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DOOM THREAD / RETRO FPS THREAD - Last Thread >>7612736

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
OP PASTE
https://pastebin.com/TWNE3nZZ

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://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 RELEASE===
500ml of /vr/ v 5.0
https://www.moddb.com/mods/500-milliliters-of-vr

=== CURRENT PROJECT ===
HARD FAST FAGGOT MAPS
https://anonymousfiles.io/p6ofH7vx/
NMN3V11(fix)

=== NEWS ===
[4-6] Sunder-2009 D2All UVmax
https://www.youtube.com/watch?v=nwEAg3plAAg

[4-6] .MID the way id did released
https://www.doomworld.com/forum/topic/117225

[4-5] Consolation Prize : 64 updated
https://forum.zdoom.org/viewtopic.php?f=19&t=55298&start=150#p1186024

[4-5] Pico mod updated
https://redead-ita.newgrounds.com/news/post/1155883

[4-4] Skulltiverse now accepting slot claims
https://www.doomworld.com/forum/topic/120210-accepting-claims-now-skulltiverse-a-spiritual-sequel-to-hellevator-boom-speedmapping-community-project/

[4-2] Anon repurposes a speedmap for HFFM
https://anonymousfiles.io/dWiAuvI6/

[4-1] Ultimate Midi Pack begins development
https://www.doomworld.com/forum/topic/120788-ultimate-midi-pack-a-community-music-replacement-for-the-original-doom/

[4-1] DBP34: Luminous Gloom is out
https://doomer.boards.net/thread/2065/luminous-gloom

[4-1] Plutonia 7: Going To The Hell, 32 map megawad released
https://www.doomworld.com/forum/topic/120900-plutonia-7-32-map-plutonia-megawad/

[3-31] Earthless Prelude RC1 released
https://www.doomworld.com/forum/topic/120458-earthless-prelude-rc1-released/

[3-29] MARATHON MEGA PACK 2.0
https://mega.nz/file/0kwWDBLQ#l1rdKlBnEqCxoGb0QAuCNzZ6qY7uaU9sppjwNYSYSNI

[3-29] Retroquad 0.2.5 Released!
https://twitter.com/mankrip/status/1376338857260634116

[3-28] New Deathmatch sim update
https://forum.zdoom.org/viewtopic.php?f=19&t=66264&sid=35cfda91669386c5424e1ab7a5d6d433&start=75#p1185318

[3-28] Hunter's Moon has updated
https://www.moddb.com/mods/hunters-moon

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

TO SUBMIT NEWS, REPLY TO THIS POST
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HFFM SUBMISSION POST
(last thread got bumped off by spam)
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https://www.youtube.com/watch?v=CJwyjWpP4XA
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>>7618613
A friend and I actually tried to use the Wayback Machine but even then the websites were mostly filled with dead images and even more dead URLs. A shame.
>>7617757
Through links found in the Marathon bungie forum but you can also find most of them if you google "Double Aught Duality".
>>
>>7619328
I've yet to play Q4, but I always did like Q2, how does it compare?

>>7618314
Imagine going to bat for Bethesda being underacheivers at best with a franchise which they mostly treat as a joke.
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Japanese inspired maps that aren't weeb sort of like KUCHITSU.WAD?
>>
>>7619328
That should've been an introduction for Quake 4 with Bitterman as main character again.
>>7618997
>>
What retro shooter has the best vanilla game?
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>>7619376
Overall Q4 is kind of mediocre but it does have it's moments with body horror.
For example, after that section everyone talks about Stroggification, there's a section just after it involving incomplete/discarded Stroggs that felt pretty creepy to play through; with a boss fight against some huge Strogg thing you need to force feed to get past that was pretty fucked up.

The big problem with Quake 4 is that it's filled with mid 2000's - earlier 2010's shooter troupes; generic military bullshit, friendly AI that gets in the way, you move slow at the start of the game and a lot of boring vehicle/turret sections.
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>>7619405
>>
>>7619405
Duke probably, its only mistake is tripmines
>>
>>7619409
>generic military bullshit, friendly AI that gets in the way,
You're selling these shorter than you ought to. It's patently ridiculous that games since Quake IV don't even achieve 1/10th of the charm of Quake IV's cast. Duke Nukem Forever, Serious Sam 4, some of the later CoD games, etc. There's lots of great worldbuilding dialogue in Q4; it's all aged very, very well. The AI never gets in the way either. You're not really playing babysitter as much as they are like CoD1 NPCs where you don't need to worry about them. The vehicle sections are love it or hate it, yeah.
>>
>>7619325
Reposting my maps just in case
Fudge Packers Inc:
https://anonymousfiles.io/4lbhXO4W/
The leather club:
https://anonymousfiles.io/kkjha3jn/
Nothing new about any of them, since I've been busy working on... tadaah, the new Hell Nobility sprites!
I'm pretty much done with them now, all in all it took me around 3 hours to make them all. I would have posted them sooner, but I had some IRL stuff to take care of. Next up, the cyberdemon!
>>
>>7619448
Jabroni?
>>
>>7619376
Q4 is a 6-7/10 game for me. Maybe there's some fixes that makes the game better but I don't know any
>>
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>>7619448
>that webm
>>
>>7619376
If you browse /vr/ or 4chan with any regularity, you may as well give Q4 a go since you're not doing anything else interesting. Won't be a bad experience.
>>
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>>7619450
Yup, gonna give him the whole shebang, tight leather pants and all

>>7619453
>Pic related
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>>7619448
>that little zoom in and out effect you do behind the hell knight
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>>7619423
Episode 2 introduces those alien chaingunners and introduces Battlelords as a normal enemy. Doesn't help that the space station environments tends to make the levels feel very samey in spite of being built dramatically different.

I love Duke, but Doom 2 vanilla outshines it in my opinion.
>>7619432
I swear there's a few sections where you need to wait on your squad, it's just that a lot of the game (especially the first half) is a blur to me.

Re-entering that friendly transport ship post-Strogg and seeing the AI react differently was pretty neat I guess.
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>7615595
Just an update on the /vr/ map. I'm not done yet with all the areas from last comment, but should be soon. Here's just a screenshot how the map looks ingame right now.
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>>7619432
Q4 clearly had a vision with the enviroment. Not a fan of the Strogg designs,too busy and messy but there's so much love put into the world building.
Even the weapons are great,unfortunately it's all in a not so stellar game.

>>7619392
I agree. That would've been arguably the best intro in a FPS game,Bitterman should've a more monstrous design,pure biopunk,not a fan of Squid Bruce Willis.
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>>7619448
>there are people in this thread right now who would hit that
>>
>>7619469
>Episode 2 introduces those alien chaingunners and introduces Battlelords as a normal enemy
I don't get it, are you saying this as a negative?
Also how do you think Duke's E2 maps feel the same despite being built different, and then praise Doom 2?
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>>7619473
>Bitterman should've a more monstrous design,pure biopunk,not a fan of Squid Bruce Willis.
His Q3A look doesn't bother me all that much. I just don't understand why Raven just copied his Arena story for a new character instead of going back to him, especially given the cliffhanger at the end of Quake 2.
>>
>>7619509
Maybe because they wanted to go with someone who could hang out with other marines with the same skills,just to give them a reason to use AI buddies.

Bitterman is a one man army and wouldn't need them,plus it was the mid 2000s and that was becoming a trend with the likes of COD and F.E.A.R.
>>
>>7619517
You're right, yeah. Raven might've also wanted to have more creative freedom while providing players more time to play as human before turning into Strogg.
>>
>>7619453
>>7619483
And it's AMAZING!
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>>7619594
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>>7619448
kind of reminds me of an xcom 2 mod I saw some years back
>>
>>7619484
>I don't get it, are you saying this as a negative?
Yeah, Build game hitscanners are usually bastards. I probably should have said Sentry Drones in hindsight.
>Also how do you think Duke's E2 maps feel the same despite being built different, and then praise Doom 2?
It's mostly because how you're stuck in grey space stations for the majority of the episode. It kind of makes makes me feel claustrophobic and needing an open skybox (homesick?) for some reason.
IDK man, it doesn't make sense to me either.
>>
>>7619586
>Raven
>creative freedom
Those sure don't go together these days.
>>
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>>7619605
This is what happens when Ultra Marines from 4K forget their armors.
>>
>>7619613
*40K
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>>7619325
reposting Full Thrust
https://www.dropbox.com/s/ipomgie0gmik4ne/fullthrust_v2.wad?dl=0
>>
>>7619606
>needing an open skybox (homesick?) for some reason
I remember reading they actually wanted to put this in E2. You were supposed to get an astronaut suit at some point and play in some more open maps but gravity etc changed to fit that planet but this got scrapped rather early. Not sure if it's true or made up though
>>
>>7619631
DNF had a section like that in the DLC so I guess it happened.
>>
Just beat Quake 2 for the first time. Was pretty fun. Goes on for a bit there in the middle, but the final few levels really shine and bring it back. I like the Strogg as enemies more than Q1's roster, and the fact that there are actual bosses in the game is a good plus.
I feel like the weapons could have gone through a bit of tweaking. You either kill shit too fast(chaingun, rifle) or too slow(shotguns, grenade launcher). Or maybe I just didn't do enough quick switching, I don't know. Definitely needed muzzle flashes, though.
>>
Finally started working on this map again!
>>
fucking hate reddit elementals
>>
>>7619702
This is looking sweet!
Is it Venice?

>>7619693
I found the boss fights a little too easy but I still take them over nothing.
The Q2 roster feels like Doom 2 roster of enemies which is not a bad thing.

About the muzzle flashes,it's a shame there are none. The sounds are so satisfying on the other hand
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>>7619716
>knowing Doomslayer politics
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>>7619716
>sick projects ribbiks
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>>7619716
>>
Do anyone know which quake2 source port is good
>>
>>7619725
Yamagi Quake 2.
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>>7619630
You're missing a texture on that step.
>>
>>7619714
It's based on Venice mostly and a bit of Italy in general, but there's also a 5% of Porto (Portugal) there with the colors of the buildings
>>
>>7619702
Colorful!
>>
>>7619735
oh shiiiiiitttt
>>
>>7619716
>amazing bottom
>bulge OK
that hellknight really got to people
>>
>>7619608
>Those sure don't go together these days.
Don't remind me about this, it's just sad...
Oh yeah, Human Head Studios is part of Bethesda as Roundouse Studios. I think there're still those ex-Raven devs that formed the company. That's something, although I'm wondering what's up with Rune. Would've probably grabbed it at some point when I have some cash to share, but it never seemed to go on sale after their weird rebranding.
>>
>>7619780
The bulge is just "ok"? Do these sluts want even BIGGER cocks?
>>
>>7619776
On the ceiling too.
>>
>>7619735
>>7619796
Yeah I can't seem to figure out why this doesn't work in something like prboom+. I've textured it, changed the sector shape, and it still messes up. It looks fine in something like gzdoom but prboom+ does not like it one bit. Could somebody else take a look at it for me in an editor?
>>
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>>7619601
>>
>>7619376
Quake 4 is so very much a mixed effort. On one side the environments and the visual execution of Stroggos as a world is impeccable, and I've used it so much as an inspiration for the maps I create for Quake 2, on the other hand, the Strogg themselves, the marines, and just about anything moving, feels so out of place.
The game itself is a bit imbalanced I felt and until you get Stroggified the combat is too slow for its own good.
I don't regard it as a serious game in the series, more like an afterthought.
>>
>>7619470
looks nice
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>>7619813
That top step is 2 sectors, but from what I can tell it doesn't need to be, because they're of the same height and brightness anyway. Just stretch out the one that does appear.
>>
>>7619823
Are there any overhaul mods that improve the gameplay?
>>
>>7619828
got it, thanks!
>>7619630
Forgot to mention anyone playtesting this I really need some more feedback on the final fight. I was thinking of adding another cyberdemon in the final wave but I'm not too sure about that.
>>
HFFM releases today, yeah?
>>
>>7619830
There's one called "Lightning fast" which tweaks the weapons and movement,making it faster too

https://www.youtube.com/watch?v=86MeicNB124
>>
>>7619432
Personally
Q4 is one of the only times all that modern bullshit was even tolerable
But I still don't like those kinds of mechanics
And the games without them are generally better
I.e. q4 makes Prey look like a masterpiece
but there are doom 2 wads that have single rooms which are better than the entirety of q4 or anything in Prey
>>
>>7619469
ep2 has some of the most interesting maps like dark side and fusion. the tram sections and verticality are really cool.
I agree that duke and the build engine in general is strongest when doing urban city levels but I think episode 2 is actually a nice change of pace. Chaingunners are also imho not nearly as annoying as slimers or drones.
>>
>>7619484
Not him but doom2's city maps are generally a lot shittier than duke3d's space maps. The space levels are definitely the weakest part of duke3d though, while the city maps (mostly) are the weakest part of doom2. Why not compare and appreciate tthe high points of both games instead?
>>
>>7619850
The submission deadline is today. Anon still has to put it all together and I'm sure there's plenty of bugs to be ironed out.
>>
>>7619867
Slimes aren't that bad imo, if you hold the kick button they are basically not a problem. Unless you're talking about some completely different enemy
Now Blood 2 leeches on the other hand, that was annoying as shit
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>>7619318
Do shamblers have hair or not?
DON'T lie to me.
>>
>>7619382
Bump.
>>
>>7619897
It's a 'fur' of tiny undulating tentacles
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>>7619897
shamblers have hair
fiends have eyes
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>>7619716
map better makron
>>
>>7619850
>>7619880
We're going a bit longer actually.
>>
>>7619897
https://www.youtube.com/watch?v=plROwwhLcsQ
>>7619913
>shamblers have hair
Hi Anon, hope you're doing well. This is inaccurate. The King has declared that, quote, "not fur". Just wanted you to know.
>>
>>7619328
I remember reading a preview of Q4 in a gaming mag and journo writing it really hyped up stroggification scene, when I finally got to play the game I was sort of disappointed by the scene desu because your character passes out for most of it, and certain parts of it are off screen or covered up.
the way I imagined it I thought of your skin being peeled off while muscles are torn from bone, if only for a moment, so metal plates and tubing can be inserted, then its all sewn/riveted back together by a machine.
your chest is cut open, much like that of cadaver being examined, and while that flying fuck with syringes pumps you full of adrenaline and other stimulants to keep you awake throughout procedure, you can see them put god-knows-what machinery inbetween your guts, while ribs that got broken in the process get replaced by a metal cage and steel mesh gets weaved under your skin.
strogg dont care about your feelings, why should they give a fuck if that bullet you caught tore that mesh and you walk with shrapnel that buries in your flesh causing you constant pain? as far as they are concerned you are a mere drone obeying voice of the hivemind that is guided by Makron.
as a dev, I would also turn it up to 11 on phobias to make this scene unbearable to people.
most common medical phobias tend to be fear of needles, and fear of blood, both of these can easily be turned up in that scene. bonus points for arachnophobia, make a skin grafting machine that looks like a spider, suspended over you with its appendages being needle-like.

tl;dr
teenage me raised on horror books and death metal imagined this more gruesome than it ended up being, if it were up to me as designer I would go all the way in. thanks for reading my blogpost with poor english
>>
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>>7619995
>>
>>7619702
I'd put some trims on edges of buildings, give it more depth y'know what I mean?
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>>7620019
Thanks John...
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>>7619318
>TFW I REALLY want either a Fallout FPS mod in the form of either a Build game mod like Duke 3D or Blood, a Quake 1 Engine TC, or an UT99 mod.
Please, Fallout 3D...
>>
>>7619483
Yeah, me. Got a problem with that?
>>
>>7619716
>Marathon
One day Marathon will prevail
>>
>>7620026
Yeah I was thinking of doing that, I might make some models for that once I have all the windows applied to the buildings!
>>
>>7620043
guess you have to make it urself
>>
>>7619328
godiwishthatwereme.jpg
>>
>>7619823
Well the guy who made Q4 Textures for raven he now works at blizzard for OWreleased almost all of them for the taking, if someone mods them back to Q2 as TGA, it would be nice to see it since they are on the same res as the old upscaled pack for Q2Evolved Q2MAX and the early Berserk builds

also i dont think they are out of place, they look really good for its time, but again Q2 was rushed and sabotaged by the bald shitface known as timmy who had his hand on firing McGee and Petersen
>>
>>7620064
>firing McGee and Petersen

really?
>>
>>7620064
you should really link that shit anon.
released how, just as an "upgrade", or fully? because iirc old Raven games had some kind of legal thing that allowed modders to rip the resources for other games' mods.
>>
>>7620008
Q4 needed more body horror. Also the iron maidens look retarded they should have been hypersexualized. I miss trashy games.
>>
>>7619586
>>7619517
The Cut expansion by ritual had a guy looking like grunt as a NPC https://imgur.com/a/gQUnZ btw could someone please archive all of those pics for the future? Imgur is going to shit
Also Mission packs for Q2 are canon
Joker blew Stroggos moon and stepchild destroyed the gravity well letting all of stroggos asteroid belt fall into the planet

>>7619725
see the pastebin at OP, it has all info for it, but yamagi is the most good 2 go, and KMquake2 is for lazarus addons

>>7620085
http://www.philipk.net/
here it is, the guy's portfolio is neat.

>>7620092
by that pic you see how Q4 and Doom 3 suffered from over compressed textures even at ultra settings and how some meshes needed parallax heightmaps
>>
Got a UT99 server up that can switch game modes every level. P cool.
Anyone have any favorite custom maps to run?
>>
>>7620104
>btw could someone please archive all of those pics for the future?
You could.
>>
>>7620104
>here it is
those aren't from Q4, they're for Q4, i.e. amateur modder work. quality stuff and probably landed him the job, but yeah, "hope you're doing well"
https://web.archive.org/web/20060806211035/http://www.philipk.net/index.php?action=portview&id=70
>>
>>7620136
ISP is fucking me sideways atm, even to download shit at nexusmods or at moddb.

>>7620140
yeah, got that wrong, but still a good pack.
there is also the old Q3World pack https://www.quake3world.com/forum/viewtopic.php?t=21210
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Bloodfalls is a good map
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>>7620104
>guy looking like grunt
Neat.
>Imgur is going to shit
Wait, what's going on with it... or you're referring to >>7620145?
>Also Mission packs for Q2 are canon
>Joker blew Stroggos moon and stepchild destroyed the gravity well letting all of stroggos asteroid belt fall into the planet
Well, I thought so.
>>
>>7620058
how do you handle geometry anyway? do you have entire map as a single model and sectors as colliders, or do you make your geometry normal way and then apply models as details?
>>
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>>7620104
"Doom Eternal is like Warhammer 40k"
Yet these motherfuckers look like they came straight out of that universe and look much cooler.
Such a shame they never made it in the game
>>
>>7620228
She is supposed to be the Widow Reborn and she would be interactive
>>
>>7619867
Well, episode 2 should be reduced into 6 levels like the first one: Spaceport, Warp Factor, Fusion Station, Lunar Reactor and Dark Side as normal maps, Occupied Territory as a HFFM for secret. Lunatic Fringe should be a non episodic level somewhere in the extras.

The other four maps are completely redundant, the boss should be at the end of Dark Side.

This would have made episode 2 a better, more compact experience.
>>
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>>7620026
\Nootrac4571 from Doomworld posted textures like that once.
>>
>>7620259
I think ep 2's length is fine desu. It's the only episode where the game takes place in space out of 3 episodes, now 5 if you count the episodes that came out afterwards
If you were to shorten it the game basically has no space levels compared to all other Earth levels
>>
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This could have been Marathon 3.
>>
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how do we stop him bros
>>
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>Hey [X],
*Visible aura starts glowing*
>Hope you're doing well
*Eyes start glowing, power is rising*
>But this is innacurate.
>>
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>>7620401
>>
whose idea it was to include multiplayer levels in single player levels?
>>
>>7620043
https://www.youtube.com/watch?v=tdEcF-E1-L8
>>
>>7620436
https://youtu.be/6OPxrEAnArA
>>
>>7620421
The earliest example I know of for sure is Memento Mori 2 in 1996. I think an earlier wad has been cited before but I don't remember what it is.
>>
>>7620357
I sometimes fantasize about some kind of remake of Halo but having it be more PC oriented. Make it so you carry multiple weapons but also make it so you have to swap them around because you're stuck deep behind enemy lines without resupply. Like you get a melee slot, a pistol slot, an assault rifle slot, a shotgun slot, a sniper slot, and a rocket launcher slot. Give all of them an Unreal style alt fire and mix in dual wielding for smaller weapons.
>>
>>7620263
See Id, was that so damn hard?
>>
>>7619975
How about we only extend by a week. 2048 took forever and most of it was just waiting on slacker anons. A lot of 2048's playtesting feedback came from anons who played the full pack of levels. Not as many anons will playtest individual levels for whatever reason.
There was talk before about revisiting and adding more levels around Pride so if more people want to add levels they can then. That's also how long it's going to take sprite edit anon to edit every single frame of the monsters he wants to.
>>
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>>7620357
the marines are so boring compared to bob
>>
>>7620421
Final Doom
>>
How's Doom Reteo?
>>
>>7620540
BOB voices are better for sure https://youtu.be/7dpxLPbamnA
>>
>>7620421
You mean multiplayer only arenas separate from the singleplayer part of the map? Memento Mori 1 and TNT Evilution are the earliest examples I can think of, but this also seems like the kind of thing which someone may have done even earlier.
>>
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>>7620461
For me, it's the pre-Xbox Halo weapons
https://www.youtube.com/watch?v=7Tqrfy4SR7I
>>
>>7620572
I hear it's alright.
>>
>>7620593
>You only have 5 months to make the game
That explains why there's so much cut content and only having a two weapon limit. Fucking Microshaft.
>>
>>7619702
Texture pack? This looks really nice.
>>
>>7620593
>magazine based like marathon.
>AR had grenade launcher like marathon
Fug
>>
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>>7619897
Adrian said it has no fur.
Romero said it has fur.
Romero later said it has no fur.
The official 90's action figure has no fur.
The Quack Champignon Shambler hat has fur.
U DECIDE
>>
>>7620446
This was 5 years ago. I assume the modder disappeared?
>>
>>7620583
"Don't shoot!" sounds like shaggy lmao
>>
>>7612789
FUDGE PACKERS

Demo prboom cl9
https://litter.catbox.moe/eej0c6.zip
I played some yesterday so I knew how to clear the start but that's it

Neither hard nor fast. Quite a slow and ponderous map, imo. No specific recommendations, the entire thing is slow-paced. I think this is because you built a 'realistic' building, then tried to populate it with monsters, rather than envisioning a specific encounter and building the map around that

Don't feel bad. This is what I was working on yesterday >>7616547
I spent hours on it and progress was very slow so I'll record some demos today instead
>>
>>7620630
Soul. Just one if the devs shouting stuff. That first scream is engrained in my mind
>>
>>7620626
I'll find a real one and let all of you know
>>
>>7620361
By forcing twitter to ban him and send him back to rome.ro
but that is impossible

>>7620626
The Shambler arm skin has no fur
If i were to guess it, there are Yeti and Furless Shambler species.
>>
>>7620646
>there are Yeti and Furless Shambler species
The QC team confirmed this.
>>
>>7619630
I think you could add another cyberdemon on uv a least. I liked this level a lot but I think it could be improved with minor modifications. That is if you're still taking general feedback.
Certain enemy groups felt like filler, like the lost souls in the vent and the revenants and hell knights on platforms before the end. Just not very threatening. I'm also confused by that switch in the crate room, It looks like it should be a lift like the other but I couldn't operate it. I enjoyed the long corridor with the revenants because it's a great place to wall run, but seeing as how that's not possible in some ports I think its way too long. Also, I didn't even realize the exit was supposed to be a rocket until someone else pointed it out. The plutonia sky may be a poor texture choice for that.
>>
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>>7620626
Fuck Adrian. It's fur.

Notice how humans all have the same color hands/feet. Blacks have the same melanin-less pigment in their hands that whites do. Their hands are not black because the hands/feet don't contain melanin.

So why would the shamblers hands/feet be darker than the skin on the rest of their bodies? Does the rest have even less melanin than the hands? No. Those are hands, and the rest of his body is covered in fur.
>>
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Going from Quake 3 to Unreal Tournament feels so weird.
It's so much more difficult,while the fights that tend to be one sided at times in Q3, it feels more balanced in UT,everyone is involved and no one is cannon fodder.

But when is just in 3 that's the worst because one member in particular becomes the frag bitch of the match.
>>
>>7620659
That's blood, anon. Not skin color
>>
>>7620659
>So why would the shamblers hands/feet be darker than the skin on the rest of their bodies?
Cause its a monster from a vidya from the 90s? like it could as well have dicks for fingers, its kind of exempt from regular logic
>>
>>7619448
Well, looks like anon who wanted H-doom where the player is the girl avoiding getting wrapped is closer to reality than previously thought
>>
>>7620626
pretty sure Sandy made the model, and he recently said it has no fur. QC wasn't made by anyone in the original team, and it also sucks.
>>
>>7620659
It's blood, lad. He's a monsta
>>
>>7620659
he's just into handpainting
>>
>>7620660
Crazy how not having a bug that makes the game a one-sided massacre makes it more engaging huh?
>>
Make the Lost Souls Ball gags So That Pain Elementals Are Spitting Out Ball gags
>>
>>7620728
Fuck Sandy Petersen and his shitty level design.
>>
>>7620759
Really? Quake 3 has a bug that does that?
>>
>>7620728
Sandy isn't a modeler or graphic artist, that model was made and textured by Adrian.
>>
>>7619448
based barafag
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>>7620771
>>
>>7620654
Thanks for the feedback. The revenant hallway is supposed to be a dodge the fireballs thing each time you go through it. You can wallrun if you can but you shouldn't have to. I'll shorten it a little bit anyways. Also the switch in the crate room isn't a lift. As for the rocket I wanted to use a red texture so that it'd be a red rocket.
>>
>>7620727
Cringe,the based mod would be Hdoom but you fuck bara demons.
>>
>Shadow Warrior in the highest difficulty setting was fairly straightforward
>Blood in the 2nd highest difficulty is assraping me
Why am I failing so hard? The enemies just react so damn fast and do so much damage in this game, peek a corner and instantly get hitscanned to shit.
>>
>>7620817
Thats just how it is senpai. The hardest difficulty isnt even meant for single player. Also i dont know if that glitch is still present where game goes to the hardest difficulty without telling you
>>
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>>7619448
LEATHER CLUB

I like this one.

I still think the starting section is dragging your map down. It's the only section in the map that is boring to replay. Ooooh punching out demons with infinite room to maneuver. Map should start in the lobby

The entrance to the club is pitch black, at least in GLBoom, pic related.

You actually don't need the SSG if you can into infighting - but you need to give it to the player before the cyberdemons, just in case! Add a non-secret one here at the very least.

The 1-monster-at-a-time thing in the bathroom section is way too easy. Needs to be harder BUT the average player will not have SSG here if you don't place one around here.

The music is good and doesn't get old.
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What i am about to do, might not be the most wisest move, but il kill for people to push somebody into making a better Rott Sourceport
>>
>>7620626
According to Adrian, shamblers dont have fur but imps DO. Im not believing a thing he says.
>>
>>7620817
2 last diff of Blood are meant for multiplayer, though second hardest is doable if you know the spawns
>>
He proceed alone to remnants hunting
however found lot of trouble in the old lab
"What the... creepy bone
It's hell joke?"
"Must destroy this plase
and it remains still a lot... I guess"
>>
>>7620823
I failed to include demo, if you want it
cl9 https://litter.catbox.moe/d5jqas.zip
>>
>>7619448
Looks really great, the color is just slightly off
>>
>>7620836
Beat blood my first time on the second hardest but i cant do it for the bonus ones
>>
>>7620848
did you save scum?
>>
>>7620859
What do you think lmao
>>
>>7620817
play the default difficulty. for episode 1 you should use the flare gun for zombies and finish them off with the pitchfork. 2 rounds of flare shots into cultists should do the job.

>>7620836
was kind of a dumb design decision desu. you'd only know this if you read the manual.
>>
>>7620069
Tim wilitis yes.
>>
>>7620174
Its underrated
/toast
>>
>>7620808
>demon power bottoms
unf
>>
American didn't work on Final Doom? I thought he had but I can't find his name on map designers
>>
>>7620228
Is that a serious sam scorpion?
>>
>>7620259
I'm the guy you replied to and I like this idea. Maybe polaris station as a secret map too
>>
>>7620782
Strafe hopping.
>>
>>7620174
I like the use of HOMs at the end to make that bizarre water-cube. That always stuck out to me.
>>
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>>7620859
>>
>>7620884
no
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>>7620876
You get it anon
>>
>>7620817
You avoid hitscan by jumping and ducking like a madman. It`s quite consistent
>>
>>7620826
I dunno where you're going with this, but whatever it is I support it
>>
>>7620660
Are you talking multiplayer or single player vs bots? Unreal bots are much tougher than Quake bots. In multiplayer it really just depends on who you're facing.
>>
Are there any recommended total conversion mods for build engine games?
>>
>>7620954
vs bots. The bots in UT seemed much harder to deal with compared to Q3.
>>
>>7620949
Prefiring around corners helps a lot too because cultists do get stunned when shot. The tommy gun can stunlock them once you have it, so can akimbo shotguns with primary fire. Don't rely on the shotgun to fight cultists if you can help it. Getting them from out of sight with dynamite or using the tommy gun in a direct confrontation is preferable.
>>
>>7620971
Quake 3 bots are basically just speeding around in patterns according to their nodes which makes them seem quite silly, as they'll often just speed past you and not really bother to engage much. What is interesting about them is their chattiness. UT bots are much more prone to stop to fight or give chase in combat, and they have all these customizable attributes to them. And if you run into Loque, he's going to fuck your shit up with any hitscan weapons due to his 100% accuracy. UT2k4 bots are even worse because of the way they are programmed to aim, they can be infuriatingly hard to face at close ranges.
>>
>>7620971
pretty sure cpma has better bots for q3 if you really want
>>
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>>7620978
Got it. I've noticed that certain enemies never stick to a single weapon and go all around.
Even if I get my ass kicked it felt like a more consistent experience compared to Quake 3,where you either get apex predator enemies or just dumb. It was more a chore in Tier 1 where they barely fought you and went more for power ups.

How did Epic managed to get it right while Id not? The latter had far more experience with the genre.
>>
>>7620879
Nope. Final Doom was TNT: Evilution, which was made by Team TNT (previously The Advanced Doom Mapping Mailing List, or something like that), which consisted of just dudes from the general community. Plutonia was made by Dario and Milo Casali, who were also part of this group, but did all the work on Plutonia by themselves. John Romero had noticed the TNT project, and then swooped in right before the intended release to offer them a licensing deal to buy the rights to the .wad and publishing it as an official expansion pack, on the condition that they provide an additional set of 32 levels, which the Casalis got right to work on, making Plutonia.

American just happened to be John Carmack's neighbor, and they became pals. The subject of Doom inevitably came up, Carmack mentions making it, and American mentions how he thinks the game is totally sick, and shows Carmack some levels he made, which is how he got hired.
>>
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All this talking about UT being better than Quake 3 but I give it to the latter that is SO MUCH EASIER to find the skins,models and maps you want.
>>
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>>7620975
And while I'm on the subject of how to not get owned by Build hitscanners, you can just straight-up circlestrafe Duke's, other than the Battlelord because he fires wide sprays. Shadow Warrior is the only one of the three that I'm not aware of any special techniques for dealing with its hitscanners. I suppose it works out because hitscans are the least of your concerns in SW and you have so many more explosives comparatively. The rocket launcher is your bread and butter in that game.

Build Powerslave has no hitscanners, interestingly. It's got annoying bastard rapid-fire enemies that are about as dangerous as cultists, but they fire projectiles. The M60 doesn't stun them so you learn quick to use grenades or the serpent staff.
>>
>>7621018
>How did Epic managed to get it right while Id not?
Steve Polge just happened to be pretty good at making decent AI opponents. Even in Unreal 1 from 1998 the enemies are clearly smarter than in Quake or Doom.
>>7621027
Well I never got much into Q3 mods but UT99 is remarkably easy to mod with its file/folder structure. I guess nowadays the Unreal community is dead and many great sites are gone (although ut-files is nice) but back when I was a kid I'd go into sites like Nalicity, Skincity, Modsquad, Beyondunreal, Unrealsp etc and find more content than I knew what to do with.
>>
>>7621043
>Steve Polge just happened to be pretty good at making decent AI opponents

Interesting,Unreal 1 enemies are criminally underrated.

>Well I never got much into Q3 mods
I actually saw tons of skins for it and helped that there are some websites still active for it.

While Unreal Archive doesn't have images for the models sometimes and is incredibly difficult for me.
>>
>>7620727
>hot space marine tomboy getting gangbanged by muscular and well hung barons
Would be pretty cool tbhfam.

>>7620949
Jump up, jump up, and get down.
>>
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>>7620794
>I'll shorten it a little bit anyways
Don't. Who cares if GZzoomers can't wallrun? Fuck 'em. That section is the single most memorable part of the map.

The map should end at this hallway. Every single section afterwards is boring.

The chaingunner stairway with the hidden megaarmor is not threatening because the chaingunners can't shoot you.

Every time I try to enter the crate room I get blocked and bitten by the cacodemon floating by the cieling by the door

The SR50 on top of the crates is lame. Not fast at all.

That vent where you crawl through and exit facing a manc? Not threatening. That section where you clear out the barons with a rocket launcher? That's called a slog.

You asked specifically for playtesting in the cyberdemon section. I accidentally ate a rocket while recording so I skipped to the end of the map - and against my advice, you added even MORE uninspired filler sections. Why are you padding your map?

Your map is a slog to playtest, and it puts me in a bad mood. If you just ended it at the revenant hallway you'd have a great map. I wanted to take a screenshot of me at the end just to show I got there without cheating (I've been recording so playing saveless) but I'm bored and not paying attention and making careless mistakes
>>
>>7621081
Just in case you think I was being too harsh, this is the attitude of the mapper:
>Yes, I know the crate room sucks that's just how it's going to be.
>>7613149
>>
It never gets old seeing alf threads being deleted.
The fact he's a halofag is more hilarious.
>>
>>7621081
I liked the part at the end where you scale up the rocket silo and fight big waves of enemies, I think it would be a shame if he got rid of it
>>
>>7621119
the "hl ruined fps" guy likes halo? lmao
>>
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>>7621119
Halo fans are awful. I've been in that fanbase for a while and it's divided in 4 type of people.

Bungie stans: who would defend anything from that era like a flawless masterpiece

343 stans:who would eat anything from them because "muh change"

Lorefags: who sperg so hard that anything isn't 100% accurate

Monsterfuckers: Doom has them too but those are almost impossible to avoid if you enter in anything related to Halo

All awful
I've been in those /vg/ threads and were fucking cancer.
>>
>>7620978
god playing with a huge set of bots in UT99 makes it fun seeing whether or not loque shows up
You get just fucked 1 v 1 if he has a sniper
>>
>>7620619
Quite understandable indeed. Ultimately more bearable than what happened to Rareware, still.
>>
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Perdition's Gate is better than Final Doom
>>
>>7621146
>install Unreal4Ever
>shitload of weapons fuck yeah
>discover a new world of pain whenever Loque finds an M16 and perfectly tracks you from across the map
>>
>>7621145
>Halo fans are awful
I don't think I can really blame you for your ire. The fandom became especially splintered and divisive after Halo:Reach and 343 studios took the helm.
>>
>>7621145
the reason the halo fanbase sucks is because there was only one good halo game (combat evolved) and everything since then has been such irredeemable trash that only weird autists interested in story and characters would actually bother playing the games.
>>
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>>7621146
>>7621153
Look at him,does that look like the face of mercy?
Why they made him so OP in terms of accuracy?

>>7621150
Not exactly a high bar. Most of Plutonia is good but TNT is 50% good maps and the other is shovelware tier.
>>
>>7621081
>>7621112
I appreciate the feedback. I made a lot of sloggy rooms like you said, especially at the end. It was also my fault for waiting near the very end to actually finish this up.
But being pretty much my second map I've ever made for the public I set out with a goal to map what I wanted to. I wanted to make a revenant hallway, a crate room, some outdoor sections, something with crushers, a section where you mow down a ton of zombies, and some timed wave defense section. Did I achieve that perfectly? No, of course not. Will I take this feedback and use it to improve my mapping skills for the future? Yes, I will. Though for now, unless the deadline gets extended again, I'm just going to focus on balance changes. I'm not going to cut out half of my map unless anyone else says otherwise. You have been the only person to comment on stuff feeling like a slog.
If the deadline doesn't get extended, do you have any comments on how I can improve what I currently have? Like the chaingunner stairway area. Should I lower the chaingunners a bit and give them less room to walk back? Or replace them with other enemies that can aim more reliably? Also the outside section with the barons, what can I do to make that more threatening? Spawn monsters behind the player so they have to manage two sides?
Also the crate room should be blocked by sound coming from the outside. Unless you open the door at some point it shouldn't be blocked by a caco, I'll have to make sure that's working right.
>>
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>>7621161
It's really lame because I know people who simply like the games and had tons of fun with them but then you have those two sides that really ruin everything

>>7621164
Halo 1 is my favourite and still like the other 2 of the trilogy.
I wouldn't consider myself an hardcore fan anyway.
>>
>>7621180
>You have been the only person to comment on stuff feeling like a slog.
Am I also the only person who recorded some gameplay of your map?

You're getting way too sentimental, my friend. Don't get attached to these maps. You tried out some things and they failed. This map would be a very good map if you cut out all the bullshit. The fun sections are genuinely fun sections, but all the crap you added as filler detracts from it. Think QUALITY not quantity. Also it's FAST maps. Try out "Just Be Yourself" ( >>7613008 ) and see the difference. Also remember that you don't have to delete the map from your hard drive. You can Save As and create different versions.
>>
>>7621153
god I haven't tried it but this just made imagine loque with a mod that ports over the RTNP weapons, particularly the broken ass CAR that can alt fire as it fires it primary which is faster than the fucking minigun; I can only imagine it's a very special type of hell
>>
>>7621230
>I can only imagine it's a very special type of hell
It would be terrible but probably not that much worse than fighting those fucking marines.
>>
>mfw map is labeled "very hard" in txt but i only play continuous and it was a breeze
>>
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Speaking of Loque,remember how he looked like in UT 3?
>>
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>>7621223
Understandable, but I'm still going to wait for more feedback and see what's going to happen with the deadline. If anyone else comments about the slog then I'll probably ax the hallways up to the rocket and skip the defense section. I am not removing the rocket itself though else I would have to come up with a different name for this map lol.
>>
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>>7621263
Better yet remember how the Necris supposed to look like in UT 2014? Damn you,Epic.
>>
>>7613173
JAW BREAKER

This map was going SO WELL until that teleporting archvile section. You cannot enter without risking getting zapped, so you are forced to wait outside, waiting for one of them to attack you so you can shoot it with rockets. I seriously spent like three minutes just standing there. Did you even playtest this? I can't understand how anyone would think this is okay. The next archvile section is where I stopped. I got zapped there and did not feel like replaying either of those archvile sections. The 2nd section is even harder. I dropped down and was sandwiched by 2 archviles with zero cover and died instantly

demo https://litter.catbox.moe/afzjns.zip
>>
>>7613173
>I'm always interested in more critique (for instance, how to improve the teleporter carousel in the second warehouse, as it's kind of tedious as it is)
Here's an idea: remove the teleporting linedefs. Did you even try that section with the archviles just chilling on crates instead of teleporting so fast that they cannot be shot? Or try putting them on the ground?
>>
>>7621240
>those marines
seriously fuck those dudes, that part was by far harder than anything else in the main game or expansion
I like the grenade launcher a fair bit but the rocket launcher and CAR were just unfinished; RTNP was a bit of a shit show in some ways
>>
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What's the most up to date Quake 1 source port?
>>
>>7621164
even CE is not good. it's consolized trash with wide open areas with nothing in them.
>>
>>7621308
QuakeSpasm and QuakeSpasm-Spiked. Good luck finding a good QW port lmao
>>
>>7621308
Quakespasm.
Also go for Quakespasm Spiked.
>>
>>7619702
Damn, nice bro
>>
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>>7619630
I died right at the end to my own stupidity trying to BFG the Cyber. God I hate myself. Here's a FDA https://anonymousfiles.io/h6yrPCuJ/

I thought it was a fine map but there's a few major issues:
1 - The progression is cryptic. Relying on teleporters, placed in areas that look the exact same, can lead to that. Also, there was a gray door placed on a gray wall (pic related), and it took me several minutes to notice that while wandering around the level looking for where to go.
2. The map looks bland. It's not ugly per se, but, why does it entirely lack any brightness variety? Everything's at 192 brightness. That won't do, anon. Some texture choices were pretty weird, too. I think this texture pack was a mistake for this project. There were some weird texture choices, like the entirety of the wallrun run and the red and black flat in pic related is an eyesore.

There's also some redundancies as well, such as a secret green armor just the room before a free green armor (at least I think this is the case, unless you teleport to that armor from an earlier part in the level).

Otherwise I think it's a fun level. Probably much easier than you think though. You're clearly a beginner but you did well.
>>
>>7619716
>better lore already
>levels maybe, nah
>>
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>>7621308
Quakespasm-Spiked.
>>7621313
>Good luck finding a good QW port lmao
Oh yeah. I guess ezQuake is "the QW port" to go for and I finally managed to config it just right, but it doesn't want to load mission packs' maps (gamedir works though). Either I need something I'm not aware of or it doesn't support those, which kills one of the reasons I wanted to try out QW (for their multiplayer with weapons and SoE's CTF).
Why QuakeWorld doesn't have its own Quakespasm(-Spiked)? What about FTE?

Also, in case Clovr anon will come back to this particular thread:
>I use FodQuake, personally.
Why? I looked at it for a little bit and browser seemed a bit more confusing to me than the one in ezQuake + it's menu just looks weird. Not an issue if there's a way to go to classic Quake style though.
>>7611673
>>
>>7621081
I absolutely agree with you, this map is a slog to playtest and the mapper needs to take more advice.
>Lol not changing the hidden berserk at the beginning, soap funny
I couldn't even be bothered to playtest the newest version. And the MIDI is fucking terrible.
>>
>>7621278
It's the one part I don't feel satisfied with, it really kills the otherwise good pace of the level, and I recognize that it needs to be changed, badly.

>>7621291
>instead of teleporting so fast that they cannot be shot?
The idea is that they'll eventually try to zap you, that means they'll stand still for a second or two, and gives you a window to blast them, a lot like Plutonia's Map 12.
Problem is that the way the teleport sequence is set up seems to reset their aggro, so they're not very likely to try to zap you, hence actually getting this done takes several minutes.

I'll be updating the map to add difficulty levels, so I'll play around with that encounter to see if I can make it work much better.
>>
>>7621278
JAWBREAKER MAPPER-
I was the anon who initially suggested adding more viles to the teleporter section because I thought it would make it work better but it really doesn't. The one vile would be best.
>>
>>7621364
The Marathon Trilogy (1994-1996)
>>
>>7619325
Posting updated versions of my maps
LATER FOREVER V6
https://anonymousfiles.io/q5aqVgWx/
-Removed one archvile and two cell charges
SOMEWHAT POSSIBLE V5
https://anonymousfiles.io/WPUxOdVQ/
-Changed annoying spectre section by removing nine spectres but adding five revenants. Added two medikits in next room. Fixed some misalignments. Changed a couple HMP monsters.
>>
>>7621353
Yay more feedback! I'll definitely change that door texture, it never occurred to me it would be hard to notice. Also for the lighting that's also me just being new at this and not spending too much time on lighting details. But thanks for bringing that up though because I think I broke some lighting I had in a certain spot, I'll need to check that. I just picked textures for the long hallway part that stood out, up to suggestions for something better though. With the armor yeah I forgot I placed one in the crate room when I was making the second outdoor section. I'll change that up a bit.
>>7621380
There's two for the slog, will definitely cut it down for the ending section then.
>>
>>7621386
More or less viles doesn't solve the problem that their aggro resets.
>>
>>7621432
No, but it reduces the amount of time the section takes
>>
>>7621145
the fuck is a stan? Do you not know how to spell or are you referring to some retarded e-celeb
>>
>>7621436
Not by enough to fix it, even with just one vile, you're still waiting for him to pay attention to you.
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>>7621380
>>7621081
>getting filtered by this map that isn't even that hard
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>>7621437
Stan is usually used for obsessive fans.Liking something to a great deal.
It's mostly used for the context for celebs.
>>
>>7621383
>The idea is that they'll eventually try to zap you, that means they'll stand still for a second or two, and gives you a window to blast them
That is exactly the problem. I spent about three minutes just standing there waiting for them.

>>7621408
>will definitely cut it down for the ending section then
Don't work too hard, it's just a game. I think it'd be simpler to just keep that core good section, the start up to the revenant section. Maybe put a key there and the exit is behind the red door. That way you have less area to worry about texturing/brightness, and whatever finale you have can come there. Or the reventant tunnel can be the finale, I'd be fine with that. I think it's novel to use wallrunning to dodge revenant missiles
>>
>>7621456
>That is exactly the problem.
Yes, it's a recognized problem which all the other playtesters have pointed out, and which is acknowledged in the post with the latest upload.
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>>7621448
I recorded a deathless run of it yesterday. Where's your demo?
>>
>>7621456
>Don't work too hard
It won't be, I can cut the crusher room and the zombieman horde just fine and still have the rocket section that I'd like. I'll post an updated version later today with those changes and see what people think. If the crate and second outdoor section is still super disliked then I'll cut them too afterwards.
>>
>>7621387
2's levels are alright. Infinity makes me want to punch the screen. You lose your entire arsenal like twice in that game.
>>
>>7620626
>The official UNRELEASED 90's action figure has no fur.
ftfy :(
>>
>>7621518
True im comparing to doom though and as much as i love Marathon none really feel as fun as doom in terms of level design. The TCs are the same way. Pheonix gets their with the fun imo
>>
>>7621437
are you living under a rock? stan is a regular word thats been used on the internet since like 2000 thats means an obsessive fan, dont get so pissy
>>
>>7621437
>Zoomie isn't familiar with a famous song by one of the most prominent rappers who has ever lived
>>
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I'm setting up a compilation of wads, using a batch file to choose wich one to play

go on, rate my megawads selection

should I replace any entry with something better?
>>
Code Suppression (re-post just in case)
https://anonymousfiles.io/xFswigIq/
>>
Is Half Life Echoes good?
>>
>>7621613
>>7619325
>>
>>7621614
No,it's great.
>>
>>7620461
I would love to see that
heck why not remake halo 2 to be pc oriented to either play chief or arbiter and have both of them carry their own weapons
>>
>>7621447
This may be overly complicated but what about something like-
There's two switches, one to control the X axis teleporters, one to control the Y axis teleporters. Pressing the X switch will momentarily raise up a small sector in the middle of the X platforms that the archvile gets stuck on if one timed it right (really just a 50/50 chance) leaving him vulnerable for a couple seconds
>>
>>7621591
prolly add Scythe, its just too big to ignore (even though i personally think Scythe turned out to be kind of a turd over the years)
otherwise this is mostly what i played first as well when i started dooming
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>>7619319
I'm up and at it. Today's the written submission deadline but we will be going one week longer to allow for one final bit of wiggle room since interest went up a decent bit lately.
>>
>>7621591
tfw i did this on linux with kdialog. being able to create dialogs from shell scripts is great.

>>7621614
it's good and it actually makes goldsrc crawl
>>
who the hell plays chocolate doom?
it's so not fun it's unreal
>>
>>7621724
you suck
>>
>>7621724
Anon it's not Unreal. It's Doom.
>>
>>7621710
Hey buddy, I never even asked you but are you cool with custom monster sprites? Cause I got some pretty neat stuff coming up
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MOooooooo
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>>7621745
Absolutely cool with it, looks a cut above and beyond
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>>7621745
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>>7621557
>thats been used on the internet since like 2000
It was not in common usage until like 2015. Either way, it's not hard to solve from context.
>>
>>7621745
Hey Buddy,you got the wrong map,Tower of Babel is 5 maps away.
>>
>>7621710
>>7621758
You oughta make it two more weeks rather than just one more week, give this dude some room to get all this stuff done.
>>
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>dude stop the game its time to autosave
bfg edition is unplayable
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>>7621591
>plutonia 2
>no plutonia 1
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>>7621782
Plutonia is an iwad, I'd assume he already has it.
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>>7621779
get the bfa fix, it's slightly better save times and you can skip cutscenes
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>>7621081
dude shut the fuck up, let mappers do whatever the fuck they want.
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>>7621779
are you me? I've alttabed because I've got assblasted from autosave shit
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>>7619371
If you check Courtney Evans' website (http://www.evansinc.com/courtney/resume/duality.intro.html) and her Flickr (https://www.flickr.com/photos/courtneyevans/albums/72157605864070626) you can see a fuckton of Duality concept art, level editor screenshots, even music (she did the music for Duality) and early engine screenshots.

It sucks that most of the Duality official screenhots and the textures on Colin Kawakami's website have been lost to time.
>>
>>7621758
Sweet! I'll keep you updated

>>7620632
>Neither hard nor fast. Quite a slow and ponderous map
Yeah, I kinda agree in retrospect. I made it before trying out any of the other maps so I wasn't sure how hard or fast it needed to be. Unfortunately, it would need a total redesign to fit the theme better, and I don't think I would have the time to do that, even if I wasn't working on the monsters ATM. I hope it's still faggy enough to be part of the project, even if it's just as an extra map or something.

>>7620823
I think I can fix most of that. The SSG isn't actually hidden anymore, it's right in front of the entrance to the disco room. I guess it must mean it's still too dark if you didn't notice it, I'll do something about it. And watching your demo, I totally get that punching pinkies at the start would get tedious real fast on repeat playthroughs. I think I'll just axe them entirely.
By the way
>that bit at the end of the demo
Good shit, made me chuckle!
>>
>>7621776
>>7621758
>>7621745
It's cool as fuck but I think you guys are underestimating how long this stuff takes. The cyberdemon alone has 60 different frames (not including the death sequence).
>>7621745
Or maybe I'm seriously overestimating how much time this takes. How many frames have you done on both the hell knight and cyberdemon?
>>
>>7621776
Nah don't worry dude, a week should be more than enough. The Hell knights and the Cyberdemon should be the more time consuming ones to make and I'm almost done with them both. I'm planning to make the lower tier monsters look like the Village people, and putting hats on a couple of monsters will take no time at all.

>>7621832
Hell Knights/Barons are done (altought I need to tweak the baron's palette a bit, but nothing major). I'm almost done modeling the Cyberdemon's clothes, so expect it to be done within the day if nothing else comes up.
>>
>>7621843
>Nah don't worry dude, a week should be more than enough.
Alright, I'll be honest, it's more that *I* may need another week.
>>
Recommend me good Doom gameplay mods and map packs for a good handful of friends(around 3-6) who aren't typically retro FPS fans.
>>
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Ngl,I didn't expect one of these threads to turn into a serious discussion about homoerotic demons while being completely on topic and constructive.
>>
>>7621843
Oh fuck yeah, I'll quit my bitching then. I just worked on a project before where a guy was doing monster edits and we ended up waiting months on him.
>>
>>7621860
We take buttsex very seriously around here.
>>
>>7621448
slog =/= hard
shotgunning a group of barons isnt hard, but its a slog
>>
>>7621858
Are you the dude that wanted to retract his map to make some major overhauls?
It's probably fine, even if the deadline is in a week NMN3anon will probably need a couple of days to compile everything, as long as you don't dissapear for a month and provide the final version quickly enough I'm sure it would still be accepted. It's worth at least trying!

>>7621864
I assume he probably did everything by hand, sculpting and rendering 3D models is rather fast in comparison.
Out of curiosity, mind sharing the project's name? I always like to check out what other anons are working on
>>
>>7621859
well i dont wanna be THAT guy buuuut probably brootal doom
and brutal doom proooobably plays best with Extermination Day
but you know, lot of people will give you flak for starting doom with Brutal Doom (or just, brutal doom in general)
>>
>>7621859
samsara
>>
>>7619448
Hell knight's legs look separate from the rest of him, like he's wearing pants. Needs the pink/peach from the top half in there.
>>
>>7621896
Yeah I agree, I was hoping it wouldn't be too visible in game, but it's not like you CAN'T look at it, you know. I'll tweak the palette a bit and paint some highlights on his arse later on
>>
>>7621308
What about Qrack?
>>
>>7621883
I tried PB and got mixed receptions, but it might of been the map set I was using(Scythe 1). Maybe Broodal with Extermination day would be a better fit.
>>
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I didn't post any of my art here in like forever,so have a nazi caco I colored.
With a big MP40.
>>
>>7621965
that's awesome
also, you reminded me of the tormentor from wolfenstein rpg
>>
>>7621965
OP image material, good job
>>
>>7621965
>SSSSSSSSSSSSSSSSSSschutzstaffel
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>>7621969
Thank you,I've never seen the Tormentor.
It's happy coincidence

>>7621971
Thanks,which title should we go with? Sieg Hell?
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>>7621965
That's a bigass stahlhelm, probably sounds like a goddamn witches cauldron when you drop it on the floor.
>>
>>7621926
Extermination Day is kind of made for Brutal Doom, its definitely the combo I would use if I wanted to try and convince some non-doomers into Doom. Though generally, you kind of have to like Doom in order to, well, play Doom.
>>
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>>7622004
>Sieg Hell?
How about the ending line from Wolfenstein 3D?
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>>7619382
Japanese Community Project.
>>
>>7621550
I prefer Marathon 2's level design to Doom 2's but I agree that Doom 1 is unsurpassed and will remain so.
>>
>>7621804
Oh shit, she also worked on Tempus Irae. I wonder if there were many DA employees involved in that TC.
>>
>>7621820
Oh my god I just noticed the foot prints leading from the sewer for the first time. Dude that is good. Make the player start just like that but facing the club. Put the Boss of This Gym encounter in the club somewhere lol
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>>7622030
Need to re beat Tempus Irae. Loved that whole concept
>>
>>7621820
>>7622049
OK idea - everything stays the same BUT the Boss of This Gym + pinkies encounter is optional and the berserk is tagged as secret, and you start off like before emerging from the sewer but facing the club. Also replace the 3 zombiemen by the Boss of This Gym with revenants, and the hellknight with a baron, since it is an optional punch-out-fest after all, and it makes sense the Boss is a baron especially if there are three revenants nearby
>>
>>7622072
And the flood of pinkies should start BEFORE you grab the berserk, to push you into that zone, again, an optional secret fight.
>>
>>7621379
>What about FTE
If you're content to fuck around with it for a few hours to optimize its millions of settings to your system (it's extremely finicky) then it's probably the best choice long-term. You can even play mods that are highly optimised for QSS like Slayer's Testaments with few issues beyond awkward audio looping.
>>
>>7622072
Man, I had the exact same idea and was just typing it out to see what people would think of it! Guess that's going in the map then. After all the gym does contain an armor, a backpack, a berserk AND a bfg, makes sense that it would be a secret area. Plus it would make for a fun easter egg for people in the know. "Wait a minute, if the leather club is there, then we must be two blocks down from..."
>>
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I know HFFM is still ongoing, but would anyone be interested in a Quake project after it's done? Pic possibly related.
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>>7622004
>Thanks,which title should we go with? Sieg Hell?

>>7621985
>>
>>7622106
dont think this title will fly tho
Hard Fast Faggot/Friendly Maps will fly with normies because they can say "haha its soooo 4chan!"
this name wont, I'd be down for some quake mapping after HFFM tho
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>>7622106
I think that name will be too hard of a sell. I enjoy racy jokes, but I also don't want my works to be too limited in their propagation.
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>>7622106
>I can't believe those 4chan bigots used the f-word in their latest wad! They better get their hecking shit together for their next project!
>INTRODUCING NIGGUR
I fucking love this place
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>>7622106
Yeah I would totally be down for some Quake mapping. No way we could get away with that name though.
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Why does this map make people seethe like this?
https://youtube.com/watch?v=OnDs9DmPdxQ
>>
>>7622106
Trying too hard.
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>>7622127
It's terrible,anon.
It feels so horribly incomplete and it never stops.

>>7622106
No fucking way we could get away with that name.
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>>7622106
I lol'd
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>>7622106
how about a subtle rhyme?
>pull the trigger on that shub-
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>>7619319
new map
https://www.moddb.com/games/quake-2/addons/inner-lab-testing
>>
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>>7622167
>>
>>7621782
>>7621783

the first entry in that screen (doom complete) loads up an iwad generated by merging all the official releases

I've used this:
https://jp.itch.io/wadsmoosh
>>
>>7621752
really dig that design
>>
Why people complain about Tricks and Tramps it wasn't that bad.
>After playing in it UV pistol start for the first time.
Fucking Hell.
>>
>>7620008
I was dissapointed by it too
Mostly the part in which the rest of the fucking replacements in the body besides the legs are just welded under a metal plate. Goddamn, I wanted to see how the player is beign moved like a puppet from one side to the other while having it's bodyparts replaced with extreme cruelty.
But I guess that's due to engine limitations.
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>>7622106
>>7622113
>>7622119
>>7622121
>>7622131
>>7622135
>>7622167
Okay, so there's obviously some interest. Any ideas for a name if not NIGGUR?
>>
>>7622236
SHUB*ATH
>>
Saw some anons talking about ut99 earlier.
I just got a server up that autoswitches game modes, which is convenient.
Now I'm looking for maps to run on it.
Looking for suggestions.
>>
>>7622239
I actually like this. Or something like to it.
shub[redacted]ath
shub******ath
shubnegroath
shubcrackerath
shubdiddadoo
>>
>>7620104
Fucking hell, looks like they were going to redo the Black Widow, and she looks badass. Also
>Bitterman
>Joker
>Stepchild
Those names are actually badass
>>
>>7622167
That's fucking hilarious, but we'd get shit for it. Also you don't shoot Shubby, you telefrag that Niggur, so it doesn't quite fit.
>>
>>7622250
N64 was Viper
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>>7622250
Bitterman is a legitmately cool name.
"Oh you think you're bitter? I'm bitter than you!"

>>7622249
Shub [Slur]ath
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>>7622256
How about
>Shame on a Shub
>Shub on a nigga
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>>7622249
>shubdiddadoo
That's not just the funniest suggestion yet, it's also dumb enough to work. What if we morph it to be less obvious? More otherworldly and Chthulian? Like if a cultist wrote it on a wall, it wouldn't be immediately obvious.
>>
>>7622236
HUHs of /vr/
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>>7622269
I think I got it "Lovecraft's favourite Shub"
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>>7622236
Something involving shubby's nickname "the black goat"
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>>7619325
>FULL THRUST VERSION 3
https://www.dropbox.com/s/p1lphl0emrrpfzn/fullthrust_v3.wad?dl=0

>Shrunk the crate room down considerably, goodbye creepy eye switch
>Crusher room removed, replaced with a shorter hallway
>Reduced zombie horde considerably
>Added a few more enemies around the rocket to compensate for previous changes
>(Attempted) lighting pass across the entire map, hope it looks less bland
>Small texture changes here and here, like the door to the crate room
Still open to suggestions and how to improve the second outdoor area (or if I should just remove it completely)
>>
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>>7622259
>>
>>7622269
>shubdiddadoo
>all maps are silly and/or with a gimmick
>cartoon style textures
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>>7622236
Shub N. Rath
Shub 'n' Tug
BEAT THE N
The All (single) Mother
>>
>>7620512
This was kino
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>>7622249
Shubcrackerath is the best.
>>
>>7620660
I had literally the opposite experience
as an avid player of both games, have a few tips:
non-combat movement is faster in q3 thanks to strafejumping. Ut especially ut2k4 has faster in-combat movement thanks to the dodge.
Most weapons in UT are more versatile. I find quake easier for mental decision making since it's clearly broken down into the so called "holy trinity"
In ut you have weapons good at multiple ranges or one firing mode is for certain types of engagements while another is better at a different range.
3: shock rifle is king in ut2k4, 3, and the newest one's playable prealpha. The shock combo is probably the most unique thing about UT and it completely changes how you can punish an enemy who moves in a way you predict. Especially if you bait them with an armor or shield belt.
Speaking of the armor system -FOR ME, UT is generally harder to take back control in duels once you lose it. Obviously this depends on the map and the situation, but just the way that the armor timers are set up, or how you can still get headshot even with the 2 smaller armors (for real who though thigh pads were a good idea?).
In ut99, sniper rifle is king and head hitbox is huge like nearly top 1/4th of char model. Learn to work with this.
Gl m8

I miss reflex arena
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>>7622468
Shubcrackurath.
Needs the 'u'.
>>
>>7620759
If everyone is strafejumping its not onesided anymore
>>
>>7620826
RoTT is excellent
My hope is that the ECwolf guy makes it work with rott
>>
>>7620958
The starship troopers one is an oldie but a goodie
>>
>>7619319
Raze hit v1.0
>>
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Anyone has that image showing that time when Graf Zahl got autistically mad because a certain WAD won a cacoward?
>>
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>>7622498
>>
>>7622392
>BEAT THE N
This was going to be my suggestion
BTN
>>
if HFFM can be treated as a celebration of gay men to justify the "faggot" part, what about the Quake project?
do we pull out something similar?
>>
>>7622257
Cool
>>
>>7622530
I mean, what would we do if we go with something related to 'NIGGUR'? Make Ranger black? Make the enemies black?
>>
>>7621879
>shotgunning a group of barons
nigga what? You're given several rockets and it takes 15 seconds at best to deal with them, grow some balls.
>>
jc denton without the infinite power of nanoaugmentation
>>
>>7622665
Whoa. You drew me?
>>
>>7622517
Graf is right.
>>
Do you like what you see?
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>>7622680
add some more shading, it looks like a paint edit the front sprite
>>
>>7622685
On the top part you mean?
>>
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>>7622680
>>
>>7622693
yeah, give some that if in case some anons here decides to play with crt shenanigans now that royale was ported to reshade, give that shiny black leather look worthy of a hardo gay
>>
>>7622680
Please add a biker's hat. That's all, great job anon.
>>
>>7622680
Fuck yes man
>>
>>7622680
give him a fedora and a white glove pls(not necessarilyfor the project but because it would be cool on it's own). otherwise looks good. I like the other anon's idea of a biker hat but even some kind of chain nor leather strap would be awesome as well if you feel like it. or a septum piercing.
>>
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So I was reading a different thread and thought it would be nice to check whether Doom II maps run slower than Doom I maps. Of course, modern computers are way too fast, but we have timedemos! And even if frames go through toolkit like SDL and video drivers, these should perform the same basic operations for the same amount of time for each frame, at least for the software rendered ports, and we can check the remaining performance variation. I agree that there is too much fortune telling here, but let's try it.

First I've benchmarked three built-in demos for different games. Looks nice, and the results in Crispy Doom and PrBoom+ mostly match, despite the difference in their performance. However, three random demos on three random maps hardly represent anything.
>>
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>>7622778
Then I used nice long UV Max episode runs for all four iwads to check average performance. But isn't that way too average? Episodes consist of maps of different complexity, we should look at their variation instead.

Then I timed single level UV Max runs to make another nice graph, and immediately discovered that E1M1 is almost twice as slow (258 fps) as E1M2 (429 fps), which was nonsense. Moreover, that was reliable nonsense, as the numbers remained consistent no matter what I did to process priority and CPU affinity. So it actually was stress testing something to the max, but it wasn't something I expected to test. After doing all the maps in three episodes, I plotted the length of the demo against resulting FPS, and realized that my guess was right, as shorter demos were noticeably slower. Ideally, there should have been variation between more complex and less complex game plays, but the trend line would have been horizontal. Here, it is obviously not.
>>
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>>7622784
What does all that mean? I suppose that at these game speeds each call to OS filesystem to load the data, even if it has obviously been all cached in memory, and no disk access in needed, becomes too noticeable, and probably offsets generation of dozens of frames. Therefore, these numbers change when proportion of time spent on loading level resources (that should be roughly the same) to overall execution time changes. On the first graph, results directly correspond to demo length, shorter ones are virtually slower in timedemo mode. On the second graph, TNT is probably rated higher because its levels are longer on average, and the effects of system calls are lower.

I think that also means that results of popular demo3 timedemo of shareware Doom on anything made in this century, and anything that is not pure DOS, should be take with a sensible grain of salt. Also, using timedemo to compare performance of various builds or ports can be misleading, even more so when the level in the demo is finished in less than 5 minutes.
>>
>>7622737
I think I get what you mean, it is looking a little flat. I made it more glossy so it's darker and shinier. Does this look better?

>>7622747
Sorry anon, Cyber's meant to look like the Boss of this gym, so no hats. But don't worry, I got a biker outfit planned for another monster!

>>7622768
Cheers!

>>7622774
You want some sort of MJ cyberdemon? I can make you a few sprites for shitposting purposes if you want, but it'll have to wait until after the project. Remind me then and I'll give it a go. Also, yeah I'm planning to add a spiked collar and some chains around his arms too!
>>
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>>7622680
>>
>>7622806
its good now
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>>7622517
Thank you
>>
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>>7622680
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>>7622568
Change all the difficulties to "mostly peaceful levels".
>>
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>>7619325
I Sawed the Demons (and They Were Pretty Hot)
https://litter.catbox.moe/jvemym.zip

Here is a chainsaw map. It takes about three-minutes if you don't die :) I spent hours playtesting so hopefully it's fun. Difficulty levels are implemented. I got the name from a list of HFFM names anon posted, pic related. There is a demo lump inside the wad but only watch it if you get stuck!
>>
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>>7622954
Woops, I did all of my playtesting without getting the secret so I didn't realize the ceiling was too low to grab it
ISawed03
https://litter.catbox.moe/lw6nke.zip
>>
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>>7622084
Nah, I want to keep it simple + I enjoy OSS. Just wanted to look into QW ports since there's an anon that started hosting server for some vidya, including it.
FTE doesn't even look that bad. I mean, the guy also made OSS. It's cool. I might've actually rolled with it if I figured out how to scale/change the HUD, which should actually be possible, given the known variety of its settings.
Honestly, I should probably write a guide for how to make ezQuake look like a screenshot. Probably on Steam, like the one that Dwars made for Quakespasm. Could be useful to some people.
>>7622106
I actually thought about trying out Trenchbloom to get a bit nostalgic about times when I messed around with terrain in Warcraft 3's World Editor. Although, again, I only made the terrain stuff and nothing else. My result probably would be too much of a "first map made by stupid idiot who tried to make it look like a vanilla map, but messed up in the process".
>>7622120
LOL
>>7622236
>Any ideas for a name if not NIGGUR?
Something related to... Pic related? Boring, I know.
>>7622517
>Muh, graphics. Muh, doesn't work on GZDoom.
Hilarious.
>>7622530
Maybe make something that's somewhat more serious, more fitting for Quake's theme? I mean... This year is its 25th Anniversary, after all.
>>
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>>7622980
>the secret isn't tagged as a secret
>>
>>7622980
>>7623042
Ha, I thought it was intentional since the automap said 0/0 secrets, like you weren't meant to get it
>What's that? You want this bfg? Fuuuuck you :)
>>
Habitat is good, stay mad.
>>
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Scythe first time playing, with Weapons of Saturn or vanilla?
I know it's designed around vanilla but after playing modded Doom I don't want to play vanilla anymore, it's boring as shit
>>
>>7623078
Just play in a way it was intended to be played, at least in your first playthrough.
I appreciate your self-awareness though.
>>
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>7623078
>>
>>7621779
Bethesda should delete it. At least the classic games.
Unity port is better.
>>
So many Doom 3 re-releases lately.
What's going on?
>>
>>7623153
bethesda is preparing to release skyrim as a minigame for doom 3
>>
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>>7621779
>Saving. Please don't turn off your computer.
>>
>>7623049
You beat it fast. Was it too easy? Was it any fun?
>>
>>7623172
Fast? It took me a good couple of tries to beat it, and I only managed to do it cause I got lucky with the archviles cockblocking the cyberdemon. But yeah, I had fun!
Easy's absolutely not a word that would come to my mind to describe this map. While the map's quite hard, it's small and short enough that dying repeatedly isn't grating. Death doesn't feel unfair, you always feel like you can do it if you just play a little better. All in all a good little challenge, great job dude!
>>
>>7623172
It only dawns on me now that I should have recorded a demo, since you bothered to do it for my maps and all... sorry man, if you make another map or another version later on I'll be sure to think about it
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>>7622236
for a possible non-niggur name, "A Series of Violent or Irregular Motions" i.e. dictionary definition of quake
also, I would join.
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>>7623248
>"A Series of Violent or Irregular Motions"
That actually sounds very cool.
>>
>>7623219
ty fren. I had the idea of a chainsaw map in which you have to chainsaw a baron at one point, but chainsawing a baron turned out to be a boring fight, and after a lot of experimenting and playtesting I ended up with this. Hopefully I get another bit of serendipitous inspiration
>>
Love the chainsaw throw in Burl Tumd, reminds me of American Psycho
>>
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>>7619318
Bros... I was gonna hide these from you so I could use them myself, but these are too good... check out these MIDIS
https://youtu.be/8R8Woa_Np1g
https://youtu.be/RiNTLBhal0k
https://youtu.be/sBU6Nl64BbM

Download link. I call The Great Prophecy for my map slot
https://www.doomworld.com/forum/topic/119443-zach-siegel-midi-pack-not-my-midis-i-just-want-to-share-them/
>>
>>7623248
>>7623268
How about "Violent Rumble" for vr?
>>
>>7623342
>"Violent Rumble" for vr?
Could work. At least the idea of making it "VR" for short sounds good to me. I also thought of "Vicious Regions" in reference to Mission Packs trailer.
https://www.youtube.com/watch?v=b81dewfzE60
>>
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>>7619716
It certainly does.
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>>7623342
Cool.
>>
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>>7621146
>hmm i think i will play zandronum against bots
>roll fucking ultimus
>>
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>>7622106
This name is funny as hell but I'm not sure even we could get away with that one.
>>
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>>7622127
Alright, confession time
When I first got into the Doom games I played on Zandronum and didn't realize jumping and crouching weren't in the vanilla game, so I just assumed you had to slide under one of the gratings. The level was over really fast and I never realized what a mess the actual intended path was until years later.
>>
>>7622468
ShubCrack sounds kinda cool if we need to hide the joke even further
>>
>>7623078
Play the first six maps vanilla, up until the dead simple cutscene. If you weren't feeling vanilla by then you could pistol start map07 with gameplay mods.
>>
>>7623342
Damn, I like this one.
>>
>>7623342
I like it.
>>
>>7623342
Ye, this is it.
>>
>>7622584
OBVIOUSLY it was just an example to illustrate slog =/= hard, i didnt mean exactly this map, fucken hell do i really have to preface this shit
>>
>>7623342
This one works
>>
>>7623478
Yes. Half of /vr/ is faggots and the other is idiots.
>>
>>
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>>7623489
I take issue with that, sir.
that would imply there are no idiot faggots present.
>>
>>7623513
tfw manlet
>>
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>>7623078
>>
>>7623517
Tfw they're huge

I've played Hedon and found out that you can play with certain gameplay mods for Doom to a certain degree.
>>
>>7623546
It's based off Doom, you could easily just run a replacer spawner set for weapons and pickups.
>>
>>7622269
>Shub-Da'duue-Niddurath
>>
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guys r8 my realm 667 oc i call him teh dork lord!!1
>>
>>7623342
Ok, that's actually really good.

>>7623592
Maybe we could use that as the name for the final map and final boss?
>>
>>7622215
One thing I noticed is that most of the optional areas end up becoming required if you actually want to get weapons, when pistol starting.
>>
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Got the grenade attacks done, now to just give them to the other hitscanners.

>>>/wsg/3875079
>>
>>7623626
is that sprite custom made or did u take it from somewhere?
>>
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>>7619325
Reposting the latest version of faggot single finish (with pussy secret) just in case someone missed it
https://anonymousfiles.io/WoRv0GJU/
How mnay maps does HFFM have so far? I think I've seen about 10, but I haven't been keeping up with the thread recently
>>
>>7623631
Little of both. I took the thunder grenade from a Hideous Destructor addon and made some edits and custom sprites for it.
The thunder grenade itself was an edit of Freedoom's armor bonus.
>>
>>7622530
>make Ranger black (maybe even refer to him as Wrack)
>pitch down all his voice files slightly
>reskin/remodel the possessed zombie troopers into klansmen for the player to blast
>perhaps start each level with a Rudy Ray Moore soundbyte
>>
>>7623449
>until the dead simple cutscene
What?
>>
>>
>>7623654
You venture deeply into the infested starport...
>>
Mememinder American Mcgee made Dead Simple and The Inmost Dens, some of the most copied maps in wads
>>
>>7623662
Dead Simple was American and Sandy.
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>>7623645
>maybe even refer to him as Wrack
Keel.
>reskin/remodel the possessed zombie troopers into klansmen
Klesk.
https://www.youtube.com/watch?v=SEZLj3RFDio
>>7623658
It's text screen. Not a cutscene.
>>
>>7623665
IIRC Sandy made its first version, American thought it looked like shit then remade it completely. Sandy even said he doesn't remember making any version of Dead Simple
>>
>>7623662
A map so iconic even Doom 64 felt the need to copy it.
>>
>>7623589
I see,unfortunately the one mod I used didn't work for the pickups.
I should lurk for more.
>>
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>TFW there's barely any Unreal Tournament fanarts unlike Quake 3.
>>
does anyone remember that wad pack (from cacowards? im not sure) that was packed with some kinda oldschool pc zine looking software from github? I look for that zine thing, but forgot the name, pointing me to that wad pack would be enough though
>>
>>7623598
>tfw based Hugo officially doesn't have an explanation for Davoth's appearance
>>
>>7623670
Is sandy getting alzheimer's. He seems to be forgetting or remembering wrong lot of things lately.
>>
>>7622484
What does Raze even load specifically for the Blood files? It doesn't seem to use GRP like other games did.
>>
>>7623804
It's been very long and Sandy worked on a lot of shit since then. It's not like Romero where he worked on Doom and then spent rest of his life masturbating to gay furry porn
>>
>>7623707
I love 64's take on it, it's such a ballbuster of a map, and an excellent "boss" level, so to say.
>>
>>7623598
i think he's a pretty cool guy
>>
>>7623804
You try remembering every detail of shit you did 30 years ago, after moving on and working on lots of different videogames and tabletop games.

Romero, meanwhile, didn't work on many big projects afterwards, but more importantly he's clearly also a very big fan of Doom, he loved what he was making, and he loves that people love it too. He loved Doom, particularly deathmatch, to the point that it affected his work effort on Doom 2, which then affected his work effort on Quake (which in turn affected later work efforts). Sandy put a lot of his personality into these games, but it's also one of many jobs to him, and I don't think he's nearly as into fast games as Romero, as much as more slower paced and methodical ones.

tl;dr he wasn't nearly as in love with Doom as Romero continues to be, so he's far less sentimental about it.
>>
>>7621745
>>7621772
This made me laugh way harder than it should have, holy shit thank you anons I needed that
>>
>>7622106
anon...
>>
>>7623804
what did you eat 3 days ago
>>
>>7623415
It's ok zoomie
At least you realized the error off your
>>
>>7623734
I cant remember a single character from unreal tournament off the top of my head
>>
>>7623937
I remember the ancient Egyptian team, I always used to play the female one. There were also robots that looked quite human, I don't remember what they were called
As far as characters go I remember Othello
>>
>>7623937
Yeah the characters are generic as fuck. Only the wacky ones stand out like Mr. Crow or the robots.
>>
>>7622239
Kek
>>
>>7622665
>my refrigerator is augmented
>>
>>7622680
11/10
>>
>>7622249
shubman
>>
>>7623937
No love for Xan or Loque or Malcolm or Brock or Laura or Nikita or any of the Skaarj or...
>>
>>7621772
DSCYBSIT
>>
>>7623964
Shubhuman
>>
>>7621745
>linux
based
>>
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>>7619448
Doom dating simulator when? With proper demons, not anime shit like HDoom, and also they're hunks like this, not g*rls.
>>
>>7623983
Yeah,they stand out but as much as I love UT,Quake 3 had a more recognizable cast.
>>
>>7622127
Because TNT is the worst IWAD
>>
>>7624018
Fuck that, I want pretty anime girl demons, and I want handsome bishounen anime boy demons.
>>
>>7619318
I miss Quake
>>
>>7624023
Probably because you played Quake more than UT desu
>>
>>7624025
Not by that much, Master Levels isn't really an iwad, but it has more mediocre and poor levels by ratio than TNT does.
For its weaknesses, there's some very good maps in TNT which I come back to because I enjoy them a LOT, but there's nothing which ever makes me wanna go through the master levels.
>>
>>7624008
I wonder what he's using specifically. I've been considering switching over to Mint in the future, the interface seems extremely comfy.
>>
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>>7624026
Fucking normie.
>>
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>>7624075
>>
>>7624075
Furfag.
>>
>there're 34 Doomer Boards Projects by now
Holy shit that's like several megawads worth of stuff. Is there a single download for all of them anywhere? I'm too much of a lazy fuck to get one by one.
>>
>>7624008
Hell yeah brother!

>>7624051
Using Arch Linux with KDE Plasma 5 for a sleek and fast user experience and the latest top of the line software.
I switched when I got a new PC about two years ago cause as much as I liked Win7, no fucking way in hell am I touching that turd-on-a-chip Win10. Never looked back. If you're gonna switch I highly recommend it, even though I had basically no Linux knowledge at the time it was quick and easy to install and get used to.
>>
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I love my crazy wife!
>>
>>7622530
Add the "ebony queens" copypasta but without the "are for white shotas" part
>>
>>7619318
What would a Simpsons Quake 1 look like?
>>
Hey do you guys have any good maps for brutal doom
>>
>>7624032
I actually like UT more than Quake 3.
>>
>>7624303
Hell on Earth Starter Pack or Extermination Day.
>>
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Speaking of UT bots before,is Loque legitmately the strongest bot in the game? Even more than Xan?
>>
>>7624314
People play UT with bots?
>>
>>7624318
In Single Player,yes.
>>
>>7623598
at least you got doomguy's face right and no wide proportions or black hair
>>
>>7621710
Is it alright if I include new textures with my map?
>>
>>7620064
I NEED THIS
>>
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huahuahuahua
>>
Planning on playing BLOOD on a windows 98 machine, is there any sort of patch for the difficulty bug where loading the game changes the damage you take, is it present if you play the game on real hardware or is it just a DOSBOX thing?
>>
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>>7621710
Should I use this for the next OP then?
>>
>>7624331
That's fine, but mind:
>1: Check that what you're looking for isn't already in the resource .wad
>2: Make sure to add the Patches in question to both the Patch Table and the TEXTURE lump
>3: Make sure that the graphics you're adding works with the palette (we're using the regular Doom palette), doesn't have to be perfect, but it'll look nicer if it isn't full of color bleeding
>4: Textures MUST be a power of 2 in width, like 32, 64, 128, 256, 512, 1024, etc, nonstandard widths like 50, 100, 192, 320, etc will not display correctly in software ports

>5: Flats MUST be 64 by 64, anything smaller or anything larger will not work or render properly, they must be converted to the FLAT format to be recognized, it's not enough for them to just be converted to Doom's regular graphic format. Flats do not need to be added to Patches or TEXTUREs, and shouldn't be
>6: You can use an animated lump to do animated textures and flats
>7: You can use the Sky Transfer linedef function (271) to set a custom sky in a tagged sector, this includes any compatible sky texture that you want to add, and it can even be animated with the animated lump. (Please make sure any Sky texture is one which tiles horizontally)

>8: The texture you want to use as sky must be the Upper Front one, offsets left or right will make it move left or right. You can set multiple skies in one level, this effect can still be used on a sector which has a tag to do something (anything), so if you want a teleport destination or elevator under an open sky, add the relevant tag for the linedef to point at, then make a new linedef for Sky Transfer and give it the new tag to that teleport pad, elevator, crusher, stair, etc, whatever, and this sector too will have your custom sky like the others.
>9: PLEASE make sure to credit any resource you take from elsewhere, if you don't know the very exact origin (perhaps where you found it doesn't say), then at least mention the place you found it.
>>
>>7624029
AD 1.8 came out late last year, and an anon leaked a screenshot for a new big mod for Quake:
https://desuarchive.org/vr/thread/7597483/#7601651
Not to mention the myriad of custom maps:
https://www.quaddicted.com/reviews/
Unless you mean multiplayer Quake in which case I can't help you. I know there are some obscure discord groups that run old Q1 mods if you feel like playing sleuth.
>>
>>7624423
>new large quake mod
Kino ahead
>>
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>>7624423
>Unless you mean multiplayer Quake in which case I can't help you.
There's a server from an anon that should have a QW server up and running in Saturday-Sunday though.
clovr.xyz
>>
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I'm going through all the DBPs chronologically. Beat the first two, good shit.
>>
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>>7624478
Also joe makes the most SOULful maps.
>>
https://youtu.be/LbkpMAZuOk0
This soundtrack rocks. Its both marathon and halo. Even going so far as to take tracks from both games and mashing them up.
>>
>>7624032
Also probably because half the characters are grotesque caricatures.
However I remember a fair bit of Unreal characters because they had different stats. So you would see them and know what difficulty to expect.
>>
>>7624465
I think day one is a ktx server (deathmatch, but you can "votecoop" if you want coop), and day 2 is fortress...
I can run other mods other weeks if anyone has suggestions.
I'm tossing around the idea of having 3 or 4 days that are dedicated weekly to certains games in vs, and having the other 3-4 be more oddball. So how some anons here have Friday night fragfest, I might do Quake on one day, UT99 another, or whatever.
The unreal server mod I'm using is nice because it rotates game modes. The ktx server is nice because you can do coop, but I'm not sure what the limitations are yet, whether it can run the expansions or whatever. Gotta get quake 3 up and running.
>>
>>7624478
Funny, I was just thinking about doing the same thing. I've only really finished DB21, so it's gonna take a while.
>>
is there any easy way to emulate the console ports of return to castle wolfenstein and quake 3?
>>
>>7623960
Heh heh.
>>
>>7624528
What were different about the console ports? I know the DC Quake 3 had some changes like replacing some models with icons in MP matches and such, but what about RTCW?
>>
>>7624546
some prequel campaign in egypt, new enemies, some other stuff and co op with agent one
bj also talked in some cutscenes
in fact, the overall campaign was probably changed in terms of cutscenes and maybe level design and more
>>
>>7624549
>bj also talked in some cutscenes
Weird. Not sure I'd like that, but everything else sounds cool.
>>
>>7624509
Oh, you're back! There's a post from older thread, in case you care. >>7611673
>I can run other mods other weeks if anyone has suggestions.
Since you're running expansions, Rogue's Capture The Flag could be a good pick: DoE's weapons and all. Plus Hipnotic's DM level seems good, not to mention, again, a few of its weapons for that bit of oddball variety.
>So how some anons here have Friday night fragfest, I might do Quake on one day, UT99 another, or whatever.
Yeah, that sounds great. More nights like that are better.
>whether it can run the expansions or whatever
Don't know how it is for FodQuake, but there might be issues for ezQuake. On one of the forums people recommended to upload dat files in order to make mission packs works, which I did (haven't tried without them yet due to other unrelated issue I had). Despite that, they still say that there're bugs: for example, I can't progress from start maps because selecting difficulty in SoA or episode in DoE, it just restarts the map. Even though you use different port, I suppose its worth mentioning since ezQuake seemed to be a more commonly used QW client.
I did manage to run around in HIPDM1 and CTF1 though + final maps for both mission packs worked, but cutscenes are scuffed.

Forum post for reference:
http://quakeone.com/forum/quake-help/general-help/1930-mission-pack-1-and-2-startup-issues?p=281009#post281009
...and yeah, I haven't tried older version of ezQuake either.
>>
>>7624564
>On one of the forums people recommended to upload dat files in order to make mission packs works
Man, I don't know enough about quake servers to know exactly what to do with that info. More to look into. I just did a quick test with -game hipnotic in the batch file, and it asked for progs.dat, so yeh. I'll see what's what I guess.

I already do the expansions in darkplaces for coop anyway I guess, so I might just have to stick with that, but that already confuses the issue some. Would be better to just have it all under one port.
When you gut all the gross "improved" graphics settings coating darkplaces by default it's p good.
>>
>>7624509
>So how some anons here have Friday night fragfest, I might do Quake on one day, UT99 another, or whatever.
We can never have enough of those.
>>
>>7624647
What would be some good days/games? We already have sunday... or Saturday... night shitshow. (i don't remember).
I'd just like to avoid running doom on those days.
>>
>>7624664
Fridays and Sundays are taken for doom, every other day is fair game. Every other day is fair game.
>>
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>>7624674
>Typed it twice
time to take my meds
>>
>>7624682
That video is so old. Those kids are problably married with children right now.
>>
>>7624642
>I'll see what's what I guess.
I'll try to launch mission packs without those files a bit later and post the results.
>Would be better to just have it all under one port.
If it will cause way too many issues, you might as well do everything on DarkPlaces/"NetQuake". You can try ask people on Quake's /vm/ thread, but it's "kind of" dead (I think I contributed to that quite a bit)... So yeah.
>When you gut all the gross "improved" graphics settings coating darkplaces by default it's p good.
Wait, that's how it is there? Like, similar to how GZDoom has texture filtering on by default? LMAO
>>
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>>7623626
It looks great and sounds great, but it looks too easy to avoid, and having enough of them to be a threat might be very noisy. See if the sound becomes annoying with lots of them, and experiment with an impact-on-detonation variant
>>
>>7624674
Cool. So I might do doom mods Saturday nights. Whodunnit, or samsara survival or whatever is in these days. Then quake/ut99 Sunday or Friday.
Would still like to write a script that selects a mod at random. That's something I'll have to learn first.
>>
>>7624703
>Like, similar to how GZDoom has texture filtering on by default?
Yeah. Interpolated animations that break muzzle flashes, "improved" bullet puffs and particles, god awful flares by default.
I kinda like the real time shadows, on their own, but I generally turn those off too.
>>
>>7624690
I don't think you can have children from m&m marriage
>>
>>7624735
HDest co-op when?
>>
>>7624478
>>7624480
this gives me whitemare flashbacks
i hate whitemare
>>
>>7624478
>DBPs chronologically
have to do this myself sometime
>>
>>7624757
gzdoom multiplayer needs a fair bit more coordination than what could be managed in a 4chan thread, to say nothing of the gameplay itself
it would be a more feasible idea back when we had an IRC channel and even a teamspeak server, but that all fell apart years ago
>>
>>7624806
Blood anon used a temporary chat room for organizing 500ml deathmatch. We could probably do the same thing he did.
>>
Is true Black Tower has the highest enemy count of any official map?
>>
>>7624757
>>7624806
>>7624810
Given the janky multiplayer which GzDoom has, yeah, you would need to organize this more closely, and some kind of chatroom like with IRC or Discord would best help with that.

Could just set up a small one where the link is posted in the thread when you wanna play something multiplayer in GzDoom, and you'll exchange the relevant information that way. Be wary of ACK.
>>
wait GzDoom has multiplayer support?
I thought Zandro was a fork just for that
>>
>>7624549
I think Egypt prologue was backported some time ago
>>
>>7624480
Not to be rude, but my map is better.
>>
>>7625045
tfw this nigga called his map "Misri Halek pt 2"
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>>7625015
It does, but it's not server based and requires coordination to setup.
>>
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Among these "Retro shooters" style games,Hedon might be the most disappointing for me.
Not only it runs like ass sometimes,which apparently uses an outdated version of GZDoom but it's Hexen on steroids in terms of level design.
I spent 90% of my time wandering around and looking for items than actually fucking shooting.
And when it gets to it,is just arena style battle.

I really wanted to like this game,the weapons are cool,I like the soundtrack and the enviroment but why the fuck would you make maps that would make Hexen feel straightforward in comparison?

Fuck this shit.
>>
>>7625015
Zandronum is a fork of a fork of ZDoom.
>>
>>7625060
>which apparently uses an outdated version of GZDoom
Go back to bed Graf, nobody has to keep updating GZDoom till it breaks their shit.
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>>7625015
It's not a whole lot more than a touched-up revision of vanilla Doom's multiplayer, but it's there. Worth putting up with for the experience of Hideous Destructor co-op.
>>
>>7625015
Zandronum (previously Skulltag, back before Rachael stole it from Brad Carney), is a fork from ZDoom made for the purpose of having far more user friendly and efficient multiplayer, because ZDoom/GzDoom's own netplay has always been really bad and clunky.
>>
>>7625073
I actually despise GZdoom exactly because it's filled with tacky shit I have to turn off.
>>
>>7625060
I wouldn't call it "hexen on steroids" in the slightest. But running around in circles wondering where to go is pretty true. It did amuse me I was always ending every map slightly under the par time all while thinking I went well over the time because I spent so much time looking for some random key. What the game REALLY needed was more visually distinct art assets.
>>
>>7625079
>because ZDoom/GzDoom's own netplay has always been really bad and clunky.
It's still immensely fucking funny to this day that the GZDoom clique are obsessed with the idea that Zandronum is going to cave in at any moment and it's going to be merged with GZDoom to give it proper net shit.
>>
>>7625090
>What the game REALLY needed was more visually distinct art assets.
I couldn't tell the health pickups from environmental mushrooms when I played it.
>>
>>7625073
Be more level headed.

>>7625081
Thankfully it has a search function in options now, so you can more easily find things, like the stupid blur filter. If you're getting new versions, you could copy and paste stuff from your old .ini to you new .ini to retain your settings. Or you can update your existing install.
>>
>>7625095
its best to delet the ini file now and again because playing bunch of different mods can cause weird fuckery.
>>
https://www.youtube.com/watch?v=OaO4p7PNN4M

sandy has scheduled a doom video
>>
>>7625106
Can you give examples? I've never heard of this before, but I'll look out for it.
>>
>>7625090
I meant the level design because is a constant back and forward and you need to read every single bit they give you and even then it's not that clever either.

I'm not asking for being linear but tone down the backtracking would seriously benefit.
We don't get to real fights until map 2 rolls in

>>7625094
I hated that. Make them glow or stand out from everything. It saves a lot of time from an otherwise extremely tedious experience.
>>
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>>7624703
>I'll try to launch mission packs without those files a bit later and post the results.
I did. You NEED those files: missing door in Command HQ was a good sign already (pic related: up - no progs file, down - with progs file). Mission pack bosses/weapons/ammo/powerups just don't spawn. While I'm able to actually start the campaign properly, it's very scuffed. Maybe I should've looked into more maps specifically, but I think that these few details are more than enough.
>>7624743
>Interpolated animations that break muzzle flashes, "improved" bullet puffs and particles, god awful flares by default.
Yikes.
>I kinda like the real time shadows, on their own, but I generally turn those off too.
Eh-h-h... I'm more of a purist myself. Although I thought about maybe trying out colored lighting since Nintendo 64 version of Quake had it... while also having that awful texture filtering. Which you can turn off, that's neat.
>>
>>7625126
The par time for the levels are around 45 minutes.
It's almost an hour,if a level goes with that time normally,you're doing something wrong.

I know a dev want their game to last but that's also one of the reasons why so many dropped the likes of Hexen or Turok 2.
>>
>>7625112
>19 hours
Oh boy
>>
>>7625112
Hope you're doing well Sandy. That video is inaccurate.
>>
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>>7615595
Update on the map, everything done except the library section. I don't think I'm going to add new sections, but you can post ideas for the previous anon's library section and I'll try to build it, like before.
>>
https://twitter.com/DOOM/status/1380181181560455170

now here is an idea for a hexen mod
>>
>>7625180
Now that you've figured out monster teleporters, you can make the Cyberdemon teleport in.
>>
>>7625191
nah
>>
>>7625182
Who the fuck needs knockoff Conan Doomguy when you have Baratus.
>>
>>7619319
Dragonfly made a new MIDI album free to use in WADs
https://www.doomworld.com/forum/topic/121123-overcome-a-midi-album/?tab=comments#comment-2291040

Not sure it's newsworthy, but more midis always nice.
>>
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>>7625180
>>
>>7625182
geez, that looks so retarded.
>>
>>7625091
i wish it DID merge. i hate having multiple source ports. is zandro even maintained anymore?
>>
>>7625430
>i hate having multiple source ports.
Fuck off with the tribal shit, Graf.
>is zandro even maintained anymore?
Yes.
>>
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>have to kill the Lost Souls
That's why you don't use Zdoom.
https://youtube.com/watch?v=1mwaLmb4gvI
>>
>>7625507
I'm not watching half an hour vid for this, by "have to kill" do you mean you can't complete the map, or you can't get 100% kills?
>>
>>7625180
Now it's really looking like a proper level, anon. Looks almost a bit 95ish in aesthetics, but in a good way.
>>
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https://www.youtube.com/watch?v=HSsCoXRgWKI
>>
New thread when?
>>
>>7625515
The latter
>>
>>7625576
Never. This is the last Doom thread. GG everybody.
>>
>>7624703
>>Would be better to just have it all under one port.
>If it will cause way too many issues, you might as well do everything on DarkPlaces/"NetQuake".
Right before I went to bed, I realized that there's an alternative. Although I probably mentioned it before, but FTE is literally "all-in-one" source port. . Could be a good pick, especially considering that author also did Quakespasm-Spiked.
>Hybrid NQ/QW capabilities (NQ+QW clients fragging each other!)
>Quake and QuakeWorld are FTE's primary focus. Much time has been spent getting the engine to transparently handle the distinctions between the two such that it no longer matters what branch you're trying to play, FTE will just work, and in a way that is the best of both worlds.
https://fte.triptohell.info/downloads
I would assume that >>7622084 quote about "millions of settings" are also true for its server client.
>>
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>>7625589
Whoa...

I WAS HERE!
>>
>>7625507
lmao just make a replacement Lost Soul actor which has -COUNTKILL added as a flag
>>
>>7625595
darkplaces can connect to QW servers and netquake/darkplaces servers. So there's that. And that's what I'm using for coop anyway, since netquake is out.
I'll look into FTE though.
>>
I'll bake the new loaf of thread
>>
>>7625507
worst part is the infinite lost souls being turned on by default
>>
Fresh Bread

>>7625669
>>7625669
>>7625669

Fresh Bread
>>
>noooo the endlevel screen is not showing 100% kills how can this be happeningf
>>
>>7624408
Yeah
>>
>>7625768
someone beat me to it, sorry bro
>>
>>7622106
I'm going to be contrarian on this one.

I like the name NIGGUR as a joke about Lovecraft's racism.
For christ's sakes there's a monster in Quake called the "tar baby", I'm sure it'd be fine.
>>
>>7625819
>>7625824
>>7625828
wtf are you doing
>>
>>7624781
Whitemare is the shit homie what's yer problem.
>>
>>7622106
Only if it's Quoth or some other mod that adds enemies. Doesn't have to be AD, but Quake's vanilla roster bores the shit out of me.
>>
>>7623153
This is the first full month of Microsoft owning id.
>>
>>7623782
Davoth can take the physical form of whatever it possesess. When Doomguy got his Slayer powers from Samur/Hayden he was unknowingly possessed by Davoth, that's why Davoth looks like Doomguy.
>>
>>7625136
How does the progs file work, and how is it used?
Is there something I need to copy, or download, or just use a command to activate or whut?
>>
>>7625141
>if a level goes with that time normally,you're doing something wrong.
Depends on the game. A game like thief or unreal can hold my attention a lot longer per map.
I think it's best not to think of Hedon as doom. However I agree that it has issues with pacing and level design.
>>
>>7623645
>reskin/remodel the possessed zombie troopers into klansmen for the player to blast
Look no further than Dusk for Klan models, and I'd probably check out the neo-Nazis from Soldier of Fortune as well.

>>7625841
>replied to the wrong post
>deleted
>replied to the wrong post again
>deleted again
>made the reply to the right post this time while rephrasing a few things
I fucked up a reply. So?
>>
>>7622679
He's buttmad about a Cacoward not being awarded to Waterlab because of muh Doominati even though Enjay is in the Doominati and could not give less of a shit about a picture of a Cacodemon trophy when he already has a few winners from decades ago.
>>
>>7625196
>when you have Baratus
Activison owns the Heretic/Hexen IPs, that's why.
>>
Can lzdoom have multiplayer like gzdoom?
>>
>>7619716
>ribbiks love red
Well, now we know what his next wad is about.
>>
>>7622680
Cyberdaddy



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