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File: 1729403063296677.png (91 KB, 1920x1080)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>11324480

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 hoster 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 V5 : https://files.catbox.moe/j0p4fc.wad

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

=== NEWS ===
[10-20] Nugget Doom 3.3.0 Released
https://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-3.3.0

[10-19] Tronyn, a Quake mapper, passed away at 42.
https://x.com/strawmandesign/status/1847698045195948419

[10-12] Retro Jam 2 for Quake 1 released, /vr/ regulars among participants
https://moddb.com/members/map-center/addons

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

[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 'n Bleed
https://forum.zdoom.org/viewtopic.php?t=60347

[10-9] Tetanus DX released with free to use texture set
https://doomworld.com/forum/topic/148612

[10-6] International Doom v8.0 released
https://github.com/JNechaevsky/international-doom/releases

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

[10-5] DBP68: Outposts of the Wasteland is out now!
https://doomworld.com/forum/topic/148525

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

[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)
>>
>>11334427
Yeah, easily.
>>
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>>11333970
Different anon here. I tried the Ashes Monsters and weapons with DBP68 as well but got side-tracked quickly because of spongey Vinaya. I'll probably try again in a bit and make the same adjustment to the monster pack.
>>
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With Tronyn's unfortunate passing, should the Mjolnir team release everything they have, finished or unfinished?
>>
>>11334489
>old better sounds
Roland SC-55 rocks.
>>
I like Quake
>>
>>11334598
Roland's Sound Canvas really rocks.
>>
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>>11334598
>>11334629
Speaking of which, how many years before Nuked SC-55 gets integrated into some source ports?
I can't go back to soundfonts anymore, but now every time I want to play Doom I have to open Loopmidi, open Nuked, the music volume can't be adjusted in any way, and I can't use Windows capture tool because it won't capture the music because it comes from there other program.
>>
>>11334427
You can do that to an extent, but mind that there are limits to what you can do with this. You can't for instance have real floor over floor situations.
You couldn't have gaps underneat the sky island where you see other areas through that gap, it will only render sky.

The easiest way to see this in action is to take a look at Doom 2's Citadel, the building at the start has a patch of sky lowered down around it to make it less tall than the other buildings, and you were to move around at different angles you would see that this patch of sky would cut off things which were behind it.
>>
>>11334617
>>
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>>11334617
It was short and enjoyable enough that I was sad when it was over. It inspired me to get a run of the original 3DO version going.
>>
>>11334617
I heard KEX port uses Doom map format or something.
>>
>>11334427
Having different height of the sky floor is an undocumented feature that doesn't always work, but otherwise yes.
>>
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>>11334719
>The game is also fully moddable, with UDMF map format, JSON data definitions, and AngelScript-powered game logic
UDB config should be on its way
>>
>>11334779
Honestly cool. I never got into Killing Time but this might fully rope me in.
>>
>>11334801
It's not a masterpiece, but it's not shabby either, only a few little rough spots, worth trying out if you like classic shooters.
>>
Reminder that Impie did two Killing Time-themed TCs.
https://mikestoybox.net/doom-maps/
>>
Ad Mortem is good
>>
>>11334617
>but I want to fuck this bitch so badly
It's simple, black bob cuts are hot as fuck
>>
Ok, after vertext relocation is finished, I will probably try to run another quilt attempt. Would like to gather some further feedback in preparation.
>Segment size is 1024x1024, with doors in the middle of a side. T-shaped and L-shaped submissions are allowed. No line beside connection doors might be on the edge, no vertices out of block. Like Tribute Quilts.
>MBF21 format, which makes it automatically compatible with Vanilla through Boom for those who can't be bothered.
>Texture packs? Yes/No. CC4-tex/32-in-24-tex is good enough default pick, blending adequately with vanilla textures for those who can't be bothered.
>No pre-claiming of positions, just stitch them together afterwards. Can be tolerant for various sizes, starting from 3x3.
>Custom monsters/decorations - probably no. Too much hassle. "Make your own decohack monster" might be an interesting experimental addition, but not worth it.
>>
beat doom fully (not inc ep 4) for like the second time. Man is ep3 rough in some places.
Slough of despair felt hard for the wrong reasons and a lot of the episode feels a bit barren, like they were running out of steam with the levels or something.
I haven't finished ep4 before but I remember the episode stops being a complete ball buster after perfect hatred so I'll see if I can manage.
>>
>>11334876
when you say doors in the edge, do you mean that mappers would need to include them?
regardless, what height would the doors be at? or would that be something that you would figure out when people submit their patches?
>>
>>11334879
It does, only first two maps are actually challenging.
I'd say play Doom II before E4 because that's how they were released. Also it will make you appreciate E4 even more.
>>
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>>11334884
Yes, they are supposed to be part of allotted 1024 square, approximately like this (512px grid). The acceptable height for floor would be between -8 and 16 and for ceiling would need to be at least 80 to ensure compatibility (Default is 0 and 128). The shape of the door sector itself can be adjusted, as long as as the outer line is 128 units long and centered.
>>
>>11334895
Doors always being centered kinda seriously limits what can be done imo. I understand it would be hard to glue it all together but still.
>>
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>>11334907
It's not really noticeable in practice. Like pic related.
>>
>>11334890
I have actually beaten doom 2 once before, I've just been going back through doom 1 because it's been a while.
Doesn't help that I'm playing on a laptop though, it might be cope but I feel like a bunch of my deaths were because I don't have the sensitivity of a mouse to swiftly turn
>>
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What about instead of aligning it as a quilt and with doors on a grid, people just make a chunk of level which can be fitted inside of a 1024x1024 space, and then the project lead gets to work on stapling them together?
>>
>>11334895
This pic makes me think of the old Arcade game Qix.
>>
>>11334981
Wad Tetris?
>>
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>Map 28 of Doom 2 The Way iD Did
>>
>>11334856
Your opinion is too contrarian. Get out, troll.
>>
>>11334842
He's a talented guy. Shame that he wants to insert modern usa politics into his wads. That decreases their artistic value. I don't want to be preached at when playing wads.
>>
>>11334879
That's how it was with all shareware games. The free portion is always the most polished part of the game.
>>
>>11335050
Not contrarian enough to compare old wads to modern wads. Get out, shill.
>>
>>11335043
This is the first time I've seen this cat without the crying face edited on
>>
>>11335050
I am going to rape you with my massive creaking skelecock.
>>
>>11335074
Yeah to be truly contrarian you have to say something like "I think Plutonia is ok but also overrated".
>>
>>11335059
I wouldn't want to deal with all living Americans period, but concessions must be made.
>>
>>11335090
>>11335101
Bros, I love Ad Mortem (like everyone who ever has played it). I was just being sarcastic. And I'm probably failing to understand that you are being sarcastic too.
>>
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>>11334489
>mess works
>random joke sex
>mazes megawad
>half god feels free
>sitting terrible tell sandy man
>huge fag scythe
>realize doomguy sucks
>mappers code simpsons personally
>>
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>>11335159
>
>>
>>11335059
He basically expunged all of those wads a year ago, mostly because he wants to be taken seriously as an author.
>>
>slaps giant orc cock onto thread
>>
>>
>>11335256
>tfw you will never dev like that
>>
>>11335269
There are some reasons for that, id were kind of all the fuck over the place during that time and the companies who try to emulate that kind of workplace feel are usually the ones like Blizzard that are doing it to cover how shit the working environment is.
>>
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Somehow, the intermittently returning toothache kind of fits the bleak atmosphere of Doom 64.
>>
>>11335282
I think he means more just devving at a cool lake house in Louisiana with some cool dudes.
That really is not past him though, he could coup up with some lads of his and work on a game in a house somewhere.
>>
>>11334470
>>11334472
>SB2R Kart Link removed til a new thing comes out per hoster himself
Alright I'm not gonna be finished with that for a while so you can just put the website link for now, it'll look cleaner than having the WIP message in the OP itself. I suggest this for the servers tab:

MULTIPLAYER SERVERS
US West: http://clovr.xyz/
CA/US Midwest: https://macgu.fun/
>>
I am actually starting to get the big level fatigue from Hell-Forged now. 14 secrets, jesus fuck why.
>>
>>11335315
When shit start to hit 10+ secrets I just stop fucking bothering to try to find them all.
>>
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>>11334470
https://clovr.xyz/wadsup/doku.php?id=anomaly_deimos
Fresh WadsUp upload

>>11334472
clovr.xyz got secure protocol certificate, baker should rename all associated links in OP from http to https
>>
>>11335301
>please wait for me to learn html for more info
Just steal a site you like and copy/pasta the html and change out the images.
Unless you want to do something fancy. There is a free tool I found but I haven't played with it yet. https://www.ambiera.com/rocketcake/index.html
Read good things about it anyway.
What are you trying to accomplish?
>>
>>11335343
>What are you trying to accomplish?
Something similar to clovr, just a schedule of what games I host and info pages for all of them. Might also put up a "Now Playing: whatever" depending on what the server's currently running.
>https://www.ambiera.com/rocketcake/index.html
Hey thanks
>>
>>11335334
>clovr.xyz got secure protocol certificate
Had to change the front page for it because my iframe had to link to the unsecure quake browser DM. Because can't websocket on https apparently. Which makes sense.
But I liked the novelty of a tiny DM frame. o well o well.
thanks for reminding me mac
>>11335351
Cool. Just fyi the way clovr switches the schedules is hacky but functional. I have a task set on the server to swap out the main index.html with week1, week2, week3, week4 htmls every 4 weeks from x dates.
If you want it to recognize what processes the server is running and update dynamically that's beyond me.
>>
>>11335373
>Schedule switching
Thanks for the heads up, though I'm just using a 1 week schedule. There's not a lot of games I really want to host/play so I can fit them all in 7 days. I'll get Goldeneye Source setup too.
>If you want it to recognize what processes the server is running and update dynamically that's beyond me.
I think I'm just gonna have it display a different picture depending on the day of the week lol. Hacky but it works.
>>
>>11334470
what hud is that from?
>>11335167
DOOKI
NOOKI
FOROOKI
>>
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>>11335387
>There's not a lot of games I really want to host/play
understandable. i originally wanted to host a bunch of less-hosted games. things with very few severs up that might go down at any moment. also coop. but i threw the more common games on the weekend.
>Hacky but it works.
that's the way
ill add u to my web circle when it's up.
a web line
just need an east cost host and a yurop
>>
>>11335390
treasure tech
>>
>>11334876
>CC4-tex/32-in-24-tex is good enough default pick
Overutilized hodjpodj spanning decades of old texture packs and edits, with little sense or coherent thought. Makes me barf.

>>11335390
Treasure Tech
>>
>>11335412
There is literally nothing wrong with CC4Tex.
>>
>>11335412
>hodjpodj
Thanks Steve Meretzky.
>>
>>11335460
https://desuarchive.org/_/search/text/hodjpodj/
4 years he's been doing this.
>>
>Doom II community project where you're only allowed to use textures that start with a specific letter
>>
>>11335474
That one seems really easy though
>>
>>11335474
N
>>
I
>>
>>11335373
>recognize what processes the server is running
Since you need the command line data as well (if you're running anything that needs CL switches to set mods etc), you'll need the following commands:
Windows: WMIC path win32_process get Caption,Commandline
Linux: ps -eo command
Parsing said data would be a different problem, but would mostly involve finding process names and switches.

>>11335402
>just need an east cost host and a yurop
Oceania forgotten once again.
>>
>>11335469
Fucking hell, how come I recognize some of the most inconsequential posts from years ago as if it was yesterday?
>>
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Wolfenstein 3D is a really simple game, almost mind numbing at times, but I still really appreciate it's fast run and gun action, and the treasure items tickle the greedy part of my brain.
>>
>>11335554
>Oceania
In my day we called it Australia!
So we need East coast, Europe, Africa, South America, Oceania, Japan, Hawaii, The Antarctic research station, British Columbia, and 3 starlink satellites.
>>
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>>11334472
An update to MAP08: https://files.catbox.moe/feux6x.wad
>fixed some borked textures
>fixed door linedef issue
>much improved terlet
lots of improvements to the secret room, including:
>changed textures on the moving bits to SUPPORT2 to make it more clear that they move
>added hints
>added instructions
>decorated the slime cave leading into it with lights and whatnot
>>
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>>11335571
Don't forget Central Asia too pls
>>
>>11335568
I agree, though the DOS version runs on too long and wears thin with its content, so I'll usually prefer one of the post-SNES versions or a mod that recreates the "second encounter" campaign.
>>
>>11335591
This is becoming quite an investiment my Kyrgizstanian friend...
>>
>>11335405
>>11335412
thanks, anons
>>
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what are some recurring doom combat scenarios that still make you choke even after years of playing?
For me it's any fights with cybies in enclosed spaces, especially if your main weapon is an SSG like in that one Valiant map
>>
>>11335402
> i originally wanted to host a bunch of less-hosted games
That's kinda what my goal is, it's been that way since day 1. The original SNS/FNF started because I got tired of complex/megagame bullshit flooding doomseeker so I started hosting less played zandronum stuff. Now I'm extending that to other games I feel need more love like Goldeneye and Open Fortress. I still have 3 days open for extra events, not sure what I wanna use those for. Maybe one of Raven's old Star Wars games like Jedi Academy
>ill add u to my web circle when it's up.
>just need an east cost host and a yurop
Sounds fun, we'll be the cabal of servers for games no one plays. Our own little fun police if you will.
>>
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>>11335662
hell ye
>>
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>>11335593
Katta rahmat

>>11335626
Only after meeting parents and marrying
>>
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>YOU
>SUSSY
>BAKA
>>
>>11335243
still more oomph than of those guns desu
>>
>>11335661
any kind of chaingunner ambush usually gets me good
>>
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>>11335591
Bad posture 0/10 would drink Kumis with
>>
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Who is more powerful, the Painodemon or the Caco Elemental?
>>
>>11335591
i can't tell if this chick is hot or ugly
>>
>>11335742
Caco Elemental is just a regular Caco that figured out how to do meth without arms and hands
>>
>>11335742
All I know is the one on the right definitely shoots eye beams.
>>
>>11335592
Nocturnal Missions are pretty awful in that regard. What options are there for a spiced up retake of Wolfenstein 3D which isn't Brutal Wolfenstein?
>>
How do I good level design
How do I goo encounters
>>
>>11335661
Swarms of pinkies in a tight box and no berserk.

>>11335709
I swear Mace was off his meds when he made that. We joke around with tegretolposting but he wasn't doing right at all desu. Anyway, Destruction Phenomenon good. Goes well with Unloved.

>>11335742
I AM PAINODEMON
I WILL EAT YOU

>>11335772
You seek wisdom my son? Dumbworld has seen to it we only ask one question: why?
>>
>>11335742
Painodemon looks kinda good actually.
>>
>>11335669
>. I still have 3 days open for extra events, not sure what I wanna use those for.
Quake Rally.
>>
>>11335782
"Homeless hermit who knows more than he lets on" has got to be one of my favorite character tropes
>>
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>>11335568
>>
>>11335661
When I can hear an Archvile cooking up a batch of the recently redeceased especially if I don't have anything to LOS him with
>>
gonna play blood for the first time for halloween
>>
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Now consider the implications of this.
>>
>>11335793
I thoroughly enjoyed this fucking nonsense.
>>
>>11335793
How about one more?

>>11335795
HALT, HALT
OUH
>>
>>11335807
Enjoy. Mind to fucking duck and jump around when the fighting gets wild, you need to dodge a lot.
>>
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ass
>>
>>11335742
one generate ghouls and the other throws banshees.
>>
>>11335809
>Hell of Hell is a reverse-tanline sunburn
Sounds about right.
>>
>>11335809
It would just be "Baron Knight"
>>
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>>11335850
You're right, I noticed as soon as I posted. I will now commit seppeku.
>>
>Small puddle right in front of a door
>For some reason that puddle does damage to you
Why?
>>
>>11335868
You ever step in a puddle long enough that it seeps in and you can feel your sock getting damp?
That.
>>
>>11335868
zoo wee mama
>>
>>11335809
Damn, I hate it when I get my slacks mixed up.
>>
>>11335784
Nah we already got WNW
I did think about hosting an iteration of QTF tho.
>>
>>11334583
they will keep working on it, it would not surprise me if a mod of that size has design documents
>>
>>11335709
I actually had to cut this frame from the weapon in my archive, it was messing with me every time I pulled it up.
>>
Man these levels are fucking crazy
>>
>>11335793
thanks, i hate it
>>
>>11335793
By the way the file size limit has been 4MB for a while now
>>
>>11335742
Imagine if the cacoelemental vomited full sized cacodemons at you
>>
The Internet archive is back up
I was looking at those 90s photo and texture discs and I'm wondering since they are royalty-free does that still apply If just download them off the archive. I think most of them are abandonware anyway.
>>
>>11336008
They spawn new enemies in every 4 minutes you spend in the map, it's a real pain in the ass - you just don't have the ammo to spend more than 15 minutes in one place.
>>
Does anyone have link for the 6 map demo of Necromantic Thirst? The old link on dw has died.
>>
>>11336021
I thought that was only on wsg or gif
>>
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100 player coop in Doom2 is kinda funny.
>>
>>11336045
What if it vomited small ones that got bigger over like 30 seconds so you had to deal with them quickly.
>>
>>11336094
Poor demons.
>>
>>11336045
How about a pain elemental that vomits pain elementals.
>>
>>11336094
Does any form of multiplayer Doom have an option to have Serious Sam-style client-side pickups?
>>
>>11336087
>wsg or gif
The limit is 6MB on these boards now
>>
>>11335793
auger zenith, right?
was that map a reference or something lel. it was so baffling, it didn't feel like it belonged to the wad
>>
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>>11336195
There's someone here who liked to bring up its similarity to Afraid of Monsters but a bad trip seems fitting for AugZ imho
>>
favorite sunder map?
>>
>>11336102
like a enemy that's splits it self into 2 and the clone is thrown out like a projectile attack (same damage as mancubus fireball) and then the clones do the same untill they're all killed. maybe half the size of caco
>>
>>11336128
Wooooow. The future!
Is the time limit still 2 minutes (iirc), and if so, why?
>>
>>11335793
https://youtu.be/ankXUaWqQgM
>>
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Check out how I touch this wall. Im so bad ass.
>>
>>11334583
They're going to keep working on it and might recruit new mappers.
>>
>>11335793
That's hilarious. Source?
>>
>>11336406
It's one of the later maps in Auger;Zenith.
>>
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fuck OFF
>>
>>11336454
OFF was a perfectly fine game.
>>
>>11336454
What, you don't like the spicy box?
>>
>>11336454
https://www.youtube.com/watch?v=4aGDCE6Nrz0
>>
>>11336463
I beat OFF every week
>>
>>11336454
Unless you're on some really old version, the box got nerfed into the ground that I now question its existence every time I see it. There really needs to be a countermeasure to just sitting next to two dead zombiemen for five minutes. The whole mechanic is flawed and needs to be rethought.
>>
>>11336481
casual
>>
>>11335661
Caco cloud/pain elemental cloud
The infinitely tall hitboxes fuck me up
>>
>>11336551
this but horde of demons at the bottom of a ledge that you need to jump off of to progress like map 26 in Scythe with almost no way to effectively damage them to give you enough space.
>>
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>>11335793
funni
add more
>>
>>11335872
Just like me, brother, you need to acquire new shoes for fall and the coming winter.
>>
>>11336021
I find in practice that whether or not a file which is 4mb exactly, or even just 3.7mb, will actually be allowed to be posted, can vary depending on the file.
>>
>>11336678
I blame wemb converter randomly deciding to overshoot filesize target and sticking with that decision.
>>
>>11336053
If it's for just a game mod, go for it, but if it's for a commercial project, you should look up the company and see what their state is, who owns them and what not.
>>
>>11336684
I don't mean just for .webm, I've gotten that with .jpgs and .pngs
>>
lmao one of some Jap gaming con's anti-scalping measures is "if we catch you, you have to duel our organizer in Quake (a former pro player)"
https://automaton-media.com/en/nongaming-news/japanese-gaming-convention-tackles-scalpers-by-threatening-to-print-their-faces-and-personal-information-onto-merch/
>>
>>11335793
The first 14 seconds are funny, but then the joke overstays its welcome.
>>
>>11336745
Nah you just have really poor taste but that's okay anon.
>>
>>11335793
It's great the first time but repeated trips don't really have much going for them.

If it were me I'd have gone with some player-triggered pseudorandom junk just to vary up the order of the sections or something.
>>
>>11336745
An accurate description of that whole map, really. The AoM reference is cute, the rest of it's dogshit masquerading as "actually it's a bad trip so it's OK". By far the worst level in the wad.
Should have made it a secret level or something
>>
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Got a model made for Kustam's little pop out arm gun for his subweapons, just need to make an altered arm texture to show his armor plates open up to deploy this thing.
>>
>>11336780
>By far the worst level in the wad.
We know that's you Joe, yours is still the worst.
>>
>>11336780
>The AoM reference is cute
The reference is
>drug trip from pills
So I question if its even a reference.
>worst level
My vote’s meat mincer even though I enjoy it.
>>
>>11336782
>>
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>>11336796
Well I'll be hopefully animating this thing tomorrow, shouldn't be too taxing seeing his arm will just lunge up, the gun'll pop out and fire before snapping back and his arm drops off screen.
At this point the only thing I'm sweating a little are the Sentinel Arms. But it should be too hard to make some big ass boxy arm cannons.
>>
>>11334489
>youtube citations coming
>>
Can you guys talk about any other map in Auger;Zenith except 04 and 12? I'm starting to think you actually enjoy them.
>>
>>11336834
We were talking about Android District a thread or two back.
>>
>>11336094
who is the evil one here
>>
>>11336847
Mankind.
>>
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>>11336692
>Please don't assume that we are decent human beings.
>>
>>11336745
mapper never learned that the first rule of comedy is knowing when to exit
>>
>>11335579
pic related + the naked dude makes your map feel very shitposty
>>
>>11334472
>[10-19] Tronyn, a Quake mapper, passed away at 42.
>https://x.com/strawmandesign/status/1847698045195948419
RIP
Tronyn was my absolute favorite quake mapper, I wish I could experience arwop the way I did when I first played it. His maps are forever ingrained in my memory as some of the few that really skillfully captured the eldritch themes of Quake and that feeling of Lovecraftian scale that this genre of horror evokes. No mapper ever came this close, his maps WERE Quake. What a fucking blow when talent like this disappears forever
>>
>>11336484
>just sitting next to two dead zombiemen for five minutes
it's funny because i only caught it on the last map of hell on earth starter pack, and that one starts off with no enemies or corpses at all
>>
>>11336834
MAP01 is probably my favorite MAP01 from any WAD ever, and the map name ("Glass Messiah") is in my top 5 map names of all time.
I have nothing else to say about the rest of the WAD that hasn't already been said before.
>>
>>11336692
Based.
>inb4 one of the scalpers turn out to be Dennis Fong
>>
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>fire SSG at lone zombieman
>somehow manage to miss almost all pellets
>he doesn't die
>shoots me once for a (relatively) high damage roll before I can finish him off
>>
>>11336908
thanks anon
>>
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>>11335243
Is he still working on a Thief-like game?
>>
what are the best DBPs besides Auger;Zenith?
>>
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>>11336940
>Hell on Earth starter pack and Dstrider
What did you think? I had a good time with it, DS, and Project Malice. It was also where I first came across some of Malice's rare monster variants.
>>11337084
Funnelcake Apparitions is fun and currently seasonal.
>>
>>11337084
Zeppelin Armada
Emerald City
The newest one is pretty fun.
>>
>>11335661
Spooky boys get me jittery
>>
>>11334472
Colourful hell updated to 1.02
https://forum.zdoom.org/viewtopic.php?p=1255949#p1255949
>>
>>11336745
You're right. Got old pretty quick.
>>
>>11337156
That there are secrets to skip half of it that you'd only know about if you opened the map in an editor tells that not even 40oz could be bothered with his own creation.
>>
>>11337030
You need to exert yout will upon reality to get successful shots.
>>
noone will probably care, but I just learned that ISpook, the guy behind the Shut Up & Bleed action horror mod, has died.
>>
>>11337243
That explains why he released all of his mods for that one
RIP also >>11334472
>>
>>11337254
yeah, it does
also, upon looking deeper into it ispook passed away in June of 2023. should I still reply to the news post even though its been over a year?
>>
>>11337265
It was in the thread's news last year already.
>>
>>11337289
ah, I didn't know that. oops
>>
>>11337094
>What did you think?
i like.
played it with pandemonia monsters, it was starting to get tense at times by the end, especially with that difficulty scaling.
but it's also why i picked that bestiary in the first place, to give more powerful guns time to shine and sink some lead into the late game baddies.
>>
>>11336782
Is that thing on top supposed to be the big core from gradius
>>
>>11334489
long high can't duke wood
>>
I beat Go 2 It with no saves today lads, feeling pretty good
>>
>>11334470
>Check ID24's article on doomwiki.
>See that a revision of the standard was posted last month clarifying the documents are "CC0" and the code is "GPL".
>CC0 is "designed to waive as many rights as possible" per Wikipedia.
I can't into copyright law, does this mean they're actually trying to set up this standard where its assets/code can be adopted by source ports without requiring the id24res.wad file?
>>
>>11337452
id24res was only ever going to be required if you wanted to use the legacy of rust stuff specifically, it was poorly communicated that it would be required for the id24 standard at all
>>
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>>11337428
I kneel to anyone that can no save those kinds of levels. Just beat hell beneath myself but with many saves involved.
I think hell beneath beat me desu
>>
>>11337452
>assets
No.
>code
Yes.
"Documents" refers to specification itself.
>>
>>11336346
cartoon network of destruction
>>
>>11336834
oh you don't like thing huh? well, that means you actually DO like thing. heh, bet you didn't see that one coming, huh? what're you gonna do about it? i am very smart
>>
>>11336094
Sausage Party
>>
>>11337043
I dont think that was a compliment
>>
Nice of Daisy to invite us for a picnic. Gay marine?
>I hope she made lotsa megaspheres!
Marine! Look. It's from Icon of Sin.
"Dear pesky marines, the demons and I have taken over the UAC labs. The bunny is now a permanent guest in one of my hellish realms, I dare you to find her if you can."
We gotta find the bunny.
>And YOU gotta help us!
If you need instructions on how to get through the realms; check out the enclosed automap.

-----

>Did you bring the light amplification goggles?
No.
>>
>>11337661
>A-ha! Here's the problem, too many shell pickups
>You know what they say, both shotguns shoot shot
>>
>>11337452
Many people are mixing up LoR resources and id24 standard. Standard's code can't exist in a wad file, it exists in a source ports. Id24 can be legally adapted to other source ports and wads with it's features can played without ever touching LoR. Id24res.wad has just LoR resources in id24 form meaning textures, sprites, sounds and music. It's only required for wads that use LoR resources, for example same way as Revilution uses Evilution resources. Final Doom did set up a new complevel too, but you require neither of the 2 wad files to use that complevel.
>>
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>>11336936
Sick art there. Saved.
>No mapper ever came this close, his maps WERE Quake.
Dude fucking same, holy shit. His maps pushed Quake in a direction that felt so natural. Not natural in terms of fidelity to reality like Arcane Dimensions would later do, but "Quake, but MORE of itself". I've still been reeling, revisiting some of his maps, and it's killing me that we'll never see new Quake material like this ever again.

The only other mapper I've found that somewhat comes is Orl or Hyde (pic unrelated, pic related is one of the Arcanum maps by Tronyn). Orl is the guy behind Ter Shibboleth, but his other maps are also good stuff too.
>>
>>11337863
Tronyn is the first mapper whose death has hurt me like hell. Too talented guy to die so early.
>>
>>11337863
>Ter Shibboleth
Yeah, that one is really bizarre, but I like it
Never tried his other maps so thanks for the recommendation
>>
>>11336834
The rest of them are good solid maps. What's there to talk about, compared to arguing whether being boring or obnoxious is worse?
>>
>>11336834
i dunno how about you start. if you can't maybe there really isn't anything else to az except 04 and 12
>>
>>11337930
>What's there to talk about, compared to arguing whether being boring or obnoxious is worse?
It's not like that hasn't been discussed either.
Which map did you like the most? I think 17 left the most positive impression, even so far into the wad.
>>
>>11337930
>>11337937
What's your favorite map?
Does the mapset inspire you to create your own levels?
What are other maps that use a similar cyberpunk theme?
What would a sequel entail beyond just more maps?
What's the biggest map in the set?
Have you noticed any similarities between the theme and the project lead's other maps?
Ever wondered where the textures came from?
Ion Fury similarities.
Share your favorite piece of Doomcute from the wad.
What's your favorite midi pairing in the wad?
Which music would you have picked?
Anybody looking to lead a project with the resource pack as a tribute?
Is there any fanart of the project?

I've never seen these things getting discussed here.
>>
>>11337385
Yeah, I took parts of the big core to make the little pop out gun you see there.
>>
did nugget change the keybind for bringing up the console? tried tilde and nothing happened
>>
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>Want to enjoy gzdoom mods
>Never can because I'm too autistic not to not be annoyed by stuff like this
>>
>>11338002
>no replies
You're learning a valuable lesson anon: nobody is going to enjoy something you enjoy as much as you do. That's why people make youtube videos about things they love, to tell the world
>Hey, this is great. You should look into it.
Being serious btw.
>>
>>11338098
I don't get it. What annoys you?
>>
>>11338002
Nta but Mutiny, Cyberpunx and old good Hacx are solid cyberpunk mapsets.
>>
>>11338098
You're gonna have to circle what's ailing you here.
>>
>>11336782
Kegan did you
>>
>>11338143
I can't even remember what started that.
>>
>>11338117
>>11338140
All of it. Or rather the difference in resolution between all the stuff
>>
>>11338153
ah, the mixels. That kinda shit gets hard to avoid when you start taking advantage of scaling and stuff.
>>
>>11338091
Nugget has a console?
>>
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>>11337373
>pandemonia monsters
That's something I'll look into, looks fun.
I've been trying Abscission with Babel monsters and Hellbound with HD monsters, going back and forth and comparing the monster packs.
>>11338114
That big post seemed more of a response to "well what else is there to talk about AZ" more than anything else.
This part of >>11338002 kind of stuck out, though, and does inspire me to talk about it:
>Ion Fury similarities.
I guess they're both "cyberpunk"? But they feel different. Ion Fury, and I guess Duke3D to a degree, feel seedier. I'd say AZ feels more 'upbeat' and leans more towards fancy Bladerunner feels while those Build shooters lean more towards shitty future Robocop feels.
>>
>>11338153
Mixels? Like as part of the individual graphics?
>>
>>11338163
probably why I was confused. I just used the idclev cheat to look at the other levels for a bit
>>
>>11334472
Nostalgia Zero is now on idgames, played a bit and it seems pretty close to the iwads in difficulty. Probably a good candidate for newbs to try out as one of their first pwads these days or those that like vanilla+gameplay mods.
>>
>>11338186
Yeah what the other guy said. I guess it's just a side effect of how people make zdoom stuff but I can't stand it personally.
>>
>>11338091
>>11338163
Nugget never had a console, but there's this experiment
https://github.com/MrAlaux/Nugget-Doom/commit/fc835ff9c9b36b5b2268a853acaf8e7c8fb20c8d
>>
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>>11338240
Wait, so the sprites in that mod don't have mixels on them? This is what mixels mean to me, when you have different resolutions of pixels in one sprite or texture asset, usually from partial upscaling or bashing (essentially looking like an unfinished graphic).
>>
>>11338254
Those are definitely mixels but that's the blame on the artist. Whereas the mixed resolutions in this screenshot here >>11338098 can be a mix of the SBARINFO scaling funky, and a scaled up pickup sprite for that potion on the ground. Though the sprite itself could have been blown up and just put in game at 1x scale. Hard to say.
>>
is Doomwiki down for anyone else? getting a 503
>>
>>11338367
nevermind, works now
weird
>>
>>11338372
>>11338367
Sorry, I farted.
>>
Smells like fucking rotten eggs and garbage
>>
>>11338441
That was your moms pussy my bad left it open
>>
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>>
>>11338494
>No mouselook
Soul. When was this?
>>
>>11335771
TotenkopfSDL
Coffee Break
>>
mbf21 compatible Eviternity 2 when?
>>
Do (You) have any particular favorites for "DOOM/Quake mod themed after Other Game"
Personally, I always like it when I see a Minecraft-themed level in a wad. Always just feels right.
>>
>>11337457
Beat episode 4, so I've now beaten doom 1 again but this time on my laptop.
I basically had the general opinion of ep 4 confirmed with this, the first 2 levels are obscenely difficult but then the difficulty drops off a cliff essentially although I did have trouble with john romero's castle map.
I'm going to choose to cope by saying that keyboard only doom is more difficult than mouse and keyboard.
>>
>>11338548
isn't it already mbf21?
>>
>>11338441
>>11338439
Wee-woo, wee-woo, fart police S.H.A.T. team has been deployed to your sector due to reports of weapons-grade flatulence
>>
>>11338126
Diabolus Ex as well, though that's a single map rather than a map set.
>>
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>Almost trips
Fuck.
>>
>>11338705
based, thank you team shart
>>
what is the unironic greatest wad of all time?
>>
>>11338824
wow.wad
>>
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>>11336834
I really like the final map. It takes place in that Nexus concert you see advertised on billboards in previous levels, so despite the wad being made by different authors this makes it feel like a single journey. One that was leading up to that level. It has my favorite Icon of Sin fight too.
Really, it's just a fantastic way to cap off the wad.
>>
>>11338824
Sunlust
>>
>>11338645
I like Blood themed maps in Doom. I'd like to see something like ZBlood but just maps. If I wanted it closer to Blood I could run it alongside blood themed weapons and enemy mods.
>>
>>11338824
the original Ultimate Doom, unironically
>>
>>11338824
Ancient Aliens is #1 in Doomworld's ranking
>>
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rate my completed wads and recommend me my next /vr/ wad
>>
>>11338986
>Next /vr/ WAD
2048 or 512, flip a coin. Also play Going Down.
>>
>>11335334
At last, seems like I'm done updating all the pages. Site doesn't have much life, but more than a hundred of pwads uploaded is still impressive on its own. It may actually outlive this place with its current poster-unfriendly trajecture, just an express trip through the botomless pit so far.
>>
>>11339136
>It may actually outlive this place with its current poster-unfriendly trajecture
Eh? I think it's fine. Could do with more consistent projects but it's fine otherwise.
>>
>>11339254
Anon refers to the 15 min waiting lists. I am too unable to think of any good rationale behind this one, someone wishes to kill the boards.
>>
>>11339275
Isn't that /v/ only?
>>
>>11339278
It's on /a/, /biz/ and /vg/ as well
Spamming is a real problem on those boards, I don't see the problem unless you're a phoneposter anyway
>>
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>>11339275
I get why, ban evading with phones is super easy, so there's a LOT of faggots who engage in spam in some places, or just continue rule breaking incessantly.
It's a minor inconvenience for first time users, which I'm fine with, they can cope, but it's an inconvenience which adds up very quickly for people who are just looking to take a shit on the boards. Instead of being able to ban evade 40+ times an hour, it's now hard capped at 4 for the average person.

I doubt it'll do anything for the most dedicated ban evaders, those guys never needed phones and they are operating on the pathological level, but it'll probably do quite a lot for casual ban evading and spamming in general. Also casual botting, captcha is defeatable by bots after all.

In older days, I would have violently opposed this (and I still don't love that it's here), but the internet as we know it is just not the same anymore.

>>11339278
>>11339279
They rolled it out sitewide now.
>>
>>11339303
Realistically below 4 times an hour, with the time taken posting and evading.
>>
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Hey anons, skeleton mod anon here. Turns out I was able to make the mod a bit more interesting by making the SSG shoot out 5 nails that go through monsters but are affected by gravity. Turns out it's a solid and fun gun desu, has about the same effective range of the ssg too. Picrel is the idle sprite, I'm pretty hopeless at spriting myself so having friends good at it is saving my sorry ass.

I should have something ready for it on the 31st still, but man. Figuring the decohack way of doing custom projectiles was a bit of a pain. Is there like damage dice for them too or should I not worry?
>>
>>11339332
Woah. That's a good sprite.
>>
>>11339332
That skeleshotgun is giving me a boner.
>>
>>11339332
Only 5?
>>
>>11338645
Slayer's Testaments is the best Quake mod around.
>>
>>11339356
I might do more but they're rippers, meaning they deal damage every tic they pass through monsters. At 5 damage, each nail could do 175 damage if it spends a second in a monster - so 875 damage once you factor in the 5 projectiles. Rippers are kinda OP, but damn does it feel good to sweep out a bunch of pinkies with them.

>>11339336
It's a mix of Amuscaria and Tesefy too, it's fantastic.

>>11339337
Do NOT fuck the skeleshotgun.
>>
>>11339402
probably really good for manccy hoards if they're grouped up
>>
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>>11339402
Don't tell me what to do!
>>
>>11339332
Fuck ME that's a good shotgun, who drew it?
>>
Has the extended hud in Nugget been removed recently? It disappeared from the status bar when I updated.
>>
>>11335568
There's a beauty in its incredible simplicity.
https://www.youtube.com/watch?v=pT3w8fq27uM
>>
>>11335568
I have beaten every boss in Wolf3D by just using the pistol. Would I do it again let alone play through Wolf3D again? No.
>>
>>11336045
would be a decent boss gimmick.
>>
>>11339332
That's looking and sounding cool as all fuck.
>>
>>11339614
Funny you say that, I am playing AMC squad now and it has an enemy that is "the cacodemon's legally distinct cousin" and a boss that is a slightly bigger version that spawns them periodically
>>
>>11336045
>>11336102
These have been done before but I forget by who, I vaguely remember it being by somebody on the same kind of crimelord level as Yholl though.
>>
>>11339594
True, though it's also better played in short bursts as a result. A level a day, rather than being able to easily squeeze many levels in a day, like with Doom and Quake.
>>
>>11339609
Why would you bother with that?
>>
>>11339332
>Is there like damage dice for them too or should I not worry?
As far as I'm aware, custom weapons in MBF21 still use the "Xd8" model of damage. There might be a way to do... I think it's "Xd3"? Like with vanilla Doom's hitscan weapons, but I can't say for sure offhand. Been a couple years since I did anything with Decohack/MBF21.
>>
>>11339648
Because as a kid I thought that was a cool challenge.
>>
>>11335568
I appreciate the time it takes to kill the baddies. It would be much less fun to pick up and play if the enemies took twice or three times as long to kill.
>>
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>>11339485
It's okay, skeletons are in demand.

>>11339486
Skelegant. She's one of the best spriters I've had the pleasure of knowing and her silly antics are welcome.

>>11339616
Thanks anon. Here's a WEBM of an earlier version of it in action, it was supposed to be a rocket launcher that shot nails first, explosives second but that was clunky and not satisfying at all.

It's a bit too OP here because I forgot making every nail do 3 damage.

>https://webmshare.com/JLe47

>>11339650
Yeah, I'll look into it some more. RL right now will be like a spooky gauntlet that shoots a cluster bomb of skull fire things.
>>
>>11334472
Doom Delta updated to v3.1.0 with Legacy of Rust support
https://www.doomworld.com/forum/post/2862346
>>
>>11339696
Sue's long floppies disappearing on the right pic is bugging the shit out of me.
>>
>>11338172
>HD monsters
holy smokes am i getting toasted and roasted even with armor on. but i guess it adds autheticity to the experience.
>>
I think I'm done with my spaghetti, for now.
https://files.catbox.moe/aejuxa.wad
Go play this and tell me if you're having fun or found some jank I missed.
>>
>>11339860
Still better than Colourful Hell. Almost everything in there deals Plasma.

>>11338172
>I've been trying Abscission with Babel monsters and Hellbound with HD monsters, going back and forth and comparing the monster packs.
Having endured the entirety of RAMP with HD monsters I'm gonna go ahead and say Babel monsters is an objectively better fit for DS. Even with all the modifications to the former it's still kind of ass. Not difficult at all, just annoying to deal with half the time. Should try PM again eventually. Been like almost a year since the last playthrough with it.
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>>11339860
I needed blue armor to avoid getting hitscanned so quickly, and it could still happen if I was careless around corners. It doesn't help that I haven't played HD since like 2018.
>>11339908
I'm leaning to similar conclusions even with my bias towards Babel. I was also making a lot more purchases with how much more health HD enemies had on top of frag respawning. In the end it came down to the imps: I just love how simply relentless they are in Babel.
>Should try PM again eventually. Been like almost a year since the last playthrough with it.
I wish there was a slider to boost enemy damage in that mod as well. It kind of feels friendlier after trying Babel and HD monsters.
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>>11334489
>full zdoom meant rock quality engine
LMAO
>>
Is this actually a good way to make maps? Seems kind of soulless?
https://sgt-shivers.tumblr.com/post/173783748040/3000-follower-special-how-i-speedmap
>>
>>11340131
>I don't like X
>is X good?
Why are people like this?
>>
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>The monster count on map29 of Community Chest 1
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>>11340201
>1344
meh, not THAT bad, especially since half of that are imps and hitscanners
>>
finally got back to playing through doom in vr
I'm almost done with 2 now, been a lot of fun desu
>>
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>>11340254
carmack would be proud
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>>11340286
He is right that vr is the future. We just aren't at that future and won't be for awhile.
>>
Scripting languages are great and all, I've got some ZDoom favorites, but VooDoo Scripting just feels a little bit more... authentic and fresh. Like how a potato you've planted and grown at home, still very fresh, is simply nicer than storebought ones.
Those are still good, and you can even buy some pretty fresh ones, but they'll never be AS fresh, the flavor and texture isn't quite the same.
>>
Doom 64 is fucking good looking, some day I hope I can do all the same kind of lighting effects with ports like Woof and Nugget. The partial color tinting is used to fantastic effect.
>>
>>11340286
I'm cautiously excited to get to VFR to see what a "real" VR doom looks like but I haven't heard good things about it

>>11340370
>We just aren't at that future and won't be for awhile.
doom honestly holds up really well in vr, the sound design works great spatially and the upscaling still manages to keep the visual style intact and detailed
>>
>>11340140
It's especially weird to do that with a guide Shivers wrote, dude knows his stuff.
>>11340286
>>11340370
I dunno, one of the last things he did as Facebook's pet was to be wheeled out to tell the world that Minecraft was the perfect way he envisioned VR as always being.
>>
>>11340389
If id24 ever gets finished, it'll be possible.
>>
>>11340403
>It's especially weird to do that with a guide Shivers wrote, dude knows his stuff.
Only with coding or gameplay mods. His maps suck.
>>
>>11340416
Come on. This is Doom community. If Nightdive doesn't finish it, someone else will eventually.
>>
>>11340454
https://www.youtube.com/watch?v=AUiZdVYYKoE
I found this, at least. But Doom 64's scripting and fake 3D floors won't happen.
>>
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!
DON'T FORGET TO UPDATE YOUR CLIENTS TO NEPTUNE 2.4.1! (Yeah, updated again.)

[REPACK UPDATE PENDING. CHECK BACK NEXT WEEK]

How to join:
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/Neptune2.4.1
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 2.4.1
>>
>>11340454
There was a MBF25 planned that was going to have a lot of shit that went into ID24, dunno if that's even on the cards anymore.
>>
>>11340565
Whatever name it gets, I hope it happens because id24 has almost everything I could have asked for. All that's missing is being able to check and modify any ammo type at any time.
>>
WHY DID WADARCHIVE SHUT DOWN, instead of changing hands?
>>
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>>11339860
>voidstone consumes frag right from the inventory
cool
>>
>>11340620
Would *you* be willing to host wadarchive? Oh, you wouldn't? Then there's your answer.
>>
>>11340654
THAT'S the EXTENT of your fucking answer!?
Weak sauce.
>>
>>11340659
You make it sound so easy as if there's millions of people willing to host something as niche as an open doom archive. The reality is anyone who would be interested in preserving wadarchive is as talentless as you are.
>>
>>11340416
Doom 64 does much more than just colored sector lighting, it does gradient tinting where walls can be brighter or darker at the top or bottom, and it combines that with color tinting, as well as light effects like fire-like flickering or overbright strobes.

We'd need a new renderer for these engines to do that.
>>
>>11340620
Calm down. The archive itself is archived.
>>
>>11340663
The texture thing can be faked easily.
>>
>>11340114
BETHESDA
KILL
THIS MAN
>>
>>11340659
That is the answer you utter moron.
>Why doesn't *thing* happen??
Same reason you haven't done it. Nobody cares enough.
>>
>>11340706
i am semi-apathetic internet man, i want thing to change but i dont want to change things myself, please change it for me.
im hungry but im too lazy to eat, i demand you to chew my food for me
>>
>>11340664
To be fair it's in a shit way compared to something like the bestever archive that has the wads and pk3s in a way more easily accessible form.
>>
>>11340717
>>11340706
>>11340661

Alright, then. Thanks for the input.
>>
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Need a program or way to play .mus files.
The ones on https://doomwiki.org/wiki/MUS don't work even in compatibility mode unless I'm missing something
>>
>>11340969
Not a bad idea, if the mod had localized damage.
You could kill it to drop the health, but if you kill it with a "head"shot, you'll destroy the medkit
>>
>>11341027
Gibbing it should destroy the medkit, a "headshot" kill should reduce it to a 15 health pickup
>>
>>11341049
That could work.
They would be near sub bosses or bosses to be more of a bothersome, and because you'd usually would be using a rocket launcher against bosses
>>
>>11341019
I use Falcosoft MIDI Player
>>
>>11341086
ty Anon, also lets me convert
>>
Does the version of Tetanus used in the official mod browser still have the backstreet boys midi in it?
>>
>>11340032
>PM

Ever play them with Fast on? I haven't. Something I think PM could also use is more elemental damagetypes and resistances for enemies. Landrazers, Husks and Infernals taking full damage from fire doesn't seem quite right.
>>
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Ah, the Doom Castlevania. It's Halloween time, time to try what people consider a timeless—
There's a huge meme in a barely secret room which opens when you flip a switch behind a vase. You've whipped this vace before, hundreds in fact to get items, and It's in a completely normal spot. 4th-wall exploding memes, please hide them better people.
>>
>>11341164
Isn't that the guy who says keyboard and mouse is for work not games. Probably the last person I would use as an easter egg in a Doom wad even one themed on Castlevania.
>>
>>11341181
Even if I don't agree with him on that, Doom plays fine on a controller.
>>
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>>11341164
And here's vid of my discovery of it, as I usually record everything for review later.
The 'use' key didn't work initially, so that's why i whip like a retard.
>*whistles for middle finger raising*
>AVGN: "That was some turkey. HEHN HEHN!"
I didn't even need the health if there were any. Felt like a literal "fuck you" to me.
>>
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>>11340539
ggs
>>
Can I use a DEH file and BEX file together? Will the BEX file supersede only defined states/things or every state?
>>
random deathmatch I uploaded for a friend actually got a around 40 views give or take the 4 times I rewatched it, do you guys think classic deathmatch is making a small comeback from the kex release?
>>
>>11340114
Looks like a lumpy wet turd with Lite-Brite eyes.
>>
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Doom doesn't have very many good zombie enemy mods. It's got a lot of stuff, sure, but a lot of it is janky or oddly specific.
>>
>>11340372
I guarantee you have never been on the receiving end of voodoo doll scripting, otherwise you wouldn't have said something this profoundly retarded.
>>
>>11340416
I'm agreeing with this anon >>11340663
As it is currently described, the id24 colored lighting is just an extension to existing colormap tech. It allows a single colored light per sector which is also necessarily restricted by the current palette. Compare that to Doom64's 5 colors per sector with truecolor accuracy, dynamic tweaking of each value and automatic blending between them, it's not really comparable at all. Attempting to accurately recreate real d64 lighting using id24 with precolored textures or something would be a massive effort for an inferior outcome.

>>11341550
I don't really know what "receiving end" means in this context, but I don't think there's anything wrong with voodoo scripting in practice. Many of the most well liked wads use voodoo extensively (valiant, aaliens, eviternity1/2, sunlust). There's no reason it can't work. Designing those kind of scripts can be more time consuming than real scripting, but I find it entertaining for a similar reason mapping in general is.
>>
>>11341570
Voodoo dolls are every modder's nightmare because of how they work and how it's not possible to detect if something is a voodoo doll before the map is initialized and all of them are spawned. That's not accounting for all the bullshit that occurs once you start messing with custom player classes. Examples from experience:
>reduce player height
>conveyors break (using ceiling stoppers)
>increase player step height
>conveyors break (using floor stoppers)
>add use-to-pickup
>remote item pickup breaks (think Aug;Zen's vending machines)
>convert all one-time teleporting linedefs to repeatable (arguably a bad idea if not done right)
>conveyor loops break (mostly fixed by adding a loop limit)

For the record, these can be worked around so it's not utterly impossible to address them, but it's a pain in the neck and requires some clever solutions (read: hacks) that most people wouldn't even think of because they need to know exactly how and when things are called in the code, not to mention it's not guaranteed to address all the edge cases or potential issues that arise from the workarounds themselves. Voodoo would have been far less of a ball ache if the voodoo actor wasn't actually a player pawn for all intents and purposes. That's what I mean by being on the receiving end - having to deal with someone else's rube goldberg voodoo doll machine. You do that enough times and you'll hate them from the bottom of your heart. Are they fascinating from a technological perspective? Sure. It's literally factorio-tier stuff and I'm into that kind of autism. But in practice they ought to get nuked from orbit, repeatedly.

Bonus points: you can only fix these with ZScript. If you're still in DECORATE land, you're fucked.
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>>11340539
>>11341246
late ggs
next time i gotta remember to rtv a few rounds of battle mode
>>
Cool opinion but I'm still going to use voodoo dolls for whatever I want. If the player wants to use a mod that might keep them from getting items the voodoo doll picks up, too bad, they do so of their own accord. I'm not gonna worry about problems I didn't cause. They know if shit breaks, that's on them (or at least they should).
>>
>>11341591
I honestly never even considered gameplay mods when writing my post. I would've thought it would be easy to distinguish between voodoo dolls and real players via the same method the game does normally (I think it just defaults to the highest numbered one). A while ago I read about someone proposing a new inert thing that could replace voodoo dolls by retaining the misc player properties but with a unique TID, which makes a lot more sense now in retrospect. It could also work work in deathmatch I guess.
I've also heard of people using decorations and such in voodoo closets for similar reasons. Though, that's a lot harder because there are only a few actions within boom/mbf that can be triggered by objects on conveyor belts.
>>
>>11341591
>Voodoo dolls are every modder's nightmare
Boo hoo nigga. It's an innocent impasse; a misalignment of processes. Compatibility with random mods is a convenience, not a virtue.
>>
how common are deathmatch lobbies with respawning demons enabled? I recently played a few matches on dead simple with it on as a joke the host came up with and it was actually alot of fun. I find it heavily dependent on the map and demon roster there for how well it works.
>>
>>11341591
>>reduce player height

Oh shit. How much can you reduce height before things get fucked?
>>
>>11341612
By all means, that's entirely your right. I'll probably still play your map anyway since what choice do any of us have in the end, but I'll hate you, your entire family, and all of your pets if something breaks because I have to go and fix it on my side. At least I'm autistic enough to have fun doing the problem solving part, even if acknowledging the problem shouldn't fucking exist to begin with takes away from the experience. In a perfect world...

>>11341627
>I would've thought it would be easy to distinguish between voodoo dolls and real players via the same method the game does normally
It doesn't distinguish between them during player creation. The last player object created is the definitive player UNTIL another one gets created, and you can't know in advance if it will be. The inventory code for example manages to account for this because it all runs after voodoo dolls have already been created. It does so by using player.mo, which is the pointer all PlayerPawn objects have for the actual player. There's a lot of "if voodoo doll, affect real player" in the ZScript code for most things that deal with players.

>>11341635
I thought you guys were big on compatibility.
>>
>>11341652
That depends. Potentially you can get 55 height scroller sector somewhere. More realistically, it would probably be 48 since most heights are done in increment of 8 by default.
>>
>>11341652
Technically none, because a voodoo doll setup could block a player with a door or ceiling that only opens 1 unit.
>>
>>11341591
This post is a modern version of
>why is this wad not compatible with br00tal d00m????

Joking aside, if you use gameplay mods in a mapsets not designed for them, you have to live with the fact that things break. It's not voodoo scripting's fault. Many gzdoom mapsets break too with gameplay mods.
>>
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>>11341652
Are we talking in terms of general map compatibility or voodoo doll shenanigans? Because with GMOTA Blaz was so short that he actually couldn't grab a key on a shelf in Epic 2 and had issues with Sunlust
>>
>>11341661
imagine being so much of a manlett the laws of physics break in your presence
>>
>>11341659
>Many gzdoom mapsets break too with gameplay mods.
That's ironically the other extreme. The more complex something gets, the harder it is to make it compatible with something just as complex. It's inevitable. It's why I honestly prefer voodoo dolls to ACS, even if both can eat my entire ass. Thing is, though, vooodoo dolls aren't that complex of a concept and their incompatibility comes from the misuse of a "feature". I'm upset that no one's come up with anything that serves the same purpose but doesn't rely on using literal player objects for primitive scripting, which would solve practically 99% of the problems I described. But then there's also the fact that most people would just reject it and keep using standard voodoo dolls anyway because new things are icky. Especially if they don't come from my favorite engine developer (this week).
>>
Damn, I ripped ass!
>>
>>11341591
Not my problem.
>>
>>11341680
Those alien bastards are gonna pay for ripping up my ass! Nobody rips my ass and lives.
>>
>>11341661
It's also possible that a player with smaller collision would simply not be stopped by something that should stop them, sequence-breaking in a way that breaks the map (ie passing through a short decorative opening instead of going through a proper one that triggers monsters to raise from underwater)
>>
>>
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>>11341657
Oh good, a few of the mods I play go to 50, though I still haven't played a lot of stuff with them.

>>11341661
Mostly voodoo. How tall is Samson going to be?

>>11341689
Smaller radius as well, but I'm careful not to sequence break, and I don't go lower than 14.
>>
>>11341701
>How tall is Samson going to be?
Taller than Blaz used to be when he was too short, he's currently taller in the current build. So with any luck there should be a safe zone for both of them now.
>>
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I think these frames will work for the little arm cannon. I'll be making this nice and extra snappy in game though
>>
>>11341550
Receiving end? If you mean actually making VooDoo scripts, then I have made plenty.
>>
Is doom a Halloween game?
>>
>>11341741
Doom 1 is, Doom 2 isn't
>>
>>11341591
Hasn't caused me any problems in any Decorate modding I've ever made, but there exists a ZScript compat mod which will make sure that VooDoo dolls will behave like VooDoo dolls, and you can craft replacements for VooDoo dolls with MBF21s DeHacked.
>>
>>11341741
psx doom is really spooky
they have revenants sometimes on ultra violence
>>
>>11341591
>reduce player height
>conveyors break (using ceiling stoppers)
>increase player step height
>conveyors break (using floor stoppers)
How fucking much are you changing these values by? Making a Leprechaun mod or a Mecha mod? More than just VooDoo scripts are gonna be problems here.

>add use-to-pickup
>remote item pickup breaks (think Aug;Zen's vending machines)
Yeah, that'll happen if you do that.

>convert all one-time teleporting linedefs to repeatable (arguably a bad idea if not done right)
>conveyor loops break (mostly fixed by adding a loop limit)
Why the fuck would you ever do this? Now you're just directly fucking with the map's functional design itself, single use linedef actions were set as single use for very good reasons, they were only supposed to work once.
>>
>>11341743
???
There's notm trick or treating on Mars, you'd have to get back to earth to do that.
>>
>>11341741
Like is Doom horror game? Not anymore or less than Aliens being a “horror movie”. A “Halloween game” also sounds like something themed around the holiday.
>>
>>11341754
How do i play psx doom? I never found a wad for it
>>
>>11341591
Why the fuck would you reduce/increase player's height in anything other than maps made just for the mod you're making? I mean that's like saying narrow/short passages and passages blocked by 32 units tall fences are modder's nightmare because of player height/radius changing and zdoom allowing you to jump causing sequence breaks
I get that Gmota may do it(does it?) just for Blaz memes, and HD does for I don't fucking know what but those are such edge cases that the authors bring it on themselves to fix it
>>11341654
>I thought you guys were big on compatibility.
Nta but yes we are, just within reasonal limits, if all ports manage to be compatible with old comp levels and it's all old established standards then hell yeah people are gonna take the effort to make it compatible
If someone relatively new(zdoom family) comes in and shits all over that with wacky new additions that break stuff you can't just come in and say "cmon guys I thought you all love compatibility, why don't you clean up this guy's mess?" - and for a lot of cases people do clean up - look no further than the 400 mins of vr romerohead debacle, though that makes a lot of sense since probably majority of doomers use gzdoom as their go-to(it) port
For clarification this is no jab at gzdoom engines family or at HD/gmota, the freedom these engines give to modders is amazing and gmota and other gameplay mods was some of the biggest fun I had in dooming
Also why did I have to wait 15 minutes to post this?
>>
>>11341793
>I get that Gmota may do it(does it?) just for Blaz memes
has done it for years, Anon. Really I didn't do it for the "memes" I did it because Blaz is a short motherfucker and I want to show that in actual gameplay. It's also why Kustam is notably taller than everyone else.

I don't like it when gameplay mods introduce unique characters but then halfass it with normal doomguy hands, normal doomguy height, voice clips, all that. You make a custom character? Take the extra steps to show that.
>>
>>11341759
>How fucking much are you changing these values by?
-8. Height is 48, vanilla being 56. Doesn't matter though, as >>11341658 mentioned. It's just that the lower you go the more likely you are to run into a ceiling stopper that isn't low enough. Same with step height.

>Why the fuck would you ever do this?
There are ways in the mod where you can go back to the starting point, added for slaughtermaps in case you need to bail. It's the modification that has so far caused the least problems in practice, believe it or not.

>single use linedef actions were set as single use for very good reasons
In almost all cases I've encountered the majority of time it was a teleporter to a different area that had no reason to be single use. Gimmicky teleportation linedefs are a valid argument, but that was solved by adding a limiter before the line reverts to single-use.

All of these were fixed long, long ago. I'm not complaining about muh compatibility, nor do I have my head so far up my own ass that I would arrogantly blame the mappers for the lack of it. I know precisely what I signed up for when I picked up modding. It just bothers me that it was an issue to begin with and no one's come up with a better solution for non-hacky sequencing for 30 years that isn't ACS. Though honestly even ACS would have been fine if engine devs cared to implement it on some very basic level. GZDoom's ACS has the problem of being used more for modding than mapping so it has far too much bullshit in it to be viable to port by other engines. Limit it to just modifying the map and only the map, and you'll eliminate the need to use dolls entirely without overcomplicating the scripting aspect that it ends up being intimidating to use.
>>
>>11341802
>Take the extra steps to show that.
Then I respect your dedication. Since you're making it for zand, I get that there's no easy fix for this in decorate? For the record as a mapper I do take a lot of steps to make things compatible even for edge cases, but you can't predict absolutely everything, and even simple shit like Sitri's 2048 map being beatable in few seconds with jumping can't really be fully fixed(mapinfo can disallow jumping but you can easily override that)
For ceiling/floor blockers you could make them have much bigger margins to allow all sizes of players to come through but that messes up timing (1 unit blockers are 1 unit for the sake of speed), maybe instant height changing actions could remedy this
>>
>>11341824
I am not sure. I know my buddy made a voodoo fixer addon for HD, though I have no idea what exactly it does. I haven't looked too deeply into it and honestly I can't think of any maps I've played where something voodoo doll related has broken with GMOTA.
>>
>>11341146
A few levels with 'fast' so far and it seems to be helping. It won't get as punishing as either mod, but the variety will help and there's more going for it beyond difficulty.
>Something I think PM could also use is more elemental damagetypes and resistances for enemies. Landrazers, Husks and Infernals taking full damage from fire doesn't seem quite right.
That's a good idea.
>>11341782
https://www.doomworld.com/vb/thread/101161
If that's too much and you want to play it with mods, there's this https://forum.zdoom.org/viewtopic.php?t=55298
>>
>>11341828
Two main ways I can think of:
>ThinkerIterator that outright replaces all custom voodoo dolls with generic PlayerPawn objects, side effects being lack of sprites and potential breakages due to object destruction.
>ThinkerIterator that sets the important voodoo doll object's properties to those of GetDefaultByType('PlayerPawn') without destroying the original object. This is the most compatible solution.
>>
>>11341747
>there exists a ZScript compat mod which will make sure that VooDoo dolls will behave like VooDoo dolls

I saw one posted at the end of this page.
https://forum.zdoom.org/viewtopic.php?t=64378&start=210
>>
>>11341782
Download psydoom and use the psx iso file just like you would use an iwad.
>>
>>11339594
>we're not wearing any pants

Wow, was that really true?
>>
>>11341661
>Because with GMOTA Blaz was so short that he actually couldn't grab a key on a shelf in Epic 2
lmao, even when jumping?
>>
>>11335287
Anon.
Go to a dentist before that toothache becomes a very, very, very bad problem. You do not want the pain a tooth can bring.
>>
>>11341818
>it's just that the lower you go the more likely you are to run into a ceiling stopper that isn't low enough. Same with step height.
When I make them, I use fairly tall floor barriers, or ceiling ones which go all the way down, you can make them instantly open with a trick anyway.

I get why you would decrease player height to SOME degree, but I still don't get why you would ever increase step height.
>>
For some reason i was under the impression that hedon was a hub based game. Was surprised when i started playing it and its just normal (albeit a bit too mazey for my tastes) maps
>>
>>11341959
Bloodrite has a hub I believe. First game is very half life.
>>
>>11336454
What does this do? I've played some of Deathstrider, but haven't seen this yet.
>>
>>11341954
It oddly took a while to get my regular dentist to actually reply to me for a few days, but I've finally got my appointment tomorrow morning.

This is nothing btw, I once had a kidney stone, that shit was like being stabbed from inside your own body, repeatedly, I had to get that sonic thing done to me. Even women who have given birth to children before and who later experienced kidney stones, will tell you that the kidney stones are by far the worst pain they have ever experienced in their lives.
I'm using some of that instant relief toothpaste multiple times a day, and popping headache pills, so I'm doing alright.

Anyway, Doom 64 is still so fucking good, there's a lot of really smart design in here. Is Doom 64EX and the old free version the only options we have for Doom 64 modding on PC? I'd like to make some levels some day, Doom 64's features and style is so different and have their very own coolness.
>>
>>11341956
Primarily for "taller" actors. I use quotes because in my case the other player class has the standard height of 56, but because the ViewHeight matches that, it appears the actor is taller and would have less of a problem ascending taller steps. The vanilla step height feels way too low in that case. I'm pretty sure there was another stairs-related reason but don't recall what it was exactly.

>>11341967
Currently it launches a few "souls" every couple of seconds that revive ANY enemy they touch. This was progressively nerfed from the original "everything gets up" but the gameplay result was mostly the same: camping the least dangerous area that still has enemies in it until a void rift pops up. If it sounds lame, it's because it is. Rework pending to make it more engaging.
>>
>>11341971
>I had to get that sonic thing done to me.
Inflation?
>>
>>11342000
lmao, no, they have this thing where they use super vibrating thing which will shatter kidney stones with sound alone
>>
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Does anyone have the serious sam edit of picrel? Like where they are in the grand cathedral. It was used as an OP pic way back whenever
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Does this board have a "How to program/make games the retro way" thread?
>>
I didn't see if anyone posted this yet

https://www.doomworld.com/forum/topic/148783-doom-cd32x-fusion/

The 32X now has a near perfect port of DOOM 2. What Black magic is this?

As I suspected years ago the only way to pull this off was to put a majority of the textures and sprites on the cartridge and the rest on CD-ROM as a workaround for only having 4MB of conventional cartridge space and low RAM.

As a side benefit you can also load custom assests and maps from the Sega CD
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>>11342019
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>>11339136
Thank you for your service anon. I meant to do more of them, but only got around to a few.
>>
>>11341818
>In almost all cases I've encountered the majority of time it was a teleporter to a different area that had no reason to be single use.
When? Where?
>>
>>11342059
WHAT THE FUCK
>>
>>11342059
>no archie
Well, no other console port of Doom in the 90s had him.

>no meatball
Ok, but the PSX port and Doom 64 could still boast that one.
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>>11342059
I fucking love Doom for what it does to a person. No other game in existence has ever pushed the spirit of exploration so far.
>>
>>11342083
I don't remember any concrete examples off the top of my head so consider my post purely anecdotal. Those types of linedefs are not commonly encountered in the first place and I don't keep track of when I do. If I'm not misremembering, the mapset that prompted me to add the feature was Abandon, and I've mostly encountered that situation in slaughter type levels, for better or worse. The one-time linedefs were always on teleporters that moved you to a completely separate area as part of the progression, with no return teleporter at all. The maps definitely weren't built for co-op in mind. Either it's bias on account of me playing more slaughter than anything or they're just more common than the gimmick teleporters.
>>
>>11341767
There are plenty of Halloween games that aren't based on Halloween.
>>
>>11336745
I liked the teleport into a room of exit doors bit
thought it could have been even funnier if upon taking a single step in that room, you trip an invisible trigger that actually makes you end the level on the spot
>>
>>11342091
I wonder if you could be tricky with palette swapping the zombiemen/shotgun guys and maybe caco/PE to squeeze in the arch vile and PE.
Reduce the running frames and fire sprites on the arch vile...
>>
>>11342156
I think they're less space constraints, and rather due to their functionality.
>>
>>11342161
Hmmm...
Hm I say...
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>>11341938
We have the photo in question, they are sadly wearing pants
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>>11342183
It's not the same photo, they could have taken their pants off between shots.
>>
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>>11342178
>>11342161
I'm reminded of this, mind that I'm not sure how this applies to all the different console ports, but clearly they figured out the Pain Elemental for PSX and N64. For the Arch-Vile, I'm not sure if his resurrecting behavior can be done, but what he does have is shitloads of animation frames, which is why he was cut from all the old console ports, he would take up too much of the memory and not leave enough left for other monsters or graphics.

Doom 2 on GBA has the meatball, archie, and icon, but that's also an all new engine custom made for the machine, almost like Randy Linden did for SNES Doom.
>>
>>11342283
Isn't the GBA one just a copy of SNES Doom? A lot of GBA games jsut seem to be clones of SNES ones
>>
>>11342315
No. It's more accurate/complete than the snes one.
>>
>>11342153
>Spoiler
Yes. Just make the whole bit shorter with a trigger for exit on some random spot to confuse the player completely.
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>>11334472
>tfw having to wait 15 minutes to post this
Data Base, a single player map for Quake 2's Remaster is here:
https://quakeulf.suxos.org/3d/maps/database.zip

Associated twitter-post:
https://x.com/Colonthreee/status/1849507870703841586
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>>11342123
>There are plenty of Halloween games that aren't based on Halloween.
Horror/spooky games?
>>11342478
Kickass!
>>
>>11342283
>Doom 2 on GBA has the meatball, archie, and icon, but that's also an all new engine custom made for the machine, almost like Randy Linden did for SNES Doom.
The annoying this is the Doom 1 GBA port was going to be the same kind of custom job but John Carmack found the Jaguar source and forced them to start over with that.
>>
>>11342516
Yeah and supposedly their version ran better than the jaguar code but you should take what those guys say with a grain of salt they also claim id gave thei code to Torus to make the Doom 2 port with no evidence and ignoring Torus already had their own engine for it.
>>
>>11342516
The similar story with the Saturn port is much more tragic, but only because of the end result.
Doom 1 GBA turned out fine, the only real issue I have with it are the sound and music changes, hearing the pain sound when falling instead of the unf annoys me to no end.
>>
Does the Doom64EX+ port of Absolution TC + Outcast Levels have all those additional monsters like nightmare cacos, chaingunners and grenade arachnotrons, or should I just stick with the original Doomsday port for more complete experience?
>>
are the Descent games good?
>>
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the beauty of doom is that my choice for "biggest nigger" of an enemy always changes. sometimes it's mancubi, other times it's an imp who got me by being sneaky. The Doom mob roster is so perfect.
>>
>>11342608
Yes but they're also deeply unfair.
>>
>>11342608
Yes.
>>
Man some 2010s stuff like BTSX and UAC ultra really didn't age well.
I wonder if the wads of today will be remembered fondly
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Skeleton mod anon here. Got the RL replacement in, it's a magic gauntlet that shoots clusterbombs from HELL. I'm still tweaking everything, but it's slowly coming together. Four weapons left to go.
>>
>>11342669
What do you by "didn't age well"? Is it because they're more style over substance or what?
>>
>>11341741
No, that would be Doom 3.
>>
>>11342669
Both are still good. Great visuals and gameplay. Sure Valiant, Ancient Aliens and Eviternity cranked the gameplay and visuals to even higher levels, but that doesn't make the older wads obsolete. There are still good 1994 wads too.
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>>11342712
If you're still taking suggestions, i am once again suggesting a dual wielded MG-42. It's a classic image.
>>
Any wad where nothing happens for the first 30 seconds is automatically bad, I don't care how many cacoawards it gets
>>
>>11342751
Examples?
>>
>>11342745
NJ Doom mogs modern wads
>>
>>11342768
It's very good for a 1994 wad. Egypt is very good too.
>>
>>11342315
No. First GBA Doom is derived from the Jaguar port, like most 90s console ports were, while Doom 2 on GBA had been remade in the Southpaw Engine, an engine which had been made specifically for FPS on the GBA.
SNES Doom also uses its own completely bespoke engine created entirely for recreating Doom on SNES, it would not have been efficient to try to plop Jag Doom onto there (it sure wasn't for the first Doom on GBA).

>>11342516
>>11342526
Are you sure you guys aren't conflating it with Saturn Doom?
The first GBA Doom is based on Jag Doom, and the second isn't, so that account wouldn't make any sense.
>>
>>11342750
I'm considering it, maybe as a plasma-based thing in slot 6 since the slot 4 is already set in stone.
>>
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>>11342745
>Eviternity cranked the gameplay to even higher levels
>>
>>11342820
>Initially lacking any code from id, the company's programmers Bryon Nilsson and Matt Hopwood proceeded to produce their own custom 3D graphics engine for the Game Boy Advance over the course of nine months, and according to David Palmer, it was around 95% complete, needing only additional optimization to hit the 30 frames-per-second mark. However, John Carmack then located a copy of the Atari Jaguar source code, and he and Activision proceeded to demand that it be used instead of the custom engine that had already been developed. This set back development and led to what Palmer believes is probably an inferior product to what could have been provided
>The final version of the game was still well-received by id and Activision and made a stir at that year's E3. It ended up selling 140,000 copies. However, this was still not good enough to guarantee Palmer a follow-up contract for Doom II, for which the company lost a bid to Torus Games. While unsubstantiated, and contradicted by known evidence, Palmer believed at that time that Torus was given access to his company's code in order to make their jobs easier.
>>
What the hell? Why map 7 of Community Chest 2 lagged so much on GZDoom that it was unplayable?
>>
>>11342868
Huh, interesting.
>>
>>11342878
https://youtu.be/1UtTtrwMQHI
>>
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>>11342856
He should've contributed to HFFM while there was still a chance, crank the shaft if you know what I mean
>>
>>11342516
You have to read between the lines
>95% done just needed optimization
My homework was also 95% done before my dog ate it. Just 2 more weeks of optimizaton bro.
>Believes they could have made a superior product than what was released
>Thinks id gave their own code to the Doom 2 porters for some reason.
The whole reason they lost the bid was because Torus would do it for cheaper using their own existing engine they already used for fps games.
Their whole narrative was just because they were salty about losing the bid and thus the money from the contract.
>>
>>11342951
It makes me think about the Saturn port, where obviously it went far from well, but I don't think the devs were fully honest either.
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>>11341939
Nah you can grab it with a jump. But I try to balance stuff around the idea that you can't jump.
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toiling and fretting rn
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>>11343265
The jungle map of episode 2, right? Utter garbage of a map.
Finished episode 2 of AMC yesterday, the second finale is better as a stage than ep1, but the last boss sucks dicks and the attempts at pathos are pretty sad.
>>
>amcsquad
>The AMC Squad is an epic story-driven FPS running on the Build Engine. It combines gameplay mechanics of retro-shooters with aspects of modern titles, complete with a story-driven narrative that spans over several episodes.
why does it say story-driven twice and isn't redundant to say "story-driven narrative"
Seems like a bad sign, like when I see a game on steam an it has certain tags or the wrong genre tagged.
>>
>>11343290
It's an autistic passion project. You're gonna find out real quick if you like it or not, regardless of the description or how it's being advertised.
>>
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>>11342878
werked on my machine
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>>11343314
jesus, that's an ugly character.
>>
>>11343265
There's something unique with build engine's maps and color palette that makes it unique.
>>
>>11343320
One could say hideous.
>>
>>11342669
Visually they’re fine, the gameplay ages more in my opinion.

More and more megawads are adopting the short and sweet approach because it’s a more concise way to play and enjoy Doom.

BTSX in particular is way too much of a commitment nowadays for arguably very samey levels.
>>
>>11338986
Going down is an easy recommendation, mostly short maps that have fun visual gimmicks and high energy.

And after that, play Overboard by the same author.
>>
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>>11342745
>Valiant, Ancient Aliens and Eviternity
I've only replayed AA once out of those three and BTSX at least three times.
>>
>>11336834
4 and 12 are the worst ones lmao.

15- Viniculum Gate is easily the best because of the shootout with the destructible pillars
>>
>>11343406
I didn't like the final map. It had a slow start, turned into a clusterfuck quickly, and was a massive difficulty spike from the previous maps.
>>
>>11343410
Way too noisy visually and the crushers are a bit annoying. The opening area was actually a neat little challenge, but makes the rest of the map feel uneven.
>>
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War Rooster really is perfect for Lost Civilzation 2. The later maps really do sound like a war zone with you and your skelejoes firing non-stop.
>>
>>11343314
Seeing HD clips makes me miss /&tg/
>>
>>11343470
Lost Civilization 2 has hardly any combat. Wtf?
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>>11343520
I meant the fact that there's a whole bunch of marine bodies laying around and they turn into skeleton buddies with War Rooster, and when everyone starts firing their M16s or M60s it sounds like a war zone.
>>
>>11343532
I'M BAD TO THE BONE
AND YOU'RE STUCK HERE WITH ME
>>
noob here, how the fuck do you deal with the homing missiles from revenants?
>>
>>11343558
run quickly behind large objects
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>>11343558
Dodge diagonally towards the revenant, the missiles make wide turns and will often hit walls unless the area is extremely open.
>>
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>>11343558
Closing a door on them is a good way to avoid getting wrecked, but by far the most effective and funny way to deal with homing rev rockets is to steer them into other monsters.
>>
>>11343558
Run towards them and then go to the left/right if you have walls around you, keep running in vircles of half-circles otherwise. You'll get the hang of it eventually.
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>>11343558
trust me, anon
there's far worse waiting for you in quake
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>Ad Mortem Map99
Jesus. There's no shame in saving after every big fight, r-right? This being my first time playing and all..
>>
>>11343558
Dodge into the smoke. Usually maps will be tight enough that the rocket will break on a wall.
>>
>>11342608
Yeah but you gotta live with the mouselook being fucking ass
>>
>>11343509
i miss it too
but it deserved to die by the end, too much mental illness and not enough game
the fate of any /vg/ community, i guess
>>
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>>11343716
Perv
>>
>>11343716
Why do you shake like you have parkinsons for minutes on end? I tried HD once and getting hit at all would send me into this unrecoverable state
>>
>>11343827
Fire hurts, pain makes shakes, stims help.
>>
>>11343406
Vinculum Gate is in the lower half because it's mostly just "box full of dudes". Map17: Luminous Synapse is my pick for top.
>>
>>11343827
Pain and injury needs to be managed in HDest. It's the kind of game where you really need to learn the basics first, if you watch something like Knox's bootcamp vids, you'll learn the stuff you need, or you'll alternatively learn enough about HDest that you feel it isn't for you and you don't wanna play it.

It's really cool, but it has its learning curve and it's not for everyone.
>>
>>11343716
How long has that prone crawl been in and how do you do it?
>>
>>11343716
HP recovery is slow without using a stimpack, which i didn't do because i had healing magic and didn't want to waste it
that entire room is also all hurtfloor, so any time my footing wasn't perfect i lost what little HP i was recovering
>I tried HD once and getting hit at all would send me into this unrecoverable state
you need armor if you're getting shot at by bullets. you're no less fragile than a zombieman without it. otherwise, it's not really until hell knights and up that enemies become able to brutalize you to that extent in less than three hits. your current HP can get tanked fast, but lasting injuries won't be that severe, and using stimpacks will let you keep fighting at full strength until you have the opportunity to sew your guts back in.

>>11343956
it's an unintended side effect of the leaning implementation that's been left in as an unofficial feature. lean in one direction, turn to face the opposite direction, and then unlean. since leaning is faked by moving your whole hitbox and tilting the camera, this lets you scoot around much faster than you could crawl in incap otherwise.
>>
>>11343962
Neat, thanks. I'll have to practice that next time I play.
>>
>>11343625
For a long time I pretty much never saved, but at this point playing like that all the time feels like overkill and a waste of time. I don't usually bother doing with saveless max runs unless it feels hard enough I doubt I could really do it, and especially then it's most effective to practice in segments first.

On the other hand, I feel like my skills wouldn't have developed well in the beginning if I saved whenever. Something I don't hear people talking about a lot is the way saveless play compels your skills to develop. If you're not used to that though, map 99 is kind of an extreme starting point. Which reminds me, AM still doesn't have an idgames or dsda page right? There are probably a many maps there that haven't been maxed in their current form. Is anyone going to do that?
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One might even say that every level has been handcrafted.
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>$800+ root canal
Only more Doom 64 can soothe my pain.
>>
>>11343974
I like Slough Of Despair
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>>11343973
Personally I stick to saveless if the enemy count is under 700. Anything bigger than that I tend to save at least once. It's not very fun to lose 30mins or more of progress.
Doesn't help that I'm also too stubborn to move from UV, lol
>>
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Isn't there a way to clip these so the small triangle in the middle of these two intersecting polygons can go away?
>>
>>11343265
Speaking of AMCS, did anyone else also experience peristent crashes around the castle on Far Mountain Reaches?
>>
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>>11344112
Fuck it found a workaround.
>>
>>11344112
...just right down the middle horizontally?
>>
>>11344120
>>
Hey anons. I've been thinking about Wadsup lately, mostly because it's a cool, fresh take on the whole WAD hosting thing that beats out idgames as far as presentation goes. What do you guys think of us having like a screenshot Saturday kind of weekly post telling people to go to Wadsup and add an entry on something they like?

I also do the Youtubes and momentarily thought about shouting it out, but Wadsup is best left alone. Part of the appeal is exactly that shitters and pissers are too stupid to even find it if they don't know/frequent /VR/ in my opinion.
>>
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>>11344212
All the old filefront game website hosts had a Picture of the Day (shown in pic related, however pic related is a capture of a moment in time of the entire hl2files page, with the PotD being just below the head banner). The PotD was selected by the moderator for the day, and users could rate it 0-10. I'm sure it's easy to believe, but man was there drama surrounding bullshit like this.
>Why don't you guys ever select my screenshots?
>How come you guys always select bad screenshots?
etc. However, I think it's a nice idea to have a part of the website dedicated to a screenshot of the week of a wad, highlighting said wad and encouraging people to check it out with Dr. Steve Brule.
>>
>>11344216
FUCK my captcha was
>GAY8G
and I failed to screenshot it brb letting a shambler kill me.
>>
>>11344216
Oh, my idea really was more getting other anons to submit entries to Wadsup but a POTD sounds cool too. Nice captcha btw
>>
"Those alien bastards are going to pay for shooting up drugs"

- Duke Narcem
>>
>>11344254
>>
>>11344216
>featured HL2 Mod: Eclipse
>https://www.moddb.com/mods/eclipse
This actually looks pretty damn cool. Thanks, random ancient screenshot.
>>
>>11343625
Long gaps between saves can get you “gudder” but time management is the most important thing next to enjoying this eternal gametoy called “doom”. It also gives you an excuse to play it again (for AdMort specifically, “next October I’ll do it saveless/less saves”.)
>>
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>>11344254
>>
>>11344254
*BRAAAAAAAP* "Ah, I needed that!" - Henk Jenkem
>>
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>>11344258
Source was a wellspring of creativity like Goldsrc before it. It was such a time that, may allah forgive me for saying this, zoomers will never really understand because 99.9% of everything now is made to garner a following or make money. People made flash games, mods, flash movies, all for the fuck of it. /blogpost
>>
>>11343617
Are these guys' projectiles actually dodgable in any consistent way on vanilla nightmare. At this point I'm just seeing them as a health tax when they're in a level
>>
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>15 minute post limit

>>11344254
"Your ace, your ass, what's the difference."

- Tex Holdem

>>11342497
How was it?
>>
>>11344254
"My face, my ass. What's the difference?"

-Duke Lowselfesteem
>>
>>11344328
Lure their projectiles into other monsters.
>>
>>11344328
>Are these guys' projectiles actually dodgable in any consistent way on vanilla nightmare.
Only if you’ve got a corner you can strafe/turn/jump the balls into.
>At this point I'm just seeing them as a health tax when they're in a level
Thankfully it’s a skill you’ll need only nightmare and not the other skill settings.
>>
>>11343532
That sounds unfortunate https://www.youtube.com/watch?v=40JmEj0_aVM
>>
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>>11344336
>How was it?
Lovely. The trip outside was nice and I always like how a Quakewulf map escalates into the pizza cutter/ripper. A Wulfy map is always a great time.
>>
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>>11343470
>>
>>11344615
He responds to the codephrase "Iron cock".
>>
>>11344616
Beans might be useful
>>
>>11344292
Even the overall attitude in modern game modding seems to be worse. Shit like Patreon-gated mods (Skyrim), people doing it for clout and attention than anything, coding in a blacklist feature to make it unusable for people they don't like (RoR2 BetterUI), and far more of them act like fucking divas. We do see some of that with Doom as well, but elsewhere it does seem more apparent.
>>
94 Protons never
>>
>>11344640
>RoR2 BetterUI
This one is based though, they went full scorched earth. It's like what Tormentor said, why would anyone do free work for people that spit in their face? I don't even like him and think his work sucks but he's right.
>>
>>11344292
You're wrong a huge glut of HL2 mods were started and unfinished because the creators thought they had a chance at getting bought out like TF and CS before them.
>>
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>>11338698
>>
Just a heads up, I got a basic GoldenEye Source server set up to run on Fridays. It's up right now, but it doesn't show in the server browser yet so you'll have to just type "connect macgu.fun" in the developer console to connect for now. I'll look into getting more games set up, Jedi Academy and Star Trek Voyager: Elite Force are both on the table but I'd still like to fit one more in.

apparently I have to wait 15 minutes to post these updates now cool system!!!!!!
>>
>>11344713
That's not "based", that's just having a psychotic break
>>
>>11344726
No, I'm not wrong. I assure you.
https://hosting.cecak.cz/forum-modifikace/hl2/
This doesn't even catalogue every HL2 mod. And things being unfinished had absolutely everything to do with the tools Valve provided for Source being ass to work with, not people looking to get picked up, although those things did end up happening like with Insurgency (but they weren't picked up by Valve, just backed by Kickstarter). Just don't talk if you weren't there for any of this man.
>>
>>11344775
Psychotic breaks can occasionally be based.
>>
>>11344650
More like 94 delays.
>>
>>11343470
doesn't war rooster literally have a chunk from LC's map01 as its titlemap, isn't it kind of expected?
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>>11344887
I was around back then on Interlopers and Mapcore, you have an idealized view of the times.
Yeah there was a lot of output but this idea it was only done for fun isn't true. Much of it was made as portfolio work to get into the industry as hiring modders was more common back then .
Some of it was even made out of spite like the British only Day of Defeat clone that was made because they were mad Valve didn't include Brits in Day of Defeat Source and there is the entire saga of Fortress Forever.
>>
Ad Mortem, the weapons and their SFX in them are pretty rad. If you guys can't point me to a wad that has just them, I suppose I'll have to figure out how to detangle them myself despite knowing nothing about slade.
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>>11345186
DEHACKED contains modified code for guns and monsters, sprites you can probably find, most of them probably have prefixes SPxx where xx are particular numbers. Don't know if there is a separate file.
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>>11345186
There's a standalone Decorate version for GzDoom. Someone spoke of making a DeHacked version of the weapons.
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I'll bake the next thread.
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FRESH BREAD

>>11345353
>>11345353
>>11345353

FRESH BREAD
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>>11335043
Yeah, that one was a major pain that I had to play across a couple days with tons of saves.
>>
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26 KB JPG
>watchin young canadian guy blind let's play Doom on Youtube
>see him get surprised by Imp in exit door
>hear him shout "HEY!" at it like he stumbled into a moose or bear in the woods
lol. Poor guy, doesn't even have 1000 views per video
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>>11345887
link?
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>>11346043
I can't remember which imp in the exit moment it was when he yelled like he was warding off an animal, as I can only remember watching that moment some time about, but it might've been in his Doom2 playthrough even, but he got spooked at Deimos exit here, which isn't what I mentioned: https://www.youtube.com/watch?v=VJM4BGL-Erc&t=1516s.
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>>11346043
The imp in the exit got him again in episode 2 Deimos Anomaly but this isn't the one either. lol
https://www.youtube.com/watch?v=1m2BG9VVPQc&t=1695s
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>>11346043
Still can't find him shouting "HEY!" at an imp, but here he is getting spooked by a specter that's been expertly placed before a pinkie herd.
https://youtu.be/VJM4BGL-Erc?t=555
And here he is getting doom guy squished in a key trap. He looks more crushed about it than doom guy, who he guides out with a healthy 150hp.
https://youtu.be/VJM4BGL-Erc?t=741
There were two other times he saw a lost soul and was shocked without it even being aware of his presence. It was just placed so well



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