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/vr/ - Retro Games


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9010960 No.9010960 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9002019

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.9010962

=== CURRENT PROJECT ===
94 PROTONS OF /vr/
See picture for details
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

512 LINEDEFS OF /vr/
>>9010641 Beta as of 6-15: https://files.catbox.moe/0nx13f.zip

=== 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 ===
[06-11] The Force Engine 1.0 beta is almost done with hardware rendering
https://twitter.com/DF21net/status/1535642950939574277

[06-11] Pico Doom updated to 1.5
https://youtu.be/WORdFS8nU9k

[06-10] Duke Nukem movie in the works
https://www.hollywoodreporter.com/movies/movie-news/duke-nukem-movie-1235162997

[06-09] SLOOTER is now in early access
https://buxomdev.itch.io/slooter

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9010969

>>9010960
>>9010962
About the 512 linedefs of /vr/ graphics. What do you think about this one: >>9001060
I think it would be great as an intermission screen.

>> No.9010973
File: 139 KB, 320x200, file.png [View same] [iqdb] [saucenao] [google]
9010973

>>9010962
>512 LINEDEFS OF /vr/ BETA
Turns out the UMAPINFO I nabbed from anon doesn't have the boss action specials so some maps are outright broken. Whoops.
>>9010969
Ah, didn't catch that. It looks good, but resizing it to Doom's resolution yields some less impressive results. I'll experiment with it a little more.

>> No.9010985

>>9010973
fix that retarded space balls tier helmet you dumb faggot

>> No.9010998

>>8993184
i would replace chocolate / crispy doom with dsda doom and woof! since they are more modern

>> No.9011003

>>9010985
What's the magic word?

>> No.9011005

>>9011003
nigger

>> No.9011032

>>9010969
So are you the guy who rendered the picture? The helmet does look a little oversized

>> No.9011040 [DELETED] 
File: 34 KB, 620x400, dd9a117a06554c528564c717dfaf1cb3.jpg [View same] [iqdb] [saucenao] [google]
9011040

>>9010973

>> No.9011045 [DELETED] 

>>9011040
Use your words like a big boy.

>> No.9011047 [DELETED] 

>>9011040
kek
>>9011045
redditor fag cant handle criticism or even take a joke. kill yourself queer

>> No.9011096

>>9010973
where's his neck?

>> No.9011097

>>9010998
I would replace DSDA/Woof! with GZD since it's more modern.

>> No.9011101

>>9011096
¯\_(ツ)_/¯
I didn't make it. Best I can do is post-processing. Hopefully anon wakes up so he can make adjustments.

>> No.9011107

>>9011097
gzd is already in there though

>> No.9011109

>>9011107
I was taking the piss anyway because of that dumb post, anon.

>> No.9011110

>>9011109
it's not dumb, i think it's a good suggestion :(

>> No.9011115 [DELETED] 
File: 476 KB, 1600x900, Screenshot_Doom_20220614_223426.png [View same] [iqdb] [saucenao] [google]
9011115

>> No.9011132

>>9011110
No it's not. Woof! is not a direct evolution of Crispy, but a sideline.
And if you want the most vanilla-ish experience, Choc and Crispy definitely have their use.

>> No.9011135

>>9011132
What would you make of DSDA? It seems to me that it's superseded PrBoom+, especially with how long it's been since the last update.

>> No.9011139

>>9011135
I don't particularly like any of the PrBoom-based ports, but I certainly like + the least.

>> No.9011154

>>9011132
>And if you want the most vanilla-ish experience, Choc and Crispy definitely have their use.
>not having a dedicated DOS machine so you don't have to sully the vanilla with DOSBox

>> No.9011174
File: 1.42 MB, 1280x823, изображение_2022-06-15_104255365.png [View same] [iqdb] [saucenao] [google]
9011174

>>9010985
>>9011096
Changed the helmet. You're happy?

>> No.9011186
File: 79 KB, 989x619, BRRRRRRRRRRAAAAAAAAAAAAAAAAAAAAAAAAAAAP.png [View same] [iqdb] [saucenao] [google]
9011186

>>9011174
Here's how it looks resized and paletted.
Hm.

>> No.9011240

>>9011186
Looks cool, I remember you've made a version with the vertices icons from Ultimate Doom Builder too, I think with that it would look perfect.

>> No.9011259

>>9011240
Make that the menu selection icon

>> No.9011261

>>9011186
Seeing it like this, maybe the arms should be a bit thicker, they look kinda weird at the lower resolution imo

>> No.9011290 [DELETED] 
File: 777 KB, 1600x900, 1632096273268.png [View same] [iqdb] [saucenao] [google]
9011290

this is based af

>> No.9011291

>>9011186

Looks great but he should be much more buff.

>> No.9011351

>>9010969
What if, for one of the screens (Maybe credits?) we use picture of lines of cocaine, but cocaine is replaced with linedefs.

>> No.9011358

>>9011351
I now need to see a map with 1-pixel midtexture lines of cocaine.

>> No.9011363

>>9011351
>addicted to mapping
It’s cute but…. eh

>> No.9011368

>>9011186
I honestly think that looks okay, maybe change the linedef colors to something more eye catching and make the - sidedef indicator on a few of em but it’s ready to go i.mo

>> No.9011432
File: 386 KB, 1024x768, 1655289776800.jpg [View same] [iqdb] [saucenao] [google]
9011432

https://rentry.org/8ca3061522e0 did a draft page compiling all the mods we've done so far, ones that I could remember at least. Don't be shy on suggestions, some revisions may be needed to be made - on formatting, descriptions and what else the imagination allows; I was thinking about fancy title picture for example, or some additions to fill table of contents with. Or if you have better host proposal than RENTRY, hit me up with it, pastebin in the OP is unmaintained since years.

>> No.9011434
File: 647 KB, 1280x823, hmm.png [View same] [iqdb] [saucenao] [google]
9011434

>>9011174
>>9011186
I did a pass adjusting some of the paletting

>> No.9011435

Another idea for one of 512 lines of vr art - a wall with tally marks.

>> No.9011453

>>9011432
Yeah, and "Author's corner" too, would it work as a place to list all shared WADs that got lost inside news post reel? I'll see what I can do about it later, there should be plenty things to supplement that table with.

>> No.9011464
File: 208 KB, 1920x1080, FVL93ycXoAABqpz.jpg [View same] [iqdb] [saucenao] [google]
9011464

Knee Deep in the Deep End.

>> No.9011470
File: 850 KB, 1920x1080, FVL93ycWYAAbHGK.jpg [View same] [iqdb] [saucenao] [google]
9011470

>>9011464

>> No.9011472

>>9011464
more like knee deep in the swimming pool

>> No.9011473

>>9011432
I thought 2048 units was Boom compatibl, not mbf. Other than that that's cool - I guess we could break up 400 minutes into a seperate entry since its pretty different and a much later entry

>> No.9011474
File: 908 KB, 1920x1080, FVL93ybXwAAHSaZ.jpg [View same] [iqdb] [saucenao] [google]
9011474

>>9011470

>> No.9011475
File: 763 KB, 1920x1080, FVL93y6WUAI2_bs.jpg [View same] [iqdb] [saucenao] [google]
9011475

>>9011474

>> No.9011476

>>9011473
The clean version is Boom compatible, the version with new weapons is MBF.

>> No.9011480
File: 61 KB, 640x480, doom00.png [View same] [iqdb] [saucenao] [google]
9011480

MAP01 of 512 lines.

I took me more attempts to take the correct turn than I care to admit. Maybe paint walls behind two holes in distinct colors?

Also if you can't spare any lines to isolate this switch, maybe not use a lift? I don't see why it needs to go up, there's nothing there.

>> No.9011513

>>9011475
the chasm but fun

>> No.9011519

>>9011475
this one creeps me out

>> No.9011543

Where can I find EVERY mod made by /vr/ or 4chan? Hard Fast Faggot Maps, 500ml of /vr/ and EVERYTHING that was made prior? It looks like the old mods just sinking into nothing after the release.

>> No.9011559

>>9011543
Everything but Ad Mortem and the uncut version of HFFM is on idgames. You can find the other two on Doomerboards.

>> No.9011563
File: 365 KB, 1600x900, Touchplate Trouble.png [View same] [iqdb] [saucenao] [google]
9011563

Thoughts on 512 Linedefs of /vr/ so far, playing on UV pistol start:

MAP01 - Underblown Budget:
Good short level, the rocket launcher imp encounter was a cool idea.

MAP02 - Touchplate Trouble:
The map is fine but why the fuck is it in slot 02, the Archvile fight alone is far too difficult to be so early in the wad. Maybe I'm just being a scrub but it would be good to have one or two medikits in that fight too. I've found one visual issue, there's a wire fence midtexture here where I'm standing, which is visible from the front, but when looking at it from the back it disappears.

>> No.9011573

>>9011559
I mean the full list of everything made here. Maybe even including Moonman and pol.wad. It's strange that there is no list or picture like "So you want to play /vr/-made mods"

>> No.9011578

>>9011573
Moonman wasn't made by this board as far as I can tell, it was by someone on a Moonman forum that I'm not sure exists or not anymore.

>> No.9011593

>>9011573
>>9011578
Does this one count?
https://www.youtube.com/watch?v=DxyadCHxUng

>> No.9011595

>>9011578
Moonman Doom was made a long time ago on 8ch.

>> No.9011597

>>9011595
You sure? It feels like Moonman Doom is way older than 8ch

>> No.9011601

>>9011597
I remember contributing to it on 8ch's Doom threads at least

>> No.9011607

>>9011593
Oh, I remember that. So you see, there is so many funny or interesting mods made on 4chan, and barely anyone remembers them. I can't imagine Hard Fast Faggot Maps made anywhere else, this unfiltered uncensored humor is a breath of fresh air.

>> No.9011610
File: 405 KB, 1600x900, Screen Dream (4).png [View same] [iqdb] [saucenao] [google]
9011610

>>9011563
MAP03 - Screen Dream:
The map was solid until the last room, I fucking hate it. I was trying to beat the platforming section with save scumming but then it just fucking broke so I just noclipped to the exit.

https://imgur.com/a/qXjXblw
Here's an image album with screens and various notes/nitpicks.

>> No.9011613

I just want a new Doom 2 megawad that's mostly techbase and has small/medium maps with never more than 50-75 monsters.
I would call it "Comfy Doom".

>> No.9011614

Okay, shit, I tried Hideous Destructor and I kinda hate it, kinda think it's interesting. I haven't even read the manual yet, just jumped in after getting the keybinds and testing guns on the firing range. Fuck I didn't even mean to spend the last few hours on this, I just tried it on a whim. Is there a Crash player skin or anything?

>> No.9011626

>>9011613
You posted that already in the last thread.
Either make it yourself or wait until 94 protons is done and let people breathe for a bit until starting a new project.
Also I'm still not done with the dusk/night sky

>> No.9011652

>>9011563
>>9011610
Blessed playtester.
I agree that Touchplate Trouble is a bit too difficult for the MAP02 slot, even in continuous play. Good catches on the bugs, too.

>> No.9011665

>>9011473
>I guess we could break up 400 minutes into a seperate entry since its pretty different and a much later entry
I could do that, I just didn't want to shift all the attention from previous entries as if they're inferior, so I've put release dates as alternative way of differentiation.
Made a huge mistake of leaving out Kegan, Babel mod anon and God knows who else, there is much work to be done.

>> No.9011667

>>9010960
Is the doom marine from doom the same marine as the doom marine from doom 2, doom 3, doom 64, doom rpg, doom 2 rpg, doom 4, and doom eternal?

>> No.9011671

>>9011667
doom 1 -> doom 64 -> 2016 definitely. Doom 2 probably too, but not necessary.

The rest probably no.

>> No.9011680

>>9011610
MAP04 - Iron512:
Fun map, if I had to complain one thing I would improve is some stronger/more varied lighting at the beginning areas, I've screenshotted a pair of texture errors I've noticed.

https://imgur.com/a/nioSphg

MAP05 - Mission Vambee:
A tough and really well made map, nothing bad to say about it.

MAP06 - 511 Lines Of Horror:
The only part I didn't like was the Archvile fight, I would suggest adding some more rockets near the nonsecret rocket launcher pickup that activates the Archvile closet, because fighting an Archvile with only a shotgun and a chaingun in an area with almost no cover while it could also revive a Hell Knight isn't very fun. The hexagram arena was my favorite part of the level. The tech pillars look weird in software mode, more in the link.

https://imgur.com/a/t2bftku

>> No.9011681

>>9011614
>getting into HD for the first time, getting used to the controls, get caught up with it over a few hours
>first question is “can I play as a girl?”
You can switch genders to get the female mug and sounds, it’s not too bad but it’s odd how this is your first concern.

>> No.9011705

>>9011667
That’s what they’re trying to get across. Any inconsistencies just get handwaived with “portals yo”.

>> No.9011710

>>9011667
>>9011705
Wait not the RPGs, maybe 3 with the soul cube and being on mars and stuff.

>> No.9011715

>>9011680
MAP07 - Slivovitz River "Massacare":
Was that the original spelling of the map's name or did project lead make a mistake in the automap names? Also, is the wad supposed to be complevel 9? I'm playing it on complevel 9 in Doom Retro, I'm asking because I can barely move in the black sludge area, so I wanna know if the sourceport or the complevel is fucking something up so that I don't criticize the maps for my own stupidity.

>> No.9011718

>>9011681
I had others, I just refrained from asking until I read the manual. A neat character to play as makes a mod more fun, and I don't know of any mods that let you play as Crash, so I figure it might as well be this one.

>> No.9011761
File: 356 KB, 1153x867, 1651197036596.png [View same] [iqdb] [saucenao] [google]
9011761

>>9011563
Map author for Touchplate Trouble here, thanks for playing my level, can't believe I missed something as obvious as placing a back midtexture. Also, there should be some extra health before and during the final fight, but it seems like the organizer used an older version of this level.
>>9010962
>>9010641
Update for 512 Linedefs of /vr/:
Touchplate Trouble (v4) [CL9] by donk_konk
https://litter.catbox.moe/v390yd.zip
MIDI: Sand Canyon 3 from Kirby's Dream Land 3
Tested with DSDA-Doom v0.24.3

Added back midtextures to the wires. That's about it.

>> No.9011773

>>9011715
I had the same problem in the sludge room. It all but stopped my movement in Woof! and DSDA default complevel, but I had it work in DSDA - complevel 9 I think. Might be source port based, tho, and I'm misremembering how I fixed it.

>> No.9011781

>>9011718
Crash has had sounds and skins for Doom since early Skulltag days iirc

>> No.9011804

>>9011434
Looks good.

>> No.9011814

What programs do you use to do sprite editing? Are there any good alternatives to photoshop? I don’t have a copy and don’t feel even like pirating it even. Shit is taking for fucking ever on GIMP though.

>> No.9011821

>>9011715
Map author said it's not supposed to be that slow but had no idea what was actually wrong.

>> No.9011860

>>9011671
>but not necessary.
How so?
>The rest probably no.
How so?

>>9011705
Portal is a different series.

>>9011710
>Maybe 3
Buy why is the Doom Marines such a pussy in that game then? PTSD from Doom 1 and 2 and 64?

>> No.9011869

>>9011860
Doom 64 alludes to main character being sole survivor of the "Original Doom Incident". It's possible that Doom 2 protagonist is a different character, although it's probably the same guy. After Doom 64 main character chooses to stay in hell, which is a backstory of Doom Slayer. The rest are spin-offs in different continuity.

>> No.9011875

>>9011667
At this point it's like the fucking Zelda timeline shit, nobody should really care that much to cram games together that don't perfectly fit but it's going to be done because monies on one side an autism on the other.

Also there's another Doom game that id don't like to talk about after the reception Commander Keen's revival got.
https://www.youtube.com/watch?v=fR1r4cHuaDo

>> No.9011876
File: 81 KB, 612x2157, 1653938785080.png [View same] [iqdb] [saucenao] [google]
9011876

Is Doomguy/Flynn Taggart related to Duke Nukem?

>> No.9011879
File: 88 KB, 640x480, doom01.png [View same] [iqdb] [saucenao] [google]
9011879

MAP03 of 512 lines, why is my only escape out of the pit is a secret?

>> No.9011892

>>9011860
>Portal is a different series.
Very true. Also nothing to do with the wibbly wobbly time shit with the “Slayah” crossing various dimensions as inferred in 2016.
>Buy why is the Doom Marines such a pussy in that game then?
The one in Doom 3? I don’t see how he’s a pussy and he might not even be the same marine. It could be a buried prequel setting while 2016 simultaneously tetters on retcon territory. It’s a mess.
>>9011869
It refers to the military archives known as the “DOOM episodes” so it could indeed be anything from the original Doom to 2 plus Final Doom. It’s not very specific besides the manual mentioning you returning to an installation you once saved.

>> No.9011894

>>9010973
>Turns out the UMAPINFO I nabbed from anon doesn't have the boss action specials so some maps are outright broken. Whoops.
Which maps need boss actions? I think MAP30 is broken, for once (I jumped ahead to see how it goes)

>> No.9011897

>>9011761
>Donk_konk
So far Ive only seen you on sns and fnf, nice to see a map from you man

>> No.9011905

So, what's everybody's favorite music from a wad?

Link fucking related.
https://www.youtube.com/watch?v=DgCBGY-_vh8

>> No.9011906

>>9011876
Doomguy is named Stan Blastokicz and he can't read your shitty fan biction

>> No.9011908

>>9011894
I don't remember the numbers right now, but Forkheads.tk and Public Castration both have them.

>> No.9011916

>>9011875
Zelda is for toddlers who can't appreciate long term continuity. They probably forget what Ganon looks like from one game to another, and it doesn't matter because main series games come out like every 5 years and they're meant for 7-12 year Olds so this a good chance that if you've ever played a Zelda game it's only been one game.

Mostly though Doomguy is the same Doomguy in every game because Doomguy is supposed to be me/you/whoever is playing the game at the time and just because the name of the game changes that doesn't mean that I'm now a different person.

>> No.9011924

>>9011869
How do we not know that the original Doom incident being referenced is the one from the book and it just happens to happen again in Doom 1. So Doom64guy is the guy from the book.

>> No.9011931 [DELETED] 

>>9010960
Doomguy is a jew through relation to BJ and confirmed by Hall, Romero and Carmack. the ultimate blackpill they don't want you to know.

>> No.9011934

>>9011906
That's good, he should stay away from this SS13 Library-tier parody slashfic anyway. It's more hazardous than nukage floors.

>> No.9011946

>>9011916
>Mostly though Doomguy is the same Doomguy in every game because Doomguy is supposed to be me/you/whoever is playing the game at the time and just because the name of the game changes that doesn't mean that I'm now a different person.
This and the classic skin and scars on the Eternal player character matches the original Doom cover, same marks on the armor and there’s a scar on his left arm where he gets grabbed. It’s only missing the thigh rip.

>> No.9011952

>>9011906
William J. Blazkowicz III*

>> No.9011961

>>9011946
Doomguy isn't the one standing in the center of the original poster, he's the one reaching out in the background (guy in the center is the dead player at the start of E1M1 that doomguy drags thru the door before sealing it closed (this is all true, my dad works at Romero))

>> No.9011963
File: 1 KB, 41x56, PLAYA1.png [View same] [iqdb] [saucenao] [google]
9011963

>>9011781
I think I found it and it looks pretty good. There was also a generic lady marine in Extermination Day that can work for a not-Crash character.

>> No.9011964

>>9011961
My boyfriend used to bleach Romero's asshole back in the early id days and can confirm.

>> No.9011969
File: 138 KB, 1200x675, 787C3CAB-DF7B-463D-A9DD-92C286E1700B.jpg [View same] [iqdb] [saucenao] [google]
9011969

>>9011961
That’s the theory I subscribe to as well but I don’t think the new crew at IdSoft agrees with us.

>> No.9011989
File: 517 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9011989

>> No.9011996

>>9011989
>Player uses ass

>> No.9012006

>>9011989
>journalist detection discord community joined

>> No.9012009
File: 1.02 MB, 1600x900, 1655230375800.png [View same] [iqdb] [saucenao] [google]
9012009

>>9010960
>no idea why this was deleted from the previous thread
I like how WarpSpasm keeps repopulationg the map with each objective completed more than just an ambush spawn after grabbing a key item nearby - feels a little like Quake2 because of it, are there any more mods like it?

>> No.9012010

>>9011989
>40k Duke Level
Time to get on it

>> No.9012015

>>9011969
>digits
Nice. And of course not, nuCrew can never have the subtle magic of OGs. Ain't no Halls or Romeros left to inject their own inspiration into a project in subtle ways. Everything has to be as blatant and pandering as possible.

>> No.9012027

I guess another thing I was wondering is what you guys think of Ugly as Sin. Looting corpses looks pretty neat.

This video was what got me really curious about HDest.
https://www.youtube.com/watch?v=4i3iN_xoI3A

>> No.9012029

>>9012015
that isnt "digits" you newfaggot retard

>> No.9012050

>>9012027
Great quality of life mod, and pretty much singlehandedly responsible for there being an entire submod scene for HD. The default looting pool is pretty barebones, but there's a couple mods to expand on them. The medical module needs overhauling for the new wounding system, so you have to cut some stuff out to be able to run it with the latest HD commits.

>> No.9012051

>>9012029
Yeah but 69 dudes!
>>9012015
Anything to make the fandom wiki fatter these days.

>> No.9012054

>>9012027
>Ugly as Sin
It’s great if not essential, especially for when you’re starting out. You can adjust the rates of enemy respawns if they’re too hard to handle. I personally really appreciate the laserlight module.

>> No.9012115

>>9011432
I'll try putting this in the new thread, but RENTRY gets picked up by spam filters IIRC.

>> No.9012118

>>9011715
MAP07 - Slivovitz River Massacare again:
Ok I replayed the map on DSDA and the sludge room worked right this time, really cool idea with the sludge reversing movement. Not a big fan of the surprise room with the Archvile and all the Shotgunners, maybe I just don't get the intended way but it felt like RNG. The lift in the lava pool is useless cause you still take damage while standing on it and I always ended up dying before it goes up, even with almost 100 HP.

MAP08 - Tombs & Triggers:
Excellent map, feels like something from D2TWID.

MAP09 - Hit Play Half Cocked:
Another great one, kicked my ass until I've discovered which way to go at the start to get the SSG or Plasma Gun, genius idea with the twist ending.

>> No.9012134

>>9011715
>>9011773
>>9011821
Right, so I tested the map again in DSDA, PrBoom+ and Woof! and everything works as intended if run on complevel 9.
I don't get Doom Retro, and in the wiki I didn't find anything about how to set up complevels, so I might be retarded. In case Doom Retro doesn't allow for complevels, there's your problem.

>>9012118
>Not a big fan of the surprise room with the Archvile
Teeheehee, admittedly that's a really evil one. No quite as evil as the Spider gangbang in 400min's Biskelion, but almost.
>The lift in the lava pool is useless cause you still take damage while standing on it
That's definitely not true though. You probably still stood far enough in the lava :^)

Thanks for playing anyway, and for pointing out the spelling mistake,
>>9010962
For 512 lines MAP07: Please fix the name, it's "Liver", not "River". Though I just might call my next map "Lincoln Park".

>> No.9012149

>>9012134
>>9012118
The River in this post was my misspelling, it's Liver in the game, but Massacre is misspelled. Also yeah I've guessed it's Doom Retro causing problems because it's not really the most faithful port obviously. Is there supposed to be some pinpoint location on which to stand on the lift? I just couldn't find the right spot.

>> No.9012165

>doom lore discussion when the series never had any consistent lore and the new games already retcon the background of cybernetic demons and what doomguy's face should look like
i wish id just admitted that "doom lore" was a ploy to trick youtubers into thinking they're more loyal to doom than the older fans that participated in one of the largest modding scene and traditional shit like coming up with the "doomguy" nickname
>>9011916
if anything, a series can benefit from not having a main contunuity for shit like experimentation
the fact that people hated tag2 means that either id could "fix" it by making a game with better ideas or that at least modders and artists can come up with cool shit
a lot of doom content might as well be people reinterpretating a series whose identity was always messy to begin with
>>9011876
2 characters from different media, owned by different publishers are never canon to each other
>>9011906
even that is still tied to a bunch of obscure phone games that already have their own different timeline
>>9011969
there's still the arguement about the box cover art design vs the original ingame sprites, coming from adrian himself

>> No.9012189

>>9012165
>there's still the arguement about the box cover art design vs the original ingame sprites, coming from adrian himself
Kind of reminds me of when some of the original team had their own idea of how “fuzzy” the shambler was.
Similar to Eternal, we have a newer game in the form of Quake Champs dumping on that discussion by making a big and fuzzy shambler head cosmetic.

>> No.9012195

>>9012149
>it's Liver in the game, but Massacre is misspelled.
lol shit I didn't even notice that, although "massacare" also sounds funny. But you should have no problems if you just walk right up to the wall. My internet sucks atm, so I can't upload any webm whatsoever, but if you stand right in the corner you are safe.

>> No.9012226

>>9012165
>have their own different timeline
[citation needed]

>> No.9012232
File: 176 KB, 1920x1080, doom14.png [View same] [iqdb] [saucenao] [google]
9012232

Playtest time

>> No.9012262

>>9012189
quack champs also has a shambler's severed arm as a lightning gun cosmetic, and it has the appearance of dolphin blubber, so they're either inconsistent or they're trying to imply that it can go both ways

>> No.9012337

what's the gzdoom equivalent for Blood?

>> No.9012339

>>9012262
I didn’t know this was added to the game and I’m glad it was. The endless “fur or no” speculation is fun and important.

>> No.9012346

>>9012337
Raze, works for Blood Duke and Shadow WarriorSame dev too.

>> No.9012353

>>9012339
id is certainly making repeated hints that they may bring back Quake 1, and if they do they should have both furry and skinny shamblers, it can be explained away as "dude eldritch lmao" and will continue to fuel Marphy Black's autism

>> No.9012362

>>9010960
What an awesome thread :o

>> No.9012369

>>9012232
... and I died 3 times on the first map playing on HMP
Also in the end enemies tend to get stuck on that raised floor after teleporting and it's too easy to telefrag the hell knights and the imps one by one

>> No.9012390
File: 217 KB, 1439x1073, 45745756856865.jpg [View same] [iqdb] [saucenao] [google]
9012390

Are there even any maintenance workers / warehouse men etc in Black Mesa Research Facility. Aside from the marines / black ops it seems that every worker is a scientist or a barney / otis and you don't see other types of blue collar folk around the place at all. And a ton of warehouses but not a single forklift (to my recollection) . Or do the HEV suit sciencemen do all the maintenance work / material handling that robots don't?

>> No.9012392

>>9012390
>he doesn't know about gus

>> No.9012393
File: 253 KB, 512x384, C0a0_gus01.png [View same] [iqdb] [saucenao] [google]
9012393

>>9012390

>> No.9012397

>>9012390
You know what I know this is dumb but I would love a 20 hour reimagining of the incident but with the level of detail of Echoes and tons of additional characters.

HL just puts you into this comfy place like SS2. I love it.

Signal Lost is an interesting project as well.

>> No.9012405
File: 8 KB, 2048x256, sky.png [View same] [iqdb] [saucenao] [google]
9012405

Yeah, so I've given up on trying to get a nice transition to work; it wouldn't work anyway as intended, given the nature of the Doom skybox.

Now I'm just making a few distinct skies that can then be used one after another.
Dithering on the third one still looks like ass and it needs more kinds of clouds and shit.

>> No.9012421

>>9012337
Raze for architecture, NBlood for mod compatibility and accuracy.

>> No.9012431

>>9012346
>>9012421
what about bloodgdx?

>> No.9012434

>>9012431
I still have gdx, but the features on raze are really nice anon. Try both.

>> No.9012447
File: 388 KB, 640x452, 1621427315959.png [View same] [iqdb] [saucenao] [google]
9012447

>>9012392
>>9012393
Geez, have I been asleep at the wheel every time I've played through Half Life 1 because all I remembered were the barneys and the sciencemen and I remember the robotic material handler that waddles into the radioactive waste carrying a barrel but I have no recollection of Gus?
>'ate 'eadcrabs
>'ate the murreens
>'ate the vortigaunts (not racis jus don't like 'em much )
>'ate the lambda team
>luv me forklift
>luv me job
>simple as

This is interesting information, thank you a lot.


>SS2
For some reason I read it as "Serious Sam 2" but then I realized you meant System Shock.

>> No.9012449

>>9012165
The Doom RPG website confirmed that it's the same Doomguy from 1, 2 and 3. So from that it's the same guy as the first 3 and 64 says it's the guy from the first 1 so it's all the same guy. I don't know about the Doom 2 RPG because the character has a different name.

>> No.9012459

>>9012431
>>9012434
GDX is good, you just might need to enable palette emulation in the settings for those authentic looks. It’s got some settings that let you customize difficulty too. Try them both out, you can’t go wrong with either.

>> No.9012473

>>9010962
>94 PROTONS OF /vr/
>See picture for details
>https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
Hey, is there a sample map I failed to see that contains exit teleporters or should I reconstruct them from the picture?

>> No.9012479
File: 90 KB, 664x646, 15441605817610.jpg [View same] [iqdb] [saucenao] [google]
9012479

>>9010960
I beat the whole 512 linedefs of /vr/ in one day and wrote my thoughts into the notepad. As time flew, my mind degraded so don't feel grudge if your maps which were late in the wad are described simply as "good" or "bad".
https://disk.yandex.ru/d/bYUktY8znJLfZA
(Can't post the list on PasteBin since it autodetects "bad content", duh)
t.GuyWithTeaCup

>> No.9012487

>>9012479
Hey, I did pistol-start MAP16 and I only saved a couple of times. Although I kinda agree that the last arena is too difficult, due to large number of up-close revenants. I didn't have time to refine it before deadline.
But it could use something little less outrageous in the last room.

>> No.9012489

>>9012479
>GuyWithTeacup
Made BFG Multiplication, yeh? God bless you for your efforts; I appreciate whatever appraisal of my maps you give, so thank you.

>> No.9012505

>>9012479
>MAP07 sludge room
Just so we're clear, the controls were reversed, right? Because if you were moving at like 1% speed, it was definitely a bug. What sourceport did you use?

Also, I am surprised you like Cubic Conundrum, I would have expected people to hate it.

Anyway, thanks for your feedback.

>> No.9012510

>>9011667
>doom 3
No. D3Guy is explicitly a newbie, and the expansions are different people again.

>> No.9012513

>>9012050
Alright, I'll have to see about that then. Which modules should I keep? It looks like I'm going to get rid of most of them.
This isn't necessarily HDest related, but I have the Crash sprites working for the most part. I deleted everything but the sprites, renamed them to PLAY and load the .wad before everything, but I guess that wasn't the right way to do it, because some sprites aren't properly being replaced, like when standing still. I guess that doesn't matter outside of chasecam, but it still bothers me. So what was the right way?

>> No.9012516

>>9011680
>>9012479
511 lines of horror here. Feedback appreciated. and did some little tweaks. As for the secrets, they are as following. The weirdness with tech pillars and software rendering is something I'm afraid I can't do much about. Might replace it with different decoration, maybe I'll suffer it to be as is.
1: When you get downstairs in the Caco room, there's a wall with a danger texture texture on your right. Berserk pack and a little armour, and a backpack on lower difficulty.
2: After picking up the blue keycard, behind the techpillar you can open an alcove that has a rocket launcher
3: In the right of the alcove of secret 2, you can use the wall to get rocket ammo. This one is, admittedly, not signalled
4: At the yellow keycard, the wall north-west has a different texture.
5: If you crossed over the yellow keycard properly, two monsterdoors will have opened up in the area. One of these has shells and rockets. Grab those to cross a line that will lower the SSG you've seen near the start. Grab SSG to get secret 5
6: After Teleporting into the hexagram, behind the pillar you tp'd into/have to press the button, there's a plasma rifle. Grab it for the final secret

>> No.9012534

>>9012513
You only need to comment out the #include lines in zscript.zsc for the medical and yolo modules, then their respective AddEventHandler lines in mapinfo. Everything else still works fine.

>> No.9012540

>>9012447
There were supposed to be more mechanics and work staff but they cut it out cause people had 16 megs of ram.

They are repurposed well in echoes try it out.

>> No.9012554
File: 318 KB, 1920x1040, Screenshot from 2022-06-15 15-43-42.png [View same] [iqdb] [saucenao] [google]
9012554

>>9012513
>>9012534
Forgot pic, this is what the two files should look like when you're done. As for your skin issue, if you're going with the vanilla method of replacing the PLAY frames, make sure you load it after HD so that its edited aiming/firing sprites don't override your replacement. It would be better to properly use the HD skin system. Get an existing skin here: https://dastrukar.gitlab.io/hddons-list/#player_skins and crack it open to see how it's done. It's a pretty simple system even if you don't know the first thing about ZScript.

>> No.9012574

>>9010962
https://www.doomworld.com/forum/topic/129781
Shamus Young passed away from cardiac arrest
>Who is he
https://doomwiki.org/wiki/Shamus_Young
He was a wad maker, including Doom City

>> No.9012586

>>9011667
Doom 3 is a separate canon entirely, and I personally regard 4 and Eternal as their own, detached from the original games.

>> No.9012587

>>9012574
Hey guys, Clippy Clippington here.
I just wanna say that Shamus Young, the wad maker who made Doom City, is a big inspiration of mine right next to Romero and I will be including his map in my next megawad: Cliptastic Community Maps coming later this month!

>> No.9012589

>>9012574
Quick, archive his website

>> No.9012598

>>9011906
I can't regard some phone games as canon at all.

>> No.9012605

>>9012337
NBlood. I havent played it but i saw theres a recent usermap that requires it because it adds more mapping/scripting features.

>> No.9012618

>>9012605
That might be Eviction. I don’t know if it works properly through Raze even if Raze uses Nblood.

>> No.9012632

>>9012618
Graf restructured a lot, openly shitting on NBlood devs. You can get some mods to work if you .zip 'em and do some funny workaround shit, but Raze is unfortunately very poorly documented and doesn't work as simply as NBlood or GDX does.

>> No.9012641
File: 2.06 MB, 976x1046, duke nukem testifies before congress.png [View same] [iqdb] [saucenao] [google]
9012641

>>9010962
>>9012473
There's one testmap included for the actors, but I guess I should include the other one for reference (check the Mega), you can take a look at the teleporters there. I'm gonna do one more update on the Proton Pack and Decorate patch soon (bugfixing and the shotgun), and I'll repost the anchor post with the updates.

In the meantime, I may as well ask how many people have a map in progress for 94, so I can tally that up.

>> No.9012648

>>9012641
I have a plan in my mind, but not sure if I pull it through.

>> No.9012656

>>9012641
I'm almost done with my map, I'm just working on my death exit arena.

>> No.9012661
File: 1.24 MB, 1920x1080, SLUOSNEDLOG.png [View same] [iqdb] [saucenao] [google]
9012661

>> No.9012667

>>9011989
>play map better
My go-to cope as a mapper.

>> No.9012701

>>9012554
Got it, thanks.

>make sure you load it after HD
Oh my god I'm a dumb. That works. I'll fiddle with the other thing, too. Looks like it'll be easier to test the mugshots I got, too.

>> No.9012724

>>9012405
Third one should be a light orange/blue at the bottom I think fading very quickly into dark blue

>> No.9012757

>>9012701
Alright, that worked nicely, and I found some mugshots I don't hate. Am I supposed to select the skin with hd_skin in the console or was there an easier way? It doesn't show up in Player Setup either, but that's not a big deal.

>> No.9012763

>>9012724
I had a brighter orange at first, but the transition into the blue is too jarring, so I used a darker shade.
But as I said, I am still working on the dithering, so I will certainly consider what you said.

>> No.9012784

Do I have bad navigational skills, or are Petersen’s maps confusing?

>> No.9012793

>>9012784
Yes

>> No.9012813

>>9012757
Yeah, use hd_skin in the console. If you figure out the syntax you can even mix-and-match skins, sounds, mugshots, and punching sprites

>> No.9012830

>>9011667
The 'lore' is a fucking mess and you shouldn't think too hard about. They certainly didn't.

>> No.9012847 [SPOILER] 
File: 124 KB, 1908x1080, doom68.png [View same] [iqdb] [saucenao] [google]
9012847

Made it up to map25 now, ho boy this is where shit gets even realer
fucking map23 though, I had to savescum (a lot more than usual) to do it

>> No.9012867

>>9010960
the mega doesn't have duke nukem's episode 5

>> No.9012890

I've been playing Lost Civilization with Brutality project but the last map tanks my fps so hard it's literally unplayable..

>> No.9012891

>>9012813
I think I'm good. I ganked some player sounds from Hellrider, some punky mugshots from this 150 player skins wad, and combined those with the Crash sprites. The punch sprites are a bit low, but I don't think there are any others that would fit, so I'm satisfied. This doesn't have anything to do with anything, but I've been playing with Naturalist. Sprint punching zombies is fun even when they kill me.

I'm curious how other people have their sights set. The scope and the aiming reticle stuff, whether you guys keep them always on or not. And, what weapon sounds you guys use. With Separated Arms or just in general. There are a bunch of weapon mods. Like I think I see a crank-operated pistol?

>> No.9012898

>>9012891
I have passive sights on with scope only on zoom, and I use a custom-tweaked version of the Insurgency sound pack (I removed the cartoon splorch sound for boogers and repairs and fixed the vulcanette firing sound being so long that it cuts out in fuller auto)

>> No.9012929

>>9012891
The crank-pistol you probably saw in the Separated Arms pk3 is the Oddball from Peppergrinder, which you should seek out if you're interested in HD weapon addons, it's pretty good as a starter pack for getting into that scene.

>> No.9012949

>>9012890
what's the difference between brutal doom and project brutality?

>> No.9012986

>>9012890
lmao that must suck

>> No.9012991

>>9012949
The latter is BD with a fuckton of bloat of varying quality.

>> No.9013000

>>9012991
But BD was already a fuckton of bloat of vary quality.

>> No.9013003

>>9013000
Yeah, which is impressive in a fucked up way.

>> No.9013021

>>9013003
>impressive in a fucked up way.
Brutal, even.

>> No.9013037
File: 4 KB, 298x290, 1448111550624.png [View same] [iqdb] [saucenao] [google]
9013037

>>9013021

>> No.9013042
File: 7 KB, 616x293, 1619821048717.png [View same] [iqdb] [saucenao] [google]
9013042

>> No.9013063

>>9012949
PB has more weapons and enemies, most of which are toggleable, double-jumping, ledge-climbing, upgrades for some of those guns, different movement(feels more like the new Dooms).

>> No.9013064

Map15 of 400 minutes of /vr/
https://www.youtube.com/watch?v=MMFYzriPzzU

>> No.9013071

>>9013063
PB is also superior to Brutal doom. It's actually fun. The secret super hard skill makes it exciting to the point you never get bored of it.

>> No.9013119 [DELETED] 

Fucking kek

>> No.9013139
File: 422 KB, 1920x1080, Screenshot_Doom_20220614_195346.png [View same] [iqdb] [saucenao] [google]
9013139

>>9010960

>> No.9013142
File: 344 KB, 1920x1080, Screenshot_Doom_20220614_195350.png [View same] [iqdb] [saucenao] [google]
9013142

>>9013139

>> No.9013151

>>9013142
Great font, can't read SHIT

>> No.9013153

>>9013151
Fireblu text says "Disorientation"
My eyes hurt.

>> No.9013161
File: 111 KB, 976x1213, tunes.jpg [View same] [iqdb] [saucenao] [google]
9013161

what`s the a_setpitch but for horizontal camera movement? i can`t seem to find it for the life of me.

>> No.9013162

>>9012479
>MAP22: Shadow Puppets
>Good idea and realisation. Great, well balanced map that goes all in.
I'm glad you liked it.
What secrets did you get, if you don't mind me asking?

>> No.9013175

>>9013071
Well yeah. I actually haven't played that one. I usually stick to Brutal.

>>9013142
Jeez, using a Titan Stim in Ashes is just like this.

>> No.9013180

>>9011667
yes,maybe it's different in finalDOOM (though it could still be the same) and it's probably different in DOOM 3,but it's the same guy in most of the main games.

>> No.9013185

>>9013161
Like to spin the player around? You'll want to use a_setangle, and within the parentheses, add a number to angle, so like A_Setangle (30+angle)
You'll want to call on something like this several times though to have a smoother turn, just play with it.

>> No.9013198

What is it about Cacos that make them the most beloved/famous Doom enemy?

>> No.9013205
File: 293 KB, 720x1038, doomguy riding cacodemon.jpg [View same] [iqdb] [saucenao] [google]
9013205

>>9013198
they cute

>> No.9013214
File: 526 KB, 1200x900, file.png [View same] [iqdb] [saucenao] [google]
9013214

>>9013198

>> No.9013217
File: 10 KB, 393x260, Tiny caco.png [View same] [iqdb] [saucenao] [google]
9013217

>>9013198
They're stupid in an endearing way

>> No.9013236
File: 258 KB, 1660x2165, astolfo arc.jpg [View same] [iqdb] [saucenao] [google]
9013236

>>9013185
>>9013185
ohh, i thought this one just angled the sprites on actors and such. thank you!

>> No.9013243
File: 330 KB, 1117x678, 1652745998968.png [View same] [iqdb] [saucenao] [google]
9013243

>>9013198

>> No.9013283

>>9013214
Whoa, what episode is this from?

>> No.9013290

>>9013283
>WHOA, REFERENCES!!!!!
die

>> No.9013293

>>9013290
Mad over a question on the internet
>>9013283
Can't tell you what episode it's from, but it's an edit. It wasn't in the original.

>> No.9013295
File: 247 KB, 640x480, file.png [View same] [iqdb] [saucenao] [google]
9013295

>>9013283
Edit from "Sweet Seymour Skinner's Baadasssss Song"

>> No.9013297
File: 2.45 MB, 2560x1440, Screenshot_Doom_20220523_193141.jpg [View same] [iqdb] [saucenao] [google]
9013297

>>9012949
PB has some really sexy weapon sprites. Also monsters variety is really nice in some scenarios.
But as anon said, the performance is completely bonkers sometimes. I finished Bad Dreams at 1 fps, I somehow managed to pick up invul after hundredth time and just spammed the bfg, the last cyberdemon died when invul started to blink.
Even a single revenant with his lasers dunks framerate like crazy for some reason.

>> No.9013330

>>9012390
I sometimes see some screenshots here of half-life weapons and/or HUD. Is that a skin for a doom mod or a build game mod? Is it a whole big half-life themed mod or just a replacer of some kind?

>> No.9013359

>>9012598
The website for Carmack's Doom game says that the guy from 1, 2 and 3 are the same guy.

>> No.9013384

>>9013359
That's fucking stupid, Doom 3 is in an entirely different style and continuity.

>> No.9013420 [DELETED] 

>>9011931
He isn't, stop forcing this shit.

>> No.9013421

>>9013384
When they were releasing Doom 3 they were selling it as a remake/retelling iirc.
Not the same continuity, but the same guy, different reality thing I guess.
I don't fucking know.
Who can care.

>> No.9013431 [DELETED] 

>>9011931
Relatively, this is the only "lore" that holds any weight.

That said,
>the ultimate blackpill they don't want you to know.
>confirmed by Hall, Romero and Carmack.
ok

>> No.9013478

>>9013384
Well if you want a different answer than the truth then maybe you should reach out to Sandy.

>> No.9013536

>>9013297
Wow, that IS a nice plasma gun sprite.

>> No.9013559
File: 361 KB, 1434x826, rspp.jpg [View same] [iqdb] [saucenao] [google]
9013559

>>9010962
>>9010641
Updated Romero's Secret Pizza Party (v3) by Jarmo
-less enemies
-made map smaller
-added sideroute

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

>> No.9013570

Are we shitting the wads today?

>> No.9013636

>>9013559
>>9010641
of course i forgot one door
V4 https://files.catbox.moe/fshs58.wad

>> No.9013659
File: 130 KB, 640x200, Untitled.png [View same] [iqdb] [saucenao] [google]
9013659

>>9011434
quick paintover to pop some of his details at a lower res (on the right). It's all on another layer so if any edits are made to the render it's simple enough to slap on top if preferred.

>> No.9013667
File: 69 KB, 256x256, Untitled2.png [View same] [iqdb] [saucenao] [google]
9013667

also i got this out of dalle mini
I put the eyeballs in.

>> No.9013695

>>9013659
Hey, these are pretty good! Doomguy's armor definitely "pops" more and doesn't blend in with the background. I think I'll use the right one for the project.

>> No.9013717
File: 24 KB, 286x349, Unrealtournament.jpg [View same] [iqdb] [saucenao] [google]
9013717

Anyone know how to change the viewmodel FOV in Unreal Tournament 99?

>> No.9013730

>>9010791
Okay, it’s pretty funny.
>imagines Doomguy going into a ball to supplant himself in giant pinball apparatus
>>9012118
>Excellent map
>>9012479
>great
Thanks a lot, it’s been a balancing act of health/ammo/demons so it’s hard to keep testing when I “know” where everything is. I’m glad it shaped up the way it did.

>>9010962
With that here is v1.666 of Tomes and Triggers by desert yeti
>ceiling raised in main area
>pretty and gritty fixes
>more spice for UV

HTTPS://files.catbox.moe/hkratz.zip

>> No.9013738
File: 604 KB, 1200x645, cacobackup.jpg [View same] [iqdb] [saucenao] [google]
9013738

>>9013198
cause they're cute

>> No.9013759

>>9013198
Two famous D&D monsters merged for a design of ultimate marketability.

>> No.9013778

>>9013738
His poor toes

>> No.9013783

>>9013778
should be fine as long as the shoes are softish (or at least give at that part).
the only problem would be if he did it for more than a few mins.

>> No.9013898

>>9013198
Those moon pies are essentially the equivalent of one of these things. Just look at the fan stuff. But like the Metroid parasite not all of them are good ;(

>> No.9013903
File: 210 KB, 1200x1200, 1655340438344.jpg [View same] [iqdb] [saucenao] [google]
9013903

>>9013898
forgot pic

>> No.9013917

I'm going to shill this because I enjoyed it
https://www.dropbox.com/s/eapqft36c5zwdwi/never_1_0_1.wad?dl=0
It has it's own original soundtrack that the mapper created himself which is kind of based. The creator even has a soundcloud with his doom soundtrack if anybody wants to give it a listen. I think he deserves to be known more lol
https://soundcloud.com/borden-jardine/sets/never-ep

>> No.9013923
File: 57 KB, 240x240, Oh shit he's back.gif [View same] [iqdb] [saucenao] [google]
9013923

I'm really pleased with this little animation

>> No.9013934

>>9013923
Cute.

>> No.9013969

>>9010962
Update to 512 lines, Helter Smelter (MAP16)
https://files.catbox.moe/33x9no.wad

>Made soul sphere available on all difficulties, not just below HMP
>Widened the last area
>Replaced revenants with hell knights in the last fight because 8 revenants were an overkill

>> No.9013987

Can GZDoom do rooms on top of rooms?

>> No.9014003

>>9013987
Kind of. It can do 3D floors, but obviously not as well as e.g. Build. There are some serious limitations and they are rather resource-intensive, but it's definitely possible.

>> No.9014006

>>9013987
Sort of but not really, not the way Eternity can pull off.

>> No.9014015

>>9010962
Since I'm the fat-pussied slut with the boss actions breaking my maps, I went ahead and updated the UMAPINFO lump with the triggers to finish my maps (also should have fixed the skyboxes in a few maps as well): https://files.catbox.moe/97v02p.zip
I included the updates to maps posted ITT as well. Thank you for your time.

>> No.9014019

>>9013987
It can, but it can tank the performance really hard if you put too many of them in one place. Portals are less performance intensive and can easily create the illusion of rooms over rooms.

>> No.9014056

>>9013969
>https://files.catbox.moe/33x9no.wad
Lurker here. I played this using my rpg mod without realizing that the textures were in the 512vr_beta.wad so my play through lacks textures but it was very intense regardless. Made a recording of me playing through it without textures. Sorry for being dirty with it but I had fun with it.

Also, my right mouse button doesn't work all the time and that's why I have some awkward moments with the quad shotgun. Only thing I edited on your map was the map number. Changed it to 10 since I had slots 1-9 already loaded due to playing other maps before it.
I also started recording from my home hub so skip a minute or two to see your map (without textures)
https://www.youtube.com/watch?v=qfatsSDIzqw

>> No.9014075
File: 502 KB, 1600x900, doom11.png [View same] [iqdb] [saucenao] [google]
9014075

>>9010962
Alright, done with my 94 protons map. It's inspired by Well of Souls, which I consider to be a pretty memorable early-game plutonia map. I remember being completely stumped by the invisible bridge trick back when I first played it.
Has a secret death exit, I'm a bit worried that final fight in the death exit arena might be too difficult, so any feedback on that would be helpful. I chose the Cave Road music because I thought it suited the temple atmosphere of the level, and it just sounds real nice.
co-op spawns and difficulty levels implemented

>> No.9014079

>>9014075
>completely forgot catbox link
https://files.catbox.moe/4hx0id.zip

>> No.9014092

>>9013198
One was at the top left corner of the title screen.

>> No.9014116

>>9013198
They're highly distinctive even amongst a lineup of distinctive monster designs.

>> No.9014117

>>9010962
Update for 512 linedefs:

map: Iron512(V4)
https://www.mediafire.com/file/d09cptzjisnsezo/iron512vers4.wad/file
== not sure how the music was handled so I'll let it up to you.
- fixed some textures: under door, two fences
- tried to mess with the lighting contrast a bit but don't have many sectors to work with.

>> No.9014120
File: 375 KB, 866x666, 45632791264.png [View same] [iqdb] [saucenao] [google]
9014120

how can I play custom maps in voidsw?

>> No.9014132
File: 96 KB, 464x367, 1413637918569.png [View same] [iqdb] [saucenao] [google]
9014132

>someone makes a new Quake 2-map
>get excited
>it's multiplayer

>> No.9014134
File: 188 KB, 1280x720, cstd3bfg_v1_1_mancubus_fix_on.jpg [View same] [iqdb] [saucenao] [google]
9014134

Where do I host my mega-WAD? Can I simply use ModDB or do they require me to create external download mirros?

I don't want to make accounts on multiple sites if they don't serve this purpose. Thanks in advance.

>> No.9014152

>>9012505
No, I was moving really slow. Tested it in the last GZDoom version with Boom (not strict) compatability mode.
>>9012516
I beat the map once again from the pistolstart and found all secrets even without a guide. The one I missed first time was the yellow card secret. For some reason I tried to interact with that wall, but with no success.
>>9013162
>What secrets did you get, if you don't mind me asking?
The secret in the starting room, the secret with soulsphere, the secret with blue armor. I also figured out the secret within the red pillar next to the black pit, but don't found a way to lower it.

>> No.9014181

>>9014132
I'm having my hopes up that we get Q2 remaster with new mission pack some day.

>> No.9014190

>>9014181
Hear me out. Quake 2 with muzzle flashes

>> No.9014205

What is the definitive way to play Arcane Dimensions?

>> No.9014209

>>9014190
Quake 2 64 already did this 24 years ago. why the fuck has nobody else bothered sdding such a basic feature?

>> No.9014245
File: 2.93 MB, 640x360, 1651698987630.webm [View same] [iqdb] [saucenao] [google]
9014245

>>9014209
Modding Q2 isn’t as straightforward as the others and is currently much more niche than Doom and Q1.

>> No.9014249

>>9014205
Quakespasm or Quakespasm Spiked. I think there’s a few visual effects exclusive to Spiked.

>> No.9014258

>>9014245
that explosion in Q2 always looked so bad to me
Should have stuck with sprites

>> No.9014262

>>9011474
i just kinda realized, indoor pools could make for some neat quake levels. might need to write this down just in case i get around to mapping again.

>> No.9014272

>>9014258
You can choose between sprite or model explosions in the same port >>9014245 is using, Kmquake2.

>> No.9014283

>>9010962
>>9011761
Update for 512 Linedefs of /vr/:
Touchplate Trouble (v5) [CL9] by donk_konk
https://files.catbox.moe/bq5kod.zip
MIDI: Sand Canyon 3 from Kirby's Dream Land 3
Tested with DSDA-Doom v0.24.3

Added difficulty placements and moved around some enemies and items.

>> No.9014392

Is the 512 lines wad meant to be pistol started each map?

>> No.9014441

>>9014392
Most /vr/ projects are.

>> No.9014442
File: 67 KB, 546x305, Screenshot 2022-06-16 152638.jpg [View same] [iqdb] [saucenao] [google]
9014442

>>9010960
Is anyone else getting this message trying to run Ion Fury 2.0 in eduke32? IF's working fine for me *standalone* but not here.
The top two lines seem to be where the issue is but I don't know how to make eduke ignore those file requirements.

>> No.9014443

>>9014152
>No, I was moving really slow. Tested it in the last GZDoom version with Boom (not strict) compatability mode.
Yeah, there's the issue. Moving really slow is definitely NOT intended. Hell, not even I am so evil to do something like that.

>>9010962
Request for big fat disclaimer for MAP07 and possibly the whole wad:
MAP07 WILL be broken in anything but PrBoom+/DSDA/Woof! -complevel 9.
Confirmed broken in Doom Retro, Eternity, GZD and aforementioned ports with other complevels than 9.

>> No.9014447

>>9014442
Nvm, there are an a shitton of errors in the log that weren't appearing with v 1.1. Going to redownload that version later I guess

>> No.9014456

>>9013151
seems on purpose, anon

>> No.9014460

>>9014442
Your eduke version is too old. Download the newest one.

>> No.9014464

>>9014441
Cool, thanks

>> No.9014467

Any dukenukem remastered sountrack mods for redkunem?

>> No.9014471

>>9014456
so?

>> No.9014478

>>9014442
No idea, but why are you even trying this?

>> No.9014510

>>9014443
Are there other maps that rely this much on complevel 9 specific behavior? Do we want the wad to be unplayable in full on default settings and in other ports for the sake of a gimmick in a single room of a single map?

>> No.9014584

>>9014134
MediaFire.
Google.

>> No.9014607

>>9013917
Dude just admit it's your shitty project.

>> No.9014621

ungh ungh ungh where is it

>> No.9014623

>>9014116
They are pretty memorable, even if you don’t encounter them very often.

>> No.9014628
File: 466 KB, 780x500, live neco reaction.png [View same] [iqdb] [saucenao] [google]
9014628

>a_overlay in the beginning of ready state fucking breaks it entirely
what causes this

>> No.9014631

>>9014510
...although for GZDoom I believe the behavior could be replicated through its modding features. Maybe something like overriding ZScript player movement functions to reverse when the player hits the ground on that sector. Don't know enough to do it myself, though.

>> No.9014637
File: 40 KB, 302x200, 1654403675796.gif [View same] [iqdb] [saucenao] [google]
9014637

>>9014607
>oh no anon, don't shill other people's work
His work is good nerd.

>> No.9014639

>>9014510
It's a complevel 9 mapset, so you should play it on complevel 9.
Do you also complain about Ad Mortem requiring complevel 21?
Or any regular Boom mapset not being playable on Crispy?

>> No.9014643

>>9014510
I think a big warning for MAP07 should be enough, if someone isn't using one of the compatible ports they'll be able to just skip the map or switch to DSDA to beat it.

>> No.9014661

>>9014510
What's the big problem with playing something in the recommended/required sourceport?

>> No.9014694

>>9014661
Nothing, but people have their favorites. I'm like that with gzdoom

>> No.9014747

>>9014621
anncient chinese sicret!

>> No.9014760

How is it possible for a map to be broken in complevel 21

>> No.9014767

>>9014760
By using an obsolete format that is only still alive because some autists can't do anything else

>> No.9014772

>>9014747
>would rather kick ass than solve puzzle…

>> No.9014773
File: 28 KB, 735x304, file.png [View same] [iqdb] [saucenao] [google]
9014773

>>9014760
Ad Mortem did break in GZDoom because it simply didn't support MBF21 at the time, but it does now, pic related. You would have to do something really hacky to get it to break.

>> No.9014780

>>9014767
>muh bloat
nudoom neophytes are the worst

>> No.9014790
File: 109 KB, 512x512, Neo_Skulltag_Emblem.png [View same] [iqdb] [saucenao] [google]
9014790

>>9014621
>FUCK YOU PLAYER YOU STUPID MORONIC MONGREL NIGGER MONKEY THERE ARE NO SECRETS HERE SUCK A FART OUT OF MY ASS YOU PUTRID PIECE OF SCUM FILTH GO CHOKE ON YOUR OWN BILE I WILL HANG YOU ON YOUR GUTS

>> No.9014796

>>9014760
Someone somewhere thought that friction shouldn't be able to make player movement speed negative, and now here we are.

>> No.9014809

>>9014760
Oh wait, you mean complevel 9. ZDoom is stupid.
MAP31 of 400 Minutes of /vr/ starts the player on a conveyor belt which launches you into the map. On ZDoom ports, it's noticeably slower. Try it yourself!

>> No.9014840

>>9014780
Name a single reason to use Boom over MBF21 in the year of our lord 2022.

>> No.9014845

>>9014840
Boom sounds cooler than MBF21.

>> No.9014864

>>9014840
Because I don't need MBF21's features sometimes.

>> No.9014886

>>9014840
I guess one use case is to make the map compatible with Retroarch's Prboom core

>> No.9014897

>>9014460
Thanks!
>>9014478
I got eduke32 to run Duke 3D and found out Ion Fury works on it too. It was fine for v1.1

>> No.9014898

>because I don't need Boom features sometimes
>because I don't need limit removing features sometimes

>> No.9014901

>>9014898
Who are you quoting?

>> No.9014906

>>9014901
oh ffs why did YOU quote me now, now I can't delete my post anymore.
I hang my head in shame.

>> No.9014917

>>9014906
I'm a true evil mastermind.
Anyhow, Boom allows for removed limits generalized actions to streamline the mapping process, which is a pretty big advantage over vanilla or limit removing. MBF21 lets me use custom monsters and things without going full retard like ZDoom formats which is great and all, but I'm comfortable using Doom's base roster, so I'll go for CL9 instead most of the time.

>> No.9014918

>>9014901
Shakespeare, dude was ahead of his time.

>> No.9014927

>>9014917
>MBF21 lets me use custom monsters and things
It also gives mappers a couple "fun" features like insta-kill floors (including ones that are blocked by RadSuit or that aren't) and linedefs that block players but not monsters. But those aren't really tools that will break open most mappers' creative possibilities, compared to generalized actions or conveyor belts.

>> No.9014929

Is there maybe some table that compares features per format/complevel?

>> No.9014950

>>9014918
Yet, outside of education courses only less than a thousand people worldwide talk about him. People entertain themselves with better things like doom

>> No.9014957

>>9014929
Closest I've found is Doomwiki's coverage of PrBoom+'s -complevels (https://doomwiki.org/wiki/PrBoom+)) and ZDoom wiki's page on compatibility options (https://zdoom.org/wiki/Compatibility_options)..)..
I think part of the problem is that compatibility is handled differently between PrBoom+ and ZDoom, with ZDoom giving you more granular control over each change, while PrBoom+ gives you a few general complevels, half of which are just band-aids for demo desync. So it's hard to make a strict comparison even between differences in the same port, let alone between ports.

>> No.9014982

>>9014917
>MBF21 lets me use custom monsters and things without going full retard like ZDoom formats
Custom things isn't even the biggest selling point of UDMF, but simply being able to manipulate textures and flats like you can and especially being able to set multiple tags and setting actions on things is imo the biggest advantage of UDMF. Streamlining mapping process and all.
That and scripting, oh my god thank you for scripting, I'd rather grate my dick on 80 grit paper than doing voodoo scripting bullshit again.

>> No.9014992
File: 898 KB, 1920x1080, Shot00098.png [View same] [iqdb] [saucenao] [google]
9014992

>he's never run an endless bot vs bot match in ut99

>> No.9015001

>>9014992
Damn Blue team got fucking decimated.

>> No.9015005

>>9014982
UDMF's features are nice, but evidently, they add up. Personally, I find the UI so cluttered that it takes ages to get anything done. Anyone who can make good maps with it gets my respect.

>> No.9015010

>>9015005
>Personally, I find the UI so cluttered that it takes ages to get anything done.
I don't really have a problem with it, it's all a matter of getting used to it, just like you have to get used to the million weird behaviors in Boom format and their respective workarounds.
I just don't like how people don't seem to give UDMF a chance solely on account of the sourceport it's associated with.
I bet if they released something like MBF2001 that had all the features of UDMF, but without it being UDMF, they would love it because it's not hurr durr chicken man.

>> No.9015016

Is there any accessible for a puny mind article to educate myself with voodoo scripting, boom mapping in general? Other than trial-and-erroring my way through by scrutinizing other people's maps of course

>> No.9015031

>>9014992
In my high school days I used to do that when I went to bed.

>> No.9015047

>>9015010
I won't deny that group exists, but for the most part, when a set is good, people will play it regardless of format. Elementalism, Ashes 2063/Afterglow, Refracted Reality, and the Mechanix deathmatch WADs have all been received with strong positivity despite being made in UDMF or other ZDoom formats.
I do think UDMF's reputation has been soured a bit by inexperienced mappers using it and forgetting the fundamentals of what makes a good Doom map and focus on fancy bells and whistles instead. That's how you end up with things like DTS-T, Touhou Doom, Prodoomer, Knee Deep in ZDoom (probably the worst offender,) and many others.

>> No.9015059

>>9015047
Good points, but a bad mapper will be a bad mapper in any format.

>> No.9015076

>>9014950
True, his maps just aren't as well known as Skillsaw's or Ribbiks.

>> No.9015078

>>9015047
>Knee Deep in ZDoom
Played that one and it was good

>> No.9015081

>>9014992
It's only fun if you make the bots all use the Nali and Atomic Warcow skins.

>> No.9015083

>>9014460
>>9014478
>>9014897
Got it working by getting the latest version of eduke. Cheers. Forgot to mention to the 2nd guy, IF's built in eduke so it's pretty much guaranteed compatible

>> No.9015084

>>9015010
>just like you have to get used to the million weird behaviors in Boom
>people don't seem to give UDMF a chance
>they would love it because it's not hurr durr chicken man
Your willingness to resort to generalizations and straw-manning shows nothing but defensiveness and bitterness, and you don't seem like you've seriously critiqued your own thoughts before sharing them.

>> No.9015105

>>9014442
I've gotten nothing but weird crashes running ion fury on eduke32, I think it's better to run it using the built in .exe

>> No.9015110

>>9015084
Your willingness to resort to a direct ad hominem shows that you have no (0) arguments.

>> No.9015115

>>9015105
I have it running now. V2.0 and the latest eduke 64bit for Windows. It's not the biggest deal but I like just having it running that way

>> No.9015132

>>9015115
mite give it a shot.

>> No.9015190

I got my first job and I've been so excited working that I'll hum DOOM midis. There's a black guy that makes fun of me for it but I think he's accepted me now because he does it a lot less frequently.

>> No.9015207

>>9015190
Gratz on the job, anon. Sounds like you're doing well so far. I hope it keeps up!

>> No.9015209

>>9015190
Suscribed

>> No.9015216

>>9014992
>Loque
biggest chad in ut99

>> No.9015235

>>9014245
>currently much more niche than Doom and Q1.
Not that I'm familiar with both games, but even Wolf3D seems somewhat more popular than Quake 2. Probably because I briefly looked at what's up with just Wolf3D when it comes to community stuff. Not that Wor game with different name.

>> No.9015258
File: 20 KB, 320x200, file.png [View same] [iqdb] [saucenao] [google]
9015258

TITLEPIC concept for 512 Linedefs of /vr/

>> No.9015259

>>9015258
I hope you're trolling

>> No.9015262

>>9015259
Wrong post?

>> No.9015267

>>9015262
No?

>> No.9015272

>>9015267
Got anything actually relevant to add then?

>> No.9015279

>>9015258
I wouldn't like to have the 4chongs logo in the titlepic (which looks more like some kind of 4chan DB fork desu), but actually doing some linedef art doesn't sound like a bad idea, at all.
Is there a way to quickly transform an actual image to linedefs without having to put it as a background and tracing over it or alternatively making filters to look like something? That way we'd also have a direct connection between the titlepic and the HUD, strengthening the theme.

>> No.9015280

>>9015258
Make it blue (to reflect /vr/ being a blue board) and it could be a cool background for CREDITS, I'm not sure it's TITLEPIC material.

>> No.9015284

>>9015272
No, do you?

>> No.9015292

>>9015279
>Is there a way to quickly transform an actual image to linedefs
Don't think so. I don't mind redrawing things myself though. I think a close-up of a revenant face instead of the 4chan logo would be a good fit. Is blender anon still around?
>>9015280
I wouldn't mind this ending up as a credit lump either.

>> No.9015310

About Ugly as Sin, this doesn't make sense to me. Rations and other items appear next to already dead bodies eliminating the need to actually search them for anything, and there doesn't seem to be any feedback for how much you need to eat or drink. The bodies never have anything of value. I'm also starting to see why Scarcity is there because ammo just falls out of the enemies you search. Is there a way to make loot messages smaller? They don't fit on my screen.

Is there a sub mod to make enemies get damaged by nukage and shit? I was hoping pushing/kicking their bodies into it would just kill them again when they came back, but no luck.

A final thing for now, does this load order look right?

immerse.pk3
HDest.pk3
HDestBulletLib.pk3
HDestCrash.pk3
HDestPepperGrinder.pk3
HDestGraphicAddon.pk3
HDestUglyAsSin.pk3
HDestSeparatedArms.pk3

Okay I lied, what the fuck, are there barrel mimics? Something is throwing baron balls at me on e1m1.

>> No.9015317
File: 385 KB, 1920x1080, aom-08.png.2d11b896c8fb5cf48b6c7819baf90f59.png [View same] [iqdb] [saucenao] [google]
9015317

>>9010962
Altars of Madness released.
https://www.doomworld.com/forum/topic/129616-altars-of-madness-rc2-boom-12-maps/

>> No.9015320

>>9015317
I haven't played it, but it's myolden, so it's gunna be gud.

>> No.9015321

>>9015272
>>9013659

>> No.9015327

>>9015321
Okay? There's still the interpic, bossback, and credit screen to replace

>> No.9015336

Will (you) download my megawad even though its a first timers attempt at a ambitious project?

>> No.9015338
File: 97 KB, 817x156, HDbarreloptions.png [View same] [iqdb] [saucenao] [google]
9015338

>>9015310
>Okay I lied, what the fuck, are there barrel mimics?
Pretty much
Load order seems okay but I'm not a smart HD guy

>> No.9015341

>>9015310
>feedback on eating or drinking
Once your bites/sips noticeably slow down, you're full.
>looting
UaS's stock loot tables kinda suck. You can turn down the odds in the menu since defaults will overload you with ammo.
>text scale
Did you download UaS release 4.6.1? It would be better to get a later version. GZDoom did some text scaling changes that don't like the old UI code.
>loadorder
I'd drop immerse, unless it's the HD-specific version. HD's stock leaning is affected by weight. I'd also load any audiovisual mods last, meaning move UaS up and the skin down.
>are there barrel mimics?
Yes.

>> No.9015351

>>9015327
You specifically said titlepic.
I wouldn't use the 4chan logo anyway. I don't hate the idea of a split image like that tho.
Not sure if there's already work done on the interpic yet.
>>9015336
just post it

>> No.9015357

>>9015351
>>9015327
Oh, also I'm a different anon than >>9015259

>> No.9015360
File: 87 KB, 320x200, file.png [View same] [iqdb] [saucenao] [google]
9015360

>>9015351
Fair nuff
How 'bout a boner instead? Still needs work

>> No.9015362

>>9015360
Well, I at least like the 2016 revenant more than the Eternal one.

>> No.9015363

What's the best 1996 wad?

>> No.9015369

>>9015362
If I could get a close up of a classic revenant then I won't mind redrawing it in that style

>> No.9015373

>>9015360
Looks rad enough already

>> No.9015378
File: 217 KB, 298x403, 1431972040304.png [View same] [iqdb] [saucenao] [google]
9015378

>>9015360
Better. The vertical split is nice. Would be a decent interpic imo. Wish it didn't rely on official art of a later game, but that's my autism speaking.
>>9015369
pic related is a joke

>> No.9015381

>>9015336
Post it niggy

>> No.9015384

>>9015363
The best 1996 wad has to be Memento Mori II.

>> No.9015390
File: 18 KB, 320x200, file.png [View same] [iqdb] [saucenao] [google]
9015390

>>9015378
>but that's my autism speaking.
Nah, I get it. I was hoping blenderbro would make a classic style render himself, but if he doesn't show then this will have to do.
I was thinking the other anon's pic would work for the intermission because showing doomguy with a pile of demons is fitting for the end of a level, but I guess it's up to what he wants.

>> No.9015415

>>9015390
I'm going to record myself playing through 20DNHELL (20 Days in Hell) and uploaded the first part. Going to try and keep them under 15 minutes each time since YT is lame like that.
https://www.youtube.com/watch?v=-hOSLtqqBn8

>> No.9015420

>>9015390
Sorry for replying to you. I was just being lazy and didn't feel like scrolling. I usually take off the reply number but I wasn't paying attention. Sometimes I type while looking at something else on my second monitor.

>> No.9015447

>>9015363
In terms of influence and how it's relevant, Plutonia. But like the other anon, I really like MM2 too.

>> No.9015450

>>9015384
Thanks, Siri.

>> No.9015485

Map16 of 400 minutes of /vr/
https://www.youtube.com/watch?v=PFKt34cmhd4

>> No.9015517
File: 253 KB, 1885x996, изображение_2022-06-17_020130538.png [View same] [iqdb] [saucenao] [google]
9015517

>>9010960
>>9010962
Here is my other old artwork I never used anywhere and ready to contribute to the 512 linedefs of /vr/ project.

>> No.9015526
File: 170 KB, 1280x1280, 1615763551327.jpg [View same] [iqdb] [saucenao] [google]
9015526

So here's a recap of what (You) can do to contribute to 512 Linedefs of /vr/. The current D_DM2TTL and D_DM2INT songs are placeholders and we don't have a D_READ_M at all, so feel free to suggest MIDIs to use for those. It seems we've got contenders for the TITLEPIC, INTERPIC, and BOSSBACK now. There's also the obscure HELP lump, so if anyone wants to replace that, you're more than welcome to. I'll be doing the CREDIT lump myself, as I did last time. That's pretty much it.

>> No.9015529

>>9015526
>That's pretty much it.
Of course I remembered the ENDOOM five seconds after making this post. That's still on the table.

>> No.9015532
File: 46 KB, 1200x751, 1625987275469.png [View same] [iqdb] [saucenao] [google]
9015532

>>9015526
>>9015529
Working on the ENDOOM. What extra detail could I add?

>> No.9015540
File: 11 KB, 664x421, ENDSTRF.png [View same] [iqdb] [saucenao] [google]
9015540

>>9015532
Looks good, anon. If nothing else, you can probably add some flavorful text to the unused space.

>> No.9015549

>>9015526
https://files.catbox.moe/hxs7g9.mid
This is "Mercenaries for Hire" from Chaos engine, sequenced to midi by BlitzLunar - I feel it would do nice as some sort of intermission/text crawl theme

>> No.9015559

>>9015549
This will do nicely for the text crawls. Like last time, we can use multiple text crawl themes, but I think this covers all of them just fine.

>> No.9015563

>>9011432
I'd like to submit SLOOTER for the author's corner, since a lot of Anons are involved in its development.
>https://buxomdev.itch.io/slooter

>> No.9015583
File: 44 KB, 320x200, BOSSBACK.png [View same] [iqdb] [saucenao] [google]
9015583

>>9015517
Looks like a good fit for a BOSSBACK. Just cropped and resized to 320x200. It looks a little compressed here, but Doom will stretch it vertically in-game. If we do use it for the BOSSBAKC, maybe we could add some "thank you for playing 512 Linedefs of /vr/" text in the empty space on the left, just like in 2048.
For your other picture, where would you want that placed? Personally, I think it fits the INTERPIC, but I would love to hear your opinion.

>> No.9015607
File: 55 KB, 1200x749, 1638950376582.png [View same] [iqdb] [saucenao] [google]
9015607

>>9015540
Is this fine?

>> No.9015616

>>9015607
Very nice. Got a link?

>> No.9015618

>>9015607
Not bad, but there's still a lot of negative space. Could you fill that in with a sort of "grid" pattern background, to keep with the HUD theme?

>> No.9015620

Got the original doom on steam for $5. I'm on the 7th level playing on medium. Pretty fun

>> No.9015625

>>9015620
>paying for doom
lol

>> No.9015636

>>9015625
>Pirating games that deserve money.

>> No.9015640

>>9015636
who deserves money? the people who made the game or the jewish business conglomerate who bought the IP? carmack and company cashed out a long time ago retard, and even carmack admita he pirated shit as a kid and said he doesnt blame anyone who pirated doom. you literally just forked over $5 to gabe and some faggot in the bethesda offices for no reason. congrats redditor.

>> No.9015641

>>9015636
While true. You're not giving money to the boys who made it. You're giving money to a bunch of cocksuckers who happen to own the game now.

>> No.9015645

>>9015636
>bethesda deserves full price money for a game they had nothing to do with
you some sort of shill buddy? it makes no logical sense you're here bragging about stupid decisions

>> No.9015646

>>9015641
>You're not giving money to the boys who made it
That is true. Donna Jackson is still at Id, however, so she's a few cents richer now I guess.

>> No.9015647

>>9015338
>>9015341
Ahh, okay, I forgot about that setting.

>Once your bites/sips noticeably slow down, you're full.
I did notice just after I posted and ate some more.
>Did you download UaS release 4.6.1
It says 4.5 in the Zscript file.
>unless it's the HD-specific version
I didn't know there was one. Found it. Thanks.

>> No.9015675 [DELETED] 

>>9015640
That's because carmack is white. Filesharing is a white thing

>> No.9015707
File: 448 KB, 1211x826, asssss.png [View same] [iqdb] [saucenao] [google]
9015707

Sewermap fag here, here's what I've shat out so far.

>> No.9015712

>>9015707
Looks shitty, in a good way.

>> No.9015726

>>9015707
I'm gonna be disappointed if the imps aren't recolored to be evil turds with yellow eyes

>> No.9015734
File: 67 KB, 1202x748, 1636594781208.png [View same] [iqdb] [saucenao] [google]
9015734

>>9015618
Does this grid pattern look good?
>>9015616
https://files.catbox.moe/ijknhz.bin

>> No.9015736

>>9015734
And I just noticed a mistake on the left. Posting an updated version.
https://files.catbox.moe/hgw5n8.bin

>> No.9015749

>>9015646
Wonder what her net worth is actually...

>> No.9015756

>>9015645
The newer port is nice. Especially if you're a newb who just wants to be up and doomin'.
That might deserve some money, but I'd probably still wait for a sale.

>> No.9015759

>>9014245
people are too brainlet to learn the basic of C++ these days, and said language is still the top dog of programing yet.

>> No.9015763

>>9010960
I honestly thought I was looking at Dwarf Fortress when I saw this thumbnail in the catalog.
Just thought I'd drop in and share that with you.
Bye, now! Have a wonderful day!

>> No.9015764

tfw no Donna Jackson gf, the one and only Doom girl, from id Software themselves...

>> No.9015769

I know there quite some games made in q3 engine. But I wish there was an actual campaign for Q3.

Its at that sweet spot, where levels look nice, can get some nice effects and no woobly models. The character models themselves can be great, more than what was pushed back then. Its a nice fucking engine.

>> No.9015778

>>9015756
it's a unity port it's literally nothing you can get better ports for free
I paid only $5.38 for ultimate doom doom 2 and final doom and master levels and almost put no hours into it actually on steam

>> No.9015780

>>9015001
Only way they can win is if they cheat.

>> No.9015791

>>9015769
I don't think they had an adequate idea of how to combine the two very separate universes of the previous games without doing the shitty arena gimmick though. Ideally they would have just made another Ranger HUHing through the realms of elder gods adventure, but I doubt they would have been willing to give up on Q2's setting.

>> No.9015805

>>9015647
Ahh, I just downloaded the unstable version and the text properly displays now.

>> No.9015807

>>9015734
Damn, above and beyond I'd say. Looks pretty sick from my end, good fukken work anon.

>> No.9015865

Post sector washing machines.

>> No.9015879

>>9015778
I'm talking about normies, anon. People who are going to search "best way to play doom 2022" and get 4 options then say "fuckit". It's fine. there are better things out there, but it's decent. And the built in pwad browser is a nice addition. Split screen is nice too, but I don't see many people on PC making use of that.

>> No.9015951
File: 576 KB, 1857x830, laundry_day.png [View same] [iqdb] [saucenao] [google]
9015951

>>9015865
OK just one real quick

>> No.9015969

>>9015951
>toploader
cringe

>> No.9015979

>>9015969
I'm going to hit you in the face with a sausage.

>> No.9016015

>>9015979
I'm going to teabag you since you love toploaders so much.

>> No.9016023
File: 2.61 MB, 640x480, 1640790342143.gif [View same] [iqdb] [saucenao] [google]
9016023

>>9015979
>>9016015
Damn, when I was hired to make a washing machine, I didn't realize it would be used as a prop in a gay porno.
I feel blessed.

>> No.9016032

>>9016023
HFFM 2: Laundry Edition when?

>> No.9016036

https://www.youtube.com/watch?v=QzljGp3t-n8
I decided to play 20 Days in Hell again and made my second recording

>> No.9016049

>redneck rampage doesn't allow key mapping
Bullshit

>> No.9016054

>>9015532
Do all the font in line defs. You did a great job just finish the whole thing ;)

>> No.9016057

>>9014075
>>9014079
Alright, I'll take a look at that. You left no further info so I assume that you'll want to be credited as Anonymous?

>> No.9016058

>>9016032
HFFM: After Shooting Cleanup

>> No.9016083

>>9016036
nice texture filtering dumbass

>> No.9016114

>>9015583
>For your other picture, where would you want that placed? Personally, I think it fits the INTERPIC
Yeah. Interpic would be nice, especially with all the smoldering pile of bodies behind. But it could be a Title screen too.

>> No.9016136

>>9016058
Viscera Cleanup Detail in Doom.

>> No.9016143

>>9016083
>it's a sin to have texture filtering on but not playing the game at 16:9
doom community standards these days

>> No.9016187

What's the best MIDI device for GZDoom?

>> No.9016197

>>9015969
>front loader
Bro, you gotta be careful. You could get stuck.

>> No.9016212
File: 2 KB, 110x36, hrrmm.png [View same] [iqdb] [saucenao] [google]
9016212

Attempt at an M_DOOM

>> No.9016216

>>9016136
>Viscera Cleanup Detail in Doom Etern-oh

>> No.9016221

>>9016143
>being able to see more of the game vs making the game look like a smudged mess
Yeah I can see why people have these very inconsistent standards

>> No.9016250
File: 2 KB, 126x49, HRRRRRRRRRMMM.png [View same] [iqdb] [saucenao] [google]
9016250

>>9016212
Take 2

>> No.9016286

>>9016221
>see more
if doom was meant to be played at 16:9 carmack would have made it so you would have been able to
hes the guy who had a triple monitor setup in the 90s of all things

>> No.9016291
File: 27 KB, 875x118, Screenshot 2022-06-17 at 01-48-17 Three screen mode.png [View same] [iqdb] [saucenao] [google]
9016291

>>9016286
Why did they remove this in later patches anyway?

>> No.9016297

>>9016291
I honestly have no idea.

>> No.9016316

>>9016049
probably has a separate setup exe

>> No.9016390

>>9015791
>I don't think they had an adequate idea of how to combine the two very separate universes of the previous games
I don't know, I think Champions is moving in that direction with Visor's design, Gilman bullshit and Strogg hero telling Makron he "doesn't understand 'runes' or 'magic'".
>without doing the shitty arena gimmick though.
...wait, I guess that's still technically an arena gimmick.

>> No.9016401

>>9015734
I like it

>> No.9016404

>>9016250
Looks good imo
What do you think of adding a “lindefy skull” for m_doom and/or the title cursor. Kind of an informal logo

>> No.9016420

>>9016404
If we do that then we better replace the text on the menu too. Let's go all in with this theme.

>> No.9016434
File: 585 B, 38x19, penis.png [View same] [iqdb] [saucenao] [google]
9016434

>>9016404
>>9016420
Done
Will replace text tomorrow

>> No.9016439

>>9016083
>Imposing fake elitism.
I have fun playing doom. You complain about it.

>> No.9016440
File: 23 KB, 400x473, 1391180605399.jpg [View same] [iqdb] [saucenao] [google]
9016440

>>9014181
I fear that the RTX-version is the "definite remaster" of the game and ids oft ware is just going to do nothing as per usual.

>> No.9016441

>>9016286
16:9 is just a logical extension of the triple monitor mode

>> No.9016460

>>9016441
Actually that would be 12:3

>> No.9016514

>>9016460
He just wants that 4x3 monitor grid

>> No.9016539

>>9016291
Probably because nobody used it, because it required 3 computers.

>> No.9016551

Had a dream about making a deathmatch map.
In the middle of a huge area it would have an alcove, big enough for just one person.
It would block shots so anyone entering the alcove would be safe from the carnage.
However, around the room there would be a automap message saying "cuck shed".

>> No.9016604

>>9016551
>can’t get shot at
>can’t shoot anyone
So something that will never get used?

>> No.9016616

>>9016604
>gotta take a piss, but don't want to feed kills
>to the cuck shed!

>> No.9016617

>>9016390
>read Stroggs lore entries
>establishes some Strogg write diaries like a schoolgirl
>character mentions how he’s an awesome “nothing personal” who could kill Bitterman but is not authorized
>”no don’t kill him because r u n e s”
This is some gross ass retrofit rape to fill lootboxes, some silly shit indeed.

>> No.9016620

>>9011432
>>9012115
Redid formatting, added download mirrors, junior game journalist tier descriptions, some minor stuff. Intended as a substitute for OUR WADS pastebin link in OP post if nobody minds.
https://rentry.org/8ca3061522e0

>> No.9016636

>>9016620
Why not add Running Late if there is Running Late 2?

>> No.9016638

https://www.youtube.com/watch?v=E_zPx1y5Geo
Continuing my play through of 20dnhell.wad

I'm going to skip map 18 because teleport deaths are lame deaths and not worthy of bothering.

>> No.9016654

>>9016434
>penis.png
Gross that’s not a skull

>> No.9016690

>>9016617
S&P's is probably the worst of them, with the second-worst being Doom Slayer's because it's a 0-effort copy-paste from Doom '16's lore stones.

>> No.9016735
File: 611 KB, 1024x576, it_comin_blur_3_by_thedoomman_ddt9624-fullview.png [View same] [iqdb] [saucenao] [google]
9016735

>>9010960
Newfag to Doom modding here. What's the best program for making custom NPCs and weapons?

>> No.9016736

>>9016735
are you talking code or making art assets?

>> No.9016738

>>9016736
Coding but something for art assets would be appreciated.

>> No.9016742

>>9016620
I never heard of "Temporal Tantrum" or Xangi, so I'm already learning something (I hope.)

>> No.9016743

>>9016738
Coding can be done in any editor; there are plugins for Notepad++ for syntax highlighting.
Art assets are made in the graphics editor of your choice.

>> No.9016746

>>9016743
>>>9016738(You)
Cool. Thanks.

>> No.9016748

>>9016738
SLADE is the general goto for coding shit seeing as it has inbuilt syntax stuff for DECORATE, Zscript, ACS, and SBARINFO. As for making art. Some people would tell you to pirate Photoshop, but my personal recommendation would be Libresprite, or Pixelorama as they're free and specifically tailored for pixel art.

>> No.9016754

>>9016748
This, SLADE is a godsend when it doesn't crash and corrupt your archive file. On that note, make sure you have backups.

>> No.9016757

>>9016754
You on Wine or something? I can't even remember when SLADE did crash on me the last time, and it certainly has never corrupted anything.

>> No.9016758

>>9016748
I should point out that while SLADE is the goto, I use an older version because the newer versions are a pain in the ass. I believe you can still go download the older versions, I use v3.1.2, but even then it acts like a fickle bitch at times and removes elements from the interface.

>>9016754
I've actually never had corruptions happen, and god I hope they never do.

>> No.9016774

>>9015625
>$5 is a meaningful amount of money to him
lol
lmao even

>> No.9016778

>>9016754
This happened to me over and over a few updates ago.
Literally just moving lumps in the order immediately corrupted any WAD I was editing, even without saving any fucking changes.

>> No.9016786

>>9016735
For general coding outside scripting and organizing .wad and .pk3 files
https://slade.mancubus.net/
For general map building:
http://www.doombuilder.com/index.php?p=downloads
Different map builder but specifically for gzdoom:
https://devbuilds.drdteam.org/doombuilder2-gzdb/

>> No.9016794

>>9015707
reminds me of that half life chapter before on a rail

>> No.9016805

>>9016735
Though slade can be used for scripting even though I said it's for things outside scripting and if your maps has thousands of lines of code via scripting it's actually necessary then. So disregard the part where I said it's for coding outside scripting because it can be used for it but just don't go do something like load the thing you're editing it in with another program as saving the edits could cause problems for your files.

>> No.9016808

https://zdoom.org/wiki/Main_Page
The above is one of the best references for doom modding btw. The next best step is opening other people's projects in slade and doom builder

>> No.9016810

>>9016808
>>9016735
Forgot to click on your number

>> No.9016820

>>9016786
>recommending DB/2 over UDB
Stop trolling

>> No.9016824

>>9016820
I don't keep up with things and I use gzdoom builder for mapping

>> No.9016829

>>9016820
But I am going to go download it now

>> No.9016832

>>9016824
UDB is quite literally the direct evolution, and can into ZScript assets and MBF21.

>> No.9016834

https://forum.zdoom.org/viewtopic.php?t=66745
This the latest version?

>> No.9016837

>>9016834
Just download it and run the updater, if there's a newer version it will install it automatically.

>> No.9016838

>>9016837
fair enough

>> No.9016840

>>9016636
I might've done that, but list needs to be concise, as I expect it to bloat in size in the future. Instead, I made sure to put DoomWiki links for each of the authors having them, there are much more comprehensive lists of works. In short: author's corner is mainly for recommendations, definitive or otherwise special projects, so anyone should throw suggestions.
Rentry doesn't support HTML, BBCode and anything of the likes, but has only limited set of customization options which affects presentation capabilities. And there is also likelihood of coming issue with 4chan spamfilters, in the end we might ditch it for a better alternative if there is one.

>>9016742
Can't say how long it's been since his last appearance, but Xangi was busy updating Babel for latest version of GZDoom. I still have test version of it if you'd like to have one. I'll upload it in free time.

>> No.9016860

>>9016840
I also would like to have a spare space for levels/mods/mapsets that gets sent around here, like that brutalist Quake 2 level anon has made previously, just need to find the best way to go about it.

>> No.9016892

>>9016840
>I still have test version of it if you'd like to have one
I can't promise I'll play it soon (long backlog already), but I won't scoff at the opportunity to get it while I can. Thanks much.

>> No.9016949

>>9016440
everyone hates the RTX port because it doesnt even run the mission packs or custom maps because of Q2PRO code and nvidia's incompetence

>> No.9017008

>>9016620
By the way, wasn't DRLA rather closely /vr/ related for a long time or is it just me?

>> No.9017023

>>9017008
There was a time some people really liked DRLA and helped with suggestions on zdf but the dev has nothing to do with that.

>> No.9017029

>>9017008
Yholl occasionally pops up in here, whether that's enough to count is anybody's guess.
Similar with Ijon, though he kind of shows up everywhere.
Term used to show up here a lot but IDK if he does anymore, dude went through a lot of rough shit and retreated from a lot of community crap.
Also I think Ryuhi shows up sometimes here but I dunno if that really makes his stuff a ONE OF US mod either.

>> No.9017037

I miss Ijon.

>> No.9017059
File: 195 KB, 1926x1006, zdoommods.jpg [View same] [iqdb] [saucenao] [google]
9017059

>>9017008
Now Im tempted to do a DRLA + monsters run of any of our wads - 2048 units and HFFM feel like they would suit it

>> No.9017063

>>9017029
Speaking of Term, Samsara, Demonsteele and High Noon Drifter should be mentioned in the paste somewhere.

>> No.9017068
File: 9 KB, 140x137, 1530861064617.jpg [View same] [iqdb] [saucenao] [google]
9017068

>>9017059
>tfw still 6-10 months from starting my planned ZDoom mod
Damn, I wish I had started this shit in 2014 like I was supposed to.

>> No.9017076

>>9017037
Dude's cool, just quietly does his own things and doesn't really engage with the fuss and misery going on.

>> No.9017085

>>9017076
i think dakka is a pretty cool guy. eh makes doom mods and doesn't afraid of anything

>> No.9017112
File: 26 KB, 750x412, 1634675707259.jpg [View same] [iqdb] [saucenao] [google]
9017112

Starting to plan out a wad inspired by classic Newgrounds games and animations. Any ideas for enemies and shit?

>> No.9017116

>>9017068
It started in 1993 kiddo.

>> No.9017170
File: 250 KB, 400x400, mei].png [View same] [iqdb] [saucenao] [google]
9017170

>>9017068
>>9017116
The best moment to plant a tree was 10 years ago and today

>> No.9017181

The Oddball could use a sound when the crank compartment opens and closes.

>> No.9017203
File: 773 KB, 3840x2160, image_2022-06-17_181648188.png [View same] [iqdb] [saucenao] [google]
9017203

>> No.9017226

>>9017112
Yea, add a boss fight with the zebra from that one furry vn.

>> No.9017229

>>9017226
Which one jog my memory

>> No.9017237

>>9017203
What have they been feeding them?

>> No.9017241
File: 178 KB, 1200x675, 1652488954184.jpg [View same] [iqdb] [saucenao] [google]
9017241

>>9017170
>planting trees.
I eat acorns

>> No.9017272
File: 62 KB, 1000x1000, 5abce9cab3cd230835553c80-readable.jpg [View same] [iqdb] [saucenao] [google]
9017272

>>9017241
Come at me, bro.

>> No.9017289
File: 247 KB, 636x1326, You are not prepared.jpg [View same] [iqdb] [saucenao] [google]
9017289

>>9017272
You are not ready to take me on.

>> No.9017290

>>9017116
>>9017170
Yeah, good point, I really did miss the boat didn't I. Thanks for the reality check, sometimes I don't know when I'm beat.

>> No.9017292

>>9017203
Skybox or shrunk player?

>> No.9017294

>>9017029
>Term used to show up here a lot
I'd bet he still lurks, but who knows. Not that important if everyone is just anon anyway.

>> No.9017307

>>9017292
Things in skybox sector yes

>> No.9017319

>>9017294
Maybe, I just hope he's kept far away from the bits of the community that did fucked up shit to him.

>> No.9017494

>>9013330
What screenshots I might now if you post one.

>> No.9017496

>>9016390
As I said all the quake 3 engine games are kinda cool, but there is always a certain jankness that is to be expected.

I have no doubt ID itself would have done a great campaign with Q3 characters its a fucking shame we didn't got one.

Then again my feelings for unreal tournament are similar.

>> No.9017521

>>9017307
Used to do that in Unreal to make giant cows or titans walking around.
Works best with titans.

>> No.9017529

>>9017521
I read that giant tits. I am so fucked these days.

>> No.9017573

>>9017529
nothing wrong with that, every man of culture will agree

>> No.9017628

not /vr/ but god dang Cultic is derivative lol

>> No.9017634
File: 43 KB, 640x480, 99786--call-of-cthulhu-dark-corners-of-the-earth.jpg [View same] [iqdb] [saucenao] [google]
9017634

>>9017628
It certainly looks cool, but I agree it should do more to differentiate from Blood.

It sets a nice atmosphere but if you have a mute protag you shoudl do a little more.

Its a shame CoC Dark corner of the earth bombed hard, I fucking lvoe the mix of adventure game mixed with shooter that game had going on. Even if unintentional.

Its a comfy game form beginning to the end. I love it.

>> No.9017648
File: 1.11 MB, 500x500, 1650119181257.gif [View same] [iqdb] [saucenao] [google]
9017648

I've said it before and I'll say it again, every game would be improved with an explosive throwable similar to Blood's dynamite (if the game doesn't have one already).

>> No.9017650

>>9017496
>my feelings for unreal tournament are similar
At least Unreal happened, and it was great, despite what trashfire the sequel was.
Lighting in a bottle I guess.

>> No.9017653
File: 391 KB, 1000x768, Character Art.jpg [View same] [iqdb] [saucenao] [google]
9017653

>>9017112
anything from Edmund's badlands games https://www.newgrounds.com/collection/thebadlands

>> No.9017673

>>9017229
He probably means High Tail Hall

>> No.9017675

>>9017628
Everyone says it's similar to Blood, but personally I feel it's actually more similar to Resident Evil 4 in style, at least from what I've seen of it.

>> No.9017685

>>9017634
It's definitely seems better than a lot of nuRetro shooters, but other than throwing in some influence from Resident Evil and Blood, it's kind of like... Eh, I'll just play Blood or Dusk.

I guess there's not a good cultist shooter with locational damage / headshots, so there's that going for it.
>>9017648
I love when games have it, and think it's a great/mandatory addition for semi-realistic settings with fast hitscanners, but nah not EVERY game.
If Doom had it you'd play it like Blood and if Quake had it it'd be redundant when there's a rad bouncy GL.

Works great in a lot of games through, from Blood to tactical shooters to Jedi Knight Outcast

>> No.9017701

>Think Selaco's demo has some asstrash music blasting in it
>Realize it's my music playing
fug

>> No.9017704

>>9017701
what was it, anon?

>> No.9017714

>>9017653
fuck yeah man, cactus guy is badass. I would've posted this, but I remembered it being hosted on some .ws site, so I thought it wasn't newgrounds.
other than these, I only really remember N and Alien Hominid.

>> No.9017726

>>9017701
selaco music good.

https://www.youtube.com/watch?v=lm9KGD7JYK0

>> No.9017745
File: 14 KB, 312x340, 1620220417620.jpg [View same] [iqdb] [saucenao] [google]
9017745

>>9017650
Unreal 2 was not a bad game.
As a sequel it had next to nothing in relation to Unreal 1 which makes it a weird sequel but as a first person shooter it's wholly serviceable especially for the timeframe it came out.

>> No.9017765

>>9017112
add like fruit clock enemies and barney bunch shit

>> No.9017772

>>9017112
a fight against Patchman, he attacks you with crystals and dodecahedrons
you could probably get Tomar as a voice cameo, or some of the other older NG people who have stuck to their roots to contribute in other ways

>> No.9017784

>>9010960
Is that the latest version of Blood Fresh Supply in the KEX engine??

>> No.9017794

>>9017701
lmao

Reminds me of that time I had Eläkeläiset on and during a slow part where the guy only talked for some reason put something from The Simpsons on, right at a moment when Homer was talking to Marge and for a moment I wondered why Homer is talking in a weird finnish voice.

>> No.9017806

>>9017628
It's funny because it's published by 3D Realms.

It's a bit late for them to try to un-drop that ball.

>> No.9017832

>>9017704
it was like Caravan Palace, electronic swing
>>9017726
too bad about the game

>> No.9017850

>>9017726
>selaco music good
>overcompressed dubstep shit
You're thinking of the music relative to the game itself, two pieces of shit are still two pieces of shit.

Considering Selaco devs released the demo with Doom assets, I wouldn't be surprised if the music was full of samples and not even properly composed.

>> No.9017854

>>9016892
I'm not keen on ZDoom mods, but it might have less features considering it's a test version. Couldn't find original post to confirm my suspicion, you're better off with latest stable and GZDoom 3.60 if you want to try out Babel.
https://files.catbox.moe/kfwpo9.pk3 babel_test.pk3
https://babel-mod.neocities.org/ latest stable
https://zdoom.org/files/gzdoom/bin/ gzdoom 3.60

>> No.9017863

>>9017726
I like that first song that plays at the start of the second stage of the demo.

>> No.9017864

what's the GZdoom equivalent of Star Wars: Dark Forces?

>> No.9017868

>>9017864
>what's the GzDoom equivalent of _____
Stop with these faggot ass questions

The answer is TFE tho, it's coming along quickly

>> No.9017870

My levels are awful, boring, and terribly ugly, and I don't know how to solve any of those problems. Do you guys have any tips you could share?

>> No.9017871

>>9017870
Find another hobby or play other people's levels and take notes.

>> No.9017881

>>9017794
ayy Finish folk/influence is so fun

>> No.9017891

>>9017870
If we are talking doom.
>Don't have textures end abruptly, both walls and flats. Some textures have strong borders and can use as dividers.
>Try to make levels look like interlocking 3D shapes. Not changing both floor and ceiling and the same line would go a long way for it.
>Try to give every wall in room a unique purpose. You can't always do it, but it helps. A wall is much more interesting if it does something. Or is the only one that doesn't.
>Plot player's path in such a way that he'll cross the same room repeatedly in different directions while it opens up a bit. This will also punish people for skipping fights. Don't go expand forward if you can circle back.
>use lighting to give your room depth. Bright on the outside and darkly inside is the reliable way to do so. Highlight important elements with brighter light.

>> No.9017902

>>9017726
What >>9017850 said, it's disgusting. There are quintillions of good synthwave composers you can hire, maybe even for free for publicity alone.
https://www.youtube.com/watch?v=0ZpZaWRnO8Q
https://www.youtube.com/watch?v=lWiyFk66tsE

>> No.9017908

>>9017891
That's great advice, thanks a million anon.

>> No.9017913

>>9017870
Whatever you do, don't watch any of those tranny abominations on Twitch. They all can't map for shit, all they do is create slaughtershit with oversized shitter levels.

>> No.9017914

>>9017850
>Considering Selaco devs released the demo with Doom assets, I wouldn't be surprised if the music was full of samples and not even properly composed.
Wait they left stuff in the ipk3? Dat's illegal.

>> No.9017919

>>9017914
They had to be told by Graf to take it off, it was actually pretty embarrassing they slipped on something so simple.

>> No.9017923

>>9017919
Slade has a function for this. How does a project this high profile fuck up like that?

>> No.9017927
File: 3 KB, 251x102, it is a mystery.png [View same] [iqdb] [saucenao] [google]
9017927

>>9016620
What's this supposed to be? What kind of stuff do you intend to put here?

>> No.9017928

>>9017923
Because the devs are opportunistic indie devs looking to jump on the "boomer shooter craze" and are not familiar with the base game they're building off of.

>> No.9017930

>>9017919
What did they end up leaving in?

>> No.9017947

>>9017930
Doom, Heretic, Hexen, and Strife assets
Along with a bunch of assets from other mods and shit.

>> No.9017948

>>9017923
It does? I actually had no idea. Unless you're talking about the base resource thing.

>> No.9017949

>>9017947
link source plox

>> No.9017951
File: 25 KB, 516x281, 1642068272667.png [View same] [iqdb] [saucenao] [google]
9017951

>>9017947
Right here.

>> No.9017952

>>9017947
>>9017949
nvm found it

>> No.9017972

>>9017947
>Along with a bunch of assets from other mods and shit.
Bullshit. It was just Doom, Heretic, Hexen and Strife widescreen stuff that was left in accidentally.

>> No.9017975

>>9017972
>game_support.pk3

Chex, Hacx, and Harmony
Also, audio from Quake

>> No.9017978

>>9017975
Audio from Quake? Isn't that just gzdoom.pk3?

>> No.9017979

>>9017975
Do you have the original affected pk3s? I'm curious to see my self if you could upload sir, thank you sir.

>> No.9017981
File: 12 KB, 540x494, SLADE_86fUbvwi4c.png [View same] [iqdb] [saucenao] [google]
9017981

>>9017975
>>9017972

>> No.9017984

>>9017979
A few threads back somebody shared the demo when it was patreon-only

>> No.9017990

>>9017978
spark1, spark2, spark3, railgf1 are from Quake 1/2 respectively.

>> No.9017992

>>9017975
>>9017972
Oh hay I see it in the one I got from Steam, lol.

>> No.9018004
File: 417 KB, 800x600, FRIDAY NIGHT FIREFIGHT 71 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9018004

FRIDAY NIGHT FIREFIGHT YET AGAIN! This session, we'll be playing Decamatch with some good ol' Samsara. Open up Zandronum and get joining, fraggots!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9018014

>>9017870
Find a level you really like aspects of and try to recreate them with some extent of personal touch - make a better/alternative version of that level. This sets you out on some kind of goal.
Start small and don't overextend yourself, following >>9017891 anon's advice is enough for making a nice looking level, don't waste yourself on grand and immaculate detailing. Original Doom and its assets look great since decades later.
Additionally, delegate your primary time spent in editor on actually making things and not thinking. Plan ahead outside the editor by writing notes and sketches of level you'd like to make.

>>9017927
Just some tidbits on choice of source ports and whatever else what might come up, general directions for beginners so to say.

>> No.9018016

>>9018004
Why is deca-complete.wad 1.25 gb?

>> No.9018019

>>9017984
oh haha. turns out i already downloaded it.
thanks

>> No.9018023

>>9018004
It's gonna take me 30 minutes to download deca

>> No.9018027

>>9018016
deca-complete.wad should be a 3.50 mb download, a1.25gb wad sounds like malware to me.

>> No.9018028

Hello I'm a tendie trying to step out of my comfort zone and play western games and fps's. Is the ps1 version good? I know the pc version is the best but it's easier to just download a ps1 rom and later buy a mouse if i really like it

>> No.9018035

>>9018004
And it crashed before deca-complete finished downloading. Are you sure that's the right wad?

>> No.9018037

>>9018028
>it's easier to download a ps1 rom
you can download the pc iwads from the guide in the op. Then all you gotta do is plug them into prboom/gzdoom. it's actually easier to use the pc iwads in this case.

>> No.9018039

is it just me,or does ep4 of quake 1 have a shitload of quads?
im playing it again and it's weird.

>> No.9018041

>>9017981
Skimmed through it. Only some fonts and widescreens.
Silly mistake, but that's all it is.

>> No.9018050
File: 4 KB, 265x211, 1364674206375.png [View same] [iqdb] [saucenao] [google]
9018050

>>9018028
I mean, it's not the worst way to play Doom in the world or anything, but I would seriously, SERIOUSLY recommend going with the PC version. It's better in every single way, and it's honestly not any more complicated than downloading an emulator and a rom. We even got all you need to get started in 5 minutes in the OP, just check the FAQ pastebin.
Whatever version you end up going with , have fun anon!

>> No.9018053

>>9018037
Ok. I see on howlongtobeat.com that doom takes about 6 hours to beat, is it substa tially shorter when you know the game well? So I could first just practice with save states and then breeze through with few deaths once I've memorized levels? that's how I play contra. Sorry for being a noob

>> No.9018056

>>9018041
Yeah whoops.
>>9018039
Sandy doesn’t fuck around. Sans the spawns it’s a good episode, too.

>> No.9018057

>>9018016
>>9018023
>>9018035
Error with wadseeker. Right click and hit skip download so it can try again on another link. We're playing just fine.

>> No.9018065

>>9018056
i didn't remember there being so many,but good he has my back while im a bit rusty.

>> No.9018068

>>9018053
>save states
Saving is an intended feature of Doom

>> No.9018072
File: 607 KB, 1600x900, Sandy-Petersen.jpg [View same] [iqdb] [saucenao] [google]
9018072

>>9018068
*blocks your path*

>> No.9018079

>>9018068
As a tendie I'm not used to having the ability to save anywhere so I am farid of becoming a savescummer. How often do you save? All the time, or do ýou limit yourself?

>> No.9018081

>>9018053
Don't be sorry for being new. Doom has quicksaves, and most ports save at the beginning of the map but practically every doom level is made to be completed from scratch/pistolstart (which is what you start at after dying in a level).
As for how long it takes to beat, yeah it's shorter when you know the game, but Doom at least in my experience isn't really made to be beaten in one sitting. Just play the game, save often, and have fun. When you want a challenge, try pistol starting. You can go straight to a map instead of playing through an episode by typing idclev## on your keyboard while ingame (for doom 1, first number is episode, second number is map, doom 2 is just 01 - 31) or by using map e#m#/map## in a modern source port's console. But you can save that for when you're used to Doom

>> No.9018089

>>9018037
I'd say Doom Retro would be a good choice if he wants to play with a controller.

>> No.9018115
File: 626 KB, 1483x682, tc2.png [View same] [iqdb] [saucenao] [google]
9018115

>>9018027
>1.25gb
I got triggered by that number to post this.
https://www.moddb.com/mods/total-chaos
It uses gzdoom too but it's standalone. Reminds me a bit of silent hill

>> No.9018121

>>9018115
https://www.moddb.com/mods/unreal-gold-remake-in-gzdoom
Can't wait for this one to complete too

>> No.9018130

>>9018079
Saving at any point makes you a savescummer.

>> No.9018132

https://www.moddb.com/mods/dragon-sector-the-remake/images/map-05-wip#imagebox
https://www.moddb.com/mods/elementalism

Okay I'm done shilling what I intend to play later

>> No.9018139

>>9018130
You might as well cannibalize your F5/F6 and F9 keys to be honest

>> No.9018202

>>9018081
>practically every doom level is made to be completed from scratch/pistolstart
It'd be more accurate to say that they're all made to be able to be completed from a pistol start, whether pistol starting is the intended way to start the level or a punishment for dying in it varies.

>> No.9018216

>>9018130
No, loading a save when you die makes you a savescummer. Saves are for quitting. If you die, take it and pistol start.

>> No.9018220

>>9013717
Bumping this

>> No.9018243

>>9017628
Nah, it's retro. You're good to discuss it.
>>9017726
>Protagonist is a lame parody of Shelly.
>Music is like they wanted to try mimick Ion Fury's soundtrack, but lost all motivation 1-3 seconds in.
Eh, no. I love listening to video game soundtracks and that's just awful.
At least "mute music" is more common than "mute protagonist", am I right?

>> No.9018247

>>9018243
>Nah, it's retro
That's incorrect but you know that

>> No.9018248
File: 683 KB, 948x740, 1628297965367.png [View same] [iqdb] [saucenao] [google]
9018248

Argh it's so hard trying to find a good stock photo of a business meeting that isn't covered in watermarks and isn't super low resolution. I need a good one to use for tomorrow's Serious Business Saturday image. Got a silly edit in mind if I can just fight the right one.

>> No.9018250

>>9018248
You can just use the same image every time like Screenshot Saturday. Nobody pays attention to the FNF/SNS infographics anyway.

>> No.9018253

>>9018250
But the funny edit...

>> No.9018273

>>9018253
Try searching for clip art.

>> No.9018280

>>9018248
>Argh it's so hard trying to find a good stock photo of a business meeting that isn't covered in watermarks
Why not clonetool it out?
I like busywork, post it here.

>> No.9018284
File: 1.82 MB, 1500x1101, 1642905050030.png [View same] [iqdb] [saucenao] [google]
9018284

>>9018280
>Why not clonetool it out?
I don't have that good of software, unless there's a plugin for paintdotnet that'll do it. But here, go crazy.

>> No.9018298
File: 42 KB, 480x478, IMG_1070.jpg [View same] [iqdb] [saucenao] [google]
9018298

>>9017290
nigga, dont know if you're trolling now, but what I meant with the quote in >>9017170 is even if you miss a boat(10 years ago) there's a new boat right next to you(today) so there's no use complaining you missed out - just start RIGHT NOW

>> No.9018307

new bread when

>> No.9018309

>>9018307
I usually wait until page 8 to make them, sometimes 10 because I can't think of any funny titles.

>> No.9018312
File: 553 KB, 590x638, cmon.png [View same] [iqdb] [saucenao] [google]
9018312

>>9018284

>> No.9018320

>>9018312
lmao I have never noticed that tool, how do you make a custom selection with it?

>> No.9018323
File: 1.11 MB, 902x1200, hissywitch.png [View same] [iqdb] [saucenao] [google]
9018323

>>9018309
Hexed

>> No.9018337

>>9018320
it tells you if you don't

>> No.9018354

>>9018323
We have a winner

>> No.9018363
File: 102 KB, 404x799, 1658522131230.jpg [View same] [iqdb] [saucenao] [google]
9018363

>>9018323
>hexed
68 65 78 65 64

>> No.9018375

>>9018079
You can save and load whenever you want, but for the best challenge I recommend saving at the start of a level.
Original behavior is that if you die, you then start the level over, but you lose all your stuff, starting clean with just 100hp, 50 bullets, and the pistol.

Some people like playing continuously, some people like playing pistol start only (which makes all levels more challenging), and some go by the default behavior and only let themselves carry over stuff if between levels if they don't die.
I tend to save at the end of a level after clearing it, or at the start of a new level, I used to save more often, too much, really, but I've trained myself to save less needlessly. It's all about restraint versus your own enjoyment.

If you're more used to gamepad controls, Doom does play pretty well with a good gamepad setup, but only GzDoom (which isn't very vanilla) has modern gamepad support.

>> No.9018392

>>9018014
>general directions for beginners so to say.
Ah, okay. Sounds a little out of place for what seems to primarily be a showcase of /vr/ WADs.

>> No.9018395

Map17 of 400 minutes of /vr/
https://www.youtube.com/watch?v=f5cLAjldA1s
I got filtered.

>> No.9018424
File: 1.69 MB, 1500x1101, 1655511084116.png [View same] [iqdb] [saucenao] [google]
9018424

>>9018284
Far from perfect, but here you go anon

>> No.9018438

>>9018216
nah

>> No.9018445

>>9018424
cheers, anon

>> No.9018496

>>9018395
turn up your monitor brightness lmao

>> No.9018509

NEW THREAD
>>9018505
>>9018505
>>9018505

>> No.9019050

>>9018247
nah that is correct

>> No.9019381

>>9017673
That's a name I haven't heard in a long time...