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/vr/ - Retro Games


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8288834 No.8288834 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8281546

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.8288836
File: 32 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
8288836

=== CURRENT RELEASE ===
AD MORTEM
Beta thread
https://www.doomworld.com/forum/topic/125461-ad-mortem-a-mbf21-halloween-themed-megawad-beta/

=== 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

=== NEWS ===
[10-30] Ray Mohawk 2 is out
https://www.doomworld.com/forum/topic/125466-ray-mohawk-2-released-build-31-10-21-come-and-get-it/

[10-30] Ad Mortem formally released

[10-26] Gehena, a limit removing episode for Doom 1
https://www.youtube.com/watch?v=VKx2E1tyvV4

[10-26] IkaDoom released, an Ikaruga styled gameplay mod
https://www.doomworld.com/forum/topic/125392-ikadoom-ikaruga-in-doom/

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8288847

I started playing Evilution for the first time out of boredom expecting a painful Plutonia-esque experience I'd immediately quit, but six levels deep, this is better than either of the original two games. Absolutely fantastic design and balance with some creative ideas.

>> No.8288861

>>8288847
It doesn't last. The first half is fine, though.
>expecting a painful Plutonia-esque experience I'd immediately quit
Quit being a pussy. Challenge yourself; get better at Doom.

>> No.8288867

>>8288834
Re-asking about Ad Mortem again:
Anyone else not getting any sound on the first shotty?

>> No.8288872

>>8288867
What port are you playing in?

>> No.8288876

>>8288872
GZ

>> No.8288887

>>8288876
MBF21 support is bugged in GZDoom. Use Woof or DSDA.

>> No.8288895
File: 148 KB, 674x639, Ichthyosaur_hl1.jpg [View same] [iqdb] [saucenao] [google]
8288895

Admit it, you shitted your pants.

>> No.8288909

>>8288876
GzDoom doesn't support it yet.

>> No.8288910

>>8288895
much scarier in hl2 and hl2 beta

>> No.8288923

>>8288887
Bruh

>> No.8288924

>>8288839
>So what's the next doom project niggermans?
I really want to try organizing a "patchwork" mapping project sometime here. I've posted ideas for it here before and a few others seem interested. Will try setting it up later after the halloween project is completely finished.

>> No.8288947
File: 113 KB, 640x480, doom57.png [View same] [iqdb] [saucenao] [google]
8288947

Look mom I made a tree (As long as you can't see it from the top)

>> No.8288950
File: 1.03 MB, 1280x720, SUNDAY_NIGHT_SHITSHOW_38_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8288950

SUNDAY NIGHT SHITSHOW TIME, BITCHES! On this very special Halloween SNS, we're playing through Doom 64: Retribution! Join us for some spooky shitshow action!
Make sure you're on the latest alpha version of Zandronum in order to join. Doomseeker will download it automatically, just set a directory for it to install Zandronum test versions to when prompted.
104.128.49.2:10703
104.128.49.2:10703
104.128.49.2:10703

>> No.8288953

>>8288924
I must've missed it. What do you mean by a "patchwork" project?

>> No.8288954

I just finished KDitD with Live Through Doom and I gotta say it's a really nice blend between Hideous Destructor and Project Brutality, with the main problem being it lacks their level of polish, but in all honesty I kinda wish this mod were a survival addon to PB instead of its own separate thing.

>> No.8288962

Will Tarnsman be back with more streaming?

>> No.8288967

>>8288962
On Friday yes

>> No.8288974

>>8288953
He means a repeat of that old Doomworld project where it's one level divided into sections kinda like a checkerboard and everyone claims and submits a section

>> No.8288976
File: 494 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8288976

>> No.8288984

>>8288895
first time playing yeah, dropping down to that water in that cage actually scared me

>> No.8288990

Wasn't there supposed to be a magical staff replacing the plasma rifle?

>> No.8289001
File: 282 KB, 1600x1109, 1617654629817.png [View same] [iqdb] [saucenao] [google]
8289001

>>8288953
One big map made out of "patchwork" sections all done by different anons. There's a grid of tiles and everyone claims one, designs their map, then it all gets stitched together in the end. To make sure the map is completely connected and actually flows properly there would be two phases of claiming and creating tiles. Every other tile gets skipped checkerboard style in the first phase and once all those tiles are complete the second set of tiles open up for people to claim. The second set must then connect the previously completed tiles together.
How big the grid is and the size of the tiles depends on how many people would be interested to begin with. A head count will need to be taken at some point. More people = larger grid with smaller tiles. Pic related is just a mockup of what the grid could look like.
Center tile would hold the 3 key exit with the keys separated in each corner. I think the three main weapons (rl, ssg, plasma) would also be split up similarly, creating a very non-linear map allowing you to gather the weapons/keys in any order.

>> No.8289003
File: 1 KB, 90x52, unknown[1].png [View same] [iqdb] [saucenao] [google]
8289003

>>8288976
:3

>> No.8289013

>>8288976
>alternate softlock
>imps damn limited
>limited love cat
>slot getting used, ah
>texture nigger
>versions basically requiring screen
>basically map29 literally
>usp=sharing happening everywhere

>> No.8289041

>>8288954
Check out Scavver's Paradise if you want survival. It's like a HD that doesn't need a phd to play. Problem i it doesn't have a magazine manager thingy like HD.

>> No.8289052
File: 1.84 MB, 728x474, Rustling Caco Nests.webm [View same] [iqdb] [saucenao] [google]
8289052

>> No.8289094

>>8288924
It's an interesting idea, and we could probably pull it off right fuckin now seeing how it's just one map.
Any other aspiring project leads?

>> No.8289118
File: 25 KB, 640x400, KEKKR II.png [View same] [iqdb] [saucenao] [google]
8289118

>>8289094

>> No.8289119

Hey, would it be too out of place and ridiculous if we reskinned the fist in AD into a katana? Like basically the one from Shadow Warrior but Doomguy hands.

>> No.8289123

>>8289119
'Cause if there is the most terrifying thing in the world, it's probably the weebs,

>> No.8289126

>>8289003
kek

>> No.8289127

>>8289123
If we keep the goofy barbs on the spine of the blade it may be construed as horror to some weebs.

>> No.8289141

>>8289119
It should probably be like a machete or hatchet or somesuch, but considering catana sprites already exist in SW.

>> No.8289190

>>8288947
prety sure you can make it work from above, a few platforms in BTSX do that
It's below that's impossible to texture.

>> No.8289198
File: 320 KB, 640x480, doom58.png [View same] [iqdb] [saucenao] [google]
8289198

>>8289190
More accurately, I can't see it from both above and below at the same time, the top flat bleeds onto the bottom.

>> No.8289202

>>8288895
I was already cured by shadows of the empire's dianoga

>> No.8289214

>>8288976
>nigger beta
>happening everywhere
>entire night crashes

>> No.8289225

>>8289198
IDK how, but BTSX had this worked around

>> No.8289253

>>8289225
It all works well as long as you don't see the side and the top at the same time. Makes sense for interior bridge, won't work for a tree outside.

In my case, all I'll need is to not have anyone raise above the tree level. Shouldn't be that hard.

>> No.8289285

not sure why i been obsessed over Doom 32X Resurrection so much. played through on easy the first time since it seems to have a save issue on certain real hardware configurations but for a game that is still missing some content it is a blast to mess around with, really liking the novelty, i even made a sega cd audio disc that works with it since the suggested one seems to be behind a patreon paywall for whatever reason.

>> No.8289290

>>8289285
Play Doom 32x Delta.
Also how longer until they add Doom II enemies?

>> No.8289294
File: 499 KB, 498x473, 1506951821625.gif [View same] [iqdb] [saucenao] [google]
8289294

I think I finally found a (hacky) way to resupply friendly marines. I'll have to make yet another slot0 weapon, of which there are already 3 in Scavver' Paradise(armor repairer, grenade, ammo manager)
It'll work much like the ammo manager, but instead of droping a magazine, it'll shoot one as a projectile. On hitting a monster it will cause a tiny bit of damage and on hitting a wall will spawn the magazine item so you can pick it back. These magazine projectiles will have their own damagetype.
The friendly marines will take zero damage from this damagetype, but have 256 chance of entering their painstate pain.magazine or whatever, and it's there that I will give them A_GiveInventory("Magazine",1).

Thoughts?

>> No.8289325

>>8289294
>that gif
What's it from?

>> No.8289327
File: 2.72 MB, 1920x1080, Screenshot_Doom_20211031_192557.png [View same] [iqdb] [saucenao] [google]
8289327

>>8288950
What a group photo! Thanks for joining as always.

>> No.8289334

>>8289327
https://youtu.be/3eYg6X-X7zQ

>> No.8289342

>>8289327
Are you guys going trick or treating?

>> No.8289349
File: 996 KB, 500x475, BEAUTY.gif [View same] [iqdb] [saucenao] [google]
8289349

>>8289325
http://www.effectgames.com/demos/canvascycle/

>> No.8289384

first time playing and I think I'm getting filtered by thy flesh consumed...

>> No.8289386

>>8289384
It gets easier after the first 2 maps.

>> No.8289393

>>8289384
It's gets easier after the first 2 levels.

Perfect Hatred is easily the hardest map in all of Final Doom.

>> No.8289394

>>8289386
...And then the 6th map is an unexpected difficulty spike, at least on UV.

>> No.8289401

>>8288836
Halloween Jam 4 Is Out
https://celephais.net/board/view_thread.php?id=62113

>> No.8289439

>>8288834
>playing the imps in the walls
>go through 200-some enemies
>in the tiny village under the church
>hit switch to exit
>fall down a bottomless pit and die
Eat a fat dick, you unfunny nigger

>> No.8289442

>>8289439
lol git gud

>> No.8289448

What mod or mods should I use to play Ad mortem? Will PB3 work well with it?

>> No.8289458

>>8289448
none of them because gzdoom brakes mbf21 shit

>> No.8289463

>>8289448
La Tailor Girl

>> No.8289479

>>8289448
Corruption Cards

>> No.8289495

Abandon is not only one of the best Doom wads I've ever played, it might be one of the best gaming experiences I've ever had. Map 5 is such a somber, alien experience with mournful synth tones punctuating the silence between encounters, and the oppressive combat all lit by the radioactive green from the crystals and cave walls. Map 6 has you seemingly entering the structure you found at the end of the previous map, an impossibly vast warehouse filled with toxic waste. The metallic textures and industrial runoff suggests acres of machinery behind the walls, and the scale of it all becomes suffocating. Every single map in this wad utterly lacks anything recognizably human, from the size to the architecture to the aesthetics. The fights are also brilliant - consistently well crafted, brutally difficult but always fair, and always with a clear strategy available. I don't think I ever resorted to finding ways to cheese fights - not that I could have if I wanted to, because you aren't provided with many opportunities to break the map. The rest of the wad is also great, but maps 5 and 6 stand out to me. There's nothing else like it (except maybe Sunder, but this wad feels like it transcends Sunder in a lot of ways), and you should absolutely play it.

Does anyone else have recommendations for similar wads or games?

>> No.8289506

>>8289495
Ad Mortem

>> No.8289513

>release a wad
>don't support the best and most popular source port
Only /vr/ could be this fucking retarded. It's like you don't want your maps to be played.

>> No.8289520

>>8289513
get a load of this normie

>> No.8289525

>>8289513
you have to be really idiot to stick with gzdoom and not even try the other ports, which are generally better in terms of compatibility

>> No.8289528

He's baiting you nerds

>> No.8289529

>>8289513
>surprised that 4chan is a bunch of retarded contrarians

>> No.8289537

>>8289513
I will make sure to make my next wad non-compatible with gzdoom, just to trigger faggots like you

>> No.8289548

>>8289520
o-ok

>> No.8289552

>>8289537
Wow aren't you badass

>> No.8289558
File: 34 KB, 320x200, lilith.png [View same] [iqdb] [saucenao] [google]
8289558

>>8289537
>Breaks GZDoom
>Wins a cacoward
>Kills graf temporarily
>Refuses to elaborate further
>Leaves
nothin personnel, kid

>> No.8289559

>>8289537
Based.

>> No.8289565

>>8289513
>the """best and most popular""" source port doesn't even support mbf21
LMAOOOOOOOOOO

>> No.8289573

>>8268567
What's the deal with the runes? Do they open a final boss?
Anyway, claiming rune 1 for Miasma District. If I understand correctly, we're supposed to place them in plain view and not in secrets like AD does?

>> No.8289580

>>8289558
>guy breaks gzdoom
>instead of congratulating his creativity and his thinking outside the box, get assblasted about it
why

>> No.8289582

>>8289401
NGL, this year's maps are pretty bad and lack soul. I should've immediately known when they couldn't be arsed to make a half decent hub like they have the past years. Mansion of Chaos might be good, but I will see tomorrow. Let's hope the Christmas 1 will turn out better

>> No.8289584
File: 3.07 MB, 865x484, grafmoment.gif [View same] [iqdb] [saucenao] [google]
8289584

>>8289565
OH NO NO NO
>>8289580
Pic related works for your post too

>> No.8289585

>>8289513
Ok Graf.

>> No.8289589

>>8289442
Don't be an obnoxious faggot with your map design. Already bad enough there was a part in the map that crushes you to death. Shit map design in an otherwise good map.

>> No.8289595

>>8289589
>Already bad enough there was a part in the map that crushes you to death.
Sounds to me you were made into a Jill sandwich

>> No.8289617

>>8289558
i can see why new doom fans prefer to look up isabelle memes instead of getting into the true heart of the fanbase

>> No.8289649

>>8289573
They open a secret level(s) on the start map. (I'm making one, but I think anal buttsex anon is as well)
Runes 1 and 2 are already claimed.
As for placement, I actually don't care that much as long as there isn't something absurd like a multi-part rocket jump to get to them.

>> No.8289660

>>8289649
>Runes 1 and 2 are already claimed
Claiming number 6 then I guess

>> No.8289672

>>8288834
>OUR WADS

you know its about time this gets updated with stuff like HFF, ad mortem, HUH and whatnot

>> No.8289676 [DELETED] 

graf shows up in our thread, everyone is isn't assblasted

>> No.8289685

>>8289384
Thy Flesh Consumed was a bonus episode added for the retail release of Doom 1, as the game was originally bought by mail order, and they wanted to put it on the shelf next to Doom 2, which was a retail only game, so that newcomers could grab both of them off the shelf and have the full experience. (If you already bought the first game by mail order, you could get a free patch to upgrade your game to the new version with the added episode).

TFC is made to be a little harder than the other episodes, and it's particularly punishing right out of the gate with E4M1 and E4M2, but it also lets up a lot of that pressure with the following levels. A not uncommon advice is to play Doom 2 first, before playing TFC, because then you'll be a bit more toughened and ready for its aggressive difficulty.
If you've got Sigil lined up too, I would actually suggest to save it for later, because it's harsh (yet fair) on Hurt Me Plenty, and cruel on Ultra-Violence, so you might want a bit more experience under your belt.

>> No.8289694

>>8289513
based graf

>> No.8289696

>>8289448
The new monsters aren't gonna work right in GzD, and the weapons won't either. Hopefully this gets addressed in GzD 4.7.2

>> No.8289702

>>8289672
Definitely needs one. It's from 2013.

>> No.8289715

>>8289694
Cringe af

>> No.8289716

>>8289448
High Noon Drifter

>> No.8289726

>>8289694
I think "graf" should get back to work on updating GZDoom so it works with MBF21 instead of this. It's not like he's incapable or anything, he's such a good programmer after all, riiiiight?

>> No.8289737

>>8289513
Hey, I want GzD compat, and it's certainly on the table, but this time we were just faster on the draw than Graf. If you can't stand DSDA (and I can see why, some people have mouse problems with it apparently), then just wait a little bit more, because there's some more work to be done on Ad Mortem anyway.

>>8289525
Yeah. Luv me GzDoom, simple as, but I also luv Crispy and DSDA.

>> No.8289746

>>8289537
You're making an Edge mapset?!

>> No.8289778

What's it using from MBF21 that doesn't work?

>> No.8289783

>>8289001
Seems interesting. Count me in!

>> No.8289789

>>8289001
>>8289783
Almost forgot to ask. What source-port should we use?

>> No.8289790

>>8289789
Zandronum

>> No.8289792
File: 519 KB, 1024x797, 1449784625484-0.jpg [View same] [iqdb] [saucenao] [google]
8289792

>>8289294
Finished all the friendlies but haven't done the resupplier yet or given the beacon item bulk or a chance to despawn. Thinking of making more variations of friendlies first, maybe a lasgun guy? A flying drone? A radio/commander guy that only has a pistol but can call an airstrike on bosses?

Ideas?

>> No.8289796

>>8289790
What level of compatibility?

>> No.8289809
File: 371 KB, 1280x720, llk (1).webm [View same] [iqdb] [saucenao] [google]
8289809

SNS reminded me that Doom 64 throws some zingers on screen if you sit around after dying so I went ahead and took screenshots of a few

>> No.8289812

>>8289809
>Look at me! I'm flat
>The demons gave you the boot
>Look at those demon feet!
Made even funnier by your skin

>> No.8289841

>>8289809
Purgatori was murdered by puns.

>> No.8289887

>>8289384
we've all been there anon, you'll enjoy it eventually

>> No.8289960

>>8289789
Probably just Boom or MBF21. Idk why that other guy said Zandronum lol.

>> No.8289983
File: 56 KB, 720x530, doom-64-cacodemon-720x530[1].jpg [View same] [iqdb] [saucenao] [google]
8289983

Honest opinion is that Doom 64 is okay but one of the weaker Dooms. It's just a chore to play since it has so many Hell-knights and Barons of Hell while also missing so many key monsters (revnants, chaingunners, archvilles). Final Doom maps are lightyears more interesting than 64's.

SIGIL is okay too. In fact, No Rest for the Living is everyone thought SIGIL would be and is one of my favorite official episodes.

My ranking of the series from most to least favorite:

>Knee Deep in the Dead
>No rest for the Living
>The Plutonia Experiment
>Thy Flesh Consumed
>TNT: Evilution
>The Shores of Hell
>Inferno
>SIGIL
>Master Levels
>The Absolution (64)
>The lost Levels (64)
>Hell on Earth (2)

>> No.8289994

>>8289983
>64 below the fucking Master Levels
what the fuck are you smoking

>> No.8290026

I'm absolutely unable to change the sound effects in Doom. I tried both PWAD and PK3 but the game just refuses to change it. Same directory as the DOOM IWAD and everything. Does it *have* to be DMX format or can I use WAV files somehow (without having to code it in)?

>> No.8290061

>>8289672
This has been brought up time and time again and nobody has ever done anything about it.

>> No.8290070

>>8290061
Yeah! Somebody should really do something!

>> No.8290108

>>8290026
Nvm I'm literally retarded. I was changing the wrong sound file.

>> No.8290123

>>8288924
personally, I think an Eternity mapping project would be a cool idea

>> No.8290151

>>8290123
That was my second idea, but I'd still like to do the patchwork map as it would be pretty accessible and not have that much commitment involved. The tiles would probably be no bigger than 512x512 depending on how many people join. So anyone could easily create a tile and not have to worry about much else. Maybe have the Eternity project directly after it since I doubt the patchwork map would take long.

>> No.8290192

>>8289792
Some other ones I thought about:
>shield guy, armed with a pistol. You can take cover behind him and he acts like a mobile, pistol-shooting shield generator but with limited shield durability and much more limited radius of protection (limited to his bodysize basically), so as not to make the shield generator item (which is rare and supposed to be powerful) useless
>rocketeer. Uses either a pistol or some other smallarm against most enemies, takes out an 84mm Launcher against bigger enemies
>incinerator. The flamethrower in this mod does a lot of damage and zombies generally take 1.5-2x flame damage, but most demons are resistant to it. It also burns through ammo quick, not just enemies. Powerful but offset by the possibility that a stray shot will make him combust, dealing damage to you as well if you're near

Thinking of also giving the regular ones 1 grenade on spawn to use against certain enemies, and also making it so that if a friendly gets killed by a lostsoul it becomes possessed instead and turns against you.
Godamn feature creep is fucking me over lol. I'll never finish this at this rate.

>> No.8290197

>>8288887
Is 4.8 SVN any better about it than 4.7.1 stable?

>> No.8290198

>>8290192
I'm only missing the sprites for a shield guy, the rest are covered. If someone knows or has any I'd be thankful.
There's that one guy from Strife but it's not exactly what I'm looking for. Too futuristic, need something more "generic Doom marine".

>> No.8290202

>>8288895
Nope. I fed it 5lb of sirloin steak and now this little guy protects me.

>> No.8290205

>>8289052
That's a neat idea.

>> No.8290206
File: 3 KB, 252x96, Untitled.png [View same] [iqdb] [saucenao] [google]
8290206

eggplant playthrough of AD when?

>> No.8290227

https://doomwiki.org/wiki/MAP24:_Quarry_(TNT:_Evilution)#Speedrunning
>damaging floor exit for no reason
What did they mean this?

>> No.8290237

>>8289983
insanely bad post

>> No.8290245

>>8288836
Doom Master Wadazine Issue #15 released
https://drive.google.com/file/d/1pLxhrUPrynJpdWu0MknhTfylr3Sec68-/view

>> No.8290251
File: 44 KB, 300x300, 1582076747487.gif [View same] [iqdb] [saucenao] [google]
8290251

When did you learn to love the pain elemental?

>> No.8290276

>>8289052
cute

>> No.8290319

>>8290206
When it's on idgames.

>> No.8290326

How do I disable the viewmodel sway in Quake?

>> No.8290334

>>8290251
He's an easy enemy solo. If you're caught in an open field with a few of them they're kind of a problem.

>> No.8290336

>>8289001
Fuck the grid, making it a city block with different lot sizes, and non square. If you want a big lot you can have it, but if you want to just make a little building or small park, you can reserve a smaller lot.

>> No.8290341

DSDA runs like shit for me in software mode. Gonna have to skip Ad Mortem.

>> No.8290361

>>8289983
Pleb tier.
Objectively it's
>Plutonia
>TNT
>Thy Flesh Consumed
>Shores of Hell
>Mt Erebus
>SIGIL
Good levels stop here.
>Knee Deep in the Dead
>Doom 2
>Inferno
Didn't finish Master Levels, Nerve.wad or Doom 64 because they're all boring.

>> No.8290372 [DELETED] 

>>8289439
You fell into the bottomless pit? The one with all the stalagmites around? With the large rock structure? The one you have to intentionally jump into?
lmao

>> No.8290376

>>8290341
Woof?

>> No.8290382

>>8289439 #
You fell into the bottomless pit? The one with all the stalagmites around? With the large rock structure? The one you have to intentionally jump into?
Sorry, but that's on you my dude. Also, the switch doesn't have anything to do with the pit.
And obviously I'm not the other anon.

>> No.8290464

>>8290361
>Doom 2 second last, and not even considered good levels
Explain your reasoning? Genuinely curious.

>> No.8290476

>>8290464
It's kind of a semi-meme answer.
Knee Deep in the Dead because it's overrated, I found the textures to be really bland and repetitive, it's really easy and you don't have the full arsenal and not nearly the full roster that makes Doom fun.
Doom 2 is there because honestly the music is worse than in Doom 1, the Doom 2 textures are my least favorite, and Doom 2's levels are split in three parts, the first one which I played to death, the second one which is really meh and the third one which is really forgettable.
Sandy's levels are probably the best though.

>> No.8290485

>>8289495
>Does anyone else have recommendations for similar wads
Cryogenics;
Toilet of the Gods;
Breathless, Entropy, Fractured Worlds;
Flotsam, to an extent.

>> No.8290507

>>8290485
Toilet of the Gods is fucking awesome and gets me excited about the rest of your recs. I remember playing the first level of Flotsam feeling like hot shit because I beat most of the fights in Abandon with no mid-fight saves, and realizing I had a lot to learn. Very excited to give these a shot, thanks anon.

>> No.8290537

>>8289495
>>8290485
>>8290507
That abandon map 5 is by bemused, and is my favorite bemused map. he has a number of maps in flotsam. note that anon's rec of fractured worlds contains the same music track in one map as abandon map 5.

another recent rec is haste, which includes some bemused maps, and maps by other mappers from anon's list (e.g., nirvana, who was also in fractured worlds).

if you like cryogenics, you can try nosp2 (which i prefer to cryogenics, though cryogenics has a special purpose). note that nosp3 is in development and will be great, i say that without hesitation and without having seen it.

if you like all of abandon, maybe check out efforts by all those mappers elsewhere. e.g., scotty and his maps are very popular right now. he did a bonus map (31 iirc) for fractured worlds and iirc has some maps in haste.

you might also like some older generation wads, like rush, combat shock 2, and some of the slaughterfests, though the last one has a lot of variability across maps.

>> No.8290542

>>8290507
>>8290537
note also that a big chunk of the later part of flotsam is bemused maps

have fun with the zzul maps lol (maps 5-6)

>> No.8290551

>>8288895
yeah, but i do that all the time anyway

>> No.8290564

>>8288895
Hard not to with that infernal noise they make.


GWUGUHGWUGUHGWUGUHGWUGUHGWUGUHGWUGUHGWUGUHGWUGUHGWUGUH-GWUUHHHHHH!

>> No.8290597
File: 1.18 MB, 832x1095, Announce003.png [View same] [iqdb] [saucenao] [google]
8290597

I just finished a 14 hr overnight and my body hurts.

What do you guys think of the Bloom TC?

>> No.8290608

>>8288836
>>8290597
Might be worth putting in news, Bloom released today.
https://www.moddb.com/mods/bloom-doomblood-crossover

>> No.8290645

Is there a version of Heretic for DOS that adds VSync / removes screen tearing?

>> No.8290653
File: 340 KB, 1557x873, Final doom review.jpg [View same] [iqdb] [saucenao] [google]
8290653

>>8288834
If you're curious what the Associated Press thought of Final Doom.

>> No.8290682

>>8290645
not sure about running on dos, but dsda-doom can play heretic and has vsync.

>> No.8290690

https://github.com/BodbDearg/PsyDoom

Can fast monsters be enabled in PSX Doom?

>> No.8290701

>>8290653
>Such winners as PO'ed, my personal favorite

rofl where do they find these fuckin' people?

>> No.8290714

>>8288834
>SO YOU WANT TO PLAY SOME FUCKING DOOM
>(or Quake, Duke, Marathon, Thief, Deus Ex)
>https://imgur.com/a/wWS8zXz
I am ready to finally try something older than Half Life.

>> No.8290719
File: 2 KB, 35x55, PLA2B2B8.png [View same] [iqdb] [saucenao] [google]
8290719

I hate trying to mess with sprites. Haven't coded this guy and don't even know how/if it will work yet but here I am.

>> No.8290727

About to finish this wine bottle while I'm alone. Any WADs for this feel?

>> No.8290728

>>8290727
Ad Mortem

>> No.8290729
File: 600 KB, 3840x2160, bloomed.jpg [View same] [iqdb] [saucenao] [google]
8290729

Anyone know how to fix bloom in FTEQW making random surfaces black?

>> No.8290739
File: 1.25 MB, 800x450, we have Samson at home, Samson at home.webm [View same] [iqdb] [saucenao] [google]
8290739

Have more more gnarly placeholder stuff
I feel dirty working with placeholder assets.

>> No.8290753

God damn it bros I love Hexen so much I want an advanced source port and dehacked tools for it but they'll never ever happen.
Hexen is already advanced and basically the base for ZDoom, but with better dedicated mapping/ dehacked support it could be amazing.

>> No.8290758

>>8290727
Nihility.

>> No.8290761

>>8290341
Lower resolution helps with software rendering. Reminder that FDWL adds widescreen 200p/400p modes that scale the HUD without artifacts. Then there's also Woof.

>> No.8290764

>>8290753
I would honestly love fort a more complex map, wrath of cronus type project for Hexen.

Wasnt there already one campaign mod? Forget the name.

>> No.8290771

>>8290761
Woof unironically became my favourite sourceport, to the point where I'm debating whether or not to remove Crispy just to clean up my folder.
It's still missing some nice features that Crispy and DSDA have but otherwise it's 10/10.

>> No.8290778

>>8290764
Cult of despair that's it I think.

Anybody played it?

>> No.8290786

>>8290764
Nah, miss me with the shoehorned RPG stuff. I want either vanilla TCs or really elaborate mapping features, maybe even simulated RoR.
I dream of making a dark fantasy late Roman/ early Byzantine themed conversion for Hexen. Or something like Conan, mythological pseudo-Bronze Age.

>> No.8290790

>>8290198
How about frankenspriting them together?

>> No.8290797
File: 335 KB, 865x1200, 1420139011564.jpg [View same] [iqdb] [saucenao] [google]
8290797

>>8290786
Its doable, but might as well use another engine or total conversion.
Conan type Hyboria would be awesome, some breast cup princesses to be saved, dinosaurs to ride, all in 2d pixel doom\hexen cute architecture style, hell yeah.

Dark ages byzantine would also be amazing, and nobody ever done it, it has that lotr feel, and weird byzantine armors to make it alien.


Wrath of cronus diablo mmo shit is distraction but well made. But desu I would also prefer lite rpg in the background and no numbers on screen.


I would help you map. Looking at doom mapping it does not seem that hard to make shit.

>> No.8290809

Okay playing it now, Cult of Despair seem pretty fucking cool.

>> No.8290820

>>8288834
Are there source ports for duke3d that's similar to gzdoom in features?

>> No.8290838

I see Vaeros talking about keeping Ad Mortem in beta for a year and adding in all the WIP maps as they come.

If you're reading this, in my opinion it would be far better to just say it's done when all bugs are fixed, and then do an Ad Mortem 2 next year. Projects without deadlines just stay in beta forever. We had a deadline, it's passed, so let's just fix all the bugs and call it a day.

>> No.8290845

Woof can load an additional wad with Ad Mortem. What, if any, wads work with it?

>> No.8290852

>>8290838
I second this motion.

>> No.8290865

>>8290838
I wouldn't even say to make it a full sequel. Just fill in the rest of the map slots and add an episode selection for 2021 and 2022. And add deathmatch arenas to the current maps that do not have any.

>> No.8290883 [SPOILER] 
File: 485 KB, 1920x1080, 1635774690918.png [View same] [iqdb] [saucenao] [google]
8290883

First level and I'm already 2 spooked.

>> No.8290891

>>8290597
I haven't played the final release yet but I really loved the demo when it first came out. Did they fix your shots always auto-aiming into the heads on the ground?

>> No.8290940

>>8290865
I think that would make more sense than just another sequel. An extended version for Ad Mortem would be more better.

>> No.8290949

>>8290940
The Ultimate Ad Mortem, if you will.

>> No.8290980

>>8290739
>a fucking snout in the HUD

I love you Kegan

>> No.8290996

/vr/os, Ad Mortem keeps crashing at Caco Keep whenever I load in. I'm using DSDA, should I switch to something else?

>> No.8291029

>>8290761
are you the fdwl author?

isn't the crosshair cheating?

>> No.8291057

>>8290996
What dsda version? What error message?

>> No.8291097
File: 246 KB, 1908x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8291097

It's been forever since I've played a doom that isn't gzdoom or zandronum and well, vanilla for that matter. Ad Mortem is going to be a very interesting experience for me to get used to how something different like Woof works as well as forgetting all the crutches I had in stuff like gzdoom and zandro. I'm probably going to die over and over again aren't I?

>> No.8291105

>>8291097
You can't rely on the chainsaw as much.

>> No.8291149

>>8291029
No, and I don't use any crosshair myself, but if you mean the snapping to enemies, I guess it is, strictly speaking. Seems like a tiny advantage to me, though, except in select situations like monsters hiding behind a shitton of overlapping midtextures. DSDA (and PrBoom+) itself has other similar "cheating" aids for TASes available such as showing monsters' health and locations.

>> No.8291179

>>8290996
That's probably related to >>8287429 >>8288606

>> No.8291236
File: 45 KB, 357x391, SAD24.png [View same] [iqdb] [saucenao] [google]
8291236

>decide to organize my doom mod folder
>Its a mess of heretic and doom wads together
>sometimes the filenames are so short i cant tell what it is unless i run it
>sometimes the wad itself doesnt have any apparent changes at first glance and wonder what the fuck it does
>sometimes it doesn't even have a readme file
>Cant tell if the mapset needs a compatibility patch to play with weapon/monster replacers
>have to update some wads to the lastest version
>Close folder and leave it for another day

>> No.8291246

>>8291236
that is why you start organizing them like that the moment you start downloading mods

>> No.8291329

>>8291236
I've been on and off organizing my 36 GB folder of wads since 2016, and it's been hell. I still have ~2000 more zip files to go, and I took a hiatus around last year.
Tip: If a wad has no readmes, searching up nameofwad.wad may give you a link to the project's thread on DW or ZDF or idgames, which will probably include a text file.

>> No.8291337

>>8291057
v 0.21.3, error 11

>> No.8291341

>>8290838
Nah, I think it would be fun to try to divide it into a 2021 episode, and then a 2022 episode.

>> No.8291347

>>8291236
I have a folder named "bomb disposal" to unpack shit from zips and other things and usually add letters in the beginning of a mod's name classify them and easily distinguish them from either gameplay or wads.

>> No.8291428
File: 182 KB, 1366x768, 534253531.jpg [View same] [iqdb] [saucenao] [google]
8291428

>https://www.doomworld.com/forum/topic/125420-six-spooky-speedmaps-six-maps-for-doom-2-that-i-made-in-4-days/
I found this WAD a few days ago and checked it out. It's pretty good I'd say, what do you guys think of it?

>> No.8291535
File: 268 KB, 1680x1050, doom40.png [View same] [iqdb] [saucenao] [google]
8291535

>>8291428
Map01 is decent - the first open arena leaves you open to fire from seargants with an archie running around. This baron in pic related is free to leave through the back of the stairs but for some reason stays there, unable to shoot you because of cover, which enables to you to take shots at him at face distance freely.
Also, these halloween assets must be from Vaeros right? There's also the 2048 shotgun which if I recall correctly was made by chopblock - I'd say its a nice choice of assets for halloween speedmaps. Onto map02

>> No.8291552

>>8291236
Recommend me some Heretic vanilla wads anon.
Also I don't even include the readme files, that's a good idea.
I just create shortcuts with the "-iwad -pistolstart -complevel x -file -deh (if applicable) -save (.\)" for each .wad I have as soon as I download them.
>>8291246
Literally impossible, you go over 100 wads easily and there's no way to sort them by folders without running into bloat inevitably.
The most I can do is split wads by best source port to play them.

>> No.8291562

>>8291552
>The most I can do is split wads by best source port to play them.
Yeah this is fine. Particularly big mods like HD even get their own folder.

>> No.8291572

>>8291562
Autoload folders are also a Godsend.

>> No.8291581

>>8291572
I've been using the Global.Autoload string in the gzdoom config.

>> No.8291590

>>8291552
>Recommend me some Heretic vanilla wads anon.
I only got a list of maps that i will play someday (I swear) and some maps that probably include custom stuff but i dont know it does,The occasional enemy replacement and total conversion as well

>> No.8291608
File: 128 KB, 500x516, 1580154639083.png [View same] [iqdb] [saucenao] [google]
8291608

>>8291535
>they're using one of the old versions of the Defender Of The Faith, without the cross lug

>> No.8291632
File: 158 KB, 1600x900, shot-game06.png [View same] [iqdb] [saucenao] [google]
8291632

Does anyone here have a doom wad they can recommend along the lines of Adventures of Square but that is coop compatible?

>> No.8291642

>>8290996
Looks like that's going to be fixed eventually in both Woof and DSDA: https://github.com/fabiangreffrath/woof/issues/339
Meanwhile, it's a short enough map it should be beatable without saving.

Speaking of fixing source ports, could someone who understands the MBF21/dehacked stuff isolate what exactly GZDoom fails to support correctly so we could report the bugs there?

>> No.8291643

>Decide to give a try to heretical doom monsters,they are from heretic after all so they cant be too hard with doom weapons right?
>The fucking golems are tankier than a juggernaut and shoulder slam me to death on entryway
Fuck

>> No.8291646
File: 693 KB, 2865x2160, nozoom.jpg [View same] [iqdb] [saucenao] [google]
8291646

CSQC anon (if you're still around) do you have any idea why viewzoom isn't working on FTE?

>> No.8291716
File: 636 KB, 1065x500, untitled.png [View same] [iqdb] [saucenao] [google]
8291716

>>8290739
are the black semi-circles suppose to be glasses

>> No.8291746

So I don't know why, but I've been craving to play old build engine shooters. I never played Blood, so I grabbed it on sale.

What the fuck is this game? It plays fine, but the stupid noises at the end of each level and goofy one liners have me fucking rolling. I love this shit

>> No.8291791
File: 1.17 MB, 1400x790, hocuspocusdoom.jpg [View same] [iqdb] [saucenao] [google]
8291791

>>8291632
Hocus Pocus Doom was made compatible with Zandronum for co-op, it plays a bit differently from Doom and Adventures of Square but I enjoyed it. I never tried the co-op version though.

https://www.moddb.com/mods/hocus-pocus-doom/downloads/hocuspocus-doom-for-slower-computers-zandronum-fix

>> No.8291823

>>8291746
frankly I been craving build engine shooters for a while now but there's nothing like them really except for them unless we're talking prey 2006
cool weapons and concepts seem to be forgotten in fps games

>> No.8291846

>>8291823
Yeah. There's just something special to them. I really like the way they play and how they just drip with soul.

>> No.8291960

>>8290996
It's because of the way I made the teleporter closets. I used push and wind scrollers which, long story short, turns out that DSDA and Wolf doesn't like at all. It was my first time screwing around making teleporter closets, so it was really hacky (I had a hard time getting flying enemies like caco's and gargoyles to spawn in). This verison made by a very kind anon (>>8288606) last thread fixes it, so I took that and also fixed a small map bug where you're unable to get the soulsphere because of the spooky jumpscare skeleton which is a bug I discovered playing through the map on fucking release day, which might be one of the worse feelings I have felt mapping. I think when I put the skeleton in at first, they didn't have hitboxes but with the updates to the resources over the month, a hitbox was added to them.
I just completely forgot about this project until literally halloween day, so I'm sorry for the issues in Caco's Keep I didn't notice.

v4 of Cacos Keep here
https://files.catbox.moe/3quen9.wad

>> No.8291970
File: 177 KB, 517x441, GOT DAMN.png [View same] [iqdb] [saucenao] [google]
8291970

>>8290980
I'm pretty sure that alone is gonna win over a lot of people.

>>8291716
yeah, those are his goggles. I got a friend who thinks those shouldn't be visible at all but I think it works for a stylized "visor" HUD like this.

>> No.8292000

>>8291960
>I used push and wind scrollers which, long story short, turns out that DSDA and Wolf doesn't like at all
Exclaimer to anyone using linedefs like scroll according to vector or sector height: when transfering map from boom to mbf21 the amount of scrolling/pushing things changes a bit, so if the pushes were precisely tuned you may need to retune them

>> No.8292010

>>8292000
I think everything divisible by 32 is consistent. Otherwise, might not be.

Fliers don't scroll with the floor though.

>> No.8292041

Ever since I upgraded to Zandronum 3.1, I can't join any servers on doomseeker, most are still using 3.0. Should I maintain 2 different versions of zandro or will this somehow be resolved soon?

>> No.8292050

>>8290382
I know the switch had nothing to do with the pit. The area established earlier there are lower parts of the map you can enter and exit. Why the actual fuck was this 1 made that way? I assume it's because either the mapper forgot it or is a faggot

>> No.8292059

>>8292050
Maybe you should git gud instead of blaming others.

>> No.8292078

>>8292041
Doomseeker will automatically download new versions of Zandronum if you set a directoy for testing releases. Just get 3.0 for the time being and let Doomseeker handle installing 3.1 alphas. I heard that TSPG is going to shut down for a few days to force all of its servers to 3.1, not sure when that's happening.

>> No.8292083

>>8290838
Are you crazy? Who doesn't want to playtest the same maps for a year?

>> No.8292096

>>8292078
Ooh I see. Thanks I'll try that and hope TSPG and I suppose the other servers as well upgrade too.

>> No.8292105
File: 40 KB, 445x503, 1622002317274.jpg [View same] [iqdb] [saucenao] [google]
8292105

>>8290597
>more than 80 hybrid enemies

>> No.8292121
File: 31 KB, 298x403, 1605437470532.jpg [View same] [iqdb] [saucenao] [google]
8292121

>Zandronum is finally getting a new update after 4 years
Unfortunately I don't think this'll be a big enough update to revitalize the playerbase or anything like that but it's something at least.

>> No.8292141

>>8292121
>revitalize the playerbase

It won't change anything unless there are servers hosting something other than megagame.wad and complex doom kitchen sink clusterfucks.

>> No.8292143
File: 1.19 MB, 1838x1044, file.png [View same] [iqdb] [saucenao] [google]
8292143

ayy

>> No.8292150

>>8292141
There's plenty of those still around but nobody plays them.

>> No.8292151

>>8292141
>>8292121
Once upon a time there was a Zandrofork or something with some real MMO-shit going on. Several semi-openworld maps and players going from one to another were automatically reconnected to another server.

I remember even joining it for a few minutes., and seeing several vids about it. So it's definitely was a real functioning thing.
But now all i find are some threads by "ideaguys" speaking about how rad such thing wouldve been from 2014 or something.

>> No.8292159

>>8292151
that would be rad for a /vr/ lounge kind of thing

>> No.8292169

>>8292151
sounds real fuckin' neato

>> No.8292172

>>8292151
I bet that's something you could easily do in Unreal, thinking about it. You could (i think) have a level exit connect to another server, since open "map" or open "address" are the same command...
Wonder if anyone has done that. It wouldn't be hard to test anyway, and so long as you're running jcoopz you could keep your stuff if you logged out and in again... That plus some autosaving, I'm not sure there's any reason you couldn't run a persistent world like that.

>> No.8292180

>>8292172
is something like this possible in Quake/Darkplaces?

>> No.8292193

>>8290790
I'm frankenspriting the pistol doomguy and the shield zombie from cyber's monster randomizer together.
Honestly I'm baffled that there's no shield doomguy sprite yet anywhere.

>> No.8292203

>>8292172
You'd need multiple servers for the maps, right? Seems like it could be an issue unless Unreal has its own TSPG equivalent where dedicated hosting is easier.

>> No.8292269

>>8292172
If I recall correctly there was a guy who did that with unreal way back in 2003 or so. Don't remember at all what it was called, and there are probably only a dozen people on earth who ever touched it. But yes, I've seen it done in unreal.

>> No.8292358

>>8292203
Yeah. And thinking about it I don't think inventory items would carry to the next server... But maybe they would, I dunno.

>> No.8292391
File: 41 KB, 1313x280, Zdoom_Forums _Brutal_ Friends.png [View same] [iqdb] [saucenao] [google]
8292391

>guy posts a MarkIV mod
>"there is a rule against coop marines" t. gzdoom tranny
wut? lmao

>> No.8292401
File: 17 KB, 360x450, Old_jerma.jpg [View same] [iqdb] [saucenao] [google]
8292401

>>8292391
>Caring about a post from 4 years ago

>> No.8292403

Why aren't you playing Doom 32X Delta?

>> No.8292410

>>8292401
I just found it utterly ridiculous. Making shit up on the spot because you hate the guy who made the mod? It's infantile as fuck.

>> No.8292418

>>8292410
But it's still 4 years ago.
Don't question how any moderation works because is always garbage.

About it,there are mods based on BD and Mark's work and didn't get in trouble.

>> No.8292425

>>8290753
Same. The few I play of Hexen makes me like it more than Heretic.

>>8290786
Like Artorian Legends?

>> No.8292438

What's the difference between the PC-98 and DOS/V versions?
https://www.dropbox.com/s/p8b38g6v9md7l3b/list%20of%20DOOM%20releases.txt?dl=0

>> No.8292441 [DELETED] 

>>8292391
The abundance of trannies and pronoun faggots in zdoom really is insufferable.

>> No.8292443

>>8292425
AL is all over the place in terms of historical period, most of it way past Arthurian times - IIRC plate cuirass armor and crossbows were not a thing in Europe until 4-5 centures after King Arthur could've possibly been alive.

In any case, for a while I've been longing for a Roman/Byzanthine - influenced steampunk action game - since both greeks and romans knew a lot about mechanics and engineering it'd be nice to see some alternative history where their culture didnt fall and reached the industrial revolution times with their culture and aesthetics intact.

>> No.8292447

>>8292418
and there are several co-op marines mods, or mods that have friendly monsters in them
point is why the fuck would there be a rule against them? why would you say that?
and if there is why isn't it enforced against anyone else?

>> No.8292451

>>8292443
Now that you say it, I kinda want that too, now.

>> No.8292456

>>8292443
>most of it way past Arthurian times
which, tbf, is pretty on-point for the Arthurian aesthetic, considering that the entire Matter of Britain is anachronism central

>> No.8292459
File: 484 KB, 1920x1080, Desktop Screenshot 2021.11.01 - 19.00.28.29.png [View same] [iqdb] [saucenao] [google]
8292459

streaming ad mortem if anyone is interested
this is my first time in a long long time using vanilla doom and a sourceport that isn't full of crutches like gzdoom or zandro so I'll see what happens
>>8291097

If anyone is interested, twitch.tv/jaesumgai

>> No.8292464

anyone ever seen a radio-carrying monster or sprite anywhere?
I feel like the backpack doomguy isn't gonna cut it for an artilleryman ally

>> No.8292471
File: 135 KB, 833x1000, 0bf049d36746e5e331c54522889ebd8d.jpg [View same] [iqdb] [saucenao] [google]
8292471

is there any enemy mod for doom that brings both quake 1 and 2 enemies, including expansions?

>> No.8292473

>>8292471
No.

>> No.8292479
File: 332 KB, 938x1191, 89035216_p0.jpg [View same] [iqdb] [saucenao] [google]
8292479

>>8292471
Quake Champions Doom Edition

>> No.8292481

>>8292479
is there an enemy only version?

>> No.8292485

>>8292481
Not that I know.
You can deactivate Quake 4 and Doom ones and keep them 1 and 2.

>> No.8292494

>>8288962
>Get told next stream would be Friday
>It was actually yesterday
Did he not want us to watch or something?

>> No.8292496

>>8292143
The Mancubus scare is really neat in that part.
And the caco secret.


He should have retouched the first episode a bit more, the second episode in terms of level design is way more ambitious in details.

I dont get it but build games always seem more busy in assets, than doom total conversion when trying to do the same thing.

>> No.8292507

>>8292496
I think it has something to do with movement. Too much detail in Doom and you start to snag on things quite uncomfortably which does not happen in Build.

>> No.8292520
File: 157 KB, 616x510, 616x510.jpg [View same] [iqdb] [saucenao] [google]
8292520

>>8292443
AL is meant to be tongue in cheek in case you missed a bust of Duke Nukem in the green knight castle. I think they went a bit overboard but it works.

I would have preferred more witchhaven dragons\goblins and buxom witches than Monty Python but hey. Its fun. Arthurian is meant to be stupiud.


>>8292456
Pretty much, although when you read medieval shit like matter of France and especially Amadis of Gaul you really see the kind of dark ages well of inspiration tons of people drank, especially tolkien.

>> No.8292526

>>8292507
It also has to do with how you texture shit also.

>> No.8292541

>>8292447
the answer is in your original post

>> No.8292551

>>8288836
New V3 update for Ad Mortem that fixes all the issues from this post >>8288606

Link:
https://drive.google.com/file/d/18le6ho89YT_myg8CiUUk2mw1439zPyyJ/view

>> No.8292604

no clue what post to reply to, but just here's v3.3 of MAP14/MAP32
https://files.catbox.moe/y2rddu.wad
fixed an issue Tarnsman found and tweaked some aesthetic stuff

>> No.8292671
File: 2.17 MB, 3840x2160, Screenshot_Doom_20211101_200657.png [View same] [iqdb] [saucenao] [google]
8292671

>>8292059
>1 of these pits is safe
>1 of these pits is not
>the game has established you can go up and down pits at points
>completely and totally reasonable to suspect bot of these pits would be safe
>especially this fucking far into the map
>the ending tries to get you to kys as a "lololol i troll you xddxd" attempt
Nah. Map was overstayed its welcome and the designer was a fag. Easily the worst 1 so far

>> No.8292674

>>8292671
>Easily the worst 1 so far
...have you played my map (MAP32) yet?

>> No.8292683

>>8289558
Graf should've honestly just let GZDoom die after this.
>spend free time making 1 of the best sourceports to date for a nearly 3 decade old game
>make as much shit as compatible as possible to appease retards like anon
>this shit literally nobody plays now drops
>memelords try to hype it up because "lol gz can't run"
>graf rightuflyl tells troons and goons to get fucked
faggotry continues
>graf almost decides to say fuck it and stop
>changes mind at the last second
>inbg4 hi graf
Not saying Graf is a saint but the retardation surrounding this was fucking awful

>> No.8292689

>>8292674
Is it hidden? If so, no. If it's meme shit then I'll get a kick out of it and might try later. Is it the main 15? Then I haven't gotten that far. Like I said, this map takes ages to get through

>> No.8292692

>>8290727
lilith

>> No.8292698

>>8292683
>>memelords try to hype it up because "lol gz can't run"
This literally wouldn't have happened if he didn't act like a whiny fucking faggot in both the release thread AND the cacoward thread. He brought this upon himself and deserves everything that comes his way for it.

>> No.8292701
File: 1.27 MB, 1366x768, spasm0000.png [View same] [iqdb] [saucenao] [google]
8292701

VR anon, the spike.mdl included in vr has fucked textures

>> No.8292707

>>8292698
Again, after all the horseshit he had every right to. Who plays this dogshit in current year? That's right. Fucking nobody. graf was completely in the right

>> No.8292708

>>8292707
And everyone else had every right to respond accordingly to his faggotry.

>> No.8292712

>>8292708
I'll ask again: who tf plays this dogshit? Not a single fucking person. Graf was right.

>> No.8292714 [DELETED] 

>>8292712
Seethe in hell.

>> No.8292718 [DELETED] 

>>8292714
Cope like a bitch.

>> No.8292726

>>8292707
>Who plays this dogshit in current year?
then, why the rant?

>> No.8292730 [DELETED] 

>>8292718
dilate, forums troon

>> No.8292736

Idea for a new /vr/ project:
A Valentine's wad where anons are paired up randomly to collaborate on maps.

>> No.8292746

>>8292736
94 Pronouns of DW

>> No.8292752
File: 2.78 MB, 320x240, that's not funny.gif [View same] [iqdb] [saucenao] [google]
8292752

>>8292746

>> No.8292756

>>8292746
fucking kek

>> No.8292783

Well lads, I beat all of plutonia on ps uv except for 31 and 32. I started 31 then got killed by an archvile that was invisible or was attacking through a wall or something, which pissed me off as it was the lamest of all of plutonias gotcha moments. Im picking it back up soon, looking forward to getting rekt by go 2 it

>> No.8292785
File: 16 KB, 779x435, uv autism.jpg [View same] [iqdb] [saucenao] [google]
8292785

>>8292701
Not really sure how that happened, but I've just uploaded a fixed one. Thanks.

>> No.8292789

>>8292746
haha, fantastic.

>> No.8292796

>>8292736
I wholeheartedly support this.

>> No.8292802

>>8292736
So kinda like the Mapwich projects? Could be neat.

>> No.8292808

>>8290251
When I watched the pro doom monster strats video or whatever it's called, and it told me how to stop the lost souls from spawning

>> No.8292813

>>8292746
I'm gonna sound like an idiot, but what is this a play on words of? I get the correlation between pronouns and DW though

>> No.8292815

>>8292813
Seconding this.
T. retard.

>> No.8292816

>>8292813
94 Protons of /vr/, a Plutonia project that we were going to do but then we did HFFM instead

>> No.8292818

>>8292816
We're still gonna do 94 Protons.

>> No.8292821

>>8292818
But when? There's lots of projects that people want to do and it doesn't look like we're sure which one comes next.

>> No.8292823 [DELETED] 

>>8292802
Mapwich is shit tho

>> No.8292828

>>8292823
I never said it wouldn't be shit, just neat.

>> No.8292836

>>8292551
MAP03 (Beneath Bloodstone) was updated on DW with the patchnote from v1.4b, but the version included was v1.4.
Here's the correct version again: https://files.catbox.moe/qsx557.zip
Also the doomworld post erroneously implies that MAP03 has a Deathmatch arena.

>> No.8292856

>>8292836
That's weird, I guess you sent me a wrong file because the one that I downloaded was 1.4b

>> No.8292869

>>8292823
So /vr/ projects would fit right in.

>> No.8292878

>>8292671
Even the amateur just beat that level and didn't have those problems at the end.

>> No.8292885
File: 528 KB, 1920x1080, Desktop Screenshot 2021.11.01 - 19.59.35.41.png [View same] [iqdb] [saucenao] [google]
8292885

>>8292459
This was really fun and awesome. Great designs good spooks and quite challenging (for me at least)
Thanks again all. Can't wait for more next time to continue

>> No.8292891

>>8292836
Also
>doomworld post erroneously implies that MAP03 has a Deathmatch arena.
but didn't you said your map had DM support tho? I guess DM support is the correct word, not arenas. lmao

>> No.8292894

>>8292878
If you're taking about me I did fall into the hole though

>> No.8292896

>94 protons of vr
>Deathmatch maps project
>Patchwork map project
>Christmas project
>Valentine's day project

just pick one dammit

>> No.8292903

>>8292891
It's very half-assed, but there are deathmatch starts and multiplayer-tagged weapons (and a co-op cyberdemon, which I'll probably remove if I decide to update with a proper DM arena)

>> No.8292906

>>8288834
>>8288836
>>8292896
https://www.strawpoll.me/45829015
Not official, just gauging interest

>> No.8292908

>>8292906
>REKKR project
wat

>> No.8292916

>>8292906
Christmas!

>> No.8292917
File: 431 KB, 533x682, Q2 tank.png [View same] [iqdb] [saucenao] [google]
8292917

>>8292471
Not a fan of that modified mouthguard look and how it spread to most of the roster. I want to be grimaced at as much as possible with these guys, it's a lot more unsettling and intimidating that way. Failing that I haven't seen anything in Q4 as awesome as tanks wearing human faces, that's some Chaos shit.

>> No.8292932

Looks like there's a lot of interest in a Christmas project. Question is, who will lead it? I would be willing to if nobody else steps up

>> No.8292948

>>8292932
If we're going to make a X-mas project then we have to start from now. 2 months is enough time for mapping unless you want a speedmap project in december or something

>> No.8292951

>>8292932
We could barely meet the deadline for a Halloween project that started in August. Christmas isn't going to happen.

>> No.8292976

>>8292951
It also turned out to be the best of the three most recent doom projects from here. I wouldn't rule a christmas project out entirely.

>> No.8293025

>>8292391
It's because he encouraged someone who was suicidal to suicide. I still play his mods regardless, but I do believe if a place wants to ban his works because of it that it's okay because suicide carries more consequence than just losing your life. It affects more than oneself. Better advice would be to change whatever it is that's making people unhappy. If it's poverty, try to find legal ways to make money.

If it's personal relationship problems, save enough to move.

Lover problems? Get in shape.

If one is just bored with life it's time to explore so that they may find what they love.

Jail doctors who perform tranny surgery and people who encourage others to "transition" with the exception of current actual trannies since they'll be on that head high since their fake identity takes one in order to act out. Makes no sense to punish victims of subversive mental gaslighting.

>>8292447
They feel wrong about the truthful reason why they don't want his work around because of their need to manipulate community perception. Though they should just be honest and say that they don't want his work around for encouraging people to suicide regardless of what others post and would actually be more acceptable of a response, even to detractors, than simply hiding it like that.

I'd ban people who encourage others to suicide if I was moderating a website but I wouldn't lie about why they and their content is banned. To hate the artist and not the art is ultimately to love the artist for all works are autobiographical.

>> No.8293057

Is Thing_Hate the only way to make monsters attack friendlies on sight, instead of only if they're hurt by them?
also fuck mods

>> No.8293070

>>8293025
its not even about the suicide thing, plus that been doctored and edited by the ztroom forums.
Its because Mk4 was questioning the holocaust when one of the zdoom thought police claimed to find a holocaust denial play list on his youtube, so its likely they engineered a scenario to get rid of him

>> No.8293083

>>8293070
Interesting. I wasn't there though. I'm just going by what others have said. I wouldn't be surprised though considering how people can be.

>> No.8293102

>>8293057
Think so. However, I do know the "hate target" actor can be used to start conversations and are invisible in game.

>> No.8293112

>>8293102
but how do I assign a TID to an actor? It says in the wiki that the TID is a "Tag" that you assign manually, but that's confusing, since I think TID is a number, and there's already a "Tag" you can give to actors in decorate such as "Shotgun Marine" or whatever other name you want, so it can't be that.

>> No.8293145

I must say, Quake2XP has to be the worst garbage ever made as "eyecandy" sourceport.
Not only that but the author is a fucking autist who cant code right and blames graphic cards companies for not working with his shit.
He keeps blaming Reshade dev and blocked all DLL's claiming that is ruining his artistic vision.
and the monster texture assets were stolen from the old Q2Evolved textures.

For a Russian sourceport, even the old berserkerQ2 had better compatibility than that.

>> No.8293147

>>8292948
Well, I can definitely serve as a lead and make a resources wad, but the real question is how many anons still have it in them to make more maps?

>> No.8293167
File: 165 KB, 952x512, TiD in gzdoombuilder.jpg [View same] [iqdb] [saucenao] [google]
8293167

>>8293112
https://zdoom.org/wiki/TID

Check out the zdoom wiki. It's pretty comprehensive.

I use gzdoom builder primarily for maps. It's based off of regular doom builder. Pic related is one way to change it. You can also create scripts that assign and change Tids to different actors.

>> No.8293175

>>8293167
Just right click on the actor of the Tid you want to change. Some people use the same terminology to point to different things though. It's part of the reason why it can be confusing. Sometimes I see the Spawn ID of an actor being confused with the Tid.

>> No.8293179
File: 493 KB, 500x493, some viking wad.png [View same] [iqdb] [saucenao] [google]
8293179

>>8292908

>> No.8293190

>>8293167
>>8293175
so you can't assign it in decorate? when it says
actor: exampleactor 1439
is 1439 not the TID?
my actors are not spawned with a map so I don't know if gzdoom builder can help me.

>> No.8293198

>>8293190
If you're not placing them with a map, you'll have to use ACS to assign a TID to your spawned monsters.

>> No.8293214

>>8293198
the hell is that number then?
I don't know the first thing about scripting. Couldn't I use Thing_ChangeTID in a line in the actor spawn state?

>> No.8293235

>>8293145
use Yamagi Q2 and stop using shittty source ports ran by autists.

>> No.8293238

>>8293214
something like this
Spawn:
TNT1 A 0
TNT1 A 0 Thing_ChangeID(0, "new ID")
Goto Idle

Idle:
SPRI A 4 A_Look
Loop

for example. so it will change its ID when it spawns but wont loop back to it all the time. would that work?

>> No.8293253
File: 36 KB, 355x343, Spawn ID in slade.jpg [View same] [iqdb] [saucenao] [google]
8293253

>>8293190
I always use scripts when I need to do that but I do believe that you can.

https://zdoom.org/wiki/DECORATE_expressions
crtl+f and search of tid. There is a decorate property for assigning it. I believe that what you're thinking of is what I circled in pic related. That's the spawn id.

Tid is separate from spawn id. Some scripting syntax relies on spawn id instead of the actor name in quotes and some builders have a box for spawn id for custom actors whose assets aren't loaded in the builder.

>> No.8293283
File: 17 KB, 340x116, Type in gzdb is spawn id.jpg [View same] [iqdb] [saucenao] [google]
8293283

>>8293190
>>8293253
>some builders have a box for spawn id for custom actors whose assets aren't loaded in the builder.

Pic related for gzdoom builder. There isn't even a graphic loaded with the thing but when I play my .pk3 in gzdoom everything renders and works perfectly.

>> No.8293285

Now do this
https://youtube.com/watch?v=ZM4QsSo-Ru4

>> No.8293287
File: 270 KB, 1280x960, Screenshot_Doom_20211102_012912.png [View same] [iqdb] [saucenao] [google]
8293287

>>8289001
https://files.catbox.moe/tczjlx.wad

Did a quick mockup of what I think the blue key square should look like. Once the competition starts in full, I will polish it up and possibly resize it in order to fit with the other submissions.

>> No.8293297

>>8293287
Damn, project hasn't even started and somebody already made a submission for it. I like it, anon. What's the total size of the room (including the closets)?
Also we'll have to get those textures set up along with whatever other set we use. Mind sharing them?

>> No.8293306
File: 3.04 MB, 1920x1080, rastr.png [View same] [iqdb] [saucenao] [google]
8293306

>>8288836
>>8292785
Recreational Astrocide, for Violent Rumble
https://mega.nz/file/xOwC2DJQ#lOeNjHRVjYODxzsmSaTN33oAfIs9ECcauSn3BHUrEwA

...more like r_speeds 40k lmao.
anyway, there are some performance concerns. not TerShib-bad, about on the level of Rubicon Rumble. I'm getting solid 120fps in vkQuake, but QS dips to 110 at the worst spot. curious how it performs for others.
I'm not sure why .vis got written as a separate file. I'll do some testing to see if deleting it affects performance. included it for now.

I have placed the fourth rune (style 3) in the level, even though I didn't claim it beforehand. it's in a late-level exploration secret, let me know if it's too obtuse.

I'm also looking for feedback on a couple things specifically: should I leave the safety net on for all difficulties? does the grapple progression feel "intentional"? is the silver key "puzzle" obvious enough?

>> No.8293321

>>8293306
shiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiieeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeet that looks fucking great anon

I'll try to stream my first playthrough of it in the morning. Also, I'll go ahead and claim rune 5 for Shub's Wager. I think that just leaves rune 3 unclaimed.
Thanks again for the extra submission.

>> No.8293326

>>8293297
Including the closets, the size of the room is around 1400 x 1024. I can squish it down pretty easily though if need be. Worst case scenario, I could just replace the caco closets with a teleporter ambush.

The blue textures are from OTEX, and the switch texture is from GothicDM. You can see their original names if you open up the wad with Slade3.

>> No.8293337

>>8293253
>There is a decorate property for assigning it
I'm not sure I understand anything in that page at all and the example linked at the end only makes it worse.
>I believe that what you're thinking of is what I circled in pic related. That's the spawn id
Yes, that's what I was talking about.

So for now I have the friendlies with Thing_ChangeID and the enemies with Thing_Hate in their spawn state. I hope it works and doesn't have an effect on my framerate

>> No.8293340

>>8293337
If you want them to not call Thing_ChangeID and Thing_Hate constantly, you should make your Spawn state jump to an Idle state and loop that instead.

>> No.8293347
File: 17 KB, 74x97, 1627930339256.gif [View same] [iqdb] [saucenao] [google]
8293347

>>8293326
Hmm, 1024x1024 might be the sweet spot for each tile size then. We'll have to see how many more people are interested to get an estimate of the total grid size. I'll make a more detailed post later this week to thoroughly go over the rules and hopefully start the project for real.

>> No.8293350

>>8291552
>The most I can do is split wads by best source port to play them.
Why not by intended IWAD (Doom, Heretic, Hexen, etc.)?

>> No.8293351

>>8293145
Wasn't Reshade also made by a russian autist that got peer-pressured into making it open?

>> No.8293358

>>8293340
yes, it's what I did, but someone from the gzdoom development said in a thread it might tank fps because of the way thing_hate works. something about them always checking for the hatee or something, I can't find the thread anymore, but I'm fairly sure it was a post from many years ago so I don't know if it still applies, or if it applies to every hate type, like hate type 3 where they will only attack a hatee if it gets into their field of view, just like the player.

>> No.8293361

>>8293351
as a STALKER fan, trust me, Russian modders are the biggest fucking autists out there

>> No.8293387
File: 2 KB, 282x73, whata.png [View same] [iqdb] [saucenao] [google]
8293387

>>8293306
dammit, quick fix incoming. a certain oblong fellow doesn't activate, even though fastvisd version worked fine. not even sure what would cause this.

>> No.8293413
File: 1 KB, 50x56, PSDOF1.png [View same] [iqdb] [saucenao] [google]
8293413

fuckit, the shield dude will have a sawed-off instead of a pistol
need to figure a way to make the shield light up when he shoots that doesn't look terrible

>> No.8293431

>>8293306
version 2. everything is the same except for one fix.
https://mega.nz/file/kDhQUZRA#g9ohu6t5wPk4B-TL9fQnyDoeg87AgXbOc_qJGfy2xoo

>> No.8293496

>>8293350
I do keep Heretic, Hexen, Strife and now REKKR completely separate. I was debating doing this for Hacx, FreeDoom and D4V as well but those can stay where they are.
They all use mostly different source ports as well.
GZDoom has all the official and unofficial IWADS that I want for mods and stuff.
For Doom I use Crispy, Woof and GZDoom (I dropped prboom+ UMAP completely, thinking of dropping crispy as well, not much point in it when all of it's features that I use are already in Woof).
Crispy Heretic is the only port for Heretic that I use.
Chocolate for Hexen and Strife.
REKKR was a bit more complicated and I switch between Choco, Crispy, Woof and the official release, though I'd say that Woof is still the best choice (don't like using GZDoom unless I have to, Choco is a bit too sensible and Crispy's menu uses a custom texture that gets messed up by the palette). I keep REKKR separate because the coloured blood option, which is great in Doom, carries over improperly and you get sorrows with blue blood since they're caco replacements and skelespiders with green blood since they're baron/ hell knight replacements.
I also have a save directory for each separate wad even though I play saveless and I only keep the save to "mark my progress".
I might be autistic about it.
For Quake though I only use Quakespasm spiked and UQE for Hexen 2.

>> No.8293514

>>8292551
Fix for Imps in the Walls - made the death pit not as deadly anymore. https://files.catbox.moe/39nj3p.zip
By the way, did anyone notice any savegame issues in this map? Because I also have pusher/wind teleporters set up, but during testing they all worked as intended.

A word to the really, really mad anon though: If you pay attention, you will notice that you can see the ground of all pits but this one. It also has pitch black walls as far as you can see instead of just being darker in the center, already giving you an indication that these might not be climbable. And the earlier parts of the map should have taught you to proceed with a little bit more caution. But I yeah, I can understand how it can be frustrating, so I changed it - although I am wondering why you didn't say anything during the testing period.

>> No.8293525

>>8293306
How does one go about creating a map like this?

>> No.8293580

A fan is porting all the Turok Evolution maps to Turok 2.

Based or cringe? Also another fan is porting the evolution weapons to accompany it

>> No.8293619

>>8293525
9000 years in notepad, map source is included
but really, mostly trenchbroom and caffeine

>> No.8293636

>>8288847
I think Plutonia is where the Doom team officially got involved so that’d explain it, for Evilution, it was just a bunch of Doom mapping geniuses who got together for fun and made great levels (many went on to be professional video game designers)

>> No.8293637

I just got vaccinated (against my will).
WADs for this feel?
>Inb4 Syringe

>> No.8293638

>>8289384
Just keep trying, if you are playing on nightmare best of luck! I still have nightmares about E4M2

>> No.8293641

>>8293637
Valiant, naturally

>> No.8293649

>>8293637
How?
Maybe that DBP where doctor doomguy gets shrunk and gives cyberdemon a colonoscopy - dont remember how it was called

>> No.8293652

>>8293306
It literally makes me seethe how much support Quake gets in terms of user map content. I understand it's 100% down to the amazing user friendly tools.

But I just feel pissed that there's so many games that don't get any attention. Powerslave, blood, shadow warrior, marathon, goldeneye, Turok, Ion Fury.

The quake mappers won't leave their comfort zone at all and map for something else. They could breathe new life into so many games but don't. Reeeeee.

>> No.8293658

>>8293652
>They could breathe new life into so many games but don't.
Be the change you want to see, nigga.

>> No.8293670
File: 319 KB, 314x314, 1631726551069.gif [View same] [iqdb] [saucenao] [google]
8293670

>>8292746

>> No.8293672

>>8292736
How are we supposed to stay in touch on anonymous board?

>> No.8293685
File: 266 KB, 498x498, caco.gif [View same] [iqdb] [saucenao] [google]
8293685

Congrats on Ad Mortem 2 releasing, anons!

>> No.8293689

>>8293685
What did he mean by this?

>> No.8293690
File: 227 KB, 498x498, caco1.png [View same] [iqdb] [saucenao] [google]
8293690

>>8293689

>> No.8293692

>>8293685
>2
what the fuck

>> No.8293707

>>8293637
columbine wad

>> No.8293714

>>8293692
>he doesn't know

>> No.8293717

>>8293685
>>8293689
>>8293692
maybe he meant the update

>> No.8293721
File: 661 KB, 1000x779, 410.png [View same] [iqdb] [saucenao] [google]
8293721

>>8293685
>>8293690
This is the last time I'm tolerating your antics, you cheeky fucking caco.

>> No.8293726
File: 597 B, 102x31, The Ad Mortem DM Series for Doom2.png [View same] [iqdb] [saucenao] [google]
8293726

it's actually a prequel

>> No.8293727

>>8293726
deepest lore

>> No.8293732
File: 912 KB, 1838x1044, file.png [View same] [iqdb] [saucenao] [google]
8293732

can someone decipher what America Shouldn't <somethingsomething> ?

>> No.8293734

>>8293732
America
Shouldn't
Have
Expected
Surrender

I think that's what it says?

>> No.8293754

>>8293637
https://forum.zdoom.org/viewtopic.php?t=60112
pick one and find out?

>> No.8293764

>>8293732
Have Expected Surrender
I'm puzzled as to how you could read some but not all of it

>> No.8293771

>>8293637
>wad
my bad.
https://www.doomworld.com/idgames/levels/doom/d-f/deadbs10
It's from 1994 but I enjoyed it when it came out.

>> No.8293779

>>8293637
UAC Military Nightmare

>> No.8293780

What are some boomer shooters that have been released this year?

>> No.8293791

>>8293780
I don't know but I'm gonna try out serious sam 4 soon.

>> No.8293802

>>8293791
I guess that counts, but it doesn't fit.

>> No.8293803

>>8293764
The "urrende" to me looked like "uwndI"
Im not that good at reading english coursive

>> No.8293808

>>8293652
you're a stupid shit, silverman

>> No.8293815
File: 1.46 MB, 217x217, 1582520478339.gif [View same] [iqdb] [saucenao] [google]
8293815

>>8292746

>> No.8293817
File: 10 KB, 393x260, Tiny caco.png [View same] [iqdb] [saucenao] [google]
8293817

>>8293721

>> No.8293819
File: 359 KB, 988x1318, biting commentary.jpg [View same] [iqdb] [saucenao] [google]
8293819

>>8293721

>> No.8293889

>>8293672
Make a throwaway email.

>> No.8293913

>>8293658
I don't have a single atom of creativity in my body or I would.

My point is targeted more towards very experienced veteren mappers that just make 30 doom or quake maps.

>> No.8293949
File: 58 KB, 720x702, embarrassed way too much.jpg [View same] [iqdb] [saucenao] [google]
8293949

>>8293672
>>8293889
>anons exchanging loveletters

>> No.8293957

>>8292551
Still unfixed in map08 (The Torture Garden): >>8278925
>one of the doors that requires a blue keycard is marked with red keycard bars.
I believe red card is what it's supposed to require as there doesn't seem to be a blue card anywhere in the map.

>> No.8294036
File: 469 KB, 914x784, bony mcfuckface.png [View same] [iqdb] [saucenao] [google]
8294036

Looks like your running rockets got em.
The walking sound is golden.
https://clips.twitch.tv/AlertPlayfulAntNerfBlueBlaster-2EttS1ZtwzpJ2lyd

>> No.8294046
File: 273 KB, 1602x900, 2021-11-02_211213.jpg [View same] [iqdb] [saucenao] [google]
8294046

Got softlocked in the mancubus pit in map09.

>> No.8294086
File: 26 KB, 625x583, its k.jpg [View same] [iqdb] [saucenao] [google]
8294086

>>8293306
>>8293431
Alright, let's give this a test:
https://www.youtube.com/watch?v=y1k5FdmdAKw

Hopefully no technical difficulties this time... Though I've had to switch to FTE since QSS has decided to give me insufferable micro-stutters since updating Nvidia drivers.

>> No.8294093
File: 125 KB, 642x479, DOS.png [View same] [iqdb] [saucenao] [google]
8294093

How do I get proper DOS darkness in source ports? I use Heretic as an example, but here it is in DOSBox:

>> No.8294096
File: 62 KB, 604x452, Crispy.png [View same] [iqdb] [saucenao] [google]
8294096

>>8294093
And here it is in Crispy.
This happens all across the board, regardless of game/ source port. DOSBox has very different gamma/ contrast by default.

>> No.8294103
File: 102 KB, 320x400, Heretic E5M6 Colonnade Columns Room Middle Switch.png [View same] [iqdb] [saucenao] [google]
8294103

What is the center switch in the columns hall in Heretic Episode 5 Map 6: Colonnade supposed to do?

>> No.8294126

>>8294103
What are the chances of you posting this right after I post a question about Heretic?

>> No.8294134

>>8294046
Ah, what the hell... How'd you end up in there? The pit should rise when you first enter the cave.

>> No.8294141

>>8293351
Crosire is French, that is ENB dev ur talking about, Fucking Boris.
Check the forums later, he spergs over everything and hates Vulkan, OpenGL and Mainly DX12.

>>8293235
Im using Yamagi and KMQ2, the only issue is that Yamagi is ran by Autistic Purists who despises the idea of a Quake2Spasm, and KMQ2 dev is chill.

>> No.8294143

>>8294134
I entered it from the outside with some convoluted platforming over the rocks.

>> No.8294161

>>8294093
I can tell youi right away that DOSBox brightness isn't right. That's not how the game looks on my Dos machine.

>> No.8294213

>>8293649
Cyb's Freaky Colonoscopy

>> No.8294229

You know, graf would get a lots of cookie points of he out of pure autism added GLSLP shader support out of the libretro library with configs for it.

>> No.8294240

>>8294161
Hm, what does it look like? Is it brighter or darked? Keep in mind this is a screenshot of a cheap LCD screen, not a CRT.

>> No.8294268

>>8294240
Screenshots dont care for your display lmao
I'd say it's closer to Chocolate, but i'd try to increase the saturation to try and get richer colors of the Dosbox without sacrificing image clarity too much.

>> No.8294278

>>8294086
Pretty phenomenal map. The only issue I noticed was the 2nd (I think?) jump pad not getting me all the way to where it was aiming, but I don't know if that's just a FTE quirk.

>> No.8294342

What's the best way to play Arthurian Legends? Can I port it to GZDoom?

>> No.8294346

>>8294342
just play gmota instead

>> No.8294352

>>8294346
It has too many ranged weapons and ranged enemies.

>> No.8294353

>>8294143
Oh, I see what you did there. I've changed it so that the mancubus just teleports in instead. I'll leave the skip to the red key in unless you think players confused as to how to progress to the basement could mistake that as the intended route.
>>8292551
Fixed softlock in MAP22 (now MAP09)
https://drive.google.com/file/d/1pNQjhxHdZ4M6HsAksUOBZ64TCrjaJgFQ/view?usp=sharing

>> No.8294374

>>8294278
watching this rn, no comment stream though.
skipped ahead to look at the jump pad, and yeah that's a bug. I've tuned it so it plants you square on the spot passively (in QS). it's possible to fight against it though, but in your case I think it's FTE. I'll try to find some solution.
but also, you could probably manage just with air control alone, and additionally if you jump right at the moment of lift-off you can even get to the roof secret early.

>> No.8294392

>>8294268
Except there's no way to increase the saturation in Chocolate unless I'm missing something.

>> No.8294414

>>8288834

1. Where can I download original latest Smooth Doom mod? Can't seem to find it fucking anywhere
2. Same for that new Halloween project anon's been working on

>> No.8294436

>>8293496
Think I might just have a folder of ports, a folder of iwads, and a folder of pwads, and then make a batch file to pick which one I want to run with what port...

>> No.8294460

>>8294414
1. Ew.
2. News post at top of thread

>> No.8294468

>>8294460
>8293658
> 1. Ew.
It's the only aesthetics mod that doesn't fuck up the original aesthetics

There's nothing about "halloween" at the top

>> No.8294476

>>8294468
>halloween-themed-megawad

>> No.8294510

>>8292403
I prefer Doom 32X Resurrection. It might be missing some map details, but it's full screen, has vastly superior music, better frame rate, saving, better menus, plus other little touches like the Saturn/PSX Doom intro logo. Feels like a very polished game and shows just how capable the 32X hardware is. Dev has also said he might add back some of the map stuff.

>> No.8294574

>>8294278
ok, you seemed to have managed alright.
never fell off once I think? do you figure I could disable the safety net for nightmare at least, then? and maybe limited charges for hard.
anyway I guess the performance was decent and important secrets weren't too hard. seems like too much ammo, but you never know how much the player's gonna explore.

>> No.8294610

So I got Blood : Whole Unit.
Should I get Blood Fresh Supply or Back 2 Blood?

>> No.8294629

There's talk of 94 protons of /vr/ - but what would a level for this kind of mapset entail? I didnt really play plutonia much and from what I understand its just a harder doom2, no? I mean, there are some ugly jungle custom textures - does this mean they should be all jungle themed?

>> No.8294640

>>8294374
>watching this rn, no comment stream though
I guess it takes a while to process after the stream is over.
>I'll try to find some solution.
but also, you could probably manage just with air control alone, and additionally if you jump right at the moment of lift-off you can even get to the roof secret early.
I'll probably give it a go in Quakespasm or Mark V later today. FTE has a bunch of cvars for netquake compatibility that I thought I had turned on, those might be more for code execution than physics.
>>8294574
>never fell off once I think? do you figure I could disable the safety net for nightmare at least, then? and maybe limited charges for hard.
I suppose. It's up to you.
>I guess the performance was decent
FTE probably isn't the best for judging that. I can maintain 240+ FPS on Ter Shibboleth while QSS hardly gets 50 most of the time. I'd imagine it's probably alright though.

>> No.8294643

>>8288976
>eye inactive
The utter state of Sigil v1.0

>> No.8294714

>>8294629
Plutonia is all about short but hard maps, but the difficulty comes from creative use of monsters instead of using a fuckload of them

>> No.8294754

What is the most awful piece of classic doom soundtrack and why is it Between Levels?

>> No.8294783

>>8290778
Yeah, its pretty great. Its still being updated though, I havent played it in a year because I want to see the complete version.

>> No.8294787

>>8294783
Someone needs to go over the english its awful but its a nice attempt for one anon.

>> No.8294881
File: 2.45 MB, 1024x576, Head off.webm [View same] [iqdb] [saucenao] [google]
8294881

I hate this game. It's slow, unfair, and it runs like shit. Why do I love it?

>> No.8294887

Is ashes afterglow a step-up difficulty wise?

>> No.8294892

>>8289582
yeah I agree, even the start map is just slapped together in a couple of hours. jam 3 was way better

>> No.8294902

>>8294881
Because its fucking metal, and shows what maybe dark messiah type games could have evolved, add, improve, etc, alternate timeline where arkane are not big console dick slurping faggots.

And created a aAx Fatalis 2 with Dark Messiah combat.


Now seriously, I think the game is really solid, the combat can be tense with multiple enemies against and it all works pretty well considering its made by like 2 guys or some shit. Also nice weapon variety, it just lacks more areas and more bosses.

>> No.8294912

>>8294902
I hate that this game runs like shit, and that it's rigged to be hard. Ripping heads off to bait enemies is useless since they all move in pack, and it's TOO FUCKING SHORT
But I fucking love it. I love cutting them in ribbons with a khopesh. I love poking them to death with a spear. I like smashing them with a mace. I love killing them by going full DUSK and ignoring their shields. I love parrying them and driving my katar down their hearts. I love charging Janus' big fuck-you sword.

Everything in that game is good except that it's too short. And it's Unity.

>> No.8294916

>>8294912
I don't know for a unity game it ran really well in my last potato pc.
Its one of those cases where the devs are not complete retards

I had like a terrible cpu and 8 gb of ram and a 750ti and I could ran it 60fps at 720p.

Maybe its your pc.

>> No.8294921

>>8294916
I dunno, when towelheads are throwing fire at me AND I have dust everywhere because these morons are missing me, it slows down a fair bit.
And enemies tend to walks through me and attack me from behind.

>> No.8294930

>>8294610
One Unit Whole Blood is the entire game prepackaged with DOSBox, IIRC. You can keep everything as-is and just load the gamefiles with a sourceport like NBlood so you don't have to deal with DOSBox

>> No.8294932

>>8294930
Is Fresh Supply also a DOS port?

>> No.8294948

Is using save states cheating ?

>> No.8294949
File: 690 KB, 1920x1080, 1634371133198.png [View same] [iqdb] [saucenao] [google]
8294949

>> No.8294965

>>8294948
Yes but who cares?

>> No.8295005

>>8294932
No it's an attempt to make an official port but the fan-made ports are better and free

>> No.8295012

>>8294629
That project isn't for at least a while, so just play Plutonia if you want to get a feel for it.
I'll try to whip up some extra textures which would be suitable for Plutonia's aesthetics until then.

And what the other guy said, mostly small maps which are tough by the use of mean monster placement.

>> No.8295016

>>8294948
Are you abusing them to force your way through the game? Yeah, but if you exhibit restraint I think that it's not. Fully saveless attempts at maps or mapsets are only mandatory for speedrunning IMO.

Do what you feel is best.

>> No.8295028

>>8295012
Plutonia 2 replaced instances of UAC with UAAF on a star logo, maybe we could do something similar with a clover?

>> No.8295029

>>8295028
That'd be funny. What would the acronym be?

>> No.8295034

>>8295029
Colonial Unionspace Mastercorps

>> No.8295035
File: 2.64 MB, 853x480, hom.webm [View same] [iqdb] [saucenao] [google]
8295035

>>8294640
a hom on startmap when played in kex. that's a first.
also rastr straight up crashes the whole thing ("bad surface extents"). possibly has to do with the way I've set up the sky, I'll get back to you on that.

>> No.8295051

>>8295028
>>8295034
this please, I'd take part in it just for that

>> No.8295057

>>8294754
>Between Levels
I love this track
https://www.youtube.com/watch?v=nH2XJ8dDGZU

>> No.8295069

For 94 Protons, we should use the original story for Plutonia, where each level was a more warped version of earth and the teleporters at the end of each level were sending you to another layer of distortion. It's really just an excuse to make our levels retarded as possible.

>> No.8295139
File: 667 KB, 1920x1080, doom14.png [View same] [iqdb] [saucenao] [google]
8295139

>>8292551
Found this weird texture flickering on map 01 side windows, you can only see when moving so it was hard to take a screenshot.
Also, shouldn't the new health pickups have new text instead of using the normal ones?

>> No.8295154

>>8295139
That's because windows are blocked with invisible walls. So you can't trigger the enemies inside if you go through the blue key path first.

>> No.8295174

>>8295139
I figured out the issue. I'll post the fix later on.

>> No.8295178
File: 14 KB, 399x399, 1628185163134.jpg [View same] [iqdb] [saucenao] [google]
8295178

>mfw Painslayer
I chose a great day to check on mods. On another note, how the hell you get autoload to work on newer version of GZDoom?

>> No.8295183

>>8294754
Countdown to Death and Adrian's Asleep

>> No.8295193

>>8294754
The Healer stalks is probably the worst one.

>> No.8295197

>>8294754
Also RUNNIN.MUS if you're a long time mapper

>> No.8295203
File: 705 KB, 1920x1080, doom15.png [View same] [iqdb] [saucenao] [google]
8295203

>>8292551
Map 2 supercharged secret is not tagged.
It is a suppose to be a secret right?

>> No.8295309
File: 13 KB, 300x300, 1612929065803.jpg [View same] [iqdb] [saucenao] [google]
8295309

>>8295203
I just checked, yeah that isn't tagged. It's supposed to be a secret. I went ahead and fixed that really fast, here's the download with sector properly tagged as a secret.
https://files.catbox.moe/x2s4vr.wad

>> No.8295331

I need the little image of doomguy fit snugly under a quilt for something.

>> No.8295339

Tried to play Hexen 2, I got a headache, it wasn't fun to fight enemies.

>> No.8295485

>>8295339
The best way to avoid archer arrows is to duck right when they fire. Then get back up when the arrow flies by, because otherwise the archers will duck to match you. High IQ gameplay.

>> No.8295493

>>8292551
Fixed the windows on Map01.
https://drive.google.com/file/d/1litT-zrufg19rH8KG-j9N0RV1wNxpmhJ/

>> No.8295540
File: 204 KB, 444x432, daniels.png [View same] [iqdb] [saucenao] [google]
8295540

Why does gzdoom run like shit on a 3080?

>> No.8295552

>>8295540
It runs fine with me on an 1660 super but I do get weird drops for 3 seconds when loading a game in ashes.

I have no idea, maybe the menus are 30fps?

It kinda depends on the game in hedon it does not happen I think.

>> No.8295556
File: 671 KB, 1920x1080, doom16.png [View same] [iqdb] [saucenao] [google]
8295556

>>8292551
>>8293514
Is this texture on map 5 suppose to be like this?

>> No.8295561

>>8295485
ON the highest difficulty its pretty fucking fun and doable, also the first hub is full of quake cuteness in the houses and bedrooms.

I think they did a stellar job in record time.

The final hub does get a bit crazy with the angels I had to turn them all into sheep.

The game just has a really cozy feel to it and I love each world is different. I miss that in games, themed levels. I should play portal of praveus one of these days

>> No.8295569

Something that’s been on my mind lately: why did shotguns get replaced by automatics as the main “workhorse gun” in shooters?

>> No.8295573

>>8295540
GZDoom is bad at handling multiple 3d platforms/dynamic lights/3d models in one place. You could have a quantum super computer and GZDoom would still suffer fps drops under those circumstances.

>> No.8295583

>>8295561
The angels are pretty ridiculous. The summoning stone is also useful - just drop one, run away, and let the demon do the work.

Portals Of Praevus is great, the level design is more streamlined and the architecture/texturing are the absolute best of the Quake engine in that era.

>> No.8295587

>>8295556
It showed up as pure white on my playthrough, definitely unintentional

>> No.8295597

>>8295583
I just love the quake 1 engine. its chunky but nice, now wonder I love HL mods.

Quake 2 does not feel the same. Sin should have been done in quake 1.

>> No.8295598

>>8295573
Basically, though you can get some better performance out of GzDoom if your processor is strong at single threading.
There's also GLES, which you can use for getting better performance with older and lower end hardware.

>> No.8295603

>>8295598
>processor is strong at single threading.

Not that non but its one of those things? Its always single core performance bottlenecking in the end. Typical.

>> No.8295623

>>8295035
Well, I guess we can use the excuse of Kek not even existing when the project started. I really don't even know where to begin on that hall of mirrors.

>> No.8295670

>>8295485
I loved the first area, it was great, if the whole game as about beating monster in fantasy land, I would have kept playing, but the second area is ugly, one of the first monster is a bullet sponge tiger man, and they shove 4 in a small room.

>> No.8295673

>>8295603
Doom was made for single core all the way back in the day, and the ports haven't substantially deviated from this. I don't understand why, but Graf told me that Doom's typical behavior won't all sync up properly on multithreading, or something like that.

Take my words with a grain of salt, because I'm stupid.

>> No.8295682

>>8295339
ya think that with the attention these older games are getting, are they just gonna stick to the major games like doom and quake, or if they'll revisit stuff like hexen and heretic

>> No.8295726

>>8295682
As far as I know, the IP for Heretic and Hexen are in copywrite hell.

>> No.8295728

>>8293514
>If you pay attention, you will notice that you can see the ground of all pits but this one.
And again, the mod clearly establishes you can jump in and out of pits. Cool. So when you're running around super fast of course you're not going to stop and think twice about it. Fucking fight me, bro.
>why didn't you say anything during the testing period
Didn't wanna be a play tester. All I knew is that this was a thing and I was gonna play when it came out. Had no idea if it was gonna be something quality or garbage like HUH.

>> No.8295743

>>8295673
The problem is that if you made Doom multithreaded, it would either break the deterministic logic that makes demos work (because the game would produce different outcomes on different thread counts), or you'd have to keep threads synced to avoid that, which would basically be multithreading in name only with little to no benefit. Games have to be built for multithreading from the ground up, and obviously, old games that were tightly optimized for the hardware of their time couldn't account for that.

>> No.8295769
File: 8 KB, 184x213, hunter.gif [View same] [iqdb] [saucenao] [google]
8295769

I want Hunter from Quake 3 to sit on my face until I suffocate.

>> No.8295778

>>8295743
Makes sense, but isnt gzdoom basically a brand new engine? Maybe for total conversions you can use multiple threads.

>> No.8295794
File: 19 KB, 473x355, ren.jpg [View same] [iqdb] [saucenao] [google]
8295794

>>8295769
>gif

>> No.8295807

>>8295778
It's totally decoupled from vanilla Doom at this point, but still based on decades-old single-threaded ZDoom code. You'd pretty much have to start from scratch, and you may as well just use Unity or UE4 if you're going that far.

>> No.8295816

>>8295794
That image was just saved from some old clan site, I forgot where exactly. In the days of yore, people used .gif for still images pretty regularly because for smaller images, it gives a good compromise for size and color without ending up all artifacted and desaturated like even high quality jpegs do.

>> No.8295849

>>8288836
Treasure Tech 1.2 is here!
https://forum.zdoom.org/viewtopic.php?f=43&t=66995

>> No.8295898

>>8294948
Doom has save states, and the retard who is spreading this is a fucking idiot who left cinemassacre because the fatties outplayed him.

>>8295339
Hexen 2 needs more love.
Some Morrowind weapons would work great as custom weapon mods.

>> No.8295905

>>8292712
By "dogshit" do you mean lilith.wad? If so then I replayed it this year, eat cocks.

>> No.8295907
File: 60 KB, 271x308, 1606352437341.png [View same] [iqdb] [saucenao] [google]
8295907

>haven't opened map editor in months
>haven't played any new maps in months
>haven't done diddly-doo in months
fuck;

>> No.8295920

>>8295907
Play Ad Mortem.

>> No.8295935

>>8295623
Recreational Astrocide v3
https://mega.nz/file/5OZA1T4D#cOcWMHg7Au7Eenn3iJkUy6HLVxIzns9pJcqtKnB6J2c

expected the error to be caused by the huge 8Kx8K surfaces, instead it's the tiniest miniature 10x10 brush. figures. praise be to MarkV and its informative errors.
runs fine in Kex now. except for two things: Kex doesn't print red text, and Kex doesn't draw non-worldspawn sky. really, I consider both to be their bugs and there's not much I can do on my end (I need sky walls and illusionaries)

DP had the same jumppad behavior as FTE. solved it by submerging the trigger a bit. makes cool progression skips impossible, but oh well.
also deleted the .vis file, I guess it's just there in case you'd want to stop the process and resume later. has no effect on performance, in any case.

>> No.8295943

>>8295898
>Doom has save states
yes, but demos stopping on pause proves that they're not the intended method of play

>> No.8295951

>>8295943
Sure mike, sure.

>> No.8295952

>>8295943
or maybe it proves that demos are a feature only intended for the start screen

>> No.8295965

>>8295952
why did everyone and their mom share lmp files all the time then you LARPing zoomer?
>>8295951
who?

>> No.8295972

>>8295965
do you know what "intent" means?

>> No.8295975

>>8295972
>files that literally originated from recordings of the developers playing the game
do you?

>> No.8295985

>>8294629
Jungles, brown bricks, archviles, revenants, and chaingunners

>> No.8295987

>>8295975
if that's your argument, then the levels aren't actually intended to be completed

>> No.8295992

>>8295987
they all have exit gates/triggers, game was just new then

>> No.8296000

>>8295992
that's just for testing purposes. you're actually supposed to die on every level, it's why it's called "Doom".

>> No.8296015

>>8295743
>it would either break the deterministic logic that makes demos work (because the game would produce different outcomes on different thread counts),
Well GzDoom dispenses with that, and the logic being deterministic isn't strictly important as long as you can make something which functions similarly enough.

>or you'd have to keep threads synced to avoid that, which would basically be multithreading in name only with little to no benefit. Games have to be built for multithreading from the ground up, and obviously, old games that were tightly optimized for the hardware of their time couldn't account for that.
I see. Could facsimiles not be made anyway though? The code and exact function would be different, but surely you could make something that functioned very much like Doom in practice, even if it's dramatically different under the hood?

>> No.8296021
File: 19 KB, 320x288, The real treasure is this mod.gif [View same] [iqdb] [saucenao] [google]
8296021

>>8295849

>> No.8296042

>>8295573
Limits of the software

>> No.8296051

>>8294468
Smooth doom needs retiming on the animations... They made the animations feel less weighty, on the weapons anyway. The monsters are less noticeable.

>> No.8296052

>>8295965
Because lmp files are video guides. but lmp files aren't true recordings. It's more like a key logger that then tells a npc how to play. In all video games and this phenomena is pronounced in doom due to it's lesser complexity, the player in a single player game can control monster movement. It's why if specs across pcs were too different you'd see the character in the lmp file doing something different than what was recording on the pc it originated from and even if one input is skipped , for whatever reason, you start to even see monsters behave differently from when the lmp was "recorded".

>> No.8296067
File: 11 KB, 367x306, PSDOF3.png [View same] [iqdb] [saucenao] [google]
8296067

ShieldGuy is done. Made a little wad for it as well. Sadly I can't sprite for shit or I'd give the shield some nice light effects when he fires.
https://www.mediafire.com/file/sbf48a4077w8z4d/ShieldGuy.wad/file
Now on to the radio/artillery dude and the flamethrower. Maybe one with a cloaking device as well? Feature creep is real.

>> No.8296073
File: 132 KB, 735x720, 635253252.jpg [View same] [iqdb] [saucenao] [google]
8296073

https://www.doomworld.com/forum/topic/125469-i-think-i-finally-figured-out-why-i-hate-plutonia/
So... is plutonia too hard or not?

>> No.8296079
File: 112 KB, 185x90, tldr.gif [View same] [iqdb] [saucenao] [google]
8296079

>>8296073
>OP is a 2021 registration date
>So are lots of replies
>Nine Inch Heels is there too
WOOOOOOOOOOOOOOOOOOOOOW that's like everything I hate about doomworld rolled into one thread

>> No.8296081

>>8296073
Plutonia is only hard with fast monsters.

>> No.8296091

>>8296079
What's wrong with Nine Inch Heels?

>> No.8296093

>>8296091
She's your average poster here but even more vitriolic.

>> No.8296101

>>8296073
Also when it comes to doom, to master making it challenging is in map design that isn't cheap traps or entire armies in one space.

>> No.8296105
File: 2.77 MB, 640x360, plutnah.webm [View same] [iqdb] [saucenao] [google]
8296105

>>8296073
these days it's perfect

>> No.8296110
File: 1.30 MB, 3024x4032, image0.jpg [View same] [iqdb] [saucenao] [google]
8296110

Time for breakfast, anyone care for a bowl?

>> No.8296114

>>8296073
>thread locked

>> No.8296119

>>8296110
>such fun so late in the thread
Use this for the next OP please

>> No.8296126
File: 966 KB, 1600x1600, spin_prod_ec_768908401.jpg [View same] [iqdb] [saucenao] [google]
8296126

>>8296110
I bet they look like Cap'n Crunch pieces.

>> No.8296127

>>8296091
If you have to ask whats wrong with doomworlds community
you'll never know

>> No.8296162

>>8296015
>Well GzDoom dispenses with that
This is different from the changes that break vanilla/Boom demo compatibility. A GZDoom demo will still play back properly in the same version of GZDoom with the same files loaded. If the engine were multithreaded, the game wouldn't work in the same way on two PCs with different thread counts. Nothing either player would notice in isolation, but if they were to play multiplayer, or one of them played back a demo recorded by the other, the same inputs and RNG seeds would cause different results on each system.

>The code and exact function would be different, but surely you could make something that functioned very much like Doom in practice, even if it's dramatically different under the hood?
Well, yes, in theory it could be done, the problem is finding someone actually willing and able to rebuild the entire engine from scratch. The more practical approach at that point is to just use a different engine and make it able to use Doom data formats. Fallen Aces does that, they make the maps in Doom Builder and just added UDMF support to the engine they're using.

The unfortunate truth is that the situation is so fucked that GZDoom is already about as optimized as it can reasonably be while maintaining its feature set. If someone were to make a wholly new engine, maybe things could be set right, but despite the memes, part of what bogs GZDoom down is that it does maintain compatibility with so many different formats, standards, and languages as they've been developed over the years. If those trappings could be escaped, you could get your super optimized engine that runs like you'd expect it to. But then you'd have nothing to run on it. So you add support for old standards, and the cycle repeats.

>> No.8296164

>>8296126
and somehow the toxic radiation barrels do less damage to your mouth than what Cap'n Crunch does.

>> No.8296167 [DELETED] 

>>8296091
>She's

>> No.8296172

>>8296079
>OP is a 2021 registration date
>So are lots of replies
Petty as fuck but thanks for reminding me to recover my old account, I guess. Not that I'll post much on DW in its current state.

>> No.8296330

>>8295935
Just tested it. The jump pad works much better now in FTE.
How would you feel if I tried to make quick grapple ignore weapon cooldowns? Swinging around with the railgun is a bit of a pain with the 1.5 second cooldown. No guarantees though.

Also, did you ever release an update for your first map? I think I missed it if you did.

>> No.8296360

>>8296162
gzdoom is in a good spot because of all of it's features and compatibilities. Lots of users get to experience content old and new because of it. Even things made for other engines tend to run just fine in gzdoom.

I'd keep gzdoom and just start a new engine with gzdoom as a reference sheet. Gradually get it up to speed and then maintain the new engine when it can match what gzdoom is capable of now.

>> No.8296370

>>8296162
honestly, I'm glad gzdoom is the way it is. One can be very creative with it. There are even mods for it that appear like entirely new games using 3d models and everything. It's a great engine and the fact it's been maintained by people from the community and continually improved upon is something special man. No other game has what doom has going on for it and that makes it stand out from the rest. It's why I go out of my way to archive everything I see. There are still maps/mods I have not played too. Regardless, my main source port is gzdoom and I haven't had an issue with it yet with the exception of one or two things which, ironically, an older version of gzdoom runs fine. I'm grateful to the zdoom community for making gzdoom what it is today.

>> No.8296386

>>8296360
>I'd keep gzdoom and just start a new engine with gzdoom as a reference sheet. Gradually get it up to speed and then maintain the new engine when it can match what gzdoom is capable of now.
I think this would be good, because GzDoom is good (enough) for what it is, but a good engine sprites and FPS which has a lot of the same hallmarks, but optimized for high performance on modern machines, I think has huge potential.

>> No.8296407

>>8295935
>>8296330
Oh, and I almost forgot. Your exit trigger needs spawnflag 16.

>> No.8296410
File: 349 KB, 255x255, 1415847230526-3.gif [View same] [iqdb] [saucenao] [google]
8296410

>>8296386
>a good engine sprites and FPS which has a lot of the same hallmarks, but optimized for high performance on modern machines
I would kill for an engine like this to be honest. Something which has all the basics for building an FPS, but is also lightweight, simple to use and highly moddable. Even better if it was compatible with Doom Builder or Trenchbroom.

>> No.8296460

>>8292551
Continued updates for maps 28 and 30 (13 and 15 in the final wad)
Map 28(13): misc tweaks, shitty multiplayer support, important zmapinfo update. It seems my zmapinfo broke the level info for other maps in gzdoom since it disregards the umapinfo now. I updated the zmapinfo to include all the maps and intermissions for maximum future proofing.
Map 30(15): misc tweaks, added deathmatch area.
https://files.catbox.moe/sk7n4l.zip

>> No.8296478

>>8296460
Actually, use this link
https://files.catbox.moe/kpswkz.zip

>> No.8296481

>>8296460
>>8296478
Still working on the bazooker, should be done pretty soon.

>> No.8296513

>>8296386
>>8296410
I agree with both of you

>> No.8296591
File: 741 KB, 1920x1080, DM.png [View same] [iqdb] [saucenao] [google]
8296591

>>8292551
One more quick fix for 28 and 30
https://files.catbox.moe/zxm8ts.zip
I know.

>> No.8296603

>>8296513
Oh yeah? I agree with them more.

>> No.8296610

>>8296162
>part of what bogs GZDoom down is that it does maintain compatibility with so many different formats, standards, and languages as they've been developed over the years
This is why I dont like modding GZDoom (modding, not the mapping side). Everything is an overly convoluted minefield because it wasnt designed from the ground up in a planned fashion, its an amalgamation of various companies and port coders' desired features over decades.

>> No.8296628
File: 107 KB, 699x631, 1630121988189.jpg [View same] [iqdb] [saucenao] [google]
8296628

>>8296603
You better watch it or muffins is going to get ya

>> No.8296636

>>8295556
Yeah that's a leftover from the 96px texture, it has been fixed in the meantime, but not yet added to the latest Ad Mortem version.

>> No.8296638

>>8295728
>or garbage like HUH.
HUH was explicitly for bringing new people to Quake mapping and for a bunch of newbie maps it was mostly decent.

>> No.8296643 [DELETED] 

https://twitter.com/pandoras_foxo/status/1447753166183809024

>> No.8296652

>>8296610
Yea, but that's also part of the reason why it's still around and full of features. It is a community project and for being as such it's pretty well done. You gotta remember, it's not like the original creators of doom was keeping the community afloat and building source engines. That was the fans.

>> No.8296663
File: 747 KB, 1344x1280, scrap590_a.png [View same] [iqdb] [saucenao] [google]
8296663

Purgatori with bfg. Boob delivery finished

>> No.8296670
File: 3.06 MB, 560x630, .gif [View same] [iqdb] [saucenao] [google]
8296670

>>8296663

>> No.8296675
File: 224 KB, 1088x704, kimoi.png [View same] [iqdb] [saucenao] [google]
8296675

>>8296670

>> No.8296679

Know what would improve gzdoom? Making 3d sector floors better. If you have too much of that stuff going on in one spot it jogs the game down even if vulcan is turned on. Though, it's better than nothing and works. I just want to be able to make like a 5 story building with overlapping rooms. I found the highest I can go is 4 before things start taking a fps hit.

>> No.8296683

>>8296679
3D floors seem kind of wonky, sometimes they act up in multiplayer (two players on different z axis points glitch each other out of position, say) but in other maps they seem much more natural and functional.

Haven't the foggiest how it works to make in Doom builder though. I just tried to stick with the basics I learned back in the day when doing my collab maps.

>> No.8296698

>>8296683
>>8296679
>>8296360
>>8296386
>>8296410
So...
Quake engine with easier modability, improved physics, improved user->world interactions and better sprite render support.

>> No.8296702

>>8296698
Quake physics are fine.

>> No.8296717

>>8296610
I'll just make stuff for replacing the normal Doom stuff, then when possible, I'll make special compat patches for replacing special stuff from mapsets using custom DeHacked monsters and decorations.

It's not elegant, but, it's doable.

>> No.8296719
File: 866 KB, 1896x1606, 3d sector.jpg [View same] [iqdb] [saucenao] [google]
8296719

>>8296683
It's quite easy. You make the sector that you want 3d and assign it a tag to a linedef with the "sector set 3d floor" or 160 action inside of a sector outside the playable map that's a triangle. Texture it how you want your 3d sector to look and match the floor and ceiling heights to fill out the 3d sectors you made for it. Make sure it's pointing to the right sector and that type is 1 (solid). Pic related shows a sector with two basic 3d floors. In the top pic I have the cursor pointed at the floor so you can see the sector tag. In that pic I used two triangles with the same tag to make the floor that the shotgun guys are standing on and the roof above it. There is only one linedef to make special and the sector floor and ceiling height make the bottom and top of the 3d floor defining thickness.

>> No.8296726

>>8296073
Map 15 was the only one I found "too hard". Everything else it pretty gud.

>> No.8296732

>>8296719
It should be added that the dummy sector that is used for the 3D floor will determine the brightness of the sector unless you also add a "transfer brightness" special somewhere.
Also, the dummy sector doesn't need to be the exact size or shape of the target sector (unless you start working with slopes, but that is a way more complex matter).

>> No.8296747
File: 814 KB, 1896x1606, 3d slope.jpg [View same] [iqdb] [saucenao] [google]
8296747

>>8296719
Getting 3d slopes to be perfect is time consuming though. Pic related shows one slope. The sector info couldn't do it justice so I simply showed the sector I used to create the slop how it looks outside the playable map.

>> No.8296749
File: 65 KB, 500x333, 1358222185294.jpg [View same] [iqdb] [saucenao] [google]
8296749

>>8296663
Alright, fuck you it's time to really push your lewd limits.
Draw her holding hands.

>> No.8296752
File: 346 KB, 1896x1606, Extreme 3d slopes.jpg [View same] [iqdb] [saucenao] [google]
8296752

>>8296732
For sure. In my first pic I posted, the left and right ramps coming towards the camera where the chaingunners sit the 3d sector I used for that ramp was pic related and it took forever to get aligned perfectly to the flat parts.

>> No.8296754

>>8296752
as a quake guy this is legitimately disgusting to look at

>> No.8296757

>>8296754
well I am super high in the air inside of hall of mirrors land. Those 3d sectors don't show up even with automap so it's all good lol

>> No.8296767

>>8296752
I don't quite understand what's going on in this picture, I always build slopes basically as duplicates of the structure I want to make, as per Dragonfly's tutorial.

>> No.8296779

>>8296767
Well, I didn't use anyone's tutorial. I just sat there messing with things until I got the 3d ramps the way I wanted them lol

>> No.8296781

>>8296767
they're the ramps seen in this pic >>8296719
The ones in front of the green armor and backpack.

>> No.8296818
File: 2.46 MB, 1792x1728, scrap592_a.png [View same] [iqdb] [saucenao] [google]
8296818

>>8296749
get back up on your feet, you pathetic mongrel.

don't misunderstand, I didn't save you because I like you or anything

>> No.8296827
File: 72 KB, 600x1003, YES HAHA.jpg [View same] [iqdb] [saucenao] [google]
8296827

>>8296818

>> No.8296830
File: 905 KB, 1508x792, ezramp.webm [View same] [iqdb] [saucenao] [google]
8296830

>>8296747
>>8296752
>laughs in Trenchbroom

>> No.8296835

>>8296830
lmao

Yea, but original doom couldn't do more than one floor. What we have is a consequence of people trying to make it work. I wish doom was like that but the original game did not have the capabilities to have more than one floor. It's one thing I like about duke. But there isn't a gzdoom equivalent for duke from what I understand and gzdoom really does allow for a lot of creative work.

>> No.8296837
File: 1.03 MB, 962x542, Trenchbroom 2021.11.03 - 04.40.10.31.webm [View same] [iqdb] [saucenao] [google]
8296837

>>8296830
>ramp doesn't align with the floor tiles
>using rotate to keep the ramp thickness the same and having to fudge where it connects to the catwalk at 371.729561 units instead of embracing your inner "fuck it"

>> No.8296838

weird request but does anyone have any indistinct military radio chatter or sound effect?

>> No.8296839
File: 257 KB, 968x662, chad shearer vs virgin edger.webm [View same] [iqdb] [saucenao] [google]
8296839

>>8296837
>not shearing so the edge texture stays aligned

>> No.8296841

>>8296839
Look at this guy and his fancy Valve texture format!

>> No.8296843

>>8296838
https://www.realm667.com/index.php/en/beastiary-mainmenu-136-69621/doom-style-mainmenu-105-73113?start=180#preview-19

Crtl+f and search for "z sec" and "zspecops"

Both those npcs have short radio sounds.

>> No.8296856
File: 56 KB, 284x376, rustling in the distance.jpg [View same] [iqdb] [saucenao] [google]
8296856

>>8296839

>> No.8296862

>>8296843
thanks

>> No.8296863

>>8296862
np

>> No.8296874

>>8296837
>>8296839
and now your texture is stretched

>> No.8296906
File: 263 KB, 719x660, Screenshot_20211103-032340_Firefox.jpg [View same] [iqdb] [saucenao] [google]
8296906

>>8296073
Holy fucking based

>> No.8296921

>>8296874
fuck it

>> No.8296992

https://twitter.com/NashMuhandes/status/1455819813935206405
doom asset sprite tips

>> No.8297218
File: 172 KB, 800x600, file.png [View same] [iqdb] [saucenao] [google]
8297218

>try Blood again
>arrive near a cliff
>someone shoots at me
>want to look up
>Bloodguy walks forward
>fall
>die
>restart
I hate that game.

>> No.8297229

>>8297218
you hate it because you goofed?

>> No.8297253

>>8296906
nice consolation prize after all that shitposting

>> No.8297267

>>8297218
Why the fuck are you playing with mouse movement?

>> No.8297273

>>8297218
git gud
Also,
>Bloodguy

>> No.8297282

>>8297218
>try Doom again
>be at lava cliff on MAP11
>get shot to low health by a chaingunner
>point my mouse at him
>Doomguy strafes into the lava
>die
>restart
I hate that game.

>> No.8297314

>>8297282
Don't use the mouse in Doom, that game doesn't require high reflex, unlike Blood where everyone is a hitscanner.

>> No.8297371

Just started playing through Maraton. Nice music and atmosphere, the sprites look amateurish, the SFX are kinda shit and the gameplay is clunky but I like it.

>> No.8297373 [DELETED] 

>play doom
>get shot
>health doesn't regenerate
I hate that game

>> No.8297385

>8297282
>8297373
Imagine getting so mad that your shit game got roasted that you samefag to bitch.

>> No.8297386
File: 73 KB, 991x737, lolfag.jpg [View same] [iqdb] [saucenao] [google]
8297386

>>8297385
>implying
Maybe you should just git gud

>> No.8297391
File: 23 KB, 629x168, every thread an EYE thread.png [View same] [iqdb] [saucenao] [google]
8297391

>>8297385
>got roasted
There's a lot you can roast build and Blood for in particular but trying to mouselook while mousemoving is on isn't one of them.
>>8297386

>> No.8297393

>8297386
>8297391
Not fooling anyone.

>> No.8297395

>Not fooling anyone
>>8297386
We did it!

>> No.8297405

>>8297385
Imagine getting so mad that someone made a joke online that you have to act like a fucking bitch.

>> No.8297408

>>8297405
Sorry, I can't imagine being you.

>> No.8297409

>>8296330
I'll post nbabs_v2 in a couple hours. it's done but I want to test it in various ports.
rastr has 16+8 on exit trigger.
>make quick grapple ignore weapon cooldowns?
sure, I'm alright with that. and in any case doom eternal made the whole big deal of animation skips, so that's totally a feature and not a bug.

>> No.8297415

>>8297409
>so that's totally a feature and not a bug.
Seeing Eternal do this made me realize why no one's done it since.

>> No.8297417 [DELETED] 

>>8297415
>old good
>new bad
Get a new tune, NPC.

>> No.8297421

>>8297417
No, imbalanced weapons are bad. Get triggered less.

>> No.8297440

>>8297409
>rastr has 16+8 on exit trigger
Strange... It wasn't spawning me next to Shub like it should. I'll take a look at my code. I'm cramming so much shit into serverflags that I'm surprised nothing has broken there sooner.
>and in any case doom eternal made the whole big deal of animation skips
I'm actually not big on the whole switching weapons being faster than re-firing thing, but I think the grapple is an honest enough exemption (considering it's not *really* a weapon).

>> No.8297454

I remember some years ago on this thread someone found a flash game that was just a Doom1 TC and they somehow extracted the wad from it. Anyone here remembers the name?
Well anyways I found what is probably a flash port of quake1 engine: https://www.youtube.com/watch?v=854zdEThLdk kinda interesting, though probably harder to extract - especially with it probably being available only in Flashpoint

>> No.8297463

>>8297454
this afraid of monsters sequel looks weird

>> No.8297467

>pump sprite replacement in Ad Mortem is a Winchester
I love you guys

>> No.8297471
File: 3.35 MB, 3000x2668, Trench Gun 1897.jpg [View same] [iqdb] [saucenao] [google]
8297471

>>8297467
A fictional Winchester, think the Model 1897 if Browning had designed it to cycle with a lever instead of a pump-slide, and if the shell elevator didn't tilt out the bottom of the receiver.
It doesn't really show too well unless you're in full-screen though.

>> No.8297504
File: 119 KB, 320x520, Shock_trooper.png [View same] [iqdb] [saucenao] [google]
8297504

What is the name of the voice synthesizer that was used for these guys? The only other place I've heard it is in Moonbase Alpha.

>> No.8297537

>>8297471
>think the Model 1897 if Browning had designed it to cycle with a lever instead of a pump-slide
that's even better desu

>> No.8297559

>>8296610
You can do just about all of it in zscript if you're modding for GZDoom only. The biggest problems arise when you want cross port compatibility.

>> No.8297647

>>8297639
>>8297639
>>8297639
Just in time.

>> No.8297657

>>8297504
Microsoft Sam?

>> No.8297813

>>8296127
>if you have to ask you'll never know
NTA, but how is that so? What makes you think that said anon will never truly know what is wrong with Doomworld's communtiy in its current state?

>> No.8297823

>>8296610
You can thank Graf's deranged irritability for that. Plus, the Shadowmaps are fucking broken more often than not.

>> No.8298217

>>8297823
It's been worth it, that it supports Boom format maps and DeHacked I think is a big deal, and also that it's in the process of supporting DeHackedExtra.