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

/vr/ - Retro Games


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9993234 No.9993234 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9986256

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.9993235
File: 236 KB, 1099x527, 1686853946467502.png [View same] [iqdb] [saucenao] [google]
9993235

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

FORE/VR/ ALONE (new deadline : June 30th)
Rules: https://desuarchive.org/vr/thread/9890843/#9896579

=== FINISH LINE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/thread/9941667/#q9941720

=== NEWS ===
[6-15] CyClones set to be re-released on Steam & GOG this June.
https://www.gog.com/game/cyclones

[6-14] Anon brings in Doom mapping resources
https://mega.nz/folder/dTpB0CzR#vqy5NsldbETiTyIMH4YGmQ

[6-11] Deathmatch Dimension, A single player episode containing 10 maps inspired by the official Quake deathmatch maps
https://www.quaddicted.com/reviews/dmd.html

[6-10] Violetshift, 13-map wad inspired by Stardate 20x7.
https://www.doomworld.com/forum/topic/136502

[6-7] New ACE injection demo dropped.
https://www.doomworld.com/forum/post/2655386

[6-5] ROTT: Ludicrous Edition release on July 31, 2023.
https://www.youtube.com/watch?v=vRdZEY6EL5I

[6-1] Pandemonia updated to 2.4.
https://forum.zdoom.org/viewtopic.php?t=60984

[5-31] Duke Nukem Collections 1 & 2 announced for Evercade.
https://www.youtube.com/watch?v=jcuNpWd-G6g

[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/

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

>> No.9993287

BEAT THE NIGGUR

>> No.9993292
File: 388 KB, 1011x666, Screenshot_2023-06-18_03-41-50.png [View same] [iqdb] [saucenao] [google]
9993292

>>9993235
I claimed Shanalotte about a month ago, haven't posted any progress since I've moved across the country and Internet is spotty in the new place. I saw in the last thread that the deadline was extended, so I should be able to implement difficulty levels and a little bit more balance/polish instead of cramming everything in at the last minute (like right now). Using Eureka to make the map has been an experience unto itself. Here's the map in its current state. I'm thinking Message for the Archvile for music:
https://files.catbox.moe/4bonz1.wad

>> No.9993372

>>9991550
i thought if the wad ever gets a sequel in case there's too many waifu/husbando map ideas, it could justify different uses of either a fat nerd, a gigachad or a green anon avatar
or maybe make some faces as related to power ups
>suddenly, the fat nerd becomes a gigachad

>> No.9993405
File: 62 KB, 185x288, GOON.png [View same] [iqdb] [saucenao] [google]
9993405

>>9993235
Tried to backup every possible D2RPG comic page and in order.
https://imgur.com/a/slxE9or
If i fucked up, tell me.
https://files.catbox.moe/f3p4c4.zip

>> No.9993419
File: 285 KB, 220x124, doom-eternal.gif [View same] [iqdb] [saucenao] [google]
9993419

Kill archviles. Behead archviles. Roundhouse kick an archvile into the concrete. Slam dunk an archvile baby into the trashcan. Crucify filthy necromancers. Defecate in an archviles food. Launch archviles into the sun. Stir fry archviles in a wok. Toss archviles into active volcanoes. Urinate into an archviles gas tank. Judo throw archviles into an wood chipper. Twist archviles heads off. Report archviles to the Doomslayer. Chainsaw archviles in half. Curb stomp archviles. Trap archviles in quicksand. Crush archviles in MAP06. Liquefy archviles in a vat of nukage. Eat archviles. Dissect archviles. Exterminate archviles in the gas chamber. Stomp archvile skulls with steel toed boots. Cremate archviles in holy flames. Lobotomize archviles. Mandatory abortions for archviles. Grind archvile spawnlings in the garbage disposal. Drown archviles in boiling blood. Vaporize archviles with the BFG. Kick old archviles down the stairs. Feed archviles to a stampede of pinkies. Slice archviles with the crucible.

>> No.9993525
File: 2.92 MB, 916x936, shamiko.webm [View same] [iqdb] [saucenao] [google]
9993525

You are considered to have gotten gud after beating what wad?

>> No.9993532

>>9993525
Eclipse of Betelgeuse and Holy Hell Revealed.

>> No.9993536

>>9993525
How good? Doomgod-good or good player good?

>> No.9993538

>>9993525
doom.wad

>> No.9993543

>>9993525
impse

>> No.9993553
File: 244 KB, 1920x1200, Untitled.jpg [View same] [iqdb] [saucenao] [google]
9993553

>>9992360
>>9992509
The imp in the circled box was stuck, it either didn't lower or he didn't teleport out
What's the trigger for the secret door?

>> No.9993590
File: 1 KB, 30x30, chexhead.png [View same] [iqdb] [saucenao] [google]
9993590

>>9993525
chex.wad on the lowest difficulty.

>> No.9993592

>>9993590
chex.wad with -nomonsters.

>> No.9993596
File: 348 KB, 1103x581, fillherup.png [View same] [iqdb] [saucenao] [google]
9993596

>>9993235
I started working on a Filia map for the project
I'll haste it up

>> No.9993601
File: 1.25 MB, 1600x900, spasm0080.png [View same] [iqdb] [saucenao] [google]
9993601

I hate these guys like you wont believe

>> No.9993605

>>9993601
Travail?

>> No.9993631
File: 563 KB, 800x572, 1678931752507310.png [View same] [iqdb] [saucenao] [google]
9993631

Having way too much fun with War Rooster

>> No.9993649

>>9993631
You know he ain't gonna diiieee
Noo, nooo, no.. he ain't gonna die

>> No.9993675

>>9991550
>>9993372
I think the classic green Anonymous is the best option for the face

>> No.9993679

>>9993405
Didn't know this existed, and apparently it was written by Carmack's wife? lol

>> No.9993682
File: 1.29 MB, 1600x900, spasm0090.png [View same] [iqdb] [saucenao] [google]
9993682

>>9993605
The one and only, I'd rather have the Juggs be a semi-common enemy (even with the partially-homing rockets they got here, feels more fiting inside the base levels than a suprize-teleporting Shambler at the last level's exit to here) than be forced to play "time-out" with HyperEnforcer's invul shield whenever one appears or just feed them grenades till they pop

>> No.9993683

>>9993679
I think what's surprising is how serious it is when the game itself is goofy.

>> No.9993701

>>9993419
TUFD

>> No.9993705

>>9993683
I never played the RPG games but this was the 2000s so I'm not that surprised.

>> No.9993724
File: 1.27 MB, 1600x900, spasm0097.png [View same] [iqdb] [saucenao] [google]
9993724

I didn't want to start with ep.1 because half the level is just you plinking shit from afar just with the Shotty until you get the other 2 guns, and you don't get the GL untill the middle of third level.

>> No.9993729

What's the best Quake sourceport to use nowadays?

>> No.9993732

>>9993729
Ironwail for sure.

>> No.9993739
File: 614 KB, 1280x822, 51.png [View same] [iqdb] [saucenao] [google]
9993739

>>9993705
There's enough in the original Doom where you could regard it seriously enough, and the "goof" was severely drained once the PSX ports hit.
>>9993724
Love the shotty though, probably why I don't recall ep 1's start being too painful.
>>9993729
Ironwail for performance, others like Quakespasm-spiked and VKQuake will have some exclusive particle effects for certain maps.

>> No.9993741

>>9993732
>focus on high performance instead of maximum compatibility
So what isn't it compatible with?

>> No.9993746

>>9993741
I'm not sure, it can run anything pretty much.

>> No.9993758
File: 139 KB, 383x364, 1562839829814.png [View same] [iqdb] [saucenao] [google]
9993758

>Ironwail even has a mod menu and level select
neat

>> No.9993762

>>9993758
And mouse menu functionality, and it can be linked to the mods featured on the Quake Remaster. It's pretty great.

>> No.9993763

>>9993553
the boxes on the left side don't open, the tops are conveyers the monsters jump out of but the imp and 2 specters can get stuck
at least the hell knight always gets out
the right crate is hollow and the texture beside it is 48 units tall to give more space to jump onto

>> No.9993768

Is there a way to remotely 'activate' switches in Doom? So, have a switch texture (an ANIMDEF? I think) activate when some other thing is done rather than the player pressing 'use' on it.
UDMF format, UDB.

>> No.9993778

>>9993292
Besides the [REDACTED] are each waifu map one character per franchise?

>> No.9993780

>>9993525
dimensions with fists only in UV

>> No.9993782

>>9993768
Yes, it's certainly possible with ACS, though I have something way in the back of my head if you can't just do it already with accordingly tagged lines.

>> No.9993795

>>9993683
>>9993739
most of the goof is the game aging and nostalgia in my opinion. it din't feel goofy when i first played it in 95 aside maybe the fist animation

>> No.9993802
File: 1.39 MB, 1600x900, spasm0106.png [View same] [iqdb] [saucenao] [google]
9993802

>>9993724
Also I fuckin love the Riot-controller no matter where it appears in, it being stronger than the DBS is just a bonus.

>> No.9993803

>>9993802
The drum mag shotgun right? In a perfect world Quake shipped with that thing. At least Keep/Mjolnir will have it available for mappers.

>> No.9993810
File: 1.15 MB, 1600x900, spasm0114.png [View same] [iqdb] [saucenao] [google]
9993810

>>9993739
Playing it on Nightmare is a different story than even Hard, no pain-juggle makes things a tad more complicated - especially this spot that's just pure evil if you don't simply go back to the GoldKey area and kneecap those zappy boios thru that tiny gap underneath the exit pipeline

>> No.9993816
File: 380 KB, 1150x1150, Word cloud.png [View same] [iqdb] [saucenao] [google]
9993816

>> No.9993821

>>9993816
https://youtu.be/gsGm2Ohl7x8?t=53

>> No.9993842

>>9993525
Sunlust, Swim With The Whales and Phocas Island 1. UV only.

>> No.9993845

>>9993816
>posted ass

>> No.9993854
File: 1.41 MB, 320x240, 1673551417198843.gif [View same] [iqdb] [saucenao] [google]
9993854

Man, I should have created a map of Dorothy from Big-O for Fore/vr/ Alone. But I got struck with a bad case of arthritis earlier and couldn't type without immense pain for a while. My hands are still hurting so I don't think I could whip one up now if I tried.

>> No.9993857
File: 27 KB, 500x500, artworks-6vjkU2fWoGjyNCCs-toATmQ-t500x500.jpg [View same] [iqdb] [saucenao] [google]
9993857

>>9993816
>thing making maybe

>> No.9993859
File: 1.03 MB, 2560x1440, purp.jpg [View same] [iqdb] [saucenao] [google]
9993859

>>9993795
A lot of that 'goof filter' is being an early 90s video game made by a bunch of twenty-somethings, and even then there's bits like half the tracks in the first episode becoming less "thrashy" and more "serious" as it progresses. Then it ends with Doomguy getting torn up.
>>9993803
Yeah it's great, I like all of these custom shotguns though the original double barrel is fine too.
>>9993810
>Trevail Nightmare
Fun, tough, mostly fair. Some encounters felt too evil.

>> No.9993862

Did HFFM get up on any official Doom sites?>>9993859
Why do you keep spelling it Trevail I want to push you into a fridge.

>> No.9993863

>>9993862
iirc it was taken down from doomworld at first because it was assumed to be a jokewad without any gameplay substance, don't know what happened after

>> No.9993873

>>9993854
>arthritis
Jesus Christ, how old are you? Or are you just really fat?

>> No.9993874

>>9993863
That's a shame considering how good it turned out. A google search nets one page and nothing about doomworld, idgames. That's horseshit.

>> No.9993878
File: 950 KB, 2560x1440, traveil_outside.jpg [View same] [iqdb] [saucenao] [google]
9993878

>>9993862
>I want to push you into a fridge.
Poor baby

>> No.9993880

>>9993873
You're here forever anon. You think it won't be you, but one day you'll be 40 and still here.
>haha no way
Yes. I promise.

>> No.9993881

>>9993874
The censored version is on idgames, how weak is your google-du?

>> No.9993884

>>9993880
Nigga I am 35 myself, and now answer my question

>> No.9993885

>>9993874
There's even a demopack on dsda

>> No.9993889
File: 33 KB, 669x189, logo.jpg [View same] [iqdb] [saucenao] [google]
9993889

>>9993878
It's literally Travail you fucking faggot. Gonna filter your stupid shit.

>> No.9993890

Is there any way to have a sector constantly check for the player's presence in it, like a pressure plate of sorts?
I'm trying having the edges of the sector activate an action, and then have a ring of linedefs around the sector to undo the action (and have both be front-only) but the space isn't big enough for both to reliably work - you can run quickly enough through the inner sector so that the action hasn't completed before you run through the outer ring, so it doesn't 'undo' the original action.
If there was a "while player is in this sector, have thing, then undo said thing when player isn't detected" that would be useful.

>> No.9993891
File: 1.09 MB, 1600x900, spasm0118.png [View same] [iqdb] [saucenao] [google]
9993891

>>9993859
The moment you realize that Scrags on skill 3 are exactly the Copper Enforcers but airborne, you start prioritizing their urgent demise even above Ogres (thankfully they're dimwits who cannot aim up/down here and love to aggro fellow monsters)
>Some encounters felt too evil.
There's 4 waves of the exact same battle in this tight spot, and your reward is even more Ogres atop of your bearing.

>>9993862
Somebody get this hothead outta here...

>> No.9993892

>>9993890
Sorry, fucks sake - Doom Builder. I guess probably zscript/acs I could do it but I wouldn't know how to.

>> No.9993895

>>9993890
What format? Boom?

>> No.9993897

>>9993890
When asking these kinds of questions, and it's not obvious like asking about scripting, you should always specify the map format, because doing something in Boom can be vastly different from doing something in UDMF.

>> No.9993901

>>9993897
>>9993895
Oh, fuck. UDMF.

>> No.9993904
File: 1.33 MB, 560x620, 1683483072105508.png [View same] [iqdb] [saucenao] [google]
9993904

>>9993889
>missed the filename joke and may be genuinely upset
Someone needs their coffee.
>>9993891
One thing I've learned playing Triveeal is if there's one guy left, maybe look for a safe spot before killing him in case it spawns a shambler in the middle of the fight who instabolts you without cover.

>> No.9993905
File: 33 KB, 106x166, 1669249108118002.gif [View same] [iqdb] [saucenao] [google]
9993905

>>9993873
I said arthritis because that was the quickest way to describe it but the doctor didn't say it was actually arthritis when I went to get my hands checked. I just use the computer way too much because of my job and gaming so pain like this was bound to flare up at some point. This was the first time I've ever had it this bad and I'm in my mid-20's so I'm probably fucked.

>> No.9993907

>>9993901
https://zdoom.org/wiki/Classes:SecActEnter
https://zdoom.org/wiki/Classes:SecActExit

>> No.9993910

>>9993741
I reinstalled quake a couple of days ago and tried vkquake and irownwail. Irownwail feels way better. I had no slowdowns on either but it definitely feels more responsive somehow when compared back to back. Vkquake also crashed once. The particle effects in arcane dimensions you get in vkquake are kinda gay anyway and don't fit the rest of the graphics imo so it's no loss.

>> No.9993920
File: 1.14 MB, 2560x1440, sw_ceilingspot.jpg [View same] [iqdb] [saucenao] [google]
9993920

>>9993910
Those particle effects can be fun, but I also don't have any issues going back and forth between ports. Ironwail is my favorite to play 64 and remastered models with, creates a fun "fake retro" look through its rendering options.
Also, the Vkquake dev called it quits and I don't know if anyone else is picking it up.

>> No.9993932

>>9993907
Thanks anon.
I guess I had actually learn how to do functions and stuff so I can use them.

>> No.9993936

>>9993816
>faggot pain
>cute retro guy
>absolutely interesting community

>> No.9993937
File: 346 KB, 829x629, fillherup2.png [View same] [iqdb] [saucenao] [google]
9993937

This is pretty hard

>> No.9993942
File: 1.40 MB, 1600x900, spasm0121.png [View same] [iqdb] [saucenao] [google]
9993942

Finally there can be perfectly-avoidable collateral damage done at a rate of 2 pineapples per second

>> No.9993948

>>9993816
>consider physics retarded mistake

>> No.9993949
File: 304 KB, 900x575, Screenshot 2023-06-18 153950.png [View same] [iqdb] [saucenao] [google]
9993949

>>9993932
>>9993907
Oh no wait, I'm dumb
After reading the articles a few times I figured out that they were Things so found the specific things on here. Nice, thanks again anon.

>> No.9993952
File: 1.06 MB, 1600x900, spasm0124.png [View same] [iqdb] [saucenao] [google]
9993952

>>9993920
Diyu is very much like Dwell's Abyss of Troglodytes, except somehow you WANT to spend literal hours navigating it...
>photo taken moments before disaster

>> No.9993957

>>9993949
Okay, so this works great in place of linedefs and now I can probably clean up a bunch of stuff in my map. Only issue is that it seems to have the same problem that the linedefs did, in that triggering one too soon after the other doesn't have an effect. I guess I need to see if there's ways to 'interrupt' an action since that seems to be the problem.

>> No.9993960
File: 284 KB, 640x405, 48493.png [View same] [iqdb] [saucenao] [google]
9993960

*blocks your path*

>> No.9993970

>>9993957
Eh, fuck it, I'll just put 'actor enters sector' things in the surrounding sectors, that'll do.

>> No.9993982
File: 2.54 MB, 1920x1080, sw_woodwose throne.png [View same] [iqdb] [saucenao] [google]
9993982

>>9993952
dang rip. Also yes. I even enjoyed Abyss and it's labyrinth, but Diyu is cool and weird as fuck and I wanted to see and fight everything in there. I'm also just very biased towards Spiritworld in general.
Now, Prescience Overload? I love that place, same guy who did Abyss as well.

>> No.9993984
File: 97 KB, 1024x733, 1578388642178.jpg [View same] [iqdb] [saucenao] [google]
9993984

What are some easy (mega)wads for people shit at videogames(me)

>> No.9993986

>>9993984
HFFM, but play it on Hey, Not Too Rough.

>> No.9994003
File: 1.94 MB, 1920x1080, 1684548617146806.png [View same] [iqdb] [saucenao] [google]
9994003

no one's playing Re:Mobilize? I like the gimmicks so far

>> No.9994009
File: 1.37 MB, 1600x900, spasm0127.png [View same] [iqdb] [saucenao] [google]
9994009

>Stupid random question - whats the deal wirh Ogre grenades and Vore missiles never killing Grunts in one shot, despite dealing more damage than their total HP?

>> No.9994012

>>9993984
eviternity has a pretty easygoing HNTR difficulty

>> No.9994020

>>9994003
looks like Honey

>> No.9994023

>>9993984
Any wad on I'm Too Young or Hey, Not Too Rough.

>> No.9994037
File: 1.42 MB, 1600x900, spasm0128.png [View same] [iqdb] [saucenao] [google]
9994037

>>9993982
Regarding AotT the one thing that I hated in it was that silly couple of secrets that you needed both the PoP and Quad to reach and get 100% kills in it, also that one "shameful secret" that only opens once you fail the ultra-tedious platforming section at least 15 times in total.
>PO
That one was okay, but to be honest that one Berserker artifact at the redux fountain *really* needs to get replaced by the Haste powerup for the infinite ammo spawners to have any real purpose. . .
>next up: suprize Shambler disrespect from behind - the map

>> No.9994106
File: 536 KB, 1280x720, poyellow.jpg [View same] [iqdb] [saucenao] [google]
9994106

>>9994037
>That one was okay, but to be honest that one Berserker artifact at the redux fountain *really* needs to get replaced by the Haste powerup for the infinite ammo spawners to have any real purpose. . .
I think there's only an infinite respawning yellow armor for that fight. I only have a save there at the end of the level after the encounter is over so I couldn't test it right now. I'm actually struggling to recall any placed ammo spawners in this level, I recall being surprised by that.

>> No.9994117

I don't want to complain or anything but I was going to make an arcane dimension vers of ctom but given how nobody played the drake version working on it has been put on indefinite hiatus.

>> No.9994154
File: 3.90 MB, 640x360, ctom skinofteeth.webm [View same] [iqdb] [saucenao] [google]
9994154

>>9994117
>Drake version of Cotm
Shit, I missed that, where's it at? The version I played kicked ass and became my gateway to other Quoth stuff.

>> No.9994160

>>9993873
Not that anon, but I'm a scrawny thirty-year old software developer. I'm already getting a fucking claw hand and a permanent forward lean in my dominant shoulder. Tho I did start doing daily stretches about two years ago to try and mitigate or even reverse the damage.
A lifetime tethered to tech is toxic for the physical form.

>> No.9994171

>>9994154
https://files.catbox.moe/3po8sw.rar

I tried to make it different enough that it justifies a new release. I don't know how much worse (or maybe better) it is.

>> No.9994172
File: 1.33 MB, 1600x900, spasm0132.png [View same] [iqdb] [saucenao] [google]
9994172

>>9994037
Okay that was an overly negative statement in regards to them Shammy's - as the suprize Vores were infinetely more annoying to deal with...
>>9994106
Maybe they disabled it now compared to the previous version, cause everything *but* the armour used to respawn during that fight with the "SuperGuardian"
>>9994117
>ctom
>no results found on Quaddicted
*SamusAran_surrounded_by_questionmarks.PNG*

>> No.9994185

>>9994172
I am not sending anything ever to quaddicted but feel free to do it if you really want to.
look at the link in the post above yours, that's everything so far.

>> No.9994193

>>9994117
What is CTOM and maybe the reason no one played the drake version is because you haven't uploaded your stuff anywhere?

>> No.9994194

>>9994020
basically, plus grapple hook, wall/ceiling climbing and jump pads

>> No.9994197
File: 1007 KB, 1600x900, spasm0143.png [View same] [iqdb] [saucenao] [google]
9994197

>>9994171
>I already downloadaed this 3 days ago
I legit have no memory of doing so, when the fuck did that happen?
TIL that if you wanna get all kills here, you'll need to noclip and rocket-kiss a random Scrag stuck outside the level

>> No.9994205
File: 2.48 MB, 2560x1440, mcm_damnson.png [View same] [iqdb] [saucenao] [google]
9994205

>>9994171
>>I tried to make it look nicer. I am not sure I succeeded.
Well, it's kind of fucking awesome having this be one of the first things I see.

>> No.9994207

>>9994185
>2 versions included
>actually remembering that Quoth exists in 2023
Nice
>also, vores (shalraths) are not female. who made that shit up?
NOT nice
unless you mean they're futas

>> No.9994230
File: 955 KB, 1600x900, spasm0144.png [View same] [iqdb] [saucenao] [google]
9994230

>>9994205
>skybox with lensflare
Benissimo
I'm gonna torture myself today by enabling Coop2 in single-player on Nightmare skill, I am not a clever man

>> No.9994241

>>9993419
>Crush arch viles in MAP 6
Kek

>> No.9994260
File: 155 KB, 800x570, HDm_doom.png [View same] [iqdb] [saucenao] [google]
9994260

>>9993235
I think it's too large to work as an M_DOOM, but what do you guys think ? (I still need to account for Doom's palette, but it shouldn't change too much.)

>> No.9994295
File: 1.01 MB, 1600x900, spasm0146.png [View same] [iqdb] [saucenao] [google]
9994295

I feel like this final map of Travail's Ep.1 should've been the level that inrtoduces those !not-Willy spiders from the Ep.2's map1 (and the secret levels) if you went thru them chronoligically - and maybe even have some Scrags guarding their mom before you reach the arena interrupting your boring switch hunt.
It sadly feels a bit too rushed as-is but whatever, complaining about 15-years old mods won't change anything.

>> No.9994307

>>9994260
>yuru yuri
Do the moon runes actually say forever alone?

>> No.9994323

>>9994260
This is much better

>> No.9994324

>>9994307
The last two spell out 'Alone', the first moon rune is actually Wife. /VR/ is vr.

>> No.9994326
File: 852 KB, 1432x789, Screenshot 2023-06-18 184423.png [View same] [iqdb] [saucenao] [google]
9994326

man I love making little rooms like this

>> No.9994328
File: 1.17 MB, 1600x900, spasm0150.png [View same] [iqdb] [saucenao] [google]
9994328

>>9994295
Hey I don't remember the UberScrag having a homing spittle attack *and* being able to shoot unguided Vorepods, was this feature exclusive to Coop2 ?

>> No.9994332
File: 1.40 MB, 1602x937, Screenshot 2023-06-18 134638.png [View same] [iqdb] [saucenao] [google]
9994332

When you find an arena

>> No.9994359
File: 266 KB, 1600x899, fallout-bakersfield-01.jpg [View same] [iqdb] [saucenao] [google]
9994359

Can someone redpill me on Fallout Bakersfield? Supposedly it's being made on GZDoom, but the people making it have only released a tiny snippet of "gameplay".
What's more, the channel hosting the trailer does all sorts of mockup shit, including a mockup of a 3D fallout game that looks a lot like this one. I don't want it to be some gay proof of concept bait but I get the feeling that it is.

>> No.9994361

>>9994205
I spent a long time being fascinated by skyboxes despite not actually looking at them while playing a map.

>> No.9994363

>>9994359
It's being made by a legit Fallout / Fallout 2 modder who is known in that modding community so it's not terribly suspicious.

If anything the worry is it getting hit by Bethesda's legal team.

>> No.9994370
File: 1.94 MB, 1920x1080, 61820223.png [View same] [iqdb] [saucenao] [google]
9994370

>>9994332
>a Deathstriding anon is also at Frimaire
neato
>>9994361
That one is particular cool looking, so is the level.

>> No.9994373

>>9994260
>>9994324
According to a Jap speaking friend of mine, the second rune means "independent" as in "independent actions" or "acting alone" instead of just alone, is this a google translated phrase?
Personally I liked the Pygmalion theme better.
inb4 another katawa shoujo

>> No.9994384

>>9994373
I just searched a kanji dictionary, and took what I could find, I don't speak moon.

>> No.9994403

>>9994373
Why don't you ask your friend how to write it properly?

>> No.9994410

>>9994403
I'll ask when he gets up in 9 hours.

>> No.9994414

I want to combine Brutal Doom with the voxel mod, but I don't know anything about how mods actually work. Is there some easy way to remove any sprites that Brutal Doom adds, including ones that override the voxel models and ones like the damaged pinky that don't have a voxel equivalent?

>> No.9994419

>>9994363
Bethesda would let it go as a "FPS remaster" of Fo1 with RPG mechanics

>> No.9994436

>>9994160
Coding is a big part of my day job, too, but I finally do regular lifting again, and endurance sports. The former really helps with not wasting away, and on the contrary the back pain I have since a sports accident is gettng better. In half a year or so I should be pain-free.

>> No.9994451

>>9994370
Thanks anon tho I am still more concerned with the gameplay in the end.

>> No.9994465

>>9993984
Try lower difficulty levels, they're there for a reason. Plutonia for instance does scale according to difficulty.

Also, study the curriculum to learn valuable tactics which will save your life:
https://youtu.be/HJcf0aOwmiA
https://youtu.be/_0KBAZkPFmI

>> No.9994476
File: 3.87 MB, 854x480, mcm_dickwizard.webm [View same] [iqdb] [saucenao] [google]
9994476

>>9994451
Still being assessed there. Drake's much crazier than Quoth so that's taking some adjustment, but it's also been fun running into and discovering everything. Feels like I'm playing an entirely different level so far, very cool.

>> No.9994493
File: 213 KB, 1280x720, Screenshot_Doom_20230618_125539.png [View same] [iqdb] [saucenao] [google]
9994493

Been playing Eternal Doom and its pure fucking kino so far. I love the unique 90s atmosphere that modern wads just dont have. SOVL

>> No.9994502

>>9994414
use Bolognese. Brutal doom uses its own completely new monster assets, you cant mix mods like that.

>> No.9994505

>>9993984
I hope that you are using saves. You should never go saveless, if you are still learning. Even most so called hardcore players use saves when playing the wad first time.

Also like the other said, the different difficulty choices are there for a reason. You should be fine even with the Skillsaw wads with hntr and saves.

>> No.9994509

>>9994414
>>9994502
>you cant mix mods like that.
You can if you comment out the monsters from BD's decorate files.

>> No.9994510
File: 391 KB, 1280x720, Screenshot_Doom_20230617_194730.png [View same] [iqdb] [saucenao] [google]
9994510

>>9993984
Eternal Doom. Its not made to be brutally hard, it focuses on atmosphere and looking for secrets to progress, but still has perfectly great doom gameplay.

>> No.9994513

>>9994414
Learn to play without the brutal doom. You should never even try to combine any mods. It will almost always lead to bugs. One mod at time.

>> No.9994515

>>9994493
some maps can be tedious with lots of switch hunting, but overall it's really good. I enjoyed it a lot.

>> No.9994519

>>9994363
That's good to hear

>> No.9994529

>>9993960
holy dumpy

>> No.9994539
File: 383 KB, 1079x603, p680fnwv0ko41.jpg [View same] [iqdb] [saucenao] [google]
9994539

Here with some questions.

> How do I know if I'm supposed to jump, crouch or allow frelook when playing custom wads? I guess it should be specified in the description of the mod?

> I'm using GZDoom. Is there any way to change options using the CLI? (Simply put, I want a command for toggling freelook + crouching + jumping + autoaim at once)

> GZDoom options aren't being saved when I quit the program. What may be happening here? I don't remember tweaking anything weird.

>> No.9994541
File: 429 KB, 1280x720, Screenshot_Doom_20220730_032950.png [View same] [iqdb] [saucenao] [google]
9994541

>>9994493
My nigga. One of my most favorite wads. Yeah, few puzzles are over the top bullshit, but it's still worth it, it oozes the soul and fills the void that no amount of deathtraps and revenants will ever fill.

>> No.9994543
File: 1.38 MB, 1816x1296, Image47.png [View same] [iqdb] [saucenao] [google]
9994543

>>9994513
>You should never even try to combine any mods. It will almost always lead to bugs. One mod at time.

>> No.9994552

>>9994539
1. Vast majority of wads aren't build with freelook/crouch/jump in mind. Those that are, will mention it in their description.
2. Don't know
3. GZDoom is shit like that, its default options are pretty dumb. You can try editing the config file, but results may vary from what you want.

>> No.9994556

>>9994539
most big name map makers include MAPINFO, a file that tells ZDoom variants the map name and whether or not jumping and crouching are allowed. I haven't seen a wad that turns freelook off but if you don't consider launching a rocket over some imps to hit a chaingunner cheating just use what you like
>3rd question
GZDoom options are notoriously fucked. check for your options file in windows documents and back it up for when it gets reset

>> No.9994560

>>9994539
>GZDoom options aren't being saved when I quit the program. What may be happening here? I don't remember tweaking anything weird.
Usually happens if you edit them then load a savegame.

>> No.9994561

>>9994552
I'll keep that in mind, thanks.

Yes, I cannot grasp my head around some of the decisions the GZDoom team makes. I remember being able to turn the vertical mouse sensibility to 0 to stop the player from moving when turning the mouse, yet in recent builds you can only down it up to 0.5 and if you want to remove it you have to manually edit the ini file.

>> No.9994565

>>9994476
I was expecting you get niggardly about the SoE Necromancers teleporting away while leaving bedind a timebomb to get mindfucked by your own OCD - first time seeing the Skull Wizard capable of using TheForce

>> No.9994568
File: 4 KB, 455x59, image.png [View same] [iqdb] [saucenao] [google]
9994568

Find your config file in "My Documents", move it to GZDoom folder and rename it to "gzdoom-portable.ini". That way GZDoom will use this file only.
Also there's pic related, but I never used it since I never had this problem. Try to click it once, maybe then GZDoom will start to save the settings automatically.

>>9994560
Also this, all (or most) setting are also stored in save file, it will load these settings when you load the save.

>> No.9994569
File: 3 KB, 299x50, image.png [View same] [iqdb] [saucenao] [google]
9994569

>>9994568
Whoops, gzdoom_portable.ini actually.

>> No.9994570

>>9994565
>first time seeing the Skull Wizard capable of using TheForce
It's been their melee atack since Hexen 2. I am not sure how I feel about it actually, part of me hates it.

>> No.9994580
File: 3.89 MB, 640x360, mcm_justfightin.webm [View same] [iqdb] [saucenao] [google]
9994580

>>9994570
>I am not sure how I feel about it actually, part of me hates it.
I'd be annoyed if getting knocked off into the void meant instant death. With just a 30 health loss it's instead kind of funny.

>> No.9994584

>>9993984
I am playing through The Lost Magic right now.
It's been easy so far, maps are short too.
https://www.doomworld.com/forum/topic/132188-the-lost-magic-a-boom-mapset/

>> No.9994589

>>9994580
wait, it's supposed to be 15. is it actually 30? the prev webm had 15.
It's just a minor nuisance to me for whatever reason I don't understand and has been since I started playing Hexen seriously. Still better than teleport bombing I guess.

>> No.9994601

>>9994589
>wait, it's supposed to be 15. is it actually 30? the prev webm had 15.
Just by itself yeah, but in the context of the webm it's 15 damage getting warped back as well.
In the context of Hexen 2, I get it. They're wizards, not fighters. A "get far away from me, thanks" ability makes a lot of sense.

>> No.9994618
File: 3.86 MB, 640x480, 1687105143305363.webm [View same] [iqdb] [saucenao] [google]
9994618

>>9993234
I came here to say, I approve of OP pic.

>> No.9994638
File: 1.32 MB, 1600x900, spasm0163.png [View same] [iqdb] [saucenao] [google]
9994638

>>9994570
I haven't play Hexen2 outside of the demo around very early 2000s, did AD removed that ability from them?

>> No.9994654

>>9994638
I don't know sorry. Sock does whatever he wants and is not afraid of anyone. They're kinda glasscannony in AD so I am just worried about killing them quick.

>> No.9994682

>>9993235
How is Violent Rumble going so far?

>> No.9994689
File: 1.29 MB, 1600x900, spasm0161.png [View same] [iqdb] [saucenao] [google]
9994689

>>9994654
IIRC the poisonous ones are 50% tougher than the ones who spawn Lost Souls or fire normal fireball-skulls, but they all teleport around when you get close so I have no idea how to check it otherwise - not that it doesn't make them better this way, Tronyn made them kill you stupidly easy by not giving that push-attack any cooldown (and replicating it for both the Warlock and Nemesant/Trog, who already can teleport instantly anyways).
>Shotgun-sniping Vores is simply not my idea of good fun, but I will prevail to finish Travail

>> No.9994701
File: 223 KB, 3090x1485, rangerbed.jpg [View same] [iqdb] [saucenao] [google]
9994701

>>9994682
No change since I put up the Ring of Shadows changes. I peck at it when I actually feel like, and nobody has posted any updates on their map, let alone submitted one.

>> No.9994746
File: 1.54 MB, 1600x900, spasm0167.png [View same] [iqdb] [saucenao] [google]
9994746

>>9994689
Azoth may not be as swole as someone like Eidolon, but he certainly got the enthusiasm needed to be the boss of his domain

>> No.9994759
File: 1.52 MB, 1600x900, spasm0168.png [View same] [iqdb] [saucenao] [google]
9994759

Those annoying homing skulls he keeps tossing at seemingly random directions can be destroyed quite thankfully, I have just learned of this only today by having to git gud on my completely unneeded skill 3 playthrough

>> No.9994764
File: 363 KB, 1920x1017, Screenshot_Doom_20230615_100954.png [View same] [iqdb] [saucenao] [google]
9994764

So, what's everybody been playing lately?

I finally got around to finishing base Abysm 2, it felt like the encounter design mostly turned into throw yet more projectile spamming enemies at you in the last third of the game.

>> No.9994768
File: 1.11 MB, 1600x900, spasm0173.png [View same] [iqdb] [saucenao] [google]
9994768

>>9994746
>>9994759
...and he runs away like a sissy after getting pestered too much, so naturallt I'll need to get rid of the source of his regenerative powers before BTFOing his lanky arse permamently
I'll need to wrap it up tommorow

>> No.9994770

>>9994543
I don't understand.

>> No.9994775

>>9994764
>>9994618
Abandon but it's been taking me a while.

>> No.9994776
File: 1.48 MB, 1920x1080, 1687105143305363.png [View same] [iqdb] [saucenao] [google]
9994776

>>9994775
Forgot pic

>> No.9994778
File: 39 KB, 491x664, 1687105143305366.jpg [View same] [iqdb] [saucenao] [google]
9994778

>>9994776
I should have added the black hole generator. I'd save a lot more ammo and invul spheres for this map set.

>> No.9994779

>>9994764
Ad Mortem, got to 21 just now.

>> No.9994784

>>9993960
brap

>> No.9994790

>>9993816
>revenants doomguy nightmare
>waifu big
>hexen found hell

>> No.9994793

>>9993816
>gzdoom great (probably)

>> No.9994798

>>9994414
Stop playing brutal doom.

>> No.9994802

>>9993873
he's possibly been blessed by grandfather pfizer

>> No.9994815

>>9994539
If the .wad is made for GzDoom, Zandronum, or Eternity, it's probably fine to crouch and jump, if it isn't, the author would disable them with MAPINFO.

If it's made for Vanilla, Boom, MBF21, etc, etc, it's almost certainly not designed for jumping and crouching. You could do it, but mind that using them to reach some place you otherwise couldn't without them may just cause something in the map to break. Not guaranteed, but it's far from unlikely, you could have been meant to trip some linedef action or something before getting there, and since you didn't, now something might not be like it should be.

>> No.9994821
File: 3.90 MB, 640x360, 6234338.webm [View same] [iqdb] [saucenao] [google]
9994821

>>9994764
Halfway through Eviternity with Deathstrider. Wondering what to play with it afterwards, maybe AugurZ with spells enabled for a "Shadowrun" feel like someone here suggested. Been toying with some alt weapon sprites for it as well.

>> No.9994824
File: 916 KB, 280x158, CalculatingNiceIberianchiffchaff-max-1mb.gif [View same] [iqdb] [saucenao] [google]
9994824

I'm a low attention span zoomie and I can only get invested in playing a wad if its crammed full of silly shit and memes
i dont really have any taste or sense for gameplay, but wanting to see all the stupid shit is enough to keep me playing to the end
what are some good wads for this

>> No.9994827

>>9994821
>maybe AugurZ with spells enabled for a "Shadowrun" feel
Diabolus Ex might work for that too, though it is only one map.

>> No.9994831

>>9994539
>I'm using GZDoom. Is there any way to change options using the CLI? (Simply put, I want a command for toggling freelook + crouching + jumping + autoaim at once)
Uh, binding them all to a key I guess? Why not just leave them on and then only use them when needed? Freelook makes perhaps the least difference of all of those, you're generally unlikely to break any map with that, as long as you mind to not shoot any shootable switch unless it's at the same height you're at.

>GZDoom options aren't being saved when I quit the program. What may be happening here? I don't remember tweaking anything weird.
I have not had that problem myself.

>> No.9994832

>>9994824
HFFM is one that comes to mind. Otherwise you have Pirate Doom and Urban Brawl, but the last one is more a TC.

>> No.9994840
File: 3.92 MB, 1920x1080, Base Profile 2023.06.18 - 17.51.48.02.DVR.webm [View same] [iqdb] [saucenao] [google]
9994840

>>9994502
>>9994513
It's working pretty well for me so far, just a few sprites are still there that I'd like to get rid of.

>> No.9994842

>>9993854
>>9993905
That's harsh, man. I guess try to stretch your hands and arms regularly, and maybe it doesn't help for typing, but I find that using a gamepad instead of a keyboard helped with more comfortable gaming. Analog stick is way more comfortable for me than WASD.

You could plain have a gamepad in your left hand and then use your mouse with your right hand like usual, GzDoom and Woof support that, and I believe also DSDA.

>> No.9994847
File: 1.80 MB, 2356x1325, azmf.png [View same] [iqdb] [saucenao] [google]
9994847

>>9994827
>Diabolus Ex might work for that too, though it is only one map.
Bingo, kickass idea. I'd use that map to get used to HD updates after not playing it for awhile, I'll use it to get familiar with the spells before playing something like AZ.

>> No.9994882

>>9994764
Deathstrider on EDay with Project Malice enemies. Not sure what I'm gonna play after. Considering trying Heretic and maybe HeXen with it. Mowing down Ettins with a Venom sounds fun.

>> No.9994889
File: 461 KB, 1069x1600, gkdf97gkd5081.jpg [View same] [iqdb] [saucenao] [google]
9994889

>>9994493
>>9994541
Any wads similar to Eternal?

>> No.9994904

Anyone up for kart in half a hour?

>> No.9994938

>>9994840
>voxels AND texture filtering
Are you okay, anon?

>> No.9994943

>>9994832
I found Pirate Doom to be pretty mechanically satisfying though. I really like the level variety and the quick cutlass with its speed boost is awesome.

>> No.9994952
File: 422 KB, 483x766, hdoomanc.png [View same] [iqdb] [saucenao] [google]
9994952

>>9993235
I'm working on a second map for the Fore/vr/ Alone project, using the Mancubus from HDoom, hopefully the project lead allows a semi-dead-simple-clone on MAP07, there is going to be one mancubus battle in the middle of the map, and the rest of it is different.

>> No.9994957

>>9994824
Deathz0r online

>> No.9994959
File: 37 KB, 530x579, 1686023452184612.jpg [View same] [iqdb] [saucenao] [google]
9994959

>>9994840
Try Led's Generic Weapon mod or a Brutal Doom Weapons Only mod and use Bolognese for gore. Also turn off that fucking filtering.

>> No.9994964

>>9994889
https://doomwiki.org/wiki/Eternal_Doom_IV:_Return_from_Oblivion

>> No.9994967

>>9994904
Yeah.

>> No.9994976

>>9994904
2/4

>> No.9994987

>>9994384
>>9994403
My friend said that 永遠の孤独 (eternal solitude) would be a better fit, but he also suggested an alternate title, 偽りワイフとゲームと孤独さ, "Fake Wife, Games, and Loneliness" or イツワイフ (Itsuwaifu) if you want to do the shortened anime name thing. Not sure if there's a pun doable for 永遠の孤独, games, and waifu though.

>> No.9994996
File: 571 KB, 1920x1080, Go Fuck Yourself.png [View same] [iqdb] [saucenao] [google]
9994996

>nearly pull my hair out last night trying to beat the caroushell with half health and a quarter armor
>choked twice trying to save energy cells
>give up and redo the cyberdemons
>learn theres a crusher after killing everything
>found the invulnerability teleporter afterwards too
>you dont even need it for the last fight
fuck me at least were almost done

>> No.9995025
File: 398 KB, 1680x1050, Untitled.png [View same] [iqdb] [saucenao] [google]
9995025

>>9994959
Led's mod won't let me pick up ammo for some reason and, while the Brutal Doom Weapons Only mod seems to reduce the number of sprites, it seems to do a lot more than just add weapons. It includes the damaged pinky sprites and stuff. Still, better than nothing. I've also been using a mod that adds voxel models for Brutal Doom's weapons and stuff, but for some reason using that and Chillo's voxel mod makes the green eye prop a sprite instead of a voxel model. Nothing big, but slightly annoying.

And I turned off the texture filtering. Not sure why I had that on in the first place.

>> No.9995041

>>9994824
>Doomguy learns the dark arts
>This is his story

>> No.9995048

>>9994840
Nice voxels

>> No.9995049

>>9993984
doom zero is comparable to the difficulty of doom2, I dig it

>> No.9995061

>>9994904
I would but my dumbass can't sort out to get this running on Linux Mint. I know I need v1.3, and I can run the 64bit version of the client through wine, but my controller's not responding very well at this point and I don't even remember if I was even using the custom client or not anymore. Because this version has less controller options than what I was using before I made the jump.

>> No.9995067
File: 186 KB, 1280x960, kart0037.png [View same] [iqdb] [saucenao] [google]
9995067

>>9994976
4/16, all spectating

>> No.9995071
File: 487 KB, 960x540, Mcmdone.jpg [View same] [iqdb] [saucenao] [google]
9995071

>>9994565
Those guys were hell the first time I ran into them, they weren't so bad afterwards. Those warlocks were nightmare rapists, roughed me up so hard I went into the devkit readme to see what to do against them. I also couldn't find the rest of these guys.
Otherwise more great fights and another cool looking map, does a good job mirroring the previous one.

>> No.9995075
File: 550 KB, 1680x1318, Duke.jpg [View same] [iqdb] [saucenao] [google]
9995075

>>9995025
I see what you did here. Question is, Duke?

>> No.9995076

>>9995075
That's just a pic I took off Google.

>> No.9995079

>>9995076
Fair enough. It honestly looks like a gun from the repository of realm667

>> No.9995082

>>9995061
https://kart.moe/building-srb2-kart-for-linux/
Replace the vanilla/moe repo with
https://gitlab.com/c3851/srb-2-k-cep

>> No.9995087

>>9995075
Isn't that zandy minigun sprite?

>> No.9995089

>>9995082
Oh fuck me. Let me try this. I found instruction for compiling SRB2kart itself which wasn't very useful, especially seeing as they said it was outdated.

>> No.9995090

Any modfags around? Is zscript really as versatile as they say? I want to start my game making journey and Doom modding seems like a good place to begin i.e. prototyping ideas before moving on to unity or unreal, or just sticking to gzdoom

>> No.9995092 [DELETED] 

>>9995061
What you need to do is follow these instructions:
https://kart.moe/building-srb2-kart-for-linux/
but substitute the source code with this git:
https://gitlab.com/c3851/srb-2-k-cep

>> No.9995094

>>9995089
These instructions don't even work, you can't even build SRB2 let alone SRB2K.

>> No.9995096
File: 594 KB, 977x800, MAP02 WIP 18062023.png [View same] [iqdb] [saucenao] [google]
9995096

fuck
I might actually be done or close to done.

>> No.9995104

>>9995094
What? I compiled the server just fine using these instructions.

>> No.9995107

>>9995090
Wouldn't it be better to just practice with those engines? I honestly don't know personally because I started my mod before Zscripting and I refuse to convert.

>> No.9995115
File: 53 KB, 462x552, d2fb47f3bd72ab6f74c45865fcb50b86.jpg [View same] [iqdb] [saucenao] [google]
9995115

>>9994952
We don't have a Dead Simple yet, so I'll make a note to put that in MAP07.

>>9994987
I'll go with eternal solitude, the other choice is too far removed from the original title.
Anybody is free to propose something else, I went with the anime aspect only because it was the obvious choice given the theme of most maps.

>>9993675
We could go with that, I also had the idea to use the Deus Vult II mugshot with glasses tinted red.

I really should get to mapping, or I'll be a sorry excuse of a lead.

>> No.9995123

>>9995115
Don't worry, chopblock and vaeros didn't finish their maps either despite being project leads.

>> No.9995125

>>9995071
Thank you for playing
Do you think it needed a super nailgun? Been wondering whether to add it somewhere near the end
An AD version will come if I pass my exams. If I don't I'll be too busy trying not to kms haha
Also of course I forget about the intermission, why not

>> No.9995142

>>9995107
I keep reading everywhere that zscript is really fucking good and it looks easier than C# to be quite desu.

>> No.9995145

Use the gas mask girl as the mugshot :^)
https://www.youtube.com/watch?v=QGMEls0pRMs

>> No.9995148

>>9995115
>I also had the idea to use the Deus Vult II mugshot with glasses tinted red.
I like this idea better.

>> No.9995160
File: 50 KB, 137x158, .png [View same] [iqdb] [saucenao] [google]
9995160

>>9994952

>> No.9995164

>>9995142
It reminds me of UT99 syntax

>> No.9995169
File: 1.01 MB, 1920x1080, 44.jpg [View same] [iqdb] [saucenao] [google]
9995169

>>9995125
>Do you think it needed a super nailgun? Been wondering whether to add it somewhere near the end
That might be cool, even if I was able to squeeze by without it. This must be a newer version of Drake than what I was exposed to in Ter Shibby, I didn't get far in that. Gl on your exams.

>> No.9995170

>>9995096
Can't wait to try it. You said before it's best with HDest, what kind of starting loadout would you recommend?

>> No.9995182

>>9995090
They're not comparable. If you plan on moving onto Unity or Unreal later, do it now. GZDoom has a metric fuckton of gotchas that will take forever to figure out. You'll camp scripting channels or this thread a lot, cause if you don't ask questions when you inevitably encounter some super fucking obscure "don't do that", you're FUCKED. There's also another thing: becoming proficient with GZDoom + ZScript will likely make picking up a different engine afterwards all the more difficult. Take this with a grain of salt, but when I tried moving to Godot after spending almost a decade doing advanced modding for GZDoom (and still do), I realized I took my mindset with it, so everything I approach is with the underlying assumption that things in Godot work the same as in GZDoom. They don't. When you're used to using workarounds for as long as I have because no better tools exist, it becomes insanely difficult to unroot that mindset when switching to a different engine. GZDoom modding unironically makes you mentally deficient because you've calibrated your brain to come up with solutions given the engine/scripting language's asinine and often utterly bullshit limitations, so when you finally switch to something that uses, say, C#, you start drooling like a retard because you're not used to straightforward and simple solutions, even if you already know the language itself and have worked with it on other non-gaming software.

tl;dr don't fucking do it, start with some other engine if you want to do proper gamedev unless you explicitly want to work with sprites, although at that point I'd still consider giving something like Godot a try.

>>9995142
It's easier because it's simpler on the features, but trust me when I say it WILL bite you in the ass as you become better at it. See above.

>> No.9995191

>>9995182
There are steam games for sale that use gzdoom. The engine can be used for profit but you need to make everything.

>> No.9995193

>>9995082
Well good news: I managed launch the game, bad news: Still not playing nice with my controller and its triggers, this version doesn't let me cycle to L-R triggers in the gamepad options specifically, and hitting those buttons in the rebinding menu doesn't work. I think I'm fucked.

>> No.9995195

https://zdoom.org/wiki/Standalone_games

>> No.9995197

>>9995170
Uhhhh
That's a good question, I'm yet to actually test it out in HDest. I'd probably suggest something with a lot of ammo, and something capable of breaking doors.
I probably need to place more crap down as well, I've got a list of doom ed numbers so I can place some HDest-specific gear in caches.
At this point though, I get the urge to make the third (last) mission and a secret mission before release, though I should probably still drop it for testing on here before that.

>> No.9995204

>>9995193
Can you join the server at least?

>> No.9995208

>>9995170
Also: I know it's Doom and all but I have no idea how well it's going to run. Like I'm running on an 12400f + RX6600 so it's no max power PC but I worry it might be kind of a handful. The current wad size is like 12-13mb at the moment.
I might be worrying about nothing though, this is only my second map so far.

>> No.9995215

>>9995204
I cannot. When I get the prompt to join and it asks me to install all the addons and shit, the game crashes and I get a process killed message with:
>SIGSEGV - segment violation (core dumped)

>> No.9995227

>>9995191
Not the point. You can absolutely make games with GZDoom, but if anon is seriously considering moving to something different eventually, he's going to shoot himself in the foot by starting out with GZDoom. It's kind of like having PHP as your first programming language. It teaches you some very bad practices which are difficult to get rid of. A good portion of the people making games for GZDoom also tend to already have prior modding experience before venturing into gamedev. If this engine is all he plans on using, go for it. But otherwise I'd say it's a waste of time and effort.

>> No.9995234

>>9995215
That's a shame. I wanted to ask if you're still interested in the SRB2Persona session.

>> No.9995238

>>9995234
Yeah at this point I think all of that is a bust. Sorry boys, maybe I'll try to get this shit to work another day, but it's not gonna be tonight.

>> No.9995240

>>9995227
Fair enough. With that being said, if he does decide to stick with it regardless, nothing stops him, or any creator, from releasing something for free like countless have before them and just tacking on at the end of their forum post:
>If you like it, buy it from my steam page plz

>> No.9995243

>>9994171
Yo what you did a Drake version dude I love Drake holy shit.

>> No.9995252
File: 171 KB, 1279x721, 1662944085423.png [View same] [iqdb] [saucenao] [google]
9995252

>>9994904
Wolpertinger is now in full control of the SRB2Kart server. He will be managing files from here on out.

>> No.9995256

>>9994359
Doesn't look a thing like Bakersfield.
Except for the ghouls, of course.

>> No.9995257

>>9995204
>>9995234
>>9995238
Nevermind I have brain problems. I'm in. Still gotta fuck with my controls later though.

>> No.9995307

>>9994889
Everything by Eternal.

>> No.9995347
File: 1.16 MB, 350x282, Hakase hurt Nanos Feelings (J).gif [View same] [iqdb] [saucenao] [google]
9995347

>>9995307
>Several of the levels in the series ... appear to have never been released ... were intended to be part of a 17-level megawad named "LORDDOOM.WAD", but this was also never completed.

>> No.9995350

>>9995252
RIP SRB2Kart server 4ever.

>> No.9995409
File: 70 KB, 858x412, wikia.png [View same] [iqdb] [saucenao] [google]
9995409

uh, source?

>> No.9995443
File: 170 KB, 958x569, HDm_doom_v2.png [View same] [iqdb] [saucenao] [google]
9995443

>>9994260
>>9994987
It may be due to the lack of sleep, but I feel this one doesn't work as well. And I still think it's too large, I should test it in-game.

>> No.9995471

>>9995252
It's over.

>> No.9995490
File: 155 KB, 770x827, overd.jpg [View same] [iqdb] [saucenao] [google]
9995490

>>9995252

>> No.9995557

>>9995443
Resized to 66px in height with nearest downscaling, also tapping into wad editing for the first time.

What are these green circles with sharp points?

>> No.9995559
File: 357 KB, 1920x1076, woof0000.png [View same] [iqdb] [saucenao] [google]
9995559

>>9995443
>>9995557

>> No.9995574

>>9994824
Plutonia 4: Back in Your Hole
Plutonia 7: Going to the Hell
TNT Threevilution

>> No.9995583
File: 3 KB, 236x284, 0ygBCDv.png [View same] [iqdb] [saucenao] [google]
9995583

>>9995559
I guess it's ok, less readable than I thought it would be.
The original design had stars as details, so I swapped it for this.

>> No.9995594

>>9995350
>>9995490
Why over?

>> No.9995612

>>9995252
https://www.youtube.com/watch?v=-LR_uHMeN4s

>> No.9995615

>>9994701
Still plugging away at mine, hoping to be done by the end of June.

>> No.9995617

>>9995594
The bunstapo won everyone's done karting for tonight

>> No.9995618

>>9995594
I think they're just fucking around.

>> No.9995619

>>9995197
>>9995208
godspeed, I look forward to it

>> No.9995632
File: 1.84 MB, 1515x851, Four_Horsemen.png [View same] [iqdb] [saucenao] [google]
9995632

>>9994171
>>9995243
A few months ago or maybe more it's been a while I found out how to get the four horseman guys working. I think they're from H2, but they were buried within Drake code.
Just add these lines to the monsters section of the fgd.
@PointClass base(Monster) model("progs/rider1.mdl") size(-48 -32 -24, 54 32 64) = monster_rider_famine : "Famine" []
@PointClass base(Monster) model("progs/rider2.mdl") size(-78 -32 -24, 64 32 64) = monster_rider_death : "Death" []
@PointClass base(Monster) model("progs/rider3.mdl") size(-78 -32 -24, 78 32 64) = monster_rider_pestilence : "Pestilence" []
@PointClass base(Monster) model("progs/rider4.mdl") size(-48 -32 -24, 54 32 64) = monster_rider_war : "War" []

All four are completely functional and can be killed, but Pestilence and Death can pretty consistently get stuck on corpses, gibbed or not. Pestilence gets unstuck much more consistently than Death. Read the readme, just an addendum, Drake stopped development I think in 2011 or so, but myself and another guy found there's a LOT inside of it that went unused, and evidently still unused. I think the guys behind Keep are including everything within Drake except the shotgun changes (kinda lame if they don't keep that as an option) so it works out in the end. I'll be leaving soon but I definitely wanna play this man even if you never get around to an Arcane Dimensions version.

>> No.9995656
File: 534 KB, 2184x1748, logos.png [View same] [iqdb] [saucenao] [google]
9995656

>>9995583
This just occurred to me, but it seems that pwad logos are generally minimalistic in their shapes and take singular focus on readable text. Low resolution doesn't provide much creativity leeway.

Idea is there, but maybe we could come up with something better than YuruYuri logo. Take a nap, anon, if you're not already doing that.

>> No.9995670
File: 304 KB, 1528x963, m_doom test.jpg [View same] [iqdb] [saucenao] [google]
9995670

>>9995443
>>9995583
Tried my hand at it based on your design. I'm not sure what the size limit of the M_DOOM is so I just drew it at the size of Doom 2's graphic.

>> No.9995697

>>9995670
That's how chinese bootleg copy of doom would've looked like if I were to imagine, with graphic artifacts and everything, frankly speaking

>> No.9995705

>>9995697
>>9995670
It makes me think of a low budget GBA game adaptation of an anime. Which makes me like it.

>> No.9995708
File: 2.93 MB, 540x381, 1662256266690689.gif [View same] [iqdb] [saucenao] [google]
9995708

>>9994904
fuaaark i was afk

>> No.9995710
File: 49 KB, 208x210, lewd.png [View same] [iqdb] [saucenao] [google]
9995710

>>9995160
MODS

>> No.9995717

>>9995705
Might be a good idea to capitalize on, got any inspirational examples? Background titlepic is also still undecided afaik

>> No.9995720
File: 2.57 MB, 1920x1080, mcm_2023-06-18_20-55-58.png [View same] [iqdb] [saucenao] [google]
9995720

>>9994171
I have to stop but I wanted to try it out some, dude this is REALLY fun. I'm quite biased for Drake but damn I love this. Your Quoth version was balls to the wall hard, and there is fun in that challenge, but this is a real nice balance of hard and fun. Hope to finish it when I get back home in a few days.

>> No.9995726

>>9995717
Some anon suggested the doomguy protecting a dakimakura from the demons

>> No.9995728

>>9995670
>>9995705
>>9995717
Here's the link for the PNG if anyone wants to do anything with it. There's no high-res version.
ibb.co slash t2bZ6GM

>> No.9995775
File: 43 KB, 226x176, 1663701299510357.gif [View same] [iqdb] [saucenao] [google]
9995775

>>9995726

>> No.9995778
File: 12 KB, 824x356, glory_to_the_little_girl.png [View same] [iqdb] [saucenao] [google]
9995778

>>9995717
>got any inspirational examples?
I'm glad you asked! I actually didn't know this existed until I looked it up for this screenshot. It was just the parallel that came to mind.
Also, any of the Shonen Jump manga adaptations, like Shaman King and Yu Yu Hakusho have pretty hilarious graphical disparities. A fevered series of:
>promotional images for title screen and menu backgrounds
>crudely downsized screenshots of concept art for character portraits
>character sprites are clay-like 3D blobs with obvious resizing artifacts and palettization issues
The maps submitted so far already have plenty of the middle point. The last point makes me feel like any enemy replacement could get away with being comically shitty, as long as they still fit the theme (e.g. fat neckbeard Manc replacement, onigiri and anime meat replacements for health and armor bonuses, etc.)
I've actually been thinking about suggesting some food item sprites from GBA and DS games as potential item replacements.

>> No.9995779

>>9995726
That sounds hilarious and perfect.

>> No.9995781

SUPER SHOTGUN IS CIRCUMSTANTIAL
USE REGULAR SHOTGUN FOR POSESSED AND IMPS
QUIT FUCKING USING SUPER SHOTGUN AS A PERMANENT REPLACEMENT
AND FOR THAT MATTER ONLY USE THE CHAINSAW ON PINKIES
FUCK

>> No.9995787

>>9995781
>USE REGULAR SHOTGUN FOR POSESSED AND IMPS
"No!'

>> No.9995790
File: 125 KB, 678x681, what_snoop_dogg.jpg [View same] [iqdb] [saucenao] [google]
9995790

>>9995781
>no shotguns
>no chainsaw
>no berserk
Now what, big boy?

>> No.9995791

>>9995781
>AND FOR THAT MATTER ONLY USE THE CHAINSAW ON PINKIES
nigga what blur spheres are you smoking

>> No.9995792
File: 54 KB, 351x351, 1422911946052.jpg [View same] [iqdb] [saucenao] [google]
9995792

>>9995790

>> No.9995797

>>9995670
I suggest changing the pink background to green, red or blue, since the pink variety is so limited in the doom palettes.

>> No.9995803

>>9995781
using the chainsaw is the one and only wrong way to fight pinkies.

>> No.9995845

>>9995182
>>9995227
I appreciate the thoughtful replies. I think I'll make some small mods and see how I feel about continuing on with it. I don't mind making games in GZDoom, but given your experience I'll trust you when you say I'm better off moving on sooner than later.

>> No.9995858
File: 480 KB, 1280x800, srb20010.png [View same] [iqdb] [saucenao] [google]
9995858

Sector pizzeria(?)

>> No.9995883
File: 277 KB, 550x400, 1446691577065.gif [View same] [iqdb] [saucenao] [google]
9995883

>>9995781
Stop giving me shells like gif related, and I might consider it.

>> No.9995960
File: 891 KB, 956x720, 1672398057278783.png [View same] [iqdb] [saucenao] [google]
9995960

>>9995858
but no pizza

>> No.9995962

>>9995632
Well the horsemen are cool but they are too much of a boss and I don't want to use boss boss monsters or else there would be a vermis or two around.
And mistakes in the readme are there to stay.
>>9995720
They're really balanced around normal, I had no idea people seriously play quake on nightmare. My attitude while making the quoth map was pretty much "if someone wants to do that to themselves, not my problem".

TIL drake has fans

>> No.9996085
File: 65 KB, 1435x1076, Clipboard01.png [View same] [iqdb] [saucenao] [google]
9996085

>>9995443
Lead senpai, what you think of this? As of now it lacks depth and shading with punchy colors, could prove troublesome to tweak those around nonexistent titlepic backdrop. I'm also not sure if I'll be able to fit eligible english subtitle with /vr/ in it, but I'll try. Appending project files for those interested or could offer some help.
https://files.catbox.moe/2w9jn8.zip

>> No.9996104
File: 72 KB, 1440x1080, Clipboard02.png [View same] [iqdb] [saucenao] [google]
9996104

>>9995443
>>9995670
Also. Web doesn't offer any info, but I think I've got it with proper M_DOOM dimensions, which are 132x83 as seen with the black rectangle on the pic. Logo can be lengthened from the right and bottom side (particularly useful for menu text background, Ad Mortem utilizes this), but it won't budge from the opposite sides. Top-left corner of the rectangle is the starting point and is constant for all cases.

Don't forget to shrink the height of any asset you're working on, aside from flats and textures, to 83.33% of its original size before sending it to slade, or it will appear distorted. Maybe it's different for gzdoom mods but I didn't dig that far enough.
https://www.youtube.com/watch?v=YvckyWxHAIw

>> No.9996107
File: 848 KB, 960x885, aspect ratio.png [View same] [iqdb] [saucenao] [google]
9996107

>>9996104

>> No.9996108

>>9995781
I like the shotgun. its spread is tighter and it feels more accurate. I think of it like a rifled long gun.

>> No.9996109

Is Yamagi still the best source port for Quake 2?

>> No.9996116

>>9996104
My friend made a correction on the title, it's actually 永遠の孤独さ if you want to be grammatically correct, or jokingly wrong.
Anyways, that's a cool mockup, my favorite so far. Maybe you can add some litte Greek aesthetics for the Pygmalion joke.

>> No.9996125
File: 19 KB, 1080x1080, questionmark.png [View same] [iqdb] [saucenao] [google]
9996125

What is the first map that made you practice for hours and hours until you could beat it one run without saves?
For me, it's Fire and Ice.

>> No.9996128

>>9995781
>USE REGULAR SHOTGUN FOR POSESSED AND IMPS
Yeah, I, too, get triggered watching people waste shells with super shotgun on shit you can kill in one shot with shotgun on Youtube.

>> No.9996132

>>9995803
It's doable if you don't have a berserk. Just gotta keep tapping back so they can't get an unlucky bite in.

>> No.9996136

>>9996104
>Web doesn't offer any info, but I think I've got it with proper M_DOOM dimensions,
Why not open doom2.wad in SLADE?
It's 125x60.
I like your draft btw.

>> No.9996140

>>9995781
>QUIT FUCKING USING SUPER SHOTGUN AS A PERMANENT REPLACEMENT
No.
>AND FOR THAT MATTER ONLY USE THE CHAINSAW ON PINKIES
Already did that when I was playing DOOM. Using Chainsaw occasionally at the right moment is fun.

>> No.9996145

>>9996128
This being said, if you can group up the weak shit and kill more than one per shot, then SSG is obviously the right play.

>> No.9996164
File: 89 KB, 640x480, flandersDoom.jpg [View same] [iqdb] [saucenao] [google]
9996164

>be me
>haven't played Doom or other vidya in a while
>video about MyHouse.wad pops up on my radar
>watch just enough to get hooked, pause
>download files and play through
>over two days I'm either playing the mod, looking at the pictures & documents, or watching the video to recap / for tips when I'm stumped
>shooting, exploring, collecting, reaching the endings
>wow, this mod is grea--
>the two friends are sodomites
They warned me Satan would be attractive.

>> No.9996179

2 things about the waifu wad i thought of:
1 is there any muscle girl map yet?
2 if your map has no new custom midi track, what about a midi version of this? https://www.youtube.com/watch?v=G0sORVBL4kM

>> No.9996219
File: 513 KB, 1600x1920, youcantlearn.jpg [View same] [iqdb] [saucenao] [google]
9996219

>>9996116
>jokingly wrong
Fine by me, it's not like any of us here is smart at moonrunes or will ever grasp the culture.

>>9996136
>Why not open doom2.wad in SLADE? It's 125x60.
Well, it appears that the original was always slightly off-center. And any extra space is no joke, as when you try to fit a mechanism inside a pocket watch instead of a clock tower, or mount your adult ass amassing all creative ambitions onto child's bike of doom engine, if you get my shabby metaphors.

Anyway, I haven't found a good way to resize high-res images into something clear and crisp, so I'm working within game dimensions.

>> No.9996220
File: 8 KB, 181x276, crustyhank.jpg [View same] [iqdb] [saucenao] [google]
9996220

>>9995670
That's one crusty ass JPEG-looking M_DOOM graphic.

>> No.9996225

>>9996109
There is no best source port for Q2, you just have to choose between features (KMQ2) or compatibility (YQ2). YQ2's devs refuse to add anything that requires an external library, which severely limits the port.

>> No.9996243
File: 1.05 MB, 1460x838, 32768 units of vr.jpg [View same] [iqdb] [saucenao] [google]
9996243

I'm about to destroy my computer in the name of science.
Wish me luck, Quake bros.

>> No.9996250

>>9996243
Godspeed.

>> No.9996254

>>9996225
What if I just want to play vanilla and expansions?

>> No.9996256

>>9996243
I don't get it

>> No.9996310
File: 2.42 MB, 1920x1080, mcm_2023-06-19_04-57-31.png [View same] [iqdb] [saucenao] [google]
9996310

>>9995962
I was able to make some time. Fun fucking map man. I was reading that you updated the Quoth one, I'll get around to that soon. If you're making these variants you should definitely make a Violent Rumble version.

>> No.9996312

>>9996310
Oh I neglected to mention, the exit is not shown well at all. I was very confused when I had gotten 138/138 and nothing happened. I assumed you were going to use the Drake 100% kills trigger to end the level, but when that didn't happen I was looking for 5 minutes at least for the exit.

>> No.9996325
File: 2.14 MB, 2560x1440, yuge.png [View same] [iqdb] [saucenao] [google]
9996325

>>9996243
Finally compiled after cutting the geometry in half. I was gonna texture and light this too, but it seems the map is larger than Quake's view distance.
Shambler for scale.

>> No.9996330

>>9996325
Check this anon.
https://www.gorgs.org/2021/01/03/happy-new-year-and-a-bit-about-terrain-generation-for-quake-1-maps/
And there's also this:
https://valvedev.info/tools/canyon-terrain-editor/
A simple tool that creates terrain and generates .map files. I'm not telling you to stop what you're doing, just showing you these in case you were unaware.

>> No.9996332
File: 2.33 MB, 2560x1440, fugly.png [View same] [iqdb] [saucenao] [google]
9996332

>>9996325
About as far as I can fly up before getting view distance cucked.
Gotta love Quake 1's retarded over-triangulation.

>>9996330
I'm aware of these, just doing some experimenting. Some smaller-scale but potentially usable results from last thread:
>>9993090 >>9992486

>> No.9996345

I think Warpspam is the hardest Quake mapset ever, at least on nightmare.

>> No.9996349

>>9996310
That quoth update really isn't anything to look at.
>>9996312
I'll see what I can do about the exit

>> No.9996370

>>9996345
Have you played Soul of Evil 2?

>> No.9996375

The demonic groan heard when selecting "nightmare" mode in Quake III Arena is a sample of a woman moaning, played at 1/4 the original speed.

>> No.9996384

>>9996375
that scared the shit out of me when I was a kid lol, I was looking right at the logo where the skull pops up

>> No.9996413

>>9996332
>Gotta love Quake 1's retarded over-triangulation
Anon, if all 4 vertices of a quad aren't co-planar, it cannot be rendered properly without triangulating.
While qbsp does triangulate every single polygon, I refuse to believe any of the quads present in your pic have co-planar verts at all.

>> No.9996441
File: 20 KB, 250x250, +_19072ec009d9cc0ddbf06ed7252661cf.jpg [View same] [iqdb] [saucenao] [google]
9996441

All these /vr/ mapsets icon of sin levels have asshole design

i like it

>> No.9996456

>>9996375
prove it

>> No.9996482

>>9996441
Kama Sutra and TNT Threevilution probably have my favorite Icon of Sin fights.

>> No.9996484
File: 1.42 MB, 1024x767, 1601562983731.png [View same] [iqdb] [saucenao] [google]
9996484

>>9996441
It's impossible to make non-asshole Icon of Sin level.

>> No.9996504

>>9996482
D2TWiD is my favorite one because it has a puzzle element to it.

>> No.9996525

>>9996441
I've been wanting to make an Icon of Sin that requires you to archvile-jump to reach the correct height to shoot rockets from

>> No.9996529

>>9996525
great idea

>> No.9996547

>>9996525
you madman
I like the way you think

>> No.9996561
File: 15 KB, 300x300, 16249799298380.jpg [View same] [iqdb] [saucenao] [google]
9996561

>>9996525
Double jump please, but make it so it's just 1 pixel away from single jump height.

>> No.9996562

Inky, stop putting tanky enemies at the start of your maps if all I have is an SG. Your maps are interesting, but fighting 6 death knights, 18 knights or whatever is a chore. I'd understand if you made an encounter around it but its just tedium sniping them.

>> No.9996589
File: 27 KB, 311x276, beret.jpg [View same] [iqdb] [saucenao] [google]
9996589

>>9993631
love it when mods reward you for full clearing levels, even with something less impactful, like a message and music change in disaster jester.
makes it even more frustrating when maps bug out and skip on spawning some monsters though.

>> No.9996616

>>9995781
>chaingun and ssg picked up? Never going back to the reg shotgun
>probably won’t go back to the chaingun once I’m expected to start using the rocket launcher and plasma gun in the level
>still lining up multiple imps with the reg shotty because it sucks when imps survive a shotgun blast
>>9996345
I think my “biggest asshole Quake encounter” award still goes to Reliquary and its shambler towers. Rustled my jimmies so hard I saved mid-encounter.

>> No.9996621

Are there maps and mods for quake 2 or does no one care about that game?

>> No.9996639

Further, what is the arcane dimensions of Quake 2. I'm gay btw.

>> No.9996640

>>9996616
Not calling you out, just the attitude in general: I dunno why people get so upset that weapons lose utility as something goes on. It's fine. It really is.

>> No.9996642

>>9996621
I care theoretically but I haven't played in forever.

>> No.9996725
File: 2.80 MB, 1920x1080, graf.webm [View same] [iqdb] [saucenao] [google]
9996725

So this is the power of Raze

>> No.9996727

>>9996725
Note: this doesn't happen if using Duke3D World Tour.

>> No.9996776
File: 329 KB, 690x771, fillherup.png [View same] [iqdb] [saucenao] [google]
9996776

ive did it ive done a boob

>> No.9996790

>>9995781
I am guilty of using the SSG as a replacement. Its just so satisfying.

>> No.9996792
File: 261 KB, 1435x1076, Clipboard03.png [View same] [iqdb] [saucenao] [google]
9996792

>>9995443
>>9996085
>>9996116
Pygmalion was actually my idea and now I'm not sure if I should further stick with it. It might come out nice overall with some greek flavor: with statusbar partially stylized as Titan Quest or such, and health/armor stats being something more playful and waifu themed with JPCP numbers thrown in for lulz. But I'm not confident in my abilities to make it not stylistically clashing, for one I should also consider how grungy-looking OTEX texture set can be. For now it's all merely a concept, I almost ditched it until I was reminded.

At the moment I thought of following >>9995778 anon's direction and scavenging Minitokyo for anime official scans and making colorful collage out of characters I come across, which sounds pretty damn nice idea on paper. Also made some progress with the logo, but still undecided on how to do english text with /VR/ stamp, on which colors and fonts to use. Should I even bother with /VR/ letters as focal point? Maybe I'll simply write it with the same font but different color in single line, it'll be tricky to center "fore" and "alone" around it otherwise.
https://files.catbox.moe/4azddm.zip

>> No.9996795

>>9996792
>FORE ALONE
What did he mean by this?

>> No.9996801

>>9996795
Read the post bucko.

>> No.9996804

>>9996640
I only don’t like the weapon balance during a continuous 32 level playthrough where you get everything in the first couple or chunk of levels. I think the weapon balance works great when there are at least episode resets, and the balance is fun when pstarting.

>> No.9996805
File: 911 KB, 1600x900, kmquake2_027.jpg [View same] [iqdb] [saucenao] [google]
9996805

>>9995125
>muh exams
What degree zoomer-sama?

>>9996642
>>9996639
https://www.moddb.com/games/quake-2/addons/milous-missions
The latest 3 mods (HiOfH, Hellbender, WWE) of this pack are the closest you can get to the idea of "AD for Quake2"

>> No.9996806
File: 33 KB, 436x455, 56a822bbf67eab64bfaf36002d4f55cf.jpg [View same] [iqdb] [saucenao] [google]
9996806

>>9996085
This looks better and way more readable than my attempt. I think we could go with that, just have to work out how to put the english title in.
Also I guess I missed/didn't get when a Greek theme was mentioned, but If someone wants to try to make a mock-up, feel free.

Headcount :
Claimed and left
Anon - Jenny (Teenage Robot)

Shown something
Anon - Betty Boop

Mapping started and shown in thread
Anon - Olga Discordia
Anon - Mikazuki (KanColle)
Anon - Madoka (have a guess)
Anon - Other Animal (My Little Verboten) ?
Anon - Bath map
Anon - Maka Albam (Soul Eater)
Anon - Hatsune Miku
Anon - AK-15 (Girls Frontline)
Anon - Goblin (started as Bara Baron)
Anon - Alice (Touhou)
Anon - Shanalotte (Dark Souls 2)
Anon - Filia (Skullgirls)
Anon - Mancubus (HDoom)

Maps delivered
Anon - Outis (Limbus Compagny) - Outism
EyeballTank - King Cai - Eto
GuyWithTeaCup - Toph - Dirty Foot Canyon
Hand-peeled - Madotsuki - Sleep Tight
Anon - Curly Brace - Robutt
Anon - Taihou (Azur Lane) - Red Boat
Anon - Merula (Hogwarts Mystery) - Can I Slither In?
Anon - Daina's Ass (ass only)
Anon - Chiaki Nanami (Danganronpa) - Thousand Autumns, Seven Seas
Anon - Shantae - Half-Genie in a Bottle
The Great Swamp Witch Metallia - Viscole Dotrish - The Amataya Inquisition
Accensus - Akasha Bloodriver (Rosario+Vampire) - Bloody Seasons
Anon - Rainbow - Rainboom

lazy lead
me - Witch (Puyo Puyo) (should stop wasting time looking at ideas for titlepic and just get to mapping.)

>> No.9996815

>>9995710
Uhhh brutal doom

>> No.9996830

>>9996792
ehh the pygmalion thing doesn't fit too much for a silly weaboo oriented wad, at least that's my humble opinion

>> No.9996835

i beat doom 2 what should i play next quake or duke nukum or wolfenstein

>> No.9996842

>>9996830
I thought it was a funny choice because of how heavily it contrasts with the characters and theme

>> No.9996843

>>9996413
The polygons are pre-triangulated from Blender. Even then, Trenchbroom will automatically triangulate for you.
Go open any normal map and use r_showtris 2. Perfectly flat faces will be split into a gorillion triangles for the sake of it.

>> No.9996852

>>9996804
I think the inventory resets of Serious Sam games are among the worst parts about them and I can't imagine it being fun in a megawad either. Side note, The First Encounter doesn't have an inventory reset and coincidentally it's also the best game in the series...

>> No.9996857

>>9996525
Make it so that there aren't any Archviles naturally placed.

>> No.9996861
File: 2.27 MB, 1920x1080, 1677321141637293.png [View same] [iqdb] [saucenao] [google]
9996861

What did I think?

>> No.9996863

>>9996861
>>>/v/

>> No.9996878

>>9996806
Sir... I already did the needful >>9992360 >>9992509

>>9996804
as long as it's consistent, sunlust's triplet of death exits in the flesh episode fucks over casual players in a uniquely shitty way

>> No.9996882

https://www.youtube.com/watch?v=NAHYZc0ABLA
1996 PS1 fps from Insomniac.

>> No.9996904

>>9996310
>If you're making these variants you should definitely make a Violent Rumble version.
I wanted to reply to this part as well but I forgot. I might make one eventually (you know, in october or so) if nobody else does, depending on how many other maps are ready. I am not going to make one if there's going to be like 3 maps released. The idea of being part of an official release gives me the schizo creeps sorry.
>>9996805
electronics (I regret it)

>> No.9996905
File: 124 KB, 420x522, 0c78ca1a7179fd72e9c27cb0bca360c3.jpg [View same] [iqdb] [saucenao] [google]
9996905

>>9996878
ffs, I even was the one who recorded the demo about the ledge and non-blocking windows, sorry anon.

>> No.9996907

>>9996842
Not him, but I don't think players will understand it unless you explain the backstory behind of that picture, I like this proposal better >>9995726 because it's silly and has a more simpler meaning. however, you could use this idea for the interpic

>> No.9996916

>>9996882
Major nostalgia. I haven't thought about that game in 20 years. I remember it being brutal on the psx. I loved it.

>> No.9996932

>>9996776
If you're not making the map art the main structure of the map (I didn't either, sue me) you should at least make that twice as big or the node builder will reenact lillith.pk3 for anyone in software rendering

>> No.9996945

>>9996932
dunno how to make it twice as big at this point anymore if there isn't some sort of stretch feature for all that I am not aware of

>> No.9996952

>>9996945
Use "sector mode" to select everything and then use "edit selection mode" to resize it

>> No.9996972

>>9996806
Friendly reminder that those two horsefucker maps has to be the secret maps. I want to miss them in my casual playthrough

>> No.9996991

>>9996806
Greek pitch started with the myth of Pygmalion, the carver, who out of disdain for carnal nature of real women and with the blessing of the goddess of love made his statue come to life and in turn was saved from celibacy. Does that sound confusing? Someone already voiced concern.

>>9996830
>>9996842
>>9996907
To get you closer to my line of thinking, waifuism is already quite ambiguous subculture phenomenon with people both initiated and oblivious throwing unsolvable questions on what it actually means, delving into perpetual disagreement. I thought, why not cover it in the shroud of extra ambiguity, instead of lacing it with straightforward and arguably vulgar body pillow joke? I won't press against it, mind you, in fact I'm close to discard this pitch because of deemed inconsistency, and what matters, I have no faith in skillfully pulling it through.

>> No.9996992

>>9996525
You're evil

>> No.9996993

>>9996904
>(I regret it)
why
t. last semester of electricity and electronics B.Sc degree

>> No.9996997
File: 788 KB, 996x666, Screenshot 2023-06-19 185033.png [View same] [iqdb] [saucenao] [google]
9996997

I made a truck

>> No.9997000

>>9996991
>I won't press against it
Oh you :3

That said, while I am not participating in this project, why is there even a need of anybody understanding anything?
It's been discussed in the past, but /vr/ projects should be made first and foremost by and for us. Who the fuck cares what others think?
Also, I doubt that people in the usual places are not familiar with the concept of having a waifu.

>> No.9997005

>>9996997
>no wheels
dats a crawler cute anyway

>> No.9997010

>>9996991
personally I think the painting is great and should at least be INTERPIC or something, it reminds me of classy splash screens like scythe 2's

>>9996997
HDest is a bit of a performance hog so if your titanic linedef count makes this map near unplayable you could pull a modern day Deus Vult and split each major section into its own map, even if it might be a lot of extra work to section it off that way

>> No.9997013

>>9996991
>Does that sound confusing?
yeah. it does, why japanese letters in a greek kind of thing?

>instead of lacing it with straightforward and arguably vulgar body pillow joke?
what do you mean, there's a literal ass and a horsefucker map.

>> No.9997016

Is there anything equivalent to quaddicted for doom wads and mods?

>> No.9997019

>accidentally click on Slade icon
>have to wait ten second until it starts before I can close it again
I just hate when programs are doing this. What use is a ssd if shit doesn't start up quicker?

>> No.9997026
File: 99 KB, 448x537, fd66b0917e26fe7734606251d2cad9f4.jpg [View same] [iqdb] [saucenao] [google]
9997026

>>9996806
>>9996905
I also forgot about the Mordred map, but it's been added to the list. And it made me realize that we are close to a full 32 maps wad. I never thought that replying to a Curly Brace map about making a waifu wad would lead us there.

>> No.9997027

>>9996852
>I think the inventory resets of Serious Sam games are among the worst parts about them and I can't imagine it being fun in a megawad either.
You are unfortunately also surrounded by players who enjoy continuously going through the reset of the weapon progression, but I also feel that episode resets are a happy medium in this regard.

>> No.9997036
File: 5 KB, 234x292, 1198374-kleerskeleton.jpg [View same] [iqdb] [saucenao] [google]
9997036

>>9996904
Your future child will be someday proud to say "My father is electronics"
>you now realize these fuckers are pretty much just slightly more-brittle Q1 Fiends with a projectile attack

>> No.9997043
File: 92 KB, 112x112, 1614952239209.gif [View same] [iqdb] [saucenao] [google]
9997043

https://youtu.be/kk-kkT0cnso

>> No.9997091

Started playing Marathon 1 (yes because of the Mandalore vids) but it is genuinely fun and I look forward to finding new terminals. My only complaint is your momentum kind of gets fucked up when moving on stairs but other than that it plays great.

>> No.9997114
File: 449 KB, 959x540, nugg0014.png [View same] [iqdb] [saucenao] [google]
9997114

>>9996792
You don't need to put focus on the /vr/ characters, it works as well using the same font as the rest of the title, see pic.
The collage idea would be a perfect BOSSBACK graphic.

>> No.9997120

>>9997036
Perfect enemy. I greatly dislike that 3 and 4 made them really fast. Kleers in TFE and TSE can be thrown at the player by the dozens because you CAN survive on your skill, and your mind is completely engaged when facing them. I love this enemy. I need to get around to a serious case of vr.

>> No.9997154

>>9996805
I might as well give those a try. For a second I wondered if someone made a /pw/ mod for Q2.

>> No.9997173
File: 66 KB, 736x736, b2ce215330dcd5b6b78aab10aba165ed.jpg [View same] [iqdb] [saucenao] [google]
9997173

Well I finally did it. After ignoring the memes and the videos and everything for as long as I did, I caved and played myhouse.
It was neat, but I'm not going to pretend I got the "Good" ending without looking it up. I did get the bad and neutral endings though. Regardless, it was at least interesting from an experimental pov but not what I would really call "Doom".

>> No.9997226

>>9996993
I would regret it no matter what I chose, don't mind me

https://files.catbox.moe/xsoh6u.rar

a drake quake map new version. a few more changes than I thought there would be
this is again a complete release so quoth version included even if that one had no changes done this time around

by and large, what changed is:
i realized it's easy to reach the "secret area" with the hook without taking the path i noted in the document. I dunno why I did not think of that earlier. Instead of putting some sort of barrier around I removed the secret status of that area. the map now has 0 (zero) secrets sorry. i think that a skilled trick jumper might even make it to the roof of the final building without opening the door, but that's not something I will concern myself with

a few balance changes. new ammo, some new enemies, even a new health pack. also added allies from whose cold, dead backpacks you can take a super nailgun but they are placed so it's easy for the player to gib them hehe. the final fight is the most different, I figured it was a bit easy after that guy showed a screen from the end of the map with max health and those health packs still there

also a real intermission screen this time around

>> No.9997242

>>9996863
Dude, get your eyes checked. That's a Quake map pack.

>> No.9997258

>>9996861
Gonna play this. Lots of high quality Quake content this year. Cool.

>> No.9997262

>>9996972
Oh come on, everyone knows how much you secretly love Pinkie's snatch, are you on a post-nut clarity from her? That's natural, I hate the show after every time I nut to it too.

>> No.9997265

>>9997016
Doomworld?

>> No.9997273

>>9993235
ROTT: Ludicrous Edition Demo released: https://store.steampowered.com/app/1421490/Rise_of_the_Triad_Ludicrous_Edition/

>> No.9997279

>>9997226
Kickass, I’ll give this another go later tonight once I’m done waging about

>> No.9997281

Finished the RoTT:LE demo, seems pretty good overall. Being able to switch between the MIDI, OPL and 2013 soundtracks is nice, though the MIDI recordings don't loop properly and the quality could be better. The new level from the new episode was good, had a harder time with it than I did with the Extreme RoTT level they used which is pretty interesting. Looking forward to playing the full thing.

>> No.9997286

>>9997273
>>9997281
I will most likely get it. Have it on my wishlist. Really looking forward to the new levels.

>> No.9997295
File: 35 KB, 500x375, ya3dag.jpg [View same] [iqdb] [saucenao] [google]
9997295

>>9997154
Persistent World?
This project used to be something as close to an open-world action-RPG using the Quake2 engine that I know of - before it got scrapped and re-imagined into an yet another Minecraft clone, and then abandonned once again...

>> No.9997298

>>9997295
>>>/pw/

>> No.9997305

>>9997298
Oh yeah, that board.
What was wrong with /asp/ anyway?

>> No.9997314
File: 1.29 MB, 1600x900, spasm0178.png [View same] [iqdb] [saucenao] [google]
9997314

>totaly forgot to wrap this up before getting onto something else (maybe a fresh new Quoffee?)
I love this place, such a pity you didn't get to use the RC once again here for the grand finale (also kinda funny how the Thunderbolt only shows up only for a moment in a single map in entirety of this mod - would make the suprize Shambler spawns at almost every single level exit more tolerable)

>> No.9997342

>>9997279
have a good work day

>> No.9997353
File: 1.54 MB, 1600x900, spasm0176.png [View same] [iqdb] [saucenao] [google]
9997353

>>9997314
Popping zombies when they cannot even hit you is so relaxing

>> No.9997393

if there isn't a way to make the ammo for the current weapon visible in crispy heretic/hexens fullscreen hud it'd be really cool if it would be updated to eventually do that.
just voicing my thoughts

>> No.9997403
File: 1.58 MB, 1024x768, 1656154408171930.webm [View same] [iqdb] [saucenao] [google]
9997403

>>9996776

>> No.9997405
File: 23 KB, 1080x608, rotttrailercensor.jpg [View same] [iqdb] [saucenao] [google]
9997405

Do you ever not understand things but are too afraid to publicly question it. This is certainly one of those times for me

https://twitter.com/RiseoftheTriad/status/1670834547745865732?t=bmHY3QQb0ejOFdPM7XRWWA&s=19

>> No.9997421

>>9995781
regular shotty is my sniper rifle

>> No.9997430

>>9997281
So New Blood & Nightdive did well? Might check the demo later myself.
>>9997405
Nu-Apogee should've let the devs handle marketing.

>> No.9997435

>>9997430
>So New Blood & Nightdive did well?
I would say so, yeah. Apart from what I mentioned about the MIDI music, I don't really have any issues with it. Though an option for native MIDI playback would've been nice since it would allow the use of something like VirtualMIDISynth, which would then let you use different soundfonts as well.

>> No.9997439

>>9997435
I forgot to mention, the MIDI recordings are just .OGG files anyway so you can easily replace them with whatever you like as long as the filenames, file types and sample rate (44.1KHz) are the exact same. Hope this won't be changed in the final version.

>> No.9997446
File: 1.03 MB, 1600x900, spasm0184.png [View same] [iqdb] [saucenao] [google]
9997446

>>9997353
The sole reason I could'nt pull finishing it off yesterday was that Azoth decided to corner me in the worst spot imaginable (behind the starting chapel in-between the model trees), and decided to start that stupid corrida phase of the bossfight there. . .

>> No.9997475

>>9997421
It's got pretty good range, and it's actually fairly realistic in that too, the same goes for Duke's scattergat, you can comfortably engage a Cacodemon or Octabrain at a medium distance and expect to hit with most of your shot most of the time. Quake's shotgun has even better range, it's not particularly powerful, but in return it's fast and ammo is abundant.

It's funny that a later and more advanced game like SWAT 4, which aims for a high level of realism (by the standards of its day), feature shotguns which are absolutely Doom 3 tier, with your shot going wildly all over the place. This feels particularly quaint since you often need to be careful to not hit hostages in that game (or already downed but still alive suspects, or explosives), so it's a massive liability which could fail your mission for you. I legit had a stray pellet go through a door to intersect with the face of a hostage on a few different occasions.

Shotguns need more respect in vidyagames.

>> No.9997485

Lost Souls are worse than Archviles

>> No.9997486

>>9995781
I already go back and forth between the different shottyguns depending on need, but sometimes the SSG bowling over a couple of shotgun baldies and chaincunts is the optimal approach to prevent them perforating you.
I use the regular shotgun a lot at range since it's good for bigger enemies or groups of small ones bunched together. For really long ranges, the chaingun is great.

Chainsaw is on the tricky side, but it's good for logging pinkies, they can only chomp and you can bait them back and forth. If you can get a group of them to a narrow door or another nice chokepoint (maybe even a set of bars they can't pass), then they can be just about defenseless against your saw. Keep running it, and if you notice they stopped flinching and start winding up their bite, step back and then step forward again to continue cutting.
The saw is pretty situational, but I find that it's incredibly fucking good at that situation.

>> No.9997487

>>9997405
I thought that was a foreground object or something. I vaguely recall that the new design for Lorelei Chen in the 2013 remake of ROTT was modeled after some executive's wife or something.

>> No.9997492

>>9996861
What did you think?

>> No.9997493

>>9997485
Nope.

>> No.9997496

>>9997485
Lost souls are cute and valid.

>> No.9997497
File: 350 KB, 1920x1080, godmachine.png [View same] [iqdb] [saucenao] [google]
9997497

i did it!
i cant wait to go back to dicking around

>> No.9997502

IF
I've been loading a separate texture .wad alongside the map I've been working on in UDB, adding the textures willy nilly - does UDB have a means to add the textures I've been using into the wad I'm working on? Or do I need to find all the ones I've added and include them manually using SLADE?

>> No.9997504
File: 137 KB, 500x550, 1679439475008145.gif [View same] [iqdb] [saucenao] [google]
9997504

>>9997496

>> No.9997519

>>9997497
Saves or no saves? Either way, congrats on beating God Machine!

>> No.9997526

>>9996125
None, why would I ever do that?

>> No.9997528

>>9997504
kekkeroni

>> No.9997530

>>9997485
No, revenants are the worse, I hate revenants so fucking much. I hate their fucking alert sounds, I want to shove their fucking missiles up their asses and then cum over them

>> No.9997536
File: 30 KB, 400x475, file.png [View same] [iqdb] [saucenao] [google]
9997536

Were these guys custom-made for Ancient Aliens? I can't find anything like them on Realm 667.

>> No.9997556
File: 108 KB, 561x649, Untitled.png [View same] [iqdb] [saucenao] [google]
9997556

>>9996806
I did make headway on the boop level. Hopefully will get it finished by the 30th.

>> No.9997558

>>9997536
Nah, the custom enemies, except the invisible soldiers, are from hellforged

>> No.9997562

>>9997556
amazing

>> No.9997565

>>9997435
I was going to post something along the lines of "it'd be hard for them to do worse than any of the existing ports because I can't even play them" but then I tried playing the demo and it failed to start.

>> No.9997570
File: 917 KB, 1600x900, spasm0186.png [View same] [iqdb] [saucenao] [google]
9997570

>>9997446
He ain't getting away this time around

>>9997405
>filename
I dont get it

>> No.9997573

>>9997519
saves i learned my limitations, its my first time and im just glad to be able to experience it

>> No.9997585

>>9997504
A special Rev that turns into a LosSo upon death WHEN?!?

>> No.9997593

>>9997565
Seems like an update just went out, try launching it again and if it persists, post about it in the community hub. Someone else also seems to be having the same issue as you: https://steamcommunity.com/app/1421490/discussions/0/3819663388889312135/

>> No.9997595

>>9997585
It's been done before, I think Yholl even has a Baron that has it's head turn into a Lost Soul on death.

>> No.9997608
File: 1.13 MB, 1600x900, spasm0187.png [View same] [iqdb] [saucenao] [google]
9997608

>>9997570
...aaand we are done for now, Azoth has become half the (hu)man(oid) he used to be - and that's a good thing!
sorry for wasting so many image posting slots with this garbage

>> No.9997648
File: 3.93 MB, 854x480, mcm_browizard.webm [View same] [iqdb] [saucenao] [google]
9997648

>>9997226
I'm going to take a break from some skill 3 ballbusting and see how it plays on skill 2 now.
>>9994570
>not even a minute into the new version and I get to witness a wizard completely fuck over an ogre
From "kind of " to "really" funny.
>>9997570
>>9997608
Beautiful.

>> No.9997650

>>9997648
What mod/mappack is that?

>> No.9997658
File: 15 KB, 220x282, anime-amazed.gif [View same] [iqdb] [saucenao] [google]
9997658

>try out the vanilla essence mod for gzdoom
>the game looks amazing now and runs stable in my potato pc

>> No.9997659

>>9997650
It's this guy's map >>9997226 using an updated version of Drake. It's like a remix of his Quoth level "ctom".

>> No.9997660

>>9997659
>>9997226
Sweet. Will check it out.

>> No.9997676
File: 3.92 MB, 640x360, mcm_waand.webm [View same] [iqdb] [saucenao] [google]
9997676

>>9997660
It's fun, especially bopping them off with a charged wand.

>> No.9997678
File: 122 KB, 1200x677, r0_239_4684_2883_w1200_h678_fmax.jpg [View same] [iqdb] [saucenao] [google]
9997678

Lego is cool.

>> No.9997679

>>9997676
Yeah the ogre flying off in the first webm made me lol irl. That is what made me want to try it.

>> No.9997684

>>9997013
>why japanese letters in a greek kind of thing?
Because uncultured fucks think waifus were invented in Japan by Matsuhide Waifu in 1957 when he couldn't get laid, instead of being a recurring element of human behavior throughout history. It's an appropriate juxtaposition, from my perspective.
Plus, I didn't know what the fuck a Pygmalion was until anon explained it, so I liked learning something new.

>> No.9997685
File: 789 KB, 1920x1080, munch.webm [View same] [iqdb] [saucenao] [google]
9997685

>> No.9997687

>>9997685
They don't bite, they just wanna play.

>> No.9997691

>>9997026
>that spoiler
Knowing that niggas like ViolentBeetle contribute to /vr/ projects, I'm not too surprised. Definitely impressed with the turn-out, but there are some straight-up workhorses ITT, fr fr.

>> No.9997692

>>9997685
It's always been so hard to read the ZDoom alt hud at a glance. Especially when it's a mod that adds 50 new ammo types.

>> No.9997702

>>9997502
Need SLADE.

>> No.9997735

>>9997684
>Because uncultured fucks think waifus were invented in Japan by Matsuhide Waifu in 1957
wat?

>> No.9997793
File: 39 KB, 640x480, 1672883946434566.jpg [View same] [iqdb] [saucenao] [google]
9997793

>>9997685

>> No.9997813
File: 368 KB, 1280x720, 0123.jpg [View same] [iqdb] [saucenao] [google]
9997813

>>9997226
>tomb sealed by two droles
Haven't been able to find them, I seem to be missing 7 dudes in total.

>> No.9997824
File: 500 KB, 1920x1080, Screenshot_Doom_20230619_173039.png [View same] [iqdb] [saucenao] [google]
9997824

>> No.9997830

>>9997735
it's joke

>> No.9997846
File: 957 KB, 1920x1080, Screenshot_Doom_20230619_173717.png [View same] [iqdb] [saucenao] [google]
9997846

>> No.9997854

>>9997846
>water has a billion hires sprites
>iron lich has like 50 lowres sprites
poor lad

>> No.9997859
File: 1.03 MB, 1920x1080, Screenshot_Doom_20230607_001551.png [View same] [iqdb] [saucenao] [google]
9997859

>>9997854
super reflective water

>> No.9997901

>>9997526
It's obviously more efficient to practice a map using savestates until you're able to beat it in one run than it is to just keep trying without savestates over and over until you beat it, especially for a long map.
If you do the latter, you end up spending more time than necessary playing the initial parts of the map over and over.

>> No.9997910

>>9996220
i remember that doom mod that all textures/sounds are jpeg compressed back in 2007, shame is lost forever.

>> No.9997915
File: 101 KB, 640x480, Screenshot_Doom_20230619_181244.png [View same] [iqdb] [saucenao] [google]
9997915

i am making my first map evar
will post it here when i finish

>> No.9997959

>>9997558
>hellforged
man, that mod got so much traction in its art/sprites

>> No.9998018
File: 2.67 MB, 1024x550, 1685346540191146.webm [View same] [iqdb] [saucenao] [google]
9998018

>>9997915
looking good already

>> No.9998059

Can you put a cap on how many of a single object can be spawned in MBF21?

>> No.9998125
File: 229 KB, 680x410, 1660153914348862 - Copy.jpg [View same] [iqdb] [saucenao] [google]
9998125

>>>/wsg/5146754
>Hold the BFG fire button to use 50% more cells and deal 50% more damage
This actually works better than I thought it would. Just gotta make the beeps a bit more crunchy. Might not put it in the base mod (needs more playtesting), but I'll definitely keep it as an addon.

>> No.9998139
File: 2.05 MB, 720x480, 1677292334789936.gif [View same] [iqdb] [saucenao] [google]
9998139

>>9998125
>babel updates
fuck yea

>> No.9998154

>>9998139
Current change list is basically the following
>made BFG give 60 ammo
>made BFG shots noclip until close enough to hit because nobody likes getting cucked by walls (doesn't work on floors sadly)
>charge up BFG? Maybe as an addon
>fixed archvile monster count issue
>fixed Revenant crash with auto-level tracers, null target
>fixed Arachnotron potential crash will null target (never managed to trigger it but it's patched now)
>fixed Cacodemon crash when dodge tracers fail to spawn in VERY rare cases
>Barons cannot clap multiple times in a row for balance purposes
>Made Pistol very slightly better (15, 17, 20 damage per shot now, more pain chance on smaller enemies)
>Made Pulse Rifle ~16% better (25, 35, 45 damage per shot, numbers still being tweaked)
>Plasma projectile death frames are 40% faster for players and enemies (better visibility)
>Cacos don't shoot back after dodges when afraid (slight nerf)
>Explosions cause blood like hitscans (toggleable)
Still adding and tweaking some stuff. I'm using Obsidian maps to stress test the mod in high-enemy-density situations. Honestly, holds up better than I would have thought when the game starts throwing five dozen hell knights and mancubi at you at once.

>> No.9998159

>>9997910
*2017
my bad

>> No.9998176

Question: Is GZDoom capable of system shock-esque games? I'd be interested in fucking around with mapping something like that.

>> No.9998182

>>9998176
Funny you say that. One fucking madlad made a System Shock style gameplay mod years ago, and was in the process of making an updated version of it that looked incredible.
Sadly he fell off the face of the earth, so all we have is his first version:

https://youtu.be/86_IHUiKpyc

>> No.9998189

>>9998182
That's fucked up.

>> No.9998191

>>9998189
It's sad more than anything, but sometimes the most brilliant modders just vanish into the ether, like the dude behind Project MSX. I'm still convinced that dude was a time traveler.

>> No.9998204

>>9998176
>>9998182
There's also SysDoom Shock
https://www.youtube.com/watch?v=Xr2itrhWEMU

>> No.9998212

>>9998204
That also looks fantastic.

>> No.9998234

Test

>> No.9998240

>>9996370
Not yet but I'm willing to bet two quad damages warp will be harder. What say you?

>> No.9998241

>>9998182
>>9998204
im also surprised no one has tried putting the SS2 weapons or enemies in the game yet

>> No.9998242

>>9996616
Oh yeah I should finish reliquary thanks anon.

>> No.9998272

>>9997091
try to not run off stairs until you get used to the movement, it helps.

>> No.9998279

>>9997091
Terminals get a bad rap. It's a fluid way of telling the story without totally taking you out of the game. Talos Principle does it well too.

>> No.9998281
File: 30 KB, 788x358, Kohlscash.jpg [View same] [iqdb] [saucenao] [google]
9998281

Doom 64 on PC is fye fye cash muny

>> No.9998291

>>9998125
Very nice. Also, make beeps ramp up in pitch, kinda like doom3 bfg.

>> No.9998362

>>9998279
I don't mind it because it makes sense for AIs to interact with you through terminal interfaces.

>> No.9998412

>>9998291
Yeah I'm still trying to get the audio right. It's always the hardest part for me, I'd almost rather do more sprite work.

>> No.9998439

>>9998182
anyone got a working link to this mod?

>> No.9998513

>>9993090
That's pretty great anon. Blends really well into the skybox.

>> No.9998532

>>9997273
>>9993235
Also announcement video: https://youtu.be/svc9GUx-ywA

>> No.9998556

>>9997685
five little monkeys jumping on the bed...

>> No.9998562

>>9998532
Ah, so that's where the secret level in abysm 2 was taken from, RotT

>> No.9998573

>>9997813
It's the 2 that appear when you press the button to open the last building. They're in your face and you have to kill them. Might be a bug but not one I encountered.

>> No.9998579

>>9997435
>I would say so, yeah.
Good. It's weird that nu-Apogee didn't recreate a proper shareware version of Rise of the Triad by offering full version of Hunt Begins. You would assume since their current marketing is "we're real 3D Realms, even though our company was created in 2008 and that doesn't make much sense", it would be natural to lean into nostalgia this way. Oh well.
>>9997439
>the MIDI recordings are just .OGG files anyway so you can easily replace them
Not surprising, to be honest. I think it works the same with Fresh Supply. No idea about DOOM 64 and Quake.
>>9997565
>>9997593
>then I tried playing the demo and it failed to start.
Fellow potato setup anon, I see. lol
>>9997678
Neat.
>>9998176
Immersive sims are very difficult to develop though.

>> No.9998597

>>9998579
>Immersive sims are very difficult to develop though.
They are, mostly because building organic puzzles and physics is hard. But System Shock wasn't quite there yet.

>> No.9998640

>>9998562
It didn't dawn on you from the level design and that the music was by Lee Jackson referencing his own music?
https://www.youtube.com/watch?v=c__HFN-fFpY

>> No.9998651

>>9997026
>>9996806
what will happen if the maps available reach 32?
will some maps be left out for a potential sequel project?

>> No.9998696

>>9997813
I played through it again and it just works
What source port are you using? It was developed on quakespasm so it should work best with that. Are you using the version of drake I linked in the document?
Can you write a "developer 1" command in the console, restart the level and tell me if you get any warning messages?

>> No.9998725

>>9998640
No, because I never played RotT in the first place

>> No.9998728

>>9998651
Pretty sure it's possible to put more than 32 maps in a wad

>> No.9998730

>>9998651
We're using MAPINFO to properly name and credit maps, so we're not limited to 32 maps, and I don't think there is a port that does support umapinfo without also supporting 32+ maps boom wads. However, that map count implies that everyone manages to finish and submit their map, plus a couple more maps to get to 32, so we shouldn't have any problems.

>> No.9998734

>>9998597
>But System Shock wasn't quite there yet.
Maybe. I think it's still worth to be caution about. It might feel like "it's not there", but creating something like that nowadays would likely still takes a lot of effort.
That's not me discouraging though. Absolutely not. I can do this only to myself. Go for it. Do it. Have fun and create some good shit.

>> No.9998745

>>9998439
There seems to be a working link in part one of this guy's series:

>> No.9998746

>>9998439
>>9998745
I fatfingered the keyboard.

https://youtu.be/HK7F47kXo1E

>> No.9998772

>>9998730
Will it be like in D2TWID where a map can only be accessible through IDCLIP because they didn't manage to make it like the ports had added Betray?
Or will it be like traditional level progression but you just skip 31 and 32 and reach 33 after 30?

>> No.9998805
File: 24 KB, 1056x608, NEWS.png [View same] [iqdb] [saucenao] [google]
9998805

>>9997013
I will not tolerate such a foul language directed at lady as graceful and virtuous as Daina. Refer to her buttocks as glittering peaches from now on only, you can have the ponyphiliac for breakfast though

Don't worry, some peaceful days granted, I'll make effort to conjure something any waifuist could channel into

>>9997114
Yeah, I was kinda overthinking with sense of grandeur

>>9993235
Added full subtitle, attaching new news pic and archive with lumps and project files
https://files.catbox.moe/1nfs0r.zip

>> No.9998807

>>9998805
On second thought, I made news pic a tad too big. Oh well

>> No.9998835
File: 440 KB, 1232x1788, 29b.jpg [View same] [iqdb] [saucenao] [google]
9998835

>>9993234
Are you around here Chop? It's fine if you're feeling a grudge or something for caustic feedback you were getting, but this silence is kinda worrying. Leave a response.

>> No.9998838
File: 86 KB, 334x443, 87af81f59e588d0320f4351e804893aa.jpg [View same] [iqdb] [saucenao] [google]
9998838

>>9998772
I guess I could keep 31 and 32 with the mapinfo as the secret maps, but yeah, all maps will be played one after the other without any cheat needed. D2TWID couldn't due to vanilla-compatibility.

>>9998805
I really like this m_doom, and I guess if nobody proposes another titlepic, I guess we'll go with the greek marble waifu.

>> No.9998859
File: 2.13 MB, 1600x900, 54c9d5e421254f0a9a1ac49a98fbed67.png [View same] [iqdb] [saucenao] [google]
9998859

>>9998838
>and I guess if nobody proposes another titlepic
I've just got an idea, how about putting one of those CGs from visual novels, something like a school corridor? VNs are in close association with dating simulators for thematic reference. I guess you could also find some pictures of sakura trees alleyways.

>> No.9998860
File: 212 KB, 1280x870, 0c11131346610207888477ae311e76e3.jpg [View same] [iqdb] [saucenao] [google]
9998860

>>9998859

>> No.9998862

>>9998860
And of course I forgot about doom palette, this pic would get crushed.

>> No.9998874

>>9998838
>I guess I could keep 31 and 32 with the mapinfo as the secret maps, but yeah, all maps will be played one after the other without any cheat needed. D2TWID couldn't due to vanilla-compatibility.
Does this still work even if there's like 40 maps?
Because i just recalled whoever hinted wanting to make a Fox Mccloud map.

>> No.9998940
File: 38 KB, 680x455, d76.jpg [View same] [iqdb] [saucenao] [google]
9998940

>>9998838
this should be the titlepic

>> No.9998970
File: 104 KB, 320x720, vn_tpic_conc.png [View same] [iqdb] [saucenao] [google]
9998970

>>9998859
>>9998860
>>9998940
Palletized these to see how they looked.
Cherry blossom road is chunky as fuark with the pink/purple colors, as expected.
High school hallway image is a little too wide, so I couldn't properly frame it while centering the hallway.
And sadly, the dakimura pic has an issue with the candle shadow on the girl's face, which would need to be hand-edited.

>> No.9999007

We're going with the idea that the splash screen is doomguy defending his dakimura from demons right?

>> No.9999009
File: 25 KB, 320x240, titlp.png [View same] [iqdb] [saucenao] [google]
9999009

>>9998970
10000 hours in paint

>> No.9999012
File: 177 KB, 1280x720, 83917.jpg [View same] [iqdb] [saucenao] [google]
9999012

>>9998859
If we go along with that, make menu options into typical vn stylized choice prompts, with difficulty settings being dating spots and activities: easiest being a Park Bench, hardest - Mountain Hiking, Far Voyage or Australia Tour. Nightmare should be set to Amagami Challenge. Other cliche settings are Planetariums, Aquariums, School Roofs, Cinema Theaters, Waterparks and Beaches.

>> No.9999014

>>9998970
Just squish the hallway pic, if it's too wide. Even basic garbage like paint has image resize

>> No.9999024

>>9999012
>difficulty settings being dating spots and activities
Unless you've got a solid set of locations to suggest, I think this one's a little too nebulous. You could just as easily use personality archetypes (e.g. Deredere -> Kuudere -> Tsundere, but I have no clue if Yandere should be the ITYTD or Nightmare setting.)
Altho going along the lines of your idea, I like something like "First Date", "Holding Hands", and "Love Hotel" for escalating levels of intensity.

>> No.9999029

>>9999024
I'd like the second set there as long as Handholding is Nightmare.

>> No.9999115
File: 4 KB, 190x105, diff.png [View same] [iqdb] [saucenao] [google]
9999115

>>9999029

>> No.9999126

>>9999115
I rather remove sexual violence and move love hotel down

>> No.9999131

>>9999126
Move them all down and make "Fanservice" the new ITYTD.

>> No.9999132

>>9999126
Okay, that's a good excuse to put "Hot Springs Trip" after "Beach Episode".

>> No.9999137

>watching playthrough of hell revealed map 22 on youtube
>it's a big box (with some other boxes in it) full of endless slaughter spam with 10000 ammo and health packs arranged in straight lines everywhere
wow... so this is level design...

>> No.9999145

>>9999137
Now watch the meme dross such as Nosp, Nosp3, or Junkfood

>> No.9999156

>>9999137
Well the wad is from 97.

>> No.9999158
File: 89 KB, 1280x720, 1473751330692.jpg [View same] [iqdb] [saucenao] [google]
9999158

>>9999137
It's called slaughterSHIT for a reason. Notice how no one ever says "mazeshit" or "keyhuntingshit" or "combatshit" or "explorationshit" or "doomcuteshit" or "urbanismshit" or even "revenantshit".

>> No.9999160
File: 140 KB, 1200x1200, 1676814112166475.jpg [View same] [iqdb] [saucenao] [google]
9999160

>>9999145
>Junkfood
>mfw
I approve of the descriptor "dross".

>> No.9999192

>>9994701
>>9995615
Gratifying to hear. I wish i had the time for quake mapping, but i barely have the time for playing.
>still two unplayed levels of violent rumble sitting there waiting

>> No.9999196
File: 117 KB, 900x1273, 0h4v49qrrw851.jpg [View same] [iqdb] [saucenao] [google]
9999196

>>9996806
Hi, here's the new release of my Chiaki map. I don't think I'll be making any more edits, except to fix bugs.

Title:
Trapped By the Ocean Scent

Music:
DEMON.MID by Taw Tu'lki

Download:
https://files.catbox.moe/dvnnf8.wad

Brief list of changes:
- Changed map name
- Fiddled with the balance. Fights should now be (marginally) easier
- Difficulty levels introduced
- Revamped the visuals somewhat
- Added some more secrets
- One custom texture added, CHIAKI1 (When playing, please first load otex_1.1.wad and then my map so the texture works properly)

>> No.9999204

>>9999158
There is huge difference between 90s vintage slaughter, scythe 2/kama sutra influenced slaughter, sunder influenced slaughter, and slaughter lite. Ones that usually whine about slaughtershit can't see difference between hell revealed and eviternity. Then there are the shit players who seem to think that btsx and ancient aliens are slaughtershit.

>> No.9999221
File: 12 KB, 1056x608, test.png [View same] [iqdb] [saucenao] [google]
9999221

>>9998805
>>9998970
have you even rendered this logo too? because the letters might look washed out with the palettes and that requires "a lot of hand-editing" too. the heart from the background is supposed to be broken or something? i know there's a heart but idk what's the rest, lower the glow effect from the japanese letters just a bit to make the background more noticeable, because i can't figure out what it is

also the middle one looks okay, cute enough for the interpic

>> No.9999254

>>9999196
The cave secret is very cute, liked it a lot. The early backpack makes the map much easier, and relocating the soulsphere, in my opinion, is a good choice you will never convince me doom platforming isn't dogshit.
But something broke in GZdoom, the PE room fight didn't spawn any enemies.

>> No.9999260

>>9994171
mcm: cool map, but damn those dragons wreck my shit. the hook + open arena is a good trap.

>> No.9999272

>>9999260
thank you for playing
I do not know what trap you are talking about however

>> No.9999303

>>9999272
>what trap
Only the allure of exploring with the hook, under-powered.

>> No.9999305

>>9997658
Wait, isn't it basically just a preset of settings?

>> No.9999314

>>9999204
>yeah so this shit is a bit runnier than this other shit, so people who don't like to eat shit can't even tell the difference!

>> No.9999369

>>9999314
If the slaughter haters actually played Doom 2 on uv, they would realize that most of it could actually categorize as slaughter. Hell, map16 throws 100 monsters at you same time, most of them being mancubuses, arachnotrons and cacos. Hell, even the end of e1m6 could categorize as slaughter.

So, the sad truth is that, if you don't like even a one subgenre kind of slaughter, you didn't actually like to play this game to begin with. Or you played the original hntr and now try to larp a hc player by uving everything. Protip: All maps are more slaughtery on uv.

>> No.9999403
File: 225 KB, 564x654, fillherup.png [View same] [iqdb] [saucenao] [google]
9999403

Found a better skin tone flats
Not long till the main art is done, then I'll scale it up and start the gameplay part

>> No.9999425

>>9999007
I'm one of those who wants that proposal for the titlepic because it's really fucking good instead of going with something bland, but unfortunately we need artists for it

>> No.9999450

>>9999403
good lord that shading looks amazing
how did you even

>> No.9999458

>>9996806
I'm the one who claimed "other animal", it ended up as the Rainboom map.

>> No.9999496
File: 84 KB, 955x655, pte_motherfucker.jpg [View same] [iqdb] [saucenao] [google]
9999496

>>9999458
https://desuarchive.org/vr/thread/9954960/#9956610
>You promised to dedicate it to the purple alicorn, buddy, what's the deal?
>Wasn't me.

>> No.9999516

>>9999369
>he thinks slaughter is defined solely by the amount of monsters
lmao, maybe you should try to cope less

>> No.9999520
File: 132 KB, 709x930, Screenshot 2023-06-20 175221.png [View same] [iqdb] [saucenao] [google]
9999520

there has got to be a better way

>> No.9999527

>>9999520
To see what textures have been used? I think Doomtools supports that.

>> No.9999531

>>9999527
No, just importing them. To find out which textures have been used I've just been opening the map without OTEX included as a resource, then looked at the analysis using F4 then just writing down each texture the tool says is missing/unknown.
Then for each one I have to go into the OTEX wad + texture editor with SLADE, find the texture, export it to the archive, then copy it across, then update TextureX.
It's such a fucking ballache. Why doesn't UDB have a thing where you can just export all the texture/resources used into the map's wad?

>> No.9999536

>>9999516
Back to /v/ with baits or learn to argue.

>> No.9999548

>>9999403
Nice

>> No.9999550

>>9999531
>No, just importing them.
That's also something Doomtools does.

>> No.9999556

>>9999531
Copy all graphical lumps into map was along with pnames and textures lumps. Then run maintenance to remove unused flats textures and patches. Then start swearing angrily because some animation got deleted.

I heard doom tools might have something for this too, but I found out about it after I needed anything moved.

>> No.9999563

>>9999536
Post an argument first then if you want to argue.

>> No.9999573
File: 27 KB, 911x349, 1676320173488808.png [View same] [iqdb] [saucenao] [google]
9999573

>>9999531
like others have already said, try DoomTools, it has these utilities for texture management

>> No.9999586

>>9999516
It's an interesting thing that I think Cyriak or somebody was talking about not that long ago, that you can give a slaughter experience with a very low monster count by focusing on the environment design.

>> No.9999590

>>9999516
>>he thinks slaughter is defined solely by the amount of monsters
Yeah, it’s clearly defined by anything I don’t like.

>> No.9999597

>>9999550
>>9999556
>>9999573
Ah, you beauties, thank you.

>> No.9999603

>>9999369
>they would realize that most of it could actually categorize as slaughter
If Doom 2 is slaughter, so are Ancient Aliens and BTSX. Way to contradict yourself.

>> No.9999609
File: 59 KB, 264x313, fuck you and fuck your marker.jpg [View same] [iqdb] [saucenao] [google]
9999609

>>9999496
I'm personally glad there only one [REDACTED] map, in the interest of preventing over-representation. But it should have been Derpy.

>> No.9999616

>>9999609
Then make Derpy map. What's stopping you?

>> No.9999628
File: 737 KB, 1920x1080, Screenshot 2023-06-20 132243.png [View same] [iqdb] [saucenao] [google]
9999628

>>9999616
She's not my waifu, but she is rightful /co/ clay.

>> No.9999664

>>9999603
>If Doom 2 is slaughter, so are Ancient Aliens and BTSX
Well yes, this was my exact point. Criticizing AA and BTSX for being fully slaughtershit (safe for few more obvious slaughter maps) while ignoring the slaughterness of the base game, would be hypocritical. Why criticize the wads for being just a slightly more difficult or identically difficult as the base game, if criticizer lacks the skill to beat the base game itself?
You seem quite emotionally invested in this. Calm down, my boy. This is just a fun banter.

>> No.9999682

>>9999664
>you suck at doom because of nonsensical argument I made up
>fun banter

>> No.9999724

What would make an FPS boss actually fun to fight?

>> No.9999731

>>9999724
Not being in a fucking arena.

>> No.9999736

>>9999731
but they put a lot of work in that boss, so you are going to be locked into an arena whether you like it or not

>> No.9999754

>>9999682
But anon, it's okay the suck at Doom. If you don't like hard wads, don't play them. Increase your skill by playing the wads that you can. Don't judge a work of an art to be shit, just because you are not (yet) ready to complete it. You can do it some day.

And yes, calling out players for being bad at game was the usual and fun banter back in the day. It didn't mean that we would each others guts. I don't hate you. I just want you to be less n00b.

>> No.9999771

>>9999724
cyberdemon in a labyrinth

>> No.9999786

>>9999754
I have to say you're a very good troll
You "win"

>> No.9999787 [SPOILER] 
File: 294 KB, 1600x900, 49520_screenshots_20201114000822_1.jpg [View same] [iqdb] [saucenao] [google]
9999787

>>9999724
Obviously not retro because good FPS boss fights are essentially non-existent, but unironically Borderlands 2. Ancient Dragons and Master Gee are pure kino, Hyperius and Pyro Pete are pretty fun as well, and Voracidous is the most unfair and ballbustingly difficult piece of shit yet he's still fun once you learn how to fight him, even though most of the times you will die anyway.
Basically MMO mechanics gimmicks. Do X to start dealing actual damage, walk there, don't stand here, dodge this. Most important all of this should be doable in first person perspective and these effects should be clearly readable, i.e. there should be a clear feedback when you're doing something right/wrong because most likely those mechanics are not something you use in regular combat.

>> No.9999797
File: 175 KB, 589x340, 1682123595751705.png [View same] [iqdb] [saucenao] [google]
9999797

>>9999787
I don't think I've ever seen a legitimate kill of master gee so I have no idea what his mechanics are like lol.
I would love to see a doom mod that is just a raid boss.

>> No.9999801

>>9999724
make them beg for their lives!

https://youtu.be/gYdIXreFs6I?t=1344

>> No.9999805

>>9999786
I'm just obsessed with doom and borderline autistic.

>> No.9999812

new thread whendo

>> No.9999817
File: 1008 KB, 1200x1200, file.png [View same] [iqdb] [saucenao] [google]
9999817

I literally can't fucking escape it.

>> No.9999826

>>9999787
Being able to force the player to move or engage a boss in certain ways is totally doable, I think.

>> No.9999832

>>9999805
It's not borderline autistic to defend your interests. At the end of the day Scythe 2, Speed of Doom, Sunder etc. are great wads and nothing a person on 4chan can say about them could ever ruin them.

>> No.9999835

>>9999496
There was another map on that list that was specifically for the purple one, that was removed from the list.

>> No.9999843

>>9999817
EAT IT!

>> No.9999916
File: 248 KB, 1094x315, i am so fucking mad.png [View same] [iqdb] [saucenao] [google]
9999916

>bring up deathstrider to complain about the crashes
>ever since then another anon keeps flexing his blissful experience with it
>never solve the problem myself
i hope you are having fun

>> No.9999990

>>9999916
What crashes are you having? For me it only crashes when i try to carry the merchant

>> No.9999994

>>9999916
>>ever since then another anon keeps flexing his blissful experience with it
>map15 of Eviternity without magic
I mean it works but I’m not sure how “blissful” it is…More importantly, very bummed you can’t play it. Is this even after going full “scorched earth” with a new Gzdoom install and a portable config?

>> No.10000009

>>9999916
Can you refresh my memory on that? Are you talking about those random freezes? The best way to debug that sort of stuff is to run the mod with nothing else. My money is either on Nashgore or Pandemonia IIRC, or some weird interaction between the three mods, but it's going to be impossible to debug it without trying to isolate the source first.

>>9999990
Screenshot the console if it's a vm abort.

>> No.10000095

>>9998838
whens the release btw, arent we past the og date

>> No.10000101

>>10000095
i think he said 30th

>> No.10000129

>>10000095
Extended to June 30th. Around a dozen maps needed more time to make it to release, and people who already finished can use this time to get more feedback should they ask for it/want it.

>> No.10000142

speak of the devil, I may as well share my first impressions on deathstrider after finishing HMP plutonia
Pandora's box is... annoying. As far in the wad as it showed up dying was no longer a threat but half the budget went to armour repairs because from that point onward there was literally always an imp or shotgunner onscreen doing chip damage during any shopping or reloading
And I'm not entirely sure what the point of the majestic revolver is. 6 shots doesn't exactly sell a lategame weapon when the imperator does similar damage and doesn't have a delayed double action. Either there's some esoteric alternative function related to the battery it uses I missed or it's a challenge weapon for dicking around with a six shooter when you could be using high capacity laser weapons

>> No.10000150
File: 14 KB, 393x173, finna backflip out the winder.jpg [View same] [iqdb] [saucenao] [google]
10000150

>>10000009
random freezes, yes. i am yet to try and run it with no other mods, since it sounds like a massive slog. hopefully soon, i am just salty and sleep deprived.
it did freeze without pandemonia and nashgore, now that you mention them. i gave it a whirl with a mod list that i assume to be yours, pic telated.

>> No.10000157

>>10000009
>>10000150
shit, not *yours* yours, but based on yours. i assume it to not be less stable with less mods.

>> No.10000172
File: 3.14 MB, 968x634, 2023-06-17 13-37-24.webm [View same] [iqdb] [saucenao] [google]
10000172

Do you guys have any good ideas left for projectiles for my MBF21 mod? I kinda covered anything, but I can't think of anything fun for a monster I don't want to scrap.
With MBF21 I can:
Launch projectile at any angle relative to target's position
>Launch projectiles in any direction dependent on monster's position without accounting for player
>Launch projectiles at offset at the player, but they will not correct its course accordingly
>Make projectiles spawn projectiles without knowing where player is at
>Make projectiles home at arbitrary horizontal turning speed, though I can't control how it changes its pitch (It will do it very precisely)

Attached is an example of a more non-standard projectile behavior (I've reduced it to 6 projectiles as of now).

>> No.10000192

>>10000172
You could have gas grenades or something that explode and leave a damaging cloud behind.

>> No.10000202

>>10000142
The Majestic is a very lightweight rocket launcher that can erase anything up to a shielded hell knight. Just hold the trigger.
Pandora's box is annoying, but I'm gonna make it slightly less so later by making rifts more likely to show up in case you miss the first one. Other than that, it seems to be working as intended.

>>10000150
I'm actually confused by this freeze. I think I fixed something like that recently, but forgot what it was. Please let me know if it happens again with the latest build.

>> No.10000204

>>10000192
Can work as constant blast damage, but I'm not sure it'll be fun and also being constantly blasted feels weird

>> No.10000213

>>10000172
That's mad cool, are you doing this using zscript?

>> No.10000217

>>10000213
No, it's MBF21.

>> No.10000223

>>10000204
If you make the attack infrequent or dissipate quickly it could work.

>> No.10000226

>>10000172
An enemy spawning a slow projectile somewhere on your side, aimed at you.

>> No.10000237

So question, is the super revenant in ad mortem an original or from somewhere else?

>> No.10000238

>>10000237
It looks like an edit of a Heretic monster.

>> No.10000258

>>10000226
I didn't understand the post.

>> No.10000293

>>10000258
projectile does not come from monster, but it spawns somewhere closer to the player

>> No.10000320
File: 57 KB, 1554x788, projectileFromSide.png [View same] [iqdb] [saucenao] [google]
10000320

>>10000258
>>10000293
Yeah, pretty much.

>> No.10000421

I have a M_DOOM proposal for the waifu project, but I guess i'll wait until the next thread.

>> No.10000439

>>9998835
I'm in contact with Chopblock. He said he got a 3 day ban so that's probably why he wasn't responding. He's working on weapon sprites and a final boss that I have to convert to DeHackEd. I'm not gonna give an ETA on his behalf but it shouldn't be too much longer.

>> No.10000453

>>10000439
What's he writing the boss's code in?

>> No.10000457

>>10000453
DECORATE. I'm helping him make sure that what he designs works in MBF21 as well.

>> No.10000462

>>10000457
I hope you're converting it to Decohack, it would be way easier.

>> No.10000467

>>10000462
Decohack is the tool that converts decorate to dehacked...

>> No.10000480

>>10000462
Yeah I am, I don't think there's any other way to work with MBF21 yet aside from editing the .deh manually. I've done all of the existing dehacked work for 94p in Decohack so I can convert it pretty quickly once he makes it.

>> No.10000485

>>10000480
Makes me wonder why he can't do it himself, because the two languages are nearly identical.

>> No.10000491

>>10000439
If you need anything, message me (ViolentBeetle) on Doomworld or something. I've been making monsters for months now.

>> No.10000502

>>10000485
They're not exactly identical, some formatting is different and the general functionality is very different. He's more experienced with Decorate and I'm more experienced with Dehacked so working together has been going pretty well.
>>10000491
Thanks. I might just take you up on that since this final boss will need a bit of figuring out.

>> No.10000589

>>9999597
>run DoomTools to export the texture list and export the textures from OTEX to the WAD
>open wad without the OTEX file
>a couple of dozen textures are missing
aaaAAGGH

>> No.10000609
File: 442 KB, 798x733, Screenshot 2023-06-20 233801.png [View same] [iqdb] [saucenao] [google]
10000609

>>10000589
>manually add them to patch & texturex tables
>load in map
>no longer unknown
>but all look like this
why must this be so difficult

>> No.10000613

>>10000009
>Screenshot the console
Nothing shows on the console and if i close it just takes me to the menu

>> No.10000646
File: 419 KB, 869x711, Screenshot 2023-06-20 235144.png [View same] [iqdb] [saucenao] [google]
10000646

>>10000609
>restore backup wad, try and fix things one texture at a time
>go with that particular one - add to PP section, add to patch table
>load map in UDB - corrupted
>go back to SLADE, move texture to FF section, add to patch table
>load map in UDB - not recognised
>delete texture from in SLADE, decide I'll have to pick a new one
>load map again in UDB
>pic related, works fine now
TO WHAT END

>> No.10000672

>>10000613
Okay let me rephrase. What happens when it crashes upon picking up the merchant? Is it a hard crash to desktop or a VM abort where the game stops and the console spits out some shit like
>vm execution aborted: tried to read from address zero
but without closing GZDoom itself? Assuming that even happens anymore, because I recall fixing a VM abort with the merchant recently.

>> No.10000694

>>10000646
so as far as I can tell this is some consequence of me using some flats as textures and vice versa.
Then why does it let you use textures/flats interchangeably if it's going to fuck with shit? Why is this all so fucking confusing?
I'm giving up for tonight if I keep trying to fix this this late I'm going to have a fucking aneurysm.

>> No.10000708

>>10000672
>I recall fixing a VM abort with the merchant recently.
Yeah that was it, you released the fix one day after a downloaded the mod. I got the most recent version and its working fine now.

>> No.10000754
File: 69 KB, 273x424, Sadlma.jpg [View same] [iqdb] [saucenao] [google]
10000754

>>9998696
>Are you using the version of drake I linked in the document?
Ah fuck.
I've been running it through the wrong "drake" install this whole time, I have both an older version of it and "drakebeta2021" installed and got them confused.
>>9998154
Oh shit that's some interesting changes, and yeah your weapon changes hold up real well when shit hits the fan/gets real nuts.

>> No.10000791

>>10000172
Shootable, destructible projectiles.

>> No.10000805
File: 131 KB, 526x393, live deuteronomy reaction.png [View same] [iqdb] [saucenao] [google]
10000805

>page 10
>no new thread

>> No.10000808

>>10000805
this is the last doom thread, goodbye everyone.

>> No.10000812

>>10000808
/thread

>> No.10000816

>>10000805
Doom is dead.

>> No.10000817
File: 137 KB, 816x977, c832a4d431335bf7a313b76fbf77e8d7.jpg [View same] [iqdb] [saucenao] [google]
10000817

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9993234

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 [Embed]
https://youtu.be/CGj4gXyCzg0 [Embed]

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.10000821

>>10000817
You fucked up. And you included the [Embed]s too

>> No.10000824
File: 12 KB, 160x160, moyai_1f5ff.png [View same] [iqdb] [saucenao] [google]
10000824

>>10000817

>> No.10000825

>>10000821
Oh god I fucked up twice, too.

Why must this site force you to wait before deleting fml.

>> No.10000826

>>10000818
>>10000818
>>10000818

>> No.10000827

>>10000791
Sounds good on paper, but it will fuck with autoaim, so probably not a good idea.

>> No.10000828

>>10000817
based

>> No.10000830

My fucking sides

>> No.10001251 [DELETED] 
File: 287 KB, 1823x825, Untitled.png [View same] [iqdb] [saucenao] [google]
10001251

First stairs I've ever created and I think they look good

>> No.10001320
File: 192 KB, 613x342, bullets.png [View same] [iqdb] [saucenao] [google]
10001320

>>10000172
slow large projectiles, with a larger aura radius that acts like a damage floor.

Hitting the center inflicts M A S S I V E damage and causes the projectile to disappear.

Being in the radius just causes damage over time while the projectile stays active.

I really want to try a mapset around this concept if it's possible.