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DOOM THREAD / RETRO FPS THREAD - Last thread: >>11301838

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/GENERAL GUIDE
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

== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU

PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
DOOM Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac

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

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

MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/

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

MULTIPLAYER SERVERS
FPS (Rolling schedule): http://clovr.xyz/
SB2R Kart Link removed til a new thing comes out per author himself >>11311817

OUR WADS/MODS
https://rentry.org/vrdepot

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

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
http://clovr.xyz/wadsup/
>>
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=== CURRENT PROJECT ===
/Vertex Relocation/ PHASE 2
IWAD : Doom 2 | Format : Boom
RULES AND CLAIMED SLOTS : https://pastebin.com/CrVTqGvr
BETA V4 : https://files.catbox.moe/s4aonf.wad

=== CURRENT RELEASE ===
Fore/vr/ Alone
http://clovr.xyz/wadsup/doku.php?id=fore_vr_alone

=== NEWS ===
[10-12]Map-Center's Retro Jam 2 for Quake 1 has been released: /vr/ regulars nade maps for this one
https://www.moddb.com/games/quake/addons/map-center-quake-retrojam-21

[10-12]New GZDoom and Eternity versions dropped
https://github.com/ZDoom/gzdoom/releases/tag/g4.13.0
https://github.com/team-eternity/eternity/releases/tag/4.04.00

[10-10] Doom 64 Unseen Evil released, adds missing enemies and 64-ifies Doom 1 and 2 levels
https://pyspy.neocities.org/d64ue/

[10-10]Potetobloke Reuploaded a ton of addons for Shut Up and Bleed
https://forum.zdoom.org/viewtopic.php?t=60347

[10-9] Tetanus DX released and the Tetanus texture set is now free to use
https://www.doomworld.com/forum/topic/148612-tetanus-dx-the-definitive-tetanus-experience/

[10-6] International Doom 8.0 released
https://github.com/JNechaevsky/international-doom/releases/tag/8.0

[10-5] Duake(Doom weapon in Quake) Released
https://www.moddb.com/mods/duake/downloads/duake

[10-5] DBP68 Released
https://www.dropbox.com/scl/fi/9znzpf35mnybgdra6nztf/DBP68_RC1.3.zip?rlkey=oezfhxl9nzk8f0t7sxtvo9ljj&st=k55l6emf&dl=1

[10-5] Quake 2 PSX mod released for Kex Quake 2
https://www.moddb.com/mods/quake-ii-psx/downloads/quake-ii-psx-10

[10-3] Dark Forces' Heart of the Matter released
https://df-21.net/downloads/levels/hotm/

[10-3] Update 1 for the Nightdive port is out
https://store.steampowered.com/news/app/2280/view/4675389307867623088

[10-1] Blood: What Lies Beneath has been released
https://moddb.com/mods/blood-what-lies-beneath

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
>>
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man this game is fuckhuge, makes me kinda sad it's not known any more widely.
>>
Any way to disable the music in Unseen Evil? Thought it'd be fun to go through D64D2 with it but I want that wad's soundtrack.
>>
>>11313835
pulling this out of my ass but try either loading the wad after the mod or yeeting the music folder from the pk3
>>
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https://files.catbox.moe/o9pa0u.zip
That Deathstrider hands mod should have support for all weapon addons now, unless I missed one.
>>11313829
It can feel overwhelming but it's very fun, lots of well spent effort. Alien Armageddon is also good.
>>
>>11313858
>It can feel overwhelming but it's very fun
i'm so glad i didn't drop it at the beginning
>Alien Armageddon is also good.
it does look great, gonna save it up until the big update this november though
>>
what's the sns password? when it begins?
>>
>>11313829
is it possible to coop that with some bros?
>>
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>>11313927
there is no pass and NOW
>>
>>11313994
where you get photo of me?
>>
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Are there any guides for better map making? I've been map making for the last couple of months and I thought I was pretty decent then I played sunder again today and watched decino play a bunch of WADs and realize I suck
>>
Doom shovel
>>
>>11314031
What do you feel is missing? Also post some if you want feedback
>>
I was thinking Ashes needs more exposure.
Do you think there's an eventuality where self-contained Doom mods get Steam pages?
There's already precedent for this across many engines
https://steamdb.info/tag/5348/
>>
How are Amiga and CD32 for shooters?
>>
SNS guy fucked it up, there's no /vr/ skins there
>>
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>>11313829
I liked it better before they overhauled the graphics.
Trying to identify sprites and sounds from other games was like a miniature "game within a game" for me.
>>
For Vertex Relocation, map 29 is still underway. Here's an update pic.

Should be done in a week or so.
>>
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>>11314159
>>
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>>11314031
No guides, at least as far as I'm aware, but there are some good rules of thumb
>Key doors should always be indicated as such for convenience
>Doom is a simple game, so the levels should be complex, with lots of options that the player can make, lots of spaces to explore, etc.
>Levels that loop around and require some form of backtracking through repopulated areas are generally more fun for players
>Doom has a very simple but versatile engine, try to come up with some fun gimmicks and have your levels use that gimmick as a central design aspect
Beyond stuff like that, just play more wads and identify what you like about them, then try to copy those traits in a way that is unique and appealing to you. Try to make encounters that are both difficult and interesting, rather than just hordes of the same enemy. Level design is what makes or breaks Doom
>Pic related, an old Heretic map of mine
>>
>>11313790
The Party /v/an is playing through Doom 2 on Zandronum: >>>/v/691778067
>>
>>11314107
I mean I think its an inevitability for better or worse at this point
Doom 1 + 2 using the inbuilt mod manager has already caused its own shitfit
I think its great for mods like Ashes or any TC that uses mostly OG content
However its gonna hinder a lot of more niche and smaller projects.

I'm kind of rambling but Ashes is a perfect candidate for a Steam page as well as a few other GZDoom based conversions
>>
>>11312837
There's DenisBelmondo's ZScript footsteps. Not sure if there's a thread for it. But it's easy enough to get from a mod that uses it. I just now figured out how to take the stuff from Walpurgis and put it in other mods. There's no volume control, but they use different sounds than the other ones.

Here's a .pk3 with all the stuff if you wanna test it.
https://files.catbox.moe/kytsho.zip
>>
>>11314031
There aren't really any guides for the design side since it's not a technical thing like using the editor tools or making some specific feature like elevators. Mostly you'll just find a bunch of tips and things are going to vary a lot between designing a exploration map, "modern" map or slaughter. I suggest playing through your favorite maps again and writing down what you like about them as a start.
>>
anybody know if there's a way to set a default texture scale in trenchbroom?
>>
>>11314110
Fuckall, it only has Gloom.
>>
What Lies Beneath is fucking amazing.
>>
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I'm not having fun and I'm tired of pretending I am.
>>
>>11314189
Well play another WAD then, Anon.
>>
>>11314165
I think honestly I've noticed my biggest issue, I can map fine it's just I don't map for the right game lol. I showed off one of my levels to a friend and he told me "It would be great as a part of Half-Life but I don't think it works in DooM"
I did kinda notice that to, my levels were definitely very linear and were more gimmick-y based I guess. I'll take this advice to, I'll have to replay Heretic/Hexen and a bunch of those older games, I kinda just wanna make something like Sunder since that's my favorite WAD but ik that's a bit advanced.
>>
>>11314189
Play on a lower difficulty then.
>>
>>11314193
One trick I find works well is horseshoe design. Remember Toxin Refinery's beginning area? Open a door, door to the left, locked door to the right, take a key at the end of the left door's path, go back to the beginning to exit. Make the player take multiple trips through a part of the map so they get used to it, but don"t waste their time. Add shortcuts or backdoor access, throw some secrets arounf, that kinda thing.

If you want to make Sunder, make HUGE spaces. Like, 256 wide hallways, huge pillars, lots of verticality and tall ceilings. Don't go for Sunder's gameplay, however, it's tedious and bullshit hard - give LunchLunch's 10x10 project a try for harder, slaughter-ish gameplay that's actually fun.
>>
>>11314220
I thought Sunder was really fun desu but I can see that lmao , thanks for the recommendation and advice. I think I'll start work on a WAD tomorrow and once I'm done I'll see what you guys think.
>>
>>11314232
Oh, the first 10 or so maps are still hard but they take under 3 hours to finish blind with saves. Only Python and the Burrow are within my skill level to enjoy, everything else isn't. Precarious made me quite agitated and I can't even get through most fights onwards without savescumming or cheating, but I also am not good at that kind of slaughter.

I still dream about the Hag's Finger sometimes. I don't know what kind of world Sunder is but I wish I could visit it.
>>
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I visit these threads only because of memes.
I have played only megawad worth of doom levels and chapter or two from the rest of the games like duke, blood and quake.
And sadly I once streamed blood 2 crispy mod. From start to end.
Not sure about that mod name cause it was many years ago.
>>
>>11314131
>demon asmr
https://www.youtube.com/watch?v=xMcb1Bmbv_8
>>
>>11314186
>forgetting Alien Breed 3D
>>
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>>11314187
Yeup. Another wicked insanely good Blood mod. Hot damn.
>>
>>11314175
Ashes uses non bespoke art assets iirc.
>>
>>11314278
There's a buncha Duke and Doom stuff in there yeah.
>>
>>11313791
BETA V5 for Vertex Relocation: https://files.catbox.moe/j0p4fc.wad

As for the people who picked maps 09, 14, 24 and 25: any progress? Its fine if you havent done anything yet since there isnt even a deadline, im just curious if any progress was made
>>
>>11314189
TNT is better in every conceivable way, difficulty balancing, soundtrack being original, map design, map theming, i could go on plutonia sucks dick
>>
>>11314313
I love TNT, and I'm a defender of TNT, but this is comical statement of you to make. The only thing TNT has concisely over Plutonia is an original soundtrack which is really good, visual design is about on par with Plutonia (depending on level), but about only half of TNT is actually good, the rest varying between mediocre to atrocious.

Plutonia's level design is fun as fuck basically all the way through, it's a horizontal Contra.
>>
>>11312520
Man it just hit me after all these years of playing Doom how fucking hilarious it is that an enemy in a video game exists that is a skeleton that, when close enough, will close the gap and try to punch you in the fucking face, complete with comical whiff and hit sounds. Absolutely ridiculous that this exists.
>>
>>11314347
John Romero once said that one of his primary motivations for wanting a monster like the Revenant in the roster was because he thought it'd just be really fucking funny.
>>
>>11314353
If you ever read this John, I finally get it. I just sorta took the Revenant for granted all my life knowing Doom, but man. What a fucking silly enemy.
>>
>>11314353
>be mentally retarded
>do thing for no reason except easy lulz
makes sense. joke's on him, revenants are ez in vanilla.
>>
>>11314367
Every monster in Doom can be easy, everything rests on how the level uses him, in which case ANY monster can be a hyper menace. Even the Spidermind can be a threatening monster if you figure out how to properly use it, it's just that most people don't.
>>
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>>11314367
Skeletons are funny, Anon. If you don't see the instant comedy in them, I'm afraid you might either be autistic or possibly a skinwalker.
>>
I still wish to see Romero playing all of Quake 2 Remastered and PSX on nightmare
>>
>>11314374
>ANY monster can be a hyper menace.
show me a map where a single zombie man, imp, pinkie or caco is a "hyper menace"
>w-well you need more than one
then it isn't a menace
>>
>>11314382
Why the fuck wouldn't numbers matter, you insipid faggot cunt? What else would be the point with the Pain Elemental?
>>
>>11314382
The zombie is literally the cannon fodder enemy.
>>
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>>11314390
Trying too hard.
>>
>>11314390
Thus the Arch-Vile is a joke because you can just put him in a box where he can barely see you and can't raise any enemies?
>>
>>11314395
the arch vile is indeed a joke and if you ever got filtered by a fire-spewing john malkovich with a warm up hitscan then you can kindly get on my level
>>
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Has anyone playing doom 1 + 2 noticed any performance issues?
Gave the new episode a try and noticed I would get a stutter every now and then. Nothing too bad but it occurs in every wad on that port.
It eats inputs as well so idk what the fuck is going on there. Either my toaster suddenly can't run doom at 60 forever or there's something fucky goin on.
>>
>>11314414
you got goyed
>>
>>11314414
The new port is halfbaked as fuck, they didn't finish it yet, even after updates.
>>
>>11314419
I didn't pay any money for it though

>>11314429
I liked what I played so far of the new episodes, it's just that weird stutter that annoys me atm. I might try playing via nugget or something instead.
>>
>>11314430
>I didn't pay any money for it though
you paid with something much more valuable than money: your time
>>
>>11314434
He's playing a game though.
>>
>>11313927
>>11313994
GGs
>>
>>11314436
and apparently not enjoying it to the point where he has to come on 4chan to bitch about it. this is like saying, "he's eating food" or "he's having sex" (obviously the latter is not bekievable, but still). we do plenty of things we don't necessarily need to do but want to do; and if we want to do them but don't end up enjoying actually doing them, then we've wasted our precious gift. i, for one, thoughbeit, enjoy shitposting on fourthchin, so this time is not wasted. anon's time spent with bethesdgay's interpretation of doom, though? that was life force lost.
>>
>>11314430
Nugget and GzDoom would work better, yes.
>>
>>11314445
ggs
a second plane has hit ika's hat
>>
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>>11314308
Still working on Map25, about 30% done despite how small the map is. I'm just a bit slow due to not having time and trying to figure out how to make funner encounters.
>>
>>11313790
>SB2R Kart Link removed til a new thing comes out per author himself >>11311817
Lol you didn't have to put anything OP

tl;dr The kart VPS now hosts 3 games with more on the way so I think it'll make more sense to have a centralized page that explains all of them instead of singling kart out.
Think I'll be hosting Goldeneye Source as a 4th event, which leaves 3 more open days to host games.
>>
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I think I might have voided my warranty.
>>
>>11314463
Come to think of it, probably can't get away with Goldeneye Source here. I'll find more stuff allowed on the board
>>
>>11314464
Which way did the laser point?
>>
>>11314131
>weird anons happy
It knows us so well...
>>
>>11314171
Doom 2 finished, Ancient Aliens now.
>>
>>11314491
>Samsara Reincarnation
I don't know why you ppl have such awful taste in mods. At least you're using the real version of vrsounds instead of that copycat continuation
>>
https://www.dfdoom.com/tips-for-making-an-engaging-doom-map/
>>
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>>11314510
meant for >>11314031
>>
>>11314385
these threads often severely lack in critical thought. these people are not worth engaging with.
>>
>>11314529
He's an outlier here for making the retarded statement that he did.
>>
>>11314543
t. buttpained monkey skeleton wearing football gear
>>
>>11314463
I had because never underestimate the common retard that roams this place and wants an excuse to shit the thread.
>>
>>11314548
So what is your brilliant analysis? That Doom and Doom 2 aren't actually very hard? Shit, nobody has ever realized that before, certainly not while praising stuff like Plutonia for using Doom 2's monsters to make the game much more hard.
Looking back at your post, it seems that perhaps you think the intent with the Revenant was supposedly to make some sort epicly hard troll monster, which feels like a very autistic conclusion from the statement "He thought they would be funny."
>>
>>11314549
Point taken
>>
>>11314564
>That Doom and Doom 2 aren't actually very hard?
this is true
>Looking back at your post, it seems that perhaps you think the intent with the Revenant was supposedly to make some sort epicly hard troll monster, which feels like a very autistic conclusion from the statement "He thought they would be funny."
i don't see what's funny about something that took me 6 shells to kill, but hey, why not
>>
>>11314571
https://youtube.com/watch?v=a3ZlpTp_dJA
>6 shells
bro your SSG?
>>
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>>11314571
Because it's a tall and lanky skeleton who screams funny, walks and moves funny, and punches you/other monsters in the face, with a cartoonish sound effect? The ridiculous windup on his punch alone is just great.
>>
>>11314591
This
>>
>>11314571
>this is true
It's also an observation which people were already making back in December of 1993, thus why Nightmare was added.
Saying that no monster is hard because iD never used them in very hard ways (for the most part), feels like saying dynamite is harmless because you haven't lit the fuse, it's an oddly vapid and useless statement.
>>
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I almost missed Screenshot Saturday
>>
>>11314469
Split stream, kinda like what happens when you take a piss an hour or two after cranking one out.
>>
What Zdoom fork to use if that doesn't have retarded settings or dogshit performance but still have compatibility with mods and udmf maps?
>>
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Would you rather be a bad mapper, or a mad brapper?
>>
>>11314704
I'm both and neither is cool.
>>
>>11314704
I poop too much
>>
>>11314704
Where'd that R come from?
>>
>>11314679
szdoom, which stands for sugma zdoom.
>>
>>11314308
I still need to pull the MAP24 WIP off my old hard drive. I have said hard drive and a SATA-to-USB cable finally, so I'm gonna get some work done on it during my 3-day weekend after tonight.
>>
>>11314414
Went back to playing Zandronum with a buddy after trying it out for a bit. It's just not very good still even after updates.
Haven't tried LoR on Zandro yet though. No idea if it works.
>>
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>>11314783
Legacy of Crust is a mbf21 wad, so it wouldn't work on zandro
>>
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>>11314821
>that image
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>>11313858
>Deathstrider
>give it a crack after a long while
>it just straight up hard freezes on launch now
is it sensitive to GZd versions? i tried a WIP one and it still doesn't work.
>>
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stupid noob unltimate doombuilder question plse no bully

just started doing a few tutorials trying to learn some basic doom mapping, its been ok so far until i got to making switches. I followed the tutorial, made an alcove, added a switch texture, edited the linedef to link it to the lift i want to lower (tag1), selected the action 'floor lower to nearest floor' and activation to 'when player presses use',. anyway, switch does nothing ingame the targeted lift doesnt move at all either. Ive tried deleting & remaking both the switch & the lift several times, same shit.

can anyone give me any idea of anything i can check or fix? I cant figure out why this aint working. pic related. thxbros
>>
>>11314963
Why'd you put picture over the rest of the tooltip? I don't have any experience in UDMF, but does it at least click when you use it?
>>
>>11314951
Strange. I last played it on 4.13.0 yesterday and it ran just fine. Minimum version is 4.12 which also runs on my machine. Are you loading anything else? Try loading directly into a map with
>+map flagship
Maybe the titlemap is busted on 4.13. I can't check to confirm right now.
>>
>>11314967
>Maybe the titlemap is busted on 4.13
froze on both 4.12.2 and 4.13
>+map flagship
this one worked, thanks much
>>
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Hey, uhm, I don't know how to say this but... does /vr/ want to voice act in my GZDoom game? I can't pay anyone properly (because of shit outside of my control) and the most I can offer is a Steam key for my game...
>>
>>11314981
Give more details, before expecting anybody to wanna contribute. What kind of character? What kind of lines? How many lines? What kind of game?
>>
>>11314981
i'd do it for real. no payment required.
>>
>>11314965

the pic isnt covering anything else important on the tooltip just overlaps the left edge slightly.

and nope no click or animation or anything just the usual 'huh' like i would get pressing use against a normal wall.
>>
>>11315004
It should at least click if it's working, and since there's a connection you should check again if you set actually set triggering correctly.

Try also replace "nearest floor" with "lowest floor" destination. I don't think this is the problem, but I'm unfamiliar with UDMF specifics, so maybe it's idea of nearest is different.
>>
>>11314998
>What kind of character?
The majority of them are what I'd describe as "normal people", so it means just normal talking for the most part. I can give a more comprehensive list but there's a lot of then
>What kind of lines?
Ambient dialogue, gameplay barks (like spotting the player, and most of these lines are supposed to be yelled out by the characters), interaction dialogue, pain and death
>How many lines?
Depends on the character. Some have very little amounts, like 12 lines at most, some have almost 20 minutes worth of dialogue.
>What kind of game?
It's a shooter with a realistic present-day setting
>>
>>11315007
I'm interested. Shoot me an email at ricop10820@paxnw.com with a convenient way to contact you and see if we can get something put together
>>
>>11315009
Okay I've sent the email. If anyone else is interested, just leave your email/Discord and I'll contact you then.

>>11315002
How can I reach out to you privately?
>>
>>11315014
I received the email properly. Since I'm using tempmail, I can't actually give you a response. A second email including a Discord account, or some other form of contact would be ideal.
>>
>>11315017
Yeah I'll send another one shortly.
>>
>>11315005
>Try also replace "nearest floor" with "lowest floor" destination. I don't think this is the problem, but I'm unfamiliar with UDMF specifics, so maybe it's idea of nearest is different.

Thanks. Changing this setting to 'lowest floor' made a little progress. The switch makes a switch noise lights up red now, the lift lowers to the floor, but after a few seconds goes back up. Not sure how to make it stay down. I would be ok with leaving it like this if the switch would activate it everytime but it wont work anymore after the first activation even if i tick 'repeatable action'.

dunno lol closer i guess. Thanks for the help.
>>
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>>11314974
First case of the titlemap freezing for anybody. That makes no sense. What if you start on the ship or anywhere else and then use
>map titlemap
in the console? Maybe it's something related to startup.
>>
>>11314981
If you need another anon redschuhart93@proton.me
>>
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>>11314253
I like this image. Do you think an animated show would work with one of these shooters as a premise? Like a Blood anime, or Duke Nukem cartoon?

Or an Isekai where a japanese high school student gets hit by a car and he wakes up later as Doom Guy on a space base under attack from Hell. Then a magical undead floating tsundere head guides "Doom Guy" through the base to begin his new life of violence. Of course he'll meet companions along the way.
>>
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>>11315056
wait, it seems to have been on my end. when i started playing my sound was fucked, and i found the sample rate set to 8k. having reset it to default, titlemap now loads just fine.
makes me wonder if that was the reason behind all the freezes i dealt with in different mods in the past.
plus i also tweaked the particle amount, but idk if it affected anything.
>>
>>11314749
just pulled it out of his ass
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>>11315074
Particles on the titlemap were already halved not too long ago so it wouldn't have done much for performance. Interesting find there though.
>>
>>11315058
I've sent you an email with my Discord.
>>
>>11314679
Try VKDoom maybe?
>>
>>11314679
None. ZDoom itself is pretty resource-intensive to begin with and GZDoom is even more of a resource hog. VKDoom has more or less the same issues, so don't count on it being your savior.

I have no clue if Hellion's featureset includes running UDMF maps, but could give that a look.
>>
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>>11315174
>VKDoom has more or less the same issues, so don't count on it being your savior.
VKDoom is worse because it straight up doesn't run at all if you don't have a Vulkan 1.3 compatible GPU.
>>
>>11315184
Ah, yeah. Forgot about it. I downloaded it just to see if it handled Hellbound's map 28 better and immediately deleted it when I saw it didn't. Funny how what caused lag was the lack of 1 sided sectors and not the like 2000 monsters.
>>
>>11315070
>Isekai
Into the trash it goes.
Just an animated Doom series would be cool, if it was him navigating OG maps. Hell, I'm surprised Terminal Montage never actually did something like that, since he's a (fellow) Christfag with a love for retro vidya.
>>
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>>11313829
I am playing right now, only up to episode 1 finale. It's very impressive and ambitious, but also has a whole lot of terrible decisions. Not enough to completely turn me off but also enough to hamper my full enjoyment of it.
>>
>>11315194
Hellbound is kino
>>
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I think this'll suffice as a foundation for the glaive attacks. I'll most likely strip a few of these frames once I get them into SLADE.
>>
>>11314963
That's odd. I did a loose recreation of your map and don't have this issue. The only thing I can think of is that you've put the "block use action" flag on the line in front of the switch. You can examine my wad.

https://files.catbox.moe/d2uybc.wad
>>
>>11314107
>an eventuality
its already here lol.

https://store.steampowered.com/app/1840610/Apocalyptic_Vibes/
https://store.steampowered.com/app/1409460/Brutal_Fate/
https://store.steampowered.com/app/2548880/Divine_Frequency/
https://store.steampowered.com/app/1592280/Selaco/
>>
>>11315036
>>11315040
>>11315042
>>11315067
These are awesome. Are they from an existing wad or one in development?
>>
>>11315452
>>
>>11315589
>Are they from an existing wad
Master Levels mapper
>>
>>11315452
>catching mooks into a combo with stock/bayonet
holy mother of kvno
>>
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Hey other anon(s?) who submitted for MC Retro Jam 2, did you notice any changes in your map between your final submission and release?
It seems my BSP was edited to change the message right before the level exit. Map source file was untouched.
>>
>>11314179
I'll give this a spin and keep an eye out for other stuff. I'm using Live Reverb and Universal Weather too. Just wish there was something that added general ambiance, like distant demon noises, metal clanging, steam sounds, gears grinding, waterfalls, etc.
>>
>>11315803
https://www.moddb.com/games/doom-ii/addons/universal-ambience
this adds what you're looking for, mostly.
>>
>>11315840
I just tried it out and it is what I was looking for so thank you.
>>
>>11315207
why does his toupee fall down the front as it gets harder?
>>
>>11315123
>Gangbanged by a Revenant, a Chaingunner and Lost Souls all at once.
Poor Little Doom Guy
>>
>>11313790
Wow I just tried the Saturn port of Doom and it really runs like ass with constant slow down
Cool cover art though
Is PSX version the only decent retro port of Doom?
>>
>>11316009
I would call the Jaguar port decent, and there's been a huge boom in retro homebrew ports recently, but for official releases, PSX is the best.
>>
>>11316031
>Jaguar port
I know GBA port is based on that one but they cut down a lot of levels
>>
>>11315609
Which one? There's like 10 of them, and imo only Cranium made great levels back then. On top of that none of them is active nowadays, and one of them is just dead.
>>
>>11315034
This sounds like you made a lift action, you should double-check that. But again, I never mapped in UDMF, I'm just hoping it follows the same logic.
>>
>>11316056
The only retro console ports that aren't based on the Jaguar port are the ones that used their own engines like the SNES and Doom 2 GBA.
The Jaguar port was done in-house at id and saved the other ports a ton of the work cutting down the game for more limited platforms.
>>
It's only a matter of time before someone trains an ai to make Doom maps.
>>
>>11316090
you're like 20 years too late bud
>>
>>11316106
Even more than that, SLIGE came out in 98.
>>
>>11316064
That's Plasmaplant from Cranium, which won a cacoward at 2014. He also made a megawad Echelon at 2016. Master Levels actually had 6 mappers, and 2 of them have already passed away.
>>
The stutter shit happens to me too.
PC - 2600K Sandy, Win10, 1070gtx
The framerate shows a solid 60 but its just buggin with weird choppyness that is oddly consistent with its bugginess
Things to abate this
1. Close every thing that uses the videocard too
-close firefox, chrome, youtube, etc
2. Switch to fullscreen instead of windowed mode (I used vulkan windowed and it was pretty jank)
3. in the Doom console panel, use the command "restart" whenever you
-die
-reload
-quick reload
-save
-quick save / quick reload
-load a new map / load a save
It frickin sucks but my tips'll carry you until its hopefully fixed. Just don't die
>>
>>11316009
the sega 32x +cd is currently the best doom port by a long shot
>>
>>11316458
meant for
>>11314414
>>
>>11314257
if you don't breed aliens I will be fucking mad
>>
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man, i love this place.
what are your favourite maps anons? especially in terms of vibes.
>>
>>11314189
lol filtPIXELAT'D
>>
>>11314031
Get criticism on your map
>>
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>>11314257
>>11316469
>breed
memory unlocked
>>
>>11314031
You won't get decent within a couple of months if you're starting from zero. You're gonna make shit maps, its still worth getting feedback on them from people though. Enjoy the process and before long you'll be making maps you think are decent, maybe even ones you think are pretty good.
>>
>>11314414
Also,
4. Do it whenever you come back from a menu.
You should last a whole level without it coming back (if you don't die)
>>
>>11316486
I remember when I played the demo back then and because my mouse had no wheel I couldn't use the sniper scopes at all.
>>
>>11316009
PSX is the only console port worth playing as it has unique content (new monster, maps, music, new lightning effects) where the others are just lesser versions of pc port. Obviously not counting Doom 64 as it's not a port but a whole new game.
>>
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>>11315840
This is great. I'm gonna use it with >>11315253
>>11316472
Android District's in my head at the moment, a huge fav.
>>
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>normal people
>wow.wad is just a lazy box with 1 repeating texture.
>slaughtermappers
>Wow! This is amazing! I'll make a whole game around this!
>>
>>11316528
Who are you quoting?
>>
>>11316463
CD? Did someone do something further with the revamped 32X port when I wasn't looking?
>>
>>11316528
the tweeter logo should be a lost soul
>>
>>11316538
32X Resurrection can offload sound processing to an attached Sega CD for better performance as of version 3.0
>>
>>11316538
>FM Synth soundtrack courtesy of Spoony Bard
>Selecting between no music, VGM FM music, 32X+, or playing music from attached Sega CD (requires Sega CD in addition to 32X)
>Sound driver that uses the Sega CD hardware to offload sound mixing from the 32X
>Stereo panning for game sounds
>>
>>11316512
>Android District's in my head at the moment
https://soundcloud.com/psyrus82/crystalline
>>
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>really, really love Wolf 3D
>but the maps and secret hunting suck
>play RtCW or any later installment and my eyes glaze over because it feels like a generic FPS
>brutal wolf really does this more then the others
>played Blood to death
>doom never really interested me besides the feel of the shotgun
>spear of destiny is more of the same with more stuff, but the maps are still pretty bad

wut do?
>>
>>11316530
I think they're getting angry about a mapper they've imagined might exist somewhere out there.
>>
>>11316552
How is RTCW generic?
>>
>>11314193
Half life is not that linear and actually has a lot going on per room.
>>
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>>11316552
>>play RtCW or any later installment and my eyes glaze over because it feels like a generic FPS
>play RtCW
okay but only for a few because these first few levels are amazing.
>>
>>11316561
it jsut feels like every other FPS to me. I dont know how to describe it but when I boot it up it just feels like Im playing CoD or Medal of honor again
>>
>>11316569
It came out before first CoD and MoH Allied Assault
Those games also didn't have zombies and other supernatural creatures
>>
>>11316528
>plays slaughter speed maps
>gets angry that they look like speed maps
>>
>>11316528
And hey, wow.wad is a classic. You don't say bad things about wow.wad, nuts.wad or Sky May Be. That's heresy.
>>
>>11316552
>wut do?
Stop complaining about minor grievances and enjoy playing games for once
>>
>>11316614
Or don't play games you don't enjoy
>>
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>>11316618
On the small and doubtful chance he's looking for more "Wolf 3D", I'd recommend Coffee Break.
>>
>>11316552
Play Wolf3D with no saves and no secret hunting. Better resource balance, better pacing, score is actually meaningful (especially the reward for beating par time), and you aren't missing any fun by not playing the secret levels anyway.
>>
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>slaughter in doom
>Oh come on! Another fight? It just never ends!
>slaughter in serious sam
>My reward for finishing this exhausting fight is even more fighting? Fuck yeah!
>>
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>Ad Mortem Map 09
bro this level is hard as fuck. Not sure if I'm gonna finish this before halloween.
Cool architecture tho. Reminds me a bit of a Thief level.
>>
>>11316636
>Endgame doom
>I have spent 7 consecutive minutes baiting revenants to fire homing fireballs at me creating a super-fireball that will one-shot this cyberdemon without me firing my weapons at him even once
>>
>>11316636
The last level in SS3 is probably the only time i was genuinely lagging due to exhaustion while playing a video game, the only thing keeping me going was the music
>>
>>11316649
>post-game doom
>I have spent 7 consecutive days baiting revenants to fire homing fireballs at me creating a super-fireball that will one-shot these 200 cyberdemons for UV-Max
>>
>>11316683
>post-human doom
>I have spent 7 consecutive weeks on this TAS baiting revenant to fire a single homing fireball to lure it to the other end of the map that will aggro this cyberdemon so it won't shred me to pieces while I'm locked with him in a tiny room while waiting for this painfully slowly lowering wall to open the passage
>>
>>11316636
>serious spam
>>
>>11316648
nvm i just beat it. we're so back on the spooky season.
sometimes I feel like Doom is 30% luck. those damage rolls get really generous sometimes.
>>
is Halo a boomer shooter?
>>
>>11316748
We're allowed to talk about it here but we choose not to because it's not designed like doom quake etc.
>>
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>>11316748
>2001 shooter on a 2001 console
Seems very retro. My friend’s been having fun playing it for the first time and through coop.
>>
>>11316748
Anything after Half-Life is not
>>
>>11316772
Are you Serious?
>>
>>11316772
This post shocked my system
>>
>>11316748
Not even close
>>
>>11316772
This really Defeated my Day, so to speak
>>
>>11316772
Man, that's unfortunate. And I can't believe the cut off point is Half Life too.
>>
>>11316552
Mod Doom to play like Wolf3D with some added features and make/play maps for said mod ?
>>
>>11316772
The dark instilled by this post is perfect
>>
>>11316552
Just enjoy things you vibe with and don't worry about some games not clicking with you. That's just how it goes often. We all have our perspective on each game and sometimes it ends up not exactly how you would've expected.
>>11316618
This too. Even better if you stop yourself from putting in time into something you know you won't enjoy from seeing gameplay, reviews or something like that.
>>11316748
I would say more "no" than "yes", but the first two titles released during a period when gaming was transitioning into its current modern form. So that period is more of a gray area that ended with Xbox 360.
>>
>>11316834
ok lost
>>
>>11316705
>I have assimilated myself into the doom engine
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>>11315074
>that was the reason behind all the freezes
it actually was. holy shit.
>>
>>11316918
Good hunting.
>>
>>11315123
>>11315953
>Not using cover.
He deserved it.
>>
>>11316648
I wish Ad Mortem had a few more easy levels.
>>
>>11316552
There's a ton of fan mappacks and mods for Wolf 3D.
Also you can try out old Wolf 3D clones, there's a lot of them too, but you'll have to use DosBOX for most of them.
>>
>>11316458
I'm baffled at how much KexDoom fucking sucks.
>>
>>11315953
Poor little doomguy, poor little doomguy
Aaah, aaah, aaah, ah

I used to wonder what hell could be
Until you shared its demons with me
Big adventure
Barrels of fun
A big fucking gun
Faithful and strong
A kind sphere
It's an easy feat
And shells make it all complete

Poor little doomguy
Do you know you're my very best friends
>>
>>11316184
That's not the same. Those are essentially stitched together prefabs. I mean training a machine learning algorithm on the large pool of user made maps that are out there.
>>
>>11317035
I didn't mention how enabling vsync adds what feels like 200ms+ input lag, it's unbearably bad, but having it off somehow doesn't introduce noticeable tearing.
>>
>>11313790
What's with these demons invading my world?
>>
>>11316546
>>11316548
That's quite sick, though I feel like having an actual good rendition of Doom's music on a YM2612 is one of the biggest boons.
>>
>>11317086
Unity Doom did the same thing, shit's fucking crippling, but you could turn it off just fine. Unity Doom wasn't mint on launch either, far from it, but I don't remember it having any stuttering problems.
>>
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>>11315594
Well I'm gonna be smart and mirror those slash frames for the second attack in the bayonet combo. Which means all I have to do is make the stab attack and some frames lifting up the rifle while holding the bayonet at the ready, and then dropping that to go back to idle.
Then I'll paint over all of the new melee frames and try my best to make it consistent with the centered frames.
>>
>>11316552
Try Totenkopf SDL Edition.
>>
>>11314591
LOOK AT HIM GO!
>>
>>11314591
Romero was high on He-Man
https://www.youtube.com/watch?v=mNz6eHfsESQ
>>
>>11316056
GBA Doom uses the same trimmed down levelset as Jag Doom, I'm pretty sure, down to the reduced texture variety.
>>
>>11316390
DrSleep died, but who's the other guy?
>>
>>11317147
Exactly, Doom 2 is more complete and that was a miracle port.
>>
>>11317086
>vsync adds what feels like 200ms+
authentic console experience
>>
>>11314189
I agree. The internet's takes on this and TNT never resonated with me.
>>
>>11317149
Jim Flynn
He also made great map set Enigma Episode on 1995.
>>
>>11317086
VSync always fucks with input. The only game I've noticed it do anything useful every is Septerra Core, where having it off makes the post-battle camera break so you have to mash movement keys to continue.
>>
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>>11316748
>>11316772
I hate you people, I hate the phrase "boomer shooter" so fucking much.
>>
>>11317223
Ah, one of the OG Team TNT veterans.
Has anyone checked the status of those guys? Aside from Jim Flynn, Ty Halderman and Drake O'Brien also passed away, but how are the rest of the guys doing?
>>
>>11316772
>>11316772
ALF/DWterminator neck yourself since you suck at videogames
>>
>>11317293
Calm down, it's all they know. Their generation is based off of negative attention seeking and social roboticism. It's millennials fault and gen x, boomers are just the easy target.
>>
>>11317298
I told you, DWTerminator is almost certainly not Alf, they just have the same retarded opinion.
>>
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>>11317293
I usually just mentally filter out that phrase, though I still think people who use it are wieners. Don't let it get to you too much, Anon. There's always gonna be dumb and shitty catchphrases and buzzwords dumb people use.

While on the subject of asking if Halo is an old school shooter, I would say "yes and no", it's another step forward in the direction Half Life took FPS games: More linear setpieces, but adding its own quirks to the mix by staging every fight with suggested weapons strewn about in areas you need to stop and fight in. Though you can break that a little by carrying a weapon found beforehand into it, which could make the next fight a complete joke or total ass-suffering. It's kinda cool that way.
I feel like Halo's monster roster is more old school inspired than people might think because everything still has a distinct role with unique behaviors, silhouettes, audio barks, and weapons they can use.

I also think that Halo gets a bit too much hatred from some folks, same with the CoD games. You shouldn't blame those games for starting certain trends, you should blame dumdum dev studios who copied those trends without stopping to understand what made those original games so good and impactful. That'd be like hating Doom and Wolfenstein because it inspired dumdum devs to make God only knows how many horrid Doom clones.
>>
>>11317297
https://doomwiki.org/wiki/Category:Memorial
Somber category. Looking through these, I was reminded that Malinku was actually murdered, and I wonder if the cops ever found out who did it.
>>
>>11317293
That's a big fucking crab.

>>11317306
As a millennial I resisted that buzzword since day one.
>>
>>11317328
I went to read the thread about Malinku's passing. One of the first comments was Megalyth commenting how it hits close home when a community member passes. Few years from the comment and Megalyth himself died. Somber indeed. Grim.
>>
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>>11314981
I got nothing better to do, shoot up my throwaway pisscord and let me know if you want to get something going.
Yamchud/lord_yamchud (not sure which one is used to find an account since i barely use pisscord anyway)
>>
>>11315803
If you end up using it a bunch, let me know if you run into any obviously wrong sound effects on any floors and the map you're playing so I can add 'em. I've already added some from Hell-Forged and EDay.
>>
>>11315741
I didn't play my own map past the release date. If it's the shitholes one I can imagine it was changed, but maybe they should have told you that.
Call it bad places next time, as in it's a place that is evil and full of monsters but you're secretly calling the maps themselves bad.
>>
>>11315452
>>11315697
Not enough bayonetting in FPS games. Stabbing and slashing, AND the weapon can shoot?
>>
>>11317527
I like the Type-99 in the Naku-Narus. Though only the first one lets you bayonet charge fuckers.
>>
>>11317449
>the shitholes one
Yes.
>but you're secretly calling the maps themselves bad
I actually didn't intend it that way at all, and I consider most of the other jam maps to be much better than my own.
I meant it in the same sorta in-universe way as the common "Other dimensions await!" which is what it was changed to. Quake maps generally do (and frankly should for the most part) depict locations that are outright shitholes, so I thought it was funny.
I can see someone maybe taking it the wrong way, but not even being asked about it and just having my map changed before release doesn't leave the best impression. Oh well.
>>
>>11317153
Well, it's more like they looked at the specs of the GBA, looked at the first port, and then decided that the best approach would be to take the Randy Linden approach and just make/use an engine bespoke for the given hardware, converting Doom 2 to that instead of trying to adapt other engines.

The result is genuinely pretty good, they go out of their way to cut as little as absolutely possible, every single level is fucking in there, with some trimming of larger spaces where necessary, and the two biggest levels they just cut in separate halves each so that they can retain as much as possible of them. However, the port has a jarring limitation with its AI, where it will completely fail to acknowledge your existence at all if you're far enough away (I think 1024 map units? Not that long.) This isn't always noticeable, but it gets inescapable in some of the larger levels, like The Citadel or Courtyard, where you back away from the oncoming demons too fast and then you realize they're just standing there, you can even plink them to death from a distance and they'll never react.
Something has to give with tight hardware margins like these, but this aspect is just not very great. There's also the green blood and toned down gore and viscera, but in full fairness that's the fault of Nintendo (probably), the publisher, and the nation of Germany.

Barring flaws like that, it still retains more content than other retro ports (none of those had Archies, for instance), and with the fabled GBA SP, I had a fairly good port of Doom 2 which fit very comfortably in my pocket. I miss pocket sized handhelds.
>>
>>11317553
>and I consider most of the other jam maps to be much better than my own.
What a coincidence, so do I.
The second part of my post was mostly a joke. I can be cringe like that.
Anyway, I learned some new brushwork tricks from some of your discord posts and never really thanked you for that, you have my gratitude.
>>
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>>11317598
No problem man, happy to help.
>>
>>11315245
The first episode is the weakest. If you've played the jungle level starring furry duke nukem you've already experienced the worst the game has to offer. I'd say the whole experience is fantastic 85% of the time and crap 15% of the time, which is an amazing ratio given the overall scale, complexity and ambition.
>>
>>11316770
Despite its flaws, Halo really has co-op perfected in a lot of ways compared to PC shooters that came before it.
>respawning on your teammate instead of level start
>all players dying at the same time being game over
>individual weapons dropping to floor upon death instead of being in a backpack or just magically respawned with
>vehicles being a blast
>limited weapons becomes a teamwork-provoking feature rather than an annoyance
>big areas of levels allow for splitting up and hitting enemies from different directions
It's just fun, and it just works.
>>
>>11317741
True but co-op and Forge customs are the only good thing about Halo especially the latest one. Tried versus mp on Infinite and holy shit is it bad. The most fun I had was in the Husky Rush mode or whatever it's called and I'm pretty sure that was originally made by players in Forge.
>>
>>11317767
>True but co-op and Forge customs are the only good thing about Halo
Neh. Deathmatch / CTF on 1/2 were great too.
But I definitely like the campaigns better in coop. Though I don't think they're bad otherwise either.
>>
>>11316472
Wat dis
>>
Hey I didn't know Mohrta got a demo. Neat.
>>
>>11317850
toys of madness / hell ground
>>
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>>11317892
>viewmodel has absurdly low pixel density compared to background geometry
Come on, if you're making an early-3D nostalgia bait shooter it really shouldn't look worse than Quake.
>>
>>11317147
It does, according to the developers there was going to be an entirely different GBA port that was scratch built but late in development, Carmack found the source for the Jaguar port and made them start over with porting that instead.

I want to play the original port, it's got to be on a shelf somewhere.
>>
>>11317902
I think it looks fine to be desu. Really enjoying this over all the other GZDoom games I've played (Supplice, Selaco, whateverthefuck).
>>
>>11317906
>robo plague doctor

Huh. Neat.
>>
>>11317902
Indie devs don't understand retro graphics and don't even want to, dawg. Don't bother.
>>
>>11317929
Putting it down for now, it's actually longer than I expected. The aesthetic is 10/10, the combat leaves a little to be desired, and the writing in the hub area is very enjoyable. Enjoyable enough that I'd even like some dialogue options to get to know these characters. Tangentially related, I haven't played a game in a long time where you press the use button on idle NPCs and you can hear their chatter. Very nostalgic.
>>11317947
They don't really have to understand either considering the success of Dusk.
>>
>>11317947
I try to.
>>
>>11317902
It's not nostalgia bait it's "aesthetics" bait. That's why they don't bother getting it accurate because the majority of people buying these games don't care.
>>
>>11317953
I really don't see why it's important
I play Quake with textures turned off btw
>>
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Is it really ok to not pistol start each level of megawads you've never played before? No.
Perhaps you think you earned those guns for staying alive. You'd be wrong. I am so very smart.
>>
>>11317954
Reminds me of the texture disabling cheat in Turok 2.

>>11317958
Sounds like some shit a demon would say, "Anon"
>>
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>>11317906
This character model looks truly supreme, which I think is why the oddly low def weapons look even more out of place than they normally would.

I really think it would look a lot better and more congruent if the view models at the least had slightly higher definition to match that. The character model is definitely above Quake 1's level with polygon faces and texture resolution, so I don't think the dev should feel that they have to anchor themselves to something below Quake 1's par for the guns, the character models are looking basically Quake 2 tier here.
>>
>>11317961
After I finish the demo I'll probably give feedback regarding it. You can always do that yourself if you care enough. If you don't care enough, well them's the brakes.
>>
>>11317906
>>11317967
Scumhead's character design continues to be on point. Though from the sounds of things I wonder just how much better the combat is compared to Shrine 1 and 2.
>>
>>11315491

Sorry just saw your reply. Thanks. Your wad will be good as just general reference for the basics. I'll try make my map again from scratch & see if i get the same switch problems. cute mini cyberdemon room too btw.
>>
>>11317969
I can honestly say the combat doesn't just leave a little to be desired like in that post I made, it leaves a lot to be desired. Feels conceptual really, almost entirely because the enemies are one note, if interesting looking. I hope the dev gets on that, definitely the worst part of the demo.
>>
>>11317973
Fuck's sake. Are the weapons at least interesting from a mechanical standpoint this go around?
>>
>>11317973
When I still browsed ZDF, I remember it being extremely insular and averse to criticism of any depth beyond empty validation so I imagine scumhead just never got the "by the way, this plays like shit" comments he really needed to improve
>>
>>11317974
Right click attacks use mana, you get mana from killing enemies. Mana disappears if you don't collect it fast enough. That's cool, the enemies so far are just pretty dull. The boss of the desert level was actually pretty cool since he did more than just run at you rather statically.
>>
>>11317975
Only criticism allowed was by people in the circlejerk with the admins on there, made shit very lopsided when I tried to give people feedback so I just gave up even trying.
>>
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>>11317902
well naturally pixels close to you are going to appear larger than ones in the distance
basic euclidean geography
>>
>>11317998
turns out
little pinky fella
>>
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>>11317998
>>
>>11317998
Listen here, you little shit.
>>
>pull value fresh from the ass
>mind blown
>>
>>11318061
Neat. Tell me more about what's going on here and what you got planned for this thing, Anon.
>>
>>11318064
I hated chainsaw, so I turned it into short-range plasma rifle. Today I gave it fancy on-hit effect made from math.
That's it.
>>
>>11318079
So what about that smoke fired out when you're outta saw juice? And how will you recover ammo?
>>
>>11318081
That was a holdover from when I tried making it overheat, as a downside for non-shit dps. Now you find fuel from duplicate saws and (rarely) near other ammo, but I kept dryfire because it's cool for how simple it is.
>>
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>>11318061
I think it's LegenDoom that has an imaginary chainsaw which is just a chainsaw with seemingly near infinite range and no chainsaw in the weapon sprite.

It's awesome.
>>
>>11318129
Say chainsaw again.
>>
>>11318140
chainsaw again.
>>
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>>11318148
>>
>>11317741
>>limited weapons becomes a teamwork-provoking feature rather than an annoyance
Are you implying it promotes weapon diversity across the cooping teammates?
>>
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>>11318140
>>
>>11317892
I heard it's the same as all his previous game, really cool aesthetics but the gameplay is mediocre at best.
>>
>>11318061
And a little fun, since it's one(1) line on my end.
>>
>>11318220
Hah, Malefactors compatibility?
>>
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>>11317902
You know, these indie devs always say that they're inspired by PSX/N64/DOS games, and yet, everything they make looks like it would be right at home on a Nintendo handheld. Maybe they should be inspired by that instead. I'm sure tapping into DS nostalgia is a market that hasn't been beyond sucked dry.
>>
>>11318398
Everything they make looks like an Xbox Live Arcade game
>>
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>>11317967
A want for some deadlier, ruder enemies is my current biggest takeaway from the demo so far. I was surprised to find out I had a "dodge slide" several minutes in, curious if combat will need it later on.
Failing that, there could be enough going on everywhere else here to satisfy me. I do enjoy wads and mods that are more "form over function" regarding things like encounter design.
>>
>>11318398
Hell yeah.
>>11318424
>Xbox Live Arcade game
...but I thought they looked terrible? XBLA era was good.
>>
>>11318218
Yeah, I think I'm gonna pass on it. I'm admittedly biased against paid GZ games but most of them are just like...whatever, really. Cool ideas, cool aesthetics but backed up by whatever gameplay, running in a shit engine that happens to be somewhat well-known.

I want to like Scumhead's games but they are so nothing it puts me to sleep. I live for this religious biopunk nightmare he effortlessly makes, but fucking hell man.
>>
>>11318398
The important part is to say you're inspired by shit, and as long as it looks old in some way a lot of people will just assume it's accurate, like with Prodeus and stuff.

Cuts down on a lot of money and effort that way.
>>
Pistol starting is for losers.
>>
>>11318569
Continuous play but pistol start on death is the intended experience
>>
All my maps have death exists
>>
All my maps have a berserk and box of ammo at the exit.
>>
All my wads are single maps
I never make episodes or megawads
I never join community projects.
>>
I don't map, I only play.
>>
I don't play, I only shitpost.
>>
I don't shitpost, I contemplate an heroing.
>>
>>11318576
This while also saving the game and saving often, as recommended on page four of the manual.
>>
All my maps are very gray.
>>
>>11317440
I'm about to roll through a megawad with it on. I'll post here if something seems broken.
>>
>>11318603
I don't contemplate suicide, I shoot up schools, then cry
>>
All my maps have a secret-secret area you have to arch-vile boost into where you are shown a nice pair of tits.
>>
>>11317585
>I miss pocket sized handhelds.
Get yourself an emulation handheld. They have pocketable sizes now
>>
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>>11318625
Oh shit, I think I've played one of yours, I loved the encounter design on this one.
>>
>>11318625
Uh, Map29 of 2048 Unleashed?
>>
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>>11314308
Playing through, currently on MAP20, I'll write a loose review sort of thing when I've beat it. I'm enjoying it so far, though it's pretty tough for me on UV!
>>
GZDoom the only sourceport that can be used as a commercial engine?
>>
>>11318974
All Doom code is open source, it's just without gzDoom features you can only really make same old doom.
>>
>>11318974
It's the easiest because it doesn't use any non gpl (or similar) code, ready to go.
It was only like 7 years ago that became the case as it used some non sellable audio software.
The Doom code itself is free to use, but other layers these ports use may not be.
>>
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After mapping all morning and cooking a big hefty pot of stew all afternoon, I am dead tired, but the time was well spent. Now I don't need to cook dinner for many evenings, which means more time spent mapping.

You guys ever stand there by the stove or counter, stirring or chopping, working, and you get ideas for levels?
>>
>>11319083
Sorta, you can use other people's open source code, or make your own, just build it onto Doom's published code, and you can make it do all sorts of things.
Mind that when you use open source code like this, you're expected to keep your own code open source as well.
>>
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>>11317949
>gremlin woman
>>
>>11319146
If you can actually code, I don't think you would base your game off Doom.
>>
>>11319226
Probably not in the 2020s, no, but you COULD.
>>
>>11316552
Have you played Blakestone or the other old clones?
There's also modern stuff like Gun Godz, Intrude and some small games made with EasyFPS and Raycasting Game Maker
>>
>>11319139
I get ideas for maps everywhere I go. I have some photos of my phones from mundane places that happen to be dingy or not maintained often, like backlots in churches or malls. Long hallways and such make up a good chunk of them.

Sometimes I go to the kitchen and think about how it would be like to traverse a house within a house and other gay liminal shit, someday I'll pull it off in Doom. Someday.
>>
>>11319226
Nobody is suggesting using it for an ARPG. It's one of the obvious options to consider if you're making an old school FPS.
>>
>>11319351
I just use it because it's the engine I'm comfortable with
>>
>>11314308
>>11318859
It's pretty solid all the way through! There's a lot of standout maps here. I played continuous on GZDoom with software rendering, it currently doesn't run on PRBoom. I'm also not that great at Doom.

A couple things I didn't like: MAP03 is kinda ugly, feels pretty amateur. The layout and fights are pretty decent, and I love the whole getting the drop on the enemies angle, but someone needs to go in there and spit shine it up a bit. That demon pit library thing, for example, would be so much more effective if it was darker. MAP10's main outdoor area is really flat and tight, just doesn't feel that great to play through there. The indoor areas however are pretty good. It's also easy to miss the blue key, I'd add some sort of eye-catching light outside of it. MAP31 is ridiculously tight on health, pretty sure I died the most there.

The rest of the wad is pretty damn solid! Love all the cool tricks everyone brought out. My favorites out of the map are MAP06 and MAP19. MAP06 is the work of a true pro! Really nails that huge outdoor aesthetic, and I was surprised to see how small it actually was on the automap. MAP19 has a fun tomb raiding sort of thing going on, though it is pretty tight on ammo. I'll have a write up on the rest of the maps later.
>>
>>11319083
Cybershade uses fork of choco doom I think, and it's quite far removed from Doom.
>>
>>11317892
I'm a sucker for character designs so i'm pleased, but they could really do with refining the combat. Healing dollie a cute.
>>
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>>11318569
depends on the wad
if it's something with various authors like a /vr/ project or a dbp wad it's absolutely subhuman not to pistol start
>>
Anyone got some good gibbing animations for the bigger monsters?
>>
>>11319146
>expected
required
i salivate over srb2's code but i avoid it for this reason, though im sure there are ways to build on top of a gpl codebase and only sell your portion of the code while avoiding modifying the original source code and selling it bundled together with a precompiled encrypted binary that is your game that uses the foss code with its license included
but maybe theres some legal can of worms that gets opened by doing that cause
>hurr you're still shipping foss code with a price tag
even though the intent is only to use it as a base and the thing you're actually selling is your own code not the foss code it uses as a base but then it still relies on the foss code and god its too much shit you need to hire a lawyer and even then he might not know since i dont think something like this has been tried before
you could also just sell the game alone and have users get the code from somewhere else and put it in the directory but that would be next level half assery
>>
>>11318594
Ok, and?
>>
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>>11318569
Tough shit, you're getting the death exit, faggot.
>>
Hey guys doomguy here and oh my goodness guys my stomach is rolling from drinking all that health bonus off the floor arrghhmygoodness
>>
>he drinks the health potions
>he doesn't apply them directly to his skin
>>
>>11318569
Yes Anon, you lose all of your guns, that's how that works.
>>
look guys, look. it's one of my greatest achievement: doom 2 on the gameboy advance.
>>
>>11319521
No wonder doomguy's having such intestinal trouble, you weren't supposed to drink it in the first place!
>>
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Map-Center Retrojam 1 seems to work in DOS after building it into a pak0.pak file. very nice
>>
Feel like playing a classic...

Alien Vendetta vs Scythe 2 which is better?
>>
Is it just me or are the new monsters in Legacy of Rust total amateur cringe?
>Flying flaming head: lost souls are already in the game
>Smaller weaker spider mastermind: arachnotrons are already in the game
>Smaller weaker cyberdemon: barons are already in the game
I remember playing a wad a long time ago that replaced zombie sprites with tiny mancubuses. It was really cute but obviously not something you'd see in an official iwad
>>
>>11319750
I think the Ghouls and Banshees are pretty good. Shocktroopers are just Mr. X. Vassagos are cool enough though I agree that the baby masterminds and cyberdemonlets are kinda shit.
>>
>>11318974
IIRC there's only a handful that can't be used, such as old ZDoom, ZDaemon and Zandronum.
I remember reading something about Doom Legacy having some illegal code, but I don't know what it was about.
>>
>>11319762
Doom Legacy took code from a Quake source leak before it was properly released by id.
>>
>>11318974
No, but GzDoom 3.0 and onwards is the most convenient one for if you actually want to sell it as a product.
>>
>>11319750
Most of them are based on unused beta content from the original Dooms in case you missed that memo. It went unused for a reason in the first place, and it was brought here as nothing but cheap nostalgia.
>>
>>11319750
I feel pretty much the same as >>11319756 except I think banshees feel like cheap Ghouls Forest enemies, to the point they would be better if they actually committed to that and made them faster. Can't say I hate them, though.
Cyberdemonlets are wasted potential because they're only thrown as spam right at the end.
>>
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>>11319620
spoke too soon...
>>
>>11319675
Scythe 2 easily
>>
>>11319795
just replace 844124994 with 29?
>>
>>11319675
Alien Vendetta without a doubt
>>
>>11319675
Alien Scythe.
>>
>>11319778 #
If you guys want to see beta content which is used well, then Nihility is extremely good at that.
It feels like actual thought is put into the new monsters having roles to fulfill.

>>11319456 #
I wish that manga didn't go absolutely fucking retarded.

>>11319750 #
They're not that good, no. The graphics on some are nice, mainly because they're actually original work by the iD art guys.

>>11319778 #
The cucked Cybers I think are new, because their sprites look so goddamn fucking crude and bad it begs belief, Adrian and Kevin would never have done that shit.
>>
>>11318580
>>11318583
>>11318610
>>11318625
>>11318594
All maps contains terry traps
>>
All maps have sector toilets.
>>
all my maps are dead
>>
All the food is poison
>>
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>>11320048
>>
>>11320034
Yeah, the tyrants have to be new. What with being named after a Doom Eternal enemy and everything. Which is why I said most of them.
>>
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>>11320059
>>
>>11320074
I love that album
>>
All my friends are dead.
>>
>>11320165
I like that book too
>>
>>11320165
https://amon26.itch.io/aoofad
>>
>>11319371
Ey thanks for the kind words about MAP06!
>>
>>11320165
A disproportionate number of mine are as well. But we're all friends here
>>
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>>11320186
Poor retro FPS protags, most of them don't have many friends to begin with.
>>
>>11320065
>>11320165
https://www.youtube.com/watch?v=I80sFsCH3G0
wonder if there's a map out there with this as the MIDI
>>
>>11319531
I'm going to uvmax POOM
Right after I finish this megawad
>>
google your own death
>>
what Doomfeel do you like more, E1M1 cheesy metal music, or spooky scary like Doom 64?
>>
>>11320332
strangely happy but suspicious music like underhalls
>>
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>>11320332
I love Doom 64 a lot, but its music is really dull and understated, it's basically just tracks of ambient noise, not musical in any real sense.

The original games do suspenseful, oppressive, and spooky music much better:
https://youtu.be/NNINhsMR6-M?si=9eU56uSs9CwprKYJ
https://youtu.be/-iVXxV21Zdg?si=Xf12ZDbCyhD0O3es
https://youtu.be/-7NJuGW1TpQ?si=WlK8HBTe-SwOqWLu
https://youtu.be/rLvSD5HuIcE?si=a4Z4qfWiIbVIn6LZ
https://youtu.be/hLGMwPAjrYM?si=M75aLqk8HRijuRx5
https://youtu.be/Z16XejsM69k?si=McbzKBdZV_6b5gEm
https://youtu.be/6fOrqHpU_9Y?si=40SifkqqiRwBrVcE
https://youtu.be/6yQc6JfawBQ?si=q_3eB9CsNAW4EQFQ
https://youtu.be/7J14NJ7HRBc?si=2nmfI_c1YOWKW9yM
That the original games then also have a lot of great and uptempo rock music to switch up the pace makes it even better.
>>
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>>11320356
https://youtu.be/w7HNtSDPd5U?si=ESgmPXsh4QhFiihp
https://youtu.be/KhjxQuUT8lo?si=XtItNhAksosHkWrd
https://youtu.be/Kc9rn3xGuvY?si=KPV8h3Pimpq9E8Sl
https://youtu.be/ekqcwePREY4?si=nl2q1g-TFDaqRvS0
https://youtu.be/Qr2CKC6JSeE?si=a58vMr2s2onuQrhn
https://youtu.be/7pZpQ35SsyY?si=izlodcLrRYZw3nvp
https://youtu.be/ILMtI7DmYn0?si=-iWq-8kUNvErmJQS
https://youtu.be/n0vxKTizTxE?si=HswGhddyvBXaEzLR
https://youtu.be/cR7NGWkxnE0?si=Q3HxafQlMTkjXSxz
https://youtu.be/8G_f6LCwmsE?si=4trq0PF1uFfhrgLf
https://youtu.be/qTw8r5-Sn_c?si=Wm7HwpocSm5gWX-l
https://youtu.be/n5xKn2LN4mk?si=jbshWmvhylMAVa5C
Moodtastic fucking music.

>>11320340
It's got a nice and chill little funk thing going for it.
https://youtu.be/u5kjih56qpk?si=mr6z5jcqN3ZFzRb-
>>
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Welp, I've finished Doom 3.
>>
>>11320457
>Don't go in there guys lol
>>
>>11319382
I'm not saying it can't be done, but "modifying vanilla idtech" will compete with all the newer engines for attention of people who can actually code. gzDoom has attention of people who are used to make doom mods but now think they can break into real gamedev.
>>
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why are secret maps always kinda shite? I think the only ones I've enjoyed are the Going Down ones
>>
>>11320482
Because the shite maps are usually put in the secret spots.
>>
>>11318569
Play continuous with a pistol start mindset.
>>
>>11320482
If you're proud of a map, you'll put it in the main progression to make sure people see it.
>>
>GZDoom
>Project Brutality
>Map of my Choosing
>Monster Zero in hand
>2000/early 2010s nightcore playlist
Yup, Its Dooming time.
>>
>>11320482
They're usually just maps that didn't make the cut but were added as a little bonus.
>>
>>11320482
If TCs count, then the Ashes secret maps are pretty cool.
>>
How do I turn my shitty pngs into proper doom textures with the right pallete and siezes?
>>
>>11319750
The dissonance you're experiencing comes from the expectation that "official" should align with "quality" or "effort" but that hasn't been true for a long time. It's not hard to compile a list of ugly and awkward stuff from TNT/Plutonia or even Doom1 and 2 (hell kights... are just green barons). That still doesn't make LoR cool however, because id/zenimax/bethesda/microsoft/whatever has modern tools, more money and 30 years of hindsight on top of the old Id software. I agree in concept that most of the new stuff is lazy.

They could obviously do a better job if they funneled more money into bespoke artists/designers/playtesters etc. but that's probably pretty hard to justify when your profit margins are being undercut by the aforementioned 30+ years of others doing it for free.

The suggestion that barons are just tiny cybers is really a stretch, the tiny masterminds in LoR are actually bad.

>>11320482
>>11320551
I was going to speculate something along the lines of this, but with the addendum that I consider it to be really poorly reasoned. Everyone already knows about the secret map slots, putting a bad map there is only going to draw more attention to it. Same thing for warp-only maps. If something is truly bad, you should just cut it.

For a similar reason, people tend to put gimmicky maps there. Gimmicks are kinda divisive by their nature, but I'd personally rather play something awkward and unique than something boring and competent. I think mappers themselves are similarly attracted to gimmicky design due to boredom.

>>11320632
You can convert images into doom graphics with Slade, which will also palettize it. Some engines support truecolor graphics but most need to adhere to the 256 color PLAYPAL. Most graphics are 128px tall and a power of 2 wide, i.e. 16, 32, 64, 128. Everything else about your post is a basic image editing problem which you'll need to endure with trial and error and basic research like the rest of us. Personally, I use Gimp
>>
kek, Zugnaex is already dead. I guess paying for FreeDoom and Odamex wasn't so convenient after all.

https://store.steampowered.com/app/3100730/Zugnaex/
>>
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>>11320665
That was fucking fast, was it even for sale for a full week?
>>
>>11320672
Nope, went on sale on the 11th and pulled on the 15th.
>>
>>11320665
Good riddance.
>>
>>11320582
BASEDBASEDBASED
>>
>>11319512
>IDFA
>>
>continuousfags finally outed themselves as cheatfags
OH NO NO NO
>>
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>>11320882
>>11320917
Guys, c'mon.
>>
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>me after making shells that jingle jangle jingle
>>
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>>11318190
>>
>>11319371
Yeah i have issues with map 3 too but the author dropped the map and then never showed up again so im not sure what to do with it
>>
>>11321059
I honestly wouldn't mind attempting to beautify it a little bit myself, but only if the original author was cool with it.
>>
>>11320962
So the revenant had almost all his muscle removed, and the vile’s alien face was edited to look like that one wall texture. Also, all that little detail on the shoulder cannons got completely lost in digitizing.
>>
https://files.catbox.moe/u55c0m.mp4
Oh my fucking god, I acidentally made chronotron idea anon posted like a year ago. I gotta pay him royalties, now.
>>
I found an old sound mod for doom from the 90s I've been after for years, but it uses some weird format that I assume only works with a specific version of the iwad since rather than doing something sensible like a pwad, it uses something called dmaud to replace the sounds in the actual iwad instead, presumably so it can be used with the shareware version.

Anybody have any idea how to convert this thing into a regular pwad? And on that note, where should I look for all those other old sound mods that aren't hosted on doomworld because of all the copyright bullshit?
>>
>>11321104
dude that sector flashing with such a high firerate is giving me a headache
>>
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anyone have the registered 1.5 iwad?
>>
>>11321260
I hope the faggots who did this gets mauled
>>
>>11321194
I did... SOMETHING, now flashing only lasts like a second, and then it's constant full bright.
>>
>>11321324
>Might do good to have a wind-down animation
Gonna do just that
>>
>>11318569
Pistol exit is where it's at
>>
>>11320165
Only a few of mine died. The rest kind of drifted away despite some attempts by me to keep contact. I don't mind though. I like being alone. Now I DO wish I had someone to play Doom with at my leisure. Everybody's always busy or in a different timezone or dead or playing some other game.
>>
>>11321324
>>11321326
https://files.catbox.moe/sic07v.mp4
Damn, now I need a looping motor sound for it.
>>
I can't make maps
UDB constantly crashes on ubuntu
>>
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>>11319221
>>11319386
>>I've only had healing doll for a minute and a half...
>>11320332
I'll listen to tunes from Heartland and Abscission back-to-back so I guess it depends on the mood/mod.
>>
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>>11321615
>that little skid after running
>>
Anyway Doom
What are you working on/playing through? Any new wads you recommend?
>>
Hey, are there any Doom wads where you play as an autistic guy? Maybe a deathmatch one so we can set up a deathmatch server.
FFS
>>
>>11321615
This game is charming as fuck but the combat is worse than Doom, the game it's based on. I can't understand how someone could make combat so bland. What a shame because literally everything else is great.
>>
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time for some 'oom on 'eck
>>
>>11321831
I get it's an extreme, doesn't make it less stupid of a comparison.
>>
He never joined the deathmatch server, it's a sad day. The weapon mod they had loaded was kinda lame anyway
>>11321923
When u get 1-tap headshotted while the controller autoaim fails u
>>
>>11321792
Hideous Destructor.
>>
>>11321858
>but the combat is worse than Doom, the game it's based on. I can't understand how someone could make combat so bland.
Usually with games like this by focusing way too hard on superfical shit and not coming to an understanding of why combat, encounter design, weapon design, monster design and other stuff worked in the games it's supposed to be inspired by.
>>
>>11321974
He said "play as".
>>
>>11321991
They all self-insert in that shit anyways so the character is autistic as fuck too.
>>
Cacos have too much health
>>
Someone should make an yellow triangular caco and call it nacho
>>
>>11321767
I'm currently pulling my hair out trying to make an EM-2 thing feel good. It's been kinda painful but I think I did it.

Yes this is skeleton anon I guess. Four guns done, five to go. I still have no clue what the BFG and plasma will be.

>WEBM: https://webmshare.com/delete/vdXgqK647NopRpxPAZ9BM5o0R
>>
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>>11322016
I guess the chans ate my pic for some reason? Well, hope he had a nice meal.

Here it is agian.

>captcha:kya2s
>>
>>11322016
That's the deletion link.
>>
>>11322027
Fuck. I can't read, what is a computer? I'm just a skeleton.

https://webmshare.com/wdnd0
>>
>>11322020
What's going on with the top of that gun?
>>
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>>11321767
I'm currently making another map for a community project about mixing two IWAD maps together, I think it kinda looks like ass, I'll probably darken it to hell so nobody would notice.
>>
>>11322036
It's supposed to be a red dot. Guy tossed it my way after I asked for one, but he provided one that's got transparent pixels in it which are no-go in non-ZDoom ports.

I might just leave it empty and put a single little red dot in the middle desu.
>>
>>11321767
It's not new, but I played through Unfamiliar Doom Ultimate. The first episode was alright, the rest just blurred together though and felt very samey. I just wanted to get it over with by the end. I don't think I'd recommend especially the Ultimate version because the last few levels chug since they seem jam-slammed with GZDoom stuff. I have a decent enough computer too (3060RTX/10400f) and I've played plenty of other GZDoom wads that didn't overdo it on the effects and whatnot.
>>
>>11322039
Leaving it empty would work, but apparently Woof is planned to get .png support, so translucency and unlimited colors seem like they'll be in the cards in that case.
>>
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>>11319515
what does health bonus taste like?
>>
>>11322068
>>
>>11322068
Powerade
>>
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>>11322068
cold tap water
same as the soulsphere
>>
>>11322058
Yeah, sorta read about it the other day. I'm more of a Nugget guy but I'm making this for DSDA first to make sure it works across the board.
>>
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>>11321858
>This game is charming as fuck but the combat is worse than Doom, the game it’s based on.
>What a shame because literally everything else is great.
That answers it for me. I’ll leave feedback and failing that, I might become inspired enough to change things myself.
>>
>>11322102
Nugget lies down stream of Woof, so to say, so it'll probably get it also.

>>11322068
Like... bags of sand.
>>
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>>11322068
>>
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Kinda wish the Doom 1 + 2 achievements could be on a per wad basis by those who uploaded them.
Don't know what kind of magic would be involved to do that, but I can dream.
>>
DBP40 good.
>>
>>11313791
I'm aan. I'm going to try MAP15 for Vertex Relocation.
>>
>>11320356
>>11320383
unfitting midis for empty maps (post-massacre) gets you a WTF face.
>>
>>11322292
So go to the exit?
>>
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>>11322261
>>11322265
>>
Kartbros, the client got updated again https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.4
>>
>>11322321
Dougie-blessed 500th post
>>
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>>11322068
I imagine it's like this. Pure chemicals and makes your tongue blue but tastes funny and refreshing.
>>
>>11322362
>pic
Did that Coffee Achiever guy ever make any maps after VR? His shit was great.
>>
>>11322415
I only know what he did for /vr/: He made a couple maps for 400 Minutes (20 and 31) and Ad Mortem (19 and 26).
>>
>>11322127
Wouldn't be surprised. It'd be pretty helpful too, but it kinda defeats the purposes of making it work in something arguably closer to Doom (palletized graphics, less high fidelity sounds, occasional jank here and there).

I don't know if there's some term for it but at that point I might as well go with GZ and I don't wanna do that.
>>
>>11322068
ERY NOICE
>>
( ͡° ͜ʖ ͡°)
>>
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!
DON'T FORGET TO UPDATE YOUR CLIENTS TO NEPTUNE 2.4!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/dq1BmYqZ#OShKmXCIZJuO5f7ywERnrG1F9UFb97VLxSmJs3QVurc
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use: https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.4
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159 (same as the game server)
Port: default
Password: endoom

>I heard this game supports proximity chat, are we using that?
No.

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)

Recent Changes:
Updated for Neptune 2.4
Domination sounds have been loudened
>>
>>11322068
egg yolk
>>
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man am i avin a good one
>>
>>11322565
keeeegaaaaan
learn how to compillllllllle
>>
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>>11322565
running late but omw in a little while, hopefully
>>
>>11322647
any konata wads?
>>
I've played
>Ancient Aliens
>Plutonia 2
>Scythe 1 and 2
>Sunlust
>Valiant
>Sunder
What should i play next
>>
>>11322747
wtf big boy dooming
This is where you start playing challenge wads like stardate or magnolia
>>
>>11322058
Although Woof will support loading PNGs, it won't use them as is. They will simply be automatically converted to whatever palette is used like you'd do in SLADE, which is really only useful to make mods for any palette. Don't know how it handles semi-translucent pixels.
>>
>>11322747
Vanguard is comfy
>>
>>11322747
Play Treehouseminis' stuff the guy is really good

>Meat Machine
>I Think You Should Marble
>Embraced

There's probably one more I'm missing but the guy does great shit
>>
>>11322747
eviternity
>>
>>11322118
what the fuck is that sword animation?
>>
>>11322747
every terry wads
>>
can you combine gameplay mods with maps in quake
>>
>>11322081
I drank one of these today.
Rockstar used to have a cucumber drink that I liked a lot but they discontinued it.
>>
>>11322857
As long as the map is vanilla and whatever mod you're using doesn't invalidate any map hacks it may happen to use, yes.
>>
>>11322862
how do i load them? i already have quakespasm set up and i think i already loaded some gameplay mods via the terminal but i dont remember too well
>>
>>11322868
>i think i already loaded some gameplay mods via the terminal but i dont remember too well
forgot to add that i did this in the past but i havent played in a while so my memory is fuzzy
>>
>>11322868
You load a mod with the 'game' command (i.e. 'game copper').
You load a map with the map command (i.e. 'map e1m1').
>>
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>>11322068
>>
>>11322912
fuckin' minging
>>
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>playing Ad Mortem
>find secret
>two or more walking rockets spawn behind you
this stopped being funny the first two times it happened
>>
>>11322868
>>11322876
If the maps are in their own folder as well (say, for texture purposes) then some sourceports will support multiple -game launch parameters, with later ones overriding earlier ones.
I know Ironwail does it, but I don't remember if you need to use -game1, -game2, etc, or if it's -game repeatedly.
>>
>>11322935
That isn't required very often, but you do 'game mod1 mod2' in such cases. That's usually mentioned in a readme when needed.
>>
>>11322932
https://www.youtube.com/watch?v=oAmDyjtuzjo

https://www.youtube.com/watch?v=aNSkkZk4KO4
>>
Anons, I have no cool ideas for a plasma gun replacement for my pissed skeleton mod. Could you share any? It's in Decohack.
>>
>>11322984
What do the rest of the guns do?
>>
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>>11322932
no, it didn't
>>
>>11322984
No idea what your mod is supposed to be, but I just imagined a gun that liquifies and boils bone marrow before blasting it out at high pressure.
>>
>>11322321
No fucking clue what kind of ruffled response my initial ID24 post has provoked to warrant a mod involvement, but I'll take it as I was only right in my skepticism. Maybe I'll watch the film screencap of which you posted.
>>
>>11322986
Nothing too exciting so far.

>handcannon, 20d3 damage and no spread for popping zombies, also a sniper of sorts
>trenchgun, just a faster shotgun with worse spread so Doom 1 bros can enjoy it
>over/under ssg which has tighter spread, might rework it
>chaingun is a rifle that does 9d3 damage, tap fire is fixed 25 damage if you want to snipe or save ammo

RL is undecided atm.

>>11322998
I was thinking of a flamethrower kinda thing, actually. Didn't want to ape Legacy of Rust, but hey, it's an idea.

Also, called it skeleton mod because the player character is a skeleton by the way.
>>
>>11322984
Rapid fire Van Helsing crossbow.
>>
>>11322984
A trapped Pain Elemental that launches mini Lost Souls
>>
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lol
>>
>>11323027
Might make that the chainsaw replacement because lol infinite ammo.

>>11323046
While cool, the skeletonman likes guns. He needs his dakka.
>>
>>11322747
Eviternity (and it's sequel) and Speed Of Doom (and it's sequel) seem like a good canditates since you enjoyed Scythes, Valiant and AA.
>>
Rocket-powered stake launcher
Holy water spray cannon
>>
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>>11323053
>the skeletonman likes guns
Dual MG-42 then
>>
I didn't realize that you had to set an upper texture for the sky transfer special...
>>
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>>11322565
ggs
>>
>>11322984
shadow the hedgehog chao gun
>>
>>11317054
>Those are essentially stitched together prefabs. I mean training a machine learning algorithm on the large pool of user made maps that are out there.
Those are the same, all AI does is paste a shitton of piece of other crap together to make something worse than a real person would.
>>
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>>11322565
ggs
>>
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>>11322565
>>11323391
GGs
>>
>>11313791
>/Vertex Relocation/
Demos for the first 8 maps. I kinda lost my patience with MAP10 never finding a half-decent weapon, so it's a failed attempt. On MAP08 there's a tightly placed walkover trigger near the door leading to cyberdemon which prevents properly interacting with it, so I'd advise placing somewhere farther away instead. No idea what's the puzzle was all about so I skipped it, floor figure was pretty dumb too.
https://litter.catbox.moe/fwn5wy.zip
>>
>>11323440
Thanks for the demos, controller anon. Map 08 kinda seems like a shitpost and generally less interesting than tricks and traps, so I hope the author tweaks it.
>>
Don't suppose there's a console command to tell me what texture/flat I'm looking at? Trying to assign step noises and the wood floor on this walkway and the red stuff are giving me trouble. I've looked through Hell-Forged and Doom 2 a bunch of times. I know the originals for these are FLAT5_3 and RW41_2, but those aren't working.
>>
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>>11323530
Guess the guys sharp enough to put together an elaborate binary sequence puzzle within a doom map can also get the craving to fill their neighborhood walls with devious dick doodles. Not sure how he will be able to make it any more interesting as monsters are generally packed together, but he's very welcome to try.
>>
>>11323564
Is this AI? I think using a texture like that might be kinda difficult due to the unconventional brick sizes. It's usually best to make the obvious seams of a texture easy to align with the seams of geometry by making them a power of two wide/high. So here for example, you'd want to evenly break up the 4 rows of bricks to be 32px high each, possibly make the bricks themselves 64 or 32px wide. Also make a 64x64px doom flat version so the floors can visually match the walls they're attached to.

Which reminds me, someone on doomworld made a series of maps using entirely ai textures. It kind of confirms my suspicion that ai textures still generally look bad, kinda like Hacx somehow. Maybe someday, or with more manual clean up.
https://test.doomworld.com/forum/topic/133408-aia-episode-1-earthly-realm-limit-removing/
>>
>>11323694
A lot of the textures in there already look pretty decent if used properly. And, does it really count as "ai level design" when it only was responsible for the room layout and basically nothing else?
>>
>be sick
>can't work
>can't doom
feels bad doomers
>>
Is it over for /DOOM/?
>>
>>11323853
Never
>>
>>11323853
>over
>not doomed
you had one job anon
>>
>>11322221
Make sure to add a secret exit
>>
>>11322932
I'm still laughing.
>>
>>11322932
For me it's that one rocket launcher pickup that spawns walking rockets that guarantees you will get hurt if you use it on them
Whoever did that one is an utter bastard unless I just did that encounter wrong, I don't remember the map
>>
>>11323853
Why would it be?
>>
>>11322932
Keep watching your back, anon.
>>
>>11323743
be like doomguy
take enough painkillers and stimulants to function no matter the hardship
>>
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>get caught in a tight corner by meatball and its souls
>not fucking good
>dance left and right desperately while spending all my chaingun bullets on fending off the souls and killing said meatball
>spend a few shells on the souls
>one left
>he charges at me
>I sidestep
>he hits the wall next to me
>promptly berserk punch him so he goes flying across the yard and dies
Felt extremely rewarding.
>>
>>11322932
It will never stop being funny
>>
I'm going to post it in the next thread. Until then, I wait until the new thread is officially created.
>>
>>11324402
There won't be a next thread.
>>
>>11324402
>>11324447
WE ARE ALL DOOMED
>>
>>11324447
Lies, I'm in the process of baking, you lazy ingrates
>>
NEW THREAD
>>11324480
>>11324480
>>11324480
>>
The boomer doomer coomer in bloomers looms and glooms with a foon.
>>
>>11325071
I beg your pardon?
>>
>>11325080
N-nothing. Just funposting because post-limit and page 10. I love Doom. The music is like fine wine. Feels good to be back into Doom. I hope to catch someone on twitch streaming their map making but haven't looked into it.
>>
>>11313790
This thread was very retarded even by the standards of this place. And of course none of the retardation gets deleted.



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