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/vr/ - Retro Games


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9444092 No.9444092 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9433170

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/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== 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.9444095
File: 36 KB, 663x227, it's called unrattled now btw.png [View same] [iqdb] [saucenao] [google]
9444095

=== CURRENT PROJECT ===
UNRATTLED
Deadline Extended: December 15th
Rules: See picture
Texture Pack: https://files.catbox.moe/qsve0x.zip

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

=== NEWS ===
[11-25] DF Retro about path traced Quake is out
https://youtu.be/IhhLcZQ2zD0

[11-24] 200 Line Massacre released
https://youtu.be/8wMEsuEDAxo

[11-23] The Force Engine updated to 0.93
https://twitter.com/DF21net/status/1595577521629716483

[11-21] The Macwolf port has a working Editor
https://www.moddb.com/mods/macenwolf

[11-20] MW-3000 a weapon's reskin pack for Quake 2 is out
https://www.moddb.com/mods/mw-3000/news/mw-3000-release

[11-11] Anon releases Stellar Sarcophagus https://mega.nz/file/4mYygYSK#P9vpKwOK9QY6QHplQXCsiK3RPWp3qiPMv_V01Nnezpo

[11-11] KDiKDiZD released
https://www.doomworld.com/forum/topic/132407-knee-deep-in-kdizd-released-its-kdizd-for-doom2exe/

[11-6] Wormwood gets new final chapter
https://www.doomworld.com/forum/topic/132293

[11-5] Nirvana interviews Sandy Petersen
https://www.youtube.com/watch?v=ahjodwO1XBU

[11-5] GZDoom 4.9.0 released
https://github.com/ZDoom/gzdoom/releases/tag/g4.9.0
https://forum.zdoom.org/viewtopic.php?t=76741

[11-5] Divergence, a 2-map long Heretic wad.
https://www.doomworld.com/forum/topic/132276-divergenceheretic-2-maps

[11-3] DF-21.net is hosting a Star Wars: Dark Forces level contest for the month of November with a prize.
https://df-21.net/?post=63

[11-2] DBP53: Plutonian Sunrise, released.
https://doomer.boards.net/thread/2998

[11-1] Colorful hell updated to 0.99
https://forum.zdoom.org/viewtopic.php?p=1231269#p1231269

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

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

TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9444107

Is there any way to make Obsidian maps not perform like crap with ZDoom family?

>> No.9444116

what are some really fun doom wads to try that aren't just dumping a billion enemies in one room and calling it 'fun'?

Are there any that rival an official map back in terms of fun and level design?

>> No.9444119

>>9444116
I meant doom 2 wads

>> No.9444158

you will never win a cacoward

>> No.9444163

>oh shit we're being massacred by one guy what do we do
>I know, why don't we just leave around plenty of hyper-powerful plasma-based guns and a bunch of ammo lying all over the place for the insane murder machine to kill us with, that'll help us
What are the demons thinking

>> No.9444164

>>9444116
You want Doom 2 the Way Id Did and its spin-off, Doom 2 in Spain Only

>> No.9444165

>>9444158
I already did. Looking back at the state of the mod back when I won it, I feel like it didn't fully earn it though.

>> No.9444174

>>9444165
Fuck you, GMOTA rocked then and it only rocks even more now, quit being so hard on yourself.

>> No.9444180

>>9444174
I'm a hardass, can't help it. I'm hoping people like the new direction I'm taking things cus I can already tell shit's going to be harder.

>> No.9444183
File: 458 KB, 2048x1054, 1656446420485.jpg [View same] [iqdb] [saucenao] [google]
9444183

>>9444180
I guess it's better to be a hardass than a softass. Still, it wouldn't hurt to take the W for once in your life.

>> No.9444186

>>9444183
Me being hard on myself aside, just as long as you boys like my shit, that's a win in my book.

>> No.9444192 [SPOILER] 

help the add ons don't show
is because me being a dirty pirate?

>> No.9444204

Blood has worst melee weapon in Build trilogy
Shadow Warrior has the best melee weapons in Build trilogy
Duke's Mighty Foot is very convenient

>> No.9444206

>>9444204
Can't argue with that. That pitchfork sucks.

>> No.9444209

>>9444204
I always felt the pitchfork would be useful if it had a charge alt fire, like the pipe wrench in opposing force. The game comes close to having an arsenal where nearly every weapon has a use, but I feel the pitchfork holds it back most.

>> No.9444212

>>9444116
Try Doomer Board Projects. They got some hard encounters, but generally they aren't that bad (fuck the fifth map in the latest one though).
As for the classics, you might want to try other Team TNT megawads besides Evilution as well as stuff like Epic 2 and Alien Vendetta, even if the latter got some really tight combat encounters, without quite going full slaughter.

>> No.9444227

>>9444204
Redneck Rampage Rides Again Arkansas
>unzips sling blade
Mmm-hm.

>> No.9444228
File: 851 KB, 768x768, vr2 info.png [View same] [iqdb] [saucenao] [google]
9444228

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: >>9437718

>>9442772
Oh, I think I get what you mean. I'll see about doing some adjustments.

>> No.9444242

>>9444212
>fuck the fifth map in the latest one though
I finally just beat it, after reading your post. It's a pain in the ass at times, but at least there's resources out the wazoo. You just need to memorize where/when/why enemies teleport in, and it's all standard strats from there. That said, it's fucking dickheaded at times, but at least in a way that I associate with "Plutonia-esque" gameplay.
Pretty nice-looking map, too.

>> No.9444262

>>9444242
I don't disagree, it's just that the last room took me by surprise in a bad way and I'm still assblasted.

>> No.9444329

>>9444183
Did he just Brock Samson that Marauder?

>> No.9444345
File: 487 KB, 1104x736, 1647572586052.png [View same] [iqdb] [saucenao] [google]
9444345

Did I miss the post or has nobody posted about this book yet: https://www.bitmapbooks.com/products/i-m-too-young-to-die-the-ultimate-guide-to-first-person-shooters-1992-2002

>> No.9444360
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9444360

>>9444345
And now I'm going to post some serious sam facts from this book somebody scanned.
Kleers were inspired by Fiends!

>> No.9444361
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9444361

>>9444360

>> No.9444367
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9444367

>>9444361

>> No.9444383
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9444383

>> No.9444396

>>9444383
Mario Haruhi

>> No.9444398

>>9444383
Now that Term's out of the game, I wonder if someone will pick Demonsteele up and finish it?

>> No.9444402

>>9444398
With the track record I've seen of people working on Term's mods? I sure as hell hope not. Samsara Reincarnation sucks, and I don't recall hearing kind things about that Metroid Dreadnaught continuation.

>> No.9444428

>>9444402
>Samsara Reincarnation
I haven't tried it yet. How does it compare to the original Samsara and Extra Heroes?

>> No.9444441

>>9444428
Reincarnation is bloated to the high heavens and has no vision other than "let's treat this mod like Super Smash Doom". The new characters added in are either extremely underpowered or extremely overpowered, and there seems to be no attempt to actually balance the mod.

>> No.9444449

>>9444383
When will they learn?

>> No.9444463
File: 895 KB, 821x565, 1665024685755008.png [View same] [iqdb] [saucenao] [google]
9444463

>>9444095
In the interest of getting things over with on 94 Protons Of /vr/, as well as being more transparent for once and reconciling that I haven't been a very efficient or even good project lead, I guess it's in everyone's best interest, including my own, to just dramatically cut down a number of ideas I had the ambition for, but not the focus to actually follow through on in an even remotely timely manner.

>Skip making an additional map as the opener, the E1L1 we have is actually very good.
>Skip the vented brake on the Super Shotgun meant for a more elaborate hand drawn 4 frame muzzle flash, and just have a bare muzzle with a more conventional one.
>Probably just do the conventional spiked knuckleduster as the fist weapon, darken the metal on it maybe.
>Skip the idea for the BFG9000 of an M60 shaped grip, receiver, and stock, with a large raygun front half and a large power cable connecting to a sort of Proton Pack-ish rig strapped to the front of the player's chest, instead use an existing alternative, possibly the 2048 BFG.
>Just use the one intermission screen graphic for all three episodes.
>Skip episode end screen graphics.
>Skip even doing an E2 boss.
>VASTLY simplify the big boss that I had in mind. Essentially, the Doom 64 For Doom 2 rendition of the Motherdemon but with its lower body replaced with a giant serpent one that has it move on the ground, breathing fire as a melee attack and blasting a stream of seeking projectiles from a distance. Instead, settle for patching over its eyes, coloring its skin that Doom shade of pale green, and its blood black (all effectively done already), and have it just spray a scattering, rapid volley of pure red fireballs, then have it Lost Soul charge the player on its pain state. It's fine if it just hovers.

It's not all that I dreamed to do, but dreams also aren't based in reality at all times.

>> No.9444508

>>9444441
Ah, so pretty much Extra Heroes all over again. Gotcha.

>> No.9444690
File: 4 KB, 411x90, TCGMC0.png [View same] [iqdb] [saucenao] [google]
9444690

>>9444383
I don't think Blaz was that size the last time I saw this. He's still too tall.

>> No.9444756

>>9444463
I don't think anyone was asking you to scale anything down, just to communicate what was happening.

>> No.9444773
File: 2.31 MB, 1920x1080, QuakeMart.png [View same] [iqdb] [saucenao] [google]
9444773

>>9443136
Dude what the sheep has nothing to do with mjolnir.
>trying to ripoff everything doom has into quake
It's "ripping off" every mod from Quoth to AD into Quake, what do you mean Doom?
>Quake wasn't made for slaughtermap shitshow
Some of the best maps and episodes for Quake involve slaughter.
https://www.quaddicted.com/reviews/something_wicked.html
What an awful post.

>> No.9444787

>>9444463
Now you're just overreacting, no one was asking you to downscale, just to be more transparent with progress going on. Like, sharing whatever progress you post outside of /vr/ here. But, hey, if you feel like going through with downscaling then that's fine. You can finish it later after 1.0 release.

>> No.9444789

>>9441182
Comfiest wad and megawad respectively (whitemare and whitemare 2). Love them a lot, but w2 sometimes busts my balls too hard.

>> No.9444796

>>9444367
Based. Also Serious Sam anon I'm waiting for the first tutorial to be done before taking a crack at it.

>> No.9444896

Does anyone use a crosshair for Quake? I've been considering it.

>> No.9444901

>>9444896
using crosshair on *any* fps game is babimode imho

>> No.9444948
File: 1.62 MB, 1600x900, spasm0009.png [View same] [iqdb] [saucenao] [google]
9444948

>>9444891
I don't think there's actually another weapon to get here besides the boomstick
and I was right

>> No.9444989

>>9444849
He dies in deep water so presumably with the suit on he's too heavy to swim.

Not sure how much sense it makes for him to be able to jump 2 meters in the air and have the strength to control the momentum of a 7 foot tall guy in 500KG of armour that can run at a dead sprint, but not swim even for a short while but I'm not a science man so who knows

>> No.9445065

>>9444989
Something something hydraulic assist.

>> No.9445075
File: 122 KB, 371x183, 1641816859190.png [View same] [iqdb] [saucenao] [google]
9445075

why shouldn't I play brutal doom?
what should I play instead?

>> No.9445078
File: 14 KB, 500x500, Pick me a winner.gif [View same] [iqdb] [saucenao] [google]
9445078

>>9445075
Do as you please, I'm not your dad. I personally think there are better mods out there, but to each their own.
If you want some personal recommendations, look into Project Babel, DAKKA, Project MSX, or LegenDoom.

>> No.9445087

>>9445075
>doom
more like dumb lmao

>> No.9445105

>>9444116
Try playing on hmp or hntr.

>> No.9445148

94 protons of /vr/ more like 94 protroons of dilation

>> No.9445172
File: 63 KB, 640x767, Blood cover.jpg [View same] [iqdb] [saucenao] [google]
9445172

Are you guys more MIDI or Redbook audio(CD) when it comes to Blood?

>> No.9445175

>>9445172
I prefer the midi, it’s what I was initially exposed to. Can’t go wrong with either, though I find the “ring around the rosie” part of one song too cliche for me.

>> No.9445182
File: 9 KB, 459x283, 94P.png [View same] [iqdb] [saucenao] [google]
9445182

>>9444756
I actually think that it's important that I do in some sense, because a lot of what's taking time is feature creep. I've actually managed to reign in creeping of new features for the most part, settling on what I already carved out a while back, but I think there's value in reexamining a lot of planned or in progress stuff for if it's a good idea to actually continue pursuing them.

>>9444787
>Continue later
That sounds like it could be a compromise, but that still leaves mainly me working away on stuff alone in the background after a released 1.0 build. Someone had suggested at an earlier point to maybe open up submissions again at some point in the future, and given that the submitted levels we already got are REALLY good, a couple of more of those sounds cool, right?
Problem is that means putting ME in charge of a project once again, when I've already shown to be less than ideal in that role. How much more feature creep which gets realized at a crawling pace gets introduced if I decided to open up a Part 2 of this? And how much longer does it actually NEED to be?

Again also, I'm not convinced that I have the proper drive and focus to meet ALL of my ambitions for 94 Protons in any kind of reasonable time. I very often struggle to maintain my attention on any one thing, both in recreation, hobbies, and even day to day life, and I've noticed that this has gotten noticeably worse in just the past couple of years. If I am to realize all that I had in mind, I would need much more of a grip and much more discipline than I currently have, perhaps appropriate medication will be able to do that, but that'll remain to be seen

>> No.9445184
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9445184

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

>> No.9445195

>>9445175
i like the MIDI more too. being able to change soundfonts with ports also adds to the replay value over time...
i still like to listen to some of the audio tracks on their own especially "Unholy voices".

https://www.youtube.com/watch?v=qiysYPVkVv8

Death Wish used to have a custom MIDI pack but it seems they've removed it from moddb sadly.

>> No.9445204

>>9445075
It fucking sucks and sucking fucks, and I don't like it.

>> No.9445205
File: 454 KB, 1600x900, Screenshot_Doom_20221126_004100.png [View same] [iqdb] [saucenao] [google]
9445205

>>9445184
Gave Blaz's new HUD some key icons, along with new meters for the Blazter reload and sword recovery after you throw it.
And after thinking on it for a few days, I'm gonna try out making punching dudes restore Blazter primary ammo. That'd give punching that much more of a role in combat and further encourage slapping the shit out of monsters.

>> No.9445215

>>9433991
CD music works if you put the tracks in data1\music (and portals\music for the expansion).
The original exe supported 640 and up.

>> No.9445216

>>9445195
Is this it anon?

https://www.moddb.com/mods/death-wish-for-blood/downloads/dw-soundtrack-addon-by-speedy

It'll need some ini editing as it's for a slightly older version of dw.

>> No.9445239

>>9444463
Stop this whole brainstorm autism nonsense and just release the first beta, dammit. You can work on that shit later on if you want or whatever.

>> No.9445256

>>9445075
>why shouldn't I play brutal doom?
It's shit.
>what should I play instead?
Hideous Destructor.
Now, that we got that joke (with a grain of truth) out of the way, there is no reason why you shouldn't play Brutal Doom. Hell, people who hate it just to be hip, should play Extermination Day, as it's good. BD64 is pretty decent too. That said, I wouldn't recommend it for just playing regular wads. If you really absolutely need a gameplay mod then I guess Nobody Told Me About Id is pretty good. That one Duke mod too. Oh, and QCDE is GOAT in numerous wads inspired by Quake.
But really, if you're tired of Doom, just play other games. There are plenty of good and decent ones.

>> No.9445258

>>9445216
nah that's the audio tracks it doesn't seem to come with MIDI
this is the one i'm talking about:
>https://www.moddb.com/mods/death-wish-for-blood/downloads/death-wish-soundtrack-by-speedy

https://www.youtube.com/watch?v=X4uvArJ3WAY

>> No.9445264

>>9445258
>>9445216
or maybe it's the same and the MIDI just glitches because of the version?

>> No.9445267

>>9445256
>Hell, people who hate it just to be hip, should play Extermination Day, as it's good
Played really well with HD when I tried it. Mark's maps are decent regardless of BD.

>> No.9445271

>>9445148
>94 protroons of discord*
fixed for u

>> No.9445280

>>9445267
True, but I mean, it was intended to work together with BD. You can say that it's the vanilla experience for that mapset.

>> No.9445292

>>9445075
I don't think it's that great overall, featuring a number of design decisions I really don't like, but just the same I can see the appeal in it (and there's some things about it that I think is actually pretty cool), I understand how someone can have some fun with it, so if you enjoy it, don't let other people stop you from doing so.

That said, that you're asking this question suggests that you may recognize, or at least entertain the idea that there are, if not better things, other things which are entertaining. That's good, there's a lot of cool Doom stuff out there worth checking out, you will probably find a couple of things you think is at least as good.

>> No.9445296

>>9444773
>2012 map
>tronyn
Pass

Quoth was the worst curse inflicted at quake 1 along with AD

>> No.9445297

>>9445280
>True, but I mean, it was intended to work together with BD.
Clearly, and that's okay. You can have fun with the mapset without Burtl Dorm just like you can have fun with Doom levels that weren't designed around it.

>> No.9445304

>>9445297
That feels like shitting on the mappers intend. Imagine ruining something like Alien Vendetta or Ancient Aliens by playing them in Brutal Doom. Nah, not for me.

>> No.9445308
File: 356 KB, 846x458, 1651279584778.png [View same] [iqdb] [saucenao] [google]
9445308

>>9444796
okay, it's about halfway done

>> No.9445312

>>9445304
>That feels like shitting on the mappers intend.
>Nah, not for me.
? Then don’t. Easy!
Sometimes people want to play a mod more than a wad. Not everyone plays maps the first time through on vanilla/their intended modifications. That and sometimes people don’t like the gameplay modifications, and some designers are cool with that and release a “vanilla” version of their mapsets. To each their own. It’s fine.

>> No.9445348 [DELETED] 
File: 2.82 MB, 3840x2160, 20221122174356_1.jpg [View same] [iqdb] [saucenao] [google]
9445348

I've been on a "retro" (ie. modern games designed to look old) FPS kick for a while and am realizing I should go back and revisit the classics. I already played through Doom I/II/64, Duke Nukem 3D, Dark Forces/Jedi Knight and Blood I & II as a child, so besides Quake what should I add to that list?

>> No.9445350

>>9445297
Didn't imply that it's not okay to play it with anything else, it's just its less about playing the mapset and more about playing the mod in that case.
Honestly, it's more of me not caring much about gameplay mods without mapsets made for them in general (unless for the multiplayer usage or for sets that are a natural fit by the theme or something).
>>9445304
>That feels like shitting on the mappers intend. Imagine ruining something like ... Ancient Aliens by playing them in Brutal Doom.
Unironically based.
If the mapper's intent is to shit on the player with badly thought out gimmicks it deserves that.

>> No.9445374

>>9445348
Half Life

>> No.9445376

>>9445348
Shadow Warrior if you want more build kino

>> No.9445380

What is the appeal of mixing gameplay mods with maps not meant for them anyway?

>> No.9445382

>>9445380
Because it's fun you autist.

>> No.9445391

>remake of E1M1 in other engines
height of creativity there

>> No.9445393

>>9445348
>as a child
Refresh your memory first. Playing to the end isn't necessary, unless it grabs you. You probably skipped at least some of the official expansion packs and the like too, so it's a good place to start.
Now, as for games:
>Heretic 1-2, Hexen 1-2, Strife
>Shadow Warrior
>Redneck Rampage 1-2
>Descent 1-3
>Terminator Future Shock
>Outlaws
>Rebel Moon/Rebel Moon Rising
>Quake 2
>SiN
>Kingpin
>Half-Life
>Soldier of Fortune
>Return to Castle Wolfenstein
>No One Lives Forever 1-2
>Star Trek: Elite Force 1-2
>Jedi Outcast/Academy
>Unreal
>Rise of the Triad
>Blake Stone: Aliens of Gold

>> No.9445395

>>9445348
serious sam

>> No.9445396

>>9445348
>INB4 the post gets deleted
Heretic, Hexen, Hexen 2, Chasm: The Rift, Soldier of Fortune, Wolfenstein 3D, Return to Castle Wolfenstein... Here's a few examples.
Really, I think it's best if you just look at some "every FPS" list or whatever in order to see the games yourself. Maybe you would like Descent. Perhaps Deus Ex will pick your interest. There's a lot to choose from.

>> No.9445397

>>9445391
Ho-ho-ho, Merry Dukemas.

>> No.9445404

>>9445393
Can't believe I forgot Chasm and Powerslave (DOS).
Add those to the list too.

>> No.9445406

>>9445239
Whatever direction I'm going, I will release a 1.0 Beta with a revamped bossfight in Lucifer's Hammer.

>>9445271
>>9445148
I never call you guys trannies for anything, and never would.

>> No.9445410

>>9445374
>>9445376
>>9445393
>>9445395
>>9445396
Thanks for the recs.
>Half-Life
More focused on the pre-'98 era, I know it's technically retro but to me that was a major shift to modernity.
>Hexen
>Outlaws
Forgot about these, loved them both.

>> No.9445412

>>9445410
Just so you know, those faux-retro FPS games will get your post deleted unless they're running on retro engines so keep that in mind for the future.

>> No.9445413

>>9445396
>Deus Ex
Do people really put it on the list with FPS games? Might as well add System Shock and Thief there too then. All of them are brilliant, but not quite what I would categorize there, even if it can fit by some criteria, since at some point you can call something like M&M6 a FPS after you give the party blasters and start shooting everyone in the real time.

>> No.9445416
File: 1.25 MB, 1920x1080, 1593492738423 (1).png [View same] [iqdb] [saucenao] [google]
9445416

>>9445296
Dude you're missing out, and I don't say that condescendingly. Quoth maps are fun as fuck, let alone Drake maps. There's only so many times I can replay Beyond Belief, Scourge of Armagon, or some other episode made from 96 to 2000 before my juices crave something new. I can't keep living in the past man. Peace.

>> No.9445417

>>9445412
Thanks for the heads up, deleted it to be safe.

>> No.9445423

>>9445410
>More focused on the pre-'98 era, I know it's technically retro but to me that was a major shift to modernity.
Ah, well.
Can't say I don't get what you're saying, but personally, I find that shift just fine, at least until the shooters started to go either HL2, CoD2, Halo or the mixture of those. Before the influences of those three, we got some of the best games in the genre period.

>> No.9445436
File: 16 KB, 923x713, 1668801973960119.png [View same] [iqdb] [saucenao] [google]
9445436

>>9444092
If it's in the pastebin I apologize, but if you guys could just help me out I'd appreciate it. If I wanted to edit Wolfenstein 3D, just do some sprite swaps, how would I go about doing so? i'm just looking to do a simple mod at first, not make any new maps or anything just yet.

>> No.9445441

>>9445182
>chopblock is a scandi
I don't know what to do with this information

>> No.9445445

We should could the new ports Doom and Quake Enhanced

>> No.9445446

>>9445445
*should call

>> No.9445447 [DELETED] 

>>9445416
nah, fuck back to your discord circlejerk.

>>9445410
You should try requiem and battlezone
but dont expect finding the original games running because win 10 with 3d acceleration and LAA as they were intended.
which brings you into using the remasters, which sadly lacks a ton of custom made maps made by the battlegrounds expansion.

>> No.9445449

>>9445436
I never did anything with Wolf, but I think you should be easily be able to do that with WDC.
https://beta.wolf3d.net/guides/3699 (guide isn't particularly great, but should be a good place to start)

>> No.9445451

>>9445441
Even worse, I'm Swede.

>> No.9445454

>>9445350
>Honestly, it's more of me not caring much about gameplay mods without mapsets made for them in general (unless for the multiplayer usage or for sets that are a natural fit by the theme or something).
I can’t even begin to mind someone getting into Doom for the first time through Brutal D, so that’s further exemplified when someone doesn’t want to play with it. That and it doesn’t mix up monsters as much as something like Rekkr does since BD still follows the “vanilla template”.
>>9445423
The only modernization vibes I get from those big 98 shooters - HL and Unreal - is the lack of larger monster count, some steering towards linearity, and the slower intros.

>> No.9445467

>>9444901
okay let me know how that works when you hop on any Quake multiplayer retard

>> No.9445472

>>9445380
Sometimes it works, sometimes it doesn't. Many gameplay mods are still strongly based around Doom's gameplay, so it's not exactly like every mod will completely break a level. Then there's also the factor of having a new/different kind of gameplay in Doom's style of level design, making a combination which may be very hard to find anywhere else. Hideous Destructor being an extreme example, there's no published videogame, professional or indie (that I know of), which will give you that kind experience.

If you're not the kind of guy who likes playing with mods, it obviously wouldn't appeal to you, but I don't think it takes all that much thinking to see why it could appeal to others.

>> No.9445481

why did the shareware model die?

>> No.9445490

>>9445454
>the lack of larger monster count, some steering towards linearity, and the slower intros.
Not necessarily a bad thing.
You don't need a lot of monsters for interesting encounters.
Linearity can be a good tool, even if the trend of simplifying the progression is bad overall.
Intros can set the mood and improve the experience. Which works well for Unreal and works slightly worse for HL, since you get the whole beginning with nice interactivity and stuff on top of the unskippable monorail sequence.

>> No.9445492

>>9445481
A lot of games still do the “play the first chapter free” or “play for free until level XX”. Plenty of others still do demos. What do you mean by “shareware model” specifically?

>> No.9445494

>>9445481
because big companies didn't want kids to figure out their games are boring before they cash out for the full product

>> No.9445496

>>9445481
It got turned into Early Access and beta versions, the spirit of shareware is not dead IMO. Just the manner of it

>> No.9445498

>>9445494
I'd say actually the opposite is happening currently. Currently the model has shifted to microtransactions, so the upfront cost barely matters. Halo Infinite is free to play, but all the cosmetic stuff is paywall-locked. The far more predatory business practice in games right now is all focused on the shiny visuals costing more money

>> No.9445501

>>9445481
Probably because games got shorter (by number of levels) and weren't split into episodes that act as hard restart points. Also the shift to having multiplayer being a more and more important part of the product, making it unprofitable to give it away for free... until skin shit and lootboxes happened at least.

>> No.9445503

>>9445481
It turned out to be not quite as profitable as the market grew bigger. I think guys like iD and Apogee/3DRealms just tapped into the market with that at the best possible time, while it was the most profitable, then declining.

>> No.9445505

>>9445490
>>9445490
>Not necessarily a bad thing.
Not at all, and both those games show off the more nuanced and detailed AI you can pull off.
>Which works well for Unreal and works slightly worse for HL, since you get the whole beginning with nice interactivity and stuff on top of the unskippable monorail sequence.
I find HL’s longer intro sequence makes the moment you get a weapon all the more liberating. From that point on, up until Freeman’s capture and the end of the game, you have no “forced” cutscenes. You can hang around people as they talk to you, blow them away, or just ignore them. This stopped with HL2.

>> No.9445509

>MadSpace
>Z.A.R.
What do local anons think about those pieces of unfiltered SOVL?

>> No.9445528

>>9445304
>That feels like shitting on the mappers intend.
Honestly, I dont give a fuck if people play my maps with mods, saving states, pistol start or not. Whatever, i just care people playing them and having fun.

The only thing i would hate or cringe so hard if the player is just some fucking mr. douchebag nobody (just like the most from trannyworld) sends me his demo/YT video playing my maps like shit -or- he wants to be this hipster snob retard critizing the level design/custom wad for dumb reasons.

>> No.9445530
File: 51 KB, 414x500, 51AQZPS277L.jpg [View same] [iqdb] [saucenao] [google]
9445530

>>9445498
depends if the game is singleplayer or multi oriented. i usually skip current multiplayer games for this very reason.
when i buy a game, i want access to all the content that's in it.
if devs/publishers want to add content they have to sell it in reasonably priced/stacked bundles such as full expansions.
timed limited content and pre-order exclusives serve the same purpose of decoupling the content from the game to better keep it hostage from a groomed clientele...
grind and loot boxes groom people to be thankful to have "rewards"
it's all in the wording, there are psychologists and psy-op trained execs who are slowly changing this commerce into slavery(see mobile in-game purchases)
if you can think about something, a greedy asshole is probably already doing it.
there's enough old games and custom content for them for a lifetime anyway so i can do with buying just a few single player games a year...
nothing like just launching an old FPS and not having to worry if all the content is there

>> No.9445537

>>9445530
I agree completely. The only multiplayer games I play anymore are the ones that don't lock any necessary gameplay aspects behind paywalls. They still can't compare to Quake Live, though. Ten bucks for everything involved with the game.

>> No.9445541

>>9445537
QL used to be free, you know?
It was really curious, launching it from browser back in the day.

>> No.9445547

>>9445304
I hope people play my maps with mods. The only time I was actually a little upset about it was when someone played it with Guncaster, mainly because you're so stupidly fucking overpowered that nothing is at all a challenge to you in any capacity.
I feel with a mod which lets the player completely trivialize every single enemy encounter, ambush, trap, etc, in a second, no matter their design, in ways which even an infinite ammo BFG9000 couldn't, there's not very much appeal in playing, at least to me. You'd need to add a mod which super powers all the enemies in return as to make them offer some sort of tangible resistance.

And you know what? After cringing a bit and wondering what the hell the point was, I decided that this was a problem he created for himself and that it was his loss, and it didn't really matter.

>> No.9445548

>>9445481
>why did the shareware model die?
they're called demos or trials nowdays and it's still a thing.

>> No.9445561

>>9445547
>I feel with a mod which lets the player completely trivialize every single enemy encounter, ambush, trap, etc, in a second, no matter their design, in ways which even an infinite ammo BFG9000 couldn't, there's not very much appeal in playing, at least to me.
It's only a problem for wads, where the combat
situations is the only appeal. Work on the architecture, progression, puzzles and doomcute elements more if it bothers you.

>> No.9445597

>>9445547
>there's not very much appeal in playing, at least to me.
The “epic power fantasy” appeal is strong now, especially after the newest Dooms.
>>9445561
>It's only a problem for wads, where the combat situations is the only appeal.
Also Doom’s biggest appeal.

>> No.9445604

>>9445304
Lol faggot, I don't give a fuck what mods people play my maps with. As long as they don't whine about how the map is broken or too easy or too hard when not playing with the recommended port, I don't see any problem there.
But then again, I never cared about anyone's e-peen.

>> No.9445638
File: 230 KB, 646x550, 1668461476050752.png [View same] [iqdb] [saucenao] [google]
9445638

>>9445449
Okay I really need to slow my roll here, this is more complicated than I thought. Maybe I'll start with the basics. If I wanted to edit some sprites, what's the easiest method? Honestly the most I want to accomplish are some simple palette swaps/monochrome recolors of existing enemies. If I wanted to do that, what can I do? I'm realizing keeping track of colors across a multi frame sprite sheet is going to be a nightmare if I have to do it pixel by pixel. I'm totally new to this, I'm sorry for being ignorant.

>> No.9445640
File: 1.32 MB, 1511x829, asssssss.png [View same] [iqdb] [saucenao] [google]
9445640

>>9445184
sup fags, i'm not dead yet. Here's today's progress.

>>9433439
Built and fully functional, just have to test it some more.

As before, >>9425824
send me any stuff you want built and it will be made (based on how likely it fits into the map)

>> No.9445657

>>9445561
I really don't agree, the worst parts of Eternal Doom don't become better, or avoid becoming even worse, by completely trivializing the combat. For that matter you're making the better parts worse.

>>9445597
You at least have to actually fight the enemies in the new Doom games, there's the finishers and the resource pinata aspects, but you do actually do some thinking on your feet, you have to avoid damage and continue damaging enemies to get results.

What I'm talking about demands essentially no effort at all on the player's part, because the player never needs to actually prioritize targets (they are all killed instantly regardless of type), maintain his cool during a protracted fight (because there's never one), or worry about resource management (because every tool on the player's belt will allow him to immediately resolve every encounter with basically no effort). There's never a point where the player is at risk of losing or not having the upper hand.

>> No.9445660

>>9445467
It's about skill. I've been playing games without crosshair since the original Doom and later Killing Floor with the Y-axis. I find the crosshair to be a distraction more than anything and I never had any problem popping heads in row without a crosshair.

>> No.9445689

>>9445657
>You at least have to actually fight the enemies in the new Doom games, there's the finishers and the resource pinata aspects, but you do actually do some thinking on your feet, you have to avoid damage and continue damaging enemies to get results.
This. But I was referring to how lax the game is on the lowest difficulties. You can also replay levels with cheat codes and no achievements are locked behind difficulty settings. They were strict on not allowing cheats on levels you haven’t beaten, and disabling those slayer gates if you have cheats enabled.

>> No.9445696

>>9445528
>The only thing i would hate or cringe so hard if the player is just some fucking mr. douchebag nobody (just like the most from trannyworld) sends me his demo/YT video playing my maps like shit -or- he wants to be this hipster snob retard critizing the level design/custom wad for dumb reasons.

cofcofDWmegawad Clubcofcof

>> No.9445703

>>9445406
i'm just shitting, don't take my jokes so seriously

>> No.9445719

>>9445597
>Also Doom’s biggest appeal.
I don't fully disagree, but I always found Doom lacking in all of its areas compared to other games. Games like Duke3D, Hexen, Quakeworld and Serious Sam together cover all of Doom usecases better (and no, I don't mean that you need all of them to just replace Doom, but more about the focus on different aspects after which Doom seems lacking).
The only reason I stick with Doom is decently active modding community.
>>9445657
>I really don't agree, the worst parts of Eternal Doom don't become better, or avoid becoming even worse, by completely trivializing the combat. For that matter you're making the better parts worse.
I didn't mean tame wads like Eternal Doom (which is good btw). But maybe stuff like Three is a crowd? As much as I appreciated the gimmicks some of the encounters felt less like something enjoyable and more like a chore, Sometimes just getting the intention is enough.

>> No.9445720

>>9445547
I share a similar sentiment of, "I'm fine with mappers using Gameplay mods with their mapset", the only thing i don't agree is that they put filtering, really that's it, even if the gameplay mod simplifies the fucking map to a pathetic breeze, i don't give a fuck.

>> No.9445730

>>9445720
>the only thing i don't agree is that they put filtering
Oh, yeah?
Well tell me what are your maps so that I would play them with a bilinear filter.

>> No.9445731

>>9445719
>I don't fully disagree, but I always found Doom lacking in all of its areas compared to other games.
I play Doom and Quake for the good combat paired with some interesting level design. Sam is purely for combat when I don’t give a fuck about level design or progression. Buildshit combat feels a stepdown compared to all of them but have very interesting looking levels and solid aesthetics.

>> No.9445735

>>9445731
I think Sam can have a good level design and progression. It's just no one gives a fuck.

>> No.9445748

>>9445730
https://doomwiki.org/wiki/Redead-ITA
Well have at it!

>> No.9445772

>>9445748
Hey, you're pretty good!
>born 2000
Damn, now I feel old.

>> No.9445784

>>9445719
I wouldn't say Eternal Doom is bad, the first third is pretty nice, and if you like some exploration, like I do (barring some of the incredibly esoteric progression in the last third), it can be very comfy. However, I find it's a bit rough in places, and I really don't think it would be improved by making enemy encounters a complete joke, considering continuous play shifts the balance so dramatically that it often kills a lot of the challenge. In my opinion, Eternal Doom is only worth playing if Pistol Started, and supposedly some of the original level authors have stated that it's only intended to be played that way (though you'd think they would have put death exits in every level in that case, so who knows).

Epic 2 takes a lot of cues from Eternal Doom in terms of design, but I find I enjoy it a lot more because it's never as obtuse as Eternal Doom is at its lowest points, and it poses a substantially greater challenge, so even with the generally great aid of carrying over supplies between levels, it never feels like things stop being a challenge or like you're being handled with kid gloves.
Eternal Doom kind of lands a bit in Evilution territory for me in that sense, there's actually a lot I like about that one, but there's also a lot of things that I don't (some which I would even say is bad design).

>> No.9445810
File: 1.83 MB, 1600x900, spasm0010.png [View same] [iqdb] [saucenao] [google]
9445810

Good to see the Akira elevator still being fetishized I guess . .

>> No.9445834

>>9445810
Leave me a notice when these casuals will attempt to build elevator from Blame! as part of Dyson's sphere

>> No.9445839

wall of text time
it just came to me suddently while getting spawn fucked in kdikdizd for the nth time
how often do you get rockets blown up in your face because a mob spawns right in front of you? do you feel it's a legit or good way to build a map to use the difficult spawn points to mappers advantage?
sure it can be done well but that made me think, could putting features on the map (i.e. teleporter on the floor) be a cool way to show where enemies are going to spawn AND not only that but make the features distinct for every enemy.
so for example a grey teleporter only shoots out arch-viles and red only imps or torches in a pentagram only tele in pinkies
most of my deaths in wads come from not knowing what's going to happen and then get "gotcha'd" which never feels good because once you know the map it becomes easy and you really cannot think on your feet

tldr; mad cos bad?

>> No.9445843

>>9445410
No problem. Have fun, anon.
>>9445413
>Might as well add System Shock and Thief there too then.
To be fair, some anons do talk about all of them every now and then. So yeah, I could've mentioned those games as well. Either way, Deus Ex was just the game that immediately came to my mind when I tried to make a point about how diverse some on-topic titles that can.

>> No.9445860
File: 1.32 MB, 1600x900, spasm0011.png [View same] [iqdb] [saucenao] [google]
9445860

there's actually 3 Shamblers in this screenshot

>> No.9445864

>>9445413
>Do people really put it on the list with FPS games? Might as well add System Shock and Thief there too then.
Maybe the first System Shock, not the second. I agree with you otherwise, it’s awkward to see them brought up here. Maybe because they’re attached to the same nostalgia nugget? Reminds me of the people who were insistent on trying to bring up discussion of non-retro shooters, but at least those previously mentioned immersive sims were often board relevant their threads always died as well, maybe that has something to do with it.

>> No.9445870

>>9445834
>Spoiler
Just let modern neural networks do it like the netsphere from the story, build the level as far as engine limits and storage size permits.

>> No.9445895
File: 116 KB, 573x460, image.png [View same] [iqdb] [saucenao] [google]
9445895

Shouldn't this thing kill me? The level ended when I dropped to 10hp.

>> No.9445901

>>9445895
It ends when you below 10%, not when you die.
In fact, while you are standing in this sector, or above this sector, you can't die.

>> No.9445906

>>9445864
>Reminds me of the people who were insistent on trying to bring up discussion of non-retro shooters
Non-retro by the old standards with Dreamcast being a cut-off console, or by the new ones, where Prey, S.T.A.L.K.E.R., CoD4, Bioshock, and Crysis are retro?

>> No.9445907

>>9445901
Strange behavior. What was this used for? I never played a wad with map ending like that.
Then which special is used when the mapper wants to kill you to pistolstart next map?

>> No.9445912

>>9445907
you never played doom 1 e1m8?

>> No.9445913

>>9445907
It was used in the ending of E1M8. There's no specials for death exit until MBF21, you'll have to use different techniques otherwise. Such as teleporting into a room full of barrels and romero head, or a voodoo doll next to a huge stack of barrels getting crushed and getting sent over the exit line by an explosion.

>> No.9445915

>>9445907
E1M8

>> No.9445918

>>9445906
>Non-retro by the old standards with Dreamcast being a cut-off console, or by the new ones, where Prey, S.T.A.L.K.E.R., CoD4, Bioshock, and Crysis are retro?
The “retro inspired” shooters from 2018 and beyond that often use Unity or UE.

>> No.9445919

>>9445912
>>9445913
>>9445915
Oh yeah. I always thought it just kills you, never noticed it ended at 10hp.

>> No.9445937
File: 91 KB, 1280x960, woof0004.png [View same] [iqdb] [saucenao] [google]
9445937

>>9445901
>In fact, while you are standing in this sector, or above this sector, you can't die.
Any maps that make use of this other than The Long Trek Back Home's The Pit? I'd never seen the special used that way before.

>> No.9445940

>>9445937
MAP26 of Skulltiverse
Video if you don't feel like playing it
https://www.youtube.com/watch?v=tHcd3Xb0KHY

>> No.9445947
File: 117 KB, 846x960, 1615031305567.jpg [View same] [iqdb] [saucenao] [google]
9445947

>wad in the style of that flash game "This Is The Only Level"
>every map has the same layout but a different gimmick
Has this ever been done before?

>> No.9445951

>>9445638
Bumpin, sorry. Found some programs through the Wolfenstein wiki, but idk about compatability or reliability. Would I get answers better on the forums there or what? Idk about the community there.

>> No.9445953
File: 1.20 MB, 1600x900, spasm0017.png [View same] [iqdb] [saucenao] [google]
9445953

>>9445834
A space elevator?

>one single box of cells hidden in a dead-end is considered a secret by the mapper
>a quad that reqires either bunnyhopping or a grenade-jump to obtain is not somehow
Sometimes I really don't get the logic behind it

>> No.9445958 [DELETED] 

is Nightmare Reaper good?

>> No.9445994

>>9445918
Ah, those.
Well, honestly, aside from games that use GZDoom as a base and Ion Fury, I'd also give a pass for Dusk, since it got a map editor with a degree of Quake compatibility and multiplayer, which deserve more attention than they get and it's awkward to bring them up anywhere else.
Though I get that technically it opens up a pandora box.
Speaking of this, did anyone mess around with Turok 2 tools and mods here?

>> No.9446000

>>9445951
I'll be honest with you, I really doubt that you will find people who can help you with Wolf stuff here, so you'd get more luck with Wolf forums.

>> No.9446006
File: 392 KB, 655x557, 1660344194291.png [View same] [iqdb] [saucenao] [google]
9446006

No Serious Business Saturday today. Go and enjoy the holiday weekend.

>> No.9446010
File: 193 KB, 1007x809, image.png [View same] [iqdb] [saucenao] [google]
9446010

Another question, how does this teleport linedef work and why does sometimes monsters are not teleported? I remember I read something about "there's not enough space for them to teleport" or something like that.

>> No.9446025

>>9446010
>how does this teleport linedef work
Not very good
>and why does sometimes monsters are not teleported? I remember I read something about "there's not enough space for them to teleport"
Exactly. You must make sure your monsters may make several attempts at crossing it.

>> No.9446035

>>9445947
I almost think I remember something like that, but not quite.
I'd rather have an Achievement Unlocked wad honestly.

>> No.9446039

>>9446025
Thanks. Why does it stop working (i.e. teleporting monsters) at some point? I idclip'd into that room, cacos are just flying all over the room and not getting teleported anywhere.

>> No.9446050

>>9446010
Teleport line works by crossing it, and importantly it only works if you cross it from the front. They'll take you to tagged sector into teleport destination thing (Not sure what would happen if there's more than one, but only will be used). I think mid-point of a monster triggers teleport.
Monsters will check if any solid thing would overlap with them if they teleported - and skip a line if so. They don't care about being stuck in walls or something like this though, so be careful.
Generally when making monster closet it's a good practice to make a jagged teleport line so monsters would cross it repeatedly if they skip it once and keep chasing player.
Another thing is that W1 teleport are exhausted even if destination is blocked, so while they may have their uses, one should not have them in a teleport closet.

>> No.9446061
File: 359 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9446061

>> No.9446069

Basically - teleports fucking suck, use monster closets instead.

>> No.9446081
File: 218 KB, 960x540, Screenshot_Doom_20221127_001146.png [View same] [iqdb] [saucenao] [google]
9446081

>>9446050
But that's WR, not W1. How does it can be exhausted?

>> No.9446083

>>9446081
It can't. You probably made space behind the line too wide and because monsters are drawn to you, they stay at the edge of the teleport closet without another try to cross.
Which is why angled teleport lines are used.

>> No.9446086

>>9446081
There's hard limit on 3072 teleport attempts for WR teleports. Most source ports replicate it except for GZDoom.

>> No.9446089
File: 948 KB, 200x200, 1537051102059.gif [View same] [iqdb] [saucenao] [google]
9446089

>>9445447
youre literally the only one who keeps bringing the quake discord bullshit here. thank fuck for 4chanx so ill never see your posts again.
t. quaking since i could shit

>> No.9446090
File: 1.30 MB, 1600x900, spasm0019.png [View same] [iqdb] [saucenao] [google]
9446090

>>9445953
Some of those maps are kinda basic, and just found one thats obviously broken from lack of testing - will only post pics of those that are worthy of checking out

>> No.9446096

>>9444116
Try Augur Zenith. It's a Doom Board Project but still an amazing Wad. It has great visuals, Midi, level design, and the challenge is solid.

>> No.9446105
File: 118 KB, 166x166, output2.webm [View same] [iqdb] [saucenao] [google]
9446105

>>9446083
That's not my map, it's map 15 from Whitemare.
>>9446086
It's GZDoom, Boom (non-strict) compatibility mode.

>> No.9446109

>>9446105
This is weird. I never heard of teleport limit, but it's hard to believe they racked it up. And they clearly cross over it.
You sure you aren't blocking their destination?

>> No.9446120

>>9446109
>it's hard to believe they racked it up
Not really. He have 3 monsters, they make 35 teleport attempts per second, therefore they exhaust it in half a minute. That's another why jagged lines are used - to increase the number of teleport attempts.

>> No.9446121
File: 422 KB, 960x540, image.png [View same] [iqdb] [saucenao] [google]
9446121

>>9446109
Nope, here's that place right now.

>> No.9446124
File: 1.08 MB, 878x534, output33-1.webm [View same] [iqdb] [saucenao] [google]
9446124

>>9446121
And the cacos.

>> No.9446134

>>9446124
>>9446105
Okay, I checked changelogs, apparently teleport limit was in fact iimplemented in GZDoom in certain compatibility mods. Of course, they may have fucked it up somehow.

>> No.9446176

>>9446121
Looking at it, It has nothing to do with teleport limits. The teleport destination's center needs to be in the tagged sector but here its sitting on the exit sign so they never even had a chance to enter. There's only a single uv-max demo of the map on the archive and it gets 99% kills. Unreachable kills like this are why the category is called uv-max and not uv-100%, still annoying.

>> No.9446185

>>9445205
As a fan of slapping the shit out of enemies in video games, it's cool to see unarmed getting more attention.

>> No.9446208
File: 2 KB, 172x27, Bild_2022-11-27_005024062.png [View same] [iqdb] [saucenao] [google]
9446208

>>9446061

>> No.9446215

>>9445267
Ending most of EDay's bosses with HEAT rockets was fun. I've played though EDay a bunch of times and I still load it up with new mods as my testing wad.

Brutal Doom monsters are also really fun to fight, and I've recently learned about PainTypes and DeathTypes and how to give them to different mods' Puffs to make them interact with them.

>> No.9446219

Want do you use to create new spirtes/animations for Doom anons?

>> No.9446228
File: 1.72 MB, 800x450, It's like juggling.webm [View same] [iqdb] [saucenao] [google]
9446228

>>9446185
I also fiddled with punching a little. Got rid of the weird AOE flinchy thing, made every punch do an equal amount of damage (half the damage of a sword attack), and now uppercuts put enemies into the dazed state.

>> No.9446241
File: 294 KB, 1920x1080, 20210525213045_1.jpg [View same] [iqdb] [saucenao] [google]
9446241

>> No.9446260

>>9446228
Oh no, this is gonna end with air juggles and combos, aren't it?

>> No.9446262

>>9446260
Oh man. I should make punching keep airborne enemies up in the air.

>> No.9446272

Is Hedon good? Does the author come here? Do the monster girls fuck?

>> No.9446279

>>9446208
>wang warrior

>> No.9446281

>>9446219
Slade and photoshop, if you're good at blender you can model some of your own and render them with different angles and shit.

>> No.9446283

>>9446219
Aseprite for sprites. But a lot of my animations are made in SLADE with TEXTURES

>> No.9446293

>>9446272
>Is Hedon good?
No.
>Does the author come here?
I doubt it.
>Do the monster girls fuck?
Not in the game, but there's a ton of porn author drawn or commisioned.

>> No.9446302

>>9446281
>>9446283
Thank you! Let's see if I get something going.

>> No.9446313

>>9446272
Sorta, not likely, you fuck a succubus but it's just fade to black.

>> No.9446321
File: 2.79 MB, 1859x921, 1660439896893.png [View same] [iqdb] [saucenao] [google]
9446321

>>9445184
eh

>> No.9446323

>>9446272
>Is Hedon good?
If you have a head for exploration puzzles rather than pure combat focus then yes. Bloodrite is a big step up from Crystal Heart, too.
>Does the author come here?
Probably not
>Do the monster girls fuck?
Despite him attempting to head you off with Bloodrite claiming the ID are all unaging, more orcs and goblins have to come from somewhere.
HF user Yuffa

>> No.9446392
File: 1.96 MB, 2142x1528, blame-architecure-02.jpg [View same] [iqdb] [saucenao] [google]
9446392

>>9445953
>A space elevator?
Not orbital cable kind, more of a typical one. I'm not sure which exactly anon was referring to, but there was one particular elevator during long ascent of which the not-so-human protag was forced to sleep through for some few months. By the plot, his sole purpose was basically traversing fuckhuge inane megastructure made by unsupervised AI gone haywire long time in the past, all in the hopeless search of special someone who could mitigate all the techno-pornographic catastrophy. To grasp the scale, by feeding of the planets, the AI built itself all over solar system and likely beyond. It's well-known comic book into distinguished style of which the author has put his past architectural degree and sci-fi geek knowledge. Engrossing but more on the side of cool, it doesn't rely much on text exposition and leaves it to its reader to deduce the setting by bits and pieces. From inspired and closely similar game media we had NaissanceE, Rain World and Signalis. Before anyone says anything, sperg anon knows no better.

>> No.9446473

>>9446000
Alright, last question and I'll be out of your hair. What are the most central/active Wolf forums?

>> No.9446478
File: 59 KB, 256x256, 1655641194250.jpg [View same] [iqdb] [saucenao] [google]
9446478

>>9445308
Made some serious progress on the Serious Engine 1 Editor tutorial just now.
>https://rentry.org/vy4qr
If you would like to run through the steps I currently have then that would be greatly appreciated. Any issues I fix earlier the better.

>> No.9446489

>>9444206
I call it Randy.

>> No.9446491

>>9446321
Whoo!
Yaaaay!

>> No.9446501

>>9446473
I only know about DieHard Wolfers, but I'm honestly not sure if it's that active anymore. You might want to look up some Discord server or something. I think WolfSource got one and there are some modding team ones you can find on moddb.

>> No.9446507
File: 2.94 MB, 640x360, 4.webm [View same] [iqdb] [saucenao] [google]
9446507

>> No.9446512
File: 223 KB, 640x480, Screenshot_Doom_20221126_173839.png [View same] [iqdb] [saucenao] [google]
9446512

>>9445380
>>9445382
It's also fun trying to think of mods to use on certain maps. Like I've been trying to decide what to play Spawn and Trailblazer with and settled on Eviternity for Spawn.

Trailblazer is gonna be this. Maybe.

>> No.9446518 [DELETED] 
File: 208 KB, 543x357, 293920.png [View same] [iqdb] [saucenao] [google]
9446518

>/vr/ releases a custom wad with gachimuri references
DW: offensive, take it down
>DW circlejerk releases a custom wad with racist jokes
DW: haha cool stuff guys :)

>> No.9446525
File: 31 KB, 320x240, Chocdoom3ds.png [View same] [iqdb] [saucenao] [google]
9446525

I found a really good Chocolate Doom port for 3DS.
https://github.com/Anh302kay/chocolate-doom-3ds

Only issue I've found is you have to back out of homebrew launcher completely switching between wads otherwise it chugs.

Here's my setup for o3ds. Includes gus music stuff, custom configs, xml shortcut examples. Just populate chdoom with your doom/doom2.wads

Highlight and press select button if you want them starred at the top of HBL.

https://files.catbox.moe/nnc1bf.zip

>> No.9446546

>>9446061
>battle bothered
>replacement medikit management
>free bullshit
>please learn sector secrets
>three 90s hitler ports
>expect crowd berserk
>welcome cool rats
>life brutal wow
>faggots reach opinion

>> No.9446550

>>9446228
Nice. What will the Ring of Might do for them?

>> No.9446565

>>9446550
I've made the ring augment the finisher for both the sword and fist combos. So for the sword you fire a sword wave (You'll always fire waves with the powered sword though) and the uppercut gets a splash effect so you'll damage and stun multiple enemies around you.
Makes things a lot cleaner under the hood, and more consistent and fair in gameplay.

>> No.9446569
File: 1.74 MB, 1920x1080, Screenshot_Doom_20221125_103941.png [View same] [iqdb] [saucenao] [google]
9446569

is it okay to play on vaseline mode like graf zepplin sets to default

>> No.9446574
File: 441 KB, 1862x839, MPmapremakes (edit area) at 2022.11.15 01-22-00.844 [R4020].jpg [View same] [iqdb] [saucenao] [google]
9446574

>>9445184
woulda been more fitting to post this last week, but I've made like no progress on MAP03 so whatever
can you tell what non-Doom map this is a remake of?

>> No.9446575

>>9446569
Other people (myself included) might think you're a faggot for doing it, but it really doesn't matter, play how you like.

>> No.9446580

>>9446575
even KURASHIKI-SAN???

>> No.9446597

>>9446569
Wow, that's what GZDoom looks like nowadays?
Not bad. Just kidding. It's been a billion years and it still looks worse than Doomsday and Vavoom. It's such a shame that ZDoomGL died back in the day.

>> No.9446606

>>9446569
just neck yourself for this low level shitposting, /v/tard.

>> No.9446609
File: 115 KB, 800x600, 2007-12-09_16341538898.jpg [View same] [iqdb] [saucenao] [google]
9446609

>>9446597

>> No.9446613

>>9446609
"And this is my friend, Archie. He's a bit of an oddball, an uncanny fellow, if you will. He has this obsession with making big cheese balls, the madman has some on his face even!"

>> No.9446614

You know, The Space Pirate would go really well with Auger;Zenith when it's playable on normal Doom maps in 50 years.

>> No.9446615

>>9446574
halo map I forget the name of

>> No.9446618

>>9446609
You don't have to use models.
That said, is it bad that I'm starting to feel like they are somehow charming nowadays?

>> No.9446621
File: 1.02 MB, 1025x740, MOM COME QUICK IM SHITPOSTING.png [View same] [iqdb] [saucenao] [google]
9446621

https://youtube.com/watch?v=4qlCC1GOwFw

I cannot take this anymore
Mapping yet we're still not out the door
These delays make zero sense
I want leader competence
WAD was meant to drop today
Then they postpone anyway

(Just like last month...)

EVERY TIME YOU MAKE DELAYS
>TAKES ME ONE STEP CLOSER TO THE EDGE, AND I'M ABOUT TO BREAK
THE WAD WILL NEVER DROP THIS WAY
>AND I'M ONE STEP CLOSER TO THE EDGE, I'M ABOUT TO BREAK

I find the vision's not so clear
Realm667 as I feared
Shitty boss fights make no sense
I found bliss in ignorance
Nothing like Plutonia
Nothing like anything fun

(Just like last year...)

EVERY TIME YOU MAKE DELAYS
>TAKES ME ONE STEP CLOSER TO THE EDGE, AND I'M ABOUT TO BREAK
FOR A WAD NO ONE WILL PLAY
>AND I'M ONE STEP CLOSER TO THE EDGE, I'M ABOUT TO BREAK

EVERY TIME YOU MAKE DELAYS
>TAKES ME ONE STEP CLOSER TO THE EDGE, AND I'M ABOUT TO BREAK
HOW MUCH TIME WILL WE HAVE TO WASTE
>'CAUSE I'M ONE STEP CLOSER TO THE EDGE, AND I'M ABOUT TO... BREAK

SHUT UP WHEN I'M RAGING ON /doom/
SHUT UP
>Record scratching
SHUT UP
>Record scratching
SHUT UP
>Record scratching
SHUT UUUUUP,
I'M ABOUT TO BREAK

EVERY TIME YOU MAKE DELAYS
>TAKES ME ONE STEP CLOSER TO THE EDGE, AND I'M ABOUT TO BREAK
I NEED A LITTLE ROOM TO RAGE
>'CAUSE I'M ONE STEP CLOSER TO THE EDGE, AND I'M ABOUT TO BREAK

EVERY TIME YOU MAKE DELAYS
>TAKES ME ONE STEP CLOSER TO THE EDGE, AND I'M ABOUT TO BREAK
I NEED AN RC TO PLAY
>'CAUSE I'M ONE STEP CLOSER TO THE EDGE, AND I'M ABOUT TO... BREAK

>> No.9446624

>>9446618
what makes this port different from the others

>> No.9446626
File: 1.22 MB, 2042x1000, q2hxwg.jpg [View same] [iqdb] [saucenao] [google]
9446626

anyway imma draw more doom

>> No.9446630
File: 200 KB, 425x496, 1538853607395.png [View same] [iqdb] [saucenao] [google]
9446630

>>9446626
>Dr. Seuss pupil Cacodemon
Gib more plox

>> No.9446638

And another Whitemare question, there's map 32, yet I couldn't find an exit leading to it, and there's no mentions of "map32" in MAPINFO. Am I missing something, or it can only be played via -warp?
and fuck map 16, almost all Icon of Sin levels are cancer, but this particular map was pure ebola-plague-hiv-infused double cancer

>> No.9446751
File: 250 KB, 1000x1125, ctugyugkhihioj.png [View same] [iqdb] [saucenao] [google]
9446751

>> No.9446912

>>9446638
I partially played through wm2 some years ago with Project Brutality and Babel separately and you go to map32 from map31. Glad to see Whitemares getting love, I love those wads. Couldn't finish 2 since my Doom folder got fucked.

>> No.9446941
File: 124 KB, 1920x1080, LZDoom.png [View same] [iqdb] [saucenao] [google]
9446941

How do I get rid of the widescreen type bricks in LZDoom for the classic hud?

>> No.9446950
File: 11 KB, 458x309, hm.png [View same] [iqdb] [saucenao] [google]
9446950

>>9445258
Are you sure about that? Anyway here is an updated ini file for DW 1.7.9 https://files.catbox.moe/xu532x.7z

>> No.9446962

>>9445640
Awesome idea anon, unfortunately I have absolutely no ideas with level design so I can’t offer anything. Sick work, either way.

>> No.9447020

>>9446941
use a custom sbarinfo definition

there's one in this hud mod
https://forum.zdoom.org/viewtopic.php?t=76671

>> No.9447048

>>9445947
>>9446035
I guess Dark Scythe sort of fits my description?
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dscythe

>> No.9447070

>>9446621
I knew what the song was even before clicking the link, gj.

>> No.9447080

>>9447048
32 E1M1s of /vr/ when

>> No.9447081

>>9445947
Imma gonna steal this idea for the next community project. Make a basic techbase map and tell everyone to expand it while making the base look exactly the same.

>> No.9447121

>>9447080
>32 E1M1s of /vr/
32 versions of Doom's E1M1, or 32 E1M1s of other games remade in Doom?

>> No.9447142

>>9447121
>32 E1M1s of other games
Are there that many other episodic FPSs? You'd have to start looking outside of proper retro FPSs, at least.

>> No.9447145

>>9447121
Both sound really cool, but the latter lends itself more to creativity. I think like anon says we'd have to go outside of classic FPS. Remake 32 first combat levels of first person shooters in Doom. I say combat levels because the first level of, say, HL2 is a train station. The first proper combat level is d1_trainstation_06 when fleeing from metropolice.

I like this idea but
>32 versions of Doom's E1M1
Probably would be faster and more fun in the short term.

>> No.9447180

>>9446609
the enemy cannot resurrect a corpse if you disable his hand

>> No.9447183

What do you MEAN there's more maps in Whitemare 2????

>> No.9447187

>>9447145
Maybe don't focus on E1M1 but rather allow reimagining of any Doom 1/2 map of choice (or a specific one, 32 Chasm's of /vr/?).
I've seen dozens of E1M1's already, and I'm pretty sure I've seen a community project centering around it too.

>> No.9447195

>>9444180
If it makes you feel better I'm bad at everything I play.

>> No.9447197

>>9444398
What happened to Term?

>> No.9447202

>>9445380
Sometimes a mod and a map will coincidentally sync up perfectly.
Back to Saturn X obviously wasn't made with the Rampancy monsters in mind, but they work extremely well together.

>> No.9447208

>>9446061
>revenants frustrating

>> No.9447209

>>9446321
oh shit it's happening

>> No.9447213

>>9446609
>get a load of this guy

>> No.9447241

Raze or Fresh Supply? I never played Blood before

>> No.9447247

>>9447241
Fresh Supply has much longer loading times for some reason. Only reason to use it over any of the other source ports is for multiplayer.

>> No.9447250

>>9447197
He distanced himself from the Doom community after receiving constant sexual harassment and no one would do anything about it. Now he's off making his own games. I hope he can catch a break, the poor dude.

>> No.9447290

>>9447142
There is enough but I don't think it would very interesting to play if they were straight remakes.
>>9447247
The FOV slider is nice but that's it, a shame the Blood curse of being unfinished due to publishers being shit even affected Fresh Supply.

>> No.9447317

>>9447241
Raze, Not Blood, BuildGDX, I’d recommend all of these over Fresh Supply.

>> No.9447327

>>9447250
Well that's really fucked up. I'm sorry to hear that.

>> No.9447330
File: 31 KB, 499x636, 1666702590004528.jpg [View same] [iqdb] [saucenao] [google]
9447330

>>9447250
>receiving constant sexual harassment
The fuck?
>>9447317
Raze uses NBlood.

>> No.9447331

>>9447250
That's fucked up. How did that shit happen?

>> No.9447339

>>9447330
>Raze uses NBlood.
Yeup, would’ve been redundant if I listed it.

>> No.9447352

>>9444092
Are there any texture packs for Doom that don't look like diarrhea? Something similar to Quake would be perfect.

>> No.9447354

>>9447352
Stop using filters.

>> No.9447373

>>9446069
No.

>> No.9447378

>>9447331
>How did that shit happen?
The guy stalking him was a part of the dumbworld/zdumb/discord clique and friends with admins so they did nothing lol

>> No.9447379

>>9447378
It was specifically the ZDF and their Discord as i recall.

>> No.9447402
File: 11 KB, 1402x818, Doom Map.png [View same] [iqdb] [saucenao] [google]
9447402

So, I've been sitting on this idea for a while. I wanted to use the secret map exits and MAPINFO fuckery to create a mini-WAD that had multiple routes through it. Though the entire project will only have 7 maps, the idea is that a chunk of the maps have Sonic-esque level design, where your exit is determined by height and your skill level. So if you mess up some platforming or get knocked off a ledge, you can continue the level and follow a unique path.
I made the first level a while ago but got burnt out on mapping since I was working on several projects at once. Finally, I went back and finished it just recently, and now I would like some feedback. I'm still an amateur so any help or advice is welcomed. Recommended difficulty is UV, it's in UDMF format and is intended for GZDoom. I'm not too well-versed in all that techno mumbo jumbo so if anybody runs into any problems, tell me

https://files.catbox.moe/8uwntl.wad

>> No.9447403
File: 162 KB, 586x337, Screenshot_Doom_20221127_144456.png [View same] [iqdb] [saucenao] [google]
9447403

>>9444095
unrattled submission:
name: dynamite
author: pengu0
midi: mai hime mezame by KoD
here's a map i made for the unrattled project. it's short but i did manage to put a surprise behind some doors
https://files.catbox.moe/zjffs3.wad

>> No.9447420
File: 66 KB, 550x541, 1669105921684554.jpg [View same] [iqdb] [saucenao] [google]
9447420

i'm really enjoying Quake, what should i play after Dissolution of Eternity
user-made mods?

>> No.9447474
File: 9 KB, 510x250, sbarinfo.png [View same] [iqdb] [saucenao] [google]
9447474

>>9446941
This may be what you're looking for.

>> No.9447536
File: 90 KB, 718x1216, Screenshot 2022-11-27 141023.png [View same] [iqdb] [saucenao] [google]
9447536

anybody knows what I have to replace there to make the custom rocket that is launched from my custom rocket launcher create a STANDARD doom rocket explosion on impact?
I know the culprit is that line of code because that custom explosion from where I stole part of my mod has been removed
I want my rocket blast to be a standard doom rocket blast

>> No.9447540

>>9447536
Just slap an A_Explode in there. Don't remember exact argument, if any needed. Just look it up on zdoom wiki.

>> No.9447541

>>9447536
https://zdoom.org/wiki/Classes:Rocket

Look here

>> No.9447571

>>9447420
Either Quake 2 or Arcane Dimensions

>> No.9447582

>>9447540
>>9447541
It doesnt asplode :(
Leaves the blast mark on the wall and disappears
:(((

>> No.9447598

>>9447582
Did you put missile frames in there? TNT1 A means it will be invisible.

>> No.9447635

>>9447598
It looks like it's supposed to disappear and spawn "nuke explosion". Question is where the nuke explosion is.

>> No.9447657
File: 914 KB, 1600x900, spasm0023.png [View same] [iqdb] [saucenao] [google]
9447657

>>9446392
This premise sounds underrated as hell - you see Akira refferences everywhere but other classic anime of the same peroid are left forgotten unless they're from Gainax
>here's the broken map I mentioned earlier BTW

>> No.9447707
File: 54 KB, 400x200, 1642277288110.png [View same] [iqdb] [saucenao] [google]
9447707

We're playing more SRB2Kart for SNS. Here's the mods mega.
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g
Updated/new files since Wednesday:
KRL_Mizu_Pack_v5.11.pk3
KRL_DraftTracks_v3.pk3
KR_GammaPack_v2.1.pk3
KRL_Aether_Pack_v3.2.pk3
K_VR_retrovidyastuff_v0.4.pk3

If you haven't played SRB2K yet and want to get into it, then grab the base game here
https://github.com/STJr/Kart-Public/releases/tag/v1.3
Then grab the custom client from the mega above and throw it wherever you installed the base game. Overwrite any files it asks you to. Place mods in a folder called DOWNLOAD.
You can also compile the client here, just make sure you get 0.23 instead of 0.23.1
https://gitlab.com/c3851/srb-2-k-cep

>> No.9447712

>>9447707
HOW 2 PLAY & PROTIPS (Courtesy of Azure)
https://pastebin.com/GbfJGHFV
The server goes up at 6 PM EST as usual. See you there.

>> No.9447802

>>9437460
Of all the folks pictured in this I only recognize OG Donte unless that CSM supposed to be Abbadon

>> No.9447805

>>9447420
Abyss of Pandemonium obviously.

>> No.9447841

>>9447635
Just copypaste the Death state of the vanilla rocket. The way it is right now is an invisible frame and then nothing.

>> No.9447910

>>9447657
>you see Akira refferences everywhere but other classic anime of the same peroid
>Blame from the same era as Akira
You're about a decade out.

>> No.9447947

>>9447841
I'm not him him so I won't and also it might be doing something weird like rising up I dunno.

>> No.9447957
File: 561 KB, 1000x2700, FhoIJDoXwAA2gsN.png [View same] [iqdb] [saucenao] [google]
9447957

>> No.9447986

>>9447957
>Rott has no Mirror port
Somebody needs to get on it.

>> No.9447991

>>9447910
I had no idea what that is, no idea it's from the 2000's

>> No.9448175
File: 157 KB, 1920x1080, 2022-11-07-173028_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
9448175

>>9444095
Update for my Unrattled map "Dork Facility" (v2):
https://files.catbox.moe/fyo4zc.wad
Mostly fixing some textures, lighting, a half-broken teleporter, and the exit room which I accidentally last time.

>> No.9448249

Decino will make another submission round soon, will you send him something awful?

>> No.9448263

>>9448249
The entire Something Awful site? Why would anyone do something as awful as that?

>> No.9448274

>>9446069
Teleports are okay when they're announced with proper sounds. It's when enemies pop in without any sound that sucks.

>> No.9448281

>>9448274
Nah, I mean, they're awful to set up in vanilla, it always feels so hacky.

>> No.9448283

>>9448274
I had a scrapped Ad Mortem map where picking up a health bonus would silently teleport a revenant in the door you entered the room through, Serious Sam style. I still want to recycle this, so watch your back when you play the next /vr/ project that isn't Unrattled.

>> No.9448285
File: 167 KB, 1482x1044, LtAl8ST.jpg [View same] [iqdb] [saucenao] [google]
9448285

Finished Quake 2 for a first time this weekend, just have killed Makron. Tried it couple of times during last 15 years, but both time dropped around prison/tank boss. Can say that overall it is not as bad as I remember, I quite liked enemy variety and their different behavior. Though 3-4 enemies max at the same time and extremely bland map layout don't provide much fun. Just the meat processing/prison/tank area is really the lowest point of the game. First area is nice, later areas actually has some textures except brown and some better verticality. Palace area looks and plays okay. In comparison, I detest Sandy's shizoid maps in Doom2 and in Q1E4, but even they would be much better than Q2 midgame crap. Would it be better for me to go with Doom3 now, or first try Ground Zero pack? I also have Q4 in queue, but it requires more setup.

>> No.9448292
File: 814 KB, 2560x1440, title.jpg [View same] [iqdb] [saucenao] [google]
9448292

>>9448285
I'd play Reckoning into Ground Zero. Then Doom 3, and maybe Quake 4.

>> No.9448326

>>9448292
Hm, I thought that ground zero goes before the reckoning for some reason. Will try reckoning then, know nothing about it except the horror stories about high placed turrets behind every door (they were mentioned multiple times in this thread in the past).

>> No.9448332

>>9448281
Oh, from a mapper perspective, I see.

>>9448283
That's cheeky, I like it. It's when a bunch of enemies just show up in front of you that's not fun.

>> No.9448345

>>9448326
>Will try reckoning then, know nothing about it except the horror stories about high placed turrets behind every door (they were mentioned multiple times in this thread in the past).
It's actually Ground Zero with the evil turrets. Reckoning just has a harsh start in the sewers.

>> No.9448525

>>9448345
>Reckoning just has a harsh start in the sewers.
And a harsher finish when they start tossing Beta Gladiators everywhere.

>> No.9448574
File: 862 KB, 1280x720, SUNDAY NIGHT SHITSHOW 89 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9448574

SUNDAY NIGHT SHITSHOW TIME!! We're gonna be playing more Sonic Robo Blast 2 Kart. See these posts for details >>9447707 >>9447712

Connect by selecting multiplayer from the main menu and manually enter the IP below and let's get racing!
51.161.34.159
51.161.34.159
51.161.34.159

>> No.9448575
File: 100 KB, 805x540, 1664108269181949.gif [View same] [iqdb] [saucenao] [google]
9448575

>>9447420
Are you me?
Just finished Scourge of Armagon and I really liked how SoA combines the "techbase" grunts and dogs etc into the levels with ogres, knights etc and vice versa.

I feel like I would've loved a "Quake 2" in the style of Scourge of Armagon's first episode with a few more creatures like Armagon itself, horror creatures combining flesh and metal, and the evil techbase grunts with the flesh eating chainsaw ogres etc.

I was afraid that Quake was going to disappoint me and that I had nostalgia goggles on but Quake was even better than I originally remembered it.

>> No.9448579

>>9448274
Depends on how you set it up, if you want to repopulate an area in the distance I think teleporters are fine, let the monsters find their way towards the player, cuing him in with their audio.

>> No.9448580

Liking the Reckoning so far, both intro and the first sewer area were good. Just how tge hell can I reach to the double shotgun in the first sewer? I am not supposed to use grenade jump, don't I?

>> No.9448591

>>9448283
Someone did basically that in E2M1 of 94 Protons.

>> No.9448597
File: 140 KB, 512x384, C0a0_gus01.jpg [View same] [iqdb] [saucenao] [google]
9448597

*beep* *beep*

>> No.9448604
File: 178 KB, 1280x720, maxresdefault(1).jpg [View same] [iqdb] [saucenao] [google]
9448604

Just a Q2 random fact, in previous version of Yamagi in QuadTouch it was not possible to play Slight Mechanical Destruction. Door open trigger in the very beginning was broken. Don't remember was it Yamagi or QTouch to blame, was digging it, asking question here months ago, but never found the solution. Apparently SMD works fine now with the latest QTouch, I've loaded the old save just to check that it is broken, and was able to open the door to commander and then to lower the bridge after some minutes. Didn't change any settings, only updated QTouch some time ago. Long live the Beloko guy, SMD graphics looks really good on a small screen.

>> No.9448609

>>9448575
Really liked the beginning of Armagon too, but found the castles there a bit too grindy. For a nice techbase feel can recommend the czg07 Insomnia map.

>> No.9448613
File: 1.59 MB, 1600x900, spasm0040.png [View same] [iqdb] [saucenao] [google]
9448613

>>9447657
Some maps are kino - some maps are shit, Enforcers not dropping ammo is beyond gay

>> No.9448615

>>9448525
Yeah they’re rude while the new medics are great. Also has other fun enemy buffs.

>> No.9448624

>>9448613
>Brutalism Jam
>random Greek statue
With how much some of those people unironically love brutalism, that's a pretty glaring aesthetic clash.

>> No.9448634
File: 117 KB, 640x512, kart1222.png [View same] [iqdb] [saucenao] [google]
9448634

>>9448574

>> No.9448681
File: 156 KB, 640x512, kart1233.png [View same] [iqdb] [saucenao] [google]
9448681

>>9448574
>>9448634

>> No.9448739
File: 445 KB, 1280x720, shot03.png [View same] [iqdb] [saucenao] [google]
9448739

Took me way too long to find the last two items.

>> No.9448805
File: 855 KB, 638x484, subway_trees_no_audio.webm [View same] [iqdb] [saucenao] [google]
9448805

fixed objects in larger maps

probably should make idle objects a separate decoration type which uses less RAM

>> No.9448808

>>9448574
well finally was able to join and made some people happy that they were gauranteed never to be last
was fun, hope to join more next time, maybe even improve
GGs

>> No.9448812
File: 79 KB, 640x512, kart1255.png [View same] [iqdb] [saucenao] [google]
9448812

>>9448681

>> No.9448829

>>9448805
Wait, what's that? This is cool as fuck!

>> No.9448834

how 2 doom tho?

>> No.9448836

>>9448834
Shoot the Cyberdemon until it dies.

>> No.9448840
File: 15 KB, 335x267, 1645537268906.jpg [View same] [iqdb] [saucenao] [google]
9448840

>>9448836
okay will do this

>> No.9448848

>>9448575
>I was afraid that Quake was going to disappoint me and that I had nostalgia goggles on
here's my opinion on quake as a "modern gamer":
it's really good

>> No.9448903

>>9448829
doom inspired engine for sega genesis

>> No.9448910

>>9448805
very cool, but you would get better performance if you ditch the breathing effect and make the gun slightly lower quality. the breathing feels unnecessary and the quality of the gun doesn't mesh well with the nearly 2600-tier background anyway.

>> No.9448963

What would Quake 4 have been like had Id been more directly involved in its development? What we got with Quake 4 was coded and designed almost entirely by Raven software before they, being gobbled up by Activision; Id mostly did supervision and publishing. Was it really worth it for Id to mostly step aside for Quake 4 and let Raven do the bulk of the coding and designing for it?

>> No.9449007

>>9448963
It would've been less Star Trek Elite Force and more Doom 3 in single player.
>Was it really worth it for Id to mostly step aside for Quake 4 and let Raven do the bulk of the coding and designing for it?
Absolutely.

>> No.9449028
File: 375 KB, 1125x1600, DabMgZRVMAAZcoW.jpg [View same] [iqdb] [saucenao] [google]
9449028

>>9448963
>What would Quake 4 have been like had Id been more directly involved in its development
id was a creatively bankrupt company on a downward spiral at that point. There was nothing they could've done for Quake that Raven couldn't do themselves. Honestly, the entire Quake franchise was a mess from the beginning, at least Raven was able to do something interesting with it.

>> No.9449045
File: 26 KB, 266x375, Chrome_game.jpg [View same] [iqdb] [saucenao] [google]
9449045

That was a game. That's the most I can say about it.

>> No.9449051

>>9448963
>>9449028
>Honestly, the entire Quake franchise was a mess from the beginning, at least Raven was able to do something interesting with it.
That “something” being the slide. It’s campaign is otherwise Quake 2 with Call of Duty and other mid-millennial shooter tropes, and I can’t tell if those would’ve been more or less present if IdSoft would’ve been left in charge.
At the least I’d like to think it would look better. Most of the game looks like the ugliest parts of Doom 3.

>> No.9449057
File: 38 KB, 642x532, textures.png [View same] [iqdb] [saucenao] [google]
9449057

>>9448910
the breathing effect doesnt have any effect on performance
and neither does the quality of the gun, it uses hardware sprites.

<10 fps performance here is due to the tree sprites, which are software rendered to the framebuffer, plus several sectors being visible and traversed to draw the scene.

the background looks iffy in this particular scene because of the texture being stretched (and a very quickly made texture in particular), here's something that looks a bit better.

>> No.9449069
File: 35 KB, 382x200, BATTLSCW.png [View same] [iqdb] [saucenao] [google]
9449069

>>9448574

>> No.9449073
File: 106 KB, 640x512, kart1285.png [View same] [iqdb] [saucenao] [google]
9449073

>>9448812

>> No.9449079

>>9449051
Doom 3 got more in common with Quake 2 level design than Quake 4

>> No.9449210
File: 734 KB, 1920x1080, kart0048.png [View same] [iqdb] [saucenao] [google]
9449210

>>9448574
>Play Combi
>4 way tie

>> No.9449252

What are you lads favourite weapon/gameplay wads?

>> No.9449294

>>9449252
rga2
shotgun frenzy
corruption cards pretty legit

>> No.9449323

>>9449252
Final Doomer. Weapon sets for any taste, and it shows restraint. Most modern weapon mods are fucking Russian Overkill reject showcases.

>> No.9449329

>>9449252
High Noon Drifter, Ashes, Treasure Tech, Hideous Destructor, GMOTA. Naku-Naru and Spawn are also pretty fun. Doom Incarnate. Thy Blood Konsumed is neat, but I haven't really played it much yet.

>> No.9449359
File: 359 KB, 1920x1080, Screenshot from 2022-11-27 23-33-28.png [View same] [iqdb] [saucenao] [google]
9449359

>>9449210
>twice

>> No.9449367
File: 2.93 MB, 638x400, 2022-11-28 08-44-29.webm [View same] [iqdb] [saucenao] [google]
9449367

>> No.9449370

>>9449367
More like hydroshitty haha gottem

>> No.9449376

>>9449294
>>9449323
>>9449329
Thanks lads

>> No.9449389

>>9449370
Sonic no longer exists conceptually

>> No.9449396

>>9449367
Don't mess with Miku next time.

>> No.9449404

>>9449389
It never did, I don't know what this Sonic you speak of is. This is clearly just some Doom engine kart racing game with a cast of original characters.

>> No.9449424

>>9449367
Gotta love the jankiness of the engine.

>> No.9449445

>>9447187
That sounds like a rad idea.

>> No.9449451

>>9447420
Abyss Of Pandemonium is an unofficial episode but it got a commercial release. I like it quite a bit, but it's definitely the least of Scourge, Dissolution, and itself. If you loved Scourge and Dissolution, Abyss is worth a playthrough. If you didn't love those, hit up Arcane Dimensions for straight to your veins Quake goodness.

>> No.9449453

>>9449323
I dislike that Final Doomer makes Doomguy so tall. Really puts me off.

>> No.9449461
File: 2.96 MB, 642x400, 2022-11-28 09-09-44.webm [View same] [iqdb] [saucenao] [google]
9449461

>> No.9449474
File: 2.83 MB, 640x400, 2022-11-28 09-53-42.webm [View same] [iqdb] [saucenao] [google]
9449474

>> No.9449483

>>9449461
>This is the future that Kart Krew wants

>> No.9449484

>>9449367
https://www.youtube.com/watch?v=Sds8vgkZykc

>> No.9449486

>>9449461
Okuu can only go forward.

>> No.9449507

>>9447402
This sounds really cool, gonna look at this when I get off shift

>> No.9449591

>>9449252
supercharge (gzdoom-only)
minicharge (complevel 11)

>> No.9449606
File: 52 KB, 600x676, BitterThink.jpg [View same] [iqdb] [saucenao] [google]
9449606

>>9448805
The anon is back with some pretty damn impressive work!
>>9449028
>at least Raven was able to do something interesting with it.
I admire Raven, but them copying Bitterman for their "original & interesting main character" instead of starting Quake 4 with his stroggification is not interesting.

>> No.9449612
File: 1.60 MB, 800x450, More punching.webm [View same] [iqdb] [saucenao] [google]
9449612

I did some more drastic changes tonight with GMOTA. I've stripped out the spell cubes and removed the sub shots for the Blazter. That shit was convoluted and shitty anyway. The other items that came out of the spell cubes for the other heroes, like Doomslayer's knives and Kustam's other tools will pop up in subweapon chests instead.
I also went ahead and made punching give Blazter ammo. You can also throw punches when the gun is emptied out and in that sleeping state. Along with this, you can now throw subweapons with the Blazter selected. Oh and the weird crystal prison thing is gone, now Blazter shots just put enemies into this spinning stun state, keeps shit cleaner and more consistent. The only downside now is if you're playing a map that has some custom monsters, you're not going to be able to stun them. Though I don't know how common custom monsters are in maps nowadays.
I should probably put the Blazter on Blaz's right arm for those punching attacks now.

>> No.9449621

>>9449453
not to mention it fucks with your runspeed with no in-game setting to change it back to the original values

>> No.9449630

>>9449621
It fucks with your strafing speed I believe.

>> No.9449640

>>9449630
yeah that, I distinctly remember fucking fuming on plutonia map07 because doomguy was randomly slowing down while circlestrafing. Yholl can suck on my chode

>> No.9449643

>>9449640
I still don't understand why he did that.

>> No.9449648

>>9449612
>Though I don't know how common custom monsters are in maps nowadays.
They're not as uncommon as they used to be.

>> No.9449650

>>9449648
Ah well, can't be helped. I'd sooner have a clean and consistent effect for my monsters rather than a weird set up that can work on everything. There are other gameplay mods that suffer this same problem.

>> No.9449651
File: 3.11 MB, 2560x2872, legodoom.png [View same] [iqdb] [saucenao] [google]
9449651

started on making a lego mod with weapons, classes and maps inspired by LEGO Battles and the LEGO Star Wars games. First character down, the Spaceman!

>> No.9449654

>>9449650
On the bright side, this is only a problem on ZDoom mapsets and mapsets that use dehacked.

>> No.9449659

>>9449654
*use dehacked for changing how monsters work

>> No.9449660

>>9447402
>>9449507
This is really cool, its a great first level and I'm eager to see where you take it from here. I took the top path but will play through it again to see what the bottom path looks like. Love the music and atmosphere, and the difficulty felt challenging but fair. I'd say keep doing what you're doing because it definitely has a lot of charm already! Really excited about the idea of the city rooftops.

>> No.9449663

>>9449651
Oh that's excellent. How many characters are you planning?
Will there be ORANGE TRANSPARENT CHAINSAW?

>> No.9449672

>>9449079
While missing some of Q2’s quirks like the alternate routes and backdoors throughout units, it has little to none of the boringness that’s in Quake 4: It won’t force you through turret or vehicle sections, it won’t often stall your progress until NPCs play out scenes and finish dialog, and it won’t frequently tell you to go down a hallway only to come back down the same hallway in order to pad the level length. 3 has a crane game, some train rides, and a HL1-inspired intro leading to where shit hits the fan, and that’s the worst it gets.

>> No.9449676
File: 83 KB, 250x188, King_Kahuka_%28LB%29.png [View same] [iqdb] [saucenao] [google]
9449676

>>9449663
Yup, OTC will be the very nexy thing I add

For characters I'm thinking:
>Classic Spaceman (done)
>Gemma (Astronaut from LEGO Battles)
>Space Criminal Leader / Kranxx
>Blacktron II Astronaut
>King Kahuka
>Medieval King
>Black Falcon Knight
>Lion Knight
>Devastator (Exo-Force)
>Captain Brickbeard
and maybe:
>Darth Vader
>Jango Fett

For weapons I'm thinking:
>Orange transparent chainsaw
>Swords, Lightsabers, Spear
>Space Blaster (Like the Quake 2 one but better)
>Star Wars Blaster (Like the E-11 from Jedi Knight 2)
>Jango pistols (Projectile chaingun?)
>Blacktron II revenant shoulder cannons
>Camera-rocket launcher thing

Not final at all, but that's what's in my mind. very subject to change. I want to be a deathmatch and ctf centric mod, with maps based on Mars, Castle, some Star Wars etc. with simplistic brick textures and authentic sounds/music from the games

>> No.9449680
File: 60 KB, 269x294, 1487378696199.png [View same] [iqdb] [saucenao] [google]
9449680

>>9449676
I admire that ambition, and the project is already blessed because of the ORANGE TRANSPARENT CHAINSAW.

>> No.9449737

>>9445947
why is painey watching this dude poop?

>> No.9449741

>>9449660
Thanks a bunch anon. Atmosphere has always been my specialty so I decided to go full ham and do something super stylized.
This project is going to take a while because of how complex the maps themselves are going to be. It's basically two maps in one, but I'm sure I can handle it once I figure out how to do the dual exits.

>> No.9449752

>>9447402
>I wanted to use the secret map exits and MAPINFO fuckery to create a mini-WAD that had multiple routes through it.
IIRC Darkmoon did something similar, though that was more of a conscious choice between next maps rather than a skill-based differentiation. It's an interesting way of giving a form of dynamic difficulty, are you planning on having the upper levels be harder in all dimensions, or having it split so the uppers are harder platforming but easier combat, whereas the lowers are harder combat but easier platforming?

>> No.9449764

>>9449752
The idea I'm following is that the upper levels are where all of the fancy stuff is going to be, and they're going to be more difficult all around but also be more plentiful and ammo and equipment. If you mess up too much and end up going through the "lower" route, there will be much more ammo and health starvation but less platforming and much easier combat. However I don't want the difference in difficulty to be night and day either, as both routes need to be valid ways to play the game.

>> No.9449765

>>9449764
For example, in the first level if you take the upper route you get a Plasma Gun for the next stage, however if you end up taking the lower route you don't get any Plasma Gun and the stage ends much faster. You also have fewer chances to find secrets in the lower route as all but one of them are in the upper route, meaning that more skilled and observant players will be more well equipped overall for the final level, whereas players who messed up too much will ultimately be punished for their lack of skill by being under equipped for future challenges.

Also, *they're going to be more difficult all around but also are more plentiful

>> No.9450089
File: 66 KB, 665x376, are ya winning son.jpg [View same] [iqdb] [saucenao] [google]
9450089

which new boomer shooter feels most like painkiller?

>> No.9450126

>>9450089
None that come immediately to mind that are also relevant to this board and thread. There’s the Painslayer mod, though.

>> No.9450195

Does Wad2Map still works?
https://github.com/luser/wad2map

i kinda wish to see this with the Quake 2 psx conversion at moddb

>> No.9450251

>>9449676
Yeah, but what about Bionicle reps?
What about... Galidor?!?

>> No.9450263

>>9450195
I'll try it when I get home from work if someone else hasn't already. Seems cool.

>> No.9450290
File: 128 KB, 500x500, 1631399458565.jpg [View same] [iqdb] [saucenao] [google]
9450290

>>9447402
>I wanted to use the secret map exits and MAPINFO fuckery to create a mini-WAD that had multiple routes through it.
Damn, I've had the same idea for a WAD for months now, but I only got one map done for it (and it's SHIT.)
I'll be wishing you luck on this! I'll play the map when I get the chance, but it sounds promising already. I especially appreciate the (seemingly Sonic-inspired) "high-road/low-road" approach it sounds like you're going for, as far as how the maps diverge.

>> No.9450376

>>9447402
I think it'd be really cool to balance a mapset like this for continuous, that way you can directly control what items a player has available to them depending on how they progress through a level.

>> No.9450389

>>9447402
>So, I've been sitting on this idea for a while. I wanted to use the secret map exits and MAPINFO fuckery to create a mini-WAD that had multiple routes through it.
Reminds me about "Fork in the Road"
https://www.doomworld.com/forum/topic/107191-fork-in-the-road-a-umapinfo-project-2019-07-03-update-alpha-3/
>>9450195
>i kinda wish to see this with the Quake 2 psx conversion at moddb
Oh, hey, something new to play with QCDE.

>> No.9450414

>>9450376
Anon it seems pretty obvious that it's designed specifically for continuous play. He even mentions
>For example, in the first level if you take the upper route you get a Plasma Gun for the next stage

>> No.9450419

>>9450290
>Seemingly Sonic-inspired
Exactly. I was playing Sonic 3 and I thought "I wonder if I could do this but in Doom?" and a few months later I made the map. I dropped it right on the tail end and didn't pick it up again until recently. I've started work on map 2 just today

>> No.9450626
File: 1.01 MB, 1600x900, spasm0035.png [View same] [iqdb] [saucenao] [google]
9450626

>>9448624
Yeah some of these maps are a bit hit-or-miss but it honestly would work better with some custom enemies included . .
>yes that's a rain of nails coming from the cieling, and yes it kills my framerate to single digits

>> No.9450824

>>9449676
I dislike all the franchise related lego stuff like star wars(classic space and lego system offshoots like space police, arctic and blacktron are all 100x more soulful) and indiana jones(johnny thunder is better), minecraft, nintendo shit and whatever the fuck else they have - but if you add lego system stuff to this like you are planning I will suck your dick anon no homo. Try spriters resource for old Lego games like lego racers, creator and rock raiders - they should have more cool sprites/textures/sounds.
Godspeed on this project - if you release textures early I can even help with mapping, though I mapped primarily for SP for now and never for DM im willing to try for something this soulful

>> No.9450838
File: 1 KB, 192x200, 1634250209599.png [View same] [iqdb] [saucenao] [google]
9450838

>>9446621
FUCKING KEK, underrated post
>I NEED AN RC TO PLAY
Well to be honest he did post a RC, and we're so close to release I dont really care that much by now.

>> No.9450914
File: 300 KB, 400x390, 1667570480498997.png [View same] [iqdb] [saucenao] [google]
9450914

i want to download all the level from /idgames. Is there a way I can do this?

>> No.9450998

>>9450914
I think their files can be browsed through ftp, try doing that.

>> No.9451182

>>9448574
Most of the session replays:
https://files.catbox.moe/r0nji3.7z

Feel free to play a little on Wednesday if you missed it.

>> No.9451190
File: 12 KB, 927x315, 1.png [View same] [iqdb] [saucenao] [google]
9451190

>>9448574
>>9451182

>> No.9451229

>>9451190
I'm glad at least somebody appreciates the retarded micro-adjustments I made to the server.

>> No.9451234

>>9448808
You did well enough for a first time.

>> No.9451404

>>9449252
Colourful Hell + DoomRL Arsenal for the RPG feel and to spice up WADs I have already played a little.

>> No.9451465
File: 1.67 MB, 1920x1040, 1643322597607.png [View same] [iqdb] [saucenao] [google]
9451465

Such bright lens flares in Serious Sam.
If we do a serious sam mapping project and one of you spams these everywhere I'm going to beat you silly.

>> No.9451487

>>9450089
The new doom games are painkiller style games aren't they?

>> No.9451539

>>9451465
Just turn them off.

>> No.9451542

>>9451487
Pretty much.
Well, there's also a certain Serious Sam 3 influence.
And Marathon

>> No.9451572

>>9451465
What about a map where you walk down a hallway towards what looks like a lens flare, but when you get to the end its a big ass lava golem with a bijillion health or something

And after you kill it, 50 Kleers spawn in

>> No.9451579

Do you have problems adjusting with the controls when playing different FPS at a time

>> No.9451594

>>9449028
>Id was going through a creatively bankrupt spiral at that point.
Yes, true for sure, especially by the time they decided to let Zenimax buy them. But where did Bitterman go after killing the Macron the first time as well as after Ground Zero's and Day of Reckoning's events? Bitterman is mentioned just once or maybe twice in Quake 4, WHERE DID HE GO? Did other Strogg soldiers end up delivering fatal blows to him shortly after the first time the Macron got killed off? Did Bitterman go full M.I.A and end up being lost in deep space alone in a Strogg cruiser he snatched up? Or was he taken by other beings; beings with dimensional-based powers to be put to use for their own amusement...
Is the Q4 Macron even the same Macron from the end of Quake 2?

>> No.9451613

>>9451594
Play the Q4 mod, is pretty much everyone's answer for his fate.
Also Q4 Makron is the same as Q2

>> No.9451653
File: 17 KB, 320x320, 2728479-7646088271-latest.jpg [View same] [iqdb] [saucenao] [google]
9451653

>Open the Steam version of Quake
>Game has been updated
>In-game text has been replaced with plain arial font on a black background and looks like weird amateur MS Paint shit slapped on to the game replacing the original art

What the fuck did Bethesda do??

>> No.9451657

>>9451653
You can change it back in accessibility options.

>> No.9451660

>>9451653
Mandatory retard-proof font on by default thanks to Microsoft.

>> No.9451741
File: 718 KB, 1920x1080, Diabolus Ex.jpg [View same] [iqdb] [saucenao] [google]
9451741

Did a quick play of Diabolus Ex, very cool Deus Ex inspired map released back in 2018.

https://youtu.be/sCqKxHy9Aw8

>> No.9451749

>>9451594
>This hero of the Strogg War may also be its most tragic victim. While a captive on Stroggos, vile experiments transformed his flesh into something both far more and far less than human.
Welcome to Quake 3 Arena!

>> No.9451763
File: 114 KB, 320x240, fancy0.gif [View same] [iqdb] [saucenao] [google]
9451763

Man, some of those ACE Engine features look pretty cool.

>> No.9451765

>>9451594
>as well as after Ground Zero's and Day of Reckoning's events?
Weren't those different marines?

>> No.9451868

>>9451765
Yes, Reckoning is Joker and GZ is Stepchild.

>> No.9451889

>>9451749
Ah, so that's why he's got those weird head tentacle things.

>> No.9451918

>>9451889
It's easy to assume that stroggification was inspired by that.
Q3A was pretty interesting with character stuff in general.

>> No.9451951

>>9451465
pls wait until VR2 is over

>> No.9451989

>>9451653
don't forget to rename all the intro movies too

>> No.9452010

>>9451918
>Q3A was pretty interesting with character stuff in general.
Yep, indeed.
https://www.youtube.com/watch?v=m5OZIGy7qkQ

>> No.9452157

>>9451951
I don't think it'll be that much of an issue. It's not like we're filling up the thread or anything.
You guys are working on maps, right?

>> No.9452171
File: 452 KB, 620x441, frank_frazetta_death_dealer3.png [View same] [iqdb] [saucenao] [google]
9452171

brutal doom is no longer the best doom mod

Brutal Doom: Schism is the best doom mod
Reason: HACK AND SLASH
>all weapons: https://youtu.be/zC_8287FPvk
>mod page: https://www.moddb.com/mods/schism1


project brutality is all shooting and no fun. Hacking and Slashing is the most fun

If hacking and slashing isnt your thing (for whatever reason [lack of testosterone probably] ) , brutal doom: schism is like hexen/heretic where it has a class system you choose from the start: Mage, Paladin, Doomguy, and corvus (WIP!)


My playstyle: I only use guns to shoot at barrels mostly. 99% is Axe and shield or against tougher enemies the twohander sword. There is also a hammer

>> No.9452174

>>9452171
The filters of that video are awful. The shield sprites are nice but it's too high up, blocking the view sucks.

>> No.9452184
File: 2.95 MB, 640x400, 2022-11-29 14-12-13.webm [View same] [iqdb] [saucenao] [google]
9452184

Be
Aggressive

>> No.9452186

>>9452171
>>9452174
Also to further add to this, the great sword animations are kinda weird with how the weapon resets after certain attacks, and I see he kept the fucking weird viewsway when attacking with it. That Paladin hammer has some great sprites but man that animation lacks impact. I appreciate the weapon sprites aren't blurred to shit, whoever made those is pretty damn good.

>> No.9452193

>>9452171
The Sorcerer is better than the Paladin. All the camera fuckery with his weapons make him feel terrible until you remove all of it like I did.

>> No.9452240
File: 2.99 MB, 640x400, 2022-11-29 14-15-57.webm [View same] [iqdb] [saucenao] [google]
9452240

>> No.9452276
File: 2.70 MB, 640x400, 2022-11-29 14-04-14.webm [View same] [iqdb] [saucenao] [google]
9452276

If you squint, you can see wolp getting a homerun.

>> No.9452278

>>9452193
I play paladin because there is a sense of accomplishment from berserking through a level and slaying barons, cacos, and mancubuses with melee only

>> No.9452282
File: 2.94 MB, 642x400, 2022-11-29 15-30-22.webm [View same] [iqdb] [saucenao] [google]
9452282

>> No.9452296
File: 318 KB, 540x379, file.png [View same] [iqdb] [saucenao] [google]
9452296

Doomguy kinda looks like Irate Gamer

>> No.9452307
File: 6 KB, 130x194, big boss.jpg [View same] [iqdb] [saucenao] [google]
9452307

hi lads. wanted to get into doom mapping. downloaded a texture pack so I wouldnt have to use the default doom 2 one. I read the slade tutorial to import textures but i still get invisible walls and shit when i try the wad. can anyone point me to a retard proof tutorial for the textures? im tearing out my hair here. also I dont understand the deal with duplicates and what i should do with them. I feel fucking retarded

>> No.9452319

>>9452307
Using custom textures isn't really ultra-retard newb stuff, anon. Just try making a default map with the normal textures. Post it here and we can give you some pointers, and then you should start going deeper with SLADE stuff

>> No.9452323

>>9452307
You might be applying flats or walls or vice versa - or you forgot PNAMES and TEXTURE1/2 lumps. gzDoom can generally swallow it, but not others. Also you don't really need to import textures into wad until release, just add to resources in doom builder.

>> No.9452326

>>9452296
No wonder he became DoomSlayer in the end.

>> No.9452343

>>9451613
>Also Q4 Makron is the same as Q2
Nice, in Q2 he ends up as a brain on the floor in an orbital space station that explodes.
He pulled through that apparently? Alright then, this is not a setting I should be looking into.

>> No.9452385
File: 111 KB, 800x1008, 583c9e6a44b51e61b5abaa2458749115.jpg [View same] [iqdb] [saucenao] [google]
9452385

why does he use guns?

why doesnt anyone else find this weird?

>> No.9452393

>>9452171
slaughter maps + brutal doom schism would be perfect

>> No.9452416

https://youtu.be/zo4j7kLi8D0

any thoughts on "microslaughter" slaughtermap?

>> No.9452418
File: 736 KB, 1000x1519, doomguy_vulnerable.jpg [View same] [iqdb] [saucenao] [google]
9452418

>9452385
>why does he use guns?
I’m not sure the berserk punch is supposed to last as long as it does in-game.

>> No.9452419

>>9452171
my eyes just vomited desu

>> No.9452425
File: 96 KB, 224x272, fighter.png [View same] [iqdb] [saucenao] [google]
9452425

>>9452418
guns are such useless peashooters only good for shooting barrels

its so much more enjoyable to bathe in the blood of demons than to see them bleed from a distance

>> No.9452429
File: 339 KB, 1737x1152, wolf_notwearingpants.jpg [View same] [iqdb] [saucenao] [google]
9452429

>>9452385
because it's a first person shooter and he's just a lil space marine.
you are overthinking it.
Doom comes from a time when nerds didn't ruin everything with muh rationality+muh lore+muh storytellling+muh collectible text.
killing demons with guns is cool.
simple as

>> No.9452445

>>9452429
Im not over thinking it

The fire-axe is easily the most satisfying weapon to use in brutal doom and likewise playing the paladin class in brutal doom:schism is more enjoyable because
>more variety
>no chainsaw

chainsaw is easily the worst melee weapon. Its slow, you're latched onto enemies throughout the duration of the the chainsaw attack. irl chainsaws are terrible weapons, i.e. it is immersion breaking and thus unfun to use

people have made axe-only playthroughs of brutal doom and its pretty easy to go through vanilla doom1 levels except for bosses for episodes 2-4
https://youtube.com/playlist?list=PLfcxvn6IzKElz_t266K-oVWUcZ2-hjpqq


not to mention you dont need ammo for hack and slash

>> No.9452447

>>9452171
the main appeal of brutal doom:schism is to select paladin from the menu and brutally rip demons apart with your twohander and axe w/shield

>> No.9452448

>>9452445
'ate brutal doom
'ate axe
luv me shotty
simple as

>> No.9452449 [DELETED] 

>>9452385
What else would he use?

>> No.9452458

Thanks, but I'll stick with GMOTA and Walpurgis for my martial magic power fantasies.

>> No.9452459 [DELETED] 

>>9452449
axe.
sword.
>>9452448
>*click* *click*
>0 shotgun shells remaining

>> No.9452462

>>9452416
i didnt see the next level
slaughtermaps arent it

looking into regular wads then

>> No.9452463 [DELETED] 
File: 37 KB, 600x823, ba8-2727856787.jpg [View same] [iqdb] [saucenao] [google]
9452463

>>9452459
>he doesn't know how to manage his ammo
>he doesn't know how to aim
NGMI

>> No.9452464 [DELETED] 

>>9452459
>>9452463
>Not using your shotgun as a blunt weapon once it runs out of ammo

>> No.9452478 [DELETED] 
File: 144 KB, 1280x720, B7JyYDSd8T4xU6FohDHYo8.jpg [View same] [iqdb] [saucenao] [google]
9452478

>>9452463
>>9452464
sorry what was that? It took me 5 seconds to kill a baron with the twohanded sword and 5 seconds kill 100
imps with my axe and shield

Why would I ever go back to using inefficient projectile weapons also
>reloading
>no sense of achievement
>no excitement

>> No.9452479 [DELETED] 
File: 406 KB, 600x600, 1480348239251.png [View same] [iqdb] [saucenao] [google]
9452479

>>9452459
>0 shotgun shells remaining
Literally never ever happens.
Every single Doom II map in existence that is not full-blown slaughter is designed that way so you spend 90% of your time using nothing but SSG.

>> No.9452502 [DELETED] 

>>9452478
i don't really enjoy mods that much to be quite honest.
only when part of megawads.
i like playing stuff as intended

>> No.9452508 [DELETED] 
File: 51 KB, 197x190, 1668614638608079.png [View same] [iqdb] [saucenao] [google]
9452508

>>9452479
that's a hexenfag seething that /ourguy/ is more popular

>> No.9452512 [DELETED] 

>>9452479
flawed design

who is leaving behind these boxes of shotgun shells in virtual hell?

>> No.9452515 [DELETED] 

>>9452425
This sounds suspiciously close to that 40k Eversor roleplayer and Stalker general crossposter.

>> No.9452516 [DELETED] 

>>9452508
more popular with who?

npc cattle? they dont have an internal monologue that says: "hey, why are there bullets everywhere in virtual hell?"

>> No.9452517 [DELETED] 

>>9452512
Yeah and shouldnt hell be like a million degrees and melt you instantly? I hope someone at id got fired for that basic mistake

>> No.9452521
File: 2.25 MB, 800x498, 2022-11-29 17-54-21.webm [View same] [iqdb] [saucenao] [google]
9452521

>> No.9452523 [DELETED] 

>>9452516
>medieval cope

>> No.9452526

>>9452521
Post the 4-way ties we got in Combi

>> No.9452537 [DELETED] 

>>9452516
The video game is not realistic!?

>> No.9452541 [DELETED] 

>>9452537
>babby must have bullets in his apocalypse
LOL

speak to me when you grow a backbone
>>9452523
>corrected for "medieval"
hack and slash* is easily the best genre. it is simplistic yet satisfying

>> No.9452542 [DELETED] 
File: 803 KB, 900x900, Doom_CRINGE.png [View same] [iqdb] [saucenao] [google]
9452542

This has to be one of, if not the most autistic argument I've ever seen in this general.
Just ignore the sword idiot and move on

>> No.9452551 [DELETED] 

>>9452542
I was literally traveling through levels of vanilla doom with the speed of a viper and strength of a giant. Mercilessly ripping demons. It was the most fun I have ever had in doom

>> No.9452552 [DELETED] 
File: 31 KB, 264x392, 1662430751823908.gif [View same] [iqdb] [saucenao] [google]
9452552

>>9452551

>> No.9452561
File: 312 KB, 530x320, 1646782025079.gif [View same] [iqdb] [saucenao] [google]
9452561

>>9452171
>Those shaders

>> No.9452594
File: 33 KB, 112x112, 1655148503277.gif [View same] [iqdb] [saucenao] [google]
9452594

>>9451951
don't you worry

>> No.9452657

>>9452458
Walpurgis' version of Daedolon is pretty cool. Might even say he's better than the Sorc. His effects tank my framerate though. He's basically unplayable for me if I want to use Fulgur or his ultimate.

>> No.9452667

>>9452526
What is even to record there? You'll need buildup, which won't fit into webms because 4chin hates VP9. And what will fit is like 5 seconds players of hold accel and hoping nothing will squash at the last second.

>> No.9452695

>>9452667
i thought VP9 was added months ago?

>> No.9452704

>>9452667
4chan supports VP9 now

>> No.9452706

>>9452695
>>9452704
Yeah, but when I try to upload a VP9 webm, 80% of the time I get yelled at for trying to post a file with an embed.

>> No.9452758

Maybe this is kind of weird, but I miss the limitations of ZDoom Decorate, even versions of decorate as recent as the final version of ZDoom. It's cool that ZScript lets you do anything you want, but there was something fun about working around the limitations to make something work. Dehextra seems really appealing for this reason, and the high compatibility is nice.

>> No.9452759

>>9452758
Limitations breed creativity, as they say
Only reason Silent Hill's iconic fog existed was because they needed to keep the render distance down for performance reasons

>> No.9452762

Sigil 2 when?

>> No.9452790

>>9452758
Just mod for Zandro bro

>> No.9452806

>>9452758
Do mbf21

>> No.9452813

>>9452762
NEVER!

>> No.9452821
File: 33 KB, 669x189, logo.jpg [View same] [iqdb] [saucenao] [google]
9452821

>>9452171
I have a similar idea regarding fusing melee and shooting and have been brainstorming ideas for an fps for a long while. I don't know if I should go GZDoom or 3D with Quake FTE or UE5. Thanks for reading my blog.
>>9447420
Travail is awesome and feels like an official game in the vein of SoA and DoE. I highly recommend it. Others said Abyss of Pandemonium and I echo that if you really love Quake, it's pretty okay and you'll have fun with it.

>> No.9452848

>>9452821
>Quake FTE
You'd have a nice little niche if you go that route, since there aren't many games using the engine. You can actually do 2.5D using CSQC if you wanted, just taking advantage of fully 3D mapping. Either way, it's less bloated than UE5 for anything remotely retro in style.

>> No.9452870

>>9452010
I think Doom is a pretty cool guy. Eh kills deemons and doesnt afraid of anything.

>> No.9452874
File: 321 KB, 441x603, 1663408419816510.png [View same] [iqdb] [saucenao] [google]
9452874

>>9452806
This, unironically.

>> No.9452897

>>9452821
I wish people stopped using GZDoom for everything. At least without willing to get their hands really dirty with the source code adjustments and not just scripting.
Idtech 2-4, FTE and Xash3D are more preferable. Hell, even Source.

>> No.9452935
File: 583 KB, 800x1106, Serious Sam (gamerip).jpg [View same] [iqdb] [saucenao] [google]
9452935

>>9452848
>>9452897
I was considering FTE the most since it'd be a way to learn some coding fundamentals to carry over to my python and C++ self-teaching, but I like how GZDoom games feel. I reckon I'll prototype in UE5 and make it in FTE. Anyway I'll shut up this is the retro fps thread.

>> No.9452972

>>9452935
>Anyway I'll shut up this is the retro fps thread.
If you’re talking about making a “new game” in a “retro FPS engine”, I think that would still be relevant to the thread. Rekkr and Ion Fury get discussed frequently in here.

>> No.9452990

>>9452972
Yeah, if that wasn't allowed then we wouldn't be able to talk about mods made today for retro games.

>> No.9453059
File: 3.00 MB, 800x498, 2022-11-29 22-33-53.webm [View same] [iqdb] [saucenao] [google]
9453059

>> No.9453083

>>9452935
have you considered serious engine?
https://github.com/SeriousAlexej/Serious-Engine

>> No.9453171
File: 387 KB, 1531x1531, Serious Sam HD - The First Encounter (front).jpg [View same] [iqdb] [saucenao] [google]
9453171

>>9452972
>>9452990
Fair enough but I won't bring it up much more unless I have shit to show off. I just have a shitton of notes on combat rhythms, weapon design, ammo management, protagonist design, and the general world of the game.
>>9453083
Yes but I don't know any useful C++ so it's a dead end at this juncture. Plus I could use Trenchbroom for creating levels with FTE. In fact the gist is marrying Quake atmosphere with Serious Sam beats of combat but with my own ideas on how melee and ammo management should work in an fps. Wrath already does a good job fusing Quake and Serious Sam but there's still room on the market for my idea with what I want to do I think.

>> No.9453236 [DELETED] 
File: 264 KB, 1326x1126, 1669753937064488.png [View same] [iqdb] [saucenao] [google]
9453236

was this a joke, right?
also what happened to the other troon Marisa Trannysame did he finally rope ximself?

>> No.9453285

>>9453059
If I could bind the custom lua actions for the directional callouts to the triggers on my gamepad, I would have, and this could have been avoided.

>> No.9453327
File: 2.03 MB, 2560x1440, gzdoom_2022_08_28_09_40_04_625.jpg [View same] [iqdb] [saucenao] [google]
9453327

test this shit for me and report back will you
>https://files.catbox.moe/32kfp5.zip
thanks

>> No.9453329

>>9453327
>puter explodes

>> No.9453330

>>9453327
What am I supposed to test it with?

>> No.9453335
File: 51 KB, 744x578, doomguy.png [View same] [iqdb] [saucenao] [google]
9453335

sharing some doom guy faces

>> No.9453345

>>9453335
I like the ape, a full set of those would be cool for a stone age doom wad.

>> No.9453354

>>944409
Action Q2's plot is about...?

>> No.9453389
File: 14 KB, 157x177, kek.png [View same] [iqdb] [saucenao] [google]
9453389

>>9453335
GIs died on the beaches of Normandy for this

>> No.9453392

>>9453345
i'd totally play that
or even Duke 3D

>> No.9453409
File: 15 KB, 170x180, kekker.png [View same] [iqdb] [saucenao] [google]
9453409

>>9453335
>>9453389
>once uwu beat the big badasses awnd cwean out the moon base uwu'we supposed tuwu win, awen't uwu?
>whewe's youw fat wewawd awnd ticket home?
>whawt the heww iws thiws?
>iwt's nowt suppused tuwu end thiws way!

>> No.9453413

>>9453330
I dont fucking know play it

>> No.9453415

>>9452762
Probably when Doom 2 turns 30 (2024).

>> No.9453418
File: 11 KB, 64x128, 1661996727793485.png [View same] [iqdb] [saucenao] [google]
9453418

>>9453409
That post gave me AIDS, cancer, and COVID. Thanks, anon.


,

>> No.9453419

>>9453413
What are YOU testing it with, punkass?

>> No.9453423

>>9453415
you better start now John.

>> No.9453426

>>9453418
np, uwu.

>> No.9453439

>>9453285
I use the left analog.

>> No.9453485

>>9453419
I have not done any testing apart the DOOMTEST map
load a megawad and a monster mod with it and play and tell me if it is bugged

>> No.9453567
File: 402 KB, 1920x1080, Screenshot_Doom_20220815_214628.png [View same] [iqdb] [saucenao] [google]
9453567

>>9452429
>Doom comes from a time
>muh lore
>muh storytellling
I mean... DOOM was almost going to have a fleshed out story for it when Tom Hall was writing the "Doom Bible" and DOOM's narrative before Carmack did a 180 and Id decided to go for a more minimalist approach.

The idea that DOOM was the way it was simply because it was the 1990s is thus deeply flawed.
Hell, Carmack was debating on making DOOM's world "seamless" (probably like Half Life).

>> No.9453570

>>9453567
Play in a port that actually supports widescreen status bars

>> No.9453607

>>9453327
Tested it. Had a weird hiccup when using the rapid-fire weapons sometimes, but it only lasted as long as it took me to click a couple times to start firing again.
I like the handgun.
There's a typo in the backpack's pickup text. ("How did it got here?")
The shotgun is TOO FUCKING LOUD
The rocket launcher is also TOO FUCKING LOUD and also the explosion sound effect lasts way too long, plus it ends in a sudden audio cut-off. Try fading the audio out towards the end and trimming it a bit.
Catch me sniping Lost Souls with that fukken Rocket Launcher tho, gott DAMN.
How you've massacred my boi the Plasma Rifle... Just put another rapid-fire projectile weapon in this slot, this one feels like a copy of the slot 4 rapid-fire hitscan weapon.
Also, I dunno if the "Tactical Helmet" name matches the sprite. Looks more like an armor shard or something to me.

>> No.9453638

Doom sucks
Any wads I can play as a hell demon and kill a whole bunch of space marines?

>> No.9453647

>>9453567
>before Carmack did a 180 and Id decided to go for a more minimalist approach.
the 90's approach desu.

>> No.9453654

>>9453567
>>9453647
also, Half-Life's storytelling is minimalist too, unlike it's successor

>> No.9453657
File: 71 KB, 330x720, D9avEf5UIAAzZ-X.png [View same] [iqdb] [saucenao] [google]
9453657

So I want to play the cute orc demoness game. But every now and again the screen freezes completely and I get no video whatsoever. The game still runs fine in the background, I can hear everything as normal, from the sound it seems I can move and open menus and interact with them and everything, but the screen shows a frozen image. What do?

>> No.9453667

>>9453657
haven't played it yet, but isn't it playable in GZDoom?

>> No.9453672

>>9453059
this game seems pretty cool. i wonder what else can be done with the Doom engine.

>> No.9453680

>>9453667
It's made in GZDoom. It was originally a mod, which I believe is still available for free on moddb and also as a standalone game with all the bells and whistles and expanded story and everything, the later is a paid version. All on GZDoom.
Other GZDoom games play fine for me, I finished Ashes just the other week. Zero problems with it. Only Hedon so far seems to cause me problems.

>> No.9453681

>>9453638
there is one that lets you play as a baron but you're still killing the regular doom enemy roster, forgot what it was called

>> No.9453686

>>9453680
what i meant is, maybe try to launch it in tha last stanle GZDoom? maybe change the video renderer?

>> No.9453687

>>9452429
While I don't like Marathon that much, are you seriously arguing that Dark Forces is worse for having story and shit?
Hell, I'd argue that Raven games being more thought out is one of the reasons that some enjoy them more than Doom.
>>9453567
Even with Tom Hall it wouldn't suddenly turn into Ultima Underworld or Lands of Lore 2 or something.

>> No.9453690

>>9453686
*the last stable GZ

>> No.9453693

>>9453687
>are you seriously arguing that Dark Forces is worse for having story and shit?
no i'm arguing that modern games like Doom Eternal's lore are bloated

>> No.9453698

>>9453687
which makes me think, isn't there a proper RPG being made for Doom?

>> No.9453709

>>9453693
I'd argue that it's just shit. It could be done well, but it wasn't.
>>9453698
You mean, aside from the mobile RPGs or one of the most popular coffeebreak roguelikes (fangame)?

>> No.9453716

>>9453709
i seem to remember screenshot of an FPS RPG possibly for GZ.

>> No.9453729

>>9453439
I managed to fix it after a bit more tinkering, it was reading my L/R triggers as two directions on the same axis, rather than as individual buttons.
Fuck Microsoft and fuck Xinput.

>> No.9453731

Are there any doom wads inspired by kirby or klonoa?

>> No.9453749

I played through Unexpected Retro Experience and I fucking hated it. What did you guys think about it? I'm going through last year's Cacowards in order and so far this has been the only stinker for me.

>> No.9453779
File: 405 KB, 1556x968, 1603331634105.jpg [View same] [iqdb] [saucenao] [google]
9453779

>>9453567
>>9453654
>also, Half-Life's storytelling is minimalist too, unlike it's successor
That seems to be the difference that others easily misunderstand. It could also be argued that Id steered towards minimalist and "seamless" ideas with Quake 2. It doesn't have the end of level statstics screen, just the camera still you get informing you when you've ended a unit.
I also think HL's minimalist storytelling is either too subtle for most audiences today, or worse: More people are interested in huge fat wiki lore pages where they mistake an endless series of details as """worldbuilding""".

>> No.9453785
File: 169 KB, 1897x1080, DoomVisualError.jpg [View same] [iqdb] [saucenao] [google]
9453785

Can someone help me out? I'm having this weird issue with Prboom+. The usual pickup flashing and pain state red visual it's not having a fading effect, it's just either a plain yellow screen flash, and a red screen flash.
I don't know what could be making it behave like that, since it always worked before. I recently changed to an AMD card, from a Nvidia card. But everything else works fine, every game works perfectly.

>> No.9453792

>>9453785
congrats, your game is now the thumbnail of a decino video

>> No.9453795

>>9453779
many people these days can't even understand a simple movie plot and will call plot hole something that's left suggested rather than fully spelled...
old games have something i really like about how they stimulate my imagination.
i think of these different approaches as eroticism vs pornography

>> No.9453871

>>9452385
As opposed to what? Seems when you have nothing else, a shotgun is a pretty good weapon for killing monsters with, it sure as fuck works very well, not to talk about the high performance of the Plasma Rifle.

>> No.9453892

>>9453698
>>9453716
Fallout Bakerfield?

>> No.9453893

>>9453567
lmao why that hud looks so fucked up?

>> No.9453902

>>9453892
nah but thanks for reminding me of this

>> No.9453917

>>9453785
There was this recent QS bug: https://github.com/sezero/quakespasm/issues/42
What are the chances of 2 completely unrelated engines hitting the same bug?
Anyway I had that but Prboom+ works fine. Driver 22.8.2, maybe it got worse in later releases.

>> No.9453929

>>9452157
I'm working on two. You should get a head count of who's actually participating because it feels like it's me and one other dude.

>> No.9453994

How do you get quake to have a hud?

>> No.9454006

>>9453638
Hearts of Demons - Baron, with the Doomless monster mod. There's also HoD - Revenant and Arachnotron, and Archvile on the mod author's Git.

>> No.9454010
File: 94 KB, 450x338, mtwo1.jpg [View same] [iqdb] [saucenao] [google]
9454010

is there any way to get the sexy hud on pic attached and decent mouse settings on aleph one?

also, these games are such a fucking maze

>> No.9454054

>>9452171
>Reason: HACK AND SLASH
Thanks, I'll stick to GMOTA.

>> No.9454105

>>9453335
dr. zaius? i'm uac

>> No.9454143

>>9454105
He's UAAF actually.

>> No.9454149

>>9453729
>it was reading my L/R triggers as two directions on the same axis
This how analog triggers have always been done.

>> No.9454197

>>9453994
Do you not have one? Which port?

>> No.9454209

>>9454149
I know for a fact DirectInput had more distinct buttons and axes available, compared to XInput's standardized Xbox layout, I've had a lot of gamepads and joysticks over the years.
Even still, I originally tried to make the triggers drift / item, and use the shoulders for lua actions, but it wouldn't let me use both drift+item at once because they would cancel each other out and read zero on the axis, but I've fixed it now by making it read the triggers as buttons.

>> No.9454236

>>9454197
The dospack

>> No.9454258

>>9453729
>fuck Xinput
The problem is actually DirectInput here. XInput controllers merge the trigger axes when running on DInput to get around the change in how the standards determine neutral position. If you change the controller to D (if it's something like a Logitech one that supports it) or the game to X (not sure if this is possible) the axes should unmerge.
https://learn.microsoft.com/en-us/windows/win32/xinput/xinput-and-directinput

>> No.9454315

>>9454258
Don't tell me what to be mad at, that section is about using an Xbox standard controller with DirectInput, it's specifically covering a problem Microsoft created themselves when they were developing the Xinput standard, deliberately worded not as if Xinput was not backwards compatible, but as if DirectInput wasn't future-proofed.
Nothing was stopping them from designing each trigger as its own axis when making Xinput, which DirectInput would have handled just fine, but it wouldn't have been inconvenient enough to convince the industry to move to their new standard en masse.
Microsoft are conniving sneaky bastards, and you should never take anything they say at face value.
I've got it working to my satisfaction at this point, but this is now bordering on /g/ posting rather than /vr/

>> No.9454368

>>9454209
>>9454315
You can just use Joy2Key when that happens.

>> No.9454372
File: 1 KB, 217x51, file.png [View same] [iqdb] [saucenao] [google]
9454372

https://www.doomworld.com/forum/topic/132716-512-linedefs-of-vr-demos-complevel-9/
Didn't catch this at first, but this guy did a D2All UV-Max of 512 Linedefs of /vr/
Touchplate Trouble has some broken teleporters.

>> No.9454397

>>9454315
>Nothing was stopping them from designing each trigger as its own axis when making Xinput
Each trigger is its own axis when XInput speaks to XInput, dummy. It's purely an X-to-D compatibility feature to handle the change in expected neutral-position trigger response.
The XInput default is more logically consistent with the physical construction of the trigger, because the trigger is at maximum extension when at rest, while the DInput default is simpler because axis is axis is axis.
>this is now bordering on /g/ posting rather than /vr/
We're on page seven and autosaging, who cares.

>> No.9454412

NEW THREAD
>>9454407
>>9454407
>>9454407

>> No.9454808

>>9447081
>backdooms.wad

>> No.9455424
File: 737 KB, 1600x900, spasm0047.png [View same] [iqdb] [saucenao] [google]
9455424

>>9450626
I completed the ground level today, next up are the leftover maps upstairs