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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


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File: 214 KB, 854x480, 1673987429808697.jpg [View same] [iqdb] [saucenao] [google]
9580932 No.9580932 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9566227

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Thief, Deus Ex)
https://imgur.com/a/wWS8zXz

Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/CGj4gXyCzg0

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
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

>> No.9580935
File: 792 KB, 768x768, 1673588362948866.png [View same] [iqdb] [saucenao] [google]
9580935

=== CURRENT PROJECT ===
VIOLENT RUMBLE 2
See picture for details

=== CURRENT RELEASE ===
UNRATTLED
https://www.doomworld.com/forum/topic/133103

=== NEWS ===
[1-16] New round of updates for InterDoom family of ports
https://www.doomworld.com/forum/post/2595839

[1-15] Temporal Tantrum RC1 is out
https://drive.google.com/file/d/1p4HFr8joLfmC-KkUWouUUjH5ub2PSomd

[1-15] GMOTA updated to 1.5.2
https://combine-kegan.itch.io/gmota

[1-13] DNF 98 map added to the restoration project
https://youtu.be/ZTixwglGll4

[1-12] THEME-GAWAD is out
https://www.doomworld.com/forum/topic/133436

[1-12] Various Valve assets leaked, around 60GB in total

[1-10] Duke Nukem Zero Hour decompiled
https://github.com/Gillou68310/DukeNukemZeroHour

[1-10] DNF 98 build assets leaked
https://rentry.org/x0r_jmp

[1-9] New Temporal Tantrum release
https://drive.google.com/file/d/1jIS6XpvRAA8FTRcPKPt65P2cOEpoDjw4

[1-8] Rough Waves v0.2 released
https://khodoque.itch.io/rough-waves

[1-8] DNF Q2 build release imminent
https://twitter.com/ScottApogee/status/1612134200169353218

[1-7] Scudhead released (Gifty's FDTWID maps)
https://www.doomworld.com/forum/topic/133367

[1-7] Hell On Earth Shareware released
https://www.doomworld.com/forum/topic/109227

[1-6] Painslayer updated to 1.3.0.
https://www.youtube.com/watch?v=W-pd5GfsEck

[1-5] Qbism is hosting the most up to date quake 2 compiler
https://github.com/qbism/q2tools-220

[1-4] BLOODS SOURCE CODE LEAKED
https://rentry.org/x0r_jmp

[1-2] VR-3KKR added to Steam
https://store.steampowered.com/news/app/1715690/view/3651887949086855011

[12-31] Duke Nukem 3D Reloaded leaked
https://anonfiles DOT com SLASH M8f3P8O6yc

[12-29] Anon shares his NaNoWadMo 2022 WAD
https://www.dropbox.com/s/8531ggl3l15k3d8/macheteRC1.rar?dl=0

=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST

>> No.9580939
File: 12 KB, 775x807, not doing full rotations fuck you.png [View same] [iqdb] [saucenao] [google]
9580939

What if Lord Blaz was Lord Kart?

>> No.9580948
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9580948

Finally have all the rooms in. Now to throw down items and monsters and see how it all plays.

>> No.9580949 [SPOILER] 
File: 519 KB, 320x200, kart0002.gif [View same] [iqdb] [saucenao] [google]
9580949

>>9580939
>filename
Oh c'mon, it's not that hard.
Unless your character has limited reference material and a highly stylized design, so you just have to make shit up for half the rotations, not that I had to do that, haha.

>> No.9580961 [SPOILER] 
File: 1.87 MB, 1783x766, somebody call the floor tile anon.png [View same] [iqdb] [saucenao] [google]
9580961

>>9580949
I don't like spriting very much, I prefer making maps.

>> No.9580985
File: 502 KB, 512x512, 1654633133160.png [View same] [iqdb] [saucenao] [google]
9580985

How does this look as the logo for the Serious Sam project? Not starting the actual project until probably sometime next week but I want to get the logo done before that.

>> No.9581000

>>9580985
Not the biggest fan of Doom's text being mixed with Serious Sam's, even with these threads mostly focusing on Doom.

>> No.9581003

>>9580985
Change the Doom text to the Serious Sam font and we're gold.

>> No.9581005

>>9581000
>>9581003
Maybe only the /vr/ part in doom font?

>> No.9581009

>>9581005
Nah. I just don't see why the logo should have anything Doom related when it's a Sam project.

>> No.9581014

>>9580939
Blaz would be a terrible driver, he canonically is absolute dog shit with most machines and ranged weapons. He can't use a bow to save his life.

>> No.9581019

>>9581014
So we just give him Gamma's stats?

>> No.9581024
File: 131 KB, 324x809, 3243q6426.jpg [View same] [iqdb] [saucenao] [google]
9581024

>>9581019
Yes.

>> No.9581025
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9581025

>>9581009
Alright, I was just thinking of keeping some Doom aspect to it but here it is all in Bonk (yes, that's the name of the Serious Sam font). Also I do have a 1024x1024 version, just posting it in 512x512 right now.

>> No.9581026

>>9581025
Nice.

>> No.9581051

>>9581024
Restat

>> No.9581110

>>9581014
Does weird, improbable bullshit happen the more advanced the machine?

>> No.9581126

Any idea when the next Joy of Mapping event will happen?

>> No.9581131

>>9581126
Seeing how the last one was 4 years ago, it's probably never coming back. It might be worth asking in their discord though. I thought it was cancelled because of a persistent little shit.

>> No.9581205

>>9580948
Looks like a good layout.

>> No.9581367
File: 46 KB, 1619x405, i lied.png [View same] [iqdb] [saucenao] [google]
9581367

>>9580939
>>9580949

>> No.9581384

>>9581367
Nice. I knew you had it in you to do that edit a few more times.

>> No.9581397

>>9581384
Just need to do the pain frames, the sign, and the icons now. Gonna be honest, I forgot all about the pain frames so I came in expecting there to be way less work, but I'm already in this far so I'm finishing this.
Unfortunately, I don't think I can share this on the message board since it's a blatant edit of Doomguy, which I don't think is a reusable skin.

>> No.9581409
File: 1.74 MB, 800x1106, a shitpost.png [View same] [iqdb] [saucenao] [google]
9581409

>> No.9581410

>>9580932
How do I get a body Ike this?

>> No.9581417

>>9580939
his feet wouldn't reach the pedals

>> No.9581425

>>9581417
The karts are made for small animals, I think he'll be fine. He could always put a brick on the gas pedal like Flicky.

>> No.9581431

>>9580932
opinions on commercial TCs for quake?
- malice
- shrak
- the x-men one
- others?

>> No.9581489

>>9581431
Most of them have ambition, but aren't particularly great. The range of powers in the X-Men multiplayer is a bit wacky, and they do some nasty things to the intended sequence if you play the campaign in co-op.

The music can be pretty good, the Method of the W.O.R.M. tracks with lyrics (Tragic Rabbit, Miscreant, and Purge) are peak 90s.

>> No.9581512

>>9581431
>malice
Great weapons, neat enemies, and amazing soundtrack. Overall very nice aesthetic and setting too. Unfortunately, the level design tends to be pretty inconsistent and often doesn't really take advantage of all the new features. It also comes to an end once things start really getting good.
Still, easily the best of the bunch.
>shrak
Some cool concepts... but it's just kinda shit. Good for a curiosity playthrough.
>x-men
It's okay I guess. It's fairly repetitive and has some weird levels, but I suppose it's worth playing if you like X-Men.
>others?
There's Q!Zone, but it might actually be worse than Shrak. Not really a total conversion though.

>> No.9581521
File: 43 KB, 226x176, 1668805056537.gif [View same] [iqdb] [saucenao] [google]
9581521

>>9581417
beat me to it

>> No.9581559

Does FreeDoom have textures acknowledging TNT/Plutonia wads?
Even the truck wheels?

>> No.9581560
File: 2.13 MB, 1200x700, 2023-01-18 03-58-56.webm [View same] [iqdb] [saucenao] [google]
9581560

>>9580939
I created that first frame as a joke but now here I am with a full replacement. Just need to create HUD icons and his signpost and we're good to go. Not bad for a day's work.

>> No.9581571
File: 1.57 MB, 1200x700, 2023-01-18 04-31-22.webm [View same] [iqdb] [saucenao] [google]
9581571

>>9581560
Pain frames

>> No.9581586

where can i download this kart game?

>> No.9581593

>>9581586
If you want the vanilla experience, just grab this and you're ready to play:
https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe

If you want to play with /vr/, the setup is a bit more complicated. You'll need version 1.3: https://github.com/STJr/Kart-Public/releases/tag/v1.3
Then you'll need to get the custom client we use for 32 players, more character slots, and other modding related thigns:
https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE

>> No.9581607

>>9581593
I downloaded this mod years ago, but never got around to trying it. I like the looks of the game, it's almost like a racing Smash Bros due to the crazy number of characters, only I bet the hygiene is better.

>> No.9581610

>>9581607
You'll be playing with people here, so probably not.
Yes I'm calling you boys smelly.

>> No.9581671
File: 3 KB, 128x64, TYWHEEL1.png [View same] [iqdb] [saucenao] [google]
9581671

>>9581559
It does.

>> No.9581673
File: 77 KB, 600x900, skeleton-sitting-in-white-chair-against-white-wall-merrimon-crawford.jpg [View same] [iqdb] [saucenao] [google]
9581673

Remember Wrath
Remember Ion Fury Aftershock
Remember System Shock Remake
Remember Graven
Remember Rise of the Triad Remaster
Remember Sin Remaster
Remember Kingpin Remaster

>> No.9581676

>>9580948
Too many corridors mate. Try to break out of that layout practice, unless you're trynna imitate the 90s which by the looks of UDMF you're not. Not to say it's the only way to do it, but try to have rooms connected to rooms, instead of >rooms connected to doors that lead to corridors connected to other another room, and repeat.

>> No.9581684
File: 313 KB, 1920x1080, tbp_sept_promo2jpg.jpg [View same] [iqdb] [saucenao] [google]
9581684

>>9581673
>Remember Wrath
Not only all of these barely matter to me, what's important is that I'll have Black Parade sometime in the future (probably, skacky better deliver)

>> No.9581695

>>9581673
>Wrath
Loved the EA of that game but as time went on it became clear that they were having complications with its development. The more I played it the more I disliked it. Most of all, the shotgun feels inconsistent. The pellet spread's too massive, too inaccurate, to properly hit most of the very thin and short enemies. After a while I realized that and it really ticked me off. If the shotgun's not fixed might I have little hope for the game's replayability.
>IF Aftershock
probably gonna be good.
>SS remake
They're being more vocal about it, seems dev hell is over with. I believe the current release date estimate.
>Graven
Disappointing.
>RoTT remaster
Literally dead
>Sin remaster
Literally dead
>Kingpin remaster
Literally dead

>> No.9581703

>>9581673
Wrath will probably be my favorite FPS when it's done.
>>9581676
lol wut he does have rooms connected to rooms the layout looks fantastic you dip.

>> No.9581704
File: 48 KB, 640x507, 4ro3lyv1qou51.jpg [View same] [iqdb] [saucenao] [google]
9581704

>>9580932
>Custom enemies lack death flags like the ones used in "Dead simple" or the duo barons from Doom1
>Custom weapons dont have a rocket launcher replacement,making icon of sin unbeatable
>Custom weapons change doomguy speed,making levels like "The crusher" impossible to complete because you cant make the jump

>> No.9581706

>>9581673
The weird thing is that most of these supposedly have le epic oldfag mappers and modders shoehorned into the dev teams. I can only imagine they're being forced to employ some shitty modern 'workflow' that has vacuumed up whatever motivation they had and made things excessively long for no reason.

>> No.9581731 [DELETED] 

>>9581703
Well honestly, it's still not possible to gauge whether a level/layout is good or not just based on how many corridors it has. Things take a different perspective when you play. One of the few things you can tell by that view is how heavy on a very specific design a level is, which could make you doubt if that wouldn't be boring in gameplay, such as empty circles and squares.

>> No.9581732

>>9581703
Well honestly, it's still not possible to gauge whether a level/layout is good or not just based on how many corridors it has from the top-down view, or how complicated or simple the automap looks. Things take a different perspective when you play. One of the few things you can tell by that view is how heavy on a very specific design a level is, which could make you doubt if that wouldn't be boring in gameplay, such as empty circles and squares.

>> No.9581742

>>9581732
>>9580948
this is why I love serious sam you can literally make a square room the most engaging thing ever because of its enemy roster

>> No.9581758

>>9581742
I've always thought this was also true for Quake. Doom by comparison relies almost entirely on the level's architecture.

>> No.9581767

whats everyones favorite doom wad to blow their wad too? Gotta admit, it's hard playing with only one hand

>> No.9581779

>>9581767
HFFM

>> No.9581782

>gay shitty genre of games
>likes gay shitty memes
life imitates art

>> No.9581830

>>9580932
Godly.

>>9581676
There's nothing inherently wrong with corridors or a map heavy with them. You'd need to actually play the map in question to get a feel for it anyway, you'll never get any kind proper impression of a level by just seeing the overhead layout.

>> No.9581834

>>9581758
I like to think a big reason Sam’s combat works so well is nearly everything can outrun you. If you don’t dispatch the oncoming enemies properly, they’ll overrun you and you’ll die. This need to kill them as quickly and properly as possible slips away if Sam is able to hop around like the Painkiller, herding around a big blob of dumb enemies.
You’re right, Doom gameplay can easily become boring in a huge field with an enemy horde. The player is super fast and none of them can keep up, and some enemies like the archvile are unfun without any cover.

>> No.9581884

>>9581834
My pet hate for Doom wads is when the mapper thinks a giant army of Revenants will work as a fun fight or challenge.
It's almost a mid level shitpost at this point for how common it is.

>> No.9581921

just Jackin' it to Doom. Anyone else going for a stroke?

>> No.9581928
File: 11 KB, 83x79, 1664590530438.gif [View same] [iqdb] [saucenao] [google]
9581928

>>9581742
I better see a lot of engaging squares in the upcoming sam jam.

>> No.9581936

>>9580985
I agree with changing the font. Otherwise, I like it, especially the title.

>>9581005
Nah, /vr/ is so many different things, including this thread.

>>9581126
Isn't that Jimmy Paddock's project? You should e-mail him or send him a PM on one of the forums to ask him, because we're not gonna know.

>> No.9581987

>>9581671
Do they emulate the green pixel crusts on Drake O'Brien's textures (DOB)?

>> No.9582030

>>9581695
>Literally dead
Are they all? I thought RoTT would be fine, since that was shown off again relatively recently.

>> No.9582057

>>9581673
>Wrath
Slow and steady
>Aftershock
Will be good, but, man, are they doing a lot of things at once. It's not only going to have new levels it will also include remade and harder versions of Ion Fury levels.
>Graven
So buggy you can get hardlocked before getting done with the intro quest. It desperately needs bugtesting on all sorts of rigs
>Rise of the Triad
May have successfully escaped development hell, hopefully it finally releases soon
>Sin and Kingpin
Both were announced way too early.
>System Shock Remake
Looks like it finally started doing fine.

>> No.9582060

>>9581126
It's probably all ogre now until Jimmy decides to resurrect the project.

>> No.9582350

>>9581884
>My pet hate for Doom wads is when the mapper thinks a giant army of Revenants will work as a fun fight or challenge.
I’m not any more or less offended than when a level throws a horde of imps at me. It all depends on what they expect me to fight them with.

>> No.9582395

>>9582350
Yes, but Revenants are a favourite of mappers because they have relatively low health but the power to launch insanely damaging homing projectiles randomly.
Imps are just a laugh and fun to kill unless the mapper decides to put literally hundreds into elevated positions surrounding you.

>> No.9582418
File: 17 KB, 287x280, AGITATION.jpg [View same] [iqdb] [saucenao] [google]
9582418

>>9582395
I like when Revenants are put in higher out of reach areas just to snipe at you while you deal with shit directly in front of you.
I also like the old closet full of boners trick, or that one Revenant waiting for you around the corner. I think Revenants are at their best as snipers or ambush enemies.

>> No.9582493

>>9582395
>Yes, but Revenants are a favourite of mappers because they have relatively low health but the power to launch insanely damaging homing projectiles randomly.
They’re basically “super imps”, and clearing a bunch of them with the launcher or plasma can be a lot of fun.

>> No.9582517

>>9582493
I think the aforementioned revenant/imp hordes work best with the rocket launcher, because then you have the added aspect of trying not to blow yourself up. It's much more dynamic than BFG spam.

>> No.9582585

>>9580932
Doom WAD or Quake customach mapset where you kill big tech goons such as söydevs, pr proles, robot grunts and hulks, GID lunatics, and then eventually, get to face Tim Cook,but Mark Zuckerberg, and Amazon's current CEO.

>> No.9582620

are there any engines or mods for wolf3d so it doesn't look like ass?

>> No.9582635

>>9582620
What's wrong with ECWolf?

>> No.9582642

>>9582635
i don't know

>> No.9582656 [DELETED] 
File: 72 KB, 640x480, Slaughtermax_titlepic.png [View same] [iqdb] [saucenao] [google]
9582656

reinstalling slaughterMAX slaughtermap-pack

I tried maps of chaos hardcore on Ultra Violence but its just too easy. I've already failed the first map of SlaughterMAX UV-MAX like ten times or something with brutaldoom's: meatgrinder mod and its the most fun I've had with doom so far

>> No.9582680

>>9582620
>engines
Someone somewhere has a Wolf3D TC for Doom, I'm sure. Or you could just play Blade of Agony.

>> No.9582693
File: 376 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9582693

>> No.9582694

any mods/mappacks for painkiller?

>> No.9582703

>>9582693
>Doom games textures

>> No.9582704
File: 1.24 MB, 3034x4096, 62d7e17e4c35dde373ce9f4e83cb9573d7926423.jpg [View same] [iqdb] [saucenao] [google]
9582704

>>9581673
>Remember Wrath
It might be good.
>Remember Ion Fury Aftershock
The devs have been lately more active. I wish they'd add more than like 1 new weapon because one of the big issues of IF is the weapon progression stopping after you get the minigun.
>Remember System Shock Remake
They showed gameplay a few months ago. You don't need to overexpose every game.
>Remember Graven
Yawn
>Remember Rise of the Triad Remaster
It will come eventually and the 3 people who actually want it will be happy.

>Remember Sin Remaster
People will be disappointed with it because SiN has so many shitty levels.

>Remember Kingpin Remaster
Kind of? I wish for a full on REMAKE of Kingpin because while it's kind of fun, I think I'd rather just play through Return to Castle Wolfenstein or something.

Ideally we would've gotten a sequel of Kingpin : Life of Crime right after RTCW because it feels like RTCW is one of the damn near perfect 00s fps games with it's tight movement, satisfying shooting, grounded in realism but not enslaved by it... Also big tiddy Elite Guards... Hot!

>> No.9582708 [DELETED] 

play more slaughtermaps shitters

whats the point of playing through a wad if its all too easy on Ultra Violence?

>> No.9582713
File: 3 KB, 93x51, image.png [View same] [iqdb] [saucenao] [google]
9582713

>>9582693

>> No.9582720

>>9582694
I’ve never looked into them. If you can handle the 2D “downgrade” you’ll enjoy Painslayer.

>> No.9582736
File: 63 KB, 591x680, EYJrQKpU4AA8xHP.jpg [View same] [iqdb] [saucenao] [google]
9582736

>>9581706
Well the mappers being veterans really shows for Ion Fury. Perhaps the most intricate and well crafted Build Engine levels ever.

>> No.9582740
File: 5 KB, 256x240, new zdoom password screen.png [View same] [iqdb] [saucenao] [google]
9582740

>Trying to log into the zdoom forums

>> No.9582754

>>9582708
Because slaughtermaps facefuck my frames into single digits.

>> No.9582758

>>9581673
>Remember Rise of the Triad Remaster
I get the feeling that it'll come out during the first quarter of the year, at least I hope so. I wouldn't expect it to come out later than the first half of this year, especially since we did get an actual trailer last year in September.

Then again, I could very well be wrong but with how long it's been since the original announcement and the fact that it's in good hands now with NightDive and Kaiser, I do feel at least a bit more optimistic.

>> No.9582778

>>9582740
I'm already logged in but it's telling me I need to change my password to actually use the site. Dumb.

>> No.9582779

>>9582758
Is it supposed to be just an advanced port to modern system or will it be an actual "remaster?"

>> No.9582780

>>9582680
>play Blade of Agony
what the hell?
this is great
what other mods are this quality?

>> No.9582801
File: 218 KB, 1498x1244, E40djCqUUAIjtbC.jpg [View same] [iqdb] [saucenao] [google]
9582801

>level has a vast, fully-fledged side area behind a locked door
>key to the door is hidden in an obscure secret
>have to backtrack to the door after getting the secret key in order to explore this side room
*sips* Yep. That's some absolute sovl.

>> No.9582831

>>9581673
>Remember all these
Some of these are especially screwed. For Wrath it now has to compare to all this quality Q1 and even Q2 content I’ve been exposed to since it was announced.

>> No.9582857

>>9582831
>>9582704
Wrath is good, the only problem is actually getting it finished

>>9581782
>anon born of gay shitty sperm
>has gay shitty opinions

>> No.9582867

>>9582831
>>9582857
>Wrath is good, the only problem is actually getting it finished
Yeah it looks great. I’m just nowhere near as famished on Quake stuff since it was revealed, and the longer it takes to come out the more I’ll discover and enjoy/consume good custom stuff.

>> No.9582887

I love Quake's expansions because they feel like the real "Quake 2" even more than D64 feels like "the real Doom 3"
Just considering Q's development history, the final release and why Quake 2 is that way
Compared to D64 being made as an N64 exclusive (almost officially ignored for years until an official new release) and most of its new ideas being cut while D2 already feels like id figured out an "definitive" Doom game that even with its flaws ended up as the one that gets most wads

>> No.9582898
File: 349 KB, 817x619, image_2023-01-18_145830195.png [View same] [iqdb] [saucenao] [google]
9582898

>>9581205
Thanks, man!

>>9581676
>>9581830
>>9581732
Well, I am kind of imitating the 90's in that the first time I had dreams of being a level designer I was thinking of Half-Life. I played a lot of that before I got back around to Doom. This will wind up being the fourth level I've completed so far. This at least looks like a real map from this perspective compared to my first level, which was just a dumb idea I ran with. (Pic related).

>> No.9582926

We'll be playing SRB2K at 6:00 PM EST.

Base game:
https://github.com/STJr/Kart-Public/releases/tag/v1.3
Custom client:
https://mega.nz/file/ncpRjRYZ#yoVkgXmKNUjdh__jHpmUGgh30J7jlj6RIS8XjbTXKeE
https://gitlab.com/c3851/srb-2-k-cep
Mods list:
https://mega.nz/folder/YA1gEaZI#ORB7j-vSJ9IHaGnJGEQm7g
Anon's PRO TIPS paste:
https://pastebin.com/GbfJGHFV

Here are the new files for returning players.
>KC_VR_KonamiKuntery_v3.pk3
>KC_VR_OtherVidyaAndMisc_v4.pk3
>KC_VR_RetroFPS_v3.pk3
>KC_VR_ScrimbloSlam_v2.pk3
>KC_VR_SegaShit_v3.pk3
>K_VR_retrovidyastuff_v0.10.pk3
>KRL_DPPart1_v2.2.pk3
>KRL_DPPart2_v2.2.pk3
>KL_VR_Juicebox_Feta_01b.pk3
>KL_VR_V2_FlameShield-V1.3.2.wad
Dig Pack has been split into two parts so it can be downloaded through the in-game downloader. Lord Blaz will be appearing in a future character update.

>> No.9582930

>>9582887
I wonder if calling it “Quake 2” made more sense at the time. These days it feels as jarring as if Quake had been called “Doom 3”.
I also like how it, Q1, and Doom would be further improved and realized through expansions. Doom got it’s roster super shotgun through 2, Quake got more enemy variety through it’s expansions, and Q2 got its underwhelming AI improved through its own expacs.

>> No.9582942

>>9582779
Advanced spurce port with new content like cut beta enemies, weapons and also new maps.

>> No.9582943

>>9582898
is that a T bone steak map

>> No.9582951

>>9582898
Well done, a map design like that is a rare sight. Hopefully the difficulty isn't too high, otherwise you're gonna leave some people raw.

>> No.9582967

>>9582943
>t bone
>>9582951
>rare sight
i see what u did there anon

>> No.9582969

>>9582693
>tantrum completely
desu

>> No.9582997

>>9582930
I recall Q2 console ports having exclusive content

>> No.9583002

>>9582926
Don't forget the Bones.

>> No.9583006

>>9583002
I forgot the bones.
>>9582926
Check the mega again
>KC_VR_SegaShit_v4.pk3

>> No.9583116
File: 732 KB, 673x569, 1673902005748577.png [View same] [iqdb] [saucenao] [google]
9583116

>> No.9583118

>>9581671
I wonder what Freedoom Pharaoh looks like?

>> No.9583120

>>9581758
It's fascinating how some enemies can be either piss easy or completely unstoppable depending on what kind of room you put them in.

>> No.9583125
File: 603 KB, 618x505, file.png [View same] [iqdb] [saucenao] [google]
9583125

>>9582693
>massive hitscanners

>> No.9583158
File: 3 KB, 435x126, 1672873148612.png [View same] [iqdb] [saucenao] [google]
9583158

WNW is up. The setup info is here >>9582926 in case you missed it.

>JOINING THE GAME
From the title screen, go to multiplayer, specify IPV4 address, and enter 51.161.34.159

Mumble server
Address: 51.161.34.159
Port: default
Username: Whatever you want
Password: endoom
>I heard this game supports proximity chat with Mumble, are we using that?
No

>> No.9583162
File: 380 KB, 1280x720, Venus_Quake2.png [View same] [iqdb] [saucenao] [google]
9583162

Just finished the Venus mod finally - things were mostly fine, but some sections really starved you on ammo and health until the final section when you get handed-out rockets & grenades like candy.
Also the hardened enemies could've been modified to support extra skins to make them look different from their normal variety for easier prioritization and less jarring suprises
Unfortunately I've got no idea wehre the hell the secret level was supposed to be accessed from, might look for it again later

>> No.9583172

>>9582997
Quake 2 console ports are better than PC because they use the cut areas from PC SP, like the big gun unit featuring the boss and reactor on ps1.
https://youtu.be/ObjHT5mSOUE?t=7649

Hornet boss is used thrice on PC

>> No.9583196

>>9582926
I always forget. With mod stuff, do I need to put it in the root folder of SRB2Kart or a separate folder in there?

>> No.9583198

>>9583196
Make a folder called DOWNLOAD in the root folder and put everything there.

>> No.9583201

>>9583196
A separate folder, it should be called DOWNLOAD

>> No.9583202

>>9583172
>both N64 and PS1 Quake2 have the IronMaiden models with fixed shoulder mesh, also the Berzerker can duck in those ports but not in the PC version for some reason
>PS1 Quake2 actually has the Tanks lose their laser arm visibly get blown-off, twitch a bit and explode for extra eyecandy upon death - whereas in the PC version it simply disintegrates into nothing with not even any extra particle effects to hide this jarring transition
>not to mention the extra enemies from PSX1 port and the N64 ports Invisibility powerup being tactically much better than the Silencer

>> No.9583205

>>9583198
>>9583201
Thanks boys. I had to get a fresh install for all this, and I always get that shit muddled up.

>> No.9583208

>>9583202
If Q2 ever gets a remaster, this needs to be added asap.
or /vr/ making STUMP

>> No.9583312
File: 106 KB, 690x690, cat at table.jpg [View same] [iqdb] [saucenao] [google]
9583312

>>9583208
>Q2
>Remaster
Daikatana is more likely to get a remaster than Q2 will ever

>> No.9583323

Is Eviternity the slaughterwad I've been told it is? I want to try pistol starting it with no saves to try and practise getting better at the game, but if it's too bullshit/slaughtery I'll forget the no saves thing. I want to play it anyway.

>> No.9583326

>>9583312
That is because romero still has the source code in hands and what we got was the latest patch which knightmare worked on it.

>> No.9583327

>>9583312
Q2 already had a remaster retard.

>> No.9583335
File: 2.93 MB, 298x328, 1650602879018.gif [View same] [iqdb] [saucenao] [google]
9583335

Like clockwork.

>> No.9583338
File: 220 KB, 1178x409, urgay.png [View same] [iqdb] [saucenao] [google]
9583338

>>9583335
do you just enjoy being wrong?

>> No.9583343
File: 17 KB, 209x192, 1659853900788.jpg [View same] [iqdb] [saucenao] [google]
9583343

>RemasTardX

>> No.9583348
File: 33 KB, 636x381, 1646603939820.jpg [View same] [iqdb] [saucenao] [google]
9583348

>it's only a remaster if i say so

>> No.9583352

>>9583327
Quake 2 RTX isn't a remaster, you double nigger.
is a FREE source port that is shit because is Q2Pro.

>> No.9583370
File: 171 KB, 640x1230, quakenhanced.png [View same] [iqdb] [saucenao] [google]
9583370

I hope Quake II gets (Enhanced) just like the first game.

>> No.9583412

>>9583352
>Quake 2 RTX isn't a remaster, you double nigger.
yes it is you quintuple nigger. it's literally an old game with new code and graphical features, that's the fucking definition of a remaster -- bolstered furhter by the fact that it's literally called a remaster by the people who made it. tell me why it isn't a remaster so i can tell you why you're wrong.

>> No.9583432

>>9583412
RTX didnt fixed the Ai, is incompatible with everything made for Q2 over the last 25 years, Including the damn mission packs and nvidia stole shit from everyone.
Also Music and cinematics doesn't work either, and they never bothered to fix it.

>> No.9583437

>>9583432
>it's not a remaster because it didn't fix the AI
this is retarded
>is incompatible with everything made for Q2
like a normal remaster?
>also music and cinematics doesn't work either
learn to speak english. it's a remaster and you are fucking dumb.

>> No.9583441

>>9583432
>and nvidia stole shit from everyone
Hm?

>> No.9583443
File: 39 KB, 525x369, 1668633210917166.jpg [View same] [iqdb] [saucenao] [google]
9583443

>>9583412
In any case, I'd just like a remaster that doesn't burn my shit rig to a cinder

>> No.9583448

>>9583443
i'm not defending the game, it's a piece of shit. but i will go to autistic lengths to defend textbook definitions and i will die trying.

>> No.9583449

>>9583437
>>9583441
>Being this defensive and desperate to call a remaster
I smell butthurt devs stalking this thread

>> No.9583452

>>9583449
>you must be a dev because i'm retarded
why are you like this?

>> No.9583474
File: 46 KB, 219x241, BEAT THE NIGGUR.jpg [View same] [iqdb] [saucenao] [google]
9583474

>it's the tech demo = remaster argument again
Even the Quake 1 re-release wasn't a remaster.

>> No.9583478 [DELETED] 

>>9583474
>Even the Quake 1 re-release wasn't a remaster.
I legitimately don't believe people like you are human. I'm smarter than you. I'm capable of seeing things logically, yet everything in your life is skewed by weird biases and offbeat perceptions, almost like you're programmed to be a fucking retard. I hope bad things happen to you.

>> No.9583557
File: 949 KB, 640x880, 1668329937295.png [View same] [iqdb] [saucenao] [google]
9583557

Why is OpenGL so fucking shit

>> No.9583574

>>9583449
I was actually asking. I don't know what you're talking about with nVidia stealing shit in regards to Quake 2 RTX.

>> No.9583584

I'll never understand why nobody tried to replicate the n64 missions on pc, doesn't seems to be a hard task

>> No.9583586

>>9582693
>autistic reason

>> No.9583602

>>9583584
I ask that question everytime when it comes to goldeneye but for some reason no one cares about that but hey at least timesplitters is being remade for pc

>> No.9583605

>>9583602
goldeneye and perfect dark (at least perfect dark for sure) were decompiled, surely someone has a port by now

>> No.9583606

>>9583602
>at least timesplitters is being remade for pc
no it isn't

>> No.9583610
File: 807 KB, 1440x810, M 64.png [View same] [iqdb] [saucenao] [google]
9583610

>>9583584
Mission 64 was an attempt, just not finished.

>> No.9583616

>>9583606
yes it is.
https://www.youtube.com/watch?v=6ohWHpzjKIo

>> No.9583618

>>9583616
lmao
dude, that project has been ongoing since the early 2010s, and it's been losing steam ever since. also that's an entirely new game being remade in UE engine, not a port of any of the first 3 games.
t. biggest TS autist on earth, come at me

>> No.9583626

>>9583616
let's be real, we will be all dead by the time this comes out (the original developers too)

>> No.9583628

>>9583618
>it's just not going to happen despite gameplay and progress being shown
? am I supposed to just have no hope after black mesa happened then

>> No.9583629

>>9583626
it's never going to come out, especially now that they're working on TS4, snd even if it does it won't be TS

>> No.9583635

>>9583628
the project is 10 years old and there's no game you fucking retard. and it's a fan project. what is wrong with you?

>> No.9583646
File: 202 KB, 2345x593, lol.jpg [View same] [iqdb] [saucenao] [google]
9583646

>>9583635

>> No.9583647

>>9583616
If it doesn't have full auto-aim like Goldeneye it's fucking trash

>> No.9583649
File: 508 KB, 310x310, INITIATING RECOVERY MODE.gif [View same] [iqdb] [saucenao] [google]
9583649

>> No.9583650

>>9583626
also: the sun

>> No.9583654

>>9583646
>bro here's a screenshot of a wiki page from a totally different game made by fans
i really don't know what you think this proves other than you being retarded.

>> No.9583660

>>9583629
>now that they're working on TS4
anon...

>> No.9583664
File: 446 KB, 1000x750, grump.jpg [View same] [iqdb] [saucenao] [google]
9583664

>>9583654
that you're a stupid nigger with no patience but beyond that you're a passive aggressive miserable faggot
anything else you want to know?

>> No.9583667

>>9583660
https://www.google.com/amp/s/www.polygon.com/platform/amp/22445448/new-timesplitters-sequel-announced-deep-silver-free-radical-design
oh look another retard

>> No.9583670

>>9583667
ok, I'll buy it together with metroid prime 4 and perfect dark

>> No.9583673

>>9583664
>you are a stupid nigger with no patience because there's a fan project in development for 10 fucking years made by fans and not the actual devs with no actual game released
wow man, i hope you die a painful death for being as conceited and stupid as you are

>> No.9583676

>>9583670
you're preaching to the choir dude

>> No.9583686 [DELETED] 
File: 347 KB, 1920x1080, kart0124.png [View same] [iqdb] [saucenao] [google]
9583686

Welcome to the cum zone, act 1

>> No.9583692

https://www.youtube.com/watch?v=kUhpKjbWNnc

>> No.9583698
File: 650 KB, 1920x1080, kart0123.png [View same] [iqdb] [saucenao] [google]
9583698

Wrong screenshot

>> No.9583767

The next game by id is Gaylo. It was going to be Quake but 343 fucked everything so now MS has told them to make Gaylo.
Screenshot this

>> No.9583770

>>9583767
I would not like that quake gets the eternal treatment

>> No.9583771

>>9581410
keto+if

>> No.9583862

>>9580932
I never played doom, should I start on my psp? I heard it supports wads

>> No.9583879

>>9583862
There's nothing stopping you from playing that way.

>> No.9583881

>>9583158
Server killed. Good games.

>> No.9583891
File: 117 KB, 1920x1080, kart0130.png [View same] [iqdb] [saucenao] [google]
9583891

>>9583881
Coming Soon™

>> No.9583928

>>9583158
Apparently, none of the screenshots I tried to take of the rocket sneaker visual bug saved. and I can't reproduce it locally, so I'll just call it a fluke, like my Z_Free: Wrong ID crashes.

>> No.9584064
File: 222 KB, 640x512, kart1943.png [View same] [iqdb] [saucenao] [google]
9584064

>>9583158
>>9583649

>> No.9584069
File: 96 KB, 640x512, kart1970.png [View same] [iqdb] [saucenao] [google]
9584069

>>9584064

>> No.9584073

>>9583862
you could, but DOOM is certainly best on a PC with a mouse (or maybe some form of gyro aim), at least with freelook ON (which i recommend), though without freelook, even a joystick should be fine, though not ideal for the fast and frantic combat of some wads (even if you're good at console FPS).

>> No.9584074
File: 162 KB, 640x512, kart1994.png [View same] [iqdb] [saucenao] [google]
9584074

>>9584069

>> No.9584176

Is it morally reprehensible to include a maze in your levels?

>> No.9584207
File: 98 KB, 1098x646, sandydesigncorner.jpg [View same] [iqdb] [saucenao] [google]
9584207

>>9584176
What, just a maze? Surely you can do better, Anon.

>> No.9584242

>>9584176
It's a sign of amazing level design.

>> No.9584279

>>9584064
:(

>> No.9584362
File: 33 KB, 750x747, 1657112498878.jpg [View same] [iqdb] [saucenao] [google]
9584362

>>9584242

>> No.9584412
File: 2.93 MB, 1280x960, 2023-01-19 09-23-39.webm [View same] [iqdb] [saucenao] [google]
9584412

>> No.9584428

>>9583862
I'm sure that there's some port which can be run on a PSP, but i don't know if any of them are remotely recent. Doom is best played with a mouse, like the other guy says, but it controls quite well with decent gamepad controls and sensible button binds, two analog sticks takes you quite a lot farther than something like Keyboard Only, aka 1993 poverty mode.

>> No.9584560

>>9583649
>filename
FUCK
>that shit could oneshot if their super gauge was filled
DOUBLE FUCK
Sonic Battle was better than it had any right to be

>> No.9584581

>>9583323
Technically. It's Skillsaw influenced but not Sunder/Ribbiks influenced. Lots of enemies, but no slow grinds. It's not insanely hard, but it's somewhere along lines of difficulty of AA or BTSX.

>> No.9584607

>>9584581
>no slow grinds
Dehydration and Anagnorisis say hi

>> No.9584618
File: 558 KB, 1634x806, output.webm [View same] [iqdb] [saucenao] [google]
9584618

AAAAAAAAAAAAAAA STOP PUTTING IN BULLSHIT LIKE BREAKABLE PLANKS AND OTHER COMPLETELY UNINTUITIVE STUFF IN DOOM

>> No.9584629

>>9584618
it's soulful tho, at least it's not whatever sandy did in map 28

>> No.9584637
File: 70 KB, 977x614, good-luck.png [View same] [iqdb] [saucenao] [google]
9584637

>>9584629
>it's soulful tho
no, it is EXACTLY like map28 bullshit. I spent 30 minutes running around the weird-as-shit map trying to find some hidden button to open it. the map tries to lock you into the room, presumably so you'll have to figure it out before leaving, except you can just move from the right to left on the small ledges.
in the end the only way I figured it out is finding a video on youtube... in which a guy opened it by accident by using a SSG on a nearby mob and hasn't even realized it was locked.

it's just bad design. having a puzzle wad like Epic 2 means you're on the lookout four this stuff. Having ONE puzzle like that across 15 maps means I won't even consider I need to do something like that and will just run around trying to find something that doesn't exist.

>> No.9584639

>>9583610
I honestly think this is what Q2 should have been from the very start just from the way enemies behave upon death

>> No.9584640

>>9584639
you mean being ungibbable with any shotgun/machinegun even when using quad? you actually like that?

>> No.9584643

>>9583698
>>9584074
>>9584412

Somebody reads Walter Moers literature

>> No.9584648

Is it morally reprehensible to include a maze with nothing but a super shotgun, shotgun shells and a bunch of archviles in your levels?

>> No.9584649

>>9584648
only if they don't teleport around seemingly at random
the entire level should have this 'pitch black/visible' blinking lighting, too

>> No.9584694

>>9582779
>>9582942
It's going to be like re-releases of older DOOM and first Quake: original game running through a wrapper (in this case, KEX Engine).
>>9583474
The sheer amount of confusion and stupidity around all these terms are valuable for both developers & publishers, so there's likely a lot of people who consider stuff like Quake's re-release a remake (which is totally wrong for its current definition).

>> No.9584726
File: 881 KB, 1000x721, i don't get it.png [View same] [iqdb] [saucenao] [google]
9584726

>>9584643

>> No.9584727

>>9584607
No slow grinds as in combat. Not referring to the size of the map.

>> No.9584742

>>9584726
Wolpertinger
is either a german fantasy creature that nobody knows; or a race from the writing of german humorist and fantasy author Walter Moers

>> No.9584746

So I'd like to port Project Babel's syncing and chaining to other monster mods, particularly when I make my own. Has anyone here tried to do this or to make a universal patch or something along those lines?

Also is there a reason cyberdemons and spider masterminds don't get in on the fun? Enhanced AI would be the perfect improvement to the lackluster masterminds

>> No.9584759

>>9584073
>Doom in all caps
>Recommending freelook
Why don't you just tell him to play Brutal Doom and be done with it?

>> No.9584767
File: 143 KB, 1155x1146, 7008.jpg [View same] [iqdb] [saucenao] [google]
9584767

>>9584742
There are lots of interpretations and taxidermy amalgams that people call Wolpertingers, pic related.
Moers's Wolpertingers are more dog-like. I prefer the more traditional "rabbit with wings and antlers" of folklore.

>> No.9584768

>>9584607
Yeah, I've recently discovered Eviternity has some giant maps that can take 45 mins plus to finish. Dying near the end of that without saving sounds like a waste of my time, so I guess I might break the no saves rule after all. I'm not aiming to be decino here, I'm just trying to have fun.

>> No.9584782
File: 1.15 MB, 1600x900, Cryonology.png [View same] [iqdb] [saucenao] [google]
9584782

>>9584768
Not counting that one setpiece fight in Cryonology (also a pretty big map), it starts to get slaughtery from about the fifth episode. Although your definition of slaughter may wary. Not really a fan of Dragonfly, but as eyecandy popcorn romp I'd say Eviternity is one of the best.

>> No.9584818

>>9583557
i guess performance was the priority

>> No.9584837

>>9584639
I still don’t know why he decided a “64 mod” could use things like tracers for hitscan weapons, faster switching, that “melee” move that can cancel enemy death animations, etc but it’s certainly appreciated.

>> No.9584856

>>9584767
https://youtu.be/By9sHP1MWVk
recovered memory

>> No.9584880

>>9584767
Did you read the books? If so, in what language?

>> No.9584881

>>9584640
Not exactly, I just love both the new "blind-firing while choking" animation cycle the Chicks can do now and how sometimes Flyers/Technicians drop down and hurt you if they crash into you instead of just exploding mid-air amongst other cool things like visible tracers and audible enemy footsteps

>> No.9584889

>there was more than 400 downloads of the beta version of my wad
Well, looks like I have to finish it now, wish me luck.

>> No.9584948
File: 244 KB, 1600x900, rQDf4bW.jpg [View same] [iqdb] [saucenao] [google]
9584948

>>9584837
>that “melee” move that can cancel enemy death animations
Do you mean the "invisible jump-kick"? It's part of KMQ2 itself and I actually both love (stun-locking is a valid tactic) and hate it (have fun jumping onto barrels) - but it honestly should had been only usable when no weapon is selected

>> No.9584976

>>9584948
I like it as an option to tell dying guys to “fuck off and die, thanks” so they’re out of the way. It’s a KMQ2 feature? That’s nice, I might start messing around with it some more.
>have fun jumping onto barrels
lol ah shit maybe I’m fine

>> No.9584979

any good mods/mappacks for rtcw?

>> No.9585007

>>9584976
2bh there's like 2-3 instances in entirety of vanilla Q2 where you actually need to reach a secret by hopping off an explosive barrel to it - 1 of them is the blatantly obvious but ureachable QuadDamage in the 2nd level, so that's not really something of a crutial feature being compromised by that addition

>> No.9585010

>>9584979
'Real Return to Castle Wolfenstein' is generally what most people recommend. You can download it straight from Steam if you own the base game on there. Some of the changes are a bit weird, but it gives you plenty of options to play around with.

Otherwise... not really. Everything else out there either feels like some really tryhard fanfiction, or is absolute slavjank with Quake 1-tier map geometry.

>> No.9585051
File: 94 KB, 1280x720, The Way of Ira.png [View same] [iqdb] [saucenao] [google]
9585051

>> No.9585078

>>9585051
How is this?

>> No.9585079

>>9584176
It's acceptable, unless it's invisible in the automap, in which case you're a fucking monster.

>> No.9585093

>>9585051
still at the first map but pretty cool so far

>> No.9585095

>>9585078
>>9585093
sorry

>> No.9585169
File: 118 KB, 557x605, 1670297907270.png [View same] [iqdb] [saucenao] [google]
9585169

>play on UV
>try to at least kill all monsters/get all secrets
but
>continuous not pistol start
>save with some frequency (not save scumming) because free time is fairly limited and re-doing some levels isn't a good use of said time

i think it a fair balance between not too casual but not overly "wannabe doomgod" (both of which are fine for those who want to play like that)

>> No.9585175

>>9585078
ok so i finished the first map (and found the secret level)
it's very good but also very brutal.

>> No.9585180

>>9585175
side note: the secret are not so secret

>> No.9585206

>>9585169
Yeah you do what you want, is nice.
>>9585175
How brutal, and what settings are you starting it with?
For some reference, I found that French Meat was fine while RATM was much more strict and evil.

>> No.9585209
File: 659 KB, 1366x768, doom06.png [View same] [iqdb] [saucenao] [google]
9585209

>>9585169
This, but I still pistol start these days because finding your equipment on-site feels more fun to me than bringing in all the guns and hundreds of rounds from the previous map.

>> No.9585212

>>9585206
well done
i counted 5 hell hounds in the first map...

>> No.9585241

>>9584759
i used to love BD when i was like 13, i will admit, but i don't care for it anymore, id mostly rather play vanilla or some better gameplay mod.
also, saying DOOM in all caps is multiple people (even portaDOOM does it in the OP).

>> No.9585250

>>9585212
>i counted 5 hell hounds in the first map...
That’s hot. Trauma Therapy had some rude placements of them in the first level as well. I still need to finish that.
>>9585209
I did continuous pistol restarts when I played 64 last year. Sometimes I’d get myself merc’d near the beginning of a level just to purposefully pistol start.

>> No.9585268

>>9585250
>Trauma Therapy had some rude placements of them in the first level as well
the placement in Ira are pretty fair i'd say. i used the word brutal cause i didn't expect this many enemies on the first map but it's pretty fair. there's more than enough ammo too. i just finished French meat that was pretty generous with life also whereas this one is more cautious on that front...

>> No.9585270

>>9585241
Problem with vanilla doom (even if I like it too) is that it feels so slow and less intense from BD. Don't play directly after you played BD then it's fine. Or play some wads thats intense, like ancient aliens i play vanilla

>> No.9585272

>>9585241
I was just being a faggot, anon. There's nothing wrong with enjoying the game your way.

>> No.9585298

>>9585209
That's fair. I like the swiss-army knife approach I can take with the stuff carried over.

>> No.9585338

>>9584818
There's an issue raised on github about gl_overbright not working in half-life since they got rid of the D3D renderer like 3 years ago and its still not fixed.

>> No.9585350

>>9585338
also the way it handles music engine-wide (cuts during load screens in add-ons)

>> No.9585353

>>9585270
if i want more intensity, id use babel nowadays.
i really like how it tastefully adds elements without being overbearing (it even adds quickswaps, but balances it to not be OP, making it a fun choice, and makes using both shotguns together super fun cause its not hard to go to the normal and back whenever needed).
if i want something more, id rather use kegans stuff.

ive also thought about nu-DOOM mods, but idk what wads id use them on.

>> No.9585358

>>9585350
the level transitions in software mode are so much smoother

>> No.9585359

>>9585353
It also further balances the shotguns by making the regular deal roughly half the damage of the super as opposed to a third. It also narrows the spread.
It is the ideal shotgun balance.

>> No.9585360

>>9585358
does the source port support software rendering?

>> No.9585361

>>9585359
it is ideal, i also like that the plazma gun doesn't have that delay to it, its not a big deal, but it is a nice touch

>> No.9585370

>>9581025
i was gonna say i didn't mind the doom font but the other guy is right, this is better

>> No.9585371

>>9585360
Not sure, but I've never heard of it. I think it's D3D only and DX8 is the lowest it can go.

>> No.9585372

>>9585361
I think I get it: That ‘buff’ could be due to the ongoing dilemma of trying to balance the plasma rifle and BFG while they share the same pool of ammo. It’s also fun how a delay got added to the chaingun to help justify the other buffs it has, allowing it to be a viable murder machine.

>> No.9585416

The frustrating thing is that Xash3D doesn't even support overbrights in Half-Life

>> No.9585458

>>9584746
>So I'd like to port Project Babel's syncing and chaining to other monster mods, particularly when I make my own
Well, as the guy who made it, what you want to do is grab ProjectBabel\actors\babel_monster_base.txt and basically just copy it into your project. There are a few other dependencies in babel_static_functions.txt, but other than that you pretty much just inherit from SyncEnabledMonster or ChainEnabledMonster and use the appropriate hold state calls to make sure your monsters don't get their actions clobbered by signals at the wrong times. It's that simple.
As a bonus, those also include (but do not necessarily require you to use) the fear functionality.
>Also is there a reason cyberdemons and spider masterminds don't get in on the fun? Enhanced AI would be the perfect improvement to the lackluster masterminds
Honestly, for fear, it made some maps way too easy, or it had to have the thresholds set so high that it never happens. Like if you just BFG a bunch of hell knights and the sybie runs away, not fun.
For sync/chain, it just didn't seem to do much. I tested it out early on but the effects were negligible, so I removed them.

>> No.9585467

>>9585458
>sybie
cybie*
Also, I forgot to mention: feel free to just chop out anything you don't want or rename stuff or whatever. The Hell Knight has some decent comments in it explaining what everything is and does, since it uses a little bit of everything. A lot of the stuff in Babel is fairly highly coupled, specifically for fear, but there's also things I never did like making weapons attract monster attacks and other fuckery with targeting. Once you get a grip on the basics of exactly what I did to get sync/chain to work you'll see it's fairly straightforward, honestly not complex at all. If you want to get more complex and make a mod that isn't trying to be vanilla+, but maybe a little more out there, there's a TON of things that you can do just by throwing triggers around and manipulating states. The Cacodemon, for example, uses the same kinds of signals for its dodges. You could go so far as to make paired enemies that always do complementary actions, or even potentially simple squad-based AI, that's just a lot harder than what I did and would probably blow up vanilla balance.

>> No.9585502
File: 277 KB, 656x498, 1673168810804.png [View same] [iqdb] [saucenao] [google]
9585502

>>9581026
>>9585370
That's good to hear, thanks. Guess I better get to work on a little info graphic for all the rules next.

>> No.9585503
File: 592 KB, 1920x1080, 1646782840714.png [View same] [iqdb] [saucenao] [google]
9585503

Do any of you have any tips to make rooms look less bland and boring? Pic related, it looks nice but I don't really know where to begin with making rooms look that pretty.

>> No.9585527

>>9585503
use AI to generate better textures

>> No.9585547

>>9585503
Pick a different color for the floor, that's the only thing that stands out to me (despite not actually standing out lol).

>> No.9585569

>>9585416
one more good reason to stick with the PS2 port for now...

>> No.9585573

>>9585503
If you have a room or area you think looks too bland or empty, add some kind of an indentation to make it look a bit more varied. Here you can see there's the highest layer of green bricked floor, with a green cobblestone cross shaped identation which has some further cool shit added in the middle. Add shapes onto shapes with varied height to make things look more layered. The ceiling could be too just a black rectangle, but it looks better just by adding more smaller black rectangles into the black rectangles. It's good if the room has some kind of a landmark that makes it memorable, I'd say in this case it's the corpse pit in the middle. If you already have some detailing done, let's apply this example to the wooden pillars here, a simple idea to add more decoration would be trying to connect what's already there, in this case it's the metal bars coming out of the ceiling. It's a simple step but it adds an another layer to the ceiling while also making the pillars look more connected to it. Idk if I'm just overanalyzing shit here, but I tried to dissect what kind of thought processes would go into making a room like this.

>> No.9585596

>>9585573
NTA but that's some great analysis anon.

>> No.9585604
File: 440 KB, 1416x808, Screenshot_Doom_20230119_130634.png [View same] [iqdb] [saucenao] [google]
9585604

>>9585503
Is that your room?

I've found that rooms look a lot more interesting the more you play with light.

Pic related is an area from one part of this map >>9580948


Even if nothing is going on in a given area, trying out effects like changing the fade color to make god rays from the skylight, or using sector lines to simulate scatter from the lights in the hall can make basic bitch STARTAN look kinda pretty.

>> No.9585626

>>9585503
Add lighting. Imo that's the main thing that makes maps look shitty if it isn't done properly

>> No.9585630

>>9585503
You can make columns expand over the ceiling. Or maybe liquid flow from the walls and into the pit.
Or think of how in the future you will loop player to go past the room's side and into the window.

>> No.9585641

>>9585604
always hated this technique. specifically because of the additive opaque parts where one wall is 50% translucent and you can see through to the outside of another wall which adds another 50% white making a total 75% white. should be coded to ignore rendering translucent walls beyond the first.

>> No.9585672

Is it me, or does dsda/PRBoom+ make the dark areas of maps TOO dark?
I've slightly upped the gamma and set the lighting to shaders and dark areas give Doom 3 a run for its money. It's cool if this is actually how Doom is meant to look and I'm just spoiled by GZDoom fucking up the lighting but it can result in some cheap hits from monsters standing around in the dark.

>> No.9585681

>>9585672
>cheap hits from monsters standing around in the dark
https://i.4cdn.org/vr/1674065220372705.jpg

>> No.9585693

>>9585681
Woah, how was I able to click that link?

>> No.9585698

>>9585693
links within 4chan become hyperlinks

>> No.9586027

>A brush consists of several faces, each of which is defined by a plane and additional texture information. The actual geometry of the brush is only defined by the planes, of which there must be at least four. Each plane defines a half space, that is, an infinite set of points that is bounded by a plane. The intersection of these half spaces forms a convex polyhedron. Note that the actual vertices of the brush are NOT stored in the map file. The vertices are determined by BSP (or a level editing program) by computing the intersections of the planes.
What the fuck was carmack thinking with this

>> No.9586046

E1M5 of Unrattled
https://www.youtube.com/watch?v=Tq32bAWHP4Q

>> No.9586137

>>9586046
the level order for this project worked out pretty nice
E1 has most of the focus on atmosphere and iwad difficulty encounters (except for maybe the harrowing blue key grab in map 4) while E2 is the submissions that took the project as a challenge to make combat puzzles with doom 1 monsters

>> No.9586204

>>9586027
He was probably thinking "How do I get a 3D DOS game running on the average consumer hardware at a stable frameratemmmmm"

>> No.9586208

>>9586204
But aren't they translated to actual vertices in the end? It shouldn't make any difference to the performance.

>> No.9586243

>>9586027
That's the normal way to do things. This is also how hardware rasterizes triangles: you have 3 line equations (in screen 2D space) and you test if the pixel is on the correct side of all 3 at the same time; if it is then it's inside the triangle (some details omitted).
The plane representation gives you a trivial answer to the question "is this point inside the volume?". The vertex representation gives you jack shit, and you need topology information on top because a set of vertices can define many shapes depending on how you group them.

>> No.9586358

Damn, The Darkening is intense without relying on slaughter hordes.

>> No.9586529
File: 1.09 MB, 1920x1080, hl 2023-01-19 19-37-14-071.png [View same] [iqdb] [saucenao] [google]
9586529

Tonight we're doing BrainBread!
https://www.moddb.com/mods/brainbread/downloads/brain-bread-12
Setting up now. BrainBread is a co-op survival mod where you play as humans against zombies in objective based maps during the apocalypse. Human players can become infected however...

Using bootleg HL1 for more players.
https://www.dropbox.com/sh/ewic46bwg4tk8er/AACNjiGIHu7S1TtciR8iruNXa?dl=0
^Link to repository of bootleg HL1, some mods. Install BrainBread to the HL1 directory>launch hl.exe>change game>BrainBread

>> No.9586571
File: 1.94 MB, 1920x1080, hl 2023-01-19 19-56-04-039.png [View same] [iqdb] [saucenao] [google]
9586571

>>9586529
And we're live mother fuckers. Copy/paste this into the console:
connect 162.248.93.194:27015
This mod uses a leveling system for hp, skill (determines usage of higher level weapons) and movement speed, go to the controls and set a keybind to show mouse cursor.

>> No.9586580

>>9586529
>>9586571
2/32

>> No.9586593

>>9586571
>>9586529
3/32

>> No.9586602

>>9586208
Dividing faces into polygons is one of the options to generate the picture. You can use some other rasterization method (scanline fill or ray casting, for example). Collision detection and visibility work with planes. Read something on how compiler tools process the map data from the editor, and why. If I recall correctly, Quake-related engines combine all static brushes into one complex enclosed space (the “inside” of the map where everything exists), then subdivide it with each face plane to produce many subvolumes touching each other. You can also check GoldSrc and Source documents from Valve, their principles are similar.

When you have planes, you know you have planes by definition. When you have polygons, you need additional calculations to get normals from positions of vertices (which accelerators can implement in hardware, but you can't), and, sometimes, to recover the fact that polygons belong to the same plane.

>> No.9586641

Are there any source ports for Unreal Gold?

>> No.9586648

>>9586641
No, the source code for all versions of UE are proprietary. The closest you're going to get are the OldUnreal patches.

>> No.9586649
File: 83 KB, 256x256, 1655180212969.png [View same] [iqdb] [saucenao] [google]
9586649

>>9585502
Here's what I got as a rough draft for the rules and general mapping tips.
A Serious Case of /vr/ Rules:
>Map must be made for Serious Sam The Second Encounter 1.07 version (this is the most up to date retail version you get from Steam/GOG)
>Usage of custom textures, sounds, and music is approved and encourged
>Usage of custom entities or other mods is NOT allowed. Outside of textures, sounds, and music your map should be 100% vanilla with 1.07
>Map must be beatable (duh)
>Map must have proper co-op support
>Do not make edits of existing maps
>Project host has the final say and can deny your entry if it is not up to /vr/ standards (please put some effort into your map)

Tips:
>Trigger a checkpoint whenever a new weapon is picked up to ensure everyone spawns with an "up-to-date" arsenal
>Make co-op portals for arenas that get closed off (and one-way doors for any closed off rooms/secrets so players don't get trapped)
>Aim to balance your map around Serious difficulty first, but don't be afraid to make support for other difficulties afterwards
>Also keep co-op in mind when balancing encounters
>"Hot Starts" are not that common in Serious Sam, try making a "lobby" room for players to jump around in without risk of triggering anything (useful for co-op)
>A good fight is more enjoyable than a good looking room, don't stress yourself out over brushwork
>Use the official maps as references (I won't berate you for coping models, texture work, etc. from official maps) (You can have multiple maps opened at once and switch between them in the editor)
>Get creative with secrets!

Any other important rules I might be missing for a mapping project?

>> No.9586715

>>9586641
NO.
Also software rendering doesn't work properly.
Enjoy.

>> No.9586723

>>9586529
>>9586571
3/32

>> No.9586757

>>9586529
>>9586571
4/32

>> No.9586802
File: 12 KB, 745x744, HAS SCIENCE GONE TOO FAR?.png [View same] [iqdb] [saucenao] [google]
9586802

>>9580939

>> No.9586805
File: 710 KB, 1920x1080, hl 2023-01-19 22-52-34-660.png [View same] [iqdb] [saucenao] [google]
9586805

>>9586529
>>9586571
BrainBread is a teensy bit more jank than I remember. Switching to Vampire Slayer, last switch of the night.
https://www.moddb.com/mods/vampire-slayer/downloads/vampire-slayer-chapter-vi
Vampire Slayer is a team deathmatch mod, slayers vs vampires. Boatload of fun.

>> No.9586808
File: 2.06 MB, 1920x1080, hl 2023-01-19 22-54-08-755.png [View same] [iqdb] [saucenao] [google]
9586808

>>9586805
And LIVE
connect 162.248.93.194:27015

>> No.9586817

>>9586529
>>9586805
>>9586808
2/32

>> No.9586819

>>9586529
>>9586805
>>9586808
3/32

>> No.9586827

>>9586529
>>9586805
>>9586808
4/32

>> No.9586828

>>9586529
>>9586805
>>9586808
5/32

>> No.9586853

>>9586529
>>9586805
>>9586808
Get the FUCK in we're having a ball.

>> No.9586867

>>9586853
I can't, I need to sleep.

>> No.9586903

>>9586529
>>9586805
>>9586808
7/32
>>9586867
Risk of sleeb

>> No.9586951

I started the Sewer Jam 2, just played Rancid Retrofit. Not the greatest map, because it requires a bit of unexpected backtracking to get the last pump switch.

>> No.9586958
File: 1.77 MB, 1920x1080, hl 2023-01-20 00-23-09-248.png [View same] [iqdb] [saucenao] [google]
9586958

>>9586529
>>9586805
>>9586808
SLEEPAN for work. Server's still going for anyone who wants. Thanks to all who joined, was a great time.

>> No.9586960
File: 891 KB, 1920x1080, vampsurv.png [View same] [iqdb] [saucenao] [google]
9586960

>> No.9586968
File: 1.94 MB, 1920x1080, 2023-01-19_23-01-55.webm [View same] [iqdb] [saucenao] [google]
9586968

>> No.9586973
File: 2.31 MB, 1920x1080, 2023-01-19_23-01-55_2.webm [View same] [iqdb] [saucenao] [google]
9586973

>> No.9587016

>>9586828
>>9586827
>>9586819
I've noticed that this also happens when the Kart game is hosted, are people incapable of joining without some kind of playercount ? Is it that useful to spam the thread just to say that someone joined ?

>>9586649
>Project host has the final say and can deny your entry if it is not up to /vr/ standards
Given that most people here never mapped for Serious Sam, do you have a map that would be an example of your standards ?

>> No.9587019

>>9587016
>are people incapable of joining without some kind of playercount ? Is it that useful to spam the thread just to say that someone joined ?
Yes.

>> No.9587040

>>9586649
>Map must have proper co-op support
Isn't that kind of insane? I couldn't imagine balancing for 2-8 players considering just how many variables there'd be.

>> No.9587043

>>9587040
I'm pretty sure "proper co-op support" just means no softlocks or funkyness due to respawning players.

>> No.9587086

>>9586968
>>9586973
https://youtu.be/igvP806798U

>> No.9587090

>>9583158
Most replays:
https://files.catbox.moe/ga3l2o.7z

>> No.9587251

>>9586960
i had so much good times with that mod back in the day.
also i love the models

>> No.9587252
File: 148 KB, 1280x720, Unseen_Q2.jpg [View same] [iqdb] [saucenao] [google]
9587252

I wanted to slog-thru Unseen again using Yamagi, but it turns out that the exact same 'safe landing bug' from KMQ2 is now also present here in YQ2 aswell somehow - did the 3.24 unofficial patch messed up the physics in the sourceports? I ask this now because when previously I had been using v3.23 this only occured in KMQ2-dependant mods like Pax Imperia

>> No.9587396
File: 202 KB, 590x741, burgershare.png [View same] [iqdb] [saucenao] [google]
9587396

>>9580935
La tailor girl 1.88 out;
https://forum.zdoom.org/viewtopic.php?p=1235834#p1235834

>> No.9587401

>>9587016
>Given that most people here never mapped for Serious Sam, do you have a map that would be an example of your standards ?
That part was somewhat of a joke. This is going to be the first time people here map for Serious Sam and our standards are going to be rock bottom. Basically don't make a map without any effort put into it.
>>9587040
Like the other anon said "proper co-op support" means adding checkpoints for respawning and not softlocking players who fall behind. Balancing for co-op is not required but should be kept in mind.

>> No.9587403

>>9584979
I only played the very old ones: Project 51 and TimeGate were cool.

>> No.9587409

>>9587396
is that a diaper?

>> No.9587413

>>9587409
What, No

>> No.9587420

>>9587396
Aw hell yeah

>> No.9587441
File: 6 KB, 640x400, cgacomposite.png [View same] [iqdb] [saucenao] [google]
9587441

>>9580935
REKKR: Sunken Land on Steam received a minor update & Wolfenstein 3D CGA was released.
https://store.steampowered.com/news/app/1715690/view/3641757389740083224
https://twitter.com/Jameshhoward/status/1616182105087557641
https://github.com/jhhoward/WolfensteinCGA

>> No.9587449

>>9585007
>blatantly obvious but ureachable QuadDamage
It's perfectly reachable, you can jump on the crate fairy easily.

>> No.9587462

>>9585503
It's because that's the tapestry and skull pit room. There's nothing in it but tapestries and a skull pit. What's the room supposed to be? I'm not saying you should put a nice little flower in the corner, but I dunno, if it's a skull pit maybe they have executions in that room or some shit? So maybe there could be some rows of seats? That sort of thing? I don't know what was in your head while you were making it and I'm still new to mapping, so maybe what I'm saying is dumb for a reason I don't know yet. Just giving you some of my thoughts in the hope that they may be helpful.

>> No.9587482

>>9587449
I usually just boost myself from a dying Guard to reach it

>> No.9587485

>>9587409
blaz isn't a baby he's just short come on now

>> No.9587517

>>9587485
>that's what I get for looking at thumbnails first

>> No.9587789
File: 254 KB, 1414x561, priorities.png [View same] [iqdb] [saucenao] [google]
9587789

>>9587396
I love all of the GMOTA stuff you've drawn for me, Cactus.

>> No.9587841

>>9587789
UH OH, BIIG!

>> No.9588008

>>9587441
>Wolfenstein 3D CGA
I like the way this sucks. This is cool.

>> No.9588021

power up idea: you are invincible to enemies but not level hazards

>> No.9588056
File: 1.06 MB, 3840x2160, ironwail0026.jpg [View same] [iqdb] [saucenao] [google]
9588056

Pipework-Powered Pillars in sewerjam 2 was good. Much better than Rancid Retrofit.
The constantly moving platforms made for some fun platforming during combat, and the final arena doing the same thing was challenging. Though it would have been nice to have a central pillar or something as a bit of cover, because those nailgunners at the end were destroying me.

>> No.9588058

i know it's not a retro game, but i installed ion fury today and it's fun
anyone knows are there any cool mods or maps for it so i can try after i finish the game?

>> No.9588064
File: 69 KB, 960x896, scrap945_a.jpg [View same] [iqdb] [saucenao] [google]
9588064

>>9587016
wish i could hop on and play more but wagie work. oh well.

>> No.9588126

>>9580935
>>9587441
Also, REKKR: Sunken Land is available on GOG now!
https://twitter.com/RevaeRavus/status/1616495789697814529
>>9588008
I admire author's commitment with all these video modes, even though I'm not even into CGA.

>> No.9588141

>>9588064
Lemme get a uhhhhhhh double big mac, 4x4, everything on it, extra onions and I'll take a large frozen coke with that, and a side of large fries.

>> No.9588265
File: 112 KB, 274x357, Lego Arti walk-export.gif [View same] [iqdb] [saucenao] [google]
9588265

/r/ing that gif of arti drinking macaroni soda

>> No.9588351

ive finally played a wad seriously with GMOTA (arrival with the doom slayer), and its really fun.
but is there an enemy guide?
idk what half these enemies are, one of them almost seems like some sort of marauder revenant that almost kills me every time, but its hard to tell in the chaos, or at least some names to keep track.

>> No.9588357
File: 489 KB, 650x500, sippin_the_maracone.gif [View same] [iqdb] [saucenao] [google]
9588357

>>9588265

>>9588351
What're they using as weapons? Sword and shield, a big arm cannon, normal Revenant stuff, or are they solid black chaos Revenants?
I have a lot of skeletons in GMOTA.

>> No.9588360

What's the currently recommended Doom 2016/Eternal gameplay mod for GZDoom? Is Death Foretold the best one?

>> No.9588362
File: 274 KB, 1177x772, sale.png [View same] [iqdb] [saucenao] [google]
9588362

>>9588351
Oh and I actually did put a really basic enemy guide thing on the Zdoom forum page, I'd love to make some kinda manual though.

https://forum.zdoom.org/viewtopic.php?t=45115

>> No.9588369

>>9588357
red with a sword and shield, very aggressive and it seemed like it was defecting my attacks (which is why i made the comparison), but looking at the Zdoom forum, it just shoots from its shield.
>>9588362
oh, i got GMOTA from itch so i didn't see that.
thanks kegan

>> No.9588382
File: 343 KB, 1280x720, STANDING HERE I REALIZE.png [View same] [iqdb] [saucenao] [google]
9588382

>>9588369
Oh no worries then, those red guys are called Hellfos and they replace Barons. Unless you're playing on Knightmare, then they're palette swapped out with Stygian Wraths. None of the monsters in GMOTA block or reflect projectiles, and most of them pretty simple, so just beat the shit out of them.

>> No.9588450
File: 1.66 MB, 1919x970, 3yrgc6m8d4z.jpg [View same] [iqdb] [saucenao] [google]
9588450

I guess Doom is 2D after all.

>> No.9588526

>>9588360
probably the best one right now, but kar en tuk will probably be alot better.

>> No.9588546
File: 720 KB, 1437x808, Screenshot_Doom_20230120_hacx.png [View same] [iqdb] [saucenao] [google]
9588546

>> No.9588575
File: 82 KB, 629x918, 1656994541806.jpg [View same] [iqdb] [saucenao] [google]
9588575

I just dreamed I was playing doom eternal and suddenly geoff keighley appeared out of nowhere, he was invincible and started to chase me

>> No.9588576
File: 399 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_TIME_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9588576

Friday Night Firefight is up, today marks our 100th session! We'll be going back to where it all began for the event, Lazarus deathmatch. No mods today other than vrsounds and litespree, the gameplay is as vanilla as it gets.
51.161.34.159:10666

>> No.9588659
File: 802 KB, 384x216, kart0004.gif [View same] [iqdb] [saucenao] [google]
9588659

WIP

>> No.9588665

what do you think of quake unofficial add ons?

>> No.9588670

>>9588665
i like Shrak

>> No.9588683

>>9588659
The one character I'd consider it worth it to do left/right steering frames for every direction, so you could bounce the eyes around.

>> No.9588685

>>9588683
I'm saving that for the pain frames. His eyes will bounce around like pinballs.

>> No.9588692

>>9588659
heh, karti

>> No.9588693

>>9588665
Malice is great overall, but inconsistent in level design quality.
The rest are varying degrees of meh.

>> No.9588702

>>9588665
they're fine.
though any mod goodness for console and steam-only players (not common, but possible, assuming they don't already use luxtorpeda) is a win for us.

>> No.9588735

>>9588450
lol'd

>> No.9588876

There's Bloom that combines Blood and Doom. But is there Blake?

>> No.9588886
File: 150 KB, 503x828, 1660995143403443.jpg [View same] [iqdb] [saucenao] [google]
9588886

>Flying archvile custom enemy
Why? why would make something like that?

>> No.9588894
File: 263 KB, 960x540, 2130.png [View same] [iqdb] [saucenao] [google]
9588894

>>9588886
Because haha but also they're made of paper

>> No.9588895

>>9581110
>tries to use a printer
>somehow ends up with two printers

>> No.9588912
File: 683 KB, 1920x1080, Sunlust30.png [View same] [iqdb] [saucenao] [google]
9588912

>>9588894
Wrong

>> No.9588915
File: 70 KB, 260x209, 13.png [View same] [iqdb] [saucenao] [google]
9588915

>>9588912
>upscaled garbage
disgusting

>> No.9588918

>>9588915
>Shitting posts without even knowing why, just posting buzzwords

>> No.9588926

>>9588918
What are you on about? Because I agree with that guy, that screenshot is hideous looking. He didn't even use a buzzword

>> No.9588952
File: 753 KB, 1920x1080, potatolaptop.png [View same] [iqdb] [saucenao] [google]
9588952

>>9588926
>>9588915
In my defense i am using the AI upscaling textures (for that mod) because it reminds me of daggerfall unity

i understand is not a thing for everybody

>> No.9588994
File: 839 KB, 1280x720, iraswamp.png [View same] [iqdb] [saucenao] [google]
9588994

>>9585051
Yeah pretty good so far

>> No.9588995

>>9588912
What bizarre enemy mod is this?

>> No.9588996

>>9588994
That tree texture would have been so nice for Ad Mortem.

>> No.9589026
File: 941 KB, 1174x872, 1632523870.2manyghosts_vile_meme.png [View same] [iqdb] [saucenao] [google]
9589026

>>9588995
https://www.moddb.com/mods/doom-64-retribution/addons/doom-64-retribution-project-void-v101

Doom 64 enemies+weapons+some extras if you enable the second mod in the file

>> No.9589052
File: 46 KB, 786x558, Shit.png [View same] [iqdb] [saucenao] [google]
9589052

How do you organize your mod folder?

>> No.9589081

>>9589052
>WinRAR

>> No.9589094

>>9589081
I dont get it

>> No.9589107

>>9588576
And killed. Thanks for 100 games, everyone.

>> No.9589120

>>9589094
The Aristocrats.

>> No.9589137

>>9589120
I dont understand,whats wrong with winrar?

>> No.9589140

>>9589094
>>9589137
WinRAR is extremely outdated and 7zip is the better choice nowadays.

>> No.9589141
File: 554 KB, 743x757, jeffu.png [View same] [iqdb] [saucenao] [google]
9589141

>>9589120
GASURI GOBAN?!

>> No.9589143

>>9589140
Alright,thank you for the help anon

>> No.9589359

What are some good doom WADS that I can play

>> No.9589368

>>9589359
Temporal Tantrum (see rc1 in news post)
Unholy Realms
Bloody Steel
Epic 2

>> No.9589376

>>9589140
PFFFT

If you compare the UI of WinRAR, with all tiny convenient details slowly gathered for decades, and the UI of 7-zip File Manager, about which no one has given a single fuck, you can learn a lot about user experience. Just trying to use early 2000s WinRAR make you notice the absences of many things you subconsciously expect to be there. It is one of the best examples of native Win32 applications and desktop integration.

>> No.9589385
File: 61 KB, 740x817, 1646449497129.jpg [View same] [iqdb] [saucenao] [google]
9589385

>>9589376
>ui
zpaq is stronger btw (and slow as fuck)

>> No.9589390
File: 16 KB, 242x284, 1650441652226.png [View same] [iqdb] [saucenao] [google]
9589390

>>9589140
>WinRAR is extremely outdated
anon..

>> No.9589402

>>9589390
Are you trolling perhaps? Not initial release, but latest stable which was out 6 months ago. And it's not like that anon was right about WinRAR either.

>> No.9589442

>>9589026
Interesting.

>> No.9589458

Anyone remember the Marathon TC where they used Jjaro implants on children and it was a metaphor for lobotomizing retarded kids? I think it was from like 2000.

>> No.9589460

Are there any interesting gameplay mods for Marathon? I really, really don't care for its vanilla gameplay. I get going and I'd just rather be playing Doom.

>> No.9589463

>>9589385
I am not talking about compression. The difference is only relevant to specific groups of people dealing with specific kinds of information in a specific manner anyway. Not everyone get significant gains from that (in the same manner, a home user running optipng -o7 hoping to save a byte or two simply wastes electricity to heat the atmosphere). I am talking about user interface and attention to details. Anyone who is recommending 7zFM over WinRAR should be tested for dementia.

The zpaq site actually has the chart that EXPLAINS EVERYTHING:
http://mattmahoney.net/dc/zpaq.html

7-zip became famous at a very specific time (2000s), because it could give better compression on average compared to ZIP, a solution from the 80s, when amount of RAM in home computers had been 100 times (!) smaller, to say nothing of performance differences, and old RAR (mid-90s thing). Those who needed to fit as much as possible into the archive could choose to wait for it to do the work. If you used pirated games downsized to 1 CD or 1 DVD, you can probably remember that even decompression in installers using 7-zip was really slow on contemporary computers. However, as we can see, 7-zip is not only slow compared to older algorithms, it is also slow compared to other tools that give roughly the same archive size. Today, if your case is that specific one that benefits from properly chosen compression, you have the following choices:
— using a faster algorithm that gives the same size;
— using some modern really fast LZ* implementation that gives roughly the same results as expected from zlib, but can be often added for transparent on-the-fly compression and decompression;
— using a slower algorithm for maximum compression.

>> No.9589465

>>9589463
So should I not use 7zip? It's so simple and I don't like winrar bothering me to buy a license. Fuck off I'm just gonna use 7zip if it ain't broke don't fix it nerd.

>> No.9589478

>>9589465
Well, you can either buy that license, or use the magical key generation tool. You can also install and use both WinRAR and 7-zip (for example, the latter can be used to access files on Linux partitions on disks and disk image files — I bet you didn't know that). However, the statement that 7-zip is a “better choice” is both incorrect and outdated.

>> No.9589481
File: 1.49 MB, 498x264, whatever-angry.gif [View same] [iqdb] [saucenao] [google]
9589481

>>9589478
Sure whatever still using 7zip.

>> No.9589619

>>9589465
i use 7zip but winrar is better in my experience. you can ctrl+c -> ctrl+v files from in and out of winrar (doesnt work with 7zip). also if you have the same archive open in 2 windows, they will prevent each other from editing the archive (saying its being used)

>> No.9589645

>>9589478
>Well, you can either buy that license, or use the magical key generation tool
Why?

>You can also install and use both WinRAR and 7-zip
Why?

>(for example, the latter can be used to access files on Linux partitions on disks and disk image files — I bet you didn't know that).
I don't, because I'm not a fosstard.

>However, the statement that 7-zip is a “better choice” is both incorrect and outdated.
Works better for me.

>> No.9589684

>>9589463
anon, I use lzma/2 since I know it exists because it makes smaller archives than rar and is faster than zpaq, I don't know about that rambling about user interfaces, I just care about smaller archives

>> No.9589696

I miss WinAce bros.

>> No.9589709

>>9589463
in my experience, the early nineties were dominated by ARJ
then with the advent of Win9x, WinZip became king until the turn of the millennium
WinRAR had a long stretch during the 2000s
7zip has been my go-to choice for the past 15 years

>> No.9589749

>>9587409
>>9587517
That's what you get for having a diaper fetish that we now all know about.
>the Doomper
>I'M GONNA DOOMP!!!
>AAAAAAA I'M DOOMPING!!!!!!!

>> No.9589796

>>9587252
>safe landing bug
?

>> No.9589801

>>9589749
monochrome is tricky to read-out sometimes

>> No.9589838

>>9589796
I suppose that falling damage can be neutralized with some trick. Either the same as mentioned in 3.13 patch changelog, or a different one. It may also depend of fps, see
https://people.freebsd.org/~danfe/Quake%2520II%2520Physics.pdf

>> No.9589878
File: 1.69 MB, 480x269, 1657211179450.gif [View same] [iqdb] [saucenao] [google]
9589878

>>9589696
god damn that takes me back

>> No.9590223

>>9588021
the floor is now lava

>> No.9590234

>>9589796
If you keep spamming the jump key (+moveup) during the fall in SP, you can safely descend from almost any height (the heighest point of TheEdge seems to be the max reliable height to pull it off) - and it's especially trivial to perform if landing on an uneven surface while moving in the direction of a downward slope

>>9589838
I didn't change the maxFPS from default settings, can V-sync be to blame?

>> No.9590239

>>9588450
Trippy

>> No.9590290 [SPOILER] 
File: 555 KB, 1280x720, dd97ulk-f9cd578e-66b5-4939-a5a4-7ed6cdf7a585.png [View same] [iqdb] [saucenao] [google]
9590290

>>9589749
>diaper fetish
Wrong guess buddy, now combustible piss on the other hand…

>> No.9590367

>>9588912
>using custom enemies on Sunlust and not expecting to die horribly

>> No.9590452

what's the name of the game in the pack with the egyptian shit that's kind of like doom
forgot the name and don't want to download the whole pack again

>> No.9590470

>>9590452
Powerslave or european title "Exhumed"

>> No.9590474

>>9590470
got it

>> No.9590482

>>9580932
I'm making my first doom map, and I'm struggling to think of fun challenges aside from making a room and putting enemies in it. I made a very tight bridge (10 units wide) to cross over to press a switch which opens a monster closet which has a switch to open up the next area. I also made a couple of rocky section where figuring out how to climb them gets you some items, and if you can make a jump that's just about the limit of what doomguy can do without strafe running you'll get a soulsphere and a secret.

Aside from that, I really don't know what the fuck to put in my map. Has anyone got any tips for some interesting challenges/obstacles I can give the player in a vanilla doom map?

>> No.9590497

>>9590482
How much Doom have you played?

So much of Doom's design depends on both the abilities of the monsters you're throwing at the player, as well as the actual shape and size of the room you're in. Aside from that, good map flow is also a matter of pacing. All action all the time is great for slaughtermaps, but for regular maps, what you want is peaks and valleys in the action.

>> No.9590573
File: 2.06 MB, 3264x2448, IMG_0147[1]-min.jpg [View same] [iqdb] [saucenao] [google]
9590573

good shit that'll run on here?

>> No.9590580

>>9590573
Why the hell would you use ME instead of 98SE?

>> No.9590585
File: 1.60 MB, 3840x2160, ironwail0092.jpg [View same] [iqdb] [saucenao] [google]
9590585

>We become a problem when we describe a problem
I like how well the tech and stone wads are used together here. They don't feel out of place somehow.

>> No.9590587

>>9590580
i AM using 98SE, it just says ME

>> No.9590604

>>9590587
????????

>> No.9590607

>>9590604
i don't get it either, only reason i can think of for it happening is using nusb

>> No.9590634
File: 22 KB, 320x200, 1655015249638.png [View same] [iqdb] [saucenao] [google]
9590634

>>9580935
>[1-15] Temporal Tantrum RC1 is out
I played most of the maps so I'll only talk about the newer ones
Inner Sanctum is pretty nice finale, great usage of mbf21 boss tags, why no bosspic tho? I mean the one where all enemies are shown in credits, Im not sure what the lump is called. Not a big fan of the midi playing through the whole level though, but it makes sense since the previous similarly themed level also has classical
Empty junkie eyes is nice, I dont like slaughter that much but this one is neat, I liked being deprived of the BFG and having to get by
Rave at the edge of space is cool too, I like how the cybbies can be skipped in the cave room and also made to fight the spiderdemon, felt a bit painful since I didnt find the backpack secret but then in editor I saw if you are playing on lower difficulties you get it for free, so that balances out nicely
Occidere Aranearum Omnes? Is that latin for Dead Simple? Jk, I think its okay, I dont like mandatory dead simple clones but I understand how every megawad has to have one so I cannot complain since this one doesnt have any mistakes or annoyances - its perfectly enough, well I guess fighting the mastermind with a rocket launcher on slippery ice is a 1+ so there's that
A lot more maps to cover but I'll have to do that later. As I said, I played all of the early release maps so I think Im allowed to say a lot of them are very good, good luck

>> No.9590647

>>9590497
Well I've 100% all of the classic dooms including TNT, plutonia and 64. I've also done the same for 3, 2016, and Eternal. I haven't done that many times, but I have just booted up Doom 1 or 2 and played up to a certain point many times throughout my life as well.

I googled "adding obstacles to vanilla doom map" to see if anything interesting would come up, and I did get a page about enemy roles and the ways you can use enemies in your levels. So I have a rough idea of how to place enemies and I will playtest a lot to make sure that its not just a constant onslaught and there are moments of peace too. I hope that all the different games I've played over the years will give me some sort of instinct for what is and isn't fun in a level (to me anyway). At least by playing it and analysing what's happening I may be able to tweak that. Either way once I have a playable level I'm happy with I'll share it and I'm sure I'll soon find out exactly how shit and wrong I am about that haha.

So I have ideas to fuck around with for enemies and stuff, beyond making an interesting layout to navigate and being strategic with enemy and item placement for cool encounters, what else can I do to interact with the player? What are some fun challenges I can put in the players way that might make moving around the level itself more varied? Environmental hazards, pits, crushers, that kind of thing.

>> No.9590673

>>9590647 (not him)
if you want a better idea, maybe play some megawads for inspiration (not to copy, but to see what they do right)? they have made things that are ten times better than anything in the original classic DOOM so they would be good things to study.

also you could use things like key hunting, platforming and general exploration (you can make alot of beautiful DOOM maps with the right textures and good music choice) to fill in if you think some pacing is needed.

also 3-eternal experience sadly will not help too much you unless you intend to add tons of custom stuff with Zdoom (its the modding stuff mods like brutal DOOM uses, but many other higher quality gameplay mods use it too), which may be too advanced for now.

>> No.9590695
File: 1.19 MB, 1600x900, hud.png [View same] [iqdb] [saucenao] [google]
9590695

Hi,
In GZDoom:
- How do I get the kill/item/secret count above the bar like in pic related?
- How do I enable pistol start?
I have browsed GZDoom config menus and could not find those options.

>> No.9590697

>>9590647
Check out Avactor. It's got some nice setups like timed chases and puzzle rooms that should be up your alley - think Indiana Jones in Doom.

>> No.9590713

>>9590695
You don't.

>> No.9590729

>>9590695
>How do I get the kill/item/secret count above the bar like in pic related?
Enable alternative HUD in the options and enable "Show secret count", "Show monster count", and "Show time widget" to get something similar to that HUD.
>How do I enable pistol start?
You can't enable auto pistol start and that feature will never be added to GZDoom.

>> No.9590732

>>9590695
for secrets and whatnot, you can try to enable the alternative HUD in GzDoom under Options > HUD > Alternative HUD > Enable, or use a custom HUD like HXRTC that can display level stats
and as for pistol start, there is no options to force it, so you need to do it manually, like using the idclev## cheat code or reloading the map through the console i.e. "map map01"

>> No.9590739

>>9590695
You can make a hotkey to do restart current level with a pistol by opening console and typing "bind ? map *"
Where "?" is whatever you want the button to be. Don't type quotation marks.

>> No.9590801
File: 832 KB, 1437x808, Screenshot_Doom_20230121_160719.png [View same] [iqdb] [saucenao] [google]
9590801

>> No.9590802
File: 66 KB, 244x312, cacochuckle.gif [View same] [iqdb] [saucenao] [google]
9590802

>>9590695
>Green is my pepper

>> No.9590814

>>9590634
desu I forgot the bossback (the image you're talking about). I'll add one in the next version, but it will just be the pic you attached again - I can't draw, so nothing as good as the /vr/ project ones.

I'm also not completely sure about the MAP30 midi. As you guessed, it was mostly chosen for continuity with the previous map. The original choice was "Careful with that axe, Eugene" but the only good midi version I could find still had issues in some soundfonts. Also considered was "One of these days" (also Pink Floyd) but people complain about long intros all the time.

Occidere Aranearum Omnes is Latin for "kill all the spiders". The part with the arachnotrons is IMO not as good as MAP30's, but for me the mastermind fight is the main attraction. I don't think that setup's been done before.

Thanks for the playthrough and feedback - I'm really glad you're enjoying it so far.

>> No.9590839

>>9590801
fucking Hacx, that wad is some heavy jank, although it has some nice elements - I like how its enemies are sometimes just new game+ variants of doom2 ones - the imp is given a chain fireball attack. Breakable decorations, glass and the scrolling train also felt interesting, but the rest of it is pretty lackluster and not worth playing

>> No.9590853
File: 467 KB, 640x597, picard_or_sisko.png [View same] [iqdb] [saucenao] [google]
9590853

>>9590814
>"Careful with That Axe, Eugene"
>"One of These Days"
Blessed music picks.
>people complain about long intros all the time
You could always edit the MIDI down for content, just trim-off the first 30 seconds of wind or whatever.
Unless by "long intro" you mean the entire lead-up to the "One of these days..." line, in which case that's not an intro that's half the fucking song, and fuck whoever has a problem with it.

>> No.9590856

>>9590580
ME works fine so long as you don't exceed its hardware stability limits.

>>9590607
There's definitely a bunch of components in U98SESP that were pulled from ME, but if it's just the USB drive it shouldn't change the displayed OS version.

>> No.9590865

>>9590673
Yeah I've never played any doom mods before so that would definitely be a good shout. I'm sticking with vanilla for now, make a few maps with just vanilla assets and behaviour, then I'll make a few custom assets but still basically vanilla behaviour, then I'll mess around with UDMF, scripting and other GZDoom stuff.

After that I will probably try Quake and Source after that. Or maybe I'll end up sticking with Doom since it's so simple to easily make stuff with (it is a lot of fun to see stuff come to life and then be able to immediately play it).

I would like to try and make a total conversion reminiscent of a build engine game at some point, GZDoom would probably be perfect for that. Much easier than whatever wizardy they used in build to get room over room anyway haha.

>>9590697
I've just been watching a playthrough of it, will try it myself. 2 minutes into the first level and it's already giving me ideas of where I could possibly go, thanks dude, I appreciate the recommendation anon.

I don't know why I never really got into doom mods before. People have had almost 30 years to perfect their craft in the engine, and with it being so simple to just make something cool quickly with modern tools, I'm sure there must be some pretty amazing mods out there.

>> No.9590869
File: 1.51 MB, 1600x900, Screenshot_Doom_20230121_165632.png [View same] [iqdb] [saucenao] [google]
9590869

>>9590729
>>9590732
>>9590739
Thanks.
I found something similar to show that info on the statusbar with the `stat` command.
Not looking as nice as that previous pic but as useful as that.

>> No.9590897
File: 2.51 MB, 1920x1080, ApotheosisX.png [View same] [iqdb] [saucenao] [google]
9590897

Apotheosis X is really fucking nice, crazy how good Marathon mods are considering how niche it is/was.

>> No.9590908
File: 236 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google]
9590908

ALRIGHT MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? MAPS, MODS, SPRITES? NOW'S A GOOD TIME TO POST THAT SHIT AND SHOW US WHAT YOU'VE BEEN UP TO!

>> No.9590917

>>9590897
Yeah, the game tends to attract some really good talent. On another hand, how the fuck are there still mods coming out for this holy shiiit.

>> No.9590949
File: 2.86 MB, 944x616, 2023-01-21 23-53-43.webm [View same] [iqdb] [saucenao] [google]
9590949

>>9590908
Been working on MBF21 monsters this week. Some are more interesting than the others. In a few more sessions I will probably be done. Still waiting on that one guy on doomworld to finish his sprites that I can steal.

>> No.9590958
File: 1.20 MB, 994x1056, I hate UV mapping.webm [View same] [iqdb] [saucenao] [google]
9590958

>>9590908
Getting moderately less shit at texturing stuff.

>> No.9590959

>>9590908
I've had doom builder running in the background for a good week or so but done jack shit other than watch youtube videos :(

>> No.9590983

>>9590959
You can do it, anon. If you're still having trouble, just play some wads for inspiration.

>> No.9590992
File: 176 KB, 800x600, file.png [View same] [iqdb] [saucenao] [google]
9590992

I really need help remembering a wad/map I played a while ago, like 4-5 years or so.
I vividly remember the area from one of the levels


It was Boom/limit-removing, no ZDoom stuff IIRC. It used quite a bit of really cool midtexture and texture trickery to achieve some nice effects. The wad/map I remember was fairly detailed, the map I remember was fairly far into the wad, maybe second half, and it had basic layout of something like pic related.

The buildings are enterable and exploreable, in the front of the buildings there was area filled with water I think, and from the water there were rising platforms with bridges connecting them, some empty, some with radio towers (radio towers were made with some midtexture tricks and looked really nice and neat, not just a sprite),
behind the building there was power/electric station that had mostly brown/yellow buildings, and there was ambush when you activate it.
Maybe there were some bridges

The skybox was Dawn/Dusk with blue sky and sun setting/rising beyond the radio tower area.

What it is not:
Bloody Steel
Comatose

I clearly remember this map, and I searched all over my wad collection and can't find it.

>> No.9591002

>>9590585
what is this?

>> No.9591010

>>9591002
"We become a problem when we describe a problem" from the sewerjam2 https://www.quaddicted.com/reviews/sewerjam2_v1.2.1.html

I've gone through most (except for the 3 huge ones) and it's a pretty good result for a map jam.

>> No.9591032

Has anyone made a "Final Doom" based enemy mod, like how Final Doomer is about weapons themed after the 2 episodes?

>> No.9591050

>>9590853
I did mean the wind. I have MuseScore as a MIDI editor, but for a lot of tracks I've downloaded it seems to remap the instruments a bit (like guitars change sound) when I open a file and I don't know why. That's why I didn't cut the intro from Ebeneezer Goode either.

>> No.9591056
File: 2.26 MB, 1280x720, approach.webm [View same] [iqdb] [saucenao] [google]
9591056

>>9590908
Working on my first Heretic map for a DoomUniverse community project.

>> No.9591062
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google]
9591062

>>9591032
Not that I'm aware of, though that'd be a far bigger undertaking compared to Final Doomer's weapons. Seeing as you'd need a full set of thematically fitting monsters with rotations and animations, plus unique gameplay mechanics for all of them.
The thought of that scares me.

>> No.9591076
File: 3.94 MB, 498x473, 1655812262210.gif [View same] [iqdb] [saucenao] [google]
9591076

Serious Business Saturday starts in an hour (5pm US Central). If you want to download the map early we'll be playing today (called The Grand Portal) grab it here: https://files.catbox.moe/n0t4d4.gro
Some network changes that you should follow if you haven't already:
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch.
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. When connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. One note I should make is that this only improves performance for people with ping under 200-300 (I honestly doubt anyone has ping over this). The server is located in Texas so keep that in mind. If you encounter any problems with this setting then try increasing it.

Secondary reminder that I'm going to start the Serious Sam mapping project called "A Serious Case of /vr/" around next weekend. If you would like to start now feel free to do so. I have made a quick start guide you can follow that also has links to other mapping resources.
>https://rentry.org/vy4qr

>> No.9591138

is sigil official?

>> No.9591145

>>9591138
As official as modern wad can be, I guess. Not like Doom has a plot.

>> No.9591158

>>9588886
>Explains why there were no roofs in all these buildings

>> No.9591203
File: 145 KB, 289x290, dbh9qje-78802a71-d082-4e1a-be98-49be40813b65.png [View same] [iqdb] [saucenao] [google]
9591203

>>9591138
In my opinion, it should be and Zenimax should also let Romero release whatever Doom content he wants to release
>>9591145
Plus, "canon" and official are different things
Anything that's canon is official but not everything that's official is canon
Also, the end text ("Baphomet was only doing Satan's bidding") and the use of Lovell's artwork sort of contradicts the new games' lore and art direction.. but this is Doom and if anything, that is appropriate as it can get

>> No.9591239
File: 1.05 MB, 1000x750, 1673230333643.png [View same] [iqdb] [saucenao] [google]
9591239

>>9591076
You know the drill. Serious Business Saturday is a go. Today we'll be playing through a map called The Grand Portal, I think. It's some russian map but I believe it has co-op support after testing some of its levels. If things break I have a backup plan.
>map: https://files.catbox.moe/n0t4d4.gro
>server ip (join via specify server): 45.79.57.115
>FOLLOW THESE STEPS BEFORE JOINING OR KLEERS WILL ATTACK YOU IN YOUR SLEEP:
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch.
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. When connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. One note I should make is that this only improves performance for people with ping under 200-300 (I honestly doubt anyone has ping over this). The server is located in Texas so keep that in mind. If you encounter any problems with this setting then try increasing it.

>> No.9591272

>>9590992
Not one of those?
https://doomwiki.org/wiki/Top_100_Most_Memorable_Maps

>> No.9591302

>>9591050
Normally I use Anvil Studio's "Truncate song" function to remove intros, but I tried it with my own "One of These Days" MIDI and all the usual tricks fuck-up the wind track's first loop. Looks like it'd take more than simple tweaks to make the MIDI "map-friendly" so to speak.
What a shame. But it's to be expected, at a certain point. I've been having troubles extracting a section of Yes's "Close to the Edge" from a full-length MIDI for similar reasons.

>> No.9591319

>>9591302
In any case, I've decided on a different solution to the repetitive MIDI problem: have a different MIDI for each fight, each one from a previous map. Night on Bald Mountain will still play for the final fight.

>> No.9591410

>>9591302
>Anvil Studio
jesus, what a blast from the past

>> No.9591434
File: 1.75 MB, 1846x830, 1.png [View same] [iqdb] [saucenao] [google]
9591434

>>9590908
One of a dozen maps I'm working on. I make up shit as I go, have no plan here.

>> No.9591468

>>9590865
sorry, took a nap.

yea, GZdoom would be almost perfect, the only issue would be that the performance kinda sucks cock sometimes (its bottlenecked really bad), even on high-end hardware, so be weary of that, and ajust maps accordingly.

also a megawad to play would be ancient aliens and/or valiant, its tough (at least for DOOM 2 players), especially on UV (which is the standard), but skillsaw and his combat is almost second to none.
but explore this wonderful world, even as just a player, you will not regret it.
>>9591138
id say so, its fucking Romero, his word is basically final as far as i care.

>> No.9591479

>>9590958
I think the sand might need a bit of a reflection in front of it, at the moment it doesn't quite look like the front half of the glass exists.

>> No.9591517

>>9590585
yeah looks like an actual practical installation

>> No.9591520
File: 430 KB, 1280x720, Way of IRA secret cemetary.png [View same] [iqdb] [saucenao] [google]
9591520

>> No.9591529
File: 362 KB, 1280x720, delurium shroom.png [View same] [iqdb] [saucenao] [google]
9591529

*cromch*

>> No.9591530

>>9590695
Why are you using GZDoom for this? If you want to play close to vanilla and have good performance get PRBoom+ or dsda. The part you circled is the "extended HUD" option in those source ports.

>> No.9591541

Is anyone else here autistic enough to insist on "fixing" the blood splat colours for Cacos and Hell nobles? Once I found a dehacked file for it I never looked back.
It's only a really tiny detail but god does it annoy me to see red blood coming out of monsters with blue or green blood in their death sprites.

>> No.9591545

>>9591541
It's common enough to be an option in PrBoom+ or DSDA-Doom

>> No.9591547

>>9591468
To add to this, if you do play AA/Valiant don't worry about using saves. Saving mid level is perfectly fine unless you're trying to improve at the game. If you just want to check out some cool maps and shoot some demons then saving mid level will prevent frustration.

>> No.9591548

>>9591545
Is it an option in DSDA now?
I reverted when they fucked up the Boom HUD.

>> No.9591551

>>9591548
I just said both because i couldn't remember which one had it

>> No.9591556

>>9591551
DSDA is a form of PrBoom+, with the latter being abandoned. Maybe you're thinking of Woof?

>> No.9591561

>>9591548
It doesn't seem to be, but it's easy enought to shove the .deh into the ZDL list anyway.
What do you mean fucked up the Boom HUD? I haven't noticed any problems. My only complaint with dsda is that the indexed lighting mode needs more work because while it's nice having software rendering style lighting in OpenGL there are the occasional graphical fuck ups and for some reason Spectres are even harder to make out.

>> No.9591567
File: 115 KB, 1920x1080, doom116.png [View same] [iqdb] [saucenao] [google]
9591567

>>9591561
One of the most recent(maybe the most recent) version of DSDA just gutted the classic Boom HUD and replaced it with this one.

>> No.9591568
File: 244 KB, 1920x1080, doom52.png [View same] [iqdb] [saucenao] [google]
9591568

>>9591561
The old one had a bunch of options, and I was used to using this one for so long.

>> No.9591574

>>9591541
I do this and then take it a step further by making Revenants spawn either dust or bones when hitting them, and dust/fire from lost souls when you hit them.

>> No.9591592
File: 903 KB, 1859x903, Capture.png [View same] [iqdb] [saucenao] [google]
9591592

>>9590908
Started working on my space map again.
Having a real big bland textures problem combined with the fact my self-referencing sectors KEEP FUCKING BREAKING.
Also making the skybox work, texture wise and not fucking up the height of the "floating" base bits, has been such a pain at times I think this map will be a one off and I'll go back to making like canyon or temple maps or smthn

>> No.9591605
File: 2.87 MB, 1920x1080, 1667017652127.png [View same] [iqdb] [saucenao] [google]
9591605

>>9591239
And that's game. This map definitely had way too many ups and downs, but I would be lying if I said that platforming section with the traps wasn't entertaining.
Somebody asked where I find these maps and a lot of them come from this site: https://42amsterdam.net/samforum/downloads.php?do=cat&id=16

>> No.9591615

E2M1 of Unrattled.
https://www.youtube.com/watch?v=B-_-Vgfj9Mc

>> No.9591623

>>9591592
>my self-referencing sectors KEEP FUCKING BREAKING
Story of my fucking life.
Pro-tip: wait as as late in your map's development as possible to turn your sector into self-referencing ones. Just leave them as plain-old untextured sectors if you need to test collision and such.

>> No.9591625

>>9581673
>>9581695
I heard how Killpixel left long ago. If so that's sad, because I remember hearing him talk about on quakecast how the game was his passion project after doing some heavy life journey shit.

>> No.9591636
File: 218 KB, 580x618, SpaceMapFromAbove.png [View same] [iqdb] [saucenao] [google]
9591636

>>9591623
Yeah in future that's what I'll be doing, I wanted to do a bunch of invisible walkways to simulate spacewalks but I've given up on the idea as I'm not into cbt
Maybe it's just my mapping experience showing, but doing maps specifically in outer space seems to add a further layer of complexity, to sell the effect of being in vaccum, that regular maps don't

>> No.9591641
File: 64 KB, 658x318, img1212023.png [View same] [iqdb] [saucenao] [google]
9591641

>>9590908
Frog blasting the vent core. Going through Infinity now.

>> No.9591643

>>9591138
As in product? I don't know, you can get it for free, but for £6 you can get a version with some cool Buckethead .mp3s for the music. It's not standalone like Final Doom or Doom 64, but iD provides the free version of Sigil as one of the many optional level pack downloads for the new ports. That's however shared with decidedly less cannon fan works and even a TC.

Sigil would inherently have a greater 'claim' than anything else given the author, obviously he's effectively the 'director' of the original game. As much as Doom had any single firm creative direction, anyway, with guys like Adrian and Sandy inventing a lot on their own, often independently of Romero's input, and at times opposing his ideas. Even John Carmack and Bobby Prince would contribute or alter concepts, and a fair few of Tom's ideas and contributions remained in spite of his pitch for the game getting axed and his eventual firing.

Classic Doom and canonicity is a dicey subject though. There's Doom and Doom 2, but it gets pretty murky past that, these are not story heavy games, and products like Final Doom and Doom 64 present their own ideas about where it goes, Doom 2016 especially. In my opinion canon for Doom is unclear and greatly subjective (particularly with people involved coming up with ideas much later), but to me, Sigil seems like it'd fit ok between the first and second games.

>> No.9591648
File: 915 KB, 384x216, kart0006.gif [View same] [iqdb] [saucenao] [google]
9591648

>>9588659
>>9588683
Arti's pretty much finished now. I changed up his sprites to distinguish him from Doomguy and to be closer to how he looks in art pieces.

Someone else graciously offered to polish up Lord Blaz with additional detail, so I'm gonna hold off on releasing Arti while he finishes that up. In the meantime, I'll try to knock out one more character, this time not from a Doom mod (but still thread relevant.)

>> No.9591649

>>9591479
>at the moment it doesn't quite look like the front half of the glass exists.
Well, it doesn't. Quake doesn't support partial transparency on texture, so I'm exploiting the lack of backface rendering to fake some glass. Anything in front of the sand will be fully opaque.

>> No.9591664

>>9591636
>a bunch of invisible walkways to simulate spacewalks
Are you mapping in Boom+ format? If so, I'd recommend just using fake floors instead, but otherwise, yeah I can see making navigable terrain out of/around self-ref sectors being a nightmare. Not to mention source port-specific quirks with them.
I've mostly stuck to using them for short ledges and thin catwalks, but the one time I tried using them to simulate walking in the air around a tower required so much fucking work to setup properly. I gave-up on that idea in vanilla/LR, altho the Boom solution relieves 95% of the effort and yields nearly identical results.

>> No.9591669

>>9591468
Is there a better port you'd recommend to work with instead of GZDoom if I wanted to have slopes, scripting and 3D floors? I don't want to have to worry about performance with a doom mod if I dont have to lol.

Also thanks for the recommendations! I'll be sure to check them out when I have a chance.

>> No.9591679

>>9591664
This specific map is udmf, previously I was using regular doom2 to just learn basic stuff on but I decided to try udmf to see what it's like.
I wasn't going to use self-referencing sectors for anything more complex than what plutonia did i.e. just invisible bridges or fake water
Other than self-referencing sectors giving me a migraine, udmf is okay so far even if I don't get what half these things are for

>> No.9591695

>>9590367
Was limit testing!

>> No.9591696

>>9591669
there's helion being worked on, it targets ZDOOM and its like up to like five times faster or something crazy like that.

but its basically in alpha (it doesn't even have a GUI setting menu and is windows/wine only) cause its making everything from the ground up, id probably be at least a year or so before its usable for everyone.

for build style maps, BOOM (which is the next most advanced), can fake it really good with a talented and experienced mapper, but its a bit rare to see, but if you want to see what BOOM can do, id recommend sign of torment and lost civilization, and most ports can do BOOM fine and it doesn't lag unless it gets ridiculous in size

>> No.9591704
File: 620 KB, 649x681, 1650507572027.png [View same] [iqdb] [saucenao] [google]
9591704

>install a texture replacer pack for DOOM2 (around 5mb only)
>for some reason the icon of sin fight tanks my FPS if i stare at the green dripping acid walls sorrounding the level
How or why this happens? Its just 5mb,nothing fancy

>> No.9591707

>>9591704
try other ports, maybe its the port your using?

>> No.9591710

>>9591707
I am just surprised that a light sized wad can make my fps drop,more curious than anything

>> No.9591718
File: 1.42 MB, 1145x719, TranslucentSpecials.png [View same] [iqdb] [saucenao] [google]
9591718

I like how translucent lines look for lighting effects, kind of annoying that I need to make new textures for each colour I need though

>> No.9591721

Why was LZDoom removed from the main page? ZDoom is still there despite being older

>> No.9591730

>>9591721
There isn't anything that only runs on LZDoom.

>> No.9591748

>>9591730
And there isnt anything that only runs on Zdoom

>> No.9591758
File: 34 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
9591758

>>9591748

>> No.9591767

>>9591758
Novelty thing,nobody ever plays LILITH seriously

>> No.9591771

>>9591721
LZDoom stopped being "GZDoom but not pozzed by chickenman" many versions ago and was for all intents and purposes the same as GZ but without some things that flat out didn't function on potato PCs

>> No.9591782

>>9591767
It is a mod that only runs on ZDoom.

>> No.9591786

>>9591782
Fair enough

>> No.9591792

>>9591786
More serious answer, I think the reason LZDoom got taken off the main page is because the newly implemented renderers in GZDoom fulfill its purpose already.
That's just what I've heard, I don't keep up with GZDoom's development as much as I used to.

>> No.9591796

>>9591792
didnt gzdoom REMOVED one of the options recently? i cant recall as i dont mess with those

>> No.9591842

>>9591541
That's a common feature in gameplay mods for ZDoom ports, and even Crispy Doom and Woof have it as an option you can toggle.

>> No.9591849

>>9591721
LzDoom was rolled into GzDoom.
Don't know why that hadn't been done before.

>>9591767
Wrong, and irrelevant. It's a mod for ZDoom and it only runs anything like intended with the specific versions of ZDoom.

>> No.9591852

>>9591792
That's basically it.

>>9591796
Which one?

>> No.9591861

>>9591852
>Which one?
it could be me going senile, dont worry aoutit

>> No.9591901

Official classic Doom content:
>Doom/Ultimate Doom
>Doom II
>Final Doom
>Doom 64
>Master Levels
>No Rest for the Living
Everything doesn't matter

>> No.9591904

>>9591901
SIGIL,TNT,plutonia?

>> No.9591935

>>9591904
>Sigil
not the official 5th episode, sorry romero
>TNT,plutonia
already included with Final Doom

>> No.9591992

>>9591696
Lost Civilisation looks really cool. I've put a list together of the wads mentioned so far. Thanks dude, it's good to know where to jump in when there's so much to choose from.

>> No.9592000

>>9590959
No time like the present anon! The worst part is starting, once you’re in there you’re good.
>>9591641
Neat lore anon.

>> No.9592009

>>9591901
>Everything doesn't matter
I wouldn't say that "unofficial" means "doesn't matter".

>> No.9592014

>>9591901
no problem, hope you enjoy it.

>> No.9592137

>>9591468
with vulkan renderer, it still runs terribly on infamous maps like sunlust 28 but better than most people would give it credit for.

>> No.9592139

>>9591849
If LZDoom is in GZDoom then why can't I enable Doom's original PRNG tables like LZDoom lets you? Checkmate, faggot.

>> No.9592214

>>9588546
First level of that game is a more cryptic sprawling pain-in-the-ass maze than Redneck Rampage.

>> No.9592232
File: 202 KB, 1600x900, doom04.png [View same] [iqdb] [saucenao] [google]
9592232

>>9591530
Thank you very much, anon.
Using prboom now, with -pistolstart

>> No.9592289

>>9589838
>Quake2 was coded by aliens
Well that explains alot actualy

>> No.9592315

>>9591272
No, it's neither of those

>> No.9592528

>>9591625
I believe he's just giving advice or something along those lines, but not in active development. Also, the modding guides from his are still seemingly coming. As for the reason why KillPixel left, I think (albiet not officially confirmed) is that he simply got burnt out. That does make senes, considering how long he worked on WRATH.
>>9591641
I should go through Marathon series one day. Some of these logs are just too good.
And Pathways Into Darkness, because reasons.

>> No.9592530

>turns out quake health and ammo pickups are supposed to distinct
guess i'm an idiot then

>> No.9592620

>>9592137
>infamous maps like sunlust 28
Isnt sunlust 30 more intensive on the engine?

>> No.9592632
File: 63 KB, 600x800, disgusting.jpg [View same] [iqdb] [saucenao] [google]
9592632

>>9592232
>extended hud
>squished mugshot

>> No.9592754

>>9591479
>>9590958
Am I fucked in the eyes or does the sand & glass of the hourglass rotates in the opposite direction of the wooden base & top of that model?
Is it too late to suggest doing something with the "melee-only Overlord" miniboss and the Axemen?

>> No.9592764

>>9592754
>Am I fucked in the eyes or does the sand & glass of the hourglass rotates in the opposite direction of the wooden base & top of that model?
Just an optical illusion from the glass being a backface texture trick.
>Is it too late to suggest doing something with the "melee-only Overlord" miniboss and the Axemen?
No, depends on what it is.

>> No.9592798

Amazing that Quake's expansions both have their own worse versions of the Vore
One being a floating spiky ball that you can barely hear and the other being a floating wizard with a faster homing projectile

>> No.9592809

>>9591901
>Master Levels
Lol

>> No.9592814
File: 1.30 MB, 3840x2160, ironwail0107.jpg [View same] [iqdb] [saucenao] [google]
9592814

sj2_zbidou72 was just too long. A lot of areas looked the same, and many were too dark. Paths to secrets felt like the main path more than once, and where to actually go was often poorly signposted.
Also it didn't really feel like a sewer level at all, despite being part of the sewer jam.

>> No.9592815

>>9592809
Whats wrong with those? Was my next mapset to tackle

>> No.9592819

>>9592815
It's shit.

>> No.9592836

>>9592819
Oh,bugger

>> No.9592841

>>9592815
Very mixed quality. Also uses more browns and tans than Doom 2.

>> No.9592854
File: 464 KB, 1720x720, Screenshot_Doom_20230122_082949.png [View same] [iqdb] [saucenao] [google]
9592854

>>9592232
To each his own.

>> No.9592875

>>9592815
Black Tower is the only memorable map for me.

>> No.9592916

>>9592815
>>9592875
i also like bloodsea keep but most master levels are varying degrees of poor

>> No.9592938
File: 63 KB, 600x800, disgusting.jpg [View same] [iqdb] [saucenao] [google]
9592938

>>9592854
>ultrawide

>> No.9592953

>>9591138
It's in the new port of Doom so at this point it may as well be.

>> No.9592974

>>9591541
Wouldn't this fuck up custom enemies on things like Eviternity, or does it only affect the blood splat effect somehow? I like the idea of it, but I hear a lot of these blood replacement mods actually change the demons entirely for it to work.

>> No.9592978

>>9592953
but so are other things like rekkr
to me "official" means if the company can do whatever it wants with it, without "permission" of the original creators
it's part of why final doom was able to be released/sold in some ports and consoles because id still owned it
while doom 64 was expected to be in a trademark limbo situation

>> No.9592981
File: 297 KB, 1147x480, Screenshot_Doom_20230115_200523.png [View same] [iqdb] [saucenao] [google]
9592981

>>9592938
I'm giving software rendering some more trigger time.

Also:
bind p "echo map.wad map0?"
is how i make my screenshot labels, and
bind l "map *"
is my 'pistol start this map button' for gzdoom.

>> No.9593001

>>9592981
Software rendering always looks kind of weird to me. It might just be my shit machine, but everything in lower levels of lighting looks kind of shitty somehow.

>> No.9593007

>>9593001
Is software the one that uses colormap? Or do they both?

>> No.9593091

>>9592974
I edited my gzdoom.pk3 directly to give them the right colors and it does mess with things when enemies are just sprite swaps like with Avactor. But it's super easy to make a decorate file in the wad and define basic replacement enemies with the right blood color.

>> No.9593130

>>9592137
vulkan is nice, i love vulkan so much (especially cause its what does direct X for me), but cannot cover the bottleneck that causes all the issues.

>> No.9593151

What are the best Wolf3D mods?

>> No.9593227

>>9592764
This is mostly me complaining about getting ax'd from across whole quarters the Shibboleth Drakemod remix map, but I think making the Axeman projectiles either glow (like an aggro'd Phantom Swordsman but on a smaller scale) or spawn puffs of smoke (recycling the lava-nails particle effect) to keep track of them easier in darkness/across distances is all that's needed to fix them without drastic alterations (unless simply making it just 'swoosh' once near is possible, I don't think even rockets make sounds in Q1 after being shot)
And about the "pod-less" Overlord - he simply needs somekind of a trick to make him not be an avoidable pushover, I think that I had one idea of improving him already posted around November, will need to check if I'm not repeating myself for a moment

>> No.9593286

>>9593151
None

play brutal wolfenstein,hearts of liberty,blade of agony or totenkopf instead

>> No.9593379

>>9593227
>I think making the Axeman projectiles either glow (like an aggro'd Phantom Swordsman but on a smaller scale)
There's no way to control the size of the glow effect, beyond using stuff in more graphically advanced ports like DP or FTE that I haven't looked into. That's why flames from fire shells are a bit comical in how much they illuminate an area.
>spawn puffs of smoke (recycling the lava-nails particle effect)
This would be easy enough, as it just involves adding a flag to the model file. Would look a bit odd though.
>unless simply making it just 'swoosh' once near is possible
Probably, and this would be the best solution I think.
>And about the "pod-less" Overlord - he simply needs somekind of a trick to make him not be an avoidable pushover
If you mean specifically monster_preset_spectre it's supposed to be a fairly weak but hard-hitting ambush enemy.

>> No.9593382
File: 2.95 MB, 854x480, babscythecomingthru.webm [View same] [iqdb] [saucenao] [google]
9593382

>excuse me sorry

>> No.9593426

>>9593286
I'm playing Coffee Break and I highly recommend it, highly

>> No.9593449

>>9588886
I think one of DBPs has this.
I remember it having a spritesheet of Blood's Phantasm and it had only a melee attack. Horrible to fight, because it was so damn fast.

>> No.9593452

>>9593151
Unsung & Operation Eisenfaust seem pretty neat.
https://www.moddb.com/mods/unsung
https://www.moddb.com/mods/operation-eisenfaust-origins

>> No.9593459

bout to do another doom 1 playthrough, how to spice that up with mods friends?

>> No.9593465
File: 20 KB, 200x200, 1753194-armagonspikemine2.png [View same] [iqdb] [saucenao] [google]
9593465

>>9592798
>One being a floating spiky ball that you can barely hear
I fEeL iNcReDiBlE iRe!

>> No.9593560

>>9593459
"-fast"
maps of chaos overkill

>> No.9593565

Do you think giving a hitscanner longer bursts the closer it is to target a good idea? Or even would have any impact?

>> No.9593578

>>9593565
I may need more context. Enemies in Doom already increase attack frequency the closer they are to an enemy, so "longer attack bursts" the closer they are sounds like a way to improve and expand on that idea.

>> No.9593583

>>9593578
Imagine basically modified nazi, but he gets an extra shot if distance between him and player is less than X, and an extra shot for every Y shaved from that.
X and Y is a subject for revision.

>> No.9593602

how do i cope with archviles and chronically running out of ammo on the first map of SlaughterMAX?

>> No.9593603

>>9593583
Yeah I love this idea, I think I’ve seen it done a few times.

>> No.9593606

>every wad contains a slaughter map level

you cant escape the slaughtermap...

>> No.9593617

>>9593382
Pretty cool bfg idea

>> No.9593635

>>9593606
I don't mind a little slaughter here or there. A big wave of imps and other weak demons can be fun to wade through if you have the guns for it, but make it into an utter mess where you need to stand in these pixel perfect spots to stand a chance and I'm out.

>> No.9593653

>>9593459
Corruption cards,champions,legendoom

>> No.9593657
File: 33 KB, 112x112, 1654374878581.gif [View same] [iqdb] [saucenao] [google]
9593657

>>9593606
>Doom players: Oh god, another slaughter map? When will it end?
>Sam players: Only the double barrel and one thousand kleers? Splendid.

>> No.9593659

>>9593657
Doom players play slaughter maps out of obligation.
Serious Sam players play slaughter maps for the thrill of the hunt.

>> No.9593663

>>9593657
Most doom players don't play on ultra-violence with fast monsters on. When it's slow pacing it's just seeing the same animation over and over but when it's faster they're forced to *gasp* twitch react at times and the increased run speeds of monsters forces them to think ahead.

>> No.9593670

>>9593635
what slaughter maps are you playing that doesnt contain like 15 archviles a gorillion revenants and mancubi and hell knights and atleast one cyber demon

>> No.9593676

>custom enemies dont infight
Oh no,how will i clear "tricks and traps"?

>> No.9593686
File: 2.11 MB, 627x704, 16076324994813.gif [View same] [iqdb] [saucenao] [google]
9593686

>>9593657
>being a Doom AND Sam player
>>9593635
That's how I've felt about Scythe 1's end levels so far, bfg'ing a bunch of revenants has been a slightly more dangerous and mobile version of ssg'ing a bunch of imps.

>> No.9593705

>>9593659
Obligation to who?

>> No.9593709
File: 1.02 MB, 1920x1080, 1659918905886.png [View same] [iqdb] [saucenao] [google]
9593709

Where is bread?

>> No.9593714

>>9593705
The mod they're playing. They have to beat it to get to the "actually good" bits.

>> No.9593720

>>9593617
It's from Babel mod.
https://babel-mod.neocities.org/
>>9593657
haha based

>> No.9593724

Anyone here dislike the megasphere because it makes your performance before it irrelevant?

>> No.9593729

>>9593714
>They have to beat it to get to the "actually good" bits.
Others can just 'nextmap' or idclip to the good bits, there's no obligation to anyone.
>>9593724
You can say that of any health or armor drops.

>> No.9593752

>>9593724
It's why I itemized everything in my doom mod. I use them where I otherwise would die

>> No.9593756

>>9593729
>You can say that of any health or armor drops.
Health comes in discrete packs, you get rewarded by being able to save them for later. Even soul sphere rewards you by coming to it with more health. Armor is not that important.

>> No.9593758

>>9593382
Looks better than the original to me, but I'm probably the only one here that isn't in love with the ball of broken tracers. Makes me want a TMSS for the BFG.

>> No.9593762

>>9593758
Babel is a great mod. Really good Dooming experience.

>> No.9593763

>>9593724
Have we really reached the point where some idiots are going to call in game powerups cheating?

>> No.9593764
File: 187 KB, 1280x720, 1653675010920.png [View same] [iqdb] [saucenao] [google]
9593764

>>9593379
>couldn't find my old post, might've been actualy older than I expected but whatever -_-

I thought they're miniboss material since I don't remember seeing them outside of the "sandbox testing level" - That was why I initially thought of giving them an (anti-cheese) emergency "homing axe/mace-throw attack with (very) limited seeking duration or flight-time, one that's only used if you're at a simmilar distance away from them as the "Shambler Dance" logic operates on; but now I think that giving them just the Overlord's teleport ability would be enough to differentiate them a bit from other Wraths, maybe also make it work like it does in Drakemod on hard settings (enemies who can use it - Elite necromancers, Nemesant / Troglodyte and the Overlord instantly warp-away from the incoming rockets/grenades if their AI detects you shooting directly at them)
>also if the Axeman model still has the 'Maniac skin' included, please think about assigning a style-spawnflag to it that makes them have ~50% less health and no ranged attack compared to default Axemen

>> No.9593774
File: 99 KB, 450x635, flying is dumb.jpg [View same] [iqdb] [saucenao] [google]
9593774

>>9593763
I'm waiting for "If you used the Super Shotgun, then you didn't beat the game"

>> No.9593779

>>9593763
That's not what I'm saying. I'm saying more like if you put a megasphere, then it doesn't feel rewarding to come to it healthy.

>> No.9593780

>>9593763
I don't think it's that simple, it's more that bad design makes things feel cheap, but it could also be that the megasphere situation anon is talking about isn't bad design, it's meant to be an empowering moment before a big battle. I have designs and such for an fps I'm trying to get going, and I don't think I'll have any power ups because I don't like the idea of balancing my game and encounters around them.

>> No.9593790

>>9593774
Yeah. We already have
>Playing continuous is cheating!
>Using the mid game save function is cheating!
It's a slippery slope, and I'm waiting for the day when more artificial bullshit it thrown out there.
For the record, pistol start no saves is a fun challenge but no doing it is perfect fine too.

>> No.9593791

>>9593779
As long as the player can get back to it, it can reward players with high health by giving them a safety net in case they fuck up.

>> No.9593795

>>9593790
Wow I fucked up that post.

>> No.9593798

>>9593779
>That's not what I'm saying. I'm saying more like if you put a megasphere, then it doesn't feel rewarding to come to it healthy.
Not everyone will come to it "healthy", and instead of being deflated that I didn't need it I'd be satisfied and do what >>9593791 suggested and save it for later.
If you HAVE to pick it up and you can't progress the map without doing so? That sucks but it's a different issue.

>> No.9593806

>>9593724
"Didn't die" seems pretty relevant.

>> No.9593813

>>9593762
I'm on it. Which maps would you suggest playing it with?

>> No.9593817

>>9593813
NTA but I had fun with Jenesis with it.

>> No.9593828

>>9593813
Not him but: Anything with roughly vanilla balance works. It increases monster strength individually and that effect multiplies in groups, so things like slaughter can get a bit too hectic (not to mention laggy if you don't have a beastly, because the group AI stuff can be heavy with hundreds of monsters in the same area and GZDoom's optimization sucks).
I'd start with maybe DTWID/2 and work up from there. Depends on skill level. Make sure to quicksave. Also it has autosave, but you can turn it off if you don't want it. Make sure to check the options menu.

>> No.9593829

>>9593724
Here's an idea: before the megasphere have a long side hallway with a hurtfloor leading to a BFG, so if you have full health when you get to the megasphere you get a BFG as a reward.

>> No.9593830

>>9593828
>a beastly
a beastly PC*
To elaborate actually, I've done some sunder levels with it on my 3080/12700k and it does work, but I don't think it plays well even if it does perform playably.

>> No.9593836

>>9593709
Fine, I'll do it myself.

>> No.9593838

>>9593817
>>9593828
thanks mates

>> No.9593852

NEW THREAD
>>9593848
>>9593848
>>9593848

>> No.9593947

>>9593724
No.

>> No.9594005
File: 275 KB, 918x831, 1651466848808.jpg [View same] [iqdb] [saucenao] [google]
9594005

>>9593724
>mfw making a hurtfloor arena with Megaspheres that the player has to periodically grab to prevent a slow but inevitable death, putting the entire fight on a timer that scales with the player's skills and patience

>> No.9594009

>>9594005
i hate you

>> No.9594038

>>9593606
>every wad contains parts where you have to kill monsters

>> No.9594281

>>9593779
Move up a difficulty level?