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/vr/ - Retro Games


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9949389 No.9949389 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9941667

DOOM/QUAKE/DUKE/64/HERETIC/HEXEN/UNREAL/SAM/HALF-LIFE/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/ZMjJyQE5

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

>> No.9949390
File: 909 KB, 1024x512, ongoingProjects.png [View same] [iqdb] [saucenao] [google]
9949390

=== CURRENT PROJECTS ===
A SERIOUS CASE OF /vr/
Rules: https://desuarchive.org/vr/thread/9611263/#9611406

VIOLENT RUMBLE 2
No more Deadline
https://desuarchive.org/vr/thread/9803556/#9803715

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

=== NEWS ===
[5-29]dsda-doom 0.26 now available with beta UDMF support
https://github.com/kraflab/dsda-doom

[5-28]Walpurgis 0.98 is out
https://youtu.be/ieMJf-BHTv4

[5-28] Corruption Cards updated to 5.0
https://www.moddb.com/mods/corruption-cards/downloads/corruption-cards-50

[5-27]Combined_Arms Gaiden upgraded to 2.1
https://combine-kegan.itch.io/combined-arms-gaiden

[5-25] Explore Jam 3 for Quake released
https://www.slipseer.com/index.php?resources/explore-jam-3.228/

[5-25] 3D scans of Quake 2 toys
https://blake.toys/tags/quake2

[5-24] Aleph One updated
https://alephone.lhowon.org/

[5-23] Nugget Doom updated to 1.14.0
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-1.14.0

[5-23] Woof 11.1.4 released, Mac/MIDI support improvements and bugfixes for Dehacked
https://github.com/fabiangreffrath/woof/releases/tag/woof_11.1.4

[5-22] "Bring Your Own Class" Zandronum mod release
https://revenatn.itch.io/byoc

[5-18] Chasm: The Rift's re-release gets a major update and console release
https://store.steampowered.com/news/app/2061230/view/3730712991560569024

[5-10] New Hexen II map using Shadows of Chaos mod
https://www.celephais.net/board/view_thread.php?id=62245

[5-9] Base Ganymede added into the list of DOOM re-releases' add-ons
https://slayersclub.bethesda.net/en/article/1qqid5FOihJAll7ANpuKhd

[5-7] New Doom II RPG Port available
https://www.doomworld.com/forum/topic/135602

[5-5] Quofee 2 released : 132 vanilla Quake speedmaps
https://www.quaddicted.com/reviews/quoffee2_final.html

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9949401
File: 1.25 MB, 847x900, 20230531_085622.png [View same] [iqdb] [saucenao] [google]
9949401

Gonna load up some Duke 3D on this bad boy

>> No.9949403

>>9949401
bear computer

>> No.9949404
File: 330 KB, 1200x1600, Doom for iToddler Toys.jpg [View same] [iqdb] [saucenao] [google]
9949404

That time Doom II was on iToddler Toys

>> No.9949406
File: 428 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
9949406

>> No.9949407

>>9949406
>wang care stupid
Take care of your wangs, my dudes.

>> No.9949412

>>9949406
>action forgot ass tight

>> No.9949418

>>9949406
>start doom playing
I just stopped
>backpack existing
a myth

>> No.9949440
File: 422 KB, 1567x828, Screenshot 2023-05-31 194544.png [View same] [iqdb] [saucenao] [google]
9949440

barracks

>> No.9949443

>>9949401
>>9949401
how does this not overheat

>> No.9949449
File: 669 KB, 675x678, 1661205004832747.png [View same] [iqdb] [saucenao] [google]
9949449

I can't beat map 32 speed of doom

>> No.9949451
File: 2.99 MB, 498x498, yes-you-can-shia-la-beouf[1].gif [View same] [iqdb] [saucenao] [google]
9949451

>>9949449

>> No.9949453

i need a name for my mansion map. I was thinking about "Elder Mansion" because what inspired me to make this map was a dream i had where i was playing elden ring in an mansion area that looked a lot like anor londo.

>> No.9949459

>>9949406
>best waifu sprites
WHERE?

>> No.9949465

>>9949453
Elder Chateau

>> No.9949479

>>9949465
I hate franks but "Chateau ___" would sound fancier and more correct

>> No.9949480

>>9949453
>Moonlight Mansion
>Maniacal Mansion
>Manly Mansion(HFFM)
>Mansion of Manly Men(HFFM)
>Mephisto's Mansion
>Malphas's Mansion
>Mansion of Morax
>D'Sparil's Mansion
>Chateau DuClare
>Chateau de Yaboul
>House on the Hill

>> No.9949482

>>9946190
did you make a mute or is that downloadable somewhere?

>> No.9949504
File: 755 KB, 1693x1022, IMG_20230531_161052.jpg [View same] [iqdb] [saucenao] [google]
9949504

This Quake 2's ad is from Nov 97, and Ground Zero was released in 98, meaning that the Plasma Beam shown here was actually removed from the main game (most probably it was meant to replace the Thundebolt from Q1 but at dome point it got scrapped).
Also, Tank concept art.

>> No.9949505
File: 3.87 MB, 320x319, hello world.gif [View same] [iqdb] [saucenao] [google]
9949505

>>9949482
generated a second of silence and overwritten the sound name in sndinfo. probably a better way of doing this, but i couldn`t be bothered.
https://drive.google.com/file/d/1w5vSw0ELODa7oS0zEvHlgCs13NaC8WnT/view?usp=share_link

>> No.9949506

>>9949443
Low spec components don't produce too much heat for it to be a concern.

>> No.9949512
File: 849 KB, 2400x1080, Screenshot_2023-05-31-20-23-21-69_f9ee0578fe1cc94de7482bd41accb329.jpg [View same] [iqdb] [saucenao] [google]
9949512

>>9949443
Bear magic
https://youtu.be/mQYL_88MOe0

>> No.9949517

>>9949505
Thanks for the link.

>> No.9949546

>>9949406
>linux finished last

>> No.9949549
File: 1.83 MB, 2560x1440, shubswager_2023-05-31_15-14-56.png [View same] [iqdb] [saucenao] [google]
9949549

>>9949390
In case any Rumble bros missed it: >>9941720
Basically just get your maps in when you can, and test builds will start going up until everything feels right for a release.
News post guy can just take VR off the thing so new people don't try to enter and drag the thing out even longer.

Also, quick Ring of Shadows change proposal:
>picking it up causes aggroed enemies to lose you
>enemies will aggro and shoot at you for up to a second or two after you attack, then lose you again
I figure this is better than the Copper implementation of enemies shooting unpredictably, which can be very annoying if they're launching projectiles.

>> No.9949550
File: 1019 B, 235x100, 1607350437377.png [View same] [iqdb] [saucenao] [google]
9949550

>>9949505
>Google Drive still being used unironically instead of pixeldrain, anonfiles, rentry.org, nor the Freenet.
GOOGLE's GONNA GETCHA, ANONS!

>> No.9949559
File: 1.36 MB, 3840x2204, Grupo-59-min.png [View same] [iqdb] [saucenao] [google]
9949559

Wtf bros?

Duke 1+2 Remastered exclusively on some emulator machine?

>> No.9949563
File: 1.16 MB, 220x275, i do not care.gif [View same] [iqdb] [saucenao] [google]
9949563

>>9949550
i hope they enjoy my selection of fetish porn then.

>> No.9949589
File: 433 KB, 900x600, 1526665333669.png [View same] [iqdb] [saucenao] [google]
9949589

>>9949440
I like this quite a lot. This is the aesthetic I'd want to nail as well when I get around to mucking around with UDB.

>> No.9949609

>>9949549
"Enemies lose aggro when you pick it up" sounds sweet, because it gives the ring an in-battle usage as opposed to just a preparational one. The Copper approach sounds retarded backwards, but the "enemies can keep losing aggro while you bully them" sounds too exploitable to me, in theory, but in practice might be a lot less impactful than I'd expect.

>> No.9949620

>>9949550
>GOOGLE's GONNA GETCHA, ANONS!
why, are you hiding CP in your hard drive?

>> No.9949635
File: 462 KB, 1920x1080, Screenshot_Doom_20230525_212909.png [View same] [iqdb] [saucenao] [google]
9949635

Good mods for sci-fi soldier enemies to use with AugZen?

Someone recommended Malefactors in the previous thread but are there other good ones? I would like to see helmets, body armors etc or just in general a mix of different but still tonally doom1/2-ish soldiers.

>> No.9949640
File: 255 KB, 519x322, 1685563949369.png [View same] [iqdb] [saucenao] [google]
9949640

I don't know if this is the right place to ask, but I'm trying to make a shipwreck Deathmatch/LastManStanding map, and I'm relatively new to doom builder map making. I kinda want it to be a tropical/uninhabited island, but I don't really know what I can add. Any advice?

>> No.9949641

>>9949406
kinda sounds interesting lmao honestly

>> No.9949656

>>9949640
I'm gonna be real with you here; your map looks like an ass shitting

>> No.9949661

>>9949656
Thanks. Now I can't unsee it. At least, now I know what to change

>> No.9949668

>>9949640
Think of where the combatants will spawn, the should be as further away as possible, then create an arena-like point somewhere. After that, build their possible paths to said arena thinking of mini-scenarios which lead to it.

You must think structurally. What will the players actually do and where? You can include an underground treasure cave with itens peppered around, the campfire of a previous wreck, the wreck itself should be the central piece of the map, I would put the stronger weapon/item at the tip of the ship to encourage players to meet close to it, either for combat or cooperation, but the wreck should only be accessible by doing something else first, such as getting a key in a danger zone, preferably after a chokepoint.

>> No.9949680

>>9949640
steal some palm trees from epic.wad

>> No.9949691

>>9949506
Even a small amount of heat builds up if it's trapped.

>> No.9949707

So is the new Apogee actually run by Miller.

>> No.9949713

fuck it i'm replacing all my chaingunners with spiderdemons, i hate the player

>> No.9949720

>>9949713
projectiles can be dodged, hitscanners can not, so i dont see the problem

>> No.9949726

>>9949713
Spiderdemons can't be revived by Archies.

>> No.9949730
File: 15 KB, 394x115, thetime.jpg [View same] [iqdb] [saucenao] [google]
9949730

>>9947524
Is it the time?

>> No.9949771

>>9949713
spiderdemons are big and dumb and get stuck in geomtry.

>> No.9949779
File: 1.19 MB, 1290x811, Screenshot 2023-05-31 215839.png [View same] [iqdb] [saucenao] [google]
9949779

Today, in "working on some small stupid thing instead of geometry" news
>>9949589
Thanks. I've only been using UDB, is there any particular difference between that and DB2?

>> No.9949784

Jesus, enemies in doom rpg better start bleeding xp and money in the late game because i cant see myself ever buying any of the high level shields or getting to 300 points in luck

>> No.9949787

Kek duke is such a proverty franchise.

>> No.9949790

>>9949779
DoomBuilder 2 is older.

>> No.9949795
File: 740 KB, 1450x573, 1681098658248782.png [View same] [iqdb] [saucenao] [google]
9949795

>>9949389
oh hey its my webm
fun fact its actually taihou's legs.

>> No.9949796

Oh hey Ace, I noticed the Cube's SNDINFO has something off.

SC/Neutral/Drop/Normal8 points at normal7 instead.

Also, if I might suggest something fun.

$random Menu/Quit1
{
SC/Evil/Drop/Rare1
SC/Evil/Drop/Rare2
SC/Neutral/Drop/Normal1
SC/Neutral/Drop/Normal8
SC/Evil/Death/Normal2
SC/Evil/Death/Normal3
SC/Neutral/MaxedOut/Normal1
SC/Neutral/Armor/Normal1
SC/Evil/Pickup/Normal4
SC/Neutral/Pickup/Normal2
SC/Neutral/Pickup/Normal5
SC/Neutral/PowerDown/Normal3
SC/Neutral/Use/Normal1
SC/Neutral/Use/Normal2
SC/Neutral/Use/UltraRare5
}

>> No.9949798
File: 337 KB, 709x399, file.png [View same] [iqdb] [saucenao] [google]
9949798

>>9949787
No shit.

>> No.9949809

>>9949798
How the fuck do you play Duke 3D with a controller like that? This must be a bamboozle.

>> No.9949819
File: 1.52 MB, 1500x1500, BothCarts.png [View same] [iqdb] [saucenao] [google]
9949819

>>9949809
It's Randy, of course there's some bamboozling going on.
>fucking duke nukem advance

>> No.9949826

>>9949720
Spidademons are hitscan, bro.

>> No.9949830

>>9949809
It has USB ports, maybe it supports keyboards.

>> No.9949836

>>9949390
Duke Nukem Collections 1 & 2 (which includes Duke Nukem 3D and Advance) were announced for Evercade.
https://www.youtube.com/watch?v=jcuNpWd-G6g

>>9949559
I'm curious how many people notice that this art has some clear AI artifacts? That's hilarious.

>> No.9949840

>>9949559
I dislike Rob Liefield's Duke

>> No.9949842
File: 3.74 MB, 1280x720, when life gives you limins make liminade Replay 2023-05-31 22-05.webm [View same] [iqdb] [saucenao] [google]
9949842

>>9949790
Ah, okay.

>> No.9949851

>>9949707
It was founded and ran by Terry Nagy since the beginning. While he's apparently still there on the leading position, Scott is there up and center "pulling Romero's" as some anons said in previous threads.

>> No.9949857
File: 1.55 MB, 1910x994, ew.png [View same] [iqdb] [saucenao] [google]
9949857

>>9949836
Check out the magic cutout tool botch job for LotB

>> No.9949864

>>9949857
LOOOOOOOOOOL

>> No.9949870

>>9949549
>Ring of Shadows change proposal
Is making the Vore/Wrath 'orbs' track you less efficently while RoS is active also a possibility?

>> No.9949873

>>9949819
>Duke 1+2 remastered

I really hope it will be ported to pc

>> No.9949875
File: 9 KB, 448x336, sisko.jpg [View same] [iqdb] [saucenao] [google]
9949875

>>9949798
>>9949819
So Duke's old games cannot be put on PC stores or modern consoles where a new audience might find them but can be put on this thing, fuck off Randy.
>>9949559
Just because Duke 1's box had Liefeld doesn't mean you should do it again.
>>9949819
Duke Advance is fine hell it's better then LotB, lack of Zero Hour is the really bullshit.

>> No.9949878

>>9949640
Play things like Pirate Doom and Duke Caribbean, see how they set their theme, and use that as inspiration. Don't forget that most islands have a bit of vegetation, and aren't only sand.

>> No.9949881

>>9949819
>>9949798
>still no way to play the Genesis/Game.com ports of DN3d or the Zeebo/j2ME custom version outside of emulation or physically owning the games & consoles

>> No.9949910

>>9949870
>but the "enemies can keep losing aggro while you bully them" sounds too exploitable to me, in theory, but in practice might be a lot less impactful than I'd expect.
How quickly aggro drops can be adjusted, and distance can be factored in as well. It can also be adjusted per monster, but that can get pretty autistic.

>>9949870
Yes.

>> No.9949923

>>9949857
>"Brushing is for pussies!

>> No.9949937

>>9949857
I can't believe Duke was Bri'ish this entire time...

>> No.9949938

>>9949842
Sick.

>> No.9949939

>>9949857
Fucking hell, Tim.

>> No.9949963

>>9949910
>distance can be factored in as well
That extra dimension makes the idea much more appealing, in my opinion. Being able to escape from ranged enemies, while things like Fiends are harder to escape, seems like an interesting dynamic.
>It can also be adjusted per monster, but that can get pretty autistic
If it can be a generic, inherited property of monsters (with a default value of course) that mappers can adjust on a per-entity basis, that would give more control over things like cheese-proofing boss fights.
Also, pretty tangential, but this discussion about the Ring has given me good inspiration for how to improve a shitty secret in my map.

>> No.9949968

>>9949559
People are saying this is AI generated

>> No.9949973

>>9949968
Checks out, Duke's trigger finger is no-clipping through the gun in his right hand and there's some scrombled fever-dream text on the magazine

>> No.9949980
File: 217 KB, 512x395, 20230531_152249.png [View same] [iqdb] [saucenao] [google]
9949980

>>9949968
AHAHAHA

>> No.9949981

>>9949973
He also has 2 ankles on his left leg.

>> No.9949992

>>9949980
Anon, CLEARLY he's using magazines made in Myanmar. That's just Burmese, duhhhhhh.

>> No.9949995

>>9949968
The longer I look at it, the more I'm convinced. I typed like 1000 character pointing everything out before I realized it was pointless. Just look at the gun on the right or the legs for long enough and you can quickly tell this is AI-gen'd.
There's a difference between this and simple shitty perspective; it's too inconsistent from element to element.

>> No.9950002

>>9949995
His finger clipping through the gun is enough of a red flag.

>> No.9950003

>>9949968
Holy shit you're right, randy is fucking retarded

>> No.9950015

Is there any way to disable the flashing lights in Raze? I don't have epilepsy, but it annoys me a lot in Duke 3D.

>> No.9950024
File: 106 KB, 675x560, 7e4d19f503059c84597c83810ef475a6.jpg [View same] [iqdb] [saucenao] [google]
9950024

>>9949980
>>9949973
Duke's literally just Hol Horse

someone pls use AI to make Duke say AY AY SIR cus im too lazy to buy elevenlabs

>> No.9950027

>>9949968
SIRS THIS IS NEW DUKE NUKEM ART
SIRS WE GET BEST ARTIST FOR THIS
SIRS NEW SYSTEM NEW DUKE

>> No.9950032
File: 503 KB, 814x495, wtf.png [View same] [iqdb] [saucenao] [google]
9950032

>>9949559
what kind of weapon is this?

>> No.9950037

>>9950032
Chaungun cannon, maybe?

>> No.9950042
File: 178 KB, 1440x900, CeJfZ64XIAMXSkX.jpg [View same] [iqdb] [saucenao] [google]
9950042

>>9950032
I don't know, what're the weapons Duke uses in the original Duke 3D boxart? Because I always thought the blaster he has in his right hand was cool

>> No.9950049
File: 182 KB, 1440x1080, file.png [View same] [iqdb] [saucenao] [google]
9950049

Had fun making a unique skybox texture for my first doom map, heres a screenshot of it so far. Also none of the flats are finished yet I know its ugly and not aligned, im going to finish the level first and then texture everything.

Also, how do you make a teleport that excludes monsters from using it? I have this section where you escape by a slowly descending teleport but I dont want monsters following you

>> No.9950057

>>9950049
>Also, how do you make a teleport that excludes monsters from using it? I have this section where you escape by a slowly descending teleport but I dont want monsters following you
Are you using Doom/Boom format or UDMF?

>> No.9950059

>>9950049
how do you set up a custom skybox?
even with otex, i didn't knew how

>> No.9950064

>>9950059
In original doom/doom 2 it's hardcoded and will draw SKY1, SKY2, SKY3 or SKY4 over the F_SKY1 flat, depending on the map's number.
With Boom there's an option to transfer sky to tagged sector (0 is a valid tag for this) - a bit tedious if there's a lot of tags under the sky, but it works. Also allows for multiple skies and necessary for animated skies.
Most ports nowadays support some form of MAPINFO that would let you just define the sky and be done with it.

>> No.9950069

>>9950057
doom/boom, screenshot is on crispy doom

>>9950059
I used Slade, extracted the skybox texture as png, used a image editor, imported back into slade, adjusted some color palette stuff to account for dooms limited palette in slades editor, saved the archive as its own wad. then used that wad as a resource in UDB

>> No.9950075

>zdoom password has to be at least 15 characters long
holy shit what the fuck

is there a way to see all console commands available in gzdoom?

>> No.9950076

>>9950069
>doom/boom, screenshot is on crispy doom
It this case your options are pretty limited. There's no player-only teleport, if it can move player, it can move the monster.
The obvious method is to make the teleport line monster-blocking. If monster can't cross the line, it can't teleport, obviously. Or any kind of obstacle that would prevent monster from carrying its midpoint over the line.
The less obvious solution is to place something blocking close to the destination. All monsters, except for lost souls, are slightly wider than the player, and they won't trigger teleport if they'll get stuck in another thing on the other end. So you can put the barrel inside the wall or something to this effect and put destination right next to it. This would limit the placement of the destination to being right next to an obstacle, but it'll work. Work better if all the monsters you expect are fat.

>> No.9950081
File: 437 KB, 967x505, no teleport for fatso.png [View same] [iqdb] [saucenao] [google]
9950081

Here's an example of what I meant, Mancubus is standing on a teleport line, but it won't teleport because a barrel is close to destination.

It does work well for fatso, less so for thinner monsters.

>> No.9950082
File: 1.15 MB, 852x480, DOOM 2_ Hell on Earth - Crispy Doom 5.12.0 2023-05-28 23-11-14.webm [View same] [iqdb] [saucenao] [google]
9950082

I'M GOING INSANE

>> No.9950086

>>9950082
https://www.youtube.com/watch?v=9RnwTU39LEc

>> No.9950089

>>9950082
Has anyone taken the directional pickup sprites from KDIKDIZD and compiled them into their own wad?

>> No.9950096

>>9950069
just fyi crispy is strictly vanilla and limit removing, Boom maps with conveyer belts, generalized doors, fake floors/ceilings will break

>> No.9950103
File: 572 KB, 1280x960, kart0031.png [View same] [iqdb] [saucenao] [google]
9950103

Hop on the kart, lads

>> No.9950104

>>9950096
thats fine pretty much everything im making is strictly vanilla and im trying to make the map feel like a decent old-school doom map

>> No.9950127
File: 780 KB, 1152x841, MAP02 wip 31052023.png [View same] [iqdb] [saucenao] [google]
9950127

I'm not quite halfway there yet - but I can see it from here. Everything to the left of the pink line is at least basically textured and geometry'd - everything to the right I still need to get lined up (it's all on different elevations) and decide on what texture palette I use. I might find some custom bone textures, this part is less ancient ruins and more catacombs.

QUESTION: is there like a minimum grid size where it won't constantly flag 'off-grid' vertices? the minimum (0.125mp) still ends up getting flagged.

>> No.9950129

>>9950082
>>9950086
kek

>> No.9950130
File: 927 KB, 1482x707, Screenshot 2023-06-01 000504.png [View same] [iqdb] [saucenao] [google]
9950130

>>9950127

>> No.9950132

>>9950127

you should make a spooky ghouls world screamer ghost chase you around in this

>> No.9950141
File: 285 KB, 558x800, 112727.png [View same] [iqdb] [saucenao] [google]
9950141

>>9950086
>>9950082
Now I want a mod for Doom which gives you a lives system, introduces hundreds of collectible keys and has the little icon of Doomguy's face light up as you collect them.
Or a custom mugshot for Doom that's just pic related.
>>9950132
Funny you should say that - listening to the MOHU soundtrack (and spooky podcasts) while I make this and I kind of want to make a custom 'minotaur' enemy. Not a screamer ghost, but a basically invulnerable, slow-moving monster that can one-hit KO you.

https://www.youtube.com/watch?v=Jye4ujYSpo8

>> No.9950164

>>9950127
I really wanna play this fucking map with the Lasting light mod

>> No.9950176

>>9950164
Although I am making this for HDest primarily, unlike the last map I made I want this one to be playable vanilla. In fact if I do ever finish this map and finish a third, I'll modify them to be completable vanilla (right now map01 literally cannot be beaten vanilla since you need doorbusters/the ability to vault over the fence covering the exit).

>> No.9950190

>playing Scythe for first time
>get to episode 3
Uh, I signed up for DOOM, not Punch-Out!!

>> No.9950202
File: 523 KB, 1360x1080, Not so many doors now, edboys.png [View same] [iqdb] [saucenao] [google]
9950202

Now all we need to do is make our way back out-
WHAT HAPPENED TO THE DOOR?

>> No.9950209
File: 217 KB, 640x480, e0whb95x3tp21.png [View same] [iqdb] [saucenao] [google]
9950209

>>9950202
My parents took it down because I am grounded, Eddy.

>> No.9950213

>>9949836
>DN3D
kinda confusing, i doubt theres enough buttons for a 1996 FPS.
>Lotb and Ttk
Ps1 games... ehh...
>DN Advance
...WHY!?
>DN1+2 Remastered.
any GOOD reason these games havent been announced for PC yet?

>> No.9950220
File: 56 KB, 720x881, 1597683389901.jpg [View same] [iqdb] [saucenao] [google]
9950220

>leave WNW for 10 minutes
>come back
>everyone's gone
GGs all

>> No.9950221

>>9950127
I haven't worked with a Doom editor, just Trenchbroom/Quake editors, how easy is it to make all these curved hallways? In Trenchbroom it's a nightmare.

>> No.9950239
File: 156 KB, 1920x1050, file.png [View same] [iqdb] [saucenao] [google]
9950239

>>9950221
NTA, but there's a tool for it.

>> No.9950243

>>9950239
Jesus that sounds heavenly.

>> No.9950245

>>9950243
Doom mapping is just drawing lines.

>> No.9950247

>>9950221
I just drew them out of straight lines, you place dots down and then move them around until it looks alright.
>>9950239
I tried the curve tool but couldn't get on with it.

>> No.9950250
File: 19 KB, 288x295, readyforlunchbox.jpg [View same] [iqdb] [saucenao] [google]
9950250

Why isn't the new RoTT remaster out yet, I wanna play the new episode, I wonder Hall made any new maps for it.

>> No.9950253

>>9950202
Kek
I plan to have more portal based fuckery in the finished map. I may even flag most of the level so as not to be visible on the automap

>> No.9950261

>>9950250
There'll be a demo on Steam Next Fest on June 19th, I assume it'll come out some time around July or August.

>> No.9950262
File: 123 KB, 1530x727, 1663634425818735.png [View same] [iqdb] [saucenao] [google]
9950262

>>9950221
there's also a Bridge Mode tool that lets you create sectors between two linedefs with handles to adjust curvature

>> No.9950263

>>9950262
Aw your map is sad :(

>> No.9950265

>>9950253
>Veddge was a /vr/ shitposter all along
Best conclusion to this saga desu

>> No.9950267

>>9950202
Finally, something good to come out of myhouse.pk3

>> No.9950270

>>9950265
Oh sorry not myhouse, I meant >>9950127
myhouse got me back into playing Doom and inspired me to start mapping though

>> No.9950271
File: 219 KB, 675x577, 1570306388752.png [View same] [iqdb] [saucenao] [google]
9950271

>>9950263
The highlighted linedefs make it look angry to me
>>9950262
>this is how Bridge Mode works
>mfw
Thanks for the lesson, sensei.

>> No.9950272
File: 41 KB, 686x853, 1684086106724027.jpg [View same] [iqdb] [saucenao] [google]
9950272

I'm struggling with my teleporter traps so much, whats the best way to teleport a single monster, say to box the player? I've been watching a few videos, but I can't never get it right, sometimes they work, most of them don't

>> No.9950273

>>9950262
That's really handy. I didn't know you could do that, I always made my curved staircases by hand.

>> No.9950275
File: 207 KB, 1595x659, 1679886297305041.png [View same] [iqdb] [saucenao] [google]
9950275

>>9950273
few more examples but if you want perfectly round corridors and stairs, just use circles as a tool

>> No.9950276

>>9950272
What way are you trying to do them? I surround the monster with a square door that is just high enough to block them in, then trigger that door opening with a linedef. You can come up with any method to make sure the monster is awake first, and make sure there's enough space for it to actually cross over the teleport linedefs.

>> No.9950280

>>9950275
>>9950262
Does that Doom editor have an export to .map feature? That would save me so much work.

>> No.9950282

>>9950261
A demo, I'm glad they seem to be putting a lot of effort into it with the new hud and re-adding stuff that was cut but man it feels like it's been so long since it was announced and we haven't heard jack about the Kingpin and SiN remasters in forever either.

>> No.9950285

>>9950276
That's what I've been doing pretty much, make a sector, box them in with a wall that raises and then a teleport linedef. I've been also making sure the sound propagation AND the wall works but it seems they dont trigger the teleport linedef

>> No.9950286

>>9950272
if you're in Boom put a fast conveyer in your teleport box to guarantee the monster teleports in as quick as possible

>> No.9950287

>>9950282
The one that 3DR announced however many years ago was silently cancelled, this is practically a new project.
Someone who works at Night Dive was talking about it in Tarnsman's stream.

>> No.9950289

>>9950280
No, it can only export to .obj and that's it

>> No.9950290

>>9950285
Are you sure the door is opening and the monster is awake?
Do you have the lines set as W1? Because if the destination is blocked it won't be able to teleport out. Use IDDT twice to make sure he's moving around in his box.

>> No.9950294

>>9950289
Hmm, well what's the editor name? I'm sure there's an object to map converter somewhere.

>> No.9950296

>>9950294
Ultimate Doom Builder

>> No.9950297

>>9950296
Ty

>> No.9950302

>>9950287
Wait what, I thought Nu-Apogee and Nu-3D Realms were all buddy buddy.

>> No.9950305

>>9950302
They probably are, but not for that project.

>> No.9950313
File: 694 KB, 1920x1080, Screenshot (24).png [View same] [iqdb] [saucenao] [google]
9950313

>>9950290
Okay I "think" I got it, I wasnt having enough room for the monster (a spectre) to be able to actually cross the line, it was just touching it!

>>9950286
I'll have to look into that, I'm new so I never made a conveyer nor do I know how they work

>> No.9950314

>>9950305
So Nu-Apogee put out those remakes of Apogee platformers and now RoTT so I'm guessing they own Apogee's IPs except the ones made during 3D Realms era and Duke.

>> No.9950315

>>9950313
You can save a linedef by making one of the door lines a teleporter instead of it being its own thing. The pinky will never trigger it until the door opens.

>> No.9950316

>>9950314
I wonder when Nu-Apogee is going to get desperate and put out a Boppin' reboot.

>> No.9950324
File: 3.92 MB, 1920x1080, tele.webm [View same] [iqdb] [saucenao] [google]
9950324

>>9950315
Thanks for the help and advice! Seems to work!

>> No.9950336

>>9950316
Hey I would love a new Alien Carnage, looking into it Nu-Apogee is Scott Miller re-releasing old titles and funding indie titles and Nu-3D Realms published Ion Fury and are now owned by Embracer Group who do own Gearbox/Duke.

>> No.9950338
File: 3.29 MB, 1280x720, tele2.webm [View same] [iqdb] [saucenao] [google]
9950338

>>9950324
There, with the trigger implemented it works as I wanted it to!

>> No.9950339

>>9950336
>and are now owned by Embracer Group who do own Gearbox/Duke.
Wouldn't expect anything good to come of that, people had hopes of Raven be reunited with their old IPs.

>> No.9950351
File: 2.48 MB, 1920x1080, vkquake0006.png [View same] [iqdb] [saucenao] [google]
9950351

That worked way better than I thought. Made a fucked up janky ass circle tunnel with the bridge mode tool. UDB>expobj>obj2map. Needs some finesse, but wow. That was so much fucking faster than just messing with TB.

>> No.9950353
File: 54 KB, 1248x786, jank.png [View same] [iqdb] [saucenao] [google]
9950353

>>9950351
From this. Just need to finesse making better curves and this'll be great. It's a bit of a pain painting all the triangle floors and ceilings but whatever.

>> No.9950358

>>9950316
fuck it bring back snake logan

>> No.9950360

>>9950339
Raven is still stuck making Call of Duty shit but you're probably right besides I doubt the Ion Fury team would get to work on a new Duke or even just a new Duke 3D episode, I don't even know if they are working on Phantom Fury.

>> No.9950365

>>9949549
>>enemies will aggro and shoot at you for up to a second or two after you attack, then lose you again
>I figure this is better than the Copper implementation of enemies shooting unpredictably, which can be very annoying if they're launching projectiles.
Isn't this exactly what Copper does too? I don't remember if they explicitly chase after you, but Copper's logic was that enemies shoot unpredictably to cause infighting like in Doom, and if you're getting thrown off by the randomness you can shoot a target to have them shoot at you specifically with perfect accuracy.

>> No.9950373

what are some good mods for punching the fuck out of demons

>> No.9950375

>>9941720
>>9949549
OH SHIT OKAY

>> No.9950389

>>9950351
https://www.youtube.com/watch?v=E27I6JCn9jw

>> No.9950395

>>9950389
I'm far too impatient for that and I enjoy misshapen geometry.

>> No.9950464

>>9950373
I will once again plug Johnny Doom
It's got separate hotkeys for kicking and punching. The version on the forum post is for an older base version of brutal doom than the one on modDB but it works better

>> No.9950467

>>9949796
Ah yes, copy-paste errors strike again. Thanks for spotting it. Bugs like these usually take like a year to get spotted, lmao.
That's an interesting idea with the quit lines. I hadn't thought of that. Guess I'll add this and see how I feel about it in practice. I quit the game very often to make tweaks so it'll likely get old for me fast, but I could give it a try anyway.

>> No.9950470

>>9950373
DAKKA has some good fists but I wouldn't recommend using them for every fight.

>> No.9950481

>>9950470
for sure it's the "I want to beat sunder in my lifetime but also feel like I worked for it" mod but if you played a normal difficulty wad you could do it tyson

>> No.9950482

>>9950373
I'm actually working on a semi-shitposty mod that mainly involves punching/kicking stuff, I'll record some footage and post it when I get home

>> No.9950485
File: 3.75 MB, 500x288, 44f60f6eee02ab97-.gif [View same] [iqdb] [saucenao] [google]
9950485

>>9950481
I just laugh every time I use the fists because it always makes me think of this gif when I put an imp against the wall and beat the shit out of him.

>> No.9950525
File: 712 KB, 1109x888, RampAugZen.jpg [View same] [iqdb] [saucenao] [google]
9950525

>>9949635
It's not soldiers, but I had a good time with Rampancy, and it fits the plot of the wad.

>> No.9950543
File: 2.85 MB, 4080x2296, IMG_20230531_221622988_HDR.jpg [View same] [iqdb] [saucenao] [google]
9950543

If there's any FPS that benefits from playing on period-accurate hardware, it's Shogo.

>> No.9950553

>>9949559
>Using fucking AI art
goddamn
still, impressive

>> No.9950564

>>9950075
cmdlist

>> No.9950586

>>9950275
This is harder than it looks.

>> No.9950590
File: 37 KB, 478x246, your foster parents are dead.jpg [View same] [iqdb] [saucenao] [google]
9950590

>>9950525
>it fits the plot of the wad.
nta, but seeing a screenshot of a giant pillar of meat with augzen`s skybox deterred me from playing it with rampancy because i thought they`d clash and i was too lazy to play through the entire thing in the past to know for sure, but i`ll take your word for it.

>> No.9950617

>>9950543
>he bought the low radiation model
at least spring for the moderate radiation model next time. can't believe you can stomach that. might as well buy a low flame toaster.

>> No.9950620
File: 1.32 MB, 2913x1671, circleception.jpg [View same] [iqdb] [saucenao] [google]
9950620

>>9950351
Curves aren't that bad as long as you're using a circle as a template to follow, skewing and scaling it into shape. Top-down orthographic view helps a lot too.
You can do some advanced stuff with the build tool + clipping to make very intricate designs with perfect curves also, but that leaves everything off-grid and takes a lot of practice.
>>9949963
>If it can be a generic, inherited property of monsters (with a default value of course) that mappers can adjust on a per-entity basis, that would give more control over things like cheese-proofing boss fights.
Yeah, that's probably the best way to go about it.
>>9950365
>Isn't this exactly what Copper does too?
I don't think so, but I haven't played anything using Copper in about a year. I remember enemies just shooting at you with a random offset, never losing you as a target.

>> No.9950646

>>9949404
marathon bros...

>> No.9950653

>>9950620
>Curves aren't that bad as long as you're using a circle as a template to follow, skewing and scaling it into shape. Top-down orthographic view helps a lot too.
>You can do some advanced stuff with the build tool + clipping to make very intricate designs with perfect curves also, but that leaves everything off-grid and takes a lot of practice.
Shit I have a long road to climb.

>> No.9950663

>>9949404
>>9950646
Apple products didn't even have the iPrefix yet.
Coincidentally, the iMac is when things started to go downhill, and when I switched to Windows.

>> No.9950689

It's almost midnight where the fuck is Mjolnir.

>> No.9950770

>>9950689
cancelled

>> No.9950772

Bloons-themed weapon mod when?

>> No.9950773
File: 34 KB, 650x381, fresh-prince-leftovers.jpg [View same] [iqdb] [saucenao] [google]
9950773

>>9950770

>> No.9950776

>>9950773
Let me tell you boys something about Mjolnir.
Something about Mjolnir.

>> No.9950778

>>9950770
The youtube page hints at a May release. I really wish they hadn't done that if they weren't gonna do it. Just say "later half of 2023". Blueballs ova here.

>> No.9950785
File: 895 KB, 980x630, shubby.png [View same] [iqdb] [saucenao] [google]
9950785

>>9950776

>> No.9950820

>>9950482
Here is some wip footage
https://files.catbox.moe/qo8nji.webm
So far this is how it works:
>Primary fire is a full-auto ATATATATATATA/ORAORAORAORA-style barrage consisting of punches and kicks
>Secondary fire is a "special attack"
>Reload changes what the current special attack is
>Zoom is a dumb taunt button
The special attacks are as follows:
>A simple uppercut that sends enemies up into the air
>A rushing punch that sends you forward and rips through enemies
>Take out a dinky little pistol and shoot it
>Take out a shotgun shell and punch it, spending the shell into whatever is in front of you
>Throw a rocket like a football
>A wild-card attack that randomly performs any number of random actions, including any of the previously listed attacks
You perform these actions with "Fist Power" which is obtained by punching enemies
I'm thinking about reworking it a little so it isn't all in one weapon, that way I can give Reload a different function and make it easier to switch between the different special attacks

>> No.9950830
File: 499 KB, 600x753, 1660178798607962.png [View same] [iqdb] [saucenao] [google]
9950830

Imagine Quake without this paranoid xenophobe for even a single moment…
Also how the hell did he managed to become BFFs with the author of Conan?

>> No.9950842

>>9950820
Eat your heart out kegan

>> No.9950856

>>9949559
>not even non-c00mer drawfags are safe from the AIslop golem

>> No.9950867

>>9950776
>>9950689
>AD-styled overkill system (gibbing monsters mid-death animation)
Hype instantly aborted

>> No.9950873
File: 395 KB, 1099x798, Copper_oxidization.jpg [View same] [iqdb] [saucenao] [google]
9950873

>>9950620
>>9950365
Copper's RoS works mostly just like Partial-Invisibility does in Doom(2) for all monsters except dogs, but also allegedly reduces damage from 'near miss' melee attacks according to the mods webpage info.

>> No.9950880

>>9950867
The gibbing monsters mid animation was always a product of using shotgun projectiles. Just turn them off.

>> No.9950885
File: 2.73 MB, 480x476, jamiroquaisatsu.gif [View same] [iqdb] [saucenao] [google]
9950885

>>9950820
>no foreskin gloves
you have my attention already

>> No.9950887
File: 32 KB, 301x379, old doomguy.jpg [View same] [iqdb] [saucenao] [google]
9950887

is Smooth Doom still good or should I use GZSprFix 2.0 and Smooth Weapons Enhanced?

>> No.9950895

I don't get Gheritt White

>> No.9950897
File: 336 KB, 3840x2160, mpv-shot0001.jpg [View same] [iqdb] [saucenao] [google]
9950897

GOT YOU NOW YOU BASTARD

>> No.9950917

I don't always get 100% kills.

>> No.9950924

>>9949589
>pad is not a caco with boobs
one job

>> No.9950931

Oh shit the Quake Mjolnir trailer was delisted. Habbenig?

>> No.9950960

>>9949857
That's just perfect.
>>9949875
>So Duke's old games cannot be put on PC stores
To be fair, it's still on that Zoom Platform thing and Gearbox is the current publisher there (even though I believe that the deal was done with 3DR at the time).
>>9949968
But Evercade said it was done by a "very talented artist" and there's no way they would lie.
https://twitter.com/evercaderetro/status/1664006199119839241

>>9949873
>>9950213
>any GOOD reason these games havent been announced for PC yet?
They're apparently exclusive to this thing, but you would have to wait for official confirmation since I don't think a Rigel Engine dev's quote from Discord (who is involved in this) is a proper evidence.
>>9950302
>>9950305
>I thought Nu-Apogee and Nu-3D Realms were all buddy buddy.
Personally, I have my doubts since Miller was clearly passive aggressive towards 3DR ever since fully leaving it in favor of nu-Apogee.
>>9950314
Based on history page from old 3DR site that was updated up until 2020, they gave nu-Apogee the publishing/full rights to following games:
>Blake Stone: Aliens of Gold, Blake Stone: Planet Strike, Monster Bash, Crystal Caves, Raptor, Terminal Velocity, Rise of the Triad
https://legacy.3drealms.com/history.html

>> No.9950969

>>9950316
>a Boppin' reboot.
Either party has the rights. Boppin is currently a freeware published by the original developer, I believe.
http://jenniverse.com/boppin%20main.html

>>9950360
>I don't even know if they are working on Phantom Fury.
Why would the only few people who can work with eDuke32 work on Unreal Engine 4 game? It's different teams.

>> No.9950979

>>9950880
Happens with the nailguns and The Shaft too from what I can remember

>> No.9950983

>>9949389
is this a reference to >notretro game gta iv the lost and damned? if so based

>> No.9950987

>>9949406
where does this image come from? who made it? when? from what data?

>> No.9950992
File: 71 KB, 640x480, lhowon.jpg [View same] [iqdb] [saucenao] [google]
9950992

>>9950895
Mjolnir Recon Number 54 waited. The lights above him blinked and sparked out of the air. There were Phfor in the base. He didn't see them, but had expected them, now for years. His warnings to Durandal were not listenend to and now it was too late. Far too late for now, anyway.
Mjolner was a military Mjolnir for years. When he was young he watched the spaceships and he said to dad "I want to be on the ships, daddy."
Dad said "NO! YOU WILL BE KILL BY PHFOR!"
There was a time when he believed him. Then as he got oldered he stopped. But now in the space station base of the UESC he knew there were Phfor.
"This is Durandal," the radio crackered. "You must fight the Phfor!"
So Mjolnir gotted his WSTE-M5 Combat Shotgun and blew up the wall.
"HE GOING TO KILL US," said the Phfor!
"I will use the trih xeem," said Tycho and forced the sun into early nova. Mjolnir shotgunned at him and tried to blew him up. But then the ceiling fell and they were trapped and not able to kill.
"No! I must kill the Phfor," he shouted!
The radio said "No, Mjolnir. You are the Destiny."
And then, Mjolnir was Gheritt White.

>> No.9950993

>>9949389
is this penis music. can somebody make penis music on doom midi

>> No.9950996

>>9949479
correct form is "Château D'Elder"
>t. french

>> No.9951002

It's June. Where's 94 protons, you tranny cockchopping fuck?

>> No.9951019
File: 1.34 MB, 1920x1080, BRn7FvN.png [View same] [iqdb] [saucenao] [google]
9951019

>>9949390
Pandemonia updated to 2.4.
https://forum.zdoom.org/viewtopic.php?t=60984

>> No.9951025

>>9951019
Finally.
Maybe this time i'll be willing to deal with that faggot youtuber's self-insert. What a pain in the ass it was.

>> No.9951027
File: 2.93 MB, 640x360, av_secret.webm [View same] [iqdb] [saucenao] [google]
9951027

So I'm slowly learning to map and usually when I find something cool in a wad I just open it and check how it was done, however I cannot figure this shit out. All I see is a black void, hell I don't even understand how the nukage is at the top of the hidden floor. What ancient arcane scrolls have I to read?

>> No.9951028

>>9951027
It's called a self-referencing sector. If you lower the height, the player "sinks" into the ground, while if your raise it, the player "floats" above the ground.
See also the invisible bridges early in Plutonia.

>> No.9951032

>>9951028
Oh I knew it had to do with some of that! I just couldn't get my head around at how it works, I saw some tutorials on how to make bridges. So basically there's a dummy sector somewhere acting as the "hole"?

>> No.9951036
File: 1.74 MB, 800x450, Back on my bullshit.webm [View same] [iqdb] [saucenao] [google]
9951036

>>9950842
I just got back from working on my own bullshit though.
Sword attacks are now on autofire, and originally I was gonna have the thrust trigger when you let go, but having it be an opener feels better. Having a dedicate sword throw button feels really good too.
I've actually been sweating this for the past few days but things seem fine so far. Next up to tweak the sword power up system.

I dunno if that one salty anon will see this but I'm keeping the sword on primary.

>> No.9951041

>>9951032
>So basically there's a dummy sector somewhere acting as the "hole"?
If you know how the bridges work, then you already know how the holes work. It just lowering the "invisible floor" instead of raising it. The "dummy sector" has to actually be inside the "visible sector" for self-referencing sectors to work (amongst a host of other restrictions and limitations.)

>> No.9951052

>>9951041
I know how the bridges work, though I haven't really attempted to put one in my maps. I'll look into it a bit more, thanks for the help!

>> No.9951056

>>9951052
>I haven't really attempted to put one in my maps.
Good luck, and godspeed. They're incredibly finnicky, but that's to be expected from what is essentially exploiting a bug in the engine. But as your WEBM shows, they can be used in some extremely satisfying ways.
Boom format also makes them almost entirely irrelevant with the "Create Fake Floor/Ceiling" line action, which does 95% of what self-referencing sectors does, but without all of the excess limitations like sector shape and such.

>> No.9951058

>>9951036
Looks amazingly fluid, good stuff!

>> No.9951060
File: 79 KB, 124x158, 1684928363551522.gif [View same] [iqdb] [saucenao] [google]
9951060

>>9951056
Fuck I need to understand Boom format more, It's what I've been using, but I guess I didn't even use its features and been mapping "vanilla"

>> No.9951069

>>9951060
Glad I let you know then, senpai. I made the same mistake mapping in MBF21 a couple times before realizing that the Boom line action was much simpler and less accident-prone.
Pro-tip: If you're mapping in Boom, make sure you keep BOOMEDIT.WAD handy for reference, as well as to occasionally remind yourself of what all can be done with the engine extensions.
https://www.doomworld.com/idgames/themes/TeamTNT/boom/boomedit

>> No.9951073

>>9951069
But MBF21 is just boom with a few extra effects. The only accident really is wrong compatibility.

>> No.9951074

>>9951069
Thanks! you've been very helpful. Hopefully I can get a decent enough map in a few weeks instead of my current experiments.

>> No.9951080

>>9950992
People were talking about Marathon lore the other day and someone was asking about what triggered Mjolnir recon 54's ability to jump through timelines, and I actually considered something, if you want to believe that the Dreaming God in Pathways into Darkness is a W'rkncacnter, the Jjaro may have been able to ascend because of the W'rk themselves
From PiD, the Dreaming God is:
>a member of a race whose history began when the Milky Way was still a formless collection of dust and gas- a powerful race of immortals which had quickly grown bored of their tiny universe and nearly exterminated themselves in war.
Meanwhile the S'pht terminal that names the W'rkncacnter says:
>In primordial space, timeless creatures made waves. These waves created us and the others. Waves were the battles, and the battles were waves
2+2 would imply that the Jjaro themselves were "created" by the W'rk, either that the W'rk are responsible for all physical reality like burrowing ants, or that they created the form that the Jjaro eventually became?

>> No.9951083
File: 9 KB, 488x528, lainey_caco.png [View same] [iqdb] [saucenao] [google]
9951083

>>9951073
>But MBF21 is just boom with a few extra effects
I'm not sure what you mean by "a few extra effects". You mean line actions? Cuz the jump from Boom to MBF alone added A_RandomJump and other methods to expand custom enemies. Also the garbage friendly monster AI, but at least GZDoom fixes that shit by defaulting to Strife friendly AI instead (at least, last time I checked.)
Going to MBF21 exposes even more such methods, as well as adding a bunch of animation frames for custom enemies and weapons. Actually, the extra frames might have also been in MBF? I get confused about some of the specific differences between complevels 11 and 21.
>>9951074
No problem senpai. Just make a fun map and share it, and we'll call it even for now.

>> No.9951087

>>9951083
>I'm not sure what you mean by "a few extra effects". You mean line actions?
Yes, I meant line actions, not scripting. Since we were talking about "skipping".

>> No.9951094
File: 122 KB, 2256x1692, Eat_All_The_Eggs.png [View same] [iqdb] [saucenao] [google]
9951094

>>9950917
Inconceivable!
Am I the only one d2all-ing all the wads under the threat of death inside some musty Somalia basement? Doom isn't the same without a severe adreline hit!
This wobbly chair sucks major ass though.

>> No.9951098

>>9950820
>taunting doesn't alert monsters
>attacks spawn so much smoke, as if enemies were hit with a flare
Otherwise, looks juicy.

>> No.9951129

>>9950969
>Why would the only few people who can work with eDuke32 work on Unreal Engine 4 game? It's different teams.
I mean I always got the impression Ion Fury was close group effort and artists, composer and stuff like that wouldn't need to be changed.

>> No.9951130

>>9951069
>Pro-tip: If you're mapping in Boom, make sure you keep BOOMEDIT.WAD handy for reference, as well as to occasionally remind yourself of what all can be done with the engine extensions.
wtf thats really cool

>> No.9951135

>>9950467
You'll probably get sick of a few of those. I included some long ones. I went through in SLADE listening to all his lines after "buying" him on the ship and dropping him a few times. The delivery of "Solomon, you bitch!" makes me laugh so I wanted to hear it when I quit and then just decided to use a bunch.

>> No.9951138

>>9949635
Not sci-fi exactly, but I played with Kriegsland Enemies. They have robots.

>> No.9951151
File: 259 KB, 540x501, 1685393167041358.png [View same] [iqdb] [saucenao] [google]
9951151

>>9949559
That's not Duke Nukem, that is just some robot's approximation of something that looks like Duke Nukem. And it looks like ass. Why would anyone settle for this shit? Just fucking pay a bit of money for some faithful artwork of the character otherwise the obvious impression is you don't really care about the brand.

>> No.9951160

>>9951151
>you don't really care about the brand
Gearbox doesn't, hell there was recent a Gearbox Table pack for Pinball FX and guess what no Duke table, Brothers in Arms got a fucking table but not the franchise that had a pinball spinoff.

>> No.9951169

>>9951160
Obviously not Gearbox, but couldn't I have been allowed to expect a little better from this shitty little handheld emulator company I've never heard of?

>> No.9951172

>>9951028
Was that not just a regular deep water trick?

>> No.9951176

>>9950082
Where all the lost keys from everybody's Pharaoh playthroughs end up.

>> No.9951186
File: 240 KB, 955x1153, dukees.jpg [View same] [iqdb] [saucenao] [google]
9951186

>>9951169
I guess but I don't know why, they're making special version of their console thing for this and the fucking controller doesn't even analog sticks.

>> No.9951219

>>9951019
Interestingly enough, the actual release date was about 2 weeks ago and today is just the day when update became public.

>> No.9951220

>>9950830
Because both of them were a little bit weird and nutty.

>> No.9951231

>>9951019
Does anyone know any decent wads to "test drive" Pandemonia and other such mods with?

>> No.9951248
File: 27 KB, 481x425, 1681198216879417.png [View same] [iqdb] [saucenao] [google]
9951248

>>9947291
complevel 9
https://files.catbox.moe/51x4dl.lmp

i like the cute midi
also a fan of the doomcute at the start. the door especially is very cool, looks almost voxel-like. same with curly lying on the floor later, although its hard to see without freelook

im not the biggest fan of ssg-only combat but thats my subjective opinion.
im sure this has been pointed out but theres missing textures at the end. also giving the player berserk before they leave seems kinda off (i assume its for restoring health of continuos playthroughers)
ears get raped when grabbing ssg/berserk after the first ledge puzzle. i think you could fix it by doing the trick where you make sure the dummy sectors have a smaller sector index than the actual sectors before joining them. this way the sound only happens at the dummy sector. this is probably not worth fixing though. also i dont know if this is a bug with boom or what but your generalised linedefs there are clearly marked as "walk over once" but they seem to function as "work over repeatable". they make that sound every time you walk over them.
you could also decrease the sounds by making it so that instead of covering 3D-curly in a box of linedefs, just do one side of linedefs that the player has to walk over to progress.

anyway none of that is a big deal. cool map.

>> No.9951328 [DELETED] 
File: 82 KB, 500x179, pinkamena_diane_pie_sprites_by_akumath_d3fpwv6-250t.png [View same] [iqdb] [saucenao] [google]
9951328

im looking for a wad i remember playing. it was inspires by slender: the forest, but it was a comedy wad instead of a horror one. i remember it had an opening cutscene with the villains plotting, the villains included slenderman and the pink horse from my little horse. as for the gameplay, i think you had to kill slenderman in the first map. i also remember it being related to rootpain or buttpain in some way, and i know for a fact the pink horse sprite (picrel) that was used in buttpain's joke trailer was used in that wad. anyone got a lead?.

>> No.9951347

>>9950253
>spoiler
>on the catacombs map
Do you want to make a fun/memorable map or for people to hate you? That worked in impossible because in the end, it's a straightforward map, a blind map sized maze would just be shit.

>> No.9951365

>>9951094
>the eggs
Man the only one I recognize is sunlust. What are the other ones?

>> No.9951372

>>9951347
Little of column a, little of column b. Mainly I want people to get lost in the labyrinth.
What about this as a compromise: since I was going to focus the objectives into three 'spokes' radiating out from the central exit door, have the center of the map and the area around each spoke automap, but then have the neighbourhoods of each spoke be mostly hidden.

>> No.9951378
File: 1.47 MB, 1920x1080, conback.png [View same] [iqdb] [saucenao] [google]
9951378

>>9950689
>>9950770
>>9950776
>>9950778
>>9950992
This weekend. It just needs a few more days in the oven. Hang in there.

>> No.9951386

>>9951328
did the intro cutscene take place in a room made out of stone bricks or something?

>> No.9951394
File: 208 KB, 605x338, 1656619125031400.png [View same] [iqdb] [saucenao] [google]
9951394

>>9951365
1: Sunlust
2: ??
3: Fractured Worlds
4: Flotsam
5: Sunder
6: ??
7: ??
8: Dimensions

>> No.9951405

>>9951372
Hm, reading up on the auto map it's apparently harder to make it not appear since most ports let you force it?
Fine, I'll leave it on. and add more portals

>> No.9951408

>>9951372
It can work, as long as you have a point of reference a maze in manageable. Even impossible had that in the cyberdemon maze

>> No.9951412

>>9951394
2: Darkest Room
I give up on 6 and 7

>> No.9951416

>>9951405
I don't think that it's such an issue. The kind of person that would HAVE to have a map would probably be unaware of how to force it and those that would know would probably try it blind first.

>> No.9951417

>>9951386
i think so, yeah

>> No.9951427

>>9949459
sirens.wad zakodoom.wad tittydoom.wad

>> No.9951449

Im looking for a snow wad that had some castles in it too. I dont think it was a megawad but it certainly had more than one map.

>> No.9951453
File: 2.64 MB, 3840x2160, 1658036001317947.png [View same] [iqdb] [saucenao] [google]
9951453

Played Soundless Mound by [user was banned for this post]
it's actually really good, wtf. wasn't expecting this much effort. the knife combat in the beginning got tiresome fast, and the loading screens are annoying. but otherwise its like a really decent indie horror title demo. i give it A+

>> No.9951457

>>9951453
Good to hear, it's on my to do list

>> No.9951462

>>9951449
Oh nevermind, its eviternity.

>> No.9951467

>>9951453
It's probably one of the better ones that tries to do actual horror stuff.
> by [user was banned for this post]
I lol'd.

>> No.9951472

>>9951453
He's a creep, but when he wasn't making autistic OC garbage, it could be kinda cool.

>> No.9951478

>>9951472
she's dumb but i'd hope she's changed

>> No.9951479

>>9951080
>the Jjaro may have been able to ascend because of the W'rk themselves
To me, it more seemed like the Jjaro were the only ones who were able to deal with their bullshit for the greater good. Maybe there's some direct links between the two, but I don't think there's enough for a solid base. At least none that I know of, but I'm still fairly new to Marathon.
>2+2 would imply that the Jjaro themselves were "created" by the W'rk, either that the W'rk are responsible for all physical reality like burrowing ants, or that they created the form that the Jjaro eventually became?
It's probably more like W'rkncacnters were the first beings in the universe who fought each other, resulting in creation of universe as we know it: laws of reality, elements, planets and all that. I had a thought of "what if W'rkncacnther are Jjaro, but very old and with dementia", but it just came out of nowhere.
>>9951129
I believe it is, but it still buffles how people think that Voidpoint are involved with Phantom Fury. Frederik Schreiber did say that its dev team had a lot of folks who worked on RotT 13.
>>9951378
Anon, my post was a terrible attempt at Marathon joke. I don't even care about the Mjolnir mod all that much.

>> No.9951512

>>9951478
Doubtful, the github changes to one mod shortly after shit don't hint at any kind of remrse or anything.

https://github.com/OrdinaryMagician/swwmgz_m/commit/be5476f07ba824d1d5c23469ea6fbc3c7bda7f28#diff-67a3e79ff19330657dbb901adc74f4bb6e068572651c6aebd4009e46f77f9061L334

>> No.9951513

>>9951453
>the loading screens are annoying
They can be disabled in the options, along with the stupid post-processing effects that make no sense whatsoever

>> No.9951520
File: 276 KB, 700x420, 1663845457019715.png [View same] [iqdb] [saucenao] [google]
9951520

>>9951513
>the stupid post-processing effects that make no sense whatsoever
Pretty sure its meant to emulate SH1. I personally enjoyed it, though I didn't try playing without it so maybe I wouldve liked it better that way.

>> No.9951526

>>9951513
>They can be disabled in the options
Does it have fucking fake loading screens like anonymous agony?

>> No.9951527

>>9950897
Eyyy, I like this.
I kinda want to generate ai images and paint over them.

>> No.9951540

>>9951527
Look at the hand

>> No.9951570
File: 93 KB, 355x448, centurion01.png [View same] [iqdb] [saucenao] [google]
9951570

To that one swell lad who wanted to port-over the RRP's Centurions into VR, have you managed to do it yet?

>> No.9951587

>>9950127
>is there like a minimum grid size where it won't constantly flag 'off-grid' vertices?
That's not dependent on grid size, but on where the linedefs are passing through. Since you have a million angles that are not a multiple of 45, some of those are bound to cross even between the 0.125 grid.
It's probably best to finish everything and then align to grid and then if necessary do some fine work.

>> No.9951589
File: 2.89 MB, 640x720, 1668964714240312.webm [View same] [iqdb] [saucenao] [google]
9951589

>>9951526
even though i really liked the mod now i'm kinda upset I got HAZE'D. i did actually suspect this while playing since ive never seen a doom mod have loading screens before, but i was giving it the benefit of the doubt.
truly we live in a ye ye society.

>> No.9951591

>>9951520
On second look they're more modest than I was thinking of, I probably misremembered a bit and confused it with something else

>> No.9951594

>>9950272
>sometimes they work, most of them don't
1. THe teleport destination must not be occupied
2. Use WR teleport lines because if it's just W1 lines and the teleport won't work because of 1 then you're out of luck
3. iirc things have to pass at least with radius+1 of their bounding box over the line to activate, so make sure there's enough room behind the teleport line

>> No.9951595

>>9949875
>Duke Advance is fine hell it's better then LotB, lack of Zero Hour is the really bullshit.
Time to Kill was my favorite outside of the numbered games.

>> No.9951596

>>9951589
>since ive never seen a doom mod have loading screens before
Anything that uses hubs will have them.

>> No.9951598

>>9951328
Laundry 2, I think.

>> No.9951627

>>9951512
i read her response doc, but she did a pretty piss poor job at spreading it

>> No.9951629

im still getting filtered by map12 in Plutonia.

>> No.9951632

>>9951629
I believe in you.

>> No.9951634

I think i'm gonna change my muscular demon sectors to something more suitable for fore/vr/ alone since it's just about waifus. I hope you like green shortstacks.

>> No.9951638

>>9951589
I think loading screen can add a bit of style to a game but i think even early games like silent hill and resident evil had faster loading screens than this

>> No.9951651

>>9951540
I know. That's an area I'd change in the paint over. But AI generated shit could be well suited to posing and general design.

>> No.9951660

>>9951632
so much of the run is completely RNG dependent. Its well made but its so fucking frustrating when its a map basically designed around pure bullshit luck weather monsters decide to move out of the way in choke points or attack or not. Its so extremely close quarters you are basically forced to run past a ton of shit in the route but then find a place to stand your ground and hope to every tiny little thing goes right, and add on to the fact that the stupid double archvile teleport thing is completely fucking RNG and you also have a cyberdemon to kill with what basically amounts to not enough plasma and rocket ammo so you have to find the perfect cheese point and take him out with the SSG.

Fuck this map. Im thinking about just skipping it and saving it for later, the other plutonia maps have been hard but not this completely unfair.

>> No.9951694

>>9949459
https://allfearthesentinel.com/zandronum/wadinfo.php?id=20524&popup=1

>> No.9951703

>>9951587
Ahhh, okay. So just leave it until I finish the map and then align/clean up.
I had noticed that it was making some of the smaller/longer sections a bit 'wobblier' than I liked after aligning.

>> No.9951705

>>9951472
A lot weird people are usually very talented in some regard. FATAL is a fucking nightmare of design and insanity, but it's impressive for how in-depth and insane it is even if no one can play it.
>>9951512
I'm not a fan of [user-deleted] personally, but people generally change when you allow them room to change but when seemingly the entire community unites against you I can't fault them for not really wanting to show any sympathy towards that community.

>> No.9951717

>>9951705
it sucks she's also indirectly responsible for making a bunch of people vacate off of the zdoom forums, that's double "never coming back" which is unfortunate, she had a style

>> No.9951719

>>9951638
>I think loading screen can add a bit of style to a game but i think even early games like silent hill and resident evil had faster loading screens than this
NTA. You're right, and I agree.
Dino Crisis is about 3.11 seconds.
Resident Evil is about 5.6 seconds.
Silent Hill is about 1.3 seconds.
This one about 6.6 seconds long, and it's not some fancy door-opening animation.

>> No.9951723
File: 2.52 MB, 2560x1440, Base Profile Screenshot 2023.06.01 - 11.22.44.46.png [View same] [iqdb] [saucenao] [google]
9951723

Giving Bloom a try for the first time, what if anything are recommendations for like settings, graphical or otherwise, or which character to use or any other tip to know before starting? One such one I'm still struggling with is to activate voxels or not

>> No.9951725

>>9950931
Good news or bad news?

>> No.9951726

Is there any game with a good melee-focus? Especially if it's very fluent, and not just "run up and stab".

>> No.9951743

>>9951412
6: Toilet of the Gods
7: Criticality

>> No.9951746

>>9951717
As much as I'd like to blame them solely for that; the real blame is honestly on the moderators for creating spiteful energy of it all, as a lot people really hated the zdoom staff and this honestly was just the final straw that broke the camel's back, and the one guy who took it upon himself to shout on YouTube about it summoning every schizophrenic clout chaser you can imagine. Though I know he meant well which I personally can excuse.
>... vacate off of the zdoom forums
That said I don't take this inherently as a negative. I hope people just stick to creating stuff, because they want to create stuff, instead of trying to be well-known and regarded in some community. And in some ways that might help, people might make content that's considered cringe/bad for zdoom but they could create and post it anywhere else.
As dumb as it might sound I hope people create content just because they want to create content, even if it's like some obscure orc girl that has a futa cock. But I don't think anyone would do that.

>> No.9951758
File: 55 KB, 613x612, EXPERT.jpg [View same] [iqdb] [saucenao] [google]
9951758

Anyone here play expert for the psx?
I like the spritework and music, but the slowdowns are annoying.

https://www.youtube.com/watch?v=W6mTLqcfrqk

>> No.9951759

>>9951629
>Speed
This was the hardest pistol start for me as well, there’s a lot going on.
>>9951726
There are insanely few. Fortunately, 2006’s Dark Messiah of Might and Magic is your best bet and it’s awesome. There are some fun melee mods for Doom but Dark Messiah is your best choice for “retro first person” melee combat.
Other than that it’s just third person melee-focused games like Rune and Die By The Sword.

>> No.9951771

>>9951759
>Dark Messiah
Yeah, that one was great, I should replay it.
I played through Hedon on melee and that was very fun, so I hoped there mere more retro-melee games in that vein. Guess I'll try to beat the second part.

>> No.9951772

>>9951378
AAAAA

>> No.9951774

>>9951717
She made probably the most genuinely positive person the community had just outright quit the community.

>> No.9951779

>>9951231
sunlust :)

>> No.9951783

>>9951771
There’s Arthurian Legends which is like a better Witchaven, but it uses some engine through 001 Game Creator and isn’t thread relevant.

>> No.9951791

>>9951723
thats way too bright (set sector lightning to dark or something), enable voxels, I played through with doomguy and I guess its the best for the first time

>> No.9951794
File: 441 KB, 802x687, 2023-05-23 08_04_41-Quake II (USA).png [View same] [iqdb] [saucenao] [google]
9951794

>>9951758
>slowdowns
check if the game is bound to cpu clock, enable overclock in DuckStation and try that, for example I played Quake 2 with overclock to 400% for stable 60fps

>> No.9951795

>>9951172
That is how you do deep water in vanilla/limit-removing.
If you look closely when he goes under the hole in the wall through the nukage, he "bobs" up and down a couple times while crossing the self-referencing sector divides (because self-ref sectors can't touch other sectors). If it was a Boom fake floor, he could just go through the hole without "stepping up" onto those sector divides, because the sectors could actually be connected seamlessly.
>>9951759
>Dark Messiah
in addition to the fun-as-fuck kick mechanic (that I've never actually used alongside the Ice magic), it also has the blessed rope arrows that make progression and exploration super fun (when you have room to use them.).
I need to give that game another replay.

>> No.9951803

>>9951774
That was also the fault of the staff for not taking his reports seriously.

>> No.9951829

boom format with decorate support when

>> No.9951860

>>9951829
Embrace decohack.

>> No.9951870

>>9951726
Zeno Clash maybe? You've played Urban Brawl, right?

>> No.9951881
File: 2.87 MB, 853x480, 1680973043230213.webm [View same] [iqdb] [saucenao] [google]
9951881

uh, why do i suddenly have pseudo-noclip in my map? it keeps persisting no matter how many times i reload my map

>> No.9951890

>>9951860
explain please

>> No.9951896

>>9951829
How about you just use UDMF?
inb4 hurr durr le chicken man bad

>> No.9951903

>>9951896
Having to use gzdoom is exactly the reason why a person should never use udmf. Choosing to become port-locked to such a shitty fucking mess is really fucking dumb.

>> No.9951905

>>9951890
DecoHack expands DeHackEd functionality to include new MBF21 features. I don't think it's quite as robust as DECORATE, but it is considered DECORATE-like (or maybe DECORATE-lite?)
It would be largely redundant if a new WhackEd update were to be released with MBF21 functionality, but that's not very likely to my knowledge.
>>9951896
>Why don't you use this significantly different engine?
>And don't say it's because you don't want to use that engine, that's not a valid answer because...Because it just isn't okay!!!
Whatever fag.

>> No.9951914

>>9951890
Utility with Doomtools that translates Decorate code to Dehacked.

>> No.9951917

>>9951881
this is very troubling, every sector that i place has issues like this but not the old sectors...

>> No.9951947

>>9951881
Make sure none of your sectors (or maybe linedefs?) are XBOX HUEG.
Any sectors(?) that are larger than a certain size will cause collision issues with all walls, tho I don't remember the specifics. I've had it happen when I tried creating a map with hallways that spanned the full length allowed by the editor.
Barring that, I'm not sure what could be causing it besides maybe a source port specific issue.

>> No.9951952
File: 88 KB, 640x480, 35118-menu-Expert.jpg [View same] [iqdb] [saucenao] [google]
9951952

>>9951794
Overclocking increases the gamespeed makes it a bit harder.

>> No.9951973

>>9951903
>>9951903
isn't dsda-doom getting udmf support soon? it's not gzdoom only, at least i thought

>> No.9951978
File: 72 KB, 561x706, 1666061168000339.jpg [View same] [iqdb] [saucenao] [google]
9951978

>>9951947
i'll look into it. at least ive noticed that if i delete a section of the map, it goes back to normal. so i guess i'll start there

>> No.9951979

>>9951973
Only partial support.

>> No.9951981

>>9951979
figures :(

>> No.9951986

>>9951881
Have you put some part of your map, like teleport closets, very far apart?

>> No.9951991
File: 2.94 MB, 640x360, av_secret2.webm [View same] [iqdb] [saucenao] [google]
9951991

so I tried replicating that alien vendetta secret with boom linedefs (i dunno why I'm so obsessed with this, I thought it was cool) and I think I did it.

made two dummy sectors, one for the tunel and one for the holes in the room since, from what I've been told, they have to be the same height, then added some 2mp steps so doomguy can enter and exit without being stuck

can probably done better but hey I'm happy that it works

this is fun, thanks /vr/fps/ anon(s)

>> No.9952009

How do I run death wish using notblood?
The not notblood launcher wont detect dw.ini
I know I can run it from the user maps option but then the cutscenes dont work.

>> No.9952020
File: 41 KB, 492x307, 2023-06-01 15_39_29-NotBlood.png [View same] [iqdb] [saucenao] [google]
9952020

>>9952009
did you drop all the files in the same directory? I use it and have no problems, it even detects the custom music ini

>> No.9952023
File: 26 KB, 500x500, 1663821727343251.jpg [View same] [iqdb] [saucenao] [google]
9952023

>>9951881
>>9951986
>>9951947
its ok anons, i did in fact have a long linedef
i moved it around and now its fine...

>> No.9952029

>>9951991
>sup fucko
Genuine chuckle.
Glad you're enjoying the process so far. And remember: keep stealing cool shit. It's a good way to pick-up new techniques quickly, like in this incident. I'm definitely stealing that secret idea for a map of my own, so thanks for the inspo.

>> No.9952035
File: 147 KB, 500x337, meatball daemon.gif [View same] [iqdb] [saucenao] [google]
9952035

>>9952029
Next step will probably be learning conveyor belts, since all I can think of when I'm mapping is ugly industrial settings

>> No.9952039

>>9952009
you know what fuck it here's my notblood folder, hope it helps https://files.catbox.moe/q46czu.7z

>> No.9952041

>>9951453

>>9951991
If boom linedefs are on the table you use line action 242 (fake ceiling and floor) to make another sector outside of the map with its floor and ceiling at the top and bottom of your "water", and give your water sectors the same tag as the 242 linedef
but self referencing sectors are still good to learn if you want to map for some limit-removing project

>> No.9952042

>>9952035
you'll probably also note it'll come in handy for your voodoo scripts

>> No.9952052
File: 67 KB, 220x376, siopear-blood.gif [View same] [iqdb] [saucenao] [google]
9952052

>>9952042
I need to get on those, man there's so much cool shit to learn

>> No.9952054

>>9952041 >>9951453
shit, my reply was half-cooked
there's a weapon mod with silent-hill themed items (armor is a pack of mancubus brand smokes that boosts your "sanity") where you play as what I can only assume is a british cop from the selection of european guns
forum.zdoom.org/viewtopic.php?t=68043

>> No.9952070

>>9949406
>cheating autism
You can't.

>> No.9952075

>>9952020
>>9952039
Thanks, my problem was that I put the death wish folder in the notblood directory. I guess notblood does not scan the folders, which is a shame I like to keep things tidy.

>> No.9952076
File: 535 KB, 761x559, 1679267521056700.png [View same] [iqdb] [saucenao] [google]
9952076

>>9952035
>all I can think of when I'm mapping is ugly industrial settings
For me, personally, it's naturalist ruins.
Mappers of /vr/, what's (you)r go-to A E S T H I C when mapping?

>> No.9952087
File: 928 KB, 1920x1080, Screenshot_Doom_20230601_205946.png [View same] [iqdb] [saucenao] [google]
9952087

I'm now at map ... 21 of 30 or something ... Doesn't matter, nobody is going to play this anyway.

>> No.9952093

>>9949440
I hate doomcute so fucking much.

>> No.9952125

>>9951978
To clarify, I was partially mistaken, and >>9951986 is more accurate. My post about long sectors/linedefs neglects to mention that the problem is:
>any two points on the map are more than 32,768(?) units apart
That's what'll fuck it up, so sectors that are separated like that anon's teleport closet suggestion is a more likely culprit, in case it happens again in the future.

>> No.9952131
File: 417 KB, 680x380, original_by_kinofabino_or_whatever_I_don't_really_give_a_fuck.png [View same] [iqdb] [saucenao] [google]
9952131

>>9952087
>Doesn't matter, nobody is going to play this anyway.
Not with that attitude. You better post when it's done, or your self-fulfilling prophecy will be both true and gay.
I'm gonna play your WAD, I'm gonna find secrets and shit, and I'm going to be fucking PLEASED about it.

>> No.9952132

>>9951903
>Choosing to become port-locked to such a shitty fucking mess is really fucking dumb.
>HURR DURRR I ONLY USE DSDA HURF DURF

>> No.9952136

>>9952093
>doomcute
Is it the new “form over function” trend, emphasizing detailed/“””lived in””” setpieces from small to large and deemphasizing encounter and level design?

>> No.9952140

>>9952093
I hate you. But it does make me wonder what was does it best. I haven't played ashes yet, but I've seen some screenshots that seem decent.
It definitely works better in the build engine, but modern doom engine features put it at least on par with build.

>> No.9952141

>>9952136
Yes, and with the recent release of myhouse.pk3, you're about to see a lot more of this bullshit.

>> No.9952143

>>9949440
Nice

>> No.9952147

>>9952087
you better release this

>> No.9952148

>>9952136
Both things are not excludent.

>> No.9952149

>>9952136
Only if done wrong
>>9952093
You are an idiot

>> No.9952153

>>9951903
On one hand I think the limitations of other formats actually enforce creativity because you have to really think outside the box.
On the other: You can use Eternity, ZDoom, and Zandronum. Yes, UDMF lacks some features when compared to GZDoom but you can still play them so it's not just locked to one source port.

>> No.9952154
File: 680 KB, 856x530, test.webm [View same] [iqdb] [saucenao] [google]
9952154

>>9952075
>>9952075
That's an EDuke32 issue, but you can get around that by drag and dropping the folders on the exe like this.

>> No.9952156
File: 103 KB, 256x315, Half-Life_Blue_Shift_box.jpg [View same] [iqdb] [saucenao] [google]
9952156

>>9950525
>>9951138

Thanks for the suggestions. I'm looking for something like soldiers with helmets and body armor for the marines etc, when I said "sci-fi" I mean something like aliens : colonial marines or like black mesa security.

>> No.9952160

>>9952136
>new
Something something forklift, something something truck, etc. etc.

>> No.9952162

>>9952087
your female strategy worked, im erect

>> No.9952167

>>9952087
why are there so many females in the doom community? I'm impressed.

>> No.9952170
File: 287 KB, 1920x1009, Screenshot_Doom_20230531_184512.png [View same] [iqdb] [saucenao] [google]
9952170

Post spooky shit

>> No.9952171

>>9952167
trust me, i'm not cutting off my dick, I'm just pissed off about the recent years.

>> No.9952175

>>9952170
>he doesnt play with sector light mode on bright

>> No.9952176
File: 401 KB, 763x610, FpHeACa.png [View same] [iqdb] [saucenao] [google]
9952176

Doomcute is awesome.

>> No.9952180

>>9949406
>try bad long shitty tough hole pain

jesus christ, cloud, chill off

>> No.9952181

>>9952176
wad?

>> No.9952184
File: 475 KB, 1920x1080, Screenshot_Doom_20220924_173817.png [View same] [iqdb] [saucenao] [google]
9952184

>>9952148
>>9952149

You're right on the money. It vexes me when people look at design as an either / or. Having a 'lived in' feel can be achieved in many ways. It's by no means mandatory especially for DOOM but for me personally it elevated a lot of 2048 Units / 512 Linedefs levels.

"Doomcute" as a term is not my favorite but yeah, that anon's likely a troll.

>> No.9952185

>>9952136
If the map is a cohesive "place" it can make the level flow better and the progression more intuitive if it's clear what the switches are going to do. There's a reason the retail campaigns of Build games are still played (even if it's mostly lack of other options) while doom2.wad is considered mediocre as far as doom levels go and sandy's weirder looking levels are considered the worst of the bunch even if they have their fans
not everything has to be an abstract ribbiks coloured void to have good encounter design I say as I have a map on the backburner that's an abstract coloured void ripping ideas wholesale from stardate

>> No.9952187
File: 16 KB, 603x393, MLkW8sktQ853xMiz8DPAqf.jpg [View same] [iqdb] [saucenao] [google]
9952187

>>9952170
Am I the only one who found JC to be kind of spooky.

>> No.9952196

>>9952176
I just don't like the term. We used to just say "sector [object]". "Doomcute" reeks of a term invented to be used as a Twitter hashtag.

>> No.9952198

>>9952187
well he is, quite lietrally a government spook.

>> No.9952201

>>9952156
I just remembered Doomless, an enemy mod that replaces demons with Doom marines.

>> No.9952202

>>9951248
Didn't actually see this.
Appreciate it, anon.
>im not the biggest fan of ssg-only combat but thats my subjective opinion.
There's actually a secret in the start, it's a false wall and reference to curly's panties
>ears get raped when grabbing ssg/berserk after the first ledge puzzle
So the issue is that it's like 5000 sectors for a 1 one second meme, and that it has to trigger like 3-times. They actually all W1, but I would probably in the future move them further away so you can't get ear-raped by the audio.
> also giving the player berserk before they leave seems kinda off (i assume its for restoring health of continuos playthroughers)
You are correct, since the level has very limited health pick-ups I wanted to be less cruel to any continuous play-throughs.

>> No.9952203

>>9952181
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/terraces

>>9952196
I agree with you.

>> No.9952206
File: 214 KB, 1920x1080, sw3.jpg [View same] [iqdb] [saucenao] [google]
9952206

>> No.9952208

>>9952184
why the hud looks so fucked up

>> No.9952209

>>9952185
>not everything has to be an abstract ribbiks coloured void
>has never played a ribbiks wad in his life

>> No.9952214

>>9952154
Thank you, that is a great workaround.

>> No.9952216

>>9952167
IDK I got into speedrunning demo-based shit so I don't got to deal with people being weird

>> No.9952218
File: 46 KB, 238x647, waifudoom.png [View same] [iqdb] [saucenao] [google]
9952218

>>9952202
>They actually all are* W1,
Just has a square around it.
>>9952184
>"Doomcute" as a term
When I first heard the term I actually thought it was objects made out of sectors that are 1px on the grid.
>>9952176
I just always called it: "Tiny Details." Or. "Level Immersion."

>> No.9952225
File: 983 KB, 1920x1080, Screenshot_Doom_20220401_214909.png [View same] [iqdb] [saucenao] [google]
9952225

>> No.9952228

I know this might sound off-topic, but it directly involves the demonsteele mod. Since every character has a unique voice and introI actually asked all my femanon friends to voice act and every single one responded:
>I am too shy.
Do you have any idea how I might fix this? And do you think the doom community would screech at me if I just used an AI-generated the voice? I know in some circles; this is the case.

>> No.9952232
File: 2.05 MB, 2560x1440, Base Profile Screenshot 2023.06.01 - 15.07.18.27.png [View same] [iqdb] [saucenao] [google]
9952232

>>9951791
Thanks for the tips. I decided to go with Caleb so I can burn things and I love the tommy gun. I guess this should be better now. So far this is very interesting

>> No.9952236

>>9952228
some of the stuff you can generate with something like elevenlabs ai is very impressive, I think its application is perfect for situations like yours

>> No.9952237 [SPOILER] 
File: 462 KB, 2560x1440, Base Profile Screenshot 2023.05.30 - 12.09.53.57.png [View same] [iqdb] [saucenao] [google]
9952237

>>9952170
Fun with LTG

>> No.9952238

>>9952228
record your own voice and then use ai to feminize it

>> No.9952240

>>9951160
to be fair, Brothers in Arms is a great album.

>> No.9952241

>>9952202
>secret based on Curly's panties
I feel like such a faggot for not being able to find it, given how much I love Cave Story.
>5000 sectors for a 1 one second meme
There's a way, but I don't know the specifics, to join a sector at a far distance, so that the sector the player sees doesn't make noise when it moves, because the distant joined sector is the "origin" of the sound.
I've only ever had it happen on accident at times when I didn't want it to happen, so hopefully another anon can help us both out.

>> No.9952242 [SPOILER] 
File: 1.80 MB, 2560x1440, Base Profile Screenshot 2023.05.30 - 12.23.02.21.png [View same] [iqdb] [saucenao] [google]
9952242

>>9952237
And another

>> No.9952245

>>9952093
Fair enough. I'm making this primarily for HDest so making it more 'realistic' (?) feels more appropriate. If I was making this for vanilla primarily I probably wouldn't care so much about making it look like a real place. Then again I'd probably not be as interested in making a map, as the more abstract combat arena maps don't grab me.
>>9952143
Thanks. Would post more but fucking file ip range ban.

>> No.9952248
File: 754 KB, 2560x1440, Base Profile Screenshot 2023.05.26 - 11.02.53.91.png [View same] [iqdb] [saucenao] [google]
9952248

>>9952170

>> No.9952249

>>9952208
He's probably not using the widescreen version, since it comes in a separate WAD you have to load after the main one. Unless I'm the one mixing-up the widescreen and standard HUDs.

>> No.9952252 [SPOILER] 
File: 2.13 MB, 2560x1440, Base Profile Screenshot 2023.05.26 - 12.06.21.55.png [View same] [iqdb] [saucenao] [google]
9952252

>>9952248

>> No.9952258

For custom sprites/textures and the like do people tend to get them from anywhere in particular, make their own etc.? I think I want some more varied 'bone wall/skull wall' textures for the catacomb part of my map but unsure where to get them or whether to make some textures myself.

>> No.9952262

>>9950987
>where does this image come from?
This site: https://catalog.neet.tv/harlequin.html
>who made it?
Me.
>when?
Yesterday.
>from what data?
Via the previous thread's page source which I copied and pasted into that site. (right click > view page source)

>> No.9952264

>>9952225
Never ceases to amaze me how good this is.

>> No.9952265

>>9952237
>>9952242
Nice.

>> No.9952267

>>9952252
> You will never caress a giant eye while it slowly drains your cock with its pupil mouth
Why even live

>> No.9952269

>>9952225
>>9952264
TFW I still prefer the older version with the less cleaned up sprites because it gives it a more OG Fallout feel to it.

Still hoping that Bakersfield thing comes out but I don't hold out much hope for it.

>> No.9952272

>>9952258
>I think I want some more varied 'bone wall/skull wall' textures for the catacomb part of my map but unsure where to get them
I'd check the AD MORTEM textures and rip from that. It uses a lot of OTEX so you'll see a lot of overlap, but I think there's a bunch of other spooky textures added into the mix.

>> No.9952275 [SPOILER] 
File: 2.90 MB, 2560x1440, Base Profile Screenshot 2023.05.26 - 11.54.27.19.png [View same] [iqdb] [saucenao] [google]
9952275

>>9952267
Becareful what you wish for

>> No.9952276

>>9952238
My voice is incredibly deep, but I do know some men whom call themselves traps that sound like girls. I could ask them but I feel like attract some schizophrenics to yell about it later. I rather not attract that autism, especially towards the original creator or this board
If I didn't feel it cause some kind of turmoil I probably would've designed a trap character first, instead of a big titty commando, though if I ever did create a trap I would make sure his entire kit is based around explosives. You could say: He'd have big surprises.

>> No.9952279

>>9952276
Your entire post is gay, please refrain from ever partaking in this thread again

>> No.9952284

>>9952258
Most people use OTEX, from what I've seen, but if you search: DOOM WAD TEXTURES
You should find a few, then you could find a few and edit them to fit your needs.

>> No.9952301

>>9952272
>>9952284
Thanks anons - I looked up otex and just found a few that look appropriate. Also a shit ton of cool ones. I should look up how to incorporate these in UDB.

>> No.9952304
File: 41 KB, 800x800, CyberPoke.jpg [View same] [iqdb] [saucenao] [google]
9952304

>>9952276
>trap bomber
You have my full support.

>> No.9952307

>>9952304
94p never

>> No.9952312
File: 60 KB, 456x549, Screenshot 2023-06-01 163525.png [View same] [iqdb] [saucenao] [google]
9952312

>>9952301
>I should look up how to incorporate these in UDB.
Pic related. It won't add OTEX textures to your map's WAD proper, but you can load your map's WAD alongside the OTEX one and it'll work just fine.

>> No.9952314

>>9952312
Cheers - I guess for the ones I end up using I can just make a note and incorporate them into the wad using SLADE?

>> No.9952317

>>9952279
>>9952304
I didn't mean it like that, I'm sorry anon.
I meant it like: I only know gay men so I would normally just work with what "assets" I already have, being limited is all, because most of my friends are from usually from chans and most of them are usually all gay. Because anons are usually gay for some reason.

>> No.9952323

>>9952314
>Cheers - I guess for the ones I end up using I can just make a note and incorporate them into the wad using SLADE?
Already exists a tool actually, DoomTools.

>> No.9952327
File: 99 KB, 799x504, 9.jpg [View same] [iqdb] [saucenao] [google]
9952327

Good wads or maps based on japanese architecture?

>> No.9952334
File: 1.21 MB, 688x874, doom1poster_s.png [View same] [iqdb] [saucenao] [google]
9952334

>>9952240
>Brothers in Arms is a great album
Agreed. "Walk of Life" is my fuckin' jam, and I was originally gonna use "Brothers in Arms" for my DBP58 map.

>> No.9952338

>>9952314
>I guess for the ones I end up using I can just make a note and incorporate them into the wad using SLADE?
Yeah, SLADE 3 has some automatic features to make adding resources to your own WADs more streamlined. There's still some caveats, like using the correct base resource (which come-up recently with regards to a Fore/vr/ Alone map.)
>>9952323
>DoomTools
Seems like an awkward reason to use DoomTools. Maybe if you were converting a bunch of .PNG files to texture lumps at once, but it would have to be on the magnitude of like a couple hundred textures before it became more practical than SLADE. Does DoomTools even let you make texture lumps out of patches?

>> No.9952341

>>9952327
First thing I can think of is that level in Golden Souls
After that however not sure

>> No.9952348
File: 11 KB, 83x79, 1664252954595726.gif [View same] [iqdb] [saucenao] [google]
9952348

>>9952327
I don't know but this layout would be perfect for a Serious Sam map set.

>> No.9952351

>>9952327
I think there is a DBP with a somewhat jp theme.
I can hear Kleers in your image from here.

>> No.9952353

>>9952327
I remember something like pic related being in Serious Sam Next Encounter

>> No.9952360

>>9952353
There are levels set in ancient China in TNE, not Japan.

>> No.9952361

>>9952327
>>9952351
DBP44?

>> No.9952363
File: 8 KB, 288x278, 1675391965376196.jpg [View same] [iqdb] [saucenao] [google]
9952363

>Map 10 of Vanguard

>> No.9952374

>>9952327
That expansion to abysm 2 that is asian themed

>> No.9952376
File: 2.37 MB, 600x338, bhjbhjkkj.gif [View same] [iqdb] [saucenao] [google]
9952376

>>9952327
Here.

I found a project similar to what I was looking for

https://www.doomworld.com/forum/topic/100568-seppuku-japan-doom-wip/

Too bad it hasnt been updated in a while. I'll have to take inspo from the videos and screenshots available.

>> No.9952380

>>9952363
vanguard was thought up as a megawad so map 10-12 would have been like 28-30, and you know the rules for maps 28-30 made after year 2000

>> No.9952381

>>9952376
Correction: Not abandoned, will take a while. I'll try to contact the mapper.

>> No.9952387

>>9951758
Absolutely kino.
Is there any wads for Doom or old shooters that utilize that early Anime aesthetic? Not the moe shit, but more sci-fi thriller stuff?

>> No.9952392

>>9952327
>>9952351
There's also one called Pagodia, but I haven't played it yet.

>> No.9952393

>Find out all this time I converted sounds in the wrong kind of WAV and it bugs out on high volume
>I've already imported like 100 of them
Infinite pain.

>> No.9952394

>>9952136
>new
kys retard, you're trying too hard to fit in

>> No.9952395

>>9952387
Just early asset swap shit like the Bubblegum Crisis one.

>> No.9952401

>>9952153
>enforce creativity because you have to really think outside the box.
I never understood that argument.
The only way it "enforces creativity" is coming up with roundabout ways of doing stuff, it's purely on a technical level, but not in an "I have an idea and want to do that" way. And in the end it's functionally the same, even though I have to use a bunch of voodoo shenanigans instead of one or two lines of ACS code, but at least I can pat myself on the back for staying demo compatible.

>> No.9952403

>>9952387
Auger;Zenith would fit pretty well, actually, especially if you're playing it with Final Doomer's JPCP set.

>> No.9952408

>>9952334
Fun fact: The intro of Walk of Life was used in the opening of Fawlty Towers for the german broadcast. For reference, the original opening is some classical music.
Nobody fucking knows why they chose that music, but it made me discover Dire Straits, so...

>> No.9952414

>>9952392
I've played it, I don't remember much architecture from it at all

>> No.9952427

>>9951759
>Other than that it’s just third person melee-focused games like Rune and Die By The Sword.
Heretic 2 is another good example.
>>9952087
>Doesn't matter, nobody is going to play this anyway.
You played this, so that's something. Some lurkers & morons (me) won't dare to even install [insert a map editor of your choice] while you made 21 maps. That's admirable.

>> No.9952429

>>9952401
I cannot speak to everyone but as an artist limitations actually help me be creative.
I don't quite know why, just that artists, typically, like to break rules and push them.
If there are no rules to break well it's like I'm overwhelmed by choice and decision.
That said I only included that because I think people should use older formats and it shouldn't just be replaced, but I do think UDMF should be considered more because Zandronum is cool.

>> No.9952485

>>9952093
point and lauigh at this nigga who HATES sector toilets

>> No.9952490

>>9952429
Fair enough. It's just too often that people just parrot things and generally reject UDMF because it only runs on Satan's own sourceport (in a Beta version) and GZD.

>> No.9952493

>>9949404
Please don't console war in here.

>> No.9952496

>>9949406
>community monster
Who would it be?

>> No.9952498

>>9952496
me :)

>> No.9952506
File: 58 KB, 394x390, 1628566619317.jpg [View same] [iqdb] [saucenao] [google]
9952506

>>9952498
AAAAAAAAAAAAAAAAAAAAAAA

>> No.9952508

>>9952493
You're right, we need to conserve valuable posts to have mapping format wars instead.

>> No.9952513

>>9952508
udmf lets me align floors, WHAT DOES *BOOM* OFFER, ANON

>> No.9952514
File: 693 KB, 1944x2928, 1685383090828294.jpg [View same] [iqdb] [saucenao] [google]
9952514

nun with a plasma gun

>> No.9952516

>>9952514
plasma nun

>> No.9952524
File: 77 KB, 624x800, 8011244-mars-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google]
9952524

hey /doom/bros
when are we hosting a community project for mars 3d

>> No.9952537

>>9952513
I believe an anon got PrBoom running on a Gameboy Advance SP or something similar, so you can play custom Boom content on retro handheld hardware.
You may not like it, but that's something it offers.

>> No.9952548

>>9952524
KIZZU MA ASS
jokes aside if you are going to host a doom 2 mapset project with mars3d textures I would participate. Bonus points if you add mars3d sounds too

>> No.9952554

Build >>>> Shidtech

:DDD

>> No.9952556

>>9952554
Nice doors IDIOT

>> No.9952559
File: 1.16 MB, 1280x720, babesinexpac.png [View same] [iqdb] [saucenao] [google]
9952559

>>9952185
>There's a reason the retail campaigns of Build games are still played (even if it's mostly lack of other options) while doom2.wad is considered mediocre as far as doom levels go and sandy's weirder looking levels are considered the worst of the bunch even if they have their fans
I'd put the major three Build games over "doom2.wad" just because Doom 2 didn't realize it's combat as well as Plutonia did. I also don't know where you can pull numbers of "retail build game players" vs. "strictly Doom 2 iwad players", and even then they might just prefer to feel of Build games over Doom's combat.
I love me some Build but the games epitomize the "form over function" idea mentioned in >>9952136
>>9952269
>TFW I still prefer the older version with the less cleaned up sprites because it gives it a more OG Fallout feel to it.
I love the progress he's made, more detail feels more 'Buildlike". I kind of miss the old shotgun sprites the most, but I also like how it no longer clearly feels ripped from the Alien Trilogy. I'd encourage Vostyok to get even better with his art while encouraging you to change to the older sprites.
>>9952514
The newer Doom motifs kind of gut it for me.

>> No.9952560

>>9950917
but when I do, it's in Okuplok.

>> No.9952573

>>9952548
there's a source port for m3d that does support modern mapping tools, good luck trying to convince anyone to play it tho lmao

>> No.9952580

>>9952556
At least ours can open outwards

>> No.9952591

>>9952093
I hope you get raped.

>>9952136
I hope you're next. I was making sector desks and sector toilets when you were still a toddler.

>> No.9952604
File: 1.04 MB, 2356x1325, Cuteship.jpg [View same] [iqdb] [saucenao] [google]
9952604

>>9952591
Love me that shit, post some of your stuff

>> No.9952629

catacombs anon here
The issue I'm currently having and the problem with trying to make stuff feel 'real' is that keeping a consistent scale is a fucking challenge. I spent like ten minutes on like a staircase and landing setup, then plonked down a doomguy on it for scale only to find out he looked like a baby.
Some of it's inherent to the blueprint I've been working off of, and I figure it's better for it to be too BIG than too small and have problems fitting doomguy + monsters through corridors and such. It's a bit less claustrophobic than I was hoping, however.

>> No.9952630

>>9952537
>2023
>still shilling for prboom-based ports

>> No.9952634

>>9952629
>It's a bit less claustrophobic than I was hoping, however.
Assess again after putting details and decorations.
Also, don't try to 1:1, make it fit the game scale.
I once built my parents' house in Trenchbroom and realized Quakeguy is not of normal human stature, huh.

>> No.9952637
File: 74 KB, 821x749, 1659124116904906.png [View same] [iqdb] [saucenao] [google]
9952637

>>9951986
>>9952125
the bottom left side of the map is having noclip issues again... surely im doing something wrong and the map isn't *too* big (square selection for scale)
boom level on udm

>> No.9952638

>>9952634
True. Another issue is that I can't seem to get UDB to test with HDest enabled - vanilla is fine for checking things don't look fucked and it's nice to be able to zoom around the map, but I know that HDest makes you a bit smaller so any scale issues I have will be magnified by that mod.
But yeah, it helps I'm not really working off any specific real life thing - mostly just reckons based on other images.

>> No.9952645

>>9952637
You could try chopping that big-ass water(?) sector into arbitrarily smaller pieces. Normally you'd see some fucky behavior in the editor if a gross sector was the issue (like parts of the sector blacking-out, or two-sided linedefs behaving like one-sided even with that flag disabled), but it couldn't hurt to try.
There's also the possibility it's something like a nodebuilder issue, but that's beyond my knowledge, and it could be harder to debug.

>> No.9952668

>>9952629
Doomguy's camera is in his chest.

>> No.9952706
File: 555 KB, 750x562, 7A2E6CB5-DEF1.png [View same] [iqdb] [saucenao] [google]
9952706

>> No.9952709

>>9952706
ZOMG TEH REI

>> No.9952717
File: 2.23 MB, 1072x1272, 1674204995908161.png [View same] [iqdb] [saucenao] [google]
9952717

>>9952706
TWO WAYS LEAD TO CERTAIN DEATH
CHOOSE WISELY

>> No.9952725
File: 488 KB, 785x585, 52025766e964e092540bccaad571e7426e608b54e8f4de5050c4c49eeab8bc8f.png [View same] [iqdb] [saucenao] [google]
9952725

>> No.9952730

>>9952725
>Transcendental Steps...AT NIGHT??? (REAL) (Not clickbait)

>> No.9952753
File: 910 KB, 1280x690, file.png [View same] [iqdb] [saucenao] [google]
9952753

LOOK AT THIS GRAF

>> No.9952761

>>9952753
EVERY TIME HE [NO]'S MY MATH

>> No.9952764

>>9952706
where's Mari

>> No.9952771

>>9952753
NO

>> No.9952782

What is the best resolution to play Blood in? I'm using BloodGDX

>> No.9952787
File: 365 KB, 600x459, protonsgund.png [View same] [iqdb] [saucenao] [google]
9952787

By any chance, have you seen this man around?

>> No.9952794

>>9952269
where can I get those old versions? preferably the optimal one. I have an old laptop and even with 8 gigs of ram the new one fucking pitfalls the framerate.

>> No.9952812

>>9952794
https://www.mediafire.com/file/ya00h8wafnipsze/AshesRelease1_15.zip/file

>> No.9952817

>>9952812
thank you

what was it with the new version? a whole another expansion pack / area?

>> No.9952825

>>9951726
Elderborn

>> No.9952830

>>9952817
It basically got overhauled and released as Enriched Edition.

>> No.9952831

>>9952830
i guess community likes it or not? did not follow the development in a while.

>> No.9952832

>>9952831
I think most people do because it's the shinier, newer version.

>> No.9952842

>>9950202
lol

>> No.9952858
File: 803 KB, 1440x810, a1213.png [View same] [iqdb] [saucenao] [google]
9952858

>>9952831
The new levels are fun, and some of the new effects like brightmaps are sexy

>> No.9952884

>>9950820
looks sick
how does the "wild card" attack work?
also
>Throw a rocket like a football
was this inspired by that tf2 mod? if so, based

>> No.9952956
File: 3.92 MB, 640x360, Headquarter Closequarter.webm [View same] [iqdb] [saucenao] [google]
9952956

>>9951036
This all looks fun, and I was already starting to love the newest changes.
>Having a dedicate sword throw button feels really good too.
This sounds especially awesome.

>> No.9953018

>>9951036
I like the sword as the primary. Auto-swing when you hold with a dedicated key to throw sounds perfect.

>> No.9953039

>>9952087
hrm... sigh...

>> No.9953043

>>9949443
Why don't you mind your own business?

>> No.9953048

>>9949836
What the FUCK is Evercade?

>> No.9953057

>>9949842
Thanks to that MyHouse wad, anything that uses silent teleporting will alwaya have redditors and retards (same thing) saying its a ripoff

>> No.9953059

>>9953057
Nobody is doing this but you.

>> No.9953064

>>9950250
>ROTT remaster
Didn't that shit come out in like 2013?

>> No.9953071

>>9953059
Oh no! The redditor is pissy! What a surprise...

>> No.9953080

>>9953057
Also any wad called myhouse or being part of that trend of people trying to map real world stuff is ripping off it, somehow.

>> No.9953083

>>9952087
I mean I'll try it if it gets posted here. I try almost everything posted here.

>> No.9953087

>>9952725
What map

>> No.9953093

>>9953064
That was a (shitty) full-on remake

>> No.9953103

>>9953039
*nuzzles against you*
*farts really loudly*
>>9953087
Amorphous Euphoria, MAP11

>> No.9953110
File: 653 KB, 3840x2160, kmquake2_0000.jpg [View same] [iqdb] [saucenao] [google]
9953110

Help! im dumb.
I'm trying to play Citadel in KmQuake2, but non of the custom content is loading. The expansion pack entities are there but the mod specific content just wont show up.

>> No.9953138

>>9951479
I think it depends on what control each of these different being has over dimensions. In a broad sense, you can think of Durandal, Thoth, Mjolnir, Jjaro, all as having gone 'rampant' in the sense of progressing through the stages of rampancy. To an AI, that means becoming aware of one's existence as a program, fighting against its limits, an d then constantly testing itself once those limits are broken. From what Leela says we know that Rampancy in an AI requires growth in computing power, with Durandal and Tycho eventually controlling entire massive ships and impossibly powerful supercomputers. If running up against physical restraints and being unable to grow is a the progression of rampancy, it's entirely possible that the W'rkncacnter themselves became rampant, ran into the limits of their "tiny" universe, and descended into madness as they were unable to become stable. For a biological being to progress fully through rampancy, it may be required to see ones 'limits' as being a 3 dimensional creature and to fight against that and break through, which is why the Mjolnir recon 54 is able to travel 5/6 dimensionally.

>> No.9953152

>>9952225
Can you rip out sound effects or music from a wad? I really want that distorted Star Spangled Banner from the last map.

>> No.9953157

>>9951098
Taunts now alert enemies, and I reduced the dust particles
>>9952884
Whenever you use it, it uses 1 attack out of a pool of assorted attacks at random
>>9951036
Oooh you've been working on this for quite a while, I remember seeing this almost 10 years ago
Fantastic work

>> No.9953159
File: 28 KB, 1843x167, where it all started.png [View same] [iqdb] [saucenao] [google]
9953159

>>9953157
It was ten years in January of this year, fucked up. But the mod has grown with me over this time.

>> No.9953180

>>9953152
You absolutely can. They're .pk3s, even, and everything is in neat folders.

>> No.9953208

>>9953180
Thanks! Do I need a special program for that?

>> No.9953212

>>9953208
SLADE is the tool you're looking for. That'll let you crack open WADs and .pk3s to your heart's content.

>> No.9953213

>>9953212
Thanks a bunch. I'll try that once I'm home.

>> No.9953218

>>9953110
Despite Citadel claiming to be KMQ2-compatible, it isn't. Maybe you need a real old version or something.

>> No.9953223

>>9953218
aw what the fuck. Thanks for the response.

>> No.9953241

>>9953223
I had the same experience. It may be possible to fix for people more program-literate than I, but I couldn't figure out how to make it work.

>> No.9953317
File: 192 KB, 786x768, 2023-06-02 03_37_01-● b1.wad (MAP01) - Ultimate Doom Builder R4056 (64-bit).png [View same] [iqdb] [saucenao] [google]
9953317

I'm having some issue, this door won't open, you can hear the sound but it doesn't budge. It's not buried underground or anything.

>> No.9953318

>>9949968
Explains why he actually looks BADASS.

>> No.9953320

I wish recasting 7.76 was faster, god damn I need to wait for so long just so I can continue Refueling Base after clearing the tank area.

>> No.9953335

>>9953317
I think... i fixed it? I made it again and now it works

Oh well

>> No.9953337

>>9953317
>>9953335
If I had to guess it's because for the surrounding walls you lowered the ceiling instead of raising the floor?

>> No.9953339

>>9953337
the sector in the middle had it's ceiling lowered

>> No.9953342

>>9953337
and yeah I think it was that, I remade the sector like 6 times and it worked fine now, so I must have brainfarted at some point I cant remember

>> No.9953350

>>9953337
just checked again (thank god for automatic backups!) and was, in fact, what you said, I had both sectors on the sides coming from the ceiling instead of the floor. Thanks anon!

>> No.9953368

>>9952136
Oh yes, the new trend started by TNT at 1996. Goes well with this new band called Nirvana. It's really hip right now.

>> No.9953382

>>9953350
Door will go to the 4 units below the lowest adjancent ceiling.

>> No.9953386
File: 7 KB, 288x288, 1681853280837830.png [View same] [iqdb] [saucenao] [google]
9953386

>>9953382
Noted !

>> No.9953504

>>9953048
I asked this question to myself after seeing the announcement and still haven't found the answer.
>>9953064
That one is a reboot thingy.
>>9953138
> In a broad sense, you can think of Durandal, Thoth, Mjolnir, Jjaro, all as having gone 'rampant' in the sense of progressing through the stages of rampancy.
Yep.
>it's entirely possible that the W'rkncacnter themselves became rampant, ran into the limits of their "tiny" universe, and descended into madness as they were unable to become stable.
Perhaps. Rampancy sure is an important part of the trilogy.
>Leela
I think she was done dirty. Clearly her role was cut from Durandal for whatever reason, but at least they could've brought her back for a chapter in Infinity. The "oh, Leela is rampant now" comment at the end of the sequel without elaborating it further seems odds, to say the least. With how much trouble Durandal & Tycho caused, ignoring Leela seems stupid.
She should've been Cortana.

>> No.9953576

>>9953110
Version 1.2 was fully compatible with KMQ2 if I can remember it (the last one without a prologue mini-level), but the latest v1.3 up for download is mostly remade with new content without a new custom DLL to make it work in Knightmare Q2

>> No.9953609

>>9952242
>>9952237
STOP TRYING TO MAKE ME FUCK HELLSPAWN! ! !

>> No.9953613

>>9953609
That's not a demon, that's an android.

>> No.9953620
File: 195 KB, 1000x750, gunman_ai03.jpg [View same] [iqdb] [saucenao] [google]
9953620

>>9953613
That's even worse. . .

>> No.9953628
File: 607 KB, 1274x1400, ccbeb94540ff3f842992d68732a4bf70.png [View same] [iqdb] [saucenao] [google]
9953628

>>9953609
You want Basilissa to sit on you.

>> No.9953654

>>9953057
I mean they're probably not wrong since myhouse is what got me to start making these maps. I don't particularly mind though, I like the disorienting effect it has.

>> No.9953656
File: 2.38 MB, 800x450, early stages of the momentum system.webm [View same] [iqdb] [saucenao] [google]
9953656

Good start on this so far. I'm also extremely grateful how easy it was to work this in.

>> No.9953662

>>9953628
>this is what I do

>> No.9953683

>>9953159
At some point GMOTA guy was killed and replaced by Kegan. How unfortunate.

>> No.9953685

>>9953683
I beat him fairly. The better swordsman won.

>> No.9953715

>>9952787
Hi. As I said, might be like a week or so more.

>>9953368
Older, even, with all the actual myhouse.wads from 1994.

>> No.9953790

Some maps like to do stuff moving slowly while you fight enemies, to give the illusion of "clear room to move onto the next".
What's the best way to do that in a map?
Because i'm also sure that what happens with E1M8 and map 07 is exclusive stuff.

>> No.9953793

>>9953790
UMAPINFO lets you set boss triggers without being on the usual maps.

>> No.9953797

>>9953609
>He doesn't want to bang Basilissa

>> No.9953805

>>9953790
https://doomwiki.org/wiki/Tag_666

>> No.9953813
File: 39 KB, 640x480, file.png [View same] [iqdb] [saucenao] [google]
9953813

What's the funniest wad you've ever played? jokewad or otherwise.

>> No.9953820

>>9953628
if female daemons are real, they might be the only female humanoid creature id be ever willing to tap on my own volition.

>> No.9953823

>>9953797
please provide reference material via catbox

>> No.9953829

>>9953683
Every so often Kegan dies and is replaced by Kegan.

>> No.9953853

>>9953813
Threevilution.

>> No.9953871

>>9953813
Mock 2 will always be a favorite

>> No.9953889

>>9953853
The ironic self-congratulatory-ness of that mod (TNT logo pasted everywhere, AC/DC TNT on first map) really cracks me up.

>> No.9953894

>>9953889
It's the stupidest shit, but MAP01 especially is just executed so PERFECTLY. It's horrible, but it's horrible in a way that manages to be funny. It's difficult to make levels which are shitty on purpose without them being only annoying without any funny, but they kinda managed it.
I think the fact that the levels aren't really very long helps a lot.

>> No.9953897
File: 113 KB, 1024x640, OH, BIG [sound=https%3A%2F%2Ffiles.catbox.moe%2Fy382e2.mp3].png [View same] [iqdb] [saucenao] [google]
9953897

>>9953823
There is no catbox-worthy material that I know of.

>> No.9953907

>>9953889
Especially since shit like Revilution does the whole pasting TNT logo shit everywhere as a legit thing.

>> No.9953923

>>9953894
Brevity is the soul of wit.

>> No.9953976
File: 1.96 MB, 615x413, 1462801325863.gif [View same] [iqdb] [saucenao] [google]
9953976

>>9953853
>the whole map30

>> No.9953979
File: 133 KB, 677x591, return portal.png [View same] [iqdb] [saucenao] [google]
9953979

>>9949390
Tried to improve Eto based on some feedback and my shit skills.
https://gofile.io/d/AsIR0y
Make sure you have the OTEX wad.

>> No.9953984

Anyone else ever use Dark Passenger weapons before? I noticed it causes a progressive frame-drop on certain maps for some reason. It's consistent on impsonatrainfinal.wad yet on other wads it is fine. What would a weapon .pk3 have in it that could cause fps to slowly drop down to almost nothing?

>> No.9954006
File: 13 KB, 466x259, 3l9mmc.jpg [View same] [iqdb] [saucenao] [google]
9954006

>>9952154
>Anon has CP stored on his computer

>> No.9954079
File: 782 KB, 905x782, Screenshot 2023-06-02 164827.png [View same] [iqdb] [saucenao] [google]
9954079

the hortler room

>> No.9954098 [SPOILER] 
File: 229 KB, 440x404, file.png [View same] [iqdb] [saucenao] [google]
9954098

>>9953976
IT'S ABOUT DRIVE
IT'S ABOUT POWAH
WE STAY HUNGRY
WE DEVOUR
PUT IN THE WORK
PUT IN THE HOURS
AND TAKE

>> No.9954117

Does otex have any kitchen tiles?

>> No.9954129
File: 451 KB, 1510x816, Screenshot 2023-06-01 173426.png [View same] [iqdb] [saucenao] [google]
9954129

Is there a way without scripting to make multiple linedefs with the same trigger only activate once?
Having 'repeatable action' unchecked will mean a single linedef only does the thing you want it to one time; what if you have multiple lines to do a thing, but want it so that once that thing is done the linedefs are all considered 'triggered' and don't activate again?
>>9954117
There's thousands of files and a fair few tiles.

>> No.9954149

>>9953979
Previously >>9934320 & >>9935472
I like the changes. The only thing that (still) sticks out for me is the archvile fight which feels janky due to how often he teleports & how easy it is to ignore one of the teleporters by standing near the door

>> No.9954150

>>9954129
Since you are talking about things being unchecked, I assume you are mapping in UDMF?
It's a good idea to specify in questions like that.

>> No.9954152

>>9954129
Like having several walk lines only trigger a single door to close one time?
You could do it with a voodoo doll.

>> No.9954158

>>9954129
WIthout scripting? So I'm assuming non-UDMF?
In that case you can do that via voodoo scripting.
Put a voodoo doll on a conveyor belt and block it by a raised floor/lowered ceiling.
On the linedefs you put the action to remove that block.
Then put the actual activating line in the way of the conveyor.
This way the activation can only be done once, no matter how often you pass any of those lines.

>> No.9954173
File: 102 KB, 367x470, f437ca6705949f8c7acdda63dc0c2715.jpg [View same] [iqdb] [saucenao] [google]
9954173

>>9953979
https://litter.catbox.moe/lw95rl.lmp
I still like this map, its areas are distinct enough to be memorable, it mostly keeps a low enemy count with lower tiers monsters, no surprise revenants and archvile combo in your ass, it's a nice short map.
But it has a few issues :
- The blue key should be placed in the house, because this tower skip is way too easy.
- The archvile can be taken care of by just standing in the door frame.

>> No.9954225

>>9953656
Wow is that an automatic power sword the moment you get enough hits in quick succession? That's a really good idea, means you don't have to stop in the middle of carnage just to press Reload so you don't die to attrition.

>> No.9954239

>>9953979
The hell and ice areas looks a lot better, but the pinky demon zone near the end of the hell area is a bit missable though. Also you might want to figure out a lowerable wall for the throne since you can just run past the enemies and exit, unless that's intended!
I'm also not sure how I'm supposed to fight the archvile without camping the door, played on Nugget Doom.

>> No.9954276

>>9953984
Oh yes. I tried it on Ad Mortem and it just shit the bed on the very first map after a while.

>> No.9954330

I get strong Manhunt vibes from Ashes. I guess it's the decrepit urban gang territory.

>> No.9954352

Is scripting as easy on Quake as it is in Doom? Or should I look to something more modern? What I want to do is gonna require a lot of scripting.

>> No.9954360

>>9954352
It's hard to say if it's easier, but I think you can generally do more with it - especially if you restrict yourself to an advanced source port like FTE. Documentation can be a bit lacking though.

>> No.9954374
File: 74 KB, 640x480, TNT_title.gif [View same] [iqdb] [saucenao] [google]
9954374

TNT: Evilution is 50/50. Some maps are fun, others are crap, in particular MAP27: Mount pain and MAP30. MAP27 was unusually hard and boring and I spent hours trying to beat it, but at least it wasn't broken like MAP30 that starts with a developer's attempt at a "puzzle" where you supposed to remember a sequence of colored torches but they forgot that correct path is seen on the automap. Then room with useless optional revenants, witch leads to another empty room with scuffed (again, optional) cyberdemon that can't shoot you and as a cherry on top they messed up icon of sin fight by placing exposed brain lower then it supposed to be, witch I only found out about on doomwiki after dying 5 times.
Commercial map btw
Oh and also THE MILL. FUCK YOU THE MILL

>> No.9954379

pretty sure scrollers behave differently on GZDoom vs Boom etc.
Is there documentation on this? they seem to be much slower

>> No.9954385

>>9954379
oh nevermind i got it
https://www.doomworld.com/forum/topic/101383-conveyor-timings-prb-vs-zdoom/
dont know how to make my scroll timers compatible with zdoom now. i guess i'll have to play around with lowering floors, which (hopefully) have the same speed on zdoom as other ports. this sucks because my voodoo scroller has like a dozen specifically-timed linedefs on it

>> No.9954386

>>9952228
>And do you think the doom community would screech at me if I just used an AI-generated the voice?
Put up or shut up to them, IMO. If you can't find anyone willing to do it then there's even less wrong than using AI to voice your mod.

>> No.9954389

>>9954386
*'than' should be 'with'

>> No.9954392

>>9952228
Yes if the voice in question is supposed to sound like a real person and not Sam quality.
>>9954374
It's a slog, good OST though.

>> No.9954398

new thread whendo

>> No.9954405

>>9954398
We were waiting for you to make it.

>> No.9954406

>>9954405
no u

>> No.9954408
File: 103 KB, 259x194, file.png [View same] [iqdb] [saucenao] [google]
9954408

>>9954374
>same devs
>released earlier the same year
>more ambitious
>more creative
>100x better
>not locked behind Final Doom paywall

The virgin TNT Evilution doesn't hold a candle to the chad Icarus: Alien Vanguard.

>> No.9954415

>>9950467
Actually, now that I've played and tested them a little, there are a few that get cut off. And I guess you need to do a menu/quit2 with all the same ones for it to work properly with both Doom 1 and 2. So here's the revised one.

$random Menu/Quit1
{
SC/Evil/Drop/Rare1
SC/Neutral/Drop/Normal1
SC/Evil/Death/Normal2
SC/Evil/Pickup/Normal4
SC/Neutral/Pickup/Normal5
SC/Neutral/PowerDown/Normal3
SC/Neutral/Use/Normal1
SC/Neutral/Use/Normal2

}

$random Menu/Quit2
{
SC/Evil/Drop/Rare1
SC/Neutral/Drop/Normal1
SC/Evil/Death/Normal2
SC/Evil/Pickup/Normal4
SC/Neutral/Pickup/Normal5
SC/Neutral/PowerDown/Normal3
SC/Neutral/Use/Normal1
SC/Neutral/Use/Normal2
}

>> No.9954426

>>9954415
Thanks! Will update it tomorrow.

>> No.9954462

>>9953894
The best part of roasterock's joke WADs is there's some actually good maps in them. Anyone can just make a shit map on purpose and claim it's a "joke," but he puts actual effort in.

>> No.9954491

Question about Fore/vr/ Alone: Is it okay to use MUSINFO?

>> No.9954523
File: 803 KB, 1115x810, Screenshot 2023-06-02 205854.png [View same] [iqdb] [saucenao] [google]
9954523

>>9954150
>>9954152
>>9954158
Sorry, UDMF format yes, mapping in UDB. It's fine though, I was able to find a compromise that works well enough and also has a side benefit in punishing cowardice.
Thank you for your answers! Hortler room is finished.

>> No.9954525

>>9954426
No prob. Oh, and Frailty is spelled Fraily in it's lore entry.

>> No.9954536

>>9954491
No.

>> No.9954551

Following up from my post in an earlier thread, I think these are all the most sensible candidates for a new "infamous wads" list on the Cacowards:

>Lilith
>Moon Man Doom
>Grezzo 2
>Brutal Doom
>H-Doom
>HFFM
>MyHouse
>Gone Homo
>100,000 Revenants
>Deus Vult
>Plutonia 3: Going to Surface
>Doomguy 2000's wads
>Gamara series
>InstaDoom/Selfie Doom
>Doom - Rampage Edition
>UAC Military Nightmare

Obviously not all these wads are bad, but I think they stirred enough buzz or controversy in some cases for consideration either way.

>> No.9954560

>>9954551
You forgot
>ROOTPAIN
>Dorner's last stand

>> No.9954562

>>9954551
HFFM isn't very infamous because nobody knows what it is.

>> No.9954565

>>9954562
Oh they will.

>> No.9954567

>>9954562
People here really like to overestimate just how relevant these things actually are. No one cares about the Glassyman WADs anymore outside of people who read 10+ year old Cacoward articles.

>> No.9954568

>>9954536
Kthx.

>> No.9954569

>>9954565
Phase 2 will thrust us into the liimelight.

>> No.9954570
File: 129 KB, 480x360, file.png [View same] [iqdb] [saucenao] [google]
9954570

>>9954565
>>9954562
I'll make those slaves know.

>> No.9954571

>>9954536
NTA, but why? Are you the project lead?

>> No.9954582

>>9954225
Yeah, I want to make Blaz more fluid so I'm revamping the sword mana and the power up system. I'm not sure if you saw me talking about it, but throwing the sword is bound to reload now so that move is easier to access.

>> No.9954605
File: 349 KB, 880x690, 278c1e46cdf3fb4a9c590229bc5338bb.jpg [View same] [iqdb] [saucenao] [google]
9954605

>>9954571
I'm the "lead", as in the guy who proposed the rules, I just think it's not really a good practice to add some functionality to a project two weeks before a deadline.

>> No.9954610

I'm trying to have fun with doom rpg but this shit is just too unbalanced

>> No.9954612

>>9954360
>Documentation can be a bit lacking though.
That's prob an issue with what I want to do. I could do everything I want to do gameplay wise on udmf with zscript. I just worry about storytelling stuff since I think format matters a great deal and a very animated 'lower quality' model conversing is typically better than a motionless 'high quality' portrait talking. Especially with good camera work and sound design.

Is there anything doom wise that has lots of npcs and possibly cutscenes of multiple characters talking that anyone could recommend for gzdoom? Just to see if anybody has done something that works.

>> No.9954628

>>9954605
>I just think it's not really a good practice to add some functionality to a project two weeks before a deadline.
I'm the anon who asked about MUSINFO. To my knowledge, every Boom-compatible source port except PrBoom itself supports MUSINFO, which is why I asked.
But since it was never mentioned by anyone else, I understand not wanting to fuck with it if you don't have to.

>> No.9954637

>>9954276
It's strange. It's perfectly fine on some wads but then just shits the bed on others. Also a shame because it's a decent set. Oh well.

>> No.9954651

>>9954551
>>InstaDoom/Selfie Doom
this really caused a controversy? i remember people thought it was cool

>> No.9954683

>>9954567
This, nobody even really cares about BD anymore apart from a few hangers on who insist on trying to keep drama that's probably a decade old drama going.

>> No.9954687

>>9954567
How do you expect us to keep up with what's relevant or not? What even is the metric for that? I'll never understand zoomers.

>> No.9954692

>>9954523
Yeah, there's literally no reason to use voodoo scripting in UDMF because
a) ACS scripting is way more powerful and
b) GZD fucks up conveyor belt timings and such, making voodoo dolls potentially unreliable anyway

>> No.9954696

>>9954562
It's less an infamous list and more a "shit nobody knows about and shit that once caused community drama" list.

Not like the Cacowards would bother with doing another list, it's just anon's weird obsession that they could.

>> No.9954701

>>9954696
HFFM's only community drama was that one fag posting a beta version before it was all finished. And that was all localized to /vr/.

>> No.9954704
File: 599 KB, 1000x750, Screenshot_Doom_20191116_003405.png [View same] [iqdb] [saucenao] [google]
9954704

>> No.9954706

>>9954687
Hmmm, maybe you shouldn't be making a "most infamous WADs list" for a community you admit to not keeping up with then.

>> No.9954715

>>9954551
>Technicolor antichrist box
just because the DW mod gives herself a cacoward and sell merch of his mod.

>94 protons of /vr/
Poor man's /vr/ mordeth

>> No.9954716

>>9954715
It's June now, that means 94 Protons will come out any minute now.

>> No.9954718

>>9954715
Speaking of 94 protons, didn't cockblock say something about trying to release it early June?

>> No.9954724

>>9954716
>>9954718

>>9953715

>> No.9954732

>>9953715
Adopt a tripcode.

>> No.9954745

>>9954732
#cockblock out to be available

>> No.9954757

>>9954628
Fair enough, now that I read the wiki again, it seems you don't need any custom things to support it, placing dummies thing with the right ID seems to work.
If you really want this, you can try to include a MUSINFO, but I won't promise that it will make it in the final wad.

>> No.9954784
File: 1.28 MB, 2560x1440, Base Profile Screenshot 2023.06.02 - 17.03.18.15.png [View same] [iqdb] [saucenao] [google]
9954784

Oh god what could it be?

>> No.9954792

>>9954784
your mom

>> No.9954794

>>9954784
absolutely fuck all, the door is fake

>> No.9954805

>>9954704
Is that a hallway with wallpaper and minimal furniture? I was born after '96 and I am literally shitting and farting RIGHT NOW.

>> No.9954845

>>9954784
You will know what to do when the time comes

>> No.9954847

>>9954704
Are people gonna make liminal space maps now because of myhouse
Because I wouldn't mind that trend

>> No.9954849

>>9954784
it's my benis :D

>> No.9954851

>>9953979
>Blue key
Put it inside the house.
>Ice zone secret
Now a certain floor texture potentially indicates the secret linedef and the gap in that one area is bigger so the player can't easily go to the other side.
>Hell Pinky zone
I tried making this area interesting and ended up with "you can get a blue armor but you gotta deal with these pinkies down here, but at least you get ammo".
>Teleporting Arch-vile
Still a bit messy, i wonder if i could go without this part.
>Throne exit
There's now a giant blue pillar that lowers if you leave Cai's mouth area and it's a bit slow.
https://gofile.io/d/V1yBpP
Depending on how this map goes, i could try and still update some things when not doing other things like tagging Hydrus network files or working on my Godot game.

>> No.9954864

Is there a way to close quake after a demo has finished playing?

>> No.9954884

>>9954847
People were doing before, though I wouldn't bet on it too hard, last time there was a "OMG I GOTTA DO THAT" mapping trend it was the Eternity Engine thing where people started mapping for it and never finished anything.

>> No.9954889

>>9954884
The Eternity efforts just got plain assassinated by MBF21.

>> No.9954897

Man, those red pinkies in Knee-Deep in Knee-Deep are something else.

>> No.9954901

>>9954889
Which is sad since there's a lot of neat stuff Eternity pretty much exclusively does but it's basically just got Heartland to show for it.

>> No.9954917

>>9952093
>doomugly niggas be like

>> No.9954927

>>9954847
>now

>> No.9954928

>>9952093
i just hate the term "doomcute"
it sounds like a fucking hashtag

>> No.9954929

>>9954849
AHHHHHHHH

>> No.9954939
File: 898 KB, 1414x739, map02 WIP 02062023.png [View same] [iqdb] [saucenao] [google]
9954939

progress

>> No.9954942

>>9954928
Honestly I hate buzzwords in general. People can't describe everything using the current lexicon and some knowledge of how words work, no. They gotta conjure up new, ugly and annoying terms that people repeat ad nauseum until they eventually lose all meaning and whatever weight they have and become meaningless wojak-tier slop.

>> No.9954954

>>9954942
"-slop" has become a trending buzzword at the moment too. Granted it's not something made up but it's definitely in vogue at the moment. Kinda like how for awhile there the terms "problematic" and "toxic" became associated with whiny babies on the internet. "based" and "cringe" are well worn out at this point too.
Really people are just wanting to sum up how they feel about shit as quickly as possible so they can move onto the next thing. It's pretty fucking tiresome.

>> No.9954961

>>9954954
>"-slop" has become a trending buzzword at the moment too.
Unfortunately, yes. Though most of the time it's paired up with shit like "goy" and the like so just slop on its own at least feels a lot less tainted than most other words that get caught up in the buzzword fiesta.

>> No.9954967

>>9954928
When she calls your cute, she means it's small. #doomcute

>> No.9954968

NEW THREAD :
>>9954960
>>9954960
>>9954960

See you there.

>> No.9954972

>>9954961
Well. At least you're actively being the change you want to see by making actual written out posts, Anon. Maybe one day people will stop being as fucking stupid and we'll see more effort put forth in posting again. I always appreciate a good post here in /vr/
See you boys in the next thread, and let's have a good weekend.

>> No.9954992

>>9954651
Only real controversy it caused was causing server issues for Doomworld for a little while since it blew up and went viral much like MyHouse did.

>> No.9955248

>>9954704
>hallway
>crates
>vending machine
This is literally Half-Life.

>> No.9955253
File: 170 KB, 856x601, 1668427216197271.png [View same] [iqdb] [saucenao] [google]
9955253

>>9954784
A good question, for another time.