DOOM THREAD / RETRO FPS THREAD - Last thread:
>>11785484Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~
FAQ/GENERAL GUIDE
https://rentry.org/vrbin
SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz
Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0
== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU
PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games:
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA
Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z
== INFO/LINKS ==
OFFICIAL DOOM WIKI
https://doomwiki.org/
WHERE TO FIND WADS
Vanilla/Boom: https://doomworld.com/forum/4-wads-mods/
ZDoom: https://forum.zdoom.org/viewforum.php?f=19
/idgames: https://doomworld.com/idgames/
MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/
== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom thread"/type/op/
OUR WADS/MODS
https://rentry.org/vrdepot
MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB
IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://clovr.xyz/wadsup/
MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
=== CURRENT PROJECT ===
/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
RELEASE CANDIDATE 2: https://files.catbox.moe/kl5x0c.7z
Some bugs left.
=== NEWS ===
[6-11] Doom 2 Minus Doom released
https://doomworld.com/forum/topic/153656
[6-06] Leaked Duke Nukem D-Day prototype build
https://desuarchive.org/vr/thread/11782748
https://archive.org/details/duke-dday-ps2-2001-06-04
[6-03] Chocolate Quake is a thing that now exists
https://github.com/Henrique194/chocolate-quake
[6-02] DBP73: Narcoleptic Strata is out now!
https://doomer.boards.net/thread/4010
[6-02] Showtime v2.0 released
https://cherubcorps.itch.io/showtime
[5-30] Skyboxer, a map-to-skybox tool for Quake has been released
https://moddb.com/games/quake/downloads/skyboxer-a-map-to-skybox-tool-for-quake-10
[5-29] Project Gryphon Beta 1.0 released
https://moddb.com/mods/project-gryphon/news/project-gryphon-beta-10-release
[5-25] Collision Course by Sgt. Shivers
https://doomworld.com/forum/topic/153300
[5-09] Apophis by Christopher Lutz
https://doomworld.com/forum/topic/152930
[5-09] Doom playable in Majora's Mask
https://thunderstore.io/c/zelda-64-recompiled/p/Dario/Doom_Mod/
[5-05] Doomed Marine released
https://doomworld.com/forum/topic/152899
[5-03] Pvt Stone got an update with some more guns and things
https://skelegant.itch.io/pvt-stone
[5-02] ShaderGlass screen filter software is free on Steam
https://store.steampowered.com/app/3613770
[5-02] Nova IV released
https://doomworld.com/forum/topic/152816
[4-27] Goldeneye PC port is to come out later this year
https://youtu.be/jxGCtX497gk?t=10038
[4-27] Zandronum v3.2 released
https://zandronum.com/forum/viewtopic.php?t=11370
[4-26] Doom Around the World released
https://doomworld.com/forum/topic/152710
=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [MM-DD] date bracket)
!!! REPOSTING !!! REPOSTING !!!
>>11796351>>11795232>>/Vertex Relocation/ rc2>>some bugs left.>Okay, it's been 1 month since the last release candidate that was described as "probably final">https://warosu.org/vr/thread/11729451#p11731353>I don't know if you noticed, but the map 18 author (me) tried to comment on the scrolling wall fix in that thread, but forgot to quote the right post like a genius. Everyone else also seems okay with the latest changes. What else do we need to do to get this out the door?
good morning
you should be able to perform this rather easily
>>11796371>water causticsWhat port is that?
>>11796384beats me, it's the current WR for quake
and we reached the place of the first classic gay Doom slaughterfest arena ambush
why does delta touch cost $3
isn't it illegal to charge for open source software
i'm getting annoyed by how there's no way to rebind keys in the official port (yeah i paid for it because i never bought doom 2 growing up and i wanted to give romero a little more royalties why the hell not)
and we all know what is gonna happen once I pick that up
also the music track on the first secret level E1M0 is so quiet is almost none existent I had to up the music volume to full to hear anything
>>11796439what gameplay mod is this, anyway?
>>11796439ambushed from all sides by evil marines with their own plasmaguns fucking typical
>>11796441the main weapons mod is Supercharge Weapons Only but I tweaked it further myself
theres also another 8 smaller mods working there
>>11796448That'd explain the Supercharge machine gun paired with a notably different HUD.
>>11796356more like Dumb Numbem
mods
md5: 292dcc5f03b912be19d9738e4a3dd1bf
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>>11796458this is all that is loading
Return to Na Pali Ultimate through this mod was great, even in spite of those dickhead marines.
>>11796356Chuckle Fucklem
>>11796439>>11796448I really like the new weapons.
>>11796554I got filtered by some water temple bullshit and had to drop Unreal. Sucks because game got some interesting stuff going on and ost is top tier.
I never understood what are these dehacked .deh files that come from wad downloads sometimes along with the main wad
I opened the wad of No End In Sight and there is already inside it a DEH thing but the informations contained are different because I opened the .deh file with notepad
what gives?
why did they use to do this?
why not put all the shit inside the wad?
I dont understand to play the wad correctly do I have to add the .deh file to my ZDL loadorder as well?
if so do I load it before or after the wad?
can someone clarify all this to me please?
>>11796608When an external DEH file is provided, it's probably because it's meant to be a vanilla-compatible wad. You can run DeHackEd in DOS and patch your DOOM.EXE/DOOM2.EXE using an external DEH file, which is the only way to edit level names, etc. in vanilla.
The internal DEH lumps were innovated by source ports, and pretty much all of them support them, so if you're using a source port you can probably just ignore external DEH files.
>>11796623but the informations included are different from the one inside the wad and the .deh file
it seems the .deh file also alters the text screens
if I dont load it in ZDL I will miss out on the text screens edits?
>>11796630I don't know why they use different formats - I assume the one on the right is the original format understood by DeHackEd, while the one on the left is a source port format. The content seems to be the same though. The one on the right puts the original text followed by the new text, while the one on the left assigns the new text directly to E1TEXT, etc.
>>11796597The inscriptions give some idea on how to progress. It can still seem indirect, though, and if the first half is where you ran into the 'bullshit' then you'll probably have a harder time with the second half (you have to find some underwater levers to progress).
>>11796645Water Temple is awful
tf1-2
md5: 7dc4d93705141f5b12b451f6cc54280f
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>>11796384>>11796385most likely joequake
>>11796371You haven't beat Quake unless you played it like this.
>>11796645I got the grenade launcher weapon, wich fuckin sucks by the way, and hoped that it would be the end of the temple. It keeps going so I couldn't take it anymore
>>11796702Unreal has a problem with not knowing when to end.
8ballgun
md5: 256fce802c76e896e14fefa03a60381b
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>>11796702>I got the grenade launcher weapon, wich fuckin sucks by the wayThis thing? It's both a grenade and rocket launcher. The primary/rocket fire is good fun but I agree about the grenade mode. The GL in the expansion isn't too bad.
>>11796707The length can suck when you want to get off, and there were some huge ass maps that didn't make the final cut. Those would have definitely been too much.
>>11796715Why is it called eightball if it only fires six rockets
>>11796724>>The Rocket Launcher in Unreal is called the Eightball Launcher. This is due to the ammo it uses, Eightball rockets, and is based on the eight ball in pool.
>>11796715Yeah that's the thing. All weapons up to this point felt terrible actually, except the railgun thingy. Does difficulty increase enemy HP?
>>11796371>>11796384>>11796385It's this Easy run? Seems pretty similar. Nothing about the port used in description (or I'm blind), but it's most likely JoeQuake since SpeedDemosArchive recommends using it for speedruns.
https://www.youtube.com/watch?v=oUtFyFLmLdU
https://speeddemosarchive.com/quake/
>>11796779Enemy health should be consistent across difficulties, I don't think it's as extreme as what Half-Life or Blood does. Harder settings definitely add more enemies, makes them more aggressive, and more reactive (quicker to shoot+dodge). I'd have to test if it swaps spawns depending on difficulty.
>>11796630In your image the internal one is BEX dehacked and the external one is vanilla. BEX is not understood by dos dehacked.exe but vanilla has string length limit see e.g. "E3M7:Nether" in vanilla and "E3M7: Netherworld Citadel" in BEX. So the internal one has full strings for sourceports and external one has short strings for dos.
>>11796406Yeah I'm surprised there are so few android ports of most ported game ever
>>11796715>I agree about the grenade mode. The GL in the expansion isn't too bad.My experience is the exact opposite. The Eightball grenades I use more than the rockets because they seem better at confusing the AI, and I make no real use of the GL because I don't like how it feels to use.
>>11796862It seems the enemies dodge more when you queue up rockets, but this is also something you can use to your advantage. When lobbing grenades they don't seem to want to dodge as much.
https://www.youtube.com/watch?v=sYB7-ZgGrfU
I'm 13 maps in, and I'm having mixed to mostly negative experiences so far.
I'm inclined to enjoy challenging WADs but the traps here often feel more like bullshit. I'm getting killed on blind runs because of unreasonably close enemy placements and tight spaces more than anything else. And navigation is a little awkward.
Is Valiant any better? Does AA get better?
>>11796974i love retro shooters, period!
>>11797005>Is Valiant any better?Hard to say which one I liked more, Valiant or AA. Which difficulty are you starting AA with?
>>11797037Yeup. There's a small few that haven't "clicked" with me yet and more that I just haven't been in the mood to try.
i seriously hope you guys don't do this
>>11797042UV pistol start as usual.
>>11797045would it be more fun if you had an invuln artifact before going in
>>11797045I just played this level, I can't imagine someone wasting all their ammo by this point. Its gotta be a joke.
>>11797052note that he has max rockets lol. OOPS
>>11797047>UV pistol start as usual.First time+blind as well? I'd either tone down that difficulty or at least play continuously. I recall Valiant being easier but I also played AA myself with Babel so I was also looking for a very hard time.
>>11796351>[6-11] Doom 2 Minus Doom released>https://doomworld.com/forum/topic/153656>no supershotgun onlywhat a farce
>>11797059First and blind as well. I don't lower skill levels because I don't feel like as attention is paid to them. UV is the standard for a reason.
I'm more surprised that I'm seeing questionable design decisions given how much praise I've seen been given to Skillsaw.
>>11797071>I don't lower skill levels because I don't feel like as attention is paid to themThat's a dangerous assumption.
>>11797075I'm still content to go through most WADs on UV, AA included.
I probably hyped myself up for it, and should just expect some wonky stuff.
>>11797079>I'm still content to go through most WADs on UV, AA included.Then I'd still at least go down to playing continuously. I've judged previous work myself too harshly the first time through because it was too much for me at the time.
>>11797005Do you play without saves on principle or do you mean you struggle even with occasional saves? I wonder if it stops being "blind" if you use saves.
>>11797087No I'm very comfortable criticizing this one. Most of the time I'm comfortable saying a frustration is due to a skill issue.
But theres some goofy shit.
I will take map 13 as an example.
Here, you flip a switch and the area lowers to open up Alien Troopers, an Archvile, and some Pinkies. By now you're conditioned to expect a floor trap quickly lowers the area or spawn things behind you or on the sides. So its a 50/50 on whether or not things get tight or stay a little open.
So I flip the switch and turn around quickly. Doing so prevents me from seeing the Archvile which is right behind the switch. As I try to process the newly changed area, I hear a variety of demon sounds and am suddenly on fire.
Looking to get some space I dip into a pinky corner, but I have the rocket launcher out because I guessed that it might not be a tight trap. This was wrong and I now have to spend time swapping to the SSG, while processing everything and being flanked by an Imp. As this happens, the Archie closes in on me with a large group of troopers. I clearly need to use rockets, and I do, but I'm also trying to maneuver away from a facerocket from the Imp. Which then leads me into the Hell Knight, and by now I've taken too much damage and lost too much space. So I die, and that kind of blows because it felt unfair.
I could've used the SSG from the beginning but its a coin toss at this point. To be fair, I could have gotten a secret that would've given me a Soul Sphere to buffer against it. But that's the only thing I see as totally my fault. (Even that is a stretch in my opinion).
I'm not saying by any means its a really tough trap, its not. But on a blind run, it feels awkward and unfair. The processing speed expected is too high, at least without a plasma rifle. Most traps are not like this, certainly not the well designed ones.
This one was really egregious, and while most of the traps I'm bitching about aren't as bad as this they have similar issues.
>>11797130I almost never (and I mean almost never) do mid-fight saves.
I will save between fights if its a trickier mapset like Simulacrum or Necromantic Thirst. For AA so far I'm saving between several fights if that.
Blind for me means, you don't know whats in the map until you get there. Obviously a second attempt makes the fight no longer 'blind'.
>>11797145I also do not use most of the saves I make for AA.
>>11797145Okay, makes sense. I almost use 2-3 save slots in round-robin order, saving between fights, but sometimes in the middle of fight if it's a big multiphase fight that I mentally divide in pieces. I almost never get pissed off by stuff you described (I just load and play the fight again and don't feel bad about anything), this made me wonder why, maybe it's because I don't hold that "blind vs non-blind" concept in mind. It makes sense to pay attention to balance that way when you focus on this playtype.
>>11797156>I don't hold that "blind vs non-blind" concept in mind. It makes sense to pay attention to balance that way when you focus on this playtypeThats fair, I'm coming at this from that perspective mostly. And its also the 'game developer' in me probably being overly critical.
nugg0000
md5: c0bebc88f20cdc143bdca80974f5dfea
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>>11797135>I'm not saying by any means its a really tough trap, its not. But on a blind run, it feels awkward and unfair. The processing speed expected is too high, at least without a plasma rifle. Most traps are not like this, certainly not the well designed ones.Felt fine on this end. Haven't even found that rocket launcher yet. I haven't played this in five years too and now I'm thinking of replaying it...
>>11797165Out of curiosity, how did you handle it? It could be that I just need to adjust how I handle expected traps.
No End In Sight, now that's a wad
>>11797173>Out of curiosity, how did you handle it?Basically stayed around that corner the pic is currently looking at, dancing with pinkies while doing so. The fight preceding the plasma rifle pickup felt the "iffiest" mainly because I thought I had picked it up and almost died trying to switch to it.
>>11797204I didn't have an issue with that one, it felt clear to me. Kind of interesting to see how different people process things.
>>11797005How fucking dare you question skillsaw mapping abilities.
aavilehk
md5: 47336af4b5e4f5d04fe5b58bb7489ea4
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>>11797213Yeah it's neat, and I didn't die from that encounter either: It was a few seconds of 'why can't I switch, did I not pick it up, FUCK IT' and trucked through.
I liked this trap a lot as well: It looks like absolute bullshit the first few seconds until you realize how easily archviles infight, and how easily he gets in the way of the hellknight.
all of those have chainguns btw
yes they fucking RIP
its like chaingunners on steroids
first time I heard spidey I was like
>no problem I can just dodge his plasma
>BRRRRTTTTTT'd to death in less than a second
evil marines with plasmaguns dont joke neither they acquire target and fire EXTREMELY quickly they have almost no delay between when they see you and open fire
>>11797005Can't be arsed playing the utter chore of the last 3 maps of 1st episode, or the whole of the 3rd which is full of guest contributions. Grey Dwarf is okay the first time, it's long and atypical but there's a charm which I won't find in aforementioned maps. Most usually I only play the first two episodes when urge for the wad kicks in.
>>11797226I've only played a little bit of his stuff. Some BTSX stuff and now AA.
Also tried Heartland, it was fine. Changes were too jarring for me ultimately though, and I dropped it halfway through.
>>11797005I liked Valiant, but didn't love every part of it.
>take a look at the code for the evil plasma marine
>it begfins with this:
>* id1 - decohack - former shocktrooper (a.k.a. >"plasma guy" or "plasmadick")
>has everything set to fast including projectiles
okay
>>11797275>has a raise state too
DOOM0085
md5: 2cc4299f9f2fc62585626577b7658e7e
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>>11797064Fuck map 33, health starvation for all of the map and at the end this
I cannot play 'The thing you can't defeat' at all. Too much light flickering and the whole thing makes me dizzy.
>>11797259ep4 is an ugly slog
still one of my favorites tho.
the skull on the wall opened up and vomited out gibs blood spurts and the yellow key
pretty fancy
never seen something like this been done before
nugg0013
md5: 98437b197c3e70b1704ccbf5acfc09e7
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Spooky.
suburbs
md5: 6f1120afb5f65d33cbab742c0384b184
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>>11797371Who's looking in?
>>11797371Doomguy will be doing it tomorrow.
>>11797179Yea, it was quite cool that they managed to do icon of sin for vanilla doom 1 without any help of dehacked. Just pure mapping wizardry.
I see you fucking bastards camping the door
demons venerating the TV screen in hell lighting candles under it
>>11797446Maybe the screen received an important unholy transmission?
this is without a doubt one of the most fancy exit rooms I have ever seen
>>11797446Because good demons are only allowed to watch it in a brightly lit room
What do you guys think of Hideous Destruction?
>>11797515It's fun, very, very in-depth, has a solid 'gameplay' mod template that can fit in other similar shooters.
Haven't played it in over a year though, and even if I did I'd want to use the Ugly as Sin addon.
>>11797515not my thing, although i do appreciate the hard work and autism that it took to put it all together.
i prefer deathstrider. it's much more accessible and doesn't turn any level into a quicksave fiesta
>>11797543>it's much more accessible and doesn't turn any level into a quicksave fiestaYou can also use its port of HD monsters if you're looking for some real pain. I personally have the most fun/difficult balance using it with Babel monsters.
squish
md5: 8816cc317c623375fa7f0b11cbeefa24
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>>11797547DoomRL Arsenal monsterpack for me. Love all the different kinds of enemies.
>>11797554Solid choice. I also had good memories with Project Malice and some specific mapsets, might try that again for October.
>>11797572what have they done to you
>>11797572what duke nukem is this?
>>11797045>RCKT 50-50.png>people who haven't read the filename thinking this is sincere I honestly don't know how you could make a megawad consistently "fair" (realistically beatable without foreknowledge) and simultaneously hard enough to be interesting on multiple playthroughs while also catering to every person's skill level, even ignoring the fact most everyone only plays on UV. I think there are skilled enough players that someone out there could actually beat every fight in Ancient Aliens first try (Zeromaster, Vile, have you actually watched some of these guys play?) so in this sense it really is a matter of skill, but I also really doubt Skillsaw was thinking around them.
This concept of fair is actually pretty weird, I don't know how it became the golden standard for some people. "Everything should be beatable without foreknowledge" because the alternative requires "tiral and error", which is random i.e. not a test of skill, and videogames should always be a test of mechanical skill. Maybe it sounds good at first, but realize most all games are designed around a combination of skill and (psudo)randomness.
Just take Tricks and Traps from Doom2: the entire point is to punish 7/8ths of blind players who don't know the "best" path to take, and then have to trial and error the rest, running around figuring out how to deal being unlucky. Many of Sandy's maps are like this, and it's exactly why people like them.
On a more extreme end you have some shit like Cat Mario (and various "fan games") where the whole point is to constantly break preestablished rules and require trial and error because it's literally trolling you. People like these games because they're "unfair".
>>11797572How hard is it to make a malevolently smiling cyclopean cat with a neon blue glowing mouth?
>>11797572I mean I like it. It's definitely not a cacodemon though. It's more an arachnotron without the tron.
>>11797572Not a bad monster design, but there's nothing Cacodemon looking about it, it looks more like Duke Nukem's Octabrain.
>>11797689I was talkin with some friends, and one of em mentioned the D3 cacodemon, I think that might be where they were pulling some influence from
it definitely does look like the Octabrain though
>>11797697Even D3 Caco has that WIDE mouth.
>>11797646>I honestly don't know how you could make a megawad consistently "fair" (realistically beatable without foreknowledge) and simultaneously hard enough to be interesting on multiple playthroughs while also catering to every person's skill levelYou can't cater to every skill level, but you definitely can make things challenging and fair. Vytaan did a playthrough of Simulacrum and didn't die until map 31. Most of his playthrough was with few deaths. And, I wouldn't say he's amazing player, definitely above average.
I also just finished up SImulacrum and I can't say there were any traps that were bullshit. Thats partially though because the mapping style is Ribbiks/Puzzle Combat mixed with slaughter. Ancient Aliens traps are alot closer to Plutonia style traps.
>>11796406Depends on the license but in some instances it's completely fine as long as you properly give credit and don't try to claim it as your own.
>>11797652Cacodemons and Pain Elementals are supposed to have holes you can't talk about.
Made it map 16. I'm still mostly meh, its not really bad just disappointing based on the hype.
Also Grey Dwarf wasn't that bad until you start secret hunting.
What's the most fun class to play in Hexen? Every time I've tried to play it, I've bounced off of it, but now I'm starting to understand that it's more exploration-focused rather than being pure combat like Doom and I'm having a good time with it. Problem is, the combat still feels very one-note. I tried Fighter on UV and so far it's just "punch punch punch, punch punch punch" then "axe, axe, axe, axe, axe" and it feels like a Tyson run with extra steps. Then I went back and tried the Mage on max difficulty, which has been more entertaining, but I'm still just holding LMB and zapping to the extreme with my Noita starter wand. It's not really clicking with me, but I'm also only at the first hub (except this time I'm actually making progress in it rather than going back to Doom). Should I stick with shadow wizard money gang or switch to one of the other two for a more enjoyable experience?
>>> CLASSIC DOOM CHALLENGE <<<
Do a UV-MAX run of Ancient Aliens map 13 and post a demo if you like.
cmd line would go like:
>port.exe -complevel 9 -skill 4 -warp 13 -file aaliens.wad -record aa13
The last guy didn't bother making a new challenge so I'm going to take over and post something like this every week or possibly thread depending on how receptive everyone is and when I'm feeling bored. I wanted to stay in line with the existing thread discussion so I chose aaliens. I'll take something from a /vr/ project next time.
Here's my own leisurely playthrough, I almost die because I wanted to save cells but I really didn't need to in the end.
https://files.catbox.moe/9z110q.lmp
I'm playing PS1 Doom with PsyDoom
While it's a shame it uses the simplified Jaguar levels, I actually really like the atmosphere and music
>>11797730What kind of wads do you like? Could just be a case of not being to your tastes.
I love Ancient Aliens myself, though it is a little uneven compared to Valiant, IMO.
>>11797572>Cacodemon was recast due to scheduling conflicts. The role of Cacodemon will now be filled in by Octobrain, known for his past involvement with the Duke Nukem franchise.
>>11797848Putting Doom 2 enemies in Doom 1 maps on UV more than makes up for the Jaguar level simplifications, it's my favorite retro console port.
Ultimate Doom + most of Doom 2 is also just a great package overall.
>>11797798Just try Cleric at this point and look at who click with you the most.
>>11797909>Doom 2 enemies in Doom 1 maps on UVYeah, I actually didn't know about that so you can imagine how surprised I was when I encountered a Pain Elemental up the secret elevator in E1M1
>>11796948>remove kek>particular regular faggot>megawad supports shooting>arch-vile needed
Reminder that Paul is the real Spider-Man and Peter is a fake who stole Paul's destiny, so Peter deserves every bad thing that has ever happened to him.
>>11797572I don't really mind this. It's not the old Caco, but it fills the same kind of role. It would make sense for not every single demon to look identical, but still serve a similar function to others.
Aren't Doom monsters supposed to be scary, menacing and terrifying?
Why are Cacodemons so cute?
anybody fluent in how GZDoom works is capable of giving me a solution to how to custom bind a key to show and hide crosshair on the fly without having to go into menu options and HUD everytime to disable and reenable it?
I need it because I dont like taking screenshots with the crosshair in the middle of the screen yet there is no option under HUD or Miscellaneous to autohide the crosshair when you take a screenshot
nor there is a keybind in controls to toggle crosshair on and off neither
I searched and the ability to do this has been asked in the zdoom forums and the dev replied
>HURRR ITS NOT A HIGH PRIORITY THING TO IMPLEMENT DURR
what a fucking cunt
there has to be a way to make a pk3 to autoload that adds a keybinding for that console command but Idk how to do it
in the pic I tried searching for 'crosshair' in gzdoom config file and there is an entry with crosshairon=true/false
can this be automated as a console command and binded to a custom key in a minimod?
>>11798089He’s missing the rest of his body. I suppose that’s cute.
nugg0000
md5: fa254bc919e1c19827fe93cb93fd6038
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>>11798102lmao, Graf is such a fucking clown
Nugget Doom is a much younger sourceport yet it already has exactly what you're looking for
>>11798102bind x "toggle crosshairon" should do what you want
if you don't want the "crosshairon = false" messages showing up when you press the button then you need to make two aliases that rebind to each other
alias enablecrosshair "crosshairon 1; rebind disablecrosshair"
alias disablecrosshair "crosshairon 0; rebind enablecrosshair"
bind x enablecrosshair
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There was the old Skulltag expansion pack that had a script that noted down your cross hair and HUD settings, turned off all the visual clutter, took a screenshot, then restored the settings for you, all in one button press.
It broke in later versions of Zandronum because they didn't want mod authors to hardcode HUD setting changes that would then fuck up people's configs for other mods/unmodded servers, which also broke the script function because restoring the data that your own script noted down was counted as an insecure source.
It's possible, just probably buried under technical bullshit and or documentation.
>>11797515Only ever had actual fun with it when playing with Codename HUNK's Resident Evil 2 monsters. The occasional youkai and possessed barrel still surprised me, but not having to sweat about much other than inventory management and keeping zombie dogs and hunters away made it actually really fun. It was almost like playing something like DayZ offline and because monsters never drop ammo, you can't just haha slayer go boom either.
Some of the most fun I had was forcing a bunch of zombies into a ditch and airbursting grenades over their heads.
>>11798102>>11798118This works
bind p "crosshair 0; wait; screenshot; wait; crosshair 7"
>>11798089The Cacodemon has a sort of uncanny appearance. Sure it has a big toothy and friendly grin but everything about it is distinctly alien and you would never think twice about it trying to kill you.
>>11798127>The Cacodemon has a sort of uncanny appearance. Sure it has a big toothy and friendly grin but everything about it is distinctly alien and you would never think twice about it trying to kill you.
>>11797515Really enjoy it. I love how it feels, especially with the HD Immerse mod. I suck at it though.
>>11798089Cacos are kind of cute, in that you look at them and they've got this big grin at all times, but also it's kind of a menacing grin somehow, like you can tell they're ready to kill as well.
>>117978022nd attempt. I've played through AA multiple times before, but it's been a while.
https://files.catbox.moe/kbn450.lmp
First attempt I died in the very fight anon was complaining about, partly thanks to this exceptionally tough pinky surviving a rocket (which happened again in my successful attempt).
>>11798116I wanted to do it proper with a custom bindable key that remains saved between mod swaps and shit and I got this far
it actually shows up properly under controls
I just dont know how to make it fucking TOGGLE the fucking CVAR on and off
I binded a key to it in game controls and in game when I press it it just says crosshairon is true
where do I go from here to make it toggle?
>>11798190https://zdoom.org/wiki/CCMDs
Look up "rebind"
>>11798124this thing works like a charm
>>11798221>>11798124I forgot to say thanks
>>11797580Which wad is this? It looks familiar, but I'm pretty sure I've played some wads with subways/tunnels in them before.
>>11798281Hell On Earth Starter Pack. Above all else it's got some nice looking levels.
>>11797883I enjoy most of Myolden’s stuff, from Altars of Madness to Nostalgia.
Favorite WADs are Going Down and probably Necromantic Thirst.
>>11797005>I'm getting killed on blind runsGit gud, fagit.
You're at the point in the DOOM .wad difficulty progression where you're just going to have to get over the idea of a .wad not being "fair" or "good" when it's expected that you're going to die a few times on blind runs.
You're only going to die more and more on blind runs as you move up the difficulty progression.
At some point you WILL have to do practice runs. This is not "unfair." This does not make it a worse level.
At some point along the difficulty progression of .wads, the primary things necessary to beat them will be memorization and solid routing which you work out through trial and error. This is a valid form of difficulty. This is not "unfair" or "bad."
It just means you have to git gud.
>>11797253>ACKSUALLY the .wad voted the greatest DOOM .wad of all time is shit>but its most hated level is actually charmingYou're so fucking cool for being so contrarian. Please have the sex with me.
Which do you think are the most beautiful or visually interesting WADs of 90s?
>>11798371>visually interesting WADs of 90sEternal, my beloved.
>>11798365I don’t mind dying or practicing routes. But it feels bad when you die to things that feel unfair.
Giving it some more thought, I realize I could’ve done things differently (like keeping the SSG out first instead of rockets). But it still feels a little silly on a blind run, and it’s not typical for most Plutonia style traps I’ve experienced.
>>11797646>"Everything should be beatable without foreknowledge" because the alternative requires "tiral and error", which is random i.e. not a test of skillTrial and error is exactly how you git gud the fastest, though. Nothing teaches you more and faster than failing repeatedly, learning from your mistakes, and overcoming an obstacle.
>>11798142>uncomfterble and slightly nervous cacos
>>11798370>>11798365Never Skillsaw was so edgy. When’s your next WAD coming out?
>>11798185It's been a while since I played this level but I want to say I handled this simply by killing the archvile quickly, then turtling in front of the switch and taking care of the stealth plasma aliens and pinkies from there.
I seem to recall that I decided during my practice runs that running from the archvile was a bad idea and led to death or taking a shitload of damage more often than not.
Honestly, in general, killing the archivile ASAP is usually a good idea. That trap gives you a golden opportunity right after you press the switch to rocket the archvile before it can use its extreme speed to dodge it, and this should probably be taken advantage of.
>>11797646> This concept of fair is actually pretty weird, I don't know how it became the golden standard for some people. "Everything should be beatable without foreknowledge" because the alternative requires "tiral and error", which is random i.e. not a test of skill, and videogames should always be a test of mechanical skill. Maybe it sounds good at first, but realize most all games are designed around a combination of skill and (psudo)randomness. Yeah, I'll take novelty or quirkiness or surprise any day over "fairness". I'm okay with it being frustrating a bit if it helps making it cool in other ways.
>>11797275>has everything set to fast including projectilesWhat does this mean? From what I understand, the duration of every frame for everything is defined in the iwad/pwad/deh, and the pinky/spectre are the only monsters whose frame durations are halved in fast/nightmare, making them 2x speed
>>11798370You bitch, I thought we had something special!
>>11798404I simply appreciate mappers' sadism when it comes to traps. There's something to be said for using ingenuity to design a particularly nasty trap, regardless if it's "fair" or not.
>>11798184Cute boys who love to fight and kill. Sort of like a Pitbull.
>>11798407I agree! Sometimes a good trap just gets you all:
>"Oh, you son of a bitch, you really got me good here, hahahaha!"Bonus points if it's funny in its execution.
Sometimes it's what I strive for when designing my own traps and ambusges.
>>11797646It's a consumerist mindset. They want to play a wad, do it pistol start with no saves, then move onto the next wad.
>>11798415Exactly. You get it.
>>11797135>So I flip the switch and turn around quickly. Doing so prevents me from seeing the Archvile which is right behind the switch.This was exactly Skillsaw's intent.
What did Decino do when he flipped that switch on a blind run? Turned around immediately afterwards.
What did Vytaan do? Turned around immediately afterwards.
The intent was not to be fair. The intent was to be sadistic and punish the player's expected action after flipping the switch.
temp8
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I forgot how cheesy mobile ID games are
>>11798420I'll dial down the harshness and dial up the supplies on lower difficulies, even tweak level geometry by difficulty if possible (VooDoo Dolls being blocked from changing some spots on higher difficulties by tagging trees to get in their way).
I'm not gonna reinvent the whole map, I'm already generous enough.
>>11798370>...greatest DOOM .wad of all time is shitI didn't say that
>but its most hated level...I don't care
>Please have the sex with meGo back to schoolwork
>>11798373Seizure inducing area, but I agree
>>11798370> the .wad voted the greatest DOOM .wad of all time is shitI consider it to be on one level with DBP wads. Which is a high level, but whether it's better than any of DBPs is a matter of preference. To me it doesn't feel revolutionary in anything. Except maybe in popularizing the use of midtextures in novel ways. Well, there are projects that innovate in using midtextures and line actions in clever ways to mimic dialog mechanics, and there are projects that mimic interactive furniture. But for some reason people don't want to call them greatest wads of all time.
i feel like a goddamn boomer trying to replay this game
should
>man up and keep playing with no memory of where the fuck everything is
>consult a map
>do what i did when i was a smol boi and noclip through everything to find the secret areas
>who am i quoting?
>>11798556Press tab every once in a while.
>>11798524It's not that I'm trying to downplay AA or anything, more of me being against the whole idea of "greatest wad of all time" when there are so many good authentic or innovative wads out there.
>>11798563how's that gonna help
>>11797802uvmax in 11:40
I'm using the MBF21 version of Ancient Aliens
> https://www.doomworld.com/profile/8877-skillsaw/?status=1747176&type=status>More acceptable physics and infighting behavior than MBF>"Alerter" dehacked objects enable me to remove the artificial shoot switches at the beginning of many maps>Sound effects that only played in ZDoom and Eternity will now play in other portsHe says he bugfixed some maps but he introduced at least one minor new bug; some of the starting areas are sound-blocking now so you can stealth-shoot starting enemies
>>11797135So many words, when the simple truth is you flipped the switch and did a 360 which is why you missed the archvile reveal
I'm stoned and I beat the map first try for the challenge (demo recorded after practice run)
>>11797005>Is Valiant any better?FWIW I found Valiant a lot better. I don't find the AA custom enemies fun to fight, but the Valiant ones are. Also Valiant has the upgraded pistol/chaingun
>>11798640forgot demo
https://files.catbox.moe/5r4jj6.zip
>>11798640>the AA custom enemiesThe flying bastards are exceptionally good at installing immediate panic and fear in the player.
>>11798667The flying ones don't have a chase sound.
And the cloaking infantry just look terrible. I think if they had the exact same stats but different sprites they could be fun to fight. Instead of partial invisibility, or some black indistinct armor, they should instead have distinctive armor, maybe even just use the sprites from the plasma-zombiemen from Lunatic (also skillsaw wad). I might just do that actually
What's a good Doom -wad to play with your wife's son while she's out on a date?
>>11798683Single player only btw since I'm only allowed to have 1 computer
>>11798701Day of the toys
How do reflections work in GZDoom? Are they planar? I'm talking both about the floor reflectivity and the mirror wall function.
>>11798680>The flying ones don't have a chase sound.Well, yeah. They're supposed to be able to use their flying ability to sneak up on you and approach you from unexpected places.
>>11798680>And the cloaking infantry just look terriblethey remind me of the custom monsters in Duke Nuclear Winter lol
>>11798370Grey Dwarf is kino and I'm tired of pretending otherwise
>>11798732You can’t really believe that’s a good idea.
>>11798640>so many wordsYes, I love this game. It’s less me malding and more that I enjoy being able to dissect things. Especially since I want to also do game development.
Also yeah missing the AV got me, plus I should’ve just used the SSG from the beginning. Which makes sense even blind because I should prepare for close range traps as a default, since the more open traps will give me time to swap to rockets
>>11798801>You can’t really believe that’s a good idea.I'm not opposed to it, and I'm realizing now how nicely it contrasts to the plasma aliens being "visually sneakier".
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>>11798680the cloaking guys are edits of the strife acolytes which actually look good
i had a dream 94 protons came out and that's how i knew i had to wake up
>>11798524>>11798585Consider that the wad is 9 years old by now.
>>11798872i would say the best wad is DOOM2.WAD
>>11798801>You can’t really believe that’s a good idea.They'd be significantly less of a threat if you could constantly track them via noise.
>>11798743>Grey Dwarf is kinoIt's not. It's a long, tedious slog with a single flight that's even remotely interesting, except it really isn't because lol just circle strafe.
>>11797037>I love Doom 2, even though I've never played that FUCKING iwad before>I love SSG>AND FIREBLUEEE->BAPHOMET!>-EEE>And MAX HURTFLOOR>Ahhww TNT?>Slaughtermaps!>Holy shit, load up on the cells>[NO!] Get the fuck out of the pull requests you fucking zandros
>>11796554what is this mod?
>>11798829>>11798891All of Doom's monsters have a chase sound so it's a discrepancy. The only other discrepancy is the lost soul doesn't have an alert sound
>>11798895you tried award
>>11798856He told me he's working on it.
>>11798743I've always been a fan as well.
>>11798903That's from Project Gryphon. That's a rifle using tarydium shards.
>>11798905>All of Doom's monsters have a chase sound so it's a discrepancy.That's one way to look at it. I regard it not much differently than the fuzziness of the spectre.
uv max
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Even anime girls are doing doom speedruns, what's your excuse?
>>11798978Doom always had co-op, you dumb Annie Mays.
>>11798801>I should’ve just used the SSG from the beginningI use rockets there. I thought target priority dictates you kill the pinkies first so you can dodge the archvile but another anon pointed out you can just rocket the vile first
>>11798978In their world is there a source port called DOOM?
I added a few things:
>a key to toggle crosshair on/off without taking a screenshot
>a key to toggle vid_fps on/off without taking a screenshot
>added to the custom screenshot key to set vid_fps off before taking the screenshot otherwise If you have it on it will show in the screenshot
fps counter on the top right isnt set to go back on after taking the screenshot if you had it on you have to press the key to turn it on again
if you play with it on all the time and want it back on after you took the clean screenshot with the custom key you have to add vid_fps 1 at the end of the custom screenshot key macro
if anybody wants this just ask I'll upload to CatBox
thanks to everyone that helped me making this
its ridiculous that GZDoom in 2025 doesnt have even an option nor a default keybind to show/hide the fps counter
>Unreal Tournament '99
>Facing worlds
The map looks cool, and the music is amazing, but what's the appeal? You either use it for practicing sniping or just experience the average WW1 soldier's experience in going over the top.
>>11799003You could open an issue on their git requesting this, it would be a great addition to their already massive list of options.
>>11799005it's a good silly huge team (8v8 and up) flag map
got a shitty ass laptop from the 2000s, what's the best source port to run in it? I'm assuming something like Crispy Doom will work just fine but is Woof or DSDA too much? I won't even bother trying GZDoom lol
>>11799034Woof should as light as Crispy, but with more compability.
>>11799034Something with outdated libraries just as the os you using, a legacy version of any classic ports you find. Or you could even try setting dos subsystem to run older games on it.
doom02
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>>11797802attempt #2, never played AA before
https://files.catbox.moe/hwln3z.lmp
Imp sandwitch fight is hard? try proxyon (not giving ideas for next challenge)
doom136
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>>11799034Nugget should work too.
>>11799034Before I recently switched to a more advanced machine, I used a budget laptop from the early 2010s for far too long. Nugget worked fine.
yo who is the fetal alcohol syndrome guy lurking in the back
>>11799034Any progress anon? What are your specs
>>11799112What a wide glory hole
>>11799112he likes to watch
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>>11799178I think I know the type...
>>11798989If you can tank an archvile hit there, you can also run into the little alcove to the side of him, where you'll be shielded from the pinkies and stealth plasma aliens, and SSG the archvile, hoping to get lucky with pain state.
Lots of ways to handle that trap.
>>11799034Maybe try Helion?
>A modern Doom engine written from the ground up with a focus on performance.>Content creators have created maps that struggle to render at high framerates with even the latest and most expensive hardware. With Helion, Doom’s most complex maps are no longer stressful on modern GPUs and playable on old hardware that was previously impossible.
Too much of a brainlet for Hideous Destructor so just finished UACultra with Brutal Doom v22 Survival mode and it was...pretty fun. I enjoyed a slower pace of combat with punchy weapons. Thinking about giving litdoom a run.
>>11797515It's really fun if you are lucky and have a friend crazy enough to play it with. We have played Hdest enough that most it's jank and features are second nature to us.
>>11796348 (OP)Is there a Doom WAD that can compete with Shadow Warrior? I guess it's a tall order.
>>11799345There's no doom wad that can compete with the good build games like duke, shadow warrior, blood and ion fury
>>11799208I guess you gotta "pull" the lever to exit that map
wtf romero is playing cyberskunk 2077, I thought he was a cool boomer like us who hates everything new.
pompeii
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Finally came up with a decent idea of what to do for the next map. I mean I already had a concept (I want/ed to make a map that's like an open urban space but it's an ancient ruined town like pompeii) but I didn't know how to 'make a story' out of it, if that makes sense?
>>11799112She wanna sell you toilet paper for ridiculous price
>>11799417I play Genshin Impact on the side
>>11799384nah, I prefer the pseudo-3D kino of Doom
>>11799034I think they all gonna work fine, including GZDoom, but it depends on the WAD. Ultrafancy maps that try to achieve extraodrinary visuals might not work well (those are very rare). Slaughter with tens of thousands of enemies might not work with that laptop in any source port. Few thousands might work significantly better in some source ports than the others, but hundreds upto 1-2k should work well in any of them, you might want to turn off dynlights in GZDoom though. Also, if you play a lot, you probably want to have GZDoom + any MBF21 supporting source port, to be able to play any maps, be it UDMF or BOOM or vanilla.
>>11799274The most intellectual FPS protagonist.
>>11799384I tried Ion Fury earlier and hated it. Something always feels off with Build games, I never enjoy them.
The gunplay feels off
The enemies are aimbot hitscan
The interactivity is cool, but that's all this shitty engine has going for it. It's just not fun.
>>11799516>The enemies are aimbot hitscanYou can literally strafe the hitscanners in Duke and Blood (in addition to jumping and ducking), which you can't do in Doom, their aim is always instant.
>>11799007I bet it has already been opened and I would also bet more than one time and Graf replied with
>ITS NOT AN IMPORTANT FEATURE TO ADD
>>11799523>You can literally strafe the hitscanners in Duke and Bloodhow is strafing supposed to help against a HITSCAN attack?
they have less accuracy against fast moving targets?
Blood cultists with Tommy gun ambush me and 100 to zero me way faster than a Chaingunner ambush in Doom
>>11799558The aim with hitscanners in Build games aren't instantly synced with their shot, like it is in Doom. Instead of aiming and then firing at the same time, the enemy aims, stops, then fires, which means you can outrun their aim.
>>11799558They stop tracking before they fire, unlike Doom's enemies that will face you throughout the entire windup.
>>11798405I think the result is that its basically a fast monster by default even if you arent playing with fast monsters enabled
> iwad/pwad/dehLegacy of Rust is a PWAD and its defined in DECOHACK
>>11799558>how is strafing supposed to help against a HITSCAN attack?>they have less accuracy against fast moving targets?In Duke you can often avoid the damage altogether like you can here in Quake. In Blood, they won't start shooting until they're facing you perfectly head-on, and constantly jumping/crouching/strafing around them can fuck that up.
You can't do much about Shadow Warrior hitscanners but they don't instantly attack you like they do in Blood, and Ion Fury's hitscanners are much less deadlier than Blood's unless you're standing perfectly still during fights.
>>11799509>HUH! HUH! HUH!>accidently jumps into lava>AYYYGH!! EOOOGH!! AYYYGH!! EOOOGH!!
>>11797802I've never recorded a demo before, and as I'm playing for it I notice that my game feels janky. Like almost stuttering, it feels way less smooth. Is that normal?
>>11799572Everyone knows that smart people don't scream in agony when they experience extreme pain.
>>11797802Right, I should give this one a try tomorrow after lunch. Never actually played Ancient Aliums, are there any custom dick-ass monsters in this level?
>>11797580There's an HP lovecraft type monster pack I've used before that was pretty okay. Might not be as good as DRLA monsters or Malice, but worth a look maybe. Change of pace?
why do Martinoz's Brutal Doom videos everything looks so SHINY he doesnt mention in the description or annotations to run anything particular about lightning or post processing
wtf?
>>11799581>screams his lungs out when the steps on slightly hotter liquid>2 seconds later is completely fine and ready to fightBitterman is a drama queen.
>>11798185Wow, you got lucky and managed to skip a lindef trigger in front of the plasmagun, the same spot that almost killed me.
>>11798646There are some things about the MBF21 versions of skillsaw's wads that I really like, but I kind of miss the shoot switches at the start of certain maps. It felt ceremonial, like a starter pistol firing at the beginning of a race.
>>11798680>the cloaking infantry just look terrible. I think if they had the exact same stats but different sprites they could be fun to fightThey actually have an alternative sprite set for these guys inside the wad that are completely unused, though they look worse imo, and they're still partially invisible. They're taken from Epic2.wad. A lot of people don't realize that Ancient Aliens was variously inspired by Epic2.
>>11799101I'm gonna try to keep the levels easy or medium difficulty, so most of Sunlust is off the table
>>11799578>game feels janky. Like almost stutteringThis could be several things, but the first that comes to mind is shorttics
https://doomwiki.org/wiki/Turning_resolution_is_lowered_when_recording_demos
Most demo ports also allow the cmd line parameter -longtics to enable full turning resolution. However, complevel 9 doesn't support longtics, so you could also record using cl21 to best match the normal feel. Woof and Nugget also have the option "Fake high-resolution turning when using low-resolution turning" in the .cfg
>>11799591>are there any custom dick-ass monsters in this level?ayylmao
>>11797802>>11797005>>11799578I'm this anon. Not really happy with how much bumping into walls I did or how much I got caught up on enemies. But it was fun trying to play faster.
And of course, feel free to bully me on my play.
I'd do catbox but its not loading for me. https://www.dropbox.com/scl/fi/ztvr0ur9ihbxwupaf0de6/aaliens_v1_21316.lmp?rlkey=86mlho1tjwh892lajahg4c054&st=36tdiooi&dl=0
>>11799552Your perceived anger makes you less than ideal
>>11799552Anon, quit your bitching and just do it.
>>11797798Speaking of Hexen, hexenworld.org went down around March. That's a shame because they had a full install of Hexen 2 + Portal of Praevus along with uHexen2 that came with a bunch of old mods that probably don't exist anywhere else.
"The internet is a perpetually-burning Library of Alexandria" indeed.
>>11799967archive.org has snapshots. I never went to hexenworld so I don't know what's what.
>>11799990Unfortunately the specific .exe wasn't archived, so I'm thinking of uploading those mods eventually just so they aren't lost.
As for what hexenworld was, honestly I don't really know either, but it seemed to be the only "community space" for H2 that was still active in some way or another. There were posts about uHexen2 development at least.
Though what I'm really lamenting here is the lack of a modding scene for Hexen 2. Understandable when you can do basically everything it did in Quake now, but that's something I have yet to see.
haato
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>>11796351>/Vertex Relocation/MAP18 suki.
>>11798104How about a compromise then?
can someone tell me how to use this?
https://www.doomworld.com/forum/topic/148629-v5-release-22may-30y-palette-for-doom/
does it conflict with some map wads?
do I have to enable some special hidden CVARs in GZDoom to make it work?
or do I just add it to my loadorder and in what order?
thanks
>>11800109You should load one of the wads with the rest of the wads you are loading. The first one 30yFrDv.wad seems to also includes fixes for red marble wall, I'm not sure what needs fixing.
It will not work with truecolor textures, like .png ones, so a lot of gzDoom specific wads is probably out. It will overwrite custom palettes, so anything that alters them (Like ancient aliens) will likely look like ass, but it does seem to follow the structure of the original palette, so reds will be reds, blues will be blues etc, just tinted differently.
>>11799608can someone reply to me please?
I mean in his Brutal Doom 22 videos even basic health bonus have a giant light and light puddle that looks ultra bright
the surfaces look different too doors and stuff looks like the surfaces reflect
how does he achieve this?
is it something thats in new Brutal Doom?
does he use some special settings in GZDoom?
the other mods he lists he is using doesnt seem to do anything to any of what I said before so whats the trick?
>>11800125I doubt many of us here have the experience or desire to make Doom look anything like what you're describing, maybe try this brutal doom youtuber's comment section.
I am in love with Siren. What are some good WADs to play with the mod only version? I can't seem to find too much that leans into the dark sci-fi aesthetic. Darkmoon is a good example. I could probably go for some good vanilla techbase ones too and swap out the textures using Dark Textures.
Is it just me or Quake on hard is a lot harder than Doom on UV? (at least starting from Episode 2)
I frequently find myself running out of ammo for most weapons. Maybe it's just a skill issue
>>11800109Oh come on making doom even darker? I can't see shit without gamma correction already
>>11799683nice demo, anon, you nailed the fights
I like how you tag the last secret
> 1994
> https://www.doomworld.com/idgames/levels/doom/s-u/sudtic
> map4
> actually good
Didn't expect that. Also it somehow managed to pull 7 mostly unmarked secrets that weren't slog to find.
>>11800205Quake on hard is probably more difficult than Doom on UV, but Quake’s nightmare is easier than Doom’s.
GOOD MORNING MOTHERFUCKERS. IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
>>11800252AND I FORGOT TO POST THE IMAGE. FUCK ME SIDEWAYS.
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>>11800256Nothing interesting happening as I wait for other people to finish their work, so look at this room full of random things I guess.
>>11800125Probably something he configured with his graphics card.
Are there any 90s wads that you consider must-plays for historical reference or better understanding of origins of certain mapping ideas or gameplay styles? Other than Eternal Doom, because that one I already know about.
>>11800389Memento Mori and Requiem. Possibly also Dystopia 3 if you really want to see the first wad with fake 3D bridges.
> Eternal Doom
Honestly, I’m tempted to give it a shot, since I really enjoyed Doom Zero. But judging by the feedback, it sounds like it mostly involves wandering endlessly through sprawling maps long after the last demon has fallen, just to hunt down some obscure switch - a gameplay loop that never fails to lull me to sleep. Doom Zero somehow struck a better balance, making its switches quirky and inventive, but never frustrating to locate.
>>11800409I forgot to add Hell Revealed
>>11800420Hell Revealed is better left forgotten IMO.
>>11800416The amount of endless wandering is directly inversely proportional to the amount of attention you will pay to the switches and doors and map layout.
It's just that Doom wad players are waay too used to 24/7 combat and the most linear progression possible, so even when they can run at 50mph they still complain about having to traverse more than a single empty room. Few places in Eternal are absolutely bullshit, but most of it is just "remember that switch on the other side of the map? no? well tough luck".
>----!! WARNING !! NOT COMPATIBLE WITH OTHER DOOM MODS!!----
fucking why?
Im gonna run this shit with fucking TRAILBLAZER and a monster pack watch me
>>11800446I agree that HR is a terrible slog for today standards, but one cannot deny that it was very influential in the realm of "hard wads". Also, you can lower difficulty or just watch how somebody like Decino beats it.
>>11800460I just want a port that lets you draw on the automap.
Let me doodle my own dement notes all over the screen.
Is there a best choice for Unreal's graphics and sound renderers or are they personal preference?
>>11799345>>11799384I like the aesthetic and presentation of Duke Nukem 3D, Shadow Warrior, and Blood more, but ultimately far prefer the core gameplay of Doom, and its community offerings.
Like genuinely, the gameplay of build engine games are fine, but always felt a bit uneven to me compared to Doom. Hardly any build engine community stuff interests me in the slightest, either.
>>11800483Mostly preference but maybe look into multitextures, it changes some skyboxes around.
>>11799552I mean, that's entirely correct, Mr. Sperg
>>11800479Nice idea - and honestly, not even that difficult to implement. No need for any elaborate, mouse-driven UI; just allow players to place notes only at their current location. For example: add a single button to drop a map landmark where you're standing. When pressed, it could simply open the existing chat interface with a pre-filled prefix like “Landmark name:”. Type it in, hit enter, and the note appears on the map. Simple and effective.
>>11800125I mean I've heard of people using reshade with GZDoom. Not sure how well it works or what effects are possible to apply.
>>11800143I haven't played it, but you could try this? Looks spaceship-y.
https://www.moddb.com/games/doom-ii/downloads/dark-universe-part-1
>>11800494> Hardly any build engine community stuff interests me in the slightest, either.I think I would play as much Blood and Shadow Warrior as I play Doom if those mapping scenes were anywhere nearly as active.
And those games are still pretty damn snappy and dynamic in terms of combat and movement if you use a nice sourceport like Raze.
>>11800525Definitely. I would probably never leave the house if there was just as much content for Duke/SW/Blood as there is for Doom. Doom already eats a ton of my time.
>>11798713That looks really cool. Unfortunately we didn't get to play it. I kept hyping Doom up and let it slip that I still had my old 486 machine in the basement hidden from his mom so he told me to go get it, then the little rascal locked me down there. I just got out because his mom came looking to see if I had did her laundry and she was pissed that I hadn't put it in the dresser yet.
>>11798875Oh you
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>>11797802Ancient Aliens Map 13, first try...
https://files.catbox.moe/ofmqdn.lmp
Not so bad, kinda fun map, the new monsters are Cunts with a capital C (giving the cloaked troopers a constant buzz sound to tell of their presence I feel is the only way to make them bearable). The Pain Elemental (?) replacements are pretty cool, strikes fear in me, though them being just lifted sprites from Demon Eclipse I feel doesn't do the .wad's themes or the new monsters the best justice.
Pressed on longer than I thought, in spite of running out of ammo. I enjoyed this and I'm gonna give this one another try later today.
>>11800550There are, unfortunately, Pain Elementals in Ancient Aliens.
>>11800472>The alpha soul, which replaces the Wolfenstein SS, uses the early graphics of the lost soul from the Doom press release beta, has 100 hit points and attacks by shooting cacodemon projectiles which, interestingly, can damage cacodemons. (In early versions of the mod, it was referred to as "soul droid" and had kept the hitscan attack.)>The demon witch, which replaces Romero's head but is non-shootable. Instead, its vulnerable heart replaces the tall blue torch, with 500 hit points.>The Commander Keen sprite was replaced with a Dopefish one.Only things it changes, so it should be fine with most mods.
>>11800252>>11800256Nothing! I've done nothing retro fps related for like 4 months!
>>11800125Its a combination of high res textures, a bunch of fancy extra lighting mods, some PBR packs, probably the Relighting mod maybe, and of course ReShade
>>11796351Somebody is finally porting Duke Nukem Advance to PC. All of the campaign, all custom enemies and cutscenes are already implemented, but it's still getting polished and fixed.
https://www.moddb.com/mods/duke-nukem-advance-tc
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now Doom 2 the Way id Did, that's a wad
probably one of the more creative Icon of Sin fights I've seen
Is there any real difference between Faspons, Weapons of Saturn and LED's Generic Weapons?
>>11799967>go look for it here, as that's the place where I stole a crapload of games from as early as 2010 and there'a also a few obscure mod compilations hosted there that still have no other download mirrors after FilePlanet died fpr good last year:https://www.legendsworld.net/shooter/game/1369
>>11799624>>11799581>>11799572Funny how both the male and female playermodels have the exact same lava wading sfx
Anyone here played box of a thousand demons? I can't seem to be able to progress from the starting area of map12, i literally can't find what to do, and there is no play through on youtube.
>>11800657Doesn't this mod have a custom Plasma Rifle?
>>11801085The wiki page didn't say anything about one. Probably just sprites if so.
>>11801078There are two metal panels on the sides of the building, approaching one lowers the other with a switch behind it, and vice versa. There's also another hidden switch by the corpse and I'm not really understanding the logic of this whole contraption, rather obtuse mapping.
>>11801102That's the trigger? fucking hell, I managed to shoot one diagonally behind the slate and scoot to the other one before it closed, and I found the buttons but I didn't see them having any effect. Thanks
>>11801108I think it's okay too.
>>11800256Malice flamethrower animation test.
Need to tone down some movements to account for vertex wobble...
>>11801108Same here. It’s not even bad - it’s just not really "tuned" for any of the usual playstyles people expect. It’s not as tightly designed and punchy as something like Plutonia, and it’s not as consistently themed or detailed as typical exploration-focused WADs. It feels more like a big mix of strange and creative ideas from different people all thrown together. I actually find that really inspiring. If you’re into mapping too, there’s a lot of wild stuff in there you could take and rework into something more focused or polished.
>>11800989I was having fun up until map 19 (fuck multiple mandatory leaps through damaging floors.) I'll have to pick it back up at some point.
Is there a wad that makes Doom's logic similar to shmups where you can't be hit by projectiles? And obviously, remove hit scanners...
I was playing a megawad recently and by chance I got to 3% at the beginning of a level, and I found it quite interesting not to be able to take any hits from any enemies (not even zombiemen), the style of gaemplay changes completely.
>>11801130Thrower model looks good, and the way you get little embers flicking from the muzzle is a very neat visual touch, but the 'tongue' of flame wiggling on the front there when you fire just looks terrible.
Rather, I'd suggest not doing that visual at all, and instead you'll let the projectiles do the work of playing the jet of flames, and on the weapon model's end you just have a radial spatter of those little embers bursting continuously from the muzzle when it's shooting.
>>11801142I remember playing Doom and Heretic WADs with some bullet hell goodness, even saw custom boss from touhou in one of them lol. Also in Heretic Treasure Chest one of the last maps is also kinda avoiding projectiles from hundreds of monsters all around that you can't reach.
>>11801142What would doomguy's bomb be?
>>11800020>so I'm thinking of uploading those mods eventually just so they aren't lost.Do it.
uhexen 2 source anyway:
https://github.com/Shanjaq/uhexen2
no built releases.
>>11801130The V_weap model looks a bit too HD for my tastes, but the only way I can imagine fixing that would require turning the hexagonal tube of the barrel part into a kind of dodecagonal prism shape just for smoothening-out a few pixels at the barrel edges texture, but that would actually make it even more HD so fuck that noise.
Also the flame tongue looks kinda goofy without any animation applied to it, even tho it's probably not possible to do it for a .MDL object without some arcane-level trickery of sorts.
>>11800521Thanks anon - this actually looks exactly what I'm after.
I found this Russian mapset which is a perfect fit as well: https://doomguy.ru/129-doom-darkstar-doom-darkstar-lowwad-doom-2-wadpack.html
>>11801142Action Doom did exactly this. It was essentially a love letter to Metal Slug and Contra.
>>11801108All things considered, TNT does a lot right for something that was made in 1995.
>>11800989D2TWID kinda made me realise that my main issue with Doom 2 itself wasn't so much Sandy's mapping style, but more so the fact that many of his maps were rushed and lacking in polish.
how does Icarus: Alien Vanguard compare with TNT?
I was looking at PowerSlave on GoG and saw there's also PowerSlave Exhumed. Is there any reason to not play Exhumed over the original?
>>11801108I like it. It has its problems, but it has its good parts too.
>>11800989Unironically the finest megawad which DW has ever put together.
>>11801414Doom 2 was a bit rushed in some aspects. Icon Of Sin as a whole is a rushed compromise because Sandy (and probably others too) thought they needed to have SOMETHING different and new at the end of the game, not just the old bosses recycled again.
They improvised the best that they could under the circumstances (no time to create an all new monster model), and even if it's not the best end boss, he's at least SOMETHING, and he's kind of a cool spectacle at the least.
The way the baphomet face had been used before also makes this a sorta neat retroactive foreshadowing.
Anyone else watching the Decino stream? Hes struggling lmao
>>11801425Worse in some ways, better in others, it's pretty different overall. Since Evilution became a commercial .wad, Icarus was put together as a free bonus megawad as an apology to those upset that Evilution was no longer free.
One of the things that always stands out to me is that Christopher Beutau made Habitat, possibly the worst level in Evilution, but then he makes the first map in Icarus, and it's actually pretty good. Then he never made any more maps for Doom.
anyone else play Doom keyboard only just for the hell of it? Its nice to sit back on a laptop in bed
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>>11801191>instead you'll let the projectiles do the work of playing the jet of flames, and on the weapon model's end you just have a radial spatter of those little embers bursting continuously from the muzzle when it's shootingYeah, might end up doing this. Just need to dick around with flame sprites and see how it looks.
>>11801334>The V_weap model looks a bit too HD for my tastesMy initial version was actually a lot more HD, so I tried to bring it down to the level of Malice's other weapons (pic related). I think I'm on par with them, but level of detail is fairly inconsistent in this mod anyway.
>Also the flame tongue looks kinda goofy without any animation applied to it, even tho it's probably not possible to do it for a .MDL object without some arcane-level trickery of sorts.I actually can do a frame animation for it. The only problem is I can't get more than 4 frames or control the speed unless I use Quake Model Editor after exporting from Blender, but that rapes surface normals into fugliness. Likely will just ditch it.
>>11801472dat low definition Uzi
>>11801446Me, epic stream.
>>11801425Higher highs and lower lows, I'd say. Probably some of the coolest presentation I've seen in a 90's megawad, and the soundtrack is notably eclectic. But plenty of maps are clearly half-baked, unfortunately.
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>>11801570The Malice total conversion for Quake.
>>11801574it looks kickass, does it work with all source ports?
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>>11801652Yes, any modern sourceport should be able to run it fine.
The most complete, bug-free, and polished version of Malice is Malice Refined, though I may be a little biased in saying that since I'm the author...
It does make a few changes like adding bullet holes, tracers, and some AI adjustments, but these can be reverted in an in-game settings menu.
I still consider it to be in beta, but I haven't gotten any serious complaints after the last release. You can find it here:
https://www.moddb.com/mods/malice-refined/downloads
Otherwise if you want something a bit more raw but mostly patched you can try this: https://www.moddb.com/mods/malice-for-quake-patched-with-bug-fixes-and-soundtrack/downloads
Unfortunately it has an occasional crash caused by brass ejection. It will also set your FOV to 90 at every opportunity in the name of anti-cheat... a leftover of 90s deathmatch culture I guess.
any good recent wads you lads have come across lately? as in from this year and the last one. just beat adrift a few mins ago and it kicked ass.
pic unrelated
>>11801726I tried running vanilla malice in the kex port but it had problems. Would malice refined run in kex?
>>11801769It might *run* fine but it will look like ass.
Kex Quake doesn't support custom color palettes, and Malice uses one.
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>>11801776>Kex Quake doesn't support custom color palettes
>>11801108TNT's biggest problem is being shipped alongside Plutonia.
>>11801058Thanks, added that to my list of resources.
>>11801256Yeah, I ended up doing it. Spent the last few hours puttin together a little readme and uploading them to IA.
Some of these mods are mission packs, some are full-on multiplayer team-based mods, but my favorite are the ones that add a single custom item that does a fun thing, like this magic orb that shrinks monsters and players caught in the blast.
https://archive.org/details/h2_hexenworld_dot_org_mods
>>11801828Yet Plutonia exists because TNT exists and got bought.
the last two maps of the second episode of Legacy of Rust are absolute bullshit on UV
for the first time legit I had to savescum and legit cheat in a first person shooter just because I wanted to get to see the end
literal NUTS.WAD tier bullshit and the new enemy types especially the black baron with skull head firing fireballs that do area of denial DOT damage ontop of Revenants and Archvile spam proper entire rooms of monster closets filled with 30 of them at a time opening up everywhere on the map and in the second to last map nowhere near enough ammo
and in some of the worst areas like in the second to last map when you pick up the Yellow key it teleports you to an areana of platforms that if you slip off into the nukage you die and about the monsters there is no way to get past them and very little possibility of make them infight because its block after block filled with the same enemy type that doesnt infight with one another
the very last fight of the last map with the new minicyberdemons and normal cyberdemons I had no problems apart near the end just before the last arena when you press a switch and the room just to the right of you opens up with 20 archviles in it that insta wake up aggro you and there is NO COVER to stop their attacks and no way to kill them all before you reach cover they just insta blow you up BFG or no BFG the wall opens up so fast you cant even reach it in time and fire BFG point blank at them
very poor cheap map design
I understand I was playing on UV and its supposed to be hard but its also supposed to be beatable
it was a fine fun wad even on UV until the last 2 maps then they dropped the ball
I have no idea how it plays out with the new weapons replacements instead of the Plasma and the Calamity Blade but I suspect it would be harder
Calamity Blade I tried it in a weapons mod a believe its called Rust and Bones or something similar and it seems like a meme compared to the BFG
>>11801862to get out of the area when it finally lets you pick up the yellow key you have to go through an entire wide bridge filled wall to wall with the new baron type and as you can see here theres still I think more than a hundred of them and I only have 300 + twose two last pickups of plasma and thats it there is no more ammo in that area and I didnt miss any shot and used the BFG in the most effective way possible and switched to plasma for isolated enemies to save plasma ammo
there is also no other ammo type in that entire area no rockets no nothing
>>11799683You did fine, fastest time for uv-max in this thread so far.
>>11800550I actually died to the same fight when I went to go play it recently for the first time in years, even though it's pretty easy to retreat to safer areas. And yeah, it would be cool if the monsters were wholly original for this wad, but by now the popularity of aaliens dwarfs the popularity of Demon Eclipse (and Epic 2) so most people won't even realize they aren't original.
>>11801870>Legacy of Rust>BFGI don't know what kind of fuckery you're pulling with gameplay mods, but I can assure you these fights are possible with the calamity blade. The projectiles with that weapon are rippers which means they can conceivably do UNLIMITED damage, as long as they keep passing through enemies. A big cluster of dudes lined up like that are asking for it. That said, the final 2 maps of LoR still aren't very good, those bald cyberdemons in particular are real silly, you aren't missing much.
>>11801870this is a view of the bridge that leads to the exit of that area and its still filled wall to wall with those new barons
no other enemy type spawns aside the 6 cacodemons so make them infight is impossible you just have to bruteforce through them and there is no more ammo in the entire area you are locked in
as you can see here proof I legit ran out of ammo I had to cheat give me a backpack and full ammo to kill them or there was no way out
this is the second to last map btw made by a guy I never heard before that clearly thinks this is his idea of fun
probably liked to get kicked in the balls too for fun irl Idk
>>11801892this is the bridge I was talking before once I gave me ammo and bruteforce cleared it
>>11801892Im just using id1.wad with GZDoom and Supercharge
it is written in the wad that if you wanna play with a gameplay mod insted of vanilla weapons +the plasma and BFG replacement you just have to use id1.wad
the new weapons are stored in another wad called id1-weap.wad
the other id1 wads are just resource wads for modding and one is the music as resource wad
>The projectiles with that weapon are rippers which means they can conceivably do UNLIMITED damageand when a monster closet opens up with 20 archviles in the last level just before the end arena the trap I was talking before how do you do it with Meme Blade that takes half an hour to be charged?
you have NO COVER the only hardcover is too far you cant get to it in time the Archviles insta wake up and insta blow you up while you are still charging your Meme Blade
I guess the Blade would have been useful in the second to last level to clear the bridge of the new barons but that Archvile trap in the last level I dont think it would have been of much use over a BFG because of the charge time to fully charge it also as soon as the wall opens up they insta spread out how are you gonna hit all of them in one fully charged volley?
I remind you they insta set you on fire
the only way to do it try to get the timing right and have the Blade charged to full at the right time the wall lowers
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>Never did Doom mapping before
>Immediately proceeds to abuse DB shape tools
In all fairness, there always was a precedent with Habitat
>>11801885>those bald cyberdemons in particular are real silly, you aren't missing much.I agree they look silly but arent normal Cyberdemons bald as well?
I never seen a Cyberdemon with hair
unless they wear wigs in secret
more like call them MANLET Cyberdemons because they are barely taller than a Baron
>>11801472How about using the Minigun barrels' colormap as a refferrence to make the flamer muzzle's edges not be composed of just a single pixel? It's honestly the only thing that really triggers my autism.
>I actually can do a frame animation for it. The only problem is I can't get more than 4 frames or control the speed Can the frame order be (pseudo)randomized in-code from the weapon logic QC file, so that the interpolation feature of modern Q1 sourceports would hypotheticly give this hackjob approach an illusion of fluidity?
>11801780KexEngine is not actually a Quake 1 engine clone but an FPS game engine emulator of sorts, that's why none of the Q1 mods work with it without being custom-compiled exclusively for it beforehand.
>playing a .wad without its intended weapons
>complain about map design/balance issues
hurr
durr
>>11800230> 1994> https://www.doomworld.com/idgames/levels/doom/s-u/sudtic> map7> authors have finally lost their mind> it's like entirety of TNT compressed together into a single compact map
>>11801913What WAD is that?
>>11802239Looks like the final level of legacy of rust
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>>11802040>make the flamer muzzle's edges not be composed of just a single pixel?Better?
>Can the frame order be (pseudo)randomized in-code from the weapon logic QC fileYou can't control weapon skin animations via QuakeC since they aren't entities. They just auto-animate according to the MDL data. Best you can do is switch to a different model that's the same but has a different texture.
>so that the interpolation feature of modern Q1 sourceportsCan't do texture interpolation outside of a port that can use Quake 3 shaders.
>that's why none of the Q1 mods work with it without being custom-compiled exclusively for it beforehandYou're thinking of Quake 2 Remastered, which has been transposed to 64-bit and requires mod DLLs to be 64-bit as well (and maybe some other stuff too, idk). Kex Quake 1 is just lacking expanded limits compared to modern ports, and doesn't recognize custom palettes.
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Does Dominus Diabolicus actually run in Crispy Doom?
>>11802373No. It's mbf21 wad. Get woof or nugget. Woof is made by same guy as crispy, and nugget adds all missing crispy's extra stuff and more on top of the same port. Crispy belongs to the past.
>>11802184This brings me back to early 10s, when noobs used to complain about wads being too hard while playing exclusively on brutal doom.
>>11802415Why does the mod creator think it works in crispy then, genius?
https://www.doomworld.com/forum/topic/124974-dominus-diabolicus-mbf21-33-map-megawad-with-new-enemies-and-original-soundtrack-final-qol-fix-2252025/?page=4&tab=comments#comment-2565293
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>>11802427>why don't you know every single detail about every single wad?>why are you implying the wad that literally states "MBF21" and only mentions MBF21-compatible ports requires MBF21 port what are you dumb?You're a special kind aren't you
>>11802427>mbf21Not a single mbf21 works in crispy, no matter what their creator thinks, genius. I don't know why he thinks so? Maybe he is not familiar with crispy. He's quite new mapper, but despite that he makes damn good content.
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>>11802440That dude is being a donut, can't even read the thread he linked himself. Bofu says the wad used to work with crispy, but then was later updated to require mbf21, see pic. You might be able to run the older version if you can find it, but then you'd miss out on all the new tweaks.
>>11796406>i'm getting annoyed by how there's no way to rebind keys in the official port (yeah i paid for it because i never bought doom 2 growing up and i wanted to give romero a little more royalties why the hell not)Romero gets no royalties. The only person at Id, who worked on the original Doom releases, who would get royalties is Kevin Cloud
>>11802516Kevin Cloud quit last year, but Romero left like, in 1996 or so, he hasn't gotten any royalties from these games for almost three decades.
there is literally no good content that requires mbf21
>>11802548eviternity 2 is good
>>118025488/12 Cacoward winners in 2024 were MBF21
>>11802560>CacowardsThey haven't meant anything other than who is friends with who for a decade or so now
>>11802548It's a stupid take. I agree, but it's still stupid.
I started making an airport level, thinking it would be hellish to make but it's surprisingly easy. I started today and already have like 5% of the geometry ready. Turns out you can get away with a lot less detailing and decorating in airport levels.
>>11802565Plenty of /vr/ guys have won cacowards, and so did our Ad Mortem. Fuck off back to Doomer Boards.
>>11802598hope marisa sees this bro
>>11802604I don't think he has interacted with any Doom community after the whole incident. Has nothing to do with cacowards though.
>>11802548Hopscotch
Jumpwad
Delirium
Vogel im Käfig
Simulacrum
Eraseranon's 15 weapons mods
>>11802615>the whole incidentWhat incident?
>>11802597AmsterDoom has a level based on Schiphol, even has the big red and white cube at the entrance.
>>11802627> SimulacrumI also enjoyed Pina Collada's, don't remember if they're MBF21 though.
>>11802645The second one is. Most MBF21 is just Boom but you can block player specifically now.
I'm glad MBF21 exists because I can play MBF WADs without the retarded infighting changes.
>>11802647I'm not sure if I'm correct, but I think MBF21 can do a lot of cool things which are not supported by doombuilder yet. I mean, there are simply no fields in UI to use its features. Like that stuff with monster factions (being able to infight barons and hellknights, or even monsters to ones of the same kind), etc. Not sure if that is supported per monster or is it something you're supposed to do exclusively via dehacked.
>>11802662Those are dehacked modifications. They are used more rarely, but they aren't meant to be used from the editor. I think there's been a few projects with this, and I'm prepping to unveil a community project with new monsters right now (It stalled a little bit but it's coming)
>>11802652Imo those changes are best in projects with custom monsters, not for ruining expectations.
>>11802636That whole pedo incident. There's whole thread on zdoom.org about it. It's been years ago, and after that Marisa hasn't been years around anymore. It's old drama shit, I don't really care about it and neither should you.
>>11802636https://forum.zdoom.org/viewtopic.php?t=77488
https://marisa.pw/tmp/statement/
Basically Marisa was accused of sexual predatory and pedo.
>>11802615He's still around.
>>11802664Nice, I think so far it's most popular for doing green vs red Cyberdemons.
I've seen it first in some of the last Ribbiks Wormwood episodes and few times in other wads later.
>>11802679Hasn't made anything though. Anyway the original discussion was about cacowards, but Marisa has nothing to do with that.
>>11802702more like Fag Mortem, lmao
>>11802565I would say that's not entirely true, yet also not entirely false.
20 years ago, when I was a snotnosed brat, they felt like a big deal to me, but nowadays I just can't help but feel a certain cynicism towards them.
I worked on a project which won one, too, and again, as a kid, that'd have meant something, I'd be proud, but now it feels just like a hollow platitude from a group of people who I no longer respect very much, or some new replacement that I either don't know at all, or that I outright actively disrespect and distrust the opinions of.
I feel nothing for it anymore.
>>11802714Gachi themed Halloween .wad
>>11802548Retroactively Valiant.
>playing Junk Food while eating junk food
Holy slaughterkino!
>>11802762>slaughter>kinooxymoron
me rn
md5: 091edf421bb83022f06066e1c232ef76
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>never actually get to fight the big lad in afterglow
>ashes 3 not coming out for a while
guess i'll just burn in IRL nuclear hellfire
How do I make KMQ2 and YamagiQ2 look better (read: like the remaster)? Is it as simple as increasing overbrights to about 1.4? Is this how you play them?
I just played Community Chest, what the hell was Citadel at the Edge of Eternity ?
It kicked my ass for hours. I don't know if I loved it or hated it
>>11802783Kek, that's a good one. It's like a baby of tantric sex of TNT-fag on acid.
>>11802765>How dare he enjoy something I don't?!
>>11796348 (OP)one guy at map center decided to put Quake 2's lightning into its limits on Q2R
https://www.youtube.com/watch?v=KZtrl9Blwl8
>>11802837I still hope that /vr/ puts the Project in the list soon.
NIGGUR2 The TRESSPASSER would be a great name
>>11802837I don't get it... where's the lightning in the video?
>>11802878video description says
>First lighting testNot sure what exactly is being tested, but it seems both anon and the Russian video author both misspelled "lighting."
>>11802902blame the autocorrect, but this guy is working on it alone.
kinda wish to see the final results since there is another guy there also making a q2 horror mod based on doom 3
>>11802912>this guy is working on it aloneOkay, but what is it? A map from another game?
A little context goes a long way...
>>11802780For Yamagi, it has a fork supporting some remastered content https://github.com/yquake2/yquake2remaster
>>11802534>Kevin Cloud quit last yearnews to me. only thing I can see that says that is doomwiki.org, but no source.
alright, well then none of them get royalties from it.
What's is being said in the secret found soundbite of lunar strain dbp?
>>11803049It's Spock saying "Fascinating"
>>11802415>Crispy belongs to the past.Does it, though?
>>11803183I don't think it does, because it's such a really good "vanilla+" type of port. It strictly isn't necessary, but since when has that stopped anyone in this community?
If you want just the bone stock game, but with only a few tweaks/enhancements (all optional), then it does a great job of giving you exactly that.
>>11803183I think I played some heretic mapset few months ago that only works in crispyheretic.
>>11803202Checked my notes and it's this one:
https://www.doomworld.com/forum/topic/149730-heretic-chilling-reign-a-wintery-episode-for-crispy-heretic-or-gzdoom/
> You will either need to use Crispy Heretic (at least v6.0.0 or the HeHackEd lump won't take effect) or GZDoom.> HeHackEd I don't actually know, maybe this works fine in other ports as well.
>>11803183>>11803202Heretic support is one of the few things Crispy has compared to its alternatives, but that's arguably a separate port from Crispy Doom. Overall there's little reason to use Crispy Doom over Woof, Woof feels the same, has almost all the same features, and has greater compatibility. Crispy's place was back when the alternative was PrBoom+ which felt about as much like vanilla as ZDoom did. Now we have Boom/MBF/MBF21-compatible ports that don't feel like shit so Crispy Doom doesn't really have much going for it.
nugg0016
md5: 6840f676115d173ede7c23e70307312f
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>>11797802>>11800550Second attempt, now.
https://files.catbox.moe/symmwt.lmp
Did very well, until the Imp ambush, which feels kinda bullshit, and not a enjoyable ending (?) on what's otherwise actually a fun map.
Don't give me fucking rockets in really tight and packed quarters like that, man. Yeah, I know that the splash damage is supposed to be the point, but give me a LITTLE bit of room to do that kind of shit, instead of a locked 128 corridor where I get get dicked from every single direction at once.
Maybe I'll give it a third go, because the map is pretty good overall, but my reaction upon the Imp gangbang wasn't a "Let's do this!" but rather a weary "Oh, come ON."
>>11801838That's very cool anon. Thanks for that. I hate when things are lost to time.
I haven't played Hexen MP much, but I'm going to DL the stuff anyway.
nugg0017
md5: 09da2a08ee164759dec1d27364902dbc
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>>11803253I'll probably give it a fourth try.
https://files.catbox.moe/ljnbnw.lmp
Where is zdoom.org?
Sorry for the stupid question, but I just got out of prison (aggravated homosexual assault).
SNS is up running fall of triton i thought you guys liked doom!
nugg0018
md5: e5ca591b6b21fff786793fd8d230c2d6
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>>11803321Maybe five...
https://files.catbox.moe/zfstny.lmp
>>11803421>https://files.catbox.moe/zfstny.lmpthis fight is where you should probably just leave
>>11803253I never had trouble with the imp gangbang.
I think you're just bad at DOOM.
nugg0020
md5: ca2b6a6e2420a6ffbccb7ddb4c4a6b8b
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>>11803480I don't know which fight you mean, but probably.
https://files.catbox.moe/rzq4pk.lmp
Finally beat it, I figured I needed to make sure to save up the secret plasma and cells for the Imp Chikan, which worked, I was able to blast through them until they thinned down and the door finally opened and I could fall back.
>>11803510Fuck you too, buddy.
>>11803520>https://files.catbox.moe/rzq4pk.lmpgood you found your own strat, gj
>>11803529It worked, and while I actually really like the idea of making a powerful weapon with a stack of helpful ammo a secret you have to find (and then also fight for, hard), I didn't really like that I felt I needed that secret to beat it.
But I suppose that just reflects the gameplay in question being a hair above my paygrade, and I do still have a lot of fun with the rest of the map.
>>11803547just circlestrafe on the imp bridge lmao
hammocks
md5: 1de78c1657b4677554f49ee969491e5a
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>>11802783Probably one of the most infamous magnum opus maps in doom history. The author also died shortly before the megawad's release, iirc.
>>11802783>>11803571Christ, look at this fucker. How tough of a map is it?
>>11803183Crispy Doom is a decent limit removing port that used to be a go to for me. But it doesn't really do much to standout from -complevel 2 woof/nugget at this point for me, which is why I retired from using it.
>>11803579After watching last decino stream I kinda want to try it
Anyone have any legitimate criticisms of Sunlust aside from UV being too hard for some people? Other big name megawads can be picked apart for flaws but I'm drawing a blank with this one.
>>11803917MAP32 fucking sucks
I know it's basically a joke map but still
I need to finally go finish Heretic and then probably never touch it again.
>>11803973heretic > hexen
>>11803917Multiple death exits in quick succession from maps 15-20 is particularly ballcrushing for continuous players even if the difficulty of the maps only goes up from there
The pillar platforming in map 15 is not the worst platforming in doom but it still sucks a SNS got stuck there for several minutes
Also in map 15 the blue key looks like it's on an elevator but you just tiptoe around a pillar and grab it
>>11803520>just... holds still, doing nothing for 30 seconds straight, several times So boring that it wraps back around to being funny. Congratulations on finally beating it.
>>11803917There are several points of no return, where you can't backtrack and get secrets or kills you missed, which makes it annoying to try and uv-max if you don't know beforehand. One in map 16 comes to mind.
The lower difficulties aren't as thought out as UV, though that's true for most wads.
>>11803984Heretic 2 > Heretic
>>11804032hexen ii > heretic 2
THE END
Great game, I liked it way better than Q1.
Loved the interconnected levels, levels with multiple entrances or exits, backtracking and stuff like that. Are there Doom mods with that sort of thing?
What was up with the voodoo dolls in community cheap 1 map01? Seemed so bizarre to me.
>>11801778what book is this?
>>11796348 (OP)>first play through>wow gauntlets are shit flail so much better>second playthrough.>wow gauntlets is OP flail is useless.No reason to use the flail frankly needs a buff.
Gauntlets is better than mace in damage output, idk why people write off the gauntlets.
I wish combat shotgun’s right ability where 3rd consecutive shot the demon takes explosive damage from mini explosion instead of only exploding on kill. That way rewards people for being on target and mirrors sticky nades.
oof
md5: 8da1fa17ec1fcf6873dad56d44f635f4
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>>11803579I played this map like 3 years ago, maybe more, still remember how deranged these areas are.
>>11803973Why do you not like it? Not your aesthetics or gameplay sucks?
>>11802689Bro just realized that the twin katars he's wielding aren't actually held by his hand at all. . .
>>11802325Spergtastic need for nitpicking fully placated, thanks for actually listening to a non-issue problem nobody sane wouldn't give a damn about.
Also forgot to ask at the post with the firing sequence animation, is the enemy Torcher's flamethrower weapon will also be modified to fire a continuous stream of flames instead of his dinky one-shot projectile that can only ever realisticly hit you if you'd get cornered by him or if you're intentionally gimping yourself by only using the keyboard?
>>11804249>is the enemy Torcher's flamethrower weapon will also be modified to fire a continuous stream of flamesIt already does since the initial release of Malice Refined, albeit with an ugly placeholder sprite that will be replaced with one better matching Malice's other flame graphics.
They're actually quite intimidating now, especially if you don't know where the nearest fire extinguisher is.
Quaaaaaaake onnnnnn meeeeeeeee
>>11803350Hey, hey, hey
I got a thumbs-up from a Doom Babe today
>>11800531>>Doom already eats a ton of my time.And I've been lost in Unreal content for several weeks now...
It's hard to beat Doom's tower of content, but dig deep enough and the other shooters often have enough to keep you busy for awhile.
>>11804089>Are there Doom mods with that sort of thing?Nothing immediately comes to mind besides some really old mapset from Doomworld's sidebar (that I forgot the name of) but there's also more Quake 2?
>>11801912That's really lovely. When will it be out?
>>11800409> Memento MoriLove it, immediately looks fresh without even trying hard: layouts are simple, detailing is minimal, some new textures, but not that much. And still level 1 looks like nothing else I played. Kinda iconic.
>>11803579Those perfect pentagrams...
>>11797802Can I do the next challenge?
I've already recorded the demo for the map. It will involve BFGing archviles a la Postcoitus Doom among other things.
>>11804441Look man, I'm not the Challenge Police, you can do what you want. I'm just glad people are interested. However, I'm obligated to post my own challenge next thread since I promised I'd make one for a /vr/ project.
>>11803183Crispy has been made obsolete by Nugget, basically.
For real vanilla you use Choc and for limit-removing upwards you use Nugget.
>>11803183I mostly use crispy and use woof only for newer formats. I just prefer using minimalist software without feature creep. I play choco and vanilla sometimes too but not often because they're annoying with overflows and saves that break monsters. Also scrolling the automap with the mouse in crispy is comfy, woof should have that too. One rarely used feature that crispy has is support for game version 1.666 (some doom1 mappers like to use it for some reason).
Crispy could use a bit more features like smarter monster counters tho
>>11804563I'm surprised Woof doesn't have that setting when it has the same dev as Crispy.
>>11804573Alaux said not so long ago that he wanted it in nugget so mb soon
>>11804578I'm still hoping Cherry's level table can get backported to Nugget.
>>11804379I wish we had LCARS for PC.
>>11804282>doom doom doom doom>DOOOOOOOOOOOOOOOOOOM
>>11804441>>11804483We should post the current records of the levels, for example:
>>11797802Ancient Aliens Map13 current records
https://dsdarchive.com/wads/aaliens?level=Map+13
UV-Speed 1:04
UV-Max 4:24
UV-Fast 4:58
Pacifist 37:56
NoMo 0:55
NoMo 100S 0:54
(somehow the 100s run is faster)
>>11804192It doesn't click with me. The item inventory and tome of power have moments when I think they're cool, but they mostly just feel unwieldy and kind of gimmicky. Though I do have to admit polymorph consistently makes me smile. It feels too much like I'm just playing a Doom wad. Maybe I'd like it more if it had more RPG to it like Strife.
>>11804693Strife-ish quests and NPC stuff but for Heretic would be SO goddamn fucking kino.
Got this thing mostly functional now, audio and general polish aside.
>flames have a small amount of gravity to give them an arc
>upon hitting a non-burning target flames will despawn but light the target on fire
>if the target is already burning, do some impact damage then pass through them to potentially hit something else
>burning enemies who die disintegrate into an ash pile
>flames will bounce off robotic enemies, only doing small impact damage
>torcher enemies take no damage at all
>trying to shoot underwater just blows bubbles
>shoots a minimum of 4 flames (if fuel allows) per click
>1 flame ever 0.5 seconds
Need to adjust the sprite a bit, doesn't quite look right...
I just beat Caball by Sverre Kvernmo. I liked his work in Master Levels so I thought I'd check out his other work. For a 1995 wad, it looks great and plays fantastic, though I wonder how did people beat some of the fights back then. Especially that last fight of the penultimate level.
>>11802902>While Judge Dredd is locked in a death match with the Ma-Ma Clan inside the “Peach Trees” block, across the city in a high-rise called “Apple Trees,” another war is brewing. A rogue gang has gone off the grid, setting up an illegal android manufacturing operation. Their plan: build an army of killer robots, flood the streets, and seize control of Mega-City’s criminal underworldit's just a map
>>11804786Speaking of which, whatever happened to that dude who was making that Judge Dredd TC which he used to post about here?
>>11804776The dude had talent even back then. I just really don't like Mephisto's Maosoleum.
file
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>>11804786huh... Of the two Dredd movies that's not the one I'd ever think to take mapping inspiration from, but still neat.
>>11796351Content released
https://www.doomworld.com/forum/topic/153754-content-cl21/
Or idk if it's newsworthy bc it's a minor wad. But I'm getting so filtered by it, can't even bfg two cybers
woof0050
md5: 91185d9b96c3cbb4fb22c84dc1a82b03
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>>11804874ok, quick doom challenge
show me HOW the fuck do I bfg two cybers
>>11804976absolutely soulless ui
alright, that's it. you've convinced me. I'm playing Scythe 2 again.
>>11804976oh nvm i did it
>>11804987Yeah it's horrible i̶s̶ ̶t̶h̶e̶r̶e̶ ̶a̶ ̶d̶o̶w̶n̶l̶o̶a̶d̶ ̶l̶i̶n̶k̶ ̶j̶u̶s̶t̶ ̶c̶u̶r̶i̶o̶u̶s̶ ̶f̶o̶r̶ ̶a̶ ̶f̶r̶i̶e̶n̶d̶
doom10
md5: b9dc034b4775c2e01b2c1bf40c48ded5
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guys i think there is a secret here
>>11805054https://file.garden/aA2KK-TwXWPVZ6kG/content.wad
>>11805096https://youtu.be/zNEqk8DXRQk
You expected BattleBlock Theater, didn't you?
duke0000
md5: 59ce3cb35b95b09e8997c1a07b514bda
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This feels so good with mouse+keyboard controls. Certainly of one better Duke games, when I can now play it without an emulator.
What happened to that quake mod tremor?
>>11805356Duke Advance was really competent. The new grays who acted like Archviles were a good addition too.
>>11805385Yea, the new bosses are cool too as is the quad-barreled shotgun. Sadly this pc port doesn't seem to have the golden desert eagle and the second shotgun yet, even though all maps, new monsters, dialog and cutscenes are implemented.
Is there a reason why after the tens of patches DOOM2 got that the shotgun and super-shotgun still share the same equipment slot?
>>11805445Where would you put the SSG? or the shotgun?
>>11805445Why does the fist and saw share the same slot? Just deal with it.
>>11805445Dude, there hasn't been new patches after 90s.
>>11805445>shotgun go into shotgun slot>SSG is shotgun>SSG go into shotgun slot
>>11804589Star Trek has a lot of things I'd like.
>>11805521That's a fun detail. What mapset?
Also, UnrealAnon, what are your favorite singleplayer campaigns?
I've played a few, but don't really remember the names of them. There was one that took place in a snowy area and starts with a shuttle pod crash. It was okay, but a little too big for it's own good imo, and it feels like a lot are like that. A little "flat", and lacking in interest - so your webm seems fun.
>>11805530>>11805521Fuck I didn't read the filename.
>>11805530>>11805532>Fuck I didn't read the filename.To be fair, it will only tell you the gameplay mod/mutator that I'm playing and not the map that it's from. That little scene is from The Tower of Shrakith'a and it was a very good mapset overall, highly recommended.
My favorite campaign so far might be Return to Na Pali Ultimate Edition: It adds maps from the original Unreal level devs that didn't make the cut. I've also tried The Fifth Vortex and Hexephet, both pretty decent as well. I'm honestly still having a hard time picking a favorite.
>>11805530>There was one that took place in a snowy area and starts with a shuttle pod crash. It was okay, but a little too big for it's own good imo, and it feels like a lot are like that.I forgot to mention and ask: Did it look like this? This is Project Zephon and it's what I've currently been playing. It does have a few fields but it's been pretty decent-to-good otherwise, especially indoors
>>11804352
>>11805572>Did it look like this?No, the shuttle was small. There were a lot of pine trees. It wasn't an amazing mapset, but it was memorable for some reason.
>>11805554I hope the RTNP Ultimate Edition scraps the player voiceovers.
I'll look into the others. I've seen Shrakith'a recommended before.
>>11805591>I hope the RTNP Ultimate Edition scraps the player voiceovers.It gets rid of those "intermission" scenes altogether and I can't say I miss them. The levels flow better without them and I wasn't a fan of the forced characterization. There's still that bit where your character pauses as you intercept the radio transmission of the asshole marines in that downed ship.
I'll try putting together a list of recs once I'm done with all this. There's also The One that I'm saving for when I've played a few more, it seems crazy high quality and it's only a few years old.
>>11805594I was going to catch up to this and the other jams if I didn't get sucked into all this Unreal.
>>11805594>jam in support of transhumanism>Strogg still the enemyCurious.
file
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>>11805642>jam in support of transhumanismIt's just made as a tribute of one map-center regular's mapping style, that died. You schizos are turning everything into politics.
Call me a boomer, but AV, SC2 and Speed of Doom are still damn classics that are worth playing.
>>11796351[6-17] Combustion by Fiendish
https://www.doomworld.com/forum/topic/153768
>>11805779I'm gonna call you a slur, but not in the sense that I'm calling you "a nigger," rather I'm calling you "my nigger," because you and I, we are kin.
>https://www.doomworld.com/forum/topic/153768Actually looks playable compared to previously posted "animesque scribbles made me into a male lesbian, defining point of my life" tumblr shit
>>11804976
sda
md5: 20a4d7238c85555040bb11f9c90a9430
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I was exploring the Speed Demos Archive and I saw this massive list of custom Quake maps that they accept demos for. Is this like Compet-N? Like, Compet-N had a limited, curated amount of wads that they allowed for demos. Is this similar? Would this be a good place to find Quake levels to play, or are these all old levels and Quaddicted would be better?
>>11805828or maybe this is a comprehensive list of every demo for every Quake level ever submitted but it seems too short for that
>>11805604Can you explain how to run Project Gryphon in single-player for retards like me unexperienced in modding Unreal? I love Hideous Destructor so it seems right up my alley.
What did romero mean by this? He made the map and this is the first demo you see when starting Doom II. Come on, bro, and he's like "wuzzat?! WUzzat?!" flicking the gun around at the top of the stairs coinciding with the monsters snarling. what a bullshitter. lol
>>11805741>one map-center regularAnd I thought only remembering someone as the post-mental illness version of himself was disrespectful...
>>11802184to be fair it's just those last 2 maps
even if it's dumb, the rest of it is doable without the crossbow
>>11805903It's called ACTING
>>11805903Maybe he's roleplaying Doomguy. This is his canon reaction to the unfamiliar situation.
>>11805903sumbitch is going senile
>>11805903You don't act like that in shooters sometimes?
>>11805998It's not that he isn't able to talk about those holes, it's that he's now allowed to.
https://youtu.be/5NbiI7RKGxM?t=631
>mfw senile grandpa Sandy, full of mirth, forgets where he had placed the stairs trigger in the pinkie room in Tricks & Traps, so he jumps the gun and starts gaslighting his niece thinking she's triggered them
>>11806118>NPRA>not MPRAEarthdwellers baka
>>11805864You'll need the 227k patch to run it https://github.com/OldUnreal/Unreal-testing/releases
After that, all you have to do is just move the matching folders from ProjectGryphon.zip into your Unreal installation. After getting acquainted with some of the controls, you can head into one of the first-floor portals through the hub to start a campaign or type in the console 'open mapname'. To just start the whole vanilla campaign you can type "open vortex2" or "open nyleve" if you want to skip that intro prison ship level.
Portals up top change the game mode. The default mode for the mod has some character progression with levels and perks. I've been running 'classic' lately which has no leveling, no crosshair, and is the closest to the RLCoop mod that Gryphon is based off of. I might be able to post some .bats for these different game mods later or next thread.
>>11806118does this say something in Morse code
E3M2_map
md5: 151862d53b2b548b43949e8eb82fb2c7
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>>11806606Satan flicking a booger
/vr/os i feel so comfortable right now..
>>11796351Drake O'Brien Ovational Megawad (D.O.O.M.) released.
https://www.doomworld.com/forum/topic/153776-drake-o%E2%80%99brien-ovational-megawad-rc1/
>>11806306It's an American association.
>>11806636>requires TNT.wadFinally some good fucking food.
>>11806068To be fair it was 30 years ago. I can't remember maps I made that long ago.
>>11806710What maps did you make 30 years ago?
>>11806606I like slough of despair
>>11806636>>11806694based. I like that TNT wads are more of a thing now for some reason
>Road to Hades>TNT Overcharged
>>11796348 (OP)I want to play Duke Nukem 3D again, which sourceport should I use?
>>11806776I like Raze. EDuke32 is not so smooth.
>>11806776i don't think there have been any real competitors to eduke for a long time now
Lads, I just got an idea. Every time I die in one of these Doom challenges, I do 20 pumps with my barbells as punishment.
>>11806812>slaughterslopnah
>>11806735I don't remember!
Was actually 28-29 years ago. I'm sure I did the thing where you make your house. I made maps where monsters would fight because in-fighting was fun and I wanted to see which was stronger. I remember setting up icon of sin spawners and crashing the game. I remember making maps with my cousins but I don't remember the layouts. I was pretty young.
I remember my dad made his work, I actually have an unfinished version of that I found on a floppy.
>>11806819Play Hideous Destructor
>>11806821At least let him have *some* fun, good christ
>>11806812I'm gonna ease myself into this. And also play levels which I'll actually enjoy.
>>11806819My most familiar frame of reference for slaughter is Go 2 It, and I'll do that tier of slaughter as long as it's not fucking hours long.
>>11806821I might try that some day, but I'm talking strictly the /doom/ demo challenges here.
>>11806832>My most familiar frame of reference for slaughter is Go 2 It, and I'll do that tier of slaughter as long as it's not fucking hours long.Go 2 It is very mild compared to the slaughter you might find in slaughter post 2010~ wads. Most of them rely more on enemy infighting in surreptitiously huge open areas while you spam rockets.
>>11806842I know. I'm a slaughternoob, and while I'm not opposed to slaughter as a whole, I feel I'm comfortable enough on the light end of slaughter.
>>11804260>It already does since the initial release of Malice Refined Didn't noticed that when I played the Malice mapjam earlier this year because I did something really stupid (dumping the contents of the ModDB's old Malice fan-patch into the same directory where the mapjam contents got unpacked at) which resulted in every single enemy that's not the Banshee or Hunter dying in just 1 shot from the starting pistol. . .
Also did you ever thought about back-porting the Alkaline mod's Grenade Probes back into the same game where their "parents" were originally nicked from during all of this thankless experimentation?
GO
md5: 8c4db9598f349e0559635dafa29b785d
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>>11805779Speed of Doom came out in 2010, it's basically modern
>>11806776>>11806783I like eduke. It's smooth and most bug free. Raze should work for base game and all expansions too, but not for any mods. You'll need eduke for those. Most classic 90s and early 2000s mods have been converted to eduke as a part of eduke32 addon compilation. Newer mods usually come with their own copy of eduke, because the eduke's updates break even more mods than gzdoom's. But so far it's the only Duke source port for mods. Also all Duke 3d's console ports with unique content (psx, n64 and gba) have been converted to eduke.