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/vr/ - Retro Games


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9101819 No.9101819 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9093113

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://rentry.org/8ca3061522e0

>> No.9101821
File: 2.89 MB, 1328x1644, 1657900053625.jpg [View same] [iqdb] [saucenao] [google]
9101821

=== CURRENT PROJECT ===
94 PROTONS OF /vr/
Deadline extended, see picture
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== CURRENT RELEASES ===
512 LINEDEFS OF /vr/
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/512linesvr

=== NEWS ===
[07-18] Woof! version 10.1.0
https://github.com/fabiangreffrath/woof/releases/tag/woof_10.1.0

[07-17] Ramp 2022 has been released.
https://www.doomworld.com/forum/topic/129564

[07-17] DoomRPG data reading tool released
https://github.com/anarkavre/drpgu

[07-16] Summer of Slaughter released, 38 map long slaughter WAD
https://www.doomworld.com/forum/topic/130311

[07-16] VPD-MonsterRandomizer updated
https://www.doomworld.com/forum/topic/106432

[07-16] Baphomet's Entryway, a map designed for MetaDoom
https://forum.zdoom.org/viewtopic.php?f=42&t=75938

[07-16] Quake Injector 2.0 is out
https://twitter.com/quaddicted/status/1548250418622255105

[07-15] Copper updated to 1.19
https://www.quaddicted.com/reviews/copper_v1_19.html

[07-13] New Adventures of Square WAD
https://www.doomworld.com/forum/topic/130277

[07-12] Improvisation by Darsycho
https://darsycho.itch.io/improvisation

[07-12] Hordamex announced
https://youtu.be/WYdTa9UXXj0

[07-12] Cutmanmike makes a vanilla map
https://www.doomworld.com/forum/topic/130209

[07-12] Doom Refired demo released
https://www.doomworld.com/forum/topic/128420

[07-11] Solar Struggle is released on idgames.
https://www.doomworld.com/idgames/levels/doom/Ports/megawads/sstruggle

[07-08] New Quake hub for mods and things
https://www.slipseer.com/index.php

[07-07] Black Mesa Demake demo for HL1
https://www.moddb.com/mods/bm-classic/news/black-mesa-classic-we-got-hostiles-demo-is-out

[07-05] New Serious Sam patch
https://dreamycecil.itch.io/sam-exe-patch

[07-05] Anon shares his punch sprite fix for Doom
https://files.catbox.moe/ptqfk2.zip

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9101823 [DELETED] 

black niggers

>> No.9101829
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9101829

>>9097897
Reposting into this new thread :
I was the one that *Ding*'d you. I didn't realize it was that annoying, so I'll cool it from my end.

>> No.9101842
File: 465 KB, 1024x1024, Word cloud.png [View same] [iqdb] [saucenao] [google]
9101842

>> No.9101843

I'm trying to play Descent 1 (GOG version) but it has no audio. What gives?

>> No.9101861

>>9101842
>balance super
Think it’s needed? Or maybe just give the single shotty some much needed love? I think the chaingun is fine where it is.

>> No.9101869
File: 150 KB, 1920x1080, doom80.png [View same] [iqdb] [saucenao] [google]
9101869

>>9093374
https://files.catbox.moe/co5my2.zip
v5 for Acid Vats.
Finally learned about sky transfers, and used one of those for the outside and death exit teleporter. Also made the entrance teleporter use the correct textures.

>> No.9101885 [DELETED] 
File: 866 KB, 1600x900, IonfuryFertig.jpg [View same] [iqdb] [saucenao] [google]
9101885

S for Shelly, the badass queen of carnage and a valid build engine protag that went from scrapped sidekick to Duke Nukem to star in their own game AND then got to star in one of the best Build FPS games.

>> No.9101957
File: 256 KB, 375x173, WHEN IT'S DONE.png [View same] [iqdb] [saucenao] [google]
9101957

94 Protons Of /vr/ - The Anchor Post
Extended deadline! From July 10th to August 18th

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.9.1 (main assets)
>PROTDECO13 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD
>A collection of MIDIs for mappers to use.
Please stake a claim on a MIDI you've settled on so that we don't get doubles, also, you are not restricted to the MIDIs in the folder, feel free to use one you sourced/made yourself.
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: Claimed
>Hunted clone: Claimed
>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: 10 Maps

To Do:
>probably alter Status Bar digits so they actually fit
>touch up Status Bar
>M_DOOM (something styled after Plutonium in the periodic table)
>ENDOOM
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Super Shotgun
>Plasma
>BFG9000

Reply to this post with submissions or questions.

>> No.9101986

Played Shrine II
Anything that is a bit similar?

>> No.9102000

>>9101986
Vomitoreum maybe?

>> No.9102010
File: 677 KB, 1920x1080, doom81.png [View same] [iqdb] [saucenao] [google]
9102010

>>9101957
>>9101869
And v8 for Bloody Pulp, because I really hated the current Hell sky.
https://files.catbox.moe/0op4dh.zip

>> No.9102012

>>9101885
I will never be a woman.

>> No.9102016

Name all the commercial wads, official or not.

>> No.9102039

>>9101819
anyone got a list of the movies referenced in Blood? I am trying to watch all of them because autism
So far I watched the Evil Dead trilogy, the Shinning, some of the jason films and some of the freddy krueger movies as well

>> No.9102094

>>9101842
>hd modding projects together
>meme guy learn shoot
>terms write within anyway using revenants
>added hdest despite support
>chaingun firing bilinear released archviles

>> No.9102101

>512 Lines - Slivovitz Liver Massacre
This map kicked my ass quite a lot. And for some reason I had barely any ammo left after the star room and in the sludge room (pretty cool idea tbqh) I somehow managed to push the vile down from its pillar; gladly it was already almost dead.
With how people complained I expected worse. And I liked the "sunken complex" feel of the map.

>> No.9102104

>>9102039
https://blood-wiki.org/index.php?title=References_in_Blood

>> No.9102201

Why is 512 linedefs called "clean edition" on some youtube videos? Is there a "dirty edition"?

>> No.9102204

>>9102201
Shouldn't be, that I'm aware of. Maybe just a joke.

>> No.9102206

>>9102201
There is no "clean edition" for 512 Linedefs, you must be getting it confused for 2048 Units.

>> No.9102231
File: 736 KB, 1854x830, assssss.png [View same] [iqdb] [saucenao] [google]
9102231

So I just finished this SEWER map, tested it for full functionality and so on. Can't share yet unfortunately, because I'm paranoid and I'm working on a larger wad and all maps in it will look like this. Need to finish a bunch of other maps first, will take another few months.

>> No.9102245

>>9102206
Oh yeah those are clean 2048 videos uploaded among new 512 videos

>> No.9102287
File: 792 KB, 1680x945, starscream_youve_failed_me_for_the_last_time_again.png [View same] [iqdb] [saucenao] [google]
9102287

>>9102231
>Can't share yet unfortunately
God dammit, Sewermapfag! You've failed me for the last time!

>> No.9102305

https://www.youtube.com/watch?v=l9Avwv0uh1c
dug some antiquities

>> No.9102313

Newbie question, why do Doom monster sprites float slightly above the ground when using hardware renderers? I never realized that OpenGL makes Doomguy a manlet

>> No.9102325
File: 267 KB, 484x452, file.png [View same] [iqdb] [saucenao] [google]
9102325

>>9102287
Well that sounds like your problem, n i g g a

>> No.9102339

>>9102313
The sprites are aligned so that they end slightly below the floor, when they're drawn through software this gives them a bit more depth, since you can have things like perspective on the feet implying they extend forward a bit from where they touch the ground.
OpenGL renderers draw them higher so the sprites don't get cut off at the bottom.
As for Doomguy being a manlet, the camera is actually positioned at about chest-height.

>> No.9102343
File: 26 KB, 150x150, meat-dot-wad.png [View same] [iqdb] [saucenao] [google]
9102343

>>9102325
>using Starscream's :3 face
Aight, you win. I'll wait patiently for Sewermapfag to release his work when he's ready.
But he better know that someone out there is expecting it!

>> No.9102349

>>9101842
>ion faggot
new project, boys

>> No.9102354

>>9102231
Now start a 94 Protons map.

>> No.9102360

>>9102349
HFFM in eduke32?

>> No.9102370

>>9102354
Every map I create can take over 2 months, there is no way I could finish a community project map in time.

>> No.9102371

>>9102231
I hope it has a scorting mission

>> No.9102380
File: 756 KB, 623x629, Kinamania scared.png [View same] [iqdb] [saucenao] [google]
9102380

>>9102371
... a what?

>> No.9102384

>>9102370
Just work at double the pace, or make something half the size.

>> No.9102387

>>9102384
That's not how I roll, I throw some Sherlock Holmes movies on the left monitor and then just start building shit on the fly with only minimum planning.

>> No.9102401

>>9100873
So they're original? Props to the guy, they're very well-made. The Metal Slug class too.

>> No.9102415

How bad do you think SiN reloaded is gonna be? I feel like it's either gonna be completely fine or a disaster, no in between

>> No.9102483
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9102483

Back from vacas and finished my second map.

Playtesting is a real bitch. Thinking i'll make two more make it a little 4 map mini-episode and put it up somewhere.

>> No.9102528

>>9102401
There's some pretty talented folks working the BYOC team, Mobster Matt is another class that's really fun to watch with his exaggerated animations

>> No.9102579

>>9102016
there's probably countless commercial unofficial map packs lost to time.

>> No.9102582

Map09 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=Cm_I-YaTbPA

>> No.9102639

>>9102582
Aaawww I wanted to see an unspoilt playthrough.
S'good tho.

>> No.9102663

>>9101986
Just in terms of style or gameplay and style? Just gameplay? I liked the first one and have yet to play the second.

>> No.9102670

I'm enjoying Doom 64 more than I expected to. I had to put some music on in the background though. Ambient sounds instead of music feels weird to me.

>> No.9102698

>>9102670
what a faggot

>> No.9102709

>>9102370
You can make a small map. Something that's like a Dead Simple imitation but say, maybe fleshy hell themed, could work out.
Your sewer map looks really fucking cool, dude.

>> No.9102714

>>9102670
I don't love Doom 64's ambience, it's mostly kinda boring and samey, but at the same time it often fits thematically. I really wish Aubrey Hodges had gone for more melodic tones, akin to They Are Going To Get You and Sinister from the original game, it'd be interesting to hear him do stuff like that.

Great game though.

>> No.9102717

>>9101843
Use DXX-Rebirth
https://www.dxx-rebirth.com/

>> No.9102740

>>9102670
Kinda agree. Had anyone made a mod for it, to add a different soundtrack?

>> No.9102762
File: 556 KB, 959x540, doom10.png [View same] [iqdb] [saucenao] [google]
9102762

>> No.9102779

>>9102740
I have to look around for it but I think there was something on moddb that patched a Doom 64 wad and you could play it on GZDoom with extra options like changing the whole soundtrack to other Doom songs along with extra options for visuals and gameplay.

>> No.9102795

>>9102717
Thanks
Music works but no sound effects though

>> No.9102818

>>9102343
Be careful or someone will post that picture of Starscream and his Windblade waifu.

>> No.9102852

>>9102795
aaaaaaa
Dunno what to tell you other than fiddle with the sound settings? Maybe it's something about your sound drivers or your system sound settings.

>> No.9102854

>>9102852
must be the fucking SDL again
FUCK

>> No.9102859

>>9102762
deporting imps to hell? i like it

>> No.9102867

>>9102859
DEMON LIVES MATTER

>> No.9102873

>>9102867
THE ONLY GOOD DEMON IS A DEAD DEMON

>> No.9102898

The Rubicon Microwave Laser in Peppergrinder is pretty neat. This thing manhandles basically everything but Barons and up. And even those if you can get their shields down.

I also like that you can keep batteries recharged indefinitely with a BFG and a few spares.

>> No.9102960

>>9102898
BFG really feels like it was designed more for utility than an actual weapon. It weighs a ton, it takes half a century to reload and it's almost impossible to use in close quarters, even if it can't actually kill you in such an scenario. However, simply having access to a BFG is a BIG game changer in terms of autonomy and weapon usage when you're relying on battery-powered death dealers, as you've essentially got infinite ammo given enough time, which is quite devastating with tools like the Thunder Buster or the DMR. Having a dedicated BFG user in multiplayer would be leaning more on his utility of recharging everyone else's munitions rather than the possibility of wiping out an entire courtyard of enemies.

Also, is it me or is the altfire Harness working the completely opposite way of how it should be? The gun weighs more and is more cumbersome with the harness with virtually no advantages as it's still a pain in the ass to aim it properly (not that aiming does anything other than not hitting the floor or walls but, yeah). In previous verions it was actually the opposite and wearing the harness made it actually kinda viable to lug around with and gave you some degree of mobility while holding it.

>> No.9102997

>>9102960
I've never touched it much due to the charge-up time making it a suicide trap in combat, but I vaguely recall that firing the BFG without the harness comes with a good chance of the wielder dropping the weapon, which could be catastrophic if you're relying on it's battery charging and it falls down to somewhere unreachable

>> No.9103014

>>9102960
The harness lets you aim up without slowly drooping down, and prevents it from flying out of your hands when you shoot, but that's about it.

>> No.9103025

>>9102960
The BFG is a game changer when dealing with encounters, when you enter a big courtyard with hitscanning cunts all over the place in awkward positions, having a BFG is an absolute godsend.

>> No.9103047

>>9101819
that smÖthed shotgun iks me somœwhat

>> No.9103050

>>9102997
>>9103014
The number of times I've tried it in the range, it never once did drop out of my hands without the harness. Guess it depends if there's active wounds or if the marine is tired from running around with the damn thing.
>>9103025
It really is massively useful in some situations, but it's more of a niche "fuck you and everything around you too" option rather than a general purpose weapon. Meanwhile its utility is universally good as long as you've got any other battery weapon at hand, except probably the chainsaw, but even the chainsaw synergizes well due to being able to effortlessly turn corpses into chunks, mitigating the frag accumulation from recharging batteries.

>> No.9103086

>>9103050
>effortlessly
compared to dumping 10 zm mags maybe but it's still 10 straight seconds to gib 1 zombieman, times a lot in modern wads where the shorter levels have 250 enemies
then again most of hideous destructor gameplay is already prepwork that turns a 4 minute speedmap into 2 hours of peeking, bandaging, and stuffing bullets into a mag one at a time

>> No.9103094

>>9103086
just drop a grenade on a corpse. easy.

>> No.9103141

>>9102960
It almost makes me wish for a battery recharger tool kinda like the 7.76 autoloader, because I would like to use energy weapons more, but I really don't wanna carry this thing. Though, what with the loot mods, I'm not sure it's all that necessary.

>>9103094
Or wiggle your mouse a bit while you punch it.

>> No.9103181
File: 2.91 MB, 1280x720, baron_cube_2.webm [View same] [iqdb] [saucenao] [google]
9103181

>>9102960
It's a superweapon, and the most powerful possible way to enter a room or check a teleporter. The BFG singlehandedly makes a lot of otherwise miserable or even unwinnable situations entirely feasible.

>> No.9103224
File: 2.05 MB, 3264x2448, IMG_20220719_091939.jpg [View same] [iqdb] [saucenao] [google]
9103224

So I beat Quake yesterday, but I did it on normal and with extreme savescumming, so today I will see if I can beat it on hard without any mid level saves. If I do so I will reward myself with these salty sticks (I am not a kraut Norway just imports these)

>> No.9103237 [SPOILER] 
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9103237

>>9103224
godspeed

>> No.9103238

>>9103181
why can't your computer run doom (1993)

>> No.9103245

>>9103224
Have fun! I think Quake is the best on Hard.

>>9103238
That's not the 1993 .exe, you turkeyknob.

>> No.9103260

>>9103238
why cant your computer run
does it not have legs

>> No.9103265

>>9103238
>>9103260
I'M A COMPUTER, STOP ALL THE DOWNLOADIN'!

>> No.9103284

>>9103265
help computer

>> No.9103295

>>9102528
I like all the classes I've seen so far.

>> No.9103321

>>9103224
quake is piss easy only episode 4 provides any challenge when the spawns are introduced. im playing scourge of armagon and its much better in regards to challenge im loving the amount of vores its throwing at me in its second episode. also playing on nightmare on the bethesda port which is just hard with a 50hp cap.

>> No.9103380

>>9101819
Thanks for the repositories... Saves a lot of time.

>> No.9103404

Is it possible to convert item of one type into another and then add some functions to it dynamically in ZDoom?

My idea is an universal "Hoarder" plugin that should work with any mod - any pickupable item (ammo, health/armor/ powerup) that you can't or don't want to currently pickup, you can press "use" on and store it as an inventory item. Using it in the inventory just drops the pickup on the ground to be picked normally.

>> No.9103425

>>9103404
I don't know what exactly you mean by "convert", but what you describing is something akin to HD's backpack.
What you would do is get the class of the item you are picking, saving that in an array and on "use" spawn that item at your spot. This can be done in a few lines of ZS.
Of course if you want sprites and lists and all that shit, things will get arbitrarily complicated.
Then again, I know jackshit about the H games' inventory system, so maybe you could modify that by using a single dummy inventory that then calls the desired thing you want to spawn.

>> No.9103429
File: 575 KB, 1024x576, Screenshot_Doom_20220719_104338.png [View same] [iqdb] [saucenao] [google]
9103429

>>9101957
Fool's Demise is a great level, good choice of music, very ominous, and it's good looking. It has the feel of some of the best parts of Plutonia 2, both in visuals and gameplay, but compact.
Had so much fun I was almost a little sad that it was over when it was, but the length is good overall, it'll stack well with other maps.

Didn't find the backpack until after I had killed everything and saw there was a secret missing, it's well hidden. Love the use of the substitute fireblu, along with the fire textures and the walls with flesh inside of them. I like that it's mostly all indoors and dark.

>> No.9103493

>>9103321
Fuck you I am halfway through episode 2 now and Ive died a lot already. Ive really had to up my game and use my weapons correctly

>> No.9103496

>>9103429
Glad you like it
I was worried the backpack was too easy to find so I'm glad to hear it wasn't

>> No.9103502

>>9103496
As some other anon said, for secrets always assume players are braindead and then make it a bit more obvious.

>> No.9103503

>>9103502
Why? They're secrets.

>> No.9103505

>>9103503
Yeah but speedrunners and uvmaxers will just zip by and then complain the secrets are too hard to find.

>> No.9103506

>>9103505
Sucks to suck, they should be more attentive.

>> No.9103515

>>9103502
I don't agree with that, you should have to actually figure secrets out, otherwise they aren't secrets.

>> No.9103592

>>9103505
>Yeah but speedrunners and uvmaxers will just zip by and then complain the secrets are too hard to find.
Sounds dangerously close to the groupthink that hates anything nonlinear, who see no value in anything beyond the most optimal path.

>> No.9103608

>>9103505
>speedrunners and uvmaxers
Unironically I'd rather listen to feedback from brutalfags.

>> No.9103612
File: 312 KB, 1024x576, Screenshot_Doom_20220719_140904.png [View same] [iqdb] [saucenao] [google]
9103612

>>9102010
I just played v7 again, mistakenly thinking it was v8. It's rock solid as before, I guess I'd say maybe consider putting the player on the starting teleporter up in the wall, unless maybe that lets you sequence break.

Is the only difference the sky? Because we're supposed to have an episodic theme, so if this map does end up in E3, it would have to feature it. Perhaps it could be better, but personally I like the twisted evil faces, and the art stands out from the ones you usually see in Doom.

>> No.9103619

>>9103612
With how the ceiling is there, the player coming out of the teleporter would be a little clunky, they'd hit their head coming out of it.
>Is the only difference the sky?
Yeah. It is ultimately your choice, I just think it's goofy looking and clashes with the rest of the textures.

>> No.9103626
File: 675 KB, 840x1289, 1506031582797.jpg [View same] [iqdb] [saucenao] [google]
9103626

has anyone played DBP47 recently? what was your strategy on map 19? I made the cyberdemon infight basically anything except the pinkies and imps, and then finally clicked mouse 1. Don't know if that was the intended strategy and I'm curious as what you guys did. Still kinda suck at slaughter.

>> No.9103628

Doom Zero is pretty fun.

>> No.9103630

>setup Prboom+
>the status bar is for multiplayer and nothing fits right in singleplayer
>play the official Bethesda source port instead

>> No.9103636
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9103636

>>9103505
Bro, look, UV-Maxers are just gonna have to cope if they were to complain. In reality, an UV-Max run is seldom going to be super fast, it's a challenge to do an entire map as fast as possible, they know what they're getting into, some maps take over an hour to UV-Max and that's part of UV-Maxing.
Regular speedrunners aren't going to max, they'll skip anything possible to beat the map as fast as they can, so the contents of a secret may very well be inconsequential to their strat, if they don't find it, or they ignore it, that's really no problem, because they don't need it.

These people also virtually NEVER start out blind, they will probably have played the level a few times already, or at the very least once, so they can get familiar with it, usually to determine if the level would be fun to speedrun, or they're taking their time to scout out everything for their planned UV-Max run.
Don't worry about this, bro.

If you REALLY want to accommodate a speedrunner, then perhaps leave a path up on a ledge open, which doesn't look like much, but if one were to let an Archie boost them upwards, they could reach that and then take a shortcut to further into the level. Don't put any items or a secret marker on it, so it's not necessary for any other player, just an opportunity for a speedrunner to try to exploit something.

>> No.9103637

>>9103181
>due to all the massive frag accumulation from their deaths, more than half of them immediatly wake back up just to die once again, repeatedly
Terrifying

>> No.9103640

>>9103592
What's with this vitriol toward maxers and speedrunners anyway? You have to play a map normally first to do either of those in the first place, it's not like they're going to start a map and bolt for the exit for the first time. I'd be pretty happy if someone liked my map enough to do try and optimize the fastest route, be it for maxing or just clearing. Feels like some long-winded cope for being a mediocre mapper.

>> No.9103648

>>9103640
t. speedrunner

>> No.9103652

>>9103086
Effortlessly in the sense that although its time consuming when theres a lot of corpses, all you have to do is hold M1 in melee range for a second. You could do the same with ZM or Vulc rounds, but that's honestly a waste of munitions and you also have to deal with the recoil of those weapons.
All humanoids including Imps and Babuins/NPs have roughly the same time to gib, which is about a second and a half. It's not that bad at all.
Sure it may be faster to 'frag them but grenades are expensive weight-wise compared to a chainsaw in how many corpses you can deal with. It is better when you conveniently find a set of 6 in the field that you can't find an use for.

>> No.9103653

>>9103640
>>9103505
I honestly think it's just some strawman so that people have something to complain about, I've never seen a speedrunner bitching about things like these.

>> No.9103654

Where were you when Romero made you his bitch?

>> No.9103663

I wish Romero remakes episode 1 of Doom in the style of E1M4b and E1M8b. With Sigil it would make a great two episode epitome of the original Doom.

>> No.9103664

>>9103648
t. Shitty mapper
If you spent time actually making maps instead of getting mad over a group using scenarios that you made up in your head, maybe your maps would actually amount to something of value.

>> No.9103674

>>9103637
>accumulation of something makes demons rise back up
Imust admit I find HD fascinaing in concept, but never had time to delve into it, are there any guides that also talk about fun strats, unobvious stuff you can do with the tools HD gives you?

>> No.9103682

i had really fun with the hard no mid level save quake challenge and then i reached the sandy peterson episode. fuck him i give up

>> No.9103701
File: 677 KB, 985x722, Screenshot_Doom_20220719_144219.png [View same] [iqdb] [saucenao] [google]
9103701

Some random discoveries in Baphomet's Entryway.
Some are just typical behind the scenes stuff, but there is a goofy secret.

>> No.9103705

>>9103701
https://imgur.com/a/Ec23qE8

>> No.9103707

>>9103682
>i had really fun with the hard no mid level save quake challenge
Proud of you.
>and then i reached the sandy peterson episode.
Ouch but still proud. If its your first time, you are given permission to save midlevel because those can be a huge buzzkill.

>> No.9103723

>>9103707
i just watched someone on youtube do the level (palace of hate, i died to fiend spam) so now i'm gonna try again

>> No.9103724

Speaking of Retro FPS stuff, I've finished these ones:

> Project Warlock
> Ion Fury
> Dusk
> Amid Evil

What should I be looking for next? Some full conversion of Doom to play with my favorite wads or is there any non-Doom retro FPS that I'm missing?

Oh, also I never played any of the Quake games, are they still good and should I go for them? Are there good custom campaigns like in Doom?

>> No.9103732

>>9103724
Careful now, only one of those is related to the thread.
>Oh, also I never played any of the Quake games, are they still good and should I go for them? Are there good custom campaigns like in Doom?
Yes and yes. Quake 1 has a lot of custom campaigns and content. When getting into Quake 2, be sure not to regard it as a Quake sequel but as “Id’s Second Fully 3D Shooter” because it should never have been called Quake 2.

>> No.9103740

>>9103724
Play Quake or Heretic next.

>> No.9103742

Long story short, where can I find Ultimate Quake 2 patch?

Did googling and some faggot linked a mediafire via the wayback machine and other link I found was pointing to some nonexistent steam thread.
I'm running Windows 98 SE via dosbox on Xbox Series S. I prefer the original q2 version because the source ports I've tried don't run properly or if they do, they lack to .ogg playback capability. And the 3dfx emulation is out of the question too because the performance isn't there, really. Software versions work really well though.
Second question: is it possible to run Quakespasm in a software mode? 0.85.x works in W98 but for now I've only been getting the gl version. Not sure if it has some variables to revert back to software.
I know, would be easier on even a toaster PC but this wasn't my question

>> No.9103747

>>9101819
>my screenshot with 110° FOV and the upscaled shotgun sprite is in the OP
Throw tomatoes this way.
At least I didn't forget to switch back to software lighting emulation after some other map expects the ugly standard GL lighting and is nigh unplayably dark without it.

>> No.9103754

>>9103742
To add: I have Quake running though as I got it from the op repositories(it has the Ultimate Q1 patch and plays .ogg) , but the dos version has worse performance than the WinQuake. This is why I thought about the QSpasm. Need to be able to play the soundtrack .ogg files.

>> No.9103757

>>9103630
>using anything prboom based
You have no one to blame but yourself.

>> No.9103762

>>9103640
I also think it's kind of a bullshitty vision for someone trying to cope with bad design.

Take a look at Elden Ring. A lot of people blame the random difficulty spikes on speedrunners and challenge/no-hit runners. It's not their fault that From Software made some awful decisions in the game.

>> No.9103768

>>9103732
>>9103740
Heretic is a good rec, haven't played it yet. Also, thanks for the clarification on Quake, should be the one I'll try very soon.

>Careful now, only one of those is related to the thread.
I'm really sorry for this.

>> No.9103770

>>9103724
Play the original Serious Sam games sometime, maybe after getting into other full 3D games like Quake.

>> No.9103771

I finished Escape from miasma district in Violent Rumble but there was no rune, what's the console command for it?

>> No.9103773
File: 695 KB, 2817x2509, sewie_gyate.png [View same] [iqdb] [saucenao] [google]
9103773

>>9101821
La Tailor Girl updated to 1.85
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&start=465#p1225191

>> No.9103774

>>9103773
What are her voices like?

>> No.9103775

>>9093932
I'd thoroughly enjoy a Diablo Cow Portal map. I'd also enjoy just a Diablo themed HUD. What I would enjoy the most though, and no one would ever make it obviously, but a TC of Diablo or Diablo 2. It would be a real time-consumer to play but much more time-consuming to make. A cow portal level is much more reasonable and still captures the fun.

>> No.9103780

>>9103770
Really? I always thought of Serious Sam as a memey version of Doom that never got things right?

Should I go for the HD or the non-HD versions? Are there any vital differences in terms of gameplay?

>> No.9103784

>>9103768
I'm in the process of playing through Heretic now for the first time, and it's fun. I recommend the Nightmare equivalent if you're used to other games on their higher difficulty settings.

>> No.9103789
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9103789

>>9103780
>I always thought of Serious Sam as a memey version of Doom that never got things right?
It's definitely not that, never heard of anyone think of the games like that.
And you can play the classic non-HD versions just fine on modern systems. I recommend playing the classics versions since the HD versions have a few bugs and issues not present in the originals.

>> No.9103792
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9103792

>>9103674
One that I don't have to bust out too often but is really neat is to set up a tripwire trap with a frag grenade, then set it off myself as I run into an ambush. Enemies will fear live grenades, so they'll disengage for just long enough for me to not get ripped in half and haul ass to a better position.
I also really enjoy all the different movement options, it's probably the most undersold aspect of the mod. I can't think of many FPS with comparable movement mechanics. You have sprinting, running jumps, standing jumps, lunges, rolls, leaning, crouch slides, playing dead, and climbing and they all have their uses and can be combined to really fling yourself around the map as long as you manage your stamina well.

>> No.9103795

>>9103762
>Take a look at Morrowind.
Fixed.

>> No.9103807

>>9103773
Sweet
Time to do 512 lines with it

>> No.9103809

>all those mad fags that are too dumb to find secrets coming out of the woodwork
lmao

>> No.9103810
File: 3.22 MB, 1920x1080, Diablo 3d Screenshot 2021.10.17 - 01.13.19.46.png [View same] [iqdb] [saucenao] [google]
9103810

>>9103775
Diablo 3D is a thing already
A thing I really need to go back and finish too

>> No.9103818

>>9103780
>Are there any vital differences in terms of gameplay?
HD's weapon balance is skewed a bit more toward the minigun because they buffed it a ton. You basically never use it over the tommygun while there's good reason to switch between the two in the original.
The original game also had some gravity-defying rooms that don't exist in HD. Other than that, they're more or less the same.
https://youtu.be/x6-peef0R5Y?t=655

>> No.9103849

so apparently i don't even need to finish hell's atrium which ive been stuck at for one hour. should i skip it despite the text at the end, or is there really a weapon or something that is crucial for the final two? surely the rocket launcher and thunderbolt are in pain maze/azure agony? haha

>> No.9103890

>>9103818
the minigun is fixed in the fusion version of hd

>> No.9103892

>>9103890
Is it? It behaves as it did in classic?

>> No.9103898

>>9103892
ya it behaves like it does in classic. the minigun in the original version of HD behaved like the SS2 minigun for some reason. SS3 minigun also behaves that way.

>> No.9103903

>>9103849
never mind i found the thunderbolt in a secret area and the rocket launcher near the end we're okay :) jesus fuck those blue jellies

>> No.9103907

>>9103898
Wasn't the minigun rather inaccurate in the original game?

>> No.9103914

>>9103907
not that I think, if it is less accurate than the later games I didnt pick up on it.

>> No.9103921

>>9103907
The minigun has spread which is why you sometimes want to use the tommy gun because it's 100% accurate.

>> No.9103926

>>9103921
It's been a while since I've played Fusion, I thought it was perfectly accurate there too.
Now if only they could fix the drifting Kleers and Bulls.

>> No.9103930

>>9103926
never will croteam abandoned fusion.

>> No.9103942

>>9103926
>Now if only they could fix the drifting Kleers and Bulls.
My number one gripe with Fusion. Kleers, werebulls, and the pumpkin guys will sometimes do a 180 when you sidestep them. Then they'll instantly attack and mess up your rhythm.

>> No.9103945

>>9102740
>>9102779
There's this https://www.moddb.com/mods/doom-ce/downloads which has a version of the psx doom and n64 doom you can use in GZDoom. The Doom 64 CE one patches a Doom64.wad into an iwad I think. I'm not the most knowledgeable on doom stuff, but that mod does let you change the music in-game. Not sure how close it is to vanilla Doom 64 but it seemed similar enough. I'm sure some stuff is at least a little different besides the extra options.

>> No.9103956

Do I need to play Daikatana before Uchigatana?

>> No.9103984

>>9103663
Dude, Romero has already made rest of episode 1 maps back in 1993. He did 4 and 8, because he didn't do those back in 93.

>> No.9103997 [DELETED] 

>>9101885
She's super boring though.
Like, BuildPowerslaveguy-tier boring, but with no excuse of the personality being an afterthought.

>> No.9104007 [DELETED] 

>>9103997
I loved IF the first time through with her voices off, then she grew onto me and now I like her. She has my ideal amount of snark without being obnoxious.

>> No.9104020 [SPOILER]  [DELETED] 
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9104020

Romerobros... Our homie has succumbed to the globohomo UE5 meme... I cannot stand UE5 FPSs, I have a bad feeling about this.

>> No.9104034

i did it! i beat quake on hard without saving mid level!! all in all this was way more immersive and fun than my normal savescum run, i really had to learn the levels and enemy layouts/patterns. in the end i even learned how to cheese it by rocket launching, and that you need to (or at least i need to) hold walk while jumping to get real distance. 10/10

>> No.9104036

>>9104034
by cheese i mean the final level, i only used it once before that to skip something

>> No.9104059 [DELETED] 

>>9104020
That's a stupid take, but okay.
Wonder if it'll be blackroom or something wholly unannounced.

>> No.9104080 [DELETED] 

>>9104020
Not retro, fuck off

>> No.9104082

>>9103640
>You have to play a map normally first to do either of those in the first place
I haved watched videos of people playing my maps for the first time, zipping by unique geometry needed to progress with flashing lights and new textures, then complaining that they're lost because they would not stop rushing as fast as possible. Could not even be bothered to stop and examine a room for the time it takes to find a switch. They just run around corner to corner like the Win95 maze. Then they go "ah this map must be broken".

A lot of that is probably because they're recording though. They're worried about lulls in the entertainment. Which is a weird concern when making videos/streams about a 30 year old game.

>> No.9104087 [DELETED] 

>>9104020
BLACKROOM 2 with unused, never seen before classic Doom assets hidden in the files

>> No.9104090 [DELETED] 

>>9104080
It has to do with Romero, who made doom and Daikatana, etc... I think it's okay to have a small diversion in conversation in the scope of a thread. No one made a new thread about it or anything.
If they did then that might be a reason to be aggro about it.

>> No.9104101 [DELETED] 

>>9104020
It's not like he can get idtech or any of its numerous offshoots + the people who can actually work with them.
And yes, GZDoom sucks and you can't put it on the consoles.
I agree that UE past the first one sucks, but there isn't any sane alternative nowadays. Like, what is still there? Lithtech and Serious Engine?

>> No.9104112

>>9104101
>GZDoom sucks and you can't put it on the consoles.
Why not?

>> No.9104136 [DELETED] 

>>9104020

so is Blackroom back on the menu?

>> No.9104142 [DELETED] 

>>9104101
id Tech 7

>> No.9104148 [DELETED] 

>>9104112
i think it's a mix of the actual tech and actual laws related to the gpl licensing
same reason why the new doom ports were on unity and couldn't have certain things that fanmade ports can

>> No.9104152 [DELETED] 

>>9104112
GPL doesn't work well with hooking to proprietary console storefronts and stuff, which is important if you want to officially distribute your games and not as a homebrew.
So, I really wonder what would happen to the console versions of Wrath.
>>9104142
Sadly, all people who can work with it and its tools are in id (plus a few more Zenimax Studios), plus I doubt that it's open for licensing. Maybe if Romero sold his ass to Phil Spencer it could work.

>> No.9104164 [DELETED] 

>>9104148
>same reason why the new doom ports were on unity
Nah, they own the code to the OG Doom games, so they are free to port them to whatever they want.
Them deciding to port it to whatever Unity uses (C# ?) was done just because they thought that it would be a simplier solution than a straight port.

>> No.9104165 [DELETED] 

>>9104152
They should get the PC version out first.

>> No.9104170 [DELETED] 

>>9104148
>>9104164
The official ports don't run on Unity, they use Unity as a wrapper and load into the original engine.

>> No.9104189 [DELETED] 

>>9104165
I think it should go better now that they got a new team.
Like the fact that Kristus is onboard is reassuring enough to me, even though it means that Doombringer development got slower now.

>> No.9104217 [DELETED] 

>>9104170
I mean, Mocha Doom and BuildGDX are running original engine too. One can probably rewrite Doom logic in QuakeC and add the support for Doom game files to proudly say that this variant of Quake engine is a Doom port now.
The Doom code is 100% there in one way or another, but I doubt that it went as simple as dumping the original code in Unity and making it run somehow.

>> No.9104268

any quake mods made with the mission pack content? I've never seen one before. it's always vanilla or that monster pack AD used.

>> No.9104286

>>9104268
Violent Rumble uses the gremlin, I know that much.

>> No.9104342

>>9104286
>>9104268
Also those alternate weapon fires.

>> No.9104443

Is there any functional difference to any of the non-default comp settings in GZDoom? If I play a Boom comp map with Doom (strict) it shouldn't really matter for GZDoom, right?

>> No.9104468

What's the best way for a faggot like me to enjoy Classic Doom with proper hitboxes on enemies? Are Brutal Doom/Project Brutality still the only option available or is there something new and better released?

>> No.9104474

>>9104468
What do you mean by "proper hitboxes"? Like, hedashots and limbshots and what?

>> No.9104478

>>9104468
crispy doom has finite height monsters in the crispiness options. you don't need brootal dood just to have that

>> No.9104479

>>9104474
I'm not an old geezer, I am used to modern games where aiming properly is rewarded, and aiming poorly is punished. You have to acknowledge that Doom aged really bad in this department. I need proper hitboxes, otherwise I can't deal with the age of this game.

>> No.9104481

>>9104479
I still don't know what you mean, can you please talk less like a retard?

>> No.9104487

Hey War Rooster dude, are you lurking here?
I just got hit by an Archvile hallucination in MAP01 and remembered that someone some time ago posted something with apparitions here.

>> No.9104494

>>9104479
Well then yeah, Brutal Doom is probably the closest to what you want. I can't really think of any old fps games that focus on precise aiming.

>> No.9104503

What do you think about there being no use button in quake? Do you think doom would be better without it?

>> No.9104506

>>9104286
VR has almost all content from both mission packs + quoth

>> No.9104517

>>9104481
The fucker hijacked my post. What I mean is exactly what you (or someone else) said here >>9104474

>> No.9104521 [DELETED] 
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9104521

>>9103997
I like Shelly a lot. She's got enough of the "bad bitch" thing going on, she's a cop which gives her a big boost in my eyes too and she's got a lot of unique lines throughout the campaign.

Her quips get a bit repetitive though so hopefully in the expansion they'll give her more different enemy kill / weapon specific voice lines.

That being said, Lo Wang's and Duke's random quips do got repeated a lot too so it's not like Shelly's the sole offender here.

>> No.9104530

>>9104479
>I need proper hitboxes, otherwise I can't deal with the age of this game.
Kind of hard to get “proper” hitboxes with sprites, and BD severely overcompensates for it anyways. You may just want to play a different shooter altogether.

>> No.9104536 [DELETED] 

>>9104521
>she's a cop which gives her a big boost in my eyes too
I never got the impression, just that she’s part of the “GDF” and can get away with shooting hundreds of bad guys and causing lots of explosive collateral damage.

>> No.9104538

>>9104479
Brutal Doom's locational damage is fucking dogshit. You can gun down a cyberdemon with the starting assault rifle by just stacking headshots on them, which is completely antithetical to the amount of threat a cyberdemon's presence is supposed to present in a combat encounter. Doom isn't about precision aim, it's a game of priority, positioning, and ammo management. Leave headshots to games that are actually balanced around them.

>> No.9104542 [DELETED] 

>>9103997
Sure

>> No.9104543 [DELETED] 
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9104543

>>9104536
GDF is kind of a police / military hybrid really.
The start of the game kind of establishes what sort of setting we're in, ja ?

>> No.9104554

>>9104538
I agree with most of your post, but I think precision isn't a non-factor for Doom.

>> No.9104570 [DELETED] 
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9104570

>>9101885
Will she be able to dethrone her?

>> No.9104571

>>9104543
Ja, and it doesn’t do much to establish that she’s any sort of “cop” especially with that GDF poster.

>> No.9104575

>>9103780
>Should I go for the HD or the non-HD versions?
I run Revolution because I'm a lazy faggot who like being able to run everything from one executable

>> No.9104580 [DELETED] 

>>9104570
I doubt it

>> No.9104583

>>9104554
You obviously need to aim at enemies in Doom, but you can only have so much precision when you have no vertical aim and have to play around autoaim. For example, if Doom didn't have autoaim, using the rocket launcher would a completely different affair than it is normally. Fast enemies like the Archvile are only safe to rocket down when they're standing still, because they're fast enough dodge rockets that are autoaimed at them. Archviles would be way easier to kill with the rocket launcher if you could just lead your shots without having to play around the fact that Doomguy has autoaim. Similarly, you could just leisurely snipe everything with the chaingun and rocket launcher without having to enter an enemy's engagement zone. The amount of precision you need in Doom is not comparable to the "modern shooters" the original poster was talking about, because Doom isn't a precision shooter.

>> No.9104591 [DELETED] 

>>9104570
Maiden set a high standard. Even so, Selaco had a fun demo and it’ll be easier to mod for.

>> No.9104607 [DELETED] 

>>9104570
I hope so

>> No.9104609 [DELETED] 

>>9104521
>That being said, Lo Wang's and Duke's random quips do got repeated a lot too so it's not like Shelly's the sole offender here.
Yeah, I think I should port RR's cusspack to IF one day.

>> No.9104638 [DELETED] 

>>9104521
>You gotta keep 'em separated.

>> No.9104643

Suck it down

>> No.9104646

>>9104517
Well, I don't know if there are any *actual* hitbox mods, but you'll definitely need GZD for any of that.

>> No.9104685

>>9103771
>there was no rune
Are you using loose files or the paks in the release candidate folder? There would only not be a rune if you have the initial release version of the progs.dat but a newer map file - though the initial release version is much harder to find.
>what's the console command for it?
You can use impulse 103, but that toggles ALL runes on and off.

>> No.9104704

Prodoomer seems like a decently ambitious mod. I wish we got more RPG type mods like it.

>> No.9104706

>>9104517
can you hijack my balls?

>> No.9104716

new zigi kino
https://www.quaddicted.com/reviews/zigisp2.html

>> No.9104718

>>9104517
chain: jerked

>> No.9104727 [DELETED] 
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9104727

>>9104517
Hijacker here. I thought it would be amusing when some single 30 year old hairy dry-lipped guy sitting on his computer in Fuckville, Nebraska would notice that someone sarcastically parodied his post and get mildly annoyed. Peace.

>> No.9104731

>>9104727
agent of chaos

>> No.9104737

>>9104727
I forgive you son. Have a nice day.

>> No.9104738

>>9104685
>Are you using loose files
Loose files
>You can use impulse 103, but that toggles ALL runes on and off.
Thanks, I'll use it once I get the runes in the other levels

>> No.9104743 [DELETED] 

>>9104521
She expansion is just gonna be more of the same. How can people be so dense.

She is fucking terrible, albeit in a nice looking game.

>> No.9104770
File: 1.03 MB, 1920x1080, pad.png [View same] [iqdb] [saucenao] [google]
9104770

>She expansion is just gonna be more of the same.
Good.

>> No.9104786 [DELETED] 

>>9104570
Dawn as an character\aesthetic decision is really telling how culturally the creativity cocaine seems to be over.

If we were talking about something more serious I mean, but its a fucking fps, and she looks like a really limp waifuish character.

We live in times were something is either super coomer, or super safe.

>>9104770

Considering 3d realms seems to be in a very weird limbo we might not even get it.

It's a bit sad she is so bland. That is all. The game is quality.

>> No.9104795

Has anyone collected any of those AI generated textures somewhere? I remember some anon posting edits and making actual textures out of dall-e or whatever it was.

>> No.9104803 [DELETED] 
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9104803

>>9104786
>Considering 3d realms seems to be in a very weird limbo we might not even get it.
Yeup. Oh well. Still a great build game, if I ever get that desperate for more I can get used to mapping for it.

>> No.9104819
File: 525 KB, 1920x1080, Screenshot_Doom_20220719_172354.png [View same] [iqdb] [saucenao] [google]
9104819

Hey ASO3000, I tried some of your HD stuff out, I found a couple issues with Kyle's gun:
It uses the viewsprite instead of the worldsprite with hd_hudweapon and in the inventory when you hold the use key, pic related.
If it's an Ithaca 37, it should eject shells out of the bottom, not the side like it currently does (which is probably just copy-pasted from the hunter)

>> No.9104823

>>9101819
just came here to post that if you're a mapper and you take the time to buff the standand pistol, even if it's just a slightly improved fire rate, i want you to know that love you, seriously, from the bottom of my heart

that's all

>> No.9104830

>>9104819
>hd_hudweapon
I meant hd_hudsprite

>> No.9104832

>>9104286
thanks for the rec. Now I wonder why the hell no one uses mission pack content. Would have been cool to see dimension of the machine use it as it was trying to pass as an official continuation.

>> No.9104837 [DELETED] 

>>9104786
That is not what I am getting out of Dawn. Attractive? Yes. But she's fully clothed, not portrayed as sexy and the devs seem to take her very seriously as a character

>> No.9104838

>>9104795
Dalle mini. Which isn't actually dalle anyway, but yeh.
I have some on my computer and maybe an old phone. I can throw them into a zip later.

>> No.9104842
File: 385 KB, 1920x1080, Screenshot_Doom_20220719_233533.png [View same] [iqdb] [saucenao] [google]
9104842

>>9104819
Uh, whatever is going on in your picture shouldn't happen, at all.
When did you download this? Because about one and a half hour ago I uploaded an updated version of kylesgun.pk3 that fixes the inventory icon (and help text).
And yeah, code was stolen from Hunter, mostly, so I didn't change anything about shell ejection. I don't even know where that happens lol. But thanks for bringing that up because frankly that was something I didn't even think about in the first place.

>> No.9104843 [DELETED] 

>>9104570
If the demo is an indicator. Yes.

>> No.9104845

Strange question, but can I select a bunch of vertices and then spawn things on there in udb? Eg I create a circle, and want to put something on every curve point of the circle

>> No.9104847

>>9104842
I downloaded it from the dropbox folder in the zdoom thread, but I just did so again and the icon is fixed.

>> No.9104856

>>9104847
Yeah, I just threw in everything and only afterwards realized the Ithaca wasn't even really finished, but you were really quick nonetheless.

>> No.9104870

>>9104819
>>9104842
>>9104847
Reminding me of how hard it is to keep up with HD addons. Most of the shit I downloaded from dastrukar's page doesn't work with the newest versions, and I've got no idea where exactly they're hosted if it isn't in ZDF threads.

>> No.9104875

>>9104856
Pretty neat stuff, either way, and good ZScript practice, I'm sure. Maybe I'll post sprites for a freedoom version of the destructible trees/decorations here someday soon.
As a left-handed shooter who owns an Ithaca, the lack of bottom ejection stood out to me almost instantly.

>> No.9104881
File: 250 KB, 1920x1080, Screenshot_Doom_20220720_000024.png [View same] [iqdb] [saucenao] [google]
9104881

>>9104819
>>9104842
>>9104847
Right, since HD is always a bit of weapon 'tism and I myself am a bit of a guns autist, I got the shotgun to eject through the bottom, so now it behaves more like a Ithaca 37.
And now I'm going to bed.

>> No.9104904

I'm playing through Duke Nukem 3D all the way through for the first time on Come Get Some.
I like Lunar Apocalypse better than Shrapnel City.
Shrapnel City was jank, the levels were shorter and blander and the combat was not as good most of the time. It doesn't feel unique in regards to the theme, more like an extension of E1 and that part in Rabid Transit were one battlelord sentry gets teleported behind you while you have to fight another one and the only room you can take cover in is filled with octabrains is bullshit.
Now I'm taking a break before I start the Birth, by playing Duke it Out in D.C., up to Smithsonian Terror and I like the expansion so far, not sure why so many people hate it.

>> No.9104910

>>9103674
>>9103792
I like attaching them to doors or walls I know will open to monster closets, or just other moving parts of map geometry. That way they're tripped as soon as anything moves, and the monsters can't get away from the grenade fast enough. Then you can just go mop up after.

>> No.9104931

>>9104845
You'd have to do it manually.

>> No.9104937 [DELETED] 

Started playing Prodeus (don't even know if it fits as a retro FPS) but I'm having quite a lot of fun with it. The fact that it comes with a robust level editor and that it already has some great levels created is a plus for me.

Thinking of it, I really hope that Ultrakill devs launch a level editor at some point. The potential this game has is huge with it.

>> No.9104951 [DELETED] 

>>9104937
Ultrakill is okay. Even If I have issues with fps trying to be DMC.
I dont like prodeus, it looks like a game made by an AI. talk about no soul, IF looks like a Giotto masterpiece compared to Prodeus.

But yes the editor is kinda neat you are right.

>> No.9104971

>>9104870
Most stuff is developed and organized on the Discord, but the dastrukar does a good job staying on top of updates as they're posted. Matt made a couple changes lately that broke a lot of mods and there's some that haven't updated and will only work on stable releases and others that have updated and only work on the latest commits.

>> No.9105178

I want HDfags to leave

>> No.9105214

>>9105178
You're free to talk about your favorite mod too.

>> No.9105246
File: 31 KB, 264x392, BRUPBRUPBRUPBRUPBRUPBRUPBRUP[sound=https%3A%2F%2Ffiles.catbox.moe%2Fvhsgij.mp3].gif [View same] [iqdb] [saucenao] [google]
9105246

>>9105214
Except he won't because he's a shitposter who's afraid of actual discussion.

>> No.9105249

>>9104583
Without vertical aim you shouldn't even use a mouse to play Doom.

>> No.9105251

>>9105249
You've always been able to use a mouse, stop this retarded meme.

>> No.9105254
File: 182 KB, 400x252, 1612733343923.png [View same] [iqdb] [saucenao] [google]
9105254

>>9105251
His post might be dumber than that. He's saying there's no point to using a mouse if you can't vertical aim.

>> No.9105296

>>9105254
>REKKR? More like MIRRR!

>> No.9105302

Is there anyway to modify the DOOM engine so that you could make a game as one giant level similar to a metroidvania or is there a hard limitation that would prevent that?

>> No.9105306

>>9105302
Pretty sure there was a wad that made one big map out of all the doom2 levels but performance got a little shitty. I guess it boils down to how much details you throw in and the optimizations you can use.

>> No.9105309

>>9105302
Been done. You can just make a huge fuckin level on modern source ports.
Or you could do a hub style thing, that keeps persistence. That's what Metroid does in reality anyway. The doors are just load zones.

>> No.9105312

>>9105302
I know Scumhead did a GZDoom game like this, was it Vomitoreum?

>> No.9105313
File: 358 KB, 1125x1498, 1651175848963.jpg [View same] [iqdb] [saucenao] [google]
9105313

What is the definitively correct way to play Quake 3 in current year?

>> No.9105314
File: 1.97 MB, 1920x1080, strifeexe.png [View same] [iqdb] [saucenao] [google]
9105314

>>9105302
Strife and Hexen did this awhile ago.

>> No.9105318

>>9105302
GZDoom is capable of arranging levels non-linearly, see golden souls and other wads with hub levels
as far as being strictly in one level, other than being 60 god damn close quarters cyberdemon encounters, swim with the whales is pretty damn metroidy in how its weapon pickups and optional areas are placed

>> No.9105319

>>9103742
Anon, just download the version at OP's mega

>> No.9105326

>>9105312
>>9105318
Is GZDoom the ultimate sourceport? It literally does everything.

>> No.9105329

>>9105326
it can't suck your dick

>> No.9105330

>>9105326
well until Graf adds proper image filtering and 3point from the Doom64 mod, i say ALMOST.

>> No.9105352

>>9105330
filtering and mipmaps are pretty cringe though

>> No.9105373

Map10 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=NBTok7f4Bs0

>> No.9105380

>>9105178
I forgot what HD was and thought you meant High Definition.

>> No.9105386

>>9105329
You sure about that?

>> No.9105406

>>9105296
>REKKR? More like REKKREKKREKKrekkrekkrekkre....

>> No.9105423

>>9105329
We can change that. Just make a fork of GZDoom that can interface with an onahole.

>> No.9105456

>>9105326
No, every other ZDoom based sourceport can do that. Technically, every Boom based sourceport too.

>> No.9105475

>>9105302
Bury My Heart Knee-Deep is single map, that's vanilla compatible metroidvania-like adventure with e1 aesthetic.

As for GZDoom's hub wads, Unloved is quite metroidvania-like as you slowly get better weapons and keys to progress further.

>> No.9105478

>>9104704
I'm just waiting for procedural level generation similar to oblige to be possible in-game.

>> No.9105483 [DELETED] 
File: 1.28 MB, 1346x862, file.png [View same] [iqdb] [saucenao] [google]
9105483

What Quake does to a nigga

>> No.9105486

>>9105329
Wasn't there some gameplay mod with some secret cartoon dog, which would suck doomguy's dick.

>> No.9105494

>>9105486
That's the Isabelle companion mod. It happens when you load it up with HDoom. I knew about it because some autist decided to edit that mod so you can kill the cartoon dog instead.

>> No.9105505

>>9105326
It's a great port, but it also has a number of ifs and limitations. How much those ifs and limitations matter depends on your views and outlook.

>> No.9105507 [DELETED] 

>>9105483
what the fuck am i looking at im scared

>> No.9105512 [DELETED] 

>>9104570
ion fury was great, but selaco is alot better.

>> No.9105638 [DELETED] 

kraflab now officially on suicide watch, citing "antispeedrunner bigotry" while blissfully unaware that it was caused by his own hubris

>> No.9105647 [DELETED] 

>>9105638
lmao what a daft poof

>> No.9105664 [DELETED] 

>>9105512
Agreed! Ion Fury was fun and all but the devs are transphobic (bummer). Selaco is just so heckin' good, it's like Doom Eternal meets F.E.A.R. 2!

>> No.9105665 [DELETED] 

>>9105664
Ironic shitposting is still shitposting.

>> No.9105671 [DELETED] 
File: 81 KB, 640x640, 1657334175350.jpg [View same] [iqdb] [saucenao] [google]
9105671

>>9105665
Those are valid points though.

>> No.9105675

>>9105475
Oh man, I almost forgot about Unloved. Such an amazing map. I wonder what happened to the sequel? Last I heard it was cancelled or something...

>> No.9105680

>>9105675
Last I heard, he did a remake in... Unity, I think? It's pretty cool and all but it loses the charm of being done in the Doom engine that the original had. That, and it's not retro. I don't remember anything about a sequel, let alone a Doom engine one.

>> No.9105682

>>9105675
>I wonder what happened to the sequel?
Got up to a beta release (which is now broken by GZD updates) before being abandoned for that standalone game on Steam.

>> No.9105686

>>9105682
Oh shit, on further inspection, there was a sequel after all. How haven't I heard of this?
https://www.doomworld.com/forum/topic/53450

>> No.9105694

>>9105686
Sorry to disappoint you but BlueEagle hasn't been on these forums since 2016 and Unloved II was left in beta and will not be finished. He rebooted Unloved into a standalone game on Steam but it's just a cooperative oriented procedural generated horror FPS with the name Unloved slapped on it.

>> No.9105695

>>9105686
>How haven't I heard of this?
Nobody talks about it anymore because of it being unplayable on any slightly modern GZD.
>there were problems at the initial level "Doctor`s House" ... The letter does not appear on the table and the mirror-portal does not work. This does not work on newer versions GZDoom 1.9.1 and higher. I found the old version GZDoom 1.8.06 and everything worked perfectly

>> No.9105702

>>9105694
Unfortunate, but it's still pretty cool for what it is. It's a nice look at what could have been, invoking a feeling similar to looking at leaked prototypes of retro games, or Temporal Tantrum.

>> No.9105768

In converting Doom assets for use in Quake, do textures need to be made 20% taller or just sprites?

>> No.9105819

>>9105768
technically you need both. but it doesn't really matter for most textures, and you can stretch them when applying to brushes instead of stretching the textures themselves.
you can also just have stretched placeholders in a wad with originals as external replacements, the engine would then stretch them without any duplicate rows or blurring.

>> No.9105853 [DELETED] 

community drama incoming! in 3.. 2.. 1..
https://retrofps.boards.net/thread/1/rip-doomer-boards

>> No.9105856 [DELETED] 

>>9105853
Damn, a dead offshoot of an already barely alive forum, I don't think anyone except the people involved will give a fuck.

>> No.9105857 [DELETED] 

err.. I guess we aren't allowed to talk about some internet drama going on right now, right?

>> No.9105896
File: 816 KB, 1920x1080, Screenshot_Doom_20220720_034335.png [View same] [iqdb] [saucenao] [google]
9105896

New Peppergrinder weapon out now. The Fulgur laser machinegun fires a steady, stable stream of Thunderbuster spray, with longer range, tighter spread, and a variable focus setting for hitting enemies effectively at different ranges. It loads two batteries for extended sustained fire, but doesn't offer quite as much burst output as the original Thunderbuster.

Demonstration: https://streamable.com/xn0yuj

>> No.9105935

>>9105819
>technically you need both
Ah... I guess that explains why the Doom map I'm trying to remake 1:1 using vertex coordinates from Slade feels claustrophobic and the sprite trees were too tall when stretched upward. I guess I'll just raise ceilings in some places and hope nobody notices.

>> No.9105936

>>9105935
Yeah Quake scale is kinda fat. I built the house I grew up in in Trenchbroom and Ranger could barely fit through the door, so I scaled it up x2 and then it was more like reality.

>> No.9105943

What is it about port development that leads you to being a snowflake?

>> No.9105948

>>9105943
Annoying polfags caring about port developers

>> No.9105951
File: 1020 KB, 1024x768, kitchen.png [View same] [iqdb] [saucenao] [google]
9105951

>>9105936
that's not really specific to Quake, 1:1 scale is always too cramped in first person

>> No.9105954

>>9105951
Well, Quake is the only (3D) one I have experience with.

>> No.9105957

>>9105951
>phone almost as big as the oven
I'm not sure that's 1:1

>> No.9105971

>>9105957
Nah, just the 80s

>> No.9105976

I realized that drawing maps doesn't work for me, so I just started writing the map, as in "someone walking around and telling what they see" and holy shit, it works. Apart from feeling like Tolkien or Lovecraft, depending on what I am currently looking at, I also got a few new ideas for flow and encounters.
Obviously it takes longer than doodling, but since that never led anywhere for me, I am pretty happy right now.

>> No.9105980
File: 61 KB, 367x500, giraffe badthings.jpg [View same] [iqdb] [saucenao] [google]
9105980

>>9103640
Speedrunners are fucking faggots because they only play fast, even when they don't speedrun. I had this one stupid motherfucker who opened doors like a ADHD-ridden spastic then ran across the entire room, opened another door, ran in, started blasting, all while the OTHER door was still open. This activated all the monsters in that room that are supposed to teleport to fight with him in close combat. Instead what happened was that this guy ran into a completely different direction, did a completely different room, finished that, opened the door out and was greeted by a horde of 25 imps from the room he abandoned, then ranted at me what felt like 5 minutes about me doing "only shitty door combat / tunnel fights". I was fucking furious.

>> No.9105986 [DELETED] 

>>9105671
Nothing phobic about having disgust for mentally ill freaks that cross dress and worse.

>> No.9105992

>>9103810
Good god. What haven't modders done?

>> No.9106001

>>9105980
Should've placed more sound blocking lines or blocked progression in that room lmao. But seriously, it does suck when a player cheeses or breaks a fight and then blames the mapper for it.

>> No.9106007

>>9105980
Hey, I'm not speedrunner and also play without mouse, but it just feels good dispatching packs of demons with RL and be able to get away with it after running through multiple rooms

>> No.9106013

lunchlunch, if you're here, i just played through your DIY map and it's FANTASTIC. I enjoy all your maps so much lately, and am looking forward to more!

ALSO: it's hard for me to describe how comfy DIY is. those textures are really special and somehow made everyone think out of the box.

>> No.9106025

>>9105246
>fard

lost

>> No.9106074

>>9105951
That is absolutely not 1 to 1 scale.

>> No.9106097

>>9105951
Those kitchen counters and the oven are like fucking half their appropriate scale, this tells of a fuckup by the designer.

>> No.9106109

>>9105896
Does it have a moderate chance to make a thunder buster explosion? Cause that is one of the things that can happen, although rather rarely, with too much sustained fire from the plasma flamer firemode onto a single location

>> No.9106113

William Gee is now the lead mapper of Metroid Fusion to Metroid Dread direct sequel force WGCity interpreted jump mentalvania, notification end, nevermind.
P.S. WGCity specifically.

>> No.9106118
File: 49 KB, 300x350, 1409713161457.png [View same] [iqdb] [saucenao] [google]
9106118

>>9106113

>> No.9106136

>>9106109
The firerate is a bit too slow for that, and it slows down further and gets inaccurate at higher heat levels anyway. I've never actually observed a full explosion from the spray myself, and it's my most used weapon by a wide margin.

>> No.9106151 [DELETED] 

>eggplant became a speedtranny
holy cringe

>> No.9106152

>>9106113
What did he mean by this?

>> No.9106154

>>9106151
Have you tried not spending all your waking time thinking about trannies?

>> No.9106158

>>9106154
t. eggplant

>> No.9106161
File: 856 KB, 997x598, eggplant.png [View same] [iqdb] [saucenao] [google]
9106161

>>9106158
I'm not eggplant, but aside from thinking less about trannies, consider the bottle here as me and the hamburger as your face.

>> No.9106168
File: 12 KB, 219x360, 1566537916148.jpg [View same] [iqdb] [saucenao] [google]
9106168

>>9106113

>> No.9106173

>>9106113
never stop posting, i love schizokino posts, nevermind.

>> No.9106190

>>9106161
Not sure if you're saying you want to shit or jizz on his face, but you're pretty gay nonetheless.
That said, he deserves it, although eggplant is sometimes too quick with iddt for my taste.

>> No.9106218

Got any reccs for cool gothic themed wads?

Tryina get back into working on my little map pack, want it to have comfy Quake/Hexen vibes but distinctly Doom gameplay. Looking for inspiration (read: ideas to steal).

Thanks bros

>> No.9106225

>>9106218
2048 Units of /vr/
New Gothic Movement
Requiem

>> No.9106231

>>9106218
Ad Mortem has lots of that

>> No.9106243 [DELETED] 
File: 133 KB, 500x525, Dsda-doom.png [View same] [iqdb] [saucenao] [google]
9106243

>I'm gonna... I'm gonna speedroon... AAAAAAGH I'M SPEEDROONING

>> No.9106248 [DELETED] 

>>9106243
the correct term is recoord

>> No.9106251

>>9106218
A very basic bitch choice but still, the first part of Scythe 2. Since Requiem was recommended, I think Memento Mori 2 would also be a good inspiration. I'd also recommend Preacher and Hell Ground.

>> No.9106257
File: 331 KB, 460x667, 1655604882838.png [View same] [iqdb] [saucenao] [google]
9106257

>> No.9106292

>>9104904
Same thoughts for the most part. I need to give Duke in DC another chance, I remember the first level having some weird and enlarged textures throughout. Alien World Order is also very good.

>> No.9106369

>>9101819
https://twitter.com/qbismcom/status/1549743512547213313
https://twhl.info/wiki/page/RUST%3A_The_BSP_Process_and_Visibility

>> No.9106485

>>9106113
I need some good mentalvania recs pronto

>> No.9106495

>>9106257
cuto

>> No.9106538

any good megawads to play with HD? more difficult ones are okay as long as they are playable with HD

>> No.9106541

>>9106538
>more difficult ones
>playable with HD
nigga have you even tried beating regular ol' Doom 2 on HD?

>> No.9106543

>>9106541
>tried
you mean you didn't?

>> No.9106550

>>9106538
Plutonia 2 is beatable with HD. Given that archies don't walk through walls or warp away anymore, and can be strong-armed with pure damage now, it's probably a little easier now.

>> No.9106580

>>9106538
in rough order of difficulty:
TVR!
Marswar
D2TWID (map32 softlocks, take the normal exit on map31)
Scythe (don't force yourself past map22, but do try pulling off map28)
Plutonia
Back to Saturn X E1
Zone 400
Valiant (feel free to skip E4 except for its last map)

>> No.9106581
File: 31 KB, 1280x800, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
9106581

Sussy mod

>> No.9106593

>>9106541
Doom 2 is now entirely possible to beat with HD and honestly a lot easier than Doom 1 in some regards.

>> No.9106627

>>9106593
>>9106538
How is this gauged? Is it on any difficulty with any loadout, or something specific like a naturalist start with UV spawns?

>> No.9106651

>>9106627
My list was curated under the expectation of UV difficulty and at least a sensible loadout, not necessarily a hyperoptimized one but not Naturist memes or anything similarly stupid. As long as you go in with at least average gear and a plan, you should be able to beat any of the wads I listed. You might need to start optimizing as you get further down the list, especially lategame Valiant where you're really going to need your shitting pants on. Some of those maps are a struggle even with my best setups.

>> No.9106657

>>9106651
So do you always loadout start every map or are you playing continuously or what is the "normal" way to do it?

>> No.9106660 [DELETED] 
File: 246 KB, 1300x1020, quake-sega-saturn-videogame-editorial-use-only-2C82AMC.jpg [View same] [iqdb] [saucenao] [google]
9106660

>>9101819
A tranny is porting the Saturn version of Quake to PC. News article here:

https://www.pcgamesn.com/quake/sega-saturn-port

>> No.9106663 [DELETED] 

>>9106660
Now port Saturn Doom

>> No.9106671

>>9106538
I've been enjoying Anomaly Report and Solar Stuggle with HD recently.

>> No.9106681

>>9106657
I play continuous, but only saving at the start or end of each map. Long-term resource management is a big part of HD, and you're absolutely expected to go into Icon of Sin fights with a stockpile of summoning talismans and berserk packs.

>> No.9106690

>>9105313
:(

>> No.9106707

>>9105313
>>9106690
I've used ioQuake3 recently, but for multiplayer without setup through external communication, Quake Live is probably your best bet.

>> No.9106727

Well?
https://steamcommunity.com/app/2280/discussions/0/3135045355780960616/

>> No.9106740

>>9101957
New submission for a "Dead Simple" clone. The map name is "Recycling Complex", the midi is "Plantation Crash" from Zone 66 and the author is anon. It's located in map slot 07 to use the special death tags.
https://files.catbox.moe/7767iy.zip

>> No.9106746

>>9106727
>topic locked, is also a year old
nice

>> No.9106754

>>9106627
As far as I'm aware. It's entirely possible with any of the non-specialized loadouts regardless of difficulty, including naturist. The thing with HD is that, you can actually make suboptimal, underequipped runs work by simply relying on RNG to give you good shit, and since monsters drop so much ammunition it's entirely possible to get by some situations with the right drops and by being a picky hoarder.

As for your question. Just gauge it by Rifleman standards (as in SOL kit for a ladder, DERP, a backup weapon and basic medic supplies, a good/decent enough gun or set of equipment with capability to deal with soft and heavy targets and that can be resupplied in the field with relative frequency, average to high weight).
And yes, it's expected to try to break the map to get by and just try to escape/survive/move foward with as many mission-critical supplies as possible with specific plans and routes for each map instead of UV-Maxing it. Not speedrunning, just not looking for every nook and cranny and not trying to deal with every single monster closet that exists if possible. Continued play is almost entirely expected because the mod accomodates and works with such an expectation to the point that you can't heal certain persistent wounds without exiting a map or consuming bluespheres/blue potions. Pistol starting isn't really what the mod is about with all the inventory management.

>> No.9106771

can someone give me general tips for doom ultra violence, especially how you deal with barons? i am halfway through the second episode at the halls of the damned and they keep fucking me up. i've realized that whenever i see a lone pinky or cacodemon i should always use the chainsaw as they won't have a chance to attack

>> No.9106778

>>9106771
Shoot it until it dies.
More serious advice, don't be afraid to use something other than the chaingun and shotgun. 6 rockets will put a baron down. Berserk packs last the whole level so if you pick one up, try punching things to conserve ammo.

>> No.9106784

>>9106771
In Doom 1? I just save my rockets and plasma for them

>> No.9106795

>>9106581
Sussy baka

>> No.9106806

>>9106771
Just strafe? They're entirely possible with just the shotgun and chaingun although they do take a lot of ammo. I seriously hope you din't fall for the retarded keyboard only meme so you can aim at them while moving sideways. They're the prime target to crack out your plasmagun or rocket launcher because of their massive health but if you don't have either or you ran out of their ammo, you can just get by with sniping with the previously mentioned shell and bullet workhorses.
Their attacks are slow and even if the projectile is damaging, it's stupid easy to avoid even large swarms of barons in arenas similar to what you face in Doom 1 (minus episode 4) because it's not homing like the Revenant and you're not confined in a small place like a hallway or tiny cube.

Chainsaw is good to save ammo, but don't forget the Berserk makes your fists outright better than it in raw damage potential, and lets you practice pinkie dodging to keep them in place, since they can't attack and move at the same time.

>> No.9106827 [DELETED] 

>>9106660
cool, hopefully she can release it soon.

>> No.9106851 [DELETED] 

>>9106827
he*

>> No.9106856 [DELETED] 

>>9106851
you're not me.

>> No.9106858 [DELETED] 

>>9106856
he is

>> No.9106881 [DELETED] 

>>9106660
best of luck to her but I don't really see the point

>> No.9106882 [DELETED] 

>>9106856
im not you
you're me

>> No.9106905 [DELETED] 

>>9106660
>>9106881
I just want the Saturn version's alternate secret levels ported to PC Quake, does that exist?

>> No.9106908 [DELETED] 

>>9106856
Your're*

>> No.9106928 [DELETED] 

>>9106881
probably preservation of her childhood, also i think there are a few saturn-only levels and those may be cool to check out.
>>9106905
probably not, but it will be apart of the PC port

>> No.9106949

>>9106771
Strafe left and right.

>> No.9106968

MRCK went to Unreal core direction instead of Myscha the Sled Dog, Rural Nightmare + Anorak City satisfied.
Nevermind.

>> No.9106982 [DELETED] 
File: 132 KB, 680x1280, Dz9RBZyX0AA8vZu.jpg large.jpg [View same] [iqdb] [saucenao] [google]
9106982

>>9106660
I think trannies are gross abominations but you could've just said "Saturn version of Quake is being ported to PC".
The point of it is (I hope) the act of the porting itself and not whether the author is a troon.
The only time when it's relevant (imo) is when it's someone terrible like the author of the Bloodborne demake that had a transsexual symbol, BLM support and ACAB right in their name so they were using the project to draw attention to the dogshit agendas they were driving. With this, I think the focus is on the porting project and while it doesn't interest me personally good luck to them I suppose ?

>> No.9106992 [DELETED] 

>>9106982
Everything is vanity. Including your unnecessary pic.

>> No.9106994 [DELETED] 

>>9106905
Yeah
https://www.celephais.net/board/view_thread.php?id=62026

>> No.9107003 [DELETED] 

>>9106994
Nice. Somehow, I missed this.

>> No.9107008 [DELETED] 

>>9106992
true

>> No.9107012 [DELETED] 
File: 217 KB, 1920x1080, 20210603184859_1.jpg [View same] [iqdb] [saucenao] [google]
9107012

>>9106992
I wasn't suggesting that you're not allowed / you shouldn't enjoy the spotlight if you're doing something of note, but basically what I mean is everyone can see whether you're milking more attention than your project's worth (and worse, using it to push politics).
Which is something I don't see in the linked article, it's just [someone] is working on porting saturn quake to pc.

>> No.9107016

Polyobject destruction in HDest, how does it work?
I experimented a bit with map geometry destruction and found that I can destroy polyobjects much, much bigger than anything I can do with raised floors and such.

>> No.9107018
File: 34 KB, 503x633, FB_IMG_1615584492551.jpg [View same] [iqdb] [saucenao] [google]
9107018

>>9105951
What game is this? I think I've seen this someone but can't just place it.

>> No.9107021 [DELETED] 

>>9106856
I guess I don't expect that you could understand.

>> No.9107058

>>9106754
>Just gauge it by Rifleman standards
That’s a good idea.
>Pistol starting isn't really what the mod is about with all the inventory management.
>And yes, it's expected to try to break the map to get by and just try to escape/survive/move foward with as many mission-critical supplies as possible with specific plans and routes for each map instead of UV-Maxing it.
These were initially hard to accept with how I’ve been wired, especially for the second part of giving up on 100% kills and intended map progression. Now I’m having lots of fun figuring out how best to progress and complete maps while maintaining my inventory throughout.
>with a doorbuster you can go anywhere you want

>> No.9107079

Is there a simple way to automatically pistol start each level as you play through a wad in gzdoom?

>> No.9107083

>>9107079
https://forum.zdoom.org/viewtopic.php?f=43&t=71333

>> No.9107091

>>9107083
Thank you

>> No.9107092

>>9107079
#include "zcommon.acs"

script 1 ENTER
{
ClearInventory();
GiveInventory("Pistol",1);
}


Put as ACS in wad, compile, load with GZD. Works with everything.

>> No.9107104
File: 2.75 MB, 512x384, spov_end.webm [View same] [iqdb] [saucenao] [google]
9107104

>>9107018
Sniper: Path of Vengeance. I can't recommend it in good conscience, but it's where the textures from that cancelled 40k game ended up

>> No.9107140

>>9107083
Why isn't this a built-in feature?

>> No.9107145

>>9107140
Not enough demand to warrant it

>> No.9107147

>>9107140
Graf's philosophy is "if it's a feature that can exist as a mod, then it doesn't need to be built into the sourceport"

>> No.9107173

>>9107147
Reloading can be done with a mod (including setting your own keybind for it), but it's still a default keybind in GzDoom

>> No.9107187

>>9107173
The non-vanilla keybinds in GZDoom like Alternate Fire, Zoom, Reload, Jump, Crouch etc. are just for feature parity between mods so you don't have to constantly reconfigure keybinds with each mod that uses those features. I'd assume most people play mods on GZDoom instead of pistol-starting pwads.

>> No.9107190

>>9107092
Wouldn't you also have to add this to every level in the wad? Or are scripts wad-wide?

>> No.9107203

>>9107187
I think more people would pistol start pwads in GzDoom, with or without mods, if that was as simple as a menu toggle.

>> No.9107217

>>9107147
quicksave rotation can be modded in or bound as macro, yet that's a feature that got added.
the fact that pistol starting isn't even in umapinfo makes me lean towards Graf just being a retard.

>> No.9107221

>>9107147
Meanwhile he constantly makes intentional changes to how the game works

>> No.9107223

>>9107203
Pistol-start is available on other sourceports but it doesn't really change the majority of preference of most doom players. I'm sure if you took a poll (there are already plenty on doomworld), most people would say they prefer playing pwads on continuous play + HMP/UV. Pistol-starting pwads is pretty niche.

>> No.9107230

Have you tried any of the doom ports for Android? There's one called Delta Touch that hassome pretty good reviews. Since I'll be on a trip the next month it may be used as my Doom fix.

>> No.9107232

>>9107092
won't be able to load saves made without it though, right?

>> No.9107237

>>9107092
You forget the 50 bullets you need for that pistol to function.

>> No.9107251

>>9107223
>Pistol-starting pwads is pretty niche.
Many of GZDoom's options are even more niche than clearing your inventory between levels, but they're still there.

>> No.9107252

>>9107221
>Meanwhile he constantly makes intentional changes to how the game works
Doom (strict) is basically indistinguishable from "vanilla" doom behavior. You have the usual quirks like wallrunning. You could argue that GZDoom's RNG generator is too normalized but honestly who fucking cares, you're not going to notice stuff like that unless you're calculating every single damage value and graphing it.

The only genuinely retarded thing about GZDoom is Graf's stubborn insistence to make Lost Souls count as kills. I still don't understand why he has a stick up his ass about that.

>> No.9107260

>>9107190
If you have it as an independent ACS in a wad it should run every time.

>>9107232
no idea

>>9107237
shit you're right


Truth is I was talking out of my ass, no idea if it would work like that; it certainly would only work with maps in a format that can into ACS in the first place.

>> No.9107264

>>9107252
>stubborn insistence to make Lost Souls count as kills.
If it dies, we can count it

>> No.9107271

>>9107252
I don't like that you can chainsaw the big enemies.

>> No.9107281

>>9107264
If you're OK with not getting 100% kills in Plutonia or TNT, then be my guest I guess.

>> No.9107292

>>9107281
who cares lol

>> No.9107297

>>9107058
Doorbusters are great, yeah.
Have I told you about the Chainsaw and how it can break even large doors with enough battery usage? Or your fucking mighty FOOT can trivialize any entryway that happens to be human-sized? If you can't find explosives, you can just kick it down. Just be warned that you'll be trading health and blood instead of ammo, and that I wouldn't try it if I was low on that if I were you. Or if there's nasty things behind that door that can and will rush you down.
Certain munitions can also break tiny corners of the map, enough that you can get by some areas by chipping away at stuff. Don't rely on it though, it's awfully expensive to do so even with explosives and may not even work at all in some cases.

>> No.9107304

>>9107264
>>9107281
I made a basic mod for that a while back.
https://files.catbox.moe/k8chrj.zip

>>9107292
I like seeing my kill count score count up to 100% at the intermission screen. I also like seeing the PERFECT, which feels like I'm being told I was a good boy.

>> No.9107310

>>9107292
people who play doom

>> No.9107315

>>9107297
>Have I told you about the Chainsaw
Yeah chainsaw is totally OP. I actually lol'd irl when I found out I can just saw down a rock.

>> No.9107318

>>9107310
not everyone who plays Doom is a maxer sperg

>> No.9107324
File: 372 KB, 1440x1080, Screenshot_Doom_20220720_215344.png [View same] [iqdb] [saucenao] [google]
9107324

Anyone else lose hours just fucking around with shit like this instead of actually making anything playable?

Sector lighting is cool.

>> No.9107334

>>9107318
Killing all monsters isn't something you have to go out of your way to do. It's just something you naturally do as you progress through a map. If you have less than 100% kills it means:
1. A monster got lost somewhere and is inaccessible
2. You're a pussy who deliberately avoids encounters

>> No.9107346

>>9107334
>Killing all monsters isn't something you have to go out of your way to do.
>t. only plays linear maps without any secrets whatsoever

>> No.9107349

>>9105319
Yeah no worries- I found Quake 2 patch but it took a while to find a working link. It plays .ogg files now but they need to be manually started.
Quake is actually fine, I forgot that I had the version from the op's mega so the .ogg files are playing just fine.
I also don't understand why I was gushing about Q2 back in 98' when it first came out because when I look at it now it feels so...bleak and lackluster. I always loved Quake 1 though.

>> No.9107353

>>9107346
I didn't realize iwads were linear maps, my bad anon I consneed and kneel, you're the superior doomer.

>> No.9107358

>>9107140

Because if a wad was meant to be pistol started, it' would have death exits. It's not the game's fault you're an autist.

>> No.9107363

>>9107353
Oh, so you automatically pass optional areas and secrets? Well, I didn't know that, thank you for enlightening me anon. Seems like I totally misunderstood what "going out of your way" means.

>> No.9107369
File: 2.96 MB, 944x620, 2022-07-20 23-52-28.webm [View same] [iqdb] [saucenao] [google]
9107369

Finally stopped procrastinating and mapped out a layout of a map.

>> No.9107380

>>9107369
I dig that exit door room with the key, kinda reminds me of a winery.

>> No.9107386

>>9107369
neat

>> No.9107389

played the secret saturn levels (on hard) in VKquake and it's a pretty big case of monkeys paw, very small,easy and amateurish level design and tiny enemy count.

though it was neat to now know what the levels where like.

>> No.9107391

>>9107369
>another mapper gets lost in his own map
I thought it was just me. Glad I'm not entirely retarded. Looks cool!

>> No.9107395

>>9107391
It's not so much that I get lost and more like I forget where I am.

>> No.9107398

>>9107395
I know right? It's like you know exactly where to go and what to do, but you forget what you were doing just a few seconds ago by getting distracted by something and just kinda wander around for a bit trying to remember.

>> No.9107401

>>9107395
>It's not so much that I get lost and more like I forget where I am.
Anon, I....

>> No.9107409

>>9107369
Cool map. Is it your first?

>> No.9107410

>>9107409
No, it's 18th in this wad alone. But I didn't do any details or lighting yet.

>> No.9107417

>>9107230
No, but both Delta Touch and official re-release should be good to go.

>> No.9107432

>>9107324
That's cool, but you could also raise the ceilings of the brighter sectors by a large amount without adding an upper texture, so it looks like light is cast only onto the floor
Don't ask about lost souls

>> No.9107439

>>9107353
>iwads were linear maps
they were kek

>> No.9107441

What does this general think of reelism 2

>> No.9107445
File: 2 KB, 220x228, DOOMN1P1.png [View same] [iqdb] [saucenao] [google]
9107445

Attention Doomers: on this week's Friday Night Firefight we will not be playing Zandronum. We will be playing the Doom Legacy kart racing mod/Sonic the Hedgehog fangame: SRB2Kart. Same time as usual, 6:00pm EST.

Download here (ctrl-f install):
https://mb.srb2.org/threads/srb2kart.25868/
To join you'll have to select Multiplayer from the main menu and navigate to "Specify IPv4 Address:", the IP will be 51.161.34.159

>> No.9107448
File: 976 KB, 2560x1440, Gzdoom-4-8-0 Screenshot 2022.07.20 - 16.43.41.79.png [View same] [iqdb] [saucenao] [google]
9107448

What hath science wrought

>> No.9107478

>>9107324
Yes.

>>9107432
Boom level ports also have features for transfering ceiling and floor brightness to tagged sectors. Depending on what kind of window and lighting setup you're using (and your sky), having light on both the floor and ceiling may look appropriate, however.

>> No.9107529

how does oblige make random maps?

>> No.9107532

>>9107529
They harvest the souls of dead mappers and force them into a digital purgatory to make maps for people.

>> No.9107558
File: 61 KB, 1187x715, 39 brushes.jpg [View same] [iqdb] [saucenao] [google]
9107558

>set out to make a Quake map
>spend a hour making a tree stump
I guess there are worse wastes of time.

>> No.9107565

>>9107410

>making a layout before adding details
>doing things logically and sensibly

>not obsessing over details in the starting room for six hours before even knowing what theme you want the map to follow

Pfff

>> No.9107570

>>9107369
how do I break away from having my maps feel wolfensteiny ?

>> No.9107587

For me, it's Minerva: Metastasis.

>> No.9107589

>>9107570
Use angles greater or less than 90 degrees.

>> No.9107591

>>9107570
stairs

>> No.9107607

>>9107587
I like cinematic mod. Some model swaps are actually nice.

>> No.9107620
File: 431 KB, 1440x1080, Screenshot_Doom_20220720_234337.png [View same] [iqdb] [saucenao] [google]
9107620

>>9107432

Yo that's a dope trick, thanks Anon.

Actually mapping in zdoom so I could just manually brighten the floors/ceilings separately if I wanted to, but it's much more charming doing things with old school methods.

>> No.9107630

https://twitter.com/NashMuhandes/status/1549627598791376896
>Some exciting stuff has been quietly brewing in #GZDoom land. This image may not look like much, but this is the first working implementation of .IQM models. With animation!
>We're getting skeletal model formats. Big kudos to Shiny Metagross and dpJudas for their hard work
>The plan is to have a bunch of bone manipulation functions in scripting, so eventually stuff like these will be possible for modders:
>enemy head tracking
>limbs that can be animated individually
>IK foot placement
>ragdoll corpses

>> No.9107643

>>9107607
Never played it, the Alyx model always turned me off

>> No.9107649

>>9107643
There are tons of replacers for her. Ones that only slightly change her, and others that turn her into Sara Sampaio.

I kinda like the more modest Sara Sampaio ones.

In fact HL2 has some good stuff but also has some terrible decisions. Treating Gordon and his suit like a capeshit hero etc.

>> No.9107652

>>9107649
Not playing unless there's a clussy Alyx skin B-)

>> No.9107660

>>9107652
Well its kinda of irrelevant since hl games are more about the journey instead of the characters.

Hence why hl1 story will always feel better to me. Its about surviving the fucking Mist.

>> No.9107668

>>9107649
A lot of Half Life 2s worst stuff is mediated if you only replay every 2 years, like all the unskippable cutscenes, which were there in HL1 but way fewer

>> No.9107670

>>9107643
FULLY

MODELED

>> No.9107678

>>9107668
Yeah you have a point. But the story points in 2 are only good when acting as fast checkpoints.

But yeah. I dont give a fuck I like Sara Sampaio Alyx. Sue me.
The other girl has terrible replacers however.

>> No.9107680

>>9107652
i know clussy became a meme because of that one animation, but how long will someone make a gzdoom tc or "boomer shooter" with a cute glown girl mc?
specially after hedon having an orc "chick" and the citadel having the robo girl guro stuff
but more importantly, when will there be a retro fps indie game with a loli/shota protagonist?

>> No.9107739

>>9107620
Oooh, that looks nice. Now use a sky texture which has the sun or the moon at a high angle, so it's like the light is shining down through the window

>> No.9107773

Map05 of 10x10. Jesus Christ, this is hard.
https://www.youtube.com/watch?v=xVm9IOFSRIU

>> No.9107775

>>9105896
This is dope and I think I'm gonna add it to my Odd Fellow loadout in the meantime.

>>9106538
I've been going through EDay. Skulking around the neighborhood map, going from house to house was pretty fun.

>>9107297
>Or your fucking mighty FOOT can trivialize any entryway that happens to be human-sized? If you can't find explosives, you can just kick it down.

I enjoy that you can just kick down those "doors" that are just a sequence of bars. They're super weak and go down with a kick or two. In EDay's map 09 there are plasma-tier weapons behind some of these and usually you have to have the door to the room open, activate a computer in the hallway and run back before everything closes. But in HD you can just kick the bars down and it makes me laugh. Highly dangerous experimental weapons and their defenses fall to a marine's boot. Not even stimmed.

>> No.9107805

>>9107558
professor of logic here, that is false

>> No.9107830

>>9107079
>>9107140
bind <key> map *

there's your built-in pistol-start support

>> No.9107863

>>9107830
he said automatically

>> No.9107871

>>9106581
Unironically best played with that one Youtube Poop weaponset.

>> No.9107884

>>9107445
On the topic of enhanced forks, should I go with SRB2K-CEP, Moe Mansion, or just not bother with either?

>> No.9107896
File: 55 KB, 658x586, fuck you doomer faggot.jpg [View same] [iqdb] [saucenao] [google]
9107896

>>9101819
Dearest doomchads: I am trying to get into wadmaking, and I see many wads that have a folder with a single .exe file and many wads and .pk3 files that the .exe file effectively loads all at once, taking all mechanics, enemies, weapons, maps and everything else with it. I want to know how to do this, and I believe it might be a GZDoom file that has its directory in the same directory the wads are in, though I am not sure yet.

How do I do this?

>> No.9107905

>>9107884
You'll need the regular client to join since that's what I'm hosting. I had SRB2K-CEP installed since I was playing with /v/ and I couldn't connect with it. I don't know which client is best, maybe ask around the /vm/ thread.

>> No.9108085

>>9107018
Fuck you, faggot. This image made me nearly choke on my water.

>> No.9108095
File: 388 KB, 1889x1066, PilHNJ0hyC.png [View same] [iqdb] [saucenao] [google]
9108095

Doom? more like

>> No.9108123
File: 357 KB, 1360x768, Screenshot_Doom_20220523_163201.png [View same] [iqdb] [saucenao] [google]
9108123

>>9106218
dbp morbid autumn

>> No.9108141

>>9107369
2/10 not enough monster closets opening

>> No.9108170

Imagine having Sandy Petersen as your grandfather

>> No.9108254

>>9108170
imagine being taught that doom is 1.5d

>> No.9108298

>>9107369
I like that large cylinder acting like a gate.
Do you plan on touching up the visuals a bit more? I think something like just a ledge on the top or bottom of the tan brick walls with a horizontal wood texture running along it would spice it up a lot.

>> No.9108326
File: 47 KB, 640x400, 6S6Jh6Gl.jpg [View same] [iqdb] [saucenao] [google]
9108326

Just finished this a week or two ago and I really loved everything about it. It really makes me want to get into making my own TC every time I think about it. I'd want it to draw a lot of the aesthetics from Hexen and just make a really solid shooter out of it.

>> No.9108329

>>9102867
>earth is the melting pot of the universe!
How did Doom Eternal get away with it?

>> No.9108350

>>9108254
simply mis-spoke

>> No.9108354

>>9108095
Verse Hopper?

>> No.9108376
File: 473 KB, 1920x1071, dsda-doom_XOsAqdOrw6.png [View same] [iqdb] [saucenao] [google]
9108376

>>9108354
Nope, just some crap I'm working on. I checked out that Verse Hopper since you mentioned it, though, thanks for the tip. I'm a big fan of urban/retail(?) environments.

>> No.9108441

>>9108376
Urbanized brutalism/Anarchic ghetto/Residential red zone
It's a neat aesthetic. I'm absolutely fucking sick of living in it though. Also a nightmare for any sort of urban engagement, too many sightlines

>> No.9108457

>>9108329
people did bitch about it when that trailer first dropped though

>> No.9108568

https://github.com/atsb/dsda-endoom/releases/tag/current
DSDA fork with ENDOOM support

>> No.9108626

>>9108568
As quoted from kraflab:
>0.25 is in alpha testing right now. It's unstable and buggy as many portions of the code base have been refactored. It will be released when it's done.
This fork release is made from upstream, which means idiosyncrasies with desynced demos and what else are to be expected.
Besides, sole notion behind this fork seems to lie in author's petty wish to one-up his wrongdoers inside community, with it being just another part of forum/chatgroup drama faggotry. Don't let my words dissuade you, you're free to confirm with him if his intentions are not entirely out of spite, I personally wouldn't trust these forks to be in working order.
Here is another one he made the same day https://github.com/atsb/prboom-plus-ultimate

>> No.9108628

>>9107896
Don't bother with that unless you're making a standalone game release that really needs a one-click way to load it. Doom players are accustomed to loading .wads and .pk3s with a sourceport on their own. To make it simplest for them, just put everything into one file, or if there's a reason to have separate ones, explain in a textfile what they are for. But yes, what you describe could be done with an unmodified gzdoom.exe, either with a .bat file that opens it with the appropriate commandline or possibly a custom gzdoom.ini that's set up to autoload everything.

>> No.9108678

>>9108626
>idiosyncrasies with desynced demos
Okay I'm a retard who doesn't know anything about computers, but why would the sourceport version lead to demo desynching? As long as I load all the necessary files and don't try to run any fancy mbf21 shit with new features, why would it be different?

>> No.9108679

>>9108298
Yeah, I'll do something. Though I was thinking more of adding fire into the walls.

>> No.9108687

http://doom2.net/

>> No.9108703

Have any of the latest HD releases fixed friendly marines not following you? That bug started happening around 4.7 and it ruined my singleplayer playthroughs because I'm a fucking casual and the added firepower is fun.

>> No.9108743

I don't know if this is just me but the Oddball is a bit fucky on the latest Peppergrinder. It doesn't bob anymore.

>> No.9108765

>>9108678
maintaining demo compatibility is extremely difficult, any small careless tweak can disrupt it. When you think about all the shit doom is doing internally, it's random number generator, etc., it's a miracle this works at all.

e.g. Imagine you slightly tweak some sector or linedef logic. a monster wakes up that didn't before, random generator gets off, everything fucked, etc.

another way to look at it: modifying gzdoom to be demo compatible would be basically impossible (and gzdoom isn't even demo compatible with itself across versions)

>> No.9108773

>>9108628
Of course, I understand that it is best for doom wads to have a single file on them when it's a wad for doom veterans, but the game I'm currently trying to make is actually just gonna be for a bunch of friends who have never heard what a zandronum is, so I thought this format would probably make it easier on them. Thank you for explaining it anon, I think I understand what you mean.

>> No.9108780

>>9108743
Fixed it. I'm surprised it didn't break sooner since the gun wasn't using the readyend state like it's supposed to.

>> No.9108809

>>9108765
>(and gzdoom isn't even demo compatible with itself across versions)
So is dsda, what's your point?

And if I can't play a random vanilla inany sourceport, why do people care about demo compatibility in the first place if you always need the specific exe anyway?

>> No.9108862

>>9108809
Dsda, prboom, chocolate, and many other standard source ports can all play each other's demo files across versions, they can even playback classic demos made with the original executable

>> No.9108864

>>9108862
Then why can't I play a demo made with a newer dsda version on an older one?

>> No.9108871

>>9108864
Because it defaults to MBF21, but you can change it manually to older complevel.

>> No.9108892

>>9108809
The intent is that demos from an older engine will always work in the newest one, but not necessarily the other way around.
99% of demos recorded in the last 28 years will play back fine in the latest dsdadoom, you can check out the dsda twitch stream if you want a working example. Even mbf21 demos work. Nosp3 or ad mortem demos for example don't desync in the latest version. I think with mbf21 in particular, old engines may reject new demos because the format is still being expanded, but it shouldn't break anything that's already been recorded.

>> No.9108925

>>9108626
god I hope that the Woof! devs will never be dragged into any drama

>> No.9108926 [DELETED] 

>all this anti-speedrunner bigotry

>> No.9108935
File: 2.90 MB, 474x308, 2022-07-21 15-13-41.webm [View same] [iqdb] [saucenao] [google]
9108935

Day 2 of making a map. Now there's details but still no lighting or items or monsters.

>> No.9108954
File: 190 KB, 1200x800, Titlepic V1.png [View same] [iqdb] [saucenao] [google]
9108954

Sewer mapfag here, this is a titlepic I'm working on. Yay or gay?

>> No.9108957

>>9108935
It would be really cool if the red key pillar stopped about 32 units above the floor.

>> No.9108976
File: 404 KB, 1920x1080, Screenshot_Doom_20220721.png [View same] [iqdb] [saucenao] [google]
9108976

>things you see in the 90s wads

>> No.9108981
File: 339 KB, 1737x1152, id Software 1992.jpg [View same] [iqdb] [saucenao] [google]
9108981

fuck I really want to get into doom mapping but im scared

>> No.9108986

>>9108957
Maybe. I'll try it out.

>> No.9108993

>>9108981
What's there to be afraid of?

>> No.9108994

>>9108981
Don't listen to those faggots on Doomworld and for the love of god, don't listen to the trannies on Twitch.

>> No.9108997
File: 1.68 MB, 1001x994, 1643827024605.png [View same] [iqdb] [saucenao] [google]
9108997

>>9108981
we won't make fun of you, i promise

>> No.9109003

>>9108981
My only hangup is scripting and modifying enemies/weapons, honestly
also the fact that I'm used to mapping for Quake-derivatives with actual CSG instead of the not quite 3D of Doom/Build

>> No.9109093

>>9108954
Looks fine so far.

>> No.9109098

>>9108981

Just make maps bro.

Your first few will suck, but it's like anything else, you just have to keep practising and you'll git gud. I think the mistake people make is starting out and insisting that they're gonna make their first ever map into this magnum opus, and they get too ambitious and become perfectionists when they're really still beginners.

What you need to do is just make a few simple maps, it doesn't matter if they're shitty, don't get too sentimental about them, just post them here for us to give you feedback and pointers. After you've done a few you will gain the confidence to make something more comprehensive.

>> No.9109163

>>9109098
This is goid advice, especially with starting small and not getting too attached.
I would advise you to just make a short map with less than say 20 enemies while trying to adhere to Romero's level design rules.
And no need to go all-out with revenant cqc while a vile is prancing around, you'll have more than enough time for that faggotry later on.

>> No.9109303

>>9103724
Depends what you liked most.

>Project Warlock
Havent played this one yet. Maybe Hexen and Heretic?

>Ion Fury
The original Build trilogy. Duke, Blood, and Shadow Warrior.

>Dusk
Quake

>Amid Evil
Haven't done this one either. Serious Sam or maybe the new Powerslave remake?

>> No.9109315

>>9103724

Quake holds up better today than possibly any other retro FPS, I would argue even better than Doom, and it has some of the best user made content in all of gaming. Obviously Arcane Dimensions is worth a look, but there's a lot.

But yeah. Definitely play Quake. Use Quakespasm, and don't forget: 4:3 resolution, r_particles 2 and gl_texturemode "gl_nearest_mipmap_linear".

>> No.9109337

>>9109003
Then don't script or modify enemies/weapons? Just do what you want. People might hate it, people might love it. But as long as you have fun doing it, fuck the rest.

>> No.9109376

>>9103626
Playing it now. My strategy for the first room was pretty much just killing the first archvile and pain elemental then just running back and forth near the start, occasionally rocketing stuff. I left the soulsphere until last because there's plenty of other health. For the second fight everything pretty much kills itself after the skeletons are released so that one was also just running around to bait infighting. Both 18 and 19 felt pretty generous and roomy compared to other lunchlunch maps so I'm guessing running around aimlessly was the intention.
On a more general note about slaughter, I think a lot of people don't realize that the rocket launcher has a higher dps than the plasma gun (for non boss monsters) especially against tight groups of enemies due to splash damage. It's important to consider in many maps including this one.

>> No.9109429

>>9103724
Ashes 2063 / Afterglow is one of the best Doom TCs I've ever played, definitely worth a playthrough if you liked stuff like Ion Fury.

>> No.9109437 [DELETED] 

>>9103626
Baiting cyberdemon into killing everything is one of the viable options, what I did first was: lead roaming archville into infighting with hellknight > clear as many pinkie meat shields as I could alongside with skeletons > run past cyberdemon and dispatch elemental > blast through row of imps and start securing the arc with mancubi.
During the last step I ran around from one arc entrance to other, archvilles inside the wall are usually non-threathening and cyberdemon is pretty much always busy infighting with everything. First priority in any "slaughter" map is prompt space clearing of the most bothersome targets, easiest pickings in form of imps come at brisk opportunity.

>> No.9109443
File: 42 KB, 280x400, d3 zombieguy.jpg [View same] [iqdb] [saucenao] [google]
9109443

was pic related meant to be an early design of the zombie soldier in doom 3?

>> No.9109449

>>9103626
Baiting cyberdemon into killing everything is one of the viable options, what I did first was: lead roaming archville into infighting with hellknight > clear as many pinkie meat shields as I could alongside with skeletons > run past cyberdemon and dispatch elemental > blast through row of imps and start securing the arc with mancubi.
During the last step I ran around from one arc entrance to other, archvilles inside the wall are usually nonthreatening and cyberdemon is pretty much always busy infighting with everything. First priority in any "slaughter" map is prompt space clearing starting with the most bothersome targets, easiest pickings in form of imps and possessed should die at brisk opportunity and otherwise not be bothered with.

>> No.9109461

>>9109303
>Havent played this one yet.
It’s actually a Wolf3D clone, Amid Evil is the game that’s more like Heretic so that’s still a good recommendation.
Really, I think all the “Doom-engined” games are good: Heretic, Hexen, Strife, all great even with some weird choices. Strife in particular did a lot of good stuff for the engine, I was wondering why it was so overlooked until I realized its release year: 1996, same as Dook and Quake.

>> No.9109467

>>9109443
>most of the enemy roster would be skellies
sounds cool

>> No.9109473

Remember to backup your GZDoom configuration file regularly.

Yesterday everything was fine. Today when I launched GZDoom, it had decided to reset all settings. I spent over 30 minutes trying to customize everything back the way they were, but I realized I can't, I've changed too many things. I have to reach out for a full hard drive backup I made last week to get a copy of that one goddamn file. And that involves turning off the computer, booting it from the backup drive and copying the relevant file to a thumb drive, then turning off the computer, swapping the drives and booting again. Sigh.

No Doom for me today. Thanks a fucking lot, GZDoom. Why the hell did you do that?

>> No.9109492

>>9109461
I just dipped myself briefly into Strife, found rear entrance into the shop for free armor and river entrance into the sanctuary. Is there a way to finish the first task stealthily? All I see is the main entrance with two guards right in front and water filled alcove with no possibility to get onto the dry top.

>> No.9109495

>>9108376
Amazing. The midtexture skateboard is something else, too.

>> No.9109498

Quake forums are dead

>> No.9109508

>>9109495
Augur;Zenith also has some snazzy boards, on courtesy of Redead-Ita

>> No.9109513
File: 151 KB, 640x480, doom26.png [View same] [iqdb] [saucenao] [google]
9109513

Yay, two days down and I have a fully furnished map. All I need now is to populate and balance it.

>> No.9109521

What do we think of Irkalla - Doom 2 reimagination of original Inferno episode and its inexplicably malevolent MAP04 in particular?

>> No.9109536

>>9109513
Fill it with cacodemons only.

>> No.9109539

>>9109492
>Is there a way to finish the first task stealthily
The one with a doorway that has a glowing green line around it? No.

Strife's steath is more of a novelty than a fully working mechanic.

>> No.9109550

>>9109536
Doom 1 slaughtermap style

>> No.9109575

>>9109513
that swirling red nether sky is so overused and generic.

>> No.9109627

>>9109473
never happened to me in a decade of using gzdoom as my main sourceport

>> No.9109631

>>9109539
Damn, that guy promised additional reward for doing the task without a hitch. Rogue entertainment cheated on me.

>> No.9109632

>>9107896
I dont get it. They should be married to go out?

>> No.9109664

>>9109627
Do you know any version of GZ which still works on W98?

>> No.9109669

>>9108626
i wonder if they can get that "indexed light mode" done for this release. that shit is seriously exciting. they should just include a broken version to motivate contributions

>> No.9109673

>>9108568
>>9108626
>>9108925

I like ENDOOM and I keep it on but this whole drama around DSDA is gay as fuck and I feel sorry for kraflab getting mobbed on.
Dude can do what he wants with his port and 95% of the people that screeched at him probably never even knew ENDOOM existed.
DSDA's philosophy was clear enough from the get go but people hyped it like it was supposed to be this magical source port that has everything right, but there's no such thing.
I never bothered with DSDA-doom but this sucks major dick, because kraflab genuinely had some pretty big contributions across multiple ports.
Anyways, Woof is pretty much feature complete for me by this point, so even if shit happens I have the current version backed up on my hard drive.

>> No.9109676

Are there any guides for making hideous destructor addons? Figuring out ZScript is one thing, but looking through the weapon files, HD has its own set of specific things I'd need to worry about.

>> No.9109678
File: 378 KB, 1440x1080, DOOM0000.png [View same] [iqdb] [saucenao] [google]
9109678

I am currently trying something:
I want to redraw flats and textures to look like crayons or something.
What do you think, should I pursue this further? These are just some really quick edits.

>> No.9109684

>>9109376
>>9109449
thanks lads. recently I've felt like I have improved a little bit when it comes to slaughter. but then something kicks my ass and I get demoralized. Still, DBP47 is still pretty doable even for a scrub like me. also yeah I noticed about the dps of the rocket launcher. I always try to make space during big fights but I guess panic takes ahold of me sometimes. Will strive to improve.

>> No.9109693

>>9109632
The tradition of ragefaces

>> No.9109697

>>9109673
the same kind of retards crying about gzdoom

>> No.9109701

>>9109678
Only if you go all in. Make it crayola DooM as done by a bored marine complete with acapella music and sound effects that are just you saying BLAM and BUDDABUDDABUDDA into a budget microphone.

>> No.9109704

>>9109575
But I'm the only one using it.

>> No.9109706

>>9109704
there are so many exactly like this.

>> No.9109707

>>9109673
What's gay as fuck is removing ENDOOM support for any reason. Even GZDoom supports it.

>> No.9109713

>>9109701
Actually I had hoped that it might maybe used as texture pack for the future comfy mapping project.

>> No.9109714

>>9109704
Cool, and even if others are using it then you do you because I think it looks nice.

>> No.9109717
File: 262 KB, 1335x727, sw12.jpg [View same] [iqdb] [saucenao] [google]
9109717

>>9103724
>any non-Doom retro FPS that I'm missing?
Duke Nukem 3d
Shadow Warrior+xpacs
Redneck Rampage+Redneck Rampage Rides Again (warning, level design and especially key placement is not the best out there)
Blood+CP
Half Life+Opposing Force
Soldier of Fortune

>> No.9109732

>>9109707
he's opened issues and pull requests. if someone cleans up and modernizes the code, who knows, maybe he'd accept the pull.

dude is putting in work, you are not.

>> No.9109761

>>9109732
Kraf pls

>> No.9109767
File: 109 KB, 1280x960, woof0001.png [View same] [iqdb] [saucenao] [google]
9109767

>>9109678
Just to see how it looks I edited some textures a bit

>> No.9109785

>>9103724
>>9109717
>Blood+CP
The other expansion pack is also good. They both do various dickish things so these are wary recommendations.

>> No.9109792

>>9109664
Based on this salt thread, GZD1503 breaks 98 support. Somebody might have given Graf a fix later, but he wasn't going to make one himself.
https://www.doomworld.com/forum/topic/53004-gzdoom-1503-on-win-98-issues/

>> No.9109893 [DELETED] 

>>9101821
Chasm: The Rift is gonna be re-released on Steam this October.
https://store.steampowered.com/app/2061230/Chasm_The_Rift/

>> No.9109901
File: 519 KB, 1920x1080, ChasmTheRiftReRelease.jpg [View same] [iqdb] [saucenao] [google]
9109901

>>9101821
Chasm: The Rift is gonna be re-released on Steam this October.
https://store.steampowered.com/app/2061230/Chasm_The_Rift/

Forgot to post with a pic.

>> No.9110005

>>9109901
Panzherchasm's pack?

>> No.9110015

>>9109901
interesting, its done by general arcade.

>> No.9110032

>>9107445
It's been a while since I played SRB2 Kart, I'm gonna be rusty as fuck, but I'm technically ready to join.

>> No.9110150
File: 994 KB, 322x248, waiting.gif [View same] [iqdb] [saucenao] [google]
9110150

>>9109901
gog release when

>> No.9110162

Map11 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=G9vWxxp8f6c

>> No.9110440

>>9108141
apply yourself, this is a layout test.

>> No.9110704

>>9108141
Why have monster closets when you could teleport an entire clowncar of enemies behind the player?

>> No.9110768

>>9110704
Monster closets demonstrate purposeful design.

>> No.9110774
File: 1.95 MB, 224x168, 1552494677016.gif [View same] [iqdb] [saucenao] [google]
9110774

Man, not sure why I didn't get hooked on these type of games when younger. I just finished the first episode of Quake, GREAT atmosphere.

>> No.9110779

>>9101957
Plutonica v3
https://files.catbox.moe/zcmb55.wad
Replaced pit spectres with imps so they can at least pester you with fireballs.
Replaced the hell knight in the red key fight with a baron on Hard difficulties and changed the timing of his appearance.
Reworked the outdoors area.
Added some more enemies and new visuals.
Made the midi louder.

>> No.9110780

>>9110768
also they're less likely to bug out compared to teleport traps, a monster closet isn't gonna have a demon just decide it doesn't feel like teleporting today for whatever reason

>> No.9110789

>>9110704
Now I want to have a demonic VW Beetle that's endlessly shitting out clown pinkies.

>> No.9110790

>>9110789
Next generation of pain elementals. Now with 300% more hilarious bullshit.

>> No.9110986

>>9110790
I feel like ground-based spawner is bound to have some kind of bugs.

>> No.9111017

>>9110005
I don't think so. Even if they got the dev on board, that's gonna be a different port.
>>9110015
>general arcade
>Duke Nukem 3D: Megaton Edition.
>Shadow Warrior Classic Redux.
>Blade of Darkness.
Oh... I suppose it can be actually decent then?
>>9110150
Probably soon.

>> No.9111412

>>9110779
That part with the scrolling texture looked really cool.
Also, there's a slime trail right at the start.
https://files.catbox.moe/k8riwm.lmp

>> No.9111425

>>9111412
Thanks! I shamelessly stole this scrolling texture trick from map07 of 1994tu.
>>9101957
Plutonica v3.5
Fixed the slime trail

>> No.9111426

>>9111425
I'm a retard who forgot to post the link.
https://files.catbox.moe/hi87wb.wad

>> No.9111494

>>9101821
Randomizer for Build Engine games
https://twitter.com/BuildEnginePics/status/1550276500628324352?s=19

>> No.9111498
File: 1.11 MB, 3841x2160, romero obliterated.jpg [View same] [iqdb] [saucenao] [google]
9111498

REKKR? MORE LIKE QUAKKR!

>> No.9111504

>>9111498
REKKR? More like SEXXR.

>> No.9111550

>>9108954
Is that 3 archviles powering the launch of a old style rocket while doomguy looks in disbelief?

>> No.9111567
File: 411 KB, 504x676, LpmvZhd.png [View same] [iqdb] [saucenao] [google]
9111567

>>9111498
>So they make this pit stop and it's this F1 pit stop. And there's reviews of it and they're like, "This is the first time anyone's done this". And they only really did it on two tires and what they did was they kinda copypasted tires from the garage to the car. And I'm like, they didn't go far enough. I'm talking about FULLY TOTALLY DIFFERENT TIRES, fresh tires, PER WHEEL, cause you couldn't do this in this new pit stop that NINE mechanics serviced.

>> No.9111607

>>9111498
>QUAKKR
>not QUACKKR
Frankly the fact that one of the first extensive Quake mods wasn't a duck one called Quack is baffling to me.

>> No.9111626

>>9111607
The idea of ducks strafe jumping around giant, Terminator-like cyborg geese popped into my mind and I am greatly amused.

>> No.9111759

So now I have beat both Quake Hard and Doom UV without saving mid level, I am an FPS god. Come at me. (Thy Flesh Consumed isn't canon :) )

>> No.9111875
File: 1.26 MB, 320x464, doomguy_snaps_his_neck.gif [View same] [iqdb] [saucenao] [google]
9111875

>>9111494
>mfw i thought it was obsidian but for build games

>> No.9111975
File: 53 KB, 197x190, Comfy DoomGuy.png [View same] [iqdb] [saucenao] [google]
9111975

>>9111498
It's so comfy.

>> No.9112123
File: 1.03 MB, 3840x2160, spying on the neighbor.jpg [View same] [iqdb] [saucenao] [google]
9112123

>>9111975
no u

>> No.9112159

>>9112123
>>9111498
This is dope as hell. Just something for kicks, or what?

>> No.9112176

>>9112123
Wait a minute!
You're this guy!
>>9107558

I thought I recognized that texture when I saw the stump.

>> No.9112179
File: 663 KB, 1024x768, M1-C.png [View same] [iqdb] [saucenao] [google]
9112179

>>9101821
Preview release of Infernal Immolation by BananaDemon
https://retrofps.boards.net/thread/22/wip-infernal-immolation-replacement-vanilla

>> No.9112185

>>9107445
So... what should I be downloading, exactly? Should I install default client or install SRB2K-CEP?

>> No.9112189

>>9112185
Default client. You can get it here.
https://github.com/STJr/Kart-Public/releases/tag/v1.3

>> No.9112196

>>9112189
Are there going to be any extra mods featured or is it just going to be vanilla stuff?

>> No.9112205

>>9112196
Nope, I figured no mods would be better for people who are potentially playing for the first time. Also mean less for me to screw up when making a server. We are going to be playing with the bonus characters at least.

>> No.9112207

>>9112205
Aw... I kinda hoped there at least would be a Doomguy racer mod or something.

>> No.9112210

>>9112207
Doomguy is in the default bonus characters.

>> No.9112212

>>9112207
Doomguy is one of the official bonus characters. Here is your full selection:
https://wiki.srb2.org/wiki/SRB2Kart#Characters

>> No.9112214

>>9112210
>>9112212
Alright, that's cool.

>> No.9112221

noob here. i've been playing the first few levels of doom 2, and on map 9 i've realized this is NOT fun. should i just skip doom 2 and play fan wads like eviternity, do they have less boring level design with enemy spam and traps?

>> No.9112226

>>9112221
You’ll want to try Plutonia first.

>> No.9112238

>>9112189
I don't know if I'll have the time to play today, but I downloaded it in case. Been meaning the check it out.

>> No.9112243

>>9111498
Very comfy.

I woudl play a semi sandbox TES style game like this. As long as it has some nice bikini armor.

>> No.9112245
File: 11 KB, 306x306, FW4G69TWIAAOhrM.jpg [View same] [iqdb] [saucenao] [google]
9112245

>>9109673
>I like ENDOOM and I keep it on but this whole drama around DSDA is gay as fuck and I feel sorry for kraflab getting mobbed on.
I think saying he was "mobbed on" is an exaggeration, plenty of people took his side and most people were pretty level headed. He's thin skinned, the only one who took a really shitty tone at all was Kinsie, and by leaving and then ignoring DoomWorld user's input from now on he just proves Kinsie's stupid hyperbolic argument.
He already put his foot down about his decision, so he could just have moved past that part and people would have just fucking dealt with it, but no, he has to complain about "anti-speedrunning bigotry", something you'd have to look on /v/ to find (ergo one of 4chan's trash heaps), certainly not on DoomWorld.

>DSDA's philosophy was clear enough from the get go but people hyped it like it was supposed to be this magical source port that has everything right, but there's no such thing.
>I never bothered with DSDA-doom but this sucks major dick, because kraflab genuinely had some pretty big contributions across multiple ports.
The main argument people made was that BECAUSE of the advances and contributions he had done, which are all in DSDA, it had become a lot of people's port of choice, therefore it was disappointing to some to see the ENDOOM feature removed. Kraflab himself made DSDA more than just a speedrunning port, HE made it attractive to everyone, not just the speedrunning crowd.

This entire thing is so fucking retarded, the way this unfolded makes no fucking sense. I stand by Kraf removing ENDOOM because he thought that was the best thing to do for his project, and I still think I'm the most pissed off at HIM out of everyone for just plain bailing and acting like a bitch.

>> No.9112263

>>9112245
tl;dr: speedrunners are faggots, what a surprise!

>> No.9112305

>>9112263
Better question is when are they not being faggots desu. Some of the most egotistical whiny shits I've ever seen too. Over the dumbest shit as well, they are the only scene I know of that will bitch at devs for fixing their shit.

>> No.9112336

>>9112245
Removing ENDOOM is beyond retarded no matter the reason. There was literally nothing stopping him from just making it optional if it wasn't optional before.

>> No.9112337

I dont understand the drama, cant you speedrun anyway even if you have other or less exploits?

Speed running seems one of those things you and to no matte what.

>> No.9112360

>>9112337
The problem is that for some reason everyone and their grandma started using DSDA (probably because Woof wasn't *quite* there yet), so not only speedrunners, but also regular people who actually care for anything beyond speedrunning. And especially in this general, with the very vocal minority of sourceport autists and GZD haters, who always dunk on Graf for decreasing their ominous notion of "authenticity", removing ENDOOM altogether was something that rubbed a lot of people a very wrong way.

My personal opinion is that just removing it instead of making it optional was a retarded move and it reminded me a bit of the Fargo tv show writers and the UFO happenings in season 2. There was an interview with one of the writers who said something like "yeah we put in the ufo for TOTAL WACKY RANDOMNESS because you know, that scene in the movie where Marge meets her old school friend was also totally random and had no connection or meaning at all to the rest of the movie", and what Kraf did reminded me a bit of this.

>> No.9112373

>>9101957
Looks like SW1TEKW isnt animated correctly, and won't changed textures when activated
Also dunno if this is a issue that matters but when the death exit marker things get crushed they turn into pools of blood like monster corpses do

>> No.9112382
File: 99 KB, 1280x960, woof0000.png [View same] [iqdb] [saucenao] [google]
9112382

Just to see how it looks I did some more textures that appear in MAP01.
I really think with a bit care and skill this could look become pretty cool.

>> No.9112390

>>9112337
Thats speedrunning for you. The people that get into it are quite seriously obbessed with the most minute of details because a millisecond could mean having bragging rights or not. It's up there with Doom puritianism in autistic neckbeard sperging levels. Or I guess Linux superiority wars. Just do what anyone sane about all this sourceport stuff would do:
>Get a launcher like ZDL
>Get sourceports
>Organize your folders
>Setup your launcher to support all the ports and IWADs
>Enjoy DOOM/Hexen/Heretic/Strife/PWADs how you wish
If you want MP just get Doom Explorer and setup Odamex, Zandronum, and ZDaemon for the most coverage. Ignore autism, enjoy DOOM.

>> No.9112391

>>9112382
Try and get the smudges to tile better on the edges, looking good otherwise.

>> No.9112403

>>9112391
Yeah, that's one of the things that fall under "care", although I also think that quick-and-dirty-mspaint look gives it its own charm.

>> No.9112405

>>9112373
Turns out there's a couple of 'boxes' (unknown characters) in the SWITCHES lump, which I'm not really sure how they'd get there, I'll chalk it up to Boom's animated lumps being fucking janky.
For the crushing, those aren't supposed to go under crushers anyway, so it's not a big deal in that sense. I don't really like how they look in software though, and I would really be interested in some other sprite/sprites or effect instead, if anyone can come up with one or suggest one.

>>9106740
>>9110779
>>9111425
>>9111426
Thanks, I'll give them a look.

>> No.9112519

>>9112336
It was optional, and it was off by default.

>> No.9112558
File: 6 KB, 468x495, Classy DoomGuy.png [View same] [iqdb] [saucenao] [google]
9112558

>>9112123
>no u
Stop it, I'm blushing. Goodspeed, anon.

>> No.9112575

>>9102670
>>9102714
One of the greatest things about Doom 64 and Quake is the ambient music while listening to Dr. Pierce broadcasts. It's like a Fallout radio station playing old-world warnings
https://archive.org/details/american-dissident_voices_wlp_dr._william_luther_pierce/Pierce-20000812-TheSignificanceOfTheHolocaust.mp3

>> No.9112587
File: 394 KB, 776x591, Ryu&#039;s wise words.png [View same] [iqdb] [saucenao] [google]
9112587

>>9108981

>> No.9112605

>>9102670
Then there’s people like me looking for mod compatible versions of D64 and PSX Doom, specifically for the lighting and tone.

>> No.9112683

Are the SS enemies too problematic for wads today?

>> No.9112686

>>9112683
Yeah, they have shitty animations

>> No.9112803
File: 375 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_76_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9112803

FRIDAY NIGHT FIREFIGHT TIME!! Tonight we're playing some SRB2Kart, a standalone kart racing game in the Doom Legacy engine. Please download the following version of the game, custom clients will not be able to connect:
https://github.com/STJr/Kart-Public/releases/tag/v1.3
Connect by selecting Multiplayer from the main menu and entering 51.161.34.159 where it says "Specify IPv4 Address:".
51.161.34.159
51.161.34.159
51.161.34.159

>> No.9112821

>>9103284
ok computer

>> No.9112861

>>9112686
IM LEAVIN

>> No.9112867

>>9112861
HOT DOG

>> No.9112967

>>9112683
Ask LunchLunch

In my opinion though, if you're going to use them, please include their infighting frames from the minor sprite fixing project.

>> No.9112972

>>9112683
>>9112967
Why would they be problematic? You're shooting them, they're bad guys. What did LunchLunch do?

>> No.9112985

>>9112159
Just a random idea. Probably not going beyond the first level though.
>>9112176
Yep. Took me way too long to get it vaguely resembling the original sprite.

>> No.9113006 [DELETED] 
File: 1.97 MB, 640x360, 94chaingunnersandarchvileaintone.webm [View same] [iqdb] [saucenao] [google]
9113006

Dont know shit about recording. Spoilered cause 94 prots submission

>> No.9113010 [SPOILER] 
File: 1.97 MB, 640x360, 94chaingunnersandarchvileaintone.webm [View same] [iqdb] [saucenao] [google]
9113010

Dont know shit about recording. Spoiler cause 94 prots submission

>> No.9113014

>>9112972
>What did LunchLunch do?
HE CAN'T KEEP GETTING AWAY WITH IT

>> No.9113032

*maybe* it's time to make a new thread

t. tipping his nose right now

>> No.9113036

>>9101957
Circle of Torment / Homage of Destruction version 3

>added a new secret
>fixed a softlock
>fixed a texture misalignment
>made all monster closet doors 1-sided on the automap (no map cheating for you buddy)

https://drive.google.com/file/d/1JXoSsY9T7UWdh3sC3oIBA_7wYXG2x4M_/view?usp=sharing

>> No.9113052
File: 3.80 MB, 2736x2280, dailydoseofadmortem.png [View same] [iqdb] [saucenao] [google]
9113052

>>9113032
Thanks, doc!

>> No.9113085

>>9113010
https://www.youtube.com/watch?v=W1LsRShUPtY

>> No.9113138

There is a way to turn on fast projectiles on any difficulty? Or to turn off respawning monsters on Nightmare?

Fuck respawning monsters man. I'm playing Plutonia and it feels cheap as fuck to have respawning monsters as a difficulty raise

inb4 get gud. I want to clean the place out.

>> No.9113145

>>9113138
Launch the game with the "-fast" parameter.
Don't know about ZDoom derivatives.

>> No.9113226

>>9107445
Well that was fun.
We didn't hurt you, did we?

>> No.9113249

>>9113145
Thanks. I'm using gzdoom though, I guess it will work from the console.

>> No.9113260

Baking bread

>> No.9113269

NEW THREAD
>>9113263
>>9113263
>>9113263