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File: mistakes.png (907 KB, 717x824)
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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12804150

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/
>>
File: planisphere 2.png (220 KB, 1280x960)
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=== CURRENT PROJECTS ===
666 Minutes of /vr/
Game : Doom 2 | Format : Vanilla (Limit-removing)
Resources & Rules : >>12687710
Repo: https://gitgud.io/GreenAnon/btsx-project/
RC1: https://files.catbox.moe/vxxgx6.zip

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

=== NEWS ===
[09-11] Quake II PSX Jam 2 released
https://www.moddb.com/mods/quake-2-re-release-psx-jam-2

[09-10] 666 Minutes Of /vr/ RC1
https://www.doomworld.com/forum/topic/160124

[09-09] New Dawn released, an MBF21 weapon mod focused on powerful and fun weapons.
https://r3voke.itch.io/new-dawn

[09-09] Nugget Doom 6.0.1 released
https://github.com/MrAlaux/Nugget-Doom/releases

[09-08 ]Woof! 16.0.0 released
https://github.com/fabiangreffrath/woof/releases

[09-08] Anno Doomini released
https://www.doomworld.com/forum/topic/160089

[09-04] Property Damage released, a mini-mod of destructible props + extra goodies by Pillowblaster.
https://www.youtube.com/watch?v=En0F2eofDyI

[09-03] Dawn of the Machine's source code added to Quake rerelease's Github
https://github.com/id-Software/quake-rerelease-qc

[08-30] Divine Twilight Chapter 2 updated, bug fixes, map changes, full OST
https://www.moddb.com/mods/divine-twilight/downloads/divine-twilight-chapter-2-11

[08-28] UZDoom 5.0.0 released https://github.com/UZDoom/UZDoom/releases/tag/5.0.0

[08-26] DRD Team will stop updating all Wolf3D & Doom engines on its website on Oct 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-release
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

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
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Good lord. This thread's image is the most revolting yet.
>>
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>>12810342
It's really old. Also I had already used the Planisphere 2 joke for the thread before last.
>>
>>12810345
Oh yeah, it's 9/11. Took a second to sink in.
>>
ok, so i have a 12 year old autistic nephew who does nothing but play roblox and watch mlp and i want to get into him manly hobbies like retro gaming. do you think he's old enough to play doom yet, even though the game is rated M? i played this stuff on release when i was a little kid and my parents didn't care, but his parents might be like iTs ToO vIoLeNt

i've been thinking about buying him Doom+Doom II for his switch on christmas, he's an ipad kid who's not good with tech so he's not gonna be able to figure out a source port
>>
>>12810351
Doom is pretty fucking gory, Adrian really put his elbow into those death animations and decorations, but it's up to you. I first played Quake 2 at age 5, Diablo and Starcraft at age 6, and Doom 2 at age 7, but I didn't actually think all that much about the gore at the time.
Romero felt his kids were old enough to play Doom when they were 6.

Has he played other games which feature blood and gore?
>>
>>12810351
Chex Quest and The Adventures of Square exist, though Doom isn't as manly a hobby as you seem to think so you're probably baring up the wrong tree there.
>>
>>12810359
no, he hasn't. he doesn't even play fortnite. this would be first experience with rip and tear huge guts and an actual FPS that isn't minecraft
>>12810360
pic related has me convinced otherwise
>>
>>12810351
>old enough
absolutely. See how he handles Doom and if he likes the flow, get him into Quake asap.
>>
>>12810351
You should strap his skinny ass down and force him to play Quake on nightmare in the dark, preferably in a shed in the middle of the woods with a ball gag soaked in bleach in his mouth.
Whenever he dies, take a Pony toy, place it in front of him and shock his nuts.
Caution him it's no time to be thinking about gooning to that fucking thing. Destroy it in front of him.
Repeat the process until he succeeds in completing a level correctly, i.e.: all kills, all secrets.
When he succeeds, give him a loaded shotgun and instruct him to destroy another pony.
If he refuses, shock his nuts again.
If he executes the spawn of pink homosexual Satan, let him play another level.
Condition him to see MLP as just another form of Shub-Niggurath's carnal heresy.
Repeat this until he has killed Shub-Niggurath.
Bring out all his personal belongings and instruct him to burn them.
If he refuses, he is beyond saving.
If he complies, a child dies.

A man of true purpose takes its place.
>>
>>12810365
>pic related has me convinced otherwise
You are very stupid and I pity your nephew.
>>
>>12810365
That's a comic book.
>>
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Found a slime trail in 666min map01.
Also, I really hate this map and don't think it's a good candidate for a first map. It took me nearly 20 minutes to find where the blue key is, because it's locked behind a button that is unlocked by an easy to miss switch on the opposite end of the map.
>>
It's real surreal playing Unreal for the first time after playing Deus ex like 10 times
There's so much DNA of it in there
>>
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>>12810424
>>
>>12810460
No I was lying
I haven't even played either of those games, I just wanted to impress you all so much
>>
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Do you guys like this WAD?
>>
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>>12810471
>>
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>>12810475
>>
>>12810351
I play quake with a 6 year old girl but it depends on the kids. I wouldn't let mine near roblox because troonies and pedos, but they are allowed to shoot demons in the face.
>>
>>12810376
Hire this man
>>
>>12810471
Yes. I fucking love Golden Souls 1 and 2.
>>
>>12810484
his mom doesn't let him use the roblox voice chat (only direct voice calls with people he knows in real life) then she wonders why he constantly gets kicked out of lobbies for no clear reason

he can't read because his autism is so severe but the silver lining is he's never gonna end up talking to those >>>/mlp/ horsefuckers
>>
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>>12810468
>>
>>12810510
What are you doing in the bathroom?
>>
>>12810471
Honestly, no. I've never played it but based on the fact I don't like bing bing wahoo shit and have no Nintendo nostalgia (hell, I never owned a single console by them) it just didn't appeal to me enough to give it a shot.
I respect the effort, it certainly looks good on a technical and artistic level and I'm sure it plays great.
But I don't want nor like bing bing wahoo shit in my Doom.
>>
>>12810471
I think it's pretty cool. Enemies are a bit tanky, and the weapons could be a bit more tight, but it's a very fun and enjoyable set.
I only ever got around to playing the first one though, and I think it wasn't complete at the time.
>>
>>12810512
Maybe you should try getting a job
>>
>>12810512
Electronic old men.
>>
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Doom II truly sux ass? idk where the hate comes from for this game (especially lately), yeah is not perfect but overall i find it as a enjoyable game, maybe you can find reasons to dislike it but Hate? what you think anons?
>>
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>>12810365
The Doom Comic was so bad it became the big community joke for decades, till NuDoom made an almost entirely new audience take that fucking line seriously.
>>
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>>12810527
I think a couple of the levels are kinda weak, and also that maybe some of the level orders and pacing could be a bit better, but overall I think it's a very solid game on its own, setting aside the colossal mapping potential of the new stuff (which is what truly made Doom mapping immortal).
I really love maps like Crusher, Tricks & Traps, The Spirit World, The Living End, etc.
Some of the reasons that Doom 2 is the way it is, is because of time limitations, which is why Icon Of Sin is what it is, a rushed compromise so as to have SOMETHING new and novel at the end of the game as a boss, even if it still leaves something to be desired.


Things that I think would have improved Doom 2, and which could probably have been possible with a better window of time, ergo me dreaming:
>divide it up into episodes with intermission maps, maybe 3 or 4 each
>(I guess create more Wolfenstein levels, or maybe D2TWID it and do Keen, also actually do Mecha Hitler and a few more of the Wolf enemies)
>make Romero and American do a couple more maps, make Sandy do a couple fewer so he can polish his other ones more
>use those brick window textures/midtextures more for the city levels, to sell the urban theme a bit more, also maybe make a few variants on them from the other brick textures for visual variety
>give Adrian the time to get Greg on the phone again and work out and create a proper final boss
>(honestly I don't even hate Icon Of Sin, I think he's cool on just visuals alone, maybe make him an E2 boss or something)
>a bit more variety on music used, reuse a few tracks less (one or two of the unused ones are good to use, and I'm sure Bobby could have knocked out a couple of extra ones
>move Willits's desk into the basement
>make some of the things about the game less hardcoded so that less of DeHacked would be necessary, invent MAPINFO in advance, etc
>>
>>12810552
>make Romero and American do a couple more maps, make Sandy do a couple fewer so he can polish his other ones more
It's the one thing I can't really hold against Sandy, dude was doing way more than he ought to with both Doom1 E2+3 and Doom2, they probably would have been a very different gams if Romero were made to do a fair share of the maps.
>>
>>12810552
icon of sin is my favorite boss fight in all of FPS both modern and retro and you think its rushed?

shub niggurath is cool but eventually you run out of monsters and its not as challenging
>>
File: PRCP 32.webm (3.88 MB, 960x540)
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>>> CLASSIC DOOM CHALLENGE <<<

Record a ITYTD (Skill 1) Max demo of Plutonia Revisited Community Project map 32 "Have @ It" by William Huber
Reply to this post with a demo & your time.

Wad download & records:
https://dsdarchive.com/wads/prcp?level=Map+32

Example demo in 9:01:
https://files.catbox.moe/2btiar.lmp

Previous challenge Winner: JPCP map 07 in 3:37: >>12799982

I wanted to add some variety besides UV-Max and try a map that's normally too difficult for challenges. For those unaware, this skill level halves damage and doubles ammo so you can use the BFG more and take more risks. The only time I almost died was at the start of this video because I was trying to avoid accidentally exiting. There's potential for improving this time a lot if you memorize the layout more than I did (progression after the blue key is weird).

>>12810332
>>
>>12810527
I think it's fine. It could have been more but a lot of the odd choices, such as it being a glorified expanion pack to Doom 1, are basically a sign of the time the game was made in.
I'll happilly say the music selection mostly sucks. I think only The Healer Stalks, Shawn's Got the Shotgun and Waiting for Romero to Play ever stuck out to me. Everything else is soft, overly repetitive or just doesn't fit the levels they're paired with.

>>12810552
This could make for a fun project, actually, and it could handily be pulled off with MBF21. I always thought Legacy of Rust's additional content (flame weapons, couple of new monsters that didn't make it to Doom 1, more involved level design and texturing, the ability to better depict lived-in spaces) would really get Doom 2 to feel like it's a proper sequel and not a glorified expansion pack.

>>12810589
I think the IoS is kinda shit becase it doesn't really test your skills. Sure, you still need to dodge monsters and there's an implicit time limit, but spending hours learning the game shouldn't boil down to lowering a lift and shooting a rocket into a hole in a fancy wall.
>>
>>12810596
>I think the IoS is kinda shit becase it doesn't really test your skills.
This, the Cyberdemon and Spider Mastermind at least to some extent test what skills you've learned with fighting the normal monsters throughout the game, the Icon of sin just tests that you can press buttons and shoot rockets at the romero gloryhole.
>>
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>>12810571
I think Sandy still did a good job in spite of that, he still made some of the best levels in the game IMO, even if Romero made the best one.

>and you think its rushed?
I guess I'm actually going by one of Sandy's claims now, so take that with some salt, but the way he's described is that him and Adrian really wanted to do a new monster model for a final boss, but that they were told there wouldn't be enough time to have a new model made, thus the Icon Of Sin was something they improvised.

I think that it's actually a pretty good improvisation if that's the case, he looks and sounds badass, and there's the epic quality of fighting a huge as fuck demon like that, but I'd also really have liked to see what they would have wanted to do instead (even if I'd like to also keep him).

>>12810596
>I'll happilly say the music selection mostly sucks.
I think there's lots of other great stuff there, it just needed to be a bit more. Getting Too Tense, The Dave D. Taylor Blues, Into Sandy's City, Demon's Dead, etc.

>This could make for a fun project
It could be, but it'd be a lot of work.

>more involved level design and texturing, the ability to better depict lived-in spaces
A lot of this owes to targeted system specs at the time. Downtown looks like it does because they wanted an i386 to be able to reach about 20fps average for most of any given level.
>>
>>12810594
Gonna have to sit this one out, chief. I only play on UV.
>>
>>12810608
>Downtown looks like it does because they wanted an i386 to be able to reach about 20fps average for most of any given level.
Yeah there's at least one or two unreleased versions of it that were bigger, one having something of a dockyard on it.
>>
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>>12808960

Ugh. Running the map through elfbsp helped the problem a bit and also eliminated the slime trail >>12810390 but i feel like node builders (and i tried several!) could do a better job at splitting linedefs.

Elfbsp has -c option which supposed to tune how often it splits. The lowest value you can set is 1 and it's not fucking enough. E.g. the worst offender (linedef 1494) is only split in 6 segments and some of them them still wobble because they're still too long. And if you look at node builder's source code it's full of retarded heuristics with hardcoded coefficients so I don't even know how to make it do more splits.

I did split the most noticeable linedefs into 128-sized segments by hand but may have missed some. I'm not going through all of the skyscrapers lol
>>
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I apologize for dragging, I thought I'd get it done sooner but it's not until now that I finally had free time. Work fucking flows out of me now though. I've got 75 minutes left on it.

>>12810634
The skyscrapers are in the background anyway, it's much less noticeable.
>>
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>>
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>>12810351
>i have a 12 year old autistic nephew ... and i want to get into him
wtf mods
>>
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Wish Quake 1 has proper model replacement skins like 3.
>>
>>12810351

just give him a copy of Doom 1+2 for his switch, it comes with all the expansions and I think the PWAD archive as well

and keep his autistic ass away from groomworld or they are going to flip him like a goddamn pancake
>>
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>>12810740
What does this have to do with DW, Ivan?
>>
>>12810765
Doombros... Not like this...
>>
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>>12810765
what the fuck is this i see on every thread?
>>
>>12810739
But it's different when WEEEEEEE do it because we're the GOOD GUYS™, only we have the magical make bad things good powers.
>>
>>12810552
I also really wish the Wolfenstein levels had more enemies, even if it would just be the dogs and Mecha Hitler, just for the extra dehacked possibilities. Dogs would basically just be another enemy for replacement beyond the WolfSS and the Keens, but could at least be resprited into a demon-possessed attack dog and placed with other zombies like Quake 1's rottweilers. The lack of a Mecha Hitler was an even bigger fumble IMO for the possibilities.
>Would be 2 whole enemies technically: both in and outside the mech suit.
>Could be useful for a custom boss with two phases, or both Hitler replacements used simultaneously, with the mecha one being a "harder" version of him.
>Alternatively, just the mecha hitler character could be used, and the unsuited one could be replaced with an item or weapon of sorts, using reverse logic of that one Rekkr boss that replaces the shotgunner and the shotgun he drops for a 2-phased boss.
>>
>>12810793
Word cloud of words from the previous thread.
>>
>>12810793
It's something I generated using this site: https://catalog.neet.tv/harlequin.html
>>
>>12810781
Yes anon, that's the joke. Our X vs Their Y, where X and Y are the same thing described differently.
>>
>>12810680
IIRC Q1 doesn't even use bone animation systems, so no wonder you can't very easily slap a skin on top of something else.
>>
>>12810825
Q1 just wiggles the vertices.
I for one miss wobblin verts...
>>
>>12810825
>Q1 doesn't even use bone animation systems
Neither does 2, 3, or Live.
>>
>>12810859
Q3 doesn't use skeletal animations? Jesus.
>>
Very new here, do people make maps for doom 64?
>>
>>12810825
Easiest solution I can think of is to plain crowbar in a system for skeletal anims in one of the sourceports.
Not replacing vertex animations, just making it able to do both.
>>
>>12810891
Half-Life is the one that really pushed that. It's one of the few things the game actually owns a claim to fame and innovation on.
>>
>>12810903
A few do, but not many. There's at least one or two megawads made for it by this point.
>>
>>12810909
Im guessing combining assets with Doom 1/2 and mix and match as you please is not possible right
>>
>>12810910
There's been a bunch of mods and conversions to Doom64-ify Doom 2 over the years if that's what you're asking.
>>
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>>12810907
HL innovated tons (even if lots of ideas Gabe and crew were cooking never made the cut, like living changing ecosystems, moss growth, etc). I'm not sure what that backhanded compliment is about.
>>
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>>12810925
It's actually absurd how much attention to detail they gave things that the average player will never appreciate.
>>
>>12810910
I suppose you could, but I don't think it would be particularly visually congruent, Doom 64 very much has its own distinct aesthetic. Also Doom 64 uses slightly larger scaled sprites, so a Doom 64 Imp would look bigger next to an original Imp, for example.
>>
>>12810928
>>12810925
This shit never comes into play
Why waste time programming useless stuff
>>
Pelagian is fun as hell thanks for recommending the wad anons.
>>
>>12810934
Because it's cool. Next question.
>>
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>>12810934
Because it's SOVL. Honestly, their only crime is they should have arranged rooms where the behavior is more evident. Like a room full of cockroaches where you can turn on the light and they scatter.

But it's not all superficial. Here's some actual gameplay effecting things.
>>
>>12810928
We peaked with roach AI. We just didn't know it yet.

>>12810935
It's indeed pretty fun. Might craft a little weapon pack for it if I get the itch to mod and don't feel like doing a ZDoom again.
>>
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>>12810939
Here's some behavior I've personally witnessed. I didn't realize the vort was more or less docile at the time though.
>>
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Might as well post the other clips I have saved. Marph's videos used to be the thing I most looked forward to on Youtube.
>>
>>12810936
>>12810939
I dont disagree but its objectively a waste of dev time unless the roaches behaving that way actually matters for a puzzle or something
>>
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>>12810952
That mindset is why so many games feel so fuckin stagnant and dogshit nowadays: No one must ever make anything superfluous. It all must be in service of making the game so it appeases the investors.

Let devs make weird and cool stupid shit, I say.
>>
>>12810939
>SOVL
So you do have any original thoughts or are you just gonna continue parroting this meme?
>>
>>12810959
Obviously some superfluous elements for the sake of immersion is good
But I think they went overboard and that actually designing a shooter was not their priority rather they wanted to innovate on autistic stuff, which is very cool but not what Id do thats all
>>
>>12810952
For some people, game development used to be a "passion" thing. I want to get back to that.
Besides. I guarantee they spent less money on useless shit with a 30 man dev team than a current triple-A studio with literal thousands of people. Layers upon layers of managers, HR, etc. Fire all of them and cut the nerds loose on making whatever asinine features they want. That's how game dev should go.
>>
>>12810961
If you don't understand what I mean regardless of the exact meme of a word I chose, it's pointless to try and speak to you. You will never understand.
>>
>>12810967
If you can't properly articulate your thoughts into meaningful words rather than just mindlessly repeating that single-word meme, then maybe you just never had any thoughts to begin with.
>>
>>12810963
That's all fine and dandy. The more utilitarian design you're looking for would be stuff spearheaded by Carmack, like Quake 3.
>>
>>12810970
I'm not going to jump through your hoops and avoid your personal trigger words. Make an effort or excuse yourself from the dialogue. I don't gotta do shit.
>>
>>12810971
That had it's own problem, the more control he got, the less well stuff did, he needed gameplay and various other types to offset him being mr hard focused engine developer.
>>
File: 1661619189217915.webm (2.56 MB, 854x480)
2.56 MB
2.56 MB WEBM
Never forget what was taken from you (in some regions)
>>
>>12810934
s'cool
>>
>>12810973
So you really don't have anything worthwhile to say.
Duly noted.
>>
>>12810983
Once you throw out all the words I did say, I suppose. Whatever, keep being triggered.
>>
>>12810976
>hand-animated low-poly breast bouncing
Recently had to do do this for a project and it's very underappreciated how much effort that takes - and especially would have back then with shittier tools.
>inb4 just bake jiggle physics simulation to keyframes
That often doesn't look great without extra bones and/or geometry, and you still have to make sure each animation can naturally loop or flow into other animations.
>>
>>12810970
He posted a bunch of other words after it too. You obnoxious cunt.
>>12810952
It subjectively makes the game more fun - to those with soul...
>>
>>12810952
>objectively a waste of dev time
I can bet my nutsack that all these little AI touches were result of boredom. If you ever made something you would know that feel, sometimes there's a call to make something tiny, stupid and barely noticeable. All these little touches do not change a thing, but they were most likely a fun exercise for people who worked on it. It couldnt be a waste of time because the big crutch of HL was the maps they had to completely redo at some point in dev, and coders were not mappers.
>>
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anyways have another Dukepic
>>
>>12810925
>I'm not sure what that backhanded compliment is about.
Because it's a very common occurrence that people will say "Half-Life innovated tons" and then point to things that are either very iterative instead of innovative or things that have outright already been accomplished by other releases. It's a constant point of ire for both appreciating those games that actually were innovative AND for appreciating what parts of Half-Life actually were, since the double whammy is that the fascinating reality is overshadowed by the casuals' mistakes.
>>
>>12810959
You see someone asking for substance and instead you can only see the options being fluff or utilitarianism. Lame.
>>
>>12811021
HL's devs might have put in systems other devs accomplished first, but it's not like they ripped other peoples' code to do it. Their accomplishments are real and there's TONS of real innovation they did, using the fucking Quake engine of all things.
If you want to knock a game down a few pegs, you should be railing against Halo. Now THAT'S a game that retread ground.
>>
>>12810993
I'm actually naturally good at it. Manually animating bricks falling and bouncing off eachother, or physics-looking curtains, or boobs. I've done it all bab-y.
Not that it matters, everyone else just bakes out a physics sim an alters it to loop. But sometimes it's faster to just toss a few joint chains in some fabric and go to town.
>>
>>12811027
If that anon is motivated enough to complain about it, then that's what he wants.
>>
what's the best way to play wolfenstein 3d?
>>
>>12810993
>That often doesn't look great without extra bones
That's exactly what was done, anon.
>>
>>12811030
>there's TONS of real innovation they did
Eh, meh. Nah.
>you should be railing against Halo
I dunno. Halo actually does have a lot of strong steps in terms of the sheer ubiquity of its vehicles and the use of mixed-unit enemy squads. It's still pretty uncommon today to see a variety of distinct enemy types working together dynamically in the way they've done.

Its retreading ground is more internal, i.e. the fact that it's otherwise a slapped together game where you literally are retreading the same ground over and over again, lol.

At most I'd probably just rail against them in equal measure. They'd both rather derivative and boring to play in their own ways.
>>
>>12811046
>Eh, meh. Nah.
Watch Marphitimus' videos on what's going on under the hood and try telling me the same thing. It will blow your mind what they were doing with the fucking Quake engine.
>It's still pretty uncommon today to see a variety of distinct enemy types working together dynamically in the way they've done.
What the fuck does "what's common today" have to do with a conversation about innovation? You want to give them a gold star in something we weren't even arguing about?
>>
>>12811043
By EXTRA bones I mean more than the absolute bare minimum of one bone per breast - which is exactly what that video shows, you ESL sperg.
>>
>>12810351
I have a 10 years old brother and I tried to make him play Doom but he got bored quickly on both of my attempts. He prefers to play Tekken 3 with me instead or Fighting Force.
On topic of manly hobbies: gaming isn't a manly hobby, it is just that men game oftenly. Manly hobbies are fencing, fishing, hunting, repairing cars, playing accordion, stuff like that. Anyway, coercing people to behave in a certain way is evil.
>>12810765
What do you use to make these?
>>
>>12810765
Nevermind, I'm blind >>12810808
>>
Is there a term for the scenario, where a mod has poorly defined borders that allow the player to UN-intentionally enter a section of map that results in falling through the map?
>>
>>12811069
>ESL
Imitating other peoples' use of an insult doesn't mean that you actually understand it. Somebody having a different conception of what constitutes an extra bone says absolutely nothing about their native language.
>the absolute bare minimum of one bone per breast
The bare minimum number of bones is zero per breast, using soft-body physics alone to control the flesh.
>>
>>12811098
>using soft-body physics alone to control the flesh.
Ah yes, how could I forget Half-Life's incredible soft-body physics all the way back in 1998!
>>
>>12811042
ECWolf for pure vanilla (high framerate, modern resolutions, WASD controls, automap that sucks by default but is great if you enable Draw Floor Textures in the Automap Options). Brutal Wolfenstein for the definitive Wolfenstein 3D experience on the GZDoom engine with faithful level recreations, more weapons, more enemy types, etc.

https://maniacsvault.net/ecwolf/download.php
https://www.moddb.com/mods/brutal-wolfenstein-3d
>>
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>>12811074
Time to put him on Brutal Doom.
>>
>>12811098
Holy shit, what is with you fucking retards accusing everyone else of being akin to automatons and then immediately saying the stupidest fucking garbage. Who the hell let you out of your straight jacket you god damn maniac?
>>
>>12811053
>Watch Marphitimus' videos on what's going on under the hood
But I have
>What the fuck
>You want to give them a gold star
Hey, settle down
>>
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>>12810925
>>12810939
>>12810942
Very majestic.
>>
>>12810949
His YouTube is still up, you had me worried he had an epic meltdown and deleted everything
>>
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>>12811220
>But I have
Then you're a fool.
>Hey, settle down
You are vastly overestimating the energy or anger it takes to type these words.
>>
>>12811317
I only said "looked forward to" past-tense because he doesn't actively make them anymore.
>>
>>12810891
Nope. They did attempt to implement it during development but it didn't make the cut and ended up getting replaced with old style keyframe animation.
>>
>>12810891
They used a skeleton rig in PowerAnimator, having one in-engine doesn't matter as much as you may think.
>>
>>12811445
>having one in-engine doesn't matter as much as you may think.
Not so much for the developer, but it does make things harder for the modder since you can't reuse the same skeleton animations for your new models, you have to make your own.
>>
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>Go get raped by a pack of NSFers
>>
>>12811370
>Then you're a fool.
I told you that you should settle down
>You are vastly overestimating the energy or anger it takes to type these words.
You are assuming that I consider that at all. Rudeness is simply not to be tolerated, regardless of what fuels it or its measure.

You've insulted me twice. Both through your actions and words, and in your inability to actually discuss these things. If you just wish to regurgitate an approved opinion, then that's just masturbatory, and you should apologize for it. It's not good netiquette.
>>
valve programmers coded all that shit just for casali to make on a rail
>>
>>12811490
Bless him for that.
>>
>>12811483
>Rudeness is simply not to be tolerated
You're in the wrong place for that. Make an effort to fit in.
>>
>>12811505
He's not wrong. Generally if you're rude to an Anon or several at once, they're not gonna tolerate it and they're most likely going to fire back.
>>
>>12811483
You are simply wrong. And to such a degree it warrants me calling you stupid. And I know /vr/ is soft relatively speaking, but goddamn, it's still not your hugbox.
>>
>>12811505
>You're in the wrong place for that.
Always hated that misconception. It lead to all the people coming here over the past 10 years in particular having the expectation that this was the place to be obnoxious and get away with it. That anonymity and open speech means people have to suffer you being rude, rather than being free to say things of substance regardless of controversy and without being affected by username baggage.
>>
>>12810471
It's very nice but the boo house level was fucking annoying.
>>
Is there a Cave equivalent in retro shooters? I feel like a lot of the refinement and heavy lifting of defining the core of the genre almost falls to WADs and community based content.

I'm a bit retarded and it's just an observation
>>
>>12811042
>>12811112
when going "vanilla" with ecwolf, I would also recommend applying this
https://forum.zdoom.org/viewtopic.php?p=1254383#p1254383

I find the original graphics to be too much blocky nowadays, the guns especially
>>
>>12811549
Yeah we are the Cave equivalent, any guy that learned to map is
Difference being unlike cave we didnt succumb to gacha shit for 15 years and then forgot how to make wads
>>
This was a nice palate cleanser after Stagnant Weather. I need something to do with Blastmaster and Past-Linked.
>>
What are some good roman themed wads?
No, I have nothing to do with that one testosterone-obsessed anon.
>>
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>>12811684
low testosterone plebian with moorish blood :DDDD
>>
>>12811658
>I need something to do with Blastmaster
I find industrial-ish stuff like Monster Hunter LTD fits with that set
>Past-Linked
Brotherhood of Ruin fits, even if it's a bit of an obvious one.
>>
>>12811703
Ahh, I should have specified I was thinking of DBPs. Also for Past-Linked I'm more in the mood for tone whiplash. I think I might play it with Project Malice.

Looking at Alien Bastards, that might work for Blastmaster.
>>
>>12811732
>DBP
Caustic Industry might also work for Blastmaster, here's my acid rain edit of the Universal Rain mod in case you go for that one since it adds a neat touch to the maps.
https://files.catbox.moe/g4sjg9.zip
>>
>>12811739
Nice. You know what, I think I'll try that one with The Deriver later. Moody acid rain for the edgy man.
>>
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>>12810770
>What does this have to do with DW, Ivan?
>t. Magnus-Valdemar Saar (parents' given name)

Question to /vr/: What are some famous retro fps mappers/modders from the countries you don't often hear about? (e.g. Estonia, Latvia, Lithuania)
>>
>>12811658
>Blastmaster
Lunar Strain
>Past-Linked
Marble Hill
>>
>>12811527
Shut up faggot
>>
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This automatic shotgun looks somewhat familiar.
>>
>>12810332
Filmdegminiatures just released "Doom - An Oral History from the Game Developers" on youtube. Go check it out. He's doing valuable work with these developer interviews.
>>
>>12811747
I think I was saving Lunar Strain for whenever I felt like playing Genocide Device Echidna again. And I've played Marble Hill too recently with Kustam. I think the next time I play it will have to be with Treasure Tech.
>>
>>12811120
You may be surprised but he didn't liked it either. The second attempt was me trying to show him some mods. I guess it is irrepairable.
>>
>>12811794
Is Trasure Tech still abandoned? Last time I checked there was no update for a long time.
>>
>>12811819
It's not abandoned, it's just a combination of dude's been working on the campaign for it and ended up in hospital with some serious shit.
>>
>>12811794
>Genocide Device Echidna
Cool mod is cool, even if it's power fantasy as fuck.
>>
>>12811753
>Oral
OOOOOOOOOOHHHHHHHH MYYYYYYYYYYY
>>
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>>12811832
https://voca.ro/1ilZ8wTbzXwX
>>
>>12811819
>>12811829
Last post about it was in July, asking people to send in voice reels for two of the enemies.

>>12811831
Yep. My only real issue with it is the first three guns all basically do the same thing and it's kind of boring.
>>
>>12811865
>Yep. My only real issue with it is the first three guns all basically do the same thing and it's kind of boring.
I kind of like the different firemodes depending on if you hold them or not.
>>
macwolf is one of the ugliest computer games ever made, it looks like it was generated by an early LLM
>>
>>12811749
Nah
>>
>>12811872
I never did quite love it. The assets are redrawn and all, but not 100% (you can spot a few unfinished bits here and there on some sprites), and they plain discarded rotations entirely to save on time.

Honestly, the original scale resolution just lent itself WAY better to the 90 degrees perfect block increment design.
>>
>>12811490
one of the more interesting chapters, also it wasnt made by Casali. He did one before it, Power Up
>>
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>>12810390
Another lighting bug on map31
>>
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>>12811881
Apparent softlock on the same map. No way back up, the lava doesn't damage either.
>>
>>12810971
that game that had a chatbot just for kicks?
>>
>>12811870
It's a neat mechanic. I just don't really like it on the shotgun.
>>
>>12811908
I suppose it's an easy enough personal taste edit, it's not like she's liable to revisit the mod anyway.
>>
>>12811912
Yeah, it's one of the first things I did. Last time I fiddled with it, I went back and re-enabled the pistol, had the shotgun drop off shotguns, and moved the Thumper and Prometheus Cannon to the SSG. You get the Thumper first and then the Cannon removed and replaces that and prevents the other from spawning again. Next time I wanna mess with the pistol some more and nerf it a bit. Basically just turn it into a single strong shot.
>>
I think the nuclear winter ost gave me christmas-related psychosis
>>
>>12811930
what the hell is that ugly HD statusbar, explain yourself anon
>>
>>12811935
no
>>
>>12811935
I believe it's the hud from megaton edition.
>>
>duke
more like puke lmao
>>
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>>
I finished 666mins. Fun WAD overall, but MAP05 was my personal favourite.
>>
>>12811935
>high resolution interfaxd elements for “crunch pixel” shooter
The Nightdive ports do this all the time, too, though not often as blatant via the hud.
>>
>>12811819
>>12811829
he also spent months developing and making sprites for a new BYOC class only for it to be scrapped
>>
>>12811959
what map?
>>
>>12811986
Damn. What was it? Does he have any other classes in it?
>>
>>12811995
>What was it?
https://youtube.com/watch?v=YkZO3PS7mZQ
>Does he have any other classes in it?
Raven from Armored Core
>>
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>>12811991
Microcentro
https://forums.duke4.net/topic/13080-release-microcentro/
>>
>>12811998
>gun that is also a toaster
That's pretty awesome.
>>
666 minutes playthrough by Biodegradable
https://www.youtube.com/watch?v=Fg9gfaALUVg
https://www.youtube.com/watch?v=Fg9gfaALUVg
https://www.youtube.com/watch?v=rBHTLGcCBYs
>>
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>>12811881
fixed by using different nodebuilder
>>12811889
can make damaging lava + escape teleporter as lazy solution
>>
>>12812091
wrong link for first video
https://www.youtube.com/watch?v=pFjwtYrLxHw
>>
Is there such a thing as a Doomtuber
>>
>>12812091
acquire an advertisement
>>
>>12812125
decino kept showing up in my feed after bobby prince died and i was listening to the doom soundtrack a lot
>>
>>12812125
If you mean vtubers and the like who play Doom, the ones on top of my mind are:
>Professor Bloom: retro focused vtuber who plays Doom wads almost every week.
>Eltrioch: idk much about this guy actually other than he plays Doom often. He's very gay, though, if you care about that sort of thing.
>TerminusEst13: Old gameplay modder who used to post on /vr/. Plays Doom wads and other retro FPS, and has been trying to focus on mapping as of recent.
>>
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!
>>
>>12812161
>WHAT THE FUCK HAVE YOU BEEN WORKING ON?
Nothing.
>>
>>12812128
If he's playing our shit, then that'll be feedback.
>>
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>>12812161
weekly reminder of my laziness and apathy
>>
>>12812148
>TerminusEst13
I'm glad he seems to be doing better these days.
>>
>>12812128
Those levels were produced by the community here, you fucking tourist.
>>
>>12812228
>TerminusEst13
Stumbled upon him in my Twitch feed not a long time ago. His profile had some androgynous anime OC larp going on with the passage straight from the 5yo's notes, and Bluesky link too. Instantly assumed he became one of them transformers, but apparently not (not yet anyway).
>>
>>12812265
Speaking of tourists.
>>
>>12812268
Nah, just getting tired of you crying about the guy every single thread. He doesn't even seem to care about the place anyway.
>>
>>12812265
He's always been an anime OC guy. I remember lurking old threads here from the time Demonsteele was being developed.
>>
>>12812284
I'm not even that guy, I'm just calling you a tourist if you're not aware of how much of a weird little man Term has been, ever since day one.
You would be aware of this if you've been around for awhile. You have not.
I do agree that he most likely doesn't care about this place, and he is wise to do so. This board is in a pretty dire state.
>>
>>12812289
You think being aware of some retard's mannerisms and peculiarities is the mark of being part?
>>
>>12812294
Yes. When said retard was a foundation for the Doom general for years. Ignorant Anon.
>>
>>12812296
If being aware of some faggot's peculiarities is what you deem important, then the entirety of that "foundation" should be dismissed as a whole. Drink bleach.
>>
>>12812304
Then dismiss the general, dumb child. Go back to Twitter.
>>
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>>12812289
Fuckwit's just looking to Argue over nothing, aside from this thread the last time he was even mentioned was a month ago.
>>12812286
This, dude wouldn't have put out half of the things he's made over the years if he weren't the biggest weeaboo out there.
>>
>>12812326
>Fuckwit's just looking to Argue over nothing
That checks out, looking at his other replies. Maybe he's a bot.
>>
>>12812289
On one hand, I can't blame relatively new anons for not knowing about Term. It's been quite a while.
On the other hand, we need to get this kind of nerdiness back here. Maybe that will fix things to an extent. People need to make OCs and put them in Doom. People need to recreate places from their dreams as maps.
>>12812326
>This, dude wouldn't have put out half of the things he's made over the years if he weren't the biggest weeaboo out there.
Exactly.
>>
>>12812289
>I'm not even that guy, I'm just calling you a tourist
Glad we've settled it then. Could crying be stopped now too? Big question is whether he's appreciative of "Leave Britney alone!" kind of groupies digging up his so-called wounds for 6 years and counting. Look what this thread has devolved into, even if I am to blame.
>>
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where in the fuck is the blue key on this map? jesus christ... also

>666 minutes of IV
>>
>>12812115
The red key on map04 is marked as multiplayer-only.
>>
>>12812347
aiiiiiiiieeeeeeee
>>
>>12812341
>666 minutes of IV
More like 666 mins of IVANS lmfao
>>
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>>12812341
I personally prefer the older version which fit nicely into 4:3 but the author doesn't

He said he'll adjust the current one for 4:3 but still waiting...
>>
I played and finished 666 minutes of /vr/ recently and it was decent. However it does have a few problems, some of them already mentioned. But no one hasn't mentioned this yet, you can't exit MAP31. I tried finding it on UDB and I couldn't find it.
>>
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>>12812347
Press the dead marine

Probably should be more visible, like make him lie on top of the pile of gibs or something.
>>
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>>12812359
You don't. The evil monolith face traps you in the lava :(
>>
>>12812359
>you can't exit MAP31
Have you tried dying?
>>
>>12812360
>Press the dead marine
Has anyone actually figured this out in testing?
This map is also total bullshit, fuck the archvile fight.
>>
>>12812360
Seems to be a thing you have to train people on, somehow, or use an edited keen to drop it.
>>
>>12812378
Map's alright for me. Sure it sucks compared to others judging by the number of misaligned textures at least. It's anon's second map ever iirc. Maybe it should be the one in the secret slot while making tethys and brevity normal maps.

And I like the archvile fight actually
>>
>>12812386
How do you consistently do it? There's like 4 of the fuckers teleporting around and barely any cover to hide from them.
>>
>>12812391
i'll try to demo it
let's see how many attempts it takes
>>
>>12812378
>Has anyone actually figured this out in testing?
I did but I've come across it before in some old ass map where you were supposed to be searching bodies for keys and weapons.
>>
>>12812363
>>12812364
Oh fug :DDD, didn't know you have to die to exit the level. Make sure you let the player know that's how you suppose to exit the level.
>>
>>12812402
Don't you get locked in?
>>
>>12812393
took me two attempts, but first time i died at the dead marine
https://files.catbox.moe/s3rgsk.lmp
>>
>>12812403
There's a safe patch of the ground you can stand on.
>>
>>12812336
>On the other hand, we need to get this kind of nerdiness back here. Maybe that will fix things to an extent. People need to make OCs and put them in Doom. People need to recreate places from their dreams as maps.
I think it's also having the joy and interest in what other people are doing, he's got a drive for finding the cool or fun thing in what other people had made as much as doing cool shit of his own. Made him by far the best of the Cacoward judges.

I think a lot of anons have ended up more jaded over time and kind of forgot to really have fun with stuff.
>>
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>>12812341
>MAP01
Completed it on UV with only 100% kills, I missed 1 secret and 1 item. I didn't even bother looking for them because I assume it's just some powerup or some shit. I don't wanna waste another hour just for that.

It has some nice visuals and everything, but I think the biggest flaw with this map is that it's extremely Eternal Doom-tier. It's very sloggy, there's not much going on in terms of monster fights, and the rooms are fucking huge and confusing. like... I spent almost 20 minutes trying to reach the fucking blue key, and then I had no idea what the fuck I was supposed to do next until I finally realized I'd missed some stupid switch that raises a few platforms in that tower/pillar thingy. I had to pass through to a different floor, which I assumed I'd already visited considering all the rooms looked the same. I dunno, man, it's just really confusing to me.

ammo is manageable, and the difficulty is easy, which is pretty fine by me. (I'm not asking the author to turn this map into some slaughtershit crap if they decide to change it or something) I think it could be much better if the map were simply shorter, especially since it's the first map of this mapset.

also, I found at least one bug, although I'm not sure if it was intentional or not. one of the paintings in the museum room actually works as a door, but it only lifts up to the ceiling and nothing happens, there's nothing behind the wall either. It's kinda odd.

anyways... I'll move on to the next map.
>>
>>12812414
I managed to just cheese the Archviles by jumping back into the previous area and slipping past the Pain Elemental, but I'm throwing in the towel again on the Revenants at the end. This map is crazy for the 4th slot.
>>
>>12811998
He also made the Marco Rossi class I think
>>
>>12812531
No, that was Lother. Ultra hasn't made any gameplay stuff for BYOC, only art assets for Froise and Raven.
There's a few little silly easter eggs in the Doom Center-like hangout map with BYOC, but that's about it.
>>
>>12810351
I think theain thing is getting him off the Internet right now before he discovers mlp furry porn. You absolutely can raise this as a concern to the parents. Especially dad.

A dope boomer shooter isn't going to do him any favors if his brain gets cooked. Also he might not have the prerequisite testosterone to enjoy or understand the beauty of doom. Maybe start with something like lord of the rings to teach him that righteous violence is good.
>>
>the prerequisite testosterone to enjoy or understand the beauty of doom
evidently, only very little is needed
>>
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>>12812516
dance in a large enough oval
>>
>>12812483
it's the slow demo anon, innit?
>>
>>12812578
>slow demo anon
No. i don't even know who's that retard either.
>>
>>12812562
Thinking about my poor ears when all of doze balls hit the wall.
>>
>>12812416
Well I thought it was somewhat obvious. I'm outta time tho.
>>
>>12812341
>>12812483
What do we think of the stock BTSX2 font? Is it lazy, deriative? For me, this is one of the minor parts that sorta lend to the general impression of the project lacking the past enthusiasm. I do not feel such thing from Repugnus-led 100-200-300 minutes.
>>
>>12811753
>Filmdegminiatures


the nigga who did the oral history of morrowind?
good shit
>>
>>12811889
>>12811881
I just saw a playthrough where someone circumvented an area too. I could take 5 minutes to fix this shit if it's okay with the maintainer. I haven't seen bugfixing rules noted anywhere.
>>
>>12812125
A few. Decino is kind of the best one, because he's a huge sperg nerd about Doom (just like me), and just loves every aspect of it.
His playthroughs aren't that interesting, but the ones where he breaks down aspects of Doom's engine in detail are always something I'm glad to see, half the time I learn something I still didn't know.

Beyond that, it's really up to what you're looking for, so it gets very subjective. There's a handful of channels by skilled speedrunners, or/and about speedrunning, and there's a dozen major ones showcasing and reviewing content, though assuming you're into either fields, it's no guarantee you'll like/tolerate any of them. There's a handful of vtubers playing Doom or similar vintage shooters, and at least a couple of them are actual women. If you want clickbait R*ddit cancer, there's Midnight, and a few channels have done interview content, either with original iD devs (or devs of other games), or prolific mappers/modders.

Another of my favorites was Evolution Of The Wad, a dozen recorded streams of some knowledgeable assholes analyzing the base game and Doom mapping as a whole. Interesting if you're a Doom mapping nerd, or a potential one.

The niche as a whole isn't microscopic, but it is modest, no guarantee that you'll like what you find.
>>
>>12812627
I would suggest being careful and make sure that it is what you think it is. Just had to hear what I assume was a guy sucking John Romero and Carmack's dick for like half an hour while coming home from getting groceries. Not fun, especially with the wife and kids in the car.
>>
>>12812634
>His playthroughs aren't that interesting
He's fairly decent at combat but has shit directional sense and is abysmal at finding secrets, which gets old when he sits there getting pissy at the mapper for his inability to see secrets right in front of him.

He's nearly made a few mappers quit with his pissy fits over the years, all because he absolutely had to do blind 100% UVMAX runs since that's what gets the clicks.
>>
>>12812658
Vytaan is more skilled than him, at least from the playthroughs I've seen.
>>
>>12812289
>weeb guy
>a bit weird
That describes a significant majority of this website's broad userbase, both in the beginning and still now, he more or less fit in here like a glove, particularly on /doom/.

Very mundane revelation to come to, more so announce. People remember his presence here fondly because he cared a lot and created neat original content for the love of it, content people have enduring fondness for.

>>12812429
People are definitely too jaded and cynical these days.

>>12812640
>"Suck it down, dude!"
>"Mm!"
>>
>>12812629
>>12810334
here's a version with a few minutes of bug fixing to address some unfinished/broken things

https://files.catbox.moe/x2gw7n.wad
>>
>>12812161
Got smacked with some inspiration for a new enemy. The "Sacred Iron" combat saint.
>>
>>12812664
No no he's definitely a weird guy, setting aside the weebness.
His names for his Doom save games scare me, as does some of his coding habits and variable names from back in the day.
>>
>>12812658
Oh he's not bad at the game or anything, he's better than me, it's just that I don't find it all that interesting to watch Doom gameplay footage unless it's some kind of absolute balls to the wall gameplay. He's good, but not like ZeroMaster.
>>
>>12812664
>People are definitely too jaded and cynical these days.
It's kind of amazing, we've got the most moddable game in existence with basically an endless supply of stuff to do and ways to play it, and people find ways to be miserable and pissed off about it.
>>
>>12812674
>as does some of his coding habits and variable names from back in the day.
It's a fun game to open up one of his mods in Slade and use the search script to find how many uses of the word "fuck" there are in there.
>>
>>12812674
That sounds extremely gay of you. Did he use icky chud words or something?
>>
>>12812698
No. I'm talking his save game names were borderline randomly generated, shit like:

furry apathetic slap time wahoo
tabletop shoehorn flagrant jesebelle
monitor tuesday muchly keyboard bicycle

also his variables were completely incomprehensible bullshit sometimes. Years ago he had helped me out with a simple ACS script and the variables he gave me where cashmoney and moneycash.
I'm pretty sure Will Smith was there at one point too.
You are dumb.
>>
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>>12812483
>MAP02
Completed it on UV Max w/ pistol start.

the map design is detailed and nice, difficulty is average (which is good). I think I really liked this map. It's way better than the first one, especially considering it was made by the same author. it's definitely good for both continuous play and pistol start. (I personally think this map should've been the first one, but I haven't seen the other upcoming maps yet, so I can't really give my opinion on that)

this map is big, but unlike the first map, this one doesn't have a confusing layout. at least I could figure out where I was going. It also gives you the backpack pretty early on, which is excellent. the monster fights are good, and I think the amount of secrets is just ok. (being honest, I hate maps with more than 1 or 3 secrets, but that's just me. since this is just the second map, I'll give it a pass.)

but yeah, I don't really have any complaints about this one... it's a fun map.

now, on to MAP03.
>>
>>12810334
DOOM-CE has been updated, fully supporting uzdoom 5.0
https://www.moddb.com/mods/doom-ce/news/doom-ce-400-released
>>
>>12812674
>>12812707
>His names for his Doom save games scare me
and here's a very small sampling of them to remember.
https://www.twitch.tv/terminusest13/clip/SmoggySmellyKaleSmoocherZ
>>
>>12812736
There we go. Thank you. Like I said: Some of that shit scares me, Term's a little unhinged.
>>
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>>12812737
Eh, he's just a bit weird and puts whatever, specially if he's a little stressed.

Also I shouldn't watch more of his Doom clips, shit got me right in the feels.
>>
>>12812750
Fuck.
>>
>playing through Alien Vendetta for first time
>next map is Misri Halek
Oh boy here we go...
I played many consecutive fairly-modern megawads prior to this. The one thing I've noticed is that there are a lot of grindy fights that modern megawads lack, like, here, have 30 pinkies and a monster-blocking linedef. They can't hurt you. They're only there to make you waste ammo if you lack a berserk or chainsaw.
>>
>>12812125
Coincident is my favorite because his reactions and pottymouth are funny.
>>
>>12812736
>"The save game names scares me!"
>It's just throwing words together that sounds goofy
Anon, you'd get the same shit with people trying to get creative with MadLibs or some shit. He's just throwing shit at a wall to get a chuckle.
>>
>>12812778
Him going from being pretty miserable grinding that Profane Promisedland single segment run, to being cathartically blissed out with the first Imp Rocketing wad was pretty neat to see.
>>
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>>12812736
>>12812737
That's it? You're the most soi motherfucker in the world, holy shit.
>>
>>12812826
People still use that term? Man, you're a weenie.
>>
>>12812736
Too bad the chat is covering up some of it.
>>
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>>12812712
>MAP03
Completed it on UV Max w/ pistol start.

I think I remember seeing screenshots of a beach map posted by some anon, and I assume those screenshots were from this map? well, I looked at them and thought 'oh shit, this looks really nice.. I'm looking forward to this' now that I've actually played and finished it, my first reaction was just 'that's it?' I assume the author spent a lot more time working on the beach scenery than on the map layout itself.

anyway... I don't have much to say about this one. the map is very short, the difficulty is average, and there's no more secret hunting, which is good. but yeah... it really felt like a filler map for this project for some reason. It's a bit disappointing and I expected a little more from it. overall, it's a decent map.

I also have to mention that the connection between MAP02 and MAP03 doesn't make any sense. In MAP02's exit you go upstairs and directly onto a beach, then somehow you start from a vent hole in MAP03? lol

Next: MAP31
>>
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>>12812832
>'that's it?'
That's pretty much how it went, yeah. I didn't really have any useful idea beyond just trying to come up with something I could tie the palm trees into, and just banged something out, so it's just polished filler.
I'll try to finish my second map for tomorrow, whether or not greenanon takes it, but I think it'll be much better.

Now I'm tired though, I just spent hours polishing 2lbs of pork.
>>
>>12812668
Dig it
>>
>>12812707
>cashmoney and moneycash

Hah, I've seen those.
>>
>>12812804
Dude poops and pees himself when he sees "correct horse battery staple".
>>
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>>12812707
>I'm pretty sure Will Smith was there at one point too.
Based.
>>
>>12812863
You shouldn't post your password in the thread like that.
>>
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>[08-28] UZDoom 5.0.0 released https://github.com/UZDoom/UZDoom/releases/tag/5.0.0
Nice
>>
>>12812880
Report it to them, I guess.
>>
>>12812880
They already released 5.0.1, so try that out.
>>
>>12812880
apparently juding the google results
>You are on a Windows 8.1 system. The GetDpiForSystem function is not available in Windows 8.1 OS. This function requires Windows 10, version 1607 or newer Windows OS.
so it's over for Uzdoom for users on windows 8.1, sorry.
>>
>>12812896
Ask them for if they can add some sort of backwards compatibility solution. They don't have Chickenhead just flat refusing that stuff anymore, so it's worth a shot.
>>
>>12812901
i agree doom should run on everything especially fruit fly brains
>>
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>>12812161
Just the usual crap.
>>
>>12812910
this looks awesome
>>
>>12812901
Anon, Win8.1 is in the same situation now as Win95 was when ZDoom 2.3 ditched supporting it over sound libraries.
Shit's 13 years old.
>>
>>12812880
>>12812885
>>12812896
>>12812901

https://github.com/UZDoom/UZDoom/commit/f4c20cc039ae6df41cf736ea09b419f2dacf663b

this is the specific commit youll wanna reference if anyone wants to submit a report
i have no reason to update to UZDooM yet though personally, just havent gotten around to it
although, dont expect a quick response, i reported a bug that i found that exists in GZ as well hoping theyd fix it, and it hasnt been talked about or responded to or anything
>>
>>12812910
I bet you made like 200 screenshots to pick the nicest one possible. Gimme.
>>
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3.99 MB WEBM
>he uses Windows for anything but shit that doesn't run well on Linux
>>
>>12812931
I like drawing and Krita is dogshit.
>>
>>12812970
And if what you do use doesn't run well on Linux, that's a perfectly valid reason to dual boot with Windows.
If you're using Windows as your main/daily driver, though? LOL.
>>
>>12812774
one of my favourite maps!
>>
>>12812974
>dual boot
I don't hate myself, sorry
>>
>>12812931
>>>/g/
>>
>>12812995
DOOM will run better on Linux.
>>
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>>12812931
>he cares what operating system people lurking a Doom thread use
>despite the fact that Doom is known for running on basically anything
>>
>>12813003
I'm getting +200fps and no bugs on Nugget and a modified W10, your stereotypical Linuxfag posturing is tiresome and uninteresting.

You don't actually expect anyone to be convinced to switch and you only want to feel smug, which there is a dedicated board for.
>>
>>12812931
>wasting hours of your time fucking around with terminals, github bullshit, and barely functional drivers instead of just debloating Windows
Using Linux is a masturbatory exercise for unproductive people who want to feel smug.
>>
>>12813003
Maybe in some hypothetical academical sense? I can't magine one though. Doom hasn't exactly struggled much for performance in the past 25 years or so, you can run it on fucking anything and it'll run like a well oiled machine, for the most part.
Since Linux factually isn't going to let me play advanced and detailed UzDoom mods on the grandest and most detailed of slaughterfests, there are no compelling Dooming reasons to replace your whole fucking OS.
>>
>>12812918
>i have no reason to update to UZDooM yet though personally, just havent gotten around to it
Same. Maybe if I get back into HDest again.

>>12812668
Ooh, neat.
>>
>>12812970
I use Patchy these days...
>>
>>12812832
>I also have to mention that the connection between MAP02 and MAP03 doesn't make any sense.
Kind of an inevitability in a speedmapping project, this isn't the kind of aspect that would be coordinated.
>>
>>12813030
Some levels are taxing on older PCs. Coincident was recently experiencing some lag playing through Sunder.
Older PCs can definitely benefit from running DOOM ports on a minimal Linux distro.
>>
>>12813026
>>12813027
I can tell you've never used it because it's easy and simply better than Windows.
Maps with Pain Elementals and/or platforming are badly designed.
>>
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>>12813061
>Maps with Pain Elementals and/or platforming are badly designed.
Oh, it's you
>>
>>12813061
This dude trolls through /g/ all the time because he knows people will respond. Just don't.
>>12813061
>Maps with Pain Elementals and/or platforming are badly designed.
Pain elementals are best used imo to put pressure on the player while he's fighting something larger. Platforming is hit or miss.
>>
>>12812720
yeah,shame is not compatible anymore for windows 8.1 users
>>
>>12813068
First-person platforming has never been and never will be a good idea.
>>
>>12813071
>First-person platforming has never been and never will be a good idea.
Particularly when you can't look down.
>>
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>>12813071
I've never had an issue with it though.
Except in modern games where you don't have flat feet anymore and for some reason are pill shaped. It's not even a hard problem to solve, modern games just want you to slide off edges for some reason, I don't get it.
>>
>>12813072
>Particularly when you can't look down.
Or jump. I don't really consider it "platforming" without jumping so I'm not entirely sure what map/s the complaint is referencing.
>>
>>12813083
see >>12812562
he's talking about a map where if you fall down you either can't get back up and die or it resets all your progress
>>
>>12813121
>he's talking about a map where if you fall down you either can't get back up and die or it resets all your progress
seems like a very loose take on “platforming” but alright.
>>
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So are these mofotherfuckers just rng bullshit?
>>
>>12813140
They literally can't hit you if you're moving sideways fast enough.
>>
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>>12812832
>MAP31
Completed it on UV Max w/ pistol start.

It's a very nice map. the monster fights are good, and the difficulty is more challenging than in the previous maps. It's moderate, but not too hard (which is good). I can't really find any major flaws with it.. except for that secret teleport room in the green slime area, which can be missed and causes the door to become inaccessible if you activate one of the switches earlier (the ones that raise the green slime floor to grant access to another switch) I'd recommend getting rid of the secret effect on that one because... I dunno, it's just kinda pointless imo.

I liked this one, it's really fun. although, I did find a few bugs on this map:

1. In the blue key room, there's that teleport 'trap' room where you're baited with the armor and SSG before being led to an Archvile. If you're fast enough, you can actually avoid getting trapped by the bars. this allows you to take advantage of the situation by grabbing the SSG + armor earlier and killing some pinkies and lost souls from behind, rather than taking the path you're supposed to go. (I actually see this as more beneficial than a bug tho, so it's up to the author whether he wants to fix it or not)

2. Next to that secret teleport room on the left side, there's some kind of secret passage where you can walk through an invisible gargoyle wall and probably get softlocked. It leads to nothing, but you can't get out of there either.

Next: MAP32.
>>
Is it true Rock’n Shaolin: Legend of the Seven Paladins 3D is the best build engine game ever made?
>>
>>12813147
>Next to that secret teleport room on the left side, there's some kind of secret passage where you can walk through an invisible gargoyle wall and probably get softlocked
It's supposed to open up after the Cyberdemon room. So you have two ways to get in, if you missed the green slime entrance.
I'll look at it tho. I fixed a few things earlier.
>>
>>12812668
Looks cool and very fitting for the name.

Re: 666 mins of /VR/ feedback
I've been busy and out of the house most of the day, so I haven't been able to finish playing the wad. Will try getting to it soon.
>>
I have used linux as my main driver since 2013. I currently dual boot because of mastercam. I installed steam on both partitions so I wouldn't have to switch back and forth to play Quake(yeah yeah Quake on steam shut the fuck up idgaf) anyhoo, it runs BETTER on the wangdoze partition in my experience and I hate that. But whatever, use the best tool you have for the job and go shoot demons in the face
>>
>>12813229
Win10 btw
>>
>>12813229
How much you make doing mastercam?
>>
>>12812828
No you're the weenie, I just read those names and you sound like a little bitch faggot
>>
>>12813235
Not enough yet. I'm still a machinist and just now really learning the software. I've been cutting metal over 15 years now and make $38/hr an change if you're really curious.
>>
>>12813240
make a quad damage and mount it to your wall
>>
>>12813241
Pretty great idea. Those would fuckin sell.
>>
>>12813240
Good shit m8.
>>
>>12813189
Fuck no. Some of the sprites are kinda cool.
>>
>>12812896
Welp, there goes being able to play newer Deathstrider and TTLand probably.
>>
Stars Wars: Dark Forces was pretty alright :)
I kind of hated the mazey levels at first, but I'm a 2002 zoomer so that vbery well could be why

I like Quake way more than Doom so I'm excited to start the sequel :)
>>
>>12813327
Deathstrider doesn't target 5.0 and never will.
>>
>>12813032
>Maybe if I get back into HDest again.
consider not doing that, maintain your sobriety and sanity
>>
>>12813342
Oh, good.
>>
>>12813363
But but
>>
>>12813363
I know you have your axe to grind with HDest, but I don't care about that.
>>
The music in this is pretty quiet.
>>
Not a bad combo though.
>>
>rescue hostages
>baron-tier enemy spawns right next to you

Well that wasn't very nice.
>>
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>you no longer have to sit in the inventory for like 20 minutes to load a larger mag
thanks
>>
This came up in the related shit while I was grabbing some Doom mods off itch, I remember some Anon was desperate to play it for some fucking reason.

https://magusmarisa.itch.io/hell-hound
>>
>>12813506
That's a new art I think. Fucking sick. Was wondering if you're still around.

>>12813423
Is the general assumption now that any and all negative posts about HD are made by the same person? Yeah I got my issues with it and rarely miss an opportunity to clown on it, but it's not my problem if you have a different definition for fun. These days I mainly use the mod as an example for how NOT to design gameplay, nothing more.
>>
>>12813537
>That's a new art I think
it's fresh, yes. thanks bunches, anon.
>>
Jesus Christ...
>>
>>12813587
source is JBLZ Gunslinger Set
>>
are there any good A E S T H E T I C wads? like things where you just walk around and there's no enemies or not much of a challenge

i want to play a mod set in an 80s vaporwave mall or something
>>
>>12813460
Never mind, that was just very unfortunate timing.
>>
>>12813506
>>you no longer have to sit in the inventory for like 20 minutes to load a larger mag
Expleen?
>>
I did not care for map 7, but this might be worth playing again with something else. Pvt. Stone maybe.
>>
>>12813602
Sounds like an easy one to make if you can't find anything
>>
>>12813617
In Deathstrider, detachable magazines have to be reloaded manually in your inventory. Previously you did that by gradually loading ammo by holding a key, which took a while with bigger mags. Now you have to time an input to either load the whole thing or at least a large chunk of it at once, depending on capacity.
>>
>>12813626
actually now that i think about it quake might be the better game for this cause it was 3d
>>
>>12813602
>are there any good A E S T H E T I C wads? like things where you just walk around and there's no enemies or not much of a challenge
Just run wads with something like this.
https://jp.itch.io/doom-tourism
>i want to play a mod set in an 80s vaporwave mall or something
Auger Zenith map19
Verse Hopper
Neon Overdrive
>>
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I liked the map. Interiors are somewhat minimalistic, but exteriors look great so that evens out. Plus it fits the theme. Gameplay is definitely more Eternal-ish than DW-ish.
Agree with other anons, the platform leading to the blue key is really poor done. Like, remove some fences when it's lowered, or spawn some enemies there, or something, any hint will do.
Not a lot of ammo, but the chainsaw is available very early so it's okay, still I imagine some might struggle.
Now back to the secrets.
>>
>>12813641
that mod is unnecessary, i could just iddqd

i more wanted something focused on exploration like the LSD game, but not the LSD game itself
>>
>>12813617
>>12813627
You can spam Reload to load/unload single rounds for precision or attempt to hit the sweet spot a la Synthetik to load 10 rounds at once. The minigame is automatically restarted regardless of outcome until the mag is full or you run out of ammo. This lets you load/unload things very fast. Holding to manipulate individual rounds like it was before was just tiresome. This serves the same purpose but not nearly as annoying. It was also redesigned out of necessity because the old implementation was monumentally shit and it'd constantly break whenever reloading components were involved (e.g. followers and mag reloader devices).
>>
>>12812341
>Eternal IV reference
Based.
>>
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>>12813642
Also this particular spot, it's a monsters teleport exit, and if the baron gets teleported there first, he's not likely to get killed fast, so he will block a bunch of other (smaller) monsters, so they're not participating in the fight at all.
>>
>>12813647
>that mod is unnecessary, i could just iddqd
If you like getting bounced about on maps with hundreds or thousands of enemies when you're just trying to look about, yeah.
>>
>>12813537
>Is the general assumption now that any and all negative posts about HD are made by the same person?
Dude, you were posting right there. I made an assumption based on probability.
>>
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The exit linedef should've been 1-2 steps lower, otherwise you can see this. Otherwise very kino exit.
>>
>>12813602
Auger Zenith as a whole, but it's already easy and just play it on HNTR for minimal resistance.
>>
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>>12812161
late to the party, but ive been working on sum bullshit
https://streamable . com/3jojvd

accidentally posted it in the other doom thread lmao
>>
>>12813727
Fair enough, anon.
>>
>>12813753
Are you serious?



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