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

/vr/ - Retro Games


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File: 623 KB, 1920x1080, King Mancuripper[sound=https%3A%2F%2Ffiles.catbox.moe%2F8ml68a.mp3].png [View same] [iqdb] [saucenao] [google]
9566227 No.9566227 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread: >>9553486

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

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

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

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

IWADs and more (>6 GB): https://mediafire.com/file/wuniyrhsjjgq4y8
PortaDOOM: https://github.com/Kroc/PortaDOOM/releases
Quake Trilogy (2020-11): https://pastebin.com/Ucb11XhU
Downloads for various /vr/ shooters. (Includes Doom, Quake, Douk, Blood, and more):
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
More /vr/ shooters:
https://drive.google.com/open?id=1ppJLNvQEPfP4FsOCQBak1TMvPUIswCac
Doom Shovelware:
https://drive.google.com/open?id=1Xy-YDWytlEa2CS9rit-PUgcieh4MrGzR
Fileplanet archives:
https://www.quaddicted.com/files/mirrors/ftp.planetquake.com/
4CHAN DOSPACK + Win98 games (pre-configured):
https://mega.nz/folder/3t8nzSIS#947kyMN6Z80f8HS7q2XlqA

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

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

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

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

== /VR/DOOM COMMUNITY ==

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

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

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

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

>> No.9566229

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[12-29] The Force Engine now supports all mods from DF-21.net
https://df-21.net/?post=64

[12-29] Unreal 1998 tech demo on Saturn
https://youtu.be/WpcjkDDLoXM

[12-28] Temporal Tantrum "gamma" release
https://drive.google.com/file/d/1WJp8h9SZ2AtOJdnP_82h1qnjJnI2Pfs4/view?usp=sharing

[12-28] Wolf3D TC 3.0 released
https://forum.zdoom.org/viewtopic.php?p=1234360#p1234360

[12-26] Netronian chaos had an update
https://captain-jurgh.itch.io/netronian-chaos

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

>> No.9566234

>>9566227
If you put Violent Rumble 2 in the newspost maybe some stragglers might join.

>> No.9566246

>>9566234
If PL wants it added to the post then I'll do it next bread.

>> No.9566253

>>9566229
>https://www.doomworld.com/
pretend I've never been there and explain to me what this site even is.

>> No.9566258

>>9566253
As the name suggests, it's a world that is doomed. The ozone layer has eroded beyond repair, the mountains have turned to ash, the oceans are dried to the point of being barren deserts, and the stars have long since erupted and turned to dust.

>> No.9566286

>>9566253
>>9566258
No, you retard, it's just an official website of Latverian Embassy in US.

>> No.9566339

About to host some Team Fortress Classic.
https://www.dropbox.com/home/HL1shit
If you've not yet grabbed the bootleg HL1 and tfc, there it is. Unzip tfc into the HL1 folder, run hl.exe, change game to team fortress. Hosting soon.

>> No.9566363

Man, that weedl server sure was a shitfest of stutters and crashes. I think I'd just stick with the /vr/ server, thanks.

>> No.9566364
File: 2.32 MB, 1920x1080, hl 2023-01-12 21-16-45-939.png [View same] [iqdb] [saucenao] [google]
9566364

TEAM FORTRESS. Using bootleg HL1 for more players.
https://www.dropbox.com/sh/ewic46bwg4tk8er/AACNjiGIHu7S1TtciR8iruNXa?dl=0
^Link to repository of bootleg HL1, some mods, and the custom maps (valve_downloads) I use. Tonight we're doing Team Fortress. tfc.zip in the link.

Simply unzip tfc to the HL1 directory>hit hl.exe>change game>Team Fortress. Open the console, paste this:

connect 162.248.93.194:27015

>> No.9566367

>>9566253
a virtual ballpit of very nice pool cues

>> No.9566420 [SPOILER] 
File: 46 KB, 640x353, JnyyeGGl.jpg [View same] [iqdb] [saucenao] [google]
9566420

>>9566253
Primordial nest of the biggest circlejerk to rule them all, be warned (unironically)

>> No.9566448
File: 792 KB, 768x768, vr2 info3.png [View same] [iqdb] [saucenao] [google]
9566448

VIOLENT RUMBLE 2 ANCHOR POST

VR Mega folder: https://mega.nz/folder/LVlWVK5D#H5iqeD61bSItMIVeGqymTQ

Stick to the loose files in the 'vr' folder for working on the project. You don't need the QuakeC source files unless you want to contribute code. When there is an update, sort files by date modified so that you aren't constantly re-downloading everything.

LAST UPDATE: >>9531469

>>9566234
>>9566246
I certainly wouldn't mind, though it hasn't exactly been a grand secret that the project is going on even with my lateness on anchor posts.

>> No.9566496

>>9566364
2/32

>> No.9566532

>>9566364
3/32

>> No.9566539 [DELETED] 
File: 299 KB, 957x887, tooth decay 3.jpg [View same] [iqdb] [saucenao] [google]
9566539

No.9565827

Reposting these from the last thread since i posted them as the thread was closing...

>> No.9566545
File: 299 KB, 957x887, tooth decay 3.jpg [View same] [iqdb] [saucenao] [google]
9566545

Progress on the doom 2 slaughter map im making

>> No.9566549
File: 177 KB, 1581x916, tooth decay 3-2.jpg [View same] [iqdb] [saucenao] [google]
9566549

>>9566545

3rd arena frontside

>> No.9566553
File: 166 KB, 1583x917, tooth decay 3-3.jpg [View same] [iqdb] [saucenao] [google]
9566553

>>9566549

3rd arena back side

>> No.9566585

>>9566364
4/32

>> No.9566591
File: 57 KB, 252x235, 1668302668354.png [View same] [iqdb] [saucenao] [google]
9566591

>>9566363

>> No.9566593

>>9566253
It's a niche heavy metal enthusiast website.

>> No.9566625

>>9566364
5/32

>> No.9566640

>>9566364
6/32

>> No.9566649

>>9566549
>>9566553
I like what I see. Put a toxic dark green sky in there and you've really got something.

>> No.9566680

anyone seen this doom review ? Maybe everyone here has seen it, i don't know. It was pretty funny, it's well made too. It goes for almost 4 hours. He spends almost an hour just talking about e1m1. He used to live with american mcgee too apparently, he talks about it a bit
https://www.doomworld.com/forum/topic/116945-one-of-the-most-entertaining-doom-videos-ive-seen-action-button

>> No.9566707
File: 811 KB, 1920x1080, hl 2023-01-12 23-18-26-136.png [View same] [iqdb] [saucenao] [google]
9566707

>>9566364
gg, server is still up for anyone who wants. Must sleep. Next thursday probably Sven Co-op, maybe HL2dm. Undecided.

>> No.9566768

>>9566707
>>9566364
Half-Life: Weapon Edition DM when?

>> No.9566838

>>9566768
Damn never heard of this. Thanks.

>> No.9567120

>>9559373
Penthouse was fun, albeit lowbrow, but was a one level novelty á la Kick Attack, which doesn't get much play either. I'll have to check out It's Zero Hour.

>>9559373
>Why don't we talk about Duke!Zone 2
I have only played Arctic Assault, but the level design in that episode was ass. Ctyptic aa all get out and ammo starvation for days.

>> No.9567358
File: 288 KB, 1889x973, temp7.png [View same] [iqdb] [saucenao] [google]
9567358

allow me to break the ice

>> No.9567372

>>9566253
never meet your heroes

>> No.9567468

>>9566253
A world full of doom and gloom
best not to be entered

>> No.9567483

>>9535146
Might be too late to ask this, but is there any intention by the organizer to submit the "/vr/ mondo project" anywhere. Like doomworld, doomerboards or idgames?

>> No.9567491

>>9567483
Whoops. Just checked Doomer boards and realized it's already there. Other's still stand.

>> No.9567514 [DELETED] 

Speedmappers deserve the rope. Garbage-producing attention-seeking faggot who can't wait to cut their dicks off for more Doomworld fame.

>> No.9567528

>>9567514
Speedmappers? What is that?
I know that some people make mapping timelapses, but its not the same, right?

>> No.9567530

>>9567528
No, I'm talking about those idiots who proudly make 1-3 hour maps and shit up the idgames archive with them.

>> No.9567536

>>9567514
Go play 200 Minutes Of /vr/, you onerous catamite.

>> No.9567615

>>9567358
coldwoman

>> No.9567693

>>9562953
I wonder if a mod or game has tried to consider any type of FPS enemy that ever existed and made a roster out of it
Including copying the most ambitious enemies designed
You'd still have some basics varations of concepts but probably try to rework with something specific like "this bigger Imp shoots 3 fireballs at once" or "it's a poison projectile"

>> No.9567710
File: 980 KB, 1280x800, tumblr_inline_pqknykBMBj1umys45_1280.png [View same] [iqdb] [saucenao] [google]
9567710

So apparently Q2 Venus mod got finnished last summer, so naturally I need to give it a go
Too bad I'm too stupid to make KMQ2 run it without missing custom entities

>> No.9567740

>>9567710
i wish he hadn't removed the intro with the ship crash landing.
also i hope that knightmare decides to update KMQ2 regularly by getting spike to help him

>> No.9567990

Thoughts on Plug 'n' Pray

>> No.9568035

Why don't the teleports in Marathon save? This is total bullshit to waste my time. I would even be fine with only one save or something, just let me quit the game and start where I was before.

>>9567693
Honestly I think that post has already done it. The only thing that isn't on there is multi-part enemies. Most games just use 1 or 2 of those enemies anyway. As FPS games get more realistic you're just shooting
>guy with gun
>guy with rocket launcher
>dog
>guy with sword maybe

That's just 3 archetypes and 2 projectiles.

>> No.9568083

>>9567693
if you play colourful hell and enable every optional monster tier it gets pretty close

>> No.9568094

>>9567740
I knew something was missing from last years demo
Also I wonder if the DoubleDamage bug will ever get fixed finally

>> No.9568101

cc4tex has all of gothic flats and textures? Or just some of them?

>> No.9568148

>>9567483
/idgames will probably accept it, they accept compilations and I don't think any of the submissions are against the rules. Just have to whip up a .txt. I'll probably skip Doomworld.

>> No.9568193

>>9568094
i wish /vr/ quakefags could at leasat register there to help with the feedbac, worse is that he was also working on a new radiant fork that uses Lazarus, but is frozen.

>> No.9568276

What HL content is in the leaks?

>> No.9568587
File: 474 KB, 1125x1125, Word cloud.png [View same] [iqdb] [saucenao] [google]
9568587

>> No.9568595

>>9568587
>srb2k based
>dnf great half games
>seems half-life always area rekkr guys
>modding retard
>windows however actual cannon
>often heavily promsiing somewhere would've easily multiplayer
>marathon leaked

>> No.9568620

Are there any mods for vkquake for a n64 / nightdive style hud?

>> No.9568639

>>9568587
>cool buch
>many years bitch

>> No.9568640
File: 399 KB, 800x600, FRIDAY_NIGHT_FIREFIGHT_TIME_MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9568640

Friday Night Firefight's up, we'll be revisiting AeonDM this session, this time with Insanity Deathmatch. I've also loaded vrsounds and litespree this time around, just note that vrsounds only works on a few maps in this WAD.

Alright, enough talk, let's go.
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9568643

>>9568639
*>cool bunch

>> No.9568645

>>9568620
No, Quake mods aren't modular like that. If you want a new HUD, it's going to be attached to a whole partial/total conversion mod.

>> No.9568687

>>9568587
what site do you get to in order to make this word cloud?, btw? I really forgot the name.

>> No.9568701
File: 121 KB, 1011x674, doomlauncheridgameswindow.png [View same] [iqdb] [saucenao] [google]
9568701

Got this Doomlauncher thing set up recently. Is there a way I can make the Idgames tab show more than just 25 wads? should I even be bothering with this?

>> No.9568801

>>9568701
I actually wish I could remove the idgames tab from the launcher because if I never used it.

>> No.9568812

>>9568687
Here: https://catalog.neet.tv/harlequin.html

>> No.9568835
File: 1 KB, 97x37, image.png [View same] [iqdb] [saucenao] [google]
9568835

>>9568801
If only it was possible somehow...

>> No.9568873

>>9568587
>lol 3d games

>> No.9568904

>>9566229
Moar DNF 98 leak news: an Area 51 map found in the leak has been restored for the DNF project.
https://www.youtube.com/watch?v=ZTixwglGll4

It'll likely be incorporated in the final build, also despite what the description says I dunno if it was made for the 98 build or the 01 build.

>> No.9568936

E1M2 of Unrattled
https://www.youtube.com/watch?v=Rur_jkCquMQ

>> No.9569023
File: 68 KB, 199x466, FmKJKmuakAAxB9X.png [View same] [iqdb] [saucenao] [google]
9569023

Porn when?

>> No.9569030
File: 161 KB, 520x477, Fl8PkJPakAUT15v.png [View same] [iqdb] [saucenao] [google]
9569030

Cursed Dookie.

>> No.9569039

>>9569030
>Damn, I'm looking shit

>> No.9569076

>>9569030
My Face, My Ass, What's the difference ?

>> No.9569078
File: 478 KB, 3432x1440, woof0035.vel_aex.aex03m710.png [View same] [iqdb] [saucenao] [google]
9569078

it's a good night for watchin' demos

>> No.9569085

>>9569023
Quake 2 player model conversion when?
Where the fuck is that anon who promised Elexis from SiN over a year ago?

>> No.9569106
File: 194 KB, 331x593, FmKrEXjaAAA0pZ0.png [View same] [iqdb] [saucenao] [google]
9569106

https://twitter.com/MannyCalavera12/status/1613015592340180994?s=20

>> No.9569125

>>9569106
Nice

>> No.9569130
File: 2.30 MB, 1920x1080, Base Profile Screenshot 2023.01.14 - 02.59.40.04.png [View same] [iqdb] [saucenao] [google]
9569130

I'm playing a Doom 2 TC called Solace Dreams and I've got a really weird issue when trying to play the game at 4k.

There seems to be some darkening filter that's drawn over the image after everything else is rendered but it seems like the effect isn't actually tied to the resolution, its just a 1920*1080 translucent dark rectangle.

So it looks perfect at 1080p and below but going higher leaves you with part of the screen much darker than the rest and a distracting boundry where the effect ends.

Anyone any ideas how I would go about fixing this? The TC is abandonware and I don't think you can even download it anywhere anymore so I'm not getting help from the dev.

pic related how the game is supposed to look.

>> No.9569151

>>9568640
Killed. Good games.

>> No.9569158

>>9569130
Is the "part of the screen much darker than the rest" the top left corner? If so it's probably as simple as just finding the overlay in the TCs files and scaling it up to the desired resolution.

>> No.9569168
File: 184 KB, 1366x726, FmTFgcPakAABTKA.jpg [View same] [iqdb] [saucenao] [google]
9569168

>> No.9569170
File: 1.17 MB, 3840x2160, Voxel Pack.png [View same] [iqdb] [saucenao] [google]
9569170

>>9569130
reminds me of the blood/nblood engine that shortens the distance of fading of the voxels as you increase resolution
in 4k it doesn't draw properly
probably an engine limitation

>> No.9569171

I had a Marathon dream this morning. I started on Arrival like normal but the Pfhor that approach you from both sides of the terminal were much more aggressive than normal, and I had to retreat immediately to spawn. However, the locked door was openable and instead of leading to the hangar where the Security Officer landed, it now led to a wide oval-shaped space-pavilion, sort of like G4 Sunbathing with weird space-fountains. The enemies were now freakish 3D renders, sort of like what Doom 64 did to Doom, and there was now a creepy added element in that the new Drinniol were substantially faster and had this light-under-face illumination. I ran backwards while looking at it, and the Drinniol's face gradually morphed into that of one of my brothers, but more zombie-like. Then I found a stash of Deus Ex onions food and we just kind of hung out and ate.

>> No.9569173

>>9569171
this is a mod in the making

>> No.9569182

>>9569170
ok nvm i'm stupid >>9569158 must be right

>> No.9569186

NepNep here. Considering that we've been doing all sorts of multiplayer nights on different games, I'm thinking of renting a VPS and doing a /vr/ Source MP thing on Tuesday nights. I wanted to gauge the thread's interest before I commit to anything, so I made a Strawpoll
https://strawpoll.com/polls/7rnzm6MNayO

>> No.9569190
File: 2.98 MB, 854x480, Kmq2 Chunkyboom.webm [View same] [iqdb] [saucenao] [google]
9569190

>>9567710
That was a good mod, and I like this port

>> No.9569204

>>9569030
He looks almost as greasy as Pitchford.

>> No.9569226

Is there an archive anywhere for QuakeC mods in specific? All I'm getting are ancient sites with dead links.

>> No.9569234
File: 284 KB, 640x434, The_Full_Randy.jpg [View same] [iqdb] [saucenao] [google]
9569234

>>9569204
Hmmm… That’s gonna leave a USB key

>> No.9569236

>>9569234
The world didn't need this.

>> No.9569250

>>9569236
the world "needs a greasy cheeseburger from time to time"
(origin of the meme, referring to DNF's tone summarized by Randy Bobandy)

>> No.9569260

Any updates to 94 Protons / link to the latest release? It's not in the news post anymore.

>> No.9569267

>>9569260
Check /vip/

>> No.9569294
File: 1.43 MB, 360x238, 1515436152115.gif [View same] [iqdb] [saucenao] [google]
9569294

>>9569260
See >>9549636
Another deadline failed to be met, with some snark on the side. The perfect qualities of a competent leader.

>> No.9569296
File: 1.12 MB, 1159x777, kdhmpsgo1xba1.png [View same] [iqdb] [saucenao] [google]
9569296

>> No.9569304

>>9569267
What's that?

>> No.9569318

>>9568587
>welcome schizos

>> No.9569320

>>9569304
/vip/ is the board that only 4chan pass users can post on, you can still browse without a pass. Chopblock posts 94 Protons progress there because of course he does.

>> No.9569335

>>9569130
I don't think there's much you can do about it, it's kind of a bloated and thrown together mess as I understand. How's it actually like to play? The project which the author did before that one was hilariously retarded.

>> No.9569352
File: 1.13 MB, 3816x2264, decepticoin-1317732111995047936-img1.jpg [View same] [iqdb] [saucenao] [google]
9569352

>>9569296
cool wallpaper

>> No.9569362

>>9569352
Sometimes I wish the pitchfork were more useful but then I remember the knife in Serious Sam trivializes a fair few fights.

>> No.9569375

>>9569352
Spectacular. It's like a Rootin' Tootin' version of the Scream Bloody Gore cover.

>> No.9569379
File: 479 KB, 1515x915, tooth decay 4.jpg [View same] [iqdb] [saucenao] [google]
9569379

>>9566545
>>9566649

Home stretch now. My first ever complete Doom 2 map and it took me less than 2 weeks.

>> No.9569381

>>9569362
i still prone-cheese some monsters with it. also zombies and gill beast finisher when they're not half a dozen.
but yeah maybe a bit more stopping power would have been nice or an upgrade since there's no chainsaw.
NotBlood weapon modifier seems cool but i haven't tried yet.

>> No.9569384
File: 624 KB, 3976x1624, decepticoin-1306266743615217668-img1.jpg [View same] [iqdb] [saucenao] [google]
9569384

>>9569375
here's an other one from him

>> No.9569389
File: 216 KB, 1580x915, tooth decay 4-2.jpg [View same] [iqdb] [saucenao] [google]
9569389

>>9569379
Of course I still have to do the lighting, decorations and play test the shit out of it. This was no small accomplishment for me!

>>9566649
How exactly does one swap a sky texture? gunna have to bust out the google...

>> No.9569418
File: 71 KB, 250x250, 1661277276125.png [View same] [iqdb] [saucenao] [google]
9569418

https://twitter.com/MannyCalavera12/status/1613013266003005442

>> No.9569419

>>9569418
muh duke

>> No.9569471

>>9569418
I didn't expect to see animated eyes and mouths on Quake 2 models, though I guess you have the time to do that when you end up making 4 models max before switching engines

>> No.9569472

>>9569389
pretty detailed for a first map. You like Insane Gazebo?

>>9568936
The secret medkit+rockets trips some people up who just try to squeeze doomguy's hitbox into the hole. Turns out the counter console could have made a sound if its linedef had a switch as an upper texture, but I didn't consider that's how switch sounds work

>> No.9569540
File: 194 KB, 1581x916, tooth decay 4-3.jpg [View same] [iqdb] [saucenao] [google]
9569540

>>9569472
Yes, Sunder's what got me looking at map making. The way gazebo could take a mere handful of textures as a theme and extrapolate a massive level full of unknowable and alien geometry really struck me.

This particular level has about 225 monsters - Kinda wimpy for a slaughter map but it's only got 3 main arenas. Which is perfect for a first map.

Just as fun as the geometry is I tried really hard to make the fights fun and difficult. For instance this map relies heavily on clever monster infighting, crowd control and managing projectiles from the front and rear simultaneously. Many of these are Gazebo hallmarks :P

>> No.9569561
File: 210 KB, 1583x915, stairs.jpg [View same] [iqdb] [saucenao] [google]
9569561

>>9569540
I'm very proud of these wacky fucking stairs that force you into the most uncomfortable spaces imaginable.

>> No.9569571
File: 198 KB, 1578x907, stairtop.jpg [View same] [iqdb] [saucenao] [google]
9569571

>>9569561
:O

>> No.9569602
File: 142 KB, 520x477, douke.png [View same] [iqdb] [saucenao] [google]
9569602

>>9569076
https://voca.ro/173zURB7DpAw

>> No.9569603

>>9569571
stop stairing at my mancuboobs

>> No.9569604

>>9569602
I oughta break an ASS off in your broom handle

>> No.9569606

>>9569602
kek
subtle shop

>> No.9569614

>>9569604
Damn, I'm good
https://voca.ro/1cJ4drMvpDT6

>> No.9569615
File: 5 KB, 256x128, Supergreen!.png [View same] [iqdb] [saucenao] [google]
9569615

>>9569389
If it's just for one map, you can plain add in a replacement graphic for the first sky. Look up how to add textures and stuff, it works like that (and don't forget to use dividing marker lumps in your .wad file so that the game/port will read the stuff properly).
Here's a sky texture I took from Hexen and squashed and recolored so it'd work even for vanilla, I think it'd fit.

>>9569561
>>9569571
That looks sadistic, I like it.

>> No.9569618
File: 705 KB, 245x160, bzzzzz.gif [View same] [iqdb] [saucenao] [google]
9569618

>>9569615
>supergreen

>> No.9569632
File: 651 KB, 3719x1933, boomer shooters bar.jpg [View same] [iqdb] [saucenao] [google]
9569632

>>9569352

>> No.9569639
File: 42 KB, 700x525, SentryBot.jpg [View same] [iqdb] [saucenao] [google]
9569639

>>9569615
I absolutely love it! Ill see about replacing the sky because you're right itd look really dope!

Have a friendly bot

>> No.9569661

>>9566680
>Action Button
Triggered. I'm not checking. Action Button along with Icycalm / insomnia.cc were the worst gaming "reviewers" of the 2000s, by far, even worse than Kieron Gillen and his cancerous new games journalism. Wasting 4 hours on blatantly made up horseshit while high on coke sounds exactly what they'd do if they powered through to the youtube era.

>> No.9569672

>>9569632
nice
the proportions on Leonard kek

>> No.9569691

After trying out a bunch of weapon mods for DooM i can confirm that they are all shit and vanilla is the most enjoyable.

>> No.9569693
File: 180 KB, 751x607, 1650326881629.jpg [View same] [iqdb] [saucenao] [google]
9569693

>>9569661
Icycalm I think is outright some sort of anti-social narcissist (which is why he fled the US and went into hiding in Greece after the FBI caught him defrauding elderly people). He cultivated a little sect of simps who appear to regard him as some sort of videogame prophet, which is as absurd as it is pathetic. Him and his circle are completely unbearable, but thankfully he has mostly faded away from the web.

Rogers is a bit of a different animal. He's INCREDIBLY autistic, and if you look into some of the shit he's done in the past, or talked to some people who interacted with him over the years on places like XBox Live, he seems like he can be unbelievably insufferable.
The Action Button videos he's putting out, however, aren't absolutely awful.
The video he did on Doom is long as fuck, and there isn't anything particularly fascinating to glean from it, but he manages to tell oddly compelling and even endearing autistic anecdotes about Doom for hours, and the dork (with an inflection that reminds me of Ron Burgundy somehow) ultimately made it entertaining, with little which rubbed me the wrong way.

I don't know if it's a fluke, because I care a lot about Doom, but I don't give a shit about Tokimeki Memorial or whatever, so I'm not gonna sit through hours of the other ones, but to me, his Doom video was honestly worth listening to while I was playing Doom 64 or working on maps.

>> No.9569704

>>9569693
His Tokimeki Memorial and Boku no Natsuyasumi videos are excellent, genuinely outstanding autistic info dumps and very entertaining.

I didn't care for a lot of his other videos but they're just not my thing, I don't think there's anything in particular wrong with them other than them being on boring fucking games.

>> No.9569724

>>9569085
>Where the fuck is that anon who promised Elexis from SiN over a year ago?

You are pulling my leg anon.

>> No.9569725
File: 16 KB, 640x480, Hot dog patrol.png [View same] [iqdb] [saucenao] [google]
9569725

Fucked up I'm late to my own project but happy 9th birthday, GMOTA.

>> No.9569767

>>9568587
>demonic welcome schizos
fuck the pain away

>> No.9569778
File: 819 KB, 3719x1933, debuild.jpg [View same] [iqdb] [saucenao] [google]
9569778

>>9569632
here is my shitty semi-obscure edit
i spent way too much time doing this...

>> No.9569776

>>9569724
>You are pulling my leg anon.
Nah, there was a guy who was posting screenshots from Blender of where he was matching Elexis' model to Quake 2's animations. He had previously made (and released?) a version of the Lady Death player model with some extra polygons and volume on certain parts of the body.

>> No.9569780
File: 1.91 MB, 155x194, 1477140298222.gif [View same] [iqdb] [saucenao] [google]
9569780

>>9569778
>the jumpscare skull

>> No.9569821
File: 1.37 MB, 768x960, rfaction2.png [View same] [iqdb] [saucenao] [google]
9569821

Is there a worse, also retro sequel to a retro shooter?
>not on Mars
>story is barely connected
>overall slower and clunkier
>geo-mod gimmick extremely cucked
>regenerating health meme
>much shorter
>no mod tools
>no multiplayer
>consolized to shit

wtf even happened?

>> No.9569827

>>9569821
You fail to remember how hard the first game shits the bed shortly after the start. In spite of Red Faction 2's shortcomings I'd consider it a better game just for its consistency. It's not a great game by any stretch of the term, but it's more enjoyable the whole way through compared to RF1

>> No.9569843
File: 3.86 MB, 610x640, guh.gif [View same] [iqdb] [saucenao] [google]
9569843

>>9569821
Blood 2

>> No.9569845

>>9568193
I'm so stuptid that I can't download either Yamagi or KMQ2 from the github page itself since there's no executable for them to downlad and install, only a list of individual files sorted by revision date

>> No.9569857 [DELETED] 

>>9569693
>which is why he fled the US and went into hiding in Greece after the FBI caught him defrauding elderly people
Hang the fuck on, last time I heard about him was him saying that Braid is not a real videogame or something - when did *THAT* shit happen?

>> No.9569861

>>9569821
>same universe as Saints Row
This part still gets me

>> No.9569864

>>9569821
>>geo-mod gimmick extremely cucked
This is normal, the only fun GeoMod is the building one from Guerilla/Armageddon, and it's at its best in Armageddon because you get the magnet gun to fling shit about at comedy speeds. GeoMod in the first two is a meme that only matters in the mines in RF1 and the office building in RF2 (where you use it to blast past a turret).

>> No.9569876

>>9569861
>same universe as Saints Row
Not even as dumb as Keen, Wolfenstein, and Doom sharing a universe, really.

>> No.9569878

What is the second greatest first level music in vidya history behind "At Doom's Gate?"

>> No.9569884

>>9569878
https://www.youtube.com/watch?v=qURei6svd90

>> No.9569892

Are the Harris levels any good?

>> No.9569893

>>9569861
at least it shares a universe with the good SR games and not the bad one
also it only really plays into SR2 (and one cancelled game), which is the best game in the series, but not /vr/ so i digress

>> No.9569905

>>9569878
https://www.youtube.com/watch?v=0RvMXaz6gQU
as a big Doom fan i never really liked "At Doom's Gate" all that much

>> No.9569909

Do the army grunts from HL1 really have invincibility frames, or it's just some Alf-tier schizoid garbage?

>> No.9569948
File: 1 KB, 66x66, 1665917151599.gif [View same] [iqdb] [saucenao] [google]
9569948

>>9566227
can't stop laughing at that fucking mayonnaise sound

>> No.9570006

>>9568873
lmao even

>> No.9570013

>>9569821
I can't remember playing anything past the beginning.

>> No.9570050

>>9568587
>schizos nintendo

>> No.9570125

is the caleb voice actor still alive?

>> No.9570134

>>9570125
Yeah
He did stuff for Ultrakill and a couple other New Blood games recently

>> No.9570243

Holy shit, map02 of Whispers of Satan has one of the best midis ever.

>> No.9570339 [DELETED] 

>>9569857
Take it with a grain of salt. There used to be a lot of wild stories about him, one I remember was that he went into hiding after scamming a bunch of ppl, but blew it by randomly killing a dog and getting arrested for that. Idk if anything other than the fraud indictment is legit. "Running away" to a country that has an extradition treaty with the US isn't really a convincing accusation if you ask me, more like it's evidence of a rumor mill.

>> No.9570351 [DELETED] 
File: 94 KB, 1200x851, 0x0.jpg [View same] [iqdb] [saucenao] [google]
9570351

>tfw I'm 100x better at Doom than everyone in this fag general
Why are you retards so shit at the game?

>> No.9570424 [DELETED] 

>>9570351
post demos

>> No.9570428 [DELETED] 

doom's quality would increase tenfold if the enemies always did max damage rolls and the player's damage was consistently 1.3x the current mean damage (i.e. chaingun always does 13, plasma always does 29)
rng damage is a complete failure of fps game design — if you get hit, you should get hurt

>> No.9570442 [DELETED] 

>>9570428
Imps should die to 5 bullets.
Chaingunners should die to 7.
Cacos and Revenants should die to 35.

>> No.9570502 [DELETED] 

>>9570428
I like the RNG but when I’m wanting less of it I play Babel.

>> No.9570517 [DELETED] 

>>9569857
>>9570339
That's getting way off topic, but if you're interested in finding out about what manner of seedy conman Icycalm really is, that's documented in detail on an autistic gossipping website.

>>9570351
Well, you've convinced me, you've surely demonstrated your prowess and talent with your actions.

>> No.9570539

>>9570428
This, but get rid of Revenants.
Worst monster ever.

>> No.9570562
File: 2.97 MB, 400x400, mind.gif [View same] [iqdb] [saucenao] [google]
9570562

>live through doom is a brutal doom fork
honestly i`m just impressed at this point.
fuck locking download links behind discord servers though. all my homies hate download links locked behind discord servers.

>> No.9570572 [DELETED] 

>>9570428
hitscanners would be way too lethal

>> No.9570580 [DELETED] 

>>9570539
>shitter detected

>> No.9570583
File: 298 KB, 675x725, boi.jpg [View same] [iqdb] [saucenao] [google]
9570583

>>9570351
>putting effort into playing vidya

>> No.9570586

Ya know, with the success of vampire survivors and its clones (or OGs like Crimsonland), I can't remember seeing a single Doom mod like it. Or am I retarded?

>> No.9570591

Playing through Auger Zenith with Combined Arms was a pretty fun experience.

>> No.9570593

>>9570586
Reelism?

>> No.9570628 [DELETED] 

>>9570428
>rng damage is a complete failure of fps game design — if you get hit, you should get hurt
You do though, armor and low damage rolls keep you alive for longer, but even low damage rolls are chip damage, and if you don't avoid building up injury you will die. Less apparent in the original release, because it's just not very tough, but harder levelsets don't really become appreciably easier just because you have the fortune of being graced with the mercy of some low damage rolls, the failure cascades and you only get to fail so much, your health and ammo are your margin for how much you're allowed to fail, and a resource to be managed. Resource management is a skill.

The idea that dicerolls are inherently bad design is a pseudo-intellectual opinion, particularly when games like Doom depend on the player's agency for the outcome, if you do your part well enough, you're not even rolling for that damage in any capacity, high or low.
Bad RNG is where you have no agency in any capacity, and the difference between continuing and a game over is nothing but a roll of the dice. Optionally far more outlandish and rare examples such as Blood 2, where all damage rolls always have a VERY wide range, making the game incredibly janky and unsatisfying, as nothing really works with any kind of consistency at any time, and you'll just run out of all your usable ammo sometimes, because one too many times the enemies arbitrarily shrugged off an artillery shell to the face like it was a kiss on the cheek. RNG damage rolls is a mechanic to balance, where Doom balances it very smoothly, and Blood 2 balances it fucking retardedly.

>> No.9570671
File: 430 KB, 1920x1080, crispy-doom_5A8nLWEPXQ.png [View same] [iqdb] [saucenao] [google]
9570671

TNT FANS BE LIKE
YOOO THIS LEVEL IS FIRE

>> No.9570705

>>9570671
sovl overload

>> No.9570710

>>9570583
>not putting effort into the things you enjoy
This is why you're still working in fast food at 30, Dylan.

>> No.9570786

>>9570671
I like TNT

>> No.9570798
File: 44 KB, 1280x720, VenusQ2.jpg [View same] [iqdb] [saucenao] [google]
9570798

>>9569190
Finally arrived to the new section of the Venus mod, the starting torture passage being timed and failable kinda sux I must say - also still no idea WTF the extra green keys are hidden in prior levels, besides the first one that was a non-cryptic secret one
>I think that YamagiQ2 prevents me from making screenshots because the filepath to 'MyDocuments' folder has a non-latin letters within it due to the username (itself being my powerword) having a pair of "Ł", any way to confirm this for sure?
BTW what map?

>> No.9570806
File: 10 KB, 204x136, 1647553766291.gif [View same] [iqdb] [saucenao] [google]
9570806

>>9570539

>> No.9570812

>>9570710
i don`t enjoy video games enough to put effort into them

>> No.9570835
File: 19 KB, 480x360, 1666753847805480.jpg [View same] [iqdb] [saucenao] [google]
9570835

send me your map I'll playtest it

>> No.9570845
File: 544 KB, 498x398, 1767176856047.webm [View same] [iqdb] [saucenao] [google]
9570845

>>9570539

>> No.9570849 [DELETED] 

>>9570628
have you ever thought you can have balanced fun gameplay without the probability of either dying immediately or suffering a minor scratch from one attack? nice wall of text retard but it this is a major dickriding cope.
>harder levelsets don't really become appreciably easier just because
You'd be surprised how much you can get away with, with a bit of luck. You wouldn't really know because you probably never played without the RNG. You will survive a lot of stuff you otherwise wouldn't, just because you rolled luckily once or twice. The low rolls add up significantly. Maybe the "harder mapsets" you're thinking of are slaughtershit where you're supposed to tank damage all the time.

>> No.9570861

>>9570671
Is this some strange troll? I remember this level immediately from just one screenshot and I don't remember having anything against it?

>> No.9570913
File: 316 KB, 800x600, 1644964725115.png [View same] [iqdb] [saucenao] [google]
9570913

GOD FUCKING DAMN IT, THAT FUCKING TIME OF THE FUCKING WEEK AGAIN, POST YOUR FUCKING WORK, YOU FUCKING NERDS

>> No.9570940
File: 471 KB, 1000x804, asss.png [View same] [iqdb] [saucenao] [google]
9570940

>>9570913
I finished my ugly map

>> No.9570942
File: 2.96 MB, 854x480, 1645530652777.webm [View same] [iqdb] [saucenao] [google]
9570942

>>9570913
I will never finish this

>> No.9570968

>>9570942
Is that a Balistacraft?

>> No.9570994

>>9569892
No, they are completely unremarkable and would be completely forgotten about if he wasn't a murderer.

>>9569909
They don't, he's just bad at videogames.

>> No.9571001

>>9569821
The geomod gimmick was already getting cucked during the first game because the level designers realized it would let the player shit on basically anything they did if they could tunnel through anywhere and everywhere.

>> No.9571015
File: 147 KB, 640x480, doom196.png [View same] [iqdb] [saucenao] [google]
9571015

>>9570913
Finished a map for a private group project with no particular theme.

>> No.9571016

>>9570942
That's Facility from Goldeneye. Did they recreate the entire game?

>> No.9571036
File: 66 KB, 289x721, Floyd_RRP.png [View same] [iqdb] [saucenao] [google]
9571036

>>9570968
>2023
>STILL not knowing about based Floyd the volatile automaton
ngmi

>> No.9571046 [DELETED] 

rng

>> No.9571050

>>9570942
cl_gun_fovscale you degenerate

>> No.9571072

>>9571016
that's were "I will never finish this" comes from
>>9571050
I'm using r_viewmodelquake

>> No.9571075
File: 576 KB, 1080x1080, Icantbeep.jpg [View same] [iqdb] [saucenao] [google]
9571075

>>9571036
HUH

>> No.9571103
File: 219 KB, 1920x1080, 1672157836124.jpg [View same] [iqdb] [saucenao] [google]
9571103

>>9571016
I'm thinking of adding the entire kitchen

>> No.9571113

>>9571072
>>9571103
That's pretty neat, will play it if you ever release it. You can look at GE Source for inspiration in added locations, I think they added the kitchen too.

>> No.9571142
File: 488 KB, 500x494, 1658796930770.png [View same] [iqdb] [saucenao] [google]
9571142

>> No.9571147
File: 1.45 MB, 1920x1080, 1669569391182.png [View same] [iqdb] [saucenao] [google]
9571147

>>9571113
https://mega.nz/file/qhpC2ZBD#TW1eiRlcggyOqaEmzzPdZXw4IA-Y3Mtef1VhRlRYoI8
throw them in the arcane dimensions' maps folder
dam is not finished because I need to put it on top of facility and is a pain in the ass, also I need to rotate the entire thing 45º aka remaking everything on grid, I want to make a single level with runway
use r_fullbright 1 (in vkquake at least) if you can't see shit, I finished the facility prototype but I'm barely starting

>> No.9571150

>>9571147
also, don't swim to the island, there is a secret that teleports you there, I'll make it a pain in the ass to discover in the future

>> No.9571172

L.A Meltdown > Knee-Deep in the Dead
The Shores of Hell > Lunar Apocalypse
Shrapnel City > Inferno
The Birth > Thy Flesh Consumed
Sigil > Alien World Order

>> No.9571181
File: 1.39 MB, 1920x1080, 1668465376299.png [View same] [iqdb] [saucenao] [google]
9571181

>>9571147
don't download that, here I added debug lightning
https://mega.nz/file/zgg1kR6T#S1ml5x-tbKk3Z-i-WgJlny4OH5_L2ehs7EMKI5Z0QFo

>> No.9571183
File: 165 KB, 1920x1017, Screenshot_Doom_20230113_184921.png [View same] [iqdb] [saucenao] [google]
9571183

>>9570913
stay frosty

>> No.9571184

>>9570913
I made art for GMOTA's 9th birthday after spending 5+ hours trying and failing to figure out how to make the dropped sword grabbable with the chain, seen here >>9569725

I'm about to open up SLADE and try again.

>> No.9571187

>>9571172
Where's Duke it out in DC?

>> No.9571203

>>9571184
I was playing your update and having a great time, but the jams got me into trying out Soul Blazer for awhile.

>> No.9571205

>>9571203
That's a win-win in my book. I love Soul Blazer.

>> No.9571209
File: 30 KB, 1284x646, Screenshot from 2023-01-14 15-44-03.png [View same] [iqdb] [saucenao] [google]
9571209

>>9570913
I put what I had in game and noticed some inconsistencies across rotations, so I'm currently fixing those up before I start the home stretch of separating head from body and editing expressions for the drift angles and spinout.
I also gave up a bit of shading in exchange for a more accurate default player color (switched to Dusk from Pomegranate) trust me though, he still looks great with other multi-color palettes.
I learned a lot doing this and hopefully future characters will go a lot quicker as a result.

>> No.9571217
File: 225 KB, 960x1080, rough waves.png [View same] [iqdb] [saucenao] [google]
9571217

>>9570913
Not much to show, most of the work I done was under the hood. Finally fixed the camera snagging on monster blocking lines and map edges, so I have more freedom in mapmaking now. Redid the first level, experimented a bit with different sky textures.

>> No.9571219

>>9571205
Yeah I probably should have said “and the jams etc” instead of “but”.
For Geemowin’ I just got to the hell parts of D64 for D2, and that level set might be doing some weird .deh stuff because the cyberdemon in Cat and Mouse wasn’t replaced with a GetFuckedCyclops bro.

>> No.9571221

>>9571219
Yeah dehacked shit doesn't play nice as far as I can remember, you should be fine though. Other than you won't be able to stun him.

>> No.9571289

>>9571221
That’s the case with the shadow imps, and honestly it’s neato because their purple balls hit hard and I think they can still get feared. If I really start missing the Cyberclops I think I can just mess with the .deh myself.

>> No.9571303

>>9570562
>fuck locking download links behind discord servers
It's the future, grandpa.

>> No.9571306

>>9571303
It's ass-backwards, he's right.

>> No.9571309

>>9571303
It's a stupid future, and creators have the choice to not do it. I will never lock my shit behind a discord server or anything of that nature. I make shit for people to enjoy it, to put up extra barriers for entry is asinine

>> No.9571319
File: 478 KB, 1024x768, TR3_LS.jpg [View same] [iqdb] [saucenao] [google]
9571319

Subtle

>> No.9571335

>>9571303
>It's the future, grandpa.
Not really, this shit happened on internet forums back in the day too. And just like how it was then, it's still retarded today.

>> No.9571336

>>9571309
it's still free, anon, stop looking for things to get mad at, life is short

>> No.9571347

>>9571306
>>9571309
>>9571335
eventually the 'DOOM / RETRO FPS THREAD' will be a discord server

>> No.9571350
File: 364 KB, 512x512, 1660725360092.png [View same] [iqdb] [saucenao] [google]
9571350

Preliminary post for Serious Business Saturday. It will be starting in about 45 minutes (4:45 central US time). I have some important networking info that you all should follow to hopefully improve the performance of our connections. I'll reiterate this again in the next post.
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch.
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. When connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps 4" into the console. You only have to do this once. One note I should make is that this only improves performance for people with ping under 200-300 (I honestly doubt anyone has ping over this). The server is located in Texas so keep that in mind. If you encounter any problems with this setting then try changing it to 5 or 6.

We will be playing a REALLY long map today. It's one singular map that has the contents of about three or four maps and is really good. I was told by the author that it has co-op support so hopefully nothing goes wrong. If the server crashes early on we'll try again, but if it happens to crash late into the map then we'll just play something else (I have a backup map).
>https://maska322.itch.io/the-tainted-sun

>> No.9571351

>>9571336
>life is short
All the more reason to push back against this stuff. I'm not mad, just disgusted. Bad practices should be discouraged.

>> No.9571389

>>9571303
It's way too volatile as a filehost. For a group doing a project, sure, but you should try to host stuff elsewhere (ideally multiple different hosts), because Discord are fucking fickle.

>> No.9571425
File: 25 KB, 600x600, 87498327847324.jpg [View same] [iqdb] [saucenao] [google]
9571425

Wow
TNT is... not fun, it sucks actually

>> No.9571439

>>9569845
YQ2 binary is at their home page, KMQ2 binaries is at the git repo

>> No.9571445

>>9571351
I was mad at discord and telegram until I discovered you can use it as free infinite file hosting
my life sucks, I don't care if I'm being spied, I'm being spied in this site right now

>> No.9571446

>>9571445
That other anon is right though, Discord makes for a very poor file host.

>> No.9571458
File: 905 KB, 1920x1080, angryTNT.jpg [View same] [iqdb] [saucenao] [google]
9571458

>>9570798
Derelict Facility, I'm a huge simp for this guy's stuff.
>>9571425
Did you stop and play something else?

>> No.9571471
File: 1.36 MB, 1200x628, 1656693893883.png [View same] [iqdb] [saucenao] [google]
9571471

>>9571350
Serious Business Saturday is on! Today we'll be playing through a VERY long map called The Tainted Sun. With the network improvements that you all should follow below hopefully this will go on without a hitch. We will wait about 15 minutes for everyone to join before starting because with a map this large it'll take some time for people to connect. If the server crashes early we'll restart, but if it crashes later on then we'll just play a different map I have on hand.

>DO THIS STUFF OR I'LL SEND UNLABELED PILLS TO YOUR HOUSE:
>Highly recommended to install the classics patch: https://dreamycecil.itch.io/sam-exe-patch if you haven't already. Adds a bunch of nice features like better resolution support and hud scaling. Make sure you grab the most recent TSE1.07 patch.
>Go into the Scripts\NetSettings folder inside your main TSE directory and open up the DSLCable.ini file. Change "cli_iMaxBPS" to 1000000. When connecting to the server MAKE SURE YOU SELECT DSL/CABLE CONNECTION.
>Upon loading into the main menu, type: "/cli_iMaxPredictionSteps=4" (no quotes) into the console. You only have to do this once. One note I should make is that this only improves performance for people with ping under 200-300 (I honestly doubt anyone has ping over this). The server is located in Texas so keep that in mind. If you encounter any problems with this setting then try changing it to 5 or 6.
>Map: https://maska322.itch.io/the-tainted-sun
>IP: 45.79.57.115 (Join via Specify Server, DSL/Cable)

>> No.9571474

>>9571425
it's really not consistent in level quality.

>> No.9571517

How can I load regular Redneck Rampage on Rednukem ? I can only find Redneck Rampage Rides Again on the Rednukem.

>> No.9571518
File: 108 KB, 569x926, 1662942758956.png [View same] [iqdb] [saucenao] [google]
9571518

>>9571446
eh, it works for me

>> No.9571551

>>9571518
>.001 files
It's like I'm really on Rapidshare again.

>> No.9571564
File: 19 KB, 275x410, 765893.jpg [View same] [iqdb] [saucenao] [google]
9571564

>>9571518

>> No.9571565

>>9571458
Not yet, l'm at map 22 so far but I don't think l will finish it

>> No.9571573

>>9571565
>Habitat
Oh boy. You’re at the lowpoint of TNT.

>> No.9571574
File: 33 KB, 640x480, 1634155782482.jpg [View same] [iqdb] [saucenao] [google]
9571574

>>9569776
Uhhhh I'm gonna...

>> No.9571579

>see scythe as a recommended megawad in the OP
>download it, excited to play
>have fun for the first half
>the last levels/episode of scythe
>cyberdemons and archviles everywhere
>a thousand revenants and muncubi hidden in walls
>"run from it"
Are the other WADS on the recommended guilty of doing this crap? I seriously hope not.

>> No.9571582

What's the point of DukeGDX, Rednukem and Raze?

>> No.9571583

>>9571579
Author warned you. I think most wads are more consistent than this.

>> No.9571586
File: 144 KB, 313x299, 1644741452819.png [View same] [iqdb] [saucenao] [google]
9571586

>>9570539
umad?

>> No.9571609

>>9571583
>Author warned you.
I thought you were messing with me, but he really did say to start Act 3 on HMP for casual play. Pistol starting on UV for the entirety of it was seriously painful. Least I managed to complete the whole thing. Hoping you're right on other wads being consistent, I don't want to have to brainlessly shoot the BFG into hordes of sponges and 1v3 Cyber Demons ever again.

>> No.9571691

>>9571425
I like many parts of TNT, but it's also a community project from the very early days of the fandom, there were a lot of authors with differing visions, and differing talents, and some of those were perhaps not that good. In my opinion, the best maps are Open Season, Stronghold, Dead Zone, Deepest Reaches, Lunar Mining Project, and Heck.
Many who don't like the maps will however tell you that they like the music, and I think it's great.

>> No.9571710
File: 3.14 MB, 1920x1080, 1664411956875.png [View same] [iqdb] [saucenao] [google]
9571710

>>9571471
That was an amazing map! Thanks to everyone who joined this time around. The network changes seemed to help out a bunch, didn't have any bad syncs whatsoever (only a few client crashes here and there). Can't wait to see you guys next week!

>> No.9571716

>>9571691
The music is great indeed, but the levels are so weirdly empty and theres just hitscan everywhere with barely any cover. I don't know if it's because I play with software rendering but playing these leves feels weirdly alienating and exhausting, like it took twice as much time as it actually took to beat them, I don't like it at all

>> No.9571729

>>9571716
IIRC some of the maps just have messed up proportions, huge empty areas, etc. which was pretty common among amateur mappers at the time. Even the vanilla campaigns fall into this at times, especially 2, but it's funny in TNT when they try to make a chair with sectors and it's built for a 20 foot tall person.
It varies a lot by map though.

>> No.9571748

>>9571729
Much of the proportions come from node builders at the time, they couldn't always cope well with really fine and tight detail, so I imagine that often stuff like chairs were intended to be more realistically sized, but the author's nodebuilder wouldn't have it, so he makes it jumbo sized so that he can just test the map already.

>> No.9571753

>>9571729
What makes it more frustrating is the contrast between maybe one cool setpiece or structure and then you have ugly, drab hallways or FUCKING tunnels going on for too long. And then the nonsensical progression and secrets

>> No.9571757

>He paid for Final Doom

>> No.9571781

what's the PSSSHEEEEUUEEEE enforcers make supposed to be?

>> No.9571786

>>9571609
>brainlessly shoot the BFG
https://youtube.com/watch?v=_0KBAZkPFmI

>> No.9571889
File: 800 KB, 1920x1017, Screenshot_Doom_20230113_200503.png [View same] [iqdb] [saucenao] [google]
9571889

>>9570913
Working on a dungeon crawler mod in GZDoom. Still have some small stuff I need to figure out like resurrecting party members, but it's going real good.

>> No.9571946
File: 226 KB, 300x385, Redneck_Rampage_Suckin_Grits_on_Route_66.jpg [View same] [iqdb] [saucenao] [google]
9571946

>>9571517
any help on this ?

>> No.9571987

>>9571517
>>9571946
Where did you download the game from?

>> No.9572025
File: 290 KB, 1440x1800, 1672450197517306.jpg [View same] [iqdb] [saucenao] [google]
9572025

>>9571987
Not him but gog-games should always be the first place you check when you don't want to pay for a game:
https://gog-games.com/search/redneck

>> No.9572087

>>9571425
It's one of better 90s megawads. It's not fair compare those to modern stuff like Ancient Aliens, Sunlust, Eviternity etc.

>> No.9572093

>>9571579
Most have more smoother difficulty curve. Also 00s slaughter tends to be grindier than modern slaughter.

>> No.9572126

>>9572025
Unfathomably based

>> No.9572139

>>9572025
>no Rebel Moon Rising
Not my kind of old games.

>> No.9572143

>>9572139
never was on gog

>> No.9572158
File: 946 KB, 707x706, mancubloodbath.png [View same] [iqdb] [saucenao] [google]
9572158

>>9569948
I pity the unenlightened masses who can't hear it.

>> No.9572160
File: 1.52 MB, 1920x1080, 1655648808181.png [View same] [iqdb] [saucenao] [google]
9572160

which one is better?

>> No.9572190

>>9572160
tall lockers typically have the lock vertically centered so stick with that, even if we're seeing this from Ranger McQuakemans manlet eyes, or scale them down to realistic size
you could use the "wrong" locker face texture for shootable ones

>> No.9572194

https://www.youtube.com/watch?v=eMhVdoWk7nU
Was it in news?

>> No.9572196

>>9571781
There are at least three different enforcers you could be talking about

>> No.9572205

>>9572196
it was the grunt actually
https://youtu.be/tfPG3aQfXUw?t=2
but the enforcer makes a what sound too
https://youtu.be/YyY9Z7IU6yk?t=4

>> No.9572216

>>9572205
Pretty sure that's their breathing through the air filters on their helmets.

>> No.9572261
File: 64 KB, 1080x758, 1672346857183.jpg [View same] [iqdb] [saucenao] [google]
9572261

>>9571518
I just looked at this because of your post and I shouldn't have looked for emmanuelle beart 2022

>> No.9572308

>>9572205
he's growling, it's what you do when you're a jacked up zombie looking for something to murder

>> No.9572323
File: 325 KB, 404x720, 1526475402302.webm [View same] [iqdb] [saucenao] [google]
9572323

Holy shit who knew something as simple as replacing a texture could be so difficult? Slade3 sucks ass. Is there no way to replace textures just using Doombuilder?

I want to replace the sky1 texture for my one little map, goddamn!

It seems like if you were using slade, youd have to save the wad out of doombuilder then open it and edit the textures then resave it. God help you if youd have to go back and edit something in the map - youd have to repeat everything.

>> No.9572340
File: 298 KB, 1280x1280, newspaper.jpg [View same] [iqdb] [saucenao] [google]
9572340

>>9571425
I've just finished watching Dario's playthrough of TNT. He gives out many interesting theories and reasons to why TNT sucked so bad.
To paraphrase: When it became an official product, the team started having lengthy discussions about how safe the wad could be, especially in terms of difficulty. They also didn't want to be left out of the project, as that would mean not getting a paycheck.
Id thought some levels of TNT sucked, even for the standards of the time, and wanted to borrow Plutonia levels to make-up for the rushed mess of levels that are present in TNT today. Dario however refused to lend them Plutonia levels, especially when he had designed levels specially for TNT that the team decided to scrap because, in his words, "they were canned for being too long and hard".
His theory for why Plutonia got consistently more challenging every level, while TNT was repetitive and still played like a MAP05 by MAP25, is because the majority of the developing team didn't know what came before or after their levels. Dario and Milo had constant communication by comparison.

Long story short, TeamTNT made extra sure that TNT would be safe and inclusive, and in my theory, perhaps to differentiate itself from Plutonia's unrelenting difficulty which may have been frowned upon. As long as TNT was considered easy enough for casuals, the quality didn't matter because they would still get a paycheck in the end.
That's why 95% of the combat in the wad is hitscanners and imps, ala Doom 1. TNT is not good, not objectively.

>> No.9572343

>>9572323
>It seems like if you were using slade, youd have to save the wad out of doombuilder then open it and edit the textures then resave it. God help you if youd have to go back and edit something in the map - youd have to repeat everything.
Well yeah anon, trying to write to the same file with two separate programs simultaneously can cause issue. What I do to counteract this is save my resources in a separate WAD when mapping, rather than storing my maps and resources in the same WAD.

>> No.9572398
File: 2.56 MB, 1920x1080, Be afraid of jade.png [View same] [iqdb] [saucenao] [google]
9572398

>>9569615

I really do love this sky man- good call! Makes the map feel offensively green.

>> No.9572416
File: 308 KB, 1300x825, 1525260348184.jpg [View same] [iqdb] [saucenao] [google]
9572416

>>9566229
https://combine-kegan.itch.io/gmota

GMOTA V1.5.2 is out now, nothing major yet, just some tweaks and adjustments.I gave up trying to make the sword grabbable by the chain, Zandronum is truly fucked.

I am tired, and I think taking a month off would do me well.

>> No.9572478
File: 4 KB, 152x49, 1M_DOOM.png [View same] [iqdb] [saucenao] [google]
9572478

>>9566229
Temporal Tantrum (Release Candidate 1) out!

https://drive.google.com/file/d/1p4HFr8joLfmC-KkUWouUUjH5ub2PSomd

I know a lot of you are asking what all these versions mean - this one has every feature included, now including some new decorations from 94 Protons. If no-one finds any bugs in this version, it will be the final version.

This will be the wide release (Doomworld, Doomerboards etc.) in a week if there are no bugs found.

What is Temporal Tantrum?
>28 maps across seven episodes, each with a different theme
>maps by Bartekmil, Brxyz, EnragedEggplant, LunchLunch & Washing Machine Enthusiasts
>requires UMAPINFO & MBF21

>> No.9572508
File: 106 KB, 1920x1080, kart0118.png [View same] [iqdb] [saucenao] [google]
9572508

>>9570913
Adding some visual flare to the /vr/ kart server.

>> No.9572586

>>9572323
You get used to it. Slade has quirks, but it's a million times better than XWE.

>> No.9572596

>>9572398
It's a nice match, the poison green sky and seas compliment the place well, and the accents from the dotted red lights is a nice contrast. Maybe you can make it a little mini set of like three levels or so.

Any ideas for music yet?

>> No.9572616

>>9570351
>Doom
more like dumb lmao

>> No.9572619
File: 7 KB, 517x449, gacodemon.png [View same] [iqdb] [saucenao] [google]
9572619

Anyone know what the deal with FEAR Combat site/servers is?

>> No.9572703

>>9571425
i enjoy it

>> No.9572706
File: 121 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
9572706

what weapon mod should i use with Bratwurst? the bratwurst weapons one is too primitive for me

>> No.9572738

>>9572619
Webpage is dead, but the last mention on Steam forums is https://steamcommunity.com/app/21090/discussions/0/3588834930878914594/
So it was at least nominally alive in November.

>> No.9572754

>>9572706
I personally like to pair La Tailor Girl with it, show Hugo who's Boss.
For something more serious you could also try Kriegspfad.

>> No.9572773

>>9566227
https://www.youtube.com/watch?v=lhyrFX4g1gM
thread theme

>> No.9572786

>>9572706
I really hate it when WW2-style weapon packs include a shotgun. They should replace shotgun with an SMG and machine gun with a bolt-action rifle.

>> No.9572794

>>9572706
High Noon Drifter, Doom Incarnate, Naku-Naru.

>> No.9572803

>>9572786
trench gun is a thing though
and quite OP in real life

>> No.9572826

>>9571889
Anywhere I can keep an eye on your project, anon?

>> No.9572846

>>9572803
Yeah, but its use was extremely rare. It may work as some rare weapon, but definitely not as one of your bread-and-butter mainstays.

>> No.9572860

Is there some way to rip weapon stats/scripting from a complete wad so you can modify them or uses different textures?

>> No.9572867

>>9572860
Depending on how it's done, it would probably be in decorate, zscript or dehacked lumps.

>> No.9572913

>>9572867
Ok. Is there any convention on weapon rosters to follow?

>> No.9572984

>>9572913
No, just open it in slade and look around

>> No.9572993

>>9572984
No, I meant to make a functional weapons pack, are there some conventions to follow: say one handgun, one repeating shotgun, some kind of chaingun stand-in etc.

>> No.9573003

>>9572993
What I usually do is step further back and look at things in a role way. So like

1) Melee
1a) power melee (I treat chainsaws like wild cards and replace them with all kinds of weird shit
2) starting weapon
3) Reliable workhorse
3a) power weapon (I usually treat SSGs the same way as chainsaw and do weird shit)
4) rapid fire / suppression weapon
5) AOE crowd controller
6) suppression / exotic bullshit
7) panic button weapon

>> No.9573069

>>9572993
I think you need to make make sure there's at least one explosive weapon that has infinite range so it can defeat Icon of Sin, aside from that you can go wild.

>> No.9573073

>>9573069
And a hitscan weapon to shoot switches

>> No.9573230

>>9573003
Different anon here. I think your parallels with Doom's weapon roster are appropriate, but I honestly hate Doom's Chainsaw/SSG sharing a slot with another weapon. Switching to Berserk Fist when you've got a Chainsaw is the main reason, but switching to the regular Shotgun with the SSG in reserve applies as well.
In my opinion, if you can get away with keeping at most the 7-slot system (even better if you can trim it to 6 without cutting the melee option) without the doubled-up slots, then you're already following the best possible convention.
Also, I would praise Heretic for basically turning weapons into Items (Time Bomb, Morph Ovum) thus basically freeing-up weapon slots, but I will never get over that game putting the "Rocket Launcher" in Slot 6.

>> No.9573260

is there a doom wad where you use doom guys giant penis and jack on the enemies to kill them? and maybe when the enemies die they poo themselves as well?

>> No.9573301

>>9573260
To the first part, yeah, sorta, to the other one, uh, not really, but there is mod someone made where you can piss in demons' mouths and make them hurl.

>> No.9573308

>>9573301
what are they?

>> No.9573359

>>9573003
>>9573230
From my point of view, every weapon slot should've had a second weapon and the chainsaw should've had a secondary fire that benefits from the berserk pack.

>> No.9573393

>>9573359
You think every slot should’ve had a second weapon at the time of Doom 1 and 2, or is that something you’d like to see in a mod? The idea initially seems overkill.

>> No.9573425

>>9573359
I dont like the constant switching, but I think if possible all weapons should have either an altfire or a melee option. Basically netting you more options without the constant switching.
For example the ability to throw your melee weapon, or combining a hitscan with a secondary AOE.

>> No.9573449

Give me some hell wads for Doom 1 and 2 but nothing to long, like 450 monsters long.

>> No.9573451
File: 61 KB, 1280x720, worried laughter.jpg [View same] [iqdb] [saucenao] [google]
9573451

>>9573260
I'm not sure what worries me more. Your question or >>9573301's answer.

>> No.9573461

>>9573301
>there is mod someone made where you can piss in demon's mouth and make them hurl.
there's a postal doom wad?

>> No.9573551

>>9573301
>>9573461
It's called Nature's Call.

>> No.9573573

>>9572340
>>9571425
I think TNT is comfy. Its much more laid back than Plutonia and has that "more doom to enjoy" when you just feel like it thing going for it and have played through Doom1/2 already.

>> No.9573628

>>9573393
Maybe a bit past Doom 2, like if there was an official expansion that was basically Doom 2.5 that also came with the hypothetical new weapons and the chainsaw altfire. After playing so many custom maps along the years, I feel like the weapon roster would've needed a full set of brother weapons for the SSG both in terms of gameplay variety and function, and the berserk pack completely mogging the chainsaw is a massive design oversight (on the chainsaw's behalf.) The possibilities of user content have been straining against the original game's limits for a long time now.

>>9573425
I like secondary fire modes too because I used to be an UT guy, but the second "tier" of weapons like SSG would serve a different function in ammo efficiency, ammo consumption rate, optimal target formations, possible self-damage hazard and overall powerlevel. The full indulgence version would be having both secondary firemodes on everything AND a full second layer of weapon cake.

>> No.9573630
File: 419 KB, 504x676, 1663421965818648.png [View same] [iqdb] [saucenao] [google]
9573630

>>9571987
Hey. Sorry it took this long to respond, but I have it on steam. I expected fully to run it through Rednukem. Played the base game with Rednukem, then installed Redneck Rampage Rides Again, played that with Rednukem... But now I want to replay the base game and I don't know how to make the sourceport point to the base game.

>> No.9573674
File: 1.03 MB, 1303x1035, screenshot.png [View same] [iqdb] [saucenao] [google]
9573674

why didnt anyone tell me about this? you people are seriously slacking when it comes to finding cool shit like this i had to literally discover this myself and its your fucking fault i shouldn't have ot research that's your fucking jobs

https://github.com/shinyquagsire23/OpenJKDF2

>> No.9573745

E1M3 of Unrattled
https://www.youtube.com/watch?v=YAzLd69jiLk

>> No.9573776
File: 3 KB, 285x305, 1559849308213.png [View same] [iqdb] [saucenao] [google]
9573776

>>9573628
The current weapon roster for Doom is unwieldy as is, I'm wary how it would look if it was nearly double the number of weapons. But I also think in terms of episodes and how they reset what you've got, I think that's important to making the current roster interesting.
>The possibilities of user content have been straining against the original game's limits for a long time now.
Is this an issue? People who think their maps would be better with a changed or expanded weapon roster have been doing so for awhile.

>> No.9573830
File: 399 KB, 3432x1440, woof.thgawd01.map01.png [View same] [iqdb] [saucenao] [google]
9573830

woof is nice, can't just print a tag easily tho

>> No.9573840 [DELETED] 

>>9573830
die
stop shilling your shit
>>9573674
you to your project sucks fuck you

>> No.9573906
File: 737 KB, 1438x903, asfsfsdfsf.png [View same] [iqdb] [saucenao] [google]
9573906

Making Berserker only maps is not as much fun as I thought it would be. It's getting really tedious to playtest it and on non-Zdoom ports the melee hit detection is bad so stuff is really hard to hit, making two Cacos a complete pain in the ass. Plus I'm running out of ideas again.

>> No.9573943
File: 520 KB, 1576x908, Garmonbozia.jpg [View same] [iqdb] [saucenao] [google]
9573943

>>9572596
>Any ideas for music yet?

No real clue, I'd like something from Silver Surfer NES but I've never seen those chiptunes carried over into Doom. Also those tunes might be more deserving of a more epic map. Got any suggestions?

Also everything else is as done including Lighting, decorations, item and monster placement and major glitches. Now I just need someone to try to break it for me. Is map testing something people in the doom general here on 4chan are willing to do or do I go elsewhere for that, and if so where?

Also - I've decided to name this map: Garmonbozia.

>> No.9573963

>>9573776
>The current weapon roster for Doom is unwieldy as is
I think that's mostly because a significant amount of them are pretty bad after the threat gets high enough. If there's a shitload of enemies, individual combat encounters tend to get really drawn out without BFG spam as it's the only weapon even physically capable of spitting ammo at that rate. The available attack patterns of the arsenal are pretty limited too, for example there's nothing that pierces/splashes depthwise. RL explosions don't really count because the radius will get eaten by the target's collision box.

>People who think their maps would be better with a changed or expanded weapon roster have been doing so for awhile.
I can't recall many examples. Valiant comes to mind but it only makes the pistol and chaingun shoot faster. It's a pretty minor change overall, arguably it's not really a change at all in relation to the enemies that have been replaced with stronger types.

>> No.9573993

>>9573963
>I can't recall many examples.
Struggle and dead.air come to mind. People have been doing this for awhile. Unless you're suggesting something weird like new standards that everyone should follow than no, I'm with >>9573425 and ultimately don't want that many weapons either.

>> No.9574006
File: 2.74 MB, 936x716, 2023-01-15 21-44-28.webm [View same] [iqdb] [saucenao] [google]
9574006

Did a little more MBF21 monsters. Experimenting with randomly refiring monsters. I think timing's a bit off.

>> No.9574016

Speaking of weapons. What are some wads/mods that add cool meme weapons that are actually usable.

>> No.9574086

>>9573993
>Unless you're suggesting something weird like new standards
No, just posting about random hypotheticals. I do wonder, how much different the current overall user wad mapping style would look like if there had been an extended weapon roster with longer power scales for different ammo types from the start?

>> No.9574121

>>9573943
>I'd like something from Silver Surfer NES but I've never seen those chiptunes carried over into Doom
I got solstice theme midi on my disk and I think that's from the same author
Also HFFM got Return to Silius theme as the intermission and that was also a really nice chiptune transcription

>> No.9574135

>>9572478
Looking into the readme:
>Authors may NOT use the contents of this file as a base for modification or reuse EXCEPT upon payment of one (1) tonne of gold bullion to the relevant map author.
>Contact Shifty Jim for payment instructions.
>You may also distribute this file in an analogue format, which I would be impressed to see, but again you must include this file intact.
>Of course, these websites don't exist anymore... planets come and go. Stars perish. Matter disperses, coalesces, forms into other patterns, other worlds. Nothing can be eternal - except, of course, for Disney's copyright over its works. All hail the mouse.
Did you write this shit? This has to be one of the funniest copyright addendums I ever read

>> No.9574143

>>9574135
Nothing tops Mock 2's to this day imo
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/mock2
>(delete one of these two paragraphs:)
>You MAY not distribute this file in any format.
>You MAY distribute this file, provided you include this text file, with
no modifications.

>You MAY urinate on your computer in small controlled bursts without risk
of permanent hard drive failure, however it is recommended that any
such activity take place on the keyboard and nowhere near the CPU. Never
urinate onto an exposed hard drive without authorization and supervision
of a trained computer technician.

>> No.9574157

>>9568587
woah, since when was doom dethroned from the world cloud? Are people finally moving on?

>> No.9574210

>>9574157
>when was doom dethroned
Now. This is now a Shogo Mobile Armor Division general.

>> No.9574223

>>9574210
You mean Kingpin: Life of Crime general.

>> No.9574228

>>9574223
Not on topic, this is the kart games thread and our favorite game is SRB2K. Try and keep up, mate.

>> No.9574232
File: 15 KB, 107x106, 1662849119529977.png [View same] [iqdb] [saucenao] [google]
9574232

>>9574228
I can't believe the kart mindworm's finally taken root...

>> No.9574260
File: 104 KB, 640x634, tekwar-cd-box1.jpg [View same] [iqdb] [saucenao] [google]
9574260

Damn, I can't believe this is a William Shatner's TekWar General.

>> No.9574267

>>9570942
uh, that floyd is being bullied

>> No.9574289

>>9570942
uhh, can he even breathe in that tight locker? I was once locked in one in school and I swear it felt like someone was pressing my jugular

>> No.9574297

>>9574260
Still have my copy in the box and everything. Underrated Build engine masterpiece. Even got me to read the first few books that Shatner hired somebody to write.

>> No.9574340

>>9573069
There's bullshit methods you can do to get around that, my friend taught me about giving a projectile weapon an A_radiusgive that gives an item that only targets bossbrains. I call mine the BossBrainSmoother.

>>9573230
Sometimes I take it even further than what I said and I'll just straight up remove the fist or pistol from an arsenal I'm making. I've also removed the SSG with another mod. Really I think you can get away with a lot of shit if you design around it correctly.
Often my favorite trick is to make weapon pickups passive upgrades to existing abilities.

>> No.9574369

>>9571217
Not sure what the original game is anon, but that looks cool.

>> No.9574386
File: 97 KB, 479x690, 1532092166391.jpg [View same] [iqdb] [saucenao] [google]
9574386

>>9574223
>Kingpin : Life of Crime
I recently played Kingpin and RTCW and holy fuck, I would love for Quake 3 engine games similar to that coming back. Especially RTCW has that "realistic" feel where weapons are most accurate on short bursts etc, but the gameplay feels very snappy, the enemies are pretty intelligent and capable in terms of moving around the level and combat and big focus on the actual gameplay.

Sadly it feels like the throwback shooters mostly want to emulate slaughterwads from Doom...

>> No.9574391

>>9574135
"Planets come and go [...] nothing can be eternal" is a quote, but I wrote the rest of it.
And thanks... hope you like the maps as much as the readme!

>> No.9574401

>>9574340
>I've also removed the SSG with another mod.
But did you remove the SSG, or did you remove the SG and let the SSG-equivalent take it's place?

>> No.9574405

>>9574386
>Sadly it feels like the throwback shooters mostly want to emulate slaughterwads from Doom
I like RTCW too, but that just sounds like a bullshit hyperbole, is there even any single example of that?

>> No.9574424

>>9574006
>WHY ISN'T IT HURTING HIM
>I DON'T UNDERSTAND
>WHAT AM I DOING WRONG

>> No.9574426
File: 167 KB, 1920x1080, 1567221237286.png [View same] [iqdb] [saucenao] [google]
9574426

>>9574405
>I like RTCW too, but that just sounds like a bullshit hyperbole
That and "throwback shooter" is questionable. The few that are certainly relevant, ones like Rekkr and Hedon, definitely don't qualify.

>> No.9574436
File: 800 KB, 1920x1080, 2023-01-15-220529_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google]
9574436

This map is hard on Nightmare

>> No.9574446

>>9572139
old-games.ru has the version with fan patches updated for then-modern versions of Windows. Sadly, it doesn't even install on W10.

>> No.9574447

>>9574260
yet, it is.
>>9569778

>> No.9574503
File: 484 KB, 500x376, hlqtAXJ.gif [View same] [iqdb] [saucenao] [google]
9574503

>>9574405
Well fair enough, maybe that was a hyperbole.
Still, I wish there were more "fast-flowing" 3d shooter games like RTCW that are grounded in realism-ish but not hard limited by it.

>> No.9574595
File: 403 KB, 1280x720, SUNDAY NIGHT SHITSHOW 95 MOTHERFUCKERS.png [View same] [iqdb] [saucenao] [google]
9574595

SUNDAY NIGHT SHITSHOW TIME! We'll keep things simple with a romp through RESURGENCE and MALEFACTORS, and of course, we have vrsounds loaded too!

The password for this sessions is "DidntWePlayThisAlreadyEhWhatever"

Connect with Zandronum 3.1 and let's get going!
51.161.34.159:10666
51.161.34.159:10666
51.161.34.159:10666

>> No.9574667
File: 152 KB, 1024x819, 1528492898043.jpg [View same] [iqdb] [saucenao] [google]
9574667

RTCW is just... comfy. It's got graphics advanced enough that things don't look like straight out of Mimecraft and it's textures are crisp, the game world decorated, the lighting decent.

Action flows really solid, the game does have cutscenes, exposition, files you can read (very few) NPCs but when you're in control, you feel in control. The gunplay is satisfying. Even with the standard MP-40 it feels powerful to fire 2-3 round bursts popping heads and the combat has tactical nature to it without feeling bogged down. Satisfying weapon sounds and mostly good models too (for the tech).

The enemies also feel intelligent, kind of like multiplayer bots for counter-strike. Similar to Kingpin. Also, the Elite Guard women in the skin tight rubber suits MAMA MIA!

Pic semi related, I don't participate in the multi.

>> No.9574676

>>9574595
Which one of you keeps trying to connect with 3.0? Stoopid.

>> No.9574684

>>9574667
>Pic semi related, I don't participate in the multi.
your loss buddy. Playing ET with my brother is one of my peak memories. Good default maps and gameplay with cool classes like a spy who could disguise as enemy.
Also lots of modded servers where you could spam funny voice lines from Pulp Fiction and others, de_rats like maps and many others. Suprisingly advanced for its time I feel, all the mods, sounds and maps were downloaded automatically when joining
Though Im not the one to school you here, I never played RTCW single so I'm also kinda behind

>> No.9574692
File: 350 KB, 1024x704, 1526178409562.jpg [View same] [iqdb] [saucenao] [google]
9574692

>>9574684
>your loss buddy
My internet back in the day wasn't good enough. I tried once of twice, and I basically got a slideshow...
When I got better internet I think the game was already kinda dead.

Though I heard WolfET launched again ?

>> No.9574731

>>9574386
kingpin is quake 2

>> No.9574754
File: 1.88 MB, 944x616, Clash of titans.webm [View same] [iqdb] [saucenao] [google]
9574754

I really should be in bed instead of staging the modded fights.

>> No.9574762

>>9574754
Looks great though

>> No.9574773

>>9574401
I've removed the SSG. In one set I made it a remote detonatable bomb bound to the reload key, in another mod I just made it the same as the SG pickup.
Because really if your set has the Spread Gun from Contra, you can't really get a better shotgun

>> No.9574867

>>9574773
>Because really if your set has the Spread Gun from Contra, you can't really get a better shotgun
One could argue you actually did remove the regular shotgun and the SSG replacement remained, atleast in some spiritual sense.

>> No.9574880

>>9574754
>tfw its 2 AM, got work tomorrow, but just have to realize that idea you had this morning
ye we should hit the hay

>> No.9574950
File: 62 KB, 518x452, 1673833174784363.jpg [View same] [iqdb] [saucenao] [google]
9574950

>Secret is some obscure arcane thing you wouldn't be able to figure out without a guide

>> No.9574956
File: 406 KB, 880x880, 1567748154.izra_doom-rapunzels.jpg [View same] [iqdb] [saucenao] [google]
9574956

>>9572706
acid_Kriegspfad-1.1.1
SpawnMod [140321]
Ultra Crispy
War Rooster v1.3

>the bratwurst weapons one is too primitive for me
Just like the enemies,whats the issue here?

>> No.9574967
File: 63 KB, 580x430, Ebwq_sHWkAAtoqm.jpg [View same] [iqdb] [saucenao] [google]
9574967

>>9574956
Dropping links in case googling doesnt work
https://forum.zdoom.org/viewtopic.php?t=75242
https://forum.zdoom.org/viewtopic.php?t=69893
https://forum.zdoom.org/viewtopic.php?t=60612
https://forum.zdoom.org/viewtopic.php?t=75855

>> No.9574989

>>9574667
RTCW is q3a under the hood, all the enemies are Quake bots with mods. Old Blood kinda feels like it because it's ID Tech

>> No.9574992
File: 143 KB, 490x774, 1669183313952753.png [View same] [iqdb] [saucenao] [google]
9574992

>>9574667
There is nothing tactical about the blonde whores camping the stairs forcing you to take damage if you want to progress

>> No.9575004

>>9574992
lmao git gud with the grenades

>> No.9575016

>>9574992
>he doesn't want to take damage from blonde whores
ngmi

>> No.9575027
File: 364 KB, 1920x1080, 1655992895020.png [View same] [iqdb] [saucenao] [google]
9575027

>>9574595
GG

>> No.9575029
File: 336 KB, 1024x768, 1660983136362.png [View same] [iqdb] [saucenao] [google]
9575029

>>9574595
Hope you all had fun.

>> No.9575030

>>9575029
That's my line

>> No.9575081
File: 535 KB, 1920x1080, Cyberrunner.jpg [View same] [iqdb] [saucenao] [google]
9575081

remember me?

>> No.9575086

>>9575081
Term certainly doesn't lmao

>> No.9575092
File: 910 KB, 1329x1645, 1659561276660.jpg [View same] [iqdb] [saucenao] [google]
9575092

>>9575081
Remember me?

>> No.9575095

>>9575092
>"I'll have the update out this weekend"
>Two weekends pass, nothing
At least he's consistent.

>> No.9575107
File: 4 KB, 235x191, 1576423140305.jpg [View same] [iqdb] [saucenao] [google]
9575107

>>9575095
I just wanted people to play my maps, but they're going to be stuck in purgatory forever.

>> No.9575116

>>9575107
It's not like he has ownership over those maps. Nothing is stopping you from releasing them standalone.

>> No.9575138

>>9572478
after tomorrow i'll have a few days off work, gonna try to go through as much as possible. been looking forward to this for a minute.

>> No.9575154

>>9573943
"chiptunes" is kind of a nebulous term, I know a lot of popular wads (valiant, sunlust, DBPs) take midis from snes and Genesis and no one objects to the music. I don't really have any suggestions other than make sure it's a long enough song it doesn't get annoying given the length of the map.
I'd also be happy to playtest it if you want. Just make sure to specify what port you tested it with and designed around when you post anything for testing.

>> No.9575165

>>9575154
There's nothing inherently wrong with using "chiptune" music, it comes down to whether the one doing the arrangement put effort into making it sound good or not.
For example, the opposite of whatever this is.
https://youtu.be/a2U28ei1WhA

>> No.9575180

So, anybody know a way to make gzdoom play multiple sound effects on the same sound channel so that I can utilize that 256 number?

>> No.9575251
File: 2.03 MB, 1920x1001, Screenshot_Doom_20230115_201033 (2).png [View same] [iqdb] [saucenao] [google]
9575251

>>9575154
Okay Anon I've uploaded the WAD and a Read me text file to this drive here: https://drive.google.com/drive/folders/1YySqq_UIJR7aM5Pq1w5OpJZRQ_wd5Yya?usp=sharing

I'm really hoping this google drive thing works - let me know if you have issues and ill try to fix it. I still havnt decided so the midi is still the default for map01. Thanks and good luck!

>> No.9575258

>>9575095
>goes on and on about guns in his /vip/ thread for some reason

>> No.9575280

>>9575081
Didn't they hit the limits of the engine and couldn't really get any further?

>> No.9575298

>>9575280
that's what I heard. Was a fun thing to mess around with, you could go fucking fast.

>> No.9575394
File: 272 KB, 640x480, q2_0000.png [View same] [iqdb] [saucenao] [google]
9575394

>> No.9575464
File: 230 KB, 1363x768, 0D1B16AA-CB80-498A-90D9-A4F6A3477BE4.png [View same] [iqdb] [saucenao] [google]
9575464

>>9571347
I thought there was one, but in secret tho.

>> No.9575486

>>9571209
Are you going to post this to the MB? It's good shit. Perhaps too good for plebs like them.

>> No.9575494
File: 13 KB, 289x115, file.png [View same] [iqdb] [saucenao] [google]
9575494

>>9575464
The old /vr/ steam group made a discord back in 2015. The people in it don't post in it or even the thread anymore, so it serves as a curiosity more than anything. If you want to check it out, snoop around the OP, should still be in there.

>> No.9575512
File: 8 KB, 319x78, p.png [View same] [iqdb] [saucenao] [google]
9575512

>>9575494

>> No.9575568
File: 2.95 MB, 640x480, Garmonbozia_Pacifist.webm [View same] [iqdb] [saucenao] [google]
9575568

>>9575251
I'd say it's a pretty good map overall, the combat was intense but not too unforgiving and it's clear you gave a lot of thought to the layout of lines of sight and such. There are a fair few problems too but most of them are technical. I'll try to cover them in order of appearance.
There are two switches buried in the floor that can be hit preemptively since Doom doesn't perform any vertical checks when the player uses things. This means you can skip several fights just by knowing where the lines are. Here's a pacifist run abusing these triggers just to show them off. If you want to prevent the player from hitting something you'll need a solid wall in front of it even if they can't see it. You can softlock yourself with the door at the start if you run back fast enough. In general doors closing behind the player are subject to these kinds of failures unless they're really far away so it can often be a better idea to just make a ledge that's too high to climb back up if you want a locked arena. If you're careful you can pick up the rocket launcher before you trigger the nearby door and make that fight slightly easier. The sky wall on the south side of the map creates a hall of mirrors if you use a software renderer since it's just an untextured, one sided wall rather than a descended ceiling. The lift for the plasmagun doesn't really read as something to interact with, It'd be more clear if you had only one switch that was more visually distinct.You can jump over the ledge protecting the secret area without shooting the switch by running off the nearby staircase, I actually thought this was the intended way to get it at first. The bfg kind of trivializes the end fight. I think it'd be cool to remedy this by putting a trigger in the secret area that adds more enemies to the end fight if you go there. The switch for the crusher at the end doesn't animate since the upper texture is also a switch (idk why it works like that).
cont.

>> No.9575573

>>9575568
(Messed up the spoilers, remember not to read that.)
This isn't really a problem but I noticed you used tubes to propagate sound to teleport closets. It might be more convenient to use joined, discontinuous sectors instead (you can join sectors with shift+J in UDB). Difficulties and a new midi would obviously also be nice but I assume it's still a WIP.
For the record I played the map in gzdoom since that's what you listed as using in the readme but since you also said it was boom format I checked it out in some other ports out of curiosity. The only thing that doesn't work in vanilla boom is the sky hack I already mentioned. If you're interested in sticking to that format it might be worth it to test in a move conservative port (dsda-doom, woof). Gzdoom introduces some automatic fixes that sometimes that could lead to unintended behavior.

>> No.9575594

>>9571015
great choice of sky

>> No.9575662
File: 13 KB, 248x313, oh a boner.png [View same] [iqdb] [saucenao] [google]
9575662

>>9575486
Yes, but here first.
https://files.catbox.moe/vwmnhi.zip
English VA/name only for now, I'll probably offer multiple versions and sound packs when I post it on the MB.

>>9572508
Requesting for Wednesday, would be nice to get some multiplayer testing/opinions.

>> No.9575673

>>9575662
I'll add him. You can start requesting your other skins now.
>I'll probably offer multiple versions and sound packs
There's a script to change between voice packs on the fly by the way. I wouldn't mind adding it to the server if you want me to.

>> No.9575704

>>9575673
>There's a script to change between voice packs on the fly by the way.
Add Dick Kickem.

>> No.9575705

any custom sprites for a guitar weapon? or any .wads or mods that have a guitar weapon (aside from that one k.k. slider thing)? i wanna do a bit of sprite editing and make a custom guitar weapon

>> No.9575719

>>9575704
Make a voice pack and I'll add it.

>> No.9575812

>>9574754
>the skull flip on death
its the little things

>> No.9575814

>>9575812
The sprite isn't mine, but it is great.

>> No.9575836

>>9566229
new round of updates for inter/russian ports:
https://www.doomworld.com/forum/post/2595839

>quad-res available for all iwads

>> No.9575849

>>9569693
yeah it was really good. It's not a typical review at all. It's more like a strange kind of doom based high brow comedy review where his extensive vocabulary, the background classical music and explaining things to an extreme degree are what makes it funny most of the time

If anyone is interested but doesn't want to watch the whole thing, the e1m1 review section of the video starts at 1:04:45

>> No.9575980

>>9569260
https://mega.nz/folder/z9ZVEAJJ#t4IEL6VGFY7tBBMIEOKXUA
Not sure how long since you've been out of it, some updates and bugfixing was done a couple of weeks back. Nothing new right now, sorry to say.

>>9569267
>>9569320
But I don't.

>>9569294
On reflection, I probably shouldn't say that I'm going to post something soon, because I'm obviously not very good at making good on that, and I got sidetracked by a bunch of "But I should also do this part". I also don't feel good about just working away in silence though, and dropping the occasional screenshot doesn't seem any better.

It took a bit of mental discipline to get on track, at first, but I've gotten a LOT more done this week than I thought I would. I was awake for about 26 hours before crashing yesterday and I spent a lot of that on my maps and textures. Correlates with increasing my dosage, which feels pretty encouraging.

>> No.9575982
File: 17 KB, 340x287, 1667417325859.jpg [View same] [iqdb] [saucenao] [google]
9575982

>>9574754

>> No.9576027

Is there any downside to a full missile/projectile roster?
Basically doing away with any hitscanners, and replacing them with functional replicas?
Other than hitting switches?

>> No.9576038

Also, is there a way to make magazine level dependent weapon sprites? To either have a ammo counter like in Aliens or to have a strip-fed gun like a Hotchkiss.

>> No.9576065

>>9576027
I guess you'd have to find out by experimenting, but it'd depend on the levels. Hitscans will generally be able to squeeze past gaps which projectiles simply will not.

>>9576038
Yes. Zero Tolerance was a cool little gameplay from the early 2000s, and it had a giant grenade launcher weapon where you'd see the cylinder rotate, and as you ran down the last clusterbomb shells you'd see the empty chambers come up. This was pretty early Decorate, and was achieved through hair tearing statejumping, but there's probably better means now via ZScript.

Also, someone here actually demonstrated a weapon made for MBF21's extended DeHacked which had a functional ammo counter as well as a Duke Nukem style reload every fifth shot.

>> No.9576073

>>9576065
Thanks for the answers, Ill look those up.
I think with the lack hitscanners youd have to make levels around it, like in Hedon where its from the ground up built to work in conjuction with the weapons as a package.

>> No.9576104
File: 757 KB, 1920x1080, 1660287378943.png [View same] [iqdb] [saucenao] [google]
9576104

>>9564326
https://www.doomworld.com/forum/topic/133436-theme-gawad-a-doom-ii-megawad/

Enjoy this a lot thusfar, trying to get all kills and secrets., on Map 6 currently. The 5th secret, which presumably has the rest of the monsters, I am struggling to find.

>> No.9576152

>>9571036
>he doesn't know they've unironically changed its name from Floyd because no fun allowed

>> No.9576252

>>9576027
>Basically doing away with any hitscanners, and replacing them with functional replicas?
If you replace everything hitscan with projectiles that are the speed of a bullet then it’s basically the same thing, though that’s probably not what you’re looking for.

>> No.9576337

>>9576152
why?

>> No.9576369
File: 562 KB, 1920x1017, Screenshot_Doom_20230116_173716.png [View same] [iqdb] [saucenao] [google]
9576369

I'm making some blizzards

>> No.9576381

>>9570428
Even after years of playing Doom, my mind still subconsciously rationalizes low damage rolls as "oh doomguy just got grazed by that one"

>> No.9576389

>>9576027
i guess the least you can do i get creative with their patterns or "effects"
like poison effect, floor hazards etc

>> No.9576569

>>9566227
is that fucking king assripper

>> No.9576695

>>9576569
Yes https://www.youtube.com/watch?v=Jp871BF575I

>> No.9576772
File: 173 KB, 512x512, JEWELAD7.png [View same] [iqdb] [saucenao] [google]
9576772

SNS/WNW stuff: The SRB2K advertisements are open to replacement again, this time covering ones seen in custom maps, as well as vanilla ones we missed. There's 59 open textures, so don't be afraid to double dip.
>Retain the resolution of the textures
>KEEP THE FILENAME INTACT SO I KNOW WHAT TEXTURE YOU'RE REPLACING
>Work with the SRB2Kart palette
Grab them here for replacement
https://cdn.discordapp.com/attachments/793725459849805835/1064614036660043866/adverts.zip

>> No.9576797
File: 34 KB, 719x710, 1668541217849504.jpg [View same] [iqdb] [saucenao] [google]
9576797

>>9575568
>>9575573

Holy smokes! Okay you'll have to give me some time to revise some of those issues. Watching you throw those switches while they are still in ground killed me lol. I agree the last fight does need something and your suggestion is actually intriguing. Again, give me time to fix those things up and ill post a version .02.

>> No.9576807

What's the best Unity add on?

>> No.9576820

>>9576381
This, I headcanon it so to speak as Doomguy performing dodges

>> No.9576943

>>9576807
>Playing shit with Unity as a shell
Anon, please don't. If you are not satisfied play it with GZDoom, even Dos Box.
Spare yourself.

>> No.9576953

>>9576943
ok answer the question

>> No.9576964

doe the quake remaster retain both ost's of the quake 1 mission packs?

>> No.9576969

Play Arrival

>> No.9576994
File: 217 KB, 1439x1073, Coom Life.jpg [View same] [iqdb] [saucenao] [google]
9576994

What truly makes a classic / throwback fps "click" for you?
For me it's a combination of
-Meaty weapons. A mix of real world guns (preferably from past decades that you see in 1980s / 1990s action movies) and some sci-fi-ish or hacked together schizo tech guns like the Half Life science weapons or the microwave gun from SoF .
-"Lived in" feel, levels that feel like the thing they're meant to depict. Fuckin' love Half Life 1 and Return to Castle Wolfenstein for this, the areas feel like they are filling a real purpose within the game's universe and not just pipes to go through. Even some DOOM techbases apply. The BAD example is Quake 2, it's all just... generic base? Really hard to even tell individual area apart. Serious Sam style "levels" also turn me off big time.
-Fanservice. We all love some good booba. Except the gays.
-Movement that feels "snappy". Fast is one thing, but it's extremely important to nail that feeling of being in control and if the game is in 3d space, being able to actually jump worth a damn, it can and honestly I prefer when it's a bit gamey like Half Life, RTCW or STALKER. The feeling of being in control of your momentum and being able to parkour around the maps.

What are you guys' priorities / desires from an FPS ?

>> No.9576996

>>9576994
Weapons and combat. Give me a good arsenal and a worthy lineup of foes to use them on.

>> No.9577015
File: 386 KB, 1920x1080, 20220715163412_1.jpg [View same] [iqdb] [saucenao] [google]
9577015

>>9576994
I forgot to say : Secrets. I love soulful secret areas and pop culture references in secrets. Stuff that's more than just ammo / health boni.

>> No.9577020

>>9576994
>Satisfying weapons, make every weapon at least have some kind of niche or use
>Agree about the maps, as much as I like Doom, I prefer levels in Build games for being more memorable and relatable in a way
>A varied roster of enemies that's fun and challenging to fight
>Good art direction, I hate how some of the new retro fps games mix Wolf3D tier sprites with fancy modern effects
>Blood and gore

>> No.9577074
File: 198 KB, 1920x1080, 20230116151249_1.jpg [View same] [iqdb] [saucenao] [google]
9577074

Autistic Half-Life question. Is the Beretta in the HD pack fucked up? The muzzle flash comes from slightly below the barrel, and the ejected shell spawns from mid-air underneath the barrel. idk if it was always like this, or if I just misplaced files from trying out too many skins.

>> No.9577110

>>9566227
is doom 1 enhanced good or i should uninstall it and install some dumb engine?

>> No.9577126

>>9577074
It was always like that, the flash is slightly lower than it should be and the shell spawns to the left of the gun before being thrust upwards. The slide doesn't animate when firing, if you haven't noticed that.

>> No.9577164

>>9576807
>>9576953
REKKR.
>>9576964
Yes.

>> No.9577270

Is there any mod that mimic's Quake's Gremlin from SoA?
Like an enemy that steals/copies a weapon from the player?

>> No.9577359

Is there any point in using PRBoom + when dsda exists?

>> No.9577384

>>9576994
Fun weapons that feel good to shoot
Good monster variety that all have their place in the roster and all can bring something to a fight
Interesting levels that are entertaining to explore with lots of secrets
That's all you need. Nice music helps too. Have you ever played Quake with the music off? It destroys the atmosphere.

>> No.9577390

How many levels has Doom again?

>> No.9577407
File: 284 KB, 1280x926, 1614630954762.jpg [View same] [iqdb] [saucenao] [google]
9577407

>>9576994
>What truly makes a classic / throwback fps "click" for you?
Big handful of weapons, enemy variety, replayable level design. The rest is preference for what I'm feeling at the time. In particular I'm surprised how much I've grown to love Serious Sam and Quake 2 in the last few years, I'm disappointed in myself with how bratty I was towards them awhile ago. They're also some of the best third person shooters I've ever played.
>>9577384
>Quake 1 with Q64 or Quake 2 music
>Quake 2 with Q264 music
These work too.

>> No.9577416
File: 160 KB, 640x618, 1661877104960868.png [View same] [iqdb] [saucenao] [google]
9577416

>>9575673
>You can start requesting your other skins now.
Okay. The only character here from a game I haven't actually played is the chicken, but you know why I included it.
Bunnie Rabbot, Carrotia - https://mb.srb2.org/threads/rift-pack-v3-2-md3-support-up-to-v1-6-cast.26589/
Max - https://mb.srb2.org/addons/max-sam-and-max.4107/
Bugs Bunny, Rami - https://mb.srb2.org/threads/dimpsuus-kart-pack-rc-9-prime-misfits-update.26174/
Marina, The Noid - https://mb.srb2.org/threads/sjbcp-2-5-droll-scenario.26204/
Moo - https://mb.srb2.org/addons/sonckarts-character-pack.1515/
Sparkster - https://mb.srb2.org/addons/marsh-chars-v2-1.2019/
Moorhuhn - https://mb.srb2.org/addons/crays-colorbook-character-pack-w-new-kart-template.2976/

>> No.9577454

Ok faggots which fps has the best expansions?

>> No.9577487

I want to like Back to Saturn X, but I always get bored of it halfway through the wad. I blame the levels all looking the fucking same. The fights are great, the music is fantastic, but the endless Quake 2 style techbases kill my interest eventually.

>> No.9577565

>>9577270
You mean, OTHER than the mods that include the gremlins themselves?

>> No.9577583

>>9577487
Plenty of others to play, no problem.
>>9577565
Maybe they mean Doom mods, but I also wouldn't mind knowing of other Quake mods besides Violent Rumble that use them.

>> No.9577618

>>9576994
good movement
good weapons
good enemy roster
and some good levels to play with these systems in.
everything else is secondary (but can be nice).

>> No.9577623

>>9577487
we all get you, its basically consensus.
and BTSX is what got me hooked on DOOM, but replays are basically impossible for me. (despite wanting to

>> No.9577643

>>9577623
nah I liked BTSX a lot.
I played through it slowly though, in short bursts over a few weeks I think. If you tried to binge it I'm sure it'd get boring, but I could say that about a lot of megawads.

>> No.9577680
File: 44 KB, 500x259, 1364682442716.png [View same] [iqdb] [saucenao] [google]
9577680

>>9577416
Perhaps I spoke too soon.

>> No.9577696

>>9576381
That's the intent, calculating things like the distance of a fired shot and where it actually hits adds up a lot, and calculating for stuff like headshots isn't exactly a valid idea when your engine only supports square boxes for hitboxes, especially not when you're running right on the edge of a weak 386 being able to run the game at all. It's also not a military sim.

A dice roll determines the spread of the zombieman's gun, and another dice roll determines how bad it hit. There's nothing fundamentally wrong with that concept, and anyone who argues otherwise is a massive cumguzzling faggot who hates classic boardgames, who should then go visit the Wavepool at Action Park.

>>9576994
Level design which isn't procedurally generated, that shit turns me off more than anything else for FPS.

>> No.9577704

I'm looking for more retro shooters that have a more "tactical shooter" feel to them

not necessarily that they play like Hideous Destructor, but, low health, high damage, high tension, the kind of near instant death that makes you creep around every corner, essentially games like Blood, any suggestions? I tried Marathon and it's closer than Doom but still not *quite* what I want

>> No.9577720

>>9577704
Ion Fury on hard mode.
Playing it like a run and gun game is an amazing way to die quickly.

>> No.9577727

>>9577720
that's a good recommendation, I've played it before I might download it, I'm also gonna add that Cultic and HROT satisfy my needs, but I already know them, and I'm looking to see if there's any 90s/2000s stuff that I missed, besides like, obvious stuff like Rainbow Six

>> No.9577752
File: 20 KB, 640x480, BTSXE2.png [View same] [iqdb] [saucenao] [google]
9577752

>>9577487
>I always get bored of it halfway through the wad
This for me, only with second episode. Comparatively there is unconventional mapping and more flexible visual theme, but it doesn't save it from being a tiring long endurance test with what could be described as "how much you can squeeze out of vanilla limitations" exercises. Imagine playing "MAP12: Underground Initiations" but stretched out over dozen map slots, I'll prefer boilerplate tech-bases to alien mesoamerican scenery in this case.

>> No.9577773

>>9577704
Unironically Brutal Doom if you don't mind mods. Tactical mode with realism difficulty is pretty much that

>> No.9577807

>>9577704
Delta Force
Soldier of Fortune 2

>> No.9577829

>>9577704
Doom with RGA2

>> No.9577839
File: 222 KB, 800x600, HADES2_001.png [View same] [iqdb] [saucenao] [google]
9577839

>> No.9577860

>>9577704
Live Through Doom or LiTDoom should probably have that sort of tacticool feel.

>> No.9577861
File: 414 KB, 800x600, HADES2_002.png [View same] [iqdb] [saucenao] [google]
9577861

>>9577839

>> No.9577878

>>9577704
unironically play enemy territory quake wars vs expert bots

>> No.9577896
File: 1.02 MB, 960x540, 1656849225064.gif [View same] [iqdb] [saucenao] [google]
9577896

Ask someone who just beat Ashes 2063 episode 1 anything.

>> No.9577898

>>9577896
What difficulty / mode?
How much crowbar use?

>> No.9577904

>>9577898
Arcade difficulty. And still ammo was sparse. There were times I would get huge groups of mutants stuck on a corner and crowbar them all to death single file. I'd say crowbar kills accounted for 15%.

>> No.9577924

>>9577904
I hear a lot of people say the ammo is sparse, but I played on Survival my first time and never felt like I had too little, probably because I hunted for secrets and pretty much always crowbar'd cannibals and bugdogs, except for that one part, you know, with the lift.

>> No.9577929

>>9577924
i hunted as best I could and only found about 25% of the secrets. so yeah probably why I was out

>> No.9578000

>>9577752
>This for me, only with second episode.

I'm glad I'm not the only one who feels this way; for me it's always when I hit Dirty Water. Something about that map rapidly makes me lose any desire to continue.

>> No.9578008

>>9577680
destroy all furries

>> No.9578028

>>9577839
>>9577861
Is that the one with the friendly Neo(s) who tell you where to go?

>> No.9578035

In other news, I'm testing some changes made to the flame shield on /vr/ kart, as in actually testing. I'll need at least 2 players, so if you have nothing else to do, the IP is 51.161.34.159

>> No.9578065

Retard here, how do I play Ad Mortem? What sourceport do I need to use?

>> No.9578082

>>9578065
Use a newer version of GZDoom. If that still doesn't work, try one of the sourceports listed here.
https://doomwiki.org/wiki/MBF21

>> No.9578084

>>9578035
Test results: Fix some bugs, create one more in the process. Such is life.

>> No.9578086

>>9578028
Yep.

>> No.9578220

When you make big, sprawling levels, do you usually have an idea in mind? Or do you just kind of get started and work it out as you go?

>> No.9578228

>>9578000
>Dirty Water
I appreciated short-term explorative aspect of it on my replay, but everything past lava areas seemed bland and directionless so I went straight for the exit, it doesn't feel good to max it. Although a good map, Eureka Signs is where I start to feel fatigue personally, partly due Shrine of Dynamic Years which is pretty weak and breaks momentum. Then you have surprisingly unremarkable skillsaw maps sandwiched between gargantuan opuses, Fireking in particular is overlong and when it starts to actually become unbearable. My last playthrough wasn't long ago, yet I can only fondly remember bits and pieces - first map set pieces, occasional eerie atmosphere and claustrophobic Shocker in Gloomtown.

>> No.9578378

>>9577896
Did you find the mall?

>> No.9578382

>>9578220
I throw crap at a wall and find a way to tie it all together, and when someone compliments something unintentional I act like it was all part of the plan

>> No.9578427
File: 34 KB, 1000x1000, level design.png [View same] [iqdb] [saucenao] [google]
9578427

Behold - every single non-linear Doom map.

>> No.9578429
File: 24 KB, 617x168, get new material.png [View same] [iqdb] [saucenao] [google]
9578429

>>9578427
Behold - the faggot who can't make any new jokes

>> No.9578440

>>9578427
>someone saved my image

>> No.9578441

>>9577583
>Maybe they mean Doom mods, but I also wouldn't mind knowing of other Quake mods besides Violent Rumble that use them.
Drake. You can also equip gremlins outright with weapons instead of just letting them steal from the player.

>> No.9578447
File: 1.57 MB, 498x375, 1663894023538.gif [View same] [iqdb] [saucenao] [google]
9578447

>>9577416
>Bunnie, carrotia, Max, Rami, Marina, Moo, Sparkster, Graf Zahl
Will add.
>The others
Probably not.
I'll try and get the characters updated before Wednesday, as well as retrovidyastuff 0.10. I've also fixed the flame shield bug on the test server.
Maybe I should use a trip for server related things

>> No.9578451

>>9577704
FEAR, but never use slowmo.

>> No.9578474

>>9578427
Reminds me of that one Wolf3D map thats constructed entirely of swaztikas

>> No.9578506

Does anyone have that Duke Nukem "No Way Fag" meme?

>> No.9578517
File: 80 KB, 668x683, sonic delete this.gif [View same] [iqdb] [saucenao] [google]
9578517

>>9578427
How did you get this image of every map I've ever made?

>> No.9578520

>>9577110
it's good but basic

so if you have basic needs, unity will be enough
be aware that playing mapsets other than the official ones will require some/extensive tinkering

if you want anything more, even as simple as mouselook, go for a source port
the only thing missing will be widescreen-friendly UI graphics out of the box

>> No.9578672

So, what's the best version of Ashes 2063? The standalone or the GZDoom version? I'm a little confused.

>> No.9578708
File: 16 KB, 235x196, 1649945635749.jpg [View same] [iqdb] [saucenao] [google]
9578708

>>9578427

>> No.9578713

>>9578672
As far as I know, the standalone just comes with a pre-configured GZDoom and a freedoom iwad.
If you already have a working up-to-date GZDoom, the standalone will just be extra filesize for no reason.

>> No.9578720

>>9578474
anon you just plagiarized e1m4

>> No.9578721

>>9578720
meant for >>9578427

>> No.9578730

>>9578427
>Image that broke vr

>> No.9578760

>Standalone comes with the latest GZDoom
Welp, looks like I won't be playing this. For some reason the more recent versions run like ass on my toaster. I can play far more graphically intensive games no problem but current GZDoom? Nope.

>> No.9578767
File: 79 KB, 800x800, Shameless cunt cry.png [View same] [iqdb] [saucenao] [google]
9578767

People keep replying as if it was mine >>9578429

>> No.9578775
File: 299 KB, 1600x1200, b807b929.png [View same] [iqdb] [saucenao] [google]
9578775

>>9566227
After some testing with older HL1 builds I found out that gl_overbright used to be enabled by default until version 1.0.1.0, what happened?

>> No.9578801

>>9578775
It was overlybright.

>> No.9578819

>>9578775
Valve realised it didn't play nice with detail textures, and chose detail tex over overbright. Apparently it actually works fine if the engine is patched to allow both at once, but Valve haven't implemented it.
https://github.com/ValveSoftware/halflife/issues/230

>> No.9578876
File: 1.21 MB, 1920x1080, q2_0076.jpg [View same] [iqdb] [saucenao] [google]
9578876

>>9575394
anon...

>> No.9578926
File: 219 KB, 1920x1017, Screenshot_Doom_20230117_153330.png [View same] [iqdb] [saucenao] [google]
9578926

Classic blizzard casting

>> No.9578937

After replaying Hedon on Hardcore, and seeing people comparing it UV in Doom, yet Hedon seems quite easy. Is it actually easier or does it just feel like that because movement and aiming are more "modern"?

>> No.9578940

>>9578926
Is La Tailor Girl still being worked on? Neat!

>> No.9579063

>>9578926
that takes me back

>> No.9579081

>>9577720
This applies to enemies too. If you're skilled enough you can make run&gun approach work really well just like how it would in Blood.

>> No.9579095

Is there a quake level design guide? Like rules for how much ammo there should be relative to enemy counts, and so on.

>> No.9579114

>>9579095
Are there even rules like that about Doom?

>> No.9579207

What is it about Doom that you love so much? Why do you enjoy playing this almost 30 year old game over newer FPS, or even things like Quake?
In my case, I like how Doom is basically the FPS genre refined to its basic elements, with those elements done extremely well.

>> No.9579215

>>9579081
Yeah this. All those major build games reward speedy gameplay to varying degrees.

>> No.9579216

>>9579207
I like the variety of maps and versatility of the enemy roster. All of the other FPS games are missing that secret sauce and usually only have a couple of good ideas.

>> No.9579219

>>9579095
Yeah it's called playtesting your level lol what kind of question is this

>> No.9579221

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

>> No.9579227

>>9579207
Enemy and weapon variety are top-notch. Very few games have something like it. Not only that, but it's void of any hold-backs that might make gameplay sluggish or repetitive (such as enemies tanky beyond what you can reasonably carry), which is more so dependent on level design. This combined with the ease of map-making makes Doom a perfect sandbox.

>> No.9579228

>>9579207
The game itself is solid although far from my favorite retro FPS, but I appreciate games that have a ton of custom content a lot more. The amount and variety of high quality maps and campaigns you can play in Doom is unmatched when it comes to retro FPS, with Quake being in the second place, and only other game that comes close to Doom when it comes to good fanmade stuff is maybe Super Mario World.

>> No.9579276

>>9579207
My version of the game, self made, doesn't just suffer random nerfs and has persistency from new game to new game and is a library that only grows with time as players release their own maps and I gradually assimilate it connecting them to hub maps I make myself. Every time I play it it's exciting and intense and things don't just change for the sake of "balance". The only thing better would be a mmorpg fps done right that does not cater to the cries and whines of its users.

>> No.9579287

>>9579207
Usually, constraints and limitations of the artistic medium make the final product better, not worse. I think this applies here as well.

>> No.9579314

so how do i play ?

>> No.9579318

>>9579314
very carefully

>> No.9579369

help me ,this is a challenge obviously im not tech savy

>> No.9579430

>>9579369
look at the imgur link in the OP

>> No.9579464

episodes 2-4 of doom are garbage
there, i've said it

>> No.9579551

>>9579464
Doom 2 is best doom. It's where most the mods are at.

>> No.9579563

this is what moddb shills as the good retexture pack for quake 2 monsters and weapons
https://imgur.com/a/OPSbOB1
https://leray.proboards.com/thread/4163/new-hd-textures-weapons-monsters
https://www.moddb.com/games/quake-2/addons/quake-2-hd-classic-skins-wip
Feels soulless as shit and too out of place and clean compared to the old ones.

It is like someone took the old Quake 1 QRP and smeared deviant art shit on top of it.

>> No.9579569

>>9579314
>Get Doom iwad files from the mega in the OP
>Download source port
(If modding GZDoom, if playing wads/level packs with no fancy mods then dsda Doom or PRBoom +)
>Maybe download a launcher like ZDL to load the mods/wads in order
There. It's easy if a retard with no tech knowledge or ability like me can do it. Now play some fucking Doom.

>> No.9579574

>>9579207
>the basic mechanics (like the movement and monster infighting)
>the extremely well designed enemy roster, both in terms of gameplay and visual design
>how those things interact and get permutated by level design
>an ultimate weapon with strange and unique mechanics, only the redeemer from UT99 with it's gradually expanding blastwave can compete

>> No.9579596

>>9579464
Episode 2 ended up being my favorite. First use of berserk, cacos, and player teleports, fun mix of “base” and “hell” themes, and it’s always fun revisiting Containment Area.
>>9579551
It’s the source of nearly all mods but the levels are messy.

>> No.9579618

>>9579563
All these Q2 uptextures look and feel the same to me.

>> No.9579629

>>9579618
The only good ones are the conjunction of Vaa4444, warezeater and ShadowArm, mainly due to yq2 vulkan and GL3.2 lights making it work like a id re-release if they had done that with quake 4 special ed.
kmquake ones or the shit used at rtx breaks the mold of Q2 textures the same way rigel's Quake 1 armory shit did in the past.

>> No.9579709

>>9579464
>episode 1 is better than the others because you hold M1 with the shotgun against cannon fodder in slightly wider corridors
the redpill is that doom 1 was a tech demo for doom 2

>> No.9579737

>>9579207
It feels like fps perfected. I know build has more features, Quake 3D and such, but Doom is just raw fps fun.

>> No.9579773

>>9579207
I'll never understand this idea of getting tired of a game, I play football (real life football with physical persons) since I was 6

>> No.9579814

>>9579114
I've seen some general guidelines like that, I think. Stuff like the anon asked about, "how much ammo per enemy" has been calculated for Doom's enemies, but I can't say that I have a link or anything. But I'd believe balancing guidelines exist in some form somewhere.

>> No.9579816

>>9579464
Opinion content lol!
I agree, but you're not saying anything of content to back your opinion up, which makes it a worthless post.

>> No.9579819

>>9579464
>E2
>garbage
You and I are enemies now.

>> No.9579850
File: 63 KB, 591x680, EYJrQKpU4AA8xHP.jpg [View same] [iqdb] [saucenao] [google]
9579850

>>9579287
>Usually, constraints and limitations of the artistic medium make the final product better, not worse
>I think this applies here as well.

This is a very skewed view and defintely not representetive of what Id thought. Pretty much no one plays Wolfenstein 3d and with DOOM Id (and Carmack) pushing the limits of technology allowed the game to also come into it's own creatively.

>>9579207
It offers it's own "game feel". Very easy to pick up and play, it's cathartic, it has a good soundtrack, atmosphere, the movement feels pleasant, the bestiary and arsenal feel very balanced and with the right level designer produce a lot of cool ambushes that feel like you're defusing combat puzzles while gliding through the levels shotgun in hand. Great death animations, things feel really grisly.

>over newer FPS
I play other classic FPS as well. I play Half Life, Quake, STALKER, RTCW, Ion Fury, Blood, Duke 3d etc, but DOOM is a comfy mainstay as well.

Also DOOM, unlike a lot of fps games, is fun to play without saving in the middle of the levels. A lot of other fps games feel kinda cheap if you try to do that, or don't have good enough "break points" unlike DOOM and Quake 1.

And the massive amount of fan made content means I can have new adventures in DOOM literally every time I sit down with the game. Groovy!

>> No.9579861

>>9579850
>Also DOOM, unlike a lot of fps games, is fun to play without saving in the middle of the levels
This, but I see no issue in doing so. I'm not even sure when this complex people have over mid level saving started, I remember the late 90's. Everyone I knew hammered the quicksave button in FPS games like their life depended on it.
Still, it's a nice challenge.

>> No.9579879

>>9577704
Half Life 2 with SMOD Tactical
Soldier of Fortune 2 (I would say SoF1 is a better game and SoF2 just makes me mald on later levels but SoF2 is more tactical)

>>9577020
>I hate how some of the new retro fps games mix Wolf3D tier sprites with fancy modern effects

Some of the shit I saw in Realms Deep was like, uber low-pixel density vomit with no directional sprites but with postprocessing effects on the sprites??? Lol???? That was awful.

Whileas Doom's spritework is quite detailed for what it is, monsters have proper directional sprites (minus maybe the wolfenstein enemies) and every single one has a good death animation (Revenant's Death anim is kinda boring, kinda same with cyberdemon)

>> No.9579906
File: 2.48 MB, 1920x1080, Screenshot_Doom_20221222_230933.png [View same] [iqdb] [saucenao] [google]
9579906

>>9579861
>This, but I see no issue in doing so.
Yeah, absolutely. I just like doing it to challenge myself if possible and to retain tension but it's just my personal choice.

I save in some of the harder / long maps if I get otherwise peeved. I like to play wads that keep the overall monster count somewhere between 80 and 130 ish, "Plutonia-like" levels that don't take super long to beat. Some of the /vr/ projects I've been playing have been pretty neat for that.

But sometimes I run into a level that just beats me and after a session or two of trying, I usually start to mid-level saving in keycards etc. Sometimes I have a level that has otherwise fair challenge, then a really hard section right near the end and I am very tempted often to save right near the hard encounter if it's preceded by a lot of tedium.

But I feel like I'm also respecting the mapper's time and effort by trying to beat the level "fair". Just my own thing, I don't judge others by that metric. Just that the last time I got bored of DOOM it was because I played giga hard slaughterwads where I was also saving after every fight etc.

>> No.9579912

>>9579861
Me and everyone I knew would restart the level and only save when we were quitting.

>> No.9579934
File: 214 KB, 854x480, 1655177994258.jpg [View same] [iqdb] [saucenao] [google]
9579934

>>9570942

>> No.9579936

>>9579861
It’s a great challenge for traditional sized maps. For longer and more challenging maps it’s been a great way to disrespect my time, BTSX through Babel pistol starts showed me that.

>> No.9579964 [DELETED] 

Why does the doom community defend halo now?
https://www.doomworld.com/forum/topic/133149-which-was-the-better-fps-sequel-halo-2-or-doom-eternal/

>> No.9579971 [DELETED] 

>>9579964
Anyone with any sense shouldn't care what goes on over on that forum, why are you dragging this garbage in here?

>> No.9579974

>>9579207
>What is it about Doom you love so much
There's almost no fps that compares to it in quality there's only a few that are even close or even the same quality and even then there's so much depth in what seems very simple

>> No.9579978 [DELETED] 

>>9579964
People like to defend things if it means they can shit on other things, and why do you care what this or that forum thinks?

>> No.9579984 [DELETED] 

>>9579964
>doomworld
who cares? those people are subhuman
if you're gonna play console fps at least play something like timesplitters

>> No.9579985

>>9579936
>For longer and more challenging maps it’s been a great way to disrespect my time, BTSX through Babel pistol starts showed me that
RIP Same here honestly, I try to ironman when doing testing and jesus some of those later levels were bad.
I did make sure to put this on the mod page though, so you have nobody to blame but yourself :^)
>Please Note: Babel is intended to be played on Erelim difficulty with quicksaves and continual progression, and on maps whose difficulty approximates the vanilla IWADs.

>> No.9579987 [DELETED] 

>>9579964
Only children and retards make a single videogame series their identity. True chads enjoy good games and don't engage in childish tribalism.

>> No.9579989 [DELETED] 

>>9579964
how many doom fans hated halo that much?
like besides the "it ruined fps", i can only remember the guys who kept saying master chief ripped off doomguy and then a certain webseries pissing off fans with a made up fight, that may or may not have inspired the new games

>> No.9580005
File: 2.94 MB, 640x360, 1663812166489099.webm [View same] [iqdb] [saucenao] [google]
9580005

>>9579985
OOF yeup but it was was still fun, especially map31 with those baron traps. Also:
>Babel bro LIVES
You had me worried.

>> No.9580018

>>9579964
Without looking, I bet there is a plethora of post-2020 made accounts. Older generation got superseded, modern wads are more akin to minecraft than doom is what I've first noticed.

>> No.9580037

>>9580018
One guy in the thread brought up that Half Life 2 was as old as he is.

>> No.9580050
File: 10 KB, 470x454, 6346324623.png [View same] [iqdb] [saucenao] [google]
9580050

>>9580018
>modern wads are more akin to minecraft than doom is what I've first noticed
So what do you mean by that exactly? That a lot of modern wads are big spectacles that look kinda cool but unfun to navigate? Like people are more worried about the overall aesthetics instead of how it plays?

>> No.9580051

I think the best part of Doom is that it doesn't have tanky chaingunners (Spider mamma notwithstanding).
A lot of games have them and they are just annoying.

>> No.9580062

>>9580051
>tanky chaingunner
Like the battlelord, that guy was an oopsie. IdSoft would then strike gold with the idea of a “tanky hitscanner” that doesn’t feel like shit to fight in the form of the archvile.

>> No.9580064
File: 86 KB, 500x393, a fair price.png [View same] [iqdb] [saucenao] [google]
9580064

>>9580051
I think it's one of the reasons why I love to hate Chaingunners. Like they're bastards and a group of them can shred you, but they're also pretty fragile compared to most other monsters.

It doesn't help I've grown to find them really endearing over the years thanks to playing a lot of HD with a custom soundpack. Chaingunners are incredibly stupid but dangerous in that mod, and with the soundpack they use some headless sounds from Serious Sam, so just hear them hollering like a fucking idiot and shooting the wall. It's great.

>> No.9580072

>>9580062
>Boss battle is an empty room with a giant chaingunner
Like is there even a strategy at the end of Duke's episode 1?

>> No.9580081
File: 79 KB, 124x158, cultist dab.gif [View same] [iqdb] [saucenao] [google]
9580081

>>9579207
I just really, really like Cyberdemons.

>> No.9580095

>>9580081
I think cyberdemons are too tanky for how people use them most of the time. I like the threat they pose but hate the ammo dump they are.

>> No.9580096

>>9580072
It was a big space lizard, a reptard, with a chaingun that launched mortars and made Jurassic Park noises just like in real life

>> No.9580109

>>9580072
Take it and eat it. If it’s the regular battlelords you can at least shrink as unintended with autoaim disabled.

>> No.9580110
File: 226 KB, 1917x1080, Sheep bleating in the distance.png [View same] [iqdb] [saucenao] [google]
9580110

>>9580050
Maybe, it's also about mappers adjusting from fresh start by doing school and work office mock-ups like in early DETH days.

>> No.9580119

>>9580110
Something about this one seems familiar, I'm pretty sure I played this in co-op with a buddy. What WAD is this from?

>> No.9580132

>>9580119
Nostalgia by myolden, classic wads style aesthetics is main motto. Pretty good and short.

>> No.9580147
File: 125 KB, 938x660, Halo Interrogation.jpg [View same] [iqdb] [saucenao] [google]
9580147

>>9580095
>too tanky for how people use them most of the time
You'd probably hate how I use them, then. Which would be fair—I really do need to start giving players ways to kill Cyber turrets without resorting to Plasma/BFG spam.
But I fucking love Plasma spam so much, too.

>> No.9580153

>>9580095
I think baron of hells with identical pattern would be a good alternative. Wonder if anything would be lost with its size though.

>> No.9580157

>>9579934
This is a work of art.

>> No.9580182

>>9579879
>Some of the shit I saw in Realms Deep was like, uber low-pixel density vomit with no directional sprites but with postprocessing effects on the sprites??? Lol???? That was awful.
It's mostly the sprite artist working on the enemy sprite and then discovering that he has to do rotation for each state and saying "Fuck no". and i relate to them because it's indeed a pain in the ass to even THINK of doing them, there are however alterantive methods thankfully, i believe Ion fury had a page about it's art and it explains how it was done!

>> No.9580216

>>9576994
It depends but for me:
-Weapons that have a role first, and act nice second.
-Enemies that have good roles but also are fun to fight (I'm a sucker for Build enemies with different palette that have different gimmicks, for how much it seems lazy you can make them feel unique also.)
-Maps that compliment the gameplay given (if the game pushes you to kill a fuckton of enemies the maps should hand you a fuckton of enemies.)
-Secrets in general, there are some ways to spice them up but preferably i wish the spicing isn't done in a way that the player has to find them all.
-Music that doesn't become background noise way too quickly.
-Build explosions would be neat.
-good bosses (an also understandable hard thing to pull, i'd say something along the lines of making use of the player abilities to defeat them.)

>> No.9580218

I'm giving pistol start, no saves a go.
I probably should have started with something harder than episode 1 of Ultimate Doom though. It's still kind of fun because you can't just storm around maps with 100 shotgun shells from the very start.

>> No.9580221

>>9580005
Oh I live all right, I'm just unemployed again and focusing on my writing. When I eventually get a good enough idea I'll come back to Doom, maybe for a new mod, we'll see.
I always check these threads about once every 2-3 days just to see if there are bug reports or anything.

>> No.9580229

>>9566229
>>9579934
make it next op

>> No.9580241

>>9580218
You gotta start somewhere. If you find it too easy, try Doom 2. You'll appreciate not having the SSG from map 2, on.

>> No.9580273

>>9580241
I haven't bothered playing the original Iwads in forever, so it'll be nice. I'm also enjoying dsda's instant pistol start button, no more messing with idclev if I want to pistol start. I'm sure other PRBoom based sourceports have this, but after doing some research people recommended this fork the most.

>> No.9580286

>>9580273
If you use a launcher, DSDA has "-pistolstart" as a launch argument that does it automatically.

>> No.9580312

>>9577929
iirc ashes uses a stalker-like difficulty system where all damage scales with level, so you might be low on ammo because of that

>> No.9580323

>>9580286
I already use a beta version of ZDL which seems to lack this feature. But ZDL is so handy for using multiple mods when I want to play some retarded mash of various mods on GZDoom that I don't really want or need another launcher. Plus it works for quickly loading up dsda with the wad of my choice anyway.

>> No.9580364

>>9569892
Not really. UAC Labs sure does have a lot of hallways packed with things you can use the Super Shotgun on, which strikes me as comedically on-brand.

Other than that, no they're not that good.

>> No.9580374

>>9569892
Why do Doom newbies always act like those are the holy grail?
They're generic 90's wads. Unremarkable. If it wasn't for the media being its typical clueless self and claiming that he used Doom as a school shooting training sim nobody would know or care.

>> No.9580381

>>9576152
I've been playing the most recent version of Alkaline and they still pop up as Floyd if one kills you.

>> No.9580402

>>9569892
doom's fanbase has grown that there's multiple subcultures and shit, that the columbine wads are even less than 1%
the only people that care are those with basic doom knowledge that hear basic trivia and one "fact" from most didyouknowgaming rip offs is something to do with columbine
let me guess: you watched a video by midnight, didn't you?

>> No.9580404

E1M4 of Unrattled
https://www.youtube.com/watch?v=kkWWyv8xksY
>shotgunning cybers in 2023

>> No.9580419

>>9580374
>school shooting training sim
Now I want to see a GZDoom adaptation of Super Columbine Massacre RPG.

>> No.9580437
File: 1 KB, 194x36, 1671539374177.png [View same] [iqdb] [saucenao] [google]
9580437

>>9580323
Your beta version of ZDL doesn't have this?

>> No.9580450

>>9580437
Well fuck, I overlooked that. Still, hitting Home every level start isn't an issue.

>> No.9580461

Fuck quake II venus, seriously.

>> No.9580469

>>9580461
Why?

>> No.9580478

>>9580469
Hard+ is stupidly hard and enemy placement is plutonia levels of dickery along with Q2 movement.

>> No.9580489
File: 114 KB, 500x247, 1660896937047581.gif [View same] [iqdb] [saucenao] [google]
9580489

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

>> No.9580492

>>9580489
Serves you right for applying mods where they don't belong.

>> No.9580495

>>9580492
>Mod doesnt work in the most basic setting:the vanilla maps themselves
?????

>> No.9580497

>>9580492
Not him, but that's a bit of a daft statement. That's like saying gameplay mods don't belong in Doom at all. Which if that's your opinion, fine, I don't agree with it at all, but fair enough.
At least those issues he listed are easy to rectify, they're just oversights on the mod developer's part.

>> No.9580516

>>9580489
>Custom weapons change doomguy speed,making levels like "The crusher" impossible to complete because you cant make the jump

Not even with diagonal movement? Or actually jumping?

>> No.9580517
File: 38 KB, 567x124, keepsbreaking.png [View same] [iqdb] [saucenao] [google]
9580517

>>9580489
What's the test environment for these mods you keep digging up?

>> No.9580520

new thread when so I can ask an important question?

>> No.9580535

>>9580516
Just movement,maps that use the jump button are gay

>> No.9580541

>>9580517
For that one it was Wrath of chronos+Angelic aviary

>> No.9580543

>>9580541
I remember getting reports of Angelic Aviary breaking Combined_Arms too, I think it was something due to the load order.

>> No.9580554

>>9580489
>Custom weapons change doomguy speed,making levels like "The crusher" impossible to complete because you cant make the jump
just press the spacebar to jump, bro B)

>> No.9580568

>>9580554
>J*mping in vanilla maps
fuck you buddy,but yes i have seen weapon mods so fucking slow that even the jump button wouldn't save it (Just once and it was some obscure shit mod that had the archvile as a playable class)

>> No.9580592
File: 2.92 MB, 640x360, Rev_chill.webm [View same] [iqdb] [saucenao] [google]
9580592

>>9580221
Kickass, glad you're hanging in there. Mod's running great, rarely run into issues and when I do I can't tell if it's the mod, map, Grafdoom being silly, or all three. My brightmaps mod also was acting funky with it but I've been fixing that.

>> No.9580593
File: 1.16 MB, 1280x720, boner dont care.webm [View same] [iqdb] [saucenao] [google]
9580593

>>9580592
Same energy

>> No.9580604

>>9579095
The creator of the Copper mod for Quake (qol changes for Quake that many mappers enjoy but I personally don't) has a whole page on mapping. I don't like Copper, but this page is invaluable for Quake mapping.
http://lunaran.com/copper/mapping/

>> No.9580605
File: 98 KB, 342x314, cacwhoa.png [View same] [iqdb] [saucenao] [google]
9580605

>>9580593
>and it's from my other favorite mod
Wasn't ready for that

>> No.9580634

>>9580592
Yeah brightmaps might not work quite right because of the changes in offsets on the sprites and also sprite names in a few cases. If there's a brightmap set for the Doom 2 minor sprite fixing project, try that instead, though it'll still be missing a few.

>> No.9580642
File: 128 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
9580642

>>9578378
yes I did. release the gas and burn the entrance covered in plants. I liked the mall remix of the doom music. which I realized while making this post you can't find the music on youtube. I extracted it from the pk3 for this post.
https://files.catbox.moe/bjko0w.ogg
also I fell for this trick, pictured, and had a good laugh when I checked the back

>> No.9580663

>>9579207
enemy roster and the quality content made are probably the two biggest reasons.
it being good in general and an autistic love to push something to its limit and then going past that are also big reasons
>>9580221
hope you do well, your mod has become my favorite (tried moonblood with it and it was perfect for 31/32 levels)

>> No.9580664
File: 5 KB, 412x375, 01257.png [View same] [iqdb] [saucenao] [google]
9580664

>>9580634
No worries, I just got the caco lined up and fixed. I'll tick off the rest later in the week.

>> No.9580670

For anyone that has used OBLIGE or OBSIDIAN can the programs make wolfenstein like maps for doom? by copying the template of doom 2 map 31 or 32 i mean

>> No.9580672

>>9580663
Bro I am absolutely astounded that it got 31/32 because I think I tapped out on moonblood+Babel around map 18 or so due to dying over and over. Out of curiosity, was the one map it didn't work "perfectly" on the result of a technical issue? I always want to try to fix those if it's possible.
And yeah, the writing is going okay, about 300 followers for my stuff after a year or so which is super cool.
>>9580664
Oh man, if you get everything working including the new sprites, feel free to message me until I host/link that shit on the itch page. That would be cool as hell. I only neglected to do it because I'm kinda bad at visual art.

>> No.9580676

>>9580374
I think it's mostly an interest for those weird fucks obsessed with Columbine, who occasionally come around places to ask if anyone ever found the supposed Columbine highschool level, and their motivation is their perverse interest.

People who aren't might check them out because of the infamy of their authors, just to see what they're like, but as you say, they aren't actually remarkable or interesting, there's absolutely nothing about them which stand out or are memorable beyond the crimes of the author, his work and his crimes don't reflect each other in any measure which has any kind of weight or interest. They see them for the nothingburger they are and move on, they typically don't look further into it than this.

Columbinefags are assuming/hoping that if Harris had made a level based on his school, that they were going to be some sort of twisted and meticulously planned simulation of his plans.
The first issue with this is that he would probably just have recreated it as a generic deathmatch or single player level just like thousands of other people were doing back in those days, which would at most just make the later events an uncanny, but plausibly incidental link, everyone was already doing this and his would be unlikely to stand out because of the next point.
Harris wasn't noteworthy in mapping skill by any measure, he was unimaginative, and he recognized to his own frustrations that he wasn't as intelligent as he fancied himself. Judging by his existing works, he probably didn't have the knowhow nor patience needed to actually adapt Doom from its stock gameplay into something which would actually reasonably resemble his later plans.

They will never accept this answer, and they will keep trying to look for this.

>> No.9580682

>>9580664
That looks like a grown up Frisk from Undertale wearing all black with a bowl haircut, long arms and white stubby legs

>> No.9580687
File: 10 KB, 261x279, 00.png [View same] [iqdb] [saucenao] [google]
9580687

>>9580672
>I only neglected to do it because I'm kinda bad at visual art.
Well tbf most of them is just me using pre-existing brightmaps and lining them up with the new offsets. When it comes to the new sprites, that'll be fun stuff I get to learn.
>>9580682
That's a caco.

>> No.9580769

>>9580672
sorry for the wait
it was dehacked making the final boss an SS solider, probably could be fixed on my end, but im super lazy.
also i savescum super hard, so that could have made it easier for me.

>> No.9580781

>>9580769
Hm, yeah, that's a "make a compat patch" issue. I might get around to that. That was the whole reason I spent a bunch of time rewriting shit to allow patches, after all.

>> No.9580789

>>9580781
i don't use mods on levels with lots of dehacked anyways, i just didn't know.
its no biggie to me, 97% being alot better is a win to me.

>> No.9580791

Make/bake new thread please.

>> No.9580802

>>9580789
Well I tend to be a bit of a perfectionist, myself. Once I get all my wads over to my new PC I'll see if I can do it just for my own benefit. It's a shame it's not possible to just build the patches in and conditionally load them based on the user's wads, or I'd do that.

>> No.9580806

>>9580802
idk about all the tech on DOOM modding, but maybe a "don't override DEhacked" option could work????? (idk what im talking about, so that may be stupid)

>> No.9580825

>>9580806
Yeah nah, it doesn't really work like that, sadly. Anything modded with ZS/Decorate will generally clobber dehacked changes due to how those things are loaded, at least in my experience. You got an SS soldier because Babel replaces the default actor with the BabelNazi actor, which is an SS soldier. Dehacked just modifies that default actor with whatever moonblood does, so when Babel swaps it out after all those changes are lost. The solution is to make a decorate patch that basically just makes the dehacked actor but with decorate, and that overwrites the BabelNazi with something else (since Babel is all ZS). It's weird.

>> No.9580830

>>9580825
>replaces the default actor
default *SS actor, whoops

>> No.9580841
File: 35 KB, 480x388, 699321277.jpg [View same] [iqdb] [saucenao] [google]
9580841

>>9580687
>That's a caco.
I know, just doing an internet Rorschach test

>> No.9580842

>>9580825
IIRC MetaDoom has an option that allows Dehacked replacements to work as intended, maybe have a look at what it does.

>> No.9580850

>>9580825
ok, that makes sense, i didn't know how it worked, though that does explain why wads like the vaccinated edition for valiant needed to be made.
its weird to think about how DOOM modding has multiple APIs that break eachother just enough to do weird shit, but not enough to crash most of the time.

>> No.9580851

>>9580842
Hm, I wonder how they did that. I'll have to take a look, sounds neat. I'm thinking maybe conditionally toggling off the actor replacement logic, but I wasn't aware you could do that.

>> No.9580856
File: 2 KB, 384x305, 1.png [View same] [iqdb] [saucenao] [google]
9580856

>>9580841

>> No.9580859

>>9580856
Shy cyclops with wristbands.

>> No.9580882

>>9580842
Well I looked it up and I see how they did it, not entirely sure how well it would work for this case but hey, worth a try eventually. If I had known you could just do "state.bDehacked" to see if they've been altered at all I'd have tried it earlier.
>>9580850
Yeah basically things apply like dehacked -> ZS -> Decorate. My solution was to make a sort of API in ZS that allows Decorate to be used to make new actors with the Babel classes, so compat stuff can even merge in fear/sync behavior if it wants to. Bit more work intensive but better results in some cases.
Seeing this thing with MetaDoom though, it might be worth adding some compat toggles in the options for the SS so the mod can "smartly" avoid replacing him if they're on. I'll try it eventually.

>> No.9580913

>>9580882
that would be awesome, its certainly impossible to make dehacked and any Zdoom mod totally compatible (even when suggesting it, i knew it could not do everything), but that would be awesome as a future QOL feature, especially when a situation like mine happens where there's only one thing i know of that used it.

>> No.9580921

Baking bread

>> No.9580938

NEW THREAD
>>9580932
>>9580932
>>9580932

>> No.9581190

>>9580676
Considering he only had like 6 maps that weren't scrubbed from the internet, I don't think you can project how he would've turned out as a mapper. His available stuff isn't amazing or anything though, and it gives no insight into the murders.

http://www.acolumbinesite.com/eric/doom.php
they're here though if >>9569892 wants them