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/vr/ - Retro Games

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9935618 No.9935618 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9930021

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.9935621
File: 810 KB, 1024x512, 1684922884031343.png [View same] [iqdb] [saucenao] [google]

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


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

=== NEWS ===
[5-25] 3D scans of Quake 2 toys.

[5-24] Aleph One updated

[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

=== PREVIOUS ===

>> No.9935628
File: 345 KB, 1094x1620, 1604340841069.jpg [View same] [iqdb] [saucenao] [google]

>> No.9935629


>> No.9935639

New Supplice map is absolutely incredible, truly inspired.
Jokes aside, I think the terminals are more interesting in E1M6 than elsewhere.

>> No.9935645


>> No.9935646
File: 62 KB, 480x814, 1678835457779744.png [View same] [iqdb] [saucenao] [google]

someone i know wants to ask;
does the plasma rifle look like a head/face to you guys? with the black end bit as the hair

>> No.9935668

Not really, I always thought it looks like a hose.

>> No.9935676

Never thought that. Looking for one now though, I guess it kinda looks like the head of a little gray with a long forehead because of its big brain and a little alien hat/helmet on top?

>> No.9935680 [DELETED] 
File: 259 KB, 1713x1010, jannies on suicide watch.jpg [View same] [iqdb] [saucenao] [google]

looks like Floigan to me.

>> No.9935694

Well, 3DR hired him after seeing Build's demo and Ken was working on the engine as company's employee. They could've had him earlier and publish Ken's Labyrinth, but 3DR asked for too many changes.
Oh yeah. Little things like that do wonders to the experience.
Good morning, ogre!

>> No.9935695

No, it looks like a vacuume cleaner

>> No.9935703
File: 125 KB, 812x446, 1661840006711042.png [View same] [iqdb] [saucenao] [google]

is there an easy way to align such textures? A doesnt work right

>> No.9935707

I very much like that *Glurp* autosave sound from AD/Copper and want to steal it to have it repurposed into the vial pick-up sound for progs_dump_3

>> No.9935708

You could do it manually with shift+up/down, because they all look to only be offset by 8.

>> No.9935721

Ctrl+a or shift+a might help. I forgot which aligned horizontally and which both ways.
It kinda looks like what happens when mid texture is lower in pegged. Peg it back if so.

>> No.9935730

To trigger tranny janny's autism, are there any recommended Marathon maps to go through?

Are the autists of Aleph One still spiteful grognards?

>> No.9935740

How is it possible for this mod to get even more bloated?

>> No.9935758

>The ship from descent
what the fuck

>> No.9935771

I could not figure out a way to balance this room, its either too hard or too easy and the and the enemies on the pillars only fire once every century unless you are using fast monster, so im scraping this ugly room

>> No.9935773

>No Silver Surfer, Dynamite Headdy, Reimu Hakurei, Bubsy, Ryu, Awesome Possum, Sparkster, Robocop, Mega Man or Wild Gunman
It's shit

>> No.9935780
File: 1.20 MB, 1790x811, Untitled.png [View same] [iqdb] [saucenao] [google]

oops forgot the image

>> No.9935786

>Mista JC Denton in da fresh
Based but also what

>> No.9935792
File: 602 KB, 911x858, 1683436815011458.png [View same] [iqdb] [saucenao] [google]

I havent really been paying attention to the doom modding scene for the last 3 years or so.
The last big mod I remember playing was Ancient Aliens with final doomer.

So please recommend me some recent mods to get back into doom and maybe other retro-fps games.

>> No.9935794

You'll want Naferias Reign for that.


>> No.9935801

play hunter's moon

>> No.9935804


>> No.9935805


>> No.9935807 [SPOILER] 
File: 50 KB, 736x1422, 5651e9ccfe2398b546deb076d1bc931e.jpg [View same] [iqdb] [saucenao] [google]

you telling me the plasma gun is this mother fucker

>> No.9935818
File: 2 KB, 465x370, untitled.png [View same] [iqdb] [saucenao] [google]

oh fuck it looks like a strogg

>> No.9935820

i legiitmately hope that bad things happen to you both. seriously.

>> No.9935823

Ad Mortem

>> No.9935825
File: 142 KB, 192x282, Grenade HUUH.gif [View same] [iqdb] [saucenao] [google]

>> No.9935831
File: 21 KB, 417x250, quackhudmug.jpg [View same] [iqdb] [saucenao] [google]

This registers as a weird sci-fi pulse rifle to me.
Meanwhile, the ranger’s face to me looks like he’s growing a mustache the more he gets hurt. I also used to regard the bottom parts of his helmet as “shoulderpads”.

>> No.9935834
File: 437 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]

>> No.9935837

this has to be the worst version of grabbag possible


>> No.9935846
File: 69 KB, 686x723, DAMN.jpg [View same] [iqdb] [saucenao] [google]


>> No.9935849

I totally forgot there was the Brazilian game.

>> No.9935861


Treasure Tech.

>> No.9935865

when i was a kid, i always thought it looked like an accordion.

>> No.9935871

>many thanks anon
>small difficulty using community
>hate weird issues
>dumb pwads

>> No.9935872

>flip it ninety-degrees
>mirror it
>few edits including hand sprites gripping both ends
I love it.

>> No.9935880

>enough otex

>> No.9935898

>problem designed barons approach

>> No.9935904


>> No.9935957

>10 anime characters, Battlelord, Lo Wang, AND Bubsy
>Plethora of fluff in form of char stats, high scores and money
Most authentic game mod there is, no competition

>> No.9935964

I didn't know that guy could talk at anything resembling a normal speed.

>> No.9935993
File: 37 KB, 288x528, TyzenProfile.jpg [View same] [iqdb] [saucenao] [google]

>hunter's moon has one original character
>this is it
what the hell were they thinking

>> No.9936014
File: 405 KB, 1920x1017, Screenshot_Doom_20230526_163148.png [View same] [iqdb] [saucenao] [google]

It's a shame Chainworm Kommando 2 got dropped, it had some neat ideas in there.

>> No.9936019

Good Morning, Ogre-san.

>> No.9936025

Man, the autism is so fucking strong.

>> No.9936030

>2 dewclaws
This definitely might be almost porn for some really strange people out there…

>> No.9936035

those fucking legs are like 2 times bigger than the rest of his body

>> No.9936037
File: 543 KB, 1920x1080, cover14.jpg [View same] [iqdb] [saucenao] [google]


>> No.9936059

>feet are 10x the size of its head

>> No.9936067
File: 181 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]

> Be me
> Play classic doom
> Never try mods
> See videos on YouTube for My House
> Try it
Ho le fook guys I've been missing out on epic Doom mods. Shill me your favorite doom wad mods.
Currently stuck trying to get to mirror gas station and can't open the fence. I think I'm missing a relic but can't figure out which one I skipped over.

>> No.9936070
File: 76 KB, 909x987, cacopoyo.jpg [View same] [iqdb] [saucenao] [google]

are you here Batandy? How's Golden Souls 3 coming?

>> No.9936074

>Shill me your favorite doom wad mods.
Imp Encounter, you have to go in blind like with Myhouse to truly enjoy it though.

>> No.9936092

I forgot Hunter's Moon even existed until this. I distinctly remember it being a bizarre mashup of Quake III and IV, and the developer's OC race of giant-footed lizard people. I also remember him posting here many years ago, and him hosting occasional zandronum servers that would get a sizeable amount of people.

>> No.9936109

You fucking cunts.

>> No.9936127

when i do ladders i always lower and upper unpegged textures

>> No.9936141

Yeah, if you use upper unpegged it will draw the texture from the "top".
Might lead to other effects of course.

>> No.9936147
File: 145 KB, 615x663, 1672415784386508.png [View same] [iqdb] [saucenao] [google]

thing is i already did this. sometimes it'll work but here it doesnt. dont know why it happens.

>> No.9936152
File: 63 KB, 640x480, sssaturday_2022-07-23_1.png.8cebec9ebde451f4a6ccfa9f7046c021.png [View same] [iqdb] [saucenao] [google]

Good morning, Ogre.

>> No.9936156

What's the easiest way to get started with building my own custom DOOM maps? I've only ever played vanilla on DOS, never played a single wad. I don't want to do anything crazy, just make my own levels with stock assets.

>> No.9936160

You have both unpegged though

>> No.9936161

oh i see, thank you

>> No.9936163

Download Ultimate Doom Builder.

>> No.9936164

1. Install Ultimate Doom Builder
2. Choose "New Map" and "Doom : Doom (Doom Format)
3. ???

>> No.9936165

Download Ultimate Doom Builder, look up some YouTube tutorials for Doom Builder (most of the techniques still apply to the newer software, it can just do more stuff) and Doom mapping in general. You might be able to learn some more techniques later from speedmapping streams or something, but for now, just learning how to use the software should be enough to get you started making Doom maps.
Also, make them in "Doom" or "Boom" format, because I swear to Christ if you start with UDMF maps, I'm gonna rape a fucking angel.

>> No.9936172

There's a weird even for furfags bunch that were on Zandronum, I remember one server was just them playing stuff on an old ass build of GMOTA.

>> No.9936176
File: 50 KB, 683x900, fat-kid-11911929.jpg [View same] [iqdb] [saucenao] [google]


>> No.9936182

why was skulltag and now zandronum so attractive to them?

>> No.9936186

I guess it's easy enough to use whatever degenerate skin the want.

>> No.9936202

Naferias Reign feels a little like Tails Gets Trolled, except if it was completely fucking earnest.

>> No.9936214

Good morning, Orge!

>> No.9936215

99% sure the author outright said he designed the character that way because he thought it was really hot, so it's not even hidden, it's more like that one GzDoom engine game where the player character is someone's futa OC and there's been years of porn preceding it.

>> No.9936218

HFFM, unironically one of our best .wads

>> No.9936226

Sad thing is that it could have sounded so fucking sick.

The poor YM2612 wasn't always used so well even by professional and licensed devs. Doom itself is a good example of awful it'll sound if you just don't care, and the revamped 32X port is a good example of fantastic it will sound if you do.

>> No.9936232

How the progress with waifu /vr/ project? How many maps were contributed already?

>> No.9936234

Got your .wad right here
*unzips file*

>> No.9936239


>> No.9936240

Good morning, Ogre.
>does the plasma rifle look like a head/face to you guys? with the black end bit as the hair

>> No.9936251 [SPOILER] 
File: 2.55 MB, 2560x1440, Base Profile Screenshot 2023.05.26 - [View same] [iqdb] [saucenao] [google]

Well that was something
Just finished Maskim Xul
pretty cool, loved the aesthetics and getting lost a lot but also so difficult due to lack of weapons and ammo but also the BFG replacer is a one way ticket to suicide most of the time

>> No.9936253

>it's more like that one GzDoom engine game where the player character is someone's futa OC and there's been years of porn preceding it.
Hedon, the creator draws that shit himself for the most part.

>> No.9936263
File: 7 KB, 225x225, thefuckmetabee.jpg [View same] [iqdb] [saucenao] [google]

So what is my house, is it just another spooky wad because that ain't anything new.

>> No.9936270

It's a GZDoom map that uses silent teleporters, music changes, and custom textures to make Zoomers cum and shit their pants.

>> No.9936274
File: 32 KB, 453x560, 5aef848c951db70e02eca67fc63ed323.jpg [View same] [iqdb] [saucenao] [google]

I've seen 8 other anons showing interest in mapping for the project, plus maybe CurlyAnon, and 3 maps were released in some form, with screenshots from other maps being shown here.

All in all, a nice turnout for such a project.

>> No.9936275

It really is nothing new, it's just the presentation and it's ARG shit that makes it stand out, which is what grabbed the streamers and the algorithms.

>> No.9936279

I thought I heard that Maskim Xul was bad?

>> No.9936281

It's really nice to just see a project idea like that take off in current year, the Yume Nikki map especially looks fucking impressive.

>> No.9936285
File: 2.35 MB, 2560x1440, Base Profile Screenshot 2023.05.26 - [View same] [iqdb] [saucenao] [google]

Really? That's weird
I never heard anyone say it was bad before
It's still really really neat

>> No.9936290

It's a walking simulator

>> No.9936293

Is another case of people confusing the Doom engine with GZDoom, not shitting on the maker of the wad even making a GZDoom wad is quite the effort.

>> No.9936320

>is it just another spooky wad
There’s a few creepy moments but as a whole, all the Ghoul’s Forest wads will be scarier. Myhouse has lots of interesting Doomcute.

>> No.9936324

Are Ghoul's forest wads worth a play or are they just mediocre jumpscare factories?

>> No.9936329
File: 981 KB, 720x1162, 4DF5959.png [View same] [iqdb] [saucenao] [google]

It's more weird than creepy but people confuse the two these days.

>> No.9936332

I'm so out of the loop. What's an ARG?

>> No.9936337

Augmented reality game, basically there's a whole load of crap to read to try and make the wad seem like it's the product of real happenings that are spooky or some shit.

Also a hidden QR code that says both authors died before it was released

>> No.9936356

I don't understand why some authors force the player to play their shitty OCs, it just kills the entire mod experience for me.

reminds me of that doom mod where you play this fucking cringy edgy red dragon.

>> No.9936368

If a doom level gave you some switches to choose from like Blood's E1M5 and used some textures to hint that you should alt tab and open the wad or doom2.wad in SLADE to see which switch texture is the right one, that would be ARG

>> No.9936371
File: 2.73 MB, 1004x446, 1681754078260875.webm [View same] [iqdb] [saucenao] [google]

wtf is wrong with these monsters
i swear theres no monster-blocking line defs. theyre just retarded. dafuq? how do i fix this

>> No.9936374

and yes they do come to me if i lead them there. but otherwise their pathfinding is sharting hard

>> No.9936392

Never paid much attention to AO drama. How spiteful are they?

>> No.9936404

This video is missing this. https://www.youtube.com/watch?v=ZnHmskwqCCQ
But yes, Doom's AI is not very bright, enemies try to find the fastest way to the player and pick a random direction if there's an obstacle blocking their way. Situations like this are uncommon, but happen.

>> No.9936441

Can't remember anything in detail except Mozzarella, Lunch and first two maps. Last three or however much played something like rejects from 2048 units extra, limp dick energy of an ending.

>> No.9936473

Tempus Irae is the gold standard, I think.

I think the AO devs aren't as bad as they used to be. They hesitated to add weapon hotkeys for years but we have them now.

>> No.9936493

I guess there also was Heart Attack, a masterful gimmick map which I have no memory how ends, and that one where you have to dance around pinched between two archviles inside some crevice. You can blame my senile mind for this foolish take, beats not having party pack and any new maps to play.

>> No.9936506

Ad mortem. it has some maps with 'myhouse' energy with a plenty of doomcutes too. except it's actually fun and doesn't have some retarded ARG shit but a hidden niggerman joke

>> No.9936508

512 Lines

>> No.9936509

this, also ashes 2063

>> No.9936536

>An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be influenced by players' ideas or actions.
What exactly does ARG constitute? Do I have to locate where the actual house is at, by collective effort find the place where dog was buried?

>> No.9936541

Somebody probably has tried to find the actual house and gas station and shit by now.

>> No.9936549

Making your own house a playground for a thousands of internet spastics is pretty bold move ngl

>> No.9936550

didn't they AI generate all that shit

>> No.9936571

Yeah but people will still look

>> No.9936662
File: 3.43 MB, 2048x1536, file.png [View same] [iqdb] [saucenao] [google]

Explore Jam 3 for Quake has been released.

>> No.9936683

Isn't there some shitty 3D platformer that these people can go map for instead? This seems completely pointless to do in Quake.

>> No.9936696

This, if people are dumb enough to believe in Slenderman and try to kill their friend to please him, they're surely dumb enough to try to find a fictional house based off another fictional house.

>> No.9936697
File: 576 KB, 2560x2438, 1334029000266.jpg [View same] [iqdb] [saucenao] [google]

What else are you going to go to Quake for, gunplay?

>> No.9936709

Combined with movement, yes. Most of Quake's appeal is dancing around enemies while grenades and shit are flying past you and trying to wittle down enemies before you get overwhelmed.
Just walking around an empty map and doing annoying platforming isn't fun.

>> No.9936714

I'm honestly half shitposting, a platforming/puzzle jam would be better suited for Half-Life than Quake.

>> No.9936727
File: 680 KB, 1920x1080, SpeedOfDoom30.png [View same] [iqdb] [saucenao] [google]

Any way to increase the framerate in GZDOOM? i would really hate to drop a mapset on the very last level just because they decided to shove 3000 enemies into an arena

>> No.9936730
File: 2 KB, 192x236, 1685075720566935.png [View same] [iqdb] [saucenao] [google]

DOOM (or clone) enemies who are LITERALLY you

>> No.9936738

Run something that isn't GZDoom.

>> No.9936743

Play at lower resolution

>> No.9936749

Would an older version of gzdoom run better or worse? older means its less bloated, right?
i will try that out

>> No.9936751

use ironwai- oh wait.

>> No.9936754

>Would an older version of gzdoom run better or worse?
Depends on way too many things to give a consistent answer.
>older means its less bloated, right?
Hard to say with the stuff they've been pulling out lately.

>> No.9936762
File: 2.10 MB, 3794x2229, 20230526_164450.jpg [View same] [iqdb] [saucenao] [google]

I've always liked this little episode 1 end screen.

>> No.9936773

Convert the mapset to Eternity Engine for additional 29% performance
Not sponsored reply

>> No.9936774

You can try LZdoom instead of gz, its what i used when i played on my craptop because gz lagged too much

>> No.9936793

Use DSDA Doom or a PRBoom sourceport instead. Only use GZDoom for mods.

>> No.9936797

I'll be glad if/when it's feature complete if just to light a fire under team GZ clusterfuck's ass about stuff.

>> No.9936798

>Only use GZDoom for mods
IT IS a mod, but i will check if it runs on LZDOOM or PRBoom

>> No.9936809

Ironically, LZDoom ran fairly worse for me than its counterpart at the time when it was still maintained. While trying out the latest GZDoom most recently, on the same gear, I couldn't bear how damn awful my input lag was. The fact that I've completed the game with dozens of pwads on GZ years ago could as well be some instilled memories shit.

>> No.9936817

My issue with PRBoom is that you need a specific compat for each mapset while GZdoom is a catch it all thing

>> No.9936823

But some anons keep saying "GZdoom has features that make it run like LZDoom" where are those features now?

>> No.9936832

I think there's just some notebook mode setting or something.

>> No.9936843
File: 154 KB, 740x925, 740full-blanca-soler.jpg [View same] [iqdb] [saucenao] [google]

Anyone know where to find Chasm: The Rift? I didn't see it in the mega or the drive.

>> No.9936865
File: 147 KB, 500x337, meatball daemon.gif [View same] [iqdb] [saucenao] [google]

gog-games . to

>> No.9936873

It actually introduced multithreaded rendering with recent updates, single core dependency is said to be the bane of all gzdoom performance issues. Maybe it's time to finally finish the Heartland.

Writing "-cl %number%" isn't much of an issue anon.

Brows and freckles, pretty

>> No.9936881
File: 2.15 MB, 498x281, ltg.gif [View same] [iqdb] [saucenao] [google]

>raging BVLL
god my mind is rotten. what has this place done to me.
needs the dialogue toggle big time though, shit sounds like it was recorded in a cod lobby. this is like insanity's requiem all over again, minus the BRUH WUT R U NOT A GAMOR BRUH difficulty settings at least.

>> No.9936886

thanks homie

>> No.9936896
File: 1 KB, 117x40, image.png [View same] [iqdb] [saucenao] [google]


>> No.9936903

>Brows and freckles, pretty
Plenty of women from Islamic country where I've been once had this unhealthy obsession with shaving off their eyebrows and drawing over the fake ones, such an ungraceful waste.

>> No.9936910

change the renderer from openGL to vulkan if your hardware supports it

>> No.9936917

and there's no improvements from the author.

>> No.9936918

that did the trick, many thanks anon!

>> No.9936930

>It actually introduced multithreaded rendering with recent updates, single core dependency is said to be the bane of all gzdoom performance issues.
GZDoom's software renderer is multithreaded too, it's the game logic that's singlethreaded and that's a problem that isn't really solvable by any port.

>> No.9936938
File: 3.08 MB, 4000x1800, IMG_20230526_144234602.jpg [View same] [iqdb] [saucenao] [google]

What the fuck is this in the level "The underneath"

>> No.9936942
File: 173 KB, 640x480, Screenshot_Doom_20230526_145131.png [View same] [iqdb] [saucenao] [google]

I think I've more or less settled on a control setting that I'm comfortable with.

Reload = R
Zoom = F
Alt. Reload = G
Firemode = Mouse wheel button
Unload = H
Cast Spell = Q
Use Item = X
Drop Item = B
Inv Next = C
Inv Prev = Z
Drop Weapon = U
Cycle Stack = Y
Inventory Menu = T
Arcanum = V
Assembly Kit(?) = K
Show/Hide Mission = \
Hotbar Override = J
Capslock = Toggle Run
Ctrl = Toggle Crouch
Alt = Crouch

Only real sort-of issues now are the inventory and info consoles on the ship don't fit when I have the HUD scaled up, but when I have it down all the inventory and Arcanum flavor text is illegible and I can't read costs in the shop. I might end up using the normal spawn mod for necessity.

How come you start with two Vipers? I'd have thought it was so you could sell one to the Merchant but it doesn't seem like they'll buy it.

>> No.9936947
File: 3.96 MB, 1920x1080, damn.webm [View same] [iqdb] [saucenao] [google]

you guys SUCK

I love this grenade launcher, lets you do the wang thing in duke

>> No.9936949

A reference to one of Tim Willits's Doom wads, with his initials and his sister's.

>> No.9936952

Thank you bro I was going insane trying to find information about it anywhere

>> No.9936961

Correct, Doom was written around single threading all the way back in 1993, and every port is based in Doom's source code in one way or another.

It would require a fair bit of effort to rework the game to be fully multithreaded. Far from impossible, but it's asking someone to do a LOT of work, you'd spend a long time refining legacy compat.

>> No.9936965

Select GLES as your render option.

>> No.9936986
File: 3.91 MB, 854x480, DoEEE.webm [View same] [iqdb] [saucenao] [google]

Looks cute, might try.
>or are they just mediocre jumpscare factories?
Yeup, the Skulltag mod was fun though.

>> No.9936995

>Far from impossible, but it's asking someone to do a LOT of work
It's often been a thing of shit's been impossible till one port does it, like how Strife support was thought to be impossible and now loads of stuff supports it.

>> No.9937000

Does Eternity support multithreading, or did I dream that?

>> No.9937008

>Only real sort-of issues now are the inventory and info consoles on the ship don't fit when I have the HUD scaled up
Use "hud_oldscale false" and then adjust the size with "hud_scalefactor". Graf fixed scaling a while ago to not use some asinine resolution-based bullshit, but did not make it the default because too many mods were built around the old scaling, including this one. There's your backwards compatibility in action. Don't ask me why there's no slider for the scale factor itself in the menu. I think I should add that to the readme...

>How come you start with two Vipers?
It's for people who like to "dual wield" for whatever reason (cycling stack is faster than switching). It was one Viper at first, but because you can't buy them anymore (why would you anyway), I figured you should start with two, and left the decision to drop or keep them up to the player.

>> No.9937009
File: 692 KB, 1483x781, Screenshot 2023-05-26 232958.png [View same] [iqdb] [saucenao] [google]

so here's an alpha? beta? not finished version of my first map, in the wad I'm tentatively calling Warren Inspector (thanks anon).
It's made for Hideous Destructor, I wouldn't even try running it without that.
If anyone wants to try running it and give feedback that'd be much appreciate. It is beatable, I haven't tested all routes, but I could beat it.
the secrets will need doorbusters

>> No.9937014

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

>> No.9937016

A multithreaded renderer is in beta, yeah

>> No.9937019
File: 32 KB, 640x960, TITLEPIC.png [View same] [iqdb] [saucenao] [google]

Play slayer.wad with crusades.wad anon, close quarters slaughtery

>> No.9937038

These guys are all shilling you our own personal /vr/ projects. What they should be telling you to play is:
Going Down
Ancient Aliens
The Plutonia Experiment

>> No.9937042

Plutonia should be first on that list. It will make you familiar with the kind of mapping style that later wads rely upon.

>> No.9937048

But who's paying them?

>> No.9937052

Keep in mind some things become more doable over time as the overall codebase gets improved. Playsim multithreading might be out of the question now and far more doable in, say, 10 years. Maybe. Lots of factors at play. But it's also not just a matter of "just multithread it bro, it's not that hard bro". There are a lot of logical problems you need to tackle when you multithread a game, particularly determinism, which in the case of Doom is integral to multiplayer and demo compatibility. You need to take special care to sync writing operations to prevent deadlocks or two threads writing to the same variable and fucking things up. And while syncing itself isn't difficult to do, it logically defeats the purpose of using multiple threads in the first place because they end up waiting for each other anyway. As such, it should be done carefully. The reason rendering was easily multithreaded is because it mostly just reads the playsim data and draws based on that. Multithreading reading is piss-easy. It's multithreading writing that's a bitch-ass motherfucker to do, especially in an engine as old and crusty as this one. It's going to be a massive amount of work. Work very few people would feel altruistic or insane enough to do for free while also shouldering the burden of having to maintain the damn thing when the million bugs show up after that level of refactorio. Who knows, maybe the jannies would be up for it...

>> No.9937062
File: 3.91 MB, 960x540, Replay_2023-05-26_18-46-38.mkv.webm [View same] [iqdb] [saucenao] [google]

>the secrets will need doorbusters
you underestimate my power

>> No.9937074

Shores > Knee Deep

>> No.9937075

chainsaw can bust a door that thin too if you just hold it down for like 2 minutes straight

>> No.9937082

Tried that Impossible map, nifty map, the room with the 4 cybers spooked me good. Shame that the tower with the pain elementals ruins the map's illusion.

>> No.9937091
File: 3.40 MB, 640x320, faceoff.gif [View same] [iqdb] [saucenao] [google]

>Who knows, maybe the jannies would be up for it...

>> No.9937092

neat, what wad is this?

>> No.9937093

Holy fucking shit, are you pic related, that's amazing
Good to know. I'll keep that in anyway, how long does a chainsaw battery last?

>> No.9937097
File: 75 KB, 400x260, xfiles-squeeze12.jpg [View same] [iqdb] [saucenao] [google]

It's my WIP map, see
First one I've made, needs HD

>> No.9937107
File: 521 KB, 1920x1080, Screenshot_Doom_20230526_184219.png [View same] [iqdb] [saucenao] [google]

Missing texture here

>> No.9937118

weird, not on my end - though knowing HD maybe the wall got shot through? there was a missing texture up at the top where it meets the ceiling though
I think this is working nicely as a lesson in how thick to make things so you can't blast through them. Next map I plan to make will be underground so hopefully less of an issue.

>> No.9937123
File: 498 KB, 500x398, 1677469249933891.gif [View same] [iqdb] [saucenao] [google]


>> No.9937124
File: 219 KB, 1175x619, missing texture and thing block.jpg [View same] [iqdb] [saucenao] [google]

Found another missing texture here myself, also this decoration is a bit of an annoyance to get past. It's a good map so far though.

>> No.9937134

Ah, cheers. I'll move that center bonepile. Was trying to find a way to make the big centre door a bit less obvious - I had thought that stuff could be dragged around, but that is a faff to do. Thank you anon

>> No.9937138
File: 16 KB, 376x440, Flemoid.png [View same] [iqdb] [saucenao] [google]


>> No.9937139
File: 18 KB, 112x112, 1668238690704072.gif [View same] [iqdb] [saucenao] [google]

>hud face syncs

>> No.9937140

I forgot that was a thing! My apologies, you can indeed drag the decoration.
Another bug is that the yellow door is actually openable without the key.

>> No.9937142
File: 22 KB, 541x489, unf.png [View same] [iqdb] [saucenao] [google]


>> No.9937148

Fucking whoops - you're right, completely forgot to link that one up.
I'm fucking dying

>> No.9937150
File: 664 KB, 498x488, 1664453719344553.gif [View same] [iqdb] [saucenao] [google]

>>explore jam
It just keeps tumbling down

>> No.9937159
File: 60 KB, 878x878, unnamed.jpg [View same] [iqdb] [saucenao] [google]

That's some slackjob logo

>> No.9937163

Good morning Ogre!

>> No.9937178
File: 267 KB, 2556x1440, nugg0014.png [View same] [iqdb] [saucenao] [google]

holy shit

>> No.9937180

That HUD is kinda neat.

>> No.9937186

Anyone have a HD webm of a guy placing doorbuster on a microwave?

>> No.9937187
File: 2.05 MB, 800x450, microwave_casserole.webm [View same] [iqdb] [saucenao] [google]


>> No.9937191
File: 10 KB, 325x325, 1684120687974726.jpg [View same] [iqdb] [saucenao] [google]


>> No.9937192


>> No.9937205
File: 10 KB, 100x100, inviso-mutant.gif [View same] [iqdb] [saucenao] [google]


>> No.9937220 [SPOILER] 
File: 432 KB, 1366x768, 1671579512404.gif [View same] [iqdb] [saucenao] [google]


>> No.9937232
File: 3.75 MB, 1920x1080, TNTFence.webm [View same] [iqdb] [saucenao] [google]

Cool map, funny fence

>> No.9937235
File: 304 KB, 640x480, Screenshot_Doom_20230526_165611.png [View same] [iqdb] [saucenao] [google]

This is just a little jank but it'll work! 0.8455 or 0.85 seems to be a sweet spot, outside of weapon descriptions. Thanks.

>> No.9937242

Coupled with attenuated industrial beats and ocasional dead silence, this dark area was quite intense and disorienting for impressionable me

>> No.9937243

Im gonna play HD for the first time, what map should i use?

dear lord nigga, whats with the size of that video and how did you change the face

>> No.9937247

>what map

>> No.9937249

Yeah, I've fixed the fence now - much appreciate it though! And now I have the temptation to put a fake painting somewhere in the next map, like a dumb Super Mario bit.

>> No.9937269
File: 13 KB, 616x456, baneelemental.png [View same] [iqdb] [saucenao] [google]


>> No.9937274

Also, making those invisible mutants respawn in larger amounts is a big stunning screw

If sequels supposed to build up on the highs of the originals, then SS2 is honestly very disappointing.

>> No.9937313
File: 341 KB, 640x480, Screenshot_Doom_20230423_081119.png [View same] [iqdb] [saucenao] [google]

Do like I did and do the first map of Doom II with Naturist. When you can beat up the zombies and kill the rest of the enemies with their guns, you're ready. Not really.
Skin mods.

>> No.9937325

scythe 1 up to map 10 or doom 1
any wad you liked that didn't have enclosed hollywood/doom 2016 style arenas on Hey Not Too Rough difficulty

>> No.9937372

how the fuck do i close the mag manager is HD

>> No.9937373

Press any weapon key

>> No.9937414

1.- Use OpenGL ES for hardware acceleration or switch to Software rendering, for me it gives better performance that GL ES or anything else.
2.- Lower your resolution, you don't have to play everything in 4K.
3.- Turn off or at the VERY LEAST lower any graphical nonsense like dynamic lights, post processing, the hideous texture filtering, etc.
4.- Lower the viewbobbing, on low framerates it can seriously cause motion sickness.
5.- Avoid gigantic maps with lots of detail or overpopulated mapsets, GZDoom does this bullshit where it checks for a million flags and states for the entities so it will make your game run like shit.
6.- Enjoy Doom :D

>> No.9937486

i had the missing texture there too, and it was there when i ran it in vanilla as well, so it wasn't damage.
also, with the door into that room, the textures on the sides of the door frame are moving with the door.

>> No.9937512


>> No.9937524
File: 1.10 MB, 2560x1440, du.png [View same] [iqdb] [saucenao] [google]

Dark Universe, it's a big fuck space ship

>> No.9937531


>> No.9937575

I don't know why it gets threads on /v/ every day. I haven't played it yet, but this incessant shilling makes me think that the file contains malware, the mod author is trying to artificially bolster their reputation, or the mod contains some trendy political/social messaging.

>> No.9937594

I dunno where you're from, but where I'm at in the US that's been fairly normal for the last 8 years or so. It looks stupid as shit 100% of the time, but if you tell them that they get angry, like you're trying to control women or whatever. Completely oblivious that they are being led by the teeth by make up companies wanting to sell them something that grows on their face anyway.
Some shit is just mind boggling to me. I am legitimately unable to comprehend it.

>> No.9937607

Jimmy Paddock made music for it, he's in on it somehow but he doesn't have enough pull to shill it to normies or Square wouldn't have 99% playerbase overlap with people who already play Doom

>> No.9937608

>but this incessant shilling makes me think that the file contains malware
It's many versions of GZDoom late to use the vector it had for that shit
>the mod author is trying to artificially bolster their reputation
Nobody knows who the fuck the author really is, just two of the composers for the music
>or the mod contains some trendy political/social messaging.
It's not Thatcher's Techbase.

>> No.9937631

You don’t ”need” to set complevel. If you don’t it just won’t enforce version specific game logic. You couldn’t do that with gzdoom even if you tried.

>> No.9937637

Speed of doom isn’t a mod.

>> No.9937646 [DELETED] 

>Tip: trans rights are human rights
No wonder you faggots like HD so much

>> No.9937671

It's because it's preying on that le liminal horror shit zoomers are obsessed with, they'll play this and most will never touch another WAD. It's not a huge deal just big time streamer/e-celeb bait at the moment, in a month you'll never hear about it again

>> No.9937681
File: 4 KB, 266x189, Untitled.jpg [View same] [iqdb] [saucenao] [google]


>> No.9937682

what do you think is making the entire game look like doom 64?

>> No.9937685

Didn't check the picture so dunno.

>> No.9937703


>> No.9937708

Against Thee Wickedly is an asshole. That's it. That's my contribution to the general.

>> No.9937712

I downloaded CK out of curiousity after seeing it mentioned once or twice here. What's unique about it? Or is it just a nice competent wad overall?

>> No.9937720

I'm really looking forward to it too anon...i hope the wait is almost over...

>> No.9937742
File: 1.26 MB, 1440x1080, Quake II (USA)-230527-013855.png [View same] [iqdb] [saucenao] [google]

wow this looks cool

>> No.9937747

Quake 2 has some cool areas the best being the last level which actually feel like Quake but it also has a lot of generic base levels.

>> No.9937763

>I don't know why it gets threads on /v/ every day.
Come on anon, surely you know shitposters find a bait topic that works and then run it into the ground. People haven't discussed the mod in those threads in weeks.

>> No.9937769
File: 258 KB, 434x590, 1660809695443381.png [View same] [iqdb] [saucenao] [google]

>but this incessant shilling makes me think that the file contains malware, the mod author is trying to artificially bolster their reputation, or the mod contains some trendy political/social messaging.
Anon I think you should take a day or two off the internet.

>> No.9937772

>Spending enough time on /v/ to notice that
There's your problem, /v/ is an atrocious shithole. Stay away.

>> No.9937823

I liked it more when I didn't know it had a story about dead faggots.

>> No.9937829

Because it's /v/

>> No.9937845

Yeah! Let's finally get onto work.wad!

>> No.9937848

I don't see that as the reveal at all. Someone is going to have to elaborate more on that without filling in some pretty large fucking gaps. Because there are elements that would plausibly contradict it, so far as I've played.

>> No.9937856


>> No.9937859

People read wayy too much into what's going on in the mod. It's especially attractive to speculative lorefags because they "get" to one up eachother and invent the wildest theories about what's going on in their minds. These fags become really protective about their inventions too.

It's just a silly but well-made map with no deeper meaning, no more no less.

>> No.9937865

Oh yeah and some of the doomworld autists became angry when it was hinted that the author(s) really didn't have any of this stupid shit that's being speculated on in mind when the map was being made. It's kinda funny really.

>> No.9937919
File: 55 KB, 1209x218, 1670760898712564.png [View same] [iqdb] [saucenao] [google]

myhouse.wad will be remembered as one of the most terrifying experiences in existence.

>> No.9937975

based retard. i don't give a fuck about the mod but i do appreciate people incapable of deep thinking thinking everyone else is as clueless as they are.

>> No.9937995

good morning, ogre!

>> No.9938038 [DELETED] 
File: 63 KB, 167x298, 1663618816610465.png [View same] [iqdb] [saucenao] [google]

someone shill me some quake mods

>> No.9938116

Why'd Strife support be thought impossible? It's persistent hubs and scripting like Hexen, there's not even polyobjects.

>> No.9938139

ffs where to get IWADs? I sweat this was super easy back in the day but now I can't fucking find a single website with actual Doom 2, Ultimate Doom etc, just custom wads.


>> No.9938140

Have you checked the OP?

>> No.9938168

oh yeah lol

>> No.9938174
File: 35 KB, 545x641, Super Arti-o bros.png [View same] [iqdb] [saucenao] [google]

It's not a particularly big update. But Combined_Arms Gaiden is now version 2.1
I have no idea if I fixed that two Sven thing.


>> No.9938175

>Sock finally makes maps for Quake
>it's for a fucking explore jam
Monkey's paw in full effect

>> No.9938190

The full source code to Strife has never been public and was thought to have been lost by the studio that made it.

>> No.9938194
File: 36 KB, 474x389, 2cat.jpg [View same] [iqdb] [saucenao] [google]

>I have no idea if I fixed that two Sven thing.

>> No.9938195
File: 28 KB, 256x352, 01230142536.jpg [View same] [iqdb] [saucenao] [google]

The other caption I saw for that pic was "Sven Co-op"

>> No.9938243

What port do you recommend for Blood? It's has been a while since I played it and don't know how musch did the scene change.
I just want to play modern sotdwm
tuff like French Meat.

>> No.9938258

nBlood is your best option.

>> No.9938259

Well, crap, must be on my end then. I'll redo that section to see if I can fix it.

>> No.9938273

Any good maps for the duke or blood that has a john woo feel the whole time? I am not a fan of really enclosed maps.

>> No.9938302

I use NotBlood, is based on nBlood and has a bunch of cool new features

>> No.9938303

From vanilla to most options: Nblood, GDX, Not Blood.
>French Meat
Good choice.

>> No.9938331
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]

GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! What the fuck have you been working on? Maps, mods, sprites? Now's a good time to post that shit!

>> No.9938335
File: 1.55 MB, 1920x1080, Screenshot (20).png [View same] [iqdb] [saucenao] [google]

still new and learning but I like how this nukage area turned out

>> No.9938362

I've just completed the original Unreal campaign. Somehow missed this game (unlike Tournament) as a kid. Few things to say:
- This game beats the fuck out of Half-Life in terms of grand adventure building. Or at least they're even;
- The world scale seems a bit too big. I undrestand that both Nali and Skaarj are creatures bigger than humans, but still. I LOLed when I had to jump to reach one door's handle;
- I'm glad that in the end the industry didn't adopt this AI memery as standard. It's more interesting to fight several enemies with different patterns, rather than this random shit.
Played via OldSkool mod for UT. The expansion doesn't work with it as far as I understood, so I'll go with original executable for that.

>> No.9938435
File: 251 KB, 1337x584, 1662621783758679.png [View same] [iqdb] [saucenao] [google]

working on my waifu

>> No.9938445

Good morning, Ogre!

>> No.9938494
File: 1.93 MB, 1862x935, file.png [View same] [iqdb] [saucenao] [google]

I finished up a map I was working on a couple days ago, wrapping up the first mini-episode for my wad. Now I'm going through and implementing difficulty settings for the first 7 maps.

>> No.9938506
File: 81 KB, 486x576, pissed off martian.jpg [View same] [iqdb] [saucenao] [google]

pissed off martian

>> No.9938520

That's not a martian, it's just an uncanny fellow.

>> No.9938531
File: 624 KB, 1586x843, Screenshot 2023-05-27 150646.png [View same] [iqdb] [saucenao] [google]

Couple of questions: does Doom 2 come with some pre-packaged ambient sounds or is that too much to ask for? Trying to put like a wind noise inside an area using a Thing in UDB, there's a bunch of 'ambient sounds' with their own tags but nothing to preview said sounds. Or do I need to get those myself? I was hoping to be able to avoid coding.
Here's the zone I'm working on right now.

>> No.9938537

>Doom 2 come with some pre-packaged ambient sounds
In short, no.

>> No.9938545

Dang. Is it a faff to include them? I've only been working on this map so far (my first) and not actually looked into the actual wad construction/custom assets part. I guess I should at some point.
Also - UDB gives me a bunch of special properties for sectors, like strobe + 20% damage, but while the strobe happens when I test it the damage doesn't.

>> No.9938551
File: 95 KB, 640x480, File-Screenshot_Chex_20110630_104209.png [View same] [iqdb] [saucenao] [google]

>looking through forgotten Chex Quest wads
>come across this: https://zdoom.org/wiki/The_Stick_Figure
What the fuck?

>> No.9938557

I'm not very familiar with UDMF mapping, so I can't help you there.

>> No.9938560

I think you can get a hacky thing going like Fistful of Doom does (something about burying an Imp and changing it's sounds)

>> No.9938567

This is what they do in a bunch of DBP maps, they basically change a nazi into something else and use it as a sound emitter.

>> No.9938578

Cheers, I'll look into that. I guess my next question is about damaging sectors/floors - is the damage reliant on the player actually TOUCHING the floor? If the player is moving between sectors (all of which are damaging) is there any reason why the damage might stop happening? I'm trying to make a zone that needs a radiation suit, but I find when testing it whenever I enter the zone it's really inconsistent how quickly I take damage, like it only starts hurting if I stop or move onto the wider parts of the floor.

>> No.9938579
File: 123 KB, 1282x752, file.png [View same] [iqdb] [saucenao] [google]

Nightmares are made of this.

>> No.9938580

I was just thinking of that, if he's not using Wolf enemies for something else you can hack those

>> No.9938582

I'm new to doom mapping too, but UAC Ultra does what you're thinking of doing in the first map.

>> No.9938585
File: 487 KB, 1313x809, Screenshot 2023-05-27 153031.png [View same] [iqdb] [saucenao] [google]

I'll have to take a look at that map, I guess? Like here's the area in my map - all the sectors have that damage effect, but - let me test it and record a webm.

>> No.9938589
File: 221 KB, 1920x1080, duke0000.png [View same] [iqdb] [saucenao] [google]

Basically what I've been doing to learn stuff is open maps I know that do something I want to do and check how it's done. I'm sorry I can't be of much help yet, I've been mapping for a couple of days and just trying things. I hope I can get a decent playable map soon.

>> No.9938593

>- is the damage reliant on the player actually TOUCHING the floor?
Yes, same for every other sector effect.

>> No.9938594

>Basically what I've been doing to learn stuff is open maps I know that do something I want to do and check how it's done.
Best way to learn.

>> No.9938596
File: 3.84 MB, 854x480, this is not fine Replay 2023-05-27 15-32.webm [View same] [iqdb] [saucenao] [google]

Hey, no need to apologise - it's much appreciated regardless. I'm new to this as well.
So does that mean I'd need to make the floor of this zone flat if I want the effect to be consistent? That's unfortunate. You'd think there'd be a way to make effects apply to the player while they're physically inside the sector, not just touching the floor. I'll keep looking.

>> No.9938602

Like, if the middle sector was the only part that dealt damage that behaviour would make sense, but the 'ledges' on the floor also have that behaviour so by rights I should take damage even when I'm not touching the middle part. Should I be assuming like, a spherical doomguy, so because he's only touching the 'edge' of the sector it doesn't count as being on it?

>> No.9938607

I know it was lost, but it's not like you couldn't wing it.

>> No.9938614

Doomguy is actually a square, but you have the right idea. If his origin point isn't touching the floor, he isn't affected by it.
You could also try making an invisible floor, but I don't know if it would work with such a short drop.

>> No.9938623

>wing it
Strife had a bunch of systems added to it to make it's RPG shit work, it wasn't a minor edit like Chex Quest was to Doom.

>> No.9938630

do enemies target voodoo dolls?

>> No.9938631


>> No.9938635

can autoaim target dolls? can enemy projectiles hurt them?

>> No.9938637

Yes. And you take any damage a voodoo doll does.

>> No.9938642
File: 15 KB, 910x408, Capture.png [View same] [iqdb] [saucenao] [google]

I want to make a weapon mod and so far all I have to show for it is freedoom recolors.The grenade launcher will probably take the longest because I have to redraw the sights and can't just do a lazy offset reload animation, and that's not even getting into the zscript, I've only edited a SNDINFO once
I'm using the SRB2 palette which conveniently includes every orange and brown in doomguy's hands/gloves
my overly ambitious plans: All projectiles like brootal doom or tracers; Ammo pickups are full magazines, use them or lose them; Huge dynamic light muzzle flashes; A state assigned to some frames where reloads can be ended early, ideally with the reload key again or altfire instead of needing to shoot with A_weaponready

>> No.9938645

It's not that unlike Hexen, you had an inventory for usable items and keys, and the stats in Strife are fairly simple, they're strength/health and accuracy.

>> No.9938649
File: 414 KB, 621x703, temp8.png [View same] [iqdb] [saucenao] [google]

slooow progress

>> No.9938650

would it be too much of a cunt move if i place a doll on a high pillar in a room full of monster and a BFG so the player has to be careful of his aim? :^)

>> No.9938651


>> No.9938665

The dialogue and actor id shit isn't simple or Hexen-like.

>> No.9938668
File: 35 KB, 640x480, 1265688474247.jpg [View same] [iqdb] [saucenao] [google]


>> No.9938672

Okay so I found a forum thread with someone attempting to do the same thing as me, namely a zone that deals damage. Someone suggested using a 3D floor that intersects the area, making it so that the player can walk through it, and giving it the sector damage property.
I've managed to make the 3D floor, but I can't seem to make it so you can walk through it. 'impassable' is toggled off on the linedefs, I've tried both type 0 (vavoom style floor) and 4 (non-solid) but whatever I do, testing it I can't walk through the invisible wall.
This is fucking frustrating.

>> No.9938674

a cherry picked selection of synthetik weapons that I believe I can assign doom's 4 ammo types to and implement their stats somewhat faithfully
pistol is infinite but semi-auto, TEC-9 chainsaw is fully auto
BFG will be the AA12 which dumps 16 laser shells in 2 seconds and the ion gun which will pierce like the brutal doom railgun if I can code it

>> No.9938676
File: 215 KB, 1025x757, Screenshot 2023-05-27 161203.png [View same] [iqdb] [saucenao] [google]

fuck, forgot pic again
I'm half-tempted to just delete the whole zone now, it was a fun idea but now I'm kind of sick of it.

>> No.9938680

What if you just made the ledges bigger?

>> No.9938684

That looks fucking cool.

Why the question mark? I mean it doesn't have to be mind blowing or amazing. I just like space station maps.

>> No.9938693

hey, I'm trying to play deathstrider, but I can't reload magazines, despite selecting an empty magazine, and pressing the reload key. how do I get it to work?

>> No.9938695

>Why the question mark?
Wasn't sure if it's actually intended to be a space station.

>> No.9938696
File: 608 KB, 1372x1227, TrbuteQuilt.wad_E1M1colorcoded.png [View same] [iqdb] [saucenao] [google]

I regret everything.

>> No.9938701

Each square is a Doom 1 map? That's cute.

>> No.9938703

That's a fucking neat idea.

>> No.9938706
File: 10 KB, 318x159, download.jpg [View same] [iqdb] [saucenao] [google]

Eh, I want to give it a torus-like shape (it's supposed to be like a tokamak, pic related) so making the ledges wider would go against that.
Maybe if one of you guys knows about 3D floors you can explain where I'm going wrong here:
>make dummy sector outside map
>make one linedef property 160 (set 3d floor), set type to 4 (non-solid)
>make sector outside map, tag it, link tag to linedef
>move sector so it intersects with the area I want to have the damage effect, lower floor & raise ceiling so the whole area is included
>select sector walls, untick 'impassable'
>test map, character can't walk through invisible wall

>> No.9938717

correction, type 3 not type 4

>> No.9938719

That, if similar to myhouse, would be something like;

>Doom guy wakes up at home
>gets up to go to work
>grabs tools (weapons) and leaves MYHOUSE
>goes to job site to do his job (extermination)
>enemies are replaced with mundane creatures like rats, roaches, spiders, bees, groundhogs, etc.
>completes job and goes home
>wakes up again, repeats the day
>but something is a little off at the job site the next day...

and you know the rest. There would be a text document full of shit about a dead wife or dead child, Doom guys learns he wasted his whole life exterminating and ignoring his family at home. It's bittersweet. The document is uploaded by a spider he exterminated in the past. Then the wad wins some awards and is popular on Youtube for a couple weeks, partially from being a sequel to myhouse.

>> No.9938723

>It's not Thatcher's Techbase.
I have no idea why that piece of shit got to keep its own Wikipedia page clearly written by the mod author while tons of other games and mods get deleted due to "lack of notability"

>> No.9938729

I DL'd it anyway. It's close enough for me.

>> No.9938730

Yeah, I ran a project on doomworld demanding 36 segments based off each Ultimate Doom map. Now I'll have to glue them together.

>> No.9938737

At least one youtube person started getting their video recommended to people, so it exploded based on that.

>> No.9938739

Not that other anon, but sounds interesting. Good luck.

>> No.9938740

Way to support your argument.

>> No.9938742

Allegedly the mod author had media buddies and by tying that with a not even controversial political theme, it got enough media attention for wikipedia to decide it's notable.

Shit's a fucked up system that can be gamed to fuck.

>> No.9938748

>AI memery
Opinion discarded.

>> No.9938752

Wikipedia in general is fucked. It's a feedback loop of one person saying something, that person having ties with a Wikipedia janny, then everyone else citing Wikipedia as a valid source for the original bullshit or irrelevant claim.

>> No.9938762

These political compass memes are getting out of hand

>> No.9938768

Imagine being politically matched with Slough of Despair.

>> No.9938774

Can you drop a vid? I remembering fixing fucky mags last night, but this doesn't ring a bell. Just in case, try with a fresh save and the last commit.

>> No.9938781


>> No.9938784
File: 18 KB, 137x96, driller.png [View same] [iqdb] [saucenao] [google]

How would you implement this fucker in one of your maps? Either through modding or by actually mapping for Descent.

>> No.9938787

Okay, so even just following a tutorial on a regular, solid 3D floor it just doesn't work. Fine, so the 3D floor thing is just fucked. Okay.

>> No.9938789

actually, it works now that I'm using the latest commit, excellent work

>> No.9938797

Thanks. Glad it works. Things have been a little busted lately because the magazine system got refactored so items could support custom batteries and such, but that broke some things, as expected. Think I got most of the problems over the last few days though.

>> No.9938812

>Gee Telos, how come your mom lets you have two Svens?

>> No.9938840

>Wiki says there is a demo of the mod
>Search to see if there is any link to it
>Found the original zdoom thread
>No download links to see

>> No.9938846

I would put him behind you.

>> No.9938849
File: 80 KB, 543x316, Untitled.png [View same] [iqdb] [saucenao] [google]

Is there any way to make this looks less awful? It feels impossible to make a room taller than 128u because the texture just starts repeating itself

>> No.9938857

I'm using Obsidian to generate maps, attempting to make `maps closer to vanilla maps in terms of shapes and enemy placement. I've been messing with settings for a while and trying a bunch of different combos. The levels I've gotten so far are alright, at least for randomly generated levels, but not quite what I'm trying to get. There's a fuck ton of options so I doubt anyone would have a specific combo for decent ordinary levels, but if anyone has any tips about using Obsidian, I'm interested.

>> No.9938858
File: 166 KB, 712x405, file.png [View same] [iqdb] [saucenao] [google]

This image can help you with this.

>> No.9938859

This specific texture tiles well vertically. But if this bothers you, you can add extra height varation along the walls.

>> No.9938860

I got you covered bro, the exe is a self-extracting rar but you can just open it with 7z instead.

>> No.9938863

Thanks a ton anon!

>> No.9938878
File: 191 KB, 1590x300, Untitled.png [View same] [iqdb] [saucenao] [google]

well never mind, 128u is enough, it just looked small in the editor.

But check out these SICK textures that i made! Only true gamer will get this reference!

>> No.9938879

No way, I didn't expect to see a Terraria reference in a Doom WAD!

>> No.9938885

Holy shit, someone else who remembers CastleMiner Z?????

>> No.9938887

GRAND DAD??!!!!!

>> No.9938894

>make something
>oh no, why are you making something
this is just silly at this point, you just want to hate for the sake of it

>> No.9938905
File: 87 KB, 886x873, 1680250996084782.jpg [View same] [iqdb] [saucenao] [google]


>> No.9938916 [SPOILER]  [DELETED] 
File: 153 KB, 1920x1080, Screenshot.png [View same] [iqdb] [saucenao] [google]

MyHouse.wad? Tell me it is!

>> No.9938917

That painting is in vanilla Doom 2 you fucking nonce

>> No.9938920

The Doom equivalent of analogue horror fans seeing a VHS player for the first time.

>> No.9938930 [DELETED] 
File: 201 KB, 960x708, 1m1dva.jpg [View same] [iqdb] [saucenao] [google]

Pwnd, that pisstain will never recover. Thank you for your service sir.

>> No.9938932
File: 9 KB, 369x300, 1672969892795665.png [View same] [iqdb] [saucenao] [google]

>didn't make a quake 32 maps episode with perfect gameplay balance and astounding visuals
you didn't finish the game

>> No.9938937
File: 37 KB, 568x429, 1684177474296717.jpg [View same] [iqdb] [saucenao] [google]

Played it for myself and when I saw that I predicted I'd see this exact post.

>> No.9938940

Is there a way to make a transparent door?

>> No.9938946
File: 3.61 MB, 1756x925, 1658340868914790.png [View same] [iqdb] [saucenao] [google]

not dead

>> No.9938951

alien vendetta map25 and master levels BLACKTWR did it somehow without Boom tricks so it should be possible yes

>> No.9938956 [DELETED] 
File: 86 KB, 1200x900, dweebs.jpg [View same] [iqdb] [saucenao] [google]


>> No.9938958

Is there much in the way of a music replacer and/or shuffler scene for Doom? I've been googling around and all I really find are completely homemade music replacers or re-recorded metal versions of the vanilla music. Is there anything like a replacer that just uses music from other games of the era? Like a randomized snes music pack or something? I'm just bored of hearing the vanilla music over and over and over, not that's it's bad.

>> No.9938962

Why? There's been a Terraria weapon mod for ages.

>> No.9938964

a pk7 called floppy disk of midis or something like that contains most midi FPS soundtracks with a randomizer
there's also MID the way ID did which isn't random but has one midi themed after every vanilla D2 map

>> No.9938969


Knock yourself out.

>> No.9938971
File: 117 KB, 640x480, Screenshot_Doom_20230527_071133.png [View same] [iqdb] [saucenao] [google]

Was the hotbar toggle button supposed to be Ctrl at some point?

I was curious about a few things. Alignment and magic, like the rationale for it in general and a few of the spells. Almost every attack spell being evil, albeit some having negligible alignment shift, is a bit strange, along with a super cool utility spell like Worldbreaker. As far as I know it doesn't do damage.

What does the Rage spell do? I seriously can't tell.

Barrier being able to make a bridge if you look down is really cool.

Also I really like that with proper timing you can punch projectiles out of the air. I hope to get good enough to bare knuckle a baron to death.

For more compatibility with other enemy mods, you could add DeathType to a few of the attacks so they trigger the proper death states if they're there, like Fire to the fire attacks and Plasma to things that do lightning damage.

The new barrel effects and Solomon sounds are good.

>> No.9938974

What's your favorite sequel?

>> No.9938989

>decino playing gone homo puss in boots the last wish: the mod
>completely boomering it up then pretending like he's not alt-tabbing to find the next place to go in a walkthrough

>> No.9938996

Chex Quest 3

>> No.9939002

The fact that he just "somehow" discovered the mirror world before even getting the bad ending made it too obvious.

>> No.9939004

Took him an hour to just get the worst ending.

>> No.9939015

It's not that suspicious on it's own, he wall humps every single object in a "puzzle" map, it's his substitute for attempting to figure shit out.

Shit's not in his skillset, why anybody would want him playing a map like this other than to watch him flail around for hours on end is anybody's guess.

>> No.9939019 [DELETED] 
File: 110 KB, 373x335, 1435552270919.png [View same] [iqdb] [saucenao] [google]


>sour grapes because /our guy/ could figure something out they couldn't

>> No.9939024

>Was the hotbar toggle button supposed to be Ctrl at some point?
Whoops, that got unhardcoded a long time ago and moved to a bindable key, but I forgot to make the keybind text dynamic. Guess I'll go fix that.

>I was curious about a few things. Alignment and magic, like the rationale for it in general and a few of the spells. Almost every attack spell being evil, albeit some having negligible alignment shift, is a bit strange, along with a super cool utility spell like Worldbreaker. As far as I know it doesn't do damage.
Worldbreaker is just a magical breaching charge. I don't think I'll make it do damage. As for alignment, canonically Solomon is neutral-ish, so I've balanced the spell tree around that fact. I wanted to give magic some form of "replay value" by making the player decide if they want to do an evil playthrough, potentially having to rely on tech for the utility stuff, but gaining more powerful destruction spells, or become a good boy and get access to powerful utility spells while waving away their access to destruction/curse spells. Ooooor you can stay neutral and get access to everything, but with mediocre efficiency. Also some neutral spells (Shield, Displacement) get different effects if you are evil. Shield becomes a ramming shield that gets less strength but you can fucking bodyslam enemies to turn them to mush. You can also slam through thinner doors to bust them. Become the juggernaut.

>What does the Rage spell do? I seriously can't tell.
Just gives you a dose of zerk magically lol.

>For more compatibility with other enemy mods, you could add DeathType to a few of the attacks so they trigger the proper death states if they're there, like Fire to the fire attacks and Plasma to things that do lightning damage.
Shouldn't that already work? Projectiles already have a damage type which *should* technically trigger the respective deaths, assuming the enemy mods actually defined death states for those types. I don't know of any that do.

>> No.9939027 [DELETED] 

OH MY SCIENCE so much this my fellow wholesome 100 isabella boomer shooter enthusiast. Have you heard of Hedon and Ultrakill perchance?

>> No.9939028 [DELETED] 


>> No.9939035

I did that too
The first time I played I found almost area except for the gas station

>> No.9939036 [DELETED] 

And stay there.

>> No.9939037 [DELETED] 
File: 78 KB, 340x320, 1462031094420.png [View same] [iqdb] [saucenao] [google]

>being this mad over someone playing a wad and enjoying it

>> No.9939049

>find death
>cockblock anons

>> No.9939050
File: 238 KB, 900x1194, 1553387030042.jpg [View same] [iqdb] [saucenao] [google]

More like Hardon.

>> No.9939053 [DELETED] 
File: 3.34 MB, 4584x2237, 1682212323582816.png [View same] [iqdb] [saucenao] [google]

what a 4channel moment

>> No.9939080

Watching decino play is painful, the dude has no sense of direction

>> No.9939083

>Despite possessing the unfamiliar feature that is the dinosaur-like feet, his species are mammal as they are pachyderm, have human-like eyebrows, eyes and hands, and may also have facial hair. Their heads are also shaped in a similar manner of a canine (though the snout is way shorter in the present generation).


>> No.9939091

He's only really good at combat, which he is very good at but the second a map starts being obtuse or puzzley it slows him the fuck down.

He's basically overspecialized for slaughter stuff and little else.

>> No.9939094

Because the formula to it appeals a lot to the kind of terminally online 14 year olds who live on /v/, particularly with the backrooms stuff.

Compare it a bit to Ghoul's Forest and Ghouls Vs. Humans from back in the Skulltag era, it was the right kind of cheap horror to appeal to a certain young teen demographic at the time, and what they really wanted was cheap jumpscares. See also FNAF.

Jimmy makes music for all sorts of things. As said, if he was gonna shill something, it'd be Square, which is his baby project.

>> No.9939097

When's the deadline and how many finished or pending submissions are there?

>> No.9939098

Rubicon 2.

Play it now!

>> No.9939103

>Because the formula to it appeals a lot to the kind of terminally online 14 year olds who live on /v/, particularly with the backrooms stuff.
Kinda sad really, there have been some pretty great wads that have broadly done the same thing but didn't do the whole seven ring circus shit so they got largely ignored.

Like this came out in 06, does a lot of the same tricks, just didn't court spooky scary meme shit.

>> No.9939117

impossible breaks its own illusion and is generally not really fun.

>> No.9939119

Feel like playing some doom wads again, anything good come out recently?
Also a little interested in the waifu project thing, but I might try that later.

>> No.9939127

It's technically not out yet but this is pretty fun.

>> No.9939149

They're mostly jumpscares, yeah.

>blocky sector forest
>single spooky oogabooga is let loose and you gotta git him without gitting got by him
>he's fast and he's made from a photo of a Halloween mask, he's also obnoxiously loud
>quality and presentation improves with each entry, but the concept stays the same
>third has you fight a whole bunch of different ghoulies in sequence, like a boss rush
>final boss is cut out of a video clip of The Ring, need to time your shitty bow and arrow so she doesn't screamer you to death
Ghoul's Forest was heavily inspired by the Commodore 64 game The Forbidden Forest (which is a pretty impressive game for that hardware), and Ghoul's Forest 3 best mirrors it with the whole bow and arrow thing, stages of different creatures, and the "Yurei"' demanding the right timing and reflexes like the Demogorgon does.
Someone also made a fan map of GF3 named Torn City, which was specifically made for playing with Skulltag in multiplayer, the setting being an abandoned city in a black void with a huge gaping crevice dividing it up. Torn City lacked the Yurei, you'd just be faced off with Juggaloface, Biggie Skulls, and Anorexic Loper all at once.

Ghoul's Vs Humans was a bit of a different animal because now you got to play as the creepy crawlies and oogabooga people yourself, and it was pretty popular for a while. One of the memorable exploits was where you played as the Creeper Ghoul, and you were meant to be a little hard to see, but if you crouched, his sprite compresses vertically and his already short hitbox becomes almost flat, so you could legit lay in wait and hide behind the step in a staircase and someone coming down could not see you at all.
The intended premise with the Creeper was that he was supposed to skulk around and camp, I'm pretty sure, since he was frail and not too fast, and you had to look out for him (and his ranged attack which slowed you down so he could chase you), but the crouching got patched out lol.

>> No.9939159

I'm not sure why people are complaining about Decino, I'm thoroughly enjoying watching him fail to work out he screwed himself an hour and a half earlier.

This is the same dude who made one of the Ancient Aliens mappers feel like shit about his skill as a mapper because he couldn't find a few secrets,

Maybe he shouldn't be treated as the ultimate judge of mapping.

>> No.9939169
File: 1.16 MB, 500x471, is it really this easy.gif [View same] [iqdb] [saucenao] [google]

Is Doom PSX CE/Final Doom PSX CE/Doom 64 CE

Accurate to the originals? I honestly never playeda single console port of Doom, I know they are different but are they different in a way worth experiencing?

>> No.9939171

>He's only really good at combat, which he is very good at but the second a map starts being obtuse or puzzley it slows him the fuck down.
Sounds like the majority of modern Doom players; the "very good at" part may vary.

>> No.9939180

>You can also slam through thinner doors to bust them. Become the juggernaut.

Okay, that's pretty dope. But on Worldbreaker, I was more curious about why it's Evil-aligned if it's more on the utility side and not harmful. I'd think it'd be neutral like Claymore. Ahh, and does alignment have any other effects aside from spell selection? I know about the melee weapons.

Huh. I kept casting it over and over. I guess Solomon doesn't OD?

Ahh, well I only looked at a few like Fireball and Thunderclap, and the Damagetypes are their spell names. Death states are case sensitive, I thought. Fire's somewhat uncommon, I tested Ashes Monsters and Kriegsland Enemies for giggles since I know they have fire deaths and they just get blown up. Admittedly plasma doesn't come up a lot so I probably shouldn't have mentioned it. Kriegsland has it but it's a bit fucky and I don't know if I'd play it with this. It has it's own difficulty settings you're supposed to play on so they're balanced right and they drop their own health and armor bonus items.

>> No.9939202

>I was more curious about why it's Evil-aligned if it's more on the utility side and not harmful.
Pretty sure literally destroying the map isn't what good guys do. You're there to get rid of the demons, not demolish the entire planet lmao.

>Ahh, and does alignment have any other effects aside from spell selection?
In vanilla? Not really. Some addons utilize it even in Flesh & Steel mode, which is the only reason it's displayed there again.

>Ahh, well I only looked at a few like Fireball and Thunderclap, and the Damagetypes are their spell names.
I'll look into it then.

>Death states are case sensitive, I thought.
Nah. About the only case-sensitive thing in this engine is strings. Which is an absolute nightmare, but I digress.

>> No.9939210

>In vanilla? Not really.
Actually, it affects the efficiency of some supernatural items like deathspheres and manaspheres. Soul armor also does different things depending on your alignment. But in vanilla it's strictly supernatural stuff IIRC. It used to affect stuff like store item prices and what you could buy, but that entire concept got shitcanned as it was garbage in practice.

>> No.9939215

I dunno, I find people respond fairly well to puzzles as long as they can tell there is a puzzle and they don't get made to feel like it's a trial and error timesink.

>> No.9939220

I finally got the 3D floor thing working! Turns out I was being a complete and utter belm and thinking that the sector you were using for the floor didn't need to be connected to the sector you wanted it to pass through. Got it working now, I'm quite happy with it.
Think I might stick a pin in this map and call it done shortly. I'll see about making it its own WAD that I can add to.

>> No.9939226

Is there something like Doom Launcher but for Quake? Something that handles the ports and mods, all the launch parameters, tracks your progress, allows to tag and comment the maps.

>> No.9939227

>Maybe he shouldn't be treated as the ultimate judge of mapping
that's the whole reason he made that video about blind runs and how having the kills and secrets counter on screen ruins was basically ruining how he played maps
he even said himself that he doesn't want people to change their maps just because of how he played

>> No.9939235

They're soiing out about how he's a genius who completed what took doomworld leaks all on his own. Meanwhile he just happens to go to the mirror world gas station without even going to the regular world campsite first and falling for the noob trap. Then when he gets to the gas station he looks exactly where the mastermind and cacos spawn in the slaughter portion

>> No.9939237

lol just emulate or use PsyDoom

>> No.9939240
File: 2.52 MB, 1920x1080, ad_mountain.png [View same] [iqdb] [saucenao] [google]

>that perfect brick alignment from start to finish.

aw yiss

>> No.9939243

>Then when he gets to the gas station he looks exactly where the mastermind and cacos spawn in the slaughter portion
You mean he looked up at the sign on the roof?

>> No.9939245

Ultimate DOOM, Doom 2, or Quake 1 but its been changed so that most of the enemies and locations are based on Hindu and in some cases, Buddhist (mainly Theravada sect) tales and lore.

>> No.9939248

are these the only good fps?

>> No.9939256

He looked to the far side of the sky and then above the sign. Suck my dick. Choke on it

>> No.9939262
File: 109 KB, 705x557, pdz8aa5kduax.png [View same] [iqdb] [saucenao] [google]


>> No.9939263

He also spam ate every single soulsphere out of the health machine in one go.

>> No.9939265

from what video is this

>> No.9939271


>> No.9939280

That was the most I've laughed in a long time, three and a half hours of watching him stumble over everything he could stumble over.

>> No.9939281

Ehh, okay, point taken. So does even using breaching charges affect alignment? Thought I saw something about that when I was looking at the commits.

>> No.9939296

>So does even using breaching charges affect alignment?
Breaking sectors regardless of method does. Placing a charge on an enemy doesn't do anything for alignment. Also just added DeathType to the two spells. Lemme know if it still doesn't work.

>Huh. I kept casting it over and over. I guess Solomon doesn't OD?
OD's on my end. He won't OD if you have black armor with the Berserk Protocols upgrade.

>> No.9939305

It's from a video about SRB2 level making, here is a timestamp to where it gets to that image comes from

>> No.9939310

I did that.

>> No.9939381

Hexen: Beyond Heretic.

>> No.9939387
File: 65 KB, 1532x821, Screenshot 2023-05-27 212701.png [View same] [iqdb] [saucenao] [google]

alright, let's call this v2
might be undergoing a bit of feature creep, but we'll see. I believe the bugs people mentioned are fixed now, there's a few more enemies to make things interesting/changes so they aren't so easy to flatten, and a new section to make the yellow key a bit more interesting to obtain.
As before, any feedback much appreciated.

>> No.9939393

First feedback: mention what the fuck is this. Are you the one making the HD map or one of the waifu maps or some other thing?

>> No.9939396
File: 69 KB, 407x513, 85f832435e3e66fb97dc7dcefaae11e7.jpg [View same] [iqdb] [saucenao] [google]

Deadline is June 18th, two maps are complete, and unless I'm wrong, 5 other maps were shown here.

>> No.9939409

By the way, are there any forbidden waifus for the waifu map project? Just want to know if I should consider trying making a map.

>> No.9939410

Shit, sorry. Yeah it's the HDest map I'm making.

>> No.9939435

I asked people to call dibs on their waifu/husbando, and for now no conflict has been reported. No one is off limit, but keep your sectors and textures blue board-friendly.

>> No.9939468
File: 239 KB, 1047x517, 1671156720422341.png [View same] [iqdb] [saucenao] [google]

who are the waifus so far?
>king cai (gravity rush)
>taihou (azur lane)
>outis (limbus company)
>madotsuki (yume nikki)
and pic related, idk who she is
also i guess maybe curly brace

>> No.9939472

Someone made a toph map

>> No.9939483

there's also the Daina's ass map

>> No.9939491
File: 79 KB, 245x404, изображение_2023-05-28_000944263.png [View same] [iqdb] [saucenao] [google]

You forgot about Toph Beifong from Avatar

>> No.9939492

>No one is off limit
Awesome! That makes things a lot easier.

>> No.9939506
File: 31 KB, 401x536, c3b84b7f5030944f0cab600ced59a42c.jpg [View same] [iqdb] [saucenao] [google]

This should be our current headcount :

Anon - Holli Would (Cool World)
Anon - Shanalotte (Dark Souls 2)
Anon - Madoka (have a guess)

Anon - Daina's Ass (ass only)
Anon - Olga Discordia
Anon - Taihou
Anon - That bath map

Anon - Outis (Limbus Compagny) - Outism
Anon - King Cai - Eto
GuyWithTeaCup - Toph - Dirty Foot Canyon

big if true
Anon - Curly Brace (Maybe)
Me - Witch (if I get some goddamn free time)

>> No.9939513

Can i make a pony waifu? I feel bad for twilight sparkle losing her number 1# spot to that rabbit whore from zootopia and would like to do something nice for her to try and cheer her up a bit

>> No.9939521
File: 815 KB, 1400x749, mkmap2.png [View same] [iqdb] [saucenao] [google]

my kc mikazuki map which is bloating to death but is progressing nicely, I hope there is no size limit you are expecting for this.

>> No.9939524
File: 258 KB, 500x554, gif-Kill-la-Kill-anime-Kiryuuin-Satsuki-1052186.gif [View same] [iqdb] [saucenao] [google]

based ruski nigger is not afraid of people knowing about his 12 years old loli foot fetish

>> No.9939551
File: 218 KB, 491x335, YouCallThatADoomMap.png [View same] [iqdb] [saucenao] [google]

I said I wouldn't judge anybody, even furries. Goddamn Anon, you make it hard.

>pic related.
I'm sorry I forgot to add you to the list, it's been rectified.

>> No.9939560

Is there a way to enable walking over and under monsters in DSDA-Doom? I'm getting sick of falling into holes because I tripped over pinkies I couldn't see.

>> No.9939575

Just so you know, rule 15 is gonna make it hard for him to post any real progress.

>> No.9939583

He could probably get away with ground level in-game screenshots.

>> No.9939584

>I feel bad for twilight sparkle losing her number 1# spot to that rabbit whore from zootopia
>he doesn't know that she recently regained the number one spot
Also, great taste in waifus, Anon.
Couldn't he just post the wip map? Or he could post ingame screenshots.

>> No.9939589

Yeah, but those top-down ones are the real meat and bone of these map, aren't they?

>> No.9939592

Speedrunners run with infinite monster height on.

>> No.9939609
File: 31 KB, 600x625, 1659119967966073.png [View same] [iqdb] [saucenao] [google]

Hey look, I'm finally hosting Serious Business Saturday again in about 30 minutes from now.
We'll be finishing up the rest of this map pack today: https://dreamycecil.itch.io/bright-island

>> No.9939630
File: 257 KB, 1611x692, map fixes.jpg [View same] [iqdb] [saucenao] [google]

Dibs on Merula.
I figured you would catch it, but the blue door in the courtyard/blue door room can only be opened from one side. Also, the yellow switch at the entrance to the radiation zone was already triggered when I opened the door.
The new Baron placements are pretty nice, enough cover to take them out from long range but still letting them fire back. The map's great for CQB.

>> No.9939637 [DELETED] 

does australia-kun post here?

>> No.9939657

there was an anon who said he wanted to do jenny wakeman/xj9

>> No.9939667

OutisAnon, did you get the fixed Outism.wad? Apparently embedding the textures from OTEX broke it for a lot people, so I updated it. Should be in the last thread.

>> No.9939671


>> No.9939684

Fuck, the blue door. I must have switched off the key requirement to test something and then forgot. Not sure what's up with that switch, though, I'll check it out.
I'm glad the barons are more fun to fight! I did double up there as well, and now they can actually see you instead of it being one way.

>> No.9939691
File: 247 KB, 1369x771, curly.png [View same] [iqdb] [saucenao] [google]

>Anon - Curly Brace (Maybe)
I probably should've posted something but yeah I am making a Curly Brace.wad, I'm just been busy with life and stuff.

>> No.9939702
File: 3.92 MB, 640x360, azbab bfg test yeup.webm [View same] [iqdb] [saucenao] [google]

Beautiful AugurZ finished through Babel, no issues, all amazing. Maybe I'll check out this anon's HD map now but first I want to browse some other DBP stuff.

>> No.9939709

It works wonderfully now, thanks.

I was unarmored. Oh wait. Maybe it was because I wasn't looking down so it wasn't actually casting on me.

>> No.9939723

there was also an anon that wanted to do some buff male character, think it was a furry
also, i just remembered a few posts in these generals for years from someone into nightcrawler from the xmen
wonder how that anon's doing

>> No.9939730
File: 1.18 MB, 1200x801, 1681206612659683.png [View same] [iqdb] [saucenao] [google]

We are back in business, baby! It's time for another round of Serious Business Saturday. Today we will finish up the rest of the Bright Island "backport" for TSE which is only three levels. But these levels might be pretty long, who knows.
Download the map here: https://dreamycecil.itch.io/bright-island

>IP (join via specify server):
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch and after installing launch the game with "SeriousSam_Custom.exe"
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. Then when connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. If you encounter any problems with this setting then try changing it to a higher number up to around 10.

>> No.9939735

I did some further research and it sounds like I should be using Nugget Doom instead.

>> No.9939739

If males are allowed blaz level when

>> No.9939753

>Maybe it was because I wasn't looking down so it wasn't actually casting on me.
Many such cases!

>> No.9939780

Ah, left the yellow switch un-keyed as well. Balls.
Well, those are fixed - I'm tempted to make the red key drop the big dividing door anyway as a gotcha moment but unsure, otherwise though I'm pretty happy to wrap a bow on it and start on the next map.

>> No.9939797

Did you make the Curly pic on the floor yourself?
Map looks cute, anon. Looking forward to playing it!

>> No.9939815
File: 1.13 MB, 450x250, UhxLgq0.gif [View same] [iqdb] [saucenao] [google]

maybe i should make a map of blue angel

>> No.9939884

Maybe he just didn't enjoy it as much as you clearly did, Myhouse shill? He even said it isn't really his cup of tea as far as Doom gameplay is concerned. Which you can't blame him because he's very much a classic vanilla player who enjoys the challenge of that gameplay and becoming a greater player. These narrative driven mods rarely ever lend themselves to that type of gameplay and that's for good reason because it won't only detract from the experience, unless properly paced and executed, but would filter the fuck out of Twitter babies who are gobbling that shit up

>> No.9939897
File: 391 KB, 651x960, 1670390813357273.png [View same] [iqdb] [saucenao] [google]

Alright, a bit shorter than I expected, but all's well that ends well right? No group photo this time, thanks to everyone who came along for the ride!

>> No.9939901
File: 36 KB, 215x235, 1655441097710501.png [View same] [iqdb] [saucenao] [google]


>> No.9939923
File: 32 KB, 275x281, 1507989673249.jpg [View same] [iqdb] [saucenao] [google]

>mfw ss2 next

>> No.9939927
File: 10 KB, 204x148, FBONN00.gif [View same] [iqdb] [saucenao] [google]

Take it easy

>> No.9939928
File: 364 KB, 512x512, 1655165119323643.png [View same] [iqdb] [saucenao] [google]

yeah, haha...

>> No.9939945

Do you find it confusing switching bettween different shooters at the same time?

>> No.9939946

>switching bettween different shooters at the same time
come again?

>> No.9939971

No, I always go the rifling in place.

>> No.9939994

Still alive, just need to actually start though.

>> No.9940041

I can easily pick-up Doom after playing other games without much trouble. The other way around, tho, not so much. Especially going to Strife or Heretic after playing Doom for a few hours or even days.

>> No.9940047

E to interact in half life and newer games vs ctrl in older ones can mess me up

>> No.9940051
File: 48 KB, 524x540, 1684344136363132.jpg [View same] [iqdb] [saucenao] [google]

>E to interact in half life and newer games
>ctrl in older ones
>but also F to interact in really new games

>> No.9940053

what fucking games uses control to interact?

>> No.9940059

I tried to crouch on Quake several times after playing Hexen 2 for weeks.

>> No.9940060

It's not like Heretic is radically different to Doom, at least in terms of most of it's weapons.

>> No.9940061

Build games need the space bar for jump and I keep spacebar free in Doom for consistency

>> No.9940068

how is control confusion even real just like rebind them nigga haha

>> No.9940074
File: 2.01 MB, 294x233, 1641520456624.gif [View same] [iqdb] [saucenao] [google]

I've never played a gameplay wad before. Only vanilla doom and a couple of old school megawads.

What are some MUST PLAY gameplay wads? (besides brutal doom)

(maps or monster wads that go good with said wads would also be appreciated)

>> No.9940079

Imp Encounter

>> No.9940083

Final Doomer is the go-to vanilla style but fancy gameplay mod. Roguelike Arsenal by the same guy is good if you like inventory autism and playing without pistol starting
Kegan made too many to list, Colourful Hell is also by one of our own
Demonsteele is a work of art for accomplishing what it did with only Decorate 10 years ago but it's fucking hard and demands you learn and master its specific mechanics or you'll eat shit in normal doom 2

>> No.9940086

Does Final Doomer work with Zandronum?

>> No.9940091

Nah, for me it's remembering to use the items in Heretic. I shake that rust off pretty quickly, but it's still there.

>> No.9940092
File: 549 KB, 1367x816, Untitled.png [View same] [iqdb] [saucenao] [google]

looks a bit wonky but i'm happy with the final result

>> No.9940094
File: 778 KB, 1636x1059, 1462666422467.png [View same] [iqdb] [saucenao] [google]

>but it's fucking hard and demands you learn and master its specific mechanics or you'll eat shit in normal doom 2
There are also thinks it doesn't really explain in the help stuff.

>> No.9940096
File: 1.54 MB, 1636x1059, 1462666773702.png [View same] [iqdb] [saucenao] [google]


>> No.9940102

E1 is the worst episode of DOOM. Fight me.

>> No.9940108
File: 54 KB, 574x680, 1669938165721971.jpg [View same] [iqdb] [saucenao] [google]

>Me - Witch
which witch

>> No.9940140

No, I kinda agree. I think it has some design standards that the other eps could benefit from, but overall the later eps are more fun imo. Might be better than ep3 tho, but I haven't replayed it in a while.

>> No.9940167
File: 113 KB, 607x422, Screenshot 2023-05-28 022847.png [View same] [iqdb] [saucenao] [google]

>okay, for this map I will try drawing a plan so I know what I'll be making in the builder
>2 hours later
this is fun

>> No.9940182
File: 517 KB, 1175x755, file.png [View same] [iqdb] [saucenao] [google]

my first doom map coming along nicely, it wont be fancy but I just want to make it fun in a classic doom kind of way and make it feel open ended without too many obstructions or boring hallways

>> No.9940208

It doesnt have any maps that feel like chores to play like e2 and e3 though the gameplay is dull compared to stuff like e2m6 and mt. Erebus

>> No.9940215


>> No.9940227

what is this, venice?

>> No.9940239
File: 30 KB, 550x400, 1609793998487.jpg [View same] [iqdb] [saucenao] [google]

>Anon doesn't play three fps games simultaneously

>> No.9940242

From the look of the bottom left, I'm guessing it's Third Impact.

>> No.9940248
File: 13 KB, 345x460, literallyme.gif [View same] [iqdb] [saucenao] [google]


>> No.9940269
File: 79 KB, 124x158, 1684928363551522.gif [View same] [iqdb] [saucenao] [google]

literally me

>> No.9940271
File: 13 KB, 360x360, fumo reaction.jpg [View same] [iqdb] [saucenao] [google]

>be newfag
>look up what rootpain is
>find a video on the topic
>open it up
>the dude censors the word "abortion"
>close the video
such a diverse community this is huh

>> No.9940293
File: 19 KB, 192x192, 192[1].gif [View same] [iqdb] [saucenao] [google]

I kinda look like mutant guy.

>> No.9940294
File: 1.15 MB, 2132x790, Untitled.png [View same] [iqdb] [saucenao] [google]

TFW you want to share the your map progress so far but dont want to reveal any secrets. At least i "finished" another room, just have to test more and find out how much ammo and health should be laying around.

>> No.9940295

impeccable brick alignment, anon.

>> No.9940332

looks lovely

>> No.9940335

Very doomcute

>> No.9940363 [DELETED] 

why do zoomers love or pretend to love stuff like Doom and Hexen so much

>> No.9940369 [DELETED] 

Why would YOU be upset that people like good games, anon?

>> No.9940371 [DELETED] 

because civvie told them to

>> No.9940381 [DELETED] 

Despite the switch hunting fuckery in hexen, that game would actually be kinda fun if the centaurs didnt exist

>> No.9940384 [DELETED] 

because this is my club and i want to talk to other old men i dont want to deal with zoomers who are just copying their youtubers

>> No.9940387 [DELETED] 
File: 31 KB, 499x636, 1666702590004528.jpg [View same] [iqdb] [saucenao] [google]

Better them then you if this what you're gonna post here.

>> No.9940407 [DELETED] 

I'm afraid there isn't really anything we can do about that. I know people say they need to "gatekeep" their hobbies but realistically speaking, it's impossible to prevent anyone from taking part. The most you can do is refuse to play with them.

>> No.9940427 [DELETED] 

yeah sorry but you're an old faggot and you're dying. the best you can do is teach the newfags how to not be faggots, but that's not happening for you because you are a faggot who posts whiny gay bullshit all the time.

>> No.9940430 [DELETED] 

Guys come on. You have to empathize with me. I'm upset with this. I don't want to die.

>> No.9940442 [DELETED] 

I do empathize with you. Resenting the younger generation is a natural reaction. The one before ours felt the same way about us, and years from now zoomers are going to resent whatever comes after them.
This has always happened and it's going to keep happening, it's just the way people are. The best thing we can do is teach anyone willing to listen about the things we value, pass that knowledge along.

>> No.9940450 [DELETED] 

>because this is my club and i want to talk to other old men i dont want to deal with zoomers who are just copying their youtubers
can you give me one example of a zoomer posting here?

>> No.9940452 [DELETED] 

>I don't want to die.
That escalated quickly.

>> No.9940464 [DELETED] 

Of course, anon. I hate Zoomers too, I think most people here dislike them as well, and when I say Zoomer I don't mean people born 2003 - 1997, or hell even the normal ones. I just hate ignorant ones that use twitter; and seemingly drag their problems into everything.
You know what you can do though? Change their mind, teach them. Convince them to be better.
It's not going to be easy, hell usually it won't even matter, but if you want the new generation to appreciate and respect retro games then give them a reason to appreciate it.
I learned to appreciate a lot retro games because my father and his friends would play co-op with me on games like Diablo and Doom.

>> No.9940467 [DELETED] 

Not him but its pretty obvious zoomers are a special case. They genuinely are worse. But its not their fault.

>> No.9940470 [DELETED] 

Sometimes I'm inclined to agree, and I think that's why it's our responsibility to help them.

>> No.9940474 [DELETED] 

yeah zoomers go a bit beyond 'i dont like their politics' and 'their slang sucks' like generational rivalries have revolved around in the past.

>> No.9940478 [DELETED] 

It's making me uncomfortable that I only really like playing retro games because I don't want all my opinions to be thrown out on the basis of nostalgia but I really don't see anything new being made that gets me excited.

>> No.9940484 [DELETED] 

You almost understood.

>> No.9940489

Aye. Thank you. Hopefully I can finish it in time.
It's actually taking me a bit because I'm adding my best friend's waifu as well, I thought it just be a sweet gesture for him since he really likes my doom maps.

>> No.9940491 [DELETED] 

Kind of the problem with where the industry has gone, everything is risk-adverse and following the trends as closely as they think they can for safe bet sales.

If you compare it to shit like the Doom clone era, where while they were trying to get on the bandwagon, they were also trying to make stuff be wildly different to stand apart from each other.

>> No.9940498

My favorite ones are the ones that cover the controversial wads.
>This is a offensive wad
>It is crudely funny and creative, but I will admit it's a bit much.

>> No.9940502
File: 222 KB, 400x324, 1663552260867296.png [View same] [iqdb] [saucenao] [google]

are you going to rotate them so everyone's salisbury steak is at the bottom of the plate

>> No.9940512

I'm playing through doom the way ID did right now. Some of these maps are alot more fun than the originals. ESPECIALLY e2m3

>> No.9940538

do you have a dedicated Doom keyboard that you dont mind getting covered in dorito dust

>> No.9940541

Make the side walls above open up with guys behind them

>> No.9940563 [DELETED] 
File: 104 KB, 664x800, 4780244-zoom-amiga-front-cover.jpg [View same] [iqdb] [saucenao] [google]

>The one before ours felt the same way about us, and years from now zoomers are going to resent whatever comes after them.
>Not him but its pretty obvious zoomers are a special case. They genuinely are worse.
I remember seeing some kids at game city like a decade ago. They were yelling about how they wanted to be a youtubers. Not firemen. Not cops. Not scientists. Not astronauts. We've reached peek idocracy.

>> No.9940660 [DELETED] 

I moment of silence for all the innocent souls murdered by the janny

>> No.9940669

Listen to this guy, also try Plutonia 2, Ashes 1 + 2, and Golden Souls 3

>> No.9940670

is woof that much better than pr+

>> No.9940686

There's a lot of faggots who moralfag all over the place, but they're not bad people. You just have to be patient with them.

>> No.9940697

Did HFFM get any coverage like this?

>> No.9940715

What kind of mapper makes secrets that aren't fun to find? I like secret hunting sometimes but holy SHIT I"m tired of "find tiny switch on ass end of map that opens door on other side of map"

>> No.9940717

I think it was just outright banned from Doomworld. Some big shot doomworld guy streamed it anyway and called the stream "Teach the controversy" but that's about it, I think.

>> No.9940728

Looks good! Will you post a link to it once you're done?

>> No.9940748

Ribbiks covers a broad spectrum of good secrets. They're almost always fair and not too difficult to find. There are some in his more difficult puzzle wads like Magnolia, FCFF (I recall one involving a glide between some stair ballisters that could easily go unnoticed if you weren't familiar with the move), Jumpwad that require your full attention and observation skills as well as some

>> No.9940784

PlayStation Doom is pretty interesting in a weird sort of way. Still having trouble processing the fact that the sound effects used in it were original and were not in fact made for Doom 64

>> No.9940797
File: 287 KB, 1200x1200, E_TQXCFUUAADYGh.jpg [View same] [iqdb] [saucenao] [google]

Is it ever established whether the timeline fuckery in Marathon Infinity is a result of Mjolnir 54 transcending reality or of the W'rkncacnter devouring time itself?

>> No.9940807

Better? They have significant differences so they're basically equal I'd say, save for MBF21, DEHEXTRA, and DSDHacked support, for which you'll have to use DSDA-Doom.

>> No.9940843

Nah, I don't think so. As a curious bystander and lore nerd, I lean more towards Mjolnir 54 interpretation. Although...
...maybe it's both at the same time?

>> No.9940849

>lore nerd
what's your opinion on the upcoming Marathon-in-name-only

>> No.9940858

The thing for me is that they both seem impossible from one perspective or the other; if the W'rkncacnter destroys time then why didn't it do that before with the Jjaro and Pythia?
If it's Mjolnir 54, how does it happen during what should be his Melancholia and Anger, when it should only really be possible once he's in Jealousy?

>> No.9940864

>save for MBF21, DEHEXTRA, and DSDHacked support, for which you'll have to use DSDA-Doom.
Woof supports all of those and is better than DSDA in every way except it has limited render resolution. Whether you like the more pixelated display of woof is a matter of taste.

>> No.9940867
File: 964 KB, 1680x1050, ThisSideTowardEnemy_0000.png [View same] [iqdb] [saucenao] [google]

I may have made a mistake.

>> No.9940869

If you care about input lag and overall quality such as properly scaled pixels then yeah, Woof is much better. Fabian cares about his software projects and it shows in Woof.

>> No.9940908
File: 80 KB, 800x600, Heretic_ironlich.png [View same] [iqdb] [saucenao] [google]


>> No.9940909

Nothing specific, I guess "confusion" is the right word. When I initially read the rumor, I called it stupid bullshit. However, I actually don't know much about extraction shooters, so I'm saying much on that front. As for the visuals... It's interesting, that's for sure.
I won't call myself an expect, but I'm keeping an open mind (for now) and looking at posts on Story Page. There're a lot of things going on already, like fricking 8(!) AI's on Tau Ceti colony.
Definitely need to play the damn games instead of reading up lore stuff, but my backlog is full as is.
>if the W'rkncacnter destroys time then why didn't it do that before with the Jjaro and Pythia?
Maybe it's not as much it devouring time as messing it up by mere presence? So that, technically, something similar has already happened before.
>If it's Mjolnir 54, how does it happen during what should be his Melancholia and Anger, when it should only really be possible once he's in Jealousy?
Something could've sped up the process like, you know, "I am hero" terminal thing. Or Gheritt White terminal if you go with "it's about the player" route, which could mean that something was up with him ever since the first game.

>> No.9940939

What are some actually scary doom wads?

>> No.9940943


>> No.9940948

Ad Mortem.

>> No.9940950
File: 282 KB, 1280x720, b6844810f8e76171faf05f6aca73750f73388bb06fde279822363ea48eaf5a2d.png [View same] [iqdb] [saucenao] [google]

>> No.9940953

> using CNTRL instead of SPACE
Sucks to be you

>> No.9940956


>> No.9940975


>> No.9940983
File: 537 KB, 320x240, Browsing doom threads.gif [View same] [iqdb] [saucenao] [google]


>> No.9941006
File: 3.10 MB, 3000x3000, catacooombs_proc.jpg [View same] [iqdb] [saucenao] [google]

Nah, trying to ape something similar to the paris catacombs.

>> No.9941013
File: 593 KB, 1280x1593, 1549954233042.jpg [View same] [iqdb] [saucenao] [google]

How big can Doom map be? Can it be this big? Even the biggest maps I saw like City at the Mouth of Ire are not that big.

>> No.9941015

The main limit is the block map size, at some point collision will break. There's also limit on number of linedefs and sidedefs, but the latter can be manipulated by merging identical sidefs. There's other limits too, but they'll probably appear later. Sidedefs will come first.

>> No.9941025

boltgun acceptable here?

>> No.9941026

Not retro.

>> No.9941029

very well. thank you, anon

>> No.9941034

I feel kinda like an asshole for stating that so bluntly. But it's definitely not a retro game, nor is it using an older pre-existing engine like Ion Fury, which seems to be an exception to that rule.

>> No.9941035

What about GZDoom, does it have ~similar limits? Or will it shit itself even before that? Can't recall any fuckhuge zdoom-exclusive maps.

>> No.9941039

since ROM hacks and homebrew ROMs are allowed, it would be only logical that new FPS games made on old engines were allowed as well

>> No.9941042
File: 1 KB, 108x119, Major Asshole.png [View same] [iqdb] [saucenao] [google]

Yeah, though I feel like that gets weird when said game is sold digitally in modern storefronts for modern game platforms. It's an awkward gray area.

>> No.9941043

It has its node builder issues, iirc, which disrupts some hackery for vanilla maps.
It's also a bit slower which might explain why people might not make huge maps.
I don't know about specific udmf limits though.

>> No.9941046

The only real difference between something like Ion Fury and Adventures of Square or Treasure Tech is that the former is a commercial product.

>> No.9941047
File: 203 KB, 1920x1080, EX1RsOWXsAAXaeP.png [View same] [iqdb] [saucenao] [google]

That's why I think it's weird, but we've had this kinda discussion a few times in the past so I'll leave it alone.
I really wish we'd get another episode of Square, and I hope we see more info on TTLand soon.

>> No.9941051

The maximum is "no two points within the map should be more than 32767 map units apart" because then integers start overflowing and the engine shits itself. Or at least, that's what it was in 2012 or so, and I can't find newer comments.
In practical terms your computer will die to its shit optimization long before then.

>> No.9941063
File: 394 KB, 1920x1080, Screenshot_Doom_20230513_155629.png [View same] [iqdb] [saucenao] [google]

If only you presented any workable arguments...
But I disagree! I just played through the three episodes and Knee Deep in the Dead is just very consistent in quality, tone / atmosphere all the way and even with the more limited monsters the encounter design stays really good throughout.

Shores of Hell isn't bad per se, but it begins to be rather inconsistent and a lot of it is just visually not pleasing at all, featuring a lot of massive walls of the same repeated texture without details to break it up. For one positive at least E2 has the Cyberdemon fight and E3 has the Spider Mastermind.

Now that I've been going into Doom 2 again, I notice even more inconsistency between the levels and a lot more annoying shit like near-instakill traps towards the end of levels which gets pretty tedious to die to when most of the level is very safe but just takes fairly long.

>> No.9941064

Commercial mods pretty much always existed, and for people looking for an actual retro experience in a game, it's a lot better than the crap that just tries to superficially look retro or market itself that way.

>> No.9941070
File: 605 KB, 1920x1080, Screenshot_Doom_20230528_133454.png [View same] [iqdb] [saucenao] [google]

That said, I feel like E2 and E3 are worthwhile parts of Doom 1 and just playing KDitD would become boring fairly fast.

Going into Doom 2 though, I get very much reminded of a certain sense of inconsistency with quality and general distaste for gimmick maps.

But it's nice to play through vanilla Doom 2 again to refresh memories of it and as a palate cleanser to compare custom content and gameplay wads to.

>> No.9941089
File: 2.36 MB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]

How the fuck do you launch a mod with a .deh and .wad file
Every time I try to launch one with gzdoom it only launches the base game with the mod's textures over it

>> No.9941138
File: 945 KB, 1600x900, spasm0094.png [View same] [iqdb] [saucenao] [google]

I have beaten all the Alkaline v1.2 maps yesterday and would like to know if this guy is either a refference to something I don't get, or just a teaser of things to come eventually

>> No.9941140
File: 141 KB, 480x265, aliens-ripley-powerloader_1.jpg [View same] [iqdb] [saucenao] [google]

That's a power lifter from Aliens.

>> No.9941142

I think it’s the second part, someone here said they were planning to use him as a boss/enemy with the next version.

>> No.9941147
File: 3 KB, 28x33, Doomfacepsxjibdead.gif [View same] [iqdb] [saucenao] [google]

Apply directly to the forehead

>> No.9941158
File: 1.37 MB, 1600x900, spasm0120.png [View same] [iqdb] [saucenao] [google]

I understand that much myself tho - but the migget pilot keeps reminding me of that one gross dude that looked like a Harry Potter goblin with a gun for a dick from the cancelled Quake4 addon leaked concept-art album someone uber-based had linked here sometime ago
>I still hope that the PG gets buffed to have a random chance to gib zombies like it used to be able to in OUM

>> No.9941181

Does shadow warrior not have midi music?
Or do I need music files alongside SW.grp

>> No.9941187
File: 509 KB, 1200x511, tdkaO7H9810518.jpg [View same] [iqdb] [saucenao] [google]

Looked like a gross expansion for a fuckdigusting game. The midget loader in AK looks cool though.

>> No.9941217

cool screencap. your project?

>> No.9941251

>get DoomLauncher
>add your iwads, pwads and sourceports to it
>(I recommend sorting iwads, level sets, TCs, and gameplay mods into their own separate folders to make it easier to manage, but that's just me)
>pick the .wad
>select your sourceport
>make sure to pick right iwad, because if you load one for Doom 1 and then boot it up with Doom 2 the maps won't be there, and vice versa
>add .deh file to load order
>some old mods and TCs were sometimes divided up into multiple .wads, make sure you're not missing one
GzDoom also has an autoload folder, so if you had a nice player skin you always wanted to use, if you wanted a mod which added its own HUD, or you wanted to always have the Doom Spritefix mod loaded (I recommend it), you'd put that stuff there and then add the filepath in GzDoom's .ini file for the iwads you wanted to load it with.
Woof! also has one.
DoomLauncher has the option to disable autoload if needed.

>> No.9941264

Only the shareware version did, full version had a CD soundtrack. Kinda weird that they were omitted from the full version since they honestly don't sound bad at all. https://youtu.be/TtoPIXMx3pY

>> No.9941267

just realised youre this anon >>9919938, nice

>> No.9941276
File: 133 KB, 686x641, MAP02 wip lines.png [View same] [iqdb] [saucenao] [google]

Ye! If you can't find it, make it, etc.
I'm hoping there's going to be enough resources to make this map

>> No.9941297

I really like what you're doing, but what are going to do with all those tiny corridors? I doubt you can fit any encounters there, and they take like 3/4 of the map.

>> No.9941301
File: 781 KB, 1179x1461, curlyanon.png [View same] [iqdb] [saucenao] [google]

Very nice.
It's not Saturday but I'm posting it anyways.
I'm actually debating only giving the player a pistol, but having three weapons they can unlock as they progress through the level however if you grab one you cannot grab the others, ala like cave-story.

>> No.9941303

>Violent Rumble 2 deadline only 3 days away
Any new updates?

>> No.9941307
File: 330 KB, 620x465, FxOR3YZXgAAlYkt.png [View same] [iqdb] [saucenao] [google]

Corruption Cards updated to 5.0.

>> No.9941313
File: 2.50 MB, 1017x1500, 1682366004214169.png [View same] [iqdb] [saucenao] [google]

what are these two unrelated images from

>> No.9941314
File: 104 KB, 1280x720, amongst the dead.jpg [View same] [iqdb] [saucenao] [google]

That looks sick!
>I really like what you're doing, but what are going to do with all those tiny corridors? I doubt you can fit any encounters there, and they take like 3/4 of the map.
I want it to feel claustrophobic, and it's first & foremost meant for HDest so it's not so much a classic circle strafe kind of map. I'm aiming to stick enough nooks and crannies and suchlike to have some tense gunfights, plus wandering enemies to make sure you're never truly relaxed.

>> No.9941315

Surprised it's still getting updated. Not that i'm complaining.

>> No.9941330
File: 505 KB, 960x540, 2023-05-28-163117_960x540_scrot.png [View same] [iqdb] [saucenao] [google]

Submission for Fore/vr/ Alone
"Sleep Tight" by Hand-peeled
Waifu: Madotsuki from Yume Nikki
MIDI: "Gargoyles" by Jimmy (Revolution! Midi Pack)

>> No.9941331
File: 61 KB, 504x470, 1360606833249.0.jpg [View same] [iqdb] [saucenao] [google]

>make sure to pick right iwad, because if you load one for Doom 1 and then boot it up with Doom 2 the maps won't be there, and vice versa
this was the issue ty senpai

>> No.9941342

show chest gun pls

>> No.9941370

That's lewd!!

>> No.9941386
File: 263 KB, 1440x1080, woof0003.png [View same] [iqdb] [saucenao] [google]

Really fucking cool, anon.
But I have to ask: Do you think you added enough archviles?

>> No.9941387
File: 3.96 MB, 2560x1440, Screenshot_Doom_20230522_133158.png [View same] [iqdb] [saucenao] [google]

I spent almost a month working on a set of sprites for a level-related event I can't talk about to keep it a surprise. I feel a bit burned out but the "Undead Mansion" level is almost done now. After that? Well, there's still plenty to do but anyway I knew the Resident Evil inspired level would be hard to work on and would take me a lot of time to complete, it's basically a game within a game, hopefully I'll be faster at making the next set of levels.

>> No.9941397
File: 45 KB, 477x413, temp8.png [View same] [iqdb] [saucenao] [google]


>> No.9941409

I dunno, I peesonally cannot stand the majority of Sandy's levels, neither in Doom nor in Quake. Replaying KDITD from time to time, and they are always enjoyable. But in E2 never even got past map5, its schizoid architecture is too annoing.

>> No.9941423

I will probably post a version of what I *think* is done and maybe fix whatever bugs or really bad things about the map are. I have to accept it won't be perfect especially since it's my first map, I'm also trying not to make it overly complex but I just want some interesting basic doom geometry, atmosphere, and gameplay. I'm also keeping it very "level"-like similar to plutonia and barely anything at all in the map can be attributed to a real place or concept, it's just an abstract arena of doors traps and demons which is my fav type of level

>> No.9941445
File: 58 KB, 682x545, toohorny.jpg [View same] [iqdb] [saucenao] [google]


>> No.9941456

Are there ever enough archviles?
There used to be more

>> No.9941459

Bretty good, some nice "fuck you" encounters. The secret in the vile room is kinda random, and I am not sure what even happened to the spider mastermind in the end. Was she on a self destruct timer?

>> No.9941460 [SPOILER] 
File: 724 KB, 1917x1080, nugg0002.png [View same] [iqdb] [saucenao] [google]

Damn is this red key section hard. I resorted to hide in a corner and chaingun anything that came towards me, praying that the chaingunners wouldn't fire as soon as they saw me.

Also I noticed a wonky texture in the blue key arena, see pic.

>> No.9941467

Those billboards are fucking awesome.
You are a gentleman and a scholar.

>> No.9941468

I like how you did the weapon indicators for that HUD.

>> No.9941470
File: 413 KB, 960x720, e2m2start.jpg [View same] [iqdb] [saucenao] [google]

>Fight me.
I care about you too much for that anon, but E2 is my favorite and has some of my favorite levels. Also like how it introduces cacos, berserk packs, and these red teleporters.

>> No.9941473

nta, but the lack of symmetry bothers me

>> No.9941475

There's nothing you can really do there, the rockets don't share ammo with any other gun.

>> No.9941478

Neither does the chainsaw but it's still there.

>> No.9941481

I could put the pistol alongside the chaingun, and put the chainsaw with the rocketL, but it doesn't bother me, and I don't need to know that I have the pistol.

>> No.9941484
File: 663 KB, 1920x1080, 2023-05-28-184422_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]

>I am not sure what even happened to the spider mastermind in the end.
She teleports into a room with 25 crushers and dies in 1 second. Didn't seem very fun to let the player kill a teleporting long-distance mastermind at the end of the fight.

>red key section
There's a bunch of stimpacks in the maze there, it's probably better to keep moving so you'll pick them up on the way.
>wonky texture
What port is that? It's supposed to have this sky over there.

Thanks for the feedback

>> No.9941486
File: 1.02 MB, 1580x836, Screenshot 2023-05-28 175313.png [View same] [iqdb] [saucenao] [google]


>> No.9941502

Something was going to have a second column regardless, unless you display the pistol.

>> No.9941505

looking good

>> No.9941506

Could be a me-issue, but I played with Nugget Doom. Zandronum does show that grey sky like in your screenshot, but Woof and DSDA also give a blue sky here.

>> No.9941507
File: 320 KB, 991x689, 1608706000105.png [View same] [iqdb] [saucenao] [google]

>and I don't need to know that I have the pistol.
Lol yeah gee thanks vanilla hud. At least it doesn't have a bunch of weird open space like Quake's.

>> No.9941513

Change the name of the chainsaw to just "saw"

>> No.9941525

Are any of the other BYOC characters going to get standalone releases?

>> No.9941535

Ah, I have it in DSDA too now, seems to be a software rendering thing

>> No.9941557

Walpurgis 0.98 is out

>> No.9941608

The bottom one is from Doomguy's pimp ventures III: Cybie Dreams.

>> No.9941616

Maybe he's able to transcend because the W'rkncacnter is tearing reality to shreds?

>> No.9941629

Would it to be possible to add a Berserk indicator?

>> No.9941637
File: 1.97 MB, 2560x1440, shubswager_2023-05-28_13-53-34.png [View same] [iqdb] [saucenao] [google]

In light of a few anons saying they're not going to make it (including myself after being sick for a week) I'll just take the currently worked on maps whenever they come in, and put up test builds until they seem suitable for release.
No more deadlines, it just happens when it happens (or it doesn't).

>> No.9941641

Nugget's berserk is shown as your Slot 1 ammo, and is only shown when you have the fist equipped.

>> No.9941646

Oh, this is Nugget? I thought it was somebody's mod.

>> No.9941661

Checked the OP thoroughly but nothing, does anyone have a good free torrent for Delta Touch?

>> No.9941662

new thread whendo

>> No.9941682


>> No.9941735

What's that map?

>> No.9941743
File: 178 KB, 932x1021, shubwub.jpg [View same] [iqdb] [saucenao] [google]

My complete remake of Shub's Wager. Coming soon.

>> No.9941782
File: 63 KB, 736x400, Screenshot-Doom-20220611-224858.png.e53b4f5522e13072c13e442defe98457.png [View same] [iqdb] [saucenao] [google]

lol nah, I have a lot of other peoples' random screenshots saved

>> No.9941791

shit I had a similar idea, but I'd just take every Doom map and sort of smash them together myself, kinda destroy them in the process, like some sort of black hole shit just went down. Good luck on this.

>> No.9941804

>Was she on a self destruct timer?
Damn, Hand-peeled really going all-in on his waifu's references.
>I feel a bit burned out but the "Undead Mansion" level is almost done now.
I've loved what you've shared from it so far. Keep it up! I believe in you!!

>> No.9941820
File: 2.02 MB, 646x484, 14441440898230.gif [View same] [iqdb] [saucenao] [google]

That was a pretty good wad. Killed all monsters and got all secrets. Liked the combination of sound and dreamy visuals. Nice and original waifu choice too.
Traps were very good, creative and effective at killing me all the time, before I would find a way to cheese through them. Also I spend too much time trying to find a way to the distant islands thinking they may contain secrets but they are behind and invisible wall - very sad.
The only possible true downside is lack of plasma rifle in any of the sections (that BFG is nothing but a one time expendable).
t. GuyWithTeaCup

>> No.9941947

Thanks for playing, glad you like it
>Also I spend too much time trying to find a way to the distant islands thinking they may contain secrets
Yeah I was worried about that, I tried putting the islands far away so players wouldn't try to jump to them but I see one of them is still pretty close to a platform.
>lack of plasma rifle
The secret BFG is intended to give you a way to deal with one fight easily, so I didn't want to add too much cell ammo.

>> No.9942432
File: 331 KB, 1920x1080, nug_00.03.842.jpg [View same] [iqdb] [saucenao] [google]

How the hell am I supposed to shoot it? The highest sector in this room has floor height 80, the sector under the switch is 128, and this damn manlet can only shoot at 41 px height, unless I'm missing something 128-80 > 41, that does not compute. Even checked the wiki and it's indeed supposed to be shot from this platform, but I can't hit it.

>> No.9942435

Did you try walking back & forth to bob up and down?

>> No.9942447
File: 470 KB, 1282x593, image.png [View same] [iqdb] [saucenao] [google]

Yes, there's not much space to do that, but I tried to move in every way imaginable.
It's https://doomwiki.org/wiki/MAP10:_High_Voltage_(Erkattanne)

>> No.9942474

SSG, maybe. I see obnoxious amount of shells, and link in >>9942447 there's SSG in the map, so try that.