, I wouldn't need to have two dolls. And if I had more than two lines to activate I would need even more dolls.

>> No.8166926

>>8166825
Iirc you can put the lines directly on top of each other if you felt like it. Rarely a good reason to do that though.

>> No.8166928
File: 54 KB, 784x316, file.png [View same] [iqdb] [saucenao] [google]
8166928

>>8166924
It does work. I just tried it myself out of curiosity.
Ignore the two doors.

>> No.8166931
File: 450 KB, 1920x1080, Doom 2 MAP01 in Heretic.png [View same] [iqdb] [saucenao] [google]
8166931

>>8166831
I haven't played any Hexen mods, but Elf Gets Pissed for Heretic is a nice episode replacement WAD. There's also this mod that lets Heretic load Doom WADs:
>https://www.moddb.com/games/heretic/downloads/heretic-to-doom-conversion-mod-version-115
You give it Heretic as the -iwad argument, and any number of Doom WADs (Doom, Sigil, and Doom II) followed by HereticMTOBase.pk3 and HereticMTOTopLoad.wad as the -file arguments.

I have a shortcut that runs
>gzdoom -iwad heretic.wad -file doom.wad SIGIL_v1_21.wad doom2.wad HereticMTOBase.pk3 HereticMTOTopLoad.wad
and the Ultimate Doom episodes, Sigil, and "doom2 stages" all show up in the episode selection menu. Sigil is interesting because there are a lot of doors opened by shooting those eyeballs with hitscan weapons, and Heretic has a lot more non-hitscan weapons than Doom. Don't run out of wand ammo, I guess. It also works for some unofficial Doom WADs, but I think it only knows how to replace default Doom 1+2 assets, so if you try to load something like Eviternity you'll just get fucked-up textures.

>> No.8166975

>>8166926
>put the lines directly on top of each other
Frankly, I still don't know how to do that.
Or have lines cross without creating a vertex.

>> No.8167010
File: 939 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8167010

Hey making map 18 for spooktober and was just wondering if there's any advice on how to make large structures/sectors pop out of skyboxes? I often see it done so I'm probably just looking at it wrong, but any advice is appreciated.

>> No.8167014

>>8167010
Build it around the back of your structure.

>> No.8167016

Hey Dehacked dude, is it possible to make the activation radius of the Spooky Skeletons larger? Right now you basically have to bump into them.

>>8167010
Put a sector behind that line and have the floor and ceiling meet at the designated height. The ceiling must have the sky flat.

>> No.8167089

rate sunlust lore

>C1TEXT = You didn't load up DooM to read, did you?\n\nGet back to it.
>C2TEXT = After hours of trudging through an\ninexplicably rectangular catacomb\npassageway you notice a clearing in\nthe distance. Guess what? More demons!

>> No.8167147

>>8166309
Here's a demo - https://litter.catbox.moe/m4lc9t.zip
I fell into one of the instant death pits at the end. I didn't know it was an instant death pit, I thought it was just a change in elevation since I played the room yesterday and didn't fall into any. I was 15 minutes in so I stopped recording. I will play the final section of the map while not recording so I can rewind in case I fall.
- Add one spidermama into the final room. I think it should rise out of the ground with a trigger to surprise the player, rather than you knowing its there as soon as you walk in
- Change the instant death pit into a lava hurt floor. Or - teach the player about instant death pits by scattering some inside the level...
- You need some gargoyles at the start. The ceiling in that sector is very high, so you will want to spawn the gargs very far away so they have time to fly and swoop down.
- For the sake of 100%'ers, the imps on ledges should be replaced with zombies or sergeants. Killing turret imps with pistol at the start of the map is tedious once, let alone over and over.
- The imp/skellington ambush, before you collect the purple key, is too late. Spawn them once you reach the bottom stair/floor so the player is sandwiched on both sides. People will perhaps try to run up the stairs again, so maybe put the trigger a few steps in the room, but the way it is now, you can just run straight ahead and avoid them.
- The plasma gun is still grab-able.

>> No.8167154

>>8166309
- It took me a little while to remember where to go after getting all three keys. For the three key switch, replace the skull icons in that section with nearly-fully-bright yellow/purple/red skull key icon pillars. Do you know what I mean? Three little pillars, one for each skull key icon, and have it very bright. That way, you can see all three icons at once. The way it is currently, you can only see two icons at once maximum. By allowing the player to see all three icons at once, and by making the icons much brighter, the three key switch will stand out much better in the players' heads.
- Replacing the 2x caco with 2x satyr is very good. I like how they are more on the glass-cannon side of the spectrum, rather than meat-shield
- The library section is especially good. I think the library should be much darker to greatly increase the tension of this part of the map. Candelabras etc for lights.
- There should be gargoyle waves in the library to accompany the waves of monsters, each wave progressively larger.

Try to grind out some deathless runs of your map yourself. Make at least one demo with 0% secrets, and one 100%ing the map. The process of grinding your map will show you what parts are boring to replay, and what parts are fun.

>> No.8167304

>>8166309
Friendly reminder to
-Add explosive barrels
-Add at least one rocket-with-legs in a secret area (the soulsphere near the start for example)

- The best way I can think of to deny infinite circle strafing in the final room is to agressively place archviles. If the player keeps running in circles like a dummy, he will alert more and more archviles.
- The spiderdemon in the final room will infight and kill everything (if you place one). So if you do put one in the final room, it'd be prudent to reduce the chances of it infighting by moving all the lesser demons to the edges of the room, though ofc stray bullets will still cause infighting.
- Need more blocking things/decorations in the final room.
- The megasphere secret before the final room is redundant since you get a megaarmor immediately before. Which reminds me, I think there are too many combat armors lying around. I'll have to get back to you on this one.
- A forced partial-invis before the final room would make it harder to endlessly circle-strafe as well, and it'd make the spidermama less likely to instantly kill you but it's still menacing and pushing you around the room

>> No.8167423

>>8161598
>performance in different engines / with different hardware
Tested out in QSS, vkQuake, and Fitzquake (GL and Win). All fine. Original engines don't work, but I'm assuming that wasn't a goal.
>whether the triggers work consistently
If by this you mean the Rumble selectors, they all change after shooting them.
>spacing of difficulty select platforms
The rocket jump to Nightmare is a bit tough. I could only reach it by blasting off the nearest rock and getting lucky with airstrafing.
>whether I need to slap down some clipping brushes in places
Not from what I've seen. The farthest out anyone could probably go is on one of the slanted rocks in the lava pit.
>general aesthetics
Perfect

>> No.8167480

>>8167147
>>8167154
>>8167304
Alright, watched your demo. Thanks for the feedback. Two question up first:
>what were you trying to show when you left the chapel and ran up and down?
>why were you going back to the kitchen/dining room several times?

The instadeath pit has always been there. You might have just grazed it or something before. But all the other pits have a visible floor, so if you're a bit prudent, you will notice it's just straight down black.
That said, I didn't want to add any bosses in the regular progression here because it's not a boss map. A Mastermind is something for a regular "Hard"/"Very Hard" map, not for a "Normal" one. I have a Cyberdemon hidden somewhere, though...
There actually are Gargoyles outside, but one only appears if you explore a bit. But as I wrote in the last thread, the Gargs follow a specific progression, so I can't have them freely flying around there (plus they can attack you from basically right above you, which is really annoying outside). And I also didn't want the player to spend too much time outside. Enjoy the view a bit, but if you know where the switch is, you're done in 30 seconds.

I really fucking hate this 2000 character limit, this isn't fucking twatter.

1/3

>> No.8167485

>>8167480
I might change the imp at the courtyard, but the one on the cliff is there to lead the player to the shack when he wonders where those fireballs come from. Also, you rather quickly get a shotgun, don't you? ;^)
You have a point on the cellar ambush. The original idea was that it's this late to push you into the spectres in the crypta and if they'd come out earlier you could just run back up, and even if you run away you still have to pass through there on your way back.
re: Plasma gun - ynd yeah, but I think I'll leave it like that. Those who want to do the jumps can do it, the rest can wait until they have the keys. It's not like you were in dire need of the plasma gun before.
The problem with putting pillars at the altar would mean it's not an altar anymore and would also look really weird. I wanted to have the player look around, see that decrepit altar, find the emblems and realize the switch needs the three keys. Exploration! Though maybe I can just make the sectors with the emblems brighter.
Making the library darker is a really nice idea, but I think it's chaotic enough as it is, especially since, as mentioned, Gargs can and will fly really high and if you can't even see the ceiling from all the bookshelves, Gargs would be too annoying.

2/3

>> No.8167489

>>8167485
You are actually the first to give feedback on the final room, thanks for the ideas. What blocking decorations would you suggest? I mean, you have a huge cave and all, but it was clearly used for something. I had already thought about placing some stalagmites in the empty center, but not sure about that.
Archviles are a thing... As mentioned in the last thread, I won't publish any maps I can't beat, and I am really bad with Archies, so I am always hesitant to place them in my maps. I know people like them, so I put one or two in the map to have at least something. But sadly, it's the best idea I have seen so far on the issue... Oh well, it's still a few days until the deadline, I think the map will be fine when it's finally done.
You're right about the Megasphere secret - my idea was that you already lose some armor in the crypt when the ganksquad is after you. Then again, it's a secret (and I would like to know, did you find it by yourself or because you watched the other demos?) - maybe I could replace it with an automap...

>The process of grinding your map will show you what parts are boring to replay, and what parts are fun.
See, the thing is, I enjoy exploration and the level itself more than combat. I try to make combat as fun as possible (for you spergs), but it's not my chief priority. Also, this map follows a strict concept. I am a huge fan of Espi's stuff and try to orient myself on his stuff (admittedly I am by far not as good as him). For example Suspended in Dusk, it didn't have any all too crazy encounters, but it was just nice walking around and enjoying the levels. Or I'd rather have the labyrinthic levels of Doom 1 than any kind of Ancient Aliens tier combat.

>> No.8167501
File: 29 KB, 465x437, 1583093242164.jpg [View same] [iqdb] [saucenao] [google]
8167501

>>8158596
This map is very, very good.

I tried to record a blind UV demo but I kept dying. Then I tried to do a blind HMP demo and I a spectre scammed me as I was using rockets. I'll have to try again later

>> No.8167530
File: 582 KB, 1920x1080, 0000.jpg [View same] [iqdb] [saucenao] [google]
8167530

How was this inside door texture applied? I opened up the original E1M1 map source and these are apparently single pieces.

>> No.8167542

>>8167489
>Two question up first
1 I don't remember, and 2 and I was lost
>What blocking decorations would you suggest?
I haven't seen the stuff we have access to, but I was thinking things, perhaps impaled skulls/humans in rows to block movement, and perhaps confuse and trap the player
> did you find it by yourself or because you watched the other demos?
No I saw the evil eye in a previous run, before the gargs were in that hall

>> No.8167550

>>8164887
Disgusting.

>> No.8167565

>>8167542
>perhaps impaled skulls/humans in rows to block movement
Actually does sound cool, but doesn't fit the concept, sorry. And yeah I know, I am too autistic about this.

>No I saw the evil eye in a previous run, before the gargs were in that hall
U wot? You can't possibly reach the evil eye before the Gargs in the hall.

>> No.8167587
File: 1.15 MB, 1920x1080, doom01.png [View same] [iqdb] [saucenao] [google]
8167587

>>8167014
>>8167016
cool thanks

>> No.8167621

>>8167565
I meant, I found it in a previous iteration of the map, before there were gargs in that long stairway

I think there are big bone piles you can use to block movement, but i doubt they will look good in large clusters/rows so you'll have to sprinkle em in

>> No.8167690

>>8167621
>I meant, I found it in a previous iteration of the map, before there were gargs in that long stairway
That also can't be, the Gargs were there already in the very first published version. But anyway, this was in fact the secret I thought most people would miss.
Yet everybody so far has missed three other secrets (though that's also in part due to the respective switches not having any sound, but that's fixed in the current version).

>> No.8167724
File: 2.12 MB, 1280x720, shiftymancubus.webm [View same] [iqdb] [saucenao] [google]
8167724

What is going on here?

>> No.8167727

>>8167724
Just a Boom thing.

>> No.8167735

>>8167724
Just a halloween preview

>> No.8167751

How do I make PrBoom+ show level statistics in the corner above the hud? I'm tired of checking the automap every time.

>> No.8167752

>>8167724
post-mortem movement, dumbass

>> No.8167774

Never ever
https://www.youtube.com/watch?v=Ntc-DrD4LNY

>> No.8167780

>>8167016
>is it possible to make the activation radius of the Spooky Skeletons larger?
Easy. Right now it's 128 units from their centre. I think that's a good distance for most mappers to use. They wouldn't be as spooky if they weren't right next to you if they went off, I think. If someone else complains then I'll change it, but I say put them in thin hallways, next to doorways, at the side of narrow ledges, etc.

>> No.8167782
File: 1.85 MB, 480x360, engine pecularities.webm [View same] [iqdb] [saucenao] [google]
8167782

>>8167724
When monsters get killed, they move a bit in accordance with the direction the attack came from, right, and sometimes they get pushed off ledges when killed (or are hilariously thrown forward in complete violation of physics), right?

On occasion, that specific behavior can do weird things on tight linedef work like that. Pic related is one such quirk, another is monster corpses jiggling around on little floor indents like that. I've seen it happen in Doom 64 even.

>> No.8167791

>>8167751
ever tried looking into settings?

>> No.8167820

>>8167791
I did, but the settings that looked like they would do it, didn't.

>> No.8167821

>>8167780
Yeah that should be big enough, I just tested around a bit. Turns out he didn't activate because of the distance, but apparently I was passing him too quickly.

>> No.8167829

>>8165392
Doomworld is doing thing like that right now and it's fun. But I'm not sure how to handle claims on annonymous boards.
You should probably think of a way to allow the project to function without relying on prior claims, simple let people sumbit segments, and if they are good enough, stitch them together.

>> No.8167831

>>8167820
because you're playing without the full status bar

>> No.8167840

>>8167751
Press F5 or something like this.

>> No.8167846
File: 2.63 MB, 1389x1933, v eternal.png [View same] [iqdb] [saucenao] [google]
8167846

>>8167829
>But I'm not sure how to handle claims on annonymous boards
It's simple, some anon/tripfag claims it, and they deliver it. If they don't make any status updates, it's opened up again. That's how they do mosaic threads on /v/

>> No.8167873

>>8167821
>>8167780
In fact, activation seems to be a bit unreliable. I just passed him, slowly, well within the radius and had to move around a few times like with an automatic door sensor until he started laughing.

>> No.8167874
File: 310 KB, 1263x176, a.png [View same] [iqdb] [saucenao] [google]
8167874

>>8167840
>>8167831
F5 worked, but I've seen people have both the classic status bar and the stats on top like pic related, but for me it's either-or. The side bars are green stone texture for me instead of grey, too.

>> No.8167904

>>8167874
That's the Extended HUD, a feature from DSDA Doom (it might also be on Grafboom maybe)

If you're using PRBoom+, you really have zero reason not to be using an updated fork.

>> No.8167916

>>8167904
Oh, thanks, I thought I was missing some silly setting.

>> No.8167937

>>8167873
Try replacing the dehacked in the resources with this, it makes the skeletons search for you every frame instead of every 8 frames. Initially I didn't want to do that out of performance concerns but I think that was foolish. If it seems to work better I'll reply to the anchor post.
https://pastebin.com/fARMRv0m

>> No.8167983

>>8164653
Let me know the results. I'm curious myself.

>> No.8167990

>>8164653
>modern desktop
From what I read in the release post, if your GPU is Vulkan-capable then the GLES will be of zero use to you. Vulkan will just be better.

GLES is only for the potatoest potatoes that can't even into Vulkan

>> No.8167997

>>8166731
Gotcha. Thanks for the advice, Anon. I usually like it when things are difficult, makes it more interesting. The only time I get put off is when it's map after map of constant monster closets with a million Chaingunners and Archviles with no cover for "difficulty". Revenants are alright, makes me feel like I'm playing Rocket Dodgeball when i pull out the RL.

>> No.8168002

>>8167937
Replaced it, but it didn't seem to change anything. Still doesn't react when running past.

>> No.8168006

>>8167937
>Initially I didn't want to do that out of performance concerns but I think that was foolish
Stuff like that is really only an issue when many Things do line of sight checks across a lot of linedefs, ergo a big slaughtermap with lots of fine detail and lots of monsters. Mostly it's GzDoom ports which suffer in that case as well.

tl;dr unless someone is doing a ridiculous fucking map it's not a problem.

>> No.8168029
File: 376 KB, 1280x800, upgraded arsenal.png [View same] [iqdb] [saucenao] [google]
8168029

>>8164625
-- Map 08 Update --
Thanks for the feedback, guys. Basically all the weapon and ammo placement have been switched around so there's a more organic flow - I tried following you guy's advice to make it a more rocket-launcher centric map instead of a SSG slog.
I've also reworked a few of the encounters. The first encounter doesn't have a fuck ton of cacos, the last encounter actually added a bit more so there's more pressure, and I've changed a few enemies around. There's more hitscanners in general so you can't cheese some rooms as easily, and a few halloween specific enemies have been thrown around to spice up a few of the battles. It really is just a few though since I don't exactly know how to use many of these enemies.
I also changed the crate textures to be more appropriate and messed around a little bit with room shapes and sizes. But as I already said, I want to leave detailing for later (plus I kinda suck at it lol).
I played through it myself, and in my opinion, it's just a bit harder. I had to dip into the secrets but I'm not exactly a good player. I like how this version puts more emphasis on the chaingun and rocket launcher than the previous version did (in hindsight, I don't know why I put the chaingun practically at the end, it's only useful for the final room at that point and only if you didn't pick up the free plasma)

https://files.catbox.moe/i50ctq.wad
Mapname: Caco's Keep
Playtime: 10-15 minutes
MIDI: "Hang Castle" by Sonic Team
Wad Filename: Map08_vrspooky_v1.wad
>>8164376
It seems fine to me, but if it is too dark for you guys, I can bump it up pretty easily. I'm just worried the sky cliffs will look weird if it's too bright.

>> No.8168041

>>8168029
also wrong filename, I meant to put down a v2. it should be Map08_vrspooky_v2.wad

>> No.8168116
File: 5 KB, 990x768, blacktest[1].png [View same] [iqdb] [saucenao] [google]
8168116

>>8168029
a lot of LCD's will eat shadow detail, sometimes on purpose to get a "punchier" look.

every graduation in this picture should be visible to you, however faintly

>> No.8168119

>>8168116
Not him, but 7 is the earliest difference I can tell. My brain sucks.

>> No.8168132

>>8168119
>My brain sucks.
no, your monitor sucks. but don't worry, it's normal.

>> No.8168140

>>8168132
No, it's my brain. Or my eyes.
My buddy could tell it at 2. 7 looks identical to 15 to me.

>> No.8168145

>>8168140
on the same monitor? that sounds unlikely

>> No.8168153

>>8168116
I can see everything but the upmostrow.

>> No.8168165

>>8168116
My monitor is an old asus piece of crap and getting old but I can see all of them including the faintest.


There is a reason however its well calibrated, I play Thief.

How I wish we had the ink black of crts again.

>> No.8168174

>>8168165
seems next year we're getting more oled monitors that aren't just hand-me-down tv panels, so things may improve

>> No.8168186

>>8168174
I should save for a monitor, thing is I bought a new pc on a budget and wanted to eventually get more ram or a rtx, eventually.

The very mediocre ryzen 3600, 16gb ram, couple ssds, and a 1660 super.

Honestly I am surprised by how well the 1660 super pushes shit, at 1080p mind you.

Although I can push 4K in doom I guess.


At this rate we will get streaming games as the main platform instead.

>> No.8168203

>>8168145
Same monitor, my man. My brain/eyes is/are just fucked, this monitor is fucking awesome.

>> No.8168213

>>8168203
is he looking over your shoulder? might be viewing angles.

>> No.8168217

>>8168213
Sitting in the same seat, roughly the same place. It's a pretty good CRT, dug it up years ago, hand me down from dad. Quick setup to convert HDMI to SVGA, and bam, good monitor.
Yeah, you see why I know it's not the monitor now?

>> No.8168223

>>8168165
I can do. Do you have a VE228H?

>> No.8168229

>>8167423
>The rocket jump to Nightmare is a bit tough.
Ah... you're not meant to rocket jump. Check the video linked in that post.
>>8167530
I'm not sure what you mean. You can apply different textures to individual faces of the same brush.

>> No.8168242
File: 1.14 MB, 960x540, file.png [View same] [iqdb] [saucenao] [google]
8168242

This might not fit this thread but does anyone know what the "Security system" switch does in Arx in the cultist den?
When you trigger it something powers down and your character says "Didn't quite hit the mark there, obviously". What the fuck happens?

>> No.8168257

>>8168223
Its apparently a VS247.

I never had issues with it, using hdmi right now. But used DVI for years on it.

Its just that I miss stuff from crts. Again I can handle the shadows but its not the same thing.

>> No.8168307

>>8167782
>or are hilariously thrown forward in complete violation of physics
I remember that was thought to be a bug for years, but it's a fully intentional effect meant to represent railing shots.

>> No.8168314

Are Spectres not teleportable?
I have a closet with a Spectre, an exact copy of another closet with a regular Demon, but it just won't teleport.
The teleport spot is also unobstructed.

>> No.8168326

>>8168314
They are. Do you have them set to deaf?

>> No.8168327

>>8168307
Yeah, I think that was an effect that Romero really wanted in the game because he thought it would be cool.

>> No.8168332

>>8168326
>Do you have them set to deaf?
Nah, but it's on a conveyor belt anyway.
I even noclipped into the closet. Barrier lowered, passed the teleportation line, but nothing ever happens.

>> No.8168341

>>8168332
The teleport line isn't facing the wrong way, is it?

>> No.8168345

>>8168332
>>8168314
Make sure that the teleport linedefs are facing the right way, that there's enough space for them to fully cross the linedef, as well as their destination being clear.

>> No.8168361

>>8168341
>>8168345
Linedefs facing correct side, there is enough space. As I said, it's an exact copy of another closet that DOES work. And it's set to the correct tags.
But I also just tried it out by noclipping into the closet, making myself solid again and trying to get teleported as player - nothing.
The room I am teleporting to is 104 units high, could that be too low?

>> No.8168370

>>8168361
Try a higher ceiling.

>> No.8168376
File: 764 KB, 1920x1200, doomex.jpg [View same] [iqdb] [saucenao] [google]
8168376

>>8168029
test

>> No.8168381

>>8168370
Just tried it out in a higher room. Still doesn't work.
Are there any known bugs that could be related to this?

>> No.8168407

>>8168381
oh jesus fucking christ I am a fucking retard. I checked and double checked everything but the teleport destination itself - it was still set to Easy difficulty only.

They should really stop passing the flags when placing things. Copypasting is faster anyway when placing things of the same type and you won't be placing like 30 decorations until you notice they won't appear on all difficulties.

>> No.8168434

>>8168407
At least you caught it now. Make sure to double check your keys and stuff, someone left the keys untagged for Easy and Medium in a 2048 map, and it wasn't noticed until months after release, well after many patches had been done.

>> No.8168438

>>8168434
Which map?

>> No.8168445

>>8168434
Sounds like a daring homage to TNT.

>> No.8168465

>>8168434
lol really? I played it on UV, so I didn't notice.
But yeah, this is stuff that has happened a few times already. For example just today I realized that Easy/Medium difficulty only had like a quarter of health pickups because Easy/Medium were untagged.

>> No.8168469

>>8168434
>someone left the keys untagged for Easy and Medium in a 2048 map
Now that I think of it, isn't that a cool idea for a 'hard-mode' only room, with an easter egg or tribute/thanks? Anyone wanting to Max the map is usually plays it on UV, anyway.

>> No.8168472

>>8168469
I did that for a map in deathmatch once. Except instead of keys I had a bunch of tech pillars set to DM-only.

>> No.8168473
File: 247 KB, 570x668, hahaha faggot.png [View same] [iqdb] [saucenao] [google]
8168473

>>8168438
MAP24
Point and laugh

>> No.8168479
File: 31 KB, 351x395, 1628047858334.png [View same] [iqdb] [saucenao] [google]
8168479

>>8168473

>> No.8168481

>>8167990
I have an old laptop from 2012 or so that I can test on later.
What would be a good test case?

>> No.8168550

>>8168438
>>8168473
It was the one with the kickass TMNT .midi, yeah. It's fixed now though.
I like that map.

>>8168465
>I played it on UV, so I didn't notice.
Yes, that was the problem lol, nobody brought it up until like a month or two after release, because most people played on UV.

>> No.8168559

>>8168481
Give it a run. Consider opting in for the hardware survey so that Graf can see that there still are some old systems being used out there.
Though I presume that with the GLES thing meaning to take the place of LzDoom, that's something he's already had to admit to himself.

>> No.8168564
File: 194 KB, 960x540, Screenshot_Doom_20210924_022451.png [View same] [iqdb] [saucenao] [google]
8168564

Is this chaingun here too tall with the magazine on top?

>> No.8168567

>>8168559
Yeah, he said it was a "small percentage" but I wonder what that percentage is. I'm sure the info is out there. If it were 2% I'd say, yeah not worth too much investment, but if it's 20% then...

>> No.8168585
File: 171 KB, 960x540, Screenshot_Doom_20210924_023056.png [View same] [iqdb] [saucenao] [google]
8168585

>>8168564
Man, I'm stupid, you actually get a shit view of the sprite from that angle. I intend to add some shine from the muzzleflash btw.

>> No.8168630

>>8168434
>someone left the keys untagged for Easy and Medium in a 2048 map, and it wasn't noticed until months after release
what a dumbass lmao

>> No.8168678
File: 499 KB, 1920x1080, doom20.png [View same] [iqdb] [saucenao] [google]
8168678

>>8164625
--Map 16 Update--
https://drive.google.com/file/d/1fFl4SOsc1U_sJJsDYfDzYgYQ9XQ9v2oo/
>Reworked the catacomb ambushes. Triggering both will now open up some walls allowing enemies to roam more freely.
>Changed the mega sphere secret to be more engaging.:^)
>Couple of little balance tweaks, some doors inside the house will stay open when activated.
>Removed the shotgun in the lobby of the house. Pistol a sergeant down.
>Moved the berserk pack to encourage players to go deeper into the red key room.
>More skeletons.
Probably something else I've missed. Just play the map, dude.
The map probably takes 60-90 seconds longer now with some of the added enemies.

>> No.8168745

>>8168585
i think its meant to be belt fed

>> No.8168749

>>8168564
Put the magazine at the bottom, and just pretend he's holding it like a STEN gun.

>> No.8168782

>>8168745
I wanted to put a big and curved box magazine sticking out the left or right side of the gun, like a really oldschool light machinegun, but couldn't make it look any good. Belt feeding would make more sense, but is harder to depict.

>> No.8168793

>>8168749
I put on a chainsaw grip bar on the gun, though it gets cut off at the bottom, probably won't even show in DSDA unless you're using the other HUD.

>> No.8168812

>>8168793
I mean, just keep the current grip and FP sprites, but move the magazine to the bottom.

>> No.8168817

n e shitwad?

>> No.8168926

>>8168817
Every time I see these shitwad posts I imagine someone calling out "shitwads? shitwads?" to the sky. Truly one of the new gods of /doom/

>> No.8168927
File: 2.78 MB, 640x480, Doom_Demonlet.webm [View same] [iqdb] [saucenao] [google]
8168927

Hows dehacked anon doing?

Its been a while since I last heard of him...

>> No.8168929

>>8168926
And thus, on this evening, I was deemed unworthy.

>> No.8168932

>>8168927
>Captain Mozzarella
The same one behind Fudge Packers Inc. & the Leather Club, as well as the HFFM monsters. He's long dead anon. We don't know what happened to him.

>> No.8169004

>>8168926
>Shitwads, come get your shitwads, only $0.25!

>> No.8169023

>>8168932
Aw, well I hope he is doing well wherever he may be.

>> No.8169080

>>8169023
How long has Captain Mozzarella been dead?

>> No.8169142
File: 293 KB, 1024x1024, istockphoto-1152297570-1024x1024.jpg [View same] [iqdb] [saucenao] [google]
8169142

>>8164619
This might be the best soundfont I've heard. Anyone have any idea what it is?
https://youtu.be/PQWgPY6frWk

>> No.8169145

>>8169142
I think it's an SC-88

>> No.8169160
File: 11 KB, 480x360, victory.jpg [View same] [iqdb] [saucenao] [google]
8169160

I beat Scythe's final level, it was only on Hurt Me Plenty and I save scummed a few times because I got tired of killing cyberdemons, honestly I loved the first two episode but the third was just too brutal for me, to those that beat wads like this on Ultra Violence I salute you. Gonna play Duke Caribbean next because I need a vacation.

>> No.8169181
File: 142 KB, 660x901, MISSING MOZA.jpg [View same] [iqdb] [saucenao] [google]
8169181

>> No.8169205

I'm waiting for this https://thatchers-techbase.github.io/games-not-out.html

>> No.8169214

>>8167846
This, I trust you guys to be civil enough and uphold your claims (or explain why you might not be able to complete a tile, opening it back up for someone else). Also, you'll be mapping which takes effort and time. If somebody wants to impersonate another anon they'll have to put in a lot of effort to convince others. If you're really worried then set a trip.

>> No.8169231
File: 32 KB, 264x392, BRAAAAAAAAAAAAAAAAAAAAAAP.gif [View same] [iqdb] [saucenao] [google]
8169231

>> No.8169247

>>8169231
SIR YES SIR HOORAH

>> No.8169249

>>8169247
kek

>> No.8169254

>>8168926
to summon shitwad anon, you must keep chanting until he appears

>> No.8169307

>>8165392
We had an idea like this before, but set up more as a city block. Where you have the layout of a town and everyone gets a building or land plot.

>> No.8169325

>>8164625
what do you think of this?
https://www.mediafire.com/file/ij3k9v09lpgp70n/Halloween_new_ssg_and_dssecret.7z/file

>> No.8169328

>>8169160
>Gonna play Duke Caribbean next because I need a vacation
have duke world tour on deck just in case

>> No.8169360
File: 420 KB, 504x676, 1544698800019.png [View same] [iqdb] [saucenao] [google]
8169360

you could have prevented this

>> No.8169365

>>8169360
Romero really let himself go after the REKKR fiasco.

>> No.8169369
File: 1.73 MB, 1259x707, er.png [View same] [iqdb] [saucenao] [google]
8169369

>>8169360
You don't have the new state-of-the-art biodiesel they've been rolling out?

>> No.8169371

>>8169360
you know i had to do it to em

>> No.8169372

>>8169360
where's blackroom, asshole?

>> No.8169381
File: 46 KB, 460x215, header[1].jpg [View same] [iqdb] [saucenao] [google]
8169381

>>8169360
>romero's GOTY

>> No.8169382

>>8169369
neat tech isnt it

>> No.8169406

>>8169360
That fact that he owns a mock gas station full of vintage memorabilia in his house is more baffling to me than the thought of him actually working in a gas station.

>> No.8169414

>>8169406
everyone has at least one weird hobby

>> No.8169513

>>8169360
>So they make this pit stop and it's this F1 pit stop. And there's reviews of it and they're like, "This is the first time anyone's done this". And they only really did it on two tires and what they did was they kinda copypasted tires from the garage to the car. And I'm like, they didn't go far enough. I'm talking about FULLY TOTALLY DIFFERENT TIRES, fresh tires, PER WHEEL, cause you couldn't do this in this new pit stop that NINE mechanics serviced.

>> No.8169516

>>8169307
I think that was one of the ideas tossed around for /vr/ HQ. Captain Mozzarella and Macguffin wanted to do that.

>> No.8169564

>>8168678
Demo
https://drive.google.com/file/d/18BkeQzPZn31vnXvgR1bNJTRHDVYDWeuK/view?usp=sharing
I didn't enjoy this. I played the first version a little bit and I mentioned then that if this was going to be as tight on ammo as it is, it should have a berserk or chainsaw near the spawn. I still feel that way, twofold with the added enemies. I can like ammo starvation maps when they're well done but in this map ammo distribution just feels sloppy IMO. I was really low on health the entire time and I would have been fine with that if there was more ammo or a chainsaw. It's annoying enough that I just started running past everything, which I don't like to do. Died to the super skeleton at the end. The skeletons spawning right behind you, blocking you in the exit room with the super skeleton where you're guaranteed to catch a rocket because you don't have time to realize what's blocking your path behind you is pretty gay.
I like the layout and the fights and the visuals, yet the map is unenjoyable for me because of the item balance.

>> No.8169569

>>8169564
>>8168678
I will add though that the new pain elemental and archvile placements are top-notch

>> No.8169583

>>8168174
>that aren't just hand-me-down tv panels
Even if they are, my Samsung 6-series TV can do all of the panels on the black test (1 only barely, even in the dark it's a shadow on a shadow).

>> No.8169618

>>8164625
MAP04 guy here, to the people who have played the map, I thought a bit about the big cave encounter.
Placing a Mastermind is out of the picture, sorry, but I have another idea:
When circling the cave, the player will pass two different linedefs, actvating a voodoo doll that makes the ground break away in the outer segments to draw the player back to the center. Just little by little, either into black instadeath or just damaging lava. Though I don't know yet how to make it clear to the player they should gtfo there as soon as the ground starts to lower.

>>8168678
Bringing the PE out earlier really gives a lot of tension to the start of this map.
Changing the Megasphere secret was funny, but holy shit it took me like three tries until I realized there's a Chaingunner behind me because I thought the Rocket dudes just had a really large blast radius.
The Manc after the yellow door will rather quickly start infighting, better place it before the door.
I don't know what the other anon's problem is, I never felt the need to run past enemies IN GENERAL. Sure, there were short segments where I only had like 50 rounds in the Chaingun left or only a handful of rockets, but I never felt I was in peril because of ammo starvation. That said, as mentioned before and as the other anon mentioned, I was also rather low on health because you're STILL extremely stingy with health. But then you throw two armors in quick succession at the player.
I also loved how you made a lot of traps more eviler by having dudes LITERALLY teleport behind you. And the instateleporting Archie in the Soulsphere room was a really cool and creative ideapmpvm

>> No.8169623

>>8168029
Demo
https://drive.google.com/file/d/19AykAathiifeyV0eA2RRaN78DZwhld_U/view?usp=sharing
I thought this was pretty good, gave me some 2048 vibes with the layout and gothic textures. I enjoyed blowing through the map with the rocket launcher. Spectre placement was dangerous, and anywhere the cacodemons came up over the castle walls was a good time. I didn't think the map was too dark personally, but you can always brighten up the castle without brightening up the hills. It won't look weird, dark silhouetted hills always look cool.
The first half could use a trim in shotgun shells, I always had way more than I needed. There's a balcony with two hell knights on the hill in the background where two cacodemons come up over the sides. These cacodemons should spawn higher, the player has to wait on them too long, you can finish off the hell knights before the cacos even see you.

>> No.8169648

>>8169365
Wait, what's the REKKR fiasco?

>> No.8169650

>>8169406
That's honestly kind of charming. I like that it's become obvious that the old "JR is going to make you his bitch" bluster was just PR and that, deep down, he's just a chill weirdo.

>> No.8169653

>>8169650
stop posting on the internet and continue filling that tank

>> No.8169679
File: 146 KB, 220x284, 220px-Pathways_into_darkness-93_box_art.png [View same] [iqdb] [saucenao] [google]
8169679

this game could've used a run button

>> No.8169742

>>8169205
If this doesn't launch with a "lok at my .wad" the author will be confirmed for not old/British enough to know about Thatcher properly.
https://www.youtube.com/watch?v=ULeDlxa3gyc

>> No.8169747

>>8169742
https://www.youtube.com/watch?v=ayqZ8HNivfM
I was wondering the source of this. Thank you.
I always thought that, because of the way he says it, that it was an expertly mangled sentence.

>> No.8169757

>>8169747
Loadsamappin (Doin' Up The Techbase) when?

>> No.8169780
File: 882 KB, 1500x1013, tumblr_d99a1806f2adc71130cbc25e51c2bf9b_bfda49ae_2048.jpg [View same] [iqdb] [saucenao] [google]
8169780

>>8166879
Grenade launchers are underrated guns in shooters. Are there any better than the Quake 2 or Shadow Warrior launchers?

>> No.8169784

>>8169780
yeah ut one

>> No.8169879

Is there a way in DSDA to have both shotguns toggle as usual? I hate having to map an extra key for the shotgun.

>> No.8169898

>>8169231
Faster!

>> No.8169901

>>8169160
>Gonna play Duke Caribbean next because I need a vacation.
That expansion has such a strong and joyful vacation theme, I always end up feeling refreshed after playing it.

>> No.8169904

>>8169650
Romero is a chill weirdo, but he legitimately had some powerful hubris at the time. I can understand it too, if I had made such an excellent, well received, and profitable game like Doom, I would feel like such a fucking king.

>> No.8169905

>>8169406
I'd probably do SOMETHING like that if had assloads of money.

>> No.8169957

>>8169780
AvP1 grenade launcher

>> No.8170000
File: 340 KB, 1080x1255, Screenshot_20210924-082514_Chrome.jpg [View same] [iqdb] [saucenao] [google]
8170000

>>8169205
It's out: https://thatchers-techbase.github.io/get.html

>> No.8170025

>>8169780
>Q2 GL after Q1’s GL
What a bummer

>> No.8170027

>>8170000
>Got Microsoft Game Pass? You could 'borrow' the file from its installation directory! Is that legal? I'm not sure!

lol

>> No.8170038

>>8169406
I mean, I noticed a lot of collectors retards do that, like James Rolfe has literally a blockbuster/movie shop or some shit in his basement

>> No.8170050

>>8170000
>imagine being butthurt asspained about Thatched in 2021
>in 2021
These people are truly deranged.

>> No.8170053

>>8170050
I was wondering when Can't Take a Joke Guy was going to show up. Bit late, aren't you?

>> No.8170056

>>8170038
James is more of a movie person than video games, he became famous for AVGN but that isn't really his thing. Him collecting movies isn't surprising

>> No.8170082

>>8170050
/pol/ --->

>> No.8170083

>>8170000
so does this count as a terrywad?

>> No.8170108

>>8164625
Hey Dehacked dude, I just discovered that the Rocket on Legs apparently isn't a monster. I just got killed by one despite loading the map with -nomonsters.

>> No.8170128

Andrew Hurshult did a Grabbag remake too a few years back: https://www.youtube.com/watch?v=fqDF8dSLOfc
First time seeing it because of youtube recommends. Didn't know this guy did Duke shit, he's the guy that did IDKFA

>> No.8170134

>>8170108
That's fucking hilarious, do we have to fix it?

>> No.8170140

>>8170134
I mean, for regular play it certainly doesn't matter, but just trying out architecture and how actions work and getting surprised by your own trap really made me a little mad for a second.

>> No.8170146

>>8169564
I watched the demo. You're playing the map so passively when you run out of ammo. There's 100 bullets and 12 shells in the white brick room, but you were playing too passively and ran dry outside of it. The ammo is around, but I'll admit it may be placed in an unclear way. Same with the switch to the blue key. You ran right by a chaingun and some ammo. I understand that you might not want to run into a room of enemies with low health, so I'll try throwing you a bone there.
Also, check your automap from time to time. Some of the secrets aren't even hidden.

>> No.8170301

>>8169784
>>8169780
Unreal has two that are great: Eightball launcher and flak cannon.

>> No.8170385
File: 556 KB, 1920x1080, Screenshot_Hexen_20210924_164610.png [View same] [iqdb] [saucenao] [google]
8170385

Deathking is neat, I have more fun with it than with the main game

>> No.8170397
File: 80 KB, 484x634, 1631971277365.jpg [View same] [iqdb] [saucenao] [google]
8170397

>>8164623
>MBF21 support
I am going to play the halloween wad with GZDoom and NO ONE IS GOING TO STOP ME

>> No.8170417

>>8170000
>>8164623
Also, nice quads

>> No.8170439

>>8164625
Petition to rename the Skellingtons as Boneheads

>> No.8170650

>>8170385
>Deathkings
How in the fuck? Have you not reached the graveyard or even that level with 4 Death Wyverns you cant hit?

>> No.8170675

>>8170000
Didn't Doomworld ban a wad recently for 'being political'?

>> No.8170758

>>8170397
your loss

>> No.8170850

>>8170675
it will be forgotten in a few weaks and people will realize they should hype up treasure tech land or rekkr instead
gmota too

>> No.8170859

What's Quake 2 Sandbox?
https://web.archive.org/web/20210920130157/https://gist.github.com/xPaw/6a42aafd3c9d19b3ceab2e90b5a37cd2

>> No.8170874

>>8170675
It's not hosted on Doomworld so I don't really see what that has to do with the price of tea in China

>> No.8170881

>>8170675
Mods are retarded, don't think too much

>> No.8170885

>>8170675
>>8170000
Only if it collides with their worldviews. Some are more equal than others. The one thing worse than a racist is the sneaky lying hypocrite.

>> No.8170886

>>8170850
Hopefully its mainstream hype encourages the guys who create other genuinely appealing and technically impressive maps to self-promote more outside of the fairly niche hobbyist sites

>> No.8170892

>>8170885
Retiree Facebook user-tier post

>> No.8170918

Is Forsaken really this mediocre, or did Night Dive fuck up another port? The weapons have no impact, the enemies amble around aimlessly, and the textures and lighting sometimes look randomly placed. At least the level design stays pretty interesting, except when necessary triggers are hidden.

>> No.8170943

>>8170892
>Retiree
yeah, early retirement

>Facebook
never used it

point still stands. can't stand hypocrites.

>> No.8170952

>>8170918
No idea what you're talking about. Forsaken was great.
Never played the port.

>> No.8170980

>>8169650
the joke with the daikatana ads is romero would curse people out at LAN parties. he fucking loved deathmattch

>> No.8170984

>>8170918
>mediocre
>one of the highest rated games of 1998
>absolute blast at LAN parties
>benchmark standard for over a year

>> No.8170986

>>8170943
Who is being a hypocrite?

>> No.8171014

>>8170986
People who are picky about political believes.

>> No.8171017
File: 1 KB, 621x94, 1610605182513.png [View same] [iqdb] [saucenao] [google]
8171017

>>8170859
forgot the pic

>> No.8171035

>>8170943
That wad is self-hosted; it's not been vetted by the mods of any site. You seem extremely confused.

>> No.8171347

https://rentry.co/a7gqu
A thing i made about Doom's art style
Like a blog post where i try to "get" what makes it the way it is and use outside references and examples

>> No.8171379

>>8171035
You seem extremely retarded.

>> No.8171509

>>8169516
It was originally pitched in the thread iirc. Don't remember any names behind it.
But it's a fun idea.

>> No.8171517

>>8170850
Rekkr did get some press coverage when it first came out
>>8170128
That's pretty grovvy, Hulshult does good work.

>> No.8171523

>>8164619
Man I got into Doom yesterday because of the thread. I downloaded a bunch of that shit and modded the fuck outta Ultimate Doom. It’s so fucking satisfying blasting shit in that game too. The maps are fucking sick the atmosphere/music is fuckin 10/10, thanks anon.

>> No.8171529
File: 109 KB, 320x240, 1404107443126.png [View same] [iqdb] [saucenao] [google]
8171529

>>8171523
Always happy to help

>> No.8171547

>>8170850
>rekkr
>gmota
I've been out of Doom modding for a while; are there any other modern total or partial conversions as good as those?

>> No.8171556
File: 319 KB, 1920x1080, Screenshot_Doom_20210924_215258.png [View same] [iqdb] [saucenao] [google]
8171556

>> No.8171564

>>8171529
Is that a MST3K edit

>> No.8171591

>>8171347
tl;did read.
It's just some random thoughts put together on a page. A more cohesive and structured essay could maybe generate something of value.

>> No.8171673

So I played Thatcher's Techbase. Here's an anon's review/blog for anyone that may care

It was okay. It wasn't good, it wasn't awful. It's basically a single-big-map WAD (the other three maps are filler, really). And it was (apparently?) the first WAD made by the author. So it suffers from a lot of symptoms of that, just...stretched out over a very long map.

There definitely was a lot of effort put into it, with all the custom sprites and textures. There were some really poor decisions made in terms of gameplay though. The rockets inexplicably were made to move slower than number in the air. This...makes them awful to use. I have to assume this was in some attempt to make the cyberdemon be less threatening to players? I don't know, but I hated it. It also obviously made two-shotting cybers with a BFG weird because the timing was different due to slower rockets. Cacodemons seem to have gotten their health reduced which was...stange. They can die in one SSG shot now. Lost souls have like 2 hitpoints so you can swat them away easily, in the style of Eviternity I guess (but even lower than that maybe).

The encounter design was really questionable too. It didn't really feel like there were any setpiece fights, the map just kind of rolled along. There were a bunch of slow lifts that were added when they could've just been normal lifts. I assume this is to build tension or something but it just doesn't work, at least for me. Monster placement often seemed very haphazard. I remember anticipating interesting fights in certain moments and then nothing happened.

Apparently it was only playtested casually by 3 people, and it shows. In my first playthrough I found like 6 bugs, 4 softlocks, and a handful of visual bugs (HoM/misalignment).

So all in all - probably would not recommend it. I appreciated the Thatcher memes and all, but at least in gameplay terms, it's not great. I do hope the mapper continues working, there's potential for improvement.

>> No.8171675

>>8171673
>than number
*than normal

>> No.8171702

>>8170146
>There's 100 bullets and 12 shells in the white brick room, but you were playing too passively and ran dry outside of it. The ammo is around, but I'll admit it may be placed in an unclear way.
This is what I mean when I say the ammo placement is sloppy. Hurr durr obviously you just run into the next room and pick up ammo there. No one knows that besides you. It's not fun to learn through dying either.
>you were playing too passively
Nigga, yeah, because you only give out twenty bullets at a time and I'm trying to make each shot count. I'm taking my time, the way one does when playing an ammo starvation map, especially when they don't know what's around each corner.
Map needs 30% more health or 15% more ammo.HAD0S

>> No.8171718
File: 5 KB, 384x124, maps.png [View same] [iqdb] [saucenao] [google]
8171718

>>8164625
Got 5 submitions so far, they're probably not completed but at least some mappers decided to show their WIPs before, That's a good thing. but I wanna know if the others who claimed the other slots are making their maps, i'm not literally asking to send me their WIPs right now but I just want to make sure.. Do you have any news, progress, questions, whatever? I need some reports or at least some screenshots.

Remember that in October 14 I wanna see/have all the WIPs of the claimed maps. It's obligatory.

Also, I need ideas for a definitive title for the project. pls help I have to design the M_DOOM.

>> No.8171725

>>8171718
/vr/y Spooky

>> No.8171728

>>8171673
Agreed with all of that, a solid effort with a lot of charismatic assets but very sophomoric design. Most of the mechanical changes seemed almost arbitrary; they certainly didn't really gel with the them or atmosphere of the piece at all.

>> No.8171752

>>8171718
Map04 anon here, please note that I posted an update >>8166309

Sadly I have no ideas for a project right now, but I think >>8171725 isn't too bad.

>> No.8171760

>>8171673
unbelievable that this dude drummed up so much hype for his first .wad
you notice really sophomoric mistakes. map 1 seems to be designed assuming there's fall damage?
the doom cute was nice and some of the bigger arenas are at least interesting to maneuver, though they're too easy to really excite. i assume he made the enemies weaker because his target audience hasn't played doom in decades

>> No.8171771

>>8171760
>map 1 seems to be designed assuming there's fall damage?
I don't think so, I think they just wanted a "dramatic" intro to the WAD but...it just made me yawn and immediately drop off that MAP01 lift to just keep playing the videogame

>> No.8171779

>>8171760
It really shows how different the outsider doom communites are from ones more dedicated to the series, like doomworld or this place

>> No.8171782

>>8171702
>Hurr durr obviously you just run into the next room and pick up ammo there
I don't see the problem here. You're on DSDA so you don't even need to savescum, you can just rewind. And how else would you learn except through dying? You sound like a huge pussy. Or maybe you should just play on HNTR.
And I really don't know how you have to "make every shot count". Your only actual valid criticism is the lack of health pickups.

Also,
>actually typing the captcha in caps

>> No.8171785
File: 3.86 MB, 444x250, 200%mad.gif [View same] [iqdb] [saucenao] [google]
8171785

>Barrels O'Fun pistol start

>> No.8171790

>>8171673
For me it was completely unremarkable and kinda clueless.
The monster recolors are lazy and basic but at the same time feel like a waste of effort, because all that art has been made for what is essentially a single map wad. Same goes for all the fanfare: the website, begging for patreonbux, and shilling it on here. Seems blown out of proportion compared to what the wad has to show for itself.
I also don't understand why remixes of areas from classic maps are placed in there - I guess they would do fine in something that fully commits to the concept (like Go 2 It) or in a wad that doesn't have much of a general theme, but they just feel out of place in something with a prominent central theme. I think something that looks like Glasgow or Sheffield would work much better for the theme than a generic techbase, actually. Speaking of themes, I feel like Thatcher jokes are done to death at this point too, so that's a poor choice too.
Now that I think of it, I feel like the theme was added on late in development, once the map has been mostly completed, and this whole project is an exercise in marketing more than it is in mapping.

>> No.8171797

>>8171790
>I also don't understand why remixes of areas from classic maps are placed in there
I noticed this too and it felt incredibly tacky. One reference to IWADs? Okay, fine. Two references? Three? Eugh.

It felt like they were going like "REMEMBER THIS?!?!? YOU PLAYED THIS RIGHT?!?!?!"

>> No.8171803

>>8171790
>begging for patreonbux
Where? I don't think he is accepting for this.

>> No.8171815

>>8171790
>I feel like the theme was added on late in development, once the map has been mostly completed, and this whole project is an exercise in marketing more than it is in mapping.
I wasn't very impressed with the map, but I really don't think it's as cynical as all that. It's a cute little passion project by and for people who aren't very tuned into the mapping community. They're not accepting money for it and a lot of the hype seemed fairly accidental.

>> No.8171823

>>8171815
It was a weird cross-over between the Limmy (scottish comedian) community and the Doom community, from what I can tell. The author must have just sent emails to the right places to get that much press over what was essentially a mediocre WAD.

I cannot stress how much I absolutely hated the gameplay changes, like making rockets slower. What the hell were they thinking?

>> No.8171840

>>8171823
What the hell were they thinking?

I think >>8171760 was right, they were trying to make it more approachable for newbies. It's obviously a deeply misguided effort, since, well, that's what difficulty selection is for, and the map traversal/switch hunting alone would turn off most people unused to Doom anyway.

>> No.8171865
File: 406 KB, 800x600, FRIDAY NIGHT FIREFIGHT 34 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8171865

ANOTHER FRIDAY, ANOTHER SESSION. TONIGHT WE'RE RUNNING MECHADON'S IGPACK. CONNECT TO 104.128.49.2:10866 THROUGH ZANDRONUM AND LET'S GET THE FRAGS ROLLING!

>> No.8171880

In these days i have almost no ispiration, creating a simple doom map is fucking hell.

>> No.8171883
File: 175 KB, 384x390, almost unpleasant.png [View same] [iqdb] [saucenao] [google]
8171883

>>8171785
>the following fucking level

>> No.8171890
File: 2.24 MB, 480x360, 1503206930213.gif [View same] [iqdb] [saucenao] [google]
8171890

>>8170850
>treasure tech land
OH FUCK, THAT'S COMING OUT SOON?

>> No.8171896

>>8171718
I've been posting lots of updates for map 16.
But there will be more either tonight or tomorrow.

>> No.8171901

>>8170850
>GMOTA too
Anon, it's just a gameplay mod, and those will always be small time compared to anything paired with levels.

>> No.8171904

>>8171803
Yeah, I was completely wrong on this. I just saw that the website has a "support" section and I cynically assumed it was patreon, because that's what every single liberal arts major does on their mod projects

>> No.8171925
File: 496 KB, 491x750, srry.png [View same] [iqdb] [saucenao] [google]
8171925

>>8171564
from like 2013, yeah.

>> No.8172028

>>8171904
>because that's what every single liberal arts major does on their mod projects
Except one, apparently.

>> No.8172039

>>8171673
What about the soundtrack, is the music good?

>> No.8172041

>>8172039
It's okay. Nothing to write home about

>> No.8172086

>>8172039
The main theme is good, if a little gimmicky. The rest is a bit indistinct and repetitive.

>> No.8172097

you guys are just biased as fuck. if this wad was about resurrected cyber stalin or cyber mao, you'd be all over this shit

and shitting on boring gameplay in the guy's first map ever? this wad is artistic, not sunlust 2

>> No.8172103

>>8172097
>cyber stalin
Now I want cold war era Wolfendoom where you fight against soviets and face off with cyber stalin.

>> No.8172109
File: 170 KB, 1280x1280, 1615763551327.jpg [View same] [iqdb] [saucenao] [google]
8172109

>>8172097
>if this wad was about resurrected cyber stalin or cyber mao, you'd be all over this shit
Wrong.
>and shitting on boring gameplay in the guy's first map ever?
It's called being critical and it is how people improve at their work. If you can't handle criticism then maybe mapping isn't for you.

>> No.8172114

>>8172097
The problem isnt with the wad itself, its that it got instant media coverage before it was even out, over the many superior projects out there. It reeks of nepotism and perhaps political bias.

>> No.8172115

>>8172097
Anon...I'm a leftist and I wrote this >>8171673

I don't know what to tell you other than please don't make this a hack tribalist thing. What matters the most in a WAD is gameplay, so that's what I'm judging it on the most. Specially the release being so lightly playtested it might as well have not been playtested at all. Like I said, I appreciated the Thatcher memes and references, but that's all I got out of it.

>> No.8172118

>>8172109
criticizing something you got free as if you paid for it, is not being critical, it's being a self entitled asshole

>> No.8172121

>>8172114
I don't think this is even the problem, you're making it the problem. The problem is that the WAD is mediocre. The fact that the author sent out the right emails to the right places is inconsequential. So what that it got media attention? If it gets more people re-interested in Doom that's fine by me.

>>8172118
Anon....................by this logic you would never be able to criticize any WAD ever, so a random 1996 1-room WAD from idgames archive should be seen in the same light as Valiant or something?

>> No.8172131

>>8172097
>resurrected cyber stalin
that would be funny to see tho

>> No.8172132

>>8170675
>>8170885
There is difference in forcing modern political conspiracy theories into wad, that isn't advertised as political, and making a meme wad, that makes satire out of old timey politics. Few Doomworld mods were even ok with wad where you play as Adolf Hitler (killing demons) few months ago. Hitler was used for comedic effect rather than pushing mapper's political views. That's the difference.

>> No.8172141

>>8172114
bro these are the "gaming journalists" who tell people brutal doom and valiant vaccinated is
>one of the top ten best doom mods of all time
lmao who cares but i do agree it got coverage over better doom wads.
but who even really payed attention?
outside of the small 'doom community"?

i get it theres probably thousands more players who never post any where, download GZdoom and play it occasionally and sometimes down load a mod or wad but at the end of the monday nobody will care anymore

>> No.8172157

>>8172114
>nepotism
This is a free WAD that got a few complimentary articles written about it. Don't be an ethics in games journalism spaz about this please.

>> No.8172163

>>8172121
>by this logic you would never be able to criticize any WAD ever

are you 14 yo or why you only think in extremes? thus guy >>8171673 wrote a fucking textwall for a 15 minutes joke wad as if he paid $30 for it and expected BTSX 3 quality. you just gotta understand where your 'criticism' is appropriate and where it's not. quite possibly autism is the culprit here

>> No.8172164

>>8172114
Just like Brutal Doom. Politics aren't involved. Sometimes shitty meme wads just catch attention of casual non-Doom crowd. They don't see what example makes Heartland so spectacular, when they no knowledge of engines and what makes ganeplay good. But everybody knows and hates Thatcher, so it catches the attention more. World isn't fair, I know, but that's how it goes.

Also Thatcher isn't any far-right superhero, but was hated both left and far-right alike. Trying to simplify 70s british politics into modern american politics doesn't work.

>> No.8172165
File: 339 KB, 903x960, 1593480693413.jpg [View same] [iqdb] [saucenao] [google]
8172165

>>8172118
Are you the wad author? Because I can't imagine any other reason why you would be so defensive over someone's mod being criticized.
Anyway, it being free means fuck all. People critique doom wads all the time, it's been done in this very thread for the Halloween project, which is also being made and offered for free, mind you. I don't see why this wad is some sacred cow that cannot be criticized or else i'm a self entitled asshole.

>> No.8172170

>>8172163
>15 minutes joke
The WAD is closer to 2 hours for a first run.
I did not go in with any expectations. In fact, I don't like BTSX personally, so I'm not sure why I'd even expect a "BTSX 3 level of quality"

You are replying to the same person. Why is criticism not appropriate to a WAD that is getting a lot of attention?

>> No.8172172

>>8172163
I think people were just disappointed, because the wad got hyped up like it was btsx 3.

>> No.8172179

>>8172163
This isn't really a political thing (I'd wager a bunch of anons itt are leftists) so much as a dedicated hobbyists vs. general public thing. People who spend a lot of their free time playing and creating maps will be more critical of them and/or bored by usual design tics. It's not an personal indictment of the creator(s) or anything, especially since most people have been complimentary about certain aspects.

>> No.8172182

Oi lads what's the deal with DoomUniverse lol
Not in a bad way, but I just don't get what's its point

>> No.8172183

>>8172165
I've seen the author post on other forums and he comes off as significantly chiller than that fwiw.

>> No.8172184

>>8172182
Doom universe????

>> No.8172193

>>8172165
never said it cannot be criticized, you missed the point

>>8172170
>>8172179
okay, whatever, i'll take it as a 'professional dissecting as a mapper' instead of 'shitting on'

>> No.8172194
File: 227 KB, 367x367, 1512350961787.png [View same] [iqdb] [saucenao] [google]
8172194

>>8172165
>it's been done in this very thread for the Halloween project, which is also being made and offered for free, mind you.
I'd also like to add that good criticism is worth its weight in gold. None of the recent /vr/ projects would have been as good as they were without people being honest with their feedback. If you're afraid of criticism, chances are your wads will remain mediocre and never achieve their true potential.

>> No.8172214
File: 385 KB, 354x461, 1482782743771.png [View same] [iqdb] [saucenao] [google]
8172214

>>8172193
Do you expect people to pull punches here? I've brought this up before but I had one anon give me absolutely fucking SCATHING feedback on one of my mods. It hit me so hard that my ass is sore just thinking about it. But he was right. I saw past how he phrased it and realized he was right. No one else gave me criticism like that, and because of it, I've massively improved my work for it.
You have everywhere else on the internet for people to put things nicely if they want, if anons want to tear something apart here if it means wanting to see something better come out of it, then they are free to do so.

It's up to you what you take from it.

>> No.8172216

>>8172194
Asterix mod when?

>> No.8172225
File: 32 KB, 500x500, 1625423428740.jpg [View same] [iqdb] [saucenao] [google]
8172225

>>8172179
I'll come to your defense to say that I hate Thatcher too and never get tired of memes about her, so if anything, my politics align with the wad. The joke doesn't carry the wad though.
>>8172183
Yeah, it might not be him, I don't have any damning evidence so I won't jump to conclusions. I'm not sure what this anon's deal is. Seeing how he brought politics into the discussion with his first post (if this wad was about resurrected cyber stalin or cyber mao, you'd be all over this shit,) he might just be a political shitposter waging his imaginary culture war, perhaps subconsciously.
>>8172182
I read that it's supposed to be a middle ground between Doomworld's heavy handed moderation and Doomerboards' rampant shitposting and right wing beliefs. I think this place serves as that middleground, since political shitposters get kicked out while the moderation still allows some shitposting and general fun. Then again, we also use faggot and nigger like punctuation around here so maybe they don't want that either.
>>8172184
https://doomuniverse.com/
>>8172194
Indeed. My 2048 submission was a horrendous rush job and it got rightfully torn apart. I used that criticism and reworked the map, and it ended up being regarded as one of the best maps in the set. Criticism is an invaluable asset, and disregarding it is silly and only hurts yourself.

>> No.8172229

>>8172194
>>8172216
Are you sure its Asterix, and not some early Ralph Baskhi work nor one of the "Censored 11" WB Cartoons?

>> No.8172240

>>8172225
>TFW people still are forgetting about Zandronum and duke4.com

>> No.8172242

>>8172214
good for you i guess

>> No.8172246
File: 31 KB, 264x392, BRAAAAAAAAAAAAAAAAAAAAAAAP.gif [View same] [iqdb] [saucenao] [google]
8172246

>>8169898

>> No.8172250

>>8172229
That doesn't look anything like the works of Bashki or Merry Melodies. You tried to flex knowledge and just looked like a schmuck.

>> No.8172264

>>8172240
The more doom communities, the merrier. The problem with Doom Universe is they don't have anything that distinguishes them from the rest, not even a wad. I would love to be proven wrong on that though.

>> No.8172272

>>8172246
F A S T E R

>> No.8172283

>>8172225
>I read that it's supposed to be a middle ground between Doomworld's heavy handed moderation and Doomerboards' rampant shitposting and right wing beliefs.

40oz posts left views all the time, its not a right-wing echochamber at all. Theres no good reason for DU to exist.

>> No.8172286

>>8169325
I don't even know what that secret sound is supposed to be, or why you put a single mp3 in a wad, but I like the shotgun.

>> No.8172293
File: 61 KB, 1152x864, doom01.png [View same] [iqdb] [saucenao] [google]
8172293

>>8169618
Politely bumping for feedback on my suggestion. They way I imagined it will be a lot of work to set up, so I don't want to do all the work just for people to hate it.
And what I forgot to mention is that I will probably throw an Archvile in there.

>> No.8172301

>>8172097
Congratulations, you've completely destroyed your strawman. Makes me hyped at all the possible counterpoints you're going to give to any of the review posts above

>> No.8172310

>>8172286
???, the mp3 is the dssecret, and it's from postal 1 when you execute someone

>> No.8172321

>>8172310
>???, the mp3 is the dssecret, and it's from postal 1 when you execute someone
Yes, that's what the filename says, but it's just some random sound and I see no reason to replace the secret sound with it.

>> No.8172325

>>8172321
it sounds spooky

>> No.8172329

>>8169325
>ssg
It's basically Brutal doom's SSG sprite, but eh.. Honestly I prefer chopblock's SSG more.
>Dssecret
Too long. I was thinking to change the DSSECRET as well but I prefer something shorter and less obnoxious than Zdoom's secret sound.

>> No.8172335
File: 31 KB, 264x392, BRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAP.gif [View same] [iqdb] [saucenao] [google]
8172335

>>8172272

>> No.8172336

>>8172325
No it doesn't.

>>8172329
How about some ominous bell? Some eerie *BONGGGG*?

>> No.8172340

>>8172336
I think the Quake 1 sound would be a great fit, but we already used it for 2048.

>> No.8172341

>>8172336
so unity doom's dssecret?

>> No.8172347

>>8172329
>Honestly I prefer chopblock's SSG more
Me too, it fits the pseudo-medieval trappings better.

>>8172340
Uh, what else could we use, something gothic sounding?

>> No.8172353

>>8172347
How about the necromancer gaunlet sound from Heretic?

>> No.8172359

>>8172335
Faster.

>Captcha: VKKKX

>> No.8172372

>>8172347
One bell ring from the intro of "For Whom the Bells tolls"by Metallica?

Or some kind of dissonant violin/piano noise? You know, the horror variety.

>> No.8172427
File: 31 KB, 264x392, BRUPBRUPBRUPBRUPBRUPBRUPBRUP.gif [View same] [iqdb] [saucenao] [google]
8172427

>>8172359
It cannae' go any faster cap'n, she's takin' in water!

>> No.8172479

>>8172347
Thanks, though I hate the mirrored muzzleflash that's put on it lol.

>something gothic sounding?
Uh, I'll can dig through the Diablo sound effects, those are gothtastic.

How about any of these?
https://cdn.discordapp.com/attachments/746155399727677470/891122514074431538/invisibl.wav
https://cdn.discordapp.com/attachments/746155399727677470/891122519711567902/magic.wav
https://cdn.discordapp.com/attachments/746155399727677470/891122524996399164/Magic1.wav
https://cdn.discordapp.com/attachments/746155399727677470/891122530876784650/readbook.wav

>> No.8172491
File: 31 KB, 264x392, BRUPBRUPBRUPBRUPBRUPBRUPBRUP[sound=https%3A%2F%2Ffiles.catbox.moe%2Fvhsgij.mp3].gif [View same] [iqdb] [saucenao] [google]
8172491

>>8172427

>> No.8172568
File: 171 KB, 960x540, Screenshot_Doom_20210925_030211.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8172479
>>8164625
Also, I think I'm about finished with the Gatling Gun. Here's an animation demonstration done in Decorate, however the sprites are paletted and the sound should be the proper format.
https://cdn.discordapp.com/attachments/746155399727677470/891125703871983646/gatlingtest.wad

>opted not to use the additional two frames which smooth out the animation, as I think that would make it clash too much with the other weapons, unless someone else wants to do smooth animations for all the other weapons too
>did a slow animation in the primary fire, I think this looks the best visually and is more impactful, it also matches the original chaingun's rate of fire
>did a fast animation in the alternate fire, really just to see how it'd look, the pulsing of the flash is kind of neat, but it's twice as fast as the normal chaingun and I think that may make it more powerful than it should be
>sound effect is sourced from Blood, it's an old generic machinegun sound effect, but it's heavy and thumpy, and I like it (also matches the slow rate of fire better)
>pickup sprite is kinda tall, included the Strife clip as CLIPA0 if that would look nice, I could maybe rework the pickup sprite later
>unsure if the sprite is too tall or not, may want to shift them downwards a little bit if they're in the way at lower resolutions

I had originally thought about making it look a bit more like an antique Gatling Gun, with a dark blued steel look accented with bright shiny brass details and accents, but doing that kind of recoloring is too goddamn much work for this time frame, so I said fuck it. I'll probably release the full set of frames later on, without being stuck to this palette.
Credit it to iD Software, Rogue Entertainment, Midway, and Monolith. Oh yeah, and Zrrion The Insect and Perkristian for the smoothed frames, even though those aren't in this limited set here. Still can't recall who did that covered up chaingun tube which I used here, I also used it for the 2048 BFG.

>> No.8172584

>>8172568
where did u get the alpha-looking muzzleflash from?

>> No.8172591
File: 1.93 MB, 350x310, fuckeverything.gif [View same] [iqdb] [saucenao] [google]
[ERROR]

Wow, generations of Doom players didn't lie, Icon of Sin is truly rancid garbage.
Where ever will Doom take me from now...

>> No.8172595
File: 244 KB, 800x652, muzzleflashes-oh-joy.png [View same] [iqdb] [saucenao] [google]
[ERROR]

>>8172584
This sheet. I'm not entirely sure on who made the alteration to make it red. I touched it up some to look less flat.

>> No.8172597

>>8172591
Now do Final Doom.

>> No.8172603

>>8172568
Don't you think it covers up too much of the screen?

>> No.8172610

>>8172597
Is that good progression from Doom II or will it eat my ass for breakfast?

>> No.8172620

>>8172603
The chaingun or the flash? The chaingun is slightly tall I guess, therefore I'll leave it up to lead to adjust the offsets downwards if needed. The muzzle flash is tall too, though it's only two frames which go at 1 tic (1/35th of a second) each.

>> No.8172621

>>8172610
It's hard, but not the zomg literally impossible shit that newfags and memelords make it out to be. Plutonia is a stepping stones to gitting gud and preparing yourself for custom wads.

>> No.8172623

>>8172568
it looks too red.

>> No.8172631

>>8172610
If you don't feel too confident, you can try Plutonia on HMP first, it's less intense.

>> No.8172640

>>8172623
My asshole looks too red.

>> No.8172642

>>8172568
No offense but the muzzle-flash reflection looks like it was lazily painted tho
>>8172623
This. I think it needs a bit of orange palettes.

>> No.8172651
File: 19 KB, 162x107, GUN03.png [View same] [iqdb] [saucenao] [google]
8172651

>>8172642
Looks somewhat better in truecolor, but that's not a luxury we have.

>I think it needs a bit of orange palettes
I could maybe look at redoing it tomorrow I guess. I wanted it to look less similar to the orangey muzzle flash as used on the Super Shotgun however, and have a red flash like the original Chaingun.

>> No.8172658

>>8172610
Plutonia's like training for modern wads' difficulty. I'd say go for UV.

>> No.8172687

>>8169780
Marathon

>> No.8172709

>>8172610
>>8172631
>>8172658
yeah play plutonia next. tnt is pretty good too, just some of the later levels are kinda ehhh so it gets a bad reputation. but yeah try plutonia. also HMP is like 90 percent the same as UV. Some monsters are switched around.
Like sometimes revenants will be pinkies or something but its mostly the same on both difficulties. try that one next

>> No.8172779

>>8172340
Nah, either. I'm not looking for a medieval or gothic sfx but something that actually it sounds spooky or mystery-ish.

>>8172336
>Ominous bell?
Actually that's a good idea. Someone said the Bethesda port's secret sound but no, it has to be unique.

>> No.8172809

>>8172779
speaking of ominous bell sounds I was thinking of the bells sounds from a credits sequence from a creepy ass short animation that I used to watch, maybe we could use a similar sound to this https://youtu.be/UjgHbRrnjhU?t=549

>> No.8172879

I'd like to play someone's map. Any volunteers?

>> No.8172935
File: 181 KB, 1220x685, crispy-doom_LrL4yC0jgZ.png [View same] [iqdb] [saucenao] [google]
8172935

>>8172879
Aight. This is a city-themed Dead Simple I made several months ago. Pretty long I'd say. Made for vanilla but there's some pretty bad drawsegs that shouldn't bother you, if you stay in the line of combat that's most advantageous anyway.
https://files.catbox.moe/6a9u8a.wad

>> No.8173057
File: 912 KB, 1862x965, map18_vrspooky (edit area).jpg [View same] [iqdb] [saucenao] [google]
8173057

>>8171718
You'll get a WIP soon, just know my map will be made.

>> No.8173185

>>8171718
Map27 here. Started two different maps, not sure which to go with or even how to add onto either of them. Kind of having mappers block.

>> No.8173195

>>8171718
Map10 anon here. I'm making some progress, probably will have the map ready next week.

>> No.8173201

>>8172709
>>8172658
>>8172631
>>8172621
Well fuck me I'm filtered by Aztec so far. They weren't kidding about the chaingunners...

>> No.8173209

>>8171556
What mod?

>> No.8173210

>>8173201
That's where the training wheels go off.
By the way, did you watch this yet? https://www.youtube.com/watch?v=HJcf0aOwmiA

>> No.8173213

>>8173210
Of course. What an evergreen classic.

>> No.8173214

>>8172610
I'd have played Heretic after doom 2 desu

>> No.8173226
File: 716 KB, 1920x1080, Screenshot_Vomitoreum_20210925_150855.png [View same] [iqdb] [saucenao] [google]
8173226

Just finished Vomitoreum. Art was good, but it honestly wasn't that fun. Nearly every boss could be beaten by holding down the fire button and strafing in a circle. I can't remember any interesting encounters with regular enemies either. That segment in the subway tunnels was so fucking frustrating too, because that little lightbulb you can summon spazzed out and went everywhere it wasn't supposed to.

>> No.8173235

>>8173226
Yeah, the Shrine series was much better.

>> No.8173238
File: 2.34 MB, 638x462, lift_compressed.webm [View same] [iqdb] [saucenao] [google]
8173238

lifts work now

can't do much about the texture distortion, it's not too bad anyway

>> No.8173245

>>8173235
It's a shame because Scumhead has talent, but their games lack that little bit extra polish to make them truly great. Shrine II would be kino if its enemies weren't so spongy and it had better level design.

>> No.8173252

>>8173245
It seems like he doesnt have anybody playtesting his projects before releasing them, and also doesnt return to them much afterwards.

>> No.8173261

>>8173226
>Nearly every boss could be beaten by holding down the fire button and strafing in a circle
Same goes for nearly every FPS boss really. I'm not saying it's impossible to make a good FPS boss, but this guy doesn't even have level design nailed down yet.

>> No.8173265

>>8173261
You're not wrong. Bosses in shooters will always be less interesting than a well designed encounter with regular enemies.

>> No.8173281

>>8173235
Not by much. All of his projects suffer from looking cool but having shit gameplay.

>> No.8173292

I just finished playing some gzdoom in vr

I have that excited kid in the candy shop feeling all over again when I started playing duke 3d for the first time as a kid, anyone know if there's something similar for Duke?

>> No.8173390

>>8173292
There's Blood and Shadow Warrior, those two were also on the Build Engine.

>> No.8173398

>>8173292
LOL this reminds me how jank regular doom (e.g., prboom) will be in VR

imagine headmovement being like mouse movement in prboom; e.g., head up/down is slight "vertical mouse movement"

get your fucking glides going

>> No.8173408

My multiplayer frontend was broken apparently.
It was working, but then I broke it just in time to release it like a fool.
Anyway. It works now:
https://www.mediafire.com/file/a8hmucy6ct50eah/GZDoom_MP_GUI.zip/file

>> No.8173413

>>8173238
Nah, looks great.
Is the plan to add a HUD to the blank space around the rendered bit?

>> No.8173416

>>8173261
>>8173265
Cthon and Shub-Niggurath on Underdark Overbright.

>> No.8173439
File: 1.38 MB, 350x277, 1626729013970.gif [View same] [iqdb] [saucenao] [google]
8173439

>>8172491

>> No.8173449

>>8173413
Yeah I have some in-progress HUD art already

>> No.8173471

>>8169780
I love this image even though the Quake grenades don't look like that. Thats a rifle grenade. I wish more games had rifle grenades, they're really cool

>> No.8173579

lmao, high noon drifter doesn't work on the new gzdoom.

>> No.8173589

>>8173579
Why, what are the errors?
That mod was once a flagship mod for Zscript

>> No.8173591
File: 9 KB, 540x118, 1616283283639.png [View same] [iqdb] [saucenao] [google]
8173591

>>8173589

>> No.8173601

>right, you're the control
>and if that fails I'm the damage
What did Campbell mean by this?

>> No.8173607

>>8172879
https://files.catbox.moe/l54y8c.wad

Tried making a map that consists of no more than 66 sectors.
Spent about as much time troubleshooting some texture bullshit as I spent on the rest of the map, but it works now. It' extremely short and not very hard.

It's for Ultimate Doom, tested on Chocolate 3.0.1

>> No.8173618

>>8173607
Sector restriction + choco makes bad combo.

>> No.8173623

>>8172779
>but no, it has to be unique.
How about this? As mentioned above, it's the first bell ring of "For Whom the Bell tolls"

https://litter.catbox.moe/m6m0gw.ogg

>> No.8173649 [DELETED] 

>>8173226
Yeah, I honestly liked Shrine I & II better. Still, there's no one who makes stuff that looks quite like this guy's and I'm glad he exists and keeps working.

>> No.8173713

>>8173623
I like this. Spooky and ominious, but fits well anywhere and is distinctive.

>> No.8173741

Is pistol start a Doom exclusive thing or do you do it in other retro shootan too? Heretic, Douk, Blood?

>> No.8173754

>>8173741
Depends on the game, it's fun to do in Heretic and Blood on Lightly Broiled, but some games aren't balanced for it like Quake or even Blood again but on higher difficulties.

>> No.8173785

>>8173591
SBARINFO is a curse.

>> No.8173831

>>8171347
Pretty good stuff, but I agree with >>8171591
It also could use some illustrations as well

>> No.8173878

>>8173623
I dig it.

>> No.8173906
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8173906

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN. I HOPE YOU BOYS HAVE SOMETHING YOU CAN SHARE WITH US THIS WEEK, MAPS, MODS, SPRITES? NOW'S THE TIME TO SHOW US.

>> No.8173909

Where the fuck can I download Rocket Arena for Quake 1? I want to play it with bots. Searching for it drives me mad. I find info pages with no downloads, and downloads for Quake 3 and 4 versions. Not anything for the first (and best) Quake at all. It's shame that Quaddicted doesn't store multiplayer mods.

>> No.8173931

>>8173909
Replying myself in case someone else is looking for rocket arena. After losing my mind, I did find it. It was stored in Quaddicted after all, even though not in maps section.

https://www.quaddicted.com/files/mirrors/ftp.telefragged.com/quake/rocketarena/

>> No.8173937
File: 414 KB, 1600x900, a bad omen.png [View same] [iqdb] [saucenao] [google]
8173937

>>8164625
>>8168029
Third update for Map08. Nothing major, but I tried prettying up the map a little and tweaked a few things (mostly the floor height that >>8169623 mentioned). Also I'm aware of the slimetrail in the image but it's pretty minor in game.

https://files.catbox.moe/oslfiy.wad
Mapname: Caco's Keep
Playtime: 10-15 minutes
MIDI: "Hang Castle" by Sonic Team
Wad Filename: Map08_vrspooky_v3.wad

>> No.8173947

>>8173226
>>8173265
the penultimate boss in crysis 3 was amazing

>> No.8173973
File: 159 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
8173973

What did TNT Map09 do to make this window work? I'm trying a 0-height sector with no texture on either side, but that's not it.

>> No.8173997
File: 14 KB, 280x110, SAWGA0-NEU.gif [View same] [iqdb] [saucenao] [google]
8173997

>>8173906
>>8164625
Just trying out if it's possible to make the chainsaw a bit spookier.
I tried making the blade and chain look rusty. Also debating if I should add some blood.
What do you think, worth pursuing? This was just a very quick proof-of-concept, of course I'd try to make it prettier.

>> No.8174012

>>8173997
Show me it with some blood and I'll make my decision.

>> No.8174101
File: 1.17 MB, 1080x1080, prboomlines.png [View same] [iqdb] [saucenao] [google]
8174101

I get weird transparent lines here and there while using complevel 2 in PrBoom plus. Affects iwads and pwads.

>> No.8174153

>>8174101
That's weird. Do you get the same lines if you use DSDA Doom? (the actually updated fork of PRBoom+)

>> No.8174176

>>8173973
I figured it out. The ceiling needed to be 1 unit lower than the adjacent sectors.

>> No.8174237

When did bunnyhopping first become popular in multiplayer Quake? I know it was first used for speedrunning in around 1998, but it usually takes a bit longer for stuff like that to pass into the mainstream. I tried some Quake TF a few weeks ago and it didn't feel like the classes were balanced at all around the ability of faster classes to bunnyhop all over the place.

>> No.8174240
File: 383 KB, 2000x1333, Carmackbhop.jpg [View same] [iqdb] [saucenao] [google]
8174240

>>8174237
>I tried some Quake TF a few weeks ago and it didn't feel like the classes were balanced at all around the ability of faster classes to bunnyhop all over the place.
that's because they weren't
stop cheating

>> No.8174249
File: 14 KB, 280x110, SAWGA0-NEU.gif [View same] [iqdb] [saucenao] [google]
8174249

>>8174012
How about this? Getting closer?

>> No.8174252
File: 1.20 MB, 1026x777, file.png [View same] [iqdb] [saucenao] [google]
8174252

>>8173416
>>8173265
Shubby's got a bit until I get to her, but Cthon was great. It was also mostly dealing with his adds and monster closets, which is more than fine because that's the best part of a shooter. If there's not a whole lot of 'targets' during a boss fight that are fun to deal with, I feel it's a pretty boring FPS boss.

>> No.8174262

>>8174249
My bad, I thought you meant blood on the handle. I prefer the chain just being rusty.

>> No.8174269

>>8174262
Oh, I see. Well, I could do that, but I don't think it would make too much sense to have blood on the handle but not on the cutting parts.

>> No.8174275

>>8174237
Shit takes time to reach to mainstream in single player games. In mp the only thing it takes is seeing other people do it

>> No.8174363

>>8169360
instructions unclear, made his bitch

>> No.8174372 [DELETED] 

>>8174363
back to plebbit

>> No.8174385

>>8174240
He's not wrong. From a design standpoint it would annoy me too. Considering his role as DM in the old I'd days I'm not at all surprised that he didn't like exploits.

>> No.8174478
File: 192 KB, 823x773, 1520692768964.jpg [View same] [iqdb] [saucenao] [google]
8174478

>>8174275
Heh, that reminds me of the time back when I played Nexius back when it was a Darkplaces mod and waaaaaaay before the Crytek remake that didn't last long, I saw people bhopping around in a server and I had no idea what was going on so I asked in the chat "Why is everyone jumping around everywhere?" to which someone replied with "cus they aren't noobs"

>> No.8174527

>>8164623
[9-22] SWWM GZ 1.1.9 Released
https://forum.zdoom.org/viewtopic.php?f=43&t=67687&sid=15488397429c029ab6c09816151f6ac6&start=300#p1200947

>> No.8174539

>>8174478
Strafejumping and bunnyhopping are very fun but they make no sense at all from an outsider's perspective. It's always been something I just accepted in these games growing up, and I can't even remember a time when I didn't know how to do them.

>> No.8174565
File: 889 KB, 955x948, purgpillar2.gif [View same] [iqdb] [saucenao] [google]
8174565

did some random arts of the chara i like to use the skin of.

>>8174385
>>8174478
While I can agree with people liking movement tricks like bhopping because it feels more active and fun than holding w for five seconds, some of the tech like mid air turning and surfing can be really obtuse and hard to learn. Even rocket jumping took awhile for me to learn and even longer for me to wrap my head around how useful it was.

>> No.8174570
File: 811 KB, 1862x935, MAP16_vrspooky_v3.5 (edit area) at 2021.09.25 12-42-34.171 [R3828].jpg [View same] [iqdb] [saucenao] [google]
8174570

>>8164625
More on Map 16
https://drive.google.com/file/d/1gSILa_R0d7ObGB2EjRul5Kqvlj03EyUj/
I added a bunch more health, and I want to experiment with some new encounters. I'm not married to them, I just want to know what others think.
If you try and take the coward's way out from the enemies underground, they'll teleport inside the house for you to deal with.
I also have the Mancubus inside the white brick room teleport behind the player instead of being inside, to encourage you to go inside.
There's also some more health packs around. Ammo was mostly untouched, just moved around a bit.

>> No.8174676
File: 600 KB, 1474x900, spookypreviewmap15.png [View same] [iqdb] [saucenao] [google]
8174676

>>8171718
Map15 here, doing okay progress
I'd say about 60% of map is done, really excited for this project

>> No.8174726 [SPOILER] 
File: 439 KB, 1790x626, 1632591993353.png [View same] [iqdb] [saucenao] [google]
8174726

>>8171718
>but I wanna know if the others who claimed the other slots are making their maps
Still working on Map 17.

>> No.8174741
File: 107 KB, 361x370, scared.png [View same] [iqdb] [saucenao] [google]
8174741

>>8174726

>> No.8174743

>>8174726
Looks fucking rad. Does it only have skeleton enemies?

>> No.8174769

>>8174101
https://doomwiki.org/wiki/Slime_trail

>> No.8174797

What kind of maps are best? Horseshoe? Mazes? Completely linear?

>> No.8174803

>>8174797
Depends on how well they're done. There are great linear maps and really shitty mazes.
Horseshoes are just linear maps larping as mazes and I usually don't like them.

>> No.8174815
File: 453 KB, 442x546, 8Nvvi7T.png [View same] [iqdb] [saucenao] [google]
8174815

>>8174726
Looks really spooky man. I like how you made a trim from the leg-bone texture to complement the skullwalls.

>> No.8174824

>>8174726
finally a map that isn't a generic castle

>> No.8174830

>want a spooky Doom wad
>try Trick & Tear
>the third map kicks my ass
>try MAYhem 2019 (thanks >>8166904)
>it kicks my ass in every map
Clearly I suck at Doom. But I like the extra monsters in both of these WADs.

>> No.8174883
File: 314 KB, 1920x1080, sum ting wong.jpg [View same] [iqdb] [saucenao] [google]
8174883

>You are weak as a baby fart. Go live in fear.
Duke might be more polished, but I enjoyed this one way more. Loved the one-liners, his accent is funny.
The arsenal is great and feels great to use. Double uzis are fucking badass. The katana is cool, but you can't really use it, sadly. Pretty chad of Lo Wang to carry around a fucking nuke, this shit outduked the Duke.
The enemy designs are pretty bland, and there aren't many of them. They're pretty fucking annoying, too, you spend too much time hiding around corners and running. Coolies are annoying enough, but their second phase sucks because you have to wait for them to resurrect and sometimes they don't even come back.
The shadow ninjas are bullshit, it's just insta-death.
The bosses are actually cool, and the pinkies are alright, but a bit too beefy.

>> No.8174884

>>8174797
What's the difference between horseshoe and linear?

>> No.8174886

>>8174883
The maps are great. The difficulty was a bit much when I started, had to turn it down to the second highest.

>> No.8174890

>>8174883
Twin Dragon expansion gives you more opportunities to use katana

>> No.8174893
File: 1.08 MB, 220x181, confused.gif [View same] [iqdb] [saucenao] [google]
8174893

>>8174883
>SW
>pinkies

>> No.8174897

>>8174890
Nice, gonna play it.
>>8174893
You know, tanky melee enemies.

>> No.8174923

>>8174897
>>8174893
Regular Rippers, Big Mama Rippers and their asshole poison spitting, wall hugging offspring, small Rippers.

>> No.8174924

>>8171547
D4V. There is a really good three map set for it called "Drought"

>> No.8174930
File: 1 KB, 113x22, wow revenants.png [View same] [iqdb] [saucenao] [google]
8174930

>>8171718
>I need ideas for a definitive title for the project
4chan Boner Extravaganza

>> No.8174939

>>8174883
I also jacked off to the girl bathing behind the waterfall because I felt like it was intended by the developers.
>>8174923
Small rippers are actually alright, you oneshot them with the shotgun before they're able to spit.

>> No.8174957

>>8173741
Duke can be pistol started, though you may need to look up secrets if you are unfamiliar with them. Blood and Heretic are slogs in pistol start, at least in my experience trying to pistol start e1 of each

>> No.8175012
File: 5 KB, 306x178, SAWGC0-NEU_bloody_big.png [View same] [iqdb] [saucenao] [google]
8175012

>>8174262
Right, so I did one quick mockup with blood on the hand(le) and just the rusty chain. Blood still looks weird ofc. Basically there's not too much blood on the handle, but I tried to simulate blood being ejected from the chains onto the shield and through the openings onto the hand.

>>8164625
Also, I made a small wad with of the rusty chainsaw. The idle animation is just the rusty blade/chain without anything else, the active animation has the bloody blade/chain, plus a new hit sound with a bit of flesh mixed in. Note that this is solely cosmetic, so you can add it to everything.
https://files.catbox.moe/lthd1i.wad

What do you guys think?

>> No.8175023

>>8175012
Would be cool to start out with a clean chainsaw that gets progressively more messy over use

>> No.8175026

>>8175023
I was actually wondering if that is possible with Dehacked. Start with a clean Chainsaw that switches to the bloody sprites after first contact.
I could easily whip this up in ZScript, but I don't know enough about Dehacked. I mean, the additional sprites are, afaik possible to add, but to add the proper conditions, no idea.

>> No.8175056

>>8175012
Looks like chocolate
Captcha: KAAAW

>> No.8175067

>>8174883
>The katana is cool, but you can't really use it, sadly
>and the pinkies are alright, but a bit too beefy
Shamefur
Meleeing the coolie ghost corpses is also pretty smart

>> No.8175070

>>8174883
>The katana is cool, but you can't really use it,
wrong

>> No.8175073

>>8175012
Yeah, the blood looks weird. If you used a different layer for the blood, I think you should put a blend mode effect on it.

I have mixed opinions on the rusty chain, I like the idea of a bloody chainsaw but why not use or make a bloody silver chain like the ones from D64 as reference?

>> No.8175095

>>8175073
>I think you should put a blend mode effect on it.
I am hesitant of that because it might get fucky when converting to Doom graphics. This blood is made from palette colors, and as mentioned, it's just a quick mockup. Of course the finished one would be prettier. This is just to get a general feel for how it *can* look.

The rationale behind the rusty chain is that, well, a rusty chain is spookier, DUH! And I just think a rusty chain would work better with the theme. But don't worry, I have everything layered, I can easily make a bloody silver chain.

>> No.8175108

When I use DSDA's rewind it reverts me to a previous point but with 0% health and 0% armor though I'm alive until taking damage. How do I fix this?

>> No.8175116

https://www.youtube.com/watch?v=L0nQQf0ASSw

>> No.8175134
File: 10 KB, 200x199, 257.jpg [View same] [iqdb] [saucenao] [google]
8175134

>>8175116
>that voice acting
>"wee little cacos"

>> No.8175152

>>8175023
ZScript and even Decorate can do this (I think BD or PB has this as a feature), but DeHacked cannot.

>> No.8175159

>>8175108
I was assuming the rewind feature was something for replaying demos, but it’s more like an autosave every second that amounts to “super savescumming.”
I read here that some people weren’t able to beat certain level packs like Going Down without it, so I hope people aren’t designing levels around the rewind ability.

>> No.8175170

>>8175159
I test all of my maps saveless.

>> No.8175217

Best way to play Blood?
Fresh Supply or GDX?

>> No.8175234

>>8175217
raze

>> No.8175236

>>8175217
NBlood on Lightly Broiled if you’re new, or want the most vanilla port. GDX for a replay.

>> No.8175259

>>8175170
That’s great, I just hope that everyone else does too.

>> No.8175264

>>8175217
BuildGDX, self contained version

>> No.8175275

>>8175217
There should really be a notice in the OP. It feels like every single fucking thread someone asks this question.

>> No.8175280

>>8175275
SO YOU WANT TO PLAY SOME FUCKING BLOOD would be a nice addition. Too lazy to make it myself tho

>> No.8175296

>>8173741
duke is a lot more fun pistol start imo. every item and weapon feels rewarding to grab. you actually use the steroids and shit too

>> No.8175317

>>8175280
Just download it from the link in OPs post

>> No.8175324
File: 491 KB, 1920x1080, Screenshot_Hexen_20210924_160250.png [View same] [iqdb] [saucenao] [google]
8175324

>>8170650
Those are some of my favourite levels. The Graveyard is hell but with proper use of items it's tons of fun; and Deathkings hands out tons of items. Now's the time to use those Minotaurs and other power ups.

The one with the 4 Wyverns is one of my favourite levels. Wyverns aren't so bad, there is always a way to hit them effectively no matter which class you're playing as and they have very little HP anyway

I've started replaying the main game with another class, I'll probably replaying DD as well

>> No.8175326

>>8175317
What?

>> No.8175335

>>8175326
>https://mega.nz/folder/QXIk1bjB#NHRWGIfjcc77PyGgRlga4Q

This one:
https://mega.nz/folder/QXIk1bjB#NHRWGIfjcc77PyGgRlga4Q/file/wHwBHRLS

Then get one of the source ports

>> No.8175348

>>8175326
I think >>8175317 is assuming your concern about not having a "SO YOU WANT TO PLAY BLOOD" image is about just wanting to play it, and not about the lack of a "SO YOU WANT TO PLAY BLOOD" image.

>> No.8175369

>>8175234
>>8175236
>>8175264
I looked at the archives, seems GDX is good enough, thanks
>>8175275
yeah man

>> No.8175370
File: 300 KB, 1920x1080, kmquake2_003.jpg [View same] [iqdb] [saucenao] [google]
8175370

>Mission 64 for Quake 2
The ported levels are really nice but man, I didn't expect this mod to also have such improvements for weapons. Faster switch, neat select sounds, friggin tracers.
Unfortunately PC levels seem to break with this mod. The elevator on base2 (right after machine gun) refuses to work, for example.
Is there a modern guide on how to compile game dll for Q2? Which compiler is best to use, etc. I want to borrow those weapon changes for personal mod.

>> No.8175373

>>8175348
what?

>> No.8175387
File: 1.30 MB, 1920x1080, stroggman.jpg [View same] [iqdb] [saucenao] [google]
8175387

>>8175370
>Faster switch, neat select sounds, friggin tracers.
As someone replaying Q2, this sounds amazing and we need this for the campaign and expansion packs big time. Hopefully it's something you can transfer in a .pak, and hopefully some things can be done to the games' difficulty to compensate.

>> No.8175396

>>8175369
Nice. Have you played it before?

>> No.8175402

>>8175396
Don't think so. Think I might've played it on my cousin's PC as a kid, not sure

>> No.8175412

>>8175402
Awesome. Just bear in mind: The difficulty settings aren’t like Doom, Duke’s or Shadow Warriors’. Well Done should be your starting difficulty only if you’re familiar with this game or playing coop, so I’d go with the middle one (Lightly Broiled) if you’re starting out. Since you’re going the GDX route you can customize it how you’d like, just know that the “enemy damage” slider affects their accuracy as well.

>> No.8175428

>>8175259
Why thou? If completing a hard maps boils down to trial and error then rewind just makes it quicker

>> No.8175442

>>8175387
>Hopefully it's something you can transfer in a .pak
Unfortunately PAKs in Quake 2 are only good for content mods (maps, model/texture replacements). But if you want to make even a slightest change in game's logic (even faster weapon switch, yes), you have to do some C coding and then compile gamex86 dll.
I really don't like this decision of Carmack to move on from VM script execution (QuakeC) to game being a full-on dynamic library. It gives infinite freedom, yes, but IMO it doesn't worth the fucked portability.

>> No.8175445
File: 502 KB, 900x674, cult.png [View same] [iqdb] [saucenao] [google]
8175445

>>8175412
Thanks for the tips, anon. Glad I'm starting the game during the spooky time of the year. It's not October yet, but I guess it's spoopy enough.

>> No.8175467

>>8175428
>If completing a hard maps boils down to trial and error then rewind just makes it quicker
Why wouldn’t it? You’re savescumming but without actually having to manage saves - which is fine, play how you will, but I don’t like to savescum so I don’t want to play maps made with it in mind.

>> No.8175507

>>8172132
>forcing modern political conspiracy theories into wad, that isn't advertised as political
what wad?

>> No.8175508

>>8175507
Dynamite Duchess. Play it yourself and form your own opinion on the matter.

>> No.8175535

>>8170128
first Grabbag that put me to sleep

>> No.8175563
File: 949 KB, 1508x622, Q2PCs.png [View same] [iqdb] [saucenao] [google]
8175563

>>8175442
That's some bad, sad news. I really think a Copper/Babel treatment for Quake 2 would do it a lot of good, wish it were more straightforward.

>> No.8175571
File: 1.89 MB, 1023x1276, bloodbois.png [View same] [iqdb] [saucenao] [google]
8175571

>>8175445
>It's not October yet, but I guess it's spoopy enough.
Only six days away anyways, and kicking it off early with Blood is a great excuse.

>> No.8175574

>>8172193
>noooooo everybody doesn't think my over-hyped wad is heckin amaze-balls

>> No.8175585

>>8175574
He's long gone anon. Dead, eviscerated, terminated even. He couldn't defend his shitty opinions so he ran out as soon as any opposition came his way. Funniest part about it is he won't accept he's wrong.
Remember kids, if you can't defend your beliefs, they probably aren't worth having.

>> No.8175591

>>8175585
i went to sleep, dumbass

>> No.8175597

>>8175591
no i didn't sleep, i just stopped replying because you guys are just a bunch of autistic nerds who can't turn your brains off and just enjoy something

>> No.8175598

>>8173937
mmmm purple stuff

>> No.8175607

>>8175597
>Dude, this chicken is raw, put it back in
>Ugh, why can't you just turn off your brain and enjoy it? Fucking autist nerd

>> No.8175615
File: 4 KB, 100x100, graf.png [View same] [iqdb] [saucenao] [google]
8175615

>>8175607
you WILL eat the chicken

>> No.8175627

>>8175597
"turning your brain off" isnt something to be proud of

>> No.8175632

>>8175615
Lads, what kind of salmonella would you get from eating the graf?

>> No.8175641
File: 14 KB, 280x110, SAWGA0.gif [View same] [iqdb] [saucenao] [google]
8175641

>>8175073
Here's a non-rusty version btw

>> No.8175683

>>8175402
>>8175412
Yeah, seconding that. Blood gets brutal very quickly; even Lightly Broiled is a decent challenge if you're not used to the game's quirks. Also, Always Be Throwing Dynamite. They give you more than enough and you'll never regret throwing a bundle into a room before you enter it.

>> No.8175697

>>8175442
>all those q2 and hl mods that can't run on linux
>the mod authors probably lost the source code
That said, one thing I'd change is making the death animations faster or turning off their collision.

>> No.8175707
File: 280 KB, 1600x900, 477ecr3bcoggrCDzMzVH9QLPWaPHsN44Zfy38xEzb7s.jpg [View same] [iqdb] [saucenao] [google]
8175707

By any chance,does anyone have a picture with all heretic/hexen monsters? even if its just the front sprite,just need it for reasons and google seems to be no dice

>> No.8175746

>>8174924
Thanks for answering my (very vague) question. I've always liked demakes as a concept so this is right up my alley.

>> No.8175790
File: 237 KB, 960x540, Screenshot_Doom_20210926_024106.png [View same] [iqdb] [saucenao] [google]
8175790

>>8172568
https://cdn.discordapp.com/attachments/746155399727677470/891485791409307688/gatlingtest.wad
Updated it.

>slightly smaller flashes with some orange
>hopefully nicer looking lighting
>offsets lowered slightly (now you REALLY can't see the supporting hand)
>altered sound a bit (sampling sounds from Red Faction)

>> No.8175971

>>8172225
>https://doomuniverse.com/
>upvoting and downvoting
oof

>> No.8175985

>>8175697
>That said, one thing I'd change is making the death animations faster or turning off their collision.
A delicious Copper mod fix. At least you can gib through the smaller bodies in 2 reliably.

>> No.8176014

>>8175971
That's pretty shit. Not even doomworld has downvoting.

>> No.8176105

>>8175971
Not every site with upvotes and/or downvotes is trying to be reddit or, in a more extreme case, twitter. There's also places like the now-defunct Voat, and the still-running Funnyjunk.

>> No.8176298

>>8175508
>Dynamite Duchess
>"This was based on a YA book I was writing"
>bounces back and forth between Dinah letting her friends in for cricket being the reason her mother got the coof and died, and "destroy de ebil tyrant governor who's killing people who don't lock down and restore hope with the fireworks display"
Yep, that's YA-tier writing.

>> No.8176337

>>8176298
Back when 40oz interviewed mappers, during his interview, Impie asked unprompted if he could read a section of something he was writing. He then read like several pages of exposition out loud.

>> No.8176343

>>8172132
>conspiracy theories

>> No.8176346

>>8176337
Impie's a bit, but did nothing wrong.

>> No.8176347
File: 416 KB, 1280x720, Screenshot_Doom_20200312_160510.png [View same] [iqdb] [saucenao] [google]
8176347

Any one have this wad? cant get a hold of the creator https://youtu.be/PF0FML_xHeA

>> No.8176349

>>8176346
nut*
My phone thinks nut isn't a real word.

>> No.8176396

>>8176347
>find a really cool looking mod from over a decade ago
>all links are dead + obscurity decreasing chances of archival

I feel your pain so much anon

https://www.youtube.com/watch?v=Ej1MtkE_Cag
https://www.youtube.com/watch?v=dAyygu0x0TM

>> No.8176442

>>8175790
>unironically using discord for uploads
At least use catbox jesus christ man

>> No.8176480
File: 416 KB, 679x600, dumbrevenantgif_1.gif [View same] [iqdb] [saucenao] [google]
8176480

Finally I managed to complete my first megawad, BTSX on UV.

That was really fucking fun. Some fights were ball busters, specially that last one.

>> No.8176485

>>8175615
What the FUCK is he pointing at?

>> No.8176487

>>8176442
>>unironically using discord for uploads
I don't see the problem

>> No.8176739

So I started Plutonia after beating Doom 2 and holy shit, Doom 2 did NOT prepare me for this. Fought through to Caughtyard, I need a breather...

>> No.8176760

NEW THREAD
>>8176751
>>8176751
>>8176751

>> No.8176951

>>8175217
DOSBox

>> No.8177523

>>8176396
God, this would be so much fun with ZMovement

>captcha: D08NG