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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12349360

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 : March 1st 2026 (extended)
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
RC2: https://files.catbox.moe/bdpde1.zip

Deep /vr/ied Potato
Game : Doom 2 | MBF21
RC1: https://files.catbox.moe/3fml1f.zip
Now on iDGames!
https://www.doomworld.com/idgames/?id=21835

=== NEWS ===
[02-01] John Romero posts a video about the making of Catacomb 3-D
https://www.youtube.com/watch?v=ZcUqwMf01pI

[01-31] The final level of Death Wish 2.0 for Blood has been completed. Release date TBA.
https://x.com/BloodDeathWish/status/2017712590462279842

[01-26] Zandronum edition of Angelic Aviary released
https://forum.zdoom.org/viewtopic.php?p=1265375#p1265375

[01-23] Qrucible, new compiler for Quake
https://getqrucible.com/

[01-23] Smooth Doom for Doom 1 (pure vanilla dehacked)
https://www.doomworld.com/forum/topic/156974-smooth-doom-vanilla-for-doom-1/

[01-19] Annie Episode 2 released
https://www.doomworld.com/forum/topic/156924-annie-episode-2-released/

[01-18] Hexen: Deathkings midipack released
https://www.doomworld.com/forum/topic/116499

[01-16] Call of the Void 3.0 has been released for Quake 2, featuring 9 new maps
https://www.moddb.com/mods/quake-ii-call-of-the-void/downloads/call-of-the-void-version-30zip

[01-13] Pvt Stone updated with a new weapon, more reload options, and more
https://skelegant.itch.io/pvt-stone/devlog/1315753/update-to-v155-qol-extra-polish

[01-13] Bloodfire, a holiday-themed map pack, released
https://www.moddb.com/mods/bloodfire/downloads/bloodfire

[01-03] Quake Brutalist Jam 3 released
https://www.slipseer.com/index.php?resources/quake-brutalist-jam-iii.549/

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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>>12360451
I'm literally praying that Quasar drops dead so this fucking QBJ3 bullshit will finally get the boot from the news. Will be fucking newsworthy in and of itself.
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>>12360476
You could've taken matters into your own hands with a news worthy mod.
>>
>>12360476
Careful there, bud. Wishing death for good people is bad for your soul.
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>>12360450
What's the charge, officer?
>>
>>12360484
>doomguy somehow modding bullshit
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>>12360451
>>12360480
Every map/mod released to /vr/ should go through the newspost, even if the author has a retarded inferiority complex and won't make the reply himself. In fact *especially* if the author has a retarded inferiority complex: he needs the confidence boost. As long as it doesn't turn him into the next Tormentor667 or fucking Dragonfly of course lol

Beyond that, if you want I could just repost random releases and other shit from Doomworld, Doomerboards etc. as replies to the news post? I mean obviously only maps I've played, and thought they're decent and worth people's time. Might seem weird though, feels a bit like stealing other forums' content. What do you think?
>>
>>12360520
>Beyond that, if you want I could just repost random releases and other shit from Doomworld, Doomerboards etc. as replies to the news post? I mean obviously only maps I've played, and thought they're decent and worth people's time. Might seem weird though, feels a bit like stealing other forums' content. What do you think?
That's kind of how Annie Episode 2 and The Triad's Reliquary feel to me: Decent enough release. I think the big thing is that they're also recent, too.
I made a sort of weird exception to that Storm of Thryion mod for the last thread: https://www.moddb.com/mods/storm-over-thyrion
It was December but how often do you see anything Hexen 2 related?
>>
>>12360450
666 minutes of /vr/?
>>
>>12360547
contribute to Duke first.
>>
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misis Coomer
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>>12360578
That deadline is in March, right? Well, February IS the shortest month, and it'd be nice to see if the other contributors are still alive.
>>
>>12360583
my map is almost done, but I haven't heard anything from the other anon.
>>
>>12360580
STAHP
>>
>>12360580
Look at me. Look at my tight dress and cleavage and bare legs. Pay no mind to all these dead people in pools of their own blood
>>
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That said, we can still continue spitballing on a future project like 666 Minutes Of /vr/.
At least some people said they wanted it to be Vanilla, PRESUMABLY that means limit removing Vanilla, right? If some people wanna stick to the old static limits, I wouldn't personally stop them, but sticking to them is kind of a skill, which most mappers don't have.
Not to say that this couldn't be a challenge to pursue, but it can be an annoying obstacle for speed-ish mapping.

Did anyone have any ideas for texture sets? Someone said the Buttsex textures, which were released for use a while back. I'd personally be willing to try contributing a map if we do that, because I've been DYING to play with those textures for a long time.

I'm not the Boss Of This Gym though, so I'm only speaking for myself here.
>>
>>12360590
Wouldn't you like to get one of these cum samples under a microscope?
>>
>>12360593
Limit-removing is best for me. Having to deal with vanilla's retarded limits would definitely put me off, especially since I tend to detail a bit more.

Another anon did suggest a something along the lines of Ret/vr/n to Saturn X and i'm behind that, but I have no clue how to use those textures. We'll see.
>>
>>12360597
I'd rather get a few of my cum samples inside her, fnarr fnarr fnarr.
>>
>>12360593
>some people said they wanted it to be Vanilla, PRESUMABLY that means limit removing Vanilla, right?
That was the idea yes
>Someone said the Buttsex textures
That was me yes
The idea was make a limit-removing -- I mean limit-ignoring -- map, with the BTSX textures. I had Back To Sat/vr/n X as a working title.
(I have also wanted to mess with them since like 2012 or something)
>I'm not the Boss Of This Gym though
So I guess that mean I am..? Oh shit oh fuck
Seriously though I'll compile it as long as you people stick to the one texture set so I don't have to fuck around with multiple resource wads.
>>
>>12360476
I think he would want QBJ3 to be moved back up to the top, in his memory, since Quake means so much to the Night Dive guys.
>>
>>12360620
>since Quake means so much to the Night Dive guys.
Yeah, a paycheck :P
>>12360609
>but I have no clue how to use those textures.
Do you mean in a technical or artistic sense?
>>
>>12360476
Imagine being so butthurt you start praying people die purely so that a mod you don't like doesn't appear at the bottom of a list half the thread doesn't even read.
>>
>>12360630
Actual S'arias tier behavior from that Anon. Though it's hard to say it's actual blistering autism or just an extended bit.
>>
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Goddamn, wasn't expecting a Go 2 It homage in a TNT mapset. The two final fights are beyond insane though, fun map.
>>
>>12360620
Artistic. I never could quite figure how to use the textures effectively.
>>
Why so many purists are against limit removing maps, or even shit like free look, jumping, crosshair, etc. Like if they had the tech back then the Doom devs would've implemented those things, how's being able to only aim horizontally better than being able to look up and down and freely aim wherever you want? It literally makes no sense, the former is worse and just a relic of tech being limited at the time

Also, the obsession with ''purism'' has led to an ocean of maps that all look and play like each other, they might as well be procedurally generated at this point
>>
>>12360879
I dislike the autoaim and lack of freelook too, but Doom combat was designed around it. When you have freelook and no autoaim you can trivialize certain fights by rocketing super long range targets.
>>
>>12360879
Sometimes working within limitations is fun, anon.
Sometimes not. Some of the biggest vanilla autists also made Supplice, which has freelook, crosshair, jumping, etc.
Of course, things tend to look and play similarly. They look and play like Doom. They run on the Doom engine.
>>
>>12360450
Just here for the thread promo. 10/10 again.
>>
>>12360879
When I see how many features in game's now I can't stand but younger people say game's can't exist without them, it always makes me appreciate purists more. Making things more advanced fundamentally changes them, and it then becomes a matter of whether those "improvements" are even welcome in the first place. Even shit like tank controls have their place despite what zoomers say, and the same goes for not having features like freelook. And I've been learning Zscript, I love a lot of features in source ports, but the more shit you add the more you move away from what Doom actually is.
>>
I didn't found the webm at the archives, it was probably yanked at /wsg/, but the infamous christmas jam is the xmasjam2020 with this and other stuff included as easter egg
https://desuarchive.org/vr/thread/7203565/#7206156
I still can't believe how the fuck this came to be, in fact the pic of a certain someone is there too, worse is that 2019 jam was good.
Frankly this was the turning point for people finally open the eyes and cause the schism we are seeing now with Map Center and slipseer.
>>
holy shit who cares
>>
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>>12360931
Based and thanks.
>>
>>12360904
>Some of the biggest vanilla autists also made Supplice, which has freelook, crosshair, jumping, etc.
And yet it's the laziest doom clone, no evolution of level design.
Is this why people hate these limit removing ports? Tons of cool features but people still make fuckin labyrinths, not even Duke Nukem levels of tricks and interactions even though those fancy ports can do more than that
>>
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>>12360931
well you are the one seething here you faggot ass slipseer tourist
Or i dare say marisa
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>>12360879
>or even shit like free look
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>Shitstirred not even 40 posts in
Lookin' good!
>>
>>12360958
For once i aprove the Voxel project because of this very issue, though duke 3d one is still better
>>
I made a different parry animation, and I'm not sure if it's better than the old one, which I'll post after this.
>>
>>12360990
god damn how many frames is that?
>>
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>>12360990
and here's the old one, the way the hand drops after a parry is so satisfying here that I was hesitant to make a different one.

>>12360991
11 frames, but I repeat a few when the parry actually connects for that tremble, unless you're talking overall for the sword right now, in which case it's like 60 total for everything: Slashing, sheathing, parrying, etc.
>>
>>12360990
>0:10 - 0:12
Seeeexy.
>>12360994
>and here's the old one, the way the hand drops after a parry is so satisfying here that I was hesitant to make a different one.
Fuck, I'm split, the way it comes out in the new one is super satisfying to me.
>>
>>12360994
Stupid question: what if he could parry with it still in the gun?
>>
>>12361014
I prefer the more striking visual of blocking with the sword, plus this animation is gonna be for other weapons too, so I picture he'd draw the sword for a quick deflect or to slash something nearby.
>>
>>12360609
How to use the textures?

>>12360616
If you think you can, try it. I really wanna play around with those techbase textures.

>>12360879
I don't think I've ever seen a purist actually take issue with Limit Removing.

Either people choose to adhere to the static limits for Vanilla mapping, or they don't. There's some respect to be earned for being able to work well within those limits and not have your maps look 1994/1995 tier, and it can be a creative challenge, but since it's annoying most people never do it.

Jumping, crouching, freelook, I love those things, but since the base game wasn't designed around it, it obviously changes the gameplay, and can break some levels to varying extents.
I'm fine with accepting that risk when playing GzDoom, I'm an adult and can make my own choices, but I understand why there's the categorization.

Fact is, the original game as it was simply still IS damn fun on its own, and I think it plays very well. Horizontal turning with vertical autoaim is almost as natural to me as normal freelook in GzDoom and other FPS games.

tl;dr I like my Doom in multiple different ways, and I don't think that's very unusual.
>>
>>12360936
>why are these dogs dogs and not cats?
>>
>>12361052
>I don't think I've ever seen a purist actually take issue with Limit Removing
Yeah, almost no port actually follows Doom's original limits, and Boom compatibility/features are ubiquitous which tend to be used interchangeably with 'limit removing.'
Now that I think about it, I don't know there's actually a layman's term for the advanced formats which GZDoom belongs to.
Kinda weird.
>>
>>12361095
Boom and Limit Removing are still different thing.
Limit Removing is Vanilla but you ignore the old static limits, while Boom removes static limits too, it also adds tons and tons of new functions and features.

GzDoom tends to just be called GzDoom (I guess UzDoom in the future), with Zandybam being a distinct branch. Eternity could technically be paired up around here, in the Advanced Ports category, except it's still a content desert so it's very rarely used or even talked about (in spite of Heartland showing it having quite a lot of potential).
>>
>>12361102
Despite it being a misnomer, yes.
I should have said so. That'll teach me to leave out details.

>it's very rarely used or even talked about (in spite of Heartland showing it having quite a lot of potential)
I think the difficulty of actually making a map for it is to blame for that more than anything.
It's a demanding process that's idiosyncratic from standard Doom mapping in significant ways.
Look no further than Vaporware and Heartland's authors still not coming back to Eternity mapping after their maiden voyage.
>>
>>12360483
>good people
debatable
>>
>>12361203
Outside of cases like murder or child molestation, it's hard for us to have enough to go on whether someone is objectively good or bad whom we do not know personally. Like all people, he probably has some gifts and some weaknesses.
>>
Blood is 2hard4me.
>>
>>12361252
Jump around more, crouch a lot. Tommygun stunlocks Cultists even though it doesn't look like it, dynamite is your friend.
Flaregun altfire is fucking strong, use it once you get a good supply of other weapons.
>>
>>12361252
Start on LB, save a lot while you're learning, and don't play it like doom. Be fast and chaotic with your movement, cultists stunlock insanely easy and can't aim as fast as you can circle them or make elevation changes, throw dynamite around corners when you need to. From there it becomes pretty easy to pick up on when to use each weapon, as they all fit niches pretty well (like the spray can on fat zombies, assuming you didn't pay Atari to fuck your ass)
Its one of those games where once the fundamentals click, the rest opens up a lot more. You'll find yourself saving less and playing deathless on well done in no time.
>>
>>12361264
>>12361265
Thanks yeah I’m doing better than I was when I first started lol
>>
>>12361269
Keep it up, don't let those bastards modern arts your fear books
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>>12361272
I won’t let them modern axe my field goals
>>
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>>12361269
The adjustment period for learning Blood really is that simple. The fun part is when you get really good at that shit
>>
>>12361203
What bad has Quasar ever done? He is a rare breed as he is a source port developer who is not completely insufferable egoistic autist. Instead he has gifted us with a source port, that has room-over-room and horizontally moving platforms, but still has great performance and the crispy aesthetic. If it only was demo compatible, I could see most of mappers using it.

Now that I think of it, a /vr/ EE project could be cool as fuck, if enough people were interested.
>>
>>12361112
Skillsaw is doing some Eternity project though and Vaporware was abandoned, because Essel wanted to do btsx instead. In addition Hellspawn Spectrum, Cubic Worlds and A Big Mess are all on going Eternity projects.
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>found fourth and last secret
>still looking for the yellow key
>>
>>12360931
you do now
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>>12360879
If I wanna play Doom with jumping and free aiming, why not just play Quake at that point? Doom is Doom.
>>
>>12361341
>a source port developer who is not completely insufferable egoistic autist
Lol, no such thing. You have to be an autist with a towering ego and borderline god complex to be a successful programmer at all. The sensible ones just hide it better. They keep a lid on their real personalities unless they know they're amongst friends and allies in an IRC channel or whatever that is called now. The ones like kb1 or Ghostlydeath who couldn't keep a lid on it end up as pariahs and outcasts, unless they use the "become a troon" life-hack to force everyone else to accept them (otherwise you're banned for transphobia).
>>
>>12361817
>If I wanna play Doom with jumping and free aiming, why not just play Quake at that point?
Because Doom mods though Quake is great.
>>
>>12361817
Because quake 1 itself no matter the mods is still quake 1 and is boring.
Doom has a plethora of stuff and is fun to play with.

Also Quake 2 remastered kinda buried quake 1
>>
>>12361824
>Lol, no such thing. You have to be an autist with a towering ego and borderline god complex to be a successful programmer at all.
NTA but weird projection. I like to focus on the fact they're creating a lot of work free of charge, even when they have the a garbage personality. Don't even see the point of bullying [NO] chicken anymore. Just seems like a bit of a sadistic take to dehumanize someone as much as these posts have been doing instead of actually talking about Doom in the Doom thread.

Speaking of, have there been any projects like Lexicon or Compendium more recently? I've started to like the idea of a bunch of wads packed together in that format.
>>
>>12361836
Quake 1 is awesome though.
>>
>>12361817
Sometimes I want Doom that is just Doom (just with the clean mouseturning, you know), but sometimes I want something that's still mostly Doom, but also a little more.
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>>12361343
>Skillsaw is doing some Eternity project though
That is good news.
The last thing I heard was that he was working on something that seemed to be pure MBF21, and claimed he is not making an Eternity megawad or Heartland sequel due to the time/effort required.
Hellspawn Spectrum and Cubic Worlds do also take a long time between updates, which is fair for their quality.
It's always felt like few people who release something for Eternity have been interested in releasing a second for whatever reasons.
I can think of Misty, Albatross, NokturnuS, DRON12261, and Fletcher though their MAYhem 23 map was pretty much a Boom map.
I don't have an excuse for A Big Mess. I completely missed that it started getting activity again in Dec.

>>12361341
>Now that I think of it, a /vr/ EE project could be cool as fuck, if enough people were interested.
I would try to make something for this if I can.
>>
>>12361837
>weird projection
Well yeah. I am an insufferable autist with a towering ego which I have to suppress and hold my peace lest I turn everyone else in the discussion against me. That's how I know you have to be this way to be a programmer at all, because I am one, or at least was. I'm saying all the other programmers I've known in the Doom community are the same, just some hide it better than others, or (or because) they have allies and good public relations.
>Just seems like a bit of a sadistic take to dehumanize someone as much as these posts have been doing
How does your "take" change in light of the above. Do you think I am dehumanizing myself? I am a sperg. We're not human, we don't fit in with the other monkeys, they can sense we're weird alien robots desperately putting on an act to fit in, and the uncanny valley effect "there's something off about this guy" triggers their lizard brain danger sense and makes them hostile without their even realising it in most cases.
>>
>>12361824
You sound like a gorillanigger retard desu.

>>12361861
That explains why you think like you do, I suppose.
>>
>>12361827
I've been thinking about tweaking Deimos-1 so the animations for a few of the weapons are a bit fleshed out. Good to see you're still enjoying that skin.
>>
>>12361861
>I'm a miserable and gravely socially maladjusted person, that means that I can totally gauge how socially adjusted other people are
If you say so. To me it sounds like you want Quasar to secretly be an asshole to feel good about yourself being an asshole.

>>12361860
>>12361341
How hard is it to map for Eternity? I've done a little bit of UDMF mapping, and a lot of Boom/MBF21 mapping, does Eternity us UDMF differently?
>>
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>>12361861
>>
>>12361867
I dunno, but damn I'm gonna find out. Eternity engine community project would be so fucking cool. I could make some maps, if someone is willing to lead the project lol.
>>
>>12361872
A small Eternity Engine project with BTSX textures could be a fun change of pace.
I've never tried Eternity, but I suppose I ought to check the port out itself, set it up and get a feel for how it plays (can't hurt to sometimes test my MBF21 maps with EE, considering I make sure to test them with GzD and DSDA, even if Nugget is basically my target port).
>>
>>12360450
What happened to Final Doomer?
>>
>>12361874
I'd rather use cc4tex or even otex, because buttsex textures seem quite limited. With EE you can do moving trains, cars, boats, 3 dimensional cities. Btsx tex seems so limited for that since it's mainly for techbases and temples.
>>
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>>12361861
Look, son, when I was your age I also had a bleak outlook on life and I also hated myself, in huge part because of my tism and brain. I was cutting myself every day, cursing god and my genes, yet also dreading the future, and dreading death every moment.

But you need to understand that this kind of thinking and reasoning is unbelievably fucking ANNOYING and unbearable to everyone else, and that nobody will fucking like you, and probably you've realized that to an extent, but what you don't realize is that you don't HAVE to be like this. You don't have to wear a fedora on your soul.
Being a Tylenol American isn't easy, but you can work on your sperg problems to make yourself more functional and live a better life. It's not gonna be easy, and you can't fix all of it, but you can do enough to be more than worth it.

>>12361885
I guess it hasn't had a new addition in a while?
>>
>>12361887
In that case, I would rather CCTex4, I've used OTex a bunch for Ad Mortem and Sub Mortem, and I want a change on that point (besides, the spooky palette and setdressings, and new monsters, are the real fun part of playing with that set).
>>
>>12361872
>>12361874
What kind of a scale would we be looking at? Just new maps? New monsters? Weapons?
>>
>>12361896
I'd rather do just maps to get to fuck around with room over room and horizontal "elevators".
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>>12361895
Cc4tex sounds good for me.
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>>12361896
Probably just maps? At least that's all I could really contribute, I don't know shit about how to code anything for EE, adding just stuff like new decorations would probably be very easy, but anything beyond that would require some learning.
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>>12361896
I wouldn't mind tweaked weapons. Just something that makes the pistol not absolute shit and improves melee a little would be good, with other weapons getting nicer animations and maybe the chaingun could be faster too.
Don't see the point of going beyond that personally, new monsters a la Ad mortem could be cool but I don't know much about that stuff.

>>12361887
I think you can still make some good shit with BTSX textures but its palette is indeed limited. I don't think it'd be a bad idea to pick out textures that complement it, should we go with them.
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>>12361901
Yeah. Maybe we could do something a bit more ambitious if we find that we liked working with EE and wanted to do another one sometime.
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>>12361864
That’d be awesome, and it’s a great skinpack. The AR in particular is perfect: There was a discussion awhile ago about how hard it was to make it feel like there’s an underbarrel attachment with a centered Doom sprite and you nailed it. I edited the SSG sprites a bit but I do that for almost every mod, none are safe from my ‘tism.
>>
>>12361901
>>12361905
That's fair. I personally like making new stuff to play with, but keeping a smaller scale is fine too.
>>12361907
The pistol was the first thing to come to mind, because it could be given a unique ammo type from the chaingun a la Duke 3D or a dual wield pickup, something.
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Just for the taking of the notes:
>we've never done an EE set before and some people think it could be interesting
>CCTex4 would probably be good and versatile (also it still looks really Doom-y)
>nothing too advanced for gameplay changes, barring some tweaked weapons and maybe a couple of new monsters
For clarity's sake, EE would mean mouselook and jumping, like GzDoom, right? Are people open to that?

Do we still want to do an EE set as a 666 Minutes thing, or do we want to have a different sort of scope for it? 2048 is a practical and reasonably permissive 'guard rail' for scope, but we've done that recently, and a map can easily be larger than that without getting into tedious territory.

>>12361912
I like that approach.

>pistol is fast and has its own ammo pool like Duke's, but also does the quick reload like Duke's
>chaingun is slightly faster and has its own ammo supply, and it never needs to reload
Along with adding a few useful props (we can dig some out of the Alpha/Beta stuff), I think smallish stuff like that could be worthwhile. HOWEVER, we should try to have that stuff worked out and functional, and agreed upon, before we commit to start the mapping.
>>
>>12361912
If you have some fun ideas for new monsters and weapons and are capable of making them in reasonable time frame, why not. Alternate ammo types like exploding shotgun shells could be fun, if that's possible on EE.
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>>12361916
I'd rather have plenty of time to make my map. Mouse look and jumping are not necessary and I'd rather not. Heartland had neither.
>>
>>12361887
>>12361895
>>12361903
Don't you feel like cc4-tex is terribly overused? It certainly seemed that way a while back. Has it been long enough for it to seem fresh again?
>>
>>12361941
I think it would feel fresh on EE project as you get to use the textures in new ways. But yeah atm it feels more fresh than otex.
>>
>>12361912
Thinking of new monsters and simple Duke3d-like turret could be fitting. You could use them on moving vehicles.
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>>12361941
I've never worked with CCTex4, and I don't think it's been used that much recently.
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>>12361916
I'd rather not have the 2048 limit either. I have ideas like highway section on a moving car, and it wouldn't work on 2048 limit.
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>>12361916
Seconding 2048 might not work that well if people want to do moving trains and such. I think it's better to just cap it at like 100 monsters and at most 20 minutes of playtime.
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>>12361867
Depending on how heavily you use portals, it's a unique pain in the ass.

If you limit yourself, it'd not be much worse than a classic ZDoom map, but complexity can get damn expensive.
For stuff like pic related, which is a very vertical map, you can see he's had to divide basically the whole thing into cake layers, so you're following a process that's pretty different from regular Doom mapping.
It makes mid-map edits a lot trickier, especially if it's stuff that runs through multiple layers, since you've got to keep everything connecting neatly on each side to avoid bugs.
The three portal types and the best time to use each one is its own wall of text that I still don't really get.
The really tricky part is that as far as I know, UDB isn't able to 3D view the portals like it can for GZDoom, so all you get to work with are the internals and your own intuition.

>>12361896
I'd stick to maps, maybe a few weapon tweaks.
Though EDF does allow DECORATE-style writing which makes porting DECOHACK pretty breezy, so if we reached a consensus on using Ad Mortem actors or an Eldrydge mod or whatever, we could do that.
As well as some things that MBF21 still can't do like altfires and secondary ammo.

>>12361916
>For clarity's sake, EE would mean mouselook and jumping, like GzDoom, right?
It can, but you can ban both of these within the wad.
>Do we still want to do an EE set as a 666 Minutes thing
I implore you to keep these separate, hah.
Think it would be hard to enforce a size limitation. You'd need somebody going through maps with a tape measure with how this format looks.

I don't have strong feelings on the texture set, but it seems like everybody is using BTSX, so if we wanted to use it for something, now would be the time while it's got some freshness left.
Eternity isn't true-color, so whatever you go with, everything will need to conform to use one palette. That's not something I know how to help with right now.
>>
>>12361959
After Ad Mortem, I've become obsessed with mapsets that add a few low and medium-health enemies that fill in some gaps left by the regular Doom 2 bestiary. I also like the idea of putting in the mechanics of monsters from other games, like the Kleer or Shambler.
>>
This'd be the time for it, so I'll drop the editing wiki here.
> https://eternity.youfailit.net/wiki/Main_Page
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>>12361861
I'm a programmer and I'm not like that. But I can confirm that I have met many programmers exactly like you're saying. You don't have to be like that.
>>
>>12361837
NTA but i see it more as a example of pattern recognition. historically there's a usually a lack of professionalism or maturity in most modding/fangame communities.

i'm not going to say it applies to everyone like he ( >>12361824 & >>12361861) is saying but i can always think of an example unprofessional, childish or otherwise malicious behavior in those circles. like to keep it simple there's likely not enough time in the day to list off the amount of mods that became lost media because their respective creators threw a temper tantrum and deleted fucking everything out of spite and in some cases those were dependencies for other mods.
>>
Ah fuck, how I'm in this situation again?

Anyone have a Delta-1 reupload?
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>>12361885
I suppose it's more or less just finished. Not like it was last left with any gaping holes, anyway.
>>
>>12362030
I get that, and I know of authors who have deservedly been cut off for their behavior, I meant it more in the sense of how they were trying to drag a dude down on his luck for some weird reason, and wishing a pretty extreme degree of negativity on them. That kind of shit isn't good for the soul or the mind, and at that point its better to just separate the art from the artist. Personally I prefer to sympathize with people going through shit until they give me a reason not to, or I find one. The alternative just isn't a healthy default state to have. Its a weird thing to me to even think about in a hobby like this.
>>
>>12362045
Is it an older map or the skinpack for Deimos-1 that you're referring to?
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>>12362058
The skinpack, aye.
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>>12362061
Gotcha.
https://www.doomworld.com/forum/topic/156429-phobos-delta-1-tactical-reskin-for-deimos-1/
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>>12362062
Pardon me. I went there first. The dropbox appears to be deleted.
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>>12362065
Oh shit really? Hold on, catbox time: https://files.catbox.moe/f79ob0.zip
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>>12362067
Weird, archive is 0 bytes for me.
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Trying out Eternity, and I'm not quite loving it. Feels like movement is just a bit less fast and response than it is in other ports. Is it just me? Both with WASD and gamepad. Like, I can play it, but it's just sorta a bit eh.
>>
>>12360918
my issue with purists is that more times than not they're more obsessed with the vague idea or nostalgia of something that might only really exist in their head which usually conflicts with the actual thing that exists.

zeldafags & MMOfags are the worst offenders of this behavior.

>>12362054
the way i see it as long as they aren't uploading malware or breaking the law they're usually okay in my book. i'd only give guys like graf & arthmoor shit because they tried to sneak in hidden updates to their work which is a massive red flag to me.
>>
>>12362073
I tried another upload and it's the same thing. It this suddenly haunted now or something?
I'll try putting it in another zip.
>>
>>12362073
>>12362079
https://files.catbox.moe/92w1od.zip
I uploaded it as "imdavidbowie.zip", worked this time for me, see if it does for you.
>>
>>12362083
Bowie made it happen.

Thanke much.
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>>12362074
Like, still on-board with the idea of an EE project, but it feels more sparse and less polished in feel and options than Nugget.
I probably need to tinker more with the options, but I'm bothered by how movement feels less fast and responsive than in Nugg and Jizzy (or for that matter Choco or Crispy).

Do there exist any "QoL" modstuff for EE? Crosshair options? Blood color fixes? Screen recoil? Also how do I set an .sf2?
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>>12362065
That's on me. Long, rather messy story short: I was in a psychotic state for a few days and torched my DW/Itch stuff without realizing until now, since I haven't signed into nor checked either site since.
I'm alright now but still avoiding other social media when possible, shit's needlessly taxing. Not like people don't try shitstirring here too, but what can I do? I like this general.
I was meaning to nuke my presence in DW to begin with, but definitely not like this.


I'll reupload my stuff when possible. Maybe to WADsup, maybe to Git. Until then, you guys are more than welcome to reupload and share it.
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>>12362087
>Bowie made it happen.
Hell yeah, np.
>>12362106
Damn, son. It's been a weird start to the year for a lot of us.
>>
>>12361916
Mouse look with EE isn't Mouse Look with actual 3d source ports - you don't want to use it mostly since you will get dizzy almost immediately since it's not actual 3d. When I was going through Heartland I kept it bound to a key to turn on for an enemy above me directly and then I would turn it off just cause I find not being able to aim with guns a silly limitation at times.
>>
>>12362195
It probably does the Duke Nukem thing, which I'm already used to personally.
>>
>>12362102
>I'm bothered by how movement feels less fast and responsive than in Nugg and Jizzy (or for that matter Choco or Crispy).
Huh.
Maybe it's you. Maybe I'm acclimated to it.
I remember the default mouse settings feeling pretty stiff, and it comes with interpolated framerate turned off.
Should be able to get it identical to Nuggie control-wise.
Do autorun 1 in the console.

It does lack a number of visual enhancements that related ports have begun offering at the baseline.
Pretty sure anything to do with the HUD is hardcoded, the crosshair settings included, other than being able to replace the lumps.
I've seen examples of blood color, screen shake, bigger gore in individual wads, but it was on them to script it themselves.
Don't think any of these exist standalone yet.

Setting a soundfont seems to require getting into Eternity's SDL mixer using Fluidsynth, or this VirtualMIDISynth thing.
> https://www.doomworld.com/forum/topic/115541-tutorial-using-soundfonts-for-doom-midi-music/?tab=comments#comment-2155763
This guy looks way better equipped to advise on that than I would be.
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to the bakers - would you mind if I were to drop duke (and blood too) map releases for pins whenever something new appears? The scene is much smaller and we get 1 map a month or two but usually it's good stuff and I want to dukepill you doom normies here. Who knows maybe if I did that earlier maybe some of you were more interested in Duke /vr/
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>>12360484
Groovy.
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>>12362368
Blow it out your ass!
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>>12362379
Gonna rip 'em a new one.
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>>12362107
You said it. Not sure why, but these things seem to happen near the start of the year.

Not sure I like the Doom Eternal plasma rifle I used in Delta-1, luckily enough I found a sick sprite by Squig. Might use it.
>>
>>12362298
>Do autorun 1 in the console.
I can already toggle between them, it just somehow feels less fast than it should be.

>Setting a soundfont seems to require getting into Eternity's SDL mixer using Fluidsynth, or this VirtualMIDISynth thing.
I am actually aggressively unimpressed by this. Eternity is a 25 year old advanced port, yet it doesn't readily facilitate really basic functionality such as selecting your .sf2, not even through editing the config file.

Little eyecandy stuff like Nugget does is whatever (GzDoom doesn't do them without mods either), but come ON.
>>
Let's not start btsx mapping project until march 1. I'd like to have some time to learn the engine before the start
>>
>>12362074
Felt pretty much like dsda when i played Heartland on it. My only complaint was that it could crash when i loaded a save
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>>12362478
Well, we're still in the planning stages.

>>12362480
I'm starting to see why Eternity has limited adoption.
>>
>>12362074
>how do I set an .sf2
If you set the music driver to sdl mixer, it respects SDL_SOUNDFONTS environment variable. Same in odamex.
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>>12362465
Ok, I realized what it is now, Eternity just does NOT have good analog stick support somehow, I can clear gaps and stuff with WASD, but with analog stick it's simply not fast enough, it comes short even for small 64 unit gaps. It either accelerates too slow, or it never gives proper top speed, and may or may not do diagonal movement wrong (subtle if it is).
Maybe there's some way to change a setting somewhere, but it doesn't feel obvious if that's the case.

Not an outright dealbreaker, I'll just WASD, I've done that most of my life anyway. I know I'm whining like a baby, but it's the kind of thing which makes me unlikely to come back to this port after I've done a map for it.

>>12362487
Where do I set that? The console? Config?
>>
>>12360450
>>12360451
Id Software is 35 and no one has done a thread or a post about it you dumb fucks
>>
>>12362331
>to the bakers - would you mind if I were to drop duke (and blood too) map releases for pins whenever something new appears?
Do you mean like, new map releases and such for Build stuff? That seems agreeable. I think I've already seen a lot of them make it into older news posts, too.
>>12362413
>Not sure I like the Doom Eternal plasma rifle I used in Delta-1, luckily enough I found a sick sprite by Squig. Might use it.
It's at least reminiscent of the classic plasma, but it has felt like it's been 'overused' lately.
That sprite looks cool, too, kind of like the 'crossbolt' look to it if that makes sense.
>>
>>12362580
>Id Software is 35
So? Nobody from the Doom or Quake days is still at the company. The only relation they have to the games we talk about is that they own the IP.
You might as well celebrate a dead person's birthday by seating their decaying corpse at a table and shove what's left of their face in a cake.
>>
>>12362580
tbf the real iD Software stopped existing for good back in 2009
>>
>>12361916
I never mapped for EE.
Will I have to set up some settings in UDB and install some specific assets?
I have some experience with adding custom textures but not enemies or weapons (Except in GZDoom format and even then, I couldn't make the PK3 file properly).
>>
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Day 2 of trying to make these Saints of Virtue sprites work on gzdoom, this would be a trivial thing for any halfway competent person, so of course i'm here, somehow suffering through this.

It's a newer game than doom so i really need to figure out how much i should scale these sprites to a lower res.
>>
>>12362478
Sounds good. I'll some practicing myself. But have the textures been decided to be btsx? I thought we were doing cc4tex?
>>
>>12362478
>>12362635
Best I understand, people wanted to maybe use BTSX textures for a Limit Removing thing, while CCTex4 is for a prospective Eternity Engine thing which is separate.
>>
>>12362628
You could also change the actor's scale. I think just typing scale 0.5 works.
>>
>>12360450
Any good enemy mods that work with UZDoom?
>>
>>12362715
Project Malice is basically the best monster pack. Tons of variety, miniboss-type monsters, reasonably balanced and generally speaking polished to hell and back.

>>12362585
It also resembles the BFG sprite I wound up using, so it'd be cool - like they're weapons from the same family or project. Probably gonna get Tesefy to do a touch-up on it.
>>
>>12362715
UzDoom is GzDoom, so basically any GzDoom mod should work.
>>
>>12362585
>Do you mean like, new map releases and such for Build stuff?
yeah, but nothing too big. Just map at a time hence why I was wondering if thats acceptable. Various Build stuff sometimes shows up but it's usually a bigger mod or update to something already known
>>
>>12362767
I kinda get that but I just haven't updated from GZDoom 4.10.0 or something.
>>
>>12362780
Very little has happened yet.
>>
>>12362580
I have nothing against nu-id.
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what do we think of the brutalist jam 3 protagonist
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>>12362880
Needs a helmet.
>>
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The weapons in Osiris feel so fucking gud.
The flamer turning zombies and imps into animated smoldering piles is badass as fuck, the *THUMPA-THUMPA-THUMPA-THUMPA* of the machinegun, the electronic synth earrape of the plasma which makes it sound so overwhelmingly powerful.

Just fucking kino.
>>
>>12362880
Five out of ten, doesn't do anything for me.
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>>12362880
Dyke Brittany Venti
>>
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>>12362880
Not too shabby, kind of cute, much cuter than the Peril and Enyo protags but that's not saying much.
>>
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And so, I met my god.
>>
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>>12362767
You know UZdoom would be nice if the icon wasnt shit, even my kitbash garbage concept with a fireblu Z looks better than that sterilized shit

>12362880
That ain't a Woman.
Its a Man's Man!


Also this garbage is worse than the xmasjam2020
>>
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>You know UZdoom would be nice if the icon wasnt shit
Yeah there was a thread for that
>>
As shit as Doom 95 was, I always liked its icon
>>
>>12362956
The caco icon was nice.
Doom 95 was a nice proof of concept, a loader front-end, and a port supporting larger resolutions, even if the thing was scuffed.
>>
>>12362934
Graphic design is your passion.

>>12362942
Still saved, waiting until I have a reason to use UZ Doom so I can unfuck its icon.
>>
>>12360451
[02-01] Alexander Brandon reminisces over his music in Unreal
https://www.youtube.com/watch?v=ICqmNmqMjyQ
>>
>>12362880
I'd lick her vagina.
>>
>>12362890
Legendary wad. One of the first I played and fell in love. I should replay this. Thanks for reminding me.
>>
>>12362880
What's her GF look like? Or does she have relations with her clones? And do they call each other sister? This is very important.



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