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DOOM THREAD / RETRO FPS THREAD - Last thread: >>9136150

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

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

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
Doom RPG series:
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4
Doom 3 Resurrection of Evil:
https://mega.nz/file/BzxyGBBZ#cHtxsid-0wpeFltrPAYCStiwYCXshndXUCfOEXSP7gs
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/"doom thread"/type/op/

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

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

OUR WADS
https://rentry.org/8ca3061522e0
>>
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=== CURRENT PROJECT ===
94 PROTONS OF /vr/
Deadline extended, see picture
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA

=== CURRENT RELEASES ===
512 LINEDEFS OF /vr/
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/512linesvr

=== NEWS ===

[8-1] DoomerBoards released Emerald City, a 15 map episode
https://doomer.boards.net/thread/2929/emerald-city-rc1

[7-31] DNF 2001 gets an update
https://www.moddb.com/mods/dnf2001-restoration-project/news/july-update30

[07-30]Jazz Jackrabbit TC episode 3 released
https://www.moddb.com/mods/jazz-jackrabbit-doom-tc/downloads/ultimatejjdep3

[07-29]Retroblazer, an old DarkPlaces FPS project is back
https://www.indiedb.com/games/retroblazer

[07-27]Quakewulf working a Quake 2 25th anniversary project, everyone can join.
https://twitter.com/Colonthreee/status/1552412189520273408 (embed)

[07-22] Preview release of Infernal Immolation by BananaDemon
https://retrofps.boards.net/thread/22/wip-infernal-immolation-replacement-vanilla

[07-22] Randomizer for Build Engine games
https://twitter.com/BuildEnginePics/status/1550276500628324352?s=19 (embed)

[07-22] Chasm: The Rift re-release coming in October
https://store.steampowered.com/app/2061230/Chasm_The_Rift/

[07-22] La Tailor Girl updated to 1.85
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&start=465#p1225191

[07-18] Woof! version 10.1.0
https://github.com/fabiangreffrath/woof/releases/tag/woof_10.1.0

[07-17] Ramp 2022 has been released.
https://www.doomworld.com/forum/topic/129564

[07-17] DoomRPG data reading tool released
https://github.com/anarkavre/drpgu

[07-16] Summer of Slaughter released, 38 map long slaughter WAD
https://www.doomworld.com/forum/topic/130311

[07-16] VPD-MonsterRandomizer updated
https://www.doomworld.com/forum/topic/106432

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

TO SUBMIT NEWS, REPLY TO THIS POST
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Now I can post retro in my retro
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>>9145219
94 Protons Of /vr/
Extended deadline! From July 10th to August 18th

MegaUpload: https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
>Proton Pack 1.9.5 (main assets)
>PROTDECO14 (patch for testing your levels in GzDoom)
>94SplatDefault, 94SplatNC-HUD (tweaked the timing)
>A collection of MIDIs for mappers to use.
Please stake a claim on a MIDI you've settled on so that we don't get doubles, also, you are not restricted to the MIDIs in the folder, feel free to use one you sourced/made yourself.
If the assets update, I'll reply to this post stating so.

Slots:
>E1 Boss Level, x2 Paratamizers as a finale: Claimed (?)
>E2 Boss Level: Claimed (?)
>Hunted clone: Unclaimed
>Hunted clone 2, if it's different enough from the first one: Unclaimed
>Optional Dead Simple clone: Claimed & Submitted
>Large city battle level akin to Odyssey Of Noises: Unclaimed
>Secret slaughter map, ala Go 2 It: Unclaimed

Minimum Goal: 15 Maps Total
Current Submissions: 13 Maps

To Do:
>probably alter Status Bar digits so they actually fit
>touch up Status Bar
>M_DOOM (something styled after Plutonium in the periodic table)
>ENDOOM
>Interpics (optionally one per episode)
>E2 Boss
>E3 Boss
>Chainsaw
>Fist
>Super Shotgun
>Plasma
>BFG9000

Reply to this post with submissions or questions.
>>
I kind of feel like getting back into map making
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>>9145219
>quakewulf project link got fucked with (embed) (embed) curse
>>
>>9145228
How dare you question goodwill gesture of fellow anon? It's different anon anyway who copied previosly posted template
>>
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has anyone ever made a gundam mod?
>>
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>>9145258
Never mind me then, It turns out I'm into guys too.
>>
>>9145238
>creative retard megawads
>join faggot news
>drama ssg
>>
>>9145247
>>Hunted clone: Unclaimed
What are your idea for constrains for Hunted clone?
>>
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>>9145254
It's too good
>>
>>9145279
Amusing secret in this one, with arcade
>>
>>9145279
>these fucking sector cars on the road
Holy shit, I love it.
>>
>>9145263
There was a Gundam Wing one for HL1, it died.
>>
>>9145291
>>9145290
>>9145279
Augzen is truly such a masterpiece
>>
>>9145332
Provided you don't let 40oz's schizophrenic shitpost map ruin the whole thing for you.
>>
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>>9145220
>mfw I'm you
>>
>UDB on linux is full of broken windows-isms
>SLADE's editor is functional until you enter 3D mode and the camera is just spinning and has inertia like descent for some reason
>>
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>>9145369
I loved this shit.
>>
>>9145369
>40oz's schizophrenic shitpost map
Jesse, what the fuck are you talking about? Both "The Passage" and "Life After People" are fine, in my ppinion; what's the deal?
>>
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>>9145412
>he was talking about a 40oz map in A;Z
>I realized after hitting "post"
Disregard that, I suck cocks.
>>
I thought there would be karts today.
>>
>>9145423
See my post here >>9145208
I could host a server right now, but the problem is, I don't know the first thing about SRB2Kart. Punchman was in charge last time and he actually knows his way around the game.
>>
>>9145430
As in making a server or playing? You could try making a server without any mods just to see if it works. And I'm sure most people in this thread are beginners at playing the game.
>>
>>9145439
Both, but I was mainly referring to hosting. Zandronum I can handle no problem, but Doom Legacy feels so foreign to me.
Fuck it, let's give it a shot. I put up a basic server, should be the same IP as always, 51.161.34.159
>>
>>9145446
I'll try in a bit if it's still up.
>>
>>9145446
I'm there.
>>
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>>9145247
New submission. The map title is "Bloodshot" by anonymous. The midi is level 7 from Descent.
https://files.catbox.moe/sgppyn.zip
I'd also like to issue a complaint that the new sound for the normal shotgun is too loud. It's louder than the SSG even.
>>
>>9145451
Got 2 players right now. If you want to join, you better do it soon because I'm heading out and won't be able to fix the server if shit breaks.
>MAP06: Egg Zeppelin Zone
Triple Trouble 16-bit came out yesterday. It's pretty decent.
>>
>>9145498
Try restarting the server and adding bonuschars.kart for Doomguy.
>>
>>9145446
4 people now.
>>
>>9145369
>implying that drug tripping into a nightmare realm isn't cyberpunk to the core
>>
>Laura Beyer's Doom
>The Lost Episodes of Doom
>Perdition's Gate
>Hell To Pay
>Hacx
What else?
>>
>replied to posts without realizing the thread was dead
Ah, one of the classic blunders.

>>9144949
>>9142151
No, i remember correctly now. The zdoom Spooktober project had one map that was an underwater lab.
>>9141205
Is Soul Of Evil completely different from NSOE?
>>
>>9145219
2 new tools released for BUILD game Legend of the Seven Paladins. The Extracter https://gitlab.com/build-engine/lotspe and the Packer https://gitlab.com/build-engine/lotspp to allow fiddling with the archives.
>>
Map21 of 512 Linedefs of /vr/. I almost got sieved.
https://www.youtube.com/watch?v=Dq93yPBocAQ
>>
>>9145238
>concrete pajamas
>default kegan
>hdest fuckin
>coffee city
>god updated
>pistol wish
>funny slippers
>vibe shotgun
>>
Doom makes me a more violent person but unironically
>>
>>9145630
>>default kegan
What the fuck would that even be?
>>
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>>9145630
>concrete pajamas
Classic jail house wad when?
>>
File deleted.
>>9145642
>>
>>9145650
that is definitely not default and I'm gonna need you to delete that from this site and your hard drive.
>>
>>9145652
I may be able to delete the file but you will never be able to un-see default Kegan. You are broken.
>>
>>9145659
Anon you act like it was the first time I've seen that, or that's the worst thing she's drawn of me.
>>
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>>9145661
Oh it's you.
Eh.
>>
>>9145650
Awww, I wanted to see it.
Guess it's time to check the archive.
>>
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>>9145278
Honestly, do what you think works.
The original Hunted is a cramped labyrinth of a level, with a bunch of Archies stalking around you, passing certain linedefs opening doors in places, potentially allowing Archies to get ever closer to you at times. There also isn't a lot of health, so even if you Pistol Start or waltz in with previous gear, you can't fuck up too much, and the primary threat is the Archies, not really much else.

You could make this as a corrupted techbase or fleshy hell realm if you wanted to. Maybe make it out of green marble and stonework, there's a bunch of nice little variants of the Archie wall relief.

>>9145491
Thank you for the submission, I'll have to give that a look.
Complaint noted, also. I got some complaints that the Rocket Launcher was obnoxiously loud too, and thus lowered its volume, is there anything else which is too loud in the game while I adjust that?

>>9145650
Woah mama.
>>
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>>9145446
That was fun, but definitely add bonuschars next time, and hitfeed.
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>>9145446
>>9145676
>>
Oh.
I forgot she also drew things like that.
I kinda miss her drawings sometimes.
>>
>>9145650
What IS that thing, anyway? A furry... Portal turret?
>>
Looks like there's an audience for SRB2Kart after all. I'm considering either hosting it on the last Sunday of every month, or making a dedicated event on Wednesday (or any other day, feel free to suggest here.) What do you say, /doom/?
https://strawpoll.com/polls/NPgxkD7l1n2
>>9145681
lmao
>>
>>9145616
>How about it being mostly still, but with a flop every few seconds or so?
I made it for the vanilla 4-frame armor bonus, so unless you want to give it a shitload more frames with a dehacked patch, that's not gonna work.
>>
>>9145685
It's more fun with more people, so I'd say it's best if it's a once-in-a-while SNS event rather than another weekly thing.
>>
>>9145685
>>9145694
Maybe FNF instead of SNS? Since it's competitive.
>>
So I've been dicking about with this with a bunch of mods, and it seems a pretty neat idea even if it is easy as fuck to reach bare minimum Pillowblaster tier mods by stacking more and more upgrades on one weapon.

Also having a chainsaw that briefly stops time when you kill anything is utterly broken because you can just clear entire maps with the time racking up more and more.

https://github.com/ToxicFrog/doom-mods/tree/main/gun-bonsai
>>
>>9145675
>is there anything else which is too loud in the game while I adjust that?
Not really, but while I'm leveling complaints I'll say that I really don't like the layout of the statusbar. The numbers are too big for their spaces horizontally and I don't like how "bull/shell/rckt/cell" has just been replaced with "ammo". Also is there any reason why the decorate stuff needs to be in a separate wad? Can't it be compiled together without conflict?
>>
>>9145704
I plan to keep FNF mostly traditional Doom deathmatch with some CTF or team games sprinkled in. Part of the reason I started FNF was because deathmatch was sorely underplayed on Zandronum, and a quick glance at the browser tells me that's still the case.
>>
>>9145680
I hope she's doing better these days, I remember hearing she'd been having a rough time.
>>
>>9145713
The status bar is overall something that should be revamped, the numbers are too big to fit. If you or anyone else want to take a crack at redoing or replacing it, feel free to.

>Also is there any reason why the decorate stuff needs to be in a separate wad? Can't it be compiled together without conflict?
When the project started, GzDoom still didn't support all the MBF21 DeHacked stuff, so the Decorate stuff is a patch for that. As to not make the GzDoom patch obsolete, it'll include the truecolor .PNG version of sprites and higher definition sound, along with some added effects.

With it being separate, one could also load up 94 Protons later with a gameplay mod, and if anything needs replacing or altering to fit the gameplay mod, they can reference the Decorate code. Say you want to play it with Hideous Destructor, instead of loading it up with the 94 Proton's Decorate patch, you use compat patch.
>>
>doom
>>
>>9145715
It seems that way with a lot of good artists. I really hope she's able to get through these dire times safely.
>>
>>9145714
Makes sense.
>>
>>9145630
>>9145647
Concrete pajamas is some mafia shit.
>>
>>9145238
>start game map project
>>
>>9145837
Where's your map anon?
>>
>Marathon is so dead that simplici7y.com is still down
>>
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new johnc snack lore
>medium pepperoni pizza
>diet coke
>sour cream and onion pringles
>>
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>>9145984
I like Pringles. Also, I didn't know that.
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>>9145984
This reminds me of the time he compared weird lighting on a wall irl to those splotchy green and redish colors you'd see on shadows in really old games
>>
I find it funny how monster mods almost always make the cyberdemon variants easier because it's pretty much impossible to one-up 0 frame rockets that kill through anything less than 200 health and 80 armor
heck, in colorful hell vanilla cybers are changed to have a predictive 3rd rocket, which is already more deadly than most of the others
>>
>>9145216
Not sure who maintains the mega, but would love to see HROT thrown in there along with the new Quake DoTM
>>
>>9146121
Unforntuately HROT's too recent for this board, even if it is written in Pascal.
>>
>>9146138
I wonder how hard, compared to pretty much any other language, it is to make a game engine that works on modern machines with widescreen and most bells and whistles of modern games that aren't raytracing or w/e on Pacal? I can only imagine that it's something of a herculean feat.
>>
>>9145238
>Longer fucked features
>>
>>9146138
That's technically true, but for some reason Dusk is in one of our Megas.
>>
>>9146113
>almost always make cyberdemon easier
The only monster replacements I've tried made them always have either homing missiles, dual rockets or both. I'm not that upset at it as I should, it just makes it easier to drive them into other enemies.
>>
>>9139941
Nah, I had the page skeletons already done, there's just a process of editing the WAD for the map views that I needed to get done. There's some holes in the music right now though, any help filling them in would be appreciated.
>>
>>9146239
Whoops, meant to reply to >>9144654
>>
>>9146239
I was in the middle of finishing my music credits for 200 Minutes and filling-in my own skeleton for 300 Minutes when you pulled the trigger on all three pages at once, lmaoo
Don't worry, it might take some time, but the pages look kosher as-is, and they can be refined over time. Thanks much for taking care of that, for all of us. My "400 Minutes"-first gambit seems to've paid-off, kekeke...
>>
more like matadork lmao gottem
>>
>>9146239
Even if it's just a skeleton, it's always appreciated.
>>
>>9146121
I thought it was... Anyway.
https://gog-games.com/game/hrot
>>9146138
It wasn't before. I remember someone messing around with the game and hiding the entire map in-game here.
>>
>>9145675
I'm having an idea for like a large arena with with viles. Maybe more of a MegaHurts from going down than Hunted. But I have other obligations right now.
>>
>>9145884
Is that site archived anywhere?
>>
is it recommended to play serious sam the way it comes or are there some fixes/mods/etc. recommended?
>>
>>9146324
Just play the non-HD versions of first and second encounter first and you're gucci.
>>
>>9145686
Don't worry, this will be 1.9 dehacked at most. Certainly no dehextra or something.
>>
>>9146113
This is funny to read because I was just messing around with Demonsteele today and I remembered how hard the Cyberdemon replacement is
>>
Does anyone else have issues with the music not playing in VoidSW? Specifically on the third and fourth levels of the shareware episode? The music in the first two levels worked fine, as did all of the tracks in the second episode. It's specifically those two that didn't work for some reason.
>>
>I'm your brother! We are supposed to look out for each other! Why were you working against me, Cyberdemon?
>You are not a real monster.
>I'm what?
>You are not a real monster. Monster spawner for Baphometh's sake? Romero's head? What a joke. I worked my ass off to get where I am! And you shoot those cubes and now you suddenly think you are my peer?
>I know you. I know what you were, what you are - you are ZZFACE! And ZZFACE I can handle just fine, but ZZFACE as the final boss of the game is like Romero with his own studio.
>>
>>9146528
more brutal than anything sgt mark has ever done
>>
anyone else playing dbp50? the levels look gorgeous. maybe I don't know the guy too well, but it feels weird playing a lunchlunch map that's not slaughter. two even! i loved the tripwire level, that was amazing.
>>9146528
>You're telling me a demon just spawns like that? No, ZZFACE did that! He orchestrated it!
>>
>>9145279
>>9145402
are you using this HUD?
https://forum.zdoom.org/viewtopic.php?f=46&t=63863

if not, then you're probably using the simple SBARINFO edit I've made and posted a few generals ago..
I'm happy to see that it has been well received areound here!

I've also made a Boom HUD reimplementation for GZDoom, so I might share that here as well.. feedback is appreciated!
https://www.mediafire.com/file/q82uqekgcy1kxq0/boomHUD+.7z/file
>>
>>9145216
>that OP image
You've fallen so far.
>>
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>>9146697
There worse OP images that could have been used.
Remember when Alf or some retard pretending to be Alf would swooce in, make the OP and the thread would usually go to shit and get deleted?
I do agree that we could do better, but we need more good shit posted in these threads that can be used as OP images.

Basically this is a call to action for drawfriends or creative types to make good shit to post it here so it can be used, or hell just to post it in general because I like seeing good Doom content.
>>
>I have 50 rockets, many more on the floor and 2 cyber demons are chasing after me
>I will just run in circles and waste several invincibilities
>This map is very confusing, what should I do?
>>
>>9146740
noooo i can't shoot cyberdemons with the rocket launcher the only way to kill them is to do the epic bfg two shot move that i learned from the youtubes
>>
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>>9146324
You can play the classic versions just fine as is (which is the recommended way to play them).
BUT if you want better widescreen support, borderless window mode, a proper FOV slider, and more you can download this community patch here:
https://github.com/SamClassicPatch/SuperProject/wiki
>>
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CRUDOX CRUO
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>>9146973
That sucks for the first guy who got hit, but seeing like 8 other people draw on that filthy cultist was amazing.
>>
>>9146740
>hurt yourself in cunt fusion
>>
>>9145219
Wad Archive is shutting down
https://www.doomworld.com/forum/topic/130650
>>
>>9147020
Fuck, that shit's been handy for when there's been mods that have all but fallen off the internet.
>>
>>9145216
>>
>>9147046
What is this, Cockayne?
Where flying ovens shoot grilled meatballs right into your mouth?
>>
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https://www.youtube.com/watch?v=Xw55wqO5yzU
Not nearly enough EDM renditions make into PWADs, blasting through imp filled corridors to juicy rhythms
>>
>>9147046
AH
AHH
AHHHHHHHHHHHHHHH
>>
Yo, look who's back
https://www.doomworld.com/forum/topic/130657-overboard-6-map-island-hopping-adventure/
>>
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>>9147132
Looks suspiciously normal.
>>
>>9147132
YES! I love this guy so much man. I bought his book a few months ago and read it cover to cover. What an amazing content creator.
>>
>>9147132
Love to see it, but I hope he doesn't get trapped by Doom fans into having his creativity jettisoned. It's all too easy to play into fan support for something you made previous and then have the expectation that you will now make content for X from now until forever.
>>
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>>9147046
>filename
I'm stealing those names.
>>
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>>9147183
who is the artist?
>>
>>9147183
Knee-Deep in the Jeans
The Shores of Propane
Bobby
Thy Steak Grilled
>>
>>9147189
It was just posted by Andrew Hulshult on his twitter.
>>
>>9147191
>Bobby
>not Goddammit Bobby
>>
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Another one with the floppy slippers. I really like them and I think the flop gives them a little whatever that the stills wouldn't have.

I also started working seriously on the candle lite-amp. This is the silver version made with colors of the original visor.

Opinions?
>>
>>9147207
>Goddammit Bobby
Gosh dang it Anon don't take the lord's name in vain! please tell me someones making a king of the hill mod, even if it's a shitpost meme I will love it
>>
>>9147020
A backup of the whole site has been uploaded to the Internet Archive if anyone's curious (whole thing is about 1TB).
https://archive.org/details/wadarchive
>>
>>9146697
I've said it before but retro fps shit on Youtube and Twitter is terminally unfunny
pretty much the void of comedy where someone too afraid to create something original outside a critical look of capitalisms or modern gender politics and the end result is always an incoherent jargon of non sequitur references that won't even result in a chuckle.
>>
>>9146642
>are you using this HUD?
I’m not sure, I think it’s been like that for nearly a year now. So either it’s from that ZDoom thread or some generals from awhile ago. Your work is great and appreciated either way.
>>
>>9147216
Slippers lookin' hella nice, tho I can't help but thing that the pink insole looks a little odd. Not sue how to remedy it without maybe adding a pixel to the sole's height, but if you do that you might be able to make it look less flat.
Definitely throw in some extra colors from Doom's palette on the candleholder—specifically, see if you can use the extensive reds and oranges to give it a real "waxy" appearance, and give the flame some depth with the same color space. But the base is on-fuckin'-point, senpai.
>>
>>9147263
Well the slippers are not my work and apart from the small tweak with the eyes I didn't want to screw with the original artist's vision. I like pink insole.
As for the candle: fuaarrrk I totally forgot to add the wax spills I had in an earlier version. But good suggestions, I will see if I can implement them.
>>
>>9147232
I think it's a generational thing with how people even view "content"
When rage comics and vloggers where big, people who hated that were the kinds that loved flash animations or less popular internet humor
With Doom and retro FPS, the unfunny memes are like the antithesis to maybe mods and wads
>>
>>9147317
>I like pink insole.
I do too, but from a distance it doesn't immediately read AS a "pink insole", it looks more like a pink stripe along the side of something jutting-out form a rabbit's behind.
I think couched in the larger theme, people will get it, but I won't say it couldn't be improved.
>forgot to add the wax spills
Tch, see, I didn't even notice that specifically, but I knew something felt off. Good catch on the detail.
>>
>>9147232
>but retro fps shit
A majority of the Internet is like this now, it isn't specific to anything.
>>
>>9147331
>from a distance it doesn't immediately read AS a "pink insole"
I'll admit, it should have been darker if it's an insole recessed in the footwell, is was almost as bright as the nose.
Hopefully this conveys the intended shape a little better, I also did my own edit to the glow on the second frame.
https://files.catbox.moe/0gz1hs.wad
>>
>>9147428
Top shit, that. Immediately reads better between everything—the increased contrast, the offset height. Luv it, simple as.
>>
>>9146973
>>9146981
Context? Nothings come up in google?
>>
Does High Noon Drifter have “headshots” or no?
>>
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>>9147428
Excellent. Here they are ingame.
>>
Do Violent Rumble or progs_dump 2 have any methods of making a friendly monster? I want to repurpose the grunts and enforcers into ambient NPCs that follow path_corners without attacking the player. The only option I'm seeing for anything regarding relationships is the charm flag for Horn of Conjuring, but charmed monsters won't follow paths, and will just bumble towards 0,0,0.
>>
>>9147489
don't think so
that's the kind of feature that would make sense in a monsters based mod
>>
>>9147489
No, closest thing would be the dead man's holster.
>>9147505
Doom Tournament has them, sort of, but at least that makes sense due to the basis of that mod.
>>
>>9147489
Best option for headshots is Brutal Doom, but imo it completely goes against the main philosophy of Doom.
>>
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anyone got the revenant .png of this oldie? planning to do somehting with it
>>
>>9147535
>>9147505
Okay cool, I couldn’t tell. I recall a post here inferring that you could, couldn’t tell if it was serious or referring to a different mod.
>>
>>9147589
They work fine in Hdest but that mod goes way out of its way to overhaul the game.
>>
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>>9145216
Somebody needs to patch ZDCMP2 for Survival Saturday.

It's surprisingly mostly compatible with Zandybam; there's just a few softlocks and graphical bugs but it works

-DoomRLArsenal Player
>>
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>>9146697
Not the strongest OP image, no.

>>9147232
To a large degree I agree with you, I even got bored of KinoFabino's stuff very fast, but I cannot hate the Timbler itself, probably because I find him kind of adorable.
>>
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>>9146973
quick rundown?
>>
>>9147664
I think it's from few years ago, dude sneaks a shotgun into a church and then draws it out and starts shooting, he kills two guys (they were volunteer security with their own guns but didn't draw fast enough), and then a grampa shoots him through the head from across the hall and promptly ends the whole thing.
>>
>>9147491
I think the thing throwing me off is how they don't light up on the frame of the ears being at max height but rather a frame after. I think if the glow is at the apex of the flop, it'll feel a lot smoother.
>>
>>9147465
Mass shooter tried to shoot up a church with a shotty in Texas like 6 years ago maybe. Somewhere around 8 people were in the process of pulling out sidearms when an old dude domed him from across the pews (pew pew). He did shoot one guy who was slow on the draw, but I don't remember if he died or not.
The video is great though. People ducking for cover while pulling sidearms. The guy never stood a chance.
Spice for off topic. I don't remember him being dressed like a cultist irl either, but he might had the hood.
>>
>>9147675
I only remember one guy getting hit.
>>
>>9147735
It's not a spice, it's Japanese for "bottom".
>>
>>9146538
i'm really happy with how DBP50 came out. Every level's great imo, all killer no filler
>>
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Next attempt at candle. Added some molten wax.
>>
>>9147768
That looks excellent, probably my favorite lightamp sprites ever. Also, I love that you're using Refueling Base for these demonstrations.
>>
>>9146538
>it feels weird playing a lunchlunch map that's not slaughter
Yeah, I think he mentioned that he wanted to curb the difficulty (at least for MAP03) to soften the difficulty curve of the project overall. I might be misremembering that a bit, but I wanna' give him credit regardless since it was a good move for a project lead to make.
>>
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>>9147768
I agree with >>9147772. It's really coming together in the details.
Pic related is an old fire sprite animation I made for a friend a long time ago. I'd give the fire that kind of orange corona to give the yellow-red area on the candle a nice soft transitional zone.
>>
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>>9147708
You're lucky the subject matter keeps me from getting sick of looking at these.
https://files.catbox.moe/igg2eo.wad
>>
>>9147768
i swer if there wil be no brigtmaps 'm gonna break into ur hous and raep you tomorow
>>
>>9147790
That looks really nice, I see what I can do within two frames.

>>9147772
>Also, I love that you're using Refueling Base for these demonstrations.
I just chose it because it's the first Doom 2 map with the lite-amp. In reality, I really fucking hate Refueling Base. But with more assets being made, I think I will just make a custom showcase map.

>>9147792
I think I liked it more with the two frame ears up. I will add it and make a clip to see how it looks ingame with the adjusted frame durations.
>>
>>9147805
>I see what I can do within two frames.
I'd recommend not bothering with the outer orange area's flicker. Having your pale yellow inside the orange, with the orange lightening/shifting towards that pale yellow one every-other frame. Toy around with it, see whatcha' like.
>>9147792
I shoulda' dissented earlier; I actually prefer the "charge-up" of the ears reaching their peak before the eye-lights do. Still, good on ya' for your efforts.
>>
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Alright, here's the latest ears version. I don't know, something feels off. I really liked the former version better, as >>9147810 mentioned with the "charge-up".

>>9147803
Sure, if you tell me how vanilla brightmaps work.

>>9147810
And thanks for the advice on the flames.
>>
>>9147805
>>9147810
>>9147817
The old version is still there if you prefer it, I didn't change anything else, I just felt like entertaining the idea.
>>
>>9147817
>>9147792
This feels more in sync. The one frame charge kind of throws off the rhythm. But hey that's just how I feel and it's a real small detail anyhow. You do you, it's already fantastic work.
>>
>>9147819
>>9147821
It's all good, we're just trying stuff out. If you're adamant on using a specific version I will of course use that, otherwise I would like to use the two frame ears up.
>>
>>9147217
I'm still waiting for a GTA:SA mod based on the game Hank plays in the video game episode where Hank gets addicted to a GTA clone. I think on the show the game was called Pro-Pain or something. Same name could work for a Doom mod too.

Then there is that one lawn mowing mod. Could be easy to insert Hank into. Dale has to show up somehow. I just want to hear Dale clips in Doom.
>>
>>9147828
Oh yeah.
https://www.youtube.com/watch?v=vha4Q58dxtU
>>
>>9147768
Looks great. You should add some frames so it goes:
Flicker
Pause
Flicker
Long pause
Flicker
Short pause
Flicker
Pause

Or some such. Make it look like it's catching a little breeze or some such periodically.
>>9147750
I know what it is, I've been here forever.
>>
>>9147821
>This feels more in sync. The one frame charge kind of throws off the rhythm
>>9147824
>I would like to use the two frame ears up

Why not have the ears stay up for one frame longer than the eyes stay bright? That way, you have the "charge-up" synced with the brightness, but the ears lag behind in the "cool-down" (giving the eyes more of a "flash" effect; at least, in my mind's eye.)
I dunno' if it would be better to have the eyes only reach max brightness for one frame, or make the ears stay upright for three, tho.
>>
What are some recommended QoL stuff for Quake?
>>
>>9147840
>I dunno' if it would be better to have the eyes only reach max brightness for one frame
That's already the way it is. The eyes light up in the same way the armor helmet lights up, reaching maximum intensity at frame 4.
And sorry to disappoint you and >>9147836, but the one thing already set is that it will be a (at most limit-removing) vanilla project, so no dehextra fuckery.
Maybe when the sleeping enemies are finished there are leftover frames that can be used for these kinds of minor details.
>>
>>
>>9147846
>leftover frames
You can swipe a lot of frames without any real impact, but yeah: Do the important stuff first for sure.
>>
>>9147764
agree. the last few dbp are outstanding. I replayed dreamcatcher apparatus twice after i finished it. maybe the big city level where you need three keys got a little overbearing but the exploration was top fucking notch.
>>9147776
>soften the difficulty curve of the project overall.
oh i felt that. and i agree it was a good move. the final fight felt like a powered down version of the last fight of BTSX ep 1. I liked it.
>>
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>>9145685
Gonna wrap this up soon. Cast your votes if you haven't already
>>
>>9146538
I've been playing through it with FinalDoomer's Plutonia weapon set since it seemed fitting.
>>
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>>9145754
I tried implementing the changes I recommended for the status bar. The existing font was just a bit too big so I shrunk the 0 horizontally and adjusted the offsets of the other digits. I also changed the stbar/starms background a bit. Here's a wad with the new graphics
https://files.catbox.moe/rrq1p5.wad
>>
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>>9147901
It upsets me that there isn't a clip of Duke saying "Ahhh, much better" on Youtube, otherwise I'd link it here.
>>
>>9147914
Make a 4chan sound post out of it for easy posting
>>
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>>9147132
There was one fleeing from the sinking ship imp, does anyone have a guess where he was hiding? I'm quite a bit touchy about my UV-Maxing, almost missed bunch of pinkies near the berserk pack.
>>
>>9147132
Is it even worth it to play it?
>>
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>>9147942
Nah, game greets you with this 1px slime trail right off the bat, it fucking sucks man.
>>
>>9147972
Does it deal damage or is it decorative?
>>
>>9147852
>>
>>9147901
Oh dude, thanks, that's been nagging me and I haven't gotten around to it! You want to be credited under some certain name or just Anonymous?
>>
how do i git gud
been practicing and playing for years and im still a scrub that gets blasted by easy bots
>>
>>9147982
It's common graphical bug, nothing specially important https://doomwiki.org/wiki/Slime_trail
On serious note, I've only just started playing and trying to make sense of what the hell is going on while some zany music washes over my ears, so author's known fingerprint is there. I didn't particularly like the last stretch of Going Down, usual creative touch switched to plain bombarding with monster barrages so to say, so I'm yet to experience how this one will go. Shouldn't take long as it's only six maps, you better see it for yourself.
>>
>>9147991
Anon's fine, it only took a few minutes. The map count is nearly 15 now, I'm curious if you intend to make one.
>>
>>9148032
I've been meaning to make some, but there's just all this stuff to do. I'm thinking to probably stretch the map deadline until early September just in case more people want to submit stuff (and also because I've been sick for a week), and then ideally try to get everything done by then.
I want to avoid going into October at least.
>>
>>9146697
I thought it was a little bit more related and I didn't want to re-use something from the booru. The last three fucking sucked.
>>
>>9147942
>>9148014
To describe characteristics of author's previous output from the back of my mind i'd say: it consistently manages to break expectations, humor is deeply interwoven with game design but is not detrimental, special aspect is placed on how vicious your common camel bleating demons could really be. For quick example try to imagine how well qualities of these videos could be translated into Doom level, or megawad.
https://www.youtube.com/watch?v=tnWP2Emps1M
https://www.youtube.com/watch?v=FavUpD_IjVY
From common critique people argue for aggravating music, but for me it's what icing is for the cake - integral part of what makes the experience immersive.
>>
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>>9147132
>new mouldy ludo
ZOMG
>>
>>9147768
Looks excellent! But the flashing is too fast, like it is a police siren, not a candle. Maybe the 2nd frame can stay a bit longer?
>>
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>>9145219
John Carmack did like a 5-hour interview with some guy, or something.
https://youtu.be/I845O57ZSy4
>>
I really should stop jumping ahead of myself when playing mouldy's maps and suffering for it, but it so much more fun passing multiple triggers and facing consequences.
>>
you should have voted for Dark Forces II more
>>
Map22 of 512 Linedefs of /vr/. Got funneled.
https://www.youtube.com/watch?v=MBzYYwbwjQo
>>
>>9145219
2 days late but Quake 2 cafe released a SP map
https://leray.proboards.com/thread/4171/new-q2-sp-map
>>
Enemies should be able to use exit teleporters.
>>
>>9147989
While I may not agree with the message entirely I dig the quality.
You aced it.
>>
>>9146526
Anyone?
>>
>>9148128
>mmph not even five minutes in
oh yeah this is going to be a good one
>>
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>I just f***ing hate this world, and the human worms feasting on its carcass-mmm. My whole life is just cold, bitter hatred, and I always wanted to die violently-mmm. This is the time of vengeance, and no life is worth saving, and I will put in the grave as many as I can-mmm. It's time for me to kill and it's time for me to die-mmm.
-John Carmack, E3 1995
>>
>>9147914
why are voxels so fucking cool and why do all these new boomer shooters underutilize them
>>
>>
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>>9148414
>>
>>9148359
>drinks diet coke
maybe carmack was retarded all along
>>
>>9145998
Aren't those just palette artifacts?
>>
In HD, what does it mean if my playersprite doesn't actually change size when you change height? Viewpoint definitely changes, but the sprite doesn't. What I noticed was shorter = thinner, taller = thicker. Might be different with other sprites, but that's what happened with my Crash skin. Haven't tested Dutch or Corzo yet.
>>
>>9148615
Are you using Immerse?
Stop it.
>>
>>9148617
Oh, so that's it. I can't do that, I like the footstep sounds. Oh well. Thank you.
>>
>>9148414
What mod is that?
>>
>>9148636
Hellshots Golf.
>>
>>9148630
I've switched to loading these two things for footstep sounds in HD: https://files.catbox.moe/dmmxox.zip
I can't help you if you like Immerse's other features, because I don't.
>>
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>>9148613
That's what it was, but I think the tweet in question said something about 16 bit lighting or something. Wish someone here had a link to it
>>
>>9148640
OP material
>>
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>>9148647
>>
>>9148640
>>9148653
That boy shouldn't be at either of those places.
>>
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>>9148653
Okay stop
>>
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>>9148657
>>
>>9148414
ah fuck i missed golf
i miss everything these days
>>
>>9148665
This screenshot is old, maybe we can play again
>>
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>>9148659
>>
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>>9148676
>>
>>9148653
/ss/?
>>
>>9148638
I'm ambivalent about some of 'em. But there is a certain part I like, footstep frequency is tied to sway rate, and I have that turned all the way up so that it matches the viewbob and gun bobbing. Doesn't feel quite right otherwise. Thanks, though.
>>
>>9148686
I know "real aim" actually improves your ability to put out fire, due to the way it cancels out your turning with its own opposite impulse. I already didn't like it, but discovery of this, coupled with the height scaling bugs, convinced my group to stop using it, too.
>>
512 Linedefs of /vr/ is pretty neat. Couldn't beat Map 21 legitimately on UV and I didn't bother with killing all the monsters in Map 25. But how are you supposed to get to maps 31 and 32?
>>
>>9148714
Find a shootable switch in Map15.
>>
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>>9148714
Shoot this switch
>>
>>9148718
Man I can't get over how nice that HUD is.
>>
>>9148719
Both 400 Minutes and 512 Linedefs had A tier HUDs. You boys should feel proud of yourselves.
>>
>>9148717
Oh, that map. Time to go through that shit again and get those special messages.
>>
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>>9148719
>>9148721
>>
>>9148723
Hey anon, when you're done with the set, would you mind sharing your >opinions on each map? I and many others would love to hear what you have to say.
>>
>>9148726
Oh man, I hope I remember the earlier maps enough.
>>
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>>9148676
>>
>>9148712
Oh for real? You can turn that off though, pretty sure. I only have Camera Sway on.
>>
>>9148756
Yeah, but we ran into multiplayer desyncs when we started changing immerse settings from default, even when they matched between all players, which was another reason we dropped it.
>>
>>9148714
>Couldn't beat Map 21 legitimately on UV
Just beat it, or UV-Max it? This is actually relevant.
>>
>>9148835
Just beat it. I was initially trying for UV-Max but then it just became getting the blue key to the door, which I couldn't do.
>>
>>9148864
I just re-read your post like 30 times, and it finally sunk in that "just beat it" doesn't mean that you just beat it while waiting for a reply, it means you just want to beat it. Holy shit I'm exchausted.
https://files.catbox.moe/ng8d9b.lmp
DSDA-Doom 0.24.3, -complevel 9
>>
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>>9145247
Gave Bloodshot a run. I'm gonna use spoiler tags here because this is a level which I think it's especially worth for people to go into blind. I like the midtexture gimmick, a bit confusing and annoying at first but it's escalated gradually and in a good way, showing it off simple in the beginning and getting more complex and challenging with it. I felt like SUCH a fucking king getting that Arch-Vile to infight with the Mancubus in that one room with the burning cross, not being able to properly see the monsters at all times makes that much harder and it's great.
Borderline blindfolding the player at times sounds like it would be the most obnoxious thing in the world, but it's used smartly here, testing your spatial awareness, and it's never outright unfair.

Tight on health, made my hands sweaty, I like it a lot.

Only minor criticisms.

The yellow switch is awkwardly placed, I initially thought that was just a marker for the key for the door next to it, but these skulls are actually a small door hiding a switch. I feel this would work better if you changed it so that it's obvious that it's a shutter that needs a key, possibly it would be easier to do if you moved this pillar here, but you're free to approach it as you wish.
There's a looping VooDoo action, I'd suggest to change it so that it uses a Silent Teleport action, because you can hear the teleporting happen from some areas in the level.
Start and Exit pads should use the proper flats.
Optionally, the larger cave area with the Imps I think could look pretty spiffy if you added some of the vine/moss midtexures to hang across from the ceiling in places, it'd really help sell how overgrown this place is. If you think it'd obscure sight too much, it could be raised like halfway up or so.
>>
>>9146298
That doesn't sound very Hunted, but not like it couldn't be a level on its own.
Since I was sick and unable to do much for most of a week I'm definitely going to just extend the submission deadline into early September, in case you want to reconsider and wanted more time.
>>
>>9148864
>>9148876
NO ONE WANTS TO BE DEFEATED
>>
>>9148661
SHAKE IT BABY
>>
>>9148726
>>9148728
These are gonna be brief thoughts

>Map 01
Not much to say other than that cheap Imp room with the rocket launcher.
>Map 02
The first map that forced me to get good, especially with that surprise Arch-Vile.
>Map 03
I don't think I ever used the BFG in this one, and I think that's probably intentional.
>Map 04
Surprisingly complex looking with only 512 lindefs. Looks like an actual factory.
>Map 05
I didn't use the Rocket Launcher in this map at all despite all of that excess ammo. The Plasma Rifle did just fine.
>Map 06
I wish there were more enemies to fight in that star-shaped arena, especially when it opens up fully.
>Map 07
The room with the grey water can go fuck itself. I was lucky the Arch-Vile fell off of its pillar and didn't resurrect anything. Girlfriend as the song felt out of place.
>Map 08
Pretty big. Not much to say other than that.
>Map 09
Having to run the entire length of the map in a race to get to Romero before the monsters overwhelm you is a really great idea.
>Map 10
I couldn't figure out how to get the armor seccret that's guarded by Hell Knights
>Map 11
Dopeass Deus Ex music. The Cacodemon hallway was a little tricky though.
>Map 12
Any map with a Spiderdemon to fight makes me happy. Are those red floors supposed to be superheated red coils?
>Map 13
This map wasn't very fun due to how forced its linear progression is with the strict enemy placement.
>Map 14
I had to look up a video to learn that kiling the Mancubi first makes the map much easier to handle. Pretty tough.
>Map 15
I got lucky killing those two Cyberdemons. Those pillars being in the way make it much harder to dodge their rockets.
>Map 16
Once you figure out where to go and what to hit first, this is actually a pretty fun slaughter map.
>Map 17
That room with the toxic floor and the Mancubi is stupid filler. There's nothing special to collect there.
>>
>>9149069
>Map 18
I appreciate a more involved timed switch and floor puzzle every now and then, especially ones that don't kill you for doing it wrong.
>Map 19
I kind of wish I knew about that Invincibility Sphere earlier. I feel like an idiot save scumming after triggering the Arch-Vile traps.
>Map 20
A very unfun map due to the lack of ammo and weapons and how easy it is to trigger the Arch-Viles in the final room. Barely had any cover there. And you can't backtrack from there.
>Map 21
I couldn't beat this legitimately.
>Map 22
Why is the second half of this map with all those hallways so much easier than the first half? There was barely any cover from the Arch-Viles and the Pain Elementals made it worse.
>Map 23
That is a very neat teleporting stair mechanic. Love it.
>Map 24
The map with the best theme and feel for it. Being forced to use the pistol for the first third really sells it.
>Map 25
Spooky map. Didn't bother spawning the last dozen enemies due to lack of cover and the teleporting doors.
>Map 26
This map is actually pretty open-ended, which I very much appreciate. Quite a number of paths to choose from.
>Map 27
If those Pain Elementals weren't in that room with the Cyberdemon, it would be more tolerable.
>Map 28
Very, very fun. Lots of space to run around in the main room. Even the telefrag secret is neat.
>Map 29
Unusally epic looking despite only using 512 linedefs. Suprisingly little other enemies where the Cyberdemons are.
>Map 30
Surprisingly anticlimatic. Pretty easy to achieve UV-Max with.
>Map 31
The challenge of having to avoid killing Romero while fighting two Cyberdemons is a welcome surprise.
>Map 32
I think this map was made in ten minutes.
>>
>>9148653
>>9148640
Maybe one day Term will actually finish Hellshots Golf.
>>
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https://youtu.be/t84pVpxELTY
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>>9147132
>Plasma gun trap on MAP03
Thank you Mouldy, very cool.
>>
https://youtu.be/SnhhbgX8Sq4
>>
>>9149162
>>
>>9147132
This was fantastic, I hope more people start making wads with ng+
>>
>>9147852
Less triangles than the dog... what were they thinking?
>>
>>9148638
There’s not a “footsteps” mod for enemies, is there? I get a huge start from all these super stealthy enemies.
>>
>>9149437
There isn't that I'm aware of, but you can load Yholl's uniquesounds and taunt to provoke identifiable responses from nearby enemies.
>>
>>9149441
This is what I’ve been doing for the time being, does okay most of the time. I might look into how possible it would be to replicate the cyberdemon’s feetsounds for other appropriate monsters.
Uniquesounds is great by the way, especially for cubes and when you roll a low-pitched archvile.
>>
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>>9149069
>Map 13
>This map wasn't very fun due to how forced its linear progression is
I think this is the first time I've heard my map called "linear". Still, I apologize if it felt like I was trying to guide you too much with medium-to-high-tier enemies. I'll try able to make navigation more fun in the future!
>>9149073
>Map 29
>Unusally epic looking despite only using 512 linedefs.
Thank you for the compliment!
>Suprisingly little other enemies where the Cyberdemons are.
I've recently come to appreciate the joys of Cyber-Caco infighting more, recently, so I see what you mean. If I were to update it today, I'd probably have some Cacodemons hiding just outside the arena, or waiting to ambush the player in the Blue Key room.
And thanks again for playing 512 Linedefs of /vr/!
Glad you enjoyed some of my other maps in the set, too, even if some of your comments about them are... Questionable.
>>
Doom gurus, please explain. Do MBF and MBF21 behave any differently as far as gameplay changes are concerned? Or is MBF21 just about enabling more cool modding tricks and isn't functionally different than MBF when it comes to engine quirks?
>>
>>9145491
>The midi is level 7 from Descent.
Hell yeah
>>
Overboard is pretty good. I managed to beat maps 1-4 from pistol start saveless. Map 5 is cool, but might finally break me.
>>
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Haven't been able to work on this too much since getting the flu, but this area is pretty much done. Just need to model a chandelier and some other props for the building interior.
>>
>>9149706
Looks cozy. Can you make the sky brighter or is there some limitations to that? Looks sorta overcast.
Either way, great job.
>>
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>>9149750
>Can you make the sky brighter or is there some limitations to that?
I probably could, yeah. Ultimately I'll likely just make a proper skybox in Blender since the Rekkr cloud sky doesn't really translate to Quake well in pallette or style.
>>
>>9149781
not him but i think it looks great, nice and moody.
>>
>>9147643
I can smell the fucking crashes from here.
>>
>>9148653
>"FORE!!!"
>SQUELCH
>>
>>9149706
Is the shadow lighting supposed to be like that? I'm being reminded of Valheim.
>>
>>9147132
good shit
>>
>>9149073
>Map 22
>Why is the second half of this map with all those hallways so much easier than the first half?
I've stated elsewhere that if I were to re-do this map, I'd probably make the yellow section another hollow-middle arena like the green one, the hall-crawl with a mix of Knights and Barons was cooler in my head than in execution.
>There was barely any cover from the Arch-Viles and the Pain Elementals made it worse.
The Archviles teleporting in during the fight was meant as a minor fail state, there are positions you can dodge the revenants from that don't cause the barrels to explode.
>>
Are there wads that make verticality something important in Doom Classic or the fact that the enemies are infinite in the Y axis completely destroys any attempt at this?
>>
>>9150223
Heartland

Also there are plenty of vertically tall maps around, IDK what do you really mean by "something important"
>>
>>9150223
Some sort of did but it wasn't really doable, you ended up fighting autoaim a lot as well as the infinite height stuff.

>>9150235
Pretty sure they mean vanilla, which Eternity really isn't before you even touch Heartland.
>>
>>9148640
What mod is he from?
>>
>>9150259
https://forum.zdoom.org/viewtopic.php?t=48767
>>
thoughts on standalone games using gzdoom as engine?
>>
>>9150267
>https://forum.zdoom.org/viewtopic.php?t=48767
>first page of comments is seething over someone saying autism
lmoa
>>
>>9150268
They are fine, more optimized than if they'd been on Unity at least.
>>
>>9150268
It's fine really, usually is something less shit than the "retro" games you see in crap like Unity.
>>
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>>9150121
>Is the shadow lighting supposed to be like that?
I did want the shadows to be fairly soft - if that's what you mean - since everything is evenly lit in the original (being Doom engine and whatnot). I'll probably make some adjustments as I get towards the end.
>>
>>9150268
I'm all for it especially after I saw what the Ashes 2063 team did with ep1 and Afterglow.
If it works, it works.
>>
>>9150268
gzdoom is inherently ugly, and most of the games produced on it share the ugliness

it also runs like shit but that's to be expected
>>
>>9150314
Hedon uses GZDoom as well, doesn't it? And it's a damn fine game.
>>
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>>9150282
>first page of comments is seething over someone saying autism
It's two comments and especially the latter one is on point, way more about how the autism comment was a dumb way to dismiss someone else's creation showcase than it was seething over the word. Now, I use words like autistic / retarded all the time when I feel like it's apt, but the comment the two were responding to was /v/-tier childish and even so, two comments hardly constitutes "entire page of seething".
>>
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Next concept for the candle. >>9147790 I am sorry, I tried.
But I think 3 pixels are just not wide enough for that white-yellow-orange transition.
I will try to make the base and the candle wider, maybe with 5 pixels I can do more.
>>
>>9150282
Holy shit, commenters got really triggered. One even gave him a lesson on autism and linked the wiki page lmao.
>>
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>>9150336
>Hedon uses GzDoom as well, doesn't it?
Haven't played Hedon myself but according to some eceleb vids I watched of it, it's on GZDoom. So is Selaco.

I heard through the grapevine that Ashes 2063 team is working on Hedon DLC which... great news for Hedon fans, I'd probs prefer them to make Ashes 2063 sequel into a standalone game but great for the people who love Hedon I guess!
>>
>>9150360
You are right on both using GZDoom. One key difference though with Selaco is that it is a heavily modified version of GZDoom
>>
>>9150371
It's not heavily edited, from what I've seen they've only changed a few quirks that makes gzdoom a pain to work with.
>>
>>9150267
Damn, this is fun as hell. I can see myself playing some wads with it.
>>
>>9150381
They have it heavily modified. They go in-length about it on their developer blogposts. I am currently helping the team test a demo build that uses multiple threads instead of just 1
>>
>>9150396
oh my bad then
>>
Speaking of autism, do you usually play the megawads in all difficulties and try different runs/gameplay mods on the same one?
>>
>>9150267
>hasn't received an update since 2013
Does this even still work on modern GZD or do I need an older version?
>>
>>9150350
Nah, I quite like it. At the very least, it's coming along nicely.
Honestly, I wouldn't use all 3 colors in every frame. A candle flame stereotypically flickers quite violently, so you can get away with 1 frame of the "darker" colors (yellow-orange) for the small flame, them do that for the larger flame on frame 2, then switch to white-yellow for frame 3, etc.
Also, how does the brightness work with the frames? Is there, like, a single frame where the item is bright, or is it gradual? Regardless, I would have the flame flicker more "quickly" when it's at max brightness; so, like, make the flame only "big" for one or two frames, and have it "small" for the rest, to give it that quick "flame lick" appearance.
>>
>>9150409
Just tried and it works
>>
>>9150339
t. wildweasel
>>
>>9150412
Since this is replacing the lite-amp it only has two frames and until I figure out how vanilla brightmaps work there is only lit and not lit. Right now the frame with the bigger flame is lit and the other one isn't.
When everything else is done I will see however if I can steal a few frames from somewhere and give the candle more flicker.
>>
>>9150393
Some of the little touches with it are really fucking great.
>>9150409
Supposedly there's an updated version in the works but the dude's taking his time with it.
>>
>>9150427
Nice try I don't use the forums. I probably will if / when I produce few decent maps.
>>
>>9150432
>how vanilla brightmaps work
"Brightmaps" done in mods like D4V are done through a custom palette/colormap with certain colors reserved to always be full-brightness, similar to how Quake did it's fullbrights. It's not nearly as flexible as brightmaps in GZDoom.
>>
>>9149587
MBF21 fixes some bugs, too, but I think that's more "bugs in Boom/MBF functionality" than anything else (and even that seems dubious at best, depending on a given source port's implementation.)
There's some new gameplay stuff mappers (not modders per se) can use, like insta-kill floors and floors that kill monsters, as well as extensions of some Boom stuff like I think a new generalized sector type or something.
>>9150432
>it only has two frames
Fuck, I keep thinking "animation length correlates to number of frames". In that case, just transitioning from the darker colors on the unlit frame to the brighter colors on the lit frame should suffice.
I appreciate you letting me know about these limitations, too; I'm still not as used to vanilla Doom modding as much as mapping.
>>
>>9148229
That map plays 2 cruel jokes on those unprepared for not exploring and getting weapons.
>>
>>9150445
Oh okay. Good luck with your future prospects then,
>>
>>9150447
Ah shit, that's beyond my skill and scope, at least considering what is still to be done.

>>9150447
Yeah I can adjust the frame length (in fact what you are seeing in the webm is already about five times as long as the regular lite-amp cycle), but frames can't just be added like you would in decorate.
>I appreciate you letting me know about these limitations, too; I'm still not as used to vanilla Doom modding as much as mapping.
You're welcome. This is my first serious foray into vanilla modding. Whipping up shit in decorate is piss easy, but dehacked is pretty new to me, which is why I want to try this.
>>
>>9145219
>[7-31] DNF 2001 gets an update
was this by the mentally ill revisionists or by an actual, competent team?
>>
>>9150445
https://www.youtube.com/watch?v=1i74oVFQnqc
>>
>>9149706
Thats a beautiful image
>>
>>9150268
They’re fine and can double as gameplay mods if you want to put in some greasework.
>>
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I need more of her bros... Aftershock when ?
>>
>>9150604
>tumblr nose
0/10
>>
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>>9150475
>This is my first serious foray into vanilla modding
>Whipping up shit in decorate is piss easy, but dehacked is pretty new to me, which is why I want to try this
Blessed practitioner. I appreciate taking the chance to expand your skillset while also trying to contribute/produce something of value.
>>
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>>9150632
the "tumblr nose" is way more reddish and often lacking in actual features. The fan art is cute. Cute!
>>
>>9148359
kek-mmm
>>
>>9148676
>>9148731
it's a fetish right?
>>
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>>9150632
Of all the things to complain about, the blood splatter or her long face, its her nose.
>>
>>9150360
Different anon, I agree about potential Ashes sequels. Hedon is a fine game too, but I would be happy with Ashes becoming a continuing series. They've done a great job with it thus far. I'd sure as hell pay money for Ashes games.
>>
>>9148731
TFW that's actually in Elf Gets Pissed.
>>
>>9150350
That reads really nicely as a candle, I like it.
>>
>>9150659
What's goinng on with that powerup sprite?
>>
>>9150674
What character is this? She looks cute
>>
>>9150179
i like this rock texture.
>>
>>9150735
Dawn from Selaco.
https://store.steampowered.com/app/1592280/Selaco/
>>
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>>9150738
Thanks!
>>
>>9150735
>What character is this?
A somehow even more souless knockoff of Ion Fury girl.
>>
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>>9150748
I think she shows a lot of promise. Hopefully the sulaco devs add the story to the demo sometime
>>
>>9150763
>Hopefully the sulaco devs add the story to the demo sometime
I'm sure that'll come right along with the "FEAR AI".
>>
>>9150794
In my opinion the ai was impressive for the engine they are using. Fear's AI is nothing more than smoke and mirrors anyway
>>
>>9149706
>>9150301
Awesome work, anon. Keep it up.
>>9150268
Assuming it's not off-topic right now, REKKR: Sunken Land is decent. Obviously.
>>9150604
Assuming x2. Still no release date yet. It seems that 3D Realms will first show up on THQ's digital showcase thing & Gamescon 2022 before even announcing this year's Realms Deep that should happen. And Aftershock is supposed to be playable on Gamescon, so you'll probably get some gameplay footage and stuff.
https://twitter.com/3DRealms/status/1555298401138475010
>>9150748
>>9150794
Devs really think that requesting fanart is all it takes to make a "popular & appealling protagonist"?.. I probably already know the answer though. And I'm not even sad or disappointed.
>>
>>9150301
With how pixelated and hard the edges are in those backgrounds, I was expecting the shadows to be just as hard edged.
>>
>>9150809
> Devs really think that requesting fanart is all it takes to make a "popular & appealling protagonist"?..

Assuming. They have a very active Discord community where fan art chatter is quite active
>>
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why the fuck he in the ceiling
>>
>>9150831
Watching you masturbate.
>>
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>>9150674
dont mind me im just piling on
>>
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Every map in the Minutes of /vr/ series has a Doomwiki page now. Looks like all that's left to do is 512 Linedefs of /vr/ and HFFM.
>>
>>9150858
We've really come a long way.
>>
>>9150858
Ad Mortem's maps don't have pages, or are you waiting on the second wave of levels that's supposedly happening?
>>
>>9150869
I'm not Matador, just a curious observer, but I didn't notice that. I wonder if there's something with MBF21 maps that makes the bot not work properly.
>>
>>9149706
what pixel resolution are you using for the textures?
>>
>>9150896
1 pixel per unit, as is standard
>>
>>9149128
>Term
>Finishing anything
I doubt Term even finishes himself off at this point, the dude's like some kind of alternate universe Gabe Newell who can only ever get to 80% on something.
>>
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I really don't like Unreal too much. I beat it like 6 years ago and thought it dragged on for far two long. Tried replaying it but I didn't really feel it and dropped it a few minutes after getting to that godawful water temple. This just isn't on Doom's or Quake's level for me, not even close.
>>
>>9150925
You think people these days know Unreal was originally a game and not just a game engine?
>>
>>9149661
Take it easy and you'll make it, there is plenty of cover around the middle with two megaspheres close at hand. Arachnotrons might be a bit obnoxious in their number and spot concentration.
It's decent for a Going Down prequel. Mouldy's craft endured through the years with its traits about fully intact, maybe it's something about his use of open locations that made me a little bored for the later half of mapset or something else. In my poor critic's opinion: his levels truly begin to shine when environment and monsters work closely knit together at constant oppression of the player through the use of voodoo scripting and what else, you never wander around looking for danger as it always step and second ahead of you. To describe, his environment breathes and shifts like a musical stage, doom cinematic experience so to say. Many slaughter mapsets I played suffered from the curse of long dead silence following short bursts of in-to-your-face action, you only need to endure a brief moment just for a consequent boredom to set in.
My favorites were MAP02 and MAP03; NG+ (with same favorites) was surprisingly quite manageable and didn't spend much time playing it, going through the same maps but with harsher resistance adorned with some twists revitalized my mood. Can't wait for it to be made into trend, but I guess you have to be a competent mapper for it to work.
>>
>>9150371
Hedon's build is supposed to be modified as well, Rachel's in the credits as helping tweak it. Dunno what the changes are, though.
>>
FRIDAY NIGHT FIREFIGHT TIME YET AGAIN! Tonight we're fragging on 32in24-15: DWANGO Unchained. Grab a tub of popcorn, turn your phones off, and connect with Zandronum!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

(If Kijiro.pk3 fails to download, go to Configure -> Wadseeker -> Sites in Doomseeker and add https://doomshack.org/wadlist.php to the list.)
>>
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Currently working on the crayon FIREBLU.
Just tracing over the original had virtually no effect, so I decided to try something else.
>>
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>>9148042
>I'm thinking to probably stretch the map deadline until early September just in case more people want to submit stuff
Feels like there's not enough attention being brought to this
>>
>>9150806
I wouldn't call it smoke and mirrors, it sets out to create certain behaviors and achieves that.
>>
>>9150604
>announced 16 months ago
>no release date
fuck
>>
>>9151092
It's going to be at Gamescom in a couple weeks.
>>
>>9150925
I like it. More than Quake.
>>
>>9149128
What's not finished?
>>
>>9151089
It's 2/3s the AI and levels being designed hand in hand so they have more stuff they can do and 1/3 smoke and mirrors to make the player think there's more going on with the AI than that and also make them think they're outsmarting the AI by playing tactically.

It's still not really what you can pull off in GZDoom.
>>
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>>9151153
The Hellshots aren't in and a second course of maps was going to be added including pic related.
>>
>>9151153
There was also talk of doing character unique super shots
>>
Map23 of 512 Linedefs of /vr/
https://www.youtube.com/watch?v=ff2nVVSX-o0
>>
>>9150831
is this reshade?
>>
>>9151162
>The 80s didn't actually look like this
Lies, I was there. Everything was in neon wireframes for a whole decade. It was probably from all the cocaine.
>>
>>9151162
>a second course of maps
Right. I vaguely remember that now.
>>
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Dreamcatcher as rad suit replacement, yay or nay?
>>
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>>9151213
I like it
>>
>>9151213
I'm not sure how well that would read, but I can't really think of a suitable replacement.
Ren Hoek vibes from that mugshot.
>>
>>9151225
>I'm not sure how well that would read, but I can't really think of a suitable replacement.
Yeah me neither, so I heeded that one anon's suggestion. Then again, I don't think EVERY single item needs a forced replacement. The slippers and candle fit the theme, as do the coffee mugs.
And for example Ad Mortem did indeed have a rad suit replacement, but nothing for the lite-amp.
And now that you mention it, I can see the Ren in this too.

>>9151219
lmao

Imma go to bed now, I am about 10% awake.
>>
>>9151213
I think dreamcatchers replacing some of the hanging corpses would be better.
>>
>>9151241
>And for example Ad Mortem did indeed have a rad suit replacement, but nothing for the lite-amp.
I'm gonna level with you here anon, I just couldn't make sprite edits for every item in time for Ad Mortem. That's why health is replaced by not armor and such.
>>
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>>9151213
Full suit pajamas with big buttoned butt flap as rad suit, how's that for low effort thought
>>
ok i have an oldass question, is Hell To Pay the sequel to Perdition's Gate?
>>
What are the best Megawad and gameplay mod pairings? Something that makes you feel like it could have been it's own game
>>
>>9151320
radsuits, as will all smart devices have a backdoor
>>
>>9151326
High Noon Drifter and Strange Aeons.
>>
>>9151321
No. Just packaged together.
>>
>>9151361
thanks, i started playing H2P and my autism rang at map 4 that maybe i was doing it wrong
>>
>>9150360
>>9150685
Pretty sure someone is also doing a Dead Man Walking type thing for Porcelain. At least, I think I remember someone saying that.
>>
>>9150909
High Noon Drifter and Booster are pretty much done, aren't they? Only real thing HND is missing is alternate rotations for Basilissa that no one will ever see anyway.
>>
>>9151069
Looks like a kid drew it. So I like it.
>>
>>9151043
Hedon can be played with any GZDoom build
>>
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did the devs ever comment on an estimated release?
>>
>>9151381
Those two are pretty much done, yeah.

I think Metroid Dreadnought was done too.
>>
>>9151213
What would grant you protection when playing "the floor is lava"?

>>9151320
This is good.

>>9151326
>>9151352
Yup. That. Also Treasure Tech and Super Mayhem 17 go really well together. Wonder if there's any wad that fits GMOTA that well.
>>
>>9151404
Yes, but it ships with a custom one.
>>
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>>9151054
Darn, i wanted to join this time but got here too late.
I had the urge to play Doom DM last night and tried to join a public server on Doomseeker and someone immediately typed "lol" and kicked me. Why not just make a password-protected or unlisted server if you only want to play with certain people? And then theres the servers that are one or two guys playing against a bunch of bots. I just dont understand.
>>
>>9151463
You try DoomExplorer? Theres actually quite a few dedicated servers, dozens if not hundreds really, just sitting unused most of the time. Take a page out of thread's playbook and organize something on'em if you can't host yourself. Granted thats using normie turf so hiding powerlevel is a requirement but there's a fuckton of DM, CTF, modded and unmodded COOP/Survival just sitting there waiting for players to hit the server.
>>
always thought it was weird that all the big multiplayer oriented ports are based on zdoom
>>
If you could recommend only 3 Thief fan missions, what would you pick? I'm looking for some
>>
>>9151174
DOSBox running in RetroArch
>>
>>9150396
that is actually insane if true, it already ran well next to normal GZdoom mods and they would have so much more room if it was even a bit multithreaded.
>>
>>9150794
i think they pull off the trick pretty well (especially for a demo), thought i probably still has quite a ways to go, especially when it will be put into more open levels.
>>
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What gameplay mods do anons here use? I've recently moved to Project Babel after using Brutal Lite for a couple years now.

Also, Siren has a standalone gameplay version now but I'm struggling to find maps that fit its aesthetic: https://www.youtube.com/watch?v=JKLeu0-bbyM&ab_channel=DitheredOutput
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>>9151731
I bounce between DAKKA, Project Babel, Final Doomer, and Legendoom. Though I also frequently visit Hideous Destructor for co-op shenanigans.
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>>9151731
Hideous Destructor has gotten more popular around here lately, we even had an impromptu co-op session.
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>>9150268
where's the list for unofficial commercial doom engine and derivatives based games?
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>>9151731
combined arms and project babel are pretty great.
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Speak of the devil and he shall appear
Speaking of Babel since people who play it are here, I might as well post this sooner rather than later.
https://mega.nz/file/7k0mHaDZ#5W8hWWmcVNwtIy4XwXgGe_yhZDyp54nqZdC6PfmVm3A
I was supposed to have a new version with mostly just a bunch of extra polish out months ago, but moving house twice plus family drama plus changing jobs plus tax drama plus releasing the first volume of my web novel kind of murdered my free time. This is a (hopefully) bug-free-ish version of that polished version. GZDoom version has been upped to 4.2.0 because yes I am going to make a 420 joke if it's available to me, and there are a bunch of small new features. I might have forgotten the password to the website, so updating it might take a bit. If you want to, test it out. Post bugs in thread, I'll search warosu for them later if I'm not around. Gonna reply to this with the changelog, since it's long.
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>>9151754
>Babel guy does writing too
Congrats on the release, dork.
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>>9151754
Kinda maybe complete changelog:
>Yehovah mode is now even more unfair (telling you all the changes would spoil the "fun")
>Endless refactoring + more comments
>Added unique pain sounds to the majority of demons that didn't have them
>Added splashing sounds when casings or gore hit liquids
>Made casing bounce sounds lose volume faster with distance
>Added melee sound to pain elemental
>Added tips to main menu
>Added compatibility warning if flags are set incorrectly
>Added ability to remove screen recoil and zoom effects
>Revenants and arachnotrons can now chance their "sprite correct" projectile offsets back to vanilla if the difference between the two makes them hit their target instead of a wall (smart correction)
>Many more CVARs, including ones that govern the new sprite tracers
>Sprite tracers rewritten for performance and accuracy
>Nerfed the invis orb a bit so you can't be invincible while hugging walls with it
>PSMG now has higher accuracy on the first few shots in a burst
>Sprite rocket trails now work
>There is now an onscreen message telling you how to override the smart armor pickup if you want to
>Generally, there is a 50% higher chance to trigger a pain state with the heavy pistol.
>Baron of Hell now feels pain in more states, but with a lesser chance overall
>Cacodemons try to dodge away from walls and objects
>Several Cyberdemon frames are now bright, as originally intended
>Wolfen SS use the right attack sound again
>Armor pickup override measures distance and height
>Menu Tips
Known bugs:
>Sometimes, maybe, tracers don't appear on SSG shots. Might be a framerate thing hiding them instead of them not spawning.
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>>9151743
And I hope we have another, trudging through kuchitsu with random anons was comfy masochism
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>>9151757
Ye, it wasn't a huge hit but I'm at 100 followers on RR after about ~3.5 months so I consider it a win. Writing Volume 2 these days but the move has disrupted that too. I was actually just playing through some of the newer mapsets on Doom to relax while running a shitload of long tasks at work and stopped by the threads again.
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>>9151743
>>9151761
I'd be down to host again, maybe with a few submods this time. Would tomorrow be good for you guys?
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>>9151759
Oh god I just spotted a typo, whatever. And I added menu tips twice. Me am small brain man.
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>>9151754
Absolutely based. Thanks for the link - gonna update now.
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>>9151768
>a few submods
So... Peppergrinder and UaS?
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>>9151773
If it breaks everything I'm sorry :^)
Actually, if you have any weirdness, maybe go wipe out your egr_ CVARs in your ini to restore all the Babel settings back to default. Everything should be compatible, but as you might expect weird shit can happen.
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>>9151731
I've been gunning through Hexen using High Noon Drifter since it got mentioned a few threads back. I'll probably check out the Babel update soon.
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>>9151754
hey, you may not remember me, but i remember commenting that your mod seems like it may not work well with megawads due to increased difficulty (and my love of DSDA), and after using it for the last third of GMP, i was wrong, it was awesome, and the quickswap shotguns was great in adding a bit of nuDOOM-ish spice while remaining balanced for classic DOOM. (and made the shotguns best used together)
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>>9151776
Probably Seasoning Packet too. Need the piano to keep morale up.
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>>9151786
For me, it's the crayons.
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>>9151731
High Noon Drifter, GMOTA, Ashes Weapons, Doom Incarnate, Combined_Arms, Treasure Tech, and very recently, Hideous Destructor.

>>9151786
>that impractically large box
>popping out of a babuin
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>>9151787
I particularly enjoyed finding a can of Powerthirst.
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>>9151781
Honestly, if I ever get back into Doom modding in a big way, what I want to do is a Hexen Babel. There have been a few good overhauls for Hexen, but I think I could do something cool. That's a future hypothetical though.
>>9151783
I think I remember you, and oddly I somewhat agree with you on megawads even though you may disagree with yourself. It really depends in my experience. Babel chokes hard on slaughtermaps or I might just be a shitter, but so long as the enemy count doesn't get too extreme it works well. I did design it for IWAD-like maps, so anything that goes too far from those gets a bit crazy at times, even sometimes in performance.
Example: I was just playing that new Doomer Boards project and there's a section where you get trapped and have about 50 hell knights bearing down on you at once. In vanilla it probably would have been not too bad, but with sync attacks I got melted in about 3 seconds (Didn't help that I had no rockets for fear suppression). However, the rest of pretty much every map I played was perfectly manageable.
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>>9145216
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>>9151790
>impractically large box
I reskinned them to retort pouches.
I will also eat or drink anything that isn't expired or excessively time-consuming.
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>>9151768
What time? Last server was you setting it up and waiting a while for people to get in, and I think I got in around 9-10 UTC-5.
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>>9151793
GMP tended not to get much into slaughter territory (it was more in the range of 150-450, no 3000 enemy stuff, closer to skillsaw than most slaughter), so that may have been part of it (it was also a replay and that may have alot to do with it).
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>>9151321
Depending on who you ask, yes.
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>>9151793
I put myself through the grinder trying many maps and styles with Babel, the weapon and enemy balance is solid. Out of all the shit that got thrown at me, the cyber fights here in BTSX's secret map is the only silly thing that stuck out. This was also from forever ago.
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>>9151808
I'll eat anything at least once. Though not if they're already open and came out of a Mancubus. Or try to, in the piano's case. Would be neat if you ate faster while zerking.
>"You ever 'zerk so hard you eat an entire piano out of sheer fury?"
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>>9151819
Yeah I find that those enemy numbers, so long as the distribution is even, tend to work pretty well. The official playtests of version 1 were all IWADs (doom.wad, doom2.wad, tnt.wad, plutonia.wad) on UV, so anything around that kind of count and balance generally goes well.
Honestly, you kind of can do slaughter with Babel especially since sync attacks share target info, but because of the increased attack rate there's way less room for screwups. Worth it to watch a whole room of imps focus-fire a cyberdemon to death though :^)
>>9151827
Yeah I'm actually still open to ideas for the cyberdemon and mastermind, since what I did with them was basically just straight enhancement in lethality. It has to be Babel-y though, which is a quality that I can only define in my mind so it's not that helpful. Basically, it can't give an enemy a movement style that it wouldn't already have (no jumping/flying for ground enemies), it has to be reasonably comprehensible visually, it can't change the enemy's role significantly, and ideally it should use as many of the original sprites as possible.
No pressure to you specifically, just a post so people can know. I really did want to rework at least the mastermind before I was completely "done". Having leading shots with its gun is funny but can feel a bit unfair.
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>>9151835
>Would be neat if you ate faster while zerking.
Someone propose this to Caligari, please.
If not, I might have to make my own patch, because that idea is fucking hilarious.
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>>9151807
lookin good
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>>9151813
I'll be around all day again, so I don't mind doing it like last time, but if we can agree on a specific time then we might be able to avoid the problem where the game fails to launch if it's been waiting for players for too long. Would 6PM EST be good?
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>>9151845
>6PM EST
Works for me, I'm mostly worried about adding more stuff to the load order opening up more potential issues to troubleshoot.
Then again, I didn't expect the last session to work as well as it did, either.
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>>9151845
I'd be at least 3 hours late to the party, but if there's anyone else here that'll join during that time, I'll give up the slot.
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>>9151862
As long as everyone replaces their files and follows the order exactly as I post it, it should be fine. We pulled it off last time and that saw Matt pushing at least one commit between when I started hosting and when players actually showed up.
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>>9146697
i will make the op exclusively with king ass ripper pictures from now on
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>>9151878
Gonna do some... push ups...
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>>9151878
sciencultist
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>>9151869
I'm fairly certain there's a bizzare desync minefield effect with a mixture of Linux / Windows clients that has to do with overwriting files instead of deleting and replacing them completely. Hopefully we don't run into it. Or maybe include a note in the post announcing it reminding people to delete and replace.
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>>9151886
I think that can also be caused by some Windows Git clients encoding the text files with Windows line endings. You should always be deleting and replacing rather than overwriting if you aren't using Git, anyway.
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>>9145219
>>9145247
>>9145491
>>9148981
Bump in case the author hasn't seen.

>>9148042
>>9151073
I guess I should call attention to it myself.

We've almost got the minimum 15 of submissions, and these maps are good as fuck and I like them. There's however a number of specific maps I feel I really want to be included, like boss maps, a Hunted style level, a secret slaughter map, and particularly a larger city level to go before the final level.
It doesn't seem like there's enough interest in anyone providing these, certainly not in time for the 18th, unless some are working on things like those quietly.

I floated the idea of extending the deadline even further in case some would be interested if they had more time, but then that's yet another delay, and I feel like it's starting to step on people's toes with other projects they want to do in this thread. I really, really do not want to keep people occupied by the time of late September or worst of all October.

There's the matter also of the stuff I need to do myself on my end, completing the weapons, the final boss, and two levels I have to do on my own.
Any of you guys have any opinions or ideas on this? Should I wrap up submissions on the 18th and then just quietly work away on the rest of the stuff in the background while people move on to other projects, and then try to get it done (including whatever wanted maps I think 94 should have but which nobody submitted), would people be alright with the waiting on that?
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>>9151865
If a later time is good with >>9151862, then that's what we'll do. I'll be available regardless, it's really up to you guys.
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>>9151902
I think you should just wrap up. Endless extensions are no good.
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>>9151902
I don't mind an extension into September, but don't do it for me. I'll map when I map, for whatever project is currently running.
This is my way of saying I still need to make a fuckin' map, but don't hold your breath.
October, however, should definitely be reserved in case Vaeros comes back and wants to do more Ad Mortem.
>>9151906
Later is fine, too.
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>>9151916
>October, however, should definitely be reserved in case Vaeros comes back and wants to do more Ad Mortem.
Even if he doesn't, it's still happening.
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>>9151923
Oh shit, nice.
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>>9151869
post a qrd on how to join, if there's more to it than just opening doomseeker and waiting for wads to dl
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>>9151937
>me irl.gif
Do you at least know how to play Hideous Destructor already?
Because we had a guy last time who clearly didn't.
No offense meant if he reads this. Honestly, it was kind of endearing.
It might even be endearing again.
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>>9151956
yeah, just not multiplayer
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>>9151937
>>9151965
It's a little more involved than Doomseeker's click-and-go, but as long as you're using a launcher like ZDL or at least batch files / command line, you should be fine.
You aren't dragging and dropping .pk3s onto GZDoom like a caveman, are you?
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>>9151979
rocketlauncher 2.0
doesn't seem to have multiplayer support, i'll grab one of these zdl forks
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>>9151965
I'll post all the files we'll be loading, in the order they'll be loaded in. Even if you already had copies of HD or the other submods, you'll redownload and replace them with the specific versions linked in the post. You'll load those files, whether through ZDL or a batch file or whatever method you use to launch the game normally (unless it's drag and drop, then you should get ZDL), and also launch the game with the -join parameter to connect to my IP. Before you join, start a singleplayer game to select your loadout, it'll use the last one you picked when joining multiplayer. You may need to forward port 5029 in your router's settings to be able to join and connect with the other players. The hole punching stuff is pretty fickle, so forward the port if you can, just to be sure. If everything goes right, you'll join the lobby, and once all player slots are filled, the game will start. So far I think I'll be hosting for four players again, but I could go for five if we get a confirmed fifth player. The game gets a bit too cramped and has too many points of failure beyond that point for my liking.
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>>9152008
ty
unless i'm unexpectedly afk i'll give it a shot
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>>9152016
take all of the files you need, place them in order on your desktop, then create an autoexec.cfg that makes you connect to the IP and drag it all onto gzdoom.exe, don't bother forwarding any ports because you'll get lucky and join anyway
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>>9148981
Useful feedback...
The yellow key door is supposed to be confusing since it's a secret. It unlocks the cell charge pack area behind it. It's supposed to play on your expectations of what locked doors look like since that texture is often used both as a marker and as a door itself. The yellow key is actually not necessary for completion at all which is meant to be a clue about its real purpose. I usually try to design secrets that operate outside of the "tiny switch" or "misaligned texture" logic that is so common but unfortunately that also means they're often misunderstood. The fact you found it means it's not impossible to figure out at least, but I'm not really sure how I could better communicate it's a secret.
The looping voodoo doll sound and the entrance/exit flats have been have been fixed. I also added vines and a little extra detailing per your suggestion, plus a bit more health.
https://files.catbox.moe/tbmbf9.zip
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>>9150301
What's behind the bar?
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>>9151902
I don't really see anything wrong extending it into early September since the only other projects in talks now are the sleep project which has been stated to potentially not occur til next year, a whitemare inspired set that would be orchestrated around christmas, and an ad mortem extension that could likely begin as late as mid-august since most all the necessary assets are already collected. That said I disagree with the idea that copycat or boss maps are necessary or a good reason for extension. If people wanted to make them so be it, but looking at the turnout thus far I'd say that's not the case and it doesn't make sense to force it. Personally I think people are disinterested in doing that because it limits the creative input they have over their own map. I also think these kinds of maps made simply to meet expectations are often uninspired. If anyone is willing to make these maps I hope it's because they have their own spin on it rather than just due to plutonia obligation.
I'd say something similar for the bosses. Before 94p began development I advised against using any boss monsters because I think bosses in doom are almost always bad. The fact no one has submitted a boss map makes me think they share the sentiment (That's aside from the fact that making a map for the 2 bosses that don't exist yet is essentially impossible). If It was my decision I would just cut the bosses to 1, making the paratamizer the final boss, rename him to Dr. Protons and be done with it
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>try out mld_HDcabal
>shoot at the first acolyte in Map01 of Chainworm Kommando
>CRUDUXCRUOENMARANADOMUSNAVACRUNATUSMARANAPALLEXINFIRMUXCRUOCRUNAUSDURBE
>get blown the fuck up by a random acolyte grenade halfway through because the sheer deafening noise of cultist chants blocks out the noise of the grenade pin falling
I like it.
I want to inflict this on someone else.
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>>9151252
Hey, that's a comfy idea.

>>9151295
Well shit, back to the drawing board!

>>9151320
Hey, that's a nice idea. I hope I am good enough to make it readable as such. By the way, slipper guy, have you made progress with your bathrobe idea?

>>9151413
>What would grant you protection when playing "the floor is lava"?
No idea. Never had any protection items when I played. Spontaneously I would say "some kind of shoes", but we already have the armor slippers.
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>>9151913
Wrap up submissions by then, maybe, but I'd still have to do a number of things myself.

>>9151916
Oh yeah, not binding people up for October is one of my primary concerns, I don't want to get in the way of Ad Mortem getting finished.

>>9152120
>That said I disagree with the idea that copycat or boss maps are necessary or a good reason for extension.
Perhaps copycat maps such as Hunted clones aren't really necessary, no. I really want the boss maps though to cap off the episodes.

>Personally I think people are disinterested in doing that because it limits the creative input they have over their own map. I also think these kinds of maps made simply to meet expectations are often uninspired.
Not untrue I guess. I really want the boss maps, but I suppose I'll just have to see what ends up getting submitted.

>If anyone is willing to make these maps I hope it's because they have their own spin on it rather than just due to plutonia obligation.
That was kind of my intent with the E2 boss, that someone could come up with one they wanted to make. Someone talked about one they wanted to do, including special Arch-Vile monsters for the level in question, but I think the guy cancelled it.

>Before 94p began development I advised against using any boss monsters because I think bosses in doom are almost always bad.
Often, but I think because they're not designed well or used well. The Spidermind for instance would already become a much better boss with a somewhat slimmer hitbox and the Archie infighting exception.

>The fact no one has submitted a boss map makes me think they share the sentiment
Perhaps.

>(That's aside from the fact that making a map for the 2 bosses that don't exist yet is essentially impossible).
Sure, though it'd only be one such map.

>If It was my decision I would just cut the bosses to 1, making the paratamizer the final boss, rename him to Dr. Protons and be done with it
lol, I'm in too deep in these assets for that now.
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Ok, so I did that saveless. But will I manage 400 monsters on the last level?
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>>9152120
Essentially this. I think a september extension for maps is fine, but waiting for people to make certain types of maps is just gonna mean this project won't come out for 3 more months
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>>9145247
https://files.catbox.moe/hoa0xj.wad
Small fix for Poisoning the Well. The box with imps inside was not meant to be walkable by player.
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>>9152168
I guess I'll just have to see what people submit, then perhaps try to fill in some of the blanks the best that I can.

>>9152169
Ah, excellent, I should give that level a run now.
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Ha! I just love Ashes 2063 being so full of details and making everywhere feel so "lived-in". This is really my jam, they made great work in creating a sense of an alive environment where despite the setting being post-apocalyptic you can easily imagine life both before and after the collapse.
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>>9149587
MBF21 undoes MBF's changes to infighting behaviour (although WAD makers can change it back again if they so choose with the OPTIONS lump).
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>>9151170
Thanks, anon
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>>9151821
is there any link in the story? i don't see it
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>>9152089
Lies and despair.
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>>9151902
>Should I wrap up submissions on the 18th and then just quietly work away on the rest of the stuff in the background while people move on to other projects
I think you could do exactly that, and whoever wants to contribute more or after the deadline could just contact you directly while you're finishing it up.
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>>9151413
>Wonder if there's any wad that fits GMOTA that well.
Brotherhood of Ruin, some of those ones that use Quake 1 castle or Hexen 2 textures.
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>>9148229
>>9145219
A Correction for the next op for this map
GIFTMATCHER(that based AD and forgotten sepulcher guy) Made his first Quake 2 Map in years!
and it isn't bad, its solid as fuck, but challenging in some points.
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>>9152236
It even has a 2000AD comic stand somewhere in the first one, which amused me more than it should have.
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GOOOOOOD MORNING /vr/ IT'S THAT TIME OF THE WEEK AGAIN! WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD FUCKIN TIME TO POST THAT SHIT.
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>>9152485
I finished submission for 94 protons. I was going to make a map for my own wad next, but can't figure out how to start building the layout I want.
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>>9151694
it makes a lot of difference and stutters are practically gone. I'm not sure when the devs make it available for the demo. Next update whenever that is.
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>>9152485
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>>9151694
>and they would have so much more room if it was even a bit multithreaded.
Which is a pipe dream without recreating the engine from scratch.
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>>9151731
Right now a mix of Dakka, Final Doomer (with gunbonsai) and Wrath of Cronus.
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why is this game so freaking hard

getting absolutely filtered on lightly broiled
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I'm looking for a few good arcade style mods for Doom, I already played most Combine Keegan mods and I was wondering if there is anything else worth playing?
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>>9152557
sounds great, maybe even some of these changes can be the eventual base (or at least reference) for making GZDoom itself multi-threaded.
though knowing the chicken man, it may need to be a fork.
>>9152580
>t.chicken man
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>>9152607
Bulleteye, Cola3,possibly Iron Snail, maybe Dakka.
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>>9152596
>getting absolutely filtered on lightly broiled
Enemy accuracy and health is boosted on Well Done so you chose a more appropriate starting difficulty at least. Cultists don’t just shoot once and dart about before shooting again like Doom zombies or Shadow Warrior ninjas, but they tend to go retarded when they have to turn or when they get hitstunned.
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Just finished the first episode of Hedon. I had a blast.
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>>9152610
it's not a GZDoom thing, it's the Doom source itself.
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>>9152624
Doom feels like a cakewalk compared to what I've experienced in Blood. Probably because I can't circle strafe everything and dunk on enemies with the super shotgun.
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>>9152664
Blood on hard is actually hard, while on Doom it's more like normal.
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>>9152664
>Doom feels like a cakewalk compared to what I've experienced in Blood.
Depends on what you mean by “Doom”. Blood and Shadow Warrior are both much harder than Doom 1 and 2 but I wouldn’t say they’re harder than Plutonia.
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>>9152673
>Depends on what you mean by “Doom”

The base campaigns for 1&2 on Ultra Violence. Plutonia is in a class of itself with how cuntish some of the traps are.
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>>9152682
Yeah, the difficulty of the first two Dooms hasn’t aged well. Blood and Shadow Warrior are also post-Plutonia, making more sense of the difficulty gap between those two build bros and the first Dooms.
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Eternal Doom III is full of files.
Will just dragging all the wads give me the full content? Using GZDoom.
Last time i played was on Choco and it was a while ago...
help
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>>9152709
No fucking idea, have you read INSTALL.txt?
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>>9152717
It's old install instructions for DOS
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>>9152709
Start using ZDL or something already.
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>>9152734
I already do, it seems the skies that come in .BMP format display anyway if i just use the wads. the music and HUD are there too. Dunno what the .DEF does.
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>>9152737
Speaking of which, will IV be ever finished? isn't it just 7 maps as is?
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>>9152643
seems they're doing it anyways.
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>>9152709
No, for modern ports you only need ETERNALL.WAD and nothing else.
Also ETERNAL.DEH for stuff like map names, but it's not necessary, you can get it here http://www.gamers.org/pub/idgames/utils/exe_edit/patches/ed3-deh.zip
t. playing it right now
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>>9152769
Oh, and for GZDoom you need compatibility level "Doom", otherwise some ambush mobs won't enter combat.
Don't know about Boom ports, guess using complevel 2 wouldn't harm.
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>>9152635
Bloodrite is bigger and better in just about every way, you can really see the author gaining experience.
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>>9152798
>not putting last levels you created first
ngmi
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>>9152806
Bloodrite was released about 4 years after the original first chapter. So while the principle is correct, you can't delay a game forever.
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>>9152779
>>9152769
thanks, i almost always play with the Doom compat anyway
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>>9151731
I'm a big fan of the 2048 super shotgun's reload animation so I use it with other wads sometimes
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>>9151731
>Also, Siren has a standalone gameplay version now but I'm struggling to find maps that fit its aesthetic

Maybe Darkmoon or Dark Universe?
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>>9145247
My level is not in the folder, maybe you didnt get the post with it, its demon core, with one hotfix
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>>9145247
What if we all make a building for a city map? And then draw roads between them and stuff. I don't think I'm up to making a large map for example, but I can make one building.
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>>9145219
32-map megawad Nostalgia released.
https://www.doomworld.com/forum/topic/130681-nostalgia-rc1-32-maps-doom-2-format
>>
>Decided to replay Plutonia to get inspiration for 94 protons.
>It's so much easier than I remember
>>
>>9152954
fren_city.wad
>>
why the fuck am I getting stuttering with gzdoom whenever it auto-saves?

infuriating
>>
>>9153010
just disable autosaves, lmao
>>
>>9153012
obviously, happens also when the game loads in assets or spawns in a large number of enemies
>>
>>9145247
Say, how hard do you want the go 2 it map? I have an idea on how to make it, but I'm not very good at doom, not good enough for slaughter anyway.
>>
>>9153014
wonder if it could be sound related
>>
>>9153026
Probably, I notice some stutters when I load several heavy sound mods in Hideous Destructor, usually when particular sounds are played for the first time on particular maps;
injecting a stim on the test map from DOOMTEST.wad seems to hitch every time for me with my complete load order, probably because it's already cached the sounds for every monster in the game.
>>
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>Wad map has custom enemies,i cant use my own modded enemies on it
>wad map has custom weapons,cant use my custom weapons on it
>J-JUST DONT PLAY THE MAP BRO!
i like the map itself just not the monsters/weapons it came with
>>
>>9153165
i treat maps like that as maps that come with mods.
>>
>>9153165
>Map has cool custom enemy/weapon you cant use elsewhere
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>>9153159
i had this issue on a previous machine using an external sound card
>>
>>9153165
I know that feel. Way too much. Find some kickass map but it's got custom shit stuffed in the wad so it's locked out of customization. Or the other way around with an interesting weapon loadout locked into a shitty mapset. ffs, I get if it's some TC mod, those are usually so well done and designed it's fine to be locked in. BUT THEN THERES THAT TARD MAKING A MAPSET WITH JUST RESKINNED GUNS. Jesus fucking christ just split'em how hard is that to do? Especially when it's obvious they only know how to do one or the other and should stick to it!
>>
>>9153165
Depending on the extent of the WAD's custom stuff:
>open maps in doom builder
>find and replace all custom things with their closest vanilla analogues
>save as
I did this to play Skillsaw's Lunatic with Hideous Destructor, but that only had two custom enemies replacing the WolfSS and Keen
>>
I can't get Wolfendoom's WAD to work with ZDoom. Is there an additional step?
>>
>>9153284
try Gzdoom or LZdoom
>>
>>9153004
"Limit removing" means comp level 2?
>>
>>9153014
Are you playing with a mod/wad on a different hard drive to where your GZDoom exe is located?
>>
>>9153312
*If so put them all on the same hard drive obv.
>>
>>9153310
Yes.
>>
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>>9152485
>>
>>9153354
What, there are 3 Korone skins for HD now?
>>
>>9152485
Changed my mind and decided to give this lightgun-inspired Greely resprite another pass to purple up the barrel and tube.
>>
>>9152485
My first functional-ish frankensprite replacer for the ZM66

Still gotta get to pickup sprites
>>
>>9153541
>Still gotta get to pickup sprites
And cookoffs, I'm sorry.
>>
>>9153421
thought there was 2, idk I just rock this mugshot because there is no appealing mugshots
>>
>>9153551
I just use a blank one, I don't like the mugshot at all in HD (or on any transparent HUD, really) but I still want my armor off to the left. I often put the stance indicator addon in the mugshot's place.
>>
>>9153456
Let's not go to /v/, it is a silly place.
>>
>>9153541
looks dope, looks alot like a xm8
>>
>>9153541
what are those zombiemen?
i have at least 2 guesses:
1 they're based off nudoom's soldiers
2 they have big arms from masturbation
>>
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>>9152485
working my entry for the latest DBP.
>>
>>9153551
there's the awful one repurposed from another, awful Astolfo mugshot (admitted by author) and then this nicer one complete with a player skin and taunts on https://dastrukar.gitlab.io/hddons-list/ in the skins section
>>
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>>9152485
After days of struggle and several deleted attempts, I played Cyriak's new wad and finally figured out how to make a layout I wanted. Spent last few hours mapping it out.
Next up: details and lighting, then neverneding ambushes.
>>
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Serious Business Saturday is still on in about an hour (or whenever the new thread is made. The map we'll be playing is called Celestial Keys, and it is a long one so we might only play a few maps for today's session. You can grab it here:
>https://mega.nz/file/PKowkRBZ#uypeniVFIvJPCAMnAU5Z807AJE-YQbeoTwMAhIoeFvA
>Follow the instructions in the readme

And once again if you want the patch for better widescreen support, borderless window, blah blah blah grab it here: https://github.com/SamClassicPatch/SuperProject/wiki
>>
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>>9153652
lol.
not a korone fan at all, just want a appealing toon girl as a mugshot. also thanks for link for more skins to explore.
>>
>>9147132
I forgot he uses a different name for different shit and wondered why the music sounded like Cyriak music.
>>
>>9153693
Which sam do I install for this, tfe or tse?
>>
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>>9153793
TSE, that's what we play unless I specify otherwise.
Speaking of, I guess since the new thread isn't made I'll start hosting Serious Business Saturday now. We'll be playing through the map Celestial Keys, grab it here: >>9153693
>Join via Specify Server
>ip: 45.79.57.115
We probably won't play through the whole thing today because it's pretty long.
>>
>>9151406

Why are character designs these days so soulless? Hedon is futa coomer shit but at elast its not oatmeal

I find these brunettes as boring as the era of bald ps3 era edgy protagonists.
>>
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I'm working on some custom monsters, and I'm just using recolours for them like picture related. What's the easiest way to recolour sprites for any DOOM monster, I need an easy way to do it without it looking like messed up pixels
>>
>>9153819
seems to be a trend to make protagonists relatable (and socially safe) by making them bland and generic
>>
>>9153819
People will care more about this in /v/, most won't care and the small few that do are too defeatist and untalented to do anything about it.
>>
>>9153842
I care. It's why I have a roster of protags that're mostly ripoffs of Nintendo characters and one that's a ripoff of Adol from Ys.
>>
>>9153846
If only more people followed your standard as opposed to the whinging that often follows similar discussion.
>>why can't the dev make five different cosmetic skins for this retro fps
>>
>>9153594
They're Mortis's Monster reskins

And yes, pretty sure the original sprites were based on Nudoom's Zombies
>>
Map24 of 512 Linedefs of /vr/. One of my favorites.
https://www.youtube.com/watch?v=aU6wNa-uGXw
>>
>>9153819
Lot of studios are adverse to any kind of risk so it's either going to be highly derivative of something else or homogenous mush, sometimes both at the same time.

For better or worse, Hedon is basically the developer turning his porn OCs into a game and selling it, so he's not even considering that shit.
>>
>>9153859
It's the nature of things. All I know is I want to make shit I think is cool, and I'm doing everything in my power to make cool shit.
>>
>>9153575
It's actually the Quake 4 Rifle
>>
https://twitter.com/Pillowblaster/status/1556049949883875328
>>
>>9153865
Yes I know, but it's weird, its small studios doing it, so many franchises used to use some shock value to get some success.

Maybe it is also a lack of good artists and designers.
>>
>>9153895
The sprites look great but man I really don't like those animations. Too wobbly and smooth.
>>
>>9153901
>>9153901
>>9153901
migrate, also fixed the news having (embed) errors due to 4chanx and normal fucking up
>>
>>9153896
The small studios are still studios, and some of them aren't even all that small, New Blood is a bigger studio with bigger budgets than id was when it made Doom.

The Hedon dev and Revae and people like them are the ones doing more interesting stuff because they're basically doing the basement game development thing of years gone by.
>>
>>9153916
You have a point. I sometimes miscalculate their size.

But there is culture shenanigans at work anyway, then again there is always something cool to play that circumvents these shit designs.
>>
>>9151213
This >>9151252
and this >>9151320
sound like pretty good ideas to me.
>>
>>9151731
For weapons I switch around between FinalDoomer, Ashes weapons, and High Noon Drifter like a few other anons do. They're good weapons. I'm still looking for one with a decent WW2 ensemble that isn't overpowered or jank/clearly slapped together.

For gameplay I just play vanilla maps or the popular stuff most people know about. Ancient Aliens with the AA set from FinalDoomer and shit like that. My OTHER set up though is with DoomRL Arsenal, a mix of addons for DRLA and using Obsidian map generator to play a pretty randomized version of Doom. It's a fun change of pace.
>>
>>9153697
where can I get that player sprite?



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