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File: 1744116506089903.jpg (254 KB, 2048x1347)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>11678638

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

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

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

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

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

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom thread"/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: https://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
NEW LEAD?

=== NEWS ===
[4-07] Twice a Veteran released
https://www.doomworld.com/forum/topic/152330-twice-a-veteran-wwii-themed-weapons-mbf21-dsdhacked/

[4-03] Vertex Relocation lead may step down due to overwork
https://desuarchive.org/vr/post/11670074

[4-03] Anon shares his yet unfinished Quake 2 hi-res model pack
https://moddb.com/games/quake-2/addons/quake-ii-remastered-hires-monster-and-weapons-packunfinished

[4-02] DBP72: Wretched Morrow is out now!
https://doomer.boards.net/thread/3931

[4-01] Gossip, the set of huge and confusing levels
https://doomworld.com/forum/topic/127080

[4-01] Void 2, the sequel to classic conversion
https://moddb.com/games/doom-ii/addons/void-2

[3-31] Earthless sees a (semi)final release
https://doomworld.com/forum/topic/152166

[3-30] Eclipsed: Zandro mod by Mace, released
https://theatommace.itch.io/eclipsed

[3-25] The Cao Bang Incident by Nicolás Monti, released
https://doomworld.com/forum/topic/152033

[3-24] Mine Jam for Quake 2, released
https://moddb.com/mods/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 v1.22, includes editor & demo replay
https://theforceengine.github.io/downloads.html

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

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

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

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

=== 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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>>
>more
More like poop smdh>>11688817
>>11688820
>>
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Which is better - flat 1px lines or 2px, 32x32 doesn't give much room for the latter but it seems to fit better.
>>
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Still doing that map 29.
This specific buildiing with the red fireplace and green walls is from a dream I had.
The Cyberdemon will be a difficult part of it, though there's a secret switch to activate some walls to cover his platform.
>>
>>11688837
That looks nice.
>>
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Doom nerds could never
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>>11688861
Pretty cool. ZDoom can do that too.
>>
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>>11688861
Duke nerds could never.
>>
I am making the worst possible mix of two maps for a project. I don't even have a slot, I just want to make the worst thing in the universe.
>>
>>11688884
Hey, HD players love this kind of stuff.
>>
>>11688868
I played many zdoom mods/games/maps and they are mostly great but there's always something missing to get that feel of actual build games. Soul vs soulless you get what I mean? I think it's the lack of shit moving around and less emphasis on sector lights, build maps are much more reactive, and then the art of these games plays a huge role in it too. Zdoom has 1 major win against build games though, it doesn't have such small map limits. It sucks, you only have 16k walls with modern limits in build games
>>
>>11688886
Yeah. They'll just blow holes past your maze walls and doorbust anything that requires keys!
>>
>>11688894
I was more talking about peek-a-boo corner humping. But yeah, that too.
>>
>>11688828
>heterosexual splitscreen mappers
>better games bad look
>based guy
>ethanol gender
>troon seeing around reason
>randomly thinking mapping software
>author completely features interested revenants arsenal
>duke works thanks
>maps need stuff
>john retarded
>forget drama
>>
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>>11688884
>combining the best iwad map with the worst iwad map
Fascinating design choice.
>>
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>snort a road of white powder
>"let's make a megawad using ElderJam as iwad"
>>
>>11688832
1px by a mile here.
>>
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>>11688894
Depends on if the level allows that or not. You can make doors unbustable by joining them with the small sector somewhere outside the map, it makes the doorbust script read it as being the distance between those two in size.
Another way you can troll HDest players specifically is to make rooms outside the map which contain teleporters, and while in vanilla these do nothing because they're stocked with corpse decorations, in HDest they will gradually spontanously resurrect from stray frag energy in the air, and they'll wander into the teleporters and thus get warped into the map.

Your choice if you want to make this just a simmering/gradual hazard, or if you wanna go whole hog and have legions of jackboots and zombies teleport into the level.
>>
>>11688945
Which is which?
>>
>>11688884
I like both of these maps.
>>
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>>11688971
I agree
>>
>>11689005
Nice
>>
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Sometimes I feel like I vaguely prefer Quake to Doom. It has samey locations, it has a very small selection of enemies, and it's clearly very unfinished, but there's something neat about it.
The atmosphere and music are great, sure, but it's how odd the combat feels that does it for me. Your most common enemy just throws bouncing bombs everywhere, most enemies are melee but have high health, you tend to use explosives as a workhorse weapon too after a point and your machinegun fires fucking nails.

It's an unfinished rushed atmospheric mess that has no right to even work in the first place but it does.
>>
>>11689008
Thanks. Stopping for now but should get it ready by tomorrow.
Making it for HDest but I don't mind posting the wad here once I've finished it if people want to use the sprites
>>
>>11689012
It speaks for the talents of all the people involved that the game lagged in development until they decided on a massive compromise to change the game's direction, didn't quite even finish it, and that this was while the dev team was falling the fuck apart, that the game still came out really good.
>>
>>11688978
kek devilish
>>
>>11688892
In my opinion one big thing is the scale of things.
Duke might be a midget next to Caleb too, but Doomguy is even worse.
>>
I like the interactivity, but the build engine's combat doesn't feel right to me. Ion Fury is possibly the best game to come out of it, and that's not even retro and it still feels off.
>>
>tell myself for the umpteenth time that i really can't add any more to my map, coming up on 2 months build time
>once again i decide to add 2-3 more sections to the map because i feel like theyre too boring otherwise
I CANT KEEP GETTING AWAY WITH IT
>>
>>11688978
Make some of those corpses imps so that you're also funneling extra healer imps into the level too, lol
>>
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>>11689119
NOOOOOOOOOO
>>
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I missed Saturday, but here's that boy with full rotations now. Yea, I'm taking advantage of Doom's sprite mirroring for this one.
>>
>>11689121
What a lad. What does he do?
>>
>>11689131
He chomps
>>
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>>11688935
>heterosexual splitscreen
>>
>>11688978
Crusher outside the level squashes like a shitload of barrels which release frag. This one can basically be a timed hazard.
>>
>>11689181
>hey, powerful stream, bro
>>
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>>11689181
>>
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>>11689241
There's definitely a very slim chance for survival.
>>
>>11689246
I miss that HUD.
>>
>>11689057
Can you elaborate, genuinely curious
>>
>>11689246
Cheese Pizza (CP for short) on the computer, my favorite!
>>
>>11688882
I ain't afraid of no quake
>>
>>11689246
PIZZER
>>
FORE/VR/ ALONE WITH GMOTA BOYS
>>
>>11689283
That's a pepperoni pizza you fucking degenerate.
>>
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Anyone here got a doomworld.com acct? There's a test.doomworld.com subdomain which redirects to some dodgy ebook download site, did they get hacked?
https://test.doomworld.com/forums/topic/
That's making any doomworld.com google searches show pdf downloads lel
>>
>>11689395
No clue, but I've gotten linked to that subdomain before except it was DW with different formatting and layout.
>>
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>>11689395
Just remove test to get to where you want, IDK why its a thing but it happens to me often
>>
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>>11689305
that's sauce, it's partially undressed cheese pizza
>>
>>11689541
https://www.youtube.com/watch?v=3IP_JN4wEd4
>>
>>11689439
sensible chuckle
>>
>good map
>200+ enemies

pick one
>>
>good map
> <200 enemies
Pick one
>>
>Good map

Pick one.
>>
>>11688978
>Another way you can troll HDest players specifically is to make rooms outside the map which contain teleporters, and while in vanilla these do nothing because they're stocked with corpse decorations, in HDest they will gradually spontanously resurrect from stray frag energy in the air, and they'll wander into the teleporters and thus get warped into the map.
This isn't likely to work all that well in practice, as frag can wander off but usually it tries to stay closer to the player. Enemies aren't perfectly reliable about getting out of teleport closets even when they're alive and alerted anyway.

>>11689197
Use barons instead. Barrels will be heard and if you use too many it'll tank the performance, so anyone who actually wants to play the map will just remove the barrels before they blow.
>>
>>11689568
Don't be a bitch?
>>
>>11689640
>Use barons instead.
They appear in the enemy count and give the game away. The idea is to look normal in all circumstances other than HDest.
>>
I'm very tired but I managed to set up the first part of my "avalanche". Tomorrow I'll make it when it falls to the lowest levels it spreads snow textures everywhere.
>>
>>11689568
>>200+ enemies
You say that like thats a lot by today's standards
>>
I always have to shit in the morning. This is annoying.
Although I can use that to bridge the time of the post timer.
>>
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I am making my way through all the Quake expansions and it's my first time playing Quake Dissolution of Eternity. I must admit, I am not a huge fan.. the levels that have the earth quake gimmick are downright garbage. I actually loved first expansion, but the second "mission pack" is just rushed beyond belief IMO.
>>
>>11689773
Yeah, despite SoA arguably being better than the base game overall, DoE is 80% garbage with a few bright spots sprinkled around.
I'll commend it for actually trying to have new enemies and gimmicks though - unlike the Machine Games expansions.
>>
>>11689702
Use DEHACKED to make them nonexistent in vanilla.
>>
Is is true that these threads are botted?
>>
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amazing things are happening on frag-net
>>
>>11689834
that's fucking hilarious.
>>
>>11689246
>You wouldn't download a pizza
>>11689274
About build feeling off or Ion Fury being the best one?
I can't really put my finger on my dislike of build. Hitscanners somehow feel worse than idtech ones, but the shooting feels somewhat strange too. Duke is the only old build game I cared for, with Blood and Shadow Warrior just not doing anything for me.
I actually liked Ion Fury because everything felt better, it was like the older games were a proof of concept and Ion Fury perfected it. The game still had issues, the spider heads were annoying and my toaster HATES the bosses where there are a lot of explosions for some reason, but otherwise it was good.
>>
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>>11689773
I didn't care for the Quake expansions. I felt like Arcane Dimensions did what they were going for but much better.
My only problem with AD is how every ammo pick up gives you hundreds of rounds. You may was well be playing with an infinite ammo cheat.
>>
>>11689773
>SoA
Mostly fun, the gremlins are an interesting enemy and it's just a good level pack overall.
>DoE
Bullshit traps, bullshit traps everywhere. The environment itself hates you and I felt no shame in saving constantly because of the sheer amount of horse shit they shoveled in there. The dragon could have been cool, but nope, it was aids to fight.
>>
>>11689842
In my AD playthrough, some ammo boxes respawned indefinitely (with cooldown of like 5-10 minutes) and in some maps, like the one on your screenshot, some of the monsters also respawned indefinitely iirc.
>>
>>11689830
Idk, I'm mostly getting proper replies when I'm asking someone here. Also there's >>11688828 which kinda helps to track lingo dynamics. Also there are mapping projects going on here.
So, at least explain in what way they're supposed to be botted. If there was a bot that could simply bump a thread with funny doom picture when there were no posts in hours, that would be handy.
>>
>>11689856
Ammo respawns in AD fairly often, but I don't remember infinite enemies.
>>
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>What are ya waiting for? Bisexual Awareness Week?
>>
>>11689753
I've never thought about it until now, though.

How many ways can there be to make low monster count maps that are challenging in 2025?
Doom monster behaviour is so solved that, unless you script dumbfuck custom actors, do people really fail unless you dip into slaughtershite, or just make a shit map?
>>
>>11689751
Awesome. There's something to be said for a good telegraphed fight in doom. I've played through eviternity 1 and most of 2 and you really start to notice how often those wads lean on unpredictable teleport ambushes
>>
>update system
>gzdoom and raze load to a blank screen
>hitting escape makes them blink dfferent colors (beige/gold and red)
bravo chickenfag. somehow, it works even less than before. on the bright side, if I can't play the game it can't segfault every time something blows up or whatever at least. and hey, the sound works (with the cool new lights, its almost like one of your cool german raves. woah, sehr geil dude!)
anywho, I guess I'll go fuck myself.
>>
>>11689940
I’ll have to go through 2 sometime but 1 was varied with it.
>>
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>>11689830
Someone's been saying that, but it's a troll or schizo that's seething for some reason. There's no evidence for it, and there's endless evidence against it.

If anyone's running bots to prop these threads up, they'd be very weirdly sophisticated, this thread has had varying activity for like 10 years (they begun on /v/ and then very shortly after migrated to /vr/ when it opened), long before modern LLM technology. Even more weird would be the content people create here, we've put together about a dozen projects, mostly for Doom, but also some for Quake and Blood, and you have people posting anonymously here who have identities elsewhere, both on other boards on 4Chan, and on other websites.

If these threads have just been botted, they would require either a time machine and/or some absolute glowie tier classified AI technology.
>>
>>11689896
> How many ways can there be to make low monster count maps that are challenging in 2025?
Just making thoughtful scripted fights is enough. And there are countless ways to script and sequence fights even with just a dozen of monsters. Examples: Plutonia, Sunlust.
>>
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>>11689954
>If these threads have just been botted, they would require either a time machine

>ProjectMSX Dev has been fucking with /vr/ this whole time
>>
>>11689961
Revenge for the anon that did MSFix'd and then himself disappeared as well.
>>
>>11689896
There's a bunch of microslaughter maps from the 20s with like a dozen enemies.
Beyond that, if you only want "challenging", you can also just send your dude into a pit with a 8u wide pole and a vile without any weapons. Would that be challenging enough for you?
>>
>>11689950
>update system
>it's somehow an application's fault that things don't work as they did before
As someone who sells and develops software for a living, have a hearty GO FUCK YOURSELF.
>>
>>11689950
Oh no, you'll have to use a GOOD sourceport instead!
>>
>>11689950
How is it chickenfucker's fault that Windows ruined something?
>>
>>11690002
As someone who sells and develops software for a living, read some fucking Raymond Chen. Devs use all sorts of undocumented apis then turn pikachu when things change.
>>
>>11690140
>read some fucking Raymond Chen
No, I won't, M$ shill
>>
>>11688817
is there a map, as in a png or something of MyHouse? https://www.youtube.com/watch?v=5wAo54DHDY0 ?
>>
>>11689950
We need a virus that makes Windows update backwards: 11 -> 10 -> 7 -> XP -> 98 -> 95 -> 3.1
>>
>>11690154
I think you forgot an OS...
>>
>>11690164
nta, but both 7 and 10 are just vista and 8 with updates and extra marketing to sell them as separate OSes.
>>
>>11690164
yes the best one even, 2000
>>
>>11688821
>"Those Lost Souls were just a "pain" in the ass"
>"Now I'll show you some REAL PAIN"
>>
>>11689121
I love him
>>
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so, we're getting a Q1 re-re-re-release this year, right?
do you think we're gonna get epic new crossover lore?
>>
>>11690280
It's amazing how well people have been trained to beg for a constant re-release cycle.
>>
>>11689834
What is this for?
>>
>>11690280
oblivion remaster coming out any time now surely
>>
>>11690326
>The OG gets delisted
>The remaster bricks all the loverslab mods
Imagine
>>
>>11690328
It's supposed to be on UE so it wouldn't work with any of them.
>>
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>>11690280
Unless they're making Ironwail or vkQuake official while also DMCA'g the whole Q1 mapping community and banning them from ever touching the game, I'm not interested.
>>
>>11690335
vkq was made by an id employee to begin with
if dopa is "official" so is vkq.
>>
>>11690345
You get dopa when you buy Quake on Steam or Switch or any modern platform, published by id/Bethesda, there's virtually no way to play the latest version of Quake without dopa. vkQuake is nowhere close to being this official.
>>
>>11690326
Every elder scrolls released after Morrowind was a downgrade.
>>
>>11690326
>elder scrolls
well, do you think we're getting epic Doom crossover lore or not?
>>
>>11690379
Why does everything have to be Doomguy from Fortnite crossover shit now?
>>
>>11690502
to be fair, you have to have a very high iq to appreciate the deep multiverse lore of corposlop
>>
>>11690502
Marvel and Disney has made me absolutely hate crossovers and multiverse bullshit to my very core.
>>
>>11690280
Q2RTX was never an official remaster, but more of a commercial tech demo for graphic cards. KexDoom was made because Unity was bought by bunch of super jews, who wanted money for every Unity game dowload. It's pretty safe to assume that we won't be getting new re-releases for these 3 games at least for 15 next years. Maybe Quake 3 is the next?
>>
>>11690532
I could believe redoing Doom 3/Quake 4 before Quake 3, seems most are more interested in the singleplayer.
>>
>>11690502
Just ignore it. For me, everything that's not related technologically to 90s Doom, is not even Doom. I can't even get mad about it.
>>
>>
>>11690535
Technically they could make a single player campaign by using both Q1 and Q2 monsters.
>>
>>11690523
Just hate Marvel and Disney. Crossovers were always cool before that, Alien Vs Predator (game), Freddy Vs Jason (movie), all those old school comics like Batman Vs Aliens and Tarzan Vs Predator. Even Lovecraft's novels existed in a connected universe. What comes to Doom wads, Bloom is very fun.
>>
>>11690538
That's too smelly for me, and making all-new enemies would be a big undertaking I could see them rather reserving for a $40 "id-authorized boomshoot".
>>
>>11690538
Always wondered, was there ever a mod with Q2 monsters for Q1?
>>
>>11690335
>DMCA'g the whole Q1 mapping community and banning them from ever touching the game
This would be profoundly kino, and therefore will never happen.
>>
>>11690561
No, but there's one where you go through slipgates to Q1 enviroment. It's called Sonic Mayhem.
>>
>>11690561
Someone was working on a mod like that for Quake 2 but I can't remember its name. For what it's worth, some of the new KexQ2 levels use the shambler.
>>
>>11690335
>>11690575
So corporate cock sucking is the trend now, eh?
>>
>>11690561
Oh, I read it wrong. So you were asking Q1 mod with Q2 monsters? Alkaline has some of them.
>>
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>>11690580
Call of the Void. Monsters look cool, but no one knows anything about anything else, and since they moved to discord there's been no updates at all.
>>
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>>11690587
The one I was thinking of was actually Return to Perdition, but in searching for it I stumbled upon what you posted and it looks cool.
>>
>>11690581
We're living in a timeline where fanbase got so mentally deranged that even the corporate cock is not such a bad alternative.
>>
>>11690587
their last message at map center was march 30
>>
>>11690594
It's always the worst alternative. And I don't think map center is that bad? It's separate from slipseer. And there are still some old school solo mappers. Also it's not like anyone is prohibited on making new communities. You are over dramatizing the issue.
>>
>Doom DA changed Caco for Duke 3d's octabrain
I dunno how to feel about this because I won't be playing that shit, but man I need another Duke game
>>
Necrosis for Hexen got a revamped version some decade and a half later.
https://www.youtube.com/watch?v=YZQPFgRi65I
>>
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>>11688828
>ssg nugget
>>
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Nice progress on this cinderblock of a map.
As it turns out making shapes with more than 4 lines is pretty cool.
Didn't really listen to any music today, just sat down and mapped in silence.
>>
>>11690319
tbf if you had the games in your library already you didn't need to pay for them at all. Which is the best way to do it imo.
Also not removing the old versions.
>>
>>11690335
>also DMCA'g the whole Q1 mapping community and banning them from ever touching the game
I'm hoping you're only talking about slipseer, those mapcenter guys don't seem to be bad. I haven't heard anything about them at least. I just want the Quake mapping community to become sane again. Slipseer's reign of garbage and cancellations can't go on forever, the sooner they move on the sooner people can pick up the pieces.
>>
>>11690869
also begging for corporate oversight over a modding community to "clean it up" is begging for it's death.
>>
>>11690869
Map Center isnt bad, the source of all evils at Q1 community is always Slipseer and the sheep.
the only reason i havent played Q1 for years by now is because every single slop map of theirs is terrible, and i am tired of playing tershib and vanilla
>>
>>11690906
They're not all bad. A few of them contributed to Alkaline and for the most part that was really good. The main problem is how they always make the same maps over and over, hoping style over substance will finally create a masterpiece that will overthrow Arcane Dimensions as the casual Quake fan's go-to mapset. It never will.
I haven't heard from that cursed place in a while though, so maybe they're winding down.
>>
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Holy shit that was a close one. Blueberry Fortress is probably one of my favourites in this set so far.
>>
>>11690113
I don't use windows.
>>11690002
the "system" includes gzdoom wise guy.
>>
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>>11689012
All the Quaketalk's been getting me to revisit my favorites before trying something new.
>>
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>>11690973
I wish it got more love. Quake may not be as complete or well made as Doom, but it has a charm to it few games can replicate.
>>
>>11690961
>I dont use Windows
Oh then Mac OS X, Solaris, or some flavor of Linux?
>>
>>11691007
Linux. its plenty stable.
>>
>>11689961
Man I remember making this exact image a long time ago, like 2013 or so. I cropped it from the original and shared it, and it just kept on getting shared.

Left my mark in this forsaken realm.
>>
>>11691056
I sometimes see my dumb macros being reposted as well. it's a good feeling
>>
>>11690594
>corporate bootlicking and corposimping is not such a bad alternative
In their deranged, fuck-up, ill, scrambled, and delusion-filled heads.
>>
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I've spent a shitload of time getting this damn shader to work. It creates a fake 3D hole. I'll use this for portals and some sick-ass laser weapon wall/floor decals
>>
>>11691107
>this hole is made for me
>>
>>11690940
What is this mapset?
>>
>>11691107
Looks good. Would look better with less specifically detailed textures, but that still looks like success to me.
>>
>>11691119
yeah I just picked initially because it's in front of you in map01. It'll work with any texture or any shader effect though. Only needs some gldefs uniforms so you can set the depth and pick a bottom texture now. And maybe dynamic light handling if I can manage.
>>
He never stood a chance...
>>
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>>11691003
Same but with Build
>>
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kino... pure kino...
>>
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.)
>>
>>11690830
Nice visuals. Color scheme is nice and the honeycomb type architecture looks very on theme
>>
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>>11691113
Map Center Retro Jam 3.
It's pretty good. Only one map has been a bit meh so far thanks to some bad design near the end (The map Pre-Paid Mobile Plan, there's a bit with an inescapable slime pit that looks like it might hold a secret but doesn't and a mandatory shootable switch that's oddly well hidden). Pic unrelated to that one map, this was another one I really liked.
>>
>>11691225
Screenshot reminds me of vivec city from morrowind
>>
>>11690887
Yes, we should aggressively reject anyone who suggests to do so, which is why I don't like the new official port or how it's handled.
>>
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>>11689008
>>11689013
finally done, happier with this lot I think
>>
>>11690940
I love Quake's blues.
>>
>>11691025
>updated your mystery OS
>it's the program's fault that something broke
>>
>>11691107
Cowabunga.
>>
>>11691261
As a mostly DOOM and Build guy, I gotta agree with you heavily.
>>
>>11691264
nothing else is broke. nothing ever breaks, except poorly maintained AURslop. gzdoom is chronically broke, its no surprise really. Its almost certainly their fault, yes.
>>
>>11691289
>Arch user
This is what you signed up for.
>>
>>11690143
WTF is wrong with Raymond Chen?
>>
>>11690830
tfw will never be this good at making visually appealing maps
>>
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>>11688837
Some ideas for the SMM encounter.
Thinking of having shootable switches that raise some platforms but they're behind the spider.
>>
>>11691165
Yea. Hoping Xaser to finish d2twid Lost Episodes some time. At least Purist started helping him.
>>
>>11691107
Is there a Doom engine that supports this?
Or is this some other engine and you simply imported doom textures there?
>>
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>>11688820
BETA V13: https://files.catbox.moe/0r6r78.zip
was supposed to post this a while ago but forgot
>>
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>>11691213
Thanks anon. Not sure how much of the map will keep the honeycomb stuff, but it's so nice I want to keep adding it where possible. Picrel is an attempt ar stairs with hexagons too.

>>11691370
Practice makes perfect, anon.
>>
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>>11691289
Arch has had a track record of shitting the bed with certain Doom things lately. Some threads back a mystery crash with GMOTA's titlemap was tracked down to something wrong with Arch's C++ library. SLADE's TEXTURES viewer is also broken, or at least was broken as of a couple months ago, it's broken with some of the official packages as well but Arch was the only case where compiling it manually didn't fix it.
>>
>>11691370
It's not very hard to do visuals like those in the image, just change your grid size to larger or smaller as you work.
>>
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Anons, give me some custom Quake 1 weapon ideas.
Guns, melee, magic stuff, whatever.
I'm bored and want to make stuff.
>>
>>11691553
A real military style flamethrower where it works like an actual jet of liquid/gel fuel that's burning, so that you can bounce it around corners and shit, and also it sticks like crazy on enemies.
>>
>>11691370
Worry more about making your map FUN. I've played a lot of pretty maps that were less fun than some D!Zone maps from 94.
>>
I prefer Douk over DOOM
>>
>>11691697
Fuck year
>>
>>11691697
well I prefer Sam over both of those!!
>>
So tired of gzslop.
>>
>>11691205
GGs
>>
>>11691759
Thank god no one is forcing you to use GZDoom then.
>>
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>>11691205
GGs
>>
>>11691439
regular gzdoom
>>
speed of doom is so good
>>
>>11691763
rude
>>
>>11691793
everybody who plays it says its great, I haven't personally tried it yet
>>
>>11691793
Fucking classic megawad.
I especially enjoyed the soundtrack.
>>
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is TreasureTech done yet?
>>
Is there a better source port for the original DOS version of Powerslave? PCExhumed doesn't even have an options menu.
>>
>>11691932
He's slowly working on it. I know he's made some new weapon sprites.
>>
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>>11691793
I can never get into it and I have no idea why
>>
>>11691932
Man, I'd throw fourteen newborns into a blender just to get proper GZDoom netplay and thus multiplayer Treasure Tech
>>
>>11689751
Now with more snow. Might edit some of the timings but I'm happy with the end result right now.
>>
>>11691205
Just to make sure: all of the edited pk3s for this server are approved for use as Open Assets and aren't unauthorized iterative works and portlegs, correct?
>>
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>>11691993
lol, lmao
>>
>>11691983
That's neat. The timing does seem off to me. Not heavy enough or something.
>>
>>11691592
have the amount of prolonged burning it does depend on how long you keep it on the enemy rather than just lighting them on fire immediately like a lot of vidya flamethrowers do
>>
>>11691998
I suppose if I REALLY wanted it to look like actual snow falling down the cliff i could make 100+ 1 pixel thin sectors and each one is only 1 map unit lower than the other and they all smoothly come up.
but fuck that, this already took me multiple hours, that would take probably a dozen.
>>
>>11688828
>full ass worth
>>
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>>11692050
>>
So, what's everybody been playing lately?

I decided to give Space Cats Saga a go, it doesn't seem to be as shit as I was led to believe, some of the weapons are pretty fun and the maps so far seem ok.
>>
>>11692118
Slowly working my way through Simulacrum.wad
So many archviles...
>>
>>11691673
Gameplay takes first priority, but visual design does a lot still. The D-Zone LOOK isn't desirable either.
>>
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>>11692121
Map02 filtered me hard, I just stopped playing after I beat it. It wasn't bad I just got own zoned by archviles repeatedly.
>>11692118
Overboard!
>>
>>11688821
>Get close to it
>Punches you and instakills you like Mike Tyson from Punch-Out!!!
>>
>>11692118
Finally playing Threshold Of Pain and enjoying it. Gonna play all of those psx-style wads.
>>
>>11692118
been playing TNT: Revilution. Its been real slow. bigger levels, and I'm just a slow player. it can get a bit monotonous, playing the same thing over and over and not making much progress. like I'm playing wrong or something; I probably only do like a map a day.
kinda want to play something a bit faster paced, scythe maybe?
might take a crack at Hexen 2 also. I love the first, so my hopes are high. think I'll finish TNTR first, I'm 20-ish levels in already anyway.
>>
>>11689896
>How many ways can there be to make low monster count maps that are challenging in 2025?
Just spam chaingunners, mancubuses, revenants and archviles. That's fun, yes?
>>
>>11692118
Went through Earthless, the high point was Dead End into Episode 4. Now I'm back to working through Peripeteia.
>>
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>>11692118
Paramelancholia, somewhat obscure total conversion that was recently released. Pretty slow gameplay but ok otherwise.
>>
>>11692235
Is this good stuff or a wad that goes category of "I made this for gzdoom, because I just started mapping and don't know what source ports are". Looks like the latter.
>>
I'll need to see if this was a smart idea or another hair-brained asspull by me.
>>
>>11692252
gib
>>
>>11692268
I've spent the past few days sorting out weapon mechanics to make something worth a damn here. You can see here I'm trying something different with the light whip. Before it was just a constant chain of attacks that came out of your weapon but I felt like that was a little basic and boring.
So instead when you swing the light whip, now the beam stays wherever you swung it to become a constant hazard.
>>
What the heck.
>>
>>11692189
Kino...
>>
>>11692252
>>
>>11692340
Someone already beat you to that! I explained some shit here man >>11692275

Though I could further go into this. Besides the current static hazard beam light whip I'm experimenting with, the dark gun is a spread gun with high knockback, and the light gun inflicts slow as well as stunlocking through sheer volume of fire. The dark whip is gonna have an extra feature too: The whip tip will leave a fireball behind that detonates after a short delay, rewarding players who space out their attacks.
I need to perfect the knockback effect though because it's kinda shitty at the moment.
>>
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>>11691451
elaborate. are you the lead? back in the saddle, or simply dumping the last wip?
I was about to announce my intent to take over, just so it doesn't stay up in the air.
>>
Can we stop doing giant caco swarms with no bfg please
>>
>>11692118
I've got a few maps left of Alkaline, and really liked the environments in this collection. I definitely prefer sci-fi to Quake's fantasy/medieval aesthetics.
>>11692437
What, you don't enjoy killing 10+ cacos with the SSG?
>>
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>>11692471
>he thinks 10+ is a swarm
cute
>>
>>11692437
let's start using pain elementals instead
>>
>>11692486
Based.
>>
>>11692486
No. Let's use Doom 64 pain elementals instead.
>>
>>11692486
>>11692551
Lets start using cacos that spit smaller cacos that act like lost souls that fire tiny plasma balls that do full damage.
>>
>>11692437
>with no bfg
You VILL use ze rocket launcher
>>
>>11692551
This.

>>11692616
Based.
>>
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Huh, that's funny, in the SNES version of Wolfenstein 3D, the backpack powerup stacks, I picked one up on the first level, and it let me carry as much as 199 bullets (not sure about rockets or fuel), and picking up another backpack lets me carry more.
Does B.J max out with two backpacks here, like he's putting one on his back and another on his chest, or can I stack this even higher?
>>
>>11692708
He's a big guy.
>>
>>11692754
He's stacked as fuck, it's great.
>>
>>11692708
he obviously puts the second backpack inside the first one
>>
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Been playing WGRealms Demon Throne in my spare time and it's really charming. Brings me back to simpler time.
>>
>>11692708
Turns out you can only double them once, can't pick up the backpack in the third level.

>>11692764
Hmm, that WOULD be more efficient.
>>
>>11691983
I'd suggest to not raise the subsequent snow "walls" that high, i get the intention but it looks kinda wonky, I think it might look better if the wave effect is more smooth, not slower, but with smaller amplitude.
The final effect with the snow piles building up is nice.
>>
>>11691983
ProTip, you can apply the snow flat texture on the sectors in advance by using a transfer action which is making them lower to a non-existent lower height first, then make them raise up to the needed height (presumably you're using dummy/control sectors for that). It should look a bit nicer that way.

I like what you're doing here, btw.
>>
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>>11692775
WG is working on something similar right now it seems
>>
>>11692437
I still get nightmares about Sunlust map 22.
>>
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>>11692885
That's cool. I think I'll write them a thank you letter for sharing it. And maybe start the long process of doing the same for the other authors who provide gameplay, levels, etc that have given me a lot of hours of fun.
>>
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It's fucking nothing, as usual.
>>
>>11692885
Oooh, that's pretty.

>>11692895
Is there a changelog of fixes or anything?
>>
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>>11692897
Yes, and it's fucking nothing.
>>
>>11692895
They didn't even bother giving sigil 2 an achievement even though it's officially part of the list now.
>>
>>11688820
[4-08] DSDA-Doom v0.29.0, QoL and bugfix update
https://github.com/kraflab/dsda-doom/releases/latest
>>
>>11692901
I would say that fixing crashes is good.
>>
>>11692916
Absolutely, but arguably the only reason this thread cares about it is the id24. And I don't see any.
>>
>>11692929
Oh, I've kind of just stopped having hopes for ID24.
>>
>>11692901
the automap crash was the cause of like 90% of crashes, this is good.
>>
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>>11691932
guns seem to be, but i assume TTland takes priority now and arsenal-only will only drop after, like with Ashes.
>>
>>11692863
good info, ill see if i can change it today at work
>>
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>>11688837
>>11691382
https://www.doomworld.com/forum/topic/152389-my-map-29/
The map is out now.
>>
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>Finished Map-Center Retro Jam 3
Holy shit. Not an utterly terrible map among them. There were a couple that were on the "obvious new mapper" side, but even those were decent enough. I finished with Nebo's Fortress, and I'm glad I did because it felt like the final level, especially with that cool Quad fueled slaughter at the end. I normally hate slaughter, but throw in a quad at the start and it's suddenly a lot of fun due to all the enemies exploding into gore fountains.
>>
>>11692929
>>11692932
Id24's development has been stopped in favor of mbf25. That's the best outcome. Mbf25 will have most id24 features (at least the ones we want) and more, and it's coded in much better way. Probably doesn't have LoR things taking unnecessary space either.
>>
>>11692895
Automap crash fix and acknowledging Sigil 2 as an official expansion are cool things. That's much more than nothing. What were you waiting anyways? Id24 development was stopped and Nightdive has stated they won't add psx doom, because the engine couldn't do colors right. We have upcoming mbf25 and psyDoom anyways.
Playable alpha maps in vault would be nice, but we'll see.
>>
>>11693113
Based
My favorite was probably The Count's Folly. But yeah, the overall quality was surprisingly good for a week-long jam.
>>
>>11693123
>and it's coded in much better way
I mean, you can call abandoning dehacked completely that.
>>
>>11693137
Decohack is built upon dehacked though.
>>
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>>11693048
Not sure what warrants calling it "Map 29" but I like some of visuals. Progression and combat feel underdeveloped but I don't have any constructive criticism.
>>
How far you can go with story exposure without relying on GZDoom gimmicks?
You can exploint UMAPINFO intertext feature to drop pieces of plot between levels, some elemets could be shown through visual storytelling. Old total conversions used dehacked decorations which played a sound file upon seeing the player and then dying.
But are there any other means to achive it I couldn't think about?
>>
>>11692118
I really want to like Space Cats Saga, I love cheesy 80s style anime, catgirls, and the broken English unintentionally comes across like a bad translation from that era. The guns are also fun.
But it's also visual vomit with clashing neon colours everywhere. It might be cool used in tandem with Auger Zenith though.
>>
>>11693170
You can also add holes in "Finished" "entering" graphics and turn map names into briefings. I think this is how it's done.
>>
>>11693149
No, Decohack is a tool that translates Decorate into Dehacked.
You can say that it is built with Dehacked limitations in mind, but with direct Decorate support you wouldn't need to conform to them AND the code would be much cleaner, which is the point.
>>
>>11693123
>Id24's development has been stopped in favor of mbf25.
Has it actually?
>>
>>11693149
DecoHack is just a way to write legible and sane code which the program then translates to the necessary state table gobbledigook that is a DeHacked patch.
>>
>>11693204
Yes.
>>
>>11693181
>>11693208
Yea, that's what I meant but I'm esl slav.
>>
>>11693181
It would also be possible to add various features and functionality over time without having to fuck more with the jumbled bullshit that is DeHacked implementation.

Chickenman once said that theoretically ditching DeHacked would have been good for GzDoom for certain optimizing and cleaning up of the codebase, but that this could never be done because there needs to be a level of legacy support (GzDoom does work with like 99% of DeHacked stuff). He's not alone as a port dev to have reservations on trying to build further onto DeHacked.
I would say that MBF21's extended DeHacked is about as good as we'll get DeHacked (and it's pretty good, I'll say), and also about as far as it should be developed.

>>11693209
That's great news. Is there a source?
>>
>>11693226
>That's great news. Is there a source?
Ongoing commit discussions on woof github repo
>>
>>11693212
So am I. The point was that Dehacked is the middleman that MBF25 seemingly is going to abandon. A port with no Dehacked support whatsoever will be able to just skip all the mess to support MBF25, while currently you have to support Dehacked, BEX, DEHEXTRA, DSDhacked and, if you want ID24 extensions, ID24hacked.
>>
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>>11692764
>second backpack inside the first one
classic
>>
>>11693226
>I would say that MBF21's extended DeHacked is about as good as we'll get DeHacked (and it's pretty good, I'll say), and also about as far as it should be developed.
Eh, personally I thought that ID24 extensions were natural and made total sense, but also that there is really nowhere to go after them without some really wacky shit.
>>
>>11693243
>A port with no Dehacked support whatsoever will be able to just skip all the mess to support MBF25
I don't think we'll ever see that, DeHacked is too ubiquitous for Vanilla stuff. I think we'll basically get a feature complete DeHacked though.

>>11693260
I vaguely recall devs being salty about them adding a negative entry range to DeHacked.
>>
>>11692118
Yeah, this isn't bad. >>11693172 is right, some of the levels are very ugly, but it's probably one of the better "anime" mods I've played. It feels a bit like a less overpowered Guncaster, and I'd take being a cute catgirl over some scaley any day.
>>
>>11693170
DBP59 has some pretty involved cutscene and NPC stuff going on, check that out for examples.

Of all things, it has a little shop and gold system in spite of being limit-removing.
>>
>>11693170
You can have midtextures that spell out messages.
>>
>>11693230
Ok. Where's the link?
>>
>>11693170
Technically you can do cutscenes with some clever use of voodoos and dehacked. Impse Dehacked Edition is probably the best example I can think, lol
>>
>>11693283
>I vaguely recall devs being salty about them adding a negative entry range to DeHacked.
I think that came from having to expand Dehacked in general. DSDhacked (MBF21) has made certain devs that saw the writing on the wall just as salty and I don't mean just Graf.
>>
>>11693498
I remember that. I think it was Ketmar who said that he was outright not going to implement it in his port.
>>
>>11693505
Yep. It's just now everyone got on the same train.
>>
>>11693170
Strife had full on fallout style dialogues in 1996, is it possible to do the same with doom without using GZD?
>>
>>11693523
No, it's part of Strife engine functionality. Those modifications were not backported to Doom in any way.
>>
>>11693520
*everyone means Woof and DSDA team, which covers most used ports that aren't ZDoom family
>>
Why should I use VKdoom? Is there some original content made for it that I need to play?
>>
>>11693445
Bits of it spread out here and there. If you wish specifics, might as well talk directly to Fabian on Doomworld.
>t. not the anon who first engaged you in conversation
>>
>>11693536
There's no particular reason at the moment unless you're a developer, since a stable 1.0 version hasn't been released yet. When one is though, you might get better performance with it than you would in gzdoom depending on your hardware due to it's modernized internal shader structure.

A whole slew of projects are in development for it though. Some map packs, some original game projects. It does has some really sick-ass features like vertex shaders and per-actor shader uniforms which can be used for all sorts of cool shit.
>>
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>>11693170
pic is DBP62
>>
>>11693570
>better performance with it than you would in gzdoom

I hope so. I really enjoy playing some mods like Godless Night but whenever I head into an outdoors section my frames drop to painful levels. Fiddling with the settings doesn't seem to help much.
>>
>>11693596
Have you tried software rendering?
>>
>>11693570
>you might get better performance with it than you would in gzdoom
I don't understand how GZDoom runs so bad on some maps from Community Chest 1, for example, that it's unplayable
>>
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:3
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Are there any good doom maps/wads with a cramped, narrow feeling to them? Like something Kowloon-esque.
>>
>>11693609
Kid's doing better design than id is these days.
>>
>>11693617
The congestion and confinement series' of wads?
>>
>>11693607
I guess I could try that. I don't remember what I selected. I think it was hardware accelerated.
>>
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>>11693617
Bit of a self-plug but some of Eraser was made with Kowloon as inspiration, and I want to make something with more overt Kowloon vibes in the future.

Unrelated but I've been really enjoying working with hexagons.
>>
>>11693527
Conversely, you could create your own dialogue system with ZScript.
>>
>>11693632
I loved Eraser. It was one of my favourite maps from last year. I even used the standalone weapons set to play through Auger Zenith.
>>
>>11693609
Sprite replacement when?
>>
>>11693609
They do hiss.
>>
>>11693649
Well now I feel bad for killing cacos.
>>
>>11693618
Nu-id is what it is, but Vassago's design was perfect.
>>
>>11693649
The Cacos in Juvenile Power Fantasy make cat noises
>>
>>11693632
That's looking cool as fuck.
>>
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Has anyone gotten GZDoom's HDR to work without crashing? Been trying to get it to work for a while but it keeps doing so, and playing GZDoom (along with any other source port that isn't the rereleases for that matter) with HDR turned off turns it off for my monitor entirely. Not sure if it matters, but I also use ReShade ontop of GZDoom for its CRT shaders.
>>
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help WHAT FUCKING BUTTON IS THIS?? I JUST WANNA SEARCH FOR THE MOD I WANT FFS
>>
>>11693704
i googled apparently its "tab"....
fuck sake
>>
>>11693704
it's right under the letter Ё
>>
>>11693704
Tab
>>
>Download the latest GZDoom because I haven't updated it in a long while
>GRAF STILL HAS TRILINEAR FILTERING ON BY DEFAULT
Why does he insist on this? It looks like Doomguy forgot to put on his glasses.
>>
>>11693741
He thinks it's modern and to be expected, like with a lot of the defaults.
>>
>>11693747
I had to make the weapon template on my Doom mod to have autoaim turned off permanently because I hated going to the options to turn autoaim off every single time I wanted to playtest something. Plus autoaiming fucking sucks if you have a weapon that fires in an arc.
>>
>>11693741
He likes how it looks. I just copy over the config from the previous version when I upgrade.
>>
I love to put DOOM UV Max runs in the background just so I can occasionally here the death of a Cyberdemon.
I find it therapeutic in a way.
>>
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Wanted to see some monster behavior, was surprisingly informative, although I'm not sure anyone cares but me. Still might be interesting to someone somewhere.
>>
Replaying Quake lately has been interesting. My reaction to seeing a Shambler is still "Oh. Oh no." Even though they're easy to trick into slashing endlessly.
>>
>>11692368
Yes im the original lead, came back just to post the beta 13 that was finished a while ago but forgot to post. You are free to take over if you want
>>
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>>11692905
I'm not an achievement hunter and I definitely don't use the steam port but that triggers my tism
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the effort you guys put into bathrooms, really something else.. and the flush sound seems to match the bowl too
>>
>>11693928
There is an art to making a good sector toilet.
>>
>>11692008
I just meant the speed of the animation really. Quicken it up a bit. It's okay for things to fall faster in animation if the goal is for them to feel heavier.

It's cool regardless though. Reminds me of build engine earthquakes n all
>>
Is there any way to play Nehahra in Ironwail/vk? no, I'm will not use DarkPlaces
The closest I got to running it was this package
https://archive.org/details/quake-nehahra
which looks like it was made for QuakeX of all things.
I can run it in Ironwail as a replacement for original "id1" folder, I can even run it as a mod from "nehahra" folder on top of original "id1", but the main menu is broken and has 6 options when in fact only 5 are selectable and the text is wrong. But I can start a new game and it looks like it works, at least for now.
Both packages from quaddicted and from mod.db are crashing with error the moment I try to start a new game.
And of course all the bundled .exe files are not working anymore.

Maybe someone had more success with this.

I'm not even dreaming about playing the whole demo machinima in game engine (whole 4 hours of it), thought this was the original intention. But now even just playing it would be fine.
>>
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>>11693817
This does make me think a bit.

For mappers that want to have oddly delayed monster closet spawning it is helpful to remember that monsters get janky movement in tight spaces. Some pillars, walls, rubble and monsters can accomplish this. Older styled monsters closets tend to do this with monsters only, so this isn't a totally new idea.

I could picture something like a series of monster closets around an arena that all eventually empty out but in odd timing.

Pic related is a super rough idea of that. Granted a similar effect could be achieved with more cleanly drawn closets. But the potential benefit of this style is reusing these closets as being a part of the level progression.

For example what if after completing the center arena, you progress through the level by going through the now expended monster closets.
>>
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>>11693965
>bundled .exe files are not working anymore
the bundled glquake (same as nehquakebjp on http://bjp.fov120.com/) works for me on win10, though it's lacking in modern niceties (overbright, fullbrights, autofov).
modern-ish engines that can run Nehahra are MarkV and Requiem (this fork specifically: https://github.com/c-d-a/reQuiem/releases).
I don't remember the details, but my launch params for Requiem are: requiem.exe -current -nehahra -particles 8888 -heapsize 222222 -zone 4444 +map nehstart

unless FTE had neh support added in the past couple of years, you won't be able to run it in any of the other engines.
the xbox pack (weird!) that you've linked seems to be very basic and probably not really playable. it just takes things that exist in vanilla and drops everything else, so no custom enemies or ai, no weapons, no physics, no fog or fx, no bosses, no music. even low gravity in the secret level isn't there.
>>
>>11694026
Shame, going back from all the QoL features is painful.
I'll try those ports, thanks for the help.
>>
>>11693617
i might be confusing with another dbp mapper but iirc SuperCupcakeTactics has these kinds of maps
>>
>>11690328
>>11690319
id & bethesda have been pretty good with remasters for the most part...
>special edition of skyrim was a free upgrade if you already had the vanilla/legendary edition while the anniversary edition of skyrim was a DLC if you had the special edition.
>doom & quakes remasters were free upgrades on steam if you had the previous versions and you can still play the originals if you so choose to.
>the original doom 3 & RoE is part of the BFG edition.
...the only one they really fumbled with was the next gen update to fallout 4 but you can always use the GOG version and there are tutorials to help you downgrade the steam version too.

that all said we'll never see a remake of morrowind, oblivion or fallout 3 (at least not one done by bethesda) todd has been pretty adamant about not wanting to do remakes in interviews.

>>11690502
>>11690515
>>11690523
while i get why people don't like that sort of thing the idea of "brand purity" is silly when crossovers have been a thing for literally decades. if don't like it blame the fanboys of old and/or your 10 year old self for eating that shit up in the first place.

>inb4 it's not the same.
oh really? tell me how predator fighting batman & the xenomorphs, archie meeting the punisher and street fighters vs x-men & KoF is any different from horror & action movie characters in mortal kombat, gundams & 40K space marines in call of duty or everything in fortnite.
>>
>>11694130
Its not the same because those things happened in the past (good) instead of now (bad)
>>
>>11694130
>how predator fighting batman & the xenomorphs, archie meeting the punisher and street fighters vs x-men & KoF is any different
it's not, all of it is cringe. AvP games would have been better if they dropped 'vP', and I can't name anything else I find worthwhile.
>>
>>11693704
Is the "Tab" key the next thing zoomers don't know? Although at least that one is still there on the keyboards, unlike the save icon that nobody has a drive for anymore.
>>
>>11694130
Didn't they break lots of shit with special edition Skyrim?
>>
>>11694407
I don't think Zoomers drink Tab, anon.
>>
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>>11693609
They do like to be petted.
>>
>>11694425
>come home to caco
>he rubs up against your legs like a cat
>>
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>>11694314
>AvP games would have been better if they dropped 'vP',
You should check out Aliens: Colonial Marines. I think you'll love it.
>>
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>>11694435
FUCK YOU RANDYYY
>>
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>>11694437
NOBODY STEALS OUR INTELLECTUAL PROPERTY... AND LIVES!
>>
>>11692212
I think it's fun.
>>
>>11694435
I mean, dunking on gearbox aside, it's probably not actually that much worse than AvP from '08 or '09. been a while since I played that one though.
it certainly had nothing in common with marine or alien campaigns from AvP1 - now those were the goat.
>>
>>11694467
>now those were the goat.
Nah man, AvP 2 was by far the highlight of the series. Its only problem is the inversion shader the alien's vision modes use being incompatible with any slightly modern version of DirectX (common Lithtech L).
>>
>>11693570
My biggest problem with GzDoom performance so far was using dynamic lights in slaughtermaps with 10k+ monstercounts.
Just turning dynlights off usually fixes this immediately. Still DSDA and Crispy give a bit more stable FPS and feel a bit more smooth and snappy.
I think Crispy feels best, but DSDA is very close and has a nice custom HUD, so I'm usually using DSDA.
>>
>>11694446
Taste question, I suppose. But I'm more fan of maps that are like vanilla ones.
>>
>>11694130
>that all said we'll never see a remake of morrowind, oblivion or fallout 3
>oblivion or fallout 3
Remaster or re-release of those two were rumored since the FTC leak.
>>11694420
>Didn't they break lots of shit with special edition Skyrim?
Yeah. Same for Fallout 4.
>>
>>11694130
I'd rather nuBethesda keep their filthy hands off of my Morrowind.
>>
>>11694491
That stuff adds up, yeah. Also, if you're gonna play slaughter on GzDoom you should consider Slaughter Optimizer
>>
>>11694130
> that all said we'll never see a remake of morrowind, oblivion or fallout 3 (at least not one done by bethesda) todd has been pretty adamant about not wanting to do remakes in interviews.
Why would anyone choose Bethesdas' remake of Oblivion over Skyblivion?
>>
>>11694527
It's cool. They won't touch it, Todd himself has gone on record to say he doesn't intend to, and the normalfags into Skyrim would be too weirded out by a non-Tolkien inspired fantasy world for it to sell.
>>
>>11688882
What map? Also, is that Big Gun from Quake 2 randomly in he background?
>>
>>11694539
Three blessings to him if he's telling the truth (which he might not be).
>>
>>11694567
Todd not telling the truth? Surely you jest.
>>
>>11694593
Is it me, or did someone have to tell Doomguy twice?
>>
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>>11692248
Depends how you mean. A lot of the monsters seem to be edited realm667 types but then there's a lot of scripted sequences and some effort seems to be put into audio and stuff like that.
>>
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>>11694539
Skyrim is pretty good and all that talk how it's somehow dramatically different world than Morrowind is uninformed. Both have pretty much nothing to do with Tolkien, Skyrim definitely has a bit more of a northern vibe and you even get to literally visit Valhalla at one point, but in terms of lore all that stuff was there even in Morrowind. Both in Morrowind and Skyrim all the most interesting places are Dwemer magitech dungeons, but in Skyrim there are more of them and they're done better and with more depth. Yeah, there are a bit more cool overworld places in Morrowind, mostly in terms of scenery and landscape interest. Skyrim compensates by making a few independent takes on huge underground cities with styles one could expect to find in Underdark, the most notable two being Blackreach and Soul Cairn:
https://en.uesp.net/wiki/Skyrim:Blackreach
https://en.uesp.net/wiki/Skyrim:Soul_Cairn
Also Skyrim has some incredible Myst type stuff like picrelated.
>>
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>>11694540
more like Big Chode
the map is from Violent Rumble
>>
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>>11694752
Also Apocrypha has a bit of Doom-ish green demon fortress vibes, mixed with Ctulhu and cooked in its own realm-of-books-and-symbols way.
>>
>>11694752
> Both have pretty much nothing to do with Tolkien
It's more like both Tolkien and Bethesda were talking inspiration directly from norse mythology, and Bethesda choosed to borrow quite a different subset of stuff from there, a lot of which is nowhere to be found in LOTR universe.
>>
>>11693965
>>11694026
>This is one example and I'm working from memory here so I could have some things wrong.
>Skyboxes.
>The modern standard is to add a "sky" field to the worldspawn entity.
>The Nehahra standard is, IIRC, to stuffcmd a "loadsky" command when the player enters the map.
>In fact Nehahra could be considered the king of stuffcmd. There's one case, I don't remember exactly what, where it stuffcmds the same setting every frame (in addition to all the other stuff it uses stuffcmd for).
>This is an example of the kind of thing Baker means when he says "awkward ways of doing what we now do in other ways".
>The point I'm making here is that bringing Nehahra up to modern standards is a little bit more than just a simple touch-up here and there. It's virtually a rewrite.
Holy shit it's GZDoom level of bad. Probably even worse than that. No wonder source ports struggle to run this clusterfuck.
>>
>>11694907
You do know that you can play Nehahra on MarkV?
>>
>>11695009
Yes, anon already told me that. No I wonder what kind of clusterfuck is happening inside MarkV if it can run Nehahra clusterfuck.
>>
>>11693609
I'm picturing an entire cat-themed Doom monster pack. Any pun names fellas?
>>
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>>11695048
Instead of Lost Souls you have Lost Balls, and you also have a Yarn Elemental throwing them.
>>
>>11694420
yes but it's all patched up now until the anniversary edition broke it again. i haven't upgraded to due to me having pirated all the creation club content anyway so i can't really tell you how it is now but my best guess is they probably patched it up while fallout 4 was basically left to rot after it's next-gen update. it didn't even get the creations/mod menu update that skyrim & starfield have.

>>11694509
>Remaster or re-release of those two were rumored since the FTC leak.
and it's still just rumors. case in point, the fallout 3 remake was suppose to be a switch port of the game and we're a month away from the switch 2's release with no official announcement.

>>11694567
>>11694593
for better context to what he said. todd is more interested in getting the original versions of bethesda's older games running/working on modern hardware than straight up remaking or remastering them (i.e. getting morrowind & oblivion to run on the newest version of windows, removing GFWL support for fallout 3 or next-gen updates to skyrim, fallout 4, fallout 76 or starfield).

>>11694539
>and the normalfags into Skyrim would be too weirded out by a non-Tolkien inspired fantasy world for it to sell.
i don't know what you're talking about? skyrim is basically norse mythology (base game), gothic horror (dawnguard) & lovecraft (dragonborn). there's nothing really tolkien about it.
>>
>>11695048
Well you've got the obvious Catodemon.
Pinkies could be Moggies
Cyberdemon could be that old Mad Catz meme image of a cat riding a cardboard mech
Spider Mastermind could be some proud Persian cat called the Best In Show or something or maybe I've been listening to too much Dungeon Crawler Carl.
>>
>>11695048
Space Cats Saga already has one.
>>
idk anything about MBF25 but I hope we there's a way to have Quad Damage in Doom outside of zdoom ports someday. Imagine the possibilities...
>>
>>11693609
>Hi Sandy, hope you're doing well. This is inaccurate. I caught you drawing this after Carmack dropped Mitzi off at that kill shelter. It's been 30 years, you must forgive yourself.
>>
>>11695139
As much as I respect Carmack, knowing he's a soulless goon who killed a cat for no reason has made me think a lot less of him as a person.
>>
Are the holes in the back of a caco like a "release" and "intake" for air for the organs inside that allow it to float?
>>
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>>11688817
God damn fuck those assholes. They practically ruin the game the moment they appear
>>
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Okay MarkV sharts the pants if you try to play demos, lot of errors in the console and random crashes. And it can't load ogg music.
But reQuiem runs everything really well. Outside of the clipping in demos list hiding last ~10 demo names, and being unable to access "Options" menu after any map is loaded, it does the job pretty well. So far runs all the demo files (haven't checked all 4 hours yet), and runs the game with all the cutscenes.
I can't believe you people hid this kino from me and never even mentioned it in any recommendation lists, it's all the same AD Alk Honey Rubicon Udob Jam this Jam that over and over again. I understand back then Nehahra might've been huge, but now it's buried six feet deep and I stumbled upon it completely accidentally.
>>
>>11695228
>I can't believe you people hid this kino from me
People can’t hide what they haven’t played or are ignorant of.
>>
>>11694907
>GZDoom level of bad
in a way, it's the opposite.
in GZ you write a script and get a timer. done.
in non-GZ you need to have a conveyor drag a voodoo doll every tic, risking it getting stuck on something, or portal endpoint being occupied, or co-op breaking, or gameplay mods interfering with stuff.
also I think AD might be doing stuffcmd spam for trigger_fogs anyway.
>>
>>11695167
They're not too bad, I thought. Don't they always go down from 1 rocket?
>>
>>11694907
or having to do a sky transfer to every tag as the only way to change the sky pre-umapinfo
>>
>>11695323
>Damage 0-30
It’s also a rare case where it always feels like they deal way more damage than they’re actually dealing.
>>
>>11695350
Using the same explosion graphic for explosions with vastly different properties will do that. Took me years to realize how big the laser tripbomb radius actually was because it doesn't look any different to the RPG or pipebombs.
>>
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You ever make something for a meme community project and quickly realize you are head and shoulders above everyone else in it?

People are submitting kinda large vanilla-looking maps and I'm over here doing something that explicitly aims to pay tribute to Sunder.

Man.
>>
>>11695381
Should've picked Sunder community project instead? Crazy idea I dunno
>>
>>11695396
I just sat down and mapped without really thinking about anything, anon. Before I realized it the map was way too big for an early slot and it feels weird to attach what I feel is the best-looking map I ever made to a half-baked meme thing.
>>
>>11695407
Good? People will remember your map as the best one in the whole project.
Or make a new one basic map for it and release the sunder map as a standalone if you don't like em so much.
>>
>>11695418
Yeah, I'm overthinking it. Thank you, voice of reason anon.
>>
>>11695381
>>11695407
Honestly, no, I just started mapping recently, so I've never experienced that. But I imagine it's a confidence boost. If your map is clearly superior in some aspects to the others in a set it will be more memorable, although it will be played by less people than a very prestigious project with a higher quality standard I suppose
>>
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>>11692235
>dat conflicting art styles
>>
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>>11695048
Archocetrius - "arch cucumber" for the archvile
>>
>>11695458
>Limited Run Games
Overpriced tat selling off of FOMO..
>>
>>11695458
That Caco is cute, but not for the price they're asking.
>>
>>11695381
Vanilla style maps are needed too, it would get tiresome if everyone was making Sunder inspired maps
>>
>>11695458
Normal I dislike the chachkies that they try and peddle for an exorbitant price by saying it's some limited run pre-order BS
and this is no exception
>>
>>11695458
The floating Caco looks neat.
>>
>>11695458
not gonna buy this because it's probably absurdely overpriced but "box that plays doom" is pretty funny
>>
>>11695458
>limited run
I swear if any of you give them money I'll shit 1:1 pain elemental on your porch, I'll show you the pain.
>>
>>11695458
>Limited Run
Absolute fucking grifters, which is funny considering their politics.
>>
>>11695470
No shit. It's just this is the first time I'm going against the grain and I don't want to make the other maps look lesser in comparison.

>>11695424
Yeah, that's a better way of looking at it. Just kinda afraid it might actually make the other maps pale a little, but I'm really overthinking it at this point. I'll just map and not worry about it.
>>
>>11695323
Rocket launcher is less than perfect for fighting the drones because they are rushing towards you, while you should be running backwards and shooting at them, which you might be doing in a relatively tight space.
Shotgun and chaingun are easier to hit with and they cause hit stuns which makes it slow down.
>>
>>11695167
Give them proper respect, they are incredibly useful on Damn I'm Good
>>
>>11695480
>because it's probably absurdely overpriced
$666.66
>>
>>11695458
This is a scam.
>>
>>11695496
If that makes it better, it motivates me to put extra work into mine so that yours isn't the only standout map.
>>
Was infernal chasm from vanguard used anywhere else? I swear I saw that map (or one very similar) before
>>
>>11695493
>Absolute fucking grifters
elaborate.
I only bought one thing from them like... 7 years ago maybe.
>>
>>11695548
Not that anon but they cheaped out on some Snes carts that were bricking people's systems.
>>
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>>11695458
>>
>>11695548
They've done things like sell reproduction disc games on CD-R instead of pressed copies, resulting in 3DO games like D and Plumbers Don't Wear Ties not working at all on real hardware. They're also major douche nozzles with customer service and actually fulfilling their orders. I pre-ordered some vinyls from them that were supposed to take about 5-6 months to ship; instead they took 8 months to produce it, and then didn't ship them out for another 5, and then it took 1 more month to arrive, and they didn't respond to my customer support ticket about it until AFTER it arrived so they could snidely go "looks like it's been delivered, please check your mailbox, have a nice day :)"
>>
>>11695572
>pre-ordered some vinyls from them that were supposed to take about 5-6 months to ship; instead they took 8 months to produce it, and then didn't ship them out for another 5, and then it took 1 more month to arrive,
I keep hearing this shit from people who keep ordering stuff from them, seems pretty clear they're taking new orders of stuff to have the money to do the old ones and not giving a fuck about making the customers wait even years for what they paid for.
>>
Never had a problem with LRG other than long ass wait times. Bought some shmups on ps4 from them, don't think I would ever get a repo cart or some shit.
>>
>>11695553
Nice meme, thank you.
>>
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me & bae xoxo
>>
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>>11695507
Indeed, it's not a competition but pushing each other to do better is always good. Good luck, anon.

Done for today. Lots of copying and pasting so far, will deviate from that pretty extensively in due time. Listened to Gridlock, no clue what genre they are but they remind me of Aphex Twin a little.
>https://youtu.be/MlUV4neFVKo
>>
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>>11692118
Thinking of playing through Arcane Dimensions again since its been a couple of years and I'm in a Quake mood after playing Retro Jam 3. I played most of a Space Cats Saga chapter but it wasn't really sticking with me despite my love of anime catgirls. It just felt like one of those overpowered power fantasy mods you see from time to time that loses its luster after a few maps.
>>
>>11695458
Yikes.
>>11695548
>7 years ago maybe.
How long it took to arrive? 4 years?
>>
>>11695430
Yeah it's pretty shit, but so far has been keeping me playing with unexpected turns.
>>
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>>11695671
>DSing in AZ
Fun combo, crazy colorful
>>
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>searching for more maps to play with HD
>come across Never in search for BLAME! style environments
>difficulty: "doom 2, nothing too crazy"
>download and play
>MAP01 starts you
oh okay then
I did try damn it but I couldn't get up to the top of the pit without several bullet wounds and then I'd get fried by either the cyberdemon's plasma or the imp fireballs at the top
>>
>>11695683
No, it came on time. It was just a switch game though. Wasn't a big special edition of anything.
>They've done things like sell reproduction disc games on CD-R instead of pressed copies
That's pretty lame tbqh. Whole point of a reproduction is to reproduce the utility of the thing. Not just the pretty pictures.
I've heard their delivery times are all fucked up, but I assumed that was kinda the worst of it.
>>11695551
I vaguely remember this one. They switch shops or something and didn't QC it well enough. I didn't hear about it bricking systems though, just that it theoretically could.

Not sure I'd call them grifters, but their quality does seem to be all over the place. They should get a handle on that.
>>
this came out 3 weeks ago
https://www.youtube.com/watch?v=n0syJjBfMGc
>>
what's the best HD sounds pack?
>>
>>11695752
Sump brothers LETS GOOOOO
>only first prologue map
Meh. Wake me up in 10 years when it's abandoned.
Also I really like the enemy model. A bit too cartooney, but looks like the devs are aware of it.
>>
>>11695704
it's delightful indeed, with pandemonia monsters as an icing on the colourful cake, considering it's got some tasteful vibrancy to it as well. fun balance too, using it as a general go-to for DS.
gonna take on community chest 4 now, with the punchy lady no less. never berserked before, can't say it's not exciting to wail on on them like that.
>>
>>11695752
pretty well done. Looks like a fake game a kid in a 90s sitcom would be playing though.
I don't think it really improves anything though.
>>
>>11695767
id be glad to use the models in Skyrim
>>
>>11695671
I keep coming back to Auger Zenith for that cyberpunk aesthetic but always drop it halfway through. Never finished the wad.
>>
>>11695752
cool. the weapons look fantastic. not so sure on the monsters
>>
>>11695752
Man, this DOES look like a fake game. I think it looks sick as hell though.
>>
>>11695801
halfway is probs the weakest part of it desu, took me some tries to get into the wad as well.
>>
>>11695802
That has to be the best accurate ettin model in years, seeing that >pic existed for near 20 years
https://www.youtube.com/watch?v=7dX4bbh0yDI
>>
>>11695801
I always do that for BTSX.
>>
>>11695752
I'm really glad that despite everything Doomsday autismos are still kicking around.
>>
>>11695812
BTSX would only benefit from being half as long as it is.
>>
>>11695812
>>11695832
I enjoy it all the way.
>>
>>11695840
god's strongest soldier. wish i had will as sturdy as yours.
>>
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>>11695840
This will be my third (fourth?) time through it, assuming I get past map 14. It's been kicking my Blaz ass.
>>
>>11695862
>Standing on top of the Wyvern and just beating the hell out of it
canon.
>>
>>11695845
It's not Eternal Doom or anything.
>>
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>>11695865
About the only way Blaz'd be able to reach it anyhow.
>>
>>11695868
I'd replay Eternal over BTSX.
>>
>>11695832
>>11695812
I don't mind Ep1 but Ep2 feels like a fucking slog that loses focus.
>>
>>11695898
I would replay BTSX many times, but never Eternal.
>>
>>11691761
Anywho, there’s also Zandronum, Crispy, Nugget, Odemex, and Eternity Engine.
>>11691936
BuildGDX maybe?
>>
>>11691936
Rednukem maybe?
>>
>>11695998
That's PCExhumed.
You mean Raze?
>>
>>11696006
I have 0 knowledge on Poverslave versions, I just know that Rednukem can play one of them
>>
>>11695458
Oh hey that caco looks coo-
>Limited Run Games
>$666.66
>>
>>11695458
Why can't they include the GOG version on a disc?
>>
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Been awhile since I posted any updates, getting closer and closer to releasing my first map
>>
>>11695707
the gap between vanilla and HD cybies is pretty vast, anon. as it is with just about everything in HD, come to think of it.
>>
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>>11695458
>how did so many replies get duped by an ai generated gag
>click google search by image
>>
>>11695553
This meme is older than most of the kids on 4chan nowadays
>>
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>>11696112
In editor look at final area, can see at the bottom how much resources I have left to work with. I hope it's enough for what I planned, if not I might have to remove something in other areas
>>
>>11695898
Literally how? Eternal Doom is an even bigger slog and makes BTSX's big levels look sane in comparison.
>>
>>11695898
Crate fan spotted.
>>
>>11696175
Wait wtf that would be so useful for my next project which i want to make vanilla compatible. Does UDB have a feature like this????
>>
>>11696186
BTSX is like if you took the already boring Quake 2, left only one theme out of a dozen, and then didn't even have angled walls or gore as crutches to lean on. it's just the same level 20 times in a row. no spice, no landmarks, zero memorable encounters.
(t. replayed Eternal but never even downloaded BTSX2)
>>
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>>11696214
What feature exactly, the wall count? Idk, I never tried any other map editors, I figured mapster in these few months and I don't intend to move from it any time soon, not until I make something for Ion Fury
>>
>>11695505
ok, that depends.

when they say 'it plays doom' be it the box or the caco, they could say that it plays audio, but if those actually can play the game, even if its a demo, that means that both things COULD be used for emulation or minor portable gaming projects, which COULD justify the price a bit.

of course if they dont, then that shit can go to the nearest trashbag, as simple as that.
>>
>>11696228
Where it tells you how close you are to vanilla limits for vertices, segs, etc
>>
>>11696230
This is just making me want to ask if there's an algorithmic way to test for visplane overflows.
>>
>>11696186
Eternal actually wants me to think and not just mindlessly shoot. It's not very good at it, but I appreciate it trying.
>>
>>11696229
The caco has three buttons, it'll probably play Doom in some form but not in a reasonably playable way.
>>
>>11696242
You shouldn't be mindlessly shooting in BTSX either.
>>
can u speed up the tick rate of doom 64 to match doom 2's tickrate, with some launch or console command, so the game is gooder, and doomier, and not slowsluggy turtleburgle snailsepsis? or do you have to simulate the whole thing in doom 2 for that? and if there's a simulation for it in doom 2, is it accurate to a tickrate increased doom 64, or accurate to a baseline doom 64, which you then have to speed up again to get the effect i'm looking for? help
>>
>>11695458
ngl that floating cacodemon is dope. But will never justify the price.
Might just make my own.
>>
>>11696258
doom rpg maybe. Or maybe there's triggers on the back.
>>
Man, the last few levels of Valiant feel like Skillsaw ran out of creative steam and just filled levels with a bunch of bullshit spawn hordes.
>>
>>11695458
What a bunch of slop.
>>
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>>11695458
the floating caco is cool but even as someone who really likes doom, most of this is meme bullshit. Plus if you're a huge fan and want a physical version of the game, why would you want it for console? Most hardcore doom fans are on pc.
>>
>>11695507
Whats this project, if I might ask?
>>
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>>11696404
>handheld doom
okay
>with only 3 buttons
>and they're all on one side of the device
>and it's shaped like a cacodemon
>and the cacodemon has anime blush
sincerely confusing

>>11696235
Choco-render-limits is also useful for vanilla mapping.
>>
>>11696421
impping
the gimmick is that you blow imps up with the rocket launcher
>>
>>11696409
>Plus if you're a huge fan and want a physical version of the game, why would you want it for console?
I want the SNES version they're releasing (supposedly) this year. I liked the SNES version as a kid, I have no idea where my childhood copy ran off to (i got another copy three years ago for christmas anyway) and I am curious to see the improvements made by 30 years of hardware development (though it's kinda cheating).
regardless, I like the console ports, though I have put in probably >50x as much time in on the PC. The switch port is fun for some quick hop-in gameplay.
>>
>>11696492
There's a post on this thread about their reproduction carts being a bit unreliable in terms of quality, but anyway, I kind of meant the modern console versions of the game. Which are pretty much the same thing as the pc version without extensive mod support. The older ports of doom are pretty neat, and have a lot of their own quirks and interesting qualities.
>>
>>11696242
>eternal
>think
Switch hunts are not real puzzles
>>
is Doom3 already retro? whats the cutoff?
>>
>>11696632
>whats the cutoff?
Read sticky.
>Retro gaming means platforms launched in 2001 and earlier, and official game titles for those platforms released no later than December 2007 (homebrew console games made after this date will be permitted). The Microsoft Xbox, Nintendo GameCube, Nintendo Game Boy Advance, and Sony PlayStation 2 will now be considered "retro".
Doom 3 was ported to the Xbox in 2005, so it meets the criteria.
>>
>>11695323
They go down from 1 door
>>
>>11695707
got a link for the map? "never" doesn't really narrow it down much if it's on idgames
>>
>>11696694
https://www.doomworld.com/forum/topic/128975-never-doom2-pwadtechno-ep-release/
>>
is there a pk3 file for deathstrider mod or is everything gz related nowadays zipped
>>
>>11696749
>is there a zip or is everything a zip
>>
>>11696749
just play something else, trust me
>>
>>11696754
.pk3 load much faster
>>11696758
i wanna try something else other than vanilla for now
>>
>>11696760
>.pk3 load much faster
In your head.
https://doomwiki.org/wiki/PK3
>>
>>11695752
ugly shit
>>
>>11696760
>i wanna try something else other than vanilla for now
and you couldnt find anything better than that? have you even looked?
>>
>>11696765
i did and deathstrider seemed pretty new and interesting to me so i was curious if there was a .pk3 file
>>
>>11696532
Hence, it's not very good.
I also enjoy Raven's CyClones btw.
>>
>>11696464
That sounds fun. I might enter if I can come up with a good map. 99% enemies being imps is an interesting restriction.
>>
>>11696767
Anon is just being weird because the developer posts here.
>>
>>11688820
Endless Madness 2 dropped
https://forum.zdoom.org/viewtopic.php?t=80356
>>
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>>11696787
>>11696790
i didnt know it was like that here i just saw the konata merchant mod and thought it was nice to have a cute anime girl following you around
>>
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>>11696790
>>11696801
He was also almost right on time with the thread hitting bumplimit and going into “shitpost mode”.
>>
>>11696856
He got me interested in playing it
>>
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>>11696790
>>11696856
If it makes anons feel better, I never post about the mod unless someone else brings it up first, and even then it's 50:50. In fact, I'm still greatly confused by the decision to list it in vrbin, considering there have been exactly zero (0) dev vids or screenshots posted to this general to warrant calling it a /vr/ production. Feels like pic related, honestly.
>>
>>11696923
I am afraid you are part of the shadowy group only known as "the boys".
>>
Sorry if I'm being retarded but how do you download Deathstrider? I've never used gitlab
>>
>>11696936
There should be a little download button by the "code" button. I'm phoneposting so I can't tell if it's different on a computer.
>>
>>11696532
See, that's the actual thing with Eternal that people miss (because let's be honest, shitload of players never actually played Eternal (or don't remember shit) and just meme about it). "Switch hunt" is not how Eternal plays, it's how it punishes you if you play it wrong.

If the player use his brain just a little to remember the not-so-straightforward map layout, then he will be rewarded with fairly smooth progression.
If the player is just hitting his head on the wall and expects the map to solve itself eventually because "I just want to shoot demons 'n shiet", he's for a tough ride, i.e. what you people call "switch hunt".
Of all the 39 maps of Eternal I-IV, that fucking tree on map 20 is the only time when the game breaks the rule and just says "fuck you, you WILL hump the walls".
>>
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>>11696936
Download zip (picrel) then slap directly into ZDL or whatever. Don't bother renaming to pk3, no point in doing so.
I definitely recommend learning Git on a very basic level eventually, though. It'd make updating that and the bajillion addons much less of a chore, especially with the Addons folder inside the DS zip which need to be loaded separately.
>>
>>11696972
I figured it'd be something like that but I was just wondering if I was missing something
Thanks.
>>
I see Eternal being mentioned often-ish nowadays, but what do you guys think about Team TNT other offerings: Icarus and Daedalus?
I mean, I know that the team for those aren't really the same, but still, I thought that they are curious, especially with Evilution in mind.
>>
>>11696980
>Daedalus
I found Daedalus pretty fun, especially after wacking it with Metroid Dreadnaught.
>>
>>11692235
why does it ship with copies of almost all pk3s?
>brightmaps.pk3
>brightmaps.pk3.bak
>game_support.pk3
>game_support.pk3.bak
>game_widescreen_gfx.pk3
>gzdoom.pk3
>gzdoom.pk3.bak
>lights.pk3
makes the release twice as big as it should be
>>
>>11696994
Slade's automatic backup files that they probably forgot to get rid of.
>>
>>11696993
>especially after wacking it with Metroid Dreadnaught.
Oh, that actually seems like a fitting idea. Thanks!
>>
>>11696994
9 MB of backup files isn't going to cause much of a dent compared to the 960 MB wad file in there.
>>
>>11696980
As an eternalfag I'm obliged to play them, probably sooner than later.
>>
>>11696994
I think OP doesn't know how to mod that well and just used it because it's easier to make a game thing in GZ, which is fine, stuff like Shrine and even Ashes had pretty humble beginnings too.
I personally didn't bother with it. Way too many mismatched assets and R667 stuff to really capture my interest.
>>
>>11696749
You can just rename it to .pk3 and it'll make it one.
>>
>>11697008
aha, I totally missed that file. can't figure out how to run it with gzdoom though. here's my command line:
>gzdoom -iwad Paramelancholia/gzdoom.pk3 -file Paramelancholia/PMCHOLY/pmcholy.wad -file Paramelancholia/brightmaps.pk3 -file Paramelancholia/game_support.pk3 -file Paramelancholia/game_widescreen_gfx.pk3 -file Paramelancholia/lights.pk3
it crashes with the following message:
>pmcholy.wad:ZSCRIPT, line 55: Attempt to override non-existent virtual function TryPickup
I'm using GZDoom g4.14.1
I have the paths like that because if I try to run from inside the game directory with this command
>gzdoom -iwad gzdoom.pk3 -file PMCHOLY/pmcholy.wad -file brightmaps.pk3 -file game_support.pk3 -file game_widescreen_gfx.pk3 -file lights.pk3
then I get a screen saying gzdoom couldn't find any IWADs
I also tried this:
>gzdoom -iwad PMCHOLY/pmcholy.wad -file brightmaps.pk3 -file game_support.pk3 -file game_widescreen_gfx.pk3 -file lights.pk3
then I get a bunch of other errors:
>gzdoom.pk3:zscript/actors/actor.zs, line 502: The function 'Actor.Substitute' has not been exported from the executable
>gzdoom.pk3:zscript/actors/player/player_morph.zs, line 3: The function 'PlayerPawn.Substitute' has not been exported from the executable
>gzdoom.pk3:zscript/actors/player/player_morph.zs, line 3: Virtual base function Substitute not found in Actor
>gzdoom.pk3:zscript/actors/player/player_morph.zs, line 514: The function 'MorphedMonster.Substitute' has not been exported from the executable
>gzdoom.pk3:zscript/actors/player/player_morph.zs, line 514: Virtual base function Substitute not found in Actor
I'm able to run Paramelancholia.exe in Wine but it runs at an absolutely glacial pace on my ThinkPad
>>
>>11696980
I really loved Icarus aside from map28
>>
>>11697029
Shit changed between 4.13 and 4.14 because of another arbitrary console access exploit, which broke a lot of mods, and it seems to be bundled with 4.11 so there's probably something that needs the old shit.
>>
>>11697041
so, downgrade to 4.13. back to the compilation mines I go!
>>
>>11697029
Shit nigga the hell you're doing
I'm not reading all that shit and definitely not downloading a whole fucking billion bytes assets flip but I'm 90% sure
>gzdoom -iwad pmcholy.wad
plus a specific version of gzdoom is all you need.
>>
>>11697049
then what are the other pk3's doing there?
>>
>>11697056
Gzdoom loads them automatically, some of them depending on your settings. You're not supposed to ever load them manually like that.
>>
when you guys make doom maps do you just fuck around in the map editor to come up with a layout or do you draw a sketch in an image editor to come up with ideas?
>>
>>11697068
>$ gzdoom -iwad PMCHOLY/pmcholy.wad
>GZDoom g4.13.2 - 2024-10-30 16:22:33 -0500 - SDL version
>[snip]
>gzdoom.pk3:zscript/actors/actor.zs, line 502: The function 'Actor.Substitute' has not been exported from the executable
>gzdoom.pk3:zscript/actors/player/player_morph.zs, line 3: The function 'PlayerPawn.Substitute' has not been exported from the executable
>gzdoom.pk3:zscript/actors/player/player_morph.zs, line 3: Virtual base function Substitute not found in Actor
>gzdoom.pk3:zscript/actors/player/player_morph.zs, line 514: The function 'MorphedMonster.Substitute' has not been exported from the executable
>gzdoom.pk3:zscript/actors/player/player_morph.zs, line 514: Virtual base function Substitute not found in Actor
guess I need to try 4.11. removing APIs in minor versions is a big no-no in normal projects, but is apparently fine for gzdoom devs
>>
>>11697081
4.11 works! hooray!
>>
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>>11697119
>>
>>11692118
I played Scythe 2 with the Comic Book Doom mod.

The comic book BFG is SO not suited for slaughter wads.
>>
>>11688820
[4-12] Space Speed Jam for Quake 2 remaster
https://www.moddb.com/games/quake-2/addons/quake-2-re-release-space-speedjam-1
>>
>>11696530
>There's a post on this thread about their reproduction carts being a bit unreliable in terms of quality
Yeah, they switched manufacturers to a lower bidder and fucked up an order. They said they've switched back so i am cautiously optimistic.
>>
>>11697163
When is the Speed Space Jam
I want maps made in 24 hours that come on and slam
>>
>>11697163
Sure. I haven't played Q2 in awhile and I like me some space themes.
>>
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>>11697220
>>
Were the new lost soul type enemies in LoR hitscan?
>>
>>11697297
No, but their projectile is faster than normal.
>>
File deleted.
I love Doom.
>>
Okay /vr/, you know that there are two big themes in Duke 3D: city and space/Moon. That is cool right?
But listen, what if... what if there was a Lunar City, a colony on the Moon? It could have both a scenic surface buildings with an atmosphere and gravity generator inside a giant energy dome and a larger underground level for transit, factories, big warehouses and such.
Now, here's the question, do I have to learn Mapster to bring the idea of that to life or has the Duke community in almost 30 years done something like that already?
>>
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>>11697379
>>
>getting bored of doom wanna play quake
>good maps but not many monster or weapons mods because its harder to make than weapons in gzdoom
>getting bored of quake
its always something
>>
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I feel like I can never find a breakdown in the manual, what do the difficulty options do in HD? specifically, Homely and BEAUTIFUL
I remember it used to control stuff like bleeding and stamina but that's all in the settings now
>>
trying to get back into doom map building
specifically some stuff for Hideous Destructor
I think I should start again on this one
>>
>>11695671
I keep wanting to enjoy dstrider but the reloading system fucks with me hard, I understand the mechanic but in the middle of combat and dodging enemy fire I cant be fucking around with swinging my mouse back and forth
>>
>>11697410
>has the Duke community in almost 30 years done something
anon...
>>
>>11697445
They're just vanilla difficulty settings, except double ammo doesn't exist.
>>
>>11697449
Wait how does the reload work? Is it like cruelty squad (pull the mouse down while holding the reload button to load a new clip)?
>>
>>11697453
Uh, well, I mean, it used to be less dead than it is now at some point and in the most basic form could be done with just vanilla assets.
>>
>>11697463
its more like, swing left and down and up to unload, right and down and up to reload? or vice versa, its interesting but also annying when you just want a simple reload key in a gunfight
>>
>>11697446
My problem is that I want to tell a story/set a vibe with the map but that doesn't really work if you're just trying to do something small. Also I'm lazy.
>>11697471
That's weird. Does it at least represent it graphically on the screen?
>>
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>>11697449
it certainly is something to get used to, though i've grown to like it.
if you feel like it again, just practice guns that use it from afar, and mix your lineup with guns that use simpler ones (pump-action, sniper, DBs, spike driver from the addon, whatever else there is.)
learning to pull it in a more fluid motion helps. what i do is:
>drag bottom-right to eject
>hold there to collect mag
>drag horizontally left to mag selection in bottom-left corner
>drag back to center to load mag
ends me up with a smooth hook-like motion. can add a quick yank downwards to chamber round either before or after.
>>
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>>11697410
You could look into Mapster while seeing what sort of crazy stuff was made in things like AMC Squad or similar mods. I played the William Gee/WG Mega Pack recently, lots of good stuff in there but I don't recall anything like you described. I like the idea of some scenic or residential areas on the surface.
>>11697475
>That's weird. Does it at least represent it graphically on the screen?
There's a few frames and the motions. It's also only something you have to perform for the guns that use mags, not for shotties or the other rifles. You'll also have to reload the mags with bullets.
>>
>>11697445
>>11697459
I remember Homely specifically using UV spawnfilter.
>>
>>11697493
Huh. That doesn't look so bad.
>>
>>11697504
That's old, it's just vanilla equivalents now. Homely is easy spawns with 50% less damage taken, middle three are easy/normal/hard with no mechanical differences, Beautiful is hard spawns, forced fast monsters, and random respawns (not frag-based).
>>
>>11697517
Still takes some getting used to but the firing range will help. Now I'm attached to magdumping because the 'hook' described by >>11697481 is fun.
>>
>>11697410
I remember playing a moon colony map with 3 distinct areas connected by a tram. I don't remember the name of the map unfortunately.
>do I have to learn Mapster to bring the idea of that to life
Yes
>>
>>11697519
ah okay, i didn't realize they would factor in the damage half given all the other server side settings for that stuff
>>
>>11697493
>rixels
>>
>>11697449
That sounds like an awful lot of faffing about even for those kind of mods.
>>
>>11697549
Now, which of the following map editing software are the most unhinged and clunky on average: Forge/Anvil, Build Mapster, Goldsrc Mapper tools, or Dark Engine’s DromED?
>>
>>11697775
No idea, I only tried mapster. Didn't even map for doom before that
>>
>>11695707
this shit is why i never leave home without enough ordinance to kill at least two cyberdemons
>>
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>>11697942
god damn, okay
Nicely done
See this is my worry when mapmaking because I think I'm not really good enough at the game to make encounters that
>I'll be able to clear
>that other people will find challenging
I keep trying to come up with some 'simple' map layouts that I'd be interested in running through HDest and running into a brick wall.
>>
>>11697951
Maybe have a FEAR approach? Small-ish rooms with a couple monsters and bigger arenas with cover and elevation.
>>
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>>11697942
>HD is hardcor...
>deletes cyberdemon in one second
>>
>>11698104
Only if you have found a powerful HEAT warhead. Also, most monsters can delete the player pretty quickly, the Cyberdemon can even delete level geometry, so you might not even be able to take cover.
>>
>>11697951
since you're doing a hdest map, you might as well add a lot of verticality
>>
>>11698113
I seem to struggle with verticality so I should try and make a map focused around that
>>11698058
That might be worth doing
Thanks anons
>>
>>11698104
the bronto is pretty hardcore tbf
>>
latest update...
>>
>>11698104
I wind up having longer fights with the angry cyborg cows because I use the Thunderbuster instead of the Bronto/HEAT rockets.
I usually catch a rocket to the face.
>>
>>11698104
Cyberdemon got wombo combo'd.
>>
Can the Virtual Boy run Doom?
>>
>>11698284
It could probably run something vaguely like SNES Doom.
>>
To anons struggling with reloading in DS, having to swing your mouse around might be a sensitivity issue. The weapon movement speed is directly tied to that. There are several DS settings to customize reloading to make it more bearable. For on-screen visuals for what's actually happening under the hood, type
>ds_debug 32800
in the console and fuck around with the Viper at the range. It'll help a lot to see the magic happen. The only thing that's working by design is in-combat reloading being shit to pull off as mentioned by >>11697449. That should only be doable once you've mastered the arts of mouse-fu, but it's not impossible at all, especially with the right settings and some training, maybe even coming up with a movement style. I personally like to do short and quick strokes, almost as if it were a form of martial arts. Never had to physically move my mouse more than an inch or two in any direction to get the job done, and for SHTF reloads I sometimes do full 360 degree clockwise motions and finish with a flick downward to chamber, if applicable.
>>
Want to play through Quake 2. Is the remastered edition the definitive version? Or should I use an unofficial sourceport
>>
>>11698453
i don't know if anyone backported all its improvements to yamagi but yeah, the game is way better.
>>
>>11698453
KEX Q2 adds a few improvements like better enemy AI along with a few downgrades like weaker weapons. Play the original version with Yamagi first.
>>
>>11698453
Yes it is
>>
>>11698453
Quake II Enhanced is great. Call of the Machine is the new episode, if you want to play in release order. I think it's listed before the older ones in the menu.
>>
>>11698643
>>11698643
>>11698643



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