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/vr/ - Retro Games


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File: 94 KB, 1920x1200, Screenshot_Doom_20190508_181343.png [View same] [iqdb] [saucenao] [google]
8185903 No.8185903 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8176751

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.8185905
File: 935 KB, 1024x1024, vr info small +.jpg [View same] [iqdb] [saucenao] [google]
8185905

=== 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 ===
[9-27] Atmospheric Extinction released
https://www.doomworld.com/forum/topic/124790-atmospheric-extinction-a-boom-mapset-beta-release/

[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/

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8185908
File: 746 KB, 1200x837, VR HALLOWEEN V2.png [View same] [iqdb] [saucenao] [google]
8185908

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

>> No.8185920
File: 26 KB, 625x583, its k.jpg [View same] [iqdb] [saucenao] [google]
8185920

VIOLENT RUMBLE ANCHOR POST
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

4 DAYS REMAINING

>> No.8185924

any good wads like D2TWID and Doom Zero?

>> No.8185969

>>8185905
>>8185908

You posted an old post of the halloween resources...
>>8164670

>> No.8185973

>>8185969
Tag the news post next time, I'm not an all seeing eye

>> No.8185982
File: 502 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8185982

>> No.8185986

>>8185982
>needs diablo tier fps

>> No.8185997
File: 44 KB, 379x67, Yqy3Ae2.png [View same] [iqdb] [saucenao] [google]
8185997

>> No.8186116

>>8185908
Reposting project title suggestion from last thread:

>Scary Monsters and Super Creepy Maps

>> No.8186225
File: 154 KB, 800x600, 1338837715666.jpg [View same] [iqdb] [saucenao] [google]
8186225

So Go 2 It is an example of a slaughtermap, right? It's not bad, but not my cup of tea, waiting for half the monsters to slaughter among themselves and then clean up the remaining 5 cyberdemons. Glad it's over, lol'd at how Cyberden was "the second hardest level we have". I come from Twilight and you call THIS the second hardest?
Omen is on its way and it's uniquely annoying to me for some reason. Even just the starting room pisses me off already.

>> No.8186240

>>8184402
>Maybe interview, depends.
Anyone approached you yet? Would you (in theory) mind getting one from an nobody anon that never done it before perhaps? Some general stuff about Sunken Land and even Clovr because he's still curious how Siege and others are doing.
>>8184441
>Oh. Oct 11 is a Monday though, so it might make sense to do something like that on the weekend.
Then going for free version might make even more sense, actually.

...oh yeah, don't be surprised if/when Hedon will be brought up a lot today. That may or may not happen today since it's that time again.

>> No.8186258

Does anyone know where to get the Xbox version of Perfect Dark? I found an emulator with a mouse and keyboard setup

>> No.8186259

Does Half-Life have any custom maps/mods that approach A.L.T. vibes? The Half-Quake series is the closest I can think of in terms of sheer unusual-ness.

>> No.8186291

>>8185924
Doom 2 in spain only

>> No.8186304

>>8185924
Three's a Crowd

>> No.8186372

>>8186225
>lol'd at how Cyberden was "the second hardest level we have". I come from Twilight and you call THIS the second hardest?
They really shouldn't have made all cyberdemon fights 1v1.

>> No.8186493

>>8186258
https://lmgtfy.app/?q=Perfect+Dark+xbox+rom

>> No.8186574

>>8177057
https://drive.google.com/file/d/1pheHOQlWFQf_hP0cWquNIxjuwJHUUxit/
Did this one semi-blind (got to the first cyberdemon on my first playthrough, and spoiled myself a little by looking at the layout in UDB). The big slaughterfest really got my heart pumping. It was lot easier than I thought it would have been, but still great fun. Died once in the demo, finished it the second time. Excuse my meandering about looking for secrets, and I played the beginning very cautiously.
For some reason, my aim would just be locked sometime. I have no idea what was causing it.

>> No.8186674

>>8186116
It sounds too generic

>> No.8186679
File: 249 KB, 1274x952, wew.jpg [View same] [iqdb] [saucenao] [google]
8186679

>>8185908
https://files.catbox.moe/cszhpq.wad
Map Name: Pumpkin Delight
Author: EnragedEggplant
Playtime/par: 3 min
MIDI: Robbie Williams - Supreme

A bite-sized map, perhaps as a breather in the progression. Difficulty levels are not implemented yet.

>> No.8186681

>>8186679
This is map10, by the way. Sorry, I'm not a very bright person.

>> No.8186684

>>8186679
>Author: EnragedEggplant
Based. Got high expectations, I'll record a demo a little later.

>> No.8186697

oh, so you like difficult maps? try swideath.wad

>> No.8186701

50% puzzle exploration kino
50% sluaghtermap

The perfect balance

>> No.8186705

>>8186679
Use some of the new monsters, man. Gargoyles are really easy to kill, thus really easy to spam. They're much more fun to fight than Imps.
https://www.dropbox.com/s/v3niyjfple6nqdy/map10.lmp

>> No.8186709

>>8186674
Even if you understand the reference?

>> No.8186713
File: 175 KB, 800x971, quake3.jpg [View same] [iqdb] [saucenao] [google]
8186713

>>8185903
Quake 3 is still active and the community is now concentrated at q3retro.com. The busiest server in the game is ffa.q3retro.com:27960, and it's busy in the afternoons and most of the weekend. The experience is vanilla, but be sure to allow downloading because the admins have thrown some custom maps into the rotation. Cya there.

>> No.8186716

>>8186705
Thanks for the demo!
I'll try to add some of the new monsters in the next update. I'm just not very familiar with the new roster and thought that it might not be final yet.
>>8186684
>Got high expectations
I'm sorry.

>> No.8186717

>>8186701
>slaughter
>not also a puzzle

>> No.8186721

>>8186709
No?

>> No.8186725

>>8186716
Check out the test map, or just experiment by throwing a few of them on your own map. None of them deviate that far from vanilla monsters that their applications are pretty apparent.
Oh, I also showed it in the demo- the fence near the soul sphere button bleeds through the floor. Use a different brightness level on either side, however slight. And test in software mode.

>> No.8186727

>>8186725
Will do, thanks.

>> No.8186747
File: 222 KB, 1152x864, doom04.png [View same] [iqdb] [saucenao] [google]
8186747

>>8186679
Short and sweet. As the other anon mentioned, try to use some of the new dudes, for example in the blue key pit some Gargoyles or generally populating the emptier hallways a bit more.
Satyrs are also great, they're basically Imps on cocaine.
Also, you can softlock yourself in the blue key pit by not pressing the buttons in the correct order. The first time around I didn't press the bottom button and thus couldn't evelate the pit enough to climb out. Ramped gamma up to make the ledge better visible. The last hallway was mean, I like it.

>> No.8186752

>>8186721
Jolly good then

>> No.8186754

>>8186747
>Also, you can softlock yourself in the blue key pit by not pressing the buttons in the correct order.
You can still press the buttons from below. A little bit of the final blue button is poling up through the slime. Had that happen in my playthrough.

>> No.8186757

>>8186747
*elevate
of course

>> No.8186765

>>8186747
Thanks. I'll try to improve the map in the following few days.

>> No.8186782

>>8186752
But what's the reference behind it

>> No.8186790
File: 247 KB, 1403x1400, 71JL7UWMx+L._SL1403_.jpg [View same] [iqdb] [saucenao] [google]
8186790

>>8186782
Oh, just one of the best art rock albums of the last century.
If you're a zoomer you might know that Skrillex shit.

>> No.8186840

>>8186765
You're welcome.
Just an idea for the blue key pit:

>Make the fight beforehand a bit easier, maybe with less Chaingunners
>Hide the buttons behind a wall that lowers when the pit rises (or something similar)
>Every time you press a button there are monsters teleported in, so you literally have to fight your way out of the pit, because as it is right now it's not even a puzzle, just three switches in direct succession that might aswell be omitted.

>> No.8186853 [DELETED] 

>>8186790
David Bowie was a literal tranny and homosexual and he never produced anything of worth. I'm glad he's dead and you are a faggot for liking his music.

>> No.8186857

>>8186713
hey, Sk0oGe here, don't go to this server. the admin is a fag.

>> No.8186886

>>8186679
blind demo https://files.catbox.moe/nn62ns.zip
The difficulty is very much to my liking, but I did beat it in like two tries, so maybe the current difficulty could be HMP
- Map needs explosive barrels
- Place at least one secret area with a rocket-with-legs inside
- Regarding the new enemies: satyrs are very dangerous. They have the same movement speed as revenants, and they throw -fast baron fireballs two at a time! However, they have one glaring weakness - they have the same pain chance as an imp (and the same HP as a caco) so you can stun them permanently with chainsaw or chaingun. Gargoyles have 25 hp, and Skellingtons have 150 hp

>> No.8186890

>>8185908
I think the beeping was done with the best intentions, but I dislike how it sounds :(

Also - does the Skellington automatically attack after the pain state, like a revenant? If not, pls add the MBF21 bit :)

>> No.8186908

>>8186886
Woops, cacodemons have 400 hp, not 300. The satyr has 300hp so it's the same as a revenant. And I failed to mention the super-revenant, 600hp, fires homing missiles with splash damage, no melee attack

>> No.8186970

>>8185751
why be ashamed? bungie was always better.

>> No.8186993

>>8186970
Does any Bungie game have fully totally different death match levels per single player levels though?

>> No.8187006
File: 80 KB, 1026x435, Selling mod.jpg [View same] [iqdb] [saucenao] [google]
8187006

Imagine being so pathetic that you actually sell a file required for your mod, effectively selling an hexen mod.

>> No.8187009

>>8187006
lol forgot to black out the name, not that it matters.

>> No.8187014

>>8186993
what? in CE, 2, 3 all the mp maps are unique
Reach was the one that did the weird thing where the maps were cutouts from campaign levels.

>> No.8187027

>>8186240
>Anyone approached you yet
Yeh.

I wouldn't be opposed to answering your questions. For Clovr's bit though, it's sorta backburnered. I mean it's running and occasionally I notice people joined a server for a bit, but I'm just too busy with family life to do much with it atm. That'll probably change in the future.
Atm I think it just runs siege occasionally, but if you want to get folks together for it I could run it any day that Quake isn't running, since they seem to interfere with eachother.
The problem is getting people together though and convincing them to download an old mod for a somewhat forgotten sequel to a game that people generally rag on. Which is Clovr's weakness in general. It doesn't run the popular stuff, and when it does those are the servers that get sporadically joined.

>> No.8187032
File: 1.40 MB, 1920x1080, dook.jpg [View same] [iqdb] [saucenao] [google]
8187032

windows tinted
bogos binted
I am ready to rock the cock

>> No.8187034

Just playing through Arcane Dimensions. Are the 'Lost Chapters' just a bunch of maps that didn't make the cut? Cause these are kinda ass compared to the ones in the main hub.

>> No.8187046

gonna start playing WinQuake for the first time in a long time. GL and sourceports are cool, but I want the vanilla feel. what cvars and shit should i change? also any way to add dynamic shadows and colored lighting?

>> No.8187050

>>8187046
>what cvars and shit should i change?
Nothing, if you want it vanilla as possible.

>> No.8187056

>>8187046
>want the vanilla feel
>dynamic shadows and colored lighting

lol?

>> No.8187070

>>8187050
>>8187056
by "feel" i literally meant the gameplay and particular quirks of the engine. i just want to add some features to oad it out. also, changing cvars doesn't make the game less vanilla, they're part of the game. mods are a different story.

>> No.8187072

>>8187027
>I wouldn't be opposed to answering your questions.
Cool. Depending on how everything goes IRL, I might come up with some questions and them contact you "officially" somehow about this thing in next few days or so. Just have to figure out how to deal with my mess of a financial situation and that's kind of a priority.
>I mean it's running and occasionally I notice people joined a server for a bit
Just knowning that it's still up and running with some people jumping into it once in a while is more than enough for me. Would've loved to be one of those eventually since my multiplayer burnout was kind of cured by Quake's re-release, but I'm still living on the other side of the world basically. So yeah.

>> No.8187073

>>8187070
>i literally meant the gameplay
>GL

you sure?

>> No.8187075

>>8187072
I have a fancy business email I try to check somewhat routinely.
It's not that fancy, it's just a redirect to a proton email.

>> No.8187076

>>8187075
Oh. It didn't post in what used to be the email firld. It's on my website. mockingbirdsoftworks.com

>> No.8187079

>>8187073
stop being retarded

>> No.8187083

>>8187079
stop sprouting stupid shit

>> No.8187084

>>8186857
What happened? There’s no where else to play now CROM is dead and Adults is high pingers when they’re there.

>> No.8187091

>>8187076
no wonder every post shitting on rekkr gets deleted here

>> No.8187093

Assume that thing with the grid is still being planned, I want to make a full case for keys-in-corners system. The more I think of it, the more I think this is a good idea.
It will ensure no section is entirely out of the way. Nothing wrong with options segments, naturally, but with no coordination it would be hard to give them value. Having points of interest in each corner will ensure most segments will be crossed over.
Possible specific realization:
>Start in one corner, 3 keys in each other, sector in the middle is an exit locked behind 3 keys.
>Same, but have exit at the starting corner
>Start in one corner, exit in opposite, 2 other corners contain keys

>> No.8187095

>>8187091
99% of those posts have been gay as /v/shit so I’m all about that.

>> No.8187098

>>8187034
>Are the 'Lost Chapters' just a bunch of maps that didn't make the cut?
Yeah. They’re just there for fun/“””fun”””.

>> No.8187104

>>8187091
>no wonder every post shitting on rekkr gets deleted here
I don't know what you're implying. I just didn't realize the options field deleted email addresses because I never used it for that since it's switched.

>> No.8187106

>>8187095
happy for you

>> No.8187113

this might not be the right place to ask, but im out of options. currently playing through deus ex for the first time, quit my game for the night, came back in the morning to find all the voice clips had been scrambled and they don't match their dialogue. it has such an effect that when i get arrested and put in jail the door never opens. any ideas on how I can fix this? a fresh reinstall did nothing.
Deus Ex Bug
https://streamable.com/yn1t2d

>> No.8187121

For me, it's Duke Nukem 3D.

>> No.8187138
File: 138 KB, 1280x960, Screenshot_Doom_20210929_181027.png [View same] [iqdb] [saucenao] [google]
8187138

>>8185908
Tried improving the rusty chainsaw blades.
I think it looks better now and more like an actual rusted blade/chain assembly.
I also edited the sounds a bit, which means that for the hit sound I added a bit of a fleshy smack or slurp and for the other sounds added some rusty squeaks.
I tried to make them loud enough the be noticeable if you listen to it, but not intrusive enough you'd get bothered by it. I don't, at the least, but younger people might find the squeaking annoying. Sadly I can't change anything about the frequency (of the sound appearing) because that's directly tied to the frames.
I have also started making actually pretty blood for the blade and handle/hand.
Let me know what you think.

https://files.catbox.moe/89saqz.zip

>> No.8187151
File: 254 KB, 1920x1080, Undefined01.png [View same] [iqdb] [saucenao] [google]
8187151

Anybody want to collaborate on a map? I like how my map starts off, but I'm currently out of ideas on what to do in the final three rooms, pic related.
https://files.catbox.moe/v59ss4.zip

>> No.8187157

>>8187151
Are you the anon who discovered geometry through building his level?
You could try making those rooms less symmetrical for a start.
And it doesn't look like you have lots of verticality going on there, maybe add a railing.

>> No.8187164

>>8187138
It looks weird with just the blade being rusy. The Handle should have chipped paint and rust as well.

>> No.8187170

>>8187164
Yeah, that's the next step. But this is just about the blade and sounds.

>> No.8187172

>>8187034
Their quality is on par with main hub maps, though the ones in upstairs are smaller and not so great as the ones in downstairs (but not bad).

>> No.8187184

>>8187157
Yes. I was working on another chainsaw map, but, aside from the start, this one's going really badly, so if you have ideas, you can replace one of the final three rooms

>> No.8187224

>>8187121
hello clint

>> No.8187405

>>8187084
who were you on CROM? we probably played a million times. and to answer your question, server owner Kal moved the server to a new location and basically gave up on it. it's online but basically defunct.

>> No.8187417

>>8187113
>LIKE WHO?
Kek, thats weird though, reinstalling should fix it easily. If you have it on steam maybe try veryfying the files

>> No.8187426

>>8187224
He likes to play Duke in his spare time between working on Cry Macho

>> No.8187429

>>8187426
>between working on Cry Macho
Wut

>> No.8187482

>>8187429
>clint
>clint eastwood

>> No.8187504

>>8187482
Oh sorry, I'm fucking retarded.

>> No.8187643

>>8185908
horeee shiet
We still got some slots unclaimed, I guess we can just tape it with mbf21 and umapinfo, but thats sad

>> No.8187646

>>8187643
I'll claim more slots if I have to anon.

>> No.8187675

>>8187643
Man if I wasn't so burnt out right now I would do another map

>> No.8187686

>>8187075
>>8187076
Okay. It wouldn't be hard to find out, but thanks for the hands up. Hopefully everything goes well for me and I reach out to you soon with prepared question... or something. Not sure how its actually done, I'll figure it out.

>> No.8187704

>>8187426
>>8187482
no the lgr guy

>> No.8187756

>>8185908
Turns out Missile on legs is not recognized as a monster - I was testing out my map with monsters off option in UDB and almost shat my pants when I ran into this fucker

>> No.8187778

>>8187151
I have a Sunder-ish arena I never found any use for in my map that you can have if your slot is in the 20s

>> No.8187783

>>8187756
Yeah, I already reported this in the last or second-to-last thread, no idea if it has been fixed yet.
>test map layout
>get bodied out of nowhere

>> No.8187793

https://twitter.com/halflife_txt/status/1443244185356693506?s=20

>> No.8187804

>>8185908
Is there any requirements per slot beside making a spooky map using provided textures?

>> No.8187806

>>8187804
Unless you're picking MAP30/31, no

>> No.8187814

>>8187806
Ok. I'm not sure I would be able to considering time and also my lack of comfort working custom textures. But I might make a claim later.

>> No.8187843

>>8187793
Fucking kek is that Bryan's cutscene from Tekken 3?

>> No.8187850

>>8187814
You can always make it a small map.

>> No.8187861

>>8187850
Are early maps all finished or is it possible claimants have died and slots would free up?

>> No.8187865

>>8185908
New version of the monsters, only thing different from last thread is that I added the COUNTKILL flag to the rockets with legs. When it was originally suggested people thought of it more as a map object like a barrel than a monster, although that doesn't really work in practice.
I also converted the beeping sound so ignore that shit from last thread. If you have something better to replace the beeping please suggest.
https://files.catbox.moe/fspe7q.zip

>>8186890
As far as I know that's how all monsters work, not just the revenant. Entering their pain state activates an internal flag called "justhit" that makes them retaliate immediately. Might be wrong about that, but the skellington should behave like that.

>> No.8188041

>>8187865
I don't know if I have anything better than the beeping, but I hav some suggestions:

>rimshot, to *really* drive the joke home
https://www.youtube.com/watch?v=9CdVTCDdEwI
>Nokia ringtone to be even more annoying (but to give the player more time until explosion)
https://www.youtube.com/watch?v=Vk4KK-gh0FM
>the BOOM from BOOM HEADSHOT https://www.youtube.com/watch?v=5_Xdi4T8mgI
>this less high-pitched beep sound I made https://litter.catbox.moe/15w54b.wav

>> No.8188051

>>8187865
You can't make them like Lost Souls?

>> No.8188073
File: 6 KB, 641x141, file.png [View same] [iqdb] [saucenao] [google]
8188073

>>8187865
Shit's fucked, yo.

>> No.8188085

>>8188051
Don't think I can with new custom monsters, the editor just doesn't see them as monsters unless they have the flag.
>>8188073
Did you try deleting the dehacked lump from vr-spooktober.wad? They conflict with each other.

>> No.8188092

>>8188041
If you can time it so that they explode right as the cymbal hits, a rimshot would be perfect.

>> No.8188096

>>8186574
Thanks, I hadn't heard anything on this since version 1.
> It was lot easier than I thought it would have been, but still great fun
Yeah, the intention with the slaughter fights and the platforming was to make it look scary but make sure the player would survive it. For better or worse, I think some of 40oz's philosophies have rubbed off on me and I usually lean towards being more accommodating to the player (not the case with MAP27, where I'm trying to make it only just attainable for me to beat saveless).
Great demo, watching you unleash all of the slaughter sequences back to back before the last one was even finished made things much more nervewracking and fun to watch.

>> No.8188109

>>8188096
I was really worried when I got boxed in by the Revenants and Barons.

>> No.8188130

>>8185908
I'd like to request slot 28.

>> No.8188149

>>8186679
First Demo
https://drive.google.com/file/d/1Qgbn3xG3QYNAzZo1RkGH0jlwuiP0p0xq/view?usp=sharing
Second Demo
https://drive.google.com/file/d/18kXdSy1mdnTeCO7uJFr9QmdNElIN0dVo/view?usp=sharing
I was softlocked in the pool, I don't even understand why. Nice map though. Good use of mancubi, and the rising pool is actually cool even though it softlocked me. I actually would have liked it if each time you raised the water, it spawned in a new wave of enemies.
Like others have said, throw in some new enemies. Gargoyles and skellies would go well here.
There's a switch that I'm assuming lowers the bars for the soulsphere but I can't be sure because there's no feedback when you press it. You can't hear the bars lower (either because they're too far away or the MIDI is too loud) and it doesn't seem that there's a SW2 animation, or if there is, it happens below your screen since the switch is on the ground.

>> No.8188162

>>8188109
You had played the map already and so you knew the progression, but I'm curious if you think that switch that opens the basement door is any more noticeable than it was before. That switch being too hidden seemed to be the main issue with this map.

>> No.8188169

>>8188162
That demo, and one other attempt a couple hours earlier, were my only time playing the map. I honestly thought it was a secret button and not the intended progression.

>> No.8188194
File: 530 KB, 600x951, blood.png [View same] [iqdb] [saucenao] [google]
8188194

Just beat Blood. Lightly Broiled with max enemy count. Killed Chernobog on the first try. It was really fucking good. Masterfully designed. It was a pleasure to play through. This game has the coolest-looking zombies I've ever seen, it's so fun setting them on fire. The axes are a very nice touch.
The maps are really great and memorable, the only boring and samey ones were the catacombs, everything else was fresh. The hospital level, Overlooked Hotel, the first four levels of E1, Crystal Lake, The Haunting, city levels, most of E1 and E2 are kino as hell.
The weapons are great, they're like toys, really fun to play with. The rocket launcher is fun just because it's so OP. Flare gun, shotgun and dynamite are my favorites.
I guess the melee weapon is pretty shitty. Could've made it stronger.
Cultist hitscan is my only gripe. It's unavoidable unless you crawl around like a baby, and they deal a lot of damage for such a common enemy. I do love cultists, they have personality. They feel like actual, real entities, not just faceless hitscan cannon fodder.

>> No.8188201

>>8188194
>Cultist hitscan is my only gripe. It's unavoidable unless you crawl around like a baby
This is part of what I like about Blood. It's very fast paced, but you have to play cautiously going around corners. Always bouncing dynamite off of walls.

>> No.8188205

>>8183148
If this guy is still around, would you mind drawing a diagram or something? I'm willing to try this out, I just didn't understand what was being communicated exactly.

>> No.8188237

>>8188201
>Always bouncing dynamite off of walls
Yeah, that's actually very fun. Lighting a stick, opening a door and throwing that bad boy into a room always feels great.

>> No.8188349

Someone post another Halloween map for me to make a demo of.

>> No.8188357
File: 186 KB, 826x668, Untitled.png [View same] [iqdb] [saucenao] [google]
8188357

>>8188205
I was just throwing out an idea, since you said you had to go back to the drawing board. Something like pic related, where you can shoot the BFG ball into the wall then peek out when the tracers fire

>> No.8188358

>>8188349
Did you already record a map11 uv demo?

>> No.8188361

>>8187138
that looks like a baguette with ketchup on it

>> No.8188439
File: 2.93 MB, 640x360, 16325339301187.webm [View same] [iqdb] [saucenao] [google]
8188439

>>8188194
>Cultist hitscan is my only gripe. It's unavoidable unless you crawl around like a baby
They don't like it when you strafe, they won't shoot until they're facing straight at you. This is a big reason I can still get so much fun out of the fights in Blood. Episode 1 likes to have a lot of them facing doorways and entrances, though.
Glad you liked it!

>> No.8188493
File: 53 KB, 540x262, damn I'm tired.png [View same] [iqdb] [saucenao] [google]
8188493

>> No.8188517
File: 777 KB, 785x1015, 1604749683453.jpg [View same] [iqdb] [saucenao] [google]
8188517

>>8188493

>> No.8188593
File: 33 KB, 449x455, file.png [View same] [iqdb] [saucenao] [google]
8188593

Good heavens! Will you look at the time?

>> No.8188635
File: 327 KB, 1445x1080, q2woq.jpg [View same] [iqdb] [saucenao] [google]
8188635

It was okay, good enough that I'm considering the expansions. I wish I could tweak the weapons and enemies somewhat.

>> No.8188636

>>8188635
I wish there were muzzle flashes.

>> No.8188654
File: 239 KB, 270x146, sngmuz.webm [View same] [iqdb] [saucenao] [google]
8188654

>>8188636
>worked on converting remastered Quake models
>find out muzzle flashes are just parts of the model that are hidden when not in use
>Q2's weapons don't even have that
I wish they at least gave us the tracers you'd see while shooting underwater. Why'd they oof here?

>> No.8188692
File: 416 KB, 679x600, dumbrevenantgif_1.gif [View same] [iqdb] [saucenao] [google]
8188692

This may be a stupid question but anyone knows which soundfont the Unity ports uses for extra WADs like BTSX? It sounds pretty good.

>> No.8188731

>>8186970
Well the rest of the game isn't that much better.

>> No.8188745

>>8188692
Try RLNDGM

>> No.8188751

>>8185903
How the fuck was Quake 1 Remastered able to avoid many of the issues of Quake 2 RTX, and Blood Fresh Supply!?

>> No.8188757

>>8185982
>pitchfork multiple areas
pitchforks have multiple prongs, its almost impossible to not hit multiple areas

>> No.8188786
File: 555 KB, 1169x1377, IMG_20210315_091756.jpg [View same] [iqdb] [saucenao] [google]
8188786

What's the quickest and easiest way to load a custom Duke3d map in Win 10? I have eduke32 and Duke Nukem 20 Anv. Edition

>> No.8188795

for me it's getting into fistfights with revenants

>> No.8188804

>>8186713
Is there any real reason to play on this singular server vs the 3-4 active on quake live?

>> No.8188813

>>8188804
Q3 had an amazing community on CROM FFA for the last 5 years until some peruvian faggot from q3retro somehow convinced the CROM server owner to sell the server to him, he then shut it down and most of the player base left instead of going to his 180 ping server.

>> No.8188881 [DELETED] 

>>8188751
conscious human beings with light skin worked on it

>> No.8188884

>>8188654
>Daikatana and Sin had muzzleflashes

>> No.8188896
File: 1.03 MB, 3376x1699, front row seats.jpg [View same] [iqdb] [saucenao] [google]
8188896

Anyone know if there is a monster limit if I want to maintain Mark V support?

>> No.8189005
File: 11 KB, 237x213, 1507468837213.jpg [View same] [iqdb] [saucenao] [google]
8189005

>>8187793
>think it's some brazilian gibberish
>until hear a russian word at the end
>it was russain all along

>> No.8189034

>try making levels for doom, duke, quake
>they're all ugly as sin
How do I make beautiful levels? Where do I start? You guys have any tips?

>> No.8189115

>>8189034
It just takes practice. But here are things I consciously do to make visually appealing maps:
-Use a limited set of textures (5-15) that adhere to a color palette (all brown, or red and yellow, or black with green highlights, etc.). This may seem very limiting but will give your map a strong look. Think about how iconic Sunder's visuals are. Go back and you'll find that each map is made up of very few textures. It forces you to get creative with your architecture to make things look good, and your map will feel very cohesive and slick, and like it's its own world
-Avoid long stretches of monotextured walls by placing pillars, buttresses, insets, etc. along the wall (Use lots and lots of insets, think of the computer panels in the wall in classic DOOM)
-Avoid long stretches of flat ground/ceiling. Break it up, make it different heights, use different textures
-Avoid making all of your rooms perfect squares or rectangles, or at least disguise it when you do. Even just shaving off the corners will help disguise a square room.
-Think about visually stunning maps you've played. Open them up, go through and take screenshots of structures or details that stick out to you. Study them. Steal these ideas and put them in your map. Usually in trying to copy something, you end up putting your own twist on it anyways.

>> No.8189129

>>8186701
>98% exploratory puzzle kino
>2% combat
Ah, Eternal Doom.

>> No.8189136

>>8186701
Any examples of good maps that fit this formula?

>> No.8189165

What is historical-Blender's status for Quake?
First versions seem to capitalize IRIX, 2.40 moves IRIX version into unsupported subfolder, indicating it might have ceased being porting basis IF that was indeed taking place. In other words, what is Blender 2.40+ for Windows status for Quake mapping?

>> No.8189191

I have no idea what you guys mean by puzzle in Doom, the only puzzle I can think of in IWADs is Labyrinth in Plutonia. Maps like that?

>> No.8189193

>>8189191
Plutonia is really a puzzle game masquerading as a doom wad.

>> No.8189194

>>8189136
Basically everything that Ribbiks did after Sunlust.

>> No.8189261

>>8189115
Thanks anon.

>> No.8189272

>>8188517
Duka Nuka by Pigonardo da L. A.

>> No.8189284

>>8189191
It means dying over and over again until you have found out the singular way the mapper intended you to beat this specific encounter.

>> No.8189318

>>8188745
That's Microsoft gutted version of the SC55 right? Wow I thought It was something else, but it sounds quite good, much better than I remember (even if it's clearly missing reverb and chorus). Thanks anon

>> No.8189504

Gave Final Frontier a few tries... this isn't going to be fun, is it? Oh well, at least Plutonia is almost over.

>> No.8189507

>>8189504
Final Frontier grows on you. Took me a few tries until it clicked. There are people who didn't like the direction they were going with those EVEN LONGER songs, but I don't care.
In fact, Rime of the Ancient Mariner, which had been their longest song for a few decades, has always been one of my favorites, for example.

>> No.8189795
File: 690 KB, 898x554, harbinger and cut cybie.png [View same] [iqdb] [saucenao] [google]
8189795

is there a mod that has both the harbinger of doom and a more tech heavy cyberdemon?
also, concept: mod that cybernizes nontech demons and decybers the tech ones

>> No.8189807

>>8189504
You need to be a masochist to play anything harder than Doom 2. You need to love the thought of "now what dockish trap are you going to force me to trigger? Oh an archvile infront of me and behind me in a hallway, that's nice."

>> No.8189808
File: 386 KB, 1920x1080, Zandronum Screenshot 2021.09.30 - 08.42.52.48.png [View same] [iqdb] [saucenao] [google]
8189808

>>8189795
You can find those variants in all kinds of mods and they're even playable in Beast Incarnation.

>> No.8190021

>>8189795
>DOOD vs MOOM

>> No.8190030
File: 759 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google]
8190030

>>8186240
>...oh yeah, don't be surprised if/when Hedon will be brought up a lot today. That may or may not happen today since it's that time again.
I won't be talking much about it, but take it as a general gzdoom question. I just have one big issue with hedon.
Namely boxes and other furniture are looking retardedly flat, like the textures for boxes load in at a single side and just kind of float there clipping into each other. Also I have no idea what the fuck this barrel is doing.
Is this a bug with the game or some shit going on in my end?

>> No.8190058

>>8190030
have you tried using the vulkan renderer?

>> No.8190080
File: 915 KB, 600x623, file.png [View same] [iqdb] [saucenao] [google]
8190080

>>8190058
I always forget about vulkan. That fixed it, thanks!

>> No.8190137

>>8188804
QL is not retro, doesn't have the community, load outs ruin the game, soulless, lack of customization, lame announcers, etc. In general it's an inferior browser port.

>> No.8190194
File: 26 KB, 320x240, Hexen.png [View same] [iqdb] [saucenao] [google]
8190194

Is Hexen worth playing, bros? Which class is the most fun?
What's the best way to play it, Doom?

>> No.8190307

>>8189795
>mod that cybernizes nontech demons
Doom RL monsters has a option to turn all demons into a cybernetic versions of themselves.

>> No.8190331

>>8190307
Are you talking about the difficulty settings? I know it has different sets of enemies on some difficulties

>> No.8190335

>>8189115
I never understood limiting yourself to a palette until you explained why it works

>> No.8190342

>>8189318
I'm not entirely sure WHAT it is, other than: for better or worse, modern MIDIs are made to sound good using the Windows default, and RLNDGM mimics that instrument balance while still sounding better. RLNDGM is the soundfont that Jimmy used to release his Sigil MIDI album on bandcamp. Doomkid recommended it to me

I read that using a soundfont on a midi that wasnt meant for it is like playing with gameplay mods - it's gonna sound different. In my experience I noticed some instruments may get muffled. RLNDGM doesn't have that super-high-quality sound that 1gig+ soundfonts like Musyng Kite have, but the instrument balance is virtually perfect, like what the composers of the MIDI probably intended

>> No.8190358

>>8189115
To add to this, you can also use textures with architecture as a unit.
That's what e.g. Espi did. He built his architecture around the textures so he wouldn't have any weird breaks or something and that textures would look like actual building blocks or elements.
I like that style.

>> No.8190359
File: 106 KB, 1363x768, screenshot-hexen-00.png [View same] [iqdb] [saucenao] [google]
8190359

>>8190194
>Is Hexen worth playing, bros?
Yes.
>Which class is the most fun?
I've played only as Cleric, but all classes are pretty good in their own way.
>What's the best way to play it, Doom?
Did my first playthrough through DOSBox. Right now I'm slowly playing the main game again with Russian Hexen this time and that source port is alright.
Just pick whatever source port is more appealing to you, but personally I would suggest going for a more vanilla style. So it's either previously mentioned ports or Chocolate Hexen.

>> No.8190440

>>8188896
If theyre not actual monsters, you could just use misc_model.

>> No.8190454
File: 1.85 MB, 3440x1440, 2021-09-30_1827_1.png [View same] [iqdb] [saucenao] [google]
8190454

Just started going through post mortem, and on well done it is incredibly stingy with ammo.

>> No.8190469
File: 87 KB, 682x1021, AC1Moreenemyrotations.png [View same] [iqdb] [saucenao] [google]
8190469

https://forum.zdoom.org/viewtopic.php?f=4&t=15080&start=36660

>> No.8190471

This isn't a detail that even matters, but the subgun in 2048 was in .45 Auto, matching the 1911 pistol, but what should the Halloween one be using? 9mm Luger, 7.63mm Mauser, 9mm Mauser?

It'll be a fantasy design, but is there a cool pistol skin we can use which would pair with it for the same ammunition, just for the fun little detail?

>> No.8190475

>>8190469
Boxslug, my ancient nemesis.

>> No.8190480
File: 37 KB, 385x483, 192781.jpg [View same] [iqdb] [saucenao] [google]
8190480

replayed the first episode of doom 1 on ultra violence

dont think I remembered dying at all not even on the boss battle :>

it was so fun

I was like a big mean killing machine
I was dodging imp fire balls and the baron fire balls at the end

somehow playing tf2 for a couple days made me better at dodging very fast incoming projectiles?

>> No.8190482

>>8190471
10mm

>> No.8190484

>>8190480
E1 isn't very hard, but keep going, you're gitting gudder.

>> No.8190485

>>8190471
>7.63 Mauser
If you don't plan on making the pistol a C96, don't even dare thinking about this.

>>8190482
This is very nice, but what SMGs are there in 10mm? I only know of an MP5 variant.

>> No.8190489

>>8190482
10mm Auto is from the 1980s, so that's quite a lot more modern than what I was looking at, the gun is gonna be something like an early WW2 gun or earlier.

>> No.8190493

hotline miami megawad?

>> No.8190494

>>8190493
I wouldn't mind seeing this

>> No.8190501

>>8190489
>the gun is gonna be something like an early WW2 gun or earlier
Booooooooo!
In that case take 7.62 Tokarev and have a TT and PPSh.

>> No.8190505

>>8190482
it was brutal doom btw

and under 1h30m
run: toggled

>> No.8190508

>>8190454
>Cheesing Cheogh by crouching and using the pitchfork
I really dislike this trend of mappacks with very little ammo around, making things artificially "hard", as opposed to being decently armed (not too much, not too little) but getting slowed down by strong opposition.
The OG game wasn't really like that, learning how to clear out rooms, avoiding getting blindsided from different sides, was the hardest part. There was a real sense of achievement when you finished the game, like you climbed an insurmountable mountain.

>> No.8190509

>>8190489
>WW2 gun or earlier.
>or earlier
What about a revolver in .45LC?
You could have some kind of fantasy gatling also in .45LC there, since people usually also carried a rifle in that caliber.

>> No.8190510

>>8185908
Does anyone think the Gargoyle and Satyr projectiles are too "clean" compared to other fireballs?

>> No.8190513

>>8190510
wym

>> No.8190517

>>8190494
i dont know

project downfall is fucking cringe with its slow time mechanic

plus using only one magazine per gun and then having to find a new gun is just stupid

I'd say im pretty adept at the quickdraw in sgt Mark IV's brutal doom

>> No.8190523

>>8190485
There is some centered C96 sprites, but I don't know the author, and they have Powerslave hands.

>>8190509
Vaeros wanted an old look.

>> No.8190525

>>8190513
They just look so round when compared to the Baron's projectiles, and the colors too uniform when put next to something like the Caco's. Maybe it's just the speed they fly at, it makes them look like perfect teardrops.

>> No.8190534

>>8190525
I still don't quite know what you mean. Maybe it's their color? They're both bright yellow, unlike the red/orange of the Imps and the red/blue of the Cacos'?

>> No.8190536

>>8190523
>Vaeros wanted an old look.
Well then the .45LC guns it is! I think there are too little non-western wads with revolvers anyway.

>> No.8190538

>>8190534
Yeah, that might be it. There's very little contrast. The shades all blend together.

>> No.8190550

>>8190523
>Vaeros wanted an old look.
I don't even remember saying anything like that, but whatever fits the Halloween/Horror aspect it would be fine for me.

>> No.8190551

>>8190508
I wonder what changed, because post mortem was made by monolith themselves.

>> No.8190571

>>8190471
.45 ACP M1917 Revolver and Tommy gun, like Preacher

>> No.8190590

>>8190501
do this

>> No.8190592

Blood is kicking my ass even on Well Done. How do I stop sucking?

>> No.8190595

>>8190592
Jump around like a retard.

>> No.8190598

>>8190592
Main dynamite

>> No.8190601
File: 451 KB, 1280x960, 1917 .45.jpg [View same] [iqdb] [saucenao] [google]
8190601

>>8190509
>.45 Colt
Wouldn't work the best for a subgun, rimmed revolver cartridges don't play very nice with box magazines and drums. Like, it can be done, but it's not something which people really did aside from obscure prototyping.

>>8190536
Look, I'm gonna have to get back to my map, so someone else will have to solve that.

You can headspace rimless cartridges in revolvers, thereby a revolver could be made to use the same ammunition as a subgun. The question comes to extraction, as your typical swing-out cylinders and top-break revolvers lifts the casing out by the rim, which you don't have on rimless cartridges made for automatics.
The best solution for this would be a moon clip or half-moon clip, which is a thin plate holding the cartridges together and also giving the extractor something to lift on, also speeding up reloading.

The US employed some revolvers by that principle in WW1, because there weren't enough 1911 pistols to go around, they asked Colt and Smith & Wesson if they could convert an existing commercial revolver in .45 caliber for the new .45 Auto cartridge, which they figured out.
I don't know of any existing sprites which fits this exactly, but we could maybe handwave something by using something else as a basis (it's not like we'll actually feature or show reloading anyway), just saying it uses clips.

>> No.8190606

>>8190601
That's why I said
>some kind of fantasy gatling
I mean, we're talking about Halloween stuff and demons and monsters and you want to go /k/ on my ass with the practicality of .45LC SMGs?

>> No.8190609

>>8190601
>I don't know of any existing sprites which fits this exactly
Preacher uses Powerslave's pistol sprites as an M1917 which is close enough. I dunno if it looks exactly like an m1917 but I don't think it matters.

>> No.8190612

>>8190550
Well, someone told me that the Gatling wasn't what they had in mind and that they wanted an old subgun. It's like 65% done now.

>> No.8190636

>>8190592
I was not enjoying Blood when I played it on Well Done with pitchfork starts. I switched to Lightly Broiled with continuous play and the balance is much better. I'm on E2 now.

Think about it this way: imagine a monster has 100 hitpoints on regular difficulty, and your gun does 100 damage. But on hard difficulty, the monster now has 101 hitpoints. The monster only got 1% health increase, but it now takes TWICE as much ammo to kill monsters with your gun. That's how Well Done feels to me: it takes two flares instead of one to kill common monsters, it takes four shotgun shells to kill a monster instead of two, etc. So you end up having to pitchfork zombies to death to save ammo. It greatly slows down the pace of the game. I'd have to go back and start over and see if Well Done on continuous is as fun as Lightly Broiled. Maybe it is funner but only after having played it on LB and know the ropes

>> No.8190637

>>8190550
post map, u fug

>> No.8190641

>>8190636
I played through the first episode on extra crispy, but the rest well done continuous. I didn't have any problems with ammo on well done.

>> No.8190651
File: 307 KB, 1920x1080, Screenshot_Hexen_20210930_204009.png [View same] [iqdb] [saucenao] [google]
8190651

>play Hexen on hardest difficulty
>go into this room, backtrack because i'm being attacked on all sides
>door closes
>can't go back in
>can't use cheats or noclip because highest difficulty
>one ninth of the puzzle for the hub is behind the door

anything I can do am I fucked? Consider the number of things that can break and glitch in Hexen this "no cheat" allowed is a giant fuck you

>> No.8190652

>>8190651
Perhaps you can use the console to enable cheats

>> No.8190656

>>8190652
I tried that, it only works "on the next playthrough"

>> No.8190661

>>8190636
i don't think blood is made to fresh start every map. maybe that's controversial but the episodes seem to have weapon progression built in. it's not like doom 2 where they eventually put the BFG on every map so you have a chance

>> No.8190662

>>8190661
Only the first episode of Blood isn't really designed for fresh start, several design cues makes that very obvious

However all the other episodes are fine; and if you get good even episode 1 is manageable

>> No.8190678

>>8190662
They are fine if you know the maps. Otherwise you end up running around unarmed looking for the flaregun and shotgun you don't have
t. tested some E2 maps on LB with pitchfork starts

>> No.8190684

>>8190678
If you think you're entitled to having all weapons at all times, then don't fresh start maps

>> No.8190704

>>8190637
no.

>> No.8190712

>>8190612
Yeah, it was me but I've never said that I wanted an ''old'' aspect of it. but whatever, can't wait to see it.

>> No.8190715
File: 625 KB, 1920x1080, e2m4.png [View same] [iqdb] [saucenao] [google]
8190715

>>8190684
You're intentionally misrepresenting what I said. That's hardly "all weapons." Those are the two lowest-tier guns in the game and their ammo is common, but if you all you're given at the start is a shotgun and some TNT, you quickly run out of your starting ammo and have no flaregun, like e2m2 and e2m4

>> No.8190717

>>8190454
Ammo placements are generally the same across difficulties. With Well Done you have to use those same ammo pickups across higher enemy numbers, who all have increased healthpools. If you’re not familiar with the levels already you can end up in same sour spots.
I’ve seen Well Done and Extra Crispy referred to as “coop difficulty 1” and “coop difficulty 2”, it’s fairly appropriate.

>> No.8190729

>>8190715
I fresh start e2m4 on WD all the time. Pitchfork for the zombies at the start of the map is all you need to do to get by. You're also given sprays.

>> No.8190736

>>8190717
as written in the game's manual, only Extra Cripsy was designed for co-op

>> No.8190745

>>8190729
>I fresh start e2m4 on WD all the time
>all the time
Again, they are fine if you know the maps. Contrast that to a first-time playthrough.

>> No.8190754

>>8190736
Yeup. At the least, Well Done needs to not be compared to Doom’s UV slot: People starting out need to go with Lightly Broiled or below.

>> No.8190760

It's weird to think about how Thatcher's Techbase came out just a week ago and everyone already forgot about it due to being so mediocre lmao

Talk about a flash in the pan

>> No.8190765
File: 38 KB, 960x745, 1630202341614.jpg [View same] [iqdb] [saucenao] [google]
8190765

>>8190704

>> No.8190775

>>8190760
It was just the guy's first wad that got overhyped. I knew something was up from the trailer listing "five levels of difficulty", that's just a standard Doom feature and nobody who knows what they're doing would list that as a major feature.

>> No.8190778

>>8190775
The "you can play with a controller!" blurb during the trailer was the big red flag for me

Like...the WAD was somehow adding controller support that had never been seen before in Doom or something.

>> No.8190781

>>8190778
Vanilla Doom supported controllers, even.

>> No.8190785

>>8190508
Youre supposed to just avoid them, they werent made for 100% autists.

>> No.8190786

>>8190651
>anything I can do am I fucked?
Try using a Chaos Device. You have a spare one, right?

>> No.8190839

>>8185908
Hey Project Lead, when's the next resource update?
I am too autistic to release my next map update when people might still be able to fuck up the Dehacked patch etc.

>> No.8190883

>>8190778
maybe it was a statement about the overall difficulty

>> No.8190921

Just playing Sigil.
It's really cool, great music, great level design, fits right in with Doom 1.
Now I feel like making some vanilla maps.

>> No.8190935

>>8190921
play e1m8b too

>> No.8190936

>>8190775
>Features:
>support for all 5 skill levels
>Great DEATHMATCH level.
>well placed monsters
>use of all three keys
>can be completed with out cheating
>excellent texture alignment

>> No.8190942

>>8190656
>Turn on cheats on console
>Save game
>Load game
Try doing this.

>> No.8190957

>>8190935
That's also on my list. And frankly, I am wondering right now why I haven't played that already, because e1m4b is also already done.

>> No.8190989

>>8190760
>It's weird to think about how Thatcher's Techbase came out just a week ago and everyone already forgot about it

Nobody 'forgot' about it because nobody was thinking about it in the first place. The only thing that's 'weird' is that a doom wad got covered by every major gaming news site *a week before it was even released*, with not one single mention on either the zdoom or doomworld forums.

>>8190921
>great level design

Ha ha, just wait.

>> No.8191005

>>8190989
>Ha ha, just wait.
Wait for what?

>> No.8191068

>>8186679
no textures. am i dumb?

>> No.8191072

>>8189136
Unloved

>> No.8191074

>>8190839
>Hey Project Lead, when's the next resource update?
Maybe in a few hours.

I wanted to wait a bit longer to add some of my sprite works but i'll be delayed again.

>> No.8191075

>>8191068
I didn't download the wad, but you probably need to grab the texture pack.

>> No.8191104

>>8191005
The absolute bullshit of the later levels

>> No.8191120 [DELETED] 
File: 212 KB, 90x90, fatGoblin2.gif [View same] [iqdb] [saucenao] [google]
8191120

>runner-up

>> No.8191126

>>8190989
Sigil is great though. Only thing that's meh in level design is the boss battle that's bit too much like from 90s wad. But since Sigil is supposed to fit in with 4 first episodes, maybe that's a feature.

>> No.8191148

>>8191120
So was Doom Zero. Still it's one best wads 2019. From 2018 onward the amount of great wads has been insane. Not everyone of them can get cacoward.

>> No.8191171

>>8191104
How? It's far from hard Doom 1 wad (even though it's as hard as ep4). No Rest For The Living and Return To Hadron trilogy are the real hard ones for Doom 1.

>> No.8191184

>>8191171
>No Rest For The Living
I meant No End In Sight. Got retarded for a moment.

>> No.8191190

>>8190936
>excellent texture alignment
I know you're just kidding but I found a bunch of misaligned textures while playing that WAD. Not to mention the softlocks and bugs.

>> No.8191209

>>8190760
Man I wish I had a resolve and capacity to self-promote this shamelessly.

>> No.8191214 [DELETED] 
File: 235 KB, 591x914, file.png [View same] [iqdb] [saucenao] [google]
8191214

>>8191120
Wow dude that's hilarious, almost as funny as the first 7 times

>> No.8191215

>>8191209
Anon if you think I'm the person who made that shit I don't know what to tell you other than take your meds. The WAD is mediocre and not worth your time.

>> No.8191219
File: 30 KB, 400x503, 92829.jpg [View same] [iqdb] [saucenao] [google]
8191219

what are some atmospheric horror reshaders that are compatible with brutal doom ?

>> No.8191228

>>8191214
where is fatgoblin1 @?

>> No.8191259

>>8191219
okuplok/tarakannik

>> No.8191292

>>8191148
Can anyone even name other winners from that year off the top of their head that aren't Tekkr? They took a hit to their credibility by intentionally snubbing Romero when it's far and above the most memorable wad of that year

>> No.8191294
File: 149 KB, 592x592, 1607716679023.jpg [View same] [iqdb] [saucenao] [google]
8191294

>>8191292
gmota

>> No.8191307
File: 40 KB, 512x699, 1494755536827.jpg [View same] [iqdb] [saucenao] [google]
8191307

>>8191294

>> No.8191389

>>8191292
Rekkr was at 2018, Sigil 2019. Different cacowards. To be fair Sigil was special runner-up, that got it's own page. Before patch Sigil had few bad design, so it didn't get award, because it would have seemed like giving award just because it was Romero.

But yeah, besides Rekkr 2018 had lot of legendary wads like Preacher, Avactor, Dimension Of The Boomed, Struggle and Golden Souls 2.

>> No.8191406

>>8191389
>bad design choices
Shouldn't post in flu. I'm fucking up all my posts.

>> No.8191691
File: 245 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
8191691

Are there single big or 32 episodes map with this kind of aesthetic?

>> No.8191778

>>8190989
British people are disproportionately represented in game journalism and they tend to be left-wingers who are assmad at Thatcher for being a more extreme version of Reagan.

They're also the reason the term "Doom clones" even caught on in America. You can find old PC Gamer US issues from around Quake 1 and they never used that term. Usually they were considered action games.

>> No.8191813

>>8191406
>post in flu
WHAT

>> No.8191824

>>8190592
I just finished E2 on Lightly Broiled and had a lot of fun, even thought this is my current favorite game. I went back and tried E2 on Well Done and I'm not even enjoying the game: the increased HP makes killing even gargoyles a slog, you can no longer move freely because any corner can cause you an instant -50 hp, and I can no longer kill cultists with a single double-barreled blast which just feels shitty from a gun feedback point of view

>> No.8191841

>>8191813
Thread's quarantined, everybody wear a mask and socially distance yourselves by at least 6 posts.


Also, >4chan, >socially

>> No.8191849 [DELETED] 

>>8191841
>implying that every mask is a magical virus filter.
NOPE. Most homemade masks don't do anything, or very little if at all.

>> No.8191872

>>8191228
I think it was an idle animation. I don't remember.
That was a quick project to try to make something at the polycount/texture res of a ff9 monster or thereabouts. I think I spent 3-4 hours on it total? It was a long time ago now.

>> No.8191881 [DELETED] 

>>8191841
*COUGH COUGH* *WHEEZE* *ACK* *BRRRRRAAAAAAAAPPP* *COUGH COUGH COUGH*

>> No.8191890

Anyone know of a way to make a VooDoo Doll action that's randomized?

>> No.8191893 [DELETED] 

>>8191881
AAAAAAAH! STOP COOFING AND BRAPPING!

>> No.8191903

>>8191890
A conveyor belt with slanted walls that alternate moving up and down?

>> No.8191932
File: 50 KB, 640x480, 1394088101150.jpg [View same] [iqdb] [saucenao] [google]
8191932

>>8188593
>Someone made OC about me
I can't argue with that, Anon! Sorry I didn't answer the call yesterday, I had some shit I needed to do. Who's up for some more PsychoPhobia?

>> No.8191939
File: 2.28 MB, 1920x1080, Diablo 3d Screenshot 2021.09.28 - 08.35.11.91.png [View same] [iqdb] [saucenao] [google]
8191939

Thanks to whoever it was here showing off Diablo 3D. It looked really cool. I'm now trying it
and streaming it

>> No.8191959

>>8191932
Go for it.

>> No.8191965

>>8191890
https://files.catbox.moe/syjfds.wad
Here, anon. It's not truly random, but it's random enough if the player has no idea what's going on.

>> No.8191969

>>8191959
>https://youtu.be/JFRrZW_wi4M
HERE WE FUCKING GO

>> No.8192010

>>8191903
That... that could work.

>>8191965
As long as the player has no realistic way of manipulating it, it's good enough. I'll check it out.

>> No.8192013

>>8192010
It could be timed.

>> No.8192112

>>8185908
New version of map 16 that I forgot to release. Nothing too different. Some decorations outside, and I pushed the underground Archvile back a bit so you can actually hear it before it teleports behind you.
https://drive.google.com/file/d/1rlUbrw4oVTlijsj76jkkTOcOCqhC0HQD/

>> No.8192139

https://www.youtube.com/watch?v=Uj4jijY8BUc

>> No.8192270

>>8191969
sea tree i didn't mean to time you out for 15 minutes, forgive me

>> No.8192273

>>8192270
I'm going to give you such a mess to clean up, so help me Allah.

>> No.8192274
File: 22 KB, 369x183, file.png [View same] [iqdb] [saucenao] [google]
8192274

>>8192270
I for one thank you

>> No.8192296

how do you layout a quake map readme?

>> No.8192402

>>8192139
Always loved that moog solo at the end

>> No.8192410
File: 51 KB, 828x756, 378229192.jpg [View same] [iqdb] [saucenao] [google]
8192410

>>8185905
>>8185908

---HALLOWEEN RESOURCES UPDATE V.6---

>Bugfix info.
>>8187865

Link: https://drive.google.com/file/d/1Rj6Y_0zSj7en_BLkWWd6GOAr2U0W9OKN/view?usp=sharing

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

>> No.8192425

>>8192402
I've heard some people say the music is corny but it's fitting considering it's the first level that really starts throwing enemies at you. Visiting the pfhor ship for the first time and hearing this is unforgettable:
https://www.youtube.com/watch?v=B6Uq805jeaU

>> No.8192441

>>8190935
This is underrated imo, it's one of the best maps of Romero. Here's a vid of playing him and explaining his design decisions if anyone's interested
https://vimeo.com/theromero/review/156288044/2ad02ce556

>> No.8192443

>>8192441
thought it was really cool how every area in the map seemed to encourage different playstyles and it turned out to be intentional.

>> No.8192482
File: 967 KB, 720x719, 1632534360419.png [View same] [iqdb] [saucenao] [google]
8192482

>>8191969
i'm tired

>> No.8192502

>>8192482
I'd be too if I played something where every next room is filled with hitscanners that can kill you in 2 seconds, have some rest anon

>> No.8192578

>>8192274
I use C to crouch and you can't fucking stop me.
Unless it's toggle crouch, then it's either X or Ctrl, depending.
Except in Thief, then it's C again.
Fuck you.

>> No.8192584

>>8191969
>>8192482
Fug, I missed it.

>> No.8192585

Can you trigger multiple G1 or GR linedefs with a single shot?

>> No.8192592

>>8192585
Yeah, I'm pretty sure that's how Sigil's shootable eye switches closed themselves in addition to whatever else they did. Don't overdo it in vanilla Doom 2 though, iirc the super shotgun brushes up on the limit of shootable linedef checks in a single frame.

>> No.8192593

>>8192592
Thanks. That should be useful for my map.

>> No.8192616

>>8185905
Someone ported Quake II weapons to Quake 1
https://www.quaddicted.com/forum/viewtopic.php?pid=5521#p5521

>> No.8192621
File: 264 KB, 480x360, die.png [View same] [iqdb] [saucenao] [google]
8192621

>>8192578
You will not be spared

>> No.8192627

>>8190489
9mm Glisenti, in a Villar Perosa and and a Beretta 1915 or 1923.

>> No.8192685

>>8192621
You'll never find me.
I'm a ghost. A shadow. The best you'll get is a passing breeze as I crouch away into the night by pressing 'c'.

>> No.8192686

Fellas, a friend of mine told me about a first person shooter he used to play as a kid. He recalled it featured "slime monsters", and the level design described sounded like something akin to Wolfenstein 3d or maybe Doom.
Now the first thing I suggested was of course Chex Quest, but he confirmed that was not it.
I'm really interested as to what it could be, anyone have any clues or ideas?

>> No.8192693
File: 294 KB, 960x720, 4.png [View same] [iqdb] [saucenao] [google]
8192693

>>8192686
Pathways into Darkness?

>> No.8192696

>>8192693
I kinda want to make a game like that. Aleph One is a weird engine to use for a recreation, though.

>> No.8192709

>>8192696
Aleph One was surely chosen just because of the obvious Bungie/Mac connection. I never got more than a couple levels deep into PiD but I only played the original, not sure if the source port introduces some QoL enhancements (e.g. side-strafing). PiD is conceptually neat and in some ways it's a missing link between dungeon crawlers and the original System Shock (one could make an Ultima Underworld comparison though PiD isn't any kind of RPG), but I just can't find a way to enjoy it. Personally, just give me a solid Doom/Marathon shooting experience with some metroidvania elements and deep early-Bungie-esque lore, to get the best of both worlds.

>> No.8192713

>>8192709
You can strafe in the AO port. You couldn't do it in the original? How are you supposed to dodge anything?

My biggest complaint is the complete lack of a run key though. It's odd, considering its direct inspiration had one.

>> No.8192715

>>8192713
>How are you supposed to dodge anything?
Run backwards while facing opposite the direction you want to go, memorize corners and constantly turn around them, hoping nothing appears behind you.
>My biggest complaint is the complete lack of a run key though.
Yeah it's a very slow and deliberate game.

>> No.8192716

>>8192685
Look behind you

>> No.8192720

>>8192715
>Run backwards while facing opposite the direction you want to go
Actually, I think I'm misremembering, I'm checking old videos and am seeing some side-strafing. Maybe there was just something awkward about the control scheme that made me avoid side-strafing. Either way, not my tempo.

>> No.8192771
File: 355 KB, 1919x1019, Screenshot_6.png [View same] [iqdb] [saucenao] [google]
8192771

>tfw i want to give up already
ah god damn it, i'm gonna play some reelism to be less mad

while i'm here, can i change any setting in gzdoom to just say "game saved" without throwing up the entire filepath?

>> No.8192784

>>8192709
> never got more than a couple levels deep into PiD but I only played the original, not sure if the source port introduces some QoL enhancements
The Aleph One remake is pretty faithful, so I've been told. I never personally played PiD on Mac.
>Personally, just give me a solid Doom/Marathon shooting experience with some metroidvania elements and deep early-Bungie-esque lore, to get the best of both worlds.
I'm making a game that's half Marathon and half Shadow Tower. I'm even making the maps in Forge (Weland). I'll remember to shill it here when I complete it ten years from now

>> No.8192791

>>8192771
>while i'm here, can i change any setting in gzdoom to just say "game saved" without throwing up the entire filepath?
HUD Options -> Message Options, Detailed Save Messages down the bottom, I think.

>> No.8192801
File: 366 KB, 1366x768, doom127.png [View same] [iqdb] [saucenao] [google]
8192801

>>8185908
MAP27 V3
https://drive.google.com/file/d/110z0tQIsrdUG9BzaFOnOc1naSLymuQqM/view?usp=sharing
-Changed archie/invuln fight to cyberdemon/noble/invuln fight
-Changed the archie fight after that to archie/rev/plasma fight
-Added health to pain elemental/chaingunner exit fight
-Implemented difficulties (if you didn't want to try this map on UV, I could still use input on HMP or HNTR)
MAP22 V5
https://drive.google.com/file/d/1sVj2Cwv-AUK2iZkJDZCuwodKCpU5O2NP/view?usp=sharing
-Added a cheeky secret that warps you to the mad scientist cottage from Morbid Autumn's Norwich Lane. This should be a final version of the map unless anything breaks or too many people get filtered by the hidden switch required for progression.

As a sidenote, I'm not sure about the new rocketman behavior. It seems that unless you stand absolutely still, you're never going to get hit by one. IMO the Flintstones running SFX are enough to make them fair. But I guess this is only based on my experience playing with them in my own map that I already know too well, so who knows.

>> No.8192806
File: 500 KB, 1920x1080, Screenshot_Doom_20211001_094139.png [View same] [iqdb] [saucenao] [google]
8192806

i guess it's kind of cool to see a room you tried to make come out looking okay

>>8192791
thanks a ton you are basically like christ to me

>> No.8192819

>>8192806
When i first played Doom i thought gibbed doomguys were some kind of plant.

>> No.8192839

>>8192801
I still don't see how that switch is too "hidden". I like it as it is. Also, I think I haven't played this map since the first version, so the addition of the sounds was really cool, although to me, the door creaking doesn't sound like a door creaking, but like a ship creaking.
That said, is anybody making a spooky pirate ship map yet?

>> No.8192848

>>8192578
I use the analog stick for toggle crouch.

>> No.8192854

>>8185908
+++MAP04 UPDATE+++
https://www.dropbox.com/s/5x9k542c37c8wui/MAP04_vrspooky_v3.wad?dl=0

changelog update v3; map spoilers in spoilers

-fixed some weird action line issues
-fixed some misaligned textures
-fixed blockmap issue with an Imp closet
-Supercharge secret door now lowers fast
-pillars in crypta now lower silently
-fixed big switch in crypta
-again put a bit more ammo in big cave for people who just blast away like crazy without actually aiming at anything
-added some more obstacles to 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


I scrapped the idea with the floor breaking away, since it was met with little response, so if there aren't any serious issues anymore, I think this could be the final version (so far).

>> No.8192857

>>8192627
>9mm Glisenti
What are we, fucking animals? I feel more and more like 7.63mm Mauser, I'll try to reverse search those C96 sprites, maybe they won't be TOO hard to rehand and polish up.

>> No.8192858

>>8192854
>crusher room windowsill texture moves down with ceiling, as well as others
Lower unpeg it.

>lots of unaligned textures in the cave, can't be assed to align them all by hand
Just auto-align?

>> No.8192870

>>8192858
>is unpegged
>did that, several times

>> No.8192875

>>8192857
But what will you do as slot 4 gun, then? An MP34?

>> No.8192880
File: 22 KB, 460x276, bear460x276.jpg [View same] [iqdb] [saucenao] [google]
8192880

>carl "sandy" bepersen levels

>> No.8192885
File: 93 KB, 1064x710, e720d95bb09d11d31633007f59721adb_crop_north.jpg [View same] [iqdb] [saucenao] [google]
8192885

>>8192880
>when you hear "Into Sandy's City"
>when you step foot into sandy's city

>> No.8192893

>>8185982
>worse rekkr

>> No.8192896

>>8186713
can i get this thing for free and play online? i got the original quake from nquake but the lobbies are always dead every time i look

>> No.8192897

>>8192875
>>8192857
Wait, check out this great idea:

Make a C96 as regular slot 2 pistol and then have the Reihenfeuer version (with stock) as slot 4 gun.

>> No.8192932

>>8192693
That looks like it might be the one, I'll ask him when I see him again. Thanks for your suggestion!

>> No.8192987

>>8192870
Is it middle texture or lower/upper texture?

>> No.8192992

>>8192987
Lower/upper. To get them properly aligned I had to unpeg both.
But I have fixed it in the meantime. The solution was so dumb simple I am wondering why I didn't think of it earlier.

>> No.8192994

>>8192992
Yeah, unpegging those makes them draw from the ceiling and scroll with crusher. Not unpegging them would make them scroll correctly.

>> No.8193008

>>8192994
>Not unpegging them would make them scroll correctly.
Yeah, but it would make them align incorrectly. As I said, I fixed it.

>> No.8193009
File: 141 KB, 800x600, 1613310747098.png [View same] [iqdb] [saucenao] [google]
8193009

Come play with us Duke, forever and ever

>> No.8193081
File: 67 KB, 900x900, 1621444678880.jpg [View same] [iqdb] [saucenao] [google]
8193081

>>8193009
You must be 18 or younger to ride

>> No.8193091

>>8193081
duke would never say that

>> No.8193121
File: 1.82 MB, 1280x960, vilelossus.png [View same] [iqdb] [saucenao] [google]
8193121

Camerawork in the Doom Engine
https://youtu.be/AkAl5XAzoVo
Just an interesting mod I just discovered

>> No.8193151

>>8193091
im duke nukem im gonna rape your children and kill your dog

>> No.8193163

>>8193151
He doesn't say that.

>> No.8193176

>>8193121
Isn't that the grenade launcher from Turok 2?

>> No.8193178

>>8193176
it was a turok mod some anon was making
he also made some fun stuff with adon

>> No.8193182

>>8193178
>he also made some fun stuff with adon
Post it or at least link it
Also this just made me remember that I once built level 1-1 of T2 in Doom. It was my first foray into serious UDMF mapping and I was just finding out how 3D floors and such work.

>> No.8193201

>>8193182
i'm gonna try and find it on desuarchive
https://desuarchive.org/vr/thread/6121952/#q6122996
https://desuarchive.org/vr/thread/6121952/#q6122382
https://desuarchive.org/vr/thread/6115324/#q6117318
i think it's this

>> No.8193219

>>8193201
Thanks. Shame the file seems to have been deleted.

ADON SKIN FOR VR SKINS WHEN?

>> No.8193317

>>8192897
Besides being too visually confusing, I'm almost done with the subgun so it's not happening.

>> No.8193328
File: 1.46 MB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google]
8193328

>>8192616
That's sick, especially the fact you can select Q2 marine (any of 3 skins) alongside Ranger with his Q1 arsenal. I wonder if this works well in multiplayer.

>> No.8193331
File: 372 KB, 809x1000, Astral_dreadnought-5e.png [View same] [iqdb] [saucenao] [google]
8193331

>> No.8193338

>>8193328
I’m thinking of trying it later, how’s the switch speeds?

>> No.8193358

>>8193338
Switch animations are still there, they're faster though and thus are not so annoying. Considering that most Q2 weapons are stronger than Q1 ones (shotguns for sure), I'd say non-instant switch kinda balances them out.

>> No.8193378

>>8192716
All I see is some retar--oh no!

Did anyone else use to use the arrow keys and num-0, r-Ctrl, r-shift and home and pgsn and such? I remember doing that before wasd was typically default and for some time after.

>> No.8193382

>>8192801
> I'm not sure about the new rocketman behavior. It seems that unless you stand absolutely still, you're never going to get hit by one.
I agree. I would personally like to see them reverted to their old timing without the beep, just with the new walking sound.

>>8187865
I also think there's a kind of oversight involving the new decorations. Most original decorations have a hitbox of 32x20, but the new resources (black column, pine tree, statues, graves, wood barrel, etc.) have relatively large hitboxes. This means that player and enemey projectiles can't pass through them like they typically do with decorations. Very unintuitive. It would also be nice to have a gargoyle variant that's spawned on the floor rather than the ceiling. That's the norm for flying enemies in doom after all, and I think it would help avoid the awkward instances of being scratched by infinitely tall gargoyles I've encountered recently while play testing.

>> No.8193386

>>8193317
>so it's not happening.
FÜR SHANDE!

>> No.8193393

>>8193382
>This means that player and enemey projectiles can't pass through them like they typically do with decorations.
Projectiles don't pass through blocking decorations anyway. I think you meant their bounding boxes extend beyond their actual sprites, which I absolutely agree with.
I didn't notice it before, but as you mentioned it, I checked the barrel and it's about twice as high as its sprite.

>> No.8193415

>>8193382
Most of those decorations have a radius of 20 or less. Black column is 20, wooden barrel is 10, most of the graves are 15. I could give them another pass with more lenient hitboxes. Probably the height is what's the problem, I kind of half-assed the height values without taking into account projectiles going over them.
I've already made the change to add a non spawn-ceiling Gargoyle but the new version of the resources just came out so I'll wait for some more suggestions before pushing an update.

>> No.8193424
File: 2.94 MB, 1114x624, q1q2supershotties.webm [View same] [iqdb] [saucenao] [google]
8193424

>>8193358
Bummer, was hoping to get the best of both worlds: Q2 function and viewmodels with Q1 switchspeeds. I'm still checking it out.
>Considering that most Q2 weapons are stronger than Q1 ones (shotguns for sure)
I'm not a very big fan of this meme, especially with how much slower and easier Q2 is compared to 1. I also found Q2's roster to be far more imbalanced.

>> No.8193434

>>8193393
>Projectiles don't pass through blocking decorations anyway.
They do in all ports that aren't derived from zdoom. I think zdoom changed it because that's how it worked in heretic/hexen but not doom. I think we should prioritize remaining consistent between all decorations whatever we do. Easiest to just make all new decorations be uniformly 20 or 16 tall. Then conceivably we could use decorate to define separate accommodating hitboxes for gzdoom and meet everyones expectations.
>>8193415
I think the radius of things is pretty much fine as is, it's just the height/weird blocking behavior. Most original light sources actually have a height of 16 so I think there's no drawback to making them as small as that.
Any opinion on the suggested rocketman behavior?

>> No.8193456

>>8193434
>Any opinion on the suggested rocketman behavior?
Was that the one from a few threads ago? Try the new resources version, I made them play a running sound and take about 10 frames before they explode accompanied by a beep

>> No.8193469

>>8193456
No I meant the suggestion I quoted in in this thread here
>>8192801
Keep the running sound and revert the old timing. The 10 frame beep part is makes them too easy to avoid by just baiting the explosion then backing up.

>> No.8193501

>>8193469
I'll think about it. I have an encounter in my own map where they come out of the walls in a timed sequence and with no reaction time I found it a little too hard to react to them in time. Could just be the setup I made not working, again I'll wait to hear what some more people say.
About the monsters, does anyone want a change to the Super Revenant (King Boner)? I'm finding it a little hard to use him effectively in my map. What I'm thinking is:
- nerf his damage from 120 max to something around 80-90 (splash damage tends to roll high, so it wouldn't have the 10-80 spread the original rev rocket has)
- give him the regular A_Tracer behaviour, the MBF21 tracer homes in really harshly
- bump his health from 600 to like 700, so he'll need 4 rockets to kill like the archvile, would make him more of a mini-boss but might mess with your map's weapon progression

>> No.8193502

>>8193469
>Keep the running sound and revert the old timing
This. Running sound is good, could even be a little louder. Worst thing about the rockets is getting blasted out of nowhere, so having some audible clue is a necessity.
After that, the player should be fair game.
Is having them chase the player in their "death" state out of the picture? Like, have them continue chasing the player for X frames while beeping and then having them explode? That way you could signal to the player "now better gtfo here" while making it impossible to bait them as described earlier.

>> No.8193515

>>8193501
Nah, the tracer behavior should stay as it is, it's one of the cool things about him. But yeah, the damage could indeed be nerfed a bit. If you're not on a Soulsphere or something, you can't usually afford even a splash hit.
Keep HP as is.
As for using King Boner in your map: Can't you just have him with some other beefy monsters in a rather open area? The slow projectiles are predestined for luring them into enemies, so you could try to devise a setup where you use a KB to get rid of the other mooks for you and then face him one on one, or something like that.

>> No.8193518

>>8193501
I think the damage is fine as-is.

>> No.8193531

>>8187643
I think we should tape a reminder on the next anchor post that Maps 5, 21, and 31 are still available. It's already October, and it'd be a shame for those pumpkinhead guys to go to waste.

>> No.8193574

Is there a version of EVITERNITY without custom enemies/weapons?

>> No.8193584

>>8193501
King Boner sucks and I don't like using him. Don't give him more health.

>> No.8193609

>>8193501
I think king boner is really good as he currently is. At most you could nerf his damage a bit so it's like 100 rather than 120.

>> No.8193635

Supplice (the doom mod with like a 10 year dev time) has a demo on steam now

>> No.8193642

>>8193635
Here's hoping it runs better than Age of Hell did.

>> No.8193695

>>8193424
he means relative to the health of Q1 monsters, the Q2 shotties take half as long to kill things, very noticeable with the grunts/ogres

>> No.8193746

can anyone drop the unity ports? don't have it on steam and can't find anywhere to pirate

>> No.8193806
File: 2.35 MB, 640x310, gls.webm [View same] [iqdb] [saucenao] [google]
8193806

>>8193695
That makes sense for the mod considering they don't reload as quickly. I wish that idea transferred over to the grenade launcher, this thing still takes two shots to kill an ogre while having a gutted rate of fire.

>> No.8193807

>>8193746
Just use Crispy Doom, it has the same features and more.

>> No.8193824

>>8193807
thanks, but i still need the unity port

>> No.8193831

>>8193824
but why

>> No.8193857

>>8193746
There's no way Android version wasn't dropped. Shouldn't be hard to find.

>> No.8193862

>>8193831
for research

>> No.8193873
File: 1.67 MB, 5392x8088, 1612981708203.jpg [View same] [iqdb] [saucenao] [google]
8193873

>>8193746
Just buy it

>> No.8194057
File: 715 KB, 1920x1080, Douk62.jpg [View same] [iqdb] [saucenao] [google]
8194057

Been playing some Blood Fresh Supply but where the fuck are my screenshots? For some reason F12 doesn't work so I've been using the F5 key but where does the game store them ?

>> No.8194067
File: 376 KB, 1920x1080, shot003.png [View same] [iqdb] [saucenao] [google]
8194067

>>8194057
Oh kek I'm a fucking retard, nevermind! It's in the main "Blood" folder in the steamapps.

>> No.8194257
File: 412 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_36_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8194257

FRIDAY NIGHT FIREFIGHT TIME YET AGAIN! TONIGHT WE'RE PLAYING ON GREENWAR.WAD. LET'S GET SOME FRAGS GOING, CONNECT TO 104.128.49.2:10742 WITH ZANDRONUM.

>> No.8194375

>>8192896
Yes.

Game: https://archive.org/details/Quake_III_Arena_Id_Software_1999

Latest patch:
http://www.quake3world.com/files/updates/quake3-1.32c-win.zip

OSP mod (extract to baseq3 folder in install directory):
https://www.q3retro.com/maps/misc/OSP-Client-Files.zip

Suggested config for graphics, etc. (updateq3config in baseq3 folder):
https://steamcommunity.com/sharedfiles/filedetails/?id=243509036

When you're in game, open the console and /connect ffa.q3retro.com:27960. It'll be busy all weekend. Cya.

>> No.8194421

>>8185908
Map11 minor update - https://www.dropbox.com/s/hww159ezk8siyrh/Map11vrspookyV3.wad?dl=0

>> No.8194527

Ok my VR map is finished and ready to be sent in.
where do I send it?

>> No.8194531

>>8194527
Read the spreadsheet, retard

>> No.8194532

>>8194531
I think he's talking about the quake project

>> No.8194543

Damn, Kira's Bizarre Adventure is very fun.

>> No.8194632

>>8193331
Has anyone made a sprite for this?

>> No.8194643

dude, what if someone makes a doom port but as an nft?
>inb4 zenimax makes it an official thing as part of doom's anniversary this year

>> No.8194691
File: 1.90 MB, 1920x1080, Diablo 3d Screenshot 2021.10.01 - 19.22.50.20.png [View same] [iqdb] [saucenao] [google]
8194691

I got Diablo 3D to work correctly this time
This should be fun
again thanks to whoever here for letting me know this exists combining two of my most favorite games of olde
And I'm streaming it again

>> No.8194702

best halloween/spooky themed WADs that don't need gzdoom, GO

>> No.8194793

>>8190137
>QL is not retro
That seems like a mostly meaningless distinction to me.
>doesn't have the community
It doesn't have the same community but CA, FT and FFA all have active communities and you can play nightly.
>load outs ruin the game
I agree, but they're not on any server, in NA at least.
>lack of customization
Yeah. It being essentially unmoddable and closed source gimps it.
>lame announcers
The default one is trash yeah.
>In general it's an inferior browser port.
I overall agree with that (and I suspect q3 would be in a better place if ql hadn't happened.)

>> No.8194794

>>8186857
I'm curious, which servers are there nowadays?

>> No.8194801

>>8194794
Not him but Q3 Retro has a FFA and CTF that are always active. AdultsOnly sometimes has a few people who are high ping or banned from Retro. Idk how people get banned from Retro. The rules are basically don't cheat and don't be a racist.

>> No.8194820

https://mega.nz/file/tVUlBYJB#6RIL8nFtrGbhuhipn9UaYkkvfRW96ZjjAt_WSoMdsDI
Alright VR anon this is my level

>> No.8194823
File: 288 KB, 1920x1017, Screenshot_Shrine II_20211002_112057.png [View same] [iqdb] [saucenao] [google]
8194823

This probably isn't the best way to start my doom mapping career, but I want to make a map set for Shrine II using my balance patch. I really wish Scumhead organised his shit into proper categories, but it is what it is.

Maybe I should just load in the patch when mapping too, it would let me set new editor categories for objects. These maps won't be balanced around vanilla Shrine II anyway, so compatibility doesn't matter that much.

>> No.8194840

when are we going to DM? i'd like to actually try marathon infinity's multiplayer

>> No.8194934

>>8194840
I've never been able to play Infinity on LAN for longer than 15 minutes without it desyncing, let alone online, but would be down for trying if anyone knows how to make it work properly

>> No.8194939
File: 2.93 MB, 640x360, AbsoluteBlasphemy.webm [View same] [iqdb] [saucenao] [google]
8194939

>>8194823
This sounds great and a wonderful start to mappin'.
At least you're not putting yourself through Quake 2 third person for some unknown/unsightly reason.

>> No.8194954

>>8194702
Strange Aeons is nice. Classic Realm667 junk aesthetic.

>> No.8194962

>>8194939
Looks based.
Based on Heretic II.

>> No.8194989

>>8194939
This looks extremely similar to Malice's chasecam feature, down to the weird delay when turning

>> No.8195001

>>8194954
>don't need GZDoom to run
>Strange Aeons
Technically you are correct, since it can run on basic ZDoom as well.

>> No.8195018
File: 3.46 MB, 1920x1080, Diablo 3d Screenshot 2021.10.01 - 21.14.06.02.png [View same] [iqdb] [saucenao] [google]
8195018

Man this is some good stuff

>> No.8195043

>>8195018
You do you, man. Those filters and high-res textures are disgusting.

>> No.8195071

>>8195018
looks like deep-fried anus.

>> No.8195114
File: 800 KB, 1920x1080, rbb.png [View same] [iqdb] [saucenao] [google]
8195114

>>8194820
I liked it. It took me forever to find the silver key. In general I spent a lot of time just wandering around, but I guess that's the point of this kind of level. Probably doesn't help that I've never played banjo-kazooie.
If the project lead is interested I'm nearly done with my submission too, I just gotta finish the difficulties. It'll probably take till the 3rd.

>> No.8195215
File: 64 KB, 388x372, 1628952816953.jpg [View same] [iqdb] [saucenao] [google]
8195215

Hey Anon. I'm impressed with all those cool GZDoom enhanced WADS and want to learn how to map/mod for this game (and GZdoom).

I already tried to google a definitive tutorial on how to do it but i only find mixed results.

Is there something of a "definitive" guide?

>> No.8195226

>>8194527
Upload somewhere (anonfiles, mega, whatever) and link it here. Otherwise if you really want to email it you can send it to violentrumble@protonmail.com

If you want to be credited in some specific way, make sure to include a text file.

>>8194820
Don't know if you're the same guy, but thanks, downloading now.

>>8195114
>If the project lead is interested I'm nearly done with my submission too, I just gotta finish the difficulties. It'll probably take till the 3rd.
Alright, great. Don't sweat the difficulty differences too much though - they can wait for the testing phase if needed.

>> No.8195258

>>8195215
What features do you want to use and why? The main draw GZDoom has is Zscript, which is its own internal programming language. It gives you an insane amount of flexibility, but good tutorials for it are few and far between.

>> No.8195265

>>8195258
well i have no clue when it comes to programming.
correct me if im wrong but when i understand it correctly you can use slopes and do stuff like vertical levels and flying plattforms with gz/zdoom ?

>> No.8195293

>>8195265
Yeah, you can do all that. Vertical levels is possible with platforms, but 3d platforms will tank GZDoom's performance if you use too many of them. Same with the other fancy features it has like dynamic lights. Don't let that discourage you though, you have to go full retard with these features before that happens, like that one guy who made 700 3d platforms for a flight of stairs.

If you aren't interested in making gameplay mods or learning Zscript, all you'll need to install is Ultimate Doom Builder to get started. Pick GZDoom: Doom 2 (UMDF) for your formatting and you'll be good to go.

>> No.8195312

>>8195215
>>8195265
https://zdoom.org/wiki/Main_Page
https://github.com/jekyllgrim/ZScript_Basics
have fun

>> No.8195318

>>8195293
>>8195312

well ONE day i would like to change some stuff. make and add my own weapons or something like that. but thanks for pointing me in the right direction.

>> No.8195337
File: 35 KB, 450x320, chevy.jpg [View same] [iqdb] [saucenao] [google]
8195337

>>8195226
I realized I fucked up and didnt include the custom track
https://mega.nz/file/FUUkGRYA#CFxLLp5gARz5B6qtXiiy3nJ9Fu-kXkZ3OhQoUoTtJoM
Heres an updated version

>>8195114
You gotta play it with the ridiculous grant kirkhope clown music to get the full experience

>> No.8195348
File: 14 KB, 369x300, 1561325017324.png [View same] [iqdb] [saucenao] [google]
8195348

>>8195114
>Got every enemy
Actually when I was developing it I swear there was one extra enemy somewhere I could never find. Even when I was just viewing entities in trenchbroom I could not find that fucker. I always ended the level with 1 not killed whenever I was testing it.

>> No.8195352

>>8195318
You'll want to install Slade and learn how to use DECORATE then.
>https://zdoom.org/wiki/DECORATE

Decorate is way easier to learn than Zscript and is usually a good point to start with modding. Don't be afraid to crack open other peoples' mods and see how they work under the hood too.

>> No.8195373
File: 74 KB, 781x943, analpain the wad.png [View same] [iqdb] [saucenao] [google]
8195373

>BURL TUMD is eight years old
>download links to it on the ZDoom thread are dead

I don't suppose any anons still have the GZDoom version around?

>> No.8195383

There's a wad I'm trying to remember, it was a weapon and enemy replacement wad, it had a custom HUD with Doomguy having an eyepatch on his mugshot, and one of the replacement enemies was the Quake Vore in place of the Revenant, also I think one of the weapons was a sledgehammer. Anyone know the name of the wad?

>> No.8195387

>>8195383
Accessories To Murder. I think maybe that it doesn't run in the most recent versions of GzDoom, but I could be wrong.

>> No.8195395

>>8195387
Thanks! I'll give it a look and see if it still works.

>> No.8195418

>>8195373
https://files.catbox.moe/8a80er.zip
the original, an edit I made, and an edit someone on zdf made

>> No.8195432

>>8195373
i'll do you one better and give you the in development build i was working on before i got owned by loss of motivation and crippling HD addiction
https://drive.google.com/file/d/1SCj8rKbSg1q34af5Z2RHKUJVKiY4Bnyo/view?usp=sharing
everything should be functional and generally better designed than the last actual release, if not perfectly balanced and polished
quick changelog off the top of my head:
>stupid pistol/silenced pistol/rifle bullshit done away with and rolled into one fucking bonkers bullethose pistol
>chainsaw gone, sword promoted to chainsaw slot, starting melee is the melee from that funny webm where i punch a cyberdemon in the butt until it dies
>shotgun, super shotgun, and rocket launcher allow for that trendy animation canceling after firing
>chaingun replaced with penetrating rifle, less damage per shot than the pistol but piercing makes it more efficient when shooting two or more targets at once
>plasma rifle causes an explosion upon killing an enemy
>shotgunners pump their gun before firing, giving you an audio cue before they blow your ass to bits
i think that's it but it's been a long time since i fucked with it at all so i could be wrong

>> No.8195443
File: 19 KB, 311x291, 1469164583763.jpg [View same] [iqdb] [saucenao] [google]
8195443

>>8195432
>>8195418
Thanks Eric, and thanks anon.

>> No.8195494

What's that doom wad where the enemies are all big titted clowngirls and your only weapon is doom guys super long rock hard cock and you spray jizz everywhere to fight them? I remember the enemies making a laughing sound when you spray them with jizz and the reload sound was a "boioioooing" as doom guy got hard again.

>> No.8195510

>>8195494
brutal doom

>> No.8195526

>>8195494
Analpain.wad

>> No.8195578
File: 194 KB, 1912x1035, shrine ii and shit.png [View same] [iqdb] [saucenao] [google]
8195578

>>8194823
Makin' progress. Don't really know what I'm doing, but I'm doing it.

>> No.8195705

>>8193642
Runs fine but I'm finding the level design to be unintuitive.

I shouldn't be in a situation where I have all keys, have explored the whole map, have murdered everything in it, can see the exit, but have absolutely no direction as to how to open it.

>> No.8195712

>>8195018
>filtering
>high res-low-res mishmash everywhere you look
>fugly POM shader

How can anyone look at this and think it isn't ugly as sin?

>> No.8195719

Wads with good music?

>> No.8195724

>>8195318
That's easier than mapping.
As >>8195352 said, DECORATE is piss easy to learn and when you have that down and want to make something more complicated you can graduate to ZScript, this >>8195312 guide is excellent for beginners.
As for mapping, praise the texture features of UDMF that make your life a lot easier and also learn ACS so you don't have to do voodoo doll and conveyor belt bullshit.
And remember that you can set MULTIPLE tags to EVERYTHING.

>> No.8195797

>>8186291
based wad

>> No.8195828

>>8195719
1994tu. shit maps but good music

>> No.8195839
File: 59 KB, 600x600, Quark2.jpg [View same] [iqdb] [saucenao] [google]
8195839

>>8185903
>recording a Doom 2 demo on Crispy Doom
>over an hour in, on map14
>finger accidentally moves less than an inch and presses Q instead of W
>game instantly quits with the message "Demo Recorded!"
Who's bright idea was it to have the End Demo bind literally right next to the key you're constantly pressing?

>> No.8195846

>>8195839
idk about your fingers, but my ring finger on A stops my middle finger on W from pressing Q, it's just anatomically impossible for me, put aside doing that accidentally

>> No.8195849

those alien bastards are gonna pay for drawing me as a söijak

>> No.8195856

>>8195846
It happened when I was pressing tab to look at the map, I think it may have been my middle finger that's usually on A that pressed it, but either way that placement is horrible, bind it to the numpad or pausebreak by default or some other part of the keyboard that's never used.

>> No.8195861

>>8195839
Can't you rebind it?
In any case, learn to control your fingers.

>> No.8195863

>>8195705
>have explored the whole map, have murdered everything in it, can see the exit, but have absolutely no direction as to how to open it.
How do you get into that state on either Outpost Romeda or Terminal Melt, given that the process of opening the exit is required to get the last few enemies to spawn? I don't think you can leave the ambush room near the end of OR without pushing the button that opens the exit tube, and there's a string of rooms between the door marked Exit on TM and the actual exit terminal and switch.

>> No.8195868

>>8195861
Yes thankfully. This isn't a matter of controlling fingers, when you're in a multihour session with thousands of key presses you're bound to accidentally hit a wrong key sometime, especially if you have a Cherry MX Red keyboard like me.
I'm more just salty since I was like halfway through the game.

>> No.8195870

>>8195856
bro recording demos when you still need to check the map, seems a bit prematurely

>> No.8195875

>>8195868
>especially if you have a Cherry MX Red
Why especially then? If anything, switching to mechanical grossly decreased erroneous button presses for me.

>> No.8195882

>>8195870
I was just checking kill/secret count
>>8195875
idk what switches you use but reds are very light and linear so they're very easy to activate.

>> No.8195884

>>8195882
>but reds are very light and linear so they're very easy to activate.
If you're not using the extremely clacky ones it doesn't really matter, because even browns are pretty light (unless you're some literal soiboi weak fingered bitch); it's more about how they are better "separated" than e.g. a common laptop keyboard AND that they need to be actually pressed, which is the same for red, brown, black, blue, clear and whatnot, no matter how light and linear they are.

>> No.8195887

>>8195882
>I was just checking kill/secret count

if you're such a hardcore speedrunner, you should probably consider the source port where you can put it on your hud instead of pressing tab all the time on your super cool gaming keyboard

>> No.8195890

>>8195884
Fair enough, I've only used my current mechanical keyboard so I was kinda just parroting what Cherry says about the different switches.
>>8195887
Nah, Crispy's comfy.

>> No.8195897 [DELETED] 

>>8195890
so what do you do with your demos anyway? show them to your mom? sounds like she might be the only person interested in them

>> No.8195905 [DELETED] 

>>8195897
I show them to yours ;^)

>> No.8195910 [DELETED] 

>>8195905
>mom jokes

LMAO you're really 14 yo, color me surprised

>> No.8195920 [DELETED] 

>>8195910
holy cope.

>> No.8195921
File: 631 KB, 1920x1080, Screenshot_Supplice_20211002_122353.png [View same] [iqdb] [saucenao] [google]
8195921

>>8195863
You tell me. I've been running around in circles for hours and haven't found a damn thing.

>> No.8195926 [DELETED] 

>>8195920
seethe dilate etc

>> No.8195928

https://youtu.be/1UtTtrwMQHI

GZ bros...

>> No.8195936

>watch Sandy's video on Rats In The Walls
>has to have a long section explaining the cat's name
kek

>> No.8195958

>>8195921
This

I can't beat either 2 levels because they're unecessary convulated and too interconnected.

Two examples from the 2nd level

>thaw ice
>see the ice thaws, know you have to get there
>no shortcut that opens to get directly there, need to backtrack through empty rooms
>everything is so interconnected that it's easier to take the wrong direction and keep lost for mins; everything is interconnected except what needs to be

Once that's done...
>get green keycard
>use the map, find a switch in a semi hidden closet locked by the green key
>no clue what the switch does
>it opens an area a few feet away on the right... why couldn't the switch be next to that area then so I can see what it does??
>explore area, turns out it's just an optional area that leads to secrets.... I guess that's the logic why the switch is hidden, because it leads to a secret? Okay then, why is this secret locked by a keycard, something that screams "you need to go there!" on the map?
>back to square one then
>realize I have all 3 keys and can open the door that requires all 3 in the middle of the map
>clear that area, find a switch
>switch does ???
>oh, it activates the elevators, I feel like I got lucky to realize that!
>These elevators that are now activated only let me take shortcuts to areas I already know
>now I *guess* I have to run around the map again looking for that one elevator that leads somewhere important, map can't help for this

They need to fix the entire way they convince progression through levels.

>> No.8195964

>>8195958
convoluted* and concieve*

>> No.8195972

>>8195958
>now I *guess* I have to run around the map again looking for that one elevator that leads somewhere important, map can't help for this

btw I'm not even sure that's correct, it's just a guess, it certainly feels like it shouldn't be correct because having all 3 keycards and doing something with that should be the end goal, but now apparently even after that I'm still activating stuff all over the map with that switch?

>> No.8195976

>>8195921
Its from the same artists from Ion Fury right?

Ion Fury, Selaco, now Supplice what is up with these new retro shooters and boring looking female protags?

>> No.8195979

>>8195928
i wonder why those people feel entitled for something people do for free in their free time? don't like gzdoom? use other source ports. don't like modding gzdoom? use unity engine or unreal. or even better, fork gzdoom and 'optimize' it yourself. that's how it's been for years

>> No.8195981

>>8195979
No one's entitled to anything, but there is clearly a problem with optimization in GZDoom and the devs aren't listening. It isn't a cardinal sin to point out issues with their engine.

>> No.8195989

>>8195981
>to point out issues
>point out issues
>by making an extremely butthurt video with an incredibly annoying laughtrack
lmao nobody can ever be as assmad as gzd haters

>> No.8195996

>>8195981
>the devs aren't listening

you probably wanted to say 'the devs aren't doing what i want them to do'

>> No.8195997

>>8195989
the fact is that most of the reason it is like this is because GZDoom has to keep a lot of Legacy options so that old mods can run still, additionally, Some modders have gaming pc's, which especially currently, Most cannot afford, so the issue really does come from a "Runs on my machine" issue.
Hell batandy eventually understood that Putting a fuckton of models really wasn't worth it if people do not care + Will make the game lag more.

>> No.8195998
File: 445 KB, 1920x1080, graf repeller.png [View same] [iqdb] [saucenao] [google]
8195998

>> No.8196002

>>8195997
With the new GLES options there is really no reason for potato people to complain anymore anyway. I hope you did your part in the survey.

>> No.8196005

>>8196002
i did.

>> No.8196007

>>8195979
>use other source ports
Unfortunately not realistically possible, since GZDoom has become a black hole that makes all modders gravitate to it and make their mods only for the newest fucked up versions, instead of making mods compatible with older more functional versions or Zandro.

>>8195997
>because GZDoom has to keep a lot of Legacy options
Are you serious? Removing legacy features is practically a fetish for the devs at this point, it's the spaghetti code and the overblown, badly designed new features that are tanking the performace.

>> No.8196013

>>8196007
did you skip the part where i said to fork it and optimize it yourself?

>> No.8196036

>>8195976
To be fair, Selaco's protag is arguably the most boring one and in comparison makes Shelly much better. But that's to be expected from such a bland game as Selaco.
This is how retro FPS trend dies: with boring games on scuffed engines that all look and feel the same, degressing into modern shit nobody wants.

>> No.8196037

>>8193635
>>8185905

>> No.8196045

>>8196007
>newest fucked up versions
Stop believing the memes, retard. Or go ahead and tell me what critical things the new versions have broken for you.

>instead of making mods compatible with older more functional versions or Zandro.
See above, also
>or Zandro
Ask Kegan how much fun it is to make stuff for Zandro. Also, stop being a little bitch.

>> No.8196047

>>8196036
We dont even know how the game is anon. But yeah. I stopped trusting even indie devs.

>> No.8196050
File: 341 KB, 329x500, bats.png [View same] [iqdb] [saucenao] [google]
8196050

>>8196045
>Ask Kegan how much fun it is to make stuff for Zandro
IT FUCKING SUCKS.
I have no regrets though.

>> No.8196056

>>8196050
>I have no regrets though.
And I admire your bravado, but I don't have the energy for that. I stay with ZScript, it makes everything easier in the long run.

>> No.8196057

>>8196036
>This is how retro FPS trend dies:
By not releasing these retro FPS shooters, having them pushed back time after time. Wrath, IF expansion, very nebulous releases.

>> No.8196058
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
8196058

GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN. SCREENSHOT SATURDAAAYYYY. YOU BOYS BEEN UP TO ANYTHING THIS WEEK? MAPS, MODS, SPRITES? NOW'S THE TIME TO SHARE IT.

I ALREADY SAW THAT ANON HERE
>>8194823
>>8195578
BEING A COMPLETE FUCKING MADLAD AND MAKING CUSTOM SHRINE 2 MAPS FOR HIS SHRINE 2 GAMEPLAY FIX MOD.

>> No.8196062
File: 69 KB, 914x1287, Stinky bastard man.png [View same] [iqdb] [saucenao] [google]
8196062

>>8196058
I've -barely- started on Samson. All I have right now is he's selectable in the menus, and there's a player class for him, but he doesn't have any of his weapons.

I'm kinda dragging my feet there as I don't want to make placeholder sprites. I really should do that though.

>> No.8196070

>>8196050
>>8196045
i wanna add also that zandro doesn't really run on a GPL 3.0 version of the engine (the first version that does is gzdoom 3.0) which pretty much doesn't allow people to sell products with it.

>> No.8196074

>>8195976
Same graphic artist as with Ion Fury, but different mapper.

>boring protags
Name single Doom engine game that has non-boring protag? Protagonist is basically just the weapon you see. Build games at least have mirrors and catchphrases. Hating Ion Fury for said reason I would even understand, since the protag is in bigger role. Supplice doesn't even have a face in the hud. Protag is basically only in the backstory and in pain sounds, and you can always replace the sounds with Doom ones, if it's ruining your experience.

>>8196036
>This is how retro FPS trend dies: with boring games on scuffed engines that all look and feel the same, degressing into modern shit nobody wants.
Take your depression meds. REKKR has viking theme, which isn't explored even in a single wad. Age Of Hell has you playing with a literal crusader in Hell with giant hammer and steam-punk holy-versions of usual arsenal. Wrath has you going through Dark-Souls like fantasy-enviroments with bio-organic weapons. Ion Fury had cyberpunk theme, which wasn't as explored in retro fps when it came out. Supplice basically goes with straight up Doom theme with moon bases and hellish dimensions (but without actually Hell or demons) since it started as a Doom wad. One or two games that you don't like aren't killing the genre. Then there's of course too much actual shit games, but I only count the games with 90s engines (improved or not).

>> No.8196075

>>8195958
I've beaten the second level, but I'm still stumped on the first.

>everything is interconnected except what needs to be

That really is the case. Both maps suffer from this exact same problem. It's like their mappers heard John Romero say that all of his levels are made of loops that circle back on eachother, and just applied that principle without any thought as to what the loops should circle back *to*.

>>8195976
>Ion Fury, Selaco, now Supplice what is up with these new retro shooters and boring looking female protags?

Take a look in the gzdoom discord and you'll soon understand exactly what's up.

>> No.8196076
File: 516 KB, 1920x2160, file.png [View same] [iqdb] [saucenao] [google]
8196076

>>8185908
>>8192410
Are you going to fix BOOKSHL3? It's still 96-wide and doesn't render properly in software mode.

>> No.8196096 [DELETED] 
File: 4 KB, 96x128, BOOKSHL3.png [View same] [iqdb] [saucenao] [google]
8196096

>>8185908
>>8196076
This one should fix it.

>> No.8196097

>>8196074
>REKKR has viking theme
I forgot that a new Rekkr’s out soon, great news.

>> No.8196102
File: 5 KB, 128x128, BOOKSHL3.png [View same] [iqdb] [saucenao] [google]
8196102

>>8185908
>>8196076
This one should fix it

>> No.8196104

Does GZDoom not have any way to search for commands/cvars from inside the console?

I know about "options search" and tab completion if you know the prefix, but something like source engine's "find" command would be better

>> No.8196107

>>8196104
cvarlist?

>> No.8196123

>>8196107
Ah thanks, I see it works as a search if you use asterisk wildcards, yeah that's good to know

>> No.8196131

Are there any decent gameplay changing mods for Half Life like there are for Doom or Quake? Things like Hideous Destructor or similar. The only thing I've been able to find is Smiley's Combat Realism Overhaul.

>> No.8196151

>>8196074
>REKKR
REKKR is great and Sunken Land will be great, yeah.
>Age of Hell
I thought you tried to dispute my point, not prove it.
>WRATH and Ion Fury
Waiting for Aeon of Ruin and Aftershock. Both of these games are awesome and unique, yeah. Not exactly recent,but still.
>Supplice
Haven't seen it as much due to lack of interest and without accidental expose like with Selaco.
>One or two games that you don't like aren't killing the genre.
You haven't watched Realms Deep 2021, right? I can tell.

>> No.8196184

Sunken Land? More like Sucking Nads.
Gottem.

>> No.8196192

>>8195998
>DOOM2 on ecstasy

>> No.8196214

I HATE GREEN ARMOR

>> No.8196229
File: 258 KB, 1152x648, Screenshot_Doom_20211002_002302.png [View same] [iqdb] [saucenao] [google]
8196229

>>8196058
Slowly working on this map. I do detail and level design at the same time.

>> No.8196270

>>8196151
>I thought you tried to dispute my point, not prove it.
There isn't really much retro fps's, that aren't Doom and still play with Hell theme. And not single one with crusader theme. I liked it. It's machine requirements are insane though. Doom Eternal runs better. It's not entirely gzdoom's fault either, since Supplice runs without any problems.

>Haven't seen it as much due to lack of interest and without accidental expose like with Selaco.
I think Selaco pretty much tries to be Ion Fury, but in gzdoom. Supplice has different thing going on. From gameplay perspective it's quite great. Of course comparisons are valid, because it has same graphic artist.

>You haven't watched Realms Deep 2021, right? I can tell.
Yea. Lot of shit, but all the shit ones, are the ones that do not use retro engines, but stuff like Unity and Unreal. Ones that have used Doom (gzdoom), Build (eduke) or Quake (darkplaces) have all been fun to me. I think that not-real retro ones will fade into history, while stuff like REKKR and Supplice will be remembered in Doom community and continue to influence wads in future.

>> No.8196272

>>8193635
Really love the artstyle but goddamn the level design almost filtered me. Always nice to see a map interwined on itself but here it's a little too much.
Also I think weapon stats could've used some work. Is there RNG damage like Doom? Because during my playthrough there were too many cases when you shot those red fireball throwing guys point-blank with a shotgun and they didn't die.

>> No.8196298

>>8195705
>>8196272
It's map design is 90s like (with modern enemy placement and detail).

>> No.8196316
File: 2 KB, 620x340, 9pRHa6I.png [View same] [iqdb] [saucenao] [google]
8196316

>>8196214
OH YEAH? I HATE YOU TOO

>> No.8196330

>>8196229
Hey, that's pretty good

>> No.8196380

>>8195839
That does sound really retarded. Isn't that something you could rebind?

>> No.8196392

>>8195958
This is starting to sound really Eternal Doom.

>> No.8196401

>>8196270
>I think Selaco pretty much tries to be Ion Fury, but in gzdoom
Different anon here.
The protag is vaguely similar, unfortunately, but the gameplay doesn't look much like Ion Fury at all. They're right to be pushing the FEAR angle. It's what's hooked my interest.

>> No.8196403
File: 932 KB, 1453x880, 817.png [View same] [iqdb] [saucenao] [google]
8196403

>>8196298
I wouldn't complain if they saw fit to adjust some of the level design but it worked for me.

>> No.8196407

>>8196392
More like Counterattack, the previous entry by mapper of Supplice. His style is pretty much modernized and limited size Eternal Doom, so you are not wrong on that. Some like that, some don't. I do like it.

>> No.8196409

>>8195981
Yeah, just revise two decades of code for multithreading, it's so easy, why don't they just do it?

>>8195997
>>8196007
>older more functional versions or Zandro.
How are the older versions more functional? Zandro is fucking behind on Decorate (which was completed years ago), so it doesn't matter that I'm sticking to Decorate, because Zandro often doesn't run my shit anyway, because Zandy devs have either abandoned it or are lazy as fuck.

For performance, I certainly wish that it was better, but I also know it's not like waving a magic wand. GzDoom has added Vulkan support, which typically improves performance overall, and recently added GLES, which runs much better on older machines (to some it's a night and day difference).
There's clearly effort put into improving performance even for people with shit computers, if they didn't care at all they would never have implemented GLES.

>> No.8196414

>>8196047
>We don't even know how the game is anon.
That was more than enough for me, personally.
https://www.youtube.com/watch?v=ozxnmQyzll4
>>8196057
Result of using updated versions of older tech that is not GZDoom. I think it's pretty interesting topic on itself regarding how retro games in general should be in terms of tools and technology. While I do have a lot of love and respect for both WRATH and Ion Fury, the team's honestly about complexity of their can be eye-opening.
My personal takeaway from these examples are "If you can, that doesn't mean you should". While making games on such source ports might be easier for you due to your previous modding background, it's better to just avoid doing anything super crazy. HROT's path is unironically the best one you can pick: "just" make your own engine and put yourself into proper limitations. SKALD, I believe, is on custom engine as well. Second close to it I would call REKKR due to its compatibility and only then I would name retro games on Unity and such. There, I would say that Emberheart Games' remasters of Crystal Caves and Secret Agent are the best.
>>8196270
>Doom Eternal runs better.
My reaction to that game was basically "Oh, so you played TAG2".
>I think Selaco pretty much tries to be Ion Fury, but in gzdoom.
Funnily enough, people are making comparsions to F.E.A.R. (don't know how accurate is that; not familiar with the game), but it just felt too... overly modern? Visuals are bland, these pop up notifications are annoying (especially the ones with "waifu bullshit" vibes) and the overall presentation is off putting.
Still makes me funny to remember how once Selaco's dev at 3DR's server was like "No, our character is nothing like Shelly". Come on.
>it has same graphic artist
I can't feel or see it.
>I think that not-real retro ones will fade into history
We will see. At the end of a day, it should be about specific game. Not how it was made or what it's based on.

>> No.8196416

>>8196414
>the team's honestly about complexity of their can be eye-opening
…Want to try that again?

>> No.8196417

>>8196401
Oh yeah forgot about that. They said that enemies will have improved FEAR-influenced AI, so that's interesting thing to see in gzdoom-engine game. At least have to try the demo.

>> No.8196421

>>8196407
>His style is pretty much modernized and limited size Eternal Doom
That sounds awful. A big issue with Eternal Doom is that some levels are fucking enormous, and the reason that's a problem is that progression is often retarded by design, requiring you to do highly unintuitive shit which one would expect more from hiding secrets.
Scaling that down to a smaller size doesn't make it less tedious and confusing, it just makes the tedium and confusion less lengthy, but not by enough.

Here I was hoping Supplice would be really cool, but now I'm second guessing if I should even play it at all.

>> No.8196426

>>8196421
Try the demo. No one’s going to hurt you.

>> No.8196427

>>8196426
I couldn't even play it. The camera just kept spinning around, even after restarting the game.

>> No.8196428

>>8196414
>My reaction to that game was basically "Oh, so you played TAG2".
I'm probably having a retard moment, but what's TAG2?
>but it just felt too... overly modern? Visuals are bland, these pop up notifications are annoying (especially the ones with "waifu bullshit" vibes) and the overall presentation is off putting.
Yea, have to agree with this. I'm still probably going to try the demo (after all it's free). FEAR influenced AI on gzdoom is interesting from scripting perspective though. Might be fun to use it on some special enemies on Doom wad.
>I can't feel or see it.
Maybe not in enemy sprites, but I could see those guns in Ion Fury.
>We will see. At the end of a day, it should be about specific game. Not how it was made or what it's based on.
I have to agree with this too.

>> No.8196429

Can you guys recommend some weapon/monster overhauls with cyberpunkish theme?

>> No.8196434

>>8196427
Sounds like you have entirely different issues to worry about first, then! That’s also ironic considering how worried I was that it was going to run as poorly as Age of Hell.

>> No.8196437

>>8196428
>I'm probably having a retard moment, but what's TAG2?
Second New Doom 2 DLC.

>> No.8196438

>>8196421
It's quite cool. You should try it before judging. Mechadon makes big sprawling maps actually work.

>>8196427
Seems more like mouse or mouse driver problem. It's basically just an iwad bundled with gzdoom. You would have mouse problems with all doom wads on gzdoom, if Supplice has those. But I suggest reporting a bug to Supplice thread on dw.

>> No.8196439

>>8196427
Do you have a controller plugged in? Sounds like some input thing.

>> No.8196440

>>8196050
The fact tbat you're willing to deal with SBARINFO amazes me. Couldn't pay me to do that shit.

>>8196414
>especially the ones with "waifu bullshit" vibes
The what

>> No.8196441

>>8196097
New episode anyway.

>> No.8196442

>>8196437
Ah. Haven't played that, so I can't compare. Maybe there's some similarities between Eternal Doom and Age Of Hell, but I don't know what. At least themusic on Bridgeburner wads is quite nuDoom influenced.

>> No.8196443

>>8196429
Didn't Auger Zenith have new weapon skins?

>> No.8196445

>>8196426
Eh, maybe, but I feel I'm too busy for that at the moment.

>> No.8196454

>>8196443
Just for the pistol.

>> No.8196457

>>8196445
Demo’s not going anywhere anytime soon.

>> No.8196478

>>8196439
I thought it was that, so I unplugged it and still had the same issue.

>>8196438
>You would have mouse problems with all doom wads on gzdoom
playing doom with gzdoom works just fine

>> No.8196484

>>8196478
Hm. Interesting. Steaminput issue maybe, if you don't get it on other GZDoom wads.

>> No.8196493
File: 22 KB, 762x316, strawpoll.png [View same] [iqdb] [saucenao] [google]
8196493

>>8185908
Well, it's time to choose the definitive project title.
Vote here:

https://strawpoll.vote/polls/enbl0xz7/vote

>> No.8196498

>>8196493
Gee, not loving any of these.

>> No.8196506

>>8196498
No one wanted to suggest more name titles, so enjoy these ones. lul

>> No.8196519
File: 193 KB, 1920x1080, shot022.png [View same] [iqdb] [saucenao] [google]
8196519

Any suggestions for good military themed retro shooters with modern firearms (can have fictional ones in the mix too) with classic gameplay.

Already played Half Lifes and Soldier of Fortunes.

>> No.8196521

>>8195928
>>8195979
>>8196007
Okay, I'll bite. What are some examples of "actually well-optimized" GZDoom gameplay mods? So that I can test them out and see if they do indeed maintain a steady 60fps.

>> No.8196543

>>8196506
I suggested 4chan Boner Extravaganza

>> No.8196563

>>8195890
Crispy has an option to display the level stats while playing. It's actually the best of all ports in this regard (IMO) because it uses the smallest font

>> No.8196568

>>8185908
I would like to claim MAP21.

>> No.8196624

>>8196543
That's honestly not better than any of the others lol

>> No.8196630

>>8196493
These all suck but it's kinda hard to create a clever name in this context

>> No.8196635

>>8196519
Nam.

>> No.8196653

What's doom wad where you're a chimp breaking out of the zoo and you're only weapons are your and poop and pee and people are panicking and rioting

>> No.8196660

>>8196521
Anything by Marisa. Tranny autism keeps it running at 150+fps on my machine.

>> No.8196662

>>8196660
And what kind of mapsets were you playing with it

>> No.8196663

>>8196653
Nature's call is the closest thing to that and it's a gameplay mod. You use piss and shit as weapons

>> No.8196683

>>8196662
Hey, that reminds me of a funny little story. In the hellforge, marisa was talking about how unoptimized abandon was, which she then found out was actually a product of her mod adding dynamic lights to cell packs, which as you can guess there was a fuckton of. A day or two later, she's complaining about the mod on twitter. Fun times.

>> No.8196708
File: 43 KB, 967x464, 2021-10-02 194049.png [View same] [iqdb] [saucenao] [google]
8196708

uhm... crispyfags?

>> No.8196719

>>8196493
/vr/y spooky title fucking sucks.

>> No.8196732

>>8196708
If you're on Linux, you can just use libstrangle to limit it to whatever FPS you want. If you're on Windows, I assume there's plenty ways of doing that too.

Hopefully between 2019 and now Fabian figured out how to do it, since DSDA-Doom already lets you do this.

>> No.8196735

>>8196719
I agree, it's really necessary to put ''/vr/'' in every project from this board? I voted whatever except that one, too bad it's winning now

>> No.8196741
File: 488 KB, 400x300, ohohohoho.gif [View same] [iqdb] [saucenao] [google]
8196741

>>8196683
>her

>>8196662
Not slaughter maps.

>> No.8196742

>>8196719
>>8196735
That was the title for the original halloween project, but for the record, the full title was "a /vr/y spooky halloween project"
>>8196741
Don't care retard

>> No.8196743

>>8196741
A lot of things are not slaughter maps, and I have a feeling you and I will disagree in what counts as slaughter and what doesn't

>> No.8196748

>>8196735
I think it's good if it's used as an acronym, as e.g. Violent Rumble, but it's just really hard to employ properly.
"A /vr/y spooky halloween project" is still not very good.

>> No.8196760

>>8196748
Yeah, I was just posting that for posterity's sake. With that said, we could try to make some acronyms. My mind's just drawing power metal band names right now and nothing specifically halloween-y

>> No.8196767

>>8196760
>just drawing power metal band names
lmao but also kinda based but also nahhhhh

>> No.8196775

>>8196742
Cry moar

>>8196743
I suppose it's hard to define specifically, but generally speaking anything with more than 512 monsters is usually a slaughter map. If it's not, it's retardedly huge.

>> No.8196776

>>8188635
q2 the reckoning is better than the original. it still has bland map design, but encounter design is much improved. enemies are parked in positions that best suit their abilities, and enemies like the chaingunner now fire when detecting the player rather than moving. on the other hand, some enemies are now much spongier to encourage the use of the newer weapons. its overall a good time, gives more fun than q2 but isnt a masterpiece. ground zero is really fucky tho. it really had a chance of being What Quake 2 Should've Been. the game can get satisfyingly difficult, with extremely sadistic level design like long stretches of swimming that stresses your air supply. and the AI was modified to make them react faster and more evasive, various behaviors that couldve been in the base game but got cut because of Timmy. its all nearly ruined because of turrets, who are small bullet sponges with super high damage output. but its still worth a look if you have the patience.

>> No.8196779

>>8196775
wrong

>> No.8196782

>>8196732
dsda is prboom fork tho, also i doubt nvidia drivers can affect software rendering

>> No.8196783

>>8196775
>but generally speaking anything with more than 512 monsters is usually a slaughter map
lolno
I don't even like combat puzzles, but I microslaughter is a thing.
And I bet you can make a slaughtermap even with just 20 monsters.
Anybody accepting the challenge?

>> No.8196786

>>8196782
I am aware that DSDA Doom is a fork of PRBoom anon, what is your point. The idea is that if Kraflab did it, Fabian could look at that and implement it in Crispy if he wants (assuming he hasn't since 2019)

>> No.8196797

>>8196786
yeah, fabian looked at that and closed the pull request. that's my point

>> No.8196798
File: 65 KB, 520x385, Mort.jpg [View same] [iqdb] [saucenao] [google]
8196798

>>8196748
How about "Victim of the Reaper" or something like that? Sounds pretty halloweeny. Dunno if the "of the" part breaks it up too much to be recognizable though.

>> No.8196802

>>8196797
I don't think you understand the timeline here anon, DSDA Doom wasn't even a thing in 2019 so he couldn't have possibly looked at that

>> No.8196806
File: 831 KB, 1920x1080, entrance4852.png [View same] [iqdb] [saucenao] [google]
8196806

>>8196776
>it still has bland map design, but encounter design is much improved
Words out of my mouth. It epitomizes the "quake brown lmao" meme, doesn't help by starting you out in the sewers, and hasn't looked as good as base Q2 so far.
Enemy improvements are so good I wish I could plug them into the basegame, and I wish the disc launcher could completely replace the hyperblaster. "Some enemies are now spongier", I've only noticed this to apply to the new variants so far and that's perfect, do you mean some of them have increased health values from the original campaign?

>> No.8196823

>>8196802
how's DSDA related to any of this? doom retro (chocolate doom port) can cap fps since 2016

>> No.8196832

>>8196823
I brought it up as an example because fabian has been involved with both the UMAPINFO fork and DSDA-Doom, so it would've been easier for him to see how it was done there. I don't know that he ever worked on Doom Retro

>> No.8196837
File: 2 KB, 320x200, m_doom.png [View same] [iqdb] [saucenao] [google]
8196837

>>8196798
Sure, it could certainly work as M_DOOM picture in a way like pic related, but it doesn't sound like a map pack.

>> No.8196841

>>8196832
ever heard of github?

>> No.8196845

>>8196798
Hey, I like that. Let's add that to the poll

>> No.8196846

>>8196841
Yes anon
Why are we still talking

>> No.8196852

>>8196837
Yeah, I thought not. I'll try and come up a few more.

>> No.8196858

>>8196798
nah.

>> No.8196867

>>8196846
probably because you're desperately trying to come with a lame excuse why crispy doom still doesn't have an option to cap fps

>> No.8196870

>>8196798
Who's the reaper tho.

>> No.8196871

>>8196867
Anon take your meds
I don't even use Crispy Doom, I have no dog in this fight

>> No.8196882

>>8196870
Why, Doomguy of course. It's a subversive play on the common monster-victim relationship with supernatural monsters hunting humans, just that here the human is the monster hunting his demonic victims, kinda like I am Legend (book, not the utterly horrible Will Smith flick).

>> No.8196895

>>8196871
next time don't bother replying if you can't help

>> No.8196901

>>8196895
ANON HOW ARE YOU SO DUMB AAAAAAAAAAAAAAAAAAA

>> No.8196909

>>8196901
you ok?

>> No.8196919

supplice is good, but it's just a wad, asking money for it is ridiculous as it's damaging to the whole community and every modding scene, not just doom.

change my mind

>> No.8196923

>>8196806
>that many crates
im going to puke. desu i only realized how dumb it is to turn every map into a glorified warehouse with this blocky bullshit ever since i read Old Man Murray. anyways yeah, some enemies have more health, and some of them have enhanced abilities like the iron maidens getting homing missiles. the changes are lazy but doesnt ruin combat, as the new weapons can make quick work of them and you wont being using those as often.

>> No.8196954

>>8185903
Wad?

>> No.8196958

>>8196919
Why would I want to change your mind
Like I'm gonna get into an argument with a rando on the internet
What do I get out of it? Just a waste of time

>> No.8196995

>>8196919
Final Doom, Hell to Pay, and Perdition's Gate stand as precedent. In comparison Supplice even has fully original assets and weapon/enemy behaviors, so it's more along the likes of Heretic or Strife. Although I do think they're staying a bit too close to the Doom formula for comfort, and I expect that Mechadon's level design will get really exhausting in a full-length game. He is not a mapper with any sense of restraint or brevity, every map he makes is a magnum opus map. It's impressive in its own right and as individual releases but I would never want to play a full megawad from the guy.

>> No.8197009

>>8196782
software rendering still has to draw to the screen at the end which uses hardware

>> No.8197014

>>8197009
it's all pointless talk unless you can actually cap it with ndivia/amd drivers

>> No.8197019
File: 1.11 MB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google]
8197019

>>8196058
Map 18
Pathway to the Torture Garden

>> No.8197023
File: 847 KB, 1920x1080, cratesofun.png [View same] [iqdb] [saucenao] [google]
8197023

>>8196923
>>that many crates
>im going to puke
It's amazing that they felt players should go through a whole level of them - 30 mins into the campaign. There's even a part where you have to wait for a crate to drop another crate that explodes a door, instead of a switch that just opens it.

>> No.8197024

>>8197019
Looks rad. Is this the new name for "Those who pray downwards" or are you another anon?

>> No.8197029

>>8197014
which you can do with any modern draw api, the drawing happens the same way for every game

>> No.8197030

>>8196919
Hacx was commercial wad, and it didn't even bother to change weapon behaviour. They were all basically reskins. Then we all the 90s official expansions with Master Levels even not being a single wad, but collection of maps. But yeah Supplice is more comparable to Heretic, Hexen and Strife, because it has full new assets. Supplice won't even have full game price of +50 dollars like 3 previous ones did. (I have no idea, how much Hacx did cost at 90s, but I don't think it was under 10 dollars).

Quake too had many mission packs, that weren't official ordered by id. Aftershock, Dark Hour, Q!Zone, and Abyss Of Pandemonium. Most these weren't labour of love, but actual garbage quickly put together and sold with full price. Abyss Of Pandemonium was actually mission pack quality, but even that year free mod campaigns like Zerstorer, Beyond Belief and IKSPQ were already made. Still I would have bought AoP if I would have ever seen it on any store.

Speaking of Quake, what would think about Wrath. Do you think it's ridiculous, that it is being sold? If not, why?

>> No.8197031 [SPOILER] 
File: 118 KB, 196x258, 1633205026339.png [View same] [iqdb] [saucenao] [google]
8197031

>>8196919
>asking money for a wad in 2021
It worked in the 90s, it'll work now

>> No.8197043

>>8197029
i repeat, unless you know how do it practically, it's all pointless theoretical wishful thinking

>> No.8197057

>>8196919
>it's just a wad, asking money for it is ridiculous

TNT and Plutonia say hi, and the total conversion iwads being released right now are 100x more work to produce than either of those.

Stop being poor.

>> No.8197062

>>8197043
there's like 50 different apps to limit framerate retard

>> No.8197065

if i was good at mapping, i'd release my shit for free and ask for donations if you really liked it. seems like a decent compromise.

>> No.8197069

>>8197057
TNT caused a massive shitstorm back when it was made commercial.

>> No.8197074
File: 9 KB, 120x215, 10571dc.jpg [View same] [iqdb] [saucenao] [google]
8197074

>>8197065

>> No.8197076

>>8197062
and you can't even name one

>> No.8197081

>>8197062
>apps

>> No.8197086

>>8197065
I don't think there's anyone these days selling actual map packs.
Try making some assets and then come back with that same statement (and yes, those exist too).

>> No.8197089

>>8197023
The only good things about Quake 2 are the soundtrack and the railgun.

>> No.8197090

>>8197065
you sound like you're a doomworld user

>> No.8197101

>>8197069
Perhaps, but the things being sold now are identical in nature to Hexen, Heretic, and Strife.

>> No.8197105

>>8196543
I like that much more than the other ones.

>> No.8197129
File: 157 KB, 1920x1080, shot014.png [View same] [iqdb] [saucenao] [google]
8197129

>>8196919
>it's just a wad
You wot m8, just looked at Steam and it's basically a fully fashioned actual game.

>> No.8197135
File: 540 KB, 1920x1080, finalstretch.png [View same] [iqdb] [saucenao] [google]
8197135

>>8197089
When you pick that gun up and get that well-rounded arsenal, the game is really fun. So fun that it ends fairly quickly, because it's also the final 20% of the game.

>> No.8197139
File: 33 KB, 791x466, ass.png [View same] [iqdb] [saucenao] [google]
8197139

So, /vr/y Spooky (Halloween project) then or another title name? if that's so I'll wait another name until tomorrow and I'll post another strawpoll with newer options, I need to make the M_Doom and other shit before things get complicated for me during these weeks.

Honestly I hate that title too

>> No.8197147
File: 251 KB, 900x1313, 9503cc67bde97a4d36e5d7c0a8238e67.jpg [View same] [iqdb] [saucenao] [google]
8197147

>>8197065
Sorry but this doesn't work like a twitch stream where you can say you'd do something cool and get praise for the empty words and the sentiment, you'd actually have to back it up with something for it to count.

Besides which like people say Supplice is looking like it's own game / thing like Hedon (I'm not into Hedon but the principle still stands)

>> No.8197160

>>8197139
If you hate the title you shouldn't settle for that title. There's still time to brainstorm.

>> No.8197162

>>8197147
Looking at both the level design in Hedon is amazing but the disgusting art ruins it.

But the level design and enemies in the teasers from Supplice look really bland, but the art like weapons look nice.

It seems you cant have it all. Even with small projects.

>> No.8197183
File: 585 KB, 713x536, Rekkr92320garden.png [View same] [iqdb] [saucenao] [google]
8197183

>>8197162
>It seems you cant have it all. Even with small projects.
First one really delivered for me so I'm waiting on the second. There have been about three solid standouts for me with these retro shooters with the rest wavering between decent to forgettable.

>> No.8197196

>>8197139
In that case, another one.
How about this:

Have people submit new titles (i.e. none of those already presented) until this friday the 8th of October. Then have the poll over the weekend. That way you can have the M_DOOM screen ready until the 14th.

>> No.8197216
File: 50 KB, 1023x674, skelethink.jpg [View same] [iqdb] [saucenao] [google]
8197216

>Spooky Boner Party
>Skeletons In Your Closet
>Skeletons In YOUR Closet!
>Very Haunted
>Spooks, Specters & Ghosts
>The Bone Zone
>Tight Nooks & Dark Crannies
>What In Samhain?
>Mr. Bone's Even Wilder Ride
>Beware: Skulls!
>BOO!

>> No.8197218
File: 121 KB, 720x786, cakeodemon.jpg [View same] [iqdb] [saucenao] [google]
8197218

>>8197065
i make maps and dont release them

>> No.8197224

>>8197183
They are competent but lack soul. You should never try to be "retro" or simulate\emulate a specific period, you only end up fetishising it and looking dumb like stranger things or whatever.

You should get a decent idea, no matter how pulpy\heavy metal\ sci fi it is and try to keep a straight face as much as possible.

Like fucking Turok, it should be a badass Indian and dinosaurs but you should hide that self awareness as much as possible if that makes any sense.


For example if I made a game, maybe I would go Sword and Sorcery lunacy with bikini princesses and dumb looking he man or heavy metal fak 2 bimbo but it should be done with earnest commitment. The parody comes alter after the fact.

>> No.8197237

for those that ragequit ground zero, at least take solace in that the hitscan turrets were unused.

>> No.8197240

>>8197216
>The Bone Zone
Almost made me chuckle.
The rest is horrible (in the bad way).

>> No.8197242

>>8197224
>You should never try to be "retro" or simulate\emulate a specific period, you only end up fetishising it and looking dumb like stranger things or whatever.
Where does something like Rekkr stand? That seems like a huge umbrella you’re opening.

>> No.8197252
File: 319 KB, 1920x1080, 20210522175731_1.jpg [View same] [iqdb] [saucenao] [google]
8197252

>>8197224
>the parody comes after the fact
I agree and disagree.
Like obviously if you're doing a certain style you want people to notice but at the same time if you lay it too thick it just ends up being obnoxious.

The same principles apply as going out on a date, you both know why you're in there but you don't show up to the restaurant with your dick flopping out.

>> No.8197259

>>8197252
Pic unrelated or related? Because I very much enjoyed the numerous references in Ion Fury.

>> No.8197263

>>8197252
IF is strange case it either lays it too thick( bitchin terror dome etc), but most of the times it does not, just references here and there, but the games protagonist and antagonist are hollow as fuck.

>> No.8197268

What's the gentleman way of playing Blood? Well Done? Some custom difficulty variant? I've been doing max monsters but I want to beef them up a bit without going into full blown split second reaction time territory.

>> No.8197281

>>8197268
Max everything, regular health.

>> No.8197293

>>8197268
Custom GDX settings to separately bump
up their health, damage, and more placements. That’s pretty much it, and even then any fight excluding a cultist won’t provide much of a challenge.

>> No.8197325
File: 291 KB, 1920x1080, 20210531144340_1.jpg [View same] [iqdb] [saucenao] [google]
8197325

>>8197259
>pic unrelated or related?
I just wanted to post one of my screenshots since I can't phonepost anymore and I am not super frequently in the thread on pc :( .
But kinda sorta related? I thought that Ion Fury did have a good taste to it's references and everything, it had an identity enough of it's own that not everything is a reference though there are plenty good 'shoutouts' to the classics of the genre.

>>8197268
Well Done is what I'd consider pretty good but expect a lot of quickloads since sometimes the game's just plain cheap.

>>8197263
I personally have been thinking about Ion Fury and even though I don't think it's overly bland in terms of it's protagonist or anything there's one thing that I really liked about Shadow Warrior, Duke Nukem and Blood that is not present in Ion Fury but I can understand to some degree why they didn't go for it (both in terms of le current year concerns and also maybe the artistic direction)

Talking about how Duke, Blood and Shadow Warrior all had this kind of pulp magazine-y sexual / carnal aspect to them in their own ways like it's not just about "lel let's ogle tits" but Duke had the 'babes' that were being kidnapped or sexually used by the aliens, Shadow Warrior has female ninjas and both men and women tortured and killed and Blood features a lot of mutilated bodies of both men and women though Blood indulges way more on the gore and horror than sexual imagery but there's this big Eros / Thanatos play in all of them that's kind of absent from Ion Fury. Not saying that IF NEEDS it to be good but that's one of the things I kind of noticed while playing Shadow Warrior and Blood recently. But still I appreciate IF as a good game.

>> No.8197345
File: 372 KB, 1920x1080, 20210605140958_1.jpg [View same] [iqdb] [saucenao] [google]
8197345

>>8197325
I also wanna add that I like Shelly and Janus, their voice actors do a good job!

>> No.8197396

>>8197325
Pulp is the right word.

Duke, Blood and SWarrior were trying to have fun, the sexual energies you mention are not coomer mentality just unrestrained creativity. Its not masculine only since female nerd shit also have those sexual energies albeit present differently.

Modern games are tame for all teh reasons we know and that starts to poison otherwise well meaning people. But yes Ion Fury is still a good game. I dont know who thinks its a bad game.

But it lacks what the og trio had.

>> No.8197413

>>8195921
Should be a switch in the back of that room with the Orange key switch. I'll go get a screenshot.

>>8196074
>Supplice basically goes with straight up Doom theme with moon bases and hellish dimensions (but without actually Hell or demons)
The hidden terminal in Terminal Melt gives me a Marathon RED vibe.

>>8196429
Bubblegum Crisis Doom.

>> No.8197435
File: 2.77 MB, 1280x720, sneedmachine.webm [View same] [iqdb] [saucenao] [google]
8197435

>>8197024
I am the same anon, I'm thinking about changing the name but not sure

>> No.8197449
File: 49 KB, 1040x1040, 9910547.png [View same] [iqdb] [saucenao] [google]
8197449

>>8197325
SW is funny as hell, also feels like they were trying a bit too hard in trying to top their previous protagonist. Not only is there nothing about Duke that's even close to "racially questionable", he also doesn't call anyone a faggot.

>> No.8197481
File: 1.00 MB, 3840x2160, 20211003105528_1.jpg [View same] [iqdb] [saucenao] [google]
8197481

>>8195921
>>8197413
The button you push in the upstairs area to lower the second shield on the exit tube also lowers the walls around the orange switch. Then there's a second button on the back of the orange switch pillar that opens the second ring of walls, and you fight your way through that room to the switch visible in the distance. That opens the exit room and triggers the last enemy spawn.

>> No.8197490

>>8197345
>>8197325
I've never been able to stand sprite 3D games, they just look too wrong for my brain. full 3D might be chunky but at least it looks right. but ion maiden crosses some arbitrary barrier of fidelity that makes it click for me.

>> No.8197510
File: 864 KB, 1179x662, 10-02 Supplice.png [View same] [iqdb] [saucenao] [google]
8197510

>>8197413
>The hidden terminal in Terminal Melt gives me a Marathon RED vibe.
Was it like this?

>> No.8197585

>>8197065
That's basically how Age Of Hell devs make their money off it.

>> No.8197592

>>8197139
I though it was going to be Spooktober?

>> No.8197602
File: 1.39 MB, 3440x1440, 2021-10-02_2317_1.png [View same] [iqdb] [saucenao] [google]
8197602

I finished Post Mortem.
Definitely more cohesive and better than Cryptic Passage.

Execpt for this penultimate level. I hate the "a door opens somewhere" school of level design.

>> No.8197607

>>8197139
Hallow/vr/een?

>> No.8197612

>>8197160
I guess you're right, but some people ironically wanted that title so I put it there anyways.

>>8197196
>until this friday the 8th of October.
No. I can't wait another title name for too long, I literally asked for this a month ago and no one cared about it until now... besides I have to draw the titlepic and other stuff based on that title name, I'd prefer having more time for that.

I'll wait for more names until Monday.

>>8196748
I can just put ''a /vr/ community project'' in the credits screen or some shit, it doesn't really matter the VR acronym anyways. the important thing is to have a cool name for it.

>> No.8197613

>>8197510
Yes. It's much easier to find, you jump down the hole outside.

>> No.8197636

>>8197592
Spooktober already exists

>> No.8197648

>>8197636
it's also fucking shit, so you don't want to be associated with it in any way

>> No.8197649

>>8197607
Absolutely retarded, be ashamed

>> No.8197661
File: 672 KB, 1177x886, 1630025543794.png [View same] [iqdb] [saucenao] [google]
8197661

>>8197649
i don't have shame

>> No.8197674

>>8197607
I can easily imagine a vampire mother fucker saying that

>> No.8197680

>>8197139
Maps that will scare you straight

>> No.8197794

>>8197139
206 Bones of /vr/

>> No.8197802

>>8194702
eternal and shadowman have made some pretty good spooky boom wads

>> No.8197820

>>8196074
>Ion Fury had cyberpunk theme, which wasn't as explored in retro fps when it came out.
Thats technically true, but theres only a handful of actual cyberpunk city maps, most of the game is generic factories and labs and sewers for some reason.

>> No.8197831

>>8196493
These all suck dick, maybe wait to make another poll until theres been more suggestions.
Hell, whoever makes the clever OP puns should just make the name.

>> No.8197836

>>8197831
I have nothing, sorry to say.

>> No.8197840

>>8197648
Nah, there are great maps as well as shit maps in Spooktober.

>> No.8197841

>>8197820
>factories and labs and sewers
Those show up in cyberpunk all the time, what are you talking about?

>> No.8197863

>>8196493
Whatever we pick, don't put /vr/ in the title, it's been overdone.
Maybe something about Voodoo Dolls

>> No.8197893

>>8197863
Not him but
>/vr/ooDoo Dolls

>> No.8197894

>>8197841
Not him but the point is that there's nothing uniquely/notably cyberpunk about Ion Fury's many industrial-type settings. They could have easily been retooled into Half-Life levels.

>> No.8197929

>>8197841
They are noticeably more techy and punky than a lot of the other build games, it's just the occasional IF shitflinging squeezed from a dying thread.

>> No.8197957

>>8197612
Welp, I suck ass at making titles but I have a few ideas.

>3 Gates of Horror
Context: Based on the three episodes of this wad, Each episode are ''The Gates'' and have different difficulties. (Normal/Hard/Very Hard)

>Ad Mortem
More simplier... it basically means ''Forward to death'' in Latin.

>> No.8197967

>>8197929
Not shitflinging, I like the game. But come on, are sewers, factories, and bases the first thing you think of when you think "cyberpunk"?

>> No.8197974

>>8197967
Factories definitely, looming and possibly disused industrial buildings can be seen in everything from Tetsuo the Iron Man to Robocop. Subway lines are more common than sewers, but both show up (Goku Midnight Eye and AD Police Files, for example).

>> No.8197989
File: 831 KB, 589x743, htll.png [View same] [iqdb] [saucenao] [google]
8197989

>>8197967
They're a core part of the shitty dystopia generally associated with the setting. The issue >>8197820 has is just wanting nothing but "city cyberpunk", the 2077'd idea of it.

>> No.8197997

>>8197974
>>8197989
They arent even decrepit/dystopian factories though, theyre brightly-lit sci-fi factories. You guys are splitting hairs to try to defend the game's bland environments.

>> No.8198002

>>8197989
Even 2077 has the Northside Industrial District of Watson.

>> No.8198014
File: 2.04 MB, 1920x1080, ifbluegreen.png [View same] [iqdb] [saucenao] [google]
8198014

>>8197997
I don't think the original build games are getting enough credit: Duke and SW had some hints of high and low tech with their settings that IF's artstyle compliments and expands on perfectly, """cyberpunk""" or not - and if you didn't like the factories, subways and sewers in those build games, you certainly won't like the episode using them in IF.

>> No.8198050

>>8198040
>>8198040
>>8198040