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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12599641

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
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
Release thread : https://www.doomworld.com/forum/topic/157593

=== NEWS ===
[06-02] Plutonium 2 demo release
https://www.doomworld.com/forum/topic/158649

[05-28] Enigmatic Worlds released
https://store.steampowered.com/app/2558730

[05-27] The Third Descent released
https://www.doomworld.com/forum/topic/158600

[05-27] Eye Juice megawad released
https://www.doomworld.com/forum/topic/158606

[05-27] 10 Variations on 100 Revenants, mapping project
https://www.doomworld.com/forum/topic/158589

[05-23] Crate Beyond released (sequel to Crate Expectations)
https://www.doomworld.com/forum/topic/158563

[05-23] Evil Beckons (by /vr/doom alumnus Cheesewheel) released
https://www.doomworld.com/forum/topic/158554

[05-22] Map-Center's Quake 30th Anniversary Jam released
https://www.youtube.com/watch?v=a3skj73U4DU

[05-21] Year Zero, MBF21 weapon mod for slaughtermaps
https://r3voke.itch.io/year-zero

[05-20] You Broke Me released
https://www.doomworld.com/forum/topic/158497

[05-19] id Software founders to appear at Quakecon 2026
https://www.doomworld.com/forum/topic/158487

[05-19] Sunken Cathedral released
https://www.doomworld.com/forum/topic/158492

[05-16] Forward To Uranus X released
https://www.doomworld.com/forum/topic/158465

[05-16] Style Mod updated
https://forum.zdoom.org/viewtopic.php?t=81490

[05-15] Raven MIDI Pack II final version released
https://www.doomworld.com/vb/thread/116499

[05-15] Bobby Prince's Doom soundtrack gets inducted into Library Of Congress
https://playday.one/2026/05/14/bobby-princes-doom-soundtrack-inducted-into-library-of-congress

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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I don't recall when or where this was from exactly, but I like the idea of a medieval knight in full armor fighting a demon in hell. Kinda like a cross between Doom and Wizards & Warriors.
>>
>>12611942
So there's this cool mod called "Gee-Moata" buy some guy who goes by Combine_Kegan. I think that might be right up your alley.
>>
>>12606802
Reposting from last thread.
To give more context, I want to remove weapons after a map, while keeping ammo (or later mod this script to remove some of the ammo but not all of it). A sort of middle ground in between a pistol start and continuous play.
I know the console commands to do this manually on gz/uz, not sure if they're the same on DSDA but I don't use that too often these days. I don't think decorate can easily do something like this and I'm on gz anyway, might as well use zscript if it'll make my life easier.
>>
>>12611942
>>12611947
There's also Walpurgis, a few of these around.
>>
>>12611947
I have heard of this. Tell me more.
>>
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>>12611947
I'm eventually gonna do a full on Wizards and Warriors 3 themed class for Combined_Arms too.
>>
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>>12611971
That makes me think, there should exist some kind of Wizards & Warriors-esque set of levels for Doom. This would be platforming focused, so it'd have to be for GzD/UzD to allow for jumping (and enhanced jumping powerups), but maybe it could still be friendly to gameplay mods?
(8-bit style textures and sprites optional, but welcome, you could take a lot of visual yet aesthetic shortcuts with using a lot of pitch black for shading)
>>
>>12611984
You'd have to take some extra steps to make sure the NES textures aren't eye-searing.
Also really you could make it Zandronum/ZDoom friendly too, air control and higher jumps are more than possible with older sourceports.
>>
>>12611962
walpurgis is goated but all the characters being so tall bugs me.
>>
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>> CLASSIC DOOM CHALLENGE <<

Record a UV Max demo of Headless Chicken MAP28 "Hotpot" (-cl 9)
Reply to this post with a demo & your time.

Wad download & records:
https://dsdarchive.com/wads/hdlschkn?level=Map+28

Example demo in 13:36:
https://files.catbox.moe/nol61f.lmp

A large symmetrical map which kinda reminds me of GD16. Routing the efficient use of four invulns is key. Watch your cells or you can easily get stuck in the middle of a horde of revs or barons.

Previous thread winner:
PLVTORIVM MAP07 in 4:25! >>12603067


>>12611928
>>
>>12611928
Eternity project update?
>>
>>12611948
I had this laying about, it'll do you for the vanilla weapons at least.
https://files.catbox.moe/oxcksv.7z
>>
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>>12612050
>script is called "dicks"
Seems to be exactly what I want. Thank you.
>>
>>12611971
>taped on facial hair

Heh.
>>
>>12611971
I just realized that some of the knight helmet visor's slits are also skewed to line up with Arti's slanted eyes.
>>
I love Wang
>>
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>>
>>12612075
I like wangs, it's a personal weapon.
>>
>>12612012
>>12611962
>Play this, it's pretty cool
>There's an upgrade system
>You can upgrade each firing mode every time you find an upgrade item
Wtf this is awesome.
>>
>>12611932
Beachside Brawl released (for Hacx)
https://www.doomworld.com/forum/topic/158688-beachside-brawl-hacx/

Some dude made a map for Hacx
>Newsworthy??
Well, it has rarity value.
No idea if it's any good.
>>
>>12611948
>>12612058
Reminded me that I wanted to have myself a generalized Dakka ammo thing where it sets ammo back down to a certain level at the start of a map without touching weapons, so here's that as well.

https://files.catbox.moe/yys3ij.7z
>>12612171
Seems newsworthy to me, and pretty fucking cool.
>>
>>12612273
>Reminded me that I wanted to have myself a generalized Dakka ammo thing where it sets ammo back down to a certain level at the start of a map without touching weapons, so here's that as well.
But why?
>>
>>12612294
because it's a cool system for doing continual without taking a hundred rockets and a shitton of cells to the next map, instead spending them on the map you get them on.
>>
>>12612131
>eviternity worth bullshit
>cool map stuff
>faggot dick
>/vr/ tried levels
>worthy magnum
>certainly corporate somehow
>yholl used anons fix, thank
>save waifu
>pinkies normally difficult
>>
>>12612131
>>12612357
>yholl used anons fix, thank
What did anons fix?
>>
>>12612371
The bees.
>>
>>12612273
>Dakka ammo
Does this work with vanilla?
Also what triggers the script? I don't know any acs, does it just check for the start of a map (or end of previous map) and then point to a script?
>>
>>12612450
That one's for vanilla, yeah and it does just run when the player enters maps.
>>
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>>12612467
Noice. Thanks again.
>>
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I haven't mapped for a month now. It was my big dream, I was thinking about it so much. Still make up layouts every time I go to bed. But don't map for some reason, I learned it pretty well, got good at it, have some released projects. It's not working out and there's nothing to blame but myself. How do I fix this? The clock is ticking and nothing is done
>>
doom but its the netflix adaptation
>>
>>12612669
Doom Annihilation was already a taste of something like that. I do not want to imagine a world where it's a full series.
>>
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>>12612669
FUCK DEMONS NIGGA, I'M GETTIN ALL UP IN DAT CRASH PUSSY
DA FUCK DOOM CRACKA GON DO?
>>
>>12612357
If I could patch anything in DRLA, it would be this inconsistency with the plasma pistol and the nuclear plasma pistol that I find weird.
>The Nuclear Plasma Pistol can only be found in the wild, whereas the normal Plasma Pistol that actually uses ammo has to be crafted using a normal pistol.
>Since the Plasma Pistol is assembled and the Nuclear variant isn't, there can only be a Nuclear Plasma Revolver and a Supercharged Nuclear Plasma Pistol without any regular versions.
>Solution: make the Plasma Pistol into a naturally-spawning weapon like its nuclear variant, and change the Plasma Pistol's assembly into a new weapon.
>Plasma Pistol recipe would create a "Prototype Plasma Pistol," which is just the default Pistol but with the same enhancements as the other plasma pistol assemblies, like the Plasma Handcannon and the Plasma Uzi.
>The normal Plasma Pistol can then be assembled into a Revolver or Supercharged version like its Nuclear counterpart.
>While I'm at it, make a Nuclear variant of the Plasma Shotgun and make corresponding recipes for it (Nuclear Plasma Shotgun Mk. II, Overcharged Nuclear Plasma Shotgun, etc.)
>>
>>12612738
who are you quoting
>>
>>12612817
Joe Mama
>>
>>12612669
Bro, that imp had a family, bro. He was just looking for a better life, bro. You don't own Mars.
>>
>>12612669
impensce.wad
>>
>>12612669
>>12612672
It'd be Doomguy getting Surf Dracula'd, or not even being in it at all.
>>
Why do people say Freedoom looks bad? Once they replace the boss monsters, it'll be perfect.
>>
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>>12612846
>Once they replace the boss monsters, it'll be perfect.
They replaced the worst one six months ago.
>>
>>12612858
FUCK that rocks. I need to build the latest version.
>>
>>12612669
>ID Software once again states they weren't involved just like with Doom Annihilation.
>Union Aerospace Corporation is retconned into a euphemism for capitalism.
>Further supplemented by UAC's president/CEO being a character, who's an allegory for either Donald Trump, Elon Musk, or [insert problematic figure here].
>Crash and Phobos are revisited and remade into fleshed-out characters, but are a tokenized female lead and black lead, respectively.
>Doomguy (if he is a character) is given the Paramount Master Chief replacement by virtue of receiving an actual name (and it's not even Flynn Taggart either), not being a silent protagonist, and once again having black hair instead of blonde.
>Millenial writing; for example, the Cacodemon's debut is reacted to by a character going "uhhh, is that a... floating tomato?" (bonus if the caco isn't even red).
>Main characters consist of Crash (loud-mouthed voice of reason only because every other character is written to be stupid), Phobos (just plain loud-mouthed), Doomguy (angsty, mostly along for the ride, and a punching bag for Crash), and another token minority female character for Doomguy to "pass the torch to" in the first (and probably only) season's finale.
>Crash and Phobos get killed off, Doomguy gets the BFG-9000, and we'll be lucky for him to fire a single shot with it before he throws it to the other character who hogs the rest of the episode's screentime to fight a Cyberdemon; Doomguy's last shot is being prepared to hold off a horde of demons with the Berserk power-up, saying "Rip and Tear!", and the episode showing absolutely nothing else.
>>
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>>12612872
You forgot the part where Doomguy has a homosexual threesome with two underaged brown children.
>>
>>12611932
Reposting from the last thread >>12612775
>>
>>12612879
What's that from? Trace.moe has let me down. It's usually so good.
>>
>>12612950
castlevania the netflix adaptation
>>
I have never managed to find the chainsaw
>>
>>12613024
In which wad/map?
In the original Doom (3 episodes), it's always in a secret.
>>
>>12613030
I have never discovered a single secret in a DOOM game
>>
>>12613032
0 secret run lowkey kind of impressive
>>
>>12613032
I think you're a liar.
>>
>>12613041
Not him but I try my best I usually only like get 2-4 out of a dozen or so secrets on a map in my first run even less so if it's a community map where you gotta pull off some crazy tricks to get them. Same way with other collectibles like secret missions in Devil May Cry, I'm an idiot lol
>>
>>12613052
That's fine really, especially for a first playthrough, you're not supposed to be blind 100% UVMaxing stuff.
>>
>>12612669
Slopflix is so terrible now. You could make something like a Doom movie, and generally base it around the classic games, with certain creative (but not excessive) liberties.

Important ingredients, owing to how Doom was a thematic blend of Aliens and Evil Dead 2:
>MUST have practical gore, like Verhoovenesque squibs with blood bags, occasional severed or exploded limbs
>MUST have mostly practical monsters, which would probably be the more expensive and complicated part, the Zombies would be easy, the Imps somewhat challenging but not very, while Pinkies, Barons, Revenants, Cacos, etc, will all present some difficulties, requiring some creative photography and certain helping by CGI for some aspects
>(genuinely just hire Greg Punchatz to lead the monster FX part)
>real guns with blanks, it just looks and sounds better, at least one scene with a chainsaw
>old brutalist shitheaps and shuttered factories could be used as techbase locations with a bit of dressing up, maybe an oil refinery
>must have some kind of actual Doomguy character, possibly switch back and forth between him and a group of survivors slowly getting picked off by demons, occasionally being rescued by him showing up and taking on the biggest and baddest monsters
>Doomguy would be a strong and daring warrior, but shouldn't be depicted as completely unstoppable and godlike, show him taking hits and suffering, show him occasionally terrified when fighting, show him fleeing overwhelming odds at least once (basically a couple of pages from John McClane)
>adapt KDITD and TSOH, Doomguy helps band of survivors secure an escape, then stays behind and goes deeper to fight the Cyberdemon
>reveal Deimos to be suspended over hell as the ending, with Doomguy rappelling down
>probably actually license some Metallica and Alice In Chains and what not for a couple of scenes
A modern movie studio would NEVER do something like this, but one from 30 years ago wouldn't be the most co-operative either.
>>
>>12612846
what about the mancubus?
>>
>>12612846
FreeDoom is like 50% good assets and 50% bad ones, plus the awkward blend of sometimes very distinct styles over a period of 20 years make for an overall disjointed and sometimes schizophrenic mess of an aesthetic.

There's genuinely some very high quality assets in there, but they get let down by the bad shit and inconsistent art direction. Hell, there's assets in there which are actually good, but their designs just don't fit what FreeDoom is trying to go for, so they stand out very awkwardly.
>>
>>12613113
Are they still using that blob-snail thing? That thing is actually well drawn, and a good design even (I like the interpretation of the Mancubus), but it's a victim of style, it looks too cartoony to just drop in.
>>
>>12612879
>infinite budget
>license to castlevania
>woke slop gay porn shit
they literally could've hired the best writers and artists and made a generational tier series and they chose to produce this
>>
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>midi of Moonsong on Plutonian Sunrise's 9th map
Writewave'd immediately
>>
>secret is a normal armor and 5 health bonuses
Rage.
>>
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>hey bro, need a tune for your WIP Doom map?
>>
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!

How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/3dUUWTbR#Ir3l9U2JAKSdT84wQwbKsgQ1Go39xdCCznpF2ChCgmc
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use: https://codeberg.org/NepDisk/srb2k-neptune/releases/tag/Neptune2.5.1
Get the mods either automatically in-game or at: https://macgu.fun/repo/srb2kart/
Connect to macgu.fun (either use connect in console or "specify ipv4 address" under Multiplayer)

>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159
Port: default
Password: endoom

>I heard this game supports proximity chat, are we using that?
No.

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)
>>
>>12613286
based
>>
>>12613142
im not sure its been years since I updated. but youre right it isnt even that bad it just clashes with the rest of the game.
>>12613135
inconsistent definitely.

like do the people who do these projects not have any sense of style?
>>
Vores kill all the fun in playing on Nightmare
>>
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Cherry Doom is nice. Just being able to level select from a menu whilst having all of Nuggets features.
>>
>>12613394
You can at least learn to strafe jump well enough to turn their balls into corners. Shamblers instant attacking you is more of a trigger for me.
But some of the other monster behaviors also make nightmare less fun.
>>
>>12613410
We live in a golden age of Vanilla Plus and Boom(ish) ports
>>
>>12613421
It's so fucking good that there are loads of ports and forks of them, trying different stuff and adding things that sometimes get brought back to the rest.
>>
>>12613421
Yeah it's really nice. I am finally playing some maps I meant to play for a while but they were buried in the back half of a giant community wad and I'd get put off by some of the worse maps prior or just didn't feel like grinding through them - that's why I asked about community wads with hub maps for Doom the other day - I think Quake gets it right by just making every level part of a hub so I can pop in for a moment see if it's something that interests me atm just from the opening/monster count and if not pop back to hub to find something else to play. Actually got put off initially by Dwell and Mjolnir reverting to the pick your episode format over the single level hub format I had played in everything else prior. Also legit I think Quake shotgun starting is just much much more preferable to pistol starting in Doom.

Aside: I got stuck in a pit in Misri Halek that clearly I was never meant to backtrack into whilst looking for a path forward after finding the throne/red key.
>>
>>12613296
GGs
>>
>>12612131
>mods bad
>mod bd
>>
Apparently Supplice is finally going to be finished this year. E5 in September, E6 in December.
>>
>>12612309
Pretty cool that you made it. Any chance of a universal mod version?
>>
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>>12612634
I threw in the towel, to be desu. I have hundreds upon hundreds of ideas, but I genuinely cannot do it alone, and whenever I ask for collaboration nobody wants to. My real life has begun to promise greater rewards, and so that's that. I'll still play some Doom and Quake now and then, check out what's new, but making custom content is a different ball game. I have a Quake project that has more to do with music, which is what I want to do, that I hope to share someday soon.
>>
>>12611932
Eternity's got a new gameplay mod: Living in Danger.

https://www.doomworld.com/forum/topic/158711-living-in-danger-eternity-engine-gameplay-mod/
>>
>start plotting gameplay mod
>end up researching correct declensions for binomial names in order to properly name the living ammo
This shit better get off the page at some point.
>>
>>12612669
Doomguy rescues a troon imp from the pits of hell.
>>
>>12612131
>armageddon removing development
Better use our time wisely...
>>
>>12613110
We need an adaption doomguy that is a mix of https://www.youtube.com/watch?v=exWADvKJJpc and Quake3 doomguy - a doomguy that’s not a capeshit unstoppable god like in nudoom but just a seasoned soldier who had to deal with a lot of shit alone, was scared all the time but done it anyway and now has ptsd because of it - it would be perfect
100% agree with the practical effects - and it’s not far fetched - just look at The Boys - the series might be shit but look at how much they relied on practical effects with great campy results, we need some Carpenter/Cronenberg/Raimi practical effects kino
>>
>>12613847
Actual news, considering Eternity is an absolute content desert.
So, do you just load it up in Etermity with a launcher like a GzD mod? Also, has anyone figured out how to fix the mouse in Eternity?
>>
>>12613882
>So, do you just load it up in Etermity with a launcher like a GzD mod?
I'd assume that it works exactly the same as any other port, be it GZDoom, Edge, Doom Legacy, etc.
>>
Are the Steam or GOG versions of Final Doom, Doom 64, Hexen, or Heretic censored like Doom 1+2 are? And do they require a fucking Bethesda account of all things like 1+2 for some fucked up reason does?
>>
>>12613954
Captain, I am sensing hostility.
>>
What's the most faithful Blood port? I got NotBlood and that seems fine but when I look different ports online it seems they all have small problems
>DOSBox
I might as well but I do really like modern features like high FPS and resolution (also working music volume slider)
>>
>>12614091
NBlood if you want it faithful, NotBlood if you want a bunch of non-traditional options.
If you ever go the DOSBox route, consider DOSBlood https://github.com/clipmove/DOSBlood
>>
>>12613954
I don't think Doom 1+2 requires Bethesda account. Unity port did at beginning.

Final Doom is included on Doom 1+2 so of course it has the same green crosses.

There's nothing to censor in Heretic, Hexen, or Doom 64, but Heretic and Hexen remasters do have other questionable design choices.

Doom 64 remaster is the only official way to get Doom 64 iwad, even if you use source ports. Sure you can use the rom file but that will only work on the oldest source port.
>>
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>>12613243
It's written by the Warren Ellis (Dead Space, Transmetropolitan, etc). Season 3 has the uncomfortable homo(bi)sexual threesome but if you ignore that specific episode the show is quite good.

>>12613954
Isn't it really easy to remove the censorship? Only matters if you're playing on console, in which case there isn't a better option anyway.
>>
>>12614119
I think the writing stinks but the whip combat fight scenes are excellent.
>>
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>>12614121
I think S1&2 are pretty decent especially the build up to the finale. S3&4 are weak but Isaac vs Camilla makes up for it, especially Isaac's whole character arc & dialogues travelling from the Sahara to Romania.

Shame the follow up sucked major dick. I blame Warren Ellis, dude should've tried not to get accused by 100 women.
>>
>>12614119
Even if you ignore the gay pedo shit (weird thing to ignore), the writing was bad from the start and got progressively worse.
>>
>>12613881
Shakycan usage should also be very restrained, like maybe for a Pinkie's POV shot as it's chasing someone down, along with a slight shake effect for some first person sequences. Those would be good for some licensed metal music.
>>
>>12614119
I largely enjoyed the first season, but then lost interest, especially after hearing people talk more about it.
So I just played some Castlevanias instead.
>>
>>12614119
Can someone remind me what they mean by censored? Is it just the red crosses on medikits or is there more to it?
>>
>>12614142
They censored the Wolf3D textures as well.
>>
>>12614157
Thanks, I thought there might be something else but I forgot what it was.
>>
>>12614157
how does censored Wolf look like? I don't want to buy that shitty version to find out myself
>>
>>12613798
>Any chance of a universal mod version?
Possibly with an immense about of fucking around in zscript, but it takes a minute to edit the ammo lines and save a copy for a mod, it so I'm not sure I'll ever be arsed to go chasing that.
>>
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is 64 worth playing after the original and II? I'm usually averse to spin-off games/DLC made by studios different than the original creators, but this one looks good
>>
>>12614372
It's alright. Nothing really groundbreaking, but definitely better than any sort of contemporary map pack.
>>
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>>12605973
Honestly, I just like ModDB.
Probably should shill myself on Doomworld etc.
>>
>>12605973
Moddb is a great place to post stuff if you just want want to deal with any 'community' entanglements for a game.
It's lacking enough in social features that you can avoid dramas, has a shitty enough layout to deter Discord-brained zoomers, yet is big enough that anything of note posted there will get shared elsewhere organically.
>>
>>12613410
I was having a bitch of a time getting weapon cycle behavior to act right in nugget and cherry just werks. I hadn't heard about cherry until your post so thanks a million bro. I can't go back to stereo output. Cherry will be my new go-to port.
>>
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>>12611928
Project notekeeping.

>1. 666 Minutes Of /vr/
BTSX Textures and Limit Removing, 666 minutes to make your map (ergo 11hrs and 6min). Scheduled after Eternity Project.


>2. Eternity Project
CC4Tex.
Number of levels submitted: 2!
Number of other levels in progress: Maybe 4?

Are those who are still working on a map willing to reply with an update on theirs? We should probably try to finish it up.

Suggested title: "An Eternity of /vr/"
>>
>>12614427
With Cherry it's like stuff like Helion, it gets periodically mentioned but it's not been treated as the one port to rule them all.

These days I'm ok with that, better to not see it get the DSDA treatment where Youtubers start using it, their fans follow and it ends up with a secondary userbase making demands of the developer that go against the original intent of the port.
>>
I try to use as few different source ports as possible to avoid the annoyance of playing in port A and being annoyed by not having features from port B and theI try to use as few different source ports as possible to avoid the annoyance of playing in port A and being annoyed by not having features from port B and then playing in port B and being annoyed by not having features from port C and then playing in port C and being annoyed by not having features from port D and then...
>>
What is happening to the Doom subreddit, it went from perma gay flag to actually sticking a Men's Health Month thread and lots of people is fighting back the schizos without getting banned.
>>
>>12614569
Well, I don't know, I'm not the Doom subreddit. Ask them.
>>
>>12612669
Netflix cancelled the new Stargate series for being too racist, they would never DOOM
>>
>>12614578
Are you sure? That was Amazon not Netflix?
>>
>>12614582
>it was Amazon not Netflix!
Don't care, they're all the same slop merchants
>>
>>12614582
Yeah it's Amazon who bought out MGM and all their shit.

Anways to keep it on topic, here's that Stargate Doom mod.
https://www.youtube.com/watch?v=hBuZq-RrynI
>>
>>12614569
I guess it must be under new management--Tokin' Roachin' Kevin Sevins isn't a moderator there any more.
>>
>>12614589
IIRC the very first episode of Stargate has a bunch of marines sitting around playing cards when the portal opens. It's very Doom-bible-esque.
>>
We have hdoom
But where are gdoom, fdoom?
>>
>>12614639
Be the change you want to see in the world.
>>
>>12614639
fdoom is FastDoom.
>>
>>12614639
fdoom (final doom) has existed for decades
>>
Who the fuck is leading the Eternity Project?
>>
>>12611942
That's from the original Player's Handbook, in the Paladin entry.
>>
>>12614648
This is something I would like to know myself. Is the leader still with us? He was there when the project started and wrote of making new weapon sprites but I think nothing has been heard of him since.
>>
>>12614639
Why not ddoom with shitting dick nipples.
>>
>>12614232
Swastikas are replaced with axis symbols from rtcw and Adolf has no moustache lol.
>>
>>12614807
>He was there when the project started and wrote of making new weapon sprites
Don't tell me cockblock is actually leading this project lmfao
>>
>every VR project is just going to be Cockblock pretending to be someone else doing gay rugpulls
Grim.
>>
>>12614840
Cockblock pretending to be Joe pretending to be somebody else.
>>
>>12614827
>>12614840
he's the only retard I know around here who makes weapon mods for every /vr/ project, so that could be possible.
>>
Might as well link this here since I had to track this shit down, that absolute bellend did a complete mod/git purge at some point, not much of a loss for most of it but Doom Tournament was pretty decent.
https://web.archive.org/web/20240620131510/https://marisakirisa.me/doom/
>>
>>12614840
All to avoid releasing the 94 Files.
>>
>>12614912
Wait, is 94 Protons really still not finished?
>>
>>12614921
no.
>>
>>12614928
Fuck, I figured in the years since I'd really checked these threads out it'd end up being done one way or another.
>>
So what is actually unironically stopping someone from just taking what we have of 94 Protons and releasing it somewhere?
>>
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>>12612040
>1496 monsters
I'll be surprised if anyone else records for this one, that's just how it goes. I think this wad is cool, but
>Beeping Homing Revenant Projectiles
This annoys me. It's nitrogolems all over again.
https://files.catbox.moe/x8yc0a.lmp
>>
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DBP53 finished. I think Emerald City is next.
>>
>>12614807
>>12614840
Next time I highly recommend not contributing to any project if the lead doesn't use at least a tripcode, or stupid shit like this will happen very frequently.
>>
>>12614959
At least it's not map 33 cause that's got 2407.
>>
>>12614848
That's not true, there's other people.
>>
>>12614648
No one, I think. Someone said he did, and provided that texture pack, and I think that was the last word from it.

>>12614807
There were talks of weapons? It's been a while so I don't remember.
I guess I have kind of a memory of people suggesting possible custom assets, like someone said something about a turret enemy I think? Nothing at all seemed to have come from that beyond just a few posts though, no sprites or code or anything, so I assumed the Eternity thing would just be left stock.
>>
>>12614639
What about /z/doom?
>OH NO, THE PORT IS GONE
>>
>>12614578
It was literally cancelled because the writer wanted to actually do Stargate, instead of genericizing and Disneyfying it to make its appeal as broad as possible, which sounds exactly like what I'd expect from a big soulless megacorpo like Amazon. If there were any matters on DEIslop (which certainly isn't impossible), then it'd have been secondary to trying to make it as generic and safe as possible (which could still have involved axing any and all DEIslop).

Anyway, Stargate should in retrospect perhaps have ended with SG-1's season 7, it fell off after they finally defeated the System Lords. To make this even mildly retro, I suggest people try the SNES/Genesis game based on the original movie, it's actually quite decent.
>>
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Ravenkeep is pretty cool. The bad guy just being Dr. Doom is hilarious. I wonder where this lady's model is lifted from. I feel like I'm doing something wrong given that I get three chalices and she just sends me back to the start map.
>>
doom but with donkey kong country aesthetics
>>
>>12615112
>Stargate should in retrospect perhaps have ended with SG-1's season 7,
All I remember is that by the end of the series they had saved the galaxy, obtained advanced technologies, and were off colonizing other galaxies, all while keeping it a secret conspiracy from the general public.
>>
>701 enemies (not counting the ones that might spawn)
Damn
Also, the map is fucking huge.
>>
>>12615139
This is the other side of down there.
Also, I just realize that it increased the numbers because of the monsters that spawned in
>>
Where do you post your wads? what site? moddb?
>>
>>12615178
moddb if I care for it to end up outside of here, if here then I just stuff it on catbox and be done with it.
>>
Whomever may be interested, here are the latest dev builds of Nugget with the latest Woof stuff merged

https://nightly.link/MrAlaux/Nugget-Doom/actions/runs/26990984530
>>
>>12614648
would have assumed it was the guy posting notes and asking for progress updates in every bread

was i mislead?
>>
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Doom 2 on a 25 MHz 286 with RealDOOM (WIP sourceport). Performance is surprisingly good considering the hardware
https://www.youtube.com/watch?v=w407QgRCqE8

RealDOOM can even run on a 4.77 MhZ 8088, but the performance is as expected
https://www.youtube.com/watch?v=zOhuBiJJyPY&t=585s
>>
>>12614840
No great loss. If someone wanted to finish these, they would.
>>
Whats that dementia themed wad? I forgot again
>>
>>12615363
he's not the lead, he already said it.
>>
>>12615410
then you have a problem lol
>>
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>>12615403
>>
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>>12611928
Assuming someone is to take some measure of charge of this Eternity thing, how many maps are currently in progress? How many are submitted?

I remember High Orbit, and A Familiar Place, are the authors of those around? Do we actually NEED a hub map, or do we keep things quick and simple so we can wrap this up?
>>
>>12615403
I think it's Sunder.
>>
>>12615550
see >>12614440
I think I'm gonna cancel my map. I don't wanna waste my time working on a lost cause or another 94p 2.0
>>
>>12615812
How much work have you done on it?
>>
>>12615812
That's potentially gonna happen on any project though, Cockblock wasn't even some unknown, he just fucked off.
>>
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>>12612040
10:22
Quite a few close shaves in this one
https://files.catbox.moe/004aiw.lmp
>>
Well, the footstep and spur sounds work, and I even got the class check right so only Corzo has them. Some of the flats on the ship are already supported, so that's neat. But walking and jogging play the sounds at the same rate, only sprinting is faster and it doesn't sound quite right, and I'm not sure what to do about that. Might just nix it. Dunno.
>>
>>12616247
Corzo? As in Corzo White from High Noon Drifter? What's this you're working on?
Term, is that you?
>>
>>12616281
It's just that one anon editing Deathstrider, Term's long gone and unlikely to show up here again.
>>
>>12616281
Maybe he means one of these?
>>
>>12616294
Term is playing Doom again and also making a Doom mod. He might show up again if someone tells about /vr/.
>>
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I'm finishing and uploading my map regardless, I already said I'd complete one (1) level and I meant that.

Anyway, any of you guys know how I set the sky for the sector which has the deep water effect going for it? I figured out the deep water, but it seems to no longer transfer the sky to those sectors now. (That is, the sky above the water surface).
If I get told this is something Eternity can't do, I will shit myself in anger.
>>
>>12616341
He's still staying away from the community, also that disgusting fuck Marisa is know to still show up here, so these threads are the last place he'd want to be in.
>>
>>12616351
don't use that, sorry. weird issue, adding deep water breaks a sky transfer? i would be surprised if a port that got an update last year was that stupid. you tag both sides of the deep water?

maybe copy the area by itself, make sure it still breaks and upload it. two heads are better than one assuming any of the eternity project guys are even alive
>>
>>12616371
>adding deep water breaks a sky transfer?
Maybe? I could be doing something wrong, or missing something obvious, but I tried tagging the reference sector for the sky transfer too, and it seems to not do any difference.

Anyway, I'll upload the map once it's fully playable (monster encounters done and you can get to the exit), probably this weekend.
>>
>>12615403
My House on Phobos Beach
>>
>>12616371
>>12616382
Oh, turns out that I actually DID miss something obvious, I had not tagged a sky transfer action for the little isle in the middle there.
>>
>>12616389
Beware erosion.
>>
DOOMcraft
>>
>>12616453
Now, do you mean like oldschool Warcraft and Starcraft, or do you mean like Minecraft?
>>
>>12616465
WoW
https://www.youtube.com/watch?v=3Urfch0FcsI
>>
>>12616465
all and neither
>>
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I should put an upside down cross somewhere, because that's kvlt and metal.
>>
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Also, are my nodes supposed to look like this? Is this just normal for Eternity? I have never seen Vanilla, Boom, GzDoom, etc, maps look like this.
>>
>>12616578
>biblically accurate E1M1
>>
>>12616579
Collission and rendering all seem to function fine, though it got a little fucky when I first tried doing the fence around the courtyard, kept fucking some of the sectors by the western wall.
>>
>>12616578
Dunno. Is that because of all the portals?
>>
someone should remake doom in ue5
>>
>>12616662
>take the game that runs on everything and make it run on hardly anything
Brilliant.
>>
>>12616662
It was done when it came out, and on UE4 and on UE3.
>>
>>12616662
>smooth 4000fps gameplay?
>too bad, you get stuttering 20fps and motion blur
>>
>>12616578
>>12616661
Probably. It's a ship of Theseus. It has barely anything in common with the original renderer.
>>
>>
>>12616686
Truly, the "16+ server" mod of all time.
>>
>>12616661
Maybe? I literally only have used one portal though, for the pool of muddy corpsewater in the starting room, where most of the nodes look fine. There's no portals up in the northern yard at all, unless you count line horizon, but that shouldn't be a portal. At least I don't think it is.

>>12616662
I remember some people's hilarious attempts at remaking Doom in various UEs, and it looked so awful.

>>12616682
I figure it has to be the engine being what it is, because everything seems (mostly) fine.
>>
>>12616691
I got to say, the animator knew what they were doing. That fucking ass jiggles and in my thirties, not much can get a flicker of interest out of me usually. I felt a switch, anon. A twitch.
>>
>>12616682
That shouldn't matter, it's still the same input format. You use the same nodebuilder to build an eternity map as you do a doom or boom map. Don't you?
>>
>>12616326
>Corzo as a Corso
What next, Basilissa as a Basset Hound?
>>
>>12616693
Sometimes it's just nice to look at. Don't need to rush to bust one out, I can just look at some girls in some games, and they just feel nice to behold. The shape of her hips and ass, the way she sways them back and forth as she walks, her voice, etc. Just gives me little happy feelings in my chest to see, it's just a nice little bonus.
>>
>>12616694
This is like the Doom mapping equivalent to someone's doctor discovering that they've actually been missing one brain hemisphere this entire time, but never knew, and nobody could really tell.

Like, what do you mean? The map RUNS, and it RENDERS, and sure it looks abnormal, but why isn't it (seemingly) a problem?
>>
>>12616758
John Carmack moves in mysterious ways.
>>
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>>12614921
>>
>>12615134
>>12616453
>>12616662
Doom but pistol starting and killing yourself in real life
>>
>>12616746
It is said daily, but you are truly a man of culture, and took the words right out of my own ballsack.
>>
>>12616797
The "just watch porn" people simply do not understand.
>>
>>12616281
>>12616294
Yup. It's just a Corzo playerclass for Deathstrider.

>>12616341
Wasn't he making that a standalone game?
>>
>>12616924
>Wasn't he making that a standalone game?
Daemon_Toolz, looked really impressive last I saw of it.
>>
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An uncommon case where the capped fog at the top of the skybox doesn't look so bad.
>>
Kegan, I may have misjudged you. Once upon a time, I told you the latest Combined_Arms (2.3) felt very much like a toy, and that that was rather unappealing compared to previous versions. I had some time and perused my Doom folder for mods, and C_A is in there. Loaded it up, both with Malefactors and PB enemies, and hot damn. Artificer is just a boatload of fun. I forgot how satisfying the caltrops, making it so holding M1 with the super shotgun replacement isn't so mindless, etc. It's just plain fun. Not a big fan of Past Linked or the Monk but that's not a critique that's just preference. The only thing I'll say is Artificer's submachine gun's sound is a bit weak, and am I crazy, or is there no superweapon? The arsenal taps out at the plasma gun / railgun, which is cool, but no big ball of energy? It makes continuous play with legendoom and the like a bit less satisfying.

Even if nothing changed it's just damn good Dooming. Cheers.
>>
>>12617016
>and am I crazy, or is there no superweapon?
Doesn't Combined_Arms have the crate weapons like the brick tome and the pocket boners?
>>
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>>12617016
Crate weapons take the role of the BFG for every class, you can choose between a few right now, and I'd like to add a few more in the future. Though if you're wanting something more akin to a BFG, just pick the particle smasher in the customize menu.
I actually got some plans to tweak all of the sets a little when I return to Combined_Arms, like merging the pistol and baton into one weapon slot for the default Artificer set (along with making it a beam pistol), so I can look into making the SMG sound a little beefier.
Also things feeling like a toy is fine in my book, Arti's so fucking Tokusatsu coded at this point it's not even funny.
>>
Am I stupid, /vr/os?
>Put off replaying TNT: Evilution with the TNT Midi Pack for the longest time.
>Always assumed they were all 32+ original songs in the STYLE of TNT's original soundtrack.
>Nowhere on its Doomwiki page did it mention anything about it being remixes of the IWAD's original OST, plus some original songs to replace duplicates and Doom 2 tracks.
>Never thought about replaying TNT since I already did it with Final Doomer+ and considered it a done deal.
>DRLA having a cheevo for completing TNT finally got me around to it, so I installed the midi pack to freshen it up.
>Didn't think anything from the MAP01 replacement, but the MAP02 replacement made me realize it WAS remixes.
>I put off some fucking cool midis for purely stupid assumptions, but it made the achievement grind all the more fun.

>As for the run, I decided to finally maximize my DRLA addons, since it's the closest we'll ever get to Yholl getting off his ass to release 1.2, and try out the Zeta-Dimensional Shopping System.
>Controls are a little weird, but it damn well works, and might make me retry the adaptive nomad challenge.
>Might actually be broken, since it lets me buy cheaper-than-dirt megaspheres and modpacks to be invincible, and make ANY assembly at any time (provided I sell and can later afford the modpacks).
>Will probably change some settings to reset credits after a megawad and jack up shop prices.
>Wound up crushing TNT on Armageddon difficulty as Marine with: the Super Machine Gun, Double Autoshotgun, BFG10K, fully-modded Widowmaker SMG, Gauss Rifle, and Nanomachic Missile Launcher.
>Double Autoshotty with Marine's fire rate boost was a fucking SHREDDER, the Super MG was my go-to for De-Viles, the BFG10K annihilated bosses, the Widowmaker erased the fucking hungries, Gauss Rifle for Revenihilators, and Missile Launcher for a familiar.
>Unlocked probably the most familiars in one run: Technician, Commando, Typhon, Security Officer, Revenant, and Cyberdemon.
>>
>>12616924
>Yup. It's just a Corzo playerclass for Deathstrider.
i feel like people are starting to make more repositories of addons, and im missing out on em cause Ace isnt adding them to the addon page.
>>
>>12617024
I wouldn't say the zeta home shopping network is completely broken but it sure expediates things, especially for DRLAX when you get the familiar spawners that want a specific weapon.

I find it's a laugh to throw that entire pile of mods at a doom complete wad from wadsmooshed along with an up to date episodic ex to make the entire thing continual, the adaptive difficulty does get a bit absurd by the time you're out of Doom 1 and into Sigil or Doom 2 though.
>>
>>12617017
I double checked with Perfect Hatred and there we are.
>>12617020
The man himself. Although you may have taken too many Dooms to the head since that conversation. You actually told me, and I remember because of how much it bothered me going from the previous C_A to that one, that you intended for Arti to feel like a toy. Or maybe you used the word action figure and I'm the one who can't remember. Getting older is strange.
> like merging the pistol and baton into one weapon slot for the default Artificer set (along with making it a beam pistol)
That's probably for the better because the baton sees no use after the first map, especially if you get Lilik's Axe, but mostly because the alt fire on the pistol is too useful.
>>
>>12617020
Oh one more thing, Past Linked IS awesome, but it's not what I have a hankering for right now. Though it has made me get a nes emulator + TLoZ on my phone so that's cool. Perhaps I'll come around to Past Linked in five years like I have Arti.
>>
>>12617041
In fairness to both of us a lot of conversations here blur together after awhile.
As for the pistol's altfire, yeah that blade beam is gonna be bound to reload. It'll be an action you can fire off with any weapon selected. The tradeoff for all this being the pistol won't auto recharge anymore, so if you want that big dick power beam, you'll have to earn it by fighting stuff.

>>12617043
I'd also recommend looking into Zelda Classic on the PC, which is effectively GZDoom but for Zelda 1. There's a shitload of good custom quests out there.
>>
>>12617024
>I decided to finally maximize my DRLA addons
mod list sounds fun
>>
>>12617034
I haven't uploaded it anywhere. It's basically just for my super-outdated version at the moment. There's no real point putting it anywhere unless someone else wants to fiddle with it.
>>
>>12617057
ah thats fair
>>
>Play Mjolnir
>Accidentally shoot a frog once
>It chases me for the whole map
>Can't kill it or I'll lose the blessings of Thor
How do I deal with this?
>>
>>12615550
2 maps have been submitted, I'm still working on my 2nd one, I'll take at least a couple more weeks to finish it. The benefit of a hub map would be forced pistol starts, since nobody has specifically balanced around continuous play. A simple alternative to this would just be to make a separate episode for each level, with Umapinfo or Emapinfo, since we'll probably only have like 4 maps total accounting for this anon
>>12616575

>>12616578
The UDB node viewer won't even start up for my Eternity maps. EE has a different renderer, but it still uses BSP, so I don't really get why this happens. As long as it runs
>>
>>12617024
>decided to finally maximize my DRLA addons
Here's a mighty boot one I bodged together out of one of those ones that's been kicking around the internets since forever, it's not utterly perfect but it works and makes for a fun time as a barrel-kicking demo.
https://files.catbox.moe/pyq1ec.7z
>>
>>12617081
>The benefit of a hub map would be forced pistol starts
Can't you force that with mapinfo in Eternity?

>since we'll probably only have like 4 maps total accounting for this anon
That's honestly kind of fine, there doesn't seem to be enough drive for more.
>>
>>12617095
>Can't you force that with mapinfo in Eternity?
Surprisingly, no. Unless I'm missing something, the only way to truly reset the player's inventory with eternity is with death or a new game/episode.
https://eternity.youfailit.net/wiki/EMAPINFO
https://eternity.youfailit.net/wiki/UMAPINFO

Level 7 of Heartland approximates a forced pistol start with an acs script, but it's not perfect or particularly easy to implement. You can still carry over your armor from the prior levels.
>>
>>12617034
Unless someone is making stuff in private, it's on the site. If you have anything that's missing, feel free to post about it here, but as far as I'm aware what's already there is all there is. It's easy to keep track of things because not many people outside of this general and the steam group dabble with DS extensively enough to make a repository, and certainly not for long enough to be noticed. If anything, there was a period of drought recently, with Than being the only active modder at the time. Everyone else was out to lunch, including myself, and some still kind of are.
>>
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>>12617095
>>12617098
looking at heartland 7 in slade it works by taking exact names and amounts of items

he would have used resetinventory or something if it existed i assume, so that approach would break for anyone playing with a weapons mod. something to consider now that the port finally has one after 26 years lol
>>
>>12617204
A + B + C + Start
>>
>>12617228
https://www.youtube.com/watch?v=vv3Z_TNFw8Q
>>
>>12617038
>>12617048
So far, here's my mod list with my whopping thirteen (13) DRLA mods.
>LegenDoom Lite (Fun fact: DRLA's enemies gain new attacks when legendary, like Cybruisers shooting missile swarms, Mancubi firing grenades, or Cyberdemons becoming hydrogen bombs on death.)
>DRLA weapons itself
>DRLA monsters itself
>Weapon brightmaps
>Monster brightmaps
>Kinsie fluff
>Kinsie sounds
>Kinsie death sequence
>Kinsie props
>Zeta-Dimensional Shopping System
>Fluid assembly system
>Nuclear barrel early warning system
>DRLA EX
This might all be rivaling Complex Clusterfuck in mod requirements.
>>12617087
Does that carry over boot effects like the Shockwave Boots?
>>
GOOD MORNING MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY!! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
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>>12617549
Got some portraits made for BYOC, still need to make one for the Deriver though.
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Oh, you released a new weapons mod! Cool! Looking forward to checking it out with some of my favorite wads.
Wait, hold on... your weapons have no altfires? In 2026? Yeah buddy could as well just keep your trash to yourself instead of making a fool of yourself in public you utter retard
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>>12617560
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>>12617560
What mod you talking about?
Also here's a truth you may not be ready for: Altfires aren't necessary. They're cool, but not necessary. As of late I've been making altfire be a universal action across all weapons instead of unique altfires for each weapon.
>>
>>12617554
I like how Sven looks like he's surfing on the green wave.
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>>12617563
>Altfires aren't necessary
You'd be hardpressed to find a more wrong opinion in the entire doom modding community. Even mappers who refuse to maintain consistent textures for damaging sectors are less wrong
>universal action across all weapons
Just a placeholder that you should fix ASAP (albeit even this is still better than the rightclick doing nothing at all, I'll concede that much). There's no excuse to not have a unique altfire for every weapon, doom is a shooter game and altfires are a gigantic improvement to the shooter part (the main part) of the gameplay loop. It's not something optional or subjective, it's a straightforward improvement and you gain nothing from not having it in your mod
>What mod
Pvt. Stone. """Altfire""" for every weapon is just a melee attack (kick), which in itself is perfectly fine, but it has nothing to do with the weapons themselves and must be on its own separate button
>>
>>12617573
Damn boys, I guess he's got me here. GMOTA, several Combined_Arms classes, and the Deriver are inferior mods.
>>
>>12617573
I just want a smaller breast Stone.
>>
>>12617573
also to further press you on this because I wonder if this is all a bit or something you believe in: What would you do for an SSG altfire?
If you say "Shoot a single barrel" I'm sending your ass to gay baby jail.
>>
>>12617563
Ignore it, it's obviously a troll. The archetypical Doomworld-style toxic positive empty-of-content-or-value "Looking forward to checking it out with some of my favorite wads" should give it away as a fake, disingenous bait post.
>>
>>12617603
I figured as much, but there's probably people out there who actually think that way. So fuck it, may as well take the bait and maybe try to get other people to make it an actual conversation. Because I do like fucking around with altfires, both as individual weapon actions or some kinda universal action. Shit's fun.
>>
>>12617595
>breast stone
I think you should get that checked out, anon. Could be cancer.
>>
>>12617591
>>12617598
(assuming the ssg is a traditional doublebarrel) Shooting a single barrel is a perfectly fine altfire, even if somewhat boring. Especially if your other slot 3 (or whatever your basic shotgun replacement is) is tailored for longer range than the ssg
Alternatively ssg altfire can be different projectiles with behaviour other than normal buckshot (except for slugs? unless you are fine with your ssg being equally useful both up close and from afar), a more powerful shot that also uses some other resource or ammotype, or you could just copy the hook from nudoom (albeit I'd personally prefer pulling enemies to yourself than vice versa)
>>12617603
>everyone I disagree with is baiting
???
Ironically if I were to post that on troonworld, I'd likely get banned for being too mean or some other retarded rule
Also do take a look at what >toxic positivity is, it doesn't mean what you think it does
>>12617595
Isn't that the main appeal of the character though? She's basically just Doomguy but genderswapped and with huge boobs
>>
>>12617598
>Swaps ammo type (usually dragon's breath rounds or shrapnel)
>The Meathook
>Fires each pellet individually like dumping an SMG's magazine
>Loads more shells to turn it into a quad shotgun
>Fires a rifle round from a third barrel
>Aims down the sights
>>
>>12617607
Fair enough I'll give you my (assuredly-retarded old git) point of view on altfires. (Feel free to call me a Boomer.)
What key/button is the modder expecting me to have them mapped to?
99.999% of the time I am not playing with a mod, let alone one that gives its weapons altfires.
So wasting a mouse button on a function that does nothing 99.999% of the time I'm playing is stupid. (I detest having different controls for different mods, my brain is not that flexible sadly.)
I have my mouse buttons mapped to fire and run forwards, with other hand on keys for strafe on, left, and right, as was traditional, from the pre-WASD age (I was never able to adapt to WASD).
How do others have their keys and mouse buttons mapped? Fire/jump? Fire/altfire? Something else?
>>
>>12617573
I swapped the inputs for kicking and grenades in mine. Way too used to kicking on Q.

>>12617595
You can choose how she looks in armor in the options menu if you want to cover them.
>>
>>12617619
>???
>Ironically if I were to post that on troonworld, I'd likely get banned for being too mean or some other retarded rule
You obviously don't pay much attention. Every map release is full of comments like the part of yours I quoted.
>Also do take a look at what >toxic positivity is, it doesn't mean what you think it does
Maybe, I couldn't think of a better term for the sycophantic and/or condescending "looks great, can't wait to play this" drive-by comment of someone who hasn't and likely won't actually play the thing but is just looking for exposure/visibility/some kind of signalling anyway.
>>
Actually you know what, why am I even trying to join in a conversation on altfires when I almost never even play with mods? I am stupid, please forget I ever said anything.
>>
>>12617098
>Surprisingly, no.
Eternity Engine moment.
>>
>>12617629
Altfire is almost always expected to be on the right mouse button but of course nothing stops you from remapping it to something else
>I was never able to adapt to WASD
That's rough. I personally switched to WASD during my quake - halflife - counterstrike phase, I found it to be genuinely more convenient than the schizo arrows/spacebar/ctrl-based layout I used before. Q and E are particularly useful for binding commonly used actions that are not directly related to the weapon you currently have, like quick melees, grenade throws, activating some sort of a buff and so on, plus there are also mouse side keys that are extremely convenient (assuming your mouse fits your hand properly to begin with). I also do play modern games from time to time (kinda? the most recent game I've played was CP2077) and it's easier to conform an old game to modern controls than vice versa
>>12617632
That's not the issue. You can of course remap the kick to something else (I have the quick melee on E and/or mouse3 in every mod and game I play). The issue is that the guns have no altfires and the kick is not a good substitute. And on top of that, the guns in that mod are essentially just brutal doom arsenal (but even more overpowered), which only contributes to the lack of gameplay variety (of the few non-BD guns, only the alien living pistol thing has interesting behaviour)
>>
>>12617598
Single shot isn't imaginative, but it's the most obvious thing you can do with the SSG, next to smacking an Imp in the mouth with the stock.

Not that you can't do more imaginative things, one of the new Doom games put a bladed grappling hook on it, but it'll depend on how fanciful and exotic you want to get. If you wanted to take a more grounded path then a grappling hook or grenade launcher attachment would be too 'goofy' for that.

I guess if I were to think of something else, then maybe altfire can be used to unload the current shotgun shells, and then you load a special ammo type. Maybe slugs, flechettes, little grenades (emphasis on little), etc.
>>
>>12617651
Real niggas put their altfire on Mouse 3 and Jump on Mouse 2.

>>12617627
>Fires each pellet individually like dumping an SMG's magazine
That's actually a really fun idea. Not sure how useful that would be in practice over just firing both barrels, but it's very novel to me.

>>12617204
If people are gonna make gameplay mods for Eternity after all this time, then they need to expect that, just like with ZDoom mods, mods can break maps, and maps can break mods.
They can see it as a hazing ritual.
>>
Super-wide path-clearing burst, knocks back every monster in a 90 degree angle in front of you, but does very little damage to any of them
"Get out of my way!"
>>
>>12617598
Shotguns aren't that hard to figure something out for. They're close enough in ergonomics to a rifle that you could mount shit onto the underside of it. Or you could use the alt fire to toggle between different ammo types. Or you could use some sci-fi bullshit to magnetize the shot so it forms a single slug.
The real hard mode is what do you do for a minigun that isn't just "rotate the barrels?"
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>>12617671
Mouse 3? The scroll wheel? Too easy to roll and change weapon instead of click. Used to be possible before scroll wheels became a thing in the mid/late 00s I guess. Or whenever it was
>>
>>12617673
FIre tracers that leave bright lines hanging in the air for a few seconds?
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>>12617651
>SSG and thumper can be reloaded twice to fire stronger shots
>shotgun can be slamfired if you mash fire
>sword gets faster the more hits you get in, also has a cleave attack if you attack while moving forward
>fists heal on hit
>pistol can fire a free rocket if your charge is full
>rocket launcher leaves a damage over time effect on hit
>plasma gun releases a spread shot when you stop firing, also acts as a flashlight if trying to reload while full
>M16 and Lochness are more or less secondary to the experience, but as options (not even on by default) they're fire
>BFG can be charged up to annihilate hordes
>BFG can also poop out one BFG soccer ball you can kick into monsters to blow them up
>the wrist game gives you armor and health, but you can also throw it as a grenade

You're missing the trees for the forest. Stone doesn't need unique altfires, most guns have some unique function already.
Most of them aren't even OP. Only the nuke launcher and BFG deliver insane damage, everything else is (mostly) tame.
>>
>>12617673
Primary fire shoots moderately fast, altfire shoots very fast.
>>
>>12617681
Why would you not always use the altfire, then?
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>>12617686
Maybe it has some nasty kick, shitty spread or makes you reload more often.
>>
>>12617675
Actually, I'll revise my statement some, I used to use Mouse 3 for Altfire in the 2000s, and it was mostly ok, but then mice started getting thumb buttons too (Mouse 4 & 5), and I've just bound reload to 4 and Altfire to 5 since then.
3 gets go be scopes/ADS for games/mods which have them.
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>>12617687
>reload
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>>12617686
Ammo lasts longer on slow, and it has little to no wind down, so you can stop and resume firing without penalty. Actually I think HDest does this.
>>
Where can I ask questions about troubleshooting Serious Sam?
>>
>>12617692
Some games and mods do reloading, yes.
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>>12617694
I don't really consider ammo conservation as a factor. Unless one mode does more damage than the other, it's going to take the same amount of bullets to kill something.
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>>12617661
>smacking an Imp in the mouth with the stock
Why add a very short range attack to a weapon that's already very short range? If you're in melee range already, isn't it better to just blast the imp?
>>12617675
>Too easy to roll and change weapon instead of click
Not to be a logitech cultist here but I'll admit I have completely stopped experiencing such issues when I switched to g502
>>12617673
>for a minigun
Toggle between "short range very fast" and "slower but more accurate" modes
Enable additional barrels to the sides that expand the firing area into a wide rectangle
Place it down to act like a mini turret
These are the ones I'll be using as altfires and/or altmodes for my rapid fire guns hopefully
>>
>>12617509
>Does that carry over boot effects like the Shockwave Boots?
Yes, it does, would have to add kickweapon and kicking to the nomad exclusion item list though for drlax.
>>
>>12617692
If you think about it you have to reload the SSG every time you fire it.
>>
>>12617717
That doesn't really count because it happens after every trigger pull.
>>
>>12617694
Vulcanette in HDest doesn't have any noticeable windup in either mode. From what I know, the only reason to not use the super high RoF mode is because it degrades the durability much faster
>>12617692
Even though reloading is decidedly un-retro, it can work. It's a good idea to implement reload for powerful and easy to use weapons to contain the player's damage output at least a bit, or if you intend to make use of different ammunition types in the same weapon. I think Trailblazer is an example of a mod that benefits from having reloading
>>12617701
You can make ammo conservation a factor if the weapon is powerful and uses more than 1 ammo per shot. Like how in vanilla you're wasting shells if you use the ssg against fodder zombies and imps
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>>12617695
Bump
>>
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>>12617692
>use shotgun in Doom
>every time you fire, Doomguy pumps the action
>every time you fire, you are reloading the chamber
>every time you fire the SSG, Doomguy reloads it
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>>12617724
>reloading is decidedly un-retro
Duke Nukem was doing it in 1996, and that's 30 years ago now. Half-Life was doing proper reloading mechanics by 1998.
It's retro as fuck.
>>
>>12617573
>There's no excuse to not have a unique altfire for every weapon
How's "minimizing feature bloat"?
You're effectively designing 16+ weapons. The player doesn't need 16+ standard attack patterns. Doom has gotten by on 8, functionally 7. Quake, Duke, Heretic, Hexen...okay, Hexen really could have done with a couple more. Having more just to have more is not a virtue, because nevermind needing them, how many can you actually DISTINGUISH?

>>12617627
>forward projectile made of fire, forward projectile(s) made of metal
>doom eternal rip (forward projectile that pulls)
>single forward hitscan, but a lot of them, really fast
>shotgun, but twice, but twice
>single forward hitscan, but slow and strong
>don't really get it, sorry, but it probably matches one of the above

If the extent of the variety on offer is "hitscan or fireball the immediate thing in your crosshair slightly different than the neighboring option", you're wasting your breath.
You didn't post this one, but it's my favorite any time it comes up:
>ssg but one barrel (depreciate the sg, if you're even remotely punctual with manual reloading)
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>>12617671
It is in fact fun, because it's actually based on DRLA's Shredder Shotgun which does exactly that.
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>>12617673
>They're close enough in ergonomics to a rifle that you could mount shit onto the underside of it.
Dakka even has a grenade launcher on it's SSG.
>>
>>12617738
Even if one barrel ssg shot and sg shot are 100% completely identical in every aspect (they shouldn't be), sg is still not deprecated unless you never ever fight more than 2 enemies at once
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>>12617753
Hit fire once, reload (automatically or manually), rinse and repeat.
Between one shotgun or the other, what'd be the meaningful difference in performance versus a group if you're able to use both the same way?
>>
Posting sensuous reloads in a Doom thread.
https://www.youtube.com/watch?v=ws0Zt7LXGJg
>>
A true reload requires interaction from the player--an extra button press, either a separate dedicated key, or an attempt to fire an empty weapon triggering a reload action as a convenience.
Doom SSG reload in contrast is NOT a separate action. It is simply a long delay with extra animation, during which the weapon does not respond to input at all, not even allowing you to interrupt the sequence to change to a different weapon. I do not think it is reasonable to count this as evidence that Doom has reloads and those who claim it is are I believe disruptive trolls who should be ignored.
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>Playing Colorful Hell
>Look at the options menu on a whim
>In faded green text, options menu states the mod is compatible with Shades of Doom and Samsara Monster Mixer
I'm having a good weekend.
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>>12617761
...

Oh. Sorry, I spaced out and forgot what I was going to post.
>>
>>12617787
>Colourful Hell is compatible with Shades of Doom and Samsara monsters
How the hell does that work?
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>>12617661
>I guess if I were to think of something else, then maybe altfire can be used to unload the current shotgun shells, and then you load a special ammo type. Maybe slugs, flechettes, little grenades (emphasis on little), etc.
Deimos-1/Phobos Delta has alternate shell types for each shotgun, but it’s also on a separate input from altfiring. SSG altfire is still just a single shell - which is still great, helps with versatility - while the shotgun has my favorite: Manual pumping.
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>>12611928
https://www.youtube.com/watch?v=5wv-eSJnRJQ&t=106

makes me wonder if there's a monochrome/grayscale DOOM mod. or film-noir mod?
>inb5 buy ads for LGR e-celeb.
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>>12617791
In a similar vein, B.E.O.S uses altfire for pumping in the tube shotguns and the right barrel in the SSG and reload for reloading.

Also I modded heavy as fuck grandfather clocks into it so I could do the Oregon Trail challenge of just carrying a shitload of them around.
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>>12617796
>makes me wonder if there's a monochrome/grayscale DOOM mod. or film-noir mod?
Pretty much every flavour you can think of has been attempted one way or another.
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>>12617790
Well actually I misread, I was looking at Legendoomlite's options menu. I was also sent down a rabbit hole where Samsara Monster Mixer is only compatible with the original Samsara, but that doesn't seem to work on the latest GZDoom. I found that someone made a 2025 version of Monster Mixer, which Samsara Monster Mixer is based upon, called Mega Monster Mix. Going to test it all out right now.
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>>12617783
By that logic, wouldn’t Duke’s pistol not have a “reload”, then? It clearly has a mag size.
I just think the SSG is a very weird case.
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>>12617818
>By that logic, wouldn’t Duke’s pistol not have a “reload”, then?
Dunno, never played it, no idea how it works.
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>>12617812
What wad is that?
Guessing a dbp
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>>12617829
That's the Chainworm Kommando 2 demo.
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>>12617829
palette looks like Pale Horse but I don't remember this level
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>>12617790
Ah, I see. So for Shades of Doom, since every monster is an equivalent to a vanilla monster - no altered behavior - Colorful Hell will bring whatever "shade" replaces a vanilla monster into its own fold. Mega Monster Mix works similarly, but its more unique monsters will just replace a Doom vanilla monster, and Colorful Hell will not touch it. That actually means it a teeesny bit easier than Colorful Hell alone, because the player can get "breaks" in between the Colorful Hell enemies. It's still ball bustingly hard. I'll have to turn off cyan, abyss, and orange enemies until I get good weapons.
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>>12617796
>makes me wonder if there's a monochrome/grayscale DOOM mod. or film-noir mod?
https://archive.org/download/best-ever.org_WAD_archive_part_G/gameboybw.wad
>>
>>12611928
Since Atari are greedy cunts, anyone got a spare copy of Refreshed Supply?
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>>12617856
Just download the dos version from the op and use nblood.
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>>12617856
just buy a code on G2A. your money will go to some poor thai family rather than giving it to Atari
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>>12617856
>I don't want to give these greedy cunts money
>please can someone else give the greedy cunts their money instead
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>>12617827
>there are anons in this very thread who never played Duke
wtf
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>>12617858
Damn not bad.
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>>12615017
oh yeah, I forgot. there's analblock too. a totally different guy.
>>
Indulgent Doom
>secondary and tertiary fire modes added to weapons, some primaries adjusted to integrate the extra fire modes into the weapon if necessary
>some weapons have "secret" fire modes in the spirit of the shock combo, UT99's rocket launcher trickery or some Painkiller memes
>weapon slots that only have one weapon have a second weapon added
>shells and rockets also have a second weapon slot of weapons
>>
>>12617868
you forgot the inventory
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>>12617707
Sounds fun. I don't know jack shit about Doom modding, but I'll try to figure out that Nomad exclusion thing (and maybe drop it back here as a patch later).
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>>12617759
>Hit fire once, reload (automatically or manually),
Resulting in noticeably slower RoF than the normal shotgun, which can make a difference if you are getting swarmed with many enemies
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>>12617867
Will analblock ever get 69 protroons of /vr/ done though?
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>>12617874
I actually forgot this
>finding two non-enemy dropped pickups of the same weapon makes it dual-wieldable
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>>12617827
>Dunno, never played it
Yikes, you should. The pistol automatically reloads after twelve rounds. It’s not a “”true reload”” according to the definition of the previous post, but it’s likely misleading to say it doesn’t reload.
>>
>>12617868
Unironically based and I would play it. LaTailorGirl has three fire modes for many of its weapons, it's cool switching weapons would be a massive pain though, it's the halflife weapon selection all over again
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>>12617875
>but I'll try to figure out that Nomad exclusion thing
should be line 400 or so of nomad.zscript in the classes folder, formatting should be pretty obvious for how to add stuff.
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>>12617865
It's good and safe, I used this website to buy Duke3d and Doom 1 + 2 to avoid giving my money to fucking randy and bethesda. some keys are cheaper too.
>>
Thought experiment
>protagonist has 6000hp
>protagonist is slow and has a large hitbox, basically ensuring everything that attacks you will hit you unless from very far away
Can (you) make this into fun and balanced gameplay? How would (you) implement health and armor pickups?
>>
>>12617847
but i hate the console ports. PSX version was ok.
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>>12617893
Thanks for the line number. Is this where I'm supposed to put them?
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>>12617865
>>12617858
>>12617895
isn't G2A a scam websight that used to be shilled by all gamer tube channels including peeeeeewdiepie?
>also buy ads
>>
>>12617909
it's not, you dumb ESL tripfag retard.
>>
>>12617903
It's nothing to do with consoles, it's just a mod that sets most stuff to black and white.
>>
>>12617909
It's gray market stuff, so it's legally dubious and keys frequently end up deactivated because some of them have been stolen or were review code.
>>
>>12617909
I've been using it on and off since 2019 mainly for buying delisted games and never ran into any issues, though I do make sure to only buy from sellers who have a high rating. Also, what >>12617930 said. I personally wouldn't use it to buy anything too recent since there'll be a higher risk that it's a stolen key that could either get revoked from your Steam account or god forbid potentially put your account in jeopardy.
>>
>>12617907
You'll need to add logical disjunction operators between the extra clauses too.
>>
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>>12617549
Been working mostly on death animations this week. This one here is the only one that still needs to be done, but it is a damn pain animating an enemy this big.
>>
>>12617893
>>12617907
Nevermind, got it working. Nomad keeps his mighty boot across levels. However, now I'm finding out he also loses his entire Zeta Shop credits across levels, but I don't have time to figure THAT out yet. I'm currently out with family, but I'll catbox the patch later tonight.
>>
>>12617827
Pistol can shoot pretty fast, but every 12th shot it does a quick reload animation.
Chaingun shoots faster, uses its own ammo pool, and never stops to reload.
>>
>>12617930
>it's legally dubious and keys frequently end up deactivated because some of them have been stolen or were review code.

I've bought like 10 keys from this site and nothing really fishy has ever happened to me. but yeah, as the other anon said I recommend buying from sellers with high ratings. also, you're wasting your time replying to an absolutely mentally disabled retard who's been posting some retarded shit in other /vr/ threads. I'd suggest just ignoring him.
>>
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>>12617549
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>>12617930
I'd rather just pirate than buy from that site since I don't feel like taking the gamble that I'm supporting some rat fuck stealing credit cards or some other scam.
>>12617971
Neat!
>>
>>12617971
Alpine cable car adventure
>>
>>12617960
>However, now I'm finding out he also loses his entire Zeta Shop credits across levels
That's strange, it doesn't seem to do that on mine without me even fucking with it, despite Zeta using a metric fuckton of tokens to track stuff.

I do have it way late in the load order, dunno if that makes a difference.
>>
>>12617985
Oh wait, maybe it's because I have it set to reset credits at the start of a mapset, and Nomad's pistol starts are triggering that. I'll figure that out when I get home.
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>>12617975
Not for nothing but if you pay taxes of any sort it's directly funding unimaginable amounts of needless pain and suffering towards your fellow humans. You do you though.
>>
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>>12617796
Some rando on Doomworld has been posting some kinda interesting screenshots with a lavender/purple palette. Looks pretty neat.
>>
>>12618002
>bad bitch with a gun and an eyepatch
I'm interested in this
>>
>>12617998
That may be true, but the third world scammers can't send men with guns to my house unless enough people buy games from them.
>>
>>12611928
in spear of destiny the death knight has some monocle thing but in the hd wolfenstein 3d ports, he does not have the monocle
>>
>>12617549
https://i.postimg.cc/D0689DnK/doom177.png

4chan is being a fag of dicks, and doesn't let me upload images, so here's an external link this time.
I've solved so many captchas to try to verify my email, over my IP range. Only to get cockblocked over and over.
>>
>>12618069
I was going to write a joke reply pretending to have been goatse'd and to warn others not to click, but this screenshot is unironically just as disgusting
>>
>>12614372
I love the artstyle, the maps are almost all good for an official release, the secret levels are aids, some weapons don't have animations, and the missing monsters are dearly missed. 7/10
>>
Is there a wad pack that's literally just doom1's 4 episodes without any changes but with added super shotguns and enemies from d2? D1's enemy roster is painfully small
>>
>>12611932
>doomworld links
>looks like there's a problem with this site
Is it down for anyone else?
>>
>>12618117
Yeah me too and also
https://downforeveryoneorjustme.com/doomworld.com
reports it as down.
>>
>>12618106
No and there are precious few proper KneeDeepInTheDead-themed Doom2 maps too...I guess because many of the necessary textures got cut from the Doom2 IWAD
>>
>>12618117
>>12618125
Looks like it's back now.
>>
>>12618135
So sad. I like d1's levels more than d2's, but shooting nothing but imps and other shotgun fodder over and over again gets really boring really quick
>>
>>12618106
Probably not. You'll have to do it yourself.
>>
>>12617629
>How do others have their keys and mouse buttons mapped? Fire/jump? Fire/altfire? Something else?
This is irrelevant for most people, but I keep mouse 2 bound to strafe on and my turn keys bound to mouse 4 and 5 bound to turn left and right so I can sr50 without doing anything extra with my left hand. Traditionally, you need to press 4 buttons simultaneously to do sr50 for any long distance, so designating mouse keys for this helps. Recently, I also use the middle mouse button to enable/disable vertical mouse movement for glides. Mouse movement in general can also be good for very precise positioning, like with certain platforming or zero-presses.

>>12618106
The various console releases of doom (for the jaguar, psx, etc) added doom 2 enemies to some levels, but I don't think much design consideration was made in doing so, and I don't think they've been ported. Honestly, just replacing/adding a few enemies to 32 levels would take like an hour or less depending on how lazy you were with it.
>>
>>12617081
the first thing i'll do when downloading the wad would be cutting out pistol start
>>
>>12618106
Most of that should be pretty easy to make yourself, if you really want it.
>make new .wad
>copy over levels from doom.wad v1.9
>copy over title screen and sky textures
>add sky textures to patches and textures lump
>don't need to copy over much other stuff because you'll be running it with doom2.wad as your iwad
>but then loading doom.wad on top of it as a pwad, and then this .wad on top of that
This is the simplest part.

>open in Doom Builder and then go in and place and replace monsters as you feel like
>place the SSG in a few places (I'd suggest leaving it out of E1 for balancing reasons)
>(I'd also suggest to just mostly accept how E4 uses Barons, because it's supposed to be tough, the SSG will help even it out)
>(also go fix some of the broken secrets in E4 while you're at it)
This is the stuff which will be time consuming, but it's not hard to do at all.

Then:
>write a UMAPINFO lump which copies the episode structure and text screens of the first game
>you should be able to just copy the default stuff that's already on the GzDoom and UzDoom GitHub repositories
>if you wanted to keep things nominally simple as you work on this, you could use the 10s, 20s, 30s, and 40s as ranges for the episodes and map slots, as UMAPINFO doesn't let you do E#M# map file naming when running Doom 2 (for some reason)
This will be somewhat tedious, but you're largely working with existing templates so it should be easy to understand. The last part is the intermission map screens, which I THINK you can recreate with either UMAPINFO or perhaps ID24 had a format for it (ports like Nugget should support it). I've never worked with that stuff though, so I cannot tell you if it's easy or not, but it should be doable.
>>
>>12618076
Glad you like it
>>
>>12617975
>pirate game
>gets a russian ransomware
>>
doom: the text adventure
>>
>>12617883
Analblock might come back, post some screenshots, babble about some weapon sprite shit, then disappear again for the next 10 years
>>
>>12618274
Didn't he fuck off to Doomerboards or somewhere where they tickled his balls more than people did here? He's probably not coming back.
>>
Reject sprites
Embrace voxels
>>
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>>12618292
i think voxels look kinda ugly desu
>>
>>12618292
Voxels are ok when an engine does them properly, cause the weird halfway stuff like Gzdoom/Uzdoom does where it's converted to a model and can't do the sprite stretching to voxel stuff (this is why Barons/Hellknights/Cyberdemons look a little off in that voxel mod).
>>
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>>12618332
you haven't seen good ones
>>
>>12618332
I only like them when applied to pickups and decorations.
>>
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>>12618320
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>>12618320
>posted five times
>>12618373
>replied to above three times
>>
>>12611932
Back to '95 RC1 released
https://www.doomworld.com/forum/post/3031625

RAMP 2026 begins
https://ramp2026.doomproject.com/
>>
>>12617950
You're talking to someone with zero coding knowledge lol, are they the two vertical bars after RLDangerLevel through DRLAX_FamiliarPassive?
>>
>>12618386
Oh, heh, sorry. Yes. You're basically trying to say "if itemname is this or itemname is that or itemname is somethingelse or ..." so you have to put in a symbol that means "or". I got carried away and used an excessively technical term, I was probably trying to show off, I apologize.
>>
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>>12618391
Alright, trying this again. Does this look all good?
>>
>>12618375
It's probably the same anon who kept trying and failing to start shit over placeholder LibreQuake maps.
>>12618401
That ought to be fine.
>>
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>>12618403
Thanks, anon. This now bumps my DRLA folder to 15 mods with the original mighty foot mod (16 when I get around to using DoomRPG to cap it all off). I also finally confirmed that Nomad's credits do get wiped if you're playing with persistent credits disabled (which also disables level clear bonuses), so I'll probably tell CMM himself and leave that to him. Enjoy kicking stuff as Nomad without issue, /vr/os.

https://files.catbox.moe/9kky8k.zip
>>
>>12617903
I really liked the console treatment that retro first person shooters got back in 90s.

Doom
>psx version combined Doom 1 and Doom 2, added a new monster and whole bunch of new maps
>n64 version was a completely new game

Duke
>psx version had an exclusive episode with new maps and enemies
>n64 gave you completely new set of weapons, added few new enemies and combined episodes into one continuous campaign with maps getting visual make overs and new sections

Quake 2
>while psx version had to cut some maps and enemies, they added new enemies and maps to the mix
>n64 version had a completely different set of maps than pc version

Good thing all of these are playable on pc without emulators now.
>>
>>12618262
>get ye health bonus.
>>
>>12618415
What about 32x Doom or the N64 Quake?
>>
>>12618373
I look, think and behave exactly like this
>>
>>12618435
I think this anon >>12618443 meant to reply to you.
>>
>>12618454
Yep, it did that thing where it just loses a post instead of posting it and then I quoted the wrong one on the redo.
>>
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>>12617595
>>
>>12618262
>shoot demon
>>I don't know how to shoot that
>>
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>>12616341
>>12616924
>>12616927
Term's fine on his own. He's making a small ps1 style game right now, so I guess he'll continue Daemon_Toolz afterwards.
Also he's got a PNGtuber avatar now.
>>
>>12618504
>tweet
oh no, he's retarded
>Also he's got a PNGtuber avatar now.
oh no it's even worse
>>
I think he still posts here incognito
>>
>>12618504
Yeah, dude seems to be doing fine now, he doesn't need dragging back into shit just because some anons miss him.
>>
>>12618382
>Furfaggot announces his yearly participation trophy community project
>Announcement video contains music done by a fellow furfag
>"Starter pack" includes UZDoom and OTEX
Of course.
>>
>>12618528
Are you just angry some outsider has better luck hosting and managing projects than the Anons here?
>>
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>>12617595
>>
>>12618535
To be fair, the last high profile thing we got done was Ad Mortem. That's a "we" that doesn't include me, because I thought 4chan was just an awful place full of retards at the time.
Now I know it's an alright place full of retards.
One day I'll turn up with a resource pack so we can do something more than bitch and moan, but it probably won't be anytime soon.
>>
>>12618552
There are some high powered Anons here who know what the fuck they're doing, but it feels like we've been particularly unorganized for a few years now.
>>
>>12618535
angry? not really. but you're not wrong. this place is definitely shit at managing projects.
>>
>>12618554
Agreed, it's kinda sad. I started posting back in like mid-late 2023 and it was unorganized, but still pretty good.

>>12618559
Obviously, shit only gets done when there is a head retard in charge.
>>
what's the go-to quake sourceport nowadays?
>>
>>12618567
Ironwail or VkQuake.
>>
>>12611932
UnexDoom got an unexpected update after three years, it's still weird as fuck but now has throwing barrels and crates about the place.
https://www.moddb.com/mods/unexdoom/downloads/unexdoom-v29
>>
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What if doomguy was a woman what would happen?
>>
>>12618574
She dies and the world gets overun by demons.
>>
>>12618574
Exact same stuff.
>>
>>12618574
she gets pregnant by BBC (big baron's cock)
>>
>>12618574
What >>12618580 said, it would just be Crash instead.
>>
>>12618559
I think anyone can make and manage a better doom project as long as it isn't developed in this pile of shit
>>
>>12618596
I dunno man, have you seen some of the DBP development threads? Some of them had way more inane shitflinging than even here.
>>
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>>12618574
whuf burlguy was burlgal?
>>
>>12618574
Something-something mormons
>>
>>12618604
>"Today's a good day to die."
>>
>>12618601
gay drama or not, they're still far more organized than the people here. that's a fact, and I'm not even defending or particularly interested in DBP wads at all (I've only played like 2 of them).

they can get shit done in a fucking month, while people here are constantly asking for deadline extensions. some project leads go MIA, doing gay rug pulls or just quit, and some mappers here keep changing their shit and posting updates after the deadline has already passed. It's just embarrassing. I've been watching how project development works here for a long time, so don't tell me otherwise.

now take a look at this new Eternity project, 3-4 months of 'development': no project leader, no rules and deadlines, only 2 maps submitted, not even a fucking title.
>>
>>12618668
Anon, DBP is long dead, they're not getting anything done in a month.
>>
>>12618679
I'm particularly talking about the projects they made before the drama or whatever the fuck happened on that forum. not that I care about it anyway.
>>
>>12618574
Performing impse, but the imp fucking her instead.
>>
>>12618686
No, she's amazoning him.
>>
>hundreds of caco corpses + narrow pathways over death pits + pain elementals
This is not good map design.
This is bad map design.
Insane Gazebo is a bad mapper.
>>
>>12618443
Well 32x Doom did get jaguar maps, but so did the psx version. 32x version is just so butchered because it hardly fit the cartridge, so there was no point adding new content.

Sega's machines were not really made first person shooters. Sega Saturn did get Duke 3d with an exclusive secret map and unlockable mini game, but it pales in comparison to what psx and n64 versions added. Genesis port has more new content lol.

Quake 1 didn't have that good console journey either. Psx didn't get it's own Quake 1 and Quake 64 didn't have new content besides new soundtrack and funky lightning. It was already criticized back in the day for the lack of new content and that's one of the reasons why Quake 2 got more special console treatment. I do remember some video material from 90s on some Quake proto vr port with some new enemies, but I have no idea was the project ever finalized or was it even official.
>>
>>12618787
>Sega's machines were not really made first person shooters.
Dreamcast is the best way to play Quake 3 and Unreal Tournament on the consoles, not to mention some other neat ports.
Oh, and Outtrigger is a fun exclusive.
>Sega Saturn did get Duke 3d with an exclusive secret map and unlockable mini game, but it pales in comparison to what psx and n64 versions added.
Personally, I like Saturn Duke 3D for being a port to Slavedriver Engine. Nowhere else you get an experience of the familiar levels with a completely different game feel.
How much this is worth for you is subjective though.
>>
I did some googling and found my new favorite Doom mod
https://www.dropbox.com/scl/fi/4rthsvg2hplysmruhkd7l/Doom_Custom_Difficulties.pk3?rlkey=s1muaeasm8k3xyhfhz9qh7f7e&e=1&dl=0
It's a difficulty mod, but one I've never really seen before. It allows you select between easy, normal, and hard mode enemy damage values, but easy mode, hmp, and uv spawns. It's immediately made my Dooming more palatable when I want to do something like combine Combined_Arms with Colorful Hell, or Dakka with [insert monster mod here that is too hard when played on uv].
>But isn't that just easy modo?
Easy damage with max spawns or normal with max spawns does it with just about any mod and monster pack. Vanilla too if you're feeling for a real challenge. Not to mention if easy with max spawns is still too easy or normal with max spawns is still too normal but hard is a bitch, you can always turn on fast monsters to even things out. I'm shocked this isn't on moddb, zdoom, etc. Had to find it on reddit from a comment eight years ago on a post asking for this exact mod. Apparently it's lifted from D4T, but is divorced from it here and universally compatible with any other mod.

One more thing worth showing that I did not play with is this
https://forum.zdoom.org/viewtopic.php?f=43&t=64678
Sort of like Blood's difficulty modifiers where many-a-thing can be altered. You can no doubt get the exact settings I was after, but the first mod in this post just does what I need out of the box. Cheers to Doom.
>>
>>12618002
>lavender/purple
just looks like poison puke when you combine it with not-zombie anime grill.
>>
>>12617923
buy ads,G2A
>>
>>12617975
>I'd rather just pirate
that's the spirit. we must dissent!
>>
>>12611932
[06-06] John Romero in new C++ documentary
https://x.com/i/status/2062839369271009568
>>
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>>12617549
>>12617554
And that's the Deriver.
>>
>>12618918
Maybe, but OP has a vision. That's already 50% more effort than the endless parade of stock texture myfirstmap.wads seen in DW.
And also she's cute.
>>
>>12618528
What's wrong with OTEX though?
>>
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>make the player entity immune to damage
>on start, spawn a ghost entity that's teleported to player's position every tick
>ghost entity receives damage and has no collision with geometry or other entities
>any damage ghost receives is mirrored onto the player
Is there any better way to separate player's collision radius from hitbox?
>>
>>12619171
>the endless parade of stock texture myfirstmap.wads
I love these but admit I am spoiled for choice thanks to the good fortune of hundreds of shovelware CD images from the 1990s being preserved online for some reason.
>>
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>>12619215
>>
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>>12619215
>>
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>>12619215
DOOMshmup?
>>
>>12619215
That's a strange and specific sort of design. What're you cooking up there, Anon?
>>
>>12618919
I'll buy the ads and shove them straight up your ass.
>>
>>12619226
They're not for me, but they have their place.
I'm much more interested in projects like Eye Juice, Forbidden Compass, Ad Mortem and AshtralFiend's stuff which try to freshen the gameplay up with new monsters and nicer weapons. Doom is cool but I'm kinda tired of cool looking map with stock gameplay these days, and while mods solve that, OPs desiging the mod with changes from the ground up is way, way cooler.

>>12619215
TITS.

>>12619236
Does sound like some danmaku shit, wonder what anon is cooking up.
>>
>>12619242
lol nice rhyme
>>
>>12618946
Oh, right. Make sword finisher repeat twice when berzerked, it really feels like it's made of jello.
>>
>>12619251
It doesn't proc twice? It should.
>>
>>12619254
Just doublechecked, yeah it's firing off twice, the same with the rest of the sword combo when berserked.
>>
>>12619254
>>12619257
Repeat twice, as in one normal strike for 60 and two echoes for 60+60. That's 180 damage to match 200 of max rolled berserked punch.
Unless there was an update that I missed, it still does 120.
>>
>>12619205
OTEX is very good quality, and somewhat comprehensive and varied, but it also got overexposed, SO many projects have used it in recent years, even Ad Mortem used parts of it.

I think one of the problems is also that almost everyone wants to play with those cool-ass marble textures it has, but it gets tiresome when you see so many maps which use those sets of marble.
>>
>>12619259
Oh, well I'm not gonna do that. I might just buff the sword damage overall, or at least the damage of the finisher strike.
I was lowballing everything for the sake of the BYOC crew, as some of them are pretty fucking anal over damage values.
>>
>>12619267
>some of them are pretty fucking anal over damage values.
Oh for deathmatch, isn't it? Don't know how they're going to accept that rocket launcher, then.
>>
Oh, if I toggle Vanilla Mouse Sensitivity in mouse options in Eternity, the mouse stops sucking.
>>
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I know this is barely retro but I just woke up from a dream where I was playing Half Life and throwing satchel charges to cut tails off of dragons like you do in Monster Hunter and Souls games.
There's nothing really unique about them compared to other C4-esque weapons but I always found the HL1 ones to be a little more satisfying than the others, especially when you pull off a tricky throw and turn a bunch of HECU into a pile of skulls and ribcages.
>>
>>12619410
The gibs make the explosives better and more fun, which is one of the important things that HL2 missed from the original.
Yeah, ragdolls and all that, but they could have left it up to a 50% chance or something, though perhaps memory was way too tight for gibs.
>>
The Legend of DOOMda
>>
Not really news post worthy, but a new version of a mod, iris blood, is out. Its an MBF21 blood mod that looks pretty cool, has colored blood for different types of mobs like spectre/anarchno/archvile/etc. V4 makes it compatible with stuff besides helion
https://www.doomworld.com/forum/topic/157756-iris-bloodv4-mbf21dsdhacked-universal-blood-system/
>>
>>12619481
>open trailer
>hear zoom fart music
>close trailer
>>
>>12619486
>unc gets filtered by zoomer
>>
>>12619410
I liked using them in On a Rail a lot.
>That one elevator that has a bunch of explosive crates at one of the stops.
>Throw a satchel on the other side.
>Ride the elevator.
>Detonate the satchel while riding it.
>Blow out my eardrums from about 5 or more explosions at the same time.
>>
Now that's a low-quality bait if I've ever seen one
>>
technically speaking it should be spelt DÖM
>>
>>12619481
Nice, never too many blood replacement options, especially for lost souls which always seemed fucking weird to be bleeding in the first place.
>>
>>12619507
dömer kebab
>>
>>12619492
anyone with a brain cell knows how fucking bad nudoom's music is, though.
>>
>>12619515
The music in Doom 2016 was ok. They should have gone more in the direction of Doom 3's badass menu theme, but the execs were fucking faggots and thought metal was cringe.
>>
>>12619515
The Only Thing They Fear Is You just by itself alone btfos all of Prince's copypasta across both games. id guys WISHED they had this kind of soundtrack at the time
>>
>>12618504
i mean, we humans have to know when something tastes bad regardless of cooking skills because eating is essential to our existence and we used our tastes as part of our survival
>>
>>12619520
Nah. It's just ok. Prince's music for Doom was a mix of transformative rock and metal stuff, and then original tracks.
There's a reason it's in Library Of Congress now.
>>
>>12619520
Doom 3's main theme alone mogs the entire nudoom's trilogy music
>>
>>12619520
Prince's music has been deemed historically significant enough to be worthy of preservation by the oldest institution in the US. The nudoom generic slop is forgotten within minutes of closing the game.
>>
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>>12619536
I liked the pause menu music more.
>>
>>12619537
>The nudoom generic slop is forgotten within minutes of closing the game.
The kids are too busy screaming rip and tear at each other.
>>
>>12619546
woah a time traveler from 2016
>>
>>12619537
I know this is a room temperature take, but his work on Killer Instinct laps NuDoom's soundtrack times over (and it's years older), so it's not like he's even a bad musician.

bethidsa asked for slop and gordon delivered, for all the thanks it earned him
>>
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I think GZ/UZDoom's lighting systems have gotten significantly worse (I can't even get r_visibility to do anything to rectify this now - that used to fix a ton of maps) and shouldn't require having flashlight mod installed. I prefer playing an older version of Afterglow since trying to play the latest versions I found the lighting to be completely botched. And frankly a lot of maps just look and performs noticably worse in GZ/UZ Doom.
>>
was just trying out final doomer and i'm like - fuck it I'd rather run some gameplay mod designed for nugget/dsda/cherry/etc over dealing with the inability to see anything without running flashlight 24/7.
>>
>>12619537
There's like, two or three tracks from Doom 2016 which are decent and which stick in my mind some, but much of it is just kind of whatever.

>>12619556
Sometimes the obvious has to be stated. Killer Instinct indeed showed that Mick Gordon could do some nice and hard (relatively speaking) metal tunes for Doom 2016 if they had just let him, but they simply didn't.

https://www.youtube.com/watch?v=AZLmf3n00IM
Not saying the soundtrack should have been ALL music like this, it certainly wasn't all guitar shredding and slamming drums in Classic Doom either. Rather that it would have been good if they had the same approach towards a blend of high tempo rock for action (stuff a bit like this), then moody slow music for exploration (even if Doom 2016 didn't have much exploration with incidental combat).
>>
>>12619560
Change lighting to software and set banded lighting to on, it's the closest the later ZDoom-based ports get to vanilla.
>>
>>12619526
>>12619537
>preservation by the oldest institution in the US
Firstly, that isn't really as great as you make it sound considering that same insitution also thought beyonce, taylor swift and various nigger mumbling noises too were "historically significant"
Secondly, Prince's OST was preserved well over three decades after it was released, and that's considering that classic doom at the time was a significantly larger cultural phenomenon than nudoom is now. Back in the day I hadn't met a single person who had a PC but didn't have doom on it. Even those without PCs knew about doom and/or played it on someone else's machine. And it still took 30 years. Mark my words, Mick Gordon's OST will be in that same registry, and in less than 30 years too
>>
>>12619509
>never too many blood replacement options
Disagree. I don't understand why does every modder consider it his duty to make his own gore mod, they are all basically the same thing but looked at from different angles, you'll hardly notice any difference during frantic slaughtering
>>
>>12619570
thanks. I turned gamma up slightly as well. I realized in order to even have r_visibility have an effect you need to be in software mode cause afterwards I could adjust it to 20-24 to make everything visible. It bugs me that they don't set lighting to software rendering with banded lighting on by default with UZ. Everyone knows about the filters but I used to have a version of gzdoom with it setup for software + banded lighting but I've barely been using it so I forgot what to setup for it anyway and switched from ZDL to DoomRunner because my ZDL glitched and I lost all my setups for it.

Spectres look so bad in GZDoom without software rendering enabled.
>>
>>12619557
>>12619560
Wait, are you complaining that the maps are too dark or too bright? If it's the latter, please share how did you achieve that.
In earlier versions of GZDoom I had lighting configured in a way that almost completely got rid of vanilla doom's "can't see past 10 meters" crap, but now in both GZ and UZ I can't do it, everything is so fucking dark all the time and I hate it.
If there is a mod or a shader or a plugin or what have you that gets rid of the distance based lighting changes (making it so that a sector's brightness is completely unaffected by distance to it) then please share it
>inb4 flashlights
Anon if I want to play a survival horror game I'll go play a fucking survival horror game
>>
>>12619587
>because my ZDL glitched and I lost all my setups for it.
I had that happen once from a power cut but I kept backups of my ini so nothing really got lost.
>>
>>12619589
gl_fogmode 0
gl_maplightmode 0
>>
>>12619557
>>12619587
I'm just weirded out with why the fuck the newer versions do this to savegame thumbnails.

This was at normal fucking lightning, not running darkdoomz or some shit.
>>
>>12619593
I'm actually glad this happened because I am loving all the presets with Doom Runner I can setup. Makes it easier to keep track of all the different map sets I want to play and what source port to play them in. I had to many things unorganized in ZDL.

>>12619587
set lighting mode to software as discussed along with turning on banded light
r_visibility in console - it's default is 8. I usually set it to 16 to 20 but go higher if map is absurdly dark to a point of being unplayable.
raise brightness/gammas to like 1.10 or so. Most of the time you don't need to do this one.

>>12619598
These help too. But I like to have some darkness so I never use them.
>>
>>12619589
Meant to reply to you with middle portion: >>12619613

Keep in mind it still looks better in other non z doom derived source ports even with these fixes. Visibility & readability is just way less of an issue. Just looks much closer to vanilla in z doom with the fixes.
>>
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>five (you)s
>zero answers
...
>>12619236
>>12619237
I have a character that's big. So big that if I set the entity radius to what it should be (proportional to height) then half the maps become uncompleteable because you just can't fit through many passages. I've tried making use of crouching shenanigans, dynamically reducing the radius as needed and then restoring it back, but it's always bugged and inconsistent as fuck and half the time you get stuck in the nearest wall or ceiling the moment you uncrouch. That's when I decided I'll make collision smaller than the hitbox (something I originally deliberately avoided for consistency's sake) but turns out zdoom doesn't support detaching hitbox from collision box either. So now I have to jump through hoops again
There's also still the issue of monsters targeting the original Doomguy height (notice the spider shooting at my ankles) instead of where my face actually is
>>
>>12619236
https://www.youtube.com/watch?v=8onDklHjBTQ
>>
A mod that replaces pissed off martian with pissed off Mari-tan
>>
>>12619680
That'll be when Kegan goes hard weeaboo and turns Malefactors into all anime girls.
>>
>>12619369
doesn't work :(
>>
>wonder whether or not line_horizon can be used on a two-sided linedef or not
>click the little purple book in the interface because maybe there's included notes or links to a wiki
>get to a wiki for Eternity
>it's a general page for linedef actions
>CTRL+F
>there's a mention of it
>and a link to a page
>except there's no page for line_horizon and it's red
>google for "line_horizon"
>get ZDoom wiki
>actually tells me plainly it doesn't work for two-sided linedefs
This is just some little thing I could have quickly deduced on my own anyway, and googling it gave me the answer, but it's just this funny little thing where, yet again, Eternity isn't properly equipped or readily finished in some manner, simply because nobody could have been fucked to make it so for the past 20 or so years.
>>
>>12619686
>Femalefactors
>>
>>12619748
What's even the purpose of Eternity again? What does it set out to do that other ports haven't done already?
>>
>>12619752
Stuff like functional room over room with being able to have it work on maps and stuff, also being able to do moving things like the start of heartland.
>>
>>12619752
It's been around roughly as long as ZDoom family ports, and generally aimed or advanced mapping and modding capability, but the impression I get is that it's really just been left in the dust by ZDoom in almost every single aspect that matters.

I've kept hearing over the years from that Eternity was this cool low key alternative to ZDoom but which can do things which ZDoom can't. Finally mapping with it now, there's uh, maybe some things it does better? Apparently those sector vehicles in Heartland is something that's hard to do in GzDoom, or at least the same way.
Meanwhile, there's shitloads of really basic things which ZDoom ports have done for ages but which Eternity still doesn't.
>>
>>12619760
>functional room over room
I thought gzdoom already has it? LLMs even claimed it's less fucked than in build engine. I'm not an expert on gzdoom and only played a couple maps with room over rooms, but I do remember imps seeing and shooting me from a different floor, which was not the case in blood
>>
>>12617081
>>12617095
>Can't you force that with mapinfo in Eternity?
You can with ACS - I already do this in my map by stripping player inventory at one point

>>12615550
Honestly mine is at the beginning stage and Im swamped with IRL work and stuff so I doubt I'll make anything sensible on time, I still want to finish it, at least for myself
>>
>>12619772
>I thought gzdoom already has it
In a fucky way that doesn't quite work right, which is the way with a bunch of things.

There was even an entire debacle of Graf ending up admitting to trying to use Eternity stuff to patch up his own versions of things, which went down about as well as you'd expect since the licenses weren't even compatible with each other.
>>
>>12619776
People are obviously getting really sick of waiting on us, so I wonder, how many people here working on an Eternity map for this think that they'll be finished 7 days from now?

I feel that I'm getting pretty close to finished, and that it'll be done well before that.
>>
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>They confirmed that doomguy's name is Flynn Taggart.
just let this fucking franchise die already.
>>
>>12619812
It's not retro, and it's the same fucks who tried to big chungus even more of the Doom comic into the games so just fucking ignore them.
>>
>>12619752
muh portals
>>
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>>12619812
>caring about nudoom
couldn't be me
>>
>>12619812
So doomguy isn't supposed to be me anymore?
>>
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>>12619832
>>
>>12619821
Wdym, just look at all this retro.
>>
>>12619845
Whoa, new Doomsday update looking good.
>>
>>12619845
Fuckers are trying to muscle in on doing the hideous shit that people with no taste shove into JizzyDoom to make it look modern.
https://www.youtube.com/watch?v=9m65I6cUEUo
>>
>Thief got Shekeldived
welp
>>
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>>12619812
>The Doom novels have largely been disregarded in the community due to retconning the demons into aliens among other things.
>Doom Eternal prodded at this by having a book in the Fortress in Doom referencing the retconning of Flynn Taggart as a name.
>Doom The Dark Ages DLC name drops "Taggart."
I'm going to give them the benefit of the doubt and assume that this "Taggart" is someone else in Doomguy's squad or whatever as a reference, but It's going to be very weird at most if Doomguy finally gets an official name, especially one that isn't Blazkowicz. Maybe more weirder than him STILL not having blonde hair for no reason.
>>
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>>12619845
honestly i feel like that specific piece of the trailer is more so hinting at a return of the easter egg stuff like D16
this clip here makes me think they are going to try actual honest remakes of the maps, or fresh maps altogether
some people are speculating theyre doing more of a flashback sorta gimmick, which if executed well might be neat as long as it doesnt fuck the pacing
>>
>>12618320
It's always gays and trannies but never bisexuals, they can fuck right off.
>>
>>12617549
https://files.catbox.moe/ip6802.mp4
>>
>>12619852
Except that looks fucking great? It somehow manages to have that retro feel (mainly due to ubiquitous use of 2d?) despite looking better than what bethesda puts out in current day lmao
The HUD sucks though I'll give you that
>>
>>12619857
>Maybe more weirder than him STILL not having blonde hair for no reason.
It's the Doom 3 bro (based).
>>
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>>12619518
>>12619536
I'm with you two. Both the Doom 3 title and the PSX Doom theme are *the* unofficial themes of DOOM to me even if neither are as notorious as E1M1; with 3's theme fitting the metal/kicking-demon-ass aspects of the game and PSX's fitting the Army of Darkness epic solo perseverance of Doomguy plus the creepier dungeon-like levels of the game.
https://www.youtube.com/watch?v=atdyHvLhJXo
>>
>>12619857
There's absolutely no reason for him to be Blazkowitz either, there is zero interconnection between the two settings other than having been created by the same company
His name is Doom Slayer, that's it, he doesn't need no boring mundane anglophone name
>>
>>12619887
>Doom Slayer
zoomers please go and stay go
>>
>>12619857
>>12619882
>>12619887
I do wonder what their end game is
personally i think Doomguy is Doom 1>Doom 2>D64, which leads into D16, while Doom 3 is a parallel story taking place during the events of Doom 1 with a different marine entirely.
but with how they want to make this whole gigatimeline thing i wouldnt doubt theyre trying to really tie everything into it being one marine, which would be kinda boring it thats the case
>>
>>12619857
Doomguy being BJ Blazkowicz's descendant has honestly been gay and cringe lore at least since the newer games made BJ and Wolfenstein gay and cringe. Wolfenstein hasn't had good games since Return to the Castle and Enemy Territory.
>>
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>>12619891
i concur

doomguy or go home
>>
>>12619894
it's like the difference between bram stokers dracula and nosferatu honestly
>>
>>12619898
>since the newer games made BJ and Wolfenstein gay and cringe.
Even the Marathon fans don't let newer shit that's mostly just reusing the names go and affect their opinion or enjoyment of older stuff.
>>
>>12619914
It's easy for them to make that distinction when Concord 3: Marathon doesn't have anything to do with the original games whatsoever.
>>
>>12619891
I'm almost certainly older than you
Plus you cannot in good faith argue that the .txt from 1993 is better lore than what nudoom has introduced
>>
>>12619917
You are replying to a retarded contrarian troll and you should probably stop doing that.
>>
>>12619917
>better lore than what nudoom has introduced
Doomguy being a clone of satan is peak lore.
>>
>>12619917
I don't know what you mean by better ""lore"", but I do like the simpler premise of "doomguy" being a "disobedient soldier" sent to Phobos and Deimos on shitty security duty.
>>
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Could it have saved the Virtual Boy?
>>
>>12619917
You're a marine, one of Earth's toughest, hardened in
combat and trained for action. Three years ago you assaulted
a superior officer for ordering his soldiers to fire upon
civilians. He and his body cast were shipped to Pearl
Harbor, while you were transferred to Mars, home of the
Union Aerospace Corporation.

The UAC is a multi-planetary conglomerate with radioactive
waste facilities on Mars and its two moons, Phobos and
Deimos. With no action for fifty million miles, your day
consisted of suckin' dust and watchin' restricted flicks in
the rec room.

For the last four years the military, UAC's biggest
supplier, has used the remote facilities on Phobos and
Deimos to conduct various secret projects, including
research on inter-dimensional space travel. So far they have
been able to open gateways between Phobos and Deimos,
throwing a few gadgets into one and watching them come out
the other. Recently however, the Gateways have grown
dangerously unstable. Military "volunteers" entering them
have either disappeared or been stricken with a strange form
of insanity--babbling vulgarities, bludgeoning anything that
breathes, and finally suffering an untimely death of full-
body explosion. Matching heads with torsos to send home to
the folks became a full-time job. Latest military reports
state that the research is suffering a small set-back, but
everything is under control.

A few hours ago, Mars received a garbled message from
Phobos. "We require immediate military support. Something
fraggin' evil is coming out of the Gateways! Computer
systems have gone berserk!" The rest was incoherent. Soon
afterwards, Deimos simply vanished from the sky. Since then,
attempts to establish contact with either moon have been
unsuccessful.
>>
You and your buddies, the only combat troop for fifty
million miles were sent up pronto to Phobos. You were
ordered to secure the perimeter of the base while the rest
of the team went inside. For several hours, your radio
picked up the sounds of combat: guns firing, men yelling
orders, screams, bones cracking, then finally, silence.
Seems your buddies are dead.

It's Up To You
Things aren't looking too good. You'll never navigate off
the planet on your own. Plus, all the heavy weapons have
been taken by the assault team leaving you with only a
pistol. If only you could get your hands around a plasma
rifle or even a shotgun you could take a few down on your
way out. Whatever killed your buddies deserves a couple of
pellets in the forehead. Securing your helmet, you exit the
landing pod. Hopefully you can find more substantial
firepower somewhere within the station.

As you walk through the main entrance of the base, you hear
animal-like growls echoing throughout the distant corridors.
They know you're here. There's no turning back now.
>>
>>12619928
No, it was a fucking money pit.
>>
>>12619928
if it ran at 30fps or higher then yes
>>
>>12619936
it's really that gunpei yokoi didn't have the foresight he needed to just shelve the idea for 1-3 years and then we would have had green and blue LCDs and the virtual boy probably would have been a success as long as the eye strain wasn't too bad in full color

i never had an eye strain problem with it if i took my glasses off and adjusted the focus the best i could with no glasses on
>>
>>12619931
>Three years ago you assaulted
>a superior officer for ordering his soldiers to fire upon
>civilians.
Isn't that how The Running Man starts?
>>
>>12619928
A cursory google search shows that the only actually playable DOOM port for the VB offloads everything to anachronistic hardware on the cartridge, so pulling that off in 1995 probably wouldn't have been financially viable
>>
>>12619950
that's the whole advantage of using cartridges bro
>>
>>12619956
>using a cartridge means they could magically add chips from 2025 in the year 1995
???
>>
>>12619942
It was a cursed idea, but especially for the time. The name suggested to consumers that it was along the lines of a gameboy, except it wasn't because of the concession they had to make due to health concerns and cost. As a home console it's sub-par compared to the SNES, let alone the N64. People were already buying a home console and a gameboy and the assorted stuff for those two platforms, triple dipping with another system would have been too much even if it was better than the SNES.
>>
>>12619921
>there's actually people out there who think that this is unironically good
Reads like the very worst capeslop imaginable.

>>12619928
No. Even assuming you went full Randy Linden and cobbled together a facsimile optimized for the hardware, the Virtual Boy was notoriously difficult to market because you can't really show off the graphics and VR gimmick properly on TV or in print, and nobody can just watch someone else play it to get an idea about a game.

The library of games that it has, if very small, isn't even bad in quality, it's almost all okay or sometimes good, but it didn't matter.
>>
>>12619928
retarded hypotheticals aside, at least it would've been really cool
>>
>>12619898
>Wolfenstein hasn't had good games since Return to the Castle and Enemy Territory.
Wolfenstein 2009 and Wolfenstein RPG are alright.
>>
>>12619963
>Reads like the very worst capeslop imaginable.
It's because it is, Hugo Martin is obsessed with that shit.
>>
>>12619963
red alarm and that wario game are both solid

unfortunately my parents never bought me 3d tetris cause they heard they were gonna stop making games for it

the problems with the virtual boy were the focus bar actually needed to be even wider for people who couldn't adjust it correctly and it needed to be full color

in that multiverse gunpei probably didn't get fired from nintendo and metroid is still a good series lmao

btw i played this on the real hardware not an emulator trying to mimic the 3d and i was in the minority of kids who thought it the VB was the wave of the future
>>
>>12619942
I don't think 3 years would have been enough, and the whole idea about two separate processors, at least done in that fashion, was probably the wrong way to go for the future anyway.
IMO, the 3DS was essentially the solved Virtual Boy, it had all the power you needed for a really full fledged game with decent graphics, be it 2D or 3D, and its approach to 3D was just way more practical, in big part because it was optional.

>i never had an eye strain problem
That was virtually entirely neck strain which gave people headaches and shit, they didn't position themselves well (perhaps finding no truly comfortable location and adjustment), and it just gets so uncomfortable that you'll feel like shit.

It means you played with the Virtual Boy correctly.
>>
>>12619917
It is. Hall's ideas were even better, but alas, we weren't meant to play as Thi Barret on Tei Tenga.
>>
>>12619993
I feel that Hall's ideas were better suited for Rise Of The Triad, and part of what makes it good.
>>
>>12619991
the super fx chip is how super metroid, star fox, super mario rpg, and drumroll~ doom were able to run on the snes

it's also why the games costed $60-$70 in '90s money
>>
>>12619917
>Plus you cannot in good faith argue that the .txt from 1993 is better lore than what nudoom has introduced
Yeah, it is definitely superior to all the nuDoom trash combined. next question.
>>
>>12619993
>>12619998
Tom was always wanting to do a bit more than Carmack really wanted to, it's most of what got him kicked out in the end, dude kept arguing with him to get stuff like teleporters and flying monsters, which Carmack was against doing.
>>
>>12620001
Super Metroid doesn't use the SuperFX chip you fucking asshole.
>>
>>12619998
I feel like I wouldn't mind if Doom eventually turned into Anachronox.
>>
if doom is supposed to happen in 2035 I feel like elon is really going to have to step up the schedule
>>
>>12620009
how did they do ceres and the other rotations then? i always thought it was a chip. sorry if i made a mistake. it just really creative use of mode 7?
>>
>>12620018
He's playing on the side of the demons.
>>
>>12620008
>stuff like teleporters and flying monsters
And both things ended up in Doom and are among the most iconic Doom assets.
Both Hall and McGee were in the right. id never made anything that good after they were kicked out. And I say it as the biggest Carmackfag ever.
>>
>>12620008
I don't think that's true. I think it was that his maps were boring corridor crawls, like Wolfenstein maps. He went to some army barracks to get an idea of how to build a level and it turns out making real world locations leads to boring game environments.
I suppose it also didn't help that him and A.Carmack couldn't stand each other.
>>
>>12620020
no I'm pretty sure that demons would happily fund the gay dance parties in madagascar
>>
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DOOM but better.
>>
>>12620034
>DOOM's hud only takes 1/5 of the screen, that's not enough
>Let's make a game with a HUD that takes 4/5 of the screen
I bet it doesn't even have cacodemons or super shotguns.
>>
>>12620002
I wish you were able to comprehend the irony of this post you've made
>>
>>12620034
kek this is unironically the only wolfenstein game I ever finished
>>
>>12620023
The shit that happened to American Mcgee was fucked up, dude was set up to fail by Tim Willits so that shite could get ahead in the company.
>>
>>12620038
it's probably an optimization thing like how a lot of xbox hueg games used 70 fov instead of 90 or better
>>
>>12620046
i played quake with tim back in the day (met him mapping) always struck me a tool, kinda like reddit before reddit existed

does he do anything aside from collect a paycheck anymore
>>
>>12620047
>70 fov
Criminal.
Especially without a FOV slider.
>>
>>12620034
It's Operation Body Count ackshually.
>>
>>12620047
It's was pretty much a thing in gaming since the 80s, it's why Doom let you shrink the gameplay to the size of a postage stamp.
>>
>>12620050
>does he do anything aside from collect a paycheck anymore
Not really, occasionally he uses his credentials as an "original Doom developer" to spouts lies about how 40k inspired Doom as a marketing thing for some Embracer shit.
>>
>>12620058
so he's just a blowhard on xitter like sandy petersen is
>>
>>12620019
Mode 7 is just a basic function with the SNES, you can see it used in hundreds of games.
>>
>>12620008
Dramatic oversimplification.
>>
>>12620034
>>12620038
Reminder that the hardware CAN do better
https://www.youtube.com/watch?v=FZ0cMg6QzHs
>>
>>12620060
Arguably, except Sandy worked on way more vidya and content than Willits ever did.
>>
>>12620067
>tech demo
>does absolutely nothing other than rendering
>glitches everywhere
>leverages 30 years of knowledge that 90s devs wouldn't have had access to
>built with modern tooling that allows for iteration speeds that 90s devs would've killed for
apples to oranges
>>
>>12620039
no, it's not irony.
>>
>>12620050
>i played quake with tim back in the day (met him mapping)
What?
>>
>>12620034
Why does anyone reply to these obvious bait posts. Are you all retards?
>>
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>>12620075
you must be a blast to be around irl anon
>>
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>>12620043
Pretty impressive what they were able to pull off compared to Wolf3D.
>>
>>12620060
Tim's malicious as fuck and doing it for the monies.
>>12620068
He's the one who just seems to have had a normal career after id, like Romero scraped around in mobile development with Hall after Ion Storm got fucked and then faffed about till he started doing shit like Sigil.
>>
>>12620075
A lot of it is samefagging.

>>12620083
The Genesis has a bit more clockspeed than the SNES, but also they shrank down the screen and gave you fuckall for draw distance, so it gets a lot of performance from that (though still slows down at times).
It's a good and ambitious game chock full of detail, and very impressive given the tech constraints.
>>
>>12620086
>A lot of it is samefagging.
Which posts in particular are samefagging? Please justify your response.
>>
>>12620072
OG quake community was tightly nit

the id employees would fakenick but they revealed themselves as active in our irc channel one day because we were discussing the internals of the map compiler and ways to make it run faster that the id employees claimed they didn't program into bsp at all, however, objective testing revealed our brush techniques massively sped up compile times and they implemented the tech in quake 2

the tl;dr was to use really fat brushes and avoid using thin lines as often as possible
>>
>>12620089
Oh, you felt called out by that?
>>
>>12620101
Concession accepted. You are now banned from the internet for 72 hours.
>>
>>12620050
>>12620091
Reminds me of when Alan Wilson would pop up in Killing Floor games and it'd kind of fuck with people when he started talking.

Link related, once you hear his voice, you know.
https://www.youtube.com/watch?v=kiZ20bYoN_8
>>
>>12619812
The only official Doom games that have been released after 2000 are 4 expansions and 2 mobile games: No Rest For The Living, Sigil, Sigil 2, Legacy Of Rust, Doom RPG and Doom RPG 2. Doom franchise is fine. NuDoom never was and never will be part of the same franchise.
>>
>>12620106
yeah, we all thought they were full of shit until they said they'd be back in 20 minutes then suddenly connected to IRC from 32c4e8ad32.idsoftware.com or something (you could see people's ips on IRC back in the day)
>>
>>12619812
Are the doom novels really that dogshit?
>>
>>12620109
Yes, you can at least have a laugh about how cheesy the Doom Comic is but the novels are just shit, some aren't even in English.
>>
>>12619812
I love how everyone believed this post without a shred of evidence accompanying it.
>>
>>12620109
The first one is readable, it's quite nice to see the actual maps described in the text, makes it easier to imagine. Like there's this one bit where one of the characters teleports to the end of E2M4 and is so transfixed by the horrifying sight of SP_FACE1 that she gets eaten by the demon that's just up the corridors. Then the other character teleports in behind and uses the soulsphere on the wall to heal her just in time, having learned earlier that's what those blue spheres do after it saved him from dying after running through a slime pit during what we'd recognise as E1MsomethingorotherIforgetexactlywhich.
>>
>>12620118
It only gets stupid after the characters make it back to earth and more characters are introduced. There's some waif-like teenage hacker and some other guy and there's a romantic subplot (??) I never read the third or fourth.
>>
>>12620023
Carmack is a programmer, not an ideas guy
>>
>>12620109
They're alright, but adjust expectations.

>>12620125
The main problem is that they contracted for four whole novels, but there just isn't enough to write about without taking liberties one way or another.
Should probably have just been two.
>>
>>12620130
I know, but still his ideas has a shitload of weight.
>>
>>12620103
Legit schizo
>>
>>12620130
Carmack would occasionally just think of things to implement and then tell the others to put apply them into the game, like invisibility or resurrecting monsters.

When you're a small team like that, everyone is an Ideas Guy.
>>
What are some good vanilla weapon skins for Doom 2? As in, they change the look of the weapon but nothing else.
>>
>>12620148
I really like 2048 Units of /vr/'s weapons, but I don't think there is a standalone wad for that. Wouldn't be hard to take the sprites out of it, though.
>>
>>12620148
Do the ones from 2048 Units count? Cause they're pretty nice.
>>
>>12620107
Nudoom is way more doom than either of Doom RPGs you absolute clown
>>
>>12620148
OHM does that.
>>
>>12620151
>but I don't think there is a standalone wad for that.
https://www.doomworld.com/idgames/combos/2048guns
>>
>>12620151
>>12620153
They aren't 100% Vanilla, IIRC.
>>
>>12620162
Pistol has a Duke3D style reload and they raise slightly faster but it's mostly vanilla.
>>
>>12620156
no, they're not. you're an absolute retard if you unironically believe that.
>>
>>12619928
Knee-Deep in the Red
The Shores of Red
Red inferno
Thy Red Consumed
>>
>>12619854
They're clearly putting some effort into this one. I hope they don't fuck up the lighting trying to improve it.
Textures look good. Maybe a little flat compared to the originals.
>>
graslu streaming perfect dark on VR, it's cool as fuck.
https://www.youtube.com/watch?v=sjLzJoOLq1Y
>>
>>12619343
Not for deathmatch. They're just really anal about damage values. There's several of them that dislike the short range cutter beam of Deriver's Plasma because it has cracked out stunlock for example. Their solution was to make it totally painless, which I think is fucking dogshit because now feedback wise it's a tickle beam and then they keel over.
>>
>>12619475
That Zelda Doom mod is fucking terrible.
>>
>>12620162
The set for Boom was mostly vanilla. Just the pistol was slightly faster.
>>
damn
was so in the editing zone that i forgot to eat dinner
>>
>>12620202
You should probably go eat food, Anon. You need that.
>>
>>12620203
don't worry
I'm a fatass
I have immediate reserves
>>
>>12620117
>he doesn't know
>>
>>12620145
Yeah but the idea there is he has the coding chops along with like you said a small team that he had a good rapport with. I never read Masters of Doom or got too into Doom's development but knowing Carmack he probably figured out a way to technically implement those systems but had the people he needed to properly put them in the game through things like art/level design and an effort to balance the game around it (i.e. what can and can't Archie rez)
Different story when your band breaks up and the new crew cares less about what you figured out enough to want to add it. So I guess you're not wrong about the ideas guy thing but it's often paired with a negative connotation to the guy who has no technical skills to implement his said idea.
>>
>>12619845
>After the flop that is The Dark Ages, now they have to milk the original Doom maps and throw in a shit ton of nostalgiabait references once again to get people to buy it.
Grim and sad
>>
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>>12616578
>>
Doomguy's name? Ranger Bitterman.
>>
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Just finished TNT Revilution
damn that shit was good
>>
>>12620245
What map is that? What is it supposed to look like? Can you post the node viewer open on a map we would all know? I don't have a node viewer.
>>
>>12620256
no it wasnt >:(
>>
>>12620261
it was you son of a bitch
>>
>pomf!
wah! demon-chan, what are we gonna do in hell?
>>
>>12620258
It's the one I'm working on, I'll be uploading it fairly soon, because it feels like it's almost finished. It renders and functions like it should from what I can tell (with the built in node viewer in UDB), but when looking at the nodes it just looks completely shattered and bare like that.

I should put in some more health and rockets though.
>>
>>12620256
Yeah, it fucking rocks, pretty much as good as Plutonia 2, better in a few respects. I love Final Doom so much, even TNT with its various flaws, so it was very cool to see people make not just Plutonia sets, but also TNT ones, and people keep making.
>>
>>12620275
I was very pleasantly surprised by it. I actually liked TNT much more than Plutonia when I first played it. However on a replay some years later I noticed a lot of it kind of sucks so I didn't expect a fan sequel to be this much of an improvement, so many memorable moments and awesome maps
>>
>>12619812
Action Doom 2 confirmed canon
>>
>>12619812
The fact that Doom 3's marine is the only well-written Doom protagonist that id Software has ever created really impresses me.
>>
>>12620282
As a kid, same. Growing older, the worse parts of TNT became more apparent, but it has some really good parts too which are just really fun (like Stronghold).
I like that Plutonia and TNT both have a bit of their own aesthetic and feel to them, just in visuals and tone.
>>
Oh right, because I didn't PLACE them, haha, how silly of me. Anyway, the map turned out actually pretty fun for something where I almost didn't plan at all for enemy placement for the most part, and just improvised as I went.
But I'll let others be the judge of that.
>>
>>12620293
I found myself enjoying my last playthrough of TNT more than Plutonia, though it was co-op with the Plutonia MP spawns having some of the dumbest shit ever.
>>
>>12619509
I know the Lost Soul in GZDoom has either a noblooddecals or noblood flag, but it doesn't work because it's not vertical like the others in the list. No idea why that makes it not work, but it does.
>>
>>12619812
No, I don't accept that. He's William J Blazkowicz III.
>>
>>12620156
No.
>>
is Wolfenstein the first game where you play as the bad guy?
>>
>>12619921
I thought Satan was actually God and just took Doomguys form because ???

>>12619963
>>12619984
I think Emil Pagliarulo also assisted with "writing" on a few of them, so, you know.
>>
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>>12620335
cool it with the antisemitic remarks
>>
I don't get it. Suddenly they're giving a fuck about the NOVELS? I mean, I actually kinda like them, but they aren't that fondly (or widely) remembered, the vast majority of actually hardcore Classic Doomers haven't even read them.
>>
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>checks release date
So the original Crysis is retro now. Feel old.
Anyway, why did they made the stupid alien bastards such a bloody pain in the arse?
>>
>>12620347
I don't know, I never played it.
>>
>>12620335
Wizardry 4 predates it, but as far as FPS go, sure, probably.
>>
>>12620335
That'd be Missile Command
>>
>>12620347
>So the original Crysis is retro now
Sort of, though the sticky also says "retro gaming means platforms launched in 2001 and earlier", something it would have a real hard time running on. Mods have been much more lax about it, though.
Even so, this thread tries to be "90s themed" as the text suggests:
>>All other 90s FPS welcome
I haven't played much of Crysis beyond the first hour of the demo, just to see how it would run on my PC back in the day. Then I went back to playing TF2.
>>
>>12620109
No, first two are pretty good. 2>1 imo. 1 is neat because it follows the game closer, but 2 feels more like "hell on earth" than the game did.
3 is kinda like when a horror movie franchise jumps the shark. It's aight. Haven't read 4.
>>12620114
>some aren't even in English
what
>>
>>12620371
>what
There's a Doom book that's just in Polish or some shit.
>>
>>12620371
>3 is kinda like when a horror movie franchise jumps the shark.
What happens in the third book?
>>
It's not like humans own Mars.
>>
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>>
>>12620416
who owns mars?
>>
>>12620458
elon musk i heard
>>
>>12620458
John Franklyn Mars
>>
>Thief Remastered
>>
>>12620458
John Mars
>>
>>12619587
>whitemare
Bbbbbbbbbased
>>
>>12619857
Keep in mind this is Hugo's fanfic. he has a fetish for cramming every single retarded reference into every nuDoom game, so there's a 99% chance that's actually Doomguy's real name from now on. It reminds me of how people spent years theorizing that the Doom slaya from '16 was either a different guy or the same guy from the OG games, until they confirmed he was Doomguy all along, for better or fucking worse.
>>
>>12620523
Yes.
>>
>>12619653
Tyrian, my beloved.

>>12620091
>Thick brushes shorten compile times
Huh, I've actually heard that story before...
https://valvedev.info/guides/investigating-the-wider-is-better-vis-anomaly/

Seems inconclusive whether there was any truth to it.
Also are you that Imaginos guy the article mentions, by chance? I hope you feel vindicated if so lol
>>
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>>12620625
people should also remember that while og doom was inspired by aliens, evil dead and anything in that 80's action/horror movie area, the new ones are inspired by the fucking mcu, transformers and he-man
meanwhile, quake 3 had a character based on a bisley design
videogame devs used to have better "nerdy" tastes
>>
>>12620523
Makes sense, they already have the engine work from the SysShock 2 remaster.
>>
>>12620735
>games used to be inspired by popular movies and artists
>now they are inspired by popular movies and artists
>>
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>>12620735
>>12620758
>>
>>12620735
>>12620758
Ehhh, fifty-fifty. MCU certainly isn't nerdy (or good) enough. Transformers is a maybe. He-Man definitely is by now.
>>
>>12620765
I was thinking the same thing. The more things change, the more they stay the same.
>>
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>>12620765
>>12620803
People were literally using jaks and chads less than a century ago
>>
>>12620770
Aliens wasn't particularly nerdy, it was a blockbuster that made 10 times its own budget.

>>12620810
I have drawn you as a rat, therefore I am the winner.
>>
>>12620703
>After it was found that the compiler-reported times were inaccurate, often by a matter of minutes, a stopwatch was used instead.
Lol what the heck.
>>
>>12620758
anon if you have this thing called observation skills, you can tell things in different eras differ more besides numbers on a calendar
mcu movies are cynical corporate shit by the pop culture giant disney and aren't even good representations of the comic book characters they're based on
the likes of evil dead and alien still had vision
>>
>>12620890
>what if we took our horror movie and mashed it into a blockbuster action movie?
Such deep vision from Fox.
>>
>>12620890
>>12620905
I think it's less about vision and more about the advertisement and movie industry hadn't gone full greedy retard back then.
Because if Alien was a new release nowadays and was popular you better fucking believe the machine would do everything to churn out as much content as they possibly could.
There's still people with a vision and people that give a shit with modern movies, it's just they're often swept aside because greedy retard CEOs want to turn profit.

Evil Dead would probably be just as much of a cult classic regardless though, so there's that.
>>
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>>12619859
What level is this?
Brick wall and fence, possibly a grey box/crate. Could it be 64 or tnt?
I want to say one of that halls in map09 of map10
>>
>>12620915
It's Whedon. It was always Whedon. We could have stopped him in the 90s, now he is too powerful.
>>
>>12620915
Vision is definitely a key aspect, Disneyslop is practically pre-written and pre-directed by suits in a boardroom, where they use a director and writer who aren't allowed to apply any meaningful vision on their own. It's done so by the fucking numbers that they legitimately have archives of canned green screened fight scenes between actors which can be readily adapted for any given new movie.

This kind of environment simply didn't fucking exist for filmmaking when Aliens and Evil Dead 2 were made. Those are both cash-in sequel movies, but the productions had so much fucking more creative liberty and ambition that it's not even worth comparing, they directed and wrote what they wanted to do, and they could actually light their movies and do the cinematography they aimed for (MCU has completely abandoned that for their directors).
Evil Dead 2 was Sam Raimi and pals going "Alright, Crimewave was a TOTAL bomb, what if we did Evil Dead again? Buuut, what if we made it more funny, like Crimewave?"
Aliens was Fox wanting an action packed sequel to Alien, a tense sci-fi horror movie, and they looked at James Cameron for that, because they had seen Terminator, a very auteur sci-fi action/thriller movie which was 90% Cameron's vision, and which his studio had precious little confidence in, (and which even the actors thought would be just some trash until they saw the first rough print and went "Oh shit!"), sweep audiences off their goddam feet and rake in fortune upon fortune at the box office, domestically and abroad, so Fox decided that this was a guy who really knew what he was doing and he was right for the job.

The meddling the studios did for those films (and there was meddling), was nill compared to the irongrip that executives have over near every single aspect of MCU garbage.
>>
>>12620931
It's so much bigger than Whedon, he set much of the tone for the MCU with Avengers, which was such a success that the MCU was then firmly set in stone from then on.
>>
>>12620703
yeah it was #terrafusion

i'm not anyone important
>>
>>12620931
Didn't he get cancelled a few years ago
I'm sure they decided he had outlived his usefulness and had him #metoo'ed or something.
>>
>>12621021
>he set much of the tone for the MCU with Avengers
He'd been at it for 20 years by then, the MCU is just the culmination of the great work.
>>
>>12621050
Yes.

>>12621072
I think it's comically shortsighted to suggest it's all him, he's but a small symptom of it all (and as said, they got rid of him), they've been doing movies like that now because they figured out how they make the most money, which is why all of them feel exactly the same, they're calculated on having the widest possible appeal above all else.
>>
Fuck Yholl and his bitey meat missiles.
>>12621050
Allegedly he'd been doing the entire casting couch shit but still got brought back later to try to revive failing shit.
>>
>>12621085
>symptom
No. Whedon's the guy who popularisd that style of writing with his works from the 90s into the 2000s, to the point that it became his personal brand. Superhero flicks were a late adopter of techniques that had already done very well on television.
>>
>>12621115
Because that style had a broad appeal, which is why the suits wanted him for their formulas.
You really cannot get past how much modern Marvel films are created in a boardroom.
>>
>>12621126
>You really cannot get past how much modern Marvel films are created in a boardroom.
That's not really the right way to put it. It's more like modern movies are just the byproduct of all of the cocaine that the board snorts, because the cocaine is what being a big shot business executive is really about. On your first day as an executive, they give you a bucket of coke, and your job isn't to nurture talent, or foster talent, or even appease shareholders, or any of that crap they tell the public. Your real job is just to ensure that your coke bucket is never empty, so you can keep snorting that pristine China white until you ascend to Cocaine Nirvana, and your soul spends eternity snorting ethereal cocaine.
>>
>>12620931
You think they wouldn't have gone full slopmode if not for Whedon? He was a cog in that machine which is why they could replace him with others.
A fan could have killed him for turning Buffy to shit in the 2000s, and the future trajectory of the MCU would see little overall change.
>>
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>>12621140
>ascend to Cocaine Nirvana,
Does it come with super powers?
>>
>>12621165
Sure, if being so high that your mind is completely destroyed and you become a cackling automaton that only exists to take in cocaine and put out bad ideas is a superpower.
>>
>>12621090
>Bitey meat missiles.
Oh man, don't remind me. Those things were the worst part of my Armageddon run.
>TNT MAP28.
>Just cleared that massive Revenihilator closet, courtesy of the Casali Shafting Company.
>Get the 100% kills message from the Zeta shop mod, and even kill the pursuing Nightmare Cyberdemon.
>As far as I know, the level is completely safe.
>However, I completely forgot that DRLA's Lost Soul enemies are NOT counted towards the kill count.
>Go into the exit door.
>Immediately get violated by the swarm of hungries.
>Had to reload my save before the Revenihilator ambush again.
It was even worse when, at this time, I threw away my Double Auto Shotgun for Charch's Null Pointer since I realized my Super MG was actually way stronger. Fortunately, I managed to store it in that weapon box, which is now going to be my ace in the hole for my Adaptive Nomad reattempt (depending on two things: whether it actually shows up, and whether I remember to put it back so it doesn't get deleted).
>>
>>12611928
so... Eternity project?
>>
>>12621205
Did you pay any attention?
>>
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so when are you gonna make le thread
>>
>>12621190
The one thing I found really useful against them was the Lightweaver with a firestorm upgrade, turns it's recharge into an entire death field that melts the bastards.
>>
>>12620810
>coци-
>aлиcтичecкoм
This hurts me on a metaphysical level
>>
>>12621215
I'll bacon.
>>
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Come and get it!

>>12621279
>>12621279
>>12621279
>>
>>12620803
>The more things change, the more they stay the same
Not really. remember when the term 'nerd' meant someone who was into computers, math, and technology (someone like Carmack)? Nowadays, being a 'nerd' seems to mean being an autistic manchild retard who collects funko pops and watches star wars. what was once an insult has become a label that people proudly embrace. some things definitely lose their original identity over time thanks to mainstream corporate bullshit.
>>
>>12621336
Anon. Nerds have always been autistic manchild retards, just like yourself.
>>
>>12621212
no. the project is dead?
>>
>>12621140
Peak cocaine (the 80s) led to peak movies, not whatever this past decade has been
>>
>>12621342
Wrong. most nerds actually have wives and stable jobs, just like me. unlike you, you're sitting here playing fucking Doom in your late 30s while living in your mom's basement.
>>
>>12621378
What are you doing here then?
>>
>>12621380
Phoneposting at work.
>>
>>12621383
You're the problem.
>>
>>12621357
Every questionable decision in every creative medium has a mountain of cocaine behind it.
>>
>>12621386
What gives you the impression that every 4chan poster has to be some pathetic NEET loser like yourself? lol
>>
>>12621378
>wives
Damn dude save some for the rest of us.
>>
>>12611928
I love Doom and Doom is loved.
>>
>>12621658
A lot of people on 4chan have no working theory of mind.
>>
>>12620765
Bros maybe I been playing too much abyss adjacent mods lately but why does that book have tentacles...?
>>
>>12621886
Isn't that a thing to wrap the book, so it doesn't open randomly?
>>
>>12621826
A greatly ironic statement.
>>
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>>12621783
Imagine thinking you're a real Doom fan and not following ol' Petey's steps into the Latter Day Sainthood.
>>
>>12622165
Sandy's not one of the polygamist ones, though. In fact, I don't know if they still exist in any legal sense anymore, since I think bigamy is just federally illegal in the U.S

Used to be legal though. For a famous mormon who was of that bigamist type, there's the inventor of the 1911 pistol, John Browning, he had multiple wives, and kids with all of them.
>>
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>hell
>there are no nazis
>>
>>12622259
You get to MAP31 by finding a secret hellish teleporter.
>>
>>12622259
>he didn't play Doom 2's secret levels



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