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/vr/ - Retro Games


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8912485 No.8912485 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8903405

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

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://mediafire.com/file/wuniyrhsjjgq4y8
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
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
Doom 3 Resurrection of Evil:
https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs
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.8912489

=== CURRENT RELEASES ===
400 MINUTES OF /vr/
RC2: https://www.doomworld.com/forum/topic/129139

VIOLENT RUMBLE
Download it here
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ (Latest)
https://www.nexusmods.com/quake/mods/7
https://www.moddb.com/mods/violent-rumble

=== NEWS ===
[05-13] John Romero is publishing an autobiography.
https://romero.com/shop/p/doomguy

[05-09] DNF2001 leak is released
>>>/v/598471840 Duke is finally free!

[05-04] The Force Engine 0.9 release imminent
https://github.com/luciusDXL/TheForceEngine

[05-04] Fartyguns 1.0 released
https://www.moddb.com/mods/poop-fartyguns

[05-01] DBP47: Dreamcatcher Apparatus is out now!
https://doomer.boards.net/thread/2603/

[04-27] Ad Mortem updated to 4.2
https://mega.nz/folder/e7Al3RyJ#5wvEjr9AupzvZzTcYDqFzg

[04-26] Wolfenstein: Enemy Territory free on steam
https://twitter.com/Wario64/status/1519002548891312129

[04-26] Anon releases his Doom engine game!
https://redead-ita.itch.io/sorrow

[04-26] Anon shares a guide on voxels for Doom
https://youtu.be/Bcd3JXKG9Ro

[04-22] Violent Rumble got updated

[04-20] Kex Quake's QC source got released, which includes DotM as well as the other expansions
https://github.com/id-Software/quake-rerelease-qc

[04-17] Doom 2 UV-Speed TAS completed in 9:42
https://youtu.be/MzuJCMV4sK8

[04-15] Reelism 2 v1.0 is released.
https://forum.zdoom.org/viewtopic.php?p=1217383#p1217383

[04-13] Anon shares a WIP Quake texture pack
https://drive.google.com/file/d/1RWhHOpsiEmgzWeb6CQOunImcvdTD1J91/view?usp=sharing

[04-12] Arrival was added to the Unity port.
https://twitter.com/bethesda/status/1513913950957711365

[04-12] Modest Mapping 2 WAD finally officially released
https://www.doomworld.com/forum/topic/120097

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8912508

>>8911395
>Also, waiting for the comfy sleepy mapping project.
I would be willing to host it myself but I think it's too niche to warrant getting placed in the current projects tab, especially with chop supposedly getting his shit together and actually delivering 94P for once. It might work better as a closed project like Temporal Tantrum but without constant delays.

>> No.8912519

>>8912508
>I think it's too niche to warrant getting placed in the current projects tab
I'd be into it. Not like it needs to be a megawad.

>> No.8912520

>>8912508
>closed project
This is bullshit!! I want to make comfy maps with other anons.

>> No.8912543

>>8912519
You also have to consider how 94 Protons might take up the space very soon according to someone who failed to deliver on this claim like 4 times.
I also just did it with 400 Minutes, it feels wrong somehow to host 2 projects back to back, like I'm taking the pleasure away from other anons.
>>8912520
Semi-closed?

>> No.8912546

>>8912520
>I want to make comfy maps with other anons.
Okay I don't just wanna say this and contribute no ideas, so here's my brainstorm diarrhea:
>project lead decides on a few skyboxes and a texture pack that evokes "dreaminess" (e.g. pastel colors, space and cloud patterns, etc.)
>music should be chill, preferably below a certain bpm, but exceptions can probably be made for high-bpm chillwave(???)
>only gameplay restriction is no slaughter (to keep chill theme; maybe also limit resource starving/Tyson-ing?)
Then we use those sprite replacements ideas from previous threads and call it "/vr/ Dreams Doom".
>>8912543
>it feels wrong somehow to host 2 projects back to back, like I'm taking the pleasure away from other anons
Know your role, Mac. If you got a CP turned-around in the span of, what, a fucking month? Maybe you should consider taking charge for the good of productivity.
>Semi-closed?
I don't know what that would entail, but as long as I get to contribute I'm gucci fame.

>> No.8912558

>>8912508
>like Temporal Tantrum but without constant delays

Progress is being made, albeit not as fast as before, but more maps have been made since the last demo release, more are being made, and it's not vaporware.

>> No.8912562

>>8912543
I think waiting a while for any project is a good idea, because I'm already a little burnt out after 400 Minutes. But I also submitted 3 maps.

>> No.8912568

>>8912546
>no slaughter
I will now play your wad.

>> No.8912573

>>8912546
Using tiles from Kirby games as textures would be cool.

>> No.8912579

>>8912546
>a fucking month
400m was done in like a week and a half.

>> No.8912582

>>8912546
>>project lead decides on a few skyboxes and a texture pack that evokes "dreaminess"
Can do.
>>music should be chill, preferably below a certain bpm, but exceptions can probably be made for high-bpm chillwave(???)
>>only gameplay restriction is no slaughter (to keep chill theme; maybe also limit resource starving/Tyson-ing?)
Yeah, that sounds good to me. Just make a chill "coffee break" set, nothing to really kill the player.
>Maybe you should consider taking charge for the good of productivity.
Hmm.
>I don't know what that would entail, but as long as I get to contribute I'm gucci fame.
Ideally, it would be something offsite that anyone can join provided they're from /vr/ like with TT, like an IRC channel, but sadly everyone jumped ship from IRC to Discord which is highly controversial also #vr went down the other day, RIP. So maybe that's a no go. If we did go with this route, of course you would be able to contribute, wouldn't want to leave behind a fellow anon.
Anyway, I also agree with >>8912562, maybe we should wait a little bit.
Is that you Rancid Sam

>> No.8912594

>>8912582
>Is that you Rancid Sam
No. He only provided 2.

>> No.8912604

>>8912594
Sorry boss

>> No.8912605
File: 492 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8912605

>> No.8912613

>>8912582
>also #vr went down the other day, RIP
Maybe it's about time to actually revive it on a new network. Technically the channel had been in limbo for years, because at some point it had literally nobody in it, then whoever rejoined first didn't re-register and later lost their operator status.

>> No.8912614

>>8912605
>let old random floor alone stupid

>> No.8912615
File: 3.70 MB, 7393x3944, AD_MORTEM-MAP04.jpg [View same] [iqdb] [saucenao] [google]
8912615

>>8912582
>everyone jumped ship from IRC to Discord
Niggas need to get with the times. These ain't Usenet days anymore, and most likely Discord owners' scumbaggery won't effect most users anyway. Altho I do get the stigma, I won't say it's universally justified.
>maybe we should wait a little bit
Definitely, but I'll keep bringing it up occasionally (not 94P-style meme'ing) so the idea doesn't die at least.
Also, yeah, ya got me—I'm the first post you quoted, at least; not the second one tho.

>> No.8912616
File: 375 KB, 420x420, 942e2eeb4a84a0a9334b8909be82d469.png [View same] [iqdb] [saucenao] [google]
8912616

>>8912605
>general existing literally zandronum

>> No.8912618
File: 48 KB, 640x440, Doom_64-box-cover.jpg [View same] [iqdb] [saucenao] [google]
8912618

Is it actually good or are you just pretending?

I keep getting lost and the levels are nearly empty

>> No.8912621

>>8912613
One anon proposes we use #/vr/doom on Rizon
>>8912615
For the record, I don't have a problem with Discord either, but a lot of anons here seem to.
I do have a server with lots of anons in it where we work on cool shit, even working up a mapping team. Would you be interested in joining us"?

>> No.8912623

>>8912618
I think it's good as fuck.
What difficulty are you playing on? The game is barren as fuck on any difficulty but Watch Me Die (UV equivalent). If you're used to Doom, you'll be able to handle it.

Would be cool if they added a Nightmare! difficulty in an update some day, just for the novelty of it.

>> No.8912625
File: 194 KB, 557x605, d9498f333cfe5dae75e91911653c1045cf5ea10d.png [View same] [iqdb] [saucenao] [google]
8912625

Thanks to the people that posted about Pirate Doom recently. This shit is thoroughly good.

>> No.8912636

>>8912546
Maybe a playersprite of Doomguy in his pj's if that's not too much. Or just a helmetless one, like the one Unloved uses.

>> No.8912637

>>8912636
Should be a quick fix for our blender anons. A lot of this is perfectly feasible

>> No.8912638
File: 115 KB, 500x247, aaaaaaa.gif [View same] [iqdb] [saucenao] [google]
8912638

>>8912605
>aaa eternal

>> No.8912646

>>8912623
I had it set to pussy. I'll crank up the difficulty. thanks for the tip

>> No.8912651
File: 3.97 MB, 4927x4896, AD_MORTEM-MAP0_crop1.jpg [View same] [iqdb] [saucenao] [google]
8912651

>>8912605
>whatever discord
Blessed wordcloud.
>>8912621
>a lot of anons here seem to
I will always desperately cherish 4channers' toxic isolationism. Without it, the very culture afforded by anonymity would be desecrated wholesale. But I won't let that stop me from trying to connect to anons with whom I share a passion, or from whom I can learn something.
Yeah, I sent Mac a DM on Doomworld to stop shitting-up the thread. I'm running out of Ad Mortem maps to post, they're really fucking big.

>> No.8912652

>>8912625
Enjoy it

>> No.8912653

>>8912646
Had the same experience a year back or so.
>WTF, where are all the enemies? This is so boring!
>Oh, there's almost none unless you play on WMD
It's very fun, a good old Classic Doom romp, but a little bit different and with its own aesthetic and style. I'm glad it's getting more recognition these days.

Among the many things I like is the Chaingun being very slightly faster as the Plasma Gun is slightly slowed down slightly for memory reasons, and gameplay reasons also. Makes the Chaingun a lot more fun.

>> No.8912654

>>8912651
The underground section looks so weird with that flat lighting.

>> No.8912658

>>8912615
>pic related
Huh? I remember that map being much smaller.

>> No.8912659

>>8912658
It has a separate deathmatch arena

>> No.8912661

>>8912658
>>8912659
Disregard that, I suck cocks, I thought I was looking at MAP04

>> No.8912662

>>8912659
based

>> No.8912676

Does anyone have an apk for Delta Touch?

>> No.8912684
File: 326 KB, 1920x1015, 51523.jpg [View same] [iqdb] [saucenao] [google]
8912684

How can I remove the rocky borders that sit beside the status bar in gzdoom?

>> No.8912695

>>8912684
Make the status bar bigger, or use a custom HUD that draws it over the game scene instead of shrinking the viewport.

>> No.8912710

>>8912653
You're right, it's much better.
I can appreciate the different rhythm it has now, even if I'm still getting lost.

>> No.8912748
File: 249 KB, 1383x979, doomdoc.png [View same] [iqdb] [saucenao] [google]
8912748

Just finished going through all the wall textures from the Jaguar version IWAD. Flats tomorrow. I'm making a spread sheet so I can remember why I made certain choices about why I did or didn't include a texture. Some of the Jaguar textures are quite interesting. I know the GBA version has censored versions of some of the Jagaur textures, so I'll make sure to grab those as well. I'll include this spreadsheet with the wad.

>> No.8912752

>>8912748
are u making a texture resource wad of all console exclusive textures/flats?

>> No.8912767

>>8912748
This is cool keep going

>> No.8912772

>>8912748
This will not go unappreciated. I'll definitely make use of this when I make my own maps detached from a /vr/ project. I already planned to use Doom 1 textures for Doom 2.

>> No.8912789

Is there any way to port the doom maps to Blood? I know the creator of BuildGDX ported Doom 1 to DN3D albeit very poorly but the maps were ported fine using some tool

>> No.8912806

>>8912684
https://forum.zdoom.org/viewtopic.php?f=46&t=63863
that'll do it

>> No.8912810

>>8912752
>are u making a texture resource wad of all console exclusive textures/flats?
Yes, with TNT/Plutonia/Alpha/Beta textures thrown in. I just want all of the vanilla textures in one place. I'm starting with console textures because they seem the most interesting.
>>8912767
>>8912772
Thanks lads, it'll still be a while before it's done, but I'll keep chipping away at it.

>> No.8912828
File: 789 KB, 1920x1080, Screenshot from 2022-05-16 00-30-03.png [View same] [iqdb] [saucenao] [google]
8912828

>>8912806
oh god oh fuck

>> No.8912838

>>8912828
lmao
here's a minimalist sbarinfo thingie: https://files.catbox.moe/bcif2x.wad
note that the map title will be covered by the hud though

>> No.8912875
File: 428 KB, 4272x2400, Screenshot_Doom_20220515_234449.png [View same] [iqdb] [saucenao] [google]
8912875

>>8912828
i didn't think to mention it doesn't work with ultrawide stbars. i actually yanked the one out of tht threnody to use as a replacement for broken or missing ones, which isn't pic related.

>> No.8912882

>>8912605
>quake duke textures
Has anyone actually ported Duke 3D textures to Quake? DNF2001 textures when?

>> No.8912889
File: 2.98 MB, 480x360, 300_Minutes_of_vr_map16.webm [View same] [iqdb] [saucenao] [google]
8912889

While making webms I noticed that 300 minutes of /vr/ has many maps without any demos on the archive, so I decided to go back and make uv-max speedruns for the 22 levels that didn't have one. It took a while. I'll submit them to the archive eventually but I figured some people may want to beat my times before I do. You can get them here.
https://files.catbox.moe/dhgwiy.zip

>> No.8912891

>>8912621
>For the record, I don't have a problem with Discord either, but a lot of anons here seem to.
What about Matrix? I haven't used it too much, but it seems to be about as convenient as Discord without any of the intrusiveness.

>> No.8912894
File: 2.94 MB, 360x270, Ancient_Aliens_map01.webm [View same] [iqdb] [saucenao] [google]
8912894

>>8912889
Correction: there were 20 maps without demos. 2 of the demos beat out old records. Here's my pb for ancient aliens map 01.

>> No.8912897

>>8906678
I'm assuming this map did indeed get cut, which is a shame. Was hoping we'd get a "too hot for TV" style release but I guess I'll just grab the latest version and stick in in there myself

>> No.8912901

>>8912810
when you finish that, will it be organized in a way that each console's textures are paired together so It'll be easy to know where each is from? also if it's not too much to ask, can you make a wad that just has every single pre-release doom texture/flat ever released? like everything from the alphas 0.2,0.3, 0.4, 0.5/press release and the romero dump?

>> No.8912902

>>8912894
nice

>> No.8912927

Why is Type O Negatives Love you to Death Music video included with the OG Blood release?

>> No.8912934

>>8912561
>biker
>not the Village People cop

>> No.8912960

>>8912618
the lack of the more punishing enemies like the archvile makes it naturally alot easier (even next to DOOM 2),but if you can look over that,its some competently designed levels with good atmosphere.

>> No.8913002
File: 2.99 MB, 800x450, ufo.webm [View same] [iqdb] [saucenao] [google]
8913002

I ended up going through the rest of DNF2001 main campaign, or made my best effort at least. here's the full recording (no commentary): https://mega.nz/file/ZGAB0Cgb#2eTlEA_AZ7EUHCrNsVqjgWAF7-xMWbr6Lz7Yytek06U
feel free to re-host, take full credit or whatever, I'm not going to be posting it anywhere else.
if anyone's been tinkering with the editor, I'm still curious to learn if there's a way to progress through Z3L1 and the following 5 or so levels, also if it's possible to let the bike free at Matador, and if there's a legitimate way to enter the missile complexes.
aside from these and a couple of buggy doors, most of the critical progression seems in place, up to the final (missing) chapter. but with only 2.5 functioning enemies, the actual FPS combat is maybe 5% done, if we're generous. still, plenty of cool ideas, including at least half the stuff that made HL2 memorable.

>> No.8913014
File: 77 KB, 510x383, cult of despair.jpg [View same] [iqdb] [saucenao] [google]
8913014

So I'm trying to play Wrath of Cronos gameplay mod with Hexen and a custom campaign for it called cult of despair and WoC works fine by itself but this happens when I try to load it with cult of despair. Nobody else on the zdoom forums seems to have this problem, what do? I tried GZdoom 4.4 and 4.7

>> No.8913132

>>8912546
>>8912582
To add my two guinees to this:

>iwad Doom 1, limit-removing format
>maps must be beatable keyboard only (so you can play with your laptop in bed)
>every exit must contain a bed of some kind
>maybe we could replace keys with stuff like sleeping mask, earplugs and nyquil and make at least one of them mandatory though I can't remember right now if there are any key-activated non-door actions in vanilla

I once asked in a thread what people find "comfy", I'll go look for the replies I collected.

>> No.8913162
File: 2.38 MB, 4895x4656, 1652666254260.jpg [View same] [iqdb] [saucenao] [google]
8913162

I REQUIRE THE SAUCE OF ASS

>> No.8913215

>>8913014
Have you tried booting it up with Zandronum?

>> No.8913227

>>8913215
It's made for GZdoom supposedly, the mod and the campaign

>> No.8913329

>>8913132
Windows XP/95/office midis

>> No.8913352

>>8913002
I wish that the design docs were included in the leak, so that we could see what the entire enemy rooster looked like, because honestly I don't think that shooting the genering Thing-infested humans for hours would've been fun.

>> No.8913354

>>8913352
Inb4 they didn't have a design doc
Would explain a lot of things

>> No.8913391

>>8913352
You can see models of the aliens and the pigcops at the start, so we can assume they were supposed to be involved.

>> No.8913487
File: 193 KB, 250x250, 1626243150910.gif [View same] [iqdb] [saucenao] [google]
8913487

>>8912508
what part of "never ever" do you not understand

>> No.8913489

Start 94 protons so I could complete the Mister Pain trilogy.

>> No.8913498
File: 35 KB, 613x329, Screenshot_2.png [View same] [iqdb] [saucenao] [google]
8913498

will he ever get over his failure, or Duke fans will remember him about it till he dies?

>> No.8913504

>>8913498
Well its called Duke Nukem "Forever", thats for how long people are going to remember it

>> No.8913508

>>8912875
>>8912806
still bugs the shit out of me that gzdoom doesn't standardize this shit, most of the Build engine ports do this now, and Quake always did it, why can't they make the "borderless full statusbar" a standard option in gzdoom?

>> No.8913518
File: 718 KB, 1920x1080, Screenshot_Doom_20220514_205150.png [View same] [iqdb] [saucenao] [google]
8913518

leaked 94 protons of /vr/ MAP01 screenshot

>> No.8913528

>>8912618
It's decent, but not a favorite of mine. I think the lack of Revenants and Arch-viles lead to the Hell Nobles being a bit overused at times.

>> No.8913534

>>8912618
It's better if you play on an actual N64. The shoddy controls add tension

>> No.8913543
File: 2.72 MB, 800x450, Morrowind... home.webm [View same] [iqdb] [saucenao] [google]
8913543

>>8913352
well 2bh lots of games make do with just the human hitscan enemies. take NOLF for instance, DNF01 kinda feels like a larger NOLF2 minus the stealth. and Duke3D already wasn't much about projectiles or melee either. but I agree, combat seems to be an afterthought.

anyway, aside from the possessed EDF, in this build there are:
- the parasites themselves, headcrab-like
- civilian zombies (functional, used in one level)
- octobrains (mostly functional, used in 3 or 4 spots throughout)
- melee humanoid pigs (sort of functional but very slow AI, used in 2 spots)
- various turrets (animated with working AI but do no damage, used throughout)
- terminator ripoffs (animated+AI, can't move or be killed, used in 2.5 spots)
- some kinda kagouti ripoff (used once, seems functional)
- EDF sapper dogs (just run and bite, probably supposed to explode?)
- alien troopers (seem to just be EDF reskins, mostly used in Hollywood Holocaust)
- pig cops (also EDF reskins, only one single instance in Hollywood Holocaust)
- smaller sand worms (static; likely "sand is lava" hazards, like HL2 antlions)
- big sand worm (animated but stationary, maybe a gimmick boss)
- tentacles (animated but stationary)
- larger parasites (animated but stationary)
- EDF helicopter (boss in the abandoned mines and possibly the strip club, just kinda flies around idly)
- hologram Proton drone thing (boss at the end of Stratosfear, model is a placeholder, flies and shoots but can't be killed)

there also seems to be some sort of bodymod/body-horror fashion theme developing with adverts in the mall, so I'm imagining some sort of cyborg midwives with valley girl barks, but this is pure speculation. there might be more stuff in the test rooms (another anon was posting stuff earlier), but I'm not digging through those.

>> No.8913556

when is the steam version of doom gonna get SIGIL and achievements and cloud saves already

>> No.8913574

>>8912605
>ad hffm
arcade dimensions hffm when?

>> No.8913576

>>8913556
Sigil is listed under addons.

>> No.8913582

>>8913556
it's a doom 1 wad

>> No.8913584

>>8913576
Thank you

>> No.8913593

give me more retardedly difficult fps games like blood on extra crispy
as in things are fundamentally hard because of the enemies being so strong, to where you don't have to make mods or custom maps to give yourself a challenge, and the base game is more than capable of kicking your ass
i want to be forced to react instantly and make split second decisions, in order to not eat shit if i'm going in blind
what is the most retro fps that caters to my desires

>> No.8913606

>>8913593
Shadow Warrior on no pain no gain

>> No.8913608

>>8913593
Extra crispy pitchfork start only and with respawning enemies (possible on notblood)
Good luck!

>> No.8913610

>>8913518
KEK
jokes aside big ass decoration things are not that bad
In my map for ad mortem I remember making barrels stack using invisible fake floors - that way you could even make picrel tank's headlights, by putting them on an elevated fake floor
Of course we should get texture pack first and those things can come later that imp with cannon and flying bdsmancubus are sexy

>> No.8913614

>>8913593
Serious Sam

>> No.8913645

>>8912618
It’s great. I didn’t get lost though so that may have helped. It sucks that it’s missing enemies but I liked what they were able to do.

>> No.8913668

>>8913608
This and saveless, bonus points if completing custom maps

>> No.8913676

>>8912838
hey, neat!
I've taken the liberty to add some changes:
- added heretic and hexen support
- disabled the statusbar when in automap-mode

enjoy:
https://www.mediafire.com/file/755spx7uo1dn9s9/SBARINFO%252B.PK3/file

>> No.8913712

>>8912894
Decino plz

>> No.8913743

>>8913676
removed file from mediafire because it had a bug that prevented the fullscreen hud (screenblocks 11) to work properly

fixed version here:
https://www.mediafire.com/file/8quve48meqk8d4i/SBARINFO%252B.7z/file

>> No.8913810

>>8912485
has anyone seen this page?
https://dondeq2.com/2019/01/17/shattered-art-skins-and-models-by-shatter-and-shine/
there is the inspiration for Q4 Tactical strogg.

>> No.8913830

>>8913810
I suppose, although I guess there’s not much to it: Put a bald guy in some “power armor”, give him a Mortal Kombat mouth mask, boom - tactical Strogg.

>> No.8913889
File: 360 KB, 1920x1017, Screenshot_Doom_20220516_100003.png [View same] [iqdb] [saucenao] [google]
8913889

>>8913743
Thank you anon! It works perfectly

>> No.8913960

>>8913508
It should be a thing in every source port, not just Gzdoom.
I just imagine the only reason they don't do this is because of some engine limitation.

>> No.8913972

>>8912901
>when you finish that, will it be organized in a way that each console's textures are paired together so It'll be easy to know where each is from?
Yes, the lumps and textures will be grouped together based on console/release. I'll need to rename many textures anyway, so I'll place a letter to indicate what console the texture comes from. eg: J = Jaguar, G = GBA, P = PSX, etc..., so SKIN01 in the spreadsheet will become JSKIN01, and COMPTALL would become JOMPTALL or JCMPTALL. haven't decided how I'll handle lumps that use all 8 characters, but it'll probably be the latter way.
>also if it's not too much to ask, can you make a wad that just has every single pre-release doom texture/flat ever released?
Depends on how burnt out I get after manually reviewing hundreds of textures, patches, and flats, so I can't promise anything, but I might be able to accommodate that.

>> No.8913976

>>8913960
No, it's because "muh authenticity".

>> No.8913993

>>8913508
>>8913960
Graf is busy tearing out support for stuff that wasn't made half a second before the latest version while also demanding everybody use the latest version.

Anything beyond 3.4.1 is liable to break huds of older mods because they screwed with legacy support that way.

>> No.8914027

>>8913543
>- various turrets (animated with working AI but do no damage, used throughout)
"Working" is an overstatement. Half the turrets only shoot in one direction. There's also a mounted turret in the mall manned by an "unnamed decoration" EDF soldier. Never shoots, can be killed in one kick.
>- terminator ripoffs (animated+AI, can't move or be killed, used in 2.5 spots)
You can kill the one by the dragon fountain using the nuke launcher.

>> No.8914032

>>8913543
>>8913002
is there a proper map order yet? I started playing through the first few levels but not all had transitions, maybe when I have more free time I'll just load up each map one at a time

>> No.8914049

>>8913993
Graf too busy working on making build engine games adhere to his smoothness fetish desu

>> No.8914057

>>8913593
Wolfenstein 3D on I Am Death Incarnate is a pretty hefty challenge. You'll learn to loathe the Mutants and the Officers.

>> No.8914086

>>8913810
That archive still has working assets for Shatter's stuff, this also includes texture tilesets.

>> No.8914098

>>8914032
It seems that the the only playable and somewhat enjoyable part of the game revolves around the Lady Killer casino. The further you go away from it, the more unfinished the game becomes, to the point of completely halting your progress somewhere around the Lake Mead section.
Area 51 and the space levels seem to be the most unfinished.

>> No.8914114

Timeline where Blood 2 got an extra year of development but Half life was released in 1997 and didn't restart development

>> No.8914129
File: 96 KB, 320x240, titlepic.png [View same] [iqdb] [saucenao] [google]
8914129

Just beat Golden Souls Remastered and hungry for more like it. I've beaten Golden Souls 2. Any Recommendations?

>> No.8914173

>>8913889
oh god, please set hud_aspectscale to "true"

>> No.8914238
File: 77 KB, 256x256, 1649461738676.png [View same] [iqdb] [saucenao] [google]
8914238

>>8912489
TrenchBroom 2022.1-RC1
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2022.1-RC1
>Features
> #558: Introduce linked groups
> #3805: Autodetect map format
>Enhancements
> #2102: Add support for scaling entity models
> #2429: Add support for loading, saving, transforming and rendering Quake 3 patches
> #2882: Add support for rendering sprites
> #3508: A face that is removed from a brush during extrusion can be restored by dragging backwards
> #3013: Use embedded values from wal files
> #3832: Allow loading .lin files as point files
> #3833: The Compile "Copy Files" command could create proper folder in case it's needed
> #3883: Make export .obj material parths relative to export path
> #3827: Rotating entities adds the angle property if not present
> #3800: Improve performance for maps with many layers
> #3783: Make worldspawn's classname property read only
> #3734: Support fractional scaling on Windows
> Add a button to navigate to the user game configuration files from the preferences window

>> No.8914246
File: 989 KB, 1920x1080, gzdoom 2022-05-16 11-41-32.jpg [View same] [iqdb] [saucenao] [google]
8914246

>> No.8914247

>>8914129
Pirate Doom gave me somewhat similar vibes to Golden Souls

>> No.8914249
File: 2.17 MB, 1920x1080, gzdoom 2022-05-16 11-41-36.jpg [View same] [iqdb] [saucenao] [google]
8914249

>>8914246

>> No.8914267
File: 96 KB, 615x593, 1558821609734.jpg [View same] [iqdb] [saucenao] [google]
8914267

>>8914246
>>8914249

>> No.8914278

Correct me if I'm wrong anons. But Plutonia is considered innovative in Doom Mapping, right?

Is there any other MegaWAD as influential and historically important as Plutonia?

>> No.8914293

>>8914267
>AI upscale is the HQX emulator filter of the 2020s.
Holy fuck it finally makes sense

>> No.8914307
File: 2.28 MB, 1920x1080, gzdoom 2022-05-16 00-36-50.jpg [View same] [iqdb] [saucenao] [google]
8914307

>>8914267
>>8914293
>muh filtered meme
it turns out GZD legacy doom lights and shadow are kinda fubar compared to the old doom legacy port.
also the old neural upscale needs treatment to shine better in this game under trilinear, therefore some proper smooth sharpening.

the best thing about guest's CRT reshade package is that they work well under GZD, and for once, it doesn't make GZD lights and lightmaps look off.
it feels like something would do if adrian was still at id when they released the Collectors Edition back in 2001 with the same high res sprite and texture treatment Wolf 3d received on the Mac and 3do ports.

>> No.8914313
File: 2.51 MB, 1920x1080, gzdoom 2022-05-16 10-53-19.jpg [View same] [iqdb] [saucenao] [google]
8914313

>>8914307
>something id would do

>> No.8914321

>>8914278
Scythe
Scythe 2

>> No.8914325

>>8914307
Looks like Doomguy is wearing smudged glasses. AI upscaling is a terrible meme and not a catch-all solution to a low-res image.

>> No.8914332
File: 834 KB, 767x675, 1458424984282.png [View same] [iqdb] [saucenao] [google]
8914332

>>8914307
>AI upscaling
>together with trilinear filtering

>> No.8914335

>>8914325
>>8914307
>>8914249
>>8914246
Yeah this does not look good, the magic done with those Q2 upscales does not transfer as well here.

>> No.8914339

>>8914335
It probably works better in Q2 because of the higher resolution. Doom is just too low res and crusty for this to work, especially when most of the objects are sprites.

>> No.8914345

>>8914339
The only way I could see something like this looking good is by having a community project that redraws every sprite 2x

>> No.8914376

>>8914339
The upscaled textures in Q2 are much better at compliment the level details and geometry as opposed to contrasting terribly against it.

>> No.8914391

>>8914345
That's been tried and has failed, more than once.

>> No.8914442
File: 1.86 MB, 1920x1080, q2_0103.jpg [View same] [iqdb] [saucenao] [google]
8914442

>>8914325
>>8914332
>>8914335
>>8914345
there is also the fact that the retards at doomworld when they made this package, they didn't made post edit treatment too, also they suck later on outside the tilesets.
Many sprites looks off, the super shotgun looks iffy
Same issue applies to hexen and heretic packs there.

i would rather have the unfinished 3d pack that was being made for doomsday than this early stuff.
https://www.youtube.com/watch?v=B4tgG7tpIfk
the ettin model veirdo was working on was top notch even for sprite work.

>>8914376
When i made the upscale packs i had to make sure the monster and weapons dint break the art and ambient they were, plus i went on to use QC models as extra base for it, and those were hours of edits, models(fatality and faces were the best by that time out side gigapixel and private nvidia tools), working on the original texture input for detailsbecause fuck tim willits for ditching the beta promotional textures, plus vaa4444's pack was out and it really gave justice to this game with both Q2 and Q4 textures that worked with Q2 art and lightning.
Calinou's/Godot guy version is good too, quakewulf loves that shit, but it feels too smudgy since he used manga109 and that model sucks.

Also there is a new pack at kmq2 forums that looks really bad and off, since the guy is aiming for the Quake 3 art look, and that looks ugly, plus the strogg faces looks stupid since its using the ones that came out at release, not Q2Test and beta. Plus the gun textures looks like some deviantart project.

>> No.8914451

>>8912605
>better release
t. Randy

>immortal GZDoom
t. Graf

>> No.8914493

>>8913498
Did he ever tell his side of the story? Was he able to do that or haven't even tried since pretty much everyone puts all the blame on him?
>>8913556
>achievements
>Steam was updating the existing Doom titles so no achievements could be tested as the game was already public (Steam doesn't have a sandbox).
>As Quake also had multiplayer, we used a separate title on Steam as the staging ground so achievements posed no complication.
https://www.doomworld.com/forum/post/2494078

>> No.8914568

>>8914307
why are "hardcore" doomfags so insistent on ruining the game with shitty mods?

>> No.8914584

400min MAP22

Did this one erode my sanity? Not sure. The lack of secrets certainly did, especially with how there was a teleporter to the starting area right at the exit.
The fight in the second area was frantic, but a bit predictable.
>Oh, there's cover. Better get ready for skellies and viles.
The room at the bottom was manageable due to the infighting, but the vile got me good the first time around.
The BFG makes the whole ordeal a little bit too easy though.
Also, in the beginning you can get a lot of mileage from the infighting between spiders and imps, saving lots of ammo.

>> No.8914662

400min MAP23

Nice little map. Got its difficulty from the cramped space that made movements sometimes pretty janky, like gettign stuck going around that one pillar with the health and shells.
I found the secret which I presume was a shortcut to the exit, but were there actually any other enemies but Revenants in the tower? Apart from that lonely chaingunner of course.

>> No.8914675

>>8914173
It only stretches the status bar upward a few pixels? Is that how its supposed to look?

>> No.8914683
File: 49 KB, 382x185, Aspect_Ratio_Mona_Lisa.png [View same] [iqdb] [saucenao] [google]
8914683

>>8914675
>Is that how its supposed to look?
Yes.

>> No.8914814

400min MAP24

When I first entered the room with the Vile, skeletons and chaingunners with only a berserk on me I thought "fuck you what kinda fucking fuck map is this are you seriously expecting me to tyson that shit"?
Then I ran around and thought "holy shit what a fucking asshole fucking fuck mapper did this?"
Then I realized that was the way to go, everythingwentbetterthanexpected.jpg

>> No.8914857
File: 2.99 MB, 800x450, beyond forever.webm [View same] [iqdb] [saucenao] [google]
8914857

>>8914027
>You can kill the one by the dragon fountain using the nuke launcher
ah, interesting. I tried just emptying the m16 ammo into its head but it crashed twice, so I assumed its death state is bugged.
the mounted gun in the mall is just a placeholder obviously.

>>8914032
the order in the new game menu is the "proper" order. everything up to the sewers has transitions, so if you haven't found one - it's on you. other than the final chapters, only the maps in the desert chunk (after the dam but before Morningwood) lack exits.
of course, some of these level transitions don't make a lick of sense, like from inside the giant worm straight to EDF chopper, or from a dream sequence straight to area 51.
the first chapter has most of the combat and some of npc interactions. the strip club has most of the npc stuff and some of the combat. the EDF base has some intricate setpiece scripting, but barely any combat or npcs. everything else is more incomplete than these three. from mid area 51 onwards, everything is at blockout stage.

>> No.8914864

>>8913543
It seems to play better than NOLF, NOLF was a very stiff game.

>> No.8914886

>>8914864
driving is nolf-tier for sure

>> No.8914910

>>8914247
I'll try it, thanks

>> No.8914913
File: 11 KB, 192x64, jagflats.png [View same] [iqdb] [saucenao] [google]
8914913

The only 2 Unique flats in the Jaguar port (far right texture is for comparison to the original doom one). There is a lower-detail version of RROCK14 (brown big bricks floor texture), but it's not interesting. I think the "deader" looking RROCK19 is pretty cool.

>> No.8914915
File: 13 KB, 384x128, jagflats.png [View same] [iqdb] [saucenao] [google]
8914915

>>8914913
I've got to remember to start scaling these up before I post. Sorry.

>> No.8914923
File: 464 KB, 1920x2160, doom01.png [View same] [iqdb] [saucenao] [google]
8914923

Can anybody tell me why the skybox is so distorted here? I am fucking around with skies and made a 1024x128 single-image skybox and towards the edged I get these weird distortions.
Is that because of software mode?

>> No.8914930

>>8914923
iirc it had something to do with FOV and Doom not being designed for widescreen, correct me if I'm wrong
Nothing you can do, it's specially noticeable with round shapes so that's why it looks so hideous there

>> No.8914936
File: 72 KB, 300x190, aspect.png [View same] [iqdb] [saucenao] [google]
8914936

>>8914675
Yes, the original Doom was designed to be scaled upwards vertically to fit 4:3 monitors. I forget the reason why, if it was some sort of space-saving thing or what. Doomguy's vision itself is automatically scaled to fit the screen so you don't need to change the aspect ratio for the game, but for the HUD and menu itself, there is a toggle; curiously, aspect ratio correction being off is the default. The only time I do not use aspect ratio correction on the HUD is if I'm playing a wad with custom Doomguy sprites, so I can't really notice Doomguy's face being scrunched up; playing this way gives you a few precious extra pixels to see from since the hud is smaller.
>inb4 just remove the hud
Playing and being able to see which way you got scratched from by looking at Doomguy's face is an aesthetic experience to me

>> No.8914939

>>8913162
https://www.youtube.com/watch?v=9dDV2nIQDa4&ab_channel=Babby32

>> No.8914945

Got gzdoom working for online co-op and had a blast playing through CountryCide. I'm gonna give Ashes a shot later, but will it actually work with the bike and everything?

>> No.8914947

>>8914930
It's just because the skybox is flat top and bottom. It scales it side to side tonmatch the geometry rotating, but doesn't match the perspective change. It doesn't simulated a cylinder.

>> No.8914948

>>8914923
No idea what I'm talking about but that looks like a cubemap; if that's the case the image has to be projected correctly, if you just paste it as-is it'll look like a 6-sided box with 1/4 of the image pasted on each side.

>> No.8914954

>>8914936
The reason is it ran at 320x200 and the monitors were 4:3.
320x200 was the "best" / fastest / most compatible resolution to run at, many games did use it and have the same "issue" (non-square pixels).
It's funny how Bethesda canonicalized the squished face in their latest reimaginings. Talk about not giving a fuck.
BTW the same thing could apply to Quake, but there you at least have the argument the game did support other resolutions (still 320x200 was the default). Some people do consider the way source ports draw the status bar and menus squished.

>> No.8914959
File: 37 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
8914959

>>8913593
Do a deathless run of Doom episode 1 on Nightmare!

>> No.8914973
File: 1.27 MB, 1920x1080, dopa e5m6.png [View same] [iqdb] [saucenao] [google]
8914973

This section in DOPA's E5M6 with the three shamblers tunnel ambush is the first time I've seen infighting be used as a mechanic in a Quake map, at least on this large of a scale

>> No.8914994

>>8914948
>cubemap
No, it's just a single image that repeats. Normally they're 128x256 that repeats every 90 degrees. So an image of 128x1024 would repeat once. It stretches at the edges of the screen to sorta match the fov, but it only does it horizontally so you get warping like that.

>> No.8914995
File: 59 KB, 611x499, file.png [View same] [iqdb] [saucenao] [google]
8914995

>>8912485
What is the UDB equivalent of this property?

>> No.8914997
File: 355 KB, 1129x1564, tumblr_n77fbk4sHe1snhn1io1_1280.jpg [View same] [iqdb] [saucenao] [google]
8914997

>>8914994
>would repeat once
That is to say, wouldn't repeat. It would match the 360 turn on your wingman warrior.

>> No.8914998

>>8914995
Format is Zandronum UDMF

>> No.8915001

>>8914995
I don't understand the question

>> No.8915006

>>8915001
the screenshot is from DB2 in Boom format, I am looking for the equivalent 'Action' in UDB in Zandronum-UDMF format. I just want to make a floor move up and down repeatedly

>> No.8915021

>>8915006
It should be action 60, but why I don't know what UDB has to do with this and why you have to ask here instead of starting a map in UDMF format and being done with it.

>> No.8915070

Not quite /vr/ but I don't have anywhere else to ask this. Are there any games similar to the demo for Beyond Sunset? Really loved it and want more.
The only other melee focused standalone mod I've found so far was Memoirs of Magic and it's levels are fucking obnoxious.

>> No.8915072
File: 344 KB, 1920x1080, doom03.png [View same] [iqdb] [saucenao] [google]
8915072

Got inspired by comfy sleepytime maps, started making a dusk sky. I hope I can make it look eventually.

>> No.8915074

>>8915070
if you want the look,auger zenith is pretty close.

>> No.8915084

>>8915072
Needs dithering.

>> No.8915087

>>8915074
I don't mind not having the same aesthetics I'm more looking for that fast paced melee gameplay.
I'll check this out anyways though, thanks.

>> No.8915094

>>8915087
Have you played DemonSteele?

>> No.8915105

>>8915094
I have not and it looks like pure cheesy fun. Thanks anon, definitely gonna try it out.

>> No.8915115

>>8914997
now i want a joystick, never had one :C

>> No.8915119

>>8914814
Exactly the intended reaction!

That room had more time put into it than any other part of the map by far as this is my first tyson map. Took a while to get the balance right between the different enemy types to get the infighting going without one side being too OP, and to give enough cover and bottlenecking opportunities without giving too many.

>> No.8915121

>>8915115
>thrustmaster plus mouse
it’s a lot of fun, will one day try descent with two of them

>> No.8915136

>>8915072
Dusk is a underrated time of day. But some dithering would work wonders, or maybe some clouds or a sun snuck in there somewhere.

>> No.8915138

>>8915119
You cheeky cunt.
But just so we're clear, I did NOT tyson anything in this map beyond the starting room. In the blue armor room I opened the doors, gtfo there and ran to the blue key and then after I had gotten back killed everything with SSG and RL. It also helped that the tiny corridors made funneling one at a time rather easy.

>> No.8915142

>>8915136
>>8915084
Yeh, it's just a start. Getting the general gradient down and such.
This is almost nightfall, but of course you could also do something where the sun has just disappeared, and so on.

But speaking of dithering, I have zero experience with it. Does GIMP have any good plugins I could use or would I have to do it all by hand?

>> No.8915154

what's the point of countrycide? everyone liked the trenchfoot demo and they released a completely different thing

>> No.8915172
File: 29 KB, 622x363, dithering.png [View same] [iqdb] [saucenao] [google]
8915172

>>8915142
I'm a paint.net fag, but I'm sure you can use a distortion like maybe pixelate to automatically dither? Or a different paint bucket tool like the one in my pic.
But you might as well do it manually, it'll look better anyways. As long as your skybox isn't ridicilously big, it shouldn't take long.

>> No.8915181
File: 16 KB, 400x300, square.png [View same] [iqdb] [saucenao] [google]
8915181

>>8914129
Square of Adventures

>> No.8915184

>>8913593
Heretic episode 4 and 5 on either of two hardest difficulties, although here the difficulty is based on ammo starvation and ballcrushing map starts in which you have to figure out where to go to find any ammo or weapons.

>> No.8915185

>>8915142
>>8915172
Just do a length of it manually and then copy-paste it across the whole span, unless you want a curve, then it gets a little trickier.

>> No.8915202

>>8915172
>>8915185
Thanks, but my problem isn't as much me not knowing how dithering works in theory, just that it looks like ass when I do it.

>> No.8915204

>>8915072
Damn this is fucking beautiful, keep up the good work, can't wait to see it fully finished.

>> No.8915207

>>8915142
Do a non-banded gradient and then reduce the color depth to the number of colors you want to have dithered. Then select by color and change each now-dithered band to whatever you want them to be.

>> No.8915210

I tried making grey arch-vile with blue flame and produced a pepsiman. I really should've saved the edit.

>> No.8915220
File: 530 KB, 1920x1080, pew pew.png [View same] [iqdb] [saucenao] [google]
8915220

>>8915121
>descent
I'd been meaning to play this and forgot about it. What port should I use? I downloaded it from the OP and so far the music is incredible. I recognize the briefing midi from wads. It's included in the DOS games pack so I'll try that, too

>> No.8915221
File: 7 KB, 516x516, Screenshot from 2022-05-16 16-58-43.png [View same] [iqdb] [saucenao] [google]
8915221

>>8915202
Make sure it's not all just a checkerboard, try gradually spacing out your patterns.

>> No.8915225

>>8915072
This is gonna look awesome.
What are some comfy sleepytime .wads?
Additionally, what are some coffee-themed .wads, apart from Coffee Break and 400 Minutes of /vr/ (kinda)?
I'm looking for something laid-back, comfy, pretty to look at with low enemy counts and small maps.
Kinda like Crumpets

>> No.8915232

>>8915225
Lullaby

>> No.8915238
File: 2.81 MB, 800x450, 2022-05-16 13-56-41.webm [View same] [iqdb] [saucenao] [google]
8915238

>>8915207
example of dubious visual fidelity.

>> No.8915240

>>8915220
I personally use Chocolate Descent.
You might want to use DXX-Rebirth though, since Chocolate Descent is very bare-bones at the moment, also no high resolutions and FPS is capped. Also fullscreen is broken if you start with it, you have to start in windowed mode and then Alt+Enter for it to center properly.
Still, I can give you Windows 32-bits version of Chocolate Descent built from the latest commit + OPL3 music packs for both Descent 1 and 2 + Descent 2 CD music and the Vertigo expansion.

>> No.8915248

>>8915232
Thanks for the recommendation, but it's not really my type.
>I'm looking for something laid-back, comfy, pretty to look at with low enemy counts and small maps.
> Lullaby is a large, very detailed and non linear UDMF map with a teal color scheme that takes place in a magic, surrealistic, dream-like world where you must enter a big fortress and defeat all the evil creatures that live in there to be able to escape.
>I focused on using a lot of bright details, glowy decorations, an animated skybox and even 3D models to add an abstract feel to the map.
>Gameplay is a bit challenging (especially on UV), with some slaughtery fights here and there, but there's nothing extremely hard in it.
>If you're an experienced player, this map should be very easy for you, but if you don't like this kind of gameplay, please try playing on a lower difficulty.
>A blind run of this map should take between 60 and 75 minutes.

>> No.8915249

>>8915138
Definitely not the intended solution, but one I did see in testing and kept anyway for speedrunners. I'm not sure it's faster on UVmax since funnelling is slow, but it's definitely faster on UVSpeed to only kill some and slip past the rest.

>> No.8915259

>>8915249
It's also the method for people who don't like tysoning shit while getting blasted from all sides. I think I finished with 90 % kills or so because I didn't bother going back to the lava lake to kill the last dudes.

>> No.8915298

>>8915238
Wow, The Gimp(tm) looks like that? Who convinced them to get their head out of the gutter?
t. haven't used it for 20 years

>> No.8915310

>>8915225
Have you played Grove?

>> No.8915312

>>8915259
Just keep moving and don't get hit lmao. Bait the revenants, or put a pillar or pinky between you and them. Use the first room as practice in getting the revenant to hit the pinkies.

>> No.8915320
File: 9 KB, 1233x477, I like this software.png [View same] [iqdb] [saucenao] [google]
8915320

>>8915142
Get Aseprite, or Libresprite if you want a free option, because Asesprite/Libresprite has dithering options built in, and it's easy to make custom brushes for hand painting dithering effects, I use that shit all the time

>> No.8915326

>>8915312
>Just keep moving and don't get hit lmao
Great protip dude, how did I not think of it!

>> No.8915332

>>8915326
https://youtu.be/a2DJHSErSdA

>> No.8915349
File: 346 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
8915349

Yeah I think this dithering stuff is not for me... yet.
Now I first need some sleep.

>> No.8915354
File: 236 KB, 1920x1080, image_2022-05-16_164054232.png [View same] [iqdb] [saucenao] [google]
8915354

>>8915240
Yes, anon, I would like that very much. I tried Chocolate Descent's latest release (March 2021) and it's not playing the music for me, and Rebirth comes with AI-upscaling on and I can't figure out how to turn it off.
The up/down is very sluggish, even with this setting all the way up. Is this some sort of intended feature to make the game harder?

>> No.8915364

>>8912485
chop blockem more like cock blockem lmao

>> No.8915370

>>8915364
Almost convinced to do 512 Linedefs of /vr/ to see if we can crank another WAD out before 94p

>> No.8915373

>>8915370
512 lines seems like a lot. But at least it's not sector limit. I have swore that off.

>> No.8915374

>>8915370
>512
significance?

>> No.8915386

>>8915373
A lot? It seems like a decent sweet spot to me.
>>8915374
None, really. I just thought it would be a good number of linedefs.

>> No.8915395

>>8915370
My 400m map had around 550 linedefs so that should be easy for me.

>> No.8915397

>>8915373
This >>8912615 is 1,893 linedefs.
512 isn't much, really. Not a bad limit. Power of 2.

>> No.8915398
File: 1 KB, 183x43, 420 linedefs of vr.png [View same] [iqdb] [saucenao] [google]
8915398

>>8915386
420?

>> No.8915407

>>8915398
512 to please my math autism.

>> No.8915416

>>8915398
Only if it's Nazi themed. Hitler's battle out of hell.
Last image is Hitler at a bar mitzvah.

>> No.8915420

>>8915397
I support this idea. The "128 Linedefs, 64 Things" project on Doomworld was hella fun to contribute to (and it was easy to playtest others' maps because the Things limit kept even slaughter maps relatively restrained.)

>> No.8915427

>>8915420
Yeh. 512 seems like a good number. Despite my >>8915416 shit post.

>> No.8915437
File: 2 KB, 136x79, Screenshot 2022-05-16 160524.png [View same] [iqdb] [saucenao] [google]
8915437

>>8915407
Checks out

>> No.8915440

You can put a lot of slaughter into 512 lines, so maybe there should be thing limit as well? Say, 128 things.

>> No.8915445

>>8915440
I'll allow slaughter as long as it isn't shitty. AM and 400 Minutes both had slaughter maps, but they were still damned good ones, especially in AM's case.

>> No.8915449

>>8915445
What about simple vanilla compatibility (128 visplanes of vr), since a 512 linedef limit but boom compat feels like a contradiction?

>> No.8915451

>>8915449
It's been a while since we did a straight vanilla set, actually. Maybe we'll go with that.

>> No.8915463

>>8915449
So only 128 visible lines?

>> No.8915467

>>8915463
No, visplanes are floors and ceilings. I don't really like the static limit, they seem annoying.
Line limit should be enough to prevent overdesigning.

>> No.8915468

>>8915463
https://doomwiki.org/wiki/Doom_rendering_engine#Drawing_floors_and_ceilings
Now let me ask you all, do you REALLY want to start another project right after 400 Minutes? Are you sure you're not burnt out and can crank out some more maps?

>> No.8915470

>>8915463
No, that's a direct reference to vanilla Doom's visplane overflow bug. I occasionally got it in Scythe map27
https://doomwiki.org/wiki/Visplane_overflow

>> No.8915487

>>8915449
Simple vanilla will be an interesting, if not slightly annoying, limit to design around. Any tips to keep your visplanes in check?

>> No.8915489

What is the vanilla Doom linedef limit?

Also, friendly reminder to turn on error messages in your PrBoom fork when you are playtesting your maps. I play with them turned on and I have encountered speed maps with the spechits overflow bug
https://doomwiki.org/wiki/Spechits_overflow

>> No.8915506
File: 303 KB, 1920x1080, warn on spechits overflow.png [View same] [iqdb] [saucenao] [google]
8915506

>>8915489

>> No.8915508

>>8915489
>What is the vanilla Doom linedef limit
You'll hit the blockmap size limit first. Even with an efficient nodebuilder.

>> No.8915523

>>8915508
I should clarify that the blockmap size is in part due to the number of linedefs. But the overall size of the map is going to be what eats up most of the space.

>> No.8915524
File: 135 KB, 1920x1080, doom.png [View same] [iqdb] [saucenao] [google]
8915524

>>8915487
The only time I ever encountered the error was in Scythe map27 in this room. It's rare enough that I couldn't recreate it but it still happened two or three times during my attempts to beat the map deathless

>> No.8915532
File: 629 KB, 800x600, REQUIEM_MAP02_blind_demons.png [View same] [iqdb] [saucenao] [google]
8915532

>>8915506
What does this mean?
>Reject Overflow
https://doomwiki.org/wiki/Reject
>If the REJECT lump for a map is smaller than ceiling(s^2/8), then some of the line-of-sight lookups will be missing. Doom does no bounds checking on the lookup, so if the player and a monster are in sectors that are not in the table, whatever happens to be in memory after the end of the table will be used as a reject value. For demo compatibility, Chocolate Doom and PrBoom plus attempt to emulate this behavior on small overflows by predicting what would be in memory after the REJECT lump, but it is nearly impossible to do on larger overflows, and many demos on maps with very short reject tables would desync even in vanilla Doom. Most source ports replace out of bounds REJECT lookups with 0, requiring an expensive line-of-sight check in every case of overflow.

>> No.8915542

Boom or vanilla, you know the drill
https://strawpoll.com/polls/7rnzGRaxDgO

>> No.8915550

>>8915542
I'm going to vote for boom, because I don't want to count visplanes, but limit-removing would be nice.

>> No.8915558

>>8915506
Intercepts overflow is the all-ghosts bug
https://youtu.be/-IYfwCWZeD0
Playeringame overflow is multiplayer-related
Donut overflow seems to only involve the linedef action 9
I couldn't find info on the missedbackside overflow

>>8915550
You don't need to count anything. Just don't make a checkerboard floor

>> No.8915595

Trying to see if I can't get Reelism 2 co-op to work, but it requires you to access the NEW GAME menu to start, which online doesn't allow.

Anyone have an idea how to work around that? Choosing a map through ZDL doesn't have any affect.

>> No.8915610

>>8915595
You've got to screw with console crap since it's GZDoom only.

Even if you get it working, it doesn't look like it's really tested or balanced for multiplayer yet.

>> No.8915619

>>8914683
>>8914936
Well I'll be damned.

>>8914923
In the software display options (assuming you're using gzdoom), turn linear skies on.

>> No.8915620
File: 79 KB, 256x256, download (5).png [View same] [iqdb] [saucenao] [google]
8915620

>> No.8915626
File: 265 KB, 500x667, Screenshot 2022-05-16 191847.png [View same] [iqdb] [saucenao] [google]
8915626

>>8915468
>Are you sure you're not burnt out and can crank out some more maps?
I cannot be stopped.

>> No.8915629

>>8914238
I need to figure out how to replace textures already. I like using trenchbroom for basic modeling. I don't even use it for quake.

>> No.8915630
File: 655 KB, 787x852, Untitled.png [View same] [iqdb] [saucenao] [google]
8915630

>>8915620
Doing "doom map" gives you some interesting results. I wouldn't use this as inspiration because I find these images unsettling (not these in particular, just in general). Neat from a creative standpoint.
https://huggingface.co/spaces/dalle-mini/dalle-mini

>> No.8915648
File: 75 KB, 245x245, new_monster.png [View same] [iqdb] [saucenao] [google]
8915648

>>8915630
>the top left enemy
Give it a name and give it some attacks.

>> No.8915652
File: 1.95 MB, 1920x1080, gzdoom 2022-05-16 16-31-15.jpg [View same] [iqdb] [saucenao] [google]
8915652

Needless to say, this pack would be nice if there it was a /vr/ update of it with proper sprite fixing and edits, the foundation is good and the tileset and sky textures are good, but face hud and other stuff need to go or be remade from scratch.
and barrels of fun and other maps with this config is a pain in the ass more than ever, i am testing later with Aliens DOOM to see how it goes later on

>> No.8915654

>>8915648
Zombie Gnaar.

>> No.8915656

>>8915648
PantsGuy

>> No.8915676
File: 54 KB, 640x480, 1322631684339.jpg [View same] [iqdb] [saucenao] [google]
8915676

If we're going through with 512 Linedefs of /vr/ then we better pick a texture pack. Selection will be determined the same way as last time, except I'll be ruling out rfhelltx because we just used it. Everything else is fair game
https://doomworld.com/afterglow/textures/

>> No.8915704

Quake 2 has a goldmine of assets lost to the ages, these guns would do well for skins or sprites
https://web.archive.org/web/20001110065100/http://www.planetquake.com:80/shattered/

>> No.8915705

>>8915676
Jimmytex for me, patrón.

>> No.8915712

>>8915676
I propose either Quake 1 textures or UAC Ultra textures.

>> No.8915713

>>8915704
https://web.archive.org/web/20000930200148/http://www.planetquake.com/stand/shotsguns.htm

part 2

>> No.8915717

>>8915676
5th Episode gets my vote

>> No.8915736
File: 380 KB, 612x738, 1515351745299.png [View same] [iqdb] [saucenao] [google]
8915736

>>8915676
I'm still mapping in vanilla++ nigga give me whatever

>> No.8915753
File: 331 KB, 1117x678, pe_cute_caco_dumb.png [View same] [iqdb] [saucenao] [google]
8915753

I am in need of additional doom memes for my doom memes folder. please help.

>> No.8915761
File: 98 KB, 400x208, lost soul tantrum hole.png [View same] [iqdb] [saucenao] [google]
8915761

>>8915753
Have one of my edits.

>> No.8915773

>>8915713
what were these meant for?

>> No.8915778
File: 106 KB, 275x275, doom you lost me.png [View same] [iqdb] [saucenao] [google]
8915778

>>8915753

>> No.8915789

>>8915773
A Quake 2 SP mod
https://web.archive.org/web/20041027042717/http://www.planetquake.com/stand/index.htm

>> No.8915797

>>8915789
here is the Quaddicted FTP, spirit needs to make more use of it
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/shattered/

>> No.8915805

>>8915468
I regrettably missed out on 400 minutes, so yeah.
>>8915676
Seconding Jimmytex.

>> No.8915807

>>8914662
>>8915630
honestly, doing a gimmick map as my first ever map wasn't a good idea, and submitting that first map to a community project was even dumber. although, i think i learned a lot while making that map, and the limited texture palette and time restrictions made it easier to get ideas for maps
also, putting doom in the ai gets you some metal results

>> No.8915810

>>8915676
Seconding 5th episode

>> No.8915812
File: 115 KB, 680x579, 1649476910076.jpg [View same] [iqdb] [saucenao] [google]
8915812

>>8915753

>> No.8915816
File: 1.62 MB, 962x1051, Screenshot 2022-05-16 at 21-12-54 DALL·E mini - a Hugging Face Space by dalle-mini.png [View same] [iqdb] [saucenao] [google]
8915816

>>8915807
example

>> No.8915824

>>8915676
Seconding UAC Ultra textures

>> No.8915846

>>8915816
It's weird that it's trying to merge several of the designs together.

>> No.8915879

>>8915816
that bottom left one is amazing holy shit

>> No.8915884

>>8915676
Lego textures. Hear me out, if we're having minimal to no detailing due to the linedef restriction, we should pick a pack with textures you can easily use on walls of any length or height. Plus it will be very distinctive compared to other wads.

>> No.8915886

>>8915816
>bottom-center
bro why doomguy fighting the ninja turtles

>> No.8915898
File: 973 KB, 974x1054, doomguy.png [View same] [iqdb] [saucenao] [google]
8915898

>>8915816
Giving it Doomguy gets some weird pantsless shit.
>>8915879
It looks just like the sort of thing you'd see from a bootleg game in the mid 90s.

>> No.8915951

>>8915298
20 years is a long time

>> No.8915956
File: 516 KB, 1920x1080, Screenshot_Doom_20220517_031739.png [View same] [iqdb] [saucenao] [google]
8915956

>>8914307
Am I the only one who doesn't use texture filtering because it creates ugly fucking blurriness, but uses GZD's SSAO and palette tone mapping (more or less limiting the colour palette to the currently loaded PLAYPAL)?
Also use Software light mode if that's GZDoom for fuck's sake. The classic GL-like flat lighting looks ugly as shit.

>> No.8916005
File: 1.67 MB, 1920x1080, gzdoom 2022-05-16 17-19-20.jpg [View same] [iqdb] [saucenao] [google]
8916005

>>8912485
Violent Rumble anon, i think i may have found your new source of materials with that abandoned Stand mod for Q2
also the texture set is good, shattered's entire pack is at the quaddicted ftp i posted here.


>>8915956
software doesn't aim for what i am doing with this playthrough
plus i started to hate playing the samey doom all time.

>> No.8916009
File: 265 KB, 750x733, dead end.gif [View same] [iqdb] [saucenao] [google]
8916009

>>8915753
I've made a few over the years, let me give you what I have

>> No.8916014
File: 246 KB, 285x224, New marines on the block.gif [View same] [iqdb] [saucenao] [google]
8916014

>>8915753

>> No.8916018
File: 1.46 MB, 1920x1080, q2_0017.jpg [View same] [iqdb] [saucenao] [google]
8916018

>>8916005
https://imgur.com/a/R175Ubs
some screenshots

>> No.8916023
File: 302 KB, 290x705, no john, you are the agitation.gif [View same] [iqdb] [saucenao] [google]
8916023

>>8915753

>> No.8916024
File: 1.44 MB, 1380x776, Screenshot_Doom_20220516_213651.png [View same] [iqdb] [saucenao] [google]
8916024

>>8912485
>Dan Aykroyd Crystal Skull Vodka HealthPack
>Dwnlod here https://files.catbox.moe/5tt5c3.pk3
Screenshot is how the bottle look ingame

>> No.8916029
File: 221 KB, 400x324, Let go of my camera, you son of a bitch.png [View same] [iqdb] [saucenao] [google]
8916029

>>8915753

>> No.8916030
File: 38 KB, 598x279, 1622103644725.jpg [View same] [iqdb] [saucenao] [google]
8916030

>>8913498

>> No.8916031
File: 3 KB, 195x213, lol look at this hapless dipshit.png [View same] [iqdb] [saucenao] [google]
8916031

>>8915753

>> No.8916034

>>8916030
Retarded Jeff Bezos
Retarded Jeff Bezos

>> No.8916035
File: 10 KB, 393x260, Tiny caco.png [View same] [iqdb] [saucenao] [google]
8916035

>>8915753
I still got more if you want me to keep going.

>> No.8916041
File: 35 KB, 1760x1856, spurdogunner.png [View same] [iqdb] [saucenao] [google]
8916041

>>8915761
>>8915778
>>8915812
>>8916009
>>8916014
>>8916023
>>8916029
>>8916031
>>8916035
Thanks lad(s)!

>> No.8916043
File: 1.85 MB, 1200x779, Doom pistol.png [View same] [iqdb] [saucenao] [google]
8916043

>>8916041
here's a good one

>> No.8916057

>>8916030
>its real
lol

>> No.8916060

>>8914249
>Vaseline Doom

>> No.8916073 [DELETED] 
File: 56 KB, 256x132, IconOfYurine.png [View same] [iqdb] [saucenao] [google]
8916073

>>8916009
>nice BARREn ASS ney ney ya.
>IMMA ADDING THIS SNEK MARINE JASHIN DESTROYING THE ICON OF Y_"URINE"

>> No.8916076
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google]
8916076

>>8916073
what

>> No.8916080 [DELETED] 
File: 461 KB, 720x480, IconOfYurineHigherRES.png [View same] [iqdb] [saucenao] [google]
8916080

>>8916073
>FUG BENIS FUGORT TO MAKE IT NOT ANT SIZE SORRY ABOOT THAT uwu

>> No.8916082

>>8915181
ep 3 when?

>> No.8916084

>>8916076
I think it's some /a/ shitposter spreading his home board memes.
We got a lot of walks of life here at /doom/

>> No.8916086

>>8916084
I'm concerned.

>> No.8916090

>>8916005
>Violent Rumble anon, i think i may have found your new source of materials with that abandoned Stand mod for Q2
>also the texture set is good, shattered's entire pack is at the quaddicted ftp i posted here.
Interesting. I'll have a look through that stuff after I've finished revamping the secret level. Not sure how much of that really fits in Quake 1, but I'll put it up to a vote if nothing else.

>> No.8916092
File: 1.11 MB, 1924x2436, DoomerSnek69.png [View same] [iqdb] [saucenao] [google]
8916092

>>8916076
I'm D00MER SNek of /a/ Bord and i make Jashin chan themed D00m2 map edits in slade 3
>example 12epsofJASHIN https://files.catbox.moe/e764p5.wad
> EVIL god"JASHIN" VILLAGE https://files.catbox.moe/z4key1.zip

>> No.8916130

>>8916092
If you don't mind my asking, what maps did you edit for these ones specifically?

>> No.8916131

>>8916090
the sword model is neat and the other guns models can be repurposed for anything, also they work well even as stock Q2 weapons
there is more at the archive.
The Wand is a BFG substitute, if anything it can use DoE Plasma as source material, there is also the dawn of darkness assets too for monsters and map asset decorations

>> No.8916147

>>8916131
https://www.quaddicted.com/files/idgames2/planetquake/stand/
here is the other part of it, spirit's archiving autism is a miracle.
it also features the skin/enemies they were working on

>> No.8916171

>>8915630
I would totally be down for doing an AI generated mapping project where we make maps based off these layouts.

>> No.8916178

>>8916130
>https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/tph TPH 12.3: Part 1A for 12easypicesOFJASHIN
>https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/evillage Evil Village for EVIL god"JASHIN" VILLAGE

>> No.8916183
File: 71 KB, 256x256, victory.jpg [View same] [iqdb] [saucenao] [google]
8916183

>>8912485
Also i found another discovery from tenfourmaps archives
https://web.archive.org/web/20120221062617/http://tenfourmaps.telefragged.com/phpbb2/viewtopic.php?t=498148&postdays=0&postorder=asc&start=200&sid=ab3245e143442661e2b5a34b8dd43038
Since Quake 2 Oblivion won't be decompiled and rebul't for now, due to the fact that the source code is lost per Oblivion own dev's there saying they lost, plus one even got his own band with a tour.
it is possible to replace the Existing Victory.pcx file with a better replacement, also the makron boss at the end which serves as "final boss", can be replaced with a better model

It is a weak ass solution, but since nobody at /vr/ or quake community can decompile and recompile .so files from linux to C, this is temporary.

So any ideas of how Oblivion should "end"?

>> No.8916202

>>8916171
So long as it's not one of those ones where people think it's a great idea to run a project around taking a Slige/Oblige/Obsidian generated map and fixing it up into something that seems like a real person made it.

>> No.8916223

>>8915898
>>8915816
>>8915630
its weird how an AI interprets something like DOOM
you have very specific ideas on what makes DOOM look the way it does,and that VS how an AI see's it is quite interesting

>> No.8916248

>>8912546
You strike me as pretentious

>> No.8916263

>>8913014
Use ZDL and try to load the mod first before the PWAD

>> No.8916267

So here is somethin new
https://www.youtube.com/watch?v=98kx4HOUnf4
https://gamebanana.com/wips/49396

>> No.8916278
File: 197 KB, 688x1042, file.png [View same] [iqdb] [saucenao] [google]
8916278

>>8916030
I don't understand

>> No.8916280
File: 649 KB, 1000x984, take_my_brown_ball.png [View same] [iqdb] [saucenao] [google]
8916280

>>8916248
That's because I am pretentious. Or I'm incredibly narcissistic. Honestly, I don't think I'd know the difference.

>> No.8916281

>>8916267
https://discourse.ioquake.org/t/weapons-from-quake-champions/1547/13
ioquake link

>>8916278
it just proves that sandy was right

>> No.8916283

>>8916178
EVIL god"JASHIN" VILLAGE
Definitely an improvement.
I like your music picks!

>> No.8916296
File: 688 KB, 1408x1056, 12192012-023.jpg [View same] [iqdb] [saucenao] [google]
8916296

>>8912546
What if we take inspiration from Lovecraft's Dream Cycle and call the project Dream Quest of Unknown Ka/vr/ath?

>> No.8916305

>>8916267
the abilities were controversial, and the lack of modding, level editors or even a server browser were killers, but the worst thing that happened to QC was the almost non-existent amount of support it was given after the first year or so
I'll be keeping an eye on this

>> No.8916310
File: 775 KB, 976x1032, femdoom.png [View same] [iqdb] [saucenao] [google]
8916310

>>8916223
Most of these AI have a bias towards what images they're fed to teach it stuff, obviously this oe's had a lot more Doom Eternal stuff fed to it than anything.

The interesting stuff to me is where it deviates from things, like with arms and heads.

You can also get it to nearly put out something that looks like Crash.

>> No.8916317

>>8916310
>Bottom left uniboob
This is slightly uncomfortable.

>> No.8916326

>>8916317
Middle-left's merged legs are more off looking to me.

>> No.8916330

>>8916178
>The Eagles rock
Love Glenn Frey(The heat is on) and Don Henley (Dirty Laundry) are go to Solo work Eagles songs I midify them in doom

>> No.8916339

>>8916310
bottom right is literally samus

>> No.8916347
File: 1.05 MB, 948x1020, cyberdemon.png [View same] [iqdb] [saucenao] [google]
8916347

>>8916310
It's also got a weird and very specific idea of what a demon is, some of it's attempts do try and smoosh Doomguy elements into a demon though.

>> No.8916354

>>8916339
Samus Kerrigan maybe.

>> No.8916363
File: 1.67 MB, 958x1058, I fear him.png [View same] [iqdb] [saucenao] [google]
8916363

Last attempt because this thing is weird, but some of the failures to get it to do an Archvile are pretty fucking metal.

Spent a while trying to get it to do a decent caco too but it gives them like eighty eyes and legs.

>> No.8916371

>>8916363
Bottom right:
Zerked-up Hideous Destructor kicks down a door and discovers a Healer Imp (colorized)

>> No.8916374

>>8916347
middle looks like the nudoom hell knight design but with doomguy armor slapped on

>> No.8916375
File: 188 KB, 1329x1446, femquake.jpg [View same] [iqdb] [saucenao] [google]
8916375

>>8916310
I'm not sure what I expected...

>> No.8916393

>>8916263
Thanks that worked

>> No.8916410

>>8916375
When I tried Quake it just showed a bunch of ruined buildings.

>> No.8916420

>>8916410
try typing in "Quake Vore" and see what happens

>> No.8916439

Didn't pick up on how much fan service there is in Jedi Knight 2 Outcast lmao
>You need to get your light saber!
>Look, it's Luke!
>You are on a dingy cyberpunk levle
>There's that trecherous Londo!
>OST plays the same stuff as in the movies

>> No.8916443
File: 88 KB, 256x256, download (22).png [View same] [iqdb] [saucenao] [google]
8916443

>>8916420
Bunch of not-Ranger not-Doomguy dudes.

>> No.8916452

>>8916439
All of the Dark Forces games use the music and the Lucusarts sound library, and at least half of them have you go to Nar Shaddaa and fight or see Boba Fett.

>> No.8916458

>>8913014
Last time i played that campaign it was tied to a certain version of gzdoom, check its thread to see if you need a certain version

>> No.8916481
File: 793 KB, 783x846, 1649501208931.png [View same] [iqdb] [saucenao] [google]
8916481

>>8916375
>>8916310

>> No.8916487
File: 695 KB, 1920x1080, dopadopefish.png [View same] [iqdb] [saucenao] [google]
8916487

I found the Dopefish in DOPA

>> No.8916501

>>8916481
Holy fuck that middle right one.

>> No.8916518

>>8914238
>linked groups
>scaling models
>sprites
Quite based

>> No.8916521
File: 199 KB, 376x302, 1397471478291.png [View same] [iqdb] [saucenao] [google]
8916521

>>8916481

>> No.8916524

>>8914246
This is the uncanny valley of doom

>> No.8916530
File: 83 KB, 1080x828, tFtv1pTdfSA.jpg [View same] [iqdb] [saucenao] [google]
8916530

>>8912485
Sup, /vr/ anons. I really wanted to make a wad for the first Doom called "In The Name Of Doom" or somehow like that, were the main idea will be that every map must be made according to its original name in game. So E1M1 "Hangar" must look like a hangar, E3M1 "Hell Keep' must look like a fortress in hell, etc. I planned to test the wad with Crispy/Chocolate Doom to ensure that 90's aesthetics.
But right now I have no certainty that somebody really gonna play it, because first Doom is fairly unpopular and existing in the shade of Doom 2. Even if I'm gonna make maps bite-sized and not convoluted, it still will take some time, and I don't want to waste it in vain. Is there any audience that is willing to play small, probably 2-3 hours long wad that replace all maps in the first three episodes?

>> No.8916536
File: 2.92 MB, 1024x576, 2 levels in.webm [View same] [iqdb] [saucenao] [google]
8916536

>> No.8916537

>>8914995
udb is just an editor that can make maps for all sorts of map formats. maybe you are thinking of udmf, a map format for gzdoom. i dont know what the equivalent in udmf would be, but you could find a floor continuous move action and give it the player walk activation flag and the "repeatable" flag.

>> No.8916556

>>8916536
The pre-saber levels in Outcast are unironically great. Outside of the AT-STs on the last part of Artus that become pure RNG to kill on Jedi Master, I've never understood the hate for them.

>> No.8916557
File: 3.27 MB, 2160x1080, Valiant.png [View same] [iqdb] [saucenao] [google]
8916557

My apologies in advance for asking this: I've been meaning to get a new wallpaper for my laptop and I always have it something doom related. I'm not sure if this is a good place to ask since there's also /wg/. Regardless, would any anon be kind enough to share some screenshots or art of DOOM that's wallpaper worthy if it isn't much of a bother?

>> No.8916559
File: 66 KB, 256x256, download (22).png [View same] [iqdb] [saucenao] [google]
8916559

>>8916481
Thanks. I've been playing with this all night.

>> No.8916561
File: 16 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
8916561

>>8916530
No, absolutely none

>> No.8916567

>>8916530
>every map must be made according to its original name in game.
I think this idea has been done. Look up "Ultimate doom in name only" and "Doom 2 in name only". That being said, as long as the maps are good a few people will play any given project for either dooms. Although I don't know why you would map for doom1 when doom 2 has most everything it has and more.

>> No.8916576

>>8916559
Hey, what's fun is you can look up "X texture" with this thing. So, wood texture, brick texture etc...
Try with game. Heretic texture... Hexen...etc...

>> No.8916579
File: 1.14 MB, 1298x856, 1592676537396.png [View same] [iqdb] [saucenao] [google]
8916579

>>8916557

>> No.8916590
File: 1.68 MB, 1080x1920, Screenshot_20220516-224659.png [View same] [iqdb] [saucenao] [google]
8916590

>>8916576
Games don't seem to work well, but others seem decent.
Phone posting. No time to for cropping, as you can see it's late.

>> No.8916650
File: 2.94 MB, 360x270, 400_Minutes_of_vr_map01.webm [View same] [iqdb] [saucenao] [google]
8916650

>> No.8916659

>>8914939
i meant where that model came from

>> No.8916669

>>8916659
It's a quake 2 skin https://cdn.discordapp.com/attachments/810405089754873906/976013028338331668/purgatori.7z

>> No.8916671
File: 31 KB, 320x240, POed_3DO_06.png [View same] [iqdb] [saucenao] [google]
8916671

>>8915648
Quite literally the walking buttocks monster from PO'ed

>> No.8916697

>>8914945
Afaik the bike sections don't really work well, but that doesn't break the game.

>> No.8916701

>>8916439
Not sure what you were expecting, extended universe always was and still is a machine for fanservice monetization.

>> No.8916714

>>8915542
Whichever is limit-removing vanilla :^)

>> No.8916719

>>8915884
In principle I like them too, but just LEGO textures without also legofying the assets would be a bit weird imo.

>> No.8916727

>>8915320
Aseprite is technically free if you can compile it yourself. I wanted to check Libresprite, but they're reportedly rewriting its code and I'm not sure if that's a good idea to use the current version because of it + I'm just slow to try or do anything.

>> No.8916729
File: 209 KB, 640x480, doom148.png [View same] [iqdb] [saucenao] [google]
8916729

I recently made a palette replacement that I think looks cool but I have nothing to use it for. What if we add it to our next project? That would give it some custom identity.

>> No.8916732

>>8916729
replaced grays with browns? what is this, a quake palette?
I don't personally care for all the theme gimmicks, but "low blue light" fits with sleepytime theme.

>> No.8916736

>>8916732
I applied sepia effect to most things that aren't green, blue or red. This also turned all shades of yellow white but I don't think it hurt visibility in any way.

>> No.8916742

Every time I try my hand at making a doom map it's like trying to operate a submarine. Don't know how you people seem to do it so effortlessly.

>> No.8916749

>>8916742
Making basic map is really easy. Just press ctrl+D and draw shapes. The detailing could be hard.

>> No.8916751 [DELETED] 

wtf only I press DP on wakeup, it's my signature Strive move!

>> No.8916761

>>8916742
I practiced on and off for years in private before releasing anything, 400 minutes was my first time speedmapping. It was quite fun, even if the time pressure made me a bit sloppy.

>> No.8916772
File: 380 KB, 3840x2160, Screenshot_Doom_20220517_041716.png [View same] [iqdb] [saucenao] [google]
8916772

has there ever been a straw poll over 200-400p vs hd dooming? i don't think i've seen a ratio talked about before.

>> No.8916776

>>8915816
I like bottom right. Looks like Doomguy in Terran Power Armor.

>> No.8916792

>>8916742
As with everything, it's practice.
And especially with Doom mapping, it's practice, practice, practice.
You won't make a good map the first time around, maybe not even the second, third, fourth time around. Maybe never, who knows?
But making maps is really the best way to improve, to see what works and what not. Learning the shortcuts and stuff is another thing that also comes with time.
Also, start with Doom format, the way id did it (although I would suggest to use at least Crispy for testing, because adhering to the original engine limitations is a pain in the ass in its own right). UDMF is for people who want total control and Boom is full of random kinks and pitfalls.

And depending on what you do even as someone who has been mapping for years you can identify flaws and things to improve.
For example my map for 400min had rather boring architecture and I spent too much time trying to come up with solutions for implementing my sophisticated ideas in Boom format (hint: I couldn't implement them all as I wanted to).
I also noticed that there's a lot of hallway cheesing possible, but that's not a problem of my map alone, many other maps allow for this, probably not entirely intendedly so.
Also I noticed that lots of people seem to use Revenants as some kind of cure-all clutch enemy.
Don't know what to fill the monster closet with? Put some skeletons in there!
Map still too easy? Add more Revenants!
Ah to hell with it, just add some Revenants BECAUSE!

I personally would like to see a project in the future that works with the Doom 1 iwad, so people have to get out of their comfort zone not being able to rely on Rev/Vile anymore.
Maybe as a suggestion for the sleepytime mapping project?

>> No.8916808

>>8916792
>doom 1 project
I want to see this only to get people using other weapons than the SSG. The SSG is just too useful and forcing people to choose between the relatively dinky shotgun or the splash damage rocket launcher can allow for some interesting map design.
I know you can just not put a SSG in your maps, but I've been doing that already

>> No.8916815

>>8916669
Thank you.

>> No.8916826

>>8916772
don't think I've seen any polls, but I've previously argued that there's a sweet spot where texture/sprite/particle detail and 3D geometry detail blend together, giving a more cohesive look. for 400p you'd ideally use weapon sprites at twice the resolution.
but personally I only go for lower resolutions for something like Silent Hill, or for really old Doom or Quake maps. post-2000 custom maps generally have enough detail to look decent in high res. goes both ways, sometimes mappers overdose on geometry details that would be best left for textures.

>> No.8916827

>>8916749
>>8916761
>>8916792
thanks guys. I think I'll look up tutorials and start small.

>> No.8916835

>>8916827
My advice is that if you release your early work, do it anonymously or under a name you're not wedded to, so you change your name later if they get a poor reception. I made two DUMP maps and 3 maps for 100 mins of /vr/ as Action Max, none of them that good, before switching to a new name.

>> No.8916838

>>8916827
just follow these golden rules:
- don't pre-plan shit (you're robbing your future self of creative opportunity)
- don't draw the layout on paper (leading to flat corridors; think in 3D!)
- don't stick to grid (this aint 1995)
- start detailing right away (entire map looking the same is boring)
- submit the map late (fashionable + project lead isn't your mom)
- ignore all playtest feedback (you're the best - scrubs can go take a hike)
worked for me so far

>> No.8916839

>>8915310
Yeah, loved it.
>>8915354

anonfiles DOT com SLASH l3f7o9h2y6/Descent_1_2_zip

Here you go anon, atm some features from the Chocolate Settings (Descent 1 only) are broken, and Chocolate Descent 2 might crash sometimes, but hopefully you won't have too many issues with it (I finished Descent 1 with 0 crashes or obvious bugs, Descent 2 did crash on me occasionally).
I also included my config files, I struggled to make the ship as non-sluggish as possible and I'm comfortable with most of the key binds, excluding weapon selection.
This pack is kinda big, but this contains Descent 1, Descent 2 + Vertigo, OPL3 music packs for both games, CD music for Descent 2, Windows desktop icons grabbed from Steam, the manuals for both games and some other extras grabbed from GOG.

>> No.8916858

>>8916838
Anon, that's mean. You know people here don't understand irony.

>> No.8916861

I will probably take over the DIY project to compile the results, since the original organizer when missing (Hopefully he's OK). Unless some objections are raised soon or he shows up.
One of the maps is attributed to /vr/ anon, and seems like it has some feedback pending. Are you still here, author, have you updated the map based on this feedback.

>> No.8916916
File: 1.13 MB, 766x830, 1647662196794.png [View same] [iqdb] [saucenao] [google]
8916916

looks like turok 2

>> No.8916924

>>8916916
for some reason I'm getting the vibe of that one shooter with eminem on the cover

>> No.8916927

>>8916924
>eminem fps
what?

>> No.8916929

does anyone here map in linux?

last I checked, UDB has a linux port, but it was janky and clunky. I could use wine, but that's sometimes clunky by nature.

I want to get into mapping but I'm frustrated that it seems windows-centric.

>> No.8916931

>>8916927
don't remember the name, some early 00s shovelwarey FPS. not actual eminem of course, just lookalike/traced image.

>> No.8916935

>>8916929
People use SLADE, in general you make the same maps as with UDB, but it's not as user-friendly.
Also, there was an editor called Elysium or something, iirc.

>> No.8916937
File: 769 KB, 768x830, 1642515513849.png [View same] [iqdb] [saucenao] [google]
8916937

>>8916927

>> No.8916938

>>8916937
>now this looks like a job for me

>> No.8916950
File: 287 KB, 800x1133, 117053-devastation-windows-front-cover.jpg [View same] [iqdb] [saucenao] [google]
8916950

>>8916927
https://www.mobygames.com/game/windows/devastation
look pretty neat for 2003 actually

>> No.8916957

>>8916950
This looks like it's filled with action

>> No.8916960
File: 963 KB, 773x839, 1632749642789.png [View same] [iqdb] [saucenao] [google]
8916960

>> No.8916970
File: 901 KB, 774x836, 1622893919490.png [View same] [iqdb] [saucenao] [google]
8916970

>> No.8916974
File: 775 KB, 773x838, 1640113182747.png [View same] [iqdb] [saucenao] [google]
8916974

>> No.8916981
File: 573 KB, 1336x1446, jews.jpg [View same] [iqdb] [saucenao] [google]
8916981

Sick abstract paintings, I see opportunity for profit

>> No.8916987
File: 38 KB, 512x384, pobrane.jpg [View same] [iqdb] [saucenao] [google]
8916987

>>8916183
One could always pull a "Remake of Doom/Juggernaut" if they're autistic enough to make it through such near-thankless ordeal I guess...

>> No.8916995
File: 100 KB, 849x894, rfp.jpg [View same] [iqdb] [saucenao] [google]
8916995

>> No.8916996
File: 83 KB, 830x895, conceptart.jpg [View same] [iqdb] [saucenao] [google]
8916996

>>8916995
kinda boring ngl

>> No.8916997

>>8916995
Don't feel very agitated. You sure those are Revenants?

>> No.8917000
File: 115 KB, 853x917, mtny.jpg [View same] [iqdb] [saucenao] [google]
8917000

>>8916997

>> No.8917031

>>8916929
Yup, I do. And yeah I use UDB, and yeah it is indeed clunky. But it's manageable and it's either that or Slade, so the decision isn't hard to make.

>> No.8917038

>>8916960
Middle right is especially giving me On A Rail vibes.

>> No.8917041

>>8916950
>>8916957
One of the wierder weapons in it is a nail-tacker (that electrocutes enemies for some reason) and a remote-control cybernetic rat which explodes on command, also all handguns can be dual-wielded

>> No.8917052
File: 1.19 MB, 776x854, 1652741457937.png [View same] [iqdb] [saucenao] [google]
8917052

>> No.8917057
File: 53 KB, 539x452, 1465660624791.jpg [View same] [iqdb] [saucenao] [google]
8917057

>>8917052
>dem Aztec Taco-daemons

>> No.8917060
File: 1016 KB, 772x835, 1622830907563.png [View same] [iqdb] [saucenao] [google]
8917060

>>8917052

>> No.8917062

>>8916772
I see no reason to go low res personally I'd rather go full native res and if I want it to look more pixelated/classic a filter of some sort should be good enough
it makes 0 sense to play low res on lcds

>> No.8917065
File: 956 KB, 802x859, temp8.png [View same] [iqdb] [saucenao] [google]
8917065

Well that was something

>> No.8917068

>>8917052
>middle right
>Chef Boyardeemon

>> No.8917070
File: 369 KB, 1618x1553, ai texture.jpg [View same] [iqdb] [saucenao] [google]
8917070

That AI thing is pretty neat. I cobbled this texture (Quake palette) together from a couple results after typing in 'ground texture'.

>> No.8917071
File: 1.13 MB, 774x836, 1623814962853.png [View same] [iqdb] [saucenao] [google]
8917071

>> No.8917073

>>8917071
i see tmnt, boba fett and master chief

>> No.8917074

>>8917073
first one kinda looks like someone wearing a kkk hood and doomslayer

>> No.8917081

>>8916487
He lives! I like his secret stash of snacks in Ion Fury.

>> No.8917118
File: 251 KB, 528x568, DoomerSnek69thumbsUP.png [View same] [iqdb] [saucenao] [google]
8917118

>>8916283
>doom2 map pack wad SneKtosis https://files.catbox.moe/eb8tgf.wad (if you want the icon of Yurine to extract)
> Negative Snek OP REDUX doom2 megawad https://files.catbox.moe/r9nmfk.zip
>download for EVIL GOD MODE MUGSHOT for D00M1/2 https://files.catbox.moe/dzthtv.png
>4exSnekis doom2 megawad Dwnld https://files.catbox.moe/y3j0fb.wad
>\_̢____§($৮$)§=P

>> No.8917131

>>8917118
>4exSnekis ost mp3 download https://mega.nz/file/A7wBRYqL#QDODxMJPTFkQqja3m9wZGatp0cGop0jGOvepicOZxMU
>accompanying music track list https://files.catbox.moe/lpzsun.txt

>> No.8917153

>>8916808
>spoiler
That seems ideal, throwing out the SSG as well as the rest of 2’s new monsters doesn’t seem worth it.

>> No.8917181

>>8916481
Bottom left and center one look like video game screenshots. The environments look like simplistic, low poly levels, and it even looks like there are HUD elements in the corners. Middle bottom one even looks like the character has segmented limbs.

>> No.8917201

>>8917070
so how do you make something tile/repeat like that in the first place?

>> No.8917208

>>8917201
Make quarters and rearrange them along the outer edges. But there are also programs that let you tile stuff so you can look how it fits.

>> No.8917216
File: 3 KB, 363x176, offset.png [View same] [iqdb] [saucenao] [google]
8917216

>>8917208
>Make quarters and rearrange them along the outer edges
is that you chopblock? no wonder it takes you eight thousand years to make some textures

>> No.8917217
File: 1.06 MB, 775x841, mmhbycai.png [View same] [iqdb] [saucenao] [google]
8917217

what did the AI mean by this?

>> No.8917219

HFFM > Ad Mortem

>> No.8917221

>>8917217
>beavis and butthead do innsmouth

>> No.8917227

>>8917217
books are scary but also sans undertale?

>> No.8917252

>>8917219
I very much prefer my AM map over my HFFM map, but the sprite and sound replacements definately boost HFFM for me.

>> No.8917287

>>8917070
That actually looks pretty good,

>> No.8917347

>>8914995
https://zdoom.org/wiki/Plat_PerpetualRaiseLip
Use special 207 with specified arguments and flags in the table on the bottom of the article.
Also DB2 and USB does not matter. The differences in action specials and flags and stuff stem from the map format (Doom, Hexen, UDMF)

>> No.8917374
File: 3 KB, 512x256, sky3.png [View same] [iqdb] [saucenao] [google]
8917374

Another attempt at dithering (upscaled 2x). This time a bit earlier in the evening.
I think it definitely looks better than the one yesterday, but I am still not convinced I like this.
For reference I checked the AA skies which I took a bit inspiration from - they also don't really have dithering, just some noise.

I think next I will try to draw the bands by hand so I get a bit of irregularity in there and see how that looks.

>> No.8917379

>>8917217
it meant comprehension = reading
and old bald dudes with bushy moustaches are horrifying

>> No.8917381

>>8917374
Is the bottom supposed to be space, or buildings and city lights? If it’s the second, then it’s pretty good and could just use a few more things that look like buildings or skyscrapers.

>> No.8917386
File: 83 KB, 1082x818, nuttinghard.jpg [View same] [iqdb] [saucenao] [google]
8917386

>>8917374
A-add a couple of groups of high rise buildings.

>> No.8917389

>>8917381
>>8917386
Yeah, it's supposed to be a city, but I wanted to go for a more "flat" view so skyscrapers aren't really something I want to add, but I agree that this might be a bit hard to identify as a settlement.
Maybe a radio tower?

>> No.8917390

>>8916858
i honestly thought it was serious for the first half cause that's exactly how i do maps

>> No.8917413

>>8916530
>>8916567
>That being said, as long as the maps are good a few people will play any given project for either dooms
I wanna echo this sentiment. Even if it takes a year for them to find it, there are still people interesting in playing even Doom 1 WADs. But if you put the time in to make something like this, don't get discouraged just because you don't get much feedback at first. Your efforts will contribute to a hobby that stretches back 20-something years, and will continue forward for even longer. Eventually, someone will come along and play your maps, and they may even be some of this person's favorites.
Good luck, and godspeed.

>> No.8917423

Pure sex to behold. Thank you.

>> No.8917424
File: 14 KB, 1024x512, sky3.png [View same] [iqdb] [saucenao] [google]
8917424

>>8917389
>>8917386
>>8917381
Taking an actual skyline with all the city lights makes the whole thing a bit too busy imo; it just looks like noise.

>> No.8917427

>>8917389
>Yeah, it's supposed to be a city, but I wanted to go for a more "flat" view so skyscrapers aren't really something I want to add, but I agree that this might be a bit hard to identify as a settlement.
That’s more than fair and you’re already in a good direction with it, I like the idea of looking over a flatplane of city lights at dusk. A radio tower could help for sure, or just something blocky.

>> No.8917428

>>8917217
It doesn't mean anything. It's a prediction model based on patterns statistically significant found in a huge data set. AI are Rorschach tests, it's the equivalent of the Turing test, but for humans.

>> No.8917434

>>8917118
>>8917131
Thanks for the links. I promised someone I'd play Plutonia today, but I'll put your megawad(s?) into my backlog for GREAT JUSTICE
>Zig: Moved

>> No.8917463
File: 424 KB, 2340x1080, file.png [View same] [iqdb] [saucenao] [google]
8917463

>>8917424
Look at like a Sonic background or something.

>> No.8917467

>>8917389
Doesn't have to be a giant metropol with towering skyscrapers, just one or two groups with a couple of slightly taller buildings in one spot, to create more of a silhouette

>>8917424
All those lights definitely ruins the aesthetic, so that's too much, yeah.

>> No.8917475

>>8917424
Look at
>>8917463
I was just gonna point out how your first pic has the town lights clustered towards the bottom of the black section; perspective dictates that the lights should be clustered towards the horizon, even without high-rises or skyscrapers.

>> No.8917509
File: 840 KB, 984x1050, caco.png [View same] [iqdb] [saucenao] [google]
8917509

>>8917052
I just get cacos that start to look like something out of Serious sam.

>> No.8917558

>>8917509
the very first one is just a redder Doom 64 caco

>> No.8917594
File: 6 KB, 1024x512, sky3.png [View same] [iqdb] [saucenao] [google]
8917594

>>8917427
>>8917463
>>8917467
Alrighty then, next attempt: Swallowed the pill and made the city semi-skyline from scratch. Tried adding a "blocky" commieblock unit, but I am not sure it it's already too much in that single spot, plus the perspective of the rest of the cityscape looks weird like that.
Clouds are optional, I just added them here for a change.

>> No.8917597

>>8917594
I like the clouds, the cityscape looks better too

>> No.8917658

>>8917594
It’s looking good, anon!

>> No.8917689

400min MAP25

iddqd, idkfa, idclip
I don't like either slaughter or platforming. Great craftsmanship and beautiful level design though, so FUCK YOU PERSONALLY LUNCHLUNCH!!!1

>> No.8917719
File: 11 KB, 1024x1024, sky3.png [View same] [iqdb] [saucenao] [google]
8917719

>>8917597
>>8917658
Thanks. I also did another attempt, this time with regular banding. I put them both together so you can see the difference. Also note it's later in the evening.

>> No.8917728

>>8917719
I'd say the lower one looks like there's some kind of raised land mass or a flat mountain range beyond the city.

>> No.8917730
File: 3.13 MB, 1507x1920, Dark_Forces_Box_Cover.jpg [View same] [iqdb] [saucenao] [google]
8917730

I got dark forces in this year's may 4th sale. is there a generally accepted definitive way to play it or do I just run it through dosbox?

>> No.8917731

>>8916697
Is there a way to spawn in a second bike?

>> No.8917749

>>8917730
I think ModDB has something that runs it with widescreen and mouselook or some such modernizations. At least, that's how I remember playing it a few years back.

>> No.8917757

>>8914683
>>8915619
I didn't know either lmao

>> No.8917772

>>8917221
kek

>> No.8917852
File: 465 KB, 3840x2160, Screenshot_Doom_20220517_135437.png [View same] [iqdb] [saucenao] [google]
8917852

>>8916826
>>8917062
well, that crunchy/crispy 400p is enough for the larger textures to be full detail when you're within 5 feet of them, but otherwise it makes the geometry kind of have a similar level of pixels as the textures themselves. also i'm 42 and i'm just babbling maybe that's what it is, just us olds who were forced to spend our first thousand hours of it at this kind of resolution and now i'm just enduring crunch to itch my stockhold syndrome.

>> No.8917865

400min MAP26

Oh, another punch-out map. Eh, it was ok, but I also didn't fight much and just ran to the exit.

*******************

400min MAP27

Pretty cool layout, some devious but not unfair traps, don't know if it was intended or known, but I could almost completely avoid the platform fight by standing in the single teleport destination while the spiders were just shooting above my head (right until short before the platform had completely lowered).

>> No.8917884
File: 6 KB, 468x495, doomguy proposes a toast.png [View same] [iqdb] [saucenao] [google]
8917884

>>8912489
>>8915542
Boom ended up winning 11 to 6, with 17 total votes, so there's at least 17 interested mappers. Let's get down to business, it's time to pick a texture WAD. Whatever has the most votes by the end of this thread is the winner.
https://strawpoll.com/polls/bVg86NJ33yY

>> No.8917889

>>8917884
>thread already at 440 replies
>by the end of thread
You want three people to vote or what?

>> No.8917893

>>8917889
I thought the thread would move slowly, but after seeing how much fun people are having with these new AI toys, I'll set a limit. You got 24 hours.
As a reminder, you can view the textures here. https://www.doomworld.com/afterglow/textures/

>> No.8917897

>>8917865
>he's getting close to me second map
Awwww yeeeaaahhh

>> No.8917902

>>8917865
>don't know if it was intended or known, but I could almost completely avoid the platform fight by standing in the single teleport destination while the spiders were just shooting above my head (right until short before the platform had completely lowered).
It wasn't intended but I left it in because I was lazy + speedmapping.

>> No.8917907
File: 695 KB, 800x600, d3d22fdf94.png [View same] [iqdb] [saucenao] [google]
8917907

Are Q2 Juggernaut textures decent enough to use for modern Quake1 ?

>> No.8917919

>>8917730
search TheForceEngine on github

>> No.8917927

>>8915648
buttface
she farts on you

>> No.8917931
File: 7 KB, 1024x512, sky3.png [View same] [iqdb] [saucenao] [google]
8917931

Pursued the dithering idea a bit more; made a night sky.

>> No.8917934

>>8917907
they and all old Q2 maps are
Even Q1R Episode 6 used Q2 textures

>> No.8917945

>>8917730
wait for theforceengine to be 0.9, it should drop any time soon, I don't know if I misunderstood him but he said he will release it after work today

>> No.8917952

>>8912485
What engine is the 2001 build of Duke Nukem Forever made on??

>> No.8917953

>>8917952
unreal engine 1

>> No.8917958
File: 28 KB, 353x350, 1636875824652.png [View same] [iqdb] [saucenao] [google]
8917958

>>8917730
>>8917945

>> No.8917961
File: 57 KB, 640x480, 1642439638508.jpg [View same] [iqdb] [saucenao] [google]
8917961

>>8916481
>center right

>> No.8917964

>>8917931
comfy af

>> No.8917971

>>8917958
nice

>> No.8917974
File: 1.97 MB, 1080x1920, Screenshot_20220517-120514.png [View same] [iqdb] [saucenao] [google]
8917974

>>8917070
Try using "material" as well. You seem to get larger details better that way.

>> No.8917987
File: 13 KB, 1024x1024, sky3.png [View same] [iqdb] [saucenao] [google]
8917987

The nightsky also comes in different flavors

>> No.8918010

>>8917987
sovl

>> No.8918050
File: 30 KB, 1566x894, shit.png [View same] [iqdb] [saucenao] [google]
8918050

Currently trying to figure out how to properly make the transition from sunset to night. The plan is to make a 4-part patch with one side sunset, one side night and inbetween the transition (I would probably just mirror that).

>> No.8918059

>>8917931
>>8917987
I absolutely love these skies. The clouds look great in particular.

>> No.8918060

>>8917987
the dithering on the night version came out pure NUTT

>> No.8918126

>>8916701
I think it's just as a kid I saw it as a legit but maybe not cannon part of THE Star Wars.
Whereas now it holds up as a good FPS/action game but the competent game design is paired with 0 effort references to the movies instead of having its own OST and stuff.

But I shouldn't be surprised because it is a SW game and they probably wouldn't have made it if they didn't have the huge market St*r W*rs has going for it.

>> No.8918135

>>8918126
>but the competent game design is paired with 0 effort references to the movies instead of having its own OST and stuff.
That may be the case for most of them from that time, certainly is for Shadows of the Empire.

>> No.8918169

Do you think it's weird to have key in the same room as the door instead of the switch?

>> No.8918180
File: 252 KB, 960x666, BaseSnek.png [View same] [iqdb] [saucenao] [google]
8918180

>>8917434
>ALL YOUR DATA ARE BELONG TO US

>> No.8918181

>>8918169
Depends on the room and if it's part of your encounter design or something.

>> No.8918189

>>8918181
The way I planned my map is basically 3 rooms and a big slaughterfight in the end. The starting room has boobietrapped key on one side and a locked door. I'm thinking if I'm better off making the key into a switch.

>> No.8918248

>>8918169
It doesn't really matter one way or the other. Unless you're going to have a locked door of the same color later on, just use a switch.

>> No.8918292

>>8917974
This is too much fun. It's like a puzzle, trying to figure out what terms to use to get images that would be usable as textures.

>> No.8918302
File: 799 KB, 762x762, temp.png [View same] [iqdb] [saucenao] [google]
8918302

>>8918292
forgot pic

>> No.8918308

>>8918302
wow those center left doors look really cool

>> No.8918318

>>8918302
that bottom left tiles look real nice. I think they'd be nice hell textures with how weirdly fleshy/grassy they are. Same for the dead middle one.

>> No.8918339

>>8917934
>Q1R
???

>> No.8918375

>>8912489
https://swordandtorchinn.blogspot.com/p/download-links.html
https://www.unseen64.net/2010/04/25/warhammer-dark-crusaders-pc-cancelled/
Before it gets forgotten, Cancelled 40k FPS game by Mindscape EA Warhammer 40k: Dark Crusaders, all files are in it, the game works on DOS and it has working mouselook for a 1996 game.
If anyone wants to rip the assets, fell free to do it.
the guy put it as a fangame, but is the entire complete game, with video cutscenes included

>> No.8918378

>>8918339
Quake 1 Remaster

>> No.8918383

Has there ever been a Keks Engine game better than prexisting sourceports?

>> No.8918395

>>8918383
Not sure if it counts, but the official Doom 64 port is better than EX. It's more accurate to the N64 version mechanically, and supports higher frame rates.

>> No.8918402

>>8918383
I honestly dont give much of a fuck since the og games were not bug free as well. And the gameplay is retained.

What I do hate with a passion is when remaster pull homeworld 2 type shit and gut the mechanics of the original game for the sake of better graphics or modern accessibility.

I played death wish on fresh supply. It worked well.

>> No.8918424

>>8918395
I just wish it ran better, had better weapon filtering, and natively supported the original framerate you can get through EX. I prefer EX and Ironwail over both of their Id ports.

>> No.8918432

>>8918395
64KEX being based on 64EX that would make sense, though it strips out a bunch of (non-vanilla) features as well. It'd be cool if the improvements could be added onto 64EX or something.

>> No.8918446
File: 332 KB, 640x480, doom44.png [View same] [iqdb] [saucenao] [google]
8918446

I sure hope I won't find out I'll need to remodel this room or anything, because I would probably kill myself on the spot.

>> No.8918459

>>8918446
Well, it looks good so far. Keep up the good work!

>> No.8918528
File: 211 KB, 1920x1080, 20220517015722_1.jpg [View same] [iqdb] [saucenao] [google]
8918528

>>8916701
>machine for [...]monetization.

>> No.8918539
File: 2.88 MB, 850x478, get fukt mega cut.webm [View same] [iqdb] [saucenao] [google]
8918539

"Oh man, my game needs more escort missions :oD "

>> No.8918560

>>8918539
>I can't leave without my buddy Lando Carlissian.

>> No.8918565

>>8918539
Trip mines and force speed + thermal detonators are your friends.

>> No.8918580

>>8918565
thermal detonators are a good idea and useful.
trip mines not so much in that situation because it's literally "leds go Carl :D:DD" and then an army surges into the room

>> No.8918590

>>8917217
>ask for man-made horrors
>AI gives you AI-made horros
Stupid robot.

>> No.8918631

>>8912618
I never got the praise.
It's a completely different game than the original Doom.
The "brutal" version is decent I guess. At least that seems like fun.
https://www.youtube.com/watch?v=9qjeO_jDwV4
https://www.youtube.com/watch?v=JrK9YpkIGKc

>> No.8918638

The city levels of Doom 2 are better than I remember.
I feel like my resources are being challenged much more than in Doom 1. I must be missing a lot of secrets.
Industrial Zone and Suburbs was fun. Could have done without the game dumping cacos and mancubi on me in the last one.

>> No.8918668
File: 841 KB, 1024x768, 64redblue.png [View same] [iqdb] [saucenao] [google]
8918668

>>8918638
Is "Suburbs" considered a city map? I really like it.
>>8918631
>I never got the praise.
What's not to get? It's Doom 1/2 through a bunch of weird but colorful levels.

>> No.8918687

>>8918580
You can place tripmines outside either door to the hangar along the walkways that enemies spawn on before triggering the attack. That can take out at least a third of them.

>> No.8918691

>>8917217
Lol. I asked it the same thing last night.

>> No.8918693
File: 162 KB, 2048x512, cooldoor.png [View same] [iqdb] [saucenao] [google]
8918693

>>8918302
I like top left a lot. Really cool. From left to right: original image, clean-up and light adjustment, Doom's palette, Doom's palette with dithering. Just scale down to 1/4 of this images size to get 128x128 textures.

>> No.8918757

>>8918693
Yeah, it was my favorite too.

>> No.8918787

>>8918693
I would flip it upside down so the green glow looks like it's coming through a little peep hole.

>> No.8918794

>>8918687
I quicksaved after the entrance, but true

>> No.8918802

>>8918638
I'm not expert but I feel like some Doom 2 levels are meant to completely drain your resources. I'll get almost every secret but maps like The Pit leave me with a couple bullets left at the end.

>> No.8918928
File: 771 KB, 757x828, ANIME.png [View same] [iqdb] [saucenao] [google]
8918928

Mistakes have been made.

>> No.8918943

>>8918928
>turns the red argent thing into an actual nipple
lol

>> No.8918956

>>8918928
Bottom right one makes me think of Gunnm

>> No.8918962

Hey Violent Rumble anon, would you mind if I trimmed the VR part from the current releases tab? We'll have to make room for 512 Linedefs of /vr/ so I was thinking of getting rid of the nexusmods and moddb links

>> No.8918968

>>8918928
>intense focus on midriff and thighs
we're training skynet well I see

>> No.8918979

>>8917065
Haha, looks like the algorithm was fed with deviantart posts

>> No.8919002

>>8918979
and some party city costume stock photos

>> No.8919006
File: 1.13 MB, 796x861, duke girls.png [View same] [iqdb] [saucenao] [google]
8919006

>>8918928
No, I think we're just getting started.

>> No.8919009
File: 850 KB, 768x824, weebduke.png [View same] [iqdb] [saucenao] [google]
8919009

>>8918979
>>8919002
That would explain some things.

>> No.8919013
File: 2.82 MB, 853x480, 1624387334315.webm [View same] [iqdb] [saucenao] [google]
8919013

Do you prefer to play Quake with the new official port, or with a more classic look?

I liked replaying the campaign with original software rendering and no animation interpolation so that it looks how I remember playing it in the 90s. I played DOPA with OpenGL because DOPA was designed for it, and looks better with it, but it still was not in the new port because I felt they added too much. But once I finally played the new expansion on the new port, it does look really, really good, especially stuff like the new dog animations and the motion blur . Now I'm gonna have to replay E1 at least with this new technology and see how I feel.

>> No.8919018

>>8919009
>>8919006
>ai takes his signature shades and interprets them as souless doll eyes
bravo

>> No.8919021
File: 127 KB, 256x256, HUGE GUTS.png [View same] [iqdb] [saucenao] [google]
8919021

>>8919006

>> No.8919025
File: 296 KB, 472x399, eFwzbWK.png [View same] [iqdb] [saucenao] [google]
8919025

>check out the forums to try and get some random shit working
>there's a fucking Diablo 1 3D mod
>and a mecha sim
>and a side scroller
Jesus fucking Christ doom mods are nuts.

>> No.8919028
File: 1.04 MB, 781x846, dukepride.png [View same] [iqdb] [saucenao] [google]
8919028

This is getting out of hand

>> No.8919036

>>8919018
It's got serious issues with faces and I'm not sure why.

>> No.8919037

>>8918962
Sure, I don't mind.

By the way, for anyone that wants to do another round of maps for Violent Rumble, I'll probably 'officially' announce something and put out a new survey after 512 Linedefs starts wrapping up. I think we'll try aiming for 4 months again, so here's a headstart.

>> No.8919039

>>8919025
At least one of the Diablo mods is basically rebrand Wrath of Cronos but that's a pretty decent mod all the same.

>> No.8919040
File: 1.05 MB, 786x860, buffcacos.png [View same] [iqdb] [saucenao] [google]
8919040

>> No.8919054
File: 781 KB, 794x854, horrors beyond human comprehension.png [View same] [iqdb] [saucenao] [google]
8919054

Science has gone too far.
>>8919040
Middle-right looks like it's going to cast fist any second now.

>> No.8919060
File: 586 KB, 672x1920, gain elemental.png [View same] [iqdb] [saucenao] [google]
8919060

>>8919040

>> No.8919061

>>8919037
I'm not gonna be mapping for it, but you have my support. I'll try and get 512 out of the way fast so you can do your thing.

>> No.8919062
File: 121 KB, 256x256, Duke Nukem and his anime cat-girl wife.png [View same] [iqdb] [saucenao] [google]
8919062

Input = filename
>It's time to be in a happy monogamous relationship for many years

>> No.8919065

>>8919062
Nobody steals his catgirls and lives.

>> No.8919093
File: 116 KB, 256x256, PRIDE.png [View same] [iqdb] [saucenao] [google]
8919093

>>8919028

>> No.8919132

Anyone wanna hook an anon up with a version of Alien World Tour to play with eDuke32? I ain't giving Bobandy a fucking penny

>> No.8919138

>>8918928
its literally just Diana top right

>> No.8919164

Good maps/weapons packs that fit the Rampancy Monster replacer?

>> No.8919171

>>8919164
Highway Accelleroid Booster

>> No.8919174
File: 90 KB, 576x380, arti_rampancy.png [View same] [iqdb] [saucenao] [google]
8919174

>>8919164
Combined_Arms

>> No.8919193

>>8919013
If it's the stock levels or anything from the late 90s/early 00s then I play it like WinQuake. If it's anything that uses more modern lighting techniques or source ports, then I just bump the resolution and interpolation

>> No.8919194

>>8918928
desu the boyshorts are pretty pog and makes the same sense as sleeveless Doomguy

>> No.8919201

>>8918979
t-train it on Danbooru

>> No.8919223

>>8919171
>>8919174
denks I'll give it a shot. Any good maps?

>> No.8919227

>>8919223
I always find myself revisiting Alfonzone. Lots of maps and good variety.

>> No.8919236
File: 26 KB, 747x731, PIA02862.jpg [View same] [iqdb] [saucenao] [google]
8919236

>>8919223
Not them but I am a big fan of Base Ganymede's map design.

>> No.8919237
File: 33 KB, 128x128, temp.png [View same] [iqdb] [saucenao] [google]
8919237

Been playing around with this still. Getting some intermittently decent results
Might just make an AI texturepack. It's kinda fun.
Essentially just clean up the images, make them tile, and palletize them.

>> No.8919285

>>8919223
Equinox

>> No.8919292

EARLY NEW THREAD
>>8919280
>>8919280
>>8919280

>> No.8920138

>>8919060
I always though of Pain Elemental as a female tho... it gives birth to Lost Souls...