DOOM THREAD / RETRO FPS THREAD - Last thread: >>11301838Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etcGameplay, WADs/Maps/Mods, Source PortsAll other 90s FPS welcome~ Let's post like gentlemen ~FAQ/GENERAL GUIDEhttps://rentry.org/vrbinSO YOU WANT TO PLAY SOME FUCKING DOOM(or Quake, Duke, Marathon, Deus Ex)https://imgur.com/a/wWS8zXzSame thing, in video format:https://youtu.be/ietb4JwaaXAhttps://youtu.be/DhOjleMqwdQhttps://youtu.be/CGj4gXyCzg0== GAMES/RESOURCES ==DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhUPortaDOOM:https://github.com/Kroc/PortaDOOM/releasesDOOM Shovelware:https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzRHALF-LIFE (GoldSrc) Anthology:https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg4CHAN DOSPACK + Win98 games (pre-configured):https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqAAssorted /vr/ shooters, mods, etc:https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Qhttps://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUAhttps://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac== INFO/LINKS ==OFFICIAL DOOM WIKIhttps://doomwiki.org/WHERE TO FIND WADSVanilla/Boom: https://doomworld.com/forum/4-wads-mods/ZDoom: https://forum.zdoom.org/viewforum.php?f=19/idgames: https://doomworld.com/idgames/MODDING RESOURCEShttps://forum.zdoom.org/viewforum.php?f=37https://realm667.com/== /VR/DOOM COMMUNITY ==THREAD ARCHIVEShttps://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/MULTIPLAYER SERVERSFPS (Rolling schedule): http://clovr.xyz/SB2R Kart Link removed til a new thing comes out per author himself >>11311817OUR WADS/MODShttps://rentry.org/vrdepotMAKING NEW THREADS PROPERLYhttps://pastebin.com/8mDnrsrBIMAGE/WAD DATABASEhttps://vrdoom.booru.org/http://clovr.xyz/wadsup/
=== CURRENT PROJECT ===/Vertex Relocation/ PHASE 2IWAD : Doom 2 | Format : BoomRULES AND CLAIMED SLOTS : https://pastebin.com/CrVTqGvrBETA V4 : https://files.catbox.moe/s4aonf.wad=== CURRENT RELEASE ===Fore/vr/ Alonehttp://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 onehttps://www.moddb.com/games/quake/addons/map-center-quake-retrojam-21[10-12]New GZDoom and Eternity versions droppedhttps://github.com/ZDoom/gzdoom/releases/tag/g4.13.0https://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 levelshttps://pyspy.neocities.org/d64ue/[10-10]Potetobloke Reuploaded a ton of addons for Shut Up and Bleedhttps://forum.zdoom.org/viewtopic.php?t=60347[10-9] Tetanus DX released and the Tetanus texture set is now free to usehttps://www.doomworld.com/forum/topic/148612-tetanus-dx-the-definitive-tetanus-experience/[10-6] International Doom 8.0 releasedhttps://github.com/JNechaevsky/international-doom/releases/tag/8.0[10-5] Duake(Doom weapon in Quake) Releasedhttps://www.moddb.com/mods/duake/downloads/duake[10-5] DBP68 Releasedhttps://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 2https://www.moddb.com/mods/quake-ii-psx/downloads/quake-ii-psx-10[10-3] Dark Forces' Heart of the Matter releasedhttps://df-21.net/downloads/levels/hotm/[10-3] Update 1 for the Nightdive port is outhttps://store.steampowered.com/news/app/2280/view/4675389307867623088[10-1] Blood: What Lies Beneath has been releasedhttps://moddb.com/mods/blood-what-lies-beneath=== PREVIOUS ===https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
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.
>>11313835pulling this out of my ass but try either loading the wad after the mod or yeeting the music folder from the pk3
https://files.catbox.moe/o9pa0u.zipThat Deathstrider hands mod should have support for all weapon addons now, unless I missed one.>>11313829It 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 funi'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?
>>11313829is it possible to coop that with some bros?
>>11313927there is no pass and NOW
>>11313994where you get photo of me?
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
>>11314031What 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 engineshttps://steamdb.info/tag/5348/
How are Amiga and CD32 for shooters?
SNS guy fucked it up, there's no /vr/ skins there
>>11313829I 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.
>>11314159
>>11314031No 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 aspectBeyond 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
>>11313790The Party /v/an is playing through Doom 2 on Zandronum: >>>/v/691778067
>>11314107I mean I think its an inevitability for better or worse at this pointDoom 1 + 2 using the inbuilt mod manager has already caused its own shitfitI think its great for mods like Ashes or any TC that uses mostly OG contentHowever 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
>>11312837There'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
>>11314031There 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?
>>11314110Fuckall, it only has Gloom.
What Lies Beneath is fucking amazing.
I'm not having fun and I'm tired of pretending I am.
>>11314189Well play another WAD then, Anon.
>>11314165I 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.
>>11314189Play on a lower difficulty then.
>>11314193One 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.
>>11314220I 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.
>>11314232Oh, 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.
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 asmrhttps://www.youtube.com/watch?v=xMcb1Bmbv_8
>>11314186>forgetting Alien Breed 3D
>>11314187Yeup. Another wicked insanely good Blood mod. Hot damn.
>>11314175Ashes uses non bespoke art assets iirc.
>>11314278There's a buncha Duke and Doom stuff in there yeah.
>>11313791BETA V5 for Vertex Relocation: https://files.catbox.moe/j0p4fc.wadAs 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
>>11314189TNT is better in every conceivable way, difficulty balancing, soundtrack being original, map design, map theming, i could go on plutonia sucks dick
>>11314313I 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.
>>11312520Man 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.
>>11314347John 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.
>>11314353If 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 lulzmakes sense. joke's on him, revenants are ez in vanilla.
>>11314367Every 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.
>>11314367Skeletons 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 onethen it isn't a menace
>>11314382Why the fuck wouldn't numbers matter, you insipid faggot cunt? What else would be the point with the Pain Elemental?
>>11314382The zombie is literally the cannon fodder enemy.
>>11314390Trying too hard.
>>11314390Thus 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?
>>11314395the 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
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.
>>11314414you got goyed
>>11314414The new port is halfbaked as fuck, they didn't finish it yet, even after updates.
>>11314419I didn't pay any money for it though>>11314429I 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 thoughyou paid with something much more valuable than money: your time
>>11314434He's playing a game though.
>>11313927>>11313994GGs
>>11314436and 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.
>>11314430Nugget and GzDoom would work better, yes.
>>11314445ggsa second plane has hit ika's hat
>>11314308Still 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 >>11311817Lol you didn't have to put anything OPtl;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.
I think I might have voided my warranty.
>>11314463Come to think of it, probably can't get away with Goldeneye Source here. I'll find more stuff allowed on the board
>>11314464Which way did the laser point?
>>11314131>weird anons happyIt knows us so well...
>>11314171Doom 2 finished, Ancient Aliens now.
>>11314491>Samsara ReincarnationI 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/
>>11314510meant for >>11314031
>>11314385these threads often severely lack in critical thought. these people are not worth engaging with.
>>11314529He's an outlier here for making the retarded statement that he did.
>>11314543t. buttpained monkey skeleton wearing football gear
>>11314463I had because never underestimate the common retard that roams this place and wants an excuse to shit the thread.
>>11314548So 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."
>>11314549Point 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
>>11314571https://youtube.com/watch?v=a3ZlpTp_dJA>6 shellsbro your SSG?
>>11314571Because 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.
>>11314591This
>>11314571>this is trueIt'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.
I almost missed Screenshot Saturday
>>11314469Split 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?
Would you rather be a bad mapper, or a mad brapper?
>>11314704I'm both and neither is cool.
>>11314704I poop too much
>>11314704Where'd that R come from?
>>11314679szdoom, which stands for sugma zdoom.
>>11314308I 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.
>>11314414Went 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.
>>11314783Legacy of Crust is a mbf21 wad, so it wouldn't work on zandro
>>11314821>that image
>>11313858>Deathstrider>give it a crack after a long while>it just straight up hard freezes on launch nowis it sensitive to GZd versions? i tried a WIP one and it still doesn't work.
stupid noob unltimate doombuilder question plse no bullyjust 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
>>11314963Why'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?
>>11314951Strange. 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 flagshipMaybe the titlemap is busted on 4.13. I can't check to confirm right now.
>>11314967>Maybe the titlemap is busted on 4.13froze on both 4.12.2 and 4.13>+map flagshipthis one worked, thanks much
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...
>>11314981Give more details, before expecting anybody to wanna contribute. What kind of character? What kind of lines? How many lines? What kind of game?
>>11314981i'd do it for real. no payment required.
>>11314965the 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.
>>11315004It 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
>>11315007I'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
>>11315009Okay I've sent the email. If anyone else is interested, just leave your email/Discord and I'll contact you then.>>11315002How can I reach out to you privately?
>>11315014I 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.
>>11315017Yeah 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.
>>11314974First 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 titlemapin the console? Maybe it's something related to startup.
>>11314981If you need another anon redschuhart93@proton.me
>>11314253I 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.
>>11315056wait, 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.
>>11314749just pulled it out of his ass
>>11315074Particles on the titlemap were already halved not too long ago so it wouldn't have done much for performance. Interesting find there though.
>>11315058I've sent you an email with my Discord.
>>11314679Try VKDoom maybe?
>>11314679None. 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.
>>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.
>>11315184Ah, 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>IsekaiInto 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.
>>11313829I 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.
>>11315194Hellbound is kino
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.
>>11314963That'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 eventualityits 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>>11315067These are awesome. Are they from an existing wad or one in development?
>>11315452
>>11315589>Are they from an existing wadMaster Levels mapper
>>11315452>catching mooks into a combo with stock/bayonet holy mother of kvno
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.
>>11314179I'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.
>>11315803https://www.moddb.com/games/doom-ii/addons/universal-ambiencethis adds what you're looking for, mostly.
>>11315840I just tried it out and it is what I was looking for so thank you.
>>11315207why 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
>>11313790Wow I just tried the Saturn port of Doom and it really runs like ass with constant slow downCool cover art thoughIs PSX version the only decent retro port of Doom?
>>11316009I 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 portI know GBA port is based on that one but they cut down a lot of levels
>>11315609Which 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.
>>11315034This 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.
>>11316056The 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.
>>11316090you're like 20 years too late bud
>>11316106Even more than that, SLIGE came out in 98.
>>11316064That'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, 1070gtxThe framerate shows a solid 60 but its just buggin with weird choppyness that is oddly consistent with its bugginessThings to abate this1. Close every thing that uses the videocard too-close firefox, chrome, youtube, etc2. 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 saveIt frickin sucks but my tips'll carry you until its hopefully fixed. Just don't die
>>11316009the sega 32x +cd is currently the best doom port by a long shot
>>11316458meant for >>11314414
>>11314257if you don't breed aliens I will be fucking mad
man, i love this place.what are your favourite maps anons? especially in terms of vibes.
>>11314189lol filtPIXELAT'D
>>11314031Get criticism on your map
>>11314257>>11316469>breedmemory unlocked
>>11314031You 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.
>>11314414Also, 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)
>>11316486I remember when I played the demo back then and because my mouse had no wheel I couldn't use the sniper scopes at all.
>>11316009PSX 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.
>>11315840This is great. I'm gonna use it with >>11315253>>11316472Android District's in my head at the moment, a huge fav.
>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!
>>11316528Who are you quoting?
>>11316463CD? Did someone do something further with the revamped 32X port when I wasn't looking?
>>11316528the tweeter logo should be a lost soul
>>1131653832X 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 momenthttps://soundcloud.com/psyrus82/crystalline
>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 badwut do?
>>11316530I think they're getting angry about a mapper they've imagined might exist somewhere out there.
>>11316552How is RTCW generic?
>>11314193Half life is not that linear and actually has a lot going on per room.
>>11316552>>play RtCW or any later installment and my eyes glaze over because it feels like a generic FPS>play RtCWokay but only for a few because these first few levels are amazing.
>>11316561it 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
>>11316569It came out before first CoD and MoH Allied AssaultThose games also didn't have zombies and other supernatural creatures
>>11316528>plays slaughter speed maps>gets angry that they look like speed maps
>>11316528And 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
>>11316614Or don't play games you don't enjoy
>>11316618On the small and doubtful chance he's looking for more "Wolf 3D", I'd recommend Coffee Break.
>>11316552Play 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.
>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!
>Ad Mortem Map 09bro 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
>>11316636The 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
>>11316648nvm 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?
>>11316748We're allowed to talk about it here but we choose not to because it's not designed like doom quake etc.
>>11316748>2001 shooter on a 2001 consoleSeems very retro. My friend’s been having fun playing it for the first time and through coop.
>>11316748Anything after Half-Life is not
>>11316772Are you Serious?
>>11316772This post shocked my system
>>11316748Not even close
>>11316772This really Defeated my Day, so to speak
>>11316772Man, that's unfortunate. And I can't believe the cut off point is Half Life too.
>>11316552Mod Doom to play like Wolf3D with some added features and make/play maps for said mod ?
>>11316772The dark instilled by this post is perfect
>>11316552Just 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.>>11316618This 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.>>11316748I 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.
>>11316834ok lost
>>11316705>I have assimilated myself into the doom engine
>>11315074>that was the reason behind all the freezesit actually was. holy shit.
>>11316918Good hunting.
>>11315123>>11315953>Not using cover. He deserved it.
>>11316648I wish Ad Mortem had a few more easy levels.
>>11316552There'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.
>>11316458I'm baffled at how much KexDoom fucking sucks.
>>11315953Poor little doomguy, poor little doomguyAaah, aaah, aaah, ahI used to wonder what hell could beUntil you shared its demons with meBig adventureBarrels of funA big fucking gunFaithful and strongA kind sphereIt's an easy featAnd shells make it all completePoor little doomguyDo you know you're my very best friends
>>11316184That'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.
>>11317035I 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.
>>11313790What's with these demons invading my world?
>>11316546>>11316548That'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.
>>11317086Unity 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.
>>11315594Well 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.
>>11316552Try Totenkopf SDL Edition.
>>11314591LOOK AT HIM GO!
>>11314591Romero was high on He-Manhttps://www.youtube.com/watch?v=mNz6eHfsESQ
>>11316056GBA Doom uses the same trimmed down levelset as Jag Doom, I'm pretty sure, down to the reduced texture variety.
>>11316390DrSleep died, but who's the other guy?
>>11317147Exactly, Doom 2 is more complete and that was a miracle port.
>>11317086>vsync adds what feels like 200ms+authentic console experience
>>11314189I agree. The internet's takes on this and TNT never resonated with me.
>>11317149Jim FlynnHe also made great map set Enigma Episode on 1995.
>>11317086VSync 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.
>>11316748>>11316772I hate you people, I hate the phrase "boomer shooter" so fucking much.
>>11317223Ah, 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>>11316772ALF/DWterminator neck yourself since you suck at videogames
>>11317293Calm 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.
>>11317298I told you, DWTerminator is almost certainly not Alf, they just have the same retarded opinion.
>>11317293I 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.
>>11317297https://doomwiki.org/wiki/Category:MemorialSomber category. Looking through these, I was reminded that Malinku was actually murdered, and I wonder if the cops ever found out who did it.
>>11317293That's a big fucking crab.>>11317306As a millennial I resisted that buzzword since day one.
>>11317328I 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.
>>11314981I 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)
>>11315803If 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.
>>11315741I 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>>11315697Not enough bayonetting in FPS games. Stabbing and slashing, AND the weapon can shoot?
>>11317527I like the Type-99 in the Naku-Narus. Though only the first one lets you bayonet charge fuckers.
>>11317449>the shitholes oneYes. >but you're secretly calling the maps themselves badI 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.
>>11317153Well, 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.
>>11317598No problem man, happy to help.
>>11315245The 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.
>>11316770Despite 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 directionsIt's just fun, and it just works.
>>11317741True 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 HaloNeh. 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.
>>11316472Wat dis
Hey I didn't know Mohrta got a demo. Neat.
>>11317850toys of madness / hell ground
>>11317892>viewmodel has absurdly low pixel density compared to background geometryCome on, if you're making an early-3D nostalgia bait shooter it really shouldn't look worse than Quake.
>>11317147It 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.
>>11317902I 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 doctorHuh. Neat.
>>11317902Indie devs don't understand retro graphics and don't even want to, dawg. Don't bother.
>>11317929Putting 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. >>11317947They don't really have to understand either considering the success of Dusk.
>>11317947I try to.
>>11317902It'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.
>>11317953I really don't see why it's importantI play Quake with textures turned off btw
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.
>>11317954Reminds me of the texture disabling cheat in Turok 2.>>11317958Sounds like some shit a demon would say, "Anon"
>>11317906This 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.
>>11317961After 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>>11317967Scumhead'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.
>>11315491Sorry 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.
>>11317969I 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.
>>11317973Fuck's sake. Are the weapons at least interesting from a mechanical standpoint this go around?
>>11317973When 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
>>11317974Right 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.
>>11317975Only 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.
>>11317902well naturally pixels close to you are going to appear larger than ones in the distancebasic euclidean geography
>>11317998turns outlittle pinky fella
>>11317998
>>11317998Listen here, you little shit.
>pull value fresh from the ass>mind blown
>>11318061Neat. Tell me more about what's going on here and what you got planned for this thing, Anon.
>>11318064I 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.
>>11318079So what about that smoke fired out when you're outta saw juice? And how will you recover ammo?
>>11318081That 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.
>>11318061I 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.
>>11318129Say chainsaw again.
>>11318140chainsaw again.
>>11318148
>>11317741>>limited weapons becomes a teamwork-provoking feature rather than an annoyanceAre you implying it promotes weapon diversity across the cooping teammates?
>>11318140
>>11317892I heard it's the same as all his previous game, really cool aesthetics but the gameplay is mediocre at best.
>>11318061And a little fun, since it's one(1) line on my end.
>>11318220Hah, Malefactors compatibility?
>>11317902You 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.
>>11318398Everything they make looks like an Xbox Live Arcade game
>>11317967A 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.
>>11318398Hell yeah.>>11318424>Xbox Live Arcade game...but I thought they looked terrible? XBLA era was good.
>>11318218Yeah, 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.
>>11318398The 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.
>>11318569Continuous 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 mapsI never make episodes or megawadsI 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.
>>11318576This while also saving the game and saving often, as recommended on page four of the manual.
All my maps are very gray.
>>11317440I'm about to roll through a megawad with it on. I'll post here if something seems broken.
>>11318603I 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
>>11318625Oh shit, I think I've played one of yours, I loved the encounter design on this one.
>>11318625Uh, Map29 of 2048 Unleashed?
>>11314308Playing 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?
>>11318974All Doom code is open source, it's just without gzDoom features you can only really make same old doom.
>>11318974It'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.
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?
>>11319083Sorta, 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.
>>11317949>gremlin woman
>>11319146If you can actually code, I don't think you would base your game off Doom.
>>11319226Probably not in the 2020s, no, but you COULD.
>>11316552Have 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
>>11319139I 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.
>>11319226Nobody is suggesting using it for an ARPG. It's one of the obvious options to consider if you're making an old school FPS.
>>11319351I just use it because it's the engine I'm comfortable with
>>11314308>>11318859It'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.
>>11319083Cybershade uses fork of choco doom I think, and it's quite far removed from Doom.
>>11317892I'm a sucker for character designs so i'm pleased, but they could really do with refining the combat. Healing dollie a cute.
>>11318569depends on the wadif 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>expectedrequiredi 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 includedbut maybe theres some legal can of worms that gets opened by doing that cause>hurr you're still shipping foss code with a price tageven 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 beforeyou 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
>>11318594Ok, and?
>>11318569Tough 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
>>11318569Yes 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.
>>11319521No wonder doomguy's having such intestinal trouble, you weren't supposed to drink it in the first place!
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 gameI 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
>>11319750I 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.
>>11318974IIRC 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.
>>11319762Doom Legacy took code from a Quake source leak before it was properly released by id.
>>11318974No, but GzDoom 3.0 and onwards is the most convenient one for if you actually want to sell it as a product.
>>11319750Most 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.
>>11319750I 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.
>>11319620spoke too soon...
>>11319675Scythe 2 easily
>>11319795just replace 844124994 with 29?
>>11319675Alien Vendetta without a doubt
>>11319675Alien 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>>11318594All maps contains terry traps
All maps have sector toilets.
all my maps are dead
All the food is poison
>>11320048
>>11320034Yeah, 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.
>>11320059
>>11320074I love that album
All my friends are dead.
>>11320165I like that book too
>>11320165https://amon26.itch.io/aoofad
>>11319371Ey thanks for the kind words about MAP06!
>>11320165A disproportionate number of mine are as well. But we're all friends here
>>11320186Poor retro FPS protags, most of them don't have many friends to begin with.
>>11320065>>11320165https://www.youtube.com/watch?v=I80sFsCH3G0wonder if there's a map out there with this as the MIDI
>>11319531I'm going to uvmax POOMRight 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?
>>11320332strangely happy but suspicious music like underhalls
>>11320332I 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=9eU56uSs9CwprKYJhttps://youtu.be/-iVXxV21Zdg?si=Xf12ZDbCyhD0O3eshttps://youtu.be/-7NJuGW1TpQ?si=WlK8HBTe-SwOqWLuhttps://youtu.be/rLvSD5HuIcE?si=a4Z4qfWiIbVIn6LZhttps://youtu.be/hLGMwPAjrYM?si=M75aLqk8HRijuRx5https://youtu.be/Z16XejsM69k?si=McbzKBdZV_6b5gEmhttps://youtu.be/6fOrqHpU_9Y?si=40SifkqqiRwBrVcEhttps://youtu.be/6yQc6JfawBQ?si=q_3eB9CsNAW4EQFQhttps://youtu.be/7J14NJ7HRBc?si=2nmfI_c1YOWKW9yMThat the original games then also have a lot of great and uptempo rock music to switch up the pace makes it even better.
>>11320356https://youtu.be/w7HNtSDPd5U?si=ESgmPXsh4QhFiihphttps://youtu.be/KhjxQuUT8lo?si=XtItNhAksosHkWrdhttps://youtu.be/Kc9rn3xGuvY?si=KPV8h3Pimpq9E8Slhttps://youtu.be/ekqcwePREY4?si=nl2q1g-TFDaqRvS0https://youtu.be/Qr2CKC6JSeE?si=a58vMr2s2onuQrhnhttps://youtu.be/7pZpQ35SsyY?si=izlodcLrRYZw3nvphttps://youtu.be/ILMtI7DmYn0?si=-iWq-8kUNvErmJQShttps://youtu.be/n0vxKTizTxE?si=HswGhddyvBXaEzLRhttps://youtu.be/cR7NGWkxnE0?si=Q3HxafQlMTkjXSxzhttps://youtu.be/8G_f6LCwmsE?si=4trq0PF1uFfhrgLfhttps://youtu.be/qTw8r5-Sn_c?si=Wm7HwpocSm5gWX-lhttps://youtu.be/n5xKn2LN4mk?si=jbshWmvhylMAVa5CMoodtastic fucking music.>>11320340It's got a nice and chill little funk thing going for it.https://youtu.be/u5kjih56qpk?si=mr6z5jcqN3ZFzRb-
Welp, I've finished Doom 3.
>>11320457>Don't go in there guys lol
>>11319382I'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.
why are secret maps always kinda shite? I think the only ones I've enjoyed are the Going Down ones
>>11320482Because the shite maps are usually put in the secret spots.
>>11318569Play continuous with a pistol start mindset.
>>11320482If 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 playlistYup, Its Dooming time.
>>11320482They're usually just maps that didn't make the cut but were added as a little bonus.
>>11320482If 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?
>>11319750The 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>>11320551I 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.>>11320632You 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/
>>11320665That was fucking fast, was it even for sale for a full week?
>>11320672Nope, went on sale on the 11th and pulled on the 15th.
>>11320665Good riddance.
>>11320582BASEDBASEDBASED
>>11319512>IDFA
>continuousfags finally outed themselves as cheatfagsOH NO NO NO
>>11320882>>11320917Guys, c'mon.
>me after making shells that jingle jangle jingle
>>11318190
>>11319371Yeah 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
>>11321059I honestly wouldn't mind attempting to beautify it a little bit myself, but only if the original author was cool with it.
>>11320962So 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.mp4Oh 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?
>>11321104dude that sector flashing with such a high firerate is giving me a headache
anyone have the registered 1.5 iwad?
>>11321260I hope the faggots who did this gets mauled
>>11321194I 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 animationGonna do just that
>>11318569Pistol exit is where it's at
>>11320165Only 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>>11321326https://files.catbox.moe/sic07v.mp4Damn, now I need a looping motor sound for it.
I can't make mapsUDB constantly crashes on ubuntu
>>11319221>>11319386>>I've only had healing doll for a minute and a half...>>11320332I'll listen to tunes from Heartland and Abscission back-to-back so I guess it depends on the mood/mod.
>>11321615>that little skid after running
Anyway DoomWhat 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
>>11321615This 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.
time for some 'oom on 'eck
>>11321831I 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>>11321923When u get 1-tap headshotted while the controller autoaim fails u
>>11321792Hideous 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.
>>11321974He said "play as".
>>11321991They 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
>>11321767I'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
>>11322016I guess the chans ate my pic for some reason? Well, hope he had a nice meal.Here it is agian.>captcha:kya2s
>>11322016That's the deletion link.
>>11322027Fuck. I can't read, what is a computer? I'm just a skeleton.https://webmshare.com/wdnd0
>>11322020What's going on with the top of that gun?
>>11321767I'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.
>>11322036It'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.
>>11321767It'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.
>>11322039Leaving 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.
>>11319515what does health bonus taste like?
>>11322068
>>11322068Powerade
>>11322068cold tap watersame as the soulsphere
>>11322058Yeah, 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.
>>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.
>>11322102Nugget lies down stream of Woof, so to say, so it'll probably get it also.>>11322068Like... bags of sand.
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.
>>11313791I'm aan. I'm going to try MAP15 for Vertex Relocation.
>>11320356>>11320383unfitting midis for empty maps (post-massacre) gets you a WTF face.
>>11322292So go to the exit?
>>11322261>>11322265
Kartbros, the client got updated again https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.4
>>11322321Dougie-blessed 500th post
>>11322068I imagine it's like this. Pure chemicals and makes your tongue blue but tastes funny and refreshing.
>>11322362>picDid that Coffee Achiever guy ever make any maps after VR? His shit was great.
>>11322415I only know what he did for /vr/: He made a couple maps for 400 Minutes (20 and 31) and Ad Mortem (19 and 26).
>>11322127Wouldn'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.
>>11322068ERY 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#OShKmXCIZJuO5f7ywERnrG1F9UFb97VLxSmJs3QVurcExtract 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-gameDO 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 folderHow 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.exeGet the custom client we use: https://github.com/NepDisk/srb2k-neptune/releases/tag/Neptune2.4Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBgConnect 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 SLOWWe also have a Mumble server!Address: 51.161.34.159 (same as the game server)Port: defaultPassword: 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 2.4Domination sounds have been loudened
>>11322068egg yolk
man am i avin a good one
>>11322565keeeegaaaaanlearn how to compillllllllle
>>11322565running late but omw in a little while, hopefully
>>11322647any konata wads?
I've played >Ancient Aliens>Plutonia 2>Scythe 1 and 2>Sunlust>Valiant>SunderWhat should i play next
>>11322747wtf big boy doomingThis is where you start playing challenge wads like stardate or magnolia
>>11322058Although 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.
>>11322747Vanguard is comfy
>>11322747Play Treehouseminis' stuff the guy is really good>Meat Machine>I Think You Should Marble>EmbracedThere's probably one more I'm missing but the guy does great shit
>>11322747eviternity
>>11322118what the fuck is that sword animation?
>>11322747every terry wads
can you combine gameplay mods with maps in quake
>>11322081I drank one of these today.Rockstar used to have a cucumber drink that I liked a lot but they discontinued it.
>>11322857As long as the map is vanilla and whatever mod you're using doesn't invalidate any map hacks it may happen to use, yes.
>>11322862how 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 wellforgot to add that i did this in the past but i havent played in a while so my memory is fuzzy
>>11322868You load a mod with the 'game' command (i.e. 'game copper').You load a map with the map command (i.e. 'map e1m1').
>>11322912fuckin' minging
>playing Ad Mortem>find secret>two or more walking rockets spawn behind youthis stopped being funny the first two times it happened
>>11322868>>11322876If 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.
>>11322935That isn't required very often, but you do 'game mod1 mod2' in such cases. That's usually mentioned in a readme when needed.
>>11322932https://www.youtube.com/watch?v=oAmDyjtuzjohttps://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.
>>11322984What do the rest of the guns do?
>>11322932no, it didn't
>>11322984No 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.
>>11322321No 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.
>>11322986Nothing 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 ammoRL is undecided atm.>>11322998I 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.
>>11322984Rapid fire Van Helsing crossbow.
>>11322984A trapped Pain Elemental that launches mini Lost Souls
lol
>>11323027Might make that the chainsaw replacement because lol infinite ammo.>>11323046While cool, the skeletonman likes guns. He needs his dakka.
>>11322747Eviternity (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 launcherHoly water spray cannon
>>11323053>the skeletonman likes gunsDual MG-42 then
I didn't realize that you had to set an upper texture for the sky transfer special...
>>11322565ggs
>>11322984shadow 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.
>>11322565>>11323391GGs
>>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
>>11323440Thanks 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.
>>11323530Guess 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.
>>11323564Is 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/
>>11323694A 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 doomfeels bad doomers
Is it over for /DOOM/?
>>11323853Never
>>11323853>over>not doomedyou had one job anon
>>11322221Make sure to add a secret exit
>>11322932I'm still laughing.
>>11322932For me it's that one rocket launcher pickup that spawns walking rockets that guarantees you will get hurt if you use it on themWhoever did that one is an utter bastard unless I just did that encounter wrong, I don't remember the map
>>11323853Why would it be?
>>11322932Keep watching your back, anon.
>>11323743be like doomguytake enough painkillers and stimulants to function no matter the hardship
>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 diesFelt extremely rewarding.
>>11322932It 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.
>>11324402There won't be a next thread.
>>11324402>>11324447WE ARE ALL DOOMED
>>11324447Lies, 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.
>>11325071I beg your pardon?
>>11325080N-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.
>>11313790This thread was very retarded even by the standards of this place. And of course none of the retardation gets deleted.