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DOOM THREAD / RETRO FPS THREAD - Last thread: >>10877520

Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
https://rentry.org/vrbin

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

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

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
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/"doom thread"/type/op/

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

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

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/gPdytB18

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

WAD BOORU:
http://clovr.xyz/wadsup/
>>
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=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
BETA V2: https://files.catbox.moe/tc0rgk.wad

=== WHEN IT'S DONE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===
[4-21] GZDoom 4.12.1 released, restores Windows 7 support
https://forum.zdoom.org/viewtopic.php?t=79017

[4-21] Raze 1.10.1 released
https://github.com/ZDoom/Raze/

[4-21] Quake 2 Combat Jam 1 Released
https://www.moddb.com/games/quake-2/addons/quake-2-re-release-combat-jam-1

[4-21] GZDoom 4.12.0 Released
https://forum.zdoom.org/viewtopic.php?p=1251618#p1251618

[4-17] CS1.6 is now playable in your browser
https://game.play-cs.com

[4-17] Doom 2 MAP01 beaten in 4.97 seconds
https://youtu.be/Qm9aT2p7KxI

[4-16] CleanDoom, a modern launcher for Doom released
https://github.com/popcar2/CleanDoom

[4-16] Descent 3 source code released
https://github.com/kevinbentley/Descent3

[4-15] Nashgore NEXT, the better Nashgore is out now
https://www.moddb.com/mods/nashgore-next/downloads/nashgore-next-v10

[4-15] Anon finishes his MBF21 project called Terror Signal
https://www.doomworld.com/forum/topic/144575

[4-14] Pvt. Stone got an update
https://skelegant.itch.io/pvt-stone/devlog/714208/update-to-version-8-damage-overhaul-new-hud

[4-14] First version of MALICE REFINED is now available
https://www.moddb.com/mods/malice-refined

[4-13] DBP65: Sanguine Holy Land is out now!
https://doomer.boards.net/thread/3531

[4-12] TurokDooM, a GZDoom TC by anon sees a demo release
https://www.doomworld.com/forum/topic/144505


=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
Not OP, but my fave boomer shooter is Duke Nukem 3D.
It's really fun if you take the Atomic Edition, eduke32, and mix it together with the HRP.
It's like playing a modern retro game that's actually fun. If the original had looked like this (presumably with a significantly lower poly count so it could actually run on DOS), it would have completely destroyed ID Software.
>>
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>>10884238
I found it.
>>
>doom
more like dumb lmao
>>
>>10884323
Penthouse Paradise is canon
>>
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>Doom 2 In City Only
today I will play this
>>
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something ain't right here...
>>
>>10884373
Five Nights At Daisy's
>>
>>10884373
furry doom
>>
>>10884323
>If the original had looked like this (presumably with a significantly lower poly count so it could actually run on DOS), it would have completely destroyed ID Software.
Honestly, if DN3D had kept everything as it was (no changes) and ONLY made the enemies 3D with low poly models in the 90's, it would've been insane.
>>
I still think it's pretty 1337 how Duke Nukem used a gee lock clone back in the 90's.
>>
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>>10884373
>watership.wad
>>
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>>10884467
Fixed*
>>
>>10884476
monty.wad then
>>
>>10884490
thefullmonty.wad
>>
>every time I play through BTSX it's basically a blind playthrough because I don't remember anything about it
What is this magic? I must have played through it 5 times now over the years.
>>
>>10884505
Let's find a rock, I mean a big ass rock!
Maybe something like a cinderblock is better...
>>
>>10884527
Most levels aren't very memorable, at least not in terms of their layout.
>>
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>>10884527
>I must have played through it 5 times now over the years
Must be pretty good then. I have the hardest time remembering the level names. I've been revisiting it and AZ over the past few years.
>>
>>10884550
>I've been revisiting it and AZ over the past few years.
A lot of the maps are pretty memorable for one reason or another, even that ponyfag's map is memorable for being a godawful series of corridors.
>>
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>>10884586
Similar thoughts towards BTSX but a smaller map count is in AZ's favor here.
>something something "hall of blood"
That one really stuck out with its weird name and very hot start.
>>
>>10884623
I look forward to BTSX fan projects and just anything using its texture sets.
>>
Thread theme:

https://youtu.be/qG2HwH1JkAI
>>
>>10884661
at brap's gate
>>
>>10884661
fuck that, it's surf rock doom time

https://youtu.be/xqE6j1uei5E
>>
>>10884323
>it would have completely destroyed ID Software.
Really? I've never really liked build engine games. Something about them always feels "off". The hitscan is somehow worse to deal with for some reason, the shooting doesn't feel right or particularly satisfying and the only thing it has going for it is the interactivity.
>>
>>10883530
>FRAGARMOR.WAD
Link? Searching for it in the archive gets nothing.
>>
>>10884661
>Man, this is what I get for stopping at Taco Hell last night.
>>
>>10884727
https://www.doomworld.com/idgames/levels/doom2/deathmatch/d-f/fragamor
>>
>>10884790
NEAT. Thank you, anon!
>>
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So, what's up with this shit?
Left: hardware mode + palette
Right: software mode
I can't figure out what the fuck is wrong. Using no mods, nothing. Tried all combinations of lighting + options, as in fake contrast, banded lights, etc. but there's always this garbage green coming up and some other colour as well in some areas.
>>
Soundscape-anon here. Put my wad up on Doomworld last night, to get more eyes on it for testing, as well as for a consistent changelog list.
>>
>>10884974
Anon.... I don't know how to tell you. HW+Palette never looked exactly like the software, and it's impossible to do that with a simple palette on top of hardware render.
>>
>>10884974
colormap based shading will always look different from not-colormap based shading
>>
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94 Protons feedback
Bloody Pulp by Sitri: I played this in 0.9.2 beta so if you fixed any of the things I complained about disregard my retarded ass
Really good map, both aesthetically and encounter wise very close to plutonia - music bangs too.
But I feel there's way too little health and ammo - at one hand it was fun to come to every encounter strategically (especially when I had almost no health found the invincibility sphere that I had to use optimally) on the other most of the time it's just tedious, you should give at least some health after hard fights. At the penultimate fight archvile hidden behind revenants + cacos I had 4% hp and zero armour and with save states that was just way too tedious. Same goes for ammo, I think I was pretty accurate with all my shots and I still found myself completely running out of all ammo types midfight couple of times. Still, pretty amazing map, fun to play, a lot of cool secrets which I found only half of but still they saved my ass a lot
>>
HEY ANON! ARE YOU A NEET? ARE YOU A PATHETIC LOSER WITH NO TINDER MATCHES OR FRIENDS TO GO OUT WITH ON FRIDAY AFTERNOON? MAYBE IT'S YOUR EX-WIFE'S TURN TO SPEND WEEKEND WITH KIDS?
GOOD! COME PLAY UNREAL TOURNAMENT WITH US ANON!

1. Download this 100% legit not a virus swear on me mum pre-patched copy: https://litter.catbox.moe/mrm2w4.zip
Alternatively grab the installer from gog-games DOT to, then upgrade to 469a with https://github.com/OldUnreal/UnrealTournamentPatches/releases/download/v469a/OldUnreal-UTPatch469a-Windows.zip You may want to rebind controls to WASD, too.

2. Connect to clovr.xyz

3. Grab a beer

4. Frag some anons
>>
>>10885098
FUCK i forgot to download it anon!
coming in a bit
>>
>>10885108
no problem mate, nobody has joined yet
>>
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>Polygons MUST be concave and have angles equaling to 180 degrees.
>Convex or more complicated polygons have to be split up.
>Except that sometimes, even perfectly rectangular polygons won't fill, so you still need to split them.
>If you want to add to an existing polygon, you'll have to delete a line to unfill the polygon, make your addition(s), and refill them. Otherwise, you'll be left with a solid line with no choice to make it non-solid.
>The Undo command only goes back a single step. Pressing it again undoes the Undo. Better catch mapping mistakes quickly!
>Instead of directly setting the floor and ceiling heights, you have to define the values and add them to a list so you can select them from there.
>No native visual mode. The only way to do visual mode is through an external plug-in that runs the map through Aleph One itself in an incredibly hacky manner.
>Map objects don't render in visual mode, so you can't check and see how monster and item placements look in-game or, in the case of overlapping polygons, make sure the objects spawn in the right one.
>Can't edit terminals in either the map editor or visual mode. You need a separate program to do that.
>If you have a map interaction that's spaced apart (e.g. a button that opens a door on the other side of the map), then you'll have to run through the entire level because Aleph One does not have a noclip feature.

Christ almighty, no wonder people don't make maps for Marathon. The hoops you have to jump through are fucking stupid.
>>
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>>10885116
>No native visual mode.
Modern Marathon tools still don't have this? Christ.
>>
>>10885098
legit no viruses??
>>
>>10885138
Don't trust me? Then buy it from GOG. Oh wait.
>>
>>10885116
some of these could be handled by external tools. something like doombsp could handle non-convex polygons
>>
>>10885141
I think I do trust you but the catbox download will take 7 hours for me, maybe I'll try the goggames one
>Oh wait.
Fuck Epic and fuck what Sweeney has become
>>
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Well isn't this the gun boners are made of?
Well, boners don't like this gun, I tested that, but holy fuck Eviternity 2's perforator is nice. It shreds everything, shame the first secret level its introduced on seems to lack ammo for the most part. Then again I'm a shit player and got a giant erection over this gun so maybe that's my fault.
>>
>>10885157
Also, why is Eviternity 2 so blocky on Nugget but not with DSDA? I though Nugget was a fork of DSDA.
>>
>>10885175
Nugget is a fork of Woof.
>>
>>10885175
>anon discovers resolution
>>
>>10885098
280 ping too high to enjoy, but GG
>>
>>10885182
Same, my yurt is tad too far for signal to reach
>>
>>10885182
>>10885191
well at least you guys were able to hit someone
>>
>>10885175
Nugget is based on Woof, which is based on MBF-based stuff though it acquires features from other ports.

DSDA is based on an expansion of PrBoom+, ultimately tracing back to a Boom port that merged in a few others to get MBF support.
>>
>>10885194
why not have a server in the middle of the ocean?
>>
>>10885198
Sharks and pirates.
>>
>>10885098
REVAE
Is there a way to vote for maps? Xmaps is admin only.
>>
>>10885098
Bros wait up I'm joining in a sec
>>
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>>10885098
???
>>
>>10884373
Gameplay mod where you play as Daisy when?
>>
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>>10885259
I bashed this together for something like that a while ago, I don't know if I ever posted it.
>>
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>>10885259
Someone posted this sprite sheet to a forum (Doomworld, I think?). If someone wanted to take the time to make a full-on mod, this could make for a good base.
>>
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>>
One thing that everyone in this thread can agree on: demons infighting is never not funny.
>>
>>10885308
Infighting is a feature that sets Doom above the rest. Not only does team damage make sense and encourage clever weaving through crowds, but watching two ugly morons punch each other in the face is a nice way to take a break during combat. It's instantaneous cockfight betting. Will the cacodemon be able to land enough lightning balls on the chaingunner, or will he flinch the cacodemon to death? Neither, it's the random cyberdemon missile that explodes both of them.
>>
>>10885298
>play gzdoom
>>
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Okay, I think that's all of Kustam's upgrades sorted out for now, we'll see if these stick around as I'm doing more indepth playtesting.
>>
>>10885298
>gzdoom made enough baron bullets
Has it, now?
>>
I found these on archive.org, that might be of interest to some anons, there's quite a lot of either lost or not easily findable stuff or versions of stuff in here.

Change the letter of the second link to browse the other ones.
https://archive.org/download/best-ever.org_WAD_archive_part_0-9
https://archive.org/download/best-ever.org_WAD_archive_part_A
>>
>>10885273
>>10885293
Looks good.
>>
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I am not liking Halo mod as much as some of the others like Project MSX or Call of Doom: Black Warfare.
It did make me wanna try Halo: Combat Evolved tho. Never played any Halo game.
>>
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An anon once challenged me... "make the magic weapons yourself! rip shit! who cares!"
so today I had some time and started ripping up some shit and adapting them to vanilla weapons.
Here's the "Magic Chaingun".
What do you think? There's only one sound for now, but I want to add something as a release sound, not sure if that will mess up the whole thing.
>>
>>10885416
It's not going to play anything like Doom.
>>
>>10885418
The animations are a little rough, but I totally get the idea of what you're going for here, the last little bits of the magic energy shit fizzling and zapping around as the weapon winds down after firing is good.
>>
>>10885428
i don't know shit about drawing sadly. the hard part is trying to find things that match to vanilla. i think i've found a way to make the shotgun and the supershotgun feel "satisfying".
also, maybe once i get some more shit going on, someone will step in and add some "smoothing", in-between frames
>>
>>10885435
>i don't know shit about drawing sadly.
That might change in the future, but you're doing fine work for now, Anon. I'm curious to see the shotguns.
>>
>>10885416
Not familiar with the Halo mod, but it looks like is has a bunch of dumb post-Bungie shit in it.
>>
>>10885416
Whoever was making that mod forgot that it was about Halo halfway through and started adding a bunch of random Pillowblaster shit to it.
>>
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>>10885419
I know, it's part of the reason why i want to try it. Heard a lot of good things about the first game for quite some time.
>>10885441
There is a bunch of stuff you can tweak before starting the game inlcuding from which Halo part you will get your weapons. Picked the default option of having all weapons available.
>>10885376
It's been bugging me for quite some time but what's the deal with the revenant? Why does he always punches you at the end?
>>
>>10885452
It's a bunch of people, the dude who seems to put the work in for mechanics is usually busy getting Doom to act like Mechwarrior or Descent or Radix so he probably went a little nuts with any amount of creative freedom.
>>
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>>10885469
>It's been bugging me for quite some time but what's the deal with the revenant?
I don't know, I just kinda started doing it because I thought it was funny. I like the screaming skeletons.
>>
>>10885474
DAT chest that spawns them dancing revenants.
They spooked me.
>>
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>>10882883
>>10882948
>>10883057
>>10883097
I finally got all the latest DeusDoom versions (Core, Weapons and Augmentations) please, redistribute and upload them in different places so it's not lost. Add it to OP archive.

https://www.mediafire.com/file/cdwgs6oi5ltxw51/DeusDoom_Latest.rar/file
>>
>>10885482
Speaking of chests and skeletons. I need to change what the Golden Boners drop after you beat them up. Right now they drop a fistful of ammo and that's kind of a lame prize at this point.
>>
>>10885469
Then go ahead. There's plenty of ways to play it these days. 2 PC ports and it emulates well.
>>
>>10885487
Nice, I'll add them to my collection, seems like there's been a lot of mods just vanishing lately for one reason or another.
>>
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>>10885298
>stupid ut99
>>
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>>10885487
>In today's news anon is doing some godly work
>>
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>shootable switches
>timegated secrets
>chaingunner closets
>any platforming whatsoever
>>
>>10885530
I like shootable switches.
>>
>>10885530
I like chaingunner closets.
>>
>>10885530
>hidden switches you need to find to continue
>>
>>10885530
>Timegated shootable switches that are reachable only by platforming and open a chaingunner closet
>>
>>10885550
Writing this one down.
>>
Have you had Doom dreams, or dreaming of another FPS?
>>
>>10885530
>shootable switches
>timegated secrets
>any platforming whatsoever
Boy do I love Sigil
>chaingunner closets
Helion is gonna be great
>>
>>10885530
>>10885543
>>10885550
I ran into timegate that required to shoot a secret shortcut switch to beat just recently. It took me like a hour+cheating with youtube to figure out, because shootable switch was in a completely different room, far away and only visible through hole in a wall.
>>
>>10885629
>nicolas monti intensifies
>>
>>10885550
If you remove the chaingunner closet part, that'd be one way to access a secret exit.
>>
>>10885587
I've had a dream about TimeSplitters 2
>>
>>10885587
I once had a dream of me physically hiding behind a filing cabinet to break line-of-sight with an Arch-Vile.
>>
>>10885530
>shootable switches
as long as it is explicitly needed,like unreachable sectors / higher wall (like fences) / brighter switch sector in a dark room / EvilEye (like sigil)
>>
>>10885587
i could never get past the chasm as a kid, one time i dreamed about the level after it
it might've been a better map than bloodfalls actually was
>>
>>10885752
Sandy based that map on a dream he had where he was walking a tightrope over a bottomless chasm.
>>
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>>10884303
Let's make a deathmatch mapset community project.

The project's name is Fraggot. Deadline is May 11th.

Rules:
-Use Doom2 as IWAD
-Maps must be designed around 4-player deathmatch
-Map must be compatible with Zandronum, Zdaemon, and Odamex. (game configs are Doom, Boom, and ZDoom)
-New textures (and new music) are allowed
>>
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>>10885789
AW YEA
>>
>>10885273
>Exposed toes
Honestly, I'd rather go for full boot or none at all.
I couldn't think of a way to phrase this without sounding weird, sorry.
>>
>*Awkwardly long instrumentals with no lyrics*
>*Bitterman radiates a visible smugness that intensifies as the instrumental break approaches ever closer*
TEQUILA!
>*40 more seconds of instrumentals*
>>
>>10885820
That's fine, I made it a while ago and I based it on a very particular Daisy design, I'm not even a footfag.
>>
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>>10885487
Hail to the bookkeeper, baby!
>>
>>10885469
>Heard a lot of good things about the first game for quite some time.
do it, CE is kino
honestly I'd be down for a /vr/ CE multiplayer session sometime, be it Custom Edition or MCC
>>
Can I play Thief decently well on a touchpad? Can't buy a mouse right now, so that's that. Also, how do you guys usually bind the controls for a more relaxed and convenient scheme?
>>
>>10885530
>death exit trying to force me to pistol start the next map
IDFA, nice try chump
>>
>>10885969
You can, I think, but it won't be easy, especially hitting shit with an arrow, but on the other hand you'll probably be able to tell where guards are even without having to look just through sound.
Still I'd rather shell out a couple of bucks for cheapest mouse possible on the way from work than play as a spaz Garret, as for binds I recall defaults being mostly ok except for changing walking to wasd, putting leans on q and e and removing keyboard turn entirely.
>>10885980
Nah, forced pistol starts are fun, because map usually 100% accounts for you pistol starting. Always going peak guns vs peak enemies gets boring, sometimes it's good to downscale things a bit.
>>
>>10886014
I like having to rebuild my arsenal, I just hate the vanilla pistol.
>>
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>>10885956
Custom Edition netcode is straight AIDS. MCC would be better, but I doubt a lot of people would want to doxxxx their Microsoft or Steam account names to anons.
>>
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>>10886025
Fuck, that explains it. I played last two megawads with supercharge 3.0 and pistol is fucking great in that one, to the point where I sorta forgot how not very nice doom vanilla pistol is.
>>10886191
>map theme: walk of life.midi
But jokes aside I feel like leg is maybe a bit too much in the middle of the screen? Though I'm not 100% sure putting it a little to the side would look better, looks pretty decent already anyway.
>>
>>10886191
o h l a w d y h e s t r u t t i n g
>>
>>10886191
https://youtu.be/76MfB4aYCSk
>>
>>10885398
Some of the screams in animegirls are fucking horrifying. Worse yet, they don't drop weapons
>>
>>10886281
>map theme: walk of life.midi
Made me listen to that midi while watching the WEBM, and for a second, the fucking kicks synced-up with the drums.
>>
How'd UT99 go? Is there a GOG zip up?
>>
>>10885789
Hey nice.
>>10885098
FUAARK. Hope it was fun you fuckers.
>>
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>>10885253
>>10885098
Same
>>
>>10885098
Also gog-games went private didn't it? Yep, can't connect to it.
>>
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>>10885098
Here's an unpatched copy of UT99 since OP failed to provide one and gog-games.to is private. Can confirm the OldUnreal patch linked will function with it.
https://mega.nz/file/dMpThA6D#2SaBChOBMuw2CLK2pUjH22HFAkMXw0LzMPd9dVMD5U4
>>
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>>10886378
>and gog-games.to is private
works on my machine
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>>10886385
Wtf thanks domain master. At least that's there then. The catbox link still results in pic related however.
>>
>>10886235
CE via MCC could be fun, especially if there was a chance to try out Aerial, but yeah I wouldn't want to run it. Steam Lobby Links would get around sharing deets to a certain degree (although the host would be posting their ID numbers, since it's like, steam://user_id_number/game_id_number/lobby_id_number), but hosting a lobby instead of throwing up a server is ironically too much focus for me to wanna do it, especially depending on whether ping is dictated by the host machine.
>>
>>10886410
>Aerial
This? https://steamcommunity.com/sharedfiles/filedetails/?id=2906110850&searchtext=aerial
Looks pretty fucking sick honestly.
>>
>>10886418
I thought the game's name read "Hail to the Master Chief Collection".
>>
>>10885308
>>10885343

What are you favorite infighting pairings?
For me, it's chaingunners vs anything but most importantly imps / cacademons
Also a sergeant getting shot by imps and them blasting the imp to death at close range looks and feels almost more satisfying than if you the player pulled the trigger yourself. Watching mancubi working a grown is also satisfying.
Baron / HK vs Revenants too.
>>
>>10886447
Archvile + Anything close enough already that he kills himself with splash damage
>>
>>10886447
Revenants punching the shit out of anyone, especially hellknights, since it feels evenly matched.
>>
>>10886418
That's the one. It looked pretty interesting from the gameplay footage I saw, since it appeared to still have the pace and feel of Halo despite all the additions/changes.
>>
>OP Pic
Neato
>>
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>>10886318
joined late, had fun
>>
>>10886191
How do I achieve this irl
>>
>>10886496
...any screenshots? webms? how the fuck do you people expect anyone to regularly join
>>
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Eric I am not. Can't beat this damn map in sequence for ages now.
>>
>>10886584
PINK'D.com
>>
>>10885416
>picrel
i like how that thing screams, even if it also nukes my frames while doing so
>>
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Goddamn JPCP can get brutal. Just got to map18 and I hate that most of the fights take place inside the building where you can't see shit.
>>10886584
How does one start to enjoy HD?
>>
>>10886623
Thumbnail made me think of Shelly.
>>
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>>10885827
yet
>>
>>10886623
>HDest
You open the manual .txt, get into the game and apply the Dwarf Fortress mindset of !!!FUN!!!
>>
>>10886623
Play one of the maps designed for it. The main problem with gameplay mods of that sort is that getting into them is a bitch and a half and if you're playing the wrong map, and odds are you are, it'll be even worse. Also read the fucking manual.

>>10886630
Kill yourself.
>>
>>10886623
>How does one start to enjoy HD?
By having enough crippling autism to comprehend all the mechanics, but somehow not enough to mind the disembodied sights and shit spastically bobbing around.
>>
>>10886637
>Kill yourself.
t. doesn't have cute feet
>>
>>10886623
>How does one start to enjoy HD?
You practice. Start slow, start easy. Besides trying to run through the first few levels of Doom 1, Kuchitsu is a good WAD to run through if you're new to HD.
>>
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>>10886584
i hope you're sitting on one l33t gaming rig, because when i was playing this wish ashes weapons/monsters, my pc turned into a pumpkin the moment i entered map03. it still struggled a bit even with vanilla bestiary.
>>10886623
figure out your key setup, take it real slow and think outside the box. i like chucking grenades into invisible monster pits, for example. plus sequence breaking is always on the table, i mean the thing has a doorbuster item. don't think of killing EVERYONE as your top priority.
also remember to THROW AWAY YOUR SPENT SUTURE APPLICATORS. no guides ever mention this, and not knowing this got me stuck for 3 days before you could force open a second medkit.
>>
>>10886623
In addition to the already suggested Kuchitsu, I recommend Consolation Prize PSX as an early WAD, the Doom 1 portion of Playstation doom is better for HD than Doom 1 itself because it integrates some Doom 2 monsters.
>>
>>10886623
>and I hate that most of the fights take place inside the building where you can't see shit.
I got to the point where I'm perfectly fine with using a flashlight mod for those kind of prohibitively dark maps where the intent is for you to bumble the fuck around and get a spectre or something up the arse in the process.
>>
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Son of a turkeyknob...
>>
>>10886558
server is not for us europeanfags apparently, so i assume there were only noobs
>>
These are some cool as fuck aesthetics.
>>
>>10886767
https://www.youtube.com/watch?v=dNN0HyO3rM4
>>
>>10886767
wad?
>>
>>10886791
https://archive.org/download/best-ever.org_WAD_archive_part_C/cybercrime4.wad
>>
>suddenly come across a white aurochs
>mind is flooded with images of sheer incomparable unmatched unrivalled unparalleled unbound KVNO experience of powerstancing a white and a black one
>they bug out when you switch weapons and both turn the colour of the last one held
man.
might as well have both of them be shiny, i guess.
>>
>4 hours into making first room realization comes that I made utter garbage
Welp, time to delete everything and start over again.
>>
>>10886865
never get invested until at least the third iteration of a map idea
>>
>>10886865
>4 hours to make a room
all the greatest stuff in art has been made in less than that. (or at least the "idea", the "form"). you're not putting your soul into the artform i'm afraid, so you get lost into technicalities.
details, technical things and other stuff comes AFTER you have an idea or inspiration.
don't start making stuff if you are not inspired, or you dont feel like it. you are going to waste time or make half assed stuff anyway (which is GOOD if you want to improve on the technical side etc. but we're talking about the more philosophical part of art)
>>
Found a cute little invasion map, proceeding to wirepull it so it works with mods.

https://archive.org/download/best-ever.org_WAD_archive_part_C/cyberpunkshootdown-v3.99.pk3
>>
>>10886903
I remember this one, it was a /vr/ project from ages ago which just kind of petered out. Fucking love the Hitchcock cameo there btw.
>>
IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>
>>10886905
That sucks, it's a bit basic but it's got it's charms.
>>
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A game this fucking lame doesn't deserve a title or cover art which goes so fucking hard.
>>
>>10886891
I am bullshitting a bit here, that time includes making some custom textures and fucking around with midi (I need to replace Running from Evil with something ASAP, hearing it while testing keeps getting me sidetracked) as well as some other shit, I wanted to do everything using default stuff at first, but it turned out impossible without few minor changes after all. It's no work of art, though it's "my first wad" tier. But I have the idea down, at least.
>>
>>10885530
That's all good, except for platforming. Fuck platforming and fuck everyone who puts it in their maps and also those who enjoy platforming.
>>
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>>10886910
Figured out a fun effect for Kustam's parry. Blaz's shield fires an explosive projectile beam, and Kustam fires a hitscan multi-hit laser.
Speaking of lasers, I'm not very happy with the overheat burstfire machine gun I've been fucking around with, so I'm gonna try out making that thing a constant beam laser.
Also I didn't show it here but I've also changed up how the sentinel arms work (his BFG), now firing the left machine gun arm builds heat, and using the right flame thrower arm decreases it. I'm probably going to turn the left arm into a BIG constant beam weapon at high heat too.
I just like lasers.
>>
>>10886936
I'm ok with platforming. LunchLunch goes a bit hard with it though, he must really love the vertical 'leaps' and shit.
>>
>>10886940
That looks cool as fuck.
>>
>>10886958
It's a little harder to use than Blaz's parry seeing as it's a hitscan instead of a fat projectile. But seeing as it has a HUGE window to activate, I think it's a fair enough trade.
>>
Wirepulled+vanilla tweaked Cyberpunk Shootdown v3.99 and then got my hands on v4.2 and did the same.

One upload if anybody wants them : https://files.catbox.moe/ewiwaj.7z
>>
>>10887027
>dark map
>filled with brightmaps
I’m too into this aesthetic oh god, especially when its a city.
>>10886903
Who is that lil ninja you’re playing as/what mod?
>>
>>10887146
>Who is that lil ninja you’re playing as/what mod?
https://skelegant.itch.io/gd-echidna

It's not a remotely balanced mod but it's a fun thing to fuck about with.
>>
>>10886916
Oh boy... so this is where all their budget went.
>>
>>10886827
I can see where this is going wrong in the code (the highlighted line copies the weaponstatus flags of the currently selected Aurochs to the spare ones, with the purpose of decocking the spares), but I don't know enough about arrays to wrap my head around making sure it doesn't copy the color flag.
>>
What's the best way to quickly get better at mapping. I feel like I'm just slapping paint on a canvas and expecting it to cohere into something pretty. How did you all learn to map
>>
>>10887203
Just make something. Play it, and change the stuff you don't have fun with.
>>
>>10886378
>and gog-games.to is private
Not anymore, seems their little experiment didn't work after all.
>>
>>10887203
git gud
more seriously, look at others' maps and practice. maybe look at real-world architecture. play with lighting. play with height
>>
>>10887250
>seems their little experiment didn't work after all.
I guess they were hoping to do a BBS-alike thing of having people pay to have access.
>>
>>10887203
>What's the best way to quickly get better at mapping.
Just keep practicing. Like any art, the more comfortable you get with your tools and with various compositional techniques, the better you'll be able to apply them to achieve the desired results.
Also, it helps to network with other mappers and get feedback from playtesters to see what you're doing right vs. wrong, and to get some suggestions on how to improve at your weak points while doubling-down on your strong suits.
You'll generally crawl before you walk, and walk before you run, so you gotta' be okay with releasing some relatively unimpressive or inconsistent maps before you can hone your skills into something respectable. Get used to the idea that you might end-up sharing some straight trash before you can make maps that people actually like. But most importantly, actually listen to feedback. I've seen too many mappers progress at a glacial pace because they prefer to make excuses for their mapping habits rather than accept that they're making ugly, unfun dogshit.
>>
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>>10886827
>>10887176
Fixed it. That invoker.weaponstatus[0] on the line above the highlighted one was the problem, unnecessarily copying all the flags of the currently selected gun instead of just the flag being changed. Go forth and be kino, anon.
>>
>>10887276
I hope whoever made this goes straight to Hell. And not the fun Doom Hell, I mean Dante's Hell. Ninth circle, stick 'em in the lake of ice.
>>
>>10887276
>>
>>10886669
kek
>>
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>>10887280
>figuring out your way through hd's innards AND successfully fixing them up
wow. it actually works too.
now if i'm gonna be ass at this game, i can be stylish about it. thanks, legend.
>>
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>>10887325
How is there still no actual Dante's Inferno style circles of hell megawad yet
Did everyone get stuck at making lust and give up?
>>
So is there any way to give Nugget the same kind of resolution that DSDA uses? It's not normally that noticeable, but Eviternity 2 looks kind of blocky using Nugget but I miss how much lighter it is to run on my potato computer, plus I miss the SSG gibbing weaker demons when I use DSDA. It's not a huge deal breaker, but it'd be nice if I could get the same level of visuals.
>>
>>10887365
It wouldn't have to be a megawad. There's nine circles of Hell and a Doom episode is usually nine levels.

Lust would just be literally HDoom.
>>
>>10887365
>Did everyone get stuck at making lust and give up?
You could have succubi demons, but people have this weird hang up about killing demons if they're hot. Mentally they're still evil monstrosities that need the SSG treatment, but many can't get past the tits.
>>
>>10887365
Both DTS-T and touhou doom have maps based on the concept but they're both insanely shitty and gimmicky and they're stuck in WADs that are primarily terrible to begin with.
Besides, it's not a very original concept, mappers who can actually make it work don't want to rehash concepts that are literal centuries old, they want to make their own settings.
>>
>>10887393
Oh and I know this is probably gonna piss people off but Anger or Violence would be Brutal Doom.
>>
>>10886584
HD with hands and animations? Neat.
>>
>>10887397
I get where that anon is coming from. It's one of those things that just makes so much sense that it's baffling that it hasn't already been done before.
>>
>>10887398
>Violence
There's already a Violence.wad. And it is VERY purple.
>>
>>10887396
>You could have succubi demons, but people have this weird hang up about killing demons if they're hot.
Or cute. A lot of people don’t realize how comfortable they are with the violence when it’s towards ugly monsters.
>>
>>10887404
In the vast sea of Doom mods, I'm sure it's been done outside of the aforementioned examples, but they probably turned out really sophomoric and unremarkable which is probably why we're left wondering why nobody has done it yet. They've just been buried by time and competition.
>>
>>10887407
Yeah but that's one of the circles of Hell in Dante's Inferno. Limbo, Lust, Gluttony, Greed, Anger, Heresy, Violence, Fraud, and Treachery in order.
>>
>>10887365
Didn't Xaser do one?
>>
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>slap your girl, steal your drink, laugh at you
what do you do
>>
>>10887480
That Hell Knight is so done that he spontaneously ascended.
>>
>>10887414
It's why I always try to look for stuff that's not so know, a lot of genuinely good stuff never really gets a chance since the big names tend to drown it out even when it's new and then awareness of it fades to nothing over time.

You look at stuff like Chainworm Kommando and it's got some appreciation here and in a few other places, but it's Doomworld thread where the dude released it never had a fucking chance to get going, it's no wonder the dude seemed depressed and looks to have given up on Doom mapping.
>>
>>10887498
>it's no wonder the dude seemed depressed and looks to have given up on Doom mapping.
what kind of spineless retard is the author, then? i enjoyed his mapset, but really, who gives a fuck?
are you mapping for other people? lmao
FIRST AND FOREMOST DO THINGS FOR YOURSELF.
im glad he got depressed, maybe hes learnt a good lesson
>>
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>playing doom 2 for the first time
>in vr
>map09
>enter rocket launcher room
>go for it
>see the shotgunners spawn
>no biggie
>start shootin
>suddenly hear a dozen machine guns start ripping
>whip around and see all the chaingunners
>screamed irl as I got shredded to bits
I'm not enjoying D2 as much as D1 so far but that was genuinely scary
>>
>>10887480
>Doom x World of Final Fantasy
>>
>>10887515
Anon taking the initiative to prove his powerful masculinity is beyond such failings as being bothered by something he put effort into being almost totally ignored.
>>
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>Anons said Eviternity 2 was easier than the first
>Map 5
>That two archvile trap with all the pinkies and plasma guys
>The two Cyberdemons at the end
Admittedly, I'm shit at Doom and need to save a lot, but holy shit I wasn't ready for this kind of thing so early on.
Pretty levels though. I'm left wondering what could be behind all this since the wad starts right with the Archangelus dead.
>>
>>10887574
Doom 2 isn't all that hard, but that one ambush is legendary.
>>
>>10887591
>I'm left wondering what could be behind all this since the wad starts right with the Archangelus dead.
i never cared about eviternity's lore since it just wont make any sense
>>
>>10887591
Oh, and
>Astral Arachnotrons
I'm scared. There are going to be astral versions of more stuff isn't there? For the love of God I hope there won't be astral Archviles...
>>
>>10887591
Does it spawns most enemies out of nowhere as much as 1 did?
>>
>>10887591
>plays garbage wads
>"wow this wad is HARD!! love all the senselessness ambushes AND the enemy placement AND the slaughter AND that lovely story"
>>
>>10887598
Does it play off of the Doom Eternal wank or what?
>>
>>10887602
It has a few arenas where it does that, yeah.
>>
>>10887606
Do you have anything decent to add to the discussion? Recommendations for actually good wads, perhaps? Or are you lost on your way to /v/?
>>
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>>10886910
Why yes, I do autistically handpaint height maps just to get proper shading on textures for 25+ year old shooter engines.
>>
>>10887606
>Eviternity
>enemy placement
More like teleports placement.
>>
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>>10887621
And actual screenshot
>>
>>10887621
Fucking nice.
>>
>>10887606
Trying too hard
>>
>>10887606
ABLOOBLOOBLOOBLOOOO
>>
>>10887606
This isn't /v/, kid. Nobody is impressed.
>>
>>10887602
Can I verify how many enemies get teleported each level just by checking what’s in those enemy boxes?
>>
>>10887602
>>10887608
>>10887625
It always annoyed me how Eviternity had such nice maps but relied on practically dumping monsters into them through teleports. It's not as bad as nu-Doom but come the fuck on.
>>
I don't get the hate for teleporting monsters in. What else can you do for big fights other than hiding armies in giant closets?
>>
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>>10886910
I accidentally made a map that almost fits in 2048x2048
>>
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Has anyone else been looking for these old comics? Because I'm pretty sure I found them on Wayback Machine.

https://web.archive.org/web/20130324103445/http://comics.farazparsa.com/?p=41
>>
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>>10887574
>>
>>10887606
Bet you thought you sounded clever posting this, didn't you?
>>
>>10887687
It is kinda amusing to see local teenagers thinking they're Bo Burnham or some shit after discovering what sarcasm is.
>>
>>10887695
I'm more confused over what they think they're accomplishing. They might get respect for ridiculing someone for having fun on their discords filled with similarly jaded teens who aren't allowed to like anything, but most of us here are likely 30+ and it just looks childish and a desperate poorly gauged attempt to fit in.
>>
>>10887715
Getting (you)s, which obviously succeeded
>>
>>10887715
I engage in this kind of discussion too but it's only when people actually invite themselves for debate, anon's post is only tangentially related to what he's replying to and I think he's just emulating this kind of behavior. Probably tells himself he's mature for his age.
>>10887719
Watch out dudes, this guy's a troller master
>>
>>10887736
I'm not the guy, I just understand that there are anons that will just say retarded bullshit for attention
>>
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>10887719
>>
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>>10887742
Oh I'm well aware, that behavior is- actually just picrel
>>
He might have been shitposting, but I don't like Eviternity 2 either to be honest
>>
>>10887757
That's fine, there's a difference between "I don't like thing" and "thing is bad," the latter is a subject of debate.
>>
>>10887762
>there's a difference between "I don't like thing" and "thing is bad,"

There is?!!?!??!
>>
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>>10887757
Eh, I think it's alright so far. I'm more of a casual Doom player than anything else so outside of a few well known megawads I'm not super knowledgeable on whats regarded "good" or not.
I'm not sure why my fairly innocuous post caused such a weird response, but I find it best to ignore obvious shitposters myself. I'll admit I'm noticing a lot of teleport traps now it has been mentioned, however.
>>
>>10887651
Isn’t “teleportation and shit” also at the center of all these idsoft shooters from the 90s?
>>
Alright enough shitposting.
What resolution do you play at?
I've been messing around in gzDoom and I like some crispiness, but the menus look like shit if I set the res too low.
On the other hand, higher resolution means more compatibility with basically every mod.
Low res, again, means full chunky status bar, easier to see the numbers, just glance at the corners of the screen and that's it. Higher res? You gotta use a wide bar (not a problem, I've made many that fit my own resolution) but the numbers are smaller. Pro: the weapon sprite is slightly more visible.
Low res: I like the old feeling of what the enemies look like from a distance.

So, in the end, what do you play?
>>
>>10887798
Yeah, I'm still not sure why stuff like Nugget can't have the same resolution as stuff like DSDA. GZDoom is obviously a different situation, but when it comes to the less advanced stuff I'm left unsure.
>>
>>10887798
Usually 1920x1080 with a scaled up statusbar but it depends on what I'm playing and on what port, some stuff is obviously intended for square resolutions.
>>
>>10887657
>pic related
See, Wolf3D and classic Doom are the same universe. When BJ recovered the Venom gun from the nazis, all effort went into the rotary carbine system and the rifle cartridge was never used for military purposes. That's why "riflemen" dropped pistol ammo as well.
>>
>>10887798
I stick to 1600x900, mods rarely require a higher res and I'm one of those weirdos who likes playing some of his games in windowed mode.
>>
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>>10887805
The bulk of the differences comes down to how lighting is handled.
>>
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>>10887785
1280x960
I don't mind the black bars to the sides. I don't mind the menus looking like hot garbage.
Playing in 4:3 is slightly more enjoyable
>>
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Last level of Havoc in Creation was a pain.
Not because of hundred archviles or anything but because the sheer amount of spawning barrels combined with Halo mod make my FPS slower than a slide show. Never encountered any technical issues with this mod until i entered the last level.
Anyway, Halo mod wasn't bad but it wouldn't make it into my top 20 favourite doom mods or anything like that.
>>
Samson when?
>>
>>10887865
>doom
> :|
>doom, brightmaps
> :D
>>
>>10887931
More games need them.
>>
>>10887931
I like Nugget's visual enhancements because they make the game look better without being gaudy.
>>
>>10887931
Years ago I remember trying some brightmaps pk3 for gzdoom, but I can't recall if they had problems with custom wads or stuff that replaced shit like usually DBP projects do. Any idea nowadays? i'll be glad if anyone can point me in the right direction
>>
>>10887939
Id started using them with Quake: The bright reds in that game light up in the night. (I wonder if this is why the red crosses in Quake weren’t censored.)
They’re my favorite visual enhancement that feels “right at home”. Not too “anachronistic” or gaudy like what >>10887943 praised.
>>
>>10887591
What's the HUD / weapons from? Or packaged in with Eviternity?
>>
>>10887353
lol!
>>
Finished Ground Zeroes for Quake 2.
Overall really solid expansion pack, very rich in detail, I really enjoy how the levels felt way more like they had a sense of place to them than any base game Quake 2 levels past Comm Center. Hard to call it ''lived in'' I dare say they felt way more like functional spaces. New enemies were cool, turrets were overused, new boss was a cool climax. Shame an anon sorta spoiled a gimmick the boss has but it was relatively minor all things considering. Actually likjng Quake 2 a lot more now and if I will go for a replay I have more to look forward to!

New weapons like the etf rifle were alright and it's nice they're behind a second press of a ''corresponding'' weapon select.

If Q2 base is a 7.75/10 then I'd say GZ is a solid 8.3/10.
>>
Why is the community so snobby over mid-level saves? It shouldn't matter unless you're streaming or trying to be the next decino.
>>
>>10888027
I like using voodoo dolls for flat alignment and loading saves breaks them.
>>
>>10888027
Same as any other reason, seeing others not playing the way they play as being wrong or inferior.
>>
>>10888027
I usually try to play without saves, but if you've put over 400 enemies in one map and it's not some big arena spectacle you can't get mad over people not wanting to lose 20 minutes + of progress.
>>
>>10888027
I don't think anyone really cares unless you are save scumming. Using a save after a decent amount of progress or after big fights is normal.
>>
>>10888040
But then it depends what you mean by "save scumming". You see kids here genuinely trying to define it as any mid level save.
>>
>>10887657 here.

I've taken the liberty of downloading all the comics and putting the Doom related ones in a zip for the lazy bastards.

https://file.io/LlhhrIdvciWr

Enjoy reading these again for old time's sake. There are still people here who remember these, right?
>>
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>>10888027
you need to stop caring what random niggas on the internet are saying. seriously, there is no point to it, letting it go would only make your life easier.
>>
>>10888027
This is the millionth time this topic has been brought up in these threads alone. You shouldn't give a fuck about what retards on the internet say when it comes to how you play your games.
>>
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POON POON STATUS: SECURED
>>
>>10885789
>May 11th
That's like two fucking weeks man
Any recommended textures for this? Zandy means we can use udmf right?
>>
>>10888031
Hello Sitri
>>
>>10888061
Term knows what's up.
>>
>>10888031
why not using udmf? genuine question.
is it because a lot of people don't use gzdoom?
what if other ports started using acs scripting?
>>
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>>10888027
>community
who?
>>
>>10888027
What is this ''cum unity'' you speak of? Game has a save function it was made to be used.

That said, I do strive to play maps that can be reasonably finished without saving midway. A well designed map usually flows in a fun way when you're not constantly fingering the quicksave button.

It makes me personally think about my tactical choices more when I can't just instantly re-do the combat encounter and provides tension. Doing ''no save'' of Plutonia maps especially is pretty fun because they'tough but compact and ino you get the most out of that type of level when you do your best to learn the entire level run instead of just redoing the same combat encounter over and over.

But yea when I run into a much longer map or really hard map I do a compromise like saving at keycards etc.

Doing Quake 1 mid level saveless is also really really fun because the maps have relatively low enemy counts thanks to the 3d graphics being more resource intensive so that also meant a bit shorter, compact but very internally interconnected levels which were great for playing saveless! Other than the stupid rock tumbler bit in Scourge of Armagon.
>>
the fix to the "i dont feel like save scumming" exists, it's called "Indestructable". i don't play doom anymore without it.
>>
>>10888084
I have made some maps in UDMF, but I prefer having a bit of limitation. It's too easy to get carried away when there are a lot of options given to you. I also don't really care for using ZDoom-derrived ports.
>>
>>10888095
The fix to "I don't feel like save scumming" is to not make saves.
>>
>>10888097
well i agree but voodoo dolls and conveyors are a pain in the ass
>>
>>10888112
They're not that bad to set up and figure out. Some parts of UDMF would be handy, but in general I don't need those features.
>>
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Alright, it's Spawn time! With Shatter Realm WAD.
I love holding two shotguns and i cannot lie. Ran into the same issue as Guncaster though, aka everything is too easy.

Should i try Colourful Hell mod?
>>
I'd like to throw my hat into the whole "save" thing by stating that I do not save mid-level.

...Because I get so focused on the game that I forget to. I have to make a conscious effort to save in the middle of a level.
>>
OFFICIAL TIER LIST

Ultimate Doom
Blood = Quake
Shadow Warrior
Serious Sam
Redneck Rampage
Doom 2
Chasm
Marathon
Duke Nukem
>>
>>10888163
Are they in ascending/desending order or are they all cool?
>Ultimate Doom
>Doom 2
No Final Doom?
>>
>>10888173
Final Doom is just a glorified expansion pack but so is 2
>>
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I absolutely NEVER save my games mid-level
Cuz I only ever play Doom and Quake in co-op
>>
Accidently came across Death & Decay, which is pretty much Wrath of Cronos but with guns.

It's kinda cool.
>>
>>10886669
What happened there?
>>
>>10886940
Revenant parry make me laugh.
>not this time, fucker
>>
>>10887928
>>
Just finished eviternity2, I found it to be mostly easier than 1, and generally I think I liked it more, even if map 28-29 being in constant darkness with strobing lights got old really fucking fast. Kenosis is both an incredible map and absolutely dogshit to play, I hated the broken pathways with constant pitfall danger (and got softlocked once near the red key building).
>>
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>>10888061
I prefer to think the spider lady looks like Rachnera.

>>10888134
Try Project Malice. It'll still probably be easy but it feels great with Spawn.
>>
>>10886910
>>10886191
I'm pretty much starting over this melee system from a few years ago, carefully copying some very specific pieces of code.
Some attack animations can cancel or be cancelled by others, but there's also a cooldown system so you can't just spam two "long" attacks very fast.
>>
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>>10888272
What do you mean I didn't attach the file?!
>>
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Cool Serious Sam TSE 3D HUD mod I found that released recently. Adds a bunch of customization options plus some extras like a survival coop mode. Maybe I'll host that sometime if people are interested.
>https://www.youtube.com/watch?v=epKmKHwIzrw
>>
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>>10887928
I'm working on it, though I'm still sorting out Kustam first. I'm gonna be trying out the lasers I was talking about earlier for his overheat weapon today.
>>
>>10888048
>Deleted
Fug.
>>
Give me some neat, little mods for Gzdoom that don't alter gameplay. Like HUD faces, or weapon skins, or whatever.
Thanks
>>
>>10887657
>>10888048
there is old one where doomguy kept fucking the walls
>>
>>10888384
Smooth Doom
>>
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>>10886910
Developing a Training Course map among other updates. Expect a release tomorrow or Monday
>>
>>10888396
doesn't work with 80% of wads
>>
>>10888384
Could try Aphrodite. It's a vanilla reskin mod with some cyperpunk flavoring.

https://skelegant.itch.io/aphrodite
>>
>>10888439
Awesome, cheers
>>
>>10888436
What 80%?
>>
>>10888459
Probably means anything with any amount of custom monster/weapons/decorations.
>>
>>10888534
That's not even close to 80%, and anything with modded guns isn't going to play nice with weapon skins anyway.
>>
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>>10886910
eh fuck it, it's not finished but I gotta post something. Learning how to draw shit
>>
>>10885253
tinker with your PC settings, perhaps?
>>
>>10887396
Just do what Dante did
>>
Making some addons for GunBonsai tonight. You eggheads got any bright ideas? Any requests?
>>
>>10888191
Can also play multi with it because it's very friendly with zandro
>>
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What are some megawads that stay consistent from beginning to end?
Something besides the usual suspects like Plutonia, Ancient Aliens, Valiant, Eviternity 1+2, Sunder, Sunlust, Going Down, and Pirate Doom because I've already played all of those senpai
>>
>>10888728
Can you make a separate mod which works the same way as the scavenger? Each monster has a low chance to drop ammo or armour or health, qnt.ty based on their health.
>>
Unreal is actually super fun. I'm glad I finally gave it a try
>>
>>10888806
physix?
>>
>>10888728
getting projectiles to fire mini versions of themselves alongside the normal version of it?
>>
>>10888810
Yeah
>>
>>10888792
I think there already is a mod like that on the forum, can't remember the name though. >>10888812
This was something I did want to try, I think it seems like I can only do it for projectile weapons, but that is ok. How do you want them fired? Just parallel? or askew?
>>
>>10888848
>How do you want them fired? Just parallel? or askew?
I guess parallel would make more sense for interaction with other stuff?
>>
>>10888864
Oh, I guess what I meant is the difference between a conical shotgun blast, and a much more accurate rifle one. I think you want the latter, but I wanted to be sure.
>>
>>10884302
>step onto teleporter
>get hit by a cyberdemon missile that was already in midair when i landed
BRAVO
R
A
V
O
>>
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>>10886910
Busy week so I just chipped away at the gaps in my sprite sheet. Both angles still need non-placeholder walk cycles
>>
>>10884303
>[4-21] Quake 2 Combat Jam 1 Released
Just finished this. Finale was fun enough, but most of the rest of it kinda sucked. I feel like these map jams need to be more planned and less gimmicky.
>>
>>10888938
Top 4 sprites look like she's telling me to eat lead.
>>
>>10888950
HERE CATCH
>>
>>10888062
You don't have to have custom textures in your map if you don't know what to choose.
There will be more time to work on your map after this deadline, and the playtesting session.

Deathmatch maps don't take much time to create due to the size. Two weeks is pretty generous to create a single deathmatch map, regardless if you can only map during weekends.
>>
I'll have to play through Lunatic again some time later with something a bit less busted.
>>
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What if Duke traveled really far back in time and met Turok?
>>
>>10889014
The fuck is this
>>
>>10889014
>akimbo USAS-12s
Holy fucking overkill bruh.
>>
>>10889014
TRANSDOOM
>>
>>10888375
I can upload it somewhere else if you can recommend a good site for it.
>>
>>10889119
catbox.moe ?
mega.nz ?
>>
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lost souls ripped my flesh
>>
>>10889121
Donezo.

https://files.catbox.moe/qwx5z2.rar
>>
>>10889081
Genocide Device Echidna. Basically "fuck slaughter, lol". Also, Project Malice.

>>10889096
Yeah, on a single click, they spit out a burst of three shots and then alternate at a steady rate if you hold it.
>>
>>10889135
>Basically "fuck slaughter, lol"
Nothing's fuck slaughter with Colorful Hell. Ty anon.
>>
>>10889119
>>10889131
Thank you.
>>
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>>10889125
>>
>>10889139
I like those comics and I don't want to see them disappear from the internet altogether. They're classics.
>>
>>10887657
Wow, ain't seen these in a long while.
>>10889147
>>10889139
Someone should put them in the OP megas.
>>
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>>10889136
>try to see how far into Sunlust I can make it with Colorful Hell
>get filtered on the second map because I enabled abyssal enemies and guess what the archie was
I'd use that mod more but there was this one time where I think a cyberdemon variant caused total framerate death and I'm kinda fucking worried about it happening again.
>>
>>10889160
You can pair Colorful Hell with Legendoom instead.
>>
>>10889167
I prefer the RLA monster pack, some of my best moments had the worst possible enemy being a legendary and engaging bitch mode and making the arena a fucking nightmare.
>>
>>10889173
I'm a part time retard anon, are you saying you pair RLAmonsters + Legendoom? Sounds like a capital idea, can't believe I never thought of that.
>>
>>10889174
Shit, you never tried that combo? Same dude made both and RLAmonster's enemies get different attacks when they go legendary. Be it regular Legendoom or lite the monster pack is fucking essential in my book.
>>
>>10889159
https://web.archive.org/web/20180807231952/http://farazparsa.com/

I think this is the most up to date version I can find, so if any comics I missed aren't on there, I don't know where they are.
>>
>okay anon! time for the obligatory pitch black section where you're forced to just fire randomly into the darkness and pray!
>it was in doom 1 so you're not allowed to dislike it!
>>
Saving mid level is fine
The only thing that's bitch made is saving mid fight
>>
>>10889240
bbbbased
>>
>>10889226
Cope?
>>
>>10889240
I operate by an honor system where for every key I pick up I get a save.
>>
>>10889240
If id really cared about this they would have done the save system differently, like making you save at save points or only saving at the start of each level.

Shit maybe someone should just make a mod like that. Or has it already been done?
>>
>>10889272
I usually do this. If not then I sort of start dividing the map in sections and when I think I made substantial progress I save and maybe cum
>>
>>10889183
I know what I'm doing this weekend.
>>
>>10888938
don't see purses often in games
>>
>>10888439
cool shit. the only thing that irks me is the rocket launcher occupies a lot of space on the screen. the shotgun feels great. thanks for sharing
>>
>>10888047
I see save scumming as dropping mid saves and frequently loading to get through a section above the player's skill level. You often see this with difficult platforming where players will save after every successful jump to the next platform.
>>
>>10889401
>don't see purses often in games
Where do you think girls stash their extra guns and magazines?
It's called "concealed carry," bro
>>
>>10889432
>Where do you think girls stash their extra guns and magazines?
Back of the knee maybe?
>>
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>>10888262
>Try Project Malice. It'll still probably be easy but it feels great with Spawn.
Just tried it. It's indeed still feels easy but also a lot better.
Spawn + Shatter Realm WAD + Project Malice + Nashgore Next is a pretty good time so far.
>>
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>>10889443
gonna bring up pandemonia monsters again, with its difficulty scaling mechanics.
>>
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dear blog, cthulhu sure is a dick even if a bit of a pushover
by chance, is there a strange aeons monster pack anywhere? figured i'd ask before giving it a crack myself, that archaic archive structure hurts my eyes.
>>
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So, I just started to play Sunlust. Is that's it? Trap after trap after trap after trap after trap after trap after trap, spawn(open door) hitscanner right in your face(back), spawn multiple hitscanners right in your face(back), spawn multiple hitscanners around you, spawn archvile right in your face(back), spawn revenant right in your face(back).
It's a nice challenge, it's really cool to see how flexible and dynamic Doom combat can be, and it's kinda "creative" with it's traps, but it got old before it even started. I admit I'm not a big fan of ambush-oriented combat in Doom, yet I still wanted to play it. Hope it has more to it when the maps get bigger and less claustrophobic.
for christs sake shove your git gud up your arse if you have nothing to say, thanks
>>
>>10889479
What map are you in? prepare to drop it ASAP because if you didn't like the traps then you won't like the huge slaughters and the various more crazy traps
I for one appreciate the design, but it's not fun playing it
>>
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>>10889479
>Trap after trap after trap after trap after trap after trap after trap, spawn(open door) hitscanner right in your face(back), spawn multiple hitscanners right in your face(back), spawn multiple hitscanners around you, spawn archvile right in your face(back), spawn revenant right in your face(back).
>>
>>10889479
>archvile, revenant, chaingunner
this is why Doom 1 wads are simply superior
>>
>>10889480
Just finished map03. Still going to play it further and cry about it here. Dropping wad is the easiest thing to do.

>>10889482
Amen.
>>
>>
>>10889490
Man, three episodes rule doesn't apply to doom wads, expect difficulty hikes with each map further on. I'd rather find something else to play.
>>
>>10889479
I've played Sunlust up till map 15~ or something, and at that point I just couldn't take it anymore. Props to anyone who can finish it. Good luck anon.
>>
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Fuck archviles
Fuck pain elementals
Fuck you

I had fun, loved the aesthetics
>>
>>10889507
What gameplay mod? I know the wad is Auger Zenith.
>>
>>10889517
Just a reskin, posted above. Aphrodite
>>
>>10889515
How many saves?
If I attempted God Machine it would likely be in the hundreds.
>>
>>10889517
It's just a dehacked mod called Aphrodite (doesn't change anything gameplay-wise).

Same author has a gameplay mod called Echidna

https://skelegant.itch.io/
>>
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>>10889432
>Dick "Danger" Hardon
>>
>>10889519
>>10889521
Well it looks neat. I already completed Zeppelin Armada with HND so another themed DBP playing as a setting appropriate character might be cool.
>>
>>10889527
What's HND? its pretty cool to match maps and mods!
>>
>>10889529
High Noon Drifter. A cowboy themed mod Term made awhile back.

https://forum.zdoom.org/viewtopic.php?t=57098
>>
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>>10889531
>non vanilla
looks quite nice, tho
>>
>>10889531
Ahhh nice, I think I played strange aeons with it a long time ago!
>>
>>10889534
Learn to embrace non vanilla mods. As there's a lot to enjoy out there.
>>
>>10889479
>Hope it has more to it when the maps get bigger and less claustrophobic.
What are you hoping for, and why do you seem so bummed out playing a Doom wad?
>>
>>10889410
My main dislike with Aphrodite is the weird pinky finger thing she's always doing with her spare hand. She's meant to be a bad bitch, why is she constantly making hand gestures like she doesn't want to get dirty and finds all this stuff gross?
>>
>>10889160
>The Romero White Cyberdemon
I killed one once, but it involved savescumming and shooting it across the level
>>
>>10889432
>Where do you think girls stash their extra guns and magazines?
in nature's pocket the rectum
>>
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>>10889038
What if he traveled not so far back and met Sam?
>>
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>>10889586
Makes her feel "sassy", also one of the easiest "fixes" ever.
>>
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>>10889432
Purses are theoretically attractive for conceal carry because they can allow for more easily concealing a larger and more easy to handle weapon, but purse snatchers, and the simple fact that women manage to sometimes forget their purses in places, are serious drawbacks.
Carry directly on your person, ladies.

>>10889593
That reminds me of a police report of an arrested prostitute having been discovered to have been hiding one of these in her cooch. They ran the serial on it and found the original owner, who had reported it stolen 8 months prior, when they told him how they found it and asked if he wanted it back, he said wasn't sure.
>>
>>10885259
Does the Jazz Jackrabbit Doom mod count?
>>
>>10889620
Either that was a tiny gun or the bitch had a HUGE vagina.
>>
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>>10889636
They are very tiny. It'd be funny to put one in Doom, where the shots do very little damage, but the alt-fire throws the thing for more damage.
>>
>>10889643
Oh. In that case she's insane for sticking it up there in the first place. What if it fired?
>>
>>10889643
And I thought the Semmerling was small.
>>
>>10889520
I find it hard to believe that anyone has ever been shot and injured let alone killed by a 22 short
Same with the gyrojet, but more for scarcity reasons
>>
>>10889650
They're a pretty old fashioned design, no manual safety, no transfer bar, but there's notches cut between each chamber where you can rest the pin/blade of the hammer, which basically keeps the thing locked up.

That's a really oldschool thing to do, that's something you'd see on revolvers before self-contained cartridges were really a thing, but it also works. Similar for how there is no trigger guard, instead the trigger is shielded in a 'sheath' like that, ergo it only comes forward if you actually cock the hammer, which again is a really old fashioned concept, but it still works.

>>10889657
.22 Short isn't powerful, especially if you look at it in the old blackpowder days, but those were also days before antibiotics and a very primitive field of medicine, so even if you could stop the bleeding of a nasty puncture wound like that you may get a brutal infection where you risk dying in utter agony.
That worked as a deterrent IRL, but I don't think it'd work in Doom's context because Pinkies aren't afraid of anything.

Gyrojets were reasonably powerful, there's even some limited evidence of them being briefly field tested in Vietnam, but their problem is that they were hyper janky and had abysmal accuracy. They'd be fun as hell to put in Doom because they're so weird, either representing them accurately, and thus as a joke weapon, or as an improved kind which doesn't suck.
>>
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Playing Halo: CE for the first time.
So far it's fun.
>>
>>10888938
what is amy winehouse doing in doom?
>>
>>10889864
Where do you think musicians go when they die, anon?
>>
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This took way longer than I hoped but at least here it is a new episode for my classic 1994 wads collection for Doom Complete
https://litter.catbox.moe/27fhws.zip

This episode focuses on 4 "short series" totaling 12 new maps: the 4 Barsalli's Wasteland maps, the 4 Nguyen's UCA maps, the 2 from Chen & Martins' Invasion, and lastly the 2 maps from Hodek's Galaxia. All graphics are indipendent, nothing is overwritten (INVADE2 overwrote patches which were also changed in INVADE1, no more and you can play them one after the other no issues). Pistol start is enforced between each series and between the 2 Galaxia map (as intended in the original readme). 100% kills, secrets and items possible in all maps

The file is now a .zip because I included 3 very small addons:
- galsnd.pk3 changes all the sound effects into the ones from Galaxia (pistol, shotgun, plasma, fireballs, 2 wake up sounds)
- invstbar.pk3 changes the status bar into the Invasion one, but widescreen
- teukick.pk3 changes the 3 punching frames into a kick like the program included in The Evil Unleashed did, but now as a plug-in so no need to changes the base DOOM.WAD

Next addition is undecided, but menu space is gettin cramped so 2 more updates max and the project is finished
>>
>>10889135
>Genocide device Echidna
Sounds like a YUGIOH Duel Monsters Card.
>>
>>10889014
Why do modders feel the need to make female characters look so masculine? Look at that HUD image. Was he being held at gunpoint by twitter or something?
>>
>>10889657
.22 short is more than enough to kill someone
>>
>>10889930
Eh, would. She looks like a "I need to blow off some steam and your dick is the closest one" kind of woman.
>>
>>10889940
He also did make a more feminine character >>10888439
It’s neat how much of an inspiration Diablus Ex and Augur Zenith seem to have been.
>>
>>10889930
They're usually edited directly from the Doomguy mugshots.
>>
>>10889950
Now THAT bitch looks like she'd be absolutely insane in the sack. She looks like her favorite band to get groiny to is Evanescence. Tell me I'm wrong.
>>
>>10889953
She seems to edit the ones Xaser did for psychic, which were an edit of this.
https://www.doomworld.com/idgames/graphics/femdoom
>>
Having an issue with la Tailor Girl and BBgore where enemies resurrected by the archvile are invisible. Anyone know how to fix this?
>>
>>10889986
It's not a bug, it's a feature!
>>
>>10889986
>BBgore
If that's the thing that has Bolognese in it, it's an issue the older version of that had.
>>
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>>10889986
my guess is that the gore mod emulates the enemy exploding into chunks by making said enemy fully transparent and then spawning a bunch of gore actors flying in all directions.
>>
>>10889478
Not just monsters, no. It's weapons and I think music, too, so you'd need to delete a bunch of stuff.

>>10889930
She's just not wearing makeup, guy.
>>
>>10890017
Ahhh...
I'll try to find an earlier version. It's just the only gore mod I know of which allows for colored blood.
>>
>>10890080
>I'll try to find an earlier version. It's just the only gore mod I know of which allows for colored blood.
Nashgore allows for coloured blood, plus it tends to fit the Doom style better than bolognese AND won't completely cover switches in red so you can't see them. You do need to set up the coloured blood aspect though, I don't remember where I got it from but there's a small side wad that turns the feature on for most versions.
The newest release might even have it as an option in the menu, I hear there were a lot of changes recently.
>>
>>10890024
Is roundmeal a thing, or a joke? I know there are a lot of weird American foods out there so it's possible it could be a real thing.
>>
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"Finished" Violent Rumble. Thoughts in picrel.
I suspect there is one last map hidden behind the runes, but idk if I can be arsed going through coffee's spiderman-ass map or streaky's green dimension for the last runes.
Otherwise a strange mixed bag of maps. Coffee definitely elevates what would be a mediocre collection.
The alt ammo types were cool but so often hidden in secrets that they didn't get shown off that much I feel like.
>>
i suck at the game can anyone recommend sweet wads like Anomaly Report that I highly enjoyed? tried playing the famous ones but after a few maps i always get annoyed at the huge difficulty ramp, even at lower skill levels.
i've also enjoyed ultimate doom wads (played most of them) and deathless
>>
>>10890129
You can just put 'map secret' into the console for the all runes level.
>>
>>10890138
cheers anon, I'll try that later
>>
>>10890116
it's a pisstake, though it is amusing in how believable it is
>>
>>10890150
>>10890138
Okay well I tried the super secret level. Neat start, the bedroom was very pretty. The arena fight was cool. The upper arena fight was also cool but I had a fatal error occur when I hit switch 4 so idk how things are supposed to end.
Tentatively excited for VR2, I hope coffee came back at least.
>>
is there anything else as simple and as fun as castlevania DOOM?
>>
>>10890197
What? Godless Night or Simon's Destiny?
>>
>>10890202
Oh my, I didn't even know there was more than one. Haven't sat down to game in awhile. The maps for Godless night look spectacular but I've only spent time with Simon's Destiny. That avgn gag had me laughing.
>>
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>>10890197
>castlevania DOOM
>>
>>10890218
https://forum.zdoom.org/viewtopic.php?t=57800
>>
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>>10890224
>>
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I've got some sprites in .png and want to convert them to palette, because otherwise they look like dogshit. I need to recolour some parts of some sprites, though. What's the best approach? Aseprite? Photoshop? If so, how do you load the PLAYPAL? Any tips?
>>
>>10889478
>>10890069
i think it should be working fine, map07 shenanigans and all.
squiggly puddle monsters and secret purple tentacles are in there, but they don't replace anything. plus i didn't figure out what to replace wolfensteins with so i just put a randomspawner for every light mook on them.

el strange aeons monster pack (punjabi movie hd 2025 no virus)
https://drive.google.com/file/d/1kCmfrBeMWrjm2Cu07D1c_tE5g0_7GgH6/view?usp=sharing

>verification not required
>>
>>10889907
link is kaput
>>
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>Character carries less 'light' ammunition (Small/medium caliber bullets, shells and rifle cartridges), but can carry way more 'heavy' ammunition (Heavy caliber bullets and rockets)
Good balancing?
>>
>>10890250
Let's try again
https://litter.catbox.moe/7b39yr.zip
>>
>>10890360
Wouldn't it make more sense to swap it around? That way the player has to save their big guns for the big foes.
>>
>>10890392
>litter
You're using the one with links that expire after a while.
>>
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>>10889443
Shatter Realm is complete. This mod is cool.
Skipped the seventh map though because for some reason my mod combination completely killed the FPS here.
>>
>>10890502
Oh, I know that, I used it for the previous releases (set to 3 days) because they were mostly a test. But I guess with 70+ maps I should start to consider more permanent releases
https://files.catbox.moe/jc0bcu.zip
>>
>>10890412
There's already penalty for using heavy weaponry as that character. He gets slowed down if you have one equipped (HMG and RL).
>>
>>10890392
thanks
>>
>>10888938
Very NOLF Cate Archer-y vibe while still being original. Good job.
>>
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WAKU WAKU, DOOMGUY SURE LOOKS STRONG

https://www.gamingroom.net/games/patches-addons-editores/dragondoomz-dbz-no-doom/?download
>>
>>10890392
use mega my man
>>
So I recently played through Duke Nukem 3D, and I realized something weird. Freedooms 1 & 2 actually have better designed levels than that game.
I mean, granted, the Freedoom devs have had nearly 30 years to finess their product, but it's almost insane how good it is in comparison. It even looks better than the original Dooms (1 & 2) in some ways: larger, more coherent maps, and a complete set of textures, music, and sprites. Playing Doom 2 again made me realize how insanely ugly so many of the sprites and textures really are.
>>
>>10890763
It's not that Doom 2 textures are ugly but the mappers use like massive walls of said single textures without breaks. Compare to something like Plutonia for instance where walls are often segmented with pillars / supports etc to break the singletexture syndrome.
>>
>>10890763
Another thing to consider is the advancement in technology. The maps in DOOM 2 and Duke 3D were made to work with what was then mid-ranged PCs back in the mid-'90s.

While Freedoom is still constrained by the hard limits of the original engine (it aims to be vanilla-compatible), modern PCs can display levels that are FAR more detailed then what was made back then.

An excellent example of the latter is the BTSX series: The maps are vanilla-compatible, but they are insanely detailed to the point that mid-'90s PCs would've struggled to render them.
>>
>>10890810
I should clarify that when I say "mid-'90s PCs", I'm referring to what the average end-user would have, not top-of-the-line stuff.
>>
>>10890810
>The maps in DOOM 2 and Duke 3D were made to work with what was then mid-ranged PCs back in the mid-'90s.
I was actually kinda wondering about a certain Duke 3D level that required me to lay down a pipebomb near some explosives and then hide in a vent, facing away from things before detonating everything, because even on my modern computer, it would cause the game to crash if I didn't.
>>
>>10890823
What level was it, and what port were you using?
>>
>>10884302
Finally got around playing Evitenity 2. Whoever came up with the Astral caco placement and that fucking monster in general should be thrown out of helicopter in front of their family. I hate them
>>
>>10890831
>What level was it, and what port were you using?
eduke32
Tiberius Station, right as you go into the door that requires the Red Key.
>>
>>10890839
I think it's really cool how they dodge.
>>
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>load up Seinfeld wad + Bolognese Gore
>use all weapons cheat
>fire BFG
>mfw
>>
>>10890849
I just tried it and it didn't crash on me. Are you using the most up-to-date version of eduke?
>>
>>10890869
Are you retarded, anon? He's obviously talking about a time when he had a slower pc
>>
>>10890839
>Finally got around playing Evitenity 2.
Eviternity 1 and 2 are on my list to play next.
Dunno how I missed them, but I don't really play all that many megawads. The last good one I can remember is Going Down.
Also, this thread is YUGE, and it'll take me a lot of time to identify the good stuff.
>>
>>10890839
The new monsters are easily the worst parts of Eviternity desu, they're really derivative and come down to "what if existing monster but stronger?" I find weaker variants of demons to be much more versatile like the ribbiks cyberdemon or the Ad Mortem gargoyles. Granted these aren't masterclasses in unique design either, but they're really fun to fight.
>>
do we have any spriters here? i have some easy work to delegate. mainly recolouring
>>
>>10890895
>do we have any spriters here?

No, only 7upers.
>>
>>10890891
I think everything Ad Mortem added was good for the game. Gargoyles are a good flying enemy to fight when you just have a pistol or shotgun, Satyrs are more fun than the nobles to fight, Skeletons aren't very creative but they work as a slightly stronger Pinky, and King Boner is a good dangerous upper-mid tier monster like the Archvile.
>>
>>10890895
sprite tastes like piss
>>
>>10890920
Bear Grylls, is that you?
>>
>>10890850
I haven’t finished 2 yet but they were utlized real well in Eviternity 1.
>>10890916
The walkin rockets are amazingly fun too.
>>
>>10890932
The rockets on legs are hilarious, but they weren't really used for "real" encounters. The gremlins were fun too, but I wasn't a fan of their sprites.
>>
>>10890679
>reuploading mods filled with shortcuts to their sites and shit
Fucking hell it's like the early 2000s.
>>
A mod where you get stronger the nakeder you are, and have to pick up armor to clothe the demons with instead of wearing it.
>>
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playing through dump 3 with GMOTA as Doomslayer. Nice so far. Course you play through the maps in almost whatever order you want.
>>
>>10891157
Kinsie's map and the bouncy castle ones are really good, Term's map is pretty awesome too.
>>
>>10890895
What a pitch anon! Lets see how it works out for you.
>>
Any mappers here?
I have a 46 level megawad to make and none of the levels have been made yet. I will tell you what I want and you will make it for me
>>
>>10891191
lol, very subtle.
>>
>>10891191
what exactly do you need? be more specific so we can shitpost together and more precisely
>>
Finally going through Ashes 2063 + Afterglow. Got to The Rink. I was already loving this mod but I love how the author is expanding on the mutants with both this and the Spire - even that bit of lore on how the protag is probably a mutant too from the doctor in Michonne.
>>
>>10891176
Looking forward to it. The few beginning maps at the immediate right seemed decent so far.
>>
>>10891202
Scavs are mutants. That's why their eyes glow and why you can eat old food and not get sick. They are canonically hardier than normal folk.
>>
>>10891228
Yeah I figured that out. Was wondering if Porcelain should prob go back to bar tending considering her eyes don't glow.
>>
>>10890804
>It's not that Doom 2 textures are ugly but the mappers use like massive walls of said single textures without breaks. Compare to something like Plutonia for instance where walls are often segmented with pillars / supports etc to break the singletexture syndrome.
On the other hand, with 4xBRZ, I rarely feel the need to use DHTP with Freedoom, but Doom 1/2 needs it. It needs it.
>>
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>>10891191
Sure. I have plenty of mapping experience going back decades. Pic attached is an example of the level of quality you can expect from me.
>>
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>YOU ARE IN VIOLATION OF IMPERIAL LAW
>>
>>10891263
>Sure. I have plenty of mapping experience going back decades. Pic attached is an example of the level of quality you can expect from me.
Okay, so what I had in mind was this: FreedoomGuy is going up through 46 floors of Trump Tower, and on the way up, he will have sex with every "monster" he encounters. Imps, pinkies, womancubi, etc..
So I need you to download the blueprints for his building and I need you to build 44 nearly identical levels, with the first being the ground level, and the last being a boss fight, and of the 44 nearly identical levels, I will need you to place a random monster in each condo. No two maps can be the same.
Can you do this?
>>
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I've entered some sort of "jiggle-billy" world in Dump 3. Everything is a wigglin' and a jigglin'.
>>
>>10891310
That level is a special kind of hell. Doomslayer treating you alright?
>>
>>10891295
Sure, just give me 15 tredecillion years and I'll have everything whipped up for ya.
>>
UNPOPULAR OPINIONS TIME
- The Shotgun feels more satisfying than the Super Shotgun
- Quake 1 weapons are actually not that bad (in SP, they are fine for online)
- WADs with monsters in the four-digit count are to be thrown into the rubbish immediately
- 4:3 is the true resolution to play older FPS
>>
>>10891360
I agree with all of those. Though I feel the satisfaction of the standard shotty does drop off when you're having to kill bigger targets like Barons. But really at that point you should have a rocket launcher.
>>
>>10891310
Way better than it probably should. I'm fucking hammered and playing through this particular level at the same time is quite a trial. I've haven't died yet somehow. I like Doomslayer a lot, but I like Blaz a lot too. Blaz is just a little more challenging, but still fun.
>>
Simon's Destiny on Blood Moon is absolutely brutal. Level 3 is kicking my teeth in.
>>
>>10891372
Well, hopefully you still feel that way after the update cus a lot of shit has been changed for Doomslayer. Blaz is a little more straightforward to play as and got buffed in some aspects.
>>
>>10891378
>hopefully you still feel that way after the update cus a lot of shit has been changed for Doomslayer.
>>10891364
>the satisfaction of the standard shotty does drop off when you're having to kill bigger targets like Barons.
Funny these two conversations happen so close to each other, I'm gonna miss the Mourning Star's fire rate ramp-up.
>>
>>10891390
Honestly I might bring it back. Because the mechanic of having a melee attack baked into primary fire has been bothering me a lot with how its executed for that weapon. So I recently made it so you only perform that melee swing when you're out of ammo.
>>
>>10891360
People say Quake 1 had bad weapons?
>>
>>10891378
Well I guess I'll find out once I've actually tried it, but I FEEL like it'll be okay.
>>
>>10891396
People misunderstand the shotgun.
Different anon, but I think Quake's biggest failing as a singleplayer game is the somewhat lacking enemy roster.
>>
Imagine if Quake had a Pain Elemental equivalent that constantly spits out Spawns.
>>
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>>10891430
Jesus Christ.
>>
>>10891396
I think people don't prefer its faster, softer shotguns compared to Doom's.
>>
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and now it's RAINING BLOOD
>>
>>10891263
>pic
average NepNep map
t. NepNep
>>
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Uh-oh
>>
>>10891514
Are we talking about "fun" or "!!fun!!"?
>>
>>10891514
I remember watching Kegan playing one of Term's maps and I don't remember which one, but I remember that it was fucking evil.
>>
>>10891540
There were some dastardly encounters I died to, but I finished it without losing my mind.

>>10891537
I don't know. I'm drunk.
>>
>>10891540
https://clips.twitch.tv/AverageTardySproutKappa
>>
>>10891540
>>10891556
Thinking about it, I think the most evil map Term has ever made was that one narrow hallway you have to run back and forth on to constantly flick switches, all the while Zombiemen are plinking away at you, it's a genuine diceroll whether or not you beat that map.
>>
>>10891556
Hah. That wasn't even the one. I think it was with Past-Linked.
>>
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>>10884302
I just discovered that TimeOfDeath (speedrunner for like 2 decades) is playing and recording every -complevel 2 WAD in the idgames archive

https://youtu.be/SgomIgrK-M0?si=FELBFUEPBbOZ8ytZ
>>
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You heard the man.
it must flow
>>
>>10890861
Enjoy this low-effort shitpost I tossed together.
Just for (You).
https://files.catbox.moe/rlrhne.webm
>>
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Guys, I'm really fucking drunk. Sorry.
>>
>>10890940
>The gremlins were fun too, but I wasn't a fan of their sprites.
Yeah, they're a bit undercooked, but I think that was a known issue when they were made.
Gameplay-wise, I'm glad my suggestion to make them short enough to fit under low-hanging ceilings was taken seriously. Gives them a fairly unique characteristic for mappers to utilize.
Speaking of, I wonder how long until some enterprising anon or random faggot uses the Ad Mortem resources for their own WAD.
>>
>>10891780
I think it's a consequence of being pre-rendered, having its original color swapped, or a combination of the two, but I'll always give props to people who make original sprites instead of frankensprites.
>>
>>10889479
I dunno man don't you enjoy a challenge? >>10889582
This.
>>
>>10889797
The gameplay aged magnificently. Enjoy it anon.
>>
>>10891753
Wtf that's awesome. You just made this?
>>
>>10891360
I think my dream Quake weaponset is the default shotgun, then the shotgun form Travail (drum magazine), the super nailgun taking up slot 4, the grenade launcher taking up slot 5, the harpoon launcher from Abyss of Pandemonium taking up slot 6, and the lightning gun taking up slot 7.
>>
>>10889479
Sunlust was the second Doom wad I beat and the first I finished UV maxing. I guess it must be a mental retardation thing on my end.
I have nothing else to add to this post since you've probably already came to a conclusion awhile ago now.
>>
>>10890948
I found that one and I didn't know if it was known here, so I thought I'd share it.
>>
Mapping music.
https://www.youtube.com/watch?v=whJIwvWFjlc
>>
>>10891157
>made maps for DUMP 1 and 2
>still thinking about the idea I had for 3 but I didn't have time to make anything at the time
I gotta pick up mapping again
>>
>>10891901
What are you doing otherwise? Playan some Dooman?
>>
>>10891905
DECORATEan and ACSan but mostly playan yea
>>
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>>10891906
Based
>>
>>10891901
That reminds me, wasn't Term gonna manage another mapping project after DUMP 3 before he went away? All I remember about it is a tracker music only rule.
>>
>>10889797
that it is, anon, that it is
shame Halo 2 still has some glaring visual bugs on Xemu, esp now that Insignia's out
>>
>>10891924
I thought H2 for Vista looked fine. That's how I played it all the time back when.
>>
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I have a confession to make DOOMers. I allow myself one save which I use after killing 90% of the level's monsters.
Losing 20+ minutes of progress can be disheartening desu.
>>
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>>10891937
I save whenever I want because /vr/ isn't looking over my shoulder when I play Doom or Quake or whatever I want.
>>
>>10891937
I save as often as possible in case something happens like power going off or the game crashing if I'm playing with mods.
>>
>>10885224
Sorry I missed this. Been pretty busy.
I have to look into it I guess, it's been a while. I thought you could, but I'm about to sleep now so I can't check.
>>
>>10886679
Server is in CA, USA. Sorry. Not a lot I can do about that. It's where I live...
>>
>>10891953
Based, would enjoy the low latency. Just need to get off work early enough.
>>
>>10891360
>SG feels more satisfying
It's the sound and the animation and yea.
The SSG in Quake 2 feels so ballin' tho.

>Quake weapons not that bad
Yea the bullet weapons probably feel less satisfying because they don't have as much feedback in enemies as Doom but they're fine. And the explosivo like Grenade Launcher feel really good.
>>
im struggling to find a weapon mod that doesn't feel cheaty and break the doom dance
>>
>>10891998
You'll pretty much never find one, Anon, all gameplay mods are going to break that flow in some way.
>>
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>>10891998
Well, if you want to dance...
>>
>>10892006
What's he playing, /vr/os?
>>
>>10892010
https://youtu.be/xdkLZNyEMVU?si=FV5UEQcXlA_8nAQA
>>
>>10891360
i can outfrag anyone with the single shotgun in quake but the super shotgun feels bad to use in multiplayer
i think there's some mishap between its spread + server latency that makes it suffer so so much unless you get a perfect point blank meatshot, whereas i can just click on people with the normal shotgun and they take full damage always, plus the firing rhythm feels better
also i always get second place in quake champions free for alls with just the starting shotgun (pretending this is an accomplishment instead of me being too retarded to hoard other weapons)
single shotgun superiority every id game ever
>>
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>>10892015
>knew exactly what it was by the thumbnail
>>
>>10892006
Oh fuck, that's the rick roll boombox.
>>
>>10892010
https://youtu.be/2cEPcBuZgT4
>>
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Yes, I do map using an ancient and older version of EUREKA. How could you tell?
>>
>>10891998
just use reskins. weapons are fine.
use weapon mods only alongside other mods that change enemies or other stuff.
alternatively, you can pump the difficulty, use customisers to change health, ammo, etc.
other than vanilla lite gameplay mods, the only good weapon mod that doesn't completely break balance (but is still unbalanced) is final doomer plus
>>
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>>10891924
Don't think i noticed any of the visual bugs on Xemu(first time playing afterall) but stuff like this don't bother me as much as the performance issues.
Turning off threaded optimization in NVIDIA settings helped with overall slowdowns but i am still experiencing a nasty one every time i am using a scope on a sniper rifle.
>>
>>10891446
pretty cool
>>
>>10888202
White phosphorus flew right into my ass
>>
>>10892029
>Rickroll Boombox + Bolognese Gore
>>
I've searched high and low but I couldn't find a single pk3 that displays the current local/system time while playing. WTF? Anyone?
>>
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>>10892132
Hud Options
Alt Hud Options
Show Time
Set to System, Seconds.
>>
>>10892132
>Doom mod with real time day and night
>>
>>10892143
I'm aware of that, but I don't use the alt hud.
>>
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>>10892145
>universal realtime day/night cycle mod for autoload
>>
>>10892148
How would you even implement that? You'd need to alter lighting per sector in any given level, and you'd need to make alternate versions of skies for any given .wad
>>
>>10892147
So copy it out of the alt hut and shove it into whatever fucking hud you're using.
>>
>>10892152
Generalized handful of sky textures for the iwads, the rest would probably be just replicating something like darkdoomz and adjusting it to the time.
>>
>>10892156
What about nighttime levels with indoor spaces with bright lighting?
What daytime levels with indoor spaces with dark lighting?
What about something inbetween?

I think that this wouldn't really work as a standalone gameplay mod, it would need its own bespoke levels made for it where everything could be predictably accounted for. That'd still be really cool though
>>
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This is coming along well so far, I just need to get some sounds and apply the upgrades to this thing.
>>
>>10892153
I'm using the default one. I've already tried, but it's zscript and not Decorate, so it's out of my reach. Thanks anyway for your help. Maybe next time you might try to take out that stick up your ass
>>
>>10892173
The mod itself, plus certain settings would be toggleable, just like in DarkDoomZ, including the mod's own sky textures
>>
>>10892186
>>10892143 (me)
>>10892153 (not me)
>>
>>10892184
gib
>>
>>10892173
It's already pretty easy to determine what is indoors and outdoors, a ton of mods do it for adding weather and shit.

It wouldn't fit absolutely every use case but nothing ever does, worst case just have a way to override it with a user-provided lump or something.
>>
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>>10891780
>Speaking of, I wonder how long until some enterprising anon or random faggot uses the Ad Mortem resources for their own WAD.
I already did. I took AM's gargoyles, and gave the baron the same kind of attack as the satyr. The legged rockets and gremlins are there too, but just for a secret map.
https://www.youtube.com/watch?v=0NMKlP7qz7E
>>
>>10892186
>but it's zscript and not Decorate
Bro, why you doing huds in decorate?
>>
>>10892203
>>10891780
Some dude on Doomworld did right after Phase 1, and he claimed he found those assets on some old disc.
>>
>>10892205
im not doing anything, i just want to display the local time on my normal hud. it seemed quite odd that there hasn't been a mod for that in all these years
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>>10892194
Swapped out the burstfire machine gun when overheat with this laser you see here. New plan here is it starts out strong with a long range, but with a high ammo consumption, then it scales down notably in range and damage, but also uses ammo slower. Finally if you try using it with no ammo you get a really short and weak constant little beam.
I plan on giving it two upgrades: One'll make the beam blue and it'll scorch targets near the impact zone with fire, the other upgrade will apply a slow effect on hit. Basically turning this thing into a very effective bullying tool. I can't recall if I said this here but the idea in my head is like this: normal mode with the pistol and baton is very ammo efficient, though the reloads and potential self damage can be a problem. Whereas the overheat mode is super high aggression but horrible ammo efficiency.

We'll see if I adjust how heat is managed too, cus right now it drains out steadily to recharge the meditool, which is used to convert heat into ammo and heal you. If the meditool is full, the only way to lose heat is with charge attacks. I'm gonna miss the staff and the shoulder mounted flamers, but the baton and a laser cannon that comes out of his arm is also good.
>>
>>10892186
>Thanks anyway for your help. Maybe next time you might try to take out that stick up your ass
Guess you don't want this then, lol.
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>>10892230
Holy shit why is the status bar so huge?
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>>10892230
I wish more games would display the system time on screen.
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>>10892231
Cause I was previously running something else that had a microscopic statusbar.
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>There is the Covenant?
>*Angry alien noises*
>AAAAAAARGH!
Sometimes you don't need cutscenes to make your game feel cinematic. That was a pretty cool way to introduce invisible enemeies.
I usually hate having to deal with AI companions but in Halo they don't actually get in the way and seeing my fellow marines duking it out with aliens is a joy to watch.
Gameplay feels almost like a real-time strategy/tactics but from the first-person hero unit POV.

>>10892184
Lasers are indeed cool.
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>>10892239
Man that kinda shit drives me crazy. At least it's fairly to adjust it going from mod to mod. Out of curiosity, what was the thing with the tiny HUD?
>>
>>10892230
what a shitty attitude dude
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>>10892230
nta, but I'd like it too please
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>>10892209
Why bother when you can just run it windowed and fiddle the window size until it's just Doom and taskbar?
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>>10892240
>Gameplay feels almost like a real-time strategy/tactics but from the first-person hero unit POV.
It's funny you say that. Halo was designed to be that from the beginning but they ditched the rts elements partway through the game.
>>
>>10892240
Halo 2 improves on the marines greatly because you can trade guns with them. This makes them more useful than set dressing because they can actually fight with the stronger weapons like rockets(that they get infinite ammo for) and you feel bad when they die. I prefer 1 overall, but 2's marines sort of alleviate the issues brought on by the weapon limit.
>>
>>10892276
>Why bother when you can just run it windowed and fiddle the window size until it's just Doom and taskbar?

Same reason people bother to port Doom to everything from refrigerators to pregnancy tests: BECAUSE THEY FUCKING CAN.
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man, took me so long to find out that blowing invincibility spheres up produces a friendly archie spirit i forgot that those existed, thought they were just luck-based the first time i seen one way back when. this sure makes things a lot easier.
>inb4 THE GAME IS PLAYING ITSELF JON
my damn favourite kind of game.
>>
>>10892316
You'll learn with time that Archangels are more trouble than they're worth, because a lot of friendly monsters are VERY stupid, and will shoot you in the back by accident.
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>>10892318
at least it'll be funny. so far i had a pretty relaxing experience of scavenging a good chunk of the map in silence while a bunch of frendly arachnotrons clean house in the other.
it is a bit bizarre to sneak into a huge room only to find everyone dead, first thing i think is that some fancy set piece or encounter is incoming. then i remember that i'm playing long trek home.
>>
>>10892332
>i'm playing long trek home.
You have my deepest sympathy.
>>
>>10892336
thanks anon.
>>
>escape from ny theme starts playing
holy kino
>>
Every time this song plays:
https://www.youtube.com/watch?v=FknkUHD2HVU
>>
>flats start marker in admortem is FF_START (double F)
>flats end marker is F_END (single F)
Is this normal? Are these markers just useless?
Original Doom engine never preloaded all resources at start, only when it actually needed them, is this still the case with modern ports?
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>>10892347
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>>10892350
Nvm, found the answer. Considering how wild and rudimentary modding implementation was back then when Doom was created, it's really impressive how it still holds up.
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>>10892350
The double F might be a slip or something.
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>>10892282
>got this instead of Marathon Myth
I’d be more upset by this if Halo was bad.
>>10892340
>holy kino
Describes all of Augur Z, and that’s a solid weapon/character pack to play through it with.
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>>10892362
>For vanilla Doom WADs, flat textures must be followed by an F_END lump marker and F_START must not be used, because of how vanilla Doom loads flat textures. Using the latter will cause Doom to exit. The use of FF_START and FF_END, however, are safe to use and ignored by Doom.
Most likely it's not a slip but this:
>You can also use FF_START/F_END. This way, ports will recognize the start marker but vanilla won't.
>>
>>10892364
>Describes all of Augur Z
Eh, one map's a flop and another only really has much of an impact the first time round but the rest are fucking great.
>>
>>10892369
Even I was able to enjoy Meat Mincer: It’s not amazing but also doesn’t overstay its welcome, just some quick kills. The ‘trip’ is always a fun detour.
>>
>>10890839
>everyone complains about them being absolute cunts in 1
>2 starts out with you having to shotgun fight one and places the bastards absolutely everywhere
I respect the spite
>>
>>10891831
Nah I didn't make anything. I just added a berserk pack and changed the music in slade
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>>10892316
I just looked up "friendly archvile" and found this
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>>10892473
I'm going to commit a hatecrime.
>>
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evil eye gf
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>>10892473
I hope they went to the effort of making a baby archvile.
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>>10892152
VKDoom maybe. It has dynamic lights yeh?
>>
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Someone else do the thread, I don't want to.
>>
Linguica has a small penis
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>>10892664
Why do you know this?
>>
>>10892669
He has low testosterone levels from consuming vast amounts of onions
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>>10892686
You didn't answer my question. WHY, do YOU, know this?
>>
>>10892693
I asked a magic 8 ball
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>>10892669
Sometimes a dude gets lonely.
>>
>>10891157
Felt is good
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>>10891680
The Crunk is delicious.
>>
>>10885098
I'll check out daikatana tomorrow
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>>10892789
Prepare to not be John Romero's bitch.
>>
>>10892791
I'm impressed with how friendly fire pilled some of the Daikatana weapons are
>the bomb launcher with low range, huge blast damage and the tendency to miss the target and leave a mine on the ground that will kill you
>the bouncing shockwave ball that will self-assblast you from the other side of the planet
>the staff that summons a demon and kills you if there were no other targets in sight
>>
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KLOINKS! was pretty difficult.
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>>10892823
Augur Zenith, I think map10
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>>10892828
Yeah some of the mobs are deceptively aggressive, not to mention pretty tanky.
>>
>>10892819
literally bloods voodoo doll. nothing new mate. everything has already been invented and seen.
>>
>>10892875
Strife did intentionally self-damaging weapons a year before Blood.
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>>10892369
The AoM map falls flat on its face if you've engaged in any other horror adjacent media. Like the real AoM.
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>>10892203
Ya, but that's just the enemies. The guns and item replacements are (mostly) cool enough to rip, too, in my opinion. Tho good move giving the Barons a double attack, that's something I did for one of my own WIP WADs as well.
>The legged rockets and gremlins are there too, but just for a secret map.
Forgot about that. I saw them in somebody else's playthrough, but I haven't played any of the secret maps yet.
Choice move using the gargoyles tho, they're always fun to gun down.
>>10892208
>he claimed he found those assets on some old disc
O im laffin
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>>10892949
The gargoyles and weapon changes are about 90% of the reason why the rest of the wad exists. I just wanted an excuse to spam more gargoyle swarms at people.
>>
>>10892949
>Pic
I really do not understand fandom in jokes
>>
>>10892914
thus proving my point even further
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>>10892958
Everything popular has to have other stuff attached to it just because, fuck knows what weeaboo shit they've pasted into myhouse though.
>>
>>10892958
She's a dog yokai or some shit
>>
>>10892949
myhouse high school dating sim when?
>>
>>10892979
>>10892979
>>10892979
>>
>>10892971
I get the "joke," there's a dog in myhouse and it got replaced with the dog yokai from 2hu and that's it. I can imagine the artist seeing someone walking his dog and going "omg momiji hi!!!!"
>>
>>10892664
Essel on the other hand...
>>
>>10893113
>Word around the office is that you've got a fat cock.



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