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

/vr/ - Retro Games


View post   

File: 494 KB, 1600x1200, 1587202509515.jpg [View same] [iqdb] [saucenao] [google]
8268719 No.8268719 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8259687

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

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

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

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

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

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

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

>> No.8268720
File: 746 KB, 1200x837, VR HALLOWEEN V2.png [View same] [iqdb] [saucenao] [google]
8268720

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

VRSKINS 4.1
https://www.mediafire.com/file/urs0pu1uwryuigi/vrskins_v4.1.pk3/file

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8268542 >>8268567
Please use spawnflag 16 for your level exit triggers

/vr/ HALLOWEEN PROJECT
Beta released! >>8268667
Info here >>8268716

=== NEWS ===
[10-24] Grezzo Two 2 demo is out
https://www.youtube.com/watch?v=JJ4Lu8pBBx0

[10-23] The Space Pirate has a playable demo now
https://www.bluevertigo.org/thespacepirate

[10-22] Ashes 2063 Episode 2 has been released
https://forum.zdoom.org/viewtopic.php?f=19&t=69612

[10-22] Fractured Worlds now available, Boom-compatible maps
https://www.doomworld.com/forum/topic/125253-fractured-worlds-version-13/

[10-22] GZDoom updated to 4.7.1
https://forum.zdoom.org/viewtopic.php?f=1&t=73631

[10-19] Golden Souls 1 Remastered now available
https://batandy.itch.io/goldensouls

[10-18] Doom 32X Resurrection, a romhack replacing the engine
https://www.romhacking.net/hacks/6269/

[10-17] Ashes 2063 Episode 2 to be released on 22nd of October(remove this news when its released)
https://forum.zdoom.org/viewtopic.php?f=19&t=69612&start=375#p1202447

[10-15]luciusDXL Released Some The Force Engine gameplay for Dark Forces
https://www.youtube.com/watch?v=aOnNjCdsswM

[10-13] Quakewulf is making another Quake 2 Map with Brutalist art
https://twitter.com/Colonthreee/status/1448404640220000256

[10-11] REKKR: Sunken Land released
https://store.steampowered.com/app/1715690/REKKR_Sunken_Land/

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8268727
File: 393 KB, 291x455, quake slut.png [View same] [iqdb] [saucenao] [google]
8268727

1st for Quake

>> No.8268732
File: 1.46 MB, 1003x766, file.png [View same] [iqdb] [saucenao] [google]
8268732

Someone a few threads back brought up the booru wasn't being used, the reason for that being registrations are closed and the anon who ran it no longer being with us. If someone wants to make a new one, you're more than welcome to.

>> No.8268740 [DELETED] 
File: 699 KB, 512x512, rangersign.gif [View same] [iqdb] [saucenao] [google]
8268740

Latest Violent Rumblings: >>8268542 >>8268558

Also anchor post -
Claim N-runes (1-6) here if you don't want to enter for the secret map. Otherwise post updates or bugs and whatnot.

>> No.8268741
File: 699 KB, 512x512, rangersign.gif [View same] [iqdb] [saucenao] [google]
8268741

Latest Violent Rumblings: >>8268542 >>8268567


Also anchor post -
Claim N-runes (1-6) here if you don't want to enter for the secret map. Otherwise post updates or bugs and whatnot.

>> No.8268757

https://www.youtube.com/watch?v=GG67-56AMVk

>> No.8268762

>>8268757
Damn gurl you shit with that ass?
>>8268667
>Don't stream it
Does this mean shitwad anon can't playtest it? Not that he would mind a midnight boning or anything

>> No.8268763

I'm stuck on A.L.T. map 11 and Speed of Doom map06.
I play UV saveless pistolstart and they're both huge maps so if I die near the end I get burnt out.
They're both top tier maps so I don't mind it though.

>> No.8268805

Anchor post. Repost your maps here to ensure the latest versions get used.

>> No.8268808
File: 235 KB, 1080x746, Screenshot_20211025-015021__01.jpg [View same] [iqdb] [saucenao] [google]
8268808

>>8268805
Forgot pic like a retard

>> No.8268809
File: 453 KB, 1920x1080, dsda-doom_YI7n5dMk7A.png [View same] [iqdb] [saucenao] [google]
8268809

>>8268763
I broke my saveless rule for A.L.T., still pistol starting and trying for, but not mandating 100% kills/secrets.
Feels wrong to play it like you would a regular Doom wad somehow, but that's just me.

MAP11 Recall can also glitch out on you in ways. I think 100% kills is impossible due to a faulty teleporter and a certain section with a lot of moving parts can break (luckily didn't for me, but on decino's playthrough it did, rendering it unbeatable w/o cheats).

>> No.8268812

>>8268805
https://drive.google.com/file/d/1Z5Mmltn4mi9hq3VQGyxAgkihbRQ5o5mc/

>> No.8268820

>>8268809
Nah, I'm doing only saveless runs to get better at the game.
If I keep losing I try other wads.
I'm at map15 in Eviternity, map15 Scythe 2, map29 Scythe 1, map 6 BTSX 1 (that triple archvile combo keeps raping me).
I don't really mind it, I used to do it saveless continuous (starting from the iwads) until I got to Plutonia's Go 2 It.
I broke my saveless rule for that one and as punishment I had to finish Plutonia from pistolstart. Never looked back since.

>> No.8268826

>>8268809
Maps often being impossible to 100% in kills and secrets is why I don't bother.

>> No.8268853
File: 2.72 MB, 1920x1080, spasm0004.png [View same] [iqdb] [saucenao] [google]
8268853

>>8268741
I know it's been ages since I said my map was a couple days away, but it totally is, honest.

some issues:
- edies have zero delay on hipfire (i.e. shoot while moving) in nightmare, resulting in a broken animation. slightly longer bursts is fine, but currently it's an infinite burst while walking in place.
- sentinels also have zero delay on refire in nightmare. but it's kinda cool actually, I like it. just that for some maps it's a massive balance shift (e.g. one sentinel can perfectly control a long corridor/bridge)
- "no ammo" printed sometimes, seems to happen when out of shells, but the culprit is possibly something else. there was also "0" printed previously (with las cannon I think), not sure if you've fixed it.
- the fgd has fog_color/fog_density as if there was a trigger_fog support, but there isn't.
- impulses 102, 229, 230 - undocumented?
- there's a problem with the last frame of the techbase-shambler's death animation (one side of the electric arc doesn't disappear).

I still don't really understand what you mean by voting on a secret map. if that means we declare one of the existing ones as such, I don't think it's a good idea (even if we had double the participation it wouldn't be). I know my timing's been off, but it shouldn't take more than a couple of days to get one of the three stubs (your Chthon setpiece, anon's bone arch bridge, my doppleganger thingy) into a workable state for a short secret map.
anyway, I guess I'm claiming rune 1 for now - to be placed in the three-stage railgun secret in NBABS.

>> No.8268876

>>8268805
Congrats on release.
Latest version of Map04.
https://www.dropbox.com/s/uybiy9w71lr0l4r/MAP04_vrspooky_v5.wad?dl=0

I must add that I will start a new job on monday and thus I have some stuff to take care of, so I won't be able to do much testing or fixing; I will still try to check out the thread, but RL got me in its claws again.

>> No.8268881
File: 1.11 MB, 2533x895, Boob_Job.png [View same] [iqdb] [saucenao] [google]
8268881

Make Turok maps

>> No.8268886

What's the difference in OpenGL and OpenGLES?

I ask cus gzdoom on the Switch just got GLES and it's had a pretty significant impact on performance.

>> No.8268892
File: 276 KB, 1278x954, 2021-10-25_164524.jpg [View same] [iqdb] [saucenao] [google]
8268892

>>8268805
Latest version of map10.
https://www.mediafire.com/file/8zzd5bb5q20g7la/map10_vrspooky_v4.wad/file
Also found a misaligned texture in Caco's Keep. Stairs before the revenant fight.

>> No.8268902

>>8268886
From what I understand GLES is a stripped-down version of OpenGL with less features.
I know the mirrors in Ashes are broken in GLES, haven't tried OpenGL because I have really bad performance.

>> No.8268935
File: 155 KB, 1485x922, iveneversquintedsohardinmylife.jpg [View same] [iqdb] [saucenao] [google]
8268935

>>8268853
>- edies have zero delay on hipfire (i.e. shoot while moving) in nightmare, resulting in a broken animation...
>- sentinels also have zero delay on refire in nightmare...
I'm not 100% sure how they're *supposed* to work since it was another anon who ported them, but I'll have a look. Eddies did seem a bit absurd though.
>- "no ammo" printed sometimes...
I thought I had fixed all the 'no ammo' prints while switching to weapons... I do see the laser cannon printing '0' when running out of ammo though. I'll fix that.
>- the fgd has fog_color/fog_density...
I didn't add them, so they must be part of PD2. Strangely, they don't seem to be in the manual...
>- impulses 102, 229, 230 - undocumented?
102 shows how many N-Runes you have and is set to N by default with the last quake.rc update.
229 and 230 are for zooming in and out while using the railgun's scope... but that of course requires an engine that supports CSQC
>- there's a problem with the last frame of the techbase-shambler's death animation...
If pic related is what you're talking about then I'll try to fix it.
>I still don't really understand what you mean by voting on a secret map...
It's just kinda what we agreed upon at the beginning, though I suppose that came with the expectation that people would be making maps for that role.
I've considered making something akin to Quake 2's final secret with some /vr/ in-jokes and memes as a super secret of sorts. If everyone is okay with it, then the secret level could just be that. I'm not sure if I'll have the free time (or willpower, honestly) to get one of the incomplete maps to a finished and polished state in a reasonable timeframe. I'll probably try for the Quaddicted release though, if there isn't too much for me to fix on the QC side.

Maybe it's just from so many hours of retard coding, but this is feeling dragged out to me and I am not as inspired as I once was.

>> No.8268945
File: 37 KB, 640x480, doom55.png [View same] [iqdb] [saucenao] [google]
8268945

>> No.8269008
File: 8 KB, 256x512, rebel.png [View same] [iqdb] [saucenao] [google]
8269008

>>8268935
>If pic related is what you're talking about
yeah. it's more obvious in dark areas.
>I'm not 100% sure how they're *supposed* to work
you can plant the testedie.map in quoth/maps folder and run it from there. they're supposed to do 3-5 nail bursts while moving towards you. sentinels are supposed to have about the same fire rate in both hard and nightmare.
it's something to do with attack finished timer, I'm not sure if it's the quoth code preventing it from zeroing in some cases, or the vr progs messing with it somehow. maybe I'll take a look in qc later if you don't figure it out by then.
>something akin to Quake 2's final secret
sounds like effort 2bh. nah, definitely don't start things from scratch at this point. I'll finish my stub for the full release.
voting has a bad taste to it, kinda like voting out or something. there's no need for it. even if we had two secret maps submitted, why not include both on equal grounds?

>> No.8269032

we really do be doomin sumtimes

>> No.8269054

>>8268805
https://www.mediafire.com/file/8h60tsvsvf4aeio/MAP29_vrspooky_updt1.wad/file

Updating wip map of Map 29 to latest version. Haven't tested some of the new things yet, so if something breaks, it breaks.

>> No.8269060

>>8268805
Here is latest map15: >>8267174

>> No.8269114

>>8268805
When I load only the AdMortemBeta.wad, DSDA crashes with the message

>R_TextureNumForName: RSKY1 not found

>> No.8269127

>>8268805
What's the status on MAP32 in the end. I can't check right now, will focus on making one last adjustment to MAP31, unsure if I should include secret exit on not, in the end.

Maybe only secret exit should be allowed?

>> No.8269248
File: 512 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8269248

>> No.8269273

>>8269248
>cannibal window
>sometimes depressed story dropped
>download naked
>aesthetic whatever
>crispy wanted bad
>switch working without engine
>open nazi basically add kill
>either change sucks
>funny key always hd
>based weird palette
>keep news instant
>multiplayer manual tomorrow
>resources menacing bitches
Best one in a while

>> No.8269285

>>8269248
>>8269273
Arthurian performance has potential.

>> No.8269320

>>8269114
Aw shit, I used Woof the whole time and I forgot to test it DSDA as well.

Here's a second version.

----- BETA V2 -----

Link: https://drive.google.com/file/d/1M6n62TAOGn0XWRTRVFA5_cuFwBYGtK15/view?usp=sharing

Also, I need someone who can collaborte with 2 text screens (one for the secrets maps and the Ending) and a ENDOOM screen.

>> No.8269326

>>8268886
OpenGLES is meant to run better on weaker and older hardware, it's basically the replacement for LzDoom.

>> No.8269364

>>8269320
You have an older version of Map16/Catacombover.

>> No.8269367

>>8269248
>warlord uncensored minutes

>> No.8269394
File: 2.97 MB, 1920x1080, turok1.png [View same] [iqdb] [saucenao] [google]
8269394

>>8268881
I had a hard time getting back into it. Same percussion music on loop, ammo pickups don't respawn while the enemies do, have to restart a level segment in case you miss a key, brutal in ways I didn't enjoy. Maybe I'll suffer through it some more someday.

>> No.8269403

>>8268945

What wad?

>> No.8269404

>>8269248
vanilla guns
plasma issues
weird pallete
better textures
retro animation
kind enemy
A R T H U R I A N P E R F O R M A N C E
B A S E D L E G E N D S

>> No.8269407

>>8269403
No wad, just testing gimmicky textures.
Inspired by secret map from Valiant, if you want to experience this aesthetic.

>> No.8269434

>>8269320
Quickly skimming through:

>with the RoF on that Luger we almost don't need the subgun anymore, dunno if this had been fixed yet in the newer versions
>Skelly XDeath has him throwing bones around, but there's still a corpse left - is that intentional?
>I presume this is just all maps thrown together by name, right? As Map04 still has the death exit.

>> No.8269712
File: 515 KB, 1920x1080, Screenshot_Doom_20211023_235706.png [View same] [iqdb] [saucenao] [google]
8269712

Hey its that you Lara?

>> No.8269769
File: 73 KB, 316x252, Dark_Queen_(Battletoad)s.png [View same] [iqdb] [saucenao] [google]
8269769

>>8269712
doesn't look like lara to me
more like dark queen

>> No.8269819
File: 763 KB, 1566x801, 2.png [View same] [iqdb] [saucenao] [google]
8269819

>>8268741
UC anon here, I'll still be trying to shit out my second map, but if you'd rather just get this whole thing done and over with before you lose all motivation, then I'll see if I can release it separately.

>> No.8269832 [DELETED] 

>>8269394
Just Deleted This Off My System
Fuck This Game
Should Be Called TurdCock

>> No.8269929
File: 1.37 MB, 1024x768, 1629576322894.png [View same] [iqdb] [saucenao] [google]
8269929

I hear this sound in my fucking dreams

>> No.8269954
File: 51 KB, 680x382, 1622233129093.jpg [View same] [iqdb] [saucenao] [google]
8269954

>>8269929
>that one night I couldn't sleep as a kid because the sounds from Quake 2's factory were stuck in my head

>> No.8269982

>>8269929
https://youtu.be/Lbg7jzarrQU

>> No.8269986

>>8269954
I've had that one stupid computer ambience noise perfectly memorized in my head for years

>> No.8270132
File: 133 KB, 900x900, ok_boomer.jpg [View same] [iqdb] [saucenao] [google]
8270132

what is a fun made to order settings for blood?

>> No.8270202

best anime wads???

>> No.8270218

>>8270202
columbine.wad

>> No.8270297

Is there an unofficial version of Blade of Agony that contains all the recent updates/bugfixes but removes the censorship?

>> No.8270317

>>8268805
Pumpkination version 2
https://www.mediafire.com/file/7vxeo89njpk3fwg/Pumpkination_v2.wad/file

Added some pumpkin decorations as well as a secret exit with secret extra challenge. Mind, I am not very good at fighting those pumpkin marines, so it might not be balanced enough.

>> No.8270363

>>8270297
i saw a restoration patch for 3.1 on guthub but didn't save the link

>> No.8270383
File: 304 KB, 2095x1454, muhwindow.jpg [View same] [iqdb] [saucenao] [google]
8270383

>>8269008
>sounds like effort 2bh. nah, definitely don't start things from scratch at this point. I'll finish my stub for the full release.
It was literally just going to be a room with memes on the wall (and maybe a machine that tortures gremlins to death), so not too much effort.
>voting has a bad taste to it, kinda like voting out or something. there's no need for it. even if we had two secret maps submitted, why not include both on equal grounds?
I suppose if we get multiple entries they can just be played sequentially before returning to the start map.

Also, I uploaded a new rumbler1.mdl that should look fine now. Thanks for all the help, anon.

>>8269819
Take your time, anon. A good map is better than a rushed map.

-

If Clocktower anon is around, pic related is a little nitpick for you. Otherwise I like the changes.

>> No.8270440

>>8270383
>If Clocktower anon is around, pic related is a little nitpick for you
Oops. I'll get it in the next update when I place a rune I suppose. I'll claim rune #2. Am I understanding that you want the runes to be placed in the open, and not in a secret? I thought they're usually placed in secrets since it's a secret level. I also don't really understand why we didn't distribute runes at the beginning of the project, I wouldn't be surprised if we can't even find 6 people to update their maps so late.

>> No.8270452

>>8270132
more enemies less health

>> No.8270459

>>8270363
found it, thanks
https://github.com/LordIheanacho/BoA_KCE

>> No.8270482

>>8270459
well it looks like there is literally nothing in this repositor. Someone just forked the project and wrote a readme.

>> No.8270501

>>8270482
lmao, what an asshole. anyway, i'm sure you can restore at least 80% of the content if you copy over 'graphics' and 'sprites' folders from 3.0 to 3.1

>> No.8270506

>>8269434
Is the Luger too fast? Well, what about adding another 1 tic frame to the end of the animation, to add a bit more pause? Anyway, the subgun would still be faster.

>> No.8270519

>>8270440
>Am I understanding that you want the runes to be placed in the open, and not in a secret?
Initially that's what I wanted, but as long as it's reachable without something insane like a multi-part rocket jump then it's fine.
>I also don't really understand why we didn't distribute runes at the beginning of the project, I wouldn't be surprised if we can't even find 6 people to update their maps so late.
Honestly didn't cross my mind, though I hadn't figured out how to code them at that point anyway. If nothing else, I can hardcode them to spawn at given coordinates upon loading a certain map.

>> No.8270534

>>8270506
I don't know it it's actually faster, but it was my impression, that it was substantially faster than the regular pistol.

>> No.8270546

>>8269364
Read the anchor post

>> No.8270557

>>8270546
I did.

>> No.8270591

>>8267648
You've done a good job with that. Looking into Pixel8r unfortunately it's not available anymore though.
Is it any better than just downscaling a texture painted at a higher resolution and lowering the amount of colours?

>> No.8270683
File: 82 KB, 1024x768, luger.jpg [View same] [iqdb] [saucenao] [google]
8270683

>>8270534
It's a little faster yeah. I think that makes it a little more fun of a weapon to use (compared to the needlessly slow vanilla pistol which is really boring), while ultimately being not a very consequential change, as the chaingun is still entirely superior while often being readily available.

I guess it makes the pistol more viable to use until you get a chaingun, but I'd like to hear what other people think.

>> No.8270770

>>8270591
>unfortunately it's not available anymore
it's over here now: https://somedoggy.gumroad.com/l/Pixel8r2
for $25 instead of the initial $5, guy knows what's up. guess I won't feel too bad for posting the deprecated version then.
anyway, here's the stuff: https://mega.nz/file/0WZkzTxY#pRdB4e7KDDSQkIXT01HmNujwkgn88p30gES_t2_Hmg4
included: pixel8r 1.5.3, my own resize filter (SD 2021.1.2), an unlit shader I found somewhere and the tech shambler project to show how the sausage is made (SP 2021.1.1). will kill the link in 24h.
>any better than just downscaling a texture painted at a higher resolution and lowering the amount of colours?
not strictly "better", that's pretty much all it does anyway. the benefit is that you can preview in realtime - whether a rivet is large enough to show up in low res, or whether a color would translate to a limited palette.

>> No.8270796
File: 77 KB, 1080x806, 1633394588762.jpg [View same] [iqdb] [saucenao] [google]
8270796

>>8269248
>shotguns talking

>> No.8270798

>>8268805
Latest Map11

https://www.dropbox.com/s/hww159ezk8siyrh/Map11vrspookyV3.wad?dl=0

>> No.8270889
File: 2.13 MB, 1280x720, fuckshit autoaim.webm [View same] [iqdb] [saucenao] [google]
8270889

>>8268424
someone halp pls

>> No.8270946

>>8270796
>kun
IT'S A BOY

>> No.8270990

>>8270889
>Blood is a hard ga-

>> No.8271019

We shitwadding tonight? There's a /vr/ megawad to playtest

>> No.8271024

>>8271019
Shitwad anon said he was taking a break.

>> No.8271050

>>8270202
https://www.youtube.com/watch?v=-2ySHToUHWY&

>> No.8271054
File: 2.90 MB, 580x446, hlifeps2.webm [View same] [iqdb] [saucenao] [google]
8271054

yep, they don't make em like they used to

>> No.8271061

>>8271054
I've never touched this port, is that reticle targeting thing in the base game?

>> No.8271067

>>8271061
no clue but i like the way it does lock on, your aim follows the target but you can still move it vertically so you can line up shots behind cover or target vitals. It also tweaks your movement so you strafe around targets. Feels really good in practice. The reticle is a signifies what you can interact with or targets you can lock on to.

>> No.8271082

>>8271054
>first aid stations aren't just a texture
I like this.

>> No.8271086

>>8271082
HEV and first aid stations have a little needle/recepticle thing that comes out, when you get near them within interaction range the arm extends out and tracks you as you move around it. They also show how much of a charge they have left.

My favorite change so far was the end of blast pit/start of power up has a new set up, the giant pipe that breaks crashes you into a room with a foot of water so you don't take fall damage. Honestly there's tons of little improvements in the maps and level layouts.

>> No.8271112

>>8271086
>the end of blast pit/start of power up has a new set up, the giant pipe that breaks crashes you into a room with a foot of water so you don't take fall damage
That single room is my least favorite area in the game, it always involves me cheesing the break trigger and going down the slow way so I don't instantly die

>> No.8271153

So we're never getting a decent ROTT source port, right? I hate being sniped by pixels.

>> No.8271386

>>8271050
oh, the humanity!

>> No.8271387

>>8270202
Demonsteele.

>> No.8271397
File: 232 KB, 720x437, 1519003067016.jpg [View same] [iqdb] [saucenao] [google]
8271397

>>8271019
>>8271024
Once Vaeros gives the ok for streaming, I'll definitely stream it for you degenerates. I'm gonna wait until then.

>> No.8271518

>>8270557
I think he was referring to here >>8268667
>Notorious issues from this Beta:
>-Incomplete graphics and probably older versions of the maps.
>(Please, REPOST your last map update here or in the Anchor again)

>> No.8271545

>>8268805
https://drive.google.com/file/d/1ViHt2AHwXb9pHLShNDHIp5_TWnPAD1uV/view?usp=sharing
MAP27v4
-Just fixed a sky texture issue for like fifty sectors

>> No.8271572

>>8269832
show me in the doll where adon didn't touch you

>> No.8271606
File: 415 KB, 488x519, 1595509668600.gif [View same] [iqdb] [saucenao] [google]
8271606

What are some gameplay/mapset combinations you'd recommend?

>> No.8271607 [DELETED] 

>>8269832
Fuck off australia-troon

>> No.8271890

>>8269008
Uploaded a new progs.dat that *seems* to fix Edies, though the only testing I've done is hopping around on testedie. Sentinels now won't instantly refire on nightmare, but they will fire at twice the normal rate.
Let me know if anything is broken.

>> No.8271927

So yesterday I tried Eviternity and I was having a blast with the first 7 maps, just beautifully designed well-paced maps, and then the wad just turns into a slaughterfest mess, and not the good type of slaughterfest where you get a horde of enemies at once and then it goes back to normal pace, just nonstops slaughterfest and it's not even difficult because the enemies are strategically placed, it just drags and drags and drags until you finally take out all of them and move to the next repetitive slaughterfest.

This wad truly deserves a disappointment award.

>> No.8271941

>>8271927
Eviternity was made as a showcase for OTEX texture pack, so they put a lot more effort into the visual side of things. I like gameplay on some of the maps (4, 31, 19), but generaly they tend to be very samey and grindy. Skulldash was way better.

>> No.8271985

>>8271606
Hideous Destructor + Okuplok

>> No.8272000

IMPORTANT
https://youtu.be/pX7NVNnF420

>> No.8272083

>>8271927
Idk, the Winter episode is my favourite.
It's a good wad unlike BTSX.
Still extremely overrated.
My top 9 wads at the moment are A.L.T., Doom Zero, Scythe 2, Plutonia, Speed of Doom, Going Down, Eternal Doom, Preacher and Lost Civilization.
I don't dislike huge or grindy maps but they need to be interesting (not just visually). I also really hate the trend of "upbeat epic midi/ calm peaceful midi".
And combat encounters are overrated. E1 is the worst Doom episode because it's the least interesting one, even if it might have the best pacing/ encounters.
Mappers took the wrong lessons from Plutonia and Scythe, these wads are good because they transferred the fun and exploration out of the map to the encounters themselves, but that's not the case with wads like BTSX, Eviternity or Revilution, which all feel like extremely polished battle arena after extremely polished battle arena. They all feel like they're supposed to be played by moderate to high skill players, but on autopilot.

>> No.8272141

>>8268805
MAP26: https://drive.google.com/file/d/1Px-cm8N656PE3xsqSk88YEHSMV2bqt0a/view?usp=sharing

>> No.8272191

>>8270770
Groovy, thank you anon. Got any other texture work you'd share with the thread?

>> No.8272247

I bought heretic on cd and it doesn’t run on either of my machines. what software do I put the wad in for it to just work? Also I’ve been out of the loop for a long time so I have no idea what people play doom or heretic on. Are they virus free now?

>> No.8272314

>>8271927
Wait till you get to Dehydration and Anagnorisis. Conceptually, they're just cancer. The worst in modern map design..

>> No.8272327

>>8271927
>>8272314
Btw, if you criticize Dehydration on Doomworld, the mods will lock the thread.

>> No.8272331

>>8269320
>Also, I need someone who can collaborte with 2 text screens (one for the secrets maps and the Ending) and a ENDOOM screen.

Anyone...?

>>8269434
>I presume this is just all maps thrown together by name, right? As Map04 still has the death exit.

Since that map was planned to be Map06 and had -more- maps planned to be made before that one, i don't know. I guess I'll just leave it there since the author wanted that.

>>8271397
Just wait for the final release, i don't think it's worth streaming it.

>> No.8272354

>>8268720
>[10-17] Ashes 2063 Episode 2 to be released on 22nd of October(remove this news when its released)
Next op PLEASE delete this news now that the wad is out.

>> No.8272357

>>8268853
Finally a use for the cancelled 40k game textures.

>> No.8272408

>>8272247
Stop spamming every single thread dude, just download chocolate Heretic from here
https://www.chocolate-doom.org/wiki/index.php/Downloads
Then open your CD in file explorer and copy the .wad file in the folder you create for chocolate Heretic and play.

>> No.8272420

>>8271927
Eh, the slaughter maps aren't THAT bad. There are some where it gets egregious (fuck Dehydration) but most of those maps have pretty fair encounters that lead you to the next thing you have to interact with. The wad's not perfect, but it's pretty good with the visuals, themes, new mobs, and the decent ideas for level design.

>> No.8272435

>>8272083
>Still extremely overrated.
>My top 9 wads at the moment are A.L.T., Doom Zero, Scythe 2, Plutonia, Speed of Doom, Going Down, Eternal Doom, Preacher and Lost Civilization.
Not a Skillsaw fan either?

>> No.8272478

>>8272435
I like his maps but haven't really played them apart from Lunatic.
The last map with the Final Countdown midi as the arena gradually opens up was very cool, so was map03.

>> No.8272489

>>8272478
Lunatic is one of his worse wads imo. Play Vanguard next, it's short but good.

>> No.8272524

>>8271054
??

>> No.8272527

>>8268720
>Hard Fast Faggot Maps
>Version 4.0 https://rentry.org/6hwzi
>https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfunv4
uncut not on idgames?

>> No.8272636
File: 502 KB, 1118x973, 1631909796785.png [View same] [iqdb] [saucenao] [google]
8272636

any of you niggas tested Ad Mortem beta? What do you make of it?

>> No.8272834
File: 1.20 MB, 360x270, billy.gif [View same] [iqdb] [saucenao] [google]
8272834

>>8272527
No, the idGames maintainers don't want to accept new works containing the word "fag" or "faggot" anymore.

The version on iDGames is the Cut version, which omits that word, it also censors the two most explicit visuals, the Love Saw, and the Cacodemon reskin. Beyond that it's intact.
Here's a link for the complete and uncut version of HFFM 4.0:
https://files.catbox.moe/lb8i01.zip
Uncensored, and has the fixed offsets for the graphically unaltered frames, so all the animations look nice and smooth like originally intended.

>> No.8272838
File: 404 KB, 1280x1024, map09 torture garden hom 2.jpg [View same] [iqdb] [saucenao] [google]
8272838

>>8272636
I played up to map...12, I guess? There is a few bugs:
- Exit in Map 31 is broken in Woof - game crashes with this error: "WGetNumForName: TMP_UNKN not found!"
- A few glaring HOMs on Map 9, Torture Garden - one is a YSK bars, another one is a grated window with some sort of a crusher behind them(?)
- Bones that flying out of dead skelly bois constantly stuck on the trees on Map 6, Tricks N' Treats. It looks really janky, but idk if something could be done with it.
- Also, I feel like said map really needs an RL that not tucked in secret. The last part was not fun at all without it.

>> No.8272867
File: 464 KB, 1531x808, THEEND.png [View same] [iqdb] [saucenao] [google]
8272867

>>8268805
>>8268808
https://mega.nz/file/yJlikSKZ#IvAMh1xyYOimNpIzi1CCFQHRbkTRqtyVM8HxoNQZMJc
Version 4 of Map15
Name: Shadow over Silverspring
Author: Bartekmil
Playtime: 15-20 minutes
MIDI: "Cemetery" from Castlevania Dracula X
Wad file name: MAP15_vrspooky_v4.wad
Changelog:
>Streamlined the secret exit
>Changed berserk placement
>Widened the palace hallway so as to let player depend more on skill than luck
>some item placement changes
Really hoping this to be the last one, but realistically looking there still may be fuckups

>> No.8272882

>>8268805
>>8272867
Also project lead if its not too big of a hussle, can I have the green sky back? That's what I always had in mind when editing the map, found the beta has purple one right after uploading

>> No.8272883

>>8271606
Ijon's DAKKA with everything
Try Bloodstain and Going Down.

Disable score rewards if you don't want a powertrip.

>> No.8272889

>>8272838
>- Exit in Map 31 is broken in Woof - game crashes with this error: "WGetNumForName: TMP_UNKN not found!"
You mean when you leave MAP31 or when you enter it? I imagine this error would be rooted in the new map being loaded.

>> No.8272890

>>8272834
>No, the idGames maintainers don't want to accept new works containing the word "fag" or "faggot" anymore.
you kiddin?
when?
post link?

>> No.8272894

>>8268805
So what happened to MAP32?

>> No.8272902

>>8272834
Just for the record, i'm probably going to take HFFM out of the OP once the Halloween project is released.

>> No.8272909

I'm making a color patch for Ad Mortem which someone can load with GzDoom once it properly supports DeHacked Extra
It's nothing but the truecolor .png sprites for the weapons (doesn't change the gameplay), as I feel that some of those sprites got washed out rather bad by the palette. This is easy for me to do because I have all the source sprites in true color.

So I want to ask, are there any other sprites or textures which you guys think are treated harshly enough by the palette that it would be worth including an original truecolor version of them in this patch? Anything which has its colors too washed out?

>> No.8272925

>>8272889
When you leave it, yes. It crashes when you hit the exit switch.

>> No.8272931
File: 24 KB, 328x281, The_end.png [View same] [iqdb] [saucenao] [google]
8272931

What do you people consider "do's and don'ts" when composing your own midi music?
Do you prefer more jazzy and mellow tune on the background or what?

>> No.8272939

>>8272838
>Exit in Map 31 is broken in Woof - game crashes with this error: "WGetNumForName: TMP_UNKN not found!"
Fuck me, I saved an old code of the file without noticing it.

>> No.8272961

>>8272931
You know Going Down?

>> No.8273009
File: 808 KB, 640x480, c.gif [View same] [iqdb] [saucenao] [google]
8273009

>>8268805
I got 90% done with an icon of sin map for the haloween project, but I realized at the last moment that it causes graphical glitches in woof. It's a gimmicky map. The keys are (pseudo) randomized at the start of the map and it looks like pic related. It's pretty much fully functional except for difficulties. Do you still want it?
https://files.catbox.moe/0jd4m0.wad

>> No.8273026

best source port for vanilla hd doom?

>> No.8273027

You guys are making Doom / Quake level packs?

>> No.8273035

>>8273027
yeah, the Halloween Project is ongoing right now

>> No.8273050

>>8273009
I'm not the project lead but i'm vouching for this map's inclusion

>> No.8273138
File: 308 KB, 1920x1080, doom06.png [View same] [iqdb] [saucenao] [google]
8273138

>>8268805
Map 18 V3: The Torture Garden
Author: Velcrosasquatch
Playtime: 10-15 minutes
MIDI: Please Love Me Once More from Silent Hill 3

Exit Finished
Deathmatch Arena added
Misc. fixes

https://mega.nz/file/UThWAbpZ#iKiAnmfFSHKuXOvjTA4QOIDp6mRxpJVHOt5YrdrBIz8

>> No.8273185

Just tested the halloween wad in woof and I think the custom pistol is bugged, it has infinite ammo.

>> No.8273208

>>8272636
>>8272838
Another bug: Completion of Map 12 led to Map 11 for some weird reason.

>> No.8273218

>>8273185
It appears I'm a dumbass and forgot A_consumeammo in its firing sequence. I have to update them to match Chopblock's updates anyway so this should get fixed soon

>> No.8273418

>>8272961
Yes. It has 11/10 OST in my opinion.

>> No.8273476

I downloaded Quake Remaster to play the extra map and Dimension of the Doomed fucking blows
>killed more vores in a map of this campaign than on the whole Original game
>grab anything in a dead end, fiends, balloons or vores spawn on your ass to kill you
>fucking explosive balloons
is like being as unfun as possible was part of the design.

>> No.8273484

>>8273009
>it causes graphical glitches in woof
1, what glitches? 2, Woof can just update or have a compat option or something whenever it next updates, and 3, that map looks sweet, so yes we want it.

>> No.8273491

>>8273476
Dimension of the Doomed is E1, you're describing Past or Machine, dunno what you mean by balloons

>> No.8273493

>>8273027
We've made a bunch.
For Doom:
>200 Minutes Of /vr/
>300 Minutes Of /vr/
>100 Minutes Of /vr/
>2048 Units Of /vr/
>Hard Fast Faggot Maps
And now we're making Ad Mortem.

For Quake, we made HUH, which was kind of noob mapjam, some rough levels, some which were pretty nice. There's also Violent Rumble in the works, currently.
We also made 500ml Of /vr/, for Blood.

>> No.8273507

>>8273491
my bad it was Scourge of Armageddon and the balloons are those explosive balls that go to you without making any sound and you can only kill them with the nail gun, also does a shitload of damage.

>> No.8273535

>>8273493
Why doom autists like such extreme restraints that only serve to make their maps suck more I'll never understand

>> No.8273540

>>8273218
Make sure you use the last version.
https://files.catbox.moe/n1zbvu.wad

Also, I want to point to >>8272909 again. Any other assets besides my guns which would benefit from a truecolor .png patch for GzDoom?

>> No.8273543

>>8273493
Shouldn't it be Ad Mortam, as in ad mortam naturalem?

>> No.8273546 [DELETED] 

>>8273493
>>8273543
I don't think we had decided on a name, last time I was in here (a month ago) we were going with Spooky Monsters and Scary Maps.

>> No.8273554

>>8273535
Like Going Down?
What you quoted are mainly just fun side projects and gigs, and 500ml of /vr/ was great.

>> No.8273557

>>8273543
>ad mortam naturalem?
wat

>> No.8273558

>>8273535
Those first four was mainly so that the maps could be short, and so that people wouldn't work on them forever. With HFFM and Ad Mortem those limitations are moved away from, probably because we've already done limited stuff like that and now we want to try expanding our horizons.

Gotta start somewhere, and I feel that 2048 in particular was a good limitation for newbie mapping, because you can still do a lot inside that size constraint, but only so much, so eventually you have to wrap the level up.

>> No.8273581

>>8273535
because big maps sucks ass and boring to play

>> No.8273620

Man, Scythe map 30 is such a fucking grind... I keep coming back to beat it without the key skip and it's just draining my will to play Doom.

>> No.8273649

>>8273484
The glitches are a bit hard to describe, It seems to be related to woof's method of uncapped framerate trying to deal with instantaneous sector motion. If you load it in woof with an uncapped framerate it should be obvious. I have no idea if it would be easy to update woof to fix it. And I don't know if Fabian would bother updating it for one map.
Did you actually play it? I kinda want some confirmation from the project lead, and hopefully feedback from others, before I go updating what might be a lost cause. If the real project lead accepts this just update the spreadsheet or something.

>> No.8273661

I greatly enjoyed Running Late 2, what are some other wads with an urban focus?

>> No.8273674

>>8271890
...also just updated the FGD because my dumb ass broke it without testing

>> No.8273676
File: 2.63 MB, 2640x2028, 64 and ranger.png [View same] [iqdb] [saucenao] [google]
8273676

>> No.8273683
File: 14 KB, 604x344, 1523571995305.jpg [View same] [iqdb] [saucenao] [google]
8273683

>Qranger Slayer

>> No.8273687

>>8273661
Lost Civilization maps 13, 14 and 20

>> No.8273741
File: 2.93 MB, 852x480, bonk.webm [View same] [iqdb] [saucenao] [google]
8273741

The speed of Mission 64's berserkers are a bit more than I anticipated.

>> No.8273742

>>8273676
>both have the black fingerless gloves
feels lazy, honestly
nobody who imaged these in their hands would do this

>> No.8273753
File: 105 KB, 652x630, 1624593676869.jpg [View same] [iqdb] [saucenao] [google]
8273753

>>8273676
are these official?

>> No.8273785
File: 218 KB, 800x941, 493-doom-ii-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google]
8273785

>>8273753
Doom 64 and Quake, the one on your pic is from Doom 2.

>> No.8273786
File: 434 KB, 524x413, eternalandqc.png [View same] [iqdb] [saucenao] [google]
8273786

>>8273742
>feels lazy, honestly
At least it's not another QC rip, not sure about the ranger.

>> No.8273791

>>8273540
I'm working from that one. Can I ask for a favour? Both shotguns would sound better if they used one long sound that has the firing and reloading sounds built in (like DSSHOTGN). Outside of ZDoom sounds from the same source can't overlap, so the next sound that plays cuts off the end of the last one.

>> No.8273798
File: 99 KB, 751x1063, HUHman.jpg [View same] [iqdb] [saucenao] [google]
8273798

>>8273676
They look fine but really shows how big Ranger is compared to Doomslayer in Quake Champions

>> No.8273821

It looks like witchcraft.

youtube.com/watch?v=aLeixScXe7I

Poor old ass engine.

>> No.8273825
File: 440 KB, 900x775, 1627747333359.png [View same] [iqdb] [saucenao] [google]
8273825

>Quake Remaster
>New mapset from Machine Games
>Ranger armor for Eternal

Don't fucking play with my emotions you motherfuckers

>> No.8273840

>>8273649
>I kinda want some confirmation from the project lead, and hopefully feedback from others, before I go updating what might be a lost cause. If the real project lead accepts this just update the spreadsheet or something.
I think I've already given you permission to do it, so go ahead man. Also the map looks sick af.

>> No.8273845

>>8273786
He looks slightly bigger in Eternal.
QC models are good but this is lazy

>> No.8273871
File: 39 KB, 1280x720, maxresdefault (1).jpg [View same] [iqdb] [saucenao] [google]
8273871

>>8273786
>they were able to rip this one but not the Q3 Doomguy redone in QC
Literally the most accurate 3D classic Doomguy

>> No.8273883
File: 198 KB, 353x227, midriffexposure.png [View same] [iqdb] [saucenao] [google]
8273883

>>8273871
I agree, though I give the new ones credit for getting the midriff right.

>> No.8273884

>>8273825
I'm probably just cynical at this point, but I'd guess they're just softening the inevitable backlash from a zoomerfied reboot.

>> No.8273885

>>8273791
Oh, uh, well, I can attempt to do that, though I can't promise it'll come out great.

>> No.8273886

>>8273840
I see, I wasn't sure I who I was talking to. I'll do a properly formatted submission in a day or two once I've fixed it up. We should probably include a warning for woof users.

>> No.8273892

>>8273884
A Quake reboot won't be an easy task for sure considering Eternal already borrows so much from Quake.
Don't know if the fans are going to eat it up like Doom fans did

>> No.8273894
File: 142 KB, 192x282, 1568515139029.gif [View same] [iqdb] [saucenao] [google]
8273894

>>8273825
If anything I hope it's MG working on the new Quake thing and not nuidSoft getting distracted from focusing entirely on the next Doom.

>> No.8273904
File: 2.89 MB, 1000x1000, start.webm [View same] [iqdb] [saucenao] [google]
8273904

>>8272191
nah I'm good. cheers.
when you get any specific questions I can answer those.

>> No.8273909

>>8273894
Machine Games screwed up with the last 2 Wolfenstein games but seem to know how to design Quake maps.
I just want a new Lovecraftian Quake.

>> No.8273916

>>8273909
I dont.

I don't fucking trust them. And you should not as well.

>> No.8273918

>>8273885
Y'know what, I haven't actually tried to implement it yet the way you have it right now. It might sound fine, this is just a hunch I have from trying to make MBF21 mods before. Don't bother making those sounds if its too difficult or asinine to get the sounds to match the animation exactly, all else fails and I can try to cobble them together myself.

>> No.8273924

>>8273916
Yeah some things are better left this way.
After all Quake's atmosphere and design just cannot be achieved the same way.

Champions could've been the new Arena but we all know how it went.
Maybe a new Quake based on a character in particular other than Ranger?

>> No.8273925

>>8273892
more horror and darkness, less bing-bing-wahoo

>> No.8273928

>>8273904
>when you get any specific questions I can answer those.
What's the meaning of life? Why are we here?

>> No.8273932

>>8273918
>I haven't actually tried to implement it yet the way you have it right now. It might sound fine
It may or may not, I suspect that it won't given the limited number of sound channels.

>all else fails and I can try to cobble them together myself
I'll give it a try anyway.

>> No.8273943

>>8273932
I made them real quick and while the shotgun sounds fine, the SSG really suffers. I had an idea, try recording the game audio as you fire the gun, and then line up the individual sounds with the recorded audio in Audacity or whatever you use. That way you could see where the peaks of audio are and line up the sounds with the animation exactly without any math.

>> No.8273985
File: 942 KB, 1920x1080, newqew.png [View same] [iqdb] [saucenao] [google]
8273985

>>8273916
At best it'll be like the new Dooms where it's fun over a weekend after finally being half off. At worst it'll just be another blunder to avoid like their last two games, no harm no foul. I know what to expect from anything under Zenimax's wing.

>> No.8273987

>>8273892
the only way i can imagine a quake reboot is if it was Doom Eternal + more intricate levels and puzzles similar to hexen 2 (but only at its most sane). eternal already had vertical movement-oriented combat more similar to quake, and i'd enjoy that game more if it replaced platforming with puzzles.

>> No.8273998

>>8273676
i like doom64guy but its weird they'd use that over his default look

>> No.8274007
File: 16 KB, 600x259, senkag.png [View same] [iqdb] [saucenao] [google]
8274007

>>8273928
I guess life is technically retro (1970) but a bit offtopic for this thread

>> No.8274053

>>8268805
repostan MAP14 link
https://mega.nz/file/3qwGhBLS#H-HfMh90EfCU_Ga1P7Sag5F92_K6bcRy6P1u1-6CxNo
currently working on V3, work and also moving shit over to my new PC were both getting in the way before

>> No.8274060

>>8273894
I think its best that Doom be put to rest officially after ETERNAL.

>> No.8274063

>>8268805
>>8274053
shit, accidentally linked V1 instead of V2
https://mega.nz/file/P2oxGSzQ#d3WNN1HQsWWiV67Jujc6c2YhjZ_V4IbL45lNwdHrOZA

>> No.8274070

>>8274060
If it'll make money, they'll release it. We'll see how they gauge interest this console generation.

>> No.8274091
File: 269 KB, 1500x1000, dungeon keeper mobile.jpg [View same] [iqdb] [saucenao] [google]
8274091

>>8274070
They'll keep releasing even if there's no money in it. They don't want shareholders to raise a fuss over lapsed trademarks.

>> No.8274103

>>8274091
I'll meet you halfway on that, since they skipped a release on the seventh generation of systems and gave the franchise a 12 year break inbetween Doom 3 and 4/2016. Rage was their focus here instead iirc

>> No.8274110

>>8268720
[10-26] IkaDoom released, an Ikaruga styled gameplay mod
https://www.doomworld.com/forum/topic/125392-ikadoom-ikaruga-in-doom/
So when are we gonna get a dodonpachi doom?

>> No.8274120

>>8273943
>try recording the game audio as you fire the gun
Don't know how to record lol

>> No.8274130

>>8274120
Grab you some Audacity. I used it for the first time last night, a game I liked contained songs that weren't in the released soundtrack.

>> No.8274132

>>8274103
Doom got 3 mobile games between 2005-2009.

>> No.8274136
File: 217 KB, 680x425, 1616220010238.png [View same] [iqdb] [saucenao] [google]
8274136

So DoomRLA gives me severe hiccups/freeze-ups most time and enemy gets alerted
Is there any other good gameplay mod that can fill that void? Something that's not too gimmicky if possible

>> No.8274138

>>8274103
>skipped a release on the seventh generation
not really, BFG Edition was on 360 and PS3

>> No.8274148
File: 86 KB, 385x634, 1605753602613.gif [View same] [iqdb] [saucenao] [google]
8274148

>>8274138
That's just a port/downgrade for that generation, not an entirely new title with several years of development behind it.
>>8274132
Great quality RPGs out of nowhere.

>> No.8274156

>>8274120
https://files.catbox.moe/jcgibr.ogg
I just recorded this, audio of me firing both guns (with some menu noises at the ends that I was too lazy to trim out). Just align the original high quality source sounds with the sounds in the recording and make them doom format sounds.

>> No.8274162

>>8273916
Literally why not considering Dimension of the Machine came out stellar?

>> No.8274168

Considering getting a laptop just to play Doom while travelling
Nothing fancy since even my desktop with a gtx 1660S cant run the slaugher spectrum at 60 FPS on vulkan

>> No.8274169
File: 105 KB, 540x710, dick-kickem-58e84b1decf87.jpg [View same] [iqdb] [saucenao] [google]
8274169

https://www.youtube.com/watch?v=_5Q4FAAfWJk&t=423s

>> No.8274185
File: 146 KB, 640x853, ce1tqjcj48971.jpg [View same] [iqdb] [saucenao] [google]
8274185

Just finished Duke 3D again,what other Duke games are worth checking out?

>> No.8274220

>>8274136
>when enemies get*
brainfart

>> No.8274228

>>8274185
Manhattan Project is fun.

>> No.8274282
File: 616 KB, 1000x590, 1623524241317.png [View same] [iqdb] [saucenao] [google]
8274282

>>8274185
DNF2002

>> No.8274321

>>8273676
I'm still waiting for the day when someone decides to make a 3D doomguy based off the original clay model

>> No.8274369
File: 363 KB, 1165x1716, TheDoomClayer.jpg [View same] [iqdb] [saucenao] [google]
8274369

>>8274321

>> No.8274383

>>8274156
Oh, I already made the first shotgun by the time I saw the post, but thanks for saving me the effort of having to puzzle together the super shotgun sound, that would have been some busywork for sure. The shotgun is obviously closer, too.
I guess I'll include my first one as an option just because, but it'll use your recordings as a default, I'll let Vaeros decide. Primary fire is the regular sound sequence, secondary is the single soundfile sequence, just so they can be directly compared.

https://files.catbox.moe/pbu8sf.wad

>> No.8274392
File: 420 KB, 414x619, bart.png [View same] [iqdb] [saucenao] [google]
8274392

>>8273798
Why does he have the pedo symbol on his arm?

>> No.8274395

>>8274392
I beg your pardon?

>> No.8274460

>>8273871
>>8273883
abs gei

>> No.8274461

>>8274383
Great, this sounds better for sure. There's still some jank, if the player gets hit their pain sound will interrupt the long SSG sound. Better than the alternative anyway, I think this is the best we can do under these limitations. I should have an update for the guns by tomorrow.
Also I'd like to revert the pistol speed increase (I just added a couple still frames to the end of the firing sequence). I like the idea but we all balanced our maps around the vanilla weapons, my map in particular has a section where you use the pistol against some rockets with legs that's made too easy by the pistol buff. Maybe making it always accurate is a good compromise?

>> No.8274496

>>8274461
I think giving the pistol perfect accuracy would be a good change. It lets me be lazy and just hold the fire button.

>> No.8274621

>>8274461
Or we could just keep it vanilla because why fuck with it?

>> No.8274650

>>8274461
Stop tampering with weapons after we all finish mapping you dickheads. Either do it before we map or don't do it at all.

>> No.8274664

I need some kino hell-themed wads, any recommendations, DOOM THREAD / RETRO FPS THREAD?

>> No.8274734

>>8273620
Do it on skill 2 first, so you can say you did it. It's still a pretty extreme map on skill 2, compared to even modern stuff. Then you can do skill 3 and skill 4 next if you wish

>> No.8275054
File: 372 KB, 388x484, 388_2021-10-26_12.24.54.png [View same] [iqdb] [saucenao] [google]
8275054

TRANSVESTITE

>> No.8275142

Is MAP32 anon still MIA?

>> No.8275143

>>8275142
Not MAP32 anon, but a friend. His map is in a playable state, it just needs lighting and polish. I'm planning on doing that myself.

>> No.8275147
File: 213 KB, 603x319, file.png [View same] [iqdb] [saucenao] [google]
8275147

>>8275143
Oh, I also have to ask while we're on the topic: Punchman, do you have the dehacked work done for MAP32?

>> No.8275169
File: 246 KB, 1920x1080, shot030.png [View same] [iqdb] [saucenao] [google]
8275169

Been on a retro fps binge, I finished Half Life series, most of classic DOOM, Duke Nukem, Shadow Warrior, soon finishing up Blood.

Strife, Rise of the Triad and Hexen / Heretic don't really interest me.

What games I have left besides Sin etc? Quake 1 and 2 I have played in the past as well.

>> No.8275184

>>8272331
Map04 dude here, I don't really care what spot my map is in; I only claimed that spot because I wanted to be in the "Normal" block lol. So if you want to swap it around, feel free to do so.
I would just really like to keep the exit gimmick.

>> No.8275196

>>8273009
looks cool, do it

>> No.8275206
File: 1.34 MB, 1280x720, darn kids.webm [View same] [iqdb] [saucenao] [google]
8275206

Does anyone have 'promotional images' for /VR/ projects? The sorts of things you would put on a download page or something, not the top of thread organizing images. Memes work also.

Asking for no particular reason...

>> No.8275216
File: 136 KB, 256x256, tfq.png [View same] [iqdb] [saucenao] [google]
8275216

>>8275206
Made this some time ago

>> No.8275238

>>8275169
The MALICE total conversion for Quake is pretty great, if you haven't already played it. It should work without issue on any modern source ports... except FTE which doesn't like demos being used as cutscenes.
The Star Wars Dark Forces / Jedi Knight games phenomenal as well, though they gradually become less first-person and less shooter.
Return to Castle Wolfenstein is pretty essential I think.
Star Trek Elite Force I and II are top-tier Quake 3 clones with singleplayers.
Red Faction is quite fun, though the sequel is an extreme disappointment.
Soldier of Fortune I and II are great, but the first one can be a pain to get running right.

That's all I can really think of at the moment, but there's a lot more.

>> No.8275245

>>8275169
If you really want more Build Engine stuff there are Redneck Rampage games
One other must play retro fps I can think of is Postal 2

>> No.8275264

>>8268719

Hey guys I'm back in the game and would like some new cool WADs that still have that authentic look (so no pirate or winters or whatever).

>> No.8275347

holy fuck, fractured worlds is phenomenal. recommended to everyone.

difficulties are implemented

>> No.8275350

>>8274185
>9 SNOTS

>> No.8275363

>>8275264
How long was your break? Lunar Catastrophe, Moonblood and Akeldama are good old school wads.

>> No.8275369

>>8275363
>How long was your break?
30 years

>> No.8275374

>>8275369
Weird, with how Doom 1 hasn't even been out for 30 years and all that...

>> No.8275375

>>8275374
>he isn't a time traveller

>> No.8275575
File: 2.24 MB, 1920x1080, Screenshot from 2021-10-27 08-04-14.png [View same] [iqdb] [saucenao] [google]
8275575

What difficulty do you play on Project Brutality 3?

>> No.8275690

>>8273507
>Armageddon
It's Armagon*. Pay some respect to proto-strogg.
>>8273676
Not bad. That leaves only the "third marine"... and Wolfenstein skins. I mean, at this point.
>>8273894
>>8273909
>>8273916
To me, there's more chances that Roundhouse Studios are the ones working on them. I mean, Human Head had it rough after Prey, but there's something they have to be working on and new Quake game feels like the most perfect candidate for them.
>>8274369
They'll give that skin "playing on Game Boy" animation.

>> No.8275738

>>8275169
System Shock 1+2
Deus Ex
Thief Series
Marathon Trilogy + Rubicon (People here also recommend Tempus Irae but I haven't played it yet)
Blake Stone series
Killing Time
Powerslave
Ion Fury (made with Build engine)

>> No.8275798
File: 30 KB, 350x431, 1586055588523.jpg [View same] [iqdb] [saucenao] [google]
8275798

>>8275690
>Not directly IdSoft or MG working on a new Quake
There wasn't much interest there to begin with and this would snip it.

>> No.8275826

>>8275347
It took me about 2 hours to beat the first level, everything is set up in such a way that wherever you go, there's an enemy strategically placed to fuck you over when your back is turned, and there's always an archvile that pops out whenever you progress
I'll keep playing because I'm a sucker for the color scheme

>> No.8275851

1) Duke Nukem 3D: Tiberius Station, pistolstarted.
2) Duke Nukem 3D: Red Light District (beta) + Launch Facility (beta + full) + Freeway + Going Postal, pistolstarted.
3) Duke Nukem 3D: Toxic Dump (beta) + Fusion Station + Lunar Reactor + Spaceport + Derelict, pistolstarted.
4) Duke Nukem: Plug and Pray, pistolstarted.
5) eduke32: WGCity.
6) Duke Nukem Forever: current-fatfuckface/2weapon/maxdifficulty.
Nevermind.

>> No.8275863

>>8273581
So we fix that by making levels that suck ass and are boring to play except we're only allowed to work 2 minutes on them with a rat up our ass or something, therefore they can't be "big". Don't need a time or size limit to enforce some kind of consistency or theme.

>> No.8275872

>>8275863
>So we fix that by making levels that suck ass and are boring to play except we're only allowed to work 2 minutes on them with a rat up our ass or something
That'd be speedmapping

>> No.8275879

>>8275374
Who said anything about Doom?

>> No.8275912

>>8275826
doesn't sound like fun

>> No.8275938
File: 138 KB, 637x412, wadscrn.png [View same] [iqdb] [saucenao] [google]
8275938

>>8268805

https://www.mediafire.com/file/y93i1iajnfkry19/MAP29_vrspooky_v1.wad/file

It is kinda playable to the end now. Definitely pulled the rookie scope bloat mistake.
Map29 version 1.
Name: Autumn Mausoleum
Playtime: ~20+
Midi: Stalker --Hexen

>> No.8275947

>>8275851
P.S. I will use this opportunity to say. There is no such thing as my video-playthrough of true-realistic-DX9-FarCry either in video or in demo. What does exist is several reenactments of such, and they are none of my business. No input was yanked from my laptop. Nevermind.

>> No.8276247

>>8275169
Requiem avenging angel, Shogo. Unreal 1. And the others the other anons said.

>> No.8276487

>>8275169
Dark Forces, Outlaws and Chasm: The Rift

>> No.8276614

>>8269394
>Filtered by kino tribal drumming
Never gonna make it

>> No.8276716

>>8268805
Here's a new version of the DeHackEd guns. When you add this, delete DSPISTOL and DSSHOTGN as they're no longer used by the guns and will interfere with the enemies firing sounds. Some sprites/sounds were updated and have to be replaced, I've put lumps to show which are new and which have to be replaced.
https://files.catbox.moe/1wqxgo.zip

>> No.8276759

>>8273741
KEK!
they should be more more like this, also Q2 needs game folder support inside the baseq2 so its easy to tweak the ai by editing the .c files

>> No.8276782

>>8276614
That’s fine, I’d turn it off or replace it if I was having fun with the game. I might go straight to the second, if I get filtered by the required keys in there then they are definitely not for me.

>> No.8276818

>>8275169
There's Wolfenstein 3D, the Turok series, and Chex Quest.

>> No.8276846

>>8276759
>so its easy to tweak the ai by editing the .c files
…Huh? I can do that, modifying the game without C++?? Hot damn I’ll look more into this tonight.
Are you the same anon that instructed how to play the base campaign and custom maps via “map mapname”?

>> No.8276860

Guys do you think Doom is beatable on Nightmare? Like hypothetically
Not talking about plutonia 2 or anything, just vanilla Doom

>> No.8276862

>>8273925
Quake had that since day 1 /v/snoy tourist.

>>8276846
Im not him, im saying that it would be interesting to see this extra in any Q2 sourceport.
the DLL is needed, but you can tweak the AI as you pretty much do in Quake 3 arena by editing the .c .t .h of all bots.

>> No.8276883

>>8268719
Are there any mods designed for the respective Expansion packs for Quake 1 and Quake 2?

>> No.8276939

>>8276862
>Im not him, im saying that it would be interesting to see this extra in any Q2 sourceport.
Oh whoops. Yeah it would, 100%.
>the DLL is needed, but you can tweak the AI as you pretty much do in Quake 3 arena by editing the .c .t .h of all bots.
I’ve never really messed with it much, it’s the only period of PC shooting I missed out on.
>Quake had that since day 1 /v/snoy tourist.
I like to think the “spooky shooter” they were aiming for with Doom is much more realized with Quake.

>> No.8276942

>>8276860
Yes.

https://www.youtube.com/watch?v=ZytseuWZHvk
https://www.youtube.com/watch?v=C3uxUSfj2fY
https://www.youtube.com/watch?v=kVxkkg6aLFg
https://www.youtube.com/watch?v=_MMqKBY_7gM

>> No.8276956

>>8276860
No one's ever attempted it, you're the first person to even conceive of such a possibility

>> No.8276981

>>8276860
The verdict is still out on Plutonia being possible to beat on UV, so don't hold your breath.

>> No.8277012

>>8276939
Its obvious at this rate that id and Nightdive are working on Q2, and probably looking at the pastebin since they roam /vr/.
Also Decino's video showing the Cut stuff quake 2 like the supertank boss grenades and backfire homing missiles.

>> No.8277021

>>8276883
>Are there any mods designed for the respective Expansion packs for Quake 1 and Quake 2?
Not strictly, from what I’ve ran into. Some have taken enemies and other elements from the expansions for their own mods, if not straight designing their own stuff. Q1’s Arcane Dimensions goes beyond and borrows enemies from Hexen 2.

>> No.8277025

>>8277012
>Its obvious at this rate that id and Nightdive are working on Q2
…based on what?

>> No.8277037

>>8277025
The RTX port is fubar, and serves only for graphic gimmick, also it isn't tied to fucking NVIDIA cards anymore, so anyone can port it, tons of people keeps bitching about that one daily.

Q1R was a huge success, and they are working on making compatible with ol maps.
id is also looking at Quake ip more trhoughly, Q2 and IV getting facelifts like Q1R would be the next logical choice, along with the ports of the Exclusive versions for N64 and PS1, which are better than Q2 Vanilla on PC itself and more challenging like the mission packs and community maps.

>> No.8277047
File: 43 KB, 278x626, restructured audio disc.jpg [View same] [iqdb] [saucenao] [google]
8277047

>>8268720
Doom 32X Resurrection is pretty neat, works on real hardware even though it don't save on my hardware combo for some reason.

i even made an audio cd to go with it since it seems the intended audio cd is behind a patreon paywall.

pic related is the track list i went with, victory isn't required but i put it in there since i had to completely guess the track order to get it to play correctly since no documentation for the audio cd structure was provided.

>> No.8277054

Is there some mod, that adds sounds of switching weapons, like in doom with sprinkles?

>> No.8277056

>>8277037
Might be cool to see but I won’t hold my breath. Q1 suits the pace of those wanting a fast “switch n shoot”-styled FPS thats popular at the moment, and anyone wanting more of the same from Q2 might get thoroughly disappointed.

>> No.8277214

finally found a source port for myself

https://github.com/adolfintel/ChadQuake

>> No.8277384
File: 100 KB, 471x540, 1631416064615.jpg [View same] [iqdb] [saucenao] [google]
8277384

>>8273676
one of the rewards in Horde Mode

>> No.8277492

>>8274461
>Also I'd like to revert the pistol speed increase
Sure.
>(I just added a couple still frames to the end of the firing sequence)
As long as you do it that way, the animation smoothness is the entire point.

>> No.8277612

>>8277384
>that rifle in the pfp
>that pistol and rifle in the card

>> No.8277624

>>8277384
eternal is alright but what reason is there to ever play it again? UN is fucking boring

>> No.8277685

>>8277214
This is the port I actually use. It's pretty much exactly what I want in a modern quake port.

>> No.8277779

Been playing Quake with the new enhancements and it is marvelous

Does NightDive intend to do Quake 2 as well? I'd like to see the N64 campaign included for that

>> No.8277825

I'm having a newfound appreciation for Quake.

>> No.8277858
File: 2.95 MB, 640x360, 163528985710.webm [View same] [iqdb] [saucenao] [google]
8277858

>>8277779
>I'd like to see the N64 campaign included for that
This would be fun just so I could play Mission 64 through them.

>> No.8277908
File: 2.62 MB, 1280x720, cube.gif [View same] [iqdb] [saucenao] [google]
8277908

>>8268805
Here's a finished version of the Icon of sin map

Map Name: The Monster Mash
Author: Anon
Playtime: 5 minutes
MIDI: "Brainic Maniac" from Plants Vs Zombies

https://files.catbox.moe/735cwe.zip

Two important things that I would like to get approval on if possible: I replaced the red,blue and green colormaps with my own in this wad. Since you copied the colormaps from boomedit.wad rather than creating them from the custom palette they were noticeably inaccurate. Please use these ones in the release. I also added a custom animated texture (called cube1 - cube18). I use in it the start room to make it look like pic related. Please add these textures and adjust the ANIMATED lump accordingly for the final release. I also improved the aesthetics generally since the last version.
It also may be of interest to someone that all the monsters directly placed in this map are non spawnable by the icon (i.e. new custom enemies, human enemies and cyberdemons). This should make getting 100% kills much easier.

>> No.8277951

>>8277908
pretty cool effect.

>> No.8277958

>>8277908
but this is map28...

>> No.8277978

>>8277958
I've been sitting here frantically mapping for days. Please excuse the mistake. I'll get a real update for 28 soon. Feedback for either would still be useful.
https://files.catbox.moe/tmntn9.zip

>> No.8278009

>>8275826
>>8275912
difficulties are implemented...

i seriously don't get this

> can't beat maps comfortably
> refuses to lower difficulty

they are beautiful maps with great gameplay at all difficulties (i've tried multiple), i highly recommend it

>> No.8278053

>>8278009
> can't beat maps comfortably
> refuses to lower difficulty
Shit drives me insane.
>i don't wanna be a pussy!
>i'll just bitch about it being unfair instead!
Stop this.

>> No.8278061
File: 1.43 MB, 360x238, 1598575720633.gif [View same] [iqdb] [saucenao] [google]
8278061

>>8278053
These are the kinds of people who want to be seen as hardcore but don't want to put any effort, so when they hit a wall, instead of swallowing their pride, they say the author is at fault. Such is the life of a shitter.

>> No.8278064

>>8278061
So what if you suck at Doom, but acknowledge that and refuse to put the blame on the author? Focusing instead on improving?

>> No.8278067

>>8278064
Exactly. There's nothing wrong with being bad at doom, playing on a lower difficulty or whatever. Just gotta swallow your pride.

>> No.8278068

anyone remember there was this zdoom test map that was this fancy black and white with dithering render test? I cant remember what it was called or where to find it again

>> No.8278112

>>8278061
to be fair, you're perpetuating it by calling them a shitter.

>>8278053
>>8278064
>>8278067
it's not even about skill or whatever, it can even be about mood. even the best players have a tiny percentage chance of beating the hardest maps. sometimes you're in a different mood, want to play with saves, or want to skip the saves and just play on a lower difficulty.

this difficulty obsession in doom is really weird.

>> No.8278117

>>8278112
>to be fair, you're perpetuating it by calling them a shitter.
Yeah, maybe. "Poser" would be more accurate

>> No.8278313

>>8277779
I mean they are doing 2 Quake 2 engine games in their catalog so I'd imagine
I just wish they'd do more polish on their released products. Quake has some issues still

>> No.8278368

Anons, please post some Ad Mortem feedback, we need testing to actually make a good wad

>> No.8278386
File: 1.17 MB, 1920x1080, Screenshot_Doom_20211028_053214.png [View same] [iqdb] [saucenao] [google]
8278386

>>8268805
Map Name: Uncle Reggie's Candy Factory
Author: Equus-Sapien
Playtime: 12 minutes(?)
MIDI: Avenged Sevenfold - Nightmare
https://cdn.discordapp.com/attachments/727328864489046110/903215690830462996/MAP32_vrspooky.wad

So, I am not the author of this map, but a friend. He's gone MIA so I cleaned this up a little on his behalf. It's really weird and it has some kind of unfinished secret room, but it's playable, and quite fitting for a MAP32 if you ask me. He worked with DEHACKED anon to replace the commander keen, which as far as I know, is not in the WAD yet, so that will appear a little weird.

>> No.8278391

>>8278368
Okay. It's 5:40 AM but i'm completely free for the next 15 hours or so. Let me get some coffee...

>> No.8278403

>>8275938
There's a lot of halls of mirrors and middle texture bleeding through the floor in places when you run this map is software mode. The plasmagun secret is wholly not telegraphed. It's easy to get to the big fight room and run out of ammo if you happened to miss the rocket launcher. I'd really recommend putting a rocket launcher in that room. The key markers for the red and yellow key doors are too easy to miss. The silent teleporter line can sometimes teleport the player into a wall. Many door tracks are not lower unpegged. If this were my project I wouldn't accept this map unless you at least fixed the HOMs.

>> No.8278406

>>8278112
>>8278061
I keep on playing pistolstart saveless UV even if I die 1000 times.
Go 2 It took me about 100 tries the first time I beat it, continous, and I broke the saveless rule.
Ever since I decided it's pistolstart only.
Even if it's a grind, if I get burnt out, I either play a different wad or another game.
Right now I'm switching between multiple wads, Quake Alkaline, Caesar III, Blood Omen Legacy of Kain and either my Florence campaign in Medieval 2 Total War: The Italian Wars or my Moldavia one in Tsardoms.

>> No.8278413

>>8278406
Based persistent anon. I believe in you.

>> No.8278423
File: 3 KB, 251x123, file.png [View same] [iqdb] [saucenao] [google]
8278423

>>8278391
NEVERMIND LOL

>> No.8278473

>>8278413
I got much better at the game too. I can easily do the archvile dance and I can punch barons and hell knight reliably and revenants semi-reliably.
Cyberdemons were my biggest enemy and Scythe 1 (map29) and Scythe 2 (I'm at map15 atm) made me learn how to dodge them even in close quarters.
It's also taught me how to "read" a map, predict ambushes and come up with a plan before I enter a room. It's good shit.

>> No.8278490

>>8274395
That little swirly triangle

>> No.8278515
File: 170 KB, 1280x1280, 1615763551327.jpg [View same] [iqdb] [saucenao] [google]
8278515

Whoops, I was using the wrong beta. Let the playtesting commence.

MAP01: The Imps in the Walls
Author: ASO3000
This map starts with an impressive set piece and maintains a strong atmosphere throughout. It does an excellent job at providing the player with a sense of adventure and mystique. Plenty of neat visual effects and doomcute make the scenery very memorable. However, the gameplay is a mixed bag. Encounters range from mediocre to filler, with a few good highlights, those being the library, the courtyard, and the final encounter underground. I would suggest getting rid of lone barons, i.e. right before the library and exiting the courtyard. They don't serve any purpose other than wasting time and ammo. I'll also note this is way too long for a MAP01, but it wasn't intended to be one so I won't hold it against the author.

STATUS: Decent. Great atmosphere, but pretty mixed gameplay.

>> No.8278542

>>8278313
>I mean they are doing 2 Quake 2 engine games in their catalog so I'd imagine
I know about SiN, but what's the second one? Kingpin is handled solely by 3D Realms and that's the only other remaster of that kind I've heard of.

>> No.8278545
File: 39 KB, 680x634, 1580616331045.jpg [View same] [iqdb] [saucenao] [google]
8278545

MAP02: Beneath Bloodstone
Author: Wolpertinger

Once again, we have impressive atmosphere with fine texture work and architecture, supported by use of ambient sounds. A short and sweet map that is very similar to Plutonia in terms of gameplay, with plenty of traps, but not too many monsters. Tasteful use of custom enemies makes the experience a touch more memorable. Ammo is a little on the stingy side, so I would maybe suggest adding just a little more shells or bullets.

STATUS: Very good

>> No.8278561

>>8278403
I thought I was testing with software mode with dsda-doom. Doesn't it boot up to software mode with default config file settings?
>HoMs
Thought I nabbed a fair bit of them. Where abouts? If there's a place where you're talking about, that's intentional.

I can definitely hunt down where those middle textures are. Sure they're just for the windows stuff.

>> No.8278571
File: 11 KB, 244x244, 1607399176996.jpg [View same] [iqdb] [saucenao] [google]
8278571

MAP03: Caco's Keep
Author: Anonymous

Once again, we have some decent atmosphere and architecture. Unfortunately, the gameplay leaves a lot to be desired. Encounters are very plain, consisting of only one or two enemy types at a time. More importantly, enemies are usually placed directly in front of the player, meaning there isn't much pressure placed on him. He just has to focus on what's in front of him. If you want to make more engaging encounters, I would suggest ambushes from behind to keep the player on their toes.

STATUS: Okay. Could use some work to make combat more engaging.

>> No.8278586

>>8278571
You're doing Gods work, anon.
I already playtested most maps when they were originally submitted but I'll try to find some time today to check out the new maps. Hopefully some other anons can help out too, we're a day away from release...

>> No.8278602
File: 149 KB, 592x592, 1584482981185.jpg [View same] [iqdb] [saucenao] [google]
8278602

MAP04: Pumpkin Delight
Author: EnragedEggplant

Another short and sweet map. There's not too much to say about the architecture and texture work here. It's simple and gets the job done. As for gameplay, there's some fairly creative encounters here, I had fun with them. I don't have anything to suggest, but I did notice a little texture bug in the slime pool once it's fully raised to the top. Might want to look into that.

STATUS: Good

>> No.8278627

>>8278515
Are these from some wad or what?

>> No.8278639

>>8278515
Thanks mate
>I was using the wrong beta
Dont worry, the new one is outdated too I guess, since some people sent new versions.

>> No.8278675

>>8278112
>even the best players have a tiny percentage chance of beating the hardest maps

No we don't

>> No.8278690
File: 325 KB, 1162x1042, 1627782857222.png [View same] [iqdb] [saucenao] [google]
8278690

MAP05: Darkwood
Author: A2Rob

A2Rob's got quite a reputation backing him, so I came into this map with considerably high expectations. This map delivered, and then some. The visuals are high tier, being vaguely reminiscent of Ribbiks maps, with the author's own style also being present. The combat holds up just as well as the visuals, with varied encounters that display not only a deep understanding of Doom 2's bestiary, but also a good understanding of the new monsters. Progression was very intuitive, I never felt like I was lost or didn't know where to go. All of these aspects combined make for a great package, I can tell the author brought their A game for this one. So far, this is my favorite map of the set without a doubt, and i'm sure it will remain one of the best.

STATUS: Excellent!

>> No.8278695

>>8278627
Where have you been, anon? It's for our Halloween project.

>> No.8278698

>>8278695
very nice, where can I download

>> No.8278704

>>8278698
Right here boyo >>8269114

>> No.8278715

>>8278490
You fail to see that its not the exclusive domain of pedos. You know, its like saying the color red is only used by communists. Its not.

>> No.8278741 [DELETED] 
File: 31 KB, 365x403, 1629567393479.jpg [View same] [iqdb] [saucenao] [google]
8278741

MAP06: Tricks n' Treats
Author: NepNep

I guess they can't all be winners. First of all, this map is pretty flat. There's not much height variation to speak of, except for that canyon at the beginning. The combat also sucks. Let's take that canyon room for example. It's what I like to call door combat. You shoot at things in the other room from a door. I know you intended for me to go in, but I have no incentive to do that. You should try forcing the player into your encounters, or luring them in with ammo, health, or power ups. The graveyard part is weird. I don't know if I was supposed to run away from all of the skeletons, but that's what I did. The square arena at the end has potential for a fun chaotic encounter, but since each horde is confined to one side of the arena at a time, there's not much pressure placed on the player. I just fired at the monsters from the other side, circle strafed a little, and then it was over. Monsters coming in from multiple directions makes for an engaging encounter, so try to do more of that. Let's not forget the music: I always wondered why nobody used Touhou music for Doom before. Today I found my answer, that being in midi format, it's grating.

On a second playthrough, I managed to speed through the map in just over a minute, killing only 13 monsters in the process.

STATUS: myfirstmap.wad tier. It's not the worst map in the world, but it sure is looking to be the worst map in the set.

>> No.8278743

>>8278704
There's a second beta fucking dumbass... but still, map31 can crash the game so beware.

>> No.8278746
File: 31 KB, 365x403, 1629567393479.jpg [View same] [iqdb] [saucenao] [google]
8278746

MAP06: Tricks n' Treats
Author: NepNep

I guess they can't all be winners. First of all, this map is pretty flat. There's not much height variation to speak of, except for that canyon at the beginning. The combat also sucks. Let's take that canyon room for example. It's what I like to call door combat. You shoot at things in the other room from a door. I know you intended for me to go in, but I have no incentive to do that. You should try forcing the player into your encounters, or luring them in with ammo, health, or power ups. The graveyard part is weird. I don't know if I was supposed to run away from all of the skeletons, but that's what I did. The square arena at the end has potential for a fun chaotic encounter, but since each horde is confined to one side of the arena at a time, there's not much pressure placed on the player. I just fired at the monsters from the other side, circle strafed a little, and then it was over. Monsters coming in from multiple directions makes for an engaging encounter, so try to do more of that. Let's not forget the music: I always wondered why nobody used Touhou music for Doom before. Today I found my answer, that being in midi format, it's grating.

On a second playthrough, I managed to speed through the map in just over a minute, killing only 13 monsters in the process.

STATUS: myfirstmap.wad tier. It's not the worst map in the world, but it sure is looking to be the worst map in the set.

>> No.8278775

>>8278746
It is his first map. I'm all for people picking up mapping and giving them feedback on what to do/what not to do next time, in fact I really enjoy it, but I have no idea why so many noobs submit their literal first maps to a community project.
This thread is a great place to post your first map or two to get constructive criticism, anons are pretty helpful. After making three practice maps and getting feedback on them, then you're ready to play with other mappers. Not before then. Just my two cents for anyone getting started.

>> No.8278783

>>8278775
At least he delivered, unlike the ten or so other people who had claimed a slot and went awol.

>> No.8278785

>>8268805
Update of Map29 to V2.

https://www.mediafire.com/file/1z8usethtzuui4b/MAP29_vrspooky_v2.wad/file

-pegged movable geometry linedefs
-increased hallway line teleport hall width
-added texturing
-hopefully removed some bleeding mids
-added a bunch of ammo, extra pack, launcher to main arena
-fixed a broken monster teleporter.

If you don't want to add it into the pool then that's okay.

>> No.8278790
File: 96 KB, 248x250, file.png [View same] [iqdb] [saucenao] [google]
8278790

MAP07: Shadow Over Silverspring (v4)
Author: Bartekmil

First things first: I strongly suggest changing the music. A repetitive 1-2 minute loop for a map that you claim takes 12-15 minutes to go through is no good. I was fed up with it about 5 minutes in. That aside, I liked this map. It has a cute city aesthetic, reminds me of Heretic 2. Encounters were interesting enough to keep me engaged. I really like what you did with the secret keycards, I'm a real sucker for dimensional fuckery. One error(?), during the part where all of the monsters pop out of the street, the skeletons have their heads poking out of the ground.

STATUS: Good, but could use some new music

>> No.8278792

>>8278783
>unlike the ten or so other people who had claimed a slot and went awol.
We had a lot of shitstirring before and after that time, so it’s not surprising if a couple people claimed a ton of spots just to mess with things.

>> No.8278804

>>8278792
>so it’s not surprising if a couple people claimed a ton of spots just to mess with things.
I wonder what kind of faggot, underage, attentional retard would do that anyway, i thought we've been through this already

>> No.8278813

>>8278746
>>8278775
I'd suggest keeping it but moving it to MAP33. With so many wads out there people will drop a wad at a bad or amateurish map.

>> No.8278814

>>8278783
I was one of those people and I didn't have time to make a map, so now i'm using the time I have to playtest the maps we did get. It's the best I can do.

>> No.8278815

>>8278813
Or, if there's more than one map like this, use UMAPINFO to move them to a separate episode of cut maps.

>> No.8278818

>>8278814
Would it have killed you to just unclaim the map in time? That's just basic politeness. Well at least you're doing something now.

>> No.8278820

>>8278804
This. This is why we need to use tripcodes more often. Too many projects have been ruined by bullshit.

>> No.8278828

Is there an official /vr/ multiplayer server for Doom 2 or Q3?

>> No.8278832

>>8278818
Didn't have internet access at the time, sorry boss.

>> No.8278834

>>8278828
Be here tomorrow night for some doomin

>> No.8278835

>>8278820
Tripcodes won't stop anyone from going awol.

>> No.8278838

>>8278832
>Didn't have internet access at the time
So you were two whole months without internet? At home AND on your phone?

>> No.8278839

>>8276782
Lmao bro Turok 2 is 5x more collecting and backtracking. It's WAAAAAY worse.

You have to get stuff in levels then return to levels you already beaten

>> No.8278847

>>8278838
Yes, the situation is kind of fucked. In fact, I'm very likely going AWOL again this week.

>> No.8278850

>>8278847
ffs what are you doing? Moving into the outback? To antarctica? Good luck anyway.

>> No.8278853

>>8278820
/vr/ should work their projects on discord more often imo...

this whole Discord hating culture is just /pol/'s schizo non-sense faggotry. it's definitely not so bad.

>> No.8278863

>>8278853
>this whole Discord hating culture is just /pol/'s schizo non-sense faggotry
Nah, I hate /pol/ AND discord and any other "gamer" and ""social"" bullshit.
I don't want to know who you are and I certainly don't want you to know who I am.

>> No.8278867

>>8278835
That's not the only reason a claimed slot isn't getting made.
>>8278863
Which is why >>8278792 will be a regular occurrence here, from on out.

>> No.8278868

>>8278839
Yeah. People forget that Turok was the basis for Metroid Prime. It's not fully a shooter in spirit and Acclaim didn't have Nintendo levels of playtesting to ensure smooth pacing.

>>8278853
lmao. I'd tell you to get bent but you'd probably like that.

>> No.8278874
File: 146 KB, 903x713, 1492109525803.jpg [View same] [iqdb] [saucenao] [google]
8278874

MAP08: Catacombover
Author: Sitri

Sitri's made some great maps for previous /vr/ projects, and this one is no exception. This has all the hallmarks of a great doom map. Engaging, varied, and pressuring encounters, non-linearity, visually pleasing architecture, and music to keep you going. I don't have much to say about this map, it's solid as a rock.

STATUS: Great!
>>8278850
Hah, I'll spare you the gory details cause this ain't my personal blog. Got 10 more maps to test.

>> No.8278883

>>8278867
On the contrary. Without that social media streamer eceleb bullshit there would be more time and space for actual dooming and mapping.
The amount of maps being made on the regular has greatly decreased in the last years. There used to be at least one "anon posted a map, wants feedback" item in the newspost at all times.
You could ask questions about Decorate and UDMF mapping and actually get help instead of just some fuckhead going "hurr durr gzdoom" and people actually *made* stuff.
Now it's all just what would Decino do and yeah bro put some hundred more Revs in there.
If people actually went back to mapping instead of senseless bickering, these projects wouldn't have the problems they have.

>> No.8278885

>>8278853
One of the major reasons people come to 4chan is because of the anonymity, it's nice to shitpost and upload things without being tied to a name, so installing spyware just to make sure no dang dirty trolls slightly inconvenience things is a bit counterintuitive

>> No.8278893

Is Doom actually about wanting to share a hobby with peers and equals?

>> No.8278904

>>8278885
If it keeps happening people will just lose interest and tired of all the bullshit, see >>8278883
Sabotage successful. There's not much of an easy solution to this.

>> No.8278912

>>8272961
>>8273418
Is that a wad? Anybody has it in high quality? Wanna give it a listen

>> No.8278914

>>8273493
Don't forget /pol/ that level was great.

>> No.8278917

MAP09: The Torture Garden
Author: Velcrosasquatch

As the name suggests, this is a garden map, and a pretty good looking one at that. There's some fun usage of the custom monsters here, my favorite encounter was the blue key one with the Skeletons and Pain Elementals. I would also like to point out the author's great choice in music.

STATUS: Good
This has been a very solid set so far, good work anons.

>> No.8278919

>>8278904
without slot claiming there wouldn't be fake slot claims. there, easy solution.
32-map format is arbitrary to begin with. if you got ideas for 20, go with that. if you got 100 submissions, go with that. anything else is retarded and only works to detract from the quality of a release.

>> No.8278925
File: 15 KB, 700x700, 1396477725916.png [View same] [iqdb] [saucenao] [google]
8278925

>>8278917
I forgot to mention, one of the doors that requires a blue keycard is marked with red keycard bars. I also forgot my pic and name so here they are now.

>> No.8278932

>>8278912
It's a wad. Highly suggest playing it to listen to the music to get the whole feel for it.

>> No.8278942

>>8278904
We do these projects for fun, don't we? Just don't get fixated on keeping every claimed slot in the project like an autist, there's your "solution" to this obvious, glaring non-issue.

>> No.8278947

>>8278942
It's not about keeping everything in its slot, in fact lead said from the very beginning he might swap them around depending on how it fits.
But you also play games for fun, don't you? And even there everyone has to adhere to the rules, else it's not fun for anyone.
The rules are known to everyone in advance, so by joining the game you are accepting those rules. If you later go and say "nu-uh I don't like the rules", everyone calls you a fucking dickhead for a good reason.
I really don't see what's so hard about stopping for a minute before you commit to something and ponder whether you can abide by these rules or not and if you realize you can't, then just not join.
I know this might be unfair to some, but I believe that anyone who didn't manage to submit their map in time or only claimed without submitting anything is underage and/or has never had a job where they actually had to do something in time.

>> No.8278957

>>8278790
>reminds me of Heretic 2
Thanks! I really liked the Silverspring part in H2 and tried to emulate that
I'll hotfix those skellies today or tomorrow. dunno about the music though, I have nothing against changing it but at the same time I don't really have any midis up my sleeve. Maybe Cascade.mid from the heretic music replacement project since it has a water theme too

>> No.8278963

>>8278942
>>8278919 has a much better solution.
>>8278947
>or only claimed without submitting anything is underage and/or has never had a job where they actually had to do something in time.
It's also more bleedthrough from /v/, with people realizing their shitposting stands out more when it's not drowned out by all the others.

>> No.8278965

>>8278947
I get what you're saying, but this kind of stuff will always happen to projects coordinated on platforms where anonymous people can drop in and out at a moment's notice. What's the point in raging against the inevitable? Roll with it or you won't have any fun at all.

>> No.8278972
File: 16 KB, 320x288, 1343081240590.gif [View same] [iqdb] [saucenao] [google]
8278972

MAP10: Norwitch Lane
Author: LunchLunch

There's some very clear ribbiks inspiration here, particularly from Swim With the Whales. Much like SWTW, this map is sprawling, gorgeously detailed, and filled to the brink with punishing and exciting encounters. However, it also inherits the worst part of SWTW, that being "where the fuck do I go now?" syndrome. I spent a good five or so minutes trying to figure out how to get to the red key in the beginning. The solution was a pair of eyes in the wall. This might just be because of my sleep deprivation, but I didn't think this was obvious at all. Outside of that, this is sure to be one of the most memorable maps of the entire set. I'm sure we'll be seeing LunchLunch in the cacowards sometime soon.

STATUS: Excellent

>> No.8278976

By the way Vaeros, MAP32 got submitted here >>8278386

>> No.8278980

>>8268719
can you guys recommend me some wads that are atmospheric as FUCK?

>> No.8278987

Anyone remember that ridiculous mod where you had joints as weapons and other drugs fighting clowns? It was called waddefuck.wad or something.

>> No.8278993

>>8278980
doom 64

>> No.8278997
File: 5 KB, 112x90, IivWx1d.png [View same] [iqdb] [saucenao] [google]
8278997

>>8278545
Nice, feeling pretty good considering this is the first map I ever released.

>> No.8279004
File: 42 KB, 156x146, wayshegoes.png [View same] [iqdb] [saucenao] [google]
8279004

>>8278965
>What's the point in raging against the inevitable?
>less anons asking for map feedback
>less anons providing mapping info
>less anons talking about the maps their playing
>more shitposting, eceleb falating, petty shit
I guess it's more identifying my stage of grief, acceptance is soon.

>> No.8279067
File: 11 KB, 180x180, 1391224963177.jpg [View same] [iqdb] [saucenao] [google]
8279067

MAP11: Scared Stiff at King Boner's House of Fisting
Author: Punchyouinthefaceman

This map is a perfect example of what I love most about /vr/ - pure, unfiltered creativity. This is, without a doubt, one of the most memorable maps I've played this year. Taking a page from Blood, this is set in a carnival style fun house, with the author's own psychedelic spin on it. This map has some immensely creative set pieces and slaughter arenas that are supplemented by tasteful use of custom monsters, creating a truly one of a kind experience. Surprisingly enough, this is only the author's fourth map. If this map is anything to go by, then I can say with certainty that we'll be seeing him in the cacowards in the future.

STATUS: Excellent

>> No.8279136

>>8278515
Holy shit it's already thursday, time flies when you need to manage a million other things.

So, thanks for your feedback. Interestingly, your points are vastly different from some other people's opinions; I think the only constant so far has been the universally acclaimed library, with you being the only one who thought the cave encounter was great lol. Anyhow,
>They don't serve any purpose other than wasting [...] ammo.
Well, yes that *is* their purpose DUHHH.
But I get that having them in that spot might be rather tedious, so I changed that encounter to something more digestible, albeit not any less deadlier. And yeah it's pretty long, but it kinda grew from the concept. My next public map (provided I find the time) will be built around encounters first, architecture second, so hopefully it will have "better" combat.
Glad you liked the atmosphere, that was indeed my main concern (I like atmospheric maps more than nonstop killing).

So here's the latest version of Map04:
https://www.dropbox.com/s/mtu2ucrjo2mot2t/MAP04_vrspooky_v6.wad?dl=0

Changelog:
-Changed encounter at library entrance

>> No.8279159

>>8279136
Well shit forgot to link to anchor post >>8268805

>> No.8279170
File: 169 KB, 1029x768, Untitled.png [View same] [iqdb] [saucenao] [google]
8279170

Perfect

>> No.8279182
File: 517 KB, 500x500, 1628670568495.png [View same] [iqdb] [saucenao] [google]
8279182

MAP12: The Other Dario
Author: Washing Machine Enthusiasts

Fine work. The catwalk section reminded me of the Living End, in a good way, since that was one of my favorite maps from Doom 2. The later sections gave me some Doom 64 feels, oddly enough. I was an idiot and didn't find the switch to get the blue key for a while, that's on me, not the map. No glaring issues here.

STATUS: Good

>> No.8279184

>>8279170
activate your windows bro...

>> No.8279206
File: 4 KB, 303x243, 1363666235526.png [View same] [iqdb] [saucenao] [google]
8279206

MAP13: Checkmate
Author: Lunchlunch

Unlike Lunchlunch's other map in the set, this one is a short, spicy slaughter map. Very well crafted, in terms of gameplay as well as visuals. I won't forget to mention the prime music selection to top it all off.

STATUS: Good

>> No.8279219

>>8278919
Submitting maps ''out of nowhere'' it's also fucking retarded, goddamn just stop pretending it actually ''worked'' somehow. for these people who wanted to contribute a map and gets rejected for a reason because the mapset was already filled or just being "amateurish = bad" it's definitely a waste of time and possibly one of the reasons why beginner mappers are leaving from this board or just stopped mapping because of getting douche non-sense feedback.

2048vr is notorious for having this problem and that's why the Extra wad exists. the funniest thing about it some many faggots with joe-ilya's complexity wanted to reject a lot of maps from the actual mapset because how terrible/amateurish they looked, but these maps ended there anyway because we needed to fill the mapset somehow.

The claiming slot system is supposed to avoid all of this shit. No one knows why we couldn't have more maps in the first place anyway, it could be a lot of reasons tho.

>> No.8279221
File: 466 KB, 1016x1200, file.png [View same] [iqdb] [saucenao] [google]
8279221

I'm sorry to say that i'm completely tapped anons. The work I've seen here has been nothing short of amazing, and I have no doubt that the rest of the maps are the same way. Excellent work, and congratulations. Hopefully, I will be able to contribute next project, whenever that may be.

>> No.8279223

>>8279219
How does anonymously claiming slots with no accountability avoid anything? I get making a head count, but picking specific map slots(outside of map07 and the secret maps) doesn't make sense to me.

>> No.8279239

>>8279184
NO (I have a license but Microsoft won't recognize it for some reason so fuck them).

>> No.8279242

>>8279221
Thanks for the feedback, even if you couldn't cover everything, we sorely needed it.

>> No.8279249

>>8268805

A few important quick fixes for Map29_v2: some specific textures tied to moving sectors were erased because I don't know how UDB considered the textures to be "unused".

Sorry for spontaneous update. Hope no more stuff crops up. Going to play through again to spot anything else.

Map29_v3:
https://www.mediafire.com/file/6gpi0srrd60238r/MAP29_vrspooky_v3.wad/file

additional:
--fixed a broken closet
--added a tiny bit more ammo in certain parts

>> No.8279252

2048 units worked well by just throwing maps in until there were 32 of them. On an anonnymous board with no speicifc restrictions per slot it makes the most sense.

Speaking of which, 2048 units, part deux when?

>> No.8279253
File: 173 KB, 960x1080, doom01.png [View same] [iqdb] [saucenao] [google]
8279253

>>8268805
Played through MAP11 - The Other Dario. Great map, found a couple of bugs next to each other. The top pic is a staircase that you can go up but not down since it's too steep. The second is some weirdness in software rendering mode.

>> No.8279256

>>8279219
>because the mapset was already filled
did you read what I posted? literally not a problem. make two wads. make 4 episode-wads with 10 levels each. drop vanilla support. do whatever.
it worked fine for 2048u. you're inventing problems, not solving them.

>> No.8279315

>>8279223
>How does anonymously claiming slots with no accountability avoid anything?
>respecting the rules
>if you don't like it just go fuck yourself

Hell, /v/ and some general threads' collabs worked like this all the time with no problems, are you saying /vr/ are more retarded than them? c'mon people it's fucking 2021.

>> No.8279343

>>8279315
>are you saying /vr/ are more retarded than them?
Maybe so, since people claimed slots and never gave anything for them.

>> No.8279345

>>8277384
Is Eternal still getting content?
By this point they covered all the possible skins for it.

>> No.8279358

>>8279345
Just got an arcade horde mode and a couple more master levels, plus a new demon in the multiplayer almost no one plays. There's still plenty of maps that don't yet have the master level treatment.

>> No.8279362

>>8279315
You can probably bruteforce better with more people. /vr/ Doesn't really need a lot of claiming ahead and traffic is low. This was an unnecessary invention.
Sticking with "First 32 maps get in" or "We will let everyone participate thanks to mapinfo" would work well.

>> No.8279381

>>8279315
>are you saying /vr/ are more retarded than them?
YES.

>> No.8279382

>>8279345
T B H I wonder if any versions of DOOM Eternal besides the PC and Mac Versions have actual mod support out of the box.

>> No.8279389

>>8279358
Well,happy to see they didn't abandon it.
Didn't play it in forever.

>>8279382
It would be impossible.

>> No.8279425

>>8279345
Every few months they release a "Master Level," which is just one of the campaign levels but crammed full of high tier enemies, and then they push out cosmetic battle passes for their awful multiplayer mode.
The latest update is their biggest, and it just adds an endless score mode that I'm pretty sure was in 2016 from the start.

>> No.8279434
File: 370 KB, 717x463, mayonnaise.png [View same] [iqdb] [saucenao] [google]
8279434

Is Duck Hunt a boomer shooter?

>> No.8279436

>Supplice looks good and sounds even better but the level design is a confusing overly-interconnected mess.
>Selaco looks super detailed well animated but seems painfully generic in its art direction.
>Both games have essentially the same generic-skinny-brunette-in-a-generic-modern-movie-superhero-suit protagonist that Ion Fury has.

How does the next big retro FPS avoid this?

>> No.8279438

>>8279436
shota mc
pretend its a commander keen tribute

>> No.8279442

>>8279389
>it would be impossible
Literally how?

>> No.8279453
File: 217 KB, 1143x609, virginmallcop.png [View same] [iqdb] [saucenao] [google]
8279453

>>8279438
You should be a professional consultant.

>> No.8279476
File: 160 KB, 1920x1080, HOM.png [View same] [iqdb] [saucenao] [google]
8279476

>>8279249
I don't know what the fuck this is supposed to be but this is the HOM I was talking about and it's still there. Software mode means 8bit video. Also the door tracks on the red key door are still not lower unpegged and there seems to be some missing guardrails that weren't flagged as impassible leading up to the red key area.

>> No.8279480

>>8279453
As much as I liked Hedon,some of the artstyle wasn't the best.
Glad to see that the dev learned from Episode 1 for Bloodrite

>> No.8279502

Insane_Gazebo is back to work on Sunder

>> No.8279503

>>8279453
>>8279480
does he draw with a mouse?

>> No.8279507
File: 811 KB, 1920x1080, rail.png [View same] [iqdb] [saucenao] [google]
8279507

>>8279476
I'm using an older version of dsda so it still says 8bit, but I just checked it out in hardware and it's a HOM there too. If I'm understanding you correctly and this was done intentionally(?), I disapprove. It looks indistinguishable from a mistake. And specifically I was talking about these bars. You can walk right through them

>> No.8279510

>>8279503
I guess. It felt something was off about it.
Then I find out that he's a fetish artist for horse cocks and then it made sense.

>> No.8279515

>>8279480
>Glad to see that the dev learned from Episode 1 for Bloodrite


Its still shit anon wtf?

>> No.8279519

>>8279515
Not for me,I liked BloodRite more.
It's not amazing but felt more competent rather than going Hexen Style

>> No.8279528

>>8279480
A lot of the orcs had weird proportions, like I was constantly looking at them from below. Then I found out the characters were based off of the authors previous fetish pieces, and it made sense.

>> No.8279535

>>8279519
The art is still trash.

>>8279528
It's not about the proportions or lewdness, it's more about how fucking gross the dev is.

Him and faggots like janner are fucking disgusting.

>> No.8279542

>>8279535
>The art is still trash.
Yes I know but plenty of other games that looked like shit I still liked them.
I give them one thing is that the enviroment looked good. Should've hired a better one.

>>8279528
It's weird because you have this serious plot but the sprites don't match

>> No.8279548

>>8279476
>>8279507
Yes, it was done intentionally; just something else. Do you disapprove of the use of HoMs or just the execution of the idea? I can remove it if it bothers you so much.

the red-key door tracks were unpegged, it was just that the sector needed to be voided. Thanks for letting me know. I'll fix it alongside the rails.

>> No.8279550

>>8279542
I guess the level design is nice.

Personally I hate this fantasy art style. I guess it marks a change in generation for me. A true coomer game for me would be an actual woman heroine badass, warrior\rogue amazon, hopefully with some cool outfits and weird fantasy races.

But no it's 2021 and we get shemale futa trash.

>> No.8279551
File: 57 KB, 174x371, MHELA1.png [View same] [iqdb] [saucenao] [google]
8279551

>>8279515
Not the same anon, but while the character art is still amateur, I'd say the new monsters are a little better done than the old ones. He still can't animate a walk that doesn't look completely jank, but it really didn't stop me from enjoying the game in slightest. When it comes to texture art and creating atmospheric scenes he does a great job.

>> No.8279553

>>8279551
Anon look at what you posted please. Its not even ab out him getting a pro artist to draw everything for him. It would still be gross.

>> No.8279559
File: 197 KB, 764x1039, 305d5d78352ee2180b97c051cb2967b0.jpg [View same] [iqdb] [saucenao] [google]
8279559

>>8279550
>A true coomer game for me would be an actual woman heroine badass, warrior\rogue amazon, hopefully with some cool outfits and weird fantasy races

I would like that too but I doubt even modders could achieve that by balancing both.

>we get shemale futa trash
Thankfully it's absent in the game and not even implied but in this case I feel most people played it because it has a tall orc woman

>> No.8279565

>>8279436
>>Both games have essentially the same generic-skinny-brunette-in-a-generic-modern-movie-superhero-suit protagonist that Ion Fury has.
>How does the next big retro FPS avoid this?
Also be through GZDoom so I can edit and change the character/sprites/sounds/level design to whatever I wish.

>> No.8279567

>>8279559
No anon it attracts a certain type of coomer anon. You don't need to imply it the character just ooze it naturally.

>> No.8279571

>>8279548
I disprove of the use of homs in cases where I can't determine what the intention was. I can't judge the execution exactly because I can't tell what it's supposed to be. I won't reject the idea of exploiting homs wholly, but I can't imagine anyone viewing this as anything other than a mistake without context. I can't recommend keeping it, but I am not the project lead.

>> No.8279575

>>8279553
> Its not even ab out him getting a pro artist to draw everything for him. It would still be gross.

Explain to me how that image is, thematically, any different to >>8279559

If Hedon had a pro artist behind it for anything more that its title screen and ad work, it would look something like that.

>> No.8279580
File: 211 KB, 1920x1080, EWjx5U_WsAcZMih.jpg:large.jpg [View same] [iqdb] [saucenao] [google]
8279580

>>8279575
No it would not anon. He clearly goes for a more faggy world of warcraft giant pauldrons shit fantasy.

Its even worse, some of the female orcs look even more ridiculous than wow shit, its fan fiction wow shit. Its really bad.

>> No.8279592

>>8279580
>He clearly goes for a more faggy world of warcraft giant pauldrons shit fantasy.

I'm going to assume you're referring to Bisley here.

>Its even worse, some of the female orcs look even more ridiculous than wow shit, its fan fiction wow shit. Its really bad.

What's wrong with it? All I see is bad anatomy from an amateur artist. A prfessional artist could be handed those same character designs and they'd look fine.

>> No.8279594

>>8279580
it's just me or they look disproportionately small compared to the environment?

>> No.8279595

>>8279580
I don't know or care what you guys are talking about, but the designs in this pic are indeed very bad.

>> No.8279597

>>8279592
You are being disingenuous. You know what I fucking mean.

It's okay to like that fedora tier wow shit anon, It's not like it matters anyway. I am just yelling at the screen.

>>8279595
It's self evident.

>> No.8279603

>>8279553
get mikoyan on board and suddenly it wouldn't be too bad

https://twitter.com/mikoyanan/status/1452238279483396098

>> No.8279606

>>8279571
I agree... these HoMs rooms looks ugly.

>> No.8279607

>>8279453
space pirate is absolutely best of both worlds, seems like they're gearing towards going standalone. melee combat alone could be a big game changer if they make unique enemies and levels. even right now tho it's super good.

>> No.8279614

>>8279597
>You are being disingenuous. You know what I fucking mean.
I really don't. The only thing I see wrong with Hedon's art is the anatomical proportions, which are all over the place.

>It's okay to like that fedora tier wow shit
I don't see a single pauldron in that Hedon screenshot. There are two in the Bisley art, though...

>> No.8279628
File: 71 KB, 330x720, D9avEf5UIAAzZ-X.png [View same] [iqdb] [saucenao] [google]
8279628

>>8279614
>The only thing I see wrong with Hedon's art is the anatomical proportions

>art

Then we have nothing more to talk about, continue putting your head the sand.

>> No.8279638

>>8279628
deviant art: the game

>> No.8279639
File: 166 KB, 400x252, 1633699114452.png [View same] [iqdb] [saucenao] [google]
8279639

>>8279580
I like Citadel's weapon and enemy sprites way more, but the enemies lack animations for other directions. Hedon is also better in not having every single level be a series of teal tiles.
Ashes and Rekkr blow both out of the water, those set a recent standard for me.

>> No.8279640

>>8279614
>anatomical proportions
nigger they're fucking orcs and with fat cocks nobody gives a fuck

>> No.8279648
File: 3.45 MB, 4000x2365, FAIlv4RUYAIgTGh.jpg [View same] [iqdb] [saucenao] [google]
8279648

>>8279628
Again, all I see is bad anatomy. What's wrong with the design?

Here's the same designs executed by a better artists.

>> No.8279652

>>8279648
Okay now I know you are really fucking insane. Holy shit.

>> No.8279662

>>8279648
still shit

>> No.8279667

>>8279652
>wanting to shoot things in the face with some big titty babes is fucking insane

Duke thinks you're a fag.

>> No.8279686

>>8279667
i think you have a crippling porn addiction but consult your imaginary 'duke' friend just to be sure

>> No.8279694

>>8279648
Chocolate elves will always be better than orc shit.

>> No.8279701

>>8279639


I dont know I dont like citadel as well. They are both pretty disgusting.

>> No.8279715

>>8279648
I think what actually defines "WOW art style" is when certain materials look like they're made of clay/rubber/plastic and a specific use of geometrical shapes
Sometimes, some stuff feels "blocky" or thick, like they were action figures first before actual people in a fictional setting
It can be hard to set this apart from Bisley/Frazetta/even Miura and Dark Souls but it's a mixture of proportions and lighting alongside the context behind weapons, clothing, locations and other objects
I haven't played Hedon, so i'm not sure if it also has that "magic pretending to be electricity" stuff present in new Doom with the Sentinel aesthetic
At this point, we might as well have a case study because even when you see it, it's hard to describe
Someone will probably point out how orcs/goblins are portrayed in new stuff and are no longer evil creatures and that ranges from "Extra Credits says they're based off black people" to porn
How often is the terminology "half orc/goblin" even used?
Or at least make up race names like Orkling or something

>> No.8279716
File: 1.15 MB, 1080x1080, 1592813944644.png [View same] [iqdb] [saucenao] [google]
8279716

>>8279436
I know the syndrome to be honest, first everybody afraid of the big dick energy of classic male protagonists. Old Lara is something to be avoided and something something teenage wet dream or some shit.

They want to be taken seriously so like any aspiring fantasy or sci fi writer you try to convince yourself your bland boring brunette is the new more clean and pure Motoko Kusanagi badass.

We have all been there. From Ivy valentine to nu Lara. Its about growing up. And being miserable.

>> No.8279723

>>8279715
>I think what actually defines "WOW art style" is when

when it's some basic bitch fantasy setting and looks cheap as fuck, no need for essays

>> No.8279724

>>8279667
>wanting to shoot things in the face with some big titty babes is fucking insane
I can see wanting to play AS a hot titted babe to be a bit weird, considering it's a first person shooter.
>>8279701
No problem. There's only like five people who have a taste for it, four if you exclude the dev.
I brought it up to compare artstyles.

>> No.8279745

>>8279723
It's an arguement that sometimes, a bit of realism can be good for fictional settings
People think reality in fiction means ugly art styles in comics trying to look too real they trace real photos, Naughty Dog rendering Nathan Drake's skin pores or things that held back writing or gameplay design
But you can tell when a cartoon or comic can still have a good art style, because someone learned a bit of "reality" but still stylized it
Otherwise, you get weird blobs and basic shapes that make the shittiest flash animations look like high, with 3/4 angles and beanmouth faces
But WOW influenced aesthetic can suffer from both simpler and complex designs when a lot of better fantasy artwork can look good with either

>> No.8279753

>>8279745
okay?

>> No.8279778

>Be a Warcraft fan.
>Your favorite franchise is in fricking shithole right now... More than ever.
>Want to escape it in favor of retro goodness.
>Lurk in Retro FPS thread.
>WoW gets brought up here.
Damn it. This talk about the art style reminded me about how terrible Reforged looks with Shadowlands getting an overexposure to shitty metal shading on various models.

>> No.8279794

honestly the most erotic part about Hedon is that flak gun/flamethrower
absolute waifu tier of a weapon even if its a bit lacking agains the tankier enemies

>> No.8279802

>>8279778
bro play some better fantasy like witchaven

>> No.8279815

>>8279715
>like they're made of clay/rubber/plastic
>like they were action figures first

That's because Warcraft (and Starcraft) are clones of Warhammer fantasy and 40k respectively. The designs were LITERALLY those of inch-tall toy soldiers.

In that respect, Hedon isn't WoW-like at all. The anatomy problems are just straight up the result of being drawn by an amateur. It *is* somewhat WoW-like in its scenery, though. At least, so far as the Doom engine allows.

>> No.8279817

>>8279716
I haven't played a SC since 2 (and a tiny bit of 3). What happened to ivy?
Also yeah, I'm pretty sure it's all overcompensating. The only acceptable trait for a female protag to have that isn't "everyman but not a man" is "insane". Which you're seeing emerge now to in some games.

>> No.8279824

I love Hedon.

>> No.8279829

>>8279824
>I love Hedon.
I don't know what that is

>> No.8279830

>>8279817
literally nothing happened to Ivy. SC6 has her in the exact same outfit as SC1. the only time she has been less horny was in SCV and that wasn't even that bad

>> No.8279831

>>8279824
That's okay anon. I would too I think, just cant past the devs faggotry.
Some things are not for you.

>> No.8279832

>>8279802
I'm not really in the mood to play games at the moment, have to deal with financial shitshow IRL. My scuffed Heretic/Hexen marathon technically is still going through: bonus episodes for Heretic, last two hubs for Hexen 1-2 and the entirety of Deathkings are waiting for me. Not counting Heretic 2 though... Maybe at some point I'll grab its abandonware copy. Same goes for Portal of Praevus.
You know, it's really nice to understand and appreciate just how much vidya is out there. That often feels really refreshing and allows you to focus less on a bunch of bullshit. Although I may very well actually revisit Warcraft 3 and properly beat is since using cheats as a kid was a coward's move. Besides that, there're a few games on my Steam account and stuff like that.

>> No.8279836

>>8279815
Its pretty WoW like in its aesthetic anon come on. Its very blatant.

>> No.8279841
File: 76 KB, 288x401, MAXEA0.png [View same] [iqdb] [saucenao] [google]
8279841

>>8279716
Nailed it.

>>8279724
>I can see wanting to play AS a hot titted babe to be a bit weird, considering it's a first person shooter.

Playing as one of those Minotaur gigachads would be equally based.

>> No.8279854

>>8279841
Since the game was probably a success we will very likely see a sequel to check how really evil humans and elves really are. I wont bother I really cant get past the dev fetishes.
The Styx games were pretty great desu, they pulled a goblin protag very convincingly, even if the stealth is just line of sight mehness.

>> No.8279858

>>8279831
what the dev do?

>> No.8279861
File: 2.93 MB, 640x360, bangshellq2.webm [View same] [iqdb] [saucenao] [google]
8279861

>>8279841
>equally based.
No.
It's objectively because you're not wasting a cool female character on a first person view.

>> No.8279864

>>8279861
>it's objectively
>...
***better
Whoops

>> No.8279870

>>8268741
VR anon, how do I use func_new_plat? I've been messing with spawnflags and I can't get it to work. Does it require a trigger?

>> No.8279883

>>8279861
Nice ass.

>> No.8279893

>>8279858
He drew/comissioned images of the protag with various types of dick, including a massive horse dick, long before he made the game.

There is no mention of it in the game at all and if you ask the creator 'does she have a dick?' the answer you'll get is 'only if you want her to'. He is pretty quiet about it and generally keeps the character/world's fantasy fetish porn origins at arms length from the game.

>> No.8279896
File: 235 KB, 1087x1000, scene.jpg [View same] [iqdb] [saucenao] [google]
8279896

>>8268741
I've got an update for Miasma District, this time with an actual readme and shit.
>https://file.io/8IrZ1wyt78Vc
Improved some visuals, added a secret area, fixed the main elevator so it actually makes noise and can't softlock you (or at least has a much lower chance of doing so), added a new secret area and added/rebalanced some monsters. Also killcount is now broken, I'm not sure whether it's an issue with the progs, or if I left six trigger-spawned monsters somewhere and forgot about them - though a quick sweep of the map didn't reveal any.

>> No.8279905

>>8279893
ok and? I see absolutely no problem with that

>> No.8279906

It's so nice to be able to post from mobile again

>> No.8279912

>>8279883
I know, right? Her figure in particular is fun and great all around, and it would be otherwise wasted if not for the third person view.

>> No.8279915

>>8268805

Update for Map29_v3 to v4:

https://www.mediafire.com/file/rrnbznm3eieohbm/MAP29_vrspooky_v4.wad/file

Some stuff done as pointed out by anon:
--flagged rails as impassable
--fixed lower-unpegged red door track sector
and:
--removed the HoM room

>> No.8279920

>>8279893
>'only if you want her to'

>her

That is more than enough to taint it.

>> No.8279924

>>8279870
They're apparently a bit awkward to use. Pic related is from the Progs Dump 2 manual.
It seems like you have to trigger it unless you use the Plat 2 spawnflag, but I haven't messed with it too much.

>>8279896
Based, but...
>The file you requested has been deleted

>Also killcount is now broken
That might be a progs issue since I added a key for monsters not counting. I'll have a look.

>> No.8279929
File: 104 KB, 616x800, dumpplat.jpg [View same] [iqdb] [saucenao] [google]
8279929

>>8279924
>Pic related
of course I forgot it...

>> No.8279939

>>8279896
A melee focused game with the visuals and style of quake 1 would be really fucking awesome.

Fighting eldritch monstrosities with a grimdark knight, some great level design, arcane dimensions really promises it sometimes.

>> No.8279948

“Over the centuries, mankind has tried many ways of combating the forces of evil... prayer, fasting, good works and so on. Up until Doom, no one seemed to have thought about the double-barrel shotgun. Eat leaden death, demon...”

― Terry Pratchett


How much more fucking based could this man ever be? That and being a big Thief fan.

He was taken too soon, in an alternate universe he lived to 120 and wrote to tons of videogames. He would fit so well.

>> No.8279949

>>8279924
>Also killcount is now broken
I believe there's an issue with statue hell knights being counted twice in the kill count at start but only once when you actually kill them, making 100% kills impossible. Not sure if its a new glitch or if it's inherited from the mission packs but that's probably the reason why.

>> No.8279960
File: 169 KB, 221x398, hexen2pal.png [View same] [iqdb] [saucenao] [google]
8279960

>>8279939
I would've liked more melee options as the Paladin, but a "lack of weapon options" is an issue I've had since the first Hexen.

>> No.8279965

>>8279960
And I mean maintain the atmosphere of quake 1. It starts of really well, with some ruined castles and villages and then you descend into madness. Sort like Souls games in a way.

Hexen 2 is cute but with more actual melee options. I want to like graven but something about its style and green tinge pisses me off.

>> No.8279967

>>8279905
Some people have an automatic aversion to anyone jacking off to anything they deem too weird, and some people have very low bars for 'too weird'

>>8279912
>I'm scared playing as a female in first person will turn me into a tranny

>> No.8279970

>>8279965
The problem is how melee functions of enemies work in the engine. To make melee combat anywhere near viable, you'd have to modify that part of the engine itself.

>> No.8279974
File: 982 KB, 1270x720, Shotgun Frame-1.webm [View same] [iqdb] [saucenao] [google]
8279974

why does the shotgun have one really low firing frame? is there a way to make it not do that?

>> No.8279975

>>8279967
Certainly nothing screams low bar as blue demon orc shemale futa tranny. Anon pls.

>> No.8279981

>>8279967
>I'm scared playing as a female in first person will turn me into a tranny
IF's a great game though, nice try retard

>> No.8279982

>>8279975
not a tranny at all, loathe

>> No.8279991

Is there a big zip full of recommended Thief II FMs out there somewhere?

>> No.8279993 [DELETED] 

>>8279982
You're defending cringey, poorly drawn, sexualized orcs. You're a tranny.

>> No.8280003

>>8279948
How do you just gloss over The Evil Dead?

>> No.8280004

>>8279253
Hard to tell what I'm looking at in the second pic - is that a fullbright wall or a HOM?

>> No.8280005

>>8279993
ok

>> No.8280012

>>8279974
You have just ruined the Duke 3D shotgun for me

>> No.8280015

>>8280012
For me it emphasizes it's 'oomph'.

>> No.8280018

>>8279974
Wow, that's gonna haunt me forever like the pixel on Doom's super shotgun. Thanks, asshole.

>>8279975
>futa tranny

If you're born with that anatomy, whatever you are, you are, by definition, not a tranny.

>> No.8280023
File: 258 KB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google]
8280023

>>8280004
A HoM. The grey teleporter flat is extending past the platform it's on, usually the result of a missing texture or some nodebuilding issue. Here's the full resolution of that image

>> No.8280026

>>8279924
>>8279929
I still can't get it to act like a normal plat despite adding the Plat2 flag, but thanks for clarifying. I'll find a way to cram in some walk triggers.

>> No.8280035

>>8279896
>>8279924
>The file you requested has been deleted
Weird. I've never used this server so they might delete them after a single download or something.
Try this maybe:
https://anon[[delete this part]]files.com/R0Y4g2R5ub/miasma_zip
Also I was suspecting what >>8279949 said, since statue hellknights are the only monster that I've placed 6 of. I'll try to look at the quakec source, maybe I'll find what's causing this.

>> No.8280040

Does RAZE has any advantages over playing eDuke32 and NBlood for the respective cames?

>> No.8280045

>>8279830
Her model is a bit jank on the latest game, slightly less bigger TnA but she still look nice I guess.


I mentioned her more about the comparison, and hypocrites of the world. Ivy Kicks ass while looking sexy, but she's the that is objectifying women.
Nu Lara is perfectly tame, black hole of nothingness but its somehow a great female depiction, outside the fucking brutality she goes through to send the message.

>> No.8280049

>>8280045
and then proceeds to murder men by the thousands to send more messages i guess

>> No.8280078
File: 50 KB, 775x515, knightpls.jpg [View same] [iqdb] [saucenao] [google]
8280078

>>8280035
>I'll try to look at the quakec source
No need, just found the issue. Statue Death Knights were basically being started twice.
New progs.dat is up.

>> No.8280082

>>8280012
>>8280018
sorry it's just the first thing I noticed about the shotgun, it doesn't do that in the Saturn version which is what I've played more of and even has slightly more unique weapon bobbing for different weapons: https://www.youtube.com/watch?v=B-gACLWYlpg

>> No.8280091

>>8280082
Damn it, now in there it seems a bit too stiff. I too would like to know how to edit this. The unique weapon bobs are great.

>> No.8280093

>>8280078
basé

>> No.8280121

>>8280082
Interesting comparison. I think it looks worse without any movement at all.

>> No.8280134

>>8280091
if you figure out how to edit the shotgun firing and get the weapon bobbing pls share cuz I really like it

>> No.8280141

>>8280134
>can comfortably mess with Doom stuff
>started getting into editing Q1/2 mdls
>don't know shit about Build sprite edits
It's like a blindspot

>> No.8280143
File: 1022 KB, 1920x1080, Screenshot_Doom_20211029_002849.png [View same] [iqdb] [saucenao] [google]
8280143

lol fountains

>> No.8280145

>>8280082
>slight camera tilt when turning
>smooth lighting
>ambient occlusion
>dynamic lights on weapons

Holy shit, I had no idea the Saturn port looked so good. That's a really impressive port!

Crying shame about the missing ambient sounds.

>> No.8280150
File: 96 KB, 1130x900, 1615045043278.jpg [View same] [iqdb] [saucenao] [google]
8280150

>>8280143
>witchaven meets cruelty squad
Nobody, no one no how, asked for this

>> No.8280151

>>8280143
What the fuck is this mess?

>> No.8280156

>>8278853
I don't think we need to organize on a Discord for the simplicity of Doom content and the short enough timeframes we work in. I don't think it would solve anything, and likely it would have ill effects from how some people would rather not participate at all.

>> No.8280165

>>8280143
you know what
I forgive everything in Hedon now

>> No.8280171

>>8280143
I don't know why but it reminded me of Cruelty Squad just like the other anon. Maybe because it's fucking disgusting looking.

>> No.8280175

>>8280171
Are you ready for all the Cruelty Squad-likes?
I'm reminded slightly of all the far less fun and funny Mock 2 clones, one of those things that's quirky but invariably leads to terrible clones.

>> No.8280185

>>8280145
The Saturn was an wonderful beast of infinite technological capabilities that unfortunately we never got to see fleshed out because it was expensive to make on top of bad decisions on sega's part, developers saw the ps1 with dollar signs in their eyes despite nowhere near the Saturn's very superior hardware and the competition was fierce, same thing with the dreamcast too. That duke 3d on Saturn video isn't doing much justice since the person is playing like shit, I just used it as an example, it's much better play that that video make it out to be trust me.

>> No.8280186

>>8280171
It's the massive hud icons, hideous, crude weapon model, and just general screen-wide grittiness of it.

Still, like Cruelty Squad, it looks like there's maybe something intersting lurking under the abject hideousness of it all?

>> No.8280187

>>8278883
>The amount of maps being made on the regular has greatly decreased in the last years.
It has? To me it feels like 2048, HFFM, and Ad Mortem has been our most ambitious projects in years. In the past 365 days, we must have come up with almost 100 levels for Doom, most in sets, and a lot of them are pretty decent, some even quite good, and that's on top of maps we've crafted for Blood, maps we're crafting for Quake. This year alone is HFFM, Violent Rumble, and Ad Mortem.

I'm not seeing this absolute drought of mapmaking and creativity some of you guys claim, if anything people are making more stuff now than back in the late 2010s.

>> No.8280190

>>8280151
https://www.doomworld.com/idgames/themes/x-rated/i_am_old_enough_to_look_at_this/bitter
Teleporters are broken though.

>> No.8280195

>>8278853
Ehh I've found that discord doesn't make ghosting projects any harder. Like what are you gonna do to stop people from leaving, send angry DMs at them? It's not like they can't leave the server and block you, or even use a burner account just to join the project and later lose interest and never log in again.
Even if someone just straight up can't finish a map due to real-life commitments and shit like that, and posts an apology for that, they can do that in the thread. I think someone working on a Violent Rumble map did just that, without any need for discord.

>> No.8280197

Anyone got some doom textures for more realistic office electronics. Like CRT monitors?

>> No.8280205

>>8280187
>if anything people are making more stuff now than back in the late 2010s
Indeed, it feels like a renaissance. Sure, there's a lot more political shitposting and faggotry around, and nobody has quite replaced /ourguy/s like TE13 yet, but we're far from a drought in productivity. We've had projects running consecutively for well over a year now, I'd say the future is looking bright for this place.

>> No.8280208

>>8280187
Compared to how it looked a year ago when I joined, it feels like a lot of mapping activity has declined.

>> No.8280214

>>8278919
This. With UMAPINFO we can have as few or as many maps as we want in a set, we don't have to hold ourselves back or stretch ourselves thin.

Maps were just fucking submitted for HFFM, and we got 18 fun levels out of it all. The rough part was bugfixing, but as we saw, bugfixing can usually be done by anyone who's competent enough, if anything what was necessary was more alert bug reporting and more thorough analysis to find such bugs.

The only 'slot' that's necessary to claim is if we want to do a final boss level for a project, which doesn't need to be on Map 30 anymore.

>> No.8280221

>>8277858
is that the kmq2 still WIP mod or emulated.
if the later share specs for mkb

>> No.8280226
File: 121 KB, 882x800, armenian.jpg [View same] [iqdb] [saucenao] [google]
8280226

>>8280190
>Date: 04/05/06
Curiosity drives me

>> No.8280229

>>8277779
Quake 2 is obviously next, Anniversary coming out next year, plus the need of releasing the PS1 and N64 ports and restored stuff, which QR did

>> No.8280236

>>8280187
Gonna have to second this. The last decade saw a gradual increase in activity in the doom/retro fps modding communities, and in the last 4 years, things really started ramping up. We honestly might have as more retro FPS games/total conversions being released now than we did in the 90's.

If you think things are somehow worse than they were 5 years ago, I don't know what to tell you, because as far as I can see we're in the middle of a fucking rennaisance. It's a new golden age for the genre, and it wasn't delivered by giant corporate publishers, but by average joes online.

Honestly, it's beautiful to see.

>> No.8280238

>>8280208
If you've only been here a year, then I'm sorry but you just don't know shit.

Do you know what we had before 2048 Units Of /vr/?
>200 Minutes Of /vr/, 300 Minutes Of /vr/, 100 Minutes Of /vr/
These were speedmap projects, decent enough, but very limited in what the scope of a level could be. These were also a long time ago, long enough ago that Sgt.Mark had submitted a level (a good one), and hadn't yet been chased out.

After that, we eventually got along to HUH, which was alright, but nothing groundbreaking, and it'd take a lot of time after that until we started up 2048. We've been UNUSUALLY productive in the last year.

>> No.8280241
File: 2.90 MB, 640x350, demo.webm [View same] [iqdb] [saucenao] [google]
8280241

>>8280221
The former, sorry anon.
I've been using it to replay the base campaign and some custom levels. It's pretty good.

>> No.8280252

>>8280238
Community projects might be happening, but personal projects seem to die down.

>> No.8280256

>>8280238
>chased out
You're here forever, anon.

>> No.8280259

>>8280252
Playing tons of Q1 and 2 custom maps, there’s a severe lack of night maps. I want to start learning Trenchboom to correct this personally.

>> No.8280265
File: 138 KB, 515x417, 1632608561919.jpg [View same] [iqdb] [saucenao] [google]
8280265

>>8280252
>but personal projects seem to die down.
I don't know about you, but my personal project is going great. NSFW by the way.
>https://files.catbox.moe/5mlm0f.png

>> No.8280272

>>8280023
Ok damn I'll take a look later and fix. I have run into several nodebuilder errors while building this already, but I'm hoping it's just a missing texture or something else easy to fix.

>> No.8280275
File: 46 KB, 955x1046, 29o7jv452yp21.jpg [View same] [iqdb] [saucenao] [google]
8280275

>>8280265
>>https://files.catbox.moe/5mlm0f.png
What's this HDoom 2?

>> No.8280316

>>8279436
>How does the next big retro FPS avoid this?
Manlet knight.

>> No.8280320

>>8280316
>Manlet knight
So a GMOTA FPS?

>> No.8280321

>oh noooo a certain project didn't have all 32 mapslots filled! Our community is dying!
Megawad autists kill yourself

>> No.8280325

>>8280190
>Teleporters are broken though

Works On My Machine.

I have to say, for a 2006 total conversion, this isn't bad. I don't know why the mapper refused to use any different sector light values - a major contributor to the ugliness factor - but man, the Cruelty Squad comparison was pretty accurate; Brutal hitscanners, you die in the blink of an eye, and you spend your time popping in and out of cover at breakneck speed.

>> No.8280328
File: 66 KB, 720x405, GMOTA 2 co-op edition.jpg [View same] [iqdb] [saucenao] [google]
8280328

>>8280320
Yes. I'm definitely not biased about this.

>> No.8280332
File: 1.61 MB, 924x1024, file.png [View same] [iqdb] [saucenao] [google]
8280332

>>8280328
Alright not-kegan, I'll be rooting for you while you make this game a reality

>> No.8280343
File: 1.38 MB, 800x450, Throwing shitty placeholder flasks.webm [View same] [iqdb] [saucenao] [google]
8280343

>>8280332
Thanks, I'm definitely not me. Also I got started on Samson with shitty placeholder graphics for his weapons. The going is a little slow right now.

>> No.8280348
File: 88 KB, 640x480, doom56.png [View same] [iqdb] [saucenao] [google]
8280348

Need to finish the spooky office map before Halloween, or everyone would laugh at me.

>> No.8280367

>>8280343
>snout between the hud blocks
Cute!

>> No.8280383
File: 355 KB, 1280x864, 85960638.png [View same] [iqdb] [saucenao] [google]
8280383

>playing through Quake
>get to azure agony
>these mother fuckers are everywhere
Are they supposed to move at glitched speeds? Are their mods to slow them the fuck down to fiend jump speeds?

>> No.8280384

>>8280275
pretty sure its the same guy, so close enough.

>> No.8280385

>>8280190
>>8280325
Some teleporters are fine, but some are broken. A lot of scripting is broken, in fact - sometimes doors just refuse to open after a save/load.
Despite it being broken, and being obvious fetish shit, and the general ugliness of it, it's strangely entertaining, or should I say enticing. Probably because of how weird it is.
>Cruelty Squad comparison was pretty accurate
Maybe it's part of Kaillo's secret sweaty past that he disowns and wants to keep hidden

>> No.8280386

>>8280383
Yes, they working as intended.
Yes, everyone fucking hates them.
No, you must suffer them as we suffered them, or we will not suffer you among us.

>> No.8280394

>>8280384
>>8280275
Nah, I'm not HDoomGuy. While my TC is inspired by HDoom, it's my own thing. I've made NSFW games before, so I figured I might as well do it in Doom too.

>> No.8280404

>>8280386
fine. but I'm going to utilize save scumming when I hear em.

>> No.8280408

>>8280383
It's a bit of a Quake rite of passage

>> No.8280415
File: 785 KB, 1920x1080, Sandy time.png [View same] [iqdb] [saucenao] [google]
8280415

>>8280404
Okay. It's a fantastic episode otherwise.

>> No.8280417

>>8280383
just step out of their way.
it's just a fiend, except instead of fire+sidestep you sidestep+fire.

>> No.8280418

>>8280343
>snout visible at all times

Just a few hours ago I was thinking about a 3-class mod, but the classes are switchable on the fly, like in Trine. A big-tiddy elven amazon, a human warlock and a halfling assassin.
Assassin is smol, has chance to auto-evade attacks. Warlock has highest AOE damage, amazon has highest melee damage, and huge tits that are visible on screen at all times, and jiggle as player moves. In fact, her tits are her interface. (like in Trespasser).

And then I thought. Screw classes. I'mma make "universal tits" addon that'd work in similar way to that one "see your own legs" shit from Project Brutality, but instead of walking legs, this time it'll be jiggling tits.

>> No.8280423

>>8280343
>>8280328
what are your thoughts on Arthurian Legends?
IMO combat is fine, but the engine and levels are next level turbojank build on minecraftian engine.

>> No.8280437

>>8280256
Yeah, I'm sure he still checks in time to time at least. 4chan is like plague though. People generally don't want to associate with it. So even if he does he'll likely never mention it.

>> No.8280443

>>8280385
It's kind of a shame it wasn't finished (which I guess explains the lack of sector lighting). When it's not bugging out it plays well, and the heartbeat/proximity thing is brilliant.

This sort of scripting is easy to do now, but this dude had to use fucking ACS and Dehacked.

It feels like he got 80% of the way through making it and then lost interest on the final stretch.

>> No.8280446

>>8280443
>It feels like he got 80% of the way through making it and then lost interest on the final stretch.
Relatable, probably half my maps go this route

>> No.8280449
File: 78 KB, 512x692, Your party vs the party she tells you not to worry about.png [View same] [iqdb] [saucenao] [google]
8280449

>>8280418
I'm gonna make a three-in-one class where you switch between them freely for Combined_Arms in the last update, similar what you described there, except no boobs, just Arti. I'm not sure how well real-time visible boobs would work in a Doom engine thing.

>>8280423
I only played the really early demo. I should go back and try it again. From my understanding, it's so fucking crusty because the dev made his game on some weird ass engine meant for RPGs.

>> No.8280464
File: 1.16 MB, 3840x2160, yatta.jpg [View same] [iqdb] [saucenao] [google]
8280464

>>8280386
>>8280408
done. fuck them

>> No.8280471

I hate how everything is a bullet sponge in Quake. The shotgun is no fun to use

>> No.8280480
File: 2.97 MB, 606x350, bullet sponge.webm [View same] [iqdb] [saucenao] [google]
8280480

>>8280471
am I really gonna have to post the comparisons again?

>> No.8280484

>>8280471
>The shotgun is no fun to use
It's rarely used when you get the SSG, and both shoot far faster than their Doom counterparts. You'll get the grenade launcher in the third level, it and the rocket launcher deal double the damage.
>>8280480
Please? I forgot to save it the last time.

>> No.8280485

>>8280423
>your thoughts on Arthurian Legends?

Literally unplayable due to my autism and its inability to decide on a definition of 'Arthurian' but rather throw pre-galfridian, medieval and rennaissance versions of 'Arthurian' all together into one hodgepodge of ahistorical insanity.

>> No.8280490

>>8280464
You'll have three more hairs on your chest tomorrow morning, lad.

>> No.8280492

>>8280471
It takes some getting used to, but is fine after a while.
You need to remember that your shotgun fills the pistol slot for a reason, it serves the same purpose as the pistol in doom.

>> No.8280496

>>8280471
You learn to love the normal shotty. It's not as strong as the SSG but it has a good fire rate and it's AMAZING at shooting assholes at long range.

>> No.8280497
File: 2.81 MB, 853x480, bs.webm [View same] [iqdb] [saucenao] [google]
8280497

>> No.8280498

>>8280449
I've looked into the engine, and it is kinda like GMS2, except support redirects any questions to badly written wiki, can't help with any actual issues, and any even slightly negative shit about them, the engine or just in general gets you banned from both suport discord and steam forums.

The FPS module is RAW, poorly documented, and the crazy Arthurian dev sculpted the levels out of square 32x32 pixel poly-object-like tiles, so it's all super-ultra-slow, does not use even 10% of your PC power, and chokes on itself if you fart the wrong way.

I have i7 and GTX 1080ti. My PC can handle Cyberjank 2077 at 60 FPS at almost all times on high settings. Arthurian Legends rarely went above 30, and thats only in very small spaces.

>> No.8280501
File: 2.40 MB, 853x480, bs_q2.webm [View same] [iqdb] [saucenao] [google]
8280501

>>8280497

>> No.8280504
File: 2.84 MB, 853x480, bs_shams.webm [View same] [iqdb] [saucenao] [google]
8280504

>>8280501

>> No.8280506

>>8280497
Why nobody back-ported the new remaster models to be compatible with QSS yet? They are quite good IMO.

>> No.8280512

>>8280394
>I've made NSFW games before, so I figured I might as well do it in Doom too

Continue

>> No.8280523

>>8280497
What TikTok challenge is this supposed to be?

>> No.8280524

>>8280506
there's a thread at quaddicted.
haven't double-checked, but I think it's by a fellow /vr/ denizen as well.

>> No.8280528

>>8280497
aw yiss. You can also compare the SSG kill speeds of a baron in Doom and a hell knight in Quake.
>>8280506
>>8280524
I've never tried them with QSS, just regular QS and FTE.
https://drive.google.com/file/d/1nDLfarkq9unj6V_sdypUblMewcdl1mrQ/view
Rename it to the latest pak number in the 'id1' folder, for me it's pak2.pak.

>> No.8280560

>>8280252
I've shifted some focus in the past year from personal projects to contribute to things like these, that's why I haven't posted much about mine.

>> No.8280561

>>8278675
dimensions map 3

yes, you do

>> No.8280576

>>8280497
Huh. It really doesn't feel that way at all.
I guess it's purely the psychology of the number of shots required rather than the actual time to kill that makes Quake's enemies feel like they all have too many hitpoints.

>> No.8280581
File: 172 KB, 1280x960, samwise didier blademaster-vs-mountainking.jpg [View same] [iqdb] [saucenao] [google]
8280581

>>8279836
I really don't see it. Nothing in Hedon resembles Warcraft's art style- neither the way it looked back when it's OG creators and artists were still around, or the exaggerated parody of itself it became today starting around the time the movie was coming out, and WoD began updating the old character models to look more cartoony.
Like, I can't even remember seeing pauldrons on any of the orcs in Hedon.

>> No.8280601

>>8280576
>I guess it's purely the psychology of the number of shots required rather than the actual time to kill that makes Quake's enemies feel like they all have too many hitpoints.
As a whole, Quake enemies are also faster and more aggressive. A fiend is comparable to a hell knight in terms of super shotgun blasts but has the speed of a pinkie and a "lost soul"-like dash attack on a very short cooldown to immediate cooldown.

>> No.8280603

>>8280576
It's also the lack of punch. Quake weapons just don't feel like they cause damage.

>> No.8280604

I realise this is probably heresy, but I played Quake for the first time today (after getting into Doom last year) and it just seems waaay interesting to me. I was surprised how similar they are, although it was refreshing to have significantly different enemies. Weapons are less varied (although I've only played Episode 1, maybe there are more later). Really liked the graphics, but don't really care for the monotone environments and ambient music (at least, so far). I think maybe it's less interesting to me because Doom is further away from modern games, the 3D tech and sprites are vastly different from anything released today, so I can view it with fresh eyes; while Quake's 3D is more similar to whats been released in the last 20 years, just very low-poly. I guess that's the problem with being a bleeding-edge pioneer in your craft, everyone follows you and then your work isn't impressive anymore.

>> No.8280607

>>8280480
what movie?

>> No.8280615

>>8280603
Explosive weapons say otherwise, so it's a big "you" problem.

>> No.8280618

>>8280607
Baron Blood
(watched on Sandy's recommendation)

>> No.8280621

Have Bethesda mentioned anything about a Quake II update similar to the recent Quake 1 update?

>> No.8280634

>>8280615
I really don't think so. Rockets feel like they're being brushed off until the last hit when an enemy explodes into gibs. Shoot an ogre and you'll see what I mean. There's a lack of cues in sound design and enemy animation that made Doom weapons feel meaty.

>> No.8280637
File: 12 KB, 287x588, file.png [View same] [iqdb] [saucenao] [google]
8280637

One last thing before I go - Item sprites. I decided on leaving the armor and bonus items intact due to popular opinion, so all we have here are the stimpack, medikit, berserk pack, and radiation suit.

>> No.8280645

>>8280634
>Shoot an ogre and you'll see what I mean
They die in just two rocket/grenade shots, it's satisfying as hell.

>> No.8280646
File: 109 KB, 320x240, 1624211683073.png [View same] [iqdb] [saucenao] [google]
8280646

>>8280618
cool

>> No.8280653

>>8280645
Half the time they don't even flinch though.

>> No.8280679

>>8280653
That "half the time" they don't is when they're recovering from the other half when they do.

>> No.8280686
File: 126 KB, 506x506, vasily-barkhatov-reven.gif [View same] [iqdb] [saucenao] [google]
8280686

>>8268805
https://cdn.discordapp.com/attachments/727328864489046110/903455206082232370/VRSPOOK_ITEMS.wad
Alright, here's the items wad. Do whatever you want with them. Include them, don't include them, edit them, it's all up to you. I'm not going to be able to update these.

>> No.8280715

>>8280383
TBQH The Spawn look very blobby.

>> No.8280725

>>8280679
Yeah, and when you land a rocket on a recovering enemy and the slow-ass animation doesn't even get interrupted, it feels like your shot didn't count.

>> No.8280738
File: 2.94 MB, 852x480, dyingquakly.webm [View same] [iqdb] [saucenao] [google]
8280738

>>8280725
I've only found this to be an "issue" the few times where I've forced myself to use nothing but the single and super shotty. In getting good at Quake I've been underestimating how quickly things can die.

>> No.8280790
File: 2.91 MB, 852x480, Quake hitstun test.webm [View same] [iqdb] [saucenao] [google]
8280790

>>8280653
>Half the time they don't even flinch though.
I've been testing this for a bit now, I was curious myself: The only time they don't flinch is shortly after they recover from one. You can time it right so they flinch every shot but you're probably better off killing them ASAP.

>> No.8280794

>>8280738
Well, it's not an issue outside of SP which isn't Quake's main draw anyway. The weapons feel just right in DM.

>> No.8280805
File: 2.91 MB, 640x360, Quake trying.webm [View same] [iqdb] [saucenao] [google]
8280805

>>8280794
>The weapons feel just right in DM.
The weapons are pretty perfect in SP, too. The only ones that lag behind are the regular shotty and regular nail gun. The grenade and rocket launcher are balanced with each other, lightning gun and super nail gun both remain relevant throughout an episode because they have their own respective ammo pools, and the SSG is there when you don't want to waste ammo from the others - all woven through instant weapon switching.
I'm still learning it but I'm surprised at how well the single player has held up.

>> No.8280857

>>8280501
>>8280504
This fucker is a endgame miniboss, and the biggest crime is the AI and weapon nerf he got.
at that range they would be ground pounding the entire floor to keep you away, and kill you with hyperblasters or chainguns.

never forgive timmy for that

>> No.8280867
File: 1.30 MB, 1920x1080, see you in hell.png [View same] [iqdb] [saucenao] [google]
8280867

>>8280857
That fucker.
Do you know where I can find individual level credits? I know he's in charge of a lot of weird decisions but I'm curious what levels he did for 2.

>> No.8280886

>>8280581
>>8279836
WOW style is almost entirely based off the late 90-s early 2000's american comic style

Hedon's style based off a faggots lack of anatomy understanding and futa leg porn

>> No.8280905

>>8280886
>>8279640

>> No.8280923

>>8280905
>bad artstyle and it's a fetish
That just compounds the issue.

>> No.8280932

>>8280923
how

>> No.8280960

>>8280867
i always wanted to know that.

>>8280886
WoW style after mid vanilla was blizzard ripping off Joe Madureira's comics hard

>> No.8280978

>>8280497
>>8280504
I think the shotguns are fine with the damage they have, as you'll usually have enough nails and explosives to take on most anything, but I'll always be a bit miffed that the tracers don't work as they do in Doom when it's an easily changed thing.

>> No.8281026

>>8279974
>>8280018
>>8280082
Duke 3D spritefix project, when? I don't think there's too much that actually needs tweaking.

>> No.8281046
File: 244 KB, 1920x1080, 30.png [View same] [iqdb] [saucenao] [google]
8281046

>>8268805
>>8277908
Here's (hopefully) the final updates for map 28 and map 30.
https://files.catbox.moe/d1gdfw.zip

Tweaked some balance, Improved aesthetics, fixed textures, and resolved potential softlocks. The texture and colormap requests I made for map 30 above still stand. I also have a lower priority request for map 28: I used a lot of invisible moving sectors that are impossible to hear in most ports, but are still audible in gzdoom due to the way it handles sound. Gzdoom's mbf21 support is currently completely broken, but I'd like to future proof it by adding zmapinfo to change the sound behavior for that specific map slot. I included an example of this in the map28 wad. It's formatted under the assumption that my map will be in slot 14 like it was in the beta release, but if that changes it should be easy to adjust the zmapinfo.
Unfortunately, I didn't get any feedback on either of these maps, so If they have gameplay issues, that's why.

>> No.8281058

>>8280603
I don't agree, the rocket launcher has a healthy pounding noise, and the super nailgun bears a suitably thundering tearing noise.

>> No.8281062

>>8281026
i think a smoothduke would be cool, like smoothblood or smoothdoom, maybe could even use the lameduke rocket laucher pullup animation

>> No.8281071

>>8280581
That art is just pure soul.

>> No.8281086

>>8281026
First thing that comes to mind is fixing the tripmine viewsprite for higher resolutions, but that might just be an engine issue. Other than that, I can only think of making widescreen versions of some things, but projects like that already exist.

>> No.8281089
File: 17 KB, 800x600, 1625438253352.png [View same] [iqdb] [saucenao] [google]
8281089

Wanted to try RAMP but I know it's one of those "anybody can join and learn how to map for the first time" kind of WADS so I was wondering if anybody has played through it and if so which maps are the ones worth actually playing?

>> No.8281132

>>8280576
Considering Barons are much rarer than Shamblers, I'd say Quake is still much spongier overall

>> No.8281150

>>8281132
>I'd say Quake is still much spongier overall
You fail to bear in mind how the rocket/grenade damage compares to the super shotgun, and in Quake it's double: It takes around six SSG hits to kill a death knight, with three explosives they die; three direct hits and they can gib.

>> No.8281190

>>8279912
>it would be otherwise wasted if not for the third person view.
Or the existence of multiplayer

>> No.8281197
File: 2.06 MB, 1920x2715, 1606528638721.jpg [View same] [iqdb] [saucenao] [google]
8281197

>>8281190
>that small window when a shooter would coincidentally have several protags

>> No.8281205

>>8281197
That's the retro feature I want revisited. A choice of player models. Not even a character creator, just models and skins would be fine.

>> No.8281216

>>8281205
That came as a result of shooters having a multiplayer emphasis before making shooters solely about multiplayer, it'll be hard for a lot of these retro shooters to justify it. Some don't even have enemy animations for multiple directions. The best hope is for a new retro shooter to be made through a familiar idSoft engine or port for easy modification.

>> No.8281224

>>8279861
What character model?

>> No.8281240

>>8279603
a boomer shooter by Mikoyan would be really nice to see

>> No.8281287

>>8280867
https://fps.fandom.com/wiki/Quake_II_Campaign_Maps

>> No.8281364

>>8280187
Those were orchestrated mapping projects. Read the whole post. And tell me, when was the last time someone who isn't Kegan has posted a gameplay mod or asked any questions concerning making gameplay mods.

>> No.8281379

>>8275169
Play Blood Death Wish mod, bro

>> No.8281409

Bros, I'm starting to think that Quake is better than Doom...

>> No.8281417

>>8281364
Dunno like a month or two ago the summer fun guy posted vids, judge doom guy long time ago, some other modder did too not long ago
As for the maps there was a mapset by anon in this very month, made independent of ad mortem, some other guy asked for tips on his big pentagram level, some guy showed the three linedefs in one trick
You just gotta weed out the eceleb posts and you can see the activity
Even if you were right and activity declined then I have one solution for you of you havent done so already: shut the fuck up and start mapping/modding/testing/asking questions about modding/making tutorials/whatever - be the change you want to see, I did a level for Ad Mortem - what did you do?

>> No.8281418

>>8281409
call of duty is better than quake anyway

>> No.8281428

>>8281417
>what did you do?
I also made a level for Ad Mortem and in summer posted another single level I made. What now?

>> No.8281432

>>8281428
Then you are a good anon, that's what. Keep working and promoting your stuff, cause it is the only way the direction of the thread will change for the better

>> No.8281514

>>8281364
I can think of at least 2 TCs being posted here in the last few months.

>> No.8281534

>>8281514
Like what? Summer Fun and Get Out of Middle East? Both haven't shown anything in months.

>> No.8281549

>>8281546
>>8281546
>>8281546