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File: caco cola.png (236 KB, 500x400)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12015409

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 PROJECTS ===
Duke It Out in /vr/
Game : DN3D | Deadline : Jan 1st 2026
Tile/Con pack: https://files.catbox.moe/thm4q7.zip
Rules: https://desuarchive.org/vr/post/11835634

=== CURRENT RELEASES ===
/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
RC4: https://files.catbox.moe/szis5j.7z

=== NEWS ===
[9-12] Call of the Void released
https://www.moddb.com/mods/quake-ii-call-of-the-void/

[9-11] Esselfortium releases full texture sets for for BTSX E1 & E2 for use
https://www.doomworld.com/forum/topic/155111/

[9-10] Vertex Relocation finally completed!
https://www.doomworld.com/forum/topic/155093

[9-10] Official DBP WADs repository
https://archive.org/details/dbp-wad-archive

[9-07] Perdition's Gate: Resurgence, released
https://doomworld.com/idgames/?id=21753

[9-03] Operation Deadbolt released
https://doomworld.com/forum/topic/155013

[9-02] Ashes 2063, GMDX and RealRTCW, available on GOG Mods platform

[9-01] TNT2: Devilution RC1 gains MAP26 + 3 more
https://doomworld.com/forum/topic/104882

[8-30] Helion Engine v0.9.8.0 update
https://github.com/Helion-Engine/Helion/releases/latest

[8-27] Herexen, vanilla crossover mod for Doom
https://doomworld.com/forum/topic/154886

[8-23] Eternity Engine v4.05.03 Citadel update
https://github.com/team-eternity/eternity/releases/latest

[8-18] Outlaws remaster announced
https://store.steampowered.com/app/3366780

[8-18] RMG City, an MBF21 single map
https://doomer.boards.net/thread/4105

[8-17] Eventide, an episode for Doom II
https://doomer.boards.net/thread/4104

[8-17] Source code for PowerSlave Saturn is open free
https://github.com/Lobotomy-Software/SlaveDriver-Engine

[8-16] Chocolate Doom v3.1.1 released
https://github.com/chocolate-doom/chocolate-doom/releases/latest

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [MM-DD] date bracket)
>>
https://youtu.be/wm64E4YEnPs&t=201 How the fuck do doomfags call this fun gameplay while shitting on Heretic?
>>
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>>12021809
CLASSIC DOOM CHALLENGE!

>iWAD : TNT.wad
>LEVEL : MAP09
>SKILL : UV

>KILLS : optional
>SECRETS : optional
>ITEMS : optional
Getting the secrets helps though. My time is dogshit, so you can probably beat it.

My own demo: https://files.catbox.moe/gvme2j.lmp

Previous challenge was >>12015830
I actually haven't looked at those demos, so I'll leave the previous submitter to judge and declare who did the best run there.
>>
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>>12021819
Yeah, it turns out my demo actually did record after all.

Not everyone loves TNT, and particularly not hitscan fests, but I think Stronghold is a pretty fun map stocked mostly with zombies.
There are a few medkits and two Berserk packs in the level which helps a lot with the health, and it's one of the few levels where the Invisibility Sphere is actually very helpful.

>>12021830
Look, I came up with this kinda on the spot. I'm not the best at these (my demo includes my three first attempts where I get wasted), I picked a level I'm pretty familiar with. I'm trying my best, but I outright welcome you to come up with an extra challenge which is more Halloween suited, if that's what you want. October isn't for a few more weeks though.
>>
>>12021821
I never called that level fun, I haven't even played it.
>>
>>12021821
>Inspired by the greats of Nirvana, Gazebo, DickStretcher69 and... *checks notes* Ribbiks
Go shill your channel elsewhere Dean
>>
What does Caco-Cola taste like?
>>
one of the prettiest mod combinations i've seen desu, fit together so well.
i think i understand pistolstarting now.
>>
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>>12021886
That mod is fantastic, I really should play more stuff with it.
>>
>>12021886
I ran that with Maiden Voyage, just on the names alone.
https://www.doomworld.com/forum/topic/144801-maiden-voyage-v20-now-on-idgames-a-32-map-limit-removing-megawad-my-first-ever-maps/
>>
>>12021907
>challenge seems almost impossible
>definitely around always guys
>posting power models mind
>trying games alone
>halloween months
>sonichu modding
>drama goes shitstorm
>already infograph update
>remove remaster corridors
>>
>>12021932
>>sonichu modding
Yep that's Bloom right there.
>>
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since this is a schizo free thread
Well, FUUUUUUUUUUUUUCK YOU
i haven't found the secret quad damage here
>>
I want to return to this >>12007062
Can anybody rec me GOOD maps that have
>no custom midi
>no custom textures
>no dehacked
just barebones maps
>>
>>12021978
I meant this comment >>12013139
>>
>>12021967
yeah that part was a bitch man
>>
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>>12021967
>since this is a schizo free thread
You wish

>>12021978
Plenty of that here https://www.doomworld.com/idgames/?random
>>
>>12022002
Thanks Anon, I always wanted this in my Doom.
https://www.doomworld.com/idgames/music/smoon
>>
>>12022009
Skill issue. Look what I've got, an old map by Nebula.
https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/ka_hm
Alas, custom midi and textures.
>>
>>12022002
I've got someone's first level and it's pretty cool https://www.doomworld.com/idgames/levels/doom/j-l/jobe
it has few custom textures (spinning fans) but they don't feel out of place
>>
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>>12022002
https://www.doomworld.com/idgames/levels/doom2/d-f/forboss
kino
>>
>>12021978
Here u go br0.
https://www.doomworld.com/idgames/levels/doom2/megawads/serenade
https://www.doomworld.com/idgames/levels/doom/megawads/silence
https://www.doomworld.com/idgames/levels/doom2/megawads/tntgb
>>
>>12022073
thanks last one looks especially interesting
>>
>>12022073
>https://www.doomworld.com/idgames/levels/doom/megawads/silence
A bit tacky, especially on episode 4, but generally is fairly decent. Tailor-made music is the biggest allure. Can't say how much he improved on Serenade.
>>
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Reposting

>>12021396
>>
>>12022157
i need to finish this. it's been a while so i'll probably start from scratch. i was stuck somewhere in the progression.
i also need to play the DOS version somehow since it's a different game altogether.
i had the CD-ROM in the early 2000's but couldn't manage to make it run
>>
>>12021863
depends on which hole you drink it out of
>>
>>12022175
The original PC version should run fine with the Build GDX source port
It also allows you to quick save unlike the original game
>>
>>12021967
I did it first time with no problem, though I do admit circlestrafing vore balls with Quake 2's slower speed is quite jarring and weird.
>>
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>>12021824
I think we should standardize the the threadly challenges at this point, lemme know if I missed something. At minimum it should have:
>"classic doom challenge" all caps on the first line
>some attention grabbing image
>wad & map number
>category (uv-max, uv-fast etc)
>instructions to reply with a demo & your time
>example demo (with completion time clearly posted)
>link to the DSDA archive (maps that aren't on the archive or idgames are a bad idea since they could be updated in the middle of the challenge. Happened with Sunless Empire)
>link to the previous thread winner. It takes like 5 minutes to read the thread and find the fastest time, no reason not to do this.

Additional info (wad author, release date, commentary on the map) aren't really necessary, but you should add them if you want.
https://files.catbox.moe/uu14n8.lmp
>>
>>12022192
nice. thanks
>>
skulltag is so underrated imo, ctf and invasion are really damn fun
>>
>>12021809
How good is Call Of The Void?
>>
>>12022274
Stupidly good and fun.
and shits all over quake 1
>>
>>12022278
It looks pretty good, I've seen the map where Chthon is being tortured or something by the Strogg
>>
>>12022240
Agree, I pretty much fucking winged it. Are you willing to write up like a template for it?
I feel that for deciding who made the best submission should be up to whoever made the challenge in question.

I like at how the 7:40ish mark, you set off all those barrels in the opening courtyard, they go kaboom-kaboom-kaboom, all in a row, and you're trying to push down into there. After multiple pushes, it then dawns on you that you aren't getting through because there's fucking barrels down there, which are very soon about to blow!
Saved yourself right on time, that'd have ended your run.

>>12022250
I enjoyed Skulltag a lot back in the day.
>>
>>12022274
I like it so far. Much better execution than Bloom.
>>
>>12022289
>I feel that for deciding who made the best submission should be up to whoever made the challenge in question.
wat
>>
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>>12022157
>his name is Jon P.
>>
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>unload 30+ on a moo or two
>>
>>12022313
Well, if you're posting a challenge and asking people to submit demos, you yourself should be watching those demos and then making that call, right? It's in response to >>12021830 but I see that post is deleted now.
>>
>>12022321
Johnathan Pooper
>>
>>12021821
It's fun if you're really good at the game, though the obvious Ribbiks and Gazebo worship is very tiresome.
>>
>Spend 15 minutes investigating the automap and thoroughly searching the level for the last secret.
>Open Doom Builder and it's some unintuitive nonsense that no reasonable player will find.
I'm so done trying to 100% new maps.
>>
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>>12022289
>Are you willing to write up like a template for it?
Here's a simple challenge template, not necessarily final. Replace anything between square-brackets with the relevant info:
https://files.catbox.moe/wjc07i.txt

I'm not gonna post it directly 'cause it'll look like I'm making a new challenge. I reviewed the varied format of the last few challenges when deciding how to format it. This version is pretty concise, you could inflate it a bit with extra info about the wad if you felt like it.

>I feel that for deciding who made the best submission should be up to whoever made the challenge in question.
In principal I see where you're coming from, but in effect, I think that would needlessly clutter the thread. It's comparable to linking the last thread in a separate post instead of including it in the OP, just because the last thread was made by a different anon. It's pretty fast to review demos with increased game-speed (dsda-doom, woof, nugget support this) and theoretically you don't even need to watch them since each submission includes the time in their post. Linking the previous winrar is also just custom at this point.
>>
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>play wad titled mancubus
>exactly what it says
>>
>>12022395
>early 90s is a wild west of random fake walls the same texture as everything around them, romero elevators/doors that only work once
>00s secrets use tricks that are frowned on now like archvile jumps (SoD map 15) or SR50
>contemporary secrets are a borderline ARG or an arena harder than the main map for one soulsphere
There's no winning in any era of mapping
>>
>>12022410
AVJs aren't bad if they're obvious.
>>
If a map requires secrets to complete, it's a bad map.
>>
>>12022423
Not a doom map but Blood was in a real sweet spot of being just hard enough that I secret hunt looking for an extra boost
In doom? "optional" BFGs are dumb, takes more skill to skip the BFG than to earn it
>>
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>playing the new Call of the Void mod for Quake 2
>not far in and already encountered multiple areas where it randomly lags to under 15 FPS as if someone fucked up VIS
>rooms are very complex, but there are no bot waypoints so monsters just get stuck in corners constantly
>no health anywhere
>deathknight/berserker lunge is even more broken than vanilla Q2R
>hitscan plasma beam grunt is AIDS
I'm going to force myself through it, but this isn't a great start.
It's very pretty though.
>>
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Janny applications are still open. If you want to try to do something about stupid shit like happened the last thread, or the current other, retarded thread, consider if you're willing to volunteer to just spend 15 minutes per day on /doom/ and /vr/.
It's pretty thankless, but apparently you never have to do captchas.
>>
>>12022407
>>12022408
>>12022413
>>12022415
I believe that after Espi had his right arm amputated because cancer, he learned to play using the mouse with his left hand and then some sort of foot pedal.
>>
>>12022441
>15 minutes per day
Anon, retards are a 24/7 problem. And getting their posts deleted doesn't change much, they just come back and do it again until they get banned harder.
>>
>>12022447
I mean, if you look in at this thread multiple times per day anyway, and you can just spirit them away (at least temporarily) in mere seconds when you spot them, it seems a lot of them do finally get tired of trying.

I don't think you could ever defeat shitposting forever, but if someone here could actually pick up the trash when it starts rapidly piling up, that would still do a lot for thread quality, and that's how it used to be. At least in my opinion.
>>
>>12022451
It requires a level of babysitting though. Sometimes the retards get really angry and act out from anywhere from a half hour to about 3 hours.
>>
>>12022417
they're never fucking obvious I hate them
>>
>>12021809
What if Doom and Mr Pibb?
>>
>>12022441
You are surprisingly eloquent, Janny-kun. I submitted an application, but I can make no guarantee it'll actually eventuate to anything. If you guys ask me to dox myself worse than an email/ ip address, I'll have to decline. Doom.
>>
>>12022514
Lol, you should learn some dignity from the real life whores
>>
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>mod is just an extremely subtle advertisement
>>
>>12022407
Nay. Bind it to a midi synth kick drum.
>>
>>12022514
If I was doing it for free, wouldn't I have been deleting all kinds of stupid shitposting, or that stupid early thread full of offtopic anime spam?
I'm just stating the need as I see it, I want the threads to go back to a bit more ordered times.

>>12022560
Well, is the mod good, and how much advertisement is in it?
>>
>>12022581
>or that stupid early thread full of offtopic anime spam
Fully deserved. OP put freaking doom challenge demo into the news post, along with dumb personal comment about Duke anon.
>>
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>>12022581
Nta, but the mod is good. Not just good, but ties with The Citadel as the best custom content for Q2. It's made with love by clearly huge fans of both Q1 and Q2, that understand the aesthetics and gameplay of the both games. There's lot of cool fan service for the fans of both. Map design is great, new enemies are great, soundtrack is fucking amazing. It feels like a official sequel, much more so than Call Of The Machine itself. Actually these are visually the most pleasing Q2 maps ever made. What it really shines is the enviromental story telling. I have to applaud that they are sharing the source too, so future modders can use the assets in their mods including full Q1 roster.

But that being said, I did hate those adds too. It made me fucking pissed off, because they did this amazing mod and they are shitting all over it for a few more bucks like an escort hired by a coprophile. Ads kill the atmosphere on very atmosphere heavy mod, and it makes it seem like the whole mod is just an ad for their game instead of a work of art and labour love. It clearly is art made with love though, but ads make it seem like they made it soullessly for money. Incredibly tasteless and tone deaf decision to include those ads. Luckily changing those textures shouldn't be hard on editor, and since this isn't an official expansion sharing the edit wouldn't be hard either.

What comes to Voidwalker, it seemed cool since it actually uses Q1 engine instead of Unity or UE4. I was interested, but now I feel I'm gonna boycott it. Are they gonna glue Disney and McDonalds ads all over Voidwalker's walls too. Wouldn't be surprised, if they are this desperate to get rich.
>>
>>12022646
>>12022560
That just looks like a secret room.
>>
>>12022650
There is one in the second map that looks at you straight to your face.
>>
I like WADS that are actual places. Not just a bunch of hallways and vague shapes where you have to use your imagination. Auger Zenith for example.
>>
>>12022417
>>12022510
Yeah, what are the tells for an obvious AVJ?
>>
>>12022670
TNT MAP11
>>
>>12022670
I was thinking the marble arch-vile relief would be a neat way to signpost them with vanilla textures.
>>
>>12022669
I like those. I also like things which are a bit inbetween realistic places and abstract places.

>>12022646
Hm. I feel a tiny bit of advertising can be excused for a big time free mod, if you also do want to make games for money, but it shouldn't be much.
How many ads are there in Call Of The Void?
>>
>>12022646
Yeah, in-game commercials are too much for a free hobby project. Like for Doom, imagine if Xaser released a wad and put custom textures of upcoming Nightdive releases. That should not be normalized.
>>12022669
Agreed. Quirky geometry that serves the gameplay but doesn't look like anything is not very interesting.
>>
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Doom's Minigun is the most dogshit weapon created known to man and I'm tired of using it and pretending it's an actual weapon. 40% of the time you're using the SS, other 30% the rocket launcher and the other 20% is the Plasma or BFG for special cases. It's a peashooter that deals no damage and is worse than the SS. It is only good for sniping long range targets that are not tanky like the Mancubus so you don't spend 3 days doing it. It is only fun to use if modded to either have a much higher fire rate, or deal more damage but have less ammo resources, like Sleepwalking did it
>>
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>>12022684
I think the problem is that it looks way cooler than it actually is. It's a big Gatling gun, yet it's not high powered or really rapid, it's just a full auto version of the pistol. You expect pic related, but it's just not, its handling is basically like an SMG, same damage as the pistol and a relatively slow rate of fire.
Doom 64 does it better by actually making the Chaingun a little faster, and not even a lot faster, but just a bit, yet it makes it feel SO much more satisfying. It's still not pic related, but it feels much more good to use.
>>
>>12022669
Russians have made a lot of realistic city maps.
>>
>>12022691
That's primarily Lainos, I think. At least he's most famous for it, because he does it really well.
>>
>>12022690
>Doom 64 does it better by actually making the Chaingun a little faster, and not even a lot faster, but just a bit, yet it makes it feel SO much more satisfying.
It's also the sound design. D64's chaingun sounds much beefier than the regular Doom one so it seems gruntier.
>>
>>12022678
2 thus far, but I have still not completed it fully. But that's still 2 too much. And the second one is not even hidden behind secret.

>>12022681
Yea. Even Romero kept ads out of Sigil, AD didn't have ads for Wrath. Imagine if Casalis had made Plutonia sequel on 1998 and it having "BUY HALF-LIFE NOW" ads there and there.
>>
>>12022694
RMG, Shadowman, Eternal and BigMemka too.
>>
>>12022684
Chaingun has better DPS than shotgun, problem is, you have to look at the target all the time.

But really it should be a starter weapon, with maybe some sort of Eviternity Perforator as 4th gun.
>>
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>>12022708
>>
I love super shambler tank.
>>
>>12022684
Chaingun is a good weapon. The sound is the problem.
The pistol, on the other hand? Fuck that. Also if you think the chaingun is the worst weapon you need to play more games.
>>
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>>12022684
>>
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>>12022437
Okay, so it got a lot more fair and less janky as it went on. Still not a great first impression.
I also switched the renderer from Vulkan to DX11 and that (mostly) stopped the big frame drops.
This level is really cool so far.
>>
>>12022684
Chaingun is fine in practice as a trash cleaner and long distance weapon, but a rifle of some sort would've been a better physical representation of that function. Then the chaingun should've been like a beefier, SSG equivalent for automatics, but given Wolf3D I can sort of understand the inheritance.
>>
>>12022743
>I also switched the renderer from Vulkan to DX11 and that (mostly) stopped the big frame drops.
that's odd. whats your spec? I played with Vulkan on a 2700x and 1080Ti and was locked at 60/4k, not one hitch.
>>
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>>12022758
i9-9900K and 3080
I've played all the Quake 2 re-release jams and not had this happen, so unless it's just the maps being really fuggin big I have no idea what it could be.
>>
>>12022768
yeah someone else said they got mad drops to like 15fps. y'know I think some of it might be people on windows 11 and it's doing annoying shit in the background, perhaps. anyway, enjoy the mod, it's a good run.
>>
>>12022780
>people on windows 11
As a person on Win11, it was buttery smooth the whole way through and I'm running at 4K on an i5-8400, 24GB RAM, and a GTX 1060 6GB. And while Chrome was stealing as much RAM as it could, as usual.
>>
>>12022669
That's why I moved away from doom to duke
>>
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>>12022669
>I like WADS that are actual places.

Is that so?
>>
>>12022878
The most hellish Doom map yet...
>>
>>12021812
[9-13] Somewhere in Hell released
https://www.moddb.com/mods/somewhere-in-hell
>>
>>12022885
Well, that's a theme I wasn't expecting.
>>
>>12022743
I got some hitches while recording it, my specs aren't exactly *great* but they still are above the minimum/recommended. Might try switching the renderer tonight. Thanks for reminding me of that, anon.
>>
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>>12022335
No, you fucking dumbass, you idiot, you retard. How have you not noticed the pattern that has played out every single thread???? It takes zero effort, all you had to do was look at the responses to the challenge post and you would have seen that the fastest time is a 0:22 >>12021795
>>
>>12022934
Not watching them would feel like cheating though.
>>
>>12022885
>GZDoom
Who cares?
>>
GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY!! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>
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>>12022437
i had no FPS problems here, your PC just sucks cock
>>
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>>12023012
Making some maps for instagib deathmatch wad
>>
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>>12021809
>>12022437
>>12022595
>>12022743
Reposting ITT as well:
This shit feels incredibly SAAAR-sy.
>SAAAR vat if ve put shambler vit TWO lightning arms that melts you upon site vit no way to counter?
>SAAAR vat if ve put hellknight that can jump across the entire map vit an aoe attack you can't avoid?
>SAAAR vat if ve made enemies that move around like pinballs after getting shot?
>SAAAR vat if ve put enemy sounds through a shitty robo filter?
Shame because I was actually looking forward to it. The music is decent for what it is.
>>
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>>12022702
>Imagine if Casalis had made Plutonia sequel on 1998 and it having "BUY HALF-LIFE NOW" ads there and there.
If it was some '99 mod and it was the first I heard about any "HL2", I might've shat through the roof. That era was some of the most I've ever been excited about games and I was still under "HL fever".
>>
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>>12021824
UV Max in 11:25 https://files.catbox.moe/cev0z8.lmp
>>
>>12023087
To add:
>SAAAR! VE MUST ABSOLUTELY ADD IN PLATFORMING IN A FPS GAME
Into the fucking trash it goes.
>>
>>12023087
>medic shambler
kino, arch vile on steroids
>berserker hellknights
ok enemy, while they have stronger attacks than berserker they can't strafe which makes them easier to kill
>spawn marines
kino, they look funny while jumping and are almost as irritating as spawns as they should be

Also
>ogre gladiators
kino
>ogre guards
kino
>whores
kino
>plasma beam scrags
kino
>shambler tank
holy fucking kino

Gonna have using these on my maps eventually, but

>missile shambler
meh, too easy for a shambler
>>
>>12023136
It doesn't have harder platforming than base Quake 2. You can't suck that much, anon. Map-Center Jams have much harder jumps that occasionally require bunny hopping. You've never played Quakes on multiplayer? Sad.
>>
>>12023152
Shut the fuck up, retard. Second level there's a rotating platform not far past the bullshit Shambler that is garbage.
>muh skill
I P ranked Ultrakill on Brutal. This shit is just "teehee I got u!! :33" horseshit.
>>
>>12023169
>I P ranked Ultrakill on Brutal.
wow, very pro, much skill https://www.youtube.com/watch?v=wJCPLUW58Jk
>>
>>12023175
I accept your concession.
>>
>>12023169
>making 2 jumps across rotating platforms is hard
This is what we get, when AAA-gamers start playing retro games. Having this mod on GoG was a mistake.
>bullshit shambler
Learn not to stay in line of sight. Also don't play in Nightmare if you don't have skills for that. It's called nightmare for a reason.
>Ultrakill
Ah, you are baiting. Or if you are not, maybe you should just stay playing modern boomer shooters. This mod is for Quake nerds.

Call Of The Void is significally easier than any of the map-center jams, Unseen, Die Hard or even the original non-remastered mission packs. BFGladiators in 25th Anniversary unit are much harder than medic shamblers, and most Q2 fags here loved them.
>>
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>>12023012
Started working on Eraser 2. It's not really related to the first one's "plot", but I'm feeling like shit just like when I made it.
I think it's already around 30% done since I have lots of unfinished maps I'll work into the new stuff.
>>
>>12023147
NTA, but this reads like someone who just learned a new word and constantly uses it.
>>
>>12023205
Sorry, anon. I just liked the new monsters, and I do want to make a map pack which uses them. So many interesting combat scenarios to create.
>>
>>12023169
have a (You)
>>
>>12023147
Next word cloud is gonna be kino
>>
>>12023201
Nice. The first one was a cool map.
>>
>>12023119
Recorded another one on dos for fun
11:54 https://files.catbox.moe/8derke.lmp
>>
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>>12023201
>>
>>12023190
Nigger I guarantee I've played more Quake and Doom mods than you. I see it for what it is and there's nothing that makes me want to slog through it. I know exactly what the pajeets/slavshits were doing when they made this and I've experienced enough jank to no longer put up with it. If you're the type of shitter who savescums by all means go ahead. I refuse to clear out 120/147 enemies just for cheap GOTCHA moments to happen.
>oh shit it's a shambler i bet- and i'm dead in less than a second despite a full health and armor and there's no real way to read his attack

>>12023205
Yes, we have third worlders.
>>
Karthik and Varun need to make a comeback btw
>>
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>>12023347
>>12023169
>>
>>12023363
I once again accept your concession.
>>
>>12023347
Doom is completely different game than Quake 2. Also if you are going to play +4 hour unit saveless blind, even though you know it has 20 new enemies with new behaviour, that's on you.

But I do want to ask, what Quake 2 mods have you played? There isn't that many mods for Q2 as for Doom, Q1 or even Duke, so go ahead, list them what you have played.
>>
>>12023347
Also slavs make the best Doom maps atm, so you have a stench of a tourist.
>>
>>12023368
>Doom is completely different game than Quake 2.
Doesn't matter. Cheap bullshit is cheap bullshit.

>+4 hours
Where the fuck did you get that number from? Level to level. But you are admitting that you savescum then? Don't @ me, bad.

>new enemies with new behaviour
Cool. Doesn't stop it from being bullshit. We already have a vid of the knights jumping ridiculous distances which was an immediate red flag.

>quake 2 mods
WAR is pretty much it but I know exactly what you're doing so go ahead and gloat you have more experience with THIS flavor of Quake as opposed to the retro shooter genre.
>>
>>12023373
>bro slaughtermaps are le kino
A tourist in India can still tell you India sucks.
>>
>>12023390
That probably sounded cleverer in your head
>>
>>12023147
good morning saar
>>
>>12023392
>it doesn't take a plumber to tell the shitter is clogged
>it doesn't take a chef to say when food has gone bad
>it doesn't take a slavshit to notice when maps are bad and cheap.
>>
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>>12023012
Not a lot of progress recently but I finally got the glass window to work the way it's supposed to - it involves a hacky solution of making a non colliding sheet of glass and then making an invisible collision hull that is the same size as glass minus one unit at each side - I don't know why but if you don't do it this way npcs don't see what's on the other side
>>
>>12023390
Your act just failed. Russians make mostly big adventure maps with realistic locations with sense of place. Not slaughter. I'm embarrassed for you.
>>
>>12023401
>Ninja
Is it the only bearable color scheme in DX?
>>
>>12023403
You FAILED TROLL! >:))
>>
>>12023410
I remember using Cops when I first played it as a kid
>>
>>12023401
nice. I enjoy watching your progress. keep it up friend
>>
>>12023387
>Doesn't matter
It does. Doom plays very differently than Q2. Cover has a much bigger role in Q2, and you need a better speed control to dodge.

>Where the fuck did you get that number from?
Took me about 4 hours to finish it.

>Level to level
It's a one long unit and you do return to previous maps after visiting others. If you are using the map transitions as autosaves, you might as well save. This isn't Doom or Q1.

>WAR is pretty much it
Not The Citadel, 25th Unit, Sonic Mayhem or even the jams? You just claimed that you had played lot of mods. Play them, raise your skill with this, I can assure you that it gets easier and you'll see that this mod is not that hard. Harder than base game and remastered expansions for sure, but not that hard. Why would you even try saveless run, if you are not familiar with this game's mods?

>gloat
I'm not. It's just that if you haven't a lot experience with this game's mods which tend to be much harder than the base game, you aren't exactly in position to judge the game's difficulty. What difficulty are you playing on btw?
>>
>>12023448
>Not The Citadel, 25th Unit, Sonic Mayhem or even the jams?
Exactly what I expected
>WULL YOU DIDN'T PLAY X SO HOW CAN YOU TELL?
>Well, you're not a plumber so how can you tell the shitter is clogged?
Read you like a fucking book.
>>
>>12023410
>>12023417
I only used the alternative schemes on my first playthroughs when I was younger - I guess it's the most fitting one and probably no one cares enough to change it
>>12023438
Thank you, I hope I have something more impressive next saturday
>>
>>12023201
Neat! I had a lot of fun with the first one, hope you start feeling better soon.
>>
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>>12023012
Pilebunkers have been the order of the week.
>>
>>12023471
>Thank you, I hope I have something more impressive next saturday
Look forward to it mate. Do you have a big thing in mind with a story/multiple levels etc? What's the plan?
>>
I wonder if a teleporting melee enemy in doom is a good idea. Too bad I have no project in mind to put it to a test.
>>
>>12023498
I have some bigger campaigns in my head that I dream to make some day, but this one is a submission for a mapping challenge - the request is to make short self contained levels based solely on stealth with no weapons, where triggering the alarm makes you lose - I took this as a good opportunity to practice and get a grip on the editor
>>
>>12023524
Can work in the sense that the attack is telegraphed and can be avoided if the player moves.
>enemy shines green for
>this means enemy will teleport right in front of the player's position
>can be avoided if the player is moving constantly
>>
>>12023403
>no slaughtermaps
how bout Petyan stuff
>>
>>12023530
that's cool. if you ever require help on your campaign for various things (I did 8 years in the games industry for sound production and composing) feel free to ask, I'd love to be part of a Deus Ex project. Even as a tester I'd be happy to help.
>>
>>12023460
Those are the most known Q2 map sets, anon. It's like not knowing what Scythe is.
>>
>>12023545
Well he is an exception sure. Didn't even remember him, because he isn't part of Doom Power and never took part in their community projects and contests like rest of big slav names.
>>
>>12022274
>Void
Eh, it's okay. It crashes randomly sometimes for no reason.
>>
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>>12021824
>>12023297
UV Max in 10:02 https://files.catbox.moe/bp2y59.lmp
>>12023571
Sepia is pretty good slaughter but never got popular
>>
>>12023538
If I was to do it, I would do it in MBF21, so it would be something like a dude who calls chase 100 times on a single tic, then stand still for half a second or goes into melee animation.
>>
>>12023578
Didn't crash on my comp. But then again psx campaign does crash randomly on me. Quake 2 engine is weird, remastered or not.
>>
>>12023548
Thanks a lot anon, Deus Ex definitely needs more love and mods - I'll be sure to post the map here for testing if it comes to that stage
>>
>>12023136
People who can't do platforming in the Quake or Half-Life games have actual cognitive deficiencies.
The movement and physics are beyond permissive, and I say this as someone who never even bothered to learn bunnyhopping.
>>
>>12023169
>I P ranked Ultrafag on Brutal
Not something to be proud of. It's not a real fps, you got 463883 bing bing wahoo abilities and infinite ammo to your weapons.
>>
>>12022723
The pistol is a starting weapon, it's supposed to be like that.
>>12022756
Replacing the chaingun sprite with a rifle and changing the sounds but keeping the damage and fire rate would fix that, is there any wad that does it?
>>
>>12023169
You're an inspiration for birth control.

>>12023246
Did you just say kino? If COTV is as kino as people say, then perhaps I must experience such kino for myself.

>>12023609
I don't think a starting weapon is obligated to suck. Duke Nukem's pistol is very kino, for instance.
>>
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>>12023390
>slavs only make slaughter
200% a tourist, Russians and other East Euros probably tend to make less slaughter on average. The most notable Russian Doom mappers are Eternal and Lainos, and Eternal only does slaughter a bit at times (Epic 2 is like 75% not-slaughter), while I can't recall Lainos ever doing slaughter once. Not in anything of his that I've played anyway.

>>12023545
There IS slavic slaughter, it's just not the defining standards of slav mappers like he's suggesting, it's a completely retarded statement.
I also wonder where he's getting the shit about pajeets, what level of presence does India even have in the Quake or Doom scenes? I know of Chinese, Korean, and Japanese guys, but I can't think of any from India.
>>
>>12023657
Mentioned in this post >>12023362
Inactive since 2008
>>
>>12021809
What are some wads you would consider comfy for using different gameplay mods with?
>>
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Yeah, this is pretty cool so far, shame the intro feels like a placeholder. This elder god being sounds like he's about to slap on a balaclava and pull out an AK.
>>
>>12022690
>>12022698
I fucking love Doom 64's weapons. Is there a good mod to replace the weapons with them?
>>
>>12023708
I thought intro was cool. Ending not so much. Way too sudden. Sure the final boss is probably the best boss I've seen in any Q1 or Q2 mod, and there's one nice enviromental surprise after it, but then you go into next room and you just get kthxbye text. I expected some resolution, perhaps another meeting with the vadrigar god. But I'm thinking they are continuing the story with new unit? At least they've said, they are adding new weapons to it.
>>
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>>12023693
I've been using BTSX and AV for gameplay mods I'm less familiar with. Augur Zenith and Lost Civilization are for when I want a real comfortable time, even without any mods.
>>
>>12023708
>This elder god being
That's just n
>>
>>12023693
>doom
>gameplay mods
Fuck outta here.
>>
>>12023768
/vr/ has made gameplay mods too, dum dum
>>
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>>12023748
>That's just n
>>
>Call of The Void played by their own devs on Coop Nigthmare + increased health (40)
https://www.youtube.com/watch?v=SElLBVd_NUA

>>12023726
Use google anon, there's like 3 mods (4 mb each) and all you gotta do to pick your favourite is to load one, type "give all" in console and compare.
>>
>>12023693
The usual stuff, Chainworm, Going Down .etc

I mostly just run whatever with whatever, even when that requires me knocking out patches to make specific combinations work right.
>>
>>12023768
I modded your mom's pussy.
>>
Might actually pick Q2R, but is there a mod or fix for the Railgun? The stealth bonus being rare because of smarter AI is fine, but nerfing its damage on top of that I consider unacceptable.
>>
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>>12023772
>>
>>12023828
Yes, there's a mod about that.
I can't remember if I downloaded it from here or from Moddb
>>
>>12023828
There should be one, but the nerf is not that bad with custom campaigns because the maps have been worked around it. Didn't even notice the nerf in jams, Alea Iacta Est or in this. Or then they already included the fix in their pak files? But anyway, on the base campaign it's too noticable because I've played the same maps with og railgun.
>>
>>12023831
Are we back, /niggur/s?
>>
>>12023831
Now, this was and will always be kino.
>>
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>>12023831
>remaster ruins the aesthetic of the original
>>
>>12023892
This works with the remaster?
>>
>>12023913
Probably not.
Also you completely missed the point.
>>
>>12023924
Remasters always ruin the original aesthetic. Except Doom's, because it's just fucking heavily modified chocolate Doom.
>>
>>12023929
odamex*
>>
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These Cyber Shamblers are mean.
>>
>>12023983
the ultimate quake 1 fag filter
I still need to finish up later but i remembered that Rise of the Black dogs is out for Bz98Redux and i need to find a autistic texture wizard
>>
>>12023745
>Broken English
Sure, but to a native speaker it sounded awkward and shitty.
>>
>>12024031
Luckily I'm esl.
>>
>>
>>12022673
that's not obvious at all, 99% when I see an item just out of reach like that I assume you can either lower the crate or get teleported there eventualy
>>
>>12023778
I was asking in case there was a specific mod that someone prefers. No shit I used google, retard.
>>
>>12023367
>>12023180
Confession denied.
>>
>>12023745
Finished it just now, that ending was sudden and not quite what I expected. Not a big deal, I had a good time and was able to knock it down in around 3 hours. Definitely looking forward to whatever they get going next.

>>12024031
Yeah, VA sounded a little too unprofessional I guess? Rushes a lot of words, his intonation isn't that good at various parts and generally came off a little too edgelord-y. Given I'm having to go *there* to nitpick is a bit surprising.

>>12023983
They are really fucking mean. Only reliable way to kill them based on my experience was chaingun, disengage, chaingun or railgun them from far away when I had a chance.

It definitely made me want to play more Quake 2, so I like it a lot. Definitely an 8/10 for me, but it's also the first Quake 2 mod I play so I might be full of shit.

Only things I disliked is how some doors/ladders are in dark areas and how shoehorned the game ads were, everything else was good and well worth the few hours I spent playing.
>>
>>12023201
Based. I loved Eraser.
Get well soon, anon.
>>
they'll bury you in a lunchbox
>>
>>12022684
The Chaingun is the best weapon for dealing with spread out hitscanners in large open areas. Play something like Lost Civilization or map 01 of Counterattack to see how useful it is, especially compared to the regular Shotgun. But it's definitely a sniping weapon that you tap instead of going full-auto.
>>
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How do I make my custom sky look better?
It tiles very poorly. There's a really ugly seam and jump from one edge to the other.
I thought they used a digitized photo in Doom 1 so I wanted to do the same.
>>
>>12024057
Looks like a bunch of cosplayers waiting to be let inside a club.
>>
>>12023347
>>12023387
Do you even know what savescumming is? It's saving and loading repeatedly after making a small bit of progress because you lack the skill to do a particular fight or platforming section. Not playing a map and dropping a save every few minutes. If you're choosing to play blind without saves then don't get angry when a trap kills you.
>>
>>12024345
That guy's seething about platforming simpler than Residue Processing, were you expecting anything else to be sensical?
>>
>>12024319
mirror the image, attach one end of the mirror to the identical side and then clean it up manually
>>
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>>12024319
Offset the image by half its width (GIMP has a command for this) and overlay a non-offset copy on top. Put a mask on the top copy that starts fully transparent, and start coloring in the middle of the mask until it looks right.
Here's my lazy attempt with your image that took like 30 seconds. It can look better than this with effort and practice.
>>
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>>12024319
Here's something simple I made in several seconds using GIMP and the resynthesiser/heal selection plugin I got here.
https://discuss.pixls.us/t/need-help-installing-resynthesizer-plug-in-for-gimp-3-0-in-windows-10/49019/2?u=rich2005
If you want your sky to look even better you should make it as wide as possible (1024px), consider how it'll look once it's converted to the doom palette, and test it in game. It's an iterative process.

>>12024350
>mirror the image...
Don't do what this anon says unless you want your sky to look like a Rorschach test.

>>12024353
This one is better, but it still has obvious repeated sections.
>It can look better than this with effort and practice.
This is the real truth. If you don't know how to edit images in general you'll have a hard time making textures/ skies.
>>
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>>12024325
>damn I hope I get in
>>
>>12024401
He's going to say he's 18, they'll never believe him.
>>
>>12024391
>Rorschach test
which is why i said clean it up
>>
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>>12024350
>>12024353
>>12024391
Thanks! This is what I have now. It tiles seamlessly, so that's good enough for me.
>>
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>megafaggot woke up
Welp, this was a good thread while it lasted.
>>
>>12024437
There's almost no mod or janny left to pay attention on /vr/ anymore, which is why I keep urging for at least a few people to try applying.
You can report and report and report, but if nobody is there to answer the report, then it doesn't mean anything.
>>
>>12024448
I applied last time but couldn't even figure out how to know if I got accepted. Never got the link through which you check if you did
>>
>>12024454
I think they contact you with the e-mail you gave them? I can't imagine how else it would work, presumably they don't reply to you at all if your application was rejected (they probably get a lot of shitpost applications).
>>
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I think Doom is serious business.
>>
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Been curious as to what other Doom /vr/os think of a graphics modification I have been using for Doom II. I found a graphics edit someone did on Doomworld that changed the Revenant's front facing walking sprite to be looking more straight forward, rather than just the default games sprite where the Revenant kind of just seems to be looking more downards. I kind of prefer the new sprites as I think they look more threatening, but I was wondering what other anon's might think.

I don't remember where I specifically found these graphics on Doomworld, but I will upload the wad for the Revenant graphics I have been using just in case anyone wants to check them out.
https://drive.google.com/file/d/19Xhf5AJ0p2gcQPrp60lKWKrF3BN6lpJc/view?usp=sharing
>>
>>12024516
I've looked at the classic Revenant too much to really be comfortable with anything else, I love that goofy skeleton
>>
I have a whacked4 plutonia iwad with the first level renamed and saved as a .deh file. I import the file into Slade3, rename it to dehacked, but the game doesn't recognize the name change.
Any advice?
>>
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>>12023012
I got two videos for you boys tonight. First one is showing off the two upgrades for the gun. Normally as you shoot, it slows down before jamming up, but with the first upgrade here, you get a charge shot instead of the gun locking up. The second upgrade makes your last few shots before jamming extra spicy. Nothing earth shattering here but they're both good upgrades to have.
>>
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>>12024663
Second video is showing off the tweak I did to the flail. It bothered me the normal whip had a debuff and the powered up flail didn't, so it can mark enemies too. If a flail-marked enemy dies it does a radial AOE attack.
You can apply these debuffs with the multitool as well.
>>
>>12024663
>>12024668
Oh no, I love him.
>>
>>12024701
I think a lot of people are going to like this autistic little shit. I hope so, at least. Still need to figure out a second whip upgrade for him, I know one of them will make charged whip attacks apply their debuff in a radius.
>>
>>12024663
>>12024668
Looking fun as fuck!
>>
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>>12024668
>mark a guy
>get him into infighting
>leave
does it give a status effect?
>>
>>12024721
The status effect doesn't spread, but if an enemy dies, that thing is gonna proc. So if a marked enemy is killed by another, they're gonna be hurting.
>>
Is Tempus Irae Redux worth playing or should I just stick with the original version?
>>
>>12024668
Rad.
>>
>>
>>12024663
>>12024668
looking kino
>>
>>
>>12024952
>I picked up the phone and dialed the only man I could trust: Menelkir.
>>
>>12023579
Well done run, down to 10:02!
>>
>>12021824
>>12022402
>Previous thread winner
Before I forget something that I've long noticed: how come nothing but uv-max category is only acknowledged? Pretty unfair to those who put none lesser effort into tyson punching everything.
>>
>>12025201
>>12025205
That's kind of why I said that maxing was optional, though then if someone just rushes for the exit I guess I'd have to judge them separately from the max demos.
Can you even Tyson Stronghold?
>>
>>12024668
>>
>>12025209
Yes and it might take a while. But that's besides the point. I inquired all the challenge posters on why that's a thing.
>>
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>>12025214
I've still been chipping away at this shit. Also been rummaging around trying to find some half decent Sega Genesis/FM sounds that could be used for angry bees. As well some good Genesis/FM clicky-clack reload and weapon foley sounds.
Still wishy washy on the second whip upgrade and the upgrade for the multiool, I have "Multitool fires out unique extra projectiles" written down, not sure if I'll keep that.

Besides all this shit I also need to get a VA for Samson, I don't think I have the voice for it. I also need to make some player sprites and proper weapon sprites for the boy. I got a lot of shit on my plate. There's not a chance in hell I'm gonna be able to finish this before the year is done, which sucks but at least I'm not going to be putting myself into crunch mode. That shit sucks harder.
>>
>>12024945
Damn, this white boy can dance!
>>
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>put secret in level
>don't mark it as secret
(You) couldn't even be more devilish if you tried
>>
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>>12025354
>Mark the proper way forward as a secret, but inside that secret leave a hidden door that ISN'T marked as a secret, confusing the player further and making them backtrack for another 10 to 15 minutes when you lead them down a path that's filled with monsters only to end in a dead-end
>>
>>12025360
Didn't a map of 400min have a similar secret? With a door that only opens after you're already on your way to leave the level and then you have to basically run back to the start?
Seems like a very evil way to fuck with UVmaxxers.
>>
>>12024519
Just make a pwad with the deh file to load it with iwad, if want to put deh inside a wad. I'm quite sure, the source ports don't recognize deh files inside edited iwads.
>>
>>12024519
I have little experience with dehacked and never used anything except writing it by hand
level name replacements are easy, see e.g. how it's done in plutonia 2
https://pst.moe/paste/aypagr
but you need to get your string lengths right
see e.g.

Text 14 12
level 1: congo1: Comeback

14 is the length of "level 1: congo" 12 is the length of "1: Comeback". If you mess up this even by one it all subsequent level names can be broken. Also note that the string length can't be very long (idk the exact limits).
>>
>>12025398
also note that the version header is required because some ports will just ignore your dehacked if it's missing

here's a minimal dehacked file for you: >>12025398
https://pst.moe/paste/hilngi
>>
>>12025205
>Before I forget something that I've long noticed: how come nothing but uv-max category is only acknowledged?
Because it's not; you are mistaken. If the challenge category is UV-Max, and you submit a UV-Speed demo, then that UV-Speed demo by definition cannot be the winner of a UV-Max challenge. Understand? If the category is UV-Speed then pretty much anything goes since Pacifist demos are a subset of UV-Speed demos. Most of the challenges people have posted have been UV-Max
>>
>>12022402
>adding complevel after category
I was wondering where to put that without cluttering the post.

My only issue is, the OP needs to be linked
>>
>>12023579
>>12021824
UV Max in 8:36 https://files.catbox.moe/7u93yn.lmp
>>
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>>12022402
Can you please add "Author" and "Year"? And maybe a "Good luck and have fun!" :DDD
>>
>>12022402
Ah fuck, one more thing: When applicable, post a youtube link to the current world record. Sometimes it is linked in DSDA, sometimes not, so it is worth to do a manual check on youtube yourself
>>
>>12025484
meh i don't watch youtube these days, link to dsda is enough (whoever wants youtube can just click a blue triangle)

template seems robotic, i don't see a problem with writing in freeform text
>Record an UV Max demo of TNT Evilution MAP09 "Stronghold" (-cl 4) by Jimmy Sieben
>>
>>12025446
Too many words to justify your laziness to count. Just say that you've got no time to make a separate line for "out of category / honorary winners" if you're so fussy with the rules. At least your're not the current challenge poster.
>>
>>12025487
>Just say that you've got no time to make a separate line for "out of category / honorary winners" if you're so fussy with the rules
What are you on about? You can give out participation trophies if you want. If I want to race cars, and you bring a motorcycle, it doesn't matter that you got the fastest time. I don't care. That's not "being fussy about the rules," that's a lie and you know it
>>
>>12025446
>If the category is UV-Speed then pretty much anything goes since Pacifist demos are a subset of UV-Speed demos.
No one would know that unless they're involved with speedrunning on regular basis. It's not doom speed demos subreddit.
>>
How do I determine the complvl of my wad?
It's built in Doom 2 format.
>>
>>12025517
Hmm, if you google "complevel," the first results are not what you'd expect, so I understand your frustration.

This is the list of complevels: https://doomwiki.org/wiki/PrBoom

So Doom2 format = complevel 2 (or 4 if using final doom)
>>
>>12025446
I mean, if they don't conform to the challenge, better luck next try?
In hindsight, it was maybe needlessly fuzzy of me to make it unclear and just say to max whichever you want, but I also feel that it's not that big of a problem to do something less formal, assuming it'd be fun.

UVspeed and UVmax seem like the most common ones, but we've seen a few UVfast, and presumably there should be a map good for Tysoning at some point.

>>12025465
Faster and faster. I'll take a gander in a bit.

>>12025479
That could be nice. If someone doesn't know the .wad in question, seeing the year it's from could maybe help someone with gauging their interest.
Authorship also, for that matter.
>>
>>12025498
>that's a lie and you know it
You can't just do this after comparing competitive car racing with no stakes button mashing we do fun. At least you didn't deny that you are lazy.
>>
>>12025524
Thanks, since it's the Plutonia IWAD it should be complevel 4, correct?
>>
>>12025558
yes if you're not sure check what other demos on dsda use
>>
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>>12022289
>template
I would like that everyone come up with their own templates, provided all the information is there. You can usually identify the challenge poster based on the formatting, which I think is cool.

Pic related are some write-ups I abandoned for one reason or another (I updated them just now with complevels). I'm still experimenting on what works best, such as using slashes or breaks, and where to put the GLHF. A "challenge theme" would be cool but "Run From It" is the only map I thought of a theme for: https://youtu.be/7YvAYIJSSZY

>>12025486
>template seems robotic, i don't see a problem with writing in freeform text
Let's put both in the post, the robotic template with 100% of the details, and a sentence that explains the challenge, namely the wad/map/category. This way, you don't need to write a sentence that also includes the year and author
>>
>>12025570
Not explicitly mentioned in the image, but implied, is a link to the OP as the very first line
>>
>>12025517
Add a new text lump in Slade, name it COMPLVL and in that lump, write the desired number of the complevel. That way the ports automatically set the complevel to the one you specified and prevents players from choosing another.
>>
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Guy who drew vertex relocation title pic: what's the license for it? Public Domain?
>>
>>12025609
So I would just write "vanilla" in the text lump?
Nothing else?
>>
>>12025609
>desired number of the complevel
Nope. Written standard is strings: vanilla, boom, mbf and mbf21
>prevents player from choosing another
That would've sucked if that were the case, something you would be forced to fix or discard the port for.
https://doomwiki.org/wiki/COMPLVL
>>
>>12025656
Did that wad ever get a finalized release?
>>
>>12025806
Anon...
>>
>>12025806
RC4 was released on forums. If nothing comes up in the near time, then idgames. Check the news.
>>
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https://www.mediafire.com/file/db86o7eq2y3rmmd/TempleGate.zip/file

I finished my first Doom map. Let me know what you think.

Doom 2 format, Plutonia IWAD, COMPLVL 4/Vanilla, jumping/crouching disabled, tested in GZDoom.
I got a z_malloc error when testing in Chocolate Doom. Level music is a WAV file if that matters.
>>
>>12025815
Chocolate Doom would probably not recognize and play up a .wav file as music, so that'd be why.
>>
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>>12021809
Anons, which wad should I play to celebrate this occasion?
>picrel
>>
>>12025832
unloved and go for 41% kills each map
>>
>>12025832
>>12025836
You have to back to /v/.
>>
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>>12025836
>>
>>12025836
bodied that freak
>>
>>12023087
This post genuinely made me LOL
>>
Can't post on Doomworld for obvious reasons, so I wanted to drop by over here to report that in MAP10 of /vertex relocation/, the blue key is flagged as hard skill only, making the map unbeatable if you play on HMP or below. There's also a bunch of other random things around the map that have fucked up skill filters (hell, including some decorations and items flagged as AMBUSH).

That aside, I'm liking the WAD so far. A welcome change of pace from all the nonsense that Doomworlders continue to put out.
>>
at least imitate the tripcode your rage baiting faggot
>>
>>12025952
I'm using the same trip, you melon. The algorithm must have changed or some shit.
>>
>>12025354
>make extremely long level with 1 secret
>it's at the very end and contains a single armor bonus
>>
>>12025927
I pinged violentbeetle
>>
>>12023768
believe it or not, some of us who play a lot of doom want something to shake up the usual monsters and weapons, something to break the monotony after a while
>>
When vertex relocation's on idgames do we celebrate with a challenge?
Maps 6, 11, 14, 15, 19, 24, 26 are pretty run-worthy
>>
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>>12023485
>>12024239
He is alright, just attention farming. Little cousin probably told him that he acts like a faggot on their family reunion.
>>
>>12025927
>(hell, including some decorations and items flagged as AMBUSH).
Well, that doesn't seem like an issue. I will fix the key and I will go and probably check the keys in general. Missing keys never happen on my maps because of how I make them, so I never remember to check for that.
>>
>>12025832
>trans person likes anything
>THIS IS OUR CULTURE SLAYYY
>>
Why does GZDoom run so fucking bad.
>>
>>12026072
I welcome it.
>>
>>12025927
I went through the maps using search and found flag weirdness on MAP24 and MAP29 (I remembered I can search for flags too late, so a few early maps I checked visually). I fixed those, at least re-added non-hard flags on decorations.
>>
>>12026123
It's all they really have left in life, so it consumes everything else and is on their mind at all times.

They need an actual fucking hobby.
>>
>>12026083
>horrid androgynous cartoon avatar
Every fucking time
>>
>>12025832
All the more reason to make more heterosexual doom maps. Be the change you want see.
>>
>>12026194
>heterosexual doom maps
Nobody wants soft, slow straight maps.
>>
>>12026194
>heterosexual doom maps
Exclusively vanilla textures, hard cut-off point is the year 2004 just to be sure

>>12026209
>t. Matt Eldrydge
>>
>>12026083
>wannabe e-celeb
>mental illness avatar
>uses real name online
>posts embarrassing sympathy bait
>stills comes to an anonymous image board for some reason (and doesn't even try to blend in)
I miss when such people were allergic to this place.
>>
>>12026250
You're still obsessed with him after that mod made you have a gay panic, huh Anon?
>>
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Thanks for this gem, Decino
>>
blimey
>>
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>>12026281
he does have some very good graphics
>>
>>12026250
Nah. Custom textures are fine, as are even the newer than 2004 maps. Just don't make them all purple.
>>
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>>12026290
Most of his thumbnails give me a chuckle.

Anyways, new yellow background analysis video just dropped, if that was unclear.
>>
>>12026281
The cave level with the Archviles in Revilution gave me this feeling.
>>
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Doomguy is a freaking nerd, he's a freaking liberal
>>
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>>12026291
True, there were some gems like Vrack and Equinox. The amount of maps done before 2004 could last me a lifetime though, so I'm probably good.
>>
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>>12025205
There are several examples of UV-speed demos being declared winner, like this one a couple threads ago: >>12007072
If the category is UV-max, the speediest UV-max demo wins; if the category is Tyson, the speediest Tyson demo wins, etc. This is why it's important to declare a category.

>>12025506
Most of the categories are pretty intuitive, but if for some reason there's reason for confusion, I think it'd help to also explain the category. Pic rel

>>12025570
>template seems robotic.
I intentionally made the template barebones and to-the-point, to quickly remind people what's essential, not necessarily because that's all they should add.
>I would like that everyone come up with their own templates, provided all the information is there.
This pretty much.
>>
>>12026382
>Doom bros want to play Quake so bad and they don't even know it
>>
>>12023201
>Eraser 2
Neat. That was one of my favorite maps + gunloadouts more recently. Went and played Maskim Xul after you mentioned it in the dev log as inspiration.
>>
>>12026418
We've got quake at home.
>>
>>12025815
Your map overflows on choco anyway so it's limit removing (no need to distribute dehacked separately and you're fine with using non-midi audio). But convert it to some lossy format jeez.

I'll upload for those who doesn't want to download 70 megs https://files.catbox.moe/2j9yvp.zip
>>
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>>12026438
>>12025815
Texture problem
>>
>>12026295
Always thought those Nirvana stairs were wonky. I think lava segment of E4M2 got me a couple of times too. Besides these, nothing. Monster Condo has pretty nasty softlock with the red key, can only imagine the frustration players might have felt.
>>
>>12026120
A recent change accidentally force-disabled ZScript JIT, so everything runs worse now. Can't be re-enabled without source code changes.

The change also affects VKDoom, but I think I mentioned that before.
>>
>map secrets are bonuses on top of/outside of normal map play, that reward extra inquisitive players
or
>map secrets are part of the map, so when rating a map, the flow and balance of a 100% secrets playthrough is THE one to be judged
>>
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>>12026454
These two should be marked lower unpegged
>>
>>12026483
but also mpregged
>>
>>12026461
Monster Condo requires someone counter-intuitive behavior to trigger. Decino didn't mention that, but you are supposed to approach the red key platform for pickups and have revenants drop on your head segment by segment. The staircase trigger is a fallback if you don't, but you probably will.

When playing Monster Condo from memory, and decino was surprised to see revenants waiting for him after not triggering them properly, so he never replied on this fallback either.
>>
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>>12026483
>>12025815
Here's your demo https://files.catbox.moe/bel7ge.lmp
gj making imps in manc room dangerous
>>
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deeply monster closeted doom maps
>>
>>12026476
This one here >>12022015 can be pretty frustrating even on HMP if you miss the secret rocket launcher at the beginning, as it only appears once later and also within a secret. Basically, you're left to fend off without big weapons until the mid-game, and potentially without cells when you need them most, while being littered with useless rockets. Not the worst map you could stumble upon, but not the most beginner friendly either. I only found 2 secrets out of 15 on my first playthrough.
>>
>>12026382
wow, rude
>>
>>12026487
>but you are supposed to approach the red key platform for pickups and have revenants drop on your head segment by segment.
Oh yeah, I completely forgot about this. It appears that even so well-researched videos like this can have inconsistencies.
>>
>>12026454
>>12026483
Thanks!
>>
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SNS is up again! This sunday its hellbound time with just vanilla doom!

search for "macgu.fun" in doomseeker
>>
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>>12026267
You got the mental illness part right, at least. I've been coming here for around a year because I don't like Doomworld and its culture much, and anonymity is indeed quite nice from time to time. Blending in is optional, but given you didn't notice when I did, you're really not as cunning as you think.

Rest assured I don't need anyone's incentive to leave. If I don't want to be here anymore, I'll be on my way not one moment sooner.

>>12026083
Yeah, I needed a break from that site and some of the people who cluster around me in there. I took a few days off the internet in general, because I say and do stupid shit when I'm not doing well mentally. No one needs to deal with my problems but myself.

>>12023247
>>12023316
>>12023485
>>12024239
Thanks, anons. I'm doing fine now, got back to mapping just now after a long walk. There's already a lot done, upside of recycling some older unfinished maps is you can find new and interesting ways to tie them together.

>>12026429
Thanks, and yes, Maskim Xul is absolutely fantastic. It's one of the best things ever done with Doom that might not be strictly vanilla, but still gives GZDoom a run for its money.
>>
>>12026776
>upside of recycling some older unfinished maps is you can find new and interesting ways to tie them together.
True, it's also nice to find uses for ideas that were cool but didn't originally work out.
>>
>12026739
Never played this wad before, but heard that it's infamously long. I may bow down in the middle, which also depends on the initial waiting time of course.
>>
>>12026937
It's long, but very good. Has few of the coolest city levels too, because they get the building sizes right.
>>
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>>12026739
i let doomseeker redownload but it keeps throwing wrong version of hellbnd.wad
tried "skip current url" no luck
>>
>>12026739
also if you have trouble getting the correct version of hellbnd that server here is a direct link for it

https://macgu.fun/repo/zandronum/index/hellbnd.wad
>>
>>12026937
As the other anon said, it's indeed rather long but very good. The only map I dislike is 29, I kinda like slaughter but that's a *very* grindy map.
>>
>>12027026
that worked
>>
>>12026776
As a mentally ill faggot myself who crashes out regularly, I'd advise against talking about it online. Especially here. Far more dignified to just take a break than announce it. Doom's not going anywhere.
>>
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>>12026072
Yeah. Let's also spam some youtube doomer with messages about it.
MtPain27 and BigMacDavis for example. They both did some /vr/ wads already. And Enraged Eggplant of course. He's our dude. He has to UV-Max out new wad.
>>
>>12021824
Stronghold UV-Speed 5:30 https://files.catbox.moe/fs8awn.lmp

What is the intended way of pressing this switch? I've just been pressing it from the bottom like the DSDA demos show. Most of the switches in this map activate doors in other rooms (which is why most of us don't play TNT), there are two different red key switches, and the blue key switch is hidden, so I just followed the NoMo demo route
>>
>[MBF21] gameplay mod
>>
>>12026083
Sh-shut up! You're going to make him cry!
>>
>>12027243
It's fine, it's just enhanced dehacked, and it's not like it was abandoned part done like id24.
>>
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>>12027060
Yeah, it got bad enough I couldn't keep myself from slipping on DW. No excuses here, I was just a dumbass.

I'm clocking out for the night. Gotta get more burnt out, rusted textures for a section.
>>
>>12027280
Maybe but it's becoming the norm now to the point it renders ancient source ports obsolete. I like my mods with simple reskins/dehacked while still having compatibility with most source ports.
>>
>>12027335
True, though at the same time a lot of the stuff on those ports has been broken on newer ones, or never worked in the first place so it just gets forgotten, like who the fuck here even knows about Edge mods anymore?
>>
>>12027335
Imagine playing Boom, MBF, and SMMU in 2025.
>>
>>12027240
>What is the intended way of pressing this switch?
In the computer room you press two switches which remove that brown casing of the block with a switch. There's a lift on one side.
>>
>>12027382
I mean in the room with the chaingunner on the box
>>
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>>12027357
What kind of a weirdo would keep old sourceports around?
>>
>>12021824
Current records: https://dsdarchive.com/wads/tnt?level=Map+09
>uv-speed 2:19 https://youtu.be/gLHguuBLo_Q
>>
any Halloween themed wads you'll be playing this year?
>>
>>12027523
I mostly care about playing Doom in co-op, so as things stand, I'll probably just do the usual run of DBPs and maybe some assorted wads, like a replay of Preacher, I dunno. I'm tempted to try to do Ad Mortem on the first again, but the past couple times, people have petered out in the final stretch.

What I'm really holding out for is if that netplay update that's supposedly on the in-dev branch of GZDoom gets pushed to main--or I otherwise fuck around and find out what parameters I need to do it--cuz then I'll probably do stuff like the Trick or Tear and BlooM.
>>
>>12021824
uv-speed 4:10 https://files.catbox.moe/syrzjt.lmp
I copied the 2:19 demo route, grabbing the blursphere and berserk
>>
I've finally found it, the most programmer hud to ever exist.
>>
>>12027581
Better than pic related at least.
>>
>>12026739
GGs and Take it easy
potential crash dodged
>>
>>12027581
>simple
>clean
>no fancy elements to distract the player
>nice font rather than it being the most basic default one
What's meant to be wrong with this? The only improvement I'd make would be a background on the boxes so there's no risk of the text blending into the game behind it.
>>
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>>12027710
Not him but I do think there's probably too much info at all times. I sincerely doubt this mod needs the player to know some of this shit.
If I was this guy I'd put the bigger heavier text below the smaller stuff and trim out the stuff highlighted, maybe have only them show up when selecting new weapons or holding a button.
>>
>>12027713
>put the bigger heavier text below
If you leave it on top you could do what Hexen 2 does (IIRC) and have the UI slide upwards to show the detailed stats.
>>
>>12027726
Yeah, that'd be cool. That kinda shit should be comfortably feasible with Zscript, I know it's possible with ACS, it's just a bigger pain in the ass.
Making HUDs for Doom stuff kinda sucks.
>>
>>12027703
Terrific wad, would never make something like this. GG

>>12026956
>>12027037
I kinda got the impression that it was meant to be played in coop, with far-distance teleporters and hordes of enemies filling up previously passed locations, which makes it more of a harnessable chaos than a grindy experience. There was a consistent logic that maps followed, despite being thematically different for the most part. Finding secret level exits was the one particularly tricky part though.
>>
>>12027482
Kino.
>>
Why is DOOM II so brown?
>>
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>>12027841
I think it gets that rep a lot because of the skybox to the first levels before the city ones. I think if it kept the original pinkish orange cloud colors, you would not see as many people talking about brown colors in doom II. Honestly I prefer how the colors in the source pic look.
>>
>>12027841
cause he pooped his pants
>>
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is there an option to make the textures blurry like half-life but leave the sprites and hud unaffected
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>>12027859
No, you can independently choose what resize filters like hqNx and xBRZ are applied to (though textures and HUD are the same category), but bi/trilinear filtering is all or nothing.
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>>12027523
Excited to see what get released this Halloween. Last year had Necromantic Thirst, Realm Of Chaos 2 and Junkfood 4.
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>>12027354
Heh, I still have folders for Edge, Doomsday and Legacy mods. Few years from now Eternity mods belong to same category.
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>>12027335
Mbf21 is just extended dehacked. Hating it is too autistic nitpicking for my understanding, since the ports that have it the compability option to turn it off anyway. And what I like with mbf21 is the stability. Nothing ever breaks compared to decorate and zscript, no matter how many updates the source port gets. Really excited for the new upcoming compability level, because we finally get the custom weapon slots and custom ammo types. Good thing id24 was abandoned, now that thing had a fucked code.
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>>12026418
>>12026430
Sometimes you want some peanutbutter with your chocolate, you know, mixing the two best things together.

>>12027859
Uuuh, maybe export all the graphics you want blurred, blow them up with a smudge filter, then import them again as HD textures somehow?
Writing that made me want to pull out my own teeth btw
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>>12027637
They're both visual nose, just on different ends of the scale of making it impossible to read at a glance.
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>>12027637
>Center-screen reminder to spend your MacGuffin points.
Needs the "Fingerless Glove Meter"
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>>12027927
this shit better have a Hans Zimmer soundtrack remixed by Skrillex
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>>12021809
I was thinking to get into doom modding, I only played and never used even the map editor, I know I should start first with map, then level design then the real modding scene, anyway, I wanted to learn C and I'm an autist, what I mean should I learn like the old days (I found C manuals in my library dating 1994) or learn the new C?
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>>12027967
Why would you need C? Doom modding is generally done with Zscript nowadays, or DECORATE if you're using older sourceports, with ACS working scripts in the background.
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>>12027969
I admit, Didn'0t know, still stuck at the old idea of entering the doom file and start changing everything and need to know how to program in C.
As I said I always played it and don't watch much stuff online about it, but I use GZDoom I usually find mod Myself, it's strange but it's like I love doom but I never informed myself on stuff, like how do you mod it, how you create a map, the code IG, but John romero and tghe story of ID yeah but it's like I never seen under the hood if you catch my drift.
In this period I was interested in it after I finished Sigil 1 and 2 (only recently I picked them up) and reading John Romero Interview, it inspired me to try the modding scene (so yesterday)
>TL:DR I never got info on how to mod or created a map in my life, just played doom and yesterday after finishing Sigil and reading the history of Romero I tought let's start to mod Without even knowing where to start and I tought let's come to my favorite place.
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>>12027972
It's all pretty straight forward stuff, first thing you could do is go download SLADE and open up a gameplay mod, see what makes it tick.
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>>12027975
Thanks for the info anon, now I know where to start.
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>>12027972
>still stuck at the old idea of entering the doom file and start changing everything and need to know how to program in C
On the tangent, does anyone know games that grew from doom sourceports?

Cybershade is the one example I know https://www.doomworld.com/forum/topic/85043-cybershade-another-video/ though it's a bit difficult to compile and run nowadays since it's based on old chocolate codebase and is abandoned.
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To Ultimate Doombuilder users: what am I missing out on by using Slade's built-in editor instead?
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>>12027878
>Edge, Doomsday and Legacy mods
Anything you'd recommend?
Either fun or interesting will do.
I only know of the very obvious few from these categories. You know, Doom 64 TC, Twilight Warrior/Covert Ops, the works of Cory Whittle.
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Why is Doomguy a virgin? Because he never get Slade
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>>12028047
Exhaled sharply through my nose at this. Smartass.
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>>12028037
Edge
>Goldeneye Doom
>QDoom
>Earthbound Doom (unfinished)
>Doom 2.5 (unfinished)

Legacy
>DSV 4
>High-Tech Hell 2
>Nimrod
>Phobia: The Age (this one is fucking amazing)

Doomsday
all of these require the Absolution TC
>Outcast Levels
>Redemption Denied
>The Reckoning
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>>12028047
Doomguy is not a virgin. Imp Encounter Second Edition is canon.
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>>12026476
You know sometimes i want to just do a wad without caring about secrets, or kill count. On chocolate or original exe. Been playing through Long Trek Back Home in this mode.
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>>12028072
>imp lying
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>>12027859
Yes, but it requires PrBoom+ to do so
>>12027871
Pic related
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>>12028348
Never forget, this is what they took from you.
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>filtering doom textures
but why?
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>>12028457
Some people like it though it's seemingly not as popular as the crunchy pixel style.
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>>12028457
DOOM isn't supposed to look crispy as shit, that's a result of playing on modern displays. DOOM on a CRT looks very smooth. I get it, since blurring approximates the smoother look of the game as it would've been, though I grant it never really looks right and personally I'd rather just accept the crispiness over filtering if I couldn't use a CRT.

That said, if you want the best of both worlds, play the Xbox 360 XBLA port. Not exactly sure what they did there, but man that version just looks so right.
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>>12028493
>le CRT blur meme
go look at an actual VGA CRT, please
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>>12028506
>be retarded fag
CRTs blur visuals, it is a literal physical property of the phosphors. You're the one acting like it's a bad thing (it isn't).
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>>12028549
even an LCD is blurry to an extent
seeing the pixels on a VGA CRT is no problem at all, especially in mode 13h as John Carmack (pbuh) intended
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>>12028353
If somebody copied the code from DSDA-Doom, and created a fork of PrBoom+ that retains all the options kraf gutted and then adds the features of DSDA-Doom, does that go against any law? Or is it all open source?
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>>12028552
You've lost the plot if you think a game like DOOM looks remotely as crispy on a VGA CRT as it does on a modern display, and that's taking your argument to the extreme -- if you're playing on a consumer set, especially over composite, it is going to look drastically smoother.
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>>12028597
I'm not saying it looks crispier. I'm saying you can see the pixels. it's not smeared out
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>>12028593
It's all legal as long as they too release the source code under the GPL in a public repository.
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Mapper bros, how do you come up with ideas for levels? And do you guys have any tips on how to incorporate meaningful verticality into a level?
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>>12028691
Preacher map02 was very vertical.
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What the fuck is going on? Why did original thread get deleted and not this duplicate one? Holy shit the more I stay here the more I realize that pretty much every megaman "autist" was correct
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>>12028751
Did you actually visit the original thread
>made too early
>news were fucked
>it was full of off-topic spam from multiple anons, while the actual discussion continued in previous thread

In short, if you make new threads don't make em too early and don't fuck up the news
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>>12028828
his name is peter lawrence
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>>12028751
It archived, idiot.
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>>12028751
It fell off the board due to a lack of replies, you fucking newfag retard.
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>>12028834
>>made too early
Except threads were made "too early" before - specifically to create a thread with the old link before another anon makes a thread with the new link. It's documented. Those threads didn't get taken down.
>>news were fucked
Wrong.
>>it was full of off-topic spam from multiple anons, while the actual discussion continued in previous thread
Oh no no no, it was spam from exactly one person, the anti-megaman schizo/troll. But hold on, so what you're saying is - if I don't like a thread I can just literally spam it, create a new one and it's all good? Genius.
Fucking retard.
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>>12028836
>>12028837
There's no way it drowned so fast on vr.
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>>12028839
calm down pete
your involvement shat so badly over megaman and nerf that they are radioactive for any OP
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>>12028841
It lingered for quite a long time in spite everyone choosing this thread instead, actually. Also I hate you and I hope that you fucking die in real life.
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>>12028849
>It lingered for quite a long time in spite everyone choosing this thread instead
The spammiest posts even got jannied https://warosu.org/vr/thread/12021340
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>>12028839
Peter...
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>>12028835
>>12028843
That's not "Pete". That's the mm anon. The one which you call "Pete" is Duke anon aka me. I just care about make content for /vr/, and not complaining about thread that deserved to die. The thread news even claimed that Duke project was stopped even though I already said that I'm continuing it. Why the of all people would I defend it. Good riddens. Jesus you guys, I thought conspiracy schizos are supposed to be at least smart.
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>>12028751
the other thread was shitpost central due to the anti cutman autist, at this rate we are back to when we had the doom vs retro fps general shitshow at the OP because of the anti half life and quake 1+2 autist who was a former janny.
in fact, does anyone also remembers the flamewars over build games being included in this general, i think it was during the period blood got general interest because of CM-Blood and later the GDX port
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I hate how unsubtle this guy is, yet he acts like he's really got everyone fooled.
If any of you get picked up as jannies, I hope you can immediately see how hard he samefags, and I pray that you don't cut him any mercy at all.
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>>12028029
>Are you sure you want to exit SLADE?
Most UDB users can't completely answer your question, because they haven't used Slade to compare. You'd need someone who's used both editors, but there's generally no reason to do that. I wrote this post a long time ago outlining the differences as I recall them, but it might be outdated now.
https://desuarchive.org/vr/thread/10009145/#q10013613
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>>12028921
>but it might be outdated now.
Nah, it's pretty accurate still, Slade's not really change since then.



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