DOOM THREAD / RETRO FPS THREAD - Last thread: >>12673626Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etcGameplay, WADs/Maps/Mods, Source PortsAll other 90s FPS welcome~ Let's post like patriots ~FAQ/GENERAL GUIDEhttps://rentry.org/vrbinSO YOU WANT TO PLAY SOME FUCKING DOOM(or Quake, Duke, Marathon, Deus Ex)https://imgur.com/a/wWS8zXzSame thing, in video format:https://youtu.be/ietb4JwaaXAhttps://youtu.be/DhOjleMqwdQhttps://youtu.be/CGj4gXyCzg0== GAMES/RESOURCES ==DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhUPortaDOOM:https://github.com/Kroc/PortaDOOM/releasesHALF-LIFE (GoldSrc) Anthology:https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg4CHAN DOSPACK + Win98 games:https://mega.nz/folder/etMkxKwK#947kyMN6Z80f8HS7q2XlqAAssorted /vr/ shooters, mods, etc:https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Qhttps://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUAMIDI COLLECTIONShttps://files.catbox.moe/2hul76.ziphttps://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQhttps://archive.org/details/archiveteam-geocities-midi-collection-2009https://archive.org/details/midiru-archive-2022-02-25.7z== INFO/LINKS ==OFFICIAL DOOM WIKIhttps://doomwiki.org/WHERE TO FIND WADSVanilla/Boom: https://doomworld.com/forum/4-wads-mods/ZDoom: https://forum.zdoom.org/viewforum.php?f=19/idgames: https://doomworld.com/idgames/MODDING RESOURCEShttps://forum.zdoom.org/viewforum.php?f=37https://realm667.com/== /VR/DOOM COMMUNITY ==THREAD ARCHIVEShttps://desuarchive.org/vr/search/text/"doom+thread"/type/op/OUR WADS/MODShttps://rentry.org/vrdepotMAKING NEW THREADS PROPERLYhttps://pastebin.com/8mDnrsrBIMAGE/WAD DATABASEhttps://vrdoom.booru.org/https://clovr.xyz/wadsup/MULTIPLAYER SERVERSUS West: https://clovr.xyz/CA/US Midwest: https://macgu.fun/
=== CURRENT PROJECTS ===666 Minutes Of /vr/Game : Doom 2 | Format : Vanilla (Limit Removing)Resources: PendingRules : PendingAn Eternity of /vr/Game : Doom 2 | Format : EternityRC2 : https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/eovr=== NEWS ===[07-08] La tailor girl updatedhttps://forum.zdoom.org/viewtopic.php?p=1267215#p1267215[07-02] persian.wad released (new WAD by Ribbiks)https://www.doomworld.com/forum/topic/159055[07-01] Slipgate Rangers:>>12668801[06-30] Cherry Doom 2.1.0 releasedhttps://github.com/xemonix0/Cherry-Doom/releases/tag/cherry-doom-2.1.0[06-29] An Eternity of /vr/ released![06-26] Nugget Doom 5.1.0 releasedhttps://github.com/MrAlaux/Nugget-Doom/releases/tag/nugget-doom-5.1.0[06-26] Doom Universe Installment A - Aerial Lavender releasedhttps://doomer.boards.net/thread/4367[06-18] Divine Twilight Chapter 2 releasedhttps://www.moddb.com/mods/divine-twilight/downloads/divine-twilight-chapter-2[06-19] Bobby Prince has passed awayhttps://x.com/JoeSiegler/status/2067801735075135584[06-15] TimeSplitters Rewind is available for downloadhttps://www.indiedb.com/games/timesplitters-rewind1/downloads/timesplitters-rewind-early-access-v03[06-13] Duke Nukem Zero Hour Overclocked released - Modded PC port with M+KB controls, FPS modehttps://www.youtube.com/watch?v=tZS5KNHYHgs[06-12] Warehouse Jam for Quake 2 releasedhttps://www.moddb.com/mods/quake-2-re-release-warehouse-jam-1[06-10] Second community Blood jam is outhttps://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 gunshttps://bismuthwalker.itch.io/fwr=== PREVIOUS ===https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0TO SUBMIT NEWS, REPLY TO THIS POST
why does the revenant run like a fruitcake
>>12686143Why don't you?
>>12686151>Several people have already, do u really think ur the firstNo, I just wasn't sure.
>>12685593I think this link should just be put in the stickyhttps://dabignerd.github.io/doom-wads/
>>12686223>stickyOP i mean
Is there any reason to upgrade gzdoom to uzdoom? Seems like the fork added some security fixes of "trust me bro it's critical" variety, tweaked some graphical presets and added some gay flags.
>>12686262Nope.
>>12686262It's nothing but a minor version uptick so far, from GZDoom 4.14.2 to UZDoom 4.14.3.Wait for 5.0. I don't know when that's supposed to be.
I just finished Knee-Deep in KDiZD and was really impressed with how far it pushed the boundaries of the vanilla engine. Also the remixed Doom soundtrack slaps.Are there similar vanilla-compatible WADs that I might enjoy?
>>12686262I like the UI scaling otherwise there's no real reason to switch.
>>12686274this looks interestinghttps://www.doomworld.com/forum/topic/159098-ocean-deep-a-chocolate-doom-project/
>>12686274almost vanilla-compatible. Large maps mixed with small "boss fight" maps. Cool visuals and new monstershttps://doomwiki.org/wiki/Osterity
>La Tailor Girl still getting updatesNice.I'm back on the retro shooters lately and am playing some UT'99. I miss the days when this was popular, but at least the bots keep me company.
>>12686312I had this strange realization the other day when I was looking for and found a UT99 weapons pack for Doom. Divorced from their games - Unreal and Unreal Tournament - I really don't like these games' weapons. But in their own games they're bretty gud. I have such fond memories of UT99 on PS2 as a young'un with my brother, and then later on PC with custom maps like that one Omaha Beach ripoff. Unforgettable soundtrack, immaculate, infectious energy. Unreal and UT99 forever.
>>12686334Honestly, it took me a bit to get used to the UT weapons again, at first they simultaneously feel weak and too powerful at the same time, there's something off about them, but the more you use them the more enjoyable they get. After a game or two they suddenly feel fantastic and even the pistol is effective.
I've been playing Quake 2 for the first time. I'm not sure whether I like it more or less than Quake 1. I beat the main missions and am most of the way through The Reckoning. It seems like most people didn't like the expansions as much as the main game, but I'm actually kind of enjoying it more. People say that the level design is boring a lot of the time but somehow I'm finding the locations and maps more memorable, both in terms of knowing the layout and the way the encounters are designed. The better parts of the base game were good like this too but here it somehow really works. They even managed to make the sewer level good, which people love to hate in these things, and particularly with Quake it really runs the risk of being generic but it's not. Also a lot of people call a lot of the encounters annoying or unfair but this game isn't particularly hard and that kind of scenario pressure is what's needed to make it work.
>>12686357Quake 2 won me over the more I played it. Are you playing the original Q2 or the remastered with all its changes?
>>12686357I'm so-so on Quake 2. The aesthetics are great, but I'm not a huge fan of the slower pace and some of the levels are just a bit annoying to get through and the pace isn't the best. In a weird way, it really does feel like a premonition of that era where every game was reinterpreted through a pseudo-realistic military lens and people thought Call of Duty was the peak of gameplay mechanics and presentation.Not that I dislike the focus on objectives. I'm a Marathonfag through and through, it just...feels a bit out of place in a Quake game, I guess? It's hard to explain.Either way, I do mostly like the game. I just wish the grenade launcher was faster and had less of an arc, it got kinda nerfed in Quake 2 though the model and animation? Perfect. I think this goes for the rest of the game, really. Kinda bad, but also weirdly well-executed so you can't exactly dislike it all the way.
>>12686363Original. Both the visual and gameplay changes in the remaster seem like a mixed bag: some make it better, some make it worse. Original was easier to find the files for.
>>12686370I'm actually a Marathonfag too. It really was the best of those types of shooters. It's kind of written off as a Doom clone and while there are similarities and there definitely was inspiration but there are also a lot of unique things they were doing there that made it better. It's funny how in both Doom/Quake and Marathon there's a lot of opening doors and pushing buttons but somehow Marathon managed to make it an actual compelling puzzle to figure out and have compelling exploration where there's a lot less of that in Doom and Quake. Also in Marathon, the environments and enemies are cool rather than just ugly. I get what kind of atmosphere they're going for in Quake and it does have its charm but it also gets a bit boring and samey. Also the combat in Marathon flows better, in ways that are a bit hard to explain. Marathon also tells a really complex story through the terminals and it gives a lot more meaning behind what you're supposed to be doing.
>>12686357Quake 2 is a weird oneThe guns are greatThe Strogg are coolThe setting is neatBut put together it's a bit bland somehow. I think it's the level design, I just got tired of endless techbases, but at the same time that's the point since the Strogg have turned their planet into an industrial hellhole.The remaster is nice since it comes with some new content and they made the expansions less bullshit, but I'm not a fan of the other changes. The railgun should NOT have been nerfed and the new Berserker has gone from a joke to extremely annoying with his spammed world star slam dunk nonsense that he can do from across the map sometimes.
>>12686376>railgun should NOT have been nerfedThe current year game developer has no comprehension that singleplayer games should be FUN, not '''balanced'''. I'm glad Sponge got fired, fuck that nigger.>the new BerserkerLiterally all they had to do was make him telegraph the attack (there are almost certainly existing animation frames that would work), and have him fly in an actual parabolic arc instead of whatever fucking insane gravity defying bullshit they have him doing where he's going mostly horizontal.
>>12686357I have always though that Quake 2 was quite fun. I have yet to play the remaster, but I guess I will eventually.Some of the changes to that seem good, but I do agree that Sponge deserved to be fired for nerfing the railgun, I think that outcome is fair.
BTSX project status?
>>12686413You would have to ask Essel about that.
>>12686413Two more weeks
>>12686413Do you mean BTSX, or 666 Minutes?
>>12686443>666 Minutes?This
>>12686413Does anyone want to lead it?Do people want to use those palm trees someone posted,and is there a sand flat texture in BTSX which would be usable for making beaches?
>>12686521I can assume assembling/playtesting/releasing duties. But I can't into art/writing
Finally, after 155 attemptsWhat a horrible map on nightmare, full of constantly respawning shotgunners/chaingunners and barely any health pickups.I thought this run was doomed, going through the teleporter with only 25% health, but it somehow worked out.
>>12686567That's ok, other people could pitch in for that.Saw someone said they had the texture resources and that they were large?
>>12686376This is the same feeling I got. Quake 2 is a game made with Carmack's wizardry, but without Romero's ideas. Daikatana is the opposite.I can play it and recognize that it's well-put together, and more technologically advanced than the first game, but I feel nothing except apathy while playing it.All the elements combine into something forgettable. If any said elements, like its weapons or enemies, were transplanted into another game, I might like them more.
>>12686376Is there a patch for fixing the Berserker and Railgun? Making the enemies more dangerous overall isn't bad, but they shouldn't be just really annoying.Also, the Railgun is already nerfed by the fact that the improved AI makes its fabled stealth bonus much rarer, didn't need to be dumped on further.
>>12686570Congratulations! Nightmare is never a mean feat, if you ever want to torture yourself further, then Final Doom on Nightmare gets just unreal.
>>12686614I actually did explore playing plutonia on nightmare a while back, and although I only recorded a few actual runs, I think around 2/3rds of maps are doable.
>>12686375I think it boils down to Quake 2 being much more of a tech first sort of game. Pair that with Carmack equating to story in games to story in porn at the time and you end up with an anti-Marathon: no complex story, faster pace, considerably more enemy variety, shallower mechanics and an impression that doesn't evolve beyond "that game was good/bad" and fades until you play it again.It only gets weirder the more I think about it and that sadly is more interesting than the game itself.
>>12686651They are doable, but Nightmare introduces a larger luck element, which is ZeroMaster's own words on doing Plutonia on that difficulty. You gotta be a really hard fucker, but sometimes an outcome just wasn't in the dicerolls.
>>12686371I’m weird with the remaster: I’m very mixed towards what it changes, but I still enjoyed it overall and the fact that it sparked a small interest in custom content for it. I still prefer replaying most Q2 content - original, expansion, and mods - through Yamagi/KMQ2.>>12686376I love a variety of techbases, so I think its why I ended up preferring Q2 over Q1.However, that only really happened once I started playing the expansions and was enjoying how they improved upon original enemy behavior. I also think thats why I’m biased somewhat against the remaster: It only brings back a handful of expansion enemy improvements and a lot of their own stuff.
>>12686296wait a minute that mugshot
>>12686376I'm fine with the berserker. They really made him a threat as it should be.But what they did to the railgun is a sacrilege. Fuck balance.
:/why don't you close the old thread when starting a new one?
>>12686762>I'm fine with the berserker. They really made him a threat as it should be.Nowadays its mostly through that start-up running attack, they nerfed the hell out of that slam. >>12686820Not how this works.
>>12686820Man, if I could close threads here...
>>12686521https://files.catbox.moe/ibi5e7.zipLooking through the BTSX texture .wad (which is huge as fuck), GROUNDF6 and GROUNDG1 would work for if someone wanted to make a beach.No idea if anyone actually wants to do the palms. Are there enough unused actors and frames that those could just be added on with DeHacked without replacing the stock trees? Anyone who knows that stuff?
>>12686582I replaced regular trees with palms. We need anything else? I would replace whatever settings background is used in crispy doom because it looks ugly with this paletteI will be assembling stuff here in deutex format:https://gitgud.io/GreenAnon/btsx-project
>>12686950>I would replace whatever settings background is used in crispy doom because it looks ugly with this paletteWhat?
>>12686956It uses one of the iwad textures i think
>>12686957Oh. You would have to look at what that is in Crispy Doom's files.
I hate early-on difficulty spikes when latter levels are easy to UV Max.Not that I can't beat the level or anything, but I hate investing more time in one level when I could beat three or four in that time frame.If you're going to have these type of levels, reserve them for the end of the WAD.
I know it's more of a novelty, but xvehicles is so much fun. It makes UT feel like Command and Conquer Renegade's multiplayer on some maps
Now the maps are getting interesting. Took me a while to figure out a route for this one.This map would probably be borderline impossible without the two invulns.
Question for the Doom /vr/ experts: Does anyone know what version of Doom 1 and 2 play in Doom Eternal in the doom slayer's fortress? You know in that room with the computer where you can play the old games? I searched it but I see many conflicting answers.
>>12687061Most probably the versions which were provided in the 'Unity' version release, ergo the 1.9 versions with some stuff censored because the Germans and the Red Cross are fucking gay.
>>12686981Vehicles make every multiplayer game better.
>>12687091It's true, vehicles add so many opportunities for clown shit.
>>12687091They do, the bots are surprisingly good with them but maps with buildings means the bots try and drive them indoors and through teleporters sometimes. Finding some retard took a jeep to the top of a tower and was using it to shoot at another idiot who got stuck at the top of the enemy tower in facing worlds was incredibly funny.As an aside, I only just found out by mistake that the plasma gun's beam function acts as a medi-gun for vehicles, so they can be repaired. That's neat.
>>12686981I should play more solo botmatches sometime, been having a lot of fun with UT SP maps.
>>12687112>As an aside, I only just found out by mistake that the plasma gun's beam function acts as a medi-gun for vehicles, so they can be repaired. That's neat.Isn't that a standard property of the Link Gun?
>>12687120It might be in the UT games with vehicles, but I've only played UT'99 so I had no idea.
https://www.youtube.com/watch?v=x7mbTXj8bHo
man watching the meltdown over iD on more normalfaggot social media has been embarrassing these people are the ultimate consoomer retards with boomer tier brand loyalty. There has never been a better time in history to branch out and forge your own destiny and forget about these fucking relics of the past. Microsoft is a fucking dinosaur, like old iD getting started in shareware developers need to find a new niche to exploit to get their products out there without corporate slop backing.
>>12687113Get the LoathsomesBotPack (includes Xbots) and SmartStockBots mutator, and the Teamsize mutator.
>>12687165>Teamsize mutatorNeat, finally I don't have to play with the .ini file whenever I want a larger game.
lol I been lurking in old thread wondering why it's so silent because I missed a new bake
>>12687179For quick fun games check out the 300k mappacks. Ctf and Domination (where the Teambeacon mutator comes in handy), 3 vs 4 is mostly quite challenging on these maps.
>>12687193UT mappacks are a crapshoot. There are some fun ones but most tend to be garbage or DUDE WEED shitposts.There was also an odd period of maps being made where you're tiny in a regular setting. Either way I'd appreciate some recommendations.
What is your favorite setpiece in a game/mod?
>>12687207The big tree in pirate doom 2
>>12687196I think those are called giant/big room maps, not sure. Here's my list of tested CTF maps that play well with bots (sorry for long post):inside2thornsv2(projectx2)(gazpacho)(lucius)(romra)bollwerk105ranel(aztec) -ripperheavydisposablev155ronsico2wethercrypticexor IIsiberia IImcschwartzly IIbloodlust IIbridgegatakaAnda II XL3RoxenShoxorRoadkill - cars avoid highway double lanerune IIramuel IIraumpatrouille - q3dm17fnb -thebeatgoeson-speedbreakspaceislandsctf-urban uprising ctf- stormchasev3
>>12687207I'm not really sure how I can describe it, but I do know it's one of the best moments I've ever had playing videogames.Probably the closest I've ever felt to getting a fucking heart attack too when I was doing a UV-Max recording.
>>12679829Didn't Plutonia 2 do this? Or am I just thinking of Scythe 2 again?Whichever had the giant jungle map with the long hallway type section in the middle.
>>12687228I recall PL2 making you have to do an archie jump to get to the secret level, and then another one to get into the super secret level.
>>12687230Yeah but I was specifically referring to ones where you die. In Scythe 2 you have to basically kill yourself with a rocket since the door to the exit too low so only your corpse will fit through it.
>>12687231I played PL2 a lot of times when it was new, and I don't recall that it ever made you deathslide to an exit like that.Been some time now though.
There should be a Quake 5 coming out made in Unity.
>>12687221Thanks, anon!
>>12687239That was Dusk and it sucked ass.
>>12686416More like five minutes.
>>12687342
>>12686413same with Sunder's maps 22 to 30
>>12687345Didn't mean to reply
>>12687345damn that's a lot of boners
>>12687345average Plutonia experience
>>12686357I like the Multiplayer.I only played the main campaign. And I think that the PS1 version of the main campaign is marginally better than the PC version. At least from my personal experience. I've never found the combat in Q2 all that interesting. I like the Hyperblaster and the Railgun. Those guns are great. The enemy rooster is... pretty bad.
>>12687413>The enemy rooster is... pretty bad.No roosters here, but seriously it's probably the most varied enemy roster in an idSoft game before any expansions hit it. Only thing the enemy roster 'got wrong' could arguably be the commander tanks.
>>12687427What sound do gladiators make when they spot you?
It's insane to me that Id never matched the quality of Doom 2's bestiary. It is the most perfect and versatile monster selection I can think of.
>>12686820Retard.
>>> CLASSIC DOOM CHALLENGE <<<Record a UV Max demo of Zone 300, Map 12 "Villa of Pain" by Paul Corfiatis aka pcorf (-cl 2)Reply to this post with a demo & your time.Wad download & records:https://dsdarchive.com/wads/zone300?level=Map+12Example demo in 3:02:https://files.catbox.moe/9x2be3.lmpPrevious challenge winner: Kama Sutra map 03 UV-max in 1:29! >>12663749Short and easy map this time. Try the rest of the wad if you like simple vanilla maps and/or pcorf music. >>12686120
>>12687478I’m intrigued by how interesting the new D2 enemies are compared to the mixed quality of D2’s levels.
>>12687427I like pictures like that
>>12687427are these all bullet sponges like Quake?
sky from epic2 didn't go wellit's hard to find ones that would work in that texture palette
>>12687618from earth in hell
>>12687623without rocks in background
>>12687207
>>12687623>>12687625The one with rocks is better.
>>12687618This the first map for the project?
>>12687549Objectively the TTKs in Quake are the same as Doom 2 no matter how you look at it. It takes like 1.5 second to kill an ogre with the 2nd most common ammo type in the game, the rocket launcher in Quake is so incredibly powerful that most mappers don't even include it in their levels, but in Doom 2 it has the exact same breakpoints as the SSG. The Shambler dies faster than a Baron if you use the super nailgun or thunderbolt. So I truly don't understand this "bullet sponge" sentiment, it's just flat-out wrong.
>> BTSX PROJECT <<Name: *TBD*Resources: https://gitgud.io/-/project/49137/uploads/130275fe32db68608962dbcf91252ef1/btsx-res-watchful-eyes.zipY'all can start mapping now. The resource wad is barebones mysteryproject + palm trees. I will be updating it each thread incorporating new maps and new assets if needed. You are free to use any new assets in maps, I will merge everything.Coop must be supported just like in BTSX. Do not add extra coop enemies or ammo if not absolutely necessary but do eliminate all possible coop softlocks. That means if you die and respawn at any point in the map, it must still be beatable and all secrets must still be obtainable. If the player is locked inside arena fight, provide the means for other players to access the fight (e.g. the are bars openable from the other side). Don't sweat too much about this in general, I will probably catch softlocks if there will be any.Do not use sky transfers and non-midi music. Implement UV and HMP.Time limit is 666 minutes. Submit as many times as you want, mention how many minutes you have left when you post a map.You can use this anon's timer script to keep track of time:https://desuarchive.org/vr/thread/12413141/#12424319The node builder I use is elfbsp. You can use its special effectshttps://github.com/elf-alchemist/elfbsp/blob/main/docs/special_effects.mdI will keep track of submitted maps herehttps://gitgud.io/GreenAnon/btsx-project/-/raw/master/lumps/wadinfo.lmp?ref_type=heads>>12686120
>>12687710The name is 666 Minutes Of /vr/ though, is it not?
>>12687712Oh yeah forgot about this. I was almost sure we agreed on "Echoes of Sat/vr/n" but decided to leave the name blank. We can use 666 minutes, sure?And the wad name will be 666vr.wad?
>>12687705>So I truly don't understand this "bullet sponge" sentiment, it's just flat-out wrong.The “least spongy” enemies - dogs and human soldiers - are only found in maybe five levels in the entire game. The next closest thing would be the knights, but they have enough health to where they don’t die to a single shot from the double barrel. And like you referenced, a lot of people don’t take TTK into consideration either: Q1’s shotgun may be unable to oneshot a single enemy, but it shoots nearly as fast as Doom’s pistol.For what it’s worth, Q2 is more generous towards placing the squishy “grunt” soldiers throughout the whole campaign.
>>12687443Gladiator: Traitor!Berserker: Trespasser!Enforcer: Usurper! (?)Gunner idle: Let's all go back to workThe others are a long standing mystery to me, even made a thread on Planetquake back in the day.Does anyone know what the Strogg really say?
>>12687490UV max in 1:53https://files.catbox.moe/et1sax.lmpI tried to do a nightmare run too but I gave up after 200 something attempts
>>12687710I'll probably start tomorrow morning because I want to make sure I get to be on time with the 666 minutes.Found a site where I can run the python code too, at least.
>>12687705>actually it's not a bullet sponge game because mathdon't care. I've never played Doom or II and thought 'man I wish this enemy would just fucking die already', yet I feel this way about Quake every single time I play it it seems pretty obvious that since they shifted to 3D and could have fewer enemies on screen at once, they had to compensate by making them harder to kill to provide a challenge, hence the sponginess
>>12687710Is this supposed to happen?
>>12687748>I've never played Doom or II and thought 'man I wish this enemy would just fucking die already'Liar.
>>12687748>I've never played Doom or II and thought 'man I wish this enemy would just fucking die already',That's because Doom 2 has a problem on the other end of the spectrum since it's mostly zombies, imps, more imps, and damn that's a lot of imps. It's why a lot of people are huge faggot babies when they then try to move onto Plutonia on UV: That SSG no longer feels as "OP" when the overwhelming amount of enemies are chaingunners.For Doom 1, I don't agree. Having to shotgun these two cacodemons feels tedious >>12687753 and even a few pinkies can start to feel daunting if you don't have anything better.>it seems pretty obvious that since they shifted to 3D and could have fewer enemies on screen at once, they had to compensate by making them harder to kill to provide a challenge, hence the sponginessHordes of zombies still show up regularly, so I think it's instead weird theming shit about not wanting the "techbase" enemies into the overwhelming amount of "medieval" levels.
>>12687753zap the meatball with a plasma gun and they go down in no time, works on my machine
>>12687760>plasma gun on e3m1Not until e3m2, and its found in a secret.
>>12687752NVM I kinda fixed it: Just had to restart the format by loading D2 first then the resource pack.
>>12687748It takes no more than 2 seconds to kill an ogre, fiend or knight with grenades. Maybe just get better at the game?
>>12687747i think a timer on a phone would work betteralso we're not mapping 11 hours straight, but taking breaks, right?
>>12687714>I was almost sure we agreed on "Echoes of Sat/vr/n"As the guy who suggested that name, only me and maybe one other guy thought it was good, but I was convinced that it was for the better that we didn't use that name.Also, no sky transfers?
>>12687836I'd definitely want to do it with breaks, pausing my timer.
>>12687860If you find a really pretty sky then i can upgrade to limit-removing + sky transfers or limit-removing to umapinfo but if there will be only one map with custom sky i'd rather just put it in E2
>>12687891I mean, why not just let us use the sky transfer to choose any of the available skies? It'll not work in vanilla, but it'll work in ports that support the sky transfer.
>Community Chest 2 map24: The Mucus FlowWhat are some other maps that stand above the rest of the levels in the wad by such a huge margin?
>>12687947>>12687710Ok, fine. Sky transfers are allowed
I don't think I've ever noticed this pixel on weredragons before.
>>12687987>Mucus Flow by BPRDBeen a long time since I've seen anyone mention that. I think no one has influenced my work in Doom taste as much as BPRD did. I love this map to death. Last I emailed him he was working on making a game but he hasn't replied back as of recently so I only hope all is going well for him. I also think it's really funny that he uses a picture of his hand as his hotmail icon because his final mod a whole 20 years ago was to replace all the weapon sprites with pictures of his hands
>>12687427I find Quake 2 enemies infinitely boring. If you're trying to graphpaper them into not feeling like shit you fail.>bUt iTs sO vArIeD
who is this guy
>>12688139>infinitely boringWhy though?
So why is Quake 1 modded way more than Quake 2 when Quake 2 is objectively the better game?
>>12688201Way more modded as in it has 2 big mods compared to 1 big mod in the last 10 years? Quake has fuck all for modding compared to Doom.
>>12688201modders are probably more intimately familiar with quake 1 engine and assetsthis isn't even putting into consideration it has better atmosphere and a much more cohesive and arguably more iconic art direction so it's easier to make levels that look like they fit in with the base game
>>12688201Aside from most people just not agreeing that Quake 2 is better, there's a fair number of technical reasons.First and foremost is having to do real actual programming instead of QuakeC. Quake 2's C (or C++ in the remaster) is not only way less intuitive to figure out for the inexperienced but you have to download and setup a whole coding package like Visual Studio - which compared to FTEQCC is just annoying and overwhelming to deal with. If you are a real programmer that's probably laughable, but imagine if you had to do C++ for fucking Doom.You also have issues with lack of tools, or unmodernized tools that simple won't run on current Windows whereas most things for Quake 1 have been updated. Then there's the fact that textures are no longer stored in the BSP, so you have more shit to package and keep track of.Then there's the fact that Quake 2 ports went in like 5 different directions with different limits and standards to keep track of, while most Quake 1 stuff (that people actually play on) is descended from Fitzquake/Quakespasm. That's kinda been corrected with Quake 2's remaster, but there's still some severe limits and community ports haven't really caught up yet.Ultimately it's just more annoying to do anything for Quake 2 compared to 1.
>>12688201Quake 1 just has more potential with the bizarre alternate reality filled with dark magic concept. You can have so many odd fantasy realms and just handwave it with "well, the magic in this area works differently". Quake 2 is just techno-barbarian Borg sitting in their techbases, and they're good fun to fight but there's no variety in there.
I like palace-like techbases...
>>12688258Quake 1 has potential with dark magic concepts yet all that the community has produced in the last 5 years is concrete techbase makkonslop.
>>12688263Love those. Ancient fleshgod temples also work in Q2.
>>12688270>Quake 1 troons hate Quake 2 for being boring concrete techbases>their biggest projects are boring concrete techbasesCurious...
>>12688274NTA, but personally I'm not complaining. Techbase is the only Q1 theme that I like, especially SoA-style.
>>12688258>>12688229It's not like you have to stay strict with OG art direction when making mods.This is pretty stupid argument.
>>12688237Thanks, makes sense.At the same time starting modding in Doom is piss easy.
>>12688270You seem to be lacking in eyes and a working brain.
>>12688315Concession accepted.
>>12688315That'th not true, I've got tonth of thothe down in the freether. Don't athk me how I got them. Trade thecret.
>>12688270>>12688280Could have fooled me in thinking the Makkon textures were anything more than techbases. I wouldn't mind seeing more maps with these assets.
>>12688336>textures with actual shape and dimensionSorry sweety, that's too hard for the current year Quake mapper to comprehend. Bare concrete walls with the occasional trim line is the best xe/xir can manage.
>>12688336Aren't the 2nd pic based on Destiny's Hive world?I'm not complaining, they're fucking awesome. RIP Destiny, both games should have been singleplayer too
>>12687427>>12688164Because they're not dynamic.Q1 ogres spam you grenades and punish you in melee.Fiends jump around for a nice burst damage.Shamblers force you to play positioning and you cannot rely on explosives to win the trades.Scrags redirect your attention making you vulnerable to the rest of the stuff going on around you.knights and hell knights force you to retreat in the fight because staying still they will end you specially of the knights swarm you.spawns may be annoying but their unpredictability make you aware of your reflexes.Vores spheres track you so you have to be map aware.Q2 has nothing on that. Only the dogs and TRESPASSER give you something to do. The tactical play in Q2 is so dumb compared to Q1.
>>12688360So you stand still while eating grenades, rockets or rails? Nice tactical play.
>>12686262The multiplayer focused commits seem promising. I'd like it to be able to replace Zandronum with competent netcode.
>>12688341>Aren't the 2nd pic based on Destiny's Hive world?That's what I was thinking, and yeah they should have been SP as well.>>12688360>Q2 has nothing on that. Only the dogs and TRESPASSER give you something to do.Wait what? "Bersekers give you something to do?" Are you comparing vanilla Q1 to Nightdive's Q2? If so that completely throws off your post.
>>12688270Yeah, who can forget the techbases of spiritworld and seismic ventures?
>>12688270>sees QBJ3>thinks that's all that has happened>>12688319That trite canned response certainly validated your solipsism.You haven't seen it, therefore it cannot exist!
>>12688380>no C/S>promising
GOOD AFTERNOON MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY!! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>12688086Decided to check it out, stupid gimmick map full of enemies spawning right in your face everywhere you go...meh
I've got nothing to show yet. I need to think of a map idea and then set my timer.
>>12688431You just don't "get" it.
>>12688403>Spiritworld>recently read "The Shadow out of Time"That room where the player feels "small" makes sense now.
>>12687427More variety means nothing if it can't back itself up. All the demons in Doom are scalable with their simplicity, and they each have a role they can fill, so even if they just throw a ball (cacos, imps, goats) there's still something else about them that makes them stand out. All of this is enhanced by good level design that takes their attributes into account to set up unique encounters the player will remember. Quake 2 has none of this.
>>12688431Filtered.
>>12688472>More variety means nothing if it can't back itself up.Which they do, thankfully, though the initial roster is missing an enemy that spawns more enemies (like the pain elemental) as well as one with homing attacks (like the revenant), though the expansions help out with medic commanders and beta maidens.
>>12688479I might agree if you're talking about Nightdive's rework, but I find the original '97 gameplay braindead
>>12688494>I might agree if you're talking about Nightdive's reworkI prefer the improvements brought about by the expansions, some of which at least still made it to the ND remake. I find the original campaign of Q2 about as "braindead" as Doom 1 and 2's but they're all still fun.
>>12687714just "SATVRN" is cleaner imoand feeds a little off the RETVRN meme
Raped by pina colada map 3 :(
>>12686304Thanks dude. Really enjoying this.
>>12688301Making new assets for an entirely new art direction is adding another dimension and skillset required to make a map. The bulk of doom maps made are made with the OG assets. Less people working with OG assets means less people moving on to make their own shit. If something's shit (or just not popular), it's not gonna inspire people to make more shit.
Hey, can anyone post the image of the cyberdemon masturbating on a super market meme, i wanted to download that.
>>12687710Haven't touched an image editing program in probably years, but I tried color remapping one of the skies to green. Looks kind of ok I guess.
>>12687710I also did a blue one, which seems a little smoother.
>>12688421Little dynamite bundle model for Quake. Need to animate the fuse now I guess. Also I've been trying out Krita recently and discovered how amazing it is for working with palettized textures. I mean, it's missing a lot of filters and stuff I'm used to in GIMP, but having palettization as an adjustment layer with a bunch of different ways to dither is really great.
>>12687748I actually feel this way more about enemies in Doom that quake. Barons in particular seem like bullet sponges. Quake 2 has some real sponges too ,for example the tanks and the shielded variants of enemies seen in some expenaions.
>>12688656>Quake 2 has some real sponges tooI only ever get this feeling if I'm going up against a strong enemy without having a minigun or bullets for it. That fucking thing shreds enemies so fast that I always try to save up ammo for hard fights just to be disappointed when a boss dies in 2 seconds. Really puts all the heavier, slower firing weapons to shame... yet they nerf the fucking railgun.
>>12688662>minigun>carried quadBoss melter.>Black Widow using powerups in response to your own on nightmareFucking genius, wish they made them all do that.
>>12688662>yet they nerf the fucking railgun.Sponge looked after his kind.
>>12688684
>>12688319Confession denied.
>>12688710Congestion considered.
>>12688719Constriction 1024
I like Quake 1's ost. Anything else like it? I want more
>>12688645>having palettization as an adjustment layer with a bunch of different ways to dither is really great.That does sound p great.
>>12688719Constipation achieved.Help.
>>12688743>That does sound p great.Oh yeah - especially for Quake since you can have part of the image palettized to just the fullbrights while everything else uses the rest of the palette. Never knew how much I needed this.
>>12688753pump up dem highlights make it POP
>>12688759This is about as POPPED as I can get it, but I feel like it's a bit too much.
>>12688772Doesn't look so bad. How does it look in-game compared to the environments it should be in?
>>12688746Concussion received.
>>12688787Conniption had.
>>12688736So you want industrial/dark ambient? Yen Pox and Lull come to mind. Unironically, there's a project called GRUNTSPLATTER ^^ it's wonderful 'harsh ambient industrial' or something. For the riffage try Khost and the dub/remix albums by Godflesh. All of this can be found on Bandcamp.
>>12688772use some of the dark maroons and such in the dark red areas and shift some of the reds down a few shades, otherwise you could go with brown paper wrap which is what was in all the western movies.
>>12688772I meant more along the red bits and such.I dunno what the palette is like either but it's usually better to avoid straight black for shadows too. But that's artistic opinion I guess.Either way it looks good. Looks like something I'd want to light and throw. or shoot from a distance and blow up with bullets...
I just realized how similar the beginnings of Doom3 and Halflife are.
>>12687745I tested it on nightmare myself now, yeah it seems pretty rough. There's a NM speed demo on the archives by BFGandorf, he uses a more meticulous strategy than I was trying but typical of nightmare stuff, it still seems kinda random.
>>12688781Like this.>>12688795>use some of the dark maroonsIf you're talking about the anything in the last two rows, those are fullbrights. I'm already using the full range of normal reds above that.>otherwise you could go with brown paper wrapI would, but was requested by someone who specifically wants it red.
>>12688852D3’s is at least over much quicker. There’s a part later on where you’re on a maintenance rail car, you can talk to/kill the NPCs, but that’s about it for the vanilla campaign.
anyone else just play Doom 1 2 and Final Doom over and over again?
Entryway > Hanger
>>12688895I agree. As fun as Hangar is, I always felt UV completely threw the balance off by adding shotgunners everywhere. The shotgun secret essentially becomes pointless outside of reaching map totals.
>>12688871no i meant the purples to expand your range of reds im a maroon
>>12688270genuinely just lying
>>12687618This reminds me of Hotline Miami.
>>12686120>doommore like dumb lmao
>>12689149>search watermarked name>find his instagram page>last post 6 years ago>like over a hundred unfunny retro game memes
>>12687623really like this, go for it
One day someone will make good 3D models for Doom bestiary. Not today, not tomorrow, not another dozen tries, but eventually it has to happen.
>>12689160I just cleared Doom Eternal from getting it on the latest summer sale and the answer has to be that game. They're "redesigns" but I feel that most of them take as much as possible from the original designs while also giving them enough flair to not look retarded, as the 1:1 recreations always do.
>>12689160Thoughts on the voxelized sprites that guy did?https://www.youtube.com/watch?v=juyMqm5vguI
>>12689160>D64 cacodemon is brown with arms like the pain elemental>D64 pain elemental has cacodemon pink skin and a green eyeAlways weirded me out.>>12689210>Thoughts on the voxelized sprites that guy did?Uncanny, somewhat distracting.
>Guy who's only played Dead Simple: "You know this arena where you fight mancubi and arachnotrons really reminds me of Dead Simple."
>>12689210That's not it. They look like sprites to the point you think you forgot to enable the mod from a few specific angles, yet super retarded uncanny from other angles. The other anon is right about 1:1 recreations, it's most likely a dead end. Though I don't agree about Eternal, most of them are bad. Revenants and pinkies are nice imo.
>>12687618Well, they'd need to bd converted properly.
>>12689160while the models are usually disappointing, the animations are even worse
Sandy does not hope I am doing well, Sandy hopes I sufferAlso what the hell was going on with autoaim with that shotgunner
>>12689261Why didn't you get that big chaingunner ambush when tripping that trap?
>>12688736Lustmord if you want creepy
>>12689270It costs quite a bit of health to do that, and it releases (respawning) chaingunners on the top floor which are going to bother me later. There's also 5 extra lost souls in there, and killing those (pretty much unavoidable) means the pain elementals become a problem sooner because of the lost soul limit.Sure, it's also the only way to get a chaingun on this map, which is very handy on Nightmare, but I don't think it's worth the trouble.
>>12689313I think he's asking how you managed to avoid triggering it
What are your quake autoexecs? Here's minehttps://pst.moe/paste/dnmkiv
>>12689270>>12689339Ah, the line that triggers the trap is where the bridge connects, so you can just jump around it
>>12689153the chainsaw one is funny
Dreamt I was constructing a fake 3D bridge, like with midtexures and instant floor changes and all, but for some fucking reason it didn't want to goddamn work, in spite of already having made a functioning one elsewhere in that map. Rebuilt the thing from scratch multiple times, looked at guides, looked at how people did it in other maps, etc. Nope.I've dreamt of much worse inconveniences and unfortunate events, to be fair, so I can't really complain.I had one in junior high, where I dreamed I was about to kiss my crush, but then my mom wakes me up for school RIGHT before that happened. That's one of the worst ones.
>>12687710>https://github.com/elf-alchemist/elfbsp/blob/main/docs/special_effects.mdI don't get any of this, are these some tricks for getting deep water/boomlike effects in limit removing?
>>12688736STALKER SoC OST was partly influenced by Quake OST
>>12686120Just downloaded DSDA Doom and why is the automap so zoomed in?I can't zoom further than this for some reason.
>>12689523that's how vanilla is
>>12689261Still one of the perfect filenames.>>12689432I never thought about that. Absolute fucking murder trap, and I'm confident that there's a secret BFG9000 in that map because of that murder trap.
>>12689490the only useful one i found is rotating a line segment 180 degrees which produces an "infinite horizon" effect (on software renderers only). It is used in map35 of the resource wad
>>12689513God I love it too. Didn't knew it was directly inspired
Wew I beat the map. Despite completely failing to BFG anything in the final room I somehow made it through.>>12689526There is a secret BFG, but (on nightmare at least) you're not getting that without having the rocket launcher first.
>>12689563Also I can't believe I survived this staircase room with this health.Actually a pretty fun map to run. Seemed completely impossible at first, but actually turned out doable once I figured out a good route.
>>12687165>SmartStockBots mutatorWhat is this meant to do, because if anything it made them even dumber. They say GG at the end of a match but half the time they decide to stand still and shoot like a complete newbie, before adding this they actually dodged.
That's D'Sparil dead again, so now it's onto Hexen. Again.
>>12689657>D'Sparil was talkin shit, so I busted six caps in his ass to teach that nigga a lesson.
Very interesting enemy encounter design video from 4yrs ago I found. Seems like good info for any beginnershttps://www.youtube.com/watch?v=oB4JMy9OjKk
>>12689163The three nu-doom games throughout have pretty solid designs, but none of the Cyberdemons get it rightAnd he's probably the most important one. The Archvile designs in nu-Doom are practically flawless and I think he's a close second in visual design
>>12689581After a bit more testing they SEEM to get better with their aim, maybe and use more relevant voicelines, with requests for help and announcements on how they're doing instead of spamming insults all match.It's not very noticeable though. I read they now shoot in mid-air but I'm certain bots given the jumpy personality already did that.
>>12689789TDA's revenant has to be my favorite design in the series
I'm shocked how quickly I got this one.I even forgot the blue key during this run but I was able to get it at the end.
Not getting any ammo until you get to the seven portals is kinda miserable. Thinking about giving Ettins a small chance to drop pistol magazines.
>>12689513I believe it. Damn did I love me some modded Stalker ten years ago.
>>12688462Holy shit, anon, that was excellent.I definitely have to read more HPL.
>>12689241...til it works for doom 3
>>12689160I feel like 3D'd Doom monsters usually have more of an issue with shading than the models themselves. Like they need to be rendered in a way that approximates how the actual sprite is lit rather than having light bend around the shape of it like normal models. But that's a very hard thing to do, and I think Doom 3 coped with it best by just going for a completely different style with new designs.
what soundfont are anons using for Blood?
>>12690087RLNDGM.SF2 as for anything else
>>12690087Whatever comes with Windows 10. I do the same for Doom, as well. I've never been impressed by an alternative soundfont.
>>12690094I can't take default windows soundfont, it does it's job but there's always a better option just around the corner and I can't find it. I got this soundfont autism after playing too much System Shock. Now I'm wasting hours cherry picking a good one only to not play a game when I'm finally satisfied with my choice
>>12690096>but there's always a better option just around the corner and I can't find it.Sometimes there isn't. I spent hours and hours trying to find something I like, but they're either too much or too little. You have people who swear up and down that thishttps://www.youtube.com/watch?v=DPLSw9uubhEis better than thishttps://www.youtube.com/watch?v=KRrOBA4KyEYand they're fucking crazy or stupid.
>>12690103Shit, wrong first link.https://www.youtube.com/watch?v=LgQIqxyjwYA
>>12690103I think a lot of this discourse comes down to simply nostalgia. I myself have some weird picks just because that's how I heard it for the first time
>>12690103>>12690105https://youtu.be/qG2HwH1JkAI
>>12690109Sounds slightly better than the actual 32X track.
>>12686120>>12686132A notice regarding Catbox, as many people here use it for sharing files. Files which have been hosted on Catbox for 2 years (AND THIS APPLIES RETROACTIVELY), without having had any downloads or hits in that time, will be taken away from hosting to make space.>as more content gets uploaded to the service over time (partially due to sloppers just vomiting their output onto the service in an automated manner)>and storage has gotten much more expensive (entirely because of an industry cartel and the AI bubble)>thus the cost of continuously buying more storage can not currently be justified at this rate, and the owner cannot afford to keep pace>HOWEVER>such content is merely surpassed to non-redundant storage>thus if you encounter a dead link somewhere but you want it>the owner of Catbox can thus re-enable it on personal request via e-mailAgain, just thought people should know this due to people here using it, that it's not necessarily a service for permanent storage. I guess if someone wanted to put it in the newspost:[07-13] Catbox now purges idle files 2 years or olderhttps://blog.catbox.moe/post/821058172332769280/removing-idle-uploads
Why does sandy keep embarrassing himself on twitter?
Favorite death scenario? Mine is shotgunning imps on a ledge high up and they fall off walking facing forward and take the bump. Does that make sense?
>>12690259I love that.
>>12690250I don't think he does, I think people just siding with Romero even though Romero's word is worth only as much as Sandy's. I even saw a community note that only linked to a Romero tweet which had 0 provided evidence to give it more credibility than Sandy's own telling.Also Romero has lied several times, which is also embarrassing because they were lies for the purpose of making himself seem smarter (MAP15's last secret's bug being "intentional" LOL)
>>12690250The dude is significantly older and bound to forget the peculiars, so it's probably just honest mistakes if anything.
>>12690307He called the bug intentional in a tweet and a mistake in an email to Decino.
>>12690307>Also Romero has lied several times, which is also embarrassing because they were lies for the purpose of making himself seem smarter (MAP15's last secret's bug being "intentional" LOL)That was such an obvious joke.
>>12689371I replaced every instance of "quicksaving" with "quakesaving" because I thought it was funny. That's all I got>>12690178I didn't really expect catbox links to be permanent to begin with, so this isn't a big deal for me
>>12690363>quakesavingI like that.>so this isn't a big deal for meMe neither, but it seems some things might only be left hosted on there, so if it ever vanishes, they'd need to mail the guy.Catbox is a nice service and I like it, it's a good resource for communities to have for doing work.