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/vr/ - Retro Games


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10772054 No.10772054 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>10760903


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/PASTEBIN
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

Quickstart torrent (IWADS etc): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake 1-3 FAQ: https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

== INFO/LINKS ==
OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
https://rentry.org/8ca3061522e0

OUR SRB2K SERVER (Kart Game in Doom), more info here:
https://pastebin.com/gPdytB18

PLAY SOME RETRO FPS WITH /VR/:
http://clovr.xyz/

WAD BOORU:
http://clovr.xyz/wadsup/

>> No.10772059
File: 546 KB, 720x1280, 1695727077076365.jpg [View same] [iqdb] [saucenao] [google]
10772059

=== CURRENT PROJECTS ===
SUM TING /VR/Y WONG
https://desuarchive.org/vr/post/10413464
https://archive.org/details/shadow-warrior-mapping-kit

/Vertex Relocation/
https://desuarchive.org/vr/post/10592017


=== CURRENT RELEASES ===
AD MORTEM FINAL CUT (v1.5.6)
https://www.dropbox.com/scl/fi/3exnqm8nxg4gukhj10hcp?rlkey=r5nwzu32pfh2dtefpbjy2p49b
Ad Mortem Guns (DECORATE): https://files.catbox.moe/ihv4l4.zip

=== WHEN IT'S DONE ===
VIOLENT RUMBLE 2
https://desuarchive.org/vr/post/9941720

=== NEWS ===
[3-12] Wrath updated, harder
https://store.steampowered.com/news/app/1000410/view/4141694364930729681?l=english

[3-9]Pirate Doom II beta testing open
https://www.doomworld.com/forum/topic/143805/

[3-9]Anon released MetaDoom map
https://desuarchive.org/vr/thread/10760903/#10761703

[3-8] FrantikDM3 Released
https://www.doomworld.com/forum/topic/143793

[3-8] International Doom v7.4, adds support for Heretic & Hexen
https://github.com/JNechaevsky/international-doom/releases/tag/7.4

[3-8] Area 51 Source Code Released
https://github.com/ProjectDreamland/area51

[3-1] Woof 14.1 Maintenance Release
https://github.com/fabiangreffrath/woof/releases/tag/woof_14.1.0

[02-27] WRATH: Aeon of Ruin has finally been released.
https://www.youtube.com/watch?v=tHxyn-b_0YI

[02-25] Rough Waves, anon's hovercraft combat TC has been getting updates.
https://khodoque.itch.io/rough-waves

[02-19] Full MD2 viewmodels for quake 2
https://desuarchive.org/vr/thread/10722736/#10727173

[02-16] Woof v.14.0.0 is out, many new options!
https://github.com/fabiangreffrath/woof/releases/tag/woof_14.0.0

[02-15] Shadow Warrior texture set for Quake
https://www.slipseer.com/index.php?resources/shadow-warrior-1997-textures.316/


=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [dd-mm] date bracket)

>> No.10772062
File: 2.56 MB, 2560x1440, when the cyberdemon destroys the fucking switch.png [View same] [iqdb] [saucenao] [google]
10772062

>> No.10772073
File: 2.26 MB, 628x470, 1612164773748.webm [View same] [iqdb] [saucenao] [google]
10772073

>>10771796
That would work. As the other anon said, use a fast crusher or the slow crusher can squish the body before it can trigger the tagged sectors.

If you're not averse to dehacked you can do something like pic related and have a sorta dummy monster trigger a few actions.
these ones:
1: DR Normal Door (Open-Wait-Close)
4: W1 Normal Door (Open-Wait-Close)
88: WR Normal Lift (Drop-Wait-Rise)
97: WR Normal Teleport
39: W1 Normal Teleport
126: WR Monster Teleport
125: W1 Monster Teleport
46: GR Door Open Stay

>> No.10772094

best megawads/level packs for pistol starting?

>inb4 all of them

>> No.10772098
File: 298 KB, 1280x960, 1466707129142.png [View same] [iqdb] [saucenao] [google]
10772098

>> No.10772101

>>10772054
Is there a list of mods for DOOM that have a travel screen like the main games? Or, shit, is there anyone here that can list off some mods that have travel screens from level-to-level? I find it helps with the immersion.

>> No.10772107

>>10772094
pina colada (forced)

>> No.10772112
File: 2.34 MB, 1920x1080, 1684912269020724.png [View same] [iqdb] [saucenao] [google]
10772112

did the guy making tears of the false god know that he was making the beast quake map of all time?

>> No.10772121

>>10772112
No but I think he's gone on to professional stuff while still participating in mapjams. I still haven't played that map.

>> No.10772130

>>10772059
[13-03] BuildLauncher - a Build Engine games frontend that can maps and mods for BE games and run them with any port released.
https://github.com/fgsfds/BuildLauncher

>> No.10772134

>>10772121
>No but I think he's gone on to professional stuff
Like professional game design? Not surprised if so.
>I still haven't played that map
If you like Quake at all you should. It's beautiful and very fun.

>> No.10772135

>>10772130
this looks fucking sick

>> No.10772172

>>10772130
sick, but for a second i thought it was a Builder Mapper and I had a mini heart attack

>> No.10772250

installed NotBlood following anon advice in previous thread

>Optionally, if you want to use CD audio tracks instead of MIDI, provide FLAC/OGG recordings in following format: bloodXX.flac/ogg, where XX is track number. Make sure to enable Redbook audio option in sound menu.

I just pasted the .ogg files from gog version into notblood folder, but that soundtrack sounds more minimalistic? which is best? or do I need to mess with soundfont programs?

>Optionally, if you want cutscenes and you have the original CD, copy the movie folder into NotBlood's folder (the folder itself too). If you have the GOG version of the game, do the following:
>make a copy of game.ins (or game.inst) named game.cue
>mount the .cue as a virtual CD (for example with WinCDEmu)
> copy the movie folder from the mounted CD into NotBlood's folder
tried doing that but wincdemu refuses to open that file and I'm not seeing cutscenes in game, and that file is just a text file listing the ogg files
where can I get the movie files?

why doesn't the hud have the gargoyles?

should I feel bad for disabling all the view bobbing and weapon swaying?

>> No.10772259

FLESHBAG
ASCEND
FLESHBAG
ASCEND
*thwick thwick thwick thwick thwick*
AAAUUUGGGH

>> No.10772262

What games do you guys wish had editors that don't or games that had more mappers?

>> No.10772263

>>10772112
this one was cool
but if you get all the secrets then the game plays itself
but if you don't get all the secrets you miss out on encounters
i wanna try the full thingy without the free win powerups

>> No.10772267

>>10772262
i want a full 40+ map eRoTT-on-crack tier fanmade campaign for rise of the triad
if i ever fix my life i might try

>> No.10772351
File: 38 KB, 500x375, baby rape.jpg [View same] [iqdb] [saucenao] [google]
10772351

>>10772267
I was gonna say that there was already eROTT, but then I reread and you actually wrote "eROTT on crack" and I have to assume that you're some very hardcore kind of masochist.

>> No.10772472
File: 2.33 MB, 1920x1080, 1693610941118602.png [View same] [iqdb] [saucenao] [google]
10772472

Finished The Crystal Dunes in Wrath. First new map completed for me besides the early access ones. Wonderful desert plundering.

>> No.10772495

>>10772098
Been playing through this for the first time. Shit’s epic.

>> No.10772563

>>10772495
If you've not already played it, play Overboard after, Cyriak really knows his shit.

>> No.10772573

>>10772098
>>10772495
played the painframe level yesterday. was mighty annoyed by the final fight before I realized, in decino's words, you can just leave

>> No.10772607
File: 3.69 MB, 1920x1080, 1686381315005658.png [View same] [iqdb] [saucenao] [google]
10772607

Going back and forth between various Quake maps, Mjolnir, Wrath, some AD, and Wrath again. I'm not finished with Wrath, but its biggest problem for certain making itself known to me is that its primary mode of engaging the player in combat are the wretches (enemies with cannons in their mouths), the scrag ripoffs, and heretics (two headed cacodemons). Wrath really, really likes to rely on these enemies at close, medium, and long range no matter what map you're in. I won't say it causes encounters to blend together per se because the maps are beautiful enough to mitigate that, but it makes combat feel samey as fuck. All three of these enemies fire "soft" projectiles at the player in nearly exactly the same way except for their bespoke animations and models. This was a horrible mistake I think and somebody should have called this out during development, but hindsight is 20/20 and all of that.

The second and third biggest problems that meld together are the lack of a large enemy roster to better differentiate individual maps or at the very least map hubs, and the lack of little details to flesh out these maps with little stories. You don't see army enemies in Mjolnir's episode 4 map 1 because it's canyons and a gigantic castle fortress and they'd be out of place. In Wrath, you see the same enemies in Mourningvale that you see in the Eventide Wastes. This is definitely not a problem for most people, and admittedly it's more of a personal gripe brought on by other games like those developed by From Software and as said Quake custom mods and maps. But I don't think I'm wrong for having this gripe. I think of The Priory, this castle in the snowy mountains and its surrounding ice covered outskirts, where are the corpses of enemies frozen by snow? Within the castle fortress there are halls and halls of libraries, where are the wizards studying large tomes and conducting arcane rituals?

>> No.10772615
File: 2.21 MB, 1920x1080, 1680604486156889.png [View same] [iqdb] [saucenao] [google]
10772615

>>10772607
And I don't think I'm asking for too different of a game here, just the matching of mods that came out in some cases years before Wrath did. And if that seems too unfair, well Doom itself that came out in 1993 had sprites for tortured souls throughout hell, it had marine corpses sprinkled here and there. With this lack of diegetic decoration, Wrath has more in common with Serious Sam, and that's fine I love Serious Sam, but Wrath sort of wants you to take it seriously with the speaking NPC in the hub map, and the notes you can find in each proper map. What floors me is that I found out quite recently that fucking Kell, the creator of the mod Quoth for Quake, the author of such mappacks as Contract Revoked, took over as creative director at some unknown point in time after Killpixel (original Wrath creator) left. His maps actually have some of the things I'm talking about, but he didn't see fit to add some of that magic here? Why?

Wrath is still a solid fucking first person shooter that I'll recommend to anyone who enjoys the like, but it needs to catch up before I'll ever call it truly great as a whole. There are great moments, definitely, like the Lady Of Ascension. Won't find that in a Quake mod or the original Doom.

>> No.10772618

>>10772607
If you check the steam forums for Wrath, the lack of enemy variety and the fact that you don't get any new interesting enemies exclusive to a particular hub is one of the main complaints. That and the aforementioned over-reliance on wretches. I personally don't find wretches difficult to deal with, but they certainly do get old after a while.

Some folks have mentioned that the first hub (the EA one) was made by a different group of people than the rest of the game, and I can absolutely feel the difference.

>> No.10772624

>>10772618
Considering Wrath is a modern game that can be altered with patches, I hope Kell whips the team into shape and adds more enemies to the game then.
>Some folks have mentioned that the first hub (the EA one) was made by a different group of people than the rest of the game, and I can absolutely feel the difference.
Hmmm interesting. I don't have a problem with the maps themselves mind you, just the lack of interesting decorations or setpieces within them. I just remembered that for whatever fucking reason The Priory leads into an underground lava expanse because ???. That wasn't exactly built up or foreshadowed, at least not interestingly.

>> No.10772627
File: 2.08 MB, 1920x1080, 1683323022446037.png [View same] [iqdb] [saucenao] [google]
10772627

>>10772624
Also all the rounded surfaces in the world don't hold a candle to the shit Tronyn is able to conjure up in Quake. They should have brought him on instead.

>> No.10772638

>>10772563
I haven’t yet but I’ll put it at the top of my list. Thanks anon!

>> No.10772649
File: 199 KB, 595x537, map 14.png [View same] [iqdb] [saucenao] [google]
10772649

>>10772059
Sgould have mention on the news post I claimed map 14/Inmost Dens.

>> No.10772650

>>10772573
Ah yes, I left early as well after dying a few times and finally catching the hint. I’ve made it to map 17 on HMP thus far and the way each map reveals its quirks as you go has been consistently thrilling.

Captcha: AHNGR

>> No.10772654

>>10772130
About goddamn time. What other games could use a launcher frontend like this for managing ports and files? Quake?

>> No.10772663

>>10772654
Quake has a simple one called the Simple Quake Launcher.

>> No.10772692

>>10772618
>you don't get any new interesting enemies exclusive to a particular hub
Each of the later two hubs has two exclusive enemies. That's not a lot, but it's more than none. Thank fuck for that with the shield drones, their forcefield absolutely raped my framerate when there's more than one.

>> No.10772694

>>10772654
>Quake?
Quake ports have started putting their mod control inside the game itself (Darkplaces, Ironwail, etc.). Since Quake mods don't stack properly, that's about all you need.

>> No.10772719

>>10772694
I would still like a DoomLauncher equivalent for Quake. The ability to tag maps is useful to me.
Simple Quake Launcher is good but not robust enough, I would rather manage my files via a db interface than have to manage them manually.

>> No.10772772
File: 518 KB, 1920x1080, 100000_revenants.jpg [View same] [iqdb] [saucenao] [google]
10772772

>reach MAP12 of Going Down
>throwing the second switch in the main room spawns.. hordes of revenants, cacos, spiderdemons and mancubi fucking everywhere
I'd run for it if there was any room to move and if I knew where the key is. guess I'll have to look around a bit more

>> No.10772798

>>10772250
The .cue is just a description. It must be next to image itself.

>> No.10772802

>>10772250
>where can I get the movie files?
In a mega link in the op.
>should I feel bad for disabling all the view bobbing and weapon swaying?
yes

>> No.10772812
File: 111 KB, 400x300, Doom_0.3_alpha.png [View same] [iqdb] [saucenao] [google]
10772812

Been playing Nihility: Infinite Teeth with Doom Delta & Fancy Worlds, and it has been such an incredible experience.

Would recommend.

Some portions even feel almost like they were custom sculpted for the mod, like first finding the Demon Arm.

Might be the first time I have played a wad that felt like it fit perfectly with Doom Delta

>> No.10772818

>>10772812
>Fancy Worlds
?

>> No.10772827

>>10772250
>I just pasted the .ogg files from gog version into notblood folder, but that soundtrack sounds more minimalistic? which is best? or do I need to mess with soundfont programs?
It's optional, by default it uses a SC-55 like soundfont. Using the redbook OST will require setting to CD music under sound options.
>where can I get the movie files?
https://files.catbox.moe/m9ei2a.zip
>why doesn't the hud have the gargoyles?
Press the - button, by default it uses the minimum HUD.

>> No.10772858

Man the expansions for Shadow Warrior aren't that good.

>> No.10772867

>>10772812
Love Nihility, tell me more about the other mods.

>> No.10772872 [SPOILER] 
File: 2.81 MB, 2560x1440, near tears end.png [View same] [iqdb] [saucenao] [google]
10772872

>>10772112
With the music, these assets, and that intro, he knew what he was doing. It’s such an anomaly of a map compared to the other AD entries.
>>10772250
>should I feel bad for disabling all the view bobbing and weapon swaying?
Options are good, and NotBlood has some of the best while staying accurate.

>> No.10772890

>>10772101
Only 2 I know of are Doom the Way id Did and Strange Aeons, although the latter is just an edit of Doom 1's.

>> No.10772902

>>10772101
Check these
https://www.doomworld.com/forum/topic/129057-doom-2-intermission-maps-complete/

>> No.10772916

>>10772607
Wrath's hub-based design does it a disservice, I think. No matter what map you begin with, you're going to have 90% of the available arsenal from the start, and nearly every map has every enemy from that episode introduced right away.

>> No.10772924
File: 125 KB, 416x319, 1668956108725862.png [View same] [iqdb] [saucenao] [google]
10772924

>quaddicted is borken

>> No.10772941
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10772941

>> No.10772956

https://youtube.com/watch?v=f_oJmy1_Y-Y
Matoso-maranax

>> No.10772981
File: 750 KB, 800x600, 800px-Insanity_Edged_title.png [View same] [iqdb] [saucenao] [google]
10772981

First few minutes of pic related made me realize that I kinda hate scripted plot cutscenes in doom wads and think they just don't belong somehow.
Not a huge deal breaker or anything, just something I never considered before.

>> No.10773001
File: 154 KB, 836x848, 1699808253355841.jpg [View same] [iqdb] [saucenao] [google]
10773001

>>10772798
>>10772827
thanks, movies were in "game.bin" file instead of that cue file, github tutorial was wrong

which soundtrack is more appropriate? midi sounds goofier but more high energy

should i just play vanilla or is it a good idea to enable notblood mutators on a first playthrough?

>> No.10773029

>>10773001
Leave all the mutators on default (which behaves like NBlood) and play through the episodes. Consider tweaking them when you've gone through at least a few times.

>> No.10773043
File: 2.48 MB, 2560x4320, screens.jpg [View same] [iqdb] [saucenao] [google]
10773043

It blew my mind that Nightdive actually went out of their way to ruin.. I mean change the lighting in Quake maps. It's not the new engine fault, it has nothing to do with it. You can run .pak files from enhanced port in any modern source port and it will still look exactly like enhanced port, completely different from original.
The actually manually / semi-automatically did this for each single original map, they also added .lit files for colored lighting on top of changed lighting/fog/whatever baked in .bsp files.
Pic related: enhanced, enhanced with colored lighting .lit files deleted, original. All running in Ironwail.
Seriously, the fuck is Nightdive's problem?

>> No.10773050

>>10772867
>>10772818
Doom Delta is a gameplay mod that tries to implement and polish ideas present in the alphas and in the doom bible. Stuff like the cut demon arm, the unmaker, multiple playable characters with different stats, older effects and sprites like the old lost soul complete with old behavior (and it's a fucker), multiple playable characters, the optional helmet hud, optional damage shield items etc.
Basically a big "what-if" mod.

The major new stuff is a rebalance of the old equipment around the new or changed weapons. The chaingun is now more of a power weapon, something you save up and use to clear a room at the cost of anmo, but there's the SMG/machine gun which fills its original role with lower damage. The pistol gets replaced with a rifle with a slow bayonet for backup (you still have fists though). There's also score items & such and some cosmetic changes.
Hence why it fits well with Nihility.

Fancy Worlds is a buggy mod that tries to add more quiet sfx to wads based on texture usage. Stuff like lava bubbling, electrical panels make buzzes, etc. etc.

It works with Nihility because of how quiet Nihility normally is. And it's something where when I hear an ambient sound during my playthrough I'm never sure if it's the map or the mod.

>> No.10773056

>>10773043
One style of remastering is to make sure it plays or feels the way you remember.

>> No.10773058
File: 1.43 MB, 2560x4320, e5m3 (enhanced, enhanced no lit, original).jpg [View same] [iqdb] [saucenao] [google]
10773058

>>10773043
Here's dopa, you can see heavy fog usage in places that supposed to be dark.

>> No.10773072
File: 1.82 MB, 2560x1440, Quake- Version Date_ Nov 23 2022 (Vulkan) 13-Mar-24 17_08_55.png [View same] [iqdb] [saucenao] [google]
10773072

>>10773056
I understand what you're saying but I can't see how all this changed ambience was supposed to help with it. Are modern gamers allergic to #000000 color or what?

>> No.10773101

Are there any other Doom 1 episodes as good as Sigil 1 and 2?

>> No.10773104

>>10773058
>>10773072
>>10773043
holy shit those lobotomites are hilariously incompetent. They ruined the atmosphere of the game with that gay fog and messed up lighting.

>> No.10773131

>>10773101
Double Impact

>> No.10773162

Oh, now I get it! Sam I am!

>> No.10773181

>>10773043
>Seriously, the fuck is Nightdive's problem?
"We're Nightdive, we know better" is their attitude to a lot of shit, it's why they took an axe to the System Shock reboot in so many ways, including the writing, which was the one thing that didn't need touching.

>> No.10773191
File: 3.74 MB, 7680x4320, 1692803739328954.jpg [View same] [iqdb] [saucenao] [google]
10773191

>>10772981
It was a cute thing to see in early 2000s Zdoom days. When its a big detailed map like >>10772872 it just feels like a flex.
>>10773043
This all seems quaint and subtle compared to the KexQ2 changes.

>> No.10773202

>>10773191
>left
holy sexo
>right
what the fuck
Now tell me which one is which, because I only played PS1 version.

>> No.10773214

>>10773202
Check the color of the cross on the HUD.

>> No.10773225

>>10772663
It needs a update to support Q2R

>> No.10773230
File: 128 KB, 1050x1475, blood.jpg [View same] [iqdb] [saucenao] [google]
10773230

Sup bros, not sure if its the right thread to ask but want to play Blood 1 since i skipped it back in the day, got the GOG version years ago but the mouse sensitivity only works on left/right since i'm guessing up/down wasn't intended to be used with mouse also high resolutions fuck everything up, should i play on KB only like Doom or get another version?

>> No.10773231 [SPOILER] 
File: 863 KB, 1920x1080, feathered_cunt.png [View same] [iqdb] [saucenao] [google]
10773231

Slowpoke here,
holy shit antares made a boss that the icon of sin should've been in 94.

>> No.10773234
File: 669 KB, 1920x1036, 1708485504753590.jpg [View same] [iqdb] [saucenao] [google]
10773234

ok played blood for a bit, more fun than I expected, but I'm still getting the hang of the dynamite, the range is a bit weird, but maybe it's because of the notblood mutators I turned on like a retard (I'm just gonna trust the devs made sensible changes)

I also switched from classic renderer to polymost, whatever this is, classic renderer has some weird texture distortions

I always suck at finding secrets in these games, do you guys just check every wall?

>> No.10773235

>>10773043
>>10773191
>>10773202
funny how the fags of Q1 instead of helping them, ditched them, while the chads at Q2 community well went all the way in to help restore everything even on Q2Pro, even the lightning issues in these maps due to eric-w's tools being shit to work for quake 2 since he himself hates all quake sequels.

But then being sheeps of the lord of sheeps is the perfect fate for this community.

>> No.10773241

>>10773230
here's what I'm using right now with the gog games version (not fresh supply)
full mouse support, high res, fov slider, etc many gameplay options, requires a bit of tinkering
https://github.com/clipmove/NotBlood/releases

>> No.10773257

>>10773214
Are
You
Fucking
Kidding
Me
Best way to play Q2 my ass.

>>10773235
Gee it's just like Q1 already had few good source ports so there was no reason to do Nightdive's work for free and try to fix Enhanced version that also had more underlying fundamental problems like completely borken movement.
Meanwhile contrarians always hated Q2 turned out no one just actually played it before Enhanced port was released so there was no good ports so it was just easier to fix Enhanced port or something.
Crazy concept.

>> No.10773264

>Somewhere in Hell got grunts in latest version

>> No.10773265

>>10773214
That red cross shit is ridiculous

>> No.10773267

>>10773265
in the past they wouldn't give a shit

>> No.10773286

>>10773267
Funny thing is id these days would get away with it, but back in the day they weren't the correct size or as litigious as it's needed to have the Red Cross small penis office leave them alone like they leave Valve alone.

>> No.10773287

>>10773214
I'm a fucking dumbass and was looking for a colored crosshair.

>> No.10773313

>>10773286
They leave Microsoft alone to an extent too. Halo CE's rereleases have been allowed to keep the red cross on health packs, but not any later depictions of them.

>> No.10773329
File: 18 KB, 895x147, image.png [View same] [iqdb] [saucenao] [google]
10773329

>to help restore everything
So was anything actually restored? Because there's only been a single update and there's no mention of lighting in patch notes.

>> No.10773331

>>10773235
ericw-tools work fine with Q2 nowadays. Maybe it was different around the time Nightdive worked on the rerelease. ericw-tools gets a new commit almost every day so it has changed a lot since then I imagine.
https://ci.appveyor.com/project/EricWasylishen/ericw-tools

>> No.10773339

>>10773287
Considering the crosshair used is the dot, which is red in the original, and white by default in the remaster (and in those screens) that also would have worked.

>> No.10773351

>>10773331
Still it messes with maps unlike KMQ2's own compiler that messes only with the lights and does not erase everything the map has like objectives and monsters

>> No.10773354
File: 914 KB, 1022x1431, jhgfdsdghjk.png [View same] [iqdb] [saucenao] [google]
10773354

DOOM RADYS LIVES

>> No.10773356

>>10773329
Yes, because it turns out it was a error with the recompiler that was fixed later, still the new effects looks better in COTM and Q2N64
And Q2PSX since paril reworked the guardian boss fight

>> No.10773361

>>10773234
>I always suck at finding secrets in these games, do you guys just check every wall?
Just a little every now and then. One of the most fun questions is what difficulty/settings you have on for your first run?
>>10773257
>spoiler
I’m biased af but I came to that conclusion as well.
>>10773313
Quake 1 still has red crosses and so does Half Life 1. I think even that newest HL game still has red crosses on white boxes.

>> No.10773367

>>10773241
thanks a lot, will try then

>> No.10773371

>>10773313
Considering it's only the American red cross who give a shit and not... literally any other red cross variant, and the fact that the legal standing for "all red plus iconography" is really really fucking shaky, they likely don't want to get into a protracted legal battle with one of the big boys and lose completely.

Games Workshop had a copyright case against Chapterhouse several years ago and it turned out half of everything in 40k was too derivative to be protectible! Whoops! ARC is likely worried the same thing will happen if they actually go after anyone the actually has real lawyers.

It's also why they haven't sent any nasty letters to Switzerland.

>> No.10773374

Quake 2 >>>>>> Quake 1
Quake 2 >>>>>>>> Half Life

>> No.10773378

>>10773351
I personally have not had issues with ericw-tools removing entities but I also have not decompiled and recompiled a map from any of the official campaigns.

>> No.10773381

>>10773378
when i tried to update the light entities on versicolored, the compiler erased the map objectives and everything, while with the KMQ2 Arghrad update one posted here with the command lines, all went well.

>> No.10773384

10773374
(You)

>> No.10773396

>>10773371
>and it turned out half of everything in 40k was too derivative to be protectible
lol

>> No.10773401

>>10773371
The Swiss flag is inverted.

>> No.10773462

Honest question: why does Doom feel more fun to play than modern shooters? Besides the arguments about soul, modern garbage, etc.
I believe it's because of its simplicity: no jump, no crouch, no aim (at least vertically), etc. What's your opinion? The same could be applied to other retro shooters.

>> No.10773471

>>10773462
The enemy design, they got a lot right with it between the variety and having distinctive silhouettes for most of it that make them instantly identifiable.

It's something a lot of games get wrong, even ones where you've got half of the enemy variety being the same dude wearing a different hat.

>> No.10773489
File: 2.69 MB, 1920x1200, vermination.png [View same] [iqdb] [saucenao] [google]
10773489

>>10773381
Hmm, I don't know then. I did a decompile and used the latest dev build 2.0.0-alpha6 to compile and I can see the map objectives just fine.

>> No.10773490

>>10773462
What the other anon said, but it's also the weapon and sound design. All the weapons are both generally useful and have their own specific niche, but the sound is also really varied and distinctive. All the various enemies and weapons all sound different from each other and from the player noises, which actually helps keep the game interesting more than people often realize.

That component is particularly noticeable when you move to other games on the engine like heretic and hexen where the vast majority of the sound design is just grunts and "unh"s of various types.

>> No.10773491

How to

Install custom maps on quake
I have quake installed on steam
I want to play quake custom maps like the one where you learn to go FAST it's a running track and I want to see my speed

>> No.10773496

>>10773489
Try on DDU And Castles of Stroggos trilogy

>> No.10773501

>>10773491
>movement-based maps in nightdive's quake
That's like going to Wendy's to see how many Big Macs you can eat.

>> No.10773502

>>10773496
You mind passing me a download link for those?

>> No.10773504

How would you fix the pistol being rendered useless once you get the chaingun?

>> No.10773506

>>10773504
Quick and dirty?
Pistol is always accurate, Chaingun is never accurate.

>> No.10773507

>>10773504
Chaingun has wide spread, pistol is pinpoint

>> No.10773508

>>10773504
Give them different ammo types.

>> No.10773509

>>10773504
Sigil did it through the context of needing a single accurate shot for its switches.

>> No.10773510

>>10773506
The first shot of every chaingun burst has literally zero spread. If you're willing to reduce the fire rate to, say, 2/3 of normal, you can snipe people effectively all the way across the map.

>> No.10773512

>>10773504
Map design. Wait a bit to give out the chaingun. I have tried balancing the pistol and the shotgun for the past 15 years: not possible. Why? Because all the wads are made either with default weapons in mind or add their own spin to pistol/other weaponry. This is all.

>> No.10773514

>>10773510
I know, anon, I was proposing changing that to fix the pistol being made nigh-useless once you have a chaingun.

>> No.10773515

>>10773512
Having said this, one of the most common fixes is higher fire rate or higher precision while empowering the chaingun as well. But again: this changes the balance of the maps, so I don't do that anymore.

>> No.10773519

>>10773514
Oh, yeah, right. Fair enough then.

There's a bunch of ways to do it, i think. Apart from the ones already mentioned, you could make the pistol do more damage per shot to provide a better slow-but-efficient alternative for cover-ducking scenarios that are medium-range where the SSG wouldn't be appropriate.

>> No.10773520

>>10773508
This is what Dakka does and it's pretty great, gives both ammo types from bullet pickups so no fucking about with randomness.

>> No.10773531

This isn't really on topic, but it always struck me as strange that the chaingun in Painkiller is the absolute best sniper weapon in the game. Like, it works, but it does kinda beg the question of why the chaingun of all things and not, say, the stake launcher or something.

>> No.10773535
File: 6 KB, 108x101, Chaingun64_anim.gif [View same] [iqdb] [saucenao] [google]
10773535

>>10773504
Once you get the chaingun, the pistol is replaced with "upgraded pistol" that is basically a sniper rifle, and it has the same functionality as wanking a chaingun.
I.e. it uses 2 bullets per shot and it's 100% accurate. Same attack speed as repeatedly clicking the chaingun. Meanwhile chaingun is no more 100% accurate on first shot.
That way pistol slot will be useful even when you get a chaingun, and you have a reason to switch to it, and you're not introducing any new functionality so you won't break any balance in any existing map in any way, and the most important part is that you don't have to use gay faggot wanking of your chaingun to snipe targets, and you only use chaingun to go full brrrrrrrrr as God intended.

Name a single flaw. Except I'm not sure if the pistol replacement can be done in boom ports.

>> No.10773538
File: 689 KB, 1920x1080, 2024-03-13-193217_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
10773538

>>10772059
Submission for Vertex Relocation
https://files.catbox.moe/fcw28p.wad
Name: "Wrong Way"
Author: Hand-peeled
Midi: "Double, Double, Toil and Trouble" from Blood
Monsters from: MAP28 The Spirit World
I might tweak things a bit but I wanted to get a playable version out.

>> No.10773548

>>10773504
More damage per shot, but lower DPS
Drive hoarders insane

>> No.10773550

>>10773502
It is all on the SP packs on moddb, some based lad got all Q2 stuff zipped into 2 parts
https://www.moddb.com/games/quake-2/addons/quake2-superpack-1
https://www.moddb.com/games/quake-2/addons/quake-2-super-pack-2

>> No.10773552

>>10773462
>Honest question: why does Doom feel more fun to play than modern shooters?
Like with singleplayer compared to “current year modern” shooters?
>>10773504
Mirroring what others said here: Get rid of the chaingun’s perfect accuracy, give it to the pistol. Anything more is rocking the boat into broader “gameplay mod” territory.

>> No.10773554

>>10773535
I think this is a good idea but impossible on dehacked.

>> No.10773586
File: 1.37 MB, 1920x1200, grinspq1.png [View same] [iqdb] [saucenao] [google]
10773586

>>10773496
>>10773550
I tried the first map of Castle of Stroggos 1 and didn't encounter any issues.

>> No.10773596

>>10773586
convert them if its working for you, CoS3 would really benefit of a recompile

>> No.10773607

>>10773586
Not shit the bed?

>> No.10773612

>>10773596
Alright, I'll work on that. Might take a few hours because I'm running -extra4 and the whole shebang that makes light look as pretty as possible.

>> No.10773619
File: 189 KB, 754x388, 1684294780836218.jpg [View same] [iqdb] [saucenao] [google]
10773619

more blood questions:
- I restarted the game in custom difficulty, max enemy but lightly broiled (middle) everything else, y/n? wont that fuck ammo balance?
- are weapon/loot drops random? I didn't get the shotgun at the same place after restarting
- how do I deal with rats ahhh

>> No.10773660

>>10773619
>I restarted the game in custom difficulty, max enemy but lightly broiled (middle) everything else, y/n? wont that fuck ammo balance?
If it’s fun then hell y. Ammo drops aren’t too “difficulty” dependent but enemy health is: If you keep count up but health the same, it should balance it out.
>weapon/item drops random?
Weapon drops are random, health drops are set and are not random.
>how do I deal with rats ahhh
Are you on NotBlood? There’s an option to enable aim assist only on rats and eels. Spiders are fat enough to where it’s not needed.

>> No.10773693

i want to start mapping.
i have got the basics down, udb is quite easy.
problem is: should i use default doom/doom2 textures, or should i use something else? i have made some short maps but never released them and i want to kind of make a 6-7 maps episode. i dont give a shit about the level looking awesome or whatever, i just want to make something, but i don't feel EXTREMELY INSPIRED using basic textures. maybe i just suck

>> No.10773705

>>10773693
Keep it simple with just Doom and Doom 2 textures and then just make a few maps, get a feel for things first.

>> No.10773706

>>10773693
Don't focus too much on making your first couple of maps great, just focus on making maps.

>> No.10773710

>>10773538
Finally some good fucking food

>> No.10773712

>>10773706
>>10773705
where to post maps? i don't follow the community and i only lurk this general every once in a while. can i upload them somewhere and share them here? or i'm forced to sign up on forums and discord garbage?

>> No.10773715

>>10773504
Flat 10 damage per shot instead of 5-15 for consistent kill times against fodder enemies, making it hypothetically useful for saving ammo.
Perfect accuracy even when holding M1.
No prefire delay.
Draws and holsters at double the speed of other guns.

That's all that's needed to give it a reason to exist while keeping it the shittiest gun and not significantly affecting vanilla balance. We have solved this already.

>> No.10773717

>>10773712
here

>> No.10773720

>>10773715
>Draws and holsters at double the speed of other guns.
impossible to do unless by using zScript, already tried this (which is a great idea)

>> No.10773723

>>10773720
You technically could make it raise/lower almost instantly, but you'd have to frontload the draw times on every weapon while making holster times near instant.

>> No.10773724

>>10773619
set everything to max but set enemy health to one notch below max, for optimal fun times
idk
burn rats

>> No.10773727
File: 1.66 MB, 300x173, bigassniggeronascootero.gif [View same] [iqdb] [saucenao] [google]
10773727

If I take a very small part of a forgotten shovelware 1995 map and heavily modify it without giving credit, is the doom community going to shit & piss itself once some autist finds out about it?

>> No.10773730

>>10773723
the raise/lower functions are connected to the other weapons as well. you would have to modify the timing on those as well. at least the lowering functions.
it is impossible to do sadly and i challenge you to make such a mod (so that i could enjoy playing it)

>> No.10773740

>>10773730
>the raise/lower functions are connected to the other weapons as well. you would have to modify the timing on those as well.
That's what I meant in my post. Increase the raise time of everything while shortening the lower time. It's not the most elegant solution, but it's a solution.

>> No.10773742

>>10773740
you are affecting other weapons as well by doing this, so it's not a solution

>> No.10773745

>>10773727
what's stopping you from giving credit?

>> No.10773747

>>10773742
You can increase the raise times by the same amount, and it will even out.

>> No.10773756

>>10773745
He's hoping to get famous as Doom's James Somerton.

>> No.10773758

>>10773720
Nope, you can add a 0 tic long frame calling A_WeaponRaise to the raise state and this will make the raising go faster, ditto for lower. This works not just in ZScript, but in Decorate and even DeHacked.

>> No.10773781

>>10773758
>>10773747
Ok, make a mod that does exactly what the anon was saying. I'm waiting. I really wish it could be done

>> No.10773798
File: 114 KB, 781x201, 1701179356694885.jpg [View same] [iqdb] [saucenao] [google]
10773798

alright fuck it I'm going with this
seems manageable unless difficulty significantly ramps up later
>autist tinkering with dozens of menu sliders and restarting the first level 4 times instead of just playing the damn game

>> No.10773804
File: 3.83 MB, 650x364, 1686721011816186.webm [View same] [iqdb] [saucenao] [google]
10773804

>> No.10773807
File: 2.77 MB, 1920x1080, 1687410976723988.png [View same] [iqdb] [saucenao] [google]
10773807

>>10772916
>and nearly every map has every enemy from that episode introduced right away.
The thing is it has to be that way because otherwise Wrath would be quite boring. I totally neglected to acknowledge that Wrath is quite disadvantaged compared to AD, Mjolnir, etc. because those mods pull from years of mods before them with 3x the amount of enemies as Wrath, but that isn't quiiite a worthy excuse when Wrath has as a few more enemy types than even the original Doom and the amount of setups there is more engaging than three functionally identical enemies (wretch, scrag, heretic).

>> No.10773809

>>10773162
Based

>> No.10773824
File: 2.55 MB, 480x270, 1690742057_new_3.gif [View same] [iqdb] [saucenao] [google]
10773824

any idea what mod(s) this guy is using?

>> No.10773832

>>10773824
Older version of Project Brutality. Looks like 2017, of which there were a few, but this was the best 2017 version before they started really changing the font and menu sounds.
https://mega.nz/file/xAh2xAwY#i8diNkvIAA-s59c_Sh2XARG3d7j7vZcprI5qwxSQUd8

>> No.10773836

>>10772916
I've only played it a little bit, but I agree.
It's fun so far, but it would've been nice to see maybe a smaller hub with a more limited arsenal and roster to start.

>> No.10773848

>>10773798
>helping anon to get the most fun out of one of my favorite games
This is always fun. Also the NotBlood dev likes to hang around here.

>> No.10773858

>>10773781
I stopped playing F.E.A.R. for this.
>https://files.catbox.moe/y099de.zip
Semi-universal. Won't work unless it uses standard (de)select state names. Add weapons you want to speed up to the array. I don't even care if this addresses the initial complaint, I just wanted to do this and go back to my game.

>> No.10773860

>>10773832
ty

>> No.10773863

How would you make the Quake 1 nailgun more useful without nerfing the super nailgun?

>> No.10773867

>>10773858
Absolutely based dunking on faggot anon.
>>10773863
I dunno I think I'd just leave it alone.

>> No.10773873

>>10772924
Seems to be working now.
>People still exploring Quake maps from 1996 and 1997
Warms he heart. That front page board where you can see what people are rating and commenting on is definitely one of the best things about quaddicted.

>> No.10773881
File: 236 KB, 500x400, caco cola.png [View same] [iqdb] [saucenao] [google]
10773881

>> No.10773886

>>10773863
20% chance that a fired shot doesn't cost ammo.

>> No.10773902

>>10773863
That’s the issue: There are absolute downsides to the rocket launcher and double barrel so they don’t completely overwrite their counterparts.

>> No.10773920

>>10773863
Make the SNG fire 1 nail at a time with a windup that starts slower than the NG, but ends up like 150%-200% faster than it for an advantage vs bigdick enemies or groups that require sustained fire.
Make the regular NG fire maybe 25%-50% faster for better general, immediate use.

>> No.10773926

>>10773920
I think that's literally how Quake 1.5 balances the nailguns. Shame the author never made it for Quakespasm and I'm too lazy to redownload DarkPlaces.

>> No.10773956

>>10773863
Swap their models so the normal one is completely accurate and the super has the alternating spread.
Internally adjust enemy health values ever so slightly to make kill thresholds vs. ammo cost more appealing without significantly affecting time to kill with other guns. Like putting Grunts at 27 for the simplest example.

>> No.10773981

its on moddb too but here is NUTS.wad for Quake 2
https://www.nexusmods.com/quake2/mods/46

>> No.10773983
File: 1.65 MB, 1920x1080, Screenshot_Doom_20240225_165312.png [View same] [iqdb] [saucenao] [google]
10773983

After playing Doom for so long I have come to the conclusion that this is what Hell is actually gonna be like
the only thing they have to drink is warm Hawaiian Punch making you extra thirsty because of how hot and dry everything is
and jeffery dahmer is gonna be there and steal my lunch
while Lucy gives a pass to torture the damn with the other demons
and then when christmas time comes around they still celebrate but it's gonna be snowing too i bet
And the demons from Shin Megami Tensei will be there too chillin and stuff i bet it's gonna suck real bad

>> No.10773991

>>10773983
Hey I was playing that exact map on Zandronum the other week. Couldn't handle it, kept dying and losing my lives.

>> No.10774028

>>10773858
>semi-universal
Congrats, this mod does nothing anon was asking for. In fact, it changes things that were not asked

>> No.10774082
File: 1.05 MB, 956x720, ep secret ending.png [View same] [iqdb] [saucenao] [google]
10774082

>>10773983
>And the demons from Shin Megami Tensei will be there too
Hell yeah man bring on the harem of demon bitches

>> No.10774090
File: 1.10 MB, 1920x1080, image_2024-03-13_230208621.png [View same] [iqdb] [saucenao] [google]
10774090

How can I make only the bottom half rock without resorting to hacks

>> No.10774094
File: 1.14 MB, 1230x1115, Doom_Ports.jpg [View same] [iqdb] [saucenao] [google]
10774094

I thought there would be kartan today

>> No.10774103
File: 1.27 MB, 1280x2204, so_you_want_to_play_some_fucking_srb2k.png [View same] [iqdb] [saucenao] [google]
10774103

Wednesday Kart Whatever, come play some SRB2Kart!

How to join (Easy, Windows only):
Download the All-in-one repack: https://mega.nz/file/AzkXSTJK#cxoQ3FD2K-Vg9bKwsvQNkWKxT8LGiCjJEfmPCwXi-eU
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2K-CEP (Connect to vrkart).bat"
Wait for any missing files to download in-game

If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder

How to join (Normal):
Download version 1.3 of the game: https://github.com/STJr/Kart-Public/releases/tag/v1.3
Get the custom client we use (Windows): https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
Or compile it (Linux or anything else): https://gitlab.com/c3851/srb-2-k-cep
Get the mods: https://mega.nz/folder/MiUiESSa#CyovwTUnO9TSmqbwMI1xBg
Connect to 51.161.34.159 (either use connect in console or "specify ipv4 address" under Multiplayer)

Pastebin with the above and other helpful links: https://pastebin.com/gPdytB18

Recent Changes:
4 New Characters (Ash Williams, Egon Spengler, Snow Miser, Heat Miser)
Tech's recovery boost is now active in Nitro mode, for those pesky map hazards.

>> No.10774104

>>10772112
>Bal map
I'm sure he knows how good he is

>> No.10774112

>>10772112
You are now manually aware that the sunlight is coming from the wrong direction.

>> No.10774130
File: 203 KB, 1079x1187, 1686815917179152.jpg [View same] [iqdb] [saucenao] [google]
10774130

>>10774112

>> No.10774162

>>10773807
I haven't played many Quake mods, but this isn't a problem in other games. All of the Doom games are just fine slowly rolling out their enemy rosters. But that might also be an issue with the length of an average Wrath level- they all took me between 20-60 minutes each, so even a single map was taking about the time it takes me to meet most of Doom 2's enemies.

>> No.10774168

>>10773798
Keep health to 4 (well done) and lower. Extra crispy health makes sense for co-op.
Quantity is whatever, sometimes maps will have higher tier enemies replace enemies when set to max. I always use max.
Enemy difficulty means the enemy behavior logic (reaction speed, throwing a TNT bundle vs stick, etc). I always set this to max as well.
Player damage taken scale is literally the damage scale for the player. It's incredibly unforgiving at extra crispy and even well done is for new players. If you want a challenge keep it at 4 (well done), or set to 3 (lightly broiled).
A free tip for you, you have a third person camera (F7). It can be used to cheese some particularly asshole enemy placement.

>> No.10774174

>>10773836
I think even just an option to strip away your inventory after each level would make the game a lot more fun. It'd feel less cheap to use the gadgets because I wouldn't have every gun after 1 map and they'd be gone after that level anyway.

>> No.10774206

>>10773104
I don't really have as much of an issue with the Q1 lighting changes compared to the abomination that is >>10773191

>> No.10774210

>>10773920
>>10773926
This mod more or less does that, with the SNG functioning like Q2’s chaingun, but it also does a bunch of other things that may not be to your liking
https://www.moddb.com/mods/quake-reignited

>> No.10774216

>>10773920
I'd rather keep the good gun as-is and apply that ramp-up to the regular nailgun.
My justification is that you wouldn't have the nail reserve early game for it to truly make a difference to those encounters. Sustained fire that takes longer vs immediate damage at the cost of 2 ammo per shot.

>> No.10774253

Is there any console command in Ironwail/vkQuake to turn off/on colored lighting?

>> No.10774254

>>10773356
>Q2PSX
>Paril reworked the guardian boss fight
what did he do?

>> No.10774263
File: 364 KB, 1316x1192, db.png [View same] [iqdb] [saucenao] [google]
10774263

>>10774090
Make another small sector where that wall used to be, raise the floor and lower the ceiling to meet each other. Replace the lower and upper texture and adjust as needed.

>> No.10774271

>>10774263
True, I thought I couldn't do it because of the skybox. cheers

>> No.10774282
File: 424 KB, 1586x931, trim.png [View same] [iqdb] [saucenao] [google]
10774282

>>10774271
No problem
if you want to put a skybox or something above the second texture, you can use a midtexture instead but it's janky. You'd need to use the impassable flag to stop people from moving through the fake wall

>> No.10774286

>>10774282
And it wouldn't block projectiles.

>> No.10774303

>>10774254
dunno what he did, since the original fight was meh.
>soon. I'm pretty much done tweaking the Guardian fight, so we just need a final pass and a trailer

>> No.10774321
File: 175 KB, 1917x1080, nugg0035.png [View same] [iqdb] [saucenao] [google]
10774321

Nugget just keeps on getting better.

>> No.10774357
File: 35 KB, 513x536, 1665877237369939.jpg [View same] [iqdb] [saucenao] [google]
10774357

/vr/ Heretic jam when?

>> No.10774370

>>10772981
maybe it's just because i was in a bad mood when i played it but i hated this wad. every map after the first couple is a slog to get through, way too long and a pain in the ass to navigate.

>> No.10774375
File: 75 KB, 324x361, Wednesday Night Shartan.jpg [View same] [iqdb] [saucenao] [google]
10774375

>>10774103

>> No.10774391

>>10773374
What's the best way to play Quake 2 then, huh?

>> No.10774401

>>10774321
I always liked original fullbright nightvision more. It's so relieving to finally be able to actually SEE after wandering through the dark rooms and corridors. Even when they're not that dark, almost all wads/pwads in Doom have dark areas, it's just getting so exhausting after hundreds of hours, each nightvision is like a gift from above.

>> No.10774410
File: 8 KB, 208x50, Annoying Encounters.png [View same] [iqdb] [saucenao] [google]
10774410

>>10772941

>> No.10774415

>>10774391
Remastered and Q2Pro Remastered.
>Some faggots are crying over netcode at id discord

>> No.10774418
File: 137 KB, 500x550, 1688648829660475.gif [View same] [iqdb] [saucenao] [google]
10774418

>>10774410

>> No.10774440

>>10774410
Average interaction on /vr/

>> No.10774457

>>10774410
For me it's when the room (or even the whole level) is almost empty, but after you touch "totally not suspicious I'm such a mischievous mapper tehe~" red flag pickup/linedef the whole NUTS.wad gets teleported in front of you. And the same thing happens every time you try to progress through the level.

>> No.10774463

>>10774457
Fucking hate when demons show up in this demon killing game impeding me from progressing the level, wish they would all just disappear so I can progress through the level in peace.

>> No.10774484

>>10774463
But that exactly how some of these levels feel. You are moving through the empty levels in peace, exploring empty levels in peace, killing some lonely pinkies here and there, and then you have a combat arena where everything is teleported to you out of nowhere and it feels like a different game because everything before it was so empty and peaceful, and once you're done you're back to searching for the next totally not suspicious switch in peace. It just doesn't feels right when most of the monsters are not "part of the level".

>> No.10774485

>>10774463
Just for that, i'm gonna make a wad where every level has 600 enemies on it, and every single one of them is in a series of nested monster closets like fucking russian dolls, and you're gonna have to fight my maze of endless linedef bullshit quickly cause the whole thing is painfloors

and then i'm gonna save it on 5-1/4 floppies and mail it to your mom. won't she be so surprised?

>> No.10774492

>>10774463
i prefer doom1/doom2 style of combat, but once in a while arenas like these are welcome. just not every fucking time

>> No.10774514

"It's been quite a while since I've thought about Metroid Dreadnought, let's give it a spin."
>locate .pk3 in directory
>download date of May 2014
It still works fine on newer GZD installs, if you're wondering. Just a few warning messages at runtime.

>> No.10774537

>>10774253
Try typing apropos colored or apropos lighting to see possible console commands regarding this.

>> No.10774541
File: 3.83 MB, 700x392, 1686579965974513.webm [View same] [iqdb] [saucenao] [google]
10774541

I think I'm in love

>> No.10774546

>>10774541
>Cultist fires a gentle stream of wimpy projectiles

>> No.10774553
File: 521 KB, 640x800, 1531864110941.png [View same] [iqdb] [saucenao] [google]
10774553

>>10774541
Buckle up because it's only better from here. There's a ton of mods I'll recommend after the main stuff is done.

>> No.10774558

>>10774401
Plain fullbright is ugly, but I'd like to someday see a port incorporate a global light level increase so you don't lose out on those details completely.

>> No.10774581

>>10774541
>Projectiles

>> No.10774623

>>10774541
>>10774581
>>10774546
>projectiles on the enemies' weapons but not the player's

>> No.10774624

>>10772098
Even doomguy looks confused with this shit.
>>10773504
I usually switch to pistol when fighting small groups of weaker enemies to avoid wasting ammo anyway, also it feels like killing stuff with pistol, when fighting stuff pistol can actually kill in a few shots, is infinitely more fun than doing the same using a chaingun.

>> No.10774627

>>10774624
>Wasting ammo
The most you'll do is fire one extra shot that's unnecessary and that's a drop in the bucket compared to the time you waste going "pliff pliff plaff" at enemies with the pistol. I hate that damned thing

>> No.10774639

>reach the exit
>you need to shoot a switch to raise some stairs
>kill all enemies
>you're out of ammo
>go back to find the last secret
>30 minutes wall humping, you get a box of rockets
>you're pistol starting, so you have no RL
ARHGGHRGRGRGR
but it was fun

>> No.10774642

I wish one day we would get some good class mods like Final Doomer or Samsara, but actually balanced and with a vanilla feeling. An anon can dream... possibilities are endless...

>> No.10774663

>>10774642
As history has proven again and again over the span of 30 years, you can't make a balanced gameplay mod that will fit every map, even every vanilla-ish map only. Babel is probably the closest, but then again it's usable ONLY with vanilla-ish content.

>> No.10774674
File: 2.35 MB, 1920x1080, 1697207955888603.png [View same] [iqdb] [saucenao] [google]
10774674

Hah, in Mjolnir the gibs can be kicked any which way for about half a second when you chainsaw a corpse. I assume it's the same for the shadow axe.

>> No.10774683

I'm on map 5 of plutonia and so far there is way less bullshit than tnt. Sure there are a bunch of chaingunners but the ambushes feel more predictable. Will it get worse or?

>> No.10774707

>>10774642
If you want balanced, play vanilla. But even then the balance can get lopsided depending on monster count and weapon/ammo availability.

Perfect balance shouldn't be the goal, making shit fun is the important thing.

>> No.10774717

>>10774683
Yes

>> No.10774718
File: 656 KB, 1920x1080, you've been autobalanced.png [View same] [iqdb] [saucenao] [google]
10774718

Me having a crisis of faith

>> No.10774729
File: 77 KB, 570x570, 1707753267054960.jpg [View same] [iqdb] [saucenao] [google]
10774729

>>10773881

>> No.10774757

>>10774541
If the projectiles aren't at least twice as fast, and the player isn't shooting them that way too, I feel like this is just a cheap cheat.

>> No.10774762

>>10774683
Plutonia likes to fuck with you by placing some enemies out of auto aim distance at times (which can be worked around), and there's an occasional mean as fuck ambush or trap, but the gameplay is overall much more varied and tightly designed than TNT's.

>> No.10774775
File: 92 KB, 640x457, notbloodmodifiers.jpg [View same] [iqdb] [saucenao] [google]
10774775

>>10774757
Its a means of reducing the difficulty for sure. You can also keep enemy hitscan enabled while also having all these options. You can also lock manual saving and rely only on autosaves.

>> No.10774781

>>10774775
I do like when you can actually control the details of difficulty like this.

>> No.10774873

>/v/ Quake thread keeps talking up Spiritworld
Fine fine I'll get on it. Heard it was good.

>> No.10774880

>>10774623
The projectiles collision have a rare issue of getting blocked by level geometry, and I couldn't debug the issue (go read clip.cpp for fun) so I set it to enemies only as it's less likely to be noticed.

>> No.10774902
File: 131 KB, 800x600, Deltarune chapter 7 ending [sound=https%3A%2F%2Ffiles.catbox.moe%2Fcr88ip.ogg].jpg [View same] [iqdb] [saucenao] [google]
10774902

>>10774103
Don't mind me just posting this for some guy on the server

>> No.10774912
File: 761 KB, 1920x1080, 66628.jpg [View same] [iqdb] [saucenao] [google]
10774912

>>10774873
It's a proper weird nightmare

>> No.10774945

Any SNES doom experts here? I used to rent it frequently as a kid, and I distinctly remember getting thrown back to the start at the end of act 1. But I stuck the game in my SNES because I was bored the other day, and dying at the end of act 1 took me to act 2 as it is supposed to. Is there a broken revision, or demo version of the game?

>> No.10775007

>>10773504
Speed up both weapons firing rate, but give the chaingun a cooldown like the plasma gun.

>> No.10775024

>>10771269
Can you add an in-between state between the normal hand and the black and white one? just to make it feel more pulse-y?

>> No.10775040
File: 17 KB, 420x300, 1697853510229505.jpg [View same] [iqdb] [saucenao] [google]
10775040

>>10774103
daylight savings time and its consequences have been a disaster for the kart race
but seriously though ggs all

>> No.10775047
File: 69 KB, 663x370, 1708429751541.png [View same] [iqdb] [saucenao] [google]
10775047

>>10775040
>>the kart race

>> No.10775089

>>10774718
tfw you say the wrong thing and get cucked by aligment lock

>> No.10775187

>>10772941
>muh hope

>> No.10775202

>>10774514
I occasionally give it a go, shit's really fun.

>> No.10775205

>>10774357
The last Heretic mapping project failed, some anons maps were awesome so I dunno what even happened to it.

>> No.10775208

>>10775205
Project lead just dipped one day without a trace and nobody took his place. I'd say it's worth another shot as someone who has no intention of participating in any shape or form.

>> No.10775212

http://clovr.xyz/wadsup/doku.php?id=cydonia
Cydonia was pretty fine, maybe outstanding even for someone who succumbed to the drought of grandeur mapmapking. Anything else like it? Side by side, I didn't like AD-79 maps nearly as much as Scotty's, but it's still concise taking 5 minutes per map and carefully planned around a 100 monster limit.

>> No.10775249
File: 2.61 MB, 1920x1080, 1686654853831100.png [View same] [iqdb] [saucenao] [google]
10775249

What's so fucking satisfying about taking the human made chainsaw to horrors beyond our reckoning? You can only see his feet but there's a dead 12 foot lava golem in there and goddamn get fucked you shithead

>> No.10775251

>>10775208
Let's revive the project

>> No.10775294
File: 3.86 MB, 1920x1080, 1709783279281652.png [View same] [iqdb] [saucenao] [google]
10775294

Holyyy shit. Finally completed Mjolnir's version of mapjam6's Illusions Outnumber Changes In Fortune. What a journey. I can definitely say the Mjolnir version doesn't totally eclipse the mapjam6 (entirely vanilla gameplay) version; both are worth playing, but the Mjolnir map is obviously a scale of epic far grander. Once again, Tronyn is the fucking king of Quake. The full version of Mjolnir cannot come soon enough.

>> No.10775310

>>10772059
APHRODITE - a cyberpunk-themed Doom reskin, replacing all weapons/hud/player elements without altering the core gameplay has released:
https://skelegant.itch.io/aphrodite

Daniel's Simple Weapons - Vanilla+ weapon set released:
https://www.doomworld.com/forum/topic/143858-daniels-simple-weapons/

Nightmare Logic III - WW2-themed weapon set released:
https://forum.zdoom.org/viewtopic.php?t=78827

>> No.10775323

>>10773501
PLEASE BRO

>> No.10775349

>>10775310
>APHRODITE
I dislike how every other mod reuses this mugshot template, not the most charming looking face there is. Where it was taken from first anyway?

>> No.10775363
File: 594 KB, 1920x1080, Screenshot_Doom_20240314_111802.png [View same] [iqdb] [saucenao] [google]
10775363

>>10775349
>Where it was taken from first anyway?
It's the female mugshots from Psychic, which were themselves an edit of these, so patient one and patient zero.
https://www.doomworld.com/idgames/graphics/femdoom

>> No.10775378

>>10775363
>Vomit puke, it's just doomguy with a shiton of makeup placed awkwardly all over his face, lipstick and a wig. Plus there are some faulty pixels hanging around which makes things worse.
>joe-ilya
Joe can only get it up to a fucking pony.

>> No.10775396

>>10774775
I bumped projectiles to fastest instead of normal, but I will keep them enabled, they just feel better. Enemies still at normal speed.

Do projectiles make it less difficult or just less bullshit?

Most of the feedback I saw on the game was people complaining about hitscan and recommending to play in lightly broiled. And most seem to heavily rely on save scumming.

From what I tested, enabling projectiles but counter balanced with extra custom difficulties feels more challenging than vanilla lightly broiled while being more fun, most importantly it does not feel like bullshit.

Dodging projectiles still requires some skills and it's fun.

Difficulty wise the biggest change I've noticed isn't even the projectiles but the i-frame option. This one is probably more controversial but I like it too, again it just feels like less bullshit but still challenging with damage taken increased as a counterbalance.

The other notable change is that the pitchfork has a strong charge attack? Not sure if this was in vanilla. Makes zombies easier to melee.

I'm really enjoying whatever balance this is even if it's different from vanilla.

>> No.10775398

>>10775396
>Do projectiles make it less difficult
That one.

>> No.10775406

>>10775396
With hitscan on on harder difficulties it would be you go around a corner too quickly and instantly get domed for a chunk of your health
Blood is extremely difficult, you should try it yourself just to see

>> No.10775430

How do I make mods for halo?

>> No.10775434

>>10775430
https://www.youtube.com/watch?v=RjDdESd7b_Y
First google result.

>> No.10775446
File: 3.89 MB, 1280x720, notblood zombie punt.webm [View same] [iqdb] [saucenao] [google]
10775446

>>10775310
>>10772902
Lots of fun resources here.
>>10775396
>The other notable change is that the pitchfork has a strong charge attack? Not sure if this was in vanilla. Makes zombies easier to melee.
That's also new, and lots of fun.
>I'm really enjoying whatever balance this is even if it's different from vanilla.
That's great. If you ever get interested in vanilla, play it with this https://github.com/clipmove/DOSBlood
It fixes a bug where difficulty settings could get swapped when you load a save.

>> No.10775448

luv me some quake
simple as

>> No.10775450
File: 2.68 MB, 1920x1080, 1689827261799440.png [View same] [iqdb] [saucenao] [google]
10775450

>>10775448
Literally me.

>> No.10775463

>>10775434
Not what I'm asking for.

>> No.10775468

>>10775024
I think I can. The problem is I don't want to change any balance between the vanilla weapons and the magic ones. I'm retarded so I don't know how to do it. I know that I can swap frames around as long as the functions appear in the exact same spots, but the plasma rifle is literally two frames + two firing frames for the lights, I don't know how I could do it.

>> No.10775475

>>10775463
Okay.

>> No.10775490
File: 2.88 MB, 1920x1080, q2pro 016.png [View same] [iqdb] [saucenao] [google]
10775490

>>10775448
I love Quake 2!

>> No.10775491

>>10775475
Useless faggot.

>> No.10775494
File: 26 KB, 496x302, 1697151055031880.png [View same] [iqdb] [saucenao] [google]
10775494

>>10775491
Oof, lost me.

>> No.10775496

>>10775491
To be fair, you opened up with a pretty vague question, that guy posted a link of Halo modding tutorials introducing the necessary tools. What more do you need? As far as I can tell, this is like if I asked:

"How do I make Doom mods?"
and someone replied with a link to a youtube video showing SLADE. What more do you want, exactly?

>> No.10775503

>>10775490
>Those textures
Dare I say it, soul

>> No.10775506

>>10775446
>DOSBlood
How is that different from just ticking the vanilla option in notblood that disables the gameplay changes?

>> No.10775531

>>10775506
there is no reason to mess with dos in this year of our lord except for pure curiosity's sake.

>> No.10775542

>>10775496
No, it's like asking how to make Doom mods then getting a YouTube video for how to mod Doom 2016.

>> No.10775545

>>10775542
Well. Which Halo are you specifically wanting to mod? That video points towards Halo CE and Halo 2 modding tools alongside the other ones.
Unless you're wanting to mod Halo CE that's NOT part of the Master Chief Collection, which if that's the case you should have specified that beforehand.

>> No.10775547

>>10775545
>Unless you're wanting to mod Halo CE that's NOT part of the Master Chief Collection, which if that's the case you should have specified that beforehand.
It's the same toolset.

>> No.10775551

>>10775547
Well if that's the case, I'm not sure what more is needed.

>> No.10775556

If you were to play all DOOM wads (DOOM 1 and DOOM 2, only those that can be played in the very original, just to make things easier), how much time would it take you?

>> No.10775559

>>10775556
Sixish hours I reckon. The first two maps of Thy Flesh Consumed would fuck me hard, and there are some Doom 2 maps I still don't totally have mapped out by heart. Everything else is gravy.

>> No.10775567

>>10775559
I also meant custom wads though

>> No.10775572

>>10775567
5 years likely.

>> No.10775576

>>10775572
5 years of continuous playthrough? Or you mean 8 hours a day for 5 years

>> No.10775591

>>10775556
E1-4 + Doom 2 Would be an hour and a half, maybe two tops, I'm rusty as fuck but I used to do any% runs.

>> No.10775601

>>10775378
It's Dooma'am!

>> No.10775602
File: 133 KB, 887x1097, 1660350419811698.jpg [View same] [iqdb] [saucenao] [google]
10775602

>>10775363
>wow, the dedder you get, the more you look like a crack ho
My sides.

>> No.10775609

Anyone need sounds for their custom mods? I want to try some sound design, got a hard disk full of sources

>> No.10775621

>>10775310
I'm getting tired of weaponsets that include non-masked OCs for the status bar, but at least Aphrodite's face isn't ugly like the one in Vesper. Chick in that one looks like an underpaid office worker.

>> No.10775650

>>10775621
>I’m getting tired of weaponsets that include non-masked OCs for the status bar
That’s an easy select/delete.

>> No.10775665

>>10775378
You're a funny and based anon, but the mugshots are still ugly, although the edit here looks pretty nice.
/)

>> No.10775682
File: 9 KB, 209x309, 23563456345.jpg [View same] [iqdb] [saucenao] [google]
10775682

>>10775621
DON'T TALK SHIT ABOUT VESPERNIGGER

>> No.10775683

>>10775682
FUCK YOU

>> No.10775709

>>10775576
Does it matter?

>> No.10775710
File: 22 KB, 317x496, duketourettes.jpg [View same] [iqdb] [saucenao] [google]
10775710

>>10775683
I'm all outta gum, and I'LL KICK YOUR ASS!

>> No.10775714

>>10775576
Five continuous years. If it were eight hours a day, it'd be like 10 years.
>>10775709
A little bit.

>> No.10775725

>>10775378
Anon, it's Doomguy in a wig.

>> No.10775743

>>10775378
Post funny idgames reviews
>Back in 1997 for some dumb reason Shambler66 mailbombed me and ICQ-bombed me calling me stuff like a "nigger jew spic". I went on to run Doomworld and he made furry porn Doom WADs. Uh, the end.

>> No.10775771

What is the best version of DooM 64?

>> No.10775801

>>10775771
gog/steam

>> No.10775810

>>10774103
What's the word on tricks? We ain't getting it back, are we?

>> No.10775870

>>10775810
Tricks will return, but Omochao will not, I have something better in mind.

>> No.10775923
File: 7 KB, 225x225, Prowler.jpg [View same] [iqdb] [saucenao] [google]
10775923

>Wolf3D has moving walls
>Doom(2) doesn't
IDGI

>>10769304
>>10769068
You know, seeing what Alkaline made with this guy made me kinda wish that the Prowler got backported as a boss-tier variant of the TakahiroRider that either retains its new-ish "volt-railgun" or gets a beefed-up version of the Punisher gun instead if enemies with a strong hiscan attacks don't fit into Malice

>> No.10775962

>>10775923
Fundamentally different sort of rendering and map formats.

>> No.10775978

>>10774945
>and I distinctly remember getting thrown back to the start at the end of act 1
Playing on lower difficulties prevents you from accessing later episodes. This is unique to the SNES port for whatever reason.

>> No.10775985

>>10775978
hahaaaaaaaaaaaaaaaaaaaa that's based

>> No.10775987

>>10775208
As someone who might have an intention of participating in some shape and form, I agree
Maybe call it Se/vr/ants of D'Sparil

>> No.10776085

>>10775962
Didn't Hexen introduce movable walls into iDTech1 along with falling damage?

>> No.10776090

>>10776085
Polyobjects is quite an advancement over the regular Doom engine.

>> No.10776094

>>10776085
falling damage is easy
shit that messes with the BSP tree is hard

>> No.10776097

>>10776094
>falling damage is easy
Yeah, the game already keeps track of how far the player falls in order to play the "UNF" sound.

>> No.10776142

>>10776085
Yes, it also introduces ACS.

>> No.10776149

>>10775978
Ha, that explains it. I was probably playing on easy as a kid. Thanks!

>> No.10776158

doom 1 is so vastly inferior to doom 2 it's unreal, there literally isn't a single doom 1 pwad worth playing

>> No.10776170

>>10776158
lunar catastrophe
udnmd
solar struggle
good ol fava beans
etc.

i find it quite the opposite

>> No.10776258

>>10776170
Some of those kind of make Sigil/2's monster use look bad in comparison.

>> No.10776264
File: 1.74 MB, 1920x1080, doom275.png [View same] [iqdb] [saucenao] [google]
10776264

>>10772059
Submission for /vertex relocation/ :
https://doomshack.org/uploads/anon_becomes_siamese_v0_7.wad
Name: Anon Becomes a Siamese Twin With a Shark
Music: Cold Spaghetti from Pizza Tower, sequenced by daypeecone

I don't have time to put detail in the second half of the map until the deadline tomorrow, so here's a somewhat unfinished map until I get the chance to finish it some other time.

>> No.10776268

>>10776264
Author: joe-ilya
btw

>> No.10776279

>>10776264
And it's in MAP33 too

>> No.10776325

For me? it's cl_bloodoldweapbalance.

>> No.10776337
File: 212 KB, 1680x1050, 1710031307904109.jpg [View same] [iqdb] [saucenao] [google]
10776337

>>10772054

>> No.10776343

>>10776258
All those are vastly superior to Sigil/2

>> No.10776359

>>10776158
>>10776170
No End In Sight is pure kino

>> No.10776381

>>10775446
>If you ever get interested in vanilla, play DOSBlood
Just use the vanilla mode toggle under game options, it'll be accurate in terms of game logic with the original DOS version.
>>10775506
It's for anons who own a DOS rig and want to play Blood with a FOV slider and non-broken saves.

>> No.10776385

>>10776158
>>10776170
Continuing...

Ultimate Doom In Name Only
Doom the Way ID Did
ConC.E.R.Ned
Wonderful Doom
The Classic Episode
2002 a Doom Odyssey
All of Dr. Sleep's Doom 1 maps

>> No.10776405
File: 261 KB, 1067x845, map 14.png [View same] [iqdb] [saucenao] [google]
10776405

>/vertex relocation/ map 14
I'm thinking of giving up this one due to IRL stuff happening and the map being just me throwing out random shapes.
Doesn't look like it could be improvised a bit.

>> No.10776415

>>10776385
thanks mate, didn't know some of these

>> No.10776420

>>10776170
>>10776385
The standalone Freedoom maps are pretty great too.

>> No.10776425

anyone wants to make a map together? i have a lot of work to do and i'm out of procrastination ideas

>> No.10776480

>>10772059
https://forum.zdoom.org/viewtopic.php?p=1250387#p1250387
https://forum.zdoom.org/viewtopic.php?p=1250388#p1250388

The Github repos and download links for DeusDoom Weapons and Augmentations were deleted for some reason, and their creator, cyber_cool, apparently doesn't have any plans to do anything about this.

>> No.10776489

>>10776480
Embracer ultimately owns the IP now, so they probably DMCA'd it and since Microsoft owns Shithub now it just gets purged without warning.

Using that fucking site for mods was a ticking clock from the beginning but people didn't want to use any other git site, let alone self-host.

>> No.10776493

>>10776489
>using github
>not having only 1 local folder with just the latest files you are developing
GROW SOME BALLS

>> No.10776496

>>10776493
you can even version control locally, i don't get it.

>> No.10776498

>>10776489
No, cyber_cool is just a drama queen. Not even the first time he's done this.

>> No.10776509

Gzdoom -> Tonemap palette
Yes or No? Do you play with it active?

>> No.10776517

>>10776158
Double Impact, Alpha Accident, Nihility, and Sigil 1 & 2 are all very good Doom 1 works.

>> No.10776519
File: 3 KB, 392x86, why contain it.png [View same] [iqdb] [saucenao] [google]
10776519

>>10776480
I guess I'll just stick with almost a year old versions when I can even be bothered with it.

>> No.10776543

Does SRB2Kart have bots when playing online?

>> No.10776553

>>10776543
Not on our server, we just got SPBattack if you wanna practice
https://youtube.com/watch?v=74zZhEXqYrc There is a mod for vanilla 1.6 to play against bots, but it's offline only and also only supports the vanilla maps. We also aren't using 1.6 yet.

>> No.10776560

>>10776553
>Not on our server
I just mean in general, for me and a friend to play together without it being a ghost town.

>> No.10776572

>>10776560
Even then, it looks like you're SoL. Guess you'll have to look into other communities and get acquainted with their schedules.

>> No.10776581

>>10776425
For Doom or Quake? I'm game if it's Quake.

>> No.10776629

>>10776581
Not that anon, but a Quake project where we make a bunch of prefab components for everyone to use and then make maps out of them would be cool.
Alternatively, have AI generate a large map layout, and different anons make different parts of it to be stitched together.

>> No.10776665

>>10776629
I dunno nothing about making no prefabs, I can barely scrape by with my own maps. However I'll put forth that I'm primarily interested in co-opping with another anon to make a VR2 map.

>> No.10776676

>>10776581
i tried trenchbroom but my tiny brain is not capable of making good 3d layouts. doom is much easier, but thanks for the offer. i guess afterall i WILL have to do some boring work

>> No.10776681

>>10776676
Ganbatte anon-kun!

>> No.10776691

>>10776158
>it's unreal
No, it's id Tech.

>> No.10776713

>>10776665
>I'm primarily interested in co-opping with another anon to make a VR2 map.
Any particular theme or aesthetic? I'm not great at setting up combat encounters or layouts, but I can do decorative brushwork and natural environments decently well. I can also do custom textures if needed.

>> No.10776743
File: 86 KB, 1904x2068, 1696544849830608.png [View same] [iqdb] [saucenao] [google]
10776743

>>10776713
I'm fantastic at combat encounters and decent enough at layouts and I'm terrible at brushwork and natural environments. I think this'll work out m89. Lemme run some errands and I'll do a layout in Trenchbroom. Pic related is tentative sketch. Thinking of calling it "Upstream Battle" but likely something more fanciful and Quakey later. If you wanna make some canyon walls ahead of time and a waterfall that'd be groovy. Waterfall doesn't necessarily have to be blue, just that typically for humans blue = water.
>Any particular theme or aesthetic?
Hmmm, maybe just quake.wad? Lemme think it over.

>> No.10776765
File: 131 KB, 640x480, doom208.png [View same] [iqdb] [saucenao] [google]
10776765

Procrastination: The map

>> No.10776770

>>10776765
Looks like that Armored Core 6 pvp map.

>> No.10777001
File: 487 KB, 1920x1080, Screenshot from 2024-03-14 17-33-09.png [View same] [iqdb] [saucenao] [google]
10777001

Got keyboard controls working as default in PrBoom on the RetroArch web player.
clovr.xyz/retroarch
Select PrBoom, Run, PgUp + M to focus mouse if you want mouse controls. There's a full screen button on the top.
Load Content -> Start Directory -> downloads -> Doom
Then pick Doom or Doom 2 for iwad, then select a pwad.
It's not really organized atm, and some things wont run (things that are past Boom compatibility, or have multiple files). But the compatibility and perfomance is a lot better than running things through a java/emscripten DosBox like I was.

PgUp + F1 to get to the RetroArch frontend again.

>> No.10777012
File: 449 KB, 2711x1185, anonmap1.jpg [View same] [iqdb] [saucenao] [google]
10777012

>>10776743
Don't know how big you want it, but I just shat out pic related. I'll hold off on the waterfall until you confirm the scale, but the canyon walls can be resized easily.
>quake.wad
I started with base.wad and misc.wad from the VR mega folder. I think they're just vanilla Quake textures + mission packs, but I can use whatever you end up going with.

>> No.10777020

>>10772062
bro your wiring kit?

>> No.10777036

>>10776509
I use it when I'm playing some ancient vanilla wad in GZDoom for some reason. So almost never. Plus it doesn't work well with bloom and I unironically like toned down bloom effect in GZDoom.

>> No.10777039

>>10777012
Dang look at that. Just got in and I got some time before I have to do something else. How do you want to share the .map? If you don't care about other people having it too feel free to just post it on dropbox or something, but if it matters enough we can use disposable emails. Point being I'd like the map file so I can see how big I should make the enemy base.
>I started with base.wad and misc.wad from the VR mega folder. I think they're just vanilla Quake textures + mission packs,
Yeah that's perfectly fine. I'm not gonna get too crazy, I just need to make something while my own VR2 maps struggle.

>> No.10777065

>>10777039
>How do you want to share the .map?
Catbox is probably adequate. Here:
https://files.catbox.moe/jk17mj.zip
I should mention, I tend to make all my terrain pieces as func_detail with SKIP on the backfaces so VIS doesn't take 50 years. That requires structural boxes to be put around them though - with a sky texture on parts visible to the player and SKIP on everything else. It's not anything special, but it's probably weird for someone who learned from Dumptruck's tutorials.

>> No.10777083

>>10777065
Cheers. Gonna skeleton out some things and upload back.
>SKIP and VIS paragraph
I appreciate the explanation. I tend not to worry too much about VISing since my computer is pretty okay, but good practices are better than no practices.

>> No.10777201

>>10772059
Might want to add this to news: Quakespasm Spiked updated, now a dozen times faster. Can play any map at 60+ fps.
https://fte.triptohell.info/moodles/qss/

>> No.10777205

>>10777201
Oh wow. Finally. 8 years ago QSS was THE port for multiplayer co-op Quake. Maybe now it'll reclaim its throne.

>> No.10777215

>>10777201
>lightgrid
>decoupled lightmaps
These are great, but unfortunately nobody is going to use them unless they get ported to Ironwail.

>> No.10777254
File: 422 KB, 1079x1514, Screenshot_2024-03-15-02-22-21-17_e4424258c8b8649f6e67d283a50a2cbc.jpg [View same] [iqdb] [saucenao] [google]
10777254

Dark Forces is kinda let down by it's limited enemy roster.

There's 6 (six) types of red laser dude. and 3 entire types don't appear in about half the game because they don't make sense in lore/thematically.

I'm playing usermaps right now and lots of the mappers stick to theme so if there's an empire level they won't use grenade/melee/rifle guys. Which is like 40% of the enemies outside of red laser guys. Wtf

>> No.10777285
File: 80 KB, 1630x694, MapJam9Notes.png [View same] [iqdb] [saucenao] [google]
10777285

Just finished mapjam9. Very mediocre on average. A lot of maps felt under-baked or where flat out non-functional.
Most of the good maps seemed to be on the ground floor of the map wierdly. Also despite being a quoth mapjam, only 1 or 2 maps used quoth enemies. Lame

>> No.10777302
File: 105 KB, 1356x1017, kick.png [View same] [iqdb] [saucenao] [google]
10777302

Anybody else remember the time Timmy Willits was the chosen mapper for the worst corporate whoring id did in the 90s?

>> No.10777317

>>10777285
>He takes notes while playing
B A S E D

>> No.10777330
File: 1.70 MB, 480x190, dunc.gif [View same] [iqdb] [saucenao] [google]
10777330

Anyone know if there's a dune wads?

>> No.10777332
File: 20 KB, 326x273, CJ.jpg [View same] [iqdb] [saucenao] [google]
10777332

>>10777317
I think I saw some other anon doing the same with a different mapjam so I stole the format and did it for this one. Kept physical notes for the concrete themed mapjam too.
Maybe I have too high of an expectation for mapjams. Going from AD or Alkaline or even warpspasm and expecting like quality might be unfair.
That said, too many maps were outright un-finishable. I don't know if that was a mapper issue or me using ironwail. Either way, 4/10 mapjam

>> No.10777338

>>10777285
>>10777332
I remember mapjam9 very fondly. I'll have to go through it again myself, maybe I was retarded then.

>> No.10777403

>>10777302
Fuck dude, I never heard about this. That's amazing.

>> No.10777425

Gonna start playing Quake, good vanilla-esque sourceport that can load the steam addons?

>> No.10777429

>>10777425
Ironwail

>> No.10777519
File: 415 KB, 914x575, 1698482016932547.png [View same] [iqdb] [saucenao] [google]
10777519

>>10777065
https://files.catbox.moe/7iviv0.zip
I had to flip the start point of the player around because I needed the waterfall behind him and the water flowing downstream, the base situated at the bottom in some sort of lagoon or lake. I left groups which have notes/to-dos in them in the map like pic related. Extra notes collected here:
>Feel free to scrap the "coiled rope" idea if it's too annoying to make a coiled rope. I only wanted it for context for how the player got down from the waterfall
>The waterfall that's three rectangles right now, do as you see fit with it to connect to your canyon that isn't annoying to you
>The river drains into a lake that the base sits within, the base held up by support struts that stretch to the lakebed. In the water there will be pipe drains (I can make these myself later don't worry about it just painting a picture) in the canyon walls that prevent the base from being flooded out
Everything that's in the notes for now is all I need done so I can get a better idea of how the base will fit. I'll be sleeping for work soon but I'll be throwing together some layouts for the base later. When you're done with the note to-dos, if you want, some generic base assets would be cool. I'm being wary of asking for too much so feel free to tell me to fuck myself when you need to.

>> No.10777535

>>10777519
Also besides your skips don't worry about textures if you don't feel like it. I can do those myself later, I only left some structures blank because I'll worry about them later.

>> No.10777691

>>10777519
Alright, neat. I'll be able to work on this a bit more later today.

>> No.10777728

>>10776765
>I just wanna grill for Hell's sake

>> No.10777840
File: 1.41 MB, 2160x1080, callofthemachine.jpg [View same] [iqdb] [saucenao] [google]
10777840

humiliation ritual

>> No.10777848

>>10775446
zombie launching really is an addictive hobby

>> No.10777856

>>10777840
for once I agree with this dumb meme

>> No.10777857

>>10777840
>>>Romania

>> No.10777858

>>10777840
Please reup that textureswap which replaces out-of-place globohomo propaganda with Shrek

>> No.10777861

>>10774541
>>10774581
>>10775396
>>10774775
They should've given you an option to make enemy hitscan attacks only become projectiles when your BeastVision is enabled.

>> No.10777975

im reading john romero's book and it got me interested in trying out these games. got wolf 3d and love it. next on my plate is doom 1/2, but not sure where to go after that. Heretic maybe? is duke nukem 3d considered to be good around these parts? the anniversary edition thing is $2 on steam.

>> No.10777985

>>10777975
Duke is good, but don't buy it. The newer versions are worse than fan ports.

>> No.10777986
File: 139 KB, 1920x1080, 20240315045626_1.jpg [View same] [iqdb] [saucenao] [google]
10777986

Been replaying Half Life 2 for the first time in 14+ years. Noticed some secrets have a skull laying next to them. Funny that both Half Life 2 and Halo 2 did this around the same time.

>> No.10777991

>>10777986
HL2 had a bunch of stuff pasted back into it after the episodes came out.

>> No.10777994

>>10777985
shit, can you give me a qrd on why the new version is bad? is it censored?

>> No.10778002

>>10777994
It's missing expansions and financially supports Randy Pitchford.

>> No.10778003

>>10777991
Ah I didn't know that, I guess it may not be a coincidence.

>> No.10778007

>>10778002
>It's missing expansions
Why the fuck is this so common Steam? Heroes of Might and Magic 3 has the same problem.

>> No.10778013

>>10778007
Because Randy is a faggot and didn't want to license them for the anniversary release.

>> No.10778014

>>10778007
It's less Steam and more just being shitty re-releases of stuff that was already being sold in a functional bundle but usually gets pulled from sale so the newer "better" bundle gets the sales.

>> No.10778018

>>10778014
Sure, but why is there missing content?
Incompetence? licensing issues? Sheer spite?

>> No.10778020

>>10777986
>skull laying next to them
https://www.youtube.com/watch?v=tX75clZWUQo

>> No.10778023

>>10778018
Usually some amount of all three.

>> No.10778028

>>10778018
For things like this I usually go for "money"
If licensing/porting even one extra expansion costs money they prefer to be cheap
If you can sell an expansion-less port for 15 bucks then you can extract more money from fans by releasing the expansion as paid dlc at a later date

>> No.10778029

>>10778028
another issue with these steam re-releases is that the "later date" never comes. fucking annoying.

>> No.10778038

>>10777975
>>10777994
>>10778002
The new fifth episode on World Tour is really good and fun. The ports' problems are buggy mouse controls and the missing expansions as the other anon said. Howerer the fifth episode can be played on source ports, and I do recommend that.

>>10778007
In Duke's case it's the combination of copyright issues and the sheer laziness and greed to leave those unsolved (fuck Randy). Sad thing is that we will never get a definite remaster of Duke, but at least EDuke exists and all expansion and console content is playable with it.

>> No.10778053

>>10772073
Why not just do what anon did in Heart attack from HFFM? - put a flaming barrel at the coordinates of voodoo dolls on a conveyor belt and make each difficulty have two barrels present and one not, that way you have three different voodoo scripts for each difficulty

>> No.10778067
File: 7 KB, 320x180, ndrew.jpg [View same] [iqdb] [saucenao] [google]
10778067

So I sees this guy, right? And he's on his knees, just going to TOWN on this dudes dingaling like it's a candy cane with the cure for AIDS stuck inside. Up and down, slippin' and slidin'. So I's freak out a little -- I mean it's in the middle of downtown, so I have to say something. So I go:

>AY-YO- WHY YOU SUCKIN' SOME DUDES JOHNSON IN BROAD DAY LIGHT!?
And you know what this little fagaloon says back to me?
>Sucking a cock? I thought I was playing Blood!

>> No.10778126

>>10777302
SHAKE IT BABY

>> No.10778156

yesterday i was lurking while half asleep and someone posted a big list of doom1 wads and now i can't find it. did i dream it or am i still half asleep

>> No.10778164

>>10778156
These?
>>10776170
>>10776385

>> No.10778165

>>10778156
Check replies >>10776158

>> No.10778170

>>10778165
>>10778164
thanks i thought i had already checked this thread. have a good day

>> No.10778196

>>10778170
>>10776158
Also missing 2022ADO, Base Ganymede, bunch of shorties by Chris Hansen and Nicolas Monti. For oldies and others there is a notable wads list wads feature on doomwiki.

>> No.10778214

>>10777201
So does this have any weight for anyone that plays vkQuake or is this primarily for people who don't/cant' use Vulkan (which I know some don't, I have a buddy who connects to my vkQuake serb with QSS already)

>> No.10778253

>>10777302
come here baby

>> No.10778259

>>10772059
Chex Quest 3: Vanilla Edition makes CQ3 playable without ZDoom
https://www.doomworld.com/forum/topic/143907/

>> No.10778304

Who else here plays with Corruption Cards? I'm having loads of fun, love thr variety and replayability.

>> No.10778353

>>10778007
For Duke, it's rights issues, when the Sunstorm expansions were included in Megaton Edition, they fucking forgot that they didn't actually own the full rights to that and that they weren't legal. Blame Scott Miller for that blunder.

For the new Anniversary Edition, Randy just didn't want to bother resolving that.

>> No.10778376
File: 88 KB, 1888x748, Duke Nukem 3D Atomic Edition (Plus ZOOM Platform Extras).jpg [View same] [iqdb] [saucenao] [google]
10778376

>>10778002
>>10777994
just buy it on zoom-platform
it even has penthouse paradise(lewd)
>https://www.zoom-platform.com/product/duke-nukem-3d-atomic-edition

>> No.10778390

>>10778214
In addition to all the features that QSS comes with, its now as fast as vkquake in most scenarios.

>> No.10778519

>>10777840
Might be a dumb question but is this real?

>> No.10778560

>>10778259
Fucking nice.

>> No.10778601
File: 1.48 MB, 1280x720, cotmgossed.png [View same] [iqdb] [saucenao] [google]
10778601

>>10778519
Yes that is real.

>> No.10778635

>>10778259
Eyyy. Thanks. I was just wondering about something like this last night.

>> No.10778740

Is there a way to make enemies strafe with Dehacked/MBF?

>> No.10778745

>>10778740
no

>> No.10778752

>>10778519
It is. It's easily changed, but it's fucking retarded that they let it in in the first place.
Dragging people out of in-game lore with real-world politics and social issues is just annoying.
It's fine in a mod or something, but not in an official canon.
Only exceptions I can think of are things like Deus Ex where modern day policies are fodder for future conspiracies.

>> No.10778806

>>10778752
You act like a Lovecraft protagonist

>> No.10778863
File: 16 KB, 500x500, monkey-island-guybrush-threepwood-keyrings-3d-model-stl-2470429444.jpg [View same] [iqdb] [saucenao] [google]
10778863

>>10778806
How appropriate. You act like a Lovecraft horror.

>> No.10778879

>caring about canon in new Quake 2 content
I’d normally not give two shits but I’m having some small fub trying to take the hub seriously: We’re sending marines on missions through a hub that’s clearly Strogg in design, and it’s when we have to break into via a droppod crash.

>> No.10778883

>>10778752
Agreed. I don’t have a problem with an individual being open about their sexuality or stance, but co-opting an otherwise unrelated piece of media to push a personal or political message is pretty uncool.

>> No.10778896

>>10778863
>Is that 6 colors in lines parallel to each other? Aaaaaaaaaah, it's incomprehensibly gaaaaay! Help me niggerman, I'm going coco for cocoa puffs!

>> No.10778947

>>10778376
I have mixed feelings about buying from the place called "zoom platform".

>> No.10778953
File: 57 KB, 798x398, pronouns.gif [View same] [iqdb] [saucenao] [google]
10778953

>>10777840
Not staple of my culture, so whole point of the post missed me. Impilcations of me hearing voices and being a siamese twin on other hand is quite shameless.

>> No.10778970

>>10778947
if it's about legitimacy it's the Jordan Freeman Group so yes it's legit they own 3DRealms.

>> No.10778976

>>10778970
*and Gearbox

>> No.10778998

>>10777302
Knowing that he even stole valor from his own sister, I wonder how many of those were actually made by Teresa Chasar?

>> No.10779005

>>10778998
Probably all of them.

>> No.10779012

>>10778970
my bad they partnered with them, more like

>> No.10779034

>>10778067
Duke Nukem's next level in Super Sayan would be The Dice Man

>> No.10779058
File: 36 KB, 545x370, image.png [View same] [iqdb] [saucenao] [google]
10779058

Which one?
>The Atomic Edition corresponds to versions 1.4 and 1.5 of Duke Nukem 3D, both of which were released in 1996. The Atomic Edition was eventually followed by the 20th Anniversary Edition in 2016.
I assume Atomic Edition is the last vanilla version?

>> No.10779073

I've been trying out some PS1 shooters on an emulator, most of which I only had on demo as a kid.

>Lifeforce Tenka
has some cool damn enemy models and a nice mood (great light effects), but the level design really is below garbage.
>G-Police (counts right)
is fucking awesome and polished as hell, but really really benefits from emulator features like VM overclocking and linear filtering.
>Medal of Honor Underground
Actually really slick, way better than I imagined. Fantastic animations and AI, great controls and sound design, so-so levels.

>> No.10779102

>>10779058
1.5 is the last vanilla version.

>> No.10779117
File: 923 KB, 1920x1080, 2024-03-15-175409_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
10779117

>>10772059
Update for Vertex Relocation map "Wrong Way" (v2)
https://files.catbox.moe/f8v28y.wad
Bunch of minor changes and fixes.

>> No.10779123

>>10779117
Is this Barrels of Fun arrangement?

>> No.10779125

>>10779117
i can hear that pic

>> No.10779132

>>10779123
It's Spirit World monsters in a vaguely Nirvana themed map

>> No.10779146

>>10778953
Is this code just so that when someone changes gender in gzdoom player options the messages change?

>> No.10779160

>>10779146
No, these are enforced in Woof and consequently in Nugget, no options. You could edit the code and compile yourself like in the pic though.

>> No.10779186

>>10776158
>>10776170
>>10776359
No End In Sight is pure pain

>> No.10779236
File: 123 KB, 700x425, 1532755635830.png [View same] [iqdb] [saucenao] [google]
10779236

>>10772059
>Pirate Doom II
No Fuckin Way

>> No.10779251

>>10777840
>>10778601
where is the fag flag texture, I wanna change it too

>> No.10779259

>>10779251
Just use Wally or something

>> No.10779260

>>10779073
>Lifeforce Tenka
I tried the windows version of this years back because I also remembered the demo disk version, it's fucking turbojank even with kb+mouse.

>> No.10779263

>>10779160
so if I update Woof it will always display "themself" when I an hero?

>> No.10779264

>>10779251
textures/pods/pn_1b
have fun

>> No.10779272

>>10779260
Yeah. The soundtrack is pretty cool and some of the artists knew what they were doing, but it's really not worth it. Wouldn't mind a model rip of the enemies for some GZDoom kinda thing though.

>> No.10779275

>>10777840
What did it originally oringinally show on that decal?

>> No.10779281
File: 7 KB, 192x192, file.png [View same] [iqdb] [saucenao] [google]
10779281

>>10779264
>loads in slade so I can just use the colorize tool to make the gay gray
Bas-
>writing unsupported for format "Quake II Wall"
Well at least that other anon suggested Wally

>> No.10779283

>>10779275
Nothing, because the map in question literally did not exist. It's from the new episode.

>> No.10779293
File: 6 KB, 64x64, graypride.png [View same] [iqdb] [saucenao] [google]
10779293

>>10779281
And here's the texture in the actual size of the original one if you need it

>> No.10779307

>>10779263
Only if you like obituary messages, it's possible to disable them alltogether.

>> No.10779359

>>10778806
No he doesn't.

>>10778863
LMAO

>> No.10779403
File: 350 KB, 1499x1323, anonmap2.jpg [View same] [iqdb] [saucenao] [google]
10779403

>>10777691
>>10777519
Started working a bit later than I was hoping. Got clifftops, closed off the start of the canyon, and am starting to enclose the base.

>> No.10779412
File: 84 KB, 640x400, episode1.png [View same] [iqdb] [saucenao] [google]
10779412

>> No.10779417
File: 79 KB, 640x400, episode2.png [View same] [iqdb] [saucenao] [google]
10779417

>> No.10779418
File: 107 KB, 640x400, episode3.png [View same] [iqdb] [saucenao] [google]
10779418

>> No.10779421
File: 4 KB, 381x87, image.png [View same] [iqdb] [saucenao] [google]
10779421

>>10778953
Holy shit. Nothing is safe.

>> No.10779434

>>10779412
>>10779417
>>10779418
Are there any wads that do this? I miss these intermission screens

>> No.10779436
File: 47 KB, 1660x381, UnusedJamNotes.png [View same] [iqdb] [saucenao] [google]
10779436

Finished another jam. This time UnusedJam(?)
It wasn't bad, bit rough with difficulty but I was playing on nightmare the whole time so maybe I asked for it.
Certainly more functional than mapjam9 at least

>> No.10779472

>>10779434
doom.wad (1993)

>> No.10779475

>>10779472
never heard of it, i'll give it a try

>> No.10779503
File: 885 KB, 320x200, ezgif.com-gif-maker(18).gif [View same] [iqdb] [saucenao] [google]
10779503

>>10779434
The way Doom handles it makes it very limiting - you won't be able to really move points of interest.
With UMAPINFO you can finally have a port-friendly way to have different intermissions, but it's a lot of work.

>> No.10779504
File: 510 KB, 1920x1080, Necropolis Ledge.png [View same] [iqdb] [saucenao] [google]
10779504

>>10773234
>I always suck at finding secrets in these games, do you guys just check every wall?
It works, but some secrets require different approaches. It can get frustrating, and I hate it when I cave in and look up a guide, which is why I'm taking a break from Quake right now.

>> No.10779509

>>10779503
>but it's a lot of work
More work than making the graphics?

>> No.10779514

>>10779509
Making graphics and not getting confused between different pictures while setting it up.
Guess if you are already drawing a map, you can add a tracker, but most of doom mappers aren't much of artists.

>> No.10779518

>>10778353
>when the Sunstorm expansions were included in Megaton Edition, they fucking forgot that they didn't actually own the full rights to that and that they weren't legal. Blame Scott Miller for that blunder.
Hilarious, but that's totally in his style. Don't forget that Gearbox currently has Duke Nukem thanks to Scott for similar blunder.
>>10779058
>>The Atomic Edition corresponds to versions 1.4 and 1.5 of Duke Nukem 3D, both of which were released in 1996. The Atomic Edition was eventually followed by the 20th Anniversary Edition in 2016.
Megaton Edition should've been mentioned there.

>> No.10779520
File: 888 KB, 1022x1431, tytyugjhgfhk.png [View same] [iqdb] [saucenao] [google]
10779520

>> No.10779521

>>10779514
Can't you define custom lump names? It would be a matter of matching up map numbers with the filenames.

>> No.10779525

>>10779521
Yeah, it's doable. Drawing is the "lots of work" part, because you probably won't be able to use stock images or abstract things.
If you draw a map, getting graphical lumps together won't be hard.

>> No.10779535

>>10779525
I considered using Halo's map maker to try and make something by using terrain pieces.

>> No.10779592
File: 49 KB, 642x672, D.png [View same] [iqdb] [saucenao] [google]
10779592

DOOMED

>> No.10779593
File: 1.29 MB, 1366x768, sj2_zbidou72_2024-03-15_20-22-32.png [View same] [iqdb] [saucenao] [google]
10779593

>> No.10779595
File: 1.30 MB, 1366x768, sj2_catchdasmile_2024-03-15_20-49-38.png [View same] [iqdb] [saucenao] [google]
10779595

>> No.10779597
File: 1.38 MB, 1366x768, sj2_pinchy_2024-03-15_20-33-53.png [View same] [iqdb] [saucenao] [google]
10779597

>> No.10779601
File: 1.41 MB, 1366x768, sj2_zbidou72_2024-03-15_16-33-08.png [View same] [iqdb] [saucenao] [google]
10779601

>> No.10779602

New to Doom, just finished beating Doom, Doom 2, TNT, and Plutonia for the first time. Plutonia was definitely my favorite but it was a bit much. What WADs should I start with?

>> No.10779608 [DELETED] 
File: 109 KB, 400x204, 1699747314729600.gif [View same] [iqdb] [saucenao] [google]
10779608

>>10779421
Woof's devs are caving into the ""gender diversity"" cultural Marxist fucktarded trash. Never mind that Gender is NOT is own separate thing from sex; fuck you, Frankfurt school and John "asshole rapist and pedo scum" Money. Gender is not simply roles that are taught. Its in the Chromosomes in DNA,

>> No.10779613

>>10779602
UAC Ultra. I'm gonna shill it till the end of days.

>> No.10779621

>>10777840
Inhuman totalitarian butchers vs the strog

>> No.10779625
File: 5 KB, 487x166, Screenshot 2024-01-13 101707.png [View same] [iqdb] [saucenao] [google]
10779625

Doom 2 wad "/Vertex Relocation/"
IWAD : Doom 2 | Format : Boom
Maps for Doom 2 using the original placement of monsters
Alpha v7: https://files.catbox.moe/8gc2dh.wad
rules and stuff: https://pastebin.com/CrVTqGvr

Today is the last day for submissions.
>Anyone saw anything about map24? Its the only claimed map that wasn't submitted.
>Should i keep the original map names in parenthesis or is it fine to remove?
>Could some people play map03 i need some opinions on it.

>> No.10779634
File: 151 KB, 1920x1080, 1239595.png [View same] [iqdb] [saucenao] [google]
10779634

why in the FUCK did the author of the Speed Of Doom wad make so many instances of enemies spawning behind you what the FUCK is this SHIT

>> No.10779636

>>10779593
This is a town planning nightmare, imagine you take a stroll down the left side of the stairs and fucking fall off the roof. Great aesthetics though.

>>10779601
Must have been a Boeing aircraft

>> No.10779649

>>10779634
I really dislike the new, modern aesthetic of the doomguy. I prefer the old one, with just some gloves, his face visible. I like to believe he didn't even use a helmet and was using a white shirt

>> No.10779656

>>10779434
KDIZD does a 3D recreation of it

>> No.10779657
File: 102 KB, 730x411, marine transfer champions.jpg [View same] [iqdb] [saucenao] [google]
10779657

>>10779649
the 2016 design is fine but the Eternal one is fugly
I do have a soft spot for QC's version of Marine Transfer, personally

>> No.10779660
File: 60 KB, 926x852, Image1.jpg [View same] [iqdb] [saucenao] [google]
10779660

>>10779520

>> No.10779662

>>10777840
i you want comfort
All COTM Marines dies at the end of their own episode

>> No.10779681

>>10779657
i want someone backporting this model back to Doom 3

>> No.10779693

>>10779657
slap old doomguy's face on it and it's pretty good, yeah

>> No.10779725

Trenchbroom mapbros, how do I go about placing something like a 2d fence?

>> No.10779728

>>10779657
His body proportions are a little stupid (no matter the outfit) but that skins is pretty legit yeah. The style has this half-villain half-hero kinda thing going on.

>> No.10779729

>>10779657
Man, I always found the Doom 3 helmet to look kinda stupid. But here it looks pretty rad. Am I misremembering things, or did they improve the design?

>> No.10779737
File: 410 KB, 586x630, file.png [View same] [iqdb] [saucenao] [google]
10779737

>>10779729
They put a visor on it.

>> No.10779741

>>10779737
Notable improvement.

>> No.10779742

>>10778376
Yet no Duke Xtreme, which is the most fun expansion.

>> No.10779758

>>10779741
Agreed
the should pads look a little better in the original though, but may just be overall proportions

>> No.10779785

>>10779602
Beat them all again on pistol start UV

>> No.10779794

>>10779785
Speaking of which:
Am I just bad at VIDEO GAMES or is thy flesh consumed really fucking hard for pistol start?

>> No.10779809

>>10779794
Thy Flesh Consumed is rough all around at the start, I imagine E4M2 to be especially nasty if you didn't get the secret rocket launcher in the last map.

>> No.10779820

>>10779785
Can you guys really do pistol start UV without spamming quicksaves? I'm just not good enough

>> No.10779834

You know, talking about Doom 3 again makes me think of how much I love the cool high tech sounds the pistol makes when you reload it. Also everything about the SMG is oddly satisfying to me. It's not exactly a super charged weapon, but it doesn't need to be. It's just a no frills automatic weapon that's fun to use.

>> No.10779836

Holy hell why is it so hard to play World Order in eduke.

>> No.10779839

>>10779820
Ill go through with quick saves till i can get through fights without loading then do the entire level in one go

>> No.10779910
File: 1.79 MB, 1920x1080, d3635.png [View same] [iqdb] [saucenao] [google]
10779910

>>10779834
I love how configurable it is. One thing I liked doing was having demon corpses still disappear overtime but after like five minutes. This way, I'd often forget about it and would get spooked when they'd sizzle up.
I also like that it still has some of those "weird hell" themes/visuals from the original.

>> No.10779947

>>10779509
i think the positions are hardcoded and everything

>> No.10779949

>>10779649
it unironically looks too much like something out of halo

>> No.10779950 [DELETED] 

nice general faggots

>> No.10779957
File: 391 KB, 1284x996, 12727136.23_cultoid.png [View same] [iqdb] [saucenao] [google]
10779957

>>10779950

>> No.10780015

>>10778020
>>10777986
Based HL2 enjoyers.

>> No.10780018

>>10778304
I fucking love Corruption Cards. Shame it doesn't work so well with Zandronum.

>> No.10780020

>>10779436
Unused Jam is a favorite of mine. Good choice.

>> No.10780026
File: 65 KB, 587x624, 1693556149556224.jpg [View same] [iqdb] [saucenao] [google]
10780026

>>10779403
>Started working a bit later than I was hoping
No worries, I work ten hour shifts on the weekend so I don't expect to get anything substantial done until Tuesday.
>pic related
Looking damn nice. Hell yeah man.

>> No.10780031

>>10778020
>its still unknown why they are hidden like this
Maybe when Dario Casali does his developer playthrough of HL2 he will mention something. Apparently he work on that level.

>> No.10780051

>>10779950
What did he mean by this??

>> No.10780095

>>10780051
General Faggots is a nice guy.

>> No.10780101
File: 329 KB, 200x200, 1703919103607079.gif [View same] [iqdb] [saucenao] [google]
10780101

>>10779625
>Anyone saw anything about map24?
No excuses, a combination of mapper's block and poor time management kept me from finishing. Gomen'nasai. You can consider it withdrawn.

>> No.10780145

>>10779950
Hey thanks, man.

>> No.10780182

>>10779950
nice faggots, general

>> No.10780193

>>10780182
At ease, Private Parts.

>> No.10780269
File: 73 KB, 800x450, Screenshot_Doom_20240315_224041.png [View same] [iqdb] [saucenao] [google]
10780269

>>10779625
Played some maps. Here are thought. Listed by original map names.

Entryway - Decent start. Not much you can do with it really, but it at least didn't feel like MAP01 in any way.

The Underhalls - softlocked in crusher room. Otherwise good. A bunch of teleporting enemies which may dampen the point of the challenge, except that the original Underhalls did it as well

The Gauntlet - I like the secret chains, that always feels good in a map. Because the first door blocks sounds when opened you can easily pick off the first few monsters without waking the others up. This happens in a few places. I ended up with a a shitload of supplies by the end. Maybe a tad too easy.

The Focus - I like the flashy imp room. Feels very "doom" - maybe have the walls drop faster so there's less time to switch from the fists (I used them anyway tho). I liked most of this map. Gret jb.

Waste Tunnels - Great aesthetic. Loved the eyeball-IOS face in the dark. Was confused by the berserk/soulsphere thing, and when they both moved up I kinda went "fuck it then" and moved on. And there was another soulsphere shortly after anyway. The rest of the map was great. It was a little cumbersome getting back to the yellow key door. The exit was beautiful.

The Crusher - No critiques. Great map. Great use of barrels.

Dead Simple - I like how broken up the cave is at the beginning. Fuckin loved the Crays. Map is maybe too open and therefore easy. Not a lot you can do with Dead Simple either I guess. It was pretty.

Tricks N Traps - Real class act. It was aight.

That's all for the moment. TTFN

>> No.10780398
File: 13 KB, 616x122, alternate ending.png [View same] [iqdb] [saucenao] [google]
10780398

I wonder how the course of Id history would've changed without this guy

>> No.10780509

>>10779836
How? It works on almost every source port?

>> No.10780580

>>10780398
Which guy?

>> No.10780592

>>10780398
It begs the question of how long was Tim trying to manipulate shit to his own benefit, like did he start as soon as he was in there with E4 or did he wait till Quake or Quake 2 was in development?

If he was always doing it then he could have fucked up id from a lot earlier than it was even more obvious.

We do for sure know his other bullshit with credit stealing is something he was doing from the start with stealing credit from his own sister.

>> No.10780658

>>10772059
Wrath entitites file has finally released. Mapfags can now make new levels.
https://github.com/Official3DRealms/wrath-mapping

>> No.10780665

>>10780658
I doubt Wrath will get much attention from mappers. It suffers from the same problem as Ion Fury where the base game's maps are gigantic and stuffed with detail. But at least Trenchbroom doesn't suck to use.

>> No.10780669

>>10772059
Doom 2 in City Only Released
https://www.doomworld.com/forum/topic/143936-doom-2-in-city-only-rc1

>> No.10780695

>>10780509
If you just run the whole 20th Anniversary Duke Nukem version trough eduke, then probably.
I wanted to add it to existing Duke Atomic installation.
https://forum.zdoom.org/viewtopic.php?t=71989 this one only works with Raze. Tried to extract everything by myself, no success. I also had this worldorder.grp shared some time ago by anon, tried it as well, no success. Either the picture is completely fucked, half the sounds are missing, or it won't load at all.
https://www.moddb.com/games/duke-nukem-3d/addons/world-tour-pack this one is kinda working, but there are dev commentary icons everywhere, and the second map is broken, basically what other people in comments say.

>> No.10780698

>>10778259
>This is not actually a mod of the original Chex Quest, but rather of Ultimate Doom
In theory it shouldn't make a difference since the original Chex Quest is pretty much Ultimate Doom under the hood.

Still cool as fuck to see, especially for making it better for running.

>> No.10780707
File: 24 KB, 436x436, zep1j.jpg [View same] [iqdb] [saucenao] [google]
10780707

is there no slot 6 weapon in hedon's bearzerk mode?

>> No.10780719

>>10780398
wish it were real

>> No.10780807

>>10780398
Sandy has like seven kids, the man has never heard of condoms in his life.

>> No.10780823

>>10772112
This is where it becomes generic bland fantasy with Quake-entities, and stops being the uniquely identifiable designs that the others did for AD.
This to me is like any recent mobile game fantasy-themed shovelware. I prefer whatever sock and the likes did.

>> No.10780843

>>10780823
A lot of these designs could be extremely good for deathmatch and online play. For a single player experience, they get boring and repetitive quite quickly

>> No.10780892

Help me I'm a retard and you're general makes it impossible to search the archives. How can I play Heretic as vanilla as possible just with wasd+mouse look? I installed gzdoom and it's got a bunch of shit I don't want

>> No.10780904

>>10780892
DSDA or Crispy Heretic

>> No.10780920

>>10780892
You know you could just disable that shit you don't want?

>> No.10780925

>>10780920
but anon, that would require the use of braincells, the lack of which is evident in the anon above (as he's already stated)

>> No.10780971

What are some good levels (any game) to study in order to improve my own level design? Looking for good non-linear layouts in particular rather than just beautiful architecture.

>> No.10780991

>>10780971
Plutonia Map 29 for city design
Plutonia Map 26 for how to make a large level that isn't sprawling and remains cohesive
TNT Map 20 for what not to do

>> No.10781012

>>10780991
It's okay anon, once you play more wads you will learn to appreciate pants on head schizophrenic unique maps like TNT map 20.

>> No.10781018

>>10780807
He used the one Carmack kept in his wallet for the past 32 years "just in case."

>> No.10781098
File: 2.72 MB, 2560x1440, Screenshot_Doom_20240316_121101.png [View same] [iqdb] [saucenao] [google]
10781098

Playing through Japanese Community Map Project with Final Doomer and Map 08 has some banging set pieces (That bathroom sequence may the coolest thing I have seen so far in Doom besides MAYBE the Teleport Labs in Peredition's Gate.

Also the MIDI goes hard.

https://youtu.be/ihFSMarbNvk?si=BKMLqZFH7z0cCIHb&t=1316

>> No.10781110

>>10781098
is that a mirror? in doom?

>> No.10781116

>>10781110
no, it's the same mirror drawn twice

>> No.10781117

>>10781110
mirrors in doom are nothing new: https://zdoom.org/wiki/Line_Mirror

>> No.10781148

>>10781117
cool, never seen it in a wad before. I thought this required build engine.

>> No.10781174

>>10781148
myhouse.pk3 has them

>> No.10781192

>>10781148
It's been doable since ZDoom, pretty sure there's hacky ways for other ports as well as stuff in Eternity for it.

>> No.10781224

>>10780971
Dishonored 1 has great examples of good non-linear levels imo

>> No.10781239

>>10780971
System Shock 1 has incredible level design, some of the best in any game I've played

>> No.10781465

>>10780269
Can I ask, how exactly did you get softlocked in Map 02? What port/complevel are you using? It should always be possible to reactivate the lift and leave again. I'd like to fix it if possible.
It also appears that the lead forgot to include the latest version of that map, but it should have no effect on that room.

>> No.10781480

>>10781465
I was playing on GZDoom (for no particular reason). The door with the lift switch never opened.

>> No.10781521

What hud are you using?
Do you use custom graphics for each wad?
Do you have a favourite hud that you use in every playthrough?
Tell me about your huds

>> No.10781645

>>10781521
Status bar with colored numbers, slot in the vanilla one if the numbers included with the WAD don't color translate or look like shit.
I have seen some nice looking NUGHUDs, but I don't see any reason to use them personally or make one myself.

>> No.10781665
File: 474 KB, 2560x1440, 5415.jpg [View same] [iqdb] [saucenao] [google]
10781665

Monster Closet: The Game

>> No.10781681

Where's Fred?

>> No.10781694
File: 253 KB, 1917x1080, ow.png [View same] [iqdb] [saucenao] [google]
10781694

>>10779625
Here's an update for map 02, "Underbase":
https://files.catbox.moe/39qxk9.wad
It's a few tweaks to make it less of an Underhalls rip-off, automap cleanup and hopefully fix any problems in gzdoom. I altered the triggers in the crusher room and haven't had any issues in testing, though I'm still not sure what went wrong to begin with.
>>10781480
Thanks for the feedback.

>> No.10781719

>>10781521
Standard game HUD with Simple HUD Addons. Lightweight and tells me everything I need to know. I don't need anything else

>> No.10781720

is there any ai out there that can generate level layouts for me to steal?

>> No.10781742

>>10781720
Yes, and they're all so painfully obvious you get shit on immediately for it.

>> No.10781743

>>10781521
Fullscreen Statusbar Mod. I love the original hud and this keeps it more out of the way on widescreen monitors.

>> No.10781752

>>10781743
>Fullscreen Statusbar Mod
some wads are broken with it (mugshot appears 2px off-set).

>> No.10781768

>>10781752
Really? I haven't encountered that yet and I'd probably just fix them myself when I do. It's been in my autoload for years too.

>> No.10781773

>>10781521
in doom: transparent vanilla hud without facecam
in tf2: toonhud modified to look like community hud
in e.y.e: replaced those little goblin/kittycat statues on the full hud with my donut steel furries + added better 33%/66%/100% health indicators
in serious sam 4: disabled hud so i could feel the wind and gibs better
in quake: transparent minimal hud + rearranged armor/health/ammo displays to match doom

>> No.10781775
File: 82 KB, 713x286, JPCP.png [View same] [iqdb] [saucenao] [google]
10781775

>>10781768
How would you add a fix? I'm interested. look at JPCP for example. I'll make a fix for all the wads and share it whenever needed.
(i know it's literally two pixels but it bugs me and if it's an easy fix, why not make it?)
any help is appreciated cheers

>> No.10781784

>>10781775
I'll take a look at that when I get home from work and get back to you. I've been working on new mugs and now I'm wondering if I just offset everything over to unknowingly compensate for this.

>> No.10781790

>>10781784
only a few custom huds show this behaviour, though. most of them work perfectly fine in split mode (which is what i've always used).
let me know if you've got a general global fix or if it's possible to fix from code. i checked the code and there's some weird shit going on with MD5 which i'm not capable of understanding.

>> No.10781830

>>10781694
>though I'm still not sure what went wrong to begin with
Same. I'll try again in GZDoom later and see if it happens again. Can't imagine why the door didn't lower before though.
Fwiw I otherwise liked the map.

>> No.10781841

>>10781790
Does it happen with Eternal Doom? That wad has a pretty unique layout where 2 pixels of offset would really fuck it up.

>> No.10781851

>>10781773
>he made a custom EYE HUD
How hard was that? I use the other HUD in EYE but it bothers me how fucking teeny tiny it is.

>> No.10781854
File: 115 KB, 1919x131, ET.png [View same] [iqdb] [saucenao] [google]
10781854

>>10781841
It seems to be the same kind of problem: some pixel offsetting (this time on the other side).

>> No.10781860

>>10781841
>>10781854
But in extreme cases such as this I'd just suck it up and replace the mugshot or use the unsplit version. But these are very rare

>> No.10781867

>>10780592
Possibly by the moment he took more power at id the moment romero left

>> No.10781868

>>10781860
>Replace the mug
That was honestly the solution I had in mind. Going into the slade, selecting all mugshot graphics, then hitting modify graphics offsets button. It's a bandaid for sure but it's pretty easy to do.

I am curious if this is fixable without fucking with the wads, I'll take a look and see

>> No.10781879
File: 9 KB, 218x90, 649e941598aed77ff94609ce4a595661394c6049.png [View same] [iqdb] [saucenao] [google]
10781879

>> No.10781881

>>10781868
I tried that already if I remember correctly (some months ago). if you move them around to the right or to the left, then the other side of the HUD will be shown instead. i think the solution is to simply redraw those 2-4 pixels, which are almost always the culprits (in the JPCP screen, simply make a border instead of those 2 pixels to the left of the mugshot, for example)
Can't think of anything else

>> No.10782072

>>10781851
for what i did it's like making a spray in tf2 — you just switch out one vtf file for another that corresponds to the shape of the meters (editing those is probably harder)
it'll still be tiny, but i added 3 baubles off to the side of the faction mascot statue that vanish as health reaches preset 33% increments so it's easier to read at a glance + you can easily tell when maintenance will do something
you could very well add numbers as a visual in the same way but they'd have to say 100/99/66/33 without room for further nuance

>> No.10782106

well imma do the new thread
page 11 already

>> No.10782107

>page 11
Bake bros...

>> No.10782117
File: 156 KB, 1059x779, 1707638452228579.jpg [View same] [iqdb] [saucenao] [google]
10782117

It's over.