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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12413141

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/folder/etMkxKwK#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 ===
Doom Eternity Project (currently unnamed)
Game : Doom 2 | Format : Eternity
Resource wad: https://files.catbox.moe/yxhlgx.zip

=== 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 ===
[03-02] Duke It Out in /vr/ released
https://forums.duke4.net/topic/12959-release-e-i-e-i-doh/

[03-02] Duke Nukem Zero Hour Recompiled gets initial first person mod support
https://dnzh-fps.netlify.app/

[02-27] Inquisitor IV released
https://forum.zdoom.org/viewtopic.php?t=81303

[02-27] Atomic: Episode 2 released
https://www.doomworld.com/forum/topic/122738-atomic-boom-compatible-episode-2-ready-for-testing-development-thread/

[02-27] Abysm X released
https://forum.zdoom.org/viewtopic.php?t=81298

[02-12] Duke visits the Dover Cliffs
https://forums.duke4.net/topic/12953-release-cliffs-of-dover/

[02-12] OldUnreal patch for UT2004, and UT2004 gets its own free installer
https://github.com/OldUnreal/UT2004Patches/releases/tag/3374-preview-9
https://github.com/OldUnreal/FullGameInstallers/releases

[02-11] CHASM Remaster got its first community map jam
https://www.moddb.com/games/chasm-the-rift/addons/scamp2025

[02-10] Training Drill mod released, feedback requested
https://files.catbox.moe/373pai.pk3

[02-08] Dissension 2 released
https://www.moddb.com/games/doom-ii/addons/dissension-ii-the-hell-that-followed

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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>> CLASSIC DOOM CHALLENGE <<

Record a UV Speed (secret exit) demo of Pale Horse MAP11 "Gardens of Nitocris" (-cl 2)
Reply to this post with a demo & your time.

Wad download:
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/palehorse

Example demo in 2:06:
https://files.catbox.moe/qxtnss.lmp

I had this prepared for the last thread. UV Speed, shouldn't be very difficult.

Previous thread winner:
D2ISO MAP06 Speed in 1:54! >>12419331
Quake1 E4M2 Speed in 0:57! >>12419178
REKKR E1M1 Max in 1:01! >>12423590

>>12424826
>>
>>12424826
4 rockets, still doesn't die... that's a tough mancubus.
>>
>>12424828
>Duke It Out in /vr/ released
you call that a release?
>>
>>12424916
The size is why I felt it best to put it in the newspost and not under the "CURRENT RELEASES" portion.
>>
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>> ALTERNATIVE CLASSIC DOOM CHALLENGE <<

Record a NoMo 100% secret AND 100% items run of Deep /vr/ied Potato (fixed version) MAP01 (-cl 21).

Wad download:
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hotpotato99

Example (lots of room for improvement I think):
https://files.catbox.moe/ps2qrm.lmp

Command to record:
dsda-doom -file hotpotato99.wad hotpotato99f.wad -skill 4 -cl 21 -nomonsters -record dvp01os

We never had a nomo challenge so let's try it. Yes, you must get that rocket-jump mega as well!
>>
We have had NoMo before.
>>
>>12424916
The only submission is finished. It's regrettable that the only few other prospective contributors ghosted, but the project deadline was extended, so it was given an extra shot.

I feel bad seeing it go that way, but Build mapping looks complex and intimidating to me, I'm not smart, so I also feel like it's not like I could have done anything to make things better.
>>
If Nugget doesn't do truecolor sprites and textures, then is it really truecolor? Isn't everything still going by the palette and colormaps?
>>
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>>12424856
Absolute kang i love your posts anon
>>
>>12424843
>above-water inquisitor attack
>stop using last maps
>tired btw
>>
>>12424912
The rockets just failed all their hitscans, great work Carsack
>>
>>12424990
The kitchen's reject table is full of 1's.
>>
>>12424995
It's a regular ass green table
>>
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>>12425053
If it exists at least one person has lewded it
There's some rule about that, I forget which
>>
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Playing through the Impping community project. Pretty fun so far, nothing overly taxing as of yet. Real question is if I'm remotely capable for getting a demo for map33
>>
https://github.com/DraxTube/chexquest-vita
>>
>>12425053
That doesn't mean you have to post it here you fucking faggot, begone to >>>/trash/
>>
>>12424978
See >>12425273
>>
>>12425009
Oh shit I thought that guy sounded familiar. He's me. To give more context I just only had a shit laptop with Doom, Duke Nukem 3D, and a magazine of Betty Page.
>>
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>>12424828
The Waiting Room is up on Itch.
>https://r3voke.itch.io/the-waiting-room

It's a somewhat short Blame!-adjacent liminal space thing I made in 6 days and without a lot of thought behind it. Not sure what to make of it, honestly, but I shook off some rust and made something that's hopefully pretty cool.

I think it's been like 4 months since I was able to actually complete a map, so I feel proud for that at least.

Hope you guys enjoy it.
>>
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>>12425568
You got me on my way to bed so I won't be able to finish it tonight, definitely will tomorrow.
Solid vibes. Not done with it yet and I can already tell that I wouldn't mind more maps like this.
>>
>>12424856
https://files.catbox.moe/adg38l.lmp
1:08 time. Really enjoyed this level, especially the midi. Hardest part was figuring out how to navigate the hellfest for the eye switch and then getting to the yellow skull key, but once I got an idea of the movements it wasn't hard to get around.
>>
>>12425278
I would gladly replace authentic colormaps with GzD style approximations in exchange for truecolor sprites and textures.

Hell, how about just NOT trying to colormap any truecolor .PNGs and instead just color tinting them with a similar color? Then leave the colormap to do as it normally does with paletted graphics.
That'd probably look ok in most cases.
>>
>>12425675
Cool demo. I didn't figure to do it in different order. Nice slip past the hell knight.
>>
The trouble with truecolor textures is nothing matches, so everything looks out of place. Doom needs to be restricted to 256 colors so retards can't just put photos of their cats or Margaret Thatcher on the walls and call it a day.
>>
>UZDoom
>>
>>12426020
You think lack of truecolor stops that?
>>
>>12426081
Yeah I explained it badly, I need to find a screenshot of what I mean
>>
Has anyone here played much of Phobos Delta-1? Eldrydge (now R3VOKE)'s new gameplay mod.
>>
>>12426020
>someone might do something retarded which nobody cares about, therefore we should make sure nobody can use this thing that has all kinds of cool potential
>>
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>>12426103
I've been playing it lately. Still plays like Deimos-1, which I had been messing around with for awhile now, though I keep forgetting about the new utility items. It's nice.
>>
>>12424856
The TITLEPIC is the cover of the Emperor EP https://youtu.be/BESVyRCF_uI

Also, no need to link the Quake/REKKR posts. They are unrelated to the challenges.

2:56 https://files.catbox.moe/gpm1iu.lmp
>>
>>12426103
I'm STILL going back and forth between PD-1 and Training Drill. They're both just a lot of fun. I wish I had useful feedback for either of the guy(s) who made each mod.
>>
>>12425657
Good to hear you like it. Might make more maps like this, it was fun to just go stupid and make whatever.

The brightmaps provided by the other anon have been made part of a new, very small update. Just adds the brightmaps and tag names for pickups if you happen to play with Use to Pickup.
>https://r3voke.itch.io/phobos-delta1/devlog/1448503/v11-update-brightmaps-and-tag-names
>>
>>12426110
It's more like: we must keep this thing with cool potential out of the hands of retards, who will fuck it up before it has the chance to realise that potential. Remember when cc4-tex came out with 5 different recolors of every iwad texture? Tasteless retards with no concept of self-restraint immediately tried to use all of them at once, often in the same room, and created some of the most garishly ugly maps ever seen. It came to the point that every wad using cc4-tex had this garish ugliness associated with it, even when the maps themselves were actually quite nice.
>>
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I'm playing through Serious Sam 2 for the first time. I went in with no expectations given its reputation but it's been surprisingly fun. The jokes are really stupid and on the nose but they got a few chuckles out of me.
>>
>>12426175
SS2 is easily the most ambitious and "closest to being a real big budget" SS game, even compared to the newest ones
>>
>>12424828
>Doom Eternity Project
Question: will/ should the Eternity project have a hub map? Since community project maps are usually designed for pistol start I think this may be a good idea.

>>12426135
The Emperor EP is St. John's Vision by Doré
https://en.wikipedia.org/wiki/Gustave_Dor%C3%A9#/media/File:Gustave_Dor%C3%A9_-_St._John's_vision_of_death.jpg
>>
>>12426190
I don’t think hub maps like in hexen are supported by Eternity - unless it’s something like the quake 1 hub map where nothing is persistent but something keeps track of which maps player completed and flags them as such
>>
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>>12426020
>photos of their cat
Based
>Thatcher
Despite not liking her I gotta agree with you, thatcher techbase was pretty mid, and the media attention it got was annoying
>>
>>12426192
>the quake 1 hub map where nothing is persistent but something keeps track of which maps player completed and flags them as such
I was thinking more along those lines. I haven't tested it yet, but I figure the easiest way would be to use multiple Exit to Map (74) linedefs in the starting hub, and direct people to always end their maps with a specific trigger leading back to the hub. You could keep track of finished maps with a custom inventory thing while you're resetting everything else in their inventory between maps. Maybe this should wait until we vaguely know how many maps there'll be total, I just want to know if there's interest.
>>
Finding good maps for gameplay edits is really irritating because the qualifiers are completely different from maps that I would actually want to play. Like I myself enjoy or at worst don't mind arenas, but arenas aren't fun to watch, the environment should be changing constantly for a good gameplay edit.
>>
>>12425568
>>12425657
Someone should really remake RE1 in Doom
Or quake 2 engine
>>
I really hope the next DBP comes soon. And that it's urban-themed. Or really any realistic environment. I can't keep replaying Economy of the Dead.
>>
>>12426568
I'm waiting for next sewers jam
>>
>>12426626
Sewers would also be good. I just want believable environments. Techbases and abstract stuff and castles etc are nice but don't pull me in properly.
>>
>>12426020
>so retards can't just put photos
They still can do that in Nugget, it will palettize the shit out of them.
>>
>>12426432
I'm pretty sure I once saw a map that recreated the Spencer mansion and wasn't vaporware either, but I can't seem to find it now. Oh well.

Chainworm Kommando has a small mansion in slot 04 that might be a reference but I can't confirm it. I just know it has a crusher sequence if you pick up a plasma gun.
>>
>>12426169
I never played every .wad in the universe, so this was never a problem for me.
Aching that the untalented will use an asset poorly in some work people won't even play isn't a worthwhile use of your time and energy.
>>
>>12426432
>>12426686
Alfonzone features a level modeled after it.
>>
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>>12426160
>Good to hear you like it. Might make more maps like this, it was fun to just go stupid and make whatever.
Yeah it's quite nice, fun to look around, really like the ambience.
>The brightmaps provided by the other anon have been made part of a new, very small update
Neato, pic slightly related. I like making brightmaps around here.
>>12426686
>I'm pretty sure I once saw a map that recreated the Spencer mansion and wasn't vaporware either, but I can't seem to find it now. Oh well.
I remember seeing something for Golden Souls.
>>
>>12425778
Using colormaps should not sacrifice quality, what Nugget does is use extended true color colormaps with 256 light levels (instead of 32) which matches the range of RGB components. The important thing is that using a colormap actually makes rendering faster because the colors are already computed and tinted, having to do that during rendering would tank FPS

This is all software rendering still btw, hardware rendering is another story, but Nugget doesn't have that
>>
>>12426770
Ah, it was a standalone level not attached to anything.

That said, I have found this:
https://www.doomworld.com/forum/topic/142201-the-resident-evil-map-nobody-asked-for-here-it-is-anyway/

It has links to a RE4 texture pack. While I prefer Doom's vague style, I supposed it wouldn't hurt to use these for something.

>>12426781
Thanks for playing too, and providing the brightmaps of course.

And as mentioned above, it was just a single random map I found in the depths of Doomworld once and didn't download. Now we may never know.
>>
I really enjoy Atomrain Gamma Vektor but I hate the HUD and pickup icons. The HUD is an easy fix, but how do I change the pickup icons? Are there any such minimods?
>>
>>12427130
Not that I know of. Unfortunately ARGV looks pretty shit by design and I get the feeling Mace's not going to update it any further.
>>
>>12427361
honestly the only part about ARGV that really bothers me is the ammo boxes
>>
>>12427385
Probably not that hard to fix up some simple models in Blender or Blockbench and rip them, then put the sprites in the mod. That's how the mod was made.
>>
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>walk over/under monsters
>centered weapon attack alignment
Those are the only fancy options I need
>>
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Should mousewheel up be next weapon or previous weapon?
>>
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>>12427634
>mousewheel up
Pistol.
>mousewheel down
Chaingun.
>>
>>12427634
I have it as next.
>>
>>12427634
I think weapon switch needs to be instant for mousewheel to be useful as an activator of it
In particular weapon switch in Doom is too slow for mouse wheel
>>
>>12427682
A lot of mods speed it up considerably.
>>
>>12427678
I do too but I always have to rebind it so I was wondering if I am in the minority
>>
>>12427634
I always set mousewheel down to be next weapon, and up to previous.
>>
>>12427634
next weapon and previous weapon are useless shortcuts. Have a different button for each weapon.
>>
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>>12426192
Okay, turns out making a hub in eternity is more convoluted than I thought. The inventory reset and "completed" variable get checked as soon as you enter the new map, which is kinda weird. If we agreed to use exits like these for individual map exits rather than the entrances, it would work more like hubs usually do, but that would also require more coordination. Just test it out and let me know if it's too janky. Also, I'm not the project lead, it's ultimately up to him if he wants to use something like this.
https://files.catbox.moe/r67ikq.wad

Specifically, it works by checking some global ACS variables at the start of the map, and moving the midtextures up if they're turned on. The variables get turned on by script activated by a voodoo doll when the players enter the portals. I had to use voodoo dolls in order to use "exit to map" line specials, and because killing the player is the only way to reset the player completely in eternity. The OG levels link back to the hub map with Emapinfo, which is comparatively pretty simple.
>>
>>12418871
I've found that Project Malice is really good option, biggest reason being that in the options menu it lets you increase monster health by up to 1000% to make up for Guncaster's insane damage output (around 350% should be fair enough). Bonus if you add Legendoomlite and Champions to the mix.
>>
>>12427736
But then I have to move my fingers off the movement key(s).
>>
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Haven't made a map since 2019, this shit is not like riding a bicycle.
>>
>>12427812
It's really tough to use any monster randomizer other than Malice after you've gotten used to it. Very few even come close.
>>
>>12427842
I get that, though I'd personally rather fumble only marginally with movement instead of fumbling with the mousewheel and accidentally whipping out the rockets.
The real win/win is investing into a mouse with tons of buttons. I can get all seven slots on mine if I want, and even then I prefer to have melee on Q and the BFG on F.
>>
>>12428635
Sounds interesting, can you recommend a model?
>>
>>12428641
Logitech G502 or Logitech G300s, anything "Logitech Gsomething", basically.
>>
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>>12427842
I map the weapons to the keys around WASD, myself. Q for chaingun, E for shotgun, R for rockets, F for plasma, and X for BFG. Fist and pistol can go wherever.
>>
>>12426568
40iq is too busy being fucking retarded. A lot of mappers have self-deleted themselves or moved on to another forum after he let multiple spammers destroy the place and forced his libshit ideology onto everyone. DB is fucking dead and it's all 40iq's fault.
>>
>>12427842
Keyboard issue. I'm playing with a pad so on quake for example I have square for shotgun, double tap square for super shotgun, triangle for nailgun, double tap for super nailgun, etc. For games with even more weapons I map them to directions on the right stick.
>>
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>>12424826

https://forum.zdoom.org/viewtopic.php?t=58343&start=480

>gameplay only mod

Any map sets to pair with LA Tailor Girl?
>>
>>12428753
I'm amazed at someone who's genuinely such a damn good mapper (on top of having wrangled out dozens and dozens of MOSTLY good DPBs), also has such awful judgment.
>>
Had legit forgotten that the original RE4 was so damn fun. Great combat with fun enemies and varied bosses, enjoyable resource management and treasure hunting tying in to environment design and exploration, variety in options for weapons and tactics, all with a fun Army Of Darkness tier plot.
Also the graphics and art direction is stellar, it still looks phenomenal for a 21 year old game, with all kinds of neat little attention to detail.

But enough splurging, could any of RE4's more (mechanically) interesting enemies be transplanted well to Doom? Regeneradors are the coolest, but their mechanic would require a lot of jank to pull off I think.
>>
>>12428753
>moved on to another forum
where?
>>
>>12428780
HFFM would be funny, like the demons don't want her there because they're all gay.
>>
>>12428763
I misread pad as iPad, and tried wrapping my head around playing Quake like that for a few seconds before reading again.
>>
it's survey thread again
>>12428734
same, probably cause gzdoom was my first port.
q - ssg
v - chaingun
f - rl
x - plasma
z - bfg
alt-shift-w-d - sr50
alt-ctrl-w-a - sl50
>>
>>12428884
see >>12414195
>>12428902
I believe it-- one of them at least--- is called time of doom.
There is also, of course, the green flightless bird forum, whose name-- or at least links to which---constitute banned text on 4chan.
>>
Are there any Duke ports with co-op support besides the old Megaton edition?
>>
>>12428978
eduke32/rednukem
no dedicated servers tho, the host needs to port forward
can try with you if you want
>>
>>12428734
Based, I don't both with it in Doom but it's a must for me in Quake
>>
>>12428897
Offtopic but what way to play RE4 nowadays would you recommend? I mean the original not the remake (the only thing that seems better in the remake is that hot asian babe, she seems way more asian and attractive in the newer one) - is it better played on PC with keyboard and mouse or gamepad? If gamepad then is the switch port good?>>12427986
Try UDB
>>
>>12429054
>(the only thing that seems better in the remake is that hot asian babe, she seems way more asian and attractive in the newer one
It's too bad she has a fat girl's voice.
>>
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>>12429054
>Offtopic but what way to play RE4 nowadays would you recommend?
I'm playing it on my PS3. There's two different PC ports if I recall right, and at least the first one was infamously shoddy.
There's a port to Wii, which I've never tried, but IMO it looks like it makes the game WAY too easy by letting you aim your weapons with way too much speed and precision.

Some people play the PC port with mouse, but I feel gamepad is what suits it best because of how it was designed. I haven't played the RE4 remake, but I probably should, just to see what it's like, it probably isn't as good because it's hard to improve on an almost perfect game, but I oughta give it a shot.
FWIW I think the girls look gorgeous both in the original and the remake, Ella Freya is an incredibly beautiful woman, and she's just as good a pick as Brooke Mathieson was for Ashley Graham.

If I were to criticize the original RE4 for anything then it's the difficulty levels. Normal is a pretty well rounded challenge, never TOO easy, but the only higher difficulty is Professional, and it's fucking MERCILESS. You always do low damage rolls while enemies always do high damage rolls, and I wish there was an inbetween which was harder than Normal but not as unforgiving and harsh as Professional.
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The Old School Fraggers group would like you to join us for our first ever monkeystrike event
141.148.141.252:27015

https://github.com/HLSourceHub/goldsrc-monkeystrike_1.2d/releases

Extract folder "monkeystrike" to your half-life folder (so its like cstrike, tfc, etc)

Restart steam

Monkeystrike will now appear in your game library.

https://oldschoolfraggers.net/
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>>12429207
Ah crap I forgot to mention its at 6pm EST
hope to see you there
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>>12429117
Thanks anon, gamepad it is
>Wii
A lot of people praise this one online, too bad the switch port doesn't support the gyro controls despite being perfectly capable of it - I'd be fun to try
>>12427768
I know you're not the lead, but does Eternity support game emu music formats?
>>
1 hour to Monkeystrike :)
>>
>the items you had to go out of your way to find and acquire that also makes a specific weapon OP and helps you in the final battle are removed if you die even once

Rrrrree.
>>
>>12429349
Pistol start.
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>>12429359
I can get more Unmakers, I can't get more of these things. That is too skewed.
>>
>>12428556
I do swap it around with others like CH from time to time for the sake of having very different playthroughs. But yeah if I had to pick just one then it'd be Malice indeed.
>>
>>12429359
You lose them if you pistol start.
>>
>>12429426
I think he's saying dying triggers a pistol start so that sets everything to default, including revoking your Demon Keys even though those are also unobtainable more than once in a single run.

They should have been exempt.
>>
>>12429250
If I had a Wii, I'd probably give the port a try, just to see what it's really like. Hell, if anything, the edge of wagglan controls for aiming might help even the odds enough for me that I could realistically negotiate Professional mode, lol.

>>12429250
Uh, I think that ZDoom ports support stuff like ripped chiptunes from SNES games, or, I have the memory of Skulltag doing that once upon a time, so that might still be there.

For Eternity, I ain't the lead here either, but it supports .ogg and .mp3 for music, so if you really wanted some old NES or Genesis chiptunes to sound authentic in Doom, you could use properly emulated recordings of them. I'd suggest .ogg because it's space efficient.

>>12429349
I'm almost surprised that they kept the Pistol Start on death functionality with the Demon Keys mechanic, because you're maximum discouraged from accepting an inventory wipe that way.

It'd probably be better if you kept at least your Demon Keys upon your death, even if you lost everything else, because there at least ARE more Unmakers to find later on in the game.
>>
>>12428556
Actually, I don't use Malice too much even though it's simply the best monster pack around with a fairly fresh, unique style that still fits Doom.

That reason is it gives me a shitload of anxiety, especially if you enable the level changes. Don't get me wrong, it's incredible but playing it in the dark, alone at 3AM and having something specifically spawn behind me and let out a weird scream just about broke me. Actual creepypasta shit.
>>
>>12429435
They were in Doom 64 EX.
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>>12429437
Understandable, it can get pretty freaky, especially if you don't have a busted ass weapon mod.
>>
>>12429437
Any way to configure it so you don't get the jumpscare enemies? I have fond-ish memories of Skulltag co-op in Ghoul's Forest 3 and Torn City, but I don't really want that shit in Doom otherwise.

Surprise Revenants, or Specters in the dark, that's one thing, I'm familiar with them and they aren't TOO spooky, but I want negotiable attacks that won't autokill me, or make me shit my real life pants.
It's why I couldn't cope with Legion Of Bones, the Mancubus replacement not just having a face like that, but moving much faster when he doesn't have line of sight on me (with audible footsteps), was just a bit too much for me. Maybe for a boss encounter that could be cool, but mancubodes aren't exactly rare in Doom 2 mapsets.
>>
>>12426568

Try DBP50: Emerald City, it's fucking city kino, somewhat post apocalyptic but it's all very beautiful and detailed city enviroments. Highly rec.

>>12428906
lmao that's actually not a bad idea, which cut do you recommend?
>>
Why is the animation of the Lost Souls so shitty compared to the other monsters? It feels like they have half the frames of the other monsters or something, it's jarring
>>
>>12429359
Pistol start is for pussies, fists start or nothing. No, you know what? Not even fists. Amputate them. Legs too. You wanna rip and tear, do it with your teeth, Stumpy!
>>
How do I turn on the power in the Sneed map?
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>>12429539
or maybe I'm supposed to insert the seeds here but I can't interact with anything
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>>12429474
>it's jarring
Only thing I can think of that makes it look jarring is some of Doom's sprite offsets are incorrect so it makes the lost soul and other monsters look like they are shaking back and forth. Doom sprite fix project fixes this. Some wads have palette swaps so it doesn't work with all wads, Some wads like BTSX come with Doom sprite fix with the correct palette swap already
>>
how do I even start playing hideous destructor?, I'm a fucking brainlet
>>
>>12429435
>I think he's saying dying triggers a pistol start
Yes. Apologies for excess brevity.
>>
>>12429207
>>12429212
How was it?
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Doom needs a dedicated, personality laden streamer to revitalize the scene. Like streaming every DPB project, giving good reviews, inspiring viewers to take up mapping and mappers to better themselves. Who can save Doom, /doom/?
>>
>>12429783
>Doom needs a dedicated, personality laden streamer to revitalize the scene
Nah.
>>
>>12429787
This guy won't save Doom.
>>
>>12429791
Of course I won't, I just make gameplay mods.
>>
>>12429783
Doom can't be saved. It doesn't need to. It's already split across a hundred small cliques, some good, some godawful. Scoot too much to one side and everyone else will think you're a hackfraud.

Source: me, I tried being that guy and realized it's pointless. Make shit, share shit, play shit, but don't attach yourself to it that much.
>>
>>12429781
It was going really well until I got a call from my sons teacher and had to drop out early xD the people that showed up had fun though.
>>
>>12429837
Pretty much this. Part of whats so great about Doom is that it can be appreciated in so many ways, but the downside is that some people think theirs is the only way while sometimes they can be insufferable to others. Its best to just live and let live and avoid when people are obnoxious about shit rather than try to unify everyone under one banner or something. Play shit because its fun not to belong.
>>
>>12429783
Sounds good, do it.
>>
>>12426175
It's shocking how good the game still looks, one of the few games where the cutscenes look worse than ingame for some reason
>>
>>12427634
Who the fuck doesn't use numbers
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>>12429437
>especially if you enable the level changes
Wot? How does a mod change levels?
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How did I get stuck inside a... phone box?
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>>12427634
Having wheel down be next weapon drives me insane. And yes, I'm autastic enough to keep track of how many tics the wheel moves for weapons instead of just using numbers like a normal person.
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I forgot to post this earlier but I made a death animation for this asshole, I still need to have him burst into little energy particles like Mega Man, and the cloak will be an actor that flutters to the ground
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>>12428779
is this texture or voxel model
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>>12430384
Voxel model, I recognize it from playing in VR
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>>12429539
>>12429550
did you find the solution? I have seeds in the machine, power on in the basement, but I still can't sleep in bed
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>>12430392
I didn't know you can have voxel weapons in woof/nugget. Which lumps do you need to replace?
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>>12430489
ok, figured
it's nugget-only feature
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>>12430350
That's cool
The cloak seems to be made of a very light material? It floats down like it has no weight. But then I suppose a robot has no need for a warm heavy cloak...
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>>12429550
>>12430465
>>12429539
Seeds go in the front of the machine in the garage, and don't forgot the radioactive fertilizer near what looks like that movie theater area that gets plugged into the side device. Power's turned on in the basement.
>>
Is it an unpopular take to think that Hexen being turned into parryslop as the Cleric in the remaster was actually a super clever idea that makes the combat way more fun? Hexen's old combat always felt like fucking ass to me. It does kinda make Mage and Fighter less cool I suppose.
>>
>>12431056
I just think the other weapons should've got alt fires. Even if it's just a quick melee or some such. You could do fun things with some of them, like throwing the axe and having it return after a short while. Maybe have the wizards pea shooter turn into a weak turret for a short while. Something.
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I know I could just look these up myself, but what are the main differences between the different versions of DEHACKED?
>Vanilla: Can't add new actions to actionless states
>Boom: Can do that.
>MBF21: Can add completely new weapons
I'm sure there's more stuff but this was always my cursory understanding from someone who doesnt dabble in dehacked much.
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>>12431056
>It does kinda make Mage and Fighter less cool I suppose.
It makes them much less cool. They didn't receive anything even remotely similar to the feature provided for the cleric. It feels borderline incomplete.
>>
>>12431191
The mage in general feels like the weakest class.
He needed a new toy more than anyone else.
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>>12429783
Nice cock.
>>
>>12429349
Most source ports have an option which lets you keep demon keys after dying.
>>
>>12431198
They changed some things for him. The frost shards feel like they deal a bit more consistent damage, and you can shoot through frozen targets now, using them like a shield. Unfortunately, they also changed how his ultimate weapon worked. It's still nothing compared to being given a new ability like what they threw at the cleric.
>>
>>12431181
Vanilla is a lot like romhacking, you can't add all new entities, functions, graphics, or sound, and many things are hard coded beyond what DeHacked lets you change. If you want to make something new, you have to replace something which already exists, ergo you're transforming weapons, monsters, objects, etc.

Boom's Extended DeHacked didn't actually add all that much, I think, it's not been used that widely.
The last directly Boom sourceports would also have support for Marine's Best Friend, and all of that later gets rolled into MBF21.

Modder's Best Friend 21 is still DeHacked (ergo hacking state tables and shit), but it adds like thousands of potentially usable slots to turn into things or use for animation and sound, so it's practically endless for Doom's purposes. It also adds a bunch of parameterized things to actors, so they aren't hardcoded anymore, and there's also a bunch of new added functions to use.
You can't add extra weapons with MBF21, but you can add all kinds of animation frames, sounds, functions, etc, to really transform the existing ones.

ID24 is some kind of unsolicited mess which is still unfinished, and still not properly documented I think.
>>
>>12430350
https://www.youtube.com/watch?v=JD5_J2jtYkU&list=PLKLXX6G7V4G9fUvdKzwY7oPBj9yH-Ax9i
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>>12430916
yeah I figured the fertilizer part
Still can't find the last two secrets. Any cheat for that in eduke?
>>
>>12431298
Dehacked even the modern one is still pretty limited in what it could do. Like why can't I change radsuit time, it seems trivial to support something like that.
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>>12430916
The map is too hexen like. I got to the factory entrance, fucked around for 10 minutes with no idea how to progress and just quit
No maps in duke are like this
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>>12429449
On the other hand, they actually turn stuff like Red Spiral '93 into full-on survival horror where if you have shit luck and a void bastard spawns, you have no option but running.

>>12429463
If you mean the ghost monsters (pitch black silhouettes), you can just not touch the dimensional instability settings and turn level changes to off. From what I understand, ghosts (entities that only play sounds and maybe appear for a few tics to fuck with you) will only show up if dimensional instability is present.
Ergo, dimensional instability is the spooky switch.

If you mean the void bastards (low chance to replace certain monsters) like the void cacos, slenderman-looking dudes and what I call the puppetmaster since I couldn't find its entry in the PK3, I don't think you can actually prevent them from spawning.

This wall of text alone shows just how fucking nuts Project Malice is. No other monster mod has these things.

>>12430167
As stated in the wall of text, Project Malice has a spooky switch. That's the dimensional instability option.
If that's active, you can either have a fixed chance for ghosts to spawn - these are the ambient sound entities - or have it progressively ramp up as you go through multiple levels.
Where these ghosts spawn, the brightness level, textures, color and fog of the surrounding sectors will be changed.

Simply put: the affected sectors turn into something not unlike Silent Hill's otherworld. Creepy, dark, extremely anxiety-inducing. To further make you shit bricks, these affected sectors can spawn ghost monsters - pitch black silhouettes which chase you and deal low damage but are quite freaky.

As for HOW it's actually done, it's some ZScript wizardry. Yes, it's basic, but it still makes me shit bricks.

Picrel is the SSG room in Underhalls with this thing active. I nearly shat myself and left as soon as possible. The one upside is if you kill all monsters, the level goes back to normal immediately.
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I love these shadows
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>>12431348
reflections i mean
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>>12431056
Its not as much the fact that a parry was added, its more that it was the only weapon that got an altfire, on the class that was already considered the easiest to begin with, and how stupid strong it is. Having a more interactive slot 1 isn't a bad thing, it was just both lazy and lopsided implementation that zoomies will think is the standard like most of the halfassed changes that need to be opted out of in the wads.
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>>12431348
wad/map?
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>>12431367
lbdoom.wad E4M1
absolute peak level design
also play E3M1
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>>12430783
It'll fall with a little more weight once I get it in game. Though he's no robot.
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>>12431317
Because they didn't encode support for it I guess.
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>>12431387
There's nothing on /idgames with that filename.
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>>12431419
>Laura Beyer's Doom
Never mind, I found it with Doomworld's forum search.
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>>12431317
I think that's part of what MBF2y is trying to do.
>>
>>12431425
Why is that even a thing. Just port Decorate already, it's well-established. Why do we need 17 different fucking modding languages? Dehacked should never have been extended, it literally only needs to exist for compatibility, so source ports can still play pre-1998 dehacked wads.
>>
>>12431428
Supposedly, MBF2y intends to use a version of Decorate, but there's extremely little information on it.
>>
>>12431428
It's simple. MBF21 is, in practice, a compromise. It gives Doomworld's purist crowd that thinks changing how the game plays is almost as bad as being a chudnazincel who votes for Moloch instead of Baal an easier way to make their specific kind of content without going all out with GZDoom.

They don't want Decorate, because that isn't in line with their narrative of making shit for classic Doom, even if a lot of what comes from those parts is also not in line with the classic game. Thus it is also a paradox.

In theory, though, it's a much-needed upgrade over Boom and the original MBF standard. While both aren't really worth talking about, they do have some bugs which can make mappers tear their hair out in frustration but likely wouldn't ever appear as actual problems to average users.

In short: MBF21 is made by Doomworlders, for Doomworlders (and to serve as scaffolding for Nightdive's shitty ID24 standard).

Anyone who sticks to their guns about MBF21 and Decohack is a pussy and should start using Decorate and UDMF already, because at least you get true freedom and can do all the shit you're doing with much less hacks and lines of code.
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>>12431446
Precisely
I've privately thought for years that Dehacked should have been taken out back and shot decades ago, but I dare not say it out loud because I am weak, so I come here instead where I may freely express myself without fear of ostracism
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>>12431458
I don't think what little pussy you're getting is worth the bullshit attached to it, bud. If people are willing to throw you out for this, they're not worth hanging out with in the first place.
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>>12431323
>The map is too hexen like.
I think the most "hexen like" part of the map is just knowing to hit 'use' on the 'fertilizer'. It didn't feel as abstract as a hub-hopping Hexen maze.
Compared to original Duke maps, I remember having an issue with "The Abyss" when I last went through it.
>>
>>12431446
I think that you're broadly right, but I want demo compat and lower hardware specs as options for my maps, which you're not getting with GzD.
My shit laptop runs GzD ok, but some people are worse off than me in hardware, and the current slopfucked market harshly restricts people from upgrading, so now I'm even more conscious about that.

>>12431458
That's sort of been espoused before, not so much killing DeHacked as a whole, people want the Vanilla compat, but that building on DeHacked further was probably a mistake and shouldn't really have been done.
Implenting some simpler form of Decorate would have been better.
>>
>>12431510
That's cool, I will understand being a poorfag much better than having a NASA supercomputer and turning your nose up at GZ which is exactly what DW types do.
In fact, for a while I thought it was best to side with MBF21 instead of GZ and shit, but now I just don't see the point. I'm not making things for other people, I'm making things for myself and if I have to use Decohack's shitty hacks again I'm choking a bitch.

That said, I don't like having too much shit going on so there's a fair chance whatever I make will be "optimized" enough for people with low specs anyway.
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>>12431545
I get that too, I sometimes really hate having to fuck with DeHacked shit, but as things currently are, it's the available and 'populated' middleground for me, and I was already very comfortable and familiar with Boom mapping.
>>
when you guys say decorate do you really mean zscript or are you actually still using decorate (if so why)
>>
how do we make q1's lightning gun not shit?
>>
>>12431595
I mean Decorate, because ZScript will invariably target higher specs than what most poorfags will actually be able to afford.

So your options are:
>go MBF21 + Decohack, will run on literal toasters just fine
>Decorate with ZDoom/Zandronum or older versions of GZ, won't run on everything smoothly but can still pull off a lot
>ZScript with LZDoom, can pull it off just fine and apparently is almost 1:1 with GZDoom's newer ZScript version
>ZScript with more recent GZDoom, some people flat out can't run this because they're stuck with old OpenGL drivers (was the case for me)

It's a complex question and ultimately down to what the people actually making shit are up to put up with. There's a lot of good shit made with just Decorate + ACS that runs on shitass Zandronum just fine, the biggest example being Brutal Doom but there's also Death Foretold, GMOTA and Combined Arms to name a few "you won't believe this isn't running on GZ" things.

And then we go into questions of exactly how shit a given port's performance is, which goes into needing data on the user's specific specs too. It's a rabbithole not worth chasing in my opinion.
>>
>>12431595
ZScript has absolutely dogshit for documentation, and most Decorate code is also still compatible with Zandybam.
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>>12431619
This, I forgot specifiying ZScript's documentation is absolute shit and if you ask for help, ZScript snobs will laugh at you and just won't call you retarded because they're good boys.

I think I've heard at least a dozen stories of people who wanted to use ZScript and were mocked for not already knowing how it works, which is pretty grim when you consider it's basically been spawned in the ZDoom Forums and that's where most of the gameplay mods were being made until 2023.
>>
>>12431446
Ad Mortem uses mbf21. It's just a modding standard and has nothing to do with culture war shit. Only amateurs would make udmf maps without actually using full array of udmf features, which again is very time consuming and not something I want from Doom mapping. Decorate is also a kind of a relic of the past, since with gzdoom people use zscript now. Your opinion is gay.
>>
I want whatever new standard to support alt fires.
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>>12431632
Calamity's custom source port had alt fires.
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>>12431635
Now add it to the Woof lineage and make an alt fire action for MBF2y.
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>>12431639
Try contacting elf-alchemist and bofu since they are the ones making it.
>>
>>12431446
I like MBF21 because it's useful for recording demos, whereas GZDoom isn't (demo compatibility breaks from version to version). I don't mod, though, so I don't know if you could create some PrBoom+ fork with Decorate and UDMF
>>
>>12431651
Maybe when there is anything more tangible than an idea.
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>>12431653
>I don't know if you could create some PrBoom+ fork with Decorate and UDMF
If you tried hard enough you could probably port most of ZScript.
>>
>>12431595
Decorate for like 13 years here. Lmao
>>
>>12431446
I'm not fully onboard with MBF21 but I prefer it over anything (G)ZDoom specific.
Guaranteed to run better, be more compatible, and demo capable.
Also, as the other anon brought up; why use it if I don't need it. Feels like overkill to work on GZDoom which can be used to make completely new games, only to make Doom mod that Dehacked could've handled.
>>
>>12431595
I only know dehacked.
>>
>>12431690
>Guaranteed to run better, be more compatible, and demo capable.
And greener, longer-lasting, healthier for the environment.
(your post reads like marketing drivel, and I am mocking it)
>>
>>12431323
Duke was always thinking man's Doom.
>>
>>12431723
It's not just about creating new WADs— it's about creating a better future for the modding community
(im low energy on a friday night its easier to talk like a robot)
>>
>>12431754
The unicode em dash is a nice touch
>>
>>12431446
>(and to serve as scaffolding for Nightdive's shitty ID24 standard)
This part only makes sense if ID24 took off, which it never did, it has nothing notable beyond Legacy Of Rust and it was basically ignored by the Doomworld crowd, MBF21 living past it.
>>
>>12426114
I'll probably give it a try eventually.
>>
>>12431632
MBF2y would presumably do that since it supposedly aims for a level of Decorate implementation.
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>>12431845
It would be up to the port devs to implement it.
>>
>>12431670
Probably over 15 for me.
>>
>>12431723
Demo compat is a real point, faggot.
>>
>>12431857
Demosync has been subtlely broken for well over a decade, but nobody notices because they all use the same engine to record and play back. PrBoom+ and now DSDA-Doom are only demo-compatible with themselves. There are issues you would not be aware of if you were not trying to maintain your own engine that is not a direct descendant of PrBoom+ circa 2010 and keep it compatible with mainstream demo output. You will trip over demosync bugs constantly that only happen because the retards who developed PrBoom+ and DSDA-Doom keep retro-fitting new features into old complevels without fully considering the consequences. I don't expect you to understand this or care, though. Just call me a faggot again.
>>
>>12431885
That is actually interesting and I'd like to know more, but I also still want to call you a faggot again.
>>
>>12431941
>I'd like to know more
not him, but one example i know when woof had to adjust to dsda behaviour
https://github.com/fabiangreffrath/woof/pull/2450
but other than that i think the anon is stretching it
>>
>>12431885
YOU MEAN THE COMPLEVELS LIED?!
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>>12431458
>I've privately thought for years that Dehacked should have been taken out back and shot decades ago
I disagree (i love dehacked and want it supported in every engine forever), but I agree that expanding on it further is silly when more advanced options exist. Either map/mod like it's 1997 or get WITH THE TIMES GARANDPA.
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>>12431629
Suit yourself, just know I'll be in bed waiting for you to give me a sloppy toppy.

>>12431653
I'll be honest, I don't care about demos so I always forget people use these things. Use what you want, I'm not your dad.

>>12431690
Fair points. Use what meets your needs, just the other day I played a mod that really should have been dehacked in spite of being Decorate.

>>12431842
Not really, it makes sense because it's literally used as a basis for ID24. Look no further than the fact LoR is 99% MBF21 and the only real difference there is the animated sky textures.

As far as my ignorant ass was able to figure out programmer shit, MBF21 is the foundation of all ID24 introduces anyway. It was simply designed that way, probably because they predicted it'd be popular and people wanted to make sure it'd be easy to pick up and mod for.

>>12431857
ONLY FAGGOTS AND TRANNIES RECORD DEMOS, AND YOU'RE NOT A FAGGOT SO THAT KINDA NARROWS IT DOWN!
>>
>>12432007
I think that's what most people critical of DeHacked want, preserving it for Vanilla compat, but then having just left it as is and worked towards a better future setup.

It's possible that Decorate is perhaps not the very best one, but it's there and its already well documented and understood, and already has compat with more advanced ports, with a quarter of the bullshit to contend with on both ends.
>>
>>12431609
wtf do you mean, it's already really strong.
Making it arc between nearby enemies is about all you can do without making it totally broken.
>>
>>12431885
I recorded Sunlust demos with PRboom and never once I had a desync when loading something like Maelstrom or God Machine when using DSDA.
Am I reading something incorrectly here?
>>
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Quick /vr/ if you saw these 2 critters coming at you, which one would make you feel more threatened?

Top one is the base Doom Demon sprites, & the bottom one is a modded sprite set for the Demon that I found.
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>>12432302
Top is better
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>>12432302
top one has glowing eyes and bloody teef and is therefore more spoopy
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>>12432019
Nobody wants to use udmf because it’s unnecessarily bloated and because it’s only supported by engines that play like shit - gzdoom and so on - don’t get me wrong, I like gameplay mods and zscript capabilities but playing gzdoom family compared to playing original doom is different, there’s just some weird tactile mismatch. It’s like what a tranny is compared to a real woman, I see the ugly filtering on by default, the off rng and monster behavior, melee and I wanna say “you will never be a real doom”
As for the ID24 it died on the vine as even Doomworld seems to have some kind of unspoken Nightdive fatigue (probably in some part thanks to that sperg Edward), nobody ever did anything for id24 and it will be forgotten soon enough.
I don’t really care for demos either but the adherence to complevels exerts a lot of quality control and restraint from classic style port devs which the ZDF trannies will never ever have - it’s a gold standard that makes sure everyone has virtually the same experience of a wad no matter which port they choose
>>
Are we back yet?
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>>12432568
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>>12432578
I THOUGHT YOU WERE GONE FOR REAL THIS TIME
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Carved through the first two levels of UAC Ultra on LitDoom. I turned down the damage taken from the default of 200% to 150% and bumped the ammo and armor spawns a from 2 dots and 1 dot to 3 dots and 2 dots respectively.

Still, this is just plain exhausting to play. I also find the crackhead Eternal-maxxed mods exhausting, like Brutal Pack and Hell Crusher, but this is a different kind of exhausting. Let's hope it turns out to be Type 2 Fun at least (fun in retrospect)
>>
>Ended up resorting to recording demos out of boredom while 4chan was dead.
It's over for me.
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>>12432620
Also if anyone knows of mapsets with a similar "feeling" as UAC Ultra please hook me up. I'm somehow attached to this mapset and keep coming back to it.
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>>12432620
BP is fun in short bursts and just that. I want to like it, but man is it tiring if the map is longer than 10 minutes.

I still gotta play newer versions of LiT Doom. It has some pretty tasty gunplay but playing it was a pain 2 years ago.
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>>12432634
There's UAC Ultra 2 but I don't think it was finished
The later maps in Newgothic Movement 1 use UAC Ultra textures, but it's a "classic" (as in, hordes of monsters) slaughter wad
Maybe Mutiny? Picture is map01 therefrom.
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>>12432665
It doesn't necessarily have to be the same textures or color scheme, it's just this nice and simple-but-clean mapping style combined with fairly appealing texture usage.
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>>12430327
dsda, prboom, woof, crispy, odamex have mouse wheel up for next and down for prev by default

hmm i wonder which port has it retarded way...
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You scroll down to read the next post and up to read the previous post. Weapon switch works the same way.
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I've been playing this. It's pretty much DTWID for Marathon 2. I recommend it.
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>>12432814
Sick. I've been waiting for Where Are Monsters in Dreams myself but I don't think it'll happen.
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>>12432876
The team is still working on it but Marathon scenario devs tend to keep stuff under wraps.
>>
well, might as well be the end of this run
softlocked at the end of map03, had to use godmode to get through the fight
no ammo no melee weapons no nothing, and that's with slightly more generous than default drop settings and reduced damage taken

clown ass mod, Shut up and Bleed is less overtuned than this
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>>12432782
Alternatively, you go up in number along with the weapons.
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>>12432768
>>12432782
>>12432978
I've done up/previous and down/next for as long as I can remember. That's how it was when I first played an FPS decades ago and that's how I've done it since. It also feels natural to me because by scrolling down, you go "down" the list of weapons.
I was honestly confused the first time I encountered the reverse setting as a default, and even further confused when it kept cropping up.
>>
>>12432986
*when I first played an FPS on PC, I should clarify.
My first actual FPS was on console.
>>
Trying to find a way to add skill points in inquisitor 4 but can't seem to find what's responsible to add them during a level up using slade. Would it be something in actors or acs?
>>
GOOD AFTERNOON MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
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>>12433147
Damn these turned out good.
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>>12433154
where's the mod kegan
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>>12433147
Braided witch mug
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>>12433186
I'm workin on it. Right now I still gotta put in sounds for a bunch of pickups, implement a ramp up fire rate thing on the plasma gun and see if that's good. Also the berserk and chainsaw upgrades.

I gotta give myself a proper break after this.
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>>12433147
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>>12433252
Alt + green background 'cause silhouettes matter too
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What is Sandy's fucking problem?
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>>12433283
Does this have anything to do with Doom/Quake at all, you vagueposting faggot?
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>>12433147
Quake 30th Anniversary Jam map.
Trying Knave textures for the first time.
Should probably find alternative grass and rock textures to match, but the permitted textures are limited.
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>>12433147
>>12433294
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>>12433294
>>12433296
Looks really nice. When's the anniversary?
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>>12433294
>Quake 30th Anniversary
I keep forgetting just how old Quake actually is.
>>
June isn't it? June the 16th? 13th? I forget
Edit: June 22nd
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>>12433320
Quake's shareware version came out June 22nd with the full version on July 22nd.
The submissions for the jam are due on March 29th. A bit early for the occasion, but I guess it leaves plenty of room for testing and hype.
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>>12433256
you and i both know damn well you won't be able to stop yourself from working on something else within 2 weeks tops
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>>12433419
Watch me.
Because christ, I'm tough but I'm still mortal, and I've been feeling it.
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>>12424826
When we are getting this now that Season 2 is April 1st?
Because Ancient Demons in Dorohedoro are real backstabbing assholes that proves Doomguy right, and Kai is literally the Icon of Sin
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>>12433447
the only thing i know about any of this is the diffusedlizard animation
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>>12433450
There will be a lot of amazonian magic women tits and pussy as the time goes by, since a uncensored bd release is happening in the future, in any case since i am reading the manga again, a EnDOOM mod is a interesting idea since all of his shit is shroom magic
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>>12433450
I regret googling that.
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>>12433252
>>12433262
What is this for?
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>>12433576
Extra unofficial class for Deathstrider, actual implementation is later(tm).
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>>12433610
Nice, and ah crap, gotta work on that hands mod tomorrow.
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>>12433294
I told myself I would learn to map in Trenchbroom to make something for Quake's 30th anniversary, I should get my ass back on that.
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Anyone know why Coagulated, the voxel mod for Blood, isn't working with Fresh Supply? There's a version of the mod specifically for that version of the game, but it's not doing anything.
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>>12433676
It probably has something to do with Fresh Supply being Fresh Supply. Just use NBlood or something.
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>>12433726
lol
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>>12431843
It and Deimos-1 are nice "HD-lites": Similar gameplay to things like Hideous Destructor or Deathstrider but without all that crazy "depth".
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>>12433154
I like what looks to be idle cloak movement.
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>>12433287
Yes I was playing through Doom 1 with pistol starts you goober.
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is this tuff
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>>12424826
Another excellent thread promo, OP.
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>>12433147
I'm hoping to have this done in like a week.

I spent several hours trying to figure out how to automatically teleport the player when they fall into a hole. G/Uzdoom have a special actor for that, but it doesn't exist in eternity, so I did this:
>put a floor portal linking to a similar sector on the area you want to teleport.It can be as small as 1 pixel high, when the player falls into it...
>it will trigger a EESectorActionEnter(9998) which will trigger an acs script to teleport thing with TID 0 (the player) out of the pit. You can also damage the player with the script here as a penalty for falling.

It took me a long time to realize this was possible because Ultimate Doom Builder doesn't actually know what thing 9998 is. I gather from this that the devs don't prioritize Eternity much (just like everyone else).

Relatedly: How to Crash Eternity Badly
>Put a EESectorActionEnter(9998) thing in any sector.
>Give the thing a teleport action (like 70)
>Enter the sector

The teleport actually works, but nothing else will afterwards. I unironically really like this port.
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>>12433769
Yeah. I wanted to give him an aura farming idle animation.
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>>12433154
I'll be honest, both hands in the cloak looks a tiny bit goofy. Like he's trying to be comfy instead of reserved or what have you. The beige-y grey is also kinda ehh. If you're taking any suggestions, I'd either show a tiny bit of his armor by having his hand on his hip or something, or change the cloak to something closer to brown that'd compliment the orange.
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>>12433875
I'm actually going to recolor the cloak to green so it should be able to change player colors.
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>>12424828
>>12433147
New megaWAD release (RC 1.0)

CREMATOMANIA - Fortune, Fiends & a Space Odyssey [32 maps, Boom-compatible]

After four years and a dozen of DBPs, I'm publishing my first megaWAD.

Some of you might've seen it before, I've been (rarely) posting progress screenshots of this project here on /vr/ over the years.

Release thread: https://timeofdoom.proboards.com/thread/133/crematomania-fortune-fiends-space-odyssey

Download: https://mega.nz/file/P5shwRZS#VqcLoSu46nJOKjb5P0pu9_PTabY11lJTlxCSCEx8qKY

Have fun
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>>12429874
Spot on and well said.
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>>12433929
The backstory sounds a little gay but the wad looks sexy, will try
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>>12433929
Shieeet nigga, this looks great. Nice to see this high-quality releases outside DW. I have to play this. You sir are keeping the Doom community alive. God speed.
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>>12433929
Congrats, it looks solid. Good work.
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>>12424828
What's the deadline for the Eternity project?
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>padding out an unreleased wad with recycled maps from previous projects because I'm lazy and they're my maps and I'll do what I want with them
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>>12433869
>aura farming
>>12433929
>fanboying a billionaire pedophile
Cringe, bruv.
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>>12434163
March 18th - /vr/'s 13th birthday.
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>>12424828
Also do the Eternity project maps need specific slots or the lead just collects them and decides which map is which slot?
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>>12427768
I'm interested in this.
No matter how annoying it could be, it's still less work than tuning maps around each other.
A working "hub" is a nice touch, plus it hasn't been seen on this port yet.
I wouldn't have a problem tweaking submissions in post for it in the RC, as well.
Hell, why not.

>>12429250
>MP3, WAV, OGG, MOD, IT, XM, S3M, SPC, VGZ/VGM (Genesis and 32X only)
All up, you got some choices.

>>12433820
King shit.
There's nothing like a highly vertical map where you get to look down and see what it took you to climb up.
Alright, time to get on my ass and do some mapping too.

>>12434163
I was thinking at least a month to make sure everyone gets plenty of time.
Plus there's something funny about what would probablistically be Eternity's one release this year dropping on April Fools.

>March 18th - /vr/'s 13th birthday.
Hmmmm.
Thoughts?
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>>12434405
>Hmmmm.
>Thoughts?
It was a joke. I was joking, it's obviously way too soon.
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>>12434419
Hah, gotcha.

>>12434402
The latter.
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>>12434381
>The excessive attachment to riches has a name in medical psychology: Crematomania or obsessive desire to accumulate money and wealth.
The premise is also that Doomguy is looking to rob him.
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>mediocre wad:
>mediocre wad japan: OH MY SCIENCE TAKE ALL OF MY CACA AWARDS :OOO
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>>12434482
It's great. It's so fresh because it was developed entirely outside the corrupting influence of Doomworld mapping doctrine. You're a depressed retard.
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>>12434506
You're both right desu
t. also a depressed retard
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>It's great. It's so fresh because it was developed in le japan
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>>12434519
come to think of it, how many sino wads are there?
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>>12434524
Now that you mention it, I don't think I've seen any.
Polish and LATAM and Japanese and French, and Russia is obviously crazy represented, but never that.
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>>12434482
>>12434519
dont you slipseer and map center faggots have anything better to do than derail this thread in a fucking sunday morning, or your pisscords and quake projects are so dead that nobody cares anymore?
>>
>We're making a Doom map, not hundreds of millions of dollars of therapy
>>
cool map gimmick
reminds me of eviternity ii map 35
>>
Is it just me or after 4chan update the image thumbnails are absolute shit quality?
>>
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>>12434662
I'm afraid I haven't noticed a difference.
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>>12434728
Nice to see more progress on this.
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Is it possible to run a script from the gzdoom console? I want to run this script, in particular the abilities command of it.
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>>12434794
pukename is the command you want
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>>12434748
Thanks, things have been moving along steadily towards the next release, but it likely won't be done until June at the earliest. Working on it's pretty exciting since more familiarity with the engine means that it's feasible to do stuff that had to be cut from chapter 1 to keep the scope reasonable.

That and having a composer on board means that it should have a soundtrack on release rather than getting one months later.
>>
How should I go about downloading all txt files from idgames?
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>>12434524
There has to exist some somewhere, at the very least something from Hong Kong. Doom and Wolfenstein 3D was distributed around China/Hong Kong in a semi-official capacity, and no doubt pirated and distributed that way, and it'd be as big a hit with gamers there as elsewhere.

>>12434506
Corrupting is a subjective (and varied) perspective, but yes, them being more detached from the English speaking segments that make up the majority of the overarching community, does make their style of mapping feel kind of different since they don't necessarily adhere to all the dogmas of common mapping conventions.
JPCP isn't my favorite of all time or anything, but I think it's solid, and the way that it's not like typical western .wads makes it memorable.

You also see this with Russian and other Eastern Europe projects, where they do things just a bit differently too. This goes back pretty far, Eternal was always a huge fan of Eternal Doom (hence his handle), and that's strongly reflected in how he makes his levels, even though he does it his own way.
Eternal Doom's design ethos carries extremely little currency in the broader English speaking community, they just are not that well liked and even get joked about, but Eternal still makes stuff like Epic 2 which is then very well received. (Probably because he does Eternal Doom better than Eternal Doom actually was).
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>>12433610
>>12433619
>Nice, and ah crap, gotta work on that hands mod tomorrow.
Can't seem to find where the sprites are for those casting frames in 'deathstrider-master'...
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I was playing with Hell From Earth a while ago, but I got bored. I wanted an enemy human faction that was something other than poorly-made gangsters (all based on the same original sprite resource as well) or NAZIS FOR THE GORILLIONTH TIME

So naturally when I saw HFE had an update with a new faction themed on a more conventional military, I was excited.

And then I loaded it up. And the grunts are just gangsters again. But this time with confederate flag bandanas, and the same design pattern carries through the whole faction. It's just another nazis faction. But this time a twitter troon's imagination of what american nazis are like.
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>>12434798
Thanks a lot
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>>12434884
You expect far too much from a known gooner.

I can't tell if it uses a lot of the same assets, but Army of Oz is pretty cool. It has this Commando (the Arnie movie) vibe since the bad guys are mostly part of a South-American dictatorship's army, with some mercenaries here and there. It's pretty cool and actually underrated.
>https://forum.zdoom.org/viewtopic.php?t=77254
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>>12434906
I did give Army of Oz a shot a while ago. Maybe I should again. But overall I've almost completely given up on human enemy mods for Malice. I'll give Oz another shot.
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>>12434847
>Corrupting is blah blah blah blah blah blah blah
Are you agreeing with me or shaming me for my use of language?
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>>12434807
What have you tried so far?
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>>12434940
trying now
curlftpfs ftp.fu-berlin.de ~/.local/mnt/
rsync -rv --include='*.txt' --exclude='*.*' ~/.local/mnt/pc/games/idgames/ .
>>
>>12432179
from my experience the super nailgun carries similar firepower while having 10x the ammo available for it in just about any map i've played. with how sparsely the lightning gun is allowed to be used it feels like a disappointment
>>
>>12435009
It's biggest saving grace is being hitscan, making it a better quad weapon, but even still not much of a "super" feeling weapon. I've played some mods that make its attacks pierce multiple enemies which seems to help, though I prefer mods that just make it a Q2/Shadow Warrior railgun.
>>
>NEW COOL GAMEPLAY MOD WITH A UNIQUE THEME!
>look inside
>SPAS12 again
>dual uzis again
>rotary grenade launcher again
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>>12435030
You've said these before, but we'll allow it again.
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>>12435050
I will bitch and moan until I have a reason not to
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>>12435052
You can also find a reason. What's the mod mentioned in >>12435030 by the way?
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>>12435056
>You can also
*always
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>>12434994
Right, my attempt resembled this
wget --execute robots=off --user-agent NotWgetLMAO/1.0 --recursive --level=0 --no-parent --no-host-directories --accept=.txt https://www.gamers.org/pub/idgames/
>>
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>>12434524
>>12434847
>hong kong
KIZZU MAI ASS!!! DAM ITCH!
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>>12435056
>What's the mod mentioned in >>12435030 (You) by the way
For SPAS12, off the top of my head, Raging Bull Deluxe, Naku Naru 2, Act of Violence, Disaster Jester Classified, Atomrain Stormtrigger
dual uzis are similarly common, they seem to be a frequent choice for chaingun replacements
In most of these the guns are good, like well-done with nice sfx, I'm just tired of seeing them.

I don't even mind SMGs and Pump Shotguns. I'm just tired of SPECIFICALLY SPAS12S AND UZIS/MAC10S.
>>
>>12435082
Lol never noticed it has Doomguy and Duke dead on the floor. Bastard chinks. Fumigation Day can't come soon enough.
>>
>>12434524
>>12434536
DOOM Barracks Zone was made by guys from Hong Kong and Taiwan.
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>>12435097
>Fumigation Day
Making a quick /vr/ wad with this title with assets from mars 3d, Hong Kong 97, Shadow Warrior and Deus ex would be unfathomably based and funny
>>
>>12435107
God, please
>>
>>12435085
>For SPAS12, off the top of my head, Raging Bull Deluxe, Naku Naru 2, Act of Violence, Disaster Jester Classified, Atomrain Stormtrigger
I was expecting an actual 'new gameplay mod' as indicated by the previous post, didn't fully realize it was just broad whining.
>>
>>12435118
i did mean it as in a new mod, but not "newly release", but "newly found, by me"
>>
>>12434381
>using the term cringe
Lol you're a fucking dork.
>>
Well, as a surprise to no one, inquisitor 4 is garbage. I am amazed how on the fifth installment, these fags still can't get combat right
>>
>>12435167
>using the term dork
Radical dude! Cowabunga!
>>
>>12435082
>>12435097
Can't tell if I'm tripping but weird that Doomguy's helmet has that squarish look that it does with the classic skins in Eternal/QC as opposed to his depictions on the original cover/in-game sprite, or even his Q3 appearance. Talk about a Chinese gunpowder situation.
>>
>>12435178
Power Extreme!!!
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>>12434847
>pic
broken english japan :OOOOOOOOO
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>>12435128
I accept your concession.
>>
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>>12435030
If we're complaining about gameplay mod tropes, I'll add to this pile:
>Mod has reloading, but it's just a super fast up and down Goldeneye style reload, or all weapons just have really fast reload animations, completely negating the point of reloading.
>Melee weapons make your view swing side to side or up and down.
>Weapons have recoil effects where your view zooms in and out, giving you the sensation that your fucking eyeballs are popping out of your sockets and then sinking back in.
>Excessive blur smear effects even when the gun is just making tiny movements.
>Energy weapon uses Doom 3 plasma gun sounds (These sounds are nice but christ alive people, everyone uses them)
>>
>>12434482
Out of all the community projects I've played this one had the most memorable maps
>>
Where did I read recently the description of Doomworld as "LinkedIn for modders"? I can't stop laughing about it.
>>
>>12435392
someone here described it in the past two threads as the place where you're not allowed to have discussions. You're just supposed to post your project, anything else WILL get you banned. And that is the truth.
>>
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>>12434994
ok, it ended with an error but i have 106mb folder with 20497 txts now, i think that must be all of them?
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>>12435474
one error related to weird filename like 10nm####.txt
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>>12431387
E2M1 if anyone is interested in how a 1994 puzzle map looked like
>>
>>12435474
>20497

% curl -s https://www.gamers.org/pub/idgames/fullsort.gz | zgrep -c 'txt$'
20979
% curl -s https://www.gamers.org/pub/idgames/ls-laR.gz | zgrep -c 'txt$'
20978

Seems near enough.
>>
>>12435474
>106mb

% zcat fullsort.gz | awk '/txt$/ { total+=$2 } END { print total/2^20 }'
63.2781

Oh, there would be some filesystem overhead.
>>
>>12435594

% zcat fullsort.gz | awk '/txt$/ { total+=and($2+4095,compl(4095)) } END { print total/2^20 }'
104.578

Assuming a block size of 4096 bytes gets us near enough.
>>
>>12434482
I don't understand the praise for Eviternity (the first one, haven't tried the second), it's alright but nothing outstanding, also the name is cringe, sounds like a retardedd 14 yo edgelord came up with it
>>
>>12425568
I need to go through this - I've just been a husk past week or so. Sorry for lack of response.
>>
>>12435657
if your mapset's title and episode names DON'T sound like something a 14yo edgelord would find cool as fuck, are you even dooming
>>
>>12435694
This guy gets it.
>>
https://www.youtube.com/watch?v=goemzl_8Pdc
>James Paddock "2 DECADES OF DOOMING Mapping Contest announcement"
>>
>>12434853
Wrong branch, my dude. Try the other one.
https://gitlab.com/accensi/deathstrider/-/tree/staging/Patches/Arcanum?ref_type=heads

Still, even if you do fix things up, I don't recommend putting out a release yet because things are currently in a very volatile state and prone to randomly changing. There's a reason all of this is on a separate branch. If all goes well, I expect these to get merged into master sometime in early April. Maybe sooner if the planets align. Free time is a scarce commodity these days.
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>>12435657
OTEX set is nice, it's got mostly good jams, and a solid variety of decent to pretty good levels. I don't know if it left as big of an impression as Valiant did, but I'd say its as good.
>>12435735
Ah there we go, thought I was going nuts. I'm still gonna try to get a head start on it.
>>
>>12435657
bitches love episodic wads and it has more, "modernity"? than scythe 2 which still has obvious Hell Revealed DNA in its unsubtle cramped hallways of 50 revenants and very solid but not grandiose visuals
>>
gave "diseases 1632" a shot
immediately dropped it when map02 was open ground slaughterslop
>>
Why is Doom mapping way more popular than every other 90s fps
>>
>>12435895
doombuilder is THAT good
>>
>>12435895
nonexistent barrier to entry led to a snowball effect where it's the most desirable 90s fps modding scenes to get into
>>
>>12435895
3D is scary and everybody else's level editor sucks.
>>
>>12435914
trenchbroom is pretty good
>>
>>12435895
Because Doom Builder is piss easy to use. I've always wanted to create maps for Thief but the Thief editor is awful and feels prehistoric to use, you can't even move with mouse view in it, you need to move around using the keyboard arrows
>>
>>12435948
it's a miracle anything ever gets done with DromEd
>>
>>12435030
I'll do it again, too.
>>
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>>12435813
Map 02 isn't slaughterslop.
>consistent theme, but plenty of variety
>sub 1k monster count
>at most you face 50 monsters once
>lots of space to run around
>BFG isn't mandatory, I don't think it's even in the level
>chaingun, RL and SSG end up being swapped between often

Played it again with PD-1 and DRLA monsters and yeah, it kicked my shit in. A tech elemental spawned in the main area and kept spawning skullmines while I went around clearing the rest of the map. Very annoying.
>>
>>12434938
Both. I'm not a brain damaged sped with an inferiority complex towards Dumbworld.

>>12435107
Fuck, it really would be.
>>
>>12435430
I've had conversations with people on there, it's just that most people there are boring to talk to, or occasionally fucking annoying, so it's rarely worth it.
>>
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>>12433147
not saturday anymore, but i was messing with trying to get a sort of faked reflection map into a colormap in vanilla doom.
it doesn't really work, but it was a fun test.
>>
>>12429783
I can take a crack at it after do up my room.
>>
>>12429783
Lmao, no, fuck that noise
Then you get like that one dipshit youtuber who starts every video going, "guys, dis iz sho sewious, tawkin' 'bout dis maud cuud git mai shannel banned so please gibs me money on mai patdreon incase my shannel is baaaaaanned. Now, dis iz de most evil, dark, messed up, screwed up, cursed, illegal, haunted, scary, spooky, demonic, horrifying, terrifying, corrupted, bloody, deranged, insane, psychopathic, and illegal mod I HAVE EVER COVERED. So don't forget to gibs me money in case my they take down my shannellllllllll."
IYKYK

You know how you revitalize the scene? Get real people interested in it by introducing them to the plethora of content that's already available. I'm re-picking up the iwads n everything so a group of us can play PUSH and wrath of chronos and shit like that.
>>
>>12436134
I can definitely say I wouldn't do any of that.
>IYKYK
You're part of the cancer in case you were lacking in self-awareness.
>>
>>12436147
>cancer
Sure thing streamer-guy
Go forth and stream to the extreme, and use a doomguy vtuber model while you're at it. You're gonna be so cool and successful getting triggered by intialisms. That's what reaches those wider audiences.

I'll check back here in another 6 months or so to see all the new people you've inspired. Good luck.
>>
>>12436174
Not that guy, but you're a cunt and it would be nice if you stopped posting for a bit.
>>
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>>12436174
I'm sorry lad I can't be seen conversing with you it wouldn't do my reputation any good.
>>
tried doing a bit of zscript. is there just gonna be random undocumented stuff?
bOnMobj isn't on the wiki. its used on the player zs file without explanation. realistically theres no way to have read about it somewhere unless you go through the source code.

maybe it should be obvious what bOnMobj is. it just checks if youre standing on a monster. but what if it had a more obtuse name? just seems od its not explained anywhere.
maybe im just retarded
>>
>>12436268
I'm going to regret this but
https://zdoom.org/w/index.php?title=Actor_flags#ONMOBJ
On the same page at the top it's explained that flags are bools and have the b prefix. Need to do 2+2 to take the b off and search for the rest on the wiki. It also helps a lot to scroll around without looking for anything specific. You'd be surprised how many things you'll see that you didn't know about before.
>>
>>12436339
thanks. i was hoping i was just being a retard so its reassuring that i was.
i did actually search for it without b but only on github. oh well
>>
>>12436363
I recommend cloning the repository and importing it into Notepad++ or Sublime Text's sidebar. Github's search feature is absolute ass cancer. The wadsrc folder is your best friend, followed by src once you learn to understand C++ on a very basic level. Being able to look at either implementation is invaluable for bugfixing.

But to answer your question, yes, there will be undocumented behavior, especially once you jump into the deep end. Not everything will make sense, especially when you don't understand what's going on and why. Put your energy where it belongs: learning to navigate the waters. Knowing where to begin to look for something and how to do it optimally via the right tools is a critical skill. This applies even for the wiki where there is a lot of information. You just need to look for it. I only wish they didn't implement those anti-bot measures because googling wiki shit doesn't give the right results half the time now that there are no scrapers, and the built-in search only gets you so far.
>>
>>12435895
Braindead level design principles.
>>
does anyone know where the red key is in the 3rd secret map in city only is?
its the futuristic one
cant find it for the life of me
>>
>>12435895
Doom has a fundamentally solid framework as a whole.
Doom 2 gives a solid toolkit.
The game is really fucking cool, also.
Doombuilder is a fucking good and easy to use editor.
Mapping for Doom is generally quite easy and intuitive, anyone could learn the process.
Compounding effect of a lot of solid existing content and assets.

A lot of classic shooters can also boast similar things, but some, like those on Build, don't have silky smooth editing software like Doombuilder, and the way maps are put together there is fundamentally more complex and a harder process to learn.
If doing shit for Duke or Blood was as easy as it was for Doom or even Quake, they would probably have a lot more content, because they already are strong and cool games.
>>
>>12435895
Monsters being dumb and their d2 roster allow for interesting fight configurations
Music of many different genres can be used which affects the mood significantly. For quake I very rarely see anything used other than gloomy ambiance
Evolution of port features beyond the base game ( e.g. boom, dehacked) while at the same time being well-defined and supported accross most ports
Doom ported to everything meme and that it's one of the few opensource fps games makes techies interested in trying it. They tend to try mapping eventually
>>
>>12436835
>If doing shit for Duke or Blood was as easy as it was for Doom or even Quake, they would probably have a lot more content, because they already are strong and cool games.
I doubt it. Blood nowadays has Xmapedit, it's 'modernised' (I say it in quotes because what is modernised in it wouldn't please UDB fags anyway) editor for Blood that been having constant updates last few years and you can see that in much stronger Blood scene nowadays.
But it's not enough and never will be because Build mapping is just that complex. Look at Gzdoom features, how many Build-like maps are there? Fucking nothing, you'd be lucky to see 1 release a year. Same is with Build engine scene, no amount of modernising the editors would change a thing. It will always be much more niche and I used to think that was a bad thing but after a year of being much more involved with it, making some maps anons played here too, it's good that it's niche. The thing gatekeeps itself, there's a big drawback in a lack of new features and stronger applications to work with it as no one wants to bother with it but whatever, what we have is decent enough past a month of steep learning curve.
>>
>>12436835
I don't think there is a single retro FPS with a bestiary as solid as Doom's, not even Quake.. They may have some more technically impressive enemies, but they are always missing huge gaps in their roster.
>>
>>12436920
Quake 2 is pretty decent. It needed some touching up with the expansions, but then again so did the original Doom via Doom 2.
>>
>>12436930
Quake 2 is up there, but I rate it lower because of how samey most of the enemies are.
>>
>>12436885
Do you see that fucking spaghetti? There's a reason other engines don't do that shit.
>>
>>12436934
Doom 1 and 2 aren't without their redundancies either, I'd argue. Zombieman and shotgunners are very similar, hell knights are palette-swapped barons with smaller health pools, and then there's pinkies and spectres.
>>
>>12424826
Allright you anti ai faggots, someone may have developed a way to reverse engineer eradicator's source code from DOS to C and see if that thing is idtech or build engine
https://x.com/ammaar/status/2030392563534893381
>Inb4 jeet lookin name
https://github.com/ammaarreshi/SkyRoads-Codex
>>
Join uprising.wad survival on odamex 12.1.0!
46.216.27.23

3 lives, no items respawn, shared keys

will be up for next 2 hours
>>
>>12435895
Popularity of the game itself, mostly. On a tool/documentation front, that popularity ensures that if any game gets something, it'd be Doom.

As for the ease of the tools, decided to take Doombuilder for a spin on a whim, it's hard to say if it's easier to use than Weland/Forge, but it seemed alright.
>>
>>12437007
I feel like there's a big gap in complexity between this game and something like Eradicator that I'm not sure AI can overcome yet, but idk.
>you anti ai faggots
AI is great for things like this, assuming it's actually getting it right.
It's when actual human creativity and originality is displaced that there's a real problem.
>>
>>12437038
Seeing that Eradicator is still a game that could get a life with a source port, mainly if is confirmed that the game is build.
id kill to play a map pack of that game.
>>
>>12437019
different ip now: 70.34.242.185
>>
>>12435713
>mapping contest
cringe
>>
>>12436986
>Zombieman and shotgunners are very similar
Yet fill differing roles. Shotgun baldies are much meaner and give you a weapon, regular zombiemen are weak and can be used in larger numbers and as encounter filler without having as much effect on the difficulty of the fight. They also work as a chaingun refill.

>hell knights are palette-swapped barons with smaller health pools
Because 1000hp is excessive for some applications. The Knight gives you something more dangerous than an Imp, but without typically needing rockets to not feel like an abject chore, while a Baron's fat HP pool can let it work as area denial or a monster infighting tool.

>then there's pinkies and spectres
Those are even more obviously different, specters are harder to see.
>>
>>12436976
I made that spaghetti. It's fine, there are tools to hide different layers of it
>>
>>12437085
>Um, being copetitive? Heckin yikes, sweaty! Everyone deserves a participation trophy!
>>
>>12437097
>Yet fill differing roles.
Similar to the variety of Q2 guards.
>Because 1000hp is excessive for some applications.
Similar to the tanks vs. commander tanks.
>Those are even more obviously different, specters are harder to see.
Harder to see, still serve different roles, functionally identical in every other way.
A lot of this is why I regard the classic Doom roster to be as strong as Quake 2's, the latter is just lacking more obvious level variety.
>>
>>12437104
Which is something you don't need to do in the same way for a true 3D engine like Quake or Half-Life.
I'm definitely not denigrating your skill, but you should still see how much more complicated the construction and process is.
>>
>>12436986
Doom has a few monsters that look similarly to one other monster, but they're not all guys with robot parts like 99% of Quake 2's roster.
>>
>>12437108
True, not disagreeing with any of that.

>>12437114
Because that's Quake 2's theme, like how Doom's theme is demons and hell.
>>
>>12437048
>>12437019
Ended on map06. Only one guy joined so far for a short while. Can't say i liked the wad much anyway. It is very stingy with resources even though I liked its new enemies.
>>
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>>12437115
They look like demons to you?
>>
>>12424826
>>12424828
You know, id normally celebrate nightdive's shenanigans, but the recent record, the fuckup against quake 2 updates and community and blood shenanigans left me with a sour taste
And now they remembered that their pet sin remaster project exists
https://www.youtube.com/watch?v=Tw5DMMTfk5o
Which i say, doesn't look bad, but i would look at it with low expectations.
>>
>>12437114
>guys with robot parts
That's pretty broad and doing an injustice to enemies like technicians, flyers, and super tanks.
>>
>>12437142
By the way thank god they didnt went with remaking elexis to look like her sin episodes self, because dont google how bianca beauchamp is nowadays
THATS THE WALL BROTHER
>>
>>12437142
>no 3D Realms
Good.
>>
>>12437170
After Phantom Fury's failure i say Good Riddance.
>>
>>12437142
It's really hard to work up enthusiasm up about anything Nightdive is doing. I'm not playing games that old for graphical fidelity and they keep charging 20+ dollars for a game that was 5 dollars prior because they included a widescreen fix and some higher poly models.
>>
>>12437113
It's literally the selling point of the engine.
https://youtu.be/3IRVL3V3x-U
>>
>>12437182
Quake 2 modding is so dead that people are simply quitting out of boredom, and Quake 1 is what everyone knows, doesnt help that map center as slipseer is full of morons and power tripping idiots.
I still wish that someone could port the remastered AI and models into Q2Stuff, so there is "quake 2" to play with doom maps
>>
Oh, SIREN is already up to 0.91b, that's lightning pace for such a fat project.
I'll fire up the gzd compat version with Malice monsters and see if they hopefully fixed the spritename conflicts, it's a fantastic weaponset and great fit tonally for malice. I like Siren's own monsters too but they're a bit too much of a departure from vanilla doom mobs so it doesn't work with many custom maps.
>>
>>12437007
>see if that thing is idtech or build engine
Pretty sure Eradicator has its own engine.
>>
>>12436930
Quake 2 is kino, its problem is that it's way too easy
>>
>>12437113
>Half-Life
Hammer at least has the ability to group brushes so you can hide them at will. It's used heavily in some of the WC Mappack leaks, like the Air Exchange maps which have three maps in the one VMF.
>>
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>>12437114
as opposed to generic demons, most of which just throw fireballs at you

>>12437145
and whatever the hell is going on with brains here
>>
>>12437232
>its problem is that it's way too easy
Then there's the expansions (no remastered, of course). I still think that the Gladiator Beta Class and the Widowmaker are a pain in the ass on how hard they are.
>>
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idk if I'm going to bother with scripting yet, it looks like a pain
>>
>>12437135
Possessed. It's even in the filenames.
>>
>>12437145
Agree, within the theme of Quake 2's cyborg body horror, the monsters are all rather varied and distinct, you're not mistaking one for the other.
>>
>>12437135
>Guy but with red eyes and bloody
That goes right next to the imp as one of the most stock standard depictions of a demon.
>>
>>12437205
fuck, so close
almost all the weapons show properly, only the laser shotgun has an issue where it shows a gore sprite during one of its reload animations
>>
>>12437352
correction, the other shotgun is also busted and still shows the revenant
shame
>>
Given that enemy behavior is different on Nightmare I'm surprised that there was never a NM-Pacifist timing category.

I imagine any map with multiple hitscan enemies would probably be impossible in such a category but generally the notion of NM-Pacifist does seem doable.
>>
>>12437360
NM usually gets particularly combat heavy, so I don't see that as being a commonly feasible or fun.



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