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/vr/ - Retro Games


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8309997 No.8309997 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8297639

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.8309998
File: 885 KB, 6000x4230, 1636305959613.png [View same] [iqdb] [saucenao] [google]
8309998

=== CURRENT RELEASE ===
AD MORTEM
Beta thread
https://www.doomworld.com/forum/topic/125461-ad-mortem-a-mbf21-halloween-themed-megawad-beta/
Current release
https://drive.google.com/file/d/18le6ho89YT_myg8CiUUk2mw1439zPyyJ/view

=== CURRENT PROJECTS ===
PATCHWORK
Info here >>8307479

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 ===
[11-06] https://www.doomworld.com/forum/topic/125606-the-unmaking-remade-for-the-official-doom-64-pc-port-plus-7-new-maps/
The UnMaking can be played on the official D64 port

[11-02] Treasure Tech 1.2 is here!
https://forum.zdoom.org/viewtopic.php?f=43&t=66995

[11-01] Bloom released
https://www.moddb.com/mods/bloom-doomblood-crossover

[11-01] Doom Master Wadazine Issue #15 released
https://drive.google.com/file/d/1pLxhrUPrynJpdWu0MknhTfylr3Sec68-/view

[10-31] Halloween Jam 4 Is Out
https://celephais.net/board/view_thread.php?id=62113

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8310046

>>8309857
mememinder e1m1 does actually have a secret level, a sewer

>> No.8310048
File: 498 KB, 640x533, 1635364092578.png [View same] [iqdb] [saucenao] [google]
8310048

Please reply to this post to claim a spot because I didn't make the OP and won't get your (you)'s if you reply to it.

>> No.8310070

>>8310048
Give me slot A2.

>> No.8310076

>>8310070
Alright, make sure you have an entrance on the top so that A1 can connect to it.

>> No.8310172
File: 287 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8310172

Actually finished map 7 today.
I found out that if you play in software mode you can see these skellys hiding on the ground.

>> No.8310179

And another skybox problem on the secret exit.
Are you guys still updating Ad Mortem anyway?

>> No.8310181
File: 151 KB, 1920x1080, doom01.png [View same] [iqdb] [saucenao] [google]
8310181

>>8310179
Forgot the fucking pic

>> No.8310182
File: 3.54 MB, 1080x700, archvile.gif [View same] [iqdb] [saucenao] [google]
8310182

>>8310172
Name of WAD?

>> No.8310196

>>8310179
>Are you guys still updating Ad Mortem anyway?
Yes, but lead needed to take a break or something, but he's aware of people's updates.

>> No.8310203

>>8310172
Damn, already did a fix for those boners when they were poking out of the street thought these were low enough to not do that. I'll do a fix when I have some free time. Any comments on the map overall? Gameplay-wise and so on
>>8310179
>>8310181
Hmm, I'll do something about the skybox problem on blue key balcony, but this one? I don't know, its supposed to be looking into void sky, so not that sure if Im gonna change it.

>> No.8310230

>>8310203
Wouldn't pulling the ceiling lower work in to get rid of the seam?

>> No.8310262
File: 285 KB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google]
8310262

Map 31 has a secret you can't get on the little platform with the switch.

>>8310203
> Any comments on the map overall? Gameplay-wise and so on
Yeah, I found it pretty fun, especially that encounter with the gargoyles and archvile on the way to the blue key, that was the highlight of the map for me.
The way he kept reviving those fuckers so you you had to kill the archy while dodging them was harder then I tought it would be, hard in a good way that is.
> I don't know, its supposed to be looking into void sky, so not that sure if Im gonna change it.
It's not really a big deal because of the color make it kinda of hard to notice, but you can still see the sky box texture seams.
>>8310182
Ad Mortem

>> No.8310270
File: 48 KB, 1920x1080, doom03.png [View same] [iqdb] [saucenao] [google]
8310270

>>8310262
Map view

>> No.8310272
File: 482 KB, 1920x1080, Desktop Screenshot 2021.11.07 - 00.39.56.49.png [View same] [iqdb] [saucenao] [google]
8310272

So I'm still really bad at the game but I had such an insanely lucky cheese yesterday which let me beat map 32 in a very sorry state
https://clips.twitch.tv/EncouragingDifferentGiraffeFunRun-4k324eZzXou5f3R4

Also I will say despite my own terribleness which is leading to death after death after death after death even with quicksave/load, all the maps are still extremely fantastic and I love many of the themes and gimmicks I've run across so far as I make my way past the halfway point.
That Shadow over notinnsmouth level is particularly amazing especially with that secret exit.
and holy shit is still my only reaction to map 31. Just holy shit.

>> No.8310283

>>8310181
I feel like the easiest solution to the sky seams is to just swap in a sky texture that tiles vertically, rather than expecting every map with open sky to redesign those areas.

>> No.8310324

>>8310262
Ugh, my bad. Could project lead just untag it accordingly?

>> No.8310385
File: 100 KB, 640x480, doom65.png [View same] [iqdb] [saucenao] [google]
8310385

This room looks pretty bad to me, but I can't think of anything to change about it. Maybe if I do the same thing but with crates, it'd look better?

>> No.8310387 [DELETED] 

>>>8309852
>>>8309854
>>>8309862
>>>8309869
>>>8309886
Why we let these idiots to be here?

>> No.8310392
File: 362 KB, 1085x978, 1610208649566.png [View same] [iqdb] [saucenao] [google]
8310392

>>8310387
How long are you going to be butthurt about those posts

>> No.8310396 [DELETED] 

>>8310392
Not him. But yes, stupid people annoys me.

>> No.8310404

>>8310385
Put some pillars in there, like protrusions from the walls and maybe a very slim one at the left-hand edge of that railing where it meets the steps and consider also putting a grate there.

>> No.8310412 [DELETED] 

>>8310387
They don't even know what OPL music is apparently. Disgusting.

>> No.8310440
File: 55 KB, 1024x1024, map.png [View same] [iqdb] [saucenao] [google]
8310440

>>8309998
>>8310048
I'm the guy that just picked up mapping.
I scrapped the other map.
I'd like to claim D3, in fact I already made a "proof of concept" version of it with no doors and shit balance, but you can beat it easily.
Map is outdated.

anonfiles com/BeX64dTau1/D3_wad

I fully accept criticism, since it took me about an hour to shit it up. I still don't know how to make doors. I also understand if I get rejected.

>> No.8310449

How do I begin creating a map.

I don't mean the tools. I mean literally how do I construct a good map. I know nothing about the ins and outs of a good map. I have absolutely no creativity. Are there any universal DOS and don'ts to map making

It's not Doom by the way

>> No.8310456

>>8310449
Play a map and see what you like and what you dislike then try to make a map with only parts you like.

>> No.8310458

>>8310440
Give me a bit to look at it. In the meantime you should probably look up how to make doors. It'll definitely help you in the future.

>> No.8310470

>>8310449
I like to work with a theme.
Or, if I have some cool combat encounters in mind, start with that and build around it.
Or just replicate something else. One anon was building Goldeneye's dam level for HUH, sadly real life got in the way. I hope it worked out for you, Goldeneye-dam anon.

>> No.8310480

>>8310385
Bottom step has light graphic?

>> No.8310481
File: 19 KB, 75x75, 021.gif [View same] [iqdb] [saucenao] [google]
8310481

Why is she so lovable?

>> No.8310486

>>8310458
In terms of layout I'm mostly ok with how it turned out, but grabbing the megasphere is kind of hard and it's also not instantly visible so I was thinking of making the fountain just a tiny bit larger and also shifting the fountain/ pillars around a little bit so that you can see the megasphere as soon as you come inside the room.
I also need to rebalance it extensively, maybe make the cacos come out via linedef trigger, place monster teleporters to add some extra pressure, implement difficulty levels, mess up with the lighting more, and also add something catchy to the caco corner and the temple because they feel like empty setpieces atm.

>> No.8310491

>>8310480
That's a minor thing. I don't like this whole construction.

>> No.8310495
File: 18 KB, 1024x1024, a2.png [View same] [iqdb] [saucenao] [google]
8310495

>>8310076
Here's a functional submission for slot a2. It's my attempt at making a city within 1024 units. Since it's at the start it's quite easy. I left a player start in there for playtesting.
All 3 exit/entrances can be approached from either side but some of them require switch hitting. Some of the exit/entrances don't connect to the very border of 1024 units because it would put them at an awkward grid size, I'm assuming there will be like a 64ish unit accommodating space between each square or everyone's one sided walls against the border will just disappear. There's a few joined control sectors that will break the map if they are disjoined so be careful not to do that.
https://files.catbox.moe/fnzyeg.wad

>> No.8310502
File: 1.04 MB, 1113x657, 1634387076654.png [View same] [iqdb] [saucenao] [google]
8310502

>>8310440
>>8310458
Here's my three main thoughts on it so far
>Visually it looks great. Texture usage has nice contrast and the sectors have a natural touch to them.
>Enemy count is way too much at the moment. Not only that but if doors aren't being used as entrances then they'll probably get alerted as the player is fighting in other tiles.
>The ceiling is very boring compared to everything else. You should make more details and maybe place a trim around it. here's an example of something that might help it feel less empty by lowering the ceiling above the areas which aren't pathways.
>>8310486
I would say make the fountain slightly better so it's easier to grab the megasphere. For the cacos you could make a line that triggers the sector they're sitting on to raise up. For teleporting monsters however that would require you to make some spawners outside of the required bounds. I think what would be better is to have barriers that block line of sight (and sound) which lower when the player walks in.
Also one more thing to note, your barrier walls are slightly angled in and don't make a perfect square. I don't know if you did that on purpose or not.
Work on the map a bit more and see what you can improve.
>>8310495
Very nice. I'll handle connecting the tiles so you're good if you leave the entrances slightly away from the borders.

>> No.8310503

>>8310486
ok, I got some ideas, I could shift the entrance/ spawn a bit further to the left, that way the pillars hide the rape cliffs, and the first thing you see is the fountain with the megasphere. I was also thinking of adding some rockets to the caco corner.

>> No.8310505

>>8310502
Ironically enough, I used to have a ceiling above the aranchotrons but I deleted it because I didn't like the way it looked initially but yours looks great.
I'll also try to implement everything else that you mentioned.

>> No.8310510
File: 660 KB, 3016x2993, FBHbB1eXsAQYafB.jpg [View same] [iqdb] [saucenao] [google]
8310510

>> No.8310515
File: 763 KB, 3929x2696, FDnGzM8XEAgyqWr.jpg [View same] [iqdb] [saucenao] [google]
8310515

>>8310510

>> No.8310517
File: 431 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_39_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
8310517

SUNDAY NIGHT SHITSHOW TIME BABY! Tonight we're playing an old-school co-op classic: Invasion UAC. Let's kick some ass!
You need the latest Zandronum alpha to join. Just set a directory for testing releases in Doomseeker when prompted and it will automatically download the latest.
JOIN WITH ZANDRONUM
104.128.49.2:10761
104.128.49.2:10761
104.128.49.2:10761

>> No.8310521

>>8310510
>>8310515
Troonsformers Doom?

>> No.8310523

>>8310521
That's obviously Bionicle, you zoomer fucking shit

>> No.8310528

>>8310502
>>8310495
Some textures became misaligned at the last minute on a2. Here's fix
https://files.catbox.moe/snq79j.wad

>> No.8310540
File: 167 KB, 722x624, 1621907598472.png [View same] [iqdb] [saucenao] [google]
8310540

>>8310495
>>8310528
First thing I noticed are these walls that angle out. They go past the 1024x1024 boundary and honestly aren't even noticeable in game. I would just make them flat walls.
Second thing I would change is make the jump from the rooftop into the southern building a bit easier. maybe remove the pillar between the two "windows." Other than that it looks great!

>> No.8310550

>>8310510
>>8310515
Sweet, I love Gundam.

>> No.8310558

>>8310540
I'll probably remove the pillars from the windows. The walls there are strange to accommodate multiple texture's per wall, but the full size of the map is still within 1024 units. I marked the actual bounds with some vertices. I'm reluctant to remove them because it will make the interior look much worse.

>> No.8310575

>>8310558
Ah, you're right. You got it really precise there with those walls.

>> No.8310580
File: 504 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8310580

>> No.8310591

Is it possible to create interactable objects that display text in the doom engine?

>> No.8310592

>>8310523
lmao zoomers played with bionicles

>> No.8310595

>>8310502
anonfiles com/bfJ15bTbu9/D3_wad

This is the last update for tonight, general layout improvements, and a first rebalance.
Still no doors/ triggers because I have to look those up.
I also noticed that one of the pebbles and the caco stairs cause HOMs when facing north, not sure why so I gotta fix those.
Let me know what you think.

>> No.8310610

>>8310580
>quite retarded

>> No.8310615 [DELETED] 

Is there anyway to make the text bigger in Zandronum?

>> No.8310621

>>8310575
Here's one more to fix the window. Making stuff is quite quick and easy with these size constraints so I'll probably claim another slot shortly.
https://files.catbox.moe/23bg3q.wad

>> No.8310650

Wait was I supposed to upload the WAD for my patchwork submission?

>> No.8310653

"Why is it called Doom Zero? You'll have to play it to find out."

Help a brainlet out, fellas. I played it, I still have no idea why its called Doom Zero.

>> No.8310654
File: 1.74 MB, 1920x1080, 1597171716563.png [View same] [iqdb] [saucenao] [google]
8310654

>>8310510
>no Orange transparent chainsaw

>> No.8310662

>>8310481
>she
why did you have to remind me of the anatomy picture

>> No.8310663

>>8310510
The natural conclusion of Doom's art style,since they made Evil Doomguy a bionicle in Eternal.

>> No.8310667

>>8310621
Anon, you don't get back in line for seconds until everyone has had a chance to eat.

>> No.8310669

>>8310387
You're a huge faggot

>> No.8310670
File: 35 KB, 1760x1856, 1598332357908.png [View same] [iqdb] [saucenao] [google]
8310670

>>8309998
>>8310048
I would like to claim A4.

Would a rough draft in Doom builder be expectable. I was messing around with paint and I figured it might be easier to just draw in the editor. Either way is fine with me

>> No.8310680

>>8310387
I had Crispy Doom installed from months ago, booted it up from my wad launcher to try it out again today, couldn't find any soundfont settings in the in-game options, completely forgot there was a separate program for Crispy Doom setup nested in its install directory. Congrats on having knowledge that I didn't have, you must be incredibly smart. Faggot.

>> No.8310684
File: 902 KB, 1920x1080, pw.png [View same] [iqdb] [saucenao] [google]
8310684

>>8310667
Then hurry up already It's only 1024 units. I'm surprised no one else has finished yet.

>> No.8310697

>>8310595
download isn't working for me
>>8310621
Thanks. Maybe hold on claiming another slot until closer to the end of this week.
>>8310650
At some point, yes. But it's not required when you first claim a slot and draw a rough draft.
>>8310670
You could take a screenshot and trace over it. A4 is yours.

>> No.8310705

>>8310697
B1 anon here.
Speaking of finishing your sectors, here's mine.
I added a small secret and some extra stuff with the space I hadn't filled, but other than that it's the same as my "rough draft".
Kinda feel like it's a bit hostile but I'm assuming the general skill level of this WAD is at least slightly above average.
https://files.catbox.moe/vmsv2g.wad

>> No.8310710

>>8310670
Slade lets you export a layout of your map as a picture, FYI. Nobody will suspect a thing.

>> No.8310713
File: 118 KB, 1280x720, Untitled.jpg [View same] [iqdb] [saucenao] [google]
8310713

>> No.8310720

>>8310713
Go to bed kegan

>> No.8310727
File: 427 KB, 698x834, Rock Johny.png [View same] [iqdb] [saucenao] [google]
8310727

>>8310720
Nah I don't feel like it, and that's probably because I'm not Kegan lmao

>> No.8310730

>>8310705
One thing I should mention is that the window on the north end of the stage has the bottom of the skybox showing.
I couldn't figure out a way to get the skybox to not be like that, while still sticking with the 1024x1024 ratio.
Hoping that when the segments are stitched together, the floor gets expanded there to hide that.

>> No.8310740

>>8310710
ooo. thanks

>> No.8310761

>>8310697
Try this one:
anonfiles com/H7gc65T4u0/D3_wad
I also added doors (properly? I don't know).

>> No.8310770
File: 72 KB, 588x309, Bartiender.png [View same] [iqdb] [saucenao] [google]
8310770

>>8310720
It's like 5:30 over here. I was gonna try to do a dev stream tonight.

>> No.8310775
File: 362 KB, 350x492, Zeroman.png [View same] [iqdb] [saucenao] [google]
8310775

>>8310653
>I still have no idea why its called Doom Zero.
Because Doomguy has ZERO tolerance for evilness and bad guys, Muriel

>> No.8310786

>>8310770
>dev stream tonight.
link channel pls

>> No.8310790

>>8310786
Just look for Combine_Kegan on twitch.
It won't be for another couple hours though, and it's not gonna be GMOTA dev tonight, I wanna do art shit and make stuff for Combined_Arms Gaiden.

>> No.8310803

>>8310790
Looking forward to it. I wonder what mode the blue contra gun will be.

>> No.8310832

>>8310761
That one worked. Are you going to make the caco pit raise at any point because it is a death pit right now. Also there's still a ton of enemies, I think the cliff should be reduced some more.
I think something that would help would be a barrier surrounding the archvile that lowers when the player gets close to the fountain.

>> No.8310835

>>8310697
is patch work going to be boom format?

>> No.8310836

>>8310835
It's limit removing

>> No.8310872

>>8310832
I agree about the barrier.
I don't know about the Caco pit, I was thinking about making them wake up with a linedef. I feel like the pit itself is tucked away in a corner so if anybody falls in there it's their own fault but if people don't want that I can make it impassable or something.
I feel like the cliff is ok, maybe the enemy comp could change, but essentially I want the room layout to force the player to deal with the shotgunners first, take refuge in the temple and grab the armor and from there pick their own side, either kill the arachnotrons and archvile and use the fountain as cover or relieve some pressure from the cliffs before turning their attention to the archvile/ cacos/ arachnotrons.

>> No.8310879

>>8310872
The layout is good, so we can rebalance enemies when the time comes.

>> No.8310887

Ad Mortem on idgames when?

>> No.8310893

>>8310887
Next year

>> No.8310909

>>8310705
Got it, looks really nice. We'll see about fixing the skybox later.

>> No.8311046
File: 54 KB, 1024x1024, a4draft.png [View same] [iqdb] [saucenao] [google]
8311046

>>8310048
A4 rough draft. Added a 3rd door which would link to the panel above for secondary entrance on that side. would lead to a secret maybe. doesn't need to exist desu

Little iffy on encounters. What is the policy on creating encounters with preferred or optimum weaponry? To what to degree (if any) should there be a sort of "metroid" style navigation. Back tracking, inter panel puzzles etc.

Not sure how complex this should be I'll just keep it simple for now. Also I looked at he image and saw that square with the sand so I decided to make an small outdoor courtyard area. this can be changed if clashes to much

>> No.8311058

>>8311046
Is that two different doors on both northern corners and an open entrance on the bottom right?

>> No.8311065
File: 137 KB, 1920x1080, Screenshot_Doom_20211107_212108.png [View same] [iqdb] [saucenao] [google]
8311065

>>8310517
Thanks for joining as always, see you next time.

>> No.8311068

>>8311046
fix. also the blue waveys are to signify pond.

>> No.8311084
File: 152 KB, 800x600, file.png [View same] [iqdb] [saucenao] [google]
8311084

What's the best way to play Blood? I can't play it on GZDoom, right, since it uses a different engine than Carmack's abomination.
I kinda want to enjoy Bloodguy's adventures, but that mouse moving option isn't pleasant and I can't turn it off.

>> No.8311093

>>8311084
Go with Nblood.

>> No.8311094

>>8311046
And to answer your question about the encounter it should be a little metroidy. The player is going to have the freedom to go for either key first so keep that in mind. They might only have the ssg or they might have it and the rocket launcher (or potentially none at all).
Also no need to worry about clashing stylings. The whole point of this project is to be a patchwork of tiles. It would lose meaning if they all looked similar.
>>8311068
Did you forget to post a new pic or something?

>> No.8311096

>>8311093
NBlood, okay. I wasn't sure of the name.

>> No.8311113 [DELETED] 
File: 57 KB, 1024x1024, a4draft3.png [View same] [iqdb] [saucenao] [google]
8311113

>>8311068
>>8311046
FUCK, forgot pick. I'm way too tired lol
>>8311046
Door on top right was going to be a back track secret from the upper panel. I'll just remove it.
>Green on bottom right
in my head it would be an opening into the courtyard. would be cool if there was windows or something in adjacent panel to see the outside or something idk

>> No.8311126
File: 2 KB, 56x53, JASNF3F7.png [View same] [iqdb] [saucenao] [google]
8311126

Anyone have any requests for future Sunday Night Shitshow wads? Anything goes if it works in Zandronum. Friday Night Firefight wads as well, I'm always looking for new DM sets.

>> No.8311130
File: 687 KB, 1080x1331, 1606328367231.png [View same] [iqdb] [saucenao] [google]
8311130

>>8311084
Fresh Supply is not a bad option, it's on GOG.com. Good port. It even comes with the original DOSBox version, complimentary. If you're chad enough you'll play that version. Takes a minute to set up with all the key binds and all I got some things you can copy and paste into the folder that comes with keybind cfg, a program that improves mouse aim and an edited .cfg that runs the game with the program.

https://mega.nz/folder/Nt1WwIBK#HieeX-lYdFjQ2dACRWOvww

>> No.8311136

>>8311130
Already have Whole Unit, not interested in paying more to impress someone I don't care about.

>> No.8311146

>>8311136
It's in that link but you'd be better off with GDX over FS for it's difficulty options, your custom map compatibility is better and it's far truer to vanilla gameplay. You can even get custom soundtracks working.

>> No.8311149

>>8311084
>Carmack's abomination.
The doom engine was a technical marvel for it's time, what the fuck are you on about?

>> No.8311150

>>8311126
Well, I have two. ZDoom Wars and Eric Harris' deathmatch wads.

>> No.8311163
File: 98 KB, 800x600, wes_p_4cdcfbcbea622.png [View same] [iqdb] [saucenao] [google]
8311163

>>8309997
None of youse know how much I miss teenage nights in the 90s zapping dinks from here to hell in this game.

Sipping Shasta root beer and eating fiddle faddle.

Sigh

>> No.8311184
File: 60 KB, 1024x1024, a4draftfix.png [View same] [iqdb] [saucenao] [google]
8311184

>>8311058
>two different doors on both
yea, was supposed to be a secret I'll end up removing unless A3 wants it. Could also work both ways and act as a secondary entrance into A3
>open entrance on bottom right
Fixed and moved closer to match adjacent. Actually works much better. Gives me more mini mountain

>>8311094
Nice, I was hoping so

>> No.8311196

>>8311184
Got it, thanks!

>> No.8311429

>>8310580
>remember extra weapons
Good advice word cloud.

>> No.8311659
File: 230 KB, 806x600, aaaaaa.png [View same] [iqdb] [saucenao] [google]
8311659

I need somebody to help me fix these as I don't know what's causing them.

>> No.8311663
File: 209 KB, 806x603, aaaaaaax2.png [View same] [iqdb] [saucenao] [google]
8311663

>>8311659

>> No.8311665
File: 203 KB, 803x600, aaaaaaaax3.png [View same] [iqdb] [saucenao] [google]
8311665

>>8311659
>>8311663

>> No.8311747

>>8311659
It's hard to tell what's even going on. Upload a demo wad. What editor are you using?

>> No.8311749

>>8311665
>>8311663
>>8311659
This might be an extreme slime trail or broken sector, I'm not sure. Try selecting "make sector" mode and click on all sectors in problem area. If this won't help, try dragging a few vertices around a bit.

>> No.8311763

>>8310592
Did they? Bionicle came out 20 years ago.

>> No.8311817

>>8309997
any tips or general help with transposing songs into midi renditions?
i am working on doing some midis of a few songs (so far very basic and by ear) need some advice and help on improving it.
>>8310515
please post more i would play this on launch

>> No.8311931

>>8311149
>Carmack's awful engine
>any good
Lol no. Carmack's engine is closer to fucking R'lyeth, it's 3D that isn't 3D, where verticality exists but doesn't exist, and where a concave angle can turn into a convexe angle because our lord and saviour Cthulhu desires it.

>> No.8311937
File: 245 KB, 621x806, 1598983542863.png [View same] [iqdb] [saucenao] [google]
8311937

>>8311931
So how would you do it in 93?

>> No.8311950
File: 629 KB, 1366x768, file.png [View same] [iqdb] [saucenao] [google]
8311950

Give me ideas to turn them into Supplice mods

>> No.8311963

>>8311950
I don't know if modding a two-level demo is the greatest of ideas, won't you have to re-engineer them when the full game comes out?

>> No.8311965

>>8311747
>>8311749
I fixed them, they were broken sectors.
Sorry, still new to this.
Anyways, here's the newest version of my submission, I tried to implement all the changes, though the cliffs really need an overhaul, I don't like how it plays out, it's kinda clumsy, I also could use some more feedback:
anonfiles com/N0k7AeTcu2/D3_wad
>>8310832

>> No.8311968

>>8311963
Not really, i checked the code of the game myself and for the most part, a lot of the coding of the weapons seem to be done, and besides it doesn't really need that much engineering seeing it takes it in reference.
the only difference that the demo has compared to the full game is the fact just like the most recent version of the doom demo, You cannot play custom maps in it.

>> No.8312002

>>8311965
Well fuck, I've broken the entrance door and have no idea how to fix it.
Goddamn linedefs.

>> No.8312023
File: 7 KB, 207x41, file.png [View same] [iqdb] [saucenao] [google]
8312023

>>8310580
That's a mood.

>> No.8312026

>>8310727
Well if you see Kegan, tell him to go to bed.

>> No.8312029

>>8312026
It's 3 am and I'm working on guns. Sleep later.

>> No.8312035

>>8312029
Remember to eat your greens, Kegan.

>> No.8312037
File: 44 KB, 379x67, Yqy3Ae2.png [View same] [iqdb] [saucenao] [google]
8312037

>> No.8312038

>>8312037
such vibrant boys!

>> No.8312041

>>8311937
Better.

>> No.8312069

>>8311931
any concave angle becomes a convex angle when measured from the opposite side

>> No.8312074

>>8310272


you playing a hallway RNG game man get out of there. p entertaining either way

>> No.8312080

>>8309997
would you play a quake 4 expansion?

>> No.8312095

>>8312080
i have not played quake 4 before so i can't give an honest opinion. people might like it but it's probably not my thing (i dislike the strogg direction & multiplayer focus)

>> No.8312121

>>8312080
Don't toy with me Ritual, you're never going to finish Awakening.

>> No.8312161

>>8312041
Uh huh, how about you get into it in detail?

>> No.8312163

>>8312069
And no verticality.

>> No.8312178

>>8312163
U wot? I think you mean no room over room.

>> No.8312179

>>8312178
No, no verticality. There's no real Z axis in Doom, that's why explosion are cylinder-shaped. It's 3D that isn't 3D. Truly nightmarish stuff.

>> No.8312183

>>8312179
Yeah, but that's not verticality.

>> No.8312185

>>8312183
What about my dick up your ass, you gaylord, is that verticality for you?

>> No.8312187

>>8312185
That would still not be verticality. Also, watch that attitude, young man.

>> No.8312189

>>8312187
And watch your ass, or I'll Moses it.

>> No.8312190

https://bluevertigo.itch.io/the-space-pirate
https://www.youtube.com/watch?v=PfDQNEmf5ek

>> No.8312191

>>8312189
But Moses split the sea horizontally, I think you're way out of your element here, kid.

>> No.8312192

>>8312191
Given that I lust after asses, bullshit is literally my element, though...

>> No.8312194
File: 23 KB, 512x500, cat1.jpg [View same] [iqdb] [saucenao] [google]
8312194

I only just now discovered Quake had secret maps.

>> No.8312195

>>8312194
And did you know there's a secret difficulty?

>> No.8312198

>>8312185
It would depend on how you position him.

>> No.8312203
File: 29 KB, 668x900, cat2.jpg [View same] [iqdb] [saucenao] [google]
8312203

>>8312195
>kept hearing there was a Nightmare mode but only saw three portals
FUCK

>> No.8312205

>>8312080
Not really, that’s when the Q2 and 3 style got ditched for Doom 3 with squadmates. I’d rather see something for Prey.

>> No.8312206

>>8312203
Ehehe. Look carefully in the rafters after having a fun little swim.

>> No.8312213

>>8312095
Multiplayer focus? Err? Strogg aside, the game is garbage

>> No.8312230

>>8312194
I miss when games had secret levels.

>> No.8312236

>>8312213
when i say multiplayer focus i mean't quake 2 & 3's direction.
where it was all about the multiplayer with no campaign in 3 and how 2 was bad.

>> No.8312250

>>8312236
Worst thing about 2 was calling it “Quake”. Besides American Mcgee’s first level unit and the palette often being adverse to blue, it’s fun with a diverse enemy roster and the last of the classic idSoft shooters before they went multi/lost it.

>> No.8312260

How does any of you go with drawing a human/humanoid character, if you don't have a drawing tablet or scanner?
Like, even if you knew drawing fundamentals and stuff, could you find ways to make it easier if you used a mouse or even 3D tools like Blender?
Specially with both sprites and outside of it too.
Has anyone used MakeHuman to make Doom sprites?

>> No.8312264

>>8312260
There are people who use Blender to make mannequins or even proper models and then just transfer them to sprites; I think there even exist plugins that do that for you.
I think I tried MakeHuman once, but didn't like it.

>> No.8312272
File: 19 KB, 274x228, 2312121412.jpg [View same] [iqdb] [saucenao] [google]
8312272

>SLADE randomly deleting bits of its UI again
You know how when you click into text entries you can choose the syntax for the text? Like ZDoom DECORATE and all that shit? SLADE decided to just remove that.

I swear to christ it seems like every few months I have to go into the registry and delete shit to fix it. Fuck this toolset.

>> No.8312276

>>8312272
No idea what you're talking about.
The only issue I've ever had with Slade was not being able to play MIDIs, which is solved by not using the 64bit version.

>> No.8312287
File: 98 KB, 1667x455, That thing.png [View same] [iqdb] [saucenao] [google]
8312287

>>8312276
The TEXT LANGUAGE option at the top part of the text window. Sorry for the dogshit quality on the top part but it's the only proof I have right now.

This isn't the first time SLADE's inexplicably done weird shit on me.

>> No.8312294

>>8312287
Huh interesting. Is that a new version or what? I'm on 3.1.12 and it's there.

>> No.8312297

>>8312294
3.1.2
Like I said: This just happens sometimes, I have to go into fucking AppData and clear it out to make it stop being so fucking stupid.

>> No.8312302

>>8312297
lmao what the fuck.
But you should really go to bed now.

>> No.8312304
File: 435 KB, 1916x1046, aaa.png [View same] [iqdb] [saucenao] [google]
8312304

>>8312260
I used a MD2 Model viewer to take screencaps of Quake II models and made them into sprites for Doom. I also used make-a-waifu stuff like 3D Custom Girl and Koikatsu (pic chara was ripped with Koikatsu) to make sprites, and I've even seen a mod where some motivated person exported the 3D model data and into a Doom digestible format, md3 I think?

There's lots of little things I learned like the annoying pixels that can appear around the exported images thanks to anti-aliasing, paletting issues and what colors Doom expects for the playable-changable range, I did some experimenting with Pixelator too.

If you want to try skin/sprite editing then try bypassing the need for a million rotation sprites by just having one walk/shoot/pain sprite that's viewed at all angles ala the Keen sprite, just to see what it looks like in Doom. I know some people use PNG images to get around the Doom Palette but I've never managed to get those to work.

>> No.8312314

>>8312304
>I know some people use PNG images to get around the Doom Palette but I've never managed to get those to work.
They don't work in the regular Software renderer, so depending on your setup, that might be the problem. For my mods I generally don't give a fuck about the Doom palette and just have everything as truecolor png.

>> No.8312316
File: 94 KB, 960x720, 1482878976416.jpg [View same] [iqdb] [saucenao] [google]
8312316

>>8312302
I fixed it. Have a webm of the Halken in an early stage. I'll put in the cutter boomerang altfire tomorrow.

>>>/wsg/4201962

I should go to bed soon.

>> No.8312327

>>8312316
Looks cool. You're still an absolute fucking madman for making this in Zandro Decorate.

>> No.8312379

I was away for a month. Was the Halloween project finished?

>> No.8312380

>>8312379
>Was the Halloween project finished?
No idea, I wish there was some kind of news post or something.

>> No.8312383
File: 70 KB, 756x792, 1613295098827.gif [View same] [iqdb] [saucenao] [google]
8312383

>>8310048
C4 is the last slot open for the first phase. If somebody grabs it soon then I'll open the second set of slots early.

>> No.8312387

>>8312379
It was cancelled again

>> No.8312398

>>8312379
>Was the Halloween project finished?
Sadly no, project lead killed himself.

>> No.8312402

>>8312380
Oh, so it's called Ad Mortem.
Sorry, I didn't know it was named that.

>> No.8312404

>>8312383
It would probably make sense to let everyone finish their tiles. Then you'd be able to put them on a grid so second phase could see clearly where connections are.

>> No.8312406
File: 142 KB, 192x282, 1622003256317.gif [View same] [iqdb] [saucenao] [google]
8312406

>>8312404
That's why I said early, not now.

>> No.8312415

>>8312230
One of my favorite examples of this was in Painkiller. Especially with some levels even being locked behind difficulties.

>> No.8312425

>>8312230
Can’t afford to have people miss them. Compare the amount of people it took to makes 90s idsoft games compared to what they take now. Aren’t games magical?

>> No.8312439 [DELETED] 
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8312439

>> No.8312473
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8312473

>>8312230
While thinking of secret levels from recent games to reply to this post I noticed I haven't played video games newer than 2011

>> No.8312474

>>8312425
I know why they're gone, but I still miss them.
People hardly even put secret areas in their maps anymore for old games. No use wasting effort on something a player might never see.

>> No.8312489

>>8312474
>People hardly even put secret areas in their maps anymore for old games
You taking notes on newer maps lacking secrets compared to pre-2020 or some such?

>> No.8312493

>>8312489
>pre-2020
It's been a lot earlier than that. Like, maps still have ammo caches and whatever but you're not seeing large chunks of a map hidden behind secrets.

>> No.8312496

>>8312493
Ah, now that I'm not bothered by nor care enough to talk about. Carry on.

>> No.8312501

>>8312493
>but you're not seeing large chunks of a map hidden behind secrets.
I mean, why would you do that? You'd miss out on all the epic Rev slaying.

>> No.8312515

>>8312493
And when there is a secret it's usually an achievement so everyone will know about it anyway

>> No.8312516

>>8312515
Or it'll be considered a "secret" while showing up on the map or by being blatantly obvious on a linear path (i.e. Eternal question marks).

>> No.8312520

>>8312516
Or some streamer will have disclosed it right away, thus robbing everyone who watched it of the excitement of finding it themselves.

>> No.8312525

>>8309998
https://www.doomworld.com/forum/topic/111024-psydoom-083-psx-doom-port-reverse-engineered-for-pc/?page=23&tab=comments#comment-2411357
work on PsyDoom has stopped

>> No.8312539

>>8312520
>watching streamers and getting spoiled
That's where my sympathy slips, actually.

>> No.8312589

>>8312473
That's a good thing

>> No.8312617

Hey anon can I have quake remaster expansion pack by machine games

>> No.8312627

How to play the new Quake episodes from Bethesda in an actually good source port?

>> No.8312629

>>8309998
I will have tomorrow mostly free, should be able to turn in the C2.

>> No.8312635

>>8312627
Same way you'd launch AD and other mods. Put your port in the same folder as the Quake stuff, make a shortcut to the exe of your preferred port, and for the shortcut properties add "-game dopa" for the first expansion and "-game mg1" for the second.
You can also do this through the run command.

>> No.8312657

>>8312635
No I mean--
I already have both the old expansion packs. The Bethesda "remaster" of the game on Steam added a whole new expansion though, and I wanna play that with a good source port.

>> No.8312671
File: 379 KB, 636x587, newquake.png [View same] [iqdb] [saucenao] [google]
8312671

>>8312657
Right, so as I said.
What part are you confused about?

>> No.8312675

>>8312671
Oh I didn't know I was supposed to put it in the target line.
Whoops, my bad. Quake is a whole other beast compared to Doom, which is what I'm used to messing with

>> No.8312689

>>8312675
You can use Simple Quake Launcher.

>> No.8312691

>>8312675
At least it's not requiring C++ compiling for simple edits, unlike Quake 2! "mg1" is for the new expansion from Machine Games, "dopa" if you want to play their first one.
If you miss the new models, you have to rename what's in here to "pak2" and plop it in your id1 folder:
https://drive.google.com/file/d/1nDLfarkq9unj6V_sdypUblMewcdl1mrQ/view
At least I think, you might have to put it in the "mg1" folder as well because I'm still figuring this all out too.

>> No.8312723
File: 196 KB, 1920x1080, Screenshot (287).png [View same] [iqdb] [saucenao] [google]
8312723

>>8312691
>>8312689
Neither of these are working.
I use Mark V. Adding the extra line for the shortcut didn't even get the game to open.

>> No.8312732

>>8312723
>Neither of these are working.
Have you checked if the port supports them? Last I checked it was FTE, Quakespasm, and VQuake that did, I assumed the others would've caught up by now.

>> No.8312756 [DELETED] 

what does /vr/ think of new doom games
worthy successors or soulless trash

>> No.8312759

>>8312756
I know they're not retro.

>> No.8312762

>>8312179
Doom has three axes, you fucking catamite, how else do you think cacos ascend and descend, how else do projectiles and shots pass over or under monsters without hitting them, how else does the player fall down from ledges

The game doesn't calculate height for explosions, and doesn't have code for monsters and players passing above or beneath each other, that's all, and Heretic adds the couple few lines of code for that

>> No.8312768

>>8312756
they have things i like and things i don't like, so it's a very mixed opinion

>> No.8312769

>>8312756
>what does /vr/ think
/vr/ is not one person so you'll get mixed answers.
2016 is okay, the upgrades made you pretty overpowered toward the end though. Eternal is good, but there's a surprising amount of platforming. Both games had a few actually good FPS bosses which is an achievement in its own right

>> No.8312771

>>8312732
Mark V should work, and I just updated it too so that's not the issue. Deleted and then reinstalled Steam Quake just to clean up the file. Still didn't fix anything.

>> No.8312772

>>8312756
Well, I think the new Doom games have their ups and downs, as long as people like them, I think they're great.

>> No.8312779

>>8312756
2016 has fun combat but it's so spread out that you can never enjoy it for long.
What it really needed was have much shorter stages, and fill the stage with as many enemies as a Gore Nest spawned. Just keep the blood flowing almost all the time.

>> No.8312793

>>8312272
Slade hasn't done that to me, yet, but this hunk of shit does like to very inexplicably rearrange itself for no apparent reason when I open multiple tabs sometimes. Also it seems to frequently struggle with converting images into flats, often turning them into unknown files, and when that happens I have to exit the program and start it up so I can try again, because otherwise it'll keep doing it, meaning I need to make a save before converting every flat, in case it starts doing that shit.

No earthly idea why it does these things. It's not XWE, by God it's not XWE, but Slade is clearly fucking haunted based on how weird its behavior is.

>> No.8312821

>>8312379
Basically, though Vaeros wants to round it out to at least 32 maps in full, so that probably means we're doing another run of maps next year. Probably it'll go smoother and faster by then as we'll have all the custom assets done and finished, and more people will be available for testing with GzDoom, which should be compatible by then (hopefully).

>> No.8312835

>>8312771
>Mark V should work, and I just updated it too so that's not the issue.
Do other mods work through it?
It’s installed as the same location as the ‘id1’, ‘dopa’, and ‘mg1’ folders?

>> No.8312837
File: 116 KB, 1024x752, 1632765941110.jpg [View same] [iqdb] [saucenao] [google]
8312837

>>8312520
>I sat down and watched someone play through the game, I can't believe they just spoiled the game for me!
I don't understand.

>> No.8312841

>>8312835
Yeah, they work fine. I can play the original two alright.
Since I bought those back when they came out, I just had to rename Mark V to GLQuake and then run them through that.

>> No.8312843

>>8312837
>I don't understand.
I don't understand streamers either. But I haven't been with "it" for a long time.

>> No.8312852
File: 510 KB, 997x503, markvnewquake.png [View same] [iqdb] [saucenao] [google]
8312852

>>8312841
Very strange, it's working on this end.

>> No.8312856

>>8312852
Yeah that is pretty weird.
I guess I'll keep messing with it until it gets fixed.

>> No.8312860

>>8312843
I get streamers, I watch some (seldom live), but I don't get the complaint of being spoiled because you made the decision to watch someone else play the game instead of playing it yourself.

>> No.8312895

>>8312756
I think they are both pretty boring. Overhyped because of validation and overcompensation for 15 years of military shooters but nothing better than rage 1.

I know Eternal plays okay but you make a character action game in first person which I think its a fucking cool idea, or you make a decent classic fps.

>> No.8312904
File: 23 KB, 300x300, 1462194854-e670deb6f300fa73ad8974326441b50c.jpg [View same] [iqdb] [saucenao] [google]
8312904

>>8312756
Didn't play them but I saw one of them has some levels of old Doom in it, I like that kind of throwbacks

>> No.8312906

>>8312895
>Character Action Game
ITS SPECTACLE FIGHTER

SPECTACLE
FIGHTER

GET IT THROUGH YOUR THICK MOTHERFUCKING SKULLS.

SPECTACLE FIGHTER.

>> No.8312917
File: 157 KB, 604x424, 1570202042216.png [View same] [iqdb] [saucenao] [google]
8312917

>>8312906
Okay anon spectacle fighter woolie is a big faggot, Sorry dont yell at me I just got back form wage slaving jesus.

Playing Bayo for the first time btw, its a really cool game just wish they made her proportions less spindly.

>> No.8312947

>>8312917
>just wish they made her proportions less spindly
But that's the best thing about her

>ywn fuck a spindly hair witch grasping you in her limbs all around your body like a boa constrictor
It's like fucking prime Uma Thurman

>> No.8312949

>>8312947
Anon dont get me wrong, I love her design, the typical milky skin raven haired witch, and the nice mole. But her proportions and lowish poly model are fucked. One thing is wanting long legs another one ruining the model.

Maybe they were too long into development and dint want to make a new skeleton or something, she looks weird as shit from some angles.

>> No.8312968

I usually don't watch streamers, but watching people play Ad Mortem was fun.
It was so great seeing them walk into traps exactly as intended.

>> No.8312990
File: 54 KB, 1920x1080, doom04.png [View same] [iqdb] [saucenao] [google]
8312990

Played though map 32 now and boy oh boy.
>THE MIDI IS SO FUCKING LOUD HOLY SHIT MY HEADPHONE STARTED CRAKLING
>Supercharge secret at the beginning counting as 2, one for the area at large and one on top of the floor with the supercharge itself.
>If you gib the skeletons at the graveyard, their bones will float on the sky.
>Pic related, around the numbers on the automap here, there is some kind of invisible cube that you can't move thought, projectiles can go thought no problem however
>And more important of all, when you go thought the exit you get sent to MAP16 instead of MAP08, so you skip maps from 8 to 15
I will be honest, this map is really rough, especially for a super secret map, if it where up to me I would either demand a huge rework of it or remove it from the wad completely.

>> No.8313001

>>8312968
Jaesumgai missed half of the maps because MAP32 went straight to MAP16 instead of MAP08 :(

>> No.8313014

>>8312968
I liked when Tarnsman kept getting fucked by the rockets on legs

>> No.8313032

>>8312968
I wonder if Sandy ever does this with e2m6

>> No.8313039
File: 388 KB, 1920x1080, doom05.png [View same] [iqdb] [saucenao] [google]
8313039

Map 8, you can see some decoration under the map here, also 2 secrets in one place.

>> No.8313051

>>8313032
Wait, what about e2m6? I don't remember it having particularly evil or in any kind "missable", i.e. not triggering them as intended, traps.

>> No.8313057

>>8312968
I grin whenever finds the Serious Sam trap on the first map.

>> No.8313059

>>8313001
Isn't that intentional? After 16 is 08.

>> No.8313065

>>8313001
He really struggled hard with maps 31 and 32. You could feel the rage.

>> No.8313067

>>8313057
I was playing it earlier today and when these fuckers spawned I was like holy shit. Cool wad btw

>> No.8313070

>>8313057
Uhhh which one is that?

>> No.8313079
File: 336 KB, 1920x1080, doom06.png [View same] [iqdb] [saucenao] [google]
8313079

Wrong texture around this blue card door.

>> No.8313082

>>8313065
>>8312968
Styxvile beat map 31 on his first try in one shot.
The fun thing about watching streamers is when they're playing a game or map you've already played so you know all the ins and outs and it's fun watching how different people approach and tackle the same things you did.

>> No.8313085

>>8313079
I remember skipping half of this map and I don't know how I did it, had to go back and redo what I missed

>> No.8313095

>>8313082
>so you know all the ins and outs and it's fun watching how different people approach and tackle the same things you did.
Yeah, that's also immensely valuable. Sure, you get some demos beforehand, but such a stream where people ideally also talk about what they're doing, is really helpful.
And to see the chat react, if it's on Twitch.

>> No.8313121

Idea for a Doom challenge run:
You must press every button and grab every key the moment you see them.
Imagine trying to do some wads like Going Down like that.

>> No.8313180
File: 324 KB, 1920x1080, doom07.png [View same] [iqdb] [saucenao] [google]
8313180

On the room where the pinkies get crushed you see this while going down the stairs.

>> No.8313191

>>8312990
according to lead map16 is supposed to be another ''secret map'' if you go through map32 you have to finish map33 (16) too, after finishing map16 you're going back to map08.

map32 and map16 were the shittiest maps in the set imo

>> No.8313207
File: 50 KB, 1920x1080, doom08.png [View same] [iqdb] [saucenao] [google]
8313207

I'm not sure of it but either I can't find the last secret or this rectangle is a secret you can't get.
>>8313079
The door is asking for a blue card key but the stage only gives you the blue skull key or I might have missed the blue card I dunno.
>>8313191
That's fucking stupid, doesn't MBF21 let you set a exit to map 33? Why not do that?

>> No.8313216

>>8313191
I keep hearing a lot about map32 but what's wrong with map 16?

>> No.8313218

>>8313191
I like how the intermission text it says ''things are gonna get ugly'' or something, politely implying the last two secret maps are dogshit.

>> No.8313224

>>8313216
>what's wrong with map 16?
like map32, it was rough and bad.
I didn't like it either

>> No.8313238

>>8312772
>>8312779
>>8312769
>>8312768
What happened here that got deleted?

>> No.8313247

>>8312041
yeah sure

>> No.8313250

>>8313238
Non retro Doom games,happens all the time they get deleted

>> No.8313253

>>8312250
Quake 2 should have been called Strogg Wars.

>> No.8313289

>>8313253
It just feels like a part of the game is missing, you kill the boss and find out he is just a lieutenant for an elder god monstrosity and the game shifts from tech shit to weird dimensions, kinda like well. Quake 1.

Today the game is not as impressive, but for my 9 year old mind Quake 1 felt exactly like that you start with weird familiar and descend into the abyss. I did the story in my head all by itself.

>> No.8313326
File: 21 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
8313326

surprised no one posted this yet
>>8309998
[11-03] DBP41 released
https://www.doomworld.com/vb/thread/125573

>> No.8313332

>>8313253
pretty much all quake games are very different from each other it isn't really a standard franchise

>> No.8313346

>>8313082
>stxvile played Ad Mortem
Holy shit, how did I not see this in the threads before? Back when I used to download speed demos for my favorite wads, this dude used to show up all the time. He was the first to UVMax Scythe map30 iirc

>> No.8313380

>>8311965
> I also could use some more feedback
The biggest thing you should be concerned about at this point is making sure your map functions like you intend it to, never breaking during playtesting. I can't comment on the design because the map structure itself its rife with malfunctions. Looking at the map in an editor I would also highly recommend you stay more organized. Much of the geometry here is completely unnecessary. Remember you can merge sectors in UDB with Shift+J.
Your door doesn't work because there's another trigger line too close in front of it, Doom doesn't' like that. You should avoid making 1px wide doors generally, they should be minimum 16 imo. If you're struggling with the size constraint then just make it an open border. There are several lines in font of the green armor that are impassible. Just delete them. Many, many of the trigger lines here are unnecessary and you should delete most of them. You should really only use as few triggers as possible to avoid making a bunch of sectors and to more clearly communicate why something has happened to the player. Your triggers also seem to assume the player will approach from the north but what if they come from the west? You're megasphere secret is just an inescapable untextured pits. Never make inescapable pits. I don't care if you're new, you still have eyes and hands, so please playtest your own maps and try to solve the obvious issues before asking others to.

>> No.8313401
File: 1.16 MB, 1920x1080, a happy place.png [View same] [iqdb] [saucenao] [google]
8313401

>>8313253
It would've helped. Quake could've been "Doom 3" and I wouldn't have batted an eye honestly, even so they saw fit to separate the IPs. Anyone expecting a Doom-1-to-2 gets the opposite of that, it's a Doom-to-Quake situation.

>> No.8313412
File: 204 KB, 285x285, alt.png [View same] [iqdb] [saucenao] [google]
8313412

Makes you think

>> No.8313430
File: 40 KB, 1118x514, 1396511353175.jpg [View same] [iqdb] [saucenao] [google]
8313430

>>8313346
>mfw stxvile reacts to gibbing a skellington for the first time
>mfw he likes a level enough to start doing deathless attempts

>> No.8313437

>>8313326
It was in a previous thread

>> No.8313459

>>8313437
then link it to the newspost you animals

>> No.8313469

>>8312968
Jaesumgai was fun to watch
I seriously dont get why tarnsman is shilled so much - I get he supports us but he also plays like he has ADHD, missing secrets in plain sight which sometimes annoys me, gotta see styxvile one

>> No.8313476

>>8313469
>yfw tarnsman noclipped through the Map07 secret

>> No.8313657

>>8313469
STX not styx. I'm liking the VOD because he's one of the best speedrunners and he's still getting that excitement from trying something new and liking it. It's also kind of surreal seeing him crush everything effortlessly that you yourself struggled with during playtesting

>> No.8313663

I honestly have no idea who you guys are talking about
Wake me up when Nikocado plays it

>> No.8313669

>>8313663
>yfw Decino plays it someday

>> No.8313676

>>8313669
I don't watch him regularly but he's in my recommendeds often, pretty sure he was taking user made map suggestions recently

>> No.8313759

>>8313676
Can't wait for those 4 Alien Vendetta maps in a row

>> No.8313774
File: 911 KB, 1500x1261, 1500px-AV_MAP20_map.png [View same] [iqdb] [saucenao] [google]
8313774

>>8313759
For me, it's Misri Halek.

>> No.8313784

>>8313774
Based

>> No.8313793

>>8313759
Those are just alphabetical. He'll be picking random maps.

>> No.8313808

>>8313469
>plays like he has ADHD
It's called having reflexes

>> No.8313809

>>8313669
For me, it's Coincident

>> No.8313825

>>8313808
I think he was more referring to passing the most obvious shit.

>> No.8313856
File: 923 KB, 6000x4230, 1605942746731.png [View same] [iqdb] [saucenao] [google]
8313856

Here's an update for the patchwork grid. There's just one more slot open for the first phase and that's C4. If somebody grabs it and gets the rough draft done then I'll open up the second phase of tiles.

>> No.8313868

>>8312037
happy pride month!

>> No.8313954

Can you guys give me some good kill sounds/words or early smack talks? Doing some voice acting for an earlyish era game and i want to know what the best shooter stuff is
EG pwned owned wrecked get rekt

>> No.8313972

>>8313954
Blood and Duke Nukem 3d have some great one liners. I hope whoever's writing your script isn't going to make you spout any lines from Evil Dead though. That shit is ridiciulously overplayed at this point.

>> No.8314021

>>8313954
>>8313972
Also look into the autotaunts from UT/2K4

TRY TURNING THE SAFETY OFF

>> No.8314026
File: 95 KB, 1920x1080, ForceEngineMenu.jpg [View same] [iqdb] [saucenao] [google]
8314026

>>8309997
The quake thread at /v/ is a mix of a certain someone's friends shitting on Q2 and Q3 for free contrarian points, and people defending tim wallets.
Oh boy...

>>8309998
And in VERY GOOD NEWS
https://theforceengine.github.io/downloads.html
The Force Engine Builds are up and getting updated regularly.
Lets hope Lucius does it this time.

>> No.8314029
File: 355 KB, 600x599, dc9jhin-7223b28b-d218-4fa5-a087-db0e5c826d72.png [View same] [iqdb] [saucenao] [google]
8314029

I am going to submit DBP map to Decino. I'm thinking either something from AUGER:ZENITH (no, not the MAP12) or Spaceballs: The Sequel.

>> No.8314079

>>8314029
map 15 of AUGER:ZENITH is p cool

>> No.8314080
File: 2.28 MB, 640x478, 1457324636488.webm [View same] [iqdb] [saucenao] [google]
8314080

>>8314026

Cool

I think a hexen type fantasy game on that engine would be dope as fuck, its a bit floaty but you could have the gore of severance and more action fluid combat instead of souls like commitment moves.

>> No.8314118

>>8314026
>The quake thread at /v/ is a mix of a certain someone's friends shitting on Q2 and Q3 for free contrarian points, and people defending tim wallets.
Sounds disgusting. There’s tons of nuDoom/switchyshooty worship on /v/ so it makes sense they’d prefer the one with snappy weaponswaps. Walley Willits reminds me of Sgt. Mark: They’ve done things that disgust me but I’ve enjoyed some of their maps.

>> No.8314160

>>8313954
CLEANUP ON AISLE NOOB

>> No.8314213 [DELETED] 

>>8314118
To be fair TIm never went on a crazy bigoted rant against trans people. You can at least give him that.

>> No.8314223 [DELETED] 

>>8314213
>crazy bigoted rant against trans people
Sounds based desu

>> No.8314230

>>8314079
Map 17 it is then!

>> No.8314232 [DELETED] 

>>8314213
wtf i like sgt. mark now

>> No.8314238 [DELETED] 

>>8314213
trans people need to either realize their actual gender or fuck off, im not playing make believe

>> No.8314254

>>8314230
kewl

>> No.8314260

>>8314230
HANGAR 17

>> No.8314271 [DELETED] 

>>8314213
Hahahahahahahaha How The Fuck Is Gender Dysphoria Real Hahahaha Nigga Just Check What's In Your Pants Like Nigga Check If You Have Uterus Haha

>> No.8314276

How do you disable weapon swaying in Quake III?

>> No.8314315
File: 355 KB, 1129x1564, kneel and drink my knob (2).jpg [View same] [iqdb] [saucenao] [google]
8314315

>>8313954
>You may be a DOOM GOD, but I am the Master of your Universe and all that bow down to you eventually bow down to me. Yes, even YOU, Anon, kneel and drink my knob after having beaten all who challenge you. Do you dare take on your master, pitiful DOOM GOD?
>Email me and request your ass beating, if you have the balls.
https://groups.google.com/g/alt.games.doom/c/bNwvmpIFJ3A

>> No.8314319

>>8314276
cl_weaponway 0

>> No.8314328

>>8314315
nigger what is this trash

>> No.8314332
File: 48 KB, 350x427, 1611268943899.jpg [View same] [iqdb] [saucenao] [google]
8314332

>>8313954
quake 3 is chock-full of cheesy 90's PC-gaming smack-talk

>> No.8314360
File: 38 KB, 533x504, eric vs john.png [View same] [iqdb] [saucenao] [google]
8314360

>>8314328
Double-click the first email, you dumb nigger. The context is all there.

>> No.8314375

>>8314360
Yes i still don't understand it and the relevance, it reads like a crackhead

>> No.8314383

https://www.youtube.com/watch?v=cNkS2n19h88
im kinda loving this retroquad stuff

>> No.8314403

>>8314375
>Can you guys give me some good kill sounds/words or early smack talks?

>> No.8314409

>>8313856
I'll claim C4. Is it okay if I whip up a rough draft tomorrow?

>> No.8314414 [DELETED] 

>>8314403
This is none of that
please, sneed

>> No.8314432 [DELETED] 

>>8314403
Huh? What does that have to do with anything?

>> No.8314436 [DELETED] 

>>8314414
>>8314432
Please stop acting retarded.

>> No.8314439 [DELETED] 

>>8314436
sneed

>> No.8314440 [DELETED] 

>>8314414
>>8314432
Kneel and drink my knob

>> No.8314462
File: 559 KB, 1920x1080, Desktop Screenshot 2021.11.07 - 01.08.43.14.png [View same] [iqdb] [saucenao] [google]
8314462

>>8313001
>>8313469
Thanks for watching and enjoying even if I'm so amateur at this
speaking of though, I'm about to continue ad mortem from map09 right now
I'm pissed off as fuck right now so we'll see how that affects my gameplay

>> No.8314463 [DELETED] 

>>8314414
>>8314432
You humour me greatly with your arrogance and contempt.

>> No.8314489
File: 134 KB, 1920x1080, Screenshot (458).png [View same] [iqdb] [saucenao] [google]
8314489

You don't really get an appreciation of a level until you can beat it without dying.
That revenant chamber can go to fucking hell, though.

>> No.8314546

>>8313774
The part on the upper right of that map looks mostly like a brain.

>> No.8314548

>>8309997
DOOM2, Heretic, or Hexen but its been randomized.

>> No.8314553

>>8314548
To which degree?

>> No.8314569

When I try to either download the latest update for Doomseeker, or download the test version for Zandronum in Doomseeker, I get SSL Handshake errors. Anyone know what I'm doing wrong? Using the version that came with Zandronum.

>> No.8314580
File: 25 KB, 536x568, Untitled.png [View same] [iqdb] [saucenao] [google]
8314580

>>8314569
forgot pic

>> No.8314581

>>8314553
A customizable kind of Randomizer.

>> No.8314583

>>8314553
All the doors are open, and all the items are places in randomised locations

>> No.8314595

Does anyone know if there is somewhere where I can get the Deus Ex JC Denton model?

>> No.8314601

>>8314595
The original or as close to the original model

>> No.8314604

>>8314409
Sure thing!

>> No.8314628
File: 3.90 MB, 370x360, cat jam.gif [View same] [iqdb] [saucenao] [google]
8314628

Powerslave's soundtrack is FUCKING GREAT.

>> No.8314670
File: 53 KB, 291x271, Shotgun (Q2).png [View same] [iqdb] [saucenao] [google]
8314670

>quake 2 super shotgun deals 120 damage at 6 per pellet
>quake shotgun deals 48 damage at 4 per pellet
Bump it up to 5 damage per pellet and it's a total of 60, nice and balanced at half the damage of the super. I know it can be fixed with kmquake 2 but it still seems like an oversight.

>> No.8314679
File: 2.01 MB, 360x270, 66354254231472.webm [View same] [iqdb] [saucenao] [google]
8314679

>>8309997
Alright gamers, how is it looking?

>> No.8314701

I really enjoyed the last maps of scythe (2) and it left me craving for more. What are some other light slaughter wads?

>> No.8314709

>>8314679
kek

>> No.8314793

>>8314701
You'll like the end of Heartland. MSCP also had some really good maps but I didn't like all of them.

>> No.8314809

>>8314709
it's real son, it's real. I made that mod a year ago and I'm going to make it into a fully-fledged Grezzo 2 ripoff.

>> No.8314819

>>8312821
>at least 32 maps in full
Eh, the set is fine as it is right now. The non-secret maps are all great. If you were to get "at least 32," you'll definitely have some weaker links in there.

>> No.8314863

>>8312793
All of old school doom is.

>> No.8314908
File: 29 KB, 460x215, DMC_logo.jpg [View same] [iqdb] [saucenao] [google]
8314908

Deathmatch Classic: Is it any good? Is ThreeWave Classic any good? Are there any good expansion maps?

Was the Underwold MP mod Bloodlines any good?

>> No.8314949

>>8314819
There's plenty of time to remedy that, but I guess we'll see where it goes.

>> No.8315127

>>8313207
>>8313180
thanks for pointing these out, saw some issues during a stream and was a bit embarrassed
I will fix them, just been busy

>> No.8315145

>>8313380
Yeah, I'm supposed to clean it up a lot, I also realized that I completely forgot about the West side some time after posting. Thanks for the tip about the doors. I wanted to start early on this map specifically so that I have enough time to overhaul parts of it because I knew somethings like this will happen at some point.
I know the triggers are really bad, because it seems that Doom 2 has a lot less actions than I expected it to, for example I doubled the W1 Caco lines because there are two sectors supposed to raise but when testing it seems like only one raises and the Cacos don't properly come out. I might have a fix for it though.
Same with the Megasphere, I wanted to have a "Gotcha!" moment, but I had to figure out a way to have it lower, which is why I made the 1x1 sector. I never realized you can fall down there. Maybe a more efficient way of doing it would be to raise it instead but that might look bad.
I will also check out the the Green Armour lines.

>> No.8315205

Man I bought it and play it but no player only bot >>8314908

>> No.8315250

>>8313476
Yeah, that wasn't very cashmoney of him
Jaesumgai was not proficient at dooming but fun to watch him experiment
Stxvile was really good - even though he ripped my map apart pretty easily he did it so smoothly I enjoyed it
Anyways, whoever may be playing - it is good because we can detect mistakes this way and have some more publicity. Where do you niggas even discover streams of ad mortem? Almost nobody announces anything here and then I watch them like two days after the fact even though their chatroom is full of /vr/ people

>> No.8315251

>>8315250
>Where do you niggas even discover streams of ad mortem?
All of the aforementioned streams had been posted here. Seems like you need to lurk moar Since I'm not an anglo I haven't watched a single of them stream live

>> No.8315252

I'm looking for edits of brick and cobblestone vanilla textures with bricks on either side taken out and replaced with transparency. I'm not proficent in image editing enough to do it myself.

>> No.8315253

>>8315252
Give a rough draft of what you mean. That's super duper vague

>> No.8315263
File: 8 KB, 64x128, ROCK3.png [View same] [iqdb] [saucenao] [google]
8315263

>>8315253
Something along this line, but actually properly aligned to edges of rocks.

>> No.8315274

>>8315263
You want that specific texture to be edited?

>> No.8315280

>>8315274
Yeah.

>> No.8315286
File: 9 KB, 64x128, RW30_3.png [View same] [iqdb] [saucenao] [google]
8315286

>>8315280
Is this good? I'm not the best at image editing either, but I'm trying to help

>> No.8315289

>>8315286
Seems like it would work. I would also need a variant with missing left side.

>> No.8315297
File: 9 KB, 64x128, RW30_3 2.png [View same] [iqdb] [saucenao] [google]
8315297

>>8315289
Alright here you go anon

>> No.8315304
File: 44 KB, 640x640, #squadgoals.jpg [View same] [iqdb] [saucenao] [google]
8315304

>>8309997
I've just recently discovered Doom...
Beaten Doom1(+Inferno), Doom2, Epic2 and Sunlust...
I've missed out on so much, /vr/os.... I have so much catching up to do..

>> No.8315339

>>8315304
glad to have you around anon, don't forget to play hffm and ad mortem

>> No.8315385

>>8315339
2048 units of /vr/ too, that was a big comeback of vr to mapping
A lot more of vr projects out there, im really proud of this little shithole

>> No.8315595

>>8315304
Beat Heretic, Hexen, Plutonia and also Strife if you're interested in that kind of game before going for mods

>> No.8315604

>>8314332
What mod?

>> No.8315881

Just give it to me straight, are Bethesda's Quake version and blood fresh supply really that bad ways to experience the games?

>> No.8315887

>>8315881
>really that bad ways to experience the games?
Only if you're a MUH AUTHENTICITY autist.
They're as serviceable as GZDoom is.

>> No.8315897

>>8315881
i know fresh supply had some weird quirks and the team tried to fix most of it until atari or whoever the fucked owns blood told them to fuck off because of a contract expiration

>> No.8315961

>>8315881
They both have accuracy issues, but are noob friendly in terms of setting up and doing multiplayer. KexQuake also has some new stuff that's worth checking out and hasn't been abandoned like Fresh Supply.

>> No.8315975

Decino is doing that "play your map" thing again. Has anyone submitted anything /vr/? I think HFFM's Heart Attack would be a really good choice.

>> No.8315976
File: 169 KB, 1024x1008, doom__cyberdemon_by_deimos_remus_dbcioud-fullview.jpg [View same] [iqdb] [saucenao] [google]
8315976

just had a breakthrough on the friendlymarines mod
managed to make them follow the player without constant flag switching of FRIENDLY and SHOOTABLE and references to TargetIsAMarine and TargetIsPlayer items, with use of A_CheckProximity and Thing_SetGoal.
They are a bit fiddlier than before, but on the positive side they will follow the player now even if you're out of their LOS, and will maintain enemy aggro instead of swapping between shootable and unshootable all the time, which made monsters default to targetting the player.

I also changed their teleporting behavior. Previously they would, by ways I don't understand fully, despawn and spawn by the player's side if they couldn't reach you, now they teleport by using A_Warp instead, which lets them keep their health and inventory (armor, ammo, bandages etc). In the original BrutalFriends this wouldn't work everytime and sometimes they would simply sit there stuck for some reason. This is still the case and I'm not sure why.

Also, if anyone knows a way for a specific monster attack to be made only if the target is outdoors (not under a ceiling), please tell me.

>> No.8315987

>>8315976
forgot to say I'm not sure yet of how well my solutions will work in co-op compared to the previous ways. Thing_SetGoal is set to the player's TID, and A_Warp currently is set to warp to player1, regardless of who summoned them. Maybe it would work better if it referenced their master instead, but it didn't work at all last time I tried it like that.

>> No.8316000

>>8315975
I submitted one of my maps, but not from a /vr/ project. He might not take HFFM, if someone tips him off.

>> No.8316002

>>8315975
recommend him 500 ml of /vr/ so he plays something other than doom at last

>> No.8316017
File: 790 KB, 640x640, Yeah! You go Shaq! You're my hero~.png [View same] [iqdb] [saucenao] [google]
8316017

>>8315595
currently going through a pistol run of plutonia. I'm up to map08. I'm using saves though. Maybe some day I'll be a bad enough dude to do it without saves but I'm still a baby

>> No.8316034

>>8316017
His right foot is still touching the ground in that picture lmao

>> No.8316057

>>8316000
>He might not take HFFM, if someone tips him off.
Just send the censored version.

>>8316002
I think he doesn't actually like Blood or Duke, for some reason.

>> No.8316127

>>8316057
I don't think he dislikes them, it's just that his channel is focused on Doom. I've read before that channels that branch out in different games are less successful than channels that specialize in one game, and I assume he's aware of this as well
>>8316017
Generally speaking, only go for saveless runs when you know you love the level. That way, the run is something you cherish doing, rather than this chore that you feel you have to finish. You can use the DSDA-Doom source port; it has a rewind feature, which technically doesn't violate the no-saves rule ;)

>> No.8316167

>>8316127
He makes Serious Sam vids though as he likes that franchise. Those videos are less successful than Doom ones since his channel's main point is Doom but he still makes them. He straight up dislikes Build Engine games IIRC and talked about it before but I don't remember his reasoning

>> No.8316181

>>8316167
Ah, you're right, he did make Serious Sam vids. I just couldn't conceive it, but maybe you're right, maybe he just never got into the Build games.

>> No.8316184

>>8309997
The Half life Gargantua makes me think of Earthquakes.

>> No.8316197

I'm not too fond on Build Engine games myself. It's mostly due to how player movement is handled; feels stiff and awkward to me. The FoV is also kinda not so great for my tastes.

>> No.8316205

>>8314670
Has anyone EVER tried to map this model in first person to fix the unfinished stuff the 1st person model has?

>> No.8316274

>>8316197
Weird because the reason I like Build Engine games more is because they feel more smooth to me, especially Duke. It's definitely a different taste thing though

>> No.8316335

>>8312179
>There's no real Z axis in Doom, that's why explosion are cylinder-shaped
Theyre actually square.

>> No.8316364
File: 996 KB, 1920x1080, foggy.png [View same] [iqdb] [saucenao] [google]
8316364

>>8316181
>like Doom
>likes Serious Sam
Seems like a pretty cut-and-dry case of someone preferring encounter design to level design. As a huge buildslut, this is perfectly fine.
It would be shitty if he liked Doom and Sam but didn't like Quake.

>> No.8316383
File: 2.83 MB, 802x452, q1shottytrace.webm [View same] [iqdb] [saucenao] [google]
8316383

>>8316205
Don't think so. It's fine for the most part but starts to fall apart when played at a higher field of view. Yamagi's the only Q2 port I know of with viewmodel FOV options.

>> No.8316393

>>8316383
yes but is because the gun viewmodel was made for 4:3 screens with no FOV options in mind

i would like to see a complete fix of that, but then, it may come with Q2R next year.

>> No.8316394
File: 818 KB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google]
8316394

I don't know if this is the map or the port (fdwl), but I started getting invisible fireballs on this map.

>> No.8316403

>>8316394
Both FDWL and Woof had some problem, though I don't know if invisible fireballs were one of them.
I certainly didn't have any problems in DSDA.

>> No.8316496
File: 1.22 MB, 1920x1080, q26404.png [View same] [iqdb] [saucenao] [google]
8316496

>>8316393
>i would like to see a complete fix of that, but then, it may come with Q2R next year.
Might be cool, but it sounds like it would backfire: The slower gun mechanics will be hard for the "switch-combo" crowd to adjust to, especially after they've been binging the new Dooms and getting re-exposed to Quake. I also don't know how well a gamepad can utilize 2's movement mechanics. Maybe they'll go full "Nightdive" and change the gameplay mechanics as well as make level adjustments, a very concerning precedent that got set with the Turok 2 re-release.
A chance to get the rest of the 64 levels would be nice, but even with the anniversary soon a "Q2R" just seems baseless at the moment.

>> No.8316515
File: 2.91 MB, 480x360, Le City Map.webm [View same] [iqdb] [saucenao] [google]
8316515

3 days of hard work and all I have left is lighting, some detailing and of course actual encounters.

>> No.8316564

>>8316205
The viewmodel is fine unless you're playing at something like 120+ FOV, what I want to see fixed are the railgun and hyperblaster clipping through the camera

>> No.8316574

>>8316515
That looks really good. Can you add ledges or handrails to the stairs? I imagine ledges are easier than midtextures. Also little alcoves in the walls for torches would look great in appropriate areas.

>> No.8316581

>>8316564
The railgun and Hyperblaster clip is due to Q2 having issues with widescreen resolution when using hardware acceleration, software has no issues but the models looks strange in widescreen

>> No.8316585
File: 31 KB, 994x779, q2editing.png [View same] [iqdb] [saucenao] [google]
8316585

>>8316564
I think you could fix that with making them bigger but also moving them further away from the viewpoint. I'm still deep into playing it thirdperson and fixing character animations but I still want to mess around with the first person views at some point.

>> No.8316603

>>8316515
Looks pretty good. Please link it here when you get done with it. I'd like to play it.

>> No.8316689
File: 1.17 MB, 1500x1671, 1636376497181.jpg [View same] [iqdb] [saucenao] [google]
8316689

https://www.youtube.com/watch?v=rYl3pg6L5VM
anyone familiar with Quiver?

>> No.8316694

>>8316689
>looks like that in 1997
>rips assets from Doom
So where is this from, some forgotten corner of Russia or Brazil?

>> No.8316854
File: 244 KB, 1080x1920, Screenshot_20211110-001244.png [View same] [iqdb] [saucenao] [google]
8316854

What underage ESL Spaniard writes the articles on the Wikia? I know the Wikia is a scuffed ripoff of the Wiki, but come the fuck on.

>> No.8316886

>>8316574
>Can you add ledges or handrails to the stairs?
I can add ledges but not sure it would improve the level, only impede mobility and shooting. I might add something after testing, depending on how it'll go. I'm exclusively using vanilla textures so there's nothing I can use that looks like a rail.

>> No.8316898

>>8316854
A lot of modders write articles for their own wads, so of course they're a bit biased.
>https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Aetherius

Link related was written by the mod's author, you can see it in the edit history.

>> No.8316905

>>8316898
Holy shit I feel drained just looking at that.

>> No.8316923

>>8316585
>guy who made that model died this year

F

>> No.8316926

>>8316923
Paul Steed?? That was 2012, did you mix up the digits?

>> No.8316927
File: 298 KB, 854x480, Twin Peaks S3_E11 Car Scene 1-21 screenshot.png [View same] [iqdb] [saucenao] [google]
8316927

>>8316898
>25,000 words

>> No.8316995
File: 56 KB, 498x334, uhh.gif [View same] [iqdb] [saucenao] [google]
8316995

>>8316898
On another trope page by the same author (https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/NaferiasReignInvasionOfTheDarkMistress):
>Christina is the most sexually dressed of the main 8 female characters, sporting a strapless halter-top with a red mini-dress, showing a decent amount of cleavage, and wearing bunnygirl-style stockings
>Do note she's 17 years old physically in this form

>> No.8317031

>>8316898
>>8316995
Ah, I remember when we covered this fucktard and his inflated sense of importance on anon plays shitwads (RIP.) Good times

>> No.8317072

>>8316995
>Additionally combined is the Bubsy series, with the title character also being a main character as well.
Is this a shitpost?

>> No.8317075

>>8317072
No anon, this is all unironic. The author thinks he's real hot shit too.

>> No.8317083 [DELETED] 

new to online Doom, any good way to find public games that isn't doomseeker? I get it's a 30y/o game but it seems like more of a ghosttown than I was expecting

>> No.8317164

>>8316898
Oh right, this reheated garbage.

>> No.8317190
File: 1.20 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
8317190

>>8316886
I just remembered these handrails from Going Down map07. I like the idea of ledges because then you can't strafe off the sides of the stairs like IRL, You have to fight your way up them

>> No.8317193

>>8316995
Based.

>> No.8317250

>>8317031
>anon plays shitwads (RIP.)
I'm not Anon, but I could find some non-Zdoom shitwads to stream if you want.

>> No.8317252

>>8316854
It's because Wikia's main editors are retarded teenage ESLs.

>> No.8317262

>>8317250
Anon plays shitwads season 2 with a new protagonist? Sign me the fuck up

>> No.8317275

>>8317262
All right, give me some time to set things up. It's been years since I streamed last time. Would you prefer Youtube or Twitch?

>> No.8317276

>>8317275
Youtube because it's easier for me to shitpost there

>> No.8317284

>>8317262
>anon plays shitwads is not a person, but a title
>when one anon burns out, another rises from the ashes
kino storyline

>> No.8317289

>>8317284
Wow, that's some doctor who shit right there
t. Never watched doctor who

>> No.8317295

>>8317075
Oh, yeah, doesn't he go into random Doom streams and talk about himself, then acts incredulous when nobody has any idea of who he is and has never played his aspergmageddon mod?

>> No.8317297

>>8317295
That doesn't narrow it down very much anon. But yes, lol.

>> No.8317306

>>8317262
All right, let's see if this even works.
https://youtu.be/FCt5zz0UPEc

>> No.8317312
File: 16 KB, 667x292, file.png [View same] [iqdb] [saucenao] [google]
8317312

>>8317306

>> No.8317314

>>8317312
Try again, I made it public.

>> No.8317320

does anyone have that one quake 3 artwork of doomguy with arm raised in the air? I think it was from the ps2 port

>> No.8317359

Stream ded. New stream.
https://youtu.be/ivdBk9I8byI

>> No.8317401

>>8317359
>>8317306
Well, I don't know how to fix the audio issues. Sucks.

>> No.8317404

>>8317401
In an unexpected twist, the protagonist has died on the first episode

>> No.8317426
File: 527 KB, 1389x1980, 1610320503820.jpg [View same] [iqdb] [saucenao] [google]
8317426

>>8317320

>> No.8317429
File: 93 KB, 600x507, 158.png [View same] [iqdb] [saucenao] [google]
8317429

i'm looking for a wad that has a lot of hitscanners
i just want to mow down hundreds of squishy zombie gunners, can you help me?

>> No.8317448

does Sunlust work with crispy doom? the very first switch isn't working

>> No.8317452

>>8317448
>does Sunlust work with crispy doom?
No, it's a Boom mapset.

>> No.8317461

>>8317429
The 1 Monster Megawad has a few maps filled with nothing but hitscanners.

>> No.8317467

>>8317426
thanks anon

>> No.8317528

Does prboom+ support the tilde flag for reloading wads when you change levels? i've got a new monitor and this seems like it could speed up map creation.

>> No.8317543

>>8317461
thanks anon, i'll check it out

>> No.8317576

>>8317426
would this be considered Heavy Metal or more gothic? Either way, the art this guy did for Q3/QL was great

>> No.8317598

Recommend me some good mods to go with Auger Zenith?
I imagine there's no such thing as an ion fury weapon mod yet? I see PB3 as a favored one too.

>> No.8317601
File: 82 KB, 494x800, mueller.jpg [View same] [iqdb] [saucenao] [google]
8317601

>>8317576
>Heavy Metal
>Gothic
Oh yeah.
Quake 3 was a very good mix between 1 and 2's style. It would've been great to see it utilized in a singleplayer setting before everyone started giving in and getting bland in 2004.

>> No.8317602

>>8317598
It works really well with Final Doomer's JPCP set.

>> No.8317620

>>8317602
Will look into that

>> No.8317632
File: 1.71 MB, 1080x1920, poster_advert.png [View same] [iqdb] [saucenao] [google]
8317632

SNEED CLAUS 2:
THE REVENGE OF GIGA NIGGA
THE NIGHT OF THE LIVING JAB
THE TRILOGY
THE DEFINITIVE EDITION

COMING DECEMBER 14TH 2021
AT
HTTPS://BASEDNIGGAPUBLISHING.WORDPRESS.COM

>> No.8317641

>>8317632
Is this some angry Anna's Christmas quest shit?

>> No.8317683
File: 767 KB, 1280x720, A Wild Sandy Appears.webm [View same] [iqdb] [saucenao] [google]
8317683

Sandy suddenly appears in your Quake and offers you a quest. Do you accept?

>> No.8317687

>>8317683
Does it involve Spawns?

>> No.8317691

Where can I grab the latest version of HFFM?

>> No.8317694

>>8317641
Grezzo 2 knockoff

>> No.8317709
File: 132 KB, 128x128, sandy.gif [View same] [iqdb] [saucenao] [google]
8317709

>>8317687
Perhaps... or something far worse...

>> No.8317740

>>8317691
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfunv4
>>8317709
Sure why not.

>> No.8317743

>>8317598
Bubblegum Crisis Doom.

>> No.8317761

>>8317740
>https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfunv4
thanks anon

>> No.8317906

>>8317683
I wouldn't hesitate.

>> No.8317914
File: 4 KB, 205x147, error.png [View same] [iqdb] [saucenao] [google]
8317914

>>8317709
Vranon, I'm gonna submit the rune placed update to my clock tower map probably tomorrow.
I spent a bit of time just trying to fix this error I was getting but after some testing I think it's a problem with the progs. I'm using the latest progs with the latest quakespasm 0.94.2 64 bit. The game crashes on the maps clock tower as well as miasma district after playing for about a minute or two, possibly other maps. It also happens on the older version of clock tower that's currently in the mega folder which worked fine last month. I don't think it happens in quakespasm-spiked, but that's all I know.

>> No.8317932

>>8313412
Is this the one where you play as 4 predators and absorb dna from enemies and wildlife to upgrade their stats?

>> No.8317937

>>8315145
You should have plenty of time to finish with the current deadline. Vanilla/limit removing doom is somewhat restrictive in what it allows you to do, hence why so many projects use boom instead.
You should also note that you can move multiple sectors with the same trigger line as long as they all have the same tag. Each sector will move to its respective target independently.

>> No.8318134

is opengl es supposed to not have dynamic lights?

>> No.8318137

>>8317937
I'll try to overhaul the triggers tonight, any thoughts on the general layout? I was thinking of scaling down the map by a few units because ATM it seems the courtyard has some dead space that isn't really used by anything and the player has no reason to go there. This should also fix the doors by giving them enough space to act properly. I'm also thinking of making the outer walls (specifically the island and hellish part) more interesting visually, for instance specifically about the caco hole I was thinking that I could make it look like there's two metal platforms keeping the ceiling up, as if UAC or whoever drilled into the rock, revealing the lava and the demons.
I was also thinking of adding some partial cover (crumbled walls) inbetween the temple and the cliffs.
For the cliffs, I was thinking of extending them a little bit and making some raised imp/ chaingunner platforms.

>> No.8318147

Goddamnit, Icarus leirmotif is such an earworm.

>> No.8318232

>>8318137
If you want to keep the doors then I would definitely recommend bringing in the border walls. Despite that I would say that the space and combat of the map itself are way too cramped already and rather than adding geometry where the player can run into it you should remove most of the decorations that are currently taking up so much space. Part of my complaint about the triggers is earlier is that the area is so cramped and numerous that the they are right next to each other. I triggered pretty much everything straight away just trying to dodge stuff.
The layout just doesn't serve the combat very well. Consider the risk involved in fighting so many enemies in a small room and then consider that there is basically no incentive to do so. The player is just going to leave you're room through the largely unguarded doors as soon as they enter and face no punishment for doing so because the majority of the enemies here are stationary turrets who can't follow. Green armor isn't very inciting and even if it was they could just grab it and run. This is unfortunately a design problem amplified by the limitations of the project since you have to account for an approach from multiple directions for each encounter with so little space.
If you're just asking about the visual layout, then I don't really have complaints or suggestions other than the shadows cast by the pillars are very wonky and inconsistent and a lot of your sectors have an accidental glowing light effect applied to them. You should add whatever visual detail you like as long as they don't impede the player. Ceiling details are good for that.

>> No.8318257

>>8318137
I would recommend you play some of the other submissions, to get a good idea of what you want to do, and how they do it

>> No.8318260
File: 279 KB, 1892x1464, 1635926736560.png [View same] [iqdb] [saucenao] [google]
8318260

>>8317632
the fuck is that, I'm not clicking that link

>> No.8318261

>>8317632
I've never seen anything less funny than this

>> No.8318265
File: 64 KB, 1200x675, ETbA2kuWkAEvv5c.jpg [View same] [iqdb] [saucenao] [google]
8318265

>>8318261

>> No.8318291

>>8317914
Looks like my janky fix for void_trigger was causing a crash. I just uploaded a new progs.dat that seems to fix it, at least on Quakespasm. Thanks for pointing it out.

Also if NBABS anon is around, where exactly did you place your rune? I checked the laser rifle room but couldn't find it.

>> No.8318362

Ad Mortem update when? Those texture issues are really rustling my 'tism

>> No.8318363

I would like to update B1.
It's got stuff exclusive to hard now, because some players might want to get let off the hook.
I upgraded a bunch of armor pickups, because I want this section to be the one that you return to a couple times for health or ammo whenever a different section leaves you in a bad condition. Not confident in the balance but the difficulty of the other sectors isn't up to me, and it isn't my fault if the WAD as a whole turns out too easy
https://files.catbox.moe/1gn1gg.wad

>> No.8318379

>>8317429
TNT Evilution, particularly Map 09.

>> No.8318468
File: 627 KB, 666x999, dragging my feet.webm [View same] [iqdb] [saucenao] [google]
8318468

>>8318291
>where exactly did you place your rune?
...
in a different map file, like an idiot. I'll post the thing tomorrow.

>> No.8318489

>>8318362
Has Vaeros even been around? I've been sitting on a fix for one of my maps for a couple of days now.

>> No.8318493

>>8318489
Last or second-to-last thread he reported back, so he's at least aware, but he said he needed to take a break, though not for how long.

>> No.8318509
File: 4 KB, 196x304, kZx7nq2.png [View same] [iqdb] [saucenao] [google]
8318509

Cacowards are a month away. Predictions?

>> No.8318512

>>8318509
They won't give to me.

>> No.8318513

>>8318509
what if that was an actual enemy?

>> No.8318514

>>8318509
Every wad featuring at least one Major Arlene map will take one of the main awards.

>> No.8318523

>>8318513
What projectiles would it fire?

>> No.8318530

>>8318509
Ad Mortem won't get anything

>> No.8318535

>>8318523
maybe it's like the undead warrior in heretic where it has 2 types of projectiles and their differences is just numbers

>> No.8318540

>>8318509
These will be in top-10 for sure:
Heartland
Lullaby
Arrival
Time Tripper
TPH
Then there's the obligatory Heretic wad (Sold Soul is good supposedly) and a TC slot (Ashes?). The other spots will likely go to Boom/MBF21 wads, but I'm not yet sure which ones, need to check out more of them.

>> No.8318570

>>8318530
Ad Mortem isn't even complete, so no kidding.

>> No.8318576

>>8318570
>implying being finished and on idgames would change anything

>> No.8318587

>>8318530
It will be finished next year and Map05 has a reddit tier joke so no. lol

>> No.8318589

>>8318509
Auger Zenith will inevitably get cucked, considering the drama a few months back.

>> No.8318597

>>8318576
That's the rules, as I understand them. Whether or not it'll get even a mention? I don't know, but I also don't care, they're just fucking Cacowards, they're biased at their best, and a circlejerk for people like Arlene and ButtBurner at worst.

>> No.8318606

>>8318597
>they're just fucking Cacowards, they're biased at their best, and a circlejerk for people like Arlene and ButtBurner at worst.
Glad I'm not the only one thinking like that.

btw, whatever happened to the Golden Boners?

>> No.8318618
File: 189 KB, 1080x1079, 1588048392599.jpg [View same] [iqdb] [saucenao] [google]
8318618

>>8318509
it's going to be garbage like it's been for a while

>> No.8318627

>>8318589
What drama? It looks like a ridiculously good megawad.

>> No.8318632

>>8318627
Isn't it simply on account of it being a DBP?

>> No.8318635

>>8318587
>It will be finished next year
Wait, seriously? I thought that was a joke.

>> No.8318639
File: 30 KB, 320x320, 1628902203955.gif [View same] [iqdb] [saucenao] [google]
8318639

>>8314409
You still working on C4?

>> No.8318643

>>8318606
>Golden boners
Lack of interest and the fact the same 3 people would've been awarded. Nowadays there's not enough /vr/ mods being made to award any standouts

>> No.8318648

>>8318627
Some mappers in it are banned from Dumbworld, add the clique doesn't like it when other websites don't respect their unpersoning authority.

>> No.8318650

>>8318589
>inb4 it gets a cacoward BECAUSE of that shitty map

>> No.8318654

>>8318627
Arlene and pals had some kind of autistic chimpout a few months back and wanted to ban DBP .wads and their discussion entirely from DW. The guy who does the Doomwadazine thing said "That's fucking retarded." because it was, then Arlene banned him temporarily for that, and everyone else got upset at that.

>> No.8318658

>>8318654
It looks like doomworld staff has an internal split. Some of em don't care about petty shit like this, but others unfortunately haven't mentally left their teenage years

>> No.8318659

Seemingly, as an act of revenge, Arlene and Bridgebumper quit writing for Doomwadazine, but jokes on them, this would improve its quality.

>> No.8318661

>>8318659
The Wadazine sucks anyway. I have yet to read a single interesting article.

>> No.8318679

>>8318627
>>8318648
>>8318654
It's like they want to make the old Doom fanbase look inferior to the r/Doom types

>> No.8318725
File: 39 KB, 1115x315, 3919103.png [View same] [iqdb] [saucenao] [google]
8318725

>>8318635
No, that's what he said in the same thread post.
>wants to add more maps
>replacing more default sprites
>bugfixing more shit
so basically the next october it will be done and I think it's for the best, I still wanna finish my map for this project too someday.

>>8318509
>cacowards
people still giving a shit about this crap? lol

>> No.8318734

>>8318725
Jesus Christ, in a year nobody will remember it anymore.

>> No.8318736

>>8318734
What the fuck gives you that idea? Ad Mortem has made a good enough impression as is, a polished up and complete version with more maps for next year will probably do pretty well.

>> No.8318751

>>8318736
Because it's not a TC or anything that warrants being "developed" for a year. I might be too pessimistic here, but I don't see many people care for it when in a year the "finished" version is announced. Should better make an Ab Mortem or something.

>> No.8318756

>>8318751
I'll throw my 2 cents in, some of us don't want to work on the same project for a year. It seems pretty evident by the fact a new project has already started and how there's interest for 94 protons afterward.

>> No.8318761

Is Stxvile already done playing Ad Mortem?

>> No.8318762

>>8318751
it's a halloween wad... dumbass, of course there will be always people asking for some halloween wads to play in that specific month, it will get attention anyways.

>> No.8318765

Dario finished his Plutonia 2 playthrough if you guys are interested, here's the playlist
https://www.youtube.com/playlist?list=PLk5gaNp4x_AU2NETzxJoe605XhgaM5OwX
Haven't watched it myself

>> No.8318769

>>8318762
watch your mouth, young man

>> No.8318779

>>8318761
yes

>> No.8318783

>>8318751
I'm all up for contributing some more maps next October. Just divide the levels up into two episodes, one for 2021's levels, and another for 2022's levels, if someone has already played the first bunch and wants to skip those.

"It's not 100% new" doesn't strike me as a dealbreaker for people in this fandom.

>> No.8318785

>>8312037
Cyan caco where?

>> No.8318802

>>8318761
It was only 16 maps after all

>> No.8318832

>>8318260
it's a fucking wordpress link you dumb fuck. you forgot what wordpress was?
>>8318261
That's what makes it funny
It's an unfunny spectacle
It's avant guarde; I'm an autist

>> No.8318850

>>8318802
AD MORTEM 2 WHEEEEEEEN

>> No.8318896
File: 48 KB, 640x432, 1631752040299.jpg [View same] [iqdb] [saucenao] [google]
8318896

Lads, months of not playing has made me rusty, so I want to ask, what are some good short levels to play to whip me back into shape?
Something that's Final Doom tier.

>> No.8318938

>>8318896
The Doomer board mapsets might be up your alley, they're pretty short and each has their own distinct style.

>> No.8318987

>>8318938
Aren't those all dozens of levels long? I'm looking for .wads with just a single level, maybe two or three. Something I can take on in under an hour if I'm methodical and look for all secrets and items.

>> No.8319040

>>8309998

Jazz Jackrabbit Doom EP1 released:
https://www.moddb.com/mods/jazz-jackrabbit-doom-tc/downloads/ultimate-jazz-jackrabbit-doom-episode-1
and the hotfix:
https://www.moddb.com/mods/jazz-jackrabbit-doom-tc/downloads/ultimatejjdmaps

>> No.8319042

>>8318987
What's stopping you from pacing yourself and pistol starting each map within a DBP at your own pace? Why does a wad need to be completed in one sitting?

>> No.8319056

Asking before I spend the next god knows how long trying to figure this out.
Would it be at all possible to simulate Room Over Room in Doom? Like, with invisible teleportals, all Build Engine like?
I want to make an elevator that does that, but I don't know how, or if it's even possible.

>> No.8319061

>>8319056
In Doom, no
In Boom, there's invisible teleporter, but you'd have hard time imitating lift (There's teleporting buttons though, and line-to-line silent teleport)
In gzDoom or eternity you won't need to imitate

>> No.8319064

>>8319061
Okay, so I'll take that as a no then.
Alright, thanks anon

>> No.8319089 [DELETED] 

>>8319064
Now I’m curious what the context was and why you want to know.

>> No.8319107

>>8319056
Okay. In the Build Engine, Room-Over-Room was simulated using silent teleports; that being a teleporter that doesn't play noticeable audio or visual cues. This allows you to "move" up and down a stairwell while maintaining a semi-2D space.
In Vanilla Doom, there's no silent teleport. Meaning that if you wish to imitate Room-Over-Room in that method, the player will be informed of when he teleports.
In Boom, there are silent teleports, as in they have no audio or visual cues when you walk over the linedef. But this isn't applicable to elevators; meaning that simulating Room-Over-Room is only possible with stairwells, not lifts.
In GZDoom, using linedef 160, you can apply one sectors floor and ceiling to create Room-Over-Room, alongside the traditional silent teleport method. You can also use ACS scripts to activate a lift, teleport the player to a new lift that connects to the second floor, which finishes it's course and lets the player enter the new room.

>> No.8319139

>>8318765
He still needs to upload the secret maps

>> No.8319141

>>8315976
>Also, if anyone knows a way for a specific monster attack to be made only if the target is outdoors (not under a ceiling), please tell me.
Anyone? I can't figure it out.

>> No.8319143

>>8319141
Bro you're always under a ceiling, it's just that sometimes the ceiling looks like the sky

>> No.8319149

>>8319141
I don't know what exactly you are working with, but there's a CheckActorCeilingTexture function in ACS, so could do a check if the player is under a F_SKY1 and go from there.

>> No.8319192

>>8319141
The only thing I could think to do is >>8319149 , which is trying to make your monster do this specific attack against its target if both of them are under F_SKY. You might also find a way to make it so that the attack can only be done when attacker and attackee are in the same sector.

>> No.8319204
File: 331 KB, 1117x678, doompain1.png [View same] [iqdb] [saucenao] [google]
8319204

>>8317461
why the fuck does cacophony go on for like a million years

>> No.8319213

>>8319143
so the skybox acts just like a ceiling?
>>8319149
but won't that work only for vanilla maps? or would that work regardless of the name of the texture being used?

>> No.8319218
File: 2.83 MB, 974x596, base1110.webm [View same] [iqdb] [saucenao] [google]
8319218

>> No.8319224

>>8319213
>so the skybox acts just like a ceiling?
No, the skybox is applied to the ceiling. The sky itself is always a ceiling.

>but won't that work only for vanilla maps? or would that work regardless of the name of the texture being used?
If the map in question is, for some weird reason, not using F_SKY1 as sky texture, it probably wouldn't work, but to my knowledge, the sky texture is called that everywhere.
Please note that the actual displayed sky can be called whatever (sky1, sky2, sky3), but the texture you apply to a ceiling to display the skybox should always be F_SKY1, although I don't have, by far, enough experience with maps to be certain of that; although I don't see any reason why one would change it.

>> No.8319258

When time comes to make secret map for my wad, I will make a slaughtermap and call it "Everything I don't like is slaughter"

>> No.8319281

>>8319258
love it, you better deliver

>> No.8319308

>>8319281
I scrapped one attempt at MAP15, so it might take some time.

>> No.8319363
File: 227 KB, 498x498, caco1.png [View same] [iqdb] [saucenao] [google]
8319363

>>8319218

>> No.8319387

>>8319224
Alright thanks. Guess I'll have to start learning ACS.

>> No.8319394

>>8319387
>Guess I'll have to start learning ACS.
Just out of interest, what do you already know?
Because if you're only just starting out even in Decorate, it might probably be a better idea to put whatever you are working on right now on hold, simply because it's too ambitious, and start with simple stuff.
ACS itself is not too hard, but I always hated using it for actor stuff, which is why I switched to zscript eventually, but I haven't done anything in that direction for some time either, so I'd probably have to get back into it again, which is a shitty undertaking since zscript is horribly documented and hard to get into if you're not a programmer already (but it's so much more powerful than anything else).

>> No.8319409
File: 95 KB, 1024x683, doom__arachnotrons_by_deimos_remus_db6wgd5-fullview.jpg [View same] [iqdb] [saucenao] [google]
8319409

>>8319394
I have zero scripting or coding knowledge, I just like messing around with decorate to change certain things in mods, but I wouln't be able to make a complicated mod from the ground up, for example.
Decorate is simple enough that I can actually do stuff in it and see results, it just isn't powerful enough to do everything I want so sometimes I need to do hacky stuff to make it do what I need it to.

>> No.8319435

>>8319409
>Decorate is simple enough that I can actually do stuff in it and see results, it just isn't powerful enough to do everything I want so sometimes I need to do hacky stuff to make it do what I need it to.
Well, yes, that's the problem with all of it. Eventually you will hit the limits of what can (viably) be done with whatever you are using. Like when mapping in vanilla, you eventually encounter visplanes and adjoined sectors and whatnot, then you graduate to Boom and eventually want finer control of action functions or textures, for example. Then you go on to UDMF, get nice scripting and all that and realize true 3D won't be possible in the near future.
It's the same with stuff like Dehacked, which is just changing what's already there (with a bit more functionality in DehExtra, but it's still rather limited), on to Decorate that already lets you make vastly more stuff than Dehacked, but that will end eventually, too. Even jump functions and dummy inventories have their limits, and combining that with ACS introduces so many error possibilities. And then you might or might not decide to dip your toe into ZScript. For example I made something in Decorate that had like 150 lines of code and I still wasn't able to get the effect I wanted. I could trim that down to about 50 with the exact effect I wanted in ZScript, but it cost nerves and reading through a bunch of different sources and kinda cobbling everything together somehow.
It's also always a good idea to look at other people's code and see how they have done things and just steal that and learn from it.

>> No.8319438

>>8319258
You realize that phrase comes from a Ribbiks map title, right? Copycats are lame, be original

>> No.8319439

you know that rumor (which was later debunked by romero) that doom 2 referenced kurt cobain's death?
i remember a screenshot of doom 2 rpg where a scientist talks about a "moon walking" video and that game came some months after michael jackson's death

>> No.8319442

>>8319438
Oh, I thought it was a joke edit. I'll be original then.

>> No.8319460

>>8319438
Okay, i'll rename it ''Ribbiks maps sucks'' then

>> No.8319464

>>8318468
you could make a serious sam headless kamikaze equivalent for quake with this model
bonus points if he jumps around like a retard with the same HUH player does

>> No.8319469

>>8319464
>bonus points if he jumps around like a retard with the same HUH player does
And then he explodes with a long and moaned HUUHHHHHHH

>> No.8319475

>>8318587
>Map05 has a reddit tier joke
elaborate

>> No.8319479

>>8319475
>I-is this a doom map? Aaaaah, help me niggerman, I'm going insaaaaaaaaaaane!
except it's censored for obvious reasons

>> No.8319487

>>8319479
How is that reddit tier? That came from 4chan?
Why must reddit steal literally everything from us?

>> No.8319501

>>8319487
>How is that reddit tier?
Because everything I don't like is reddit

>> No.8319507

>>8319501
>everything I don't like is reddit
Owww, THAT'S a good map name!

>> No.8319510

>>8319507
>>8319501
WE HAVE A WINNER

>> No.8319512

>>8311931
Holy shit stop fucking watching retards on youtube

>> No.8319530
File: 3 KB, 235x42, CWILV06.png [View same] [iqdb] [saucenao] [google]
8319530

>I AM SO FUNNY, GUYS!!!!

>> No.8319572

>>8319218
I love NRFTL

>> No.8319590
File: 143 KB, 414x272, sbmslovely.webm [View same] [iqdb] [saucenao] [google]
8319590

>>8319572
Love the dim brightmap here giving the impression that there's just a bit of bioluminescence left in the eye.

>> No.8319640
File: 145 KB, 1920x1080, Screenshot_Doom_20211110_184102.png [View same] [iqdb] [saucenao] [google]
8319640

>>8319530
KNEEL

>> No.8319646

>>8319640
>Doom community (((humor)))

>> No.8319647

>>8319646
Shut the fuck up faggot this is gold

>> No.8319649

>>8319530
I'm fine with thiis one.

>>8319640
But I feel like this falls flat.

>> No.8319664

>>8318618
Who is that seething moron?

>> No.8319665

>>8319647
Calm down Dragonfly, I like your maps, but this is about as cringy as any of those unfunny collages you see on /v/.

>> No.8319669

>>8319665
I ain't dragonfly. Just anon.
If you haven't dryhumped your keyboard to make a map name then are you really mapping?

>> No.8319670

>>8319664
The chicken of newfag detection

>> No.8319674

>>8319669
>Only dryhumped
You can't forge a true bond with your keyboard from foreplay alone.

>> No.8319678
File: 2 KB, 360x293, doomguysweat.png [View same] [iqdb] [saucenao] [google]
8319678

>>8319674
...shit

>> No.8319708

What are some things you're surprised aren't even at the Realm667 repository?

>> No.8319714
File: 1.22 MB, 1920x1080, golden souls halp.png [View same] [iqdb] [saucenao] [google]
8319714

anyone know where the other levels are? playing the golden souls remaster and just beat the icon of sin but im missing 3 souls im assuming they are hidden somewhere but i cant find anything after about an hour of turning the place upside down.

>> No.8319723
File: 47 KB, 1024x1024, 1620911092298.png [View same] [iqdb] [saucenao] [google]
8319723

>>8318639
Sorry for taking so long. I was busy with something else and I scrapped my original design for C4. I intend to fill the area with a lot of boxes and the middle part has a trap with enemies that rise out of the boxes in the room. I hope it's not too simple.

>> No.8319727

>>8319670
Oh, it's you. Why do you post your cringe forum posts?

>> No.8319732
File: 6 KB, 640x400, 1624573405711.png [View same] [iqdb] [saucenao] [google]
8319732

I finished the five episodes of Heretic, using the default DOSBox release from GOG.com, and with the default keyboard settings I got after deleting HERETIC.CFG. It was a good game, I liked the Egg that turns enemies into chickens.

>> No.8319734

https://forum.zdoom.org/viewtopic.php?f=37&t=15631
i wonder if anyone still remembers this project aiming to "classicfy" features of doom 3 and beyond
there's not even doom eternal tag stuff there

>> No.8319774

>>8319714
Every closed door corresponds to a secret level, check the painting near them

>> No.8319782

>>8319774
oh. thanks. i thought it was the closed doors but i found no way to open them.
ill double check.

>> No.8319789

>>8319723
That's perfect. I'll probably start the second phase in the next thread.

>> No.8320037

>>8318291
I'm still getting the same crashes with the new update. Is it happening on your end?

>> No.8320072

Why is there a bunch of shit in zdoom wiki that just says:
(deprecated)
without any indication of what it did, or what the appropriate replacement is?

>> No.8320081
File: 1.01 MB, 6000x4230, 1617718593700.png [View same] [iqdb] [saucenao] [google]
8320081

>>8319789
Here's what the current layout looks like. Just posting this now before the next thread so OP can use it. Please wait until then to claim a tile for phase 2.

>> No.8320084

>>8320072
Nevermind. I overlooked a general description in there.
Still nothing specific, but it does at least show what the replacement is.

>> No.8320089

>>8320037
No, not with QS or QSS at least. It happens after you kill an enemy, right? Is it any specific enemy?

I just put up my most recent progs.dat, though I haven't touched the relevant code since last time. Give that a try, and make sure you're not loading a save from an older version.

>> No.8320114

>>8319734
Doom 2016 got lucky and had 4/5 good demake mods done for it, 3 has nothing and Eternal only has dbthanatos' thing which has been in development for a year

>> No.8320125

Time for a new bread

>> No.8320156

>>8318618
>become like the Oscars
#CacowardsSoWhite

>> No.8320173

>>8318523
Green balls and red laser eyes. They are only around when a baron and that texture is near by. The texture detaches itself and attaches itself to the baron creating an entire new monster. It also has twice the walking speed and same hp.

>> No.8320180

>>8318896
https://www.doomworld.com/idgames/levels/doom/d-f/deadbs10
Try this
It's a classic.

>> No.8320182

>>8319204
Pain elemental also wears lipstick and has babies. No duh Pain Elemental is cuter.

>> No.8320201

NEW THREAD
>>8320195
>>8320195
>>8320195

>> No.8320458

>>8319439
The map you're talking about is Nirvana that starts with a shotgun right in front of your face, it was made by Sandy and he said it had nothing to do with Kurt Cobain. I don't know about the Doom 2 RPG though never played it

>> No.8320762

Mappers are unsung heros.

They spend months mapping a level that will take 5-10 minutes to beat for (if they're lucky) 100 people. And most won't even care or pay attention to the detail. They'll just rush straight through.

They'll be lucky to get even 10 people giving feedback or commenting on their thoughts.

Such a niche thankless hobby.

>> No.8320904

>>8320762
Doom eternal wouldn't even have been considered an idea if it weren't for the doom community. It's a lot like 4chan. More lurkers than contributors.

>> No.8320913

>>8319435
>It's also always a good idea to look at other people's code and see how they have done things and just steal that and learn from it
Which is exactly what I did. I just took BrutalFriends and started messing with it.