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DOOM THREAD / RETRO FPS THREAD - Last thread: >>12913454

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/
>>
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=== CURRENT RELEASES ===
666 Minutes of /vr/
Game : Doom 2 | Format : Vanilla, Limit Removing
Repo: https://gitgud.io/GreenAnon/btsx-project

=== NEWS ===
[11-06] 2 mods by Mace released in pack: The Winter Brigade & Katabasis
https://theatommace.itch.io/dual-descension

[11-06] Quakespasm 0.97.0 released
https://sourceforge.net/projects/quakespasm/

[11-03] SLADE v3.3.0 released
https://github.com/sirjuddington/SLADE/releases/tag/3.3.0

[11-02] Nightdive remaster of Thief announced, including new content
https://www.youtube.com/watch?v=T58V1rtLugU

[11-02] Pvt. Stone v16.5 released
https://skelegant.itch.io/pvt-stone/devlog/1746773/update-to-v165-ammo-bugfix

[11-01] Map-Center's Halloween Quake Jam released
https://www.moddb.com/mods/map-centers-halloween-horror-jam-2026/downloads/map-centers-halloween-horror-jam-2026

[10-31] HallowsEVIL RC1, Bloom Mod (UzD)
https://www.moddb.com/mods/hallowsevil-an-unofficial-bloom-add-on

[10-31] Slipgate Rangers v1.5 beta released
https://www.moddb.com/mods/slipgate-rangers/downloads/slipgate-rangers-15-beta

[10-31] elfbsp node builder v1.3.0 released
https://github.com/elf-alchemist/elfbsp/releases/tag/elfbsp_v1.3.0

[10-29] Hearts of Demons - Baron: REfractory released
https://forum.zdoom.org/viewtopic.php?t=81783

[10-27] Doom Universe Installment C - Crypts of Dispair released
https://timeofdoom.proboards.com/thread/245

[10-24] Killer5's commentated playthroughs
https://archive.org/details/zzul-doom-playthroughs

[10/23] Phobos Delta-1 updated to v2.0.
https://r3voke.itch.io/phobos-delta1

[10-20] Corridor 7 recreated in GZDoom
https://www.moddb.com/mods/corridoom

[10-18] Showtime v2.2, QoL & gameplay changes
https://cherubcorps.itch.io/showtime/devlog/1703786/showtime-v22-is-live

[10-18] Nugget Doom v6.1.0
https://github.com/MrAlaux/Nugget-Doom/releases

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

TO SUBMIT NEWS, REPLY TO THIS POST
>>
Free Graf
>>
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>>12919306
Fuck off!
>>
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>>12919294
I do like them long and knobbly.
>>
>>12919315
What are those knobbly things?
>>
>>12919316
>>12919295
Deflating cacos are always a win, pretty sure it's the same effect that Kegan and Eric have used too.
>>
>>12919319
You've never had twiglets!?
>>
>>12919324
>Deflating cacos are always a win
https://www.youtube.com/watch?v=z9_DMeXTS4c
>>
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>>12919313
>>
>>12919327
No. How do the knobs feel in your mouth?
>>
>>12919339
Pretty good, they taste nice too.
>>
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>>12919294
>>
>>12919351
Even longer, but still just as knobbly.
>>
>>12919301
Doom Ni Youkoso gets it's last update and is now done (download link on the page)
https://i.iddqd.ru/viewtopic.php?t=1559&start=20
>>
>>12919306
Free Hat
>>
>>12919443
Grief Hat
>>
>>12919236
Perhaps you should lurk moar, because I did, not every time though.

>>12919282
You should lurk moar too, that's not how DBPs work. Though I did reject a map from DBP44 and gave it harsh feedback, which led 40 to stop me from leading anymore. I think it might have been the first time a map for DBP was completely rejected. Things turned around however, and the mapper who I rejected ended up making a map for my DUI, so we're cool, and 40 overreacted.

>>12919243
Thanks for having my back anon lol.
>>
Can the trees be made even knobblier?
>>
>>12919440
>The last time I worked on this project in earnest was two years ago; it ended with a hard drive failure and the loss of some of my progress.
It's part of the deal. Thanks for notifying us of update.
>>
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>>12919463
Add some knobs to it?
>>
>>12919453
ok, good to know.
now fuck off to ToD
>>
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>>12919453
>which led 40 to stop me from leading anymore
I distinctly remember him using this as tipping point argument, although I expected the map dismissal to be much more rude and unceremonious. What you did is probably butting heads with him on the moderation practices, with all the spamming shenanigans going on in background.
>>
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>>12919453
im going to automatically assume you are here to subvert or extract shekels from naive goyim.
>>
>>12919490
>What you did is probably butting heads with him on the moderation practices
Oh wait, DBP48 just came out and you had beef with Kontra, some Discord drama too. It gets more retarded the more I dig into my memory, lol. It's a wonder the projects lasted as long as they did. Bless Matador, UVFast and others who kept them alive.
>>
>>12919496
Wow the blue guy looks enormous compared to his appearance in Doom2.
>>
>>12919519
That's canonic ubermench schutzwaffels for you.

>>12919284
>Revae
Taking a little break from wadsup? I might have some too.
>>
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!
>>
nvm, i got it right now, i'll test it later today.
Also for some funny reason, the stock md5 meshes are all blue on the gun and the hands are full on red
>>
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>>12919318
Should I distribute my maps independent of Steam release, i.e. standalone?
If so, which lumps should I include? There are lots of them like sbarinfo and gldefs, and I have no idea what they do.
I guess I could remove all original maps and music, and then only clean up the unused textures with SLADE before the map release.
>>
>>12919556
do the way as you please, the only reason i haven't played rekkr yet is due to time
>>
>>12919564
>do the way as you please
>the only reason i haven't played rekkr yet is due to time
Huh? You're not the one I was addressing.
>>
>>12919571
Different anon here, but I also suggest doing as you please.
>>
>>12919556
>>12919564
>>12919571
>>12919581
Different anon here, I suggest doing as pleases John Romero.
>>
>>12919625
I'm a bit full on knobs right now, thank you.
>>
>>12919556
gldefs have lighting effects, sbarinfo is the status bar stuff which... should be in the latest free version of rekkr anyway.
it really just depends on exactly what you wanna do. if you just want to pull monsters and textures into the free version of rekkr, that should be pretty straightfoward. I think the two versions share a dehacked file at this point but I might be misremembering. Too many revisions.
You might be able to just make a new wad, copy the sprites/sounds from sunken land, slap them into your wad, slap the new textures in that start with A_* (right click add to a textures lump)... Load wad alongside free rekkr... frekkr.
That might be it? You still need a doombuilder config.
this one should work: https://www.mediafire.com/file/opmz43bes6yc7vy/rekkr_sl_cfg.zip/file
>>
>>12919630
Oh, the latest version of doombuilder that will work with (i think) is GZDoomBuilder bugfix. Ultimate Doombuilder uses a different config format iirc.
>>
>>12919526
I should probably get around to updating the images and videos on my moddb page.
>>
>>12919628
I can't wait for the wordcloud to be full of knobby knobs too.
>>
>>12919638
We're all getting knobbed.
>>
>>12919628
>>12919638
>>12919647
You all should kneel and drink my knob. I'm gonna make you my bitches. Hope you are doing well.

Regards, John
>>
Posting a pretty knobbly weapon in a Doom thread.
>>
>>12919665
You jackass, put that sload staff away
>>
WHEN REKKR CHRISTMAS WAD
>>
>>12919217
I think I saw someone post an updated MD5 plugin in the Map Center discord in the past couple months.
If nothing else, you can convert the model to IQM via Noesis, export from Blender with the IQM plugin, and convert it back to MD5. It works fine in my experience.
>>
>>12919680
Somebody put a hat on the frozen Blaz.
>>
>>12919665
Ooh, that IS pretty knobbly.

>>12919680
Sounds fun, though I haven't played Rekkr yet.
>>
>>12919680
Next /vr/ project?
>>
What does Merp eat?
>>
>>12919703
I'd like to imagine they eat the leaves off of the knobbly trees, hence why those never have leaves.
Possibly also the occasional frog and rodent.
>>
>>12919695
Instead of making new maps do a collaborative review of the years wads and produce a best-of list.
Although maybe that'd be better for January/February as the Golden Boner award ceremony date is /vr/'s birthday, March 18th.
But the point is to actually play some existing stuff and give it attention, instead of making new stuff that goes on to never get played.
>>
>>12919705
>I'd like to imagine they eat the leaves off of the knobbly trees, hence why those never have leaves.
Very goatlike thing to do.
>>
>>12919707
That feels more like it could be an ongoing effort just in general. People trying to do more detailed reviews of what they just played.
>>
>>12919630
I'm looking at it, and it's only mostly as simple as a dropping in the new assets. At least one thing is switched around, the E3M8 boss is replaced with the E4M8 boss, so when you hit E3M8 you fight Gardien instead of the raven. The raven replaces shortbluetorch...
shouldn't matter unless you want it to play nice with E3M8. I think everything else is normal.
I needed the spider mastermind/cyberdemon for their anti-sideblast capabilities for Gardien and the RunePorter who both launch a bunch of rocket replacements.
I think everything else is okay?

Anyway. Here's an asset resource to load aslongside REKKR...
https://www.mediafire.com/file/p2qk6ydqgsnarkn/REKRSLASS.wad/file
Turns out ultimate doombuilder just dumps everything that's user defined into a user defined section in the things list. You might not even need a config anymore.
>>
Why is rekkr always talked about here
>>
>>12919775
It's not, but it's been brought up the last few threads.
Usually it's just Romero shitposting if it's talked about at all.
>>
>>12919775
Because its author is One Of Our Own Lads
>>
>>12919724
I feel like it'd be worth disclaimers for people to state that, they aren't big fans of Eternal Doom style wandering and progression, or slaughter style gameplay, for if they do a full review, and reflect on how any given set having those things was for their experience.

Like how I don't like Eternal Doom, nor do I like slaughter TOO much, but I still really like Epic 2.
>>
>>12919775
Because Revae is our last competent shitposter, since everyone here didnt filter the sharteens and pisscord fags and they drove the good people out like term, quakewulf and so on.
>>
>>12919782
Is it good? I played first couple of levels of first episode but wasn't impressed. Admittedly probably not a great representation of what the level design will be like later on.
>>
>>12919789
It's the best! I fuckin love it.
>>
>>12919786
>quakewulf
Is he still sperging out about EricW Tools making maps look different (better) than ArghRad instead of learning the new settings like a normal human being?
>>
>>12919797
>EricW
isnt he the tranny who is friends with fairweather and i still have memory from celephais circa 2013 that he said in all boxes that he hated quake 2 alongside shambler, baker and the rest of the circlejerk that hates the 4chan mapper community?

Also the same EricW who is asspained 24/7 over Knightmare for god knows why since the days of tenfourmaps?
>>
>>12919803
Yes, that eric, time goes on and it doesn't matter if its doom or quake, it is always the same faces dictating everything.
I really hope that AI replaces these fags for good.
>>
>>12919714
So Merps are like goats? Can they climb stuff with their three finger legs?
>>
>>12919809
Would be funny if they could scale vertical walls and hang on to ceilings. You just hear that unsynced blinking, look up into the dark, and there he is.
>>
>>12919803
>isnt he the tranny
I seriously doubt a tranny would keep the name Eric.
>blah blah inane drama from 15 years ago blah
Literal dickless faggots took over the Quake mapping/modding community since then and you seriously still give a shit about any of that?
>>
>>12919813
Merp knows no bounds. He doesn't even have a need for doing it either, he just does it because he feels like it.
>>
>>12919829
Thanks, I forgot.
>>
>>12919775
It's pretty cool, the developer posts here and the Rekkr vs Sigil thing gets memed on pretty often still.
>>
>>12919829
>>12919830
samefag
>>
>>12919829
g/uzdoom is the only port worth playing if you don't wanna go pure vanilla solely for the purpose of procreation doom
maybe chuds should step up then
>>
>>12919834
>pure vanilla solely for the purpose of procreation doom
This should be a megawad.
>>
>>12919837
The opposite of kama-sutra.
>>
>>12919832
Per-thread IDs. Now.
>>
>>12919773
ASS? More like CLASS. Now people won't have to either pirate or worry if they shared something they weren't supposed to. Thanks.

>>12919789
Lupinx's level is a slog to replay through, but other than that, the wad is fairly creative and enjoyable. The pace is slower than Doom's but on par with Heretic.

>>12919849
No. Ip counter is enough.
>>
>>12919858
>the wad is fairly creative and enjoyable. The pace is slower than Doom's but on par with Heretic.
This, I'd say it's worth buying if you're into the Raven games, also the first two secret levels filter some people for varying reasons.
>>
>>12919868
>buying
NTA didn't even know this was on steam for purchase, is it different than the one downloaded from the net
>>
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>>12919526
>>
>>12919875
There's some more stuff, some prettied up things and an extra episode.
>>
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>>12919876
>>
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>>12919526
finished the new beam impacts, workshopping a melee counter system
>>
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>>12919907
I thought this would be (not so hard)
>>
>>12919868
I tried to up the pace a bit in SL, and I tried to take inspiration from other games for level design in general so it doesn't always jive with Doom players. fwiw i think my E4 SL maps are the best I've made for REKKR.
>>12919858
>Lupinx's level is a slog
I lot of people think that's the best map in the game (i think he did a great job). It is long though, so if you're a player that doesn't want to pick back up mid-map I can get it.
>>12919914
This looks fun af. The level design in Unreal fits this mod better than quake style mapping, but it's a shame it doesn't have the sort of gate-locked open world progression a metroidvania has.

alright ill stop responding to rekkr posts, i don't wanna seem like too much of a shill. back to anonymous shitposting.
>>
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>>12919924
>>
>>12919705
Also if you leave your loaf of bread out on the counter, a merp might come and eat it. I'm convinced that's what just happened, it totally wasn't my dog at all.
>>
>>12919814
You cannot comprehend the sort of loser that browses this place.
>>
>>12919974
could not be me
>>
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>>
>g/uzdoom
are we still not back to gzdoom?
>>
>>12919974
Sure I can, he's me.
>>
>>12920021
GZDoom died homie. But I'm sure there's a fork or a few to champion. Or hell, you could fork it yourself and tell everyone what makes your version so much better.
>>
>>12920021
It's abandoned, as far as I'm aware. You can still use it, but the bugs won't be fixed and more things will over time be incompatible with it, because it's not being updated any more.
>>
>>12919306
>Free Graf

Forcing Graf out over AI code is looking dumber and dumber every day as it becomes increasingly clear that basically 100% of professional coders are using it, and handwritten code is now the domain of the ego-driven praise-seeker rather than people who simply want to get things done.

That said, it's not like Graf hadn't been a font of unpopular decisions for years, and it's not like removing him didn't remove a major source of inertia.

Time will tell, though. Graf has already won the argument on AI code. Everything is AI coded now, in some capacity.

If UZDoom becomes a bloated mess, if aspects of it start conflicting with one another, if compatibility starts breaking, his annoying habit of 'No' will also be vindicated.
>>
>>12920034
His one blunder aside, Graf is the kind of programmer I'd generally be more trusting of with AI code, because he actually has decades of professional experience as a programmer.
I'm not so trusting of literally who vibecoders who don't understand any of the shit Claude spits out at them.
>>
>>12920034
I agree that he won the AI code argument. But chicken man essentially handed the victory to UZDoom after going radio silent when he dropped the infamous "feel free to fork under a" comment.
>>
>>12919306
uncage graf
>>
>>12920032
Graf's last commit was a year ago from a little over a week's time form now, it's very dead.
https://github.com/ZDoom/gzdoom/commits/master/
>>12920042
Yeah he wasn't forced out of anything, he was left holding the bag and just fucking vanished.
>>
>>12920034
>Time will tell, though.
That's where we are. My prediction is that another fork will take over (probably sooner than later), with AI code, and it will essentially be UZDoom Plus. UZDoom will limp along in the meanwhile. It might even add features. But those will be quickly integrated into the new fork, and it'll solve major issues with rapidity, and those won't be back ported due to AI ideology. UZDoom will be outpaced.
>>12920042
GZDoom is dead.
Long live GZDoom.
>>
>>12920050
It'll be fun watching them trying to suppress it on DW. Every mod that uses a feature from it will be vanished, any poster found using it excommunicated, etc.
>>
...I mean, if such a thing gets created. Sorry, getting ahead of myself.
>>
>>12920050
i'm with you here

even our bestest brightest programmers like carmack and torvalds are all-in on AI

it's the only thing AI can do well that's not slop

it's like people who complain about compilers instead of writing in direct asm
>>
Time for some Doom.
>>
>>12920070
>our bestest brightest programmers like carmack and torvalds are
old. They're old. You can't program like a 20 year old when you're 50+. Torvalds in particular admitted several years ago that he basically never writes code any more, it's all management and sending email. And wrangling AI is like being a project manager, so I've heard. IIRC Carmack has said some things similar. Programming, like mathematics, is a young man's game.
>>
>>12920034
Professionals are very much capable of being retards.
>>
>>12920073
did you just say...old men running the world
>>
>Spend most of the year convinced I was sick of Doom and Quake was the better game
>Beat Eviternity 2 last month and immediately move on to Valiant
>Now I'm back on Doom and find Quake to be the lesser game when I try to play it
I still stand by my original opinion that Quake has higher potential for good maps since it's a true 3D space though.
>>
>>12920073
No 20yo can program like an AI. It's all management from here on out. Even for 20yo's. Might be a case where the experience of a 50yo is just as valid as the youth of a 20yo.
Better yet, a team of 20-50 yo's managing the whole thing together, with good communication and little ego.
>>
We need a no AI rule.
>>
>>12920080
Quake's big issue compared to Doom (at least when taking custom content into account) is that there aren't any really really great weapon replacers or complete enemy overhaul mods - and even if there were you can't use them outside of vanilla maps.
You can mix and match mods to make Doom play however you want, but for Quake you're just fucked unless you learn how to code and do it yourself.
>>
>>12920089
That isn't even the biggest issue, what really cripples it is accessibility. Anyone can easily make maps or weapons for doom, for quake it's much harder so there isn't that much content for it, compared to doom.
>>
>>12920073
>ou can't program like a 20 year old
dawg what are you talking about. ai can outprogram anybody. including 20 year olds. what the fuck. how out of touch are you.
>>
>>12920080
I think they're better for different experiences, with not a ton of overlap between the two.
>>
>>12920089
>You can mix and match mods to make Doom play however you want
You used to be able to. Until Valiant convinced all the mappers that every wad needed to be its own gameplay mod. Which of course clashes with all the dedicated gameplay mods you'd like to use. Then MBF21 happened and fucked it all forever. Because G/UZDoom can't even load most MBF21 wads properly. They're too tightly tied to DSDA-Doom implementation details.
>>
>>12920097
>Until Valiant convinced all the mappers that every wad needed to be its own gameplay mod.
Vaccinated versions of maps exist, it's not hard to do your own patch for them either.
>Then MBF21 happened and fucked it all forever. Because G/UZDoom can't even load most MBF21 wads
Which ones can't it load?
>>
>>12920082
>>12920092
I'm just saying these guys are 50+ now and can't program like they could in their 20s.
>>
>>12920109
i understood what you were saying and i'm making sure you understand that the notion is an outdated one because ai can outprogram anybody.
>how out of touch are you
>>
>>12920107
>Vaccinated versions of maps exist, it's not hard to do your own patch for them either.
Valiant itself is the only one with a vaccinated edition, as far as I know. When the copycats started to dominate a couple of years after its release, none of those had official vaccinated versions without all the custom dehacked.
>Which ones can't it load?
I don't pay attention that closely to bother to remember the names but there are so many MBF21 wads on Doomworld that don't work quite right with UZDoom that they had to make a huge flashing GIF image to post in the OPs of such wads' release threads that says "DON'T RUN THIS IN UZDOOM". I've seen it in at least half a dozen times in release threads of wads that were instantly nominated for cacowards.
>>
>>12920080
>I still stand by my original opinion that Quake has higher potential for good maps since it's a true 3D space though.
Maybe if you're only comparing vanilla Doom.
>>12920107
>it's not hard to do your own patch for them either.
That, and I've rarely ran into issues where my GZDoom gameplay mod didn't override the underlying mod's weapon changes.
>>
>>12920114
>at least half a dozen times
Holy shit six whole wads! GzDoom is finished!
>>
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>>12919526
Violent Rumble 2 and Drake merge first stable release. This is the culmination of a little over a year's work. I really enjoy Violent Rumble 2 as a devkit, but the lack of medieval or arcane enemies to work with really bummed me out. I'm also a huge fan of the mod Drake by Patrick Martin which powered much of the works by Tronyn, some of which some of you may have played like Something Wicked, or Arcanum; or the mappack Ter Shibboleth Drake Redux by ORL. It's a really grimy sort of mod in terms of enemy variety, and many features I like such as all ogres being z-aware, or the ability to equip human enemies with most weapons, etc.

This merge brings everything within Drake under Violent Rumble 2's umbrella / framework.
>What does that mean?
VR2 has lots of capabilities that other mods, including Arcane Dimensions, Sacrilege, Keep (Mjolnir), and others do not have, such as detailed "infightflags" for monsters, the ability to speed up a monster's animations, its robust "volley" system (allowing projectile monsters to fire in bursts), its "inventory" system which allows the mapper to give an enemy any number of items to drop upon death, and the progs_dump 3 features of course of being able to turn one monster into another by swapping models, sounds, and projectiles from within Trenchbroom. Drake, being from 2011, was not capable of any of these things. No more.

The included FGD delineates everything one could think of, including untested features i.e. monster scaling with proper collision and hitboxes. I tested about six and then realized I don't feel like testing the rest just now just to hold off on a release. I intend to write a manual, either text or pdf with screenshots, but that's down the line, because barring people reporting bugs, now I can finally map for it and not work on it.

https://mega.nz/file/jJMFiBRS#ULvcNZ5mUMfGtJ7CFfaYEESrXwgsZkl8v3zycaTg-so

Deliberately not newsposting because I'd rather finish some maps first and newspost that.
>>
>>12920112
Okay fine.
>how out of touch am I
Well I've never interacted with an AI for a start. Unless you count what the search engines put in boxes above the results, but I didn't ask for those and can't really stop them.
>>
>>12920114
>six wads
lol wut. name them. i'll patch them right now with ai. what a nonissue.
>>
>>12920119
Half a dozen dead-cert shoo-in cacoward winners...
>>
>>12920126
So like with Heartland.
>>
Wait, there's a version of Ancient Aliens where the effects/sounds actually play on nugget/dsda so you don't need to play it on GZDoom?
>>
>>12920125
I told you I can't be arsed to remember them, I don't play MBF21 maps. Go search Doomworld if you care that much.
>>
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>>12920129
>Until Valiant convinced all the mappers that every wad needed to be its own gameplay mod.
>"every wad" turns out to be half a dozen
>Doesn't even remember their names
>>
>>12920128
It's on wadsup, mbf21 link. Same with Valiant, Lunatic and Vanguard.
>>
>>12920135
Fuck you those are two different discussions. You're deliberately misreading my posts to attack me because you're a modernist who loves mbf21 and uzdoom. I'm done discoursing with you. Last word's yours if you want it.
>>
>>12920135
You've gotta understand it's all of the mappers, from that point onwards.

To even play a wad with vanilla monsters or weapons you've got to go back to the 90s ones, there's no other way to get that experience anymore.
>>
>>12920145
I thought he was being a buttwipe not for mbf21/UZdoom but for AI?
>>
>>12920148
or you just patch it with ai.
>>
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>>12920151
Bodied that fucking luddite.
>>
>>12920097
GzDoom has had compatibility with MBF21 for many years now, it was only behind on that for maybe 8 to 12 months or so.
>>
>>12920114
>Valiant itself is the only one with a vaccinated edition, as far as I know
No it isn't.

>>12920148
That's true, ever since MBF21 happened, nobody ever made a Vanilla .wad ever again, it simply stopped being possible, people had no choice.
666 Minutes Of /vr/? You may think it's Vanilla, but no, it's secretly MBF21!
>>
>>12920145
(me)

1. The number of wads since the late 2010s that have gameplay mods coming with them and no vaccinated editions. Just go read the cacowards from mid to late 2010s onwards. Look at how many of the winners have significant custom gameplay dehacked content. Both Eviternities are good examples. These don't work with generic gameplay mods because they clash. The mods have to be made specifically compatible with the mapsets, bloating them. You can't play mix and match with arbitrary mapsets and mods like you could in the glory years up to the mid 2010s.

2. The thing with the half dozen wads you people seem to have hyperfocused on. They distinguish themselves by having a huge flashing GIF in their release threads saying "DONT USE THIS WITH UZDOOM". I don't care to remember their names. They are from this year and haven't won cacowards yet but are extremely likely to because they're those kind of slaughtermaps made by genderspecials who have furry anime pony girl avatars and who are in bed with the awards committee.
>>
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>>12920097
>You used to be able to.
You still pretty much are.

>Until Valiant convinced all the mappers that every wad needed to be its own gameplay mod.
This never happened.

>Which of course clashes with all the dedicated gameplay mods you'd like to use.
In most cases, this really wouldn't be all that much work to write a compat patch for.

>Then MBF21 happened and fucked it all forever. Because G/UZDoom can't even load most MBF21 wads properly.
Yes it can.
>>
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>>12920162
>I only play Cacoward winners, therefore only that content exists
>>
>>12920162
or you just patch it with ai.
>>
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>>12920162
>>
>>12920135
Anon, please, he's a histrionic idiot, you can't just confront his claims and statements.
>>
>>12920091
Pretty much, Learning Doom mapping is pretty easy, and Doom Builder has made it a breeze to do for over 20 years. You can't generally do as much (not without more advanced formats), but boy, with Vanilla you can do quite a lot, and with Boom/MBF21 format, you have borderline cosmic possibilities.
>>
>>12920165
>>12920151
NOOOOOOOOOOOOOOOOOO STOP SAYING THAT I CAN'T HEAR YOU AAAAAAAAAAAAAAAA NO PLACE LIKE HOME NO PLACE LIKE HOME
>>
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>>12920162
Fucking hell, man. This is the biggest load of wank I've read all year. You're projecting your own bias regarding shit you don't like so hard, if we pointed you at a wall, you'd display a powerpoint presentation about what a whiny little bitch you are.

So much Doom content is made every year, you could completely ignore all the stuff you stroke your hate-boner over and still have enough left over to play until the day you are dust.

Get some fucking perspective.
>>
Almost everyone uses DecoHack for making DeHacked stuff these days, and often the source DecoHack code is included inside the .wad, so it's often REALLY simple to just adapt whatever Thing or Weapon change into a very simple Decorate or ZScript patch for GzD/UzD.
>>
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>>12920163
>In most cases, this really wouldn't be all that much work to write a compat patch for.
Shit's simple as fuck, you can even knock one out to run MBF21 gameplay mods with stuff like Strange Aeons easily enough.
>>
>>12920187
>and often the source DecoHack code is included inside the .wad, so it's often REALLY simple to just adapt whatever Thing or Weapon change into a very simple Decorate or ZScript patch for GzD/UzD.
It's also just easy as fuck to wirepull, Slade handles the decohack shit now so you're not having to constantly check what frames were for what anymore.
>>
Isn't most MBF21 content still just using stock weapons and monsters?
>>
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>>12920190
>Strange Aeons
>>
>>12920192
Depends on the project. I think because there's been a few big MBF21 projects that've been spotlighted this past year or so that happen to use custom monsters/weapons, some dipshits like 12920162 are convinced that's the only thing people are making now, which just tells me they're a dumbass tourist who doesn't know what they're babbling about.
>>
>>12920192
No, they almost all use the dehacked extensions as well. There's very little in MBF21 other than the dehacked extensions. Just a couple of damage floor types and blocking line types.
>>
>>12920192
It depends, a fair bit is either stock or stock-adjacent, while some make quite extensive changes.

Some of our lads have done some pretty interesting stuff with MBF21 over the years.
>>
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>>12920195
>>
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>>12920139
Neat. Now I can have crazy hair guy ramble about his two headed dog on DSDA.
>>
I found the huge flashing gif I was talking about.

>>12920163
>>Then MBF21 happened and fucked it all forever. Because G/UZDoom can't even load most MBF21 wads properly.
>Yes it can.
In that case why do so many wad releases have this large obnoxious flashing gif slapped over them?
>>
>>12920163
Didn't Skillsaw go out of his way to make the Vaccinated version of Valiant, removing the custom weapons and enemies, specifically so you COULD play it with actual gameplay mods too?
>>
>>12920220
Yes. However, no-one after him bothered to do the same.
>>
>>12920218
Can you even give some examples?
>>
>>12920225
He won't. If he does it exposes him to the possibility of looking like more of a dumbass.
>>
>>12920218
>why do so many wad releases have this large obnoxious flashing gif slapped over them?
Where are the links?
>>
>>12920225
Well I found it in the "Sunlust the way we remember it" thread but that's definitely not the first place I saw it.
>>
>>12920226
This, a lot of wads that do that kind of warning are because of performance issues or geometry fuckups.

400 mins had a warming like that for a while and that's a boom wad.
>>
>>12920225
>>12920227
NTA, but I remember seeing the non-UZDoom version of that gif on the DW page for fucking TWOGERS. Not sure where this edited version comes from.
https://www.doomworld.com/vb/thread/143368
>>
>>12920218
Mbf21 has been fixed for gzdoom years ago. You are probably thinking of kex, which has very limited mbf21 support.
>>
>>12920218
>so many
I had to go through five pages of MBF21-tagged posts in Doomworld's WAD forum to find it even once. Majority of projects said they were tested for UZDoom, a couple didn't mention it at all, one said "use it at your own risk". Hardly the epidemic you make it out to be.
>>
>>12920197
That's not really relevant to if people are using those DeHacked extensions. There's lots of Boom format content out there but which doesn't use any of the old BEX format stuff, it's very often just used for maps.

MBF21 has a few more added features over Boom and MBF, in addition to fixing a couple of broken ones, so there isn't a ton of reason to not just use MBF21 over Boom, even if you're just going to map (but also it doesn't make a huge difference if you DO use Boom over MBF21).
>>
>>12920234
>which has very limited mbf21 support.
It still has limited id24 support too, which is funny as fuck.
>>
>>12920218
Why are you like this?
>>
>>12920231
Twogers is experimental wad that relies on quite weird hacks. It makes sense gzdoom can't handle it. Newfags don't remember that even mbf and boom wads used to have occasional problems with zdoom until those were fixed.
>>
>>12920235
I am sorry you wasted your time. I intended to do this myself but it is very late here and I want to go to sleep but people keep misreading my posts and instead of answering my actual words forcing some other meaning onto them and trying to shame me for it.
>>12920239
Why do you hear things I didn't say?
>>
>>12920242
After you refused to provide it, we went looking for substance to your claim ourselves, and then didn't find very much at all, so that begs the question, why are you making these claims?
>>
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>>12920228
>>12920218
Why's it working, Anon? You said it couldn't load.
>>
>>12920245
Why are you hearing things I didn't say? Why are you all misreading my posts? I'm going to sleep.
>>
>>12920240
Is there even an actual example of someone making an otherwise unproblematic wad deliberately incompatible with a certain source port, all for stupid personal reasons?
>>
>>12920243
Because he wants to be an angry contrarian but struggles to find reasons for such attitude.
>>
>>12920240
>Newfags don't remember that even mbf and boom wads used to have occasional problems with zdoom until those were fixed.
I miss having to run wads in PrBoom because ZDoom or GzDoom would lose it's shit if you dared to run it in in one of them.
>>
>>12920248
Well there are shitload of gzdoom wads that don't actually use any gzdoom features besides udmf map format (without actually using any udmf features) which makes them incompatible on most source ports. It's hardly a personal reason though. It's just that those mappers are clueless amateurs.
>>
>>12920248
Not really, Lilith.pk3 was deliberate but for a very good reason, and then shitstormed about for petty reasons.

Also one of the Wool Ball mods didn't initially work on GzDoom but it was accidental.
>>
>>12920251
I remember GzDoom running Boom content entirely fine, but if you mean like in the early 2000s, I wasn't playing all that much custom Doom content by then.
>>
>>12920248
I don't know if lilith fits your criteria, since like Twogers it's also targeting a very specific compat format, but hand to god that's the only thing I can even think of.
Surprisingly, given how factional the Doom fandom is, port checks are uniformly glitch-awareness-forward. Never anti-port.
>>
>>12920245
>tr@nny mugshot
>>
>>12920257
You get more in the way of mods checking for other mods, mostly for HDoom or BD.
>>
>>12920254
Lutz's Phobos Anomaly Reborn used to shitloads of problems with zdoom to the point that some maps were unbeatable.
>>
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>>12920018
>black midi
Any wads that feature these?
>>
>>12920145
>You're deliberately misreading my posts
Why did you just say you fuck donkeys?
>>
>>12920262
I'll take your word for it, but it was like 2006 or 2007 or so when I finally started plunging into custom Doom content. Primarily with Skulltag, and a lot of stuff tended to work reasonably well with that.
>>
>>12920265
Yep, that's exactly what Anon said, and he isn't getting up behind the donkey, oh no, he gets down on all fours and crawls underneath, to take that knobbly donkey dong.
>>
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>>12920260
True, there was certainly an element of spite (or exasperation) in some of those checks.
Though nonetheless extremely funny.
>>
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>>12920274
Why he acts like that
>>
It's time for me to Gel, and it's time for me to die.
>>
>>
>>12920306
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>>12920306
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>>12920306
>Using the newer mugshot
Crafty.
>>
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>>12919783
Epic 2 is a tragedy, because it's so good right up until the slaughtershit episode ruins the whole wad.
>>
>>12920373
Epic 2 is great to the end. You just lack the skill to finish it.
>>
>>12919783
>or slaughter style gameplay
Nobody's ever going to agree on what constitutes slaughter, we even had that one Anon who thought killing eight imps a minute was slaughter and thus was a ruined wad.
>>
>>12920381
Slaughter means "I have to actually think about how to engage with the encounter". When a certain kind of player realizes they have to use their brain, they bitch and moan.
>>
>>12920325
Pet the Munchy.

>>12920341
Yup. I also copied over the new armor and I think some other stuff like the interpic.
>>
>>12920381
>>12920389
If its like Suburbs or Courtyard, its slaughter.
>>
>>12920280
Canonically they're thrill seeking little freaks, popping out of chests and taunting treasure hunters before vanishing, it's how they get their jollies.
>>
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>>12920373
I don't generally love Slaughter, but I don't mind a bit towards the end of a .wad, or as a secret level, like in Plutonia, where that was THE biggest and baddest level. So, like a finale and/or bonus.

I quite enjoyed Epic 2 for the most part.

>>12920381
I use Go 2 It as my base benchmark for Slaughter, and I think it's reasonable due to how it was one of the early foundational examples. I think consistently high monster density is a defining feature, not just one or two encounter where you fight a dozen or two monsters in one go.

You could argue TNT's Stronghold to be Slaughter, it sure has the numbers, but the monsters are all mostly Zombies and Imps, and you just really plow through droves of them fairly quickly (but the hitscans also make them quite dangerous), so it's a very different experience. I actually love that level a lot.
>>
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>>12920415
Remember that one part in E1M6 where it just turns into complete fucking slaughtershit? Man, what was Romero thinking...?
>>
EAT HIS FLESH
>>
>>12920432
It's called keeping the player on their toes so they don't grow bored and complacent, ya numpty. Romero pulled the rug out from under you and springs his trap. It's fun! WEE! Video games!
>>
>>12920459
He was being sarcastic, but indeed, most of the people in these threads have terrible opinions on game design.
>>
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>>12920462
Haha right, then I apologise to >>12920432 cos you're right, a lot of downright retarded opinions I've been seeing lately is now causing me to miss people's jokes.
>>
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SD21.wad- smooth monsters, guns, animations, gibs, etc- is really good in Woof/Nugget but that red blood spurt, which is flying out of the caco also the baron/hellknight too, upon hitscan seems to be a problem that only the Nugget/Woof devs can provide a fix for. The hitscan blood in the middle of the monster is the right color tough thanks to colored monster blood ON.
>>
>>12920145
>Last word's yours if you want it.
Oh it's this fucking retard. You can stay on cl9 till the heat death of the universe all you want lil buddy, I personally enjoy the little spice some mappers have been adding.
>>
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Retard here
Usecase for QuakeSpasm instead of Ironwail?
>>
>>12920485
That's not me. I was shocked to read that.
>>
>>12920494
In all honesty there isn't one. It's not like Doom where the Quake community is worried about compflags. Ironwail has a level select menu, and a robust mod select menu, both of which you can type in to search for what you want. Quakespasm, last I checked, lacked both of these. There is a certain kind of person who enjoys making shortcuts to start up mods, and more power to them, but that isn't me. Ironwail does me fine. However, it is worth noting that the latest AD is targeting vkQuake and Ironwail. And in the end, both are forks of Quakespasm, so it doesn't really matter.

To go further, I was genuinely surprised QS got an update recently. I haven't used it in over 7 years.
>>
>>12920494
uhhhh I guess if you have an absolute toaster that can't run newer OpenGL
otherwise no point
>>
>>12920380
Ask me how I know you're a quick saving tranny.
>>
>>12920536
Muh no-saves
Muh transphobia
Oh shut up, you boring retard.
>>
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>>12920548
Splash confirmed.
>>
>>12920552
Mhm, yeah. Sorry, I forgot to put the little "nta" before I called ya boring cos I'm still new to this, so you missed your target. Better luck next time. Also, you're still a boring retard.
>>
>>12920536
Show me your UV max demos or speedruns.
>>
>>12920018
>cacodemon missed atonement
>update ass
>nah content need things
>[autistic attention sounds]
>>
>>12920018
>quake better
>joe sad
>graf fag
>real uv guys
>future hub coming
>imagine chopblock okay
>definitely nightdive somewhere eventually
>faggot half less pay
>relevant small faster mega posting
>>
>>12919294
Do people actually enjoy slaughtermaps? Too often it's just spamming revenants and pinkys at close quarters
>>
>>12920648
You've played maybe 5 slaughtermaps in your life.
>>
>>12920648
I flatly refused to play slaughter-WADs for the better part of the last 6 years I've been playing Doom. I started giving them a chance this year and, yes they can be exhausting at points, they can also be really exhilarating. They're effectively a combat puzzle you solve by finding the right strategy. They can look intimidating, but once you get over the HOLY SHIT MANY DEMONS they're not that bad.

Just like regular Doom WADs, you just gotta explore them and find the gold among the shit. I've found plenty of gold since I started playing them earnestly.
>>
>>12920648
I like to shoot retarded demons with shotguns, rocket-propelled grenades, and big Plasma Balls.
Slaughtermaps allow me to optimize my RDPS (retarded demons per minute), and the resulting delivery of fun.
>>
>>12920648
No, but I freely admit that's because I'm old and my reaction times and dexterity went to shit years ago. I still play slaughter wads, but with overpowered weapon mods.
The whole aspect of combat puzzle is lost on me. It seems like others see patterns where I cannot.
>>
>>12919707
>Instead of making new maps do a collaborative review of the years wads and produce a best-of list.
wadsup fits for this, but submissions need (optional, but encouraged) screenshots and descriptions, and there is no current way to put comment reviews together outside of doing it manually
https://wadsup.xyz/wadsup/doku.php?id=tag:2024&do=showtag&tag=2024
https://wadsup.xyz/wadsup/doku.php?id=tag:2025&do=showtag&tag=2025
https://wadsup.xyz/wadsup/doku.php?id=tag:2026&do=showtag&tag=2026
>>
>>12920494
Up until last year I had a toaster that couldn't run Ironwail but Quakespasm was fine.
That's it really. It's a nice backup solution if you find yourself downgrading hardware.
>>
>>12920648
They're fun in small doses, I recently went through Cyberwar 7734 in Valiant and had a great time, but I wouldn't want a wad of it.
>>
>>12920536
Even both doom 1 and 2 manuals explicitly tell you about saving mid-game
Ask me how I know you're an autistic virgin
>>
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>>12920648
slaughtershit is genuinely awful, exploration is just as important as the shooting itself in retro fps. i would *much* rather play nudoom if all i'm gonna do is mindlessly shoot shit
>>
>>12920791
Doom combat doesn't work well at scale because there is so much RNG in play and a limited number of crowd-clearing options. Serious Sam does big fights way better.
>>
>>12920782
>but I wouldn't want a wad of it.
I like it when it's a microslaughter wad or something that's intentionally dumb fun like the Junk Food series.
>>
>>12920789
>Xe needs to save midlevel to beat the IWADs
The DEAN OF DOOM everyone
>>
>>12920801
I stated a fact and now you're sperging out over something you made up in your head
This is exactly why you're an autistic virgin
>>
>>12920680
It's essentially just an encounter design philosophy more than anything else, one that's pretty flexible in the right hands.

I think a lot of the complaints come from people who had a bad experience once and genuinely believe that anything with more than E1 monster numbers is automatically zero effort nuts.wad.
>>
Doom slaughter maps is the intensity of MP and the sense of exploration found in SP.
They also provide an ongoing challenge. Quake - love it, but most 'hard' fights are only hard the first time around. Reasons: Fast weap switch, bunnyhopping, and far less enemies than in Doom on average.

Played that Bal (Tears of a false god) map in AD recently, both arenas are fun and intense, but man you even have the AD double jump at that point meaning escaping a hairy situation is so ez. B u t t e r
>>
Slaughtermaps are the Big Game Hunters of Doom, maps made by and for retards who have no appreciation for actual map or game design.
>>
>>12920803
It's funny that they bring up a Youtuber when it's Youtubers who got a lot of those fuckers to obsess over single segment blind uvmax .etc as the default playthrough.

It's not like there's anything wrong with challenge runs, but doing them all of the time is pretty dumb, even more so when it's getting an overinflated ego and trying to push that shit onto others as the one true way to Doom.
>>
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>>12920794
Did you ever try wads built on Supercharge? (Paradise, Godless Night, Ante Mortem, Greg's Glory)
One of the things it does is remove damage variance, so a particular attack takes off the same health every time.
It does create its own issues FUCKING GRENADIERS but I like it as a more slaughter-friendly ruleset.
>>
>>12920813
>retards who have no appreciation for actual map or game design.
And what to do when the only challenge remaining is the secrets?
>>
>Popes of Roam
I finished the map and I still have no idea what the fuck I was expected to do there. The Popes of Nope are all wandering around causing mayhem so I ended up just hitting all the switches and getting out of there.
One of the few times I saved mid combat since the whole map is combat.
>>
>>12920827
>And what to do when the only challenge remaining is the secrets?
Wander around aimlessly, bitching all the time that the mapper is shit, the usual.
>>
>>12920827
>>12920830
I just literally got done wandering around a big map I'd never played before for 10 minutes looking for the last secret, having long since cleared it of monsters. Found it, too!
>>
>>12920803
>he's never stuck his willy in some bint's slimy hole that 15 other men have likely already been in, and risked getting a bunch of diseases!
Why is this an insult again?
>>
>>12920838
It's an insult because you are such an unlikeable cunt you haven't managed to get even one person to engage with you in something that the vast majority of people engage in on a regular basis
Thinking the insult is just about you not getting your dick wet when it's actually an indictment on your personality is missing the forest for the trees, a very typical cope from autistic virgins
>>
>>12920826
>Did you ever try wads built on Supercharge? (Paradise, Godless Night, Ante Mortem, Greg's Glory)
I certainly did back when all that stuff came out. I was one of Supercharge's biggest fanboys. Definitely one of the best custom resource mods for sure.
>>
>>12920426
>Stronghold to be Slaughter
*anon was slapped in his dumb face for this post*
>>
>>12920841
nta, but most of this site are autistic and virgins because of it, you sneering about it makes you seem like the unlikable cunt here, because it's a piece of shit thing to be smug about.
>>
>>12920861
Explaining something is not sneering or being smug, that is just a self-report
May you seethe in peace, virgin with rage
>>
>>12920862
And you're being a gigantic cunt about it.
>>
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Posting Caco memes until the autistic screeching stops
>>
>>12920863
And sperging out and screaming tranny to everybody because they save mid-game in doom is not being one?
You get what you deserve, online and offline
>>
>>12920865
I'm not even that guy, I save mid game but you're being such a fucking ringpiece over it. It sounds like you're due some karma yourself.
>>
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>>12920864
This hurts the caco.
>>
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>>12920871
>This hurts the caco.
>>
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>>12920872
Why can't you be nice to caco?
>>
>>12920869
Sounds like the explanation as to why virgin is an insult really hit home for you huh? You could've just sit back and watch a sperg get what was coming to him, but instead you decided to self-report
And now finally may you seethe in peace
>>
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>>12920875
I just like pointing out the cunts when I see them, cunt.
>>
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>>
Are these two unlikable retards going to kiss?
>>
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>>12920884
Yes.
>>
>>12920884
That's two discord detractors roleplaying. For some reason they're obsessed with this general.
>>
>>12920778
Bump, post got buried under some utter faggotry.
>>
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>>12920864
>>
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>>
>>12920898
>nu-doom caco
You can stop now, there's no one left to outspam
>>
Doom needs more mods where you play cacodemons, maybe also one where Doomguy retires to run his own caco farm.
>>
>>12920864
>I'll be a spamming cunt until what I don't like stops
Fuck you get banned stochastic terrorist.
>>
32 deathmatch maps inside every map.
>>
>>12920916
>Fuck you get banned stochastic terrorist.
>>
>>12920914
What does a caco farm produce?
>>
>>12920918
I was on the fence whether I should try this but deleting it now
>>
>>12920921
Electricity
>>
>>12920923
Good, nobody should play Sigil, it's awful.
>>
>>12920924
How?
>>
>>12920921
Raw unrefined fireblu
>>
>>12920921
You milk them to get liquid fireblu.
>>
>>12920927
I don't know, it comes out of their mouths somehow.
>>
>>12920928
How do you refine fireblu?
>>12920929
Caco has titties to be milked?
>>
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>>12920929
>You milk them to get liquid fireblu.
>>12920932
>Caco has titties to be milked?
Lube up and start milkin'
>>
>>12920932
>How do you refine fireblu?
Not my problem
>>
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>Episode 4 of Valiant
I know some of you guys look down on mid level saving but fuck me I don't think I could do some of these single segment. The maps are well made but the fights are nasty. Maybe if I found the secrets I'd do better.
>>
>>12920943
>I know some of you guys look down on mid level saving but fuck me I don't think I could do some of these single segment.
It's fine, especially on a first time through, you don't have to play by stupid Youtuber content mill rules.
>>
>>12920948
Yeah, I'm not that kind of player. Maybe I'll go through a wad using those rules someday, but honestly I just want to see some cool levels and kill some demons.
>>
>>12920943
Doom it your way, baby. Ignore the omega sweatlords and their "no mid-saves" bullshit".
>>
>>12920918
infinite recursion of deathmatch maps inside every deathmatch map.
>>
>>12920951
Yeah that's the sensible thing, just have fun and experience it, any kind of challenge stuff can be done on repeat runs where it makes sense.
>>
>>12920951
I am but I haven't gone past map13 yet. I don't think I recognise the screenshot in >>12920943 so I guess you're past that point.
>>
>>12919707
>/vr/'s own "Doom Awards"
lmao
>>
>>12919294
Someone shat their shit like this in the bowl
>>
>>12920980
nta. Would that be such a bad idea? I see a lot of anons constantly shit on the Cacowards, so why not devise your own annual award thingy?
>>
>>12920778
Some zero-hassle, minor maintenance solution to nominations would've been nice. Maybe wadsup admin could chime in with a good idea.
Granted anyone would care for something like that >>12920980; I reckon here are maybe 10 guys or so actually playing the games, including me.
>>
>>12920992
Also, there should be even less people who actually follow the current releases.
>>
>>12920980
It's been done before, once. The golden boner awards were meant to specifically feature /vr/doom creations. You probably weren't here in 2015, though.
>>
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play EBDoom or Baron will molest you in bed.
>>
>>12920987
Not that anon but it's a fucking awful idea. We had a year long shitstorm over an infographic that had been forgotten for something like eight years before that, no fucking way could that shit be run sensibly without turning into a sea of petty bullshit.

Also look at what happened with the /v/ awards, shit just became outside parties doing their best to interfere with that shit as it got more known about.
>>
I like the cacoawards just cause i can use it to find mods and maps that I wouldn't normally search for. It's not all slaughter - there is a lot of good maps and mapsets I will end up enjoying once i give them a closer look.
>>
>Anon learns that he is in fact a dysfunctional individual
That's some character development
>>
>>12921005
This. The majority of the Cacowards aren't for me and seemed to be aimed at the hardcore guys who play little else but Doom, but every year there are at least a few winners that are fun and I wouldn't have heard of them otherwise.
>>
>>12921006
What new level of shitstorm are you trying to force now?
>>
>>12920998
>had a year long shitstorm over an infographic that had been forgotten for something like eight years before that, no fucking way could that shit be run sensibly without turning into a sea of petty bullshit.
Oh, I see. Fair enough then, I guess.
>>
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>>12920918
I can't believe even REKKR is slaughterslop.
Is nowhere safe?
>>
>>12921014
>What new level of shitstorm...
Nevermind, static characters should be left as be for the good of their long-living franchise.
>>
>>12920998
For me the Cacowards are all the stuff I know about and maybe a couple things I didn't catch that get a sidebar mention.

I don't begrudge it the way some Anons furiously hate it, it's just not really useful for me as a way to find stuff, much in the same way the more normie Youtubers like Icarus aren't useful to me for mod discovery.
>>
>>12921021
I loved that map, I even loved how you get to it.
>>
>>12921021
The next episode's secret map is the opposite.
>>
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Have doom mods gone too far?
>>
>>12921031
>I even loved how you get to it.
You need to find a key stuck in some obscure corner, I think. The find nondescript wall in the sewers to open.
>>
>>12921040
That one's cool too, kind of makes me wish I'd gone ahead with an idea I had to do proper puzzle maps in a point and click adventure game fashion.
>>
>>12921048
>Then find*
>>
>omg penis
>retards worrying about other's playing habits
>constantly putting down other's work
pure 4chan and you dare bitch about troonenvärlden
>>
>>12921023
Sometimes I think this place could do with IDs after all.
>>
>>12921048
You have to take the dog to it's doghouse to open the door.
>>
>>12921021
>Is nowhere safe?
Nope. Looks like you're damned to play the IWADs only. Forever. How sad.
>>
>>12921054
That's just a small feel-good bonus after all the hassle.
>>
>>12921052
It wouldn't be 4chan without overinflated egos assuming they're better than everyone else.
>>
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>>12921048
>>12921054
>>12921060
There's also some nerd there.
>>
>>12921031
I was terribly embarrassed when I did a triple circuit of the map looking for the blue key and it's literally right behind where the standard teleporter drops me off
>>
>>12921053
>Sometimes I think this place could do with IDs after all.
Or set up a Discord. Or new contesting forum #20. Or be the change you want to see and get a trip yourself.

>>12921063
Dog has shut him there. That's my canon.
>>
>>12921073
The real problem is the retards trying to shit the threads up. They're the ones against the idea of IDs since they'd be identified quickly as troublemakers.
>>
>>12921071
>Key location
So it wasn't an obscure corner after all, but my repressed memories from my own embarrassment? I still don't remember where it was exactly.
>>
>>12921075
Best you can get are the passport IDs. What you're suggesting is not a solid-proof measure just with the dynamic IP addresses. Learn to discern bad apples and ignore, or you could also try to report.
>>
>>12920995
If it didn't last long, what makes you think this one is going to last any longer?
>>
>>12921106
Where did I say I thought it'd last longer?
>>
>>12921104
>or you could also try to report.
A few years back that would have resulted in the shitposters being sent packing back to /v/. Now? It does nothing.
>>
>>12921112
Same, I believe that current jannies and mods are the bad apples themselves.
>>
>>12921112
>>12921113
I dunno, we've had relatively recent threads where the ones going on worthless /pol/ rants have been purged.
>>
>>12920494
none since spasm is slopware

only wail and fte left
>>
>>12921109
You didn't, but if it was only done once and presumably stopped being relevant here years ago. why bring it up again?
>>
omg penis
>>
>>12921138
Spasm is fine, but Ironwail is so much better there's no point in using Spasm unless you have a very low powered machine. Vulkan exists too, but I don't see the point when Ironwail is a thing.
>>
>>12921147
A common mistake. What you're actually seeing are guns on the screen, but I understand your homosexual mind was seeing a phallic object centered on screen and immediately thought of sucking it. Rest assured, these are guns and that would be a very bad idea, unless you're a demon in which case suck away you seen to be dead HOMO.
>>
>>12921142
Because it was suggested for the next /vr/ project as a most-likely-one-off attempt to play and review a wide selection of recent map releases and make a best-of list.
(Instead of doing yet another mapping project that exacerbates the problem of oversupply of new maps that never get played because all the players are too busy being mappers making the next lot of maps that never get played, etc.)
>>
>>12920996
I wish this got remade.
Earthbound as a Doom wad souds sexy as hell.
>>
>>12921231
There was a Decorate version at some point, dunno where it'd be these days.
>>
What if i told you that Daisy is still alive?
>>
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>>12921235
>>
>>12921235
I'd assume you were a nudoom furry since only those fuckers care about that shit.
>>
We need a no AI rule.
>>
>>12921276
Good luck when idiots insist it's the future. I for one look forward to the day when nobody knows how to code anymore because "why should we, the AIs will do it!".
>>
>>12921276
buy 4chan from gookmoot so you can make whatever rules you want.
>>
John Romero's about to make you his bitch again.
https://www.moddb.com/mods/doomkatana
>>
I bet whoever said Gzdoom could never do trains is feeling real stupid right now.
https://www.youtube.com/watch?v=u8nkJcKtkcA
>>
>>12920791
https://www.youtube.com/watch?v=sDiRbDtNuSU
>>
>>12921296
the modders have gone insane
>>
>>12921268
wtf is this
intriguing
>>
>>12921312
Looks like the kind of zero effort shite ad for a mobile game that also had zero effort put into it.
>>
>>12920497
Oh, Ironwail has a proper menu for handling files? Maybe I oughta retire Quakespasm then.
>>
>>12921312
Congratz, you are the exact woman demographic that mobile ad is trying to fool
>>
>>12920847
>misses the BUT part
>>
>>12921337
>This thread shits on you for being a "virgin"
>But it also shits on you for "womanly" behavior
Make your fucking minds up.
>>
>>12921360
maybe you're a virgin because you act all womanly, faglord
>>
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>>12920916
>>
>>12921363
I'm not either, retard. I'm just fucking tired of your bullshit. Most of you belong back on /v/ where you can shit the place up to your little retarded hearts content and leave this place to the fucking adults.
>>
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>>12921372
what schizophrenic melty have a stumbled across? looks like anon was called a virgin one too many times and lost it
>>
>>12920998
This is why I think a better approach is just people trying to write (somewhat) proper reviews of what they've just played, don't need an awards show, just focused opinions by people who care.
>>
>>12921378
>just focused opinions by people who care.
That'd be hard to pull off correctly as Anonymous. There's definitely people here that give a shit but it'd be so easy to drown them out with garbage.
>>
>>12921380
Just post your screenshots together with it for one or two posts, it'd be enough. Maybe a demo if you really want.
What matters is really the content of your post.
>>
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>>12921370
Obviously the thread is desperate need of Caco.
>>
>>12921378
or just even talking about what wads and mods they're having fun with instead of the inane shitflinging that goes on about.
>>
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>>12921378
>>12921381
>>12921386
I remember someone here once suggested we should go to idgames, click the "random" button, then play whatever we got and post our review of it. So I did exactly that with a wad named "Snowfury".

Found the post archive: https://desuarchive.org/vr/thread/10505614/#10515401
>>
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>OR EXTRA WORK
>>
>>12921409
Thanks, bye.
>>
>>12921408
Oh man, we used to do that fairly often, I remember landing on female.wad one time, that sure was an experience.
>>
>>12921408
Actually, let me repost the "idgames roulette":
-------------------------------------------------------------

Oh look, I found the bumper for IDGAMES ROULETTE TIME, SO YOU KNOW WHAT THAT MEANS!
https://www.doomworld.com/idgames/?random

>click link to get a random upload from idgames
>play it (as far as you want anyway)
>no need to finish it if you don't like it - it's supposed to be fun
>take at least one screenshot
>post a link to it here in reply afterwards
>tell us what you thought about it
>if you get a DM map, texture pack, or utility, etc, reroll
>>
>>12921417
You mean this? https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/female
>>
>>12921408
iDgames roulette, we haven't done that in quite a while, but it's worthwhile.
>>
>>12921425
That's the one yeah description alone has the smell of /pol/ all the fuck over it, lol.
>>
>>12921418
Reminder: then some streamer slapped his branding all over it and used it as a content farm for his channel & website
https://www.doomworld.com/vb/thread/120488
>>
>>12921418
I got Escape From Korax's Jail, a short, very linear Hexen map with some narrative stuff and some not all that well thought out combat. However it did have a Duke3D-like puzzle section where it uses the porkulator to make it so you can access a switch to progress, which was pretty neat.

https://www.doomworld.com/idgames/levels/hexen/j-l/korjail
>>
>>12921296
I thought all trains moved to UZDoom.
>>
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>>12921458
>However it did have a Duke3D-like puzzle section where it uses the porkulator to make it so you can access a switch to progress, which was pretty neat.
Ah, almost like Rise Of The Triad, where when you have the Dog Mode powerup, you're shorter and can fit underneath some low barriers to access some secrets.
>>
>>12921357
*slapped again for even considering putting these two words into the same sentence*
>>
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>>12921418
>The Altimac WAD
Dated 04/05/00. Mostly a 192 brightness indoors maze that initially looks pretty lame and uninspired, but throws in some surprising sequences.
Some highlights:
>picking up the red key spawns a lot of hitscanners, imps and some demons around you, can't leave until the door opens after 30 seconds
>you're given a blursphere and non-secret rocket launcher right before an infight centric room
>the exit corridor is textured entirely with red textures, which calls to mind Alien Vendetta's map 31 though predates it by at least one year
This was fine, honestly. I expected something worse, but it's pretty competent. I found it very easy to run out of ammo and died a few times due to poor awareness, but again, it was fine.

https://www.doomworld.com/idgames/levels/doom2/a-c/altimac
>>
>>12921463
Pretty much, though Dog Mode is a proper powerup while the pig just sucks for damage and has a max health of 30 so you just run the fuck away from everything.

I'm not even sure if it's got the superchicken thing that Heretic gets with the Morph Ovum.
>>
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>>12921418
>Firetop Mountain version 2
Big, wide, and slopey GZDoom map. Lots to fight but kind of mindless with all the space you have. There was a "tower" of revenants that was annoying to take out. Looks pretty bland. Still kind of cute, fun skybox.

https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/ftmtn_v2
>>
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>>12921464
Anon shut the fuck up, you can read my full post, don't be obtuse. First of all I say it's ARGUABLE, but if you look at the high density of monsters (300 Zombies and Imps packed into a kinda small map), and how 8 out of 10 fights in the level is you versus 1 to 3 dozen monsters at once, you can at the very least see the angle.
>>
>>12921474
That's a very sci-fi planet skybox so you at least got the right outfit for it.

Feels like the sort of thing that would have Unreal music.
>>
>>12921458
Nice find. I wish mechanics like the porkalator were more common, the kind that can be exploited to give clever players an "a-ha!" moment when they realize the possibilities.
Hexen itself uses this for a secret area only once from what I've read. Hexen II has the Seal of the Ovinomancer, which turns enemies into sheep and can be reflected into the player, but disappointingly never uses it in this manner at all. (That tracks since Hexen II is full of missed potential in general.)

>>12921430
I suppose the IDgames Roulette could go well with with the Wadsup review thingy (>>12920778).
>>
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>>12921418
>Some deathmatch map from 1997
Well that's no good, trying again...
>Dawning
Eh, a neat idea, with a deep slime lake you actually go underwater in but it's slow, painful and seems to be one giant GOTCHA rather than fun so I quit after a few attempts.
https://www.doomworld.com/idgames/themes/TeamTNT/boom/dawning
>>
>>12920943
>The maps are well made
No, they're not. See:
>I don't think I could do some of these single segment
>>
>>12921502
That's because I'm bad at the game, anon. I'm sure good players can.
>>
>>12921481
Popcorn Slaughter in an Incidental Combat kind of style?
>>
>>12921502
Why are you being a bitch?
>>
>>12921502
>>I don't think I could do some of these single segment
What an awful metric to judge something by.
maybe he's being sarcastic
>>
Played the first few maps of Alice, kinda surprised the third weapon sux even more than the second haha and just like with Heretic 2 and Max Payne I'm thinking of switching to the first person hack. Might suck for the platforming but the combat in third person is awkward.

Also installed Thief 3, hmm after playing mainly epic TG fan missions, let's see if the improved gfx can make up for its supposed shortcomings. Strange bug: I have alt gr key for use, but in the training mission I can't drop the Innkeeper, he just floats midair and I can't proceed. Ctrl works, but I can do anything else just fine with 'use' on altgr like open doors. Took me ages to discover ffs.
>>
>>12921418
Whenever I get a map from the mid 90s I always wonder how these guys are today. They'll likely be in their 50s now at least.
>>
>>12921508
The anon you're replying to is probably the same one who a month or two back was complaining about how wads should walk the tightrope of being easy enough for him to blind single segment but not easy enough that he can notice it's going easy on him.
>>
>>12921425
Project Einherjar precursor?
>>
>Mmm... today I will pistol start Doom 2 single segment
>Tricks and traps bends me over
Well this is embarrassing.
>>
Moon's been pissed on.
>>
>>12921536
Whatever hud you got going there is pretty gay doe
>>
>mouse is ded
it's joever, no more doom.
>>
>>12921425
These comments, lol.

>0/5--Boring, but more importantly, unflattering to women. On the plus side, I enjoyed reading the insults. I cannot accept a man who has no respect for lesbians or women "out of their place." You won't EVER see me downloading any of Daniel's wads for any reasons whatsoever again. I hate to say it, but we may have another Columbine here. Let it be known as gamers, the vast majority of us do not accept or engange in such sick behavior. (Or at least I hope so)

>Since when did Doomworld become inhabited by a bunch of slack-jawed faggots who worry about whether a wad is "too offensive"? DOOM IS A GAME THAT REVOLVES AROUND KILLING, IT IS OFFENSIVE BY NATURE!!! Go have your period somewhere else pussies, this wad rules and so does Kama Sutra. I wish someone would go Columbine on all the politically correct liberal queefs who want to stifle free speech and great wads like this one.

Some things never change. Was trying to find info on Dynamite Duchess on Doomworld and they blocked the thread and apparently every subsequent thread made about it. Just a few posts they never noticed.
>>
>>12921538
Thanks bro, you too.
>>
>>12921542
What the hell is that wad about? Shooting lesbians? Lol
>>
>>12921542
>Was trying to find info on Dynamite Duchess on Doomworld and they blocked the thread and apparently every subsequent thread made about it. Just a few posts they never noticed.
That was what Impie wanted, he even purged it off his main site, some shit to do with not wanting it being too close to his book stuff.
>>
>>12921425
This reminds me of the fat fart fetishist wad where you shot shocked looking women on the toilet and the died farting. I still have this fucking screenshot of it.
>>
>>12921547
iirc he was working on an updated version at some point.

that whole thread was full of "this is what impie wants so we're not the shitheads for being shitheads"
they blocked the thread because it paints them in a crappy light because they showed themselves to be reactionary simpletons.
>>
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>>12921509
>Alice
I remember all of Alice's weapon roster being highly impractical to use. The fact I chose to play on Nightmare on my first playthrough probably didn't help as the enemies got very spongy at times.
Speaking of Nightmare, don't bother with it unless you regard the endurance of pain as the measure of worth.
>>
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>>12921541
You need to channel the spirit of Romerog Doom and play with the arrow keys.
>>
>>12921554
Lol it's Sam Altman
>>
>>12921547
>>12921557
>Dynamite Duchess
This? https://gamebookshack.com/dinah-mite/
Seems like a normal TC at first glance. What about it could possibly be worthy of drama?
>>
>>12921559
Yeah Alice was really weird when it came to actual combat. All the weapons sharing 'ammo' was an annoying choice at best.
>>
>>12921580
>All the weapons sharing 'ammo' was an annoying choice at best.
I guess it solves ammo placement issues.
>>
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>>12921418
>Distorted Memories
Before the, uh... how that wad was called? I have trouble recalling it, again. Anyways, Distorted Memories, from the guy whom you might know for making Lunar Catastrophe two years after. I played the first four maps and these are improvised quasi-speedmaps for Doom 1, abstract environments and misaligned textures, shotgunning spree, made under the goal of recreating the feel of the original IWAD. It's alright, pace may seem brisk and flow choppy, you spend most of the playing time looking for how to reach that one secret you missed. Most secrets are obscure, but intuitive. Make sure you find plasma gun before reaching the fourth map, else you'll get fugged. I know I did.

https://www.doomworld.com/idgames/levels/doom/Ports/d-f/dstrtd2

Text file says it was tested in ZDoom, but I haven't encountered any oddities while playing on MBF port. Could be a plain limit-removing wad.
>>
Probably a bit late to post but forvraln.wad is one of the better wads I've played in recent times. Map12 was the very best of the wad, just for how long and detailed it was, but the whiplash between finding the secret and then going to map13 was funny. 10/10, made me want to watch madoka magica.
>>
>>12921628
It's never too late, it was a fun as fuck concept for a wad, I think people getting caught up with the for and against cacowards shit forget that these projects are supposed to be fun about having fun.
>>
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SUNDAY NIGHT SHITSHOW is on!

gameplay: Hard Doom
maps: the third descent

search "macgu.fun" in doomseeker!
>>
>>12921541
the strawpoll i posted last thread had a surprising number of keyboard only players! try it out!
>>
>>12921579
It was an allegory for covid and the main character was under lockdown in a castle. It was from her perspective so a lot of the dialogue from her is anti lockdown, and told by an emotional child, (but the actual story walked the line more).
People attacked him for it, and he responded defensively. And to be fair I get why, they really went at him with an unjustifiable amount of vitriol for something they could've easily ignored and moved on from, or at least criticized it in a civilized manner.
But it was near peak covid.

The gameplay itself is actually quite good. Level design is somewhat weak. The story could've been handled better as a metaphor and been a little less on-the-nose.

Don't know if he's still planning to update it.
>>
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>>12921665
As someone who played a bit of that back in the 90s and 2000s, it's just not worth it if you have any other option, even a cheap-ass Madcatz gamepad or something is gonna be a superior experience.
>>
>>12921715
>(but the actual story walked the line more).
Isn't one of the big plot points that the main character's mother suddenly dies from the disease in the setting, and she doesn't know what to do?
>>
>>12921717
in the 90s and 2000s i graduated from being a keyboard warrior to a rare joystick player, then finally got a mouse with 2 buttons (i had a 1 button mouse for way too long)
>>
>>12920072
mod?
>>
>>12921739
Gameplay mod is Hellbabe,
Map is A Terra Cross Time.
>>
>>12921719
Yeah, but that was the main thing I think. That the lockdowns weren't saving anyone, and instead were only damaging children rather than helping.
He was never arguing that covid itself was a nothingburger (and I don't care to have that argument myself), just that the lockdowns were damaging to society and children. At least that how I recall it.

It's been 5 years, so.
>>
>>
>>12921756
Just sounds like this in my head.
https://www.youtube.com/watch?v=D3xtj-QnM2s
>>
>>12921756
Merps are manifestations of joy and whimsy and I can't help but smile whenever I see them.

>>12921760
They do look a bit like they're made of clay/plasticine.
>>
>>12921756
I just realized that's their blue tongues sticking out, and not their mouth being agape. Now I love them even more.
>>
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Prototyped Dread melee counters, sprint, and screw attack
"first person screw attack is impossible" -Retro Studios
>>
Mapping music.
https://www.youtube.com/watch?v=9avhp8QuAlk
>>
>>12921815
Hmm, you might want to watch that. Otherwise there's no reason not to just wait for the enemy to do a parryable attack.
>>
>>12921819
True, I'll make it so enemies will try meleeing Samus less if they get countered. Also if they see their ally screw-attacked into little bits, they will certainly keep their distance.
>>
>>12921815
Good job, looking forward to this like crazy.
Only completely minor critique is the textures of the third-person models, feels like they could fit more? The first-person arm cannon fits wonderfully by contrast.
>>
>>12921815
Screw attack looks okay, but it does feel more like a tackle in 1st person. Maybe something more directionally pointing forward would sell it... like anime excitement lines or sometihng? idunno.

The parry counter seems op. Especially parrying a titan... feels... like... mean lol
>>
>>
>>12921661
GGs and take it easy
>>12921839
ah e3m8 classic, GGs
>>
>>12921815
The parry animation looks weird, I hope it's a placeholder.
>>
>>12921715
>Don't know if he's still planning to update it.
I didn't click the link before. It was updated last year. New stories too.

Might check out his books desu. Curious how to work, if they're just choose your own adventure or what-have-you.
>>
>>12921825
Certainly. The texture style in this game is alot more high contrast with baked-in reflections. Was gonna add more lights on her suit, thinking of desaturating the color like her model from Brawl, it would look less mcdonalds colors / cartoony, but maybe thats what make her unique?
>>12921828
Hmm, more speed lines on the screen? I have them on the sides but could do something with particles in the air.
Dread has counters on bosses but I think they're just really hard to hit. Could make the counter window short as hell based on enemy mass.
>>12921851
Yes its canonically a swipe / redirect from the end of the barrel, sometimes with energy. I'm no animator so I'm workshopping some animations which will, as always, take like 12 fcking hours to make.
>>
>>12920021
It was forked under a, there is no turning back.
>>
>>12921873
Slapping the attack away would be neat.
>>
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>>12921815
you know how when you get gibbed in qw, your head goes flying and spinning in random directions

could you make the screw attack animation have samus do a 360 spin on the y axis rotation or is that outside of the modding capabilities of whatever you're doing

your mod looks really good i can't wait for it to be on the gaming news and then DMCAed by nintendo
>>
There's more fangame rugpullers than DMCAs nowadays anyways
>>
we're talking about planetquake and gamespy in >>12920059 if any of you oldfags have anything to add about the glory days
>>
>>12921907
Why the fuck would you want the full visual of a screw attack in first person?
>>
>>12921925
Ah, the retarded opinion suddenly makes sense.
>>
>>12921926
so i forgot to take dissassociative identity disorder out of the namefield, fuck you

you could add some leg animation and make her do some sort of spin kick, it would be cool as fuck

are you playing on a VR headset or something. i always thought the getting gibbed in qw visual was cool as fuck but apparently too many people complain it gives them motion sickness
>>
>>12921907
yes it wouldn't be a problem, but I don't think many players would like a real first-person somersault camera
>>
>>12921383
This triggered a primal memory in my mind of this artist's earlier 'Cyberdemon and Pals' art.
But, the DeviantART gallery he hosted them on is long gone, and even the Wayback Machine was no help.

>>12921774
>>12921802
I'm not bandwagoning when I say it's easily in the top five all-time Doom critters.
Though I can only think of six off the top of my head anyway.
>Caco
>Daisy
>Lanternbeast
>Merp
>Rekkrdog
>Sentinel (DemonSteele)
>>
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Oh. I forgot Sven.

>>12921946
I'm only really familiar with Super Metroid, but her entire body rotates like five times per second during the Screw Attack.
I'm surprised anybody would still want an immersive first-person representation of that after thinking about it long enough to post.
>>
>>12921961
a single 360 kickflip could be enough, not a sanic spin

if it's a bad idea it's a bad idea oh well
>>
>>12921947
Does Hissy count as separate from a caco?
>>
>>12921947
>Though I can only think of six off the top of my head anyway.
Strife is probably the closest to having a vanilla critter that was just there.
https://zdoom.org/wiki/Classes:RatBuddy
>>
>>12921961
its even faster with space jump, the sprite becomes all motion blurred
>>
>>12921964
the new Metroid game teased a 360 -> kick move
>>
>>12921450
>Reminder: then some streamer slapped his branding all over it and used it as a content farm for his channel & website
Endless isn't a streamer, you moron lmao
>>
>>12921965
I would say it inherits from the cacodemon's own cultural identity enough to not be counted separately, in spite of its notability.
If only because then I'd also have to carve out exceptions for 'characters' like Pixel, and before long it'll just be cacos everywhere.

>>12921971
I actually forgot there was a rat. Noted.
>>
>>12921971
Didn't this thing have some kind of function which was dummied out?
>>
>>12921481
>you can at the very least see the angle.
Sorry, but I really can't. With how the map is made it's impossible to even consider such an idea. And I'm not talking about the fact that's it's a 10/10 map. I'm talking about how it never overwhelms you with too many enemies at once. It never locks you in a limited space with more enemies than the given space can handle. It never takes away your freedom how you want to approach any encounter. And most importantly, why I can't consider it even remotely slaughter-ish, is because there's just no big "encounters" per se. Iirc the only single time where it feels like you have to grind through the enemies is when you return from the room with the crates and the red key, and it's like an endless wave of shotgunners and chaingunners, that's basically the only time when the game plain stops you and forces you to mow the lawn, everything else flows organically through the whole level, you find some enemies here, there, everywhere, but it's basically never gives you "That's a fairly small amount of monsters for an average-sized person, I'd say?"© at once.
>>
>>12922012
and sorry about the esl gibberish, but you all probably used to it already
>>
>>12922012
Oh, you were just a faggot all along.
>>
>>12922014
your english is fine
>>
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>>12921816
Asskickin'. Though I'm more of a PS1 Jungle Mix kinda guy.
https://www.youtube.com/watch?v=-rDLgAucAqE
>>
>>12921971
>>12922003
I recall Hexen having a Fly critter that gor cut but ended up appearing in the PS1 and Sega Saturn ports.
https://doomwiki.org/wiki/Fly
https://www.youtube.com/watch?v=YGVoILdk0Pw
>>
>>12922027
The whole map has like 3 cyberdemons worth of health. Evenly spread across like 20 rooms. That's a damn Hell Keep level of slaughter.
>>
>>12922049
I'm past that point, I don't even care whether or not Stronghold could hypothetically be viewed as Slaughter or not, I'm more upset with you being a fucking faggot who defines slaughter as "there's a lot of monsters but I don't like it" which makes your position dishonest and retarded.

>I'm talking about how it never overwhelms you with too many enemies at once.
>It never locks you in a limited space with more enemies than the given space can handle.
>It never takes away your freedom how you want to approach any encounter.
With this rubbish conjecture as qualifiers, I could argue that MAP13 of New Gothic Movement isn't Slaughter, because you get plenty of wide open space and you're open to approach it as you see fit.
>>
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>>
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>>12921756
Why are health and armor damaged? Pretty suspicious.
He tripped over a rock in the Merp enclosure, of course.
>>
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Wait a minute.
Son of a...
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>>12922275
spidermerp
spidermerp
does whatever a spidermerp wants
>>
>>12922276
Can he swing
from a web?
No he can't, he's a Merp
Look ouuuuut...
He is the Spider-Merp
>>
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Times Ken tried.
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>>12921086
After using the teleporter behind the yellow key door, just before jumping to the exit, turn and press the opposite end of the building wall

I'm only 4.5 maps into E1, but the soundtrack is being the best thing about the game. I understand it that it's an actual, professional, composer doing GM music for a Doom TC? Hilarious and heartwarming if true. His stuff is also very much in the 90s MIDI style... I don't know if I could really explain it that well, but it fits perfectly.
>>
>>12921756
Consider: what if the merps were long and knobbly?
>>
>>12921756
Imagine the blinking noises.
>>12921947
>>Daisy
Is there even a definitive version of Daisy? There's some where it's bnuy and some where it's a furry.
>>Lanternbeast
Don't know this one, post pics.
>>
>>12922426
They'd probably look like those things out of Dark Crystal.
>>
I can't pronounce Knobbly without sounding British and going "Gnaw-bilee"
>>
>>12922432
>Imagine the blinking noises.
I'm imagining them synchronising them up.
>>
>>12922432
>the merp slowly blinks its eyes one at a time
>>
>>12921987
Anon was just desperate to bitch about something, anything, rather than engage in having a bit of fun.
>>
>>12922458
Yeah, seriously. I'm very wet behind the ears here and I've only been paying attention to /vr/ for the last two months, and one pattern I've quickly noticed is that a lot of anons here just flatly make shit up to hang on people they don't like for things they didn't even do or are responsible for. It's fucking weird lol
>>
>>12922469
>they didn't even do or are responsible for
Meant to write "aren't responsible for". This thing needs an edit button.
>>
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>>12922432
Probably the Daisy sprited by Scuba Steve that appears in Action Doom?
That's what comes to mind since it was the earliest one I saw besides the E3 ending.
The Lanternbeast is your 'flashlight' in Mohrta.
It has headlights for eyes.
>>
Blow it out your ass
>>
>>12922432
>Is there even a definitive version of Daisy? There's some where it's bnuy and some where it's a furry.
Daisy is a normal rabbit, one that's dead, anything else is furries trying to fap over that shit.
>>
>>12922454
>>12922456
The Merp communicates by blinking. When they're together in a herd they synchronise their blinking as a way to saying they're happy, moisurised and in their lane. If a merp breaks out of sync, the entire herd knows there's a problem.
>>
>>12922432
>Imagine the blinking
>They all blink their eyes, left to right, staring with the ones on the far left.
>Like doing the wave in a sports stadium.
>>
>>12919453
>which led 40 to stop me from leading anymore
The only rational decision 40iq ever performed in his life.
>>
>>12922559
Makes me think of the time with one of our projects where that fucking brony got told to pack in his bullshit for trying to forcibly take somebody else's slot cause he was late to the party but decided he could do better than them.

That shit isn't the sign of somebody who'll be reasonable with other people.
>>
>>12922576
That was for Vertex Relocated, wasn't it? The guy was making his first map, then Joe comes in and tries to wrest the slot from him.
>>
>>12922581
Yep.
https://desuarchive.org/vr/thread/10606682/#10615131
>>
>>12922665
>https://desuarchive.org/vr/thread/10606682/#10615131
kek what a nigger faggot
>>
>>12922576
His /vr/ contributions were some of the best though.
>>
>>12922717
Hi, Joe. Hope you're doing well.
>>
>>12922576
Sorry about that shit, I'm retarded.
>>
>>12922665
Urgh, that gave me douche chills.
At least I stumbled across this while I was scrolling.
https://dietinghippo.itch.io/palette-studio
So I can't be too mad, thankee for the link anon.
I should get off my ass and use my spare time to learn to contribute artistically. Being able to make my own sprites does sound cool.

>>12922779
Hi, retarded, I'm Anonymous.
>>
>>12922807
>dietinghippo
Oh hay it's him, he's a pretty cool dude who does some neat shit.
>>
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vertical aim purists be like
>Pure f*cking kino!
>>
>>12922873
Which map?
>>
>>12922882
i don't remember, it's doom 64 as you can tell
>>
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>>12922873
>did not follow the environmental pressure to descend the steps enough so his field of view covered the threat
>maintained a blind spot for the baron bleach money shot to come from
you'll get 'em next time
>>
>>12922920
they come at you if you drop down. its just funny the gun blocks your pov lol the reason why fps ditched the centered viewmodel thing is the same reason all third person shooters are over the shoulder
>>
>12922873
>having to fight two barons with only a chaingun
There’s nothing in the reposted webm that’s more ass than this.
>>
>>12922352
>Hilarious and heartwarming if true.
It is true. He did an amazing job.
>>
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>>12922873
>Not getting close to them and shooting them with the SSG
>Not even using the RL or PG
>Prefers relying on pussy strats
>>
>>12922739
He has acted like a douche in the past, but he has also made some maps I like. Whole community is full of skilled lunatics, I'm not about to give a shit about this one. It's just on everyone else to keep him in line.
>>
>>12922873
just uninstall the game, bro
>>
>>12922992
You have more than the chaingun by then, it's just being the most lame kind of corner peaker and trying to cheese it when it's designed to push the player into fighting down onto the next ledge.
>>
>replies to himself for self-validation.
You can stop now, joe. nobody cares and it's not relevant anymore.
>>
>>12923004
>It's just on everyone else to keep him in line.
No it fucking isn't, I don't give a fuck if you like some of his maps, it's nobody's responsibility to keep him from constantly repeating a pattern of dickish behavior.

Even project leads shouldn't have to deal with that shit from an adult who ought to know better, especially with how many times he's been banned or reprimanded for pulling that kind of shit.
>>
Cacos soon.
Predictions on the winners?
>>
>>12923035
some tranny slop about feelings o algo
>>
>>12922494
>webm
wtf is that garbage?
Why can't a single indie game going for the early 3D look match up to Quake's standards?
That pixel density makes it look like a parody.
>>
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>>12921418
got Catharsis by David Butler (1998)

Nice short vanilla levels, definitely intended for continuous play. Props for midi and sfx choices.

I played to first death (on map06)
https://files.catbox.moe/b3dwy9.lmp
>>
>>12923035
Eye Juice, Butcher's Summit, fuck knows what else.
>>
>>12923017
At least somewhat constructive post for a change, not ad hominem or cheap foolish joke
>>
>>12923035
The turd I just took recently
>>
>>12923017
You're right, it's nobody else's responsibility from keeping out my dickishness but my own.
>>
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>The final episode of Valiant is essentially Lunatic but with more AAAAAAAAAAAAAAAAAAAAAAA
Neat, I didn't care much for Hell/wherever episode 4 was.
>>
I've been working on a map for quake. Would anyone like to play and critique it?
It is my first map.

https://files.catbox.moe/0se6qq.zip

Please let me know if my things don't work or are incorrectly arranged in their folder, thanks.
>>
>>12923035
I won one once and now I don't even care.
>>
>>12923104
You should vote for my map
>>12923093
:^)
>>
>>12923093
Where did you get these tiger marines from?
>>
>>12923035
Definitely not me, I'm not part of the Kool Kidz Klub and they've been ghosting my work for years.
>>
>>12923117
Their biases aside, you sound like that one really annoying Kiwi faggot who doesn't make good maps anyway.
Two things can be right.
>>
>>12923121
bro, brooo, but i got like, 3 maps and like, totally more in the works, the guys at the farms love me and i'm so cool and hip and i'm like gonna work on KF3 when they give me the chance!!!!!!!
>>
>>12923121
SHUT THE FUCK UP BECKY/DOOMGUY666!!!
>>
>>12923112
I made them! Thanks for noticing! I call them "explodiers" and they blow up when they die.
>>
>>12923117
Post your work.
>>
>>12923141
And get my ass banned by the troonies? Fuckers are lurking everywhere.
>>
>>12923093
Definitely needs work, but it's a start.
>>
>>12923145
Give at least some references and hints. What year did you make your projects? Were they megawads, episodes or single maps? What source port?
>>
>>12923145
coward.
>>
>>12923132
What if it isn't Becky but some other obsessed retard? We got lots of dedicated personality haters.
>.t have no idea who "kiwi faggot" is even supposed to be lol
>>
>>12923162
Can you please keep the discussion on topic and talk about retro games? Not sure what you're babbling about but I think it's gone on long enough.
>>
>>12921418
>Mercury Rain
It's a standalone version of Jimmy's map from Dump 3 but it's a really fucking good map with a lot of indoors/outdoors stuff, rain and fairly varied area for a quite compact map.

https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/mercuryr
>>
>>12918301
Can someone explain how to actually load the prefab pieces into trenchbroom or what the file extension needs to be? I installed this version of TB and grabbed some prefab stuff from quaddicted but it doesn't seem to recognize the file type.
>>
>>12923171
You know the right moment to appear and start shooting chief, cause all these outlaws above me are unhurt and I only just got here.

>>12923148
>references and hints
Sounds a bit meaningless with the amount of playable stuff out there.
>>
>>12923171
And who are you? The fucking social worker?
>>
>>12923179
>>12923180
You are gay
>>
>>12923145
You could post just a screenshot of a room you're working on. Not sure why you'd be worried about getting "banned" when >>12919526 has been on going for years and years and years now.
>>12923173
>>12921474
Hellbabe roulette fever.
>>
Forward toward uranus last map is such dogshit, literally "we have god machine at home".
>>
>>12923017
Hey look, it's the attitude that keeps people in line. Thanks for taking up responsibility homie.
>>
>>12923195
>Hellbabe roulette fever.
I'll probably end up tweaking the sprites eventually but I've been having fun with it as a moderately near-vanilla experience.
>>
>>12923141
https://www.moddb.com/members/zacharinnikoloff/addons
>>
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>>12921418
>Cyber1.wad
>It's not very big but it's very cool playing it and quite difficult.
As best as the average challenge map from the 90s could get
https://www.doomworld.com/idgames/levels/doom2/a-c/cyber1

>>12923193
>You are gay
No, but you're in luck if you live in progressive west. Lots of dates you can find.

>>12923214
>Post your work.
Fake.
>>
>>12923214
Oh hay I liked Corporate Division.
>>
How do I make my game sound like this?
>https://www.youtube.com/watch?v=re0A23CSvpw
These have some real bass, mine sound metallic and robotic.
>>
>>12923214
I know that a lot of people didn't like DBP68, but I did, and I can't wait to try your revision.
>>
>>12923239
Anon, that's some shitposter pretending to be zacharinnikoloff. He was banned from doomworld years ago.
>>
>>12923237
you need a roland sc55, the midi synth bobby prince used to compose the doom soundtrack

the jim darkmagic channel has some mp3s that bobby prince himself made personally for doomworld using his original hardware
>>
is there anything better than one shotting a heavy weapons dude with the regular shotgun?
>>
>>12923267
oneshotting a lost soul
>>
>>12922035
Sick.
>>
>>12923252
Oh, I'm not too familiar with the past drama. I've only been lurking here for about a year. Regardless, I'm glad the shitposter posted the link.
>>
>>12923267
Doing the two-shot dance with a Cyberdemon with the BFG has always been satisfying for me. Took me a good while to get the hang of it a few years ago.
>>
>>12923257
Is there a soundfont that emulates it good with Fluidsynth or some other synth compatible with UZ/GZ and DSDA?
>>
>>12923279
i use hulshult can't help you
>>12923267
https://youtu.be/c6pxX0pPhtc
>>
>>12923178
Note that I'm not being condescending in my reply to you, just being detailed. In the upper left corner, beneath "File", you'll see "Shape", and to the right of that, a button with an orange capital P, and the word "Prefab". A new window opens where you get to browse between Quake or Quake 2 prefabs. You click on one, you get a preview and a description, and on some a dropdown menu because they have multiple prefabs. When you have found one you want, you select "place prefab". The window closes, then you click anywhere on solid ground, and pop, the prefab appears fully formed as a group of brushes you can manipulate individually should you double click on the group.
>>
>>12923257
Nah you just emulate it man. I have an emulator for Ableton Live that can take (giggity) the SC55. Great fucking stuff btw. I imagine FL Studio, which is infinitely easier to pirate than Live, has a similar emulator.
>>
>>12923281
To go further, John Romero released all of the source map files for the entirety of Quake's original episodes, and they are still very much worth revisiting in terms of inspiration, or even pilfering brushes, doors, etc. It's like learning music and music theory: if you need the key in front of you, then have it in front of you, or if you want to get better you learn how to play songs you like.
>>
>>12923285
Thank you so much for your detailed explanation, the issue is that when yhe prefab browser opens it's empty. On the bottom left it says "choose a prepared offline pack containing index.json". Next to the search bar it says "choose pack..." but when I look at the stuff I downloaded from quaddicted it says "no items match your search" leading me to believe I downloaded the wrong stuff.

Tl;dr - where do I acquire the prefab pack(s)
>>
>>12923282
i didn't mean you needed the original hardware
>>
>>12923147
Thanks for playing my map, I appreciate it. I know I have a long way to go but it amazes me how easy it was to get started. I'm getting a decent workflow going and looking forward to learning more. I should have started this years ago.
>>
>>12923237
Use an SC-55 style .sf2 like this one:
https://files.catbox.moe/j3ltql.7z

Put it in the directory of whatever port you're using to play Doom. Some will detect it automatically (and/or use a specific sub-directory for soundfonts), while some will want you to write in its filename in its config file.
>>
>>12923298
That's okay. We were both remiss not providing the .sf2 anyway like chad over here did: >>12923312
>>
>>12923297
Post a screenshot of the window you see.
>>
>>12923312
Oh yeah that's pretty good. Before that best I got was Arachno but it has drums drier than a desert and the guitars are kind of weird.
>>
>>12923317
>>
>>12923297
No need for the screenshot, fixed.
https://mega.nz/file/uFciFTjC#s7Q2TC0qMKRRxQBLibaxy-HA3wI7rdBPjmgzmF3dxpQ
>>
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>Grapple beam to spiderman swing from ceilings, but won't let you swing too high to pass jump-checks, it's more lateral movement like my current space jump
>Grapple onto an enemy to do a little constant damage, small enemies are stuck to a certain length like a fly on a string, large enemies can pull you or move around with sheer mass
>Grapple ammo or items up high to bring them to you
>Can overload enemy shields or rip a weapon away from a Skaarj / Krall tactically
>Can do a finisher when they're low health where you rip their head off, rip off a wing, etc
Any ideas anons?
>>
>>12923327
Much appreciated. I primarily run loonix and only recently started using wangblows again, specifically because it seems easier to get shit running for this sort of thing.

Where are they located? Are they supposed to load by default? Again when I'm looking through the folders(prefabs, assets,textures, previews,etc) nothing is coming up.
>>
>>12923337
No but you should share your game with me before Nintendo kicks your door in and assassinates you. Pls.
>>
>>12923338
>Are they supposed to load by default?
They are. I'll fix that, but meanwhile "Choose pack" and then the included prefabs folder in the directory should get you what you need.
>>
>>12923342
Ahhh it did it! Thanks man, this will definitely keep me busy for awhile.
>>
>>12923348
Enjoy it. Was that your map up there? I'll check it out when I get some time.
>>
>>12923339
What are you, a snitch?
>>
>>12923354
Yeah that's me. Thanks again. I was clicking through the folders expecting to see something, but if you select just the prefab folder then it does what it's supposed to and loads everything.

I need to look up and read about lighting. I'm just kinda chucking it wherever I see heavy shadows or complete darkness.
>>
>>12923363
Of course not, but nintendon't is notorious assholes when it comes to their IPs, I am scared for anons life and only want to play the game before they come for him.
>>
>>12923383
It's a mod. He's fine.
>>
>>12923339
>>12923383
>>12923385
Yes but I ain't releasing shit until it's 100% done. The community has learned since AM2R, a fangame like Prime Origins was made in secrecy and released when finished so worse case scenario, people still have it
>>
>>12923391
FINEEEEEEEE. But in all seriousness, I'm definitely looking forward to it.
>>
>>12923385
This, Nintendo are yet to get Term and Kegan for their mods.
>>
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>>12923391
As long as you don't post about it anywhere other than here it should be ok to share progress.

>>12923385
>>12923406
>>12923413
The other anons are right, and so is this man: https://www.youtube.com/watch?v=hqwP6uuYOWo
Heed his warning, mum's the word.
>>
I love Doom. I hope you're doing well.
>>
I haven't made webms in nearly a decade and I want to make some to post in the thread - can you guys give me a new rec/guide to make them quickly and of a decent length/file size to post here.
>>
>>12923576
>Page 6
Too early.
>>
>>12923594
Maybe for a new thread. Those "love me doom" posts have been happening at various times after the post limit gets hit.
>>
>>12923586
don't feel like typing to be desu.
https://share.google/aimode/aRN7KIMNJfZPf26tx
>>
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>>12923586
I use Handbrake nowadays with these settings. If you're on Windows I'm pretty sure Webm for retards/bakas/lazies is still around, it's pretty good.
>>
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>>12923217
First time looking deeply into cybie's crotch, and noticing that fleshy gash which looks much like a mouth
>>
>>12923628
Yaay, I'm not the only one
>>
>>12923586
https://argorar.github.io/WebMConverter/
>>
>>12923628
Looks like this dorky dude could be a "Krang" entity fused into the Cyberdemon.
>>
>>12923628
I wish he had a big whopper underneath honestly
>>
>>12923636
>WebM for Lazys
Man I still remember the old name.
>>
>>12923657
Give 5 years and it'll be WebM for Heckin' Lazybones
>>
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>>12923586
I use Webm For Lazys.
>>
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>>12923657
I do miss the old name, but it's a million times better program now.
If someone would make a fork of it which does only one thing, and that's rename it, I'd use that lol. Maybe add a dark mode also.
>>
>>12923636
this is obsolete. 4chan has .mp4 support now

use handbrake or whatever, there's countless reencoding apps
>>
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>>12923708
.webms are smaller than .mp4s I think
>>
>>12923708
I'm bout to brake your hand buddy
>>
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Grapple beam on right click and super missiles on middle click, or grapple beam on middle click and super missiles on right click?
Or both on right click and you can't grapple while you have the missiles out?
Should grapple beam be hold or toggle?
Need opinions
>>
>>12923708
>4chan has .mp4 support now
About that, I was wondering why you can't post vids with audio?
>>
>>12923741
>Grapple beam on right click and super missiles on middle click, or grapple beam on middle click and super missiles on right click?
I'd like missiles on right click, grapple on middle. Feels like I'd either be using missiles more or would prefer to shoot them more comfortably.
>>
>>12923742
I think the original notion was to prevent audio trolling or something.
>>
>>12923742
Because gook moot knows the website is running fine and making money without it so why bother adding it + the dedicated webms with sound boards, /gif/ and /wsg/, would lose purpose and potentially lose traffic. That's a dedicated visitor-base cornered.
>>12923741
Grapple on middle by default but I won't lie I'm just going to rebind it to mouse4 or 5.
>>
>>12923750
Oooh didn't think of that, I have the missile launcher as its own weapon class. How would your control scheme fire super missiles? And would you think they be their own separate ammo type, or a "consume 5 missiles" prime deal? Or not even having them at all?
>>
>>12923754
Not that anon, and this is getting away from Metroid, but hear me out

1. Missile on key 5
2. Super Missile on 6
And you'd have expansions throughout the game of course, at least I assume you do
3. Charge shot + Super Missile consumes 10 super missiles, immobilizes you on firing because it's BIG boom and eliminates it being the best option at all times.

Nintendo, hire me.
>>
>>12923764
fun fact: zoid, the creator of ctf in quake, is the lead developer of the metroid prime series

i know a guy who broke his NDA and he really is one of us and wanted metroid prime to a hardcore shooter like doom, but nintendo made him tone the combat down to casual baby shit and remove all the advanced movement tech that was discovered during beta testing
>>
>>12923767
That is a shame because Metroid Prime 1 being an easy babby game prevents me from revisiting it.
>Lock-on, strafe, win
Still a great game and 2 is even better.
>>
>>12923764
oh hell naw do I have to design 8 different beam + missile combos
>>
>>12923769
try speedrunning the gamecube version

there are so many sequence breaks you can do, it's a great game

not sure if the remakes fix the sequence breaks

one thing you can do is get high jump boots immediately on landing on tallon iv and then do whatever the fuck you want in the chozo ruins

i don't know what route is now but you used to take a heat zone dive on really tight timing that was really fun to pull off

it's kinda like defrag in its approach as a 3d fps speedrunning game where you jump around like crazy clearing gaps you normally can't
>>
>>12923767
>i know a guy who broke his NDA and he really is one of us and wanted metroid prime to a hardcore shooter like doom, but nintendo made him tone the combat down to casual baby shit and remove all the advanced movement tech that was discovered during beta testing
That's pretty weird to think about considering Nintendo was developing/publishing a lot of "Mature" rated games over 20 years ago when the first Metroid Prime came out. I grew up playing stuff like GoldenEye, Mortal Kombat 3 and Conker's Bad Fur Day on my old N64.
>>
>>12923776
i don't want to derail the thread too hard but apparently every single time retro sent NOJ an alpha copy of a metroid prime game they said it was way too difficult and wanted their best player to be able to beat the game without collecting any energy tanks

my friend who broke his NDA *was* their best player and ragequit in metroid prime 3 development over how casualized the game got from its initial build and got a way higher paying job as a beta tester in normal software dev
>>
>>
>>12923782
>i don't want to derail the thread too hard
I mean, not only is the thread dying and on page 6 anyways, Metroid Prime 1 and 2 are very much retro and very much involve first person shooting. I'd much rather see discussion about them than any Unity-based "bomshot" post 2019.
>>
>>12923798
Incision is the only good zoomer shooter because it has actual arcade mechanics and faggots cry about how difficult it is when it's really not that difficult.
>>
>>12923803
>”Incision”
>check engine
>Unity
Speak of the devil. Not retro, don’t care.
>>
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>>12923771
Game design and balance is fucking hard. I'm working on adding a shield to Quake to add more engagement to the combat on a moment to moment basis, but should I add perfect blocking? Does perfect blocking consume no energy or just less energy than an ordinary block? How much energy does the ordinary block use? How many fucking attacks do I have to account for? Still, it is quite engrossing.
>>
>>12923771
The trick is to not do that. less is more.
>>
>>12923807
Parryslop mechanics REALLY don't need to be added to Quake. It's already in everything else at this point.
I like how the shields work in the Violent Rumble 2 devkit. They just reduce frontal damage and have an effect when you run into enemies (impale or knockback), but can be destroyed after enough hits. No extra buttons or any bullshit.
>>
>>12923821
The VR2 shield is nice but it's not something that causes my mind to engage more with what is happening. If a mapper were to have something like a mano y mano fight with a Gug, the mapper HAS to put in enough resources for the player not to lose to the Gug, because otherwise it's just a losing fight, as the Gug has attacks that the player has to be more mindful of than anything in id1. The hand of the mapper makes itself apparent in a way that reminds me
>I'm supposed to win because this is a video game / map that was made to be won
I want to eliminate or greatly lessen that feeling. If you just give the player the VR2 shield, then fundamentally nothing about the player's thinking has changed, they just know they have greater wiggle room than without it. If you give the player Drake necklace of reflection, that helps deal with the Gug's projectiles, but still falls under "I'm supposed to win".

Clever level design mitigates this a great deal. mapjam9 has a stellar fight on Nightmare against a Gug, a Vermis, and a slew of respawning knights. There are respawning healthkits in rooms, and you have to navigate the knights, and be mindful of the Gug's attacks, WHILE making sure to make all your shots count, and then doubling back for health because the Gug's attacks guarantee you will take damage upon each engagement with it. But you can't have every Gug encounter have respawning healthkits nearby, that's more of that artifice making itself known. But with a shield, this "parryslop", you can have a trigger_earthquake, trigger_once a wall breaking, and then have the Gug lumber out and then boom, you're in a fucking fight where you know you HAVE to be on your toes to survive, rather than running off and searching for healthkits.
>>
>>12923837
I should say that clever level design
>can
mitigate this a great deal. I have yet to see a more engaging fight with a Gug outside of that jam9 map.
>>
>>12923837
idk, just sounds like you'd rather change Quake into something it isn't instead of just making better maps
>>
>>12922297
Never again
>>
>>12923842
As I said, clever level design
>can
mitigate what I'm talking about a great deal. I have yet to see a more engaging fight with a Gug outside of that jam9 map.
>>
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>>12923837
>>12923842
Honestly both of these are valid points, I guess it all comes down to how close to Quake one wants VR2 to be.
AD has powerups that let you make a map into a metroidvania, so why not other mechanics too? How far are we allowed to stray?
>>
>>12923853
I don't fault anon for his concerns, but I also know he hasn't played much of Violent Rumble 2 or tinkered with it. Speed_mod allows one to change enemy attack speed a great deal, along with volley allowing enemies to fire in bursts. Without the regular VR2 shield, facing down a Rambler means you can't do the Shambler dance, which already changes Quake from something it is into something it isn't. There are a thousand ways to skin that cat, of course, you can have a fight against a Rambler or another sped up enemy be a fight to flee from (which is also something Quake never bespokely asks the player to do). This shield I'm working on allows for more variety of encounters, and is in no way set around a goal of changing Quake into something it is not, and or would I be so stupid and prideful to call it an improvement. It's another tool in the mapper's arsenal that the player gets to play with, should the mapper have placed it there at all.
>>
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>>12923858
>and or
fuck I meant nor.
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>>12923858
>There are a thousand ways to skin that cat
Most unpleasant metaphor. Please avoid it in the future.
>>
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>>12923858
But yeah I agree, more tools in the hand of the level designer is good (especially if they lead to opportunities fot the player to get clever).
I suppose there's also the possibility of using DoE's Power Shield model for a different type of shield item if it comes to that.
>>
>>
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>>12923093
>It is my first map.
Nice work, now keep making maps!
I look forward to seeing those "explodiers" used in more interesting ways in future maps. Maybe they could be placed in cramped twisting hallways so you have to back out to a more open area to dispatch them or risk getting blown up. Or maybe let the player trick a fiend into jumping right into a cluster of those, detonating all of them at once.
>>
>>12923858
Complaining about gameplay mods making the game play differently is really very strange, since that's the whole point of a gameplay mod as opposed to just making new maps.
>>
>>12923964
but brooo
what about the heckin developer intentions??
>>
Quakebros, the video essay sloppers are declaring us dead.
https://www.youtube.com/watch?v=NGbsX7arGHQ
>>
>>12923985
Skimmed it. I detest how every single video that covers Quake 1 only mentions Arcane Dimensions, as if an entire modding and mapping history didn't exist before 2015. Dude can go fuck himself.
>>
>>12923985
To the knobbler with him.
>>
>>12923985
I'm not going to give some grifting jewtuber a view, but the sentiment isn't wrong. It is not possible to resurrect Quake in any recognizable way in the current state of the gaming industry.
>>
>UZDoom
>>
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>>12924039
da oozidoom port
>>
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>>12924039
>You are such an asshole.
>Yes I am. I'm an asshole... with an UZ.
>>
>>12924053
Whoops, didn't mean to spoiler that.
>>
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Shield nearly complete. I had ideas like banking a counter or banking a heal on successful parry, but honestly just like this feels great. There's a full guard function which negates all damage, and a parry function which does 100 damage and does a small knockback upon successful parry. Uses a 0-100 counter of energy, left of the armor counter. Parries cost 35 energy on whiff, only 5 on success. Full guard varies depending on the attack being done. The shield recharges when not parrying and not guarding. Now I just need to make it play nice visually with VR2's native Power Shield since they overlap in placement, and I need to give it some sort of visual strike, maybe make the knockback heavier too.

There are also three versions: a permanent level powerup, a semi-permanent one that breaks when reaching 0, and a 30 second powerup-type one.

Note: One can fire while parrying, but I didn't think to do that because I was focused on demonstration. One cannot fire while guarding fully.
>>12923903
Saved.
>>12923932
Is that something that'd be wanted you reckon? Not that I have a problem with it, it's just curious that VR2 didn't already have it.
>>
>>12923650
Give him one then
>>
>>12923993
>It is not possible to resurrect Quake in any recognizable way in the current state of the gaming industry.
Good. They would just gay it up anyway. Dawn of the Machjne was fun as fuck, be happy they didn't gay it up. What exactly needs to be resurrected anyway? There is a modding mapping community that is alive and well, does quake also need the same drama and bullshit and retards that attract doom? Not directed at you personally anon, but what exactly are people complaining about?
>>
>>12924054
time to an hero
>>
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>>12924240
Secondly, although I'll probably never finish the entire roster, working on elite / boss versions of monsters. monster_vomitus gets monster_vomitzilla, a larger version that spawns two vomituses. Spawning animation needs much work.
>>
>>12924240
Is that a GAMEPLAY MOD? Dude aren't you listening? The quake community is dead and needs to be resurrected, that doesn't mean make new shit for it, you can only sit around and complain and watch boring YouTube videos with some literal who talking about AD. I saw someone making custom characters earlier ITT that shit has to stop too. The game is supposed to be dead.
>>
>msdn has actually been tidied up a little
>The lunatic still working on an almost 30 year old Duke map review site removed the comfy 2001 article that was complaining that Duke is dead and he'll be moving on soon
Aww, I like fun archived things like that. Why remove it after 25 years?
>>
>>12924260
OH MY GOD THAT'S IT, I CAN'T TAKE IT ANYMORE, YOU PEOPLE ARE HOPELESS
(Cool idea, I always hated those guys so a giant blob throwing them at you is fitting. 8/10 would add to my own map or shoot at if encountered)
>>
>>12924240
nta from earlier but i shared similar apprehensions but that looks p. okay and not not quake if that makes sense. gameplay isn't slowed down at all.
>>
>>12923987
It's better than the newer videos from kids acting like Brutalist Jam 3 is the second coming. I still have trouble understanding why it's being glazed this hard when it's just a standard mixed bag Jam with a weird aesthetic.
>>
>>12924262
Quake wouldn't be dead if there was someone that could make an editor that was as easy to use as Doom Builder. I'd imagine an editor that first lets you design a map like it's Doom, but then you could switch into a different mode where you're able to freely morph 3D surroundings. Even the best editor wouldn't fix the shitty enemy roster of Quake.
>>
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>>12924287
>>
>>12924286
That probably would be hard to do with AI.
>>
>>12924286
Trenchbroom works and is easy as fuck to learn, I think you just like to complain and maybe don't know what you're talking about. It will never be at the level Doom is, but who cares? Seriously wtf does that matter? Be the change you want to see or stop crying about non-issues. No one likes that! In this thread alone there is a gameplay mod and two separate fun characters being developed, but sure buddy the game is dead lmao. Oh and that 30th anniversary expansion was a total nothing burger too, I guess.
>>
>>12924286
>I'd imagine an editor that first lets you design a map like it's Doom,
You mean in 2D? Just use the top-down 2D view dummy.
>>
>>12924319
>>12924319
>>12924319
>>
>>12924309
Nah don't bite his head off he means well. It's flatout true that making a map for Doom is much easier than Quake, and I think Quake would benefit from a "draw lines and you've got a room" tool a great deal. In fact...
>>12924297
AI could probably do that.
>>
>>12923650
>>12924287
Isn't there a mod that does that already?
>look it up
>Makes the monsters anatomically correct again,
>with the exception of Hell Knight, Cyberdemon
>and Archvile, as well as all clothed/skeletal
>monsters.
Oh, neat
>>
>>12924330
Have you actually *tried* using trenchbroom or watching dumptrucks 1st video on it? You kids with your damn instant gratification lol. So it takes longer to make a room in a more complex/complicated engine? Wow, absolutely CRAZY!

But yes it's certainly possible for someone to vibe code a new tool that makes the process easier, in fact I encourage that, but it also wouldn't hurt to watch a single 10min video on how to use existing software properly instead of just doing nothing, making generalized statements, and complaining.
>>
https://github.com/manuelsiuro/GZDoom-Android-2026
Is there a precompiled .apk of this anywhere? Every fucking website and app I tried went "teehee, you have to make an account, gib moni and recite the entire Bible in Japanese, Latvian and Klingon to compile a .zip that big, teehee, teehee, teehee!"
>>
>>12924436
?
>>
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>>12924580
Can't you just compile it? Visual Studio Community, get the stuff that has to do with Android devving. Fuck, dude, use an AI ffs.
>>
>>12924282
No it's not. It's the same level of cancerous ignorance. But it's a youtuber advertising on 4chan is against the rules by the btw desu so 10 times out of 10 that's a given.
>>
>>12923594
It's made only after at least 500 posts have been created. Every other post is someone else.



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