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DOOM THREAD / RETRO FPS THREAD - Last thread: >>9580932

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/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

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

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

OUR WADS
https://rentry.org/8ca3061522e0
>>
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=== CURRENT PROJECT ===
VIOLENT RUMBLE 2
See picture for details

=== CURRENT RELEASE ===
UNRATTLED
https://www.doomworld.com/forum/topic/133103

=== NEWS ===
[1-20] Wolfenstein 3D CGA released
https://github.com/jhhoward/WolfensteinCGA

[1-20] REKKR: Sunken Land available on GOG
https://twitter.com/RevaeRavus/status/1616495789697814529

[1-20] La Tailor Girl 1.88 is out
https://forum.zdoom.org/viewtopic.php?p=1235834

[1-16] New round of updates for InterDoom family of ports
https://www.doomworld.com/forum/post/2595839

[1-15] Temporal Tantrum RC1 is out
https://drive.google.com/file/d/1p4HFr8joLfmC-KkUWouUUjH5ub2PSomd

[1-15] GMOTA updated to 1.5.2
https://combine-kegan.itch.io/gmota

[1-13] DNF 98 map added to the restoration project
https://youtu.be/ZTixwglGll4

[1-12] THEME-GAWAD is out
https://www.doomworld.com/forum/topic/133436

[1-12] Various Valve assets leaked, around 60GB in total

[1-10] Duke Nukem Zero Hour decompiled
https://github.com/Gillou68310/DukeNukemZeroHour

[1-10] DNF 98 build assets leaked
https://rentry.org/x0r_jmp

[1-9] New Temporal Tantrum release
https://drive.google.com/file/d/1jIS6XpvRAA8FTRcPKPt65P2cOEpoDjw4

[1-8] Rough Waves v0.2 released
https://khodoque.itch.io/rough-waves

[1-8] DNF Q2 build release imminent
https://twitter.com/ScottApogee/status/1612134200169353218

[1-7] Scudhead released (Gifty's FDTWID maps)
https://www.doomworld.com/forum/topic/133367

[1-7] Hell On Earth Shareware released
https://www.doomworld.com/forum/topic/109227

[1-6] Painslayer updated to 1.3.0.
https://www.youtube.com/watch?v=W-pd5GfsEck

[1-5] Qbism is hosting the most up to date quake 2 compiler
https://github.com/qbism/q2tools-220

[1-4] BLOODS SOURCE CODE LEAKED
https://rentry.org/x0r_jmp

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST
>>
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Damn it's cold, my nipples feel like pencil erasers!
>>
Is this loss?
>>
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I've done it

I've reinstalled mapsofchaos-hardcore, put "-fast" in the zdl command line and began the first map of episode 1 of ultimate and doom and died a couple times (my save begins at 00:00:00 of the level and I will not savescum)

finally...

a fair but difficult doom that cannot be easily beaten and enough ammo laying around so that I can shoot my enemies to death rather than being expected to cause demon infighting
>>
Just finished TNT: Revilution and I think this is my 2nd favourite megawad (1st is Jenesis). Lots of really good maps, especially 08, 12, and especially 21. The track for that one was really well-made and I wish I could find a download somewhere
>>
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>>9593860
I was very disappointed that he didn't say or reference this line in the beginning of Siberian Mayhem.
>>
>>9593874
YES SAME what a fucking shame
>>
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We're playing the Mountain of Grunch sequel for SNS today. The files required are huge so I suggest you open up doomseeker and find the missing WADs before the game formally starts. Also, this one is heavy on the monster spam, so I've set the life count to 4 instead of 1 so you have a better chance at savoring the maps.
>>
Just curious.... what's the largest Doom/Doom2 level ever made?

Is there an upper limit on the size?
>>
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Lingerie?
>>
>>9593863
>anyway release half done gzdoom levels
>faggot post gives little revenants
>find blood gmota neat weapon
>>
>>9593863
>Interesting build fucked proper
>Self-referencing height launcher
>Smaller mapper released
>>
>>9593896
This makes my little revenant become the big revenant.
>>
>>9593896
How many much more content are you putting into this? I love La Tailor Girl but eventually there's going to be too many outfits.
>>
>>9593931
>Self-referencing height launcher
sounds like a fun weapon
>>
>>9593889
Look for the sunder maps,one of those probably takes the cake
>>
>>9593889
There a limits to number of entiries, particularly lines. Back to Saturn X E2 has a map that abuses it hard but I forgot which one.
There's also more straightforward limit to how far apart coordinates can stuff be before distance calculation breaks.
>>
>>9593889
okuplok's slaughter map
holy hell
from hell
secret path
cosmogenesis

not sure which is actually biggest, but there's a lot of 4 hour maps there
>>
>>9593991
Those arches are making me feel faint with the amount of time it must take to map that shit.
Yeah I know you can copy paste after the first but still
>>
SUNDAY NIGHT SHITSHOW TIME! Tonight we'll be playing the NIGHTMARE BEFORE GRUNCHMAS! Or whatever it's called. It's a sequel to Mountain of Grunch, and we'll be playing with BYOC! Vrsounds is also loaded, but note that it only works on a few maps.

The password today is INFININIGGERFAGGOT

Open up Doomseeker and connect with Zandronum 3.1, this is on course to be one of the shitshow-iest shitshows to date.
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666
>>
>>9593959
No such thing as too many. Especially when you play on the harder difficulties saveless so you're forced to always switch clothes when you take enough damage or ultimately die and restart
>>
>>9594028
We also have a mumble server if you want to shoot the shit with your fellow /vr/ anons, or just call them slurs.

Address: 51.161.34.159
Port: default
Username: Whatever you want
Password: endoom
>>
>>9594028
>>9594046
Is it just me or is Wadseeker unable to find any of the
>>
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>>9594051
any of the what?
ANY OF THE WHAT, ANON!?
THE DEMONS GOT HIM, BOYS!
>>
>>9593870
You will love Devilution.
>>
>>9594052
wads, oops
>>
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>>9593848
>>
What's the best Quake port nowadays? I played everything they had on the Steam version but I want to know which one to use for Arcane Dimensions and such
>>
>>9594068
Either IronWail or vkQuake.
>>
>>9593991
From what mapset is pic related?
>>
>>9594092
abyssmal speedmapping session 69 It says in the top left corner
>>
>>9594104
I rather not google thay acronym anon
>>
what's the best (most convenient) software to make .mid music for doom specifically? (do people still use midi music for doom wads?)
>>
>>9594104
>Look up ass69 doom
Yes I can see that going very well.
>>
>>9594104
Are those maps serviceable? there are plenty of links,should i snag every one made after a certain date like 2020?
>>
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haha what
>>
>>9594181
>almost 20,000 enemies
Is this a sequel to Okuplok?
>>
http://toastytech.com/good/ffdoom.html
>>
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>>9594186
>>
>>9593889
>>9593984
I had to shrink Temporal Tantrum MAP24 slightly to avoid breaking the coordinate distance limit. I think one of the Sunder maps also had to be shrunk during the testing process for the same reason.

Basically, if two points on your map are too far apart, it causes overflows in some calculations, causing hit detection errors like melee either missing up close or hitting from ages away, and archviles having infinite range.
>>
>>9594217
Oh dear god
>>
>>9594221
>and archviles having infinite range.
wanna bet some asshole will make a map abusing this gimmick?
>>
>>9590234
Well, you need to remain compatible with

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

https://www.youtube.com/watch?v=7V7gKb4ZY8U

https://www.youtube.com/watch?v=pJLuYvnTHB4
>>
>>9593863
>die haha
bit rude
>>
!
>>
>>9593863
>blaz basic gay
Damn right.
>>
>>9593863
>nigger easily floating
Kek
>dsda jump server
Sounds fun
>>
Not to distract from SNS but the Party /v/an is playing Zandronum: >>>/v/625193562
>>
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>>9594284
>Samsara Reincarnation
>With Lexicon
>Also vrsounds
>>
very fatal error
>>
>>9594028
That was something. Thanks for joining.
>>
>>9594406
Fantastic screenshot.
>>
>>9594028
GGs
that was quite shitshowy as advertised
>>
>>9594028
>>
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We're playing SRB2K next SNS and WNW.
Here's the SNS schedule for February.
>5th: Malefactors survival, megawad to be picked
>12th: Quake Champions: Doom Edition (Survival, deathmatch, AND invasion)
>19th: D4T survival
>26th: SRB2K
>>
Finally a douk sprite project that doesnt look like shit and it looks like SOMETHINGG 3DR would do in the early 2000's
https://www.moddb.com/mods/duke-nukem-3hd/news/duke-nukem-3hd-fatality-edition
Unironically Build supports High definition but Everyone wanted 3d.
>>
>>
>>9594474
3D with these games is usually bleh
some of these textures look really decent except for the red carpet.
i wonder how these look with palette emulation
>>
>>9594181
>Part 1
Panic!
>>
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Why does soft sector lighting always look like shit in Software mode? I don't like doing hard contrast shadows.
>>
saw this at an antique store today for $25 complete in box
worth the pick up?
>>
>>9594546
dude that looks awesome, buy it.
>>
>>9594546
Well, if you want to edit your maps like it's 1996.
>>
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Sketched a lil caco today.

Suck balls at drawing but I'll hopefully become better the more I do it.
>>
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Updated rules for A Serious Case of /vr/:
>Map must be made for Serious Sam The Second Encounter 1.07 version (this is the most up to date retail version you get from Steam/GOG)
>Usage of custom textures, sounds, and music is approved and encourged
>Usage of custom entities or other mods is NOT allowed. Outside of textures, sounds, and music your map should be 100% vanilla with 1.07
>Please provide a readme listing your name (even if it's anonymous), map name, and sources for any custom content used
>Map must be beatable (duh) and have proper co-op support
>Do not make edits of existing maps
>Project host has the final say and can deny your entry if it is not up to /vr/ """standards""" (please put some effort into your map)

Tips:
>Trigger a checkpoint whenever a new weapon is picked up to ensure everyone spawns with an "up-to-date" arsenal
>Make co-op portals for arenas that get closed off (and one-way doors for any closed off rooms/secrets so players don't get trapped)
>Aim to balance your map around Serious difficulty first, but don't be afraid to make support for other difficulties afterwards
>Also keep co-op in mind when balancing encounters, drawn out reinforcement spawners are not fun to wait on
>Hot Starts are not that common in Serious Sam, try making a "lobby" room for players to jump around in without risk of triggering anything (useful for co-op)
>A good fight is more enjoyable than a good looking room, don't stress yourself out over brushwork
>Use the official maps as references (I won't berate you for coping models, texture work, etc. from official maps) (You can have multiple maps opened at once and switch between them in the editor)
>Don't forget to make a thumbnail for your level
>Get creative with secrets!

Any other comments or suggestions? I will officially start this next weekend but anyone who's interested can start now if they want.
>>
>>9594546
Bro, think of all the radical maps you'd be able to make with that.
>>
>>9594546
I pick up shovelware compilations from thrift shops and used book stores whenever I see them, they're a fun time capsule to explore.
>>
>>9594474
>smeary ai upscale
>not shit
>>
>>9594626
someone was uploading those at Moddb a while ago, one even had a working installer for worldcraft that works on win10+

>>9594652
/v/ is over there fagquad.
>>
>>9594221

Would it be possible to fix this in teh code somehow?

I just want to see exceptionally large maps some day or even some weird "world" generator where you can roam a basically infinite Doom level that just keeps generating in front of you.
>>
>>9594654
>/v/ is over there
Where sloppy upscaled trash belongs.
>>
>>9594654
AI upscaling usually looks pretty bad, Anon. You can't tell someone to go to /v/ just because you don't like what they said. I could understand if he was acting like a complete ass, but that really isn't the case here.
>>
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>>9593889
probably not the largest in scale but Lainos' city maps are truly impressive and especially cool to see it grow over the years. Sacrament map 02 titled 'Doxylamine Moon', then a single map (technically two) Doxylamine Moon: Overdose is a sequel of sorts to that and expanded on, Comatose takes it to the next level and in some respects it's logical conclusion. Lilium, his most recent work, is very large, and impressive in its own right, but it does feel like he pulled back just a bit.

I think each of these maps are 50 minutes minimum on your first playthrough.
>>
>>9594659
My non-technical assumption is that a hack generator that doesn't unload data from memory (and runs for as long as you have free RAM) is probably possible. But the root of the problem is not technical: how do you automatically generate areas that don't suck? Solve that, and someone will probably make an engine to test it.
>>
somewhere in the heavens... they are racing
Early WIP, but it's looking pretty consistent on animated turnaround.
>>
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>>9594801
I'll post mine too. It's also extremely early in development.
>>
>>9594164
ass #69 attracted nearly every mapper in the community, unsurprisingly. of the three megawads there's about four or five decent maps and unfortunately about 50 killbox slaughtermaps.
>>
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>>9593849
After over two years in development, it's finally done: Temporal Tantrum is now publicly released! A very big thank you to the rest of the team, and to everyone who tested earlier versions.

Trailer: https://youtu.be/OUHOZP0leOc
Download v1.0: https://drive.google.com/file/d/173LIrlNTmLkITjuwfqyzvuSsGUxXuAIV/

Temporal Tantrum is 28 new maps across seven themed episodes. You need a port supporting UMAPINFO and MBF21.

Note that this contains some fixes since RC1 - please redownload if you already have RC1.
>>
>>9594419
The fact that you took the time to play it is appreciated. Certain factors are still being adjusted- custom monsters need to have their damage adjusted and ammo/health placement isn’t finalized.
>>
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>>9593889
I don't know if it's the largest, but Planisphere 2 is straight up Manhattan, along with parts of New Jersey, Queens, and Brooklyn. It's not to scale I think, but it's fucking huge as shit, when it was originally released it didn't even have nodes because most nodebuilders at the time couldn't even build them.
>>
>>9594118
People primarily still use MIDI for .wads, yes.

>>9594474
I always thought that 3D model pack with high res textures looked ungodly fucking ugly and made the game feel very cheap and unprofessional.
I can't say that I think upscaled sprites like that look good, because they just really don't, it's only barely better than the 3D pack because it still looks like Duke if you squint.
>>
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>>9593848
It's 2010 and I need some good PWADs to lock and load into my ZDoom 2.5, any ideas? No udmf or decorate, vanilla and boom only please.
>>
>>>/vg/415747036
>>>/vg/415750826
anon...
>>
>>9594217
I am too smooth-brained to understand the intricacies of slaughtermaps. I see no appeal in running circles with BFG for half an hour through on flat arenas.
>>
>>9594937
>>9594738

I didn't even know I wanted an open world/sandbox Doom game.

Maybe it would be possible to make some sort of Strife-like FPS RPG using a modified engine and a really obscenely large map.
>>
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>>9595162
>>
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>>9594053
I'll wait for that one to be finished completely before I give it a go. Apparently it's on Beta 5 at the moment.

Any wads that go well with colourful hell?
>>
>>9595179
you're uv pistol starting right?
>>
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>>9594284
just ended
it switched to vanilla deathmatch with 20+ players for the last few hours; saw a couple of regulars pop in during the coop, maybe i should've bumped this in case anyone was still around
>>
>>9595162
>WEBM
lol
>>
>>9594580
Do you have some kind of a recommended guide or resource to learn how to make a Serious Sam map?
>>
>>9595260
https://rentry.org/vy4qr anon wrote himself
>>
>>9595263
Oh shit nice, thanks
>>
>magenta spire shilled in cacowads
>coming off of excellent Stardate 20xx so willing to give it a shot
>it's weird as shit and not in a fun way, bunch of unintuitive puzzles and hard to see gateways to navigate
well that was disappointing
>>
>>9595185
From Sunlust onwards
>>
>>9595179
Name five best ones you wouldn't mind replaying
>>9594956
I guess doom mapping was dry as desert prior 2010...
>>
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>>9594546
see? this proves Doom is 3D it says right on the box
>>
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>>9594478
>modd
>mfw no low poly thicc gf to precache
>>
>>9595356
>modd
damned auto copy/paste
>>
Man.. Strife has some of the most infuriating enemy designs I've ever seen in a shooter..
>>
>>9595283
The Cacowards tend to be the more "respected" members of the community jerking off their friends. Big surprise.
>>
I played so much Comatose my eyes started tracking fuzzies in real life
>>
>>9595179
Trailblazer goes splendid with colourful hell
>>
>>9595179
>Any wads that go well with colourful hell?
Combined Arms is amazing with it.
>>
Are any of the Douk expansions worth playing?
>>
>>9595530
No, unless you're using Alien Armageddon.
A lot of people like the beach holiday one, but I kind of hated it.
>>
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>>9593959
>>9594030

Basically La Tailor Girl has a lot of discovery elements on it and I hope to emphasis that for more replayability
The biggest issue I have is making the sprites for all three characters so Ive been focusing more on upgraded outfits so I can limit it a little bit
>>
>>9595445
Nothing rots forums like an IRC clique on the side.
>>
>>9595556
Please tell me this is a real outfit.
Also, my one issue with La Tailor Girl is that upgrading is so rare. I typically find an outfit, know I won't find a copy of what I'm already wearing to upgrade it anyway and rip off the old clothes so I can dick around in the new costume.
Did you do anything else with the companion mod, by the way? I tend to love having Sewie with me if I'm messing around in a heavily modded session, but the new Curly Brace style robo-girl looks fun too.
>>
>>9595530
Nuclear Winter is trash.
>>
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>>9595597
It will be a real outfit, but not ready yet
and I am unsure what to do with the companion mod really now that Daina has new sounds and such Havent touched it at all
>>
>>9595618
It better make guns fire condiments!
I want to find that outfit when its ready and RP as that shitty Batman villain. Archviles are going to get mustard in their faces and know what the burning feels like.
>>
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>>9595530
Duke Caribbean is a treasure.
D.C is mediocre.
Nuclear Winter is Nuclear Garbage
>>
Powerslave Exhumed is part of a humble "best of 2022" bundle. Cheaper than the steam price, in my region. But the sale on gog is slightly better.
>>
>>9595508
>>9595519
Neither of these are wads
>>
>>9595670
Sorry, I thought you wanted general recommendations.
Honestly, though. Most wads will go well with colourful hell just so long as there aren't too many Cyberdemons or Archviles. I got a white level Cyberdemon in a difficult sniping location once and I had to savescum because the fucker was screaming John Romero voice lines at me and one shotting my ass with a super BFG.
>>
>>9593848
Anyone knows a PWAD that forces a different player class for each Episode?

I'm working on a set of 1 level mods with distinct play styles and I'd like to release it as one Anthology-WAD/PK3 basically. Looking for a mod that does something similiar to study the ways on how to do it the best way. Thanks in advance.
>>
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>>9595556
Cute and yummy outfit.
>>
>>9594871
Noice, congratulations.
Why is the DW thread so weird with the first post blanked out and the release in a reply? Are you planning to later put it all with screenshots and map list in the first post or make a new thread?
>>
>>9593867
Maps of chaos is great. I daresay underrated
>>
>>9594871
Neat, I'll take a look.
I can't wait for decino to use this as yet another excuse not to play Ancient Aliens!
>>
>>9593867
Do people here really count saving at all in a level "savescumming"? What about giant levels that are up to an hour long?
>>
>>9596064
Not really, nobody thinks that. It is however true that without saves experience is quite different.
>>
>>9594546
Has this one been preserved online? I know some people want to archive these things.
>>
>>9595445
Yeah, I just use it as a recap to check what major wads I missed that year. I'm no longer invested in what wins I'm just looking for an excuse to play something.
>>
>>9595179
JPCP has a lot of trippy levels that would look nice with rainbow monsters.
>>
>>9595992
There were issues in the past with people on DW being confused about which was the current version. I thought this was the simplest way to address that.
>>
>>9596064
>up to an hour long
>up to
>>
>>9596292
>ah, my standard Hideous Destructor clear time for modestly large levels
>>
>>9596114
I think I got it as part of a huge shivekware archive online, but I'll have to check when I get back home. I remember seeing the name though
>>
>>9593848
https://www.youtube.com/watch?v=ZQJtoizVjfM
>>
>>9596064
>up to an hour long
Unless your wad has at least one NON-slaughtershit one hour long map don't even talk to me.
>>
>>9596352
So you only play Community Chest?
>>
>>9596331
interesting, indeed for sure. Wake me up when there's a Little BigPlanet, X-Men, Transformers or Megaman X Doom, Strife, or Quake TC.
>>
>>9596135
There are a few names that are always worth checking out regardless.
>>
Am I wrong for preferring short maps? Give me something bite-sized that I can complete in 10 minutes.
It takes a very special map to remain enjoyable for more than half an hour. Pacing in such a large level is difficult.
>>
>>9596371
he only plays the iwads just based off his usage of "slaughtershit"
>>
>>9595167
Mee too. If I see more than 400 monsters in a map I skip it.
>>
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>>9596494
I play everything, but I will always enjoy an hour of switch hunting more than an hour of >>9595167, not that anon btw desu
>>
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what happened to that anon making a turok mod?
how many turok mods exist in total?
>>
>>
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E2M2 of Unrattled. Blind playthroughs starting with this map.
https://www.youtube.com/watch?v=Vxkzn4rLz10
>>
>>9596327
What's a shivekware? Is that Russian or something?
>>
>>9596064
The classic FPS community can be really fucking obnoxious. There are people who will scathingly critique a map because the secrets weren't visible enough, or that the level necessitated saves, as if failure states aren't fucking intrinsic to video games or 100%ing a video game doesn't take work. A bunch of 40 year old babies.
>>
>>9596556
then you must know that "running circles with BFG for half an hour through on flat arenas" is not your ordinary slaughter. if it's exactly as that guy explained then it's simply lazy slaughter whose only purpose is to BFG spam. most slaughter may look that way to untrained eyes, but there's much more to it than that. to even claim that's all it is is reductive at best and dishonest at worst. even stuff like the recent Junkfood wad which can be egregious at times requires a lot of skill and routing because we're still playing Doom and that means resource management and dodging projectiles/movement.
>>
>>9596920
Thanks for playing. I'm glad you had fun.
>>
Shotgun Frenzy anyone?
>>
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>>9596920
>grab a soulsphere to get to 200
>still eat up the rest of the health potions
>>
>>9594217
>>9594181
I'd only play these with Russian Overkill
>>
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>Mod offers several weapon sets or enemies
you do keep track of your favorite ones to not have to recheck the entire mod every time you boot it up,right?
>>
>>9597247
For monster mods, I just let whatever settings are saved to my .ini handle this, and I don't play that many weapon mods with distinct classes, so I just remember which are my favorites.
>>
>>9596114
Man, it was on search away.
https://archive.org/details/3dGameAlchemy
https://archive.org/details/3-d-game-alchemy-for-doom-doom-ii-heretic-and-hexen
> showing a disc ISO file into a CBZ of book scans
Now that's radical.
>>
>>9595445
For starters
>2022 was a shitty year, i couldn't think 10 good wads myself and even less 20 or 42
>most cacoward writers have been changed from the infamous year 2020
>maker of magenta spire is literal nobody with no connections to cacowards writers
Magenta Spire probably got the artsy award such as Lilith at 2017. Didn't like the wad neither, but 2022 awards being a circlejerk is outright false. Many gold and silver awards to newcomers and even for /vr/ members. Chris Lutz's Gzdoom epic and tourniquet's and bemused's Occula (the color-coded slaughter epusode) didn't even receive even silver, even though both were actually good and by well known mapping veterans with connections.

Also can anybody actually mention a wad that deserved gold or silver wad this year, but didn't get one? For me it's Occula, and if it received one, some people would complain, that another color-coded slaughtershit wad by familiar names got award again. It seems when it's shitty wad year, people complain about cacowards and expect the writers to pull lot of good wads out of their asses.
>>
>>9597632
>/vr/ members
>s
Was there more than punch?
>>
>>9597664
Lunch*
Solar Struggle got a silver caco and Doom 64 Ethereal Breakdown was listed in 22 more for 2022.
>>
>>9597664
ViolentBeetle (silver) and lunchlunch (gold)
>>
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>>9595556
>>
This pfhucker is coming along nicely.
>>
>>9597774
Damn that's excellent
>>
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>>9597774
I wish I could say the same.
>>
>>9597783
Seems like your biggest issue is linework and anatomy.
It's a bit more effort, and some of that effort will be covered up, but I'm working in separate head, body, and arms layers.
It helps with getting the anatomy/form right, and has saved me a lot of trouble when I went to shade compared to Oshare.
>>
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>>9597807
Thanks for the advice. This guy's gonna need a big rework, I reckon.
>>
>>9597783
Hey, at least it looks more promising than a lot of stuff I've seen in the forums.
>>
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>>9597889
Well, that's not a high bar to reach. I've already scrapped the current sheet and am going to try again from scratch with anon's tips in mind, because I'm not gonna settle for just-acceptable sprites.
>Look up Parias Hexen for reference art
>See this
>>
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>>9597905
>>
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>>9597907
Also, this.
I'll just ask for Parias art here instead.
>>
>>9597664
Cheesewheel made maps for 200 mins of /vr/, not sure if he is around here anymore but eh.
>>
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>>9596331
when i was playing through alice and posting about it in these threads, i was also thinking up ways to turn it into a doom mod.

...i don't have anything to do with this in particular, but i'm going to pretend that helped anyway :)
>>
>>9597247
I keep separate .inis for all of my mods in their own folders and copy them over when I want to switch. So, yeah.
>>
>>9596931
I think that secrets should be possible to figure out somehow, and ideally the author of the map should be able to beat his own level without having to resort to saving (barring the level being fucking gigantic and long). To me, savescumming isn't just the use of the save function though, it's excessive or cheap exploiting of saving and loading.
>>
>>9597632
>>most cacoward writers have been changed from the infamous year 2020
What happened in 2020 to the Doom community? Surely covid wasn't the reason.
>>
>>9598245
>To me, savescumming isn't just the use of the save function though, it's excessive or cheap exploiting of saving and loading.
This. I'm not very good at Doom due to playing it on and off constantly, so I'll save a small number of times per level because redoing the same maps over and over would drive me insane. Hammering quicksave in the middle of a fight and reloading if something goes wrong is savescumming. The people who call basic mid level saves "savescum" are genuinely retarded.
>>
>>9596931
>level necessitated saves
A level that "necessitate" saves is probably not very good. It either contains heavy RNG elements out of player's control (Like opening a swarm of chaingunners in your face that may kill you or barely damage it based off the rolls) or heavy discrepancy in results based off foreknowledge (Like opening a swarm of chaingunners in your back that can be destroyed by a single rocket if you remember to walk backwards). Or just plain trial-and-error.
>>
Completing the level without dying has never been some kind of requirement. Practical jokes like tactically placed spike or ledge or monster that helps you explode when shooting your rockets are also a part of the level.
>>
>>9598358
Serious Sam gives you more points for not saving or dying.
>>
>>9597632
>that another color-coded slaughtershit wad by familiar names got award again
Name?
>>
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>>9598372
Occula
>>
Well for a bfg i think i have done a good job balancing it out.
>>
>>9598389
No idea what this is, but I love it.
>>
>>9598294
>Hammering quicksave in the middle of a fight and reloading if something goes wrong is savescumming.
I do this. But I'll also quicksave after finishing a fight with next to no health or ammo, too.
Sometimes I quicksave so much that I find myself saving just before inevitable death. Like with a rocket flying at me that is impossible to dodge.
>>
>>9598396
I'm remaking my old Mod stickguy in doom to be a lot more better.
currently i need to finish to fix the pickup sprite for the bfg and work on the Chainsaw, but afterwards it should be ready for the first release.
>>
>>9598378
Oh i assumed anon meant another one seeing as Ocucla has been mentioned several times
>>
>reasonably challenging but not full ballbuster
>no bullshit puzzles or excess platforming
>reasonable kill count without going full blown slaughterwad numbers
any wad recommendations that are similar to scythe 2?
>>
>>9598495
Eviternity is comparable but much easier on the whole
>>
Anybody got suggestions for movie/TV inspired anti-demon guns/weapons?
So far I got the brass knuckles and the shotgun/flamethrower from Constantine, Ash's side-by-side from Evil Dead, and the Colt from supernatural.
>>
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>>9598651
Can't find a good picture, but Phantasm series had a quadruple-barrel shotgun.
>>
>>9598669
thanks
Problem is, so far I'm pretty much only turning up shotguns, or revolvers/hybrids, like the gun in Drive Angry.
Maybe I'll make the shotgun from Constantine into a Flamethrower/dragons breath type gun.
>>
Will we ever see 94 protons finished?
Maybe cut the ambitions a bit if you can't finish them.
>>
I'm trying to understand ACS, it's an interpreted language, which I get

so, is this sort of like running a VM on top of the game? It makes modding easier in the same way that something like Little Big Planet 2 makes modding easier right? By implementing an entire morphable game engine inside the game itself?

By having it interpreted, you're avoiding a lot of compatibility issues, no? No compilation, just port the engine/interpreter and that mod will run on every platform, kind of like MonoGame?
>>
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>>9598707
The update that was promised "this weekend" a month ago will be here any day now.
>>
>>9598289
Akeldama got ignored on awards, and very large number of cacowards were given to mediocre single slaughter maps for gzdoom made by Doomworld mods. The two members which were most quilty of this were not cacoward writers at 2022 anymore.
>>
I'm 27 and doom finally clicked for me
>>
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>>9598651
>>9598673
>>9598669
Okay, found something for you, from End of Days. Maybe not as iconic, but still.
>>
>>9596135
These last two Cacoawards lately have a section titled 21/22 more for 2021/2022 which lists off other wads that dropped in the corresponding year but didn’t win any awards. For once, I think it’s a good idea to have a list to show off what dropped this year for those wanting to hunt down more wads to play instead of the circle-jerk awards, everybody deserves a chance on the spotlight. On the other hand, this would make the runner-up award null and void b/c really what’s the point of having that non-award if it’s essentially like the list of wads. Cacoawards should be redone imo, and a good analogy for what ig I’m trying to explain is that maybe it should be less like the oscars and more like a film festival.
>>
>>
>>9599123
Thanks, it'll fit in nicely. Is the movie any good?
>>
>>9599157
No idea, I didn't actually watch it.
>>
>>9599148
what is this from?
>>
>>9599157
Meh, it's not awful, but not great either.
>>
>>9598817
Is Chopblock ded?
>>
>>9599237
He messaged me like a week ago, but nothing about 94p was shared.
>>
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>>9595530
>any of the Duke expansions worth playing?
The major ones by Sunstorm, sure.

>Duke it Out in D.C
It's... alright, but some of the levels feel like they went for more "authentic real life location" than a fun level ?? The expansion is also very flavorless, I was hoping for more wild stuff or enemy reskins, like FBI / Secret Service Pig Cops etc but nah.

>Nuclear Winter
It's kinda funny. It's got some dumb ass segments and two of it's first maps are straight recycled from regular Duke 3d but it's got a custom opening and ending cinematics and it has custom enemies made specifically for it's thematic.

>Duke in the Caribbean
Very soulful and faithful to it's Caribbean resort theme with custom enemies, bikini babes and whatnot. The later levels (aka the caves) are very hit and miss but overall it's kind of a fun romp.

Haven't played Duke Zone etc those.
>>
>>9598707
I've been trimming some of them, working on some others. Apologies again for delay.

>>9599237
Not yet.

>>9599239
I did?
>>
>>9599303
Call me when you ded, I can probably finish wad for you.
You should probably bundle decohack with the project in case someone might need to manage custom items.
>>
>>9599314
The Decorate code wouldn't be that different, but I guess I could include the DecoHack code just because, it'd just be some bytes. Some people could maybe learn something from it I suppose.
>>
>>9599303
Yeah. Asking about Mozz
>>
>>9599339
Oh right. Hope he's doing well.
>>
>>9598651
The railgun from Eraser, of which multiple vidya railguns were inspired by
>>
>>9599369
wait you specified anti-demon, Hellboy had a movie so it counts, right? His big ass revolver
>>
>>9599369
>railgun from Eraser
It was so much cooler than most videogame railguns. Quake 2&3 were and continue being a mistake
>>
>>9599198
Perdition's Gate.
>>
>>9599373
>>9598651
Speaking of Hellboy, it had flamethrowers that some of the BPRD agents used (or, rather, failed to use).
>>
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>>9598651
Proton packs from Ghostbusters
M.I.B.'s cool chrome guns
The arsenal from Phantom 2040
Every Tokusatsu weapon ever.
>>
>>9599739
okay admittedly Phantom 2040's arsenal is anti-robot, and M.I.B.'s weapons are anti-aliens. But we call Archviles martians so it's fine.
>>
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Ive amended the suggestions given to me by a kind Anon from a few threads back and I'm now making a new map. Im calling this one Abscess - I plan on it being much, much larger than the last one but featuring the same motif as the last.
>>
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>>9599754
Some fun set pieces here
>>
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>>9599754
>>9599759

Lots of good verticality
>>
>>9599754
keep it up anon! as a fellow first time mapper I salute you. saw your progress in the other thread and it looks really good even if that kind of map isn't really my cup of tea. godspeed
>>
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>>9598651
Not necessarily anti-demon, but James Woods' flesh pistol at the end of Videodrome would make for a rad Hell weapon.
>>
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>>9599767
Thanks Anon

This second map is going to focus more on exploration rather than constantly pressuring the player. Still gunna have big fights but I want to break it up with some quieter moments and nice scenery.
>>
>>9599739
>M.I.B.'s cool chrome guns
The Cricket actually would be a great BFG replacement.
>>
>>9599849
The Cricket would be a Rocket Launcher replacement. The BFG in Men in Black are the guns they shoot down the ship with at the end of the movie.
>>
>>9599339
Captain Mozzarella — 12/21/2022 2:27 AM
(I'm leaving for the holidays later this week and I got some stuff I gotta finihs for ___ pronto)

He disappears pretty often, don't worry too much about him.
>>
Why don't asians like fps?
>>
>>9600037
FOV issue, they get constant fisheye.
>>
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My wrists hurt from having to click for each shot
>>
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>>9600094
https://forum.zdoom.org/viewtopic.php?t=61246&p=1063507
>>
>>9599739
>Every Tokusatsu weapon ever.
>doomguy pulls out the SSG
>AWAKENING
>>
>>9600107
Than- oh boy thats alot of butthurt in that thread
>>
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>>9600107
>>
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>>9600124
Aw yea
>>9600119
oh god, I never read anything beyond the script
>>
>>9600131
>One eight of this bullshit has been comprehended
>>
>>9600094
Anon,high noon drifter has an autofire option
>>
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>>9600107
i am a special kind of retarded
>>
>>9600037
A confluence of reasons:
>rampant console plebbery
>cultural conception of combat still broadly melee-focused
>little time to stare at child-like, yet conveniently 3000 year old anime girls while playing a shooter
>unironic lower average peripheral vision and/or depth perception
>few western shooters localized for Asia
>few shooters made in Asia
>shooters abandoned scoring systems after doom came out, and asians are massive scorefags
>downloading, and especially making mods has only somewhat recently caught on (at least in Japan), so anyone who did play shooters would likely play through them a couple times and never come back for custom levels and whatnot
>>
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>>9600152
Still slower than what you can dish out manually. "Toggleautofire" is on at the six second mark. I don't think there's an "autofire speed" slider that I'm missing either.
>>9600165
Dang.
>>
>>9599754
That last map you made was pretty fun anon. Keep it up!
>>
>>9600037
No angsty teenagers with over compensating giant swords for the main character.
Or cute girls, Japan needs something cute in its media or they don't care about it. Hell, one of the biggest Doom fans in Japan seems to love it because they find Cacos cute.
>>
>>9599741
>But we call Archviles martians so it's fine.
PISSED OFF Martians.
>>
>>9599813
SCORN
>>
>>9599741
>we
Speak for yourself, I call them "fucking cheating giraffe men"
>>
>>9600184
i mean, DWANGO's still around in Japan, they own fucking NicoNico and Spike Chunsoft for Christ's sake
>>
>>9600107
I read a few posts before I realized I just willingly entered the ZDoom forum and then died from cancer.
>>
>>9598651
Squirtgun fulla holy water
>>
>>9600184
There are tons of anime that revolve around the use of firearms.
>>
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>>9600094
I wonder how many people have gotten worn out from having to click so much to swing Blaz's sword?
That's gonna change in the near future.
>>
>>9600124
Term is a magician.

>>9600184
They occasionally make some pretty neat first-person games. Breakdown was cool. Though it was a brawler. For Xbox, even.
>>
>playing Doom 2 on gzdoom
>don't have enough speed to make this jump
https://youtu.be/JjwbJ7qjd5Q?t=159
Is this a known issue or am I doing something wrong?
>>
>>9600589
Try straferunning?
>>
im trying to play quake3, how do i filter out the bot servers, i only want players.
>>
>>9600532
>Breakdown
I just played this for the first time recently. Interesting game. Neat movement options in it.
Though I just did the "heres the plot" tutorial so far.
>>
>>9600690
Shouldn't need to, if the game was to play as it should.
BRB gonna checkit.
>>
>>9600690
>>9600852
I think he's just walking. Made the jump easily.
>>
>>9598297
>heavy discrepancy in results based off foreknowledge (Like opening a swarm of chaingunners in your back that can be destroyed by a single rocket if you remember to walk backwards). Or just plain trial-and-error.
That's literally just playing and understanding a map you fucking faggot.
>>
>>9598297
Very agreeable post
>>
>>9600891
Not in the least.
>>
>>9598297
There was someone here awhile ago saying deaths are just a quick “DSDA rewind”. I wouldn’t want to play maps from someone like that.
>>
>>9600905
You don't find it foolish to believe you should be able to beat a map without dying the very first time you play it? That's a dreadfully boring map.
>>
>>9600907
>map that’s too easy
>map that’s too cheap
Yeah they’re both boring, two different extremes.
>>
>>9600913
Who said anything about being cheap? Foreknowledge isn't always about knowing cheapness, it's understanding the map you've been playing. Saving is just a buffer to you not dying and starting again.
>>
>>9600916
>Who said anything about being cheap?
Me >>9600905
I wouldn’t likely enjoy a map from someone who thinks Doom’s first episode is the peak of difficulty anymore than someone who thinks quicksaving every five seconds is a preferable way to play.
>>
>>9600920
Who said anything about quicksaving every five seconds being a preferable way to play? This whole chain started because someone said some map reviewers are dumb because they have preconceptions about secrets being too visible or not and maps being hard enough to warrant a save. Nothing about cheapness, nothing about quicksaving every five seconds.
>>
>>9600928
>Who said anything about quicksaving every five seconds being a preferable way to play?
The anon I mentioned in that post, as that’s basically what the “rewind” feature amounts to. Any death was considered just a rewind with no consequence or wait, like savestating during bossfights.
>>
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>>9595556
>>
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Anyone has link for closed Heretic episode Endquest ?
>>
>>9598297
>heavy discrepancy in results based off foreknowledge (Like opening a swarm of chaingunners in your back that can be destroyed by a single rocket if you remember to walk backwards)
I think the best levels should fucking rape the unprepared but should be doable in one run without savestates for those who learn the map and formulate good routes, strategies and tactics to beat them. I think levels like these are the most rewarding to beat.
>>
>>9601012
200000% based
>>
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>>9599735
>>9599373
>Hellboy films
what about The Baby?
>>
>>9599270
>>9595648
>>9595540
A remake of DiOiD.C. utilizing all features of Atomic Edition and Alien Armageddon would be beyond awesome
>>
>>9600437
>I wonder how many people have gotten worn out from having to click so much to swing Blaz's sword?
After the newest version, not as much as I used to. I've either gotten better or it feels better now.
>>
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>>9601119
Well I'm going to take it a step further soon. I'm gonna make the sword attacks autofire, and shorten the combo to three attacks rather than four. So you'll hold the button down and constantly swipe left and right, and when you let go you'll finish with the stab, which'll have +FORCEPAIN and boosted knockback.
Sword throws are gonna be moved to the reload key. I need to get around to making a little diagram like I did with Kustam here for Blaz.

Doomslayer's gonna be getting some changes too, one of the things I need to figure out is what kinda weapon I want to give him to start with, the sword alone isn't enough. I've been considering just letting him start with the Mourning Star Shotgun, but then the question of "What the fuck does the shotgun pickup give him then?" puts my balls in a vice. Plus I'm considering removing the sword as a selectable weapon for him.
>>
>>9600282
>>9600184
https://www.youtube.com/watch?v=ol624uUJ_PI
This Japanese attempt at making an FPS game is absolutely hilarious.
>dungeon crawler-style movement
>girl jumping out of the screen for melee attack
>fucking SPRITE WALLS
That being said, I don't understand why boomer shooters are so averse to fanservice, aside from Hedon and Citdel I can't think of a situation where the game wouldn't be improved with the addition of a gratuitous sideboob.
>>
>>9601156
Wizardry really did a number on them huh
>>
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>>9600092
>>
>>9600405
I think a flask/grenade-launcher with holy water bottles would be a great fit. Maybe a crossbow?

>>9599813
That looks really cool, don't know if I could make a good sprite for that, but as an enemy weapon it's terrific.

>>9599739
proton pack would be a great beam weapon, maybe as a timed pickup?
MIB stuff could be fun but I don't know if it fits the ambience.
Phantom 2040 I don't know, I'll check it out, same with Tokusatsu.

>>9599735
Flamethrower is fun, that'll find its way in.

>>9599369
That's now on the list, long range quasi-hitscanner.
>>
>>9600697
Check the active community of players on your continent, and see on which public or private servers they hang. Niche first person shooters often have more servers than players. Joining some local chat is often the only way to have a match with high skilled player, as they rarely feel the need to go massacre the regular crowd on a regular server.
>>
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>>9594028
>>9594441
Great Mother crouched behind the Throne's Spaghetti.
https://files.catbox.moe/4t9qfq.zip
>>
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>>9598651
>>
>>9601273
Isn't Hellsing vampires? Looks very cool though. Very BAR meets CETME meets Boyds Anti-tank
>>
>>9601273
Just read up on it, actually based on the Mauser Anti-Tank rifle. Makes sense.
>>
>>9601273
>that ejection port placement
I assume this is a slamfire weapon, and you pull the barrel past the magazine to allow it to load.
>>
>>9601284
Bolt could have a BAR-esque magazine cutout and the spring looks like one in a FAL
>>
Is it ok to have guns that make previous ones obsolete? Or is that only allowed in doom because it's the original.
>>
>>9601285
It's not the magazine that makes me skeptical (you can pull a cartridge back and out like a Mars or Bobert), it's the complete lack of space in the back of the receiver for the bolt to go. There's a big-ass cross-pin of some sort (probably a screw) above and behind the pistol grip, so it can't retract into the stock. If you make it a tiny little plate that's just firing pin and locking lugs it's not big enough to cover the ejection port.
>>
>>9601292
I'd say the only case of that in Doom is the pistol. Personally I think it's not wrong if the weapons that are made obsolete are given some time to shine, Serious Sam does that very well.
>>
>>9601294
I got that, I think it's a very flat "disk" that's just the extractor and firing pin, and the bolt goes below and locks into the reciever.
I'll sketch something.

>>9601303
Ok, thanks.
>>
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>>9601294
I tried
>>
>>9601292
You can, but i recommend always to give them some niche uses, Like what if the doom pistol had the unique mechanic of instantly killing a type of enemy that many other type of weapons take an eternity to kill, or make them be able to trigger trap switches that usually can only be activated by the enemies.
just to throw some ideas around.
>>
>>9595445
>>9598848
>>9599135
Recommend me something good that's been ignored by the Cacowards, there's got to be the same level of quality wads out there I imagine...
>>
>>9601527
Nicolas Monti won a Cacoward once in 2015, but he's since cranked out two megawads and several episodes that haven't gotten the recognition they deserve.
>>
>map wad has custom enemies/weapons
At least make a vanilla version like valiant and EDAY did
>>
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any Good Shit wads you could recommend that are weird but still unquestionably doom at its core? like Void etc
>>
>>9601570
Why?
>>
>>9601625
ALT, maybe?
>>
>>9601156
I've wondered what game this was for almost 2 years after seeing a WEBM of it and that one PSX game that's basicly Wizardry with guns for spells
>>
>>9601105
I wish Duke It Out in D.C had more "flavor" to it. People shit on the 20th Anniversary World Tour but it's pretty neat that every level has it's own "theme" and custom art etc.

But I also think that dividing a theme into it's own "sub-game" because then you can have expansion-specific re-skins of the enemies etc. Would've loved to get like FBI pig cops in Duke it Out in DC etc. Something built along a general theme, like Redneck Rampage Rides Again and it's "road trip" nature across the southern states, maybe something like that for Duke that takes him through a good few stereotypified cities.

Ideally I would also want to see a Duke x Ion Fury crossover since Duke and Shelly were meant to be a pair...
>>
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>>9593849
Corruption Cards updated to v4.4.
https://forum.zdoom.org/viewtopic.php?p=1236153#p1236153
>>
>>9601156
Citadel is not a good example
>>
>>9601156
citadel has shit maps and idc that the monocolour textures are intentional.
the dev should really learn from other JP mappers because I kinda like some of the weapons
>>
>>9601787
>get the nuclear card
>its on a mob located in a trapped arena with no cover
Cheeky fuck
>>
>>9601792
And runs like shit,thats my main gripe
>>
>>9601261
im just looking for any server with players.
found a fun one in QL, but all the quake 3 servers have only bots, its less about good players and more about real players.
>>
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>>9601098
>what about The Baby?
I have him right here
>>
What?
>>
>>9602041
what dis from
>>
>>9602052
HACX.
>>
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>>9601267
Good stuff. Added.

I took your advice and redrew Parias from scratch, this time using separate layers for each part.
>>
We're playing SRB2K today at 6:00 PM EST and for Sunday Night Shitshow.
You can get the game here (1.3)
https://github.com/STJr/Kart-Public/releases/tag/v1.3
Then you'll need to get the custom client
https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
Or you can compile it here
https://gitlab.com/c3851/srb-2-k-cep
Then you'll need our mods list. Place it in a folder called DOWNLOAD in your SRB2K directory (The game does have an in-game downloader, but a few files will be too large to download in-game)
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g

Anon's updated HOW 2 PLAY guide
https://pastebin.com/90aWy0EF

New/updated files:
>K_retrovidyamusic.wad
>K_VR_retrovidyastuff_v0.11.pk3
>KC_PfhorFighter_v1.wad
>VR_GachaCupV0.7b.pk3
>>
>>9595530
Play Duke!ZONE II and Duke Xtreme
>>
>>9601156
This is really cute. Terrible as an FPS from the looks of things, but at least it has the right spirit. I don't know why Japan can make great third person shooters but not FPS games. Hell, I remember an interview with the FF7: Dirge of Cerberus director saying his piece of shit was inspired by Half Life somehow.
>>9601292
>>9601303
Yeah, only the pistol becomes obsolete. Some new players think the SSG makes the regular shotgun worthless, but this isn't true due to the shotguns range and efficiency in dealing with weak lone targets.
>>
>>9602378
These are unironically fun.
>>
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>>9601284
Maybe. Possibly it's something where the bolt doesn't travel back and forth, but rather it rotates or moves up and down (though there's not much space in there for that either).
Or Hirano doesn't know that much about guns and didn't think about where the bolt would have to go. If you look at Alucard's guns, there seems to be no indication of any kind of locking, the barrels don't move at all, almost like they would be gigantic blowback pistols, feasibly some sort of delayed blowback, but that's never stated or made obvious anywhere.

Hellsing isn't a particularly grounded series, so it's not exactly important.
>>
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>>9602041
Genie won, all humans got murdered or turned into mutants, since humans are gone hacxguy can no longer get a hefty gold reward from the gubbermint for stopping genie. But he doesn't give a fuck about gold anymore, he just wants revenge on genie for destroying humanity.
What's there to not understand? Did you read any previous game crawls or the game description?
>>
>>9601527
Hellebarde
Modest Mapping 2
Most of the Doomer Board Projects are really fun and great, and there are like 50 of them
>>
>>9602601
>Ensign Kim, you're relieved.
>>
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I should have done this immediately after Xmas...
>>
>>9602960
What, load the test map?
>>
WNW is up. You can view the setup info here >>9602260


>JOINING THE GAME
From the title screen, go to multiplayer, specify IPV4 address, and enter 51.161.34.159

Mumble server
Address: 51.161.34.159
Port: default
Username: Whatever you want
Password: endoom
>I heard this game supports proximity chat with Mumble, are we using that?
No
>>
>>9600289
a SCORN theme wad would be neat
>>
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>>9603012
Yes, also do some more testing I suppose?
The time-slower powerup makes dead enemies not play their death animations sometimes, even if they get gibbed (their normal corpse stays in place while bloody chunks spurt everywhere), also I could've sworn that running out of PlasCell ammo for this gun (plasma-BFG) cancells-out the 'Doomed Rumble' mutator back into normal settings once it happens
>Would it make sense for the Biosuit to completely(or just partially on Hard) protect the player from his own lingering Fire-Shell flames in case of accidental self-immolation?
Also have you thought of giving this immolation effect to the lava-balls lobbed by the bosses (Chthon/Haephestus/Dragon)?
>>
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>start the mega download to get the new addons for SRB2Kart
>Fuck off and do some art in the mean time
>Prompt pops up and assumed it was something for Aseprite
>realize I just cancelled the MEGA download
>have to start it again
>>
>>9603049
Bro just use the in-game downloader, the new addons are small enough for it.
>>
>>9603052
I'm 61% here so I'm committed to this.
Besides, lagging behind everyone comes natural to me.
>>
>>9599135
It's not like anybody's stopping you from making your own blog.
>>
>>9603057
That's not the point.
>>
>>9603043
>The time-slower powerup makes dead enemies not play their death animations sometimes, even if they get gibbed (their normal corpse stays in place while bloody chunks spurt everywhere)
Haven't experienced that... any specific circumstances that happens in?
>I could've sworn that running out of PlasCell ammo for this gun (plasma-BFG) cancells-out the 'Doomed Rumble' mutator back into normal settings once it happens
That shouldn't be connected in any way... unless it's somehow damaging the modifier wall. Which any monster can also do on the test map.
>Also have you thought of giving this immolation effect to the lava-balls lobbed by the bosses (Chthon/Haephestus/Dragon)?
It would be easy enough to add to monsters killed by them (though I also need to actually finish the effect), but I've intentionally avoided adding it to players because the death sequence is animation-driven and it's very easy to break. There used to be a bug where if you died while charging the laser rifle that you wouldn't be able to respawn/restart and it took me forever to figure out.
>>
>>9603068
If this helps with anything, the Ravages of Apocalypse mod has a "burnt skeleton" model for any instance an enemy was killed by the players flamer weapon and its free to rip assets from judging by the fact how the Alkaline folks had aready nicked things from both it and Malice
>>
>>9603076
Oh, I've never thought to look into that mod for stuff. I'll have a gander.
>>
>>9600907
That doesn't sound like a should or shouldn't; it either happens or it doesn't.
>>
E2M3 of Unrattled. Blind.
https://www.youtube.com/watch?v=TI9qvLDgWWo
>>
>>9599760
That's going to look good in VR
>>
>>9603094
I really liked this map when the author originally posted it. I didn't play enough to see the whole map the first time, though.
I'm hoping to see more of this anon's stuff in the future!
>>
What japs think of Doom
https://fate.5ch.net/test/read.cgi/gamef/1616059913/
>>
>>9603409
Tell them to play our wads.
>>
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>>9603014
>>
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How could somebody disown their own son like this?
>>
>>9603502
I never asked for this.
>>
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>>9603409
>>
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Edgy
>>
>>9603502
top 10 anime betrayals
>>
>>9603014
ggs
>>
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>>9603014
>>
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>>9603618
>>
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>>9603618
Thanks for saving this. I forgot to take a picture when this happened and was beating myself up over it.
>>
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>>9603620
>>9603621
>>
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>>9603625
>>
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>>9603626
>>
>There is still no FPS that surpasses DOOM
What did OP mean by this?
https://game14.5ch.net/test/read.cgi/gamef/1128422495/
>>
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>>9603663
>>
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>>9603014
Killed. Thanks for joining
>>
>>9603014
The replays:
https://files.catbox.moe/t4ci07.zip
>>
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>>9603496
Once I win, I'll be finally free.
>>
>>9600907
I don't think you should expect to be able to beat anything without dying on the first try, but I think that if the author seriously were to balance their gameplay around "I'll just rewind the encounter and try it again." or "I'll just reload my save from before the encounter and try again." and plain expects the player to do the same, they are extremely unlikely to have put much thought into how said encounter is actually structured.

The author is expecting that you'll never face any real consequences for failing, which doesn't feel like particularly engaging design. There's not going to be much thought put into the encounter, there's no approach or strategy to figure out, you just do it again until it works out, at best it's passable by luck on author's thoughtless and slapdash implementation, at worst it's pure RNG.
I get if a map is an hour or two long, that you'd do a save around the middle or so, but most levels aren't, so I don't think it's much to ask that the author can claim in good conscience that they beat their own level in one go, if they know their map they should be able to do that. See it as an insurance of quality.
>>
>>9603556
Why do they have dicks hanging out of their mouths?
>>
>>9603979
To shoot their hot load of bullets right at the player's face.
>>
>>9595171
I'm kind of hoping that's what that Fallout one that was teased last year is doing
>>
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>>9601001
>Endquest
Has anyone downloaded the latest version v116? Please upload the file https://uguu.se/
>>
>>9604127
>Eternal
Does it even have wads made in it except for Heartland?
>>
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>I need to remember this gun is way too slow for close-quarters combat, too bad every Nailgun got replaced by it (BTW am I reading the patchnotes wrong, or is the normal ammo's mode fully-charged supposed to be essentially a laser-shotgun in the future?)
Also any idea what's the cause of the player being unable to use any weapons after saving/loading game unless he first starts walking for a whole second?
>>
>>9604135
>Eternal

What? You mean the Eternity engine?
>>
>>9604149
>is the normal ammo's mode fully-charged supposed to be essentially a laser-shotgun
Hold secondary attack.
>Also any idea what's the cause of the player being unable to use any weapons after saving/loading game unless he first starts walking for a whole second?
First time hearing of this... What engine are you using?
>>
>>9601292
There's some subjectivity to it, but I feel that it's better if each weapon has its role. One option is if you're looking at replaceable weapons in slots, then you have lots of leeway.
>>
in my gog library, wolf3d and sod are showing up as new.. anyone knows what's happening?
>>
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>>9604163
QuakespasmSpiked - I also encountered this a few times on Mark5 in other mods, but this is the first time QsS behaved in a simillar manner on me honestly
Also is the Multi-Prox supposed to behave like a "sentry turret mortar" when not set to remote-detonation?
>alt-attack
Impulse name?
I jump with RMB
>>
>>9604268
>QuakespasmSpiked
I haven't done much QSS testing since it seems everyone moved on to vkQuake or Ironwail. I guess make sure your sv_protocol is set to fte999 and see if that fixes it.
>Also is the Multi-Prox supposed to behave like a "sentry turret mortar" when not set to remote-detonation?
Yes.
>Impulse name?
Should be using the alias +secondary that is set in VR's quake.rc file.
>>
>>9601292
Depends on the context. If the weaponset is intended for something like a fully continuous playthrough of a 32 level megawad, I’d want the weapons balanced as much as possible. I’m fine with Doom/2’s weapon imbalances because I’m either pistol starting it or having things reset through episodes/icon of sin death exits.
>>
>>9595171
>>9593889
some guy copied the gta 2 map into doom
>>
I remember someone saying "what's the Doom equivalent to Arcane Dimensions" and wonder if Supercharge is close enough
But also, what is the Quake equivalent to Realm667?
>>
>>9604295
That explains alot then, I was worried its some unintentional behaviour
>>
What's the best source port for ROTT? And what's the best source port for multiplayer?
>>
>>9604668
rottexpr i think is the least bad one right now, but there's an official remaster port coming
i don't think any of the existing ports even bother with multiplayer support, they're barely even functional for the singleplayer
>>
>>9604684
that's what I'm finding but it's doing this weird thing where it forces me to stare at the ground and won't let me look up
>>
>>9604692
it's honestly probably a better experience to just run the original in a well-configured dosbox
>>
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>>9604490
>>9604268
. . .so now that I've tested the alt-firemodes on all the guns having one, I'll need to report that ProxLauncher can be cheesed for infinite explosion traps - because you can restart the remote trap's detonation, as long as you keep clicking the "+secondary" key before the initial explosion's sprite animation hasn't completed yet - also I can't activate the PlasmaRail zoom despite it being an QsS-exclusive feature allegedly...
BW, where did the rocket-jump physics gone to?

>I restarted the game after a reboot, now that peculiar "forced pacifism moment" after save/load doesn't occur for the meantime
>>
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>>9604712
and funnily enough, doing the same with the multi-prox ammo only makes an 'infinite explosion' that's purely harmless (after the initial "pineapple shower") - it doesn't even provide any illumination or particles while playing
>>
>>9604712
>I'll need to report that ProxLauncher can be cheesed for infinite explosion traps
Ah... that certainly seems to be an issue. I'll get right on it.
>I can't activate the PlasmaRail zoom despite it being an QsS-exclusive feature allegedly...
I removed the railgun zoom for various reasons and have yet to replace it - biggest reasons being that most people either have a custom FOV zoom bind or use the built-in zoom bind in vkQuake and (I think?) Ironwail. It's not in the changelog because... well, I haven't bothered updating the changelog in a few months now. ¯\_(ツ)_/¯
>BW, where did the rocket-jump physics gone to?
I'm not sure what you mean. Rocketing jumping seems normal to me.
>>
>>9604724
I get no boost from my own explosions, but the Ogres' grenades or Vore-pods provide extra lift as usual
>>
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On the topic of VR2, I've got some bars with a wait time of -1 that come down after the player goes through a trigger, and there's a button further down the way that's linked to reopen them, except that pressing the button does nothing. Is toggling like this not supported or is there something else I should be doing?
>>
>>9604727
Works fine for me. Occasionally map geometry will nullify player velocity changes from explosions, but that's a vanilla issue. Try different maps or a different engine.
>>9604743
I don't think you need a wait key. Just using the toggle spawnflag should work fine, assuming this is a func_door and not a train or something.
>>
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>>9604775
Well that must've been it since that was a megamap done with BSP2 (had to cut it short cause the level-exit cinematic failed to trigger in VR, will check later if AD also has the same problem with it), as now that I'm back at the startmap to change mutator settings a bit more everything's back to normal again
>After going thru the entirety of BB without a Shogtun because of axe-start (and almost the same deal with the Nailguns thanks to an unlucky shuffle), I would suggest to make the regular shotty pickup weapon "weight favourably" in case of it shuffling in place of a SuperShotgun item placement on custom maps not often enough to guarantee obtaining one - or maybe just make it a rare drop from Grunts if the Axe-only start is enabled?
Another thing I am not sure if it's already a thing - is it possible to have weapons placed on maps (and make them shuffled by randomizer too) be loaded with alternate ammotypes instead of normal ammunition?
>>
>>9604836
>I would suggest to make the regular shotty pickup weapon "weight favourably" in case of it shuffling in place of a SuperShotgun item placement on custom maps not often enough to guarantee obtaining one
Sure, I need to do another pass on the randomizers anyway.
>is it possible to have weapons placed on maps (and make them shuffled by randomizer too) be loaded with alternate ammotypes instead of normal ammunition?
I suppose it would be, but you can already achieve the same effect with backpacks since they can give weapons also. Which reminds me... I need to add fire shells to backpack flags.
>>
>>9601527
Good Morning Phobos, Super MAYhem ‘17, all of the /vr/ megawads from you Doomfags (except 100 + 200 min of /vr/, sorry but those were mediocre), Doomer Boards Projects, and Hellevator.
>>
love that part in dissolution of eternity where if you shoot the jesus portrait, you get shocked and a text saying "do not defy god"
also, just remembered wolfenstein had a character called barnacle wilhelm which sounds like a spongebob character
>>
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>>9604845
>Sure, I need to do another pass on the randomizers anyway.
It needs some reworking to stop replacing decorations with random models
I totally forgot about scavenged weapons drop chance already existing
>>
>>9604929
>It needs some reworking to stop replacing decorations with random models
What decorations? The randomizers don't touch anything other than items that the player can pick up.
>>
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>>9604910
I think that trap was also in SoA - if it's that one located in an "anti-church" then I know a strange trick about it:
>shoot a nail/rocket at the crucified Jesus texture
>hide before your projectile hits the hidden trigger
>if you made a monster ambush spawn aside the pews by picking the key before doing the above steps, they will now suffer God's wrath instead of you
Apparently this trap targets the nearest living entity once the player is not within reach
>>
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>>9604910
>love that part in dissolution of eternity where if you shoot the jesus portrait, you get shocked and a text saying "do not defy god"
I wonder if that came from those devs independently, or if it's based on the story about the Jesus figure in the original Quake.

>be Sandy
>be 100% mormon
>go and work on some action adventure games where you go to evil places and fight evil creatures
>don't take any issues with the satanic or occult imagery, because it represents the badguys who the player fights against, Satan/Shub Niggurath is unambiguously evil
>don't take any issues with the graphic violence because it's just cartoons, also love all kinds of different horror movies, including a lot of really lowbrow and/or violent ones
>"Hey Sandy, is it ok if we put Jesus on the walls in Quake?"
>"Jesus? Sure, I love Jesus!"
>Romero once uses the head cropped from that for a floor switch
>asked if he can change it to something else
>sure
And that's the only moral objection he ever had on any of the content in the games which he worked on at iD. The question is if the guy who made that level in Dissolution Of Eternity had heard about that story somehow, and was riffing off of that, or if he was just religious himself and came to that conclusion. Either is funny.
>>
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Little bit of progress made on this new map. Added some new set pieces and did a lot of cleaning up, (textures, scale, etc. which is all going to have to be redone in the future because I havnt added monsters yet and when I do it will change some of the spaces again).
>>
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>>9605268
Im doing this now because adding some visual detail now helps the aesthetic reasoning when making the rest of the map.

By the way, I love checkerboards so much lads.
>>
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>>9605274
I like to think the glowing red rock exposed in the wall is some incredible horror core that induces hysterical madness and pain upon any human that lays eyes on it. Who knows what alien purpose it has...
>>
>>9605286
I like your imagination.
>>
>>9605286
>>9605289
Now I wonder, is it possible to make some kind of semi-transparent middle texture to put another texture behind it?
>>
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>>9605286
Rough out of the lowerable bulwark to the third major area.
>>
>>9605296
Boom and MBF21 lets you apply translucency to midtextures.
>>
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>>9605308
So, for example, it's possible to make this >>9605286 red rock semi-transparent, put few sidedefs inside of it, and put some sick textures with incomprehensible man-made horrors on those inner siddefs? Can I also make this texture scrolling while we're at it?
Why have I never seen something like this? Would be sick as hell, obscuring scary things makes them x10 scarier.
>>
>>9605321
you probably can, as linedef action 260 makes textures translucent, and 48 & 85 scrolls textures left and right, at least in Boom format
>>
>>9605321
I'm not sure what you envision as incomprehensible man-made horrors, but sure. If it's at least Boom.
There's a line type to be transparent - in the same menu as switches and whatnot, it will make the mid texture on two-sided linedef transparent (And only it). So you'd need to make this block a sector.
If you want it to still be solid, you can use create fake floor/ceiling to make it appear different from what it is. Considering you already have low roof, it will be very convenient to work with midtextures through the raised sector.
>>
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Map for Heretic, it's like exploration based Doom 1 with ammo/item management.
>>
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>>9605286
>horror core
If this isn't already a map name, it should be.
>>9605321
>Why have I never seen something like this? Would be sick as hell, obscuring scary things makes them x10 scarier.
Perhaps someone else has had the idea, but never fully realized or shared it.
Perhaps it's time for you to be the person to do so, anon.
>>
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>>9604961
Something fucky is happening whenever I use the random items mutator - the decorative models get
affected by it just as well, those were supposed to be torches
I have shown this happening once before in RASTR.bsp
>>
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>>9605345
Post your map, if you're so great.
>>
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>>9605321
something like this?
>>
>>9605372
It's really like I'm in a David Cronenberg film
>>
>>9605345
I'd love a Heretic /vr/ project some day
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>>9605352
>If this isn't already a map name, it should be.
It could be an homage to 64's Terror Core.
>>9605372
>>9605379
I'm getting Ghostbusters 2 ooze vibes.
>>
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>>9605372
Bingo. Except I would make the outer texture much less transparent so the inner texture is barely visible.
>>
>>9605397
Is this sky or 3d floor?
>>
>>9605398
Boom doesn't do degrees of transparency, but I suppose you can stack a few layers together.
>>
>>9605390
An attempt was made. The project died when the leader went ghost and nobody had the balls to take his place.
https://archive.org/details/vrheretic
Maybe we would have more success if we had a better, actually dedicated leader. It could be you, even.
>>
>>9605390
What does heretic maps run on? Because gzDoom hates me and I don't like it much either.
>>
>>9605372
That is pretty sick
>>
>>9605421
There's Crispy Heretic, and I think DSDA-Doom is compatible. (I heard a rumor that they both might be getting Heretic updates in the near future.)
And I'm just now learning that International Heretic is apparently another limit-removing source port, too, but I don't know shit about it, or International Doom for that matter.
>>
>>9605363
Working on it, but speaking on the side, whether if it's actually map of yours: I'd consider that cp last place worth contributing to, you people are as good as your wrongdoers portrayal.
>>
>>9605361
>I have shown this happening once before in RASTR.bsp
Ah... I remember now. I couldn't replicate the issue that time either, and I don't think anyone else has reported it.
How are you launching your game? Straight into VR or using the console 'game' command?
Because the only thing I can think of causing such an issue is model indices precached in id1 are somehow transfering to VR, but even that doesn't make much sense.
>>
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>>9605470
>if it's actually map of yours
It's not, I just grabbed it randomly from that thread. But you spoiler made me chuckle.
>pic
Lookin' pretty nice so far, anon. Keep at it.
>>
>>9605494
You can't be too much cautious with drama-prone forum dwellers, that's all.
>Lookin' pretty nice so far, anon. Keep at it.
Thank you, I'll do my best.
>>
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>>9605476
I havent thought of making a VR shortcut until now 2bh - will check tomorrow if it solves this problem
>PlasmaRailgun Commadnos being able to rail the player 3 times as fast as my own railgun can shoot is a bit of an overkill I must say...
is turning into multi-weapon enemies (like the buffed Grunts from venerable Neharha) feasable at this point?
>>
>>9605554
>is turning into multi-weapon enemies (like the buffed Grunts from venerable Neharha) feasable at this point?
With my autistic spaghetti code on top of PD's general ridgedness... I'd rather not.
>>
>>9604183
you've switched timelines again...
>>
>>9604183
they removed the mission packs (that you bought)
>>
>>9605407
You can adjust all transparencies in options, can't you? That's not a useful solution though, I guess maybe we could hope for maybe an adjustable translucency effect in MBF21 or whatever replaces it some day.
>>
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>>9593849
>>9594871
New version of Temporal Tantrum: v1.1

Fixes one broken trap in one map, and a few other visual fixes.

https://drive.google.com/file/d/1eV9j7mFo1-WRvKtNCcG-9v97rEvSFSUD
>>
This week has been tough, no HL1 multiplayer, sorry bubs.
>>
>>9605107
>Romero once uses the head cropped from that for a floor switch
>asked if he can change it to something else
>sure
I swear I saw that switch in the game when I played it last year. I remembered this story when I did.
>>
>>9606629
I've played through Quake several times, and it doesn't ring a bell. But I could be wrong ofc.
>>
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>>9606637
I took a screenshot of one I saw in Episode 3.
>>
>>9606705
Yeh, I guess there is one.
Jesus always felt out of place in Quake tbqhfam.
>>
>>9605421
>>9605439
inter-heretic is basically an enhanced crispy-heretic
https://github.com/JNechaevsky/inter-doom/wiki/ReadMe#5-gameplay-enhancements

it has quad res (1280x800) support, too!
>>
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>>9605623
BTW does enablinh the DoomedRumble mutator also speed you up? You easily can dodge Wrath'balls with the boosted speed it gives you that's just not possible at normal velocity
>>
>>9606903
Yes.
>>
installed quakespasm after getting the nightdive remaster
what are some tips and tricks i should know?
also feel free to recommend me some good maps, preferably some with new guns and foes
arcane dimensions is obvious but i know there's others whose names i forgot
>>
>>9607102
>installed quakespasm
Outdated. Use Ironwail or vkQuake instead.
>also feel free to recommend me some good maps, preferably some with new guns and foes
Look for anything using Quoth, Drake, or Zerstörer. You can also put 'weapons' or 'monsters' into Quaddicted's search function to find things with custom stuff, but it can be hit or miss.
>>
>>9607102
Mapjam9
https://www.quaddicted.com/reviews/func_mapjam9_2.html
A Roman Wilderness Of Pain
https://www.quaddicted.com/reviews/arwop.html
Arcanum
https://www.quaddicted.com/reviews/arcanum.html
Ter Shibboleth
https://www.quaddicted.com/reviews/ter_shibboleth_drake_redux.html
Alkaline
https://www.quaddicted.com/reviews/alkaline1.1.html
>>
>>9607102
>>9607140
If you want an episode of Quoth rather than a mapjam, Warpspasm is a classic.
https://www.quaddicted.com/reviews/warpspasm.html
It is notoriously difficult, be forewarned.
>>
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"No rest for the living" any good? or its bad like "The master levels"?
>>
>>9607386
It's great.
>>
>>9607386
It's the opposite in quality of the Master Levels. it's real fucking good and I wish it were longer.
>>
>>9607387
>>9607390
alright,guess its the next wad i will tackle
>>
>>9607386
NRFTL is a quality episode.
>>
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Recently found this in the Quakestatic FTP - did this guy got fully transplated into Quake1 for reals, or is this just some aborted experiment?
>>
Honestly, NRFTL is the best classic style Doom 2 mapset I've played. The authors didn't use community tropes, and that helped either. I recommend Redemption of the Slain (updated version) too, but it needs GZDoom.
>>
>>9607474
>Redemption of the Slain, classic style
>The map uses various scripted sequences with music changes, lockdown fights, and other GZDoom specific features like earthquakes, swimming, jumping and crouching.
>The map is designed with Brutal Doom in mind
>>
>>9607549
guess thats not classic at all,uh
>>
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found an old oc i made
>>
>>9607610
You could apply these stereotypes to any public Discord server, maybe minus the skinhead
>>
>>9607610
i assume you're all 6?
>>
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>>9607637
Agewise?
>>
>>9606585
Taking the time to host it at all is good enough for me, anyway here's the recording of the last VS match, or rather the last one I was in
https://file.io/EcwpGhehP37M
>>
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I cant prove it, but I made this image. I went into GIMP and made it when I was probably 17 for a Facepunch thread about the "I love to" meme. I particularly made sure take the actual color palette of the doom comic. I remember MarphyBlack used to rate my posts with completely unrelated post-ratings. Later I found out he was the one who made NUTS.wad.

thank you for your time
>>
>>9607792
I believe you. I made one of the banners for 4chan myself.
>>
>>9607792
MarphyBlack is BPRD?
>>
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>>9607102
A thousand hours in paint
>>
>>9593848
>image
testicular torsion
>>
>>9607386
I'm seriously tempted to say NRFTL is the best official expansion the games have.
>>
>>9607792
I once made a meme of that guy with the alien hat in the suicide forest who was looking at that room in E1M4 with all the crucified corpses. I don't have it anymore, sadly.
>>
>>9608112
Sigil?
>>
>>9608112
>>9608124
Plutonia
>>
>>9608096
nIce
>>
Friday Night Firefight's up. Tonight we're playing a new release, Vignettes of Deathmatch. No crazy mods today, just the usual.
51.161.34.159:10666
>>
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>>9608432
The master server address was improperly attributed, causing the server to not appear in Doomseeker to most users. Refresh the server list, it should be there now.
>>
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I wanted to complain about an annoying anomaly regarding the LaserCannon fudging up the weapons cycling hierarchy when it runs out of cells to shoot, but apparently its something intentional for now so whatever
>Also pretty please stop having the Thunderbolt loaded with PlasmaCells be the top weapon (a remnant from DoE IIRC) and make the automatic weaponchange logic list, consider it as an explosive just like GL/RL/Prox in order to not fire it point-blank by accident whenever things get way too hectic to think logically and die stupidly because of it
>>
>>9608463
>I wanted to complain about an annoying anomaly regarding the LaserCannon fudging up the weapons cycling hierarchy when it runs out of cells to shoot, but apparently its something intentional for now so whatever
Ehh... if pic is related then that's not supposed to be a weapon state you can get to. Guess I need to either implement that plasma ammo mode or hardcode that out of weapon logic... again.
>Also pretty please stop having the Thunderbolt loaded with PlasmaCells be the top weapon
Sure.
>>
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>>9608492
I made a shortcut with a -vr parameter and now the garbage model-swap no longer happens, maybe now I'll replay Warpspasm the way it was intended later . .
>was the Prox mines nerfed in damage? In SoA 3 direct hits always gibbed Ogres but in VR it only kills them, which paradoxicly is a favorable outcome
>>
>>9608432
Is there a Discord server we can join for voice chat during these events? Also I think there was a /vr/ specific server that shut down a while ago, and I can't remember what platform they moved to. Anyone know what I'm talking about and where they went? IIRC it was some burgeoning Discord alternative.
>>
>>9608534
>was the Prox mines nerfed in damage?
No, at least not intentionally. Note that explosive damage to calculate based on distance to monster origin, NOT to the edge of their bounding box. That means damage can vary a bit depending on where you hit them.
Also, if you have the Doom modifier on, ALL sources of damage have some RNG.
>>
>>9608548
We have a mumble up >>9602260
But we mainly use it for SRB2K and Sunday Night Shitshow.
>>
>>9608463
Imagine standing in a big, beautiful yet haunting church that holds creatures of the macabre that wish to spread unspeakable evil upon the infinite realms, and suddenly seeing floating text in front of you reading, "This is a placeholder you faggot."
>>
>>9608554
Tagged the wrong post, here's the mumble info >>9594046
>>
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is it possible for an event handler to check if a damaged monster is a bleeding actor?
>>
>>9608432
Trying to join at the cafe on cell phone to connection w a very unoptimized steam deck. Went… pretty bad but I could get some kills in at least.
>>
E2M4 of Unrattled. Blind.
https://www.youtube.com/watch?v=0nPpjWwiKHc
>>
I don't understand how streaming works but I'm gonna stream some HFFM

https://youtube.com/live/mPGw2NdmxjM?feature=share
>>
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>>9608551
>>9608556
The randomizer fuckyness continues - have a gander at a PoP that believe it or not, DOES NOT PROTECT YOU AT ALL!
>it makes a pickup sound of the EmpathySheld, but actualy does nothing to help you - aslo when I've tested Imperfect Courage before RASTR, the not-so well hidden Quad there was swapped-out for an EmpathySheld that lasts forever for some reason - ever witnessed that before?
Also there's a rare bug that can make Commandos immortal (and other valid enemies too probably) if they get to 'kill' an explosive box accidentally but don't die from the explosion, hitting such entities with Axe/Mjolnir makes sounds of striking a solid surface instead of killable entities
>>
>>9608581
Have it check for the NOBLOOD flag with WorldThingDamaged?
>>
>>9608432
Killed.
>>
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>>9608701
thank
>>
>>9608432
ggs
>>
>>9608432
ggs those were some intense matches. Too bad I didn't participate in any of them:^)
>>
>>9608695
>Video unavailable
>This video has been removed by the uploader
>>
>>9608695
fuck it, guess not until I figure out how to capture the video.
>>
I love Wolf3D so much, I like it more than Doom and Quake

I can't decide if I like this or Blood more

I need more games like this
>>
>>9608765
Corridor 7 was my go to as a kid when I needed a Wolf3D fix. Apparently Rise of the Triad is similar but I never played it.
>>
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Kinda basic question, but where did the line special for raising a floor and changing a texture go in udmf?
Do I have to script it or something?
>>
>>9601751

>and that one PSX game that's basicly Wizardry with guns for spells

Anon, I would be REALLY interested in an image/webm of that game if you have it saved.
>>
>>9606001
How so, though? NTA, but at the very least they should make a notice on that!
>>
>>9600697
Monster Browser can filter standard bots, but it still gets confused about bots with fake pings like on the Q3retro servers.
>>
>>9607728
What sourceport is that? I don't like that explosion.
>>9607792
Mikefozzinaseaofpiss
>>
>>9594569
looks good fren
>>
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>>9608696
>and yes it also stays on forever while nonfunctional
I need to ammend what I said about the "time-slower making corpses not animate" bug I reported, even without it collected that glitch happens with the Floyd automatons more often than not somehow - also gibbing either them or Spawns (the only way it dies really) creates a 'permament explosion sprite' stuck in the first animation frame where they stood (the multi-Prox also sometimes trigger this anomaly if it scores a direct hit on any monster)
>>
If Pinkies and Spectres did exactly 100 damage per bite, are there any maps that'd straight up become impossible, or could you hypothetically wiggle your way out of everything to juke them still? Obviously fastmonsters aren't part of the equation.
>>
>>9609536
It still would be possible, but it will be TAS only in some cases.
>>
if i want to play doom wads with a buddy, are there any special ones i should play?
>>
>>9608678
I complained a fair bit about this map but from the looks of it the author never showed up to fix it.
Kind of a pity since it's not a bad map otherwise.
>>
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This is why I've not had so much time for mapping recently...
>>
>>9609706
If it makes you feel any better, that image is beautiful.
>>
>>9608792
Rise of the Triad only has a technological relation to Wolf3D, and the only part of it that really manifests in-game is the 90 degree walls. They really did as much as they possibly could to make a Doom competitor out of the Wolf3D engine. Corridor 7 is much more of an actual clone, but like almost all Wolf3D clones of the time, it sucks. It's arguably more playable than Blake Stone because they didn't remove hitstun, but that's a pitifully low bar.
>>
>>9608696
>The randomizer fuckyness continues - have a gander at a PoP that believe it or not, DOES NOT PROTECT YOU AT ALL!
Ah... I think I see what's causing that. Thanks for pointing it out.
>Also there's a rare bug that can make Commandos immortal
Interesting. I'll have to do some testing on that.
>>9609516
>collected that glitch happens with the Floyd automatons...
Seems to be related to the scavenger modifier. I thought I fixed that but I guess not.
>>
>>9609726
I remember having fun with C7 as a kid but it probably doesn't hold up well. Then again, people say Wolf3D doesn't hold up well and I just played that again last year. It was fucking fun. A little more tolerable if you're using ECWolf but still.
>>
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don't we need a new thread by now?
>>
>>9609919
Wolf3D is actually good. It's very simple, but that works to its advantage. There's some bad level design in the even-numbered episodes, but as a whole it's a very frantic game with a distinct pace and approach to combat compared to Doom. Pretty much every contemporary clone suffered some combination of worse level design, fucked up mechanics, bad additions that drag the game down, cheap-ass production values, and horrible technical problems.
>>
>>9609938
New threads don't usually get made until we're on page 9 or 10.
>>
>>9609938
/vr/'s a slow board. There's no need to rush and make a new thread as soon as something hits bump limit.
It's arguably not even necessary on faster boards either.
>>
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Blast from the past
>>
>>9608884
https://www.gog.com/forum/general/the_gog_bethesda_joke_or_how_customers_get_the_short_one/page1
seems they fixed it
>>
Is there a Quake mod that adds bosses to the end levels for the base game's other episodes that don't end with bosses?
>>
>>
>>9610748
una creatura
>>
Are we having a Serious Saturday today?
>>
>>9610748
>Ranger visits America
What is this btw?
>>
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>>9610815
Yeah, in an hour or so.
PRELIMINARY Serious Business Saturday post. WE WILL START IN ABOUT AN HOUR (5PM US Central). Because I'm not sure if the new thread will be made in time I'll give all the important info now so people don't miss it. Get the map(s) here: https://jesterofdestiny.itch.io/jesterofdestinys-old-maps-pack
>IP (join via specify server): 45.79.57.115
>Please follow these steps before joining or else the Zorg will ruin your breakfast tomorrow:
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch.
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. When connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. Note: this only improves performance for people with ping under 200-300 (I honestly doubt anyone has ping over this). The server is located in Texas so keep that in mind. If you encounter any problems with this setting then try increasing it up to a max of 10.
>>
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Working on a megawad alone is just agonizing. Oh well, still better than mingling with Doomworlders.
>>
>>9610935
what defines a megawad? like how many maps or is it by how large the maps are
>>
>>9610935
Interesting textures.

>>9610936
Number of maps.
>>
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>>9594441
https://files.catbox.moe/b1yokk.zip
Starting small with 6 dubs across 5 characters, I didn't bother with getting the EN voice for every other Puyo character, but I at least got the JP dub for Oshare.
I'll leave everything else a surprise for players unless they want to open the file in SLADE, pic related.
I'm not sure about the best place in the load order for this, but it works when I load the lua+pk3 first, and it doesn't work when I load them after everything from the last session.
Because of that, maybe SNS isn't the best place to test this on a larger scale, but it's your call.
Console commands:
"dub_list" to see a list of skins with dubs, and a list of dubs for them.
"dub [skin] [dub]" in console while in-game to change that character's dub when you play them.
>>
>>9610936
this one will be 30 maps + 2 non combat maps.
>>
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>>9610853
Thread isn't dead yet so here's the actual Serious Business Saturday post which is starting now. Read the earlier post for instructions, I'm too lazy to repost it. This map pack has a bunch of different maps in it. Idk how long each one is so we might play through a couple or all of them depending on the length.
>>
>>9610818
Shrak
>>
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>>9610853
Liar
>>
new bread?
>>
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any good doom2 .wads to learn how to get gud, i have a hard time with uv going down and other well know .wads
>>
>>9611236
I'll do it
>>
>>9611239
Plutonia and Scythe (to a point, you'll know when it's too much) are good entry level wads that'll teach you to dance.
>>
NEW THREAD
>>9611263
>>9611263
>>9611263



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