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/vr/ - Retro Games

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9930021 No.9930021 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9923410

Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~


(or Quake, Duke, Marathon, Thief, Deus Ex)

Same thing, in video format:

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):
More /vr/ shooters:
Doom Shovelware:
Fileplanet archives:
4CHAN DOSPACK + Win98 games (pre-configured):


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/



https://desuarchive.org/vr/search/text/"doom thread"/type/op/




OUR SRB2K SERVER (Kart Game in Doom), more info here:


>> No.9930023

Rules: https://desuarchive.org/vr/thread/9611263/#9611406


Rules: https://desuarchive.org/vr/thread/9890843/#9896579

=== NEWS ===
[5-23] Nugget Doom updated to 1.14.0

[5-23] Woof 11.1.4 released, Mac/MIDI support improvements and bugfixes for Dehacked.

[5-22] "Bring Your Own Class" Zandronum mod release

[5-18] Chasm: The Rift's re-release gets a major update and console release.

[5-17] Anon releases map for waifu project.

[5-10] New Hexen II map using Shadows of Chaos mod

[5-9] Base Ganymede added into the list of DOOM re-releases' add-ons.

[5-7] New Doom II RPG Port available

[5-5] Quofee 2 released : 132 vanilla Quake speedmaps

[5-4] Woof! 11.0 released with many new features

[5-2] Combined_Arms Gaiden has been updated to version 2.0

[5-2] DBP58: Immortal Warfare has released

[5-1] DNF Restoration goes open-source

[4-28] Eternity Engine goes Multithreaded (beta)

[4-25] Duke Nukem 3D mod Legacy Edition 2.0 release on May 19th

=== PREVIOUS ===

>> No.9930024
File: 909 KB, 1024x512, 1684725007843299.png [View same] [iqdb] [saucenao] [google]

Rules for the /vr/ projects, whoops

>> No.9930031
File: 126 KB, 300x339, Serious_Sam.jpg [View same] [iqdb] [saucenao] [google]

I think it`s time I got serious...

>> No.9930037

I have finally decided to stop playing old shooters (as well as "making" quake "maps")

>> No.9930039

Why do people go to such lengths to play old shitty mods

>> No.9930051

Playing through Violent Rumble right now, how do I make railgun zoom work on Ironwail?

>> No.9930059

Which mods are you talking about specifically?

>> No.9930068

I fucking love Serious Sam. It's a damn shame the sequels never got the fact that the fun thing about these games was simply gunning down insane amounts of enemies.

>> No.9930073
File: 45 KB, 1000x1000, Notes.jpg [View same] [iqdb] [saucenao] [google]

I'm asking a very silly question, answer of which I should know firsthand. But which midi is this?

>> No.9930079

Darude - Sandstorm

>> No.9930089

I enjoyed this picture very much

>> No.9930090

Sexy Hiking level 1. What the actual source is, idk.

>> No.9930105

>You're low on blood, get some of it pumping on yourself. You can tell by your heartrate meter being shorter than usual (not the color, the height/vertical size).
I was aware, but I appreciate the advice. I'd already gone through all the blood packs I had (to the point of opening the medkits I'd found to pull out more, ending up with 3 full autosutures in my inventory).
I try using stims more often but I find I have to quicksave before I do because inevitably I OD on them.

>> No.9930112

Throw a few air punches to check your stim status, if they're fast and nudge you forward a bit, wait on another dose.

>> No.9930117

>That's an archvile curse, not frag. A random amount of time after killing an archvile, the curse triggers and revives enemies in a radius around you until 100 revive attempts have been made. Counterplays include:
>Hauling ass to leave the level before it activates. It won't follow you past the intermission.
>Hunkering down near a manageable number of corpses and playing whack-a-mole. Best with zombies since they'll reimburse you on ammo. The more corpses you stay near, the faster the curse will be spent.
>Maiming corpses you don't want to see revived. Chainsaw, frag grenades, thunderbuster spray, even just firing more 4.26 or shells into a corpse will do. A gibbed corpse will need several revive attempts before it's able to get back up. Bigger enemies that don't gib can simply be damaged indefinitely. If you set them on fire with thunderbuster spray, they won't even be able to try to get up. This is a good idea even if you aren't anticipating an archvile curse, since it'll also prevent regular frag revivals from happening to problem enemies. A frag grenade on a ninja pirate or hell knight corpse is one of the best possible uses for it.
Ahhh, that makes sense, there was an archvile inside the icon's body. Which wasn't attacking me, is that normal? Or maybe just something typical to the map?
Thanks, will keep that in mind.

>> No.9930123
File: 47 KB, 949x766, 2pistolcode.png [View same] [iqdb] [saucenao] [google]

"thing at cords has no frames" guy here, was fucking pisses last night and wasnt really thinking straight
anyway heres the code for a simpler version just based on the vanilla pistol, the fire state code is temporary right now btw

>> No.9930125

Show us a screenshot with one of the sprites selected

>> No.9930127
File: 114 KB, 992x741, 2pistolsprite.png [View same] [iqdb] [saucenao] [google]


>> No.9930130

So offsets seem to be correct... Is there a reason why you put the sprites between P_START/END instead of S or SS_START/END?

>> No.9930131

might be the markers, i just used whatever start i could think of first since i always forget the different marker names

>> No.9930136

P_START/END markers are for patches, F_ flats, S_ sprites

>> No.9930138
File: 461 KB, 1920x1080, Screenshot_Doom_20230522_193824.png [View same] [iqdb] [saucenao] [google]

>want to get into mapping
>see this
>lose all motivation

>> No.9930139

fuckin worked, thanks guys

>> No.9930140

if anything, you should take influence from things you like before you figure out your unique touch

>> No.9930141
File: 488 KB, 500x494, 1673727827515.png [View same] [iqdb] [saucenao] [google]

You can't do this until you get into mapping.

>> No.9930143

There's nothing special about this geometry and your mapping skills are not dependent on textures.

>> No.9930146

Not every map is mega detailed like that.
Is that pyramid out in the distance the same one nearby when you fight the Mastermind?

>> No.9930148

I might've first heard it in Jumper, one of the youtube commenters said that's it originally came from Alien Trlogy https://www.youtube.com/watch?v=A4iCz63MmfY

Shame there is no info in wad txt files nor websites I've checked

>> No.9930158
File: 79 KB, 124x158, 1684928363551522.gif [View same] [iqdb] [saucenao] [google]


>> No.9930167
File: 119 KB, 850x1033, 1684379381131092.jpg [View same] [iqdb] [saucenao] [google]

what are some of the best examples of BOOM fake 3D floors you can think of

>> No.9930181

That's the one you have to fuck about with the keys on, yes.

>> No.9930189

The one on map 10 is what I meant. I never noticed that detail before.

>> No.9930196

more like dumb lol

>> No.9930206

Every day somebody's gotta be schooled on how wads work.

>> No.9930210

That just means that every day someone new is getting into mapping.

>> No.9930213

It also means they didn't bother to read even a single tutorial

>> No.9930215

With that tutorial saying "use Doomtools"

>> No.9930229

anon, it's just a bunch of square sectors with fancy mid textures.

>> No.9930234

are you serious?

>> No.9930235

for a community that has been around 30 years, the tutorials are few and pretty shit too

>> No.9930236

I mean the information "sprites go between the sprite markers" is not *that* hard to come by.

What ever happened to the rentry anon?
I would be up for writing some basic tutorials.

>> No.9930242

Archviles aren't very aggressive attackers, especially in close quarters. They usually try to get some distance first, and if they don't have anywhere to run to then you can just bully them until they either die or teleport away.

>> No.9930253

i have yet to see a single tutorial on any site that was digestable and understandable that showed how to set up custom weapons/monsters in slade in detail. also everyone makes small mistakes like that, quit acting like your higher than me because i forgot what the 50 different markers do

>> No.9930259

Recently it's been almost exclusively people trying to do gameplay mods who have stumbled like fuck with the .wad structure.

>> No.9930261

Pretty sure Term did some that were good.

>> No.9930263

>because i forgot what the 50 different markers do
lmao there's like three kinds of markers you have to remember
But then again, this is not an activity for turbobrainlets, so...

>> No.9930265

WildWeasel's Gunlabs tutorial is pretty good, though it uses old DECORATE stuff.
That's kind of the problem at this point, modding techniques have changed a lot over the years, and most youngbloods use Zscript shit.

>> No.9930268

never heard of either of these, will check them out later

>> No.9930270

To add something useful to this: Whenever I am unsure about something, I peak into the doom2.wad or some mod that at least remotely does what I want to do.
Usually you can infer from there how to proceed, especially with how wads are structured.

ZScript's general structure is very similar to Decorate though. Basically you just have to use brackets around the properties of the actor and end everything with a semicolon.
And the general mechanics of defining actors and such is still the same.

>> No.9930282

Remember using it as long as I was playing, spices the game up with some audio grit in place of the usual camel throes shindig. WAV addon, which I'm more accustomed to, sounds a bit different than original PSX/D64 though.

>> No.9930285

It is far more easier for Adrian get the free pass than romero.
Romero does that only for 15 minutes of fame to massage his ego for his wife's boyfriend son.

Is not a chainsaw, it is the prototype of Quake 3 Gauntlet.

Knightmare has finally released the UI?

>> No.9930317

>It is far more easier for Adrian get the free pass than romero.
In Afdrian's case it's literally his work too, and on a place where it's not unfitting, also id probably weren't very up on keeping a legal hold on stuff like concept shit back then.

Scott is also doing a Romero by posting it for attention, and obviously giving no fucks if it could get Adrian into shit.

>> No.9930331

Also i feel that id will let Carmack free to walk at quakecon because the ones who fucked him up were Timmy Wallets and the people at Zenimax who got fired after the MS merge.

>> No.9930345

I always found it odd that the standard zombie gunners made a hissing/roar noise that sounds like it should come from an imp, not a zombie.

>> No.9930361
File: 21 KB, 445x554, file.png [View same] [iqdb] [saucenao] [google]

Ok so I learned about the find and replace feature, but now I rebooted UDB and every time I try to do it again the replace option is greyed out. Does anybody know how to fix this? I am not sure why its not letting me do it.

>> No.9930364
File: 22 KB, 385x174, file.png [View same] [iqdb] [saucenao] [google]

Try selecting "Sidedef texture (Any)" in the dropdown menu

>> No.9930369

ah thanks

>> No.9930429
File: 357 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]

>> No.9930438

>try brutal based plutonia
no, I don't think I will
>better hate decino
but he's harmless...

>> No.9930441

>gay top Blaz

>> No.9930442
File: 1 KB, 159x25, image.png [View same] [iqdb] [saucenao] [google]

Name the wad.

>> No.9930450


>> No.9930452
File: 38 KB, 145x153, Screenshot 2022-12-24 144028.png [View same] [iqdb] [saucenao] [google]

Playing A;Z for the first time as a newbie mapper was like being force-fed humble pie by the fucking truck-full.
There's a lot to learn from it, if you're willing to study.

>> No.9930454

Most of Auger Zenith isn't that crazy, it just has an impeccable texture pack.

>> No.9930456

And stellar quality midis too

>> No.9930459

Oh fuck, I forget the name but there's one that swaps all the graphics out for ASCII shit.

>> No.9930461
File: 2 KB, 163x38, image.png [View same] [iqdb] [saucenao] [google]

t. every second mapper when it comes to designing hard combat encounters

>> No.9930465
File: 527 KB, 500x500, 81.png [View same] [iqdb] [saucenao] [google]

Well textures don't grow on trees, and neither they're magically placed over all the sidedefs.

>> No.9930478

>Most of Auger Zenith isn't that crazy
True, but the best of the maps still have a lot of great tricks and design elements worth cribbing from, if you're a new mapper. And along those lines, despite having great resources, not every map takes full advantage of them. But the ones that do fuckin knock the visuals outta the park.
Probably another case of the DBP release format fucking things up. More time to bake would have made some of the maps more visually cohesive with the best of the best. That, or if Cuppy was given the time and permissions (and had the inclination) he could have gone back and touched-up the visuals himself for the same reason. AUGER;ZENITH 2: Deathmatch W H E N ? ? ?

>> No.9930479

is there any reason why i shouldn't just turn every pk7 into a pk3 with slade

>> No.9930480

well DBP slowed down at least twice already

>> No.9930482

>or if Cuppy was given the time and permissions (and had the inclination) he could have gone back and touched-up the visuals himself for the same reason.
Surely he can't be as bad as cockblock with that shit.
7z compression is a whole lot better than zip compression.

>> No.9930485

The mappers didn't make their own textures, those were provided by the project lead. Of course it takes talent to make good use of those textures, but having some artistic vision isn't a massive undertaking.

>> No.9930487

>faggot archvile

cloud confirms

>> No.9930490

>june is next week
>not a word about 94p in almost a month

>> No.9930492
File: 343 KB, 1140x641, weather.jpg [View same] [iqdb] [saucenao] [google]

shitty image for you

>> No.9930497

He spends more time on doomworld than here.

>> No.9930502

Many such cases. Vaeros has been completely absent since Ad Mortem in 2021, but frequently hangs around Doomworld.

>> No.9930503

does using idclev changes the difficulty or not? please respond

>> No.9930505


>> No.9930507

what if i type it in the main menu?

>> No.9930508
File: 6 KB, 320x288, 1684793757785382.png [View same] [iqdb] [saucenao] [google]

>mindblowing myhouse.pk3
>retarded popularity
>waifu perfect
>ugly shotgun men
>destructor means intended thunderbuster
>eternity together
>faster blaz
>gay top
>term long

>> No.9930510

I'd be ecstatic to see a revenant on tv giving the weather forecast.

>> No.9930513

>Scott is also doing a Romero by posting it for attention
Seemingly he's constantly doing that since joining nu-Apogee. Not sure if even Romero was that consistent with this shit.

>> No.9930515

one command is supposed to do only one thing.

>> No.9930517


>> No.9930524

You'd be better off using ironwail's built-in zoom button. The feature is gone in the dev version since IW and vkQuake both have one now.

>> No.9930529
File: 2.42 MB, 1307x889, augertweeneth.png [View same] [iqdb] [saucenao] [google]

>Surely he can't be as bad as cockblock with that shit.
Not a chance. Hence the "if Cuppy [...] had the inclination" part.

>> No.9930531
File: 240 KB, 1140x641, spooky2.jpg [View same] [iqdb] [saucenao] [google]

another one

>> No.9930557

Shit tends to happen, a lot of the community just dismisses the fuck out of anything from here because it's from here so they probably feel like they're getting treated like a respectful mapping aristocrat for hanging around elsewhere.

>> No.9930562

>Stay tuned.

>> No.9930575


>> No.9930578

Why even start a project on /vr/ with "of /vr/" in the title in the first place?

>> No.9930579

But both of these fuckers want this thread to make entire projects for them.
Have either Vaeros or Chop completed their Ad Mortem and 94p maps, respectively?

>> No.9930580

are there any mods for the unity ports? like a mod to automatically pistol start or a mod to show the collectibles on minimap?

>> No.9930583

Any know of any megawads mostly made up of small rooms, medium rooms and hallways? Somewhat claustrophobic overall?

>> No.9930590

Any 1024 or 2048 project.

>> No.9930595

confinement 256, congestion 1024, claustrophobia 1024 and 1024 2

Some of the Mayhem ones too.

>> No.9930597

Feeling of power or as a stepping stone? I guess in certain circles they'd get to say "I made these assholes make me a wad so obviously I have leadership skills".

>> No.9930607
File: 2.83 MB, 1328x1644, 1654637053779.jpg [View same] [iqdb] [saucenao] [google]

Sounds like we just need to enter those circles and remind them that 94 Proton's original deadline was July of last year.
After 5 or 6 months of dicking around prior to this announcement.

>> No.9930608

I still advocate for usurpation, but nobody's both competent and bold enough for it, it seems.

>> No.9930612

I was demoralized by fancy shit too, but I didn't stop, instead I decided to dissect the fancy shit to see how it's put together or how it works, so that I could learn how to do it for myself.

Some of my drive was "I bet I can learn to do THIS part better than those guys did."

>> No.9930614

Be the change you want to see.

>> No.9930619

What do we think about playing with controller? You can do both analog movement and analog aiming, and since you only aim along one axis, using analog stick to aim feels pretty good

>> No.9930620

At this point it may just be better to collate all the maps together and do a "fuck Cockblock" release.

>> No.9930625
File: 28 KB, 580x372, Image4.jpg [View same] [iqdb] [saucenao] [google]

Why not get the best of both worlds with something like this?

>> No.9930632

>What do we think about playing with controller?
You play how you like. What I think is that it’s not much better than keyboard aiming unless you have a touchpad or gyro support for it.

>> No.9930657

>What do we think about playing with controller?
Classic Doom and doom engine games in general play surprisingly well with controllers, albeit in my experience it's a bit harder to aim, but usually lowering the sensitivity can solve the issue.

>> No.9930686

>if Cuppy was given the time and permissions (and had the inclination)
the thing is anon, is that he did have time and permission because cuppy started working on it as early as 2 months prior to the thread, he approached mappers to work on it, but aside from 40oz, only redead seemed to have joined in the project early on, according to his blog post on doomworld, the maps he made didn't make the cut, and the rest of the people cuppy invited to make maps before the thread were too busy to work on it.

>> No.9930689

I haven't played a lot of wads. I just finished Alien Vendetta and loved it. What should i play next?

>> No.9930706

ok, thanks

>> No.9930708


>> No.9930716

>cant manually align floors textures
oh boy, how i love doom mapping

>> No.9930724

That doesn't seem like a regular doom wad. Oh well i guess i'll give it a shot.

>> No.9930726

Advanced texture control is an UDMF feature.

Also enjoy your connected lowers and uppers.

>> No.9930742

Take inspiration from something you liked in a videogame outside of doom and think of how the scenario could be recreated
My first map is inspired by space station 13 maps

If your favorite maps in alien vendetta were maps 12-14 play hell revealed. Just know that it's even more dated than AV and playing it with "pistol start" puts even doom vets through the wringer
Otherwise play Vanguard for a newer but still historic wad inspired by AV but know that once it gets to the orange hell levels in becomes legendarily difficult

>> No.9930743

>only two people contributed during the pre-dev period
>one of them didn't even make the cut
That doesn't exactly negate the point that if Cuppy was able to work past the DBP deadline on the submissions that he did get, he could refine them further. If he rejected a map, he probably either considered it unsalvageable, or it was just too close to the deadline. Doesn't sound like the latter.
I can't speak to how much Forty might have refined his own maps over the extra time, but besides that he sure contributed a decent number of them.

>> No.9930752


is Mayhem a username or a series of wads? Also thanks.

>> No.9930753

Hell Revealed looks rad. Thanks. I'll also get vanguard for later.

I tried unloved seem a bit too undoom like. I don't really enjoy the gzdoom only wads.

>> No.9930762


>> No.9930768

It's fine. I personally prefer m+kb in general, but I don't think its heresy to use a controller. I use one for other kinds of games.

>> No.9930770

>My first map is inspired by space station 13 maps
Somebody was working on an Oblige fork that was going to knock out space station maps but they utterly fucking disappeared before even getting a version out.

>> No.9930771

oh, sweet.

>> No.9930774

why the fuck is my door not working? its only moving about 4px and its going down instead of up. All my other doors work just fine

>> No.9930775

That's a bummer. I really like space station maps. The level generators go well with something like DRLA.

>> No.9930816

Check sector tags, and rebuild adjacent sectors.

>> No.9930817

I occasionally have some fun just knocking out a map with any number of the generators and running it with DRLA/Legendoom/LTG.

Even Slige has an interesting charm to it's dated and weird maps.

>> No.9930902
File: 539 KB, 737x500, godForsakenCombo.png [View same] [iqdb] [saucenao] [google]

I would love to try Doom with a one-handed controller + some kind of trackball.

>> No.9930919

I'm playing through Base Ganymede for the first time and uhhhh nobody thinks killing 250 enemies in a doom 1 map is fun, right? Having to slow roll giant group of pinkies and imps with the normal shotgun is aids.

>> No.9930924

I'm gonna assume the set is giving you more rockets and cells than you realize.

>> No.9930926

Sounds like it's touching itself. Or at least is split between multiple sectors.
Each sector will go to 4 pixels below its lowest neigbour. Doom 2 has an issue where it doesn't exclude sector itself so internal lines screw with it, Boom fixed it.

>> No.9930928

Also post image of sectors.

>> No.9930932

I'll be honest with you m8, doing the same with the SSG wouldn't be very fin either

>> No.9930945

UDB has a "make door" utility btw

>> No.9930947

That's totally doable.

>> No.9930948

It won't help with the inappropriate touching.

>> No.9930951
File: 217 KB, 298x403, 1671728403082720.png [View same] [iqdb] [saucenao] [google]


At least we have some on-topic commentary so that one guy doesn't have to "stimulate conversation" with his pre-schooler tier 'humor'.

Also, as an aside, I think it's weird that a lot of people have such a bug up their ass about Romero. Whether you like him or not, there's literally no reason to be bitter about him being 'overrated' or 'slacking off'.

Fwiw also seeing that list of "who worked on what map", it definitely for my cements the idea that Romero was responsible for my favorite DOOM maps.

>> No.9930956
File: 277 KB, 1600x837, Screenshot_Doom_20221231_050615.png [View same] [iqdb] [saucenao] [google]


>> No.9930959
File: 3.16 MB, 1920x1080, Screenshot_Doom_20221222_230312.png [View same] [iqdb] [saucenao] [google]

What is this? Auger Zenith?
What's the weapon mod?

>> No.9930963

That pistol is a part of Auger Zenith.

>> No.9930969
File: 159 KB, 512x512, C0a0_gus02.jpg [View same] [iqdb] [saucenao] [google]

When I think about DOOM 3 I just get a really big vibe to have an experience where you're 'living the life' in a big UAC base and you get to explore, do security patrols and occasionally go on missions with other marines on spaceships. And between missions you get to hang around the base and explore different parts of it and experience cameraderie in a sci-fi military.

Similar in vibes to the "getting to work" portions of Half Life 1, Blue Shift and the tutorial of Opposing Force.

>> No.9930972

Sure, but it would involve buying said (good) controllers that would be the end for my weird controller autism, and that's not cheap.

>> No.9930984

oh it's another Chthon fight.

>> No.9930986

>little FPS released

>> No.9930987 [DELETED] 

DOOM 3 isnt so much a game as a satire of the FPS genre. the gameplay consists of walking through endless identical metal corridors, shooting a small variety of identical enemies, talking to identical NPCs (who all happen to be some derivation of a bald guy with green eyes or a half asian dude in a yellow jump suit with a Wally Cleaver hairdo), listening to some faggot on a radio tell you where to go next while you happen upon "audio logs" filled with meaningless purile dialogue that serve as a weak attempt to fill in backstory, and occasionally you'll be tasked with doing random dumb unfun shit like picking up toxic waste barrels with a claw machine like you're a fucking waste management technician. add to this the game's notoriously shit weapons, B movie monster closet jump scares (if you can even call a dead Howie Mandell lurching at you from around a corner "scary"), retarded enemy designs such as a flying bald woman's head with pirhana teeth, a fucking sprint meter, a flashlight that you had to toggle because the Xbox version couldn't handle gunfire and dynamic lighting at the same time so they gimped both versions (because, big surprise, DOOM 3 is a console shooter and a bad one at that), reddit-tier references and in-jokes like the heckin' wacky turkey puncher arcade machine, and of course, the "plot" which is akin to an especially bad vin diesel movie and -- despite a 5min+ long unskippable intro sequence and multiple cutscenes -- somehow manages to be less enthralling than the original game's story which barely existed at all. DOOM 3 is one of the biggest pieces of shit ever made.

>> No.9930993

Half-Life Induction is the closest you'll ever get to something like that.

the ending takes quite a dark turn though since you get on the tram

>> No.9930995


>> No.9930998

any good?

>> No.9931000
File: 422 KB, 480x480, whip.png [View same] [iqdb] [saucenao] [google]

god 64 please just drop the guns already so i can have fun, who even cares about this three and a half level long campaign anyway

>> No.9931005

Dont know, havent played it but weasels say it's good.

>> No.9931008
File: 204 KB, 1176x681, 5c42c1986be5c28fef088c74acea4d6c.jpg [View same] [iqdb] [saucenao] [google]

The fuck is that mod? and why are you playing as this dude?

>> No.9931014
File: 68 KB, 1020x623, shihong.png [View same] [iqdb] [saucenao] [google]

It's not Saturday, but it is my birthday, and I wanted to share my work in progress for sprite for Sun Shihong since she never got one in DemonSteele.
I'm probably going to re-do it again even after finishing it because I'm not satisfied with the result

>> No.9931036
File: 1.30 MB, 498x368, dead.gif [View same] [iqdb] [saucenao] [google]

deathstrider, a more OP fantasy-esque fork of hdest.
i used to like it quite a lot, up until all resource gathering got re-tooled into buying them from the merchant NPC, with no way of toggling it back, for some reason.
crossing my fingers there will be one on release though, even if it feels like false hope.

>> No.9931042
File: 2.89 MB, 1259x947, 1679877610388445.png [View same] [iqdb] [saucenao] [google]

Fellas, in in dire need of help. I remember playing not too long ago a wad where most of the zombiemen's sounds were replaced with audio clips from Randy Savage. I remember it being a pretty decent wad too, so I 'd like to replay it.

Any of you lot can identify it?

>> No.9931051

look how silly the question of this anon is, holy molly

>> No.9931054

Has anyone ever made a better map than doom's E1M1?

>> No.9931061

I'll be fair to them: When I started making maps I never asked for help and eventually brute-forced to understand how to replace music, sprites, do 3d-floors and all the fancy stuff in UDMF
But then I went to boom format and had to start all over again, sometimes it just feels faster to just ask someone else than look up a 10 minute tutorial on how to make a door where they tell you the grand history of doom doors before actually explaining how to make a fucking door.

Can you add some more details?

>> No.9931069
File: 77 KB, 640x960, 1678335799119705.jpg [View same] [iqdb] [saucenao] [google]

>Can you add some more details?

Fuck, I wish I knew, maybe a DBP project? I just remembre laughing my ass off while playing. The gameplay/ map layouts were also pretty good so I'm thinking it was some quality project, not some schmuck tring his hand at UDB for the first time

>> No.9931071
File: 3 KB, 101x65, Untitled.png [View same] [iqdb] [saucenao] [google]

I'm just making stuff up as i go but so far i'm liking the result, the map is starting to gain so form

>> No.9931072

what is this, a map for ants?

>> No.9931073
File: 44 KB, 568x247, updates.png [View same] [iqdb] [saucenao] [google]

>Vaeros has been completely absent since Ad Mortem in 2021
Not even true, that was just last year.

if you're not aware... I've been posting some updates lately. I started working on some shit for the next update more earlier.


>Shit tends to happen, a lot of the community just dismisses the fuck out of anything from here because it's from here so they probably feel like they're getting treated like a respectful mapping aristocrat for hanging around elsewhere.

>Feeling of power or as a stepping stone? I guess in certain circles they'd get to say "I made these assholes make me a wad so obviously I have leadership skills".

The fuck are you talking about? whatever stupid delusions you have that's not even remotely true. Listen, I don't want to fuck anybody here neither take all the credit for doing this fucking project. and yeah, I took a hiatus from the doom community last year for several reasons and I don't wanna go into details what happened because nobody gives a single fuck anyway. if you want me to do some kind of apology then i'm sorry. I'm a retard and I FUCKED UP so badly last year, i'll promise that's not gonna happen ever again.

>Have either Vaeros or Chop completed their Ad Mortem and 94p maps, respectively?
I went busy working on the graphics than making the maps of my own since the beginning of the project, last year had to cancel so many maps for other projects and took a hiatus, but I will eventually deliver some maps for it.

Anyway, I just want to deliver a better doom /vr/ project, that's all. I will make sure this is gonna be last update.

>> No.9931080

>dying mappers
it's over

>> No.9931089

>faggot fucked
>things fun

Hey, anon, at the very least I think you can do it.
People bite off more than they can chew sometimes, so sometimes things just don't go through the first few times.
Also some anons are just pessimistic as you know, it happens.
Good luck man.

>> No.9931096

This probably isn't it, but this is the closest I could find. Good luck, anon.

>> No.9931142
File: 41 KB, 700x684, 1622654119809.jpg [View same] [iqdb] [saucenao] [google]

I've seen your screenshot posts/ghoul shotgunner, figured it had to be you. Looking forward to seeing how it turns out.

>> No.9931158
File: 17 KB, 400x400, 1677887031790183.jpg [View same] [iqdb] [saucenao] [google]


>> No.9931164

It's pretty solid. Probably closest to Chasm: The Rift (considering the approach to engine), but there're some familiar Quake & Build Engine elements.

>> No.9931184

Yeah, I also found this one while searching but it wasn't just a sound replacement for doom 2, I'm pretty sure it was a full separate wad. Thanks ayway, breh.

>> No.9931186

I am not liking the first episode of jamal jones. Does it get better in E2/E3?

>> No.9931191 [DELETED] 

A remake of Marathon was announced right the fuck out of nowhere today.

>> No.9931193 [DELETED] 

It's going to be shit anyways.

>> No.9931197 [DELETED] 
File: 889 KB, 1200x1121, 1200px-H3-343GuiltySpark.png [View same] [iqdb] [saucenao] [google]

Can't wait for the entire internet to pretend to be lifelong Marathon fans.

>> No.9931198 [DELETED] 

looks more like some kind of an mmofps reboot

>> No.9931203 [DELETED] 


>> No.9931204

I'm not expecting anything good from the remake but I gotta say it's the last fucking thing I ever expected to be announced.

>> No.9931212 [DELETED] 

it's not a remake, it's a reboot.
i honestly doubt it'll be a big deal, people hate bungie.

>> No.9931217 [DELETED] 

>Become a Runner in Bungie’s new sci-fi PvP extraction shooter. Compete for survival, riches, and renown in a world of evolving, persistent zones, where any run can lead to greatness.


>> No.9931218 [DELETED] 

Right, so this isn't actually Marathon, this is some other game that's using the same name. Move along, folks.

>> No.9931219 [DELETED] 

it's a fucking tarkov clone/"extraction shooter"

>> No.9931220 [DELETED] 

Not a remake, it's a gay ass pvp extraction Tarkov shooter with faggot aesthetics

>> No.9931228

I virtually only use that place on occasion, mostly on the shitter, aside from contacting Punchman for converting the Decorate code. 99% of my posting about Doom happens right here, like it has for the better part of a decade.

I haven't posted much about 94P here, no, but I've also been very deep and focused into actually working on it, like I'm supposed to. I've probably been working harder on it this past month than ever, and June is still my plan for a release candidate, maybe a week into June, but I actually feel confident that I can do it. You're free to doubt me.

>mapping aristocrat
Are you fucking high? What do I even say to that shit?
I'd like to think my mapping can be decent (mind, most of my published maps suck), but it's not notable, nor am I particularly close with any of Doomworld's cool kids clubs.

Be pissed about how shitty I've handled 94P as a lead, that's alright, I certainly deserve bile for that, but don't fucking character assassinate me, you cowardly little shit.

>> No.9931242 [DELETED] 
File: 15 KB, 283x227, 1684895201967184.jpg [View same] [iqdb] [saucenao] [google]


>> No.9931243 [DELETED] 
File: 79 KB, 766x960, 1677686071916016.jpg [View same] [iqdb] [saucenao] [google]


>> No.9931245 [DELETED] 

one day you fags will learn that nothing good will ever be made again. the older something is, the closer it is to god. the more soul it has. the more value it has. we have reached the event horizon of soullessness, and all the soul has been drained from the world. cherish what you have, nothing more is to come.

>> No.9931248 [DELETED] 

Not retro, which is technically reportable so I would delete your comment if I were you.

>> No.9931254

lol no. It's from the ground up and barely has much to do with HD at this point aside from some basic mechanics (which are also approximated). As for your issue, there's an addon that brings back spawns.
Making the spawns an option isn't outright impossible (in theory), but it's a large amount of work for essentially something I don't plan to give a shit about again, not to mention damn near impossible to balance unless you pistol start, which is the exact opposite of what the mod is geared towards, and exactly what prompted the change in the first place. So far, after many improvements, the shop thing works pretty well. I understand it's not everyone's cup of tea, but that's where the addons come in, I guess.
Out of curiosity, what resolution/hud scale do you play on? Hud was designed for a scale of 3 to 4, but I may need to rethink the placement of some elements.
>on release
Not gonna be one because the mod is technically finished. It's still being worked on, but it's mostly the occasional backend improvement. I don't consider it WIP anymore in the "shit's barebones" sense. There's little left to add that won't feel like feature creep. I hate feature creep.

>> No.9931259 [DELETED] 

They raised my hopes and IMMEDIATELY crushed them. Great.

>> No.9931263

>I haven't posted much about 94P here, no, but I've also been very deep and focused into actually working on it, like I'm supposed to.
Your effort is on clear display.

>> No.9931269 [DELETED] 

Announcing reports is also reportable

>> No.9931273 [DELETED] 

Nobody announced a report though.

>> No.9931281 [DELETED] 
File: 58 KB, 750x471, 1678754407262174.jpg [View same] [iqdb] [saucenao] [google]

I have no idea how literally anything of that shit except DD2 but Sony has nothing to do with it could raise any hopes, at all. Is this your first vidya conference or what? Like, I don't want to be rude, but are you an underage? I genuinely wonder how a game announcement from modern snoy could bring anything but sadness.

>> No.9931285


>> No.9931287 [DELETED] 

tbf a lot of the people you follow might be, but it's not like much has been going on with the series recently. it's not like Doom where there's at least some normie paletable meme wad every 3 months to bump interest.

>> No.9931294
File: 115 KB, 1920x1080, kart0232.png [View same] [iqdb] [saucenao] [google]

Hey /doom/, you wanna play some SRB2K? The server is at as always, you can grab the new files here

>> No.9931295 [DELETED] 

as long as they were also macfags i mean

>> No.9931297 [DELETED] 

For context, I wasn't actually watching the showcase; I have no reason to, I don't have a PS5. A friend of mine just told me "they announced a new Marathon" and nothing else, so I got excited and then look it up and it's this shit.

>> No.9931315

Let's assume I would be down to write a basic noob modding primer, just really the most basic decorate shit to make simple decorations and MAYBE how to inherit and change existing stuff and how wads/pk3s are structured, what would be the best format for it?
I despise video tutorials, so I won't talk into my shitty headset, cut the video and upload it somewhere, but I was thinking about something like "Decorate for Dummies" or somesuch, maybe even as a pdf, but an actually searchable ressource would probably be better. Pastebin is too transient and I would want to use pictures.
Any suggestions?

>> No.9931319

Stepping stone to what? Rubbing elbows with a bunch of people who at best are uninterested in what I do, and at worst regard me with quiet contempt? Sounds amazing, maybe they'll award me a .png of a trophy!

Tell them that some literally who somewhere has dragged out a project? Yeah, that'll show me, then they won't give us an imaginary award which they've already basically said they would never give to any project that comes out of this place.

It will be.

>> No.9931326
File: 879 KB, 245x230, touche.gif [View same] [iqdb] [saucenao] [google]

oh really, that`s quite the insight. desu i just figured it was a wip since there seems to not be many mentions of it outside of the gitlab page.
still, thank you for the link. it`s great work, nice to go back to it.
and that screenie seems to be in user interface scale 4, with my monitor being 1600/900. maybe not entirely 900 though since i play in windowed all the time.

>> No.9931337 [DELETED] 

>tfw can't like marathon anymore without some guy accusing me of liking mandalore

>> No.9931340 [DELETED] 

Why do you concern yourself with the opinions of some random retard on the internet? Both the e-celeb and the /v/tard who totally doesn't watch him.

>> No.9931352 [DELETED] 

Why does it have to just be called Marathon. I fucking hate that. It looks like a new game in the series, it's set ~500 years after Marathon/2/Infinity, it mentions points from the original story like Tau Ceti having been wiped. It's a new game, just call it Marathon: Whatthefuckever.

>> No.9931361

Thoughts on Alien Vendetta's MIDI pack? I'm starting a semi blind playthrough of it, considering using it.

>> No.9931382

>It will be.
Alright, I'll "just wait until January" again.

>> No.9931390
File: 486 KB, 882x794, Screenshot 2023-05-24 225249.png [View same] [iqdb] [saucenao] [google]

this is driving me nuts

>> No.9931397

It'll get to 2094 and it'll be that year for sure it'll be out.

>> No.9931406 [DELETED] 

Anyone not a fan of the Marathon spinoff/semi-reboot's aesthetic? Granted, you're corporate raiders probably going Rampant instead of being security officers, but it still looks too much like Destiny to me than its own thing.

>> No.9931408 [DELETED] 

It's just some PvP shit trying to sell off the branding.

I swear they're going to try it with Oni once they've burned Marathon out.

>> No.9931417

Just to gauge things, is 94 protons a sore topic here given what's happened with it? Or is it okay to bring up?

>> No.9931419

No one here cares except a few butthurt fags.

>> No.9931438
File: 437 KB, 900x900, E4gxh3uXIAEMxvW.png [View same] [iqdb] [saucenao] [google]

How are the /vr/ projects going, anon?

>> No.9931465

shit, what was the thing with catgirls and miniguns with panties again? I've spent an hour looking for it to shitpost with, but I can't find it.

>> No.9931471
File: 29 KB, 320x320, 1675524630160461.gif [View same] [iqdb] [saucenao] [google]


>> No.9931482
File: 3.88 MB, 640x360, gdoods lil bonerbro.webm [View same] [iqdb] [saucenao] [google]

Oh my god this little twerp is adorable, that's what was making those noises? He's too cute to kill.
They were great but I still prefer map 13's original track.

>> No.9931483

At this point it's practically a running joke that it'll never be released.

>> No.9931485

It's just a prime exemple of feature creep and incompetence from a community project lead that started with a good plan. I was one of those who proposed to just release what we already had as-is, but I still think Cockblock will manage to get it out by the end of the year.

>> No.9931487

Space Cats Saga.

>> No.9931503

94 Protons Forever
No wait, that actually got released.

>> No.9931506

No, it had portugese slang or something in the title.

>> No.9931515

Did the catgirls have the panties, or did the miniguns have the panties?

>> No.9931521

Doom and Quake play ok with dual analog sticks. It's not as good as playing with a mouse, though I've heard some people say that gyro controls can be basically mouse tier. Haven't tried, so I can't say.

I think that thing is a 10/10 concept, but like a 7/10 execution. Good analog stick, three shoulder buttons which are usable, and long battery life
However, the DPad is awful, two face buttons is a bit limited (Woof doesn't register the top one, for whatever reason), and the provided instructions are kind of shitty, you'll want to get the .pdf for both the PC version and console version to get a proper idea on how to pair it with its receiver. The receiver is also oversized, I'm not sure why it needs to be that long no other wireless gamepad or mouse I've seen in the past decade needs that much space.

It has an optional "keyboard" mode (essentially its own Joy2Key), which you can use for games which don't support anything remotely modern.
That shit is godawful, I've just gone back to WASD for those kinds of games.

>> No.9931523

Both, but the miniguns had the panties on it like a clothesline.

>> No.9931528

I came to ask, is there anything really better made or entertaining than Brutal Doom? I've been enjoying it and feels like a good remaster of the original levels. Did anyone make any mods or new versions of doom that are better? Obviously I have 2016 and know about Eternal, but besides that? I enjoyed Duke Nukem Total Meltdown on the Play Station and the way they did that really satisfied me for sure.

Any recommendations?

>> No.9931531

There's some tricks for that, with Boom and stuff you can apply brief scrolling to the surface to align it at the start of the map.
That shit seems unbelievably tedious and fiddly, so I either adjusted the geometry to fit, or threw up my arms and made a copy of the flat which has the texture adjusted accordingly.

UDMF maps let you adjust floor texture offsets, even rotate them and use flats and wall textures interchangeably.

>> No.9931532

Final Doomer.

>> No.9931537


>> No.9931545 [DELETED] 

Opnions on boltgun?
I played two levels and I felt a severe lack of humpf.

>> No.9931551

I got you fellas. It's "Fi da Puti Samurai".

>> No.9931573

Thanks anon. I remember seeing webms of it and thought it looked interesting for obvious reasons. Randomly generated levels though? Gross.

>> No.9931578
File: 832 KB, 960x600, image.png [View same] [iqdb] [saucenao] [google]

Is there any way to tell the source port to not stretch the status bar with green mess so the space on both sides would be empty.
Kinda like pic-related but for default hud and for any STBAR custom wads may have.

>> No.9931591
File: 478 KB, 634x357, image.png [View same] [iqdb] [saucenao] [google]

Also google gave me Fullscreen Statusbar Mod and Peter's Sexy HUD but both are zdoom-only.

>> No.9931607
File: 1 KB, 97x32, 1661030595647571 - Copy - Copy.png [View same] [iqdb] [saucenao] [google]

Hey, weird question anybody who's played Babel recently: Have you seen any bugs? I've only got like 4 things listed on my TODO to fix up but I wanna be sure I'm not missing any low-hanging fruit.
For the record, the 4 things I have listed are
>(done) make BFG give 60 ammo initially or (not done) do some magic shit to let it fire with 40 but only under specific conditions
>(done) Fix Archvile monster count issue
>Maybe alter how BFG shoots test rays to avoid small hypothetical edge case of balls hitting obstacles when they shouldn't
>DeHackEd auto-detect (See MetaDoom)
Also, for whoever asked for the DeHackEd thing, I may or may not actually do it because the way it would need to be implemented would be a bit crazy and complicate the code somewhat (and also possibly break certain triggers like BossDeath). If I don't do it, I will add an option for warning messages if replaced monsters had DehackEd changes made to them, so at least it'll be easier to tell if something is a bit borked.

>> No.9931609

If i dont want to play with any mods, just some basic wads, what port should i use?

>> No.9931635
File: 586 KB, 1920x1080, kart0236.png [View same] [iqdb] [saucenao] [google]

>Lap limit

>> No.9931639

Project Brutality

>> No.9931643

im making my first doom map and having a blast, I hope to have something playable soon for everybody :). Just trying to make something old-school in Boom format.

>> No.9931646

Be sure to post it.

>> No.9931648
File: 793 KB, 352x266, baabel psmgbms.webm [View same] [iqdb] [saucenao] [google]

It's been smooth sailing so far, just the BFG pickup thing. Also testing out some brightmaps for your plasma smg.

>> No.9931650

Yeah I saw the post about that, very cool stuff.

>> No.9931660

Woof is good for that.
>high resolution options
>plays Vanilla, Boom, MBF, and MBF21 maps
>gamepad support, if you're into that
>fake brightmaps (like making some switches, lights, decorations, and the eyes of some demons 'glow' a little in the dark, a little like Duke3D)
>can recolor the blood splash for the Baron, Knight, and Caco, to match the green and blue blood in their sprites
>can use GzDoom's improved hit detection, which is more foolproof and fixes melee against big monsters (unless recording demos, but you're not)
>options for fullscreen HUDs
>an optional crosshair
I believe also that they're replacing PrBoom's old sound code with something newer, which is easier to maintain for the devs and which prevents a few ear rapes which can happen in a couple of distinct situations.
Don't think they've implemented that just yet, might be in one of the upcoming versions.

>> No.9931668
File: 350 KB, 802x632, file.png [View same] [iqdb] [saucenao] [google]

Woof, Nugget, and Crispy have a transparent HUD option.

>> No.9931669

is there a doom source port where i can select wads from ingame?

>> No.9931672

I was gonna say no, but there sort of is. Someone made a mod for GzDoom which lets you select a bunch of different ones from like a big archive "level" or something like that. I THINK that you need to provide the .wads yourself, and that it reads them from your GzDoom folder.

>> No.9931673

Brightmaps are so fucking cool.

>> No.9931674


>> No.9931676
File: 75 KB, 220x257, file.png [View same] [iqdb] [saucenao] [google]


>> No.9931690
File: 153 KB, 524x631, 1669817215938961.png [View same] [iqdb] [saucenao] [google]


>> No.9931692
File: 749 KB, 1920x2160, file.png [View same] [iqdb] [saucenao] [google]

Actually, with Nugget's new HUD options, you can do exactly that in widescreen. And it will update when other wads have their own statusbars.
You'd just need to drop this file into your autoload folder for the port:

>> No.9931693

is there a merge like that but one for doom1 and another for doom2?

>> No.9931701

You can also open the .lmp file in notepad to change the number coordinates, I totally forgot those.

>> No.9931704

What do you mean? Wadsmoosh creates a new ipk3 that you use instead of either.

>> No.9931706

Crashed again but I'm just gonna stop, ggs.

>> No.9931707

Pretty sure wadsmoosh has options for splitting them.

>> No.9931708

oh, it's a tool. i thought it was a premade pk3 or whatever

still, i doesn't actually switch wads midgame, so it's not really what i'm looking for

>> No.9931720
File: 99 KB, 1364x996, smoosh.png [View same] [iqdb] [saucenao] [google]

>still, i doesn't actually switch wads midgame, so it's not really what i'm looking for
The fuck do you want then?

>> No.9931732

He wants on-the-fly PWAD switching. Odamex can do it, I think. I know it could in the past, but it's probably been over a decade since I played that port.

>> No.9931734

it doesn't change the menu background

>> No.9931742
File: 467 KB, 1598x930, image.png [View same] [iqdb] [saucenao] [google]

I found how to enable pic-related, all I had to do was disable Boom HUD in settings, holy shit I hate Boom HUD so much but there's no face, and I can't play Doom without it. Looks like Alaux skipped it for some reason when he ported it from Crispy.

>> No.9931743

Sandy Petersen made one before Romero and I bet your ass it was more fun. Sadly said level was lost forever.

>> No.9931745

+/- will change the screen size and some of them have the face in the middle.

>> No.9931751

Wait, just how long do you spend staring at the menu for that to matter?

>> No.9931752

so what's the latest meta? nugget?

>> No.9931756

is there something like this but for woof/crispy based ports?

>> No.9931757
File: 3.91 MB, 640x480, 2023-05-25 03-56-17.webm [View same] [iqdb] [saucenao] [google]

>> No.9931760
File: 20 KB, 341x224, ultra mega badass stumpy.jpg [View same] [iqdb] [saucenao] [google]

is there an alternative to colourful hell that`s less hideously ugly? i need me some tanky bosses.

>> No.9931761

Corruption cards set to hardcore mode might help.

>> No.9931763

What is this? More cool things in Doom people never thought it could do?

>> No.9931764

Maybe with some umapinfo dickery.

>> No.9931770
File: 317 KB, 2000x564, nug.png [View same] [iqdb] [saucenao] [google]

Now that's exactly what I wanted. Thanks. Did you set those offset numbers yourself or did the author shared this lump? Because the nughud.lmp example on github is a bit different.
Now only have to do something with 8/9 numbers.

And I assume NOT changing the vertical FOV for 8+ screen sizes would be impossible? Not a big deal since I can see more at the top now, and more often you need to look up, not down.

>> No.9931772
File: 3.92 MB, 640x480, 2023-05-25 03-52-10.webm [View same] [iqdb] [saucenao] [google]


>> No.9931774

SRB2 Kart, we just played it.
Fun, if occasionally janky Doom engine Kart Game. There's a pastebin with all the info in the OP

>> No.9931778

Wait until you see the co-op Persona 3 mod.

>> No.9931779
File: 403 KB, 1920x1440, woof0000.png [View same] [iqdb] [saucenao] [google]

Just double checked, both Woof and Nugget don't have the face once STBAR texture is hidden.

>> No.9931780

>Fun, if occasionally janky Doom engine Kart Game.
The fact that somebody broke the Doom Kart curse is impressive in itself.

Still waiting on a finished space pirate mod.

>> No.9931782
File: 443 KB, 1920x1080, Screenshot_Doom_20230421_023719.png [View same] [iqdb] [saucenao] [google]

for ZDoom based ports theres MimicHUD.
Russi- International Doom has better hud options oob but its vanilla only

pic related is mimichud (set as crispy) in gzdoom

>> No.9931783

>Did you set those offset numbers yourself or did the author shared this lump?
I didn't change the number offsets at all, that's how the transparent HUD is in that port now.
>Now only have to do something with 8/9 numbers.
The lump is all in plain text, you can just open it in Notepad and change stuff on your own.
>And I assume NOT changing the vertical FOV for 8+ screen sizes would be impossible?
Pretty much. Getting rid of the vanilla statusbar just stretches the viewport, but Nugget supports regular FOV changing now.

>> No.9931786
File: 251 KB, 214x448, rangerhang.gif [View same] [iqdb] [saucenao] [google]

>Violent Rumble is on life support with like 3 people saying they won't meet the ultra extra giga-extended deadline.
>Serious Case is literally just one man with crippling autism mapping into the void.
>Somewhere on VIP Cockblock is showing off something pointless he made for 94 Protons over the course of a week that should have only taken 5 minutes.

It's never been more ogre.

>> No.9931787
File: 231 KB, 1280x800, SRB2Persona 2023-03-18 10-22-09-80.png [View same] [iqdb] [saucenao] [google]

Why wait,
's cool

>> No.9931789

instead of setting long deadlines, why dont you make shorter ones and ask for a little bit of progress each time?

>> No.9931790

We need another project.

>> No.9931791

thanks anon.

>> No.9931805

At least the waifu mapping project is doing fine.

>> No.9931807

no way this is real

>> No.9931808

>waifu mapping
might as well make all projects waifu related.

coomer energy is real

>> No.9931809
File: 750 KB, 2000x564, nug2.png [View same] [iqdb] [saucenao] [google]

In the end the hud >>9931578 mentioned at the start already does everything, ended up reinventing the wheel.
And NUGHUD is indeed almost perfectly compatible with custom huds from pwads, the only problem is the face background is a bit different.

>> No.9931812


>> No.9931814

You can set the face background to 0 to not draw it.

>> No.9931815

That and I think it's just having a clear, achievable goal for people to do something with.

94 Delays sure seemed to kill the energy for a lot of us.

>> No.9931816

>94 Delays sure seemed to kill the energy for a lot of us.
I disagree. Last year had an abnormally high turnout for mapping.

>> No.9931817

dog bless waifus

>> No.9931818

I'll look into hosting this again, It might be fun to have 16 anons expedite Tartarus as random-ass characters.

>> No.9931819


>> No.9931820
File: 3.10 MB, 960x720, 40x25 16 colors text mode.webm [View same] [iqdb] [saucenao] [google]

Let me guess... You need more?

>> No.9931821

Any other WADs like myhome just got done watching jacksepticeyes video and I'm hooked fr

>> No.9931823
File: 507 KB, 2556x1440, nugg0004.png [View same] [iqdb] [saucenao] [google]

Thanks. It's perfect now.

Army of Darkness. Unironically a perfect recreation of the source material, annoying down to a t. And a great old wad overall.

>> No.9931824

UAC Military Nightmare

>> No.9931826
File: 22 KB, 316x400, 1459398126242.jpg [View same] [iqdb] [saucenao] [google]

Happy to help.

>> No.9931836


>> No.9931837
File: 371 KB, 1280x800, srb2uncapped 2023-04-20 12-03-52-51.png [View same] [iqdb] [saucenao] [google]

You best believe it is.

>> No.9931838


>> No.9931841

>tfw could instantly tell it's Underhalls.

>> No.9931842
File: 262 KB, 1455x684, file.png [View same] [iqdb] [saucenao] [google]

looks like nugget does this automatically?

>> No.9931850

On a side note, why does SLADE can't open .lmp files?

>> No.9931852
File: 122 KB, 640x416, skellington.gif [View same] [iqdb] [saucenao] [google]

Let's see that UV max run

>> No.9931854

>clear, achievable goal
That's the biggest thing I think. X of /vr/ mapsets did okay (except 100, which iirc had 12 maps) because of the restrictions. Hard fast faggot maps did well too, but that was bottled energy. Would probably be best to hang back and don't start any new projects for a bit. Wait for 94p, and waifu, VR, etc. Wait til someone is up for helming a project and wrangling all us stray cats.

>> No.9931856

How are you doing this, and can you run it with no textures and AO+distance lighting only plz. No sector lighting.

>> No.9931858
File: 312 KB, 577x414, a Doomer waitting for 94 Protons to be finished.png [View same] [iqdb] [saucenao] [google]

>Wait for 94p

>> No.9931874
File: 15 KB, 460x311, file.png [View same] [iqdb] [saucenao] [google]

The biggest issue is ambition. 94 Protons is trying to be this huge thing, while every other project has had its supplementary materials made alongside the project and didn't hold anything up.
It wasn't even until 2048 that we started adding custom content to the wads, and 2048's weapons came much later.

>> No.9931882

It'll be soon, I'm sure. I have faith for the first time since chop came out and made a public post.

>> No.9931887

I have a confession...
I never played ad mortem.

>> No.9931889

One would hope.

>> No.9931894
File: 78 KB, 134x104, 1683366750251690.gif [View same] [iqdb] [saucenao] [google]

after watching exactly one video I whipped up this total garbage in an hour or so

may detail tomorrow I dunno

making maps is more fun than I expected I love it


>> No.9931897

You can press the exit switch from the ground level.

>> No.9931907

Nothing like feature/scope creep to enliven things.

>> No.9931909

So then... Play it?

>> No.9931923

Also, tag your effects. The lift near the end doesn't work outside of ZDoom.

>> No.9931928
File: 7 KB, 288x288, 1681853280837830.png [View same] [iqdb] [saucenao] [google]

NOTED! thanks!

>> No.9931945

Your map is cute.

>> No.9931952

The lift also only works once so make sure its repeatable so the player doesn't get softlocked if they fall or miss the lift.

>> No.9931957
File: 154 KB, 244x243, 1681862890341693.png [View same] [iqdb] [saucenao] [google]

I was using LZDoom with boom (strict) for testing but I guess its still garbage so I'll switch to woof or nugget! thank you for your help!

>> No.9931961

last time i was playing it, a couple months ago, something to do with revenants kept causing a crash

>> No.9931963
File: 44 KB, 633x629, Untitled.png [View same] [iqdb] [saucenao] [google]

You can disable sky, floor and ceiling textures (commands in the readme) but not the walls as far as I know. I was using the highlighted exe in pic related in the webm

>> No.9931968

any Zdoom automatically fixes
>rogue tag 0s (an elevator/door that makes the entire level go topsy turvy)
>missing textures will display sky instead of hall of mirrors
>switches and doors that are too close to another linedef to hit in most sourceports
among other things, so if you test your level in zdoom these issues will fly under the radar

>> No.9931969

Well if you can be a bit more specific, I can probably figure out what it was and fix it, but without at least the wad set I have zero idea what might be crashing with revenants.

>> No.9931976

thats good to know, appreciated.

>> No.9931979
File: 42 KB, 1600x1200, DOOM05.png [View same] [iqdb] [saucenao] [google]

speaking of hall of mirrors, you are missing some textures on the sides of the first switch.

>> No.9931981
File: 94 KB, 995x1531, d87euzi-14fff48a-4f8d-4855-8f09-d4f1916646fb.png [View same] [iqdb] [saucenao] [google]


>> No.9931982


>> No.9932000
File: 3.45 MB, 960x720, MDA text mode.webm [View same] [iqdb] [saucenao] [google]

Wait, actually you can run it with no textures in the MDA text mode

>> No.9932001

Cool. Thanks. I'll chchchchchcheck it out

>> No.9932005

There we go. That's much more readable. Not great, but readable.

>> No.9932006
File: 4 KB, 440x420, 1672033817192461.png [View same] [iqdb] [saucenao] [google]

found my old posts >>9284852, looks to have been 94p beta v0.6

>> No.9932010

AoD Doom needs a hud update

>> No.9932015
File: 31 KB, 2557x553, ss.png [View same] [iqdb] [saucenao] [google]

in case the archive is borked

>> No.9932016

Huh, okay, that's weird but avoidable. Somehow your revenant managed to try to shoot something without the target actually existing. I'm gonna have to get 94p beta 0.6 and try this out because maybe it's something specific to that wad that triggered it.

>> No.9932035
File: 468 KB, 2556x1440, nugg0009.png [View same] [iqdb] [saucenao] [google]


>> No.9932042
File: 284 KB, 615x489, pain.png [View same] [iqdb] [saucenao] [google]

>you will never shit in a sector toilet

>> No.9932050

It seems that aleph one was updated per Wario64's newest post

>> No.9932054

Have you tried using a going into games machine? You can borrow mine if you don't have one

>> No.9932068

It has been out for a while. The stuff they added in the recent versions really makes the games shine.

>> No.9932096

What wad would you a going into machines on?

You only get to pick one wad and you're stuck in it

>> No.9932112

Woof. Proper pixel scaling, good input lag and the best and most customizable midi backend if you need that.

>> No.9932213

>You only get to pick one wad and you're stuck in it
What happens if I die?

>> No.9932214

It'll be extremely painful.

>> No.9932216

What it should do is shades of grey for east/west/north/south facing walls, and white for pickups, patterns for enemies, etc...
I like the attempt at an outline for the edges, but the resolution just isn't there.

>> No.9932236

Well I dunno... What Doom wad has the most features to keep me best entertained for life... hopefully with a low chance of dying...

>> No.9932284
File: 11 KB, 136x138, brutality.jpg [View same] [iqdb] [saucenao] [google]

trying to play it again the standard way, were there any significant changes done to mission acquisition mechanics? third map in, not a single one appears.

>> No.9932296

Contracts don't exist anymore, there are more large-scale random events now, you can sell excess weapons and items by dropping them at the merchant. ( by default, not sure if the drop re-enabler messes with that at all.)

>> No.9932312

i see, will keep it in mind, thanks.

>> No.9932319

Supercharge, D4T, D4V

>> No.9932320

Project Babel.

>> No.9932357

metadoom has the flamebelch and other gizmos from NuDooD but it makes hell knights manlets who compensate for their stature by throwing fireballs instantly

>> No.9932373

I've been wanting to play TT on something for a bit but I always keep thinking "Nah, I'll wait until the update. Any day now!"

Dude that's fucking dope. Are you gonna do Hae-Lin after so they match?

>> No.9932375

Happy belated birthday. Her dash and attack frames are kinda lackluster, and I'm not sure if a sultry walk cycle fits a character like Shihong, but this is sill pretty impressive.

>> No.9932382

It's approaching Dook 3D levels of vaporware and it's fun to banter and see how many community wads we can release before 94P comes out.
Recently there have been some butthurt fags taking it wayyy to seriously though, no idea why.

>> No.9932385

I love the shitty mimics. Wonder what Samson's is going to be like.

>> No.9932391

I don't know who I'm going to get to voice the boy, but I know the shitty mimic is going to have a few Gachi lines. Like "C'MON CHOIR BOY!" and "OH MY SHOULDA!"
The shade Samson is going to have more depressing lines though, kinda like Kustam's shade.

>> No.9932403

If dragging and dropping on SLADE doesn't work, try shoving it in a pk3 with 7zip or something and then open that.

>> No.9932410

>better hate decino

>> No.9932415

How small will he be? It might be funnier if you make his mimic bigger than Blaz.

>> No.9932423
File: 231 KB, 656x879, shaqustam.jpg [View same] [iqdb] [saucenao] [google]

While I'm still trying to figure out just how small Samson should be, because I like to picture him to be tall for a Kobold, I am definitely making his shitty mimic taller than Blaz's shitty mimic, that's been the plan for years now.

>> No.9932435

Isn't that just a skybox jpeg?

>> No.9932476

Well you can always shit on your monitor.

>> No.9932480

If you want to read more on ammo/contract removal and the reasoning behind it.

>> No.9932510

512 linedefs was the best because it really forced everyone not to slap sectors over sectors and paint it all in shotgunners, but to take a more artistic approach and weight every room carefully.

>> No.9932551

Is there a list of Marathon mods that use the Wave Motion Cannon?

>> No.9932556

BFG needs to be stronger. Way stronger. As it is now, it doesn't have the screen clearing property it's allegedly supposed to have. Solar Struggle E4M8 demonstrates this issue really, really well. Also, Barons are way, way, way too strong. I don't see how you are supposed to be able to deal with them in larger than singular amounts, if even that. Due to this, Solar Struggle is completely impossible to beat without cheats. E1M8 in particular demonstrates why Barons must get nerfed or at least have an option to become more manageable. In fact, Solar Struggle in general seems to be a good test wad for Babel(and it was a rather decent test for Corruption Cards too).

>> No.9932569
File: 78 KB, 790x529, incomprehensible.jpg [View same] [iqdb] [saucenao] [google]

understandable, i`m just too lazy/greedy to go repeatedly stock up at the merchant.
still am, god bless Reenergize.

>> No.9932570


Joe seems to have stealth uploaded his chex, xmas and hdoom dbp episodes on idgames, didn't see any talk on the forums. At least chex was finely tweaked for this release from what I saw.

>> No.9932578
File: 1.72 MB, 1920x1080, 1684958312361.jpg [View same] [iqdb] [saucenao] [google]

What mod is this - I too want to stab cyborg bitches with a sword

>> No.9932585
File: 28 KB, 480x288, 1446527461703.gif [View same] [iqdb] [saucenao] [google]

its a shame what they did to half life 2
>t. replaying after opposing force

>> No.9932592

Hopefully the new batteries make restocking those less of a hassle. A big issue with old bats is that you burned through them like candy. Aiming to address that some more in the upcoming days once I actually get to play the fucking thing to get a feel for the current balance. I might also rethink how Reenergize works to make it less spammy while keeping its efficiency.

>> No.9932601

Kinda want to try Deathstrider now but I'm getting the sense that it isn't at all toaster friendly.

>> No.9932602

Anyone play Ashes 2063? Looks really cool and I am definitely interested. Would like to know what I'm in for and if any of you guys enjoyed it.

>> No.9932605

>Would like to know what I'm in for and if any of you guys enjoyed it.
Just play the fucking game retard, and yes I enjoyed it.

>> No.9932607

Most of the effects are particles (highly performant) so the optimal is 10K, but you won't miss out on much if you lower the number to like half. Still, if you notice any significant slowdowns, please use "profilethinkers 7" in the console and yeet me a screenshot of the bottom of the list. Stat vm and stat renderstats would also be helpful. I can't support megatoasters without gimping the visuals, but I do generally try to optimize what I can.

>> No.9932609
File: 1003 KB, 927x1032, 1680537365155153.png [View same] [iqdb] [saucenao] [google]

>16 and 21 are still not on idgames

>> No.9932624

Is there any other game that manages to both be well-loved and have a very large section of the fanbase agree that the beta version was better?

>> No.9932628

potato laptop in the state of actively falling to pieces, frames doing good. there are occasional persistent freezes, so that is a bit of a gamble, but it also may be a compatibility issue on my part.

>> No.9932636

That's Big Ol' Billy led projects, you could try pestering him on the doomworld if he is to follow the suit with uploads. DBK splinters have nothing to do with the current doomer boards anyway.

>> No.9932638

Pokemon G&S beta?

>> No.9932640

Lemme know if you notice any consistency to it. Do you mean peristent as in the game needs to be killed in task manager, or is it like a long freeze before things go back to normal? This sort of sounds like something that'd happen when rifts explode, but it is also the first report I'm hearing of it so idk.

>> No.9932646

Wow! Now I can finally play Doom the RIGHT way! Keyboard only of course!

>> No.9932649

Can it run 100000 revenants?

>> No.9932651

>Occult Secrets of the Third Reich on Mars
Damn that one was good. It might have less polished and overall slow maps, but zany and free nature presentation elevates it to immeasurable fun. MAP07 is a highlight for me, semi-ironically it's good as true potential Wolf3D sequel.
>DBK splinters
Or, arguably, the originals

>> No.9932652

Oh, I guess I need to update GZDoom. Ugh, fuck. I'm going from 4.8.2 and it did something to .inis and saves, didn't it?

>> No.9932658
File: 94 KB, 1001x768, mixdown.jpg [View same] [iqdb] [saucenao] [google]

i`m yet to discover much consistency desu, the game freezes and stops responding completely in the middle of a map, sometimes seconds after start.
still occurs when reloading a save created previously on the same level, completely resetting it with changemap might help though.
in case it is a compatibility thing, i ran the mod with drla, pandemonia and enhanced vanilla monster packs, plus i always use nashgore.
thanks lots for the efforts btw.

>> No.9932664

Finally, Bad Apple doom!

>> No.9932667

Speaking of marathon, what was the site that was essentially a simplici7y archive?

>> No.9932671
File: 95 KB, 1366x768, Screenshot (437).png [View same] [iqdb] [saucenao] [google]

get on my level

>> No.9932689

Rename the ini in your gzdoom folder to portable_gzdoom.ini.

A friend runs DS with Pandemonia and occasionally gets a freeze. Freezes are a good indicator of an infinite loop somewhere, but I definitely would have caught it by now if it was in DS. Pandemonia seems to be the only other thing present in both your load order and his. Given that it happens when you reload the save, yeah, seems like a mod fucky. Which mod exactly is anyone's guess.

>> No.9932701
File: 3.93 MB, 580x323, swanson.gif [View same] [iqdb] [saucenao] [google]

>Not CGA glamorous pink vomit palette
The only way it meant to be played, with schmaltzy synth pop blasting out of trashy speakers.

>> No.9932706
File: 262 KB, 1920x1080, q2_0002.jpg [View same] [iqdb] [saucenao] [google]


>> No.9932708

Played HD for the first time. Tool me three tries and 22 minutes on the final attempt to beat doom 2 e1m1

>> No.9932715

Sounds about right.

>> No.9932723

add babel monsters to that list as well. at this point i feel it might be nashgore. not a clue how a gore mod may do it, but it is the only persistent detail throughout all crashing runs.

>> No.9932729

Is there any way to reduce sound/alert radius for monsters when making a map? Or would I just need to make things far away from each other?

>> No.9932732
File: 25 KB, 500x438, screaming skull.jpg [View same] [iqdb] [saucenao] [google]

And it took me about three days to figure out that used auto-sutures need to be disposed of for fresh medkits to be opened. Wouldn't be surprised if this mechanic is still not mentioned anywhere ever.

>> No.9932736

it brings up a message at the top of the screen, but that's basically it.

>> No.9932737

Toggle the block sound option on a linedef?

>> No.9932741

also you don't have to dispose of auto sutures, you can hold use + use item to force open a new one.

>> No.9932747

Cheers anon.
I feel like in the process of trying to make a smaller-scaled map that would feel more claustrophic/good for use with HD, it's a bit small so all monsters can hear you across the map. Might make the next one wider.

>> No.9932748

Not the anon you replied to and sorry for being retarded, but which of these zip files do I download? All of them? Does it all just go into one folder?

>> No.9932752

Now do it with Naturist.

>> No.9932753

You can now, luckily, i believe it is a recent addition. Better late than never i guess.

>> No.9932760

Can you store autosutures in your backpack yet?

>> No.9932763
File: 600 KB, 593x665, no.png [View same] [iqdb] [saucenao] [google]


>> No.9932767

download everything, it has one of the most advanced skin models for Q2, and it can be even used as a enemy if you want it

>> No.9932791

Did you mean gzdoom_portable.ini? Though I'm a fucking weirdo who has a unique ini for every mod in their own folders that I copy over whenever I switch, so I don't know if there's any benefit to renaming them to one or the other.

>> No.9932814

Yeah, sorry. Not on my PC atm so I couldn't double-check the right name.

GZDoom got its save game/config location changed to the user's My Games folder in Documents around 4.9.0. I don't know what's worse: the fact you can't change it after first launch (to my knowledge), or the entire thing being gay as fuck to begin with. Nigga it's a fucking source port that doesn't even have an installer, in what galaxy would I want to store my files outside the game folder? Graf pisses me off sometimes and I don't even hate the guy.

>> No.9932821
File: 2 KB, 294x75, Image17.png [View same] [iqdb] [saucenao] [google]

>Though I'm a fucking weirdo who has a unique ini for every mod in their own folders that I copy over whenever I switch
You do know you don't have to do the copying shit, right?

The -config command line argument lets you make it use a different ini from the default.

>> No.9932834

He said it's for commercial games, and it makes sense since Steam has "installation" process, so you could delete and then install the game again without losing your config.
that's what graf wants you to believe
And the reality is by default your save files are still stored inside the fucking damn gzdoom folder, while the config is not. So it's retarded no matter what.

>> No.9932841

Steam and pretty much every other platform also have cloud saving shit though so it's still not necessary.

Though this is the same dipshit who had to have it explained to him that the telemetry shit being silent and only opt-out if you put a specific line in the .ini was actually illegal in his home country, and even then he only begrudgingly changed shit.

>> No.9932846

Yeah Hdoom also takes me that long to beat. Hard to just play with one hand you know

>> No.9932854

Is HD even worth playing? when watching people play it, they either die in 1-2 hits or they have to spend two minutes healing and what not after each hit

>> No.9932863

If you want the gun and item autism without dying instantly, try it with Ugly As Sin. Adds stuff to make it slightly less frustrating difficulty wise (while adding more depth to the systems) including less enemy respawns, and AI buddies.

>> No.9932864

It's not for everyone. Give it a try yourself and see. Don't force it

>> No.9932871

ALSO - there's a slider that changes how much damage you receive. Might be worth fiddling with that.
I like stuff like the health system - things like losing blood causing problems, possibility of ODing on stims and suchlike, I've always said I want more games that do that kind of thing. BUT I feel like you can have that without it necessarily being so punishing.

>> No.9932882

>when watching people play it, they either die in 1-2 hits or they have to spend two minutes healing and what not after each hit
I first got into it by reducing the damage taken and disabling more of the advanced health/damage management mechanics, and I was still getting my ass kicked on difficulties below UV. Some people are fine starting in the deep end but it won’t be for everyone.
I also second the recommendation from >>9932863 to use Ugly of Sin, if you really end up getting into HD it allows for further customization and more difficulty modifiers.

>> No.9932897
File: 56 KB, 640x480, nazi rape.png [View same] [iqdb] [saucenao] [google]

>> No.9932901

If that's a mod launcher in the image, I don't use those.

>> No.9932910
File: 1.06 MB, 270x225, Cool Smoke.gif [View same] [iqdb] [saucenao] [google]

Im playing Factotum Survival and i cant decide if i want to play with Project MSX enemies or BD enemies. MSX feels great until you get in a room and its full of zombies that almost insta kill you with their full auto but despite BD not having having enemies as lethal as the MSX ones, BD enemies feel too slow to give the rush of adrenaline that MSX enemies give me

>> No.9932912

Neat, thanks anon.

>> No.9932972

A launcher would make it a billion times faster and easier to load any kind of .wad into any kind of port, even if you're just rolling straight vanilla.

>> No.9932993

GZDoom arguments aren't exclusive to launchers.

>> No.9932994
File: 41 KB, 686x853, 1684086106724027.jpg [View same] [iqdb] [saucenao] [google]

was fucking around with the grid size in doom builder, not sure if I fucked up, is the default supposed to be 32mp? do these settings save or are only for the current session?

>> No.9932997

I think they save on per map basis. Maybe there's also a default for new maps, but I'm not sure.
It's not like you are going to stick to one setting anyway.

>> No.9933000
File: 147 KB, 500x337, meatball daemon.gif [View same] [iqdb] [saucenao] [google]

oh thanks, It's just my ocd killing me

>> No.9933002

If you want to make life hard on yourself that's on you, though you can use shortcuts or whatever else like >>9932993 said, it's not limited to launchers.

>> No.9933018
File: 3.13 MB, 507x542, picunrelated.gif [View same] [iqdb] [saucenao] [google]

>Are you gonna do Hae-Lin after so they match?
Maybe? If someone asks me I'll do it. I already plan to add some additional sprites for both Hae-Lin and Shihong for immersion if we can get the POV thing set-up.
>Happy belated birthday.
Thank you
>Her dash and attack frames are kinda lackluster
I agree, kind of why I want to start over.
I'm probably going to make a 3d-model and render it thus doing it all over again, I actually used a nude base I made and then drew over it which was painful
>I'm not sure if a sultry walk cycle fits a character like Shihong
I agree. I've been tweaking it, I didn't intend for it to come off that way.
Make him 5'4" like Vegeta

pic unrelated, I just wanted to post this animation I like.

>> No.9933020

Those are still fucking awesome dude!

>> No.9933021

This would be hilarious if it wasn't so ridiculously tragic. OP has remained an utter faggot for more than 5 years now.

>> No.9933026

make her look like a bimbo with big implants

>> No.9933035

MSX enemies? Metal Slug enemies or did the PSX doom have different enemies?

>> No.9933052

LTG already got there.

>> No.9933068

NTA, what's LTG?

>> No.9933081
File: 11 KB, 640x340, 05710289.jpg [View same] [iqdb] [saucenao] [google]


>> No.9933085

La Tailor Girl

>> No.9933106


>> No.9933115

Never knew there was an 8-bit demake of Doom

>> No.9933145
File: 48 KB, 1085x830, achievements.png [View same] [iqdb] [saucenao] [google]

So, what are peoples opinions on mods adding their own achievement systems?

>> No.9933152

DRLA has achievements? Is that new?

>> No.9933154
File: 153 KB, 675x381, image.png [View same] [iqdb] [saucenao] [google]

The only achievements I need.

>> No.9933164

Nope, it's DRLAX, which is an addon for DRLA.

>> No.9933167

how to pistol start every map?

>> No.9933170

Depends on the source port.

>> No.9933173

IDCLEV## (map number)

>> No.9933174

Play competently made maps and not shitty slaughterfests.

>> No.9933181
File: 3.89 MB, 640x360, not today lil boner.webm [View same] [iqdb] [saucenao] [google]

These guys only on Knightmare? Great surprise with this mode so far.

>> No.9933184
File: 584 KB, 1920x1080, изображение_2023-05-25_190212520.png [View same] [iqdb] [saucenao] [google]

My contribution to the waifu project is almost ready. Now I need to figure out how to rip a certain midi form a certain game.

>> No.9933187

So hold on. One of these new versions made a save folder and shoved all the saves in it, but now there's a new folder somewhere else with sub folders for every game? And now I have to play this really stupid game of trying to figure out which save goes in what folder?

I know, but this works and I don't like change.

Huh. I don't have that extra line. So would I put it before all the -file stuff? I definitely can't do that with my HDest line at least, thing's full.

>> No.9933193

No, they replace Nazis, too.

>> No.9933196

I agree. Of the ones I've played it's my favorite. It doesn't have as much fun-for-funs-sake tossed in like HFFM did, but it was neat.
When are we doing a myhouse.wad? Full of bullshit lore and spoopy mirrors.



You are the demons.

>> No.9933201

Never, because everyone is going to forget about it in a month.

>> No.9933208

Yeah, it's pretty neat. I actually like the color palette quite a bit.

>> No.9933209

>achievement systems
The cancer that killed gaming

>> No.9933214

Its really not as hard as you think if you are playing the original levels and episodes as intended. As for wads idk I guess it would depend on how the creator made it. All maps in the original games were made with the ability to do pistol start so they are totally doable even on UV. Force yourself to get good really.

>> No.9933220
File: 164 KB, 805x1200, 10-facts-about-h-h-holmes.jpg [View same] [iqdb] [saucenao] [google]

I just want more gaslighting maps. I want maps where you could have sworn there was a door here before, did I just come this way? Wait how can that corridor fit there, that doesn't make sense.
I want Winchester House architecture. I want HH Holmes' Murder Castle architecture. I want the fictional versions of both of those since apparently in real life they were both pretty ordinary.

>> No.9933225
File: 3.92 MB, 854x480, Before the Journey.webm [View same] [iqdb] [saucenao] [google]


>> No.9933234

The Winchester house isn't wholly ordinary, but HH Holmes was just newspaper hype.
Was HH Holmes really jack the ripper? He was in England when the killings happened and they stopped when he left.

>> No.9933235

The chaingun sound effect is my favorite thing about it. It looks like it could be a fun playthrough you'd go back to more than once if it had some improvements though. As it is I think I'm content just watching the video.

>> No.9933247

You're not kidding about that chaingun sound, wow.

>> No.9933261

>The chaingun sound effect
Yeah. I swear I played some helicopter game on NES or Genesis with exactly same sound.

>> No.9933262

Imnnot talking about finishing the map, i was just wondering if there is an automatic way to start all maps with pistol

>> No.9933273

> original levels and episodes as intended
pistol start were never intended in the original games. They didn't intend for you to kill yourself at the beginning of each level or type IDCLEV to get the ""intended"" experience. It was just a byproduct of how they designed levels as a whole.

This is almost as bad as people claiming UV is the intended way of playing.

>> No.9933301

They did intend for you to die, otherwise there wouldn't be any monsters.

>> No.9933307

My first doom level is coming along nicely. Other than a bunch of horseshit about switches and floors/ceilings raising and other frustrating things that I can't figure out why they don't work. I wonder if its just due to boom limitations. I just ended up redesigning certain things to work around it. Hopefully the level turns out ok, im trying to avoid noob pitfalls and trying my best to recreate oldschool retro doom gameplay.

Pretty sure Romero said he designed his levels with Pistol start in mind. Plutonia is also obviously designed with pistol start. If your map isn't made with pistol start in mind then it's shit in my opinion. Weapon and item locations are supposed to be very carefully placed and have a purpose so the player actually has a route to think about.

Also UV is the normal mode for Doom 1 and 2. It wasn't really until fan-made maps did UV start becoming balls hard and not the standard difficulty.

>> No.9933330

>This is almost as bad as people claiming UV is the intended way of playing.
People referred to it as “hard” iirc, even the Plutonia guys called it that and reportedly got emails from people saying
>this ‘hard’ is too hard and I would know because I only play on ‘hard’

>> No.9933335

>This is almost as bad as people claiming UV is the intended way of playing.
But who would actually subject themselves to a difficulty lower than that? UV is often easy. Which is why nightmare was included which definitely is a huge increase in challenge from UV.

>> No.9933336

Whats the deal with the gachi sounds?

>> No.9933347 [DELETED] 

kill yourself

>> No.9933359

>But who would actually subject themselves to a difficulty lower than that?
People in the early/mid 90s who never played a first person shooter before that also found UV too difficult.

>> No.9933368

I don't trust any advice from people who have no experience in the matter.
Just make sure to have "kill yourself" engraved in your tombstone.

>> No.9933402
File: 79 KB, 245x404, изображение_2023-05-25_200714148.png [View same] [iqdb] [saucenao] [google]

My humble contribution to the "Fore/vr/ Alone" wad:

>Name (Optional)
>Your Waifu
Toph Beifong
No idea. Found it on some old japanese collection straight from the 2002. It was named Ravin'_U
>Level Name
Dirty Foot Canyon

>> No.9933413
File: 10 KB, 100x100, emergency.gif [View same] [iqdb] [saucenao] [google]

Thank you, here's a preview of the death animations.
I might be mistaken but Term's Lore implies Sun Shihong's brother teleports all her equipment for her, I figure it be fitting that her brother would use it on her if she was in danger.

>> No.9933417

Lookin' good, anon. Good waifu, too.

>> No.9933427
File: 19 KB, 511x380, whichonegivesmethemalware.png [View same] [iqdb] [saucenao] [google]

Which button do I press anon?

>> No.9933429

Do intermission texts show in the main menu demos?

>> No.9933431

Project Malice doesn't have headshots but it does have bits of gore fly off enemies when they get low on health and a horror atmosphere. It's a good combo with iwad difficulty maps and tactical weapon sets because the monsters deal more damage but telegraph their attacks

>> No.9933436

You seriously sound dumb. And that makes sense because stupid people are usually bad at games, which would explain why you never played pistol start UV before.

>> No.9933470

By the way - get yourself a browser.

>> No.9933472
File: 1 KB, 133x71, image.png [View same] [iqdb] [saucenao] [google]

cykablyat пoчeмy хyяндeкc
Here's a reupload since yandex is cancer https://files.catbox.moe/849hps.wad

>> No.9933482

Any good midi resource?

>> No.9933493

Idiot. Every level of both doom games is designed to be reasonably playable from pistol start because people die without saves and that means playing from a pistolstart. Weapon and health placement takes this into account.

>> No.9933535
File: 230 KB, 640x480, doom06.png [View same] [iqdb] [saucenao] [google]

I played it and thought it was fun, even though the only secret i got was the Plasma Rifle one.
Also love the MIDI of choice.

>> No.9933538

Draft dodging on /vr/, eh?

>> No.9933541
File: 119 KB, 640x480, doom07.png [View same] [iqdb] [saucenao] [google]

Also noticed this but even in the right place, it's very easy to miss.
Like you have to be in both the very specific spot AND looking at it at the very specific angle to recreate ti.

>> No.9933554
File: 282 KB, 1920x1200, Untitled.jpg [View same] [iqdb] [saucenao] [google]

Is it not using doom2 as base? Loaded in gzdoom

>> No.9933559

Fun level, anon, I played it on UV. It's a bit tight on ammo even with infighting but the encounters are fun enough.

There's a small problem though, what source port did you test it on? I got the full 100% kills in GZdoom but in Nugget and Woof some enemies just didn't teleport in, like the pinkies for the first red card, and the final encounter was missing the archvile, baron, and the mancubus.

You need to load OTEX.wad

>> No.9933562

He's making the map for a project that uses OTEX textures, so you may need this:
If you have ZDL or something, load the map and the OTEX wad file at the same time (obviously).

>> No.9933563

You haven't played HFFM?

>> No.9933571

Oh, I see, thanks.

>> No.9933576

You can unload autosutures ammo with the UaS mod and put them in backpacks, otherwise no.

>> No.9933583

The plasma is the only secret I don't see how to get.
Backpack has a small switch at the back of the platform, berserk switch is behind the blue key terminal

>> No.9933596

It lowers when you press the final switch for the last encounter.

>> No.9933610

His waifu is more important than whatever military service.

>> No.9933612

thx for kind words
Not funny anymore desu.
I tested it in GZDoom. Now I tried it in Woof and yeah, nothing happened. I used only standard boom commands and stuff but it doesn't work. I guess the physics are calculated differently in GZDoom. Gonna see what I can do.

>> No.9933614

Ah, so that's the trigger, found it down after the last fight.
Pretty tight map, the archvile in the end can fuck you up really hard if you are not aware he's there and he resurrects the baron. Maybe telegraph somehow that's he's exists?
The switch hunting after the last fight is kinda pointless, unless that's your way to punish people that don't kill everything

>> No.9933626
File: 16 KB, 74x97, 1651549732030.gif [View same] [iqdb] [saucenao] [google]

Wow, really good work on the waifu

>> No.9933648
File: 82 KB, 366x370, oefn7o5f69x7yc66.jpg [View same] [iqdb] [saucenao] [google]

basically doom meets halo
I cant use Malice bcause i cant run GZ, im stuck with Zandro

>> No.9933676
File: 14 KB, 249x232, mr_trianglini_lemme_take_a_wild_fucking_guess.png [View same] [iqdb] [saucenao] [google]

I liked it. It felt a little easy (especially if I'd've dodged the blur sphere), but judging from some other feedback posts, I think something either broke or I missed a trigger. I didn't get any secrets, so that might've been why.

>> No.9933698

What is it with 4chan and that It Hurts comic anyway? I've seen several panels of it being used as reaction pics.

>> No.9933706

How is the Doom community still standing head and shoulders above any other in existence?

>> No.9933714

Gave 1.5.2 Blaz another go and I'm an idiot. Figured him out almost immediately. I don't know why it didn't click before even after looking at his guide. It's really not complicated at all. I like him as well. Never tried the 1.4-something version of him though so I don't know how different he is, if much at all. I'm having fun.

>> No.9933720

It's really easy to make quality content for it.

>> No.9933724

Well, yeah, you didn't fight the archvile with the second baron, as stated above that trigger for some reason only works in gzdoom

>> No.9933734 [DELETED] 

Could've fooled me, half the people here took the boat straight from reddit and doomworld is the biggest den of cuckoldry on the internet.

>> No.9933757

ZDOOM you mean. Vanilla DOOM definitely can't

>> No.9933774

>BFG needs to be stronger... it doesn't have the screen clearing property it's allegedly supposed to have.
It's not supposed to literally kill every single enemy onscreen in one shot, it's supposed to target the enemies onscreen in order of strength and kill as many of them as possible in a single shot. In terms of power it's actually stronger than vanilla unless you're an expert at landing every tracer. I'm not really sure what scenario you were in where the BFG failed to perform as expected, but the only one I can think of is trying to kill smaller demons with it while there's a cyberdemon in view or something and shooting that by accident. Need more specifics.
>Solar Struggle E4
Before I even start what I'm about to say, let me quote myself from the mod page
>Babel is intended to be played on Erelim difficulty with quicksaves and continual progression, and on maps whose difficulty approximates the vanilla IWADs. Pistol starting, Ironman, or using maps with vastly higher difficulty will result in a much more difficult experience.
>Realistically, your fleshy human brain may not be able to work fast enough to avoid death.
Solar Struggle E4 is not anywhere close to the IWADs in difficulty. I'd say it's about Plutonia x4 at the hardest, and Plutonia x2 at the easiest, with some maps almost being slaughter-like. Babel is not, and will not ever be, balanced around that sort of map difficulty because that would mean that it would necessarily make the IWADs and maps of IWAD-like difficulty (the intended experience) too easy. Also I did play to E4M4 just now and while I agree that it's very hard and not my kind of fun, I don't think any amount of tweaking would fix it. The encounter design of the maps simply does not agree with Babel's gameplay very well. I would actually call this a TERRIBLE benchmark for Babel in the same way that it would be a terrible benchmark for HD or something: It's just not designed with alternate difficulty in mind.

>> No.9933775 [DELETED] 
File: 32 KB, 255x253, 1413664883038.jpg [View same] [iqdb] [saucenao] [google]

They are raping Marathon's corpse.

>> No.9933783

>Gameplay options
Very Haram :^)
In all seriousness, I don't do these for a reason. The balance is the balance, it should stand on its own.
Barons in Babel have a specific and deterministic spread on their attacks that's designed to make you move in certain ways. The IWADs use them as minibosses mostly, and that's their role. Their spread has actually been nerfed significantly in the latest version to cut down on issues with people using them as turrets and now their shot patterns go straight like Cacodemon balls after a small distance. Other than that, I really don't know what else wouldn't be manageable about them unless you're trying to fight like a whole room of them in a confined space. Even in hallways, the old "hug the walls" trick can neuter them hard, you just need to hug the wall on the same side they're swinging on for their one-handed attacks.
Anyway, if you have some specific scenarios that jump out at you in SSE4 please do post them, but you have to understand that to me this sounds a bit like "I deliberately used this product in a way that it wasn't intended to be used, and it doesn't work." Babel doesn't work with every map, that's why I'm always super impressed when I see madlads beating stuff like Valiant and Sunlust with it. I can't do that, or at least I don't have the patience to do it, but some people enjoy it. Part of the design was a tradeoff between universality and tight balance, and I chose the latter.

I'd also like to add as an addendum that you don't have to agree with me on mod design at all and if you think I'm an asshole/idiot for taking this approach, that's okay. If you want to just make your own variant of Babel with your own balance and options etc., do it. Learning modding is fun and allows you to make the game you want to play. If you do want to screw around bit, I'd be happy to answer any questions you might have. Who knows, maybe you'll make a version even better than mine, that would be pretty cool.

>> No.9933784

Completely retarded comic went full epic and actually delivered, was hyped hard in /co/.

>> No.9933785
File: 186 KB, 640x623, Screenshot 2023-05-25 151714.png [View same] [iqdb] [saucenao] [google]

I think gob made comics on /co/, but besides that it's just great for reaction images.
Ahhh, I see, I see. Yeah, an Arch-vile in the final fight would have peppered my ass on my first attempt, for sure.
>for some reason
I did some debugging, and I gotta ask, are the monster closets meant to fucking whirlpool monsters around the teleport line in case they don't trigger it the first time? (Pic related) Because I've seen GZD issues with Boom scrolling floor effects before.

>> No.9933786 [DELETED] 

I read it as "Macron's corpse" and thought "Damn it marine"

>> No.9933790

>where they get stuck
Just realized the monster closet in that pic doesn't actually break, but the ones that do break in the way described.

>> No.9933792 [DELETED] 
File: 29 KB, 661x623, 1650321819686.png [View same] [iqdb] [saucenao] [google]

NOT thanks to "people" like you.
I can smell a mile away that you're one of those boring retards that clings to a game community / fandom identity for a substitute of a personality. Those people don't really play or mod the games or really do anything interesting and just spend their time "discussing" meta community nonsense. The parts of the community that matter do not engage in shitty circlejerking. Applies for a lot of games, not just DOOM.

>> No.9933793

Why do people try to create whirpools when they can teleport them to line with the same tag?
(Best done when they are in a single rank)

>> No.9933796 [DELETED] 

bro he's just a tourist

>> No.9933805

>head and shoulders above any other in existence?
The community was always been one giant drama fest. Only reason it survived is because the old guard who set up the forums, WAD archive and other assets were hands off and didn't (generally) start fights.

>> No.9933810
File: 10 KB, 229x268, 1673793204309380.jpg [View same] [iqdb] [saucenao] [google]

Here's a blind demo on glboom+

Fun map, was a bit confused where to do at times, but was fine considering it's a pretty small map, didn't mind any secrets, but the Berserk taunted me the whole time.

>> No.9933812 [DELETED] 

at least twitter and the marathon subreddit seem to hate it

>> No.9933818

2 questions related to the waifu wad
>will the wad have its own skybox?
>will there be a txt file explaining the waifus in case nobody gets who is who?

>> No.9933820
File: 1.67 MB, 1280x720, 15540363947062.png [View same] [iqdb] [saucenao] [google]

Based babel-anon standing the ground. We already have fucktillion of gorillions of gameplay mods with powerful weapons shitting on the whole Doom roster, we don't need another one.

>> No.9933823
File: 725 KB, 1920x1080, изображение_2023-05-25_222238826.png [View same] [iqdb] [saucenao] [google]

Monster closets work in GZDoom because GZDoom physics are more accurate. To prevent monsters from being stuck I just wake them with sounds of gunfire, this way they don't stuck and teleport properly. Now it's tad harder.
New version is available by the same link: https://disk.yandex.ru/d/fEeAe1Wj7AQdPw
Because this stuff is not documented in casual way and easy to forget. Everybody knows how to teleport monsters, but nobody knows how to teleport them without being blocked by somebody occupying the exit position.
Also Boom line teleports are silent when I want monsters to appear in style.

>> No.9933824

Spinning them for returning is unreliable, you should put the teleport line at the end of the scroller so they'd return to the start.

>> No.9933829

>teleport line at the end of the scroller so they'd return to the start
But what if the exit for this teleport line is occupied. We need another scroller for return teleport.

>> No.9933835 [DELETED] 
File: 535 KB, 1024x768, 1670058535912836.png [View same] [iqdb] [saucenao] [google]

>see post
>anon must be hyperbolic about a remaster announcemenet
>google marathon

Huh... I am very baffled, I don't even pretend to care about Marathon as a series but it's thoroughly odd that they'd restart it as a Destiny-like "extraction shooter"

>> No.9933836

If they can't leave the closet, teleport them back to the start of the line. That's the idea.
Teleporting to line lets you draw a line across multiple scrolls.

>> No.9933837

>check space cats saga someone mentioned here a couple of times
>title song is armageddon from super robot wars
>neato, not common for srw themes to be used in doom wads
>check txt info file
>the file calls the title song some completely unrelated song that's not even close to being similar
I wonder why.
Thank you for reading my blog

>> No.9933838
File: 83 KB, 1673x515, Screenshot 2023-05-25 153212.png [View same] [iqdb] [saucenao] [google]

You just do it up hard style like this. Requires a few more tags to be used if you want to save sectors, but you can jury-rig a more complicated setup sector-wise to save tags if that's your bag.

>> No.9933848 [DELETED] 

>such vomit-inducing colors that RAGE 2 looks adequate by comparison
That's why you should be thankful that some old names (Blood, Heretic, etc.) remain untouched.

>> No.9933854
File: 83 KB, 1080x828, tFtv1pTdfSA.jpg [View same] [iqdb] [saucenao] [google]

Okay, gonna remember it. Actually, whirlpools are working just fine right now when monsters are woke. I'm not gonna fix them unless some anons will manage to break them in new version too.

>> No.9933857

When the monsters are woke, you don't really need to scroll them.

>> No.9933860 [DELETED] 

Isn't Blood owned by Atari? They keep reviving AitD's corpse every other decade. You may never know

>> No.9933862 [DELETED] 
File: 436 KB, 1000x983, 721327-blood2_cd_case_front-984848460.jpg [View same] [iqdb] [saucenao] [google]

Monolith already desecrated Blood themselves.

>> No.9933868 [DELETED] 

>the new marathon game's artist has an onlyfans
it goes even deeper
thank god the og's are open source

>> No.9933872

Not my problem. Throw on Vanilla Essence if you want the Wadsmoosh.

You just make their teleport closet long enough to fit it all, and make it only one monster per closet.

Do it like this, in fact:
>small rectangular box
>scrolling floor
>small barrier which keeps monster from scrolling forward
>monster stands there until whatever lowers the razor thin little barrier gate in front of him
>now he scrolls forward
>crosses the first teleport linedef, which will try to put him at the destination
>then there's a second teleport linedef, and a third one, which will try again if he was blocked, or if the linedef failed
>after those, there are three more teleport linedefs, silent ones, which will attempt to put him back at the start of his sequence, so that he can try being teleported into the level again, repeatedly if needed
This should defeat any remotely realistic odds of the teleport failing (the linedef action just plain failing to register three times in a row is unbelievably unlikely, let alone six).

You could probably proof it more somehow, even though it isn't necessary, by having a much faster scroller at the end, down a modest set of stairs (which the monster can be moved up and down on), where there's a turbo fast reverse scroller which then launches him up the stairs and over the other scrollers to put him back at the start.
This Rube Goldberg bullshit might not work, but it's also extremely ulikely to even be brought into action.

>> No.9933873 [DELETED] 

I'm talking about outside of the forums dude. Picking through wads is my favorite experience with video games so far.

>> No.9933875 [DELETED] 

the art is like the only positive aspect so far and even then it looks nothing like the originals.
>inb4 some shill posts a pfhor level that had bright colors

>> No.9933879


>> No.9933884
File: 8 KB, 256x440, SPOILER_DAINAGUNNER3.png [View same] [iqdb] [saucenao] [google]


>> No.9933887 [DELETED] 

Atari MIGHT be changing. The reason they bought Nightdive recently is because guy who usually funds their projects has become the new CEO of nu-Atari, and he's been ending some stuff like the hotels and NFTs.

I guess we'll just have to see what actually happens, but maybe it'll be good. Maybe.

>> No.9933903

thx for the feedback, very noice.

>> No.9933936

I want her to crush me with her thighs.

>> No.9933942

Fuckin' sick.

>> No.9933948
File: 552 KB, 2600x2484, 1607343321178.png [View same] [iqdb] [saucenao] [google]

>every weapon is a chaingun
>including the melee

make it happen

>> No.9933952

Why is it blue checkerboard pattern?

>> No.9933956

Missing textures

>> No.9933957

That's just the default missing texture indicator for GZDoom.

>> No.9933960 [DELETED] 
File: 184 KB, 220x220, SkeletonWaiting.gif [View same] [iqdb] [saucenao] [google]

He's not the only one. Kudos to anon for being more productive though.
Definitely need to go through entire franchise, but still not sure how to feel about this new game. Will keep my eye out at the Story site and such to see where this mess goes.
Nu-Atari holds the publishing rights to both Blood titles. Warner Bros are the ones who has the IP collecting dust on their junkyard.

>> No.9933961

gesus, bump limit already?

>> No.9933967

I just tried Project Malice and it's really cool. Cool gore system that plays nice on my computer, and it has some neat enemies. I like the zombies who vomit at you.

>> No.9933976


>> No.9933987 [DELETED] 
File: 379 KB, 1000x750, 1667101984360291.png [View same] [iqdb] [saucenao] [google]


>> No.9934012

whew lad, you werent kidding
if they start nuking sourceports, i'll be activated

>> No.9934019

her face is fucked up

>> No.9934023

Why do tourists insist on saying that GZDoom is "the Doom engine"

>> No.9934031

It's what the media or their favourite ecelebs have told them.

>> No.9934041

because i told them so
because i'm evil
i actively go out of my way to make everything worse for everyone
i'm quite devilish.

>> No.9934071

because eventually most people will want to try some mods

>> No.9934090
File: 6 KB, 242x209, images.png [View same] [iqdb] [saucenao] [google]

because it is,
99.99% of people don't really care that gzdoom is not "true doom" because a pinky will bounce off a wall at a slightly different angle or the rng tables are different

>> No.9934093

Because they're tourists, they don't know any better. Most people who are following Doom in the past couple of weeks have never even played myhouse.wad, let alone the original game.

>> No.9934097

>Most people who are following Doom in the past couple of weeks have never even played myhouse.wad, let alone the original game.
Which is fucking weird when you get people whose entire experience of it is they watched some vtuber play the spooky scary map so they now know it exceeds all theoretical limits of the Doom engine to make the best spooky scary gaem ever.

>> No.9934103

>they now know it exceeds all theoretical limits of the Doom engine to make the best spooky scary gaem ever.
That's just from hearing it repeated from other people. Every once in a while you have something that finds its way to the mainstream and you'll have tons of headlines along the lines of "You won't believe that the Doom engine can do THIS." Like when Brutal Doom first became big and some clueless bloggers claimed it added vertical mouselook to the game.

>> No.9934106 [DELETED] 

Not even him, but dude.. why so angry? The guy is just discussing, and you go hurling rage-fueled insults to him. And it's not like all of us don't enjoy discussing about Doom (as much as we do enjoy playing the content and making more of it). That's why we come here. Most of us are middle-aged nerds so we all boring and these old games are part of our personality. So calm down my retro fps brother.

>> No.9934112

>Like when Brutal Doom first became big and some clueless bloggers claimed it added vertical mouselook to the game.
Weirdly some of that shit still persists even with people in the community who ought to know better, especially the shit about BD inventing some of the hanging body sprites that were in the vanilla games.

>> No.9934114
File: 2.44 MB, 1267x1500, 1681841236177829.png [View same] [iqdb] [saucenao] [google]

Here's my playthrough, probably should've recorded a demo... Don't mind the steam notifications
UV on GZDoom (would've preferred another port but read there were some issues)

I died once (2:11 in vid) but that's my bad.
There wasn't a lot of ammo, once the archie spawned I stopped shooting and switched to survival mode to finish the map. I think 100% kills is doable if you play around infighting a lot, but otherwise it's very unlikely.
I like the midi choice.
If you want you can add more detail around the map by expanding the edges of the map (by adding sectors) to make it feel more like a valley

>> No.9934116

>even doom monsters are now woke

>> No.9934124
File: 717 KB, 1536x768, terminal2.png [View same] [iqdb] [saucenao] [google]

just posted this in the separate marathon thread, gonna post it here too for extra visibility and because this thread was the intended target anyways.

>> No.9934125

Wads and source ports are done by the community. Even /vr/ is part of the community. Of course every community has it's drama queens, but they are minor part of the whole.

>> No.9934136

Wasnt there a anon complaining that everyone was playing his map with HD or something? Im looking for something to play do i might try that

>> No.9934146

my fucking sides

>> No.9934148

>I think 100% kills is doable if you play around infighting a lot, but otherwise it's very unlikely.
>very unlikely
Not at all, I did 100% kills 100% secrets on my first run, you just have to rush the archie and use your limited rockets on him instead of the baron. I ended the stage with over 100 bullets and about 4 ssg shots, and that's without taking the plasma or switching to tyson play. or using free aim, the map really doesn't require it

>> No.9934161
File: 3.09 MB, 2560x1440, Profile Screenshot 2023.05.25 - [View same] [iqdb] [saucenao] [google]

Hot damn

>> No.9934167
File: 218 KB, 749x405, file.png [View same] [iqdb] [saucenao] [google]

Having lots of fun making my first doom map, hes a super low res screenshot :)

>> No.9934169

>RoR imps
what the ZDoom is that

>> No.9934173


>> No.9934174 [DELETED] 

>not Zdoom and SA.

>> No.9934175

Is this an excerpt of Matthew C. Harris' manifesto, or that one /lit/ anon who wanted to see how many times he could say "nigger?"

>> No.9934176

room over room

>> No.9934183

What's your opinion on hellforged?

>> No.9934195

yeah i also didnt do any secrets. in retrospect i probably couldve done 100% had i saved my rockets. but the moment i saw archie with no rockets left, i decided to run for it especially due to how open the map is

>> No.9934197 [DELETED] 

anon... a-are you okay??

>> No.9934216

>Make him 5'4" like Vegeta
That's way too tall for a Kobold. Plus Blaz is 5'0 even, and I only want Samson to be taller on a technical level as he's tall for a Kobold, and Blaz is short for a Human.

>> No.9934225
File: 3.91 MB, 640x360, abskelecoop.webm [View same] [iqdb] [saucenao] [google]

Yes please keep Babel as is, it's in a good spot. Also rip revenant bro.
I like it.

>> No.9934236
File: 11 KB, 929x523, kingcai_anon.png [View same] [iqdb] [saucenao] [google]

Just played this. Sorry for lack of glamor shot of the sector art at the end.
The map was real fun, even thought I didn't get all secrets. Plenty of ammo, but even though I couldn't quite tell (due to forgetting to re-enable the HUD), I still felt like I skirted death once or twice, so health balance felt fine.
Some areas felt like they were larger than they need to be. Dunno if you can really tuck the corners without a lot of effort, but I think if you can overhaul a couple spots to just be quicker to traverse, it'd go a long way.

Also, did Outis Anon post his map already? I couldn't find it in the old threads, but I thought I remembered seeing it.

>> No.9934243

what mod is that that gives the super shotgun tracers?

>> No.9934246

That's Babel. Babel is cool.

>> No.9934257

The latter

>> No.9934258

>Also, did Outis Anon post his map already? I couldn't find it in the old threads, but I thought I remembered seeing it.
Yeah I did, do you need me to post it again?

>> No.9934264

>do you need me to post it again?
Naah, I found it. >>9896615
Just needed to dig a lil deeper

>> No.9934272
File: 385 KB, 640x480, Screenshot_Doom_20230525_152720.png [View same] [iqdb] [saucenao] [google]

>ship filled with lore

Yeah it's gonna be a bit before I actually play this.

>> No.9934273

Disregard that, I suck cocks. The link is dead, so yeah, a repost would be appreciated.

>> No.9934278

Oh and the titlemap is awesome, by the way.

>> No.9934286

Man, nothing ever gets to figuratively be a crossbow.

>> No.9934295

Does Crispy Doom have a latency problem? Or maybe it's just the mouse, either way Woof feels more responsive

>> No.9934302

Did a janny have a meltdown over Marathon?

>> No.9934306

because marathon 2023 is not even close to retro, thanks to bungie.

>> No.9934318
File: 2.81 MB, 380x380, 1679165687512348.gif [View same] [iqdb] [saucenao] [google]

>Name (Optional)
https://litter.catbox.moe/u7olcf.wad Expires in 3 days
>Your Waifu
Limbus Company
>Level Name

>> No.9934320
File: 2.34 MB, 1200x675, 1681624104037779.gif [View same] [iqdb] [saucenao] [google]

hello eto anon, I just saw your post (I swear I started writing this before the other anon). Idk if you need any feedback yet but here you go
>Complevel 9, UV
It's a long demo because I sharted and died a few times. My first run was going good but I accidentally teleported to snow zone instead of grabbing soul sphere.
I enjoyed the map. I think the balance was nice and I like that there's a variety of environments.

Some of my criticisms;
-Theres too much empty space, I think a lot of your rooms could be way smaller. Or have more obstacles so it doesn't appear so empty. This doesn't really apply to the last room since it's da face, though I guess it would be nice if you found a way to prevent the player from just rushing the finish line.
-A lot of your rooms are too rectangular, specifically the green room and the hell room.
-Green and blue room could use texture variety. Even just making paths out of slightly lower flats can make a difference. Red room is better in this regard.
-Also some brightness variety could be nice as well, aside from the flickering lava.
Finally two nitpicks; don't forget to make edges of the skybox invisible on the automap. And I think you should do some sound-proofing on the snow level so not all monsters come to the player. There's a explosive barrel near where arachnos spawn but it doesn't matter because arachnos walk towards the player anyway

>> No.9934340

Well, it's certainly unmistakably a waifu map...

>> No.9934342

I believe there's some differences in how some ports handle mouse input, but Woof is essentially Crispy PrBoom, so you don't even need Crispy Doom anymore, it does all the same things and more, working with the majority of all maps.

>> No.9934349
File: 3 KB, 248x128, 1680238298351176.png [View same] [iqdb] [saucenao] [google]

for other anons;
this has otex textures embedded in it so dont load it as pwad
except if you dont you might get this error on dsda so dont use dsda

>> No.9934360

Why did he include OTEX textures? I thought OTEX was the base resource.

>> No.9934367
File: 194 KB, 640x480, Screenshot_Doom_20230525_154446.png [View same] [iqdb] [saucenao] [google]

Huh. So I loaded up the test map, turned particles back up to 5000 and stuck my face directly in a Reaper Shard and FPS doesn't drop all that much. So maybe particles won't be an issue. Models/Voxels, though? Holy shit. These little fuckers just ruin everything.

>> No.9934370

Because I wanted to add the five waifu images you're allowed to have, and when I used woof it wouldn't load any textures because of how the patch table works.

>> No.9934390

Anyone knows if this guide is up to date? https://youtu.be/QSssmjAE7xI
It was uploaded 2 years ago but i dont know if HD had enough updates to matter

>> No.9934405

The magic section will be almost completely outdated. Spiritual armor doesn't exist anymore and the blursphere is a much more ordinary artifact. Medical has changed a bit too. For core gameplay, it'll still be fine to get you on your feet.

>> No.9934428
File: 112 KB, 928x756, outism.png [View same] [iqdb] [saucenao] [google]

Thank you.
It should just run so long as you load doom2

>> No.9934437
File: 353 KB, 1920x1080, 1681974823279140.png [View same] [iqdb] [saucenao] [google]

its bretty good. however theres some texture issues;
-the map doesn't run on PrBOOM-based ports (unless otex is loaded separately, which fucks the textures up pic related). see >>9934349
-this is also definitely gonna cause compatibility issues with other maps if you dont fix it
-your custom textures should have dimensions that are powers of 2. this causes alignment/cutoff issues in at least the yellow & red keycard rooms (unless you use gzdoom)
i know the exact issue you have because i had it too while working on my map. what happens is you create a texture, say "add to patch table", and choose "import from base resource" (doom 2).
however this causes conflict with otex because it makes your texture patch number 469+, when otex textures also start from patch number 469+
what you need to do is to set OTEX as your base resource. this way once you add your patches it'll go
patch#1....468: doom 2 (because otex already has doom 2 textures in its patch table)
patch#469....4510: otex
patch#4510+: your custom textures

and then our host will presumably grab all the custom patches and put them in a single patch table for release...

>> No.9934439

I spent quite some time making a room but i think i will have to scrape it, it needs to be bigger to be better but i just dont have the space to do it

>> No.9934461

aye, construction is a hell of a job

>> No.9934467

>its bretty good.
I'm glad you liked it, I wanted to keep it short-ish
>what you need to do is to set OTEX as your base resource. this way once you add your patches it'll go
>patch#1....468: doom 2 (because otex already has doom 2 textures in its patch table)
>patch#469....4510: otex
>patch#4510+: your custom textures
Ah okay I'll be sure to fix it then, shouldn't take that long. Though I am dumb.

>> No.9934481

Hopefully that fixes that.

>> No.9934492
File: 1.76 MB, 1586x840, Screenshot 2023-05-26 005320.png [View same] [iqdb] [saucenao] [google]

almost got a playable map on my hands, this is fun

>> No.9934506


>> No.9934508
File: 250 KB, 1917x1080, 1665255055263723.png [View same] [iqdb] [saucenao] [google]

yeah i guess i didnt really comment on the gameplay haha..
I think its a good challenge, short but to the point. if you plan on adding anything, it should be to the red keycard room since its the most bare.
i noticed that on the blue keycard room, the raised parts are damaging floors and the pool of blood isn't. usually its the opposite so it's a bit confusing, dont know if its intentional or not.
also i like the reward system you have going on but i think bfg is an overkill. my first playthrough i didnt even see them due to bugged textures and it was still pretty easy, although i avoided the last fight so i guess that's on me.
in case you wanna see my first playthrough; https://files.catbox.moe/tvo9qk.lmp
its for the older wad >>9934318
whenever im looking around im just confused by the bugged textures lol

>> No.9934512

can confirm this fixes it (if anyone else cant get it to work, you need to load otex first)
also forgot to mention, dont forget to fix pic related >>9934508

>> No.9934541

On texture dimensions, they need to be power of 2 in width for Vanilla and Boom. 8, 16, 32, 64, 128, 256, 512, 1024, etc, etc. Anything not those numbers will need filler space to make up that width.

Height can however be almost anything, at least for Boom ports, and exceptions are very rare. The only one I know I found recently was the use of a 512x240 sky texture applied with a sky transfer, which then had diagonal scrolling applied to it, which caused this sky texture to break (repeatedly stopped and started tiling, essentially flickering, even discolored the top row of pixels). Making a stretched version of that texture to bring it to 512x256 made it work, so even if texture height can be basically anything for almost all applications, for this niche thing, it needed to be power of 2.

>> No.9934543

Cute brown girl.

>> No.9934546

>Babel is not, and will not ever be, balanced around that sort of map difficulty because that would mean that it would necessarily make the IWADs and maps of IWAD-like difficulty (the intended experience) too easy
If Babel's balancing doesn't account for pwads then why does it exist? What mapsets are you supposed to play with it if it can't handle even Solar Struggle?
>I'd say it's about Plutonia x4 at the hardest, and Plutonia x2 at the easiest
You're grossly overestimating how hard SS is for the most part. It's not supposed to be much harder than Plutonia aside from select few encounters like E1M8 final fight which is impossible to survive with Babel without resorting to using invulnerability.
>In terms of power it's actually stronger than vanilla unless you're an expert at landing every tracer
Really? Vanilla BFG is supposed to top out at 4280 HP and the only reasons it doesn't do that is due to how RNG works and due to how collision works. However, it definitely is capable of instakilling spider mommy and really softening up groups of beefy enemies. In Babel, it appears to do about 2400 damage, which is way too weak for how many cells you need to spend.
>Other than that, I really don't know what else wouldn't be manageable about them unless you're trying to fight like a whole room of them in a confined space.
Try "getting surrounded from 4 sides with barely any cover". To be honest, even without Babel it is not an easy encounter to survive, but you at least have a chance.

>> No.9934549
File: 212 KB, 410x284, 1682197347517925.png [View same] [iqdb] [saucenao] [google]

I appreciate the feedback, just want to address some things.
>usually its the opposite so it's a bit confusing, dont know if its intentional or not.
It is intentional. Outis is a character from Limbus Company everyone in that community keeps thinking is going to betray us, the player, eventually.
I think they're lying, see image for her innocent smile.
But I tried to keep in theme with that slander: I wanted to make some rooms that were basically just a middle finger, a trick.
The red key is to make you think: "Oh this wad is just going to be lazy."
The blue key is to make you think: "Wait the fuck why am I taking damage from the wrong floor?"
And the yellow key is: just because I actually like tight-rope sections.
>but i think bfg is an overkill.
I needed the bfg because I'm really bad.
>the bugged textures
I realized too late that was the case; but I honestly just started laughing so I kept them.
Even though they're bugged I don't plan on fixing them, unless they cause compatibility issues.

>> No.9934559

babel's rocket launcher does way more damage than vanilla which combined with the fear system can clear crowds but if it's a BFG spam map yeah, you're fucked
>What mapsets are you supposed to play with it if it can't handle even Solar Struggle?
Any 90s pwad from before Hell Revealed poisoned the well

>> No.9934581
File: 3.89 MB, 640x360, strugE4M8testing.webm [View same] [iqdb] [saucenao] [google]

>but if it's a BFG spam map yeah, you're fucked
Doesn't seem to apply here, this was nowhere near as bad as I was expecting.

>> No.9934584

new thread whendo

>> No.9934596

fuck you and fuck that bottom room where the blood is safe and the non-blood kills you, don't want to even mention how many times i died there before realizing that.

but it was a fun short map, found no secrets or weapons other than a shotgun and chaingun, but that made the final fight pretty fun

>> No.9934625
File: 1020 KB, 500x500, dudeweedlmao.gif [View same] [iqdb] [saucenao] [google]

>the non-blood floor deals 20 damage per tic

>> No.9934664
File: 3.92 MB, 640x360, strugE1M8fun.webm [View same] [iqdb] [saucenao] [google]

>It's not supposed to be much harder than Plutonia aside from select few encounters like E1M8 final fight which is impossible to survive with Babel without resorting to using invulnerability.
This was hard. Not impossible but real evil, definitely died twice, maybe three times. Getting hit once by anything in here can end up getting you killed in the long run, and it was evil how often I felt safer while taking damage in the sludge. Once these outside barons dropped, so did the difficulty. Thank fuck there were no hitscanners, and I got some happy infighting near the start of the final attempt here.

>> No.9934678

>If Babel's balancing doesn't account for pwads then why does it exist?
That is not what I said, I said that it is balanced around maps with IWAD-like difficulty. It's on the mod page right here https://datanon.itch.io/babel
This question in particular is just so absurd that I don't even know how to reply to it. Babel exists because I wanted to play it.
>What mapsets are you supposed to play with it if it can't handle even Solar Struggle?
Solar Struggle E4. E1-3 seemed mostly fine to me, but then again I haven't playtested literally every PWAD map in existence so maybe it falls apart at some point. Use quicksave.
>You're grossly overestimating how hard SS is for the most part
E4* again
>It's not supposed to be much harder than Plutonia aside from select few encounters like E1M8 final fight which is impossible to survive with Babel without resorting to using invulnerability
I literally just did that fight because you mentioned it. Not counting my own self-kills by rocket launcher because I'm bad, it took 6 attempts. It's also a slaughter section which is far outside the intended balance of the mod. Use quicksave before the fight and ignore the damaging floor when dodging. It's really not that bad.
>Really? Vanilla BFG is supposed to top out at 4280 HP and the only reasons it doesn't do that is due to how RNG works and due to how collision works. However, it definitely is capable of instakilling spider mommy and really softening up groups of beefy enemies. In Babel, it appears to do about 2400 damage, which is way too weak for how many cells you need to spend.
Note the words "unless you're an expert at landing every tracer". In most cases, you will not do max damage with the vanilla BFG. With the Babel BFG, you will almost always do max damage from any range, assuming there is enough onscreen to kill. It's also near-impossible to miss shots.
>getting surrounded from 4 sides with barely any cover
Yeah there's no way to balance for that, sorry.

>> No.9934717

>If (mod)'s balancing doesn't account for pwads then why does it exist?
Actual brutal doom tier retardation, jesus fucking christ. I am 100% certain I've heard this exact question about 10 years ago about level sets that didn't work with BD, this is just the reverse of that.
Zoomie, you will find that most mods break on some maps and vice versa, it's just the fucking nature of modding.

>> No.9934789

Models. But it's somewhat of an extreme case anyway. You're never going to see that many breaching charges in one place in practice, even with spawns re-enabled.

Thank you!

>> No.9934805

Dunno why this want put on the previous news post but the guy who is working on Quake 2 3d prints is eager to work on more models after he finishes the battlezone prints https://blake.toys/tags/quake2
Also i think these could be backported back to quake 2 under Md3 with vertex to bones, though i haven't seen any Q2 source port outside quake 1 that supports bone animations over vertex

>> No.9934819
File: 255 KB, 1920x1080, duke0001.png [View same] [iqdb] [saucenao] [google]

It's time to make tracks!

>> No.9934831

I was misinformed and reported that a "Marathon remake" was announced when it's just a PvP shooter recycling the IP for its own purposes. I was stupid and made a mistake, my dumb ass derailed the thread for a bit. It's all my bad.

>> No.9934868

Marathon multiplayer is actually underrated.

>> No.9934871

Uhhhh, I don't really have any particular feedback. I've leave it to the other anons to give more detailed respones.
Nice, short, and punchy. Kinda relies on meme aesthetics to compensate for lacking other visual interest, but it gets the job done. That's probably my only real critique, other than the fucking damaging water (but that isn't so much real problem as a personal hang-up.)

By the way, I forgot to mention this for Dirty Foot Canyon and Eto, but all of the submissions I've played have had good music. Thumbs up.

>> No.9934895

Ahh, that's good. Do you have recommendations for keybinds?

>> No.9934905

A friend and I used to do nothing but marathon multiplayer, it was incredible.

>> No.9934907

>do nothing but
you sure about that huh? huh? ;)))))

>> No.9934912

What they did was pfhor their eyes only

>> No.9934947
File: 60 KB, 654x1080, 1668530302124636.jpg [View same] [iqdb] [saucenao] [google]

I kept working on my first map and changed a lot of shit around and kept experimenting with stuff without watching any more tutorials for now. I'm still working on it and just added an exit for the sake of it.

Don't have anyone to share my progress with.. s-so here you go.


>> No.9934950

My keybinds are optimized for speed/comfort so I don't have to let go of the mouse and do things quickly enough (that's what sparked the unorthodox menu navigation):
>Q = Zoom
>E = Use
>R = Reload
>Y = Cycle Stack
>U = Unload
>F = Firemode
>Z = Inv Prev
>OEM102 = Inventory menu (it's a backslash to the left of Z and is specific to some keyboards, so I'd bind it to B instead)
>X = Inv Use
>C = Inv Next
>V = Alt Reload
>Alt = Crouch toggle (I don't have to bend my pinky uncomfortably every time I have to crouch, which is really often)
>Middle Mouse = Arcanum menu
>Mouse 4 (front side button) = Cast
>Mouse 5 (back side button) = Invdrop
>Backspace = Wepdrop

Regarding models, they cause slowdowns because they're voxels converted to an .obj model, so they have like five trillion faces. Wouldn't have been a problem with a proper model but UV mapping and texturing is major pain, plus I'm hardly a good modeller.

>> No.9934963
File: 116 KB, 1222x623, update.png [View same] [iqdb] [saucenao] [google]

Is this any better, anon? >>9932375
The attack one is lacking but I don't want to do anymore sprites for shihong for having export all these one by one from GIMP

>> No.9934965

>for having export
after having to export*
Please forgive, I am sick and retarded.

>> No.9934982

everything seems to function as intended, which is the thing that's actually important.

>> No.9935036

Why did the DSDA-Doom devs remove a bunch of random features from the in-game settings menu? The fuck

>> No.9935045

>Throw on Vanilla Essence
Or, simply configure the port to look retro instead of adding more bloat to an already bloated port.

>> No.9935056

Because they don't care about you or any other casual players, the port is primarily made for speedrunners, as such, anything considered non-essential or "dated" will be erased from existence by kraflab .

>> No.9935128

I was surprised by just how many official maps there were across the three games and the Double Aught MP DLC for Infinity. Plus they were already getting in on the funny sports gimmick map.

>> No.9935150 [DELETED] 

Fi da puta Samurai?

>> No.9935204

You don't need to be an expert for vanilla BFG to do more damage than Babel one. And it's better at performing its supposed role, too! Babel BFG would have been a better weapon if it did at the very least dealt 3000 damage, if not more. I swear slot 7 was supposed to be a screen clear kind of weapon you use when things get too rough to save yourself from otherwise inevitable death. It was even described in a similar way at least at some point in the past.
Also, plasma SMG is so good there is no real reason to pick any other starting weapon due to the fact it recharges and does so incredibly quickly if you pace yourself appropriately.

>> No.9935240
File: 197 KB, 1214x752, here.png [View same] [iqdb] [saucenao] [google]

You are more than welcome to try that BFG balance and see exactly why I didn't set the number to 3000, but I'm not changing it in the default mod. The BFG is already borderline overpowered, improving it further would just make the Pulse Rifle useless. In fact, improving it further utterly trivializes most encounters in the IWADs, the current limit is pretty much the only thing keeping it from being an "I win" button in every fight where you can muster ~120 cells or so.
To test this for yourself, you'll need SLADE 3. Go to pic related location in the Babel PK3 and change the 2400 to a 3000. Should work with no further changes required.
>I swear slot 7 was supposed to be a screen clear kind of weapon you use when things get too rough to save yourself from otherwise inevitable death
I mean yeah it is, but it's not a "win fight" button, it's a "throw out huge damage to turn fight around" button. You still need to be able to properly capitalize on the effects of the weapon. It also inflicts utterly massive fear on everything, so it's basically a CC. If that's not enough, you're either very screwed or otherwise playing maps that are too hard for you with this mod.
>Best starter
Kinda lole desu but I'm glad you like it, it's essentially the least useful because it doesn't have extra pain chance and good damage like the pistol or very high firerate and sustained accuracy like the bullet SMG. Really the only thing going for it is cool factor and ammo regen. That being said:
If you want to change how the PSMG's recharge works for personal preference, go to actors/player/PSMGplayer.txt and you can see the horrible converted ACS code that controls how many frames it takes to gain one ammo at any ammo level. It's a bit more complicated to change them around, but basically just adjust the "counter = number;" lines. 35 is one second.

>> No.9935253

play nightmare logic if you want to see a 7 slot weapon that absolutely blows chunks

>> No.9935262

Why do tourists care so much about "tourists"?

>> No.9935301

>It is intentional. Outis is a character from Limbus Company everyone in that community keeps thinking is going to betray us, the player, eventually.
>I think they're lying, see image for her innocent smile.
i see. controversial but soulful, i approve
can you post the pic where she says shes post-menopause, i saw it in the thread a while ago

>> No.9935345

I have a feeling that Marathon's multiplayer might've been more popular than it might seem. Obviously not Quake's levels of popularity, but high enough for Macintosh.

>> No.9935363

just finished watching starship troopers for the first time. any mods/wads that'll give me the same feeling as killing infinite bugs?

>> No.9935370

I haven't played it in MP, but I did go through the MP maps solo.
They are very good-looking and have really nice layouts.
It's a shame Infinity didn't get more outdoor levels, since the textures in Infinity are great.

>> No.9935376

Why didn't Apogee ever license the Doom or Quake engines, they were pretty close with id during the Keen and Wolf3d days.

>> No.9935398

Where the FUCK is Mjolnir holy shit.

>> No.9935410

My PC is from 2022 I promise it'll be fine.

>> No.9935458

Who the hell knows what 3D Realms were thinking. Maybe they thought it would be cheaper to get their own tech in a form of Build Engine instead of paying id Software (well, at least until Duke Nukem Forever days) whatever amount of money.
Maybe there was also pride at play in case 3DR did approach id, thinking they would give the tech for free or at a huge discount for old times sake, but they were like "nah, you gotta pay".

>> No.9935472

i forgot to mention to things
-The archvile gimmick is a nice idea but he teleports way too often. also if you look at my demo you'll see that its really easy to cheese the fight by camping the door
-Your teleporters across the map seem to have an outer sector for the textures and then an inner sector for the actual teleport. this isn't the best idea because it makes teleporting a bit hard, makes it easy to miss

>> No.9935484

>The BFG is already borderline overpowered
>Does significantly less damage for significant cell cost increase
>CC that may very well be even more RNG dependent
It's not overpowered, it's too damn weak for it's supposed to be. What kind of BFG is that? It's sole purpose is to be the blatantly overpowered weapon that also ideally should be eating up a ton of ammo. Also, pulse rifle can easily be kept relevant because all it needs is a slight damage range buff to allow for consistent sergeant oneshots.
>throw out huge damage to turn fight around
2400 damage is nowhere near enough to turn a fight around. You need 3k at the very least, if not going all the way and cranking the damage up all the way up to 4k.
>inflicts utterly massive fear on everything
Apparently it's not utterly massive or massive at all, because I haven't noticed surviving enemies to be scared that much. If your BFG really is as good at inflicting fear as you say it is, then shouldn't it max out fear in any enemy and enemy group no matter who they are or however plentiful they may be?
>least useful
Are you serious? Heavy pistol is not worth it because it's incapable of oneshotting zombiemen and it seemed to be the actual least accurate weapon to me. Ordinary SMG doesn't really have much going for it neither outside of shooting in bursts, actually being rather accurate and potentially being semi-decent at accumulating fear if chaingun is any indication.
Meanwhile PSMG allows me accumulate bullets for the chaingun and any other weapon instead of being constantly at least at some risk of running out of bullets and other ammunition, has decent pain chance against the enemies despite the description telling otherwise and decent fire rate too. The only flaw it has is that the recharge does slow down significantly if you're not careful and not shooting in small bursts.

>> No.9935515

I know the initial version of DNF was supposed to use the Quake II engine, maybe the Build Engine license was really cheap.

>> No.9935570

I love how you can slowly electrocute yourself to death by touching a wall-socket just like in DN3d and how you can also charge-up your lightning-gun by doing so

>> No.9935572
File: 83 KB, 293x280, tulpa.jpg [View same] [iqdb] [saucenao] [google]

Maybe I'll be able to cook up something

>> No.9935583

Which source port is the best for the most vanilla possible experience?

>> No.9935592


>> No.9935596

>the most vanilla possible experience
Chocolate doom, or Woof with "-complevel vanilla" switch if you need more visual fidelity without gameplay altering changes.

>> No.9935604

>most vanilla possible
>more visual fidelity

>> No.9935606

>CTRL+F "boltgun"

>> No.9935607

not retro

>> No.9935609

Pedantic. Ion Fury gets discussed here, Deus Ex gets discussed here which has less in common with Doom than IF or Boltgun and Dudesex is allowed here. You know what fuck you. 10 points from Gryffindor.

>> No.9935612

Ion Fury is an eduke TC.

>> No.9935614

Dudesex is Unreal Engine and so is Boltgun. 20 points from Gryffindork.

>> No.9935616

Nobody talks about the new Deus Ex games here, and the original is retro.

>> No.9935623
File: 404 KB, 1000x667, Is-My-Kitty-Depressed-Signs-to-Look-For-in-a-Sad-Cat.jpg [View same] [iqdb] [saucenao] [google]


>> No.9935624

IF, see >>9935612
Deus Ex is an actual retro fps from the time, now kys

>> No.9935626


>> No.9935627

Well I hope you have a good day you fucking prick

>> No.9935638

Anon might become flabbergasted from 200 resolution, no harm in doubling the number. Otherwise I would've directed him to obsolete hardware market for true genuine experience.

Speaking of, he might want to turn OPL3 emulation from the settings if he goes along with Choco or Woof. There is also this thing https://github.com/sneakernets/DMXOPL#how-to-use-in-doom-vanilla-dos to load in pair with iwads for extra oomph, totally arbitrary choice though.

>> No.9935724


>> No.9936195

Look buddy, I'm not gonna sit here and argue with you for another entire day. I asked for bugs, you gave me a balance complaint, I looked into it, I think it's fine. Change it yourself on your end if you want it changed, I gave you instructions on how to do so, and I will give you more if you want them.
As far as I can tell, you just want to argue. You've taken a sort of accusatory tone from the start and you've only ramped it up as this exchange has gone on. You haven't even attempted to address any of the responses to points you made that were "disproven", like SS E1M8 being impossible. Even this post is just further "But I don't like it so change it" without really any actual backing. Not only that, but there's more stuff that's literally wrong here, such as:
>If your BFG really is as good at inflicting fear as you say it is, then shouldn't it max out fear in any enemy and enemy group no matter who they are or however plentiful they may be?
It essentially does, you just don't understand how fear works. Groups recover from fear more quickly, and enemies have saving throws against it. Around 75% of enemies will be feared if all bars in an area are maxed out (out of the ones that can be feared, not all enemies are vulnerable to it). Those enemies will be suppressed for somewhere between a third a second and several seconds depending on level geometry. If the area is super wide open and the enemies are all imps or some shit, yeah, they're not going to be down long. If it's a bit more convoluted and the enemies are larger, downtime is longer.
>You need 3k at the very least
Where are you magically pulling 3k from? What math have you done to get 3k? What situations would 3k have changed the outcome of? I ask because 2400 is a value that I literally, through about 200 hours of playtesting and another 6 or 7 of theoretical balancing, came up with as a good BFG damage number for this weapon.
But you see, the best part is, you can just change it yourself. Do that.

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