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8222973 No.8222973 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8208864

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


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

Same thing, in video format:

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


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








>> No.8222974
File: 935 KB, 1024x1024, vr info small +.jpg [View same] [iqdb] [saucenao] [google] [report]

Hard Fast Faggot Maps
Version 4.0 https://rentry.org/6hwzi


Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8215938
Please use spawnflag 16 for your level exit triggers

Info here >>8192410

=== NEWS ===
[10-09] Temporal Tantrum hotfix

[10-08] Dario Casali is playing Doom again

[10-07] Aliens Eradication TC 2.0 is out

[10-7] Quake steam release update

[10-7] Ion Fury updated to 2.0

[10-6] Doom runs on TempleOS

[10-2] Unfinished BURL TUMD build released

[10-1] Supplice has a demo on Steam

[10-1] Quake 2 weapons for Quake 1

[9-27] Atmospheric Extinction released

[9-22] SWWM GZ 1.1.9 Released

=== PREVIOUS ===


>> No.8222975

Make Turok maps

>> No.8222978
File: 40 KB, 303x450, 1432858492741.jpg [View same] [iqdb] [saucenao] [google] [report]

>You may be a DOOM GOD, but I am the Master of your Universe and all that bow down to you eventually bow down to me. Yes, even YOU, Anon, kneel and drink my knob after having beaten all who challenge you. Do you dare take on your master, pitiful DOOM GOD?
>Email me and request your ass beating, if you have the balls.

>> No.8222981
File: 746 KB, 1200x837, VR HALLOWEEN V2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.8222990

Well this is a wealth of knowledge. I'll definitely take a crack at some Serious Sam mapping then.

>> No.8222995

Current one is 4.7, mine was 3.something.

>> No.8222996

Oh a Doom project. How new and unique

>> No.8223001
File: 90 KB, 254x190, 1619024303277.png [View same] [iqdb] [saucenao] [google] [report]

Oh a faggot. How new and unique.

>> No.8223003

Yeah Combined_Arms would have worked with that older version. My mods are all Zandronum compatible so you can get away with some really old and busted versions of GZDoom.
Is your class select menu fucked up, by the way?

>> No.8223021

What does Caco taste like?

>> No.8223032

So I originally claimed MAP05, but was told I should do MAP31 instead. Which I will try.
Considering pumpkinheads are fast and deadly evil marines, I figure the map should have a small number of monsters.
Is there a MAP32 that needs a secret exit?
Would it be possible to give evil marines tag 666-like effect?

>> No.8223052

Okay, we *seem* to be in business now:

>> No.8223056

>Would it be possible to give evil marines tag 666-like effect?
It is very much possible. IIRC all you need to do is add BossDeath or KeenDeath codepointer during its death sequence (done in dehacked). I'm sure they will oblige you. PunchJewsInTheFaceMan has accommodated all my requests so far
>Is there a MAP32 that needs a secret exit?
Someone has claimed it. Check the info post.

>> No.8223059

Finally finished TNT today. Took me like half a year. What a piece of shit.

>> No.8223060

Bros...TNT is so shit... I don't know how much longer I can go on. I'm at Mt. Pain, at least it will soon be over.
What the fuck is up with Habitat? Looking up a random wad on idgames can probably net you a better time.

>> No.8223063

You don't have to samefag to say TNT sucks.

>> No.8223065

It is uncanny how I posted exactly 1 minute after the first guy. TNT is cursed beyond measure, holy shit.

>> No.8223067

TNT (thunder nuclear turd)

>> No.8223074

how's nightdive quake? worth it at all over the sourceports?

>> No.8223078
File: 522 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google] [report]

>> No.8223086

Surprised nobody made a meme like
>Doom fans when the media covers Brutal McPopularMod instead of Scrimblo Waderino, the slaughter megawad they played 12 years ago

>> No.8223087

>play maps quake
What do you think I'm doing?

>> No.8223091

Mt Pain isn’t bad. Dare I say, the rest of the wad is worth it for that one level

>> No.8223095
File: 154 KB, 800x600, 1338837715666.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit
>Sure, kill!
>Yeah, feel!
>Best ports
>Archvile sucks (meh)
Pure lyricskino

>> No.8223097
File: 653 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_35_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google] [report]

SUNDAY NIGHT SHITSHOW TIME! Tonight we're blasting through Slaughterfest 3 with Dakka. Come on and join the carnage!

Connect with Zandronum:

>> No.8223106

I started at Mt. Pain when I finished it today. The last few maps aren't really that bad, you'll be able to blast through them pretty quick.

>> No.8223115
File: 21 KB, 500x449, 1580637861729.jpg [View same] [iqdb] [saucenao] [google] [report]

>Repeating memes from smashlets

>> No.8223118

reposting that list about lost/obscure/cancelled doom content
>most mobile games, specially resurrection and brew version of doom rpg
>cancelled version of doom 4 (croteam's version, call of doom and a 2016 version with a cybernetic doomguy, presumably before sentinels were a thing)
>doom 64's cancelled sequel, that turned out to be a multiplayer focused game
>official uac site that used flash and offered backstory about the uac, that is potentially related to doom rpg and doom 3 novels
>unused assets that john romero can't release because of zenimax
>unauthorized hungarian doom novel
>some fanmade doom comic in an hungarian(?) gaming magazine
>obscure ports like webtv plus and tapwave zodiac
>cancelled 90's doom movie, that still had released concept artwork of demon models
>a doom snowboard with unique artwork, presumably from 2012
>something about old wads like memento mori having infopacks
>doom 3do port cutscenes
>lost wads, like doom x
>the texts that came with the original master levels for doom 2
>win98 doom screen savers
what else could be here?

>> No.8223120

as in the unfunny meme that's just a few pre-selected clips sped up effectively being a very gimped overcomplex filename joke?

>> No.8223123

You made my dumb throwaway joke a reality, you mad lads.

>> No.8223130

>official doom parody porno
>bonus material on the floppy disks in Carmack's Ferrari
>lost akimbo code from an early alpha
and other shit I just made up sorry

>> No.8223138

Crashed, new server same address

>> No.8223159

way too long. Music is good though

>> No.8223163

oh no, VR anon is streaming Violent Rumble submissions, tho

>> No.8223168
File: 624 KB, 1920x1080, Screenshot_Doom_20210926_153431.png [View same] [iqdb] [saucenao] [google] [report]

server ded again

>> No.8223173

One more time from the top:

>> No.8223183

How the fuck do I play this shit?

>> No.8223189

Download Zandronum. Open Doomseeker and search for "Sunday"

>> No.8223196

No, seem fine. Through I can't take screens from it.

>> No.8223218

Fuck this. Once more, and we'll try my shitty mod:

>> No.8223219

That was easier than I expected.

>> No.8223225

Okay good, I get a lot of reports from people saying the screen is broken and that's due to a feature in newer GZDoom that has to be disabled.
Fucking engine

>> No.8223228

So how does one find your mod because I don't have it

>> No.8223234

Doomseeker did all the work for me. I think the server crashed again though.

>> No.8223240

Fucking Christ. My mod didn't work and it still doesn't, let's just play this shit. Fuck.

>> No.8223249
File: 123 KB, 1920x1080, file.png [View same] [iqdb] [saucenao] [google] [report]

Well, the portrait at the bottom is a bit cut, but I see all the weapons.

>> No.8223264

>My mods are all Zandronum compatible
Can we use them in deathmatch?

>> No.8223269
File: 1 KB, 250x140, StoneImp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.8223298

Yeah, that's a problem, you can fix it by checking options, full options or use the search and search for "Disable clean menu scaling" That'll fix the portraits.

Sadly no. I made a lot of projectiles and hitscans pass through players for co-op play, to make it DM compat you'd have to go back and remove all of those flags from nearly every attack

>> No.8223325
File: 116 KB, 1536x864, file.png [View same] [iqdb] [saucenao] [google] [report]

Managed to take a screen by running it in windowed.
See, it's fine.

>> No.8223328

That's not how it should be, anon. Modern GZDoom breaks that screen.

>> No.8223330

How so?

>> No.8223350
File: 2.55 MB, 1600x900, Menus.webm [View same] [iqdb] [saucenao] [google] [report]

I ain't sure exactly, but it's that clean menu scaling thing, this is how it's supposed to look

>> No.8223353

Blastmaster is my favourite.

>> No.8223361

what is that last weapon at the bottom?
Actually, what version is that? Is mine outdated?

>> No.8223363

Why is audio still disallowed on webms outside of /wsg/ and /gif/?
I mean, so long as you're under the 3mb limit what's it matter?

>> No.8223367

The bottom weapons are that class's berserk, you're not outta date or anything

>> No.8223370

Nah, I am. I literally just checked, I'm 1.3, you're 1.4.

I swear, if it invalidates my save, I'll be pissed.

>> No.8223372

I can't recall if I fucked around with the ACS from 1.3 to 1.4. You won't be missing anything major if you hold off updating though

>> No.8223382

That's a relief, I'm trying to play Combined Arms and "joi_lstcv15", who is a pretty big megawad with giant maps and TOO MANY HITSCAN ENEMIES

>> No.8223462
File: 1.45 MB, 233x291, 1401647545071.gif [View same] [iqdb] [saucenao] [google] [report]

Man I don't know what the fuck happened on my end but now I can't connect at all.

>> No.8223470

Make all the weapons hit switches pls. blastmaster’s alt fires in all levels can not trigger them. I think this is true for the other sets as well like the sword beams can trigger them but not the sword themselves

>> No.8223482

Any projectile firing weapon should shoot out extra hitscans to trigger switches, for past linked try just doing a normal stab instead of slashing with the sword, or throw the boomerang.

I'll need to add that switch flicking puff to the altfires for the blastmaster, though at the time I didn't consider it a problem seeing as the ice beam is hitscan, as is the shotgun and machine gun.

>> No.8223492
File: 81 KB, 283x578, DZone Review 1.jpg [View same] [iqdb] [saucenao] [google] [report]

Was browsing some old Dragon Magazines and stumbled upon a D!Zone review.

>> No.8223498
File: 227 KB, 571x861, DZone Review 2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.8223503
File: 82 KB, 295x553, DZone Review 3.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.8223507

It’s fine but can you do it with the gmota cast as well? It’s annoying to do it with Lord Blaz with an mapset that it using it exclusively like AUGER;ZENITH so pressing zoom on what is in font of you is tiring.

>> No.8223508
File: 82 KB, 276x555, DZone Review 4.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.8223510
File: 62 KB, 270x411, DZone Review 5.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.8223513

The Blazter shoots out a big spray of switch flicking hitscans actually.

>> No.8223517

According to Romero, today is Doom 2 birthday.

>> No.8223527


>> No.8223529

Will there ever be an attempt at modernizing the software renderer in PrBoom+? I really prefer the lighting in it but the Y-Shearing and lack of FOV settings kinda suck.

>> No.8223539

Kay, switching to other weapons is still annoying but whatever.

>> No.8223540

Use opengl mode.

>> No.8223541

it looks like shit

>> No.8223548

Whelp I'm doing Hexen on GZdoom, any tips besides be prepared to backtrack entire levels for one switch?

>> No.8223549

holy shit, anon, that was so damn comfy to read.
Do you know if Eric Leung beat John Romero?

>> No.8223553

Anons, I beat Ultimate Doom, Doom 2 and Vanguard on UV Pistol Start. What should I do next?

>> No.8223562
File: 2.82 MB, 1200x720, aids.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.8223570

Well, I got filtered pretty hard...
I'll be back tomorrow to finish Under Construction and the rest of the maps. Thanks everyone for stopping by.

>> No.8223571


also known as HFFM

>> No.8223573

Final Doom

>> No.8223574

Looks circle-strafeable, I dig that HUD made out of Alpha helmet pieces though.

>> No.8223617

Cool as fuck

>> No.8223624

OpenGL, Sector Light Mode: Shaders (page 4 iirc)
It mimics software with the advantages of hardware acceleration.

>> No.8223626

That does the job.

>> No.8223652
File: 660 KB, 1920x1080, Screenshot_Doom_20211010_204429.png [View same] [iqdb] [saucenao] [google] [report]

Good lord what a shitshow. Thanks for sticking around.

>> No.8223656

That's a good screenshot.

>> No.8223670

Never played Doom multiplayer before. I had a blast.

>> No.8223702

is ther a way to lower the fonts? can't see shit

>> No.8223713

tried void as a warmup, very novel wad for the time, platforming and traps are obnoxious as everyone says but reasonable to cope with quicksaving
fuck the last boss though, map just starts spawning those floating hexen enemies on top of the boss spawning his own, and those fucking instant platforms just constantly fuck with your aim and keeping track of enemies, the fireballs are just icing on the cake since they're unreasonably fucking loud, last too long, he can spam them, and they get stuck in the lava so you can have a half dozen instances of bugged bouncing noises drilling you a migrane
iddqd and look at the pretty design/10

>> No.8223746

You can get rid of the text on the sides by going to Options -> HUD Options and turning off "draw coop info". To make the text smaller go to Message Options on that same screen and mess with the text scaling.

>> No.8223780
File: 34 KB, 432x421, 1582827433315.jpg [View same] [iqdb] [saucenao] [google] [report]

Ashes Afterglow drops October 22nd.

>> No.8223805

>level turkeyknob
So who's making the turkeyknob level?

>> No.8223817

Any takers for turkeyknob?

>> No.8223830

The laser tag arena in the preview kicked ass, and I'm excited for more.
Sterilized when, though? I wanna play it with HD.

>> No.8223832

>MAP32 of the Halloween project is actually a Thanksgiving map

>> No.8223853


>> No.8223965

taking notes. here's my own demo of v1 on hard (progs from 10-05): https://mega.nz/file/BWAkFBrC#N-2DfLxHCo9t4xJWRLyz51OTxZWW4nPqBLkiaLSuDCA
(use host_timescale to fastforward)

I'll see if shootable glass would look right, but I might just clip more stuff off and remove one ogre instead. the accidental secret wasn't originally intended, but I left it in as a pity mega for getting hit with a grenade.
early secret with light behind a vent grate - you had the right idea, the damage trigger just doesn't extend far enough. will fix.
I'll extend the silver key platforming timers a bit, maybe add some Sandy arrows (below hard? you did figure it out in the end).
gotta place a non-secret yellow armor early on, you managed to miss all of them (and forgot the red one above GK).
will probably remove the spinning fan decoration in the flooded vents, seemed like a moth to flame situation. didn't expect that place to be unintuitive.
last arena is intended to be balls-hard, but I could switch timed reinforcements to kill-based. I've also un-cramped it a little, but that makes NM vores tougher than they currently are. placed a bit more health also.
there's a degenerate tactic to the finale: hug-the-wall pacifist, just wait for infighting to resolve.
also fixed a couple stuck enemies. any other critical things?

a request: if you're patching progs at some point, make shambler's melee attack sound play in auto channel (currently the custom 'boinnng' gets cut off)

>> No.8224192

>spend 3 hours trying to map a little wall safe in Doom, trying to proof it from wall-bump exploits
>just turn it into a walk-in closet because it's too hard to prevent.

>> No.8224212
File: 66 KB, 717x717, 1600389117787.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.8224263

I remember this wad that had your only gun bring a giant penis that you spray cum out if to shoot enemies, the reload animation was a hand jacking the dick accompanied by a "boioioooing" sound as you got hard and sprayed more cum.

>> No.8224282

I'm pretty sure that's just my diary.

>> No.8224332

>how's nightdive quake?
Fine, it'll make for a decent babby's first Quake experience.
>worth it at all over the sourceports?
Maybe DarkPlaces, but not shit like QS.

>> No.8224372

The "lost" DWANGO map pack

>> No.8224382


New version of Under Construction, accounting for the difficulties VR Anon had during his stream:
-a bit more health
-a bit more ammo
-obvious missing textures fixed

>> No.8224485

I'm willing to playtest maps and record demos like I did for the Halloween maps. How do I go about doing that?

>> No.8224507
File: 51 KB, 400x323, 1629763395443.jpg [View same] [iqdb] [saucenao] [google] [report]

>Have powerups in my mod that last until the level is over
>Can't think of anything cool to add
What sort of powerups would you guys like to see? So far, I've got immunity to your own rockets, a speed boost, flight and immunity to lava.

>> No.8224523

Conditionally reflecting enemy attacks (maybe with melee or something), unlimited/half expended ammo (or if you have reloading, the powerup does away with it and you fire straight from the pool)
Also, shidwads? :DDD

>> No.8224528

Conditionally reflecting enemy attacks (maybe with melee or something), unlimited/half expended ammo (or if you have reloading, the powerup does away with it and you fire straight from the pool)

>> No.8224532

Both of these sound great. Maybe the first one could allow you to perform a parry or some shit? Or you just hold down right click and reflect things like a shield?

>> No.8224549
File: 39 KB, 512x640, 1605257586749.jpg [View same] [iqdb] [saucenao] [google] [report]

Best music pack/mod for doom?

>> No.8224557


>> No.8224615
File: 74 KB, 350x447, 1463635864174.jpg [View same] [iqdb] [saucenao] [google] [report]

GUTS powerup: taking a normally fatal hit will stop at 1 HP, giving one extra hit, though this won't help much against chaingunners, could always give the player a brief period of invuln and then a cooldown before it protects again

if you got a chainsaw
PAINSAW: The saw now forces enemies to flinch, which means you'll always win in a one on one fight using the chainsaw on targets

REUSABLE ROCKETS: rockets that hit walls spawn as an ammo unit so you can pick them up again, or maybe just give them a chance to turn back into ammo when hitting anything in general

>> No.8224624

protoss shields

>> No.8224625

Sounds great, Anon. I really love the GUTS powerup. I just hope I can make it work in GZDoom.
>tfw zscriptlet

>> No.8224627

Anon, I pulled off a GUTS powerup in Zandronum compatible shit using a bit of ACS and giving the player Buddha mode. You can do the same.

>> No.8224639
File: 54 KB, 572x348, 1513215444377.jpg [View same] [iqdb] [saucenao] [google] [report]

Probably what I will do is run a Zscript check on the player's pain state which sees if their health is at 1 and removes the powerup from their inventory if so. I think powerups in GZDoom also allow you to apply actor flags to the powerup's owner, so that's where you could get the Buddha from.

>> No.8224676

>found based weapon

>> No.8224729

God I want to light rusty bucket bay but I'm just fucking shit at lighting

>> No.8224792
File: 97 KB, 656x519, pumpkination.png [View same] [iqdb] [saucenao] [google] [report]

I'm starting with MAP31 proof of concept. Let's see if it would be fun to fight several pumpkin marine squads.

Still struggling with textures.

>> No.8224827
File: 1.03 MB, 1920x1080, Screenshot_Doom_20211011_122507.png [View same] [iqdb] [saucenao] [google] [report]

There you go, I took the archviles to the lava. Can I leave that fucking level now?

>> No.8224829

If you're playing Spooktober, you're supposed to take them all the way back to spawn. Fuck that map by the way.

>> No.8224831

Those sound like good changes, but keep in mind that I'm kinda retarded and I was playing on nightmare.
>will probably remove the spinning fan decoration in the flooded vents, seemed like a moth to flame situation. didn't expect that place to be unintuitive.
I think putting a light in the vent you're meant to go into that is noticeable swimming from the vertical one would be sufficient. I just couldn't see it until I started firing my shotgun. My gamma and contrast are set to 1, though it could just be my monitor.
>if you're patching progs at some point, make shambler's melee attack sound play in auto channel
Sure, no problem.
Great map overall, btw.
Based. I'll give it a go first thing when I get streaming.
BTW, did I break anything with that ramp jump I did from the wall with two big holes in it? I noticed all the enemies were facing the other way...
Pretty straightforward: https://quakewiki.org/wiki/Demo_Recording

>> No.8224835

Just did. And then it spawned a super cyberdemon. And then it crashed.
Fuck that map.

>> No.8224840
File: 3.14 MB, 1920x1080, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]

have you made any changes since the initial upload? I can send you a draft that you can then tweak.
actually, I have a draft, I'm just not touching interiors and entities (bridges n shit) yet in case you've changed them: https://mega.nz/file/sKo0mSrL#T_-HAxue8-d5iXzKsXrhGVxM-hBsluXSC-eHwVEJjk0
you'll need to put the included wad with your other ones. I've cut the compile time by 80% by replacing that XXXX fence. bsp2 isn't needed now either. full vis still takes forever though, but that's Q1 in open spaces for you.
gotta go right now though, won't reply for a couple hours.

>> No.8224879


>> No.8224906

Fuck you Lord Haw-Haw.

>> No.8224960

Is spechits overflow still a thing in Boom?

>> No.8225008

the wiki doesn't mention that the recording will stop any time the "server" stops. you can die-restart and keep the demo going, but loading a save stops the demo and you'll have to start recording to a new file (like this: "disconnect; record demo2; load quick").
you don't have to worry about compat flags. there are a couple of demo protocols, but they don't really matter in the practical sense.

>> No.8225061


>> No.8225105

What are some good halloween maps for quake?

>> No.8225139

halloween jam
halloween jam 2
halloween jam 3

>> No.8225142
File: 871 KB, 1920x1080, GqGZ01.png [View same] [iqdb] [saucenao] [google] [report]

>Stroggos light is dependent of the skyboxes in opengl, powervr and glide
Do you mean it affects the exterior lighting outside? The skybox actually affects that?

>> No.8225219

I've been trying to beat River Styx for hours now
What the fuck is wrong with me
Is there even a plasma rifle/BFG on this piece of shit map?

>> No.8225223

>I've been trying to beat River Styx for hours now
Literal hours? Are you playing saveless?

>> No.8225229

Yes. Caught the flu the other day so that doesn't help either.

>> No.8225230

>show a friend some doom .wads
>idea of locational damage comes up
>"couldn't have been that hard to implement"

>> No.8225234

Only their collision is.

>> No.8225240

not infinitely

>> No.8225245

>TNT's giant sprawling maps
>with the FLU
Holy shit that's not good for you, especially if this is your first time through it. This is on top of the fatigue the iwad has already put you through.

>> No.8225246

HD has locational damage

>> No.8225249

tnt isn't even worth playing

>> No.8225256

I'm sure now it's fine, can't imagine it was easy when carmack was just first inventing the z-axis

>> No.8225258

I like some of the levels and a lot of the songs but I think TNT holds up the worst compared to the original iwads, it and Doom 2 have a lot of weird moments.

>> No.8225259

Doing plutonia now, thanks anon.

>> No.8225263
File: 2.96 MB, 640x480, dance and doom.gif [View same] [iqdb] [saucenao] [google] [report]

It's very close to being actual hell. Immersive! My only salvation is IDMUS14.
Honestly? Yeah.

>> No.8225264

No worry, I was just taking the piss

>> No.8225270

doom 2 at least has the excuse that they handed sandy 90% of the levels and said
>we got like 5 months till we ship good luck lol
and they still mostly came out great if you ignore downtown and the chasm

>> No.8225285

Doom 2 gets a pass for a nearly perfect roster, it's not a halfbad introduction of them. But I still wouldn't blame someone wanting to quit 2 and TNT midway through just to boot up Plutonia.

>> No.8225318

I love TNT, Icarus and even Eternal Doom 3. Can't take the 90s out of me. Played all them as a kid. Too much nostalgia.

>> No.8225432

No, the enemies just sit there because I didn’t bother accounting for what you did. Considering the difficulty, I’ll just leave it in as a bonus way of tackling that area

>> No.8225619
File: 235 KB, 1280x960, doom02.png [View same] [iqdb] [saucenao] [google] [report]

Right, so I made a proof-of-concept of the rising lava tower Map30 idea.
Please note that this is ONLY for the general mechanism, the textures are stock textures I just put there to have something. There are no decorations or monsters whatsoever, this is solely for giving you an idea how the rising lava gimmick is supposed to work and how the Icon could be set up here.
Right now the whole thing takes around five minutes until it has reached peak level.
From the top of the platform you drop down to kill the beating heart.

The way I imagine it is that on each level you fight some hordes, progressively getting harder. E.g. on the bottom level it's just a bunch of zombiemen or Imps, then it's Chaingunners, Hell Knights, and so on.
Maybe there could be Cacos being spawned/introduced at certain intervals, or Archies/Arachs/Mancs that are placed on pillars (or even some monsters spawners) to harrass the player further.
For the final map it should be some right carnage.


>> No.8225630
File: 79 KB, 712x720, 1607647174799.jpg [View same] [iqdb] [saucenao] [google] [report]

>dodge fireball
>dodge second fireball
>backpedal straight into the first fireball

>> No.8225647

I meant, can I just download that map that anon posted and play it? or do I need to download the Violent Rumble resources and load them with the map, the same way I do for the Halloween project?

>> No.8225650
File: 2.81 MB, 1336x1078, e1m1_pvs_2_comp.webm [View same] [iqdb] [saucenao] [google] [report]

pvs is looking pretty promising

>> No.8225669

Hard to parse what is happening exactly. Just the render order?

>> No.8225671

You'd need Violent Rumble or else all the new stuff people are using won't appear

>> No.8225687

Previously I was doing recursive portal traversal and clipping. This room has a ton of portals and sectors so it bogged down the algorithm quite badly.

I changed the map definition to contain, for each sector, a list of all potentially visible walls (sorted in occlusion order).

Its several frames per second faster now.
But yeah there's a cool drawing visualization as well.

>> No.8225693

Holy shit he mega drive could pull that? Shit.

I assume that's a modern attempt.

>> No.8225780 [SPOILER] 
File: 3.80 MB, 1200x1800, 1633977042977.png [View same] [iqdb] [saucenao] [google] [report]

What about using Romero's head instead of Romero's head?

>> No.8225863

REKKR: Sunken Land released.

>> No.8225872 [SPOILER] 
File: 960 KB, 1000x750, 1633978994679.png [View same] [iqdb] [saucenao] [google] [report]


>> No.8225873


>> No.8225878

Do I put the map into the VR folder? Assume I am a Quakelet

>> No.8225879

there's something so surreal about seeing a paid steam release listing the fucking cacowards where random shill shows usually go

>> No.8225889

yeah, just put it into the maps directory in the VR folder, it should show up when you type maps into console

>> No.8225891

>32 levels
Wait is this a Doom2 megawad? Also what is the complevel for demo recoording

>> No.8225902

32 + 4 secret = 36.
As valid as anyone else in the current year.

>> No.8225915

Ah, so it's CL3.
>9 new dm arenas
>shootable eye switch
Absolute madlad

>> No.8225916

more valid honestly, I'd trust the cacowards over fucking kotaku or the game awards or whatever

>> No.8225918

congrats on the release Revae.

>> No.8225919

does the new rekkr change anything from vanilla rekkre?

>> No.8225926

Yeah I've been working on it on and off for a couple years now

>> No.8225932

I was actually working on lighting it myself but I appreciate the effort going in to lighting my level for me anon. If I wasnt such a lazy ass I'd have done it already.
the problem, and its a really dumb nitpicky problem, is the fact that the game rusty bucket bay comes from is very cheery and bright with very little in the way of dark shadows or areas. So I just compiled it unlit since that seemed easier than trying to hit the right balance of making actual shadows without making them too dark. I know its a quake map, and people expect some darkness, it just triggers my game autism in a special way
the speedtech wad is cool though, I'll use it in the future. I knew that the fence I made had to be inefficient as fuck but I was just enjoying the process of making it, made it detail and then forgot about it.
interiors and entities are also going to remain unchanged.

>> No.8225939

New episode, new monsters, textures... Etc.

>> No.8225941

Leaves. Never forget the leaves.

>> No.8225954

Right. The leaves don't work in vanilla anymore. It's a damn shame, but necessary for the last boss.

>> No.8225957

>not vanilla compatible any more
I'm kidding, congrats on the release.

>> No.8225958

what port can this be played with?

>> No.8225971

It should be, just not tested with anything under chocolate doom. Change file extension to .wad

>> No.8225973

Whoops. I dunno, like most of them.

>> No.8225983

Rad, I'll toss it onto my Pentium MMX ultraportable later tonight and try it out.

>> No.8226003
File: 2.38 MB, 853x480, rbb.webm [View same] [iqdb] [saucenao] [google] [report]

unintuitive as it may seem, fullbright mode is actually darker than a lightmap (due to overbright).
anyway, you can make the shadows brighter by raising _sunlight2 and _bouncescale, and you can lighten the mood by picking warmer sun/fog colors
>interiors and entities are also going to remain unchanged.
kinda getting mixed signals here. if you've already started lighting stuff I won't get in your way. but this reads like a go-ahead. give a definite yes/no.

>> No.8226017

Let me know if it's horribly broken. I don't have original hardware to test on, so that'd be helpful. Still needs doom.wad. Nice PC btw.

>> No.8226052

Old Sega was too good for this world.

>> No.8226078
File: 3.14 MB, 1920x1080, rbb shitlights.png [View same] [iqdb] [saucenao] [google] [report]

I had tried to start lighting it myself, but desu your work looks better than mine and I assume most people would prefer your lighting. If you want to continue doing it I'd appreciate it. It just feels like kind of a bitch move on my part to have someone else do it for me.
How do you get screenshots like that by the way?

>> No.8226091

>quake wiki is nowhere near as good as the doomwiki
>you either got the wikia trash or the other wiki that tells you basic mapping info
Is there nothing better?

>> No.8226136

aight, I'll continue with it then.
>How do you get screenshots like that by the way?
like what? "r_drawviewmodel 0" hides the weapon, hud is either +/- or "viewsize 120"

>> No.8226148

speaking of sega and doom
>Pretty sure this easter egg has remained hidden for almost the past 25 years now! Entering in "jb4jhlyjvm" on the password screen and pressing start shows a hidden "Rage Special Credits screen". Entering the reverse "lyjvmjb4jh" and pressing start shows a hidden "Sega Special Credits screen"! That's programmer Jim Bagley on the Rage Credits screen, and Sega Europe employee Ed Hollingshead for the Sega Credits Screen. More info on Saturn Doom (including that information) can be found at Doomworld Forums.

>> No.8226190

What are some good large maps based around exploration? Epic 2 is what immediately comes to mind. I want to play some stuff with Metroid Dreadnaught.

>> No.8226316


>> No.8226363

Eternal Doom III

>> No.8226371

reverse engineering
trial and error

>> No.8226479

The Long Trek Back Home has been pretty good for it, but it might just be front-loaded because of the premise of the wad. I haven't seen how it handles the later (earlier) maps yet.

>> No.8226483

Hotkey your health potions.
Use flechettes.
Use a walkthrough if you get stuck

>> No.8226682

Been digging in Rekkr's files for far too long. Where are the widescreen assets located?

>> No.8226821
File: 368 KB, 1920x1080, doom89.png [View same] [iqdb] [saucenao] [google] [report]

Nevermind found them.

>> No.8226868
File: 2.46 MB, 2448x3264, REKKRSL_Libretto_70ct.jpg [View same] [iqdb] [saucenao] [google] [report]

Just set it up, REKKRSL.wad goes through the demo loop without issue on the Vanilla Doom 2 EXE. Highly detailed scenes (the midtexture marvel in DEMO3) negatively affected performance as expected. At first glance though, I would still call it playable.

>> No.8226876

i got filtered by e4m2

>> No.8226881

They're named like *****W. So if you're looking for the title or whatever it's TITLEW iirc.

>> No.8226890

I think I was able to find them all. Thanks.

>> No.8226927


>> No.8226935

Yeah, this is rad. I really should've tested it, but didn't. Hopefully nothing bugs out.

>> No.8227168

Is the Rekkr selection arrow supposed to have a transparent pixel in the middle?

>> No.8227204
File: 835 KB, 1862x965, map18_vrspooky (edit area) at 2021.10.11 22-14-36.116 [R3833].jpg [View same] [iqdb] [saucenao] [google] [report]

map18 is still coming, please don't give up on me.

>> No.8227224

Nice, good to see SMASM is going smoothly.

>> No.8227228

>Beta out in less than three days
>10/32 maps submitted
It's a /vr/ project, alright

>> No.8227308

not mine but unfortunately the map was deleted permanently.

>> No.8227358

Ad mortem*

>> No.8227453
File: 691 KB, 800x464, 9264819293649.gif [View same] [iqdb] [saucenao] [google] [report]

I was playing episode 2 of brutal doom 1 and I found these cool corridors that were cover in heckin blood

it was so heckin awesome!! :>
I think it was m6

It felt so dream like

>> No.8227481
File: 19 KB, 256x256, 9291722.jpg [View same] [iqdb] [saucenao] [google] [report]

prior to this I learned something else that was rad and totally tubular

I learned I can slamfire shotguns in brutal
doom and basically this literally shreads pinkies, cacos, and barons to pieces

>> No.8227494

if a pinkie get in my face i can give him a 3 piece mcnugget in under a two seconds

>3 piece mcnugget = 3 buckshots

>> No.8227582
File: 260 KB, 563x542, 1605411885613.png [View same] [iqdb] [saucenao] [google] [report]

>mfw (my feells when) someone say that archvile is hard but i just shoot them with the epic minigun then do epic execution on him then i saw i flip him off

>> No.8227648


>> No.8227657


not as cool as slamfiring shotgun and blood soaked corridors

>> No.8227660

>unfortunately the map was deleted permanently.
What even happened? Did the author have a tantrum or something?

>> No.8227663

I know Half-Life isn't fond here but I wanna map for it since it looks fun. Are there any resources to learn how to map for HL?

>> No.8227692
File: 1.52 MB, 2334x1456, map had a potential but they deleted it.png [View same] [iqdb] [saucenao] [google] [report]


>> No.8227704

I see no tantrum? Just "deleted" with no explanation.

>> No.8227735

>I know Half-Life isn't fond here
It's just one shitposter.

>> No.8227824

like a fuckton I'd imagine, it's probably second only to id games in how many custom maps people have shat out
run think shoot live may be a good place to start, valve also probably maintains official documentation somewhere like they do for source hammer

>> No.8227826

https://youtu.be/kSfixFXrBsY Today I went on pisscord and found this

>> No.8227829

So fucking what? I got like 98% of my map done, so Ill upload it today or day after that, may be much more anons like that, relax

>> No.8227834
File: 306 KB, 345x366, 1607840477113.png [View same] [iqdb] [saucenao] [google] [report]

is that a Zach Siegel midi?

>> No.8227851
File: 28 KB, 704x560, file.png [View same] [iqdb] [saucenao] [google] [report]

ZDoom forums: a magical place

>> No.8227858

>"your mod kills other mod girls"
>Daina & Sewie kill toehoes
Uhhhh, based?

>> No.8227867

>I rented this place and contacted you
>now i dont have to shed tears
what kind of gurgle-trenslut is this

>> No.8227868

ESL motherfucker

>> No.8227932

>finely crafted vanilla
>beautiful maps with great atmosphere
>no gimmicks
is there some twist later? am I gonna get scythe'd again or is this just a pleasant vanilla style wad to relax through?

>> No.8227953

Hellbound i felt was hit or miss. Some maps can be fun, where as others can be very boring. Never really gets too hard, though.

>> No.8228167
File: 917 KB, 4032x3024, 20211012_093542.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.8228274

done for now, here's a version: https://mega.nz/file/pboG1AbB#lxVpJ4vRs1dN_TdKwE-GUORVeA7gZ7E_bb7x2VqD958

>> No.8228282
File: 627 KB, 1280x960, doom03.png [View same] [iqdb] [saucenao] [google] [report]

Okay, so just to be clear: Nobody likes the idea and I should scrap this map, right? Because I wouldn't want to have nobody feeling responsible now that someone talked about it and in the end we don't have any Map30.

>> No.8228307

>nobody plays the map
>anon spergs out, decides to give up, but wants to hold somebody else responsible for abandoning the idea he never fleshed out

>> No.8228312

Anon, you use that word "sperging out", but I don't think you know what it means.
Have you even read the original post? Maybe you should take a break from imageboards since you seem to be so damaged that a simple question is already "sperging out" for you.
I am merely asking: Is there any kind of interest in this gimmick, yes or no? If yes, I will continue working on that map (although I would need someone to rig the fights because I am probably too much of a scrub to survive), if no, I will scrap it, because I really don't feel like rushing out a map in a few days just for everyone to complain. Maybe you want to make Map30, then?

>> No.8228316
File: 108 KB, 352x338, thetimehascome.jpg [View same] [iqdb] [saucenao] [google] [report]

Finally, despite the flu and TNT being TNT, I've beaten the piece of shit saveless UV-Max. Now onto Sigil I suppose... actually, Thy Flesh Consumed, since I haven't done that one saveless.

>> No.8228323

Where is this fucking puppy in Sunken Lands E4M2? I'm already found the secret exit door and a doghouse. Am I missing something obvious?

>> No.8228328
File: 748 KB, 558x744, 1616543098022.png [View same] [iqdb] [saucenao] [google] [report]

Phoneposter here, I've been getting some problems on delta touch (a mobile doom source port).
I'm used to playing exclusively from freedoom (another mobile source port, not the iwad), problem is, it doesn't support newer versions of gzdoom. So I installed deltatouch to fix this problem and gave it a try, and moved all the wads and mods I had in freedoom to there. While trying to boot up the iwads I had, delta touch asked for the license of each of them. Is there any way to bypass this except buying doom on steam to transfer over to my phone? Thanks in advance.

>> No.8228334

license on iwads? what?

>> No.8228341

>circumferent the circumvented circumcision

>> No.8228360
File: 230 KB, 1520x720, Screenshot_20211012-193228.jpg [View same] [iqdb] [saucenao] [google] [report]

Yep, I'm serious

>> No.8228369

>Press OK to fetch license from Google
Pretty sure that's a license for Delta Touch itself, not for the iwads.

>> No.8228374

>GZDoom v1.9.1
Real 2016 hours.

>> No.8228375

Ohh, ok that clears up things, maybe I can get it fixed now. Smile patcher should work to bypass the google license. Thanks for the help

>> No.8228378

It has v4.5 too, as well as zandronum, prboom, chocolate, etc

>> No.8228391

*lucky patcher

>> No.8228460
File: 262 KB, 598x546, Baratus Mug.png [View same] [iqdb] [saucenao] [google] [report]

Keep notes of all the locked doors you find, where you found them, and what keys/items they need to open them.

>> No.8228534

It supports mice now?

>> No.8228554

found it
easyupload dot io slash sjt377

>> No.8228565

TNT is a mixed bag of a levelset, it has always received both praise and scorn, often both from the same persons, so I want to ask you if there were parts that you liked?

>> No.8228573

It gets a bit slaughtery in the later maps, in case that's that's a negative to you.

>> No.8228626
File: 175 KB, 800x971, quake3.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake 3's active population is now concentrated at q3retro.com. The servers listed below are busy every day.

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

Latest patch:

OSP mod (extract to baseq3 folder in install directory):

Suggested config (update q3config in baseq3 folder):

Populated servers:
FFA - ffa.q3retro.com:27960
CTF - ctf.q3retro.com:27960
Freeze - frz.q3retro.com:27962

>> No.8228640

I enjoyed a few maps here and there. Wormhole had excellent atmosphere, Power Control was cute. Mount Pain was brutal. Nukage Processing was alright. I also liked the music from Steel Works, Cold Subtleness. That's about it.

>> No.8228678

Should I reinstall Quake 3? I have it on Steam.

>> No.8228687

Map30 is the sinking onion tower, right?
Idea seemed fun, but I know jackshit about Doom and I worry that using a wad that messes with your DPS would have the player disadvantaged by the sinking rings.

>> No.8228712

I almost exclusively play shooters, and I spend a lot of time with Q3, so I'm biased. If you are interested in the fastest, yet smoothest FPS and like the reward of overcoming a challenging, I'd say definitely. The q3retro is very comfy, and the better players will teach you tips to improve. Player skill in the community is all over the map. You will see a few names that clean up every time they're around, but that doesn't mean everyone there will be a 20 year vet creaming you. The FFA server has callvote options for Instagib if that's your thing. Recently they've added an "AllWeapons" mode you can vote on that allows players to start with all weapons, extra health, and armor. Damage stats are tweaked in this mode, but it's pretty fun. Hope to cya around.

>> No.8228725

Oh, I already played the FUCK out of Quake 3 and a few mods (Bid for Power), but I'm confused as to why you suggest Quake 3 and not Team Arena.

>> No.8228736

Finally fixed 200p/240p 16:9.

>> No.8228748

The community isn't there as far as I've seen. To be honest, Quake Live has the best population and player skill for games in the Quake 3 sphere, but we have a comfy vanilla community going, so I figured I'd let people know. I'm not an admin or anything, just a player who wants to grow it.

>> No.8228763
File: 735 KB, 1200x675, ezgif.com-gif-maker.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.8228794

Just started playing Quake 1 via Quakespasm. I noticed that when I'm standing still on any sloped/inclined surface (like the ramps in the button sequence on e1m1), I slowly slide in the direction of that surface, instead of standing still. Is that the vanilla behavior?

>> No.8228798

Yep. It's the reason most people build staircases instead.

>> No.8228801

this q3retro admin has been shilling his desd server for weeks after he helped kill off the last remaining population on CROM FFA. Q3 community was amazing until early this year.

>> No.8228812

I'm not Edge, but why are you so mad? Did you get banned for being racist? All of the CROM players are now on Q3. If the entire player base is there, how is it dead but CROM wasn't lmao

>> No.8228836

I assume you used vanilla essences approach?

>> No.8228843

Yeah, was supposed to be that one, though I think you will have a bad time with any weapon mods anyway, since afaik voodoo scripting doesn't necessarily work as intended on GZD because conveyor belt run at different speeds.
Then again, mappers can't account for any and all weapon mods, plus we get a bunch of badass new sprites for the guns.

>> No.8228845

Not sure how vanilla essence handles it. I simply included some new aspect ratio code to handle 426x200 (properly stretched to 426x240). Due to it being 1.75:1 instead of 16:9, it was defaulting to 4:3 and then stretching to 16:9. The old 240p implementation technically worked, but it lead to the uneven pixels where all the text looked like it was melting.

>> No.8228852

I like the boobs cheat!

>> No.8228856

now THIS is a cyber-manc

>> No.8228868

>and I worry that using a wad that messes with your DPS would have the player disadvantaged by the sinking rings
What, you mean like gameplay mods? Like, that's the consequence you accept by playing Doom with mods, sometimes there's things which will not work entirely as intended because of the changes that are made.

>> No.8228875

>since afaik voodoo scripting doesn't necessarily work as intended on GZD because conveyor belt run at different speeds
It seems to usually work ok for me whenever I test maps in either GZD or PRB. It's more mods which actually change the physical properties of the player where it gets wonky, though there's a fix for that.

>> No.8228891

Ah, you know I had a bunch of resolution options made, but scrapped them for some reason. Don't remember why. That was definitely one of them...

>> No.8228895

Shhh, it's super secret.
That's so the anon who wanted boobs will play.

>> No.8228945

Okay, thank you for the fast reply.

>> No.8228965

Hey bros, I found a source of really good MIDIs for the Halloween project.

I didn't mention this earlier, but the MIDI on that map gets old very fast. I didn't say anything before because I didn't have a recommendation. I mean, I have a MIDI in mind, but I wanted to save it for myself... but it looks like I won't be finishing my map, so I will donate my MIDI to you. The MIDI is Contrast, by Zach Siegel:
It's OK. I didn't claim a map slot. I was working on a map just in case I there was a slot needing to be filled. If you don't like that MIDI, maybe E3M5 from the Heretic MIDI project I linked above. I'm listening to the MIDI pack now looking for possible MIDIs

I'm doubt we will have 30 maps, so I dunno if it's wise to design a map specifically for slot 30

>> No.8228969
File: 282 KB, 1920x1080, sw2.jpg [View same] [iqdb] [saucenao] [google] [report]

I was talking to peeps some weeks ago here about how I really would want a retro style fps done in the style of Ion Fury / Build Engine shooter but in the vein of Half Life Opposing Force / SoF military spec ops duders and I feel like a game like that is probably in the works in the game called AWOL. And to lesser extent project Odin. But the latter has some issues with it's hud and enemy death animations etc while I think AWOL seems to grip that style pretty well right now.

Oh, and been playing through some Shadow Warrior, been liking it's cheekiness quite a lot even if some aspects of controlling the game isn't feeling that fluid even compared to Duke Nukem or especially Blood.

>> No.8228970

I am trying to understand the mentality of people who don't play Doom for completionism. How someone can load up a random level, do it, and move on. Yet somehow the community somehow can handle the fact that many levels in both the vanilla game and in famous PWADs just are literally impossible to 100% complete.

Doom has a blatant stat screen. Finish a level and you get an extremely audible series of gunshots that tally up percentages of what you have done. It is very in your face, I don't really see how someone could ignore it.

The stats screen seems to make it very clear that Doom was designed for completionism in mind, much like Wolf3d with the score counter. So how can you get around hunting for 5 hours for a single armor bonus? How do you get around cases where it might be literally impossible to find everything due to incorrect secret linedefs?

>> No.8228976

>I am trying to understand
Have you tried not being autistic anymore?

>> No.8228983

I like UVMaxing stuff but I think you might just be genuinely autistic anon. And that's okay by the way. Just a matter of getting diagnosed and whatnot.

>> No.8228986
File: 291 KB, 1920x1080, shot033.png [View same] [iqdb] [saucenao] [google] [report]

Also may I say that Blood is incredible satisfying? Few unpleasant levels aside, I think Blood's got a movement / shooting system that feels the smoothest out of all the classic build games. Ion Fury of course tops that imo but that's a game made in 2019 even if it is using Build so....

>> No.8229004

is this a pasta

>> No.8229005

Thanks for the MIDI suggestions, but I really don't think Contrast fits such a slow map. It would be really well-fitting for a hard, fast map.
As for the other track, I am not sure. I'll have to try it out in the map itself.

>> No.8229027
File: 130 KB, 784x1079, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Throw the Heretic MIDI project into Winamp or something and listen through it. I think there's a better chance of finding a good MIDI there than in the Zach Siegel pack, although admittedly you might enjoy listening to the latter more. E2M5 was good too

>> No.8229030

Thanks, I'll check them out later this week

>> No.8229038

heretic doesn't really have memorable music other than the cathedral, that's the only one I remember at least

>> No.8229060

That's a custom MIDI project led by James Paddock, like the Plutonia MIDI project

>> No.8229063

It also has a par time. Do you try to be a completionist, or a speedrunner? Can't do both.
Completionism is optional, as is going for the par time. It's extra content. That's all.
What will they do if he's diagnosed?

>> No.8229064

>What will they do if he's diagnosed?
It helps to have a medical professional confirm your condition, it is the first step to learning to live with it, informing others, and taking appropriate treatment

>> No.8229070

Doom makes me want to milk my own prostate.

>> No.8229082

I'm asking about the treatment. I thought that was pretty obvious but maybe one of us is autistic too.

>> No.8229138
File: 269 KB, 1315x445, masterruseman.png [View same] [iqdb] [saucenao] [google] [report]

I am angry.
Angry about SIGIL's cyberdemon placements.
Realm of Iblis? More like Realm of a Piece of Shit! What were they thinking?!

>> No.8229150

Hellfire Awakened

>> No.8229156

>so I dunno if it's wise to design a map specifically for slot 30
If all else fails, UMAPINFO will make that map the final map anyway.

>> No.8229182
File: 214 KB, 1920x1080, sw3.jpg [View same] [iqdb] [saucenao] [google] [report]

Always love the cheeky playfully horny stuff in these games, enhances the "pulp" vibe.

poor ESL-kun.

>> No.8229197
File: 121 KB, 282x163, wtf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.8229203

>>8229197 Already watched it

>> No.8229216

What's the best custom enemy damage and health setup for a quick fun Blood E1 run that doesn't make the enemies too weak?
5-2-2 is too weak, 5-3-2 feels decent.

>> No.8229230

>I'm doubt we will have 30 maps, so I dunno if it's wise to design a map specifically for slot 30
That's a good point though. Maybe we should see first how many maps actually turn up on thursday.
So if someone is interested in placing the monsters, hit me up.

>> No.8229234

A mercenary game like jagged alliance made in build would be cool. But I think it would be over too fast.

That said I dont trust more than half of all the line up of 3d realms to be more than vapourware.

>> No.8229235

It's the difference between having fun making a game, and being dead inside like Ion Fury.

>> No.8229254
File: 875 KB, 250x231, mmmMMMmmm.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.8229284

Just do what I do. If you miss anything, blame the author. He's the scumbag who hid shit in places too obscure for any reasonable person to find.

>> No.8229305
File: 727 KB, 1920x1080, Douk15.jpg [View same] [iqdb] [saucenao] [google] [report]

>it would be over too fast
Eh, you could still play around with concepts that aren't 100% realistic like cyborgs and stuff like that, though I feel like AWOL is going for more of a realistic-ish soldier dude approach which is alright.

While I miss the pulp-y vibes of the classic Build trio in Ion Fury, taking shots at the game like that is kinda stupid. Just as the devs should have freedom to go for that vibe if they wish (like Hedon though that's like a whole different style) I also think that if a dev decides to NOT do that they shouldn't get shat on if that doesn't fit their vision. For whatever it's worth I think that Ion Fury does really well in the things that really count.

>> No.8229347

Oh fuck, we have a deadline on Thursday? Aww shit, awww shit, I've been so occupied with the weapons because I thought I had way more time than that!

>> No.8229351

>While I miss the pulp-y vibes of the classic Build trio in Ion Fury, taking shots at the game like that is kinda stupid
moreso when you bear Blood in mind, it’s lacking Duke/SW-tier ladies yet still holds up.

>> No.8229352

Yeah, beta was supposed to start on the 14th

>> No.8229370

It has the memory of ophelia and rage and that's enough.

>> No.8229382
File: 206 KB, 1920x1080, shot010.png [View same] [iqdb] [saucenao] [google] [report]

Kind of. I feel like Blood incorporates less carnal, as in sex-carnal themes but some of it is still there and I feel like there's a lot more emphasis on just the blood and death. But to some degree there's some sexual torture vibes with the mutilated half-naked corpses of men and women.

>> No.8229390
File: 104 KB, 1280x720, maxresdefault (7).jpg [View same] [iqdb] [saucenao] [google] [report]

SW anime women aren't there for sexual themes lol they feel more like shitposting

>> No.8229404
File: 404 KB, 1920x977, Somedukebooba.jpg [View same] [iqdb] [saucenao] [google] [report]

>""""Kind of."""""
We have to throw you several more airquotes. You have to bear in mind you're comparing it to things like Duke3D and how it throws you a stripclub and pornshop in the second level, then floods the game with near-naked Alien references. These themes are infinitely more subdued in Blood.

>> No.8229416
File: 88 KB, 750x563, syndicate-wars-aec2af7a-e5b4-4eca-b11e-553ef0f6577-resize-750.jpg [View same] [iqdb] [saucenao] [google] [report]

Mt dream shooter fps of late would be an immersive sim made in an old ass but pretty engine like build say, but in a mission structure like Thief \hitman, kinda like cruelty squad tries to do.

But its 90s G Police, Syndicate psygnosis cyberpunk.

Shoot all the civilians in a dark futuristic disco to get a single target type of game.

>> No.8229421

Well there's that single white woman syndrome poster in Blood I always thought that pretty funny.

>> No.8229426
File: 214 KB, 1920x1080, 20210525213020_1.jpg [View same] [iqdb] [saucenao] [google] [report]

SW is one big grorious shitpost by Lo Wang.
But they still have the sexy ninja ladies etc.

I'm not saying the game's entire identity is defined by just the sexuality though Lo Wang is an old perv that makes all kinds of jokes including sex jokes he raughs at.

I'm a big Ion Furry tho', so I am not saying that "oh, because it doesn't have a lot of sex jokes or tits it's bad"

But yeah idk, Duke Nukum was all about shooting all the alien scum that came to abduct and rape all the earth women (so he could inseminate them himself) and all around kick ass and chew gum, machismo in a can, action movie hero tropes in a big boomin' package.

Shadow Warrior having it's theme be pulpy smosgasboard of all "asia" tropes and jokes that would come to the mind of a 20 something year old that grew up in a culture where you could still have jokes.

Blood tapping into that deliciously grim audiovisual aesthetic and playing on the horror genre in the same way Duke does with action movies and Shadow Warrior with kung fu etc nipsploitation films.

I like Ion Fury a lot! In fact it's one of my recent big favorites. I don't think it's boring but maybe it could've leaned into it's cyberpunk dystopia a bit harder even though IDK, it's doing a pretty good job so far, a bit more references to sci fi films etc I suppose is something they could do in the expansion.

>> No.8229435
File: 658 KB, 1920x1080, bloodshocked.png [View same] [iqdb] [saucenao] [google] [report]

>Mt dream shooter fps of late would be an immersive sim made in an old ass but pretty engine like build say, but in a mission structure like Thief \hitman, kinda like cruelty squad tries to do.
This is funny, because...
>Shoot all the civilians in a dark futuristic disco to get a single target type of game.
There's a level in Cruelty Squad that's just like this.
Fleshed Out has a fairly creative secret with that, if I recall.

>> No.8229438

I know I played cruelty squad its great, but the meme looks only go so far.

>> No.8229445
File: 647 KB, 1920x1080, shot006.png [View same] [iqdb] [saucenao] [google] [report]

I respect the retro throwback shooter wave but cruelty squad to me just falls under one of those games that makes for a good Gmanlives / Civvie11 video through jump cuts etc but feels like would be actually miserable to play for any actual length of time.

>> No.8229452
File: 146 KB, 700x811, voxel death.png [View same] [iqdb] [saucenao] [google] [report]

The only area the new voxels don't work for me: He looks less creepy.
The levels, the loadout options, how these impact progression and replayability are solid. Unfortunately, this WON'T be what everyone copies from it and "meme looks" is right - even if I do enjoy the "worlds.com but nightmare" approach he nailed that I expect everyone else to fuck up.

>> No.8229453
File: 218 KB, 1439x1073, 45745756856865.jpg [View same] [iqdb] [saucenao] [google] [report]

Damn haha yeah, I needed to go and crank it to some asian ladies after that poster, the geisha girl statues (?) that reveal their tits and that girl in the karaoke bar shaking her hips. Solid.

>> No.8229454

Shit, Map 17 is barely started, so it's not going to be ready for then.

>> No.8229457

Ion Fury is limp dicked, but I don't blame the devs 100%, its the culture which is poisonous as well.
But I feel the winds at least in the mid tier game dev are changing a bit.

IF references some shit but it seems stuff from devs. Like Twin Peaks or Barbarella.
They could have made the game more cheesy like Huntdown and work wonderfully.


Its not that bad, the immersive sim design is really tight and quite addictive. Because the game ramps up fast once you break it.

I still enjoyed it, but its kinda like cryptworlds. After being done I was done.

>> No.8229472

but you have time until 29th tho, project lead said thursday is just some wip maps and testing shit

>> No.8229473
File: 391 KB, 512x512, 1611791428_lolok.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of Blood, how do people feel about Cultic? I think it's got some solid ideas behind it in terms of style but I don't understand why the dev is basically trying to recreate an uglier Blood.

Oh and Stephan Weyte's voice acting for Caleb is amazing, it's... it's perfectly encapsulating the character in a style similar to Kain from Blood Omen. That biblical line he has about drinking the blood and eating the flesh of the son of man before devouring the heart of his former friend, that was great in both how it fit the game's thematic and the tone, in style and delivery.

In my dreams there'd have been a Build Engine Blood prequel with a "young" Caleb in the Wild West and becoming an undead gunslinger taking on the regular rogues gallery of the wild west with serious "weird west" spices.

>> No.8229481

29th is release day.
Because, you know, it's a bit shitty to release a wip map two days before Halloween for a Halloween project.
I always wonder what kind of people sign up for such a project if they can't be sure to have the time to make a map within the given deadline or having the ability to make time for making a map.
Have those people never had to submit something in time?

>> No.8229495
File: 740 KB, 1920x1080, wang_room.png [View same] [iqdb] [saucenao] [google] [report]

>but I don't understand why the dev is basically trying to recreate an uglier Blood.
Dusk was an uglier Quake and did fine. Makes sense to me.
Either way I've not looked into Cultic much. Shotgun doesn't look appealing, and the dynamite didn't look like it exploded on impact last I saw. Supplice, Perpetia, and that IF expansion are the only "throwbacky" shooterthings I'm looking forward to. I would've said the updated Rekkr as well, but that changed since yesterday (eeeey).

>> No.8229510
File: 411 KB, 1680x1050, shadowoversilverspring.png [View same] [iqdb] [saucenao] [google] [report]

Map Name: Shadow over Silverspring
Author: Bartekmil
Playtime/par: 12-15 minutes
MIDI: Castlevania Dracula X - Cemetery

A medium difficulty seaside town map inspired by first section of Heretic 2 and Shadow of the Comet
There are two things that the map still needs - a secret exit(map has 0 secrets now, only hints of them, so don't bother looking yet) and a way to fix the garden cloister fence - hopefully I will iron that out by the end of beta and add some secrets - other than that the map is completable. I also tested everything with the texture pack v6 which as far as I know doesn't have the newest dehacked updates. Balance still maybe very fucked so I'll be thankful for patience and feedback

>> No.8229525
File: 2 KB, 130x120, quad face.png [View same] [iqdb] [saucenao] [google] [report]

Wow, the lighting looks good enough to me already.
Thanks anon, I'm sorry you even felt like you had to do it when it was my level to begin with, considering you probably had a level of your own to worry about, makes me feel a bit guilty.
Come next time we do a quake map pack here, I need to study up on lighting to really make sure I know what I'm doing so I wont need you next time to make my level actually look pretty.
I'll need to update my readme since its no longer necessary to use bsp2 and I wanna give you credit for the lighting.

>> No.8229531

>Have literally 2 months to make a map
>Start making the map 2 days before the deadline
LMAO /vr/ never fucking change

>> No.8229535

Good job anon.
Won't be able to give feedback until tomorrow though, so please bear with me.

>> No.8229587

I start my projects mere hours before deadlines and there is nothing you can do about it.

>> No.8229643

i still haven't began working on my master's thesis and defense is in 3 months...

>> No.8229710

You mean you haven't started ANY work or you haven't started writing the actual thesis?
Because three months just for writing is more than enough. I wrote mine in a week, was enough for graduating.

>> No.8229729

Am still hopefull I will be able to finish MAP31 in some capacity. Lots of real life going on.
At least as a proof of concept, I will piece together a pumpkin deathmatch, but it will be rough.

>> No.8229745

i only did literature review and some theoretical stuff, but since it's a STEM degree, the actual part is calculations

>> No.8229758

>STEM degree, the actual part is calculations
So what are you, CS? Physics? Do you not have access to your uni's computer cluster? For master's it can't be that much calculating either. What does your supervisor say? What kind of institute are you at that nobody seems to care?

>> No.8229787

look, if i want your advice, i'll ask, okay?

>> No.8229807

So far I only have asked questions, anon.
I understand you're tense, it's natural in such a situation. But, and this is some actual advice, don't jeopardize your future for a momentary feeling of gratification of relief.

>> No.8229818

don't remember asking

>> No.8229829

I hope peripeteia fag makes abetter fucking model for the MC, she looks fucking horrible.

>> No.8229860

It's a Doom map. I finished my HFFM submission in like 36 hours.

>> No.8229890

By posting here you are clearly asking for it.
And by replying you are clearly telling me that you need that advice.

>> No.8229906

are you legit autistic? obvious troubles reading the air

>> No.8229918

>reading the air
Anon, this is an imageboard. You can't "read the air" here. I am under the suspicion it's you who is autistic since you obviously don't notice when someone is taking the piss.

>> No.8229935

i'll do your mom instead
no offense, just taking the piss :^)

>> No.8229948

>being so butthurt you resort to "yo momma" jokes in the year of your lord 2021
Oh anon, you should *really* do your work, else you will fail. Do you want to disappoint your parents even more?

>> No.8229949
File: 1.96 MB, 2560x1440, kweeg.png [View same] [iqdb] [saucenao] [google] [report]

I had to attempt a more "true" brutalist-inspired Quake 2-map at some point...

>> No.8229952

i'm just taking the piss, anon, lol :^)

>> No.8229958
File: 2.90 MB, 2560x1440, kweeg2.png [View same] [iqdb] [saucenao] [google] [report]

Screenshotte part deux.

>> No.8229960

Looks great so far

>> No.8229963

Lookin forward to it.

>> No.8229974

Would it have killed you to give me a SSG earlier? I ran out of ammo completely right after getting it, and stopped playing. The beginning is such a grind, expecting you to kill a bunch of big monsters with just the regular shotgun and chaingun.

>> No.8230045

What are some good Quake 1 coop map packs?

>> No.8230094

I broke REKKR on Zandronum before release. Whoops.
It's fixed. Update sometime soon. Just don't want to break anyones saves a day after release.

>> No.8230096

can you fix the hud not scaling to fullscreen

>> No.8230118

Hey, too many mods for Quake 3 that I loved to move to Quake Live.
I loved that one that adds buildings elements to it, and three different races.

>> No.8230119

looks cool, anon. i wish there was more content for quake 2, more specifically stuff that is compatible or created for ground zero because of its improved AI. give it cool architecture and high difficulty and i'd download it instantly. my only suggestion is removing crates and filling space with more architecture.

>> No.8230121

Yeah, I guess.

Sad! I love Combined Arms and Metroid Dreadnought!

>> No.8230127

Did I not put hudscale options in the graphics adjustment menu? I'll look into it.
Any other (small) suggestions while I'm at it?

>> No.8230143
File: 376 KB, 1920x1080, 1608743344467.png [View same] [iqdb] [saucenao] [google] [report]

>Did I not put hudscale options in the graphics adjustment menu?
you did it just isn't effecting this version of the hud for some reason. the other one works fine.

>> No.8230147

Oh. Hm. Alright I'll see what's what. Open console and type menu_options in the meantime.

>> No.8230156
File: 109 KB, 560x620, toomuchquaffee.png [View same] [iqdb] [saucenao] [google] [report]

>more specifically stuff that is compatible or created for ground zero because of its improved AI
Also medic commandos, they're fucking amazing and lead to great fights.

>> No.8230161
File: 323 KB, 1920x1080, 1615919203794.png [View same] [iqdb] [saucenao] [google] [report]

ah, I see now. you need to include the status bar as well lol anyway thanks.

>> No.8230190

I'll just put rocket turrets on all that architecture.

>> No.8230191

ground zero rounded out the beastiary really well, and some of the fights reach plutonia-levels of fun. its too bad the turrets destroy the pace and the level design is nothing to right home about, especially visually (though the self-destruct setpiece in unit 1 is great). but if those issues were fixed it'd be one of my favorite FPS. i wanna see a resurgence in Q2 custom content, but it wont happen as the base game leaves a bad first impression.

>> No.8230210
File: 3.19 MB, 2560x1440, kweeger.png [View same] [iqdb] [saucenao] [google] [report]

One more shot for the night, showing the updated floor. Everything's still early WIP, though.

>> No.8230275
File: 760 KB, 1920x1080, GqGZ05.png [View same] [iqdb] [saucenao] [google] [report]

It can be harder still to get into if you're coming fresh off of Quake 1, expecting similarly paced gameplay and themes. The "military tech" theme is familiar because of the start of each Q1 episode, but the gameplay is very different and a complete 180 of Q1.
The main campaign and the expansions all feel like they have rough starts that pickup halfway through. The super gladiators in the Reckoning have been the biggest funkill for me so far, at least the turrets have been dying to three explosives.

>> No.8230535
File: 1.17 MB, 640x480, monsters4_3.png [View same] [iqdb] [saucenao] [google] [report]

Meant to do this yesterday, but time for some more map testing:

>> No.8230536
File: 718 KB, 2048x1365, 1472786287529.jpg [View same] [iqdb] [saucenao] [google] [report]

Just wanted to let everyone know I'm taking a break from shitwadding for a while. I'm burnt out on it and I've got other things which I need to take care of. I'll be back some time, I promise.

>> No.8230696

Surprised you went so long without announcing some kind of hiatus, I would've cracked sooner than that dumpster fire of Psychophobia. Do whatever IRL stuff you need to, or whatever that pron game of yours is, I'm sure we'll all come up with suggestions for more garbage in the meantime :^)

>> No.8230708

I'd feel pretty burnt out too if I had to deal with PsychoPhobia's nonsense. Take care, anon.

>> No.8230718

>that filing cabinet
This isn't an actual Shadow Warrior map is it?

>> No.8230776
File: 338 KB, 1366x768, doom146.png [View same] [iqdb] [saucenao] [google] [report]

Demo- https://drive.google.com/file/d/1Gek4g0ufRGsYHHvhN_ZHEi_K7M0AToK8/view?usp=sharing
The demo's about an hour long, I died a handful of times. Pretty good map. I disagree with the other guy, I like being forced to use the chaingun and single-barreled shotgun, I think that's when the map is at its strongest. Here and in your 2048 level, you show a fondness for these weapons that I think works really well without feeling grindy. I think there's plenty of ammo, I dont know how the other guy ran out. Maybe getting a chainsaw earlier on could help, its of no use by the time you get it. The map looks nice, and plays good when it's good. I liked the archvile fights. The MIDI is overly loud.
My main problem with the map is that damn near every room in the map is set up so that the player doesn't want to go inside it. Pretty much every fight I would have to lure everything out whatever door you're supposed to enter from, and either corner-peek camp doorways, or backtrack while shooting everything if they do get through. Like every single fight. I don't know how you would really fix that here, but it's something I'd advise trying not to repeat in the future. Maybe have more places where you let the player enter, take a look around first, press a switch, and then you can release the ghouls.
In the first archvile fight, I couldnt tell what the switch does that temporarily lowers the bars and I ended up being lost for awhile. I don't think those bars need to go back up, the player doesnt really need to be trapped in there, and its confusing
Pointed out some misaligned textures, mostly in doorways.
Pic related- I think this looks bad. I remember you asking how to make this illusion work but I don't think it really can work when the two buildings are right next to each other. Again, don't know how you would fix it, but I'm gonna point it out.
Hella cheesed the red key fight by abusing noiseblocking lines but I don't know how else you reliably get through that fight.

>> No.8230798

Ah goddammit, I don't know what happened to that demo, but I think it's fucked. That's annoying.

>> No.8230810

It was a good stream. I'll be working on the updates for my map as soon as I finish my halloween map. I also found miasma district to be quite confusing.

>> No.8230934

No, you should reinstall Unreal Tournament instead.

>> No.8230952

That was a fun stream.
Under Construction felt a lot better with the update.
Clock Tower is extremely solid. The jump from the spiral stairs to the lava nails seems like a bit of a stretch though. Also, something in the ending didn't seem to trigger properly, unless I was just supposed to wait.
Miasma District is pretty great, though confusing. It seemed like one of the shortcut destructible walls detonated prematurely, possibly from a Fiend attempting to attack me from behind it.
Rusty Bucket Bay is... bizzare. I'm not familiar with the source material, but others have said it's a good re-creation. It's an adequate map at least, and the lit version is certainly much better.

>> No.8231002

Cruelty Squad looks like absolute shit though, I can't stand the visuals.

>> No.8231017

>this is the gzdoom game that gives me stutter, not Hedon or Supplice

>> No.8231046

It is. Did you try changing the rendering API or anything? Turn off AA? You didn't hit F12 did you? That's mostly there for a joke.
It doesn't do anything that should cause you issue, that I can think of.

>> No.8231051

It was VSync, I should have remembered that garbage fucks things up since I've had to turn it off in every other game I've ever played.

>> No.8231067

Oh fuck. Ofc. I should've thought that first too.

>> No.8231167
File: 231 KB, 391x417, max_paper.png [View same] [iqdb] [saucenao] [google] [report]

>spend like 2 hours scouring through crispy-doom's source code so I can find out where inputs are processed so I can add a button that restarts the current level
>find where input bindings are set
>already a var named "key_menu_reloadlevel"
>simply didn't scroll far enough down in the settings program to see it
well... lesson learned.
reading the source code for it is very interesting, however. Very well documented.

>> No.8231213

Mine is nearly done, just a few niggling issues. In retrospect I chose the wrong time in my life to get very ambitious on a strict time frame, but I will get something out.

Also who cares? The DBPs are great and they're not megawads. And with UMAPINFO we can have MAP07 and MAP30 effects on any map, so if someone has made those it will work regardless of how many submissions we get.

>> No.8231225

Sure as shit is, and it's gonna be good anyway. What we can really learn from these things is to set longer time frames for ourselves, maybe even divide the sets up in distinct phases.

>> No.8231226

Oh yeah, V-Sync is gonna do it, input lag and all.

>> No.8231235

You can search in options in gzdoom, crispy doesn't have that?

>> No.8231249
File: 2.74 MB, 1280x720, SWWTNuke.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.8231263
File: 2.76 MB, 1280x720, SWnuke2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.8231269


>> No.8231270

No unfortunately. There aren't a lot of options like GZDoom, though.

>> No.8231274
File: 2.74 MB, 1280x720, SWnuke.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.8231280
File: 2.75 MB, 1280x720, SWNuke4.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.8231290
File: 2.96 MB, 1280x720, SWnuke3.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.8231297
File: 2.66 MB, 1280x720, SWNuke6.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.8231304
File: 2.86 MB, 1280x720, SWNuke7.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.8231307
File: 2.74 MB, 1280x720, SWNuke5_andthenthereisthisguy.webm [View same] [iqdb] [saucenao] [google] [report]

and then there is this guy...

>> No.8231327

Not really. There's a lot of people who dislikes HL.

>> No.8231329


>> No.8231332

This is not a gzdoom game. It's all vanilla.

And yes, it's much better.

>> No.8231334

Already have it.

>> No.8231338

remember all the ut vs q3 fights
good times

>> No.8231342

>This is not a gzdoom game. It's all vanilla.
Pay attention, the reply chain is talking about the Steam release which comes running on GZDoom.

>> No.8231343

holy shit, was he in the game?
i dont remember him at all

>> No.8231348

Still vanilla.

>> No.8231349

Yeah those enemies are vanilla SW enemies. Or are you talking about that place specially? Idk then

>> No.8231353


Yes it's the miniboss version of the Serpent; he may not appear in the main game unless playing on the higher difficulties idk but it's all over the expansions

Now that I realized those serpents have not one but two sounds in common with the serpents from Heretic I can't unhear it. It's a curse, like the roaming sounds of Liztroops in Duke being the same as that one enemy in Hexen

that place is from Twin Dragon

>> No.8231357

Yes, but the wad is still vanilla-compatible as far as I know. Including the new episode.

>> No.8231375

Yes, which is why I was comparing it to Hedon and Supplice, which run on GZDoom (Hedon on a customised version) and also actually make use of the advanced features that the engine is capable of.

>> No.8231380

Hedon and Supplice are not vanilla dude.

Rekkr doesn't need GZDoom to work, it's an entire different beast.

>> No.8231394

I'm going to explain this nice and slowly, hopefully your handful of brain cells can keep up.
>I start up Steam REKKR
>I observe that it runs on GZDoom
>I play it, and note that there is stutter
>I know that Hedon and Supplice also run on GZDoom
>I know that they make use of the advanced features of the engine, and therefore would be more likely to stutter that REKKR, which does not
>I make a post saying that it is strange that I am getting stutter only on the least demanding of the three games being run through GZDoom
Do you understand, or do I need to explain it even more thoroughly?

>> No.8231395
File: 2.74 MB, 1280x720, SWNuke8.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.8231397

I get it. Still not a "gzdoom game".

>> No.8231415
File: 2.89 MB, 1280x720, SWnuke9.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.8231441

>I dont know how the other guy ran out
I didn't notice the ammo cache because I was trying to avoid the mancubus trap, then I noticed there were 3 archviles that resurrected literally everything that I just got through killing.

>> No.8231448

>there's a splatterhouse wad
>it doesn't use the music

>> No.8231461

Well, I learned a new word today

>> No.8231482
File: 273 KB, 1271x952, 2021-10-13_184334.jpg [View same] [iqdb] [saucenao] [google] [report]

Map Name: Pumpkin Delight
Author: EnragedEggplant
PAR: 4 minutes
MIDI: Robbie Williams - Supreme

Update to Map10, based on the feedback from the last thread. Increased the number of gargoyles and health. Replaced the satyr with a baron. Added a super revenant for extra difficulty. Revenants now teleport into the room from their ledges after the trap is sprung.

>> No.8231515

My only suggestion would be to lock the door behind the player when entering the Baron ambush, or teleport something in behind the player. That area is really easily cheesed.

>> No.8231545

This triggers the nep. But I do like the cacopumpkincat.

>> No.8231552


You're supposed to be in /gurpsgen/, not retro FPS thread! What is this chaos? All generals have mixed up!

>> No.8231558

He's been here for a while now, he made at least one map for 2048 Units Of /vr/

>> No.8231559

It's also missing the multiple ending nature of Splatterhouse 3.

>> No.8231562

I just bought Rekkr Sunken Land but I only have an x86 machine and it doesn't let me install it :((
Goddamn it GZDoom, I just want the .wad

>> No.8231567

This thread and /gurpsg/ are the only two threads on 4chan that I frequent.
And they are the best 4chan threads.

>> No.8231568

with such attitude, only torrent

>> No.8231571

pretty sure its developer said it's compatible with other source ports efore

>> No.8231574

>And they are the best 4chan threads
Stonetoss threads on /co/ beg to differ.

>> No.8231576

Is Rekkr no longer vanilla-compatible?

>> No.8231581

Yeah, the issue is that Steam itself doesn't let you install it at all. I'm going to use Crispy Doom to run the thing.
Is there a torrent already?
I would've bought it on GOG, but that's not an option yet.

>> No.8231587

hedon was pirated on the same day, maybe it will be pirated too within few days?

but yeah, it's kinda dick move to use x64 gzdoom for a vanilla compatible wad, lol

>> No.8231591

You can't extract the wad out of the folder steam puts it in?

>> No.8231596

It doesn't let you download. Like the install button is greyed out. It only states that it's available for 64-bit Windows.
I had the same issue with Doom 64 which is why I extracted the files on another computer and set up Doom 64 EX instead.

>> No.8231597

>the folder steam puts it in?
>Steam itself doesn't let you install it
Anon pls.

>> No.8231598

The only time i recieve stutter is in the transition metling effect whichi cannot turn off Seriously Melting is the only things that lags and i could use the option to remove it.

>> No.8231603
File: 51 KB, 500x517, 1471956129464.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck. That's awful. I didn't even know Steam was capable of blocking you from downloading shit.

I wonder if Revae can disable that or something because that's utter horseshit.

>> No.8231604

>I only have an x86 machine
How old is your rig?

>> No.8231606

It's in the mega now. paying for doom wads is absurd IMO

>> No.8231607

Dunno, but I have Sea of Thieves, and I can't play it because it requires a modern OS.
Yet I can install it and launch it, it just doesn't start.

>> No.8231614
File: 42 KB, 634x266, 2021-10-13 144409.png [View same] [iqdb] [saucenao] [google] [report]

uhm, i guess this is the reason

>> No.8231615

menu_options in the console gets you into the full options menu, you should be able to change the screen transition type in the standard GZDoom setting location.

>I wonder if Revae can disable that or something
No, it's Steam's idiot protection preventing people from installing shit that cannot run on their machine. Otherwise the forums would be full of idiots complaining that their game won't work because they've installed a 64-bit game on a 32-bit computer.

>> No.8231616

Idk, about 6-7ish years old. It's a cheap laptop that I use since my desktop is at my parents and my other laptop had it's motherboard die a slow, agonizing death.
Strangely enough it has really good performance for what it is. I can play games up to 2012 on high settings with no issues. OpenGL has really bad performance though, so I use other renders everytime.
Nah, GZDoom is the best option for mass appeal. I don't blame Revae at all.

>> No.8231618

>Nah, GZDoom is the best option for mass appeal. I don't blame Revae at all.

the keyword was x64, not gzdoom

>> No.8231624

>idiot protection
The politically correct term is "foolproof".

>> No.8231625

>GZDoom is the best option for mass appeal.
Yeah, but you can still get 32-bit versions of GZDoom.

>> No.8231639

>No, it's Steam's idiot protection preventing people from installing shit that cannot run on their machine.

isn't developer himself declares system requirements?

>> No.8231652

Oh, I thought the only option was LZDoom.
That's what I use for complex mods.
I think I'm retarded because I can't find it in any of the three in OP. Thanks anyways, I'll keep on looking.

>> No.8231657

I don't think it's a smart nor an ethical idea to post someone's recently done work for free when it's worth as much as a cup of coffee on Steam.

>> No.8231662

fuck off

>> No.8231669

i don't think it's a smart idea to discuss piracy on the internet

>> No.8231698
File: 619 KB, 512x500, 1571362112729.png [View same] [iqdb] [saucenao] [google] [report]

It's the first one under the iDTech 1 folder

Me and the anon who can't play it both paid for it.

>> No.8231709

Thank you, anon, bless you!

>> No.8231734

Right, so I got around playing the map. I also don't know how the other dude could run out of ammo, never had a problem with THAT. However, I have to agree with >>8230776 that basically every single fight can/needs to be cheesed. Open door, aggro, peekaboo. Especially in the octogon section I also died a few times because I got stuck on geometry or candelabras. And while the Satyr rape gang was still tolerable, getting ganked by King Boners was no fun at all. From that point on monster placement even seemed a bit random at times. What you could do would be for example having monsters teleport in from different directions, having more actual ambushes instead of "open door, release skeletons" and I couldn't see in the automap if it was possible without too much problems, but having a shortcut from the octogon section back to the starting area (like you had with the blue key) would be rad, because backtracking through rough geometry isn't too exciting either. Or have some monsters repopulate the area. The hall before the finale wasn't too exciting either since I could just wait for infighting and deal with the remains; in this case the Archie became more of a really annoying nuisance instead of an actual priority threat.
That said, I liked the look, it really gave the impression of some seaside town; after passing through those halls right before the big stairs it felt kinda like Turok 2's Port of Adia remixed in Blood.

>> No.8231846

>coolies, shadow ninjas, and nasty traps
>smoke bombs, gratuitous explosives, and nukes
Such a strange game. I also always thought it was released before Blood for some reason but found out it’s the last of the original build trio.

>> No.8231859

The game had been in dev hell since 1994. It didn't have all the modern tech stuff at first but after DN3D's success someone apparently said "make it more like Duke and ship it"

>> No.8231939

Done with Shitgil. Baller midis, awful tightrope shit the entire episode with lack of SSG padding the runtime. I wish we had a new unofficial episode for Doom 2 from Sandy instead of Shitgil 2 from R*mero.

>> No.8231949

What shitty post, go away.

>> No.8231954 [DELETED] 

What shitty post, go away.

>> No.8231956

How much time did you spend in the starting room? Be honest.

>> No.8231958

>Baller midis
buckethead soundtrack is better

>> No.8231969

Any good fan map packs?

>> No.8231970


>> No.8231972
File: 55 KB, 474x474, 3536.jpg [View same] [iqdb] [saucenao] [google] [report]

Just downloaded the latest version. Are they fucking serious?

>> No.8231974

Barely any, what's your point? I knew the evil eye mechanic from just osmosis, but even without that it's very telegraphed.
To elaborate, just really didn't enjoy a lot of tightropes and cramped rooms I was put in, plus shotgunning cacos and sometimes barons really puts me in a foul mood, especially when you have to do it over again over a misstep.
For what it's worth, telefragging the cybie for UV-Max in the second map was fun and so was playing hide and seek with another cyberdemon in that one maze for the first few times, but overall I'd say the mood was miserable for me. I can and did handle the baseline saveless pistol start UV-Max, just didn't have a lot of fun with it.

>> No.8231978
File: 220 KB, 641x355, 1630293796625.png [View same] [iqdb] [saucenao] [google] [report]


>> No.8231980

No need to sperg out, I was about to call you a retard anyway.

>> No.8231984

Chill out, I'm not actually John Romero, I didn't make SIGIL.

>> No.8231995

Last Warrior TC, if you can get it to install

>> No.8232008

I think my only issue with John's replacement maps is some are a bit overly detailed and don't quite fit aesthetically with the rest of the campaign (especially those floor arrows). Other than that, really fun.

>> No.8232014

This can't be real

>> No.8232016

Trying to play some of those Halloween maps, but I just can't get comfortable with DSDA.
Apart from the weird feeling movement, I also constantly get random stutters/freezes, usually when some new enemies appear or something important happens, so I die.
Anybody know what could cause those freezes? I am not even on a potato, I can run GZD on rather high settings without any problems.

>> No.8232025

Try from doom with love. It's a dsda fork.

>> No.8232028
File: 32 KB, 354x441, gzdoom_2021-10-13_10-53-04.png [View same] [iqdb] [saucenao] [google] [report]

because it isn't

>> No.8232031

Yeah the crampedness is the episode's main flaw. I did enjoy the idea that it returns Doom to what it was supposed to be: peeking around corners and taking cover behind walls (vs what it's become for most of the community: circle strafing in plain sight in huge open areas like it's serious sam or painkiller); but it could have achieved that without being THAT cramped.

The 2nd main flaw are those crushers in some of the maps though they go hand in hand with the crampedness in most cases.

And then there are the small issues. Like you know how the eye thing is used as a switch to shoot, and Romero was super proud of that like "look how smart my level design is first I introduce this feature and then its use gets increasingly smart and different", too bad he didn't follow the same logic for everything. In the 2nd map he introduces using that yellow hell-ish rocks as teleporters... And then in the next maps, they're just rocks, but you gotta learn that the hard-way by walking on hurt floors. Yeah, great 1-0-1 there mister master level designer, first you introduce the idea of using old decorative props as gameplay elements only to give it up later.

Imo the pistol starting is pretty much on par with the original game in how grueling and tiresome it can be at times.

>> No.8232034

It isn't. I wish that autist would die already. Report and move on.

>> No.8232036

Yeah shouldn't have even given it a (You)

>> No.8232037
File: 2.76 MB, 1280x720, SWNukedEnding.webm [View same] [iqdb] [saucenao] [google] [report]

last one

>> No.8232046
File: 65 KB, 714x900, idea.jpg [View same] [iqdb] [saucenao] [google] [report]


What if we all posted our first ever map. Like you know, not the first first ever pos you made in DoomBuilder, but the first "real" map you made.

And we made it into like, a megawad, call it Anon's First Megawad or something

I think that would actually be pretty comfy desu :3 There's always something really charming about people's first attempts at mapping.

>> No.8232048

Dear god no.
While I did indeed recently replay my first map, and was surprised that it had indeed some cool ideas, I wouldn't want anyone to suffer through it.
Also, it was an UDMF map, so it would get reee'd into the ground in advance.

>> No.8232052


Sigil wasn't great, but pretending it isn't better than what Sandy would have shit out is blatant bait.

Sigil's biggest strength is that it successfully captures the essence of OG Doom. That's also its greatest weakness.

>> No.8232059

I'll see if I can do something about that. That's fucking retarded. Wasn't aware Steam did that.

>> No.8232060

Any one else getting sick and tired of third rate mappers acting like they're hot shit for "saving" OG Doom with their shitty, unbalanced content?

>> No.8232062


Nah, the whole point of the wad would be looking at stuff like that and knowing it was someone's first time.

> it was an UDMF map, so it would get reee'd into the ground in advance.

No it wouldn't, only turbo-autists give a fuck, don't listen to the memelords.

It would have to be a ZDoom wad anyway just to accommodate all the different formats people would have used without knowing any different. IIRC you can convert other formats up to UDMF but not the other way around.

>> No.8232063


>> No.8232070


>> No.8232072


>> No.8232073


>> No.8232081

Shitting on Sigil like that is getting very old

>> No.8232085

>Like you know, not the first first ever pos you made in DoomBuilder, but the first "real" map you made.
I'm not sure I even have that one anymore, also it was made for Skulltag so it's not gonna be easily cut out and put into anything else. Also it was a piece of shit anyway.

My first real serious maps were in 2048.

>> No.8232120

Problem is I have to compile one, and for whatever reason that wasn't working. I'll give it another shot here soon, when I'm looking at Linux builds.
I could technically just swipe the exe, but then it wouldn't have the icon (a great loss), or the updated properties that don't really matter.
Maybe I'll just do that. I didn't figure it mattered but wasn't aware Steam would cockblock you like that.

>> No.8232129

What's different about it?
Also, I still would like to know what the actual problem here is. I always thought the Boom ports were so well-optimized.

>> No.8232173

What if Doom modding had its equilavent of CodePen, where one gets to code something in real time and watch it happen in a browser based Doom engine demo, for the sake of practice?
Even if it has to use FreeDoom

>> No.8232180

Newest gzdoom has mbf21 compability.

>> No.8232181

No. More mappers the better. Eventually someone makes good shit instead.

>> No.8232185

Sometimes you have to start at Redneck Rampage before you can Return to Castle Wolfenstein.

>> No.8232190

Maps are the least bad part about RR

>> No.8232212

What if the real Redneck Rampage was the friends we made along the way?

>> No.8232234

Ayy lads. Im running plutonia for the first time. I just finished the first section. It actually isnt as bad as I thought it was gonna be. Very enjoyable. It is hard but so far hasnt pissed me off like e4m2 of ultimate doom. Pistol start UV btw. Plutonia is the most fun I have had in the mainline games.

>> No.8232235

the issues with Redneck are the ugly pre-rendered sprites and the miniscule keys, the levels are fine

>> No.8232241
File: 944 KB, 1920x1080, frankie.png [View same] [iqdb] [saucenao] [google] [report]

It's fairly inoffensive build shootan but in the most detailed and complex build maps of that era, which is at odds with it's lowbrow redneck shit. I don't know why they opened up with one of the worst maps, or why they felt the sewer needed a puzzle and only one enemy type.
As fun as it is, they also got better with Rides Again, the Q2 expansion, all before peaking with RTCW followed by being devoured for CoD.

>> No.8232264

Rides Again was made by a completely different team while the "core" team was working on Q2 stuff, and both level designers in that game made very well for themselves after that, one ended working on HL2 and still at Valve, the other is lead level designer at Retro Studios

>> No.8232342

You mean like Doom Upstart Mapping Project? They've done three of these so far, and they're all fun, even with gameplay mods.




>> No.8232347

That fucks with me a lot, because the music is arguably the best part of Splatterhouse.

>> No.8232364

there's already one, it's called 2048 units of /vr/

>> No.8232432

Map 10 from 2048 Units was my first map.

>> No.8232451
File: 9 KB, 424x630, 1623690055747.png [View same] [iqdb] [saucenao] [google] [report]

Map 7 from HFFM was my first real map.

>> No.8232461

Dump 3 secret 4 was my first map.
and technically also second, but i never explained term which map was witch so it ended up being merged into one map.

>> No.8232474

Made a map many decades ago but it was lost due to overwriting it. Shoulda made more backups.

Since then the first map I remember was Base Stimpack in one of the DUMP projects.

>> No.8232547
File: 130 KB, 1284x746, 1836271.jpg [View same] [iqdb] [saucenao] [google] [report]

completed e2 !!!!!! :>

it was really hard
the cyberdevil's rockets fly so fast and predict my movement ;__;

>> No.8232569

Question to resource anon - with how we get a german Luger pistol and a not-russian not-PPSh slot 4 gun, will the regular shotgun be some kind of american trench gun? I think you were talking about doing a shotgun.
Also, what's the plan for the rocket launcher? Will it be some kind of handheld artillery thing or something magic?

>> No.8232570

Rekkr should run in Chocolate Doom, Crispy Doom, Boom, PrBoom+, DSDA, Woof, MBF, Skulltag, Zandronum, Edge, Eternity, Doomsday, and not to mention the official release it got for the Unity ports. Probably would even run in Doom 95.

My point is, it's built around the vanilla engine, in fact you could probably use DEUSFX on an original install of Doom V1.9 and it should work properly. You don't have to run it on GzDoom on your toaster machine, you have a lot of options here.

>> No.8232574
File: 191 KB, 736x736, 836181.jpg [View same] [iqdb] [saucenao] [google] [report]

the gorillion flying skulls were soo annoying

so instead of killing them i just ignored them

>> No.8232579

Man, the irony here is that lowest spec for the Doom 64 port is determined by the weakest machine Nightdive had lying around at the moment which would run the game, and most likely the minimum spec to run it are MUCH lower than what Steam states.

Steam needs to fucking shape up.

>> No.8232590

Rekkr should be able to run on a fucking 486

>> No.8232602

>Oh, I thought the only option was LZDoom.
LzDoom was folded into GzDoom in one of the latest updates, it lets you use stuff like GLES and what not.

>> No.8232653

Spamming schizos aren't people.

>> No.8232671

Plutonia is based and difficult. It's not as hard as a lot of other modern wads but it's the hardest thing to come out during its time.

>> No.8232681
File: 3.63 MB, 562x303, 1471302874287[1].gif [View same] [iqdb] [saucenao] [google] [report]


>> No.8232746

I dislike HL but i dont post about it anymore because of the spammer. He even reposted my posts on the subject on other boards.

>> No.8232749

He's saying he can't get the iwad without installing. That's all. I'll look into it tonight. That's shitty that steam doesn't let you dl it at least

>> No.8232792

It's not consensus tho.
Also which posts?

>> No.8232793
File: 294 KB, 1437x1079, 20210614154220_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I respect that. It's fine to dislike things though, as long as proper respectful discourse is maintained.

>> No.8232882
File: 348 KB, 1920x1080, 20210603185249_1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.8232891

I have zero hype for the expansion. That ending left me hollow.

>> No.8232902
File: 2.91 MB, 640x360, cancelled bombshell vidya.webm [View same] [iqdb] [saucenao] [google] [report]

>still no GOG patch
Goddamn, and this is while some anons can purchase yet not download games that "won't work" on their PC.
I'm still having fun doing dumb Quake 2 stuff so I can still wait.

>> No.8232914
File: 34 KB, 640x480, sin1.jpg [View same] [iqdb] [saucenao] [google] [report]

Nice ass.

I would unironically play a shooter like this made today. Fakk2 was lets say a bit jank for me. Still entertaining but jank.

>> No.8232917
File: 389 KB, 1920x1080, 20211013225650_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm having a blast with Sunken Land so far. Those fake rock mines made me afraid of regular decorative ones lol.
Got stuck on E4M2 unfortunately, see pic. Going to sleep now, will continue tomorrow.

>> No.8232918
File: 533 KB, 1920x1080, 20210603185753_1.jpg [View same] [iqdb] [saucenao] [google] [report]

The 'ending' was kind of meh but I feel mostly cucked by not having more unique bossfights / unique really strong enemies towards the end.

But I think I'm mostly interested in new enemies, new weapons, new levels etc and how all of that incorporates into the game.

The bossfights are kind of shit in all Build Engine games but I'd hope they didn't recycle quite *as* much even that's what they do like reusing the Cycloid Emperor as a bossfight in Duke for Duke It Out in DC, the Snake bossfight in Shadow Warrior etc.

I don't think Ion Fury does anything 'worse' than the Build Trio when talking about game mechanics etc and general design BUT! I think parts of it are so good I expected more.

>> No.8232927

more hdest coops
twitch.tv/jaesumgai taking the risk this time

>> No.8232939

my first proper map is MAP14 of Ad Mortem (it's just about done, just need to finish the final room and make sure the map is fully playable)

>> No.8232960

My first finished map is already on my own project, though.
I lost my first failed attempt in a computer crash though.

>> No.8232971

>I don't think Ion Fury does anything 'worse' than the Build Trio when talking about game mechanics etc and general design BUT! I think parts of it are so good I expected more.
The boss fights are more or less what I expected to be capable of in an engine like this. Weapons range from 'fine' to 'great', but what I liked the most was the roster. I think the only one of the original three with as close of a rounded out and challenging crew of enemies is Shadow Warrior.

>> No.8232973


The mech boss was fine. And the spaceship fight was alright as well.
No idea how they did such a big ship moving around in the engine.

Speaking of mechanics I think the shooting is really good, outside how weird some enemies are to fight.

I don't know if its possible but IF would be much better if you had a quick melee, a slide, more varied enemies with concrete tactics to win and remove the fucking spiders.

The only enemies I cared were the grenade, the flying rocket bot, and snipers. The rest were whatever.

>> No.8232975

are you the anon who posted random playthroughs of wacky Q2 mods? Do you have some list of recommendations? Q2 may not be my favourite but those mods did push the whole thing to the extreme

>> No.8232978

I'd contribute mine

>> No.8233002
File: 2.94 MB, 852x480, morebombshelly.webm [View same] [iqdb] [saucenao] [google] [report]

>are you the anon who posted random playthroughs of wacky Q2 mods?
That's not me, but I wish I remembered what levels and such he posted.
I was just messing around with this through a third-person mod one day and it sprouted into a greater appreciation for Q2 as a whole.

>> No.8233053
File: 82 KB, 1418x392, wWPcLtH.png [View same] [iqdb] [saucenao] [google] [report]

Someone's ZDoom game

>> No.8233078

Never liked the gameplay in quake 2, the weapons and enemies feel meh. Not aesthetically mechanicaly.

And I feel that jank went to other quake 2 engine games even worse unless you modified the engine extensively like HL.

Its floaty.

>> No.8233117
File: 2.93 MB, 852x480, chunkydisguise.webm [View same] [iqdb] [saucenao] [google] [report]

It's an acquired taste and not for everyone, especially if you're coming right after speedy shooters like Quake 1 and buildshit - this was mentioned earlier in the thread >>8230275

>> No.8233142
File: 351 KB, 1734x2048, FAZp5L7VgAExlwh.jpg [View same] [iqdb] [saucenao] [google] [report]

I apologize for my absence, I'll extend the deadline until Monday (October 18) I'll be out doing some business shit so I won't be here around to receive WIP maps tomorrow.

I know some anons are gonna make their map at the last minute or something but I wanna make sure if the rest are working out their maps or not. Send me your progress/WIP map that day. If you don't show up, welp you have to send me an e-mail explaining why or i'll just unclaim these slots again in the next day.
>inb4 some retard like map30 one being biased over this
It's the only way to prove anons taking a bit of seriousness collaborating on this project, it's really hard for me to trust people here and managing a project on an anonymous board.

>October 18
Post your WIP/Updated maps.
(Note: Again, it doesn't really matter if it finished or not... I wanna see some real progress and not just a square map or some shit like that because i'm not gonna accept it)

>October 29
Official deadline, I'll take the finished versions of the maps.

>> No.8233143


I only meant how the gameplay feels.

It can be okay for sure. But I remember just thinking Unreal 1 was just more solid looking.

>> No.8233150

Who the fuck cares.

>> No.8233154
File: 94 KB, 500x666, FBmEXd2XMAo9tp4.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.8233158

How do you mod the steam version from Nightdive of Quake?

>> No.8233163

>I only meant how the gameplay feels.
Acquired taste still applies, just in case you were worried it wasn't for some strange reason.
To what end?

>> No.8233180

>If you don't show up, welp you have to send me an e-mail explaining why or i'll just unclaim these slots again in the next day.
At what address

>> No.8233187

Lift didn't trigger. I might know why. thanks for the heads up.

>> No.8233194

Well, I want to play some mods like Arcane Dimensions, and I don't know how to do it with the steam version.

>> No.8233227

Its still looks good, shame nobody did more fast paced third person games.

>> No.8233260
File: 38 KB, 640x481, 1617090250277.jpg [View same] [iqdb] [saucenao] [google] [report]

looks soul and its not even charging me for the wad!

>> No.8233278
File: 2.68 MB, 2560x1440, kvegerne.png [View same] [iqdb] [saucenao] [google] [report]

Brutalist Quake 2 es jappening con ja.

>> No.8233283
File: 2.77 MB, 2560x1440, kvegernge.png [View same] [iqdb] [saucenao] [google] [report]

It's concrete con Crete.

>> No.8233285

Imagine Quake 2 style Half-Life 2.

>> No.8233292

Imagine a squish so soft it yields just by breathing at it. Now imagine holding this squish in your hands. So soft.

>> No.8233302
File: 809 KB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google] [report]


Map Name: The Other Dario
Author: Washing Machine Enthusiasts
Playtime: 15-20 mins
MIDI: "Profondo Rosso" by Goblin (MIDI conversion by anonymous)

I haven't tested others' maps so I'm not sure how this fits in the difficulty curve. As such, no difficulty levels are implemented yet. If this turns out to be way too easy for this map slot, I figure the project lead can just rearrange things.

>> No.8233350

Damn that is coming along great, anon

>> No.8233379
File: 2.28 MB, 2560x1440, kveger.png [View same] [iqdb] [saucenao] [google] [report]

Aw, thank you. I hope it shall be worth an attempt.

>> No.8233381
File: 453 KB, 1920x1200, doom00.png [View same] [iqdb] [saucenao] [google] [report]

Map Name: Tricks n' Treats
Author: NepNep
Playtime: 4 minutes
MIDI: Touhou 10 - Crimson Maiden ~ Crimson Dead!!! (ZUN arrange)
pretty amateurish, but I'm an amateur (this is the second map I've ever made and the first I've put a lot of serious work into). Hardest part is probably the ending fight, but even that prolly isn't too challenging if you're good. I do plan on making the gorge area where you're sniped by chaingunners less ugly.

>> No.8233403

This was a nice map. I think difficulty-wise you're in the 20s with the nastiness of your traps. I am glad there's a 20s map without slaughter parts.
I enjoyed how you reused the level by leading back to the start and repopulating with new enemies. What I didn't like was having all those Cacos flying around where I can't see them, but they can block/hit me, but that's a general problem in "open air" maps with flying enemies. That area gave me some kinda E4M5 feel, or maybe Espi's final level of Back to Basics. That Cyberdemon teleport shenanigans with the Skellingtons was really cool. With how you are throwing rockets at the player I was a bit surprised you were so stingy in the catacomb area, because going against a bunch of Archies with just the SSG isn't too much fun if there's also all those other mofos around. And the health placed in the alcoves also isn't of much use if you need to constantly maneuver around; maybe have some of the alcoves vanish altogether, so you have less cover, but also more room for maneuvering. The area with the walkway and the Satyrs was absolutely devilish, made it out by the skin of my teeth. The last room reminded me of something out of 2048, but I can't remember what exactly. The final King Boner was kinda ineffective because I had the plasma gun at hand and he wasn't really able to do anything before he was dead.
Also, that music choice is incredibly based. Though I now wonder who the one Dario is.

>> No.8233435

Oooof, did you playtest this map? By the time I reached the graveyard I was out of ammo. Did I miss something important? Also, the first door's tracks aren't unpegged.

>> No.8233453

Recorded with V6 of resources but without the new Dehacked because I can't be arsed to add it in myself. DNF because I don't have a lot of time right now.
Bizarre layout. Way more Sandy than Dario. There were a few things that really bothered me about the map.
The groups of cacodemons- I don't mind the repetitive nature of the groupings but if you don't fight them exactly where you want the player to fight them, they can be a real chore. Because the architecture is so bizarre they end up flying way up above trying to get to you and end up blocking you with infinite height when you don't know where they are. You would need freelook enabled to properly find them.
The double cyberdemons teleporting around are kind of annoying. And I dislike the bridge that lowers with the skeletons on it. I'm not going to single-barrel shotgun a bunch of skellies in that dangerous situation, I'd get overcrowded, obviously the correct weapon to use here is the rocket launcher. But because of the bridge lowering, the rockets all fly right over their heads. Very annoying. You have to get way too close to the skellies in order to hit them, risking blowing yourself up or getting hit by a stray cyberdemon rocket from God knows what direction because you stood still for one second.
Thought I was softlocked in the purple key room. The door that activates the fight looks too similar to every other door in that room, it should be an obvious switch texture.

>> No.8233460

>The door that activates the fight looks too similar to every other door in that room, it should be an obvious switch texture.
U wot? It's obviously a demon's head switch.

>> No.8233464

Wait, the v6 resource pack doesn't include the new dehacked? I built and tested with only v6 assuming it did. What's changed in the new dehacked and where do I get it?

>> No.8233474

The other Dario is Dario Argento, director of Italian horror movies in the 70s and 80s, including Profondo Rosso (where the music comes from) and Suspiria (which uses lots of coloured lighting, which I was trying to reference with the mostly monocoloured rooms).

Thanks for the feedback, I'll wait until tonight on my end and review all feedback and push out an update

>> No.8233479

>The other Dario is Dario Argento
I know, that's why I asked who the one Dario is, not the other.

>> No.8233483

huh, never had ammo shortage issues when playtesting, I'll add some more in though
thanks for pointing out the door track issue

>> No.8233486

What e-mail address?

>> No.8233492

This thread's about to die but I made an update to the DeHackEd, here is the latest in case you missed it.

Some bug fixes mostly, a nerf to the king boner's damage, and a buff to the rocket with legs (making them explode instantly) is what I remember changing.

>> No.8233493

Yeah I revisited the map and realized the pillars in that gorge have lots of ammo. Sadly the first time I didn't descend over the pillars, but jumped straight down and didn't find a way up again.

>> No.8233516

Oh for some reason I never knew that was a switch texture, I thought it was an innocuous decorative texture like the stock marble textures with faces on them. Strike that, but I stand by the other complaints (I'll finish the map later and might change my mind about my complaints because I often do but for now I stand by them).

>> No.8233535
File: 432 KB, 1143x349, Capture.png [View same] [iqdb] [saucenao] [google] [report]

nice thumbnail

>> No.8233623

Oh, Dario Casali who co-made Plutonia. I figured people playing would know Casali better than Argento.

>> No.8233653


>> No.8233698

What a pain. Sure, it's repetitive, but damn, it's upbeat.

>> No.8233758

Quakewulf, ur the man we need.
also check the cafe later, they are working on a new arghrad

>> No.8233776

I was thinking posting it in that day but here.
[email protected]

Nice, Thanks.

>> No.8233830 [DELETED] 
File: 275 KB, 742x446, Capture.png [View same] [iqdb] [saucenao] [google] [report]

John Romero has pronouns in his twitter bio.

>> No.8233840 [DELETED] 

At least his WAD was free.

>> No.8233842 [DELETED] 


>> No.8233843 [DELETED] 


>> No.8233849 [DELETED] 

Please, enlighten me with your superior intellect, what important information must I derive from this screencap?

>> No.8233850

voidpoint update my game you fucks

>> No.8233851 [DELETED] 

Yours being fag/fagette. Right?

>> No.8233853 [DELETED] 

You can't change your sex you stupid fucking retarded faggots.

>> No.8233883

i did this exact same thing in that level today.

>> No.8234036

Why so many deleted posts?

>> No.8234041

someone brought up internet drama and once again people got caught up in it. don't reply to the internet drama bait.

>> No.8234045

Because somebody thought it would be a good idea to talk about pronouns in John Romero's Twitter bio.

>> No.8234049

Enjay's unreleased Aspects TC comes to mind

>> No.8234062

Why should I care about some zombie movies maker has-been?

>> No.8234102
File: 25 KB, 515x384, draftmapps.png [View same] [iqdb] [saucenao] [google] [report]

>> No.8234130

Map 18
Mapname: The Torture Garden
Author: Velcrosasquatch
playtime: 10-15 mins?
MIDI: Please Love Me Once More from Silent Hill 3

Really early for the beta, last area and placements unfinished. Difficulty partially implemented. Mainly for structural and pacing critiques. This map may suck, but I really put a bit into it even if its unfinished.

>> No.8234154
File: 33 KB, 125x125, 260117872838180864.png [View same] [iqdb] [saucenao] [google] [report]

I did that on purpose

>> No.8234290 [DELETED] 

Because tranny jannies seethe and mald every time someone insults trannies.

>> No.8234345

Took me a couple of tries because it's past midnight. Not super difficult, but still a fun time. I don't think it really fits its map slot, but honestly I don't think any map deserves its spot.
You had some problems with HOMs you'll notice because I shake my head at them. I don't know if that's a software-only mode or what.
You should better distinguish between what requires a skull or card key, because both are used. Ammo was a bit light as well, but I managed to have enough by the time I finished the map. Could do with a little bit more health maybe.
Structurally, I loved this map. the interconnected areas were great.

>> No.8234351

Should mention, I recorded this without the most recent dehacked lump, just the most recent resource wad.

>> No.8234408 [SPOILER]  [DELETED] 
File: 3 KB, 100x100, 1634188273388.png [View same] [iqdb] [saucenao] [google] [report]

Posting for next thread

>Dehacked update

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


>> No.8234418

What do you have against First Class Ferries in Japan?

>> No.8234435

This should be V7

>> No.8234437
File: 48 KB, 345x405, RevSpookyDance.gif [View same] [iqdb] [saucenao] [google] [report]

Posting for next thread take 2

>Dehacked update

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


>> No.8234459

Just a heads up, HFFM will be removed from the news post as soon as VR or the Halloween project are released. With that said,

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