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/vr/ - Retro Games


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8176751 No.8176751 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8164619

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.8176752
File: 935 KB, 1024x1024, vr info small +.jpg [View same] [iqdb] [saucenao] [google]
8176752

=== 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] SWWM GZ 1.1.9 Released
https://forum.zdoom.org/viewtopic.php?f=43&t=67687

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8176756
File: 746 KB, 1200x837, VR HALLOWEEN V2.png [View same] [iqdb] [saucenao] [google]
8176756

/vr/ HALLOWEEN PROJECT ANCHOR POST
LATEST UPDATE >>8164670
SEE NEWS POTS FOR FURTHER DETAILS

>> No.8176768
File: 811 KB, 1862x935, 1632588222942.jpg [View same] [iqdb] [saucenao] [google]
8176768

>>8176756
Reposting from last thread because I'm already up at this hour.

Map 16, now with some experimental encounters.
https://drive.google.com/file/d/1gSILa_R0d7ObGB2EjRul5Kqvlj03EyUj/
>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 later.
>Mancubus in the white brick room teleports in behind the player instead of being in the room, to discourage standing outisde it.
>More health packs. Want to know if that's enough now.
>Ammo was mostly untouched, just moved around a bit to be more immediately visible.

>> No.8176786

Bros... Plutonia is kinda hard...

>> No.8176830

Can anyone recommend some nice spooky and / or Halloween-themed Half-Life 1 maps and mods besides They Hunger?

>> No.8176909

>>8176739
Good job making it to Caughtyard.
I think one problem is that Doom 2, in a single playthrough, just doesn't give you much exposure to the entire roster. So by the time you finish it, you're probably still wary of fighting revenants, and you're definitely still afraid of archies. But Plutonia is comparatively full of the fuckers and they're used more intelligently.

>> No.8176913

>>8176909
also you're supposed to play tnt between

>> No.8176941

https://www.youtube.com/watch?v=qeuFiI4-5oQ

>> No.8176947
File: 271 KB, 1920x1080, Screenshot_Hexen_20210926_114034.png [View same] [iqdb] [saucenao] [google]
8176947

Hexen, Griffin Chapel

This door is glitched, right? Or is there something I'm missing?

>> No.8176954
File: 368 KB, 1920x1080, Screenshot_Hexen_20210926_114429.png [View same] [iqdb] [saucenao] [google]
8176954

>>8176947
The only way I can get it to open is to press the main switch on the right before any of the other switches in the room which stop the walls and ceiling traps. If I press any of the other switches first, the door won't open all the way

>> No.8176984
File: 699 KB, 512x512, rangersign.gif [View same] [iqdb] [saucenao] [google]
8176984

VIOLENT RUMBLE ANCHOR THREAD
GET YOUR SUBMISSIONS IN EARLY HERE
PLEASE SUBMIT ANY CUSTOM ASSETS YOUR MAP USES AHEAD OF TIME IF YOU CAN
USE SPAWNFLAG 16 ON LEVEL EXIT TRIGGERS

6 DAYS REMAINING

>> No.8176987

>>8176984
>anchor thread
fuck I guess it's bedtime

>> No.8177057
File: 395 KB, 1366x768, doom123.png [View same] [iqdb] [saucenao] [google]
8177057

>>8176756
https://drive.google.com/file/d/1gWAxRfdxi3RAozIX_C4TFXmfu1uw5wdE/view?usp=sharing
Map Name: Checkmate (tentative)
Author: lunchlunch
Playtime: 6 min
MIDI: Carnival of the Animals
I was planning on adding more to the map but I'm wondering if the map is too difficult already. Maybe it's not even difficult enough for a MAP27 slot though, idk, you tell me.

Also, here's Norwitch Lane V3 (MAP22)-
https://drive.google.com/file/d/1HLfacksHevZfl37qVFNd_Ma1i4T5FRAw/view?usp=sharing
-Made switch almost impossible to miss (hopefully) and rebalanced ammo

>> No.8177062 [SPOILER] 
File: 167 KB, 1600x900, 1632655161012.png [View same] [iqdb] [saucenao] [google]
8177062

>>8166309
Just played through Map04. I really liked it, you have a great art style. I really enjoyed the large cathedral vista, the cliffs, and the underground hobbit village or whatever that was supposed to be.
My favorite combat arena was probably the library, I really liked how the bookshelves moved around to make the same room radically different to fight in.
I will say that I'm a bit of a scrub, and thus thought a few of the combat encounters ran a bit difficult for a Map04, in particular that first archville ambush was pretty nasty. The cyberdemon secret filtered me too. But it probably isn't that difficult in the long run.
I only had a few bugs. The desk textures didn't work for me, although I might just be using an outdated verison of vr-spooktober. The very last pinkie in the hallway leading up to the exit was stuck in a wall. With pic-related, the two monsters in that closet were also stuck together and thus not a threat.
Otherwise the map was really fun and really pretty to look at, I loved the sector art you had around the map.

>> No.8177078

>>8176786
>t. Pomu

>> No.8177191

>>8176756
++MAP04 UPDATE++
https://www.dropbox.com/s/7uvevbml5925pxv/MAP04_vrspooky_v2.wad?dl=0

changelog update v2; map spoilers in spoilers

-joined some more sectors (around 500 less now)
-added some more decorations
-fixed lots of missing items/things on different difficulties because I'm a fucking retard
-changed various action lines
-fixed missing monsters on Medium/Hard difficulty
-made some lowering floors not as ear-splittingly loud anymore
-added cross to chapel tabernacle
-adjusted library switch position
-adjusted library brightness, added some bright highlights
-fixed some flats in cloister
-changed some architecture in big cave
-added switch sound to chapel switch
-put exit sign at exit
-changed spooky skeleton spot
-added very special surprise to Soulsphere secret as per one certain anon's request
-adjusted chapel cellar ambush
-made skull emblems on crypta altar brighter
-made key sigil easier to remember and also brighter
-changed pillar girth in crypta to make getting the plasma gun early harder
-adjusted red corridor encounter
-made candle secret easier to find
-added switch sound to candle secret
-adjusted encounter before cloister
-added some stuff to cloister
-put Chaingunners in cloister behind bars
-added another Chaingunner
-adjusted Gargoyle window + encounter
-adjusted different Imp teleporting instances
-added some obstacles to big cave
-removed some ammo from big cave. You really don't need THAT much.
-adjusted big cave gate switch encounter
-unstuck Demon in big cave


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

>> No.8177195

Is there any way in GZDoom to set billboard mode to XY only for things like pickups and not for tall decorative things like columns? because they look like shit in that mode

>> No.8177201

>>8177191
Also reposting from last thread because it seemingly went unnoticed:
Since I won't put a Mastermind as a regular progression enemy in the map, I have another idea for the big cave:
Around the perimeter, have the ground break away, so the player is drawn into the center of the cave again. This will happen if the player crosses two different linedefs that will sent a voodoo doll on its way that makes the ground from the edge of the cave towards the inside break away, either to some deep instadeath abyss or just some lava moat. I am also debating having an Archie spawn in the center when this happens. The problem I have right now is that I don't know how to tell the player to gtfo RIGHT NOW there when ground starts breaking away.

>>8177062
Thanks for the compliments! Well for the first Archie you get a rocket launcher right away, use it!. That said, it's a Hard only enemy and there is no shame in playing on HMP; difficulties are implemented.
The Cyberdemon can be telefragged.
Desk textures are certainly on your end, but thanks for calling attention to the Pinky. The monsters from the pic weren't supposed to be there both, it was another oversight placing things (actually, it's a feature of UDB I don't like), but all the difficulty setting placements should be fixed now (hopefully).

>> No.8177258
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8177258

>>8177195
There are +FORCEYBILLBOARD and +FORCEXYBILLBOARD flags for actors. You can add the latter to Inventory class (zscript/actors/inventory/inventory.zs in gzdoom.pk3, see pic) while keeping in-game setting to Y. That way you will have all pickups XY billboarded while everything else act as Y only.

>> No.8177295
File: 31 KB, 320x320, blood.png [View same] [iqdb] [saucenao] [google]
8177295

Holy shit, Blood is excellent. 4 levels in, dangerous amounts of soul. The train and carnival levels are kino.
The weapons are fun, enemies are really cool. Everything is bloody and creepy. Love the cultists.
I can see why everyone loves it, it's great.

>> No.8177297
File: 1.52 MB, 500x500, blood_34107.gif [View same] [iqdb] [saucenao] [google]
8177297

>>8177295
CRUDUX CRUO

I might play through the Blood expansions next. I just finished Ion Fury and need to play an actual good Build engine game.

>> No.8177303

What are some absolute shit and outright bad retro fps games, expansions, add-ons, mods or wads, that you anons enjoy? Stuff that has been judged harshly by critics and players alike. Stuff that nobody seems to enjoy, except you.

For me it's Duke!Zone 2 and Duke!Extreme add-ons. Unlike first Duke!Zone, Duke!Zone 2 had three episodes of maps. Maps look quite amateurish and gameplay goes between unfair and bland. Why I like? Aside from having huge nostalgia for it, I find maps memorable. There is sense of adventure in every episode. First starts with jumping of from helicopter into the lake. You'll ride a high speed boat train over the poison, and finally arrive into town with snow on the streets. You'll fight through police station and actual whorehouse, and finally arrive the last map which is set in the roofs of skyscrapers. And that's just first episodes. Next two have stuff like graveyard, cafeteria and fun house. For me it's a classic expansion right there with DC, Nuclear Winter and Caribbean.

How about Duke!Extreme then. It had actually some outright bad maps, but some very memorable ones like gym, junkyard and normal house which you play as size of insect. New weapons were very fun. Uzi feels very fun and powerful, and rpg, devastator and freezer have nice alt fires. Rpg shoots roman candles, devastator shoots shitloads of random projectiles while freezer becomes statuemaker. It also had two new monsters, which had goodlooking sprites. Gorilla commando is fun monster to fight, it's kind of miniboss that hurls grenades. I don't think alien cobra is bad either. It looks good and is nice challenging opponent. There is nothing wrong with enemy itself, but maps do overuse them which makes killing them become a slog. Still I do have huge nostalgic love towards the expansion. It's actually only official expansion that had new weapons.

Thankfully both are still playable on eDuke.

>> No.8177304

>>8177303
Redneck Rampage in general, people shit on hit pretty hard and for most part it deserves it. But I still had enjoyable time with them

>> No.8177307
File: 43 KB, 600x609, 46ac03dd878c2220a62ab0c107f4bc1a29c9db2bc5b05debda4a349bf0d062e4.jpg [View same] [iqdb] [saucenao] [google]
8177307

>>8177258
ah nice, thanks!

>> No.8177309

>>8177304
the environmental design and level textures of redneck rampage really impressed me the most, then I found out that it was the same dude that did half life 2 beta textures and i wasn't able to unsee the resemblance after that

>> No.8177316

>>8177309
I didn't know that but I can see it. I know that one of Redneck Rampage: Rides Again designers, Aaron Barber, went to Valve afterwards and stayed as a level designer there. Idk if we can see credits like that but I wonder if HL2's boat levels are his, RR:RA has them

>> No.8177317
File: 166 KB, 320x240, file.png [View same] [iqdb] [saucenao] [google]
8177317

>mapset is only good when you pistol start every level with fast monsters
I'm mildly disappointed. D2's is much better than this one.

>> No.8177329
File: 237 KB, 960x540, Screenshot_Doom_20210926_024106.png [View same] [iqdb] [saucenao] [google]
8177329

Reposting, because I want to hear if people like it better or not:

>>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)

>>8176442
It's slightly faster for tiny files like these, it's not like it's going anywhere soon, and it's not like I can't rehost it if it vanishes. Catbox is good, but it's slower to upload, and occasionally it actually doesn't let me upload at all because it freezes.

>> No.8177335

>>8177317
Well that's how it is in vanilla. It isn't supposed to be harder. I found the wad very enjoyable, but i do love the original episodes.

>> No.8177348

>>8177201
I feel you when it comes to UDB, because I have the same problem. Another thing I dislike with UDB is the lack of a brightness tool afaik.

>> No.8177396

>>8177062
>I will say that I'm a bit of a scrub, and thus thought a few of the combat encounters ran a bit difficult for a Map04
I thought that too. Also having the BFG so early will certainly fuck with continuous progression.

>> No.8177409
File: 41 KB, 914x564, qdrunk.png [View same] [iqdb] [saucenao] [google]
8177409

what the fuck is this? what other window?

>> No.8177432

>>8177191
I noticed that some of the brown water flats in the cave section aren't animated. Also when you lower the altar that reveals the exit, the little pool of blood stays floating. But those are just some minor things I noticed, this is a really cool map.

>> No.8177445

>>8177348
>no brightness tool
You can change brightness in visual mode with strg+mouse wheel. Or did you mean something else?

>>8177432
Do you mean the flats inside the corrals? That's supposed to be mud. The floating pool of blood was supposed to be fixed, though, but that's on Dehacked dude.

>> No.8177453

>>8177445
>Do you mean the flats inside the corrals? That's supposed to be mud.
Yup. I'm used to seeing that flat move, so I just assumed it was a bug.

>> No.8177460

>>8177409
The file is open somewhere. The "in another window" is pointless, most likely explanation but not necessarily right.
use procmon to see what has it open

>> No.8177468

>>8177201
>The problem I have right now is that I don't know how to tell the player to gtfo RIGHT NOW there when ground starts breaking away.
If they don't come to that conclusion on their own, consider that they may be retarded and deserve to die.

>> No.8177475

>>8176751
OP picture makes me think of the Backrooms.

>> No.8177494

Are there any mods/TCs where at some point, the game switches to a different playable character but for a certain portion of the campaign?
Like, imagine some elaborate TC where Doomguy is suddenly caught in an ambush and made prisoner by demons, so you play as someone else like Crash or Phobos with their own arsenal, for a few levels until you rescue Doomguy and play as him again
This is just an example

>> No.8177512

Do headshots matter in Build engine games?

>> No.8177525

Reposting this from the previous thread cus I didn't realize it was dead
>>8176396
God, this would be so much fun with ZMovement

>captcha: D08NG

>> No.8177531
File: 1011 KB, 1920x1080, doom21.png [View same] [iqdb] [saucenao] [google]
8177531

>>8177191
https://www.dropbox.com/s/krm0ao8d95pw8mx/map_04.lmp?dl=0
This map was stressful to say the least. Took me a couple tries. I played it once in an earlier version, but didn't finish it.
I liked playing it, but it felt way too long and ammo-light for such an early map slot. I only have a couple of things to say that the gameplay doesn't, really:
>Can you make the trees less square? They look weird.
>There's a blockmap issue in the closet where one of the Imps appears from, near the sword-banner room. If you're in that closet, you can't do damage.
>The legged rocket in the soul sphere secret doesn't seem to do anything. In tries before I started recording, it just ran in circles and never left that closet.
>That archvile that teleports in after picking up the rockets is a faggot.
>That final area has no fucking ammo at all. I burned through nearly all of it, and still had a bunch of enemies alive.

>> No.8177539

>>8176751
Quake 3 is still alive and well!
>q3retro.com
>/connect ffa.q3retro.com:27960

>> No.8177549
File: 303 KB, 1620x1080, 1825645-house-12dec14_Simon-Brown_b.jpg [View same] [iqdb] [saucenao] [google]
8177549

>>8177396
>Also having the BFG so early will certainly fuck with continuous progression.
It's a secret I think everyone but one person so far has missed. Plus, the order isn't set in stone yet, so the map might end up in a later spot.
Also, don't play on UV if it's too hard for you. I am not a particularly good Doom player and I made this UV hard enough for me to have an actual challenge without finding it unfair, no more, no less, and I think it's pretty ok for a Normal tier map.

>>8177453
That's a different one. This one is NICK_A02 or something like that. I thought it looked like mud, but now that you're mentioning it, I really don't know if it was supposed to move.

>>8177468
Problem is if the ground just lowers slowly you might think it's just some "normal" level alteration not warranting any actino on your side beside moving uphill in the future; if the ground breaks away fast you might get caught off-guard and killed by a bullshit trap you didn't see coming. I thought maybe have small less-than-player-wide segments break away would be nice, but if you're engaged in combat you might also miss that.

>>8177531
Thanks for the demo, I will watch it later.
To adress your points:
>It's an english garden, m8
>Thanks for pointing that out, will look into it
>Must be an issue on your side, if I don't kill it before the wall lowers completely, it kills me every time
>:^)
>U wot? You can max out all your ammo there if you dont' have a backpack and if you have it, you can carry even more. In fact, before I adjusted ammo, you could max out your backpack from pickups in the cave ALONE. Did you even explore the buildings?

>> No.8177553

>>8177512
Only in Ion Fury.

>> No.8177554

>>8177494
Three's a crowd

>> No.8177561

>>8177549
I wasn't even aware you could go inside the buildings. Too many things were shooting at me to try.
Get comfy when you watch the demo, it's probably about 30 minutes altogether.
Another thing I forgot to mention: I had a real tough time finding the exit. I got confused when I went to push the switch, and it activated something other than the stairs to the village. I'd say trigger that ambush sooner, so I'm not nearly touching the button before the walls lower.

>> No.8177572

>>8177554
But in that, do the characters have different gameplay?

>> No.8177574

>>8177561
>I wasn't even aware you could go inside the buildings
You can't, sorry, I meant at/around the buildings.
For example, as of v2, in the cave you can find
150 shot of pistol/chaingun ammo, 180 shot of plasma, 36 shells, 21 rockets
With the infighting that happens basically right away it's definitely enough to kill everything that moves. There's a lot of Imps there that if you approach them to kill you might see all the ammo pickups.
Which ambush do you exactly mean?The Mancs or the skeleton family? Because at least with the Mancs you will notice there's something in that direction when you are approached by their fireballs.
Also, did you notice that the door and pillars and their respective switch areas were textured in the same way?

>> No.8177576

>>8177329
>cdn.discordapp.com
How about using a real site?

>> No.8177580

>>8177572
No. It's vanilla.

>> No.8177583
File: 1.39 MB, 1920x1050, file.png [View same] [iqdb] [saucenao] [google]
8177583

>>8177574
>Which ambush do you exactly mean?
This one. I thought I pressed the button, but in reality I just walked over the line and it took me a lap around the map to realize I didn't hit it.

>> No.8177589

>>8177583
Ohhh that one. Yeah no, that does work as intended. You work over a line and it lowers the pillars, the switch actually DOES activate, but I have no idea why it's so iffy. That said, come on, it's a switch texture. If nothing happens it means you didn't push the switch.

>> No.8177596

>>8177589
I'm just saying, maybe you should make that line trigger sooner so there isn't any confusion. When I hear stuff happening after performing the input to activate a switch, I'm not looking for a texture change.

>> No.8177606

>>8177596
Eh, the idea was that it should happen just about when you activate the switch, but I see where you're coming from. I could also see if I can make them lower silently.
Still, it's not my fault this particular switch is such a diva. You basically have to stand square infront it right at the center for it to reliably activate, despite it being a 64u wide action line.

>> No.8177610

>>8177606
Try giving the walk-over line "pass use action"

>> No.8177615

>>8177576
https://files.catbox.moe/ir5w0c.wad
God, why does it fucking matter, you're clicking a link and saving a file, do you think it's gonna commandeer your computer and inject you with estradiol?

>> No.8177617

>>8177610
lol what the fuck I though it already had that. Thanks. Another small bullshit detail I missed.

>> No.8177638

>>8177317
Registered Doom was piss easy. Considering DTWID intended to accurately replicate Registered Doom's mapping/gameplay style, it ended up being piss easy too.

>> No.8177642

>>8177638
Play with fast monsters or respawning monsters.

>> No.8177658

>>8177642
Yes, using command parameters intended to increase the challenge through non-standard gameplay will indeed increase the challenge from normal gameplay.

>> No.8177684

>>8177553
Thanks

>> No.8177725

Is there any place I can go to get a "significant discount" for Doom 3?

>> No.8177729

>>8177725
piracy websites

>> No.8177745
File: 300 KB, 4330x3000, 1628777244894.png [View same] [iqdb] [saucenao] [google]
8177745

Reposting this again just to see who's interesting. Project idea is one giant map made by everyone filling out the grid. You would claim a tile, draw what you plan on doing with your tile, then once the whole grid is filled up you actually create your tile. When they're all done they get smashed together into one big chaotic mess. Tiles would be claimed in two different phases in a checkerboard pattern. So the second phase of tiles have to connect all the previously claimed tiles together, ensuring the map actually flows from start to end.
Just to be clear I'm not trying to start this project right now since there's already two other mapping projects going on. This is just to see who's interested and brainstorm how the project will work. Stuff like grid and tile size will be based on how many people join.

>> No.8177765

>>8177745
Seems like a good approach.

>> No.8177776

>>8177658
play without a mouse then

>> No.8177816

>>8177317
>I'm mildly disappointed. D2's is much better than this one.
That sounds like you played D2TWID first, so in a way you kind of made it worse for yourself.

>> No.8177823

>>8177460
ok thanks

>> No.8177924

I'm playing through Blood and it's finally clicking for me and I'm loving it. Except I'm playing on lightly broiled. Should I start over and do Well Done before I do like Death Wish?

>> No.8177941

>>8177924
no well done is ridiculously unfair unless you know where everything is which you wont the first time your playing

>> No.8177945

What is THE best mapset for duke3D?

>> No.8178004

Experimenting with custom difficulty in BloodGDX.
Is enemy quantity 5 too much? I played through episode 1 with 3 damage, 3 hp and 4 quantity.

>> No.8178010

>>8177941
t. casual

>>8177924
if you're pretty well used to the gameplay, particularly the art of throwing dynamite and general cultist combat, go for it
it's hard but it's not unmanageable, if you find a room that's blasting your ass, chances are there's a secret nearby that gives you the edge you need

>> No.8178020

>>8178004
If you're playing pitchfork start you might find you don't have enough ammo, it's good otherwise

>> No.8178041

>>8178020
Thanks, anon

>> No.8178071

Is there a mod for blood that adds headshots, more sprites animation and some new gameplay features?

>> No.8178073

>>8177303
Master Levels for Doom 2, even though I don't think its bad. The whole package is undercooked, there should have been more maps like they wanted, they keep using the same music, some of the maps have parts that didn't age well (fireplace secret in Titan Manor needed to progress) and the only new art asset is a shitty sky texture on some maps. All that aside, the Master Levels are good with quality of life mods, stuff that makes it one episode and varies the music better. In terms of consistency, its just as good as TNT Evilution level design wise.

>> No.8178076

>>8178010

well done is dope if you enjoy quicksaving every 2 steps

>> No.8178102

>>8177924
If you’re from yesterday and you’re using GDX, use the custom difficulty slider so you can play Lightly Broiled with Well Done/Extra Crispy monster counts. WD and EC boost enemy numbers AND their health, as well as damage and accuracy.

>> No.8178110

>>8178071
extra crispy for fresh supply

>> No.8178136

>>8178110
>there's a portal gun
That mod looks insane, I didn't even know blood could be modded this heavily. It might a bit too over the top but I'll definitely try it, thanks.

>> No.8178141

>>8178136
well a portal is just a mirror that isn't mirrored and reflects some other space instead of the one you're standing in

>> No.8178143

>>8178076
don't have to quicksave if you aren't shit

>> No.8178152

>>8177303
I enjoyed the middle of Doom II, even the sandy levels. I'm not very picky when it comes to maps.

>> No.8178161

>>8178136
It’s the step-forward provided by the FS port, as the other compatibility issues are what give it a step-back: As an example, you can get a cool weapon mod going but custom music still seems to be fucked.

>> No.8178193

>>8178102
Not him, but I'm the guy from yesterday, already playing on custom difficulty. Thanks for the suggestion, this seems to be the best way to play the game.

>> No.8178194

>>8177460
you know what was getting in my way? the clipboard
i had cut some files i should have deleted
fucking hell

>> No.8178219

>>8178194
lol

>> No.8178220

>>8178136
Duke 3D basically already has portals (security camera feeds)

>> No.8178224

>>8177945
Last Reaction and Water Bases aka Aquatic edition. Addon imagined itself as 5th and 6th episode. Back when it was released, it had quality of Plutonium Pak, so it might as well been a real continuation. It had very good map design on par with original maps, many new monsters, new boss and even new cinematics.

>> No.8178227 [DELETED] 

>>8178219
>>8178220
>>8178224
these are all the same poster

>> No.8178232

>>8178193
Yeah it’s great, I wish all the ports had such difficulty options.

>> No.8178237 [DELETED] 

>>8178227
I was just reccing the mapset. 2 posts above are not mine. I would have otherwise posted them on the same post. Why would you care anyway?

>> No.8178251 [DELETED] 

>>8178237
>Why would you care anyway?
because youre trying to conceal the fact for whatever reason and it's funny. Gonna go bump that speccy thread again for ya.

>> No.8178253 [DELETED] 

>>8178227
>non new ip
>new ip
>non new ip
You are wrong.

>> No.8178259

>>8177658
Sorry, I was under the impression you wanted a solution or options of some sort. You just wanted to bitch. I'll leave you to it.

>> No.8178270 [DELETED] 

>>8178253
>You are wrong.
Come on guy, everybody knows who you are, you aren't really clever about it. It's a little sad, and like I said it's a little funny. The rewarding part is that you are apparently embarrassed to admit it for whatever reason.

>> No.8178276

>>8177776
reminder that doom was meant to be played on a keyboard while barely reaching 35 fps at best

>> No.8178286 [DELETED] 

>>8178270
If you are going to become some faggot detective at least learn about the ip feature.

>> No.8178303

>>8177191
I'm impressed you keep rolling out updates. I tried recording a demo but I died.
Map is nearly done.
-Did you fix the chaingunner/sergeant stuck in eachother in the courtyard?
-Place more gargoyles across the map. Just 1-2 in most of the rooms across the map, I think
-I still think that at the red key, you should warp in two satyrs behind the player, instead of one hellknight. Perhaps remove the spectre if this proves too hard.

>> No.8178315 [DELETED] 

>>8178286
This isn't even detective work, he's just being a schizo faggot over fucking nothing.

>> No.8178329 [DELETED] 

new decino video
https://www.youtube.com/watch?v=XFZFNE0a82w

>> No.8178345

>>8176768
fresh demo: https://litter.catbox.moe/k3vm3u.zip
I was able to beat this one, but I failed to record a map04 demo. I think this one is lacking in difficulty compared to other maps. Needs more satyrs and revenants, since those are automatic difficulty, especially when attacking the player from behind
- The purple key ambush is underwhelming. I think you're supposed to get it last. You already have ssg and rockets by the end, but the purple key ambush is just 1-2 skellingtons and 1-2 spectres

>> No.8178373 [DELETED] 

>>8178286
>>8178315
these are the same poster

>> No.8178381 [DELETED] 

>>8178329
didn't ask

>> No.8178393
File: 368 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_33_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8178393

HOLA! TONIGHT ON SUNDAY NIGHT SHITSHOW WE ARE PLAYING DOOM 2 IN SPAIN ONLY, ONE LIFE SURVIVAL! LET'S TANGO!!

Join with Zandronum:
104.128.49.2:10906
104.128.49.2:10906
104.128.49.2:10906

>> No.8178397 [SPOILER]  [DELETED] 
File: 31 KB, 264x392, 1632691969538.gif [View same] [iqdb] [saucenao] [google]
8178397

>>8178381
doesn't fucking matter
BITCH

>> No.8178421 [DELETED] 

>>8178329
>>8178381
>>8178397
these are the same poster

>> No.8178434 [DELETED] 
File: 18 KB, 416x142, Снимок экрана 2021-09-27 004249.png [View same] [iqdb] [saucenao] [google]
8178434

>>8178421
you got me bro

>> No.8178438

>>8178345
>I was able to beat this one
>dies to the king boner
I kid, but I'll throw a version together quickly with more enemies.

>> No.8178454 [DELETED] 

>>8178434
kek

>> No.8178457
File: 492 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8178457

>> No.8178462

>>8178303
>I'm impressed you keep rolling out updates.
Hey man, it's still a few weeks and I am *so* thankful for feedback from everyone testing. It's amazing how useful people actually testing the map are.
To answer your questions:
Yes, Chaingunners are fixed.
No, there won't be more Gargoyles.
With how people have complained about the map being hard, I don't think I will add more Satyrs, but I will keep it in mind. Remember that not everyone will have the SSG by that point.

>> No.8178475

If it weren't for bouncepad maps I'd wonder why Quake 3 even hooked me at all. Its content is a subset of other games that have more than just multiplayer maps.

>> No.8178559

>>8178462
Oh, your map needs explosive barrels. I noticed you use scrollers to warp in unalerted enemies. You can warp in explosive barrels behind the player as a funny gimmick, for example, as soon as you open the red door (the current trigger waits for you to CROSS the red door so you can kill the PE before the pinky warps behind you)

>> No.8178576

>>8177057
I thought it was good and acceptably difficult. I ran out of ammo a lot during the first archvile encounter, but I assume that's intentional to push the player to use the chaingun. You can easily hit the rocketmen before they see you due to their fat hitbox, possibly intentional. Also, I kind of expect every level to have a secret or two, but don't bother if you can't think of anything interesting that wouldn't harm the balance.

Here's a uvfast demo with the "vr-spooktober.wad" resources. I messed up trying to record a normal demo and I wanted to try something new. It's actually easier with fast monsters.
https://files.catbox.moe/2j6i9m.lmp

>> No.8178591

>suddenly have a great idea and theme for a blood mapset
>don't know how to map for blood
>have no free time right now
Fug

>> No.8178597

>>8176752
>new SWWM version released
You know, I really wish Marisa didn't go on every single doom-related stream shilling her mod's features, completely unprompted. It made me go from wanting to try the mod out at some point to not wanting to touch it

>> No.8178602

>>8178597
I can understand shilling on forums but random ass streams? Kinda gay. There does exist too much shameless self promotion

>> No.8178616

>>8177309
The texture artists working on RR went on to do the stuff in Kingpin, Return to Castle Wolfenstein and some of the Call of Duty games.

>> No.8178617 [DELETED] 

>>8178597
>her

>> No.8178674

>>8178559
Heh, the idea was that the player goes to bully the PE and then gets sandwiched by the Pinky and then the Chaingunner adds additional pressure, but the Chaingunner seems to be a lazy fuck.

>> No.8178681
File: 319 KB, 1920x2788, ff87f6f50db802537b1e0c46f415e589.jpg [View same] [iqdb] [saucenao] [google]
8178681

I want to play some fucking doom!!

>> No.8178683

>>8178681
sorry, we just ran out of doom

>> No.8178694
File: 35 KB, 1760x1856, 1607436946567.png [View same] [iqdb] [saucenao] [google]
8178694

>>8178681
Then get 2 it

>> No.8178695
File: 1.41 MB, 320x240, 1613742456332.gif [View same] [iqdb] [saucenao] [google]
8178695

>>8178683
Pack it up boys, Doom is over.

>> No.8178698

>>8178681
play some fucking dhewm3, it doesn't get enough love

>> No.8178706
File: 46 KB, 736x719, 183618.jpg [View same] [iqdb] [saucenao] [google]
8178706

>>8178683
nonsense

tell me some epic cool mods i can play while listening to the doom eternal sound track :>

plus does project brutality add female enemies?

>> No.8178714

>>8178706
you should try Touhou Doom, i think it would be right up your alley

>> No.8178718
File: 493 KB, 772x931, file.png [View same] [iqdb] [saucenao] [google]
8178718

>>8178683
One moment...

>> No.8178726
File: 1.99 MB, 973x1440, file.png [View same] [iqdb] [saucenao] [google]
8178726

>>8178718
>>8178695
Don't worry guys, I just made another batch of Doom!

>> No.8178738
File: 3.07 MB, 1504x1000, file.png [View same] [iqdb] [saucenao] [google]
8178738

>>8178726
FUCK

>> No.8178748

>>8178718
>the answer? well, it's a blender

>> No.8178750
File: 14 KB, 201x219, 1399766992161.jpg [View same] [iqdb] [saucenao] [google]
8178750

>>8178738
That was the final Doom we had, Anon!

>> No.8178778

>>8176756
>>8178345
>>8176768
https://drive.google.com/file/d/1oGW3r5faQA8INTDyrgxXhUtaCC0_KqaT/
More Revenants, coming up!
Some Archies too, fuck it.
I also finally caved and threw a chainsaw on the map, just in case. It's easily avoidable, in case you actually know how to conserve ammo.
On a semi-related note, I really dislike how people chose map slots before actually making anything. It's led to a situation like this where the fourth slot has a fairly long, difficult map very early on that later maps need to catch up to and exceed.

>> No.8178815 [DELETED] 

>>8178597
>her
Stop indulging him and stop posting about him.

>> No.8178825 [DELETED] 

>>8178815
Why are you so obsessed with being rude to other people anon

>> No.8178842

>>8178597
>>8178602
It's even better because Marisa loves showing up to streamers like Vile Ancalagon and Daerik and shitting on whatever mapset they're playing.

It's obvious they hate vanilla doom but deliberately going out of their way to insult what other people play and promoting their awful power fantasy mod is just petty.

That meltdown over abandon on twitter definitely doesn't help my opinion of them.

>> No.8178907

>>8178576
Damn, -fast really trivializes the entire map, that's interesting, wouldn't have thought that. Thanks for the demo and feedback. The rocket guys being visible is on purpose. A silent, fast, explosive enemy is pretty cheap in the first place and I don't really like them because of it. Even though I lean into the cheapness with a couple placements They're just there to threaten your 200% health and armor before the final fight.
I'll probably add a small secret somewhere.
The first fight is intended to be the hardest but I'm wondering if the ensuing fights are significantly easier to the point of feeling totally out of place. I'm also curious if you think the final fight can straight-up fuck you over with RNG. I have a strategy that normally works but occasionally doesn't. I've only beat the map saveless once so it may not be balanced properly.
Finally, should the map be longer or would it be a drag?

>> No.8178953

>>8178102
Not the same guy but I did not know that was an option now. Guess I have to try GDX again. I just want max enemies without 100% BS reaction times. I don't do coke anymore.

>> No.8178998

>>8178953
I’m not sure how much it affects their reaction times, but you can enjoy Extra Crispy encounters without their health being doubled and without giving them perfect accuracy.

>> No.8179057
File: 102 KB, 600x600, 1631140656932.png [View same] [iqdb] [saucenao] [google]
8179057

Lads I just got Duke Nukem working
Should I have vertical mouselook? And what about auto aim? Video renderer?

>> No.8179058

>>8179057
Yes, yes and Polymost/OpenGL.

>> No.8179070

Does prboom-plus-um not support MBF21?

>> No.8179075

>>8179058
Thanks for the suggestion, the backgrounds looked a bit fucked up with vertical mouselook though

>> No.8179080

>>8179057
>And what about auto aim?
Which port are you using?

>> No.8179081
File: 1.89 MB, 1920x2148, LaTiNx hErItAgE.png [View same] [iqdb] [saucenao] [google]
8179081

>>8178393
baller

>> No.8179087

>>8179081
>4 hours and 7 minutes
Jesus tap dancing CHRIST, good job

>> No.8179089

>>8179081
We made it to Madrid!

>> No.8179090

>>8178778
demo for your troubles: https://litter.catbox.moe/arw5ua.zip
Very good, all that's left so far is to add more decorative things in the starting area by the chaingun. It looks empty compared to the rest of the map
Is the secret shotgun only accessible after the purple key? I don't see how it's useful atm

>> No.8179092

>>8179090
>I don't see how it's useful atm
Get the secret and find out :)

>> No.8179097

>>8179057
IMO vertical mouselook should never be used with autoaim because it's cheap. You get the best of both worlds: the computer will do all your aiming for you, and you can also throw pipebombs much easier with freelook. You can even make it cheaper by disabling autoaim for rockets, letting you plant your rockets exactly where you need them while also letting the computer aim your shotgun/chaingun for you.

So either use autoaim and no mouselook (default settings), or disable autoaim and enable freelook. Hotkey for mouselook should be U or I

>> No.8179098

>>8179097
Hitscan weapons always seemed to break if you turn off the autoaim.

>> No.8179101

>>8179070
No, only ports with MBF21 ATM are Woof and DSDA-DOom
>>8179092

>> No.8179104

>>8179098
In what way? The only difference that I know of is, your pistol is no longer laser-accurate at long range with autoaim off, but I think even that is toggleable, or at least depends on source port.

>>8179092
It reveals a megasphere, but I don't see how the shotgun is useful after you've already gotten the purple key

>> No.8179108

>>8179098
Yeah, if you're using EDuke I recommend using the "hitscan only" autoaim function.

>> No.8179109

>>8179104
I usually exited that area with barely any shells for the chaingunner or kamikazes.
But I almost always do the underground section first just because I've spent the most time on that section of the map.

>> No.8179119

>>8179104
The chaingun feels like it shoots right through enemies at times.

>>8179108
This goes for everything descended from eduke32 as well.

>> No.8179157
File: 245 KB, 424x283, file.png [View same] [iqdb] [saucenao] [google]
8179157

We're going to need your license and shitwads, please.

>> No.8179167

>>8176756
>>8177329

>> No.8179181

>>8179119
>>This goes for everything descended from eduke32 as well.
>voidsw still just a 'yes or no' option
fug - though I might still prefer full autoaim for it because I like handling its nerfed explosives.

>> No.8179193

>>8179181
Use full autoaim, then, and no mouselook. Again it can be toggled with a hotkey, like for shooting switches or the occasional flyer or rockets at distant enforcers

>> No.8179214

>>8179193
"VoidSW" implies "Shadow Warrior", not Duke. Mouselook doesn't affect the fights much there when you're using the autoaim.

>> No.8179270
File: 51 KB, 640x503, 1523154090365.jpg [View same] [iqdb] [saucenao] [google]
8179270

>>8179157
Hey officer, don't you have some protestors to beat up today?

But yeah, I'm thinking of trying out Thatcher's Techbase today. Either that or PsychoPhobia.

>> No.8179272

>>8179270
The former sounds more shitty.

>> No.8179275

>>8178259
>You just wanted to bitch
I...what? I was responding to someone who was surprised at the fact that dtwid was so easy.

>> No.8179281

>>8178907
Personally I found the first archvile fight to be a lot harder than the first one since the enemies almost never actually gave me their focus, and dodging rockets is a lot easier than dodging hitscan.
I'm not sure if the final room is rng since I only really used the strategy of hiding in the key room. That particular strat is definitely not 100% reliable but I couldn't find anything better , I'm curious what the intention was. If you removed like 2 of them it would surely be consistent but that might make it boring too. Honestly that whole fight is a little boring since it kind of boils down to "pick a spot and hold fire". It might be better if you made it more like the first archvile encounter, with more room to move around and more cover ( and possibly more archviles) but then the whole map might feel too repetitive Idk. Finally, I think this map is actually pretty short, and you could actually double its length without feeling sloggish.

>> No.8179286

>>8179272
Well, Thatcher's it is. It's time, niggers.
>https://youtu.be/eyJjP9R_S3s

>> No.8179312

>>8176756
Thatcher's Techbase has a cool lever-action shotgun.
Let's steal it.

>> No.8179378

>>8179281
The intention of the last fight was to get the player to ask "what the fuck was he thinking?" Going in the key room is cheese, I'll fix that. You're intended to be launched into the air and you have to maneuver to areas and aim at walls where the infinite height rocket splash will do the most work. Archviles are my favorite thing ever and I just wanted to try and do something different with them or at least something I hadn't done before, as retarded as the fight is. Removing two of them makes it consistent but trivializes things because you can kill everything before the invulnerability wears off.
I'll go ahead and add two or three more arenas to the level in that case. I just die a lot to that opening fight and didn't want the map to become a chore for the player so I thought I'd get a gauge of where the difficulty currently is. Thanks for your help.

>> No.8179490

>>8176752
New release:
https://www.doomworld.com/forum/topic/124790-atmospheric-extinction-a-boom-mapset-beta-release/

>> No.8179549

"Use GZDoom like a normal human being " - Based Decino 2021

>> No.8179553

>>8179286
stop being racist

>> No.8179598

>>8179549
Well yeah, GZDoom is the normie choice because normies are not going to care about accuracy, they just want to play the game

>> No.8179618
File: 74 KB, 680x510, based.jpg [View same] [iqdb] [saucenao] [google]
8179618

>>8177057
Absolutely based/10
I started recording a blind demo, without knowing what I was getting myself into. I finally beat map27, but the demo is an hour long, full of deaths.
https://litter.catbox.moe/shgnf1.zip
I sense inspiration from Sunlust and Micro-Slaughter Project. I don't feel any need to lengthen the map, but if you have more ideas, go for it.

>> No.8179625
File: 5 KB, 100x100, 1446240304475.gif [View same] [iqdb] [saucenao] [google]
8179625

>>8179286
Hello, based department? I need a delivery of songs that were requested on this stream. No, I'm not looking for anything in particular. Just any songs that were played on this shitwad stream. Mhm, yes, as many as you can. Okay, I'll wait, thank you.
*Click*

>> No.8179664
File: 1.19 MB, 1080x1837, advanced vegetable culinary arts.png [View same] [iqdb] [saucenao] [google]
8179664

>>8179286
I have to say that nothing about Thatcher's Techbase makes it stand out in any way. Granted, I don't know a single thing about Thatcher, but the map itself isn't amazing in any way. Pretty sure I ran into a softlock too.

As for PsychoPhobia, I never knew I wanted homing instant kill rockets in my Doom wads before. Now I have been enlightened. We've got a long way to go before we complete that one too.

>>8179553
what's a racism

>> No.8179704

>>8179101
GZDoom 4.7's got beta-level support for it too.

>> No.8179719

>>8177295
>>8177297
Don't forget to check out Death Wish next, it's as good as base game or even better.

>> No.8179764

Can we make "Rub-a-dub-dub Caleb's in the tub" a thing?
I feel he'd say it if there was ever a scenario thay required it

>> No.8179772
File: 108 KB, 2400x1350, 2032.jpg [View same] [iqdb] [saucenao] [google]
8179772

>>8179312
>Be lever action shotgun
>Call it a Winchester
>Side-gate
If John Browning were dead he'd be rolling in his grave

>> No.8179773

>>8179598
Most of us are "normie" boomers in this thread. The retro fpses we play used to be the most popular shit on PCs. And like most of people, we can't let go of stuff that we enjoyed as a kid or teen.

>> No.8179778
File: 306 KB, 1068x601, 1625535319281.png [View same] [iqdb] [saucenao] [google]
8179778

>No, I don't even have GZDoom installed. I only use Eternity.

>> No.8179797
File: 1.06 MB, 730x926, caa[1].png [View same] [iqdb] [saucenao] [google]
8179797

>>8179778
>I only use the original floppy disk version, how could you tell

>> No.8179828

>>8179778
t. only knows of it because muh skillsaw

>> No.8179831

>>8179719
>30 levels
That's crazy, thanks, anon

>> No.8179863

>>8179828
Seems fair since Heartland is basically only good Eternity exclusive level pack.

>> No.8179871

>>8179863
Cubic Worlds by stewboy is also good.

>> No.8179903

Abbatoire final arena is literally impossible bros...
>>8177078
What is Pomu counselor?

>> No.8179916

>>8179598
come back with your 'accuracy' rant when you start playing in 320x200 without interpolation

>> No.8179930

>>8179916
How the game looks != how the game plays.

>> No.8179935

Did you know in Blood Caleb is bald and the long hair design comes from Blood 2? Probably the only good thing to come from Blood 2

>> No.8179937

>>8179930
how the game plays != how the game functions

>> No.8179951

>>8179937
???

>> No.8179953

>>8179951
interpolation is directly related to how the game plays, dumbass

>> No.8179961

>>8179953
Please explain, because the game always runs at 35tics a second in prboom.

>> No.8179967

>>8179961
so does gzdoom. what's your problem then?

>> No.8179971

>>8179903
Nevermind, with some refuge in the side imp pockets it was over with and now I'm at Onslaught!

>> No.8179973

>>8179967
GZDoom has different rng, different momentum for movement and knockback, vertical thrust from rockets was fucked for the longest time, you cant do glides/lineskips, the blockmap isn't properly emulated.

There's a reason literally nobody speedruns with it outside of the extremely rare gzdoom only mapset that isn't complete shit.

>> No.8179979
File: 33 KB, 136x228, when the crudux is cruo.gif [View same] [iqdb] [saucenao] [google]
8179979

All this blood talk reminded of that time I said geroxe cruo out loud on a staircase thinking I was alone. Didn't see the guy walking RIGHT in front of me, not even a foot away because my glasses got fogged up. He actually stopped. At least I didn't shout. I kept saying other cultist phrases and words, like marana to "own" it, but I was embarrassed.

>> No.8179992

>>8179979
based cultist of Spergobog

>> No.8180003

>>8179973
if your definition of 'accuracy' is simply being accepted for a speedrun, you just had to say so instead of acting like a spastic retard

and in my opinion following those requirements don't earn the right to call others people normies for using gzdoom, and those difference don't alter the experience in a critical way for casual play

>> No.8180009
File: 158 KB, 851x480, B9082B85-1CAE-4724-B15D-19218BF6285C.jpg [View same] [iqdb] [saucenao] [google]
8180009

Gzdoom black magic is like use to making game/mods n shit

>> No.8180024

>>8179979
He probably tried his best to type that out on Google later to see if it was another language

>> No.8180026

>>8180003
Just ignore him, it's probably the same sourceport autist trying to instigate shit again.

>> No.8180028

>>8179618
>I started recording a blind demo
>an hour long, full of deaths.
You're a pimp for following through to the end. You and the maniac anon that blazed through on -fast. Loved the demo, it was fun for me to watch you learn the map (I felt bad about some of the more traumatic moments).
I was inspired by MSCP and MAP01 of ribbiks' frog.wad so you nailed it.
I don't think I'll extend the map by much, just another room maybe.

>> No.8180043

>>8179992
>Spermobog
>>8180024
Probably just thought I was a nutjob, or a foreigner.

>> No.8180052

>>8179979
you sound like you write about poison of envy and smite of disrespect in your free time

>> No.8180067

I recently started playing Sunlust after not having even touched Doom for over 10 years, let alone custom content, and am obviously getting my shit pushed in on Hurt Me Plenty. Does anyone have recommendations for similar but easier wads I can play to get used to this sort of gameplay? It's really fun when I'm not dying constantly.

>> No.8180075

>>8180067
try going down and JPCP

>> No.8180076 [DELETED] 

>>8177531
Alrighty then, finally managed to watch your demo.
Had a good laff at your first Archie encounter, and thanks for bringing attention to the misaligned textures, I thought I had caught them all.
Blockmap issue is fixed, RoL works on my machine, all the time every time. Did you actually wait until the wall had completely lowered and it was still spinning? Because if I let the wall lower completely it will come out.
The big switch in the crypta is fixed now, your demo really made it obvious it needed fixing.
As for your ammo concerns: Holy shit dude be more prudent! You just blast rockets out into the blue. Out of three, there's like that one hits anything, the others just scorch a wall. Or when you shot like ten rockets into the switch crypta and then didn't even go back in there where you would have found some more ammo, including 100 shots of plasma. I mean you obviously abuse the hell out of infinitely tall actors, but you're still being extremely wasteful. Same with the BFG, you wasted so, so much ammo. But cool you actually found the secret.
But I am really glad you fell for the library trap since I actually expected some players to turn around and do something else instead of blasting the PE that appears right infront of them after hitting the last switch so he can shit out a few LS.

>> No.8180080

>>8180067
Going Down
HFFM
Auger;Zenith

>> No.8180087

>>8180075
>>8180080
Thanks guys, I'll start with Going Down before trying out the rest.

>> No.8180089

>>8177531
Alrighty then, finally managed to watch your demo.
Had a good laff at your first Archie encounter, and thanks for bringing attention to the misaligned textures, I thought I had caught them all.
Blockmap issue is fixed, RoL works on my machine, all the time every time. Did you actually wait until the wall had completely lowered and it was still spinning? Because if I let the wall lower completely it will come out.
The big switch in the crypta is fixed now, your demo really made it obvious it needed fixing.
As for your ammo concerns: Holy shit dude be more prudent! You just blast rockets out into the blue. Out of three, there's like that one hits anything, the others just scorch a wall. Or when you shot like ten rockets into the switch crypta and then didn't even go back in there where you would have found some more ammo, including 100 shots of plasma. I mean you obviously abuse the hell out of infinitely tall actors, but you're still being extremely wasteful. Same with the BFG, you wasted so, so much ammo. But cool you actually found the secret.
But I am really glad you fell for the library trap since I actually expected some players to turn around and do something else instead of blasting the PE that appears right infront of them after hitting the last switch so he can shit out a few LS.

>> No.8180110

what mods do you use with legendoom?

>> No.8180143

>>8179973
>doesn't know LZDoom

>> No.8180152

>>8179270
>check out Thatcher's Techbase
>chaingun is faster, has a new sound which is neat
>lever action shotgun is neat (though it appears to be a Winchester 1866 rifle)
>rocketlauncher uses those flamethrower sprites Eriance made
>completely unedited
>pilotflame is still there, and it lights up briefly after firing
>but it doesn't even shoot explosive globs of flame or anything, just rockets, and slower
>plasmagun is Skulltag's BFG10000
>enormous muzzleflash which obscures your vision
>shows lightning crackling in the tube after firing, except it inexplicably lingers on one static frame instead of actually using all of them for an animartion
>realize they just recolored the sprites a little (also by Eriance), and slapped them on the default plasmarifle's frames and called it a day
Hooh boy. Levels aren't that impressive either.

>> No.8180193

https://www.youtube.com/watch?v=mzfHLWkqOFA
pretty good music

>> No.8180202

>>8179312
No, god, it's so ugly, let me whip one up for you guys, I can adapt stuff I already have.

>> No.8180216

>>8180202
Can you please make a single-barreled twelve gauge Remington one? With walnut stock and cobalt blue finish. And each shot plays "Hail to the king, baby!"

>> No.8180224

>>8180202
Just as long as it's a lever-action, that's the important part more than that specific sprite.

>> No.8180227

>>8179772
Well, Winchester did make some Model 1894s as .410 Bore shotguns, called Model 9410, because .410 Bore shells are real narrow and would thus be pretty easy to adapt to an action made for .30-30 Winchester and .45-70 Government.
The one in Thatcher's Techbase is an old 1866 'Yellowboy' though, which isn't a shotgun, but a rifle in .44 Henry

I'll make something lever-action which looks like it could be 12-Gauge or 20-Gauge.

>> No.8180239

>>8180216
I'm not aware of any (real) lever-action shotguns with multiple barrels, so sure. I think Ash didn't say that line until Army Of Darkness, by which point he had a double-barreled shotgun, not the cheap single-barreled one from Evil Dead.

>>8180224
Sure thing.

>> No.8180240 [DELETED] 
File: 100 KB, 1280x720, hwmy6ghac7q31.png [View same] [iqdb] [saucenao] [google]
8180240

>>8179935
Did you know that Caleb is trans?

>> No.8180248

>>8180239
>I think Ash didn't say that line until Army Of Darkness, by which point he had a double-barreled shotgun, not the cheap single-barreled one from Evil Dead.
Yes, I think it was even the penultimate line from Army of Darkness and that's also where those features I recounted are from (though as you correctly mentioned, he talks about his sxs).
It was a lame attempt at a joke that fell flat.
;_;

>> No.8180279

I think Woof has replaced Crispy Doom for me

>> No.8180287

I publish this.
Quake Scene Is What Quake Might Be It Not Being HeXen.
Wrath Infuses HeXen in Quake Following Sepucher/BlueMagic (TombRaiderEuroSat/MaskOfEternity) as AntiQuake/ProUnQuake. That is G1ftmacher and Newhowse, the third one is ionous. Conceptual Quake Destruction Layout-wise.
No more than publishing this. Nevermind.

>> No.8180334

How can I make a door unbreakable in HDest? Do I just join it with a much wider sector?

>> No.8180356

>>8179598
Doom Unity or GZDoom, which one is a new player more likely to gravitate towards?

>> No.8180367
File: 26 KB, 250x250, Phantasm.gif [View same] [iqdb] [saucenao] [google]
8180367

>>8176751
Maybe my timing is shit, but it feels like Voodoo doll doesn't work on phantasms.

>> No.8180375
File: 140 KB, 1920x1080, 417608_40nctIcpAE_doom_eternal_secret_pc_password.jpg [View same] [iqdb] [saucenao] [google]
8180375

>>8180356
doom eternal

>> No.8180379

>>8180009
>>8180287
Stop spaming this nonsense here.

>> No.8180384

>>8180009
that sheep looks retarded

>> No.8180385

Hey /vr/, i learned to map recently and i want to share my work with someone because i want to improve at mapping, here's my map, can you please play it and give me some feedback?

Map format: UDMF
Source Port: GZDoom
IWAD: Doom II
Texture pack used: Gothictx
Map used: MAP01


https://drive.google.com/file/d/1-07pgUud_UrxnxE-Oao-KLa0ANfTHdOT/view?usp=drivesdk

>> No.8180428

>>8180385
Sure, I'm on it.

>> No.8180449

>>8180385
It's a very 90s looking map. Progression is clear, mostly. Encounters are ok, was infighting in that FIREBLU room intended? Also, why did you give me rockets but no RL? Fighting a baron with just the shotgun/chaingun is very Doom1-y, but it just takes forever.
No idea what was going on at the end, grabbed the Supercharge, got teleported, got blasted by like a million rockets and suddenly the level exited.
Also, is the fog often looks weird, as do some light/shadow borders (e.g. at the lowering wall after that tiny corridor.

>> No.8180484

>>8180449
Thank you for playing my map

>Infighting in the fireblu room was not intended
>You can find the RL in a secret
>The final area is a little joke that i created for annoying players (lmao)
>Ye, the fog is a bit off, i need to improve on that, same thing with the light/shadows

Thank you again for playing

>> No.8180503

>>8180484
If infighting in the fireblu room was not intended, how was I supposed to do it? Just chainshotting everything down? Would have taken ages and I am not even sure if there was enough ammo around there (did you test the map without secrets?), especially with blueballing the player with rockets. Again, as with the Baron, the fight wasn't hard, just annoying because it would take so long.
Also, lots of areas were just really empty, like the final one with the Supercharge. It looked kinda nice, but there just was nothing to do and for it to just be an enjoyable view it wasn't nice looking enough.
Your map has lots of potential for being really atmospheric, but there's too many little things taking away from it.
Oh and maybe make less square rooms.

>> No.8180520

>>8180385
>>8180428
Alright.
>fog in the first fighting room has odd stripes of lighter fog on the perimeter
>was expected to get locked in the water courtyard, probably my current Plutonia playthrough speaking; as it is right now, you can just retreat to the stairs leading down from the start room, cheese potential for an already easy room
>lol at the stretched out W I D E switch and skull door textures in the blursphere room, that intentional?
>no SSG for Baron? Sure... That whole orange key room is a bit bare for my taste, a corridor that doesn't even have tangible walls. I suppose I just missed an RL secret to make him more manageable? I'm not a good secret hunter.
>neat infighitng in FIREBLU room
>final room was a very nice setpiece, I enjoyed it, cool horror stuff
>only found the chainsaw secret

I enjoyed the atmosphere. Fairly low energy, easy map, but I assume that's by design, being only MAP01. Some very spacious rooms that look like they would be an arena setup, but nothing... wait, FIREBLU room was an inversion of the room where you took the portal, right? That's cool, although I only made the connection just now after playing it. The inversion of the final room was much more apparent to me because both had the rune, the alter and caged cacos, but the FIREBLU room didn't have much to tie both areas together visually.
Thank you for mapping!

>> No.8180539

>>8179778
Eternity dev is a fucking douchebag tho

>> No.8180548

>>8180110
Champions and corruption cards.

>> No.8180567
File: 10 KB, 460x276, The-Shining-008.jpg [View same] [iqdb] [saucenao] [google]
8180567

>Overlooked Hotel
Fuck, that was a great map. Already a favorite. I ran out of shells, so it was exhausting with the phantasms running around. Had to pitchfork everything.
>>8180367
Checked the wiki, apparently magical weapons don't work on them.

>> No.8180596

>>8177191
uhhhhh

>> No.8180602

>>8180567
Are you doing a pitchfork start? I don't remember having ammo issues in Overlooked Hotel. Though IIRC that map has shitload of secrets, if you're not hunting secrets you might have a harder time

>> No.8180617

>>8180385
My first piece of advice: Map in formats that don't mandate GZDoom. Out of the gate, doing UDMF is cutting your audience by a lot and severely limiting you. Consider whether the fancy bells and whistles UDMF gives you are worth sacrificing everything else (accuracy, performance, demo compatibility) for.

>> No.8180634

>>8180617
sorry just wanted it to be compatible with Brutal doom

>> No.8180640

>>8180634
I'm going to assume you're not trolling -
Any other format should be compatible with your burhl domm, there's no need for UDMF in that scenario. Otherwise you wouldn't be able to play the Knee Deep In The Dead with it like 2345923452345809803425 streamers on twitch have done already

>> No.8180684

>>8180539
>Eternity Dev is a fucking douchebag
How, though?

>> No.8180695

>>8180617
Oh fuck off Boom autist. If he wants to map in UDMF, let him map in UDMF.
Also
>fancy bells and whistles
lol yeah, those fancy bells and whistles like slopes or 3D floors or basically every single texture feature of UDMF

>> No.8180698

>>8180695
Hello Bridgeburner

>> No.8180705

>>8180334
Make sector somewhere outside the bounds of the map, then join the door sector with it. Now Hideous Destructor calculates their area as being as big as the distance from one sector's end to the other (ergo if it's like 2000 units away, it'll be treated like a door that's well over 2000 map units in size). This will make it basically impossible to breach the door. You can also do this for other small barriers and sectors you don't want the player (or cyberdemon) to breach under absolutely any circumstances.

I wouldn't go nuts with it and use it all over the place though, because it'll be a waste, and also Hideous Destructor is just gonna be Hideous Destructor, I wouldn't fret breaching TOO much, just do it for particularly important doors, or if you've built a cool and complex door and don't want the player to just kick it into pieces.

>> No.8180709

>>8180705
desu if anon wants to fuck over hdest players he should just use arachnotrons.

>> No.8180712

>>8180695
>If he wants to map in UDMF, let him map in UDMF.
Chances are good he's only doing this because he was told to, not because he has any vision for his map that would be impossible to do on other formats

>lol yeah, those fancy bells and whistles like slopes or 3D floors or basically every single texture feature of UDMF
Again chances are good that these are not going to be used by a beginner mapper

>> No.8180718

>>8180705
You can access the door to the exit almost immediately, so I just wanted to make HDest players actually play the map.

>> No.8180737

>>8180602
Not doing pitchfork. I found all the secrets, got unlucky with the order, found like 80 shells at the end of the level. Lost a lot of shells to gargoyles in previous maps and this one because I didn't find a rocket launcher to use against them, and didn't know pitchforks work great against them.

>> No.8180741

>>8180617
UDMF has its uses. Haven't looked at the map, but does he make much use out of UDMF features?
I agree that if you're not actually doing much with UDMF features, you might as well make it in Boom or MBF21 (which can already do shitloads of things anyway), and it'll make it playable to way more people.

>>8180634
Ah, I see. Brutal Doom will function in Vanilla and Boom levels and all that, because Brutal Doom runs in GzDoom, which is compatible with and can play all Vanilla, Boom, and MBF21 maps. One can argue fine details and exact compatibility/accuracy when it comes to playing such maps in GzDoom, but they will almost always function almost exactly as they should, short of a mod one plays with breaking some very specific function.

You don't need to worry about that part. I play with GzDoom 99% of the time, but I always map in Boom format (and now starting with MBF21). I will say however that if you make Boom or MBF21 map, you can't just test it only in GzDoom and call it a day, you need to test it in a Boom or MBF21 port. Same for Vanilla maps, they need to be tested in something Vanilla. I test all my maps in both GzDoom and DSDA, to make sure they look good and work like they should.

>> No.8180745

>>8180718
Ah, of course. Yeah, I would bustblock such doors.

>> No.8180748

>>8180709
>why's my hair getting fuzzy all of a sudd- AAAAAAAH

>> No.8180764

>>8180718
>exit almost immediately
lol
https://www.twitch.tv/videos/1160682382?t=0h6m54s

>> No.8180768

>>8180748
>>8180709
have you guys seen this arachnotron sniping physix from 100 meters away

https://clips.twitch.tv/GiantPricklyOwlDatBoi-mZcg8oZBylSgvW48

>> No.8180781

>>8180712
>Chances are good he's only doing this because he was told to
Oh, unlike getting told to map in Boom?

>Again chances are good that these are not going to be used by a beginner mapper
Bullshit. Not having to take care of staying on grid with flats, and even just being able to use flats and textures interchangeably, is such a huge quality of life feature, as is being able to scale textures, set brightness for textures and flats independently, and much more.
And don't get me started on that "creativity" bullshit in case you'd try to argue with that. Your *actual* creativity is seriously hampered in Boom, you only need to get "creative" in coming up with bullshit convoluted workarounds to make something work as you imagine it. Wait, you can't even make it work even with a bullshity hacky workaround? CREATIVITY!

>> No.8180783

>>8180781
Ok Bridgeburner
Don't you have another map that plays at 20 FPS to make or something

>> No.8180784

>>8180768
That's exactly what I want to avoid.

>> No.8180785

>>8180781
>Not having to take care of staying on grid with flats, and even just being able to use flats and textures interchangeably, is such a huge quality of life feature, as is being able to scale textures, set brightness for textures and flats independently, and much more.
Those are nice, but they aren't that critical to most people.

>> No.8180789

>>8180784
Meant for >>8180764

>> No.8180812

>>8180768
>>8180748
That's terrifying.

>> No.8180813

>>8180785
>Those are nice, but they aren't that critical to most people.
Unlike all those (totally non arbitrary) super critical Boom features?
How about some more examples like being able to set Tags for Things or the very existence of ACS that makes those dumb, shitty, convoluted voodoo doll/conveyor belt/dummy sector setups completely obsolete?

>>8180783
With GLES there is really no reason for potato people like you to be so assmad anymore. If you still can't run that shit, you should really get a new machine.

>> No.8180819

>>8180813
Why are you so anal anguished tho

>> No.8180823

>>8180813
Anon...
You do realize even having a mid-range machine will get you low FPS on GZDoom nowadays right? Since it's single-core and all? It's not even the renderer that's the bottleneck, it's the CPU. It's terribly optimized. And your maps on it will run terribly.

>>8180819
Because he's Bridgeburner touristing around here for some reason

>> No.8180824

>>8180823
Why would Bridgeburner come here?

>> No.8180826

>>8180824
Because he wants to get angry at people on the internet I guess

>> No.8180827

>>8180823
>Because he's Bridgeburner
No he's not. Dumbass. I know this guy, he was complaining about how his maps only get viewed by the same 3 people and then nothing else, because according to him, it's because of these so called "boom autists" won't ever touch UDMF maps because they're afraid of trying something new and liking it.
The reality is his maps probably just suck.

>> No.8180828

>>8180827
lol
Yeah that makes sense

>> No.8180829

>>8180823
>You do realize even having a mid-range machine will get you low FPS on GZDoom nowadays right?
No I don't. Protip: You "mid-range machine" from ten years ago isn't really a mid-range machine anymore.

>> No.8180834

>>8180829
It's a machine from 2019 anon. Framedrops still happen in big maps on GZDoom because it is poorly optimized and runs on a single core. I don't know how this is a difficult concept for you to understand.

>> No.8180836 [DELETED] 

>>8180834
Stop playing slaughtershit

>> No.8180840 [DELETED] 

>>8180836
Oh no
You're one of those guys that consider anything above IWAD monster counts to be slaughter
Oh noooooo
And on top of that you immediately dismiss an entire genre of mapping
Oh nooooooooooooooo

>> No.8180849
File: 20 KB, 600x531, a18.jpg [View same] [iqdb] [saucenao] [google]
8180849

>make UDMF map
>don't use slopes, just make stairs
>don't rotate or align flats, just make an edited version of the flat when needed
>only use textures for sidedefs
>use voodoo dolls for scripting, voodoo doll runs up a ramp (made of stairs) and leaps over a pit of fire just to dab on ACS users
>textures, flats, sprites all adhere to the Doom palette
>disable jumping and crouching in UMAPINFO

>> No.8180851

>>8180827
>map in a format most people don't play
>wtf nobody is playing my maps!
Mysterious.

>> No.8180852 [DELETED] 

>>8180840
That's an awful lot of implications there, friendo, but I accept your defeat. Next time, try some actual arguments.

>> No.8180853 [DELETED] 

>>8180852
Next time, try making good maps

>> No.8180857 [DELETED] 

>>8180853
Post yours

>> No.8180859 [DELETED] 

>>8180539
Eternity has a couple devs behind it. Which one are you referring to?

>> No.8180862 [DELETED] 

>>8180852
>actual arguments
Sure, let's have an argument. What is your problem with "slaughtershit"?

>> No.8180863 [DELETED] 

>>8180836
>calling maps with combat puzzles "slaughtershit"

>> No.8180867 [DELETED] 

>>8180857
https://thatchers-techbase.github.io/get.html

>> No.8180868 [DELETED] 

Just for the record, bridgeburner is one of these "ew 4chan icky" people so don't expect him to come here unless he's trying to call us horrible people or something. He sure as shit isn't gonna wage a war on boom autists because his maps get shat on.

>> No.8180875 [DELETED] 

>>8180863
>>8180862
>slaughershitters assmad they're getting called out
Don't you have to BFG a million Revs or something?

>> No.8180879 [DELETED] 

>>8180868
t. you know who

>> No.8180880

>>8180875
What are you calling them out on...? I don't think you know what calling out means. It's funny that you would bring up "lol no arguments" and then proceed to make no arguments yourself

>>8180868
I never understood the hype generated around his work. It looks pretty, sure. And that's it. It plays terribly. Not even talking about the FPS meme (which is completely true by the way), I'm talking from a gameplay perspective - he just doesn't know how to make interesting or fun encounters.

He leans very heavily into the nudoom aesthetic but there's no meat to the actual fights, it's just slathering a bunch of monsters haphazardly and calling it a day, without good calculations on how many resources the player will need. It doesn't feel like resource starvation that was done on purpose for challenge's sake, but more like resource starvation because of lack of playtesting.

>> No.8180886

>>8180880
I rate bridgeburner as like a B-list slaughtermapper. I prefer ribbiks to get my slaughter fix.
>>8180879
Whatever keeps your mental state stable.

>> No.8180887 [DELETED] 

>>8180880
>n-no u!
Stay classy, slaughtershitter.

>> No.8180892

>>8180886
>B-list slaughtermapper
That is actually very generous of you. I don't think I'd ever rate him that high.

>> No.8180893 [DELETED] 

>>8180887
Go back to crying about how no one wants to play your maps, UDMF-anon

>> No.8180895 [DELETED] 

>>8180893
I propose we call him UDMF-kun

>> No.8180896 [DELETED] 

>>8180893
Sure, after you have posted your maps.

>> No.8180898

>>8180886
BridgeBurner has NOTHING on Ribbiks and DanneBubinga. Sunlust gives you high quality slaughter while also looking really good, and it runs in fucking Boom.
I'd say he's a C-lister if anything.

>> No.8180902

>>8180895
How about UDMF-tan? Then someone can draw him as a grumpy little girl.

>> No.8180903

>>8180898
>sunlust
>slaughter
l m a o

>> No.8180904

>>8180892
>>8180898
Maybe I just have shit taste anons. It took me 2 lunatic clears of playing touhou doom before I realized the mod was fucking shit
>>8180902
Perfect, then we can draw her as tsundere

>> No.8180907

>>8180903
>>8180898
Sunlust only features slaughter towards the later maps desu, everything else is pretty bite-sized.

Which is cool btw, not knocking it for that - I like how it slowly ups the ante

>> No.8180909 [DELETED] 

>>818068
>>8180859
Quasar
>>8163105

>> No.8180914

>>8180903
https://youtu.be/6gLIAz2_jLw
>this isn't slaughter
Fuck off you braindead retard, or I'll make you play it on Nightmare using a shitass Gravis gamepad

>> No.8180917

>>8180914
don't be a retard, one map doesn't make a whole megawad slaughter.

>> No.8180921

>>8180903
Sunlust is a mapset with slaughter maps in it, but it's not full on slaughter, you're correct on that.

>> No.8180923

>>8180907
>>8180917
I never said ALL of it was slaughter
>provides high quality slaughter
... means that it contains it, not that it constitutes it entirely.

>> No.8180927
File: 94 KB, 1920x1200, Screenshot_Doom_20190508_181343.png [View same] [iqdb] [saucenao] [google]
8180927

>> No.8180967

>>8180927
based ribbiks

>> No.8180976
File: 2.15 MB, 460x460, 1836291.gif [View same] [iqdb] [saucenao] [google]
8180976

i heckin did it!!

i made it to the end of Doom Episode 1 and defeated the boss battle!!! :>

Afterwards I barbecued some pinkys

>> No.8180981

>>8180976
completed on ultra-violence btw

>> No.8180984
File: 2.47 MB, 498x278, youmu-fish.gif [View same] [iqdb] [saucenao] [google]
8180984

>>8180976
A winrar is you!! Now play the amazing sequel, the Shores of Hell!!!

>> No.8180997

>>8180976
congratulations anon!
now go play Dimensions MAP03
https://www.youtube.com/watch?v=bIhpw7eJ2Wg

>> No.8181003

>>8180976
Excellent. Now onward to Episode 2, 3, 4 and 5.

>> No.8181014

Real talk, no hating on anyone that likes this stuff but - what is the appeal of a mute vtuber that streams Doom? I don't really understand. I have to assume they're not actually mute IRL but I could be wrong.

>> No.8181024

>>8180981
Post statistics or you hecking casual.

>> No.8181027

>>8181024
where do i find those?

>> No.8181028

>>8180976
Why are you typing like that?

>> No.8181030

>>8180976
Nice! Keep going, the best is yet to come.

>>8181027
Either taking a screenshot of the level score screens (which don't tell you about difficulty), or recording your run. Listen, don't fret it too much, just enjoy it at your own pace.

>> No.8181032

>>8180028
I didn't give any criticism because I don't feel the need to change anything. You already mentioned that the final room might be changed. I didn't feel the need to change it because I thought the reason I struggled with it so much was because I was going in 100% blind trying to beat it deathless, which was silly, but I am stubborn. Using infinite-height-splash-damage was one of the first things I tried, so it's not inconceivable that you remove the low ceiling and try that instead, but it will require fewer viles I think since you are no longer dealing direct damage. I'll playtest whatever you throw at me

>> No.8181034

>>8181030
>Nice! Keep going, the best is yet to come
In Doom 1? [doubt]
Episode 1 is by far the best Ultimate Doom has to offer.

>> No.8181037

Finally played Dawn Of Eternity (Quake map). Holy shit for it having multiple Cthons and Shub-Nigguraths as normal enemies. Awesome stuff. I already loved Altar Of Storms (how not to love map which has quad barreled shotgun), so I have to admit that Necros is fucking awesome mapper.

>> No.8181054

>>8181034
E2, E3 and E4 are mostly better than E1, to me anyway. He can play them for himself and form his own opinions.

>> No.8181056

>>8180028
Actually, there is one thing I didn't like - the ambushing revenants. That part can be cheesed by alerting one at a time. Perhaps make them pop-up all at once.

Also, perhaps it'd be funny to warp in a rocket-with-legs in the player spawn point, once the player reaches the rocket-with-legs room, so that one of them sneaks up from behind. Maybe not.

Also, maybe one rocket-with-legs in the triple-arch-vile fight. It's not particularly threatening, and can even wound the archies, but it'd spice up the fight by adding one higher-priority target. Maybe even some gargoyles, again, to add some targets that have a higher priority than even the archviles (since they can block/scratch you), not many, just 2, each from different angles.

>> No.8181060

>>8181034
I love all episodes equally.

>> No.8181082

>>8181056
Oooh, set the gargoyle's teleport destination inside the shotgunner pillars, so once you down them, a gargoyle will warp in as your reload your SSG

>> No.8181118

>>8180539
For some reason my reply was deleted?
Anyway, I'll ask again. Eternity has a couple devs, Which dev are you referring to?

>> No.8181135

>>8181034
>Yeah dude I love Doom, my favorite episode is the one that's missing half the content of the game

>> No.8181140

>>8181135
It's a shame the other episodes don't flow or play nearly as well despite having more content

It was only with PWADs that Doom realized its true potential. Doom 2 also added more content, but the map design itself was very lacking in most of it.

>> No.8181146

>>8181118
He probably means Quasar, I think it’s the same anon who said that doom64 isn’t a real sequel to doom and Quasar got uppity with him.

>> No.8181161
File: 25 KB, 750x483, 1616214199055.jpg [View same] [iqdb] [saucenao] [google]
8181161

Bros, I gave my zombiemen analogues this attack:
>A_CustomBulletAttack (11.5, 4.5, 1, RANDOM(1,5) * 3, "BulletPuff", 0, CBAF_NORANDOM, 8192, "Tracer", 32, 0)
But it's like they're shooting blanks. I can stand right in front of them and nothing hits me, they're not shooting the hitscan nor the accompanying tracer missile. What's wrong with this?

>> No.8181172

>>8181161
removing the missile makes it work, so it's a problem with the tracer, it seems...

>> No.8181183 [DELETED] 

I'm posting this for the 2 fags who actually care about e-celebs here
Civvie plays Hedon
https://youtu.be/93aBWeAsc1o

>> No.8181189 [DELETED] 

>>8181183
does he bring it up

>> No.8181192 [DELETED] 

>>8181189
I don't watch him, I just post this stuff early because I know some people here do. But maybe, he did bring up hdoom once.

>> No.8181194

>>8181140
If hosing down fodder enemies in flat corridors is your ideal Doom experience, maybe you should just play Wolf3D instead.

>> No.8181195 [DELETED] 

>>8181183
Not the eceleb I care about

>> No.8181196

>>8181189
bring up what, the futa cock?

>> No.8181205

>>8181194
If your claim is that Doom's Episode 1 is analogous to Wolf3D, I think you're sorely mistaken

One of the design philosophies for Doom was that if you could make the level in Wolf3D, you've failed. Just as one of the design philosophies for Quake was that if you could make the level in Quake, you've failed.

>> No.8181206 [DELETED] 

>>8181195
https://www.youtube.com/watch?v=Kh9z1tWBW-k
This one then?

>> No.8181208 [DELETED] 

>>8181205
*for Quake was that if you could make the level in Quake

>> No.8181213

>>8181205
*for Quake was that if you could make the level in Doom
Can't believe I fugged it up twice

>> No.8181216
File: 116 KB, 1024x752, 1613635364714.jpg [View same] [iqdb] [saucenao] [google]
8181216

>Doom is too easy on UV
>Play it on Nightmare then, it was made for people that found UV too easy
>No lol that's a joke difficulty
Is there more of an NPC response than this?

>> No.8181218

>>8181216
*respawns behind you*

>> No.8181219

>>8181216
>Doom is too easy on UV
Ok, then play PWADs
What is your malfunction

If for some reason you still want to squeeze a challenge out of the original game, then try doing Pacifist runs or something idk.

>> No.8181221 [DELETED] 

>>8181183
>vasyan
fun times.

>> No.8181223

>>8181216
>he doesn't play UV -fast pistol start no saves

>> No.8181224 [DELETED] 

>>8181206
Swing and a miss, strike 2

>> No.8181228 [DELETED] 

>>8181224
How about this one
https://www.youtube.com/watch?v=XFZFNE0a82w

>> No.8181232 [DELETED] 

>>8181228
strike 3 he gone
coincident

>> No.8181239 [DELETED] 

>>8181232
I don't think Coincidente is considered by anyone to be an eceleb anon. He makes good stuff, but eceleb? No

>> No.8181241

>>8181161
What's with the 8192? Do you have that "Tracer" class defined?

>> No.8181292

>>8181205
No, that was a serious suggestion. Wolf3D is more engaging than Doom E1. Even the basic guards have real damage output, ammo management is a lot tighter, stealth enemies are actually effective in their role. If you don't like the verticality and exploration aspects of Doom, you can actually enjoy all of Wolf3D instead of pretending to like a game you only enjoy the first eighth of.

>> No.8181296

>>8181292
Anon................
I'm not even get into how wrong you are
And the whole "pretending to like" thing smacks of a really strange "not a true fan" kind of vibe that I wasn't expecting to find here, but here you are.

Like I said above, Doom was perfected through quality PWAD's map design. The base game is good, but it gets so much better after fans that actually understand what makes the combat play and flow well get their hands on a map editor - with the benefit of multiple decades of hindsight.

>> No.8181309 [DELETED] 

What's with the weird deletion waves
They were on topic as far as I could tell

>> No.8181316

>play the same game continuously for 25 years
>waaaah it's too easy

>> No.8181320 [DELETED] 

>>8181309
ecelebs belong on the eceleb board it seems

>> No.8181331

>>8180849
Let's be real, I don't think anyone actually knows how to use all the new mapping utilities that formats like UDMF have.

>> No.8181367

>>8181296
Anon, if you play sixty eight maps and only liked the first nine, to the point where you go on crusades to tell everyone else how much you disliked the latter fifty nine, how do you manage to rationalize that as a game that you like? Worse than "not a true fan", you've tricked yourself into being such a true fan that you love a game you only enjoyed 13% of.

>> No.8181445
File: 10 KB, 288x288, 1588143404916.jpg [View same] [iqdb] [saucenao] [google]
8181445

>Casual players like me don't record demos.

>> No.8181451

>>8180849
I feel bullied just by reading this.

>> No.8181452 [DELETED] 

>>8181445
careful, you'll be deleted

>> No.8181485

>>8181316
>play the same game continuously for 25 years
>waaaah it's too hard

>> No.8181497
File: 208 KB, 1152x864, doom03.png [View same] [iqdb] [saucenao] [google]
8181497

Map04 anon here. I had debated earlier having the floor break away in the big cave to make it a little bit more exciting. I quickly whipped up a few concept rooms and need you people to tell me what you think about it.

>Left teleporter: Room with floor that breaks away instantly to an instadeath pit
>Right teleporter: Floor that breaks away slowly and also in fragments in a way similar to how I would finally implement it in the cave. Leads to regular damaging lava and even provides a way out.

You have to move towards the walls in order to trigger the voodoo script.
Also note that the floor breaks away in 32u wide units, so you shouldn't be able to fall down when only a single segment is breaking apart from under you.

https://files.catbox.moe/9vt7ym.wad

>> No.8181503 [DELETED] 

>>8181445
Oh no anon, you have posted the e word without actually posting the e word

Wait you might actually get a pass for this, nevermind carry on

>> No.8181508 [DELETED] 

>>8181503
I got a pass for it too. Didn't even get warned.
Guess the janny just doesn't like the other guy, which is completely understandable honestly.

>> No.8181560
File: 37 KB, 642x532, wall_bunches.png [View same] [iqdb] [saucenao] [google]
8181560

this scene is a bit slow with convex sector portal rendering, as it processes sectors multiple times, as well as clipping the same walls multiple times. So I'm going to try what duke nukem 3d does to use concave sectors with no wall splits.

It handles walls in bunches, draws the closest wall bunch until no more bunches are left. It's a litlte tricky to do this right, and there might be overhead, but it should be able to handle this scene (and other scenes with lots of portals like this) much better.

>> No.8181563

>>8177745
How would keys work?

>> No.8181581

Honestly I really get divided when thinking of Hedon, I mean the level design is great and it shows some fucking passion.

But when I think of the world of warcraft visuals, and cringe loathsome fucking female orc bilge, I tune off immediately.
Its not about the coomerism and futa dick, in fact most games, unless they dont want to, should return and give some fan service.

Its just that in Hedon its the most unpleasant niche shit I can think off.
I don't know why so many amateur devs have such bad taste.

>> No.8181592

>>8181563
I have a few options in mind:
>no keys at all (easiest but also boring)
>pick three random tiles beforehand and mark them with a specific key, if you claim that tile you have to place the respective key somewhere in it
>pick three random tiles like above, but keep it secret which ones have them until all the tiles are claimed, revealing the key locations after the map is completely drawn out but before mapping starts
>vote on which tiles should have keys after claiming all tiles but before mapping starts
I'm open to any other ideas.

>> No.8181604

>>8181581
Maybe it's just your taste thats bad?

>> No.8181614
File: 360 KB, 1280x1356, Q5hi1cj.jpg [View same] [iqdb] [saucenao] [google]
8181614

>>8181604
I dont know anon, WOW type shit is really disgusting.

>> No.8181621

>>8181614
Nah. To each, his own.

>> No.8181626

>>8181621

I dont believe taste should not be discussed, they should.

I just think its fucking terrible and ruins an otherwise nice game. He could have not been a huge orc futa faggot and made a great game instead. A bit sad.

>> No.8181634

>>8181367
>if you play sixty eight maps
doom 1 is 28 maps
>and only liked the first nine
the mostly romero maps

>> No.8181636

>>8181626
Except it is a great game.

>> No.8181645

>>8179903
She's a fairy anime girl that plays games when she's not wageslaving.

>> No.8181647

>>8181581
Artstyle for Hedon has always turned me from it. Thankfully there’s Rekkr to scratch that similar Heretic-but-Viking itch.

>> No.8181654

>>8181634
It's 27 if you aren't counting Ultimate, which I was for 36, plus the next 32 of Doom 2, which that poster was also compelled to express his distaste for.

>> No.8181656

>>8181636
Hence why I am divided. I just wont play cause it really looks gross. So anyway. At least I yelled at the tele.

>>8181647
I would not mind something more akin to how Hexen looked instead of fan fiction tier wow orcesses.

>> No.8181670
File: 1.30 MB, 2560x1440, quake.jpg [View same] [iqdb] [saucenao] [google]
8181670

>>8181614
EQ is immensely soulful, as is WoW. Consider that your taste is just bad.

>> No.8181671

>>8181614
what actually makes it wow?

>> No.8181693

>>8181592
How about every 4 or so tiles has one key assigned to it and placed between them in a sort of core opened by completing each tile. With 6 keys in total (would have to use formats that allows splitting skulls and keycards) that allows 24 tiles altogether.

>> No.8181705

>>8181241
8192 is the range
yes, tracer is a FastProjectile actor

>> No.8181713

>>8181647
Rekkr? More like Cummr

>> No.8181714
File: 99 KB, 1200x675, EWjx5U_WsAcZMih.jpg [View same] [iqdb] [saucenao] [google]
8181714

>>8181670
Anon come on, there was a point to that image you just disingenuously overlooked.
One look at Hedon art says everything, you can be nostalgic for wow its fine.


There is something about Hedon that just irks me. I dont mind cartoony colorful, but its the combination of shit OGdonut steal shit character design and really disgusting vibe to the art.

>> No.8181717

>>8181670
Cartoonish shit is never soulful

>> No.8181718

>>8181714
It's still good. Just because you don't like it doesn't mean its bad.

>> No.8181723

>>8181497
Left side is janky and leads to unexpected death.

I think the floors falling away due to voodoo dolls is confusing. I think it makes more sense to use W1 triggers to punish you for sprinting full speed in circles, and 20 damage hurtfloors, though I dunno if you can escape from them

>> No.8181725

>>8181241
>>8181705
oh shit I just realized that between a_firebullets and a_custombulletattack the place where the range goes is swapped. maybe that's why this shit is not working.
in firebullets you put the range after the flags and in bulletattack it's before. why is it like this? just to complicate things?

>> No.8181726

>>8181705
But the range comes before the flags and after the puff type, in your case you have a "0" there, so the range is 2048 units. Most likely it doesn't work because you put a number where a pointer should be.

>> No.8181731

>>8181614
>>8181581
thinking the same thing, all the fucking warcraft/starcraft characters with giant fucking spaulders and giant steel boots - its the worst fucking neckbeard-feeding kind of art direction, absolutely tasteless

>> No.8181732

>>8181725
What are you trying to accomplish? A hitscan attack accompanied by a missile attack? Those are two separate code pointers, so at least one of those codepointers needs to go on a state with 0 duration

>> No.8181738

>>8181718
Honestly to be fair level design kinda holds up but dont tell me the sprites are good art you just being a shit there.

>>8181731
And it brings down Hedon. It really damages the game.

However I know very well there is a sizeable tasteless faggot audience for this. I have DMed for them many times.

>> No.8181740

>>8181723
I wanted to make this via voodoo script because having the floor break away right under the player right away is something I want to avoid.
I want the player to be able to do a lap around the cave and only then (when he has passed several different linedefs that subsequently free the doll) the floor starts to break away.
Would be nice to have a rumble or something to signal that something is happening.

>> No.8181745

>>8181497
>two teleporters shitting the player.
eh, i think you should put the right teleport only.
left one is just unnecessary.

>> No.8181751

>>8181731
Agreed, reminds me how much nu-Doom looks like Diablo 3 with the chitin-skin archvile and Urdak. Totally soulless compared to the originals.

>> No.8181753

>>8181745
Anon, this is not about the teleporters.....

>> No.8181756

>>8181718
it's deviantart tier

>> No.8181758

>>8181614
>Over-the-top weapons and armour
>Armour pieces are extremely elaborate
>Massive pauldrons/shoulders
>The shading on the armour pieces have this glossy/plastic feel to them, like they're a costume rather than real armour
>Glowy/sparkly bits that are just there to look cool
I don't really have a problem with exaggeration or a lack of realism, but this art style has been plaguing the world for nearly twenty years and I've gotten so tired of it.

>> No.8181760

>>8181693
I don't even know if that many keys is needed lol. Again, something like this would depend on how many people joined in the first place.

>> No.8181773

>>8181718
I'm not OP, but I don't know, man. It is pretty trashy and tasteless. Bland and uninspired. The designs are literally something a 2007 14-year-old would make on deviantart. It's like fedoras and steampunk.

>> No.8181775

>>8181614
Hedon artstyle is nothing like these either, the fuck are you even talking about

>> No.8181787

>>8181751
it's funny how i've seen people insist that doom has become like devil may cry, shin megami tensei and berserk
feels like cope for playing "one of the few good western games" that still has the trends they claim to hate in other games

>> No.8181792

>>8181714
those sprites are so fucking bad

>> No.8181804
File: 4 KB, 500x500, mockup.png [View same] [iqdb] [saucenao] [google]
8181804

>>8181760
Here's a mockup of how it could work if it were limited to just Blue/Red/Yellow.

>> No.8181812

>>8181787
Doom Eternal is a good game dont get me wrong but its totally a big huge cope.
Its really forgettable.
The only decent western games are mid to indie tier . The industry has already shifted and nobody realized.

The cherry on top was the disaster that was cyberpunk and fallout 76.
Well at least there is some doom to play. And other mods.

>> No.8181841

>>8181592
Somewhat boring option - put keys in the corner and lock an exit with all 3 keys. Say, exit would be specifically the middle room and remaining corner would be start.
Easy to work with, easy to make entire map relevant, a bit boring.

>> No.8181861

>>8181841
I like that idea, which is why doing something that randomizes the positions of keys and exit would make things feel a bit more natural imo. Maybe control their randomization somewhat by locking each key and the exit into different quadrants of the grid. That way you wouldn't get a situation where it randomly picked 4 tiles touching each other in one corner for everything.
Making the exit one of the middle tiles is also interesting.

>> No.8181875

>>8181861
Main advantage of corners is that areas won't fall into irrelevancy. Without unified vision it would be hard to make detours rewarding.

>> No.8181880

>>8181875
true

>> No.8181884

>>8181861
How about placing the keys in different areas based on difficulty level? I feel like that's pretty underutilized despite Doom 2 having such a famous example of it.

>> No.8181896

>>8181884
Balance is the last thing on my mind when it comes to this project idea since everyone works on their own tile. But hey if it can be organized then nothing wrong with trying it out.

>> No.8181921

>>8181896
Don't necessarily have to balance for skill levels otherwise, it'd make the map more replayable just to have three different routes. To expand on the idea a bit more, with each key you get, it could repopulate some of the other tiles, either by throwing in archviles to start reviving or just spawning more enemies.

>> No.8182007
File: 75 KB, 256x192, blood.png [View same] [iqdb] [saucenao] [google]
8182007

The beginning of Blood Episode 3 is something else. It's really like having a nightmare.
Also got the hang of throwing dynamite. Damn, it feels good blowing them to pieces. Landing a good hit actually gives me a hell of a dopamine kick, especially when blowing up gargoyles.

>> No.8182159

>>8181756
>Everything on Deviantart is badly drawn-mediocre in quality
Understandable, but that's not necessarily true.

>> No.8182216

>>8181714
That's more TES lewd mod tier.

>> No.8182236

>>8182216
I think Tes modding can be more elegant than this. These days its just korean mmo levels of coom stuff anyway.

Hedon is worse since its a singular creative vision.

>> No.8182260
File: 1.33 MB, 623x860, ranger hell.png [View same] [iqdb] [saucenao] [google]
8182260

>mfw realm of the stone masons

>> No.8182271
File: 2.95 MB, 960x540, Diablo 3D.webm [View same] [iqdb] [saucenao] [google]
8182271

Why haven't you told me about this? What's your excuse? This is one of the coolest mod I've played.

>> No.8182272

Do you prefer vanilla Doom 1 or vanilla Quake 1? It seems on the first glance that Quake has more going for it, but Doom has this distinct flow and those distinct visuals that make it kinda special. One personal thing that I like in Doom more than in Quake, is that most smaller enemies die with one shotgun shot. Only the enemies tank more, that you'd expect to tank more. It feels a bit off to me, how in Quake the standard cannon fodder warrior enemies need 2 whole shots of a double-barrel shotgun to die...

>> No.8182279

>>8182271
>maps based on an isometric game with flat dungeons
>sprites made for an isometric viewpoint just plopped into first-person with no editing
>Why haven't you told me about this?
Probably because it doesn't look very good at all.

>> No.8182280

>>8182272
Quake is on another level, really.

>> No.8182282
File: 2.94 MB, 960x540, Doom_Diablo_3d_2021.09.28_-_00.48.37.10.DVR.webm [View same] [iqdb] [saucenao] [google]
8182282

>>8182271
Wrong webm

>> No.8182284

>>8182271
How about (You) tell us more then

>> No.8182291

>>8182282
it's just touhou doom but diablo.

>> No.8182301
File: 2.93 MB, 640x360, Diablo 3d blood raven sd.webm [View same] [iqdb] [saucenao] [google]
8182301

>>8182284
It's called Irontusk's diablo 3d, it's based on heretic. You can pick multiple classes (more than heretic) and you go through Diablo 1 dungeons getting exp and items, each class has plenty of active and passive skills that you can level up (so you can make builds), you can equip items and there's a ton of consumable, there's even a system to craft potions that you can throw to creat special magical effects. Each class also has 6 unique weapons on top of that.

I was filled with glee when I teleported to Diablo 2 rogue camp after having killed Diablo at the end of the D1 dungeons.

I'm playing a lightning wizard in the webms. His lightning orb that acts like the forst orb of D2 is awesome.

I wonder if it goes to the very end of D2

>> No.8182309

>>8176756
Map11 guy here with an update - https://www.dropbox.com/s/wit6dku161zvrdw/Map11vrspookyV2.wad?dl=0

-Made the red switch a little more obvious
-Also tried making progression to the yellow key a little less obscure
-Changed a gargoyle spawn in the second area
-Altered ending fight so the player doesn't just walk straight into the second wave of enemies
-Fixed being able to bypass most of the map from the rocket launcher ledge


Thanks for the feedback and demo btw.

>> No.8182313 [DELETED] 

>>8182309
who are you kidding senpai there are only 3 posters in this entire general.

>> No.8182329

>>8182282
>>8182301
That sounds pretty cool. Are the dungeons random?

>> No.8182348

>>8182329
No

>> No.8182384

>>8182271
isn't this just wrath of cronos?

>> No.8182415

>>8182007
It has some levels I’m not too excited about and some of my favorites. A fine episode overall.

>> No.8182428

>>8181714
I've been playing it recently and its biggest issue is the artstyle and spritework, which is basically like Family Guy meets Deviantart with hq2x.
It's competently made otherwise though.

>> No.8182456

Whats the best program to use to listen to midis with different sound fonts?

>> No.8182469

>>8182309
Played it, didn't finish it because I'm playing really sloppy right now. After 4 attempts, I gave up. Made it to the second huge horde of skeletons and died when trying to switch weapons.
https://drive.google.com/file/d/1UP1o6-CunMV_XR1qrb6Oq126OIotiKcI/
All of these early maps feel like endgame maps. They're all so long and stuffed with hundreds of enemies.

>> No.8182479

>>8182469
Also, the legged rockets desperately need to make a sound. Something that fast that can potentially instagib you being silent is absolute bullshit.
I suggest some cartoon bongo sound.

>> No.8182483 [DELETED] 

>>8182313
>>>/v/ is that way.

>> No.8182489

>>8176756
Thoughts on changing the gargoyle's active sound from the Imp sound to the generic demon sound? I mistake the imp sounds for an actual imp, but the demon sound can be anything.

Also, does the Heretic gargoyle have its own active sound in Heretic? One possibility is to give the spooky garg its own active sound but I don't have any possible candidates

>> No.8182497

>>8182271
That looks like trash.

>> No.8182512

>>8182497
So's your face.

>> No.8182515

>>8182456
I don't have it anymore cus I was too lazy to reinstall, but foobar worked wonders for me in that regard before: https://www.foobar2000.org/

>> No.8182519

>>8182479
I'd suggest the Headless Kamikaze noise, but that seems a bit cliche.

>> No.8182526

>>8182479
I told you guys before, take the goofy drumroll sounds they use for running in old Hannah Barbera cartoons.

>> No.8182527

>>8182519
They're really goofy enemies, so I just wanted to suggest a goofy sound
https://www.youtube.com/watch?v=XjTjerSd4IA
>>8182526
That's exactly what I was thinking.

>> No.8182528

>>8182527
more things need to use those cheesy old Hanna Barbera-style sounds in general desu, they're hilarious

>> No.8182550

>>8182515
Oh wow it has a shitload of options thanks

>> No.8182565
File: 150 KB, 505x534, bwahaha.png [View same] [iqdb] [saucenao] [google]
8182565

>>8182527
>some dude goes in blind to these maps
>starts hearing one of these coming closer and closer
>mfw imagining his reaction

>> No.8182570

>>8182479
As the anon who suggested we include the rocket-with-legs in the monster roster, I envisioned it being used as a silly Easter egg in some maps.

If I were to change anything, I'd give it a few fractions of a second to die. Currently, when it dies, it sets off an INSTANTANEOUS chain reaction, rather than a cascading one, like when you destroy barrels.

>> No.8182572

>>8182565
God I hope tarnsman isn't lurking this thread right now

>> No.8182576

>>8182570
I like them being map objects, and not counting toward the final tally like Lost Souls.
Making their explosion a lot more barrel-like would also be beneficial.

>> No.8182623
File: 1006 KB, 766x1082, smg.png [View same] [iqdb] [saucenao] [google]
8182623

>>8177329
Hmm, I didn't expected this kind of weapon replacement, the sprites looks cool but actually I had planned to use some kind of SMG replacement for the regular chaingun.

Well, If I can't find anything interesting then I'll use this replacement.

>> No.8182627

>>8182623
Welp. I do have an old fashioned subgun sprite, I could look at touching it up a little bit.

>> No.8182629

Just so we're clear by the way, the ultimate deadline is the 29th, right?

>> No.8182631

>>8182629
Yeah.

>> No.8182652

>>8182272
Quake’s gameplay is a big improvement, but the way Doom’s gameplay works with its level design keeps them pretty even for me.
I guess it amounts to mood.

>> No.8182714

>>8181497
One small change, for the next update: make the secret switch with the soulsphere drop down at turbo speed

>> No.8182747
File: 339 KB, 1366x768, doom125.png [View same] [iqdb] [saucenao] [google]
8182747

>>8177057
>>8176756
MAP27 Version 2-
https://drive.google.com/file/d/1i-IhU7MhRBcz2Q1RG_aYI-89U7S0i2xz/view?usp=sharing
-First group of revenants is now a pop up
-Added two more fights and a secret
MAP22 Version 4
https://drive.google.com/file/d/1tRzKzEmsx4VF2gWY4TB-wS9nyiEMg3pH/view?usp=sharing
-Remembered to implement and balance difficulties
>>8181032
>Using infinite-height-splash-damage was one of the first things I tried, so it's not inconceivable that you remove the low ceiling
Wait, I'm not sure why I would do this. The ceiling being low and giving you a wall to shoot while you're airborne is what makes the infinite height come into play
>>8181056
>the ambushing revenants
took your suggestion
>warp in a rocket-with-legs
I used to make Kaizo Mario levels and had to learn restraint from going too far kaizo, which I think would be the case here where there's not a discernible or clear action taken by the player that's being "punished."
>>8181082
>gargoyle's teleport destination inside the shotgunner pillars
I really liked this idea, and even set it up in the editor before playtesting and remembering those towers have monster-blocking lines and need them for the turreted sergeants so gargoyles just get stuck up there. Since I couldn't spawn them in tied to the action of killing the sergeants, I opted to just leave the battle as it was.

>> No.8182758

>>8182747
>monster-blocking lines for the turreted sergeants
Have you tried the fight without them? Are the falling shotgunners that bad?

>> No.8182765

>>8182747
I meant you can remove the low cieling in the switch section that everyone uses to cheese the fight, i saw you mention it earlier

>> No.8182836

>>8182758
Yeah, those pillars originally didn't have monster blocking lines. Having the shotgun guys follow you around on the ground I found annoying. They also tend to get resurrected in a stuck position even if they do stay on the pillar. Throw some batwinged bastards in on top of that and it just would all feel messy I think.
>>8182765
Oh, that ceiling. OK, I just updated the link. The ceiling in front of the switch is now gone which should fix things.

>> No.8182910

>>8182309
Demo: https://litter.catbox.moe/y7oqsg.zip
The map is pretty much a 10/10, but that one rocket ambush from the rear is really cheap, especially on easy. Easy difficulty need to be easier. My general rule is, easy difficulty should be easy enough for me to record a blind demo and only die a few times, but this map was so hard I had to record on skill 1. Also progression can be unclear at times but I dunno what you can really do since there's already health bonuses to mark new areas

>> No.8182932

>>8182309
Actually, now that I think about it, what makes it especially difficult are the rocket ambushes and the spectres that result in blowing yourself up since they are so much harder to see in DSDA. Perhaps in the sections where you're supposed to use rockets, replace the spectres with pinkies.

>> No.8182968

>>8181713
no, that's hedon

>> No.8182987

>>8182747
I keep running out of rockets in the last section, and it takes a lot of reloads before I get a good invulnerability run since there's no way to see what I'm aiming at, the viles are scattered so the splash isn't perfect, and I get flung around the room

>> No.8182995

>>8182216
Oblivion especially

>> No.8183032

>>8182987
You're intended to run out of rockets right about the time your invulnerability wears off, then you ssg the viles that are left in the inner cage. Out of curiousity, is this someone that played it before? There's the same number of viles and rockets as before. I'm absolutely willing to entertain that this fight is RNG, I suggested it myself, but I do think there's legitimate strategy/puzzlesolving for a gameplay solution that I think is consistent. Maybe not though, hopefully I can get more feedback on this topic because the first two guys thought it was fine and I'm on the fence.

>> No.8183057

>>8183032
Oh yea I recorded the hour long demo. I went back and tried this one and saved beforehand and found the fight was too RNG and took some grinding

>> No.8183073 [DELETED] 

SNNNNEEEEEEEEEEEEEEDDDDDDDDDDDD
what duke nukem 3d does to use concave sectors with no wall splits.

It handles walls in bunches, draws the closest wall bunch until no more bunches are left. It's a litlte tricky to do this right, and there might be overhead, but it should be able to handle this scene (and other scenes with lots of portals like
...A0No.8181563

>>8177745#
How would keys work?

>>8181592#

...Anonymous
09/27/21(Mon)23:35:51No.8181581

Honestly I really get divided when thinking of Hedon, I mean the level design is great and it shows some fucking passion.

But when I think of the world of warcraft visuals, and cringe loathsome fucking female orc bilge, I tune off immediately.
Its not about the coomerism and futa dick, in fact most games, unless they dont want to, should return and give some fan service.

Its just that in Hedon its the most unpleasant niche shit I can think off.
I don't know why so many amateur devs have such bad taste.

>>8181604#>>8181647#>>8181731#

...Anonymous
09/27/21(Mon)23:38:27No.8181592

>>8181563#
I have a few options in mind:
>no keys at all (easiest but also boring)
>pick three random tiles beforehand and mark them with a specific key, if you claim that tile you have to place the respective key somewhere in it
>pick three random tiles like above, but keep it secret which ones have them until all the tiles are claimed, revealing the key locations after the map is completely drawn out but before mapping starts
>vote on which tiles should have keys after claiming all tiles but before mapping starts
I'm open to any other ideas.

>>8181693#>>8181841#

...Anonymous
09/27/21(Mon)23:40:27No.8181604

>>8181581#
Maybe it's just your taste thats bad?

>>8181614#

...Anonymous
09/27/21(Mon)23:42:47No.8181614

360 KB JPG

>>8181604#
I dont know anon, WOW type shit is really disgust to scratch that similar Heretic-but-Viking itch.

>>8181656#>>8181713#

...Anonymous
09/

SNEEEEDDD

>> No.8183086

>>8178714
I don't think suggesting a bullet hell and fast paced gameplay is good for newcomers anon

>> No.8183087

Anon forgot to take his health bonus today...

>> No.8183089

>>8183086
Good thing for anon, touhou doom has none of what you just listed. Only shit.

>> No.8183101

>>8183057
Ah, maybe it's time to go back to the drawing board then. I'm gonna experiment with taking two of the outer viles and having them teleport into the inner cage instead, since the inner viles are much less dangerous than the outer ones and this way I won't have to lessen their count. If that doesn't work consistently in playtesting, I'm going to just remove the whole area and come up with something else. I'm guessing you didn't get to either of the new fights then. I should probably playtest those some more as well. I'll put out a new version of the map another day after spending more time in the lab.

>> No.8183141

>>8183101
ye I was willing to grind it out the other time because it felt like that classic slaughter gimmick where it feels impossible until you find the intended strategy, which I thought was hiding in the keyhole.

>> No.8183148

>>8183101
Give the player a BFG instead of an invulnerability, and make the switch into a small low-ceiling U-shaped niche so you can fire directly into the wall and use tracers to kill.

>> No.8183159
File: 48 KB, 637x358, download.jpg [View same] [iqdb] [saucenao] [google]
8183159

I remember reading here in Blood tommy gun does more damage per ammo with right click. So for high hp, close range monsters like gargoyle it's a good weapon. I remember doing this myself while playing the game and it worked very well, but I can't find anything about this on the internet
Was that placebo or is that actually a thing?

>> No.8183182

>>8183159
I'm pretty sure it's placebo, and the altfire is basically just there for keyboard players

>> No.8183185

>>8183159
https://blood-wiki.org/index.php?title=Tommy_Gun
According to this wiki article, the manual mentions firing out twice as many bullets when using the alt-fire, so it probably does more damage.

>> No.8183214

VRanon I'm not gonna make the deadline. New job in particular just has me fucked. Can I still use your mod to release my map(s) later on?

>> No.8183236

>>8183182
The altfire is a situational, but when properly employed, very effective tool. Mainly small rooms+numerous enemies.

>> No.8183253

>>8183214
I'm sorry to hear that. Anyone can do whatever they want with the mod as far as I'm concerned, so sure, go ahead.

>> No.8183271

>>8182747
Since we're using MBF21, we could use the new options lump to disable weapons pushing monsters off ledges. Would anyone really miss it? It always seems to cause more trouble than it's worth.

>> No.8183325
File: 2.62 MB, 3530x3530, Quack Champions.jpg [View same] [iqdb] [saucenao] [google]
8183325

>>8183253
Thanks man. I will put VR to good use.

>> No.8183445
File: 119 KB, 354x180, stop.gif [View same] [iqdb] [saucenao] [google]
8183445

The Plutonia expedition continues. Fought my way up to Genesis, and what the fuck is this map, Jesus fucking Christ.

>> No.8183460

>>8183445
Whoops, correction, I meant Twilight. Mixed the two up, Genesis was actually pretty tame.

>> No.8183490

Project Warlock 2 demo's kinda disappointing.

>> No.8183492

>>8183271
It could cause problems with conveyors.

>> No.8183495

>>8183159
Tommygun alt deals about 1,5x dmg per bullet compared to regular

same with shotgun alt

>> No.8183498

Do I have to redo all my settings when I switch to the most up to date gzdoom?

>> No.8183502

REKKR: Sunken Land is coming out... in 2 weeks? October 12? Neat.
https://twitter.com/RevaeRavus/status/1442620032060563459

>> No.8183525
File: 2.63 MB, 1920x1080, Screenshot_Heretic_20210928_132801.png [View same] [iqdb] [saucenao] [google]
8183525

Mommy milkies

>> No.8183529

>>8183495
>same with shotgun alt
Wait so you mean shotgun alt deals 3x the damage overall?

>> No.8183537
File: 3.98 MB, 1920x1080, Screenshot_Heretic_20210928_133601.png [View same] [iqdb] [saucenao] [google]
8183537

>>8183525
>there an act 2

I can't believe this, I've been playing for like 10 hours, how many maps did he make?

>> No.8183558

>>8183271
Pretty sure MBF21 has that disabled by default.
>>8183492
This is only true if you want the conveyors to propel a thing into the air (like what Sunlust map24 does with the BFG).

>> No.8183561

there is something about thatcher's techbase that rubs me the wrong way, although absolutely no issue with the wad itself and the creators, but the strange media hype just because it has thatcher in just seems a bit weird. but that's marketing for you, i suppose.

>> No.8183575

>>8183498
Most likely not. If there was just a way to find out....

>> No.8183658

>>8183561
Uh what?

>> No.8183701
File: 2.28 MB, 1920x1080, Diablo 3d Screenshot 2021.09.28 - 08.35.11.91.png [View same] [iqdb] [saucenao] [google]
8183701

>>8183537
>>8183525
This looks pretty interesting so far. Would be better if they had the right class names here but I'll judge it as I go along. I'll probably stream it later too

>> No.8183728

>>8183561
There'll be a few anons that'll tell you you're schizo just for thinking that but the creator did interviews with press for a 4 level Boom wad that's quality is that of pol.wad.
You're not wrong in sensing an agenda behind it.
I really wasn't impressed by it but I guess if you hate Thatcher enough to want a wad for it, you got it.
I'm not British enough to care however

>> No.8183738

>>8183728
>>8183561
it's okay guys, you're just jealous no gaming journalist will ever ask you for an interview because you made a few mediocre doom maps

>> No.8183742

>>8183728
didnt really care about the agenda, i thought it was prettty cool/funny tbf

>>8183738
probably

>> No.8183743

>>8183271
I would miss it just stylistically.

>>8183558
I kinda wanna use something for that. What's the problem with just using monster blocking lines?

>> No.8183759

Been playing Wolfenstein 3D, so far still 30 more floors to go in the last 4-6 episodes, i feel like im gonna lose complete interesting by the time i begin Doom, how do you anons makes the sometimes repetitive levels more fun?

>> No.8183773

>>8183759
Wolfenstein isn't an interesting game, you can just ksip it

>> No.8183779
File: 2 KB, 277x128, file.png [View same] [iqdb] [saucenao] [google]
8183779

>>8177057
22 doesn't launch with the newest resources.

>> No.8183782

>>8177057
>>8183779 is in DSDA. Works with Woof.

>> No.8183789

>>8183759
Wolfenstein 3D is so thoroughly stood up by Doom that it's genuinely pointless to play outside of historical interest. As much as people meme about Quake being a tech demo, Wolf3D would be nothing but that if not for the number of levels. You really might as well skip it.

>> No.8183841

>>8183743
>What's the problem with just using monster blocking lines?
In Boom/MBF, it had the side effect of preventing flying monsters from being able to fly over those ledges. Though MBF21 luckily does have an option to only block land monsters, so that shouldn't be an issue.
You will need to disable "comp_ledgeblock" through options lump, though, because unlike Boom/MBF, it is on by default in MBF21, which is important to note as DSDA-Doom in particular removed the ability for the player to manually change compatibility settings through the menu to enforce consistency among it's users.

>> No.8183856

>>8183701
Lightning wizard is amazing. Necro seem to suck ass.

>> No.8183891

>>8183561
Why does that wad have a Wikipedia article lol

>> No.8183909

>>8183891
https://en.wikipedia.org/wiki/User:Loafiewa
>This user is an anime otaku.
>This user grazes in the fields of Gensokyo.
>This user is proud to be Welsh!
>They're waiting for this user. In the test chamberrr...
>This user is a member of the Weaponry task force of WikiProject Military history.
>This user is a member of the Japanese military history task force of WikiProject Military history.

hello? based department?

>> No.8183923

>>8183909
>Japanese Miltary History
I bet he lurks on /k/ arguing about how a katana COULD defeat a longsword and how the matchlock is superior to flintlock and percussion

>> No.8183925

>>8183502
Oct 11.

>> No.8183926
File: 45 KB, 291x291, 1578081254529.jpg [View same] [iqdb] [saucenao] [google]
8183926

>>8183909
>>This user grazes in the fields of Gensokyo.
Post 1ccs

>> No.8183929

>>8183759
I agree that Wolfenstein 3D is pretty thoroughly mogged by Doom, but I don't think it's pointless either, it has its own appeal. However, it's also a game with very limited scope, and IMO it really doesn't have enough going for it for the 80 levels you're looking at with the Nocturnal Missions and Spear Of Destiny.

It's worth playing the first episode, then if you really liked that, try the second, and if you're still on it, the third, by then I feel that you've gotten most of the mileage out of the game. I think that E4, E5, and E6 are kind of dull and tedious, so personally I cannot recommend them, but some like them. I think for how samey Wolf3D can be, I would say to maybe not play more than one level a day.

>> No.8183932

>>8182836
Use the monster-blocking lines that affect ground monsters only so you can warp in gargs

>> No.8183941

>>8183923
i bet people who read military history books are educated enough not to engage in such retarded discussions

>> No.8183947 [DELETED] 

>>8183561
You must have lived under rock, if you think this is the first time when shit wad gets hype and media coverage. It won't be last either. Also you have think this as an outsider eyes. Guy that hasn't much played Doom doesn't get why Heartland and Arrival are so great, but everybody knows Thatcher (and hates Thatcher) .

>>8183728
You sense media agenda, because you think that modern usa politics are comparable with 70s uk politics. Thatcher was never any far-right hero, she was globalist elitist who pretty much did shit over entire working class, that at time consisted mostly of white folk. She was also pretty conservative, so she would not like violent fps games. /vr/ of all things should never defend Thatcher.

>> No.8183952

What are the official Doom 1 or Doom 2 maps that would look great even as a 2021 release? Against thee wickedly, Monster condo, Living end?

>> No.8183990

are there any enemies with weaknesses/strenghts based on lighting or darkness?
like, if an enemy walks on darkness, he's powerfull but if he touches a well lit area, he gets weaker

>> No.8183992 [DELETED] 

>>8183947
>/vr/ of all things should never defend Thatcher
No one is.

Name some other wada that got media hype despite being average miniwads with simple asset swaps.

>> No.8183995

>>8183992
Foursite

>> No.8184000
File: 169 KB, 442x429, 1618444569897.png [View same] [iqdb] [saucenao] [google]
8184000

>>8183909
>>This user grazes in the fields of Gensokyo.
haha fuck u

>> No.8184003

>>8183561
The author knew some journos or something. It really is a completely unremarkable and mediocre set of levels with some uninspired custom work done to it, and it doesn't do very much with its gimmick.
The final bossfight is straight up one of the arenas from Going Down, copied very closely, with the cyberdemon put into a wig and some clothes.

>>8183738
I'm cool with no interviews, they aren't worthy to enjoy our fabled HFFM.

>>8183947
She never sounded any good to me, but it doesn't make the set any better. If you took away the Thatcher theme, these levels won't be remembered by anyone, because there's nothing about them that's interesting or particularly well done.
Comparing it to HFFM again, you can strip away the Gachimuchi gimmick, and the levels are still really good.

>> No.8184004

>>8183992
doom2

>> No.8184012

>>8183995
Foursite used stock assets, didn't it? I think the reason it got attention was because the level is really huge and the author put a lot of work into it.
It's got a lot more content to it than Thatcher's Techbase, in fact it has some novel encounter ideas along with interesting architecture and secrets. Foursite isn't the best level ever made or anything, but it's minorly notable.

>> No.8184015

>>8183990
I am currently trying to make one, kinda. They're supposed to be blocked by a brightness above a certain value, but I still haven't figured out how to it in ZScript. Blocking lines are no alternative here.

>> No.8184017

>>8183101
The new sections feel like afterthoughts. The 4x arch fight feels easier than the 3x one because there's more cover. The PE encounter felt sloppy, at least compared to the rest of the map, and I ran out of ammo before being able to clear the final room of chaingunners

>> No.8184020

>>8183952
e2m2

>> No.8184038

>>8183952
e4m1

>> No.8184042 [DELETED] 

>>8183992
>being average miniwads with simple asset swaps

oh look, you prepared for someone saying BD

>> No.8184049

>>8183995
Ehhh. Fair I guess. I wouldn't say it's as mediocre as thatchers though.

>> No.8184060 [DELETED] 

>>8184042
huh?

>> No.8184061 [DELETED] 

>>8184042
BD, whatever you think about it, had a lot of work out into it. I think the work should've stopped being put into it at like v16 or so, but whatever. It wasn't simple sprite swaps, sound swaps and lazy level copypasta.

>> No.8184064

My 2 cents: Hot topics get eyes put on your project. Memes do, too. I don't think thatcher's techbase got media attention to push an agenda or anything. Don't go full schizo mode anons.

>> No.8184078

>>8184064
I don't think there was any concerted agenda, I just think it was multiple different people with low standards promoting something because it parodies someone they don't like.
I could do "Trump's Terrytraps" and chances are they'll jizz at the thought of it, even though I just put the wig on all the monsters, put in some soundbytes, and made the levels in Oblige (not even making them Terrytraps).

>> No.8184079

>>8178706
BlooM (Blood/DooM crossover mod) is pretty good.

>> No.8184081

>>8184078
So you think the press has bad taste in doom mods then? You're not wrong there.

>> No.8184084 [DELETED] 

>>8184061
where did i say it was, dumbass? there's always something doom related that gets into the news and journos don't care whether it was 'simple sprite swap' or not, but you deliberately excluded BD by saying it because you knew someone's gonna mention it

>> No.8184085

>>8184081
I guess I'm glad we agree.

>> No.8184091

>>8179935
Hes literally only bald in the Blood 1 cutscenes because the cheap animators they outsourced to didnt know how to make hair.

>> No.8184095

>>8184078
>I could do "Trump's Terrytraps"

do it. why miss out on easy peasy 5 minutes of fame?

>> No.8184097

>>8184095
That reminds me, didn't trump doom get press coverage?

>> No.8184101

>>8184095
Because I feel it's beneath me.

>>8184097
I actually forgot it existed. Were the levels any good at all? Did it have any good jokes?

>> No.8184103 [DELETED] 

>>8183947
I love how you interpret my skepticism to the 20+ articles as "defending Thatcher"
I don't know what the agenda is, for all I know it could be interpreting her reign to modern UK politics.
All I know is the maps sense of humor didn't win me over, nor did its gameplay and that's not inherently its fault.
I know nothing of the woman or the issues people had with her, not much about UK politics at all; the wad wasn't made for me.
All I know is I sense an agenda and don't much care for it. The media hype is obvious and far above any other PWAD in the past couple of years.
It breaks Doomworlds no politics rule yet has a thread with mod posts, I feel some people are blatantly trying to misunderstand my "issues" with its theme being more hypocritical than actually offensive to me personally.

>> No.8184105

>>8184101
Ehhh, not really. There were some funny moments though, like bernie and hillary wearing mecha hitler suits.

>> No.8184106 [DELETED] 

>>8184084
>but you deliberately excluded BD
No I didn't you stupid twat. I deliberately excluded high effort/good wads. I excluded hellshots golf, samsara, eviternity, sigil, and sure brutal doom.
The point is to isolate why thatchers got media attention at all.
The wad would've been better off just being the meme image of Thatcher as a cyberdemon with a more clever name (thatchers techbase is lame). That's all anyone is going to remember anyway.

>> No.8184108

>>8180367
It just doesnt work.
Speaking of which, I assumed explosives didnt work on them, but they technically do. They just have really high fire resistance. It takes like a dozen napalms to kill them.

>> No.8184110

>>8184091
I don't think any artwork shows him with hair either

>> No.8184113

>>8184097
Icarus covered it. That's about it afaik.

It was okay. Not super low effort. Had some okay duke style mapping in some areas and some overly linear bits others.

>> No.8184114

>>8180849
Unlimited texture/flat alignment is probably the best feature of UDMF. Also the fact that automatic alignment in Doom Builder actually works on upper/lower textures.

>> No.8184165

>>8183952
I dont think any iwad map really compares aesthetically to the community output of 2021.
All of Romero's and McGee's maps look good enough that no one would outright shit on their looks, though.

>> No.8184170

>>8184165
I think Inmost Dens could pass as a modern map

>> No.8184183 [DELETED] 

>>8184103
Thatcher is hardly a political figure anymore, but more of a historical figure now like Adolf Hitler. Both are allowed in Doomworld wads (even Hitler as a playable character), because their politics hardly have anything to do with modern politics. 70s uk left and right, are very different thing as modern usa left and right. They are almost reversed. Before calling inclusion of Thatcher hypocritical, I would want you to study Thatcher's politics, and differences between vintage left and right. You would be surprised.

And yes, I do think that the wad is shit, but I don't think it getting hyped is enough a reason to get offended. It's just a joke wad with it's 15 minutes of fame. Just let it die in peace.

>> No.8184185

>>8184170
It looks good, but still very old school looking, IMO.
When I think modern look, stuff like Sunlust and Eviternity come to mind.

>> No.8184195

>randomly browse DW
>find a thread in the wad/mod section "pet the cacodemon" from 2016 that apparently got necro'd a few times already
>holy shit, someone took that shitpost wad I made when just learning Decorate and Slade and expanded upon it
Should I sue?

>> No.8184205

Does anyone have the hexen+addon megawad? it's not in the OP and apparently I need it to play brutal hexen

>> No.8184215

>>8184101
>Because I feel it's beneath me.

because you can't. nobody will ever care, that's why

>> No.8184218 [DELETED] 

>>8184183
>Hitler not relevant in modern politics
OK Trump
Nazis are amogus if you haven't been paying attention
Things in politics are relevant forever if they can be used as a weapon or a point of failure no matter which side is chosen.

>> No.8184221 [DELETED] 

>>8184106
and i already told you that journos don't give a fuck nor do they know the difference between 'good wads' and 'shit wads, microcephalic imbecile

and the thatcher wad got the attention even before the release, so get fucked

>> No.8184246

>>8184185
But that doesn't mean better quality, right? Modern maps are flashier and use bigger scale, but something is missing in them. Sigil showed you can make good classic aesthetics even after 25 years.

>> No.8184252 [SPOILER]  [DELETED] 
File: 1.76 MB, 1920x1080, 1632853389895.png [View same] [iqdb] [saucenao] [google]
8184252

>>8184218
like look at this picture of LunchLunch's map. I am literally shaking rn

>> No.8184256 [DELETED] 

>>8184248
>>8184252
kys

>> No.8184336 [DELETED] 

>loses an argument
>deletes the entire convo out of shame

heh

>> No.8184372

>>8183925
Oh, alright. Is there an interview or anything like that planned for or close to a release? Like, maybe some kind of Clovr release party dedicated exclusively to REKKR.

>> No.8184382

>>8183502
Nice.

>> No.8184402

>>8184372
Maybe interview, depends. I wouldn't mind played some deathmatch, but that would require enough people buy it, or that I dump keys and get banned for marketing.
Rekkr dm maps probably top out on fun at about 8-12 players. After that it'll become a total shit show I think. Few exceptions.

Could also do dm on the free version so no purchase would be necessary.

>> No.8184441

>>8184402
Oh. Oct 11 is a Monday though, so it might make sense to do something like that on the weekend. Sat maybe.

>> No.8184476

>>8176756
Project name suggestions:
>Migratory Good
>Loud Valley
>Temporary Light
>Doom 2, but he spooky
>Scary Monsters and Super Creepy Maps

>> No.8184513

>>8176756
Small update to the monsters. Big change is a nerf to the rockets with legs. They make a constant sound while chasing you (Mr. Krabs' walking sound) and now take a split-second before exploding accompanied by a beep. The gargoyle now has a new active sound from Hexen.
If you'd like to test these just delete the dehacked lump from vr-spooktober and load this wad. Any more suggestions or bug fixes, send them my way.
https://www.mediafire.com/file/5twa03knyepdgoq/monstersupdate.wad/file

>> No.8184520

>>8184513
Immediately after I realized that I forgot to convert the beeping sound to a doom format sound. Not gonna reupload, just gonna leave a message for project lead:
HEY PROJECT LEAD! WHEN YOU PUT THE NEW SOUNDS IN MAKE SURE TO RIGHT CLICK DSFRE042 AND CLICK AUDIO -> CONVERT WAV TO DOOM SOUND, THANKS!!!

>> No.8184685
File: 1.60 MB, 3440x1440, 2021-09-28_2038_1.png [View same] [iqdb] [saucenao] [google]
8184685

Just finished Cryptic Passage. Who thought this bit was a good idea?
It was a bit of a mixed bag, but still fun.

>> No.8184709

>>8184685
>It was a bit of a mixed bag, but still fun.
It has some good spots, but it's also the episode with frequent and rude midlevel cultist spawns.

>> No.8184712

>>8184685
Man I really don't like how colors look in gdx.

>> No.8184715

>>8184709
Yeah, I noticed that a few times.

>>8184712
It's KEX. And unlike the base game, I noticed several glitches that I presume were because of the port.
When I get to Plasma Pak, I'll use Raze.

>> No.8184720

>>8184715
I actually played death wish in fresh supply with no issues.

The only problems I ever got where 2 instances of impossible jumps in the og game. Especially the height when getting out of water, but the damage is not big.

Never tried raze.

>> No.8184742

>>8184720
Were you able to get the custom music working in FS? If not I'd recommend trying NBlood if you ever plan on replaying DW so you can try it's soundtrack.

>> No.8184857
File: 571 KB, 960x540, Untitled.png [View same] [iqdb] [saucenao] [google]
8184857

>>8182309
I don't like how this switch opens up to reveal another switch. It should just be one switch

Also there are some enemies placed directly next to the tower that block you when jumping to the new area

The shotgunner/archvile trap needs to pop up, because as it is, you can just kill the shotgunners one by one then rocket the archvile

Easy difficulty - place a combat armor at the start with the shotgun, replace the other combat armor with a soulsphere

The gargoyles that attack you as you climb the steps sadly attack you from 30 feet above your head most of the time. It happens less frequently with the cacos but the gargs I think need to be nixed.

Please change the spectres to demons. They are second in gayness only to the rockets. Something about DSDA just makes them impossible to see, especially with grey or dark walls

>> No.8184861

>>8184857
Spring the shotgunner/archvile trap sooner, at a more inconvenient time for the player, like on the way up the stairs

>> No.8184870

>>8183779
Switch your load order

>> No.8184889

>>8184857
>I don't like how this switch opens up to reveal another switch. It should just be one switch
Not sure why but that sounded funny
I think that second switch should either reveal a third one or open a chaingunner closet, for comedic purposes

>> No.8184896
File: 1.10 MB, 1280x736, honorary cyberdemons.png [View same] [iqdb] [saucenao] [google]
8184896

>> No.8184925

>>8184896
the deus ex is an intentional reference, don't know about the digimon

>> No.8184928

>>8184889
> open a chaingunner closet
It already does

>> No.8184938
File: 244 KB, 1920x1017, Screenshot_Shrine II_20210828_222418.png [View same] [iqdb] [saucenao] [google]
8184938

>Spend a bunch of time making a balance patch for Shrine II
>Realise no amount of balance tweaking can fix the bland level design and enemy placement
But hey, since I'm committed to this shitshow now, what else would you guys tweak with Shrine II?

>> No.8184940

>>8184938
Did you make it so picking up the weapon upgrades remove the old weapons? Like with the ice wands?

>> No.8184950
File: 13 KB, 612x342, podbombs.png [View same] [iqdb] [saucenao] [google]
8184950

>>8184940
One of the first things I did. Getting the fragbomb upgrade now ditches the old Podbombs. I also tweaked it so Podbombs can gib Branded on direct hits.

>> No.8184957
File: 231 KB, 811x865, 16081449202181.png [View same] [iqdb] [saucenao] [google]
8184957

>>8184938
I've never played either, but I find your desire to fix it oddly inspiring so I'll give them a try.
And for what it's worth, it's not like you can't work towards "fixing" the level and encounter design, right?

>> No.8184958

>>8184950
Good, thank you. I was so fucking confused I discovered you keep those old weapons when the new ones are straight up upgrades, leaving the previous obsolete.
When I confronted the dev about this, he made some excuses about it and ultimately said "I'm not gonna fix it." I nearly had a fucking aneurysm.

>> No.8184962

>>8184957
>I've never played either, but I find your desire to fix it oddly inspiring so I'll give them a try.
Shrine II has a really neat aesthetic and nice weapon designs, but its gameplay is dogshit. There's nothing worse than seeing wasted potential, so I wanted to see if I could fix the bigger issues with the game.

>it's not like you can't work towards "fixing" the level and encounter design, right?
I'm pretty bad at level design myself, but I could give it a try. The big issue is most encounters are just enemies in a flat room which can be baited into a chokepoint.

>>8184958
>When I confronted the dev about this, he made some excuses about it and ultimately said "I'm not gonna fix it." I nearly had a fucking aneurysm.
What a fucking dickhead. Look at that shit I wrote. It's babby tier scripting to fix the problem, yet he won't do it?

>> No.8184965

>>8184962
I don't think it's out of malice. He doesn't seem like a bad kid, he's just green and impatient.

>> No.8184971

>>8184958
Why would you want to fix it? I like his art style but its just uninspired souls wannabe shit.

At least Hedon as I said above as some interesting levels. Ruined by everything else.

>> No.8184972

>>8184965
That's fair. I doubt I could have made a total doom conversion at his age, so he's definitely punching above his weight.

>> No.8184983

>>8184971
Well I'm not going out of my way to fix it, but I got on his case about it because he's got potential, and wasted potential pisses me off.
Like early on with his wrist blade thing? For the attack animation, he just took the sprite and hit it with a smooth Gaussian blur for the animation. Why in the FUCK would you do that when your art style is so distinctly crisp?

>> No.8184987
File: 38 KB, 640x353, 1516711281709.jpg [View same] [iqdb] [saucenao] [google]
8184987

>>8184971
>Why would you want to fix it?
I don't really know why, I just want to.

>> No.8184991

>>8184983
hey keg, where is samson u donut

>> No.8185002
File: 385 KB, 354x461, 1482782743771.png [View same] [iqdb] [saucenao] [google]
8185002

>>8184991
I hate how easy I am to spot here sometimes.
Development's cooled down for a minute, I'm waiting on my buddy to get freed up so I can start talking art with him. Though I could get some placeholder shit set up.
Which is fine, gives me a chance to decompress and work on some personal side stuff.

>> No.8185006

>>8185002
>I hate how easy I am to spot here sometimes.
Turn the tables on them and guess who they are
>>8184991
Hi jedd

>> No.8185010

>>8185006
I'm not a bright enough boy to do that, anon.

>> No.8185041
File: 613 KB, 563x637, bloodcolorcomp.png [View same] [iqdb] [saucenao] [google]
8185041

>>8184712
Compared to which port? The only other I've been exposed to has been nblood, and after GDX got palette emulation I've had a hard time telling the difference between the two.

>> No.8185072

>>8185041
Tbh there are a couple of shit I like about kex, when you look up and down the smooth weapons as well. There is a mod for gdx that kinda does it but not on the same level.

>> No.8185287
File: 51 KB, 385x382, Screenshot_Heretic_20210929_011118.jpg [View same] [iqdb] [saucenao] [google]
8185287

What game does this little nigga come from?

>> No.8185301

>>8185287
An obscure Doom clone called In Pursuit of Greed. It's got a pretty sweet soundtrack.

>> No.8185323

>>8185301
Thanks

>> No.8185334
File: 379 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8185334

Am I the only one who prefers Blood through DOSBox? I find it's much spoopier that way. Also I've been replaying episode one and it feels like lightly broiled has the same amount of enemies, but the enemies all die to one flare instead of two so you save tons of ammo and don't need to pitchfork zombies to save ammo. I think lightly broiled is the intended experience and what I will play on from now on

>> No.8185343

>>8185334
>prefer emulation
why
if you mean the dos version in general, then I guess....

>> No.8185502

What would cause my mouse to randomly not turn in DSDA?

>> No.8185550

>>8185334
i play all bloods in dos
its funny and silly (funny and silly
i play all bloods in dos
its funny and silly (funny and silly)

>> No.8185751

I'm ashamed to admit this, but I prefer Marathon's movement mechanics to Doom.

>> No.8185830

I fucked up making the new thread, someone else do it.

>> No.8185852

>>8185830
No. this is the last one.

>> No.8185892

Is the captcha malfunctioning for anyone else when making threads?

>> No.8185895

>>8185830
>>8185892
Do I have to do everything around here? Give me a few minutes.

>> No.8185916

NEW THREAD
>>8185903
>>8185903
>>8185903