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DOOM THREAD / RETRO FPS THREAD - Last thread: >>8208864

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

VRSKINS 4.1
https://www.mediafire.com/file/urs0pu1uwryuigi/vrskins_v4.1.pk3/file

=== CURRENT PROJECTS ===
VIOLENT RUMBLE
Project Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ
Latest update: >>8215938
Please use spawnflag 16 for your level exit triggers

/vr/ HALLOWEEN PROJECT
Info here >>8192410

=== NEWS ===
[10-09] Temporal Tantrum hotfix
http://drive.google.com/file/d/1xA3xJpDECRW40sq_3YZfqoky9MhDZ87U/view?usp=sharing

[10-08] Dario Casali is playing Doom again
https://www.doomworld.com/forum/topic/125038-playing-through-punish2wad-28-years-after-making-it/

[10-07] Aliens Eradication TC 2.0 is out
https://www.moddb.com/mods/aliens-eradication-tc/news/aliens-eradication-tc-20-releajtwpdse

[10-7] Quake steam release update
https://store.steampowered.com/news/app/2310/view/2943653788150871155

[10-7] Ion Fury updated to 2.0
https://store.steampowered.com/news/app/562860/view/3020218154028769491

[10-6] Doom runs on TempleOS
https://itrunsdoom.tumblr.com/post/664254099550863360/templeos-yeah-it-runs-doom-if-you-dont-know

[10-2] Unfinished BURL TUMD build released
https://drive.google.com/file/d/1SCj8rKbSg1q34af5Z2RHKUJVKiY4Bnyo/view?usp=sharing

[10-1] Supplice has a demo on Steam
https://store.steampowered.com/app/1693280/Supplice/

[10-1] Quake 2 weapons for Quake 1
https://www.quaddicted.com/forum/viewtopic.php?pid=5521

[9-27] Atmospheric Extinction released
https://www.doomworld.com/forum/topic/124790-atmospheric-extinction-a-boom-mapset-beta-release/

[9-22] SWWM GZ 1.1.9 Released
https://forum.zdoom.org/viewtopic.php?f=43&t=67687

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
Make Turok maps
>>
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>You may be a DOOM GOD, but I am the Master of your Universe and all that bow down to you eventually bow down to me. Yes, even YOU, Anon, kneel and drink my knob after having beaten all who challenge you. Do you dare take on your master, pitiful DOOM GOD?
>Email me and request your ass beating, if you have the balls.
https://groups.google.com/g/alt.games.doom/c/bNwvmpIFJ3A
>>
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/vr/ HALLOWEEN PROJECT ANCHOR POST, SEE NEWS POST FOR DETAILS
>>
>>8222207
Well this is a wealth of knowledge. I'll definitely take a crack at some Serious Sam mapping then.
>>
>>8222986
Current one is 4.7, mine was 3.something.
>>
>>8222981
Oh a Doom project. How new and unique
>>
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>>8222996
Oh a faggot. How new and unique.
>>
>>8222995
Yeah Combined_Arms would have worked with that older version. My mods are all Zandronum compatible so you can get away with some really old and busted versions of GZDoom.
Is your class select menu fucked up, by the way?
>>
What does Caco taste like?
>>
>>8222981
So I originally claimed MAP05, but was told I should do MAP31 instead. Which I will try.
Considering pumpkinheads are fast and deadly evil marines, I figure the map should have a small number of monsters.
Is there a MAP32 that needs a secret exit?
Would it be possible to give evil marines tag 666-like effect?
>>
>>8222916
Okay, we *seem* to be in business now:
https://www.youtube.com/watch?v=gYmRQxdiXec
>>
>>8223032
>Would it be possible to give evil marines tag 666-like effect?
It is very much possible. IIRC all you need to do is add BossDeath or KeenDeath codepointer during its death sequence (done in dehacked). I'm sure they will oblige you. PunchJewsInTheFaceMan has accommodated all my requests so far
>Is there a MAP32 that needs a secret exit?
Someone has claimed it. Check the info post.
>>
Finally finished TNT today. Took me like half a year. What a piece of shit.
>>
Bros...TNT is so shit... I don't know how much longer I can go on. I'm at Mt. Pain, at least it will soon be over.
What the fuck is up with Habitat? Looking up a random wad on idgames can probably net you a better time.
>>
>>8223059
>>8223060
You don't have to samefag to say TNT sucks.
>>
>>8223063
It is uncanny how I posted exactly 1 minute after the first guy. TNT is cursed beyond measure, holy shit.
>>
>>8223063
TNT (thunder nuclear turd)
>>
how's nightdive quake? worth it at all over the sourceports?
>>
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>>
>>8223078
>play maps quake
What do you think I'm doing?
>>
>>8223060
Mt Pain isn’t bad. Dare I say, the rest of the wad is worth it for that one level
>>
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>>8223078
Holy shit
>DOOM
>Sure, kill!
>Yeah, feel!
>Best ports
>Archvile sucks (meh)
Pure lyricskino
>>
SUNDAY NIGHT SHITSHOW TIME! Tonight we're blasting through Slaughterfest 3 with Dakka. Come on and join the carnage!

Connect with Zandronum:
104.128.49.2:10673
104.128.49.2:10673
104.128.49.2:10673
>>
>>8223060
I started at Mt. Pain when I finished it today. The last few maps aren't really that bad, you'll be able to blast through them pretty quick.
>>
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>>8223086
>Repeating memes from smashlets
>>
reposting that list about lost/obscure/cancelled doom content
>most mobile games, specially resurrection and brew version of doom rpg
>cancelled version of doom 4 (croteam's version, call of doom and a 2016 version with a cybernetic doomguy, presumably before sentinels were a thing)
>doom 64's cancelled sequel, that turned out to be a multiplayer focused game
>official uac site that used flash and offered backstory about the uac, that is potentially related to doom rpg and doom 3 novels
>unused assets that john romero can't release because of zenimax
>unauthorized hungarian doom novel
>some fanmade doom comic in an hungarian(?) gaming magazine
>obscure ports like webtv plus and tapwave zodiac
>cancelled 90's doom movie, that still had released concept artwork of demon models
>a doom snowboard with unique artwork, presumably from 2012
>something about old wads like memento mori having infopacks
>doom 3do port cutscenes
>lost wads, like doom x
>the texts that came with the original master levels for doom 2
>win98 doom screen savers
what else could be here?
>>
>>8223086
as in the unfunny meme that's just a few pre-selected clips sped up effectively being a very gimped overcomplex filename joke?
nah
>>
>>8223078
>turkeyknob
You made my dumb throwaway joke a reality, you mad lads.
>>
>>8223118
>official doom parody porno
>bonus material on the floppy disks in Carmack's Ferrari
>lost akimbo code from an early alpha
and other shit I just made up sorry
>>
>>8223097
Crashed, new server same address
>>
>>8223106
>>8223091
way too long. Music is good though
>>
>>8223097
oh no, VR anon is streaming Violent Rumble submissions, tho
>>
>>8223097
server ded again
>>
>>8223097
One more time from the top: 104.128.49.2:10744
>>
>>8223097
How the fuck do I play this shit?
>>
>>8223183
Download Zandronum. Open Doomseeker and search for "Sunday"
>>
>>8223003
No, seem fine. Through I can't take screens from it.
>>
>>8223097
Fuck this. Once more, and we'll try my shitty mod: 104.128.49.2:10744
>>
>>8223189
That was easier than I expected.
>>
>>8223196
Okay good, I get a lot of reports from people saying the screen is broken and that's due to a feature in newer GZDoom that has to be disabled.
Fucking engine
>>
>>8223218
So how does one find your mod because I don't have it
>>
>>8223228
Doomseeker did all the work for me. I think the server crashed again though.
>>
>>8223097
Fucking Christ. My mod didn't work and it still doesn't, let's just play this shit. Fuck. 104.128.49.2:10744
>>
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>>8223225
Well, the portrait at the bottom is a bit cut, but I see all the weapons.
>>
>>8223003
>My mods are all Zandronum compatible
Can we use them in deathmatch?
>>
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Haha!
>>
>>8223249
Yeah, that's a problem, you can fix it by checking options, full options or use the search and search for "Disable clean menu scaling" That'll fix the portraits.

>>8223264
Sadly no. I made a lot of projectiles and hitscans pass through players for co-op play, to make it DM compat you'd have to go back and remove all of those flags from nearly every attack
>>
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>>8223298
Managed to take a screen by running it in windowed.
See, it's fine.
>>
>>8223325
That's not how it should be, anon. Modern GZDoom breaks that screen.
>>
>>8223328
How so?
>>
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>>8223330
I ain't sure exactly, but it's that clean menu scaling thing, this is how it's supposed to look
>>
>>8223350
Blastmaster is my favourite.
>>
>>8223350
WAIT A MINUTE
what is that last weapon at the bottom?
Actually, what version is that? Is mine outdated?
>>
>>8223350
Why is audio still disallowed on webms outside of /wsg/ and /gif/?
I mean, so long as you're under the 3mb limit what's it matter?
>>
>>8223361
The bottom weapons are that class's berserk, you're not outta date or anything
>>
>>8223367
Nah, I am. I literally just checked, I'm 1.3, you're 1.4.

I swear, if it invalidates my save, I'll be pissed.
>>
>>8223370
I can't recall if I fucked around with the ACS from 1.3 to 1.4. You won't be missing anything major if you hold off updating though
>>
>>8223372
That's a relief, I'm trying to play Combined Arms and "joi_lstcv15", who is a pretty big megawad with giant maps and TOO MANY HITSCAN ENEMIES
>>
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>>8223097
Man I don't know what the fuck happened on my end but now I can't connect at all.
>>
>>8223350
Make all the weapons hit switches pls. blastmaster’s alt fires in all levels can not trigger them. I think this is true for the other sets as well like the sword beams can trigger them but not the sword themselves
>>
>>8223470
Any projectile firing weapon should shoot out extra hitscans to trigger switches, for past linked try just doing a normal stab instead of slashing with the sword, or throw the boomerang.

I'll need to add that switch flicking puff to the altfires for the blastmaster, though at the time I didn't consider it a problem seeing as the ice beam is hitscan, as is the shotgun and machine gun.
>>
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Was browsing some old Dragon Magazines and stumbled upon a D!Zone review.
>>
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>>8223492
>>
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>>8223498
>>
>>8223482
It’s fine but can you do it with the gmota cast as well? It’s annoying to do it with Lord Blaz with an mapset that it using it exclusively like AUGER;ZENITH so pressing zoom on what is in font of you is tiring.
>>
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>>8223503
>>
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>>8223508
Done.
>>
>>8223507
The Blazter shoots out a big spray of switch flicking hitscans actually.
>>
According to Romero, today is Doom 2 birthday.
https://twitter.com/romero/status/917878643371724800
>>
>>8223517
https://twitter.com/romero/status/1314708283362619392?lang=es
>>
Will there ever be an attempt at modernizing the software renderer in PrBoom+? I really prefer the lighting in it but the Y-Shearing and lack of FOV settings kinda suck.
>>
>>8223513
Kay, switching to other weapons is still annoying but whatever.
>>
>>8223529
Use opengl mode.
>>
>>8223540
it looks like shit
>>
Whelp I'm doing Hexen on GZdoom, any tips besides be prepared to backtrack entire levels for one switch?
>>
>>8222978
holy shit, anon, that was so damn comfy to read.
Do you know if Eric Leung beat John Romero?
>>
Anons, I beat Ultimate Doom, Doom 2 and Vanguard on UV Pistol Start. What should I do next?
>>
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>>8222973
>>
>>8223052
Well, I got filtered pretty hard...
I'll be back tomorrow to finish Under Construction and the rest of the maps. Thanks everyone for stopping by.
>>
>>8223553
HARD
FAST
FAGGOT
MAPS

also known as HFFM
>>
>>8223553
Final Doom
>>
>>8223562
Looks circle-strafeable, I dig that HUD made out of Alpha helmet pieces though.
>>
>>8223562
Cool as fuck
>>
>>8223541
OpenGL, Sector Light Mode: Shaders (page 4 iirc)
It mimics software with the advantages of hardware acceleration.
>>
>>8223624
That does the job.
>>
>>8223097
Good lord what a shitshow. Thanks for sticking around.
>>
>>8223652
That's a good screenshot.
>>
>>8223652
Never played Doom multiplayer before. I had a blast.
>>
>>8223652
is ther a way to lower the fonts? can't see shit
>>
tried void as a warmup, very novel wad for the time, platforming and traps are obnoxious as everyone says but reasonable to cope with quicksaving
fuck the last boss though, map just starts spawning those floating hexen enemies on top of the boss spawning his own, and those fucking instant platforms just constantly fuck with your aim and keeping track of enemies, the fireballs are just icing on the cake since they're unreasonably fucking loud, last too long, he can spam them, and they get stuck in the lava so you can have a half dozen instances of bugged bouncing noises drilling you a migrane
iddqd and look at the pretty design/10
>>
>>8223702
You can get rid of the text on the sides by going to Options -> HUD Options and turning off "draw coop info". To make the text smaller go to Message Options on that same screen and mess with the text scaling.
>>
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Ashes Afterglow drops October 22nd.
>>
>>8223078
>level turkeyknob
So who's making the turkeyknob level?
>>
Any takers for turkeyknob?
>>
>>8223780
The laser tag arena in the preview kicked ass, and I'm excited for more.
Sterilized when, though? I wanna play it with HD.
>>
>>8223805
>>8223817
>MAP32 of the Halloween project is actually a Thanksgiving map
>>
discord
>>
>>8223570
taking notes. here's my own demo of v1 on hard (progs from 10-05): https://mega.nz/file/BWAkFBrC#N-2DfLxHCo9t4xJWRLyz51OTxZWW4nPqBLkiaLSuDCA
(use host_timescale to fastforward)

I'll see if shootable glass would look right, but I might just clip more stuff off and remove one ogre instead. the accidental secret wasn't originally intended, but I left it in as a pity mega for getting hit with a grenade.
early secret with light behind a vent grate - you had the right idea, the damage trigger just doesn't extend far enough. will fix.
I'll extend the silver key platforming timers a bit, maybe add some Sandy arrows (below hard? you did figure it out in the end).
gotta place a non-secret yellow armor early on, you managed to miss all of them (and forgot the red one above GK).
will probably remove the spinning fan decoration in the flooded vents, seemed like a moth to flame situation. didn't expect that place to be unintuitive.
last arena is intended to be balls-hard, but I could switch timed reinforcements to kill-based. I've also un-cramped it a little, but that makes NM vores tougher than they currently are. placed a bit more health also.
there's a degenerate tactic to the finale: hug-the-wall pacifist, just wait for infighting to resolve.
also fixed a couple stuck enemies. any other critical things?

a request: if you're patching progs at some point, make shambler's melee attack sound play in auto channel (currently the custom 'boinnng' gets cut off)
>>
>spend 3 hours trying to map a little wall safe in Doom, trying to proof it from wall-bump exploits
>just turn it into a walk-in closet because it's too hard to prevent.
>>
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>>8223853
>>
I remember this wad that had your only gun bring a giant penis that you spray cum out if to shoot enemies, the reload animation was a hand jacking the dick accompanied by a "boioioooing" sound as you got hard and sprayed more cum.
>>
>>8224263
I'm pretty sure that's just my diary.
>>
>>8223074
>how's nightdive quake?
Fine, it'll make for a decent babby's first Quake experience.
>worth it at all over the sourceports?
Maybe DarkPlaces, but not shit like QS.
>>
>>8223118
The "lost" DWANGO map pack
>>
>>8222974
https://ufile.io/eqm4ntq6

New version of Under Construction, accounting for the difficulties VR Anon had during his stream:
-a bit more health
-a bit more ammo
-obvious missing textures fixed
>>
>>8224382
I'm willing to playtest maps and record demos like I did for the Halloween maps. How do I go about doing that?
>>
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>Have powerups in my mod that last until the level is over
>Can't think of anything cool to add
What sort of powerups would you guys like to see? So far, I've got immunity to your own rockets, a speed boost, flight and immunity to lava.
>>
>>8224507
Conditionally reflecting enemy attacks (maybe with melee or something), unlimited/half expended ammo (or if you have reloading, the powerup does away with it and you fire straight from the pool)
>>
>>8224528
Both of these sound great. Maybe the first one could allow you to perform a parry or some shit? Or you just hold down right click and reflect things like a shield?
>>
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>>8222973
Best music pack/mod for doom?
>>
>>8224549
http://sc55.duke4.net/games.php#doom
>>
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>>8224507
GUTS powerup: taking a normally fatal hit will stop at 1 HP, giving one extra hit, though this won't help much against chaingunners, could always give the player a brief period of invuln and then a cooldown before it protects again

if you got a chainsaw
PAINSAW: The saw now forces enemies to flinch, which means you'll always win in a one on one fight using the chainsaw on targets

REUSABLE ROCKETS: rockets that hit walls spawn as an ammo unit so you can pick them up again, or maybe just give them a chance to turn back into ammo when hitting anything in general
>>
>>8224507
protoss shields
>>
>>8224615
Sounds great, Anon. I really love the GUTS powerup. I just hope I can make it work in GZDoom.
>tfw zscriptlet
>>
>>8224625
Anon, I pulled off a GUTS powerup in Zandronum compatible shit using a bit of ACS and giving the player Buddha mode. You can do the same.
>>
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>>8224627
Probably what I will do is run a Zscript check on the player's pain state which sees if their health is at 1 and removes the powerup from their inventory if so. I think powerups in GZDoom also allow you to apply actor flags to the powerup's owner, so that's where you could get the Buddha from.
>>
>>8223078
>found based weapon
>>
God I want to light rusty bucket bay but I'm just fucking shit at lighting
>>
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>>8222981
I'm starting with MAP31 proof of concept. Let's see if it would be fun to fight several pumpkin marine squads.

Still struggling with textures.
>>
There you go, I took the archviles to the lava. Can I leave that fucking level now?
>>
>>8224827
If you're playing Spooktober, you're supposed to take them all the way back to spawn. Fuck that map by the way.
>>
>>8223965
Those sound like good changes, but keep in mind that I'm kinda retarded and I was playing on nightmare.
>will probably remove the spinning fan decoration in the flooded vents, seemed like a moth to flame situation. didn't expect that place to be unintuitive.
I think putting a light in the vent you're meant to go into that is noticeable swimming from the vertical one would be sufficient. I just couldn't see it until I started firing my shotgun. My gamma and contrast are set to 1, though it could just be my monitor.
>if you're patching progs at some point, make shambler's melee attack sound play in auto channel
Sure, no problem.
Great map overall, btw.
>>8224382
Based. I'll give it a go first thing when I get streaming.
BTW, did I break anything with that ramp jump I did from the wall with two big holes in it? I noticed all the enemies were facing the other way...
>>8224485
Pretty straightforward: https://quakewiki.org/wiki/Demo_Recording
>>
>>8224829
Just did. And then it spawned a super cyberdemon. And then it crashed.
Fuck that map.
>>
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>>8224729
have you made any changes since the initial upload? I can send you a draft that you can then tweak.
actually, I have a draft, I'm just not touching interiors and entities (bridges n shit) yet in case you've changed them: https://mega.nz/file/sKo0mSrL#T_-HAxue8-d5iXzKsXrhGVxM-hBsluXSC-eHwVEJjk0
you'll need to put the included wad with your other ones. I've cut the compile time by 80% by replacing that XXXX fence. bsp2 isn't needed now either. full vis still takes forever though, but that's Q1 in open spaces for you.
gotta go right now though, won't reply for a couple hours.
>>
>>8224835
HAWHAWHAW
>>
>>8224879
Fuck you Lord Haw-Haw.
>>
Is spechits overflow still a thing in Boom?
>>
>>8224485
the wiki doesn't mention that the recording will stop any time the "server" stops. you can die-restart and keep the demo going, but loading a save stops the demo and you'll have to start recording to a new file (like this: "disconnect; record demo2; load quick").
you don't have to worry about compat flags. there are a couple of demo protocols, but they don't really matter in the practical sense.
>>
>>8223363
https://sleazyfork.org/en/scripts/31045-4chan-external-sounds
>>
>>8222973
What are some good halloween maps for quake?
>>
>>8225105
halloween jam
halloween jam 2
halloween jam 3
>>
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>>8222540
>Stroggos light is dependent of the skyboxes in opengl, powervr and glide
Do you mean it affects the exterior lighting outside? The skybox actually affects that?
>>
I've been trying to beat River Styx for hours now
What the fuck is wrong with me
Is there even a plasma rifle/BFG on this piece of shit map?
>>
>>8225219
>I've been trying to beat River Styx for hours now
Literal hours? Are you playing saveless?
>>
>>8225223
Yes. Caught the flu the other day so that doesn't help either.
>>
>show a friend some doom .wads
>idea of locational damage comes up
>"couldn't have been that hard to implement"
NIGGA DEY INFINITELY TALL
>>
>>8225230
Only their collision is.
>>
>>8225230
not infinitely
>>
>>8225229
>TNT's giant sprawling maps
>saveless
>with the FLU
Holy shit that's not good for you, especially if this is your first time through it. This is on top of the fatigue the iwad has already put you through.
>>
>>8225230
HD has locational damage
>>
tnt isn't even worth playing
>>
>>8225246
I'm sure now it's fine, can't imagine it was easy when carmack was just first inventing the z-axis
>>
I like some of the levels and a lot of the songs but I think TNT holds up the worst compared to the original iwads, it and Doom 2 have a lot of weird moments.
>>
>>8223573
Doing plutonia now, thanks anon.
>>
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>>8225245
It's very close to being actual hell. Immersive! My only salvation is IDMUS14.
>>8225249
Honestly? Yeah.
>>
>>8225256
No worry, I was just taking the piss
>>
>>8225258
doom 2 at least has the excuse that they handed sandy 90% of the levels and said
>we got like 5 months till we ship good luck lol
and they still mostly came out great if you ignore downtown and the chasm
>>
Doom 2 gets a pass for a nearly perfect roster, it's not a halfbad introduction of them. But I still wouldn't blame someone wanting to quit 2 and TNT midway through just to boot up Plutonia.
>>
I love TNT, Icarus and even Eternal Doom 3. Can't take the 90s out of me. Played all them as a kid. Too much nostalgia.
>>
>>8224831
No, the enemies just sit there because I didn’t bother accounting for what you did. Considering the difficulty, I’ll just leave it in as a bonus way of tackling that area
>>
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Right, so I made a proof-of-concept of the rising lava tower Map30 idea.
Please note that this is ONLY for the general mechanism, the textures are stock textures I just put there to have something. There are no decorations or monsters whatsoever, this is solely for giving you an idea how the rising lava gimmick is supposed to work and how the Icon could be set up here.
Right now the whole thing takes around five minutes until it has reached peak level.
From the top of the platform you drop down to kill the beating heart.

The way I imagine it is that on each level you fight some hordes, progressively getting harder. E.g. on the bottom level it's just a bunch of zombiemen or Imps, then it's Chaingunners, Hell Knights, and so on.
Maybe there could be Cacos being spawned/introduced at certain intervals, or Archies/Arachs/Mancs that are placed on pillars (or even some monsters spawners) to harrass the player further.
For the final map it should be some right carnage.


https://litter.catbox.moe/h4cckr.wad
>>
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>dodge fireball
>dodge second fireball
>backpedal straight into the first fireball
>>
>>8224831
>>8225008
I meant, can I just download that map that anon posted and play it? or do I need to download the Violent Rumble resources and load them with the map, the same way I do for the Halloween project?
>>
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pvs is looking pretty promising
>>
>>8225650
Hard to parse what is happening exactly. Just the render order?
>>
>>8225647
You'd need Violent Rumble or else all the new stuff people are using won't appear
>>
>>8225669
Previously I was doing recursive portal traversal and clipping. This room has a ton of portals and sectors so it bogged down the algorithm quite badly.

I changed the map definition to contain, for each sector, a list of all potentially visible walls (sorted in occlusion order).

Its several frames per second faster now.
But yeah there's a cool drawing visualization as well.
>>
>>8225650
Holy shit he mega drive could pull that? Shit.

I assume that's a modern attempt.
>>
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>>8225619
What about using Romero's head instead of Romero's head?
>>
>>8222974
REKKR: Sunken Land released.
https://store.steampowered.com/app/1715690/REKKR_Sunken_Land/
>>
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>>8225863
>>
>>8225863
>>8225872
REKKR? More like RELEASED!
>>
>>8225671
Do I put the map into the VR folder? Assume I am a Quakelet
>>
>>8225863
there's something so surreal about seeing a paid steam release listing the fucking cacowards where random shill shows usually go
>>
>>8225878
yeah, just put it into the maps directory in the VR folder, it should show up when you type maps into console
>>
>>8225863
>32 levels
Wait is this a Doom2 megawad? Also what is the complevel for demo recoording
>>
>>8225891
32 + 4 secret = 36.
>>8225879
As valid as anyone else in the current year.
>>
>>8225902
Ah, so it's CL3.
>9 new dm arenas
>shootable eye switch
Absolute madlad
>>
>>8225902
more valid honestly, I'd trust the cacowards over fucking kotaku or the game awards or whatever
>>
congrats on the release Revae.
>>
does the new rekkr change anything from vanilla rekkre?
>>
>>8225693
Yeah I've been working on it on and off for a couple years now
>>
>>8224840
I was actually working on lighting it myself but I appreciate the effort going in to lighting my level for me anon. If I wasnt such a lazy ass I'd have done it already.
the problem, and its a really dumb nitpicky problem, is the fact that the game rusty bucket bay comes from is very cheery and bright with very little in the way of dark shadows or areas. So I just compiled it unlit since that seemed easier than trying to hit the right balance of making actual shadows without making them too dark. I know its a quake map, and people expect some darkness, it just triggers my game autism in a special way
the speedtech wad is cool though, I'll use it in the future. I knew that the fence I made had to be inefficient as fuck but I was just enjoying the process of making it, made it detail and then forgot about it.
interiors and entities are also going to remain unchanged.
>>
>>8225919
New episode, new monsters, textures... Etc.
>>
>>8225939
Leaves. Never forget the leaves.
>>
>>8225941
Right. The leaves don't work in vanilla anymore. It's a damn shame, but necessary for the last boss.
>>
>>8225954
>not vanilla compatible any more
REFUNDED
I'm kidding, congrats on the release.
>>
>>8225954
what port can this be played with?
>>
>>8225957
It should be, just not tested with anything under chocolate doom. Change file extension to .wad
>>
>>8225958
Whoops. I dunno, like most of them.
>>
>>8225971
Rad, I'll toss it onto my Pentium MMX ultraportable later tonight and try it out.
>>
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>>8225932
unintuitive as it may seem, fullbright mode is actually darker than a lightmap (due to overbright).
anyway, you can make the shadows brighter by raising _sunlight2 and _bouncescale, and you can lighten the mood by picking warmer sun/fog colors
>interiors and entities are also going to remain unchanged.
kinda getting mixed signals here. if you've already started lighting stuff I won't get in your way. but this reads like a go-ahead. give a definite yes/no.
>>
>>8225983
Let me know if it's horribly broken. I don't have original hardware to test on, so that'd be helpful. Still needs doom.wad. Nice PC btw.
>>
>>8225926
Old Sega was too good for this world.
>>
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>>8226003
I had tried to start lighting it myself, but desu your work looks better than mine and I assume most people would prefer your lighting. If you want to continue doing it I'd appreciate it. It just feels like kind of a bitch move on my part to have someone else do it for me.
How do you get screenshots like that by the way?
>>
>quake wiki is nowhere near as good as the doomwiki
>you either got the wikia trash or the other wiki that tells you basic mapping info
Is there nothing better?
>>
>>8226078
aight, I'll continue with it then.
>How do you get screenshots like that by the way?
like what? "r_drawviewmodel 0" hides the weapon, hud is either +/- or "viewsize 120"
>>
speaking of sega and doom
https://www.youtube.com/watch?v=NMHrbuYANZE
>Pretty sure this easter egg has remained hidden for almost the past 25 years now! Entering in "jb4jhlyjvm" on the password screen and pressing start shows a hidden "Rage Special Credits screen". Entering the reverse "lyjvmjb4jh" and pressing start shows a hidden "Sega Special Credits screen"! That's programmer Jim Bagley on the Rage Credits screen, and Sega Europe employee Ed Hollingshead for the Sega Credits Screen. More info on Saturn Doom (including that information) can be found at Doomworld Forums.
>>
What are some good large maps based around exploration? Epic 2 is what immediately comes to mind. I want to play some stuff with Metroid Dreadnaught.
>>
https://youtube.com/watch?v=iXyOIH2tzJc
>>
>>8226190
Eternal Doom III
>>
>>8226091
reverse engineering
trial and error
>>
>>8226190
The Long Trek Back Home has been pretty good for it, but it might just be front-loaded because of the premise of the wad. I haven't seen how it handles the later (earlier) maps yet.
>>
>>8223548
Hotkey your health potions.
Use flechettes.
Use a walkthrough if you get stuck
>>
Been digging in Rekkr's files for far too long. Where are the widescreen assets located?
>>
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>>8226682
Nevermind found them.
>>
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>>8226017
Just set it up, REKKRSL.wad goes through the demo loop without issue on the Vanilla Doom 2 EXE. Highly detailed scenes (the midtexture marvel in DEMO3) negatively affected performance as expected. At first glance though, I would still call it playable.
>>
i got filtered by e4m2
>>
>>8226868
They're named like *****W. So if you're looking for the title or whatever it's TITLEW iirc.
>>
>>8226881
I think I was able to find them all. Thanks.
>>
>>8226868
Nice.
>>
>>8226868
Yeah, this is rad. I really should've tested it, but didn't. Hopefully nothing bugs out.
>>
Is the Rekkr selection arrow supposed to have a transparent pixel in the middle?
>>
map18 is still coming, please don't give up on me.
>>
>>8227204
Nice, good to see SMASM is going smoothly.
>>
>>8222981
>Beta out in less than three days
>10/32 maps submitted
It's a /vr/ project, alright
>>
https://www.youtube.com/watch?v=Ms9uN8hVKUM
not mine but unfortunately the map was deleted permanently.
>>
>>8227224
Ad mortem*
>>
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I was playing episode 2 of brutal doom 1 and I found these cool corridors that were cover in heckin blood

it was so heckin awesome!! :>
I think it was m6

It felt so dream like
>>
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>>8227453
prior to this I learned something else that was rad and totally tubular

I learned I can slamfire shotguns in brutal
doom and basically this literally shreads pinkies, cacos, and barons to pieces
>>
>>8227481
if a pinkie get in my face i can give him a 3 piece mcnugget in under a two seconds

>3 piece mcnugget = 3 buckshots
>>
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>>8227453
>>8227481
>>8227494
>mfw (my feells when) someone say that archvile is hard but i just shoot them with the epic minigun then do epic execution on him then i saw i flip him off
>>
>>8226190
Counterattack
>>
>>8227582
meh

not as cool as slamfiring shotgun and blood soaked corridors
>>
>>8227308
>unfortunately the map was deleted permanently.
What even happened? Did the author have a tantrum or something?
>>
I know Half-Life isn't fond here but I wanna map for it since it looks fun. Are there any resources to learn how to map for HL?
>>
>>8227660
yup
https://www.doomworld.com/forum/topic/124940-deleted/
>>
>>8227692
I see no tantrum? Just "deleted" with no explanation.
>>
>>8227663
>I know Half-Life isn't fond here
It's just one shitposter.
>>
>>8227663
like a fuckton I'd imagine, it's probably second only to id games in how many custom maps people have shat out
run think shoot live may be a good place to start, valve also probably maintains official documentation somewhere like they do for source hammer
>>
https://youtu.be/kSfixFXrBsY Today I went on pisscord and found this
>>
>>8227228
So fucking what? I got like 98% of my map done, so Ill upload it today or day after that, may be much more anons like that, relax
>>
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>>8227826
is that a Zach Siegel midi?
>>
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ZDoom forums: a magical place
>>
>>8227851
>"your mod kills other mod girls"
>Daina & Sewie kill toehoes
Uhhhh, based?
>>
>>8227851
>I rented this place and contacted you
>now i dont have to shed tears
what kind of gurgle-trenslut is this
>>
>>8227851
ESL motherfucker
>>
>hellbound
>finely crafted vanilla
>beautiful maps with great atmosphere
>no gimmicks
is there some twist later? am I gonna get scythe'd again or is this just a pleasant vanilla style wad to relax through?
>>
>>8227932
Hellbound i felt was hit or miss. Some maps can be fun, where as others can be very boring. Never really gets too hard, though.
>>
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>>8226078
done for now, here's a version: https://mega.nz/file/pboG1AbB#lxVpJ4vRs1dN_TdKwE-GUORVeA7gZ7E_bb7x2VqD958
>>
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>>8225619
>>8222981
Okay, so just to be clear: Nobody likes the idea and I should scrap this map, right? Because I wouldn't want to have nobody feeling responsible now that someone talked about it and in the end we don't have any Map30.
>>
>>8228282
>nobody plays the map
>anon spergs out, decides to give up, but wants to hold somebody else responsible for abandoning the idea he never fleshed out
>>
>>8228307
Anon, you use that word "sperging out", but I don't think you know what it means.
Have you even read the original post? Maybe you should take a break from imageboards since you seem to be so damaged that a simple question is already "sperging out" for you.
I am merely asking: Is there any kind of interest in this gimmick, yes or no? If yes, I will continue working on that map (although I would need someone to rig the fights because I am probably too much of a scrub to survive), if no, I will scrap it, because I really don't feel like rushing out a map in a few days just for everyone to complain. Maybe you want to make Map30, then?
>>
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Finally, despite the flu and TNT being TNT, I've beaten the piece of shit saveless UV-Max. Now onto Sigil I suppose... actually, Thy Flesh Consumed, since I haven't done that one saveless.
>>
Where is this fucking puppy in Sunken Lands E4M2? I'm already found the secret exit door and a doghouse. Am I missing something obvious?
>>
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Phoneposter here, I've been getting some problems on delta touch (a mobile doom source port).
I'm used to playing exclusively from freedoom (another mobile source port, not the iwad), problem is, it doesn't support newer versions of gzdoom. So I installed deltatouch to fix this problem and gave it a try, and moved all the wads and mods I had in freedoom to there. While trying to boot up the iwads I had, delta touch asked for the license of each of them. Is there any way to bypass this except buying doom on steam to transfer over to my phone? Thanks in advance.
>>
>>8228328
license on iwads? what?
>>
>>8228167
>circumferent the circumvented circumcision
>>
>>8228334
Yep, I'm serious
>>
>>8228360
>Press OK to fetch license from Google
Pretty sure that's a license for Delta Touch itself, not for the iwads.
>>
>>8228360
>GZDoom v1.9.1
Real 2016 hours.
>>
>>8228369
Ohh, ok that clears up things, maybe I can get it fixed now. Smile patcher should work to bypass the google license. Thanks for the help
>>
>>8228374
It has v4.5 too, as well as zandronum, prboom, chocolate, etc
>>
>>8228375
*lucky patcher
>>
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>>8223548
Keep notes of all the locked doors you find, where you found them, and what keys/items they need to open them.
>>
>>8228167
It supports mice now?
>>
>>8227692
found it
easyupload dot io slash sjt377
>>
>>8228316
TNT is a mixed bag of a levelset, it has always received both praise and scorn, often both from the same persons, so I want to ask you if there were parts that you liked?
>>
>>8227932
It gets a bit slaughtery in the later maps, in case that's that's a negative to you.
>>
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>>8222973
Quake 3's active population is now concentrated at q3retro.com. The servers listed below are busy every day.

Game: https://archive.org/details/Quake_III_Arena_Id_Software_1999

Latest patch:
http://www.quake3world.com/files/updates/quake3-1.32c-win.zip

OSP mod (extract to baseq3 folder in install directory):
https://www.q3retro.com/maps/misc/OSP-Client-Files.zip

Suggested config (update q3config in baseq3 folder):
https://steamcommunity.com/sharedfiles/filedetails/?id=243509036

Populated servers:
FFA - ffa.q3retro.com:27960
CTF - ctf.q3retro.com:27960
Freeze - frz.q3retro.com:27962
>>
>>8228565
I enjoyed a few maps here and there. Wormhole had excellent atmosphere, Power Control was cute. Mount Pain was brutal. Nukage Processing was alright. I also liked the music from Steel Works, Cold Subtleness. That's about it.
>>
>>8228626
Should I reinstall Quake 3? I have it on Steam.
>>
>>8228282
Map30 is the sinking onion tower, right?
Idea seemed fun, but I know jackshit about Doom and I worry that using a wad that messes with your DPS would have the player disadvantaged by the sinking rings.
>>
>>8228678
I almost exclusively play shooters, and I spend a lot of time with Q3, so I'm biased. If you are interested in the fastest, yet smoothest FPS and like the reward of overcoming a challenging, I'd say definitely. The q3retro is very comfy, and the better players will teach you tips to improve. Player skill in the community is all over the map. You will see a few names that clean up every time they're around, but that doesn't mean everyone there will be a 20 year vet creaming you. The FFA server has callvote options for Instagib if that's your thing. Recently they've added an "AllWeapons" mode you can vote on that allows players to start with all weapons, extra health, and armor. Damage stats are tweaked in this mode, but it's pretty fun. Hope to cya around.
>>
>>8228712
Oh, I already played the FUCK out of Quake 3 and a few mods (Bid for Power), but I'm confused as to why you suggest Quake 3 and not Team Arena.
>>
File deleted.
Finally fixed 200p/240p 16:9.
>>
>>8228725
The community isn't there as far as I've seen. To be honest, Quake Live has the best population and player skill for games in the Quake 3 sphere, but we have a comfy vanilla community going, so I figured I'd let people know. I'm not an admin or anything, just a player who wants to grow it.
>>
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>>8228736
>>
Just started playing Quake 1 via Quakespasm. I noticed that when I'm standing still on any sloped/inclined surface (like the ramps in the button sequence on e1m1), I slowly slide in the direction of that surface, instead of standing still. Is that the vanilla behavior?
>>
>>8228794
Yep. It's the reason most people build staircases instead.
>>
>>8228725
this q3retro admin has been shilling his desd server for weeks after he helped kill off the last remaining population on CROM FFA. Q3 community was amazing until early this year.
>>
>>8228801
I'm not Edge, but why are you so mad? Did you get banned for being racist? All of the CROM players are now on Q3. If the entire player base is there, how is it dead but CROM wasn't lmao
>>
>>8228763
I assume you used vanilla essences approach?
>>
>>8228687
Yeah, was supposed to be that one, though I think you will have a bad time with any weapon mods anyway, since afaik voodoo scripting doesn't necessarily work as intended on GZD because conveyor belt run at different speeds.
Then again, mappers can't account for any and all weapon mods, plus we get a bunch of badass new sprites for the guns.
>>
>>8228836
Not sure how vanilla essence handles it. I simply included some new aspect ratio code to handle 426x200 (properly stretched to 426x240). Due to it being 1.75:1 instead of 16:9, it was defaulting to 4:3 and then stretching to 16:9. The old 240p implementation technically worked, but it lead to the uneven pixels where all the text looked like it was melting.
>>
>>8225863
I like the boobs cheat!
>>
>>8223562
now THIS is a cyber-manc
>>
>>8228687
>and I worry that using a wad that messes with your DPS would have the player disadvantaged by the sinking rings
What, you mean like gameplay mods? Like, that's the consequence you accept by playing Doom with mods, sometimes there's things which will not work entirely as intended because of the changes that are made.
>>
>>8228843
>since afaik voodoo scripting doesn't necessarily work as intended on GZD because conveyor belt run at different speeds
It seems to usually work ok for me whenever I test maps in either GZD or PRB. It's more mods which actually change the physical properties of the player where it gets wonky, though there's a fix for that.
>>
>>8228845
Ah, you know I had a bunch of resolution options made, but scrapped them for some reason. Don't remember why. That was definitely one of them...
>>
>>8228852
Shhh, it's super secret.
That's so the anon who wanted boobs will play.
>>
>>8228798
Okay, thank you for the fast reply.
>>
>>8222981
Hey bros, I found a source of really good MIDIs for the Halloween project.
https://www.doomworld.com/forum/topic/114080-raven-midi-pack-project-complete/

>>8222910
I didn't mention this earlier, but the MIDI on that map gets old very fast. I didn't say anything before because I didn't have a recommendation. I mean, I have a MIDI in mind, but I wanted to save it for myself... but it looks like I won't be finishing my map, so I will donate my MIDI to you. The MIDI is Contrast, by Zach Siegel:
https://www.doomworld.com/forum/topic/119443-zach-siegel-midi-pack-not-my-midis-i-just-want-to-share-them/
It's OK. I didn't claim a map slot. I was working on a map just in case I there was a slot needing to be filled. If you don't like that MIDI, maybe E3M5 from the Heretic MIDI project I linked above. I'm listening to the MIDI pack now looking for possible MIDIs

>>8228282
I'm doubt we will have 30 maps, so I dunno if it's wise to design a map specifically for slot 30
>>
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I was talking to peeps some weeks ago here about how I really would want a retro style fps done in the style of Ion Fury / Build Engine shooter but in the vein of Half Life Opposing Force / SoF military spec ops duders and I feel like a game like that is probably in the works in the game called AWOL. And to lesser extent project Odin. But the latter has some issues with it's hud and enemy death animations etc while I think AWOL seems to grip that style pretty well right now.

Oh, and been playing through some Shadow Warrior, been liking it's cheekiness quite a lot even if some aspects of controlling the game isn't feeling that fluid even compared to Duke Nukem or especially Blood.
>>
I am trying to understand the mentality of people who don't play Doom for completionism. How someone can load up a random level, do it, and move on. Yet somehow the community somehow can handle the fact that many levels in both the vanilla game and in famous PWADs just are literally impossible to 100% complete.

Doom has a blatant stat screen. Finish a level and you get an extremely audible series of gunshots that tally up percentages of what you have done. It is very in your face, I don't really see how someone could ignore it.

The stats screen seems to make it very clear that Doom was designed for completionism in mind, much like Wolf3d with the score counter. So how can you get around hunting for 5 hours for a single armor bonus? How do you get around cases where it might be literally impossible to find everything due to incorrect secret linedefs?
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>>8228970
>I am trying to understand
Have you tried not being autistic anymore?
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>>8228970
I like UVMaxing stuff but I think you might just be genuinely autistic anon. And that's okay by the way. Just a matter of getting diagnosed and whatnot.
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Also may I say that Blood is incredible satisfying? Few unpleasant levels aside, I think Blood's got a movement / shooting system that feels the smoothest out of all the classic build games. Ion Fury of course tops that imo but that's a game made in 2019 even if it is using Build so....
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>>8228970
is this a pasta
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>>8228965
Thanks for the MIDI suggestions, but I really don't think Contrast fits such a slow map. It would be really well-fitting for a hard, fast map.
As for the other track, I am not sure. I'll have to try it out in the map itself.
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>>8229005
Throw the Heretic MIDI project into Winamp or something and listen through it. I think there's a better chance of finding a good MIDI there than in the Zach Siegel pack, although admittedly you might enjoy listening to the latter more. E2M5 was good too
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>>8229027
Thanks, I'll check them out later this week
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>>8229027
heretic doesn't really have memorable music other than the cathedral, that's the only one I remember at least
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>>8229038
That's a custom MIDI project led by James Paddock, like the Plutonia MIDI project
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>>8228970
It also has a par time. Do you try to be a completionist, or a speedrunner? Can't do both.
Completionism is optional, as is going for the par time. It's extra content. That's all.
>>8228983
What will they do if he's diagnosed?
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>>8229063
>What will they do if he's diagnosed?
It helps to have a medical professional confirm your condition, it is the first step to learning to live with it, informing others, and taking appropriate treatment
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>>8222973
Doom makes me want to milk my own prostate.
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>>8229064
I'm asking about the treatment. I thought that was pretty obvious but maybe one of us is autistic too.
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I am angry.
Angry about SIGIL's cyberdemon placements.
Realm of Iblis? More like Realm of a Piece of Shit! What were they thinking?!
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>>8226190
Hellfire Awakened
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>>8228965
>so I dunno if it's wise to design a map specifically for slot 30
If all else fails, UMAPINFO will make that map the final map anyway.
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Always love the cheeky playfully horny stuff in these games, enhances the "pulp" vibe.

>>8227851
poor ESL-kun.
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https://www.youtube.com/watch?v=KHz7Pms2ObI
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>>8229197 Already watched it
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>>8222973
What's the best custom enemy damage and health setup for a quick fun Blood E1 run that doesn't make the enemies too weak?
5-2-2 is too weak, 5-3-2 feels decent.
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>>8228965
>I'm doubt we will have 30 maps, so I dunno if it's wise to design a map specifically for slot 30
That's a good point though. Maybe we should see first how many maps actually turn up on thursday.
So if someone is interested in placing the monsters, hit me up.
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>>8228969
A mercenary game like jagged alliance made in build would be cool. But I think it would be over too fast.

That said I dont trust more than half of all the line up of 3d realms to be more than vapourware.
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>>8229182
It's the difference between having fun making a game, and being dead inside like Ion Fury.
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>>8229070
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>>8228970
Just do what I do. If you miss anything, blame the author. He's the scumbag who hid shit in places too obscure for any reasonable person to find.
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>>8229234
>it would be over too fast
Eh, you could still play around with concepts that aren't 100% realistic like cyborgs and stuff like that, though I feel like AWOL is going for more of a realistic-ish soldier dude approach which is alright.

>>8229235
While I miss the pulp-y vibes of the classic Build trio in Ion Fury, taking shots at the game like that is kinda stupid. Just as the devs should have freedom to go for that vibe if they wish (like Hedon though that's like a whole different style) I also think that if a dev decides to NOT do that they shouldn't get shat on if that doesn't fit their vision. For whatever it's worth I think that Ion Fury does really well in the things that really count.
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>>8229230
Oh fuck, we have a deadline on Thursday? Aww shit, awww shit, I've been so occupied with the weapons because I thought I had way more time than that!
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>>8229305
>While I miss the pulp-y vibes of the classic Build trio in Ion Fury, taking shots at the game like that is kinda stupid
moreso when you bear Blood in mind, it’s lacking Duke/SW-tier ladies yet still holds up.
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>>8229347
Yeah, beta was supposed to start on the 14th
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>>8229351
It has the memory of ophelia and rage and that's enough.
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>>8229351
Kind of. I feel like Blood incorporates less carnal, as in sex-carnal themes but some of it is still there and I feel like there's a lot more emphasis on just the blood and death. But to some degree there's some sexual torture vibes with the mutilated half-naked corpses of men and women.
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>>8229382
SW anime women aren't there for sexual themes lol they feel more like shitposting
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>>8229382
>""""Kind of."""""
We have to throw you several more airquotes. You have to bear in mind you're comparing it to things like Duke3D and how it throws you a stripclub and pornshop in the second level, then floods the game with near-naked Alien references. These themes are infinitely more subdued in Blood.
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>>8229305
Mt dream shooter fps of late would be an immersive sim made in an old ass but pretty engine like build say, but in a mission structure like Thief \hitman, kinda like cruelty squad tries to do.

But its 90s G Police, Syndicate psygnosis cyberpunk.


Shoot all the civilians in a dark futuristic disco to get a single target type of game.
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>>8229404
Well there's that single white woman syndrome poster in Blood I always thought that pretty funny.
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>>8229390
SW is one big grorious shitpost by Lo Wang.
But they still have the sexy ninja ladies etc.

I'm not saying the game's entire identity is defined by just the sexuality though Lo Wang is an old perv that makes all kinds of jokes including sex jokes he raughs at.

I'm a big Ion Furry tho', so I am not saying that "oh, because it doesn't have a lot of sex jokes or tits it's bad"

But yeah idk, Duke Nukum was all about shooting all the alien scum that came to abduct and rape all the earth women (so he could inseminate them himself) and all around kick ass and chew gum, machismo in a can, action movie hero tropes in a big boomin' package.

Shadow Warrior having it's theme be pulpy smosgasboard of all "asia" tropes and jokes that would come to the mind of a 20 something year old that grew up in a culture where you could still have jokes.

Blood tapping into that deliciously grim audiovisual aesthetic and playing on the horror genre in the same way Duke does with action movies and Shadow Warrior with kung fu etc nipsploitation films.

I like Ion Fury a lot! In fact it's one of my recent big favorites. I don't think it's boring but maybe it could've leaned into it's cyberpunk dystopia a bit harder even though IDK, it's doing a pretty good job so far, a bit more references to sci fi films etc I suppose is something they could do in the expansion.
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>>8229416
>Mt dream shooter fps of late would be an immersive sim made in an old ass but pretty engine like build say, but in a mission structure like Thief \hitman, kinda like cruelty squad tries to do.
This is funny, because...
>Shoot all the civilians in a dark futuristic disco to get a single target type of game.
There's a level in Cruelty Squad that's just like this.
>>8229421
Fleshed Out has a fairly creative secret with that, if I recall.
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>>8229435
I know I played cruelty squad its great, but the meme looks only go so far.
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>>8229435
I respect the retro throwback shooter wave but cruelty squad to me just falls under one of those games that makes for a good Gmanlives / Civvie11 video through jump cuts etc but feels like would be actually miserable to play for any actual length of time.
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The only area the new voxels don't work for me: He looks less creepy.
>>8229438
The levels, the loadout options, how these impact progression and replayability are solid. Unfortunately, this WON'T be what everyone copies from it and "meme looks" is right - even if I do enjoy the "worlds.com but nightmare" approach he nailed that I expect everyone else to fuck up.
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>>8229404
>screenshot
Damn haha yeah, I needed to go and crank it to some asian ladies after that poster, the geisha girl statues (?) that reveal their tits and that girl in the karaoke bar shaking her hips. Solid.
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>>8229352
Shit, Map 17 is barely started, so it's not going to be ready for then.
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>>8229426
Ion Fury is limp dicked, but I don't blame the devs 100%, its the culture which is poisonous as well.
But I feel the winds at least in the mid tier game dev are changing a bit.


IF references some shit but it seems stuff from devs. Like Twin Peaks or Barbarella.
They could have made the game more cheesy like Huntdown and work wonderfully.

>>8229445
>>8229452

Its not that bad, the immersive sim design is really tight and quite addictive. Because the game ramps up fast once you break it.

I still enjoyed it, but its kinda like cryptworlds. After being done I was done.
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>>8229347
but you have time until 29th tho, project lead said thursday is just some wip maps and testing shit
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>>8229452
Speaking of Blood, how do people feel about Cultic? I think it's got some solid ideas behind it in terms of style but I don't understand why the dev is basically trying to recreate an uglier Blood.

Oh and Stephan Weyte's voice acting for Caleb is amazing, it's... it's perfectly encapsulating the character in a style similar to Kain from Blood Omen. That biblical line he has about drinking the blood and eating the flesh of the son of man before devouring the heart of his former friend, that was great in both how it fit the game's thematic and the tone, in style and delivery.

In my dreams there'd have been a Build Engine Blood prequel with a "young" Caleb in the Wild West and becoming an undead gunslinger taking on the regular rogues gallery of the wild west with serious "weird west" spices.
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>>8229472
29th is release day.
Because, you know, it's a bit shitty to release a wip map two days before Halloween for a Halloween project.
I always wonder what kind of people sign up for such a project if they can't be sure to have the time to make a map within the given deadline or having the ability to make time for making a map.
Have those people never had to submit something in time?
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>>8229473
>but I don't understand why the dev is basically trying to recreate an uglier Blood.
Dusk was an uglier Quake and did fine. Makes sense to me.
Either way I've not looked into Cultic much. Shotgun doesn't look appealing, and the dynamite didn't look like it exploded on impact last I saw. Supplice, Perpetia, and that IF expansion are the only "throwbacky" shooterthings I'm looking forward to. I would've said the updated Rekkr as well, but that changed since yesterday (eeeey).
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>>8222981
https://mega.nz/file/Dd1CEayT#DrGNBU32XSR0ghBZnp7_9hF2ErVE7WnjwtsCZoR0JIE
Map15
Map Name: Shadow over Silverspring
Author: Bartekmil
Playtime/par: 12-15 minutes
MIDI: Castlevania Dracula X - Cemetery

A medium difficulty seaside town map inspired by first section of Heretic 2 and Shadow of the Comet
There are two things that the map still needs - a secret exit(map has 0 secrets now, only hints of them, so don't bother looking yet) and a way to fix the garden cloister fence - hopefully I will iron that out by the end of beta and add some secrets - other than that the map is completable. I also tested everything with the texture pack v6 which as far as I know doesn't have the newest dehacked updates. Balance still maybe very fucked so I'll be thankful for patience and feedback
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>>8228274
Wow, the lighting looks good enough to me already.
Thanks anon, I'm sorry you even felt like you had to do it when it was my level to begin with, considering you probably had a level of your own to worry about, makes me feel a bit guilty.
Come next time we do a quake map pack here, I need to study up on lighting to really make sure I know what I'm doing so I wont need you next time to make my level actually look pretty.
I'll need to update my readme since its no longer necessary to use bsp2 and I wanna give you credit for the lighting.
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>>8229454
>Have literally 2 months to make a map
>Start making the map 2 days before the deadline
LMAO /vr/ never fucking change
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>>8229510
Good job anon.
Won't be able to give feedback until tomorrow though, so please bear with me.
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>>8229531
I start my projects mere hours before deadlines and there is nothing you can do about it.
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>>8229531
i still haven't began working on my master's thesis and defense is in 3 months...
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>>8229643
You mean you haven't started ANY work or you haven't started writing the actual thesis?
Because three months just for writing is more than enough. I wrote mine in a week, was enough for graduating.
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>>8222981
Am still hopefull I will be able to finish MAP31 in some capacity. Lots of real life going on.
At least as a proof of concept, I will piece together a pumpkin deathmatch, but it will be rough.
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>>8229710
i only did literature review and some theoretical stuff, but since it's a STEM degree, the actual part is calculations
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>>8229745
>STEM degree, the actual part is calculations
So what are you, CS? Physics? Do you not have access to your uni's computer cluster? For master's it can't be that much calculating either. What does your supervisor say? What kind of institute are you at that nobody seems to care?
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>>8229758
look, if i want your advice, i'll ask, okay?
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>>8229495
I hope peripeteia fag makes abetter fucking model for the MC, she looks fucking horrible.
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>>8229531
It's a Doom map. I finished my HFFM submission in like 36 hours.
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I had to attempt a more "true" brutalist-inspired Quake 2-map at some point...
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>>8229949
Screenshotte part deux.
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>>8229949
>>8229958
Looks great so far
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>>8229729
Lookin forward to it.
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>>8229510
Would it have killed you to give me a SSG earlier? I ran out of ammo completely right after getting it, and stopped playing. The beginning is such a grind, expecting you to kill a bunch of big monsters with just the regular shotgun and chaingun.
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What are some good Quake 1 coop map packs?
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I broke REKKR on Zandronum before release. Whoops.
It's fixed. Update sometime soon. Just don't want to break anyones saves a day after release.
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>>8230094
can you fix the hud not scaling to fullscreen
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>>8228748
Hey, too many mods for Quake 3 that I loved to move to Quake Live.
I loved that one that adds buildings elements to it, and three different races.
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>>8229949
>>8229958
looks cool, anon. i wish there was more content for quake 2, more specifically stuff that is compatible or created for ground zero because of its improved AI. give it cool architecture and high difficulty and i'd download it instantly. my only suggestion is removing crates and filling space with more architecture.
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>>8228868
Yeah, I guess.

>>8228843
Sad! I love Combined Arms and Metroid Dreadnought!
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>>8230096
Did I not put hudscale options in the graphics adjustment menu? I'll look into it.
Any other (small) suggestions while I'm at it?
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>>8230127
>Did I not put hudscale options in the graphics adjustment menu?
you did it just isn't effecting this version of the hud for some reason. the other one works fine.
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>>8230143
Oh. Hm. Alright I'll see what's what. Open console and type menu_options in the meantime.
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>>8230119
>more specifically stuff that is compatible or created for ground zero because of its improved AI
Also medic commandos, they're fucking amazing and lead to great fights.
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>>8230147
ah, I see now. you need to include the status bar as well lol anyway thanks.
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>>8230119
I'll just put rocket turrets on all that architecture.
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>>8230156
ground zero rounded out the beastiary really well, and some of the fights reach plutonia-levels of fun. its too bad the turrets destroy the pace and the level design is nothing to right home about, especially visually (though the self-destruct setpiece in unit 1 is great). but if those issues were fixed it'd be one of my favorite FPS. i wanna see a resurgence in Q2 custom content, but it wont happen as the base game leaves a bad first impression.
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>>8229958
One more shot for the night, showing the updated floor. Everything's still early WIP, though.
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>>8230191
It can be harder still to get into if you're coming fresh off of Quake 1, expecting similarly paced gameplay and themes. The "military tech" theme is familiar because of the start of each Q1 episode, but the gameplay is very different and a complete 180 of Q1.
The main campaign and the expansions all feel like they have rough starts that pickup halfway through. The super gladiators in the Reckoning have been the biggest funkill for me so far, at least the turrets have been dying to three explosives.
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Meant to do this yesterday, but time for some more map testing:
https://www.youtube.com/watch?v=rfFlSVuJcqE
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Just wanted to let everyone know I'm taking a break from shitwadding for a while. I'm burnt out on it and I've got other things which I need to take care of. I'll be back some time, I promise.
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>>8230536
Surprised you went so long without announcing some kind of hiatus, I would've cracked sooner than that dumpster fire of Psychophobia. Do whatever IRL stuff you need to, or whatever that pron game of yours is, I'm sure we'll all come up with suggestions for more garbage in the meantime :^)
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>>8230536
I'd feel pretty burnt out too if I had to deal with PsychoPhobia's nonsense. Take care, anon.
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>>8229495
>that filing cabinet
This isn't an actual Shadow Warrior map is it?
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>>8229510
Demo- https://drive.google.com/file/d/1Gek4g0ufRGsYHHvhN_ZHEi_K7M0AToK8/view?usp=sharing
The demo's about an hour long, I died a handful of times. Pretty good map. I disagree with the other guy, I like being forced to use the chaingun and single-barreled shotgun, I think that's when the map is at its strongest. Here and in your 2048 level, you show a fondness for these weapons that I think works really well without feeling grindy. I think there's plenty of ammo, I dont know how the other guy ran out. Maybe getting a chainsaw earlier on could help, its of no use by the time you get it. The map looks nice, and plays good when it's good. I liked the archvile fights. The MIDI is overly loud.
My main problem with the map is that damn near every room in the map is set up so that the player doesn't want to go inside it. Pretty much every fight I would have to lure everything out whatever door you're supposed to enter from, and either corner-peek camp doorways, or backtrack while shooting everything if they do get through. Like every single fight. I don't know how you would really fix that here, but it's something I'd advise trying not to repeat in the future. Maybe have more places where you let the player enter, take a look around first, press a switch, and then you can release the ghouls.
In the first archvile fight, I couldnt tell what the switch does that temporarily lowers the bars and I ended up being lost for awhile. I don't think those bars need to go back up, the player doesnt really need to be trapped in there, and its confusing
Pointed out some misaligned textures, mostly in doorways.
Pic related- I think this looks bad. I remember you asking how to make this illusion work but I don't think it really can work when the two buildings are right next to each other. Again, don't know how you would fix it, but I'm gonna point it out.
Hella cheesed the red key fight by abusing noiseblocking lines but I don't know how else you reliably get through that fight.
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>>8230535
It was a good stream. I'll be working on the updates for my map as soon as I finish my halloween map. I also found miasma district to be quite confusing.
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>>8228678
No, you should reinstall Unreal Tournament instead.
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>>8230535
That was a fun stream.
Under Construction felt a lot better with the update.
Clock Tower is extremely solid. The jump from the spiral stairs to the lava nails seems like a bit of a stretch though. Also, something in the ending didn't seem to trigger properly, unless I was just supposed to wait.
Miasma District is pretty great, though confusing. It seemed like one of the shortcut destructible walls detonated prematurely, possibly from a Fiend attempting to attack me from behind it.
Rusty Bucket Bay is... bizzare. I'm not familiar with the source material, but others have said it's a good re-creation. It's an adequate map at least, and the lit version is certainly much better.
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>>8229435
Cruelty Squad looks like absolute shit though, I can't stand the visuals.
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>>8225863
>this is the gzdoom game that gives me stutter, not Hedon or Supplice
Baffling.
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>>8231017
It is. Did you try changing the rendering API or anything? Turn off AA? You didn't hit F12 did you? That's mostly there for a joke.
It doesn't do anything that should cause you issue, that I can think of.
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>>8231046
It was VSync, I should have remembered that garbage fucks things up since I've had to turn it off in every other game I've ever played.
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>>8231051
Oh fuck. Ofc. I should've thought that first too.
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>spend like 2 hours scouring through crispy-doom's source code so I can find out where inputs are processed so I can add a button that restarts the current level
>find where input bindings are set
>already a var named "key_menu_reloadlevel"
>simply didn't scroll far enough down in the settings program to see it
well... lesson learned.
reading the source code for it is very interesting, however. Very well documented.
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>>8227228
Mine is nearly done, just a few niggling issues. In retrospect I chose the wrong time in my life to get very ambitious on a strict time frame, but I will get something out.

Also who cares? The DBPs are great and they're not megawads. And with UMAPINFO we can have MAP07 and MAP30 effects on any map, so if someone has made those it will work regardless of how many submissions we get.
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>>8227228
Sure as shit is, and it's gonna be good anyway. What we can really learn from these things is to set longer time frames for ourselves, maybe even divide the sets up in distinct phases.
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>>8231051
Oh yeah, V-Sync is gonna do it, input lag and all.
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>>8231167
You can search in options in gzdoom, crispy doesn't have that?
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>>8231249
>>8231263
JUST RIKE HIROSHIMA
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>>8231235
No unfortunately. There aren't a lot of options like GZDoom, though.
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and then there is this guy...
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>>8227735
Not really. There's a lot of people who dislikes HL.
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>>8231017
This is not a gzdoom game. It's all vanilla.

And yes, it's much better.
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>>8230934
Already have it.
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>>8230934
remember all the ut vs q3 fights
good times
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>>8231332
>This is not a gzdoom game. It's all vanilla.
Pay attention, the reply chain is talking about the Steam release which comes running on GZDoom.
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>>8231307
holy shit, was he in the game?
i dont remember him at all
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>>8231343
Yeah those enemies are vanilla SW enemies. Or are you talking about that place specially? Idk then
>>
>>8231343

Yes it's the miniboss version of the Serpent; he may not appear in the main game unless playing on the higher difficulties idk but it's all over the expansions

Now that I realized those serpents have not one but two sounds in common with the serpents from Heretic I can't unhear it. It's a curse, like the roaming sounds of Liztroops in Duke being the same as that one enemy in Hexen

>>8231349
that place is from Twin Dragon
>>
>>8231342
Yes, but the wad is still vanilla-compatible as far as I know. Including the new episode.
>>
>>8231357
Yes, which is why I was comparing it to Hedon and Supplice, which run on GZDoom (Hedon on a customised version) and also actually make use of the advanced features that the engine is capable of.
>>
>>8231380
I'm going to explain this nice and slowly, hopefully your handful of brain cells can keep up.
>I start up Steam REKKR
>I observe that it runs on GZDoom
>I play it, and note that there is stutter
>I know that Hedon and Supplice also run on GZDoom
>I know that they make use of the advanced features of the engine, and therefore would be more likely to stutter that REKKR, which does not
>I make a post saying that it is strange that I am getting stutter only on the least demanding of the three games being run through GZDoom
Do you understand, or do I need to explain it even more thoroughly?
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>>8230776
>I dont know how the other guy ran out
I didn't notice the ammo cache because I was trying to avoid the mancubus trap, then I noticed there were 3 archviles that resurrected literally everything that I just got through killing.
>>
>there's a splatterhouse wad
>it doesn't use the music
Bleh!
>>
>>8223510
>slipshod
Well, I learned a new word today
>>
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>>8222981
https://www.mediafire.com/file/8zzd5bb5q20g7la/map10_vrspooky_v4.wad/file
Map10
Map Name: Pumpkin Delight
Author: EnragedEggplant
PAR: 4 minutes
MIDI: Robbie Williams - Supreme

Update to Map10, based on the feedback from the last thread. Increased the number of gargoyles and health. Replaced the satyr with a baron. Added a super revenant for extra difficulty. Revenants now teleport into the room from their ledges after the trap is sprung.
>>
>>8231482
https://drive.google.com/file/d/1JOG1EWUnxQka_-0xrmS5-U7HrQ8KVytT
My only suggestion would be to lock the door behind the player when entering the Baron ambush, or teleport something in behind the player. That area is really easily cheesed.
>>
>>8231482
>EnragedEggplant
This triggers the nep. But I do like the cacopumpkincat.
>>
>>8231482
>EnragedEggplant
WAIT A FUCKING SECOND

You're supposed to be in /gurpsgen/, not retro FPS thread! What is this chaos? All generals have mixed up!
>>
>>8231552
He's been here for a while now, he made at least one map for 2048 Units Of /vr/
>>
>>8231448
It's also missing the multiple ending nature of Splatterhouse 3.
>>
I just bought Rekkr Sunken Land but I only have an x86 machine and it doesn't let me install it :((
Goddamn it GZDoom, I just want the .wad
>>
>>8231552
This thread and /gurpsg/ are the only two threads on 4chan that I frequent.
And they are the best 4chan threads.
>>
>>8231562
with such attitude, only torrent
>>
>>8231562
pretty sure its developer said it's compatible with other source ports efore
>>
>>8231567
>And they are the best 4chan threads
Stonetoss threads on /co/ beg to differ.
>>
>>8231562
Is Rekkr no longer vanilla-compatible?
>>
>>8231571
Yeah, the issue is that Steam itself doesn't let you install it at all. I'm going to use Crispy Doom to run the thing.
>>8231568
Is there a torrent already?
I would've bought it on GOG, but that's not an option yet.
>>
>>8231581
hedon was pirated on the same day, maybe it will be pirated too within few days?

but yeah, it's kinda dick move to use x64 gzdoom for a vanilla compatible wad, lol
>>
>>8231581
You can't extract the wad out of the folder steam puts it in?
>>
>>8231591
It doesn't let you download. Like the install button is greyed out. It only states that it's available for 64-bit Windows.
I had the same issue with Doom 64 which is why I extracted the files on another computer and set up Doom 64 EX instead.
>>
>>8231591
>the folder steam puts it in?
>Steam itself doesn't let you install it
Anon pls.
>>
>>8231394
The only time i recieve stutter is in the transition metling effect whichi cannot turn off Seriously Melting is the only things that lags and i could use the option to remove it.
>>
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>>8231596
>>8231597
What the fuck. That's awful. I didn't even know Steam was capable of blocking you from downloading shit.

I wonder if Revae can disable that or something because that's utter horseshit.
>>
>>8231562
>I only have an x86 machine
How old is your rig?
>>
>>8231581
It's in the mega now. paying for doom wads is absurd IMO
>>
>>8231603
Dunno, but I have Sea of Thieves, and I can't play it because it requires a modern OS.
Yet I can install it and launch it, it just doesn't start.
>>
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uhm, i guess this is the reason
>>
>>8231598
menu_options in the console gets you into the full options menu, you should be able to change the screen transition type in the standard GZDoom setting location.

>>8231603
>I wonder if Revae can disable that or something
No, it's Steam's idiot protection preventing people from installing shit that cannot run on their machine. Otherwise the forums would be full of idiots complaining that their game won't work because they've installed a 64-bit game on a 32-bit computer.
>>
>>8231604
Idk, about 6-7ish years old. It's a cheap laptop that I use since my desktop is at my parents and my other laptop had it's motherboard die a slow, agonizing death.
Strangely enough it has really good performance for what it is. I can play games up to 2012 on high settings with no issues. OpenGL has really bad performance though, so I use other renders everytime.
>>8231587
Nah, GZDoom is the best option for mass appeal. I don't blame Revae at all.
>>
>>8231616
>Nah, GZDoom is the best option for mass appeal. I don't blame Revae at all.

the keyword was x64, not gzdoom
>>
>>8231615
>idiot protection
The politically correct term is "foolproof".
>>
>>8231616
>GZDoom is the best option for mass appeal.
Yeah, but you can still get 32-bit versions of GZDoom.
>>
>>8231615
>No, it's Steam's idiot protection preventing people from installing shit that cannot run on their machine.

isn't developer himself declares system requirements?
>>
>>8231625
>>8231618
Oh, I thought the only option was LZDoom.
That's what I use for complex mods.
>>8231606
I think I'm retarded because I can't find it in any of the three in OP. Thanks anyways, I'll keep on looking.
>>
>>8231606
I don't think it's a smart nor an ethical idea to post someone's recently done work for free when it's worth as much as a cup of coffee on Steam.
>>
>>8231657
fuck off
>>
>>8231657
i don't think it's a smart idea to discuss piracy on the internet
>>
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>>8231652
It's the first one under the iDTech 1 folder

>>8231657
Me and the anon who can't play it both paid for it.
>>
>>8231698
Thank you, anon, bless you!
>>
>>8229510
Right, so I got around playing the map. I also don't know how the other dude could run out of ammo, never had a problem with THAT. However, I have to agree with >>8230776 that basically every single fight can/needs to be cheesed. Open door, aggro, peekaboo. Especially in the octogon section I also died a few times because I got stuck on geometry or candelabras. And while the Satyr rape gang was still tolerable, getting ganked by King Boners was no fun at all. From that point on monster placement even seemed a bit random at times. What you could do would be for example having monsters teleport in from different directions, having more actual ambushes instead of "open door, release skeletons" and I couldn't see in the automap if it was possible without too much problems, but having a shortcut from the octogon section back to the starting area (like you had with the blue key) would be rad, because backtracking through rough geometry isn't too exciting either. Or have some monsters repopulate the area. The hall before the finale wasn't too exciting either since I could just wait for infighting and deal with the remains; in this case the Archie became more of a really annoying nuisance instead of an actual priority threat.
That said, I liked the look, it really gave the impression of some seaside town; after passing through those halls right before the big stairs it felt kinda like Turok 2's Port of Adia remixed in Blood.
>>
>>8231415
>coolies, shadow ninjas, and nasty traps
>smoke bombs, gratuitous explosives, and nukes
Such a strange game. I also always thought it was released before Blood for some reason but found out it’s the last of the original build trio.
>>
>>8231846
The game had been in dev hell since 1994. It didn't have all the modern tech stuff at first but after DN3D's success someone apparently said "make it more like Duke and ship it"
>>
Done with Shitgil. Baller midis, awful tightrope shit the entire episode with lack of SSG padding the runtime. I wish we had a new unofficial episode for Doom 2 from Sandy instead of Shitgil 2 from R*mero.
>>
>>8231939
What shitty post, go away.
>>
>>8231939
How much time did you spend in the starting room? Be honest.
>>
>>8231939
>Baller midis
buckethead soundtrack is better
>>
>>8231395
>>8231415
Any good fan map packs?
>>
>>8231939
Filtered
>>
>>8231956
Barely any, what's your point? I knew the evil eye mechanic from just osmosis, but even without that it's very telegraphed.
To elaborate, just really didn't enjoy a lot of tightropes and cramped rooms I was put in, plus shotgunning cacos and sometimes barons really puts me in a foul mood, especially when you have to do it over again over a misstep.
For what it's worth, telefragging the cybie for UV-Max in the second map was fun and so was playing hide and seek with another cyberdemon in that one maze for the first few times, but overall I'd say the mood was miserable for me. I can and did handle the baseline saveless pistol start UV-Max, just didn't have a lot of fun with it.
>>
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E1M8b > SIGIL
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>>8231974
No need to sperg out, I was about to call you a retard anyway.
>>
>>8231980
Chill out, I'm not actually John Romero, I didn't make SIGIL.
>>
>>8231969
Last Warrior TC, if you can get it to install
>>
>>8231978
I think my only issue with John's replacement maps is some are a bit overly detailed and don't quite fit aesthetically with the rest of the campaign (especially those floor arrows). Other than that, really fun.
>>
Trying to play some of those Halloween maps, but I just can't get comfortable with DSDA.
Apart from the weird feeling movement, I also constantly get random stutters/freezes, usually when some new enemies appear or something important happens, so I die.
Anybody know what could cause those freezes? I am not even on a potato, I can run GZD on rather high settings without any problems.
>>
>>8232016
Try from doom with love. It's a dsda fork.
>>
>>8231974
Yeah the crampedness is the episode's main flaw. I did enjoy the idea that it returns Doom to what it was supposed to be: peeking around corners and taking cover behind walls (vs what it's become for most of the community: circle strafing in plain sight in huge open areas like it's serious sam or painkiller); but it could have achieved that without being THAT cramped.

The 2nd main flaw are those crushers in some of the maps though they go hand in hand with the crampedness in most cases.

And then there are the small issues. Like you know how the eye thing is used as a switch to shoot, and Romero was super proud of that like "look how smart my level design is first I introduce this feature and then its use gets increasingly smart and different", too bad he didn't follow the same logic for everything. In the 2nd map he introduces using that yellow hell-ish rocks as teleporters... And then in the next maps, they're just rocks, but you gotta learn that the hard-way by walking on hurt floors. Yeah, great 1-0-1 there mister master level designer, first you introduce the idea of using old decorative props as gameplay elements only to give it up later.

Imo the pistol starting is pretty much on par with the original game in how grueling and tiresome it can be at times.
>>
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Guys

What if we all posted our first ever map. Like you know, not the first first ever pos you made in DoomBuilder, but the first "real" map you made.

And we made it into like, a megawad, call it Anon's First Megawad or something

I think that would actually be pretty comfy desu :3 There's always something really charming about people's first attempts at mapping.
>>
>>8232046
Dear god no.
While I did indeed recently replay my first map, and was surprised that it had indeed some cool ideas, I wouldn't want anyone to suffer through it.
Also, it was an UDMF map, so it would get reee'd into the ground in advance.
>>
>>8231939

Sigil wasn't great, but pretending it isn't better than what Sandy would have shit out is blatant bait.

Sigil's biggest strength is that it successfully captures the essence of OG Doom. That's also its greatest weakness.
>>
>>8231596
I'll see if I can do something about that. That's fucking retarded. Wasn't aware Steam did that.
>>
Any one else getting sick and tired of third rate mappers acting like they're hot shit for "saving" OG Doom with their shitty, unbalanced content?
>>
>>8232048

Nah, the whole point of the wad would be looking at stuff like that and knowing it was someone's first time.

> it was an UDMF map, so it would get reee'd into the ground in advance.

No it wouldn't, only turbo-autists give a fuck, don't listen to the memelords.

It would have to be a ZDoom wad anyway just to accommodate all the different formats people would have used without knowing any different. IIRC you can convert other formats up to UDMF but not the other way around.
>>
>>8232060
no
>>
>>8232060
yes
>>
>>8232060
maybe
>>
>>8232060
maybe
>>
>>8232060
Shitting on Sigil like that is getting very old
>>
>>8232046
>Like you know, not the first first ever pos you made in DoomBuilder, but the first "real" map you made.
I'm not sure I even have that one anymore, also it was made for Skulltag so it's not gonna be easily cut out and put into anything else. Also it was a piece of shit anyway.

My first real serious maps were in 2048.
>>
>>8231625
Problem is I have to compile one, and for whatever reason that wasn't working. I'll give it another shot here soon, when I'm looking at Linux builds.
I could technically just swipe the exe, but then it wouldn't have the icon (a great loss), or the updated properties that don't really matter.
Maybe I'll just do that. I didn't figure it mattered but wasn't aware Steam would cockblock you like that.
>>
>>8232025
What's different about it?
Also, I still would like to know what the actual problem here is. I always thought the Boom ports were so well-optimized.
>>
What if Doom modding had its equilavent of CodePen, where one gets to code something in real time and watch it happen in a browser based Doom engine demo, for the sake of practice?
Even if it has to use FreeDoom
>>
>>8232016
Newest gzdoom has mbf21 compability.
>>
>>8232060
No. More mappers the better. Eventually someone makes good shit instead.
>>
>>8232181
Sometimes you have to start at Redneck Rampage before you can Return to Castle Wolfenstein.
>>
>>8232185
Maps are the least bad part about RR
>>
>>8232185
What if the real Redneck Rampage was the friends we made along the way?
>>
Ayy lads. Im running plutonia for the first time. I just finished the first section. It actually isnt as bad as I thought it was gonna be. Very enjoyable. It is hard but so far hasnt pissed me off like e4m2 of ultimate doom. Pistol start UV btw. Plutonia is the most fun I have had in the mainline games.
>>
>>8232185
the issues with Redneck are the ugly pre-rendered sprites and the miniscule keys, the levels are fine
>>
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>>8232190
It's fairly inoffensive build shootan but in the most detailed and complex build maps of that era, which is at odds with it's lowbrow redneck shit. I don't know why they opened up with one of the worst maps, or why they felt the sewer needed a puzzle and only one enemy type.
As fun as it is, they also got better with Rides Again, the Q2 expansion, all before peaking with RTCW followed by being devoured for CoD.
>>
>>8232241
Rides Again was made by a completely different team while the "core" team was working on Q2 stuff, and both level designers in that game made very well for themselves after that, one ended working on HL2 and still at Valve, the other is lead level designer at Retro Studios
>>
>>8232046
You mean like Doom Upstart Mapping Project? They've done three of these so far, and they're all fun, even with gameplay mods.


https://forum.zdoom.org/viewtopic.php?t=51004

https://forum.zdoom.org/viewtopic.php?t=51072

https://forum.zdoom.org/viewtopic.php?t=52276
>>
>>8231448
That fucks with me a lot, because the music is arguably the best part of Splatterhouse.
>>
>>8232046
there's already one, it's called 2048 units of /vr/
>>
>>8232046
Map 10 from 2048 Units was my first map.
>>
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>>8232432
Map 7 from HFFM was my first real map.
>>
>>8232046
Dump 3 secret 4 was my first map.
and technically also second, but i never explained term which map was witch so it ended up being merged into one map.
>>
>>8232046
Made a map many decades ago but it was lost due to overwriting it. Shoulda made more backups.

Since then the first map I remember was Base Stimpack in one of the DUMP projects.
>>
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completed e2 !!!!!! :>

it was really hard
the cyberdevil's rockets fly so fast and predict my movement ;__;
>>
>>8222981
Question to resource anon - with how we get a german Luger pistol and a not-russian not-PPSh slot 4 gun, will the regular shotgun be some kind of american trench gun? I think you were talking about doing a shotgun.
Also, what's the plan for the rocket launcher? Will it be some kind of handheld artillery thing or something magic?
>>
>>8231562
Rekkr should run in Chocolate Doom, Crispy Doom, Boom, PrBoom+, DSDA, Woof, MBF, Skulltag, Zandronum, Edge, Eternity, Doomsday, and not to mention the official release it got for the Unity ports. Probably would even run in Doom 95.

My point is, it's built around the vanilla engine, in fact you could probably use DEUSFX on an original install of Doom V1.9 and it should work properly. You don't have to run it on GzDoom on your toaster machine, you have a lot of options here.
>>
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>>8232547
the gorillion flying skulls were soo annoying

so instead of killing them i just ignored them
>>
>>8231596
Man, the irony here is that lowest spec for the Doom 64 port is determined by the weakest machine Nightdive had lying around at the moment which would run the game, and most likely the minimum spec to run it are MUCH lower than what Steam states.

Steam needs to fucking shape up.
>>
>>8231614
Rekkr should be able to run on a fucking 486
>>
>>8231652
>Oh, I thought the only option was LZDoom.
LzDoom was folded into GzDoom in one of the latest updates, it lets you use stuff like GLES and what not.
>>
>>8231327
Spamming schizos aren't people.
>>
>>8232234
Plutonia is based and difficult. It's not as hard as a lot of other modern wads but it's the hardest thing to come out during its time.
>>
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>>8232547
>>
>>8232653
I dislike HL but i dont post about it anymore because of the spammer. He even reposted my posts on the subject on other boards.
>>
>>8232570
He's saying he can't get the iwad without installing. That's all. I'll look into it tonight. That's shitty that steam doesn't let you dl it at least
>>
>>8232746
It's not consensus tho.
Also which posts?
>>
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>>8232746
I respect that. It's fine to dislike things though, as long as proper respectful discourse is maintained.
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Heh.
>>
>>8232882
I have zero hype for the expansion. That ending left me hollow.
>>
>>8232882
>still no GOG patch
Goddamn, and this is while some anons can purchase yet not download games that "won't work" on their PC.
I'm still having fun doing dumb Quake 2 stuff so I can still wait.
>>
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>>8232902
Nice ass.

I would unironically play a shooter like this made today. Fakk2 was lets say a bit jank for me. Still entertaining but jank.
a
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I'm having a blast with Sunken Land so far. Those fake rock mines made me afraid of regular decorative ones lol.
Got stuck on E4M2 unfortunately, see pic. Going to sleep now, will continue tomorrow.
>>
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>>8232891
The 'ending' was kind of meh but I feel mostly cucked by not having more unique bossfights / unique really strong enemies towards the end.

But I think I'm mostly interested in new enemies, new weapons, new levels etc and how all of that incorporates into the game.

The bossfights are kind of shit in all Build Engine games but I'd hope they didn't recycle quite *as* much even that's what they do like reusing the Cycloid Emperor as a bossfight in Duke for Duke It Out in DC, the Snake bossfight in Shadow Warrior etc.

I don't think Ion Fury does anything 'worse' than the Build Trio when talking about game mechanics etc and general design BUT! I think parts of it are so good I expected more.
>>
more hdest coops
twitch.tv/jaesumgai taking the risk this time
>>
>>8232046
my first proper map is MAP14 of Ad Mortem (it's just about done, just need to finish the final room and make sure the map is fully playable)
>>
>>8232046
My first finished map is already on my own project, though.
I lost my first failed attempt in a computer crash though.
>>
>>8232918
>I don't think Ion Fury does anything 'worse' than the Build Trio when talking about game mechanics etc and general design BUT! I think parts of it are so good I expected more.
The boss fights are more or less what I expected to be capable of in an engine like this. Weapons range from 'fine' to 'great', but what I liked the most was the roster. I think the only one of the original three with as close of a rounded out and challenging crew of enemies is Shadow Warrior.
>>
>>8232971

The mech boss was fine. And the spaceship fight was alright as well.
No idea how they did such a big ship moving around in the engine.

Speaking of mechanics I think the shooting is really good, outside how weird some enemies are to fight.

I don't know if its possible but IF would be much better if you had a quick melee, a slide, more varied enemies with concrete tactics to win and remove the fucking spiders.

The only enemies I cared were the grenade, the flying rocket bot, and snipers. The rest were whatever.
>>
>>8232902
are you the anon who posted random playthroughs of wacky Q2 mods? Do you have some list of recommendations? Q2 may not be my favourite but those mods did push the whole thing to the extreme
>>
>>8232046
I'd contribute mine
>>
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>>8232975
>are you the anon who posted random playthroughs of wacky Q2 mods?
That's not me, but I wish I remembered what levels and such he posted.
I was just messing around with this through a third-person mod one day and it sprouted into a greater appreciation for Q2 as a whole.
>>
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https://forum.zdoom.org/viewtopic.php?f=19&t=73234
Someone's ZDoom game
>>
>>8233002
Never liked the gameplay in quake 2, the weapons and enemies feel meh. Not aesthetically mechanicaly.

And I feel that jank went to other quake 2 engine games even worse unless you modified the engine extensively like HL.

Its floaty.
>>
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>>8233078
It's an acquired taste and not for everyone, especially if you're coming right after speedy shooters like Quake 1 and buildshit - this was mentioned earlier in the thread >>8230275
>>
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>>8222981
----ATTENTION-----
I apologize for my absence, I'll extend the deadline until Monday (October 18) I'll be out doing some business shit so I won't be here around to receive WIP maps tomorrow.

I know some anons are gonna make their map at the last minute or something but I wanna make sure if the rest are working out their maps or not. Send me your progress/WIP map that day. If you don't show up, welp you have to send me an e-mail explaining why or i'll just unclaim these slots again in the next day.
>inb4 some retard like map30 one being biased over this
It's the only way to prove anons taking a bit of seriousness collaborating on this project, it's really hard for me to trust people here and managing a project on an anonymous board.

Reminder:
>October 18
Post your WIP/Updated maps.
(Note: Again, it doesn't really matter if it finished or not... I wanna see some real progress and not just a square map or some shit like that because i'm not gonna accept it)

>October 29
Official deadline, I'll take the finished versions of the maps.
>>
>>8233117

I only meant how the gameplay feels.

It can be okay for sure. But I remember just thinking Unreal 1 was just more solid looking.
>>
>>8232965
Who the fuck cares.
>>
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How do you mod the steam version from Nightdive of Quake?
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>>8233143
>I only meant how the gameplay feels.
Acquired taste still applies, just in case you were worried it wasn't for some strange reason.
>>8233158
To what end?
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>>8233142
>If you don't show up, welp you have to send me an e-mail explaining why or i'll just unclaim these slots again in the next day.
At what address
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>>8232917
Lift didn't trigger. I might know why. thanks for the heads up.
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>>8233163
Well, I want to play some mods like Arcane Dimensions, and I don't know how to do it with the steam version.
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>>8233163
Its still looks good, shame nobody did more fast paced third person games.
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>>8233053
looks soul and its not even charging me for the wad!
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Brutalist Quake 2 es jappening con ja.
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>>8233278
It's concrete con Crete.
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>>8233278
Imagine Quake 2 style Half-Life 2.
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>>8233285
Imagine a squish so soft it yields just by breathing at it. Now imagine holding this squish in your hands. So soft.
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>>8222981
https://drive.google.com/file/d/18GdHr_szOIKILsS2MY-vtKIXmuAkDz4e/view?usp=sharing

MAP26
Map Name: The Other Dario
Author: Washing Machine Enthusiasts
Playtime: 15-20 mins
MIDI: "Profondo Rosso" by Goblin (MIDI conversion by anonymous)

I haven't tested others' maps so I'm not sure how this fits in the difficulty curve. As such, no difficulty levels are implemented yet. If this turns out to be way too easy for this map slot, I figure the project lead can just rearrange things.
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>>8233278
>>8233283
Damn that is coming along great, anon
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>>8233350
Aw, thank you. I hope it shall be worth an attempt.
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>>8222981
https://mega.nz/file/3qwGhBLS#H-HfMh90EfCU_Ga1P7Sag5F92_K6bcRy6P1u1-6CxNo
Map14
Map Name: Tricks n' Treats
Author: NepNep
Playtime: 4 minutes
MIDI: Touhou 10 - Crimson Maiden ~ Crimson Dead!!! (ZUN arrange)
pretty amateurish, but I'm an amateur (this is the second map I've ever made and the first I've put a lot of serious work into). Hardest part is probably the ending fight, but even that prolly isn't too challenging if you're good. I do plan on making the gorge area where you're sniped by chaingunners less ugly.
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>>8233302
This was a nice map. I think difficulty-wise you're in the 20s with the nastiness of your traps. I am glad there's a 20s map without slaughter parts.
I enjoyed how you reused the level by leading back to the start and repopulating with new enemies. What I didn't like was having all those Cacos flying around where I can't see them, but they can block/hit me, but that's a general problem in "open air" maps with flying enemies. That area gave me some kinda E4M5 feel, or maybe Espi's final level of Back to Basics. That Cyberdemon teleport shenanigans with the Skellingtons was really cool. With how you are throwing rockets at the player I was a bit surprised you were so stingy in the catacomb area, because going against a bunch of Archies with just the SSG isn't too much fun if there's also all those other mofos around. And the health placed in the alcoves also isn't of much use if you need to constantly maneuver around; maybe have some of the alcoves vanish altogether, so you have less cover, but also more room for maneuvering. The area with the walkway and the Satyrs was absolutely devilish, made it out by the skin of my teeth. The last room reminded me of something out of 2048, but I can't remember what exactly. The final King Boner was kinda ineffective because I had the plasma gun at hand and he wasn't really able to do anything before he was dead.
Also, that music choice is incredibly based. Though I now wonder who the one Dario is.
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>>8233381
Oooof, did you playtest this map? By the time I reached the graveyard I was out of ammo. Did I miss something important? Also, the first door's tracks aren't unpegged.
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>>8233302
Demo-
https://drive.google.com/file/d/1iHvUIFBWvULze3WYfRiz0v4CoYK0xiDL/view?usp=sharing
Recorded with V6 of resources but without the new Dehacked because I can't be arsed to add it in myself. DNF because I don't have a lot of time right now.
Bizarre layout. Way more Sandy than Dario. There were a few things that really bothered me about the map.
The groups of cacodemons- I don't mind the repetitive nature of the groupings but if you don't fight them exactly where you want the player to fight them, they can be a real chore. Because the architecture is so bizarre they end up flying way up above trying to get to you and end up blocking you with infinite height when you don't know where they are. You would need freelook enabled to properly find them.
The double cyberdemons teleporting around are kind of annoying. And I dislike the bridge that lowers with the skeletons on it. I'm not going to single-barrel shotgun a bunch of skellies in that dangerous situation, I'd get overcrowded, obviously the correct weapon to use here is the rocket launcher. But because of the bridge lowering, the rockets all fly right over their heads. Very annoying. You have to get way too close to the skellies in order to hit them, risking blowing yourself up or getting hit by a stray cyberdemon rocket from God knows what direction because you stood still for one second.
Thought I was softlocked in the purple key room. The door that activates the fight looks too similar to every other door in that room, it should be an obvious switch texture.
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>>8233453
>The door that activates the fight looks too similar to every other door in that room, it should be an obvious switch texture.
U wot? It's obviously a demon's head switch.
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>>8233453
Wait, the v6 resource pack doesn't include the new dehacked? I built and tested with only v6 assuming it did. What's changed in the new dehacked and where do I get it?
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>>8233403
>>8233453
The other Dario is Dario Argento, director of Italian horror movies in the 70s and 80s, including Profondo Rosso (where the music comes from) and Suspiria (which uses lots of coloured lighting, which I was trying to reference with the mostly monocoloured rooms).

Thanks for the feedback, I'll wait until tonight on my end and review all feedback and push out an update
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>>8233474
>The other Dario is Dario Argento
I know, that's why I asked who the one Dario is, not the other.
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>>8233435
huh, never had ammo shortage issues when playtesting, I'll add some more in though
thanks for pointing out the door track issue
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>>8233142
What e-mail address?
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>>8233142
>>8222981
This thread's about to die but I made an update to the DeHackEd, here is the latest in case you missed it.
https://pastebin.com/SF0iLjRN

>>8233464
Some bug fixes mostly, a nerf to the king boner's damage, and a buff to the rocket with legs (making them explode instantly) is what I remember changing.
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>>8233483
Yeah I revisited the map and realized the pillars in that gorge have lots of ammo. Sadly the first time I didn't descend over the pillars, but jumped straight down and didn't find a way up again.
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>>8233460
Oh for some reason I never knew that was a switch texture, I thought it was an innocuous decorative texture like the stock marble textures with faces on them. Strike that, but I stand by the other complaints (I'll finish the map later and might change my mind about my complaints because I often do but for now I stand by them).
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nice thumbnail
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>>8233479
Oh, Dario Casali who co-made Plutonia. I figured people playing would know Casali better than Argento.
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>>8233535
https://www.youtube.com/watch?v=arnWU1sWqKw
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>>8232347
What a pain. Sure, it's repetitive, but damn, it's upbeat.
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>>8233278
>>8233283
Quakewulf, ur the man we need.
also check the cafe later, they are working on a new arghrad
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>>8233486
>>8233180
I was thinking posting it in that day but here.
vaeros.studio@gmail.com

>>8233492
Nice, Thanks.
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voidpoint update my game you fucks
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>>8231280
i did this exact same thing in that level today.
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Why so many deleted posts?
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>>8234036
someone brought up internet drama and once again people got caught up in it. don't reply to the internet drama bait.
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>>8234036
Because somebody thought it would be a good idea to talk about pronouns in John Romero's Twitter bio.
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>>8223118
Enjay's unreleased Aspects TC comes to mind
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>>8234041
>>8234045
Why should I care about some zombie movies maker has-been?
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>>8222981
Map 18
Mapname: The Torture Garden
Author: Velcrosasquatch
playtime: 10-15 mins?
MIDI: Please Love Me Once More from Silent Hill 3

Really early for the beta, last area and placements unfinished. Difficulty partially implemented. Mainly for structural and pacing critiques. This map may suck, but I really put a bit into it even if its unfinished.
https://mega.nz/file/AOBxHa6J#kk8fflgFvcle8lv5jTs40cdHpsq-grXaHdbbbInsGKg
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>>8233535
I did that on purpose
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>>8234130
https://drive.google.com/file/d/1uJhTqt0zYdr4xEd1ixaTdUA7ahyIwq03
Took me a couple of tries because it's past midnight. Not super difficult, but still a fun time. I don't think it really fits its map slot, but honestly I don't think any map deserves its spot.
You had some problems with HOMs you'll notice because I shake my head at them. I don't know if that's a software-only mode or what.
You should better distinguish between what requires a skull or card key, because both are used. Ammo was a bit light as well, but I managed to have enough by the time I finished the map. Could do with a little bit more health maybe.
Structurally, I loved this map. the interconnected areas were great.
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>>8234130
>>8234345
Should mention, I recorded this without the most recent dehacked lump, just the most recent resource wad.
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>>8233535
What do you have against First Class Ferries in Japan?
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>>8234408
This should be V7
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Posting for next thread take 2
---HALLOWEEN RESOURCES UPDATE V.7---

>Dehacked update
>>8233492

Link: https://drive.google.com/file/d/1Rj6Y_0zSj7en_BLkWWd6GOAr2U0W9OKN/view?usp=sharing

>MAP LIST/CLAIMINGS, RESOURCES DOWNLOAD LINKS / MORE INFO. HERE (remove the space):
https://docs.google.com
/spreadsheets/d/1kbnUMRqY6FsUNKRmzpt-QHbXBSXZO44hkubhj6U-qYA/edit#gid=0
>>
Just a heads up, HFFM will be removed from the news post as soon as VR or the Halloween project are released. With that said,
NEW THREAD
>>8234442
>>8234442
>>8234442



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