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/vr/ - Retro Games


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8992372 No.8992372 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>8984235

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.8992374
File: 2.28 MB, 1328x1644, 1654644381736.png [View same] [iqdb] [saucenao] [google]
8992374

=== CURRENT PROJECT ===
94 PROTONS OF /vr/
See picture for details
https://files.catbox.moe/qwryn2.zip

512 LINEDEFS OF /vr/
Submissions closed, beta inbound

=== CURRENT RELEASES ===
400 MINUTES OF /vr/
Idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/400minvr

VIOLENT RUMBLE
Download it here
https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ (Latest)

=== NEWS ===
[06-08] La Tailor Girl updates to 1.83
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1221327#p1221327

[06-07] GZDoom 4.8.0 Released
https://forum.zdoom.org/viewtopic.php?f=1&t=75532

[06-06] Turok 2+ mod released, extensive revamp for Turok 2
https://youtu.be/snx0QopGr-8

[06-04] Quakewulf releases a map for Quake 2
https://quakeulf.suxos.org/3d/maps/back4good.zip

[06-03] RAMP 2022 announced
https://www.doomworld.com/forum/topic/129564

[06-03] Action Quake is now free on steam
https://store.steampowered.com/app/1978800/AQtion/

[06-02] JPCP2 has been announced
https://www.nicovideo.jp/watch/sm40533066

[05-30] 400 Minutes of /vr/ is on idgames

[05-28] Pandemonia 2.2 released
https://forum.zdoom.org/viewtopic.php?f=43&t=60984

[05-26] Halo Doom: Evolved season 2 released officially
https://youtu.be/-sXI0uBU-qQ

[05-26] Ante Mortem episode 1 released.
https://www.doomworld.com/forum/topic/129400

[05-19] Anon shares his MBF21 map
https://mega.nz/file/1pVgibhT#nWJi3R78FvZXgw8JCO_JJNJoKXuTAWOiUeUAQVmPNow

[05-18] The Force Engine 0.9 released
https://theforceengine.github.io/downloads.html

[05-17] Cancelled 40k FPS game released
https://swordandtorchinn.blogspot.com/p/download-links.html

[05-16] TrenchBroom updated to 2022.1-RC1
https://github.com/TrenchBroom/TrenchBroom/releases/tag/v2022.1-RC1

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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.8992398

Fuck me, Luke. Fuck me in the barn.

>> No.8992403

>>8992398
Eight bacon cheeseburgers swabbed in fucking grease cheese and bacon... and six fuckin' corndogs. All drenched in fucking mayonnaise and smashin' it with some beer, awwww yeah.
Shitwad anon isn't coming back btw.

>> No.8992427
File: 119 KB, 720x540, sunday night shitshow.gif [View same] [iqdb] [saucenao] [google]
8992427

>>8992398
>>8992403
Average SNS chat:
KAR
KAR
Sand
Sand
Yholl
Belch
Brap
KAR
Sandwich
No.
No.
No.
No.
No.
No way
dick kickem

>> No.8992431

>>8992427
sciencultist

>> No.8992435

>>8992427
>Music suddenly changes to 2 straight minutes of loud farting

>> No.8992439
File: 12 KB, 697x617, 1503198942017.png [View same] [iqdb] [saucenao] [google]
8992439

>>8992398
MARS IS UNDER SIEGE
UNDER LOCKDOWN
DEMONS GONNA FUCK MARINE BUTT
LOOKING FOR DOOMGUY
GONNA FUCK DOOMGUY'S BUTT

>> No.8992517
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8992517

>>8992372
>mfw im sick and it gives me a perfect voice but it will go away

https://voca.ro/1mpY0S8uiSsr

>> No.8992520

>>8992427
I honestly kinda miss SNS before vrsounds because there would be some actual conversations instead of fart spam.

>> No.8992526

>>8992517
oops wrong thread

>> No.8992527

>>8992520
Such is the nature of soundboards. But I still have some good conversations with the boys when I join. You just got to make an effort.

>> No.8992529
File: 5 KB, 161x205, image.jpg [View same] [iqdb] [saucenao] [google]
8992529

makes me a little bummed that that past few threads mentioned Duke Forever is out but the link was broken, and instead of fixing it , just taken to removing the mention.

but i digress, is anyone else excited about Goldeneye being remastered on June 12th? i can hardly wait, are we gonna have matches?

>> No.8992535

>>8992520
I miss SNS before it got big and it was just 8 dudes chillaxing and playing Doom.

>> No.8992546

>>8992427
take it easy

>> No.8992557

>>8992529
Is it actually confirmed?

>> No.8992561

>>8992557
i shit you not you can go on xbox live website and see the game and its achievements being beaten, the statistics about how many people have beaten them, all in real-time
some of those achievements are online multiplayer ones, so you know it's the realest deal
the upcoming direct/e3 type event is June 12th, so it's presumed they will announce during that show that it's up for the public to finally play

>> No.8992591

>>8992561
>Goldeneye getting officially remastered
>Timesplitters only has Rewind crawling along

It's probably the old XBLA remaster getting finally released.
>Rumor has it that Rare still keeps the afromentioned finished version of the remaster shelved. It is unknown if we'll ever get to see more footage of said version, or perhaps even an official release.
https://goldeneye.fandom.com/wiki/GoldenEye_007_(XBLA)

>> No.8992667
File: 75 KB, 880x587, latest.jpg [View same] [iqdb] [saucenao] [google]
8992667

So if HECU was already operating in conventional precursor of power armor why won't Combines do the same? Is it too high-tech for its occupational forces? Even white elites look like they just wear demolitionist full armor like CoD juggernauts. Not so advanced if you ask me. On the other hand BlackOps didn't use it either. Does it make HECU one of the most advanced force of the HL setting in terms of lowest grunt quality? inb4: u don't need power armor boys for either losing or winning
P.S. What is the combined arms doctrine of Combines? Do they even have it?

>> No.8992729
File: 57 KB, 389x472, 1634748125137.jpg [View same] [iqdb] [saucenao] [google]
8992729

>play a fun combination of levels and gameplay wad
>few maps in game starts to drop frames
>you keep losing because level's difficulty goes only higher
It's 2k22 and its still hard to play Doom enjoyably. Being riglet is pure suffering.
c. 42NHK - they know!

>> No.8992762

>>8992729
try playing the WAD in a more performant sourceport (like prboom) if possible.

>> No.8992771

>>8992762
>gameplay mod
>prboom
God can't xou Boom fags just shut up for one fucking second? Also PrBoom+ sucks ass.

This post brought to you by Woof! gang


>>8992729
Have you tried disabling all those shitty filterings and use GLES mode?

>> No.8992782

>>8992762
Is Zandronum more performant than GZDoom?
>>8992771
>those shitty filterings
I use neither AA nor texture filtration nor FHD+ resolutions.
>GLES mode
It didn't seem to do anything when I tried it with other wad combinations.

>> No.8992794

>>8992729
I usually play GZDoom on 0.5 resolution scale and it runs much better on my toaster while having a cool low res look.

>Woof! gang
based

>> No.8992807

>>8992771
I love Woof! to death.
But it uses MBF's absolutely pants-shittingly retarded Friendly Monster AI. So I'm warming-up to GZDoom/UDMF's mechanical capabilities quite a bit lately. I just want a moment where you have to gun-down your helper Cacodemons at the end of a map to access the secret exit and get the true ending, but holy shit they are so fucking retarded god damn. https://youtu.be/mfeMOY9ifjI

>> No.8992823
File: 453 KB, 1020x576, Screenshot_Doom_20220609_120559.png [View same] [iqdb] [saucenao] [google]
8992823

>>8992794
>while having a cool low res look
This! Vanilla Doom wads have never meant to look good in filter smeared 4K res anyways. Low res also serves as auto AA by itself.
>>8992771
>Woof! gang
Is it compatible with gzdoom in any degree?
Anyway I switched to GLES and turned down a bit of effects in Demonsteele settings.

>> No.8992840

>>8992823
No it's not compatible with GZDoom, but it's my favorite choice when using anything below GZDoom capabilities. If you want another sourceport that can run GZDoom stuff you might like LZDoom, it's a version of GZDoom that's supposed to run better on older hardware.

>> No.8992846

>>8992840
LZDoom is fully supplanted by mainline GZD's
GLES mode, there's no reason to bother with it now.

>> No.8992851

>>8992846
Shame, because I hate GZDoom's menu font, and LZDoom didn't have it.

>> No.8992865

>>8992771
ok,not read thoroughly is a bit retarded,but anon could try something like zandronum for certain mods.
>>8992782
probably.though its compatibility is a bit shaky with all the changes GZdoom makes.

>> No.8992871
File: 63 KB, 728x409, king of the mesa.jpg [View same] [iqdb] [saucenao] [google]
8992871

>>8992667
Wasn't Shepard's vest like the only one? And even that was likely so they could explain why he could charge at the HEV charging station.

>> No.8992883
File: 617 KB, 804x862, Image2.png [View same] [iqdb] [saucenao] [google]
8992883

>>8992871
That Freeman boy ain't right.

>> No.8992885

>>8992883
jesus some of these actually look like poorly mapped CS models
ai's getting spooky, I bet this is carmack's fault somehow

>> No.8992886

>>8992885
Ya, Carmack's segmentation fault

>> No.8992889
File: 838 KB, 1360x768, Screenshot_Doom_20220609_125758.png [View same] [iqdb] [saucenao] [google]
8992889

>>8992823
Nah, the fifth map is even worse. It feels less than 24 frames without any present action.

>> No.8992890
File: 535 KB, 786x847, Image3.png [View same] [iqdb] [saucenao] [google]
8992890

>>8992885
>>8992886
I blame Carmack and Warren Spector.

>> No.8992898

>>8992427
Where's "NO WAY, You Double Niggerr"?

>> No.8992903

>>8992823
low res won't fix dithered textures though
even though I agree with low res fixing many problems with old games
I feel like this is a problem that could be easily solved by someone with some knowledge of how AA works or until someone bothers to implement something like TAA into Doom source ports

>> No.8992947

>>8992903
It wasn't an issue before because of CRT magic I guess. Maybe a cheeky filter would do the trick.

>> No.8992952

>>8992871
>Wasn't Shepard's vest like the only one?
No, otherwise it wouldn't have been presented as a normal part of boot camp, and they wouldn't have tossed PCV chargers all over the place.

>> No.8992976

>>8992520
SNS is still conversation, its FNF where messages scroll so fast its pointless to talk too much, so you can just fart away

>> No.8993042

>>8992851
Forcing the unnecessary font change is still one of the most fucking retarded things gzdoom has done.

>> No.8993048
File: 492 KB, 1920x1080, doom66.png [View same] [iqdb] [saucenao] [google]
8993048

>>8988219
>>8992374
Got another new version of Bloody Pulp. Now with better-aligned textures, an entrance portal, and more Archviles.
https://files.catbox.moe/a04rp8.7z

>> No.8993081

>decide to get into DSDA after lots of GZDoom
>fist punches have been less likely to connect
Am I going crazy? What are some other slight gameplay changes by GZDoom that I wouldn’t notice?

>> No.8993086
File: 2.50 MB, 2560x1440, Dhewmed.png [View same] [iqdb] [saucenao] [google]
8993086

>>8993081
There's lots of little stuff you wouldn't notice like how the enemies just move

>> No.8993087

>>8993081
That's one of the major things, if I remember right you cannot even punch Arachnotrons in vanilla/Boom because of punching mechanics differences. I've also read that there's a difference with how autoaim works, in vanilla/Boom it has limited range while in GZDoom it doesn't, although admittedly I don't know if that's still the case. Another difference is that you cannot do the wallrunning bug in GZDoom.

>> No.8993098

>>8993081
DSDA is Doom with bonuses, GZDoom is Graf's idea of Doom.

>> No.8993102

>>8993086
>There's lots of little stuff you wouldn't notice like how the enemies just move
As opposed to say, not moving? I’m not sure what you mean, sorry.
>>8993087
Autoaim for GZD does have a limit but it might be longer than Boom or vanilla, something I’ll compare and contrast. I also want to see how it is for Raze and vanilla build games. Trying Duke through Raze got rid of bulletspread and I was able to twoshot pigs and enforcers with the shotgun from forever away, like I’m sniping with slugs.
Still a bit upset at the punch hit detection, I thought I had just gotten better at it.

>> No.8993104

Can you fags stop your gay sourceport bickering for just one fucking second and riddle me this:

Are the gamedefaults set in MAPINFO only active for pwads? I.e. if I try to e.g. disable crouching or jumping for Doom 2 when played in GZD, it will just ignore it?

>> No.8993109

>>8993102
No the way they move and the direction they go
gzdoom is very inconsistent while DSDA is completely different and mostly sticks to the same movement

>> No.8993112

>>8993104
How is asking for differences "bickering"? The guy simply wants to know the differences.

>> No.8993118

>>8993081
getting stuck on walls, getting bounced off of walls.
mouse precision goes to shit when recording a demo.

>> No.8993123

Since we are talking about source ports, I use buildgdx for build games, but recently I've trying the ones based on Eduke, what are the major differences between them?

>> No.8993125

>>8993123
Eduke32 is mostly for modding
Red Nukem is what you want if you want to play duke with no mods close to the original as possible
idk the rest

>> No.8993128

>>8993112
Because it's the very same bullshit OVER AND OVER AND OVER AND OVER again.
You know what would be a good idea? An infographic, GZD vs. other ports, with all those differences like RNG tables, hitboxes, ghost monster bugs and all that other kind of shit only sourceport autists care about.

Or just give a tl;dr: GZD for gameplay mods and UDMF maps, other ports for everything else, and JUST FUCKING USE GOOGLE!

This also goes for the n-th time somebody asks about how to play fucking Blood.

>> No.8993138

>>8993128
Nothing wrong with someone asking, why use google when you could just ask someone quickly

>> No.8993146

>>8993128
t. bullied because source port choice

>> No.8993154
File: 34 KB, 960x640, QGBA.png [View same] [iqdb] [saucenao] [google]
8993154

Quake GBA port found, made by the guy behind BLEEM and the Doom SNES port.

https://twitter.com/forestillusion/status/1534884292035112961

>> No.8993160

>>8993123
>>8993125
Buildgdx can play all build games, but not all Duke expansions and mods
Eduke can play all Duke expansions and basically all mods, also Ion Fury
Rednukem can play Duke, Redneck Rampage and Duke 64 straight from rom fie

>> No.8993162

>>8993154
Seeing how people managed to port fucking Tomb Raider I wouldn't be surprised if someone manages to faithfully port Quake to GBA at some point.

>> No.8993164

>>8993128
Daddy, chill.

>> No.8993165

>>8993138
>instantaneous vs a few minutes at best
There should be a link to PCGamingWiki in the OP, so these threads don't have to see "what's the best source port for [game]" or "how do I get this game to work on a modern computer" repeatedly.

>> No.8993175

>>8993165
>people ask simple question
>now this needs to be in a faq
>now discussion is dead unless it's talking about mods or where to find x file because links are never updated

>> No.8993182

I like how Quake 3 has this thing about warrios from different world being selected or something
Reminds me of that one Batman and Dredd crossover where they're kidnapped to a death game and there's a bunch of made up characters that are just sci-fi and fantasy cliches
>>8993154
Reminds me of that one Asterix game and those racing games

>> No.8993184

If a v9 version of the Doom infographic were to be made, what additions would you add?

>> No.8993189
File: 627 KB, 793x847, dude let me in I'm a fairy.png [View same] [iqdb] [saucenao] [google]
8993189

>> No.8993229

>>8993175
How about you talk about something new for a change?

>> No.8993230

>>8993229
Like what? deus ex?

>> No.8993234

>>8993165
are you implying people would click the link before asking a question in the thread?

>> No.8993252

>>8993165
>>instantaneous vs a few minutes at best
It’s also “search engine” vs “encouraging discussion”. That and the first few results deal with real technical differences, not much that highlights how easier of a time I’d have berserk punching enemies in GZD.

>> No.8993256 [DELETED] 

>>8993234
Maybe making people read rules or other stuff beforehand should be enforced better.
I am constantly reporting fags on /hr/ making request threads.

>> No.8993283

>>8993229
>let's talk about something knew
>regarding games that came out 30 years ago

>> No.8993292

>>8993283
There's honestly an absolutely stupid amount of new content for this decades old game

>> No.8993298

>>8993292
So talk about that instead of complaining about what other people are talking about.

>> No.8993304

What's a good Doom wad for someone who doesn't like Doom?

>> No.8993308

>>8993304
What do you not like in Doom and what other games you like?

>> No.8993313
File: 342 KB, 1020x576, Screenshot_Doom_20220609_170137.png [View same] [iqdb] [saucenao] [google]
8993313

I love lootboxes in my milsim autism!
>>8993304
Golden Souls? That Sonic fangame idtech?

>> No.8993314

>>8993304
Memoirs of Magic
Don't play it, it's shit

>> No.8993323

>>8993308
>What do you not like in Doom
That it's not fun
>what other games you like?
Catch, poker, chess, bowls, frisbee, football(american, aussie and poverty versions), battleship, clue.

>> No.8993325

Yeah, fuck you all and thanks for nothing

>> No.8993330

>>8993325
Are you retarded?

>> No.8993332

>>8993160
>Buildgdx can play all build games, but not all Duke expansions
It can play all the official expansions. Including World Tour.

>> No.8993334

>>8993313
Are those really Doom wads? One has an installer and both have jumping.

>>8993314
Isn't that just like Doom trying to be Hexen which was already trying to be Doom?

>>8993325
What's wrong bro?

>> No.8993342

>>8993330
Fuvk you assjole

>> No.8993353

>>8993334
>Are those really Doom wads? One has an installer and both have jumping.
Golden Source is "total conversion" tier mod. Sonic's game is closer to a standalone game, yes. The thing is your request for a "Doom Wad" which is not TC or a doom-based game. Well, there are things like GMOTA, Demonsteele, HDoom or Hideous Destructor. Yet they still change the core concepts drastically and are leaning to aforementioned "exceptions".

>> No.8993356

>>8993334
They're all built off Doom sourceports

>> No.8993361

>>8993334
>One has an installer
A lot pre-bundle a sourceport for dummies, usually gzdoom though I think the Sonic one is Doomsday or some shit.

>> No.8993372

>>8993334
If you want something really wild play SRB2 Kart

>> No.8993380
File: 175 KB, 365x300, 1653348568557.png [View same] [iqdb] [saucenao] [google]
8993380

>>8993154
>thumbnail
>oh that looks interesting i wonder what-
>*clicks*

>> No.8993383

>>8993154
Wouldn't it be easier to make a rail shooter with prerendered background?

>> No.8993390

>>8993383
Quake 4?

>> No.8993404

>>8993154

Pretty neat
https://www.youtube.com/watch?v=Vy5XGrP6u_c

>> No.8993416

>>8993353
>anime porn
No.

>>8993356
Not exactly, they're built off Doom iwads. Just being based off a source port could easily allow them to use the Heretic or Strife iwads and then they wouldn't be Doom wads.

>>8993361
But having an installer takes away from the authenticitcalaty

>>8993372
Doom didn't have vehicles, does it count?

>> No.8993423

>>8993416
>But having an installer takes away from the authenticitcalaty
A lot of people need to be spoonfed, even in these fucking threads.

There are people who refuse to use stuff like ZDL because it's too complicated for them.

>> No.8993426

>>8993390
>hallways and hold ups while NPCs brief you or interact
>changes the difficulties to names of military rank
>higher difficulties give them more health
Clear symptoms of the mid-2000 shooter dip

>> No.8993489

>>8993416
>anime porn
>No.
Yes, it's one of examples included in order to palpate the spectre of your request.
>Catch, poker, chess, bowls, frisbee, football(american, aussie and poverty versions), battleship, clue.
Sonic racer game must be up to your valley. I don't remember any tabletop or sports games for Doom but there must be some.

>> No.8993502

>>8993164
WHAT THE FUCK IS THAT?

>> No.8993512

>>8993332
Not Duke Zone 2 or Duke Extreme.

>> No.8993531

>>8993489
A sports Doom mod could be awesome. Imagine playing Cacoball with the boys

>> No.8993545

>>8993531
I'm imagining football with a Pain Elemental as the ref, he spits out a Lost Soul on the field, and the Lost Soul dies after it goes into a goal, then the ref spits out a new one for the next round.

>> No.8993549

>>8993545
It has a lot of potential, but with how fucking fast the player character is in Doom it'll be hard to balance

>> No.8993586

>>8993489
I did not request degeneracy, nor is racing a sport(an kart is not a athlete). And racing games suck.

>> No.8993595

>>8993489
>>8993586
Also, I didn't ask for sports games.

>> No.8993602

>>8993383
Quake 1 didn't have a railgun, silly.

>> No.8993609

>>8993586
>And racing games suck.
No anon, YOU suck!

>> No.8993654

>>8993602
would have been better with one instead of that lightning gun

>> No.8993693

>>8993323
If this is not bait and you're only interested in board/traditional games, you probably won't like anything Doom related. It's like hating American culture and preferring European culture, but asking what's the best American state to go to.

>> No.8993819

>>8993693
Basically this. There’s no better “Doom levels for someone who doesn't like Doom” than the levels from a different game altogether.

>> No.8993828

>>8993154
if anyone here knows how to rip all assets from gba roms please share the contents here

>> No.8993835

>>8993087
You should be able to punch arachnotrons, but you have to hit them perpendicular to the grid.

>> No.8993845

>>8993426
>hallways and hold ups while NPCs brief you or interact
This doesn't bother me. It would be funny to have a game that, of you ignore the briefing and sprint out of the room, your objectives never get updated and you're never told where to go. People you were supposed to meet aren't there. etc. I wouldn't have it fuck up your run, but maybe just make everything more obtuse and stupid.

>> No.8993864

>>8993383
What the fuck are you talking about? What relevance is that?

>> No.8993869

>>8993864
i'm gonna guess he's saying they should have made a rail shooter that used pre-rendered backgrounds instead of making a full 3D shooter that could never work well on a GBA. not sure i agree with that but you must be kind of dumb not to understand his point.

>> No.8993873

>>8993864
What he means is, compared to how many of GBA "ports" were done, making a Quake rail shooter as a GBA Quake game, as retarded as it sounds, wouldn't be that out of place.

>> No.8993883
File: 118 KB, 800x600, _rdskit2.png [View same] [iqdb] [saucenao] [google]
8993883

>>8993323
Try Romero Death Skittles

https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/rd-skit

>> No.8993884

>>8993845
Honestly less dumb than invisible walls preventing progress until the interactions are done. It’s something that gets severely overlooked in Half Life: Once that intro is done, the place gets fucked, and you pick up your first weapon, there’s seldom a moment where you have to dick around until someone finishes a sentence.

>> No.8993895 [DELETED] 

But I still want Sin side game where you simp for Elexis as your boss. As mutant or better yet play as her.

Its good to be bad.

>> No.8993905
File: 34 KB, 616x224, elea54c74188f6ff83efaacc243615a837af.jpg [View same] [iqdb] [saucenao] [google]
8993905

But I still want Sin side game where you simp for Elexis as your boss. As mutant, or better yet play as her.

Its good to be bad.

>> No.8993923

>>8993905
Alright, go do it. Unless you’re more of a lazy “idea anon”.

>> No.8993951

>>8993884
Yeah, invisible walls are bullshit, but waiting for someone else to unlock a door, or in an elevator or whatever never felt unnatural. I just don't like when they drag on.

>> No.8993981
File: 2.78 MB, 640x480, fromthefiles.webm [View same] [iqdb] [saucenao] [google]
8993981

>from the Files of Mars Squad!

>> No.8994000

>>8993981
>images you can hear

>> No.8994047

>>8993489
>sports games
There's that mini-golf one

>> No.8994062

>>8993951
>I just don't like when they drag on.
That’s another big reason I couldn’t get into Quake 4 despite all the “better than D3” praise. It’s also a popular trope that many shooters were adopting around the same time.

>> No.8994076

>>8993693
I never wanted to play wads like those though. Anon asked what games I liked so I told him. If I wanted to play tennis I wouldn't play "DoomTennis.wad" I'd just play tennis.

>> No.8994083

>>8994062
Yeah Doom 3 is better by the virtue of not being infested with all these 7th gen military shooter tropes

>> No.8994091

>>8994076
If you didn't like episode 1 of Doom then the game might just not be for you.

>> No.8994096
File: 97 KB, 1200x675, crkym4h65ykeh0y1akfb.jpg [View same] [iqdb] [saucenao] [google]
8994096

Why did ET:QW die? GameSpy? GFWL?

>> No.8994097

>>8993981
He should pass on a shower with sprites from duke stripers.

>> No.8994098

>>8994096
shit version of command and conquer renegade

>> No.8994140

>>8994098
Why did command and conquer renegade die?

>> No.8994151

>>8994140
it was active for nearly 15 years so im guessing... age.

>> No.8994167

>>8994076
What about golf?

>> No.8994207

>>8993981
Is that a zamboni

>> No.8994230
File: 286 KB, 1280x720, breakdown.jpg [View same] [iqdb] [saucenao] [google]
8994230

>that part of the song
>turn off n64 immediately
fuck this game

>> No.8994235

>>8994207
fukcin zoomer

>> No.8994248
File: 18 KB, 483x319, cigaretteIknow.jpg [View same] [iqdb] [saucenao] [google]
8994248

>>8994207
Not quite

>> No.8994259

>>8994248
Oh Naked Gun of course

>> No.8994303

>>8992372
Is UV being the default difficulty a meme? Do most maps get balanced around it? Does no one play Nightmare unironically?

>> No.8994316

>>8994303
The way how Doom difficulty works, it makes most sense to design UV first and then remove monsters for lower difficulties. NM is a meme difficulty for perverts. But I actually found that my maps are pretty fun on HMP. I usually try to starve player for pickups, and removing 25% monsters or so makes it very fun to play single-segment.

>> No.8994320

>>8994230
The babies?

>> No.8994328

>>8994316
Also, should I just proceed to Doom 2 after finishing Ep. 4? I played Doom 1 before but never the sequel, heard some questionable things about it

>> No.8994331

>>8994328
Doom 2 is decent, but some individual maps are questionable.

>> No.8994339

>>8994331
Is Plutonia any good? How does it compare in difficulty to Thy Flesh Consumed?

>> No.8994345

>>8994320
https://youtu.be/1IE1NmyrbWA
around 2:30

>> No.8994356

>>8994303
Actually there's a few nightmare-only mapsets about like these for instance:
https://www.doomworld.com/forum/topic/127913-not-even-remotely-fair-nightmare-difficulty-only/

https://www.doomworld.com/forum/topic/115453-dbp25-dead-but-dreaming/

>> No.8994364

>>8994303
>>8994356
Another one:
https://www.doomworld.com/idgames/levels/doom2/v-z/voivorbs

>> No.8994365

>>8994339
It's the hardest original wad but also probably the best one, I'd compare it to E4M2 and E4M6 in difficulty.

>> No.8994369

>>8994207
No, this is Lieutenant Frank Drebin, Police Squad!

>> No.8994370
File: 809 KB, 850x609, b71.png [View same] [iqdb] [saucenao] [google]
8994370

>>8993981

>> No.8994375
File: 245 KB, 500x478, Final Doom Fire.gif [View same] [iqdb] [saucenao] [google]
8994375

>>8994339
It's very good. It has a fairly restrained monster count, but uses them very smartly and forces you to think on your feet a lot, using them in ways iD didn't think about.

One of the clever things it does early on is in Map 05. The player's vertical auto-aim has a range of 1024 units, but hitscanners have like four times that range for theirs, so you come out in the open, and there's this row of Chaingunners in the distance and they open up on you. You try to shoot with the Shotgun or Chaingun, and your bullets will hit the wall well above them, it's useless, however you are also given the Rocket Launcher and lots of rockets here, so what you do is to shoot rockets at them, and the vertically infinite splash damage from the explosions above reaches down and annihilates them.
What it can often do is to surprise you with an ambush, and if you stay in place and fight you get cornered and fucked, instead what you do is fall back to a safer position, or rush forward through and try to get a foothold, the added distance between you giving you more room for taking them on, or making them infight with other monsters you bump into.

It's harder than Doom and Doom 2, but mostly a little fairer than Thy Flesh Consumed. It's also balanced for difficulty levels. If you're not the hottest at Doom, give it a go on HMP at first, the gameplay is largely the same but it tones down a lot of the harsh ambushes so they aren't as sack-twisting, then give the game another go on UV, because you'll learn some things and adapt from the first run, and learn more on the second.
Many of Plutonia's levels are actually somewhat brief, so it actually isn't very long, and it very much focuses on the arcade-like action and 'combat puzzles', compare to the other half of Final Doom, TNT Evilution, which aims to be harder than Doom 2 also, but puts a lot more emphasis on exploration and adventure, being a longer journey.

>> No.8994386

>>8994364
Cheers mate, I forgot the name of that particular wad, but I remembered Vile playing that on stream a while back. Turned out the creator nuked all his posts on doomworld, thank god it was added to the idgames archive.

>> No.8994412
File: 46 KB, 360x780, elea547c74188f6ff83efaacc243615a837af.jpg [View same] [iqdb] [saucenao] [google]
8994412

>>8993923
Well I kinda already have her model, kinda, in third person in quake 2, so I maybe if I start trenchbrooming.

Would be nice for Sin remaster to come out to get some assets.

>> No.8994427

Thoughts on these settings for GZDoom?

https://www.doomworld.com/forum/topic/127362-gzdoom-471-vanilla-doom-settings/

>> No.8994429

>>8994412
Why would the assets be any more or less available than what’s there now, or are you banking on the idea of them making Quake 2 modding needing less reliant on C programming?

>> No.8994438
File: 436 KB, 680x509, tonights episode - hard fast faggot maps.png [View same] [iqdb] [saucenao] [google]
8994438

>>8993981

>> No.8994464

Damn, Eternal Doom is pretty fun.
I wish more WADs had huge exploration based maps like this.
Shame the unique textures can't be used.

>> No.8994476

How's 512 lines release doing?

>> No.8994503

>>8993981
Needs better sprites.

>> No.8994542

>>8994303
>Is UV being the default difficulty a meme? Do most maps get balanced around it?
It varies all the time. The readme is your safest bet to gauge what the intentions of the level designer are.
For NM, yeah people rarely mess with it.

>> No.8994552

>>8994167
Golf is the shit.
https://www.youtube.com/watch?v=7qEHK4iBiXc

>> No.8994564
File: 1005 KB, 220x260, 1512766800837.gif [View same] [iqdb] [saucenao] [google]
8994564

>>8994476
>inb4 I get yelled at again because somebody else asked this

>> No.8994568

>>8994564
That depends. Are you Floridian?

>> No.8994608

Is there any way to limit FPS on VoidSW? The port runs uncapped and it's causing a lot of coil whine on my GPU.

>> No.8994612
File: 523 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
8994612

>> No.8994616

has there ever been a superhero mod in doom, with an original character?
or like a faux build engine game where the media it focuses on is comic book heroes and it comes up with unique items and enemies to suit a comic book hero setting

>> No.8994704

>>8994608
if you have a nvidia gpu just open the control panel just add voidsw and limit the fps otherwise I have no idea

>> No.8994710

>>8994704
Never mind, I just found out that you can enable vsync from the console commands. I guess its not implemented into the UI yet.

>> No.8994729

>>8992374
SLOOTER is now in early access
>https://buxomdev.itch.io/slooter

>> No.8994730
File: 655 KB, 569x629, complaints.png [View same] [iqdb] [saucenao] [google]
8994730

>>8993314
a big problem with that mod is the fact that every enemy is immune to pain

>> No.8994737

>>8994730
The dungeon designs suck too, and follow a very predictable pattern

>> No.8994746

>>8994737
while also having annoying instakill bullshit that allows for little to no margin of error

>> No.8994752
File: 310 KB, 1280x960, sample.png [View same] [iqdb] [saucenao] [google]
8994752

>>8994746
Yeah, barely managed to trudge through by relying on the time stop spell and the bottomless purse you get from the bees for potions ... at least the music's pretty nice.

>> No.8994762

>>8994730
It's also extremely grindy and the dungeons are filled with instant death traps

>> No.8994784

Play Plutiona UV Solo net.

>> No.8994832

>>8994091
Not necessarily.

>>8994167
Love golf.

>> No.8994837 [SPOILER] 
File: 2.95 MB, 1280x720, 2022-04-25_13-19-47.mkv.webm [View same] [iqdb] [saucenao] [google]
8994837

>>8994784
Sure.

>> No.8994838

>>8994832
Hellshots Golf, then.

>> No.8994857

Map37 of 400 minutes of /vr/
https://www.youtube.com/watch?v=_fw7ytJhaHg

>> No.8994861

>>8994837
>Lotus + TB loadout
Impressive, very nice. Tight spawn spots are sure tight but how do you deal with en masse teleportations or tight trap rooms? inb4: sequence break 360 and go away

>> No.8994882

>>8994861
I also have an SMG, two sawn-off Slayers, and a Bronto. If I find a blursphere, I'll usually keep it on when venturing into unknown territory. If I don't have a blursphere, then I do have a DERP. I also keep a couple IEDs and a frag grenade handy. I'm prepared for a fight.

>> No.8995007

>>8994612
>kegan super beta
Heh.
>hd fun

>> No.8995015

I'm looking through the "third wave" shooters in the OP Goole doc. Which ones are worth playing? And don't say all of them. For the lazy:

https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac

>> No.8995032

>>8995015
A lot of those are good.
Start with the build trio (Duke3D, Shadow Warrior, Blood) or Doom 64. Descent, Marathon Trilogy, Dark Forces, System Shock, some of the best that are in there. That'd be enough to start with.

>> No.8995168
File: 296 KB, 1000x640, 1644714172708.png [View same] [iqdb] [saucenao] [google]
8995168

I'm going to take a dump while playing Doom, gonna call it a "Doomp."

>> No.8995208

>>8995168
in honor of this pooping pinky, what are some fucking SHIT wads?

>> No.8995225

>>8995208
DTS-T, Prodoomer and Touhou Doom are the unholy trinity of ZDoom shitwads that have collectively set back ZDoom's mapping scene by 10 years. Start with one of those.

>> No.8995236

>>8995225
>Prodoomer
It grows on you if you stick with it. It's obnoxious at certain parts, but I actually like it unironically in spite of the Sonic autism.

>> No.8995248

>>8994882
man how do you carry all those guns without always being in the red, putting guns in my backpack stresses me out

>> No.8995274
File: 2.86 MB, 1920x1080, Escort Mission.webm [View same] [iqdb] [saucenao] [google]
8995274

just got started mapping, has this stupid idea and wanted to know if it has been done before. This is only the first part, had to split because of webm size limit

>> No.8995279

>>8995248
By not giving a shit about being in the red. It doesn't really matter. ~850, 1000, and 1200 are the three breakpoints that matter. Sprint speed penalties begin at ~850, the bonus strength from a stim can extend that to ~1000, and past 1200 you start to suffer aim sway and jog speed penalties that seriously cripple you.

>> No.8995282
File: 2.86 MB, 1920x1080, Escort Mission 2.webm [View same] [iqdb] [saucenao] [google]
8995282

>>8995274
My original idea was to bait a cyberdemon in the elevator to kill some archviles but it was even worse than this

>> No.8995354
File: 261 KB, 1920x1080, promo.jpg [View same] [iqdb] [saucenao] [google]
8995354

Managed to script guards that turn hostile when a conversation turns south. Pretty stoked about that. Not just a big milestone for DOOM modding but game modding in general for me.

https://files.catbox.moe/exdq5c.mp4

Is there a way to actually debug your dialogue scripts? they aren't compiled at all so I have no idea if they are going to work until I playtest them. Also is there a way to remove the "See you later" option from the dialog tree?

>> No.8995437
File: 191 KB, 1920x1080, Gzdoom-4-7-1 Screenshot 2022.06.09 - 19.33.38.45.png [View same] [iqdb] [saucenao] [google]
8995437

I went through all of doom 1 again with the latest LTG switching the girls for each episode uv pistol starting each no saves and goddamn was that pretty fun
It had been forever since I played doom 1 that some of the levels really stuck out to me ranging from, ohhh I kind of remember this level to what the fuck was that shit did they really have this back then? (see next post)

>> No.8995439
File: 241 KB, 1920x1080, Gzdoom-4-7-1 Screenshot 2022.06.09 - 19.31.10.58.png [View same] [iqdb] [saucenao] [google]
8995439

>>8995437
I mean seriously, what the FUCK were they thinking here?

>> No.8995456
File: 808 KB, 1920x1080, Gzdoom-4-7-1 Screenshot 2022.06.09 - 18.58.29.71.png [View same] [iqdb] [saucenao] [google]
8995456

>>8995439
and Unholy Cathedral and Mt. Erebus were just as what the fuck too.
Also should mention I was aiming for 100% monsters and secrets and yes had to iddt more than a few times

I pretty much know the doom 2 maps like the back of my hand but going back to these doom 1 maps after so so long was just, eye opening to say the least. Glad I had a great mod to do it with

>> No.8995459
File: 1 KB, 288x280, 1364687115879.png [View same] [iqdb] [saucenao] [google]
8995459

>>8995354
I don't know what prompted you to make a Brutal Doom version of that old as fuck Goldeneye mod, but the idea is so weird and unexpected that it circles back to being interesting
I'm rooting for you dude, good luck with your project

>> No.8995473

Hey, I kind of got sidetracked compiling the 512 Linedefs of /vr/ beta, but I'm back on it. We have a rough map order sorted out. You can view that here.
https://pastebin.com/gi55vaHJ
There's still some things we need to do on the road to an RC
>TITLEPIC and INTERPIC
>A stopper map to prevent the player from going further after clearing every map
>Title music, intermission music, text crawl music
>ENDOOM
>Text crawls
So that's the status of the project. If you have any other questions, shoot.

>> No.8995509
File: 22 KB, 419x155, what the fuck are you.png [View same] [iqdb] [saucenao] [google]
8995509

What the fuck is this spoiled tomato called?

>> No.8995527

What's the best way to play Daikatana? I have it on Steam. Is there a sourceport or something?

>> No.8995542
File: 36 KB, 258x224, 1652591866434.png [View same] [iqdb] [saucenao] [google]
8995542

>>8995473
Thanks for the update, shishou.

>> No.8995551
File: 256 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
8995551

>>8992374
Writing up this new anchor post for 94 Protons, I've added a MegaUpload, as well as a 'tally' for submitted levels and the few which are slots to claim. If there's a new thread and I'm not here to update/copy and paste the anchor post, copy this one for now, omit the following dividing line and what's above it.
- - - - - - - - - - - - - - - - -
94 Protons Of /vr/ - The Anchor Post
See pic in news post for rules.

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.2 (main assets)
>PROTDECO8 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD
>A collection of MIDIs for mappers to use (please stake a claim on a MIDI you've settled on so that we don't get doubles)
If the assets update, I'll reply to this post stating so.

Slots:
>E1 Boss Level, x2 Paratamizers as a finale: Unclaimed
>E2 Boss Level, potentially a revamped Icon Of Sin fight with new graphics and him being able to attack, but other suggestions are open: Unclaimed
>Hunted clone: Unclaimed
>Hunted clone 2, if it's different enough from the first one: Unclaimed
>Optional Dead Simple clone: Unclaimed
>Large city battle level akin to Odyssey Of Noises: Claimed before the project, if memory serves.

Minimum Goal: 15 Maps Total
Current Submissions: 2 Maps

To Do:
>Fix Font/Text Lumps
>touch up Status Bar
>M_DOOM
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Shotgun
>Super Shotgun
>Plasma
>BFG9000

Reply to this post with submissions or questions.

>> No.8995586
File: 79 KB, 640x542, fbd3567a3bd1.jpg [View same] [iqdb] [saucenao] [google]
8995586

>>8995473
>A stopper map to prevent the player from going further after clearing every map
What? Do we need one more map of some sort or this is some doom-oriented slang?
>If you have any other questions, shoot.
I looked at the map list and we have like 28 maps. We're not gonna do 28/29/30/ 32th secret level? It's like only 4 more, it won't take too much time and will be very nice to have a full megawad.

>> No.8995602

>>8995586
>What? Do we need one more map of some sort or this is some doom-oriented slang?
What I mean is a map that doesn't have an exit, it just exists so the player doesn't keep going into stock Doom 2 levels. HFFM and 100 Minutes of /vr/ both have one.
>Maps
We already extended the submission deadline once and I'm not really keen on the idea of extending it again, especially now that 94 Protons of /vr/ has formally started. I don't want to step on Chop's toes. If you or anyone else wants to throw some maps together to fill the slots anyway, then I'll allow it.

>> No.8995603

>>8995586
I don't think the project lead wants to take maps now that 94 Protons has officially started, since it could stretch contributors too thin.
That said, somebody posted about working on a Wolf3D map for MAP32, but I haven't seen anything about it since. Also, even thought I contributed two maps already (plus the secret one), I'd be willing to make another map to help get the WAD to the full 32.
It's just up to the project lead, and since 400mins was OVER 32 maps, he's probably more than content with 512 Lines results. (Obviously feel free to correct me if I'm wrong, shishou.)

>> No.8995604

>>8995603
I'm very pleased with the results. I expected this to clock in at 10 maps like 100 Minutes of /vr/, but here we are.

>> No.8995608
File: 394 KB, 677x406, 1638672479277.png [View same] [iqdb] [saucenao] [google]
8995608

>> No.8995618

>>8995551
>potentially a revamped Icon Of Sin
so how moddable is icon of sin? I may tentatively claim the slot if you guide me through the options.
what I was thinking is a kind of a lab environment, with each lab having a local monster spawner that you have to shut down. and then maybe a big one at the end, but I don't want them to wake up all at once, I'd prefer regular progression for most of the level.
I've already started on a map, except there are captive viles instead of spawners. I could go either way on the idea (or combine both).

>> No.8995619

>>8995602
>I don't want to step on Chop's toes. If you or anyone else wants to throw some maps together to fill the slots anyway, then I'll allow it.
Well, personally I'm not against making some few extra maps, especially when not all of them must be very complicated or hard. And 94 protons is a bit too non-vanilla for me, so I'm out of it.
If you will allow me or other mappers to finish this fight, I'm gonna hop on this train with pleasure.

>> No.8995621

>>8995619
>If you will allow me or other mappers to finish this fight, I'm gonna hop on this train with pleasure.
Have at it.

>> No.8995660

>>8992427
shut up grandma

>> No.8995662

>>8992890
bobby trap

>> No.8995667
File: 427 KB, 1237x726, 1651012146291.png [View same] [iqdb] [saucenao] [google]
8995667

I'm going to make an [s4s] map for 512 Linedefs of /vr/'s MAP32 and nobody can stop me

>> No.8995674

>>8992372
I'm playing Ashes 2063 for the first time. Only problem I have with it is that it's easy to get lost

>> No.8995690

T.bh I’d be more interested in another “limited” mapping project, something I could knock out in a couple evenings with my hand down my pants.

>> No.8995693

>wanted to start my own doom mapping project
>suddenly we have an entire spree of them
I'll save mine for later then.

>> No.8995695

>>8995473
>TITLEPIC
Ah fuck, we kinda dropped the ball on that one didn't we.
Where's blenderbro, I'll paint over again.

>> No.8995696

>>8995693
I don't think you'll have to wait that long. 94 Protons of /vr/ is only lasting a month. When that's all done, you should be clear. What do you have in mind?

>> No.8995701

>>8995695
He's busy with more high profile projects.

>> No.8995706

>>8995701
Makes sense. 400 mins was a banger for a title pic, can't expect that every time.

>> No.8995709

>>8995696
I wanted to make a thematic project based around demons indaving the elemental planes. There's been at least two elements.wad in the 90s, and I really like the concept. I think it could allow for some great visuals. No episodes or anything - just have levels centered around a single (or multiple) elements. So you'll have a level with walkways and platforms in the air, an immolated hellscape, tunnels and caverns, etc. I'll just have to find/make some textures for it.

>> No.8995716
File: 976 KB, 640x476, crack.gif [View same] [iqdb] [saucenao] [google]
8995716

>>8995667

>> No.8995743
File: 112 KB, 680x680, today_i_will_remind_them_nice.jpg [View same] [iqdb] [saucenao] [google]
8995743

>>8995667
This is a nice idea

>> No.8995763

>>8995527
Install the 1.3 patch.

>> No.8995773

>>8995667
sounds like it'll be nice__

>> No.8995878

Sup fags, how do I make a sewer map fun?

>> No.8995884

>>8995878
Do as you would do with any map to make it fun my brother in faggotry, add cool fights and preferably a nonlinear layout, some height variation.

>> No.8995951

>>8995473
Right, so adding to the other people - do we even need a "stopper" map with UMAPINFO?
I don't have any time currently for making new maps and frankly no ideas (also I have submitted two already).

For a titlepic, maybe someone feels creative enough to draw something consisting of exactly 512 lines?

Is there a reason we can't use the ENDOOM screen of 400 minutes? Or, what I also though about, is there a reason we can't use the very same picture in all /vr/ projects, as some kind of corporate design/trademark thing?

>> No.8995961

>>8995951
There's no reason to use UMAPINFO and make it compatible with less sourceports when a stopper map could be used.

>> No.8996024
File: 16 KB, 360x386, the boys, let them out.jpg [View same] [iqdb] [saucenao] [google]
8996024

>>8995961
I was under the impression that this project would use UMAPINFO because 400mins did. Actually, one of my maps (forkheads.tk) relies on it for the exit door trigger.

>> No.8996052

>>8995961
>and make it compatible with less sourceports
Like what? All those ports that can't run Boom maps in the first place?

>> No.8996057

>>8995509
Fergus

>> No.8996069

>>8995961
Are you kidding me? There's no reason to not use UMAPINFO especially when all the ports that matter support it.

>> No.8996081

>>8995456
What mod is that?

>> No.8996085

>>8996081
La Tailor Girl

>> No.8996090
File: 3.45 MB, 1146x1245, mama mia.png [View same] [iqdb] [saucenao] [google]
8996090

Mama mia, it's delicious. Pain Elemental didn't really generate anything good

>> No.8996091

>>8995878
Quit thinking of it as a sewer, I did one sanitation plant map recently for a project and I completely forgone standard "walkways at sides water in the middle" sewer corridors or shit like that. Just make a map you think people will like to play and visually make it sewerlike

>> No.8996093

>>8996024
>Pic
What is that wad? Gun looks like from auger zenith

>> No.8996094

>>8996090
I'm a bit out of the loop. What is this website?

>> No.8996095

>>8994612
>liked gay faggot wake

>> No.8996096

>>8996093
No clue to be honest. I got it from a random Doomworld thread about funny bugs/glitches in people's projects.

>> No.8996097
File: 119 KB, 256x256, cthulhu texture.png [View same] [iqdb] [saucenao] [google]
8996097

>>8996094
DALL-E Mini. It blends images together from image prompts you get. Pic related was something I got when I typed in cthulhu texture.

>> No.8996098

>>8996094
https://huggingface.co/spaces/dalle-mini/dalle-mini
It's still busy a lot, so getting your request processed can take some tries.

>> No.8996101

>>8996097
Thank you, anon.

>> No.8996121
File: 468 KB, 900x1200, 1654170823271.jpg [View same] [iqdb] [saucenao] [google]
8996121

Being dumb is hard. Is there a list or tags for searching levels playable with HDest? Sometimes I find a comfortable wad but around the middle it always ends up with trap closets with dozens of enemies or leans to outright meatgrinders even if I played it vanilla way. inb4: play on easy you hypocritic masochist

>> No.8996132

>>8995621
>>8992374
Extra map for 512 linedefs of /vr/.
https://disk.yandex.ru/d/rOEqbDRSXVUhBw
BFG Multiplication by GuyWithTeaCup
Midi - Ancient Ruins from the Breath Of Fire (SNES)
This map have BFG in it as a prize weapon in the end of the level. So it probably better be placed somewhere between MAP06 and MAP10

>> No.8996148

>>8996097
That's actually pretty neat, kinda makes me wonder what'd have been done if vanilla had those sort of textures since Lovecraft is Sandy's thing to the point he's kinda responsible for that stuff coming out of obscurity.

>> No.8996161

>>8995674
Be sure to mark your map with ‘m’ if you need.
>>8996121
I tried to get back into HD with some UV slayer starts. That coupled with getting used to the new changes from the past few years meant I was way out of my league.

>> No.8996232

https://www.dropbox.com/h?preview=PinkyIsland.wad

Made me first wad
udmf format

Let me know if you had fun..

>> No.8996278

>>8995709
/vr/ Elementalism?

>> No.8996280

>>8996232
>please sign in or register...
Come on anon, at least post the direct download link

>> No.8996286

>>8996280
Weird, usually you dont have to login to download from dropbox. Anon must have flipped some weird settings

>> No.8996290

>>8996121
There's a page of recommendations on the git wiki for the mod. It's a bit dated because nobody has a Codeberg account, but a lot of the essential wads are there. I'd particularly recommend Kuchitsu, it's good for easing you into the fundamentals that'll let you survive more hostile maps. Chainworm Kommando is a good next step from there. If you want a full megawad, try D2TWID or Marswar. Hatomo Battles the Yomi Demons and Bing Bong Blippo are great practice for fighting Hell Knights, one of the big hurdles for a lot of players. Zone 400 is a higher-end challenge, but it teaches you one of the most important skills: using retreats effectively to turn a big battle that you won't win into smaller battles that you will win. Average traps and even lower-end slaughter can be overcome that way, which greatly expands your available pool of "playable" maps. The mod has tools to deal with just about any situation a mapper can design, it's mainly a matter of knowing how and when to use them.

>> No.8996304

>>8996286
I'm pretty sure that only links to the file if you're logged in on his account.

>> No.8996315

>>8996280
>>8996232
>>8996304
https://mega.nz/file/WJQEjQ4Y#Yot8-og6Nai8fk78YGJV6T5KNZFBY7vtlWs2CaLemKI

Try that one? Might have messed up the drop box link.

>> No.8996320

>>8995618
>Claiming slot
>wants hand held through process
Yeah you dont need to make that.

>> No.8996380

>>8996320
I said options, not process.
what he said seemed to suggest he was already planning on giving the spawner an attackable body. and I'm not gonna assume "suggestions open" = "dehack whatever at own discretion".
I don't know what mbf21 entails, is all. I can just do a vanilla map with viles and put a vanilla spawner at the end.

>> No.8996387

>>8995602
Or you could just set the last exit to end game rather than end normal.

>> No.8996419
File: 254 KB, 1024x768, Screenshot_Doom_20220610_161132.png [View same] [iqdb] [saucenao] [google]
8996419

>>8996315
Ooooffff.....
It's a nice scripting exercise, I guess, with all those inventory actions and messages and teleporting and thing actions and whatnot.

As a map, it's really not fun. Slaying Pinkies with just the shotgun is tedious until you get the SSG, then it's still tedious and stays tedious until the end.

>> No.8996469
File: 337 KB, 1020x576, Screenshot_Doom_20220610_171744.png [View same] [iqdb] [saucenao] [google]
8996469

>>8996161
It's hard to get back into shape but additions from last years made HDest more accessible to me. Maybe except for harsher weight restriction.
>>8996290
Wow, thanks for the tour.
PS That's what I mean buy the sudden shifts. There were no such parades before. It's the first room you get right after leaving a small starting room. It's the fourth map of Equinox btw.

>> No.8996484

>>8995951
>do we even need a "stopper" map with UMAPINFO?
No, but they add nice flavor. Soul, if you will. If we don't get one or we fill out all the map slots anyway then I'll just do >>8996387 said.
>>8995961
We're already using it supply boss actions.

>> No.8996490
File: 1.65 MB, 1920x1080, Screenshot_Doom_20220610_103618.png [View same] [iqdb] [saucenao] [google]
8996490

>>8996469
Yeah, Equinox scales up quickly and roughly. Even in co-op, we only got up to Map09 before deciding that it was more effort than it was worth.

>> No.8996520

>>8996097
That's a good one.

>> No.8996530

>>8996484
Stopper maps are nice. If it doesn't reach the full 32 I'm for a stopper. Also it's fun to put the credits in there. On gravestones or museum walls or whatever... 100 mins has them on a tv I think?
Unnecessary but fun.

>> No.8996538

>>8996530
>On gravestones or museum walls or whatever
>gravestones
I remember something like that from Ad Mortem

>> No.8996541

>>8996530
I've seen a few that have a movie theater with the credits on a screen like that.

>> No.8996546

>>8996530
Maybe a virtual wireframe style map with textures based on UDB linedefs and verticles just like the hud.

>> No.8996570

>>8996419
Fair. Really was more of a experiment for me to try to figure out ACS while making something fun.

Thank you for playing though!

>> No.8996572
File: 196 KB, 876x1112, douk.jpg [View same] [iqdb] [saucenao] [google]
8996572

IF YOU DON'T PLAY DUKE NUKEM 3D you die

>> No.8996592

>>8996572
OH YEAH!?

https://youtu.be/DKAFWfXy5vU

>> No.8996660
File: 2.88 MB, 1280x960, Replay_2022-06-10_11-35-52.mkv.webm [View same] [iqdb] [saucenao] [google]
8996660

>>8996592
>they didn't know about kicking the forcefield on incubator
huh

>> No.8996663

>>8996570
No problem. My first map I posted here was similar, just a bit more annoying...
If you want to learn mapping in general I would advise you though to make a few maps in vanilla (i.e. Doom : Doom 2 format in UDB) first and post them here to get feedback.
When you have that down you will also have the know-how (and use cases) to properly employ all the cool UDMF shit.
Don't bother with Boom, it can't do anything MBF21 or UDMF can't do better, unless you want to reach the biggest audience for your maps (as there are lots of people who refuse to play anything that's not -complevel 9).

>> No.8996671
File: 51 KB, 688x522, BLOCKING OUT THE HATERS.jpg [View same] [iqdb] [saucenao] [google]
8996671

>>8995208
got me thinking, what are some wads that you anons ragequitted, despite it looking decently made?
i remember playing this one megawad with huge convoluted fuck-off maps, every single one of which was overcomplicated to shit switch/key hunt. so, after scouting the whole map for like 7-10 minutes, i`d find an accessable key/interactable with a picture of a random ass corner from another side of the map, that i`d hunt for another 5 minutes. rinse-repeat. don`t remember the name of it, but i probs wouldn`t come back to it even if i did tbqh.

>> No.8996682

The moon episode in Duke 3D is so fucking BORING

>> No.8996708

>>8996671
Memoirs of Magic. The presentation is top fucking tier (furries aside) but its level and enemy design is pure cancer

>> No.8996728

>>8996671
Not a “ragequit” but I’m pretty apathetic towards Eviternity for some reason. I like the textures, new monsters, and I’ve enjoyed the levels (up to the snow levels now) but I have no desire to keep playing it. In the time since it’s been out I’ve played through BTSX twice so I really don’t know why I can’t get into Eviternity.

>> No.8996743

>>8995621
>>8992374
Another extra map for 512 Linedefs:
https://mega.nz/file/419n2QqS#z-dG2sOQxJmiNYuDfF8-HQtYpgwn29fAEhvL3nc14yU
"Public Castration Is A Good Idea" by washingmachinewashingmachine
Music is "Suicide Is Painless" by Johnny Mandel
I spent this morning kind of finishing this map. I spent way too many lines on the $ so it's really short. I tried to make microslaughter because I never tried that before.

>> No.8996771

>>8994464
>I wish more WADs had huge exploration based maps like this.
Eternal (creator of Epic and many others) was heavily influenced by Eternal Doom. Which you could guess by his name.
>Shame the unique textures can't be used.
What do you mean?

>> No.8996778
File: 154 KB, 1920x1080, BFG_Multiplication.png [View same] [iqdb] [saucenao] [google]
8996778

>>8996132
This was a fun map, anon.
I caught myself smiling when I went to grab the BFG the second time.
I also really liked the Plasma Gun secret. I'd say you're right that it fits somewhere in the mid-late first third of the maps, altho it's a bit on the easier side overall (the abundant rewards help a lot, but are also pretty easy to find IMO—not a bad combo tho.)
Also also, I like your detailing and texture variety.

>> No.8996783
File: 147 KB, 847x1232, 1652460042424.jpg [View same] [iqdb] [saucenao] [google]
8996783

I'm about to start Daikatana with the 1.3 patch. Would you guys recommend playing with companions or turning them off? From what I gather they're a big issue in the game but 1.3 patch makes them invincible.

>> No.8996824
File: 35 KB, 750x898, uwu click.jpg [View same] [iqdb] [saucenao] [google]
8996824

>it`s another episode of a dozen different ammo types replacing a single vanilla one
man, as much as i enjoy sizeable arsenals, it`s so annoying. it just throws away any ammo placement part of level design, and is so inconsistent.

>> No.8996848

>>8996660
Neat

>> No.8996858

>>8996824
I like what Dakka does with that, splits pistol and chaingun into their own types but you get both from the same pickup.

That way it's not fucking with random spawners or any shit like that.

>> No.8996867

>>8996824
That's why I don't play SUAB. Yes, every spawn have few types but without having all the guns it's too risky to play any levels with large amounts of enemies.

>> No.8996874

>>8995621
>>8992374
Extra map for 512 linedefs of /vr/.
https://disk.yandex.ru/d/dhm5kok7iNvVdA
In The Linedef Of Fire by GuyWithTeaCup
Midi - In the line of fire (Command And Conquer)
This one is MAP30 - Icon of Sin map. But with one little twist - there are multiple deactivated Spiderminds stacked atop of the poor John Romero head, taking some of the damage. Instead of the regular "press switches and fire some rockets into the hole", now it's more of "run around in search for ammo and fire a hellofa rockets into the fleshy walls". Much more demanding, yet captivating. Damn Archviles are spawning sometimes, making things much more complicated.
If this and this one >>8996743 map will be accepted, now we have a full megawad instead of anxiously short 28 long map adventure. There was a dude who promised to deliver a MAP32 though.

>> No.8996961

>>8996874
the railing at the raising stairway is not impassable

>> No.8996976
File: 52 KB, 464x577, this is curious.jpg [View same] [iqdb] [saucenao] [google]
8996976

so, anyway
are sprite offsets just cancer in general and i should just manually make different names for different offsets using slade, or am i misunderstanding something?

>> No.8996989

>>8996976
why would you need different names?
if you're making your own sprites, just keep them the same size and than mass-apply the same offsets to everything.

>> No.8996991

>>8996961
Yeah. Already fixed that. Just download the wad file again from the same link.

>> No.8996994

>>8996989
okay, look, i have an attack that uses the same sprite twice one after another in different positions. is there a reliable way to reset the offset once i use it for this one tic? cuz forums are fucking aids and i never found an answer to this.

>> No.8997006

>>8996824
Yeah it’s not a fun mess. HD is the only sizable arsenal I mess with, and even then I like to use Ugly as Sin’s ammo rationing mod.
It’s otherwise just Babel, Dakka, and the ole Kegan mod when I feel it. I like the simple arsenal size.

>> No.8997009

>>8996994
and you're changing the offset in the script or something? that's beyond me, then.
if not, then as I understand it, a sprite can only have one offset, so you'll have to make duplicates.

>> No.8997024
File: 3.09 MB, 282x324, pennywise.gif [View same] [iqdb] [saucenao] [google]
8997024

>>8997009
>a sprite can only have one offset, so you'll have to make duplicates.
yeah, that`s pretty much what i was asking about. checked innards of fists in demonsteele here, and it seems to not use offsets either.
it`s so fucking weird, why the hell is there no reliable way to use offset for a single tic, or at least reset it, without crutches like a_weaponready? it seems like such a basic piece of functionality.

>> No.8997029

>>8997024
But you can do that in Decorate if I understand right, just add Offset(x,y) at the end of the 1 tic state, so you get something like AGUN A 1 Offset(12,34)

>> No.8997043

>>8997029
Oh wait I'm retarded and didn't consider the possibility it's a Dehacked edit or something, if so then yeah only option is to make a separate sprite with the different offset.

>> No.8997072

>>8997029
>>8997043
i am using decorate/zscript, but yeah, offset(x,y) still sticks up until weaponready. fuck it man, i`m just gonna use duplicates.

>> No.8997146

>>8996469
What's the addons you have there, the Augments and that Mug

>> No.8997163

>>8997072
>Offset(0,0) is interpreted as keeping the previous offset instead making it default again
Ok that's retarded, looking at the wiki I see the only option might be indeed using A_WeaponReady with a bunch of extra argument to disable weapon bobbing and firing.

https://zdoom.org/wiki/Offset
Although looking here I see the last frame of the firing animation just doesn't use the Offset(x,y) property at all, would that keep the previous offset or actually somehow reset it?

>> No.8997164

>>8996132
>>8996743
>>8996874
>>8995667
That fills all the slots. We just need the graphics now.

>> No.8997195

>>8997163
i`ve been at this ritual dance for a bit now, all animations after setting the offset are gonna stick by it until hitting a_weaponready or another offset. thank you, but it`s really just useless lol. fuckin zdoom modding, i swear to shit man.

>> No.8997221
File: 835 KB, 817x886, McDoom2.png [View same] [iqdb] [saucenao] [google]
8997221

Is there actually a Mcdonalds WAD?

>> No.8997224
File: 3.13 MB, 1506x2132, __spas_12_girls_frontline_drawn_by_kakimoto_nao__ba5201c262bf7a7c8c97d87b49d6fd52.png [View same] [iqdb] [saucenao] [google]
8997224

>>8997146
>Augments
DeusDoom, be aware of compat patch to work with HDest.
>Mug
It's a SPAS12 gynoid from a gacha game. I can't find the site where I took it so take what I have. The eyes are yellow because of god mod though.
an0nfiles.com/D7p8J6o9y7/ISG_GFLSpas12_Mugshot_pk3 (Change 0 to o)

>> No.8997225

>>8997221
There's the ripoff in doom center

>> No.8997283
File: 125 KB, 1024x400, bleached skull 01.png [View same] [iqdb] [saucenao] [google]
8997283

>>8995618
>so how moddable is icon of sin?
>I may tentatively claim the slot if you guide me through the options.
In essence what we're looking at is a wall texture for a big monster, and then using unseen actors for function. In the original Doom 2 there's the 'eye' to look for you and alert the spawner, as well as the targets for the spawners and of course the hidden Romero.

We wouldn't have to actually restrain ourselves to that. You could make some kind of encounter where you can't actually shoot him to death directly, but rather need to do some interaction in the level to hurt/kill him, and he wouldn't strictly have to have him even spit out monsters either, or maybe not the traditional way.
Potentially one could say, make a few spawner actors either in an area outside the map, which continuously, and slowly, spawns in a limited types of enemies, and then maybe place some actors on the Icon's face so that he occasionally charges up and shoots an eyebeam at you or something.

You could kinda look at 2048's Map 30 for an idea, though it wouldn't require nearly as complex of a 'VooDoo Script' given MBF21, and we could actually do a lot more. I have this variant texture I made somewhere down the line, which could be used for a similar visual.
He would of course look pretty odd if not peering out of a black void though, just this big disembodied head. He could maybe be reworked to be more like the regular cybernetic one set inside of a wall, though that would take a lot of time.

>what I was thinking is a kind of a lab environment, with each lab having a local monster spawner that you have to shut down. and then maybe a big one at the end, but I don't want them to wake up all at once, I'd prefer regular progression for most of the level.
>I've already started on a map, except there are captive viles instead of spawners. I could go either way on the idea (or combine both).
That might be doable.

>> No.8997308

>>8996976
Just animate using TEXTURES. It's what I do nowadays.
Also calling a_weaponready a crutch is the weirdest fucking thing I've read in months.

>> No.8997318
File: 287 KB, 1565x1570, skytest.png [View same] [iqdb] [saucenao] [google]
8997318

Trying to clean up a skybox for Quake from Terragen. I know you don't have to stick to Quake's color pallette for skyboxes, but I kinda want to for the sake of consistency.
Does anyone else think this is too noisy though? Without dithering was extremely smudgy.

>> No.8997326

>>8996976
The oldschool way is to make use new frames with different offsets, and it works fine, but you can also define offsets on sprites with TEXTURES and Decorate and ZScript code.

>> No.8997330

>>8997221
>top center
>doomguy steals the overnug

>> No.8997351
File: 79 KB, 1434x807, 1622920175118.jpg [View same] [iqdb] [saucenao] [google]
8997351

>> No.8997380
File: 250 KB, 900x1313, 9503cc67bde97a4d36e5d7c0a8238e67.jpg [View same] [iqdb] [saucenao] [google]
8997380

Tried out 2048 units of /vr/ and so far really liking the maps (about 4 maps done so far). I appreciate the more "compact" form where it feels like the level doesn't drag on for too long and is reasonably challenging to play on "UV no quicksaves" .

Really nice feeling of detail and atmosphere as well, looking forward to going forward in the wad.

Also, playing a bit of regular DOOM 2 also made me think that one of the big issues of D2 is that unlike Doom 1 episodes where the maps feel like they have a reasonably consistent thematic and "connected" feel to them whereas a lot of DOOM 2 maps feel gimmicky, almost user level-ish. Yet at the same time DOOM without the DOOM 2 added monsters is not complete and there are some quality levels mixed in with the kinda lame gimmicky maps of D2.

>> No.8997396 [DELETED] 

>>8996708
Kys weeb loser

>> No.8997397 [DELETED] 

>>8997396
He's right though.

>> No.8997402 [DELETED] 

>>8997396
The fuck are you talking about?

>> No.8997425

>>8997283
well, my question really boils down to:
- is it possible to make a custom spawner that you can kill (turn off) without finishing the level?
- is it possible to have several spawners, each waking up independently, and each with their own monster spawn points?
- is it possible to make an archvile variant with a spawn-cube "attack" instead of resurrection?
even if it's a "no" to all three, I think I could still do a similar setup in vanilla: route spawners to conveyors and disable respective conveyors as the "summoner" viles get killed. I'm just asking if it's possible to do it cleaner with mbf21.

I also think that rocketing the skull for a thousandth time isn't super exciting. even doing vanilla setup, I'd rather put the empty skull (say, UAC eggheads cleaned it out) somewhere to the side, split its extracted brain into four piles and have each be a spawner. that's something, at least.

>> No.8997451

>>8997380
>one of the big issues of D2 is that unlike Doom 1 episodes where the maps feel like they have a reasonably consistent thematic and "connected" feel to them whereas a lot of DOOM 2 maps feel gimmicky, almost user level-ish.

Did you know this has been ragged on since Doom 2s release?

>> No.8997458

>>8997318
as far as dithering goes, this is very clean.
I'd still go with truecolor though, maybe do a match color in PS at most. it's supposed to be far away and out of focus, grainy sky seems weird. don't think I've ever seen one.

>> No.8997469

>>8997425
>is it possible to make a custom spawner that you can kill (turn off) without finishing the level?
>is it possible to have several spawners, each waking up independently, and each with their own monster spawn points?
Probably. Like you make an actor which spawns a monster in a box outside the level, and that monster slides on a conveyor into a teleporter for a destination (you should then make the conveyor 'loop' with a silent teleport in case the teleport destination is blocked or if a linedef skip should happen, so that it can 'try' again).

The spawning entity itself could then be killed with a crusher triggered by whichever action as to turn it off.

>is it possible to make an archvile variant with a spawn-cube "attack" instead of resurrection?
Well, you could make an Archie which like, spits out a certain enemy I think, but I don't think it would adhere to the original spawncube functionality that lands it on a predefined target (which I think relies on some very specific logic).
Potentially the Pain Elemental functionality can be used and it just spits out something else instead of a Lost Soul. I think if you made it as a more conventional ranged attack it could lead to things getting stuck.

I think this solution would depend on how many people want yet another monster design, and if people also wanted to use them for minibosses later or not. It would at any rate need to look visually distinct from the regular Archie, and it'd be a lot of frames to edit.

>> No.8997481
File: 141 KB, 764x746, 1623392865583.jpg [View same] [iqdb] [saucenao] [google]
8997481

>>8997451
>Did you know this has been ragged on since Doom 2's release?
Not really, I haven't really engaged with the actual DOOM community on the internet that much.
This is despite playing DOOM literally since the 1990s and early 2000s, /vr/ is pretty much the first place where I really get to the nitty gritty of DOOM level design discussion etc (aside from chats with a friend of mine etc) .

I know it's not an "original take" since I've seen some discussion on the threads that hints at it but it just really sinks in now that I am revisiting DOOM 2 and the classic shooters in general like Duke 3d, Shadow Warrior, Blood etc and some competent throwback shooters like Ion Fury etc.

>> No.8997494
File: 127 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
8997494

Holy shit Robocop doom mod is really fun and feels like something done back in the day.

Love the 16 bit era mega drive\genesis\snes music.

I do wonder if that robocop game made by the guys that did terminator will come out. Terminator was jank but it was kinda sweet at the same time, played well enough and you even could romance two babes.

If they improve and nail robocop atmosphere its going to be fun.

>> No.8997497

>>8997469
alright, I'll experiment over the weekend and get back to you.
just for clarity, I meant: is it possible to define MonsterSpawner1 thing that only targets MonsterTarget1 things, MonsterSpawner2 with MonsterTarget2, etc. doing it cleanly, without conveyors. I'm taking it as a "no", seems likely that this would be fully hardcoded.
and I can do the frames for custom archies, give em a swollen pink brain or something. again though, I can work with just the killable spawners and regular viles nearby.

>> No.8997510

>>8997494
Hell ye anon, I remember just checking it out on a lark and next thing I knew it was 3 hours later, great lil mod. Not a lot of GZ stuff grabs me like that.
You checked out Return of the Triad?

>> No.8997515

>>8992372
woohoo, gzdoom 4.8.0 is out and the dehacked negative speed bug on linux is fixed

>> No.8997518

>>8997510
No but I should, trying blade of agony now, after I finished recently shadow warrior and ashes.

Getting a bit too much retro fps action lately I should switch so I dont get too much

>> No.8997527

Is there anyone here familiar with ACS array fuckery? For some reason the code I have here https://pastebin.com/tUg2v0FT gives me completely fucked arrays when I try to read them. For example, if print all of spawnchance[i][1], I get as output
>picks, CellPack, rocketlauncher, rocketlauncher, weapon, Shell, ammo
All other arrays are equally fucked. What the fuck am I doing wrong?

>> No.8997551
File: 399 KB, 800x600, FRIDAY NIGHT FIREFIGHT 70 MOTHERFUCKERS[sound=https%3A%2F%2Ffiles.catbox.moe%2F2ltbcg.ogg].png [View same] [iqdb] [saucenao] [google]
8997551

/f/RIDAY NIGHT /f/IRE/f/IGHT TIME! Tonight we're playing tdmax4, a compilation of classic hits, alongside Redead's and friends Pico Doom! Open up Doomseeker and let the frags flow!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666
Get the Pico Doom mod here:
https://mega.nz/file/zOAWxAoL#J3yqKWfwAka2bSsx9h-kEMO2FTp6rykCaVvsKX-g15E

>> No.8997574

>>8997515
Oh nice. Someone must read these threads. Maybe I can put it out in Linux now. Though it already runs fine on proton apparently.

>> No.8997578

>>8997574
REKKR I mean. Whoops.

>> No.8997582
File: 716 KB, 804x594, 6E93D6AF-1603-44E5-9A93-107A29B11549.png [View same] [iqdb] [saucenao] [google]
8997582

>>8997551
Turns out this wasn't tested with DM so we're just gonna play vanilla. Rejoin

>> No.8997604
File: 2 KB, 170x171, doom13.png [View same] [iqdb] [saucenao] [google]
8997604

protonguy becomes much cooler upon grabbing invuln

>> No.8997607

>>8997527
You have defined a bunch of mixed arrays. Strings and Integers in one int array, for example. I don't think it can work.

>> No.8997609

>>8997607
Feared this, fuck my shit up. Just after I removed my old "hardcoded" odds arrays. Guess I'll have to reimplement them. That's what I get for removing something before I make sure the replacement is working.

>> No.8997623

>>8997604
Looks like 80's Adam Jensen
https://youtu.be/N3HbrfV0hJM

>> No.8997636

>>8997604
I vote to make the glasses yellow normally, and find a different invuln color

>> No.8997638
File: 2 KB, 128x29, 1622841133148.png [View same] [iqdb] [saucenao] [google]
8997638

>make map for 400 minutes
>make map immediately afterward for 512 linedefs
>think I'm too burnt out to work on 94 protons
>take one look at texture pack, immediately at work making a map
just when you think you're out, they pull you back in

>> No.8997641

>>8997638
That's why I skipped out on 512 LInes

>> No.8997642

>>8997351
Sony wins again

>> No.8997651

>>8997574
>>8997578
yeah, i opened a github issue about it
i waited for a new stable gzdoom release so i could actually give REKKR a try and so far it's pretty good, no weird bugs or anything. i did get a bunch of error messages about cvars but they mostly seem to be input related and i can play the game just fine, so it's probably nothing

>> No.8997657

Ok whoever put a Simcity 4 track into 400 minutes
I love you
Also, how? By ear? Instrument by instrument?

>> No.8997659

>>8992374
>400 minutes is on idgames
>no link

>> No.8997661
File: 350 KB, 512x614, 94guy-blows.gif [View same] [iqdb] [saucenao] [google]
8997661

>>8997638
Glad I could oblige.

>>8997636
Considered having his shades stay black and have like a white or yellow glow emanate from underneath them, but it looked bad.

>> No.8997665

>>8997657
I didn't transcribe it, if that's what you're asking. I stole it straight off of vgmusic. (https://vgmusic.com/music/computer/microsoft/windows/)) I pretty much started the level by chosing the MIDI first, and I listened to it for practically the entire mapping process.
It was originally going to be fucking hedgehog hammer from SA1, but thank allah I decided against it because it wasn't gonna fit the level at all, and it annoyed me within ten minutes of developing the map

>> No.8997668

>>8997659
under releases

>> No.8997671
File: 1.99 MB, 320x240, 1639170492054.gif [View same] [iqdb] [saucenao] [google]
8997671

I STILL WANT TO KNOW WHAT THE SONG IN THIS OLD TRAILER IS CALLED SPACE PIRATE BROS
https://streamable.com/58rru

>> No.8997687
File: 280 KB, 1920x1080, Screenshot 2022-06-10 174244.png [View same] [iqdb] [saucenao] [google]
8997687

>>8997638
Blessed mapping flow.
I thought I was too burnt-out for 94P too, but I've been chipping-away at a map. Restricting the size to roughly 4096x4096 has helped me, because I have a clear metric against which to measure my progress (or at least, how long until I should add a fucking exit lmao.)
Altho it would help if I didn't get graphical glitches. The motionless water is one thing, this HOM is something else entirely—DSDA, default comp level, texture is Metal28.
It shows-up correctly in-editor tho, so I can easily work around small hiccups like this.
>>8997665
>I pretty much started the level by chosing the MIDI first, and I listened to it for practically the entire mapping process.
Another fukken blessed mapping flow. I want to see more mappers pick strange MIDIs (i.e. not metal-esque) and take this approach.
>>8997659
This is the second time this has happened, and we are becoming increasingly efficient at it.

>> No.8997713

>>8995473
Can you please add a disclaimer to MAP07 that it will probably be broken outside of complevel 9? Just in case someone complains.

>> No.8997732

>>8997494
but that's not the Robocop WAD for CDOOM

>> No.8997737

Map10 of 400 minutes of /vr/
https://www.youtube.com/watch?v=HjkDfu9DBCM

>> No.8997738

>>8997671
Ask Marty.

>> No.8997752
File: 28 KB, 480x411, 1485564393325.jpg [View same] [iqdb] [saucenao] [google]
8997752

>go looking through the archive out of curiosity
>people call the map I made for VR shit

>> No.8997760

>>8997752
Shub's Wager isn't THAT bad, anon.

>> No.8997779
File: 941 KB, 1600x1000, 1497992988151.png [View same] [iqdb] [saucenao] [google]
8997779

>>8992372
< NEWS >

‘Duke Nukem’ Movie in the Works from ‘Cobra Kai’ creators.

Source: https://www.hollywoodreporter.com/movies/movie-news/duke-nukem-movie-1235162997/?fbclid=IwAR1IaOomFaAzc-eT2fZPaPizZOai7g4j-ECfrumgYUhGeUGYrpcrdd1idiI

>> No.8997796
File: 374 KB, 420x420, 942e2eeb4a84a0a9334b8909be82d469.png [View same] [iqdb] [saucenao] [google]
8997796

>>8997779
Is this the beginning of a new era of Duke?

What if the 2001 leak was all part of a large marketing scheme that was created solely for the purpose of dunking on Randy?

>> No.8997815

>>8997779
>starring idris elba

>> No.8997821
File: 24 KB, 267x319, BILLY.png [View same] [iqdb] [saucenao] [google]
8997821

>>8997796
>what if
>implying it wasn't
>>8997779
>from Cobra Kai' creators
Big, if true.

>> No.8997829

>>8997779
PLEASE BE FUCKING GOOD

>> No.8997830

>>8997815
in the role of Doug 'Jamal' Nukum

>> No.8997843

>>8997779
This will suck. There will be much obligatory "oppressed PoC punching up or harping on about misogyny" no fun allowed bullshit, or some crap about Duke having to adjust to a "more enlightened, progressive, forward thinking society" or some other wet blanket garbage.

And even if this shit was made back in the 90s, would it have been good? Doubtful. He's made to riff off these movies. Who would you even cast as Duke? Let me guess: The Rock or some other boring cunt. At least with the Doom movie they had more room to be creative since Doomguy is basically a blank slate.

>> No.8997852

>>8997779
Who the fuck could they even cast as Duke? There's no big action stars anymore

>> No.8997865

Maybe I'M A COMPLETE SCRUB but e1m4 is brutal without the backpack and ammo at the start
ofc uv fast pistol start

>> No.8997893

>>8997843
I want a terminator era arnold to make it as the actor for the duke
dye his hair blond and tada!

>> No.8997897

>>8997893
>not Dolph Lundgren

>> No.8997898

>>8997843
it's most likely gonna be some lame story about how duke is washed up or how sexism is bad even though duke respects women

>> No.8997904

>>8997897
i agree that he is much better for the role

>> No.8997907
File: 1.72 MB, 306x334, 123989998131.gif [View same] [iqdb] [saucenao] [google]
8997907

>>8997551
>>8997582
>Get asked to play picodoom for FNF
>Okay
>Weapons don't damage players
>Clearly wasn't made for deathmatch
>"I thought you were playing co-op"
>On FNF
>A deathmatch event with firefight in the name
>mfw

>> No.8997910

>>8997713
Sure thing.

>> No.8997915
File: 2.92 MB, 2048x2048, EBqvKQ1XYAAJFy7.png [View same] [iqdb] [saucenao] [google]
8997915

>>8997907

>> No.8997939
File: 2.97 MB, 1280x720, BLAM_this_piece_of_crap.webm [View same] [iqdb] [saucenao] [google]
8997939

>>8997907

>> No.8997942
File: 55 KB, 680x512, 1hp.png [View same] [iqdb] [saucenao] [google]
8997942

>>8997760
I made rusty bucket bay

>> No.8997948

>>8997893
>>8997897
as amusing as it is to have JVCD play Guile or something similar, I feel like Duke is too American. He needs an American actor or someone with a really convincing accent. I just can't think of someone who fits the bill, it'd have to be someone not as famous. I just had a look around and people are seriously wanting John fucking Cena to play Duke. Kiss my ass.

>> No.8997950

>>8997915
wah

>> No.8997962
File: 76 KB, 800x600, duke-nukem-freezethrower.jpg [View same] [iqdb] [saucenao] [google]
8997962

>>8997948
>people are seriously wanting John fucking Cena to play Duke
>*picks up freezethrower*
>"Now we're bing chilling!"

>> No.8997974
File: 315 KB, 2812x1968, 1595509668608.jpg [View same] [iqdb] [saucenao] [google]
8997974

How do you keep motivated to finish a map? I get maybe 1-2 rooms finished, half of one sorta done and then lose all steam.

>> No.8997982

Have never played Quake 2. What's the general consensus on it?

>> No.8998001

>>8997982
Solid shooter that would have been remembered much more fondly if they hadn't called it Quake.

>> No.8998000
File: 844 KB, 2000x2000, 1644515072603.jpg [View same] [iqdb] [saucenao] [google]
8998000

>>8997982
I keep trying to go back to it, but I always find it incredibly dull. I think I've heard people say one of the mission packs is better than the base game, haven't bothered trying them though.

>> No.8998002

>>8997982
Good chaingun.

>> No.8998016
File: 2.71 MB, 1024x576, die_die_die.webm [View same] [iqdb] [saucenao] [google]
8998016

>>8997962
>"Now we're bing chilling!"
9/10 almost made me spit out my water
>>8997974
Whenever I hit mapper's block, I take some time and play some Doom 2. Then, I rip-off whatever I like from what I'm playing. Oftentimes, I'll find myself frustrated for one reason or another (usually repeated attempts of a single segment lmaoo) and go "I'm gonna' do this, buuut I'm gonna' do X instead of Y.." At the very least, it help me make a little more progress, and maybe motivates a creative flow to start-up.
Oh, and since I advocate for stealing ideas from other maps quite often, I wanna' note that I don't advocate for tracing-over another map. The "remade from memory" approach is perfectly acceptable tho, IMO, especially if you then springboard off of a reconstructed layout or encounter skeleton to create something a little more original and unique.

>> No.8998024

>>8997779

There already exists a duke nukem movie its called last action hero. Fitting name.

>> No.8998040
File: 138 KB, 1920x1080, quake342.jpg [View same] [iqdb] [saucenao] [google]
8998040

>>8997982
I remember it more for the multiplayer and the custom player models than the singleplayer, but it was fun to play a bit in coop.

>> No.8998067
File: 2.53 MB, 3840x2160, FU6VEOFXsAE8yLF.jpg [View same] [iqdb] [saucenao] [google]
8998067

https://twitter.com/diharaw94/status/1535328754192588801
AMD graphics engineer working on a RTCW DX12 Path tracing project

>> No.8998085

>>8998067
Ill be dragged screaming into 4k ray tracing. I ll stay on 1080p getx1660 for a while.

>> No.8998098
File: 573 KB, 1273x767, Screenshot 2022-06-10 222800.png [View same] [iqdb] [saucenao] [google]
8998098

Hurr-hurr...
Flushed 'em down the terlet.

>> No.8998101

>>8998067
That looks like garbitch.

>> No.8998179

>>8998067
>finally some real lighting
>it's not used on a game that could have been actually cool with ray tracing like where you could mess with the lighting yourself
*snoring*

>> No.8998207
File: 1.54 MB, 1440x810, 162915980151.png [View same] [iqdb] [saucenao] [google]
8998207

>>8997982
>>8998001
Same thoughts

>> No.8998226

>>8998101
It looks better in other shots, that electricity shot was a silly one to put up front, since it changes everything.

>> No.8998245
File: 49 KB, 636x356, this_is_fine.jpg [View same] [iqdb] [saucenao] [google]
8998245

>>8998226
i know these Doom matches are a ritual, but doesn't anyone else gather that the levels in circulation are too small for the volume of players that tend to participate? wouldn't it be better to make some bigger maps, or to switch to something like Quake or Unreal ?

>> No.8998268

>>8998245
>or to switch to something like Quake or Unreal ?
Sure. Feel free to put up a server.

>> No.8998270

>>8997318
I have noticed that truecolor/HD skyboxes look somewhat out of place in Quake levels. But this doesnt look great either.

>> No.8998285

>>8997779
Didnt they just start a Duke movie a couple years ago only for it to fizzle out? How many tries is it gonna take?

>> No.8998310

/vr/ plays DM on fridays and coop on sundays?

>> No.8998320

>>8994429
because C++ is still the superior language

>> No.8998326
File: 28 KB, 476x470, bowlingforcolumbine.jpg [View same] [iqdb] [saucenao] [google]
8998326

>>8997852
>Who the fuck could they even cast as Duke?
Chris Pratt

The question is, who should direct?

>> No.8998332

>>8993981
unironically, Family guy came with the idea 1st.

>> No.8998335
File: 843 KB, 2165x2752, 1b8fe7c254387da8708a82b364cea97a.jpg [View same] [iqdb] [saucenao] [google]
8998335

>>8998024
Pretty much this

>> No.8998349

>>8997651
Cvar errors should be fixed if you run it as an iwad with the gzrekkr.pk3
Or not.

>> No.8998423

Can ultimate doom builder compile custom textures from another resource wad I to the final wad? Or do I need Slade to package custom textures with a wad?

>> No.8998441

>>8995551
Updated the ProtonPack to 1.3, because of a curious texture bug. One patch (METAL28) had a space left in its filename, so even though it was added to PNAMES and TEXTURE1, and these included the space, DSDA and GzDoom would not recognize the patch as spaces are not valid characters for PNAMES and TEXTURE1 (I assume that GzDoom's own TEXTURE lump lets you do whatever, though).
This made the texture not render, but is now fixed.

>> No.8998447

>>8997852
I remember there was a rumor for another Duke movie being made where John Cena was gonna be cast as Duke himself so, do what you will with that

>> No.8998459
File: 1.06 MB, 1280x823, изображение_2022-06-11_073403238.png [View same] [iqdb] [saucenao] [google]
8998459

>>8995473
>>8997164
About the graphics - I have a picrelated image made a long time ago. I never used it anywhere, so putting it into the 512 wad would be really nice. What do you think?

>> No.8998476

>>8998459
Helmet and were good to go

>> No.8998492

>>8998423
>Can ultimate doom builder compile custom textures from another resource wad I to the final wad?
No.

>Or do I need Slade to package custom textures with a wad?
Yes.

>> No.8998497

>>8998492
I want to use Pagodia wad textures is there a video I could kindly get a reference to? I cant read paragraphs of nerd talk. I'm a big dummy

>> No.8998518

Just beat Ion Fury. Final boss was okay but it could have been more than just spamming mobs.

>> No.8998529

>>8998459
Pretty cool but it needs allusion to linedefs. Throw some neon lines or the like in.

>> No.8998598

>>8997752
>>8997942
i liked your map anon :)

>> No.8998654

>>8997942
Who made Rusty Trombone Bay?

>> No.8998681

>>8997942
oh
yeah that one sucked ass

>> No.8998729
File: 145 KB, 251x288, concern.png [View same] [iqdb] [saucenao] [google]
8998729

>>8997779
tbqh looking at the borderlands movie, i don`t have much faith in gearbox adaptations

>> No.8998770

>>8998729
Tonally and narratively any borderlands media post 1 is beyond salvaging even if spielberg and the drunk ghost of orson welles teamed up and were given infinite budget, duke however still has a functional formula to it and forever can just be ignored wholesale, if studio security is instructed to taze and beat randy on sight it has the slimmest chance
That said, it's a videogame movie lmao dead on arrival

>> No.8998783

>>8992374
https://www.youtube.com/watch?v=WORdFS8nU9k
The pico doom update is finally out to the public, let this be a lesson for me to not offer the mod for DM event when it's clearly not made for it.
also dude who made the Webm's with vanilla essence, please read the read this! part of the menu.

>> No.8998789
File: 4 KB, 180x169, Capture.png [View same] [iqdb] [saucenao] [google]
8998789

DLd the Violent Rumble current file but I have no idea what part of it is the one im running, theres the vr folder but there's also a PAK1 in release candidate but also a PAK0 in the vr1_00 zip

>> No.8998802

>>8998770
>videogame movie lmao dead on arrival
There's only one who can pull it off...
the BOLL

>> No.8998824

>>8998802
Boll of steel

>> No.8998868

>>8998783
>please read the read this! part of the menu
Why? If it's about the pixels, I already had texture filtering set to "none". Or is it something else?

>> No.8998914

>>8998868
there is more than 1 page dude.

>> No.8998917

>>8998914
I'm just not sure what part you mean specifically. Marking enemies? The credits? Pico narrowly escaping becoming a cock sock?
I'm just not sure what you're trying to point out. Like you said, there's multiple pages and a lot of stuff you could be talking about.

>> No.8998919

>>8998917
it was mostly the main gimick of pico being pointing at enemies to make them more susceptible to damage actually.

>> No.8998926

>>8998919
Well in your defense, I did miss that it increased damage. I thought it was just for the ammo replenishment, a la Doom Eternal, but I liked switching weapons to try them out so I didn't bother too much.
I'll definitely have to remember next time I play, so thanks for pointing that part out! I tried a couple 512 maps too, and Barons and Hell Knights DID seem strangely tanky... Marking enemies as a "taunt" is very satisfying tho, so I was using it right before/after I killed them instead of at the start of a fight lmaoo.

>> No.8998927

>>8998919
I haven't followed that Pico thing, but how did you implent it?
For Judge Doom I have this judge shout thing that can affect enemies, but it's still a bit wonky, and it's ZScript.

>> No.8998928

>>8998927
*implement
fucking phoneshit

>> No.8998956

>>8998927
>>8998928
It is somewhat tricky seeing it's zandronum but basically.
I make a custom inventory item named token which is mostly is to give an enemy a flag for the game to check, which will check if the enemy is marked.
Once that is done i make a powerupprotection that works in reverse, weakening those who have it and a giver for it.
afterwards i make a puff that has these 2 flags
+HITTRACER
+PUFFGETSOWNER
these will allow it so the enemy will get the powerup and the token that says "yes this enemy got debuffed.", usually to do so i have to use a_giveinventory("debuff powerup",1,AAPTR_TRACER) this last part is a flag that says that it should give it to the monster. (quick note A_GivetoTarget("Custom inventory item") will point to the player in this case), once that is done, i make a custom inventory that basically is also given to the monster but this time to the hitscan and projectiles (Hitscan being quite litterally the same as the marking, while the projectile is a different story it uses +HITTARGET, +LOOKALLAROUND and +FORCEXYBILLBOARD maybe, and uses a_GiveToTarget to make it work) of the weapons, these will check if the enemy is debuffed and dead, and if so it checks the max health and position of the enemy and gives out a reward on those coordinates.

>> No.8998963

>>8998956
Ah, the classic Decorate way. I think Kegan also does it that way.

>> No.8998970
File: 5 KB, 472x52, overlay mirror.png [View same] [iqdb] [saucenao] [google]
8998970

anons what am i doing wrong

>> No.8999015

>>8998349
no, they still show up

>> No.8999129

How do I cope with the fact that decino will never play 400 minutes of /vr/?

>> No.8999141

>>8999129
Who needs some dumb slaughtermap player when we have our Engorged Eggplant. Also maybe we can bully Dwars into playing it.

>> No.8999160

>>8999141
>dumb slaughtermap player
You mean an actually skilled player?

>> No.8999169
File: 1.39 MB, 1280x823, изображение_2022-06-11_142131533.png [View same] [iqdb] [saucenao] [google]
8999169

>>8998476
>>8998529
Okay. Here comes the other version. With the helmet and linedefs.

>> No.8999208
File: 25 KB, 600x338, EYES OF THE WILD.jpg [View same] [iqdb] [saucenao] [google]
8999208

>>8999169
lit

>> No.8999215
File: 167 KB, 840x741, sprudo approves.jpg [View same] [iqdb] [saucenao] [google]
8999215

>>8999169
looks sick anon

>> No.8999226
File: 382 KB, 1920x1080, 2022-06-11-134012_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
8999226

>>8992374
>>8995551
Submission for 94 protons:
"The Temple of Hard Feelings" by Hand-peeled
https://files.catbox.moe/vq1iuj.wad
Midi is "Mystic" from Gubble
All difficulties implemented

Also, seems the hanging corpse in the ProtonPack hangs at a different height depending on whether I'm playing in dsda-doom or gzdoom, or maybe I'm doing something wrong (it's no longer in the map though).

>> No.8999227
File: 387 KB, 244x240, dsa.gif [View same] [iqdb] [saucenao] [google]
8999227

>>8999169
that's really cool baby

>> No.8999230

>>8999169
helmet too big, wheres his neck

>> No.8999238
File: 123 KB, 640x600, test.png [View same] [iqdb] [saucenao] [google]
8999238

>>8999169

>> No.8999248

>>8998326
Werner Herzog

>> No.8999249

>>8998970
No idea, overlays and offsets are bohemian villages for me lol

>> No.8999250

>>8998789
I think you need to put pak0 and pak1 in the same folder, and nothing else

>> No.8999254

The Steam demo for Beyond Sunset got updated, I think the only change is the jumping bit for the pink disk getting fiddled with.

>> No.8999257
File: 31 KB, 264x392, youknow.gif [View same] [iqdb] [saucenao] [google]
8999257

doomguy after being exposed to the nukage

>> No.8999260

>>8999257
gay

>> No.8999342

>>8998802
It's amazing how his POSTAL movie was the only videogame adaptation worth watching. Not that good of course, but not as bad as I thought it would be. Maybe we really need him to direct the Duke

>> No.8999353

>>8992372
Where's the booru?

>> No.8999368

>>8999342
>It's amazing how his POSTAL movie was the only videogame adaptation worth watching.
>what is Mortal Kombat?

>> No.8999371

>>8999368
I forgot that one. It was nice too.

>> No.8999372

>>8999342
I actually liked first Doom movie and Resident Evil movies. They are all shit, but in a fun way.

>> No.8999395

>>8992374
>>8997779

>> No.8999631
File: 441 KB, 1044x869, 831.png [View same] [iqdb] [saucenao] [google]
8999631

So I've been taking images from my porn folder and basically making coomer/catfight mods for the past 3 days and edging the entire time.

I feel like I should probably move this to a different 2D game engine so I can impliment stuff like grappling and licking. What's a good 2D game engine that has a workflow similar to modding DOOM? that is compiling images, making them into sprites and a scripting language that's well documented and easy to use (which I consider decorate and acs to be very user friendly imo)

>> No.8999685

>>8999015
Oh. Shows what I know.

>> No.8999687

Baron of smell
smell knight

>> No.8999690
File: 127 KB, 1080x1536, image_2022_06_11_07_57_36.jpg [View same] [iqdb] [saucenao] [google]
8999690

>>8999169
I'm on my phone, hence the image, but needs a line.

>> No.8999692
File: 620 KB, 500x489, fucking snap.png [View same] [iqdb] [saucenao] [google]
8999692

>>8998970
>setting overlayflags doesn`t seem to work outside of overlay state
WHY
NOT
YOU
STUPID
BASTARD

>> No.8999696

>>8999690
I'd add the ones in the back too, in the ledge. Give it more of that excitement-lone feeling.

>> No.8999701

does qss or fte support 3d skyboxes like unreal does?

>> No.8999707

>>8999701
Yes, they both do. Skyroom is the command. Skyroom followed by the coordinates.

>> No.8999709
File: 1.00 MB, 1920x1620, absolute trash.jpg [View same] [iqdb] [saucenao] [google]
8999709

>>8998067
>It's technically accurate until we find another method to make it technically more accurate. Who cares about the art direction and the mood? It makes our new GPU sweat! Buy it!
The definition of "toaster PC" has gone a long way.

>> No.8999725
File: 267 KB, 1600x900, doom02.png [View same] [iqdb] [saucenao] [google]
8999725

TIL monsters don't wake up when they see voodoo dolls and they dont attack them

>> No.8999736

>>8999709
Torches aren't working yet. I like the shadows though. And raytracing in general is cool.
The problem is that people are just going to use it as a shortcut to realism, assuming that realism means good.

There's no reason you couldn't maintain the feeling of a scene in rtcw with raytracing so long as you tweak the lights and put in effort. We'll see.

>> No.8999740

Did Sandy do enemy and weapon design for Quake too?

>> No.8999757

>>8999709
I like how they changed the color of the lighting for no real reason on the top image just for the sake of it

>> No.8999782

what's the deal with the wads that cause blue colors like cacodemon mouths and health bonuses to look washed out and almost gray?

>> No.8999785

>>8999169
>>8999238
Looks ducking cool
I’m partial to the neon green but then again I can’t make up my mind

>> No.8999795

>>8999707
could you point me to a map that uses it?

>> No.8999803

>>8999709
what's going on at top left?

>> No.8999806

>>8999707
>>8999795
is this not documented of am I fucking retarded?

>> No.8999819

>>8999707
>>8999806
nevermind, I found it on discord

>> No.8999867
File: 2.68 MB, 500x408, 1649352861036.gif [View same] [iqdb] [saucenao] [google]
8999867

>>8999725
>when you find out your map gimmick won't work

>> No.8999897

>>8999631
You are making a weg anon?

Unity works well in 2d.

>> No.8999906

>>8999782
Did you make sure to get a butfor when you downloaded the source port?

>> No.8999939

>>8999757
Those are switched I'm onsite, because torches don't work yet. The one on the left is the original. The one in the right just has bounce light coming in the room, and without the torch the color of the light is different.
That's not to say they aren't going to tick it up anyway trying to make it look more real, when really all people want is for it to retain the aesthetic, but get cool weapon flashes and shadows.
These sorts of ports are done by programmers and not artists, and whatever artists they do manage to get usually suck.
That quake 2 one was a neat tech demo, but they didn't even try to make it look similar in any preset. There's no reason they couldn't have by editing the number of bounces, distance, and light direction... It wouldn't have been the same, but it could've been similar enough aesthetically.

I get it was just a demo, but c'mon

>> No.8999945

>>8999939
>I'm onsite
I'm sure.
>tick
Fuck
>anything else I fucked up
Whatever

>> No.8999946

>>8999782
just custom palettes. presumably so you can use calmer blues for the wall textures instead of the super-saturated ones from doom palette.
sometimes you can simply delete the palette and it will work fine. but something like BTSX also reshuffles the palette and reconverts the sprites, breaking any mods that also change the same sprites.

>> No.8999948

>>8999782
Some wads give them a light blue color. You might be color blind.

>> No.8999962
File: 35 KB, 700x700, 1646918544478.jpg [View same] [iqdb] [saucenao] [google]
8999962

>>8999867
same feeling bro, I had an idea for a map where you'd protect a doll from enemies swarming from all directions - I even thought of putting a "Voodoo People" by Prodigy MIDI for comedic effect.
Welp, its still achievable with a little bit of ACS/Decorate in UDMF ports I guess

>> No.9000001
File: 1.26 MB, 320x464, doomguy_snaps_his_neck.gif [View same] [iqdb] [saucenao] [google]
9000001

impsex

>> No.9000003

>>8999342
The first Silent Hill movie was surprisingly solid.

>> No.9000005

>>9000001
fuck i was so close

>> No.9000016

Zoomer here, I played through Doom and loved it, feeling pretty meh on Doom II? It feels sloppier and I'm constantly running out of ammo, should I push through before I play other wads?

>> No.9000020

so i'm new to doom wads and i wanted to play that heartland mod. why can't it be played on gzdoom? why does it need eternity engine? what's the difference between both?

>> No.9000038

>>9000020
Different ways portals work.

>> No.9000040

>>9000020
In the same way that GZDoom wads can't be played on other ports, Eternity has unique features that Heartland makes use of, primarily its scripting system and portal implementation. I believe GZDoom has some equivalent to Eternity portals now but they don't work in the same way, so while you could create the same end result, it wouldn't be done in a way that's compatible across both ports.

>> No.9000047

>>8999948
you can't be blue colorblind

>> No.9000051

>>9000016
it's a classic game just push through it

>> No.9000114

>>9000001
Let's see who got the big prize>>9000000

>> No.9000125

>>9000114
im not even mad, composite chads won

>> No.9000146

>>9000020
eternity works differently to GZdoom,im not a huge fan of eternity (especially cause 150 fov lags on the maps and there's no good freelook like other ports).
>>9000016
you really should,and plutonia too (other stuff can be played later)
also no shame in not doing pistol starts (if you are doing those)

>> No.9000153

>>8999226
Oh, word. I'll give it a look.
I think Punch adjusted the offsets for hanglady, I'll take a look at that too.

>> No.9000184

>>8998789
You didn't need to download the while Mega folder. The 'vr' folder is the loose files for development. The release candidate folder has a paked version of the actual release + an intermediate update pak file.

>> No.9000245
File: 74 KB, 1024x576, ah, i see you&#039;re a man of culture.jpg [View same] [iqdb] [saucenao] [google]
9000245

>>8999962
>>8999962
It's always fucking voodoo dolls, isn't it?
>"Voodoo People" by Prodigy
>mfw
Sounds like a fine map concept. What went wrong? Did your port of choice shit the bed and decide that voodoo dolls were a "bug not feature"?

>> No.9000250

>>9000016
git gud

>> No.9000270
File: 144 KB, 500x500, 000128767967-tti64f-t500x500.jpg [View same] [iqdb] [saucenao] [google]
9000270

>hallways built off-grid to intentionally mess with collision detection
>liquids with inconsistent properties and damage values in the same level
>ghost pain elementals
>forced green armor pickup after grabbing blue
>single unreachable enemy that's always making noise and can never be found
>barons of hell instead of hell knights in every situation
>single untextured wall that makes the player wonder if it's intentional or not
>unavoidable blursphere pickup when fighing projectile enemies
>thin walls with enemies shooting fireballs west and south
>archviles inside of chaingunner towers
>tiny geometry that messes with player movement
>secrets only accessible through SR50
>enemies attacking though fake walls
>pinkies placed at the bottoms and tops of elevators
>solid hanging corpses

>> No.9000317

>>9000016
>I'm constantly running out of ammo
That's weird.

>> No.9000319
File: 564 KB, 246x205, A LUIGI.gif [View same] [iqdb] [saucenao] [google]
9000319

>>9000270
>nukage doesn't deal damage
>water does
The only one that bothers me. Half of these would actually make cute gimmicks, like the ghost PE (if source ports didn't "fix" ghosts from crushed corpses) or forced blursphere bullet hell.

>> No.9000335

If Hideous Destructor but your weapons are cute clumsy girls that jam a lot.

>> No.9000349

>>9000270
>pinkies placed at the bottoms and tops of elevators
>turns off infinite height in anything beyond vanilla in your way

>> No.9000364
File: 1.25 MB, 486x674, Ian SKK.png [View same] [iqdb] [saucenao] [google]
9000364

>>9000335
So basically HDest but with GFL reskin?

>> No.9000370
File: 1.38 MB, 1920x1017, Screenshot_Doom_20220611_145813.png [View same] [iqdb] [saucenao] [google]
9000370

Put a P99 into the game. I wanted to try to use only Zscript to make this weapon since a lot of the docs seem to suggest moving over from Decorate to Zscript. Not going to lie it's kind of a pain in the ass. You have to manually import your files into the game, define all custom items in the MAPINFO file to use them in the editor, and the syntax is generally a lot less forgiving than Decorate. The textures would not load when I had this in a ".pk3" format so I just said fuck it and made it a .wad file. Other than "It's the future" is there any good reason to use ZScript to define monster/weapon classes? I've noticed that the Brutal Doom guys use both Decorate and Zscript. my guess is they only utilize Zscript when they want to do some seriously custom stuff.

That being said event handlers look really cool and I look forward to using them.

Here's the P99 if you want it. Sprites still need a bit of work to make the shell ejection look better

https://catbox.moe/

>> No.9000386

>>9000370
Nice link bro

>> No.9000395
File: 2.28 MB, 1920x1017, Screenshot_Doom_20220611_145818.png [View same] [iqdb] [saucenao] [google]
9000395

>>9000386
https://files.catbox.moe/c6gbo4.wad

sheeeeiiiiiiiiit

>> No.9000398

>>9000364
GFL?

>> No.9000424
File: 1.21 MB, 2340x1080, Screenshot_2022-05-15-00-25-54-547_com.sunborn.girlsfrontline.en.jpg [View same] [iqdb] [saucenao] [google]
9000424

>>9000398
A Korean mobile gacha you would not bother with Girls Frontline.

>> No.9000482

>>9000370
>The textures would not load when I had this in a ".pk3" format
You did something wrong then, because the .pk3 structure makes putting all kinds of graphics A LOT easier than a wad. Did you read the article on the wiki? https://zdoom.org/wiki/Using_ZIPs_as_WAD_replacement

>Other than "It's the future" is there any good reason to use ZScript to define monster/weapon classes?
Well, after revisiting some of my old mods and redoing them in ZScript I found that I could save up to 60% code, a bunch of custom items and some other roundabout bullshit that wasn't possible before.
And you act as if defining a monster in ZS is much more complicated than putting one set of extra brackets and semicolons behind your lines.

Granted, I don't get the editor number thing either, but if you're not just making one monster/weapon, but a whole bunch of them at different points in time, it's good to have all the numbers in one place so you don't have to skim through all your definitions again to find what you can still use.

Finally, you should never use the Brutal Doom guys as a reference of what to do or not do with code.

>> No.9000490

>>9000395
Also, you can save one file in your wad if you just put the content of the "P99" file into the "ZSCRIPT" file in place of the "#include" line.

>> No.9000501

>>9000270
>>archviles inside of chaingunner towers

I kinda like this one. Eventually-killable Archviles that make other enemies kind of a pain for a little bit.

>>9000319
I'm finding myself playing more and more mods with permanent PowerIronFeet upgrades or just adding them myself and not having to worry about this is pretty great.

>> No.9000529

>>9000016
Doom 2 level design is not nearly on par with Doom 1, so it's a bit of a slog. It's a right of passage though, so do it anyway. Then you can play the actually good stuff.

>> No.9000532

>>9000370
>>9000395
And last, because it took me all of two minutes and nobody else is likely to help you, I threw together a .pk3 to illustrate how it can (easily) be done:

https://files.catbox.moe/sc1zbe.zip

Note that I removed the A_PlaySound (it's deprecated anyway, you should use A_StartSound) and instead used the "AttackSound" property to make the A_FireBullets function play the sound automatically.

Also, why are you using 3.8? Are you going for some kind of compatibility?

>> No.9000545

>>9000016
Level quality is a bit uneven but push through, there's good stuff throughout.

>> No.9000550

is the duke nukem version in the OP is the 20th anniversary edition with the new episode?

>> No.9000573

>>9000550
If it's not here you go https://files.catbox.moe/xp5s1w.zip

>> No.9000634

>>9000016
>loves episode 3
i don't believe you

>> No.9000639

>>8992374
Breaking news
https://twitter.com/DF21net/status/1535642950939574277
TheForceEngine1.0 beta is almost done with hardware rendering

>> No.9000660
File: 170 KB, 1280x1280, 1623478223021.jpg [View same] [iqdb] [saucenao] [google]
9000660

>>9000016
DOOM 2 introduces a bunch of GREAT monsters that really complete the bestiary but the level design is inconsistent unlike the episodes of DOOM 1 where it felt like they all felt tonally consistent within the episode (even if I think Inferno just sucks) , part of the same experience ya know?

Whereas DOOM 2 levels feel like a collection of fan maps, some very competent and others... not so much. Some feel like they're entirely based around a gimmick.

It's not *bad* since the gameplay is still good, but it lacks a lot of things that made DOOM1, especially Knee Deep in the Dead so good. Btw, that "map" of cleared and upcoming levels in DOOM1 also helped to tie the different levels together, felt like each map was part of a whole.

>> No.9000674

>>9000660
>that "map" of cleared and upcoming levels
games need more of that, the only games 'i've seen with that are doom and redneck rampage rides again

>> No.9000689
File: 551 KB, 720x525, MXkX8FTmkeg.png [View same] [iqdb] [saucenao] [google]
9000689

>>9000674
>redneck rampage rides again
Yea, it's almost unreal how much better RRRR is compared to the base game imho.
I understand it's a lot of work and all but I liked how it made the levels feel like they relate to each other, especially in an age where they weren't able to create backdrops that show the next level (although RRRR hints at the upcoming levels in certain spots through road signs etc which is cool)

>> No.9000695
File: 347 KB, 1600x900, I_dont_get_it.jpg [View same] [iqdb] [saucenao] [google]
9000695

AlkalineJam was quite na experience compared to the v1.0 I played last year, gonna try WarpSpasm next once I get it running eventually

>> No.9000698
File: 581 KB, 600x600, i&#039;m gettin too motivated.png [View same] [iqdb] [saucenao] [google]
9000698

>>9000674
>tfw already sketched one of these for my current Doom 2 mapping project

>> No.9000709

>>9000634
E3 is fun.

>> No.9000743

>>9000689
I only played rides again all the way through
I liked it
>>9000698
post those sketches

>> No.9000772

>>9000689
People posting shit like this got me hyped up thinking RRRA was an actually good game, but no, it's just better than the first game. It still sucks ass.

>> No.9000784
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9000784

ALRIGHT FUCKERS IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY. WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT PROGRESS.

>> No.9000789
File: 359 KB, 988x1318, 1642234464775.jpg [View same] [iqdb] [saucenao] [google]
9000789

>>9000772
Are you a Civvie11 parrot?
Yeah, if you didn't like the premise or the core gameplay of Redneck Rampage at all then the expansion pack is unlikely to change your mind.

I liked the base game for it being a nice little build engine shooter with redneck / deep south aesthetic but the level design had some serious problems at times, RRRR does what the base game did with a better flow of the levels and much less "you better have a guide for this shit" moments.

>> No.9000794
File: 2.65 MB, 2268x2950, 20220611_165528 - Cropy.jpg [View same] [iqdb] [saucenao] [google]
9000794

>>9000743
>post those sketches
OK, since you asked (thank you btw) here's the latest sketch.
This shows about 6-8 of the 10+3 maps I have planned (there's a couple maps inside the fort, so I need a better perspective on the final product.)
>>9000784
Lately I've been working more on mapping for other projects and learning non-mapping editing for this project. Shit like custom bosses and, since I'm doing Friendly Monsters as a mechanic, recolored monsters for the Friendly ones (I posted a Brazilian Caco with a Mexibeam last week.) But pic related is relevant to my personal project, which I'll be juggling with my 94P submission.

>> No.9000796

>>9000245
>Did your port of choice shit the bed and decide that voodoo dolls were a "bug not feature"?
nah, this one is universal from boom to gzdoom ports - enemies just wont target voodoo dolls

>> No.9000798

>>9000789
I wouldnt know, if he made a video about RR i havent seen it. Sounds like you know a lot about his opinions though.

>> No.9000804

>>9000794
>that little pyramid underground
made me think of ziggurat vertigo

>> No.9000808
File: 391 KB, 512x512, 1611791428_lolok.png [View same] [iqdb] [saucenao] [google]
9000808

>>9000798
Yeah, I watch him.
But why would you play an expansion pack for a game you didn't enjoy at all?
What did you not enjoy in Redneck Rampage base game and / or the expansion ?

>> No.9000824
File: 1.44 MB, 1347x755, 1694202552.png [View same] [iqdb] [saucenao] [google]
9000824

>>9000808
>But why would you play an expansion pack for a game you didn't enjoy at all?
I can sympathize with people wanting to like it due to it's style.

>> No.9000829
File: 5 KB, 1536x256, sky_grad.png [View same] [iqdb] [saucenao] [google]
9000829

>>9000784
Still stuck at the sunset

>> No.9000834

>>9000829
i say use megaman x 1 night sky as parameter for it

>> No.9000835

>>9000796
Ahhh, yeah that's true. You could put the player on a small island with the voodoo doll in the center and force them to dodge enemy projectiles without letting them hit the voodoo doll, but that's a whoooole 'nother challenge entirely.

>> No.9000845
File: 327 KB, 751x741, 1643715451624.jpg [View same] [iqdb] [saucenao] [google]
9000845

>>9000824
Yeah, I like it too. It's kind of like a trip down the Build Engine memory lane, they definitely made some real fine Build Engine environments and I really liked for example the functional forklifts in Lumberland, the big airplane in one of the RRRR maps, Moto-madness racing track etc.

But after playing base game RR I definitely tempered my expectations for RRRR even though I had heard it was better so I wonder how someone could expect that much more than "more of the same, except slightly better" ?

>> No.9000846

>>9000808
Its advertised as a sequel, not just an expansion.

>> No.9000853

>>9000804
I might steal some inspiration from that, thanks anon (I haven't played much Quake yet.)
The small "pyramid" is actually a tent lol (sorry for the confusing perspective.) You start your adventure camping near a river when you stumble into the shits. The black upside-down funnel next to it actually is a hole to an underground burial mound tho.

>> No.9000860

What is the chronological order for the SW expansions? WD then TD?

>> No.9000864

>>9000808
People hate on Doom 2 and love Doom 1, cant think of any reason why it couldnt be the other way around in a different game

>> No.9000874

Nightdive is teasing an announcement for tomorrow at PCGS

>> No.9000879
File: 2.73 MB, 1280x720, lights.webm [View same] [iqdb] [saucenao] [google]
9000879

Quality in webm doesn't show it too well, but I can now generate a randomized diagonally smooth lighting in the maze. I'll probably cut out my shitty homebrew pathings. Inverting gravity seems too hard, I tried messing around with it a bit in ACS but it doesn't quite seem to work.

>> No.9000881

>>9000874
https://twitter.com/NightdiveStudio/status/1535740466058043392

>> No.9000889

>>9000881
c'mon Turok 3

>> No.9000901

It's been over 512 hours already, where is the beta?

>> No.9000935

>>9000864
>People hate on Doom 2 and love Doom 1
they don't

>> No.9000941

>>9000709
no

>> No.9000943
File: 359 KB, 700x481, 2_GUD_4_UR_HOME.png [View same] [iqdb] [saucenao] [google]
9000943

>>9000901
Stop asking, it'll be ready when it's ready.
There's custom assets that still need to be finished and submitted, and a couple maps got added to the list to fill it out to a full 32.

>> No.9000947
File: 2.91 MB, 640x360, gay cowboy game.webm [View same] [iqdb] [saucenao] [google]
9000947

>>9000845
>"more of the same, except slightly better" ?
It's been lavishly praised around here a few times and the improvements were seldom specified, so people generated their own expectations.

>> No.9000958

>>9000947
All RR needed was better autoaim, and larger colored keys (kinsie made a mod for this iirc).
Also scrapping the sewer level. it's uninteresting at best and terrible at worst.

>> No.9000970

>>9000958
A faster shooting pistol wouldn't hurt, and RR dynamite is the least fun explosive from all the build games.

>> No.9000972

>>9000881
is that jc denton?

>> No.9000973
File: 1.91 MB, 916x1560, Episode 3, Map 2.png [View same] [iqdb] [saucenao] [google]
9000973

>>9000941
E3 is fun.

>> No.9000985

>>9000972
There is also Garret. Curious pic for the pc show tomorrow.

The indie stuff today was shit.

>> No.9000997

>>9000958
and make the revolver do more damage. It's fucking abhorrent. Easily the worst starting weapon in any of the /vr/ FPS games.

>> No.9001001

>>9000985
My guess is Thief remaster, yeah.
They already have the engine experience. If they upres the models like what they're doing with SS2 I'd be happy about it. It's a pretty classy upres.
Should be optional ofc.
If they upres the texture they better not fuck it up.

>> No.9001010

>>9001001
No I dont think they will do anything for Thief, Thief already has everything you want. For either 1 or 2.

I would be very surprised.

>> No.9001043

>>9001010
>Thief already has everything you want
Everything I want, maybe. Like I said, some SS2 style model upresing would be cool. That's about it. Coop would be a lot of fun too.
But other people generally like to have games accessable from their favorite storefront™.

>> No.9001060
File: 1.42 MB, 1280x823, изображение_2022-06-12_013857178.png [View same] [iqdb] [saucenao] [google]
9001060

>>8999690
Yeah, you're right.
>>8999696
There is no ledge, it's just a dark corridor. Adding any more lines there just litters the image.
>>8999238
Picture was built on green-tone warm background and light blue cold line aura contrast. Making lines any other shade just crushes the colors.

>> No.9001065

>>9001010
Do you still need to install mods to get them to work on multiple cores, or did they get around to officially implementing the fix like they did for SS2?

>> No.9001081

>>9001060
>Making lines any other shade just crushes the colors
it's gonna have to be palettized one way or another and Doom doesn't have light blues

>> No.9001087
File: 1.99 MB, 1728x1080, 1-1617037300-504355901.jpg [View same] [iqdb] [saucenao] [google]
9001087

>>9001065
Anon tfix fixed everything, the unknown corbeu\raven guy had source code, and revamped all the limitations from the dark engine it was quite a day I remember.

Thief 1 and 2 work like a charm.

I think we might see other remasters, I think someone might do Fakk2, so there is this very pro texture remaster that appeared on nexus 23 May, the only mod for it there that is a bit intriguing.

Its not just upscaled ai, its original textures and art, maybe I am wrong.

Shit I still have saved on some pen somewhere outfits for julie.

>> No.9001098
File: 470 KB, 1600x900, doom07.png [View same] [iqdb] [saucenao] [google]
9001098

>>9000784
Working on my 94 Protons map.
Yes, the map I remember when I think of Plutonia is Map02, how could you tell? I'm having a lot of fun with the textures in the pack. Texture Alignment for the mossy rock texture is a pain in the ass though.
Also, does my entry teleporter look up to scruff, or should I rework it?

>> No.9001110
File: 4 KB, 256x256, DoomPalette0.png [View same] [iqdb] [saucenao] [google]
9001110

>>9001081
>it's gonna have to be palettized one way or another and Doom doesn't have light blues
Beat me to it. There's criminally minimal cyan representation in PLAYPAL.

>> No.9001114

>>9001098
Looks good overall. Long teleporter looks a bit goofy though, if it's that tall you can just leave it as open sky. Also there's special textures for the exit/start to use.

>> No.9001119

Is Plutonia balanced for UV Solo Net?

>> No.9001126

>>9001119
Solo Net? No, I don't think it is, you can give it a go but it's gonna be hardballs.

>> No.9001143

>>9000958
I want a RR mod to toss TNT like Blood does it.

>> No.9001164
File: 47 KB, 1140x360, 1633880477574.png [View same] [iqdb] [saucenao] [google]
9001164

>>9001087
Would you happen to know which version of FAKK2 is the latest one?

>> No.9001165

>>9000935
how about >>9000660 >>9000529 >>9000016
Jesus, that took me exaclty one minute of scrolling to find. Im not saying its universally hated and D1 universally loved - just that there is a possibility of preference for many people, meaning also many people can prefer expansion pack to RR over the original game

>> No.9001173

>>9001165
they don't matter

>> No.9001176

>>9001087
>tfix
TFix is a mod, anon. I was asking if they got around to officially implementing it like they did for the System Shock 2 update.

>> No.9001187

>>9001081
Well just stick to the blue then. Making lines green don't looks right.

>> No.9001193

the OP is missing the Descent games. those games were kino

>> No.9001245

>>9001164
Patch 1.02 I believe.
I might try the mod as well in a while.

>>9001176
Its a more than mod its a complete revamp. but no it does not come already packed in thief 1 and 2.

Didn't know SS2 already did it since the patch for SS2 came because of the ones made for thief.

>> No.9001271
File: 374 KB, 1920x1080, alejandro_plays_in_the_background.png [View same] [iqdb] [saucenao] [google]
9001271

>>9001098
Looks comfy anon. Well of Souls is one of my favorite Plutonia maps too (not that it shows here.)

>> No.9001278

Map11 of 400 minutes of /vr/
https://www.youtube.com/watch?v=rioMvyK-Eaw

>> No.9001306
File: 793 KB, 1200x800, 1644189879246.png [View same] [iqdb] [saucenao] [google]
9001306

Sorry for the delay folks, I was stuck in another meeting that went on for far too long. It's time for some more Serious Business Saturday. We'll be playing through the Babylonian levels of TSE, so get your coffee ready and take a seat.
>IP: 45.79.57.115
>Join via specify server
I'll try to make sure I repost this in the new thread.

>> No.9001343
File: 33 KB, 708x283, 00001.png [View same] [iqdb] [saucenao] [google]
9001343

>>9001306
I can't find the IP you listed, is the server not up yet?

>> No.9001356

>>9001343
direct connect my man

>> No.9001357

>>9001343
Are you trying to connect with Zandybam? It's a Serious Sam event

>> No.9001358

>>9001343
Wait i'm a fool, you lads are playing Serious Sam not doom. Don't mind this post then.

>> No.9001414

I'm making the new bread at page 10 because I can

>> No.9001419
File: 321 KB, 1920x1080, MAP01 (6).png [View same] [iqdb] [saucenao] [google]
9001419

>>9000784
Antiquityfag here. Nothing really worth screenshotting on that front because I'm working on other stuff, and also my day job has demanded a lot of my time lately. Have a DBP49 pic.

>> No.9001423

>>9001419
Looks nice.

>> No.9001472

>>8996660
>UHOOOOH

>> No.9001497

>>9001278
>this is attempt number 5
>the map is not hard
>i am hard
Nice bro. Glad to hear about your penis.
>is there a separate deathmatch arena
You motherfucker. I lol'd. That was fun to watch. Might be my favorite demo of seen of a map I made. Good shit.

>> No.9001528

>>9001497
Th-thanks.
It's hard to play well with an erection, that explains the number of attempts.

>> No.9001535

>>8996743
>that author name
Who do I sue for plagiarism?

>> No.9001539

>>9001528
Engorged Eggplant, indeed.
It is a sexy map, to be fair.

>> No.9001541
File: 39 KB, 580x394, saw.jpg [View same] [iqdb] [saucenao] [google]
9001541

does anyone remember the Area 51 reboot from 2005? did anyone like that game, would anyone enjoy playing that together sometime?
https://www.youtube.com/watch?v=1qzli0-Hdc4

>> No.9001542
File: 538 KB, 1600x900, 1639201625627.jpg [View same] [iqdb] [saucenao] [google]
9001542

>>9001306
Great meeting, fellas. Hopefully I can start it a bit earlier next week. We'll finish up TSE and then probably do some DM afterwards if we got the time.

>> No.9001546

>>9001542
>DM
I will need better weapon binds.

>> No.9001552

>>9001528
I actually considered putting an arena in for laughs, but decided to save the time for fixes. Which was good because I had a few fixes to make.
Ran out of lines for 512.

>> No.9001558
File: 9 KB, 452x131, Screenshot 2022-06-11 223050.png [View same] [iqdb] [saucenao] [google]
9001558

>>9001535
Me. But I warn you, I don't respect the rules of law. Only the Rules of Nature. Just kidding, much love. That author name was a one-off joke at like 3 people's expenses lmaoo Oh but I wasn't kidding about not respecting the rule of law tho that's on God

>> No.9001576

Has anyone ever attempted to recreated levels from Doom 3 as faithfully as possible into a Doom 2 wad? That might be neat, ALOT of work, but neat. Honestly the coolest thing about that would be seeing all of those Doom 3 textures pixelated into the Doom 2 style and texture size.

>> No.9001581
File: 1.08 MB, 269x200, chris-farley.gif [View same] [iqdb] [saucenao] [google]
9001581

>Get excitied for SNS
>Realise you're on Euro time

>> No.9001583

>>9001542
Damn I missed it today. It was good fun last time and hopefully I'll make next time

>> No.9001587

>>8997494
Anything more specific you'd compare it to?
>>8997518
I'm playing Blade of Agony too and I like that it feels like a 2000s war shooter mixed with Goldeneye. I have to adjust to the less speedy nature of completing objectives from the killing-until-the-exit-door of Doom gameplay.

>> No.9001598

>>8997830
Now I'm imagining a blacksploitation mod for Duke Nukem with funk music and aliens and some 70s style in there. Would actually be dope. Plus black babes.

>> No.9001719

>>9001542
Damn, I should reinstall the game and play with you next time.
I also remember Sam deathmatch being hella fun.

>> No.9001834
File: 1.30 MB, 3840x2160, quake1520220612010520-00.jpg [View same] [iqdb] [saucenao] [google]
9001834

Quake 1.5 is fun and all, but what the fuck were they thinking with some of these weapon models?

>> No.9001870
File: 295 KB, 670x419, 3d_girl_with_headphone.png [View same] [iqdb] [saucenao] [google]
9001870

>Perdition's Gate and Hell to Pay music volume

>> No.9001875

>>9001870
Funny thing is that a few of those tracks are so high volume that depending on the software playing the music, it can 'wrap around' and goes really low volume instead so you can barely hear it.
No idea what was up with that, seems they should have noticed either or and tried to fix it.

>> No.9001951
File: 350 KB, 1920x1040, egypt at 2022.06.12 15-47-12.579 [R3966].jpg [View same] [iqdb] [saucenao] [google]
9001951

>>9000784
Making a map for Temporal Tantrum (trying to accelerate work on this, hence my absence from 512 linedefs of /vr/. The theme is an Egyptian tomb that's already had an expedition go in, set up camp, and then be killed - so there's tech elements, but they're mostly not working that well, and there's lots of enemies already dead.

Also, taking inspiration from Egypt in Goldeneye, you'll have to kill the diabolist (pictured) each time he appears to unlock the final area of the map.

>> No.9001964

>>9001951
>Making a map for Temporal Tantrum
Release when?

>> No.9002007

>>9001964
See the thread title.

>> No.9002028

NEW THREAD
>>9002019
>>9002019
>>9002019

>>9002007
How right you are.