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File: 1780838333040292.png (148 KB, 1501x851)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12611928

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 ===
[06-07] John Romero in new C++ documentary
https://x.com/i/status/2062839369271009568

[06-07] UnexDoom update
https://www.moddb.com/mods/unexdoom/downloads/unexdoom-v29

[06-07] Back to '95 RC1 released
https://www.doomworld.com/forum/post/3031625

[06-07] RAMP 2026 begins
https://ramp2026.doomproject.com/

[06-04] Eternity gets gameplay mod: Living in Danger
https://www.doomworld.com/forum/topic/158711

[06-03] One of Everything - 28 industrial maps
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/ooe

[06-03] Beachside Brawl released for Hacx
https://www.doomworld.com/forum/topic/158688

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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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.
>>
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>>
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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.
>>
MVG throwing down the gauntlet about how difficult a NeoGeo port of Doom is to pull off really amped up the desire to see it happened.

I think we're less than two months away from a NeoGeo version of Doom. The most insurmountable things seem to have been overcome so it's more about optimization from here onwards.
>>
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>>
>>12621324
doom game mod thing may be better
>>
Project name suggestion: T/vr/keyknob For Eternity
>>
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>>12621283
>>
>>12621324
>plutonia green samsara
>firing turn gay (obvious BD reference)
>metal ass
>>
>>12621324
>shooting carmack
>world fucked
>retarded mars
>yholl fight sprites
>enemies makes playing nudoom seems weird
>>
>>12621279
am I high or is Doom II's campaign kind of meh?
The new monsters are all amazing additions, super shotty is great (and compliments the regular shotgun wonderfully), but I'm genuinely having 10x more fun with the Master Levels
>>
>>12621324
>playing nudoom seems weird
>>
>>12621393
Most of d2's levels were made by Peterson, and it fucking shows
>>
Now that Doomguy is officially Flynn Taggart, will you still call him Doomguy or Superfly Taggart?
>>
Unpopular yet correct factoids ("hot takes" in newspeak) on Doom2:
>Doom2 is a glorified DLC, Heretic is more deserving of the title of a sequel because it actually had mechanical and gameplay improvements (it expanded upwards, rather than horizontally), and Doom2 should have used Heretic's version of the engine
>pistol should have been changed to a DMR/battle rifle
>ssg should have replaced the shotgun completely, the latter getting integrated into the former's altfire mechanic (ie just like in Blood except without superhuman reload speed)
>chaingun should have functioned like a rapid fire shotgun (the same way Heavy's minigun works in tf2)
>plasma rifle's cooldown should have been based on usage, not a fixed timeout every time you release the button
>BFG should have had its tracers released from the ball's impact point
>BFG should have used its own separate ammunition
Posted here for your reference, so that you could correct your own opinions in case they deviate from the above
>>
Has anybody ever used voodoo dolls + conveyor belts with Heretic/Hexen to simulate the inventory as a pseudo skill cooldown system in vanilla? You'd have to limit the number of flechettes/time bombs/disks of repulsion or custom artifacts in inventory but you'd have unlimited of them over time. And in bigger fights you could place the items for players to rapidly refill. Might even be able to simulate unlocking it on a single map in vanilla or with hubs in hexen by forcing the player to 'find' the spell to unlock it.
>>
>>12621460
Why don't you make a gameplay mod?
>>
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>>12621393
>am I high or is Doom II's campaign kind of meh?
I still get something out of it, but I do feel it's dwarfed pretty hard by Plutonia. Sandy was certainly stretched out by it, not so much when it came to his Quake episode at least.
>>12621460
>ssg should have replaced the shotgun completely
I would've been happy with the regular shotgun shooting 10 pellets post Doom 2.
>>
>>12621393
It's not paced brilliantly and was put together when id were coming apart at the seams.
>>12621548
>Sandy was certainly stretched out by it, not so much when it came to his Quake episode at least.
Quake was probably where he got the most time to do stuff since he had an actually reasonable workload, which he sure as fuck didn't have with either Doom or Doom 2.
>>
>>12621594
>put together when id were coming apart at the seams
1994? I thought that wasn't until 1996.
>>
>>12621705
96 or so Was when it became impossible to hide, shit was going wrong behind the scenes for a long while.
>>
>>12621460
>>Doom2 is a glorified DLC
ok that's not unreasonable
>>Heretic is more deserving of the title of a sequel because it actually had mechanical and gameplay improvements (it expanded upwards, rather than horizontally), and Doom2 should have used Heretic's version of the engine
It would need more than 15 textures, it's boring to look at.
>>pistol should have been changed to a DMR/battle rifle
No the point of the pistol is to make you think "I must find an upgrade as fast as possible". The instruction even tell you that's your goal >>12621295
>>ssg should have replaced the shotgun completely, the latter getting integrated into the former's altfire mechanic (ie just like in Blood except without superhuman reload speed)
That would probably be an interface improvement to have fewer weapons to switch between, but what would sergeants drop?
BTW Please don't encourage long reload times, they suck.
>>chaingun should have functioned like a rapid fire shotgun (the same way Heavy's minigun works in tf2)
"Chaingun is too weak" is not unreasonable
>>plasma rifle's cooldown should have been based on usage, not a fixed timeout every time you release the button
Okay that's fair enough, it would be nice if one could "tap" it to fire one or two pulses at low defense targets
>>BFG should have had its tracers released from the ball's impact point
That's fair enough, the bfg mechanics are weird and opaque, but now it's just like a giant rocket with splash damage
>>BFG should have used its own separate ammunition
Why? I already horde plasma, this would just exacerbate it. What's the up of making their ammo distinct?
>>
>>12621729
>What's the up of making their ammo distinct?
Meant to say "what's the upside" sorry.
>>
>>12621279
im genuinely upset that the eternity project hasnt gone beyond two maps
>>
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>>12621791
Yeah, yeah. You rascal.
>>
>>12621791
Time to drown your sorrows in Doombuilder.
>>
>>12621791
It's a dead on arrival project, what do you expect? nobody fucking uses the Eternity engine here except for 1 or 2 people. and they only do it for the sake of sucking some DW's big name's cock who also use that source port
>>
>>12621729
>What's the up of making their ammo distinct?
From a mapping perspective, I have a hard time putting a BFG in my maps without making things unbalanced.
If the BFG is optional/secret, and there's also a plasma rifle (with extra ammo) in the map, then the player will likely have plenty of BFG shots to completely nullify the challenge of the fights in the map.
If the BFG is required and the map is balanced around it, then the plasma rifle becomes near useless because a 40 cell BFG shot does 3x as much damage as 40 cells worth of plasma.
Having separate ammo types would fix that.
>>
>>12621467
I am in the process of making one
>>12621729
>It would need more than 15 textures, it's boring to look at
Fair enough, but I was talking about engine improvements, not its art style (which is indeed inferior to Doom's)
>the point of the pistol is to make you think "I must find an upgrade as fast as possible".
True, and that's a bad design decision. "Starter weapon" shouldn't be equal to "trash I need to get rid of ASAP", such approach would work in a game built around progression mechanics (like RPGs, looter shooters or diablo clones etc), but not in Doom. There're not nearly enough weapons in the game to afford obsoleting any one of them
>what would sergeants drop
The SSG? It would look fine with shotgun guy's sprite
>long reload times
SSG is already very strong, if it could reload in less than a second like in Blood it would just fuck up the balance completely
>just like a giant rocket with splash damage
Kinda, but the important distinction is the "splash" having effectively infinite range and being capable cleaning out entire areas, as opposed to limited AoE of rockets
>Why?
Because BFG is more cost effective. A single BFG blast is better than shooting the plasma gun 40 times, and if it only needs a few taps of plasma then you can easily kill it with other weapons instead. In most situations (barring edge cases where you ran out of all other ammo but cells), using the plasma is a waste of cells you could have used with BFG instead. Now of course in most wads you don't have to minmax that hard but it's still bad design, and it directly affects map balance (cell pickups having wildly different value depending on whether player has BFG or not, which is not always predictable)
Alternatively, this issue could be solved by reducing the disparity between BFG and plasma (make the latter stronger, the former weaker, or both)
>>
>>12621729
>Why? I already horde plasma, this would just exacerbate it. What's the up of making their ammo distinct?
NTA, but whenever two weapons share the same type of ammo, one is going to get neglected because using it means not using the better one. The Shotgun/SSG split is an outlier because shells are so plentiful in most wads and spending one shell can net you 4. Most of the time it feels like shells are even more plentiful than bullets.

For weapons with even the slightest bit of ammo scarcity/limitation, people will just horde for the stronger option. In Nu-Doom even with BFG getting its own ammo pool, the Plasma gun in that game tends to get neglected in favor of the gauss/ballista/whatever the fuck it's called. I'd wager in Doom, the plasma gun is the least used weapon of the entire roster unless the player knows that a BFG won't be showing up.
>>
>>12621791
Mine is 99% done, may post today, but it sounds like one or two others may give up.
>>
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now that the hype is over, what do we think of 2.0?

I replayed it again and while most changes to existing maps are great there's been some issues. Due to overdetailing and most empty areas being cut or merged into shortcuts everything feels much more whimsical despite it being set in Blood universe, there no desolation to it anymore which worked nicely for some specific maps. There's a lot of subtle changes that exist just to remove all soulful bits out, like screamers, snow and rain effects, some very special lore and voice line triggers not everyone pays attention too like I do. Same goes for enemies, there's no more suprise boss encounters in middle of a map and the whole pack feels much easier now. I also hate green cultist spam. A few maps that received complete rework lost something good in translation, and one special map got completely butchered.
Because there's now 4th episode the stakes and build up is now lost, there's no cool escalation going on because DW never followed a specific theme in episodes, so now randomness of themes in ep4 kind of a downside despite it being top tier in isolation to the overarching pacing of the story.
>>
>>12622062
I really liked it overall, but I feel like bloatoid has a problem with reworking/refurbishing work that didn't need to be updated in the first place. Just let it be, there is no need to rework a map from 10y+ ago.
The last episode is easily the most technically complex and it is a wonder it actually runs in the dos version, stuff like the museum level, which is excellent, seems like he was scratching the bottom of the barrel for the floor when it came to asset usage from the base game. The last level also sucks, but that is kind of par for the course with blood.
Yeah, green cultists are a bit overused, but I think that only becomes apparent when you notice that they're beefier than brown/black ones.
I'd still say that deathwish is still leagues above any sort of doom fan projects running on vanilla assets, it's just that the creative spark is exhausted.
>>
>>12622013
That one anon pulling the concern troll shit probably didn't help.
>>
How about a mod where you can teabag dead enemies and receive a little health or armor bonus for it
>>
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>>12621791
ask the project lead to make another map himself.
>>
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I'm collecting OP guides, are any of you groggy / oldfaggy enough to have even older ones?
>>
https://www.youtube.com/watch?v=onKTVMmy-sA
big progress on doom neogeo already
>>
>>12621435
I'm calling him Doom ever since Quake 3 made it official.
I think Doom is a pretty cool guy. eh kills aleins and doesnt afraid of anything.
>>
>>12621953
>not its art style (which is indeed inferior to Doom's)
Seriously? At least it got an actual art style at all.
>>
>>12622146
Dunno anon, looks random and disjointed to me. Then again I'm not a fan of classic medieval fantasy so maybe it's because of that
>>
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>>12622087
a lot of these changes and reworks make sense if you have some feel of level design but average player doesn't care much about it. I often forget that it's all is dos compatible, I wonder if hardware of the time could run it though.
I still hate the green cultist spam. Not fun to fight
>>
>>12621435
Private First Class 'Buddy' (no first name given) Stalvern-Taggart
>>
>>12622151
>Then again I'm not a fan of classic medieval fantasy so maybe it's because of that
Only one way to find out.
Play CyClones.
>>
>>12622163
>CyClones
Also a good way to find out what sort of dudes Anon is into.
>>
What would you replace invisibility and NV visor pickups with? These are by far the worst designed ones
>>
>>12622062
Most of the new maps suffers from detail clutter and cramped enemy encounters. It's largely an frustrating space to explore and shoot in. Yeah it is technically impressive that it is vanilla compatible and has a ton of level triggers, I didn't find it fun. Sanctuary is the best level out of the new episode.
The reworked E1-3 maps are a mixed bag, don't like how all the screamers were removed and the replacement of E3M6 Inferno is questionable.
The new FMV cutscenes are worse.
>>
>>12621435
I always called him Doomguy just casually, but I always thought "Corporal Flynn 'Fly' Taggart" was fine.
>>
>>12622198
>inviso
True invisibility, with monsters being unable to attack the player. Perhaps lasts less to balance things out.
>lightamp
Rare weapon/upgrade or just a backpack.
>>
>ummm actually he's just some generic american army dude
holy shit such incredible fascinating lore, I can feel my heart rate spiking already just thinking about it
>>
>>12622198
I wouldn't replace the powerups with anything, I'd rather rework them. The invisibility could act like the one in Quake, and make the light goggles raise the light levels by 48, instead of a uniform full brightness.
>>
>>12622160
>Buddy
Yeah Doomguy is Buddy Dacote
>>
>>12622243
Doomguy is supposed to be the player though, not some kind of elaborate character.
>>
>>12622198
I'd copy the Heretic/ZDoom thing where if you move very slowly, monsters might not spot you, but otherwise the Blursphere can be pretty damn helpful against hitscanners.

Light Amps just need to not brick up the brightness to a full 256, it should instead have just boosted the brightness of any given sector by up to 50% or something.
>>
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>>12622257
It's where Carmack's "story in porn" quote shines the brightest.
>>
>>12622243
Lore is for video essayist watching faggots
>>
>>12622257
In a practical sense, yes, but they they still give him a bit of background in the manual describing him as a tough and righteous space marine.
That's fine, that's for the flavor and setting, you can still fill in the remaining blanks.
>>
>>12622280
Very funny, what wad is it from?
>>
>>12622296
Probably one where it gets out of the chair and chases you while screaming obscenities
>>
Carmack didn't actually program DOOM. He stole the code from a young Indian undergraduate who was interning with them and took all the credit.
>>
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>>12621279
>>> CLASSIC DOOM CHALLENGE <<<
Record a UV Max demo of Dark Scythe MAP16 "Detail Schmetail" by An_Mutt (-cl 9)
Reply to this post with a demo & your time.

Wad download here:
https://dsdarchive.com/wads/dscythe

Example demo in 6:00: (archive doesn't have one, check it out if you can't find the secret)
https://files.catbox.moe/bu3v9b.lmp

Previous thread winner: Headless Chicken Map 28 UV-max in 10:22! >>12616158

This map is meant to be a parody of certain detail dense maps common in the early 2000s (I assume) while simultaneously being a parody of dead simple. It also just happens to be one of the best maps in this set, since it's technically a joke wad. Read the textfile if you're curious.
>>
>>12622243
id tech 1 protagonists like Doomguy, Corvus, Ranger, the Mercenary and Cronos three were everymen thrust into extraordinary situations. Their success against the odds is ultimately more remarkable, as it is made, rather than born from some rarified magickal origin.
>>
Disregard the mention of Ranger, he's not id tech 1. He still counts as the heroic everyman, though.
>>
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>>12622245
>>12622262
(NTA) You guys kinda miss the point as to why these two are bad
>invis
Makes enemy attacks unpredictable instead of predictable, which is never a good thing. Against a large number of projectile enemies it's literally an anti-powerup, making dodging much more difficult.
Solution: make it so enemies can only see you within short distance. Effect should be binary - they either see you fully and properly or they don't see you at all.
>lightamp
It runs out but the dark part of the map never goes anywhere, and now with the powerup gone you can't do shit about it. A completely unneeded and pointless limitation.
Solution: just get rid of it altogether, instead add light toggles in relevant parts of the map like in map04.
Alternatively, make it permanent for the rest of the map like berserk but don't just give it away for free, hide it in secrets or ambushes etc
>>12622198
How could you not mention the worst designed pickup of all, which is the rad suit? The fact that it can run out without you ever stepping into a single damaging sector is utter fucking bullshit, imagine if the backpack took away the ammo it gave you after 60 seconds if you haven't shot it? They should have made it just like armor, which takes damage only when in damaging sectors but also only protects against damaging sectors and nothing else
random boobs for attention, you guys liked it last time
>>
>>12622308
>>12622317
>Anon's forgotten about Fred Chexter
Disgusting.
>>
>>12622198
>>12622320
The fact that the partial invisibility has upsides (against hitscanners) and downsides (against projectiles) is part of what makes it interesting imo, albeit unintuitive. It can create situations where the player has to take or ignore it depending on what they consider to be a bigger concern, which introduces an element of strategy. If you wanted to make it work more in the player's favor, you could disable homing projectiles against invisible players, like it works against lich tornadoes in heretic.
>>12622257
>Heretic/ZDoom thing where if you move very slowly, monsters might not spot you
Also, maybe this. But personally I find stealth to be boring in doom. If the map was built around it from the start maybe it could be good.

You can go ahead and replace the light goggles with quad-damage. I don't think anyone will miss them.
>>
>>12622280
For certain games, that fits, and Doom is one of them. Really, its plot is pretty much just short snippets of flavor text, which perfectly serves the game's purposes. Quake is the same way.
>>
>>12622243
giving a shitton of pointless cringy le deep lore to a character doesn't make them great either
>>
>>12622303
Looked all around but can't find anything for "The Thing That Gets Out Of The Chair And Chases You While Screaming Obscenities".
>>
On topic of powerup replacements
Does any mod out there replace the map reveal powerup? I mean it's perfectly fine as is and doesn't need any changes but I'm just curious as to what did more creative people than me come up with
>>
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which wad is this?
>>
>>12622362
I was joking and referring obliquely to terrywads.
>>
>>12622421
All of them.
Doom is a troon game, unlike Liquidator.
Liquidator is a trve male game.
>>
>>12621460
>more levels than the original
>new music
>new textures
>new weapon
>new monsters
Doom II is a sequel, not DLC.
>>
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>>12621460
>>12622493
The term you're looking for is expansion pack. Standalone in this case.
>>
>>12622509
I got an expansion pack right here for you if you know what I mean
>>
>>12622493
It's a very early to mid 90s sequel.
Doom to Doom 2, Descent to Descent 2, Fallout to Fallout 2 and so on, same engine, mostly same gameplay, new maps, some new toys to play with, put out in a year or so of dev time.
>>
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>>12620930
Who puts a dumpster in the waste tunnels? Is that normal? Any sewer workers here can confirm this?
>>
Monster specific colored blood is cool
>>
>>12622540
Lol what the heck is that archvile and revenant blood supposed to be? Very silly.
>>
>>12622543
pretty colors :)
>>
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>>12622540
where does the green water come from?
>>
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>>12622543
Also the grey blood was a spectre that i gibbed with the super shotgun that was in front of the revenant, they have red blood
>>
>>12622537
I wonder what Doom 2's map21 would look like in a realistic interpretation
>>
>>12622540
why the hell does the bfg look like a vacuum cleaner
>>
>>12622540
I think that archvile escaped from Telly.wad.
>>
>>12622558
That's not a BFG, that's The FUG2048.
>>
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>>12622554
Chunks of earth in hell. Various areas meshed together halls formed by the new materials.
>>
>>12622554
A realistic interpretation of what? Its title? Or literally what's on the other side when you jump through a hell portal in the floor?
>>
>>12622540
>boner
>explodes in a glamorous white spurt
>>
>>12622565
Obviously the whole map layout, retard. I suppose they're recreating some of the OG D2's levels in the new game.
>>
https://www.youtube.com/watch?v=onKTVMmy-sA
>Doom in Neo Geo
what the fuck
>>
>>12621435
I'm still calling him Blazko because some dick saying Taggart over a radio doesn't mean he was talking to Doomguy.
>>
>>12622575
It's milk, it gives you strong bones.
>>
>>12622098
Probably doesn't sound too hard for someone with the know-how to code a check for crouching near a corpse and then give you shit for it.
>>
>>12622584
My bone produces strong milk.
>>
>>12622537
That looks more like a street alley than a waste tunnel desu.

Also they showed a similar rendition of The Focus. but i've always thought it was more of an industrial underground facility than a hospital.
>>
>>12622421
The so-called "Nazi" is missing a MAGA hat.
>>
>>12622483
You should at least have said Duke Nukem 3D instead russian homosexual version Duke Nukem 3D.
>>
>>12622578
Didn't we have a thread about what if Doom was ported to the Neo Geo not too long ago?
>>
>>12621292
c u t e
>>
What're some WADS that have the atmosphere of Ashes?
>>
>>12622578
Doom (wonky Wolf 3D-like techdemo with Doom sprites and textures)
>>
>>12622634
DBP68
>>
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>>12621279
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: Maaaybe 2?

Seems there's little steam left, like people want to wrap this one up already.
Someone was almost finished with their map, two others said they wanted to quit.
For those, one said they weren't close to finishing it, and would just can it if the project ended soon, but what about the other one? Would YOU be able to finish yours soon?

Suggested titles:
>An Eternity of /vr/
>T/vr/keyknob For Eternity
>>
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Do you guys have a favorite Christmas themed Quake mod?
>>
you can't just "make" a doom map, you have to go to college and get a degree in mapping
>>
Sonic the DOOMhog
>>
>>12622578
they're not even using the original or the jaguar code at all, it's a completely new engine built from scratch that just uses Doom's graphics
>>
>>12622741
Twisted Christmas 2022
>>
>>12621324
>necessary person transfer
>fucked money
>monster making post
>slop across horror
>>
>>12622716
Honestly "E/vr/long" could work as a title considering it's equivocal to eternity and is also how long the project will take to come out. Name all the levels after alt-rock/grunge songs too just fur the funny.
>>
>>12622421
any uzdoom exclusive
>>
>>12622421
>lilith
.wad
>>
>>12622540
I dunno I like colored blood for the cacodemon and hell knight, but Doom Deluxe for instance gives the pinky colored blood, makes the imp blood purple, that all feels very silly and unnecessary for me.
>>
>>12622945
Same.
>>
>>12621279
what is that cacodemon looking at?
>>
>>12622349
Yes I want to play a supernatural demigod being made up entirely of muscle and righteous wrath
No I don't want to play Sgt. Everyday McAmerican, this isn't fucking call of duty this is doom
>>
>>12622540
That looks so goofy, not even like a game for children but more like a parody of a game for children
Also
>archvile bleeds yellow paint
>corpse/gibs sprites still have red blood on them
Cacos bleed blue, barons/knights bleed green, revenants and lost souls don't bleed anything, that's it, no other blood needs to be changed
>>
>>12622960
Then play the new games. In the original games, he was a mortal man, just the best and the strongest. Hell, Doom 3 did that same thing.
Do you moan about Wolf3D also?
>>
>>12622965
I did play nudoom, and Doomguy/Doom Slayer becoming a proper character with proper lore instead of a bland blank canvas for you to self-insert into is a straightforward improvement, and yes the originals would be better too if Carmack bothered putting more than zero effort into the protagonist's character. Again, if I wanted to play a mundane mutt trooper, I'd go play call of duty although apparently that's not the case either anymore? I've overheard my normie friends complaining that cod doesn't "feel real" anymore, whatever that means
>Wolf3D
Never liked it and couldn't care less (Blake Stone is better), but that protagonist being a mundane guy is way more acceptable because the setting overall is much more grounded and serious (minus the cyberhitler)
>>
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>>12622971
Christ, what a ridiculously awful opinion.
>>
>>12622973
>>12622976
>le new is le bad because it just is mkay????
Very good and based opinion indeed
>>
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>>12622971
Doomguy isn't mundane though. He's always been jacked.
There's also something particularly satisfying about just a mortal man going up against hellspawn and devil magicks armed with only a gun and grit, and coming out on top.

See also: Henry from Castlevania: Legacy of Darkness. He's just a guy in armor with a short sword and a pistol.
>>
>>12622976
Don't do that.
>>
Come to think of it. Most of id FPS protagonists are some variant of "army man". But that seems to be a lot less common in retro and faux retro FPS games overall. None of the big tree build engine protagonists are, for instance.
>>
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>>12622982
>big tree
I'm sleepy
>>
Slot 4 ideas that aren't just miniguns or belt-fed machineguns? Bonus points if it's role is something other than mowing down low tier enemies because that niche is already taken by my sg replacement
>>
I fucking hate chaingunners holy SHIT
>>
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>>12622987
But they love you, anon.
>>
>>12622980
Yes. For practical purposes he's a mix of Corporal Hicks and Ash Williams
>>
>>12622985
in similar vein: bfg suggestions that aren't just a very big explosion?
>>
>>12621279
Retard Matt nuked all his old mods. Does anyone still have the Doomed Marine v3 wad?https://www.doomworld.com/forum/topic/152899-doomed-marine-v3-a-vanilla-mod-mbf21-dsdhacked/
>>
>>12623038
Never mind found a link in an old thread https://files.catbox.moe/nnqbin.rar
>>
>>12623001
A whole shitload of angry bouncy balls.
>>
>>12622741
>not a single Christmas Quake mod called Quistmas
>>
>new Hedon map released
>link trapped in Discord server
Why do people do this?
>>
>>12623049
Declining computer literacy, maybe.
>>
>>12623049
What that other Anon said: We got a generation of people who treat Discord as a filehosting service and fully put their trust in it because they are stupid and don't know any better.
It's gonna be a rude awakening for them later on.
>>
>>12623001
The classic BFG with its mass tracer behavior is immensely practical, so short of replicating or inheriting that, I'm not sure what would be comparably good. It's just kind of perfect.

>>12623045
I remember that vid Decino did comparing the beta and retail BFGs, and even with added auto-aim functionality, it was apparently pretty dire, not even half as good as mean greenie we know and love.

The way the balls bounce up and down feels like it'd be an interesting mechanic to play with by itself though, like maybe it could be a 20 cell altfire while retaining the mighty one as primary?
>>
>>12623049
Shortsightedness.
>>
>>12623056
And then the new generation will come and they will still be as ignorant as ever. Megaupload, rapidshare,demonoid, fileplanet, nyaa, what.cd. It's not about the awakening, people had enough chances to wake up, it's about how pampered the human species got, complete lack of any survival or even self-defense instincts.
>>
>>12622982
Something to do with what inspired the games like what movies people watch
>>
>>12621279
Between the intended nameless blank slate protagonist ("Doomguy" is from a Usenet post), lack of story, abstract assets/levels and some games outright having different styles, i always view Doom's setting as an idea that can be reinterpretated in many ways and it lacking story even contributing to its longevity given how fans have their own ideas of what Doom is
This lore stuff isn't fixing an actual problem the series ever had nor does it feel like it's trying to be what an ideal "Doom expanded universe" should be given its MCU influence and ArtStation-isms
At least in some mods/wads and Realm667 assets people tried to embrace the classic aesthetic and mood
Chances are the classic Doom flashbacks in TDA DLC will reuse 2016/DE UAC assets because id forgot their logo and soldiers look different from the originals
They already made Doomguy's face differ more from the OG in DE than it did in Quake Champs
Also the Slayer concept can be traced to
>4chan copypastas about Doomguy
>Death Battle and Doom fans being anal over Halo
>Faraz Parsa's Doomguy comics
And not just the comic or Brutal Doom
In other words, they're making a so called "definitive" lore based on fans getting wild with a series with limited material in the first place
>>
>>12622985
Flamethrower might work.

>>12623001
Final Doomer has good examples, but at the end of the day you just kinda can't improve the BFG ball + tracers if you want something analogue to the BFG.
Making it shoot a ton of rippers is a choice, not sure it's a good one.
>>
>>12623087
Well then it falls upon us to at least educate a handful of them.
>>
>>12623134
ironic appreciation of a bad comic for laughs really was what brought nu-iD to where they are now
>>
>>12623169
Fun fact: it started with LowTax
>>
>>12623171
Hah, I haven't thought about that guy in ages.
Wonder what he's up to these days. Is Something Awful even still alive?
>>
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Oh.
Oh, my.
>>
>>12623173
lol
lmao even
>>
>>12623175
Yeah it's pretty grim
>>
>>12623071
They should have made the plasma gun work the way beta BFG did, it'd be way more interesting than just chaingun with projectiles
>>
>>12623169
No, it was the (well-deserved!) shitting on Doom 3, which has less Doom DNA in it than even fucking hexen
In early stages of dev Doom 4 was supposed to be just like d3 (except with larger scale supposedly), ie a shitty F.E.A.R. clone, complete with a fucking cover system even. I genuinely struggle to believe it was fucking BETHEDSA of all people who had to step in and remind them what game they were actually supposed to be working on, and that saved the franchise
Remember that in other some other timeline, D4 either got scrapped and cancelled or worse, was released the way it was originally intended to be. So don't berate nu-id, we got the best outcome
>>
>>12623169
I guess in a sort of Butterfly Effect manner.

>>12623173
Hahaha!

>>12623180
He made his own stupid bed to lie in. I have no sympathy for someone who fights for retaining custody of this children, but then on the other hand, cares SO fucking little about said children that he has his weird, creepy, perverse, and dangerous friend Shmorky babysit them, on multiple occasions.
>>
>>12623246
Plasma would suck a million cocks if it had that random bouncy spread shit going, what makes the Plasma so good is that it's straightforward and reliable, it quickly puts out high damage.

>>12623267
>(well-deserved!)
No.

>I genuinely struggle to believe it was fucking BETHEDSA of all people who had to step in and remind them what game they were actually supposed to be working on, and that saved the franchise
That was John Carmack, you fucknugget doublenigger.
>>
>>12623270
Take the gossip elsewhere.
>>
>>12623271
>No.
Yes
>Carmack
Carmack was merely a lead programmer, not the C suite jew that decides what will or will not be worked on (and how). Others kept overruling him consistently until the big guys from above got involved
>>
>>12622421
The recent one made by the Gardevoir fucker.
>>
>>12622575
If you don't like that, the boners in Doom Deluxe explode into glamorous brown spurts
>>
Stagnant Weather time. Initially tried with Kriegsland but their guns don't cause bleeding. So Malefactors it is.
>>
>>12622575
>>12623282
There's not enough mods that make Revenants explode into bones and dust.
>>
>>12623289
Why should revenants explode at all? They are literal skeletons, shouldn't they just disassemble and fall apart into separate bones once the magic that keeps them animated is gone?
>>
>>12623171
Was it? I mean there must have been some trigger that inspired them to include it in the 10 years feature* but I didn't know it was Lowtax.

* https://www.doomworld.com/10years/doomcomic/
>>
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>>12623284
It had a stronger impression on me than Plutonian Sunrise did, up there as a favorite.
>>
>>12623289
Reelism 2's skeleton enemies do that, but none of them are revenants, sadly.
>>
>>12623271
>>>(well-deserved!)
>No.
Agreed.
>>
>>12623271
Carmack left id by that point, no?
>>
>>12623134
lore is gay
>>
>>12623309
>Why should revenants explode at all?
When you gib them, obviously.
That and Skeletons exploding into tiny pieces and scattering everywhere is cool as fuck.
>>
>>12623358
According to Wikipedia he left on November 22 2013 after joining Oculus a few months earlier.
>>
>>12623289
Blasting the skeletons in Ad Mortem and watching the bones go flying with a xylophone noise is just pure bliss.
>>
>>12623382
The truth no one is willing to accept
This modern obsession every fan community with "deep lore" is so ever present and annoying. You can't just like something you have to be smart for liking something because "the hidden depth behind X" gives it more meaning.

Zanzibart forgive me etc etc
>>
>>12623382
YOU'RE gay!
>>
>>12623382
I like flavor text and when the author cares enough to include weird little details about stuff.
>>
>>12623436
welp, my might have caught the gay. it's over.
>>
>>12623289
Grenadier Revenants do it the best.

>>12623319
Yeah I mostly just remember a lot of orange and that the last few maps were a doozy with HDest. I still haven't played Emerald City.

I like this elevator. I don't know if it's actually, functionally an elevator or just simulating one, but it and the area it leads to are cool.
>>
>>12623316
LowTax made a post in some forum about how the comic is underappretiated
>>
>>12623476
I think it's best appreciated as this goofy but fun little thing that doesn't really mean anything.
>>
>>12623496
No anon, you don't understand, everything has to be canon.
nuts.wad? Rip'n'tear? Moon Man 3: Hormuz nazis VS ICEs from Outer Space? John Doom and Stacy Daisy and Isabelle blowjob? All canon. Isn't that heckin aweseomesauce?
>>
>>12622978
>old is le bad new is le good
Very retarded and cringe opinion indeed
>>
>>12623534
He never claimed that though.
>>
>/pol/.wad is canon
>rootpain is canon
>Isabelle blowjob and HDoom are canon
>90s/early 2000s porn maps are canon
>the legendary illusio-pit is canon
Yep I'm thinking based
>>
>>12623535
It's okay man. you don't have to pretend to be somebody else to defend your own retarded post
>>
>>12623543
That's not me though. I don't use lame words like those.
>>
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>12623543
He doesn't have to, I can just do it myself and call you a retarded/disingenuous faggot. Your dad either fucked your soft spot so much that your first reply was sincerely the only deduction you could make, or you're being faggot on purpose because it's what little you have left which sparks excitement in your life.
>>
scythe 2 map 23, cloudy with a chance of revenants
>>
>>12623284
>Stagnant Weather
I wacked that one with the universal rain mod, seemed to go with it pretty well with the maps.
>>
>>12623547
He's actually right, though. Your post is just as retarded as you are in real life.
>>
>>12623425
The fuck did that even start anyway? Dark Souls fans being fed "deep dives" into the lore significance of a brown smear on a texture?
>>
>>12623552
>a chance
A certainty, more like!
>>
>>12623562
Do you really think my post was saying that it's bad because it's new?
>>
>>12623476
Well, that's enlightening. Not. Perhaps you could add a few details. As it is, this response is useless.
>>
>>12623613
https://www.doomworld.com/forum/topic/125692-rich-%E2%80%9Clowtax%E2%80%9D-kyanka-has-passed-away/?tab=comments#comment-2412756
>>
you can paint a little with the bodypaint outfit now
>>
>>12623629
Great, thank you for looking that up.
>>
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>>12623679
Oh fuck, that's pretty awesome.
>>
>>
>>12623679
Draw a penis
>>
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>>12623684
>>12623685
>>
>>12623679
Splatoom!
>>
>>12623701
Ahh, much better.
>>
>>12623679
I'mma be impressed as fuck if you manage to wrangle the Blood spraycan or something similar into a spraypaint melee altfire.
>>
more like doomgoy, amirite?
>>
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more like dumbguy
>>
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>>12623854
You are what you eat.
>>
>>12623871
>Zandronum announcer: "Goysphere!"
>>
This was fun. Hell Knight in the corridor below, smart bomb on lift. Far Reach to lower the lift so the Hell Knight walks into it.

>>12623556
I might try that eventually.
>>
>>12623956
>I might try that eventually.
It's not great for everything but it's pretty cool when it lines up with stuff, I ended up even modding a version to have green rain for Caustic Industry.
>>
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Saw this on hacker news today: https://staniks.github.io/articles/catlantean-3d-blog-1/

A guy is making a doom-like from scratch. No ai used. Engine will be open source.
>>
>>12623967
That's pretty fucking cool, shotgun looks Daikatana as fuck.
>>
>>12623978
>furry crap
it really isn't
>>
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>>12623967
Might be cool
>>
>>12623967
whoa, that's crazy, a doom engine from scratch?!?! you mean like a high school tier project? crazy! and no ai?! all my trans furry friends will LOVE this!
>>
>>12623701
Who's that?
>>
>>12624023
The cyberdeemon from Furdoom.
>>
>>12623967
Not to be negative for no reason but...
Literally what for??? Doom is already open source and Carmack didn't use ai either. Sure he can do whatever he wants with his life but seems like a total waste of time and effort that could have been spent doing something worthwhile
>>
>>12624029
What's that and why do you know what that is?
>>
>>12624030
Programmers do those things as exercises and for fun.
>>
>>12624030
Wrangling Doom into doing exactly what you want is a fucking nightmare and a half, especially for making a full game where the only real commercial option is GzDoom.
>>
>>12624031
Anons keep posting about it and how much they like the asses and stuff, go a thread back and you'll see.
>>
>>12623967
Nobody cares about "DOOM from scratch" #34982749812756
Nobody cares about "m-muh AI"
>>
>>12624036
I care.
>>
>>12624036
I also care.
>>
>>12624036
speak for yourself, retard
>>
>mentally ill samefag spams thread because following a doom clone yt tutorial is the highest point in his life
yikes!
>>
>>12624032
It's always a bit concerning when you see people who have to be told that stuff often exists because making things is fun.
>>
>>12624052
who are you quoting
>>
>>12624057
I think he's talking about the guy crying about furries or something.
>>
>>12624057
You, now take your meds, schizo.
>>
I'm done posting here.
Anons, it's been good talking to you even if the discussion here fucking sucks dick now, and has for a while.
I've been at my wits' end for a while and it pains me to see the one place I felt was good for talking about old FPS games and their mods reduced to a pile of attention whoring, two-faced idiots.
No wonder this place can't produce a good project anymore, the majority of people would rather shit on each other and talk about random shit instead of working together and having a good time.
Cheers. I hope you all can find enjoyment in spite of all odds and live well.
>>
>>12624062
>>
>>12624062
>a pile of attention whoring
>makes an attention whoring door slam post instead of just closing the tab and leaving
jej
>>
>>12624062
good luck on your gender reassignment
>>
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>>12622716
https://files.catbox.moe/astzla.zip
Eternity project submission.
>Title: Corpse Cistern
>Author: Anonymous
>Music: Sauron by Fleshbrain

It's pretty short overall. Tried to be a bit tough, but not bullshit hard, no difficulty levels implemented, but it'd be easy to do. Wanted to do a little bit of a mix of gothic, industrial, and tetanusbase, in on a hell planet or something. Any willing feedback on it?
I toggled vanilla mouselook and it fixed the mouse for me, try that if you hated the feel of Eternity.

Seems like this is probably the last submission for this project, unless anyone else has something ready soon.
>>
>>12624062
Madame,I wish you would reconsider...
>>
>>12624038
>>12624048
Well you're in the wrong place. If it's completely new, it's not retro. Off-topic.
>>
>>12624129
>If it's completely new, it's not retro
I'll hold off my judgement until he provides required system specs as the "homebrew games" part of the rules could apply:
>and official game titles for those platforms released no later than December 2007 (homebrew console games made after this date will be permitted)
Like Rekkr isn't just on-topic "cus it's Doom" but because you can also run it through DOS.
>>
>>12624152
That's a retarded metric. It's not running on a retro engine, so it can't count as retro.
>>
>>12624164
>That's a retarded metric.
It's also the rules >>11702620
If you make a "new engine" that runs on native "retro" hardware, it's permitted.
>>
>>12624097
I finished playing this now. I'll post a demo and more feedback later, but right now my impression is just that it looks good and it's not too hard.
>>
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The Roch series are good maps but they have such 90's vibe that makes me feel weird
>>
>>12624307
Nice, I'm gonna try the third one.
>>
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>>12624097
>Seems like this is probably the last submission for this project, unless anyone else has something ready soon.
I think I greatly overestimated how much time my map will take to finish it. I just played through it fully for the first time, it will really only be a couple more days to implement difficulties and some bugfixes.
>>
>>12624307
Roch and Red are full of soul.

>>12624340
You can play whole Roch as an episode in Eduke addon collection.
>>
where can I sell my wads
>>
>>12624391
The sperm bank
>>
>>12624391
Steam and GoG. They have to be iwads and cannot contain any graphics, sounds or maps from licensed sources.
>>
>>12624391
You gotta put them on a CD-ROM in a thin cardboard package with cool 90s clipart on the front and sell them next to the shareware on a rack at the K-Mart for $2.99.
>>
>>12624401
>They have to be iwads and cannot contain any graphics, sounds or maps from licensed sources.
Not that Valve are known to actually check, at least one got through containing Doom2.wad and a bunch of other licensed assets, and it sat there for like a year before id got pissed at them.
>>
>>12624340
I'm a dumb-ass. I thought you were recommending Realm of Cheogsh. Will try the Duke add-ons, though.
>>
>>12624403
If you really push the boat out you get some quality artwork done for it.
>>
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>>
So I've had an idea in my head for a while, I wanna try to explain:

What would it take to have palettized shading on vertex-lit Quake models? What I mean is, something that looks like gifrel (from what the guy mentioned here >>12623967 is working on) but somehow applied to models in a way that the palette changes near each vertex, depending on proximity to a light source. The final effect would look something like:
>you are looking down a dark tunnel
>there's a torch near you but past its glow there is only shadow
>suddenly a knight approaches from the darkness
>you can only see the glint of his armor, the only bright pixels ahead of you
>as the knight moves closer to the torch, one side of his face becomes clearer while the other stays cloaked in shadow

Not sure if I'm describing it properly, but the closest thing I've seen to it so far was the way HROT did it with the flashlight. I know Ironwail has an 8-bit palletization filter in its video options, maybe that's half the work done, but I really don't know.

Does anything like what I described already exist somewhere?
>>
>>12624443
I think you would basically need something like Quake 3's light grid system for that, but I've never seen it combined with palettized rendering and I don't think there are any variants of the Quake 1 map format that support it.
Alternatively, dynamic lights in an engine like FTE with palettized rendering, but that won't look since it's per-pixel not vertex.
>>
>>12624465
Hmm, per-pixel might actually be better, since the idea relies on accurate shadows.
Thanks for the tip anon.
>>
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Does anyone here have link to the mod that makes the skyboxes 3d for Eduke32? I can only find dead links
>>
>>12624427
Still got all my old pirate jewels and a working drive.
I'm basically set for life with all the vidya I can possibly want even if global internet dies somehow.
>>
>>12624552
These days you can even wack them with all kinds of randomizers and stuff to be sorted forever.
>>
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>>12623962
That looks really good.

>>12624023
Them.
>>
>>12622960
cringe
>>
never played Knee-Deep in Z Doom but I find the 300 monsters a map thing in KDiKDiZDoom tiring. I've reached this point of walking around with plasma rifle/chain gun out depending on what they give me in a lot of these cacoaward mapsets to deal with the constant 360 degree ambushes and then swap to shotties or rocket launcher or melee/chainsaw once I can safely do so to conserve ammo. Then repulling out my plasma/chaingun (or shotguns if they haven't given me either yet) once the fight ends to progress. Even applies in most conversions.
>>
>>12622305
And that intern's name...was Albert Einstein.
>>
>>12621279
Once again, another excellent thread promo, OP
>>
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>>12622495
I miss the 2000's when DOOM was just a game that people played, it wasn't their whole identity as a person, and Action Doom 2 wasn't censored.
>>
>>12624794
You weren't looking hard enough. The difference is social media makes the internet a smaller place and stuff is easier to spot because of that.
>>
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>>12624794
You're right but you're also wrong. It's because people were more grounded back then because social media had not yet melted their brains, not because they were able to hide better before social media was big. Action Doom 2 was fine and praised in 2008 but a decade later the very same project was now "problematic" and had to be changed. I miss when we could all just have fun and understood that games were fiction not to be taken seriously. I also miss when source ports were pushing new tech and not just political statements on behalf of the devs.
>>
>>12624806
>It's because people were more grounded back then because social media had not yet melted their brains
People have always been stupid.
>>
>>12624794
>Action Doom 2 wasn't censored.
Wait, what? Them censored it?
>>
>>12624813
It used to open with a boss fight against the Village People working for a gay mobster wearing a pink suit in a gay bar while the middle-aged dad voicing the hardened Frank Miller protagonist tries to snarl that "he never did like the YMCA", because it was styled as a campy period piece by people who had no hard feelings against LGBTQ (well, Chris Mallis probably did) It isn't clear that anyone actually tried to eat Steve's liver for it, he decided out of twenty-something's remorse to have a stand-in of the straight white composer as the boss, a sexless Marcone, and all the Bad voice acting dutifully cut.

The gargoyle statues in the Phylex stage poking fun at a /gmad/ Doomer were left in, because only mockery against humans matters--speciesists.
>>
This swarm of bees from Colorful Hell would have been a jumpscare had I not heard all of them from the other side of a wall. Fuck that was unnerving for a moment there. Good and unique enemy.
>>
>>12624860
>Two maps later they're back
SIXTY PINKERS
>>
>>12624860
>NO NOT THE BEES
>>
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>>12624862
Oh, you don't want to know!
https://files.catbox.moe/xka8hh.webm
https://files.catbox.moe/u29rhp.webm

There were hundreds more but I don't feel like going back in to get footage just now.
>>
>>12624424
>Nieuwe levels, wapens, missies, scenario's en cheats voor
>>
>>12624403
No, you put them on a CD-ROM and then use reverse pickpocketing to slip the CDs into people's pockets.
>>
>>12621283
[06-08]
Catlantean 3D coming in 2027!
https://youtu.be/EHTu0CRlM9k
>>
>>12624937
Not retro
>>
>>12624860
>>12624862
>>12624901
https://www.youtube.com/watch?v=havhaDYh0Sc
>>
>>12624937
not retro + furry + cringe
>>
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>>12624085
>>12624067
>>12624062
>all i need is one final post to soothe the pain
>>
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test
>>
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>>12624097
Here's the demo I promised. I don't really have that much more to add by way of feedback, I like the music. You can technically skip the line trigger for these revenants (lower left).
https://files.catbox.moe/3zj7ni.lmp
>>
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i've been "temporarily blocked" for several months and was finally buckbroken into paying for a pass. I have nowhere else to post or hang out so i had no choice.
>>
>>12623967
>doom-like
I enjoyed reading this article, but as far as I can discern, this game has more in common with Rise of the Triad than Doom. It's maps are grid based, and thus far there's no indication of height variation. Unlike that game though, this one has diminishing colormap lighting which helps make it less ugly.
>>
>>12623967
looks cool to me desu
>>
>>12625006
Still far more interesting than the average tranime wads in troonworld.
>>
What are some good Brony shit wads?
>>
>>12625006
>>12625009
You can stop shilling already, nobody cares about your gay little attempt at following a YouTube tutorial.
>>
>>12625027
What?
>>
>>12624997
Who is your ISP? They must have a bad reputation with whoever decides these things.
>>
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Im surprised there aren't any doom wads based on devilman. You would think it would have happened by now.
>>
>>12623967
Not for nothing but Doom is open source, GZDoom, etc. etc. Good for that lad, however. Making one's own engine looks better on a resume than not.
>>
>>12623136
>Flamethrower might work
A flamethrower-like already occupies slot 6
I think I'll settle on something like a smartgun, you hold LMB and it automatically shoots at everything within a narrow square in front of you, altfire makes the square tighter for target prioritization
>>
>>12624810
Yes, but modern social media have given fucking idiots and untreated schizophrenics unprecedented reach into the rest of the world.
>>
>>12622985
A laser
Pulse or beam
Doesn't use ammo
Requires a short cooldown if that's too powerful
>>
>>12625135
>fucking idiots and untreated schizophrenics
You mean foreign troll farms (Russia, China, Israel) looking to sow as much discord as possible to weaken western society. Idiots and schizophrenics aren't that organized.
>>
>>12624616
Damn I wish I was that mexican
>>12624770
>I'm tired of shooting in a game about shooting
Perhaps you should get a gameplay mod to freshen up the experience? Not one of those vanilla+ ones but something really different
>>
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whats up bros I havent forgotten about you guys, still working away on my quake RPG here, I got all those bugs that were reported fixed in my current build. I'm kinda rushing to finish thing up by the 30th anniversary this month. If you have tested the live version this new version is going to blow your fucking dicks off. I got a couple more features I wanna cram in here but god damn this is gonna be fucking great when I drop it.
>>
>>12625147
gib
seriously, looks nice, I am waiting anon
>>
>>12622985
But what's wrong with a minigun though? Assuming you make it a proper minigun with a blazing rate of fire (rather than the gay vanilla chaingun that shoots slower than the average rifle), it fits doom very damn well
If you're that inclined, you can even make an altfire that shoots with similar RoF to vanilla chaingun, to ensure the pistol stays obsoleted and worthless
>>
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>>12625150
ty anon, it will be worth the wait I promise I dont want to spoil too much though
>>
>>12622985
Bullet gun that shoots big bullet and consumes multiple ammo per bullet because lmao fps magic
>handheld 20mm autocannon
>battle rifle that shoots 3round bursts or a really short carbine, chambered in something ridiculous like .700, huge recoil that needs to be manually controlled, fast but non-hitscan visible projectiles
>>
>>12624307
I dont know if any urban maps are even better than Roch. I can see why so many got "inspired" after he release roch 1 and 2
>>
>>12622985
Does it need to use bullets?
>>
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>>12625196
Roch maps are all about design over function. They deserve their cult status but they fail to represent the engine and game's advanced features. Incredibly static, some earlier maps are cramped too. During their time everyone tried to copy them which ment there's a shitton of highly detailed but functionally boring maps. Nowadays there's a lot of better urban stuff like Shaky Grounds
>>
How does Duke compare to Blood? In terms of overall gameplay
>>
>>12622984
>>12622982
>big tree
https://www.youtube.com/watch?v=POZmju6ZVVo
>>
>>12623967
I really, really, like this.
>>
I guess these guys can't be crushed.
>>
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>>12623967
Reminds me of the raycaster engine I messed around with a couple of years ago. Though mine allowed different height levels.
Excuse the fisheye lens effect, I thought it looked good at the time despite everyone telling me otherwise.
>>
>>12625339
That does look pretty cool.
>>
Oh no.
>>
>>12624349
Oh, cool, maybe we'll get 4 maps then. Do you think you'll finish before the weekend?
>>
>>12625282
Duke has the best gameplay of all build engine games imo. It feels smoother and more perfected. Arsenal is great. Even pistol has it's uses when you have everything.
>>
I'm not meant to be able to get this, am I? lol Far Reach YOINK
>>
Oh, so that's where the Tiberium was. I about shit when I got the alert for the meteor and it wasn't in the outer starting area. It must have been changed at some point to not fill the entire level with radiation because it took me a bit to get here, even waited to have the Cube eat a rift. I was prepared to load from the start and haul ass through the level.
>>
>>12625389
Wait, never mind. It's spreading even through walls. Damn, I thought it was being contained.
>>
https://www.youtube.com/watch?v=ILQE09khMCg
>>
>>12624995
Good play!

I realize that the map finishes up a bit abruptly, but that's what you get when you basically make up shit as you go.
Should the meaty skullswitch just open up one more room behind the big wooden crate or something, and have a switch in there for opening up the secret? Or do you think that this is fine as is?

I realized before that the SSG isn't so easily visible (it was really just laying on the floor by the meatball before), so I tried to play that up a little by putting it on a crate like that, with a brighter element behind it for contrast, but it doesn't help too much I think. I should try making it more visible.

>I like the music.
Same. I found that track at one point, and at first:
>""IT'S-IT'S-IT'S, IT'S-IT'S-IT'S, IT'S MAGIC"
Felt a bit annoying and goofy to me, but as I listened to it more and more, because of its beats, the voice sample grew on me, and I came to actually really jive with it. I hope it helped contribute a bit to the otherworldly feel of the level. There should be more .wads out there which use cool and funky old Amiga demoscene tracker music like this, it's an untapped wealth I think.
>>
>>12625253
I think Roch maps are ugly, and I think Shaky Grounds follow the same overdetailing style, and they are pretty ugly and boring too.
>>
>>12625389
>Tiberium
Wait, what combination of mods / maps is this? Skeleman?
>>
Getting so close to release, it's an odd, somewhat frustrating feeling.

>>12625147
Looks cool!
>>
>>12625143
Well it's just like the exact same cramped encounters over and over. Not really a fan of the new roster of monsters either. I'm just not a fan of tormentor's level design. Even if this is Essel's work - it was still based on tormentor's levels which are always way too big. other mapsets it's fine. Like I was enjoying Mutiny and No Time 2 Freeze or Whitemare the other day. But holy shit KDiKDiZDoom just feels like a total slog. I complained about this like it was a cacoward thing but I enjoyed Going Down Turbo and Khorus's Speedy Shit too.

his shit is just always 3 or 4 times longer than it needs to be.
>>
>>12621283
Freedoom Weapons Reloaded got released, it spices up the Freedoom guns.
https://bismuthwalker.itch.io/fwr
>>
I want to try and model a thermobaric munition in doom
>initial small explosion
>spawns a large number of invisible entities (simulating aerosol)
>entities spread out and try to get into hallways, nooks and crannies (how aerosol particles would)
>all the entities then explode
>all of this needs to happen within just a couple frames
Is this possible to implement? Or should I humbly stick to a normal nuke
>>
>>12625606
thats an interesting take. What's your favourite Duke maps?
>>
Infighting shouldn't exist. There, I said it. It's okay for enemies to harm each other on accident, but they should never just do a 180 and fight their own allies.
>>
>>12625754
Unfortunately, that'd invalidate the vast majority of contemporary mapping, as it relies on enemies to do damage to each other.
>>
>>12625754
You are retarded.

>>12625758
You are doubly retarded.
>>
>>12625754
Yeah it's a bit too easy to trigger in Doom, I get that it's an intentional design decision because demons are chaotic and all that though
It's cool when it's really uncommon, like in Quake 2 or Unreal
>>
>>12625762
I'm sure your neon void slaughterslop is about to win some cacawards, sister. Ignore the chuds
>>
>>12625771
This is why you're retarded, you dunning-kruger faggotnigger.
>>
>>12625754
>on accident
BY accident.
>>
>>12625767
>Yeah it's a bit too easy to trigger in Doom
No it isn't.
>>
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>UUUUUHHH, I ONLY GET MY .WADS FROM THE CACAWARDS
>THEREFORE THE ONLY .WADS PEOPLE EVER MAKE ARE CACAWARD BAIT
>IF ONLY SOMEONE MADE SOMETHING ELSE THAT I COULD PLAY
>I'M GOING TO COMPLAIN ABOUT THIS LIKE AN AUTISTIC CHILD FOR ALL OF ETERNITY
>BTW I WILL NEVER EVER MAKE MY OWN MAPS, AND I WILL NEVER LOOK ANYWHERE ELSE FOR .WADS
I wish this person would wash his mouth with birdshot.
>>
who are you quoting
>>
>>12625616
It's Deathstrider on Stagnant Weather with a custom playerclass. There's an event that can happen on maps that have skyboxes where a meteor hits and it has radioactive crystals that spawn and spread outward from a core crystal. If you don't make to it and destroy it in time, the crystals spread. Just being around them kills you if you don't have protection.
>>
>>12625836
Oh, and Malefactors.
>>
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>>12625389
I kind of want to replay it even if I just beat it a few weeks ago. Some of the DBPs are lengthed appropriately before the theme gets tiring, but this is one I wanted more of.
>>
>>12625820
The only wads that have actually been discussed by players in these threads recently have been doomer boards projects and that cartoon wad about the poisonous soda, whatsname juice, I forget its name.
>>
>>12625886
12-14 feels like a good length for a linear mapset, going much more tends to outstay it's welcome.
>>
>>12625898
It, Augur Zenith, and Forgotten Psychedelics are the few DBPs where I wish they had more levels.
>>
>>12625897
Which makes it even stupider.
>>
>>12625758
Sadly you are correct. But my point is that it was a mistake to begin with. A funny gimmick for sure but it fucking wrecks balance and should have been gone by doom 2 once the novelty has worn off
>>12625767
Dunno anon I've never played Unreal or Q2, IMO enemy infighting is only justified when your enemy roster is split into separate distinct factions
>>12625796
ETL pls understand
>>
>>12625943
>but it fucking wrecks balance
No it doesn't, infighting only makes an encounter appreciably more easy if the map maker either failed to account for it in some ways, or if that was the intent all along.

The fact that monsters are immune from projectiles from their own species means there's tons of instances where you can't even apply infighting at all. Also, the most likely monsters to cause infighting are all very fragile and weak compared to the rest of all the monsters.
If the Chaingunner pisses off the Baron, the Baron will make him his bitch in short order.
>>
>>12625970
>the most likely monsters to cause infighting are all very fragile and weak
yeah the cyberdemon is really weak and is best known for not causing massive infighting whenever placed nearby other demons
>>
>>12625836
Are rifts still utter fucking cancer in DS? I was shocked to find out he threw away the disgusting bullshit that is HDest's resurrection mechanics, only to replace them with something even worse
>>
>>12625943
Feel free to turn it off.* I've tried, it makes the game dull. It removes a whole dimension from gameplay. Having the entire monster cast do nothing but shuffle slowly towards you occasionally stopping to shoot is boring when one is accustomed to fire flying in all directions. Maybe if it had never been available in the first place, I would be used to it, but as it is, taking that extra dimension away is unacceptable.
________
* (The Boom developers were misguided enough to implement that as an option; they completely misunderstood what Dehacked's monster infighting option actually did.)
>>
>>12625886
I'm definitely gonna play it again. Dunno with what yet.
>>
>>12625943
>should have been gone by doom 2 once the novelty has worn off
Doom 2 is where it shines the brightest when someone infights a pain elemental.
>>
>>12625989
No idea, my Deathstrider is years old.
>>
>>12625943
You can blame Sandy for forcing infighting to stay the way it is. Motherfucker loved making maps with it in mind (E2M9 and MAP08 for example). So removing/changing it isn't, and wasn't an option.
>>
>>12625978
The Cyberdemon is 1, categorically less common and less used than any one zombie type, 2, powerful enough to still quickly wreck most other monsters en mass, which is why he gets used that way deliberately for levels centric on using infighting, and 3, can easily remain a fucking menace to the player even if it has managed to kill most everything else in the encounter, depending on how it's used.

I would also argue that the Spidermind is technically way more prone to it, as its hitbox is fucking gigantic, and its attack is a constant spray of shotgun guy attacks. If you pick up a blursphere, it gets exponentially more likely for the Spidermind to both take more stray hits, and for it to scatter shots way more wildly around.
Because it's difficult to use well though, it's seen way less often, and the common spraying hitscanner is the chaingunner.

>>12626004
How is it his fault? Because he made three levels with fights emphasizing it? Did he mandate it against the other's wishes? Did Romero not want infighting at all? Did Sandy whack Romero with his belt and then force Carmack to add it?
>>
>>12626001
Cyberdemon + Pain Elemental can be a ridiculously mean combo, and infighting can easily make such an encounter much worse.
>>
>>12626004
some niggas just want to blame every fault id ever had at sandy
>>
>>12625992
It's generally fucking boring when gameplay mods get rid of infighting.
>>
Infighting is based
>b-but the balance
Nobody cares lmao
>>
>>12626004
Did Sandy fuck your wife? He used it SOME because it was already implemented, infighting wasn't his idea, and best I know he had never argued for any changes to it (at least during his tenure at iD).
>>
all these shit wads
where are my dbps
>>
>>12625989
They don't explode and resurrect everything if that's what you're asking. Not without great player error. This been the case for over a year. I can't tell you if it's different now if you don't specify what the last experienced behavior was.
>>
>>12626036
Indeed. KDIZD showed this.
>>
Infighting is fine, it only starts top suck when a map is heavily reliant on it without anything to make it interesting for the player.
>>12626034
You'd think the weird fanboy shit would ease off at some point with a community that is practically all adults.
>>
If I were to make any change to Doom I'd make the pistol the secondary to the chaingun to free up for the shotgun in pistol's slot so we'd have quick access to both shotguns. Once you have chaingun it overrides the pistol in the same way SSG does the regular shotgun currently. The pistol doesn't exist moment you have chaingun unless it's a mod so this would be overall better layout.
>>
>>12626002
>>12626057
The way it worked when I was playing DS
>kill any enemy in any circumstances
>if there is no active rift anywhere, one immediately appears (100% guaranteed)
>it keeps growing and growing, then explodes and resurrects everything around it
>since the "no active rifts anywhere" rule is now valid, killing any enemy among the ones just resurrected immediately creates the rift there again
You basically had to kill one imp somehwere far away from others, then keep it as your designated rift source, ensuring you only ever kill other monsters while that one isolated imp rift was charging up, then keep coming back to respawn the rift there. Bullshit of the highest order
>>
>>12626130
Oh shit, that hasn't been the case in like two years. It was trashfire squared. Went through several iterations since then.
>>
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>>12621283
Tele-Direct Atlantic Doom: Speed Dial released (Crispy Chicken Speedmap Session 13)
https://www.doomworld.com/forum/topic/158803
>>
>>12626185
Fuck yes moar Telly.
>>
>>12625970
>Can't use groups of hitscan enemies in ambushes/closets because you'd be lucky if half of them actually fights the player instead of each other
>Can't use the "tanky monsters in front supported by squishy but strong monsters from behind" formula because the former will be slaughtering the latter
>Anything regarding cyberdemons
>Cacodemon hits a pinkie, that pinkie is now basically disabled since it will just relentlessly pursue the flying enemy it cannot reach
>Pain elemental too busy literally fighting itself
>Must put revenants and mancubi sky high or else they'll score more kills than the player
Fucking tired of infighting and I'm not even the most prolific mapper out there. It's a shitty gimmick that directly worsens the game and forces you to jump through hoops to circumvent it
>just build your map around it!
If there's an obstacle that blocks every road, perhaps we should just remove the obstacle instead of building even more roads?
>>
>>12626130
In fact, what you're describing sounds like some kind of bugged build too because even with the dogshit rift mechanics it used to take quite a few high-tier enemies for a rift to spawn. But I agree the recursive thing was ass cancer. Hated it then, still hate it now. Same reason Pandora's Box got reworked several times. Sorry you had an awful experience, anon, it's much better now.
>>
>>12626185
looks like shit
>>
>>12626189
You sound like you haven't actually played Doom.
>>
>>12626198
Point at a single line in my post and argue that it doesn't happen in doom, I fucking dare you
>>
>>12626202
>Point at a single line in my post and argue that it doesn't happen in doom, I fucking dare you
OK
>>Cacodemon hits a pinkie, that pinkie is now basically disabled since it will just relentlessly pursue the flying enemy it cannot reach
This doesn't happen in Doom, thanks to infinite height.*
__________
*Pre-emptive "go fuck yourself" to Edward850.
>>
>>12626198
So true. Speak truth to power.
>>
Opinions on actual mp3 music files instead of MIDI?
>>
>>12626210
Can be fine, depends on if it feels like it fits the map, same for stuff like tracker music.
>>
>>12626210
I don't really care. If anything, midi doesn't sound as good as it did on the soundblaster.
>>
>>12626189
These things don't happen to me much, if ever.
>>
>>12626210
I never play with music on so both are nothing but a waste of disk space as far as I'm concerned. But MIDI is less of one than MP3.
>>
>>12626210
Can be good.

>>12626220
Have you tried finding an .SF2 replicating those cards?
>>
>>12621283
[06-10] Second community Blood jam is out
https://www.moddb.com/mods/bloodbasket/downloads/bloodstream-map-jam
>>
>>12626207
Not only should you have infinite height disabled because it's an outdated technical limitation without any advantages for gameplay that would warrant keeping it, but even with it enabled it still happens because cacos can fly into areas that are inaccessible for non-flying monsters
>>
>>12626241
Do you do anything else but bitch and moan?
>>
>>12626247
I do not accept your concession. You'll have to try harder than that
>>
>>12626251
It wasn't a concession, it was a disinterested complaint. I don't experience your problems, or the times I do, I don't consider them problems, so you just come across as really whiny and annoying.
>>
>>12626241
>Not only should you have infinite height disabled
I've been playing this game for longer than you've been alive, don't tell me how I should or should not play it.
>>
>>12626247
They've just admitted they're playing on easy mode with running under or over monsters on maps that weren't designed for that shit and they're still whining, so probably not, no.
>>
>>12626280
Huh? Him and who else?
>>
>>12626017
Which one is the third one?
>>
>>12626269
I was born before the game even released though????
>>
Escape from a Cube...with a Cube. I need to remember to start on the ship and get this guy before I start maps.

>>12626130
Not even in my version does it work like that. You usually have to kill a good number of them for a rift to spawn.

>>12626210
I don't mind it. At least it means not switching between all my soundfonts on songs I've never heard before. I have a jukebox or two with non-midi stuff in it.
>>
>>12626380
I'm done posting here.
Anons, it's been good talking to you even if the discussion here fucking sucks dick now, and has for a while.
I've been at my wits' end for a while and it pains me to see the one place I felt was good for talking about old FPS games and their mods reduced to a pile of attention whoring, two-faced idiots.
No wonder this place can't produce a good project anymore, the majority of people would rather shit on each other and talk about random shit instead of working together and having a good time.
Cheers. I hope you all can find enjoyment in spite of all odds and live well.
>>
>>12626425
Anon you can't repost a copypasta when it's already been used in the same damn thread.
>>
>beat Doom 1 + 2 + all mods on Hurt me plenty difficult.
>suffer a lot because it was my first time playing it, but beat it
>"I'll never be able to beat on ultraviolence"

>2 YEARS LATER

>you know what, I'll try the Ultraviolence difficulty
>already beat the first game like a walk in the park

Did I improve or there's no much difference between medium and hard?
>>
>plays games on two different settings
>asks us if there's any difference
I realize that you are probably trying to fill the gaps in conversation after the tragic loss of >>12626425 , but please put in a little more effort.
>>
>>12626465
>>beat Doom 1 + 2 + all mods on Hurt me plenty difficult.
What do you mean by "all mods", by the way? And have you made it to Final Doom yet?
>>
>>12626465
There's not that much difference no.
The biggest difference is the number of sergeants on E1M1.
>>
>>12625521
>>12626218
>tracker music
There's an ongoing project to make tracker music for Doom II on DW.
https://www.doomworld.com/forum/topic/152631
>>
>>12625679
Check out Decino's video for how sound works in doom, it might behave similarly enough to your aerosol. You'd just need to find a way to piggyback on that and make it deal damage.
>>12625754
How about you go fuck yourself, huh? How about that?
>>
>>12626465
UV is harder than HMP, but not by a lot.
If you wanted challenge beyond that for the original two games, then playing through them Pistol Start (not carrying over any gear between levels), will up the difficuly a decent bit.
Though you don't get to carry stuff over, all levels are designed to be beatable from Pistol Start, you'll always be provided what you need.

Beyond that, Final Doom is a lot tougher, Plutonia starts out at Doom 2's endgame difficulty and then escalates from there.
Pistol Starting Final Doom would be the next step from there.
>>
>>12626517
Sound propagation in Doom is somewhat esoteric, trying to operate AOE attacks the same way would cause all kinds of weirdness, given that sectors can be non-contiguous.
>>
File: 1681676629375725.png (1.24 MB, 1122x964)
1.24 MB PNG
>>12626465
That's fucked, man. You must be one of those people who just got better with age I guess. I tried this recently and it took me a week to beat E1 on UV and this is coming from a guy who recently went back and beat the old Devil May Cry games on Dante Must Die when they were practically impossible to me in high school.
>>
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.)
>>
>>12626478
You know, plutonia, sigil etc. All the extras that comes by default in doom 1 + 2

>>12626476
Not my intention. I'm just asking.

>>12626529
>>12626490
>>12626548
Thanks for the answers. For a moment i thought that they somehow nerfed the steam release.
>>
>>12622578
>Patreon
and dropped
>>
Ew, Running With Chainsaws' guns are all projectiles.
>>
>>12626513
Wow glad I'm not trying to contribute to that. The guy running it sure likes bossing people around.
>>
>>12626663
Thanks for the heads up bro. Shall steer well clear.
>>
>>12626663
Only partially related, but it's weird how often I see Arcane Dimensions praised for its "all projectiles" weapons.
>>
>>12626548
Are you playing any of the later console versions of Doom? They can have vertical sync on, which can sneakily fuck you up by delaying your inputs.
>>
>>12626684
Makes sense to me, projectile weapons are usually more satisfying to use, and arcing weapons are up there as some of the most satisfying.
>>
>Hi there! Would you like to sign my petition?
>>
I am just forcing myself through KDiKDiZD out of spite at this point. Only 3 more maps but each is worse than the last. I don't like the monster placement, the new monsters (too many are too tanky/too fast), weapon changes (they give you a plasma rifle replacement in the secret level but then give you fuck all ammo for it so far + the super shotgun replacement is way too slow & weak for how tanky everything is now). Map clutter makes it hard to see stuff at times so enemies can get some cheap hits in + the constant teleporting behind you nonsense or upstairs because sector detailing is so immense & cramped they can't just walk normally and have to teleport behind you instead with no warning the first time it's gonna happen.

And I was reading the archives and people thought this was an improvement over KDiZD. Jeez.



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