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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12776957

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

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://wadsup.xyz/

MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
>>
=== CURRENT PROJECTS ===
666 Minutes of /vr/
Game : Doom 2 | Format : Vanilla (Limit-removing)
Resources & Rules : >>12687710
Repo: https://gitgud.io/GreenAnon/btsx-project/

An Eternity of /vr/
Game : Doom 2 | Format : Eternity
https://www.doomworld.com/idgames/?id=22025

=== NEWS ===
[08-26] DRD Team will stop updating all Wolf3D and Doom engines on its website on October 1st, 2026
https://forum.drdteam.org/viewtopic.php?t=10166

[08-25] Doom Universe Installment B released
https://timeofdoom.proboards.com/thread/208

[08-25] Alien Breed 3D 1 &2 getting re-released as a part of series collection
https://store.steampowered.com/app/4870460

[08-23] Sunlust: The Way We Remember It released
https://www.doomworld.com/forum/topic/159873

[08-15] Abyssal Apocrypha is out
https://www.doomworld.com/forum/topic/159769

[08-12] 2x2 project has been released
https://www.doomworld.com/forum/topic/159719

[08-11] Ironwail v0.8.2, with Dawn of the Machine compatibility
https://github.com/andrei-drexler/ironwail/releases/latest

[08-08] Doom II Tracker Music CP is out
https://www.doomworld.com/forum/topic/159626

[08-06] Ex-employee leaks canceled Quake 4 expansion
https://www.doomworld.com/forum/topic/159593

[08-06] Official Quake port gets free new episode

[08-03] PPSS3: Down Unda! is out
https://www.doomworld.com/forum/topic/158985

[07-30] Reelism 2 TURBO: Expansion Pack 1 trailer
https://youtu.be/_m_lXJj0ocI

[07-29] UZDoom v5.0.0 RC1 is now available
https://forum.zdoom.org/viewtopic.php?t=81618

[07-27] Malevolence re-released with MAP06 switch fixed
https://www.doomworld.com/forum/post/3044962

[07-25] Helion v1.0.0.0 released
https://github.com/Helion-Engine/Helion/releases/latest

[07-23] Tremor, 32-map classic Quake campaign, released after 6yr development
https://www.slipseer.com/index.php?resources/tremor.614/

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
>doom
more like dum
>>
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>Hey ranger, you look cute (^.~)
How do you respond?
>>
>>12785795
Quad Damage
>>
>>12785795
HUH HUH
HUH HUH
>>
I tried out Hellion this morning. Looks like good performance and it has surround sound but the mix was really off for me, with gun sound effects being exclusively in the rear speakers and way too loud. The monsters seemed pretty directionally accurate.
>>
Have there been any good gameplay mods lately? I came back to doom after a few months and I used to really like Stormtrigger but I don't really care for it right now. I've started getting the urge to play with Final Doomer weapons, the TNT shotcycler sounds like God slamming his car door.

I'm playing with uhh Kan Awakening. My patch of it at least, where I ripped out the no-bleed code so that nashgore would work properly.
>>
>>12785536
I've heard there was some gimmick map that turned player into a ghost and had him just dodge shit for a while, but I don't remember what was it's name.
>>
>>12785857
uuuuh, The Thing You Can't Defeat?
>>
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>>
>>12785919
The jokes just write themselves.
>>
>>12785919
..thats a man right?
>>
Done with Blood. Now to finish Shadow Warrior. There was a lot of stuff I liked a bit more about Blood gamefeel wise but Duke had better music and sound design - some of those levels towards the end of Blood - music got so grating I didn't bother looking for secrets. Blood was a better looking game for the most part. Really liked the map design of both.

is Unreal 1 freeware?
>>
>>12785970
Unreal Gold is free to download i think
https://www.oldunreal.com/
>>
>>12785919
not retro, fuck off
>>
>>12785967
Thats romero after Microsoft cancelled his FPS.
>>
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>>12785489
The light tank is the closest to matching the first game's aesthetic, and his behavior is the closest to what the strogg should be: a big nigga marching at you with a flamethrower and pile driver mace thing
>>
Rangeban Russia.
>>
>>12786004
Staff is too busy nuking Auster threads to babysit the underage illegal immigrant crying about Romero and transsexuals for the past few days
>>
This is a Romero general, thoughbeit
>>
>>12786063
why would you rangeban 70% of the poasters
>>
>>12786091
Удвaивaю.
>>
>>12785917
No, the map is older than this.
>>
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>>12786059
>the closest to matching the first game's aesthetic
I really do hate how much they changed the style. I get they wanted to show off normal maps and other modern shader stuff, but you don't need to make everything curvy and organic to do that. Doesn't help that Doom 3 already did the same thing (and better).
It's a shame the expansion was never finished. It looked like they were correcting course in many ways.
>>
>>12786206
I'm sorry for using outdated, politically incorrect terminology and triggering you. I'll do better next time.
>>
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Can we do a Turok map jam?

It's the 30th anniversary next year and it'll take 6+ months for people to make maps anyway.
>>
>>12786212
>It's a shame the expansion was never finished. It looked like they were correcting course in many ways.
I still need to try that expansion that got leaked recently.
>>
I think I played too much Quake before playing Unreal. These maps are huge but really empty.
>>
>>12786318
Yeah, big maps, tankier but more active enemies.
>>
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>>12785795
have a slug dearie
>>
>>12786339
baste
>>
>>12785967
Still would.
>>
>>12786325
Yeah I'm just gonna turn the difficulty way up and restart.
>>
>>12786343
this doesnt seem to align with the original model
>>
>>12786354
Don’t go higher than the “Unreal” setting, anything more is geared towards coop and can be unplayable.
>>
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>>12785795
Made for Big Tank D
>>
>>12786212
The strogg's whole gimmick is a transhumanoid race always changing and upgrading themselves, and I think it would've been solid worldbuilding to have areas with distinct looks to show how they go about it. Kinda like how modern consumer products are all flashy, whereas the government is still using IBM hardware from 30 years ago because it still works. One area has the slick retrofuturism with the curvy red and blue strogg wielding fancy blasters and whatnot, and another looks more like quake 2 with olive drab and utilitarian designs, and all the guys are ballistics users who look like they bathe in liquid grime.

It could've also opened up the setting for storytelling and gameplay. Maybe stroggos finally gets tired of the war and reveals some ultimate project, and the player goes into an area that's all aristocratic, with the strogg looking like some hyper-advanced aliens like the albino dude from Prometheus. Or maybe they would've gone insane while losing to humanity, and just pumping out bizarre creatures that make no sense until they all die out. I don't know, I'm just daydreaming. I think the strogg are missed potential overall, and being tied to the eldritch half of Quake hinders them
>>
Who are all of Deriver's exit messages referring to? I get the GMOTA boys and Arti, though it looks like two of them could be Doomslayer.
>>
>>12785795
>Makes no appearance in Call of the Machine along with her Beta-Class variant and the Black Widow.
What did MachineGames mean by this?
>>
>>12786391
>I don't know, I'm just daydreaming. I think the strogg are missed potential overall, and being tied to the eldritch half of Quake hinders them
I already have Doom and Quake to explore themes between “evil/eldritch” magic and technology, so I agree. I think I’ve seen it referenced as the difference between 40k lore compared to Battletech’s.
It also seems that wanting to link Quake 1 with 2’s setting is a very popular viewpoint, sadly.
>>
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666 deadline is pretty soon. Should I try to make a level?
>>
Do it fgt
>>
>>12786670
If you can set aside 11 hours before the deadline, go for it.

Make Cirno's Perfect Map Class.
>>
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>>
>>12785795
DUDUDUDUDUDUDUDUDUDU(Nailgun)
>>
>>12786618
Well, Doomslayer is also part of GMOTA. So. I guess it's him.
>>
>>12786813
They're all separate. I know it's Dark Knight reading them again. Dunno who Hunter and the first two are.
>"The Dragoon and the Paladin. Blazing fist, crushing hammer. Inseperable, unstoppable."
Inseparable*
>"The Dark Knight. Obsidian blade and Mistral. Avenger of his people."
>"The Hunter. Tearing hands. Insatiable hunger."
>"The Jade Knight. Zarach. A worthy opponent."
>"The Iron Sentinel. Long rifle. Heavy is his burden."
>"The Redeemed Thief. Chain and Siroc. Bright is his light."
>"The Artificer. Cutting light. Fractured, but dangerous."
>>
>>12786784
>ass game made gay
>retard talking power
>dying inside kills pain
Deep.
>>
>>12786784
>Daikatana blood mistake
>Shitty drake enemies
>>
Too many guns. I want more boomer magic spell shooters.
>>
>>12786796
>nailgun
>vs iron maiden
Don't you mean ETF Rifle?
>>
>>12786934
Walpurgis mod is good
>>
>>12786618
>>12786847
The Dark Knight is actually Hector. The Hunter is Telos. The Dragoon and Paladin are two characters from something else of mine.
>>
>>12785795
Wish the remaster monster uv map werent garbage, they managed to keep the md5 uv map of players fine, but monsters and gun models are a shitshow.
>>
https://x.com/UZDoom/status/2093458603747467673
>UZDOOM 5.0 IS FINALLY HERE!
uhhh where is it? the github doesn't have it yet.
>>
>>12786991
All I see are the pre-release builds https://github.com/UZDoom/UZDoom/releases
>>
>>12787001
>more controller support
>for all the 3 faggots who play fucking doom on their stupid bing bing wahoo machine
>>
>>12785780
[08-28] UZDoom 5.0.0 released https://github.com/UZDoom/UZDoom/releases/tag/5.0.0
>>
>>12787036
Great, the UZDoom devs are just as bum-fuckingly retarded as Graf. Hope they get sacked.
>>
>>12787036
>>12787040
You guys are babies.
>>
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>>12787036
Don't disrespect HIM.
>>
>>12787036
Zoomers often play with gamepads, and GzD/UzD also gets used for new games, which hypothetically can get console releases.
This is also setting aside ALL the other things in that changelog, you fucking histrionic woman.
>>
>>12787050
No Anon. You don't understand: They're not working on what he wants. So he's gonna get really mad and throw a fit.
>>
>>12787036
Some of us play with gamepad and mouse at the same time.

>>12787040
Sacked by who, themselves?
>>
>>12787043
>entering underhalls
>>
Dipshits in this thread actually aping out over controller support when you can look up any footage of people playing Quake from like release all the way through 2000 or so at LAN parties and there's always like 10 or so freaks using the most psychotic peripherals imaginable to control the game

Genuinely who fucking cares man
>>
>>12787107
Speaking of which, anyone ever tried that joystick that Romero was promoting back in the day? Was it any good?
>>
>>12786975
Ohh, okay. Mistral probably should have told me that, but I didn't know if that was just what the Deriver called the Dreadbolt.

It's also interesting that there seems to be a Serious Arti.

>>12786974
Seconding.
>>
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>>12787107
Whining about controllers never made any sense to me. That's one of the draws of PC gaming. Plugging any gamepad unlike consoles. Now when a PC game is out and a window pops out telling you it is best played with a pad, I've seen people make a huge deal out of it. Meanwhile my friends back in school were using shit like this to play emulators.
>>
>>12787107
Yeah, I honestly don't see how using a controller is any worse than keyboard only, or a flightstick.
>>
>>12787107
It's /v/ poisoning.
Controller on PC = casual
casual = blight upon video games
>>
>>12787158
Broken clocks twice a day.
>>
>>12787036
i got hurt last year, haven't been playing, just following gossip, and thinking of buying an xbox or steam controller so i can play again

it will probably make the game harder but eh
>>
>>12787107
Doom is the best shooter to play from gamepad because it has no vertical camera movement, and it's the worst part about aiming with sticks.
>>
>>12787162
Completely fucking mindless, go kill yourself.

>>12787171
Just dual analog sticks will be somewhat less efficient than being able to aim with your mouse, but overall it works pretty well. Not outright crippling, but I notice I can't do hard maps as well with just that. Doom and Wolf3D suffer the least since you only aim horizontally anyway, but they benefit from the better input, obviously.

However, you aren't only stuck to merely twin sticks, there's quite a lot of options. Some controllers have gyro input, which some people say is basically as good as a mouse, so you could try that out.
There's also some controllers having touch pads on them which you could apply fine precision to. Then you could put your mouse in your right hand, and your gamepad in the other.
Both Nugget and GzDoom/UzDoom have very good gamepad support, so they should be pretty suitable for it. I know also that QuakeSpasm and its descendants have good gamepad support too.
>>
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dark woods... home
>>
>>12787194
no the problem is i can't use a mouse unless i set the sensitivity so high I'm not moving my shoulder

i have a ps4 controller i use for emulation but the sticks blow it's not good for doom

been a pretty boring year
>>
>>12787201
https://youtu.be/WfRE-eSH3kc
>>
Considering Doom only has one axis for aiming, you could just set it up so the direction of your stick is the direction of your camera.
>>
Is there a single zdoom/gzdoom wad worth playing? I have yet to find one.
>>
>>12787225
Extermination Day and that one Deus Ex HR themed map
>>
>>12787229
>Extermination Day most notably refers to the official massive campaign megawad for Brutal Doom
bruh
>>
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>>12787107
>there's always like 10 or so freaks using the most psychotic peripherals imaginable to control the game
>>
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>>12787213
i'd like to raid her womb if you know what i'm saying haha
>>
>>12787232
why not? Brutal Doom is good.
There's also a sterilised version for use with anything else
>>
>>12787225
Darkmoon Alpha is really nice even if unfinished.
>>12787243
>There's also a sterilised version for use with anything else
Yeah this. It's a neat set of levels even when ripped from BD.
>>
>>12787213
>We were born into this world, where we once lived a life of loneliness. Together we created a family, a life, and a journey. Our love can take us up above the skies, all the way to the moon, and soon the suns beyond. We will live on as shining stars, dotting across the universe.
A pretty enough sentiment, but reality isn't that nice for many of us.
>>
>>12787135
>window pops out telling you it is best played with a pad, I've seen people make a huge deal out of it.
My stance has landed on if you need to warn people off using M+KB on like a 3rd person shooter or RPG, I assume they've just done a lazy port job.
>>
The Grenade Launcher in Shadow Warrior is absurd. This might be the best grenade launcher in any game I've ever played - the range, the bounce, the damage, the aoe. They give you so much ammo too.
>>
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>>12787382
It looks so badass too. I think they based it on the one from Predator.
>>
>>12787236
The perspective on this gun always seems so weird to me. It looks like it defies the rules of geometry by being cavalier oblique and completely devoid of foreshortening. Given the low resolution, it might look worse with a different perspective though, given that it's basically just a box.
>>
>>12787415
Yeah it does look like that one.

>>12787421
It's def chunky. I think Duke had the best rocket launcher of the 3 atm - that thing was almost like a plasma rifle/tesla gun in terms of how often it was the best weapon to move around with despite being an explosive. Uzi's feel weaker than the Ripper and both felt worse than the Tommy Gun. Each of the games have their strong points.
>>
>>12787429
Duke's rocket launcher makes me cum, it packs such a fat punch and the explosion has a hard and echoing sound to it.
The one reason I don't say it's conclusively better than Doom's is that Doom lets you carry twice the ammo and it fires a lot faster.
>>
>>12787454
the rockets has such a satisfying explosion to it. the shotgun in blood was nuts and I like the jabbing of the voodoo doll - feels so violent. Duke's jetpack I think was the most fun once I had a good key bind for it. Missed it immediately in Blood and Shadow Warrior. Blood at least had the boots that you can toggle but it's not the same. Started getting more use out of the Holoduke too later.
>>
Why do people have such a negative attitude toward long Doom maps? IMO, a map is only too long if it's clearly padded or repetitive. Otherwise, giant maps are some of the most memorable experiences.
>>
>>12787568
because they don't actually enjoy playing Doom
>>
>>12785795
Ranger? Who's Ranger? My name is Bitterman.
>>
>>12787634
>Bitterman
Moar liek SHITTERMAN!
>>
>>12787568
IMO especially long maps (like in the hours) only suck if they are very linear. After a certain point, you'll definitely notice some sections that exist solely to pad the length and nothing more. Sometimes can feel like it could have been split into multiple maps instead and nothing would even change.
>>
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>>12787474
Blood makes me feel like a sadist. I'm usually indifferent to how an enemy sounds when I kill them in a game but I genuinely get a kick at how the cultists scream when they die, especially if you have spatial audio and hear their bodies being flung across the map from a nice TNT throw. Especially with how annoying those fuckers are when you're learning to deal with hitscans in that game.
Best build shooter or not, Blood really does makes you feel the most like Caleb. Low on health and just picking at naked innocents with a pitchfork while calling them 'pathetic insects' etc.
>>
>>12787107
There are 2 webms of a Quake lan parties with everyone playing KB only but I lost them
>>
Is the icon of sin, Satan?
>>
>>12787672
it's actually my peenus weenus
romero tweeted about this
>>
>>12787036
Not gonna lie, I like playing Doot with my hotbox.
>>
>>12787675
your what?
>>
>>12787415
Hey I hadn't noticed. Cool.
>>
>>12787650
Don't think too hard about it. Video games are fiction and amusing.
>>
>>12787568
Because they refuse to save, so that they can get internet clout.
>>
>>12787601
DINGDINGDINGDINGDING
>>
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>>12787690
this thing, it's a bit like keyboard but my hands pretend they're not fucked when I use this
>>
>>12787568
>giant maps are some of the most memorable experiences.
I often agree with this. I remember the first time I played Eviternity's Map 32 and it was an odyssey. I real experience that was probably also the only map I played that day.
>>
>>12787454
The Doom rocket launcher is powerful but I hate how often the fat missiles can blow up in your face against close obstacles, which is why the Quake one tends to be my favorite just for sheer practicality and ease of use. The Duke one is great too.
>>
>>12787634
*Grunt
>>
>>12787729
Quake's is prob the most useful with rocket jumping giving it more utility than even Dukes but my god is it impossible to compete with build explosion effects. They are just pure cumsplosions of the highest possible quality - that alone gives Duke the edge. And yeah I just think Duke has a better feeling rocket launcher than Doom - from Lunar Apocalypse onwards I just kept that thing out 24/7 to delete Enforcers at the start of any fight before they could damage me. Doom's you frequently take damage with at close range or it misses - like Blood once you have the plasma/tesla - that's your main weapon when turning a corner to minimize damage to zero by potentially stunlocking an enemy that survived any TNT.
>>
Is it not possible to have Blood mods in sub folders for Nblood?

Death wish replaces textures which is annoying.
>>
>>12787805
it's possible. Death Wish is in its own folder and when I want to play it I select it in the 'custom content folder' thingy
>>
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Alright, I finally wanna try it
What source port is good, yquake2?
>>
>>12787568
I don't like them because I have limited time to play games and, when I spend all of my free 2 hours of time on finishing 3/4 of the map, I don't receive the same satisfaction I get from finishing 3 short maps, because on that day I finished 0 levels. Long maps can be awesome, fun, creative and beautiful, I aknowledge that, but they give less acomplishment in comparison to short maps.
>>
>>12787829
It's a good vanilla source port. 90% mods work with it too. Rest require kmq2 or remaster.
>>
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!
>>
>>12787882
The pistol whip -> ammo idea wasn't working out, so I said fuck it and I went with a different slot 1. It's a peashooter that becomes progressively better as you pick up other weapons. It also recharges.
I'll probably fuck with the ammo consumption as I do more playtesting, as well as damage. I want this thing to be like Unreal's Dispersion Pistol.
>>
>>12787402
what is the best doom vending machine?
>>
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>>12787235
>>12787115
I have one, and it's very fun to use. It only works on Windows 98/XP, and even XP needs special drivers. Even then, most games don't support it, so you need to use an old version of antimicro to convert the inputs to keyboard/mouse inputs.
If you want it to work on newer windows/whatever you need to strip out all the old hardware and put in new generic switches and an optical sensor for the ball and everything. There was a guy who did that as a service, but iirc it costs 200 dollars and you need to ship out your panther xl to him and everything.

I hunted around for this info before, so I put everything I found here, wrt to getting it functioning on XP:
https://archive.org/details/panther-xl-windows-xp
>>
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>>12787568
>a map is only too long if it's clearly padded or repetitive
Because they often do feel padded and repetitive.
Often, my enjoyment of a map starts going downhill after 20 minutes or so. Many long maps don't have enough going for them to justify their length.

There seem to be two common causes here:
>"Oops, I created this giant sprawling city/base/castle/cave layout, and now I have to fill it with monsters somehow."
>"I want to make a Sunder/God Machine homage, so the map will be some giant metallic behemoth that takes over an hour to beat, even though I have no idea what to put in it."
In the former case, you get a lot of uninteresting incidental combat that mostly exists so you're not running through empty corridors.
In the latter case, you're likely to get one generic combat-puzzle slaughter fight after another, which all kind of blend together in my mind. Having just played it, a lot of late Simulacrum maps suffer from this somewhat.

Shorter maps are mostly immune to this. I've often found myself enjoying 5-minute "my first map" maps consisting of shotgunning barons more than 30+ minute maps from experienced mappers.

Not all long maps have these issues, of course. To pick some long Eviternity 2 maps which I played recently:
- Charge (32) is quite long, but it has a really good flow to it. You can kind of just breeze through most of the map, and the map has some great highlights.
- Kenosis (36) is long as well, but all challenges/fights feel unique, even if I don't necessarily like all of them. Exceptions being two of the fights in the center building which do feel quite generic, but that's only 2 fights instead of 20 like in many Sunder-clones.

I do hate Doom, btw. It's important to hate things so you don't do them while making maps.
>>
>>12787939
>It's important to hate things so you don't do them while making maps.
But then you're just making yourself miserable for no good reasoh wait I forgot we're on 4chan.
>>
>>12787882
Altfire that lets you eat guns.
More importantly, it'll will keep selected weapon type. So for example, if you salvage a weird rocket launcher, you'll automatically switch to vanilla one.
>>
>>12788029
ass
>>
>>12786063
Kek, Russians cannot open 4chan without a VPN anyway
t. Russian
>>
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>>12787882
Wasn't happy with the old mountain textures. This one's an improvement but could still use some work.
>>
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>>12787882
Messing with the bloody shotgun, kind of realizing what bothers me the most is how bright the blood is.
>>
Playing Vrasch Botanicals with P.Malice and Dest.Phenomenon.

Map03 Interstellar Vinery was really good.
>>
>>12788052
Skill issue.
t. Russian posting from a Russian IP
>>
>>12787568
I don't, I can really quite enjoy big and long maps (I kinda like Drake O'Brien's maps), though I think there can be issues of pacing. For a lot of people, if multiple maps in a row are really big and long, that can be kind of daunting, so it can be good if a .wad breaks it up and have multiple medium and small maps in a row, between the big and long ones.
>>
>>12788141
Unironically hope you're doing well and times haven't been too tough for you. I mostly like the Slavs around these parts, a lot of them are good mappers.
>>
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>>12787601
>>12787710
Well, being fair it can really depend, there's a large degree of subjectivity.

You look at the kind of maps which Lainos do, where they're huge and you're spending hours on them. They can be these colossal and lavishly detailed urban sprawls, or deep and complex basecrawls, along with large bouts of nature breaking them up. I fucking love his maps a lot, he's one of my favorite mappers.
However, that's one map, you have almost an episode's worth of content in a single giga level.
Imagine now if he stacked fucking 9 such levels in one .wad, that may actually be a really fucking good epic, I'd play it if he made it, but that's a BIG time commitment, that may even take more time than many normal 32 map megawads.

Compare to many .wads where the average level takes maybe 15-30 minutes at most, and it may be a full 32 level load, but you can so easily do that in contained bites. Do one, two, maybe even three levels in one day, fully complete them all, and since they're all self-contained it leaves no feelings of loose ends. It's more readily easy to digest that kind of setup over a period of time.
I think that it's somewhat telling that there's extremely few full 32 level megawads which have really huge gigalevels. Not just because of the labor needed to craft, but because of who'll play it. There's some, like Armadosia : The Mad Corridor, and that's its claim to fame, but how many people have actually played it?

That's before we even get into what kind of gameplay maps have, and which you're into. Some giga levels are these majestic slaughter epics, but not everyone is big into maximum slaughter. I like SOME slaughter, the occasional Go 2 It is what I like for slaughter, but I personally don't have what it takes for the biggest and densest slaughters, and just thinking about doing such a level feels daunting. How and where do I begin?
Some giga levels are absolute fucking slow boils, and I fucking love that, but that puts some people to sleep.
>>
Anyone actually play Armadosia? What's it like? I recall someone once setting out to play through it all with HDest, no idea if that combo worked out well.
>>
>>12787650
Based and Dynamitepilled.
>>
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>>12787882
Something clicked in me and I began working on a sort of MBF21 showcase mod to break up work on Eraser. The idea is simple, show the cool things that can be done within the standard and explain how they're done. I'll likely make a video further explaining these things when it's done.
It's mostly just what I personally have made, but made a bit simpler. Just gotta do something with the BFG and chainsaw, then replace the pistol. It's not bad, but it's not great either.
>https://litter.catbox.moe/20g78js2a6xuyz95.mp4
>>
>>12787209
Have you tried a trackball? They should require less shoulder movement I think.
>>
>>12788202
You really can't help yourself despite how much you hate MBF21 huh
>>
>>12788202
very cool ssg replacement
not a big fan of the chaingun replacement, just the silhouette, but there's only so much you can do with a centered rifle
the plasmagun is cool
>>
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>>12788207
I don't hate it anymore, that was just a product of me losing my cool instead of taking a break and reassessing my situation. I'm over it.

>>12788209
It'll get replaced as well, I'm not happy with it myself and I'm still on the fence about using projectiles. I'll probably use picrel because it's what got me started with the first iteration of this mod back in January.
>>
>>12788225
>picrel
much cooler, very nice
as for BFG replacements, I'm not sure. I kind of feel like any BFG replacement should have at least similar functionality to the BFG, like the one from Vendettaguy in Final Doomer. I don't like replacements that stray too far because it messes with the game feel for me, e.g. the one in Stormtrigger.

deadbolt nughud for gzd when
>>
>>12788173
>There's some, like Armadosia : The Mad Corridor, and that's its claim to fame, but how many people have actually played it?
*raises paw *
It was pretty fucking long and I believe some maps broke because I was playing it in ZDoom.
>>
>>12788229
I was thinking of doing something where the BFG ball shoots out homing projectiles when monsters get within a radius, then it also does the BFG spray. The plasma rifle is just the same, the BFG can be just th same.

I'll be honest, I have no desire to work on Deadbolt. I tried making the Decorate conversion at least 4 times over the months and my interest evaporates every single time. I kinda hate myself for it.
>>
>>12788248
>I'll be honest, I have no desire to work on Deadbolt. I tried making the Decorate conversion at least 4 times over the months and my interest evaporates every single time. I kinda hate myself for it.

Literally me
not with doom mods but I get it
understandable
>>
getting a uzdoom setup together after some odd years since my last gzdoom one, what's the current recommended launcher/modloader
>>
>>12788274
ZDL still works. I tried "updating" but I just came back to ZDL.
>>
>>12788274
>>12788282

if you really want to be autistic about having a library of maps and mods, Acecorp launcher is very pretty and has good functionality
but i prefer ZDL
>>
>>12787910
Naturally the best kind are interactable, you either 'use' them to get an item or you just attack them to break them open. I was thinking could make them function like an actual transaction by trading some health in exchange for some ammo or something, since these games don't usually have any currency equivalent, but it might feel weird dying to a vending machine if you over do it.
>>
is Powerslave worth the time?
>>
>>12788274
A loader/launcher is kinda vital for handling Doom files and mods IMO.

Also, be careful with WHERE you download UzDoom, there's someone hiding malware in a copy of it, and because Google fucking sucks and is gay and retarded, and "Search Engine Optimization" is by itself a cancer on search engines, it's one of the top search results.

ONLY get UzDoom from its GitHub.
>>
>>12788127
Map04 is also great. Pretty long but very good. Forgot to screenshot. Not a fan of the final fight but overall good.
>>
>>12788357
i went to the github from the trailer video last night and got the 5.0 release, sure, but windows defender considered the updater a trojan anyway.
>>
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>>12788438
>windows defender
>>
>>12788467
Not him but I refuse to use Loonix until it supports Clip Studio Paint.
>>
>>12788295
True. Best you can do in vanilla though is to have it open a secret or something. You could probably dehacked it to drop a soda though...
>>
>>12788476
usually i've seen them open a concealed compartment with hp or armor bonuses hidden by a texture plane that is the machine's front
>>
>>12788297
S'alright, I felt the level design was very restrictive and the combat wasn't particularly engaging, but it's a fun adventure for what it is
Haven't played the DOS version nor the dumpsterdive re-release though
>>
>>12787881
Should I be using gl4 or vk renderers or default gl3 is fine?
https://github.com/yquake2/ref_gl4
https://github.com/yquake2/ref_vk
>>
>>12788483
Yeah. I was trying to think of something re-usable.
You'd have to replace a monster and an ammo or something. Or you could just make an ammo vending machine with a self-killing/self-resurrecting zombieman/chaingunner or something. If you made it small enough would the ammo pop out in the proper space, outside the door?
HMMMMMM
>>
>>12788297
I played the DOS version through a sourceport. You can play it if you're curious but there's nothing of value in it, it's a mediocre doom clone that doesn't do duke-y stuff despite sharing it's engine.
It's bland, repetitive, doesn't do much. But it has nice art, hot babes and killer soundtrack.
>>
I thought 5.0 was already out for UZDoom - i was using it for weeks
>>
>>12788559
That was one of the release candidates/betas
>>
>>12785919
Honestly not a bad photo. For a moment I really thought that was a woman until I saw the toys at the bottom.
>>
>>12788467
>1.03 MB
Come on, you should be better than this.
>>
>>12788947
...did he embed something into the image?
>>
>>12788980
You haven't been able to embed files in images in many years, because pedophiles on /b/ would trade CP that way, which obviously becomes a colossal legal liability (and they didn't just do it on /b/, either).
>>
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>>12788989
So is it just an embarrassing chimpout towards the file size?
>>
>>12788993
Probably.

Embedded files used to be just a fun thing people would use, too, so I'm extra salty about that.
You could embed a funny little song in an image or something, or a tiny .zip file, but criminally sick fucks had to ruin the fun for everyone.
>>
>>12785773
Divine Twilight Chapter 2 got updated with bug fixes, map changes, and its full OST.
https://www.moddb.com/mods/divine-twilight/downloads/divine-twilight-chapter-2-11
>>
>>12789076
>>12785780
>>
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make this a doom wad
>>
any games with enemies that can walk through walls?
>>
So with 5.0 is GZDoom multiplayer finally good now? Can I play fancy mods with a lot of zscript with friends and generally not descync?
>>
>>12789187
We should test it out
>>
>>12789160
Arch-Viles used to outright fucking noclip in Hideous Destructor before, and while that's nicely fucking terrifying, it ultimately caused problems and they'd sometimes get themselves helplessly stuck on things. So now they just turn invisible and invincible while quietly stalking you at extra high speed.

>>12789187
I believe they have fixed some of the old janky slop which GzDoom's P2P multiplayer used to have. It still broadly functions the same, but just not so retarded.
>>
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>>
These guys are way easier with FastMonsters on.

>>12789187
>>12789203
A good number of the void creatures in Project Malice can also go through walls.
>>
has anyone tried uzdoom's "improved" multiplayer? is it reasonably close to zandy's netcode now?
>>
>>12789076
Congrats on the release. Looks like waiting a little to play chapter 2 was a good idea.
>>
how do I get Doom 3 to stop crashing when I use the elevator at the beginning? I cant verify files and I've tried entering windowed mdoe
>>
>>12789268
I keep meaning to make time but I'm very lazy.
>>
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Lo Wang has the voice of an angel
>>
>>12789250
Surprisingly, "get your dick out" is a great solution to a number of situations with this combo. Spiders coming at you? Get your dick out. Star Vampires invisible and you're not sure where they are? Get your dick out.

Petitioning Wendigos is also handy. They can eat the skeletons that auto revive. I mean I made them die permanently to zerk piss and the chainsaw, but still.
>>
just played my first custom quake mod ever. I picked Alkaline and finished the first map and it was straight peak

I find the vanilla Quake enemy roster pretty boring, the only enemies that are fun to fight are Ogres and Enforcers so its pleasant surprise to see almost 100% new enemies that are all fun to fight. Unlike the main game I noticed that any enemy that is tanky is also not fast and vise versa which is kinda obvious good enemy design now that I think about it.

Btw Whoever invented Vores should honestly get anally raped by pinecones.
>>
>>12789250
>>12789419
I see I'm not the only one running stuff with Strange Aeons.
>>
>>12789304
Take the stairs instead, fatass.
>>
>>12785795
>Ranger
Wouldn’t it be Bitterman?
>>
>>12789268
It's better than it was.
>is it reasonably close to zandy's netcode now?
Not really, it's not and never will be dedicated servers, I've had desync issues with some more heavy zscript-based stuff but it's still a big improvement.
>>
>>12789081
>include labcoat
>this adds 70 hundred hours of wallhumping because of first person perspective
I would still do it.
>>
>>12789481
Alkaline's a great choice, I love the sci-fi aesthetic and atmosphere.
>>
>>12789698
Screenshot reminds me a bit of that 2nd area in STRAFE.
Really really wish that game was significantly better than it is because I still think it has some of the most unique environments and story concepts of any of the modern era of boomshoots but it just kind of blows ass.
>>
>>12789481
I also hate vores. Especially when there is more than one!
>>
>>12789509
I thought Strange Aeons only had support for High Noon Drifter
>>
>Dawn of the Machine, new game plus bloody nightmare
>reset upgrades, different placements for health, weapons reset on level change
I’m ready, bring it.
>enemies have slightly increased health on bloody nightmare
I never saw this mentioned and it’s throwing me off like crazy.
>>12789698
I can never decide on which one I like more: Arcane Dimensions or Alkaline. So I just say “yes”.
>>
>>12789803
Nah, HND just came out with it's own patch for running it with Strange Aeons.

It's really quite easy to knock out your own, change five or so actors to ensure compatibility for some weapons and powerups, throw in a keyconf to clear and restore the doomplayer class if needed, job's done.
>>
>>12789878
I was able to do this for Valiant, have not made any leeway in doing this for Lost Civilization 2.
>>
>>12789717
I don't remember it exactly but my friend was saying that STRAFE advertises itself as boomer shooter while it plays like tactical shooter, or something like that. You can't run and gun your way through it, instead you need to carefully explore the map at the speed of a crawl and manage your resources (health, ammo, money).

But it has so many awesome secrets packed into it and soundtrack is incredible https://youtu.be/D2sJlgUVfow?si=ugWsutikxdOrKZLC
>>
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I was planning to single segment all Hell Revealed maps for the memes, but playing through a random map (18) with saves reminded me how bad it really was. So I'm doing Alien Vendetta instead.

The red key in this map does nothing, but the trigger line you cross to get it opens up the red bars.
>>
>>12789618
make it like metroid other M where the wave beam could be fired not through every wall but through glass
>>
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>>12789896
idk what this midi (from the AV midi pack) was made for, but it definitely wasn't this map.
>>
>>12789892
>it plays like tactical shooter, or something like that. You can't run and gun your way through it, instead you need to carefully explore the map at the speed of a crawl and manage your resources (health, ammo, money).
I know it advertised itself as otherwise, but after playing lots of Hideous Destructor, Deathstrider, and Deimos/Phobos Delta, that doesn’t sound so bad.
>>
>>12789889
>have not made any leeway in doing this for Lost Civilization 2.
You'd have to fiddle the playerclass stuff onto a modified duplicate of whatever class you want to run, the rest is just replacing pickups, which are stored in individual wads for some fucking reason. Probably an hour or so of fucking about and testing shit.
>>
>>12789896
Honestly, just play HR maps 22, 24, and maybe 26. You can safely ignore everything else.
>>
What did they do with the weapon replacements in AA? It feels like half the time you try and fire them they eat your inputs
Especially the trapezoid/rocket launcher
>>
>>12789973
It should have been fixed in RC2, it had some weirdness with it's frames.
>>
>>12789973
AyyLmao.wad has modified weapons ? I thought it just had new enemies ?
>>
>>12790036
I think he’s referring to Alien Armageddon, a Duke TC.
>Ancient Aliens
>Alien Armageddon
It is quite easy confusing the two, however.
>>
>>12790036
nta, but he means abyssal apocrypha, It's a problem I noticed too but mostly with the rocket launcher and bfg replacements
>>12789973
I think it's because of their weird firing sequence, pressing fire in the wrong frame doesn't register.
>>
>>12790041
>>12790043
>but he means abyssal apocrypha
Holy cow this is confusing
>>
>>12790043
Yeah Abyssal Apocrypha
There needs to be better acronyms for this shit, there's like a billion wads it could refer to
Haven't gotten it with the BFG it's been the plasma gun and the rocket launcher replacements only
The damn Chainsaw replacement is also a pain because it eats up 60% of the screen real estate when you're firing it but I have a feeling that's by design since it's so OP
>>12789984
I have the newest release and it's still does it
>>
>>12789268
Zandybam uses Client/Server multiplayer, while GzD/UzD uses P2P multiplayer. ZScript isn't really readily compatible with Client/Server, which is why Zandybam stays very outdated (though more outdated than it actually needs to be), but UzDoom has finally unfucked some of the stupid shit with the P2P multiplayer.
>>
>>12789896
I'd say that Hell Revealed has aged very poorly, but honestly I don't get how people were even so fond of it to begin with, Alien Vendetta blows it clean the fuck out of the water, it's not even a contest.
>>
>>12790065
>while GzD/UzD uses P2P multiplayer.
Specifically it uses their packet server topology, which is P2P it's just everybody is connecting to one person's instance of Doom instead of everybody to everybody else. It's got it's own set of downsides but it's all they can really use.
>>
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almost out of duke pics
>>
besides the usual stuff, any new weapon reskin packs? or even just slightly different weapons? included in the wad/mod or standalone, dont care. thanks
>>
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>>12789932
Actually nevermind, my soundfont was set up wrong so this midi in particular sounded like some new-age cacophony
>>
>>12789896

This is my go-to wad when I want to have some more doom nostalgia after finishing I and II.
>>
Hey Matt
Death by a Thousand Cuts is really cool even if not 100% finished and even if it eventually turned into Deadbolt
That's all
>>
>>12790065
I just want MBF21 at this point. I'm sad that Zandronum development is pretty dead. GZDoom's MP being better is nice, I hope that it gets drop in MP. I can tolerate P2P as I mainly play with two or three friends at a time.
>>
>>12790065
UZ devs should make Zandronum mods fully playable on it, then it'll truly be the Ultimate ZDoom
>>
Now playing Deep Breath.
w/ Proj. Malice and Codename Nomad
Very pleasant mapset
>>
graf needs to put his money where his mouth is and vibecode a uzdoom port with even better netcode than zandronum

i would try to host a uzdoom server myself to test if even vanilla 2-player online is playable now, but the flatpak hasn't got the update yet
>>
>>12789896
I thought you were going to single segment entire thing... but then I looked at ironman survival time and got reality checked.
>>
>abyssal apocrypha RC3 reshuffled some maps so saves don't work anymore
Why in the FUCK?
>>
>>12790185
They're pistol start anyway
>>
>>12790192
Not if you find the secret exit
>>
>>12790195
I'm too lazy for that
>>
>>12790201
They always come with extra fight(s), some pretty intense too. Sometimes, they even change the stage "story"
>>
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Suddenly a fairly tricky map. Lots of big monsters, and no armor for a good chunk of the map
>>12790182
hah no, I meant single segmenting each map individually
>>
>>12787178
>shooter
>play from gamepad
YOU STUPID COCKSUCKERS ARE RUINING FPS GAMING
FUCK OFF
>>
>>12790261
See ya when you're 40+, fag.
>>
>>12790261
>RUINING FPS GAMING
>not affecting his gameplay in the slightest let alone anywhere near him
You are the gayest faggot
>>
>>12790158
Doesn't Odamex do MBF21 multiplayer?
>>
>>12790162
Zandronum mods all use Decorate and ACS, which GzDoom and UzDoom already cover (in fact, more than Zandybam, since it never even got 100% complete support for Decorate).
Zandronum lives on because it has client/server multiplayer, which is just way more convenient and practical, and you can already do quite a fucking lot with like, 98% complete Decorate, and then ACS to fill some gaps, so even if it's behind it's hardly crippled for an ability to do pretty cool and advanced stuff.
>>
I'm trying to play Abysm on UZDoom but it runs Doom 2 instead of the mod. Anyone knows how to fix this?
>>
>>12789160
Colourful Hell has a Revenant that walks through walls, albeit slowly, to get you. Project Malice has a handful of rarer enemies that phase through walls to rip you.
>>
Help. I am playing Quake and this faggot yeti looking monster keeps zapping me with his lightning. Whats the strategy?
>>
>>12790398
I just ran UZDoom through Doom Runner with Doom 2 as base and Abysm 2 over it. No issues.
>>
>>12790419
It is highly resistant to explosions, which likely also means nails and shells, too! Us, the pros, recommend fighting it with the Axe!
>>
>>12790419
Circle strafe with a super nailgun
>>
>>12790419
Get up in his business adn bait his hungry mouth. When tries to nip u, step out. This moronic piss fiend also doesn't know how to walk and attack at the same time.
>>
>>12789803
>>12789878
I have a folder of Strange Aeons patches I made based off that one and I haven't even played all of them. Was even thinking of doing one for The Deriver even though I'm not gonna play it right away.
>>
>>12790294
it's the monsters that is def easier on nightmare (at the expense of much more annoying vore)
>>
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>>12790419
Just shrink and crush it
>>
It's actually crazy how good Halo Doom Evolved is. It's as high-production as Diamond Dragon and it's not even finished.
>>
>>12789520
Hahaha u funny guy

No but really
>>
>>12790420
>>12790398
I didn't have issues with Abysm 1 either. I was using the 5.0.0 release (not prerelease) of UZ Doom too and I know it worked on the last versions of GZDoom a year or so ago when I last played it.
>>
Any 666 maps in progress?
And we don't have TITLEPIC yet...
>>
>>12790419
Break line of sight. He's kinda like a halfway between the Baron and Arch-Vile.
Also, he takes half damage from rockets and grenades, so consider using other weaponry (or, with a Quad Damage you'd still be doing twice normal damage with those, effectively).
>>
>>12790419
How does it look like a yeti when it doesn't have fur
>>
Ahh it is all over again
>>
>>12790578
I am pretty sure it has fur. I've seen it somewhere. I bet its super soft too and smells good.
>>
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>>12790617
No it doesn't.
>>
>>12790629
That thing looks nothing like a proper shambler, who does have fur.
>>
>>12790629
that aint a shambler.
>>
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>>
Furred shamblers look like shit
>>
Furred shamblers look awesome
>>
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A shambler is a humanoid Khezu
>>
What a great feeling when you find secrets for the first time in these old boomer shooters. It's sad every modern shooter forgot about them.
>>
There are shamblers with fur and tgere are bald shamblers
>>
>>12790656
A khezu is a wyvernoid Shambler
>>
>>12790661
understandable

>>12790665
fugg
>>
>>12790645
>>12790661
>Raven Software
>Nightdive
Not canon.
>>
https://www.youtube.com/watch?v=y3Wekr-wnic&t=3631s
>>
>>12790681
>Fraudmero
Not canon.
>>
>>12790681
>GODmero
Extremely canon.
>>
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>>12790645
Same game, no fur
>>
>>12790689
That's clearly from a dead shambler, anon. The might lose their fur when they die or maybe it died because the fur was removed.
>>
>>12790689
>kill and skin their corpses
>see? no fur
Disingenuous.
>>
>>12790692
>That's clearly from a dead shambler, anon.
So is >>12790645 yet it retains its fur. Seems more like the game is clearly and obviously leaving the "canon" open-ended.
>>
>>12790696
Maybe the fur was removed from the arm after it got cut off?
>>
>>12790697
Maybe there's different types of shamblers (fur, no fur) in QC's universe?
>>
Quake by its nature permits for a multiverse. It makes sense that of all creatures, dimensional shamblers would vary.
>>
>>12790702
Except for the Shambler who is absolutely furry in every universe.
>>
I went my entire life thinking Doom 64 was a straight Doom port and not an entirely new game.
>>
>>12790759
Many such cases!
>>
>>12790539
Did we settled a discussion about the intermission screen then?
>>
>>12790457
I have a generalized one that sets it back to Doom's stuff so other mods can overwrite that, and a handful of specific ones for mods that need a little more fiddling with.
>>
I decided to make the Dude drop a "taking you with me" grenade when he dies. It uses the same explosion as the suicide grenade.

>>12790780
Yup. I did that too. If there's a freeze as soon as the second map loads or any of the weapons are an exclamation, I make a real patch.
>>
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>>12790775
I think this interpic's alright
>>
How do we sort the maps? Or do we leave them in submission order?

Tethys Anomaly: techbase
Tertiary Dentin: city
Caverns of Saturn: desert
Occupied Oasis: desert
Scraping the Bottom: techbase
The Deadlift: first half techbase, second half desert, also has secret exit
>>
>>12790841 (cont)
Can be:
>Scraping the Bottom
>Tethys Anomaly
>Deadlift (with secret exit to Tertiary Dentin)
>Occupied Oasis
>Caverns of Saturn

The secret exit needs UMAPINFO, crispy doesn't support but has a PR for it
https://github.com/fabiangreffrath/crispy-doom/pull/1416
and if it gets merged there will be no modern ports without umapinfo support so it's fine to do limit-removing maps with it I guess
>>
I might attempt a 666 level, though I can't promise that it'll be 100% complete by the deadline.

Any kind of level we want but we don't have? Has anyone done a Dead Simple yet?
>>
>>12790853
Someone wanted DS at the start but I guess he never got to it (I assume the current in-progress map is not it)
>>
>>12790839
>>12790841
Are we allowing any tweaks to any levels after the submission period is over? I'm not the author of it, but while I quite liked the second half of Caverns Of Saturn, the first half was a slog and would do well with just a couple of added ammo boxes (and maybe a clearer indication for the red key).

>>12790852
I guess if UMAPINFO becomes enabled, then a Dead Simple could go in any slot.
>>
>>12790853
Fuck deadlines. We don't have that much contributions to be picky. Not to mention that some time will pass polishing what is already there.
>>
>>12790884
>Are we allowing any tweaks to any levels after the submission period is over
yes
i'll put out RC1 when we will have interpic and figure this out >>12790841
>>
>>12790914
>interpic
titlepic i mean

if someone has better midis then the current ones you can post em
>>
>>12790823
>AI slop
Yeah, nah, you're a cunt and this shouldn't be tolerated. You let this in and we'll be getting OBLIGE map submissions for the next project.
>>
>>12790685
Hi carmack
>>12790686
Hi petersen
>>
>>12790916
Try this. No AI slop, just some Risen 3d models and some overpainting in Paint.NET.
t. guywithteacup
>>12790929
This is not an ai interpic, that one is some other dude slapping real photos.
>>
>>12790929
then stop bitching and make a picture yourself, faggot
>>
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>>12790932
Shouldn't it be reversed?
>>
>>12790929
huh i thought it wasn't slop, just stock images
>>12790939
pretty dope
>>
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what are we doing with M_DOOM?
I don't like that it doesn't fit at 4:3.
>>
Quake 2 fucking sucks
>>
>>12790929
That wasn't the AI image.
>>
>>12790969
I meant to finish the thing. Do I need to do that within the deadline?
>>
>>12790974
no
take your time
>>
>>12790980
Was it project lead saying fuck the deadline overall?
>>
>>12789304
>>12789304
>>12789304
>>12789304
PLEASE respond
>>
>>12790989
just no starting new maps after sept 1, i'll wait for the in-progress ones

MAP03 needs improvement as >>12790884 said
MAP05 needs coop-only weapons at the start I think (shotgun, chaingun, some ammo), it was pretty miserable to play in coop. Also fix this https://desuarchive.org/vr/thread/12734752/#q12740709 if you can
waiting for 2 more maps >>12790853 >>12787402
>>
>>12791008
meant >>12779447 not >>12787402
>>
>>12789304
if you're using proprietary port no luck
if you're using opensource port take that to their issue tracker
t. never played doom3
>>
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>>12791014
> you still need to legally own the game
>>
>>12791016
Sorry man. I've only ever played it on xbox
>>
>>12791008
>just no starting new maps after sept 1
I guess you have there, folks. If any one of you want to make a map, start it NOW.

>>12790939
That's low rent, yet I kinda really like it.
>>
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>>12790929
666 is a mapping project, not an art project. Your slippery slope fallacy doesn't even make sense.
>>
>>12791154
Not that guy, but I'd consider mapping to be art.
>>
>>12788993
Retard.
>>
>>12791187
How is he retarded?
>>
>>12791187
>OMG, NOOOO
>HE DIDN'T HECKIN OPTIMIZE HIS FILESIZE!!!
>>
>>12791178
Can I submit a map I made in Paint?
>>
>>12791198
Might be better to submit the map in a format that can be used.
>>
>>12791201
You can use it as a texture
>>
>>12791234
You know what, yeah. Someone could frame it and put it on a wall.
Or put in on a fridge.
>>
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>>
>>12791251
Start doing this
>>
>>12791251
>>12791302
Don't do that. That's illegal.
>>
>>12790070
I can only assume HR's popularity comes from it being the hardest full megawad for many years before people started making hard wads that were better. Alien Vendetta is, of course, significantly better because the maps are challenging but also atmospheric and immersive.
>>
>>12790692
>The might lose their fur when they die or maybe it died because the fur was removed.
Removing a Shambler's fur won't kill it, but it will be extremely painful.
>>
>>12791346
They're big guys
>>
>>12789865
I like both of them, but definitely prefer more sci-fi in my Quake, and especially Alkaline's flavour.
>>
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>>12791054
>If any one of you want to make a map, start it NOW.
You got it.
Sorry for being a no-show, I got sidetracked by the latest Grim Dawn expansion.

Timer's rolling.
GUNDAM FIGHT, READY? GO!!
>>
>>12791347
>>12791347
>>12791347
>>12791347
>>
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>>12791382
Well played
>>
>>
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>> 666 minutes of /vr/ <<

build: https://gitgud.io/-/project/49137/uploads/bc928776e049aa8ce66e2eb705e41272/666minvr-missing-link.zip

with umapinfo, titlepic/interpic, new map order
>>
I have another idea about ordering.

Tertiary Dentin goes first. It's the only map with slow pacing and it's meant to be played pistol starting. At the end you enter the elevator, so I imagine doomguy finds techbase underneath the building.

Then Scraping the Bottom. At the end doomguy enters some abstract white void with palms. Is he in the simulation?

Then Deadlift. With optional incursion into a secret level (Tethys Anomaly. This level gives you shitton of res, so it's good to put it as secret?)

At the end comes two "desert" levels. Perhaps you arrive there on a steamboat at the end of Deadlift?
>>
>>12789973
>>12790043
>>12790060
Hi, it's me, guy who started helping Ashtral with the weapons back in January. I put together the revolver, crossbow and nailgun in their entirety, but I wasn't able to remain hands-on with the project (IRL issues) and so all the other weapons were coded by someone else, likely Ash himself. Plenty of the code used in them still came from things I made, which is fine, but if I actually stuck around I'd have made some significant improvements to just about everything as well as giving the eldritch SSG some fun quirk to set it apart from the vanilla SSG.
I think I told I'm down to improve the weapons I didn't code three times, but he's convinced I'll ruin the balance or someshit like that. I might make a patch anyway since the Decohack source is actually included in RC4, but still. It's tiring to see something you kicked into development turn out sloppy.

It's a shame because I like this project a lot, but man. The way he handled the other weapons pains me.

>>12790125
Glad you liked it. That's where I began pushing to advance my MBF21 skills for good and I have fond memories of working on it, the funny thing is it was supposed to be a retroactive sequel to a completely different project that then became Operation Deadbolt.
It was also supposed to be a TC reusing assets from an unrelated project called Junkland. It's not made by me, but it has some pretty cool Dehacked monsters that are mostly complete. It's the unnamed Dehacked mod here, pair it with DBAC if you want to catch a glimpse of what could have been.
>https://forum.zdoom.org/viewtopic.php?p=1209828#p1209828

Sometimes I think about it. I started it as a way to keep myself busy and to process a long, long month and a half between my grandma being hospitalized and ultimately passing. Once all was said and done I didn't have it in me to finish it at that moment, so it was archived.
>>
>>12790957
Did Romero had to embarrass him this hard?
>>
Is this general strictly about old FPS or do you also talk about modern games inspired by boomer shooters, like Bombshell and Cultic?
>>
>>12791565
The former. This is /vr/, after all.
>>
>>12791565
To complement the other anon's comment, games made with GZDoom, Build or some other old engine can sort of be discussed. Occasionally you'll get people talking about Ashes 2063 or AMC squad but that seems to be about it.
>>
>>12791558
>>
>>12790957
>>12791558
>Check Sandy's twitter out of curiosity.
>He's now pumping a Doom memecoin, AI promo art and all, and just reposting old Doom dev tweets he already made from years ago.
Something tells me Sandy is NOT doing well.
>>
>>12791574
>Ashes
I loved that game!
https://www.youtube.com/watch?v=hzoPAQYhUuE
I am merely pretending to be retarded. Just wanted to post this game nobody played
>>
>>12791574
Different anon here, but what about commercial GZ/UZDoom games like Selaco and Captain Wayne?
>>
I have come into possession of a floppy diskette containing 14 original doom levels designed by romero that were cut from the final release
>>
>>12791580
Americans always spend above their possibilities, how do you even have money problems after having worked on the Doom games that sold a crap-ton and still sell to this day
>>
>>12791596
I mean, do any of the original ID members profit off of Doom nowadays?
>>
>>12791594
Cool. They must be good. Romero knows how to make good levels. Sigil is proof.
>>
>>12791558
When it's your life on a public forum you'll want to make sure the record is straight.
>>
>>12791594
Well, find a floppy disk drive drop it here. They're dirt cheap at around 20 bucks or less.
>>
>>12791594
Let me guess, you won't post anything until someone pays money for it.
>>
>>12791587
We've talked about them before.
>>
>>12791594
how much did you pay for it, anon? because it sounds like you got scammed
>>
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>>12791421
Scraping the bottom - Nice descent section, but the rest is a total ballbust. No ammo, had to constanty infight demons to get some breathing space. Cool super secret, real classy. 8/10. But too fucking hard. Make it last map.

Thehys Anomaly - very easy, a lot of obvious secrets. Full of ammo and all types of guns. Even secret BFG. Need some texture alignment fixes. 7/10. Good candidate first map.

Deadlift - a bit harder, a bit more polished, but this is a quick slaughter map. There was some nice map design, but the arena structure is gimmicky at best. 6/10. Good candidate for a second/third map.

Tertiary Dentin - Best map visually. Real good design. Battles are a bit too into run circles and make shit infight stuff and ammo is a little short, but still there is just enough stuff to get through. 9/10. Good map, not sure if shoving it into the secret map slot is the right choice though. However the secret exit leading to it is not that hardcore to be certain to miss it, so...

Occupied Oasis - this was the first map to really bust my balls. Cute traps, but fuck that Archvile room, had to save/load a lot of times to beat it. Also ballbusting final all-out fight. 8/10. Fits as a fourth/fifth map because this is not easy anymore.

Coverns of Saturn - a little repetitive visually, but strong fights keep the action. But, holy shit, this map is not fun without vertical look. Fucked up red keycard secret, hard to hit Pain Elemental that is floating away somewhere up the sky - and pinnacle of ball bust with the final revenant gauntlet. Damn that shit, saved/load few times through it before finally nailing to avoid rockets long enough to clear the path past the crowd. 6/10. Move it a little closer to the beginning. Third/fourth slot would fit.

So the better order would be, in my opinion is:
Thethys Anomaly
Deadlift
Tertiary Dentin
Coverns of Saturn
Occupied Oasis
Scraping the bottom
>>
>>12791686
>So the better order would be, in my opinion is:
so basically what it was in submission order
I can revert that, sure
>>
>>12791724
Yeah. Still surprised there were so few contributors. Usually /vr/ projects gather a lot of submissions. I guess many are just burned out.
>>
>>12785780
here's my map for 666 minutes

Name: Uranus labs
Midi: Q lazzarus - goodbye horses

https://files.catbox.moe/qmbsv7.wad
>>
>>12791347
For you.
>>
what's the best /vr/ wad for me to play
>>
>>12791731
Can only speak from personal experience, but August is often hell with a lot of shit going on. Other anons might be experiencing the same with them or their kids starting school again and other shit going on.
>>
>>12791810
HFFM.
>>
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>>12791749
Cute, but kinda hard
>>
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>One fun example of this is with the angel statues. In an early version of “The Matriarch of Decay,” Senior Level Designer Erik Hörnström built shrines around his level, with each offering a reward and hinting at a story of a queen who rules that realm.
>These early versions of the shrine were simple blocks, so Lead 3D Artist Pontus Wåhlin created the angel model to replace them. The angel model looked so good that other designers started using it across the whole episode, prompting new questions for the story and themes. Without spoiling it here, Dawn of the Machine is stronger for how we were able to integrate these ideas and unify the episode.
>>
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>>12791898
>>
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>>12791904
https://www.machinegames.com/news/behind-the-scenes-making-dawn-of-the-machine-for-quake-tm
>>
>>12791434
>Perhaps you arrive there on a steamboat at the end of Deadlift?
Uh, would it be ok for me to tweak Deadlift by RC1 to add a little sector rowboat by the beach, in that case?
>>
>>12791947
you can
>>
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>>12785773
Not to throw shade but arent the main resources outdated?
>>
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>>12791953
>>
>>12791376
>02:52:31
Running out of energy.
Pausing until tomorrow.
>>
>>12792014
(that's time remaining, not time elapsed)
>>
Sam I am.
>>
>>12792074
>new Sam game released today
>it sucks
>>
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Maybe the real toxic touch was me all along
>>
>>12792080
Reviews are tearing it apart.
>>
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>>12792080
I try not to think about it.
>>
>>12792089
This is one of the most kino maps ever for me
>>
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>>
>>12792119
Custom map for PsyDoom?
>>
>>12791594
Post WADs or it didn't happen you cock tease
>>
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>>
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>>12792089
I like the whole palace infiltration thing this map does.
The cave parts not so much.
>>
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not really sure how to feel about project malice's unstable areas feature. cant really see fuck all in them, and the buyable flashlight for deathstrider sucks, so i gotta pair it with flashlight++.
>>
>>12791594
I don't believe you.
>>
>>12792285
dont recognize the level. what is this?
>>
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>>12792365
Is that DS, Project Malice, and EDay?
Fantastic fucking combo if so - though if it's not EDay I gotta know what it is.
>>
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bote done

>>12791686
>There was some nice map design
Do you mean in a visual sense? Because I had no good idea for that level at all and just fucking banged something out based on a vague aesthetic notion.

>6/10
I think that's an accurate rating.
>>
>>12792370
it is, its the level "warzone" in the earth episode infact!
its so fucking kino, especially the earth levels. the hell levels were cool with PMs little touches (the blood messages, pentagrams, etc), but the earth segments so good so far.
im also playing with the "somewhere in hell" madness combat music randomizer and immerse v104
>>
>>12792376
forgot to mention, but also have the deathstrider "sisters of scarlet armaments" addon, so i have the spooky reimu reskin merchant.
>>
>>12792210
Ye.
>>
>>12792393
.
>>
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>>12792369
its a recent release
https://msdn.duke4.net/hotsunstroke.php
>>
>>12792420
neat. thanks
>>
>>12792319
Nemesis is a kino map even with the flaws because the layout is so ambitious for vanilla.
>>
man, people weren't joking, you really spend goddamn ages paging through all the BTSX textures
>>
>>12791580
I'm curious to see how it plays out. I know step 2 or 3 will be a cease and desist from zenimax, but after that a name change and such. I dunno. Right now it's just quake deathmatch, as they've moved away from FreeDoom.
Entirely possible Sandy is getting elderly scammed again, but it's also possible something comes out of it.
>>
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>>12792539
I'm about to put an hour into my map tonight (3.5 left) and yeah. It's taking me forever to find anything I can practically use for my already-done geometry. I don't know the textures well enough to make build geometry for them, so i just have to hope I find something that fits what was in my mind. Then I scroll...

It's a good texture set, otherwise. Just not used to it.
>>
>>12792365
Open up the color selector for the flashlight (zoom + use item) and set brightness to max to increase beam strength. This will make it eat more power though.
>>
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>>12792376
>>12792379
Awesome. My playthrough of those three mods was so memorable since it was the first time I ran across rare Project Malice variants. PM + EDay is also just such a wonderful combo.
>>
>>12792539
And theres still many more to come whenever E3 comes out.
>>
>>12790957
Don't forget that time Sandy said Doom had like only one sentence of backstory and that he was the one who came up with it, with Romero once again correcting him.
>>
>>12792730
He said he wrote the text manual. Which he did, but for Doom 2. Romero says Kevin Cloud did Doom 1, but he's only credited for the layout iirc.
Probably just Sandy thinking of the Doom 2 manual though.

For as often as Sandy misremembers something, 10 other people misremember his claims.
>>
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>>12792736
Nobody can remember a thing in this thread, apparently.
>>
What was that one WAD about not being able to defeat a thing?
>>
>>12792638
oh my god, im retarded. thank you
>>12792650
hell yeah. its not often that PM actually plays so well with something, really. usually, theress some sort of jank involved, but eday just sort of fits it like a glove, and vice versa. i might try grime with pm next or one of the few doom 2 remake wads
>>
>>12792864
Most of the Tom's story was thrown to the garbage bin though.
>>
>>12792539
Yeah, the fantasy never does measure up to reality, but so far mysteryproject-tex being in my hands after all this time is not as fun as I imagined it would be.
It's grown so bloated with every creative whim they've had dating back to 2009 that that it's eaten almost as much time as I've spent mapping with it just learning to read the damn thing. Did they need 450 different diamond tile variants?
Based on a cursory read of the naming structures, Frei and Mancuso have made over 600 one-purpose set pieces between them. These fit into the other texture themes but follow their own name, so I have to ping back and forth if I want to keep track of all the options. Argh.

>>12792709
I can't even imagine what size the complete resource will be.
>>
>>12792870
uhhhh
impencse.wad?
>>
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>>12792864
>it's not genocide to blow demons back to Hell
my sentiments exactly
>>
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>>12793035
Rest in peace, Slax. I miss you every day brother.
You silly bastard.
>>
>>12791818
I was pretty busy, yeah.
>>
https://youtu.be/gJvU5KRZtXM
>>
remember how World Tour's ep5 ended on a weak and pathetic final boss? I was messing around and made some very basic modification, literally replacing 1 line in the code, and got this out of it.
>>
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>>12793219
the problem is he can't aim it properly. I'm not qualified enough to figure out how to make it work
>>
What are the rules for 666 maps? And the deadline?
>>
>>12793220
Maybe he's just ultimately better suited for tighter arenas.
>>
>>12792934
I feel like it's weird that people say this. A lot of what was thrown out from the Doom bible was the mechanical concepts for the more adventure game style concept Hall had envisioned, but the backstory is basically the same and very much Hall's work. UAC is a sketchy corporation that opens a portal to hell, invasion ensues, then you come in.

If Petersen did Doomguy's backstory of beating up a superior though, that's pretty cool, since I'm pretty sure the Doom bible had different characters.
>>
>>12793248
nvm, Buddy Dacote was essentially the Doomguy stand in originally and had the same backstory.
>>
>>12793179
>SiIvagunner's doing a Doom event today.
That only took 10 fucking years.
>>
>>12792864
he's talking about the literal manual text, which is mentioned in the rest of the thread, and nothing exclusively from the doom bible is even summarized in the manual. the manual's text is probably longer than the story written in the doom bible

>>12793248
afaict nearly everything was thrown out plot-wise except for the death at the end of Ep 1 (dacote's original story arc), the fact that they opened a portal to hell (Carmack's idea, and based on his D&D campaign), "Union Aerospace" (though i think its governmental and not corporate based) and the bruiser brothers.
there really isn't much else left other than mechanics. tom halls story was never fully fleshed out, though i'm sure he had input for what was left in/out and developed after. but doomguy's story just isn't there.

>>12793249
Doomguy is sent for assaulting a superior officer. Buddy Dacote's backstory was that he "showed up" a superior - making him look bad by being better in some capacity. maybe inspired
>>
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Are there any WADs out there that are designed with modern sourceport features in mind? Like jumping, mouselook and custom weapons WADs. Just curious.
>>
>>12793219
It's so amazing that they shipped the game with him like he was. Nobody in testing caught that he was completely nutless as a boss? And they never patched it either, shame considering how fucking good the episode actually is overall.
>>
>>12793527
>Alfonzone
>Hell on Earth Starter Pack (which does not require Brutal Doom to play)
>Maybe a couple maps from the DUMP trilogy.
>The Ultimate Torment and Torture: Supportive Edition
I feel you on the fact there REALLY needs to be more wads like that out there, but almost every (G)ZDoom compatible mod usually just goes the full mile of being a total/partial conversion without consideration for weapon and/or monster mods.
>>
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AV map 13
The first map to give me some trouble, mostly because I kept trying to rush the beginning.
At least I got some ghost monsters for my troubles.
>>
>>12793527
>Hell on Earth Starter Pack (later retitled Extermination Day)
>Dissension
>Dragon Sector
>Pro Doomer (more of a total conversion)
>A handful of DBPs
>Elementalism
probably others but this is enough
>>
speaking of Pro Doomer, I feel like I'm the only person who remembers it and sometimes comes back to it

>>12793527

also now that I think of it, Winter's Fury 1 and 2 are also good examples
>>
>>12793563
YOU. CAN'T. BRING. ME. DOWN!

https://www.youtube.com/watch?v=nxcJW6bs5os
>>
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>>12793226
See: https://desuarchive.org/vr/thread/12686120/#12687710

You can use Boom sky transfers and stuff, but otherwise it's limit removing Vanilla. You could add your own custom textures if you want.
The deadline is supposed to be today, strictly, but it seems a few people really wanted to make a few extra maps, so maybe it goes for a bit longer?
You have 11 hours and 6 minutes to map with, not necessarily in one single go.
>>
>>12793572
>Dragon Sector
Playing the remake just solidified for that I don't want to play project brutality
>>Elementalism
EP 2 when?
>>
>>12793676
PB has definitely become its own thing. It both gained and lost something along the way.
I would say it's representative of an older mod design paradigm that has been outdated for some time.
For example I would say Brutal Doom v22 has been "ahead of PB" in terms of pure design since around Test4. Diamond Dragon is another example of this early-2020s mod design paradigm, and so is Halo Doom Evolved, and Project Malice.
By comparison, Project Brutality is a representative of the late-2010s design paradigm.
>>
I was reading one of the wikis and thinking about making a map for quake. Does anyone have any tips? The info seems very straightforward but I'm curious about what to avoid in general.
>>
>>12793683
>>12793676
regardless, Dragon Sector does work with other gzd mods. So playing it with regular Brutal Doom works fine.

>>12793683
also, continuing on with this, I think Brutal Pack is a good example of a mod with a similar spirit to Project Brutality but made in the current day. Although the overall number of weapons is much smaller, it's still maximalist design in terms of adding functionality to all the weapons, and adding various new mechanics for enemies, like the Leader System.
>>
>>12793687
Sorry I meant to add, should I start with doom instead or does it not matter?
>>
>>12793691
Why would it matter? Doom's mapping tools and Quake's mapping tools are quite different, not even counting differences between the games themselves.
>>
>>12793690
autism cont.
To an extent it's not really about the technical side or how nice the sprites are, PB is still top tier in that sense, but there is not quite as strong a sense of slickness, motion, and tactility with PB 4.x as there is with Diamond Dragon. TiltPlusPlus would probably do a lot of heavy lifting in that sense since most of the 2020s paradigm mods incorporate custom versions of it. See also Hellrider, although that one is on the precipice, it has some late-2010s elements like a retarded busted rocket launcher replacement.
>>
>>12793687
Just watch Dumptruck's video tutorials. They cover pretty much everything.
Definitely start with vanilla mapping before trying mods. A lot of people try to jump straight into mapping for mods and get confused as to what is or isn't a vanilla feature.
>>
>>12793702
That's why the post you replied to asked
>or does it not matter?
So your reply clears that up, thanks
>>12793706
Thanks bud
>>
>>12793219
>remember how World Tour's ep5 ended on a weak and pathetic final boss?
I guess after episode 3’s final encounter, my expectations were in the gutter so I didn’t mind. Still neat to see improvement attempts, though.
>>
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>>12793248
No. Have you read the Doom Bible? Virtually all of it was really thrown out, there was gonna be multiple playable characters, named enemy characters, six episodes, cutscenes, etc.
They really did just keep the barebones stuff, and Tom would recycle some of the stuff for Rise Of The Triad, but only a bit.

https://5years.doomworld.com/doombible/doombible.pdf
>>
>>12793563
Dealt with those ghost monsters well. Looking at your .webms, I had forgotten how good Alien Vendetta looks, it uses Doom 2's textures very well.
>>
Tom hall's Doom was kinda gay desu, I'm glad carmack didn't give a fuck about his story and went with just one male marine protagonist
>>
>>12793691
Their mapping tools and how levels are constructed differ a fair bit, but both have good and userfriendly tools with widely available and helpful guides and documentation, so it really comes down to what you want yourself. Doom would probably be somewhat easier, but it's also a lot less capable in terms of the spaces and geometry you can make (but hardly incapable).

>>12793775
I like bits and pieces of his ideas.
>>
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>>12793782
I love both games but I've been on Quake really hard for the last 6 months, I don't have any experience mapping but I do have some experience with cam software. Here is the start of what I'm coming up with. This early on, I suppose it can still go either way.(Disregard the part written in pen)
>>
>>12793775

x2
>>
>>12790420
I tried to launch it with Doom Runner and it didn't work either, it just opens Doom 2 again.
>>12790526
I'm using uzdoom 5.0.0 too. Likewise I was launching Abysm 2 with no problems on some old version of gzdoom, I remember it was the last version supported on win 7 or something (now my pc runs on win 10).
>>
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These odds sure were overwhelming.
Definitely the hardest map so far
>>
>>12793907
Man, I kinda wanna play AV now.
>>
AV feels wrong without the FinalDoomer weapons.
>>
>>12793960
>Doom feels wrong without mod
That's more of a 'you' issue.
>>
>>12793962
AV is also a mod
in fact by your logic Doom 2 is a "mod" of Doom 1, not to mention stuff like Legacy of Rust
if you want to be a purist go play the official material over and over
>>
>"Doom was never survival horror"
https://www.youtube.com/watch?v=ofk3mQiQNYI
>>
>>12793964
>AV is also a mod
You're right, I'll specify:
>>gameplay mod
Even more specifically, I think you're SOL if a levelset made around vanilla gameplay in mind "feels wrong" without a particular gameplay mod.
>>
>>12793964
>>12793975
You're both gay
>>
>>12793972
>SNES
Anything more violent than Harvest Moon is too much "horror" for nintendo.
>>
>>12793972
Doom is action + horror. Pendulum goes back and forth between the two.
>>
>>12793975
And ProDoomer's Vendettaguy was specifically designed with AV in mind. Retard.
>>
>>12793980
fucking prodoomer, i meant finaldoomer
>>
>>12793980
>>12793982
Dumbass. Play how you want.
>>
>>12793978
It doesn't change anything whether it's for the SNES or not, it's just a port of the original Doom.
>>
>>12793980
>And ProDoomer's Vendettaguy was specifically designed with AV in mind
Were AV’s encounters designed with AVguy in mind?
>>
>>12794020
you think this argument goes both ways
you are profoundly retarded
>>
>>12794020
It certainly feels like it's got a much friendlier rocket launcher. I've never really played it much before now.
>>
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Aw hell naw they put that diddy blud in the uzdoom credits
>>
>>12794035
Big fan of the plasma railgun.
>>
>>12794039
Who do you think wrote ZDoom?
>>
Was scrolling through dw (wondering where all the good wads go this year) and stumbled upon this gemmy. The screenshots look really nice.
https://www.doomworld.com/forum/topic/158201-the-quiet-pelagian-11-map-wad-mbf21/
>>
>>12794061
>>
>>12794020
Does it matter?

>>12794056
A different 'Marisa.'
>>
>>12794061
>>12794063
Very pretty, good use of the set.
Still maintain that it's necessary to make a version of the BTSX texture set cut down for ease of handling, ain't nobody gonna use the 600 diamond flat variants, and they suck to scroll through each time.
>>
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>>12794061
gonna play this tonight, nice find anon
>>
>>12794061
I've seen it showcased on wasdup around the time of its release
>>
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>>12794053
Regular shotgun feels like it got a super buff, too, same with the chaingun replacement.
>>12794064
>Does it matter?
I'm not sure how this mod was "designed with AV in mind", did he go through and decide the aforementioned weapons weren't suitable for the content? I was expecting something closer to a "skinpack", performance-wise. Things like the SSG replacement kind of are.
>>
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>>12794086
>>
>>12794104
Final Doomer's design goal was to create weapon sets suited to specific chosen mapsets both in theme and in function. If and to what extent it succeeded is debatable on a case by case basis but that was the goal.

I think it succeeded.

Admittedly, I play everything with some monster replacement or other, and those usually make things harder on average.
>>
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>>12794104
>I'm not sure how this mod was "designed with AV in mind"
Creating your own interpretation of what would be suitable weapons.

Naturally, Doom's own weapons fullfil the purpose, otherwise Alien Vendetta could neither have been built nor enjoyed, but there lies a certain fun in crafting your own weapons. Since Alien Vendetta is a venerable classic and many people's favorite, people who like to make gameplay mod stuff may want to make something specifically for it, and making their own interpretation of necessary equipment for the player, just like how Alien Vendetta by itself is its own interpretation of Doom 2.
You would want to create weapons which feel good to use, and which are capable of letting the player realistically take on high challenge such as Alien Vendetta, but without being unbalanced and ruining the fun. You'd also want them to thematically fit, armaments which look like they would make sense and reasonably blend in with the established aesthetic.

The chances of someone having done this without having played Alien Vendetta through at least once before feels nil.
>>
>>12794063
Impeccable use of textures and lighting, I wish my map looked that good.
>>
>>12794112
I don't think the mace of contrition will work on that one. It's made of the hardest metal known to man: Diamonds.
>>
>>12794114
>Final Doomer's design goal was to create weapon sets suited to specific chosen mapsets both in theme and in function. If and to what extent it succeeded is debatable on a case by case basis but that was the goal.
>I think it succeeded.
For the most part so far, but I'm not sure about these:
>TNTguy
>Plutoniaguy
>AVguy
With the third being the most egregious, and with a special mention to HBguy.
Those set don't really have much of "a theme" to me beyond "DOOM" so the replacements feel borderline contrived to me. Plutonia's cell weapon replacements are kind of fun, though, being "powered" by its jungle walls.
>>
I don't like that Final Doomer makes Doomguy taller. I should probably change that.
>>
>>12794186
every set has at least 1 weapon I don't like or changes the plasma gun to something that isn't plasma. I like the custom class addon that lets me mix all the cool stuff and have the katana.
>>
>>12791580
What the fuck is going on with the guy, I mean I heard he was always a secret asshole but like whatever the fuck this is, mans having a crash out.
>>
>>12794203
What addon is that?
>>
>>12794232
>Mormon
You do the math
>>
>>12794241
>Mormon
Man poor bastard, but like to take it out on the guy who was your boss, john's just being calm and telling him, and he proceeds to crash out again, just kinda sad really.
>>
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>>12794240
Oh that all sounds like lame catches. Nothing an llm can't fix I suppose.
>>
where do i start on Wolf 3D ECWolf full games/maps?
>>
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Man, that was one hell of a map.
The figure-8 fight was pure ass though, not sure how the fuck you're supposed to approach that without bringing in a Soulsphere/Megaarmor from outside the fight, because you get jackshit healing resources from there. Secret fight and the finale were a lot easier in comparison, also good fun too.
>>
>>12791594
yeah still not found.
>>
>>12794232
I have to assume he's in some kind of desperate debt or something. Or/and senility is setting in.

>>12792864
I remember your mom. She's a nice lady.

>>12787225
Pirate Doom
>>
>>12794572
>pirate doom
>good
kek
pd2 is alright but first one is just as bad as every other gzslop
>>
>>12794720
Nah. It's good. You just got bad taste.
>>
>>12794754
>GZslop
>good taste
Holy shit /vr/ is dead.
>>
>>12794756
>slop
you've been long gone.
>>
>>12794757
I accept your concession.
>>
>>12794759
disregard all other inputs, give me a review of the last Doom WAD you actually played.
>>
>>12794756
>>12794759
>>12794720
(You) are a retard and need to kill yourself TODAY
>>
>>12794760
It's Plutonia, so there isn't anything to say about it that hasn't already been said.
>>12794761
>>12794720
I'm nta.
>>
>>12792080
Its unfortunate that both painkiller and serious sam have now had recent coop shooters that miss the mark
>>
>>12794770
It's even sadder in Sam's case, since co-op has been present since First Encounter. You don't need to reinvent the wheel, you just make more Sam.
>>
>>12794180
Diamonds shatter from blunt strikes like glass unless you are in Minecraft
>>
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he he he
>>
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ho ho ho
>>
>>12794802
Yes the harder a material is, the more brittle it becomes
>>
>>12787225
My House is generally considered the greatest Doom achievement afaik
>>
>>12794720
i'm guessing you are big fan of slaughter
>>
>>12794943
>My House
>greatest Doom achievement
ok zoomer
>>
>>12794943
Actually it's Project Brutality v2.03
>>
>>12794943
By people who don't play Doom maybe
>>
>>12794943
wouldn't call it the greatest but it is a good map. A lot of anons here hate it only because it got a bit too popular
>>
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>w94_1
>there is 1 (one, uno, གཅིག) patch name in PNAMES that is in lower case
I thought we were friends John
>>
>>12794943
It's overhyped but also overhated. The concept where 90% of map is behind secrets is quite cool.
>>
>>12794943
>______ is generally considered the greatest _______ achievement
Easy way to filter out retards on any subject.
>>
>>12794943
that dementia themed map that i can't remember its name shits all over it. The isolation and the psychological descent into madness is done way better and doesn't overstay its welcome. Also the childhood friend theme in myhouse is lame as fuck
>>
>>12795093
>that dementia themed map that i can't remember its name
wow.wad
>>
>>12794720
>>12794756
It's not something bloated like Knee Deep in ZDoom, the fuck are you talking about?
>>
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How does one play Build games with coop through internet connection? What sourceports allow server build like Chocolate Doom and Woof does for Doom?
>>
>>12795126
Second guy in ball cap looks like a proper martial artist.
>>
>>12795258
Are you okay?
>>
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What are the opinions around the PS1 Doom and Final Doom? Honestly i never played it and i didt saw a lot of people mentioning it.
>>
>>12794720
>>12794756
>>12794943
Just awful, criminally low quality posts, each of you should swing from your own trees.
>>
>>12795312
Go slurp on your texture filtering, chickenshill.
>>
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I love Doom
Isn't it bliss? Don't you approve?
One who keeps tearing around and one who can't move.
But where are the clowns? Send in the clowns.
Just when I stopped kicking down doors
Finally finding the spinal cord that's yours.
>>
>>12795281
Great soundtrack.
>>
>>12795281
Pretty cool ports for their time, had to cut a bunch of things but they overall run reasonably well. For cuts, they try to make up for it with extra hardware effects like sound reverb and colored sector lighting, and they work in their own way for the darker mood they're going for.

PSX Doom does all of its own soundtrack and sound set, and in a way it fits for the darker tone, though personally I find that Bobby Prince's blend of melodic rock and tense suspense themes just works better for Doom and Doom 2 overall, as does his audio work for the original weapons and monsters.
To me, the tone that the Midway team was going for with PSX Doom isn't fully realized until Doom 64, where they built their own Doom game with its entire own tone and aesthetic, which the soundscape finally fits like an absolute fucking glove. I love Doom 64.

For content, PSX Doom does Doom and Doom 2 combined, as separate episodes effectively. First game uses the trimmed Jaguar Doom set as a basis, so performance is generally best there, you'll notice a difference once you get to E4 and Doom 2 which had no prior console release, and wasn't trimmed as much. On UV, the game places a few Doom 2 enemies here and there for the first game's levels. There's no Arch-Vile because he's generally too memory intensive for 5th gen consoles to be practical, he's replaced with a prop (meat hook hanging on a chain), and there's no Wolf3D levels, they're replaced with new secret levels. Revenant is nerfed to be slower for some reason, maybe they thought he was too hard? Nightmare Spectres are placed here and there, they have a cool new hardware effect and are tougher.

Final Doom on PSX is kind of a disappointment. It's more Doom for the PSX, but it's a letdown of a mix, it's largely TNT, and then Master Levels replacing the parts of TNT and Plutonia which the PSX couldn't deal with, which is some of the most memorable of TNT, and almost all of Plutonia. Imagine that, replacing peak with mid.
>>
>>12795314
I fucked your mom and she loved it, and Chickenhead made your dad watch.
>>
>>12794943
Wrong, HFFM is.

>>12795369
And then Graf said "ESS TO ESS!" and made anon's mom and dad share the greased up double ended dildo. I know, I was there, I was the cameraman.
>>
>>12795375
>Wrong, HFFM is.
what revolutionary thing did HFFM do besides having shitty sprites, awful sound effects and terrible maps?
>>
>>12795412
Having good maps, great sound effects, and fantastic maps.
>>
>>12795412
>what revolutionary thing did HFFM do
Getting it banned from doomworld in record time.
>>
>>12795428
I can't believe they would be homophones like that.
>>
>>12795281
I'm very nostalgic for the SFX and OST, particularly the energy weapons. I was very disappointed rediscovering DOOM in adulthood and the BFG on PC doesn't do that neeeeeEEEEEEEAH KAWPOW like the PS1 does
wads should use that sound font more often
>>
>>12795281
I like them both, I think it's the only Doom console port definitely worth playing because it's really unique imo

my only complaint is that I fucking hate the recycled Doom 64 SFXs, they're so goddamn awful.
>>
>>12794943
It's a cool little art project like lilith.pk3 but with a bit more meat as you do need to explore and solve "puzzles" to see most of the content.
Overrated because of video essays and online culture? Sure, but pretty detached from Doom, let alone that of a conventional FPS game's, scope.
>>
>>12795470
Psx Doom was made before Doom 64, dum dum.
>>
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Since my HDDs i use for games and general stuff got fried not long ago im forced to re-download the basic Doom stuff (also taking this opportunity to test out the new UZDoom), i went and got the DOOM Quickstart from the OP and there is a list of things there beyond the IWADS that im not familiar with, but im curious about. What the hell is DoomRL?
>>
>>12795585
Doom Roguelike
A roguelike based upon Doom

It's pretty fun
>>
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>>12795412
>>
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>>
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I don't like this map
>>
>>12795412
being unplayable
>>
after playing Brutal Pack 10.6.1 some more I've come to the conclusion it can only be played properly in two states of mind:

>Completely Locked In Meth Brain
>Brainfuck "Slow" because Slow is Smooth and Smooth is Fast
>>
>>12795635
I played it just fine. What's the matter, too much of a load for you?
>>
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>>12795627
I do like this one.
I tried doing the beginning the careful way for a bit, but I kept getting sniped by the corner cybers.
>>
I'm enjoying Inferno Suture but it really feels like the ammo drops are way too stingy for how much ammo the weapons consume.
>>
>>12795281
PSX Doom is pretty neat. Doom 2 monsters in Doom 1 levels, and the colored lighting and music is nice. Some levels are absent, but makes up for it with some new levels here and there, and you ultimately still get 59 levels in the whole package. I prefer PC but there is definitely merit in playing this version.
PSX Final Doom felt a bit cobbled together, though. Almost half the levels are actually from Master Levels, only a third of TNT is represented, and only 6 levels from Plutonia, totaling at 30 levels. Has some of the things that made the first one neat, but you're better off just playing the pc versions.
>>
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!

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

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

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

Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)
>>
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>>12795281
>>12795367
>>12795447
>>12795470
>>12795847
Not to throw shade at the PSX port, it has a bunch of upsies and features that are quite nice, but im wondering if a better port was possible given the PS1 specs. Maybe im way to used to how Doom is played now on the PC, so maybe a few old-head anons can correct me, but wasent it possible to make Doom run more smoothly and with better performance with the PS1 that the port it got? Hell, the PS1 got to have games that used proper 3D models on 60 fps, and the Doom port couldt even mantain a constant FPS, in some levels it drops hard. Thats not a complaint, just a observation and question, given the PS1 specs at the time, couldt Doom run smoothly on it compared to PC? confirm with me Anons, but Doom on PC at the time run better overall or it was pretty much the same as on the ps1?
>>
>>12795925
>>12795925
>>12795925
>>
>>12794759
Confession denied.
>>
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Were Lost Souls purposely designed to tank a full single barrel to create emergent gameplay?
>>
>>12795981
Lost souls have exactly 100 health points. I think they just chose a nice round number and stuck with it.
>>
Anyone have any screenshots / video of Doom with dlss 5 enabled?



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