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DOOM THREAD / RETRO FPS THREAD - Last thread: >>11656879

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
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games:
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA

Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA

== 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/

MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z

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

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

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

IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://clovr.xyz/wadsup/

MULTIPLAYER SERVERS
US West: http://clovr.xyz/
CA/US Midwest: https://macgu.fun/
>>
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=== CURRENT PROJECT ===
/Vertex Relocation/ PHASE 2
IWAD : Doom 2 | Format : Boom
BETA V12: https://files.catbox.moe/2w07up.zip
secrets: https://rentry.co/vertexrelocationsecrets


=== NEWS ===
[3-25] The Cao Bang Incident, by Nicolas Monti
https://www.doomworld.com/forum/topic/152033

[3-24] Mine Jam for Quake 2 released
https://www.moddb.com/mods/mine-jam-1/downloads/quake-2-re-release-mine-jam-1

[3-23] Initial release of a port of Mac Wolf3D to DOS
https://github.com/FrenkelS/Wolf3D-Mac-for-DOS/releases

[3-23] The Force Engine updated to 1.22, includes editor & demo replay
https://theforceengine.github.io/downloads.html

[3-21] HDoom Techdemo11 released, Revenant and gameplay options added.
https://drive.google.com/file/d/197tg35i1tOaFPwg37NY57eFgRQf_6HDJ/view

[3-21] Serious Sam: The First Encounter prototype build (October 23rd, 2000)
https://archive.org/details/ss-tfe-internal-test-v010-2000-10-23

[3-19] Tax Evasion 3D released
https://www.doomworld.com/forum/topic/151936

[3-16] GMOTA v1.8.4
https://combine-kegan.itch.io/gmota

[3-15] Lonesome Road by tourniquet, released
https://doomworld.com/vb/thread/151858

[3-09] Ghouls vs. Humans: Classic Reborn Released
https://static.allfearthesentinel.com/wads/gvhre-1b2.pk3
https://static.allfearthesentinel.com/wads/gvhre-maps-1a.pk3

[3-02] Rust and Bones by Dr_Cosmobyte released.
https://dr-cosmobyte.itch.io/rust-and-bones

[3-01] DBP71: Grief Arbiter
https://doomer.boards.net/thread/3908/grief-arbiter

[3-01] GZDoom 4.14.1
https://github.com/ZDoom/gzdoom/releases/tag/g4.14.1

[3-01] Ghouls vs. Humans: Classic Reborn Open Beta Trailer
https://www.youtube.com/watch?v=rOELjMFdvCg


=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [mm-dd] date bracket)
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would you date a caco?
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>>11666815
I've seen that haunted forest before.
https://www.youtube.com/watch?v=KCent_2q7ZE
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>>11666879
not with that neckbeard
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>>11666969
>>
How do I set up Voxel Doom with Nugget?
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>>11666981
You just load it.
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update never ever dev autistically remakes the entire mod instead of just dropping the new chapter
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anyone have the boomer shooter total kill count comparison image?
>>
can we talk about Red Faction here? just started playing it and playing with the terrain deformation is kinda fun, but the combat has been aggressively meh so far
>>
>>11666815
I made a weapon mod... talked about it a little in last thread before publishing it.

https://www.doomworld.com/forum/topic/152092-chocodoom-weapon-mod/

Been tweaking this since about 2013-2014 or so as my personal weapon mod, and finally put it online.
>>
>>11666815
Haven't really paid attention to the /vr/doom community in about a decade. What happened to our IRC sever? I figure zandro shut theirs down or something?

Do we have a chat replacement for that nowadays or what?
>>
Playing Quake Arcane Dimensions again. Still the greatest FPS ever.
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>>11667217
Solid
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>>11667315
thanks.

thinking about slowing the pistol/starter rifle down, though. Realised it shoots fast enough to stunlock enemies, which doesn't seem balanced. Think I should?
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>>11667178
I remember that as my experience, the GeoMod tech is really cool, but the game as a whole is just kinda meh.

>>11667239
Yep.
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This is a slow Friday, so exploit this if you can.
Hard mode: no reposts.
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>>11667324
I'd at least give a test run to see if it feels right. I did think the pistol might be firing a hair too fast. I didn't try the starter rifle though, just the pistol.
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>>11667541
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>>11667587
The starter rifle is basically the same weapon as the pistol but has a 30 round mag instead of 16.

I tried slowing it down, but it feels less satisfying to shoot. Wondering if there's a way I could decrease the pain chance for this weapon. I know there's the PAINLESS flag, but that's 100% no pain chance and doesn't work on hitscans.
>>
>>11667595
DAS FIKKEN KATZE
>>
>>11667615
die verdammte katze*
>>
I love Aemi
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>>11667627
kann mann sagt die arschgefickte katze?
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>>11667598
>>11667587
Fuck it, trying this with the pistol having a custom damage type.
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>>11667636
What's this?

>>11667627
Probably, I flunked German class.
>>
>>11667672
https://dertimmy.itch.io/space-cats-saga
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>>11667656
that could also work yes
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>>11667672
Player character from the spacecats weapon mod
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>>11667679
>weapon mod
There is a full blown campaign with plot
>>11667636
Are these guys doing anything new?
>>
>>11667692
>There is a full blown campaign with plot
Yeah but modded enemies tend to glitch with those, i prefer using slaughter maps instead (I only play spacecats 1 as it doesn't require gzdoom)
>>
>>11667636
I LOVE PORN!
>>
>>11667664
Oh I don't know anything about making or modding Doom stuff so that's gibberish to me, but hope it works nicely.
>>
>>11667740
oh sorry. more or less, monsters have a painchance, which is the probability that they'll get stunlocked.

Something like the chaingun, because it fires fast, should be able to stunlock enemies like imps, zombiemen, etc.

Since the pistol shoots so fast, I turned the pain chance down so that you can't use it like a chaingun to stunlock like a revenant or something, which is possible in the current release.
>>
>>11666879
wood
>>
Is there a way to play Doom 64 on Doom 64 EX Plus on lower resolution stretched to full screen instead of a small box in the corner of the screen. I want to play my Doom as crispy and crunchy as I can. To enjoy that comfy pixelated mess. It's easy on Woof/Nugget with Doom 1/Doom 2, but I want Doom 64 to feel as comfy too.
>>
how do i make my doom wad fun? my architecture skills is ass
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>>11667541
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>>11667813
Try to imitate the fun wads. Make up straight copies, so your brain learns to imitate it.
>>
>>11667813
Do what I did. Start Romero's Sigil live stream and follow him making a map. I literally created along him.

https://www.youtube.com/watch?v=-MQryX1nDqI

He drops lot of good insight about ammo, monsters, etc.
>>
>>11667806
Try one of the DLL wrappers, depending on which API and instruction set the port uses. It helped me fix the issue you described for DX11 mode of Call of Pripyat. Otherwise, switch to window mode and look into lossless scaling software, on which I have no specific advise.
https://github.com/doitsujin/dxvk/releases/latest
>>
>>11667825
Anyone ever done secret Wolf levels in a Quake mapset?
>>
>>11667813
Plutonia was like 50% "Let's remix our favorite parts of Doom and Doom 2 but make them much tougher!"
>>
>>11667846
I don't think so. To port the enemies you'd either have to restrict yourself to one of the few sourceports that can do client-side sprite rotations (FTE, DP), or you'd have to remake them as 3D models which is more effort than most people would want to put in.
>>
>>11666815
Meanwhile at the Battlezone Community
https://files.catbox.moe/tezb7i.mp4
https://files.catbox.moe/9uppki.mp4


the wonders of lua
>>
>>11667897
I really hate the Doom 2016 BFG sound
>>
>>11667813
>architecture
Doing detail, even just mild detail, goes a long way, and distinct landmarks help navigation. Don't need to go full Deus Vult 2 or anything, just a bit helps.

Stuff like pillars, trims, and indents in walls at places can all be good (just make sure it doesn't get too 'jagged' so that people don't keep getting stuck on a lot of things if moving along walls).
Differing floor and ceiling heights for different rooms can be nice, as well as windows which allow you to see out into the skybox, or into other rooms and outdoor areas (good way to make secrets btw, showing that they exist so players will think about how to reach them).
Use differing lighting in some areas too, in darker places you get an excellent excuse to have stark 'beams' of light shining from wall mounted lamps, open windows, and pathways without doors.
Boom and MBF21 let you select skies as you see fit for any given level (even multiple per level if you want), and depending on what you're going for there it can really help a level's looks.
On landmarks, it's sometimes good to plain create a special visual feature in a place which stands out a little, players will make note of it (regardless of it it actually does anything by itself), and this helps against them getting lost.
Non-orthogonal walls make rooms and pillars less square, which also helps visual variety.

In general, it helps a lot to increase or decrease grid size depending on what you're making, and also make sure to align textures (95% of the time you can use auto align and it works great).
>>
>>11667759
Ahhhh, okay. So it shoots just as fast then, but stuns less?
>>
>>11667945
it does now. note I haven't updated anything released, though.

but yeah, it'll stun less. my idea about how the weapons should work is that your chaingun should do stunlock so that it can be used on larger groups of hitscanners, while the pistol is really only for killing that first shotgunner to get a better weapon.
>>
>>11668035
Makes sense and sounds good to me.
>>
>>11667541
it's not your exploitable but i do remember making this ages ago
>>
>>11667676
Is the campaign any good? I'm seeing a lot of square rooms in the screenshots
>>
>>11668246
No, and square rooms are the least of its problems. The maps are way too big and bloated, the enemy count is on average 300+ per stage but most encounters are really dull and unimaginative. The maps themselves are pretty varied as far as environment go but the coloring is offensive to the eyes and generally looks bad. At least the bosses are somewhat good.
I finished it, but I was bored and annoyed for most the campaign.
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>>11667541
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>>11667541
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>>11667541
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Where the fuck is the word cloud I don't know what to post
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Is there any logic to the codes in Duke Nukem 3D? I've managed to guess my way through so far, but I had to look up what to do in the shooting gallery in Babeland, and now I'm at the launch code in Area 51, and I'm starting to wonder if there are ever clues or anything?
>>
>>11668421
No, they're just time wasters so you kill everything in the area first before brute forcing it.
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>>11668421
Duke doesn't have time to think logically he punch large red buttons until he hears a beep and can move forward
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>>11668573
john romero made you make him your bitch.
>>
he has the shirt and everything
>>
Is there any way to use the real PC speaker on my computer in windows? I know chocolate doom can emulate it on digital output
>>
>>11668661
On the back of Romero's it says
>Hey Sandy, hope you're doing well...
>>
Mordeth (didn't actually)posted a public poll on Doomworld, and it's now been decided that DBP wads are now banned from being posted Doomworld.
https://www.doomworld.com/forum/topic/152096-split-thread-doomer-boards-and-the-dbps-future-on-doomworld/
>>
In a previous thread I was talking about some old sound wads from back in the 90s and there's one I used to have I have absolutely no recollection of what it was or where I got it, and literally the only thing I remember is that when you picked up a gun, it played a clip of Butt-Head going "this kicks ass!" and I think there was also "Put the candle back!" from Young Frankenstein but I can't remember what that was used for.

It's kind of a long shot but I figured I should at least ask if anybody knows which wad that was.
>>
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Am I stupid or is there no easy way to make a large amount of textures built like this auto-align? Should they all be upper unpegged? Lowed unpugged? Neither? It seems like no matter what I do, at least ONE is misaligned.
>>
>>11668841
>Mordeth
This guy is as if chop would've taken the name "Mr. 94 Protons" in his creaky 50s to constitute order around shapeless and irrelevant game forums. Dreary to imagine.
>>
>>11668910
That's a lot of erasers.
>>
>>11668910
Look up control settings and search "align", there are a couple of useful binds
>>
>>11668961
oh my goooodddd why didnt i ask this 2 weeks ago, auto align textures to selection does exactly what i want
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>>11668981
Happened to me too, but learned from reference manuals
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>>11668421
for the launch codes specifically, there is a hint, hard to notice since it's uncharacteristic and out of sight (red/green dot patterns on a chair somewhere).
you should man up and brute force the combination even if you know the code though.
>>
huh, I guess the spoiler tags dont work (inside parentheses)
[i does the no-archive trick still work?]
>>
>>11668841
Who the fuck cares? It's just forum drama shit.
>>
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>>11668939
I always thought the texture looked like a load of toffee stuck together.
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>>11668841
While I love dbps and respect mappers that have contributed to them, I do understand why this happened. Dw staff has given plenty of changes to have peace with db (excluding dew the schizo troll), but when the most retarded autists on db forums have personally harrassed them for years, including given death threaths, I understand that they don't want to help db in anyway. Hell, who of us would be a such a big man that he would help a group that has harrassed and insulted him for years. I sure wouldn't.

Sure the mappers and trolls are different guys, but since 40oz wants to go full mommy mode to protect his forum autists, they do tarnish the reputation of the rest of db. It's retarded decision from him, since they don't even contribute to projects. But he wants to be an eternal contrarian. Shit he couldn't even finish his UAC Ultra 2 and Motornerve 2 out of some small spite. He is talented and I have all his wads because they are insanely good, but he is prone of making his own life miserable, because he is what he is. I wish he could be as sane as he is talented.

It's truly a sad thing for all sides. But in reality it doesn't affect anyone really. Dbps are still being made and can be downloaded from db. Mappers that aren't retarded can still post their projects on dw and even get cacowarded. Trolls still have a change harrass people to get their orgasms. 40oz still is as meme contrarian as ever, even if he was friends with dw or not. Dew still continues to be a retarded autist and to search imaginary nazis to fight. And of course /vr/ is and will always be the most sane place in this pile of Doom communities and retain itself from unnecessary forum wars. Nothing of value was really lost.
>>
>>11669103
Understandable
>>
>>11668841
Homosexual forum drama, but with DB refusing to cease its act as "satellite gossip-forum with slurs", I see why it came to this.
>>11669103
Truthnuke
>>
bros, I just beat Quake II
>>
>>11668841
>(didn't actually) posted a public poll
Making a guess here, but its possible mordeth was originally considering a poll at first, but then ultimately decided against it after reports of DB's reaction to such proposal in their dedicated gossip thread only showcasing more offsite shit talking of specific DW members. This likely convinced the DW mods that there wouldn't be a point in giving them any more chances, as its unlikely they would actually stop.
>>
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I've been working on a map but it's way too linear. I started working on it a month ago and it still plays for only a few minutes start to finish. Need to figure out how to reuse spaces eventually
>>
>>11669191
Maybe you can look at D2TWID for inspiration if you want to make an overly convoluted map where the architecture poses a bigger menace than the monsters.
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>>11669191
Never failed
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>>11669209
This is better
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>>11669209 >>11669212
both are degenerate. the point of color-coded doors is to enable meaningful backtracking and map memorization.
and an unmarked walkover ledge opening critical progression is easily missable unless you lock the door behind the player.
>>
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>>11669225
Fine, have it your way.
>>
>>11669227
map of the year

anyway,
>>11669191 >>11667813
a common wisdom that bears repeating is that mapping can be roughly divided into 3 skillsets: layout, combat and aesthetics, and few (if any) mappers are equally good at all three.
just pick whatever you're naturally drawn towards as the main specialty, level up a secondary skill to semi-decent level and do the bare minimum at the third. sky's the limit, but it's gonna be enough.
there's audience for linear maps with fine-tuned combat, for substance-over-style with sub-vanilla visuals, and for sparse atmospheric exploration-focused stuff. you don't have to force yourself to map in the way you don't enjoy.
>>
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>>11669159
Nice work. Most of the online presence of Quake II is Deathmatch leaning but you can find some cool SP/ coop stuff if you dont wanna commit to arena shooter and just wanna blow up some Strogg.
>>
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>>11668841
Holy cacos, so much better now.
>>
GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY!!! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>
>>11669314
>WHAT THE FUCK HAVE YOU BEEN WORKING ON?
nothing :^)
>>
>>11669314
I've been fucking around with ACS the past few days to get this system more refined. Currently applying dark powers to the weapons works, though I still need to make the gauge do a fancy flash after you activate it. Placeholder attacks everywhere but you get the general idea here:

Dark powers make the weapons stronger but slower, though the gun becomes a stun gun. I'll be reducing the splash radius of the stun effect at some point, right now it just fires Kustam's stun missile. I do worry the stun attack may be too strong though.
At some point I want to go back to the carbine and implement the altfire, I'm gonna make it a drill, and once I get art assets made it's gonna be a magic bullshit orange drill, meaning he'll have TRANSPARENT ORANGE DRILL as a weapon, and that amuses the hell out of me.
>>
I just came here to say I think the Ashes upgrade system needs to be reworked. The magazine upgrade for the shotgun doesn't feel satisfying even though it allows lightning fast reloads, and other upgrades are binary and don't offer much in terms of choice. Way too many weapons that step on each others shoes (AR 10, Glock), too schizophrenic in functionality (flamethrower/grenade launcher) or just breaks the game (gauss musket)
>>
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>>11669314
Not a very productive week here. Just added a shotgun to the Sunder bunker and made some random code for some people.

I think I might have the big sad again.
>>
The Focus is one of the most fun Doom 2 maps.
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>>11669314
Nothing too nutty for Doom, just some Back to Saturn brightmaps.
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>>11669352
>TRANSPARENT ORANGE DRILL

I see your a Rock Raiders appreciator
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>>11669314
>WHAT THE FUCK HAVE YOU BEEN WORKING ON?

Couple things.

>babby's first map
pic related
>weapon mod
>stealth mod

Weapon mod was published above. Stealth mod is trying to replicate the weapons from thief and then by using some silliness with A_LookEx, making the enemies less observant so you can pretend to sneak.
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>>11669524
>HARD SMASH - no medic res for you
agreed
>>
alright roast away.... some say its "too hard"

https://www.moddb.com/mods/hallowsevil-an-unofficial-bloom-add-on
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How many of you guys fell for the trap?
>>
>>11669561
Your mod? More maps for Bloom is great. I praise thee. Gonna play these when I have time. I hope you will finish this mapset.
>>
>>11669241
I'm guessing the succubus is just a custom player model? Care to share?
>>
>>11669638
yup my maps... been a long process.. some people are complaining about how tough it is, its not all run and gun and its not really the bloom style ... marine has lots of grenade drops.. use them as CALEB has OP TNT... just autism, solitude and 90s fps fueling this project.. and yes im sorry its super linear and has that im a noob at gzdoom thing going on at times haha its fun!
>>
Is it my imagination or are Lost Souls a lot more fucking annoying in Doom 64 than 1 and 2?
>>
>>11669103
DBP made me side with Dumbworld, second time this happens since the entire brazillian doom community/BRDOOM drama where they used to attack the duke nukem community and call it a dead game.
Also there is the fact that 40oz was literally sending his autists to terrorize any talk related to the new doom port and id24 format because of their maps not working on it.
In time like this, i really love /vr/ Minus the trigger happy janny

>>11669524
there is a reason of why i rebuilt the faces on the maiden's models, wish there it was a non retarded sharpening filter since Q2R filtering still looks terrible
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>>11669314
I've decided that this weekend is time to lock the fuck in on my map and force myself to make the rest of the playable part of the map. Its gonna be very rough, ugly, and untextured, but I know I can pretty it up later; I just need the very basic foundation or I'll never finish this.
>>
>>11669654
It's Purgatori and I think you can find a link for it on this site http://tastyspleen.net/~quake2/baseq2/players/
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>>11669314
it's coming along lol.
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>>11669764
They cranked them up.
>frames animate faster
>both to make their fire look and animate more smooth
>and to increase how fast they do A_Chase calls (some people think this was an accidental outcome of the former, but I think it was entirely deliberate)
>meaning they are much more aggressive and attack a lot more often than before
>also when they die they actually explode and do splash damage
>combine with how the new Pain Elemental spits two of these fuckers at a time, and you can no longer do the old abortion trick unless you have an Invulnerability Sphere
I believe they made these design choices to make up for the fact that there wasn't enough memory or cartridge space to do the Arch-Vile. Shifting the Pain Elemental from Medium Tier to High Tier gave them an elite monster to make you go "Oh no, oh balls!" and they gave him suitable new graphics and sounds for that.
>>
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>>11669314
Back on a thing I started in the Autumn then forgot to keep working on. Though I don't even know anymore if I want to do it in Doom 1 or 2 now. I'd like to do it in 1 but the way I 'think about' combat aligns with Doom 2 far more than Doom 1 grrr
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>>11666816
Sorry fellas but i just don't have the will to playtest this project... I'm extremely tired all the time, right now i'm basically waking up, going to work, coming back home and going straight to bed so i pretty much only have sunday left which i use to do some chores around the house and the little free time i have left i just don't feel like spending it on doom.
So unless authors post more changes to their maps, beta v12 will be the last version i will make. Sorry to disappoint.
>>
>>11669851
At least they have low enough health to die to a single shotgun blast.
>>
Speaking of Lost Souls, is there any way to change their charging speed using DEHACKED?
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>>11669920
I like Doom 2 maps with a "doom 1 feel" if that makes sense.
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>>11668417
Here I am, guess I got too distracted yesterday.
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>>11670169
Same, the early Alien Vendetta maps are a good example of this imo
>>
>>11669851
>>11670092
I knew it. Makes up for the absence of chaingunners, revenants and archiviles, but at least one shell can kill multiple.
>>
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>>11670210
right in the kokoro
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>>11670210
staring at this, it makes me want to see a bunch of these used as frames for like a megasphere replacer.
>>
>>11670331
I think it would just look like a noise of letters.
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>>11669314
Finally made a map for a community project that needed a 128x128 one. But it's not much to look at.
>>
janky detonator plunger
>>
>>11670365
What complevel are you making it for?
>>
>>11669764
The first reply is correct, but I will also add that due to the lack of enemies like the revenant, lost souls may stand out more,
>>
>>11670375
boom
>>
why the FUCK do joined sectors in UDB randomly unjoin????? I have no clue what causes it but ill make a bunch of shit, test the map, and joined sectors that worked before have magically unjoined themselves.
>>
>>11670397
In the newer versions, it doesn't seem to have anymore to me. But usually it's rotation, copypasting and such.
>>
>>11670394
You could make it less janky by making a midtexture plunger, and an instantly-lowering floor. And if you really want to make it quick, you can make a duplicate barrel with less health.
I did something like that for my own map. It doesn't use the barrel explosion graphics, but you could silent teleport some in when the initial barrel explodes. Since that explosion will push the ones around it away.
>>
>>11670342
128x128?
>>
>>11670414
The playable space yes, you are trapped in the box. Monsters walk across the map to you.
>>
>>11670409
What about an invisible actor that just explodes when it sees you, and its hidden by an instalowering invisible wall?
>>
>>11670392
They definitely do, instead of revenant fireballs spreading my arse it's flaming skulls.
>>
>>11670419
Yeah, you could do that too. As long as there aren't any enemies behind it.
>>
>>11670334
at low res, it would probably just look like static.
>>
>>11670409
I actually was going to make it very similar to the detonator in going down map 18, which does what you're saying, but I didn't want people to play my map and think wow this loser stole cyriaks Idea
>>
>>11670440
There's only so many mapping gimmicks you can have. You could probably get creative with it and show the fuse burning down.
>>
>>11670427
If he does it native Doom res, yeah, but even with scaling in modern ports to make it Soul Sphere size, I don't think it'd be the most visually readabke.
>>
>>11670074
How about giving another mapper the reigns to add to Vertex Relocation 12?
>>
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It's a shame how little of this street area the game makes use of, the objectives are all underground.
>>
>>11670579
A lot of people call this their least favorite level, but it's become one of my favorites over the years.
>get bored spending 5 minutes following the hacker and dodging cop cars
>"there must be a better way.."
>*bright idea*
>realize you don't need to follow her at all
>literally just jump down left from where you start the level (which puts you a stone's throw from the sewers that you need to get to, instead of going all the way around), take out the uplink so you can watch for the 1-2 camera vision cones you might encounter, then just run all the way to the far side of the street and b-line to the sewer, bypassing 90% of the cameras, all of the cops and so on
>in the sewers, hide under the ramp that she walks down, go grab a beer or take a piss while you wait for her to show up, then follow her into the compound
>sneak up behind the rice hat wearing cunt, donkey punch her and take her pistol, you now have a weapon
>once you're inside, just be sneaky and pistol headshot the lesbians in there to fill up on ammo, grab the game cartridge, SBP90 and armor, take your photos, upload the documents and flip the switch
>a straight up shooting gallery now awaits you all the way back to the street
>just blast your way through with the SBP90 until it's time to kill Sadako
>you still have all the ammo in that store near The Arcade, so you can grab it if you need it for her
>if you're low on health, you can go see the old chinese man in the back alley to get fully healed
>kill her, kill any cops you see, switch to the Sci-Fi Handgun for the lulz, and laser blast your way to the portal
Once you do it enough, there is a very satisfying flow to the whole thing that no other level can really match.
>>
>>11670610
The worst one is the bomb exploding one, it's pure trial and error.
>>
>>11670618
>The worst one is the bomb exploding one, it's pure trial and error.
Atom Smasher is the second best level in the game (the first being Siberia). If by "trial and error" you mean you have to play the level and get owned a few times to learn the map layout and enemy placement, then yeah... but that's TS2 in general. If you mean the bombs themselves, there is a very specific way to grab them and drop them.

I will never forget beating Atom Smasher on hard for the first time. It felt like winning a fucking Olympic medal. I had to smoke a cigarette after that shit. Now, I'd call it one of the easier levels frankly. It's quite forgiving when you know a few tricks. Aztec and Wild West can absolutely fuck you if a few things don't go your way, though.
>>
>>11669241
thanks man. I'm playing call of the machine but I'm not liking its design
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>>11669314
Trespasser work, to make the town more like the one from the Lost World movie.
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>>11666815
Just put up blood on dosbox
It is HARD. Playing on "Lightly Boiled" difficulty but cultists practically one-shot me.
>>
>>11670703
Use a port instead, the original .exe has a bug where damage scaling is swapped between difficulties when you load a game.
>>
>>11670610
>Once you do it enough
So it's shit until you give yourself Stockholm Syndrome?
>>
In Woof it is very hard to get the monsters to gib with the extra gibs wad supplied by >>11654614 but they DO gib. Seems you might need max dmg rolls with rockets or BFGs to get the new gibs, but even then I can't get those fat mancubuses to pop. Nugget on the other hand hands them out like candy. What gives?
>>
>>11670745
Nugget has an option to make the Chainsaw, Berserk, and Super Shotgun always gib. Probably works with other weapons, too.
>>
>>11670745
I wonder if it works the same way the vanilla gibs work: you have to take the enemys HP to the negative of their starting HP. So the pinky has 150 hp, you'd have to get it down to -150 with a rocket or BFG to play the gib animation.
>>
>>11670765
In Woof I'm reducing pinkies to as far as they can go with the pistol before rockets and they rarely pop, maybe 1/50 of the times. Nugget it's 3 bullets and 90% of the time they pop. I turned off random mirror corpses in Woof thinking that might be something but nothing changed.
>>
this shit rocks
https://www.youtube.com/watch?v=5BsG75dDVCs
>>
File deleted.
>>11670865
Here's two that I came upon recently. Real bangers.

mp3 and midi provided below.

https://voca.ro/1iKA9G8eEMw9
https://vocaroo.com/1c1d4pnRJ6VW
https://gofile.io/d/rGHs1q
>>
After 21 years I played Doom Rampage Edition again. I have to say, that I actually had fun. There are certainly worse wads out there.
>>
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>>11669056
You should see the wolfenstein version.
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>>11671209
>>11669056
That texture and its variants do make me think of chocolate, toffee, and fudge.
>>
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>>11670210
>giving boobs away
>>
>>11670210
>animations working bro
>bro doomguy
>guns feel fine
>features better deathstrider
>pistol stop dont
>awesome chainfist
>>
Quake II's 'The Reckoning' is steamed garbage; it's impossible to enjoy its physics, feels so wrong and is a mess.
>>
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>>11671243
Free Boobs! Yippee!
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>>11671263
>awesome chainfist
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>>11671291
for whatever reason 'chainfist' got me thinking of a Castlevania style chain whip with a fist at the end.
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>>11671243
>>
>>11671296
At this point I must wonder if there's enough interpretations of a 'chainfist' to complete a weapons pack of them.
>>
>>11670703
>>11670709
There’s a patch: https://github.com/clipmove/DOSBlood
If it’s Lightly Broiled he should be okay for now.
>>11671278
>impossible to enjoy its physics
How does that work? It’s probably the darkest one visually so I’ll grant you that, not a dealbreaker though.
>>
>>11670210
>secret brutal general
>>
>>11671296
Isn't that just a gravity hammer?
>>
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>>11670074
I considered leading a /vr/ project before but I decided against it in large part because I knew it would be a massive time sink I'm not sure I could handle. I really don't know why you would start one if you didn't have ample free time. That said, I think Vertex Relocation in its current state is already in a better than the rougher /vr/ projects out there. You led it effectively if not ideally, I'm glad we actually got 32+ maps.

In lieu of your playtesting, I'd like to remind everyone of that anon who already played the mostly relevant betaV11 and shared his recordings. If you haven't already, I'd recommend checking it out and making some any last minute fixes accordingly. They were certainly helpful to me.

https://desuarchive.org/vr/thread/11612109/#q11618727
https://mega.nz/folder/sDAyVCjL#WREReSsTuvZWqNZYYZO3xg
>>
What's the difference between Vertex Relocation and Phase 2? I just noticed that.
>>
>>11671296
I like that idea.
>>
>>11671486
phase 1 had about half the map slots done, phase 2 includes every map
>>
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>>11667239
Overall the whole mod is amazing, but Forgotten Sepulcher and Tears of the False God really stand out for me.
Great flow, intuitive secrets, perfect difficulty, amazing visuals, I wouldn't be ashamed to have a level like that in a modern FPS.
>>
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Crazy to think that Quake is turning 29 years old this year.

I remember back during the 20th anniversary, someone uploaded a port of Quake running in Flash on /f/, with the shareware episode. It was clunky to interact with the game, but it was also the first time I had played it in ages, and I had a lot of fucking fun with it. I got through the episode, and I decided I enjoyed it so much I wanted to play the rest.
>>
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>>11671637
I pray nu-id will continue to milk Doom, but deep down I know they will get their hands on Quake eventually and we gonna end up with canon timbler and fishing ogre God Satan Howard John please anything but that
>>
>>11671646
Thinking Doom 2016 was pretty good, I used to think I wanted to see them do something new with Quake, but I'm at the point where I really don't want them to.
>>
>>11671646
I doubt there's anything from Quake that couldn't just be absorbed/rebranded into their modern Doom franchise, and I doubt a new "QUAKE" would have as much appeal as a new "DOOM".
>>
>>11671646
I don't think they will. Unlike Doom they will have to actually play the game instead of constructing some facsimile based entirely off of memes and mods like 2016 was.
>>
>>11671651
what changed?

>>11671646
not impossible but i'd be surprised. they seem to be hearkening back to a lot of quake aesthetics with nudoom anyway, so artistically speaking there's no point in double-dipping.
however, if they think there's money to be made, they might still do it.
>>
I mean, new Marathon was made, new Delta Force, Painkiller, these people don't care about anything.
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>>11671675
They might outsource it to Machinegames.
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>>11671739
Jesus Christ how horrifying
>>
>>11671739
>>11671743
Machinegames have some really good mappers, but I'm not sure about anything else. Sure all Wolf games they made on their own were good or at least above average, but without some crazy art designers, sound directors and composers, new Quake game will be just another FPS #6238918.
>>
>>11671743
Unfathomable horrors beyond understanding
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>>11671748
The real horrors were the games we made along the way.
>>
I keep forgetting you don't have to look where you shot for the BFG tracers to work
>>
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>>11666816
[03/30] New Zandro-compatible mod by Mace. It's somewhere between Shut Up and Bleed and Standard Issue, simpler animations with mag-based reload.
>https://theatommace.itch.io/eclipsed
>>
>>11671646
>continue to milk Doom
id Software will definitely keep their focus on DOOM. That's their most popular IP. At best, they'll co-develop new Quake game with MachineGames (as >>11671739 suggest) or whoever if it ever comes to that.
>>
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>>11669524
Steed would be proud
>>
>>11671646
>they will get their hands on Quake eventually
there was a quake game that was going to be a collab between id and machine games, at least if I remember the job listing correctly. this was leaked before eternal came out
however with zenimax selling out to microsoft they ditched it for more doom
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So I just found out about Russian Overkill and I already love it. What are the best wads to make the most out of it?
>>
>>11672058
Hardly objective opinion, but Haste might be fun. Sunder if you want to suplex your computer. Hell Revealed 1 and 2 if you don't care about graphics and braindead map design.
>>
>>11671956
lmao
>>
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>>11671927
paul sneed
>>
More wads should make Lost Souls killable in one shotgun blast desu
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>>11672267
I know Eviternity does but I always found their hp acceptable.
>>
>>11672267
I remember liking Legacy of Rust's Ghoul for taking one shotgun blast while still having Lost Souls.
It basically enforces to me that if I ever make a level that I would reserve Lost Souls as Pain Elemental death fodder while leaving Ghouls as the nuisance.
>>
>>11672312
I feel like it makes more sense to have pain elementals spew weak souls if anything.
>>
>>11672314
I was thinking that too for a second but I'm honestly just too used to elementals leaving such a high risk enemy that I can't change them.
I have a more additive approach to changing DOOM rather than actually altering its base core I guess.
>>
>>11672058
Try pairing it with Colourful Hell for a really fun time.
>>
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Just sat down and went through the entierty of Ashes series on highest difficulty.
It was okay. A lot of cool ideas but fuck me I hate it when they drop a lot of fast chaotically moving shit. It feels like I'm playing Blood on Extra Crispy again but instead of bullets it throws mutants. Whoever came up with Wendigo and Gladiator is a fucking retard.
>>
Is there a way to make a railgun attack bounce off from enemies and hit another enemy?
>>
>>11672409
Depends on the complevel, but probably.
>>
How do (You) feel about WADs signaling to players where specific keys are. Like when Xenology did things like color-coding parts of the map to say "this is the part you need to go down for this color key"
>>
>>11672437
As long as it feels natural and isn't the equivalent of an arrow labelled "HERE, STUPID" using color or specific textures to guide the player is fine.
I'm personally a fan of wires or stripes of a highlight color that visibly connect switches to what they act upon, especially if it's a good distance away.
>>
>>11672437
I like it and do it when possible or appropriate.
>>
>>11671861
>Shut Up
This seems fun and right away the kind of thing I like. SUAB for real was awesome. any recommended maps to play with?
>>
>>11672447
>Grime
>Urbanside
>Abscission (may be kinda rough)
>Hellbound (29 and 30 WILL be rough)
>Burn Bright
>Scorching Earth
>Ichinichi

Hope one of these work. Revolution and TV1998 were also how I tested it.
>>
Sunday Night Shitshow is on, playing Community Chest 3
>>
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Map with very stingy total medpack placement, and every medpack is actually a stack of two so if you have 74 health you'll waste one whenever you try to heal.
>>
>>11672409
With zScript probably. With Vanilla to MBF family, there's no real way to detect if the projectile hit the enemy.
>>
>>11671209
>>11671218
Tasty.
>>
>>11666815
>>11667897
Meanwhile AGAIN at the battlezone community
https://www.youtube.com/watch?v=WwZHePUiEFU

By the way all of the OG game assets are free to use now for mods, if anyone wants to make sprites off the tanks or NSDF and CCA pilots

>>11671218
wish q2 had macwolf hi res textures
>>
>>11672574
Would have been cool, but iD Software clearly didn't have time to even do it properly for MacWolf
>missing enemy rotations
>all kinds of unfinished details and redraws
No sprite rotations to worry about for Quake 2, but WAY more textures.
>>
>>11671743
>>11671748
>>11671749
Indiana Jones isn't bad, in fact they managed to make the game more Wolfenstein than TNC and youngblood, which was made by a retard.
whoever was behind those 2 abortions was fired or left it, and Indy went back to RTCW, OB and TNO formula.
>>
>>11672581
the thing is that when you see dos wolf and macwolf rock textures and later with doom and quake you begin noticing the drop in texture quality.
Q1 and Q2 is worse due to the unnecessary dithering and artifacts that makes even filtering look terrible.
>>
>>11672592
I disagree, I think the dithering looks nice.
>>
>>11671442
>I really don't know why you would start one if you didn't have ample free time
I had plenty of free time until about a month ago but stuff happened and now i have to wageslave for 60+ hours a week
>>
>>11672594
if using a crt that blends it is nice, but without it is ugly
>>
>>11672609
I was never bothered at all by dithering without filters.
>>
>mod gives super shotgun a one barrel alt fire
YOU FOOL! You've removed the biggest downside the super shotgun has, forced to use 2 ammo!
>>
>>11672797
and even when firing two barrels at once, that's not much of a downside.
It's why I frequently replace the SSG with some other weird shit in all my mods, that or give the SSG a more tangible downside, usually in the form of limited range.
>>
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>>11672392
>>
Off they go...
>>
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Finally forced myself to make a super rough layout of the last areas of the map I needed to make. Looks like shit right now but its just walls and nothing else, didnt even change floor heights or adjust the room layouts, just rough shapes.
>>
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>>11672879
fuuuck im too high to take screenshots of of just UDB
also i love looking at the boom conveyor and voodoo doll "scripts" that ive made, kinda like programming
>>
Few threads ago I asked why does Quake 1 sounds so muffled to me, like I switched some wrong option. Turned out I wasn't hallucinating, that's because I played through the Nightdive port last, and then returned to Ironwail, and turned out Nightdive managed to find the original sound files and they all in 22kHz now. Never heard about it, really cool.
https://www.youtube.com/watch?v=55L4TPGkbVg

So I wanted to add them to original id1 files. Made pak2.pak with them, put it into id1 folder Ironwail uses, set sndrate to 22050 and it works. But if I extract them into id1/sound folder (same structure), they're not loaded. Thought Quake loads resources both from .pak files and from the folder itself. And it does this with music. Am I doing something wrong?
>>
>>11670739
>this level is alright...
>play it a few times and realize things you missed
>you enjoy it more and gain a new appreciation for it
>le stockholm!!!
please go back
>>
>>11672910
>Generally the engine will prefer the one from the last PAK file in the path hierarchy, so in this case the file from the mod's pak0.pak.
>But some modern engines will actually prefer a file outside PAK files over PAK files in the same mod path. So for example FTE, Darkplaces or QuakeSpasm-Spiked will use the unpacked mod/maps/start.bsp which (editor's subjective opinion) is infinitely more reasonable.
Nevermind. I assume Ironwail prioritizes .pak resources.
>>
Doom Comic book mod plus relighting mod looks cool
>>
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>>11671313
thanks but it complains about memory limit, maybe it's incompatible with this blood I use?
I've got it here: https://archive.org/details/Blood1997Monolith1

In any case i kinda get used to that difficulty a bit, may as well keep going on it
>>
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Berserk punching is fun. What is the secret to punching mancubuses?
>>
>>11672919
>I've dumped so much time into this level, surely it must be good
Cope however you like. Any guide to finding enjoyment that starts out by telling you to not engage with half of the level in the intended fashion only serves to demonstrate that the level sucks.
>>
>>11672871
wad?
>>
>>11672978
Mine that I'm working on.
>>
>>11672981
looks cool, keep it up
>>
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>>11672472
some looooong maps in here, made it to 21
ggs
>>
>>11672267
The first time I played through Heartland, I didn't even notice the lost souls had reduced health until I read about it on the wiki. My takeaway is that this change isn't as significant as you think unless you're forcing the player to use the normal shotgun often. It helps that Heartland also has some improved guns.
>>
>>11672472
how do i join this next time
>>
>>11672472
>>11672991
GGs
>>
>>11670674
Holy based
>>
>>11672996
Zandronum
>>
>>11673010
is it just called sunday night shitshow in the server browser?
>>
>>11672941
DOSBlood is only compatible with version 1.21 (OWUB release) and >>11670703
shows version 1.00 so it won't work. Also if Blood still mentions lack of memory, set the DOSBOX emulated RAM to 32MB.
>Where do I get OWUB?
In the OP mega link
>>
>>11672871
now less weird looking
>>
>>11673024
yup, just search "shit" and it'll pop right up
>>
>>11673026
Yeah I already got OUWB from here https://archive.org/details/OUWBLOOD/ and it works fine with DOSBLOOD. It even has secret counters! Sadly my save doesn't load anymore
>>
>>11672943
Wiggling your screen left and right in wide arcs while constantly swinging, and then praying that fatso is still focused on whatever other monster is distracting him. Player melee attacks don't really work properly against big hitboxes like those in vanilla, but ports like DSDA, Woof, Nugget, and GzDoom allow you to use improved hit detection which fixes problems like that.
>>
>>11666816
Earthless released
https://www.doomworld.com/forum/topic/152166-rc1-earthless/
>>
>>11671861
Man, this looked neat and a good fit for some of the spookier wads I wanna run, but now I'm gonna have to learn how to type a DECORATE patch to remove that
>Player.Runhealth 25
silliness
>>
>>11673195
Ah nice, actually took only a brief moment, and only cuz I didn't read that replacing the class doesn't work with player classes. The documentation for DECORATE seems refreshingly nice.
>>
>>11673179
looks cool
If someone wants to coop that in chocolate I'm up to that!
>>
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>>11673221
Chocolate? Did you just say chocolate?
>>
>>11673221
>Run in Chocolate Doom or CRL at your own risk
>>
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>>11673179
>>11673221
>>11673250
Yeah, nah
Chocolate looks like too much trouble and problems
>>
>>11673195
That's easy. You don't even need to make a patch, you can just edit the Decorate file directly and comment out that line with //
>>
>>11673252
>>11673250
This doesn't seem like a lot of problems for me. I'd only worry about segment overflow because it will crash it.
But by chocolate I mean any chocolate-compatible port in general like crispy, woof, nugget, they won't have problems
>>
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>>11673231
>>
>>11673263
Well yeah, and I've done stuff like that in the past when trying to slap some wads together where I only wanted the enemies from one and only the guns from another, but annoyances with sharing that for multiplayer and having to do it again if the wad gets updated is why I'd just rather have the 1KB little patch instead.
>>
>>11673221
>>11673252
Why not just use Woof, Nugget or dsda for everything that's not made for Eternity or gzdoom?
>>
>>11673314
muh minimalism
>>
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>>11673314
>Why not just use gzdoom
>>
>>11673346
I use gzdoom if needed for mapset, otherwise it's nugget for me.
>pixel perfect widescreen low res scaling
>fast and light as feather
>complevels work as they should
Also when id24 gets fully implemented, it will take years for gzdoom to get it to work, just like it did with mbf21 which still has some bugs.
>>
>>11671313
One more blood problem, I can't get -playback to work, neither on dosblood nor on ouwp exe. Only way to play back demos I've found is to rename them to BLOOD000.DEM.
>>
>>11673359
>when id24 gets fully implemented
lol
>>
why is the version of doom on steam so ass
>>
>>11673401
Nugget/Woof has already implemented half of it. Biggest remaining things to add are the custom weapon slots and custom ammo types.
>>
>>11673406
It's much better than the unity port imo. Best official port thus far. Free ports are of course better though.
>>
>>11673416
>Biggest remaining things to add are the custom weapon slots and custom ammo types.
Exactly. Current stance is that those are never coming.
There are no plans to extend Dehacked in Woof past what is in MBF21/DSD. Some other stuff new line types and gameconf lump are still likely coming though.
>>
>>11673438
There is and you can play around with the proof of concept demos right now.
>https://github.com/SirBofu/dsda-doom-mbf24

If they were able to let the player start with a given set of weapons, I don't think new weapon slots and ammo types are too far.
>>
>>11673438
>There are no plans to extend Dehacked in Woof
Source?
>>
>>11673454
It's a separate effort from what I understand.
And as a feature it should still come, but through Decorate.
Well, there were plans to support it as part of ID24 spec in Helion and at some point in Eternity at least. Not sure if that changed.
>>
Yes!
>>
>>11673459
For example
https://github.com/fabiangreffrath/woof/pull/2223#issuecomment-2739343511
You can find more if you'll look through github activity. Probably got discussed on some Discord servers too, I wouldn't know.
Btw, DSDA is basically also managed by Woof guys now.
>>
>>11673359
>Also when id24 gets fully implemented
>when
I don't think it will be finished, Nightdive have probably moved on already, as per their usual MO with these games.
>>
>>11673475
Those comments say that mbf25 is still being added, which will probably have the same id24 additions, but more better structured. So my point still stands. Woof and nugget will get mbf25 much faster than gzdoom.
>>
>>11673486
It's just a spec, bro. One that wasn't even originally made by Nightdive at that.
You can still implement it just fine in the current state.
>>
>>11673486
You should research more. The Nightdive members that developed id24 are the mostly the same guys that developed mbf21 minus kraf, dew and skillsaw, who didn't even contribute to actual coding of mbf21. But you are right that id24 development probably stalls in favor mbf25. Which still has some of the same guys developing it. While Nightdive officially might abandon kexport if Bethesda stops paying about it, that doesn't mean that Xaser, MTrop and Altazimuth suddenly stop developing Doom stuff on their freetime.
>>
>>11673490
There are indications that MBF25 (tenative) will ignore at least some ID24 stuff including all of the ID24hacked.
https://github.com/fabiangreffrath/woof/issues/1829#issuecomment-2508784589
If you want it to get support make cool wads with it NOW, even if only the official port will support it at first.
Or start learning Decorate if you haven't yet.
>>
>>11673501
>on their freetime
It's over...
>>
>>11673503
Yea, but I'd be surprised if mbf25 doesn't add custom weaponslots and ammo types. Would be pretty pointless, if it didn't. Probably has all of id24 stuff (excluding LoR things), but just differently coded.

I know both decorate and dehacked, but I prefer making vanilla/boom/mbf/mbf21 mapsets. Some day I might even make something for Eternity or Doom 64. But for (g)zdoom, nah. I used to, but it just doesn't interest me anymore.

>>11673506
I do work as a programmer (not on game industry though), but still want to spend large chunk of my freetime front of my screen. Can't live without Doom.
>>
>>11673543
Did the id24 spec even mention how something should be coded? The docs I saw just made a list of features and how they should be compatible with the spec.
>>
>>11673547
I haven't researched anything about the programming side of it. Dunno. Anyway it's not our problem since mbf25 is already being developed. I'd imagine custom weapon slots aren't that big thing to add. Technically you can already make new weapons on mbf21, but they are just tied to existing slots.
>>
>>11673559
My main points of interest for id24 were custom weapon slots, custom ammo, using flats and textures interchangeably, adjusting flats this one is not strictly necessary anymore because Woof fixed the issue where Boom's scrolling flats would be reset when loading a game. and colored lighting.
>>
>>11673564
Yea, cool stuff. Looking forward for them on mbf25.
>>
>>11673570
I'm hoping mbf25 can read ammo types for guns that aren't currently equipped. You'd be able to do a lot with a generic custom ammo type if so.
>>
>>11673573
Can you give any examples?
>>
>>11673576
Mostly for powerups. You could recreate the Unmaker that way by turning the demon keys into ammo pickups, and modifying how the Unmaker functions depending on the demon key "ammo" amount.
Another is creating Quad Damage, by giving the player X amount of a certain ammo type, and having either the player object or an invisible object constantly subtract ammo from that pool. And while you have >0 ammo of that type, weapons can have different graphics and do increased damage.
>>
>>11673587
I think the problem with those is that the weapon wouldn't be changed automatically when power up is picked and since the slots are already assigned, you could still accidently choose the unpowered weapon while powered up.
>>
>>11673617
It wouldn't give you a weapon, it would run a check during each ready state and branch off from there.
>>
>>11673619
Shit, never thought of that. Now that could work.
>>
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>page 5
guess I'm not the only one getting cucked by cloudflare today huh
>>
>>11673963
The man the middle attack as a service sure does keep fucking up and breaking huge sections of the internet for a lot of people.
>>
>>11673963
Who's behind this DDOS attack on 4chan and some other sites?
>>
What resolution do you guys play in? Been playing in native 1920x1080 on DSDA but I kinda miss the "crunchy" look of lower resolutions stretched.
>>
>>11674202
1440p
Sometimes I go for 1/3 resolution (or 300% in Woof), i.e. 480p for the crunch. Lower than that just looks too pixelated on a large screen.
>>
>>11674201
it's just your local cloudflare shitting itself for whatever reason. you get fucked out of half the internet when it happens because half the internet uses cloudflare. isn't centralization great?
>>
>>11670074
aan here, I released a version of MAP15 a couple weeks ago with a few more changes after my super total definitive last version, I don't know if you missed it or not, I changed one of the secrets fairly substantially. I also had noticed in beta V12 the two flats "AANTIL03" and "AANTIL04" weren't changed to be the ones in the latest version of the map. I did play through the project a couple months ago and I'm planning on going through it again here soon and writing down all my thoughts.

https://files.catbox.moe/3ljop1.wad
>>
>>11673346
not with the recent zscript scandal.
>>
>>11674212
Sure putting whole's planet eggs into one basket wouldn't backfire eventually.
>>
>>11674274
qrd?
>>
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I think I need to make everything a little more bonkers if I want cozy slaughter.

New potential starter weapon, shoots two pellets and speeds up by 50% after the 10th shot.

>https://streamable.com/zpwmta
>>
>>11674329
a guy made proof-of-concept for arbitrary execution.
https://github.com/Chainmanner/GZDoom-Arbitrary-Code-Execution-via-ZScript-PoC
gz devs had to patch it. that broke some mods. that's about it.

idk if there was a scandal (don't browse the forums).
some anon posted that it then happened again, but I think it was the same explot being "formally" reported elsewhere.
>>
wha's the best way to play Blood? What are the best fan maps not called Death Wish?
>>
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>>11674383
Nblood and GDX are fine, NotBlood is my favorite. A few non-Death Wish maps are:
>500ml of /vr/
>Eviction
>French Meat (both episodes)
>Trauma Therapy
>Marrow
>Willow
>What Lies Beneath
>>
fresh supply is good now and in fact the best option
>>
>>11674394
https://steamcommunity.com/app/1010750/discussions/0/1644292444647662838
Still not updated since 2019, still several bugs.
>>
>>11674394
Go away Nightdive.
>>
I bought the fucking thing so I'm gonna use it
>>
>>11674404
Sunken cost fallacy, you got scammed by Nightdive.
>>
what are the major differences between Nblood and GDX? Which is the go to port?
>>
>>11674414
NBlood for the "most vanilla-ish" of these ports". Things like Eviction won't work with GDX but you can at least customize your difficulty to a degree.
>>
If Doom 64 was so great, then why didn't they make a Doom 65?
>>
why Quake has so few mods?
>>
>>11674473
Quake has shitloads of mods.
>>
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>>11674473
I think it only feels "so few" compared to Doom. It's gotten a lot more attention compared to the Build stuff.
>>
death wish and french meat are the only good blood map packs
>>
>>11674354
Ah, ok
I thought you meant Recent recent.
>>
>>11674473
Nearly every FPS is a Quake mod from a certain point of view
>>
>>11674212
>Half the internet
Likely true. More people who build websites need to realize there's more than either Cloudflare and AWS and whatever Google has. There's also CDN77, Heroku, Digital Ocean, Linode, vercel, Openstack, and Hostinger.
>>
>>11674473
Like, gameplay mods? Because is not nearly as straightforward (if not impossible) to load multiple mods as it is in Doom. You can slap some shit in Doom and call it a day, people will figure out which wad goes good with it on their own. You can't do that in Quake, if you're making gameplay mod you're either making it for vanilla campaign (and people had 30 years to play it), or you're also making your own maps for it, and that's more into total conversions territory, and barely anyone makes them even for Doom nowadays.
>>
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>>11674473
Quake had so much fucking mods in its day, a bunch which ended up becoming commercial products, some even very successful. Team Fortress is the most famous example of that, while Counter-Strike is an iteration on tacticool shooter mods which began life as Quake mods.
A lot of that modding ended up moving on to Quake 2 modding and then Half-Life modding itself (which was an absolutely colossal scene in its own right).

Quake modding now is in a similar state to Half-Life modding, where it's past its big heyday in the 90s and 2000s, but still lives on, and still has a rich and majestic legacy of mods and other content dating all the way back to those times. Duke Nukem 3D is in that boat as well.
Doom modding and mapping has a pretty big advantage in the tools and methods being super easy to learn, so the barrier of entry is very low, and then it's a matter of learning how to do it good.

>>11674584
It's also apparently not that hard to DIY, those Kiwi guys got dropped by everyone, and then decided "Fuck it, we'll do it ourselves, how hard could it be?" and eventually resolved their constant DDOS problems. If I recall right, if you try DDOSing them now, what you're essentially doing is mining free bitcoin for them during, which I think is pretty funny.

People should be less dependent on Cloudflare and the other big actors in general, DDOS protection should be less centralized.
>>
>>11673363
If there exists BLOOD###.DEM files in the Blood directory, it will overrule the arguments given for -playback. Delete/rename BLOOD###.DEM files and it should work.
>>
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Thoughts on this game?
It's weird how they made a game based on a comic based on a band
>>
>>11674767
I hate KISS but the game is kinda fun. Never beat it though.
>>
>>11674584
>>11674717
At this point it seems more like it's one of those "just use it, don't question it" scams than a proper service that people really need to be using.
>>
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>>11674774
Nah, DDOS is a real thing and there's all kinds of people who engage in it, mainly scammers, but there's also people who will do it for political and ideological reasons. People just don't realize that it's not that hard to protect against though

>>11674769
I think they've got a couple of really good songs, but that their discography is kinda unremarkable overall. They're huge as fuck sellouts who will put their image and branding ANYTHING, which I think is really funny.
I have always heard that Psycho Circus is supposed to be a pretty good game though, and I know veteran Doom mapper Sverre Kvernmo was lead designer on it. Is it easy to play these days, like there's a port or rerelease or something?
>>
>>11674791
I dunno, last time I played it was on Dreamcast.
>>
>>11666816
The sequel to Void by Cyb has been released
https://www.moddb.com/games/doom-ii/addons/void-2
>>
I really love these kinds of sky textures people are doing for Doom these days.
>>
>>11674791
>Is it easy to play these days, like there's a port or rerelease or something
it's abandonware, there's a repack for it that includes fixes to run it on modern hardware tho
https://mega.nz/file/KaZnnQJY#pnDzIn2ojO2pBqg7MCjEy4OWzPfW7xvork8K8BukTmo
>>
>>11675083
Nice.
>>
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>>11675076
They're great in Lost Civ. It's tricky finding parts of it that don't look good.
>>
>>11674457
Technically Midway was making a sequel, but it was cancelled, because they though Doom was already outdated and nobody would play it. Those stupid fucking retards.
>>
>>11666815
So how's I am Sakuya?
Is it good or are there better 2hu themed wads?
Price doesn't matter because bidya is free
>>
The """joke""" this april fools is boards shutting down. I think its based on post rate so /vr/ might be dead before april 2 rolls around.
God how boring. Just redo the combine-two-board thing from years ago that everyone agrees was amazing.
>>
>>11675125
I will kill myself if /vr/ merges into /v/
>>
>>11675123
pure liquid shit
not really any good 2hu stuff, Touhou Doom is pretty crap (albeit nowhere near as bad as I Am Sakuya)
>>
>>11675130
dayum
>>
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>>11675126
Archvile on standby.
>>
>>11675125
Just posting to see what everyone is talking about.
>>
Hi. I’ve been mapping on DW a lot and I saw there’s a new project in development here. What is it all about?
>>
>>11675125
>>11675126
Gonna need a new forum then. I won't be going into /v/. Too much retarded kids that only care about modern crap games. And the most "old school" doom players of those are the ones that play gzdoom with filters, "hd" textures and brutal doom, and have never heard of complevels or can't even make a single map. Nightmarish. It's like r/doom.
>>
>>11675196
There's quite a lot of projects out there. You gonna have to elaborate.
>>
>>11675202
I’m talking about that Vertex Relocation project I see on the top of the thread there.
>>
>>11675125
>God how boring. Just redo the combine-two-board thing from years ago that everyone agrees was amazing.

This was eight years ago, how many posting today even remember that? It was the best of the bunch but the confectionery one that's overrated as fuck seems to be more fondly remembered. Still a huge dropoff in quality even compared to GPT-4chan.
>>
>>11674457
Turn the 6 upside down on Doom 95, and you have your answer.
>>
>>11675237
>>
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>>11675208
submissions are done, it's just stuck on the finish line, like many other /vr/ projects historically.
it's not too late to contribute feedback though.
>>
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>>11675248
>>
>>11674952
I was expecting some terrywad since it's april fools day, but I played a few minutes and it's actually well made. Nice visuals, cool story, you even get Heresiarch's severed hand as starting weapon. I know Cyb was making Void 2 years ago. Is this actually it? Even if it was not by Cyb, it seems to be a good wad. Will play and review the rest of it.
>>
>>11675251
Pissing all by yourself, handsome?
>>
>>11675076
wat wad?
>>
>>11675125
people from shut down boards are just immigrating to other boards so this is more like a lite version of that
we're probably next, looking at the stats
>>
>>11675362
Is there a doom mlp wad?
Are there doomer vtubers?
One of those looks like the endgame
>>
>>11675365
there's a general on /vt/ for retro game vtubers but like most threads there, it's a schizo nest
>>
>>11675365
>mlp wad
there's that one map from the waifu megawad

>capcha: WHMSY
>>
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>>11675362
If it happens, it happens. I'll just take a break from browsing 4chan.
>>
So do we migrate to /vg/ then? I don't want our club to die.
>>
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>>11675383
try posting some random shit from your doom folder i guess
>>
>>11675384
>>
>>11675376
Still waiting for BigMacDavis to cover it.
>>
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>>11675384
>>
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>>11675383
I ain't going to that dump, even for April's Fools.
>>
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>>11675384
Here is a classic.
>>
>>11675365
>Is there a doom mlp wad?
It's on wadsup. Spanky-monkey's hippophiliac excuse of a wadmaker couldn't contain himself from putting smut into one of the easily reachable secrets.
>>
>>11666816
Gossip released
https://www.doomworld.com/forum/topic/127080-gossip-boom-8-massive-and-confusing-levels-released/
>>
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>>
WE'RE BACK
>>
The /v/ thread wasn't bad compared to the usual here. At least until the last part.
>>
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I posted quake.swf on /f/
>>>/f/3523389

Doesn't seem to quite work fully.
>>
Good to be back, boys.
>>
Holy fucking shitballs thank fucking God I don't have to be on /bant/ or /b/ anymore. I even browsed reddit for a little bit. Holy fucking shit, I'm so glad to have you guys back. I don't even like Doom btw
>>
>>11675410
Maybe you'd like it if you tried again.
>>
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>’break from 4chan’ day
Interesting.
>>
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>Map 07 of Hell Revealed
Someone out there thought this was a great idea
>>
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I missed you guys
>>
Did anyone here enjoy their time in the /v/ thread?
https://arch.b4k.dev/v/thread/706946043/
>>
>>11675428
Was oddly civil for a /v/ thread
>>
>>11675428
It was ok I guess.
>>
>>11675428
I wasn't there. I slept in, hung out with friends, and got pizza.
>>
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>>11675428
I regret that I didn't think to take advantage of being on /v/ to have unfettered discussion about more modern /vr/-inspired or adjacent games like Ion Fury and WRATH, and I find it funny that a lot of people instead just used it to complain about off-site people they don't like it. Kinda sums up the whole debacle of this event.
>>
>>11666816
[4-02] DBP72: Wretched Morrow is out now!
https://doomer.boards.net/thread/3931
>>
https://youtu.be/qgixZSkpNpI?si=E_rTD5oeGVu1aiHU
>>
>>11675428
I didn't catch it. I was one of like two posters in the /vg/ thread until it died shortly after.
>>
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>choose rando wad from the Wad of the Week (6 Hour Marathon)
>do the improbable
Slaughter is tough becuaz I suck. Especially on UV which this is.
Did the webm on my first try. What luck.
>>
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>>11675439
I also slept through most of it, but I didn't get pizza. I regret that, I should make pizza for dinner today, that would be so nice.
>>
>>11675401
>Spanky-monkey's hippophiliac excuse of a wadmaker couldn't contain himself from putting smut into one of the easily reachable secrets.
That's lame, I was hoping it was kid-friendly.
>>
>>11675428
I posted BigMacDavis' avatar and I think that's it.
>>
>>11675457
Do it anon. Pizza good.
>>
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Is there a Decorate recreation of Nugget's xdeath bloodsplatter effect somewhere? I realize I like it so much that I also want it when playing GzDoom stuff.
>>
>>11675461
Open the wad in doom builder, change texture, ??????, profit
>>
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>>11675428
I even managed to bake another one a minute before /v/ was kill >>>/v/707029297
>>
>>11675473
I don't feel like sifting through any other discoverables that might be lurking in the wad.
>>
>>11675401
wadsup?
>>
>>11675490
Not much, wads up with you?
>>
>>11675365
>doomer vtubers
Haven't watched that much, but I think Prof. Bloom is a cool guy.
>>
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>>11675307
last map from lost civ
>>
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>>11675495
A-anon, you're a ...?
>>
Map work continues. I decided to use this server room (for lack of a better term) from earlier in the map as a secret that leads to the only BFG on the map.
https://www.youtube.com/watch?v=nGNw0d7AuvY
>>
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>>11675505
>>
>>11675510
I like it but I also don't want to like it
>>
https://www.youtube.com/watch?v=y2P6k2qN55U
>>
>>11675421
It was cute and a testament to their willingness to experiment and be playful in malice
>>
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>>11675510
>>
>>11675495
Handsome lad.
>>
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>>11675490
ctrl+f
it's in the op
>>
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>>11675571
The only remotely cute part is the automap art, which doesn't make up for the sloggitude of playing this miserable level.
>>
hey there sexy, I heard you like Doom.
>>
>>11675594
I fucking hate Doom actually
>>
>>11670210
>yeah point
>player nugget
>claiming textures understand
>>
>spaghetti weapons no longer worky with the latest gzdoomy
I fucking hate this timeline
>>
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>>11671861
Tried it in co-op, with the recent Witching Hour wad. Weaponset definitely feels kinda on the stronger side, but also kinda not with the kinda awkward reloading and the shotgun spread being pretty ass no matter which way you cut it. I dunno if you just roll higher more often too, but it seemed like the claw hammer was always getting max melee damage hit. I don't think I'd be using it, but I think with some tweaks it could be a lot more fun.

Wad was also alright. Had a couple of missteps, but nothing really too crazy. Just kinda depends if you like getting swarmed with 300 Revs, some of the Melee variety too
>>
>>11675421
You can kinda tell the early levels of HR were among their first maps ever made.
>>
>>11675651
Just have older version to play the mod with. Although this means you have to put it in seperate folder.
>>
>>11675651
It's just the Spaghetti Altar that's having problems. I got past the boot crash by replacing the <Actor> in altar.txt's AltarWeapon definition with <Inventory>, but I'm pretty sure that makes it stop working. Booting is better than nothing, though. Maybe somebody who can actually read ZS can fix it properly.
>>
>>11673220
>The documentation for DECORATE seems refreshingly nice.
It's been around for ages in it's various iterations so it's got some pretty solid documentation for the most part, at least more than the nightmare that still is trying to find shit out for zscript.
>>
>>11675457
Imagine a map where you had to actually bake a pizza to proceed
>>
>>11675712
Do you work for Steel Wool Studios?
>>
>>11675721
I was thinking more in the lines of ingredients taking the place of the keys, all of which you need to activate the oven, which then causes pizza-shaped sectors to rise and appear inside the oven while simultaneously crushing Romero's head and ending the level with the death noise replaced with something appropriate

but now I'm curious as to what you mean
>>
>>11675729
>now I'm curious as to what you mean
Steel Wool make FNAF spinoffs. In FNAF Security Breach you have to make a pizza, and Help Wanted 2 includes a minigame that also has you make a pizza.
>>
>>11675735
Oh I thought you meant somebody had already made a map like that
>>
https://www.youtube.com/watch?v=44lhqrsUTlo&list=PLC0616B60014748B6&index=2

this soundtrack gets my blood pumping, back in the day we had games that were truly METAL not like this uuuuh Call of Duty thing
>>
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>>11675729
That's a fun idea. Might try to do something like that as an excuse to learn how to use Voodoo Script (excuse the jittering, recorder was acting weird)
>>
>>11675729
>while you're waiting for the dough to rise the enemies start teleporting in
>>
I like wads with small maps like Scythe or Going Down, anything in similar vein?
>>
>>11675769
Chainworm Kommando
>>
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>>11675712
>pastry-based critical progression
absolutely NO pizaz allowed
go bake the laxative pie for the goblin king instead
>>
>>11675775
tfw you could never win neither the helicopter or the racing car mission because they ran at single-digit fps on pentium 90
>>
>>11675767
You could also have the pizza suddenly turn black and a crusher comes down and kills you because after all the hard work you went through to collect the toppings, you fucking burned it and you deserve to die (this still counts as completing the map)
>>
>>11675769
Plutinya is pretty good.
>>
>>11675825
and wolf3d had score and a live system. that's 90s for you.
>>
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>>11675428
Was surprised when I saw it, thanks to the baker. It was really good till almost the very end, like 50 posts before the bumplimit.
You guys shouldn't be surprised it was okay, historically off-topic tourist threads are the most polite.
Anyway I'm glad we're back.
>>
>>11675846
>Anyway I'm glad we're back.
yeah it reminded me why I don't go to /b/ anymore.
>>
>>11675408
How the fuck do I make it work? It gets stuck loading.
>>
>>11675428
Will His request be honored in the OP?
>>
>>11675854
/b/ yesterday was 9999999999999999 times better than any other day
>>
>>11675861
Probably not. Essentially nobody here gave a fuck because almost nobody here plays MM8BDM. I think he got banned and wiped once for going off topic, and like 90% of the posts agreeing with him poofed, he samefags a LOT.
>>
>>11675769
Machete, Bourgeois Megawad, Khorus' Speedy Shit, Micro Slaughter CP
>>
>>11675871
>and like 90% of the posts agreeing with him poofed, he samefags a LOT.
well that doesn't really prove anything my mate, not these days. you've seen an example just a few minutes ago - not only the "troll" post disappearead, but all replies as well. I very much prefer the "(USER WAS BANNED FOR THIS POST)" style moderation, but we are where we are and there's no coming back.
>>
>>11675862
9999999999999999 times zero is still zero
>>
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>>11675871
>almost nobody here plays MM8BDM
Yeah. I've a passing interest in it from time to time, mostly because people make mods for it and that inherently gets me curious to see how people have remixed things, but 9/10 times if I wanted to play a silly deathmatch mod for DOOM it'd probably be QC:DE or Samsara, and I haven't played either in at least over a year at this point.
>>
>>11675871
Pretty sure he got banned several times over from /vr/ for stupid shit. and yeah nobody really gives a fuck about MM8DM here, not that we were opposed to it being on the image but nobody was on board with him trying to throw out two mods just to give that shit a double spot since that fucker couldn't be brief with that shit.
>>
>>11675916
Wasn't he the one spamming gore, because his posts keep getting deleted?
>>
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>>11675921
I don't remember anyone doing that in recent years, but maybe I was asleep whenever that happened.
>>
>>11675951
I saw that mod recently but can't remember the name.
>>
>>11675996
War trophies?
>>
>>11675769
Demonfear is probably one of the earliest examples of a small map megawad.
Requiem doesn't qualify overall (some maps are a slog), but maps 20, 25, and 26 were really small, too, and originally designed with Demonfear in mind before being slotted in here instead.
>>
>>11675951
Map?
>>
>>11675871
I liked it's single player campaign, but that's about it.
>>
>>11676015
Looks like DBP71
>>
>>11675921
I think so, he sure seemed to become very unhinged when nobody was giving him the time of day with his demands.
>>
>>11675769
2048 Units Of /vr/
>>
Is Freedoom still a thing?
>>
>>11676183
Yes, obviously.
Why/How would it ever stop existing?
>>
>>11675871
I used to play a lot back in the day and I even modded it, but I barely touch it nowadays. I want to move the mod ideas I had for mm8bdm to regular Doom now.
>>
>>11676183
Yeah, just finished my first playthrough of it.
>>
freelook on or off?
>>
>>11676421
On.
That's an unpopular opinion though.
>>
>>11676421
I like it because having to aim vertically adds some difficulty. The way some source ports do it where you can only look up and down like 30 degrees so distortion doesn't get too bad works nicely.
>>
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Breaking through mapper's block with a small mod using crusty old sprites from at least 2012.

Should be done within a week since I'm recycling some code, but it'll also have a reloadable Garand with the *PING* so I don't feel half as much of a hackfraud as I should.
>>
>>11676421
It's off if I'm playing vanilla, I like the restriction and limitation. If I'm not playing vanilla, it depends on the mod or mood.
>>
>>11676421
On. It just feels weird without it.
Yes, I grew up playing DOOM as a kid. Then I played a shitload of FPS games after that with freelook. Once you get used to it, it just feels wrong without it.
>>
>>11676421
I have it bound to [whatever the button left of Z is]. This way I can enable/disable easily when I want.
It's disabled most of the time. I only enable it temporarily to look at stuff.

Autoaim is still on though. Disabling that would be cheating.
>>
>>11676421
Usually on. The main thing it "breaks" is the Icon, which deserves it.
>>
>>11676539
Funny thing about it, when I played to the end for the first time it was in early 00s on jDoom. I still haven't been used to freelook (or even WASD) yet, so it was off, but I did use look up/look down buttons, like one would in Hexen.
>>
>>11675862
It was actually random for the first time in well over a decade.
>>
Haven't been mapping in almost three years.
What's the current meta?
>>
>>11676659
cyberdemons and teleporters
>>
>>11676659
Go in an empty room
There is a red key
When you get the key the walls drop and 50 boners come out
>>
>>11676296
I do enjoy it as an alternative doom, the more sci-fi alien style, the maps being their own new style
>>
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!
Server updated to Neptune 2.4.3, remember to update your clients.

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/JrsETLaJ#Ny7E1Uu7ftp-2Yojpdj04Rc5xucKgV1V6H2DPboPzLA
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use: https://codeberg.org/NepDisk/srb2k-neptune/releases/tag/Neptune2.4.3
Get the mods either automatically in-game or at: https://macgu.fun/repo/srb2kart/
Connect to macgu.fun (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
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.)
>>
>>11676421
off for Doom
on for Heretic and Hexen
>>
So switch 2 has a mouse, wonder if some switch shooters like the Doom port will get updated for it.
>>
>>11676760
The Night Dive ports already support mice.
>>
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I put marathon textures in Doom.
>>
>>11676803
Very nice, Marathon textures are underrated.
>>
>>11676813
they've been fun to fuck around with, but I find that there's an issue: marathon uses 128x128 textures for both "patches" and "flats" (it doesn't think like the doom engine does), so in order to have marathon-like flats, I have to downscale them, and wall textures look giant.

Marathon seems to prefer a significantly shorter ceiling height as well, so the rooms look oddly large.
>>
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>>11676821
>marathon uses 128x128 textures for both "patches" and "flats" (it doesn't think like the doom engine does)
Yeah that was something I ran into when I experimented similarly, if you're mapping for an advanced engine like GZDoom or SRB2Kart it wouldn't be an issue.
>>
>>11676846
>if you're mapping for an advanced engine like GZDoom

I know it can be done there, but anything can be done in GZDoom. I'm aiming to make some universal texture resource wads that can be used with vanilla, though.
>>
>>11676659
Just like 3 years ago people do what they want. There is no meta.

>>11676667
That's just Cyberdreams.

>>11676694
That's just Plutonia.
>>
>>11676447
Looks great!
>>
Anyone know of a good source port that allows HDR? Everytime I try to use it in GZDoom it either just makes everything dark or crashes, and it turns my monitor's HDR off whenever I play without it on.
>>
Need some help /vr/os...
For the finale of my map, i have the ground split open to reveal a mini slaughter amount of demons, along with 2 cyber demons. Now, what id like to try and convey is that you AREN'T supposed to fight this. I want the player to say OH SHIT, run through to the new area that opened up when the ground split, find a bfg, which then leads to a teleporter where i make the player telefrag the 2 cybers, and now with the bfg and plenty of cells you can have your revenge on the mini slaughter.
I just cant think of a way to MAKE the player run through. After all, if youre persistent enough you could use the cybers to kill all the other demons, or try and expend all your ammo on the demons, but at the BFG location is also where i put the switch to open the end of the level.

So whats a good way to say "run through this, you'll be back soon"?
>>
>>11677135
damaging floor
>>
>>11677147
Fuck, thats a good idea. Change the floor texture to lava when it lowers, damage maybe 5%, give the player a megasphere so they dont have to worry about the damage killing them.......oh and make the room they caused the floor split to happen in collapse on them to force them onto the floor ...yes....i see it now.....genius.....
>>
>>11676421
Depends on if I'm playing GzDoom or Nugget.
>>
>>11666816
So since yesterdays shitpost day happened and i was banned from /v/ because of one janny anal over the entire All New Venom being Mary Jane Watson.
https://www.moddb.com/games/quake-2/addons/quake-ii-remastered-hires-monster-and-weapons-packunfinished
I decided to release all of the shit i could do for remastered, unfinished but can be used as base for other stuff, the maidens are included as a QC athena skin i was working on.
Unfortunately outside playin q2, i lost my boner and fire to work on.
>>
>>11677135
>Now, what id like to try and convey is that you AREN'T supposed to fight this
Good luck. I tried doing something similar by ammo starving a map, but anyone playing continuous wouldn't see it that way.
I don't have any suggestion, srry.
>>
>>
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>>11676750
ggs
>>
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>>11675384

>>11674746
thanks. do you know if there's some sort of a demo archive for blood?
>>
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>>11676750
ggs
i always forget to vote random mode
>>
>>11676750
ggs
>>
>>11677167
>>11677135
Actually, I've completely changed my mind, and came up with something Much more interesting. But I dare not spoil the surprise...
>>
>>11676750
GGs
>>
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>>11677445
What happened?
>>
>>11677458
Nothing.
Also who writes on such a nice photo from a better time? Cmon, man, maybe that's why she looks so glum.
>>
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I always really liked this Blake Stone enemy, so I'm going to draw him full rotations.
>>
>>11677458
Realised she spelt lolicon wrong.
>>
>>11677320
>do you know if there's some sort of a demo archive for blood?
Not that I know of, no
>>
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>>11677458
smartphones
>>
>>11677489
She went to /pol/
>>
>>11677470
I wish whoever it was that was working on the Blake Stone TC for Doom didn't just disappear.
>>
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>>11677546
Food Unit machine is broken.
>>
>>11677560
BIH FIX DAT SHI
>>
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>>11677574
Got piles of cash and gold bricks lying all over the floor but cant afford to keep the snack machines stocked baka
>>
>>11677281
Reminds me of that one map in either 512 lines or 400 min where you are harrassed by enemies on high ledges that you can't see if you don't play with a high fov.
That's why community projects should stipulate a common gamma and fov setting.
>>
>>11675729
I imagine a pizzaria hub world that you have to travel outside of to gather the different ingredients (get sent to the cheese dimension (the moon), or the tomato garden, or the sea to catch anchovies, and so on). and at the end there's a pizza boss.
>>
>>11677597
>a pizza boss
Is it a giant turtle
>>
>>11677634
Don't be absurd.
https://www.youtube.com/watch?v=FPZ4yah3ROU
>>
>>11677579
Truly the Bezos of his time.
>>
>>11677597
>>11677668
Would the end boss be the Pizza Elemental?
https://www.youtube.com/watch?v=2sr3TirkPsA
>>
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Are you guys hyped for the green land bird mapping project coming out at the end of this week?
>>
>>11677762
The what?
>>
>>11677762
Still waiting on jewsh to play the first one.
>>
>>11677767
there is no way he will be able to ignore this one, trust me.
>>
>>11677767
Who?
>>
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>>11677445
Can I get this AI slop?
>>
>>11677768
Yeah, because it has that one fag he always jerks off who filled the wad with his wojak enemies.
>>
>>11677762
no. is it supposed to be good, or is it just a lark? I'm inclined to believe the latter, on account of the site being riddled with cancerous faggots.
I guess a couple must be decent mappers though, especially if its a small time thing from the gaming thread or whatever; if it was announced site-wide, its almost certainly ass.
>>
>>11677785
I think there was an announcement for it, but this was many months ago.
>>
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>>11677762
Will it be fun?
>>
>>11677785
>>11677787
we certainly had fun working on it. Can't make promises, check it out when it arrives.
>>
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Why does it feel like Quake mapping has mostly died in the last couple of years? Going off by memory, 2019-2023 was really active, and constantly had mapping jams happening with lots of submissions on top of big episode packs and mods like Arcane Dimensions and Alkaline.
You do still get a few "retro" maps every now and then I suppose but I don't care for those, I want more high-effort stuff again.
>>
>>11677834
It was a fad in the first place.
>>
>>11677839
I think it was the release of Trenchboom+Dumptruck's tutorials that really invigorated the scene in the first place but now it seems like most of the vets from those days are working on their own games.
>>
>>11676421
I have played through maps with it off, but I mostly leave it on. I didn't get into Doom heavily until long after I'd played many other shooters with freelook as the standard.
>>
>>11677834
Even ID never cared about Quake. It was always a tech demo. Think about it, you could forgive Quake 1, but Quake 2 still using shitty enemy animations, weapons animation is literally a back and forth z-offset, meanwhile Golden Eye had weird ragdollish enemy animation, etc. The weapon sounds were dogshit, the jibs were dogshit. Multiplayer saved that game and only because it was a novelty.
>>
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>>11677834
>AD and Alkaline coinciding with the peak of the 'boomshooting' fad
>varying amounts of free time due to pandemic lockdowns, both to play and to create
Those are the biggest factors that come to mind.
>>11677865
>shitty animations
>Golden Eye
ah, this guy.
>>
>>11677865
And yet it's still a better game than your holy grail, asshole.
>>
>>11677865
>The weapon sounds were dogshit
Yeah about that >>11672910
>>
>>11677867
>pandemic
So all the level designers I used to look up to were actually normalfags who couldn't wait to go out clubbing and snorting cocaine off the backs of hookers the moment the lockdown measures were lifted...
>>
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>>11677865
>The weapon sounds were dogshit, the jibs were dogshit
>>
>>11677865
I will stand my ground. Quake was not up to pollos standards.
>>
>>11677883
Who the fuck is Pollos and why should I care what that nigger thinks?
>>
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>>11677878
>snorting cocaine off the backs of hookers after Quake modding
Sounds like Steed levels of fun. There’s even that “Crakhor” skin he made.
>>
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Those HUD elements were a pain in the ass to get working right but it's done. I'll do the purges next, then the carbine powerups.
>>
>>11677878
Sounds good to me. If normalfags made the stuff you like, what's the big deal? As long as the final product is enjoyable.
>>
>>11677890
Pain in the ass? Sure, but it looks totally worth it to me.
>>
>>11675262
It's real.
https://www.doomworld.com/forum/post/2913152
The version Scuba Steve posted is slightly smaller, but the actual contents seem to be identical. (the folders inside the ZIPs have different timestamps, but contents seem to be same)
Size: 9214926 bytes (8998 KiB)
Size: 9141614 bytes (8927 KiB)
>>
>>11677906
The good shit's always worth it. May as well mention the current plan for the purge effects:
Purging a weapon with dark energy'll fire out a cluster of dark homing fireballs, and you'll shoot more of those out if you have more weapon energy
Light weapon purges will be a radial heal for you and any co-op buddies, and it'll also be stronger at high weapon energy.

After all this shit I'll also need to implement the debt system, which'll lock out that weapon from powering up until you inflict enough damage or pick up appropriate ammo gems.
>>
Is there a quaddicted backup somewhere? I don't trust this man.
>>
>>11677834
It's never been particularly active. It's always been less than 10 map sets per year. Arcane Dimensions made more people to map for Quake again, but the trend just died out. And so did Tronyn, who made a lot of maps.
>>
>>11677889
>There’s even that “Crakhor” skin he made.
holy crap that's going back a bit. I vaguely remember when it came out, but I can't remember the name of the website.
>>
>>11677834
>feel like mapping for Quake
>can't just one-click test play like UDB
>body instinctually crumbles into dust and is blown away by the wind
Many such cases
>>
>>11677951
It was very much active during that time period I mentioned though, and map sets had way more maps and more high-profile authors were involved. But like you said, it was likely just a trend caused by the pandemic and other factors. I wish we could go back.
>>
>>11677961
> can't just one-click test play like UDB
Nobody cares about Quake enough to actually develop good tools for it.
>>
>>11677878
How can normalfags make quality shit, but you, a supposed anit-normie can't?
>>
>>11678004
I've made maps before but I'm a wageslave now.
>>
>>11678016
So? Chip away at a map over time.
>>
>>11677951
Quake mapping died because of Fairweather's gang and their eternal hatred over gimmics and wanting to control the doom community.
>>
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>>11678078
Ain't that the truth. Someone called them out on it recently and they didn't take it well.
>>
>>11677890
gib
>>
>>11678097
they will raid the map-center soon, even quakewulf if he pops up here will tell how they are shilling Ericw's tools over MarkShan's compiler which is doing a better job than the former for Q2 maps, and they get pissy if someone calls them out over it.
Nothing against eric but it feels like they active sabotage q2 map tools out of malice since the remaster dropped and id even forgot that q1 exists
>>
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>>11677093
Thank you anon. Just got done with the Garand, shorty and bazooka. Only the Garand is really different since it uses up 4 bullets and fires 4 hitscans, then reloads after emptying the mag.

Up next, flamethrower and man-portable flak cannon. The bazooka feels really fun to use so far, it's just a souped up rocket launcher but damn does it fuck monsters up.
>>
why is he so mad though
>>
>>11677834
The mapping boom was encouraged by both the release of Trenchbroom 2, and the allure of Arcane Dimensions.
Trenchbroom's development eventually stagnated, having year+ gaps between important new features (linked groups to shape generation).
Arcane Dimensions was artificially pushed out of the spotlight by a certain group of people in favor of Copper for their jams - which people gradually became fatigued by.
So unless there's another great leap in mapping tools or another influential mod to map for the Quake scene is going to stay pretty dead.
>>
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I love Doom
>>
>>11677890
For a second there it looked like the first whip had a delayed explosion effect before I saw the gun fire.
>>
Am I glad he's frozen in there and that we're out here
>>
>>11678230
I should also add to this, a lot of the cool ericw-tools features added for Quake 2 remastered are effectively unusable in Quake 1 because compilation time is drastically increased in Q1 BSP along with a considerable uptick in over-triangulation (and subsequent greater likelihood of map errors). So I reckon a lot of the people who have used the improved surface lighting, switchable shadows, and light preview tool in Quake 2R simply don't want to go back to Quake 1 without them.
>>
>>11678253
Knowing Doom you enter some room and suddenly all those enemies are teleported right in front and behind you
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>>11678267
Actually I'm gonna have them just stare at you when you enter this area, then you'll come back and it'll be open. Maybe figure out a way to """melt""" the ice and change it to a water texture.
>>
>>11677961
>can't just one-click test play like UDB
You can though, just gotta set it up first.
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share maps that you always find yourself returning to
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>>11678306
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>>11678310
Doom only.
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>>11678306
Not really a map but map pack.
JPCP
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>>11678315
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>>11678317
Very nice.
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>>11678319
Let's see Paul Allen's map.
>>
Playing Doom 2 for the first time. Does this shit not have episodes?
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>>11678328
>Does this shit not have episodes?
Nope
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>>11678328
Sort of? The intermission screens are where it would have been split into episodes
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>>11678306
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>>11678348
This, followed by q2rdm2
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>>11678306
I like running through Underhalls when I'm testing mods or just when replaying Doom 2 in general. Weirdly enough E3M3 similarly so.
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>>11678306
One of many
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>>11678306
Honey
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>>11678306
Scythe 2 for trying out gameplay mods
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>>11677834
Still more alive than Redneck Rampage, Shadow Warrior, and DromED Engine Mapping.
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>>11678145
what gore mod is that
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>>11678306
I don't map a lot but I like replaying my own maps.
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>>11678556
Who doesn't?
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>>11678517
It's just Nugget Doom's bloodier gibbing option. Spits out a bunch of blood when the monster pops.
>>
I'd suck someones cock for nugget doom with GL rendering
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>>11678603
This. Btw anybody have the link to the latest DSDA version before they removed GL lighting?
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>"Hard Attack" from Hell Revealed
>Try to open a door, two monster closets open
>Both closets have some monsters plus an archvile
>Open the door with a switch from one of the closets
>Another archvile appears
>>
NEW THREAD
>>11678638
>>11678638
>>11678638
>>
>>11678626
It truly is... DOOM.



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