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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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File: 334 KB, 1920x1061, SCP-789-J.png [View same] [iqdb] [saucenao] [google]
9377736 No.9377736 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9364845

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.9377737

=== CURRENT RELEASES ===
AD MORTEM PHASE 2
https://www.doomworld.com/forum/topic/125461

94 PROTONS OF /vr/
Beta 0.8 release
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== NEWS ===
[10-28] Doom 64: Ethereal Breakdown is out
https://www.doomworld.com/forum/topic/132113

[10-22] Infested episode 2 released
https://forum.zdoom.org/viewtopic.php?t=76655

[10-22] Slooter dev cancels development
https://buxomdev.itch.io/slooter/devlog/437072/end-of-development

[10-18] Latest Doom Unity addon: Harmony
https://twitter.com/bethesda/status/1582413888532156416

[10-17] Perfect Dark is now 100% decompiled and recompiled
https://twitter.com/Graslu00/status/1581744350249521153

[10-14] Corruption Cards updated to 4.2
https://forum.zdoom.org/viewtopic.php?t=67939

[10-11] First anniversary of REKKR: Sunken Land
https://twitter.com/RevaeRavus/status/1579872132447600641

[10-11] Sorrow updated to 1.1
https://redead-ita.itch.io/sorrow/devlog/438130/11-update

[10-10] Doom Master Wadazine #19 is out
https://www.doomworld.com/forum/topic/131804

[10-10] Chasm: The Rift available on Steam & GOG
https://store.steampowered.com/app/2061230/

[10-6] Chocolate Descent got a new release
https://github.com/InsanityBringer/ChocolateDescent/releases/tag/v0.3-beta

[10-3] Quake gets the ray traced treatment
https://youtu.be/1T3jc3jD840

[10-3] Apotheosis X for Marathon released
https://www.moddb.com/mods/apotheosis-x

[10-2] Anon shares a Vela Pax inspired map
https://www.doomworld.com/forum/topic/131640

[10-2] AMC Squad E4 released
https://www.moddb.com/games/the-amc-tc/downloads/amc-squad-v4-episodes-123-and-4

[10-1] Giftmarcher updated and released his Quake 2 map on moddb
https://www.moddb.com/games/quake-2/addons/drilling-station-161

[10-1] DBP52: Havoc In Creation is out
https://doomer.boards.net/thread/2978

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9377813
File: 180 KB, 400x378, fab.png [View same] [iqdb] [saucenao] [google]
9377813

Happy Halloween /vr/os

>> No.9377815
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9377815

>> No.9377816
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9377816

>>9377813
tis the season

>> No.9377818

>>9377813
What is a halloween?

>> No.9377847
File: 851 KB, 768x768, vr2 info.png [View same] [iqdb] [saucenao] [google]
9377847

VIOLENT RUMBLE 2 ANCHOR POST

VR Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ

Stick to the loose files in the 'vr' folder for working on the project. You don't need the QuakeC source files unless you want to contribute code. When there is an update, sort files by date modified so that you aren't constantly re-downloading everything.

LAST UPDATE: >>9363335

Reminder to please yell at me if anything is broken.

>> No.9377941
File: 57 KB, 300x375, file.png [View same] [iqdb] [saucenao] [google]
9377941

>mfw Drilling by Night, Aliens, Say Your Prayers!, or Goin' Down The Fast Way starts playing
you just know it's gonna be a good level
what about you? what's that specific midi that makes you have this feel?

>> No.9378009

>t.1996 MilleniZoomer

Just started doing some dives into Retro FPSs. I've currently beaten Doom 1, Dusk+Amid Evil (I know these aren't retro, but....it counts a little), Quake 1, Turok 1+2, and going through some Build Engine stuff like DN3D and Shadow Warriors. I like the 2.5D Doom/Build Engine games, but I'm not particularly fond of the corner ducking in and around hitscan enemies, not enough to turn me off of them completely (I still like them), which is why I prefer the Quake-like games I've played a bit more (and circle strafing is fun).

I know the mod scene for Doom is gigantic at this point, how is the Quake (and other Quake-likes) mod scene in comparison if I just want more levels/conversions to play around with in 3D? If Doom is a 10 on a 1to10 scale in terms of amount of user mods, where would Quake be?

Also, can you shill more Quake-likes to me (I have a list for Doom-likes already. I just want more late 90s/Early 00s 3D FPSs before the Halo era that still adhere to the retro design philosophies.

>> No.9378018

>>9378009
Wrath

>> No.9378128

>>9378009
>If Doom is a 10 on a 1to10 scale in terms of amount of user mods, where would Quake be?
Quake modding used to be a solid 8 or 9, but it quickly dropped off in the early 2000s due to lack of new mod tools (and upkeep of old ones). It's probably a 6 now.
There is still a decent number of maps coming out though. Unfortunately a lot if it is artfag shit that puts gameplay on the backburner and refuses to use anything other than the vanilla weapon and enemy rosters.

>> No.9378146

>>9377847
>Yet another inquriy to buff LavaNails into a "gimmick bypass" sort of ammotype - mostly by adding extra features to other entities

>> No.9378182

>>9378146
HUH?

>> No.9378191
File: 388 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9378191

>> No.9378198

>>9378191
>finish mapping immediately
Hey what's the hurry?

>> No.9378217
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9378217

>>9378191
>marine whacked

>> No.9378235
File: 64 KB, 248x258, cultist simulator.png [View same] [iqdb] [saucenao] [google]
9378235

>> No.9378247
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9378247

>>9378191
heh

>> No.9378273
File: 68 KB, 732x997, 1571672927757.jpg [View same] [iqdb] [saucenao] [google]
9378273

What's the difference between the physics of GZDoom, Zandronum, Skulltag and PRBoom?

>> No.9378275

>>9378273
>GZDoom
>PRBoom
Should be none if both are set to same strict comp level.

>> No.9378278

name some HL forums/sites

>> No.9378293

>>9377737
>subhuman jannies deleted the news post about the force engine
here it is again
https://twitter.com/BuildEnginePics/status/1586915435353706496
https://theforceengine.github.io/downloads.html

>> No.9378301

>>9378293
you mentioned the eceleb, that triggers them

>> No.9378308

>>9378275
I agree there should be no difference, but even strict compat settings in GZDoom don't allow thingrunning or use the blockmap for hit detection.

>> No.9378309

>>9377737
do i need to pay for slooter?

>> No.9378337
File: 32 KB, 136x228, dancing_cultist.gif [View same] [iqdb] [saucenao] [google]
9378337

>>9377941
>Stigmatism
>Quickfast
>Aorta
>Arcadia, Arcadia Demade
>Sunset over Babylon
>Fire Hive
>Liquid Luck
>Sneaky Snake
>Pluvious
>Fight The Logic If You Can
>Imaginarium
>The Face of Wrath
>Keepsake Fever
Too many to list.

>> No.9378370

>>9378275
No, there are still subtle differences in GZDoom no matter what settings you have. That's why it can't play back vanilla demos.

>> No.9378395

>>9378370
>subtle

>> No.9378413

>>9378370
Like what?

>> No.9378467

>>9378370
I’m still spoiled by GZD’s more forgiving melee when it comes to chainsaws and berserks, it’s been the hardest thing to let go of.

>> No.9378482

Does Oldskool Amp'd have any major discrepancies with Unreal or is it virtually identical?

>> No.9378490
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9378490

>>9378467
And it's definitely not one of those "subtle differences in GZDoom no matter what settings you have"
Doubling the question >>9378413

>> No.9378531

>>9377941
Desk Lamp

>> No.9378541
File: 1 KB, 250x140, RifleCommando.png [View same] [iqdb] [saucenao] [google]
9378541

>>9377737
Since Ad Mortem is out, I presume finalizing of 94 Protons will commense now.

I posted this before but got no feedback, I propose replacing chaingunner sprite with rifle commando from Realm667.
It looks basically the same, but holds rifle, so it makes more sense considering chaingun was replaced with one.

>> No.9378542

>>9378191
>many blood wads
are there, though?

>> No.9378547

>>9378273
I'm almost positive something about player movement is different in Zandronum. I seem to accelerate faster in that port, bunnyhopping like it's a Quake game seems to be possible.

>> No.9378562

>>9378542
appearently yes
https://blood-wiki.org/index.php?title=ZBlood#Project_Forks

>> No.9378584

>>9378308
Why the fuck would you want to use the fucking blockmap?

>> No.9378593
File: 2.39 MB, 960x540, scroll.webm [View same] [iqdb] [saucenao] [google]
9378593

>>9378273
scrollers move at different speeds and push things off the edges differently. see beginning and end of map31 in 400min for examples. by extension, this makes all voodoo scripting unreliable.
collision detection with walls is very different. easiest example is diagonal impassable walls - these are "stairstepped" in Doom/Boom and smooth in Z/GZ. GZ also doesn't suffer from "bouncy" walls and other things like that.

>> No.9378598

>>9378584
It's fun denying the mastermind the ability to move by giving her a hug.

>> No.9378603

>>9378598
>never been hugged before, so she freezes (while blushing profusely)

>> No.9378704
File: 485 KB, 1022x292, 1637324381885.png [View same] [iqdb] [saucenao] [google]
9378704

why aren't you using the best engine?

>> No.9378713

>>9378413
>>9378490
Some speedrunning tricks (e.g. void glides) don't work in GZDoom, or are much harder to pull off if they're possible.

>> No.9378714

When I was little, I was a fan of Doom 3, and bought Bioshock because I thought it looked like Doom 3, but my computer couldn't run it, so it just sat on my shelf all this time. Playing it now 15 years later, I still get that impression, so I ask —

Would Doom 3 have been better or worse received if it had an upgrade system, vending machines, optional miniboss encounters, and more demon powers than just the soulcube/artifact? Would pioneering things like that back in 2003/2004 have changed the course of ID or FPS games in general?

Would you personally play BFGShock?

>> No.9378718
File: 146 KB, 600x600, 1619703393133.jpg [View same] [iqdb] [saucenao] [google]
9378718

>>9378714
>pioneering
what the fuck?

>> No.9378728

>>9378718
Specifically having good visceral FPS mechanics and a proper physics engine in tandem with those features.

>> No.9378731

>>9378718
Bioshock clearly invented System Shock (a game made by Nightdive).

>> No.9378737

>>9378728
Bioshock has some of the worst shotguns, machineguns, and flamethrowers in the history of videogames. visceral my ass.

>> No.9378743
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9378743

>>9378731

>> No.9378746

>>9377736
>aaah, sto-

>> No.9378749

>>9378737
And SS2 has the worst gun animations/hit feedback I have ever seen to the point it doesn't even register as an FPS in my subconscious.

>> No.9378753

>>9378467
Woof implemented improved hit detection as a complevel violating option, you can use it when not recording or playing demos.

>> No.9378763

>>9378704
Definition of "held by duct tape", tons of features but nothing works quire right, not enough users to report bugs and not enough will to fix stuff. Load an AD map, stray fullbright textures everywhere because it merges the fullbrights of the BSP textures with the external TGAs (what the fuck?). Also 1px seams and gaps in the geometry, how do you even screw that? Like just pass the vertex coords in the lump to OpenGL bruh. Transparent bmodels also look wrong on some levels (a lot more transparent than they should be).
Dogshit menus that keep spamming the download manager with zero descriptions of what things are, options highlighted at random. Default setting is "Nice (Dynamic)", but it's actually not, if you reselect it some settings change and your framerate tanks on big maps (water reflections get turned on, wat?) and the only way to get the defaults back is to reset your config (good thing it doesn't save by default lmao). The menu just lies about the state of certain options.
ALT+F4 doesn't quit, multiplayer movement prediction is juddery as fuck (terrible for playing quakeworld, which should be the titular feature), 5 to 10 times slower than Ironwail on complex levels, it's bigger and compiles slower than Quakespasm, Quakespasm Spiked, vkQuake and Ironwaill combined (lmao).
Completely insane bugs, my favorite: you literally cannot fire after using the console until your viewangle changes (can't make this shit up).
I could go all day, anything I test is subtly broken, what is even the fucking point of this engine? If you're making a total conversion just for it and wrangle everything and use its features (the subset that works anyway) I'm sure it's great, but to play Quake stuff it's fucking shit, sorry.

>> No.9378765
File: 18 KB, 474x474, shockguy.jpg [View same] [iqdb] [saucenao] [google]
9378765

>>9378714
>>9378743

>> No.9378768
File: 2.07 MB, 1920x1080, floating3.png [View same] [iqdb] [saucenao] [google]
9378768

>>9378714
>Would Doom 3 have been better or worse received if it had an upgrade system, vending machines, optional miniboss encounters, and more demon powers than just the soulcube/artifact?
Worse, either moderately to considerably. Vending machines might have been alright, though.

>> No.9378776
File: 9 KB, 145x167, window.jpg [View same] [iqdb] [saucenao] [google]
9378776

LETS GOOOOO
deathmatch tonight?

>> No.9378784

>>9378714
anyway, pedantry aside, id clearly spent some thought and effort on that stuff in D3, and the fact that PDA doesn't pause the game, or that some asshole on loudspeaker doesn't interrupt audiologs, or that you sometimes need to remember a passcode for longer than 10 seconds - are all better than in Bioshock.
the way to go in that direction further isn't adding contrived minibosses or silly spells though. it's to add a Shock-like (or Arx-like) interaction between inventory and the world. wouldn't even need any extensive itemization, something on the level of Dead Space would be sufficient. Riddick also had it on a bare-bones level around the same time.

>> No.9378793

>>9378763
Yeah but I can use a custom HUD and viewmodel animations.

>> No.9378795

>>9378776
Feel free to host a server

>> No.9378810

>>9378784
the answer to everything is: Make it an immersive-sim

>> No.9378814

>>9378810
no thanks

>> No.9378854

>>9378810
always a huge red flag when devs start using that buzzword and dropping 451s everywhere. puts them squarely with bioshock infinite, mirror's edge 2 and gone home, with the "sim" part usually missing. the actual proper immersive sims of today are cataclysm, dwarf fortress, ss13, etc.

>> No.9378874

>>9378704
what's the first screenshot?

>> No.9378924
File: 1.61 MB, 1600x900, spasm0049.png [View same] [iqdb] [saucenao] [google]
9378924

>>9378182
I really like the way the player-shot nails have a chance to bounce-off from the Knight Statues in AD and can kill you if not carefull or just unlucky - also had an idea of stealing this feature and include Phantom Swordmen into it, simultaneously rendering the LN into a 'bullshit-safe option'
something simmilar regading the Spiked Mines aslo came into my head roughly at the asme time

>>9378743
This blurb looks like it's tailor-made to entice "exceptional individuals" who genuinely think that 1/4 is more than 1/3

>> No.9378935

>>9378763
Now the real question, FTEQW or Darkplaces?

>> No.9378949
File: 640 KB, 900x948, MARANAX poster.png [View same] [iqdb] [saucenao] [google]
9378949

>>9378235
MARANAX INFIRMUX

>> No.9378950

>>9378191
>playing hell games thing unless love exist sort outside.
Yeah...

>> No.9378961

>>9378950
...

>> No.9378985

>>9377941
The best first stage theme of all time: Running From Evil.
>Duh duh duh dun, duh duh duh dun dun
>THUD
>Duh duh duh dun, duh duh duh dun dun
>T H U D

>> No.9378997

play goldsrc horror mods

>> No.9379142

>>9377737
Woof 10.4.0 not in the post?

https://github.com/fabiangreffrath/woof/releases/tag/woof_10.4.0

>> No.9379148

>>9379142
Submit it next time.

>> No.9379154

>>9379148
I don't usually keep up with sourceport updates, I just found it as a weird omission since the update came out last week due to a false-positive antivirus scare again.

>> No.9379202

are you guys going trick or treating?
https://www.youtube.com/watch?v=9F-8crKa_7o

>> No.9379209
File: 246 KB, 1425x1443, mercyful fate don't break the oath.jpg [View same] [iqdb] [saucenao] [google]
9379209

Alright crew, I'm playing Ad Mortem with picrel in the background and a shitty spanish wine, it's getting cozy in here not gonna lie. Good work dudes

>> No.9379213

>>9379202
SUCK MY FUCKIN ASS YOU GODDAMN STUTTERING FUCKING PARROT
Classic.

>> No.9379218

>>9379213
ARE YOU GOING COCK SUCKING? ARE YOU GOING COCK SUCKING?

>> No.9379223

>>9378985
I know it's a meme but I never get tired of this song

>> No.9379238

>>9377736
I wonder if Quaddicted went ahead with getting nuked due fuckweather the farthose's tantrum or something...

>> No.9379240

>>9378854
yeah, it's a red flag to brand something what it is not.

>> No.9379243
File: 401 KB, 640x512, kart1003.png [View same] [iqdb] [saucenao] [google]
9379243

???

>> No.9379246

>>9378743
Nice try, Skytard fuckwad.
>>9378749
Speak for yourself, dipshit. Though it wouldn't have heart LGS to make the Half-Annelids and pure annelids have a Gibbing animation.

>> No.9379248

>>9379246
*wouldn't have hurt LGS

>> No.9379250
File: 25 KB, 745x548, D92oHZFXYAEZw4J.jpg [View same] [iqdb] [saucenao] [google]
9379250

>>9378749
>using the triple-shot with the shotgun
>shooting AP ammo with the assault rifle
>overheading a rumbler with a crystal shard while adrenaline is active
Your opinion is wrong

>> No.9379256

>Sigil E5M9 Cyberdemon
Guess that's what they call lack of crucial skills.

>> No.9379283

any way i can download all the dbps as one singular zip file?

>> No.9379294
File: 93 KB, 1920x1017, Screenshot_Doom_20221031_223128.png [View same] [iqdb] [saucenao] [google]
9379294

This is shaping up pretty good. I know the pain elemental looks a bit off, but I couldn't be arsed fixing it right now.

>> No.9379298

doom 64 or doom 128?

>> No.9379309

>>9378763
>what is even the fucking point of this engine?
It's very clearly meant for the creation of total conversions or brand new games, using the playability of Quakes 1-3 to tout its featureset.
Also, having used the engine less than a month ago, I didn't have any of the issues you listed. ¯\_(ツ)_/¯

>> No.9379315

>>9378763
>Also 1px seams and gaps in the geometry, how do you even screw that?
Never seen that happen.
>Transparent bmodels also look wrong on some levels (a lot more transparent than they should be).
Again, never seen that.
>Dogshit menus that keep spamming the download manager with zero descriptions of what things are
Highlight your mouse over the menu item for one second and a description will show up.
>ALT+F4 doesn't quit
I guess that means the world is gonna end.
>5 to 10 times slower than Ironwail on complex levels
Its slower than ironwail yes but faster than quakespasm, qss and vkquake.
>you literally cannot fire after using the console until your viewangle changes
I'll agree with you on that, it should be fixed.
>but to play Quake stuff it's fucking shit, sorry.
Okay dumptruck, whatever you say.

>> No.9379340

>>9379315
>>9378763
>ALT+F4 doesn't quit
thats what F11 is for yuo retarf

>> No.9379342

>>9379298
doom 2048 units of /vr/

>> No.9379343

>>9379315
nta but I had to make a forcefield in my map more opaque because otherwise it looked completely transparent in fte.
also had to change the jump pads specifically for dp and fte, every other port worked fine.
and yeah, menus suck, options are misleading, and no matter what you choose, there's no way to make the lava ball on the start map have particles anywhere close to vanilla.

>> No.9379346

>>9379283
Latest versions from DBP bugfixing thread, DBP48 not included.
https://litter.catbox.moe/b5iwik.zip

>> No.9379350

>>9379346
oh thanks
goofy unrelated question but for some reason regular catbox links are broken and won't download for me, but this link, which is for the temporary catbox service, did. What's causing the catbox problems?

>> No.9379352

>>9379243
they're right though
kart krew is staffed by fucking assholes

>> No.9379373

>>9379350
Could be your ISP, could be something else. I was having Catbox problems a while back but they went away when I reset my router.

>> No.9379402
File: 2.76 MB, 768x432, drake.webm [View same] [iqdb] [saucenao] [google]
9379402

Quake needs MORE PUNCH. The Drake Quake mod (11 years old now) had a super shotgun that doesn't feel like a pea shooter and sends enemies flying back (like in Quake 2), and a chainsaw that can decapitate most enemies. How FUCKING AWESOME is that? Why are these features not copied by all the other mods? The slow but homing rockets and some of the enemies are also ace.
I know Violent Rumble has that Doom Shotgun thing that gets halfway there, but not flying back = not cool enough

>> No.9379410

>>9379350
I've also had problems with the regular in the past two months, but it works fine at the current moment. Good thing that litterbox was enough, mediafire refuses uploads and I can't really be arsed to register anywhere else.
No matter bugfixing, recent DBPs are junkier than ever due to the absence of largest chunk of savvy contributors. There are no volunteer project leads to save the day, but really I hope that 40 wouldn't be forced to put series on hiatus.

>> No.9379430

>>9379410
Eh I don't mind, I intend only to play up to the last DBP that was of good quality. What do you think the quality cutoff would be? A;Z? Vrack Botanicals?

>> No.9379445

>>9379430
Not that anon, but probably 50, that one still has lunchkino at least. 51 and 52 primarily star 40oz and the literal-who-crew doing the rest.
I'm an optimist so maybe things will get better.

>> No.9379446

>>9379410
Better off the project series dies than descenders further and further into mediocrity.

>> No.9379459

SUNDAY NIGHT SHITSHOW THINGS: For SRB2Kart, we're moving to the CEP client that /vm/'s games use. Grab that here.
https://mega.nz/file/KJZXGK4D#ce6kkJvVW07Tp5iT9WiHdyCNZu8i95aqG5QAXvXYuZg
The mods list has been unchanged since last SNS. I put up a server at 51.161.34.159 if anyone has time to test.

>> No.9379465

>>9379459
>we're moving to the CEP client
Do you have a source link so that I can compile it? I can definitely track it down before next Kart SNS, so I ask moreso for aiding in the test session now.

>> No.9379469
File: 1.56 MB, 1280x720, doom shotty.webm [View same] [iqdb] [saucenao] [google]
9379469

>>9379402
>not flying back

>> No.9379470

>>9379459
>>9379465
>/vm/
Nevermind, I found it.
https://gitlab.com/c3851/srb-2-k-cep

>> No.9379471

>>9379465
https://gitlab.com/c3851/srb-2-k-cep
Here you go bunny man

>> No.9379473

>>9379459
https://gitlab.com/c3851/srb-2-k-cep

>> No.9379479

take the half life pill

>> No.9379490

>>9379410
>here are no volunteer project leads to save the day, but really I hope that 40 wouldn't be forced to put series on hiatus.
Yeah, who knew starting drama every other month like clockwork could lead to people leaving your project? What sucks is that the splinter groups have been really slow to produce maps. DBK is quarterly and that's where the classic lineup's at.

>>9379430
47 was the last one I really liked. The later stuff isn't bad but it's inconsistent and you get the idea that potential is being wasted because of the rookies inexperience. Eg 50 set a map aside to introduce cool mechanics like moveable crates and then you don't see them used outside of 2-3 other maps.

>> No.9379501

>>9379346
what happens with 48?

>> No.9379503

>>9379501
The latest in GZDoom shitkino
https://youtu.be/ImfoO_4CAyo

>> No.9379507

Tried the first level of Ad Mortem just now. Didn't beat it, just wanted to test it for a few minutes, see the guns. 10/10 song choice.

>> No.9379537

Redpill me on DSDA-Doom's rewind feature. Are demos recorded in DSDA tainted?

>> No.9379540
File: 53 KB, 800x600, Screenshot_test_tc_20221101_064832.png [View same] [iqdb] [saucenao] [google]
9379540

So, I pushed the gameplay prototype out. Don't expect actual levels, I phoned it in and it's just two survival arenas, but overall the gameplay is working well, I will add some more secondary weapons/items and focus on new enemies for now.
https://khodoque.itch.io/rough-waves

>> No.9379556

>>9379537
DSDA-Doom does not allow rewind while recording without the -TAS parameter. I suppose you could just lie about what you put in your command line, but lying about the circumstances in which your demo was produced has always been possible.

>> No.9379571

>>9379540
hey, long time no see, was wondering if you had groblin-related issues irl.
ships with health are a nice touch, straight outta Tyrian. didn't survive long enough to see the second arena though.

>> No.9379587

>>9379540
lmao what the fuck is this, wind waker?

>> No.9379610

>>9379540
That aesthetic is fucking nice.

>> No.9379627

I'd say that DBPs were at the most consistent up until and including to Funnelcake Apparations, from the latter ones I'd recommend Deadly Ritual which has one unremarkable map... and that's it. Dreamcatcher Apparatus is too much padded out for me and doesn't really get interesting up till MAP14. Emerald City has immaculate presentation in contrast of too much sedative playing experience, I can think only of few stand-out maps from it and the greatest one was by matador; Otherwise it has a steady flow and is a safe pick, lowest point was by RancidSam but he greatly improved on Deadly Ritual.
It all might be just a subjective preference thing, so you should check them all out on the theme basis - which strikes your fancy the most. Along with the aforementioned, I'd also point out to: Slime on Earth, Vrack Botanicals and Monuments of Mars 2 - they all have little something which elevates them above others, even if by stretch.
>>9379501
Too many versions and size is too big, else I'd have included it.

>> No.9379630

>>>>9379490
>Yeah, who knew starting drama every other month like clockwork could lead to people leaving your project?
From what this bystander could judge, the underlying cause is not just a thunderclap shitposting of rare few dorks and legitimate dickheads who hardly contributes anything valuable, but a progressive loss of passionate and creative people during the recent years. Precise reason could be in anything, but overall I'd look for it in general direction.
Maybe Doom mod legacy is oversaturated, so barely anyone has a motivation to do things for the most desired sake - which is attention, no one knows the perks of having fun but only strain themselves at overcoming the achievements of so-called mappers "who made it far".
On stricter matters, besides Joe-Ilya I'd not miss anyone who self-destructed during the last split, seemed like a bunch of infant egotistics.

>> No.9379631

>>9379627
>Emerald City has immaculate presentation in contrast of too much sedative playing experience, I can think only of few stand-out maps from it and the greatest one was by matador;
Emerald City's one of those ones where I can remember sections of it but not the full thing, short of that fairly smallish map that had a Green Day song for it's music.

That's not to say it's bad but it kind of all merged into one thing, probably due to it nearly all being the same sort of layouts.

>> No.9379632

>>9379540
It looks like Mega Man Legends.

>> No.9379639
File: 52 KB, 640x512, kart1100.png [View same] [iqdb] [saucenao] [google]
9379639

>>9379459

>> No.9379672
File: 128 KB, 625x607, dumb-shit.png [View same] [iqdb] [saucenao] [google]
9379672

>>9379430
>>9379627
Forgot to link

>> No.9379679

>>9379469
Crazy how a small change makes Quake so much less shit.

>> No.9379682

You are now reading the following in the voice of the person who said it:
Hey guys, Big Mac Davis here, and this is my Doom II 100% walkthrough for the PC.

>> No.9379685

>>9379682
Never watched him, so no I'm not.

>> No.9379695

>>9379682
I prefer his HL walkthroughs

>> No.9379756

>>9379695
What order am I supposed to play Arcane Dimensions maps in?

>> No.9379761

>>9379756
Sorry didn't mean to quote.

>> No.9379769

>>9379756
doesn't really matter, only the runes carry over. maps with runes are marked by grey rune squares near the entrances.
I think e1m1 remake still sends you on a round trip through the rest of the episode, so avoid that one until the end.

>> No.9379839

best way to play doom/doom mods on a ps vita?

>> No.9379859

>>9379402
>this complaint again
I know where you came from and I too love Q2 & 3A's being on par with the RocketLaunchers, but in Quake the shotty is mechanically analogous to the Doom1&2 Pistol and the DBS is a bizzare mix of their shotgun with the spread of 2's SSG but slightly faster
I know of one mod that 'fixed' this by turning the starting shotgun into an innacurate SMG

>> No.9379896

>>9379459
Does it work on Linux? Are there compiling instructions for this client? Or should it be the same as SRB2Kart?

>> No.9379932

I’ve never played Doom before and am running through episode 1 of the Woof! port in ultrawide with base ultimate doom wad.
I was wondering what midi setting everyone uses; native, synth, ogl? Is there anything I’m missing?

>> No.9379941

>>9379932
If you want to hear the music as the composer heard them, use https://sc55.duke4.net/games.php#doom
If you want an absolutely amazing, high-quality remake of the Doom soundtrack, use https://www.moddb.com/mods/brutal-doom/addons/idkfa-doom-soundtrack

>> No.9379979

>>9379941
how do I implement these into my game?

>> No.9379981

>>9379932
I use FluidSynth with an imitation SC-55 soundfont.
Also, consider getting these and putting them in autoload:
https://drive.google.com/file/d/1ids1EfNDfvsd53BQNKMP3feFq5E7L84S/view

>> No.9379984

>>9379981
>https://drive.google.com/file/d/1ids1EfNDfvsd53BQNKMP3feFq5E7L84S/view
what is this exactly?

>> No.9379994

>>9379979
lol I dunno exactly as I haven't used Woof but https://github.com/fabiangreffrath/woof/releases says
>Support for high quality music packs (see https://sc55.duke4.net/ or http://sc-d70.retrohost.net/).). Unpack them into the autoload folder or load as zip archives.
so should work in Woof.
Anyways the ones at https://sc55.duke4.net/games.php#doom were recorded with an SC-55 which is what the composer used so that's as close to "what they're supposed to sound like" as you'll find. You won't be able to get MIDI to sound quite the same; there are MIDI soundfonts based on the SC-55 that sound similar, but not quite the same.
The "boosted" files are just louder so sound effects don't overwhelm them.
IDKFA absolutely fucking rocks if you're unconcerned with authenticity.

>> No.9379996

>tfw no Buckethead soundtrack for Ultimate DOOM, DOOM II and Final DOOM

>> No.9380001

>>9379994
I'll probably end up using IDKFA if I ever figure out how to get these custom music packs working in Woof!

>> No.9380034

>>9379896
Yeah it works. See the link above; it should be almost the same for compiling vanilla. It also works on WINE.

>> No.9380084

>>9379540
Cute project. Hope you will do pretty well in that jam you have submitted it for.

>> No.9380097

>can't stop engine hopping
Ironwail is the most promising for the HUD and performance alone

>> No.9380114

>>9379984
it's this
https://www.doomworld.com/forum/topic/62403/

>> No.9380115

>>9379679
Sounds like a personal problem.
>>9379402
The weapons are pretty punchy as is, not everyone else keeps stubbornly sticking with the double barrel and unlike Doom every enemy can be gibbed.

>> No.9380124
File: 2.93 MB, 950x614, Get Cubed.webm [View same] [iqdb] [saucenao] [google]
9380124

>> No.9380150

>>9380114
Putting the files in the autoload folder did nothing

>> No.9380156
File: 48 KB, 300x977, ghghggh.png [View same] [iqdb] [saucenao] [google]
9380156

Would there be general interest if I were to permanently host a bunch of retro FPS servers for /vr/?
I've always wanted to go back to the days of dedicated servers and LAN parties, but I have no friends and don't want to play with normies either.

>> No.9380158

>>9380156
I'm pretty sure Rekkr man already does that and nobody plays on them.

>> No.9380170

>>9380158
I used to run a co-op game group and my main takeaway was that below a certain "critical mass" of players, you have to actively organize play sessions, set schedules, etc.
Otherwise what happens is that someone will come online, see that there's not enough people online, silently leave, then 30 minutes later somebody else comes online, sees that there's not enough people online, etc.

Because if we're trying to simulate LAN parties, it's really about the parties, so the problem is community organization, rather than the games or the servers.
And that's the thing that I miss, the community aspect. For any given boomer shooter, I can find a server to play on at any given moment. The problem is the alienated multiplayer experience where there's no community feeling.

>> No.9380185

>>9380158
NTA, but here's the link.
http://clovr.xyz/

>> No.9380232

>>9380170
Discord is perfect for this.
inb4 >discord

>> No.9380235

>>9379859
>>9380115
The problem with Quake is that there's no powerful+versatile weapon for shell ammo, so in many non-threatening instances you must choose between "wasting" nails/rockets, or a shotgun snipe snoozefest. Doom does not have this problem.
(Then there are shit levels that just don't give you the weapons before you need them, which is not Quake's fault but ultimately too common)
>every enemy can be gibbed
This is factually incorrect, the rotfish (and the spawn) can't be gibbed.

>> No.9380246

>>9380235
>Doom does not have this problem
having to clean up a dozen drifting cacos happens constantly and is a snoozefest regardless of the weapon

>> No.9380250

>>9380235
>Doom does not have this problem.
>[baron and caco spam intensifies]

>> No.9380270

>>9380235
>The problem with Quake is that there's no powerful+versatile weapon for shell ammo
The double barrel is fine, doesn’t hit as hard as Quake 2’s or Doom’s but fires far faster. Quake’s bigger issue at its time was not budging about letting grunts, dogs, and enforcers beyond the intro levels save for E1M2.

>> No.9380293

Anyone has github for Not Blood? Cant find it anywhere.

>> No.9380296

>>9380293
https://github.com/clipmove/NotBlood

>> No.9380297

>>9380293
https://github.com/clipmove/NotBlood
God bless Yandex

>> No.9380301

>>9380293
https://github.com/clipmove/NotBlood

>> No.9380304

>>9380296
>>9380297
>>9380301
I live again. Thank you very much anons.

>> No.9380306
File: 1.06 MB, 1920x1080, 1649557046579.png [View same] [iqdb] [saucenao] [google]
9380306

HOLY Soul

>> No.9380312

>>9380304
Just remember to save that link somewhere. That's what I do with every project I care about.

>> No.9380320
File: 1 KB, 95x75, image.png [View same] [iqdb] [saucenao] [google]
9380320

>>9380312

>> No.9380380
File: 1.65 MB, 1457x1317, witter.png [View same] [iqdb] [saucenao] [google]
9380380

is this guy right about Blood 2 or did he just miss the pickups?
i haven't played it yet and was looking forward to it...

>> No.9380386
File: 2.30 MB, 1920x1080, cyb.png [View same] [iqdb] [saucenao] [google]
9380386

cyberdemon at home

>> No.9380395
File: 29 KB, 746x538, woofload.png [View same] [iqdb] [saucenao] [google]
9380395

>>9380150
Gotta make sure you put them in the right sub folders, pic related.

The mods fix some of the offsets and a few stray pixels and what not, so that the animations look as smooth as they were originally supposed to.

>> No.9380396

>>9380386
>didn't even try to match Quake's monsters' pixel density
Could have told me this was the next New Blood game.

>> No.9380402

>>9380380
It's unfinished and unbalanced. Not sure about 1 hp but I played it and it wasn't good.

>> No.9380410
File: 102 KB, 275x201, Colorfulplayers.png [View same] [iqdb] [saucenao] [google]
9380410

>>9377737
Colorful hell updated to 0.99
https://forum.zdoom.org/viewtopic.php?p=1231269#p1231269

>> No.9380427

>>9380312
My PC got fucked and I dusted out an old one but now I have to figure out why it doesnt want to run.

>> No.9380436
File: 133 KB, 887x1097, 1660350419811698.jpg [View same] [iqdb] [saucenao] [google]
9380436

>>9380410
>White Mastermind
I never thought I'd see the day.

>> No.9380452

>>9377736
what's a good way to get into competitive Quake? is QC:Doom Edition good or a meme?

>> No.9380465

>>9380380
as far as I'm aware blood 2 is an unfinished piece of shit that got pushed out years too early.

>> No.9380471

>>9378309
You can find it for download on f95

>> No.9380531

>>9380380
>i haven't played it yet and was looking forward to it...
Yikes, yeah sorry but it’s very bad. It’s worse than Shogo, so play that next if you must. If you haven’t played Blood’s Death Wish, it’s imperative that you go through that first.

>> No.9380552

>>9380531
i was waiting for DW update 2.0 to play it
as for Shogo i played it a lot back then

>> No.9380601
File: 95 KB, 459x585, window.jpg [View same] [iqdb] [saucenao] [google]
9380601

>>9378714
it would be sick if the next Doom at least is an immersive sim

>> No.9380612

>>9380601
That would be an amusing recipe for disaster considering the base they’ve just built up from their newest title.

>> No.9380625

>>9380380
Blood 2 is completely awful top to bottom, in execution and design, it wouldn't have been good even if it was finished. Arguably a worse sequel than Duke Nukem Forever.

>> No.9380645

>>9378273
GZDoom physics is tailored to what chicken man wants with little regard to demo compatibility.

>> No.9380649

>>9380380
i spent an hour trying to set up blood 2 to work on my computer but at the end of the day the mouse input was completely borked and i couldn't bear to tinker with it any longer so i refunded it

game is literally unplayable

>> No.9380652

>>9380645
demos are irrelevant

>> No.9380662

>>9379346
>bugfixing thread
interesting.. link?

also, would the threads linked from this page
https://doomer.boards.net/page/dbp

reflect the latest/bugfixed versions of each wad?

>> No.9380667
File: 829 KB, 2700x2200, 1663769836168719.jpg [View same] [iqdb] [saucenao] [google]
9380667

>>9380465
>>9380625
>>9380649
well fuck

>> No.9380675

>>9380662
dev thread is locked for guests I'd assume.
the threads sometimes have outdated OPs.

>> No.9380686

>>9380675
since we're here: is DBP53 out yet?

>> No.9380714

>>9379298
doom 95

>> No.9380715

>>9379402
Alkaline had the chainsaw. It's originally from Zerstorer.

>> No.9380721

>>9380306
reminds me of the time I was blissfully unaware of newer sourceports and played Quake1 by mounting the .iso file everytime and launching quakeinjector old custom maps in Winquake
The low resolution and everything really made it look soulful, even if it wasn't the most optimal way to run it

>> No.9380732

>>9379402
What map is that? Is that ter shibboleth? I thought Drake had no original levels and is only tools for making levels

>> No.9380740

>>9380732
The newest version of Ter Shibboleth uses the Drake mod. I remember it feeling off and ugly so I’ve only played most of the first level of TS through the vanilla version.

>> No.9380742

>>9380732
Ter Shib 2. Ter Shib Drake has remastered Ter Shib 1 maps and Ter Shib 2 maps. Drake Mod has no original maps.

>> No.9380770 [SPOILER] 
File: 64 KB, 1080x758, 1663244190044.jpg [View same] [iqdb] [saucenao] [google]
9380770

>>9380471
thanks
is not the last version

>> No.9380781

>>9380380
He missed the pick ups also should get good.
The game is a mess, but honestly I wouldn't call it exactly awful, just unfinished and despite that - too long. Also, not what Blood fans wanted. The addon. Nightmare Levels, is better.
Now, making it properly run is a hassle, especially on the modern machines and probably isn't really worth it, unless you ran out of games to play.
Even with all the problems, I would call it a better sequel than Unreal 2.

>> No.9380785
File: 2.82 MB, 950x620, Sniper Zombie.webm [View same] [iqdb] [saucenao] [google]
9380785

This is fun.

>> No.9380787

>>9380270
I wonder what the reasoning for that was. Did they think that soldiers would look too out of place in runic and medieval texturesets? Did they not want to bore the player with "weaker" enemies?

>> No.9380808

>>9380770
>is not the last version
is it? damn, they're getting sloppy.

>> No.9380879

>>9380785
A sniper would be cool if, instead of being a projectile, you got a tell like when an Archvile is targeting you. While still being able to cleave through a mob of zombiemen, if possible.

>> No.9380905

>>9380879
I don't think hitscan can do it. And now sure if I can have custom arch-vile fire.

>> No.9380913
File: 1.95 MB, 500x228, 1659832668254341.gif [View same] [iqdb] [saucenao] [google]
9380913

>>9379256
Any tips?

>> No.9380950

>>9380380
I remember playing it as a young lad and never having this much of a problem. Yeah this game is bad but not insanely unfair.

>> No.9380957
File: 2.58 MB, 940x622, cube fight.webm [View same] [iqdb] [saucenao] [google]
9380957

I'm happy with my cubes. Now to the next stupid idea.

>> No.9380959

>>9380950
looks like he deleted his tweet...

>> No.9380963

>>9380957
that's actually pretty cool use of these cubes

>> No.9380971

>>9380963
I never really seen them used, how are they used usually?

>> No.9380983

>>9380971
only as flying cubes in the Icon boss fight.
i just find the sprite very fitting for a companion drone of sorts
soul cube and stuff

>> No.9380989

>>9380983
Those are recolors I got from Realm667, but I did MBF21 code from cratch for them. I wanted to make a whole set, but couldn't change the sprites in a way that doesn't suck to differentiate.

>> No.9381062

Which source port should I use to play Blood? NBlood, BuildGDX or Raze?

>> No.9381073

>>9381062
NBlood
Raze got better sound and feels smoother but it's still buggy

>> No.9381076

>>9381062
notblood is nblood + difficulty customization from gdx (+ more)
never tried raze, so can't compare.

>> No.9381078

>>9381062
Those are fine, though Raze uses Nblood anyways. GDX has some means to customize your difficulty. Up here we have Not Blood >>9380296 which is like GDX and Nblood had a baby: Feels like Nblood with GDX difficulty settings and then some.

>> No.9381079

>>9381076
Is NotBlood ever going to fusion with Nblood at one point?

>> No.9381143

>>9380306
>1080p pretending to be low-res
Weak. You haven't experienced Quake Soul until you've run it on a computer that can't run it above 320x240 without lagging, and is actually slow enough to show you the loading icon despite running from disk.

>>9380380
Blood 2's difficulty levels are fucked, as is the engine stability. If you can get past those it's somewhat OK. I like the designs of the female Chosen from Nightmare Levels, even if they have basically nothing to do with Blood 1's version of the characters.

>> No.9381163

>>9378541
Looks pretty nice, and I think it will be a good addition because sprites of chaingunners conflicting with chaingun replacement sprites in 2048/Ad Mortem really irked me

>> No.9381309

Didn't know about notblood but it seems pretty great. I've been playing with raze recently but something about it seems a bit off. Not sure if I'm just imagining things.

>> No.9381349

>>9380787
>Did they think that soldiers would look too out of place in runic and medieval texturesets? Did they not want to bore the player with "weaker" enemies?
I’d want to say it’s the former, on top of inadvertently helping with performance issues. If they were doing it because they didn’t want “weaker enemies”, they learned the error of their ways with Quake 2.

>> No.9381381

>>9381079
I was using Nblood for Eviction because NotBlood didn’t initially support its custom enemies, but I think the NotBlood dev is a basedboy who lurks these threads as he provided a fix for it. He also noticed I was having issues with hitscan projectiles and suggested I do a clean install - boom, fixed.

>> No.9381414

>>9381381
yep truly a great lad. he even implemented controller support after i expressed the need the need for it.
i was just playing the mall level before typing this.
It plays pretty fine with a controller because of the autoaim.

>> No.9381424

>>9381414
>need for controller aim in an FPS
Nauseating. Almost as bad as touchscreens.

>> No.9381434
File: 9 KB, 63x106, watch me.gif [View same] [iqdb] [saucenao] [google]
9381434

>>9381424
i'll be thinking about you specifically when i play and enjoy then

>> No.9381459
File: 15 KB, 377x207, logo.gif [View same] [iqdb] [saucenao] [google]
9381459

2 months left to knock together a /vr/mondo submission.

The /vr/ Mondo Project is a rip-off of the Doomworld Mega Project series. The purpose of the project to encourage creativity and bolster /vr/ as a mapping and modding community.
RULES:
- Submit as times as you would like by the end of 2022. Updates are allowed.
- Any kind of playable custom content for any DOOM IWAD is considered a valid submission. Maps, gameplay mods, etc.
- Include the phrase "/vr/ Mondo Project" with your submission so that I can find them all.

The submissions will be compiled into a zip with each submission given its own folder. Please include a txt with some information about how to play your submission and credits for any resources used.
I will be reposting this at the start of each new month. Please do not add this project to the news post.

>> No.9381464

what ever happened to that dark souls hexen gameplay mod? i'd also like to know of any other action rpg-esque projects

>> No.9381469
File: 2.69 MB, 944x622, 2022-11-02 00-05-53.webm [View same] [iqdb] [saucenao] [google]
9381469

Ancient Aliens, but properly this time.

>> No.9381502

>>9381414
>It plays pretty fine with a controller because of the autoaim.
That new “autoaim accurate crosshair” is a surprising amount of fun, went keyboard-only with it for a few just to try it out.

>> No.9381507

>>9381381
I lurk because feedback is important

>>9381079
A lot of fixes have been pushed upstream - as for the customization stuff I doubt NBlood devs would want that.

>> No.9381510

>>9381502
indeed

>> No.9381531

>>9380380
I remember playing all the way thru this one on medium difficulty ~15 years ago - and the only hangups I encountered was getting entry to the place where the Tchernobog skeleton was at in one of the first levels and trying to leave the "giant bomber level" too early without a parachute, and if I reacall none of the bossfights gave me much trouble at all...
Are zoomie vidya reviewers really this incompetent?

>> No.9381541

>>9380380
they sent an alpha to the producers and they just printed it

>> No.9381551
File: 388 KB, 512x512, oh hi chernobog!.png [View same] [iqdb] [saucenao] [google]
9381551

>>9381541
what in the lokemundux

>> No.9381564
File: 81 KB, 832x584, trashman.jpg [View same] [iqdb] [saucenao] [google]
9381564

>>9379932
Yeah the default MIDI's sound like shit and can't figure out how to add custom music to Woof!,

Can someone recommend a better source port that looks good in ultrawide, plays like vanilla, and will let me customize the music into not sounding like shit?

>> No.9381594

>>9381424
Controllers aren't crreated equal, anon.

>> No.9381634

>>9379839
prboom + i do it myself. very fun.

>> No.9381673
File: 177 KB, 1280x960, miku runs away after finding caleb cheating on her with purgatori.png [View same] [iqdb] [saucenao] [google]
9381673

>> No.9381765
File: 299 KB, 520x329, eyeseeyou.gif [View same] [iqdb] [saucenao] [google]
9381765

>>9381673
>another day another corpse

>> No.9381768
File: 537 KB, 320x240, doom-guy-nodding-kid-computer-thumbs-up-1407541825R-2184518904.gif [View same] [iqdb] [saucenao] [google]
9381768

>>9381673
>doomguy was filming
>doomguy was filming

>> No.9381804

Is it impossible to have good music on Woof!? Is Crispy doom the go to?

>> No.9381846

>>9381804
set player to fluidsynth, set soundfont path in the cfg

>> No.9381921 [SPOILER] 
File: 1.38 MB, 1280x720, milkgun_to_the_rescue.webm [View same] [iqdb] [saucenao] [google]
9381921

Vids of Slooter map playthroughs, E1M1 to E1M4:
https://mega.nz/folder/xskEmYSD#sHefgbHlLeojslpukq6y1A
I need a better place to upload these, especially since E1M5 gets pretty girthy. Mega's traffic limit makes it impractical to upload the longer maps for that reason.

>> No.9381965

>>9381921
Pornhub?

>> No.9381981
File: 2.87 MB, 864x540, Fucking grind rails, how do they work.webm [View same] [iqdb] [saucenao] [google]
9381981

BITCH

>> No.9381997

>>9381921
upload the 0.20 please

>> No.9382001
File: 3.00 MB, 854x480, Turok 3 - Level 01 [sound=https%3A%2F%2Ffiles.catbox.moe%2Fegxnah.ogg].webm [View same] [iqdb] [saucenao] [google]
9382001

I'm a fucking retard

>> No.9382008
File: 2.86 MB, 864x540, OUT-FUCKING-SKILLED.webm [View same] [iqdb] [saucenao] [google]
9382008

>>9381981
It's even funnier the second time

>> No.9382013

>>9381981
>>9382008
SRB2Kart is so kino. thanks to /vm/ for keeping it alive

>> No.9382049
File: 924 KB, 2560x1440, treasure trove cove.png [View same] [iqdb] [saucenao] [google]
9382049

>>9381507
>spoiler
Thank you so much, based dev

>> No.9382108

>>9379459
We managed to fix the warnings Nametags was printing all the time by switching to /v/'s version of it.

>> No.9382154

>>9379540
looks like ps1 gits

>> No.9382202
File: 362 KB, 1024x352, BILBLONC.png [View same] [iqdb] [saucenao] [google]
9382202

SNS stuff: We're still replacing the advertisements in SRB2Kart (the vanilla ones, at least.) What was submitted so far has been good, but there's still plenty of open slots. Here's the unreplaced textures.
https://cdn.discordapp.com/attachments/727328864489046110/1037216866638245978/Adverts.zip

>> No.9382209
File: 253 KB, 250x199, Community_image_1424390850.gif [View same] [iqdb] [saucenao] [google]
9382209

I'm your momma.

>> No.9382215
File: 127 KB, 355x345, file.png [View same] [iqdb] [saucenao] [google]
9382215

>>9382209
MENABLANABLAH!!!

>> No.9382223

E2M4 is cancer

>> No.9382231

>>9382223
why

>> No.9382258

Was there not a quake Halloween jam this year?

>> No.9382262

>>9382231
I don't know where to go at the end, and there is next to no ammo

>> No.9382268

>>9382258
Halloween and Christmas jams are going to be combined this year... for some reason...

>> No.9382274

>>9382262
lol git gud

>> No.9382276

>>9382258
they used the entire month to do a "sewer jam"
I hope they are the best sewers ever

>> No.9382279

>>9382276
>sewer jam
Sounds like a real shitty situation.

>> No.9382283
File: 44 KB, 282x327, 1493131798638.jpg [View same] [iqdb] [saucenao] [google]
9382283

>>9382279

>> No.9382284
File: 587 KB, 1294x1888, the_nightmare_before_christmas_poster-1866937963.jpg [View same] [iqdb] [saucenao] [google]
9382284

>>9382268
Sounds dope honestly

>> No.9382317
File: 179 KB, 512x256, BILSAFE.png [View same] [iqdb] [saucenao] [google]
9382317

>>9382202
Redone and moved the 94 Protons ad to BILSAFE.

>> No.9382348 [SPOILER] 
File: 78 KB, 512x512, JEWELAD3.png [View same] [iqdb] [saucenao] [google]
9382348

>>9382202
I've been working on two entries.

>> No.9382350
File: 31 KB, 512x512, JEWELAD4.png [View same] [iqdb] [saucenao] [google]
9382350

>>9382348
And here's the second one.

>> No.9382360

>>9382209
>"Hump yo mom"
>is morbidly obese and gross
Chris Chan is secretly a Mancubus.

>> No.9382383

Is there a WAD for chex quest? All my googling just says chex quest is an exe file and you don't need any copies of Doom to play it?

>> No.9382387
File: 214 KB, 1280x720, 6-kCM-Uw.jpg [View same] [iqdb] [saucenao] [google]
9382387

Quake Mjolnir release teased to be "soon":
https://www.quaddicted.com/forum/viewtopic.php?id=1307

>Quake Mjolnir?
Megamod that fuses all Quake mods from the past 25 years into 75 maps, 16 start maps for the 16 episodes and an end. Not replying to news post since there's no date in this post.

>> No.9382390

>>9382258
>>9382276
The Brutalist Jam and then the Sewer Jam ran for a while so Halloween was skipped. Nightmare Before Christmas Jam is confirmed.

>> No.9382464

>>9380971
>>9380983
Strain used them as custom enemies. Gave them a mastermind's chaingun and made their flaming corpses hurt you. Fucking annoying.

>> No.9382470

>>9382464
Yeah, someone told me of it. Flying hitscan seems like a bad idea.

>> No.9382506

>>9381921
>humanoid monstergirls everywhere
Wake me up when there's a Kitsune/Kyuubi-taur sorceress miniboss whom I can savagely fist in her tight vixen cookie

>> No.9382509

>>9382202
>DoomGuy (ToT)
GIB MI PLOX!!1

>> No.9382510
File: 392 KB, 1280x800, kart0009.png [View same] [iqdb] [saucenao] [google]
9382510

Jesus christ, some of these medals are getting fucking bizarre.

>> No.9382525 [SPOILER] 
File: 51 KB, 800x450, 800px-Bruiser-Eye.jpg [View same] [iqdb] [saucenao] [google]
9382525

>>9378191
>Blood WADs
Aren't they all terrible?
>console enemy
You mean this dude?

>> No.9382542

>>9382387
>75 maps, 16 start maps for the 16 episodes
that sounds pretty insane

>> No.9382598

>>9382510
Wait until you get to Volcanic Valley. Protip: watch the staff replay.

>> No.9382612
File: 41 KB, 500x500, 1632133113701.png [View same] [iqdb] [saucenao] [google]
9382612

>>9382348
>that pinkie and cyberdemon in the background

>> No.9382620

>>9382202
how to edit this stuff? Do I have to do it in a certain palette or can I just edit it as I like and dont give a fuck?

>> No.9382704

>>9382620
Anybody has a transparent png of Floyd? I mean the robot from quake 1 rubicon

>> No.9382735
File: 126 KB, 256x256, TPSIGNE version 1.png [View same] [iqdb] [saucenao] [google]
9382735

>>9382620
>>9382704
okay nevermind I did myself instead of being a lazy bastard
>>9382202
Here's a quake flavored TPSIGNE, this is the first uncensored version

>> No.9382737

>>9382258
Last year's Halloween and Xmas Jams were quite crappy, so good thing that they combine them. We might actually get something playable.

>> No.9382741
File: 127 KB, 256x256, TPSIGNE version 2.png [View same] [iqdb] [saucenao] [google]
9382741

>>9382735
>>9382202
and here's a censored version incase someone gets buttblasted
I still got the paint dot net file with layers if you want me to edit it if something is crooked or anything

>> No.9382746

>>9382348
18 naked pinkies in the sowers at phobos lab

>> No.9382747
File: 576 KB, 1080x1080, Icantbeep.jpg [View same] [iqdb] [saucenao] [google]
9382747

>>9382735
>>9382741
Amusing, but sometimes there's art in subtlety, anon.

>> No.9382750
File: 34 KB, 256x256, TPSIGNE.png [View same] [iqdb] [saucenao] [google]
9382750

>>9382735
I didn't mention it, but the palette used is called Sonic Robo Blast 2 (Legacy) in Slade, here's how it looks with it applied.

>> No.9382762

What were they thinking with E3M2?

>> No.9382763
File: 155 KB, 1024x576, 51944687598_6dbc00f7d7_b.jpg [View same] [iqdb] [saucenao] [google]
9382763

>>9382390
>2 Quasiotter maps instead of just 1
I cannot wait…

>> No.9382765

>>9382750
Not bad, I was afraid the palette would fuck it up badly - I'll leave it to the SRBkart anon's discretion to choose which version to put in. Though as >>9382747 said it may be more subtle and fun to use the covert "Beat it!"(too bad Im clueless at graphics editing to make the exclamation point).

>> No.9382770

>>9381564
Anon, get something the SC55.sf2 and put it in your Woof! folder, then edit these lines in your woof.cfg
>[("soundfonts\TimGM6mb.sf2")] FluidSynth soundfont path
>soundfont_path "soundfonts\SC-55.sf2"

There. Good music.

>> No.9382772

>>9382762
Crazy mormon Sandy making maps in the 90s. Still fun with a berserk, secret plasma, and a good use of fireblu for the cacos.

>> No.9382775

>>9382765
If you mean the server host, that's me. I don't have a problem with either of them. I figured you would prefer the first version to get in so I grabbed that, but if you think the second one would be funnier then I can use that instead.

>> No.9382781

>>9382770
I'm using EmperorGrieferus soundfont. No other soundfont even compares

>> No.9382791
File: 127 KB, 256x256, TPSIGNE version 3.png [View same] [iqdb] [saucenao] [google]
9382791

>>9382775
I think this one is the optimal, I ditched irrational thoughts of buttblast since this is made by anons for anons and no one else will play on the server but us - I just think Beat it! is a fun obfuscated way of saying the Violent Rumble slogan

>> No.9382801
File: 34 KB, 256x256, TPSIGNE.png [View same] [iqdb] [saucenao] [google]
9382801

>>9382791
Cool. Here's the paletted version if you want to make further adjustments. I'm off to the wage cage so I'll get back to your replies later.

>> No.9382815

>>9377737
>>9380410

version 0.99a released on colourful hell to fix the white mastermind issues
https://forum.zdoom.org/viewtopic.php?p=1231324#p1231324

>> No.9382816

>>9382750
>>9382741
>>9382735
>random white light-fixture tile
I dont get it :-/

>> No.9382827

>>9382816
I got it from https://www.quaddicted.com/webarchive/kell.quaddicted.com/ texture section

>> No.9382829
File: 2 KB, 96x116, uooh.png [View same] [iqdb] [saucenao] [google]
9382829

>>9382509

>> No.9382831
File: 961 KB, 1600x900, spasm0056.png [View same] [iqdb] [saucenao] [google]
9382831

What is the attribute of AD's Blue Armour in comparison to other regular kinds?

>> No.9382836
File: 1.91 MB, 916x1560, slough of despair.png [View same] [iqdb] [saucenao] [google]
9382836

>>9382762

>> No.9382837
File: 23 KB, 400x234, License_01.jpg [View same] [iqdb] [saucenao] [google]
9382837

>>9382827
>404 - website got HaX0r'd by TehQuakeMaster85

>> No.9382859
File: 1.23 MB, 640x360, LaserSight.webm [View same] [iqdb] [saucenao] [google]
9382859

>>9380879
Kinda like this? been using it for a while, its pretty fun and makes them more than just walking clip drops

>> No.9382867

>>9382859
Something like that, but not in UDMF.

>> No.9382868

>>9382735
text blends in, has to be much higher contrast.
do a squint test or just look at the preview in the post.

>> No.9382874

Is 640x480 the maximum resolution for Woof ?

>> No.9382926
File: 120 KB, 256x256, TPSIGNE version 5.png [View same] [iqdb] [saucenao] [google]
9382926

>>9382868
How's this one? I wanted it to look as similar to quake assets as possible and don't use goofy paint fonts, maybe that was a bad call

>> No.9382941

>>9382762
When I played the map at 90s, it was cool. First fully outdoor map. Loved the whole episode.

>> No.9383039
File: 66 KB, 165x232, Screenshot 2022-11-02 at 10-24-33 dvRBQ6J.jpeg (Imagen JPEG 2477 × 3500 píxeles) - Escalado (26 %).png [View same] [iqdb] [saucenao] [google]
9383039

>mfw too stupid to change weapons using the number keys
I can do it with the first four or five weapons, but after that, I become a mess. I always end up using the mouse wheel.

>> No.9383045

>>9383039
>tfw you have to stop firing in order to switch weapons
Blunder of the century.

>> No.9383104

>>9382859
How did you implement that laser sight? Railgun?

>> No.9383160
File: 1.54 MB, 1600x900, spasm0057.png [View same] [iqdb] [saucenao] [google]
9383160

>making a proper secret and not marking the area itself as a secret, despite calling it a secret in the reveal message
>marking as one an easily-accessable ledge populated by ammo-dropping enemies instead
Genuienely my first time encountering something like this outside of 1964's "not-quite secrets"

>> No.9383239

>>9383039
You're not using the 6-0 keys are you? You have a hundred keys around your hand just rebind them lmao

>> No.9383254

>>9383239
not that anon but I use all the number keys

>> No.9383301
File: 648 KB, 1052x557, imagem_2022-11-02_141440258.png [View same] [iqdb] [saucenao] [google]
9383301

i've downloaded treasure tech land demo, but the hud is not showing up. is anyone having this issue too?

>> No.9383352

>>9382815
what happens on version 1.0?

>> No.9383374
File: 199 KB, 321x306, greenlexluthor.png [View same] [iqdb] [saucenao] [google]
9383374

>mfw my id anthology got destroyed when my basement got flooded

I don't know what i was thinking placing it in a paper bag on the floor.

>> No.9383416

>>9383352
magic

>> No.9383425

>>9383374
Make a map of your basement anon - as a shrine to this lost relic.

>> No.9383437

General question for you:
Why you think doom wads are popular? There are other games with great mapping tools, but none has the relevance of doom.
There is also a situation like wowkiller for mmos, where games try to cater doom mappers to their game.

>> No.9383441

>>9383374
Anon, i had the chance to buy ultmate doom anthology back in 2003, but i never could find the damn thing ever again.
and it was the big box release with 4 cds

>> No.9383453
File: 884 KB, 1600x900, spasm0060.png [View same] [iqdb] [saucenao] [google]
9383453

>>9383160
>Only just now after playing-thru 90% of the AD maps I have realized that the Nailgun is missing from the nextweap cycle list after you grab the SNG
Interesting why that might be the reasoning for it?

>> No.9383461

>>9382831
there is no blue armor in ad, must be custom

>> No.9383463 [SPOILER] 
File: 24 KB, 1124x952, slough of 9.png [View same] [iqdb] [saucenao] [google]
9383463

>>9382762

>> No.9383482
File: 1.23 MB, 1600x900, spasm0061.png [View same] [iqdb] [saucenao] [google]
9383482

>>9383461
>It's has no HUD icon and seems to be a skinswap of YellowArmor since it also has 150AP, but I still dont get if it does anything special besides that

>> No.9383545

anyone ever heard of this? it's an open world GTA-like Doom WAD, called zDaemon City
https://monkey.zdaemon.org/wads/zdcity_rm_b136.zip

>> No.9383548

>>9383437
>easy to modify in every area
>monster roster gives basically endless options to create new scenarios
>still fun to play
>thousands of maps and mods to influence and motivate new waves of mappers and modders
>many active communities

>> No.9383562

>>9382387
noice, this is going to work on the new quake too?

>> No.9383576

>>9383437
There are source and goldsource fangames that are more popular than every doom wad combined, most wads are only known within the doom community
But there's probably a way bigger volume of doom wads for the dedicated community than other games because the engine is easy to work with and performs well under pressure. No computer could handle a Sunder made for half life or quake

>> No.9383579

>>9383576
>most wads are only known within the doom community
Do they work with Brutal Doom though?

>> No.9383589

>>9383352
>"TASTE THE RAINBOW MOTHERFUCKER"

>> No.9383592
File: 356 KB, 846x458, 1656743369954.png [View same] [iqdb] [saucenao] [google]
9383592

>>9383437
Have you tried mapping for other games besides doom?

>> No.9383597

>>9383589
>The Icon of sin glows harder than a razer keyboard
>Romero looks like a strobe.

>> No.9383638

>>9383545
hows it differ from doom city?

>> No.9383690

>>9382926
Looks good

>> No.9383723

About fucking time
https://www.youtube.com/watch?v=kA54dualkRQ

>> No.9383730
File: 956 KB, 1920x1080, Fgi2vU-UUAEgUVE.png [View same] [iqdb] [saucenao] [google]
9383730

>Linecount is closing in on 50k

>> No.9383734

>>9383730
Good grief.

>> No.9383736

>>9383730
what map? this looks amazing

>> No.9383739

>>9383736
Sunder map 21 wip

>> No.9383749

>>9383739
ha, sunder was my first guess

>> No.9383813

>>9383730
50k linedefs of /vr/ when

>> No.9383883

I wonder if we could get another WAD out before the next 94 Protons beta.
256 Linedefs, anybody?

>> No.9383884

>>9383730
ok this is amazing but i doubt i would enjoy the amount of monsters

>> No.9383894

>>9383883
25 sectors of /vr/ when?

>> No.9383904

>>9383894
You don't want a sector restriction project. You think you do, but you actually don't. I also think 256 linedefs would be weird seeing how we just did 512.
How about a 2048 sequel?

>> No.9383907

>>9383883
Some ideas i'm going to throw out are
>50 monsters of /vr/ (Map can have maximum of 50 monsters)
>Original art of /vr/ (You must do the textures/flats of your own map)
>20 textures and 20 flats of /vr/ (map max textures and flats are 20)

>> No.9383909

>>9383883
Can we just have 94 protons done?

>> No.9383913

>>9383909
We don't say "never ever" for nothing.

>> No.9383921
File: 716 KB, 320x180, Hakase-in-the-rain.gif [View same] [iqdb] [saucenao] [google]
9383921

>>9383884
>slaughtershit can be fit into any map size and still be equally entertaining as far as slaughtershit can be entertaining
>proper combat encounters are only possible on small maps

>> No.9383924

>>9383883
A vanilla-compatible Doom 1 mapset.

>> No.9383925

>>9383924
Name it.

>> No.9383926

I gave pinky a lost soul attack, and it's pretty funny. But sometimes it crashes the game for no reason.

>> No.9383928

>>9383925
no u

>> No.9383930

>>9383883
64 monsters

>> No.9383931
File: 1 KB, 165x57, file.png [View same] [iqdb] [saucenao] [google]
9383931

>>9383928
Fine name idea!

>> No.9383932
File: 117 KB, 400x378, 1665785497499.png [View same] [iqdb] [saucenao] [google]
9383932

>>9383883
99 Revenants

>> No.9383935

50 Bullets of /vr/
no weapons or ammo in any map

>> No.9383939

>>9383925
0 Super Shotguns of /vr/

>> No.9383938

>>9383935
Add in Ad Mortem's Gargoyles and you have a deal.

>> No.9383945
File: 1 KB, 128x128, sepia2.png [View same] [iqdb] [saucenao] [google]
9383945

Missing colors of VR

>> No.9383949

>>9383939
That's pretty good.
>>9383930
But a monster restriction sounds fun too. We could also crank it out faster since 50 or 64 monsters or so doesn't let you get too ambitious with your maps.

>> No.9383953

>>9383907
>make a map without textures
>another anon makes textures from scratch
>another anon applies those textures to your map
Could be amusing.

>> No.9383965

>>9383939
Speaking of which, playing Sigil right now, and holy molly it's so fun when you actually have to use your whole arsenal.

>> No.9384000

How's this sound?
>DOOM1.WAD
>Vanilla/limit removing format
>No custom resources, keep it simple
>Just make some fucking Doom 1 maps.

>> No.9384029

>>9384000
checked
and as for format, i would bump to boom format at least, but other than that i'm fine.

>> No.9384042

>>9383921
>proper combat encounters are only possible on small maps
Why?

>> No.9384047

>>9383921
yeah yeah whatevs, i prefer smaller maps with fewer monsters

>> No.9384048

>>9384000
Isn't doom1.wad just the demo episode?

>> No.9384054

>>9384000
Nice trips, but(t) I think custom resources would be fine if it's something like beta textures and the like.
>WANG20
kek

>> No.9384056

>>9384048
Mistake on my part, I meant DOOM.WAD

>> No.9384073

>>9384000
haha good luck making pwads work in the shareware

>> No.9384082
File: 2.24 MB, 1280x720, oof_owwwww.webm [View same] [iqdb] [saucenao] [google]
9384082

Got the core changes that I wanted for Final Fantasy Doom working, but there's still a lot of tweaking that needs to be done.
I previously tried replacing the Rockets like an anon suggested, but I floundered trying to implement the changes correctly. Instead, I took the long way around and modified the player's Plasma gun/projectiles and stole the Arachnotron's attack code and projectile for the Lamia's attack.
I also stole more ideas from Rekkr, like turning the musket into a SSG and the Plasma Gun into a rapid-fire shotgun. I need to do a ton of balancing around those changes already, but I also ran into the problem of giving the shotgun an electrical sound, which is also used by Shotgunner and Spiderboss enemies unfortunately.
But at least now I can start working on maps with some of the simpler changes implemented.

>> No.9384093

>>9384054
If you could point us to a texture pack then I wouldn't mind using it for the project

>> No.9384109

>>9384093
God, I wish I remembered what that one texture pack was called, the one that had all these extra doom 1 textures and beta textures too. I think it was even used or about to be used in one of recent /vr/ projects.

>> No.9384115

>>9384093
Anon's probably referring to lostres
https://www.doomworld.com/forum/topic/113992

>> No.9384124

>>9384115
Yes! I believe this is the texture pack that was either suggested or used for one of recent projects.

>> No.9384142

>>9384082
Snake tits!

>> No.9384165
File: 27 KB, 256x192, AAAAAAAAAAAAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google]
9384165

>>9384115
Let's get started then
>>9377737
DOOM 1 /vr/ PROJECT (Currently unnamed)
>Maps must be made using the DOOM.WAD IWAD as the base resource (Not DOOM2!)
>Boom or limit removing may be used, just stay in Doom 1 format
>lostres can optionally be used: https://drive.google.com/file/d/1JbvQgZ_CNbEbIbAN3BdK2haxc9OOqEB8/view
>Custom MIDIs are both allowed and encouraged (with proper credit)
>Your map must have an exit
>Will we have secret exits? Maybe not. If we have a big enough turnout, then we can make accommodations.
>Add the name you want to be credited by in your post, otherwise you'll be credited as "anonymous"
>Tag this post or the news post with your map submissions, and please specify if it is for the project.
>Map submission deadline: November 28th, 11:59 PM EST
>Literally just make Doom 1 maps.
94 Protons is taking too long again. We're bored and tired of waiting. Let's make some fucking maps.

>> No.9384182

>>9384165
>DOOM 1 /vr/ PROJECT (Currently unnamed)
Given the absence of Revenants, obviously it's called Unrattled

>> No.9384183

>>9384165
>94 Protons is taking too long again.
This is what happens when we let Cockblock be in charge of anything.

>> No.9384186
File: 808 KB, 579x712, 9CB15F3B-4640-4C48-8DA7-89F92ACB4578.png [View same] [iqdb] [saucenao] [google]
9384186

I just want to say that Doom is so fucking fun and I don’t think I will ever stop playing it

>> No.9384197

>>9384165
>Boom allowed
thank god

>> No.9384204

>>9384165
Who not use MBF21 considering that a few features are broken in Boom? Don't need to add anything new at all just because it's MBF21 format.

>> No.9384213

>>9384204
MBF21 has only doom 2.

>> No.9384224

>>9383932
but a bitch ain't one

>> No.9384226

Was the Doom comic meant to be tongue in cheek? I always got that feeling.

>> No.9384254

>>9384165
YOU MOTHERFUCKERS
I SUGGESTED A DOOM 1 BOOM MAPSET PROJECT YEARS AGO AND YOU FAGGOTS SAID "UH, NO, IT'S TOO BORING!"

>> No.9384256

>>9383638
there's way more going on in it. Doom City was made in 1995

>> No.9384262

>>9384254
Boo hoo. Make some maps you salty cunt.

>> No.9384273

>>9384165
>>9377737
So, I didn't realize lostres was full of other features outside of textures. We will not be using these. I'll provide a stripped-down version of the WAD in due time, and that will be used instead.

>> No.9384278
File: 337 KB, 522x550, 1666757786438827.png [View same] [iqdb] [saucenao] [google]
9384278

>>9384262
NO, I'M ANGRY NOW!

>> No.9384283

>>9384273
What kind of other features? I thought it only had textures and nothing else.

>> No.9384290

>>9384283
ZDoom stuff like new decorations, which we obviously cannot use in Boom format. There's also beta pickup sprites and stuff, which are just extraneous desu.
>>9384278
You're getting mad over shit that you said happened *years* ago, get off the computer you sped.

>> No.9384292

>>9384165
why do you guys spend so much time making maps and so little time playing the game, seems dumb to do that?

>> No.9384301

>>9384292
just think 2 minutes about what you are saying

>> No.9384306

>>9383482
Check the AD manual or fgd definitions file.

>> No.9384313

>>9384292
Once you've made a few you always want to make more. You'll be playing other people's maps and think "shit that's neat and I bet I could do something similar or better" and then you quit and open up Doom Builder

>> No.9384315
File: 92 KB, 1024x576, 11215441.jpg [View same] [iqdb] [saucenao] [google]
9384315

>>9377737
https://doomer.boards.net/thread/2998
DBP53: Plutonian Sunrise, released.

>> No.9384321
File: 125 KB, 408x400, 1487536604675.png [View same] [iqdb] [saucenao] [google]
9384321

>>9384292
At this point I've logged more hours into modding Doom than playing it most likely. You boys enjoying my work always makes that time investment worth it.

>> No.9384335
File: 33 KB, 797x480, 1667432714440419.jpg [View same] [iqdb] [saucenao] [google]
9384335

It's ok that HL1 took the laser trip mine from Duke 3D because later the DNF 2001 build copied that Surface Tension, so it evens out.

>> No.9384379

>>9384301
think 2 more minutes about what i just asked

>> No.9384463
File: 10 KB, 220x253, 1481413727263.jpg [View same] [iqdb] [saucenao] [google]
9384463

>>9379256
Well that kinda fun. 10/10 rocket launcher practice room.

>> No.9384484

>>9384165
>loads the lostres resources and crashes my doom builder
nice

>> No.9384506

>>9384379
Spend two less minutes sucking dick.

>> No.9384571

>>9380913
I just killed him from up on the ledge outside of the room playing peekaboo. I practiced this several times using a quicksave right before it and he never once left the room.

>> No.9384575

>>9384506
i accept your concession.

>> No.9384590

>>9384571
Er, to be clear, the ledge in front of the door into the room, not the ledge around the room.
He either will never come out of the door or will rarely do so as he never once did and I did many practice runs making sure.
I find the official maps very rarely actually expect you to do combat with a Cyberdemon face-to-face without an invulnerability. There's almost always a relatively safe place to shoot them from if they don't just straight up give you an invulnerability or an opportunity to get it involved in infighting.
Like, in E5M6 there's a certain ledge you can shoot the Cyberdemon from with impunity and his rockets will just hit the ledge in front of you instead of you.

>> No.9384593

I hate mazes and looking for keys and backtracking. Are there any good straightforward WADs where I can just plow ahead and blast niggas?

>> No.9384595

>>9383039
proper keybinds for all singleplayer fps
1 - melee
2 - pistol
3 - shotgun
4 - automatic weapon
Q & 5 - explosive weapon
E & 6 - rapid energy weapon
R or T (depending on if there's reloading) - precision weapon
F - superweapon
G - grenades

>> No.9384597

>>9384590
>if they don't just straight up give you an invulnerability or an opportunity to get it involved in infighting.
Or let you telefrag it.
In other words, there's usually a trick to beating them easily.

>> No.9384598

>>9384595
This, but R for rockets and Q for the super gun. Mouse5 is for reloading.

>> No.9384650

>>9384598
I don't even have a Mouse4.

>> No.9384658

>>9384650
I'm so sorry. I can't go back to using my left hand to reload.

>> No.9384681

>>9384650
Gaming aside, I can't even imagine life without copy and paste bound to mouse buttons.

>> No.9384794

>>9384575
Confession denied.

>> No.9384825
File: 378 KB, 1152x998, 520618840-GB_Logo_New_MB_WIP-2.png [View same] [iqdb] [saucenao] [google]
9384825

>>9384182
I support this idea if the logo is a "No Revenants" one.

>> No.9384862

>>9384595
>setting up config for new fps
>find whatever weapons in the game that are the closest analogues to quake's unholy trinity
>immediately bind them to QER and let the muscle memory take over

>> No.9384898
File: 317 KB, 1200x1200, logitech_g600_mmo_gaming_mouse_p1_1200x1200.jpg [View same] [iqdb] [saucenao] [google]
9384898

>>9383039
>>9384595
>>9384862
Get one of these. Been using em for ten years. Left hand never has to leave ESDF.

>> No.9384908

>>9384290
It's ok, I feel better now.

>> No.9384918

Kegan or Revae, what do you use for asset creation? A tablet + Photoshop or Asperite? How do you make sure all your assets are within the same color pallette? As much detail as possible please.

>> No.9384935

>>9384918
I use Aseprite and a mouse for my stuff. Admittedly I don't adhere to a palette with the stuff I make for Doom, I just kinda play it fast and loose there. Sometimes I use GIMP for editing help screens and stuff because the alignment tools are a godsend there.
Though in the rare times I work with a palette, I just load the palette into Aseprite and forcibly change the assets that way.

>> No.9384945

>>9384898
using the side buttons for common functions can disturb your aim in FPS
mouse4 is useful nonetheless, but mouse5 requires me to completely reorient my thumb
couldn't imagine 6 trillion extra buttons beyond m5 serving a legitimate purpose in shooters

>> No.9384948

>>9384935
You made Combined_Arms and GMOTA with a mouse?

>> No.9384954
File: 67 KB, 250x225, Tech monk HUD face 2.gif [View same] [iqdb] [saucenao] [google]
9384954

>>9384948
yes.

>> No.9384968

>>9384945
Admittedly, I have long fingers and thumbs, but I can hit mouse4 with the joint and mouse5 with the tip of my thumb on a mouse of comfortable size.

>> No.9384973

>>9384948
That's the traditional method for sprite art.

1x1 brush, no AA, mouse only, final destination.

>> No.9384975

>>9384954
>>9384973
That gives me a lot of hope. Thanks a bunch.

>> No.9384979

>>9384898
I used to really like Logitech mice but they used the shittiest microswitches so after getting burned one too many times with those going tits up in varying ways, I stopped.

>> No.9384991

But seriously did duke 3d invent laser trip mines?

>> No.9384997

>>9384945
>>9384968
Fair. My fingers are kinda stubby, which might be why using the buttons doesn't seem to bother my aim much. Might just not be good enough for it to be the main problem, though :D I also do mouse2 jumping a lot, so the ring finger button is useful for stuff one would normally bind to m2. but it's definitely not necessary

>> No.9385008
File: 346 KB, 1013x777, YyCevOw-EXMpN-tLXQ3cDbDcIl6AALL-v7V9yR_EGp4.jpg [View same] [iqdb] [saucenao] [google]
9385008

>>9384973
>That's the traditional method for sprite art.
Not really.

>> No.9385045

>>9384898
For me, it's the G502.
AFAIK G600 lacks a flawless sensor and that's a dealbreaker.

>> No.9385061
File: 1.16 MB, 1558x1000, mines-level-contest-promo.png [View same] [iqdb] [saucenao] [google]
9385061

>>9377737
DF-21.net is hosting a Star Wars: Dark Forces level contest for the month of November with a prize.

Make a level incorporating the custom missions "Mines" (think wow.wad levels of bad).

https://df-21.net/?post=63

The editor WDFUSE has been recently upgraded substantially, removing many of the headaches of editing from the past.

Come join the dark side (for November at least).

>> No.9385084

>>9384186
Blows my mind how much quality shit there is out there for it, all for free. Could be the only game I'd play for the rest of my life if you included mods and wads.

>> No.9385086

>>9384165
>giving in to the Boombabbies
lmao

I hope I can make a map for this, but I am currently lacking any kind of motivation whatsoever for making anything. Autumn blues is one hell of a thing. Take your vitamin D people.

>> No.9385274

>>9384975
>>9384918
Not either of those dudes but I do sprites for a small studio and I still just use a fucking mouse, it's perfectly fine.

As an aside I got my start just doing shit for mods in MSPaint, and there days you've got free options like Krita, Paint.net and even Gimp (if you really hate yourself) so the barrier to entry is pretty low.

Also the Doom community still probably has a drought on it's hands for sprite artists (especially ones who can do rotational sprites), so there's a lot of room to get good and have people slobbing all over you for stuff.

>> No.9385310

finished tht threnody
i love antaresia's maps the most, that final map was godlike
but it was really funny and jarring to end up in stock map21 nirvana complete with countdown of death (a midi I hate) after that massive sprawling map

>> No.9385324

Barrels o' Fun is a good map.

>> No.9385340

>>9385324
Even better with Hideous Destructor

>> No.9385396
File: 76 KB, 388x632, Eidolon_form_1.PNG.png [View same] [iqdb] [saucenao] [google]
9385396

Why does Eidolon have a nipple piercing?

>> No.9385406
File: 66 KB, 325x553, Eidolon_form_2_ver_2.2.PNG.png [View same] [iqdb] [saucenao] [google]
9385406

>>9385396
And how does it grow expotentialy along with him and his skimpy loincloth?

>> No.9385428

>>9385406
>>9385396
>Anon wants more gay demons from CP
I like how he looks akin to a bigger red version of the Chasms Jester mob somewhat

>> No.9385429

>>9385396
Well he also has a cock ring.

>> No.9385434 [SPOILER] 
File: 2.54 MB, 600x337, tumblr_p2xhybc4o51ri5ljho1_640.gif [View same] [iqdb] [saucenao] [google]
9385434

>gay monster-fuckers being weird again
STOP!

>> No.9385441

>>9385434
>note to mods - those aren't real tits but merely an elaborate mimicry, naturally designed by evolution to lure retarded human coomers for a free meal

>> No.9385450

>>9385434
always wondered what was up with this. they gave naked tits to the harpy in ss3 bfe then immediately put a bra back on her for ss4, so what was the purpose?

>> No.9385453

>>9385450
ss4 was before mental forced them to be boob free.

>> No.9385463

I wish the Doom and Duke 3D renderers supported crunchy widescreen 200p. It just look better.

>> No.9385469
File: 60 KB, 300x300, Roxy_Music-Country_Life.jpg [View same] [iqdb] [saucenao] [google]
9385469

Christ Almighty! A-are those, fleshbags with little p-pink pimples on 'em?! Whatevs I'm gonna do now, world chastity must be preserved!

>> No.9385470

>>9385396
the real question is: why doesn't he have two?

>> No.9385480

Back from my 2 day ban from posting that AVGN made a Doom videogame video in a Doom videogame thread.

Great job, mods.

>> No.9385481

>>9385450
>>9385453
those fleshy things on their bust aren't really boobs at all, and you percieving them as such only means that their bait is working as intended

>> No.9385485

>>9384165
>Not duke, not Turok, not IF, not Shadow Warrior, not Heretic or Hexen or Quake 2 or Unreal
>Doom, AGAIN

>> No.9385486

>>9385485
How many people have mapping knowledge with those other games?
How easy is it to get into mapping for those other games?

>> No.9385498

>>9385486
Don't care. Learn it. How hard could it be

>> No.9385505
File: 44 KB, 500x624, 1618894496627.jpg [View same] [iqdb] [saucenao] [google]
9385505

Idgames, boomworld? First time hearing them, I take all my wads from /vr/

>> No.9385509

>>9385498
How about you pick up one of those toolsets and learn it first then? Most anons here have experience with Doom mapping, and while some of that could at least carry over into Heretic, it doesn't help the gameplay of that game can be a pain in the ass, and the monster roster isn't as good.
I haven't heard kind things about Build mapping.

>> No.9385587

>>9385485
Those are coming right after the Eradicator and Half-Life Source projects.

>> No.9385590

>>9385485
You could've started a project of your choosing any time, kiddo. Maybe try actually doing something for a change instead of screeching demands like a downie child in a grocery store.

>> No.9385593

>>9385485
Be the change you want to see, faggot. Host your own project.

>> No.9385594

>>9385587
>Eradicator
was that game even moddable?

>> No.9385595
File: 70 KB, 1016x314, 2022-11-03-123424_1016x314_scrot.png [View same] [iqdb] [saucenao] [google]
9385595

>>9384165
My DSDA Doom doesn't seem to be particularly happy loading lostres on top of DOOM.WAD

>> No.9385608

>>9385595
Pnames overwrite each other and need to be combined. Easiest way in slade is to open texture lumps in each wad and copy from one to another.

>> No.9385613
File: 8 KB, 639x478, map25 but something's very wrong.png [View same] [iqdb] [saucenao] [google]
9385613

>>9385594
Yes, it's just jank. Geometry, basic texturing, items & enemies IIRC, need to be defined through ED.EXE, then you have to boot the game into Edit mode which lets you fuck with the physics and sector heights and angles and whatnot. The readme for Ed explicitly warns you that especially the latter part is really easy to fuck up and break the map.

At least it has the ability to import Doom map geography (picrel), although it will crash if you try to save the map without immediately doing a texture pass (at least I think it's a texture pass, I never finished fucking about in it to get an import to a saveable state).

>> No.9385624

>>9384945
Hasn't for me.

>> No.9385626
File: 1.31 MB, 1600x900, spasm0063.png [View same] [iqdb] [saucenao] [google]
9385626

Finally found an AD map with the Fumigator dudes populating it - too bad neither them nor Pyros drop any health like in Qoth, but armour shards instead

>> No.9385643
File: 54 KB, 578x583, 1666878180392266.jpg [View same] [iqdb] [saucenao] [google]
9385643

>the go fuck yourself-inspired archvile peekaboo fight with constantly changing cover

>> No.9385652

>>9385613
>>9385594
Although if you mean moddable as in editing anything other than the maps, then no. Editing any of the resources would require decompiling the data files and changing them, and I've no clue how Ed and the engine in general would take to adding new stuff to them.

>> No.9385689

>>9385486
>duke, IF, Shadow Warrior
Not a lot of people here and not easy.
>Turok
I think mapping tools for remaster were somewhat easy to learn, but don't quote me on that.
>Heretic or Hexen
Pretty much every mapper for Doom can map for them too.
>Quake 2
There are enough people who can map for Quake engine/GoldSrc games. Skill is highly transferable.
Shouldn't be that hard to learn too, even if it's not as easy as Doom in some ways.
>Unreal
Don't know about here, but there are a lot of people with UE experience. UE1 specifically might lack some stuff, but it's still easy to pick up.
Build difficulties aside, it would be really cool to do something with either other Doom engine games, or something more advanced, like Q1, Q2, HL or Unreal.

>> No.9385727

>>9385485
There's a Quake 2 project in the works from one of the anons.
>>9385587
Chasm: The Rift project is top priority for non-DOOM games though.

>> No.9385735
File: 431 KB, 900x900, 1666878180392278.jpg [View same] [iqdb] [saucenao] [google]
9385735

>Mapper's overreliance on some kind of shtick turning it into banality: be it the same encounter setup, redundant obvious secrets or type of layouts - for full course of mappack

>> No.9385742

>>9385735
Sounds like any modern, critically acclaimed wad.

>> No.9385743

>>9385626
>brush tank
Makes me wonder how feasible it is to make a Half Life style tank enemy in Quake. I guess collision would be the biggest issue.

>> No.9385761

>>9385485
>No duke
Map editor sucks ass.
>Not Turok
idk about that, nobody plays turoks mods
>Not Shadow Warrior
Same thing as Duke
>Not Heretic or Hexen
It's basically like doom.
>Quake 2
Boring shit
>Unreal or Half life
Not interested.

>> No.9385767

>>9385735
Sounds like every cacoward-bait wad or some overrated bullshit like ribbiks maps.

>> No.9385772

any megawads or mappacks that heavily use arachnotrons, besides valiant? I like those little buggers

>> No.9385778
File: 1.56 MB, 1600x900, spasm0064.png [View same] [iqdb] [saucenao] [google]
9385778

>I don't like green fluids that aren't hazdous except Mountain Dew
>>9385743
Making an entity composed of multiple models is possible AFAIK - thats how Armagon was done without being made of too many triangles

>> No.9385796
File: 1.33 MB, 1600x900, spasm0065.png [View same] [iqdb] [saucenao] [google]
9385796

>>9385778
>Oh, wait. . . its one of *those* maps again
I never get to find all secrets on my own in them

>> No.9385803

>ribbiks makes a map with annoying platforming and lots of enemies
Genius! Simply brilliant! Instant cacoward!
>lunchlunch makes a map with annoying platforming and lots of enemies
Oof... slaughter... yikes

>> No.9385805

>>9385742
My grip is when I see clear show of talent and those little bits start to undermine all the effort, it's like a drop of tar got mixed within the honey barrel if you will.
>>9385767
I get my recommendations in-between the passing words of nobodies, so I think I'm partly safe on that.
>>9385772
Lost Civilization

>> No.9385806

>>9385772
Tarnsman's Projectile Hell

>> No.9385809

>>9385761
>Not Heretic or Hexen
>It's basically like doom.
But good.

>> No.9385810

>>9385803
We'll talk how unjust that is, after you make your own Sunlust and 3 smaller map packs, lunchlunch.

>> No.9385815
File: 12 KB, 555x124, 1 whole hour.jpg [View same] [iqdb] [saucenao] [google]
9385815

>it's going to be one of those save lighting for last and let it sit overnight maps

>> No.9385825

>>9385805
>>9385806
already played projectile hell. As for lost civilization I've only played up to like map3 and haven't noticed much arachnotrons but I'll give it a go

>> No.9385842
File: 1.04 MB, 1600x900, spasm0066.png [View same] [iqdb] [saucenao] [google]
9385842

I hate killing these lads just to get a 100% kills but hey, extra rockets are always welcome
>note the unorthox fishing hook he uses to fish those pirahnas

>> No.9385872
File: 350 KB, 1920x1080, Receiving Station.png [View same] [iqdb] [saucenao] [google]
9385872

Strange sense of deja-vu, I feel like I've been in this place a dozen of times before...
>>9385810
>Sunlust
Shouldn't he cooperate with somebody to deliver on that?

>> No.9385886

>>9385803
Who are you quoting?

>> No.9385906
File: 395 KB, 1920x1080, woof012.png [View same] [iqdb] [saucenao] [google]
9385906

Anon sure went a long way since his first modding fair...

>> No.9385907

>>9385872
I don't like that ammo counter looking at me like that.
I should learn ZoneBuilder and make a E1M1/E1-inspired track.

>> No.9385913

>>9385761
>(you)
a faggot who makes shitty maps

>>9385485
>>9385486
>>9385689
Quakewulf is working on the Q2 Anniversary
Q2Cafe has The Return by Mikem that is still in progress.
Also a /vr/ Q2 project would be hard because everyone here would be filtered by .wal colormap and all source ports still insists on not leaving .wal as legacy to embrace pcx and tga as Q1 ports does.

and .wal sucks

>> No.9385917

>>9385906
>Barge In of 2048 units
One single true wad opener for me

>> No.9385923

>>9385913
I do wish to know why .wal and .pcx with alpha is still a thing in Q2.
Q2Evolved got rid of that the second they put their hands on the source code, until Team Blur dissolved and left no source code to work on.

>> No.9385924

>>9384165
>>9377737
PROJECT UPDATE
https://files.catbox.moe/ypj8oo.zip
We're using this version of lostres instead. I've stripped it down to only include textures and none of the ZDoom excess.

>> No.9385929
File: 2.86 MB, 1066x600, 2022-11-03 17-24-42.webm [View same] [iqdb] [saucenao] [google]
9385929

>> No.9385932

>>9385929
I wish demos saved chat messages

>> No.9385941
File: 85 KB, 239x194, 1652254689547.png [View same] [iqdb] [saucenao] [google]
9385941

I still want to try hosting a serious sam mapping project here sometime. The editor definitely isn't the hardest out there, but the only issue is the small amount of good tutorials. Of course I would be willing to help teach anyone who's interested in the ways of SED.
The project would also need a name. I saw "A Serious Case of /vr/" being thrown around a while ago and I like that.

>> No.9385943

>>9385932
You can always watch the video.

>> No.9385950

What if for Unrattled, the final map is the player having to fend off 1000 Revenants, or the naked Revenants from Ad Mortem?

>> No.9385962
File: 1.74 MB, 1600x900, spasm0068.png [View same] [iqdb] [saucenao] [google]
9385962

>>9385842
I swear that I've spent more noclip noclipping thru this map than actually playing it by now...

>> No.9385965

>>9385941
My only advice is just fucking do it. Nobody will contribute to a project that doesn't exist. As soon as you get some basic rules laid out, people will flock to it.

>> No.9385971

>>9385965
I'll wait until after this new project gets finished. Will have to write up some basic rules and guides for working with the editor.

>> No.9385994

>>9385803
replace Ribbiks with Insane_Gazebo and it makes more sense, I've seen peeps who claim to hate Doom platforming give bjs to troll maps like Precarious just because they're in Sunder.

>>9385825
Lost Civ has a shit ton of arachnotrons later on in the town and city sections.

>> No.9386009

Is there any way to make gzdoom render shadows for voxels?

>> No.9386057
File: 243 KB, 985x563, file.png [View same] [iqdb] [saucenao] [google]
9386057

>>9385924
about time, I'm going to share a screenshot of my map for this /vr/ project

>> No.9386141

>>9385924
So you were like "Fuck it, we are doing doom wad with doom 2 textures"?

>> No.9386168

>>9386141
>doom 2 textures
those textures comes from the alpha state of the first doom.

>> No.9386184

>>9386168
That, and Lostres relies on patches from Doom 2

>> No.9386185

>>9386168
But you did overwrite Doom1 definitions, didn't you?

>> No.9386194

>>9385396
What is this from?

>> No.9386198

>>9385941
I'm down but only if you include the addon someone made that includes the Bio Mechanic Dominant.

>> No.9386201

>>9385274
Thanks for your input too anon. Feeling optimistic today.

>> No.9386204

>>9385485
Honestly I think a Serious Sam project would be pretty successful even with just six participants. The enemy roster of Serious Sam is so good it doesn't take a whole lot to make great gameplay with it.

>> No.9386215
File: 1.49 MB, 1600x900, spasm0069.png [View same] [iqdb] [saucenao] [google]
9386215

>still not done with this final map - 2nd loop repopulates the area toxic Spawns, and you need to hunt them down to unlock the remaining 25% of the map and check all the secrets . .

>> No.9386221
File: 159 KB, 1346x312, 4839202.png [View same] [iqdb] [saucenao] [google]
9386221

>>9384165
Any tips of making good doom 1 maps?

>> No.9386225

>>9386168
Don't see why we couldn't throw in the new textures from Doom 2 while we're at it.

>> No.9386237

>>9386194
Chasm The Rift. Don’t know if I can recommend the game fully since I only played the demo and didn’t like it but it certainly looked great.

>> No.9386247

>>9386215
>completely torn 50-50 between preferring this SNG model or the remastered model for personal use
Maybe this is the push I need to start learning how to make my own model edits.

>> No.9386249

>>9386168
>>9386225
Don't see why we couldn't throw in some Jimmy, Nick Baker, NaturalTvventy, Cage vanilla edits alongside with Potpourri.wad, MiscTex.wad, IdTex.wad and what else is there while we're at it.
Okay, that might be stretching it.

>> No.9386271

>>9386198
no pls

>> No.9386285

>>9386237
But the Quake textures?

>> No.9386287

>>9386271
Bio Mech Dominant is right at home in TFE/TSE. The answer to the Highlander.

>> No.9386295
File: 244 KB, 1600x900, 806730940_10_intergalacticxenology2.jpg [View same] [iqdb] [saucenao] [google]
9386295

New Ultimate Doom episode embellished by aaliens.wad and sporting bleeding edge Eternity Engine 3D Floors tech will seize us all Cacowards! Unprecedented, outrageous and extraordinary! Awards jury and Bethesda suits would be all in shock.

>> No.9386312
File: 1.17 MB, 1600x900, spasm0071.png [View same] [iqdb] [saucenao] [google]
9386312

>>9386247
I like the way it goes *click!* when stopping in Alkaline but they made it unswitchable untill it completes the new firing cycle animation, so it's a huge bummer at the same time
>killing all momentum and suspense during mop-up is honestly inexcusable at such grand scale - if you honestly need to backtrack so many times across a gigantic map like this, what really is the point here besides wasting my time trying to figure out under which breakable window/plank is a switch was hidden this time around?
Cells ammo isn't really that much precious IMO

>> No.9386313

>>9386287
I really want to make it as vanilla as possible for this project mainly because it would be the first sam related project /vr/ has ever done (as far as I can tell). If it's popular enough then we can save custom enemies and other assets for a second one.
Although I would be fine with adding custom textures and music per level because it's super easy to do so.

>> No.9386327

>>9386313
I'm down either way. I just think it's a cool enemy. Total vanilla sounds fine.

>> No.9386329
File: 49 KB, 686x1024, 1581128884513.jpg [View same] [iqdb] [saucenao] [google]
9386329

>>9385778
>>9385796
>timed secrets

>> No.9386339
File: 1.96 MB, 320x226, shame cube.gif [View same] [iqdb] [saucenao] [google]
9386339

>>9385941
making good sam combat encounters in non shit levels is legitimately too hard for me

>> No.9386350

>>9386339
just like be urself my man :)
But seriously don't overwork yourself trying to make an encounter. Maybe focus on smaller environments more reminiscent of earlier TFE levels. A lot of the early game is basic Doom-tier fights where enemies don't respawn. That's what I love about Sam, it can work both ways (small room to room combat or gigantic arenas with relentless waves of enemies).

>> No.9386351

>>9386221
1. There is no SSG.
2. Learn how to do from Romero.
3. Learn how not to do from Romero.

>> No.9386358

>>9386221
Make a map in the form of a hand

>> No.9386360

>>9386339
Great artists steal anon. Take encounters from the games and change them up. In The Great Pyramid there's a moment where (at least on Serious, never played below that) a bunch of werebuls begin circling the player. Open up Serious Editor, see how they did it, replace the werebuls with kamikazes, or kleers, or literally anything. While they're circling, have harpies fly in to drop off kamikazes. When two harpies die, trigger a cannon in the distance to fire at the player. Right when the cannon spawns, make the circling enemies begin to attack. C'mon anon. I know you play video games.

>> No.9386372
File: 1.05 MB, 1600x900, spasm0073.png [View same] [iqdb] [saucenao] [google]
9386372

>>9386329
>that one SMEJ secret that you need to complete in 30 seconds while your invisibility ring lasts by grabbing 2 silver keys AND returning to where you found for a PoP
I thought that I need to kill the Kraken's Spawn to get in here but nope, fuck it then - I am spoiling myself with a walkthrough to find the remaining 7 secrets that are probably just ammo boxes locked behind a glorified cupboard

>> No.9386374

>>9386194
Hexen2 I guess?

>>9386237
Mandella is a terrible thing to suffer from

>> No.9386387

>>9386372
Does SMEJ have custom enemies? I'm done with the vanilla Quake roster. Copper needs to die.

>> No.9386396

>>9386374
Yeah big oof, didn’t make it far in either game.

>> No.9386398

>>9386221
Never use inspiration from Sandy petersen's level design.

>> No.9386409
File: 1.44 MB, 1600x900, spasm0074.png [View same] [iqdb] [saucenao] [google]
9386409

>>9386372
>you need to back-track via a speciffic route to have a sole Scrag spawn and break the window hiding a red armour
I see that Giftmacher is a fan of japanese SMB2 for the FDS

>> No.9386448

How do we make River Styx better for pistol start?

>> No.9386478

>>9386221
Take inspiration from Sandy Petersen's level design.

>> No.9386482

>>9386221
Put fireblu everywhere and destroy people's eyes.

>> No.9386490

>>9386221
Put a cyberdemon right behind the player at the start of the level.

>> No.9386491

>>9386448
I guess you saw that video by that Beefgee guy UV-Maxing it Pistol Start? That was just an absolute GRIND, and he had some pretty shitty luck, finding out he was being chased by a Mancubus turned a ghost monster by an Arch-Vile as he was desperately looking for more ammo elsewhere in the level was hilarious in a cruel way. I could tell he wasn't having fun.

I'd say that the primary problem with the map is that there's just WAY little ammo. I've never Pistol Started TNT, so I never knew River Styx was so harsh on that, you get a lot of Cells, but no weapon to use it with, so it seems you really have to stretch yourself to make it.
There is a Plasma Rifle, but it's tagged to only spawn on Skill 1. I want to suggest that this could be a bug, akin to the mistagged key on Pharao, as otherwise it wouldn't make any sense for all the ammo for it. Optionally, the author expected you to be playing continuous and to be carrying over previous weapons, which would be very awkward (even bad) design from a 2022 perspective, and also seems like one of those many weird experimental touches which is all over TNT.

So I guess retag the Plasma Rifle to spawn on higher difficulties (or put them in altering locations depending on your difficulty), but leave the low health supplies as is, so that it doesn't get too easy.

>> No.9386554

>>9386387
It has modified DoE Wraiths (with nasty non-homing Voreballs), original Rubicon2 Centurions, Devastators (advanced Enforcer reskins that are basicly techbase-DeathKnights) and "Rotmaulers" mutant dogs who bite harder and are a bit tougher. . .
SMEJ2 also has a custom boss Super-Spawn

>> No.9386556

>>9385994
Dude what? Precarious isn't even that bad. Did it even have any combat on platforming sections. It's not that hard map by modern standards and even less a troll map. Ribbiks has made much harder platforming. Abandon also has harder platforming than Sunder.

Also there's time and place for high difficulty sections. Having a high difficulty moments in wad like Sunder is expection. Having a high difficulty moment in medium difficulty is a bad design.

>> No.9386575

>>9385735
archviles in btsx e2

>> No.9386580

>>9386554
Oh shit cool. Thanks.

>> No.9386598

>>9385941
https://www.moddb.com/games/serious-sam-the-first-encounter/tutorials

>> No.9386609

>>9377737
>94 PROTONS OF /vr/
What are we waiting for again? What's the hold up that's preventing a 1.0 or release candidate or whatever?

>> No.9386610

>>9386598
They are serviceable, but could be better. I really need to get to work on making an updated tutorial.

>> No.9386627

>>9386610
Honestly I think you should hold off on the jam until you can make a tutorial for Serious Editor 1 as detailed and robust as this
https://steamcommunity.com/sharedfiles/filedetails/?id=2795441598
That's not a slur, insult, etc. There simply is no good, CENTRALIZED SED1 tutorial.

>> No.9386632

>>9386627
Don't worry I get you. I'll try my best to make something concise, updated, and helpful before starting the jam.

>> No.9386636

>>9386609
Ad Mortem was
Even though those assets weren't finished lol

>> No.9386689

>>9386636
That doesn't answer my question.

>> No.9386693

>>9386689
That was the holdup.

>> No.9386695

>>9386693
Oh ok that makes sense.

>> No.9386721
File: 1.17 MB, 1920x1080, Serpent_Riders_portrait_art.jpg [View same] [iqdb] [saucenao] [google]
9386721

>pagina 8
Requesting new bread

>> No.9386727

>>9386721
I'll do it at page 10 because I can

>> No.9386730

>>9386609
>>9386636
I did some stuff for Ad Mortem, ended up not finishing things like the Plasma by even the 31st because of a bunch of IRL stuff the last week. Since Vaeros seems to want to do one last round of stuff next year, I could finish it then. Yeah, that doesn't sound great.

Anyway, I'm going back to doing stuff for 94P right now, there's a few things I'll have to do, and I'll have at least a Beta 1.0
Yes, me taking on this project was ultimately a pretty bad idea for a number of reasons, and I'm pretty resolved to not take on another one again, not without preparing all this kind of stuff way in advance so as to not keep people waiting, but I'm also resolved to try to complete at least this one.

>> No.9386734

>>9386730
As long as the maps come out and they're good, who cares how long it takes?

>> No.9386746
File: 521 KB, 853x1000, 1660307340161.png [View same] [iqdb] [saucenao] [google]
9386746

>>9385505

>> No.9386752
File: 659 KB, 714x625, goggles, atomic.png [View same] [iqdb] [saucenao] [google]
9386752

>>9386734
>who cares how long it takes?
I get that you think I shouldn't rush shit, but this project has been going on for about 11 months now. I initially (very foolishly), figured I could have wrapped it up sometime around summer.

>> No.9386756

>>9386734
What if I die before they come out?

>>9386730
Have you seen a suggestion to use rifle zombie sprite for chaingunner to resolve discrepancy with what it drops?

>> No.9386768

>>9386721
Yeah, like shit you are going to convince me these three are brothers, certainly not from the same nutsack or from the same mother - I can give you maximally one identical parent for Eidolon and Korax, D'sparil has to be their lame adopted brother with no blood relation

>> No.9386773

>>9386756
Then you are weak and didn't deserve to play them anyway.
>>9386752
Yeah, but look at it this way: it's been nearly a year. What's a couple more weeks going to change?

>> No.9386775

>>9386768
To be fair, I don't think anyone's seen what D'Sparil's face actually looks like.

>> No.9386781

>>9386768
Maybe they got mutated by chaos magic? D'Sparil is the youngest IRRC, he might not have mutated yet.

>> No.9386794
File: 3.90 MB, 5184x3456, 1574166319928.jpg [View same] [iqdb] [saucenao] [google]
9386794

>>9386756
Yeah, what if Anon dies?

>rifle zombie sprite for chaingunner
Honestly I'm not sold on it, because the Zombieman rifle looks like a full length rifle, compared to the short subgun I designed. Pic related is kind of the size I'm aiming for, which would be half the length even with the stock unfolded.
It's also added on kind of awkwardly, the edit just doesn't look that good.

I'd rather for something which retains his normal pose, and then edits out the linked belt of ammo and backpack, then replaces his big chaingun with a suitably sized subgun he fires from the hip.
Potentially, maybe something like that could be cooked up, but now we're getting into me scope creeping again, and the project has already been affected pretty badly by scope creep, I've been restraining that for a while to focus on stuff already in progress.

>>9386773
>it's been nearly a year. What's a couple more weeks going to change?
"It's been 6 months, what's a few more weeks going to change?"
That kind of thinking hasn't been helping me, or any of you.

>> No.9386803
File: 1.09 MB, 2245x1281, M16A1 + MP5.jpg [View same] [iqdb] [saucenao] [google]
9386803

For an image to better illustrate the length discrepancy.

>> No.9386814

>>9386794
I see your point. It would be less bothersome than chaingun, for sure. I imagine editing belt wouldn't be that hard, it's all pixels after all.

>> No.9386826
File: 1.42 MB, 1600x900, spasm0077.png [View same] [iqdb] [saucenao] [google]
9386826

>>9386409
I dont get why the place I wanted to check @>>9386372 is all locked up in my run compared to all playthru vids I saw for some reason, but it aparrently doesn't count for a secret so fuck it - I've already killed everything here

>> No.9386837
File: 508 KB, 310x310, INITIATING RECOVERY MODE.gif [View same] [iqdb] [saucenao] [google]
9386837

>>9385929
I remember this, Ika told me to not fire the blue shell thing if you get it.
It's like fuck that noise, if I get the deadly homing weapon, I'm gonna fire it. This isn't about honor, this about making sure I take you boys down in a firestorm.

>> No.9386846

>>9386837
Based.
This isn't a racing game, it's fucking war.

>> No.9386854

>>9386826
. . .but come to think of it, I may fucked up something by wasting at least 6 hours to complete The Forgotten Sepulcher because I did pretty much everything as shown in others' vids but am still missing 3 secrets out of total 50, pretty sure one of the LG secrets didn't actually add to the count for reasons unknown to me - but whatever brehs, AD is finnished at last

>> No.9386861

>>9386837
<MacGuffin> Hi kegs
<MacGuffin> You got lapped bitch
<Kegan> suck my dick
<Kegan> or cock

>> No.9386863

>>9386861
That level was so fucking bad it's not even funny. I don't know how you guys hate Wacky Workbench more when THAT fucking level exists.
I'm gonna have nightmares about that horrible spring turn.

>> No.9386870

>>9385815
vis?

>> No.9386874

>>9386803
>strippers
What fully semi-auto assault murderizer are those for?

>> No.9386901

>>9386863
>I don't know how you guys hate Wacky Workbench
Flashbacks from playing it in CD, I imagine. This does not apply to me because I actually like Wacky Workbench.

>> No.9386902
File: 151 KB, 320x427, FG4CJWYFHC3ACA8.png [View same] [iqdb] [saucenao] [google]
9386902

>>9386874
For early days of Cold War battle rifles, you would typically be issued like four 20rd magazines as spares to the one in your gun, leaving you with 100rds ready right away, but then the rest of your ammo was issued with clips. I think mainly this was for cost and then weight reasons.

The M14 had a stripper clip guide, and some of the versions of the FAL had an open topped receiver with a stripper clip guide, the idea was less to load one magazine with your clips after they were empty, and more to use the guide on your rifle to refill the magazines you had when you had the opportunity. You don't actually need a breech with a guide on your rifle though, you can attach a small little tab onto a detachable magazine like that which accepts the clips so you can just load the things that way without jamming each of them into your rifle.

That kind of stuff continued some with assault rifles, the Czechoslovakian Vz.58 had a stripper clip guide which you'd use to refill empty magazines with 10rd clips (ones for SKS rifles, actually), and for Americans with the M16 and M16A1 they would be provided ammunition refills which was a green cloth bandolier, containing little paper boxes which had two 10rd clips that you'd use for refilling your 20rd magazines with. That cloth bandolier was real flimsy and meant to be discarded, though a lot of people would use them for carrying additional spare magazines when they could source them.

More solid logistics made this kind of stuff less necessary in the field, there's no problem issuing a guy 5, 6, 7, etc 30rd aluminum magazines of 5.56mm, and there's no problem carrying the stuff. The US Army still uses those stripper clips sometimes, but they get used by dudes in supply depots and armories to refill empty magazines quicker (and I assume drills making someone load clips to discipline them is something that happens), not so much by grunts in out in the field. You can still find them in commercial ammo, also, for some reason.

>> No.9386910
File: 436 KB, 500x394, agitation.gif [View same] [iqdb] [saucenao] [google]
9386910

>complain about Cyberdemon cagie gauntlet making rockets hard to dodge
>anon recommends Babel
>try it with vanilla maps
>every enemy shoots like 5 times more projectiles in a giant spread
>my fucking face when
Good show, old sport

>> No.9386914

>>9386556
>Did it even have any combat on platforming sections
You'll 100% be accosted/blocked by lost souls on the platforms if any of them fly away during the pain elemental ambushes and it's obviously intentional. That's what makes the map trollish, you can easily get infinite-heighted in a platforming level without teleporters.

>> No.9386918

>>9386768
I've heard the idea that Korax was supposed to be the serpent and the Heresiarch was supposed to ride him, but Raven dropped the idea either because of scaling or time issues. But that wouldn't really explain why Eidolon drops the snake motif for being a giant archetypal demon. It would've been more thematically fitting if all three serpent riders actually rode serpents, with each brother being bigger and more intricate looking than the last.

>> No.9386921

Man, Devil's Garden in Ad Mortem is such gay shit, I felt like I was playing a slaughterwad

>> No.9386923
File: 2.77 MB, 640x360, bts am ded.webm [View same] [iqdb] [saucenao] [google]
9386923

>>9386910
Ahaaa gotcha, but see here it ain't that ba-

>> No.9386931

How easy is it to mix and match shit? All I want is to use the weapons from Heretic while fighting enemies from Blood on some kind of Doom megamap.

>> No.9386935

>>9386931
On gzDoom probably easy. You'd still need to adapt code from blood.

>> No.9386938

>>9386931
https://www.mediafire.com/file/3wk3vxq26cp92fc/Alt_Enemies_Blood_Sprites_v3.0.1.pk3/file

Blood enemies has been done, just find the Heretic weapons (should also be easy)

>> No.9386943
File: 174 KB, 590x394, EA4636EC-8852-48F8-8AEB-067DB0483959.jpg [View same] [iqdb] [saucenao] [google]
9386943

>get home from workout
>shower and put my slippers on
>have a light dinner
>Vio-lence’s Eternal Nightmare on the record player
>load up the old DOOM to unwind
Is there anything better

>> No.9386953
File: 2.58 MB, 1280x720, skAIbox.webm [View same] [iqdb] [saucenao] [google]
9386953

Doing some AI-generated skybox testing. This is much more feasible than I would have thought.

>> No.9386967

>>9386953
what AI?

>> No.9386973

>>9386931
>>9386935
>>9386938
https://www.dropbox.com/s/hfzpysogm5vxmmh/hereticwep.wad?dl=0

Basically just highlight the Blood pk3, this heretic wad and your Doom or Doom 2 wad all at the same time, drag and drop. Your dream is complete anon.

(I honestly love the Blood enemy mod just to hear cultists scream gibberish at you 24/7)

>> No.9386982

>>9386943
Yes, Hell Awaits, Beneath the Remains and Epidemic of Violence are all better

>> No.9386987
File: 354 KB, 2160x1867, ai skybox.jpg [View same] [iqdb] [saucenao] [google]
9386987

>>9386967
Stable Diffusion - via Deam Textures for Blender.
It doesn't generate the skybox directly, but you can prompt it to create a panoramic image with x-axis seamlessness and then feed it into a tool like this: https://jaxry.github.io/panorama-to-cubemap/

Might take some effort with the prompt to get buildings and other distinct shapes to not look horribly deformed, but clouds and distant terrain seem to come out pretty well.

>> No.9386991

>>9386295
Intergalactic Xenology is a boom wad, not Eternity. So far there has been 1 cacoward winning Eternity episode, Heartland (TPH was also zdoom compatible), so it isn't that regular for Eternity wads to win (let alone get released). Intergalactic Xenology 2 also already won a runner-up last year. At least get your facts straight before going into bitter and sarcastic middle-aged aunt mode.

>> No.9386998

>>9386221
Don't do another Phobos episode. We have plenty of those.

>> No.9387002

>>9386987
How well does it generate the seamlessness? Does it work accurately every time?

>> No.9387005

>>9386991
Is Eternity cursed or something? I got back into Doom in 2016 and I literally can't remember a single EE mapset that's not Heartland releasing since then.

>> No.9387014
File: 341 KB, 3031x1604, aiskytest.jpg [View same] [iqdb] [saucenao] [google]
9387014

>>9387002
It's always technically seamless in my experience, though occasionally you may get some distortion near the edge. That might just be from the panorama prompt though.

>> No.9387042

>>9387014
Awesome

>> No.9387093

>>9386982
Agreed but I’ve listen to those albums multiple times already

>> No.9387113
File: 70 KB, 657x567, zume.png [View same] [iqdb] [saucenao] [google]
9387113

>testing map
>the only source port that crashes is DSDA

>> No.9387142

>>9386837
no, i told you to not fire it at retards

>> No.9387168
File: 347 KB, 225x225, 1608094968562.gif [View same] [iqdb] [saucenao] [google]
9387168

>>9386943
>>9386982
https://youtu.be/N0Iu3K3TtB8

>> No.9387170
File: 172 KB, 1475x1465, 1653395943765.jpg [View same] [iqdb] [saucenao] [google]
9387170

>>9387168

>> No.9387172

>>9387170
kek

>> No.9387175

>>9387093
How about these? Been spinning them all week, vicious riffing.
Deceased - Surreal Overdose
Fastkill - Nuclear Thrashing Attack
Witchmaster - Masochistic Devil Worship

>> No.9387212

>>9385803
I hate platforming in Doom, period. I do like lunchlunch's maps though, and I was appreciative that he kept that shit out of HFFM, but then I played his 400 min submission. Thank god I don't do these saveless, that's all I'm gonna say.

>> No.9387219
File: 35 KB, 1200x676, Garth-Marenghi.jpg [View same] [iqdb] [saucenao] [google]
9387219

>>9384292
I'm one of the few people you'll meet who's made more maps than they've played.

>> No.9387232

>>9387142
Well, he hit himself at the end...

>> No.9387238

>>9387142
My point stands. I'm gonna shoot it anyone. Including myself.

>> No.9387245
File: 52 KB, 177x240, hellhathfury.png [View same] [iqdb] [saucenao] [google]
9387245

>>9387219

>> No.9387263
File: 19 KB, 166x230, face6.png [View same] [iqdb] [saucenao] [google]
9387263

we game for a deathmatch tonight?

>> No.9387267

>>9387263
https://allfearthesentinel.net/

>> No.9387337

>>9387267
that seems useful, did you host one?

>> No.9387343

>>9387337
Not really in the mood desu.

>> No.9387364

whoever designed the map with the Mancubus and the Archvile showing up after you drop in between the blue and red gates at the end of the map, fuck you, fat fucker spooked me and then I hear flames starting behind me

>> No.9387408

new bread?

>> No.9387410 [DELETED] 

No one actually cared that Romero did voicework for the AVGN because of James baldness.

>> No.9387419

>>9387263
I might host some Half-Life DM later.

>> No.9387428 [DELETED] 

>>9387410
I did.

>> No.9387438

>>9387419
how much later we talking bro?

>> No.9387497

>>9387438
9:30pm pst around. Will post thread on /vm/

>> No.9387498

>>9387497
do you have a 7zip of the game? i would have to dig around for my cd
you can have the Turok games as a trade, lol
https://mega.nz/folder/rkx3UI6R#LFRPbwkSLPEkLNjjuKkrtA

>> No.9387518

>>9387497
nevermind i found it, i had it open in one of my many many tabs in the browser, lol
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA/folder/zgsXQIKA

>> No.9387531

Was gonna make the new bread but I'm out of titles + pics
Way she goes

>> No.9387537

>>9387531
I'll make the new thread, if no one wants to.

>> No.9387539

>>9387537
Remember to add the CURRENT PROJECT tab. The new project's name is Unrattled.

>> No.9387569

>>9387565
>>9387565
>>9387565
>>9387565
New thread.

>> No.9387571

>>9387569
Yep, this is a good OP. Nice work anon.