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File: 1692939811890232.png (474 KB, 720x426)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12621279

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 ===
[06-10] Second community Blood jam is out
https://www.moddb.com/mods/bloodbasket/downloads/bloodstream-map-jam

[06-10] Tele-Direct Atlantic Doom: Speed Dial released (Crispy Chicken Speedmap Session 13)
https://www.doomworld.com/forum/topic/158803

[06-10] Freedoom Weapons Reloaded, spices up Freedoom guns.
https://bismuthwalker.itch.io/fwr

[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

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
Those alien bastards are gonna die for eating up my shit.
>>
Damnit man while I love how my poison system is coming along I really do have a desire to make a impmon mod, I mean their's already renamon mod for doom and my love of imps is powering me, what do I do... :c
>>
>>12629740
Go with what your heart says, nigger.
Is this what you just want to make? Does the prospect feel right? Then try it and see how it goes.

Option B is to make something which is vaguely inspired by it.
>>
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Tried following the guides in the OP post because I wanted a better experience than the versions I have on Steam, not sure what source port and launcher to go with so I tried out all of them, but some things still trip me up.

UZDoom (This is what replaced GZDoom right?) is auto-detecting the WADs from my Steam versions. I would rather use the original WAD files since the modern versions made edits, can I somehow disable it from detecting the Steam versions? Also for Strife I could not figure out how to get the VOICES.WAD to work on anything other than chocolate-strife, everything else I tried whether it was launching the source port directly or through a loader I could not get voices to work for anything other than chocolate-strife. Also speaking of chocolate, when I tried to set those up in DoomRunner it just detected all of them are "chocolate-doom" despite there being a separate version for doom, heretic, hexen, and strife. Are these all the same program and I don't need all four versions or was DoomRunner recognizing them wrong?

From what I tested I will likely use Doom Launcher, not sure what source port to use. Likely at least UZdoom if not others, using multiple ports was the main reason I want to use a launcher anyway.

By the way, how does everyone organize their WADs and pk3 files? I was just going to have a WAD folder, with a DOOM, DOOM2, etc sub-folder and then a Mods folder in those, but feels like it would hard to tell specifically where some files should go.
>>
>>12629751
Well I like both right now, I was told its good to have mutiple projects so you don't get burned out, you know, maybe I should just do it. Maybe balance project based on days, work one for three days and other a other three day. Leaving me with one break day.
>>
>>12629754
It can be good for you to just have a fun little side thing or two, yeah.
Also to just NOT work on a project at all, a day or two a week, just to help decompress and make your main project feel less exhausting.

>>12629752
Hmm, GzD/UzD should autodetect VOICES.wad
>>
>>12629752
Easiest thing to do is just throw voices.wad in your load order when you're playing Strife.
>By the way, how does everyone organize their WADs and pk3 files? I was just going to have a WAD folder, with a DOOM, DOOM2, etc sub-folder and then a Mods folder in those
I have folders for gameplay mods, folders for TC, folders for maps with supfolders for which games the maps are for, folders for enemy replacements, folders for statusbars and other hud stuff, the list goes on and on.
>>
Bloody Pulp Fiction save for nasty glitches and two empty levels > BloatWish
In fact, Cryptic Passage > BloatWish
>y-you don't like overdetailed levels and exploding setpieces spam?? b-bait!
>>
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>>12629673
[06-12] Warehouse Jam for Quake 2 released
https://www.moddb.com/mods/quake-2-re-release-warehouse-jam-1
>>
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>>12629784
Thank you for the words
I drew up the impmon hands pretty quickly man it feels good to have experince, <3
>>
>>12629845
Very nice. I'm gonna play this, this evening. It's been while since last Map-Center's Q2 expansion. I thought they had moved into Q1 and abandoned Q2, but I'm glad I was wrong.
>>
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>>12629670
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: 3.
Number of other levels in progress: Seemingly 1 more.

Appears people want to wrap this thing up already.

Suggested titles:
>An Eternity of /vr/
>T/vr/keyknob For Eternity
>>
>>12630115
4 maps seems good enough.
Also wonder about the overall lenght of the mappack itself.
>>
>>12629752
UZdoom is lame stick to GZdoom
>>
>>12629845
>Warehouse Jam for Quake 2
So just Quake 2?
>>
>>12630150
Well, yes and no. Quake 2 had multiple settings like base, warehouse, powerplant and palace. But they do look bit samey. But what comes to Map-Center jams they are more comparable to CotM than vanilla since they use stuff from mission packs and psx version. Also the architecture is much better than in vanilla. Just played a warehouse maps in docks for example. Gameplay is great as always.
>>
>>12630150
I can't wait for the sewer jam for Duke3D.
>>
>>12630164
good one
>>
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>>12630028
>>12629754
>>12629740
I got a actual animation going, don't mind the missing like 7th frame thats been fixed.
>>
>>12630164
I know you are joking, but damn I hope that someone would starts jams for Duke 3d like Q2 has. There is so much themes to explore. Metropolitan Mayhem and Duke Hard were great community projects. More stuff like those.
>>
>>12629752
Personally I just use Doom Runner to organize my wads and mods Sure UZIDoom is my new repalcement but GZDoom is there for old use, right next to Zandronum.
>>
>>12630163
If I had to give a label to all of Q2’s levels, it would be “techbase.” In addition to what you’ve stated, there’s also prisons, med/science labs, mines, human processing plant…Would’ve been nice to have more “in space” levels, though the first expansion helps out with that.
>>
>>12630150
It is kinda funny how all they could come up with as 'props' to fill empty space in Quake 2 was crates. No interactable tech stuff (that isn't an objective), vehicles, or plants. Just crates.
Perimeter base? Crates in every room wider than a few meters.
Detention facility? Either wide open space or crates.
Mines? I guess you get the occasional crystal, but otherwise just crates. Maybe a crate on a thing that moves crates.
Factory? All they make is crates.
Power Plant? Powered by crates.
Big Gun? Probably shoots crates... I mean, I don't think there are any crates there but that 'unit' is also just one map.
Hangar? This is just where crates get loaded onto ships to get shipped off to places that don't have crates yet.
Palace? This is where the worship crates and sacrifice cardboard boxes to the crate gods.
>>
>>12630202
>Crates, crates, more crates
Sometimes it’s an exploding barrel. Sometimes it’s the best of both worlds: exploding crates!
>>
>>12630196
Best way to go about it really, launcher + keeping old ports for old stuff, use the -config launch command to have isolated .ini files for different setups including save isolation.
>>
>>12629845
How do you play quake 2 maps? What source port do you use?
>>
>>12630193
I would love some cool sewer levels for Dook.

>>12630202
Man I Love Crates.
>>
>>12629752
I organize my Doom stuff by folders each:
>iwads
>mapsets and stuff that I liked and would play again
>mapsets that I intend to play
>gameplay mods for GzD
>autoload for GzD
>soundfonts and music packs
Then I've got a whole bunch of ports at the ready, and manage all my files with DoomLauncher. I mostly use Nugget and GzD.
Then I have a whole separate directory for my projects and what not.
>>
>>12630305
>>gameplay mods for GzD
>>autoload for GzD
It is time to move on from the chicken.
>>
>>12630202
Is that from where the "Start To Crate" concept originated? It's from Quake 2? Or was it from Half Life (where, although I do not recall crates specifically, the fellow has, if I recall correctly, a crowbar, if I recall correctly)
>>
Not this shit again...
https://www.youtube.com/watch?v=BW9BhUK5oS0
>>
>>12630342
Acquire an advertisement.
>>
>>12630281
All the newer stuff is for the remaster. You install these packs like you would a mod for Quake 1. Should be a readme that tells you what to do.
>>
>>12630281
All the newer stuff, as mentioned, is remaster exclusive. For older maps I like to use KMQ2.
>>
why doesn't doomguy ever talk about his feelings
>>
>>12630202
https://www.oldmanmurray.com/features/39.html
>>
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>>
>>12630314
I'll move on from ChickenDoom when UziDoom gives me an actually compelling reason to. I was never on top of actually updating it, only doing that when I needed to.
>>
>>12630445
They have begun fixing some stuff that's been busted in GzDoom for a fair while, in particular some ACS stuff was just flat out broken, either causing stuff to do fuck all or hard crashing the ports.
>>
I'm about to activate godmode for the rest of KDiKDiZD. The amount of cheap BS where the monster is in front of you one second and then randomly teleported into melee distance right behind you whilst a chaingunner is silently teleported or opened in a monster closet to the otherside of you is pissing me the fuck off. It's like every other fight this cheap shit happens. So I am slowly trying to pick enemies off before I even enter the world's tiniest most cramped room whilst fast/tanky enemies rapidly teleport or spawn next to me and I don't even have good tools for dealing with them. I hate these new monsters and weapon changes. One of the worst mapsets I think I have ever played. And this is supposed to be the better version of KDiZD.
>>
>>12630458
Hahaha, yeah.
>>
>>12630458
You'll have to play the original to compare them. Please give us a report of their differences!
>>
>>12630360
>For older maps I like to use KMQ2.
Note that this will only work for vanilla-compatible stuff or things that have been specifically converted. Mods that have their own game .dll tend to break pretty badly, and you should use Yamagi for those instead.
>>
>>12630458
Makes me wonder why all the effort was put into making the fucking thing. Yeah, you could show off all those cool vanilla tricks and all, but what if you did that and made good levels instead?
>>
>>12630431
Because he's perfectly capable of getting the point across without words, on account of his default emotional state being murderous rage.
>>
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>>12629845
Someone should really study what compels people to make their first map for a game some kind of grandiose attempt at telling a story.
It seems to happen pretty frequently and it never works out well.
>>
>>12629670
>doom
More lik dumb lmao
>>
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>>12630545
>on account of his default emotional state being murderous rage.
Does this look like murderous rage to you?
>>
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Didn't activate cheats, got furious after one final random teleport behind me into cheapshot, and just started speedrunning through the rest of the levels whilst spamming the rifle since they finally gave out ammo for it. Kinda helped. Got all the enemies to infight more. I really wish they had introduced the ressurector mechanic sooner than the last level since those fights were more fun than the padded out corridor teleport slop shite prior.

>>12630472
Fuck no.
>>
>>12629670
What's some current projects are you guys working on, I mean my impmon and muk thing are really coming along well, I have a geninue passion for them, when I see the actual animation play out I'm amazed by it, It really does just feel nice to see years of studying finally making something.
>>
>>12630569
Nothing big, mostly just fixing up some of my smaller stuff, minor tweaks, adding a few more cvars here and there, the usual stuff.
>>
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>>12630569
Fucking around with a different way to recover ammo for this project. You launch out the core of the weapon and it behaves similar to projectiles it fires.
Of course because you're firing the core of the weapon, it also means you're without that gun until it comes back.
>>
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Man, after finishing Revilution I hunger for more journey/adventure. What wad gives off a similar vibe like it? I fucking loved Lost Civilization and Eviternity for comparison, also pretty much everything that Eternal made
>>
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>>12630614
Lost Civilization 2 was great.
>>
>>12630616
God that is the ugliest status bar face I've ever seen.
>>
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>>12630616
>Lost Civilization 2
WHAT
THIS IS AMAZING
>>
>>12630623
9/10 in the UK

>>12630614
there's always hedon futaRPG and the ashes pentalogy
>>
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>>12630569
I'm cleaning up old Quake assets for use in my mod. I try not to change too much and just make them look nice using modern tools. I really liked this sniper rifle but it needed some work and I am pretty happy with how it turned out.
>>
>>12630623
You haven't seen Eternal Doom's?
>>
>>12630623
shes got fetal alcohol face
>>
>>12630629
>cleaning up
>make them look nice
That's cool and all, but what if I want them to look filthy and ridden with STDs?
>>
I have question is their a decent way to make sprites look cleaner at low reslution my impmon hands are 128x128 but their's still messy pixels I wanna make it look really clean if I can.
>>
>>12630569
>>12630179
>>12630646
wait, impmon (female) or impmon (male)?
other than that, it's just a question of sprite artwork and shading
>>
>>12630653
Actually not sure yet, maybe might make two not sure. Lucky I know how I'm gonna do the shading wont be hard, just not sure how much more detail I can add the line and animation look great I love how smooth it is, probabily the smoothist I ever did.
>>
>>12630552
looks more like demon fatigue
>>
>>12630623
I think she looks alright. There have been some VERY rough female HUDfaces made over the years, and that one looks fine in comparison.
>>
>>12630646
GzDoom/UzDoom should allow for high resolution weapon sprites. Personally I think pixels look just fine in Doom.

>>12630623
You should see that one from the 90s, where you play as Doomguy's wife rescuing him from hell.
Straight up looks like Doomguy with lipstick, a wig, and waxed arms, and you could make the obvious and topical joke about that, but I'd prefer to stretch a bit further back for the Silence Of The Lambs joke.
>>
>>12630685
Well ideally I kinda of want to make a addon for byoc with my impmon, but again Idk yet it would be cool to see it in the that mod, but it be cool to do all kinds of things will see how everything goes, it is my first mod so I'm not in a rush, well not entirely true I still have that zombie girl shotgun mod, but Idk I kind of wanna redo that whole thing make cleaner, like what I'm doing with this.
>>
Angry, sweaty, muscular manjaw women with fat spherical boobies is such a 90s thing. I wish it never went away.
>>
>>12630569
Planning stages for a gameplay mod where you play as a wasp person. All I have to do is learn ZScript, 3d modelling, and model-to-sprite conversion and it'll be easy.
>>
>>12630695
Use gemini to help with the coding, it helps me a ton.
>>
>>12630696
You are speaking to a man who read an entomological journal article to work out how the face works, I am fully in the "if I can't work out how to do it myself I shouldn't be doing it" camp.
>>
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>>12630697
I've never been like that, I always slam my head against the wall until I just get it. I don't want to just let something escape me, if theirs a tool that can help me, I will use it, its the same with art. I use lazy nazumi, which helps me since I was born with shakey hands.
>>
>>12630697
Also if you don't wanna use gemini here use this.
https://gunlabs.blogspot.com/2011/01/tutorials.html great resource to use, even if it's a bit outdated it helped me understand a lot.
>>
>>12630695
>>12630697
>doesn't understand human emotiond
>"i shall make an authentic doom wad about being a wasp person." *bzz bzz buzzz*
>[builds nest from paper shavings]
>[stings toddler]
>>
>>12630707
Kek, pretty fucking acurrate.
>>
>>12630442
>tiny protagonist
>final gay enemy
>UV idiots
>pain faggot DLC
>bones anywhere
>revenants somehow canon
>fucked community
>>
>>12630685
What's that wad's name? I've never heard of it. Sounds like a peak jokewad.
>>
>>12630716
>pain faggot dlc
Perfect name for harder hffm expansion, if we ever make one.
>>
doom but your a cat
>>
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>>12630569
Remembered that RAMP is a thing so I'm trying to make a map for that before June ends. I'm thinking abandoned mineshaft sorta thing. Only started on it today.
>>
>>12630769
I like what I see so far. <3
>>
>>12630767
https://www.youtube.com/shorts/QGehWiLwTow
>>
How would wolfenstein 3d be like in a world where Germany won ww2?
>>
>>12630809
Is that not the premise of the reboot series starting in 2014?
>>
>>12630696
>just use the corpo hallucinating tool and become reliant on it :)
Use your brain for fuck's sake.
>>
>>12630809
It would probably have come out 5-10 years sooner and been about shooting commies.
>>
>>12629841
What did you think about CWHHROT?
>>
>>12630809
it'd be the same but americans would be sad without cheap european textiles
>>
>>12629350
>Souls that are placed by the mapper (not spawned by PE) count. In fact I'm fairly sure even spawned ones count
Unless you are using a source port that makes them count, this is simply not true. From vanilla 1.666, id specifically made it so lost souls don't count towards kill totals at all.
>>
>>12630832
The depressing thing is these fuckers don't want to learn, couple months back I looked at what was supposed to be a basic weapon mod that "worked till it didn't" from somebody who was begging for help.

Shit was a clusterfuck, it looked like it was trying to cram ACS, Decorate, Zscript, bits of sbarinfo and some shit I'd never seen before into normal ass decorate files and the dude just expected it to run.
>>
>>12630938
It's fine, once all of this shit gets locked behind paywalls they'll either shut up and fuck off or become whales. It's so goddamn tiresome though dude.
Decorate isn't even that complicated.
>>
>>12630945
>Decorate isn't even that complicated.
Yeah it's what I've always told people they should start on cause you can get the basics down and see results pretty quickly, fuck knows why anybody would want to vibe code it.
>>
>>12630831
I think he meant if germany won in the real world, not in-universe.
>>
>>12630958
>fuck knows why anybody would want to vibe code it.
Coding is scary and people don't want to fail and look dumb. They just want it to be done and have it work.
>>
>>12630707
Honestly, I hope he goes through with all of that, that'd be a funny and unique little page in history. (The toddler will probably be fine.)

>>12630945
Decorate is fairly straightforward, though it can get on the complex side if you want to do certain things.
Building basic weapon reloading really isn't too complex, but if you wanted to get detailed about it, it starts adding up, like keeping track of if the chamber itself on a gun is loaded or not, have multiple fire modes or ammo types, or if you wanted to do stuff like a beltfed gun showing the last few rounds on the belt.

All doable with Decorate, but I believe ZScript lets you make a lot of those kinds of things more straightforward.
>>
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Here's that submission for the Eternity project I mentioned. It has many gimmicks but it's not as long as my last one. Tested with the latest stable build of EE (4.05.04). See the included text file for cedits:
https://files.catbox.moe/cxgjqu.zip

When designing my first map, I made a concentrated effort to avoid importing new textures etc. For this one, I pretty much added whatever I felt like, so there are many new assets. Since adding all these new assets to a final release could be a pain, I took the liberty of putting everything submitted to the project into a .PKE myself (including maps that aren't mine). This is just a demonstration, please look over it yourself and decide if the format is suitable for the final release. I'm still not the lead.

I defined an episode for each map, instead of making a hub. In Eternity, you must define a end text at the end of an episode. This means that if we use this episodic structure, the authors of each map may want to provide some flavor text to be displayed at end of their map. An exmaple's been added for that too. Also, since most people are likely to play the maps in the order listed, one may want to reorder them. I didn't sequence them in any particular way.
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>>12631003
Fucking cool!
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>>12631000
Sure, but for a babby's first project no one should be trying to do something that elaborate anyway.
Just make a gun that shoots stuff to start with.
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>>12630569
I don't know if other people's shit counts, but I finished editing Running With Chainsaws before I went to sleep earlier. The only other thing I'd want to do besides Heretic and Hexen patches, is recoloring Dude's boots black since they're black in his kick sprite and it's bothering me. But that's like 80+ sprites and I really don't want to. I also just noticed they aren't cleanly cropped and there's still some space around them in SLADE so I think I'm settling for fixing that and just being finished.

>>12630612
You changed your mind from the gunmerang? I liked that. But this is also interesting.

>>12630623
That's just Stone's Evil face.
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>>12631008
>You changed your mind from the gunmerang? I liked that. But this is also interesting.
I had my concerns that the gunarang would have issues in tight spaces where you can't properly space enemies, and my concerns were proven correct: I couldn't get ammo worth a shit in tight areas, and it sucked.
So fuck it, every ammo type gets a reload attack. Including missiles, that one's gonna be fun once I get it in. Though I'll need to figure out what ammo pickups should do in the future if I'm gonna go all in on combat based resources here.
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>>12630674
Which is funny cause it's still using the same line of ones people complain about as it's basis.
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>>12630674
>>12631074
>>12631008
people hate booba?
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>>12631120
Always somebody being weird and angry, earliest example from 94 even has that bitchy pony fuck complaining. https://www.doomworld.com/idgames/graphics/femdoom

Shit just interests me that there's a kind of communal design evolution for these hudfaces that can be traced back through a bunch of different people including Xaser's one for Psychic.
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>>12631013
NTA but what's the "ethos" of this gun? Like why does it sap energy from enemies, what flavor of vampiric weapon is it gonna be?
In any case, the detachable core seems easier to justify than the gunmerang. I mean, if the weapon got its juice from striking enemies with it, why not just pistol-whip the demons?

Also, it's making me think of those types of enemies you see every now and then that are covered in armor, but must expose a vulnerable core to attack/do something else. I think some games even force the player to do that. This whole "eject core" mechanic sounds like it's got a lot of potential.
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>>12631145
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>>12631153
I'd say the ethos of this gun is a very self sufficient weapon that's designed in a way where a bounty hunter could resupply their shit no matter where they are. I like weapons like that. I picture the yellow and blue cores are absorbing the kinetic impact and converting that into energy, though the red and light blue/cyan cores are absolutely sapping life force from enemies.
>why not just pistol-whip the demons?
I've done melee -> gun juice a few times already, I'm tryin to figure out something where this character is all about guns and shooting stuff. At one point I did consider making the gun fold up into a truncheon to bash monsters that way and get ammo. But again: I've done that a few times.

Also yeah, I think the core launching thing is a fun idea too, I just need to make sure it's not tedious busywork to thump monsters with the cores.
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>>12631153
>shoot core at enemy, it sticks
>pistol whip enemy with core to get more gun juice
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>>12630202
This
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>>12631227
>why do I keep losing 15% health
>what the fuck
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Anyone know if LossForWords has their own Brutal Doom monsters? Curious what Cow Heads' Anthrax damage is supposed to do. I'll just bunch it with Acid and Poison in mine, probably.

>>12631013
What are missiles gonna be?
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What's a good Doom level pack for someone that spilled petroleum solvents on their weiner and can't sleep because it-s burning and the skin is already starting to peel
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>>12631254
I'm gonna make the core doink off monsters pretty hard, but it'll latch onto floors, walls, and ceilings, then it drills that surface and fires rocks around. It'll fling rocks out differently depending on the surface too.
>Floor: Random rocks in a 360 spray
>Wall: More straight flying rocks just away from the wall
>Ceiling: Drop boulders from the ceiling every so often, with splash damage.
Rare chance to coconut clonk if it lands directly on a monster.
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>>12631259
Deus Vult Zero.
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>>12631267
Very cool. I love a good bonk.
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>>12631227
Oh there he is!
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>>12629828
>I have folders for gameplay mods, folders for TC, folders for maps with supfolders for which games the maps are for, folders for enemy replacements, folders for statusbars and other hud stuff, the list goes on and on.
So you use main folders for each? Do you put mods that are their own WAD file in their own main folder like that? Just not sure how to sort out mods that are their own WADs, especially older ones from the DOS days, vs ones that are just something like a pk3

>>12630196
>Personally I just use Doom Runner to organize my wads and mods Sure UZIDoom is my new repalcement but GZDoom is there for old use, right next to Zandronum.
>>12630278
>Best way to go about it really, launcher + keeping old ports for old stuff, use the -config launch command to have isolated .ini files for different setups including save isolation.
Can Doom Loader so that too? I tried Doom Runner and it seemed better for loading mods but looked more annoying to use for anything else over Loader. Come to think of it, I couldn't figure out how to configure the different source ports through them, are you supposed to do that through the launcher or in the options/settings of the port after using the launcher?

>>12630305
So just main folders for each regardless of file extension?

>>12630314
>>12630445
>>12630450
I am guessing ChickenDoom is another source port that some mods only work on?
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marathon > doom
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>>12631423
itoddlers lost
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>>12631424
it's been open source and available on PC for over 20 years now
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>>12631403
It's a derogatory nickname for GZDoom whose author is known for using a picture of a cartoon chicken as a forums avatar
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What's you're guys favortie thing about moding, the process even I think so far it must be animating, I've only ever done a little animation, hey I am curiousI can you change the weapon swap to animation, like causeI tranistion the fist weapon to one of impmons attacks?
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>>12630146
it's the exact same shit
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>>12631437
Does chicken bro even still update gzdoom, after his melt down he seemed to fuck off.
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>>12631440
last commit to the repo was 7 months ago
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>>12631441
oof well I mean... thats pretty bad, graff, really should learn to critism more.
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>>12631430
>What's you're guys favortie thing about moding
Bugfixing and problem solving.

>can you change the weapon swap to animation, like causeI tranistion the fist weapon to one of impmons attacks?
You can do anything in the Select/Deselect states.

>>12631443
Dude's old as dust, for all we know he was probably looking for a way to peace out.
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>>12631448
Very cool, I mean realistically I wont need to do gemini code, maybe just use it as refrence, or when somethingI typed up wrong, I love gunlabs tutorials, even if its a bit outdated. Are there any other resource sites that are as good?
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>>12631451
I just look at other mods and reverse engineer shit. Though I primarily work with decorate.
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>>12631457
That makes sense, always helps to cheat sheet at someone else work.
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>>12631460
It's always better to consult human made work. Or just talk with another human rather than resorting to a shit AI.
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What can you add to a backpack to make it interesting if I've removed the inventory expansion part of it (it still gives ammo but I want it to have something unique to it)
Extra points if it doesn't have anything to do with ammo at all
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>>12631462
The only thing I've done with ai has purely been my posion system since I had no refrence or knew of one existing, I got it working and even have a icon and visual apperance for it now, I tried using hexen's system but learn thats not double in doom, which sucks.
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>>12631451
AI/tools can be useful for the boilerplate or more technical work, but as far as the actual mod is concerned, half the fun is doing something and going "fuck yeah, I did that" or "fuck yeah, my friends did that" in the case of things you can't do yourself but have people for. Using an AI defeats that purpose entirely because you can't even claim that you put any effort or brainpower into your craft. If your goal is to simply churn out content, I'm afraid you're about 25 years too late.

>Are there any other resource sites that are as good?
Like the other anon said, reverse engineer. Wiki is fairly well-documented. I also recommend opening stuff like base.zs, player.zs, inventory.zs, doombase.zs, or any of the other core files in *zdoom.pk3 and simply skimming through them, just to see what tools you have available at your disposal. The grand majority are self-explanatory.
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>>12631465
Hmm maybe certain items, or make you carry more weapons.
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>>12631465
>Extra points if it doesn't have anything to do with ammo at all
It now gives a slight absorption to damage taken from behind. Backpacks actually do this.
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>>12631465
Temporary weapon augmentation. Like berserk for guns. This could either be stage-length, or maybe consumable with a fairly generous resource pool. Backpacks can be uncommon at times.

Gradius style option that shoots when you shoot.

A pair of boots that leaves a trail of fire or some shit behind you to stunlock enemies.
>>12631467
There's a few mods I can think that have DoT effects: Final Doomer with the Whitemare set, the leech fire magic from the Past Linked set in Combined_Arms, BYOC's Devil Marine's chaingun lights shit on fire, and Legendoom has a few DoT inflicting weapon modifiers.
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>>12631474
I'm look into those then, see what I rip out, one thing I wanna do for my mod is make two diffrenet typs of posion and then toxic, toxic is the big boy stuff ramping up over time.
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>>12631478
It's worth noting that Yholl's DoT effects in Final Doomer and Legendoom are a little convoluted as they involve spawning actors that cling to monsters and deal damage, which is necessary if you want to proper track kills, the method I use in Combined_Arms uses ACS to damage monsters, which is cleaner under the hood but the tradeoff is the player doesn't get the kill if the afterburn kills them.
This is irrelevant if you don't care about multiplayer and score stuff, but I feel like it's worth bringing up.
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>>12631430
>hey, it would be cool if ____
>can I do that?
>let's find out
>holy shit I can
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>>12631470
>certain items
I've thought about backpacks giving a random pickup, but I'm afraid it would wreck the intended map balance too much if you could just randomly pull a megasphere where none was supposed to be. Plus lootbox mechanics are ehhhh
>carry more weapons
I have only as many weapons as vanilla d2
>>12631473
>slight absorption to damage taken from behind
Good idea but I already have a variation of it (green armor completely protects from all frontal attacks)
>>12631474
>Temporary weapon augmentation. Like berserk for guns. This could either be stage-length, or maybe consumable with a fairly generous resource pool. Backpacks can be uncommon at times.
Again, it's a very good idea, which is why I already have such a mechanic with its own replenishment system, different buffs for different weapons etc
>Gradius style option that shoots when you shoot.
>A pair of boots that leaves a trail of fire or some shit behind you to stunlock enemies
Now these two I haven't considered at all, maybe one could work

Thanks for ideas frens
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>>12631479
Stil might be worth looking over, might have to figure something out cause I am looking to make a fairly decent impmon mod I still need some stuff for ice cause he/she does have ice attacks need those, for refrence it's not a trans thing (gross) I think I'm just gonna make two impmons one male or one female. I might even make them behave diffrenetly for funizys.
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>>12631484
Kek, thanks anon you made me giggle <3 Its fucking 4 aclock in the morning I am a bit of a goober right now.
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>>12631487
Come on, now. Only trannies post like that. Don't do that here.
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>>12631495
*glomps you*
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>>12631495
My bad man, I will do better. Have a unfinshed picture of mine of sadako, I wanted to do more with it but I couldn't figure out a way I wanted to do coloring for it, all ways I tackled it just looked bad.
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>>12631501
>inb4
https://youtu.be/aLPnP4NvKNI
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>>12631501
AWOOGApology accepted.
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>>12631465
Faster weapon switch speed because they're all neatly packed away instead of clumsily slung around you.
A Duke-style medpack that you can charge up to 100% using existing medkits.
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>>12631506
>Duke-style medpack
I already have that in the soulsphere
>Faster weapon switch speed
Could be... But is it really needed? My default weapon switching will be just as fast as in Blood, which is already pretty damn fast. Any noticeable improvement over that would mean instant switching, and it's not bad but it's kinda not needed? My weapons don't combo off each other (sadly). I've seen instant switching in some mods (Supercharge, False Angel and one more I can't recall) and it didn't feel like it made that much of a difference honestly
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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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>>12630809
In one of the newer Wolf games there's an easter egg where you can play Wolf3d in its entirety but the Nazis are replaced with Americans and bosses are characters from newer games
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>>12631627
Wolfstone 3D, starring Elite Hans. There's an arcade machine on Eva's Hammer in New Colossus.
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Man drawing indepth melee is hard, it gets so exausting, you're just drawing the same frame over and over just slightly diffrenet.
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>>12631120
I actually like the ones I see in the screenshots of that mod.
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>>12631426
On my part, lt's half derogatory, half affectionate.
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>>12631465
BREASTS!
Uh, sorry, that wasn't a suggestion.
Maybe letting the player carry more inventory items that aren't ammo?

>>12631506
But carrying your gun(s) in a sling would be way faster and more accessible than taking off your backpack and then digging through it for a gun.
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>>12632034
Having 7 guns slung around your shoulder would be pretty clumsy.
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Okay so it looks pretty decnt but its lacking the oopmf, of a proper attack any ideas how I can make the attacking frame better?
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>>12632062
I think I feel for a trap, thinking more animations would make it feel better, but no it feels worse, I need to make the frames snappy, idle is fine but for the attack frames need to feel snappy, and quick.
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>>12632034
>carry more inventory items
Believe it or not but this is exactly what I've eventually settled on shortly after making that post above! And it was so obvious too lol, how come I didn't think of this sooner
>can carry up to 3 bags with you (or 5 maybe?)
>each bag can be used to carry 1 powerup/pickup of your choice across levels
It's that simple! I intend to have every simple pickup (other than ammo and small medpacks) to be placed into the inventory (miss me with that touch=use crap), but no more than 1 instance of each. With bags you can carry a megasphere or an invul to be used when you actually need it.
Not sure how to handle Area Map though, being able to use it on maps where it was not meant to exist is likely a bad idea. Also not sure whether that pickup really needs any changes at all or I can just give it a new sprite but leave its functionality untouched
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>>12632062
>>12632092
Actually no, the number of frames is not the issue here. The issue is that it doesn't look like an attack at all (if I hadn't read your post beforehand, I'd have assumed it's an animation for picking items up). Either make the hand curl into a fist, or if those are supposed to be sharp talons then make it look like a swipe
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>>12632154
It's suppose to be a claw swipe, could you give me a refrence for a decent claw swiping attack?
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>>12632156
Can't think of any 2D swipe animations, but maybe you could trace over 3D animations from CS1.6 zombie mod? Been a long time but IIRC they would fit your hands
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>>12632165
I found one, hearts of demons, the baron has one, its really fucking quick, like even slowing it down its fucking fast, its a side swipe
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>>12632156
Something like the druid one from Walpurgis?
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>>12632156
NTA, but for animation advice, the amount of frames dedicated to what looks like an idle animation and only ends in what seems like 1 frame of the "attack" that doesn't even look like an attack. Actions have build up, the act itself, and follow through. Textbooks may have different words for them but the point is, a single frame doesn't do much to communicate and it can feel awkward.

Take this attack for example. It's only 3 distinct frames but you can tell it's leaning back in anticipation, swinging, and then the follow through of the swing with it hitting the ground, it communicates the full extent of the action, so the viewer knows exactly what is happening. For an FPS, you don't always have much buildup because you generally want the shot going out as soon as the player pulls the trigger, but you do have more wiggle room for it with melee attacks.

For a claw swipe you'd want something similar. Pulling the hand back, the swing, and then the follow through of reaching the end of the swing.
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>>12632156
Dude just try it yourself and look at your hands.
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Post your Rangers.
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>>12632195
>>12632169
>>12632165
Thanks for everyones help I actually got a sick animation as a result
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>>12632198
Much better! Actually looks like an attack now rather than careful touching
Consider adding one more frame immediately after the attack, to make the hand return to its starting position more smoothly (right now, it kinda just teleports back)
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>>12632205
Yeah thats a fair, I'm so glad their exists other mods for this stuff.
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>>12632198
Yeah, that looks much more like an attack now. One of the things to do next would be seeing how the engine handles animations and adjusting the weight of each frame.
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>>12632208
Yeah thats the tricky bit, thank god gunlabs exists can help me with the timing and all that.
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What does all of this mean and which ones should I use? Or do I maybe need a different nodebuilder to begin with? The map is for G/UZdoom
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>>12631003
lol
Eternity is so barely used that DoomLauncher doesn't readily recognize .pke as a game file.
It'll load it up for you if you make it though, and it'll work, but I thought that was funny.
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Think we done it boys, a actually fully fuctional thing, fuck even my sally zombie girl shotgun didn't have nearly this much effort but it feels good, guess my priorty lines with imps who'da thunk.
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>>12632275
Might do a alt fire leap attack animation, that wouldn't take much effort.
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>teabag a corpse
>it can no longer be revived due to the sheer humiliation
y/n?
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>>12632297
yes.
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>>12632297
Yes, but the stronger the monster, the more times you need to teabag it to make it unrevivable.
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>>12632297
>teabag a corpse
>gain armour bonus proportional to how many enemies there are nearby (no bonus if there are no enemies around)
>if the corpse gets revived, it gains fastmonsters
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>>12632297
Alternatively, the monster gets so pissed, it spontaneously revives with buffed stats just to tear you a new one.
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>>12631003
I'M RISING FROM MY GRAVE
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>>12631003
Uuuh, where do I go after getting the Blue Skull in the hall of stained glass? (Magnificient setpiece btw, felt kinda like an old sword and sorcery movie, just with a sawed off shotgun instead of a sword).

Also felt proud figuring out the secret puzzle.
To be a dick though, this one inlaid cross panel isn't quite even, only flaw I've found so far. Fun and imaginative level.
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>>12632375
Meant this screenshot.

I have a few tweaks to Corpse Cistern which I'll upload, and it's finished. I guess I could write a little thank you after beating it?
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>>12632326
You mean you're wising fwom youw gwave.
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I am trying to play through you broke me and am stuck after getting the ciggie, any tips?
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Hey honest question from impmaker here on quake, how do you people here feel about quake 1 comapared to quake 2, I tried getting into quake 2 but it was meh, I should play quake one I was never much a quake gamer.
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>>12631003
Are we up to 4 maps now?
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>>12632454
They both just seemed ok to me, most of the weapons never felt that great to me outside of some of the explosive stuff.
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>>12632459
Yes. I think that's enough, there doesn't seem to be enough drive and interest for more, and the project already dragged a lot, so this is a good point to finish it on.
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>>12632454
Quake 2 has better feeling weapons. Quake 1 has cooler environments and more memorable enemies.
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>>12632473
Where is the project lead?
Did anyone save all of the maps?
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>>12632197
>>
>it's a "cant approach revenents so you have to keep missing rockets trying to shoot them" episode
why are these faggots so thin, and more importantly, why do some people have such a hardon for spamming them?
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>>12632526
>why do some people have such a hardon for spamming them
High damage + homing but not an HP hog, so more dangerous than hell knights but aren't as annoying to deal with without SSG/plasma
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>>12632495
I guess whoever puts in the work to wrap it all up. I saved the maps when they were uploaded, just in case, and it seems that so did that guy.
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>>12632526
They're a fun enemy, though I never liked heavy use of them as turrets.

>>12632454
I like both a lot. I like Quake 1's weird settings and spookiness more, but Quake 2 has a lot going for it with weapons and enemies.

I really like the Strog quite a lot, and 2 was my first Quake game when it was new, but I've grown to like the original game's look and atmosphere more.
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>>12632454
I’ve ended up preferring Quake 2 even though they’re both great. Q2 has a more rounded-out enemy roster, and the expansions did great in improving enemy behavior.
It probably helps that I like techbases.
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>>12632568
>webm
How the fuck do we not have a 3rd-person mod for the remaster yet?
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>>12632568
See I couldn't do that, I hate a lot of the normal tech base stuff unless its really impressive, I love the hell senery in doom
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What are some notable console exclusive retro shooters that still didn't get a recompilation or a modern remaster?

I wanted to mention first Medal of Honor but that one got a PSN re-release
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>>12632575
This weird shit.
https://www.youtube.com/watch?v=3BmeZH_D9pk
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>>12632575
i have a passing interest in Congo:city of zinj but never played it because it's a saturn exclusive
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>>12632152
Just leave the area map as a use-on-touch item, since it's supposed to be a map of the place you're currently (i.e., the floor plans to building A won't help you in building B).
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>>12632610
Yeah I'll most likely do that. On the other hand, if you've already used the map pickup, might as well remove it? It has no use anymore
But the real question is whether the area map should do anything else on top of its default functionality? Because if it doesn't then it ends up the only one unchanged pickup (everything else is reworked) and that tickles me the wrong way. I feel like I'm obliged to add SOMETHING to the thing just so that it's not identical to vanilla
Some mods add the display of entities, I hate it because it marks literally everything (including things you don't want marked like decorations, corpses etc), in some wads it pretty much renders the map unusable
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Graf lost. Texture filtering lost.
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>>12632539
>revenent shoots a rocket point blank
>does like 5 damage
>revenent shoots a rocket that somehow does the death star trench run on its way to hit me
>70 damage
fuckin damage variance
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>>12632656
He didn't just lose, he removed himself from the internet in shame.
>>
Eternity 4.06.00 released less than an hour ago, project guys should make sure their maps didn't get broken somehow.
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>>12632572
I’ve only seen an attempt on the Nexus, and last I saw it only had the shooting animation frames working for it, and there doesn’t seem to be ant interest in Q2R modding beyond maps.
Q2pro (webm) added some functionality for it awhile ago but it’s nowhere near as good as KMQ2’s. A lot of the weapons in the remaster also come from the center of the player, making it feel strange and unsatisfying to shoot in third person.
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>>12632656
Texture filtering shall live on in my heart and on my screen
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>>12632727
Put your glasses on.
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>>12632642
Yeah, I'd feel the same way if I were in your shoes.
Now, I don't know a thing about scripting (or Doom modding, for that matter), but I'm an unrepentant ideas guy and came up with these:
>After picking up an Area Map, the player is healed/gains ammo/gains something else every time he finds a secret
>If the player finds all area maps in an episode/campaign, a flag is activated that sends him to a bonus level (map 33?)
Again, no idea if these are possible or feasible with the tools you're using, or if they align with your goals.
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>>12632662
What if the damage depended on the rocket's travel distance? The longer it's in the air, the harder it hits.
>>
>>12632670
>where do I go after getting the Blue Skull in the hall of stained glass?
You can loop back to the foyer after getting the blue key. Once you have 3 keys, you can just return to the stone door at the center of the map. Also, you might need to kill the hell knights/imps on platforms to progress to the other key.

>>12632670
>"author" property in UMAPINFO.
>added new ACS functions: void GiveInventory
>void ClearInventory()

I was thinking about these things just yesterday.

>make sure their maps didn't get broken somehow.
This update literally breaks the last portal on High Orbit for some reason.
>>
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>>12631562
I saw you guys could use a title and figured I'd try my hand at graphics software.
I know, don't quit my day job. It's not palletized nor framed right for the menu. This is just a mockup right now.
.PDN here: https://files.catbox.moe/45z9bq.pdn
If no one else gets to it in the evening, I'll come back and try to give it a drawover. Right now, it's 5 in the am, I just want to sleep.
>>
>>12632717
Reminds me of this webm of Unreal Championship 2 I once saw and thought was the coolest thing ever. Never knew the game existed until then, but from the looks of it, UC2 might be a good example of satisfying 3rd person shooting.

>[no] interest in [...] modding beyond maps.
Bit tangential but it really feels like experimental mods doing crazy things is a thing of the past, like it could only happen when the games and their engines were still new and cutting edge. I'm talking about things like Kickflip Quake, AirQuake, Natural Selection for Half-Life, and a bunch of weird standalone Source mods, like one where you play as a mermaid (https://www.moddb.com/mods/water).
I suppose the reason for this is that the really creative types that come up with these kinds of things 1) want to make games, not mods, and 2) were only using Quake/GoldSrc/Source because at the time those engines and tools were the cutting edge and moved on when that was no longer the case.
>>
>>12632670
All I can say is that my map was made on the Doom 2 format and I tried making it as vanilla-ish as possible.
Though I can't really test it because of PC problems I currently have.
Also did a video of it just because https://www.youtube.com/watch?v=TP-fBRy_NWM
>>
>>12632778
>UC2 might be a good example of satisfying 3rd person shooting.
NTA but it probably would be if you didn't have to play it with a controller. I tried playing it over Xlink a couple years back and half the time everyone is just shooting past each other until they get into melee range. I guess that's better than aim assist being so retardedly strong that you just get lasered across the map, but it's still not fun.
A shame because the mechanics are fairly sound and it actually looks pretty great for a console game of the time.
>feels like experimental mods doing crazy things is a thing of the past
Probably because most of the people who would have made such mods have moved on, and newfag modders are choosing these old games to mod over making something in Unreal or Unity because they want to make something specifically using it as a foundation instead of doing something crazy and new.
>>
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>>12632454
For multiplayer, Quack 1 has perfect movement physics, to the point where I play aerowalk duels vs a bot regularly in ezQuake. Quack 2 changed the movement code so you have to do the WD/WA type strafing, which stayed for Q3. Since I was always about the MP part of these games, Quack 1 is superior for me. Strictly singleplayer, Quake 2 is the better option though.
>>
>>12632831
I think there was a leaked unfinished PC build.
By the way, it's a completely different kind of thing, but have you ever tried GunZ the Duel?
>>
>>12632848
>GunZ the Duel
Nope. Looks too weeby for me.
>>
>>12632864
Jesus if that game is too weeby for you this website must make you implode.
>>
>>12632892
I look up the game and see feathery emo hair on a man. I ain't playing that gay shit.
>>
>>12632848
Not him, but I played it back when it was new, was pretty cool, but in hindsight there's a lot that could be better about it. Still cool.
>>
>>12632919
K Style was a mistake.
>>
>>12632921
They should really have patched ouy Butterflying.
>>
>>12632772
What's a .pdn?
>>
>>12632985
paint.net
>>
>>12632769
Uh, I don't have the Red Skull Key, am I supposed to have it by the time I have the Blue Skull Key? I did not see it anywhere, and I don't know where to go after getting the blue one.
>>
>>12632989
I have killed all the enemies that I've come across btw.
>>
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>>12632989
You can get the blue and red keys in either order. Go east, the right way looks like this image. Pick up the books.

>>12632772
>Do I look like I know what a Pee-Dee-En is?
>>
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>>12632197
>>
>>12632449
Figured it out thanks to a comment on Doomworld; the solution was to enable switch on pickup.
>>
>>12632835
quake 2 has fuckin ridiculous ramp acceleration though so flying on inclines is pretty fucking fun.
>>
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>trying to seriously complete Plutonia for the first time
>get to map15
Whoever thought up "invincible archivile constantly resurrecting chaingunners" is a fucking faggot. Also this level feels a hell of a lot like Caught.
>>
>>12632642
Not very familiar with modding in Doom so bear with me, but is it possible to add a motion detection circle in the corner for nearby monsters, a bit like Halo?
>>
>>12632848
I remember somebody claiming to have fixed the audio issues that leak had, though he was the kind of faggot who would only share it if DM'd. Did that ever get shared?
>>
>>12633287
With ZScript you can go anywhere you want.
>>
>>12631403
Retard.
>>
>>12633287
Numerous ways with different forms of scripting, some a bit more dirty than others.
>>
I haven't played Doom in the last five years. What user levels should I catch up on?
>>
also unrelated but holy shit it seems this general has slowed down a ton since I've last been here, is the community in dire straits again or what?
>>
>>12633405
The hack last year caused a ruckus.
>>
>>12633405
Tiktok + discord + actually getting credit for your work + participating in projects that get finished are killing this place.
>>
>>12633397
Gnome Hunters
Tele-Direct Atlandic Re-Dialed
Blues Brothers 2025
>>12633405
It comes and goes in waves, being a bit quiet right now is a blessing, especially after the NuDoom stuff lately which usually brings the screaming kids from /v/ back for a time.
>>
>>12632864
>Said the 4chan poster.
>>
>>12633409
>discord
don't tell me some of you guys made a discord
>>
>>12633417
I think he's more implying people have fucked off to discord servers.
Honestly I'm kinda hoping to see IRC come back into common use again, what with Discord getting ready to take a massive dump on everyone in the near future with the ID verification shit.
>>
>>12633417
I think some people here had a Discord for themselves at one point, but I got the impression that fell apart at some point.
Discords aren't strictly necessary for Doom stuff due to various forums that still exist.
Unfortunately when it comes to Quake the only places any action is at are Discord servers - of which you get to choose between one outright run by troons, and one where they uncomfortably orbit around and attempt to insert themselves into anything of importance.
>>
>>12633420
Even if Discord dies IRC is not coming back, people will just migrate to some clone.
>>
>>12633438
A man can dream.
>>
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I saw today that Huy Pham apparently deleted his Youtube channel. He is the creator of the Deus Vult wads and goes by Doom Marine on the forums; he was unbanned I believe sometime in 2019 and his last post regarding Deus Vult II Second Edition was in 2022, and he hasn't posted anything since then. With his channel's deletion and possible ban, I imagine that hopes of 2nd Edition ever releasing are completely gone. It might have been that he was banned from the forums (again) and has quit Doom. As consequence, we might have lost some oldschool Doom videos 4ever, though I don't remember any in particular other than the very soulful Deus Vult II First Edition trailer that I've had downloaded. The file dates to July 8th 2008 4:58:14 AM and the unique youtube url was UMGulklCeVM
https://files.catbox.moe/iam8wf.mp4
This is a nothingburger, but I wanted to post this anyways because why not. Maybe some of you will like it. I've liked the Deus Vult wads since I was a kid and first got into Doom, so they hold a bit of sentimental value to me
>>
>>12632989
I realize you're probably scratching your head wondering where to go, but I'm scratching my head wondering where you're confused. This is why playtesting is important. Heres a uv-max demo recorded with version 4.05.04 of Eternity (not the latest) and the .pke from here. Can you let me know which parts specifically were confusing? I'm hoping to only need one more update.
https://files.catbox.moe/8bmau8.lmp
>>
>>12633443
That man has a knack for poultry, I see.
>>
>>12633450
Well, what I didn't realize was that I was supposed to get up on and ride the guillotine blades, I didn't even think that was possible, they seemed like they would be way too tall for that, and I make sure to keep my distance from them so as to not get chopped anyway.

I want to suggest some way of trying to convey that to the player somehow. Maybe I'm just stupid, but it doesn't feel obvious (to me, the fact that we don't allow jumping makes it less obvious).
>>
>>12633461
After I recorded the demo, I realized it might be it. Honestly I think I'll just relegate that idea to something optional, or remove it. Riding the blades can be finicky anyway, if you couldn't tell by my angry mouse shaking. Thanks
>>
>>12633464
It'd be good for a secret. I liked the one for getting that Soul Sphere. No, the other one.
>>
>>12633417
FYI this attitude is also in part why this place is dying.
>>
>>12633265
You're not supposed to spend a lot of time in the center where the chaingunngers can shoot you, just straferun past them. When you need to go through the center area, archviles will be killed
>>
>>12633661
you know even if you keep saying that doesn't make it true. Your demotivational psyops can fuck off.
>>
>>12633707
He's not wrong.
>>
>>12633707
Don't be retarded. I incest.
>>
>>12632778
>Reminds me of this webm of Unreal Championship 2 I once saw and thought was the coolest thing ever. Never knew the game existed until then, but from the looks of it, UC2 might be a good example of satisfying 3rd person shooting.
Yeah that looks great, wish there was a PvE portion for it. UT and Quake 3 are when they got real satisfying animations for the players. Unreal and Quake 2 at least provide the alternate weapon models, and the animations that do exist are satisfying.
>>
>>12633405
maybe it's because this place keeps getting more boring, uninspired, and shittier over time, and people just move on or figure out there are better places to go? just saying.
>>
>>12633287
It is, but a radar doesn't fit thematically. Maybe magical wallhacks could work, but monsters in doom already spam idle sounds all the time so not that useful either
>>
I fucking despise forced flats alignment in boom/MBF21.
>>
https://files.catbox.moe/htqwjb.gif
https://files.catbox.moe/a9ashl.gif
Well now that I got idle and attack frames I wanna make a leaping alt fire attack, as well when impmon attacks with his claws he moves forward to give it more oompf
>>
So, what's everybody been playing lately?

I've been giving Grey Cat a go, seems like a cool idea for cooperative map design.
>>
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>>12634350
10/10 statusbar.
>>
>>12634327
with Boom and MBF you can use the scrolling floor/ceiling linedef actions to align floor and ceiling textures however you want
>>
>>12634403
!? How do I do that
>>
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Sorry for the wait, shift was a bitch. Hope it looks less shitty now than it did.
https://files.catbox.moe/m7qdsl.wad
>>
https://www.youtube.com/watch?v=tZS5KNHYHgs
>>
Don't Reply To The Tranny Bait
>>
>>12634405
study this map in the editor
https://www.doomworld.com/idgames/themes/TeamTNT/boom/boomedit
"The wad shows many of the effects possible with the BOOM engine, and uses text signs to label them, and where appropriate the linedef type number used to produce them."
The starting area has an example of what you want to do. The silver pillars next to the conveyors activate the action for demonstration.
>>
>>12633417
Part of the reason that ZDF is such a ghost town now is that when all that stupid shit came to a head and finally blew up, much of the userbase fled to various Discords, which, in a very sweet and delicious irony, was what Commissar Rachael had been trying to prevent with all the duplicitous cloak and dagger bullshit, because Rachael could not stand the idea of not having insight (much less control), over the overarching ZDoom community.

>>12633405
It really goes in waves, there's been times when this place has been much slower and deader than now.

>>12633661
4chan is mainly supposed to be anonymous. This is why I actually don't credit myself much for contributions here anymore.
>>
>>12634440
is there a video or article explaining the whole of the zdoom forums drama? I cannot remember much of the details at all and can't find anything on youtube about it so maybe I'm searching wrong.
>>
>>12634450
Maybe. I'm tired of retelling that shit though and want to mainly forget a lot of those fucking people, so it isn't gonna be me.
>>
>>12634440
>This is why I actually don't credit myself much for contributions here anymore.
Pretty much the same for me, I don't want the attention, if people like the stuff I've made then that's more than enough.
>>
>>12634456
This is really not something that the community should be allowed to forget lest newcomers feel safe to flock to the ZDoom forums to be unknowingly under the control of pedophiles again.
https://www.moddb.com/news/agdoom-monthly-sitrep-may-23
>>
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How does this look for a leap attack doom bros, cause I wanna add that for impmon
>>
>>12634468
Found the original Carlos video that brought the whole Marisa situation to light, in case anyone's lost it. I don't know why he unlisted it but that kind of backtrack gives this kind of evil too much leeway
https://youtu.be/h5YrdarJ_7U?si=Ism6jX5X87RbtXjr
>>
>>12630150
Castle Jam for Quake 1 when?
>>
>>12634072
>there are better places to go
They didn't tell you?
>>
>>12634403
Woof even fixed the issue where the floors would reset on loaded saves.
>>
>>12634403
Don't wanna finagle with that shit, I'll just adjust geometry if necessary, or outright make a variant flat if I have to (it's easy).
>>
>>12634468
Oh yeah, not saying it's something to forget, Rachael IS a demon in disguise, but just for me personally, it's exhausting, especially emotionally.
There's a lot about some of those people where, in hindsight, things I've seen of them, or interactions I've had, make me feel uncomfortable and unclean.
>>
>>12634412
That's fucking good.
(How does it look with a green circle around the e?)
>>
>>12634468
Nobody's forgotten, three years on and Marisa continues to be run out of retro communities (even these threads), was preemptively banned from UzDoom before shit could even start, the shielding fuckwits got pushed out of power and ZDF still became a ghost town.

There's nothing left to do other than obsessively focusing on it forever instead of doing anything productive.
>>12634491
>I don't know why he unlisted it
It served it's purpose and had only become a magnet for /pol/ shit.
>>
>>12634579
>It served its purpose
I still see the people that defended Marisa and tried to cover his shit contribute freely in Doom circles so I doubt it. If you feel the need to censor the evidence and truth because you fear """/pol/ shit""" then you're certainly part of the problem.
>>
>>12634598
>I still see the people that defended Marisa and tried to cover his shit contribute freely in Doom circles so I doubt it.
Links?
>>
>>12634604
kevansevans literally just released a mod that got covered by icaruslives, he was one of the people trying to cover the case up
>>
>>12634604
Not exactly what you're asking, but there's this
https://github.com/UZDoom/UZDoom/issues/55
>>
>>12634616
>scroll down
>the fuckup already got banned
>thread locked
What's more to do?
>>
>>12634621
Scroll down and you will see people defending Marisa and trying to revise history with claims that the allegations are false because enough has been forgotten so as to muddy the waters.
>>
>>12634569
>(How does it look with a green circle around the e?)
Anon, such an incorrigible fool. How did I never think about that?
I'll change it real quick and see.
Anon who recced me Libresprite a few months ago, I finally found the motivation to stop pissing around and try it. This program is a godsend. Just compare with the crap I made earlier in the thread. I actually feel a passion to learn how to create Doom graphics just for the excuse to use it some more. The hour is late, but big up for the expert opinion.
>>
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>>12634639
Not him, but I'm very glad that you're finding enjoyment and drive in creating graphics! It can be real fun once you learn your tools and start developing your knack.
>>
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>>12634569
Not bad at all. Good thinking.
(also took the opportunity to shorten the portal lines so they're not bleeding over the logotype for no reason)
>>
>>12634579
aka he got mad it got "the wrong audience" and that is worse than knowing someone is an actual pedo
>>12634631
>trying to revise history with claims that the allegations are false because enough has been forgotten so as to muddy the waters.
this happens a lot more often than you realize because it's part of their strategy
hence phrases like "dude touch grass", "have a normal one", "i don't care about culture wars bro", "just ignore it and they'll go away"
i still remember the screenshot of sgt shivers saying marisa was banned
>>12634673
how close are we on having this finished?
the btsx project seems more likely to stand a chance
>>
>>12633157
bothers me how bj here isn't using the actual smiling face hud sprite he has in his game
>>12632262
zdl does though
at least to me
>>12630623
pvt stone has one of the better "doomgirl" faces though
>>
>>12634692
>pvt stone has one of the better "doomgirl" faces though
It’s the same “base” face I’ve seen in a lot of mods. I was first exposed to it in HD. I like it, though.
>>
>>12630616
>Lost Civ 2
You got this to work with mods?
>>
>>12634692
There was a guy here who had a mugshot woman face mod with black hair, earrings, and a black jacket (?) that actually looked like a woman and not Doomguy with a wig and it honestly fit whatever mods he was posting images of with it (I think it was something cyberpunky). It didn't fit the original Doom artstyle but I remember it being the only female mugshot mod that didn't make me cringe.
>>
>>12634765
Even just in versions of Pvt Stone it's gone through a lot of changes, and yeah it looks fine really and is basically the same as what people do with weapon sprites.
>>
>>12634440
>all that stupid shit came to a head and finally blew up
Anon you can't just say something like that and then not elaborate at all whatsoever. Was it some tranny mutt politics or something actually related to the game? Is it about the GZ/UZ split?
>>
>>12634690
>how close are we on having this finished?
As far as I can tell, very?
One map is waiting on tweaks, and another might need a portal fix? Unless somebody comes in in the next like 72 hours, I think anybody who was interested in mapping on this would have already done so.
I wouldn't mind a few days to mess with a cheap titlepic to go with my cheap M_Doom, but I'm not married to the idea. Really, I just got in a mood and decided to make a graphic.
>>
>>12630627
>hedon futaRPG
Stop baiting already, hedon's protagonist is a futa only in name, it's never even hinted at anywhere in game and even actual literal porn of her is more likely to feature pussy than cock
>>
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Vintage space gal mod anon, if you can hear me, I am calling you.
>>
more like DUUM
>>
>>12634850
When the same person who drew the in-game sprites also drew the futa r34 of her, yeah, nah, that disassociation isn't happening. It's their kink, it's whatever.
>it's never even hinted at anywhere in game
Doesn't matter.
>>
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>>12633405
i mostly stopped posting because i tore my right shoulder super bad so i don't play doom lately. it's too bad cause i was having a good time but it just hurts too much to play. all i can really contribute is when you guys are talking about ye olden days

maybe i should switch to a gamepad or change my sens to be super high so i dont have to move my arm much
>>
>>12634850
I remember seeing that guy's work occasionally back when HentaiFoundry wasn't yet irrelevant, and he drew a lot of orc futa from what I remember, specifically of that character he put in his game.
I'm not into futa and never looked past thumbnails, so maybe the fantasy is that she can retract the massive thing inside of her when she needs to or something? Or there's magic involved or something.

>>12634910
I could see an artist doing that kind of work doing just "What if's" of them, for lewd fun, which aren't maybe strictly canon, but they always seemed very dedicated to the idea of the character actually having a cock.
As for it not being alluded to by the game itself, probably because it's simply not a pornography game, so it isn't necessary or relevant when the goal isn't titillation.
>>
>>12634910
It's how Zan was drawn even before the game started being worked on, seemed pretty clear that's how the developer sees her.
>Doesn't matter.
True, it would have been commercial suicide to make it a porn game, it'd have likely ended up like that Slooter thing one Anon did till it got abandoned, it sure wouldn't have sold as well as it has.
>>
>>12634938
Oof, that's rough. Well, it can be adapted to, Espi outright had to have his entire right arm amputated, so he learned how to play Doom and make maps without it, using his mouse in his left hand, and using some kind of pedal device with buttons on it with his foot, and that worked for him.

Doom's vanilla gameplay is fairly accommodating to twin analog sticks, though that will never give quuuite the same quick fine precision and range of a mouse, but some gamepads have gyro input, which supposedly can be a pretty good substitute.
There's a reasonable amount of options for you, GzD/UzD and Nugget have very good gamepad support.
>>
>>12634938
>maybe i should switch to a gamepad
Gamepad stuff isn't that bad now, UzDoom has the controller improvements that were in the late development builds of GzDoom.
>>
>>12634487
>>12634347
>>12629670

https://files.catbox.moe/htqwjb.gif
https://files.catbox.moe/a9ashl.gif
https://files.catbox.moe/pvzaqn.gif
Well, I'm finally done I think since everyone feels were it looks good, good lord these animations took life out me, now I can
just work on the coloring and shading thank god, a good comfy day.
>>
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sonic DOOM
>>
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I noticed this error when loading my save and going to this room. No idea what it means EXACTLY.
>>
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Texture alignment here.
>>
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And a missing texture here.
>>
>>12634980
There's actually a texture misalignment visible on this screenshot even >>12631003 I'll get to them as I can, thanks. I genuinely believe that "refused to draw portal" error is a problem with Eternity itself. Sometimes it just happens with edge portals, happened to me playing heartland.
>>
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>>12634978
Wrath of the Raging Cyberdemon
>>
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Good end fight, also, and I liked the Powerup tomes.

>>12634989
I haven't updated with the new release any, if that helps.
>>
What if they weren't demons at all and DOOMguy was just a space-fent addict?
>>
>>12630115
>>12634989
Here's the updated Corpse Cistern with an e3text also.
https://files.catbox.moe/kare3w.zip

That M_DOOM looked pretty good, we should use it.
>>
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1.14 MB JPG
>>12634350
Still working gradually on Emerald City.



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