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DOOM THREAD / RETRO FPS THREAD - Last thread: >>8127028

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
http://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 4.0 https://rentry.org/6hwzi
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/hardfunv4

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8112368
Please use spawnflag 16 for your level exit triggers

/vr/ HALLOWEEN PROJECT
Info here >>8091348

VRSKINS 4.0
Taking submissions

=== NEWS ===
[9-13] GOG has added a bunch of Star Trek games to it's catalog
https://www.gog.com/partner/startrek

[9-12] Temporal Tantrum (Test Version 3) is now out
https://youtu.be/VXxCe8zvJXY

[9-09] Serious Sam classic games get the (unofficial) ray tracing treatment
https://github.com/sultim-t/Serious-Engine-RT/releases

[9-09] Doomuniverse opens, a new forum for doom related things
https://doomuniverse.com/

[9-07] Rainbow Six mod that combines all classic R6 games into one
https://www.moddb.com/mods/rainbow-six-black-ops-20/downloads/rainbow-six-black-ops-20-release

[9-05] Quakespasm 0.94 out, fully supporting DotM
http://quakespasm.sourceforge.net/Quakespasm.html#s5

[9-05] Dread demo released
https://youtu.be/ZxhO1ZCOZ-M

[9-04] Alkaline Jam released
https://www.celephais.net/board/view_thread.php?id=62095

[9-03] Hedon 2 has been released as an update to the original for those who have it on Steam
https://store.steampowered.com/app/1072150/Hedon_Bloodrite/

[9-02] Dege is restoring the ATI TruForm tesselation renderer for DgVoodoo2
https://www.vogons.org/viewtopic.php?f=59&t=83037

[9-02] DBP39: Carnage Oasis is out
https://doomer.boards.net/thread/2271/carnage-oasis

[9-02] vkquake 1.11.0 released
https://github.com/Novum/vkQuake/releases/tag/1.11.0

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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Reposting /vr/ Halloween info

---- /VR/ HALLOWEEN PROJECT DETAILS & ANCHOR POST ----

>RULES CHANGES
-Maps any sizes are allowed. (4000 units no longer required)
-Slaughter maps allowed (''Very Hard'' Category only)

>MAP LIST SHEET (REPLY THIS POST TO CLAIM YOUR MAP, note: remove the space)
docs.google.com/
spreadsheets/d/1kbnUMRqY6FsUNKRmzpt-QHbXBSXZO44hkubhj6U-qYA/edit#gid=0

>Halloween Resources V2 (CUSTOM MONSTERS IMPLEMENTED)
https://drive.google.com/file/d/1wzcet6Q_N-xLPrGnx9NaC4_9sUvx60fa/view?usp=sharing
>>
What wads you guys playin? i was thinking about trying rowdy rudy.
>>
>>8135381
Doom 64 for Doom II. lots of fun, scratches that 64 itch but livens it up with the full monster roster and more typical Doom music
>>
>>8135389
i was playing doom 64 the other day and forgot about the jump from map 24 to 28. so i map maped to level 25 and got blown out by the cyber demon like 15 times before i beat the level lmao. the level starts with it firing at you
>>
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>>8135381
Just finished all the maps in Temporal Tantrum (minus the secret map). Pretty good wad.
Found a bug in the last Egypt map where an Imp spawns on top of a Diabolist inside a sarcophagus. I think that map could do with a few less Archiviles, it was kind of a chore to play through even if it looked really nice.
>>
>>8135402
>ribbiks duke wads
ribbiks makes a duke 3d mapset when?
>>
>>8135404
i've never heard of temporal tantrum. i'll have to add it to my things to eventually play wad list. where did the horns on the archvilles come from?
i remember brutal doom did that with its archvilles and another mod i think did it too but idr what it was called.
>>
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>>8135404
Also, I thought it was a weird choice to replace the Spider Mastermind since it was used so sparingly. The only one I saw in the wad was eaten by a bunch of angry specters below it, which was pretty amusing.
>>
Hey guys whats your favorite gun in HL1? I like the shotgun and the revolver
>>
i'm DONE sitting on my ass thinking about shit i could be making! i'm gonna make a sick ass fucking quake map where ranger breaks out from a grimy dark underground prison/mine shaft thats being used to extract resources to make Shub-Niggurath's forces even powerful.
>>
>>8135437
Tau gun + lamps turns me on
>>
I haven't played Doom in awhile but it amazes me that these games are still going strong to this day thanks to what those guys did all those years ago. If only the industry stayed that based.
>>
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>>8135432
Finished the secret map. Glorious work. Are you guys planning on making any more maps, or are you all on the bugfixing stage now?
>>
>>8135527
Bartekmil and Chopblock are still working on their maps, and brxyz is working on a second. So there's still at the very least a few maps to be added before calling it a wrap.
Thanks for playing and letting us know what you thought
>>
>>8135571
Lmao
Is this a bot or something?
>>
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So is episode 5 of Duke3D worth playing even though it's so new? It feels like a proper episode?
>>
>>8135575
Every time he posts the "new threads that will be Half-Life themed" count increments by 1. We're at 4 right now.
>>
are there any good places for me to upload a map pack I've recently finished to share publicly?

I was planning to dump it on the Id ftp but after reading through all the hoops to jump through and the rules, that I guess my wad breaks (modified official maps etc), it's not the right place.

So, any good alternatives other than making a mega link to share and spam on random boards like here?
>>
>>8135602
Yes, it's good with a lot of that classic Build Engine charm but you should play it Build GDX or Raze.
>>
>>8135330
Map 22 ready to be playtested
https://drive.google.com/file/d/1ZElHXUEHnbnLbtYnIwyABGTI--ZwH6By/view?usp=sharing
>>
>>8135489
Carmack's philosophy about the stuff was a blessing, but it was never the most popular
He was even getting pushback on open sourcing by other id guys during development IIRC
>>
>>8135638
mod db could work. maps of chaos is on mod db
>>
Holy shit man
E1M9 with Hideous Destructor is such a grind
The final timer says 25 minutes but I'm sure I spent like 2 hours there holy shit
This mod is really fun lol
>>
>>8135729
Thanks. I'll check it out.
>>
>>8135437
For mp? The bugs you throw definitely, for sp probably that blue energy gun
>>
>>8135602
I like it more than both ep4 and ep3 personally. And some levels like that Egypt level, people would be sucking its dick hard if it was an EP1 level
But still pirate it and form your own opinion
>>
any body know how to put a frame rate cap on dsda doom like gz doom has ? with out using vsync? i dont wanna blow out my pc cause i checked the frames and its like 600 fps or more
>>
>>8135791
There is "Render limit per tic" on the first page of general options, it limits the framerate in multiples of 35. So, if you want 70 fps, then you set that option to 2.
>>
>>8135878
>xplain how it didn't ruin gaming
it ruined your childhood, not gaming
>>
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Bit of a long shot but does anyone have a Malice fgd for Trenchbroom?
>>
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>>8135527
>>8135548
Washing Machine Enthusiasts here - I plan to keep on mapping as well, at least until all episodes have four maps each. Currently only one episode does.
>>
Can anyone recommend some bigass maps with megastructure vibes? I'm pretty new to custom Doom wads, and playing Sunlust and Sunder gave me a taste of that and now I want more.
>>
>>8135972
Miasma is what you're looking for
>>
>>8135972
Foursite
>>
>>8135873
using one of the older builds of it, it doesn't have this option. i'll have to probably update it.
>>
>>8135405
Would Duke's enemy AI even lend itself to puzzle combat?
>>
did any of you anons know that the eternity engine allegedly runs at 35 fps? idk it felt like 60 fps or more. am i missing something here? what makes eternity run so smooth at 35 fps? but others stutter so much if set this low? brainlet when it comes to how these things work

>>8136006
i'm not sure thats a good question
>>
>>8135684
Wait, I just reread the anchor post. Are we not playtesting until October 14?
>>
>>8136082
>did any of you anons know that the eternity engine allegedly runs at 35 fps?
You mean like how Doom's game logic runs at 35 ticks a second? I don't know how Eternity works, but I'm presuming frames per second and ticks per second are decoupled from each other like in GZDoom.
>>
>>8136094
i'm not sure how it works. the code to show the fps was v_ticker 3 and it said 35 fps.
>>
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>Scan
>Blood loss: 0.0 transfusion units
>Scan again
>Blood loss: 3.9 transfusion units
>Scan again
>Blood loss: 0.0 transfusion units
>Scan again
>Blood loss: 4.1 transfusion units

Which is it? What's it trying to tell me? How do I deal with this, hideous bros?
>>
>>8136112
Get naked and don't fucking move while scanning.
>>
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Does anyone with modding knowledge know how I would go about ripping sound effects from HL1 ||or Black Mesa?|| I want to use them for a project, but I don't know shit about how the sound files are packaged.
>>
>>8136120
Could just grab the ripped sounds from the sounds-resource instead.

https://www.sounds-resource.com/pc_computer/halflifeexpansions/
>>
>>8136120
>C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\sound
it's like you don't even know how to use a computer anon
>>
Where the FUCK is Quake Mjolnir?
>>8136120
wtf you literally just go into the game's folder you retard
>>
>>8136136
>>8136128
>>8136121
Ah, well thanks, Anons. The link the first guy provided is very helpful. I was hoping that someone knew how to get the files out of a .vpk, since gfscape doesn't seem to be working, but I guess this isn't the place to ask.
>>
>>8136154
If you're wanting to extract shit out of VPKs I'd recommend GCFScape, from Nem's tools.
>>
>>8136154
Goldsource has the wavs themselves in the game folder, no unpacking needed
>>
Speaking of ripping sound effects from games and one of them being HL and Black Mesa did you know BM gauss gun uses the Doom door opening sound
https://youtu.be/AFKB3c2mXsI?t=24
0:24
>>
Is it just me or is Malice all kinds of ass?
>>8136112
Moving/wearing armor fucks up your scanner readings.
>>
Thinking of doing a Halloween map but I see only slots in the 20s are unclaimed and I'm not much good at slaughtermapping. Do any of these sound like good ideas for a map in the 20s instead? Project guidelines say it's meant to be very hard.
>E4M1 style resource starvation
>Lots and lots of hurtfloors with minimal radsuits
>D64-Hectic style traps
>E3M7-style radsuit maze but harder fights
>Platforming
>Everything perpetually moving (ice physics, conveyors, perpetual lifts)
>A puzzle level with silent teleporters - this would be a breather level difficulty-wise
>>
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>>8136165
>>8136162
Thanks anons. Got what I need now.
>>
>>8135972
Eviternity map32
>>
>>8136082
IIRC, Eternity did for a long while only have capped framerate, but uncapped was added many years ago by now.
>>
Hypothetically, can I make an FPS/RPG hybrid in DOOM's engine?
>>
Hey Anons, my lewd TC is still underway. Working on some visual effects. Don't open at work, as usual.
https://redgifs.com/watch/courageouslumpyblesbok
>>
>>8136242
No, I will not allow you to.
>>
>>8136242
Depends on your approach. You could definitely take Strife and expand the shit out of it to have more stats and learnable skills and stuff.
>>
>>8136242
Don't see why you couldn't. Of course, as far as implementing exactly what you want, you'd have to wrestle with the limitations of the code.
>>
>>8136242
If you mean dialogue shit there is Strife like that guy said, if you mean classes skill points etc there are already mods for that, heretical doom comes to my mind. There was also a pretty big Hexen mod where at the start you rolled for stats, had a town, classes etc but don't remember its name
>>
>>8136242
If you have to ask, etc.
>>
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That was a pleasant surprise, just discovered that picrelated works fine with Delta touch and runst without problems (at least the first area) even on a potato phone. You only need to get hedon.ipk3, rename it to hedon.pk3, put it to mods dir and choose the latest gzdoom version for it. Freedom can be used as a base game. Controller works ou if the box. Ingame gont is configurable to be readable size. Got two secrets on s first map (waterfall, huh), currently looking how to open the big door that is without power.
>>
>Seven hundred and sixty one armless and legless corpses float inconspicuously around
the inside of hangar ninety six.
>>
>>8135978
Very cool map. Savescummed my way through it on UV. That reveal of the big pillar-like structure in the canyon is the kind of large scale stuff I enjoy. The final fight felt sort of brutal, am I supposed to have a BFG by then? Beyond that, the visuals are great, the fights are good, the midi is great. I can listen to that shit all day. I'm excited to go back and find all the optional content.

>>8135987
Going to give this one a shot next. The very default doom 2 aesthetic and music turns me off a bit, but maybe it'll surprise me.

>>8136224
I played eviternity a while back but I can't for the life of me remember this. I'll go back to it.

Thanks anons.
>>
>>8136273
>runs without problems (at least the first area) even on a potato phone.

I'd expect major framerate issues later on, but I could be wrong.

>currently looking how to open the big door that is without power.

I hope your phone screen is clear enough for you to spot the cracks in the wall.
>>
>>8136282
Glad you liked Miasma. If you want some Sunder worship, Abandon is incredible, very much a spiritual successor.
>>
>>8135710
Kevin Cloud didn't like the idea of people being able to load their own .wads, and the release of the source code, but he later on stated that he was wrong and Carmack had the right idea all along.

He was afraid that with people being able to just make .wads, they'd be competing with their own product, that someone could just sell their own Doom, and sort of he was right, you had products like The Lost Episodes, as well as D!Zone, the latter which actually sold a lot, at one point even more than Doom itself. Seeing all kinds of cool and creative shit which fans made for the game though, and how it just kept coming and coming, well after the game was old and mainstream popularity had cooled down, really changed his mind.
>>
>>8135602
It has some pretty fucking good levels. Consider pirating it.
>>
>>8135548
I'll chime in as well, Chop here, I'm planning on at least one level, but ideally more. Had the worst mapper's block for a long time and I'm hoping I can dislodge it with a Halloween map.
>>
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>>8135330
>>8135684
>>8136093
Damn, I totally butchered this. Alright, submitting my map according to the spreadsheet format...
Map Name: Norwitch Lane
Author: lunchlunch
Playtime: 13-15 minutes
MIDI: Norwich Lane by sonny666
https://drive.google.com/file/d/1ZElHXUEHnbnLbtYnIwyABGTI--ZwH6By/view?usp=sharing
>>
>>8136242
>Strife
>Serpent: Resurrection
>Abysm
>The Inquisitor/Ascension
Depends on what sort of RPG elements you want to attach, there's a bunch of mods with at least some RPG elements.

>>8136279
>inconspicuously
The most confusing part of that sentence. How big is Hangar 96 that 761 torsos manage to be inconspicuous?
>>
>>8136347
Looks spoopy. I can't wait to play the wad when it's done. Gonna put out a few candles and play on Halloween.
>>
>>8136189
You don't *need* to make a slaughtermap in the 20s, they were just also allowed because some crybabies didn't stop complaining. A regular very hard map is also fine.
>>
>>8136297
Got through the first 2 levels with intense savescumming and this is fucked. It's like all the bits of sunder that made me the angriest. Love it. Design and atmosphere is perfect.
>>
>>8135602
>cursed Randy version
No.
>>
>>8136273
Simply awful. Had to refund that shit.
>>
>>8136460
>Simply awful

If you mostly just want to kill kill kill, the puzzles and item hunts are going to filter you within the first 2-3 maps and you will hate it.

If you are patient and observant, and willing to take time to read, it's a fun game that alternately scratches the itches of both atmospheric adventure-puzzler and fps combat one after the other.
>>
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Found this Opposing Force magazine ad and before anyone asks no ads like this didn't make more sense in the 90s.
>>
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>>8136347
Okay, just went through the map.
First of all, it looks really pretty. The impaled bodies silhouetting against the orange sky, just splendid! I also didn't notice any misaligned textures or anything.
Because I am a scrub, I played on HMP.
The ambush in the dark hallway kicked my ass and without super health, so I am glad I found that secret, though it wasn't really more of a secret than the regular switch to open that hallway. I don't know if people will find that right away, or will have more trouble finding the secret than finding the regular path. I would have wished for a little bit more health around that part because the hallway did a thing on me and then stepping out into that cavern thing to eat a bunch of fireballs from everywhere out of the dark also wasn't fun. The Archie ambush got me good. I didn't find out how to get the presumed secret along that path (not the berserk one). With the berserk one I really liked that it was just a lower bit of wall you could climb over. With the first Cyberdemon I really had problems because I constantly got stuck in geometry or decorations when trying to zip around the area. If there was a trick to that fight, I didn't find it. I could definitely have used more health. The platforming wasn't as bad as expected and really fair. The cathedral was well done for what it is. I really don't like slaughter, though I had to laugh when the doors opened and there were like a million imps literally out. Do I have to provoke infighting or something? Is that the number of imps it takes to bring down a Cybie? Fighting the gargoyles was also fun, I really like them. Did you already place them for the 25hp version or are these still placed with the 60hp in mind? I am glad that in the last fight the Cybie got taken care of, though there were so many Cacos and I ate a few Rev fireballs. Also, I ended the level with about 30 monsters left, though I have no idea where they could have come from.
>>
>>8136285
>I'd expect major framerate issues later on, but I could be wrong.

Hope to be able to disable niceties/shaders for later maps, never dealt with gzdoom on Android before, was usually using RetroArch+PrBoom for Plutonia and stuff and DosBox for Hexen.

>>currently looking how to open the big door that is without power.
>I hope your phone screen is clear enough for you to spot the cracks in the wall.

Just found the pick-axe but haven't yet got how to use it, need to setup inventory buttons.

What is a general opinion on Hedon, is second part good? From the first level I am having not even Hexen (intro there was beautiful), but Witchaven vibes - nice clean graphics and the samey wall textures everywhere.
>>
>>8136517
>is second part good?
I think so, good bit of nonlinear hub-based exploration mixed with more traditional single levels. Final boss is much better than Crystal Heart's final boss, too.
>>
>>8136463
where's the dick zan
>>
>>8136463
It's like 10% shooting and 90% wandering around if you don't use a guide.
>inb4 lel I figured environmental puzzles out right away
Sure.
>>
>>8136570
> It's like 10% shooting and 90% wandering around if you don't use a guide.

Sounds good, active shooting on a controller is kinda joke. Wandering with a controller works well though. Still remember getting to Hexen 7 portals secret level without the guide, that was cool.
>>
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>>8136625
It's a slug with a milk carton sticking out its back
>>
>>8135326
Why Nightmare on the Quake remaster feels fucked?
>>
>>8136625
Okay, what is that?
>>
>>8136646
Never played Freedoom?
>>
>>8136625
doomguy but he jim from the office
>>
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>>8136663
That sprite is actually based on Doomguy from the Doom movie, played by Karl Urban
>>
>>8136653
No, that's what the mancubi look like in it? Hilarious! Looks like something from Monty Python.
>>
>>8136680
>the Doom movie is over 15 years old
Holy shit I could have sworn it was from 2009 or so
>>
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I managed to implement skyboxes with separate, animated layers and blended cloud / ground layers.
>>
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Was getting to Steam to pay for hedon.pk3 I am using and stumbled upon this beauty. Are there any other well-known modern GZDoom games I am missing?
>>
tried to declutter gzdoom hud

https://files.catbox.moe/qsm0r5.pk3
>>
>>8136189
E4M1 style starvation would be cool as fuck, I love that level. Continuous play may cramp your style though, which is usually the case, but more than typical.
Maybe the guy behind you could be persuaded to make his level have a death exit?
>>
>>8135643
Why not with Eduke?
>>
>>8136743
Rekkr Sunken Land, Supplice and Selaco will be released on Steam. There's also Age Of Hell, which be released free in parts.
>>
>>8136813
> Rekkr Sunken Land, Supplice

Thanks, these two for some reason are listed only for windows and were filtered in fps+retro+linux search. Supplice looks neat.

> Selaco

This one was found and wishlisted already
>>
>>8136848
You can just take the Rekkr iwad and play on your phone if you want.
>>
>>8136737
>I managed to implement skyboxes with separate, animated layers and blended cloud / ground layers.
how often is that done in doom modding?
>>
>>8136512
There actually aren't lower difficulties implemented yet because I don't see any point in trying to balance HNTR and HMP until I can get the feedback to balance UV correctly. So good job, not as much of a scrub as you think.
Yeah, I'm curious how long it takes players to progress from the cottage to the cave. Progression is a little obtuse there on purpose but ultimately there's a candle and a health bonus in front of a flashing switch so it shouldn't be too esoteric. What decorations were you running into around the first cyberdemon? I intended for the player to fight him down in the plasma gun swamp where there shouldn't be anything in the way, were you able to run past him on the hill and fight him in front of the castle? Glad the platforming wasn't too bad, I made it so you don't have to strafe jump anywhere, I wanted it to look harder than it actually is. Infighting helps with the cyberdemon/imp fight but really there's no trick to it other than slaughter everything. Rocket all the imps, plasma the cybie. The gargoyles were placed and tested mostly with the 60hp version, knowing they'd be nerfed eventually. Thirty monsters left eh? There's an optional chaingun encounter near the cottage it sounds like you missed, it helps with the first half of the map. If you didn't get a chaingun before the first archvile, then you missed the chaingun fight.
>>
>>8136851
>You can just take the Rekkr iwad and play on your phone if you want.

Intend to do so, just it looks silly to not list GZDoom game for all platforms given that it works everywhere and just needs to be packaged properly.

>>8136569
> where's the dick zan

Was not getting this at first and then read some Steam comments and got a good laugh from them.
>>
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>>8136680
Judge Dredd Build game with Urban's voice, that would be amazing.
>>8136792
It doesn't work with the normal version of Eduke, you can find a special version that it does work with on the Duke4 forums if you must use Eduke.
>>
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>>8136870
I was mainly getting stuck on the pumpkin up on the pillar, generally on the edges of the rocks and on the firesticks (e.g. where the health was). I thought "he surely doesn't want me to just stay in the swamp and snipe from there?", but oh well... As for the chaingun encounter, I don't think I had that. Weird, I thought I had found everything. But yeah, it would have certainly helped lol.

That said, do you have any idea why my monster conveyors don't work? I have set up some monsters on conveyor belts because I want them to be statically teleported into a room and not go on the hunt for the player, but for some reason they seem to pass the teleport linedefs without getting teleported anywhere. The teleport destinations are also in the open and when having them alerted and walk over the teleport lines by themselves it works, it's just that for some reason they don't seem to work when just getting transported over.
>>
>>8136978
Oh and I have another closet with flying monsters that are set up with a point pusher; that one works reliably.

Also also, I can't remember, which 2048maps were yours?
>>
>>8136852
No idea. This is my OGL renderer, not Doom.
>>
>>8136347
Very nice. Beautiful map and fun too. Did it first try, so it felt pretty fair. Pretty lost for the first half, I'm fairly patient so I thought it was fine. I recorded a demo but realized afterwards that I removed the dehacked lump from my resources to test some updates I made and so none of the custom monsters appeared. It's below if you want to watch it, but expect it to desync.
https://files.catbox.moe/4azx2m.lmp
>>
>>8136093
>Are we not playtesting until October 14?
People can give you feedback and playtest your map anytime.
in October 14 basically I'll make a compilation of WIP maps into a one wad and possibly release it just for Testing purposes. People can still submit their maps before or after that day anyways but the official deadline is October 29.
>>
>>8136914
presumptuous artwork, borderline insulting
>>
>>8137010
Presumptuous doesn't even begin to cover it; but coomers are gonna do their cringe shit so it's best just to ignore it.
>>
>>8136914
where's the big futa bulge
>>
>>8136914
DS could gib that futa bitch one handed while riding a unicycle upside down in a pyroclastic surge
>>
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>>8136347
This gave me a hearty kek. Still haven't finished the whole map but already Im impressed with aesthetics
>>
>>8136978
>>8136984
Is that floor set to scrolling and is it scrolling the correct direction? The linedefs are flipped backwards, that could be it. Also, when I've tried to do something similar in my maps, it was jank and sometimes monsters would skip over the lines without teleporting. So on every conveyor, I had to make it so that the monster looped, teleporting at the end of the conveyor to the beginning, just in case they skipped over the intended linedef.
My 2048 maps were Defiled Waters and Peanut Gallery.
>>
>>8137103
Yeah, it's scrolling into the right direction and linedef orientation shouldn't matter here. And I even put three teleport lines in a row, why did they miss all of them?
But looping them is a good idea.
>>
Are there any boom compatible gameplay mods?
>>
>>8136914
>just it looks silly to not list GZDoom game for all platforms
I don't currently have a Linux partition/machine to set up a build for. After the I get it out the door I'll set one up. I just don't want to list it for Linux when it won't be at release. But it *should* be shortly after.
>>
>>8137223
I just realized I accidentally the sentence.
As soon as I get the game out the door for windows...etc etc..
>>
>>8136120
>Discord spoilers
I'm sorry about your retardation.
>>
>>8136757
Add Doomguy's face back, it's a good indicator.
>>
>>8135782
Golden Carnage is the best one. Felt like an old 3DRealms map.
>>
>>8137187
Doom 4 Vanilla, it's an amazing mod.
>>
>>8136978
Action linedefs facing wrong direction, and possibly not enough space for the monsters to fully cross the line. Also make sure conveyor rolls in the right direction.
>>
Is Who Wants Some Wang the Ultra-Violence of Shadow Warrior?
>>
>>8137123
>and linedef orientation shouldn't matter here
Yes it does, linedef actions only work from one direction, UDB helpfully denotes that direction with the little peg on one side.
>>
>>8136645
They replaced aggressive AI with 50% max health.
>>
>>8136978
try making a the teleport entrance like a cone like structure if more demon miss the first one, the demons will bounce to the next teleport line.
>>
>>8137465
Is that the hardest one? I don't remember the SW difficulty names but SW doesn't have an enemy respawning difficulty so you want the hardest one
>>
>>8137505
No Pain No Gain is the hardest one, Who Wants Some Wang is the second hardest.
>>
>>8137507
SW difficulties don't have gimmicks like other Build games, IIRC its only enemy placements and it's not like Blood balanced for co-op either, so if you want UV you'll be going for NPNG
>>
>>8137187
d4v and the vanilla randomizer
>>
>>8137187
There's D4V and uhhhh
Boiled Doom, which is just Dehacked Brutal Doom, hasn't been updated since release
Someone here posted a Quake weaponset using MBF21, don't know if they plan on doing anything with it or if it was a one-off test
Xaser is currently making Vesper for MBF21, but it isn't out yet

That's all I can think of
>>
>>8137409
>>8137515
>>8137529
Cool thanks
Are there any "packs" or something that mix the enemy/weapons up? even if it's just a simple reskin/sound replacement(if you don't mind spoonfeeding again)?
>>
>>8137551
just use gzdoom dude
>>
>>8137554
My toaster doesn't like it
>>
>>8137561
try out lzdoom
>>
>>8137561
maybe you just can't configure it properly? lower resolution, remove decals, disable particles, smoothing etc
>>
>>8137561
Try GLESZDoom, it works perfectly fine with my machine
>>
>>8137562
>>8137567
Nah it's my gpu, just refuses to work with it and I'm too poor to uprade so i'm stuck with boom
>>
>>8137576
My gpu also died a while ago and lzdoom on software works fine enough for me
>>
>>8137578
Software does work in L/GZ but glboom just gives me way better performance
>>
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anyone remember this?
>>
>>8137628
Yeah, it just came back
>>
Here's the new DeHackEd, I added ambient sounds since last version. 40 decorations in all, I probably won't add any more, maybe a few if you want them for your map.
One limitation is that sounds don't play on map start, they have to loop silently once and then start playing (e.g. if a sound plays every 10 seconds, it will start playing 10 seconds after map start). Try to place them out of earshot from spawn if you can. They're a bit janky as well, nothing I can really do about it, Doom wasn't made to play ambient sounds. No test map this time.
https://files.catbox.moe/a0lz4e.zip
>>
>>8137669
Forgot to include a list of what was added, here's a list with the DoomEdNums for each thing
https://pastebin.com/Hz4LsMmv
>>
Just finished KNiTD with Hideous Destructor
Man this was fun as heck
E1M8 was a grind, but I think the hardest one was E1M9
>>
>>8136570
>It's like 10% shooting and 90% wandering around

Never made it past grove, huh?
>>
>>8137103
>>8137413
>>8137474
>>8137496
Thanks for the feedback. Turns out I'm a fucking retard. I assumed linedef orientation doesn't matter because the activated imp (and a knight in another closet) was teleported, but obviously he was just wandering around and crossing the line from the other side. Flipped linedefs and now it works.
>>
>>8136517
>>I'd expect major framerate issues later on, but I could be wrong.
>Hope to be able to disable niceties/shaders for later maps

Slowdown in bigger rooms is real, it is bad and there is nothing seems to help with it. The first room in map 1 in full game (big lava cave, it was not there in demo) gives sub 10 FPS - authentic "Quake on 486dx feeling". At least after tweaking video settings disabling filtering and AA stuff it actually looks better than before.
>>
I need to learn how to make climables in trenchbroom like ladders and stuff
>>
>>8136273
That maps and ost are kinda nice but I cant stand the fucking art style.
Its really disgusting. Sadly cant get past it.
>>
>>8136246
>shotcum
talk about blowing your load!
>>
>>8137739
Ladders require custom QC (usually in the form of a trigger that lets the jump button move you up), unless you're making them on a slant where they're effectively stairs.
>>
Is there a way in Boom to silently kill monsters? Like if I had a monster in a closet and you could press a switch and that switch would kill the monster without you even knowing.
So far I haven't found a solution because e.g. crushers not only make height change noises, but you also hear the monsters scream.
I just want them gone, like *poof*.
>>
>>8137753
fug I guess I'll just use the grappling hook instead
>>
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This how it feels to beat Run from It when you suck at strafe running.
>>
>>8137669
Pretty nice, like most of the sounds, maybe except that whispers one
The decorations are hit or miss, but seeing as they are optional this is a great addition
>>
>>8137785
silent teleport it into oblivion
>>
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>playing doom 64
>ambushed by barons and knights in a medium-sized room
>getting shot from back and front
>adrenaline kicks in
>enter flow state, suddenly aware of every enemy and projectile position
>can FEEL where doomguy is, he responds perfectly to WASD presses
>everything's in slow motion, I have time to react to every single thing
>evade attacks in a ∞ pattern, kill everyone
>don't get hit at all
>feels great
Do you guys get into the zone often? This is a pretty rare occurrence for me. I usually deal with small groups of enemies at a time.
>>
>>8137698
Great work.
Did you run into the slayer/double barreled solely through the Doom 1 iwad and HD?
>>
>>8137797
Oh, if you're mapping for Violent Rumble you can use trigger_ladder. That's from Progs Dump 2.
>>
>>8137561
Zdoom.org/files

Heres a repository of basically every version of gz doom ever made
>>
>>8137698
Good work anon.
>E1M8 was a grind
This is why I don't recommend Doom 1 maps to new HD players anymore. The limited roster doesn't teach you about shieldbreaks and then throws you completely into the deep end in the boss fights. You can pretty easily plow through E1 just using 4.26 on everything and then you hit a brick wall with the barons and their 2000 points of shielding that specifically counters 4.26. You need bigger bullets to break shields, and unless you get lucky with chaingun spawns or backpacks, the best you're likely to have in E1 is 9mm, which is serviceable, but unintuitive. You wouldn't normally think to pull a smaller weapon to engage a tougher enemy.
>>
>>8135330
Anchoring
>>8137669
>>
>>8137669
Fucking nice anon. Just so I understand correctly, project lead will add them to the resource wad when he's done with the texture stuff? Or are we loading two resources from now on?
>>
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I'm looking for good wads for Hideous Destructor, even better if it works well in coop.
So far we've played:
>Scythe
>NEIS
>parts of AV
>Perdition's Gate
>NeoDoom (from Compendium)
>Hellbound
>Hellfire
>>
>>8138013
Diabolus Ex is one recommended a lot, it's a medium sized excursion through a Deus Ex inspired office tower and has some good spots for terrain destruction
>>
>>8138013
I will always shill for Doom 1 and 2 The Way Id Did in regards to Hideous Destructor. They’re a great way to end a tour of the four initial iwads.
>>
>>8137839
Probably not
I don't remember any, but I was a retard and didn't understand how to use backpacks so I just didn't pick them up, that one's on me
>>8137950
Indeed, I didn't even knew enemies could have shields until I realised barons had them
I think I got lucky, got a vulcanette and a bolt action rifle, took me some time but I killed both of them
>>
In Boom, if I set multiple teleport destinations in a sector, will they be used or is it only the first one?
>>
>>8137326
https://files.catbox.moe/q4b1bt.pk3
>>
>>8138023
Its more nu deus ex inspired it seems.

Looking back they were kinda gay but better attempts from square than fucking tomb raider. Another series we wont see ever again.

Dont you guys think we are living in generational changing times. Outside the varus. I mean are even graphic cards ever going to be accessible again?

Maybe this is only serve to push streaming.
>>
>>8138058
One of them will be used. Not sure if the first one or the last one.
>>
>>8137514
Not quite, enemies have faster reaction time and attack more often on NPNG.
>>
>>8138071
>are even graphic cards ever going to be accessible again?
Probably, eventually, but not necessarily soon. It takes time for the chip makers to step up production capacity.
>>
>>8138105
And if they do people will just mine more.
>>
Is there any mods i should get for my first Doom play? something like Brutal doom, or anything?
>>
>>8138123
you never played Doom before? Go vanilla.
>>
>>8138123
no
>>
HOLY SHIT I FUCKING LOVE THE GARGOYLES
>>
>>8138123
smooth doom. that's literally vanilla+
>>
>>8138124
No but i've got all of the original games plus wolfenstein, just not sure if i should get anything for a better experience
>>
>>8138131
Nah, Doom's fine as is, once you get through Doom 1 and 2, then look into some mods.
>>
>>8138123
Just play normally on Crispy or PrBoom+
gzDoom is fine too, but default settings are way way off.
>>
>>8138123
vanilla with any sourceport that isn't gzdoom
>>
>>8138131
>just not sure if i should get anything for a better experience
As has been said, maybe "smooth doom" but it's fine as is. See if it hooks you in first, then start looking into cosmetic mods.
>>
Alright thanks for the answers, time to start an killing spree.
>>
>vanilla vanilla vanilla

it's not like you guys are playing on chocolate doom
>>
>>8138160
>b-b-but muh widescreen
>>
>>8137669
Really good work anon.
May I just suggest to name the stuff after their category?
Like "statue green" instead of "green statue", "spooky statue black" instead of "black spooky statue" and especially the ambiences, something like "ambience - whispers".
I think that way it would be easier to find stuff.
>>
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How did everyone else first play Doom? I came in late with Final Doom through Doom95.
>>
>>8138193
Like everyone else - GZDoom with texture filtering
>>
>>8138193
I think it was still through DOS back then, but I was a small child. My father used to show me all sorts of games back then.
>>
>>8138193
ps1 doom. first time i actually played regular pc doom. i was surprised there wasn't a pain elemental on level one.
>>
>>8138013
Suspended In Dusk
>>
>>8136995
I made a copy of the resources with dehacked removed so I could watch the demo, thanks. Sorry it took you so long to find the switch. I might make it brighter, depends on if others get stuck for too long.
>>
>>8136468
Its appears to be either Spanish, Czech, or Romanian.
>>
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>>8138193
At a friend's house, early 1994. His older brother had a not so legal copy of the game and a pretty beefy 80486 to play it on.
I had extensively played Wolfenstein 3D on a then-already ancient 80286 but this...this was something different. 12 yo me was shocked and fascinated.
>>
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>>8138196
>trilinear filtering
its on
>anistropic filtering
16X
>fxaa filtering
its set to extreme
>bloom effect
its on
>lights and bright maps
checked
>widescreen and 16x9 aspect ratio
both on
>custom hud
its on
>uncapped frame rate?
its running at 600 fps

>its time to play doom
>>
>>8138193
My dad had the shareware episode on his computer and when my mom would leave to work graveyard shift, my dad would secretly let us play. One time she came home early and caught us and they ended up in this huge fight and went to counseling.
>>
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>>8138193
I think it was either on my neighbour pentium 1, or a friend of my fathers, thankfully never cared for me playing violent games. Even I spoke to him recently he found doom even back then honestly kinda funny and the violence cartoony.

I do remember very well playing doom 1 and 2 extensively on my neighbour pc, he was a metal head and let me play games all summer afternoons cause I was not really a problematic kid, I didnt want to break his pc.
Man I remember playing quake the first time jesus indeed.

Once I had some money in 1the late 90s from some summer jobs at 13 with some help I bought a pc that would eventually install a voodoo 2. Will never forget that pc. In fact its a shame I threw it out.


That said I rarely play doom, I played it a few times later to the end and some mods but thats it, there only so many imps I can slay until I found it meh, I like to hang around here cause its comfy even with the crazy janny. And I like old fps, especially Thief immersive sim stuff and build games, among other classic games from rts to simulation, everything really.
>>
Alright i played a few levels, it just felt kinda average, not sure if i was expecting too much or its just not really my thing? But im still gonna finish it, those invisible guys fucking jumpscare me to hell.
>>
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>>8138263
>I like old fps, especially Thief immersive sim stuff
That reminds me, Thief gets a lot of love with FMs but are there any notably good FMs for System Shock 2 outside of Christine's i.e. Ponterbee Station?
Even that one isn't nearly as good as the original game because the ESL voice acting in the audio logs is too goofy. I feel that someone could make a killer atmospheric FM with very few/no voiced audio-logs; hell, even non-CD SS1 had none and had it's immersive moments despite the age.
>>
>>8138298
Not really. Kinda of a bummer since I find SS2 one of the most aesthetically pleasing games ever made, from the inventory sprites to the overall textures.

Thief gets all the love, and I dont mind, the fan content for Thief is gigantic. Hyped for gloomwood, I do hope it also gets a editor, Thief fans will go crazy with it.
>>
>>8137819
By WASD you of course mean C-button presses on your authentic N64 controller with linesr filtering enabled.... Right? For the true vanilla experience the way it was intended to be played?
>>
Why won't anyone make Turok maps?

If people don't release new maps for 1+2 I think I'm going to have to fucking [redacted] some fucking [redacted]
>>
>>8138238
>16x9

>not playing 21:9 kino experience
>>
>>8138330
You do it.
>>
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>>8136171
>>
>>8138330
>>8138360
agreed anon, this could be your chance to make some turok maps.

>>8138359
extremely based pump that as pect ratio up. i won't stop until i get doom in 8k at 1000 fps a second.
its the way doom was meant to be played honestly. i know i asked john romero himself and he said thats how they intended it back in 1993 honestly lmao
>>
>>8138360
>>8138373
Its like... Really hard to make maps. Can't someone else do it
>>
>>8138318
>fps with a controller
Nah, but I do play my shit on a CRT.
>>
>>8138193
emulating the gameboy advance version in the computer lab at the boys and girls club
>>
>>8138193
that one newgrounds flash port, then a site that hosted msdos box stuff
>>
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was playing alkjam when I fell down a hole behind an altar and found... this
>>
Was PowerSlave already released?
>>
>>8138372
It's amazing how nearly all of the sound effects from the 90s came from a single sound library.
>>
>>8138416
No.
>>
>>8138193
Doom95. I think it was just the shareware version but I'm not sure. My mom bought it
>>
>>8138372
>image filename
>P L E A S E
>>
>>8138193
A friend sent over some floppies of the full version of Doom. Not that it really mattered since it ran on a 386SX and ran at slideshow framerates since it lacked the math processor. Had to lower the screen size to postage stamp to get barely playable at times. Still it was interesting enough to get me to pick up Doom II at CompUSA (or was it still Computer City) which ran smooth as butter on the 486.
>>
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>>8136347
>>8138226
Just played through a bit of it, and I'll be the first to say that the first switch puzzle really stumped the hell out of me. I ended up finding the shotgun shells in the well and the beserk secret before I reloaded the map and looked at the thread before I managed to find the switch.
I might just be retarded though. The first imp ambush immediately after that kicked my ass, so I'll return when I have more time to see if I can get further. But the map looks amazing, seriously seeing the first area for the first time really was something else.
Also, the skeleton in picrelated really spooked the bones out of me
>>
>>8136189
it doesn't necessarily have to be slaughtershit. anon lead also throw other ideas like plutonia, sigil for gameplay-wise but do whatever you want, it has to be hard tho
>>
>>8138193
Some shitty game compilation cd, I don't remember.
>>
>>8138405
DOOM, Quake, Heretic, Hexen, or Duke 3D mod where you kill Disney characters and execs WHEN!?
>>
>>8138013
Back to Saturn X episode 1, yes it's doable.
>>
Spoopy MIDI
https://youtu.be/DpMFLL7aZ1w
>>
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Early mockup of the Chaingun I wanted to do. I think I want to put some kind of box body at the rear of it which is barely visible, as well as some kind of grip for Doomguy to hold. I think also that I would like to give it a dark color.
One could use this for a faster Chaingun, but the cycle is four frames, which can be used to go through four frames twice at 1 tic each, and that would look smooth while maintaining the original rate of fire.

Should we go with a blue muzzle flash a bit like in Doom 64?
>>
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>>8138643
I like it, it looks heavy and brutal.
However, I think if you don't know what it is you will have a hard time figuring out, just seeing the frames.
But if you are going for the handle thing the angle will be steeper, right? So you could have the muzzles poke out a bit maybe.

I have just started working on the west wing. I have a cool concept for it, but I have to make an actual plan now, which sucks because I'm tired.
>>
>>8138708
Might make the barrels protrude. It's still a rough WIP.
>>
>>8138643
it doesn't look like a gatling gun imo
>>
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>>8138726
How does it not? Multiple barrels in a rotating assembly.
>>
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Total Meltdown: came out before dual analogs
Duke 64: lets you set the controls every which-fucking-way except the way you actually want
Saturn: doesn't have enough inputs to do proper control scheme at all

I feel cheated.
>>
>>8138732
You could have played on PC
>>
>>8138635
>yes its doable
With all the loadout options and difficulty options - both through ‘new game’ and various HD settings - I find that there’s very little in HD that isn’t doable.
The biggest stonewalls I’ve ran into are when a level was made with no-fall-damage in mind, this is why my HD config has an emergency gravity toggle.
>>
>>8138730
the barrels from that perspective and that metal thing from below looks like it was short or something, it should be larger just like the regular chaingun
>>
>>8138732
>the depressing truth that Duke has only ever had one good FPS game in his entire franchise
>>
>>8138769
Not to beat a dead horse here, but i guess you can thank that dude at 3D Realms who started all the way over from square one every single time some fancy new effect was in a different game.
For duke only getting one FPS game.
>>
>>8138193
I got my mom to buy it on steam when it first came out there. So I first played it in 2007. I played it in dosbox for about a year until my friend told me to get Doom Legacy which was much better.
>>
>>8136347
Overall very good, only a few sections have unclear progression, like where you have to find the witch eyes. I found the secret automap before I found where to go next, although that was pretty lucky that I found that secret switch as on my second playthru I had a hard time finding the secret switch.

Finished it on UV blindly first try. Map is way too easy. Get crazy aggressive with traps.
- Explosive barrels are missing from your map.
- The gargoyle was nerfed before you posted your map. In any section that you placed gargoyles, TRIPLE the number of gargs. Use this as a starting point and lower it later if needed.
- In the cave section, after you kill the two Skellingtons and are engaging the mancubus, open a monster closet behind the player, such as two satyrs.
- Instead of imps on ledges, in some places leave the ledge empty, but have an ambushing chaingunner pop up out of the floor at an inopportune moment.
- Single Turret Barons standing on a single column or pillar could be used sparingly in some sections, for example, one on the right side, near the start, by the red switch, so that he fires at you as you grab your first weapons and head into the door AND as you move to the red switch, by then you'll have the ammo to kill it.
- In the platforming section, some turret satyrs could be very annoying. Also, platforming with no cacos or PE's? There need to be some traps to send in flying monsters there, maybe after pressing the switch.
>>
>>8138032
>Not using a backpack
That sounds like an absolute pain. Backpack halves the weight of any item.
Backpack's used as simply as you'd think. When you pick it up, you scroll through your inventory to select it (depends on what you bind it to, mine's on [ and ], not sure if that's the default), and you'll see all the items that are eligible to be put in the backpack. To scroll through them with the backpack open, you use the left and right mouse buttons. To put an item in the backpack, you press the Reload button, and to remove it, the Unload button.
>>
>>8138193
I first played it in preschool in like '94. I remember drawing a picture of the hanging severed leg sprite in class. Sandy's levels left a deep impression on me. I can still remember some sections so vividly, like the marble section in E3M3. The game was scary as hell.
>>
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>>8135326
R8 my doom gameplay
>>
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>>8138872
Yeup, it's Doom
>>
>>8138872
Seems like you're a total newb.

Jk looks good looks good.
>>
>>8138826
Add gargoyles in the platforming section as well. It may be hard to place since they spawn on the ceiling so maybe they can emerge from caves, along with PE's
>>
>>8138872
you play like me
>>
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Holy shit you only start to get a feeling for the actual scale of your map when you're plotting out the borders.

Right: Original outside area
Left: New outside area wip

The square stuff in the middle is the same house, just on the left side it's the actual dimensions of the level.
>>
>>8138872
>chaingun on imps
>ROCKETS ON IMPS
sickening
>>
>>8138953
Chaingun works fine for imps, though having 100 shells and a SSG is a little silly, he shoulda just blasted them with buckshot.
>>
>>8138953
I mean yeah look not even 40 rockets in reserve, what if you need those 40 later to take out a cyberdemon
>>
>>8138964
uh, using the plasma gun might be better I guess?
>>
>>8138826
Yeah and don't forget to have a closet with at least seven revenants every few minutes.
>>
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Why so much gzdoom hate here? It's easy to use and has lots of useful console commands. You can just turn off filtering particles and rocket trails, and use scaling for more or less a vanilla experience. It's compatible with almost every wad. So what's the big deal
>>
>>8139009
It's overkill for what I do, which is mostly playing boom compatible wads.
>>
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>>8139009
Same reason why anyone picks a fight over trivial shit here.
>>
>>8139009
>Why so much gzdoom hate here?
Depends on the circumstance. If it's anything beyond "what should my first playthrough of Doom be through", I don't care. I just don't think it's ideal for someone's first time through the series.
>>
>>8139009
a) one or a few source port autists trying to instigate shit, one of which most certainly was diddled by Graf, judging by his hateboner
b) kids who started out on GZD and now try to join the cool Boom kids club
Normal people have one of each sourceport anway.
>>
>>8139009
No one hates gzdoom here anyway, just a few autistic fags but they're just a minority so not big deal.
>>
>>8139007
This but unironically
>>
>>8139020
tfw you have 8 source ports in your zdl source port drop down menu
>>
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Do we shit the wads tonight homos?
>>
>>8139036
i mean seriously not even kidding. I got in there >GZDoom Gles
>LZDoom
>3DGE
>Eternity Engine
>GZDoom 3.25 or something So i can play older mods
>DSDADoom
>Zandronum

lmao
>>
>>8139009
I just wish it had better performance. What's the point in fancy shit like dynamic lighting, 3d floors and high quality textures when the engine can barely handle them?
>>
>>8139009
Shit movement, no demo compat, and graf is a meme
>>
I wish HDest had a horizontal ladder or something like that, to allow me for crossing big gaps without having to turn on the fly cheat. A way to get to higher platforms would be neat, too.
>>
>>8139098
I still think HD would benefit from a grappling hook. Not a Zelda style "Yank you to where you hit" hookshot. I'm talking a rope and hook that lets you climb and swing.
>>
>tfw we'll never get Marathon 3 in a fully 3D engine
>>
>>8139098
The jetpack exists, but is usually too heavy to be practical. You could check out the Arcanum addon, which has a bridge spell, but being a wizard requires hard committing to blues. You can also drag lamps or barrels to climb onto get to higher places.
>>
>>8138193

PSX Doom.

Never really understood why people called it a fast paced action game for a long time, because that port was kinda sluggish and much more horror-oriented. Actually pretty legit scary too, but then, I was 6 years old. This is also why I am very forgiving of Doom 3, it captured the vibe of what I personally remembered Doom as quite faithfully.

I fucked around with Doomsday after seeing it in PCGamer in like 2003. Texture filtering, models, the whole shebang. First played "real" Doom (no jump, no mouselook, software mode only, UVMax) on ZDoom in like 2009 or something. I think it was the same year I lost my virginity and became a man. Coincidence?
>>
>>8139129
I completely forgot about the jetpack because I can go whole runs without seeing it once. But yeah, too heavy to be practical.

Apparently there is a grappling hook mod and a ladder launcher one too.
>>
>>8139146
The grappling hook mod is kinda weird though, the hook fires out instantly and you have to jump first to use it.
>>
So, I see that System Shock has an unofficial sourceport, Shockolate. For a first time playthrough should I go for it over the Enhanced Edition?
>>
>>8138953
>minmaxfags
>>
>>8139157

Absolutely not.

Anyone who tries to tell you the same "vanilla is better" thing you are used to from Doom/Quake about System Shock? That person is full of shit, never played it, and is probably a faggot. You will sabotage your own enjoyment of the game.

We're not even talking like Morrowind/Daggerfall levels of "weird and unpalatable from a modern perspective" here, we're talking "this fucking thing makes no sense the closest comparison at the time was still fucking Ultima".

The game was made before modern controls were even a consideration, every single aspect about it is obtuse and awkward. Play the enhanced remake and then if you like that? THEN you can go back and decide if it's worth having "the authentic" experience.
>>
>>8139036
I have chocolate-doom, choco-render-limits, crispy-doom, woof, lzdoom, eternity engine, dsda-doom, doom 64 ex, russian-heretic, russian-hexen, russian-doom, prboom+um, prboom, glboom, prboom202, RUDE, k8vavoom, zdoom, gzdoom, doom retro, and chocolate-heretic.
>>
Thanks for all the feedback anons, sorry for the lengthy mass reply post, everybody else
>>8137068
That was there just for you then
>>8138496
It's looking like I'll have to lead the player to that switch better, I'm hoping I can just raise the brightness of the eyes a few notches
>>8138826
>Map is way too easy
I'm hesitant to make it much more difficult. The early-twenties map slots should be a transition period before more difficult slaughter, and the original Norwich Lane isn't a difficult map at all. I'm willing to make it a tad more difficult.
>Explosive barrels
Don't like 'em for this environment
>TRIPLE the number of gargs
I think they're best utilized like the lost soul, just a minor annoyance, I don't want hordes of them
>open the monster closet behind the player, such as two satyrs
It would have to be done via teleport but that's not a bad idea, maybe only one satyr though otherwise you're just forcing the player to retreat
>ambushing chaingunner pop up out of the floor
good idea
>Single Turret Baron by the red switch
great idea, I really like this
>platforming section
Platforming sections in DOOM are always intended for pros, I wanted to make the platforming breezy, with (almost) no monsters to contend with
>>8138916
Neat idea but probably won't implement for same reason as above, but also there's no way in hell I'm restructuring the environment there to have ceilings. It's hard to explain but unless done very carefully, I could break the sky illusion or the illusion that the hills have any depth to them.
>>
Okay guys, I'm gonna stop visiting this thread. Bye.
>>
>>8139182
goobye kegan
>>
>>8139134
There's something weirdly endearing about that whole family of Doom ports focused on 3D models. They look like shit and the ports themselves stopped updating years ago, but it's like looking into a time capsule.
>>
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>>8139185
That's not me, fool. I said before that GMOTA started here in /vr/ and I'm gonna be around to see it finished.
>>
Is it me or is administration center in tnt one of the most boring and shit tier levels ever made ??? Like I dc being slightly filtered about where to go but I just wasnt having fun at all
>>
>>8139009

There is no big deal, literally just autismos being the most maximum autist you can possibly be.

There's a smaller sub-set of map format autists who hate it basically because it's too complicated for them, but that's at least a logical reason (if a retarded one). It's the same thing as guitarists who only know pentatonic scale blues licks, so they complain about fancy metal shred players because it "doesn't have soul" as a form of cope. Like I said, dumb, but you at least can understand it- And much easier to ignore because in reality anyone sensible knows there's no substitute for talent, no matter what your style is or your chosen format.

The port autists are, however, just pure, concentrated, sperg. No fucking idea what their problem is other than they want everyone to agree with them.
>>
>>8139175
Extremely based
>>
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>>8139189
>GMOTA is finished
>Kegan dies
>Thread quality drops exponentially
>>
Almost got texture mapping finished. This has been such a slog so I'm pretty excited to see it get to this point.

>>8139165
i haven't played it but I heard the remake makes it too easy, so maybe the obtuseness was really intended, even if it was probably too obtuse.
>>
>>8139209
if it makes you feel any better, I'm not leaving after GMOTA's done. I still gotta finish Combined_Arms too.
>>
What are some wads with a spooky atmosphere that don't change the gameplay style too much? I looked at the ones in the OP guide and Demons of Problematique looks promising.
I was playing TNT map16 the other night with its OST and storms in the distance and that was really comfy.
>>
>>8139212

I'd say it's the other way round if anything. The shit interface/controls put a limit on how far they could tune the difficulty because it would have just been too painful to play.

It's kinda like how Doom IWADs didn't get good in terms of difficulty until Plutonia because you couldn't even rely on people knowing how to circle strafe properly in those days.
>>
>>8139209
who is kegan?
>>
>>8139246
Dunno, but he sounds pretty cool to me, he made classics like demonsteele and trailblazer
>>
>>8139247
>I ruined my shitty joke by mixing up trailblazer with high noon drifter again
FUCK
>>
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>>8139249
Good job, pants-shitter
>>
>>8139258
Damn you pee sprayer, I'll return to torment you another thread
>>
what are some fucking shit wads
>>
>>8139261
Prodoomer, touhou doom, and DTS-T are the unholy trinity of legendarily shit wads. Sure, there are theoretically worse wads (i.e. wow.wad) but what makes these three stand out is how they're so long and they consistently stay shit with no signs of improvement.
>>
>>8139268
>Prodoomer, touhou doom, and DTS-T
What also makes these three stand out is people with no clue will tell you they're masterpieces.
>>
>>8139281
It's honestly insulting when being recommended these wads.
>>
>>8139129
>>8139146
Jetpack loadouts can be pretty fun, though. If you pack to just under 300 blocks before the jetpack, you can really haul ass with it.
>>
>>8139009
>>8139020
>>8139083
meanwhile, graf is currently in the dsda-doom doomworld thread, writing reasonable suggestions while the dsda-doom maintainer sounds extremely pissed off in return lol
>>
>>8139217
kegan
when will you start experimenting with mbf21

i need your shit in vanilla BAD

or at least go shit up the mbf22 request threads so that one's good enough for you
>>
>>8139296
Not really. Graf is the one over extending. Kraf's shit is stable as fuck and he just wants to do stuff his own way. He's not even pissed, just at most brushing things aside.
>>
I still didn't get an answer as to why I should be running DSDA instead of PrBoom+.
>>
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>>8139301
>kegan using doomworld in any capacity
>>
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>>8139146
Kind of shit I'm talking about:
Gap is just long enough that I can't jump over to it because I'm too fat, and I can't grab onto the ledge because of weight and/or angle. Is there any way I can get through this situation without having to lose weight to have enough speed for the jump, or cheating? Promise I'm packing only the essential tools to get through this mapset.
>>
>>8139212
Why does the gray border wiggle?
>>
>>8139176
>otherwise you're just forcing the player to retreat
The idea is to spawn the satyrs behind the player to push them into the mancubus

I had a really cool idea for the chaingun ambush: Gargoyle Skellington Archvile. Gargs fly around, skellingtons run up to you, and archvile to resurrect

Replace the SS soldier inside the automap room with a rocket with legs

Put a King Boner behind the door at the start to fight once you get your chaingun, shotgun, and combat armor.

Also turret revenants at the start on UV as a precursor to introducing King Boner

Booby trap every medkit with a revenant/skellington popping out of the ground or wall
>>
>>8139336
I'm not sure how much space you have behind you, but if possible, try jumping forward twice, let go of forward, then fist lunge and jump. If you tell me what map that is I can see if it's possible myself.
>>
>>8139346
you mean the area outside the 3d view?
because I had to increase the near_z plane distance so walls are getting further out.

I need to tweak the collision to prevent the player from getting too close to the walls to prevent that from happening.
>>
>>8139354
so walls are getting clipped further out*
>>
>>8139336
I'm assuming you have blues, or you'd barely be able to move at all at that bulk. It's easier than I thought actually, you only need to combine a fist lunge with a forward jump and you'll get it pretty consistently.
>>
>>8137669
How do I use these? For example I placed thing 183 (supposedly a barrel) but it doesn't show up in the game.
I removed the dehacked from the resource wad, replaced it with this new one, and I was sure to load the map with the decorations.wad as well. What gives?
>>
>>8139009
It can't run my favourite wad, Lilith
>>
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>>8138953
>rockets on imps
>>
>>8138193
brutal doom
>>
>>8138452
i heard the imp startle sound in some techno music on somafm the other day
>>
>>8138790
Broussard will forever be an idiot for that, DN3D was widely beloved and it was graphically dated on launch, people loved it for its gameplay and character, not for its sick and advanced graphics.
>>
>>8138193
As a kid, I played shareware on old dos pc. Eventually played the full game and D2 on Win95 pc that had turbo button iirc. Played tnt and plutonia years later 04 on xp using Doom 95 (plutonia with keyktboard only is kinda hard)
>>
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Now that Quakespam-Spiked supports md3 (?) models has anyone gone and ripped all the rerelease ones in their native format? I'm using a mdl conversion pack but it's missing the fiend model.
>>
>>8139505
> it was graphically dated on launch

No it wasn't, saying it is is revisionism by people who weren't there and who think beginning of 1996 is the same as beginning of 1997. Quake came out 5 months after Duke3D, which is as much time some companies had to make a full game, and when it came out Quake was still exceptional, not the norm. That entire period of time was a tipping point especially for PC.

You can say it quickly become "dated" technically/graphically speaking, but saying "it already was at launch" is wrong.

and Duke3D was also loved for some of the advancements it made, which are related to technology. It's not that farfetched to think they'd want the same thing for the sequel. What made the PC crowd talk back then were the advancements games brought with them.
>>
>>8139529
quake looks like shit compared to duke though
>>
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I've just recently started mapping for Quake after having released a fair few Doom mods and maps. I was struggling at first because I would start a map, get a design document together, make a custom texture wad then do a few rooms and lose steam. What ended up being the issue was that I was focusing too much on visuals and theme and not enough on architecture and gameplay so what I've done is started a map with just the prototype textures and it's flowing so much better than when I was sticking to a base theme.
>>
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>>8139534

On a related note, sm206 is awesome - https://www.quaddicted.com/reviews/sm206.html

I especially like sm206_burnham
>>
>>8139108
>Bungie are too busy chasing DestinyBux to make a full 3D modern graphical quality Marathon remake
It'd fail dismally unless they got rid of all the terminals and replaced them with cutscenes, though. And then it's not even really Marathon.
>>
>>8136242
DOOM is already an RPG, because you can switch weapons.
>>
>>8135330
>HALLOWEEN RESOURCES V3

-OTEX + some HexenTX doors Fixed
(NOTE: if you used some OTEX it might screw up some of your texturing, check your map again and reload/replace those textures)
-Custom Monsters updated.
-More spooky decorations + some orange and red grass flats added

Link:
https://drive.google.com/file/d/1TK4hvU33gePBfZVmafAnSvD8Py9WDmDN/view
>>
>>8139209
>implying Kegan can alone save this cesspool
I miss pre 2016
>>
>>8139450
What's your load order? You have to load the decorations last.
Then they should all appear in the thing menu.
If not, you need to place the Editor Numbers, no idea what the barrel is, 1015?
>>
>>8139559
Very nice. Is this now the final texture pack?
>>
I think it's time we all admit Duke Nukem is shit and we only liked it back then because we didn't have as much choice.
>>
>>8139559
Oh, does this include all the new monster stuff and decorations and ambient sounds as well?
>>
>>8139575
>>8139530
Kill yourselves with a double-ended dragon dildo.
>>
>>8138872
This footage is so perfect, but I wish you had the spritefix pack loaded so that the arch-vile's animations were properly centered.
>>
>>8139538
The last dozen speedmap packs have been exceptional. Most of them don't really seem like "speed" maps, but perhaps the contributors/tools/workflows these days are just that good?
>>
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I got tired of waiting for youtube to process the HD version of this video, but have the latest GMOTA dev diary.

https://www.youtube.com/watch?v=GYxISR9k9gw
>>
>>8138193
For me, it was DOSBox since I was finally getting around to properly play some DOS games... ~6-7 years ago, I believe. Somewhere around the time when I became the sole user of my current potato laptop.
>>
>>8138193
Somebody mentioned HDoom and I tried it out. The more embarrassing part is for years I thought Freedoom was 1:1 copy of original Doom and I was playing the actual maps
>>
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Why the fuck did I work on a Doom map for 2 months and then nobody plays it? Brb killing myself.
>>
>>8139674
Did you post it here?
>>
>>8139698
yes, was even in the new stuff section.
>>
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>>8139619
Damn dude, you went all out, good stuff.
>>
>>8139674
Post it again, I'll play the fuck out of it
>>
>>8139734
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/bigdill

I've gotten zero feedback after 2 days, I guess I really chose the worst mapname ever.
>>
>>8139713
>was even in the new stuff section
lol I'm not even sure anyone reads the news, EVER.
>>
>>8139619
It's looking really nice, Kegan. Hope I can make something this polished some day.
>>
>>8138061
Put it in the middle you ponce
>>
>>8139163
>NO FUN ALLOWED
>>
>>8139814
>FINAL DESTINATION
>>
>>8139212
Looking good anon
>>
>>8139336
Sprint+lunge with the fist before the jump, helped me more than once during my E4 escapades.
>>
>>8139209
>>8139217
>>8139301
>>8139314
I'm going to be Kegan's ball and chain for this place, I'm not leaving, so that means he can't either.
I think he should play around with doing some Doom maps though, because it's fun and you learn a lot about gameplay and level design from it, he doesn't have to go to Doomworld for that.
>>
>>8139824
I tried making a map a few years ago.
>>
>>8138061
Nice. If you make a version which adds the total ammo counter on the right bottom, and a small row of numbers denoting which weapons you have, I think it'll be a great utilitarian HUD.

>>8139805
I like it better this way, lets you see more of the guns.

>>8139827
I'll teach you how, you nerd.
>>
>>8139827
Cool, a reenactment of that one Half-Life segment with the rocket launch!
>>
>>8139619
Only thing I dislike about this is the sheer amount of sound FX you have blatantly stolen from other games.
>>
>>8139827
This too.

>>8139830
Comes with the territory here, most Doom mods steal sounds from games. But at least I haven't used the fucking Doom 3 plasma rifle.
>>
>>8139830
Complaining about stealing sound in a Doom thread is ironic
>>
>>8139831
Learn to do your own sound design/engineering. Not exactly rocket science.

>>8139832
Nobody asked you.
>>
>>8139842
Hey man that was rude, you're hurting my feelings
>>
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>>8139842
I'm not about to go back and make 300+ sounds for this gameplay mod, I'd like to finish this fucking thing sometime before the end of this decade. I'll be picking up making sounds myself for future standalone projects, but not for this. You're the first person I've ever seen complain about stolen sounds in a Doom mod, which is so fucking baffling that I'm convinced you're either not from around here or you're fucking with me.
>>
>>8139842
>Learn to do your own sound design/engineering
I am currently making a standalone with completely selfmade sounds. No amount of experience will help you if your equipment sucks, so fuck you. What are you even so butthurt about?
>>
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>>8139842
>Learn to do your own sound design/engineering
Why not just download a sound library and edit those instead? There are a ton of good ones out there like Spectrasonics.
>>
>>8139842
It's a fucking Doom mod, shithead. Not exactly a commercial product.
>>
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I'm so blueballed by Ion Fury Aftershock being delayed to 2022 gawdddd. On the plus side they're not rushing it out I guess.

What good retro FPS games are coming out soonish? Recently learnt about Cultic which could be alright except for the graphics which are a bit too "retro" intentionally.

Imagine getting a retro style shooter in the vein of Half Life Opposing Force / Soldier of Fortune where you go on military style missions with fast retro gunplay and satisfying guns that are mostly grounded to but not limited by realistic firearm selection.
>>
>>8139892
Correction: Your problem. I'm not bothered by it, nor is anyone else here. That's the last (you) you're getting outta me, fartknocker.
>>
>>8139850
He's right tho. As an autistic audiophile and I think of hundred other games when I play Doom wads.
>>
>>8139896
huh huh huh, buttmunch
>>
>>8139894
Okay, feels like you'e pushing the whole "hey let's talk about not-/vr/ games" thing. Go ask this shit on /v/. Have you seriously played through every good true retro fps? Play some wads or something.
>>
>>8139894
>Imagine getting a retro style shooter in the vein of Half Life Opposing Force / Soldier of Fortune where you go on military style missions with fast retro gunplay and satisfying guns that are mostly grounded to but not limited by realistic firearm selection.
Half-Life already has mods for this, some are ported to even Sven-coop
>>
>>8139901
and like I said earlier, that's the nature of the beast with Doom mods. I catch all those details with sound effects too, I just roll with it and when I use sounds I try to avoid shit that's overused in mods.
I've only done a handful of custom sounds I kitbashed together using Labchirp: The "voice" for Arti in Combined_Arms.

In the future I plan on figuring out how to make nice NES sounds using Famitracker.
>>
Sound fx are in a weird place where they're technically copyrighted, but nobody actually cares unless you're a desperate, money-grubbing whore like Tommy Tallarico who sued Roblox for the "oof" sound effect they pinched from a game he made 20 years ago.

Besides that, I've never heard of anyone getting slapped for using sound effects from other sources.
>>
>>8139920
Tommy is based. At least he has the credentials to back up bold moves like this.
>>
>>8138193
my first time playing doom was through the flash version, i don't know if it was from prehacks site version or not, afterwards my proper venture was i think it was on 2014 or 15 when i tried Brutal doom.
>>
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>>8139905
I'm not "pushing" anything, I post maybe a few times a day. I've been recently playing a bunch of /vr/ games and the thread's generally been friendly to newer games in said style and gameplay.

>have you seriously played through every good true retro fps?
Well recently I plowed through Half Life, SoF, RTCW and Duke Nukem + expansions, been playing Shadow Warrior, DOOM 1 and most of 2, I bought Blood, on the fence about Redneck Rampage so most of the good ones I can think of. SiN is also on the "to play" list.
Probably going to skip out on Strife and Chasm the Rift.

>go ask on /v/
Going there at all is a mistake..I'm not trying to push an agenda on the thread or anything, just been trying to enjoy what's been out there and most of the time people have been okay with the occasional Ion Fury post etc.
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>>8139905
>play wads or something
>>8139935
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>>8139932
Did it run horribly or was it actually smooth?
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>>8139894
>Imagine getting a retro style shooter in the vein of Half Life Opposing Force / Soldier of Fortune where you go on military style missions with fast retro gunplay and satisfying guns that are mostly grounded to but not limited by realistic firearm selection.
That's the problem, everyone is doing doom/wolfenstein clones, maybe stuff like dusk or HROT, but no one does idtech 2 like games
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>>8139932
I only know of the Newgrounds shareware flash version, other than the controls it was very much playable.
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>>8139850
Do you consider ever recruiting someone for help with shit like that? I'd understand if you didn't if you don't like people shitting up your own vision
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>>8139949
>no one does idtech 2 like games
Give it time, there'll be idtech 2, goldsrc and idtech 3 engine modern retro games as well for sure.

And hopefully Build Engine gets more love as well. But I'm hopeful for the future and there are of course the countless mods / wads to play here and there.

>>8139942
Probably playing something like Half Life Echoes and They Hunger but yeah, we shall see.
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>>8139968
That's a massive time sink and I'm wary of putting my progress in the hands of someone else. I nearly died while waiting for Kustam's player sprites back in 2019. Appendicitis is a bitch.

Plus I think it's overkill to get custom Foley sounds and shit for a Doom mod. Especially when I'm so deep into stolen sounds at this point. I'd need someone who could make good custom SNES sounds, good custom NES sounds, and good custom Genesis sounds.
At that point I'd be brain damaged to dedicate that much time and effort into something that specific.
I'll keep saying it: For the mods? Fuck no. For my future standalone projects? Yes.
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>>8139894
I’d rather get a clone of Perfect Dark and its openended level design emphasis.
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>>8139742
Its okay aesthetic wise - not bad not great. I like the structure of the level - those loops where you come back to start of the level or any significant landmark you been to before - keep making shit like that
As for gameplay - the first couple rooms are tiring because you have nothing but your peashooter and you have to get through some sponge enemies(caco, revenant, hell even that one chaingunner feels a bit spongy when you have only a pistol) just to get chaingun and regular shotgun, and the ammo feels very tight - after that it picks up I guess and the tempo of gaining new weapons - ssg, rlauncher and plasma - feels just right and even those early phases from the big sewer room on when you have just sg and chaingun are nice to play because you have the right amount of ammo. Overall its a decent level, keep making maps and improving yourself anon
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>>8140035
*walled up alive in the wine cellar*
what a way to go SCHLORP SCHLORP SCHLORP
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>>8140035
>GDXing
Very nice
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>>8139947
I don't remember if i am being honest.
>>8139953
Thing is, i don't even remember if it was even hacked...
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>>8140036
NEMO ME IMPUNE LACESSIT
>>
the first time I played quake was in sven co-op lmao, there's a quake mapset that gives you quake guns etc
you guys ever play that?
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>>8139585
Yes
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>>8139674
If you do not get any enjoyment from mapping itself, it might not be your thing. Always map to satisfy your own creativity. If your only reason to map is to get someone play it, the map is bound to fail.
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>>8140030
Thanks anon, I wanted to go away from the usual grab the shotgun formula of other maps for this one. But either way, there is a secret room at the start of the map that opens a slightly different path with a shotgun. Press one of the green buttons in the orange room and a wall opens.

>>8140147
Mapping is fun at the moment you do it, but later you feel terrible when you realize that seemingly nobody wants to play it. At the same time, when I used to draw, I was constantly angry while working on it and after I released it I didn't care anymore.
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>>8140219
I reckon it has to do with there simply being new WADs being made all the time and sometimes you can get lost in the crowd. Try not to let it discourage ya too much, anon. Mappers like you making your creations and handing 'em out for free with a smile is badass.
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>>8139842
Stealing sound effects from other commercial games is a time honored tradition for Doom modding (and other game modding), partially it's because good sounds which are free aren't widely available, and partially it's because of how many projects are stylistic pastiches of the other games which influence them. Since it's all free shit done not for profit, but for the love and enthusiasm of it, there's nothing bad about it.

If you don't like stolen assets, then go and enjoy FreeDoom, you hapless zoomer loser.
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>>8140287
too bad they always choose the loudes, most annoying and noisiest sounds that make you want to go deaf after 15 minutes of playing.
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>>8139901
Sounds like a personal problem to me. You're free to make your own sounds for other people's mods if it bothers you a lot.

>>8139920
In Tommy's defense, they were using his sound design in their commercial product, Roblox makes money with in-game purchases. If it was just some popular but free mod for like Minecraft, he probably wouldn't give a shit.
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>>8140293
Haven't had that problem with most mods. For stuff like GzDoom mods this is easy to address.
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>>8139571
I guess the Textures are definitely done at this point unless someone else wants to suggest something, but I'll keep updating some decorations and graphics.
>>
Neat. What are some other good applications for steroids? I don't use them nearly enough for how frequently they're given.
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>>8140410
With stereoids you can beat that map in sub 15 seconds IIRC, in the World Tour developer commentary mode they actually talk about it
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What is dehacked
in brainlet terms?
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>>8140410
When under Steroids, the Mighty Boot does shitloads of damage, kinda like Doom's Berserk Pack, but timed.
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>>8140446
You see that car over there? You can change the color, tires, speedometer scale, seats, acceleration, horse power, stuff like that. You can even give it a propeller, provided you have a plane you can take the propeller from.
>>
>supposed to work on my map
>instead zoom around in automap mode because I need to autistically control every single linedef that appears in the automap
AAAAAAAAAAAAAAAAAAAAA
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>>8140446
It's a format to change carious hardcoded parameters. It started as copyright friendly way to modify doom and expanded over time.
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>>8140457
I always had a feeling steroids added to mighty foot's damage, but that seemed like a "running while punching in Doom does more damage" thing so I never put it to test
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>>8138193
For some fucked up reason they taught us to code in ms-dos in programming class in third grade or something. That's when I had my first taste of Doom, somewhere around 2005-2009. Everything was outdated, we played on these old keyboards, mice with balls and CRTs.
I think it was a custom level, maybe Plutonia. Didn't know shit, no mouselook, probably HMP, pistol start. I started in a room with zombies and there was a caco in the next room that I had to kill with a pistol. It was fucking terrifying, I was really scared.
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>>8135329
https://twitter.com/letshugbro/status/1438110445613760513
gib the witch in Doom II: English on Earth
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>>8139015
i fucking love skub fuck you retard i bet you jack off every night into a sock and cry like the skubless fag you are
>>
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>>8098885
>>8099047
>>8102705
Almost two weeks ago I've asked here some dumb shit about Quake modding. Kind of promised to share some kind of proper concept for the mod here to get some feedback from fellow anons: advices, opinions, etc. Why? Idea for this mod came up to me from talking to people here, so it just feels right to (maybe) start from here.
I hope that my mess is somewhat readable, so you can tell me why I'm an idiot who shouldn't even bother trying or something along those lines. Looking forward for some brutal honestly from anons. Thank you.
https://ilkohall.blogspot.com/2021/09/revitalized-concept-for-trial-of-runes.html
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>>8140457
>>
This is a bad idea isn't it?
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>>8140550
holy shit this looks great
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>>8140645
WHAT COULD POSSIBLY GO WRONG?
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>>8140645
>at least 4 incoming imp volleys
Oh my
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>>8140386
>>8135330
I just noticed that the texture "ADEL_B19" (an embrasure) is not only 80 units wide, but also offset from the center. No idea why, but it looks really weird. I made a centered 64x64 version.
Also, I saw you resized DOORW03. I think we have enough 64x128 doors. I made a few variations.
One is basically just the 96px wide scaled to 64px, but with the correct aspect ratio to a size of 64x80.
One has just an empty space to the right to bring it to 128px wide so it should now tile normally.
The last one is a 96x96 version which looks weird, but might not look as weird in-game.
Would be cool if you put at least one of them in.

https://files.catbox.moe/cumt18.zip
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>>8139732
luv me shuriken
luv me sailor babes
luv me nuclear warheads
ate zilla
ate coolies
simple as
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>>8140697
>coolies
It was a different time
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>>8140568
Well, the mod sounds cool on paper. If theres anything to criticize, its that you write a lot more than what's necessary.
>>
What are the best patches for Deus Ex Invisible War?
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>>8140759
you'd probably have better answers on deus ex related questions on >>>/vrpg/
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>>8140759
The uninstall patch
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>>8140645
Wait is this possible?
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boom is short for brutal doom right?
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Anyway to stop the messages from looking like this? Just started happening recently?
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>>8140751
>Well, the mod sounds cool on paper.
Really? Thanks. Even though that can be said about a lot of things, but I'm probably just being too harsh on myself at this point. Besides my unreliability when it comes to proper commitment, one thing that does get me worried with starting out is raising ambitions. Like, I already had some dumb and really unnecessary ideas that just sound cool (to me). I guess that's a good motive to set up limits for myself.
>If theres anything to criticize, its that you write a lot more than what's necessary.
Yeah, I have an issue with that occasionally. Although this time around I kind of less myself loose to make sure I properly present the general idea, so it's really on me. My apologies.
I am really overthinking the "oh, a lot of it is just borrowing ideas from elsewhere" argument, yeah? I know it's not that big of a deal in high scheme of things, but it still slightly bothers me for whatever reason.
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>>8140296
>>8140287
Can you shut up please
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>>8140872
why did you reply 4 hours old posts with this
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>>8140697
>nuclear warheads
Is there any good usage for those? Basically the nukes seem like there's never enough enemies around to warrant using 'em and when you'd think of using one you're likely to die with the enemies.
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>>8140847
which version of quakespasm are you using?
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>>8140667
>>8135330
Also, could you please add a blue sigil? We already have a red and orange/yellow one, so I think a blue one would be a nice addition.
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>>8140840
no, boom is what happens when a demon refuses sex with you.
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>>8140883
Theyre a good way to take out mini-sumos.
Just duck into cover before it detonates and youll be fine.
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>>8140883
Man I was really fucking disappointed with the ending. its not that the wave of enemies are bad, and the gimmick awful. Its a fine fight.

There is zero fucking satisfaction from the ending, like a couple of very shit art pics and credits roll. Its as soulless as shelly and bald dude.

I have zero expectations from the expansion.
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>>8140883
It's an ammo that one shots whole group of enemies, of course there are uses of it. IIRC the main campaign gives you a little bit over 20 of them over 24 maps? I used one every time I found a new one, just went to a place full of enemies, used it then went back and picked up the new one.
To not die just LOS it
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>>8140889
0.94.1, seems to only be a problem in expansions. The base game displays correctly.
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>>8140883
They’re there to skip encounters or in case you goof with ammo.
Great against bees.
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>>8140904
I’m not aware of any non-official ports that have the messages display correctly in the new episode.
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>>8140907
Gas grenades are also good against hornets and more common
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Do you replay whole Strife for other route or use save when you have to choose who you trust?
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>>8140931
I replayed the entire game. Strife's pretty easy for me and I can speedrun the first act of the game.
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>>8140872
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>>8140936
I have played for the first time. I had trouble in the last part before the final but I enjoyed the mystery ending. I guess I wil replay the whole for the other route.
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>>8140950
What ending is that? Is that the one where Blackbird is evil and humanity's future is uncertain? If so you missed out on a good one third of the game so definitely give it another go.
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>>8140962
Yes and I looked up that it skips the part of the game. Ok, thanks.
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>>8140883
Boss killers & crowd control
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>>8135330
The Rocket With Legs stopped working for some reason. Here's a quick fix, it adds a single still frame to the melee state before exploding. Not something you'd notice in gameplay.
https://pastebin.com/kPdryUgv
>>
hdest lost civ coop continues
map 3 now
streaming
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>>8138193
big brother introduced me to MS-DOS gaming around 94/95. I kept watching him until he started Command & Conquer, I was so fascinated by it that I asked him if I could play it, and that's how I got to play Doom. We played Co-Op over IPX and it was the most fascinating shit ever. I was 6 at the time.
>>
Playing through the new Quake episode and, outside of Arcane Dimensions, I'm finally having fun with Quake. This normal?
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>>8140904
do you have the kpf in the folder?
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>>8141161
>fun
You sick fucking freak
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>>8141161
>I'm finally having fun with Quake.
>This normal?
No. People usually have fun with the earlier episodes, too.
>>
Newbie here, what does "Pass use action" on a linedef mean?
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>>8141161
well they're better than the campaign
you should have played scourge of armagon though
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>>8141241
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>>8141229
Normally your use action stops that the first line that has an action associated with it. This toggle should prevent the situation where you can't open a door because there's another (Already open) or something.
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>>8141241
spike mines are bullshit.
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God damn it. I just can't like Doom. I respect it, but I don't love it.
>just don't play it duh
But I want to! But I don't like it... Infuriating.
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>>8141392

What don't you like about it Anon? Maybe there's a mod or wad you will like better.
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>>8141404
Every time I play the IWADs it's so boring. Every time I think I'll give it another chance and Doom 1 bores me to tears.
Plus guns don't feel real since they're sprites, no matter how good they sound. And you're shooting at sprites too, only so much you can do with those. I found some enjoyment with HDest but got bored quick after a dozen or so of Doom II's levels.
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>>8141415
Please leave, thank you.
>>>/v/
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>>8141423
Oh hush you knee jerk (You) giver. What triggered this response? I didn't mean to bait or troll or whatever the hip word is anymore.
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>>8141429
I'm not giving (You) since I don't bump.
Be on your way >>>/v/
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>>8141415
Not sure what to tell you, anon. Because the 3D model replacements made for Doom are fucking ugly.
You should learn to appreciate sprites. 2D sprite art is lovely.
>>
Anybody know if the sc 55 sound font works with 3dge? It looks good and everything but the sound isnt so great imo. Also how to get it work ? Gzdoom put it in the sound font folder. Then select fluid ssynth.

With 3dge would I just drop the sc 55 in the 3dge folder and itll be a selectable midi option in the 3dge sound menu ??
>>
>>8141415
I feel the opposite an I dont even play doom these days as well. But weapons in eternal feel more wimpy than 2D ones, especially mods.
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>>8135326
Honestly, Halligan...
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>>8141448
Yeah, I realize 3D models in Doom suck, but that's the weird thing, I love Blood despite it being all sprites in that department as well. Maybe it's the level design that bugs me. Feels primitive, but maybe that's just mark of the times. Any wads that have something a bit more intricate to show me the light?
>>8141454
I thought nu-doom would be more fun since a lot of people I know enjoyed it, but eh, the whole game kind of went in one ear and went out the other and I barely noticed. Any weapon mods you would suggest, or do you enjoy just the vanilla arsenal that much?
@8141437
Maybe you should go to /v/ if all you wanna do is pretend sage is a downvote
>>
>>8141473
You can always play stuff like ashes2063 or wtv.

You dont have to love doom anon. As I said I barely play it these days. But it is a really solid game.
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>>8141473
Oh, well yeah stock Doom and Doom 2 levels are gonna show their age for sure with their more simplistic designs. If you're wanting something a little more elaborate, you could check out Sucker Punch 1 and 2. You could also check out Back to Saturn X and Going Down. Both of those have levels with a lot more going on.

If you wanna suffer you could try HD combined with Fragport.
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>>8141241
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>>8141480
>>8141487
I'll check these out, thanks!
I know I don't have to love it, but it will keep nagging at me until I feel I've exhausted enough it has to offer, modding and mapping included.
>>
>>8141415

Well, how do you feel about Quake?

Spiritually it's very much aligned with Doom, I feel. Just if Doom was all hell and no sci-fi.

We can't all like everything, and that's okay.
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>>8141415
The original campaigns are honestly shit, especially Doom 1, despite what this jerk-off general says. Play the community made stuff. My fave is Valiant. If you don't like that, then yeah, Doom isn't for you.
>>
I am having a weird problem with my halloween map.
MBF21, testing with DSDA, all to specification.
So far everything has worked well. However, I seem to have passed some limit, dunno if linedefs or sectors or vertices or whatever, that now I can randomly clip through stuff and not interact with or activate any line actions anymore. Deleting a chunk of the level alleviates that, but that can't be a solution.
I don't even know what to google.
>>
>>8141562
There's like, 64000 or so maximum coordinate difference. The power of 2.
You might've pushed something too far beyond, bring it closer.
>>
>>8141535
I liked Quake's atmosphere, but the arsenal felt a bit underwhelming. I would've liked AD better if it had Doom tier weapons, but it was great as is. Grenade/rocket launcher as the workhorse instead of the shotgun just feels off.
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>>8141415
>I found some enjoyment with HDest but got bored quick after a dozen or so of Doom II's levels.
you are unironically the target audience for brutal doom
alternatively, try a good gameplay & maps wad like Paradise
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>>8141568
Huh shit that seemed to be it. Thanks anon.
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>>8141579
That's funny, I didn't enjoy Brutal Doom very much. Adding Paradise to the list then.
The reason I got bored with Doom II HDest is because of how much meat there is to wade through, which fair enough, balance was never a promise, or maybe I'm just not good enough yet. The four Doom episodes were fine with it though.
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>>8138790
>who started all the way over from square one every single time
These are from 2002. Look familiar?
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Why are you still using the tnt31.wad patch instead of the id anthology iwads?
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>>8140613
>Someone saved my edit
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Will Thatcher's Techbase be good?
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>>8141640
Man, Brits seriously need to let go
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>>8141640
milk woman bad
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>>8141640
the levels in the trailer looked fun
it's a good thematic choice too since the british are a lot like demons
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>>8141652
If you had been fucked this hard you would remember for life
>>
>>8141640
who was she again?
>>
>>8141640
Paging news post >>8135329
https://twitter.com/letshugbro/status/1438110445613760513
Say, is this gonna be doom twitter's first wad they can claim as their own?
>>
>>8141703
The British Prime minister in the 80s.
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>>8140909
vkQuake works, you just have to copy a file from the rerelease
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>>8141732
So like, 40 years ago? Kek. Boomers, man.
>>
>>8141640
>>8141712
It's got a lot of style but does it have substance.
>>8141703
Dude I ain't from Britain and I know who she is.
>>
I recall that Doom character and enemy sprites have a name format of XXXX1A or something
If an entity has sprites with a different formet, such as Shotgunner1A instead of 4 characters, would that lead to some problems?
Is it mandatory that actor sprites have that specific type of filename?
>>
>>8141791
Yes. Zdoom ports outright prevent you from using more than 4 characters for the sprite names.
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>>8141794
>Zdoom ports outright prevent you from using more than 4 characters for the sprite names.
Is this for the sake of compatibility? This is one of the most annoying things about working with GZDoom.
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>>8141640
I keep my Doom and politics separate, thank you.
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>>8141764
Shut the fuck up zoom zoom
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>>8141703
>Yank education
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>>8141592
If they'd stuck to finishing this version I think it at the very least would've been better than Sin and on par with stuff Raven was putting out during that time, purely as a shooter I mean. All the tech and interactivity they were seemingly trying to cram into it on the other hand would've been mindblowing if it came out in say 03. That way they also would've pre-empted Doom 3 and HL2 and maybe even incidentally made them turn out for the better in an attempt to one up DNF, instead Broussard had to go and be a fucking imbecile.
>>
>>8141870
Why should I care about some island that is smaller than Colorado? Stop pretending you're relevant, my dude.
>>
>>8141640
I don't want to go full schizo, but I'm a bit suspicious of how this popped up out of nowhere with so much press coverage.
Oh well, I'll probably play it anyway. Out of curiosity if nothing else.
>>
>>8136517
> From the first level I am having not even Hexen (intro there was beautiful), but Witchaven vibes - nice clean graphics and the samey wall textures everywhere.

This impression stays the same after second level - Hedon is a Witchaven done at scale. It is not even close to Hexen's diversity in art styles. It feels like 3 types of room textures are used everywhere, environment is very samey, at the same time it feel consistent and organic. Even caves remind Witchhaven caves/corridors in shape. I actually quite liked the game, art style is clean and neat, there are a lot of nice minor touches with additional sprites, map progression is logical, music matches the gameplay well, surprisingly I liked the story and the way how it is told through notes - it is not edgy and reminds classic dark-fantasy things like Black Company in atmosphere.
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>>8141467
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>>8141640
>TFW there's a Thatcher's Techbase, MOONMAN.WAD, but no Dan's Dungeon WAD of any kind where you have to rescue kids and teens who worked on Nickelodeon from Dan Schneider and his Studio Cronies.
>>
>>8141964
Stand by
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>>8141834
What do you mean compatibility? It's how sprites are named. I don't know of any instance where they weren't named like that. And if you can't adhere to that, it's obviously a (You) problem.
>>
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>>8141986
>And if you can't adhere to that, it's obviously a (You) problem.
I can do that just fine, you passive aggressive fudge packer. I'm just wondering why sprites still have to adhere to a 4 character limit. The most likely answer is facing angles and directions are tied directly to this file name format and it would probably be too much work to decouple them, if it's possible in the first place.
>>
>>8142000
Don't get your panties in a twist. There a a million tutorials on sprites and the page on the ZDoom wiki has everything you need to know.
Also, I am not passive aggressive, I am outright aggressive, you nonce.
>>
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Anyone have a mirror for this?

http://quakeone.com/forum/quake-mod-releases/works-in-progress/9842-authentic-model-improvement
>>
>>8142000
If I'm remembering right, there was some 8 character limit for files in DOS, which is why Doom's various lumps (E1M1, VERTEXES, BLOCKMAP, HEADA2A8 etc.) are all under or at 8 letters. This limitation is likely kept for what you said
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>tfw you realize the outside area you are building for your level is bigger than some actual levels.
I mean, I think when I'm done, it will look really cool, but I already have no ideas what to do there. I actually wanted the action to really start only in the castle, but then I have an empty outside area, which is pretty boring.
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>>8142008
Which is better?
These, or the new Kex models?
...or the original low poly fuckers?
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>>8142032
Create pits, trenches and small underground sections around the castle. Have the player navigate through it while keeping the castle within view, they'll realize that is their eventual destination, and they'll be determined to make it inside after finally completing the outdoor section.
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>>8142032
Lookin' good. You don't have to fill the outside with enemies, it can be pretty open
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>>8142008
ufile.io/s48kfy06
I've got some zips of various revisions for what might be this
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>>8142032
Hundreds of Cacodemons.
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>>8142032
a single imp
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>>8142019
Yeah 8 character plus 3 for an extension was the limit for names. Windows still has a weird thing in it for backwards compatibility with that.
I think it depends on the exact settings on your filesystem, long filenames have an alternate filename of the form FILENA~1.EXT FILENA~2.EXT etc.
For example "C:\PROGRA~2\STEAM\STEAMA~1" is a valid alternate path for the steamapps folder for me

>>8142032
Looks pretty cool already
>>8142056
This sounds good, my thinking is the most important thing is avoid making it feel like a featureless plane.

Just spitballing here:
At the very least a couple of small elevation changes or trees or something that block movement,
so you don't just move in a perfectly straight line towards the door.
Maybe a simple maze or keycard hunt, something that's fast to do when you know where to go but first time players have the feeling of poking around for a tiny bit.
Maybe spawn on the opposite side of the castle from the door, so you have to make a horseshoe shaped walk around it?
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>>8142032
The castle is composed of floor sectors, how do you plan on having an interior?
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>>8142263
Maybe he's planning to use a silent teleport into a different sector?
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>>8138193
Downloaded a Doom SNES ROM circa 2002, discovered you couldn't slide across walls, said "People think this garbage is better than Marathon?" and quit. Around 2004 I downloaded the DOS version, played it on DOSBox, and had a bit more fun.
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>>8140531
>"running while punching in Doom does more damage"
Marathonchads win again
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NEW THREAD
>>8142584
>>8142584
>>8142584
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>>8142078
>ufile.io/s48kfy06

Mint, chur
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>>8142463
shit posting is against the rules, posting offtopic things is against the rules. replying to either of those? also grounds for deletion.

stop complaining, you didn't even get banned. cry baby.
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>>8142032
Sick.
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>>8140568
If it comes to fruition ill be keen to play it.

>target quake enhanced
Quake enhanced should be generally compatible with existing mods afaik, it would support achievements and fancy dynamic light effects.
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>>8141652
>Brits

I'd hardly call labour voters Brits.

>>8141917
> I'm a bit suspicious of how this popped up out of nowhere with so much press coverage.

You are completely right to be.

https://forum.zdoom.org/search.php?keywords=thatcher&sid=d33efb25bf0c6e8eead44bd39ce00904

https://www.doomworld.com/forum/topic/124565-thatchers-techbase-a-boom-wad-by-3d-doom-daddy-digital-releasing-september-24th/?tab=comments#comment-2385651

Its popularity hasn't come from within the Doom community. It is therefore 100% manufactured by the media. How did the media find it? I'm guessing the guy who made it, who has the hubris to call himself the 'Director', simply sent out a raft of emails and they jumped on it because lefists are still seething about Thatcher 30 years after she left office and almost 10 years after she died.

Very few doom mods get any mainstream press coverage, but this one instantly got reported on by just about every meanstream gaming publication within the space of 24 hours, and it's not even a technically impressive or remotely groundbreaking wad. It is, however, one that that panders to left wing politics.

>I don't want to go full schizo

You ain't schizo, bro. You are accurately percieving the objective reality. Don't forget it.
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That dumb character set screwed up my rss feed, so I'm not playing the wad out of annoyance.



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