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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12168397

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 ===
SUB MORTEM : A Dead Simple Halloween Project
Game : Doom 2 | MBF21
RC1: https://files.catbox.moe/gbezed.zip

Deep /vr/ied Potato
Game : Doom 2 | MBF21
RC1: https://files.catbox.moe/3fml1f.zip
Now on iDGames!

=== NEWS ===
[11-14] Kiss Psycho Circus, repack for modern OSes.
https://archive.org/details/kiss-psycho-circus-repack_202511

[11-12] Pvt Stone update: more weapons, features & cvars.
https://skelegant.itch.io/pvt-stone/devlog/1111163/update-to-v13-maximum-carnage

[11-10] OldUnreal releases final version of patch v469e for Unreal Tournament 1999
https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469e

[11-07] UZDoom 4.14.3 RC1 released
https://github.com/UZDoom/UZDoom/releases/tag/4.14.3-rc1

[11-07] Fate: A Doom Total Conversion, Episode 2 released
https://www.moddb.com/mods/fate-a-doom-total-conversion

[11-05] LibreQuake v0.09-beta released
https://github.com/lavenderdotpet/LibreQuake/releases/tag/v0.09-beta

[11-04] Deep /vr/ied Potato, Doomworld release!
https://www.doomworld.com/forum/topic/155904

[11-04] Heretic + Hexen Update 2
https://slayersclub.bethesda.net/en-US/article/heretic-hexen-update-2

[11-03] Woof! 15.3.0 update
https://github.com/fabiangreffrath/woof/releases/tag/woof_15.3.0

[11-02] South Park FPS re-release got a repack with a bunch of fixes.
https://archive.org/details/south-park-pc-repack

[11-01] Call of The Void updated to 2.0
https://www.moddb.com/mods/quake-ii-call-of-the-void/news/call-of-the-void-ver-20-halloween-update1

[10-28] EDGE-Classic v1.51 update
https://github.com/edge-classic/EDGE-classic/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)
>>
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we were robbed of this thing in Doom 3
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>>12175020
>>12175024
>game that looks like Doom 3 but plays like Doom 2 never ever
Pain.
>>
>>12175010
>removes vertex reloc when it didn't hit final
>potato is on idgames, yet provides no link
>also puts potential psycho circus malware without any inquiry
All previous OPs have passed on apparently. They would've at least consulted with the thread on which things to put and remove.
>>
>>12175069
That'd feel really weird. Like I'm imagining a GzDoom mod where you reskinned the game into Doom 3, complete with 3D models, but it still pretty much handles like Doom 2.
That'd be the uncanny valley of Doom.
>>
>>12175072
>removes vertex reloc when it didn't hit final
Wait, it's not final? Fuck, were there further RCs in the works?

>potato is on idgames, yet provides no link
I copied that over from the previous newspost. I guess that link was in the news section but was cycled out over time?

>also puts potential psycho circus malware without any inquiry
Uh, I didn't actually think of that, but how big is that risk actually?

Maybe I should make a second copy of the news post to revise it, and then hopefully the next thread copies from that?
>>
>>12175073
Well, the level design would have to change to be closer to something like Quake where it takes advantage of full 3D and whatnot.
Also JizzDoom's realtime lighting looks like ass compared to Doom 3's.
>>
>>
NEWSPOST???
>>
>>12175081
>Wait, it's not final?
ViolentBeetle took upon himself to see it to the end, but limits the updates to the Doomworld forum thread. It's supposed to go onto idgames on a nearest date, so maybe he was waiting for the moment to make a proper announcement. Otherwise, I believe he still makes visits here. And yes, there were further updates past RC5. If not sure, better leave it, even if such a large amount of projects taking up the news is unprecedented.

>Uh, I didn't actually think of that, but how big is that risk actually?
Non-zero risk. It's not a store release and not even a warez release, but some nameless person putting out an executable package with pre-available fixes that many interested people already used to apply themselves for years. Previous thread posts made it seem like the repack was expected, and yet I found no evident prior mentions of it. The intentions are dubious, as example: 4chan dospack anon personally asked whether it's really okay to have his links in the op.

>Maybe I should make a second copy of the news post to revise it
We will put the vertex back in when it gets on idgames, should be soon I think. Duke's project state is pretty vague without a lead, but it closes onto the deadline now so might as well wait it out till the end.

>>12175010
Switch the catbox link for deep /vr/ied potato, it's a final release.
https://www.doomworld.com/idgames/?id=21835
>>
>>12175252
>Previous thread posts made it seem like the repack was expected, and yet I found no evident prior mentions of it.
Somebody's gonna bitch about the link but it's by this dude, he's been doing that kind of thing for a good while now.
https://bsky.app/profile/vinimedeiros.bsky.social
>>
>>12175252
>Previous thread posts made it seem like the repack was expected
That was just me being excited to have a Psycho Circus PC pack that worked after following several guides/having several attempts where it didn’t.
>>
>>12175069
Elemental.
Not that I get it. Doom 3 plays pretty much like Quake (and that's for the better).
>>
>>12174139
>replaces spider masterminds with a lower-tier enemy
so do most dbps just break any mod that has custom enemies then?
>>
>>12175363
Not all of them, but it's fairly common. Check them in Slade to be sure.
>>
>>12175396
assuming i'm a retard who can't into slade (which i am) how would i go about trying to make, let's say, dbp68 compatible
do i have to make a patch for each mod separately? etc
>>
Finally finished the new AMC squad chapter. Better than chapter 4, felt more varied and most stages were better packed, though my new most hated stage is in chapter 5. The finale, much like chapter 3, didn't feel like a finale but rather like the mid point conflict.
I think they wanted chapter 6 to be the finale of the whole thing, so 2029-2030 for the ending, I guess.
>>
>>12175419
>new most hated stage
Which one? The finale for every episode always sucked, always a bit rushed and janky, cobbled out of many maps so it also takes hour or two to complete. Not fun
>>
>>12175435
>Which one?
Titan gas + titan underground. It's like the worst parts of zeta base and arsia mons without the positives. Sure, there are some impressive set pieces (the alien ship reveal and the spooky brain wall were really cool and unsettling) but the stages are way too big and confusing, with everything looking the same and then the ugly color filters to hide the low quality textures make it even harder to orient. The dam outside the colony looks really good, shame I have to look at it through a piss filter.
>>12175435
>The finale for every episode always sucked
eh, I disagree. Arsia mons (ep2) and Naaldirs keep (ep4) felt like actual climaxes, with stakes and cool set pieces.
>>
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I should spend 2 hours downloading all the dbps and indexing them by name and length
>>
>>12175419
I thought it had high highs but low lows, and desperately needed more new enemies and new research both for story and gameplay reasons. It was really disheartening to fight the same enemies in out of place locations and not get nearly enough new upgrades for most of the cast.

>>12175440
That was the best level and you are crazy. Long, beautifully detailed, challenging in new and unique ways, atmospheric, scary, and super varied. The worst levels were rusty's clusterfuck and sandt at the tanhauser gate. Both were blatantly cobbled together out of spare parts, felt totally disjointed to play, and narratively awkward and rushed. Rusty's in particular was a total clusterfuck cocktease besides the brief wolfenstein flashback.
>>
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>>12175440
>Titan gas + titan underground
damn, weird choice. This one, like most other maps by that furfag snowfall, is pretty good. I wish the whole package was that consistent and had actual fuckin style instead of 473832829 different shits mashed together into this soup called AMC
I hated Sang's mission, set somewhere in snowy area. Had no ammo and that map is full of the worst enemies.
>eh, I disagree. Arsia mons (ep2) and Naaldirs keep (ep4) felt like actual climaxes, with stakes and cool set pieces.
heh those were the ones I thought about when saying finales suck in this game. Arsia starts nice but is another mess of different styles and questionable level design. Naaldirs keep is too fuckin long to be enjoyable, I liked the LOTR style big fight at the start of the sequence but the rest was a slog. Not a fan of ep4 in general, I'm here to shoot stuff in my sci fi not to play knights and sorcerers with these plebs on that ring.
>>
>>12175486
You should cut half the effort https://archive.org/details/dbp-wad-archive
>>
Doom but you have to perform social engineering in order to get the keycards and any passcodes to open doors.
>>
>>12175503
thats Hedon
>>
>>12175501
too late lol
>>
>>12175494
>Long
not a positive
>beautifully detailed
reuses a ton of shit from zeta base and the ep3 finale + the antartica stage of ep5, and half the details are lost to annoying filters
>challenging in new and unique ways
where? the only new challenge in there is the beyonder room where you need to rush 4 batteries before they fuck your brains up, and even then, it's the same as the escape sequence of ep3 finale.
Rusty's and Mikko's stages are indeed bad but at least they have the decency to end fast, and Tannhauser gate is basically the prelude to the finale.
>>12175498
That pic if a perfect example of why all that detailing work is wasted on the worst filter usage. I sure do love my colors to look like I am wearing piss glasses. The ship is even worse, but there it's used to hide the ugly wall texture.
> Sang's mission, set somewhere in snowy area. Had no ammo and that map is full of the worst enemies
Did you shoot the webbed corpses from the ceilings? They drop a ton of ammo
>>
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>>12175526
>I sure do love my colors to look like I am wearing piss glasses
this but unironically. It looks unique and nothing like anything else. Hard to take a good static picture but it looks fine when playing.
Exploring Titan was the highlight of the episode, with Antarctica base being a good runner up.
>>
So, what's everybody been playing lately?

I've been revisiting Prodoomer, mostly to see if it would even work on UZDoom, I've been having fun even if it was overambitious as fuck.
>>
>>12175548
prodoomer has some moments of peak comedy when the bombastic level up 4:3 screen pops
>>
>>12175553
Yeah quite a few older mods get fucked that way.

Also stuff like being able to deploy piles of sentient sandbags to fight shit for you is funny as fuck.
>>
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how do i get this hud with the weapon pack version of ashes
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>>12175548
>So, what's everybody been playing lately?
Psycho Circus
>>
>>12175579
I've never seen that HUD before, but I think it looks pretty good. Maybe that would be a decent in-between of the new HUD and old HUD? Unless this HUD is older than both?
>>
>>12173982
She cute, what's she from?
>Deadbolt
Is she attached to it or is it more a Pvt Stone thing?
>>
>>12175579
Wait for the release that has it in?
>>
>>12175601
oh, it's not available yet? i saw the gzd screenshot format filename and assumed it was available.
>>
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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 ===
SUB MORTEM : A Dead Simple Halloween Project
Game : Doom 2, Ad Mortem | MBF21
RC1: https://files.catbox.moe/gbezed.zip

Deep /vr/ied Potato
Game : Doom 2 | MBF21
RC1: https://www.doomworld.com/idgames/?id=21835

/Vertex Relocation/
IWAD : Doom 2 | Boom
RC5: https://files.catbox.moe/a4tbzi.zip


=== NEWS ===
[11-14] Kiss Psycho Circus, repack for modern OSes.
https://archive.org/details/kiss-psycho-circus-repack_202511

[11-12] Pvt Stone update: more weapons, features & cvars.
https://skelegant.itch.io/pvt-stone/devlog/1111163/update-to-v13-maximum-carnage

[11-10] OldUnreal releases final version of patch v469e for Unreal Tournament 1999
https://github.com/OldUnreal/UnrealTournamentPatches/releases/tag/v469e

[11-07] UZDoom 4.14.3 RC1 released
https://github.com/UZDoom/UZDoom/releases/tag/4.14.3-rc1

[11-07] Fate: A Doom Total Conversion, Episode 2 released
https://www.moddb.com/mods/fate-a-doom-total-conversion

[11-05] LibreQuake v0.09-beta released
https://github.com/lavenderdotpet/LibreQuake/releases/tag/v0.09-beta

[11-04] Deep /vr/ied Potato, Doomworld release!
https://www.doomworld.com/forum/topic/155904

[11-04] Heretic + Hexen Update 2
https://slayersclub.bethesda.net/en-US/article/heretic-hexen-update-2

[11-03] Woof! 15.3.0 update
https://github.com/fabiangreffrath/woof/releases/tag/woof_15.3.0

[11-02] South Park FPS re-release got a repack with a bunch of fixes.
https://archive.org/details/south-park-pc-repack

[11-01] Call of The Void updated to 2.0
https://www.moddb.com/mods/quake-ii-call-of-the-void/news/call-of-the-void-ver-20-halloween-update1

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [MM-DD] date bracket)
>>
>>12175252
Did a revised version of the newspost because I felt bad about fucking it up, hopefully this is better.
>>
>>12175632
How do current releases work? I believe there should be stuff that's on doomworld but not yet on idgames, so hotpotato can be dropped already.
>>
>>12175645
I honestly just assume that we keep releases up for a while for visibility (and maybe as a little victory/selfcongratulation thing), but I have never thought very hard about it.
>>
>>12175104
any other wads with similar vibes as strange aeons?
>>
>>12175676
wads where everyone gives you strange aeons?
>>
>>12173982
played deadbolt a bit
the revolver is really pretty
make it eat 2 bullets and up the damage please, i want muh hand cannon feeling
>>
>>12175072
Sad to see no mention of Doomer Boards,too.
>>
>>12175687
He leaves the decohack files so it's trivial to tweak that yourself.
>>12175702
Have they even done anything of note lately?
>>
>>12175526
The infinite jetpack + heavy ammo type management for the dual tube shotgun in the first section and properly dodging the invincible angel statue type enemies in the second section in a map where you can't dodge them by entering new rooms with loading triggers.
>>
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>>12175712
well i can see the ammo but i'm too retarded to find how to change the damage
is it the 40?
>>
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>>12175770
Yes.
>>
>>12175783
cool
i bumped the damage to 60 so it oneshots imps now
>>
>>12175794
You have to recompile the decohack file for any changes to be made.
>>
>>12175795
yeah i know i'm trying to figure out how to do that right now
>>
So a while ago anon was making a bunker wad called Falaz or something like that. I was keeping an eye on it but then life happened and I fell off the internet for a while. Is that done? Fully finished with any revisions the author wanted to make and everything? How long is it? I might have some time this weekend to give a go if it is.
Also what happened with the chicken man AI bullshit? Did they fork the project? Are they serious about it?
>>
>>12175807
https://www.doomworld.com/vb/thread/155661
>>
>>12175802
It's not that hard once you know the workflow.
>install doomtools
>right click anywhere in explorer and make a new doomtools project
>go into the project folder>src>decohack
>take the modified decohack and place it into main.dh
>go back to the project folder
>open CMD and type doommake
>get the dehacked file from the build folder
>>
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Duke would be soooo mad. :(
>>
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>>12175823
I genuinely feel like a drooling retard caveman just reading that, let alone even attempting it
that's not to say I don't want to learn I am just not understanding, I genuinely, honestly, can't even figure out how to make a new project because right clicking doesn't show such a function
am I to create a new .dtw? is that what you meant? and if so how? because doomtools only gives me the option to open pre-existing .dtw files, right clicking shows no option to make a new one. i was able to open the mod's decohacked source file directly, view it, and edit it, but that's all.
>>
>>12175712
Is there like a guide somewhere to describe some of the differences between DecoHack and Decorate? Because I look at Ad Mortem's DecoHack, and not only do the thing numbers not properly correspond to the GzDoom Deh_Actor ones, but there's flags like +LONGMELEE and functions like Splash grouping which just do not exist in Decorate.

I'd like to adapt Ad Mortem's monsters better for GzDoom (giving the new fireballs GLDEFS, making the thrown bones from the white skellingtons not translucent so that you don't miss them and stuff), and while I've managed to figure out SOME of these, others still elude me.
>>
>>12175826
Not sure. Last thread we had people on board with Billy Herrington playing him.
>>
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>>12175840
Maybe it's a checkbox you didn't select when installing.
>>
>>12175849
you're right that's even more retarded than i thought
>>
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>>12175856
I don't use the GUI for it, but you're probably better off using that.
>>
>>12175862
>trying to create a new project caused it to shit out a wall of errors
you know, i do want to buff that revolver, but not enough to spend 3 hours figuring out the rudimentary basics of doomtools to do it
maybe if it was a few hours earlier and i didn't need to get actual work done today
>>
>>12175868
Errors usually tell you exactly where and what any issues are.
>>
>>12175871
oh i know i just don't have the mental bandwith or time to work through it right now
>>
>>12175875
https://pastebin.com/kE2A2HhM
You can replace the dehacked in the wad with this, and it'll have the changes you wanted- 60 damage revolver that uses up 2 ammo per shot.
>>
>>12175846
gachi is not gay
>>
Playing through Sub Mortem right now, it's interesting how many mappers decided to either defer the SSG towards the end or didn't really use it at all
>>
>>12175915
Hard Fast Faggot Maps was quite gay and awesome, though, and now I'll forever associate him with that.
>>
>>12175579
>>12175597
>>12175601
>>12175610
its a unreleased hud made by a dude I know but that dude decided to keep it to himself. Works only with episode 1 I believe
https://files.catbox.moe/0boios.pk3
>>
>>12175923
Probably just needs the other ammo types editing into it.
>>
>>12175923
well fuck, I don't know were to upload it properly
>>
>>12175927
nvm it works, have fun anons
>>
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>>12175807
Falaz is complete for the time being. If I feel like it, I'll make a new version later with more stuff to do - a lot of people said they'd like it to be a little longer.
Takes around 20ish minutes to finish, a little longer if you go for secrets. Hope you enjoy it.

>>12175598
That's a dude. I wanted a character with a 90s bishounen to set up a mod where he gets a cool sword and cuts demons in half and shit.
Apart from his name being Ayumu and him being up to no good stealing UAC tech, there's no further lore. Maybe this will change, I don't know.
>Stone
Not related, but I really like Stone's mugshots and personality so I asked Skelegant if I could do the same with Deadbolt.

>>12175687
Following up on what the other anon said, ALWAYS have this open when working with Decohack.
>https://mtrop.github.io/DoomTools/decohack-pointers.html
It's a godsend for figuring out which parameters are doing silly things, like rockets flying off the side or at angles they *really* shouldn't.

What I would have told you to do if I got to the thread earlier:
>open .dh file with Doom Tools' decohack editor
>change ammo consumption to 2
>increase attack to 60
>save
>alt + shift + x to compile the decohack into dehacked
>grab the dehacked file
>stuff it into the wad, while deleting the old one
>save
>???
>profit

Just finished the new chainsaw replacement. Not sure when I'll upload it, probably by the end of the month at the latest. It's pretty fun, you can shoot around corners with it.
>>
>>12175846
Billy had a family and a child. Don't put him on the same level with the mentally ill rainbow-colored virtue-signalers.
>>
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>>12175952
>That's a dude.
>mfw
Well I guess you nailed the bishounen look pretty well.
Cool then, not cute. Thanks, regardless of my false assumption, looks like a project to keep track of.
>>
>>12175952
>MML as chainsaw replacer
alright now that's kino
i recall you mentioning a new chaingun, what is it gonna be?
>>
>>12175964
At least you didn't go full gay panic mode like that anon a bunch of months back did, he's probably still furious at the dude for accidently baiting him with his mod.
>>
>>12175009
Which mod or map pack is the most advanced for Chocolate Doom? Something cool in vanilla; not limit removing.
>>
>>12175997
Right off the top of my head, there are the Back to Saturn X projects and Knee-Deep in Knee-Deep in ZDoom. Both manage to do some incredibly detailed and expansive maps while keeping within vanilla limits. The latter is also notable for effectively being a backport of an old ZDoom-exclusive mapset and managing to recreate/fake certain ZDoom features.
>>
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>>12175956
>>12175915
My man, Billy had sex with men on camera, he did more man-on-man pornography than he did straight pornography.
>>
>>12175997
KDIKDIZD is probably the most advanced and complex which is still within the visplane limits.
>>
>>12176012
You're quoting the wrong post, I never said he wasn't gay.
>>
>>12175846
I think most people into Gachi stuff aren't really gay or attracted to Billy.
Even though he was good looking and it's not the same as Nikocado's gross fat ass.
Still this >>12175826 feels weird in a series clearly made by "dudes being dudes".
Duke Nukem was anything but "woke" back then.
>>
>>12176012
I stand by what I said, gachi is not gay
>>
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>>12176020
The claim was suggesting "Duke would be mad" at it's existence, but there's nothing to suggest how he would feel about it. He can fuck girls like crazy without caring about what others do with their junk.
>>
>>12176040
Duke wouldn't care because he's too busy caring about those alien bastards that blew up his ride
>>
>>12176056
Duke would be like "You do you, but I won't".[\spoiler]
>>
Would anyone here know anything about a supposed NayoRiyo Doom mod? Seems like it was posted to github and doomworld at some point but is now deleted from those sites
>>
>>12175503
>Doom but you have to do mandatory sensitivity training in order to beat the level.
Killing the demons is NOT OKAY.
>>
>>12175503
Isn't that Terms new mod?
>>
>best so far is 4:40
oooh it's close. last one I figured out some time saves. but of course it all fell over at the damn buttons
>>
quake but you have to watch a dysgenic tranny give your mission briefing before every level
wait that's don't stop girlypop
>>
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>>12176131
why yes i did click the trailer thinking "oh haha funny mid-2000s-whitegirl-core joke game" and then had my eyes assaulted by literally picrel
>>
>>12175952
not that anon, but i really like that nughud thing you mentioned last thread. is there an eta for the release of that version of the mod? will that also be at the end of the month?
>>
>>12176076
You mean "You do you, I do nkey"
>>
>>12175524
>>12175486
Based
>>
>>12176125
which is?
>>
Still no one wants to play sub mortem on odamex?
>>
>>12176174
Daemon Toolz or something like that, sort of a sideways continuation of Demonsteele's things.
>>
>>12176023
But anon, you forgot to say No Homo!
>>
>>12176012
AHH YESSIR
>>
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>>12176139
>>
>>12176259
jesus christ
>>
any recommendations on magic-type gameplay mods?
like walpurgis but ideally less clunky
>>
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https://archive.org/download/brutaldoom


got most of the versions of brutal doom even the original one. downloaded brutal doom 18. monsters seem more reactive and has all the gore and cool weapons very cool playing through these old versions
>>
>>12176263
>like walpurgis but ideally less clunky
Magic mods are usually more clunky, along the lines of Wrath of Cronos or Thy Blood Konsumed.
>>
No idea if it's because I'm meleeing a lot more this time or if the supplies are more generous but I'm doing really well for ammo in Afterglow survival mode.
The open ended-ness means I'm getting lost a lot though. I only found the way here by accident.
>>
>>12176298
Oh, and the shotgun bayonet is OP. The moment I slapped it on my shit timing of melee strikes was a thing of the past.
>>
>>12176302
The bike also becomes useless with the bayonet, it's a lot of fun bhopping with it
>>
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Downloaded a couple old as fuck versions of gz doom. Specifically 2.20 and 2.31. Idk I just picked em at complete random. But interestingly brutal doom 22 beta 4 the latest version does not work in 2.31 but does work in 2.20.


I wonder why and why not. Noticed 2.31 has the gz doom menu option for lights before the game starts up where as 2.20 has none of this just a game selection menu. Probably gonna stick with 2.20 and just play older wads and stuff on it. It works so well on this crap top I got atm. Interesting stuff.

Except with these older gzdoom ports it seems when they coded something like a torch to be something different like say a garbage can in a newer wad. Like doom 2 in rural only it'll flicker back and forth between a garbage can and a torch
>>
>>12176191
I haven't used odamex, but I'll try it out. Did you want to try later, or right now?
>>
>>12176343
Hosting Sub Mortem RC1 on Odamex right now.

Type in oda console:
>connect 70.34.242.185

Needs Odamex 12 (development version, oda11 doesn't have dsdhacked)
https://nightly.link/odamex/odamex/workflows/windows/protobreak

The wads will auto-download.
>>
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Something clever I dunno. Steam machine gun. Good enough.
>>
>>12176348
is that actually ralphis in the server or is someone being a jokester
>>
>>12176396
Nice.
>>
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>>12176298
>>12176302
>>12176307
Afterglow is amazing, have fun figuring it out. And yeah it's much more generous with ammo as there's more human fighting going on early game so you get to stock up on it, plus the thing had to be designed around players picking the path they want so both early game maps had to be designed around it. Did you play Dead Man Walking or did you go straight to ep2?
>>
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>>12175964
Thanks, you can play a slightly earlier version right now if you want. The update is just building up on what's here already and laying the foundation for how I'll make the GZDoom version of it.

>>12175969
It's still a rifle, it just shoots 1 tic faster than vanilla and shoots 2 pellets per shot with pretty good spread. It's just in the sweet spot of being powerful and balanced, since it needs to "reload" whether you fire more than 10 or reach its cap of 50.
See:
>https://streamable.com/k19n7h

>>12176143
The mod will come with the more elaborate nughud by default, while the old-style hud (statusbar but split and without a mugshot) will be provided as an add-on.
Whenever I come around to making a GZ version I'll also have a similar hud by default.

Honestly, I *could* release it right now, everything that should work does and at this point I'm mostly doing balance tweaks. Currently stuck whether to take a leaf from Final Doomer and offer the revolver as an infinite ammo sidearm. I'm also not sure I love the nailgun in slot 6.
>>
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slime trail
>>
>>12176419
Straight to ep 2. I hear DMW is kind of unofficial so I didn't play it (but will give it a go later)
I'm really liking the way survival encourages treating gunfights seriously and discouraging run and gun, so you're typically staying in cover and picking off raiders mid to long range. Plus when it's obvious a big fight will start you can lay traps with the pipebombs. It's really neat.
The lazer tag section was 10/10 too, I'm early on but if it keeps this up then damn I'm going to be impressed.
>>
map55 missing texture (coop only?)
>>
>>12176438
I personally think the second half falls off a bit, the maps become too big and mostly empty, but the finale and secret stage pick up again and are absolutely great.
>>
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>>12176438
>I hear DMW is kind of unofficial so I didn't play it (but will give it a go later)
it's official, just unrelated to any important events prequel. It was made by the another guy unlike 2063 but it was so good that guy was hired to then work together with Vostyok on Afterglow
>>
>>12176423
>It's still a rifle, it just shoots 1 tic faster than vanilla and shoots 2 pellets per shot with pretty good spread. It's just in the sweet spot of being powerful and balanced, since it needs to "reload" whether you fire more than 10 or reach its cap of 50.

Oh so the weakness/tradeoff is a vanilla plasmagun behavior. That's cool actually.
It's definitely more interesting than the current MG. It can behave more or less like just a chaingun or at least play the same role, i mainly care about it looking, sounding, and feeling good.
>>
>>12176440
Is that the part where the floors raise up? You weren't supposed to see them from that side.
>>
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>>12176445
what, you don't like The Dome? The stadium or that big mutant infested town in the desert, sewer tunnels were pretty atmospheric too
>>
>>12176470
that map is pretty broken in coop in general
we had that bridge stuck halfway through and softlock the exit
>>
map57
possible coop softlock, make them openable from other side
>>
>>12176489
also all bars on map58
>>
>>12175010
As per >>12176489, made the linedef in front of the bars that lock the player(s) in the exit lower them if pressed on.
>https://files.catbox.moe/qminra.zip
>>
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>>12176502
Nope. Actually go and touch em. They have teleport actions on them.
>>
props to Concussion for being the most coop friendly map so far!
>>
>>12176271
>>12176321
No webms you homo?
>>
61 for some reason led to map51
in 62 softlock here
>>
>>12176581
or idk how those bars work
they opened and closed for us several times

anyways, ggs
>>
>>12176271
>monsters seem more reactive
you won't make me go back and spend a bunch of time playing bd18 and then bd22 to compare
post a video
pls
>>
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>>12176592
ralphis said smth about sndinfo parsing
>>
rads??
>>
>>12176502
>>12176553
oh sry i should have tried
no problem then
>>
>>12176597
>>12176578
idk how to record video. i can learn but idk how and thats not where i got brutal doom 18

https://www.moddb.com/mods/brutal-doom/downloads/classic-brutal-doom


thats the link i got it from and yes they seem more reactive. like theyll come out of other rooms from behind doors to get into the fight. interesting stuff.

happened in a wad earlier
>>
we got rads
>>
>>12176628
that can't be good
>>
File: chex.webm (2.2 MB, 1920x1080)
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>>> CLASSIC CHEX® QUEST CHALLENGE <<<

Record an EO (Extreme Ooze) Max demo of Chex® Quest E1M3 "Experimental Lab" by Digital Café (complevel 3)
Reply to this post with a demo & your time.

Wad download and current records:
https://dsdarchive.com/wads/chex?level=E1M3

Example demo in 4:03:
https://files.catbox.moe/rn1nrx.lmp

Previous thread winner: Heretic: Unbeliever E2M5 SMMax in 2:48 >>12168772

At last, the challenge you've been hungering for. For those unaware, pretty much any doom port can play this. There's one flemoid stuck out of bounds in this map near the secret at the start, it's possible to zorch him by shooting through the walls with the phasing zorcher, but it's kinda random, so you can exit with 74/75 flemoids zorched and still qualify for the challenge, if you want.
>>
>>12176617
The sergeants don't have gunfire noises, and ironsights on the rifle doesn't have sound either :(
>>
>>12176636
also wtf i didn't even know rads was a status effect
the levelinfo wad also shows "Poison" too that the cacodemons throw out sometimes
what are some other unconventional status bar effects i was not aware of?
>>
>>12176642
it is a couple versions ago. doidnt notice the shotgunners not having noise tho. will check later
>>
>>
>>12176467
Yeah, basically that. That way I don't feel like basically doubling its damage output and increasing its rate of fire is a bad idea.

I think I'm gonna rest now, spent all my free time tweaking things both in the mod and in a Quake map I'm making. Trenchbroom is fun until all you can think of is brushes.
>>
>>12176531
>finding ribbiks boring
>faggot tracker project
>reloading kills player
>damn boner
>>
>>12176642
>>12176656
i just checked brutal doom 18. shotgun sergeants have noise but it seems to be delayed for a second. the iron sights have no sound.
>>
>>12176637
But I don't waaaaaaaaaaaaant to do secrets
>>
>>12176691
>>reloading kills player
Doomguy must use his shotgun more than Caleb and yet he's still way slower at reloading the thing. He should ask Caleb for some pointers.
>>
>>12176531
>save ssg
>bullshit repack
>support slop
>megafaggot community happened
>finding ribbiks boring
>ass manual
>peanut archvile
>brutal quaddicted arachnotrons
>>
>>12176729
Based
>>
>>12176691
>>12176729
kek
>>
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>>12176404
If it is, tell him I think his music work is fucking tits, and that he should do another back and forth Doom episode with RottKing again sometime.

>>12176434
That line in the sky?

>>12176470
>>12176480
>>12176440
I put in multiplayer starts in my level, and so did others, but with Boom and MBF21 mapping in general, I find that there's a lot of shit where either you don't think enough about what the consequences can be in co-op play, OR, that trying to do something about a thing for the sake of co-op would cramp the single player experience, and usually that takes precedent and co-op gets left with its dick in its hand.

Ergo, I never personally assume co-op support unless such a mapset makes note of putting in the effort for good compatibility. That specific part seems easily fixable, but that map also seems like it could break quite easily in co-op in a number of different ways, so I don't want to make any promises for extensive fixes or anything on this point.

>>12176592
Same for this one. I'm inclined to leave that to the original author, because I don't want to fuck too much with his map and make it something he didn't intend.

>>12176489
That one IS openable, though it isn't really obvious.

>>12176553
They do? Damn.

>>12176604
That's in there because GzDoom handles music differently from ports like Woof and Nugget, and it makes some music tracks too low or high volume. The SNDINFO lump fixes that.
I didn't even know that non-ZDoom family ports would read and parse SNDINFO, is this something that'd be a problem for Odamex? Or any other ports?
>>
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Any takers for some Deathmatch? Could throw something up for uhhhhh
>QCDE
>QuakeWorld
>Xonotic
>UT99
>UT2k4
>Half-Life
>Halo: Aerial
>>
>>12176750
Can play xon
Just need to install it
>>
>>12176750
>Xonotic
Used to obliterate niggas from some shitty, now defunct streaming site called Bitwave on there. Fun times.

>Halo: Aerial
How would this work even? Don't you have to add people on sexbox live or whatever to get them into custom games?
>>
>>12175010
>>12175632
[11-14] TNT 2: Devilution final release
https://www.doomworld.com/vb/thread/104882
>>
Like, in Whine Cellar, if just one player goes into the Arch-Vile room and they get killed in there, then the map will get softlocked whether or not it's Last Man Standing, there's no opening those bars from the outside.

I could maybe squirrel in some emergency switch somewhere, but I'd want it to not confuse someone in single player, and I don't like the idea of it being cheaply exploited in co-op.
Not that it should even be hard in co-op, I haven't exactly put in any extra monsters for multiplayer or anything.
>>
>>12176742
>but with Boom and MBF21 mapping
What, does ZDoom have a linedef action that's finally "SR Teleport (players only)"
>>
>>12176759
>I could maybe squirrel in some emergency switch somewhere, but I'd want it to not confuse someone in single player
Couldn't you set up something like, a voodoo conveyor belt where the doll is tagged as Multiplayer Only, and so when you pass through, it'll lower the wall on the belt so that doll can be moved over another linedef that then opens up the backup teleport-in switch.
>>
They promised me Nova4 rc3 today! Where is it?
>>
>>12176760
That might outright be doable, but ZDoom mapping generally seems like it's even more at the mercy of this, but probably also allows for more clean solutions too, because actual scripting.

Just in general, can you make VooDoo dolls of Player 2 and so on? I might have a few ideas for at least Whine Cellar, which may or may not work.
>>
>>12176759
Actually, while I'm at it, maybe this is a good opportunity to be a bit of a prick to the players in co-op.

>>12176768
That's my first idea, but I have other ones if that doesn't, this should be pretty solvable.
>>
>>12176754
Alright, throwing up a Xon server. It'll just be vanilla maps right now, since my serverbox died a while ago and I haven't gotten back to re-upping everything.
Address is 170.9.253.190:10666

>>12176757
>how would this even work
I'd post a steam:// lobby link that you would then be able to join my lobby without having to add each other on anything.
>>
>>12176776
I'm coompiling it, might take a while
>>
>>12176768
>a voodoo conveyor belt where the doll is tagged as Multiplayer Only
AFAIK player starts don't support difficulty flags, I don't think they support multiplayer flags either, but maybe you could have a multiplayer-only voodoo setup with a player 2 start voodoo doll.
>>
>>12176779
No problem, I can just watch cartoons on the other monitor while I wait
>>
>>12175548
Well, I tried to play the total conversion that remakes Operation BodyCount, but it's imbalanced, racist (I mean, fuck Islam though), and retarded. The weapons feel and sound nice, and that's about it. Would probably have had more fun if it were just a map and weapon mod with Doom's demons in it. Come to think of it, the best possible thing would simply be to strip the maps out of the wad, and play it with Iron Snail. That would also probably be way more fun than I had. Goddamn though I really wanted to like it. I want more semi-believable locations in Doom maps. I don't know what else is there that I haven't played. Diamond Dragon with that cyberpunk mapset was fucking awesome. I'm also looking at playing that TC called Venturous sometime tonight.
>>
>>12176784
There's other ways too.
>>
>>12176776
3/24
>>
>>12176489
>>12176502
>>12176581
>>12176592
>>12176604
What weapon set is this? Looks cool
>>
>>12176812
It's Ad Mortem, one of our previous Halloween projects.
>>
>>12176812
Those are the guns that come with Ad Mortem. I don't know if there is a standalone version.
>>
>>12176423
that HUD is so fucking clean man. chef's kiss.
>>
>>12176815
>I don't know if there is a standalone version.
There's at least two or three that I know of, I think one's straight up the dehacked and one's an attempt at recreating with decorate.
>>
>>12176814
>>12176815
Thank you anons
>>
>>12176776
>>12176807
And closed. Thanks again to those who played. It was, in fact, Video Games.
>>
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>>12176776
ggs
>>
>>12176531
>squeeze nukem secrets
>computer fragments
>love hard levels
>shotgun absolutely reminds
>couple challenges downloaded
>weird used anons end uses
>textures folder clear
>link linux duke maybe
>least random skill
>quick wife multiplayer
>happy zscript heretic
>open faggot tracker project
>remember mortem times
>fine librequake enemies
>>
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>>12176637
4:40 https://files.catbox.moe/fuajzd.lmp
>>
>>12175952
>thats a dude
i will now play your mod
>>
>>12176263
I dunno, Schism as the Sorcerer, maybe. Hearts of Demons: Archvile. Your choices for magic mods are limited.
>>
>>12176084
What the fuck is NayoRiyo
>>
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>>12176263
If you don't mind the cartoony/amateur-ish spritework, playing as a moth boy, or the fact that the spells are effectively reskinned Doom weapons, then give Adventures in Moth Sorcery a try.
>>
>>12175010
[11-14] Odamex 11.2.0 released
https://odamex.net/
>>
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For me? It's getting the urge every other week to test out pwads because vanilla Doom gameplay always feels like something's missing and then feeling like the pwads I try out are missing something and then giving up and putting down Doom for a while and playing more Quake.
>>
>>12177125
Just embrace gameplay mods and don't look back.
>>
>>12177126
Are pwads not gameplay mods or have I been retarded for over a decade.
>>
>>12177128
Maybe I'm the retarded one. To me PWADs are Player WADs, so custom maps and shit people have made. I always assumed the I in IWAD meant Id
>>
>>12177131
The p stand for patch, as in it is a patch over the base game.
>>
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>>12177131
I thought pwads were patch wads, hence gameplay altering wads, as opposed to regular wads which contain maps or mappacks.
>>
>>12176708
>>12177051
Reckon I should do more uv-speed challenges instead of uv-max? Generally, I also think remembering numerous secrets can be a hassle, but it prefer how uv-max incentivizes you to actually kill (or zorch) stuff.
>>
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>>12177135
>>12177137
Then I am the retarded one. Please disregard me, I suck cocks.
>>
>>12177131
Also, the I in IWAD stands for "Internal".
>>
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>>12177137
An iwad is an "internal wad", it can be played on it's own. A pwad is a "patch wad", it needs to "patch" an iwad in order to run. That's it. A pwad can add anything (levels, enemies, music, graphics, new palette) or nothing, but an iwad has to add enough that the engine (idtech1) can run. I guess, most gameplay mods are pk3s now, so people come to associate wads with map packs containing little or no gameplay changes, but that's not a requirement. For the record, a pk3's are just compressed wad(s) that zports can read.
https://doomwiki.org/wiki/IWAD
https://doomwiki.org/wiki/PWAD
>>
I feel awfully stupid, but I appreciate you guys being so civil about corrected me.
To go back to that guy's original lamenting:

>>12177125
So if you feel like the gameplay mods are missing something, have you tried to kitbash something that'd feel better for yourself?
>>
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>>12177163
>>
>>12177167
Well tell me about your problems then, Anon. Because I do try to make gameplay mods people enjoy, maybe something I make later down the road will scratch that itch.
and if not, learning to make weapons and shit with DECORATE isn't too rough.
>>
>>12177125
So what DO you miss? Something about the weapons? The monsters? The visuals?

>>12177126
I used to be like that during my teens, but I grew to really appreciate Doom's core gameplay and style quite a lot, and especially what kind of stuff people make with it. In fact, I've been playing with Nugget a LOT lately, to the point GzDoom felt almost a bit foreign for a bit as I returned to it now.

Still want to make some flashy GzD gameplay mod some day though, something where all things are a bit different and there's a lot of cool effects and details.
>>
>>12177190
>>12177198
I think my problem is that Babel mod is almost exactly what I want, except that the plasma gun goes from a hyper fire rate to not, and the BFG that goes from a single powerful sphere to a bunch of small death-damage-dealing spheres. But the plasma gun is obviously for balance purposes because the chaingun got a boost to its firing rate. I don't remember the rationale behind the BFG changes. Damn near perfect mod.
>>
>>12175020
>>12175024
we got a fucking spider with tits instead :(
>>
>>12177206
Should be pretty easy to address.
>>
>>12177215
Vagary was an ok bossfight, but we were really robbed of mastermind kino.
>>
>>12177215
Well, it'd be a pretty mediocre Fucking Spider if it lacked tits
>>
>>12177206
You know, I know FKER guy lurked here before. He may still be here. I wonder if he could add CVARs to change those weapons? Or some kinda alternative at least.
>>
>>12177162
>a pk3's are just compressed wad(s) that zports can read
More accurately they're just renamed .zips. The WAD structure isn't used at all in them, except if you want to include maps in your pk3, those still have to be packaged as .wad.
>>
>>12176348
Belated thanks for hosting. Before I forget, the music for map 57 is "spooks on parade" according to the old beta:
https://files.catbox.moe/5u8dn8.zip
>>
>>12176592
> idk how those bars work
When you press both switches, they let a voodoo doll to pass through the conveyor to the linedef that lowers these bars and releases barons who open those silo doors once dead. There is where you find a switch to open the furnace and raise the bars. I have no idea how you manage to break that because this is a simple one-way conveyor with one-time switches. Opening and lowering bars several times is some nigger coop magic I can't solve because coop shit is always broken for some reason in various ports.
>>
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>>12175952
>he got his gender stamped on his armor in presumable frustration
Worldbuilding
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co-op with ayumu
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>>12177359
>>12175952
he looks like he fucks demon women
>>
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!
>>
>>12177324
The Hearse Song
https://youtu.be/xclh_676KwE
https://youtu.be/j3qIBHStUc0
>>
>>12175010
>>12176769
https://www.doomworld.com/forum/topic/152816-rc3-big-update-new-maps-nova-iv-mbf21-megawad-by-newer-mappers/

Nova IV update, "Hang on to each other" map finally playable
>>
>>12177674
Basilissa's got a strapon with his name on it.
>>
>>12177869
Very nice of her to make a replica of his cock to break other women for him.
>>
>>12175952
>>12177359
I need to see him taking BBC (Big Baron Cock) so bad
>>
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>>12177917
May as well just get Zan in there.
>>
>>12177819
Not too sold on the new maps, I preferred the previous map 20 and 22 (though I understand they were a bit overkill for the project's scale). Honestly surprised map 29 got nerfed that hard, some fights feel a lot less grindy for sure, but some fights end up feeling a tad anaemic as a result.
>>
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Serious Sam 2 and 3 are fine games and all.
Replayed them this year because I played TFE and TSE last year, so I thought I'd round things up.
But I again developed a craving for TFE and Christ Almighty it just blows the other two games away effortlessly.
>>
>>12177819
The new MAP20 feels unfinished and MAP21 is a rip of the Evi2 MAP32 gimmick. Disappointing.
>>
>>12178025
Have you ever tried TNE?
>>
>>12177819
>>12177992
>>12178037
It's the Nova series, it's not like you're going to get the best of mapping, it's an achievement if people even manage to do something halfway decent.
>>
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what the fuck was his problem?

https://www.youtube.com/watch?v=1tIqPQyLlC0
>>
>>12178069
Genuine dick-ass troll. Love hating this teleporting douchebag.
>>
>>12178054
Not yet, but I probably will since I'm on this groove.
Just gotta get through TSE first.
>>
So if I wanted to learn how to make a custom gamemode for Zandronum, that's ACS, right?
>>
Has there even been an attempt to make an actual immersive sim in GZDoom? No I'm not talk about that Deus Ex 1 mod, don't bring it up. I'm talking about a full-on TC or game.
>>
>>12178171
not to my knowledge, no
in terms of scope, the closest thing is Siren, and in terms of interactivity, you would have to go for the full on autism shit like HDest or Deathstrider
>>
has there been any progress in beating Doom 1 and 2 on ultra-violent? or have people given up trying? cause I would think that the prestige of beating the "joke difficulty" that was made to be impossible is a tasty forbidden fruit
>>
>>12178179
>not to my knowledge, no
How come? You'd think someone would've done by now, giving that releasing it on Steam as an indie game would probably be easy money.
>>
>>12178189
>making imsim, let alone on jeezee
>easy money
You're not the brightest person?
>>
>>12178193
There hasn't been a Deus Ex game since 2015, and making "games" with GZDoom and its derivatives is still easier than in Godot, or Unity, or Unreal.
You already have the FPS side and the essential systems covered by GZD.
>>
>>12178198
>hasn't been a Deus Ex game since 2015
It's like there's a reason or something.
>>
>>12177328
>Opening and lowering bars several times is some nigger coop magic I can't solve because coop shit is always broken for some reason in various ports.
This. Co-op would break shit in 2048 Units Of /vr/ as well, you design a voodoo doll setup for single player, and then shit breaks in co-op because you're not reloading a prior state after death, and you weren't meant to enter the Saw trap from the outside once it locks down.

I could try to be more conscious about it in the future I suppose, but I still design for single player first and foremost.
>>
>>12178193
Most people who ask the "why has nobody done [complicated thing] in [engine that you have to wrangle the fuck out of to do a lot of shit]?" questions haven't thought that shit through at all.
>>
>>12177359
Lol, that's kind of cute tbhwy.

>>12177869
I'd rather he fight to save his virginity for a girl he likes.
>>
>>12178198
>and making "games" with GZDoom and its derivatives is still easier than in Godot, or Unity, or Unreal.
I have a feeling you've never worked with all three engines.
>>
>>12178227
or tried to make something complex with GZDoom, or any other ZDoom-based port, there's a reason a lot of big dick mod developers look forward to using those engines instead of having to fight shit every step of the way.
>>
>>12178189
First, you need to assemble a crack team of modders because doing it solo is going to take forever. For that to happen you need to have street cred. Second, you need to make sure said crack team doesn't implode within a year or two due to hilariously dumb drama. Now consider for a moment that this is the Doom community we are talking about, and do the math.
>>
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>>12176825
I didn't really do much graphic work myself apart from accounting for the body patch and changing a few icons. It's based off the Minimal NUGHUD but I guess it's like pizza: even if everything is store-bought, it still tastes better if you put it together yourself than an outright storebought pizza.

>>12177054
Hope you like it, it's just fluff but I do think it helps it stand out.

>>12177359
Both in and out of character, as it were. Some dumbass with a pride flag on Doomworld called him a "murder woman" and I got kinda pissed about it, so now there is no room for misconception unless you completely ignore the Mars symbol. It already got an anon earlier, so it being subtle and not spoken about is fantastic. I miss it when being clean shaven and lean with long hair wasn't immediately associated with or appropriated by such filth, especially when most don't even go as far as keeping shaven.

>>12177674
Based. I think it would be funny on multiple levels, actually, and there's something to be said about it fitting the bishounen theme too.

>>12177869
>>12177917
This is all funny too. Thanks for the laughs.

>>12177930
I always heard Hedondev did this but I thought it was a meme, what the fuck.

Probably won't touch the mod for a little while, I've just been testing it and making sure everything plays nice. Not sure I love the plasma replacement (nailgun that shoots two nails per shot), but I also don't know what to do with it. Kind of a predicament.

Played some HFFM with it for a laugh, gotta say the Bear House lives up to its name.
>>
You guys are no fun.
>>
>>12178250
>I always heard Hedondev did this but I thought it was a meme, what the fuck.
Nah it's legit their artwork, they got a hentaifoundry full of that kind of thing, power to them for turning their OC into a game character, they even get shittons of fanart of her now.
>>
>>
Hello gents
I just played the imp rocketing maps through
Extremely based
Can anyone recommend anything similar?
>>
>>12178393
The Junk Food series of wads.
>>
Times you suffered from rads
>>
>>12178387
The armor is contained in the programming socks.
>>
>>12178025
I want to 100% them, but I fear the amount of enemies I'll miss when I think about doing so, especially when some are apparently bugged
>>
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>>12178409
>>
>>12178250
>Probably won't touch the mod for a little while, I've just been testing it and making sure everything plays nice
gib beta wad PLEAS

>Not sure I love the plasma replacement
ideas are easy but i am too technically illiterate to give informed suggestions on the basis of your technical limitations for your mods
>>
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>>12176637
>>12177051
3:29 https://files.catbox.moe/r4e1w3.lmp
>>
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>>12177772
Freezing heel ray that slows people down.
>>
>>12178250
Seriously though, i tried Operation Deadbolt for a bit because the screenshots got my attention and i'm liking it
Gonna use it with a few megawads
>>
>>12178270
Yeah, no hate there. I occasionally thought about doing the same, but I don't think I ever made anything compelling enough to get gamefied like that.

>>12178452
>gib beta wad PLEAS
Wait a week or two and you'll get the full release, anon. If I have time I'll even make a Decohack to Decorate conversion so people on GZ and friends don't have to worry about some technical nonsense.

>i am too technically illiterate to give informed suggestions
No worries, I too don't fully know all the limitations of making MBF21 mods and keep fnding annoying things about them. The AR gave me some trouble, for whatever reason the two custom codepointers I gave it refused to work so I just defined everything 50 times because that was less work.

>>12178545
Happy to hear that. I might make an episode or a single big map meant to be played with it later.
>>
>>12178408
Thanks pal
Will download that this evening probably
>>
I like Diamond Dragon very much
if only it didn't go for the lame as fuck grenade launchers as the explosive option
>>
>>12175952
Finished Falaz.
Took me a long longer than 20 minutes but I was going for all secrets and kills.
GZ doesn't track the killcount accurately for some reason. It says I missed 3 kills but there's plenty of enemies that don't count as kills for some reason. Got all the secrets at least.
Good map. Pistol and "shotgun" are so very satisfying to use. Looked into the wad to extract them and use on other maps but dehacked it's gibberish to me.
Knife is cool but I'm not crazy about the other weapons.
New pinky (paley?) threw me off the first time since the standard procedure of baiting him bite and backing off sort of works but in a different way. New imps are cool but the green one looks like he's sick (by cartoon logic), maybe black and brown would have worked better, with green eyes to keep in line with the green palette. New guards are cool. Revenant is a bitch. I like the "lost soul" and I specially like that it dies in one shot, could have used them more. In the secret with the little could of lost souls in a closet it felt like those aim training things people do for online FPS (I was pistoling them).
Good map, lame revelant.
>>
Played a handful of the shorter dbps
Can't help but notice that the only consistently good-looking and good-playing maps are 40oz
>>
>>12178732
>the superveteran mapper known for consistently making good maps consistently makes good maps
GEE FUCKING WHIZ YOU DON'T SAY
>>
>>12175826
>oh no I was reminded that people different than me exist and that makes me insecure, so I have to run to the internet an tell my internet secret club how ass-assaulted I feel over it

If just seeing anything gay makes you upset, you should unironically kill yourself.

Also, thanks for the reminder, I need to play AMC Squad someday.
>>
>>12178771
"Le thanks for le reminder, I need to play ACK-"
begone with you foul forumite
>>
>>12178771
>Also, thanks for the reminder, I need to play AMC Squad someday.
It's got some rough edges but it's pretty cool for what it is.
>>
I always try to play hellbound again every couple years thinking oh yah that wad looks really nice. Forgetting the levels are the epitome of press a switch on one side of my massive level to open a random door on the other side of it. Hope you remember which door is which. Stupid and boring . I gotta remember this next time I down load it .
>>
>>12178812
At least it's not The Long Trek Back Home where it's you push a button and something has silently happened somewhere else in the map, and you better hope it's not one of those lifts that's on a 30 second cycle that you'll go back and forth and miss it doing anything a fuckton fo times.
>>
>>12178831
Im already in sunken cost fallacy mode and am going to finish the wqd any way so I can be done with it. I will look this up lmao. Maybe im not great at key hunts but it always feels so boring especially when you've already kinda kill3d everyone you cleared the map youre wall humping enough to get secrets and shit but csnt find the way to finish it or what that button did etc. Is the long trek home s recent wad? Havent heard of it prior to this
>>
>>12178846
>Is the long trek home s recent wad? Havent heard of it prior to this
2021 so not recent as fuck but not that old either.
>>
>>12175548
Looking into stuff from the pre quake era and shit like that. You know 2000 and before. Right now I'm doing Memento Mori and after I do that and MM2 I will probably also play Requiem as well. After that IDK. Maybe Hellcore since it was in Dev for a fucking while starting from like 1995 right?
>>
>>12178883
>pre quake era
>2000 and before
What?
>>
>>12178902
Yeah hence why I said "And shit like that". It's like that in that its older stuff but not exactly because its after Quake.
>>
>>12178771
AMC Squad is the donutsteel mod right? it looks like it's a lot of fun if you can stomach the inherent cringe threshold
>>
>>12178857
Ill look up some YouTube stuff. Any wads you liked recently that you would recommend??
>>
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>>12175826
>>12176020
On the contrary. This kind of shit would be parody in a real Duke game(pre-cuck era) but still there for comical value. I'd be more bothered if it was attached to a serious franchise.
When life gives you zesty lemons...
>>
wanna see something cursed? Here's DNF11 Bombshell
>>
>>12179043
Would.
>>
>>12179043
for a split second my skyrim sleeper programming kicked in and i thought you had posted some retarded Bombshell body variant for some reason
>>
>>12179036
One of the issues with approaching Duke in the modern day is the weird kinda Gen X style irreverence is genuinely incomprehensible to the average Millennial or Zoomer cause their too busy trying to figure out if everything is epic Ancom or Chud fascism. You can't put your tounge in your cheek anymore without just outright being Joss Whedon "Well that just happened" type shit because that's what they think being irreverent means.
>>
>>12179043
I would put me pp inside her vageen
>>
>>12179043
actually nice model. and i liked that game for what it was
>>
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>>12179043
>>
>>12179063
UUUHHHH, much better.
>>
>>12179043
I like combat-armored chicks like that, not the worst.
>>
>>12179054
Yeah, nuance died in a three sentence post on social media somewhere.
>>
Speaking of older mods for Doom is Hell Revealed worth playing? When I ask or look up impressions I notice its mostly negative compared to other notable megawads. Especially Hell Revealed 2 gets a lot of shit. I actually played the first Hell Revealed and man it was so long ago I only have vague recollections and I don't even remember if I finished it or not. Just vague blurs of Hell Knights and Barons of Hell. I was wondering if it was worth a revisit or if Hell Revealed 2 was worth playing.
>>
>>12179082
Revisit 1 if you like, 2 is more of the same but the lows are lower and the highs (what few there are) are higher. Lots of maps in 2 all but require finding secrets to stand a chance of finishing them, at least if pistol-starting.
>>
>>12179089
>>12179082
I will be downloading these mods and doing s once through with brutal doom and regular doom. On and the other
>>
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>>12177819
good stuff
>>
>>
Shadow the Hedgehog has Rads
>>
>>12178774
Funny to see these types of absolutely retarded images considering I've seen trans women who look like the one on the left, and I've seen TERFs with profile pictures that look like the wojak on the right. Paint the ceiling, lobotomite.
>>
>>12179309
oh hi marisa, when are you killing yourself
>>
>>12179320
>person who dislikes transphobia must be the only notable trans doomer outed for pedophilia
bait used to be believable. do to yourself exactly what you think other people deserve for not fitting into your worldview.
>>
That Doom game sure is fun, huh?
>>
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>>12179292
>>
someone explain to me how to enable the rads status effect so when i make a doom wad i can have it because i checked zdoom wiki and i see no articles on this "rads" status because it looks like it works similar to how strife has the screen slowly turn green when standing on the damaging sewer floor
>>
>>12179043
>>12179063
Either they reused that head into an NPC or Bombshell was going to have that generic head from one of the woman in the game (I can't remember if that's the milf)
>>
ah so it IS strife where the rads effect comes from
>>
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also wtf i thought strife was too complex to add to regular doom mods like the animation where you get set on fire and it shows the strife guy waving his hands i remember asking a question a decade ago if people have tried adding in this effect for their own gameplay mods how was tooooasty able to implement the rads status effect into his mod unless there has been a turnover in adding in strife cosmetics
>>
well actually i looked back at what i said and it was a "hardcoded feature"
i wonder if things have changed since then
>>
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it seems someone on doomworld make a mockup of it
>>
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>>12177772
Getting ready for winter
>>
well, actually now that i think about it. tooooasty might have implemented this in d-radys because when you get hit with a fireball from a imp you momentarily start moving erratically, i'll have to set up obs to demonstrate this effect
>>
>>12179389
>Winter titty monster mode
I am ok with this.
>>
>>12179379
It's been done in stuff where you get a "weapon" forced on you for a while, but it's a pain and it's not without potential fuckups.
>>
here is it in motion
>>12179398
so it's still in a way "hardcoded" that it is hard to implement in regular gameplay?
>>
Guy who was playing Memento Mori from before. I just gotta say after finishing Memento Mori and starting Memento Mori 2 I was fucking gobsmacked by how much better looking the architecture and custom texturing in 2 is so far and I'm only a couple of levels in. 1 only had like a couple of new textures so I wasn't expecting 2 to be this eye popping. I mean it was barely a year after the first right? But damn I'm really digging how this one looks. Really eye popping and colorful too. MM 1 had so much you know earth tones this is really surprising me here.
>>
and when you get hit by the doomimpball
>>
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>>12179405
I bet that's look extra cool with some color translations
>>
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>>12178771
>if you dislike visual support of child abuse|nazis, you are upset and insecure and should unironically kill yourself.
Do you actually stand by this principle or do you only apply it selectively?

And yes, fagflag or other political agenda bullshit is antithetical to duke's laid back macho personality, although perhaps fits in well with the LA meltdown setting - or would, if it was presented as part of the environmental detail rather than as a gaudy out of place decal.
>>
>>12179326
Please check your privilege and leave your transphobiaphobia at the door.
>>
was the lost episodes of doom ever considered an official or semi official add on for ultimate doom???? playing through it now. is fun
>>
>>12179082
>>12179089
I feel like my main issue with HR2, was that its a clear example of how not to approach hard gameplay. Many levels are hard for the pure sake of it, rather than being challenging in fun and interesting ways. It has a few decent maps, with 29 easily being the standout, but overall, HR2 is mostly a boring slog to get through on UV.
HR1 isn't exactly perfect, either. Most of its early levels were clearly made a year or two before the later ones (which makes a huge difference in the 90's), and its high usage of barons overall is pretty dated. But at least the maps that people do remember it for were actually pretty well made and entertaining for its time. Enough to be a clear influence on select levels in Alien Vendetta, Scythe, and Kama Sutra anyhow.
>>
>>12178025
I've become so damn endeared to 3. The best tone by far.
>>
>>12179447
Pretty sure it was an unofficial commercial pwad, similar to Perditions Gate and Hell 2 Pay
>>
>>12179416
I think MM2 also benefits from not trying as hard at being co-optimized, too.
>>
>Kiss Psycho Circus, repack for modern OSes.
Pretty good game for what it is. Gonna post a few videos of the funny/interesting parts I've encountered so far.

I think these jack-in-the box proximity bombs are mainly just for multiplayer, because they barely do any damage relative to enemies. Pic related is pretty much the best-case scenario to use them, but it still didn't do much. Since you can shoot them while simultaneously shooting your guns (like flechettes in hexen) your max DPS should be something along those lines, but how often does the opportunity present itself?

On a more positive note, I like how the bat swarm you can see here functions as an environmental hazard.
>>
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>>12179713
This power up that allows you to zoom your vision but since it doesn’t actually improve your accuracy, it’s not really useful here. Later, I found out you can tap fire the not-chaingun for perfect accuracy, similar to Doom, but it’s still rare you need to snipe anyone. Maybe it would be more useful if you were playing at a low resolution?

A lot of the hitscan in this game can be strafed, which is why I don’t get hit by the arachnoclown at the end. Not sure why his corpse slides around like that at the end.
>>
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>>12179714
This game puts a kill-counter on the top left HUD by default. With this, you can conveniently tell that 2 dozen enemies committed suicide immediately after I raised the water level.
>>
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>>12179716
This game puts a kill-counter on the top left HUD by default, so you can conveniently tell that 2 dozen enemies commited suicide immediately after I raised the water level.
It’s pretty easy to get out of bounds here. One of several slightly janky aspects which are somewhat endearing.

I also spent several hours fruitlessly playing with the console to see if this game is capable of recording demos. It actually can for example:
>record worlds/realm1/r1m1a demoname

will record a demo called “demoname” for the first level, and…
>playdemo demoname

will play the demo back. However, skipping the cutscene at the start can desync the demo, and more importantly: enemy behavior seems non-deterministic, so any/every enemy will also desync it. In theory you could still record nomonster demos or maybe even deathmatch demos. I'm guessing demo support is just a leftover engine feature that the developers never concerned themselves with. Thank you for coming to my TedTalk
>>
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>>12179428
>if you dislike visual support of child abuse|nazis
there wasn't a US flag in the screenshot
>>
>>12179398
Seems like it'd be MUCH easiet to just make the flailing burning hands as just a specific state which each weapon has.
>>
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>>12178250
>Some dumbass with a pride flag on Doomworld called him a "murder woman"
...... 'age-regresser' !?
>>
>>12178743
I think people forget it a lot, because most of the time when 40oz is brought up in places, it's people talking about how much they hate him as a person. Not all unwarranted, even DBP contributors refer to him as 40iq at times, but he has a solid grasp of the game and how to map, his body of work IS solid, and even if the direction of DBPs get questioned, he's put together, what, 70-80 of those by now? And in spite of rapid turnover time, maybe too rapid, they're still all pretty good and they're all worth checking out. None of them suck or are unremarkable.

Same reasons I don't disregard DW projects with majority contribution by their old guard, I dislike a lot of those people, but fuck me if they aren't talented.
>>
>>12179906
>fae?
y...yay?
>>
>>12179906
Imagine flaunting shit like that about yourself actively to strangers on a videogame board, complete with your name attached.
>>
>>12179906
Why you bringing this shit here. Stop it.
>>
Fuck it, I'm going to Doom Burger.
>>
>>12179924
Can you get me a Caco-Cola?
>>
>>12179924
Yeah can I get a fuckin uuuuuuuhhhhh
>>
>>12179906
The blind have been blessed with security.
>>
>>12179924
Shut up. Go away.
Uh, we’re like, uh closed or something, go away.
>>
>>12179906
I never heard of these mental illnesses.
>>
>>12179836
Made me lol, although would be better if it riffed a st peppers album cover with all the heads of state together.
>>
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Is there a game mod that has xdeath (gib) animations for more than just the ones that work in stock Doom?
>>
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:o
>>
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>>12179960
Trent really cooked with that one
>>
>>12175826
Meanwhile in Manhattan Project...
>>
>>12179924
I'll get two MAP09, a MAP09 large, a MAP06 with extra gib, a MAP07, two MAP45, one with cheese, and a large Sandy.
>>
Hello pals, any wads you would recommend to play with deathstrider?
>>
>>12180228
>and a large Sandy.
Do you want arrows with that?
>>
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>>12180232
The first megawad I played through with it was BTSX followed by Eviternity. Both very fun though the second was a lot trickier. Diablus Ex should be fun as a quick and fun warmup map, and if you want to continue into the "cyberpunk" style you can drop into Augur Zenith after you've gotten used to the mod.
>>
>Highway 17 style section
>Obligatory "captured" bit but you get your guns back after a melee arena
>Get to go on a huge rampage of revenge across an old town
Man this is good. I take it I made the right choice buying that old radio, it gave me a sidequest to help some guy under attack by raiders.
Not a fan of the mutants with shields and shotguns though. I suddenly have to use ammo on them.
>>
>>12180246
>We Have Doom At Home
Such a nice little wad, I hope we get to see more like it.
>>
>>12179491
Ill download both of these. Thank you
>>
If I were in charge of a Quake port that kept the classic HUD, I would have three modes for scaling

-1-to-1, even though on today's displays, that would be tiny
-As big as it would go on a 4-3 monitor, with the gaps on the sides filled with a background (what would you call this mode?)
- Growing to fill the entire width of your screen. Would probably be too much on a 16:9 display

Still, are there any Quake ports that already do this?
>>
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cool map, replayed it again
>>
>>12180404
Golden Sun is a great map. I love the whole floating skybase concept, and that it ends with you breaking its engines so it plummets to the desert below.
>>
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>>12176040
https://voca.ro/1f8llKB30HcJ
>>
>>12176040
It's a very Moviebob-like thing, the deeply obsessing over what a fictional character might think or what their opinions of something might be.
>>
Plutonia, baby, lil' Plutonia
I want WAD in my wigwam
It is just the way I like it to be
Million times better than T! N! T!
>>
>>12180390
I don't think any ports do that, but I'm pretty sure it could be done with CSQC if you don't suck at math.
>>
Grief Arbiter gets noticeably meaner at Map06
It's also the least pretty of the maps so far, not a fan of the computer checkerbox walls and the switch placements
>>
>>12175010
[11-16] SLADE v3.2.9 released
https://slade.mancubus.net/
>>
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Wishing for more future city type maps in Quake like the intro map for Peril, and don't say Malice, ive already tried that, some maps in Brutalist Jam get close, but I want more
>>
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>>12180265
>Not a fan of the mutants with shields and shotguns though. I suddenly have to use ammo on them.
those are fuckin dicks but in a good way, love and hate them. Baiting them to open the shield and unloading all 3 barrels of my triple shotgun feels great.
Now, have you found a certain disk in the first part of Afterglow, in the city?
>>
>>12180168
Even with the basedface, the man is pretty fucking good at Doom.
>>
>>12180613
I've found two parts of an obvious superweapon before reaching properity. One on the first region and one in the creepy military base.
Speaking of which, holy fuck was that the most effective horror section I've encountered in a game in a long time.
>Footsteps just around the corner and hurriedly rushing up behind you
>Those fucking security doors opening quickly toward you, only for nothing to be there
>That weird room with the computer and key in it
It was honestly a relief when the big Nemesis looking guy came out to fight.
>>
>>12180613
>Now, have you found a certain disk in the first part of Afterglow, in the city?
If you're not talking about weapon parts then no I have no idea.
The secrets are very well hidden here, so chances are I'll need to look in another playthrough.
>>
>>12180646
>If you're not talking about weapon parts then no I have no idea.
You can access the radio station from the end of 2063 as a secret level in Afterglow part 1, which lets you get a disk you can use in the military base in the interlude, which in turn is needed to access the secret level after Part 2.
>>
>>12180657
Oh, I missed that. Oh well, I'll replay this someday anyway, it's better than most actual games I've played this year.
>>
>>12180641
>Speaking of which, holy fuck was that the most effective horror section I've encountered in a game in a long time.

Totally agree - genuinely unnerving and spooky for a game that's still using sprites.

I've been playing through Hard Reset recently, and it's also great. They got something about the weapon and sound design so right for Ashes in general.
>>
>>12180676
>Hard Reset
Every time I read this I think of proto-nuSW.
>>
>>12180686
That Hard Reset had some cool stuff too, though it got worse when they backported crap from Nu-Shadow Warrior like a fucking beam sword that the game wasn't balanced for.
>>
>>12180613
Dude, what is that weapon and how did you get it? I've played Afterglow like 4 times.
>>
>>12179309
facts.
>>
>>12179906
>paragirl
what
>demitherian
what
>>
>>12179309
>>12180708
>t. pick me as your pageant, on random
https://desuarchive.org/vr/thread/12168397#12171824

Personally I bet on this with different shades of facial bristle
https://desuarchive.org/vr/thread/12168397#12171920
>>
>>12180706
That's definitely a new weapon + area for Ashes Death Zone. I have explored Afterglow to death too and even opened it and Hard Reset up in UDB/Slade.
>>
>trans women
>women
lmao

>>12180751
Don't click the links, horrors made of flesh are inside
>>
>>12180765
>horrors made of flesh
>look inside
>average autogynephilia autismo goblins
>>
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>>12180706
That's new stuff for ep3
>>
>>12180676
>I've been playing through Hard Reset recently, and it's also great. They got something about the weapon and sound design so right for Ashes in general.
don't enjoy it as much as previous titles because it's clearly underdeveloped and rushed. It got great new moments and concepts but since they most of the time come off half baked it leaves bad taste in my mouth yearning for something that could've been greater than it currently is.
>>
>It's one of them square innit?
>>
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The Sunday night Shitshow is here! This time some mapsofchaos in doom 1 with just vanilla doom gameplay

search for "macgu.fun" in doomseeker and the sourceport is Zandronum
>>
>>12180845
how did you load square with doom without it being all graphically glitchy from the wrong palettes please share this mod i wanna play too
>>
>>12180884
Have a copy of all the appropriate Doom sprites and textures that have been PNG converted, then you just throw it into the load order.
>>
>>12176691
>>reloading kills player
Happens in Running With Scissors
>>
>>12180892
what about sound don't you also need to convert sound too otherwise it will be dead silent enemies attacking
>>
>>12175010
[11-16] DBP77: The Economy of the Dead is out now!
https://doomer.boards.net/thread/4191
>>
>>12180926
Dawn of the Dead feels, nice.
>>
How the hell do people play deathstrider, i picked it up and cant even figure out how to use the flashlight
>>
>>12180917
No, the sounds are still there regardless of if you're using Doom enemies or Square ones.
>>
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>>12180926
kek
>>
>>12180951
autism
>>
>>12180965
I see somebody else is also tired of the "I will never pick a chainsaw up, give me berserk you bastard" feedback.
>>
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>>12180769
>>
>>12180951
massive amounts of copium and a fetish for menus
>>
>>12181012
>Hideous Destructor is much worse
What the hell is this from?
>>
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>>12181023
>>12181012
I too want the source on this salt
>>
>>12181023
>>12181027
https://gitlab.com/accensi/deathstrider/-/tree/master/Addons/Hideosity
official addon bundled with the base mod
>>
>>12181028
so this >>12181012 is supposed to describe the outlook of the Deathstrider devs towards HD? Deathstrider is supposed to be what, smoother HD?
>>
>>12180926
Neat, seems to pair pretty decently with Omerta.
>>
>>12181028
>Ace
Yeah, saw that coming. Even after leaving and making his own HD with blackjack and hookers, it still resides in his warped mind.
Homeboy's got problems, and I know he lurks here.

Move on, Ace. Use your autism for good, and maybe chill out with the excessive menus.
>>
>>12181035
>Ace
I'm yet to meet someone calling themselves "Ace" who isn't either a piece of shit or an arrogant retard.
>>
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>>12181037
>>
>>12181037
The man is capable of doing some pretty good code wizardry, it's just he has a huge chip on his shoulder and gets easily blinded by insignificant things.
I've said my piece though, we should probably talk about Doom stuff instead of people.
Quake is fine too.
>>
>>12181032
Charitably "spellcasting HD" or different HD.
>>12181040
>I've said my piece though, we should probably talk about Doom stuff instead of people.
I ironically plan on playing that newest DBP with DS, actually.
>>
>>12181043
That works, though I'm not sure what the latest DBP is, my sorry ass has been too fixated on my own work.
>>
>>12181048
>though I'm not sure what the latest DBP is
Well, it just got posted >>12180926
>too fixated on my own work
I can tell!
>>
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>>12181050
Fuck me. It wasn't even that far up from where we're currently at in the thread.
Tunnel vision's a bitch.
>>
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>>12181052
>posts "Dr Doomguy" which happens to be what I frequently refer to DS as
At least there's some layers to this fun irony
>>
Having played both DS and HD for about the same time (probably like 60 hours of each), I can safely say DS actually feels worth my time without any other add-ons or changes to the intended experience. Maybe it's the anti-frustration features such as reaper shards that give you pretty convenient checkpoints, maybe it's the aesthetics being far better than whatever blob of pixels HD thinks counts as a rifle, maybe it's the fact an interface with graphics is easier for me to navigate than HD's text strings overlaid on the menu, maybe it's the satisfying reload system.

Having a little turret on your back to provide covering fire is also just sweet, I just wish it offered some occasional supply caches with guns and some ammo. I miss being able to find random shit in levels.

I don't care about drama, I care about having fun and DS has given me more fun in thirty minutes than HD in all the attempts I made to get into it over the years.
>>
>>12180965
That's a sneaky ass secret, I love it.
>>
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>>12181032
Hideous Destructor is Ghost Recon meets Ghosts n' Goblins. Deathstrider is CS meets Diablo, body blocking included.
>>
>>12181059
DS doesn't even have an enemy roster without extra mods, it's literally just jerking off to menus while you effortlessly plow through harmless vanilla monsters if you don't add a monster mod.
Also this is some awesome gameplay right here. Great stuff. Really shows nobody actually plays this mod, they just stare at the menus for hours and tell themselves they're having more fun than they would with HD.
>>
>>12181092
There's definitely merits to DS. Some of the weapons are cool as shit, and the reload system IS really neat, seeing as you're swinging your mouse around to load and unload your weapons.
But I do agree: With no tailor made monsters for DS, your best bet is to pair it with a monster mod and even then, I feel like it never matches up correctly. The menuing is also really egregious.

I also personally find the HUD to be not very good.
>>
>>12181059
>>Both. Both is good.
Playing both of them for awhile made me realize how much of a disadvantage you can give the 'Doom' player just by limiting their movement. One thing I do like about DS over HD is being able to choose my monster pack: There's the HD pack for brutalness, Babel for personal favorite, 'unmodded' so it doesn't conflict with whatever levelpack may change them, etc.
>>
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got trolled by spectre sitting exactly on blockmap line
>>
Odamex people are hosting GaiaAura.wad on oda12 (protobreak branch)
>>
>>12181113
Nice health.
>>
Is there a way to globally increase some stat of a weapon/enemy without modifying every single wad that touches it? Such as, if I want mess with pistol damage, so I make a wad that changes that, but then if some other wad I use changes pistol sprite, then I still want it to inherit my damage changes. With DECORATE, classes can inherit from other classes, so I think I could just change stats that way and then everything else that's also DECORATE would inherit it? Maybe? What about decohack or dehacked?
The intention is making a wad with slight balance tweaks I like and have it work with everything, or as close to everything as I can make it. If some wad changes sprites, then use those new sprites, but keep my numbers. If it changes numbers, then use the new numbers.
>>
>>12181062
I ush a bat... dats ah poishoinal weapon!
>>
>>12181135
If your decorate-based pistol is just using the vanilla sprites and sounds and those get replaced by another wad then it'll probably be fine.
>so I think I could just change stats that way and then everything else that's also DECORATE would inherit it?
Even if you replace the pistol, other Decorate-based stuff that would replace the same pistol isn't going to inherit from it, best you can do is a patch wad that replaces the wad's pistol with the combination of shit you want.
>What about decohack or dehacked?
Decohack is dehacked, and no, that shit's really not going to play nice with each other.
>>
>>12180232
Extermination Day is good. I was thinking of taking it through Temporal Tantrum with Niven whenever I got around to updating. The sterilized version of Afterglow would probably also be pretty fun.
>>
>>12181034
I'm thinking that, Ashes, or Ash from BYOC.
>>
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Is it bad that I kind of like Nexus Infinity?
>>
>>12181196
I should finish ED one of these days
I keep replaying it, thinking it's so good, and then never getting past ep2
>>
>>12181210
>Tower of duct tape Complex Doom fuckery
Yes, yes it is bad.
>>
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>>12180232
>>12181196
EDay while trying Project Malice for the first time was a winning combination. It also has a cool city section for that anon from the previous thread.
>>
>>12181215
I get that. The first earth map is kind of rough.

>>12181237
The city maps are really good, and I like the neighborhood one.
>>
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>>12180873
He wasn't kidding when he said Dis may crash lol.
>>
>>12180873
>>12181278
>>12181281
Ah curse of DIS strikes again! But anyways GGs and take it easy
>>
>>12181286
Pretty fun mapset for Coop. I never played it before. GG.
>>
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>>12181237
Man I remember being obsessed with EDay thinking this was the coolest wad ever. Now years later I'm playing custom maps for Dukem and there's hundreds of these top tier city maps
>>
>>12181196
>>12181237
I think blood wolf333 fixed alot of bugs with it. If you can. Id download his version


https://www.moddb.com/mods/brutal-doom/downloads/extermination-day-for-bdce
>>
>>12181297
Yeah but one thing I like about Eday is the friendly NPC's. Saying this as a guy who loves Marathon cause of how you can have your dudes helping you fight the enemy. It's neat to see a Doom mod doing that shit with some of those battles in the Doom 2 earth section of the game especially. Duke Doesn't have that to the best of my knowledge. Unless you have an example? I'm always looking for stuff that has friendly dudes to fight with.
>>
>>12181281
zandronum can't handle doom 1's ending for some reason
>>
>>12181305
>Unless you have an example? I'm always looking for stuff that has friendly dudes to fight with.
mods have em, like AMC or Alien Armageddon. Nothing close to vanilla unfortunately
>>
>>12181308
Is zandronum just complete crap??
>>
I'm playing DBP 20, Dungeons and Demons. Map 7, the first map I had to save cause of the last trap with the arch-viles.
I got it cause the viles blasted me into a invulnerability (I think), but I don't know where it came from, I'm trying to understand how the map works. Anyone played can know how it got to the arena?
>>
>>12180951
flashlight is via an inventory item
make sure you have your keys bound to cycle through that
alternatively you can setup the hotbar for quick use, and i encourage you to fiddle around with that too cause youll need it for casting spells (assuming youre playing a non F&S character, which in base DS the only F&S character is Wraith)
lemme know if theres anythin else confusing you, cause it really is a joy to play once you get the basics understood
>>
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Meso-America in Serious Sam TSE is too gimmicky and it takes me out of the experience. It's hard to put it since it's an ayy lmao hoard shooter, but it seems entirely unrealistic compared to Egypt (barring Sacred Yards). Also it feels like the gimmick fights were meant to supplant difficulty through genuine hoard battles too. Cool boss though.
>>12178420
It's really god damn sloppy that they messed up kill counts desu. I like UV Maxing Doom levels so it should have been up my alley, but their lack of care puts me off from anything beyond a casual Serious run.
>>12179487
My favorite part is climbing out of underground dungeon 23 and being greeted with the cutscene with the EDF being exterminated in this semi-dramatic tone, with the Gnarr just speaking absolute gibberish right after. Actual cinema.
>>
>>12181104
Ace actively recommends using Project Malice with DS, as well as considering it the "canon monster pack" of sorts
alternatively theres HalfBaked's port of HDests enemies, with various tweaks to be slightly less bullshit

>>12181092
youd think youd notice you cant shoot bullets through teles after a certain point
youre better off casting a spell there near the enemy, or dodging for cover and waiting for it to move towards you.
>>
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>>12181352
This map is a gimmicky mess. As far as I can discern, the intended way to get that invuln is by running over to the final area and shooting this switch through the bars before it gets permanently covered up, which will reveal another shoot switch on the other statue/pillar which will lower a voodoo doll to give it to you. The door in front of it closes automatically after 30 seconds.
>>
>>12181386
I haven't shot that switch (or even found it) by the time I entered the arena.
Truly a mess.
>>
>>12179713
>>12179714
>>12179716
>>12179719
This looks like pure soul. Gonna check it out.
>>
>>12181373
>youd think youd notice you cant shoot bullets through teles after a certain point
Yeah, and you'd think somebody might realize how fucking stupid it is to have the majority of the mod's arsenal completely unable to interact with an enemy behind a teleport line, while those enemies have no such problem themselves. But DS isn't a mod designed to actually be played in any capacity, it's for looking at menus and seething about HD.
>>
>>12180926
>Map04 seems pretty dull despite having a secret with Nazis in it
>wonder if LunchLunch was off his game
>nope it's that fucking brony's map lol
>>
>>12181410
>calls it a mod for seething about HDest
>HDest does the same exact thing.....
i dunno man, i think you need to cool down
as stupid as it may be, there really arent that many cases i can think of where thats actually been an issue. even then, its just a result of how everything is coded as projectiles and not hitscan
i really dont know what youre on about with menus, HDest is again, also kinda the same way if not worse because of how convoluted the controls for said menus can get
>>
for me, the dealbreaker with DS is not the gameplay
or the menus
or the lack of custom enemies
it's the spaceship with secondlife furniture and bedside nietzsche
>>
>>12181423
Not that guy, and maybe it's just a case of having way too many hours in HDest, but Deathstrider's UI and stuff seems pretty unwieldy.
Really what we need is some super turbonerd who's put like, 100-ish hours into both mods to really get a good read on this shit.

The best I can do is look at it from a distance and wish HDest had that fucking cool zipline crossbow. Fuck I wish I could prod someone into making an ascension gun for HDest. I don't think a flatout hookshot would be the right call, but a gun that fires a line that lets you winch yourself up and rappel down? Hell yeah, dude. I'd carry that in my kit all the time.
>>
>>12181434
kek
yea the flagship is neat and all but also autistically detailed
and of course is completely optional and ya dont necessarily NEED to start your runs there
(however Ace may be testing something right now for continuous wad playthrough with the ability to change characters, but could be a fuck that cant be done well due to engine limitations)

>>12181438
ive sunk about probably twice that on hdest, and probably a decent chunk more on DS. its because HDest continued to get more fucky and poorly coded that i dropped it, roughly around the same time Ace actually finally got fed up with Matts bullshit and decided to go do his own thing.
DS's menus can be slightly unwieldy due to being made for mouse input, but arrow key input also works perfectly, and in fact arrow keys are a lot easier to use for the hacking minigame also just like HDest you can pull key input info for menus, in DS its done by pressing F1 rather than holding Use however though, which makes a bit more sense to be fair. From the menu you can get the control info for everything else though too

as for the zipline in hdest... i feel like i remember there being a ladder launcher addon, i swear i had it installed and used it myself, but it would launch HDests ladders to help ya get to high places.
>>
>>12181423
>i really dont know what youre on about with menus, HDest is again, also kinda the same way if not worse because of how convoluted the controls for said menus can get
You're opening menus at the start of each mission to see what you can get and anytime you want to get new gear. That's as much of a pro as it is a con, though: You're given the ability to choose what you get instead of using what you find. Most of my menu time is spent managing mags which mirrored my HD "menu" experience, though I remember Ugly as Sin giving me a menu "minigame" for managing my wounds that I'd spend a lot of time in.
I actually haven't checked it out in awhile and would kind of hope the inventory received a better UI.
>decide to see the newest HD videos on yt
>it's someone using something called Acemod+
Strange timeline.
>>12181434
You can pistol start into the levels instead of consciously starting at the flagship.
>>
>>12181450
>as for the zipline in hdest... i feel like i remember there being a ladder launcher addon, i swear i had it installed and used it myself, but it would launch HDests ladders to help ya get to high places.
Yeah, I was the one who asked Ace nicely to make that addon, and I provided some sprites for it. It's cool but I've realized it is extremely unfortunate and embarrassing if you miss and watch your ladder go flying off into some hellhole.

There's a part of me that wants to pick up Mattscript so I can look into making more of the bullshit ideas for HD rattling around in my head, but I need to stay on task with my main work.
>>
>>12181454
I loved the UaS wound minigame, i could sit there for hours just patching myself back together. same with the food stuff
it sucks that we dont have a system like that in DS, but from what ive seen of UaS now its kinda just gotten even more intrusive with being mega complicated, even replacing normal bandaging with a convoluted minigame
we do have the Hunger addon for DS though, its quite simple but goes a long way, only issue is it hasnt been updated
>You're opening menus at the start of each mission to see what you can get and anytime you want to get new gear.
its a quick check if you do, nothing too crazy.... I usually just dont check at all until ive killed enough enemies and noticed "hey, i got some spare cash, what do i got this level to buy"

>Acemod+
AceCorp Extended? i know the HDest folk are pretty much keeping all of Aces stuff up to date. would you mind throwing me a link so i can see?

>>12181459
Makes sense then. I think i only sent my ladders into the void maybe once or twice, i didnt really use it that much
>>
>>12181373
>youd think youd notice you cant shoot bullets through teles after a certain point

Somehow I don't think I've ever actually run into this myself.
>>
>>12181462
>AceCorp Extended? i know the HDest folk are pretty much keeping all of Aces stuff up to date. would you mind throwing me a link so i can see?
https://www.youtube.com/watch?v=F_5t862XnPs
There's the video. You probably already have the link to AceCorp Extended but https://github.com/HDest-Community/ace-corp-extended just in case.
>>
>>12181423
>HDest does the same exact thing.....
No, you can shoot bullets over teleporters without issue in HD. Bigger projectiles get teleported, but the same is true for enemies, so the mechanics feel consistent and create tactical opportunities instead of retarded nonsense where you're getting shot by an enemy you can't shoot back at unless you use one (1) specific spell.
>i really dont know what youre on about with menus, HDest is again, also kinda the same way
It's not even fucking close. You can spend no time at all in "menus" in HD if you don't want to, it's as simple as not using a backpack and picking up new mags instead of repacking the ones you have. You have to use menus in DS. Using menus is the entire gameplay of DS. You start a game and before anything else, you have to open the menu to bind your spells. You have to open the menu and clumsily scroll around to your mags to repack them after every firefight. There is no alternative to this, because no mags will ever be found outside of menus. You have to open the menu to repair damage, especially if you take a bad fall and break your legs. That menu's my favorite one - a vertical list, but you navigate it by moving the mouse horizontally. Brilliant UI design right there, HD could never. You have to open a menu any time you need weapons or ammo. Exploring the map to find resources that could change the course of the playthrough? We have menus you can explore instead.
>>
>>12181472
OH, the old bootleg HD4.6 Ace did after the original split from HDest
i never got a chance to play it myself, but it was more or less a solid attempt at cleaning up mattcode. pretty much set the stage for DS
wonder what made that guy go and play it....
>>
>>12181352
DBP 20 Dungeons and Demons Finished.
Last 2 maps kind of drag it down a little bit.
>>
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>>12181476
>You have to open the menu to repair damage, especially if you take a bad fall and break your legs. That menu's my favorite one - a vertical list, but you navigate it by moving the mouse horizontally.
This menu? It's seemingly consistent with the inventory menu: Presented and navigated horizontally with what I assume to be a similar wraparound.
I still think the reloading will trigger people more than the menus will, at least from what I've seen in these threads. My playthroughs always have me only using one mag-based weapon. After the initial levels of a wad I'm only opening that inventory screen to manage mags with the mouse buttons.
>>12181490
>wonder what made that guy go and play it....
Could be the aesthetic? Certainly fun timing to see regardless.
>>
heh
>>
>>12181210
Yes, but also no. I thought I was the only guy on here who found these mods (God Complex, Clusterfuck, etc.) fun, apparently not. Good to know. They're absurd as fuck with several issues (one being higher tier enemies spawning when you have no decent weapons to kill them with, but I think you can configure that easily, I didn't try hard enough) and tons of bloat, but I like it that way.
>>
>>12180965
Hah. I love Berserk, but give me some fights where the chainsaw is workable and I'll love it too.
Like, it's easy to just throw the saw in as a piece of decoration or something, but I love actually getting some good opportunities to use it.
>>
>>12181012
lmao, I kinda respect it in a way.

>>12181032
The author had some autistic falling out with the HDest community or something. He focused it pretty well actually and made a worthwhile competing mod with parity, but also the salt is still there.
>>
>>12181059
HDest is cool, but the absolutely minimalist programmer art assets and animations were always shitty to me.
Oh yeah, it has its own mod community and I can just plug those holes with various options, or even assemble my own stuff, but I feel that's a band-aid solution to Matt not wanting to put in more effort.
>>
>>12181868
You say that, but there's been more efforts to add nicer sprites to Lotan's Tomb, which is a spinoff of Freedoom, and Matt's the one making the sprites.
So the nicer assets for HD are tied to a Freedoom spinoff. Which is kinda fucked up.

I don't think the animations will ever get better, but that's not the point of HD. Honestly seeing custom weapons with fancy animations in HD feels wrong.
>>
>>12181373
>youd think youd notice you cant shoot bullets through teles after a certain point
That's an extremely unintuitive notion for Doom tbf, but if you have spells to deal with it, I guess it's not so bad.
>>
>>12181878
You say that because you're used to HDest, the really static animations and recycled sounds never sat right with me.
>>
>>12181884
The sounds I take issue with as well, I patch that shit myself. Sounds are super important. The weapon animations I'd say are passable enough.
>>
>>12181335
he ain't much but he's all i got
>>
>>12179389
Fuck yeah
>>
>>12180168
Ă–
>>
>>12181210
It's definitely janky and annoying at times, but it can definitely be fun in a weird way.
>>
>>12178731
Almost missed this, thanks for playing.

> plenty of enemies that don't count as kills
Intentional. I pictured the player character only knows how many people worked in the facility, the rest of the monsters are something unaccounted for.

>New imps are cool but the green one looks like he's sick
I like the sprite and picture it as some ungodly amphibious creature throwing acid as a weapon. The lack of eyes (which is shared across all the non-humanoid monsters) is also intentional.

>I like the "lost soul" and I specially like that it dies in one shot
Could certainly have sprinkled more of them in, but they're basically the ultimate glass cannon in a way - if you get overwhelmed, you're done for.

>Looked into the wad to extract them and use on other maps but dehacked it's gibberish to me
I could look into extracting them or making a standalone weapon pack if you want. Otherwise, check the Decohack file instead - I haven't dabbled with Decorate yet but the whole point of Decohack is to be similar to it.
You could fairly easily convert my code to Decorate if you're familiar with it. Otherwise, just let me know.
>>
had a go at dbp_61, Tempest Enterprise
map01 Bunker Alone did NOT leave a good first impression, I'm giving another one a go
i think the thing that got to me were the completely out of place random "tool-time" murals and, and this is the big one, a switch inside a secret that in every other dbp so far has been a "shoot me" switch, was treated as an interact switch
>>
>>12182196
wait i'm retarded
not sure how i got this mixed up but it's actually dbp_55, Jolly Junkyard
>>
>>12182227
>>12182196
genuinely what is this
it went from a brownish castle-techbase to this
>>
>>12182241
>interacting with a door instead opens monster closets behind you
YOU TRYING TO FUCK MY ASS YOU JEW MUDDAFUCKA YOU?!
AT LEAST USE A SWITCH SHITASS
>>
>4:27
so close >_< but I also fucked up in multiple places. got the puzzle on the first go
>>
>>12182440
>4:20 but two dogs didn't teleport in
it's not fair lqbros
>>
>>12180840
>don't enjoy it as much as previous titles because it's clearly underdeveloped and rushed.

I suppose Afterglow is really the high watermark, they got so much right in that, and the scale of the map in the Gap was impressive - I also preferred the lack of voice acting in the first two, unnecessary bloat and also I just cringe at getting Gina from the Discord across the hall to voice someone.

I still really enjoyed Hard Reset though, including the more ridiculous elements. They're quite a strong team.
>>
>play a bunch of misc. mods trying to find something i like as much as project brutality
>find a few
>no longer enjoy pb
why am i retarded
>>
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Borrowhelen isn't that bad though.
>>
>>12182570
It's worse than being bad, it's bland and boring as fuck, if it were just bad it'd at least be entertaining in some way.
>>
>>12182570
>>
>>12182640
Yeah instead of a_chase it's using that one where they're really fucking stupid and just go in a straight line even if it means falling down pits or running at a wall or object.
>>
>>12181470
not any of these anons, but i havent either. its a bad script line from a map this guy is playing, most likely.
>>
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>>12180345
Cozy treat of a wad.
>>
>>12182718
what is that gun from
>>
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>>12182781
The Blackjack addon for Deathstrider.
>>
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I'm pretty new to this Doom wad business but some of these maps are great.
>>
>>12182810
That's a strange looking pentagram...
What did he mean by this?
>>
>>12182625
>>12182640
>>12182648
You sound miserable
>>
>>12180951
personally i still hate its reload system, "oh but you learn it" yeah but it still feels like its finicky with whether it tracks that i hit the center or the left or right sides in the JUST RIGHT way and i fumble my mags
>>
>>12182817
I really liked that wad, it had some really well done re-skins.
And my friends that recommended it told me download the "moon man" wad next.
I don't know what a "moon man" is. I'm guessing he's something like "doom guy" but this time the demons are on the moon?
Anyway, I'm off to play that one now!
>>
>>12182710
Anons are correct. Projectiles do get affected by teleporter linedefs. Applied some changes now to make it fairer. IIRC enemy projectiles also used to get teleported back in the day when they were shootable by the player. That hasn't been true for a long time.

It's interesting how the HD-ifier addon was a direct fucking hit with the crowd, seeing that it managed to start this shitstorm. Wew lads. The internet of late has really done a number on people's ability to distinguish between genuine butthurt and trolling, even when it's explicitly written. Thanks for the lulz, though. Here's the thing... I don't have to seethe about HDest because you already have a complete lunatic for a mod author who has consistently been much, much saltier than I ever have, and that has directly reflected on his main projects. If anything, I pity you fuckers. Deathstrider's existence isn't centered around butthurt but complete freedom from Matt's overwhelming retardation. You ARE playing Brutal Doom for intellectuals, always have been. All this is just standard shitflinging between Teams A and B, and that's not going to go away anytime soon, for better or worse. The only real winners are the players who extensively play both mods and get to laugh at both of us for being equally retarded. Or that guy who streamed the bootlegged HD of all things, in 2025, what a fucking king.

>>12182856
Adjust your settings. There is no just right way. Anything that's not the center is either left or right, and there's no horizontal limit to those. If you still have no idea how it works, type ds_debug 32800 in the console for some visual feedback. From my personal experience and what I've seen on video, the people who fumble their mags the most are those who try to be super fast instead of fluid/steady. Speed doesn't matter. Pretend you're Douk and do it with style.
>>
>>12182921
>Speed doesn't matter.
it does when you're in the midst of combat
>>
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>>12182921
>decide to try out the imperator again
>just found out it has new sprites
Oh shit, took care of that. Any others need a fixing before I give some new links for that one hands addon?
>>
>>12182935
Then you ought to master the clockwise circular motions which allow for almost instantaneous reloads. It's the go-to SHTF strat. Buy a bunch of mags and try it out. It's even more effective on energy weapons where there is no bullet to chamber. I would have accepted that reloading is hot trash early on in its inception, because it was, but nowadays it's 99% a skill issue. If Delta Touch players can do it, you can too. The "fluid motions" principle applies regardless.

>>12182946
Nope. Just that one. Thanks for the fixes, anon. Will update the addons page once you drop the links.
>>
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>>12182953
>Nope. Just that one. Thanks for the fixes, anon. Will update the addons page once you drop the links.
Groovy, and no problem.
https://www.mediafire.com/file/flkekspjxnhl091/Dstrider_wraithhandsaddons.zip/file
https://files.catbox.moe/51rsgw.zip
>>
https://github.com/doom-cross-port-collab/mbf/blob/main/src/p_enemy.c#L2379
Any map that makes use of friendly icon of sin?
>>
>>12182245
Classic in some maps in JPCP
>>
>>12182985
one of the reasons i never finished it
hate that
>>
>>12182182
>Intentional
You have no idea the amount of time I spent trying to "fix" it...
I'll try extracting the weapons one of these weekends, hopefully life will calm down in the next 2 to 3 weeks and I can get back to dooming without that many time constraints.
>>
I have an issue trying to play dbp_56, Augustland Barrens
some gameplay mods, but only some, seem to screw up the palette and turn the stuff that should be orangish brown into green
Diamond Dragon doesn't, Walpurgis does
>>
>>12183079
Odds are you got conflicting playpals or translations or textures or something.
>>
>>12183110
ugh, i downloaded walpurgis to begin with to play this dbp with it
do i have to like open something in slade or some shit or is this not easily fixable for a retard
i'm killing myself
>>
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>>12180605
The ammount of time I wasted on the first map of Peril just to find all secrets was pretty embarrasing 2BH. Too bad that AD fire damage doesn't work like in Qoth or Alkaline (where it first depleted yout armour before draining HP, thus making it basicly work like a less dangerous poison effect), as it makes those neat Mega-Enforcer ladies really tedious to deal with.
>pic unrelated BTW, I just saw this be mapset labeled as 'new' on the Ironwail mod list and decided to take it for a spin
>>
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Heh, I love it when games reference just how insane the protag's achievements are.
I also keep getting very lost in the tunnels and never seem to actually achieve anything down there, outside of being invited to talk to a Raider boss who has now sent me on a quest to kill mutants.
>>
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Kinda wish there was a way to check if some mapset is compatible with AD before finding a softlock like it happened with Terra and some other older classic fan-made level packs.
>>
>>12183020
I take it you didn't reach map 26 (Embodiment of Maliciousness)?
>>
>>12183234
There just isn't a good way of doing that in Quake.
Even in vanilla maps someone might have used a crazy map hack that works fine normally but wasn't taken into account by a mod.
>>
>>12183245
no i believe i dropped off in the mid teens, been a while
>>
Is Maskim Xul good? How long is it for a first playthrough? Is it ballbreaking to single segment?
>>
>>12183272
very good
not very long
>>
>>12181923
I mean there is also Zdaemon for Coop oriented shit although it doesn't get near as much traffic.
>>
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>>12180467
Don't read the comment section of a Gianni Duke video (actually just avoid watching those videos at all).
>>
>>12183234
If it uses custom progs, it likely isn't compatible with AD. All id1 based maps are compatible with AD.
>>
>>12183110
>>12183079
so in the end it wasn't an issue with Walpurgis, but Legion of Bones, the skeltal themed enemy replacer
I replaced it with HexFantasymonster which doesn't have the same issue and is thematically more fitting
>>
>>12183272
It's good but play it on GZDoom so the jack in the box weapon works all of the time instead of less than half.
>>
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2nd ever map, low light dungeon crawler.. pretty hard I think (especially on UV). Need anons to help test the balance.
https://files.catbox.moe/3swrfs.zip
>>
>>12183439
omedetou!
>>
>>12183439
Gonna play after dinner. Need a break from Quake mapping.
>>
>>12181012
It do be like that sometimes.
>>
>>12182849
You are miserable.
>>
Any doom mapsets with hub maps?
>>
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>>12183439
>page 7
Might wanna post this in the next thread if you want more feedback.

I think it's a pretty good map, the difficulty felt well balanced on uv. Here's a few things that you may want to tweak, though:
The spectre ambush outside the chaingun room are kinda pointless. The light amp goggles are also kinda pointless. I don't like the slow crushers (by the blue key) because pretty much certain death if you get caught by them, which feels disproportionately dangerous.

>see attached image
It looks kinda funny the way the cyberdemon transforms into John Romero for an instant before the level ends. It would also be nice if the level didn't immediately end after killing him. Some players might like the option to backtrack to get kills/secrets they missed before exiting (with Dehacked, A_KeenDie or Umapinfo could do this). The CWILV00 graphic also looks kinda funky, may be a palette issue.
>>
>>12183549
Elementalism
Eviternity 2
RAMP 25
off the top of my head
>>
>>12183549
Prodoomer
>>
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>>12183439
very good for second map ever

RL trap is a bit unfair and also i linkeskipped a caco spawn there. Also not a fan of game ending when you kill the sovereign, I would prefer to be able to backtrack
>>
>>12182640
>filename
An /agdg/ classic.
>>
>>12182849
I'd be pretty miserable playing that game. Even moreso if I paid for it.
>>
>>12182849
trans,btw.
>>
>>12183618
Fair, I realized I could buy it and fix it up to be an ok experience but then what's the fucking point of that? I'd have paid and then put effort in to make a mediocre game sort of playable.
>>
>>12182718
>>12182804
The Blackjack is a neat gun. I like to use it primarily as a semi-auto shotgun.
>>
>>12183574
>>12183598
ty for the feedback and playing, will work on the crusher and end, wanted to do a unique ending but hadn't considered backtracking players or even full clear players.
>>
>>12183549
Alfonzone.
>>
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What an absolutely terrible level. I somehow got softlocked at the yellow key and don't even feel bad for idclipping out of it
>>
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>>12183706
Semi-auto shotgun with one hell of an 'oh shit' button that plugs someone full of hollowpoint. Managing the drums + shell chamber can be tricky but well justified with how nasty it is.
>>
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>>12183737
>>12183737
>>12183737
New thread
>>
>>12183741
ABORT, THE URL GOT FUCKED WITH
>>
>>12183751
You're gonna shit up the thread again aren't you?
>>
MEGAFAGGOT NOOOO, YOU WERE REDEEEEMED IN FIGHTING THE TROONS
WHY DID YOU REDEEM THE THREAAAAD
SAAAAAAAAAAAAAAAAAAAAAARRRRRR
>>
>>12183762
Pretty rich coming from someone who shit the bed first thing
>>
>>12183735
The Spike Driver is also one of my favorites. SW .500 lever-action and you can slam-fire it. Bye bye, problems.
>>
>>12183818
That thing is a slapper. I don't think I've tried it since DS got it's reloading and other weapons overhauled. For example: The crossbow can't be as easily reloaded as it used to be, but at least there's a crosshair for it now.
>>
>>12182921
im not reading that big ass paragraph, ngl. i dont care enough about hdest to even really care
>>
I love Doom.
>>
>>12183945
From what I've read, I don't think the bullet-by-bullet reloads were changed. Or at least I hope they weren't. I like those the most.
>>
>>12184056
Nope. I don't see that changing, ever. Anything more involved would make it too much of a hassle and ruin the fun. Plus I'd have to account for NPCs reloading their mags. Too much pain, not enough profit.
>>
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>>12183246
Not always due to what >>12183318 have aready mentioned, for example both Terra and the vanilla TerShib build have more than 1 map that have their scripting broken causing a softlock at random spots.
>I love it when secrets are hidden inside the instakill trap mechanisms, no real idea why exactly is that...



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