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File: 1626651542741.gif (21 KB, 512x512)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>7954134

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://youtu.be/ietb4JwaaXA
https://youtu.be/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
Half-Life WON version
https://pastebin.com/4Hva72v7
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/

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

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

OUR WADS
https://pastebin.com/5sKRiJzS
>>
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=== CURRENT RELEASE ===
Hard Fast Faggot Maps
Version 1.7: >>7949591
idgames release TBD

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>7954547

VRSKINS 3.9 UPDATE
Submissions closed
Voting period TBA

=== NEWS ===
[7-16] Zone 400, new megawad by Pcorf
https://www.doomworld.com/forum/topic/123296-zone-400-released-new-32-level-megawad-for-doom-2/

[7-12] PsyDoom updated to 0.8.0
https://github.com/BodbDearg/PsyDoom/releases

[7-12] Marathon: Resurrection (UT TC) updated to v2.5
https://www.moddb.com/mods/marathon-resurrection

[7-12] DBK debuts with Dungeon Synths
https://www.doomworld.com/forum/topic/123189-dbk01-dungeon-synths/

[7-09] Panzerchasm for Chasm: The Rift updated
https://www.moddb.com/games/chasm-the-rift/downloads/panzerchasm-03-with-music

[7-09] Cursed Land for Chasm: The Rift - released
https://www.moddb.com/mods/cursed-land

[7-04] Doomworld Mega Project 2021 begins
https://www.doomworld.com/forum/topic/123058-doomworld-mega-project-2021/

[7-03] Sigil 2 confirmed

[7-03] DBP37: AUGER;ZENITH released
https://doomer.boards.net/thread/2176/dbp37-auger-zenith

[7-02] Quake Alkaline devkit released
https://www.celephais.net/board/view_thread.php?id=62066

[7-02] Doom Vanilla Wad Pack updated to revision XI
https://www.doomworld.com/forum/topic/114671/

[6-30] Live Through Doom updated (but the guy fucked up the links)
https://www.moddb.com/mods/litdoom-survival-gameplay

[6-29] New Quake mod and mappack with an aim of balancing the weapons
https://www.celephais.net/board/view_thread.php?id=62065

[6-29] Decay announces Liberosis, releases demo
https://www.doomworld.com/forum/topic/122937-liberosis-wip/

[6-25] Skulltiverse enters public beta (Boom speedmapping)
https://www.doomworld.com/forum/topic/120210/

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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>>7960947
Fun fact - that spiky thing is Shub-Niggurath's sex toy.
Oh my god I just got the "Beat the niggur" joke.
>>
I'm getting off my lazy ass to update the doom infographic in the OP. What do you want to see added? I'll really need help with the 4chan's own mods section
>>
>>7960982
tnt revilution
>>
>>7960982
Make a square for all the Midipacks that have come out for shit like NERVE and Plutonia. Add Auger Zenith, Ashes 2073, and Eviternity.
>>
>>7954769
>Zone 400, new megawad by Pcorf
This is actually pretty comfy. I only played map01 but the original soundtrack seems to be the best thing by far, not that the maps are bad. Reminds me that not all maps need to be picture perfect and that there's still room for boxy maps with good gameplay
>>
>>7961007
That's a good idea. Hopefully I'll have space for it. I'm thinking of widening the picture to make more room for stuff.
>>
>>7960982
I feel like the column boxes should get changed into wide boxes, like the ones below them.
>>
>>7961051
I'm thinking that too. I could fit more wads with a wider box.
>>
>>7960982
A section on PrBoom+ would be nice, though it might need it's own infographic entirely.
>>
>>7961058
If I go through with the widened picture I could probably fit a QRD on some source ports. They probably won't be as detailed as you're probably anticipating though.
>>
>>7961058
If we're doing that we might aswell give every single source port its own infographic.
>>
>>7961061
I mean, why not? I won't be the one to do it though lol fuck that, i'm busy enough with this.
>>
>>7961061
this unironically
>>
First time ever looking up a Tarnsman vid and God-damn Google has suggested me that Ive had misspelled Transman ;^/
>>
>>7961083
Kekked a bit :)
>>
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>>7961083
same diff
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>>7960657
Is there a recording of this, whatever it was?
>>
>>7961224
Don't be uncool, he actually gave HFFM a real chance, and enjoyed it.
>>
So any recommendations for Douk mods?
>>
>>7961263
Attrition is pretty fun
>>
Alien vendetta is pretty fun so far
>>
>>7961263
Alien Armageddon is really good, barring that one chapter where you're basically stuck in a shitty Unreal Tounament knock off.
>>
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That checklist isn't perfect but after finishing doom 2 on hurt me plenty, ultra violence tnt is challenging, but a decent step up. Thinking about swapping the music out though, map01 was good, but map02 is grating as fuck.
>>
>>7961228
Sorry anon, I didn't record it other than one bit of bullshit I pulled off to escape the red key vat on Fudge Packers Inc. without subjecting myself to the conveyor of death. I'll probably stream again tonight and actually record it this time because Full Thrust owns.
>>
>>7961240
He's actually just a contrarian.
>>
>>7961008
pcorf's always been a composer first and mapper second
not that he's bad at mapping, it's just not his strongest point
>>
>>7960658
Guess I fucked up by not asking beforehand for the spiky AssGrenade's .mdl itself to try making a replacement for SoA ProxLauncher - just for size comparison for now, if it using the DoE alt-ammo is out of the question?
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>>7960938
Oh my, second time my shitty MSPaint drawing is making its way into the OP,
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>>7961483
>pirate looked inside textures, coming rocket
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>>7961483
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>>7961483
>>
Just found out Quake 2 64 had a OST by Aubrey Hodges which shouldn't surprise me since he did all of the console id osts during that generation but it's so weird hearing Quake 2 with dark ambient music and weirder it makes feel more like a sequel to Quake.
>>
https://www.youtube.com/watch?v=s-alKKUBSg4
such a good theme
>>
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Doom: minigun done wrong
Turok: minigun done right

Any visual mods to make the doom barrel longer?
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>>7961584
What a shit take.
That said, change fov, use something that angles the gun.
>>
>>7961604
>change fov
For a sprite weapon? Anon, that doesn't do anything.
>>
>>7961619
Ah shit you're right. I apologize for my brain fart. But there are mods that change the weapons to angled.
>>
>>7960791
hol up
>>
So how does a linedef skip even happen?
>>
>>7961446
Full Thrust really does own. I think we made a pretty fucking good set of maps here, and made good use out of these textures.
>>
>>7961584
I think the big Gatling gun doesn't really fit very well with the actual firepower Doom's chaingun has, it hits like the pistol and fires at modest rate. To me, that slim black subgun from the Alphas make more sense. In Doom 64, it does actually fire a little faster, and has a more satisfying animation.

Either reskin it, or buff its damage or rate of fire.
>>
>>7961656
>In Doom 64, it does actually fire a little faster
What the fuck, I thought I was just imagining the Doom 64 chaingun being stronger because it sounds better.
>>
>>7961669
I think it's something like Doom's Chaingun animating and firing at 4 tics per frame, while Doom 64's is at 3 tics per frame, so 8 tics per cycle versus 6 tics per cycle (35 tics = 1 second).
Being a little bit faster gives it a better chance of stunning, and obviously also provides a higher damage per second as a result. Considering Doom 64's heavy use of Knights and Barons, and the juiced up Elementals, I think it's fair enough for the game in question.
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>>7961634
If it was his bellybutton, why would it be consistently off-center? You've all been swindled.
>>
>>7961656
Honestly, sound design is the weakest part of Doom. Pistol and chaingun both sound fucking piddly.
>>
>>7961669
The Chainsaw is also a lot better in 64 but I think the Cell ammo weapons except that new one were all nerfed a little.
>>
>>7961669
Doom 64 switched around the firerates for the chaingun and plasma rifle. Probably for performance reasons.
>>
>>7961695
According to one of the Night Dive devs from a stream chat last year, the BFG is identical. I don't know about the plasma gun, but not having a wind-down animation is beneficial.
>>
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>download a megawad
>first couple of maps is you fighting bunch of imps and zombies with a pistol and shotgun
>>
>>7961705
Don't worry, I am currently making a megawad where you start with everything, full ammo, full armor and megahealth
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>>7961702
I always thought the BFG was weaker but maybe I was just getting bad RNG with it in 64.
>>
>>7961707
thank you bro
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>The player has to go outside the room and stare at the lighted yellow square in the wall which has the same design as the top of the yellow keycard block

Who designed this?
>>
>>7961705
This is based wtf
>>
>>7961694
I disagree, the monsters sound great, and explosions and stuff sound amazing. For the pistol, I think it's more the fact that it straight up IS piddly as a weapon, if it worked like Duke Nukem's pistol I think people wouldn't complain about it at all.
Similarly, if the chaingun was just a little faster, the sound (and appearance) I think would work better, because it would actually feel as mighty as it looks.
>>
>>7961705
Thats good practice. If the difficulty stays almost constant throughout 32 levels, itll feel stale after awhile.
This also applies to difficulty within each map. You want a gradual ramp-up with breathers inbetween.
>>
>>7961713
Eternal and OG are suprisingly alike, doom 3 is kinda boring and too bulky compared with og, and 2016 is even bulkier - get that crap outta here
64 is also in vein of the original, not a big fan of the blue pipe though
>>
>>7961753
>Stare
It's a switch bro.
>>
>>7961713
I get that feeling too, has anyone looked at Doom 64's code and know if something handles differently?

Although the original BFG9000 is actually a pretty stupidly powerful weapon if you understand how it works (which I'm not sure even iD fully did at the time), and I always felt it made a lot more sense in Doom 2 and Final Doom, whereas in the first game it's kind of excessive.
>>
>>7961753
That stumped me too.
>>
>>7961753
In the map that part on the wall has the same indent as every switch has. That's how I figured it out. Well, that and it's obvious that this light that completely stands out from all the other walls is right there on the wall.
>>
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Should people who unironically enjoy "High Res 3D packs" be euthanised against their will?
>>
>>7961804
>>7961821
I actually walked past it dozens of times because my brain glossed over it as just a piece of detail, it didn't stand out that much so it basically didn't register as anything at all.
>>
>>7961829
Anon, no, we're not barbarians! We'll just section them and through intense therapy teach them why they're sick and wrong, and how to get better.
>>
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>>7961806
I don't think the 64 source code is out there but the game was reverse engineered last year.
>>
>>7961836
>>7961713
Man whoever was the designer for guns, monsters and anything else for 2016, I am glad they fired them (or told them to get a grip).
>>
>>7961834
Gulag
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>>7961831
That's far too soft for these people
>>
>>7961847
Meant for the post under yours, sorry.
>>
>>7961795
You dont have to start a megawad with baby tier levels to have gradually increasing difficulty.
>>
>>7961705
>megawad refuses to let you have anything but shotguns and chaingun for half a dozen maps
This is one thing I don't miss about 90's megawads.
>>
>>7961483
>>
>>7961847
Dukesday
>>
>>7960878
an 8-bit color software-render quake port
>>
>>7961829
there is nothing wrong with high res 3d packs, the problem is there is not a single good one
>>
>>7961829
I want to know why people like them. I've never seen someone who makes or uses them ever explain this.
>>
>>7961879
Half-Life's HD pack is great, and the only one I like.
>>
>>7961584
try angled doom
>>
>>7961880
I think it’s the kitschy charm of making the game look like a shooter from 1999 or 2000 than the fake 3D of the original. Like ‘OHEMGEE IT LOOKS JUST LIKE SERIOUS SAM NOW!!!!1!!!!’. That being said anyone who thinks that it’s better than the original or good at all needs to be gunned down in the street
>>
>>7961847
>Public bathroom is carpeted
>>
>>7961885
I have grown fond of it but I still prefer the og mp5 and character models.

Especialyl low poly hecu are so nice.
>>
>>7961885
Difference between making the textures glossier and making janky, hideous 3D models to replace everything
>>
>>7961894
True. It still fits Half-Life's aesthetic.
>>
>>7961885
>"SD texture pack" that makes all the 3D models in half life 2D

Fund it!
>>
>>7961889
If models are involved, I can see the appeal of someone trying to make the game look like those fake shovelware screenshots as a loving joke, or just trying their hand at recreating classic enemies in a 3D form. But the types who slap overly glossy, high-res textures on everything and make youtube videos titled "PROJECT BRUTALITY 4K+60FPS HELL ON EARTH STARTER PACK" completely elude me. It's like they're doing something that's a joke but taking it seriously.
>>
>>7961927
Some people just have no taste in aesthetics. Theyre the same kind of people that make ugly levels with a million clashing texture packs and Realm667 monsters.
>>
>>7961937
The kind of guy who doesn't see a particular asset or two on R667 and think "This one would really fit with what I'm doing." no, they're of the "More is ALWAYS better!" school of thought, which is how you get abominations like Aeons Of Death.
>>
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>>7960938
Some Crazy madlad is remaking Quake 4 into Q2's engine with the old GTK radiant tools.
https://www.moddb.com/mods/quake-4-in-quake-2/news/4-maps-100-ready

>>7961879
There are good ones, but pre 3d fps ones suffers from the fact that the old are deviantart tier crap, or are good but unfinished like the planned Highres pack that was made for Doomsday Hexen, but the guy got missing and never finished it..

https://www.youtube.com/watch?v=yK048BbjGU4
https://www.youtube.com/watch?v=q-0jJleS9fE

If anything, Chillo is doing a good job with the voxel packs.
>>
>>7961008
I just finished a uv-max play through, all 32 levels. They're good short maps with great music, You could finish it in a few sittings. Design wise they can be a bit repetitive but I would still highly recommend it.
Also, for some reason every hurt floor does 20 damage but also has a radsuit in it. I can't tell if he wants me to die or not.
>>
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I am thoroughly convinced that somehow this paid mod's 'Headless blokes with fireball-guns' is the source of all thosee SeriousSams "Beheaded cannon-fodder humanoid enemies" - I guess that probably someone at CroTeam had taken a good look at those acephalic weirdos from Q!zone and got an insipration to try make some of their own, but not as shitty and a bit more interesting
>>
I wanna replay Hexen2 on hard+ and finally try out the expansion pack; what should I use to run it on a Win8 netbook - UQE or HammerOfThyrion?
>>
>>7961970
https://hexenworld.org/welcome-to-the-matrix/
This fork of Hammer Of Thyrion is the best. Regular HOT hasnt been updated in years and has some annoying issues like bugged MIDI playback, HUD seams, and the HUD being filtered even if you set textures to unfiltered.
>>
So where on the Doom git gud list does 2048 UV reside?
Because I just finished Black Crest and it really wasn't fun. The map was cool and the architectural changes were sick, but the combat was absolute fucking bullshit and I hated every bit of it almost. I liked having an Archvile spawn right infront of me to push me out towards the Spider Mastermind.
>>
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There's certainly a lot more going on in Doom 64 levels, visually. Nice coloured lighting effects, and more varied textures.

But the fights seem pretty sparse - lots of barons on their own to pad things out. Wheras Doom 2 throws loads of weaker, but varied enemies at you.
>>
>>7962040
It's a hard map for sure, which is part of why I like it a lot. It should have difficulty levels implemented.
>>
>>7962047
I found that Doom 64 was unbearably barren in fighting outside of the highest skill setting.
>>
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>>7961979
What about UQE? Are the dedicated sourceports better than it despite its alleged all-in-one capability?
>>
>>7961836
>can still hear d3's "pchoooo~" rocket sound in my head
the guns in that game are very silly.
>>
>>7962079
Yeah.
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3D Realms just announced their own map jam for any FPS game.
https://twitter.com/3DRealms/status/1417212652858773504
>Game: Any publicly-released FPS with the tools for mapping and distribution, as well as the ability to craft/track secrets!
>Map Elements: A single player map - the only requirement is the inclusion of a secret that includes the RD2021 logo in some form (logo can be downloaded via link at the bottom). After maps are released, players will be on the prowl to find this secret across each map!
>Theme: Whatever you want!
>Submission Deadline: August 8th

>Step 1: Make your map and submit it before the cutoff date! If your game distributes maps via the Workshop or an ingame browser, please include directions for players to access your content.
>Step 2: Players will have roughly one week to check out the maps across various games, hunting down the Realms Deep secrets and taking screenshots.
>Step 3: We'll collect these screenshots for use in promoting your maps, and there may be some prizes for complete sets as well.
>>
>>7962063
finally
>>
Any maps for Hexen 2 that adds more RPG elements like Wrath of Cronos does for Hexen 1?
>>
What is the worst Doom MIDI and why is it Between Levels?
I assume from the name it was supposed to be intermission music, which would explain some things, but not all.
>>
>>7962106
>Any publicly-released FPS with the tools for mapping and distribution, as well as the ability to craft/track secrets!
Wait, so ANY game or just any 3D Realms game?
Also, why does everything have to be on twatter and discord? I don't use, want or ever plan on using that shit.
>>
>>7962106
So what prevents someone from just opening the published levels with an editor to see where the secrets are?
>>
>>7962120
They seem to use mods and stuff like this to get some mapper talent for their own games so I dont know.


I just fucking want sin remastered. and new blood stuff as soon as possible. I hate this fucking year.

There are no fucking games to play.
>>
>>7962117
Shadows Of Chaos
>>
>>7960939
Realms DEEP Map Jam
https://twitter.com/3DRealms/status/1417212652858773504

make /vr/ proud
>>
>>7962063
Is this real? I kinda want to watch it, what's it called?
>>
>>7962130
Looks good, thanks.
>>
>>7962120
Seems like it's any game, going by the bit about distribution.
>why does everything have to be on twatter and discord
modern internet
>>
>>7962135
yes its real
also Nips loves Quake 4 and 2 since those helped to create the community there
>>
>>7962141
Huh, that's new to me. That's the last FPS I would have guessed for them to like.
Also, sauce?
>>
>>7962148
Check DondeQ2's archive there are some good shit about the Japanese quake community there, even good maps they made.
As for the show https://www.youtube.com/watch?v=SmSDcj4EXvA
>>
>>7962141
Nip small pc community also love everything city building and rts.
Since those only seem to be made in the west.

And lets not forget everything skyrim, or freeform sandboxy.
>>
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>>7962120
>Wait, so ANY game or just any 3D Realms game?
ANY... That's what guidelines from their Discord server says. Which makes sense, as Realms Deep is about retro FPS first and foremost.
>Also, why does everything have to be on twatter and discord?
That's just how it is nowadays... You still need to submit your map through email, so it's not that bad.
>>7962124
Nothing, and I don't think it's really an issue. To me, it's more about mappers making new maps for their game of choice. Screenshots might be used for promotion, but I think its obvious that creators will be the ones who get any kind of prize.
>>7962128
>I just fucking want sin remastered.
>There are no fucking games to play.
Really excited for Realms Deep too. If WRATH: Aeon of Ruin, Ion Fury: Aftershock & SiN Reloaded get released during it, that would be just glorious. Although, if I had to guess, SiN probably has most chances for that with others getting release date. Also GRAVEN should definitely get its first content update... and proper announcement of that "2001" game.
>new blood stuff
Waiting for that Gloomwood update.

By the way, Emberheart Games (the guy that's making remasters of old 3DR platforms for nu-Apogee) will show off his FPS game. Interested in that as well.
https://twitter.com/Emberheartgames/status/1413508808714854408
>>
>>7962164
If anything
Violent Rumble, /vr/ Q2 unit and a quick doom or build engine speedmap since HFFM and 500ml are "old" by now.
Unless they ban all of /vr/
>>
Doom run on ipod
https://youtu.be/HJDY1FXuJPQ
>>
>>7962157
You also don't get much for citybuilders or RTS on consoles, so people who want that stuff have to branch out anyway.
>>
What is the difference between hurt me plenty and ultra violence in something like Plutonia? Playing through it the first time for a variety of reasons and played until the 6th level on UV and kinda felt like maybe this is a little to hard
I'm save scumming alot.

So reload it in Hurt me plenty and its 90 percent the same traps give or take and blew through every last one of them to get back to the level i was on.

The only obvious different trap was on level one where you get the Rocket launcher. where the Pinkies replace the revenants.
>>
>If you don't stand in the middle of the room at the end, you die in lava with no way out
Fuck blood keep.
>>
>>7962231
Less enemies, less damage taken IIRC.
>>
>>7962240
yeah that makes sense. thanks.
>>
>>7962251
Oh, and enemies tend to have less health too, I think. Cyberdemon has like 1000 less I'm pretty sure, same as the Mastermind.
>>
I need your favorite map with a spooky forest immediately. I need it for a project.
I was thinking of using the Ghoul's Forest forest, but I was wondering if there are any that look... Better.
>>
>>7962253
Ahh that makes sense. It did seem a little easier. I was kinda chalking it up to
>well i knew that was there already so thats why that was so much easier
Maybe i'll run through it on Hurt me plenty one time and then beat it again on UV.
>>
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>>7962271
>>7962253
>>7962251
>>7962240
>>7962231
Ackshually, guys.
At any rate, Plutonia does tone down monster encounters on lower skill levels.
>>
>>7960982
Eviternity, Doom Zero, Heartland, TNT Revilution, Preacher
>>
>>7960982
Nihility : Infinite Teeth
Alfonzone
Bloodstain
Double Impact
Interception
Mutiny
And naturally HFFM.
>>
>>7961937
R667 monsters aren't bad, if mapper knows what he is doing. Skillsaw uses them all the time.
>>
>>7962372
>not using doomwiki.org
>>
>>7962478
That is the DoomWiki.
>>
>>7960982
Hffm and 2048 units of vr to 4chan's own mods.
>>
So what are some good outdoor wads? Preferably forest/jungle themed, without too many canyons, creeks and caves.
>>
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What's your favorite weird gameplay mod?
>>
Thinking about the time some gaming news site got Romero to do a play through of E4M2 and it was on Doomsday of all fucking ports
>>
>>7962502
Anything else I could put there? It might be smaller than the other 5 boxes.
>>
Man, I'm enjoying HFFM so much, there's not a single dull level in the set.
>>
>>7962558
>without too many canyons, creeks and caves.
Not many. Canyons are kinda the only good way to go with vanilla or limit removing. If you're using zdoom and slopes you could do a lot more, but I haven't personally seen any...
>>
>>7962676
I guess 100, 200, and 300 Minutes Of /vr/ respectively, along with 2048Guns, as you can play that with anything.
>>
>>7962558
I asked about spooky forest wads earlier and got nothing.
>>
>>7962558
Lost Civilization
>>
>>7962676
gmota
>>
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>>7962694
Bruh.
>>
>>7962697
could use a new screenshot desu, that screenie is from 2016 or someshit. also combined arms might be worth putting in.
>>
>>7962702
That's true, I can also update any other mods if needed. As for Combined Arms, I'll have to get the okay from Kegan for putting it in the 4chan section.
>>
>>7962697
Where is Brutal Doom?
>>
>>7962706
I think you should replace doom 4 doom with embers of armageddon since that mod does the doom 2016 thing better.
>>
>>7962706
I don't think you need to ask him.

>>7962712
Doesn't need more advertising.
>>
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>look at graphics file for a wad from 1997 (Talosian Incident)
>Commander Keen is replaced by a dead Doomguy branded with the Quake symbol
The way Doom modders responded to Quake at the time is so interesting to me, how many of them operated as if DOOM had just been murdered and would become a footnote like Wolf3D. Their guess wasn't uneducated but it's so funny in hindsight
>>
>>7962718
You have no idea how autistic I am over asking for permission and whatnot.
>>
>>7962697
this should be v16 by now
>>
>>7962732
Just be thankful someone is adding to it.
>>
>>7962697
rekkr
>>
I've completed Ultimate Doom, Doom 2, TNT and Plutonia. What wad should I play next? Keep in mind I played using Brutal Doom/Project Brutality for all of them, I had an absolute blast and kinda want more now.
>>
>>7962748
What's the difference between Brutal and Brutality anyway?
>>
>>7962749
From what I remember of my time in brutal Doom all those years ago, it's the same kind of thing they're going for. Brutality takes even more liberties with the gameplay and weapons the turbo autists really don't like, I'd say, but it also has more cool content like upgrade tiers for your weapons you can find in secrets.
>>
>30 min long map
>ends with a Cyberdemon duel
>go to shotgun him with the bfg
>he resists pain chance from 40 tracers and one shots you in the face
every fucking time and I still go for it
>>
>>7962773
Shouldve quicksaved like the manual suggests.
>>
>>7962773
I can relate, the two-shot is too enticing.
>>
>>7962773
Probably the blockmap bug. Did you wait for the cyberdemon to fire his 2nd rocket before firing BFG and closing in? I think that's the technique I see in demos
>>
>>7962712
In the bin where It belongs
>>
>>7961083
t. the transmanian devil
>>
Playthrough video of map03 of Based. A long ass sewer level with a couple of interesting encounters. Overall one of the weakest maps of the wad, in my opinion.
https://www.youtube.com/watch?v=QHuGSXiwddA
>>
>>7962558
Avactor
>>
I wanna try this PowerSlave game, but there seems to be some noticable differences between versions. Which should I go with?
>>
>>7962723
I remember seeing stuff like that, and i honestly think Doom was never at risk of dying to Quake.
Wolfenstein 3D modding was a novelty at most in the early days, you really can't do much without actually altering the .exe substantially, and in fact I think people got the more impressive stuff done by more extensive hacks, and then using the released source code. Combine with the far narrower scope for gameplay and level design, you can only do perfect 90 degree walls, with no height variation or even remote switches, and basically all enemies are dudes with guns.

Meanwhile, Doom can actually do quite a whole lot even without modifying the engine, the gameplay is reasonably versatile with the first game, and HIGHLY versatile with the second game's new monsters, also people were already figuring out some pretty damn ballsy hacks to the .exe in the 90s. With time passing, computers got more powerful, and then eventual source code releases led to some great quality of life upgrades for modders (like not having to use DEUSFX to patch your iwad when you wanted to play a pwad, and then having to unpatch it later).

If anything, Quake was just another fun game which you could also swipe textures (and sounds) from, some which converted well to Doom's palette and fit the original aesthetic rather handsomely. Quake grew into its own thing and they have coexisted fairly well in all these years.
>>
>>7962748
Play Plutonia without Brutal Doom
>>
>>7962859
PC and Saturn are the only two of note, and they're completely different games beyond the premise. PC has really tight design, like they looked at the current games at the time, saw where they could be improved, and did so, while Saturn is a bit more original in its concepts, if not as polished. Both are worth playing and forming your own opinions on.
>>
>>7962859
The Build engine version was the first version, and is a straight-forward classic shooter. The combat is just fine, but the levels are really large and well-designed. You can play that in BuildGDX.
The console versions were developed after but released around the same time. Theyre a completely different game, sharing the general theme and some art. The game has Metroid-like progression where you return to older levels with new movement abilities. You can play the PS1 version on PC with Powerslave EX. The Saturn version is mostly the same, but with slightly different levels.
>>
>>7961384
That music pack is solid, just saying. Consider Final Doomer too.
>>
>>7961483
Can someone explain these? Been seeing them for months and it's starting to annoy me, and I know they are Word Clouds but I just don't get the significance. Are these all terms that are ripped from doom threads?
>>
>>7962916
I'm currently keeping things strictly vanilla through dsda doom, but that looks cool. I'll add it to my list of zdoom mods.
>>
>>7962921
it's generated from the previous thread
>>
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>>7962921
Yeah, someone runs a word cloud software using the posts in the threads as a source, sometimes they are funny, occasionally, inspiring.
>>
is it possible to kill the cyber demon in the first level of ancient aliens?
Also the music reminds me of music from one of the GBA DBZ Legacy of Goku or something.
>>
>>7962945
You can telefrag it late in the level.
>>
>>7962946
Every time i've played it so far. The cyberdemon blasts me into the exit killing me but sending me to level 2 to pistol start it. Annoyingly enough.
I'll replay it now to find this teleporter.
>>
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http://96.253.20.85:8080/
Back at it again like I said I'd be. HD+HFFM, pushing into Full Thrust now.
>>
>>7962748
Restart everything without Brutal I staled and then come back when you’re done
>>
So is Doom real 3D or not?
>>
>>7962957
Not who you were replying to but there was a period of time where i played so much brutal doom, when i played regular doom i almost forgot how to play it.
Agreed though replay that with normal doom if they've never done it or if so do it again
>>
>>7962960
Yes. It's not a raycaster either. It has the concept of a third dimension, other wise falling, cacodemons, and fireballs wouldn't exist. It's a 3d engine that cheats in 2d ways occasionally.
>>
>>7962960
Yes, it has an X, Y, and Z axis. It just skips height checks in a couple of instances (players and monsters passing above and below each other), and the level data has no provisions for stuff like real 3D bridges and room over room structures.
You can however build those things onto the engine with little difficulty, Heretic let players and monsters pass above and below each other (and used floating magic sparkle platforms to make mid-air bridges for some levels).

Some people are confused by not just the infinite vertical range of explosions, and also the vertical auto-aim, I think. They don't realize that the game adjusts your point of impact vertically, to shoot at enemies above or below the center of your view (compensating for the lack of vertical aiming), not realizing that attacks can very much pass above and below targets, particularly if the monster is completely obscured from you.
>>
>>7962997
Hexen introduced the magic bridges. Heretic's implementation was still a little buggy.
>>
All right. I think I'm going to play Eviternity. But how does Project brutality handle other wads, when it comes to the distribution of the upgrades within secrets. Does it, like, auto-generate them?
>>
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>>7962946
>>
Short levels (5 mins) that are focused on a specific idea are infinitely more fun than 30+ minute ones.
>>
does HFFM need jumping or is it no jumping like 2048? seeing a lot of things in holes/high up platforms and am lost on the first level but i don't want to jump and inadvertently sequence break half the level like a zoomer playing map03
>>
>>7963076
You shouldn't be jumping if you want to play it legit, no. If you're playing with some gameplay mod or something though, jumping could be necessary for this or that reason, however.

Use your own judgment, really.
>>
>>7963076
Next time you wonder, look at the text file. Unless it says the wad is for G/ZDoom, jumping shouldnt be considered.
>>
How’s the /boards/ wad coming along?
>>
the way it was meant to be played
>>
How come Eviternity.wad isn't being seen when I launch zdoom? It's in the same folder as all the original doom wads but its not being seen.
>>
>>7963132
Did you try dropping and dragging it
>>
>>7963132
because its a pwad not a iwad
>>
>>7963141
They both end in .wad.
>>7963139
Im going to try using PB so that isnt an option
>>
What actually was this thing? Why did it go inside the Niggurath? Why does it teleport you despite being a spiked ball? Weird fucking thing
>>
Just beat E1 of Travail. The maps are very well designed and the encounters are very well done, but I'm just not having much fun. There's a lot of backtracking to be done and I just plain keep getting lost with how large some of these maps are. Not to mention that a lot of these fights just seem above my paygrade most of the time, at least with the tools you're given to handle them. That last map in particular above the lava right before the boss level pretty much soured me on the whole episode I was so annoyed. Scrags, Vores, and Shamblers are situated atop long line of sight platforms with the only bits of real cover at the start and end of the platforms.
All of that and the fact it took me about a half-hour each on the longer maps means I'm probably gonna take a break from the other episode for a hot minute.
>>
>>7963150
Read the thread, retard, it's Shub-Niggurath's sex toy
>>
>>7963071
I don't mind a big level every now and then as an endurance test, but holy fuck space them apart. I hate it when a megawad like TNT has a string of gigantic levels one after another.
>>
>>7963125
I'm surprised you still remember that.
>>
>>7963175
WHERE WAS THAT EVER STATED IN THE LORE, CUNT
>>
>>7963148
You have to create a shortcut and load PB and eviternity simultaneously, with a target like gzdoom.exe -iwad DOOM2.WAD -file projbrutality.pk3 eviternity.zip
>>
>>7963125
You're either a top oldfag or a tourist.
The project's dead, but somebody here had thoughts of resurrecting it a while back.
>>
>>7962562
Endless Madness has weird weapons but I love them
>>
>>7963196
Been a while since I frequented doom threads. Kind of went off the game for a while and got stuck playing Halo for ages. Shame it died, sounded fun for what it was
>>
>>7963206
Well, who knows, maybe it can come back. We have more manpower than we did back then.
>>
>>7963206
>Been a while since I frequented doom threads.
like 7 years
>>
Well according to that /vr/ thread, you are only allowed to play the original version of any game.
So only DOS release in this case.
>>
>>7963196
What was /boards/?
>>
>>7963236
Ooooold community project where all the levels would represent one board of 4chan each. Are you familiar with /pol/.wad? That was intended for the project.
>>
>>7963242
I assume the other ones didnt really materialize.
Interesting to imagine what a /cgl/ or a /po/ wad would look like...
>>
>>7963250
Yeah, it was created well before we even had any community projects under our belt. All that was made other than /pol/ were /tg/ and /g/. You can find them in the our wads pastebin if you're curious.
>>
>>7963257
>/tg/
It would be nice to play that, just to reminisce about what that board used to be.
>>
>>7963257
I played through /pol/.wad its actually not that bad.
The
>its happening
with ron paul every where lmao and all the shreks
>>
>>7961947
I won't lie, those pinkies don't look half-bad.
By the way, here a few cool 3d models:
https://sketchfab.com/3d-models/doom-imp-idle-low-poly-wip-1b40332c83fa4e7ca00a095fc6ac8c84
https://sketchfab.com/3d-models/the-doomguy-low-poly-d20001937d0c4d75a759246fa3b6f4ae
https://sketchfab.com/3d-models/doom-zombieman-idle-low-poly-30fa2952a6264715afc13c3ac6383c03
https://sketchfab.com/3d-models/doom-shotgun-guy-low-poly-411fb2278138407b8cbe0ec21857a8df
>>
Why do new Quake engine releases always use DarkPlaces instead of Q2 or 3?
>>
>>7962481
Theres two doom wikis. Originally started on wikia, but most of the original staff decided they had enough of their shit and made an independent version, doomwiki.org.
The Wikia (now Fandom) version still exists, as you're not allowed to delete wikis from wikia/fandom, but its nowhere near maintained at the same quality and frequency that doomwiki.org is.
>>
>>7963354
Fandom is a horrible god damn website and should be expunged from existence.
Every wiki hosted there should move elsewhere so I don't have to visit it to find out obscure information about Xena comics or whatever the fuck strikes me and isn't hosted elsewhere.
>>
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>>7961483
ITT:
>>
>>7963395
Anon uploading HFFM to idgames be like
>>
>>7962697
>>7962706
>>7962726
It's all good. Combined_Arms started its life here too, you know. It all stemmed from me asking some dudes here and a few other modders "If you could replace a weapon from Doom's arsenal, what would you replace it with?"
Granted at this point now it's just a creative playground for me, but it still started here.
>>
I only just realised that Decino's videos seem to get comments from authors/project members providing a bit of bts on the map. Pretty neat.
>>
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>>7961829
euthanasia is too good for these animals!
>>
>>7960982
REKKR
>>
>>7962106
I wish I knew anything about programming or map making, I would actually try to make a map for RoTT.
>>
>>7963440
>I wish I knew anything about programming or map making
Same. I thought about trying to get into mapping and/or modding for Quake or something like that, but I'm too much of a coward + need to get my life together, damn it.
>>
>>7963401
Thanks for letting me know. Combined Arms will go in the 4chan section.

Anyway, it looks like I can fit about 6 more entries for the main 6 squares. Here's what I have so far for additions.
MEGAWADS:
>Doom Zero
>Three's a Crowd
>Eviternity
>TNT: Revilution
>Tarnsman's Projectile Hell
>
LEVEL PACKS:
>DBP 37
>Heartland
>Mutiny
>Sigil
>
>Micro Slaughter Community Project
GAMEPLAY MODS:
>Metadoom
>Treasure Tech
>Final Doomer
>
>
>
MULTIPLAYER MAPS:
>Aeon DM
>Neon DM
>Bourgeois Megawad
>
>
>
MULTIPLAYER GAMEPLAY:
>Quake Champions: Doom Edition
>Insanity Deathmatch
>Doomware
>
>
>
4CHAN:
>2048 Units of /vr/
>Combined Arms
>HFFM
>300 Minutes of /vr/
>2048 Guns
>100 Minutes of /vr/
There's been tons of great mods and i'm not sure which ones to pick from and put in Megawads, Level Packs, and Gameplay Mods with how many quality releases we have seen throughout the past four years.
I should be able to get the multiplayer maps section filled, but not mods, I don't know too many of those since i'm a purist hipster.
The 4chan section is full, but I did have to stretch it a little. Make more mods, guys!
As for other sections, REKKR will be added to TCs and lilith.pk3 to historically notable shit. I'm not sure just how many I can add to those sections, so I'll focus on those later. I also might be able to fit in a MIDI pack box since those don't need descriptions.
>>
>>7963485
if you are gonna include yoll's mods it is important to note that he cuts the strafe running speed in half crippling movement he does this in every single mod he has touched.
>>
>>7963505
I'll see if I have space for that. Might just be a one-off quip.
>>
>>7963485
Either Doom 2 in Spain Only or Akeldama for megawads.
Syringe for level packs
>>
>>7962106
I told them to do this week's ago. Im taking credit for it.
>>
>>7962953
>five hour stream
>beat one map and only got one-third into the next
This sucks in all the right ways. I'll see you boys next time.
>>
>>7963184
> foreign object repeatedly enters and leaves her body
What else could it be?
>>
>>7963485
gameplay mods, add voyage infernal
megawads, i would like to suggest bstain, h_phobia, wos, oatb, and rebirth1, but i might be too stoned to write a coherent blurb
>>
>>7963125
>>7963183
>>7963196
I still think my ideas for the /mlp/.wad would have been sick, but I couldn't do the sprite work and it would be a lot of sprite work
>>
>>7961958
I would normally suggest taking medications for such wild claims, but you might be actually onto something this time...
>>
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>>7963569
Maybe its one of those re-usable stomach filling balls for weight-loss that you're supposed to thoroughly wash everytime they get shat out? I honestly dont even know which implication is worse anymore...
>>
https://www.youtube.com/watch?v=MTa3diypjv4
Video about states and dehacked in Doom
>>
>>7963630
Why is there a teleport connected to it then? And why it is surrounded by creatures called "vores" OH MY GOD FORBIDDEN ELDRITCH LORE HELP ME NIGGERMAN
>>
>>7963505
He also fucks with the player viewheight for no reason so everything feels slightly wrong, idgi
>>
Thanks tor the outdoor map suggestions. Currently playing through Lost Civilization and I was wondering - the grass here is all midtextures. Are those advantageous to placing thing decorations, performance-wise? I mean now you don't have a thousand additional things, but a thousand additional linedefs. Or is it simply a matter of compatibility?
>>
>>7963682
You can't add New things, generally. Plus sprites rotate to face you. Not sure which one us decisive factor.
>>
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i fucking hate this level
that's all
>>
>>7962047
Doom64 has fewer textures than Doom or Doom2. That's part of the reason why it uses colored walls and floors, so as to disguise that fact.

The PSX Doom used colored lighting to disguise the fact that the onboard memory couldn't load very many textures, while the N64 Doom used colored lighting to disguise the fact that it couldn't store many textures on the cartridge. Different reasons, same end result.
>>
>>7963692
Well, the maps certainly had new tree sprites, so it's not like you can't add new things.
So there is still the question how much of a performance difference using textures instead of things make, if any, or if it's just a matter of taste.
>>
>>7963196
There's some people who have been around here since the beginning.
>>
>>7963225
Fuck me shit guess I’m really behind the times
>>
>>7963354
Yes, and that screenshot is from the non-Wikia Wiki.
>>
>>7963440
>>7963462
Mapping for Doom is pretty easy.
>>
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The level design is not bad and the weapons feel great, I admit the Strogg are a step down from the scifi/lovecraft/fantasy in a blender style of the first but why is this games campaign looked down on again.
>>
>>7963738
You can replace things for sure.
>>
>>7963678
I don't mind altering viewheight, I raise it a bit myself so that you're actually face to face with zombiemen and imps, rather than staring into their chest.
>>
>>7963762
Just didn't have that "magic" Id games had previously. That and most things people have to say about games like Quake, Doom, Duke, etc is basically recycled at this point. It's very competently designed, the soundtrack is awesome, the weapons(minus the lack of muzzle flash and recoil on the SMG) all look and feel good, and I prefer the design of the Q2 Strogg over pretty much everything else in the entire series, barring maybe the Ogres and Elite Knights.
>>
>>7963762
I think because the first hour or so is somewhat dull, also no muzzleflashes.
>>
>>7963773
>>7963772
>>7963762
Also the monster AI got literally lobotomized for hurried X-mas release date IIRC
>>
>>7963698
Cryptic passage > post mortem
>>
So I've been designing an enemy that deliberately targets weaker enemies and makes them more powerful. Not sure if I'm gonna keep it. There could be some cool potential for designs here, but I'm not 100% happy with it. The niche it fills is probably better covered by monsters already in Doom's roster.

Also, I spent way too fucking long getting this webm under 3mb.
>>
>>7963772
>>7963773
All I know is I'm two levels in and having a blast, the movement, Super Shotgun and Chaingun feel amazing, there is decent amount of enemy types so far and finding secrets is still fun, honestly I kinda wonder what a big Arcane Dimensions style mod could get out of Q2.
>>7963780
Cryptic Passage is pretty great, although the placement of the Fishmen is odd.
>>
>>7963784
Oh, I forgot to say, but base Q2 is pretty easy, partly because the weapons ARE really fucking good. The rockets, railguns, laser rifles, etc just turn the base Q2 roster to bits. Even Doom 1/2 on UV felt like they had a bit more bite in certain parts compared to Nightmare Q2.
>>
What's the difference between a megawad and a level pack?
>>
>>7963485
I'd like to see Timetripper on this, very underrated imo
>>
>>7963792
Megawad is Doom2 or Doom1 in length (30-32 maps or 3-4 episodes). Level packs Only last maybe an episode's worth of maps or so.
>>
>>7963798
18 maps is enough to count as a megawad, traditionally.
>inb4 Sigil
>>
>>7963757
Quake mapping doesn't seem that bad either. I just have some ideas of what I would do there: what kind of mod and maps in terms of themes, etc.
For DOOM, I have nothing. Just the general idea of "would've been cool if I could do something, I guess" and that's something you can say in regards to any game you've played.
>>
>>7963783
So an archie that resurrects monsters as the next higher tier or what?
That sounds pretty cool actually. Maybe you could make it so the effect is only temporary? I.e. in your webm that the knight returns to imp after a while.
>>
>>7963820
>For DOOM, I have nothing.
What point are you having trouble with? How to place enemies? How to design rooms? Just everything in general?
>>
>>7963823
>That sounds pretty cool actually. Maybe you could make it so the effect is only temporary? I.e. in your webm that the knight returns to imp after a while.
Thanks man! My knowledge with ZScript is super limited, but I think I could make it temporary somehow. The gist of it is the archie does a unique damage type which causes a unique death sequence for imps. When they die, they spawn a new enemy in their place.

>So an archie that resurrects monsters as the next higher tier or what?
Yeah! I've got another enemy type which I intend to use in the archvile's place. The necromancer (webm related) throws projectiles that spawn lost souls on impact. The lost souls then seek out bodies and revive them by sacrificing themselves. It can only have five souls active at a time.
>>
>>7963824
>What point are you having trouble with?
I think anything in general + motivation. Like I said, I'm totally a coward: "my laptop is too shitty", "I'm too shitty and can't achieve anything".
It's not like I tried any of that. Just saying that, at this point in time, I'm leaning more towards Quake. My currend mood, I guess.
>>
>>7963845
>but I think I could make it temporary somehow
Well I mean the easiest way to do that would probably have a counter running and after that jump to the regular monster's states.
>>
What are thr mechanics around decapitating the zombies in blood? Is it random? Or depending on how much damage you do.
>>
>>7963753
How did you get it to look like that?
>>
>>7963863
Do you often have problems starting things, or have difficulty finishing something once the engaging part is done? Do you also have problems with organization, or with keeping appointments or schedules? What about anxiety/depression, or constantly remembering and agonizing over random mistakes you made years or decades ago?
>>
>>7963863
Buy sticky notes. Stick them to your monitor so you're constantly reminded. Simple as.
>>
>>7960938
Quake 2 Ragdoll project
https://www.moddb.com/mods/quake-2-ragdoll-mod

>>7963762
The strogg are still fantasy, they all are Nyarlathotep's cultists.
>>
>>7961702
>I don't know about the plasma gun, but not having a wind-down animation is beneficial.
IIRC, 64 plasma also has a slightly slower firerate, and faster projectile travel speed compared to PC.
>>
>>7963914
Firefox plugin which lets me turn bight pages dark. Don't use Firefox by the way, it's really bad.
>>
Is there a way to turn off lost souls counting for kill percentage in GZDoom, or is the chicken so autistic about being a better game designer than anyone at id that he forces it
>>
>>7964015
IIRC you can just make a replacement actor which is tagged as -COUNTKILL or something.
>>
>>7964015
Check compatibility options, but no don't recall seeing anything.
>>
Well that was a fun ride. Good job boys
>>
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>>7964015
I'm here to your rescue! Put this in autoload or your Skins folder, and Lost Souls will never count towards kills ever again. Behavior and functionality otherwise identical.

https://files.catbox.moe/ra4mpq.wad
POSTSOUL.wad

Mind that this may end up conflicting with any mod which replaces Lost Souls themselves, if you want the same effect there, just open the .wad or .pk3 in SLADE, then find the Lost Soul replacement actor and give him the -COUNTKILL flag


>>7964052
Isn't it great? Man, it makes me sad when it's over, so I play it again.
>>
>>7964015
> is the chicken so autistic about being a better game designer than anyone at id that he forces it
This is my main issue with gzdoom. It's not demo compatibility, I don't do speed running. It's that he just fucking changes shit arbitrarily without having actual toggles for compatibility. GZDoom has gotten better, but about fixing older issues, but prboom+ um is a way better start.
>>
>>7964078
Yeah, I see that issue. For instance, Ghost Monsters should either be a compatibility option, or meeting his autism halfway, a flag for UMAPINFO, if he's so fucking concerned about it happening outside of intended maps.
There's already a curated internal list of maps recognized by hash or something which allows it, like that one Icarus level, may as well just let the users and makers decide for themselves.

I like GzDoom, a lot, but it could be a lot better in many small ways, aside from the bigger ones people complain about.
>>
Dumb question time - how efficent is the .pak/pk2/3 format for data compresstion compact to the .Zip or .Rar file formats?
>>
>>7964052
This HFFM?
>>
>>7964138
no it's eviternity
>>
>>7963738
Yeah, so I tested it now myself, though I don't know whether my setup was the best.
I made a simple room and put a decoration at every 32x32 intersection. In the end I had something around 16k things in the map.
At that point (GZD 4.6, HW mode, with all the modern amenities but filters and post processing) I could only reach about 20 fps anymore.
Then I removed the things from the map and instead put the same number of linedefs and gave all of them grate midtextures.
The framerate stayed at 35 fps.
Because my laptop was already aching when editing the linedefs (even though it didn't when placing the things) I didn't want to go further or try with other textures to see if having transparency or different sizes does anything.

In practice for me that means no functional difference as I don't make slaughter maps and will probably not have that many things in any map ever.
>>
>>7964084
The problem was that GZDoom blew up as a features first, compatibility second project and right now it's just too fucking big to reign in. Other than zscript, PrBoom+ um is closing the gap pretty quickly and it still runs every variation of Doom (and with dsda-doom heretic and hexen) with substantially better performance.
>>
>>7964015
Think you have to create a replacement lost soul mod that disables it from counting. GZDoom sucks for map totals anyway.
PrBoom+ has a smart totals option that makes things so much better.
>>
>>7964084
I bet you could make a generic decorate alteration for GZDoom that enables ghost monsters. It would just alter their raise states. Essentially have them drop a ghost monster when raise then disappear...
It's a shit solution, but there are maps that use ghost monsters that aren't on the whitelist. Which is pretty fucking lame. I mean they have the ability obviously to enable them at discretion, why not leave that discretion up to the user? It's a weird decision.
>>
I usually don't bitch about stuff in old FPS games, but is there any way to disable the flashing lights in DN3D? I'm not epileptic, but the fucking flashing lights in the strip club and the spaceship in episode 2 are irritating me.
>>
>>7964118
"pk3" is just renamed zip files because retards kept extracting them into the game folders and complaining they didnt work, idk about the rest. gzdoom supports "pk7" which is 7z which is cool
>>
1 UNIT OF /vr/ WHEN?
>>
>>7960939
https://forum.zdoom.org/viewtopic.php?f=19&t=13397
New Hell Forged update
>>
>>7964278
One minute of /VR/ when?
>>
>>7963698
One of the most infuriating examples of hitscan hell in a major FPS. The part with the switch-acitivated spinning bridge/platform over the water is nightmarish. Getting into the water and hunting multiple Cultists and Fanatics that unavoidably take a dive as soon as you reach the main area is incredibly difficult, you have no idea where you're getting shot from and you die in seconds. I resorted to carpet bombing the water with dynamite and picking off the remaining ones with savescumming.
>>
>>7963772
More than half of previous id workers quit id after release of first Quake, because Carmack became gigantic fuckhead as a leader. It was almost different company at that point.
>>
>>7963702
I think the textures were intentionally grey so that you can create them in any color you want by changing sidedef/flat colors
>>
has it ever happened to you when you join a doom project and made a decent map for it, then you realize that one incompetent mapper (or maybe more than just one) just joined the project and make an obvious shitty ass map for it, your reaction is like "why this faggot is here" or "this fucking retard ruined the project" then you start feeling disappointed and regretful after joining it as result?
>>
>>7964469
Honestly i dont usually even end up playing community projects i join, besides playtesting a couple levels. So i dont really give a fuck what other people submit.
>>
>>7964469
Don't really join community projects, but let me guess what you're talking about. Is it RAMP?
>>
Feeling a lot better, so I made the standing version of the bull. With dick and, if you look closely, his enormous bull balls.
Also started setting up the layout for the intro/tutorial map and tomorrow I want to start shading the super soaker, so I at least have all shooting sprites done; maybe then I can roll out a quick map so you people can try it out.
>>
>>7963779
Got any proof?
>>
>>7964469
Oh did another anon make a map for RAMP
>>
>>7964472
Not really, in general.
>>
>>7964469
I'm the guy contributing the shitty map :(
>>
>>7964347
The new secret map is extremely based. Who would even think to make a shark temple map with brand new shark-themed enemy reskins.
>>
>>7964469
Post your map, post his map.
>>
>>7964496
But why?
>>
>>7964496
Kill yourself then
>>
>>7964469
Open Community Projects are pretty much guaranteed to have a few newbie authors attempting to contribute, I've noticed. Sometimes if theres not enough people contributing, the low quality maps end up getting accepted just to fill in slots.
>>
>>7964504
>>7964507
I'll try to do better, I'm sorry ;_;
>>
>>7964507
What is your problem?
>>
>>7964469
Eh, not really.
But one guy made a map that is too difficult and disappear and now the entire project is stuck in limbo while they wait for him to fix it.
>>
>>7963956
>Do you often have problems starting things, or have difficulty finishing something once the engaging part is done?
Eh-h-h... Both? That can be an issue before engaging part as well.
It reminds me about how I used to mess with World Editor for Warcraft 3: spend a day or a few on terrain side of things and just end up deleting/not saving it because... I don't know, I just didn't bother with that. I was done.
>Do you also have problems with organization, or with keeping appointments or schedules?
Only kind of. I usually tend to be organized, actually. Follow certain schedule.
>What about anxiety/depression, or constantly remembering and agonizing over random mistakes you made years or decades ago?
I don't wanna diagnose myself (not a doctor), but... Yes. I totally have some mental issues and there's a chance I actually have autism. But yeah, a lot of agonizing... Not really about the past though. It's mostly about my current failures nowadays.
>>7963959
That's not really an issue... and I'm poor, so I would rather buy something else if I can. Thing is... I remember it all. I have it all in mind, like most of the time. I guess you can say I got sticky notes in my brain. I just don't have motivation/courage/whatever to start doing it.
>>
>>7964158
3Saster has a ghost monsters script on the ZDoom forums you can just copy into your wad and it'll enable ghost monsters again through event handlers, no need to even do any monster replacements.
>>
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>uploaded HFFM on the 18th
>still no response since uploading on the 20th
I know I could have sped the process up, but the wait here is killing me. I blame myself.
>>
>>7964469
t. joe-ilya
>>
>>7964541
Man, ZScript can really do a lot. Would still be better if it was a compat option or UMAPINFO value.
>>
>>7964548
>this guys map sucks ass, so I've made something better for the slot
>wtf why is everyone mad at me?
>>
>>7964548
Yes, so?
>>
>>7964523
I'm the anon who asked all the questions. I'm not a professional, but I do have similar problems. Mine are caused by ADHD, and I'm curious; Have ever been checked for that or a similar condition? It's no replacement for a pro, but a quick diagnostic test like this page https://add.org/adhd-test/ might help you have some reason for further investigation. Worst it can do is waste a few minutes of your time, which if you're like I've been in the past, then you already feel like you've wasted plenty of time not getting anywhere, so what's the loss in a few minutes of harmless reading?

I don't know how much else to offer, beyond the usual advice (eat whole foods, drink water, sleep, meditate, do some aerobic exercise every day), but hopefully it can help you in some way.
>>
Show me your copy of Mac Doom.
>>
>>7964550
When the fuck will Zandronum work with zscript?
>>
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>>7964717
At the going rate? Never.
>>
>>7964717
>>7964720
>tfw there's all those good mods out there that we'll never be able to play multiplayer
>>
>When your maps rely on decorations activating action lines and it turns out some ports don't do it.
You'd think boom format would be consistent across the board.
>>
>>7963794
Nice hud
>>
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>>7964676
>Have ever been checked for that or a similar condition?
Not really, but I think I should.
>you already feel like you've wasted plenty of time not getting anywhere
Yup.
>I don't know how much else to offer
I try to do some stuff like drink water & some exerices after waking stuff. That kind of stuff to improve. That's one of the reasons I keep coming back to that Quake idea: despite it all, some part of me says I should actually try make a mod because it will help me a lot... somehow. The closest I got was making this screenshot edit in Paint3D and writing a post in my blog about the general idea for mod.
Thank you though, anon. It means a lot.
>>
>>7964727
Which don't?
>>
>>7964741
Not that guy but oming to terms with my ADHD and navigate has been life changing for me. Good luck.
>>
>>7964749
zDaemon where we ran survival maps.
Fortunately the first map where it popped up was a minor concern.

Now my voodoo scripts are powered by dead nazis.
>>
A cheogh at the end of a level again? Thanks post mortem thats dope, fuck off.
>>
>using tripbombs and freezer in vanilla Douk after playing Attrition
Damn I forgot just how much some of the original weapons suck
>>
>>7964717
I think it'd be more realistic to just make a new GzDoom fork with netplay than to wait for the Zandybam people to do anything, they still haven't caught up to Decorate.
>>
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I don't have anything clever to say, I just wanted to post this here because it's fucking cool.
I guess I can also mention I'm nerfing the Bakanites, I'm gonna make them shoot projectile Skuttles you'll be able to shoot down instead of actual small Skuttles, that should make them less annoying.
>>
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>>7964694
Okay.
>>
Anons do you use save game feature? I usually save every 100-150 monsters killed. Do you consider it cheating?
>>
>>7964792
No, not really. Doing a map without saving is more intense though.
>>
>>7964792
I use it frequently and don't really care whether or not it's considered cheating. Starting the entire level again with only a pistol because of a small mistake isn't fun.
>>
I never tire of their grins.
>>
>>7964792
It varies from map to map and depends on the gameplay mod I'm playing with. If the map is huge, I might give myself checkpoints here and there. But usually with smaller and faster paced maps I ironman them because it's fun.
>>
>>7964792
Dude, I play in GZDoom, you think I care about integrity?
>>
>>7964787
Holy based.
What features has over the DOS version?
How do you play wads with it?
>>
>>7964781
happy bday kegan
>>
>>7964809
thanks man, this day's barely started for me and it's been a great one so far.
>>
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>>7964807
The Macintosh port of Doom, unlike the equivalent Doom95 for PCs, is integrated tightly with the classic Mac OS operating system, with ability to be launched from the Finder, a menu bar, and custom command key shortcuts for various in-game menu options. Messages given by the game, such as the question asked when the player requests to quit, are actual Mac OS dialogs with the Doomguy's face for an icon.

In addition to the PC's low/high detail toggle, the Macintosh adds support for 640x400 resolution as a "large graphics" mode. There is no support for aspect ratio correction, however, so the game will appear slightly flattened on the Macintosh's square-pixel display relative to its appearance on the PC.

Rather than supporting MUS, music is played from a set of external MID! files (a QuickTime-specific form of MIDI) stored in a Music folder alongside the game's WAD file and executable. Some of the MIDIs contain discrepancies between repeats of the same song.

During the special start-up credits sequence, a built-in frontend can be launched by pressing the S key, for configuring multiplayer games, adding WAD files, warping to various levels, and controlling other options.

Network multiplayer is supported over AppleTalk and IPX protocols.
>>
>>7964792
There are benefits in playing saveless, but I don't have this kind of time.
>>
>>7964819
I just realized the wiki doesn't have an image of this disc:
>>7964787
Too bad I don't have a working scanner.
>>
>>7964807
>How do you play wads with it?
MacDoom was my first 'real' DOOM. You could play wads by dragging and dropping them onto the Doom icon in the Finder. I had the infamous D!Zone CD at the time and so long as you didn't need .deh patches or anything it worked well on my Performa 575.
>>
>>7964792
>saving is cheating
lolwut, I hope you're not one of those fags crying about people using game mechanics in multiplayer stuff
>>
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Ok, so I was thinking about adding some shadow enemies because some kids are scared of shadows and the dark and such, right? I was adding that to my enemy list, glossing over it, when I noticed something and realized the obvious:

GUYS! GUYS! WHAT IF....
SHADOW NINJAS?

Not sure about the exact design, but as I am envisioning them at the moment, they're pure melee attackers, but they frequently teleport around close to you or behind or something, to make them a bit more unpredictable than, say, a pinky and have them be closer to something that shoots at you. They're not supposed to be any kind of high-tier enemy though.

Also, if VA anon is still alive, can you do a "Psshhh nothing personnel kid" in a sterotypical japanese accent?
>>
>>7964869
Not the same anon, but saving is a feature of convenience, and it's essential for any game which isn't just like two or three hours long at most, but it can also be abused, and it can be abused very badly in some games.

There's no real gauge to this, because it's a pretty subjective territory and varies from game to game, but at some point it's worth standing back and considering how much you're cheating yourself out of the ecstatic feeling of besting a good challenge.
I get the frustration of banging your head against something that's plain above your pay grade, but I also am very familiar with the frustration of a game not putting any effort into challenging me (mostly when that what was it promised it would do). To a point, I invoke that frustration on myself with excess saving, and I have found that I do actually save the game too much sometimes, and I try to reign that in.

For a Doom example, the new Fun Level in the new Doom 64 ports, Panic, I couldn't beat that level for the life of me, even abusing saves. It's intense, and I couldn't figure out an approach which worked at all. However, for one of the original Fun Levels, Hardcore, that shit wrecked my asshole sideways, but eventually I did actually manage to defeat that level without saves, and I felt like a total champion. Even if Panic was the one level I couldn't best, I still feel good about conquering Hardcore.
>>
>>7960938
Fallout 1 but in Idtech 2, Idtech3, or Source engine.
>>
>>7964792
Some maps I'll savescum just to learn the map, but I won't move on until I can finish the map in one go.
>>
>>7964792
I prefer to play without saves because it pushes you to play more consistently, and I find it particularly useful for developing skill at the game. I'll still use saves to practice hard maps though.
Unfortunately some maps were clearly not designed to be played saveless, which I think is a bad practice.
>>
>>7963762
>why is this games campaign looked down on again.

Because people were still hoping Id would push the envelope on something other than just graphics, and they didn't.

If you're looking for an oldskool FPS romp today, you're gonna enjoy Quake 2, but if you were living in 1997, looking for something better than Quake, there was a good chance you were expecting more than Quake 2's singleplayer had to offer.
>>
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>>7964919
Maybe Source for interactivity.
I feel it would capture the dreadful and bleak atmosphere
>>
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I should have started work on this ages ago. But then, there's a lot of things I should have done ages ago, let's see if this manages to keep my attention span and if I finish redoing the 'head' of the thing, or if I'll be lazy and just reuse the one I made before.
>>
>>7964972
Looks like something done for Duke3D.
>>
>>7960938
Well I think shop'n'bag is as far as I can get into dn3d it's been fun nonetheless, the space episode was very interesting
>>
>>7964932
As a kid I still loved Quake for a few months, which seemed eternity. Especially the gore.

But sure thing Half Life and Thief and many other games in other genres were obscuring it.
>>
>>7963845
This is way better than my Necromancer.
He was just gonna be paired with Skeleton enemies that he'd resurrect as long as he was around.
Yours is way more interesting.
>>
>>7965043
Sorta, head of the turret is from Duke, and the tripod is from a video camera, also from Duke.
Original sentry gun from Immoral Conduct is that turret on a base with a pole made from a Doom lamp, serviceable enough, but also looks dinky and goofy, because short of bolting this thing into the floor (which may not make sense for various different floor/ground surfaces), it looks like it would tip over really easily.

With a tripod, it would look a lot more stable, and also like it could actually stand by itself on any reasonably flat piece of floor or ground (which Doom has plenty of, be that stone or wood, or dirt, even living hell flesh). I'll just have to animate it compacting and deploying, I suppose it uses telescoping legs, and it'll have to have some kind of rotator or something implying it can tilt the gun up and down. I figure it'll also do better with a single gun barrel, and then replacing the other one with like a camera lens, maybe bolting an ammo box to the side of it, so it all looks more novel and also more plausible.

I'd love to make it so that the head and bipod are different actors when deployed, forcing both to billboard differently, but I don't know how to do that, and it'll almost certainly come out all shit and janky if I try to do it.
>>
>>7963762
Nerfed movement
Nerfed weapons
Introduced the railgun which ruined deathmatch forever
Generic sci fi setting
Generic butt metal soundtrack
No LG
>>
>>7965090
You say nerfed weapons but the chaingun in Quake 2 is kinda ridiculous.
>>
>>7965090
Dont forget the horrifically slow weapon switch. What a shame after the literal instantaneous switching of Q1.
>>
>>7965114
>>7965090
I loved the soundtrack in Quake 2 but the way it was used was so jarring.
>Finish level and music stops
>Music doesn't loop properly

Some weapon sound effects were great but overall it had some weird design choices
>>
>>
>>7965090
>nerfed weapons
Maybe the Rocket Launcher wasn't quite as powerful or something (I don't recall), but you had the Chaingun, Hyper Blaster, Railgun, and BFG10000, the first which is more powerful than both Nailguns combined, and the latter two which had no counterpart at all in the original game.

>Generic sci fi setting
It's not THAT generic, even if it's not as fanciful and imaginative as the first game.

>Generic butt metal soundtrack
A very competent one, actually.
>>
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>>7964750
Thanks. Hope things are going well for ya right now.
On that note, I'm almost done with Arcane Dimensions. I went for map order in readme file (except I started with test & remix maps, but anyway) and I've only Tears of the False God left. It's usually hard for me to pick favorites and I've really enjoyed AD. However, I think Foggy Bogbottom, The Forgotten Seplucher and Grendel's Blade are the ones that'll first come to mind.

Also, I think I'm getting tired of long maps now (long time coming as I love Ion Fury). Short ones felt really great probably because of that.
Is it just me or triple barrel shotgun is overrated? SG changes don't really bother me in AD, but in general this trend of going beyond two barrels is just too much to me.
>>
>>7965126
>Doomguy fights Demons in Hell
>Like actual Hell
>Can't have fucking crosses in Doom after 3
I don't get it either
>>
At first I wasn't too fond on how Half Life music doesn't play for the entire level.
Then I realized how weird that was and how out of place it felt in a lot of situation.

But I still love it
>>
>>7965140
It was silly knowing that the upside down crosses in previous Doom games were actually Saint Peter cross and nothing related to satanism but the fact Quake 1 and 2 had regular ones is not an excuse.

In fact Modern Doom feels like it wants to go all out being badass but pussied it out when it comes to Hell itself.
>>
>>7965126
Protestants strike again.
>>
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Speaking of music in FPS games,Doom 2016 and Eternal made me appreciate the music by Bobby Prince and Lee Jackson more.
While it's not over the top as those,at least it feels more catchy.

The so praised BFG Division has mostly nothing but build up and barely get to enjoy the good part.
They don't have bad tracks for the most part but they just blend together
>>
>>7965162
I dont get the praise as well. Its rare to get decent music in games these days so average\mediocre becomes godly.
>>
>>7965162
It's what people who don't usually listen to metal think metal should sound like, in a RIP AND TEAR DOOOOOOOOOM context.
>>
>>7965141
But when it works. Its amazing https://youtu.be/RVu3qlU22qc
https://youtu.be/raqLH-raNvw
>>
>>7965162
Yeah, doom is heavy metal. Not industrisl djent stuff. I like micks music but it doesnt fit doom. It does however fit whatever nudoom is.
>>
>>7965192
Its basically soft normie safe metal. I hate his stuff. Its devoid of life.
>>
>>7965173
Funny enough I've looked up the soundtrack and for the most part they follow the exact same pattern.
One of the tracks I legitmately adore from Eternal is the Icon of Sin fight and it doesn't even have half million views.

>>7965178
"The only thing they fear is you" is used in almost all those "When the Doom music kicks in" videos,despite being mostly loud and repetitive.

https://www.youtube.com/watch?v=T12ygsp9Mvg

Sounds like these:
https://www.youtube.com/watch?v=tezcBWAT0nU
https://www.youtube.com/watch?v=XGLYpYoXkWw&t=93s

Yeah Bobby Prince was heavily inspired by other tracks but fans didn't consider him like the second coming of Christ.
>>
>>7965194
Now this...is doom https://youtu.be/m35pIk5wfNk
>>
>>7965183
Even the more action ones are good like this one.

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

It gives a sense of urgency and anxiety and fits with the situations you're in
>>
>>7965201
The 3DO soundtrack was excellent something about it feels so good. It's not too much and every part feels clear.
>>
>>7965208
The guitars arent distorted to shit like in every EPIC METAL cover.
>>
>>7965205
https://youtu.be/0BkHICB4eJs the moment that this is used in is sooo good. The buildup coinciding with gordon picking up the gauss gun is great.
>>
>>7965194
>>7965192
It's the kind of praise that makes you wonder if these people were even aware of what came out in the last 20 years in gaming.
Andrew Hulshut did a better job with the Dusk OST than Mick did with Doom.
Fuck,Mick's work for Killer Instinct OST was even better than Doom.

>>7965212
Add that keeps the right tempo which fit with the action.
Most covers feel like they try too hard to sound badass and cool.
In fact Nu-Doom music in the end turns into noise with all the shit happening during the battle
>>
>>7965218
To me Nuclear Mission Jam is the theme of HL.
The build up is like it saying "holy shit,this rocks",it's an action theme that manages to combine electronic beat and ambience and leaves every single part of it breathe.
>>
And speaking of catchy OSTs.
This is my favourite from Duke 3D

https://www.youtube.com/watch?v=u3SBTQQ0GJ0
https://www.youtube.com/watch?v=OQvhc0fVkOI&t=77s
>>
>>7965232
Yes, it really is just the perfect representation of the weird action sci fi that half life perfect
>>
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>>7965192
>>7965162
>>
>>7965248
Dooms ost does go all over the place and its great, organ solos in Doom 2, really nice synth pieces. Love it
>>
Duke's e4 is ass
>>
>>7965264
>>7965248
I always liked The Healer Stalks. It's different but is so nice to listen to.
In fact both second maps in Doom 1 and 2 sound a lot more chill compared to the first level.
Doom had that variety of songs that felt distinct from each other,something that I could find in maybe Rise of the Triad.

Fans seem to have such a distorted vision on how Doom music was meant to be.
>>
>>7965192
Doom ain't metal.
https://www.youtube.com/watch?v=H5cDVVe3xkg
>>
I don't even feel Eternal music sounds bad just most of the tracks don't feel like I would listen to outside the game.
Classic Doom on the other hand goes with everything.

And I'm saying as someone who HATED that era where every soundtrack was epic orchestral music

>Said music that gets millions of views despite they sound almost all the same
>>
>>7965305
hffm wen eggplant?
>>
>>7965318
When it gets on idgames, so 2023
>>
>>7965309
Its just a meme at this point. Which is is horrible to think of.

"cue doom eternal music" or some bullshit. If the ass aesthetic was not enough.

Oh well, Doom was never my main thing anyway, but I hope hugo and his faggots dont touch Hexen or Quake.

Maybe Hexen, although I dont think they would do a sword and sorcery style melee focused game.
>>
>>7965318
When it's on idgames. Soon.
>>
>>7965150
Kinda agree. Actually, nearly every game pussies out when it comes to religious iconography
>>
>>7965305
DOOM II has lots of variation. Doom 1 is more metal though
>>
>>7965326
I remember the "Heavy Metal Stops" meme which said a lot on how this people are just posers.

>I hope hugo and his faggots dont touch Hexen or Quake.
Maybe Hexen, although I dont think they would do a sword and sorcery style melee focused game.

The best way I could see Hexen or Heretic music is something close to Diablo 1 and 2 soundtrack.
I don't want anything like The Witcher or Skyrim
>>
>>7965346
Skyrim was not that bad visually for fantasy, it honestly has some really cool stuff in it, and concept art hinted at more that they could not do in a fucking xbox.

Witcher I get your point.

Hexen needs that dark sun, vive not faggy geralt 16th century faggotry.
>>
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>>7965326
Quake had music?
>>
>>7965162
Mick Gordans best work was Killer Instinct. Song you can actually hum to instead of random industrial noise.
>>
>>7965357
I meant touch more than music.

Honestly I fucking love Quake soundscape. I really feels like a plunge into the abyss. Its on par with Thief level ambiance. One could use still today for some horror shit.
>>
>>7964792
I quicksave constantly, but I rarely savescum.
>>
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>>7960938
Had an idea for a mod in the shower yesterday:
>You're on deployment in the Middle East and get a dishonorable discharge while there
>A day later America pulls out of the middle east overnight, leaving you behind!
>You decide to get back home without the military's help
>However the base you're currently at is being raided and looted by terrorists
>Your mission is to get to Europe and kills as many terrorists along the way as you can
>>
Anyone like Marc A Pullen? He made the music for Cube 2 Sauerbraten and i think his music fits well when i play megawads https://youtu.be/RrONyTChKKg
>>
>>7965354
I like Skyrim aesthetic for the most part but I was talking more about the soundtrack,wouldn't fit Hexen.
The vibe it deserves it's something you would see in Conan the Barbarian.

>>7965358
It helped for how much he loved the original games,it was done with passion. Fulgore,TJ Combo and Thunder are my favourite tracks.
>>
>>7964792
Usually limit myself to one save per map if I can't beat it without saves.
>>
>>7965374
That is the thing we cant pull Conan well anymore. And other stuff. It would even look limp if they tried.

It has too many breast cup princesses, dinosaurs and testosterone for them to even consider.
>>
>>7965357
>not bumping up T-Rezzys sick beatz
https://youtu.be/d-94T9Lb1FU
>>
>>7965382
You reminded me those board games artworks remade in modern times where the artstyle was more clean but felt more stale.
>>
>>7965387
Exactly.

You see it in videogames as well.
>>
>>7965162
I think the reason that BFG Edition gets memed about is because it's the one track in the new Doom games which has a recognizable melody to it.
>>
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I still don't understand how the fuck Lunatic Fringe works
>>
>>7965401
Youll like this https://youtu.be/9WxeeiqWrn4
>>
https://youtu.be/MvWrTBl3x6Y favorite version of this song
>>
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>>7965405
>>7965401
You both are like children.
>>
>>7965370
yeah okay mark, very cool, finish vietdoom first.
>>
>>7965371
He also made music for the GothicDM2 and Gothic99 wads
>>
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>>7965394
>>7965387
Case in point,Thief 1998 and "Thief" 2014
The first one is simple but with its vibrant colours is appealing to the eye
While the second could easily pass for a mobile game
>>
>>7965434
Yup, dudes been around. Sucks he didnt blow up like Hulshult did
>>
>>7963762
The real draw of Quake 2 is its multiplayer and all of the mods for it. But this requires other people to play and the scene has been on life support for a decade+, so the campaign is all you'll get.
>>
>>7965453
Because he didn't make covers of beloved songs with heavy metal style.
>>
>>7965450
Well, NVA, but still.
>>
>>7965460
You know i was literally going to say that lol. But i felt it might have been a bit insulting because his original stuff is great to. But yeah he went the easy route for attention. Whole marc just made original songs only.
>>
>>7965463
Thats so weird because you have whole games where you can play as them but ok then
>>
>>7965465
Hulshut did a lot of original songs too but people remember him just for his covers.
At least with Dusk he truly managed to show his skills.
>>
>>7965090
you have a very weird metric if industrial body horror is considered generic sci fi
>>
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>Tue Jul 20 20:23:55 EDT 2021 Rejected hardfun.zip because: Contains unmodified id Software resource(s)
>>
>>7963196
but what about the halloween project?
>>
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>>7965510
Debating on having a look at it myself. Wanna post it here, anon?
>>
>>7965512
Which one? The 2017 one, or the upcoming one? Because the former is as good as dead.
>>
>>7965523
>upcoming one
wut?
>>
>>7965510
Use this dangit.
https://www.doomworld.com/forum/topic/117755-wadcheck-by-ketmar-use-before-uploading-to-idgames-detect-duplicate-lumps-from-iwads/
>>
>>7965510
I told them what second F actually stands for
>>
>>7965525
There's an anon here compiling resources for a halloween project. There should be an announcement when he's done with that. Related post >>7947150
>>
>>7965534
Meant to quote >>7949790
But yeah, we're gonna have another go at a halloween wad.
>>
>>7963296
not bad but they look like wow characters
>>
>>7965510
wew
>>
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>>7963783
does it eventually compound into cyberdemons?
>>
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>>7965090
>Nerfed movement
>Nerfed weapons
>>
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>>7963794
>>
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>>7960939
Violent Rumble update:
>added anon's CSQC HUD + icons for laser rifle / railgun
>Centroids can now fire Floyd lasers when 'style' is set to 1 and have an added skin and gib head to match (applied automatically)
>brute-forced a fix for a lingering weapon scrolling issue when you don't have a laser cannon or rifle (still don't understand why it was broken, but it works now)
>fixed a volleying issue with monsters spawned by spawners and Horn of Conjuring

Start map is still being worked on, albeit slowly. VARIANTS.TXT is up in the main Mega folder with some enemy variants examples, though mostly for grunts for now. I need to make a proper gib head for the Commando Grunt variant, figure out some Enforcer variants, and go from there. Didn't have as much free time as I was hoping I would over the weekend.

CSQC anon: I tried to get the pickup animations in for the Mjolnir and Laser Cannon, but keep getting a warning about missing files (and yes, they're there). If you have time to take a look at it, I've commented out some things with '//reee'.
>>
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>>7965510
AAAAAH I THOUGHT I GOT THEM ALL

>>7965518
It's probably for the better, because clearly I am a mongoloid.
https://files.catbox.moe/10a4gl.zip

I took out my e-mail address. Either I'll try again (and probably fail), or one of you will have to try.
>>
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>>7965559
You've just given me a great idea, Anon.
>Archie keeps making the imps stronger and stronger until it dies
>Imps revert to their base form when the archie dies
>>
>>7965568
Haven't met a single person that doesn't prefer air control and bunny hopping over strafe jumping
Rockets are nerfed, switch time is nerfed
but cool anime reaction pic man
>>
Another enemy idea. I wanted something that would fill a similar niche to the chaingunner, but while being less of a pain in the ass to deal with. This one has tracers on its shots so you know where it is, and if you get within melee range of it, it'll stop trying to shoot you and will do a weak melee attack instead.

It might be a little lacking in its current form. I'll have to think about it.
>>
>>7965597
4 duplicate lumps found!
LUMP HIT FOR 'blahblah\HARDFUN.wad:d_stlks2': DOOM.WAD:d_e2m1
LUMP HIT FOR 'blahblah\HARDFUN.wad:bspic3c7': DOOM2.WAD:bspic3c7
LUMP HIT FOR 'blahblah\HARDFUN.wad:bspid3d7': DOOM2.WAD:bspid3d7
LUMP HIT FOR 'blahblah\HARDFUN.wad:bspie3e7': DOOM2.WAD:bspie3e7
I deleted the sprites and converted the MUS to MIDI and now it's finding 0 duplicates.
https://files.catbox.moe/wtbahu.zip
>>
Railgun is only cool after as an airshot after a rocket launch, otherwise it's just a dumb alien awp
>>
>>7965636
The fuck? They actually get on your case for using one of the original .midi files?
>>
>>7965636
Never knew that tool existed, seems if they have software for detecting this, they could send you a log in the mail.
>>
>>7965639
Uh, yes. Been this way for years. You don't have to modify it very much for it to be accepted though.
>>
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>>7965578
BTW, how would you guys feel about a built-in zoom function? Should it be just for the railgun or always be available? Should it subtract a specified amount from your current FOV, or always snap to a constant value like 70?
>>
>>7965642
so what's the acual process/justification? seems opaque.
Scythe has id music in .MUS. was the system not in place back then? or if it was, and the files were modified to not set it off, what the fuck is the point of the whole charade?
>>
>>7965635
Refined it a bit. It's now possible to circle strafe around its shots.
>>
Do we shit the wads tonight?
>>
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>>7965785
Yeah, why not? I've taken a long enough break.
>https://youtu.be/ulmKONDmh0E

Get fucking ready for the reaming.
>>
>>7965692
retards uploading the entire game with 1 level changed in like 1994 probably
>>
>>7965692
I dont think they care about id .mus files. Lots of wads rename the desired track so that it plays on e1m1/map01.
>>
>>7965662
QS already has a zoom feature, might be in the original engines as well, are you meaning you want to make it railgun exclusive?
>>
When will the PC Classic release so i can play Doom on it ?
>>
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i wish i wasn't retarded and knew how to use the source SDK enough to put this in HL1
>>
>>7965641
That's a good point. I can't think of a reason why they wouldn't.
>>
>>7964792
I tend to save every 5 minutes of ingame time.
>>
Third time's the charm, I guess. Is it allowed to include multiple .wad files, would it be a bad idea to include the stripped version as well?
>>
>>7966007
>Is it allowed to include multiple .wad files
Don't think so. Just play it safe. By the way, A2Rob's wiki page doesn't mention his HFFM contribution.
https://doomwiki.org/wiki/A2Rob
Go ahead. I'm waiting :)
>>
>>7966013
Alright, I guess I'll just see what happens.
Waiting for what?
>>
>>7966023
Someone has to put it on his page now
>>
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Friendly reminder to all Shadow Warrior fans to play Deadly Kiss. Because the levels are finished and really fun.

http://swcentral.weebly.com/news/deadly-kiss-assets-leaked
>>
>>7966037
Is this the one with No Wang?
>>
>>7966053
That was the idea, but it wasnt implemented before the expansion was cancelled. For some reason the guys that promised to finish it havent managed to hire a VA and make a spritesheet since they got ahold of it and hoarded it a decade ago. In fact, one guy tried reaching out on ZDF for spriter artists, and the lead guy kicked him out of the project for it.
>>
>>7966084
Follow the conversation, Im talking about Shadow Warrior Deadly Kiss. ZDF didnt do anything.
>>
>>7960938
There needs to be a viable competior to the idgames wad archive someday. PLEASE HAPPEN
>>
>>7966126
Uh
https://www.wad-archive.com/
>>
>>7966126
>>7966143
you can upload to doomshack too
>>
>>7966149
There's also all fear the sentinel
>>
>>7966151
Or if you gave enough of a fuck, just make multiple MEGA accounts since each one is 50gigs and each wad is less than a single gig and sometimes less than 10mb
>>
>>7964792
unless it's has more than 1000 monsters
>>
>>7965856
>QS already has a zoom feature, might be in the original engines as well
Does it? I was only aware of the alias bind you could setup in a config where you switch between two fixed FOVs.
>are you meaning you want to make it railgun exclusive?
I want to have a zoom for at least the railgun, so I was just wondering if people wanted it for the other weapons as well.
>>
>>7965162
Honestly for Doom 2016 and eternal would be good if it's battle encounters

For 1 level for an entire level, I perfer the old ost more since it has atmosphere and a little speed here and there.
>>
If Duke 3D was so great then where is Duke 3D 2?
>>
>>7966168
The commands are zoom_in and zoom_out, you could just make the railgun's alt a bind for it, but I don't remember how the zooming works in specific.
>>
>>7964717
can we just hold graf fahg hostage until he makes real client server netcode in gzdoom
>>
>>7964792
I think people do need to use saves in moderation, but I wouldn't say its cheating. It's a literal feature of the game that you can select in the main menu.
>>
>>7965309
I honestly think the only time i actually liked modern Doom's music was in The Ancient Gods DLCs, which were done by different composers.
>>
Is there a mod that just makes the pistol better and more fun? It's a shame to have the pistol made entirely useless in the first 5 minutes of any game. I was thinking maybe it could be like the p220 in counterstrike, a fast and low damage weapon.
>>
>>7966230
HDest's pistol is still super useful even late into a wad
RO's pistols are great, ofc
>>
>>7966230
you could make a simple zdoom mod that just ups the firerate and accuracy, or a dehacked patch for vanilla, throw in a new sound so it doesn't sound so weak
>>
>>7966230
Struggle has a really good pistol/chaingun dynamic. The pistol is your dedicated tapfiring weapon with an accurate two-round burst even if you hold the button, while the chaingun (dual pistols) just sprays like crazy, so fast you couldn't tapfire it even if you wanted to.
>>
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>>7965808
HR2 is what I would call author vs player. Rather than trying to challenge the player, the goal seems to be to kill them in whatever way it can. It uses every cheap move it can to take you out. Nothing like spawning in with several chaingunners staring you down. I can't help but wonder how many archviles this wad has in total too.

As for HFFM, it's hard as fuck, but in a way that I actually like. Let's hope Youtube doesn't get its panties in a twist over it. I'll catch you guys at the next stream.
>>
>>7966293
These streams are getting borderline homoertoic. We really are a bunch of fagets.
Till next time
>>
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>>7966293
I said this in the stream but if you played GMOTA with HFFM, Doomslayer would have the custom Doomguy voices from that wad, so you could have pic-related
>>
>>7966310
nice seeing you in the stream, term
>>
>>7966310
Not even joking here, I had a dream where Aniki and co. dressed as knights stormed a sex dungeon.
I blame you people for this.
>>
>>7963762
There's like 3 textures in the whole game.
>>
>>7966293
>I can't help but wonder how many archviles this wad has in total too.
MtPain27 did a counter in his HR2 review.
>>
>>7964792
I'm not against saving, I just forget to do it and then have to return to start of the map every time
>>
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Huh, turns out it's pretty easy to make a modifier that randomly replaces ammo with their DOE equivalents...
>>
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>>7964483
Just watch the Decino vid about the cut monster animations - what they did with this dude is a travesty t b h
>>
>>7966230
the pistol in voyage infernal has 2 firing modes. the default is an auto firing mode that's good for mowing down some small mobs and a punchy slower one for pickoffs.
>>
>>7963779
Didn't one of the mission packs add it back in?
>>
>>7965748
So he now shoots projectiles or what?
Also, how are you achieving the tracer effect? Modified smoke trail?
>>
>>7965150
it's funny because doom was always seen as counter culture and wolfenstein is still about nazis
new doom feels like it has a mix of artstation-isms in art style and "nerdy" lore to act like adding a tiny bit of edge wouldn't make things "cooler" and even complement the doomguy power fantasy more
at this point, the wholesome isabelle crossovers are less about the contrast of two different franchises and more that doom has reached a certain "fake edge" status, when you see interviews directly mentiong "saturday morning cartoon" as a mood for the game
doom was always cartoony but not in a way that made it feel safe
>>
>>7966316
That's epic dream, bro.
>>
>>7966547
I don't how it was in US, but here Doom was quite safe even at 90s. Every kid knew the game, and thought it was cool. It was safe fun, that didn't cause a single negative feeling. After all violence was cartoony even at it's age. Even my dad played it, and didn' t see a reason to ban it from me.

Not defending Eternal though. It's not safeness, but the fact that it's soulless product made in line and to be forgotten. I did play it, even had fun, but like with every modern game, i see no reason to return. It was released last year and it's already dead.
>>
>>7965150
A lot of people don't know about the St. Peter's Cross, so that ends up being regarded as one of those gothic details.
>>
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>>7966547
Which begs the question where this all "rebel attitude" they boast about modern Doom. Is it because it listens to the fans? Fanservice? Lack of microtransactions?
It's still a fucking product where they're cashing in big time.
Look at all that merch,partnerships for the skins and so on.
It clearly has passion it but as others said,it gives a weird perspective on what Doom should be.

Don't get me started with the lore,clearly one of the biggest cases of pandering in modern trends. Doesn't help that it sucks

>>7966569
If anything it was the novelty factor,for seeing all that brutality on the screen.
It's nothing new that even kids knew and played GTA games as well.

The only impact modern Doom had was just giving inspiration for more retro style FPS games and that's it.
If they firmly believe that more shooters like Eternal is a good thing,then they weren't aware on what other games did copying the likes of COD and Halo back in the 2000s and early 2010s
>>
Hope PRBoom+ UM inherits the 16 save pages from DSDA-Doom
>>
>>7966751
>Which begs the question where this all "rebel attitude" they boast about modern Doom.
It's marketing. Like people sharing anticapitalist notions through facebook (or whatever people use these days), pride month, and so on.
>>
>>7966686
How did that even begin to become something related to satanism anyway?

Because "holy symbol upside down is cursed"?
>>
>>7966757
Guess so.
>>
>>7966751
>Lack of microtransactions?
not anymore lol
>>
>>7966539
>So he now shoots projectiles or what?
Yeah, I figured projectiles that move really fast would work better in this context. The player would have to be incredibly far away for there to be a meaningful difference between a fast projectile and a hitscan attack. The alternative is to have it fire tracer projectiles that do no damage while firing hitscan attacks.

>Also, how are you achieving the tracer effect? Modified smoke trail?
I created a tracer actor, then changed the projectile's MissileType property to the name of that tracer. You also have to make the projectile inherit from FastProjectile to give it a tracer. You can read more about it here:
>https://zdoom.org/wiki/FastProjectile
>>
>>7966757
>Because "holy symbol upside down is cursed"?
That's literally the whole point of liturgical satanism. They "pervert" and "invert" everything, hence also the upside-down pentagram etc.
>>
Alright, so I just finished 2048 (inb4 slowpoke).
Overall it was pretty fun, though I didn't like Forsaken Stockades and The Black Crest, those were both filled with absolute fucking bullshit. Black Crest looked better than some other levels, but camping in one of the corners and weaving fireballs for most of the map is really not fun. When it opens up at the very end it gets a bit better.
I really liked the last map, the boss fight was an absolute clusterfuck, but in a good way.
>>
>>7966230
2048guns gives it faster attacks but reloading and it eats up all your clip ammo fast if the map isnt generous and vomits ammo everywhere like 2048 maps usually do
>>
Plutonia has some real shit maps. Glad I finally beat it, though. We'll keep it around to practice that archie level.
>>
What's the point of making a map if you're not going to add any secrets?
>>
>>7966941
I'm going to make a map that is only winnable if you find a certain secret, just to spite you.
>>
>>7964815
Seeing how everyone's favorite nip girl draw that for you, you deserve it.
though i still miss the idea of battlemage samus with doomguy and sir blaz
>>
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>>7967000
>nip girl
pretty sure that drawing was done by the same guy as this
>>
>>7966974
What if he's okay with just punching and dodging everything?
>>
>>7967004
Its kurashiki
https://twitter.com/88alice/status/1417696792494239744
>>
>>7967010
ah thought you meant kegan's post nvm then.
>>
>>7966764
You can't handle the truth
>>
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Good fucking luck pulling an ad like this today
>>
>>7967004
Back to saturn x and eviternity change cacodemon colors? I never noticed.
>>
>>7967050
Their ranges of blue on their palettes are different.
>>
>>7961480
SkullWizard-sama, help me out once more with this please...
>>
>>7966753
I just made the switch to dsda myself. I find it runs better.
>>
>>7966770
>Liturgical satanism
You might as well become a neo-pagan at that point ;^p
>>
I am being bamboozled by Tricks and Traps because of pistol starting.
>>
>>7967070
Evil sexy women is not controversial, a large potion of the internet blew their wads to the vampire woman in RE8.
>>
>>7967080
Yeah, completely changes how you play the map. The side of the map where the pinkies come in, you can stand below the lowering floor to force it to pop back up, allowing you to have more space to deal with them.
>>
>>7967056
Runs the same for me.
>>
>>7967080
Its the kind of level where side areas have the weapons, making them only technically required if you're pistol starting. Continuous players can just skip straight for the keys.
>>
I bamboozled it back. I had no recollection which door does what and just stumbled blind while invincible through whatever door would let me in.
>>
>>7967098
I find that I get really bad frame pacing issues and I don't know why. It's only prboom that does it.
>>
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>>7967117
Was supposed to include the intermission screenshot.
>>
I find pistol starting really forces you to learn the map and where it's weapon caches are. Tons of running ahead past enemies to try and get some munitions to actually fight them.
>>
>>7967130
>>7967130
>>7967130
BUMP LIMIT REACHED YOU HANDSOME RETARDS. HOPE I DID THIS RIGHT
>>
>>7967119
which version of prboom+ are you using?
>>
>>7967132
You forgot the newspost, asshole!
>>
>>7967134
The one fabian has up.

https://github.com/coelckers/prboom-plus/releases
>>
>>7967137
hey i'm writing it retard
>>
>>7967143
There you go. It's a good idea to write it up ahead of time when you're gonna make a new thread.
>>
>>7967139
Try the latest master from the actions tab.
>>
>>7967157
I actually mispoke, it was from the actions tab. I'll try a new one and see if the problem is still there though. (I ended up just forking dsda-doom and adding the stuff I wanted from prboom+ um)
>>
>>7967084
I am sorry but its RE made by a western company?

No anon the west is fucked for at least more 20 years. We will get more boring snowflaky sterile women characters for a while.



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