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DOOM THREAD / 90s FPS THREAD - Last thread >>7279190

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

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

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz
-Album of infographics with setup information and user content recommendations

Same thing, in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
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/
Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/CldGAahb#yn_8LkRHraywPgKJMp5pqA

== 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/

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

OUR WADS
https://pastebin.com/5sKRiJzS
>>
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=== CURRENT PROJECT ===
500ml of /vr/
BETA, UPDATED:
https://archive.org/details/500ml-vr-halloween-beta
https://desuarchive.org/vr/thread/7041037/#7043379
https://discord.gg/F968y8Wj4x

=== NEWS ===
[1-12] YamagiQ2 testbuild with vulkan
https://github.com/yquake2/yquake2/pull/643

[1-12] Crispy Doom 5.10.0 released
https://www.doomworld.com/forum/topic/67168-crispy-doom-5100-update-jan-12-2021/

[1-12] Shrak unofficial patch released
https://www.celephais.net/board/view_thread.php?id=62008

[1-10] Progs_dump v2.00 released, a dev kit that expands vanilla possibilites for mapping, adds QoL features
https://www.youtube.com/watch?v=gTbkLP3B2FE
https://drive.google.com/file/d/1A3v318I8s4ZtbOsW08ok7nY83mAXdOAX/view

[1-9]500ML updated with a new map for playtesting: >>7274097

[1-9]Quakewulf releases Security Terminal for Quake 2
http://quakeulf.suxos.org/3d/maps/console.zip

[1-8] Woof version 3.1.0 released
https://www.doomworld.com/forum/topic/112333-this-is-woof-310-jan-08-2021-updated-winmbf/

[1-7] Corruption Cards updated to 1.0
https://forum.zdoom.org/viewtopic.php?f=43&t=67939&p=1178053#p1178053

[1-6] Another anon shares a map they made for a larger project (Limit removing, MAP09 slot)
https://www.mediafire.com/file/2ivjew3sw4uipgf/hf09.wad/file

[1-6] Anon shares a WIP map, looking for feedback (ZDoom compatible)
https://files.catbox.moe/yk5fc1.wad

[1-4] Switcheroom 2 released
https://twitter.com/JawsInSpaceDW/status/1345389517637873668
https://www.doomworld.com/idgames/levels/doom2/megawads/swtchrm2

[1-4] Exclusive MacWolf stuff ported to macenwolf
https://www.moddb.com/mods/macenwolf/news/to-hell-and-back-again

[1-3] Hellrider GZDoom mod update.
https://forum.zdoom.org/viewtopic.php?f=43&t=68575

[1-3] La tailor girl updated to 1.77;
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1177677#p1177677

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0/edit?usp=sharing

TO SUBMIT NEWS, REPLY TO THIS POST
>>
Valiant is the greatest wad of all time
>>
>>7284750
What would you rank as some of the worst. These?
https://youtu.be/_ySRz5rjAcY
>>
Alfonzo el creatura....
>>
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>>7284742
John Romero is the single most influential speedrunner of all time.
https://youtu.be/a6j5lLdXISo
>>
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>>7284765
my 15 year old sister has the biggest crush on this guy.
>>
>>7284765
In a way, he's totally correct.
>>
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>>7284768
is there one of these for wads? like a comprehensive one and not just the top 30 or so most well known ones
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>>7284785
>romero imagine balls
>designed schizo
based
>>
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>>7284785
At least Marathon made it in this time
>>
>>7284807
This one didn’t exist until I made it today
>>
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>>7284818
Need the large res version
>>
>>7284743
vkQuake updated
https://github.com/Novum/vkQuake/releases/tag/1.05.2
>>
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>>7284831
Is the Security Officer the most underrated FPS hero of all time?
>>
>>7284772
>handsome family man who makes a show out of his main hobby
Could do a lot worse desu, a lot of teens idolize and get crushes on shitty people.

>>7284785
>faggot gameplay makes faggots
I guess so.
>>
>>7284742
>OUR WADS
Boy, that should be updated.
>>
>>7284860
People keep saying that but no one has as of yet started doing it. When they do it'll get updated.
>>
>>7284772
>>7284851
But he is not a good person. He is narcisstic, abusive and rather autistic if you get close go him. Before he started streaming he was a GE-speedrunner and for some reason that made him better than other people simply because he had times on the board. He would rather talk down to people and belittle them instead of helping them if they did not out-autist him at some extremely specific thing he decided to like. He also backtalks and racemixes.
>>
>>7284875
Sounds like based Karl beat your record or something, speedtranny.
>>
Your mom is a fat bald bitch
>>
>>7284890
It's a Romero quote you turd. Suck it down.
>>
>>7284890
That bitch pushin' at least 220 LOL
>>
>>7284898
Source, please.
>>
>>7284901
Who, Caleb? He is around 6'2" so probably.
>>
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>>7284807
there's this but it could be better
>>
>>7284898
Drink it down like your mom does those 40 oh zeez. That fat nasty cunt
>>
>>7284875
>He also backtalks and racemixes.
Rent free.
>>
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>>7284912
Are you drunk?
>>
>>7284913
I missed that part the first time I read it, haha.
>>
>>7284905
UMMMM UHH UM UHHHH *fumbles notepad full of romero-themed comebacks*
s-suck it down... bitch!
>>
>>7284916
Not as drunk your mom, bitch LOL
>>
>>7284850
Without a doubt
>>
https://www.youtube.com/watch?v=4uHwUbHt2Bk
>wah wah cover is satanic
Why are people like this?
>>
>>7284742
>altering the OP to say 90s FPS instead of Retro FPS like it used to say
Yep, it's a fake thread courtesy of alf and the discord socialist gang.
>>
>>7284926
I prefer drink my knob. The schizo anon somehow conflated this and drink my knob into "drink it down." Embarassing.
>>
Real talk.
In E1M2 of Doom, am I supposed to know to shoot that wall to open up the other half of the secrets in the level?
Most of them seem hidden the way I like, such as discolored walls, an area of wall separated by 1 or 2 metal pole things indicating it's a sliding door but still colored like a wall. A button behind a pillar facing the corner.
I'm trying to determine if it's a game that has secrets like Wolf3D. I know Wolf3D is ancient, so the secrets are literally the same as the wall.
tl;dr, was there an indication of the secret area IN the secret area of E1M2? Or am I just a fucking spaz?
>>
>>7284950
The title is the same as it was last thread, newfag.

Show me when it was changed:
https://warosu.org/vr/
https://desuarchive.org/vr

Take your meds.
>>
>>7284961
You will never be a woman, no matter how much quake 2 content you spam in these threads
>>
>>7284954
You're a spaz but it is a little unclear to the player.
>>
>>7284954
There is none. Imo, secrets that don't give themselves away are the best. In E2M4, there's a secret that you shoot a wall for. The door is initially open until you cross a line and then it closes down. Have to shoot it to open it back up. The only real indication of something being there is if you found the small elevator secret to the left at the top of the stairs behind the red door.
>>
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>>7284963
I'm not the Quake 2 slav.
I shit on trannies constantly.
You are a literal schizo. Seethe, dilate, etc.
>>
Shut the fuck up zoomies.
>>
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added some more feedback for the heat gauge, now it makes distinct sounds as it climbs, and separate sounds as it drops.

>>>/wsg/3752498
>>
>>7284980
Yeah. I'm watching a 100% secrets video now and they're pretty cryptic.
Don't know how the hell people would have found them in the day, but I guess back then you only got 1 or 2 games for Christmas and you'd play the same levels probably over 100 times so you'd find all the ones where you hear an elevator go up or down and then you run back into the room to find it moving, then do it again to get on it. I guess the fun would be knowing that you went to cheatccdotcom to look them up and you knew them and your friends didn't.
You could do that in the 90's. Now you have to make your game last 40 hours or less because Steam makes anything older than 6 months go on sale for half off so everyone has 200 games or more.
>>
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>>7285008
Ok ok, we know you are upset Manrisa. Please stop shitting up the thread.
>>
>>7285013
I think removing all the text but "Oh shit too hot!" would be better. I'm not a kid, y'know? I don't need the text on screen telling me what I can hear and see from the temperature gauge.
>>
Is the level design in all of Marathon so confusing? I keep getting lost.
>>
>>7285028
That's just placeholder/debug shit for my own sake as I bumble through ACS. I'll be stripping it out soon.
>>
>>7284743
Unofficial bugfix patch for Shrak released:
https://celephais.net/board/view_thread.php?id=62008
You now have zero reasons not to play Shrak.
>>
>>7285031
First Marathon has some mazes, but the automap should clear up most of them. Durandal is generally the least maze-y of the three, but has a few larger levels that are easy to get lost in. Infinity is the confusion of both combined. Rubicon's worst is Infinity^2.
>>
>>7285013
Damn, how do you make sound effects like this? Impressive.

Also the text is a bit cringe.
>>
>>7285037
Is Infinity worth playing? Any time I see it brought up it's people talking about how batshit crazy it is.
>>
>>7285034
Based
>>7285036
Check the newspost anon.
>>
>>7285040
See my post above. Just placeholder/debug shit, I try to avoid using text to explain shit whenever possible, cus it sucks. The sounds are ripped from TRON 2.0
>>
>>7284954
Also, for future reference. Look at the map when you clear rooms. Sometimes, even if the textures aren't off alignment, the lines on the map will be a different color which could mean it's a secret.
>>
>>7285052
>TRON 2.0
based game
>>
>>7285052
Nice. Is all the sound work you do just ripped/edited from other stuff or do you ever make your own?
>>
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Did you know that Lost Souls only have three seconds of memory?
>>
>>7285015
Shoot, when I realized there were secrets. I'd just clear the entire map and then begin wall humping. Now, on rare occasions, I do that but with the chainsaw going at the same time.
>>
Just noclip to find the secrets.
>>
>>7285071
Their brain IS on fire.
>>
>>7285073
I think it's funny that wall humping for secrets like that, first with Wolf 3D and then Doom, ROTT etc that by Shadow Warrior it was a meme that the dev poked fun at with Lo Wang's line "OH DAMN I'M RUNNING INTO WALLS NOW" when you wallhump.
>>
>>7285067
Mostly ripped, I kitbashed a "voice" for Arti using Labchirp. I like it a lot better than that fucking BFXR thing. In the future I'm gonna be making my own sounds for standalone games though.

>>>/wsg/3752520
>>
>>7285071
>BoWl oF sOuLs"
>>
THOSE REAL TITS?
>>
Which other retro fps deserve a fifth episode?
>>
>>7285045
Yes, but play it last, and if possible play it shortly after beating the first two so that the story's relatively fresh in your head to get the most out of the writing. If you go in expecting something completely insane you might be underwhelmed, the bulk of the levels are well in line with Durandal just with timeline jumping and a few experimental dream-like levels added into the mix, but it's still very creative despite on the surface being just an expansion-tier update with one new weapon and one new enemy.
>>
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>>7285103
YOU NO MESS WITH LO WANG!
>>
>>7285118
I can't get into Marathon 1 but 2 is really good. I am considering reading a story synopsis for 1 but the lore is massive.
>>
Is it true that the Build Engine has the most painful map editors?
>>
Why is Romero so obsessed with Cyberdemons?
>>
>>7285135
Where did Marathon 1 filter you? Opinions vary a bit, but I'd say that it overall is at its best in the middle of the game (Colony Ship For Sale excepted, which happens to be smack dab in the middle)
>>
>>7285143
They're fucking rad that's why.
>>
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>>7285103
>>7285126
I have been reading a lot about the prototype versions of Shadow Warrior. It is really interesting it went through so many versions to what we got. The earliest is from 1993 and looks like Wolf 3D in a Japanese setting with ninja enemies roaming around. This was the intro. I assume the original hero was going to be this ninja guy. I am glad we ended up with Lo Wang but the earlier versions are fascinating to think about what other possibilities might have been.

This page covers the TEN(!) different Shadow Warrior prototypes from 1993 to 1997:
https://tcrf.net/Proto:Shadow_Warrior_(1997)
>>
>>7285145
Just the overall level design and aesthetic I found inferior to Marathon 2, which felt much more satisfying and better from the get go. I made it to Blaspheme Quarantine I think before I quit.
>>
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>>7285025
Get fucked faggot
>>
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>>7285150
I must concur with this.

Reminder that the Cyberdemon was originally the Harbinger of Doom and had it's limbs chopped off by BJ Blazkowicz with the Spear of Destiny and had cybernetic replacements installed.
>>
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>>7285178
>>
>>7285182
So is hell filled with expert cybernetic engineers or did he just hobble around on one leg until he found some humans willing to make some equipment?
>>
>>7285190
Hell has demonic cybernetic technology. He vows to return to face BJs descendent, which is Doomguy in E2M8.
>>
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>>7285182
The id RPG games are awesome.
>>
>>7285190
It's bethsoft nu-lore who knows
>>
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Been years since I played Deus Ex. Can it be played as a pure FPS? Would I need to cheat and dump points into aiming and shit to be able to play the whole game that way?
>>
>>7285182
That's not canon.
>>
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>still no combine arms update
>>
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>>7285207
?

No, it isn't. It's from the id RPGs, Carmack wrote the engine himself. They were released by id long before Betheada purchased them.
https://doomwiki.org/wiki/Cyberdemon#Wolfenstein_RPG
https://en.m.wikipedia.org/wiki/Wolfenstein_RPG
https://doomwiki.org/wiki/Doom_RPG

You really should play them. They are linked in OP.
>>
>>7285236
As in you never use stealth and just blast your way through every hostile? I wouldn't recommend it. Ammo can be pretty scarce and your aim will be pretty bad early on. The difficulty only affects the amount of damage you take from bullets, turrets, and melee weapons but you still may want to drop it for safety. You could probably still do it with enough patience, but you're going to want to be cautious before you get augments for things like speed and health regen.
>>
>>7285236
You can play without augmentations entirely

https://www.youtube.com/playlist?list=PLqU6VYduIs9IKzzpWWCuClTnFygw3FQnU
>>
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>>7285239
The iD RPGs are official releases and canon.
>>
>>7285165
Yeah, it's really interesting, it was cool to see that the 2013 game took some pages out of it, like the emphasis on using magic.
>>
>>7285249
Well what if I cheat for plenty of ammo and good enough stats that where ever I aim, I hit. Would it be viable playing it as a retro FPS then?
>>
>>7285259
I think you'd miss out on much of what makes Deus Ex special, but yes, you could do it
>>
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What are some must have maps/mods for Shogo?
>>
>>7285182
I always thought that was a goofy idea, because there's demonstrably more than one single Cyberdemon, and they all have the same cybernetic prosthetics.

>>7285256
To me, they make more sense as their own canon.
>>
>>7285279
>tfw no game will ever come close to the level of atmosphere presented by the unreal series
https://www.youtube.com/watch?v=EM9dod8JTpA
>>
>>7285279
my b didn't mean to reply to ya
>>
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>>7285286
S'cool, bro.
>>
>>7285242
Quality takes time. I'll be working on the flamethrowers soon. One I get those sorted out, the altfires will be done for all the weapons, then it's just a matter of figuring out refinements for the other weapons.
>>
>>7285248
Yeah I might. The retcons are impossible to follow though. There was THE cyber demon but in D64 you fight like 2-3 in the same stage. So who knows
>>
>>7285197
It's interesting to see how such a concept wasn't even a thing for a decade or two and then suddenly everyone is saying he's related when the original thing was, he's the player and that's why he never speaks. Just seems like a cheap idea to arouse a fanbase. Funny how people claim these things when this is the game with developers who literally said that plot in a game is like plot in a porno. As far as I'm concerned, doom guy isn't related to anything. He's just some marine that represents you, the player.
>>
>>7285303
misquote but the poster knows I was talking to him.
>>
>>7285303
I think you're absolutely right.
>>
>>7284765
>SPEEDrunner? More like shietrunner.
>>
>>7285376
more like fatnugger
>>
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So I started playing the Dark Forces and I noticed something weird.
Instead of Fusion Cutter I got Wookie Bowcaster.
It acts exactly same as fusion cutter does, with same spread and sequenced shots and everything.
In my inventory it still says I have the Fusion Cutter with proper pickup sprite, the difference is only onscreen sprite.
I have GOG version and haven't modded anything.
Does GOG version inherently comes with such mod?
>>
Any way to copy/paste maps in Doom Builder?

I want to turn Base Ganymede into a Doom 64 megawad since it already lacks revenants/archviles, but I can't open the map in DoomBuilder64. My idea is to copy/paste E1M1 and turn it into Doom2 format so that hopefully that way I can open it in DoomBuilder64
>>
>>7285393
Try switching format and title in map settings maybe?
>>
>>7285376
sneedrunner
>>
>>7285392
Where are you from?
>>
>>7285405
Far north, where bears are
>>
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I copy/pasted E1M1 into its own wad, renamed the map "map01", but DoomBuilder64 won't open it. :(
>>
I wonder if there's a way to mod Doom so all of the levels are one giant level, where usually going into the endscreen would instead be a door that closes behind you and you can't reopen and deletes the data from the previous level, I don't know how intensive Doom can get, but I imagine it might be required.
Then you could have one big ironman of Doom, maybe even make it all on Final Doom and remake the old levels.
>>
>>7284860
>>7284868
yea, the doom v8 should be v20 by now
>>
>>7285471
You potentially can do this. I play doom exclusively on a personal rpg mod and everything is connected into a hub. Have close to a thousand maps in it and the save file can reach close to 100 megabytes in size since it remembers the state of every level. It's like a library of maps with hub levels (that I create) that connects them all.
>>
>>7285471
I'm 100% sure someone already made a super Doom map with all of the maps combined.
>>
>>7285471
That exists. Don't have it offhand.
>>
>>7285471
>>7285498
There's a few of these, there's one which is all of Doom 2's maps stitched together, had some neat things like occasional paths going back to previous levels and what not.
I think there was also one for Doom 1, I think there it was all the levels per episode stitched together.
>>
>>7285392
uh no the gog version does not did you download from some random site?
>>
>>7285268
who is the girl in the middle with the knife in her mouth and the guy shrugging on the left? I always wobdered this when i first saw this deviantart-tier image.
>>
>>7285523
No, just from GOG.
I use DarkForces+, but it doesen't have any mod files - just input configs and GlovePie script.
>>
>>7285536
knife girl is your "rival" Samantha Sternberg who always gets BTFO'd and guy shrugging is most likely Toshiro
>>
>>7285556
Must be early designs, barely look like their in-game portraits.
>>
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look at him go
>>
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>>7285559
Well it's just SD fanart.
>>
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I don't see any way to open Doom wads with DoomBuilder64. It looks like the only way I will ever get to play Doom wads in Doom64 is to rebuild them by hand.

I will at least do Base Ganymede E1M1. I never mapped before, so I dunno how long this will take. Wish me luck, anons.
>>
>>7285589
Ganbatte!
>>
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Why are the texture names different in Slade and the builder?!
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Nevermind, doesn't look like I can import textures from Doom anyway
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>>7285623
That's because textures consist of patches, Ronnie. Open TEXTURE1 and SLADWALL is there, it consists of one patch named WLA128_1
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>>7285268
There's very few but i'm interested in http://web.archive.org/web/20080106112358/http://www.planetshogo.com/legacy/, i can't find any mirrors of these online
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Ah, I CAN use Doom1 textures. This is all I had to do
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>>7285143
When you have to only use Doom 1 enemies, Cyberdemon ends up being the best choice of monster that makes the player rethink how they approach a situation.
>>
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>>7285045
Yes but be ready for one of the most batshit insane level designs in FPS games.
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Only the wall textures loaded, but no Doom flats
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>>7285589
>remaking Base Ganymede by hand for Doom 64
Interesting, I want to encourage this. Maybe you can put your own spin on the levels?
>>
Are there any great WADs meant for fastmonsters?
I started doing UV-fast speedrunning for fun, and now I am hooked to having fast monsters, it honestly feels like the only pro way to play.
While early custom maps and official Doom levels (generally lower difficulty) are okay to play with UV-fast, anything meant to be difficult on UV can be downright killer on UV-fast with shit like firing squads and turbo pinkies.
So are there any levels that are meant to take advantage of the differing gameplay that UV-fast offers?
>>
>>7285670
Mind that they may look really washed out and gnarly when translated to Doom 64's palette.

>>7285695
desu it'd be cooler to see you recreate it with Doom 64's own assets
>>
>>7285698
>>7285589
Ehhh, I'm not for it. It's one thing to remake the original Doom levels to look like D64, but remaking someone else's mod just sounds really creatively bankrupt. I'm not saying you're stealing ideas, I mean creatively bankrupt in that if you're going to modify a user mappack, you would be better off just making your own mappack.
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>>7285543
are you sure, cuz my version from gog has the fusion cutter
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This design is worse than any of the Doom 3 enemy redesigns and you can't change my mind.
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>>7285710
I just reinstalled it and it's the same
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>>7285718
*blows up and kills u*
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>>7285718
Nah, it's great.
>>
>>7285718
I kinda dig it.
>>
>>7285543
Now the question arises, why use a GlovePie script and not darkfoces dehacker?
>>
>>7285669
I looked it up and there are files for it uploaded by monolith, it's just that they're unfinished.
https://www.moddb.com/games/shogo-mobile-armor-division/downloads/legacy-of-the-fallen-files
http://www.gamers.org/pub/idgames2/planetquake/planetshogo/legacy/
>>
>>7285718
you type with a braille keyboard or are you using speech to text? blind bastard.
>>
>>7285743
Except the cacodemon.
>>
How much of a nightmare is it to port very old Marathon TCs coded through lua scripts into modern AO builds? I'm trying to play Morgana's Revenge but it's kinda broken.
>>
>>7285761
I remember playing Morgana's Revenge on Aleph One like 15 years ago. I didn't play much because I thought it was kinda sucky but at least one of my brothers beat it. afaik you just drag and drop the relevant Physics/Shapes/Sounds/Images/Map files in and that should be enough in most cases.
>>
>>7285721
reinstall without df+ or whatever.
>>
How do I get the secret count... and enemy count for that matter to pop up on the hud in gzdoom?
I typed "secret" into the options search and it says "show secret count: on" but I don't see it anywhere? I know I've seen videos where it's in the top right/top left.
Also is there a general guide showing what all the options do for that matter? I'd like to go through them so I don't have to bother you guys here.
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>>7285743
he can suck your dick and caress your balls, how is this not an improvement?
>>
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>>7285782
>hud options > alternative hud > Enable alternative HUD = On
>hud options > alternative hud > Show secret count = on
>hud options > alternative hud > Show Monster count = on
>hud options > alternative hud > Show Item count = on
>>
>my ZDoom shitpost wad made it into the OP
oh god, no, how many other people played it? This is terrible.
>>
>>7285089
It was before Shadow Warrior, Duke Nukem 3D had a special line if you pressed 'use' on regular walls too many times.
UGH, UGH, WHERE IS IT???
>>
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>>7285771
Oh shit that worked. I thought they were mostly unplayable in modern AO builds due to how different the files looked. Now I can play with a far better resolution, control scheme and less jankiness.
>>
>>7285792
Oh, I'm a big idiot.
It displays on the minimap. I thought it would be up on the main screen. No problem then.

Also I was just in New York for Thanksgiving. It was empty due to covid. It was sweet seeing that giant city empty. There were still people but you could cross the road alone, look both ways and see no cars.
>>
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>>7285812
It can be displayed on the main screen. Pic related.
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Problem: I don't know how brightness settings work in Doom 64
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>>7285812
He is literally saying that you have to enable the alternative hud.
>>
>>7281195
Halo 2's cut storyboard stuff had some very cool shit. A shame it never came to be.
I also found this: http://forums.bungie.org/story/?read=68731
Turns out Pre-Microsoft Halo was going to be Marathon 3
>>
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>>7285698
>Maybe you can put your own spin on the levels?
Meh, my own spin will be my total inexperience in the editor. I used to use the Duke Nukem build editor in the 90s as a kid so it's not totally new.
>>7285704
Good idea, I'll only use Doom64 assets. I'm gonna have to spend a lot of time just looking at all of these to learn them and see what they look like, my first instinct was to choose concrete for a brutalist look, and it looks terrible
>>7285707
>remaking someone else's mod just sounds really creatively bankrupt
Oh, it is, and I am. I never made a map before, and at least this way, I don't have to come up with a good design while I learn the ropes. The good design is here, the question is, how do I bring it to life?
>>
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wish me luck, anons
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Figured out brightness (intensity +/-)
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>>7285885
I don't know what I was thinking
>>
>>7285885
CHBrownebeta?
>>
>>7285885
>>7285893
>vanilla weapons against all that
not sure if brave or stupid.
>>
>>7285894
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&start=795#p1119980
is there an update?
>>
>>7285904
No I just apparently have a much older CH without brown enemies. Thanks for bringing this to my attention.
>>
>>7285856
>>7285836
I did. I'm not seeing what that guy sees.
But it's not a big deal. I don't want you guys to sit here and debug for me at 6 in the morning. I'll fiddle with it and look for faqs and google it.
>>
>>7285912
>display options > screen size
>>
>>7285912
You could always use a HUD mod, such as NC-HUD, it lets you configure all that stuff in one menu, it's also a fullscreen HUD which will let you see Doomguy's face.
>>
>>7285912
Alt hud needs to be on even though my pic shows it off. My bad on that one, however, it only pops up on the main screen when you hit the plus sign until you remove the bottom bar. Imo, it's superior to the starting bar.
>>
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The lighting can look super cool
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>>7285929
Simple, but groovy.
>>
Going back to Doom from modern games was no trouble at all. Returning to Doom after Quake is a tragedy.
>>
>>7285953
Eh I've never had a problem admitting I'm not the biggest fan of vanilla Doom gameplay, especially when compared to Build titles. Need PWADS to play it.
>>
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>>7285936
I tried to create the illusion of a cieling light by making the bottom half of the wall lighter. It's hard to tell what is what because there are no numbers, just shades of grey to indicate your brightness
>>
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>Reach the Ancient Spht capital in Marathon 2
>tfw massacring armies after armies
>tfw committing war crimes against the Pfhor is completely justified after reading the Spht terminals and seeing them kill Ticks
>>
I'm recording some footage for another dev diary, nothing new here, I'm just having a little fun while showing off stuff.
>>
>>7285962
this map reminds me of an area you'd see outside a shopping mall, like some little green space next to the parking lot where you let your dog piss and whatnot. i dig it.
>>
>>7285973
Kuchitsu is an excellent mapset. It actually has a level where you come out of a parking lot and you're in front of a convenience store.
Works well for Hideous Destructor too.
>>
>>7285959
https://www.youtube.com/watch?v=FhFPsL3Xi-8
Bob's Big Date feels like it was made to shit on the Doom engine.
>>
>>7285983
I am glad Marathon never became popuylar because these levels looks like straight from Lameduke or Capstone.
https://www.youtube.com/watch?v=V3u2ISng0MU
>>
>>7285993
Gameplay reminds me of System Shock 1
>>
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is someone using 4chanx and seeing every single yt link like this?
>>
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I made a LOT of unnecessary sectors. I gotta start using saves
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>>7286003
Same here, was worried I was the only one.
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>>7286003
I've been using 4chanX for months and they've always been like that for me
>>
>>7286003
Yeah but that's a temporary problem that shows up every so often, it'll go away on its own.
>>
>>7286020
>it'll go away on its own
I don't even remember when it started anymore
>>
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>>7284910
>Swim with the Whales more pleb than Sunlust
>>
Does anyone have an original 1.0 CD-ROM EXE for Jedi Knight: Mysteries of the Sith?
JkGfxMod won't work with the GOG EXE and I have the GOG version.
>>
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>>7284765
>SPONSORED BY PRODUCT BUY THIS PLEASE BUY
no thanks
>>
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>>7286150
i too remember this beloved retro classic
>>
ok...
>>
Is there a lightweight audio mod that just makes the chaingun and plasma not so earrapey?
Bonus points if it also makes the bullet weapons faster, like the pistol in 2048 Units and the chaingun in Valiant
>>
Man how nostalgic are these pictures from 90s FPS games!
>>
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>>7286080
This one?
https://files.catbox.moe/x2jjxv.7z
>>
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When are the best times to save in Thief? I'd rather do one shots after I've beaten it already but I don't want to feel like I'm abusing the system.
I wish I didn't suck ass at stealth games because the atmosphere in this is great.
>>
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>>7284963
The only faggot here its You and your leftypol gang
>>
>>7286290
And Janitors
they are evading Bans again...
>>
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>>7286290
BTW, is there is a Yamagi KMQ2 compatible version of Skyscraper?
The entire mod is giving me missing internal textures
>>
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>>7286250
>>7286260
>>7286261
TrumpDoom is one the greatest TC ever made
>>
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>>7286353
>only having the You're Fired finger as a new weapon
>launching another weapon mod breaks the game
I will vouch for the maps, though
>>
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>>7286353
You jest, but /pol/.wad is some of the most entertaining stuff in video games
https://www.youtube.com/watch?v=614akDkzvtE
>>
Are there any good CRT shader mods?
>>
>>7286407
Reshade comes with a proper CRT Lottes shader now, its better than the royale crap because it is a PC monitor CRT shader(Royale is ARCADE composite TV CRT), and its easy to config.
>>
>>7286360
Duke style mapping on ID tech is my secret fetish
>>
So, i've decided to test the alien trilogy stuff from yesterday that q2 anon posted with Japanese doom project and btsx1.
And i must say, this shit is for pure masochists.

The Xenomorphs are rabid as fuck, the Weyland mercs can put you down fast with their guns, and you need to work well to keep them fighting each other because solo against the xenomorphs Without a Smartgun or Grenades is a death sentence.
oh and the mod also has predators in it, and they are sneaky assholes

Also you can mix Reshade Lottes with KNearestNeighbors/Denoise with a few adjustments and true color/doom software
>>
>>7286539
they are literally assholes, AVP levels of assholes
>>
>>7286404
>removed CJ's sounds
why even upload it at this point
>>
>>7286489
What if Duke style mapping mixed with Sunlust style mapping
>>
>>7286563
Ah, and this is what the mod does to E3M8
The Queen is a bitch that does nothing, but FUCK facehuggers.
>>
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>>7286223
Everything looks good until you enter the automap

I learned a lot, especially that you wanna save before everything, and make alternate saves just in case. Also, plan your sectors and lighting first, or you get pic related
>>
How do i host a quake 3 server
>>
>>7286539
Link?
>>
>>7286674
see >>7284531
>>
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>>7286539
The original maps are all in .map, I found a converter but it's for Wolf3D
>>
>>7285953
The instant weapon switch from Quake ruined other FPS for me. It feels like a fucking eternity passes waiting for one weapon to be put away and another to be equipped, unlike in Quake where you have your weapon out the moment you press the hotkey, no animation, no bullshit, just gun.
>>
>>7286637
There should be a dedicated server executable in the install I imagine. Or you might use a command prompt.
I've never done it, but it shouldn't be hard to find with an internet search.
>>
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Did you like?
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>>7286895
I ways thought using easily recognizable faces was the stupidest shit.
>>
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>>7285561
>>
>>7286895
Yeah, reminds me of YTMND.
>>
>>7286942
is he the best heretic enemy?
>>
>>7286895
If you think about it, having Ahnold and Bruce Willis' faces on the possessed humans when you grab them really calls back to the influence that 80's action B-movies had on Doom's design. It's KINO
>>
https://twitter.com/kinsie/status/1349282971803475969
you can be frankenstein's monster in reelism 2
>>
>>7286974
The possessed were bruce willis and arnold?

I am not big into doom I did not know that.
>>
>>7286962
If he didnt have that whirlwind ability yes
>>
>>7286775
the thing is that the game's map design is literally alien
https://www.youtube.com/watch?v=svgfRnVCgSA
>>
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>>7286962
Yes.
>>
Are there any lives system standalone mods?
>>
Does Shadow Warrior have a good sourceport yet?
>>
>>7287092
WangGDX works for me
>>
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>>7287092
WangGDX and VoidSW are both fun, I prefer Void except the music likes to crap itself a bunch of the time.
>>
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>>7285962
>using the shotgun alt-fire to boost jump
Radical, I didn't know you could do that
>>
>>7285141
>Most painful

Doubt it. There's some truly horrendous level design software out there, Dedit is absolutely abysmal.
>>
>>7286101
>>7286145
You mentioned in a previous post about not wanting to change anything but consider taking some creative liberties and using colored lighting here and there. It really helps sells the atmosphere of D64
>>
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Made a shield or something.
>>
>>7287282
This, why even map for Doom 64 if you're not going to take advantage of one of its most defining features?
>>
>>7287286
reminds me of that lion baron enemy
>>
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>>7287282
>>7287293
It's easier said than done. I wanted to make the bottom half green so I turned on bottom half wall lighting but the whole thing turns green, and I also chose the darkest shade of green but it still appears nearly neon.

Also you can't have different sectors with different height next to eachother with that light setting because the shading will be different on the two walls due to different height so you have to use it selectively
>>
>>7287240
Try spending 3 days rendering LOD textures in the GECK for it to just explode
>>
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>>7287481
Well I misspoke - I have different heigh sectors all over this room and the all have darker ceiling / darker top half of wall and it looks great, but in the next room is where I encountered problems with the light. I went ahead and recreated it - all the light levels here are the same, only different is sector height
>>
>>7287491
Keep experimenting, man, you'll get the hang of it.
>>
>>7284954
I don't think there's any clear visual cue that you should, but I've always figured the idea was that the two imps that lurk in there are inevitably gonna fireball you as you approach, so you're probably meant to shoot and hit the wall accidentally.

Of course, if they wander away...
>>
>>7284768
Should've mentioned Doom Kart, I wonder how many people still remember the whole ordeal
>>
for anyone interested on craneo's doom eternal sprites, you may have to wait a little longer because his pc crashed and is fucked
https://twitter.com/CreeperOfSteam/status/1349287805420253184
is there anyone else doing doom eternal sprites for classic doom?
>>
The par timer and secrets counter make me feel dumb.
I just like movin n' shootin.
But I like that they gave us speedrunning.
>>
>>7287538
too many newfriends nowadays.
>>
>>7287538
Sleeper agent codephrase. If I remembered I would've but I replaced knowledge of doom community drama shit with various substances long ago. SArais too
>>
>>7285919
>Hit the plus sign
THANK (YOU)!
>>7287536
I think you're correct after playing it a few times.
>>
>>7287491
I'll tell you that the biggest use of colored lighting is actually making colored walls/floors etc, because almost all Doom 64 textures are gray or brownish in order to make them easily colorable. That was a clever way to save cartridge space back then. Also look at linedef options or something like that to find settings that let you somewhat modify how that lighting gradient is render on the wall, I don't remember what that was though. There's also a neat option to mirror a texture horizontally and vertically.
>>
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>>7287564
>no fun allowed
>>
>>7287585
Oh now I get why. That cacodemon has no limbs, how is it even able to drive?
>>
Playthrough video of map23 of 2048 units of /vr/ is up. A very hectic map that gave me a lot of trouble during practice, but I managed to cheese it.
https://www.youtube.com/watch?v=Gjz3jsri2Z8
>>
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So I CAN copy/paste sectors from other pwads into DoomBuilder64. They show up pitch-black, though
>>
>>7287564
>Unless it was tranny shit.

That predated the widespread use of trannyposting by about four years, bud.
>>
>>7287639
A height issue? Look dude I'm not trying to dissuade you from creating. You should. "porting" classic maps to 64 might be a wasted endeavor. The only real difference is textures and the actual scale.

You can achieve both of these using a texture pack and "big doom" set to about 1.5 IIRC. Its not perfect but it works. If your going to do it. Do it all the way and use colored lighting/reverb/fog, but you have a fuck ton of work ahead of you
>>
cacodemon sprites based off a shiny disco ball
>>
>>7287715
>a shiny disco ball with a double fleshlight
>>
I struggled in the map 05 from Doom Zero, but the map 06 was a pushover wtf?
>>
>>7287771
Yeah, the difficulty curve is out of whack. A lot of the later maps are really easy.
>>
>>7287686
He doesn't know that because he's an election tourist newfag.
>>
>>7287796
I came here after the dancing baby meme fucking retard
>>
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>want to have the Mancubus make stomping sounds when walking because he's a fat fuck
>I make a new monster actor which inherits the original monster's code and just add the tweaked state for walking around, which has the sound calls added
>this works, briefly
>then when he attacks, it stops working and you can't hear him stomping anymore
>no goddamn idea why this happens, it's completely inexplicable
>all the sounds are present and defined, it uses free sound channels
>try rearranging the states in all kinds of ways, adding NULL A 0 dummy frames and shit, nothing works

>turns out that what the problem is that I used inheritance
>inherited actors are prone to not use the new state that replaces the old one, but going back to the defined states of the original actor
>in spite of the new replacement state being right there
>turns out the fix is to just copy the code for the original Mancubus and tweak it from there
>this approach is actively discouraged by the ZDoom wiki
>there's a disclaimer on every actor page that says I shouldn't do this because it'll cause problems
>when the opposite has been the case for me and inheritance doesn't do what it's supposed to
PROGRAMMING IS BALLS
>>
>>7286795
Yeah, that's annoying as shit, but it adds a strategic element to combat.
>>
>>7287818
Doom's also not as claustraphobic as Quake, so you have time to switch while wiggling through projectiles.
>>
>>7287805
just make stompy noises with your mouth while playing
>>
how the fuck does the map 22 cyberdemon on eviternity do that
>>
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what does this do
>>
>>7287825
lol
>>
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>>7287842
there's an archvile here
>>
>>7287849
Harassing sarais was never funny.
You just look like an asshole for attacking the mentally deficient.
>>
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>>7287865
there was more than an archvile here
>>
Oh, would you look at the time
>>
>>7287825
>Romero in god mode
>>
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>>7287871
flash provided for light
>>
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>>7287886
Pain.
>>
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>>7287893
>>
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>>7287896
>>
>>7287845
Read up
http://doom64ex.sourceforge.net/wiki/index.php/Macros#Copy_Sector_Properties
>>
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>>7287897
Onwards
>>
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>>7287901
>>
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>>7287906
>>
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>>7287898
TY. I was reading the editor help guide but it was designed for Doom Builder 2

I'm working on learning how to make this arachnotron spawn in. The surrounding monsters warp in via linedef but I can't find anything else with the 49 tag like this arachno has
>>
Good lord, the Aliens Trilogy mod is fucking me sideways!
the xenomorphs are rabid fucks and the marines are assholes
>>
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>>7287908
Excellent little placement here
>>
>>7287914
and holy shiet
you can use Google's Cache to open the old planetquake files and they will direct you back to the original Fileplanet files

Found this old pearl
https://www.fileplanet.com/archive/p-25645/Aliens-vs-Predator-v994
>>
>>7287865
>>7287896
mmm that red brick is juicy
>>
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>>7287915

>>7287921
Pretty excellent aesthetics overall and definitely a memorable map. Purple spaghetti I'm less inclined towards but it's still solid architecture
>>
>>7286229
Thanks!
>>
>>7287910
In the thing options there should be a checkbox labeled "spawner", make sure that's checked. You can assign a tag to an actor and have it spawn in via a macro script, or line action (224).
>>
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>>7287923
Over before you know it
>>
>>7287929
>>7287910
Oh yeah, looking at the screenshot you posted here >>7287845 you can see that the arachnotron (tagged 49) is spawned in by macro 9. All you need to do is find what triggers the script.
>>
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>>7287938
>>
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>>7287943
>>
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>>7287947
Now this is a level
>>
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>>7287953
>>
>>7286995
Fuck me, Reelism 2 came out? aaaaaaaa
>>
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>>7287958
WHEN THESE GIANT PLATFORMS MOVE YOU GO INSTANTLY DEAF FROM THE NOISE SCALING UP IN VOLUME
>>
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>>7287963
>>
Playing the original Reelism, how do I fix this text overlap? I have memories when it didn't used to be this way. Nothing I change in the options menu seems to remedy this.
>>
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>>7287972

>>7287978
That's gonna be under HUD/text scaling, use the GZDOOM feature search
>>
>>7287982
There is no text scaling option :(, and none of the scaling options apparently affect it.
>>
>>7288001
>"morbidly obese"
>clearly has never seen an inch of fat on his body in their life by the looks of his malnourished looking ass on stream.
>>
>>7287849
The xenofag looks like that?
What damn disease has he been fighting since pre-2017? We've clearly made it worse.
>>
>>7288001
>almost always wearing a coat, sweater or jacket because their body doesn't hold insulation
>fat
pick one
>>
>>7288008
>>7287917
>>7287969
>>7287876
>he
>>
>>7288021
>has
>>
>>7288023
>no
>>
STYLE
>>
>>7288025
>brain
>>
>>7288021
>>7288023
>>7288025
>>7288027
>>7288031
https://www.youtube.com/watch?v=j1vnrczIAv8
>>
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>>7287584
>the biggest use of colored lighting is actually making colored walls/floors etc, because almost all Doom 64 textures are gray or brownish in order to make them easily colorable
I get it now - there isn't a brightness setting - the brightness is a direct reflection of the color you choose
>>
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>>7287918
btw the mod has SP issues since it was MP in 1st place, but the models are really good.
i had to extract and upscale the pcx to make it work on smd as a test.

it also has the though lost predator and alien skin/enemy and weapons too, though idk if its possible to model repalce it with an existing weapon.
The Flamer has a v model but is possibly a beamer replacement.
>>
https://steamcommunity.com/groups/specksunreal
UT2004 - 69.114.120.57 - Get Essential Files Here - https://steamcommunity.com/groups/specksunreal/discussions/3/3140616601482240408/
>>
>>7287978
bls resbond :DD
>>
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>>7288076
nevermind, you can see it only using Gun_model weapons/v_flamer
probably created out of Generations Q2 Flamethrower
the model looks nice, but there is no g_ model to compensate

>>7288146
see >>7287982
its hud text scaling
>>
>>7288147
There is no text scaling option, and none of the scaling options apparently affect it.
>>
>>7288037
https://www.youtube.com/watch?t=201&v=rkxqt9SVO4E&feature=youtu.be
>>
Are E1M4b and E1M8b any good?
>>
Jehar and Tastyspleen hinting something about mapping on redbird
>>
>>7288174
They are fun.
>>
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This is what happens when I try to playtest copy/pasted sectors. It's acting like there's an undefined sidedef middle texture, even though in the editor everything's fine. Perhaps it's intentional. Looks like I gotta make my own maps. Why hasn't anyone made maps for REKKR?
>>
>>7288224
Is it blank or is it a -
>>
Whoops, the editor crashes when I load rekkr or rekkrsa as resource wads
>>
>>7288232
-
same as in another existing map i used as reference
>>
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>D4V doesn't crash in the editor
Wew, we're in business, boys
>>
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I got it, you need to load Doom.wad first, then load rekkr, so that it won't crash.
>>
>>7288256
Rekkr? I hardly know 'er!
>>
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>>7288235
>REKKR? More like CRASHR! Does it even have ZDoom-exclusive lighting and two separate soundtracks, for the low price of $6.66? Drink my knob, cocksucker!
>>
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>runner-up
>>
>>7287801
That was back in like '99 you tard
>>
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Making outdoor maps is even harder than making indoor maps. I need to play REKKR for inspiration.
>>
>>7288256
There's a config file somewhere so you can see the proper objects. Don't know if you're using that or not. I think it's on one of the forum posts somewhere.
>>
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Yea I can't do this. The original Doom64 levels are bland enough, especially the fun levels, I'll look to those for inspiration, and probably use the D4V mod since I can create a bunch of fresh encounters with new enemies and aim for limit-removing compatibility
>>
>>7288278
Oh. It only works on gzdoombuilder bugfix I think though. ultimate db, and dbx or whatever all use a different format iirc... So.
>>
>>7288273
Try making things less flat to make it more interesting. And give the level some more height so you can see into the abyss.
>>
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Are there any megawads for 64?
>>
>>7288360
Quite a few
https://docs.
google.
com/spreadsheets/d/1kgPXUDuxEaCN6nxVsWiY2lBy9XM-e9er2Z2D67azgC0/edit#gid=0
>>
>>7288341
>Dad I shit the bed

>>7288360
The Unmaking, freshly made
>>
>>7288307
>>7288341
kinda spooky
Just imagine running around and a cyberdemon wasn't making any noise, just staring at you.
>>
The thread is in danger, so i have come to save the day.

I can't be bothered to link the last post this time around.

R1M3 is taking shape.
>>
>>7288087
there is a new version of foxwsfix if you miss it
https://github.com/alexstrout/foxWSFix-UT2k4/
>>
>>7288307
>*unzips in the distance
>>
damn, I can't sleep
>>
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>>7288307
>surprise mutha fucka
>>
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>player tries to secret hunt by humping walls
>they trigger a monster closet with 100 lost souls
>>
>>7288682
JUDGE! It's good to see you!
>>
I took at look at the reject/leftover pile for 2048 for the first time, and I'm so fucking glad we didn't put in Map 01 and Map 02 from there, holy fuck.
>>
>>7288753
I'm glad that map05 did not get in. I had more trouble beating it than Black Crest.
>>
>>7288752

I'm not the Judge Dredd guy, although i do like his work.
>>
>>7288756
I've yet to play the ones which aren't mine, but every time I look at Vehement Onslaught I regret wasting so much time on it. It doesn't really play well at all, it looks gorgeous, I made the stupid mistake of making sure of that, but that's really all it has going for it, otherwise it's just a small slaughterfest, and not a good one.

I could have spent the time I wasted on that making a better map, or making more maps. Also it lags kinda bad if you play some mod which adds even modest visual effects (and worse if you have lots of effects/details). I'll definitely be more conscious of detailing wide open spaces in the future.
>>
>>7284954
There isn't much indication but the devs probably figured you would accidentally shoot the wall while blasting enemies.
>>
>>7288793
The genius of it is that you would eventually hit it by accident after replaying it a few times, making the game stay fresher for longer.
>>
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>>7288682

I'm also cobbling together some player sprites using some female zombie sprites i found as a base.

There will only be front facing sprites, because i can't be bothered to spend lots of time in GIMP editing sprites for something you will only normally see the front of anyways.
>>
>>7285983
One of the coolest levels in any FPS. Once you get a hang of Marathon's swimming/gravity you learn to fly.
>>7285993
idgi
>>
new to DUKE, I had two questions about eduke32
>should I play with auto aim on
>should I play with polymer on
>>
>>7288838
>using some female zombie sprites
Is it a female lizard?
>>
>>7289014
Yes.
>>
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>design door to shut behind player
>room floods with 20 lost souls if you try to cheese the map
>>
>>7289052
Snektits
where
>>
>>7289069

Here's the latest alpha of the TC:

https://amel.pw/trevie/Roams%20TC%20Alpha%20V5.pk3

Although its somewhat out of date with my recent work, and you may want to wait for the next version to release.
>>
>>7289058
>your shit spaghetti code malfunctions and the souls spawn randomly, resulting in universal hatred towards your map
>>
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Does anyone actually enjoy playing Blood on Well Done and beyond?

I couldn't bear the hitscanner bullshit on WD so I just went on to play the first episode on Lightly Broiled. Since then, I had a lot more fun with the game on that difficulty. I could finally understand why everyone was shilling Blood at that point.
>>
>>7285739
I can ask the same question but IIRC DF+ (glovepie n shiet) is in the op opst of this very thread while dehacker isn't.
>>
>>7289193
You can find a prepatched (dehacker v1.4) darkforces version in the DOSpack in the OP.
>>
man I might have to trash the blue flame idea because I can see people getting REALLY confused over this.
>>
>>7287978
HELB :DD FUG :DDD
>>
>>7288939
Autoaim off.
>>
>>7289335
Update it bro
>>
>>7289307
Freezing electricity
>>
>>7289348
GZDoom? The latest, or older versions don't have text scaling options.
>>
>>7286568
Weren't those added later?
>>
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>playing megawad
>goes from 150~ enemies a level to 1900+ in the last two levels for no reason

If i want to play some slaughtercrap I would just download a slaughtermap.
why do megawads feel they need to have to make the last levels "epic" and the only way they know how to "epic" is to uninspirely spam enemies
>>
>>7289457
because wads like scythe set the bar for stupid shit like this and people are afraid of their endings being branded as "underwhelming"
>>
>>7289457
It's always been slaughter. All of it.
>>
>>7289470
People don't appreciate close quarter combat enough.
>>
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>>7289490
>>
and alf if shitting the 1964GEPD thread...
>>
im near finishing speed of doom and it's definitely earning a spot as one of my favorite wads ever; its the darkwave levels that really make an impression though - joshy has some standout maps and he pushes the pace of the wad forward with his shorter maps but his maps are mostly feel like a supplement.

what i want to ask is, whats resurgence like? is it like sod? is it any good?
>>
someone please suggest a wad with many short maps from the past 2-3 years.

based on suggestions here, i've played through hellevator and 2048 units of /vr/ and loved them; similar things ideal

thanks <3

>>7289507
git gud
>>
>>7289457
please try noye.wad
>>
>>7289507
you motherfucker
>>
>>7289553
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/trocket
>>
>>7289592
i just downloaded this and beat map 1, it's fun, thanks!
>>
>>7284850
the security officer IS every fps hero, my nigga is the monomyth
>>
>>7289621
Shame his game sucks dick.
>>
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>Shame his game sucks dick.
>>
>>7289592
>>7289615
apparently i'm retarded and re-used an old command line and what i actually played was map 34 lol. still fun
>>
>>7285953
I know that Doom 2 with fan levels technically has the best balance, but I don't enjoy the moment-to-moment gameplay as much as Quake or the Build games. As another anon mentioned, the weapon switch is agonizingly slow, but also nothing FEELS as powerful as the RL/LG or most of Dukes arsenal. Despite that there are more of them, Doom enemies are slow and anything stronger than a chaingunner feels too tanky for me ironic when comparing this to Quake. The engine limitations also play a role, considering the lack of interactivity, destructive environments, or verticality in vanilla Doom. This is all entirely subjective bullshit, of course.
>>
>>7289626
legitimately and unironically filtered
>>
>>7289636
Try Babel.
https://babel-mod.neocities.org/
Or if you like Build a lot, Project Brutality
>>
>>7285962
>>7287215
You've heard of rocket jumping, now get ready for...
SHOTGUN JUMPING

HHUH
>>
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WTF is this shit, am I supposed to be part of the WuTangClan? why do I have a gun that shoots bouncy CDs, a flamethrower, and a ring that shoot 'peace signs' which disintegrate people of all possible things???

>>7284963
>ever wanting to be a real 3dPD wahmen, or even a fake one
nice joke faget
>>
>>7289683
Whoose face is that on the moon?
>>
>>7289457
A little slaughter goes a long way. A small short slaughtermap to set up a boss fight is fine, but if its an hour of holding down the mouse button waiting for the horde you're circle strafing to die... Eh.
>>
Can anyone point me in the direction of a good gamepad or joystick for Marathon? I used to play the shit out of it back in the day but haven't really done much with controllers.
>>
>>7289457
>>7289470
In my experience, its mainly Scythe thats guilty of being easy iwad-ish gameplay for most of it and then suddenly turns slaughter somewhere in its final third.
Most other megawads tend to either have slaughter earlier on, have early non-slaughter maps feature slaughter-lite moments here and there, or just straight up dont have slaughter whatsoever.
>>
>>7289621
Monomyth is bullshit by a pseudo scientist.
>>
>>7289704
it looks like stan lee, wu tang were a bunch of marvelfags
>>
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Going back to the 2017 version of Citadel mod gave me this sick idea of multi-grenade Gunners (with a cluster-bomb effect like in the q1:DoE expansion pack) and I checked around to see if such concept ever existed somewhere else before...
It turns out the cancelled Unseen mission pack kinda did actually try out implemmenting such idea - in one horribly twisted way at least...
>Rail-grenade multi-Gunners are a thing just as annoying as you could possibly imagine
>Only upside is that its other gun is now a puny hyperblaster (-1hp per shot)
Good thing the designers left the BFGrenades just for the final boss of the mod for all their dickery...
>>
Your opinion on No Rest for the Living? What's the best level?
>>
>>7289854
It was meh. Vivisection was probably the better one.
>>
>>7289849
>railgun grenades
This is a whole new level of dickery
>>
>>7289854
Better than Sigil.
The secret level was the best.
>>
>>7289854
I think it's great, my favorite map was Hell Mountain.
>>
>>7289621
He's the Eternal Champion
>>
When will people admit that Marathon had a better story than System Shock instead of praising a HAL 9000 ripoff?
>>
>>7289526
Shitting what? I haven't been on for a day or so, last time was the same day I made this thread, what is this?
>>
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Always wanted to use that minigun
>>
>>7289553
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/180mpv
>>
WRATH: AEON OF RUIN CONTENT UPDATE #3 IS HERE
https://steamcommunity.com/games/1000410/announcements/detail/4589698632264671265
https://www.youtube.com/watch?v=k2N12cxEXVs
>>
>>7289978
when people actually play marathon
so never
>>
>>7290035
Obsessed tranny
>>
>>7290028
cool
>>
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>>7289978
Not to mention Marathon has a way better aesthetic that the bright Toy Story ass palette that System Shock used
>>
>>7290042
not saying marathon is bad, i love it
just saying that no one appreciates its story because no one has played it, and it's unlikely that it's going to suddenly become popular with today's adhd riddled zoomers
>>
>>7290101
I see. It's just that there is this one faggot that seethes everytime Marathon is mentioned but he hasn't been seen a good bunch of threads so that's good.
>>
>>7290101
I think that having the Preferences menu be accessible in-game, a higher default FOV + a slider in Preferences, and a weapon hotkey would be a pretty great help. Some people complain about there not being a reload keybind but I think that would be pretty useless considering the game counts the number of mags, not bullets.
>>
Best megawads ever:

1- Valiant
2- Eviternity
3- Sunlust
4- Sigil
5- Everything
>>
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>>7289124
>Does anyone actually enjoy playing Blood on Well Done and beyond?
I don't enjoy Extra Crispy, those giant health bars ruin everything. I'll play Well Done if it's levels I'm familiar with, Lightly Broiled if it isn't.
These days, that only matters if I'm playing vanilla or NBlood because GDX has spoiled the fuck out of me with it's custom difficulty sliders. This is usually what I roll with unless it's a new map, then enemy damage goes to the middle. I love that I get to see Extra Crispy mob placements without the Extra Crispy enemy health, damage, and accuracy.
>>
>>7290140
>Eviternity anywhere near the top
>Sigil, a 9 map wad, being considered "mega"WAD
Anon.......
>>
>>7290164
>SIGIL is not megawad
Looks like someone forgot to drink the knob!
>>
>>7290176
Last I checked 9 is less than 15, anon.
>>
>>7290179
18 levels, knob-drinker. Eighteen. Count'em and weep.
>>
>>7290184
There's 9 maps, Mr. Romero. Deatmatch sections of your 9-maps don't count as extra maps of your WAD.
>>
>>7290028
I just got done with it after about an hour and a half. The layout is really good, but I swear they added a hundred more bugs in this update.
>sometimes when loading a save and using the secondary fire on the pistol, the whole HUD will shit upward by 50%
>doing pretty much anything after this will glitch out all of the graphics and crash the game
>miscellaneous crashing with no warning
And it seems like the aimpunch toggle doesn't do anything. Maybe that option needs to be more descriptive.
>>
>>7290140
You should play more wads
>>
>>7290140
Eviternity is trash lol
>>
>>7290164
What's the problem with Eviternity?
>>
>>7290130
The only thing keeping me from playing it more often is the horrible mouse input, and sadly that is an effect of some engine quirks so it will likely take a very long time to be fixed, if ever
>>
>>7290152
I wish more games would have custom difficulty levels.
>>
>>7290231
It has a couple good maps, the show stealer being MAP32 by ukiro. In gameplay terms, everything else ranges from okay to really bad (MAP19 by StormCatcher.77 is the worst offender, they almost cut that one out).

The only other thing it has going for it apart from that are the looks which are thanks to the OTEX textures (once again, from ukiro). The new monsters suffer from very questionable design decisions, such as importing over the metal baron from Valiant, modifying its attacks and calling it the Annihilator - but since it doesn't replace the Spider Mastermind, it doesn't have the stomps signaling that it is coming, resulting in a high threat enemy being silent as a mouse.

Those are just a few of its problems. It's not a bad megaWAD, but if it features in anyone's top-list, you can immediately tell they haven't played many WADs.
>>
Sorry anon but your weird gay 90's wads and zdoomist trash don't really hold up compared to Dragonfly's masterwork.
>>
>>7290275
Who said I would nominate a zdoom thing for best WADs? That should go on a completely different category, everyone knows (G)ZDoom is not Doom. This is not controversial.

That is not to say that all (G)ZDoom WADs are bad. There's plenty cool stuff that's been done there (like Paradise) or of course gameplay mods.
>>
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>>7290284
>YWNBAW
>>
>>7290284
Anon there's no need to associate bigoted behavior with Doom WAD discussion
>>
>>7290256
It's Decino favorite tho, at least was
>>
>>7290297
So what?
>>
>>7290297
Who?
>>
>>7290297
Decino uses saves
>>
>>7290308
I know you're just jumping in the trolling bandwagon, but saves are fine for practice or for a first run, anon. And he does do saveless run attempts after he knows the map, as far as I know.
>>
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I'm trying to rework a final battle from one of my maps because it's not really fun. What could I do to populate this staircase?
>>
>>7290284
suffer
>>
Imagine a Second Person Shooter mod
>camera is always on the prespective of a random enemy you're always the closest too
>killing it will lead the camera to leave their body and travel to another demon
>some demons still don't get to be POV, just so they're other obstacles
>you still control Doomguy
>levels would probably have to be simplified to make this easier
>obligatory Dead Simple and Gotcha remakes
>>
>>7290314
Add some mancubi. They're good for open areas like the one in your screenshot.
>>
Is Baron of Hell a bad designed monster?
>>
>>7290297
His favorite is sunlust
>>7290308
>>7290310
Decino does not use saves; go play swim with the whales and realize how good he is at the game
>>
>>7290314
Mancubi, imps, revenants, imps, starting from the top. Maybe add alcoves on the side for additional threats/decoration.

If you have already given out the chaingun a crowd of zombies is always satisfying to mow down in addition
>>
>>7290332
>Decino does not use saves
B-but he does anon, for practice. He says so in his videos. Are you deluded enough to think he's going to do Swim With The Whales blind without practicing first and succeed?
>>
>>7290330
It was designed as a boss. It's only bad if you use it as regular fodder.

>>7290326
Yeah, that makes sense. Would need less steep stairs though, I guess, since they are 64 by 16 right now.
>>
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>>7290246
Me too. I can't think of too many "era relevant" shooters that did besides Soldier of Fortune and that wasn't until 2000.
>>
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>>7290320
Someone make a Stevie Case edit.
>>
>>7290339
Pretty easy boss BTW
>>
>>7290339
>It was designed as a boss.
But he's also bad as a boss.
>>
>>7290330
They serve their role well, and they're great for infighting
>>
T. Baron work well in narrow corridors
>>
>>7290361
>>7290359
It's not so bad when you play keyboard only and in 1993. With mouse no monster can fight the awesome power of circle-strafing alone.

Point is, they mostly excel as a delay tactics.
>>
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>>7290368
It was fun
>>
Barons are okay as a stop sign in levels; I’m spoiled by new monsters and personally think they’re a bit boring at the base level even if they work well in tandem with other monsters. A big pink brick shithouse without any new tricks
>>
One thing I don’t like much about doom is the discrepancy of the player’s speed with the speed from the enemies, even the fast Pinky doesn't compare.
These demons crawl like turtles.
>>
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>>7290191
Is it pistol-startable? Because I don't want to spend 3-4 hours playing the other levels again just to have a decent advantage on a shorter level.
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>>7290232
Yeah, it doesn't help that you'd need to know how to program in Mac + write in Assembly. A1 does have a lot of promise compared to previous builds from 10 years ago at least.
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>>7290397
>One thing I don’t like much about doom is the discrepancy of the player’s speed with the speed from the enemies
This is the case for nearly all of these 90's shooters I reckon
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>>7290320
The fuck is Chud?
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>>7290414
Chad + Stud
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>>7290028
Looks boring.
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>>7290191
Skacky says they're aware of the crashes and lighting glitches and claims "worked on my my machine", says they're working on fixing them ASAP.
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>>7290402
Nevermind, I misread your post.
I started it from nothing, yeah.
>>
Out of curiosity, what are some of the benefits of vkQuake aside from higher framerates because of Vulkan? Not that it's unnecessary, but seems a bit odd to implement Vulkan into Quake when you can already run it at 1000fps with any other source port that's not bloated to fuck and back on any modern rig.
>>
>can’t tell if HOM or if I'm testing my map so much I'm starting to hallucinate
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Also, what is your opinion on normal-looking door, but remote-controlled? I really don't like my alternate options on this. Like using that one door that doesn't look like it has edges.
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>>7290487
Make some remote controlled bars blocking the way instead if you don't want to use up a door texture like that.
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>>7290359
>>7290361
>>7290370
Yeah was stressful right when game came out. The barrels, pinkies, tight spaces... I found it hard and scary, and was unsettled by the forced death afterwards
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>>7290404
Well there are those scythe2 marines...
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>>7290476
Anon... There's no such thing as HOM.
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>>7290476
You should try mapping while microdosing...
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>>7290508
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>>7284742
Is CyberMage decent?
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>>7290491
There's several doors and I want them to open all at once. I suppose I can actually try using bars.
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>>7290508
Why ketamine mapping still not a thing?
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>>7290424
what a cope.
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>>7290515
play system shock and its map packs instead
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>>7290140
My top 5 in alphabetical order
>Ancient Aliens
>BTSX E2
>Going Down
>Sunlust
>Valiant
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>>7290140
>>7290584
If these megawads are so good how come you can't jump in them?
>>
>>7290382
Problem with Barons is that they're just a bullet-sponge variant of the Imp, and this fact is made even worse when Doom 2 added a more palatable Hell Knight with half the HP, alongside other more interesting tough enemies like Revenants and Arch-viles.
As mappers learned of the potential of Doom 2's newer enemies, the usage of Barons in most megawads dwindled, with both Valiant and Eviternity even replacing him entirely for something more threatening.
>>
>>7290595
Because they're for Doom, not Quake.
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>>7290610
The Build games had jumping and they were sprite games just like Doom
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>>7290613
Just because Build games had sprites doesn't mean they were Doom
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>>7290353
>Shoot a guy directly in the shoulder
>He looses a leg instead
>Other dude behind him gets beheaded
Man this game and its shotty magick
>>
Archangelus is the best enemy from doom, fight me
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>>7290584
ancient aliens is pretty cool but:

- i can never get used to how out of place the classic doom monsters and style feels amidst the new stuff.

- too many dud/bland maps

- bizarre difficulty spikes bug me, make me wonder how much skillsaw played the maps.
>>
Anyone knows a mod for Quake where you could behead zombies to kill them like in 'Chasm: the Rift' instead of just gibbing them with explosives?
I know that AD allows the have a 'SuperAxe' to gib zombies but its not really what I am talking about
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>>7290330
>hits hard, so you really have to be careful not to be hit
>sturdy, so you need to actually focus firepower on him to get him
He's great at being area denial, if used correctly. Also the fact that he can take so much damage and deal out so much makes him pretty good for infighting, exploit him for what he's worth when possible.
>>
>>7290584
Ancient Alien more like Anal-ien AKA Ass Invaders
BTSX more like Blows Then Sux
Going Down more like Going Down the Shithole
Sunlust more like Cocklust
Valiant more like Valium
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>>7290613
Sprite games is an incredibly useless term for anything but the most basic of categorizations.
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>>7290628
Good ole Raven
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>>7290641
>i can never get used to how out of place the classic doom monsters and style feels amidst the new stuff.
I think it looks fine, but AA does admittedly have an unusual color palette.
>too many dud/bland maps
IMO, this is the only really true with episode 1, which felt like Skillsaw was just spitballing random ideas before the Aliens stuff shows up. I had an absolute blast with episode 2 and 3, personally.
>bizarre difficulty spikes bug me, make me wonder how much skillsaw played the maps.
I'm not sure I follow here. Difficulty felt pretty consistent to me, with only map28 being an actual major spike for me (and it's not even a skillsaw map).
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>>7290506
Yes there is.
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>>7290613
Go away.
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>>7290661
>>7290353


Playing it again after 20 years, SOF2 is shit compared.

SOF1 is basically COMMANDO the videogame, I love how the submachine gun kills enemies its like they are imitating Hollywood stuntmen with squibs.

A bit janky here and there but a great game.
>>
NEW THREAD

>>7290708
>>7290708
>>7290708

NEW THREAD
>>
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Hey guys look, it's the Shambler from the new Quake game
Oops spoilers
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>>7290680
I've never played either before, it's been a blast. It's a great standard regarding how 'no-nonsense' the progression is for a linear shooter, a big contrast to FEAR which I've been playing through as well.
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>>7290618
>>7290659
>>7290674
Not a single rebuttal.
No jumping in 2021 is objectively not acceptable and goes in the MUH GOLDEN ERA pile.
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>>7290728
Its a good game, Its not as smooth as some of its era like HL or kingpin or Sin, but it has its high points those didnt have.

Its also a bit short and linear.

But fuck I love its campy feel. Combining it with Sin would you would have the ultimate late 90s early 00s game.

Also curiously its best missions are near the end.
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>>7290714
>page 4
Fake thread made by alf, do not join
>>
>>7290736
Anon, we were talking about Doom.
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>>7290736
>No jumping in 2021 is objectively not acceptable and goes in the MUH GOLDEN ERA pile.
>he says while browsing /vr/
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>>7290780
Not a rebuttal once again, but I'll bite.
Previously mentioned build games featured jumping and crouching, no less, so there's the fps standard, jumping has been in Id's previous catalogue among the standard of platformers dating well over 10 years prior to Doom's release, so there's your /vr/ standard.
Not catering to freedom of movement, which in it's basic form includes jumping and crouching, is simply adhering to throwback wankery and memberberry bullshit, simply not good game design when the tools are easily available in today's source ports.
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>>7290790
>later games in the /vr/ era had jumping, so earlier games in the /vr/ era suddenly don't belong on /vr/
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>>7290790
>is simply adhering to throwback wankery and memberberry bullshit
I can appreciate when maps and mods adhere to gameplay standards surrounding 90s limitations just as much as when maps and mods take full advantage of what's available in today's source ports.
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>>7290757
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>>7290798
Said nothing about anything belonging or not belonging on /vr/, learn how to think critically.

>>7290801
This is fair.
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>>7290850
>learn how to think critically.
>says the guy who spouts garbage like "throwback wankery and memberberry bullshit"
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>>7290850
>Said nothing about anything belonging or not belonging on /vr/
The point


(You)
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>>7290862
That wasn't me
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>>7290936
>That wasn't me
Then you clearly can't read.
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>>7290961
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>>7290985
>ALF if he real
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>>7290256
>since it doesn't replace the Spider Mastermind, it doesn't have the stomps signaling that it is coming, resulting in a high threat enemy being silent as a mouse.
Such an interesting point about monster balance that I never thought about. Also: the only way to make a new custom monster have splashdamage immunity or have a stomping sound is to have it replace the cybie/spiderdemon? I think the Valiant spiderdemon stomps, and it replaces the light amp goggles.
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>>7291161
Actually as far as I'm aware, as long as it's boom dehacked, you can add stomp sounds to anything.
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>>7290353
>>7290246
goldeneye and perfect dark
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>>7289737
As a kid I played and beat Durandal on a Gravis Thunderbird II.
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>>7290056
What's amazing is that Infinity doesn't even use a 256 color palette for its textures. Great design.
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>>7290028
Holy fuck yeah.
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>>7291638
>Great design.
eyesearing design you mean



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