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

/vr/ - Retro Games


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6657191 No.6657191 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>6644980

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/HERETIC/HEXEN/ETC
Gameplay, WADs/Maps/Mods, Source Ports
All other retro 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
-Album of infographics with setup information and user-made content recommendations

Same thing, but in video format:
https://www.youtube.com/watch?v=ietb4JwaaXA
https://www.youtube.com/watch?v=CGj4gXyCzg0

IWADs and more (>6 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
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

Doom RPG series
https://mega.nz/#!Y7AjEawA!Ta2RQuOC235v0wQoLtVR7HJoN7bsiawkujSlq8A1Da4

== 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/yzwgaLp7

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

OUR WADS
https://pastebin.com/5sKRiJzS
https://pastebin.com/aiEgdB3K

>> No.6657194
File: 84 KB, 320x200, BOSSBACK.png [View same] [iqdb] [saucenao] [google]
6657194

=== ONGOING PROJECT ===

2048 Units of /vr/
-New submissions are now closed, currently in beta phase.
-Current submissions (as of 7-26): https://www.dropbox.com/s/o06x1p7bouyo09i/2048Submissions.zip?dl=1

=== NEWS ===

[7-29] Bridgeburner releases Bastion of Chaos for GZDoom
https://www.doomworld.com/forum/topic/116003-bastion-of-chaos-public-beta-by-bridgeburner-a-gzdoom-map/

[7-22] Combined_Arms Gaiden mini weapons mod released
https://combine-kegan.itch.io/combined-arms-gaiden
https://www.youtube.com/watch?v=Egthd1EHvLE
[7-22] Coppertone Summer Jam for Quake Released
http://celephais.net/board/view_thread.php?id=61918

[7-16] Anon shares their 7-map wad, Hell Frontier Episode 1
https://www.doomworld.com/forum/topic/115739-hell-frontier-episode-1-7-maps-for-now-limit-removing-doom-ii-wad-official-pre-release-playtesters-wanted/

[7-15] Anon shares their 3-map project, Akoopasoup: Free Lyle
https://mega.nz/file/ysdgRCxQ#Y1jyG9hGGbi4LkCxP4_6qt4SKjfHfg66wsFWD3B89Qg

[7-14] SNES DOOM source code released:
https://github.com/RandalLinden/DOOM-FX

[7-13] Lost Frontier, a "realism" inspired gameplay mod for Strife, has been released
https://forum.zdoom.org/viewtopic.php?f=43&t=69291

[7-13] Anon shares two projects, a music randomizer featuring music from various megawads
http://www.mediafire.com/file/3rttokitvwh421b/TheUltimateFloppy.zip/file
And an edit of X-Weapons: Helstrum featuring only the weapons and slight control tweaks
http://www.mediafire.com/file/yn4pbiltjisq15o/HelsturmNMedit.zip/file

[7-11] Anon shares the first map for their megawad project, LoungeMEGA1.wad
https://www.mediafire.com/file/mfhmnkumtmcg31v/LoungeMEGA1.wad/file

[7-11] 1000 Lines 2 Community Project released
https://www.doomworld.com/forum/topic/115653-1000-line-2-cp-rc1-out-now/

[7-10] Anon shares a map, bigdig.wad
https://www.mediafire.com/file/7bbj5xwdhm3tcvr/bigdig.wad/file

=== PREVIOUS ===

https://pastebin.com/PZDkqABT

TO SUBMIT NEWS, REPLY TO THIS POST.

>> No.6657209
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6657209

first for Quake is good for you

>> No.6657229

That build which is supposed to have better mouse turning doesn't want to run, it wants a .dll file I don't have.

>> No.6657238
File: 114 KB, 620x738, spicey.gif [View same] [iqdb] [saucenao] [google]
6657238

>> No.6657267

Doom? More like DooDoom

>> No.6657283
File: 721 KB, 1200x848, cacos delivery service.jpg [View same] [iqdb] [saucenao] [google]
6657283

>> No.6657289

why is the spider mastermind such an underwhelming looking final boss

like c'mon I expected to fight a giant version of Satan himself or something what the fuck is this low budget 80s movie shit

>> No.6657301
File: 63 KB, 856x1024, 1592677730324.jpg [View same] [iqdb] [saucenao] [google]
6657301

ATTENTION ANONS:

Here is a new version of PrBoom-plus that fixes the shit mouse settings:
https://www.doomworld.com/forum/topic/106866-prboomumapinfo-v-2517/?page=13&tab=comments#comment-2151685
Download link is in seed's comment.
Download contains both a x86 version for 32-bit operating systems, and a x64 version for 64-bit operating systems.

The build was compiled from this, it is the only fork of PrBoom-plus still under active development
https://github.com/coelckers/prboom-plus
The latest official release is over a year old (and doesn't include the mouse fix) but I'm posting this just so you can keep an eye out for a new official release.

>> No.6657305

>>6657229
Alright, I got another one of the builds working, and its mouselook feels fucking fantastic.
Still, GBoom can't come fast enough.

>> No.6657314

>>6657238
I got Emma.

>> No.6657320
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6657320

>>6657267
I'M GONNA KILL YOU

>> No.6657336

>>6657301
I've been looking for something like this, thanks anon.

>> No.6657351
File: 33 KB, 661x623, E2M2 - Containment Area.png [View same] [iqdb] [saucenao] [google]
6657351

REPLY TO THIS POST WITH ALL YOUR 2048 MAP REVIEWS/CRITICISMS/DEMOS

>> No.6657383

But for real though, that thing where you leave the sides of a hole untextured so that the neighboring flats bleed over, to create a fake water effect, why isn't that working properly in PrBoom+?

>> No.6657384

how do i get zdl to see my source port?

>> No.6657391 [DELETED] 

>>6657351
Bitch boi
You ain’t shit boy
Nothin but a nigga
Makin shit noise

>> No.6657392

>>6657383
You can use Boom linedef property 242 instead and use a dummy sector with the floor value you want the player to see.

>> No.6657405

>>6657392
Is there a guide on how to do this?

>> No.6657416

>>6657392
>>6657405
nvm that's actually really simple

>> No.6657426

>>6657383
>>6657392

Like this anon said, use 242 instead. If you have the 2048 units beta wad, look at the pool in Club Boom for how to implement it - that one is deep enough to walk under and uses the underwater colormap and friction as well, but you don't have to use those features as well. If you just want Heretic-style sprite clipping, make the fake floor 8 units above the real floor.

>> No.6657446

>>6657305
>Still, GBoom can't come fast enough.
That IS the fork of PrBoom-plus that Graf and Fabian (Crispy Doom dev) are working on. Again, they haven't made another official release yet because they are still adding stuff to it, but this build linked above is confirmed to work, and if it doesn't, post in that Doomworld thread and let seed and them know.

The way github works is, anyone can see the source code as it's being updated so you can see if the shit has malware in it. You can see the individual updates to identify what changes cause crashes etc. For example, some recent changes caused demo compatibility to break, but again, this specific build linked above works fine.

>> No.6657460

To the guy that got upset that I edited his map, I'm sorry. I genuinely thought you had bailed and I didn't personally think it was finished in its current state. Just was trying to hello the project as a whole. However I did state that you should be the one to validate these changes or not, it was more of a demonstration for other anons to look at if you weren't going to update yourself, so I don't feel overly bad about it. Please finish it and post it and have other anons tell you what they think about it.

>> No.6657485

>>6657262
>>6657270
Aw, fuck. I linked to the wrong version of Maniacal Menstruation.
THIS is the version that I playtested >>6655142

>> No.6657535

>>6657460
Don't worry anon, i'm not mad at all. I was a little bit surprised because I was working on it too and I know you can't ask me for permission to do it... I didn't mean to be rude or something like that, I'm sorry if it sounded that way.

>> No.6657548

>>6657426
Also worth noting you can also use 242 to make invisible platforms. Just make the fake floor lower than the real floor.

>> No.6657657

>>6657262
>>6657270
Looks like I still got work to do, but i'll do it tomorrow cause i'm tired as fuck. Thanks again anon.

>> No.6657694

JPCP - Map05: Woodexial by Toooooasty

I hate you.

>> No.6657728
File: 80 KB, 320x240, TITLEPIC.png [View same] [iqdb] [saucenao] [google]
6657728

IF YOU HAVE ANY NEW EDITS THAT HAVEN'T BEEN PLAYTESTED, PLEASE REPLY TO THIS POST

I got a headache from going through the previous thread looking for new edits that I might have missed (I feel bad for Project Lead Anon). I just want to play. I'm going to resume playing maps from the NEWS POST in alphabetical order. I will link my reviews to the appropriate post above. I will take priority over new edits that give me (You)s over the stuff that is in the news post download.

>> No.6657736

The fixed mouse turning really makes a world of difference.

>> No.6657737

>>6657728
>>6654919
>V7
https://files.catbox.moe/qq7dtl.zip

>> No.6657754

what are the most stunning looking wads with lights.pk3 and brightmaps.pk3

>> No.6657774

>>6657728
Major rework of Minimalism from the last thread. It's now much less flat and I've put more thought into the enemy placement, so hopefully it's more interesting.

https://drive.google.com/file/d/15ZnzRohnldOQzmezO63xLjqLYlBS1VjX/view?usp=sharing

>> No.6657780

>>6657736
It really is great. Runner up for my fav source port for sure (Crispy Doom best Doom).

Try out these mods - they are 100% demo friendly, meaning you can record demos with them on, and other people who don't have the mods can replay the demos without them on and they will not desync. I record and playback all my demos with these mods. Only thing I don't like about them is the plasma gun sprites in vsmooth.wad. The original looks better. I would change it back if I knew how.
> Vanilla Smooth Weapons / Doom Sprite Fix / PerK's Hi-Res SFX
I mentioned this before but I dunno if you know so I'll repeat it: Doom Sprite Fix comes with two files, a wad and a dehacked file. The dehacked file only makes the zombie firing frame and the cyberdemon firing frame full-bright along with other tiny changes like that. All of the mods (vsmooth.wad d2spfx19.wad d2spfx.deh) work flawlessly together in Crispy Doom, but in PrBoom, you have to omit the Doom Sprite Fix dehacked file because for whatever reason it will conflict with vsmooth.wad and cause buggy chaingun behavior that will desync demos (it takes twice as long to switch back from your chaingun).

>>6657754
Try Brightmaps Plus. It's an updated brightmaps mod for GZDoom. As for stunning looking wads, probably Refracted Reality, but I never played it. I got softlocked in the first level and quit playing but that was release candidate 1 version so it's probably been updated.

>> No.6657824
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6657824

>>6657737
This door doesn't work and you get softlocked in here. Did you even play this?

>> No.6657835

>>6657780
>It really is great.
Makes me feel like I can be confident in my steps again, even if I'm stuck to WASD.

>> No.6657836

>>6657824
>Did you even play this?
You are not supposed to use that door at that point, look around a little more.

>> No.6657881

do most people care about 100%ing maps? or just completing them?

>> No.6657930
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6657930

>>6657835
Oh yea, remember to turn vertical mouse sensitivity to zero, so that moving the mouse forwards/backwards doesnt cause you to move. Just happened to me.

>>6657774
>included gothictx.zip and a readme
Based. I think all the playtest anons already know to use gothictx, but we do get the occasional newfag playing on the Nintendo Switch who loads the maps without the textures.

These lava pits look super janky, pic related. I think it's the red/yellow side walls that clash with everything else.

Also I exited the map with 20-something kills out of 80-something?

I like that you attempted to implement difficulty settings, but skill 2 is badly done currently. Do not turn all the mancubi into hellknights because the map just becomes boring. Instead, just give the player a rocket launcher, and place individual rockets around the map as you see fit to deal with the mancubi - this will encourage the player to run around to grab rockets. Also, instead of completely removing the pain elementals on skill2, turn them into cacos.

I didn't notice any difference between skill 3 and skill 4.

I don't get what I'm missing - you can exit the map with just the red and blue keys, which takes like a minute and a half, but there are still 60 kills left.

>>6657881
Most people do not care about 100% kills/secrets. However, you still need to make sure your maps can be UV-Max'd.

>> No.6657992

I wonder why that crusher isn't working GEE IS IT BECAUSE THERE'S NO FLOOR SCROLLER APPLIED TO THE VOODOO ACTION?

>> No.6658006

>>6657930
I'll think of a better texture for those pits. And that's a good idea for easy mode. The pain elementals (I'm assuming you mean the ones that teleport in after you pick up the keys) are already replaced by cacos on easy. Not sure why they didn't teleport in for you. I never had that issue.

To get the rest of the kills you need to find the secret yellow key. Here's a hint: look closely at the sectors spelling the numbers. Once you find the first secret, the rest are in a chain that leads you to the yellow key.

>> No.6658008

>>6657992
Who are you talking to?

>> No.6658017

>>6657930
>>6658006
Forgot to mention: the difference between skills 3 and 4 is extra health on skill 3, and fewer spawning pain elementals. The secret area is also different on all three difficulties.

>> No.6658027
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6658027

>>6657301
FUCK FUCK FUCK
Some maps will not load in this build, but they will still load in PrBoom+ 2.5.1.4 and 2.5.1.7um

>> No.6658030
File: 710 KB, 1009x640, bullshits.png [View same] [iqdb] [saucenao] [google]
6658030

>>6658008
My own dumb ass. Also, this section here have some kind of problems where there's invisible pieces of wall or something that crop up and get in the way, and nothing seems to fix it, should I just delete this entire room and build it from scratch?

>> No.6658071

>>6658027
That's weird. Are you getting an error? Either way, you might want to report it in the DW thread so the developers can see.

>> No.6658103

>>6658006
It's possible they did and I just forgot. What's the story with the 60 missing monsters?

>>6658030
Save the .wad as a back up. Delete all the candles and monsters in there and load the map in Boom and run around in there

>> No.6658106
File: 255 KB, 1280x960, udoom41a (1).png [View same] [iqdb] [saucenao] [google]
6658106

Hell Beneath is the best map ever.

>> No.6658118

>>6658103
Fuck it, I'm just rebuilding the room, I could probably make it a bit better anyway.

>> No.6658149
File: 113 KB, 426x251, 1586987571327.png [View same] [iqdb] [saucenao] [google]
6658149

>>6657836
Have you ever gotten a signal 11 error while loading your wad? I get one when loading it in the new build linked above, but not in PrBoom+ v2.5.1.4 or v2.5.1.7um

Anyway, difficulty settings are poorly implemented. Only 3 monsters difference between easy and medium. Slightly more on UV but I didn't notice them because you can just run past everything in almost every room which you will see in the demos. The fights themselves are pretty boring anyway. It's just SSG-ing everything.

Lighting is boring and stale. No decoration anywhere. Every room is a square, even the room with flesh textures. The fight in the room with the fences is just frustrating because you have nothing to deal with the revenants at long range while they hide behind the fence (unless you just run past everything in the previous room to keep your rockets). If you run up to the revenants you get flanked by cacos and vice versa.

Demos:
https://gofile.io/d/1fBKSX
You will see that you can just run past nearly everything in this map. Please watch them all before responding

Verdict: Satanic-Infestation-tier map design

>> No.6658198

>>6657194
It had occurred to me that the news archive hadn't been update for the past two months. I have corrected this mistake.

>> No.6658217

>>6658118
Wait, did you ever watch my demo for map03? The second demo I posted is good >>6653597
It uses this version >>6651826

pls watch

>> No.6658219

>>6657728
Inner Cloister second WIP build
>>6647103

>> No.6658228

>>6658217
I watched some demos, but I find in my own testing that something is still fucky with the room, so I have to just build a new one.

>> No.6658230
File: 549 KB, 1920x1080, Screenshot_Doom_20200729_145915_02.png [View same] [iqdb] [saucenao] [google]
6658230

Whew. It's still incomplete, but Tiny Fragments by charcola got a big update.

I seem to have fucked up a secret and have one random sector marked, I did a quick count and couldn't find the last one. If there's a setting on doom builder that lets you quickly single out secret sectors I'd love to know.

https://files.catbox.moe/1dcwqq.wad

>> No.6658236

>>6657728
>>6658230

OOPS FORGOT TO CLICK THE REPLY NUMBERS. UPDATED TINY FRAGMENTS.

>> No.6658239

>>6658103
The 60 monsters are in the secrets.

>> No.6658254
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6658254

>>6657351
kakroucz - Trifecta

The map softlocks you in the first room. You need a key to progress and there are none. This map clearly cannot go into the finished .wad as-is.

Verdict: DELET THIS

>> No.6658263

>>6658239
ya sry i failed to read that in your post

>>6658228
Oh I'm not even talking about that room specifically. The level looks great
pls watch it

>> No.6658264

>>6658254
You're not getting the concept: it's TNT MAP31 condensed to one room.

>> No.6658279
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6658279

>>6658219
>unfinished
Nope. I remember this map. Post a version that has something besides the default textures on every wall, floor, and ceiling.

>> No.6658283

>>6658264
You're a funny motherfucker.

>> No.6658289

>>6658230
>single out secret sectors
Press F3, "Sector Effect" "9"

>> No.6658309

>>6658289
Oh sweet, thanks. I conscienciously avoided one secret so much that I completely forgot about its existance.

>> No.6658325

>>6658263
uh, alright, what did I write in the .bat file now?

>> No.6658335

Motherfucker, there IS a texture for a brown water/slime fall! I built that giant mountain of sector dooky for nothing!

>> No.6658350

>>6658335
Nothing? People are going to be horrified but that pile.
Make it worse, try to mix in some red

>> No.6658357

>>6658325
prboom-plus -iwad doom2.wad -file (mapname.wad) gothictx.wad -playdemo (name of demo) -complevel 9

>>6658230
The map looks a LOT better now. I had to stop playtesting to tell you that the spider mastermind section is bullshit now, though. If you drop down, the ledge is not tall enough to block the shots.
>inb4 wait for him to infight
I did and he simply wouldn't shoot so I got bored of waiting and dropped down and got perforated.

And there is still that place with the door texture that isn't actually a door wtf

>> No.6658367

>>6658335
"Doom 2?! More like Dookey piece of shit Number 2, as in fuckin' shit! I'd rather stick my fucking cock inside one of those Mancubus' demon titties, while getting my ass blasted out by a super shotgun and gargling a pinky demon's spicy spunk! I'd rather use that fuckin' super ninja shotgun as a fuckin' dildo for my ass!!"

>> No.6658417

>>6658367
thank you james

>> No.6658420
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6658420

>>6658230
(top left)
This section is stupid. You just stand around waiting for hitscanners to spawn. When it's shotgunners that are spawning, it's even stupider. If you want this to be a lock-in arena, make it a lock-in arena; currently you can just run away. But don't make it fucking hitscanners. Make at least one demon and one caco spawn in each of the teleporters. You'd be surprised how much a little variety goes a long way. Also at least one lost soul each side. No PE's unless on UV. Again, NO HITSCANNERS unless its baby zombiemen. It'd be utra-mega-gay to have pain elementals on each side as well as continually spawning shotgunners

(top right)
WHY IS THIS A DOOR TEXTURE

(bottom left)
This section sucks

(bottom right)
SERIOUSLY THIS SECTION FUCKING SUCKS. If you want the player to kill the barons and the spiderdemon then remove that gay-assed switch. It's incredibly tedious to have to press it every few seconds

>> No.6658440

>>6658420
>WHY IS THIS A DOOR TEXTURE
To be fair, it is considered a door texture in Doom Builder.

>> No.6658465

>>6658217
>>6658263
>>6658357
Having had to do a lot of changes to it, I'm surprised that you managed to beat that version of the map, very well done. Also made me realize there's a few things I missed.

>> No.6658470

Man, good thing I played Pirates.wad or I would have never known there WAS a method where you could change intermission screens for different maps.

>> No.6658481

>>6658279
Working on it.

>> No.6658516
File: 159 KB, 634x433, bb1f1aa0baf91cf552784a578fe7a0422d44f5eb620191086748ec3f9a3debc7.jpg [View same] [iqdb] [saucenao] [google]
6658516

>>6658465
Map03 is based. I was pretty tilted from dying a lot when I posted my thoughts on UV, but it has the potential to be the best map so far. The only ones I liked more than it are Black Crest and For They Defiled Our Waters, but yours isn't done yet. Play those if you haven't already, they are top-tier maps. Take a break from mapping to play those maps if you want.

Here is the updated version of Black Crest >>6653368
and he provided a link to the demo on how to beat it below that post (but don't watch it until after you try it on UV)

And For They Defiled Our Waters was the very first map ever posted here I think so the finished version should be in the news post

>> No.6658520

>>6658470
Did you play Preacher.wad? It's from the same dude

>> No.6658527

>>6658516
>I was pretty tilted from dying a lot when I posted my thoughts on UV,
I can see that. It was frustrating to play at that point.

>but it has the potential to be the best map so far
That means a lot. I'm hoping the improved version will be much better.

>> No.6658584

>>6658149

First of all, thanks for the feedback and the demos, as i have said this is my first map so i was kind of looking for this sincere and rough feedback to learn from it.

>Have you ever gotten a signal 11 error while loading your wad? I get one when loading it in the new build linked above, but not in PrBoom+ v2.5.1.4 or v2.5.1.7um
>unstable build.

>Anyway, difficulty settings are poorly implemented. Only 3 monsters difference between easy and medium. Slightly more on UV

Totally true

>you can just run past everything in almost every room

Overall, progression is from bad to nonexisting, my map is linear boring but at this point, the deadline has passed and the proj is in its final instance so the major redesign required to make some sense out of it is probably not happening.

This being said, i will probably just make small changes to stop or make harder to just run all the map, rooms 2 and 3 at the beginning, and the flesh walled one, and the "final encounter".

I will focus just in making all rooms "non skippable"

>Verdict: Satanic-Infestation-tier map design
lol

>> No.6658614
File: 625 KB, 1920x1080, spoopy.jpg [View same] [iqdb] [saucenao] [google]
6658614

>>6658527
I haven't even played map02 yet. It looked great but the pitch-black rooms with chaingunners made me rage quit. I'll test it soon enough and record a demo on skill 1 if I need to (double health and ammo)

>>6658584
also focus on adding decorations. Make the walls of the fleshy-room jagged and non-linear, and curve the corners

>> No.6658634

>>6658614
Don't bother testing it, because I've already done a bunch of changes to it. Hold on for a little while more until I'm finished with these revisions.

>> No.6658649

>>6658420
>top left
I did design that fight intending for the player to not stick around, especially on UV. I don't understand what you have a problem with, is it too easy? Too hard? Calling it 'stupid' doesn't tell me anything, besides "i don't like it", and doesn't even explain why.

Oh right, I meant to leave that one partially open and 'broken' and have it be a method to let enemies crawl (teleport) in. I have to remember to rework that.

>Bottom section 0% armor
0%
Oh were you playing on easy, it turns out that thanks to doom builders object placement 'remembering' the last placed item's difficulty settings it doesn't place objects the way that makes sense to me so the plasma and blue armor didn't appear in the blue key room and-

>6 is highlighted

Nevermind, you CANNOT lose 200% armor over the course of this map, seriously hurting your credibility of being someone worth listening to mate.

>> No.6658701

>>6658649
It's stupid because 1) you can just run past all those monsters and ignore them the rest of the map 2) it's not fun just camping a teleport destination waiting for stuff to spawn in, and 3) it's especially terrible once the monsters warping in are shotgunners. Just ONE pinky warping in would change the entire dynamic. Make it one pinky on each side, one caco on each side, one lost soul on each side, and instead of shotgunners make it imps and zombiemen

>were you playing on easy
I recorded a demo on skill3 thinking I was recording on skill2, so I had to go back and record one for skill2. I forget which picture was taken when

>you CANNOT lose 200% armor over the course of this map
Sure you can man, there's a soulsphere in that section. Why would I lie? I didn't post the demos before because I didn't think they were worth it but here they are
https://gofile.io/d/ZeFzVe

>> No.6658739
File: 651 KB, 1920x1080, doom00.png [View same] [iqdb] [saucenao] [google]
6658739

Posting screenshots of a work-in-progress map, "The Dark Below." Screenshots taken in GLBoom+ with "shaders" sector light mode

>> No.6658748
File: 861 KB, 1920x1080, doom08.png [View same] [iqdb] [saucenao] [google]
6658748

The walls here are m

>> No.6658759
File: 900 KB, 1920x1080, doom11.png [View same] [iqdb] [saucenao] [google]
6658759

woops

The walls here are moving (writhing) and the lights are oscillating

>> No.6658764
File: 169 KB, 1280x720, kaos argh.jpg [View same] [iqdb] [saucenao] [google]
6658764

>>6658739
>>6658748
Oh dear god, please stop, the next revision is almost ready! Don't yell at me again!

>> No.6658767
File: 1.43 MB, 1920x1080, doom02.png [View same] [iqdb] [saucenao] [google]
6658767

>>6658764
I'm just showing off how good these maps look. Hopefully it will inspire other mappers

>> No.6658772
File: 539 KB, 1920x1080, doom13.png [View same] [iqdb] [saucenao] [google]
6658772

>> No.6658782
File: 450 KB, 1920x1080, doom21.png [View same] [iqdb] [saucenao] [google]
6658782

>these maps
this map*

>> No.6658785
File: 881 KB, 1920x1080, doom24.png [View same] [iqdb] [saucenao] [google]
6658785

and hopefully it'll get people hyped to play the finished megawad

>> No.6658794
File: 1.42 MB, 1920x1080, doom26.png [View same] [iqdb] [saucenao] [google]
6658794

>> No.6658890

Ok, four Arch-Viles at once is way too much.

>> No.6658927

For me, it's Human BBQ

>> No.6658948

>>6658927
I really like that level.

>> No.6658954

>>6658890
https://youtu.be/HqEnIvpFAuk?t=287

>> No.6658962

>>6658954
I'm aware, but this was at like a quarter of that space, and without the cool sliding cover.

>> No.6659096 [DELETED] 
File: 72 KB, 720x720, cheems crayon.jpg [View same] [iqdb] [saucenao] [google]
6659096

>>6657194
>>6657728
https://files.catbox.moe/mg9qu5.wad
Alright, here's a new revision; some tweaks to Vehement Onslaught, The Dark Below, but lots of alteration to Bleak Cinders, which I think would be playable now. I think there's a tiny slime trail in one or two places, but they're pretty hard to spot (and probably wouldn't show in OpenGL).

You guys give them a run now and tell me what they're like, while I go and make that toilet with overflowing shitwater. Speaking of which, I'd also love some criticism on Forsaken Stockades (Map 07), so I can know what needs work on that map.

>> No.6659104
File: 72 KB, 720x720, cheems crayon.jpg [View same] [iqdb] [saucenao] [google]
6659104

>>6657194
>>6657728
https://files.catbox.moe/w5d5jo.wad
Alright, here's a new revision; some tweaks to Vehement Onslaught, The Dark Below, but lots of alteration to Bleak Cinders, which I think would be playable now. I think there's a tiny slime trail in one or two places, but they're pretty hard to spot (and probably wouldn't show in OpenGL).

You guys give them a run now and tell me what they're like, while I go and make that toilet with overflowing shitwater. Speaking of which, I'd also love some criticism on Forsaken Stockades (Map 07), so I can know what needs work on that map.

>> No.6659112
File: 184 KB, 525x551, 1406828579980.jpg [View same] [iqdb] [saucenao] [google]
6659112

>>6657351
KHODOQUE - BARGE IN

This is the boat map that you might have seen screenshots of. The level architecture is very good, but the monster placement is very bad.

Verdict: Good enough to make it into the final .wad as-is, but BARELY, and that's only because the level architecture is so clever. It desperately needs better monster placement and difficulty setting implementation

>> No.6659179

>>6658739
>>6658748
>>6658772
Would help the level if the lighting had more umph to it. Darker shadows and brighter lights.

>> No.6659202

>>6659179
Remember the lights are oscillating bright and dark so it's impossible to capture what they actually look like in a still image. These are map02 of this wad --> >>6659104

>> No.6659218
File: 274 KB, 1920x1080, roch-7-pascal-rouaud-1.png [View same] [iqdb] [saucenao] [google]
6659218

What are some of the best user maps for Duke 3D?

>> No.6659224
File: 1.04 MB, 1280x720, Screenshot_Doom_20200720_222904.png [View same] [iqdb] [saucenao] [google]
6659224

>>6659179
The lights in those sections are pulsing and flickering, so it looks better when actually playing. Also looks nice in GzDoom (outdated screenshot).

>> No.6659267
File: 53 KB, 540x262, damn I'm tired.png [View same] [iqdb] [saucenao] [google]
6659267

>> No.6659279

>>6657728
https://www.mediafire.com/file/hf6m0crujvb9ffs/ROUND.WAD/file
Okay, everyone is doing edits, I decided to join in. Purged the automap so it will be harder to see through the gimmick, ploppend another arachno into underwhelming room, added a little bit of surprise at the end.

>>6659112
Dude, be more specific. What do you expect me to do? Go and make monster placement very good? Also I don't know what you're talking about, but difficulty levels are implemented. Are you sure you got the latest version, and not the prerelease one? Here's the link to the latest one:
https://www.mediafire.com/file/q86733j1cg0riqw/BARGE_IN.zip/file

>> No.6659321

Man, I really wish Duke 3D had some better music. The first track kicks fucking ass but just about everything else is barely worth mentioning.
Feel like almost the whole OST should've been as intense as the first one.

>> No.6659327

>>6659321
get better taste

>> No.6659353
File: 44 KB, 640x960, 1003916_753644211331113_2137211584_n.jpg [View same] [iqdb] [saucenao] [google]
6659353

>>6657209
it's true

>> No.6659360

>>6659112
I've thought this would make a good MAP01

>> No.6659416

>>6657728

https://files.catbox.moe/6e79zs.wad

Another revision. I think I'm pretty close to finished with this!

Changelog is pretty small from my last upload earlier today, I finished up the exit room, fixed a soulsphere secret area in middle, did some items and monster tweaking, changed the grass drop outdoor area, added invuln sphere, added cover to spiderdemon fight.

>> No.6659419

>>6659416
>>6657728

charcola Tiny Fragments btw. Shit, would be nice to remember to mention that detail.

>> No.6659447

>>6659279
I want you to look at these demos and ask yourself, does this look like a player having fun? Is this a map I would have fun playing?
https://gofile.io/d/Ndruhm

The map is empty across all difficulties. It's boring to play. 17 monsters on skill 2. Instead of removing monsters on lower difficulties, just give the player more health and armor and give them more powerful weapons sooner etc. Did you even play the map on skill 2 or was it just an afterthought?

>Dude, be more specific

The hellknight on skill 2, the one that is replaced by three mancubi on UV, is a joke. Completely non-threatening. You could just leave it as three mancubi across all difficulties but give the player enough rockets to shoot them all on easy. The entire rest of the map is virtually empty. Every empty corner is a wasted opportunity to have an ambushing monster like an imp or shotgunner.

The room with the crushers would be way funner with imps and cacodemons. If the cacos are too big then maybe lost souls. Put like 20 imps in there and give the player some rockets on skill 2. Maybe for UV, put a lot more hellknights and again more rockets to kill them with. The rocket launcher is interesting because the player can potentially blow themselves up against the enemies or the crushers.

Again, every corner is an opportunity for another ambushing monster.

>> No.6659450

>>6659279
>>6659447
The kitchen section could use a lot more imps. Put more starting imps in there so that the teleport destination cannot be camped immediately. The tight space will make it difficult (fun) to dodge fireballs. Make it very claustrophobic in there on UV. Keep the hitscanners to an absolute minimum in here; at least one to keep it interesting, but too many is fucking gay, plus they can die very quickly so too many and it will become easy to camp the teleport destination. At least one lost soul because they are jerks and are actually quite tanky.

The starting rooms are perfect opportunities for shotgunners. Put one shotgunner in each of those starting bedrooms or whatever across all difficulties and these will provide the shotgun ammo for the kitchen fight.

Notice how easy it is to escape the mancubus fight. Put another mancubus blocking the bridge between the two boats to totally prevent this.

Two words: cacodemons outside. You could make pain elementals outdoors on skill 2 even and just crank up the rocket count. Just have the player go nuts with rockets on skill 2. That sounds fun, does it not?

Not sure how big the speedboats outside are, but you could put an arachnotron out there on higher difficulties or something and 3 rockets somewhere on the map to kill it with.

Lots of potential and lots of wasted space

>> No.6659460

>>6659279
I forgot to mention: start placing things on skill 2 and make sure it's still fun to play but not too challenging (like numerous cacos outside but you have plenty of rockets, in addition to maintaining the three mancubus trap). Then make it a little more challenging for skill 3. Then make it ball-bustingly difficult on UV

>> No.6659463

>>6657384
Settings > Source Ports/Engines (left hand side) > Add > Browse to EXE > Rename Name > OK.

If the settings don't save, you probably have two instances open. The last one open gets its config saved.
>>6658106
Fair enough.

>> No.6659473

>>6659460
I will make it more difficult, and I will listen to your advice, but no way in fucking hell I will balance it around HMP. Just because Ribbiks did that once doesn't means it should be an industry standard.

>> No.6659481
File: 94 KB, 851x604, bonk.jpg [View same] [iqdb] [saucenao] [google]
6659481

>>6659321
The music is based. Download the FLAC music packs
sc55.duke4.net/games.php
And put the unzipped .zip files inside of a folder named "autoload" in your EDuke directory. Make sure the autoload folder is enabled upon startup

>> No.6659493

>>6659473
I never said balance it for HMP. I would recommend making each difficulty a different experience; make sure each individual difficulty is balanced but still lots of fun, for example, tons of low-tier enemies (imps, zombies) to shoot everywhere on skill 2 and you have a shotgun and armor and health pickups along the way

>> No.6659501

>>6659473
The mancubus trap could be replaced with a LOT of imps and a chaingun and LOTS of clips. Just an idea. I prefer clips because boxes of bullets can be wasted if you accidentally run over them near max ammo.

>> No.6659505

>>6659321
The music is fucking great though.

>> No.6659506

>>6659501
fuck i forgot to mention, this idea is for skill 2 only - because imp fireballs are much slower and easier to dodge. but then again a rocket launcher with lots of rockets vs those 3 mancs would still be funner

>> No.6659510

>>6659321
There's some good tracks like Aliens Say Your Prayers, but I don't think ambient midi works very well. Or ambient in general, at least when there's no situational music.

>> No.6659517

>>6659510
But that's wrong as fuck, XPlasma is a fantastic ambient track.

>> No.6659535

>>6659506
Not that anon but, Imp fireballs are the same velocity in every difficulty except Nightmare and -fast. Are you sure you're worth listening to?

>> No.6659543

>>6659481
Huh, I'll try that.

>> No.6659549

>>6659535
Well, he's probably that weirdo who recommends noobs to play megawads on HMP, but some ideas are sound. I am putting a second teleporter in the kitchen so the player will be assaulted from both sides. Also he probably meant that imp fireballs are slower compared to mancubus fireballs.

>> No.6659593

What is the GAYEST wad?

>> No.6659601

>>6659593
Brutal Doom

>> No.6659626
File: 349 KB, 1566x1030, Francois_de_Nome-00017.jpg [View same] [iqdb] [saucenao] [google]
6659626

>>6657191
What are the wads with the most unique or interesting vision of Hell?

>> No.6659634

>>6659535
Did you even read the chain? Imp fireballs are slower than mancubus fireballs.
>The mancubus trap could be replaced with a LOT of imps
>this idea is for skill 2 only - because imp fireballs are much slower and easier to dodge

>> No.6659723

>>6659601
there's no gachi wad?

>> No.6659770

>>6659419
>>6659416
https://drive.google.com/file/d/1aDAippREZx-2dGE4pQTWIgvPRAGBtW55/view?usp=sharing
Here's a demo. I had played the first version of the map and even played this version a few times (dying to the hell knights each time) before recording.
Your textures are much better than before, the map looks much better. I think the indoor areas should still be darkened further for better contrast. At first I really hated the fact that all you have in the beginning is the pistol and rocket launcher but I came around to it. Originally though, the shotgun shells lying around made me think I had missed a shotgun somewhere. Maybe just delete all the shells from the starting areas and place this same amount of shells in the room with the revenant and caco because that's where you get the shotgun. I really don't like the hell knight trap immediately afterwards though. There seems to be no way to reliably deal with them down there, you're forced to immediately book it up the tiny staircase and fight them next to the yellow key. That's fourteen hell knights in a tiny area. In all my attempts getting here I ended up running out of ammo and having to shotgun the last several to death which is just so tedious IMO. Either remove a couple or add a couple rockets. I think the entire last third of the map is still too easy, particularly with the obvious invulnerability secret that I found without even trying. However do not try to remedy this by placing the cyberdemon back into that tiny end room, fighting a cyby in there sucks ass, you just have to play peekaboo from the door. A suggestion for making the last part harder would be to have some revenants higher up on pillars behind the spider mastermind that shoot you so you're actually doing something while the barons infight with him.
Overall this map is much better now.
my bloody textures for the end room were better ;)

>> No.6659771

>>6659593
whattheydointheclosets.wad

>> No.6659780

>>6659473
Barge Anon, I spent some time having some fun with your level in the editor. I only played with the starting section and the kitchen, but I wanted to catch you while you were still around. I in no way mean to tell you what to do. You wanted specifics and I figured this would be a better (and funner) way of showing you what I meant by different experiences on different difficulties but still being fun even on skill 2.

I experimented with converting the starting section into a punch-out section on skill 4 vs a hellknight with a pinky and zombiemen to distract you but it turned out a lot easier than I thought so I put a pain elemental there instead.

A gimmick I like to employ is forcing the player to kill a shotgunner with a pistol to obtain his first shotgun, and having him kill a chaingunner to grab the chaingun. Another gimmick is forcing the player to kill shotgunners to obtain shotgun ammo so that he cannot just stay in one place, he has to run out and grab the ammo.

I can't into map making and the teleporter started to fail when I put too much stuff in it.

Anyway, I hope you have fun with it because I did
https://gofile.io/d/9QYqKI

>> No.6659783

>>6659770
Oh, also you have some weird texture glitch going on where the enemies spawn from in the hallway next to the room with the revenant and caco closet. I spend a moment looking at it from different angles in the demo so you'll see it. It's like a board texture that's in the floor for some reason.

>> No.6659793

>>6659780
inb4 another anon gets butthurt someone edited their precious map they were too egotistical to see any problems with and refused to edit themselves

>> No.6659810

>>6659793
Eggplantman was super cool about it and even kept some of my changes. I spent like 12 hours on that one compared to 1.5 hours tinkering with this so I barely got anything done. I dunno how to use the editor but placing things is simple enough

>> No.6659823

>>6659810
Eggplant is based.

>> No.6659856

>>6659780
There's something in your proposal, but it doesn't quite works. First of all, big enemy variety in a tight place = lots of infighting. Second, pain elementals do not work in small areas. In your case, he can't see the player right off the bat and so he can't spawn souls, and when he gets to the player he gets so close to him that he becomes helpless, even worse - he shields him from other monsters. Though on the other hand it works out as a puzzle encounter of sorts. I think I will use this, but I probably move the box of shells outside the cabin, to force the player outside, because otherwise you just need to grab a shotgun and then dive back in again and wait for PE to get close.

>> No.6659857

>>6659823
He's definitely had to put up with a lot of people shittalking his map. Props to both ENRAGEDEGGPLANT and MANUK3R for not only keeping a level head about the harsh criticisms directed their way, but continuing to put work into their levels. I respect that.

>> No.6659886

>>6659856
>>6659780
Oh, by the way, new kitchen encounter does not works at all. You can just stand in a doorway and blast away at incoming enemies. I think I will stick with my double teleporter pincer attack idea, it is a bit too random for my taste, but at least you can't cheese it as easily. As for mancubus trap, I will probably teleport in a hell knight or baron near the bridge as soon as player steps off the lift, to cut the easy escape route.

>> No.6659897
File: 3 KB, 75x66, cocoa.jpg [View same] [iqdb] [saucenao] [google]
6659897

>>6659793
This project is doomed. DOOMED!

>> No.6659929

Imagine paying to play Black Tower, The Express Elevator to Hell, or Mephisto's Maosoleum.

>> No.6659965

>>6657728
>>6647830
Still need some feedback about it, outside from that i've tried it to be less cubic, but it's very very minimal.

and Please tell me if it is playable on hard or if i should make that hard level Multiplayer Only.

>> No.6660000

>>6659771
>>6659593
what if it was like hdoom
but doomguy gets raped by the demon that killed him

>> No.6660019

>>6659929
Are they bad? I'm playing TNT right now, maybe will need to pick next stage in my commercial wad tour.

>> No.6660035

>>6660000
So creative.

>> No.6660039

>>6660019
>Are they bad?
They are the worst Master Levels.

>> No.6660045

>>6660035
are you upset i got 666 quads

>> No.6660062

>>6660045
No. You're just a drag.

>> No.6660092
File: 29 KB, 200x235, 15900003070711.jpg [View same] [iqdb] [saucenao] [google]
6660092

>>6659321
Fuck you. Fuck yourself with cactus you colossal megafaggot.

>> No.6660101

Sigil is unironically the most perfect wad ever made. I mean it's not perfect, shotgunning some barons isn't fun and E5M9 is just DTWID tier shit, but its aesthetics, atmosphere, variety, the clever puzzles snd the fair but challenging gameplay puts it on the top of the released 100000 wads so far.

I hope Romero will make an episode 1 replacement too as his M4b and M8b levels were amazing too.

>> No.6660112
File: 2.14 MB, 2000x3000, doom conspiracies.jpg [View same] [iqdb] [saucenao] [google]
6660112

>> No.6660121

>>6660062
you seem pretty upset over nothing
would you give me a step-by-step explaining what i've done to offend you so

>> No.6660131

>>6659104
I'm guessing the names of the maps are in the order of their sequence. Played UV on PrBoom+. What's this author's name by the way?
THE DARK BELOW by ????
Great looking level and I appreciate the length of it as well. Love fleshy levels. This would make for a great early map (like, first three levels) considering it's not super difficult, it's pretty short, and it's a good showcase. I liked that the archvile placement is always around pillars so they're very easy to deal with which is another reason I think this map should be early in the project. No complaints, I thought this level seemed complete.
BLEAK CINDERS by ????
Another good level with great texturing. The double archvile fight was well done, very cinematic reveal with good design to work around. The two medkits might be a little too generous for UV but maybe I just got lucky. I would like to point out that the skull switches in this room are all offcenter and it kind of bugs me. At first I didn't like the cyberdemon fight because I was trying to fight everything from the hallways because I felt that I didn't have enough room inside the arena. Once I realized there was enough cell ammo to BFG everybody instead of saving it for the cyberdemon it made much more sense and I liked it. The pillars around the cyberdemon being in a constant flux was very cool. The final room with the scrolling faces was pretty underwhelming though. Maybe have a couple revenants spawn behind you or something, if the archvile fight could still be manageable that way. Might need to put a couple pillars in the room for that... (cont.)

>> No.6660137

>>6660131
(cont.) ...There just needs to be something more to this room, anything. Also, it may just be a personal thing but I think such an abuse of the scrolling faces texture is just plain ugly. Maybe have the walls be flesh with windows of scrolling faces or something if you want them but I think using so many of them, especially as entire walls is so ugly and unbecoming of your aesthetic.
FORSAKEN STOCKADES by ????
It's a Dead Simple Clone... FUCK YES, BASED DEAD SIMPLE CLONE
I'm curious how you got the walls to open in such delayed, timed sequenced way when you kill all the arachnotrons with 666 (or 667, whichever it is). I'll have to open it in the editor and take a look at what voodoo doll fuckery you've got going on (I'm still new to mapping, pretty primitive with voodoo dolls currently).
Remove the trim in the moat that goes around the perimeter of the middle section next to the arachnotron platforms. It's annoying to be suddenly blasted pointblank by spider projectiles because I'm trying to run through there quickly to maintain the frantic pace of the level that makes it enjoyable, and the moat's too small to not accidentally run up on the curb.
Everything after the Dead Simple section was very cinematic, well decorated, but it was also so much easier than the Dead Simple section, which isn't necessarily a bad thing, but it feels like an odd decision at the least. Speaking of cinematic, that elevator down is cool and all but it's literally 25 seconds of doing nothing but waiting. Throw more windows in to look at, with enemies inside to actually shoot, and you could get away with this elevator duration. As is, it's indulgent.
Overall, I liked this level quite a bit. Your levels are some of my favorites in the WAD.

>> No.6660150

>>6660101
The first time I played Sigil I thought it was atrocious and was embarassed for Romero. Then later, after a playthrough of Ultimate DOOM, I played Sigil immediately after. I now honestly think it's the greatest episode of DOOM 1.

>> No.6660173

>>6660112
We all know Doom 5d
how else do you explain saves?

>> No.6660202

>>6658230
>>6659770

>> No.6660274
File: 91 KB, 724x1024, 15091953187600.jpg [View same] [iqdb] [saucenao] [google]
6660274

>>6657728
>>6657194
https://www.mediafire.com/file/npqnfoaa057o35t/BARGE_IN.WAD/file
Final version, I have no energy to work on it any further and if you guys still not happy with its difficulty, then just stick it into MAP01 slot.

>> No.6660413
File: 22 KB, 600x563, 1566964222400.jpg [View same] [iqdb] [saucenao] [google]
6660413

>>6660112
>hitscan lost soul still in final release
Oh God please no

>> No.6660440

How about
...
staff sergeants
they're like sergeants
but they have a super shotgun instead of a regular shotgun

>> No.6660443

>>6660440
How about hell nobility actually do something useful with their stupid ass titles, like buffing nearby monsters to act -fastmonsters?

>> No.6660453

>>6660112
>Why Romero Can't Tell You About The Holes
gimme context, fellas

>> No.6660463
File: 81 KB, 610x960, jt5ztcv7e2t41.jpg [View same] [iqdb] [saucenao] [google]
6660463

>>6660453

>> No.6660484

>>6660463
Oh yeah

I always thought it was an asshole and vagina

>> No.6660494

Does Freedoom have lore?
Does the protagonist have a name?
Is he just a space marine fighting aliens?

>> No.6660509
File: 2.16 MB, 1919x1017, Screenshot_Doom_20200730_113540.png [View same] [iqdb] [saucenao] [google]
6660509

for some reason, the living end makes me really nostalgic. something about its look

>> No.6660512

>>6660463
>>6660484
I thought it was an asshole and some kind of propulsion jet

>> No.6660520

>>6660101
I was super impressed with the aesthetic. Even just using Doom 1 assets he managed to make a WAD that looked really pretty. I love the black/cherry-red color scheme.

>> No.6660527

>>6660112
its not a conspiracy that Pharoah can be beat without the patch. just requires some sprinting or something

>> No.6660534

>>6660509
Hells toilet

>> No.6660709
File: 1.33 MB, 560x620, 1560917156220.png [View same] [iqdb] [saucenao] [google]
6660709

>>6660101
I'm hoping he does something with Quake next.

>> No.6660720

>>6660709
I'm hoping that he gets out of the concentration camp.

>> No.6660726

>>6660720
What

>> No.6660765

>>6660101
Found it meh. Good if you're into the dickish Romero design, but it's so damn dark.

>> No.6660775

Not sure if this is the best place to ask, but is Sonic Robo Blast any good?

>> No.6660780

>>6660765
i agree, i cant stand it when difficulty comes from reduced visibility from darkness. it always felt so cheap to me and its annoying straining my eyes to see. darkness should be used for atmosphere, not really as a way to make it harder

>> No.6660795

ya'll better get 6666666 get

>> No.6660798

>>6660709
I asked him last year would he release a Quake map pack for the Q1 anniversary and he said "Hopefully. That's the plan"

>> No.6660802
File: 27 KB, 625x420, de06.gif [View same] [iqdb] [saucenao] [google]
6660802

which enemy is better for gameplay

>> No.6660841

>>6660795
>/vr/
>having any dubs or any other trips but 000
how new are you?

>> No.6660842

>>6660802
Definitely Hell Knight, both are just bullet sponges but Hell Knight's HP is low enough to not feel like a waste of time when trying to kill it with a shotgun. Why use a Baron when you could use two Hell Knights which is automatically less boring to fight.

>>6660775
One of the best fangames for any game series I've ever played, plus it has extra fanmade content.

>> No.6660849

>>6660802
Neither. Authors put too many barons in their maps, and if they use knights instead of barons they put in enough knights to be the equivalent of "too many barons" anyway.

>> No.6660850

>>6660841
retard

>> No.6660861

>>6660802
>Doom 64.gif

>> No.6660872

>>6660802
Kinda lazy in hindsight...not giving the HK a different attack or something.

>> No.6660873

>>6660802
Baron is a snotnosed baby and needs to be coddled with special rooms to make him anything more than a meat barrier on legs.
Knight is a cool guy who can fight anywhere without coming off as a needy bitch..

>> No.6660881

>>6660802
Why can't doom monsters have more than one attack?

>> No.6660904

>>6660802
i found that baron of hells are effective, when your goal is not to 100% a map but just to beat it. they serve a very menacing presence as they follow you around the map. the shores of hell has a lot of good uses of the barons

of course if your goal is to kill all the monsters, it becomes boring

>> No.6660994
File: 3.88 MB, 450x450, 1554774620828.gif [View same] [iqdb] [saucenao] [google]
6660994

Give me a wad with cute anime girls

>> No.6661101

>>6660849
Wrong. Think about it more deeply. 3 hell knights is inherently more interesting than 1 baron because you have 3 times the projectiles raining down on you, and 3 times as many targets to aim at.

>> No.6661194

>>6658106
It's my favorite E#M1.

>> No.6661220

>>6659929
Black Tower is ok, Mephisto's Maosoleum very much isn't.

>> No.6661226

WHERES THE FUCKING WAD YOU N**ER F***OT ***** ***** AND ********* FU****NG ******

>> No.6661236

hell knights are basically just cacodemons that cant fly

>> No.6661260

>>6660802
Hell Knights, unless you need to block an area without using keycards or switches.

>> No.6661265

>>6657194
/v/ anons released Unreal championship 2, UT 2004 and Unreal 2 The Awakening souce codes
>>>/v/519146380

someone here needs to archive them somewhere else for future research, UC2 works with the patches there for windows

>> No.6661268

>>6660802
I use barons to block advancement and knights when I actually expect them to contribute to fight.

>> No.6661340

>>6659770
>>6659783

What source port are you using? I have prboom+ and zdoom ports at the moment and the former seemed like it wasn't playing demos correctly earlier.

>> No.6661343
File: 17 KB, 640x576, Wario_Land II_(GB)_03.gif [View same] [iqdb] [saucenao] [google]
6661343

>>6660101
I like it a lot, it's like as if he made Thy Flesh Consumed all by himself, very intense. Also dig the Buckethead.

>>6660131
>>6660137
Alright, that's great to hear, I'll take the criticisms into consideration too. 'The Dark Below' I was figuring should fit like in the late middle, where you start transitioning to hell levels, 'Bleak Cinders' was intended to follow right after it, stylistically (and which is a level where I wanted to be an ass to the player). The reason the former is easy is because when I first made it challenging, I hadn't begun testing it in Boom, so "Of COURSE it's ok to double penetrate the player with two arch-viles in a horde of hitscanners as revenants point and laugh at him!" was my thought, which I had to change dramatically to make playable. I might have to think of something to make for a stronger challenge, within the realm of reason.
The ending for 'Bleak Cinders' is a bit slapdash maybe, but I wanted to make something which was surreal and disorienting, yet straightforward, almost a bit like Mouldy/Cyriak does in a lot of Going Down's levels. For 'Forsaken Stockades', the first fight was maybe wonky in its balance, so I guess I downplayed the parts afterwards, perhaps I could sneak in another vile there. Do you mean that you're getting stuck on the blocks around the center altar in the arena?

Credits are included inside the .wad, I'm ChopBlock223

>> No.6661349

>>6661268
This, Barons are suitable as hostile doors.

>> No.6661362

>>6660137
>Speaking of cinematic, that elevator down is cool and all but it's literally 25 seconds of doing nothing but waiting.
True, maybe I'll make it faster.

>Throw more windows in to look at, with enemies inside to actually shoot, and you could get away with this elevator duration. As is, it's indulgent.
Ain't no more space for more floors, unless maybe I make the elevator bigger (hence where I could maybe gate in some imps), but it also has to fit within the size constraints.

>> No.6661374

Is it possible to make a custom enemy do more than one kind of ranged/melee attack? I want to create a boss that has the same weapons as the player.

>> No.6661391

>>6661374
If you want to make a mod for GZDoom, it would be easily possibly. If you want to make a more vanillla mod, you would have use MBF Dehacked, which would be playable on PrBoom+ at least. It will be tricky to create a boss with the same attacks as the player in Dehacked, but it's definitely possible.

>> No.6661445

>>6661265
>Unreal 2
Disgusting.

>> No.6661457

>>6660709
I'd love a Quake episode from him!

>> No.6661464

Duke Mod with ALL the weapons when? Not this 64 version shit. I want to be able to select the shotgun then select which of the two.

Or select the hangun and select which of the two AND have dum dums.

Oh, and I want the scrapped alternate ammo types that didnt make the final game. Rubber smg bullets and tear gas

>> No.6661467 [DELETED] 

Reminder that Alf is too casual for GTA 3, Elite and AITD.
Also he likes MOBAS.

>> No.6661482

>>6660509
Nice, clear proression here. But is anyone bothered by this rock texture having horizontal strip?

>> No.6661550

>>6661467
Don't invoke his casual ass, you idiot!

>> No.6661554

>>6661445
>Unreal 2
Damn.

>> No.6661564

>>6660509
Well, it's literally a very retro map, from before the mid 90s. It's also a very good map, one of the best in Doom 2.

>> No.6661754

>>6661554
go home civvie

>> No.6661768

>>6661554
I remember actually liking it, but it was nothing like original unreal.

>> No.6661780

>>6661768
I hated how insanely slow the movement was. You walked at like 1.5mph. Probably the worst example of console games slowing down FPS games in history

>> No.6661814

Does TNT MAP14 actually expect me to shotgun spider mastermind to death or am I stupid?

>> No.6661819

>>6661780
Because the set speed was fucked
Setspeed to 2 or 1.5 and it back to what it should be.

>> No.6661830

>>6661464
Wasn't Duke 64 source code leaked too?
This week is ending but some good shit came out quickly

>> No.6661837

>>6661819
>dude just fix that broken, boring POS with console commands & config changes
not impressed

>> No.6661859

>>6661837
the src was leaked, just fix the damn thing instead of seething all time like discord quake 1 fags when they are too lazy to map for Q2, RTCW and Q3A because they are dimwits, and hates when other people does it.

>> No.6661876

>>6659856
> First of all, big enemy variety in a tight place = lots of infighting
The pool room has so few enemies you shouldn't have to cause them to infight, you just hold down the fire button and clear everything out on skills 2 and 3, on skill 4 you have to deal with the pain elemental...
>pain elementals do not work in small areas. In your case, he can't see the player right off the bat and so he can't spawn souls, and when he gets to the player he gets so close to him that he becomes helpless, even worse - he shields him from other monsters
My thinking on how to deal with the pain elemental on UV was, you have to run up to him to stop him from spawning monsters, but you have to face away from him and shoot all the enemies you just alerted first before you can kill the PE or you will die while trying to kill the PE first. I never ever designed it for you to camp the door and wait for stuff to come to you because I hate having to do that :(
>>6659886
> new kitchen encounter does not works at all. You can just stand in a doorway and blast away at incoming enemies
I got some inconsistent results with this - most of the time, the teleporter does not activate until you step inside the kitchen itself and start shooting the ambushing imps. But sometimes the teleporter does trigger and you can't exit the elevator. My idea was, you get trapped inside the kitchen and have to fight off the flood of imps with the shotgun, and if you get trapped in the elevator, you have even less room to dodge fireballs, but I failed to remember that the elevator goes back up.

>> No.6661931

>>6661859
Who cares for that shit? Unreal 2 was boring. Boring to play, boring to look at. Soulless 2000s Sci-fi trash like Halo.

>> No.6661987
File: 1.07 MB, 1276x598, curb.png [View same] [iqdb] [saucenao] [google]
6661987

>>6661343
This is the curb I'm talking about in Map07

>> No.6661992

>>6661343
Are we really going to separate the hell/non-hell levels rather than simply ordering by difficulty?

>> No.6662003

>>6661992
I have no idea how we're ordering the levels.

>>6661987
I see. You sometimes ride up on it and get hit, or what? Maybe I could block the linedefs a little, then make the arachno platforms smaller.

>> No.6662023

>>6660765
That one level with the cacos in the dark is a little too brutal with it so I play SIGIL on GZDOOM with lights and brightmaps and it's a much better experience.

>> No.6662045

>>6662003
>You sometimes ride up on it and get hit, or what?
Exactly. Even when I don't get hit because of it, it still feels wrong, like I shouldn't be able to do that.

>> No.6662075

Hey, guys, we're up in the 666#### post number block. Devilish.

>> No.6662082

>>6662075
yep, got gay demon quads
>>6660000

>> No.6662120
File: 1.27 MB, 1000x754, herrington.png [View same] [iqdb] [saucenao] [google]
6662120

>>6662082
Nice.

>> No.6662126

>>6660000
I had a dream like that. It was accidentally joining a server I didn't know it had hdoom in it. I thought I could just pretend to play the game normally without minding the sexual parts until...
I think demons were still girls in it, though.

>> No.6662226

>>6661754
>REEEEEEEE everything positive of Unreal Engine 2 and up is either Civvie or a CIvviegoon!

>> No.6662243

>>6661814
you are expected to shotgun it to death

>> No.6662275

>>6662243
Can't you just run past it?

>> No.6662285

>>6662275
yes you can run past it

>> No.6662303

>>6662226
he literally quoted a civvie mem

>> No.6662304

>>6661780
What if someone gives it Doom speed? Are the enemies slowed down too?

>> No.6662323

>>6660849
>Authors put too many barons in their maps
Most modern mapsets RARELY use Barons, actually. I remember both BTSX and Ancient Aliens have long stretches of levels in a row where you don't find a single Baron at all, and most levels that do include them usually only have a couple.
>and if they use knights instead of barons they put in enough knights to be the equivalent of "too many barons" anyway.
That's the advantage to using Knights over Barons. Having half the HP allows you to use twice as many to increase difficulty without increasing the total HP of the encounter.

>> No.6662325

>>6659473
>Just because Ribbiks did that once doesn't means it should be an industry standard.
It's how fucking Romero did it you fucking retard.
>ITYTD = very easy
>HNTR = easy
>HMP = normal
>UV = hard
>NM = very hard

>> No.6662331

>>6662323
Wasn't there only one baron in buttsex 1?

>> No.6662341

>>6660802
Hell Knights for most standard encounters
Barons for more situational stuff, like blocking a path, or infighting with Cybers

>> No.6662345

Did somebody say "Barons?"
https://www.twitch.tv/videos/42250175

>> No.6662351

>>6662325
I definitely noticed that Romero's maps were designed with HMP first, considering E1M1's shotgun secret is made entirely pointless on UV thanks to all the shotgunners being added to the level.

>> No.6662358

>>6662325
>It's how fucking Romero did it you fucking retard
And Romero made what, one easy episode, handful of levels here and there and "megawad" of 9 levels that was widely criticized for its gameplay?

>> No.6662363

>>6662351
Ammo is ammo.

>> No.6662370

>>6662358
Criticized by scrubs.

>> No.6662396

In Dehacked, is it possible make a monster that summons explosive barrels?
Even if it involves modifying a Pain Elemental or Icon of Sin?
Something like the PE in Combined Harms
Or that one Realm667 shotgun imp that summons mines

>> No.6662436

>>6661814
you just inspired me to play through this map for the first time in years and years. what a strange level. the ammo is so tight for almost all of it where you barely have enough. several times my ammo was reduced to zero. then you get the red key and run back. i wasn't trying to 100%, so i just ran right past the spider mastermind with no problem to the exit. but i suppose if you are trying to 100% they want you to use the shotgun i guess.

>> No.6662450

>>6662363
You basically already have max ammo just from clearing all the shotgunners.

>> No.6662470
File: 44 KB, 194x256, 1588634083387.png [View same] [iqdb] [saucenao] [google]
6662470

>>6662345
>obnoxious helium voice
>saves every 10 seconds
Yup, checks out

>> No.6662472

>>6662304
Yeah, those alien dudes from the first game make a return and they now wear armor and waddle around super slowly using their predator claws to block incoming fire rather than leap to the side to avoid it.

>> No.6662485

>>6662345
That gave me gynecomastia

>> No.6662489
File: 82 KB, 658x387, 6udfghdfgh.jpg [View same] [iqdb] [saucenao] [google]
6662489

>>6662126
>I think demons were still girls in it, though.
too bad

>> No.6662492

>>6660881
because you'd have to get creative with what kinda attacks they can get
something like the archvile

>> No.6662494

>>6658254
Same issue here, looked interesting too.

>> No.6662525

Was Hexen: Deathkings of the Dark Citadel considered good back in the day? Theres way too many of these shitty centaurs and I gotta kill em one at a time carefully because they reflect shots and its horrible. There weren't nearly as many in the base game.

>> No.6662552

does TNT Map 28 (Heck) have a glitch where people can shoot through walls in the maze? I got killed by a sergeant even when there wasnt one around

>> No.6662580

>>6662552
I believe there are some little cubbies behind false walls in the maze.

>> No.6662617
File: 14 KB, 128x128, disaster area.png [View same] [iqdb] [saucenao] [google]
6662617

>>6662552
>>6662580
I'm pretty tolerant of Drake O'Brien's maps, because I like long treks with lots of exploration, but Jesus Christ, that section is fucking inexcusably bad design.

>> No.6662628

>>6660994
demonsteele

>> No.6662715

>>6662617
Eh, I didn't mind it personally.

>> No.6662845

>>6662325
right, "normal", in the context of the game running at 10-35 fps, with arrow-turning, without autorun, and with the player having no FPS experience aside from Wolf3D.

>> No.6662865

>>6662845
Doom shipped with mouse turning (you can see it in the demos playing in the menu even), if you didn't play with a mouse it was because you had a 386 and didn't have enough memory to run mouse drivers at the same time as Doom, or because you didn't know better.

>> No.6662872

revenants are so overused

>> No.6662876

>>6662872
Thanks, I'll put more of them in the map.

>> No.6662930

>>6662872
For good reason, they're fun to fight.

>> No.6662951
File: 269 KB, 234x249, 1459048581393.gif [View same] [iqdb] [saucenao] [google]
6662951

>>6659965
ANONYMOUS - POINTING YOU THE WAY OUT

Anon, I will give you some feedback, but I need you to meet me half-way. I have a .zip file here for you. It contains three demos of your submitted level: one demo on easy (Red-skill2), one on medium (Red-skill3), one demo on hard (Red-Skill4). The .zip file also contains two additional files: a version of your level that I edited (RedEdit.wad), and a UV-Max demo of the edited version of the level (RedEDITuvmax).

I need you to first watch the demos of your level: Red-Skill2/3/4. Then I need you to playtest the edited version of your level, first on skill2, skill3, and skill4.

> Please tell me if it is playable on hard or if i should make that hard level Multiplayer Only
Just wait until you see what I did to your level on hard. If you think it's impossible, I included a UV-Max demo.

Get back to me once you have watched all the demos of your level, and once you have played the new version of your level on all three difficulties.

>> No.6662957

>>6659965
>>6659965
>>6662951
>>6662951
OMG I forgot to include the .zip file
https://gofile.io/d/bKLnoP

>> No.6662987 [DELETED] 

Half-Life crystallized a lot of the trends I hate about modern FPS. It was the beginning of the popular downlslide.
Even Goldeneye was better than Linear Life.

>> No.6663006

Come back later, we're busy making OC.

>> No.6663016

Literally name one fucking video game. Go ahead, I'll wait.

>> No.6663045

>>6663016
living full

>> No.6663054

>>6663016
hal-

>> No.6663059

>>6663016
they hunger

>> No.6663062

>>6662987
And then Halo gave us a combination of the worst elements of both games

>> No.6663086 [DELETED] 

>>6663062
yet zoomers love them i don't get it.

>> No.6663087

>>6662865
some shooters shipped with 3D mouse and analog movement support, doesn't mean the average player was expected to have them

>> No.6663093 [DELETED] 

>>6663059
>shitty hl1 mod
no

>> No.6663095

>>6663016
mario

>> No.6663110

>>6663087
Does the average player matter?

>> No.6663114

>>6663110
we're talking about "normal" difficulty and who it was designed for, what the fuck do you think?

>> No.6663119

>>6662872
Revenants are used a lot because their high threat coupled with their relatively low hp and small hitbox makes them a highly versatile monster for providing challenging gameplay.
I disagree that they're overused, though, as the other monsters get used plenty in most megawads, too.

>> No.6663142 [DELETED] 

>>6663006
butthurt hlcuck

>> No.6663150

>>6657728
Alright, this will be the final version of maniacal menstruation. There's a lot I wanted to change with this, but I simply don't have the time to update it any further.
https://cdn.discordapp.com/attachments/707375141297848396/738558742710452224/Maniacal_Menstruation.wad

>> No.6663165

Dis is unironically one of the best boss maps ever

>> No.6663171

>>6663165
Dis dick

>> No.6663176 [DELETED] 

HL sucks

>> No.6663190

>>6660112
Needs something about the "10-81/Danny Won" sample in this PSX Doom song:
https://www.youtube.com/watch?v=QoI57YXK2do

>> No.6663198

>>6663190
What did he win, anyway?

>> No.6663214

>>6663165
What makes you think that?

>> No.6663383
File: 638 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6663383

>>6659104
I am currently playtesting your levels. I will give you more feedback soon, but I thought this specific thing was urgent: your lock-in arena on map01 is no longer a lock-in arena. You can just walk out, and wait at the exit and kill everything easily as they group up by the door. (I did this on skill2 as I am currently focusing on that for this map right now).

>> No.6663385

>>6662845
>right, "normal", in the context of the game running at 10-35 fps
For a 386 that was blazing fast at the time
>with arrow-turning, without autorun
analog sticks in the modern ports function the same way as arrow turning and you have to enable autorun in the options.
>and with the player having no FPS experience aside from Wolf3D
No excuse. There's plenty of people in the Doom community today that weren't even alive when the first one came out.

>>6663114
It still applies today, retard. Even with modern mouse/WASD controls a first time player is going to get their fucking ass handed to them in Plutonia.

>> No.6663393

>>6663383
Oh what the fuck.

>> No.6663394

>>6663198
A ping pong game

>> No.6663435

>>6663385
what does any of this have to do with anything?
the point was that if they designed HMP to be normal back then, an average player today should be picking UV instead. unless you're seriously going to argue than an average modern player plays without autorun or mouse.
to add to that, considering NM was a reaction to players finding the game too easy, clearly the intended HMP=normal failed even at the time. by the time they did Quake, the manual stated that the game's balanced around Hard in plain text.

>> No.6663463

>>6663435
I like the new trend of balancing around HMP because it's stupid to have the difficulty levels effectively be stupidly easy (ITYTD), very easy, easy, normal, total bullshit (nightmare). I like hard for people who have already beaten the wad and want extra challenge (like quest 2 in Zelda for example).

I think you'll get a better experience when playing a wad by turning down the difficulty and playing without saves than keeping it on the hardest difficulty and savescumming.

>> No.6663465

>>6663062
Like?
Doom clones were never good.

>> No.6663524

>>6662872
Yeah it ends up feeling lazy because theyre the most easy way to create challenging gameplay. Wanna threaten the player? Why not open a monster closet with 10 revenants! Now they have to land 20-30 SSG shots and avoid both the revenants and homing missiles.

>> No.6663560

>>6663524
Not as lazy as hitscanners. You can at least dodge projectiles. Play Scythe MAP24 to get good at dodging revenant missiles. Also learn to bait their melee attack if you haven't; it's super useful 1v1

>> No.6663604

https://www.youtube.com/watch?v=iy8MUTy-nhc

>> No.6663664

Favorite texture packs?

>> No.6663686
File: 448 KB, 2560x1080, 20200730210908_1.jpg [View same] [iqdb] [saucenao] [google]
6663686

Here's your reminder. Play Jedi Knight: Dark Forces II

>> No.6663689

>>6663686
Garbage game.

>> No.6663693

>>6663664
Plutonia

>> No.6663707

I strongly disagree with the notion that Designed around = Normal difficulty
Normal implies a fair challenge for most players. Plenty of maps and mapsets are however designed for seasoned veterans, and may be too much for most players to handle. This doesn't make the intended difficulty "normal", because its not meant to be.

>> No.6663732

>>6657289
he's underwhelming in general, easier than the cyberdemon

>> No.6663778

>>6663560
i dont think hitscanners are lazy, because if you have hitscanners then you need to design places for cover in the level.

>> No.6663781

>>6657289
Gotta know how to use him correctly. iD didn't do that.

>> No.6663792

>>6663778
Hitscanners are cool in indoor settings like Doom Episode 1 techbases. They can still shoot you when you peek out, though. It becomes luck-based. Projectile enemies are generally a lot funner and fairer to fight because you can dodge their attacks with skill

>> No.6663795

I wish Boom had a function for scrolling textures up or down without having to use that function which marries direction and speed to the texture's fucking offset.

>> No.6663802

>>6660112
>adrian romero
lol

>> No.6663862
File: 1.64 MB, 1920x1080, Screenshot (212).png [View same] [iqdb] [saucenao] [google]
6663862

>>6660775
SRB2 was geniunely pretty enjoyable especially after the last big update and I don't even play sonic games usually.
Only big issue is that the last level hasn't been redesigned like the earlier ones and can be pretty rough around the edges and tough in general.
This part here was fuckin awful, I died maybe a hundred times. Still a fun game
SRB2 kart is great also, and I mean really good.

>> No.6663869

>>6663664
GothicTX is great. Although now OTEX includes many its themes and expands upon them.

>> No.6663872

Hey, since we're going with custom music, custom ENDOOM, INTERPIC, BOSSBACK, etc, etc, we should obviously record some demos to pack in with the .wad, to really complete it.

Also, do we have an M_DOOM graphic yet? Maybe that can be adapted from the TITLEPIC?

>> No.6663873

>>6663792
I disagree that its lucked based. because the zombiemen and sargents take a second to shoot you can time it and avoid their shots. its kind of like wolfenstein 3d. if the level is well designed with cover, its entirely skill based imo. TNT map 09 is almost all hitscanners and its a fun map.

>> No.6663879

>>6663873
I think hitscanners only become a matter of luckbased when you're playing on Nightmare, then the example of TNT's map 09 is prominent because it's actually one of the hardest iwads map to beat.

>> No.6663893 [DELETED] 

Half Life was never good.

>> No.6663895

>>6661265
wow that's actually cool neat

>> No.6663972
File: 621 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
6663972

>>6659104
I somehow managed to fall in here lol

>> No.6663998

>>6663972
How?!! I plugged that hole, I fell into there myself and I put in like a rock or something so that you couldn't get wedged down there.

Do you have a demo file I can look at?

>> No.6664007

>>6663972
Goddammit, looking at it now in the editor, it actually looks like almost as wide of a gap, you could actually get stuck there.

>> No.6664013

>>6662525
Slaughtaurs are such a fucking pain, I just stopped death kings by the 2nd hub. Of all the enemies in the id tech 1 games I've played I think I hate them the most.
Honestly even the main game felt like it dragged, they could've cut the 4 hub I think.

>> No.6664118

>>6662325
How many hours a day do you suck Romero's dick?

>> No.6664135 [DELETED] 

>>6660802
Anyone that answers anything but "it depends" doesn't know how to level design and should shut the fuck up.

>> No.6664157

>>6660802
fix: Anyone that answers implying with a one-sided responde, implying that only a single one of them works in every possible situation regardless of any factors, doesn't know how to level design and should shut the fuck up about trying to lecture anyone on it.
Rules in enemy placement are flexible, they're not static. They don't work as in they apply to every single level regardless of however its gameplay and layout are structured.

>> No.6664160

>>6660872
Make HK's projectiles and scratches do a little bit less damage than BOH's, and maybe edit his horns to look a little bit smaller.

>> No.6664170

>>6661340
Just noticed this. I'm using prboom+, comp level 9. This is the first demo I've ever recorded though and I don't know much about the technical side of things. However, I did load up the demo and watched a bit of it, seemed to be fine for me.

>> No.6664173

>>6660849
stop playing doom then faggot

>> No.6664183

Is anybody who hasn't already posted an updated version of their map still working on updating their map? Just curious how much more work is going into the project.

>> No.6664212

>>6659104
Also I haven't been able to replicate the time that the red door didn't close - it's possible a monster was there so it didn't close.

>> No.6664219

>>6664183
I'll put up further revisions to my three within 24 hours (Washing Machine Enthusiasts).

I intend to add a secret exit to Caliginous Cauldron because afaik we don't have a MAP15. Someone please tell me if that's wrong so I don't waste my time.

>> No.6664228

>>6664212
I've changed the door a bit now, so that really shouldn't happen now. Really appreciating this feedback from you guys btw.

>> No.6664273

>>6662325
i wish this is how it was, but its not. nobody does this. UV is the default and everyone knows it

>> No.6664285

>>6660802
I always saw the Baron as more of an "enforcer" type character, who sort of patrols the area and threatens you away from it.

>> No.6664297

>>6664285
Hence the "door with health" moniker. Insert 5 rockets to proceed.

>> No.6664306

>>6664285
He's actually pretty good at area denial due to what a sheer tank he is, you can't just give him a blast or two from the super shotgun, a few shots from the chaingun, or blow away multiple of him with just a rocket, to kill a Baron you actually need to focus on him for a moment. It also helps that he actually hits pretty hard, so it's not like you can just ignore him or prioritize him away.

He's not the most inspired opponent for a boss battle (in practical terms, he's an Imp except he's a Gigachad), but he's not without utility. I think some author having used Barons in a tedious way before sort of colors people's opinion on how to use him.

>> No.6664329

holy shit Prboom's mouse movement is fucking terrible

>> No.6664337

>>6664329
It's totally balls, man, go grab this build instead: >>6657301
It fixes the mouse.

>> No.6664373

>>6664297
Yeah but a lot of times you are not going to have a rocket launcher. So players would be incentivized to run away and come back later, or find another way to beat him, adding tension to the level.

>> No.6664381

>>6664219
Make two versions just in case. One with secret exit, one without.

>> No.6664395

>>6664329
I've seen this complaint multiple times, that PrBoom has awful mouse movement, but I'm unable to tell the difference when comparing it to Chocolate. Might just be my system.

>> No.6664402

>>6664395
I think I remember someone said it was due to Windows mouse acceleration. Some anon posted this link
http://donewmouseaccel.blogspot.com/2010/04/markc-mouse-acceleration-fix-builder.html?m=1
but I never used it, just saved the bookmark. Luckily it doesn't matter 'cause the new version of PrBoom+ will fix it when it comes out; there is that build that someone compiled but it fails to load a small minority of maps and isn't an official release

>> No.6664404

>>6664402
>the new version of PrBoom+ will fix it when it comes out
is this the Graf one with umapinfo?

>> No.6664408

If I place more than one teleport destination, does only one get used? It seems to only use one and I dunno if it's the first one that was placed or what

>>6664404
yes its the only fork currently under active development

>> No.6664427
File: 98 KB, 540x810, 1594657452317.jpg [View same] [iqdb] [saucenao] [google]
6664427

>>6657728
I listened to the anons so here's another update for The Dark Sanctuary V.5

I don't think i'm able to finish the HMP skill tomorrow, it's so poorly implemented and I don't have much time for it.. if anyone wants to edit it go ahead. I need some sleep..

https://drive.google.com/file/d/1VXc3rWZorphieULl30G3GqlhMaK_H5o-/view?usp=sharing

>> No.6664432

>>6664408
Yes only one destination is used per sector. You can have monsters teleport to somewhat random locations only if you have multiple destination sectors, multiple teleport linedefs, and set up the monster closet so that the monsters have room to move around and get shuffled before they cross the linedefs.

>> No.6664443

I'm personally more curious about multiple linedefs side to side differently tagged for teleports. Which one will count if I step on more than one at once. Can't think on where to look for answer.

>> No.6664449

>>6664443
Either it prioritizes one over the other somehow, or they read as one, assuming they have the same destination. Possibly it will depend on which one you're 'covering' the most.

>> No.6664459

>>6664373
But a lot of times players will have SSG and shitload of shells. I do use nobility in my maps to prevent from leaving an encounter too early, because they have low threat priority and a ranged attack so they are not helpless if walled off with monster blocking linedefs, but that's pretty much the only good use I can think up for them.

>> No.6664479

>>6664449
What if there are two different sectors, each with their own teleport destination, but they share the same tag?

>> No.6664519
File: 2.87 MB, 1920x1080, wat.webm [View same] [iqdb] [saucenao] [google]
6664519

Anyone happen to know why my sectors are flickering like this? Only seems to do this with my map; I tried replicating it with other custom and official levels but they work just fine.

>> No.6664560

>>6664519
Does it do that in software renderer?

>> No.6664565

>>6664560
Nah, only with OpenGL and Vulkan.

>> No.6664573

>>6664565
Or rather I mean, Software works fine, but anything Hardware rendered does this.

>> No.6664583

>>6664519
I think your problems are you are playing Doom with crosshairs and mouselook

>> No.6664638

>>6664583
>I have nothing helpful to contribute so I'll just judge how anon plays

>> No.6664642

>>6664519
Can't say without the map file in question but it looks like Z-fighting.
Is the map in UDMF format?

>> No.6664643

>>6659104
Alright I figured I need to stop this now since it's providing diminishing returns.

I opened map01 in an editor, removed nearly all of the hitscanners (definitely all of the ones that teleport in), and have been testing to see what is a fair number of monsters across all difficulties. Overall it plays a LOT better without hitscanners everywhere since you can dodge the fireballs instead.

I know this verson I made will never be used, it never was meant to, it was just funner than making a long list of "do this, do that," even though in the end that's all it turns out to be.

Here's a list of the miscellaneous changes I made, the edited .wad, and some demos, so that you can see the differences. Play this map in GLBoom+; I dunno if it's the sector pyramid or all the decorations but you (I) get low framerates with software rendering. It runs flawlessly on GLBoom. Use "Shaders" sector light mode to recreate what software rendering looks like

CHANGELOG:

I replaced most of the hitscanners in this level with imps. The only remaining hitscanners are a select few.

I put the plasma rifle on the final shelf that descends so that you have to survive the arena fight for a while without it --- this is the biggest balance change besides the removal of the hitscanners, or perhaps an even bigger balance change. Now you need to survive long enough to grab the plasma rifle. Also, you only get one large energy cell - the rest of the cells are inside of the inner circle, so that you can't just spam the plasma the rest of the map once you get it, and so that you have enough cells to kill the cybie. I removed the hitscanners from inside of the circle but I couldn't find a decent balance of monsters to replace them with, as hellknights and barons killed the cyberdemon.

>> No.6664647
File: 414 KB, 2418x1262, 1593265238294.png [View same] [iqdb] [saucenao] [google]
6664647

>>6664643
(cont.)

I put obstacles in the inner circle on higher difficulties to make it harder to grab the cells, and to make it impossible to simply circle strafe inside the inner circle.

I replaced the spectres with demons because of how difficult they are to see.

I made the dark room with the many imps glow, as well as the dark window with the single imp.

Made the explosive barrels fire flicker (sector effect 17). Removed the zombiemen there and replaced them with a single hellknight because the zombiemen can move around, avoiding the explosive barrels, and then you fail to get 100% kills because of a lone wandering zombie.

The inner circle with the monsters surrounding the cyberdemon was not glowing. From Doomwiki: "The sector will glow between its brightness and the darkest connected sector's brightness. If all connected sectors have the same or higher brightness than the glowing sector, the sector's light will not glow." I made connecting sectors dark so that the big sectors will glow. Adjust as needed. The greater the difference in brightness between the two sectors, the slower the glow. I tried to go for a nice slow glow in the center but it means that the cyberdemon becomes black when he is standing in the dark sector. You could make all the sectors brighter but too bright and it looks like crap.

I removed the imps that spawn on the top of the castle thing because stopping movement to have to shoot such small targets interrupts the flow of the game.

I placed teleporter pads to indicate where the monsters spawn because I was repeatedly blowing myself up from not knowing where the monsters spawn in from.

I also made some balance changes, like giving the player megaarmor on skill2, giving him a rocket launcher early on skill2.

Obviously the balance needs a lot of adjusting; skill3 is too hard.

The zip file contains the wad and three demos:
https://gofile.io/d/YaEGVm

>> No.6664662

>>6664647
also I think that the arena fight on skill2 needs to be winnable by using the chaingun more, so on skill2 replacing the imps with zombies and removing some pinkies and stuff is better

>> No.6664663

>>6664519
Try it in a different version of GZDoom and see if it occurs again.

If that doesn't work, update drivers and test again. Failing that, try manually rebuilding the map's nodes.

>> No.6664671

>>6664519
Better post the map

>> No.6664674

>>6664583
I think your problem is that you have a mouth full of cocks.

>> No.6664698

>>6664643
>>6664643
Interesting. I personally like fighting the zombies, but perhaps I'll dial them down on Easy.

>> No.6664704

>>6664583
Maybe he's trying to better show the error he's having, you stupid asshole, so we can better see it and identify it.

>> No.6664713
File: 274 KB, 671x672, mapview.jpg [View same] [iqdb] [saucenao] [google]
6664713

>>6664642
>>6664663
>>6664671
After some trial and error I figured it out; I had a giant open-ended sector to constrain how big my map can get and was for some reason causing the flickering. Everything is working normally now after deleting the linedefs.

>> No.6664714

>>6664427
For full transparency, I'll start this by saying I'm the anon that edited your map before. ANONS PLEASE TEST THIS MAP so he can get feedback other than just mine, which is mostly all he's received so far (besides one other guy that quit the map one minute in). It's better for the creator to get a consensus rather than having to rely on one guy's opinion. Btw, for the purpose of playtesting the level, I've always played UV 100% kills with 0% secrets (except for the plasma gun because it's basically given to you).
THE PROS - Platforms are less annoying. The stairs in the red room work better than the elevators.
Thank you for changing the plasma gun baron trap to 4 instead of 6. It's not that I found it hard before, the problem was that it was tedious to shotgun all of them because I wanted to conserve cell/rocket ammo.
Blue key bookshelf lighting is much brighter than before which makes it obvious that it's the intended move, instead of just looking like a secret that you notice after running around the room a few times.
Parts that felt annoying/unfair before no longer feel that way.
(cont.)...

>> No.6664716

>>6664714
(cont.)...
THE CONS-
You made the map way too easy. There's too much ammo (particularly rockets) and too much health. If you're thinking "Hey, but you told me to add more ammo," I did, but I added the rockets and cell ammo next to the yellow key, where the only thing left to fight is the cyberdemon. I didn't mean to overload the player throughout the level, although slightly more ammo than there was before would be good. I know before when I criticized your level as being unfair, you assumed that I must suck at the game, but this isn't the case. You don't have to play with kid gloves, I just wanted certain sections toned down a bit for better consistency without having to rely on secrets.
Let's talk about the red room. The mancubi are now on platforms that are only slightly bigger than their hitbox. Mancubi on small platforms are complete jank, they spend all their time spinning in circles and don't target the player. Either remove the platforms or make them wide enough that they don't behave poorly. The cacodemons and the extra arachnotron are sorely missed here. It's just too easy now. However the amount of barons/hell knights feels much more appropriate in this state.
(cont.)...

>> No.6664718
File: 1.05 MB, 1298x596, misalign.png [View same] [iqdb] [saucenao] [google]
6664718

>>6664716
(cont.)...
When you press the red key switch up top that teleports enemies in, sometimes enemies from the plasma gun room run in but not always. Like, sometimes the archvile gets teleported into the red room, sometimes he stays in the plasma gun room. In the previous version of this level, I know that once I somehow even ended up with two archviles teleporting into the red room. The inconsistency of this teleport doesn't really fuck anything up, particularly if you've saved the invulnerability for this part, but I did find it worth mentioning. Like, is it intended that monsters should also be able to walk-teleport through the red door or is this an oversight?
The part where you re-enter the library after lowering the blue key is still too easy, which I didn't mention in my previous criticism. Maybe throw a pain elemental or something in here. It also seems that there's maybe a chaingunner or two missing from the bookshelf trap with the archvile which I don't personally think is necessary. Maybe I'm just making that up though.
Please fix the misalignment in pic related. It's so bad. Also, raise parts of it. It's too short to really hide behind so the player is forced to camp on the right side instead of having a choice. Always give the player choices.
tl;dr: the map is better in some ways and worse in others. I do like your map though, I hope my criticisms haven't been harsh, I just want this map to be as good as it can be.

>> No.6664728

Meanwhile, I got animations working in my project. I'll setup the OBS later and try to show it in motion (though there's not much to show right now, the guy only has idle and death animation, and blood effects look like shit right now).

>> No.6664730
File: 137 KB, 1365x768, Screenshot_test_tc_20200731_163056.png [View same] [iqdb] [saucenao] [google]
6664730

>>6664728
Whoops, forgot pic.

>> No.6664732

>>6664647
>The inner circle with the monsters surrounding the cyberdemon was not glowing. From Doomwiki: "The sector will glow between its brightness and the darkest connected sector's brightness. If all connected sectors have the same or higher brightness than the glowing sector, the sector's light will not glow."
I didn't actually know that, that explains that, and makes me realize that it's time for more dummy sectors.

>I removed the imps that spawn on the top of the castle thing because stopping movement to have to shoot such small targets interrupts the flow of the game.
They're few and weak, so I figure that doesn't matter that much when the meat of the map is the arena.

>I placed teleporter pads to indicate where the monsters spawn because I was repeatedly blowing myself up from not knowing where the monsters spawn in from.
Well, given that they spawn in repeatedly, wouldn't you be mindful of the general areas they come in from? I use the launcher with some distance, ideally.

>I also made some balance changes, like giving the player megaarmor on skill2, giving him a rocket launcher early on skill2.
You don't really need the launcher until the arena, whereupon it's handed to you immediately anyway.

>Obviously the balance needs a lot of adjusting; skill3 is too hard.
Really? I figured I evened it out on skill 3, it's at the point where I can do a run and expect to not die if I'm careful.

>> No.6664736

>>6664479
You do realize you could open up builder and just see for yourself, right?

>> No.6664737

>>6664713
I just put evil eyes in each corner.

>> No.6664742

>>6664737
That's a great idea, thanks. I haven't even considered trying that before.

>> No.6664743

>>6664730
Cobblestones being darker than sand around them makes them look like they're concave
Also I'm not sure if I'm a fan of the solid color aesthetic, I'd shade the textures a bit more but that's just a preference I suppose

>> No.6664752

What if I went back in time and killed the entire Id software team before they release Wolfenstein/DOOM? Obviously one good thing is that DOOM 3 is never made, but what else?

>> No.6664763

>>6664752
As soon as you finish building your time machine, the machine's hatch will open and Carmack will emerge from it and snap your neck in half
I mean I'm obviously not him but I'm pretty sure his time machine is already targeted at yoursmm

>> No.6664775

>>6664752
Industry would have focused more on first-person RPGs probably. FPS genre as we know it is pretty much a fluke, industry may exist without them - look at Japanese vidya industry, for example.

>>6664763
>and snap your neck in half
That's where you are wrong though. Why would he bother to snap anon's neck when he owned a perfectly good battleaxe

>> No.6664778

>>6664732
>They're few and weak, so I figure that doesn't matter that much when the meat of the map is the arena
The point is, for people going for 100% it interrupts the flow having to stop and snipe those distant enemies. At least the zombie in the window takes 2-4 bullets (and looks cool with the glowing effect)
>Well, given that they spawn in repeatedly, wouldn't you be mindful of the general areas they come in from?
When the arena is filled and you are starting to clear it with the RL you can blunder into the teleporter destination and 1-shot yourself since it isn't marked.
>You don't really need the launcher until the arena
Instead of just having 1 mancubus by the red key on skill 2, I put the same number as the other difficulties, but you can kill them faster and clear everything else faster with a dozen rockets
>Really? I figured I evened it out on skill 3
I was referring to the edited version I made with all projectile-based enemies in the arena

>> No.6664782

Yo!
Doom -1 is still going on if anyone wants to contribute (deadline has been extended to somewhere in september)
>https://www.doomworld.com/forum/topic/115781-doom-1-a-doomworld-experiment/

>> No.6664783
File: 114 KB, 900x548, nutsack of doom.jpg [View same] [iqdb] [saucenao] [google]
6664783

>>6664752
Carmack probably foresees it and obliterates you with a home made EFP.

>> No.6664787

>>6664778
Also those two imps on that ledge are just annoying in general since they are such small targets that you have to stop to shoot them and hit you in the back if you leave them

>> No.6664792

>nearly 2 weeks since deadline ended

>> No.6664791

>>6664783
My bet is on a drive-by murder with sound card shurikens.

>> No.6664797

>>6664787
I want to do something with a couple of the rooftops besides just detail though.

>>6664791
The roadside bomb makes more sense, he used to make all kinds of home made explosives and pyrotechnics as a teenager.

>> No.6664802

>>6664792
It's done when it's done (tm).

>> No.6664805

>>6664797
In that case, he will use a homemade cruise missile then.

>> No.6664837 [SPOILER] 
File: 2.09 MB, 1744x699, 1596191012145.png [View same] [iqdb] [saucenao] [google]
6664837

Sneakpeek of Map 30. I'll (hopefully) have the gameplay formed soon.

>> No.6664839
File: 224 KB, 850x400, doom_1596191105839.png [View same] [iqdb] [saucenao] [google]
6664839

>>6664802

>> No.6664873

>>6664837
Meat hell maps with bone walls. That's my jam.

>> No.6664874

>>6662023
That was the best part. The first half of e5m6 is my favourite part of Sigil.

>> No.6664894

If anyone wants to seed the doom quickstart archive 2 torrent in the OP I can keep it on my seedbox once it's on there.

>> No.6664895

>>6657209
>>6659353
Gross.

>> No.6664904

>>6659481
I've played with general grieferou's sc55.sf2 and its amazing compared to that fucking disgusting microsoft gs synth. If you dont play with music packs like you linked or custom sound fonts you are really missing out

>> No.6664942
File: 2.80 MB, 640x480, barrel.webm [View same] [iqdb] [saucenao] [google]
6664942

>>6662396
I just replaced the lost soul's frames with those of the barrel, so the pain attack now spawns a very bouncy barrel. There's probably a better way to do it but this alone was pretty easy.
https://www.mediafire.com/file/yeb95miyw2fnsgi/file

>> No.6664957
File: 3.18 MB, 2560x1080, japanmap.png [View same] [iqdb] [saucenao] [google]
6664957

Golden Souls 3 Demo 2 releases next Friday! https://twitter.com/Batandy_/status/1289159762509062145

>> No.6664961

>>6663689
Garbage comment

>> No.6664965

>Decide to check out Blood for the first time
>Download Fresh Supply on Steam
>Play two episodes and love it
>Come here and hear people talk shit on Fresh Supply's inaccuracies
>Uh oh, better download nBlood
>Butchers fling their arms like they're throwing axes but no axes are thrown
>Several cultists are turned backwards or are stuck inside walls/the floor
>Dynamite tossing is fucked
What the fuck is your guys' problem with Fresh Supply?

>> No.6664995

>>6664965
Latest nBlood version is borked
Use GDX

>> No.6664998

>>6663795
Scroll wall according to live vector?

>> No.6665004

>>6664998
I assumed that would just scroll the wall itself according to its own line vector. How do I determine which direction it will scroll towards?

>> No.6665013

>>6664965
FS has it's share of problems, mostly related to how it feels to play compared to the original and some rendering issues. These will never get fixed.
nBlood is currently broken, wait for the next release.

>> No.6665047

>>6665004
The wall\floor itself has no action, but a separate line with the same tag has the type 250-254. The orientation of this line determines the direction, where north\e\s\w is up\d\l\r, and the length determines the speed of the scroll. The front of the linedef also maters so you may have to flip it. Read this
https://doomwiki.org/wiki/Carrying_sector

>> No.6665074

>>6664965
More like what the fuck is Atari's problem in why won't they let the guys keep working on the game and also release a console port when the engine supports quick console porting. They're literally passing up thousands of PS4/Xbox/switch sales.

Imagine what a limited run physical edition of Blood would sell like. With a cool personalised big box cover and shit.

Fucking Shitari.

>> No.6665089

doom 2016 and eternal are shit

>> No.6665095

>>6665089
agreed, if you like these games you have a critical case of onions.

>> No.6665101

>>6665074
with bloods difficulty I dont imagine console zoomers enjoying it all that much

>> No.6665103

>>6665101
Are you kidding me? They wouldn't know how to jump out of the grave without on-screen instructions.

>> No.6665106

>>6665103
umm thats what I am saying?

>> No.6665112

>>6665106
I mean the difficulty doesn't even come into play. Stuck before anything happens.

>> No.6665113
File: 120 KB, 960x540, IMG_20200731_140650.jpg [View same] [iqdb] [saucenao] [google]
6665113

LITERALLY nothing Quake related at Quake Con

>> No.6665115

>>6665113
What a silly event.

>> No.6665117

>>6665095
like, i could see a case for 2016.
~MAYBE~ it's ok.
but eternal is bonafide, grade-A, 100%, irredeemable hot fucking garbage.

>> No.6665120

>>6665089
doom 2016 and eternal are the shit

>> No.6665124

>>6665117
And that's why the good people who worked in it slipped the DRM-free exe in with the initial release.

>> No.6665125

>>6665113
Isn't Quake a dead franchise?!

>> No.6665212

>>6665113
>What the fuck is your guys' problem with Fresh Supply?
>representation in video games

>> No.6665231

>>6665113
>sociopolitical nonsense

>> No.6665248

>>6665113
>1 hour of being talked down to by a degenerate in "representation in videogames"
>9 (NINE) Fallout/76 panels
>2 cosplay panels
>6 hours of Dishonored roleplaying
>0 (ZERO) panels about Quake games or its community... at Quake Convention.

Fucking disgusting. How can they not be embarrassed doing this shit.

>> No.6665262
File: 23 KB, 512x481, a38.jpg [View same] [iqdb] [saucenao] [google]
6665262

>>6665113
I just want to play video games

>> No.6665282

>>6665113
>representation in video games
>for a fucking hour
Thank you ZeniMax, very cool!

>> No.6665351
File: 2.10 MB, 1138x640, 2020-07-31 20-59-55.webm [View same] [iqdb] [saucenao] [google]
6665351

Just look at all this moire! Anyway, first enemy is working (he's not hitscan, I just took away his attack for a video). I think they need new uniform color - right now it has slight teal hue, but it is hard to notice.

>> No.6665421

>>6665113
R E P R E S E N T A T I O N
>F O R AN H O U R
WHAT THE FUCK

>> No.6665430

>>6665351
>what is anisotropic filtering

>> No.6665467

>>6662951
>>6662957
Alright il check it out

>> No.6665486

>>6665113
Fallout, Fallout, and more fucking Fallout
Fuck you Bethesda

>> No.6665503

>>6664718
>It also seems that there's maybe a chaingunner or two missing from the bookshelf trap with the archvile which I don't personally think is necessary.
I was thinking the same thing but i think the author made it too easy because he got the advice from that anon crying about m-muh doom platforming and the chaingunners, fuck that retard

Author's map was fine, just needs some changes and that's it. Author if you read this add them back and the 2nd chaingunner that teleports from the beginning

>> No.6665514

>>6665430
Already at x16

>> No.6665551
File: 29 KB, 412x300, 710.jpg [View same] [iqdb] [saucenao] [google]
6665551

>>6665421
What is even there to say at this point?
>not having (demographic) in a game because of negative biases is bad
That's it, that's all the argument is, ideally. Very few people disagree with that notion, and there isn't even any "anti-whatever" narrative going on in video games, let alone any medium/industry.

>> No.6665589

>>6665503
I mean, the platforms were objectively ass.
How did you feel about the original red key section though? Were you fine with it as it was or did you think it needed slight changes in regards to monsters/ammo?

>> No.6665638

>>6665467
Ok so:
>Skill 2: pretty much what i imagine the speedrun being about would look like.
>Skill 3: it's the same thing as i expected, at first i was confused why the arachnotron wasn't spawing and then i've seen it, so thats a relief.
>Skill 4: Welp at least this one makes me relieve it is possible, it will be annoying but at least the fact that is doable (And completable) will be my least of my concerns
>The edit: OH GOD OH JESUS WHY DID YOU PUT THE SIGIL MIDI, THE MAP DOESN'T DESERVE IT, but in all seriousness, i am not really into slaughter, yet i can see it is pretty good especially that zombie man on easy.
The issues that i so far found were that Not all the mancubusses were spawning though which
kinda ruins 100% runs but outside of that(on hard at least), also giving the bfg at near end isn't something i would recommend doing but sure.
On hard i had to cheat because i wanted to see how much it has, and i am pretty sure it is somewhat doable and possible to beat. but it runs the issue i listed above.
On medium i played using saves but it was a very nice experience.
On easy i beat without saves.
Over all is pretty good, if the Collab guy is ok with it, i am cool on using this edit instead of my version.

>> No.6665651

>>6665638
>>6662951
forgot to mention

>> No.6665667
File: 478 KB, 1919x1009, sigil.png [View same] [iqdb] [saucenao] [google]
6665667

>>6664306
i think barons were used well in sigil

>> No.6665743

>>6665351
Interested in seeing more in the future

>> No.6665808
File: 1.72 MB, 4608x2112, IMG_20200731_100922.jpg [View same] [iqdb] [saucenao] [google]
6665808

Why do you guys even pretend DOOM is better than DOOM II? The reason I hear most often is that DOOM II is "hit and miss" as if this doesn't describe Episodes 2, 3 & 4.
I wanted to compare how many good/bad maps are in each game so I played through all levels and rated them. These are the compiled results. Obviously these are totally subjective but I tried being as objective as possible. I hadn't played through the first DOOM in years and went in expecting you guys to be right about DOOM's quality. But I was disappointed to find there's just so many bland uninteresting levels that bleed together. Then I played through DOOM II expecting that I'd realize a lot of the levels aren't as good as I remembered but they are, and even DOOM II's bad levels are at least interesting, both in layout and look.
I could only see an argument for DOOM being better if you included Sigil and even then that's a stretch.
inb4 nice blog post

>> No.6665847 [DELETED] 
File: 1.73 MB, 4608x2112, IMG_20200731_100922__01.jpg [View same] [iqdb] [saucenao] [google]
6665847

>>6665808
File got rotated for some reason

>> No.6665852
File: 1.13 MB, 2112x2543, IMG_20200731_100922__01__01.jpg [View same] [iqdb] [saucenao] [google]
6665852

>>6665847
>>6665808

>> No.6665862

>>6665808
>>6665852
>Map 30
>5 stars

>> No.6665870

>>6665852
what is your rating criteria?

>> No.6665880

>>6660112
>doom 2016 made by croteam
this made me laugh like a little girl for some reason

>> No.6665912
File: 86 KB, 688x1024, 1584291818808.jpg [View same] [iqdb] [saucenao] [google]
6665912

>>6665113
The Quake Community Killed Quake.
You could had shilled QC IN HOPES that zenimax jews could keep the game alive.
But everyone continued with the same retarded and repeated bickering about Q3 vs QL vs QC vs CPMA vs Q2 vs Q1.

You could had Helped Nvidia into making Q2RTX into a good Source port, but Q1 Muh quake bickering killed it.
You Could had Told the Discord Quake Mapping Mafia like dumptruck, beep and so on to eat a dick and care about the damn franchise, make maps for Q2, Q3 and even RTCW instead of one game ad eternum, but you didnt.

Now behold and watch your Ip being killed and replaced by DOOM as id's main workhorse from now on.
Exactly as EPIC did with the Unreal Franchise, and previously with Jazz.

>> No.6665939

>>6665862
It was a very clever way to design a boss battle, with the boss shooting cubes that spawn random enemies on a grandstand while you attempt to shoot well timed rockets into the weak spot. They designed a boss that was way more clever than making just another big creature. How do you make a different boss for DOOM II? Oh, it's a creature that launches projectiles at you, you know, like every other encounter in the game. It was a great execution of DOOM's frantic platforming elements (timing the jump off the platform, minimizing time spent on poison, dodging projectiles from above, climbing back up and navigating enemy hordes to grab powerups as needed).
Icon of Sin rules. Still the most unique boss fight in an FPS to this day.
At the very least it's a million times better than DOOM's bosses. You fight a single cyberdemon in a big open area, then in UD, you fight a single spider mastermind in a big open area. Err, its a big thing that shoots you! Its tedious to kill!
Give me a break.

>> No.6665967

>>6665808
I dont get it either. I find episode 2 and 3 in Doom 1 to be pretty poor. So often you are reduced to just boringly shooting pinkies over and over. And its not because of the limitations of Doom 1's assets, its moreso just poor design decisions, and perhaps because they didnt intent UV to be "default" like most people do nowadays. There are some good maps (E2M4 is awesome) but for the most part they are kind of boring. The maps in E3 dont even feel particularly hellish

Doom 2 IMO does a better job. The city levels get hate but at least they are interesting and some cool demonic touches. The hellish levels feel more genuinely hellish to me. The Spirit World and The Living End are amazing stylistically, I also really love Monster Condo. Doom 2 has a lot more flavor in its levels that we only saw glimpses of in 1

>> No.6665970

>>6665870
Mostly arbitrary feeling probably, though I do have my reasons. For example: >>6665862
>>6665939

>> No.6665987

I love Project Brutality and just wanted to say that.

>> No.6666057
File: 225 KB, 523x470, 1534908134897.png [View same] [iqdb] [saucenao] [google]
6666057

>>6665912
Motherfucker, I played QC every goddamn day.
>You Could had Told the Discord Quake Mapping Mafia like dumptruck, beep and so on to eat a dick and care about the damn franchise, make maps for Q2, Q3 and even RTCW instead of one game ad eternum
Uhh, no. Why would I shout at someone to make content for a game they don't like instead of enjoying the content they create voluntarily for a game they DO enjoy? You're typing nonsense.
>Now behold and watch your Ip being killed and replaced by DOOM as id's main workhorse from now on.
Way ahead of you, buddy.

>> No.6666065

>>6665912
>implying I give a single shit about """id""" doing anything with Quake
In fact, I'd like it better if they leave it alone.

>> No.6666094
File: 494 KB, 1000x1000, 1533711075_Hunter from Quake III Arena - by eXcrem.jpg [View same] [iqdb] [saucenao] [google]
6666094

>>6666057
Most of them Doesn't even play the game anymore, most of them keeps copying AD and Altar of Storms for maps
ALL OF THE OLD industrial maps were made for Q2, but bickering spoke 1st.

there is a reason of why people got tired of Q1 mapping or even or playing after AD and Q1.5, because AD was perfect, and Q1.5 was the ultimate improvement, and all we have now are mappers instead of doing something new, they keep searching for scraps like racoons in a trash bin.

The community asked for it, now it will die as Unreal did.
Pure bickering and autism.

>> No.6666117
File: 309 KB, 1125x709, f9331620890e2f5b2ac1ca824577ea60.png [View same] [iqdb] [saucenao] [google]
6666117

>til we almost Got Brutal Quake 2 with enemies overhaul with decino's footage
https://www.youtube.com/watch?v=Gd4TPPqgrzs

>> No.6666121
File: 106 KB, 403x367, 1557568265001.jpg [View same] [iqdb] [saucenao] [google]
6666121

>>6666094
>there is a reason of why people got tired of Q1 mapping or even or playing after AD and Q1.5, because AD was perfect, and Q1.5 was the ultimate improvement

>> No.6666180

is it cheating to save in a level?

>> No.6666196
File: 318 KB, 800x424, e1m1_6.png.3fe6051349d91869e8df53045a03a986.png [View same] [iqdb] [saucenao] [google]
6666196

>>6657194
> MULTIVERSE:
> https://www.doomworld.com/forum/topic/115093-e1m1-multiverse-release-24/
> E1M1 is perhaps the most memorable and iconic level of Doom of all time. This community project pays tribute to the map with a collection of GZDoom-compatible maps that spin off the original concept in fun, creative ways like a Minecraft-themed rendition, a miniature version of the map, and Hangar reimagined as a Doom 2 or Plutonia map.

>> No.6666223

>>6666180
No, but you are cheating yourself out of a good time if you save every time you enter a room. Saves are perfectly fine, try beating AV without saves and not quitting due to boredom.

>> No.6666259

>>6666180
Even if it is, who cares? Personally I think it's more fun when you don't, as long as the level is not too long. I save sometimes if it's too long or too hard but that's admission of defeat.

>> No.6666263

>>6666223
I don't, but I do save at the end of levels a lot of the time because I don't want to spend 5-10 minutes getting back to the last room. A good example would be map 8 of Valiant. It's final room killed me 3 times before I put a save infront of the room because I got so frustrated playing the level over and over just for a shot at the same room. Usually I don't mind replaying levels but that's the map that broke me.

>> No.6666282

>>6666196
Isn't it old news?

>> No.6666289

>>6666180
if i feel the need to save in a level, i consider it a bad level. it probably means the level is too long or too tedious. if i want to save it usually means the beginning of a level is really boring or feels like a chore

>> No.6666336

>>6666117
I'm still surprised we haven't had a Q2 mod that changes the movement at all. It'd be fun to have a little more air control than vanilla Q2, hell I think Q3's strafejumping was a little "easier" to control, but that may also be a result of the layouts of each map being significantly different and built around strafejumping more than Q2's.

>> No.6666363

>>6665987
If they hired some artists and slightly changed all of their variant of Doom's monsters into their own, they could slap it on Steam tomorrow and call it their own shooter.

>> No.6666370

>>6666196
>tfw I grew up only having Doom II and therefore Entryway is more iconic to me

>> No.6666382

>6666666
Super hell awaits.

>> No.6666385
File: 486 KB, 2536x1024, 2048vc.jpg [View same] [iqdb] [saucenao] [google]
6666385

>> No.6666389

>>6666382
God damn it.
>>6666666

>> No.6666408

>>6666385
You forgots
>misalligns textures on purpose
and
>HoMs everywhere, doesn't care

>> No.6666412

>>6665912
I played Quake Champions almost daily near the end of 2017, played it a bunch in 2018, sporadically played it in 2019 and then finally gave up at the beginning of this year. The game only got worse, and I wasn't about to try and trick people into thinking it was good or worth saving.
I don't know why you're bringing up Q2RTX like it was going to revitalize anything, Quake 2's strength is its multiplayer, and there are already adequate source ports for the game.

>You Could had Told the Discord Quake Mapping Mafia like dumptruck, beep and so on to eat a dick and care about the damn franchise, make maps for Q2, Q3 and even RTCW instead of one game ad eternum, but you didnt.
This is just schizophrenia. Let's tell people to map for Wolfenstein, that will help Quake!

>Now behold and watch your Ip being killed and replaced by DOOM as id's main workhorse from now on.
This has already been reality for years now, there's no point in thinking otherwise.

>> No.6666423

>>6666382
this board doesn't do non-zero dubs

>> No.6666475

>>6660101
i find sigil too linear, too dark, and too frustrating. its linearity means that if you die in a level, you're gonna have to do a lot of bullshit all over again. i think that if you want to make levels linear, you should have more health and ammo to make up for the frustration of dying and having to do it over again.

a lot of sigil is having to kill cacodemons in small hallways or ledges, so you have no choice, you cant just run past. and its boring doing this over and over. for example i got near the end of map 3 and died and couldnt be assed to try again because clearing out those cages with imps was just so boring

>> No.6666516

>>6666408
>HoMs
You mean "Illusio-pits"?

>> No.6666530

Rolling for Super Hell. If I get it, bhopping will be possible in real life.

>> No.6666546

>>6666530
Rolling again

>> No.6666554

>>6666530
>rolling for gets on a slow board
>rolling for a get that’s one hundred posts away
>rolling for gets on a /v/ offshoot

>> No.6666576 [DELETED] 

>>6666475
Clearing out those cages is a cleaning experience

>> No.6666582

>>6666554
>rolling

>> No.6666601

>>6666554
>rolling for gets on a board that has dubs disabled
>>6666577
>>6666566
>>6666555
>>6666544
>>6666533

>> No.6666781

Question about PRBoom+

Is it possible to disable player movement with the mouse? the back and forth is awful forced to use mouselook and the warping is barf inducing

The "red flash" when taking damage is out of control. It's so bad I have to look away, 1 max roll rev missile impact leaves me blind and is insta death. Can it be reduced?

>> No.6666796

>>6666781
Yeah, just roll vertical mouse sensisitive to zero.

>> No.6666807

>>6666781
For the first one, go to mouse sensitivity in the options and turn vertical to 0.
For the second, the only way to reduce it is to disable it completely. This can be done be going to general options--> display options--> change palette on pain.

>> No.6666849
File: 54 KB, 197x190, Nvg21aY.png [View same] [iqdb] [saucenao] [google]
6666849

>>6666385
sector toilet heaven when

>> No.6666860

>>6666796
>>6666807
Awesome thanks. I guess I'll have to live with red, the lack of feed back from disabling it might be worse

>> No.6666876

>>6657728
>>6659857
>>6658584

Well, i made a few changes while i was supposed to be in code monkey mode at work.

Mostly trying to force player to stay in every room a little more to avoid run pass all the combats.

Could be broken, playtested in a rush.

are this edits "legal"? When does the time ends? Honestly i am a little tired of fixing my map.

https://files.catbox.moe/anlw5x.zip

>> No.6666896

>>6666876
This is the correct file

https://files.catbox.moe/c3v7zz.zip

>> No.6666951

Why is nobody mentioning my submission? Is this because it's 3 hours speedmap and there's nothing to talk about?

>> No.6666972

>FPS general
>only doom is discussed
Boring. Take this thread to /vg/

>> No.6666975

>>6666972
literally says RETRO FPS THREAD

>> No.6667064
File: 55 KB, 1280x571, 2892002.jpg [View same] [iqdb] [saucenao] [google]
6667064

Anon... Obviously you are suffering from hearing problems, so I'll ask you again...

WHERE'S THE GODDAMN MEGAWAD, WHERE'S THE GODDAMN STUFF, AND WHERE'S THE GODDAMN FINISHED MAPS?! You're making a idiot of me anon, and I'm not laughing yet.

>> No.6667154
File: 38 KB, 623x623, Dd_FHnkU0AAXYY0.jpg [View same] [iqdb] [saucenao] [google]
6667154

>>6665852
>Map 21
>4 stars

>> No.6667174

>>6664737
I did the same.

>> No.6667175

>>6666196
>MULTIVERSE.TXT
>May Not Run With : PrBoom+, Vanilla Doom, Chocolate Doom
>Tested With : GZDoom, ZDoom

Why are people like this

>> No.6667186

>>6667175
because nobody likes shitty Prboom's mouse movement

>> No.6667210

>>6667186
They could have tested in Crispy if it's Doom format.

>> No.6667243

>>6665912
Are you drunk?

>> No.6667248

>>6667175
>>6667210
It's not Doom format. There's a 3D floor in the first room of the first map.

>> No.6667269

>>6667175
im a newfriend, mind me asking why there are so many source ports and which one is the "definite" one that emulates doom most accurately?

>> No.6667270

>>6666180
if it's a particularly long level I'll save
also before crushers and platforming

>> No.6667279

>>6667269
Chocolate Doom is the most accurate, but it may make your eyes bleed.

There's basically 4 types of Dooms: Vanilla, Limit-removing, Boom and then there's zDoom. Vanilla is how it used to be played, Limit-removing like Crispy Doom is how it used to be played, but also removes arbitrary restrictions like crashing from seeing more than 128 surfaces. Boom is expanded format that adds more possible things you can do, but keeping the spirit, some advanced wads uses it instead of Doom. And zDoom is a very moddable, very versatile thing that is different from everything else.

>> No.6667320

>>6667269
The ports all have unique ideas that the authors set out to implement like a set of tools
You want 100% accuracy including original resolution -> Chocolate Doom
Chocolate Accuracy with improvements like higher resolution, widescreen and more plus compatibility with limit-removing mods-> Crispy Doom
Full HD, filters, polygons, top compatibility with all mods including some exclusive, but lower accuracy to the original -> GZDoom

Noobs mostly use GZDoom because it looks nice and has lots of options for improvements, and it plays all of the mods, it does not play exactly like Doom but you are unlikely to notice. Just don't forget to turn jumping and crouching off, I don't know why they are on by default, and if you want a closer experience turn mouse aim off too.

Now if you really want to experience it like back in the day use Chocolate, or Crispy.

Personally I have all 3 installed for different experiences and different mods, it's not very heavy.

>> No.6667365

>>6665912
The Quake (one, you know the real Quake?) Community is amazing and makes new map packs every few weeks. They literally never fucking stop outputting new content for that game.

They could have invited dumptruck_ds or some shit to do a talk on mapping or the community or had a panel about the modding community and the series etc and plans for the anniversary next year but no, fallout cosplay and Dishonored roleplaying instead.

>> No.6667372

>>6667365
What real quake?
What the retards considers 1 game at all and despises the sequels even in their own safespace?

>> No.6667375

>>6667372
The other """"Quake"""" games have nothing to do with the original Quake story-wise or aesthetics-wise and were only named Quake to piggyback on the success of the original

>> No.6667384

>>6666385
I wanted to try making a map but missed the deadline on SUNDAY and it's fucking Friday night and the wads still not done and I could have probably made a map had I known you bitches wouldn't have released it yet but NOW it's too laye. Fucking niggers

>> No.6667385

>>6666263
Yeah, you gonna have a bad time if you don't save sometimes when playing community wads. They are by default much harder, can have much larger maps, can contain mean traps and the quality can be uneven. There are so many wads that I'm not gonna be stuck for hours or days on a single map losing all my progress of half an hour to some overwhelming surprise trap gitin gud enough to master it like I mastered the id maps, just because I refuse to save in the middle of the playthrough.

>> No.6667392

>>6666951
Which one?
>>6667154
The central hub filled with health is a neat concept and I like the traps. Four stars is slightly generous though

>> No.6667398

>>6667372
1 is the real Quake.
2 is so uninspired they couldn't even come up with a name for the game and literally said "fuck it, Quake 2"
3 is just cashing in on the massive multiplayer phenomenon craze

>> No.6667402

>>6665514
That's odd then

>> No.6667409

My favourite retro FPS boss is that one you strafe in a circle the entire time shooting it until it dies

>> No.6667420

>>6667409
i like that one too

>> No.6667424

>>6667375
the other quake games were better than Q1
Q1 is a mishmash of rejected ideas by romero who wanted the game to be a RPG open world, the idea went to become Hexen, and carmack went on to make it into a FPS and cash in into their friendship with Reznor,also Quake 1 soundtrack is overrated

Also Q2 had the best Mods and Multiplayer, and even awards, it had even 2 good single player packs, 1 collection of the best official multiplayer assets, including Threewave CTF and 3 unofficial mission packs, and 2 superb console ports who's multiplayer was better than Q1 console ports.
Quake 3 is a Legend til this day along with Unreal and UT99, it had even a Dremcast port with PC crossplay, and a good PS2 port with a good story, which served as reference for QC

Q4 was outsourced to raven and Ritual and sabotaged by activision, which killed the Ritual Entertainment expansion with HD Q2 stuff, but it still a solid FPS game in a time where the genre was becoming military shooter clones, mainly MP.

ETQW was a huge hit, it suffered earlier on but it ended a solid Multiplayer fps game, in both console and mainly PC.

Q1 is only "remembered" because hipsters like you who keeps reusing the same ad eternum stuff which Previously was mediocre, until Simon made Arcane Dimensions which is Great.

in fact i hope zenimax finally removes or even sells the Ip back to Actrivision, it would be the perfect punishment for almost 25 years of retarded bickering over sequels.

Atleast he Doom, Duke and even Unreal Community is United, Quake community is a joke full of entitled autists like classic fallout or morrowind.

>> No.6667436

>>6666423
How do you know that for sure?

>> No.6667460

>>6667269
Vanilla Doom is the original Doom executable. Like this anon said >>6667279 , it has some obscure crashes that occur because of the limitations of the era. The most common vanilla-compatible source port is Chocolate Doom; it looks and acts just like the original Doom

Limit-removing ports behave exactly like original Doom but they don't crash if the level is too big or has too many lines etc., so you can make bigger maps with more detail but the source port can still play back any demos recorded in the original .exe. The most common limit-removing port is Crispy Doom; it is a fork of Chocolate Doom that comes with a bunch of extra options. It looks great and is my favorite port.

Boom is an engine that behaves mostly like Doom except it adds a few things like the ability to have conveyor belts and ice physics. PrBoom+ is by far the most used Boom source port; it can switch between Doom and Boom using the -complevel parameter when starting the game. If you load a Boom-map with Doom-compatibilty then the conveyor belts etc. will not function. If you load a Doom map with Boom-compatability it will still function, however if you are recording a demo for speedrunning it will be rejected if it uses the wrong complevel because it does behave slightly differently and can offer advantages though I'm not sure which exactly

ZDoom was designed to make it very easy to create Doom mods. It adds the ability for more scripts, but Zdoom behaves differently enough that it is completely unable to playback demos recorded in any other source port. It can still record demos, but those demos only playback in itself and it can only play ZDoom demos. Because of this, speedrunners can't use GZDoom to record demos, unless the map itself will only run in ZDoom.

>> No.6667472

>>6665589
The red room was hard and confusing at the first time, it needs some minor changes but I think the rest ot the rooms and traps are just fine

>>6666180
I only save at the start of the map so I won't lose my weapons if I die
>inb4 butthurt pistol starters

>> No.6667483

>>6667472
Pistol start is an interesting challenge but only if you have already beaten the map
If you're playing for the first time and did bad enough to die the idea of pistol starting an unknown map is enough to ragequit

>> No.6667503

>>6667472
For me, I only pistol-start community maps. I feel like it would be disrespectful not to.

>> No.6667539

>>6667424
>the other quake games were better
>Q1 is only "remembered" because hipsters like you
I played Quake 1 and 3 back in the day. I can still have fun with Q1 now but Q3 is an arena-only game vs bots; I could just play any number of other online FPS games.

I never played Quake 2 until recently, and I found the first level and its music repulsive. I read from an anon that the game take some time to get good, but the way I see it, the first level should hook the player, not turn him off to the game. Doom E1M1's blue carpet was epic for the time, Duke3D's theater level, Quake1's hub, all excellent introductions to the game. I'll eventually play Q2 but I'm in no rush; I don't see why I should rush to it, as I'm actually enjoying playing PWADs. I actually only downloaded Q2 to test out some map some anon posted here, and it was cool and all, but I liked the dark Q1 look more

I remember my friend had Quake 4 on the console a long time ago and I played some of it, and I was like, "What the fuck is this?" and went back to playing Call of Duty. It wasn't at all like what I remembered Quake being like

>Also Q2 had the best Mods and Multiplayer
>2 superb console ports who's multiplayer was better than Q1 console ports
Wow, who cares. If I wanted to play a multiplayer game today I wouldn't play Q2 or Q3

>Atleast he Doom, Duke and even Unreal Community is United, Quake community is a joke full of entitled autists
How is this relevant? I'm not part of any community, I'm just an outsider who played the games and found 1 to be the best

>> No.6667541

>>6667424
AD was a group project by a number of authors, artists, and programmers. Sock didn't "make" AD.

>> No.6667556
File: 78 KB, 640x640, 1469513585354.jpg [View same] [iqdb] [saucenao] [google]
6667556

>>6665808
>I tried being as objective as possible

>> No.6667564

Fuck "X units/hours/whatever" projects.
Next project we need to make a total conversion for Doom.

>new enemies, weapons and music

we are chads and not virgins using stolen/default assets.

>> No.6667570
File: 642 KB, 397x809, a bad line.png [View same] [iqdb] [saucenao] [google]
6667570

>>6667424
you fail to show at any point how any of them are better than Q1.
>Q1 is a mishmas
not an argument, for or against. Thief was started as a Camelot RPG, but is known for its focus on one thing (compared to UUW, SS, DX). so is Q1.
>Q2 had the best Mods
aren't you the guy constantly whining that there aren't any?
>Quake 3 is a Legend
Q3 is a chainlink in the series of fads. RTS, MP FPS, MMO, survival, MOBA, card games. it's an alright game tho, I've got nothing against it
>Q4 ... in a time where the genre was becoming military shooter clones, mainly MP
you mean in a time right next to Doom3, Prey, Riddick, Unreal2, Halo, Kreed, etc, etc, etc, etc, etc
>Quake community is a joke full of entitled autists like classic fallout or morrowind
ah, I finaly see it now, you're an actual certified grade-A retard

>> No.6667575

>>6665101
Zoom-zooms love games that have "hArDcOrE!!!" street cred ever since Soulsborne became mainstream, Shittari would just need to know how to market it to a modern audience. A lot of build games have auto aim baked in as well due to coming out before using a mouse was ubiquitous for shooters, so I'd argue that keep the auto aim generous for gamepad players wouldn't stifle the difficulty too much.

>> No.6667576

>>6667564
>we are chads and not virgins using stolen/default assets.
Okay sure, how many people here actually make new assets here?

>> No.6667581

>>6667576
How many people in the community as a whole make new assets?

>> No.6667582

Doom was always the better game, Quake was always shit, Romero was right along with Carmack.

>> No.6667592

>>6667581
At this point it's like a handful of people, HyperUtlra64 has been making a shitload of fresh assets, I know that much. Amuscaria too.
That's about it.

>> No.6667602
File: 5 KB, 210x229, 1514744380935.png [View same] [iqdb] [saucenao] [google]
6667602

>>6665638
Oh hey anon. I failed to mention, the blue key can be grabbed without triggering the monsters to spawn in!! Please post an edit that includes this fix! Also this way it is an "official" edit that you post and not me :)

> i am pretty sure it is somewhat doable and possible to beat
I included a UV-Max demo
>Not all the mancubusses were spawning
I didn't experience that - it could be because the cacos were blocking the teleporter, even from the sky, but once they die, the mancs should teleport in. I didn't touch anything besides adding monsters and making those windows glow
> it was a very nice experience
Yes! :D My idea was, the best way to utilize all the open horizontal and vertical space was to use flying enemies!

>> No.6667610

>>6665638
>OH GOD OH JESUS WHY DID YOU PUT THE SIGIL MIDI
I totally forgot about this; I have next to zero knowledge about MIDIs so I only added one that I knew about just so I wouldn't have to listen to D_RUNNIN anymore. Perhaps you can request that Project Lead Anon or someone places a better MIDI in; I remember I read they have numerous ones on standby for maps without custom midis

>> No.6667642

>>6667576
I'm not sure, I saw lot of anons posting their mods and creativity here so it can be 40-50% possible.

>> No.6667648
File: 225 KB, 682x600, 1460789447167.jpg [View same] [iqdb] [saucenao] [google]
6667648

>>6664942
WTF IS THIS SHIT

>> No.6667649

>>6667642
It'd be rough going, we have enough issues organizing as is, getting artists to come together to all work on shit would be like herding cats.

>> No.6667681

>>6665638
>>6667602
Specifically, move the blue key further back so the player has to enter that little nook to grab the key

>> No.6667735

Holy shit just finished "Baal's coliseum" by Bartekmil. Damn what a riot I really enjoyed it. Looked great, awesome traps. I didn't find any secrets so I might have had more trouble than I should have. The archvile fight in the arena then the swarm of imps. then a final bout of Archies right at the end.

Nice job felt really high quality

>> No.6667742

>>6667460
can crispy doom run basically any WAD?

>> No.6667856

>>6667175
Why not

>> No.6667860

>>6667742
No. Boom maps have special behavior like conveyor belts that Crispy Doom can't do, so all your voodoo doll scripting will break in Crispy Doom. ZDoom maps have even more scripting that neither Crispy nor PrBoom will run

>> No.6668001

>>6667564
I think you mean let's all make a Judge Dredd Duke 3D TC for fun haha and not totally me coopting your suggestion for my own personal dream game.

>> No.6668021

>>6667424
Imagine thinking the two Q2 expansions are anything but straight garbage

>> No.6668054

>>6665351
Dusk quality animation

>> No.6668083

>>6667564
Start by yourself then.

>> No.6668089

>>6665912
>you made quake die because you didn't shill/consoom enough
i fucking knew this post big bang theory mindset would poison id software titles, of all things
take a closer look at the source ports
the mods
the wads
the wikis and that timed people ditched wikia
the doom 64 ports that would soon be deemed illegals because "piracy/emulation bad, nintendo said so"
the fact that even something like "doomguy" automatically became official
these franchises lived by fans and free content, not by official entries or products
even id knows quake champions was fucked the minute they didn't use an actual id engine during development

>> No.6668113

>>6666117
@Berserk was creating gibs for his engine, but too bad that the engine looks like ass

>> No.6668169

>>6657351
>>6658254
https://www.mediafire.com/file/2qiulpm201npt4j/kakroucz_-_Trifecta.wad/file here's the fixed version of my map.An anon fixed since I fucked up with tags since I only tested my map in zdoom and vintage gzdoom.

>> No.6668234

>>6668089
And yet id still pushes doom on pc with free stuff, the modern ports are mostly because of console shenanigans, and zenimax fuckery.
they didn't cared about Eternal piracy, it sold well and even the damn mp was playable.
the streams still uses gzdoom for other wads.
and yet if we look at quake,if they stream something like hugo playing Q2 Oblivion or Ground Zero, the Q1 community will lose their shit and insult them, or if they stream a Q3A tournament, the MP part of it will seethe, or Even if they stream Arcane Dimensions or Episode 4, they will seethe and say that they aren't playing the right game or source port.

Doom doesn't have these problems because everyone doesn't give a fuck and wants to play the game, even Hexen and Heretic received tons of good stuff of late along with strife.
also when it comes to mods that changes Q1 gameplay, i think everyone here remembers the flame wars because of Quake 1.5 "RUINING THE GAME" or the previous quake one stuff from baker's forums, which even if it was Darkplaces mods, it added more life.

The Quake community is literally the Classic fallout of Retro FPS games, a bunch of "vocal" minority neckbeards still anal about sequels or the devs and founders having enough of them spitting and shitting on everyone's plate.
Their Happiness applies only to what they like, and if they hate it, they will bash it everywhere.

i wouldn't be surprised if later on this year, or after this quakecon next week, the hive mind decides to hate on DOOM because it stole their event, and proceed to bash the franchise here and everywhere else. they already do that with Half Life and unreal

>> No.6668249

>>6668234
That's a lot of assumptions about hypothetical.

Also the only one seething is you.

>> No.6668291

>>6668234
>and yet if we look at quake,if they stream something like hugo playing Q2 Oblivion or Ground Zero, the Q1 community will lose their shit and insult them, or if they stream a Q3A tournament, the MP part of it will seethe, or Even if they stream Arcane Dimensions or Episode 4, they will seethe and say that they aren't playing the right game or source port.
so the only thing you're arguing with is your own imagination. hell, Q2 Oblivion involved the func admin, so I'm starting to suspect you're a contrarian poser and don't actually care about Q2 after all.
also Q1.5 reaction was tame compared to Brutal Doom reaction. and when has Quakecon been relevant to Q1? there's nothing to steal.

>> No.6668319

>>6668249
Years and years of watching with dirty shit in other communities makes you see a lot of "redpills"
Like Mugen community supporters being infested with scammers, camwhores and pedos
Classic Fallout community receiving visits from the FBI because of fallout 3
The Brazillian Doom Community being involved in doxxing the Duke 3d one during the early days of Eduke when it was still jonofduke3d
Doomworld Corruption
many WoW fuckeries over the years from private servers to the real deal itself like "Blizz GM is a friend of mine, no need to worry about raid".

>>6668291
And do you CARE about Q2?
If yes then load fucking trenchbroom and start modding with lazarus, Unseen assets and so on.
or do what Decino did before he lost his pc, make brutal quake 2.

>> No.6668345

>>6667564
Impossible to coordinate even for non anon people imagine that

>> No.6668354

>>6668319
>And do you CARE about Q2?
I don't. nobody does, that's what you're being told thread after thread. if they did, we'd see a surge following Q2RTX, but there's been nothing. because it's a disposable game that fundamentally isn't fun to play.

>> No.6668379

>>6668354
shit opinion. Q2 is good, just not Quake.
There wasn't a surge after Q2 RTX because, one, the game looks like shit in RTX, and two, only normies actually buy and care for RTX, and these people only play newer games. Still, Q2 is only not as popular as Q1 and Q3 because it didn't offer as much innovation as those did back when they released.

>> No.6668439 [SPOILER] 
File: 457 KB, 820x532, 1596243571518.png [View same] [iqdb] [saucenao] [google]
6668439

test

>> No.6668457

>>6668439
>inb4 tacodemon

>> No.6668465

>>6668439
mhhhmmmm his cheese looks tasty

>> No.6668489

I can't do it, Dissolution of Eternity is ass. I really like Scourge of Armagon, but this mission pack is just not good. I don't like it.

>> No.6668630

>>6668489
Did you give up at the human Egyptian guys

>> No.6668638

>>6664942
Lol wonderful stuff anon

>> No.6668647

>>6668439
Nice dish bro
Got a recipe?

>> No.6668707
File: 985 KB, 1000x754, herrington.png [View same] [iqdb] [saucenao] [google]
6668707

>>6668439
based

anyone got the meme comparing a HDoom anime Baron (or Imp, I dunno) to a Baroness of Hell who actually looks like a demon? It said something like "stop doing this shit" for the anime girl and "eerrmm" for the thicc buff Baroness. I need it for scientific purposes.

>> No.6668776
File: 423 KB, 1920x1080, tele.png [View same] [iqdb] [saucenao] [google]
6668776

>>6668169
teleporter around the yellow skull lava don't work m8. Only bug I've seen so far

>> No.6668778

>>6668707
>HDoom

>> No.6668824

>>6667424
>the other quake games were better than Q1
Opinion discarded

>> No.6668837

>>6664583
>I think your problems are you are playing Doom with crosshairs and mouselook
Yeah, Doom's a lot easier when you don't have to aim.

>> No.6668842
File: 91 KB, 937x643, SCROLL SCROLL.png [View same] [iqdb] [saucenao] [google]
6668842

I really wish Boom had a better solution for arbitrary wall scrolling, this shit is imprecise as fuck, the dummy linedefs cannot line up properly with the actual wall surfaces that are supposed to scroll (subtle differences in lenght and angle), so they end up shifting very slightly and alignment glides apart as it scrolls.

Of all the things that would drive me away from Boom format, I think that this is it, because I was actually getting accustomed to all the other stuff.

>> No.6668850

>>6668319
>Classic Fallout
>FBI

Explain?

>> No.6668859

>>6668842
Imagine not mapping for vanilla.

>> No.6668870
File: 987 KB, 500x361, mwv.gif [View same] [iqdb] [saucenao] [google]
6668870

>>6668859

>> No.6668875

>>6668859
I like voodoo scripting, lets me do a bunch of neat things without having to learn a real scripting language.

>> No.6668892

>>6668842
Also, before anyone tells me to, no, turning off snap to grid doesn't work, it snaps to the grid anyway.

>> No.6668913
File: 281 KB, 1280x720, Screenshot_Doom_20200801_044434.png [View same] [iqdb] [saucenao] [google]
6668913

AAAAAH! LOOK AT IT!
Fuck it, I'll just revert it to a plain flat surface, nobody is gonna look at it that long anyway.

>> No.6668915

>>6668850
NMA stalking And sending death threats to bethesda devs when fo3 was announced until the feds visited them.

>> No.6668931

>>6668842
Is this for MAP30? Do you have an ETA yet?

>> No.6668947

>>6668931
Uh, no, just learned about the scrolling thing and thought maybe it would be cool to fix up some scrolling effects with that, to make it look cooler, but it's janktastic, so that's not happening.

On Map30, I'm working on it, should hopefully not take too long until I have a playable draft, though my dog got some kind of ear infection and I have to take care of him while his cone makes him miserable.

>> No.6668993

>>6668915
Got any sauce? Were they butthurt about the acquisition? I can't find anything on that situation. I know its off topic but I'm genuinely interested now

>> No.6669040

>>6668993
not him, but I'd imagine the butthurt was about the genre change. it's like Silent Hill turning into a pachinko franchise, except for the raping being performed by total strangers to the IP.

>> No.6669079

>>6668947
OK but remember we're already five days past a deadline that was already extended by a week and we're still waiting for you to post a first draft.
Translation: Hurry your ass up

>> No.6669127

>>6668319
Don't forget about John Carmack's bastard prodigy kickstarting NuuM (2016).

>> No.6669156

>>6669079
>>6668947
Or hand it over to someone else. Dogs > doom but at the same time we should get a move on.

>> No.6669210

>>6669156
I'll probably get it done on Sunday. Probably.

>> No.6669232

is there a reason why you guys dont make threads until this pushes off the board entirely? after autosage this thread gets so slow its almost pointless to keep it up

>> No.6669252

>>6667392
>Which one?
An Appointment With Mr. Pain

>> No.6669295
File: 274 KB, 1364x705, fix.png [View same] [iqdb] [saucenao] [google]
6669295

>>6657194
Finally updated my map again. In a much better more playable state, difficulty balanced, blinking lights to help make progression clearer, and fixed that damned visual glitch that used to appear on picrelated.
Here's download: http://www.mediafire.com/file/53922pdfe0957mu/MAP04CHAN.wad/file

>> No.6669298
File: 410 KB, 1280x720, Screenshot_Doom_20200801_045004.png [View same] [iqdb] [saucenao] [google]
6669298

>>6657194
>>6657728
>>6669156
https://cdn.discordapp.com/attachments/535235566476853259/738972084884996146/2048vrSUBa.wad
By the way, give these revisions a try and see if there's anything more that needs to be addressed. Probably should be pretty good now, but it's worth looking at, Map 07 hasn't been looked at too much, I think.

>> No.6669323

New thread:
>>6669317
>>6669317
>>6669317

>> No.6669339
File: 3.51 MB, 1920x1080, Screenshot001.png [View same] [iqdb] [saucenao] [google]
6669339

>>6669232
we just wait.

BTW in the next thread, could someone post the Unreal Championship 2 fixes? someone at /v/ was trying to make the audio and keyboard command/mapping work but the thread hit the post limit.

Also, does someone has the Updated Model rip of Q3 Generations arena of quake 2 weapons into Q2 itself?
the old lithium pack from youtube has the old machinegun model

>> No.6669341

>>6669323
What about the News Post?

>> No.6669392

>>6666263
Yeah, valiant has been kicking my ass too. Saving often now, due to how many traps and surprises there are.

>> No.6669415
File: 291 KB, 960x540, Untitled.png [View same] [iqdb] [saucenao] [google]
6669415

>>6669252
VIOLENT BEETLE - AN APPOINTMENT WITH MR PAIN

I can't trigger the exit.

Sure the map has more monsters on skill4 but it's not difficult. You hold down the left mouse button and everything goes away.

The secrets are dull and uninspired. They are just given to you at the end of the level. I think you could add some revenants without needing to add the SSG to add some difficulty. Don't force the player to fight two revenants simultaneously without the SSG though.

>> No.6669420

>>6669415
Exit is a switch to the right, but this seems like it indeed a better candidate for the exit. Maybe I'll revise it.

I can't really think of anything regarding secrets.

>> No.6669423

>>6669415
>Don't force the player to fight two revenants simultaneously without the SSG though.
Whoops, forgot about the chaingun. Sure you can make the player fight two revenants at once without an SSG, provided they get at least one box of bullets first so that they can soften them up for the shotgun, or kill one outright

>> No.6669427

>>6669298
Name of map?

>> No.6669431

>>6669427
Map 01: Vehement Onslaught
Map 02: The Dark Below
Map 03: Bleak Cinders
Map 07: Forsaken Stockades

>> No.6669451

>>6669295
Name of map?

I still don't know what I'm supposed to do. Provide a demo. The MIDI is still broken also.

>>6669431
woops linked to wrong post

>> No.6669583

What did the oblige creator mean when he said that Oblige never reached his vision of what a level generator could be? I always had a ton of fun with oblige, it's my favorite way to play doom.