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/vr/ - Retro Games


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9018505 No.9018505 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9010960

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.9018506
File: 2.28 MB, 1328x1644, 1655015336518.png [View same] [iqdb] [saucenao] [google]
9018506

=== 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 ===
[06-16] Altars of Madness released.
https://www.doomworld.com/forum/topic/129616

[06-15] Shamus Young passed away from cardiac arrest
https://www.doomworld.com/forum/topic/129781

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9018517

substance 20 is a cute

>> No.9018525

512 LINEDEFS OF /vr/ STUFF
>Still need title and intermission music, looking for something in the style of Doom 1 rather than something ominous like with 400 Minutes
>HELP screen can be replaced, not necessary
I'm trying to think of other things that aren't being done, but I think this is all we need before we can push out an RC1.

>> No.9018526

I like that some of the weapons in Peppergrinder don't have hands so they fit right in with Separated Arms.

>> No.9018528

>>9018526
I plan on updating Separated Arms to add the single shot rocket launcher and add a frame for the Bronto reload, I also want to make handless sawn off frames, so if there's any Peppergrinder weapons you like that DO have hands, lemme know and I'll add it to the list.

>> No.9018556

Selaco looks like a fun game.

>> No.9018573

>>9018556
Have you tried it? It's pretty dull.

>> No.9018581

>>9018528
Oh nice. Let's see. The Wiseau and the Lisa are pretty cool. Perhaps also the TROG and Guillotine.

>> No.9018583
File: 537 KB, 320x240, Browsing doom threads.gif [View same] [iqdb] [saucenao] [google]
9018583

>>9018581
Already had the TROG on the list, but I've added the Lisa, Wiseau, and Guillotine to it.

>> No.9018586

>>9018573
yes

>> No.9018593

>>9018556
agreed but the juggernaut fan fuck off

>> No.9018598

>>9018573
Maybe we need some fan service of Dawn.

>> No.9018601

>>9018583
Personally, I love the Lotus, Otis and Greely.

>> No.9018609

>>9018601
I actually had the Lotus on the list too, so here's what I got so far:
>Lotus
>Sawn off
>TROG
>Helzing
>Wiseau
>Lisa
>Guillotine
>Otis
>Greely

>> No.9018618
File: 81 KB, 547x427, iondicking.jpg [View same] [iqdb] [saucenao] [google]
9018618

>>9018598
We already do.

>> No.9018623

>>9018618
Its futa trash isn't it?
I guess it fits.

>> No.9018624

>>9018583
>>9018609
Awesome, thanks.

>> No.9018629
File: 130 KB, 689x938, 17be4d6ada6ccfa6e04187eee9990b08.jpg [View same] [iqdb] [saucenao] [google]
9018629

>>9018618
Scratch that I guess its not.

>> No.9018657

>>9018623
>This woman... has a dick!

>> No.9018659

I just downloaded the Oblivion and Zaero missionpack for Quake 2 and every time I start either I notice the enemy grunts fire RBG polygons at me instead of normal bullets/projectiles. I'm using KMquake and the HiresUpscale Pack. Any idea how I'd go about fixing this?

>> No.9018673
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9018673

still waiting for artwork that shows her ass.

>> No.9018698

>>9018659
Oblivion isn't compatible with KMQ2 anyway.

>> No.9018712

>>9018698
Yeah, just found out. Oh well, Yamagi looks nicer anyhow.

>> No.9018715
File: 24 KB, 286x349, Unrealtournament.jpg [View same] [iqdb] [saucenao] [google]
9018715

Reposting this from the previous thread:

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

>> No.9018716
File: 2 KB, 142x49, durrrrr.png [View same] [iqdb] [saucenao] [google]
9018716

>>9018525
I had a dumb idea

>> No.9018723 [DELETED] 

I'd like to order an uncooked pizza without the sauce or any toppings, and I'd like you to sit on my pizza before delivering it.

>> No.9018732

>>9018623
It's surprisingly not.

>> No.9018737

>>9018716
I kinda like it. You have my (the most prestigious anon's) backing on this.

>> No.9018742

Put more barrels on your maps.

>> No.9018745
File: 43 KB, 343x960, 1465405318631.jpg [View same] [iqdb] [saucenao] [google]
9018745

>>9018742

>> No.9018776

>slam back stimpacks like they're steelies
>bandage after every bullet
>medkit after the bandage
>still keel over out of combat 3 minutes into the level while a blood pack is active if it doesn''t have a token secret soulsphere
I have to say this feature of hideous destructor isn't tubular at all.

>> No.9018782 [SPOILER] 
File: 171 KB, 1920x1080, Screenshot from 2022-06-02 04-57-07.png [View same] [iqdb] [saucenao] [google]
9018782

>>9018742
Okay. (512 linedefs spoilers)
They are blocking archviles from teleporting in, and rockets from revenants in the area like to curve into them.
>>9018776
Take it easy when you have a blood bag active, and don't get bit by a babuin or set on fire. Your heartrate stabilizes much slower while your body adjusts to the nanoblood.

>> No.9018790

>>9018732
I'm dissapointed and disgusted.

>> No.9018791

>>9018782
Is that what it is? A goddamn heart attack? I've heard heartbeat thumps but I didn't know it was a literal mechanic

>> No.9018794

I need to make a wad play as one whole episode rather than 3 separate episodes. What do I have to do in slade any suggestions?

>> No.9018804

Does Doom 1 even support more than 10 maps per episode? 0 to 9 I mean. It doesn't seem like doing e1mXX would work.

>> No.9018807

>>9018791
>Is that what it is? A goddamn heart attack?
Yup, It also plays into how a stim overdose kills you. The bar next to the health gauge that scrolls down and fades out represents your heart.

>> No.9018809

>>9018794
You don't really need SLADE if you're okay using the console. Basically just "changemap e2m1" from the last level of e1, and so on.

>> No.9018814

>>9018794
>>9018804
You need to use a port that supports some kind of MAPINFO, then you can do whatever you want.

>> No.9018823

>>9018794
Don't listen to this guy, >>9018809

You're going to want to use MAPINFO or UMAPINFO

Read this:
https://zdoom.org/wiki/MAPINFO

Here is a chubz tut:
https://www.youtube.com/watch?v=5WOCMoyi5MM

>> No.9018832

>>9018823
Thanks friend

>> No.9018863

I've played hideous destructor for so long that I can't even finish vanilla Doom 2 anymore, I can't remember any of the maps past dead simple.

>> No.9018890

>>9018506
Replace the our wads pastebin with this https://rentry.org/8ca3061522e0
Reminder for myself

>> No.9018894

>>9018890
Good shit anon. Will you add TerminusEst's stuff later?

>> No.9018896

>>9018712
>Yamagi looks nicer
You'll need to have both if you're getting into Quake mods, anything that needs Lazarus is KMQ2-only.

>> No.9018897

>>9018890
What happened to /pol/.wad? That was also made by /vr/ back then.

>> No.9018904
File: 875 KB, 1920x1080, Screenshot_Doom_20220618_021615.png [View same] [iqdb] [saucenao] [google]
9018904

>>9018863
>I can't remember any of the maps past dead simple.
Bro, your backpacks?
This was Naturist.

>> No.9018906

>>9018904
I don't use backpacks, stay healthy, green weight only. 9mm rocks.
I need to do more naturist runs but i'm getting mad at every mage Imp that launches an instant homing fireball of death the microsecond that I enter their vision that instakills no matter if i'm already rolling on the ground like a maniac away from that little shit the moment it hits.

>> No.9018908

>>9018906
>I don't use backpacks,
You can at least open them for the goodies inside.
There are so many at the start of Dead simple that you're all but guaranteed 2/3 of Zerk/Summon Talisman/Bronto before you even enter any danger.

>> No.9018941

>>9018908
I always forget to use the decoys because they often get me killed instead by some proxy. Thanks for the tip though.

>> No.9018946

>>9018941
Another thing to look out for is radsuits. They can be a lifesaver when fighting cacos, mancs and even arachnotrons in some cases. The lighting/fire resist can be well worth the slight loss in mobility.

>> No.9018949

>>9018906
>green weight
that's purely a meme.
Develop a stimpack addiction at >1000 bulk and you will have good agility, with greater regeneration and endurance to any attacks.

>> No.9018951

>>9018375
Ok that sounds horrifying. How much HP and bullets can you get in total? Is the default weapon that bad? I am tempted to practice with tons of saves and then do a saveless playthrough (only at start of level) once I've mastered every section because this sounds scary

>> No.9018960

>>9018951
Pistol starting honestly isn't that bad. You can get up to 200HP (depending on what items you find) and 200 bullets. Yeah, the pistol is shit, but you'll rarely find Doom maps that aren't designed with a pistol start in mind. In fact, it might make you appreciate how a map's designed. Most people usually practice a level before they try to beat it saveless, so there's nothing wrong with doing that.

Ultimately, there is no wrong way to play Doom. Just play whatever way and at whatever difficulty you personally find fun. You haven't got anything to prove.

>> No.9018980

>>9018946
I often don't use radsuits because in older versions even a stray fireball hit would rupture it immediatly making the resistance moot. I do appreciate how deadly cacos are now compared to when they were a joke up until they used the railgun explosion attack, although getting incapped from a stray miss can be quite...
Arachnotrons and mancubi having shields is not that big of a deal, they used to be complete jokes you could trivialize with 4mm or an uncooked grenade, even in large numbers. Fuck HKs having shields though, and how stupid strong their shields are in comparison to other things. They almost feel like old barons with how much firepower then can take when you don't have spare 9mm or rocket grenades to deal with the shields.

>>9018949
I've had enough of trivializing everything by being a drugaddict. I'm going clean. No blues, no ring, no more stimpack overdoses and cardiac arrests. The vulcanette meta can suck it.

>> No.9018986
File: 51 KB, 739x415, sl.jpg [View same] [iqdb] [saucenao] [google]
9018986

As someone who has never really tried slaughter maps before, is this wad a good introduction to them? They say it’s pretty hard… but also really good

>> No.9018993

>>9018980
4 shells from both barrels of the slayer is still enough to take down a Knight if you're quick. Assuming you're default height or shorter, you can also dodge their balefire balls on reaction by crouching right after they throw them. Just make sure you're standing again by the time they throw the next one.

>> No.9019003

>>9018993
You know. I used to be able to dodge rooms of shotguns with that technique, but either I've become too old and slow/complacent or the HKs are just way faster than that timing trick. Good to know though, thank you.

>> No.9019009

>>9018986
Play Rush first. It was designed specifically as an introduction to the slaughter genre.

>> No.9019042

>>9018506
Woof! 10.0 released
https://www.doomworld.com/post/2509207

>> No.9019046
File: 430 KB, 400x600, blue potions.png [View same] [iqdb] [saucenao] [google]
9019046

>>9018951
You start the game with 100 Health, the Pistol, your Fist, and 50 Bullets for the Pistol, if you die in a level or manually Pistol Start a level, you will start the level in this state.
The starting Pistol sucks a million map units of dick, but that's not really that important because you're never really forced to use it for very long in the majority of all maps, a Shotgun, Chaingun, Berserk Pack, or whatever, is typically available soon because the game flows better that way so everyone designs their levels around that.

You start with 100 Health, if you're hurt, you can restore it with Health pickups. Regular Health pickups can only restore you up to 100 Health, but Health Bonuses and other Powerups can boost you up to 200 Health. You also have Armor, the Green Armor gives you 100, the Armor Bonus gives you a single Armor point and can put you above 100 Armor, up to 200 Armor.
The Blue Armor gives you 200 Armor directly and it reduces more damage. If you're wearing a Blue Armor, avoid picking up a Green Armor unless you've got less than like 30 Blue Armor left, because if you're under 100, even with Blue Armor, picking up a Green Armor then replaces your better Blue Armor with Green Armor.
The Armor Bonus will refill your Armor points without affecting which type of Armor you wear, if you have none at all, it defaults to Green.

Armor reduces damage from any kind of injury: bullets, claws, explosions, lava floors, crushing ceilings, etc.
There's no falling damage, at all.
For ammo, you can normally carry up to 200 Bullets, 50 Shells, 50 Rockets, and 300 Cells, if you find a Backpack, you get a little bit of ammo for all of these, and your carrying capacity is doubled to 400 Bullets, 100 Shells, 100 Rockets, and 600 Cells, and it lasts until you die or the episode/game ends. Backpacks don't stack multiple times, if you find a second one while already having one, you just get the extra ammo from it.
All these stats are retained if you load a save.

>> No.9019054

>>9018986
Even if you're not into super difficult/slaughter type of maps I'd still recommend to try it out on HMP.

>> No.9019059

>>9018505
>map 10/32
>still no backpack
I hate secrets like you wouldn't believe

>> No.9019084

I'd admit it's not exactly retro fps related, but are there any other games that have so much custom content that you could spend your entire lifetime trying to play it all, like Doom and Quake? Only thing coming to my mind are Mario (especially SMW and 64) and maybe Super Metroid romhacks.

>> No.9019097

>>9019084
Duke Nukem has a lot of custom content. Not as much as doom though

>> No.9019098

>>9019084
Unreal tournament as well. Hell there is a mod for it that allows single player campaigns to be played too. UT2004 also has a fair share of mods/maps

>> No.9019119

Demos of 512 lines beta maps 1-15 and 31-32, blind playthrough, UV: https://files.catbox.moe/e9v70e.zip
For difficult parts that would've called for saves I used DSDA's -from_key_frame to record demos continuing from a keyframe saved in a previous one, so when playing those back add the provided -skipsec parameter to skip the duplicate footage.
I played almost all with -complevel 21. Started with 9 but it doesn't support -longtics and I found the low turning resolution while recording too annoying so at map02 I switched to 21. Probably didn't cause significant changes except the sludge in map07 for which I temporarily switched back to 9.
Map15 I played twice just to find the secret exit.

Overall in the early maps (1-7) I didn't have much fun: dark cramped techbase corridors with scarce ammo and spectres almost invisible in software mode is what stuck to mind most. 4 and 5 were alright, though. When the environments started to vary more I liked all the maps and am looking forward to the rest.

Map03 (Screen Dream) lava room after red door with 3 hell knights: you shouldn't be fucked so badly if you run into the lava. Getting off the lift to the side, while it's moving, at a spot where you nearly bump your head in the ceiling, into what seems like merely a spot for an enemy "turret", is quite unintuitive, whereas the rocks ahead look like "steps" you need to take. If you do try getting on them and raising them in the right order there's a ton of ways to fuck it up and end up stuck. Also the lift is missing a texture when down. Strong suggestions: make the lift lowerable from the pit, remove ways to get stuck behind raised rocks, maybe remove the raising of the rocks entirely or make them lowerable if they get too high.

Map07 (Slivovitz Liver Massacre): I think the shotgunner/archvile room needs *something* to reduce the surprise and luck dependency. Allowing the player to look at the scene without the first shotgunner waking up immediately would probably help a lot.

>> No.9019125
File: 67 KB, 400x657, 1642546635616.jpg [View same] [iqdb] [saucenao] [google]
9019125

>>9018618
hey these ain't bad, nice feet

>> No.9019181

>>9019084
Minecraft, Half-Life 1, and the Bethesda RPGs come close

>> No.9019221

>>9019119
I’m a nub
What port do I use to play this back?

>> No.9019223

>>9019119
Thanks for this anon, demos/videos are always useful in evaluating a map

>> No.9019225
File: 29 KB, 527x759, demos.png [View same] [iqdb] [saucenao] [google]
9019225

>>9019221
I used DSDA, launcher has an inbuilt function to replay demos. Make sure you use the right complevel like anon mentioned, and that's it.

>> No.9019226

>>9019221
Use DSDA doom, and it's a million time easier if you use the launcher instead of trying to manually play back the demo through the dsda-doom exe proper. Just put the launcher into your dsda doom director, drag the lmp onto the launcher, and make sure to specify the launcher is using the 512 lindef beta.
https://github.com/Pedro-Beirao/dsda-launcher/releases
>>9019119
Thanks a lot for the demos, man.

>> No.9019227

>>9018986
Even if you aren't into slaughtershit, it's worth playing first like 5 or 6 maps. They are hard, but also rather quick.

>> No.9019230

>>9019084
Minecraft and Skyrim have insane amount of custom content

>> No.9019245

>>9019097
It used to have, but the modding community is not even a close of activity of Doom or even Quake community.

>> No.9019256
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9019256

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN. SCREENSHOT SATURDAY. WHAT'VE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT.

>> No.9019260

I've been meaning to try out power slave and hexen for a while here, should I play the Saturn ports for any novelty sake or do we have some source ports on PC?

>> No.9019269

>>9018896
All because Yamagi devs are retards who hates lazarus, when the damn thing was there since the days of Q2 3.1x
We will never get a proper quake 2 source port due to petty shit.

>> No.9019278

https://www.youtube.com/watch?v=_9-irIfERW4
Continuing my first play through for 20dnhell.wad

>> No.9019279

>>9019260
Saturn is fine for authenticity and trying it out. For PC, Powerslave EX is the port but I think it mostly uses PS1 levels and details. Powerslave Exhumed is the newer thing that combines Saturn and PSX levels, it’s on gog-games if you want to avoid spending money. Powerslave (DOS) is much different than the rest.

>> No.9019312
File: 436 KB, 1920x1080, crispy-doom_DRyrPScY7r.png [View same] [iqdb] [saucenao] [google]
9019312

>>9019256
I like generic techbases

>> No.9019330

>>9019278
https://www.youtube.com/watch?v=KI8_n1RYrpk
I almost died again in this one. I'll be finishing this map set soon.

>> No.9019348
File: 363 KB, 1920x1080, 2022-06-18-140231_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
9019348

>>9018506
Update for my 94 Protons map
"The Temple of Hard Feelings" by Hand-peeled
https://files.catbox.moe/fldnlm.wad

Changes:
- Some texturing improvements
- Changed the layout in a few places so monsters get around easier, also removed a few monster-blocking linedefs
- Fine-tuned some encounters

>> No.9019368
File: 64 KB, 604x510, DFEfGTh8IXA.jpg [View same] [iqdb] [saucenao] [google]
9019368

>>9018505
Any doom wads or pk3 out there which just adds cyberpunk weapons and monsters? It's fine even if it replaces the original game enemy roster. Googling that shit just ain't working, I always get modern doom games shit.

>> No.9019372

>>9018629
This looks like a more foul mouthed cool Shelly.
This art kinda captures what I wanted from her.

>> No.9019373
File: 62 KB, 900x948, 1623444848692.jpg [View same] [iqdb] [saucenao] [google]
9019373

>>9019084
Yeah its nuts. There's so much I recently had to make a spreadsheet for mods/maps I've already played and planning to play because I forget which one's I've played and which I haven't.

>> No.9019389

>>9019368
Lithium has varying cyberpunk stuff.

>> No.9019408

>>9019373
My rpg mod is factually a library of user made content. Even the stuff I have been recording will eventually be accessible through a hub map I create in that same mod. My Mapinfo has over a thousand levels in it and I have been focusing on mostly vanilla stuff, including maps with custom textures and midis so long as the amount of textures isn't too much for me to handle. Had a couple of instances where I had to rename texture names and edit the maps to rename the textures called since there was overlap between other user made textures. Since then I have been gradually adding the maps in as I play them through the level selector I have in my main hub map. The map selector was chiefly designed to load custom maps not incorporated into my mod. Also when it fancies me I add new weapons/items. The only hub map that doesn't have enemies is the starting one that I load user maps from that aren't incorporated but that entire hub map has all the original doom games in it along with master levels, nerve, and access to two out of the 4 other hub maps I have available. Might add sigil to it at some point too but once I'm done with 20dnhell that'll be accessible through gate cubes on the last hub map I started working on. 2/5 hub maps are complete second one due to reaching limits of the engine due to how many vertices and sidedefs I used up creating the little teleport closets. Eventually the sky started to tear along with a building. It require vulcan to run smoothly too since every building actually has a rooftop you can access with some two story buildings. Though I decided that in order to reduce the amount of resources being consumed I'd have user maps accessible by gate cubes. 4 maps assigned to each cube and when you return to the hub you teleport on top of the cube. Either way it's more of a hobby for me than anything else. I don't bother releasing it because I imagine someone out there would have a shitfit for releasing such a libray/mod

>> No.9019417
File: 1.35 MB, 500x313, 1425924383709.gif [View same] [iqdb] [saucenao] [google]
9019417

Are there any WADs which let you play the Atari Jaguar or PlayStation Doom 1/2 maps? Preferably with a source port that isn't (G)ZDoom based? Consolation Prize is a good conversion but that requires GZDoom. I just want to play the simplified/changed levels; no lighted sectors or flaming skyboxes required.

>> No.9019449

>go through like 3 medkits and 2 synth bloods
>cant run or else i pull something and my wounds re open
>almost have a fucking heart attack
god i love hideous destructor

>> No.9019457

>>9019449
also what are the benefits of getting addicted to stimpacks? got like 8 in my pockets right now

>> No.9019460

>>9019417
>wants to play mapa that are the same as vanilla but just shittier
>doesn't care about the lighting, the one diatinguishing feature that actually makes the maps cool
>cringe gif
you're trying too hard to fit in

>> No.9019462

>>9019449
I used to hate the trauma kit but it grew on me, especially after last night when I realized how to remove obstructions. I’ve also realized the boost you get from hitting a stim: If it looks like I’m going to trigger a trap I drop the backpack a ways away, pop a stimmy, grab the key/punch the button, and run to a safer place to shoot from.

>> No.9019468
File: 32 KB, 825x507, 1560452271449.jpg [View same] [iqdb] [saucenao] [google]
9019468

>caleb fanart
>he has long hair

>> No.9019470
File: 39 KB, 285x394, blood guy.jpg [View same] [iqdb] [saucenao] [google]
9019470

>>9019468

>> No.9019472
File: 875 KB, 1600x1600, E8C9D4FA-02AE-4E3E-8A7E-43A0650CFC0A.jpg [View same] [iqdb] [saucenao] [google]
9019472

>>9019468
Get em

>> No.9019476

>>9019472
This guy is not good enough to imitate those artstyles

>> No.9019480

>>9019457
Enjoy your cardiac arrest.
>>9019462
Trk is a blessing but I hate having to deal with the rest of the UaS systems. Having a way to deal with burns that isn't weight intensive like medkits would be a nice thing too, blues are way too overkill and tend to prioritize closing wounds first rather than deal with burn damage.

>> No.9019492

>>9019476
Too bad, still fun
>>9019480
I must be lost on what’s HD and what’s UaS, I could’ve sworn burn management with medkits was an HD thing. Or are you asking for more ways to manage it?

>> No.9019509

>>9019492
More ways to manage it. Trauma kit is part of Ugly as Sin stuff. Burn management with stapler's zoom mode is an HD thing and the only way to deal with burns that doesn't delve into supernatural. UaS doesn't have an alternative way to deal with burns. Also does food affect literally anything substantial beyond regen/stamina or is it just for making map transitions insufferable if you can't find rations in the random loot?

>> No.9019514

>>9019476
He does way better stuff when he's sticking to his own style.

>> No.9019526

>>9019509
>Burn management with stapler's zoom mode is an HD thing and the only way to deal with burns that doesn't delve into supernatural.
I think I’m misunderstanding the HD manual incorrectly, then:
>To deal with wide-area burns that cannot be reached by the syringe, do the same thing while holding zoom.
Does this just seal the ‘burn wound’ or something, and prevent you from healing to full until you find Jesus juice?

>> No.9019549

>>9019526
No, it outright heals the burn wound by plastering it with painful chemicals that replace the burnt tissue all over your skin with what is essentially bioglue. It doesn't prevent you from healing to full, leaving burns and regular wounds untreated but stable does that. Burns just have a higher propensity to leave aggravated damage after healing them which must be healed with blues, but its often something like 1% or 2% per every 50% of burns healed.

>> No.9019557

>>9019408
>I don't bother releasing it because I imagine someone out there would have a shitfit for releasing such a libray/mod
Honestly? If you released it here with no nickname attached on some anonymous filehost nobody would throw a fit. Of course that depends if the maps attached are good and people would like such an archive - I have no idea what you put there.

>> No.9019559

Are there any doom wads with more intricate mode build like level design outside stuff like full ashes type games?

Just played diabolus ex and its pretty neat.

>> No.9019609

>>9019559
Something like Chainworm Kommando or Auger Zenith?

>> No.9019613

>>9018807
I just figured stimpacks worked like E.Y.E. healing where as long as you didn't get instakilled using it you were gucci

>>9018980
derps absolutely FUCK UP hell knights, and in general are much more efficient with 9mm ammo than you will ever be. A hell knight doesn't have enough dps to burn the derp before it's running around like a headless chicken from bleeding with its shields down. Not like mancubi, they always end up killing herpderps in 1 hit and I hate them.

>> No.9019616

>>9019408
>>9019557
There's at least Doom Comendium and Lexicon that do the same things and those are accepting elsewhere.

Hell a lot of ZDoom's gameplay mod section is "I took some mods and edited them".

>> No.9019631

>>9019417
>Atari Jaguar
I remember getting the console and a dozen games for my birthday for real cheap because some local game company was selling cartridges for the system for $3 a piece and the console for under $50. iirc it was $20.

Was a good system it's unfortunate it didn't take off.

It was the first version of doom I played.

Found a video of it though:
https://www.youtube.com/watch?v=AIUH2qUTEfw

>> No.9019635

>>9019609
Don’t know much about Chainworm Komma do but isn‘t Augur Zenith mainly vanilla gameplay? He may be asking for ‘build like’ level design that utilizes jumping and crouching.

>> No.9019641

>>9019613
Nope, your heart exploding completely ignores whatever health you got. Don't abuse stims.

DERPs are hard to come by in Naturist runs and always carrying one is a hassle for weight management. I also fucking hate the little shits and just loot them for ammo whenever I kill them. You're wrong about being more efficient than you with 9mm, they're just accurate with it, you can be accurate and faster than them when it comes to that, specially with an SMG.

>> No.9019645

>>9019635
Fair point, I was more taking it as maps that seemed like real world places.

>> No.9019650

>>9019417
To make replays of doom better I'd mess with my tv settings too. I remember messing with contrast,, darkness, and other settings as well. I eventually got doom for pc. The one with the win95 executable and some of the d! zone cds. With time I was able to get user maps from the internet thanks to a friend who had internet.

>> No.9019653

>>9019650
Thanks to that same friend I also learned about AoL sample cds and netzero so my childhood wasn't completely without internet.

>> No.9019658

>>9019559
Impie's mods have some cool real world - like levels

>> No.9019663

>>9019635
>Augur Zenith

Augur Zenith looks really cool, loving that Snatcher Midi.

>>9019658
Thanks

>> No.9019665

>>9019645
AZ is amazing though, and thanks for mentioning Chainworm Kommando, I wanna play it

>> No.9019671

>>9019641
>>9019613
How practical is it to hit HKs with a small bit of plasma as well as the slayer? I can’t always guarantee two quick barrel blasts.

>> No.9019685

>>9019671
It is very practical unless they're outside the sweetspot for the TB's flamethrower mode, either by being too far away or being so close that trying it would get you killed. Does kill shields pretty quick though and honestly you don't have to rely on other weapons to kill them with a thunder buster spray like you have to with imps, unless you give a shit about battery life or something dumb like that. Tapping them with a spray and then hitting them with a shell after dodging the inevitable balefire is effective, although with the usual endurance HKs have, you may need to doubletap.

>> No.9019698

>>9019470
Why does Caleb smile? Because he knows he's going to win.

>> No.9019702
File: 217 KB, 1439x1073, Coom Life.jpg [View same] [iqdb] [saucenao] [google]
9019702

>>9018629
>>9018618
Nice! I'd love to see more pin-up poster like Shelly for sure haha. Like cop-like with aviator sunglasses, a motorbike and playing with her baton.

Oh and an open question to the thread :
I remember playing some wad in the 2010s that had a lot of fairly detailed city maps, new weapons and enemies, particularly remember like zombiemen with rocket launchers and big mechs but the overall "style" was still "Doomy" . I feel like there were fairly little standard doom enemies but they weren't totally absent either.

>> No.9019797

>>9019119
>early maps (1-7) I didn't have much fun
>4 and 5 were alright, though
Glad you had slightly less un-fun with my map, anon. Thanks for the demos! Like another anon said, it's very helpful (both in previewing and reviewing maps.)

>> No.9019836
File: 220 KB, 424x645, 1628567221205.png [View same] [iqdb] [saucenao] [google]
9019836

Serious Business Saturday will still be happening today. Maybe in like 3-4 hours (or we can wait a bit more if needed).

>> No.9019862

>>9019836
Are you going to play on the classic Serious Sam games or Revolution?

>> No.9019865

>>9019862
Classic, we'll be playing through the medieval levels in co-op then probably do some DM afterwards.

>> No.9019906
File: 2.93 MB, 960x540, Replay_2022-06-18_13-42-14.mkv.webm [View same] [iqdb] [saucenao] [google]
9019906

>>9019671
Probably one of the best setups for knights as the TB is one of the few weapons that won't be interrupted by jumping. The slayer isn't as reliable a bleedout as it used to be and the stun duration has been dramatically reduced, but there's still enough time to reload and fire again to finish the job.

>> No.9019924

>>9019906
>>9019685
This is inspiring stuff. I love hitting these things with the slayer and I’ve come to respect the shield they have now.

>> No.9019952

>>9018715
https://github.com/alexstrout/foxWSFix-UT99
see if this works

>> No.9019972

>>9019702
Psychophobia maybe? Not sure about the mechs but I definitely remember rocket launcher zombies in that one.

>> No.9019980

>>9019702
Neodoom maybe?

>> No.9019991
File: 2.93 MB, 960x540, Replay_2022-06-18_13-59-55.mkv.webm [View same] [iqdb] [saucenao] [google]
9019991

>>9019924
Knights act a lot tougher than they really are. Once you're past the initial and tall hurdle of learning to reaction dodge, they're not much more than oversized imps with anger issues.

>> No.9019996
File: 498 KB, 400x346, 1526220609134.gif [View same] [iqdb] [saucenao] [google]
9019996

>>9019980
Yeah, Neodoom looks like it. Thanks!

>>9019972
Psychophobia wasn't it, but it was a good shout, I might check it out anyway. The guns look decent and something I'd might want to use if I get to DOOM / build modding based on the big tit commandos fighting bad dictator guys artwork thing.

>> No.9020104

>>9018716
>menu options not aligned
Don't :(

>> No.9020108

>>9019472
Has he ever done any High Noon Drifter art?

>>9019641
Unless I misunderstood the manual, can't you also use DERPs to trigger switches by sticking them to them?

>> No.9020116

>>9020108
You can, with the console commands "derp 555" to attach and "derp 556" to activate. It's also a good way of defending yourself when incapped, because you can use those commands as long as you have a wall to stick the DERP on, it doesn't have to be a door or switch.

>> No.9020128

>>9020116
Oh, does that include doors you have keys for? I was on E1M3 on Hideous, because masochism, and there were a shit ton of enemies behind the blue one. I ended up using a HEAT rocket on it since opening and running away wasn't working too well.

UaS also lets you keybind those two settings, so I put them on Page Up and Down.

>> No.9020139

>>9020128
Yeah, as long as you have the key it can open locked doors. Activating the DERP is exactly the same as pressing use on the linedef yourself.

>> No.9020162

Should I use Final Doomer for the first playtrough?

>> No.9020169

>>9020162
>Should I use Final Doomer for the first playtrough?
What’re you playing?

>> No.9020179

>>9020169
Alien Vendetta right now, then someday the rest (except TNT/Plutonia, already played them vanilla). There's something off with GZDoom software render but I can't put my finger what bothers me.

>> No.9020181

>>9020162
They all have great sprites but some of them are weird, whitemare weapons only have 1 hitscan weapon for example, and they do make the game easier than using vanilla weapons. They also seem to be made for mouselook with some of the hitscan weapons having vertical spread and some projectiles being affected by gravity
If playing with mouselook doesn't bother you go nuts

>> No.9020189

>>9020179
I’d say go for it. There are some triggered people here who swear by it for certain mapsets, but just go have some fun.

>> No.9020194

>>9020181
>they do make the game easier than using vanilla weapons
Outside of HDest that's every single Doom weapon mod in existence. And it's one of the main reasons why I'm asking anons to make this decision for me, my ocd won't allow me to just breeze through the wad.

>> No.9020207

>>9020194
>And it's one of the main reasons why I'm asking anons to make this decision for me, my ocd won't allow me to just breeze through the wad.
Oh. Yeah it’s a given it makes things easier. Some people really won’t agree with a wads difficulty so they’ll advocate for the mod as opposed to playing below UV. For your case, I’d try AV without it.

>> No.9020217

>>9020194
the AV regular shotgun in particular is nuts and fires about twice as fast as stock, I don't really know what they were thinking with that one

>> No.9020237
File: 404 KB, 1920x977, 1634068068462.jpg [View same] [iqdb] [saucenao] [google]
9020237

>> No.9020245

>>9020179
The gzdoom software renderer isn't a true software renderer anymore, its like a faux approach to it that depends on the GL one. Like, it tries to recreate the limitations of the software renderer inside the GL instead. It's fucking stupid and doesn't let you run it on actual hardware that should be compatible.

>> No.9020264
File: 31 KB, 480x360, 1621541829326.jpg [View same] [iqdb] [saucenao] [google]
9020264

>> No.9020279

>>9020264
It's sweet really, but if I had to level any criticism to blood is that it starts strong, but the game does not build anything really interesting all the way up to kill tchernobog.

Some cool cutscenes when you kill the bosses but could be better. I guess the other build games dont do much as well but hey.

>> No.9020285

someone post magnolia_uv.wad
ribbiks is a faggot

>> No.9020287
File: 476 KB, 1920x1080, Blood 1.jpg [View same] [iqdb] [saucenao] [google]
9020287

I saw some gameplay of the Cultic demo today and I must say, it's not quite *bad*, but the graphics seriously turns me off. Feels like every texture is essentially the same blue / brown pixely mess and while the style of the pixelization is very clearly "Blood" in style, it forgets that Blood still had distinct colors for different things, it was not all the same kind of mess. In Cultic it seems like everything from weapons, to walls to enemies look the same which makes the game look more dull than necessary. Such a shame too since Cultic could be a genuinely good throwback shooter.

>> No.9020292

>>9020285
I heard every copy of magnolia_uv.wad is personalized, so if someone makes theirs public, he's gonna find out.

>> No.9020294
File: 2.21 MB, 1500x997, 1642448778537.png [View same] [iqdb] [saucenao] [google]
9020294

>>9019836
Alright gentlemen, it's time for another Serious Business Saturday meeting! Today we'll be finishing TSE by completing all the medieval levels, then if we still have time after that we'll play some DM. Get your coffee ready because the Grand Cathedral awaits us.
>IP: 45.79.57.115
>Join via Specify Server
Remember, this is for Serious Sam: The Second Encounter. We are not playing Doom here lol.

>> No.9020296

>>9020294
I'll hop in later if you're still going when I can.

>> No.9020306

>>9020285
>>9020292
That's some proper circlejerk bullshit.

I guess the only option is to find footage of it and edit it according to those.

>> No.9020307

>>9020264
name a bigger simp than Caleb. Not any girl but someones sloppy seconds that already had a kid.

>> No.9020313

>>9020307
Mario
Moot

>> No.9020315
File: 638 KB, 1920x1080, Douk14.jpg [View same] [iqdb] [saucenao] [google]
9020315

>>9020279
The plot is barely there in most of the build engine shooters. It's very much style over substance but at least it's got a consistent theming.Especially Redneck Rampage, it felt like the game was entirely built with just like the deep south cliches in mind (which isn't necessarily a bad thing). In this light I wince when people say Ion Fury has a bad and lame villain, okay maybe true but at least he's there to taunt you every now and then.
Haha, and Duke Nukem's childish revelry when he kicks the cycloid emperor's eye into the football goal and cheers, good shit.
That said, imagine if instead of Blood 2 (or if Blood 3 was a thing) we would've gotten a prequel where you play as Caleb from the old west days with him and other chosen raising hell for the dark god chernobog.

>> No.9020318

>>9020315
I know but while that works very well in Duke, SW and even RR. You can almost feel Blood maybe need a little more.

Its fine I love the way it is but still.

>> No.9020327
File: 391 KB, 512x512, 1611791428_lolok.png [View same] [iqdb] [saucenao] [google]
9020327

>>9020307
It's not "simping", that's called being in a relationship you underage nigger.
Besides that Caleb (not in small part thanks to Stephen Weyte's great voice acting) has insane dark charm because of his old guy cackling and grimly humorous remarks, if only the cutscenes didn't look like claymation bits the part where he eats the heart of his webbed former friend was pretty metal.

>>9020294
I appreciate the effort that went into making this image, it made me smile.

>> No.9020330

>>9020292
While technically possible, it is still viable to edit the wad and remove said identifying things. And also the effort put into doing such a thing without an automated bot would be unreasonable, and if they're using a bot, it's even easier to spoof or obfuscate it.
Why the fuck are mods now being locked like that? Are they chinese or something?

>> No.9020331
File: 89 KB, 170x170, cultbye.gif [View same] [iqdb] [saucenao] [google]
9020331

>>9020279
>killjoying, pedantic post responding to a simple fun meme
impressively miserable posting

>> No.9020334

>>9020331
AS I said I am not complaining it has some crazy good individual levels. ANd Death Wish to jump in afterwards.

>> No.9020336
File: 2.49 MB, 640x482, you rack disiprin.webm [View same] [iqdb] [saucenao] [google]
9020336

>>9020334
>AS I said
i do not care about that at all, you shame the wang with your petty shittery

>> No.9020338
File: 106 KB, 475x258, 1620509137330.png [View same] [iqdb] [saucenao] [google]
9020338

>>9020318
Yeah, I kinda get ya.
Blood almost has a story and characters other than you the protagonist, a shotgun and the villain.
They could've worked in something a bit more to give Caleb more voice lines too other than his one-liners.

>Chernobog kills his loyal subjects (and you) to piss you off
>he resurrects you so you can kill shit to get stronger (dunno how that works really)
>his plan is to make you really strong so he can kill you and become more powerful
>but you're already too strong for him so you blast his retarded ass away
For an ancient evil god-like creature chernobog sure is stupid.

>> No.9020341

>>9020330
I wouldn't know, that assumes the identifying aspects are obvious. There are plenty of things you could theoretically do to personalize a wad without being obvious to the player. (Slightly alter thing placement, change textures in control sectors.)
To be sure you even found the personalizing element, you would need at least two different instances of the wad.

>> No.9020343
File: 33 KB, 252x235, 1528476898450.png [View same] [iqdb] [saucenao] [google]
9020343

>>9020331
I don't think that guy was being pedantic or "killjoying" as much as he just saw an opportunity to discuss Blood.

>> No.9020374

>>9020341
With an automated way of doing it, it's probably some flashing text like a build number, a simple txt lump in the wad or an md5 checksum. I doubt they'd change something that's not immediatly obvious and have to sift through the leaked wad for an specific misaligned texture to find out. That just smells like fearmonguering at best, actively obfuscating the truth at worst.
If someone is that petty with having people kicked out of a dicksuck circlejerk for "leaking" a wad, its unlikely for them to be cryptic about it.

>> No.9020378
File: 592 KB, 1130x900, Imp carl.png [View same] [iqdb] [saucenao] [google]
9020378

>>9020343
>>It could be better.
>>You can almost feel Blood maybe need a little more.
fun. hopefully a mod comes out of it this time and not another series of pickings when all the build games are goofed to similar extents.

>> No.9020383

>>9020378
how dare he

>> No.9020390
File: 42 KB, 608x380, MAGICLAW.jpg [View same] [iqdb] [saucenao] [google]
9020390

>>9020327

>> No.9020414
File: 2.94 MB, 640x360, hd.exe Sorry anon.webm [View same] [iqdb] [saucenao] [google]
9020414

>>9020139
Did my soulstuff turn this guy the moment I before I killed him? Allied marines is disabled.

>> No.9020425

>>9020414
Yeah, that's exactly what happened there. Can't be helped, he was aiming to shoot you.

>> No.9020427

cultist destructor when

>> No.9020428

>>9020279
Uh, the game does have cutscenes when you kill the bosses...

>> No.9020430

So I could use inventory management tips, because I'm running into the problem of wanting to carry all the things but now I'm 1400+ in weight unless I drop my backpack and ammo pouches. Do I even need those?

What do you guys prefer in shotgun chokes?

>> No.9020436

I don't like the frag mechanic because it makes enemy bleeding meaningless. You used an extra bullet to make sure the zombieman is dead, or better yet used the chainsaw to gib him? Too bad, 20 seconds later he's back, with full health and infinite ammo to shoot you (using the gun you took from him and are literally currently wielding, no less)

>> No.9020439

>>9020430
You learn to do without a lot of shit. My weight's usually in the 700s on average. The biggest things that'll weigh you down besides weapons themselves are grenades, medikits, and 7mil. You'll need to train yourself to resist the urge to pick that shit up all the time.

>> No.9020445
File: 151 KB, 800x600, dsdapreacher.png [View same] [iqdb] [saucenao] [google]
9020445

>>9020425
That's awesome, rip
>>9020427
>cultist destructor when
When you extract the mug and sounds from Preacher

>> No.9020449

>>9020430
If you think you won't be using something in the next firefight you probably don't need to carry it everywhere unless its low weight enough to not matter.
Ammo pouches are more efficient than carrying the ammo yourself, but don't go overboard. Backpacks are a bit more iffy because they themselves weight quite a bit (100 blocks?) ontop of whatever is inside them.

No clue about chokes, I just pick up shit off the ground and use it 99% of the time. If it works, its great.

>> No.9020454 [DELETED] 

Are we allowed to talk about faux-boomer shooters here? There's a few pretty good demos from Steam Next Fest in this style but made in modern engines.

>> No.9020472

>>9020436
Frag is a fair mechanic when it actually works properly. You get a distinctive gibbing sound cue whenever anything gets resurrected by it.
Unless it bugs out, which can happen, whereas you don't hear shit.
Damaging the corpse with a chainsaw or bullets does help a lot with frag control. Enemies need at least 2-3 frags to resurrect if their bodies are heavily damaged or gibbed. Enemies that fully resurrect have their health slowly pick back up before they can even attack (minus edgecases like imps fireballing immediatly due to painstate), giving you ample time to just shoot them a single time to bring them down. Resurrected monsters are also much weaker and die much faster/are gibbed easier even with weak munitions than fresh ones, assuming a significant amount of time hasn't passed since they were resurrected.
You can also just turn off that mechanic, if you don't like it.

>> No.9020479

>>9020439
Ahh, yeah I've been picking up grenades and rockets. I've got about 10 in the backpack, along with that many full rifle mags. Medkits seem to last a while so I settled on two.

>>9020449
Is three ammo pouches with 200+ shotgun shells and 93 pistol bullets overboard?

>> No.9020485
File: 484 KB, 1600x900, 1626649386877.jpg [View same] [iqdb] [saucenao] [google]
9020485

>>9020327
>I appreciate the effort that went into making this image, it made me smile.
thanks
>>9020294
And that's all of TSE, thanks for playing! I don't think I'm going to host DM right now because not everyone is staying (and I'm feeling a bit sick now). So sorry if you missed out today. Next week we'll start playing some CUSTOM levels.

>> No.9020486

>>9020479
yeah grenades are fucking HEAVY. Each one is like 70 blocks. That adds up really quickly. I limit myself to carrying two or three max, and even then I'm eager to lighten the load

>> No.9020487

>>9020485
fock I missed it. Usually isn't serious saturday later in the night? oh well

>> No.9020489

>>9020485
Man, that final level is so good. Easily the best level in the series to this day.

>> No.9020493

>>9020479
>200+ shotgun shells
Stock HD shotguns don't have the mag size and firerate for that to be worth it. I usually keep 20-30 on person + 50 in bag at the most, but really you don't need to hold on to a lot of shells. Shotguns are everywhere, just strip them for ammo when you start to run low.

>> No.9020495

>>9020479
Yes that's an insanely overboard amount of shells. Are you running a warcrimes hunter (full auto) or something to need that many shells? If its just a slayer a healthy amount inside an ammo pouch is around 40 to 60.
The 9mm amount is fine though, you'll probably run out on it faster than two mags of 4.26 if you start mainlining an SMG.

>> No.9020497

>>9020338
who cares
I just want to shoot cultists

>> No.9020498

>>9020487
Yeah, sorry about that. I'll make sure to wait later next week, just started earlier today because of me being sick.

>> No.9020504

>>9020307
>Simp
That's bullshit. Caleb is alpha as fuck. The guy rises from the grave to send his enemies to the grave.

>> No.9020506

>>9018897
There's a lot of one-off maps and such that should probably be added, but are probably just floating in the pastebin.
This atm looks more focused on the community packs and /vr/-born authors. Which is fine, but the goodies section might be worth dumping the little mods and wads people have strewn here over the last nearly 10 years.

>> No.9020513

>>9020287
The palette is weird as fuck. Not sure what retro system/style he's going for. There is an option in the game to make it look significantly less fucked up though.

>> No.9020517

>>9020498
NP. If I can't make it it's my own fault. You guys have fun and when I can join I will. Love that you managed to make it a thing though, great job

>> No.9020523

>>9020485
That was fun, can't wait for the custom maps.

>> No.9020537

>>9020506
Man, would be cool if desuarchive let you search extensions. Typing ".wad" or "*.wad" does nothing but search for wad.

>> No.9020538
File: 1.73 MB, 1920x1080, 1620389291.png [View same] [iqdb] [saucenao] [google]
9020538

>>9020454
They're not retro so you'd be at the mercy of the mods.

>> No.9020561 [DELETED] 

>>9020538
Yeah that's fair. I'd still like to recommend people give Cultic a try. Heavily Blood inspired visually and has one of the most satisfying pistols I've ever used.

>> No.9020609 [DELETED] 

>>9020561
Jasozz, I can smell your posts

>> No.9020619
File: 428 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9020619

>> No.9020627 [DELETED] 

>>9020609
I don't know who that is I don't hang out around here. I also likes Fashion Police Squad and Slayers X from this event but they're not quite as polished

>> No.9020650

>>9020428
Yeah.

youtube.com/watch?v=OGbQPgPrnYw

>> No.9020678

>>9020292
damn, that motherfucker is more paranoid than I am when it comes to letting people playtest my stuff. Then again he IS a faggot for starting the whole 1 color map bullshit.

>> No.9020681
File: 3 KB, 90x46, image.png [View same] [iqdb] [saucenao] [google]
9020681

>>9020619
Can't argue with that.

>> No.9020691

>>9020681
Blue is the strongest color

>> No.9020698

>>9020486
>>9020493
>>9020495
I would not even know how to get a full auto Hunter. I went for Naturist so I only have what I picked up. Maybe I'll see how to mess around with custom loadouts so I can start with an Oddball or something.

I mostly just have the 9mm to refill my DERP mags.

This is what I have right now. On my person
1 shotgun, 36 shells
1 assault rifle with a launcher, 5 mags
2 hand grenades
2 DERPs
2 Potions
1 limited invis
1 synth blood
4 IED kits
3 rocket grenades
wearing: blue armor

Backpack
1 chainsaw
1 ladder
2 batteries
2 rations
2 potions
11 rocket grenades
1 Brontornis shell
2 stims
1 summoning talisman

I've been inclined to hoard explosives because gibbing enemies seems to prevent them from coming back without immediately gibbing again.

Speaking of SMGs, I'm also curious how the HLAR compares to the standard SMG aside from the launcher.

>> No.9020728 [DELETED] 

Anyone try Apocalyptic Vibes? It's a Stalker inspired GZDoom standalone game with a recent demo but I've seen zero talk about it

>> No.9020751
File: 682 KB, 1140x958, Loadouts.png [View same] [iqdb] [saucenao] [google]
9020751

>>9020698
This is what I usually carry. The ??? is a laser light module from Ugly as Sin, but that addon is currently super fucked up thanks to Matt's massive medical system overhaul. I also discard the pistol, I have no need for it.

>> No.9020753

>>9020698
Check the pickup message whenever you find a map-spawned Hunter, it will say something about tool marks next to the fire selector if it's full-auto, or mention a missing fire selector if it's a 5+1 pump-only civilian variant. Shotgun zombies only ever seem to have the standard Hunter, sometimes with a different choke.
>equipment
Keep a stim/zerk on your person at all times, it can be helpful when you need to get back up from being incapacitated, you also probably don't need more than one potion on-hand at once unless you plan to chug them all before a zerk or something (or you're using the Helzing I guess, you did mention Peppergrinder stuff)

>> No.9020769

>>9020698
On person it seems you got an okay loadout.
Carrying two longarms is pretty weight inefficient and quite cumbersome at times unless its the Slayer because its lighter than the hunter and tends to work better as a sidearm or backup weapon when you don't have an SMG or pistol.
Getting 4.26 ammo is trivial most of the time so at max I have like 2-4 mags on me at a time unless I'm running vulc and having access to that launcher is amazing so mainlining it when you do have a launcher and grenades is a good investment. Consider either dropping it for a blooper later on for the weight and mainlining shotgun+derps if you keep that ridiculeous amount of shells or getting a vulc or lib to upgrade to if you find them. Synthblood can stay in the backpack, if you're sipping blues you don't even need a stim most of the time so don't worry about that.
As for the backpack. Why two cells? You expecting to get a TB in a little bit or something? You don't need to use explosives to gib corpses, that's what the chainsaw is there for and its unlikely you'll run out of cellpower with it in a long time even if you use it to breach doors, enough so that you can just get another cell from either a chaingunner, another backpack or a random spawn from armor shard/bluepot random chance. Everything else is fine though, 11 rockets is a bit overkill but it helps to be safe in the long run if you're using them alot or if you expect to find lots of shielded opponents. Just drop the backpack whenever you're going into combat and you'll be fine. Hope you find a bronto soon too.

Warcrimes hunter is a rare drop in base HD, it has markings on the side and its obvious when you switch firemodes with it. You can also spawn with it. It's incredibly overkill and super satisfying to use, but unless you're a god like Eric or something I don't recommend it because of the recoil.
No comment about HLAR, never used it. An SMG with a GL sounds fucking amazing though.

>> No.9020806

>>9020751
I don't like how the SOL kit gives you so much random shit. Pistol should really be separate from the stock kit. I usually run something like "sla, shl 24, pis, 915 2, awg, frg 2, med" or whatever variation with a different main weapon whenever I'm not doing naturist. Maybe with lad if the map warrants it, but usually it doesn't.

>> No.9020808
File: 178 KB, 1920x1080, Screenshot_2022-06-18_20-15-09.png [View same] [iqdb] [saucenao] [google]
9020808

>>9020698
>Speaking of SMGs, I'm also curious how the HLAR compares to the standard SMG aside from the launcher.
It has a 1.30x velocity multiplier compared to the stock SMG's 1.10x, so it'll kill things a bit more reliably, but 9mm mostly kills through bleeds regardless and it comes at the cost of significantly higher weight and no suppressor. The SMG suits my purposes better, but the HLAR is great if you're not already packing another explosive option.

>> No.9020818

>>9020808
>6 guns on spawn
What the fuck kind of meme build is this, wew.

>> No.9020826

>>9020818
>meme build
Lol. You don't even know.

>> No.9020829

>>9020806
SOL by itself is actually a pretty good starting kit, ladder and too many grenades aside.
>>9020818
That "meme build" is actually optimized as fuck, and often used by probably the single best player of the mod.

>> No.9020847

I should mention I'm going through Doom on Hideous just for giggles. I'm on the secret map, dunno how long I'm actually going to go for. Trying to get used to things before doing the Bootcamp, and then I'll try something for real.

>>9020751
Interesting. How is the Bastard? I was almost going to disable it.

>>9020753
I see. I found a 5 choke instead of the 1 I was using, so that's why I asked about those.

I wasn't too sure about the blue Kool-Aid. They seem handy but I don't know how often they spawn, so I've barely been sipping those and relying on the Soulspheres.
>chug them all before a zerk
Does that help with the after effects or something? I haven't used one yet.

Oh, what do the armor bonus helmets do?

>>9020769
Yeah, I've definitely been underestimating how much my guns weigh. The rifle seems more useful for extended firefights or if a bunch of zombies are rushing me. And the shotgun doesn't seem as effective against Jackboots. Those guys take a lot of damage.

I'm not actually sure what I had the cells for. I'm a filthy loot goblin and they were shiny.

>>9020808
Got it, thanks. And holy shit how much weight is that?

>> No.9020856

Does anyone have the UV version of Magnolia? I think it's really pretentious that you have to email the map maker to get it and prove that you beat it on HMP

>> No.9020860

>>9020847
>Does that help with the after effects or something?
Zerk tears open some wounds when you first take it, blues help heal these and recover any lost blood, and also are nice for more passive healing during your rampage.
>Oh, what do the armor bonus helmets do?
In the current release, they give you an OP immunity to death until a big hit wipes it out. In the master / next release, they're being changed to do what they do in Freedoom, which is give you 1024 of non-regenerating shield.

>> No.9020868

>>9020829
>>9020826
I know who uses this build, but honestly it feels way too convoluted and lackluster in some areas. It is ruthlessly efficient though, if somewhat light in terms of longevity... not that that's an issue for the man that pretty much sprints through most of episode 4 like its a breeze.

>>9020847
Shoot feet with shotgun. Or helmet visor. That negates their armor and lets you deal with armoured jackboots, unless they have blue armor that is. You can still somewhat deal with blue armor by winding them with a few shotgun blasts and then closing in for melee or 9mm up close, but rifle is probably your best bet to deal with that.

>> No.9020876

>>9020650
Im guessing he played with BuildGDX, which as i recall doesnt play the cutscenes unless you do some extra extracting.

>> No.9020886
File: 59 KB, 385x280, Fuckin babuins.png [View same] [iqdb] [saucenao] [google]
9020886

>>9020847
I enjoy the Bastard. It's one of the comfiest guns to shoot. It's heavy and handles rapid burst fire with very little kick, having a hair trigger grenade launcher means have the potential to unleash a lot of hurt in a hurry.
Keeping topped up with ammo is easy, just cannibalize a few ZMs or a Vulc and you're good for a few fights. If you plan on maining the Bastard I highly recommend making a bind for dropping a chunk of stray 4mil ammunition onto the ground to scoop up into a pouch of backpack for later use.
Of course the problem is it's 4mil. With all of the downsides of it. It's a VERY brute force weapon and you'll be finding yourself just rapidly hammering targets with 4mil til they fall over. I like to consider it to the closest thing to a caveman club you'll wield in HD.

But I'm incredibly biased because I designed the thing.

I've been in talks with the lead dev of Peppergrinder to add a variant of the Bastard with a different underslung weapon instead of a grenade launcher, it'd be a underslung energy gun that'd excel in breaking shields and doing a lot of physical impact damage/knockback. I wanna call it the Concussive Blast Transmitter, or CBT for short. So you know: You get a hell knight up in your face, you give it a little CBT and then you wear em down with 4mil bursts.

>> No.9020895

>>9020886
>literally ballbusting shields
I know what I'm getting next time I update my hd version for new mods.

>> No.9020901

>>9020886
>Concussive Blast Transmitter
That thing better fucking TOSS anything lighter than a hell knight. I'd love a Force-a-Nature style knockback cannon in HDest.

>> No.9020906

>>9020895
Don't hold your breath now. I'm only an artist and shitty DECORATE prototyper on this team. So I have no idea when it'll happen.

>>9020901
That'd be fucking hilarious. Plus with how HD works with physics, that'd cause a lot of damage to targets.

>> No.9020924

>>9020906
Eh don't mind it, I don't hold my breath for anything. Been playing with old versions for so long waiting for new lzd updates that its fine to wait like 1-2 years of sporadic activity just to get an already outdated version and seeing the new changes.
If anything that medical overhaul that matt's working on sounds like the bigger fish, just hope I can scrounge up some hardware to be able to experience it sometime between now and the heat death of the universe collapsing on itself. No worries. Just make sure you have fun developing it.

>> No.9020928

Map18 of 400 minutes of /vr/
https://www.youtube.com/watch?v=0an70J6HYe0

>> No.9020931 [SPOILER]  [DELETED] 
File: 2.87 MB, 1920x1080, Fmf Screenshot 2022.06.18 - 19.51.00.61.png [View same] [iqdb] [saucenao] [google]
9020931

>>9020454
I don't know if it is but Forgive Me Father feels real retrolike and is a fucking blast. I've been having an amazing time and I love lovecraft and this fast paced classic style shootan for it in a comic book style aesthetic is just, holy shit it's just so good. Also playing as the Journalist makes me think of like Ion Fury with Shelly's one liners and it's great.

>> No.9020941

>>9020414
RIP Anonymous

>> No.9020995
File: 845 KB, 1920x1080, Screenshot_Doom_20220618_203514.png [View same] [iqdb] [saucenao] [google]
9020995

>>9020847
>And holy shit how much weight is that?
Comes in at 1005, I'll typically use one stim on spawn so it's 998 after that. Still able to achieve maximum sprinting speed when stimmed.

>>9020868
It's not my strongest build, but it's the one I enjoy most. Longevity is actually one of its strong suits - with so many weapons on hand, running out for any one of them is hard, and between the SMG and TB you can stay in a fight for a long time. It doesn't start with much ammo, so you need the experience to know you can leave that to RNG.

>> No.9021013
File: 93 KB, 1279x722, 1627321634461.png [View same] [iqdb] [saucenao] [google]
9021013

>>9020104
Looks fine in game
How about difficulty names?

>> No.9021016

>>9020856
As a pretentious cunt myself, I applaud this kind of behavior from Ribbiks.
But I'd more applaud anyone who knocks self-sure cunts like us off our pedestals, too. However, Ribbiks undoubtedly embeds unique details into each UV version he sends (no matter how minor) to tell who leaked it, if anyone ever did. I know I would if I were him.
But if I were him I'd also be making maps worth getting so self-sure over, I guess.

>> No.9021020

>>9020995
>1k blocks at spawn
I have to say, coming from a background of trying a standard one longarm/heavy and one sidearm/bloop and taking a slow and methodical approach to tackling maps, that's a very heavy build for such an aggressive playstyle. It is versatile, yeah, but having certain options like shells, 7.76 and bronto only have very limited munitions is a bit daunting. Although it's not that big of a deal with the shells, for the rarer ammo types it looks like its quite a challenge to not blow through it all if you end up in the wrong situation where its warranted to use them early on. Kind of the opposite of a naturist run if anything, the fun steems from the challenge of being so overloaded that you depend on constant stims for mobility upkeep yet still quite limited in actual resources so proper ammo management is absolutely key when at the mercy of RNG.

>> No.9021023

How do you guys feel about Inferno?

>> No.9021027
File: 91 KB, 1007x663, 1655464359620.png [View same] [iqdb] [saucenao] [google]
9021027

>>9021013
Durrrrrr
How's it look?

>> No.9021036

>>9021013
>>/wsg/4581485
I took too long making this WEBM, I'll take the L.

>> No.9021039
File: 23 KB, 545x473, 1 revenant 1 health bonus.jpg [View same] [iqdb] [saucenao] [google]
9021039

>>9021036
>forgot a fucking angle bracket and fucked up the cross-board link too

>> No.9021040
File: 2 KB, 111x28, I see that too.png [View same] [iqdb] [saucenao] [google]
9021040

>>9021036

>> No.9021041
File: 275 KB, 540x567, ceaseless agitatation.gif [View same] [iqdb] [saucenao] [google]
9021041

>>9021036
lmao

>> No.9021048
File: 56 KB, 900x675, Holy Fucking Shit -The Titlecard [sound=https%3A%2F%2Ffiles.catbox.moe%2Fkrf7s3.flac].png [View same] [iqdb] [saucenao] [google]
9021048

>>9021039
This is why I advocate for 4chan sounds

>> No.9021051

>>9020860
How many swigs is sufficient for that?

>>9020868
I did take one out with a punch after a few shots. That's pretty satisfying.

>>9020886
I'll have to give it a try. Is there anything not immediately obvious about the Oddball?

>underslung energy gun that'd excel in breaking shields and doing a lot of physical impact damage/knockback
That's sounds really good.

>or CBT for short
Heh.

>> No.9021060

>>9021027
Looks very “win3.1” but if that’s the theme you’re going for then okay. I still think linedef skulls would be cool but I’m just an idea guy here.

>> No.9021069

>>9021051
The Oddball has really low damage, but it causes bleeding like crazy. So you can use it juice Babuins and Imps really easily. Dumping a charge into shield broken targets can work really good too. It's not going to do shit to armored targets but they're still gonna get stunlocked, so that gives you a chance to either take cover or charge the fucker to beat him to death with your bare hands, which is a favorite tactic of mine.
It's an incredibly spammy weapon, treat it as such.

>> No.9021072
File: 1 KB, 78x52, 1648984674380.png [View same] [iqdb] [saucenao] [google]
9021072

>>9021060
That was the plan, it's supposed to look like the doombuilder icons

>> No.9021085 [DELETED] 
File: 256 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9021085

94 Protons Of /vr/ - The Anchor Post
See pic in news post for rules.

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.4 (main assets)
>PROTDECO10 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD (Updated)
>A collection of MIDIs for mappers to use (please stake a claim on a MIDI you've settled on so that we don't get doubles)
If the assets update, I'll reply to this post stating so.

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

Minimum Goal: 15 Maps Total
Current Submissions: 4 Maps

To Do:
>% doesn't load
>touch up Status Bar
>M_DOOM
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Shotgun (done, just needs converting to MBF21)
>Super Shotgun
>Plasma
>BFG9000

Reply to this post with submissions or questions.

>> No.9021093

>>9021051
>How many swigs is sufficient for that?
2-3 before taking the zerk is enough to heal the initial damage, 1 doesn't always cut it. Any more is for continuous healing during your drug-fuel bender.

>> No.9021098
File: 256 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9021098

>>9018506
94 Protons Of /vr/ - The Anchor Post
See pic in news post for rules.

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.4 (main assets)
>PROTDECO10 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD (Updated)
>A collection of MIDIs for mappers to use (please stake a claim on a MIDI you've settled on so that we don't get doubles)
If the assets update, I'll reply to this post stating so.

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

Minimum Goal: 15 Maps Total
Current Submissions: 4 Maps
Submissions In Progress: 5?

To Do:
>% doesn't load
>touch up Status Bar
>M_DOOM
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Shotgun (done, just needs converting to MBF21)
>Super Shotgun
>Plasma
>BFG9000

Reply to this post with submissions or questions.
Please repost this at the start of new threads, adding up the submission number or version numbers.

>> No.9021101 [DELETED] 

>>9021085
If the Hunted clone slot is still unclaimed after I finish my first map, I'll take it. I'm starting over on my map though, despite having plenty of Plutonia paraphernalia it still didn't "feel" right, and I'd rather redo it with direct influence from specific Plut maps than tweak it until it does..

>> No.9021109

>>9021098
If the Hunted clone slot is still unclaimed after I finish my first map, I'll take it. I'm starting over on my map though, despite having plenty of Plutonia paraphernalia it still didn't "feel" right to me, and I'd rather redo it with direct influence from specific Plutonia maps than tweak it until it does.

>> No.9021113

Sorry for my absence btw, I had some really rough sleep the past couple of days. I'll be giving Watered Down and the updated Temple Of Hard Feelings another run.

>>9021101
Sounds good.

I'd like to know how many maps are in progress by the way, so anyone who's working on one give a reply, even if it's been tallied up before, so I can get clean picture of it.

>> No.9021118
File: 574 KB, 1920x1080, doom69.png [View same] [iqdb] [saucenao] [google]
9021118

>>9021098
Sweet, I've been waiting for an update on the resources.
Have an updated version of Bloody Pulp.
https://files.catbox.moe/ykc9v5.7z

>> No.9021164

>>9020886
I have a whole directory of HD mods, but half of them have probably been broken for a while now. Where do people tend to upload them? I was getting them all off of Accensus' site but it went down.

>> No.9021167

>>9021164
I mostly rely on https://dastrukar.gitlab.io/hddons-list/ but it's not compatible with my older version of hd with the exception of a few weapon mods. It also lacks certain things that used to be listed nowadays and I have no idea why.

>> No.9021181

>>9021098
I tried to use TEKWALZ and TEKWAL9 and they didn't render in DSDA-Doom.
Captcha: VKH0M

>> No.9021190 [DELETED] 

>>9021167
Accensus took his ball and went home, but there's an upload of the last public version of all his mods on the site linked in this post: >>9021167

>> No.9021195

>>9021167
Accensus took his ball and went home, but there's a pack of the last public version of all his mods on that site, they're in "Ace's Addons Reupload" in the "Packs" section.
My brain is mush.

>> No.9021201

>>9021195
I wonder what kind of deranged dicksuck drama would force such a thing. I wanted to try out the merchant and weplib things but now I have no idea what the hell is compatible with that and I can't ask anyone about it either.

>> No.9021219

>>9021201
The funniest part is that if his earlier stance on derivative works of his mods is anything to go by, he'd probably still get pissy about someone else maintaining these mods based on the last public version.
If he doesn't want to release anything to the public any more, that's fine, but his mods are derivative works of derivative works, and I don't respect anyone who tries to lock that kind of thing down.

>> No.9021274

>>9020414
He was a good friend.

>> No.9021280

>>9020538
what map is that?

>> No.9021285
File: 1.64 MB, 1920x1080, 1620389289.png [View same] [iqdb] [saucenao] [google]
9021285

>>9021280
I forgot the name, it's the lower left portal in Alkaline.

>> No.9021291

>>9021181
Error on my part, spaces remained at the end of their filenames, I'll upload v1.5 to the Mega. >>9021098

>> No.9021297

>>9020245
I think Graf actively hates anyone who wants Doom to look the way it did in 1993.

You cannot even change resolution anymore - instead, you are changing the scaling, which, when imitating low resolutions, results in inconsistent pixel sizes that will make everything look like a distorting fucking mess.

Not that I should should expect sanity to man who has surrendered control of his community to a bunch of transgender flag wavers.

>> No.9021306

>>9021297
Is that not a resolution menu I'm looking at in the options?

>> No.9021310

>>9021306
No, it isn't.
That's the menu of filth and lies. It does not change your monitor's resolution. That function has been removed from GZDoom for years now.

It merely presents its idea of a different resolution. Its sorry, broken, fucked up idea.

>> No.9021323
File: 427 KB, 960x540, Screenshot_Doom_20220619_043245.png [View same] [iqdb] [saucenao] [google]
9021323

>>9021310
Is that why the shotgun shells on my HUD look lopsided?

>> No.9021343

>>9021323
is your hud scale set to an integer value?

>> No.9021352

>>9021343
Uh, not sure, there's not variable in NC-HUD for scaling, and GzDoom's own HUD scaling options doesn't affect it. There's 'resolution' scaling but it doesn't make the shells on the HUD any more or less horizontally squashed.

>> No.9021363

>>9020886
>I highly recommend making a bind for dropping a chunk of stray 4mil ammunition onto the ground

What would the command for this be?

>> No.9021368

>>9021363
"drop FourMilAmmo 25" or any amount you feel comfortable with. Also when transferring ammo out of your backpack and into your pockets, just dump out in chunks by hitting the "drop one" key.

>> No.9021392
File: 689 KB, 1920x1080, scalingsucks.png [View same] [iqdb] [saucenao] [google]
9021392

>>9021323
Yep.

And if that's the only thing you've notice, I'm about to make it infuriating.

>> No.9021396

>>9021297
I think Graf just hates doom

>> No.9021398

>>9021396
I have 3.6 version of gzdoom and it's where I intend to stay. I have multiple copies of software specifically in case they do things like this. One day someone should upload their archive to help everybody out. I don't have every version of software but I do have a handful.

>> No.9021414

>>9021368
Thanks.

Also I just figured out I can gib bodies by doing those jerky uppercut punches, so that's pretty cool.

>>9021398
I keep 3.4.1. I only upgraded for Treasure Tech and even then I'm not transferring those mods to this new one.

>> No.9021416

>>9021414
You talking about the ones you throw with altfire or the ones you throw with reload?

>> No.9021440

>>9021416
Just normal punches. If you start while looking away and jerk your aim toward your target when it lands it does a lot more damage. Probably works with the reload punch but the timing is trickier. I can't quite get it. Not really sure what that one is good for.

>altfire
I thought that was just a lunge. Which is kinda weird, because you can't punch during it and jumping is way better.

>> No.9021445

>>9021440
Oh you're talking about just swinging your view for a stronger punch, and yeah if you keep holding altfire you'll throw an extra punch, really it's not useful in combat. The best thing to do if you're wanting to beat the shit out of a target is throw view swinging punches, aim for the head, and hit the use key to kick them.

>> No.9021452

>>9021440
Both momentum and turning play into your punch damage, You can actually approach 200 damage in one punch even without zerk, and the lunge can be comboed with the jump for a good burst of speed. Also, you get the most height and distance out of the jump by building up speed and then releasing your movement keys right before you jump.

>> No.9021457

>>9021445
I've been neglecting the kicks. Does that also help with Babuins when they're latched?

>> No.9021459

>>9021457
Kicks don't help much when they're already latched, but giving them a swift kick before they lunge at you helps. If a Babuin's latched on, one of the best things you can do is put yourself up against a wall and scrape him off you. I usually do that in conjunction with punching the shit out of them if I'm able.

>> No.9021465

>>9021457
No, but you can hold use when you know a Ninjapirate is prowling around, as long as you're facing its general direction, you should kick it before it bites you.

>> No.9021469

>>9021452
I saw with the barrel at the firing range. I think I got up to 120 without even moving. And then there was this uppercut maneuver I read about. You run, press crouch once and you'll pop back up since you're still running, and during that you swing your camera up and punch. I think that got me to 170 on the barrel. But I haven't actually been able to do that to an enemy yet.

>>9021459
>scrape

I would never have thought of that.

>> No.9021470

I was in the mood for some doom and since I have been vlogging I decided to waste your time since I got my ass whooped and basically spent the majority of the time readying up for the next episode. The conditions for my gameplay is dire and if I suffer another death I intend to switch to another map set in hopes I can find something easier to find more invulnerability spheres.

>> No.9021472

>>9021470
So now I'm extra paranoid. I probably won't play for a day.
https://www.youtube.com/watch?v=aY6LjijQK3A

>> No.9021492

>>9021392
Well, the vertical stretching is part of Doom's intended aspect ratio, pixels are not rendered perfectly square but stretched 20% taller.
The seemingly random horizontal stretching annoys me though.

>> No.9021496

>>9021472
>ducks under projectile

>> No.9021501
File: 177 KB, 1280x800, doom2_gd01.jpg [View same] [iqdb] [saucenao] [google]
9021501

finally beat this on uv.
yeah i dunno bros, but i don't think megawads get better than this, or do they?
fuck btsx, ancient aliens, eviternity or any of that other fancy overrated crap. this shit is peak doom

>> No.9021521

>>9021501
What about Jenesis?

>> No.9021526

>>9021521
Never tried it, is it any good?

>> No.9021530

>>9021526
It's okay. The music is pretty damn good but the level design is so-so, round a 7/10- close to 8/10 for consistency. You could also try Icarus for something a bit more oldschool.

>> No.9021556

>>9018525
https://files.catbox.moe/zd1fsd.zip
Couldn't think of anything else to do so here's what I got for the menu graphics

>> No.9021660

What version of HD is compatible with HDBulletLib?

>> No.9021674

>>9021660
HDBulletLib is the one Ace mod that's still available.
The version found here: https://gitlab.com/accensi/hd-addons/hdbulletlib should work with any current version of HD (release or master)

>> No.9021685
File: 27 KB, 514x462, gives this.png [View same] [iqdb] [saucenao] [google]
9021685

>>9021674
I'm using Lzd latest and even with the FlagOption patch it won't run no matter the combination.
Everything is downloaded fresh. HD-4.6.1 is the latest that can run in this version of Lzd but i'm not sure if I should be downgrading the HD or Lzd version to something earlier.

>> No.9021693

>>9021685
>LZDoom
Is there a particular reason you're using this? It's no longer updating and the OpenGLES renderer from it has been put into GZDoom by now.

>> No.9021695

>>9021693
GZDoom won't run on my ancient hardware and the versions that do stutter and just outright crash on their own after 10 minutes of playing for virtually no reason. Unless that OpenGLES renderer somehow fixes that I can't play the mod at all.

>> No.9021702

This new Samsara shit looks pretty neat
https://youtube.com/watch?v=x0z6KnI4ypQ

>> No.9021708

>kitchen sink samsara mod by BRs
Disgusting.

>> No.9021718

>>9021695
If you can't run GZDoom even in OpenGLES, you could use an older version of HDBulletLib, check the commits and download the version from November 2021 and see if that works.

>> No.9021739

>>9021718
I checked and yeah. The latest version of BulletLib that works with LZD is commit #9bb013ba (hdbulletlib-9bb013ba06d3b17e1e62ddfd2ffdb50cc5f8fca1 -- "- .50 OMG: bounce a bit less.") from 16 Oct, 2021. Any version after that starts trowing HDCONST_MPSTODUPT errors.
I guess i'll try and see if mods that require it also work with LZD nowadays.

>> No.9021761

Just started playing 512 Linedefs. This is just after a casual playthrough of the first three maps, so some of these gripes might just be my own ineptitude:

>Map01
Basic but fun. Kinda wish it was a bit harder, actually, but not bad.

>Map02
Okay that's a bit harder lol. Lots of berserk fist required, not a lot of health given. The red key fight is awkward, maybe on purpose? The cacos will trap you in there with no way out unless you run for it, so I guess that's intentional. Spectres are flat out impossible to see in this map unless you're right in front of one. Final fight is interesting and I enjoyed it once I figured it out. I like the idea of standing on the rocket launcher and trying to burst down arch-viles while you have enemies teleporting in from each side. Two problems: one, imps pose little threat and are relatively slow to reach you. Two, the closets were broken for me. Several imps wandered around in there for way too long before coming in, several more never even woke up. A fun map though.

>Map03
I don't understand this map. Fake wall secrets are lame but whatever. Not sure what triggered the blue key to come down. I rage quit in the last room because I couldn't figure it out. Or rather, I think I did but I keep running out of ammo so I have three hell knights knocking me off the rocks. I think you're supposed to step on one which raises the next, then step on that to raise the next and so on? After about 20 attempts I noped out. Could really use at least a bit more ammo, unless I missed something.

>> No.9021815

>>9019119
Thanks for your demos (MAP07).
MAP07 - When making the room, I found that e.g. having the shotgunner facing away from me would more-less trivialize the room, so I went for the harder path.
The idea was to put the player in immediate danger, but did I fully intend for it to be a dick-ass trap. I probably should have put it earlier in the map, but now it's too late to completely rebuild it.
But I liked how you understood that you can indeed get cover from the vile by running into the star arms.
I also liked how you didn't find the rocket launcher (not a secret) and still get out alive.

>> No.9021885

Watered Down is pretty good overall, but I would suggest some changes, mainly to apply some texture alignment, as it's unaligned in many places.

I would also swap the location of the death exit with the normal exit, so that if you want to be able to carry over stuff, you have to find the secret and actually fight for it.
The death exits are also set up wrong, using the vanilla hurtfloor exit function, which prevents you from actually dying, it doesn't matter if you telefrag barrels because you will not go below 1hp, instead you should use the generalized sector functions and apply the death exit function from there, then remove the barrels.

You can look in PROTTEST.wad to see how it's set up, including the use of the the Sky Transfer functionality for the death exit sector.

>>9021098
Updated the NC-HUD patch for the facesplat, as I was using an old version of it, this one should run with the final version of NC-HUD. Regrettably, NC-HUD has no scaling options so there's not much that can be done about the ammo icons beyond replacing them with something where squishing isn't noticeable.

>> No.9021918
File: 266 KB, 1024x576, Screenshot_Doom_20220619_055330.png [View same] [iqdb] [saucenao] [google]
9021918

I would otherwise say to use the actually static and non-animated MOSSROCK instead of using one of the inbetween frames from A-ROCK or MOSSFLOW, and maybe change the flats in some places to match their surrounding surfaces.

Since the ceiling isn't tall in here, the top half of the exit teleporter should fit in here. Also the exits should have the oscillating/pulsing light effect on the centers, again, look at PROTTEST for this.
If you think I'm asking for a bunch of specifics, I can go through the map and align textures and stuff for you, I can do that quickly. At any rate, it's a great take on Well Of Souls.

>> No.9021952

>>9021885
>>9021918
Thanks for the feedback. Glad to see most of it is visual instead of gameplay wise. Re: The death exit, I'll just need to edit the puzzle a bit to make sense with the swap. I can't work on it today, but I'll get a new version out soon.

>> No.9021981

>>9021027
The icons would look better aligned middle instead of left I think, and I hate how the save and load icon are so close to touching. I really like the idea though.

>> No.9021985

>kill uwu

Berserk is amazing I found 12 in a backpack. I think my heart exploded.

>> No.9021997
File: 15 KB, 919x106, Don't uwu, $250 penalty.png [View same] [iqdb] [saucenao] [google]
9021997

>>9021985
Luv me zerk,
'ate the text.
Simple as.

>> No.9022064

I don't use zerk because I die every time after the crash even if I staple myself and stay healthy.
How do I dodge total organ failiures and heart explosions?

>> No.9022090
File: 66 KB, 216x213, 2022-06-19-135043_216x213_scrot.png [View same] [iqdb] [saucenao] [google]
9022090

>Yes, I'm playing on HMP, because UV is kind of locked away
>You need to prove to Ribbiks that you can play the map on HMP, and then he'll send you the UV version of this map
lel

>> No.9022093

>>9021501
Shame Cyriak is too busy make videos about cows or something to do more mapping.

>> No.9022094

>>9022064
Depends on the version, if you're the anon playing 4.6.1 on LZDoom, you might need supernatural help surviving a zerk crash.
The current iteration of zerk is harder to chain together for a longer high, but the comedown is more survivable by just healing all your wounds and burns before it hits, and taking it easy for a minute when it does.
Ideally though, in any version, you just reach the level exit before the zerk runs out.

>> No.9022103

>>9022090
>you have to jump through hoops for my amusement before I send you the REAL version of my mod
Why do people tolerate this kind of faggotry

>> No.9022107

>>9018505
it's kinda weird when certain fps games are so obscure, they get assets used in realm667 or doom mods, but don't have anything available on sites like spriters resource or the cutting room floor

>> No.9022115

>>9022107
It's because people expressly rip or extract the assets from obscure games to use on realm667 or in their mods as to look less generic.

Gives them more of a drive to do it than just ripping crap for some words on sprite rip page.

>> No.9022176

Memento Mori 1 and 2
>vanilla compatible
>best mappers of the day
>plenty of new textures

Memento Mori 3
>boom compatible
>mappers who have basically never released anything
>no new textures

This is going to be the most retarded megawad.

>> No.9022180

>>9022103
I think Ribbiks had been balancing his maps around HMP more around the time, and likely didnt like that most people defaulted to UV regardless.

>> No.9022189

>>9022103
He is decided to fuck with people who went straight for UV and complained that his wads are too hard. Can't blame the guy for that.

Anyway Magnolia is as hard on HMP other mainstream Ribbiks wads on UV. There is also 4 different versions of UV Magnolia wad, each having a different map31. I do agree, that he should have included all 4 maps on every version, but the guy is free to do anything he wants with his wads.

>> No.9022210

>>9022176
Is it going to have maps made to be played on co-op at the very least?

>> No.9022218
File: 176 KB, 1200x900, 1624390487881.jpg [View same] [iqdb] [saucenao] [google]
9022218

I had a dream about enormously huge Doom level with night sky, hills everywhere, mostly city/castle theme and some forest pieces scattered everywhere. Any recommendations?

>> No.9022221

>>9022210
Project leader at least claims so, but since the whole team consists of noobs, i wouldn't count on that.

>> No.9022236

>>9022218
Map it yourself. Dreams are great source of inspiration.

>> No.9022259

>>9022218
This is the kind of map I'd like to some day make. My own Grove, only more Domm-countryside-simulator and less Doom-treeline-navigator.

>> No.9022278

>>9022093
The dude has great command of level design, I hope he'll do more some day.

>> No.9022289

>>9022093
Wait, THAT Cyriak?

>> No.9022298

>>9022218
Lost Civ could be close

>> No.9022307

>>9022289
Yes, you didn't notice the music is exactly the same style as the rest of his music?

>> No.9022308

>>9022278
He's said in a bunch of places that he won't.

He's not done any maps since 2015.
https://doomwiki.org/wiki/Cyriak_Harris_(mouldy)

>> No.9022320

>>9022289
>>9022307
Note for myself: play Going Down, you fucking moron.

>> No.9022326

>>9022308
Devilution had his map, also udino (propably releasing this year) has some of his maps.

>> No.9022343

>>9022307
One of the midis even has a music video iirc.

>> No.9022369

What's the point of death exits?

>> No.9022371

>>9022369
To punish people playing on continuous.

>> No.9022379

>>9022369
To hard reset the player's inventory. Either to enforce pistol starts, or as a way to facilitate episodic pacing in a Doom 2 mapset.

>> No.9022386
File: 42 KB, 290x290, humu.jpg [View same] [iqdb] [saucenao] [google]
9022386

>>9022289
>>9022308
What the fresh hell. I never knew.

>> No.9022473

>>9022326
Huh, I guess he changed his mind a bit, I guess he got some decent attention in the last year or so off Going Down from people like Decino doing a series on it.

>> No.9022496
File: 1.04 MB, 1855x833, asdasdasd.png [View same] [iqdb] [saucenao] [google]
9022496

>>9019256
meh

>> No.9022503

>>9022343
Map04, yeah.
https://www.youtube.com/watch?v=CBBvXth-O_g

>> No.9022537

>>9022307
Huh I was thinking it was really similar to Cyriak's music but I never looked at the credits

>> No.9022547

>>9022496
Nice Quake map but the door looks out of place and the water isn't transparent.

>> No.9022592

>>9022547
luckily there was a dark version of the elevator texture in that pack.

>> No.9022593

>>9022371
I always play on continuous, what's wrong with it? Is it "you didn't beat the game" syndrome?

>> No.9022613

>>9022593
>what's wrong with it?
It makes the game too easy.

>> No.9022617

just came back to HD after a few years, ive seen some helmet mods, new guns, where can i find these new mods and what addons i should download? thanks

>> No.9022638

>>9022593
I wouldn't worry about it, the people who obsess over being "faithful" with pistol starts and stuff usually play with stuff like infinite monster height off so they're not being faithful either.

>> No.9022646

>>9022593
It means you e-peen is shorter than theirs.

>> No.9022648

>>9022638
>the people who obsess over being "faithful" with pistol starts and stuff usually play with stuff like infinite monster height off
I love making up fictional scenarios too!

>> No.9022654

>>9022648
Struck a nerve there, eh?

>> No.9022659

>>9022654
Nope, but it seems like bringing up pistol starts has upset you a bit.

>> No.9022670

>>9022659
I'm not even him lol

>> No.9022671

>>9022670
Of course you're not. He's just your headmate.

>> No.9022680

>>9022593
>I always play on continuous, what's wrong with it?
Nothing. It's whining about death exits or episode resets that sucks.

>> No.9022763

>>9022638
The game designers originally developed doom's map for pistol starts, so that is the way you should be playing. Carmack was just too lazy to code a way to clear your inventory between levels.

>> No.9022782

>>9022763
You can save and load whenever the hell you want to, and carrying over stuff if you didn't die was already established in Wolfenstein 3D, continuous play is definitely intended and it's even stated in the manual.

The only thing actually truly lacking from the original .exe is that it doesn't have Pistol Start and Fast Monstets as option toggles at the difficulty level selection screen.

>> No.9022783

>>9022763
Shut up retard

>> No.9022784

>>9022763
The maps were also designed with being unable to move under or over monsters in mind.

>> No.9022792

>>9022763
They designed them to be played either way.
Fuck what a stupid conversation.

>> No.9022793

>>9022792
You don't understand, I have to go to great lengths to defend my preference because

>> No.9022804

>>9022371
It's not a punishment, you'll get all your stuff again eventually. Historically, death exits have been used to create pseudo episodes in Doom 2, and this isn't a bad thing, it allows for stretches of continuous play where it's then broken up so that you can build up the challenge again.
This is just like in the first game, and Doom 2 not being broken up into episodes like that did it a disservice.

>>9022784
That part isn't the worst, because that doesn't just limit you as the player, it also limits how the monsters can engage you and move in groups. In ports where you can toggle it to Heretic style, I find it makes the Pain Elemental or a blanket of Cacos a lot more dangerous at times, the advantages the free movement gives flying monsters I think almost outweighs the advantages it gives the player.

>> No.9022810

>>9022784
Thats because Doom isn't 3D

>> No.9022813

>>9022804
>It's not a punishment, you'll get all your stuff again eventually.
It is a punishment, because you don't get to start the next level with all of the guns you have. Consider the enemies you may have to fight when you don't have a BFG and full inventory of cells.

>> No.9022816

>>9022218
Gonna second the first guy, people have made some pretty cool levels based on dreams they've had. A good dream, or a good nightmare, can sometimes inspire a very cool little piece of art.

>> No.9022817

>>9022782
>You can save and load whenever the hell you want to
You can also type IDDQD and IDKFA any time you want. What's your point?

>> No.9022823

>>9022810
I teabagger your dad in the ass, and he just laid there and took it while your mom softly sobbed in a corner.

>> No.9022824

Bottom line is that if you play continuous you're not only disrespecting the mapper but also cheating yourself out of the true experience.

>> No.9022829

>>9022817
>I can't physically restrain myself from using hidden cheatcodes or abusing saves, I'm not retarded, this is just bad design!

>> No.9022837

Hey guys, newbie here! So I bought doom on steam and now want to play brutal version, yt footage of it was hyper cool. I download pk3 file, but nothing seems to wrok. Can anyone help, thanks in advance. Original might be just a bit boring and childish coming from the beast that's doom eternal, so I want to spice it up.

>> No.9022839
File: 130 KB, 664x599, 664px-HellToPay_MAP21_map.png [View same] [iqdb] [saucenao] [google]
9022839

Hand

>> No.9022840

>>9022289
Yes, and he makes his style of music work so perfectly in MIDI, too. Really hope he makes another set of levels some day, Going Down was fresh and high quality.

>> No.9022841
File: 624 KB, 640x360, 1631372619715[sound=https%3A%2F%2Ffiles.catbox.moe%2F2q2z83.mp3].webm [View same] [iqdb] [saucenao] [google]
9022841

test

>> No.9022847

>>9022837
If you got it from steam, then I assume the problem is that the native sourceport isn't compatible with BD. Look up GZDoom, that should fix your problem.

>> No.9022860

>>9022813
Consider how the original episodes are balanced bearing the restarts in mind. Death exits aren't inherently a punishment like how Plutonia handles it.

>> No.9022874
File: 21 KB, 224x225, 1626986644091.png [View same] [iqdb] [saucenao] [google]
9022874

>>9022763
>Carmack was just too lazy to code a way to clear your inventory between levels.

>> No.9022893

>>9019119
Here's the rest, 16-30: https://files.catbox.moe/29ir1i.zip
I still used the first beta in newspost for these except 29 and 30 for which I used 1.1 from >>9014015 (https://files.catbox.moe/97v02p.zip)) to get the working bossaction.
The second half picked up pace even more in terms of both action (aka fun) and difficulty. I died more and in some I perhaps should've died more. 23 and 27 felt like breather levels with what's around them, not sure if intentional. Maps remained varied enough to motivate me to keep playing just to see what comes next.

Issues:
Map29 (Public Castration Is A Good Idea): Unfortunately the spider is too retarded to live after the main bunch teleports in. Seems like he's intended to at least not get stuck. Monster blocking lines might help.
Map30 (In The Linedef Of Fire): Underwhelming for an ending map - there's hardly anything that prevents successfully lobbing rockets into the IoS. How about increasing the amount of spawners to at least make it a challenge to get through?
UMAPINFO mistakes: map28 has wrong levelname, should be Romero's Secret Pizza Party. map30 typo "lindef", map25 "cubis" should be "cubic".

Personal highlights of the set: Tomes & Triggers, Hit Play Half Cocked, Deck 512, Forkheads.tk, Cordova Town, Jackie Chan Doesn't Want Any Trouble, this is nice map, Helter Smelter, You're Not The Kind That Needs To Tell Me About The Birds And The Bees, Nirvana's original version Sandy had to shelve after a business meeting, 512 Nights in Arabia. Most of the rest were fun, too, not all particularly captivating but none I'd call outright bad.

>> No.9022913

>>9022804
>That part isn't the worst, because that doesn't just limit you as the player, it also limits how the monsters can engage you and move in groups. In ports where you can toggle it to Heretic style, I find it makes the Pain Elemental or a blanket of Cacos a lot more dangerous at times, the advantages the free movement gives flying monsters I think almost outweighs the advantages it gives the player.
Yeah it enables stuff like that one map in Evilternity where you can have a fucking cloud of cacos at you in a relatively small arena.

Also swapping it about or disabling it does kind of fuck over vanilla maps that relied on it as a way to block you in for a while without relying or doors or shit.

>> No.9022919

>>9022837
https://www.youtube.com/watch?v=ietb4JwaaXA

>> No.9022938

>>9022638
Graf is that you?

>> No.9022951
File: 107 KB, 1013x1051, 1.jpg [View same] [iqdb] [saucenao] [google]
9022951

>>9022837
get gzdoom
get doomrunner
make preset
drop the doom2.iwad in it (in the original doom folder)
drop the mod you want in it
press launch

>> No.9023020

>>9022938
I can't be Graf, I don't think GZDoom is the one sourceport to rule them all.

Also I like Lilith.pk3.

>> No.9023043

>>9023020
but then how can you think being authenic to dev's intentions is not being faithful

>> No.9023045

What are some good jungle texture packs for doom?

>> No.9023051

>>9023043
>to dev's intentions
Oh just shut the fuck up retard, if you play Doom in anything beyond Choc you're not being "faithful to dev's intentions" anyway, you dumb asshole.

>> No.9023064

>>9023051
are you playing choco doom on a flat screen with anything but a ball mouse? yeah, I don't think that's faithful.

>> No.9023089

>>9023064
Fuck that, only authentic early 90s hardware is being faithful to the game.

>> No.9023106

>>9023089
You mean a 386 with a voodoo card, a CRT monitor, a spring keyboard and a 3 button no scroll wheel ball mouse?
Cause I kinda want one of those. They're super comfy.

>> No.9023110

>>9023106
>playing with a mouse
Not true Doom.

>> No.9023115

>>9023110
John and Carmack designed and played with a mouse. If you din't have mouse support, is because you din't bother to configure it or din't have one.

>> No.9023121
File: 121 KB, 768x712, John and Carmack.jpg [View same] [iqdb] [saucenao] [google]
9023121

>>9023115
>John and Carmack
Oh fuck those guys were the same dude all along! I knew there was something weird about them!

>> No.9023128

>>9023115
>din't
Apparently you don't play with a keyboard

>> No.9023132

>>9023051
Romero straight up tells you to install GZDoom in Sigil's readme.
and anyway, engine technicalities usually have little to do with mapper's intent, unlike encounter balance and resource economy, which is what pistol starting is aiming to preserve.
of course, you're always free to faceroll through everything with full backpack for 10 hours straight (like a pussy).

>> No.9023142

>>9022893
trying to load these in dsda, it says "encountered unknown mbf21 compatibility options" for some reason, I got Boom as default comp level in dsda options

>> No.9023145

>>9023132
Romero also said he'd make everybody his bitch.

>> No.9023150

>>9023142
Update your DSDA version, every new version breaks demo support.

>> No.9023156

>>9023150
Well that's gay. I expected that from GZDoom, not a port that literally has demos in the name.

>> No.9023157

>>9023020
Gzdoom is the one source port to rule them all so long as you have all the different versions.

>> No.9023158

>>9022893
>MAP16 is just you lying dead.
I think something went wrong.

>> No.9023178
File: 1.13 MB, 691x693, msdonna.png [View same] [iqdb] [saucenao] [google]
9023178

>>9023156
Blame dew, not dsda.

>> No.9023182
File: 37 KB, 1284x273, lizardtemple4.png [View same] [iqdb] [saucenao] [google]
9023182

>>9023157
But you're not allowed to have all the back versions or else Graf throws a pissy fit.

>> No.9023185

God I still want more Duke Nukem 3D.
What are some good mappack I may have missed?

>> No.9023189

>>9023185
Try Blood.

>> No.9023196

>>9023150
Now it works, thanks. Damn, I thought demos are immortal, and the whole point of complevels being that no matter which version you have you can replay them even if they are decades old if you use the right complevel. Oh well
>>9023178
what did he do? And who are the odd chaps in the picture?

>> No.9023197

Sandy Petersen balanced a lot of maps around pistol start, to prevent people from getting stuck. This was back when people still had fun with video games and ecelebs and the internet hadn't ruined everything. Back when people actually role-played in an RPG instead of just steamrolling to get 100% of everything, for example.

Do you really think people were pistol starting Wolf3D levels for christ's sakes? No. And most of them weren't pistol starting Doom either. They'd play continuously and either reload a save when they died or just roll with it and pistol start that specific level and keep going continuously. This is what I did back in the day. The reason to pistol start is to increase the difficulty, same as bumping it from HMP to UV, or UV to Nightmare. I play on UV and tend to pistol start unless I'm really getting btfo'd, but who cares? Fuck what some youtuber does, play it the way you want and if someone doesn't like it tell them to smoke a dick.

with all that being said if you can't even pistol start the IWADs you are really bad at the game

>> No.9023201

>>9023185
https://dukenukem.fandom.com/wiki/The_Gate

>> No.9023202

>>9023196
Donna Jackson of Id and I believe Andrew Stine.

>> No.9023205

>>9023196
It's a bit more of a pain than that, but it's also part of why nobody in their right mind uses GZDoom for demos.

>> No.9023216

>>9023197
>play it the way you want and if someone doesn't like it tell them to smoke a dick
Was pretty much what I was getting at when I accidently further incited the argument, people should just play how they want and ignore what random asshats on the internet think is the real way to play it.

I also pistol start but I don't think it's some ultimate badge of honor or the path of now and forever for Doom.

>> No.9023223

IWAD levels don't really seem to be made for pistol-starting, weapons are often oddly placed, even the basic ones.
Pistol-starting is mostly for user levels.

>> No.9023225
File: 157 KB, 2560x1440, doom23.png [View same] [iqdb] [saucenao] [google]
9023225

Guys, halp. Alien Vendetta, map 7, this fucking 66x tag is not working again.
.txt file tells me to use Doom 2 v1.9, doomwiki tells me to use Doom 2 v1.9 complevel for PrBoom ports (I'm using DSDA 0.24.3), I killed every single creature on this map, but the passage is still closed.
What am I doing wrong?

>> No.9023227

>>9023182
Listen buddy, if you are not constantly upgrading your projects so they work on the newest version of gzdoom then you don't deserve to have them played.
P.S. You shouldn't have made them wrong in the first place.

>> No.9023230

>>9023223
IWAD levels were made to be beatable at pistol start, not design TO be played at pistol start.

>> No.9023237

>>9023230
Yes, that's what I'm talking about.

>> No.9023239

>>9023223
compare Doom, with obligatory shotguns within a couple steps from the starting point, to Quake, that never gives you the weapons again.
of course, nobody at id expected you to restart on each and every level - they just designed encounters without accounting for anything you bring over from other levels.

>> No.9023258

>>9023227
>P.S. You shouldn't have made them wrong in the first place.
Oh man I'd forgotten about the mod menu shitfit he had, never provide real documentation for it, suddenly break it for the way everybody was doing it and called everybody retards for not doing it his way.

It's no wonder you get people like Yholl modding for ZDoom, Kegan for Zandronum and last I heard Term's were all for like GZDoom 3.2.5 or some shit form just before Graf fucked up other stuff up.

It's the only way to keep your mods working without making it a support job for life.

>> No.9023261
File: 14 KB, 244x202, 14187306376300.jpg [View same] [iqdb] [saucenao] [google]
9023261

>>9022893
>Map30 (In The Linedef Of Fire): Underwhelming for an ending map - there's hardly anything that prevents successfully lobbing rockets into the IoS. How about increasing the amount of spawners to at least make it a challenge to get through?
If you pistolstart this level or just didn't had a lot of ammo in the beginning, you will spend some of the time running around the Icon of Sin collecting stuff, and during that time the number of monsters jumps exponentially, making the walkthrough next to impossible. If you jump immediately to assault the IoS, then you are good to go, but if you let at least a minor number of enemies to spawn, or, what is worse, an Archvile spawns - then you are in for a bad time.
I did a three spawners version, but was quick to abandon the idea since the meatshield of monsters was too thick to pierce.

>> No.9023268

>>9023230
It's a distinction lost on a lot of people, it didn't seem like the order of maps was absolutely decided till they were nearly done, so it had to be mapped that way.

>> No.9023269

>>9023227
>btw also I changed everything in the new version again so now the old right way is a wrong way and doesn't work again

>> No.9023272

>>9023158
You probably used a newer wad version, it was recorded with the older beta https://files.catbox.moe/0nx13f.zip

>> No.9023278

>>9023272
Oh yes, I misread your post, you only used newer version for select few maps. I'll get back to it later now.

>> No.9023289

>>9020538
from the crt shader thread
>>9016720
why didn't quakespasm devs added quillez or sharp bilinear into Q1?

it is like source port devs adds shitty filtering sources out of pure incompetence in adding better ones
even the doom 64 port added 3-point and it looks sharp and smooth at the same time.

>> No.9023312

>>9023197
People still role play in TT rpgs anon calm down.

Honestly even Build are kinda more fun with pistol start. It makes finding weapons more impactful, but sometimes they are way too much hidden near the end.

In the end both are fine.

>> No.9023325

>>9023197
>but who cares? Fuck what some youtuber does, play it the way you want and if someone doesn't like it tell
There's one dude in these threads who disables monster spawns and just wanders around looking at the architecture.

There's no point giving a fuck as long as you're having fun.

>> No.9023330

>>9023225
Played it again with -warp 7 and this time it worked. Seriously, fuck these tags, every fucking time it's nothing but troubles.

>> No.9023349

>>9023045
Heretic 2 has really good jungley textures, i think realm667 has them

>> No.9023358

>>9023349
I only got two more maps in 2dnhell.wad to complete after this one. This episode was rough for me too. I can't wait until I'm done with this map set.
https://www.youtube.com/watch?v=wNxJAVSBoro

>> No.9023360

>>9023358
I really need to stop doing that. It's just a force of habit

>> No.9023447
File: 1 KB, 36x52, DUMB RETARD.png [View same] [iqdb] [saucenao] [google]
9023447

We'll be running Malefactors + vrsounds for SNS again. If you have suggestions for Zandy compatible gameplay mods that aren't Complex Doom forks, feel free to post them, because we'll be needing variety.

>> No.9023449

>>9023447
BURL TUMD

>> No.9023456

>>9023449
Crashes, unfortunately. Mods that worked on older versions of Z& are unlikely to work on newer ones.

>> No.9023457
File: 223 KB, 2560x1440, doom26.png [View same] [iqdb] [saucenao] [google]
9023457

Fuck this faggot in particular, even dead he's still a faggot.

>> No.9023459

>>9023447
Can't go wrong with Combined Arms

>> No.9023463

>>9022617
https://dastrukar.gitlab.io/hddons-list/
Visual Zombies and Unique Sounds are good for monster identification, and the Hud-Helmet you mentioned is great for zombie/helmet jackboot vibe check protection.
Peppergrinder is a great starter weapon addon pack, and our resident HD God Eric has written a set of spawn tips that actually contain useful information.
That site lacks search features, so the mods I mentioned are in the Monster Skins, Mutators, Weapons, and Miscellaneous sections, respectively.

>> No.9023465

>>9023457
Yes.

>> No.9023467
File: 207 KB, 2560x1440, doom25.png [View same] [iqdb] [saucenao] [google]
9023467

>>9023457
No, seriously.

>> No.9023469

>>9023459
https://youtu.be/av3jRV_hk5A?t=1393
Turns out you can.
Kegan advised us to not run it for huge games like SNS.

>> No.9023479

>>9023469
It doesn't help you guys were also playing it with that weird touhou monsters mod. But yeah, don't play Combined_Arms for SNS, there's too many of you boys and I think shit breaks because of that.

I vote for BURL TUMD

>> No.9023482

>>9023479
If you watch a little longer, we played it without the monster mod and it crashed again. And you saw what happened last time we ran BURL TUMD.
At this point I'll have to learn to make mods myself.

>> No.9023485

>>9023479
>>9023482 (Samefag)
Don't take this as a dig on your mod by the way. Z& is just a cursed port lmao.

>> No.9023490

>>9023447
Hey, isn't that fartyguns mod zandy compatible?

>> No.9023493

>>9023482
I said it didn't help. Not that the monster mod was the sole cause for the crash. Really at this point I'm wondering just how many gameplay mods can handle big servers.
RGA2, Complex Doom, and BYOC are the only ones that come to mind.

>> No.9023497

>>9023490
It is, actually. I've been planning on running it for next SNS, but probably only for a one-off because it's chaotic as fuck. If it turns out to actually be >fun, then we can run it with a little consistency.
>>9023493
>I said it didn't help. Not that the monster mod was the sole cause for the crash.
sorry am rarted
D4T ran pretty well.
>RGA2, Complex Doom, and BYOC
D4T and QCDE run pretty well, but the latter is deathmatch focused.

>> No.9023510

>>9023497
lol I can't type
I've been meaning to run QCDE too, but I'm not sure how many of you would be willing to play a deathmatch mod on SNS.

>> No.9023534

>>9023497
Only thing you've gotta be careful with, with D4T is some of the transformation runes can crash the game when they run out, unless it's had a patch lately to unfuck that.

>> No.9023538
File: 42 KB, 1280x720, SUNDAY_NIGHT_SHITSHOW_68_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9023538

SUNDAY NIGHT SHITSHOW TIME, BAY-BEE! Tonight we're kicking it off with DREAMCATCHER APPARATUS, then we're gonna cool down with some DOOMWARE!
Today's password is: macdid911

ZANDRONUM, DOOMSEEKER, GET IN HERE!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9023541

I want to play Push again someday.

>> No.9023574

>>9023261
But I did pistol start and even took the time to explore every structure around the arena before engaging the monsters and it was still pretty much empty, see the demo. In fact here's another: https://files.catbox.moe/9ekmvw.lmp (-skipsec 90 to the IoS), this time cl9 just to make sure it doesn't interfere and deliberately trying to wait until there's at least approximately enough monsters to fill the innermost circle and a couple of archviles. But it just doesn't fill up, they can't help but slaughter each other. I don't know what to do with the current map to even try to generate a horde that a couple of bfg shots wouldn't easily thin enough to get clear shots with rockets.

Maybe two spawners then? And/or different spawnpoints? Sometimes the monsters just get stuck in the openings and end up telefragged.

>> No.9023591

>>9022839
>black fingernails
Romero?

>> No.9023595

>>9023463
Looks like I have a bunch more mods to add.
>Hideous Helmet
I skimmed over that the first time I saw it, but. Hmm.

>> No.9023617

>>9022893
Seeing this sincerely made my day. Thank you so much for sharing your demos anon.

>> No.9023669
File: 41 KB, 1024x768, 1640226157483.png [View same] [iqdb] [saucenao] [google]
9023669

Good session today.

>> No.9023671
File: 498 KB, 1920x1080, Zandronum Screenshot 2022.06.19 - 18.01.30.08.png [View same] [iqdb] [saucenao] [google]
9023671

>>9023669
GGs

>> No.9023673

>>9023538
DOOMWARE TIME, PHAGGOTS! REJOIN!

>> No.9023681
File: 26 KB, 640x480, Speed_of_Doom_title.png [View same] [iqdb] [saucenao] [google]
9023681

what`s your fav megawad, anuns?

>> No.9023684

>>9023681
Sigi-

No, wait, Going Down.

>> No.9023707

Map19 of 400 minutes of /vr/
https://www.youtube.com/watch?v=5oCKSYv18M0

>> No.9023709

>>9023538
Is the host's IP fixed? If yes then you can have everyone add it as a "pinned" server on Doomseeker and stop broadcasting to master. That way it's truly private for /vr/ and won't be seen by randoms on the server list.

>> No.9023710
File: 80 KB, 510x510, 1629704852161.gif [View same] [iqdb] [saucenao] [google]
9023710

>>9023709

>> No.9023724

Now that was dumb of me trying top play auger zenith with PB.

Really fucking wad, I dont know if I shoudl be jumping in this one.

>> No.9023732

>>9023724
I'd have run it with something more thematically fitting like Lithium.

>> No.9023750

>>9023681
I've played Extermination Day too many times to not say that. Strange Aeons also technically counts. I basically made Term's patch generic enough so I can play it with anything. Oh, Super Mayhem 17 is also pretty great.

>>9023724
>>9023732
I like it with Ashes weapons and Kriegsland Enemies. Conceptually, anyway, I haven't actually played through it yet.

>> No.9023756

>>9023732
Didn't knew about one. Tried it but I dont like it, but it is certainly interesting. Also the dev is suspicious as soon as I saw pronouns in the character selection.

>> No.9023760

>>9023681
Alien Vendetta

>> No.9023801
File: 214 KB, 1920x1080, Zandronum Screenshot 2022.06.19 - 19.03.18.49.png [View same] [iqdb] [saucenao] [google]
9023801

Boy that was a trip
GG guys

>> No.9023869

So I got revenge on the flying cyber that got me last time. I farmed though but ended up not using the invulnerability spheres I farmed for the fight. Still, was intense. I only got like 5 minutes of gameplay left in that map set so I'm gonna go finish it and then start up a doom 1 maps.
https://www.youtube.com/watch?v=QHZ4ha3FN7A

I'd prefer not to farm if I can help it. Kind of ruins the spirit of the game but when I prove incompetent farming always wins.

>> No.9023890

>>9023801
this has gone too far

>> No.9023932
File: 63 KB, 1310x749, dummy.png [View same] [iqdb] [saucenao] [google]
9023932

This may be a dumb question, but why does the IdGames tab in the Doom Launcher only displays a couple of latest releases instead of syncing to the whole Doomworld database or at least having more of them? Can this be changed somehow? There are also no screenshots for any of them.

>> No.9023950

>>9023932
>18th entry down
Damn that WAD sounds like shit, I bet a bunch of faggots made it

>> No.9023954

>>9018505
Come to think of it
All of the original projects under the original XL Engine are complete, and Daggerfall Unity was the one who started all of this exodus off lucius incomplete project
>DFU Early Alphas
>BloodGDX happens off the reverse engineering under BloodCM
>NBlood and Fresh Supply happens later
>Outlaws gets its own reverse engineering and source port, turns out great
>Daggerfall Unity is rreleased and the reverse engineering is complete
>BuildGDX is complete too
>Dark Forces, the original Project finally gets released at the end, mirroring that it was the original project on XL Engine.

and it took 10 years

>> No.9023967
File: 11 KB, 490x154, file.png [View same] [iqdb] [saucenao] [google]
9023967

>>9023932
To answer your question, I don't think you can change it simply because of how idgames functions. It's entirely on their end. Even if it worked, you would have a pretty big list to scroll through.

>> No.9024017
File: 442 KB, 1200x1013, cacoguitar.jpg [View same] [iqdb] [saucenao] [google]
9024017

>>9018505

>> No.9024020

you heard it here first folks, d2all and episode runs take less skill than individual pistol starting ones

>> No.9024030

>>9023756
>Also the dev is suspicious as soon as I saw pronouns in the character selection.
Marrub's not as bad as say Rachel or Marissa, but there's some of that in there, though it can be safely ignored since it's at least not as obnoxious.

Though what one of Marrub's friends supposedly did to Term is seriously fucked up.

>> No.9024037

>>9024017
I love this shit, lol
Who keeps drawing these

>> No.9024039

>>9024020
Everything is playing less skillfully unless you're Zero-master.

>> No.9024041

>>9023967
You can specify a different URL in settings. Do you think it's possible to substitute IdGames with a different wad database, and if so, which one would one choose that's going to work?

>> No.9024043

>>9024037
Looks like Substance20's artwork.

>> No.9024051

>>9024037
https://twitter.com/S20_TBL

>> No.9024071

>>9024030
nah, iirc Marrub's more off the social justice deep end than Marisa

>> No.9024102
File: 1.47 MB, 320x240, blood.gif [View same] [iqdb] [saucenao] [google]
9024102

>>9023189
>

>> No.9024116

>>9024102
>no brain, no gain, haha

>> No.9024124
File: 48 KB, 700x744, PALLEX.png [View same] [iqdb] [saucenao] [google]
9024124

>>9024102

>> No.9024135

whatever happened to SCOOM? i remember when the mod author posted here years ago. that was one of the more interesting projects to me

>> No.9024140

>>9024030
>>9024071
Curious as to how this relates to the quality of the mod itself or retro shooters at all, really.

>> No.9024163

>>9024140
With Lithium it's negligible, just some option menu shit but I'm sure you know how /pol/ stuff leaks everywhere so anything minor gets focused on.

If anything the greentext "mode" is more obnoxious.

>> No.9024175

>>9023932
You should ask hobomaster, he actually responds well to feedback, questions, and suggestions like a normal human being. If he can do it, it will likely be updated really quickly, and ven if it's not possible he'll kindly tell you why he can't implement it.

>> No.9024202

>>9024102
I've always wanted to to tech deck tricks on this guy.

No really, Blood is the way to go. Duke mods are ass and I'm convinced the modding/mapping fanbase has no clue as to what makes Duke good to begin with. The closest thing would be Duke Hard but that was still quite a mixed bag.

>> No.9024229

>>9024020
there's no category for max kills zero secrets, so obviously challenge is a secondary concern in speedrunning

>> No.9024410

>>9019952
Late reply, but I already have that. Works great on offline matches, but for some reason the viewmodels get right up to my face on online matches. Dunno if the patch is causing it though.

>> No.9024429

So, what do you think is next for Oddworld Inhabitants?

>> No.9024538
File: 88 KB, 1120x755, slade.png [View same] [iqdb] [saucenao] [google]
9024538

I'm trying to mod doom for the first time and I'm following the GSDoom guide, although I'm having trouble when it comes to actors. What file name/place do I go in slade to actually modify code? I'm trying to change what textures and sounds get called up for objects.

>> No.9024567

>>9024538
You better not be modifying your iwad. If you're modding for GZDoom, look into ZScript/Decorate.

>> No.9024572

>>9024538
I wouldn't modify the base DOOM wad. If you want to change the properties of already existing actors, make your own archive and use inheritance instead.
>https://zdoom.org/wiki/Using_inheritance

>> No.9024598

What does it mean when sprites show up as grey in Slade?

>> No.9024605

>>9024598
You haven't selected a palette, check the top-right corner of the sprite preview, or go into preferences and add your IWAD as a base resource. Slade supports more than just Doom, and will default to the palette found in a file you're editing, but if the file has no palette you just get basic grayscale unless you establish a base resource.

>> No.9024609
File: 110 KB, 1086x1134, confusion.jpg [View same] [iqdb] [saucenao] [google]
9024609

>>9024572
>>9024567
>>9024572
>>9024567
Thanks Anon's. I have exactly zero coding experience and this looked like a good place to start. Although if I do want to crib some code/peak under the hood for something how would I do that for doom or a mod?

>> No.9024617

>>9019312
map/wad name?

>> No.9024620

>>9024609
Check the mod's zscript or decorate files, you can also check gzdoom.pk3 for zscript and decorate versions of doom's actor code. If you're not redoing the whole thing and only changing individual aspects, you should use inheritance instead of pointlessly copying the code wholesale, however.

>> No.9024626

>>9024617
It's a WIP level of mine for 1995 tune-up project which should be coming out by 2052. It's based on calgon.wad.

>> No.9024636

>>9024605
>and add your IWAD as a base resource

That did it, thanks. Somehow I just never added the Doom wads.

>> No.9024653

>>9024609
https://github.com/id-Software/DOOM/tree/master/linuxdoom-1.10
This is what I reference whenever I need to know what some shit do be on sometimes tho

>> No.9024657

>>9019119
>>9022893
Thanks for the demos, anon. Are there any suggestions you would make to the map order? I would particularly like to know how to make the early game more fun.

>> No.9024658

Anyone know of Quake 3 mods that completely overhaul the game (i.e. graphics, gameplay)? Story mods perhaps?

>> No.9024682

>>9024620
>>9024653
This is super helpful thanks again anons.

>> No.9024714

what is the absolute best way to record videos of music/midi to post on youtube? I use OBS but can't figure out how to make recording audio sound the same as the audio itself and not hissy and twangy sounding

>> No.9024728

>>9024714
Increase your audio bitrate. OBS' default is really low.

>> No.9024734

>>9023801
Aw, what did you guys play? I never have the time anymore...

>> No.9024735

>>9024728
I set it to the max 320 but it still sounds bad

>> No.9024746

>>9024658
Q3Rally

>> No.9024758

>>9024734
Screenshot is Doomware.

>> No.9024796
File: 1 KB, 25x29, FAMKILL0old.png [View same] [iqdb] [saucenao] [google]
9024796

I downloaded GIMP just to edit one single frame of a mugshot I didn't like.

>> No.9024802
File: 1 KB, 25x29, FAMKILL1.png [View same] [iqdb] [saucenao] [google]
9024802

>> No.9024804

How long have I got to give updates to my 512 lines map?

>> No.9024806
File: 1 KB, 25x29, FAMKILL0.png [View same] [iqdb] [saucenao] [google]
9024806

>> No.9024807

>>9024804
I'm a lazy shit so you got a few days before I push out RC1. Even then you'll still be able to update your map before the idgames release.

>> No.9024831

>>9024807
Is there any plan to re-arrange map order before RC1, per feedback so far? I've seen a few comments about MAP02 being really tough for being the second map, but I know some maps have been rebalanced, and I wasn't sure if maps 29 and 30 had gotten shuffled into earlier slots.

>> No.9024837

>>9024609
Also read the ZDoom wiki, especially the articles on making DECORATE actors and wad/pk3 structure, because you need to learn about the different lumps.

>> No.9024841

>>9024831
Yes. If you have further suggestions, shoot.

>> No.9024905

>>9024658
Urban Terror turns Q3 into a hollywood/matrix shooter, minus the time slowdown and without any singleplayer mode to speak of. It's quite old and the mechanics are just as archaic, but it still gets players every day.
I don't recall any Q3 mod that focuses on single player from the top of my head, but I'm quite sure there's a few out there.

>> No.9024908

>>9024905
>I don't recall any Q3 mod that focuses on single player from the top of my head, but I'm quite sure there's a few out there.
Call of Duty (United Offensive)

>> No.9024917

>>9024908
That was a Quake 3 derivative? Kinda surprising.
Oh also, wasn't there also SiN or was that in another engine?

>> No.9024934

>>9024917
Sin was quake 2

>> No.9024996

>>9024202
>Duke mods are ass

Duke never got good editing tools.

There's a reason it took an entire team something like 3-4 years to make Ion Fury - a game that could have been by one man in GZDoom.

>> No.9025003

>>9024908
And before Call of Duty there was Medal Of Honor: Allied Assault.
I loved those games on release, but man, the subsequent decade plus of clones STILL leaves a bitter taste in my mouth whenever I think about them now.

>> No.9025019

>>9025003
RtCW is also idtech 3, as is at least Jedi Academy, if not all Jedi Knight games.

>> No.9025021

I found a Vera and sat through the incredibly long repair animation so I feel like I have to keep her now.

>> No.9025038

>>9025021
At least you actually can repair her.
Seriously, throw a Vulcanette on the ground with zoom+drop until the pickup message says "it has seen better days" and then i_timescale 100 and repair it, dropping it occasionally to check the status again. See how long it takes to change the pickup message back. Why is this even a feature of the stock weapon?

>> No.9025041

>>9025038
It semi-balances the Vulc because it's a heavy piece of shit that's borderline impossible to repair, so you're more likely to discard it rather than holding onto it forever.

>> No.9025049

>>9025041
I wasn't referring to the wear and tear, I get that. I was referring to the "ability" to repair, considering what an exercise in futility it is.
But now that I think about it, I guess it's just a player-hostile trap in a mod that borderline prides itself on being player hostile.
Speaking of traps, hostile tripwires and IEDs when?

>> No.9025052

>>9025049
Right as I posted that I was wondering if that's what you meant. I assume it's because you also attempt to repair the Vulc if you carry it between levels. That or maybe Matt just wants to fuck with us.

>> No.9025121

>>9023707
ahhh, the bitrate destroying room, and two pinkies running off into sunset to live peaceful lives

>> No.9025128
File: 210 KB, 587x392, 1649840762521.png [View same] [iqdb] [saucenao] [google]
9025128

>>9024905
Damn, my ex gf for some reason played urban terror, it was the only fps she played actually, which is kind of weird. I wonder if its hard to make maps for that...

>> No.9025157

>>9025121
I just love the Fireblu room

>> No.9025164

>>9024996
I don't know about one man, but yes, GzDoom is largely far easier to actually work with, having far better tools and documentation.

>> No.9025173

>>9023707
>dat "oh no" when he spots the PE in the fireblu maze
lmao

>> No.9025231

>>9025038
And it's a pretty good weapon. I'm absolutely making a Jayne loadout.

>> No.9025318

So I decided to start up a doom 1 map set from loki1999.wad. The mapset comes with custom textures and sounds but I couldn't stand the custom sounds so I loaded the wad file first so my rpg mod could overwrite the file names within the wad. I also didn't load the deh file that came separate with the wad file.
https://www.youtube.com/watch?v=-hOr6L1gUqo

If people want to check it out in its original form:
https://www.doomworld.com/idgames/levels/doom/megawads/loki1999

>> No.9025346
File: 250 KB, 480x451, FUkOMZJXwAAVtjM.png [View same] [iqdb] [saucenao] [google]
9025346

IDK if anybody else really wants this but on the off chance I uploaded my Freedoom unfucker, it restores the old gib sound (the one Kegan loves) and RMS' head.

https://files.catbox.moe/udm7f9.zip

>> No.9025378

>>9021285
Where can I get the New Port models adapted for the Quakespasm/MarkV?

>> No.9025419

>>9022218
>>9022298
Seconding Lost Civilisations

>> No.9025428

>>9024917
Star Trek Elite Force.

>> No.9025463

>>9024841
Okay, I'll spend some time today and make a formal proposal to post soon(TM). I had a couple thoughts about map exits/entrances I'd like to properly recommend (e.g. the map with a mercury wall exit -> Touchplate Trouble, which has that mercury wall at the start.)

>> No.9025526

>>9024996
>Duke never got good editing tools.
Is Blood's DOS-only editor better? Because that game has better custom levels.

>> No.9025535

>>9025378
https://drive.google.com/file/d/1nDLfarkq9unj6V_sdypUblMewcdl1mrQ/view

Rename appropriately and toss it in the id1 folder. Someday I'll figure out how to fix the rocket launcher firing frames.

>> No.9025641

NEW THREAD
>>9025637
>>9025637
>>9025637
Featuring memes older than the average internet user