DOOM THREAD / RETRO FPS THREAD - Last thread:
>>11814964 Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~
FAQ/GENERAL GUIDE
https://rentry.org/vrbin
SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/kPeNfTo
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 3: https://files.catbox.moe/aoucg0.7z
Some bugs left. Something about Map18?
=== NEWS ===
[6-22] Dimension Zero by Kurt Kesler and Chris Hansen released
https://www.doomworld.com/forum/topic/152284-kesler-and-hansen-present-dimension-zero-gzdoom-udmf-doom-2-rc1-out-now/
[6-19] Quake 2 Remaster N64 Jam II Announced(on discord)
https://desuarchive.org/vr/thread/11806965/#11811558
[6-17] Drake O'Brien Ovational Megawad released.
https://www.doomworld.com/forum/topic/153776
[6-17] Combustion by Fiendish
https://www.doomworld.com/forum/topic/153768
[6-16] Content released, a 7 level MBF21 episode
https://www.doomworld.com/forum/topic/153754
[6-14] Duke Nukem Advance has a PC port in the works
https://www.moddb.com/mods/duke-nukem-advance-tc
[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
=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [MM-DD] date bracket)
>>11819310 (OP)doom? more like dumb lol
>>11819310 (OP)I'm for the 4096 units idea BTW
>>11819310 (OP)who's gonna do the honors of the ball of words?
>>11819310 (OP)> guy didn't even update actually important things like source port infoWhat specifically did I not update?
What are the best Duke Nukem 3D maps/episodes from recent years that are not that hard and have classic feel, not TC-like?
>>11819343Douk has always been easy. Shooters of that era are all a cake in the park
>>11819330How about 8192 units?
>>11819346I'm talking about user content, tard.
> CLASSIC DOOM CHALLENGE <
Record UV Max or UV Speed demo of SFPWDHTTPS MAP13 "Pretty Bad Dream" (-cl 9)
Casual playthrough: https://files.catbox.moe/exqmxo.lmp
Optional widescreen wad: https://www.doomworld.com/forum/post/2862848
>>11819349too small, it should be 40960 units
>>11819353why this map specifically?
>>11819310 (OP)Gonna start namefagging so everyone knows itโs me. Iโm gonna be running the new 2048 units project, hereโs what was decided in the last thread:
>MBF21 compat, mostly for meta map features>Three distinct episodes with three distinct texture packs - exact ones TBD, there were some ideas, but weโd probably need everyone to chime in before we can really decide>Title has some kind of word for โthreeโ that has a /vr/ in it? Triumvirate?>classic 2048 units style, your map must fit within a 2048 square in the editor, exceptions can be tolerated but they must be worthy exceptions. We need to decide on a title and an exact set of three texture packs for the three episodes. Post your suggestions, as well as any preliminary โIโm inโ posts so I can gauge interest. If you want to do more than one map, say so, once there seems to be some momentum Iโll start taking slot reservations.
Sound good?
>>11819361I say no exceptions, except for if it's outside of the play area.
What about a "monster score"?
Every monster gets assigned a score (1 for rifle dudes, 2 for shotgun dudes, etc.) and you can spend 666 points in total for your monster setup, or to go very small, 66 points.
It's basically a simplified version of the "total monster hp" idea from the last thread.
Maybe combine it with a weapons score (ofc that would warrant making every map mandatory pistol start).
>>11819361You forgot a tripcode newfag
>>11819361Why 2048 units again?
>>11819365Alright, now I should be good
>>11819357i didn't put much thinking into picking it really, I just wanted some not very difficult puzzle map
also Vangelis music lol
>>11819361>>Title has some kind of word for โthreeโ that has a /vr/ in it? Triumvirate?TRIPLE /VR/AMMY
>>11819368Because we want to.
>>11819361>Title has some kind of word for โthreeโ that has a /vr/ in it? Triumvirate?Three dicks touching? Tricoomvirate?
>>11819361Triumvirate sounds fucking retarded. keep the name short and simple
>>11819387>keep the name short and simpleIt's literally 4 syllables, just how much of an illiterate brainlet are you?
I propose
>THREE EPISODES AND A FINAL MAPjust to make you mad
Im new to doom WADs whats the best WAD to start with? I just beat doom 2 and plutonia experiment
>>11819387i have absolutely no horse in this race but i agree with you. no sex appeal, gay and lame.
>>11819343WG mega pack should keep you busy though I'm not sure how "recent" a lot of it is https://www.moddb.com/mods/wg-mega-pack
And here's a level from an anon in these threads https://www.moddb.com/games/duke-nukem-3d/downloads/weather-report it's damned good and came out just a few weeks ago.
>>11819392Hey don't be mad. I just don't like your shitty faggy title name, that's all.
>>11819361>slot reservationsDo we actually need to be that strict about it? I figured we'd take the submissions we get and then just stack them in each ep according to type, then we'll try arranging them from easiest to hardest.
I think other questions to consider are enforcing style, that a level picks a kind of theme which is then tried to be adhered to. Not maybe mega strict, but a techbase should be a techbase, a gothic castle should be a gothic castle.
Also, do we let people pick whatever sky they want, or do they have to adhere to one for their episode?
>>11819387Triumvirate can be morphed into Trium/vr/ate, which I think is a pretty good title.
>>11819361we got the tech and gothic textures. what's the third one?
>>11819368Because it's generally convenient and allows enough creativity and room to play without people getting too carried away.
There's enough space that the level doesn't need to be cramped, but you'll run out of room eventually so you're forced to finish it.
>>11819425That's the question. Is there a hell meat-skin theme somewhere?
Triumvirate sounds like a newly discovered breed of horseshoe crab or some shit
>>11819412>I just don't like your shitty faggy title name, that's all.It's not mine, but I don't take kindly to brainlets. You could say you don't like the name, ok.
But saying it sounds retarded and that it's not short and simple just shows that you're an 89IQ retard whose opinion is entirely irrelevant.
I personally object to "Trium/vr/ate" simply because it's not a triumvirate in that three strong men are doing something - I think it could work well for a collab between three popular mappers or something though.
I personally would like something alluding to a triptychon, but that's hard to do with any /vr/ reference.
vote
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https://strawpoll.com/XOgOVDQO0n3
shit, I was hoping "don't give a shit" would win
I hope the mega man autist doesn't start shitting up this thread by saying mega man needs more than 1 slot and anti-mega man autist doesn't start coping and moving goal posts but unfortunately I've been here for too long and know better
>>11819312>gzdoom wad on the newswhy?
>>11819435desu you should have given it 24 hours at minimum
>>11819442Because it's a release.
>>11819368That was the only idea that seemed to have any momentum, I suggested 4096 and other changes but most people seemed to want to do 2048 again.
>>11819418People need to commit to one of the three themes if nothing else. Canโt have 26 gothic hell maps if we want to split things by episode.
>>11819425I suggested some East Asian themed textures, mostly for a map I want to make myself.
>>11819432Funny how you pretend to be intelligent, yet you're throwing a tantrum like a fucking manchild, the title still sounds like shit. It doesn't matter how many times you have to samefag to get approval for your retarded suggestion.
Keep trying.
>>11819418>slot reservationsSounds like a doomworld shitter who's never made map and much less lead a community wad
>>11819457>I'M NOT MAD YOU ARE MAD!>I also wasn't able to understand the rest of the post so I have to make a retarded post that makes me look even more retardedWhen did this influx of low-iq retard happen? The Doom thread has always been one of the less dumb ones.
>>11819449>East Asian themed texturesthat sounds cool. are there any texture packs for it?
>>11819371>that final roomI'd like a chance to post some easier maps to get casuals involved before posting stuff like this
>>11819459Do you wanna lead this project? I got this job by default, if people with more experience wanna run it, be my guest, but no one else was stepping the fuck up
>>11819473Allegedly one of the DBPs has a similar theme, might crib from that or Shadow Warrior stuff
>>11819459What have you made?
>>11819381Three Testicles Touching
>>11819484but anon, that's gay.
>>11819459you don't know shit how projects work, faggot
>>11819486It's only gay if all four testicles are touching. Three should be fine.
>>11819493Name one /vr/ project which required slot reservations, outside of vertex relocation for obvious reasons
>>11819361title should be NIGGGUR
triumverate is just gay, it isn't inherently nonsensical or anything, it's just lame as can be. i'd rather it have some heinously retarded meme name like /VR/EE'S COMPANY than something that sounds like a type of bowel movement.
>>11819484>Testicular Touching Triad>Testicular Torsion Triad>Three Nads Of /vr/>Three Times /vr/>/vr/'s Third Testicle>/vr/'s Third Torsion>"that girl from Total Recall with the three boobs">Third Time's The Charm>Three Blind Anons>Triceracoxx>/vr/omance Of The Three Kingdoms
>>11819418whatโs so strict about it? Slot reservations are necessary to keep track of whether the project has more tech bases than gothic or asian-themed maps. It needs to be balanced somehow
shit didn't realise it was a new thread
>>11818147>Are these based on real ruins? What are you planning to make?Based on roman ruins. I'm trying to make a map that is at least partly if not wholly a ruined ancient city like Pompeii/Timgad/Herculaneum.
>>11819515>/vr/omance Of The Three KingdomsLmfao donโt tempt me
>>11819514/vr/eesโs company is the best one Iโve seen so far
>>11819519also - not even to do with what I'm doing but if you get a bit of time just check out pompeii in google earth (and Herculaneum, it's a bit to the southwest near the coast) it's so cool
https://earth.google.com/web/@40.7496974,14.48851426,25.94755835a,301.54114711d,35y,15.0192854h,35.74266799t,0r/data=CgRCAggBOgMKATBCAggASg0I____________ARAA
>>11819445It's still open but I don't think there are THAT MANY people here who care enough to even vote "don't care"
>>11819515Testicular Torsion Of The /vr/d Kind
Three Degrees Of /vr/
>>11819514but dood... muh 3000 IQ philosophical meaning....
>>11819361How do I access MFB21 on Ultimate Doom Builder?
What are the best source ports with this standard?
>>11819515Testicular T/vr/sion
I try not to follow doom drama, but what's the deal with this mega man shit? the guy wanted his wad added to the SO YOU WANT TO SHIT ON A COCK infograph or something?
>>11819515Th/vr/ee Tes/vr/ical Ten/vr/ion.
>>11819534Literally the only reason I suggested Triumvirate is because it could be turned into Trium/vr/ate, fitting /vr/ into the word. It doesn't really carry any meaning or intent, and I didn't even know what the word meant exactly until I Googled it now.
I think it's a decent title, but I'm not married to it and I'm fine with other ideas.
>>11819531>Three Degrees Of /vr/unironically that one sounds good.
or 3 Dimensions of /vr/
>>11819503>>vr#11819503Great idea
>>11819540just read the archive of last thread, no need to trigger the schizos to spark another mass deletion wave
>>11819547wait does this work
>>11819503
>>11819435>>11819530>mega man autist>anti-mega man autistWould you bet they're trying to outvote each other from dynamic IPs? The pool is meaningless
>>11819543What about Three Shades of /vr/? Three Sides of /vr/? Three Worlds of /vr/?
>>11819538Do people actually intend to do super complex MBF stuff? When that was originally suggested I thought the idea would be to just use that to help glue all the maps together. Personally Iโd be fine with everything being in Boom format, but that was the restriction on the first 2048 units and people might feel like itโs even more of a retread if we do that. Still open to the idea of doing 4096, that would at least be a change like the increasing amounts of time for the speed mapping series.
>>11819558>Three Shades of /vr/?Fifty Shades of /vr/.
>>11819558>Three Shades of /vr/That one sounds perfect, I like it.
>>11819541>Th/vr/ee Tes/vr/ical Ten/vr/ion Of /VR/ featuring "Cockblock" the creator of most successful megawad "94 protons of /vr/"
>>11819560>Fifty shades of /vr/>uses HDOOM monsters and brutal doom gore and animationsKinky.
>>11819557Assuming you're not the coping anti-mega man autist whatever the case we now know a few things for sure:
> anti-mega man autist is at least as spergy as the mega man autist (who I don't think was present these last couple of months here, his writing is too spergy and raging to confuse with anybody) > even before the massive voter numbers, pro-mega man option was winning despite the vote being created by the anti-mega man autist> logically there is no argument against putting mega man where it was putAnd as for my opinion I think having members who care and contribute in a reasonable way is a benefit to the community. Having spergs who autistically insist on status quo and try to keep things from changes - not so much.
>>11819431It's an actual term for the political alliance of Caesar, Pompey and Crassus.
Not like anybody here gives a shit but still.
>>11819580Isn't Crassus being tortured by satan in the last circle of hell in Dante's Inferno? Do we have any wad based on Dante's Inferno? 9 maps, one for each circle, each one with a gimmick based on the sin each circle's for?
>>11819580We all know how to use google bud, the fact that the word has a meaning doesn't make it sound less retarded in this context.
>>11819540tl;dr:
> eons ago, some anon started requesting MM8bit thing is added to the image> couple people would protest, couple people would agree> some months ago the anti-MM anons (possible the same person desu) agreed but on condition that the MM-anon makes the edit himself> he makes an edit, it's overwhelmingly praising of MM8-bit and takes two slots in the pic, people call it out> he then makes a reasonable edit most people are fine with> the 1 or 2 anti-MM anon(s) still reject it> MM-anon spergs out, the whole thing gets wiped> MM-anon starts posting screenshots blaming the janitor for the unfair wipes and bans> the whole site fucking gets hacked> flashforward couple of months: MM-anon seems gone for good, but he now has a few people vouching for adding mega man for him> they seem to be more reasonable and in the last thread they create an edited version of the doom pic that most everybody seems to be on board with> after all is said and done, antiMM-guy creates a poll to prove that people don't want mega man in there> mega man options wins > somebody now claims the vote is fakeAnd now you're all up to speed
T/vr/inity? Like Tuh-vrenity?
>>11819557Kudos for the few real ones who voted "I don't care"
>>11819558>Three shades of /vr/I like this one, it's simple and it sounds much better than the other shitty one.
>4096 unitsI personally think it's too big. maps will become a slog if they're restricted to that size. but if you really want to I guess you should go for it. you're the boss, after all.
>>11819592You spend too much time here to keep all this dribble inside your head
>>11819597we're still losing to the care-fags tho
many such cases
>>11819557The latter probably doesn't even exist, likely being just a figment of the imagination of that one anon.
>>11819602eh nothing usual happens on this website so whenever ANYTHING is going on your brain stores it I guess
But yeah I should stop spending so much time here desu
>>11819604nah I have noticed distinctly persistent opposition to the mm8bit edition and now it seems like he fake-voted a bunch of times to try and get people to reverse course with the addition. I don't even think any previous changes were voted on this seems more like a desperate attempt to fake the opinion of majority that clearly is not working
80d
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>>11819557>the number of votes doubled within an hour of posting the previous imagehahaha lmao
>>11819616either people care that much or two people care that much lol
>>11819609>editionaddition
>>11819586I understand it, fella, just couldn't resist my autism when anon brough up a crab. Personally I don't care about that name.
>>11819449I really like the idea of an east asian texture pack. Would it be OK if mappers included their own textures?
>>11819449Maybe a Serious Sam style 2048 units wad with every episode having a style based on a major older civilization? Something like 1. Egypt, 2. Rome, 3. China
wtf
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>>11819619No way there are more than 50 regulars here
>>11819531>Three Degrees Of /vr/this
>>11819580>Not like anybody here gives a shit but still.I do, and I am actually a bit shocked that people, if they aren't thinking of THE triumvirate aren't at least thinking of Rome.
Turns out /vr/ is far less educated (and younger) than I thought.
>>11819639i guess you never know how many people are read-only but they play the wads and vote in the polls. mega man 8bit does have a huge community but maybe a lot of them are too autistic to post.
>>11819601Iโm the boss, but this only happens if you guys are on board. I might push for 4096 solely to differentiate it from the first 2048. I truly think we need to differentiate this from the first one, and just doubling the map size seems to be the most logical. If thereโs a lot of pushback to it, Iโm open to discussing other ideas.
Sounds like everyone likes Three Degrees/Shades of /vr/ the most, just to avoid the unfunny โwhereโs the other 47 shades durrโ jokes Iโm leaning towards Three Degrees. Simple and to the point.
>>11819650>they disliked my name because they're all le zoomie zooms and don't RVEMEMBER THVE HOLVY RVROMAN EMVPIRENobody liked the name because it sounds gay, not because you're more educated or intelligent.
>>11819661What about 3000 map units as a compromise?
>>11819473>>11819449>>11819631>east asianWould you piss yourself and die without projecting your shallow anime obsession on everyone for a single living hour?
>>11819609>nah I have noticed distinctly persistent opposition to the mm8bit editionwhen you're an annoying pushy faggot about something, people get annoyed, especially when you get told to fuck off but keep being an annoying pushy faggot anyway
realistically speaking, i don't think any regular posters in this thread care one way or the other about that picture. it'd have been updated sometime in the past seven years if they did.
>>11819676You're on an anime website, made by a weeb!
polls
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>>11819639We get 20 people answering the question on slaughter maps over 22 hours, yet THIS poll is getting 56 fucking replies in a couple of hours? It's complete bullshit, he's IP hopping to boost the poll.
100% of the votes on yes are from The Netherlands, at 11. Do we actually have 11 Dutchmen in this thread who care this much about a forgotten Skulltag/Zandybam mod, but ONLY ONE of these Dutchmen have an opinion on Slaughter maps at all?
Meanwhile, 12 of the votes against are from Russia, yet again, only two Russian IPs voted on the slaughter poll. Just the same, do we 12 Russian guys here, yet only two of them actually give a fuck about the slaughter question at all, and somehow care a LOT about the Megaman mod?
the mm8bdm autist is an example of what happens to this thread if gzsloppers are allowed to post here
>>11819661that's ok, Three Degrees of /vr/ sounds good.
3072 units could be an option too?
>>11819674>>118196903k would be fine with me, not a power of two but probably a decent compromise. Keep in mind even if we set the limit at 3k or 4096 you could still make a map within 2048, itโs just the max size.
>>11819686>a vote from the SeychellesWho here has dirty money?
if megaman autist was smart, he would've edited the picture to include his wad and then silently dropped the new image in a thread, waited awhile and then offered to bake a few threads where he used his edit of the pic without directlt mentioning it. Nobody would've noticed, and if anyone said anything about it he could just claim "uhh I saw somebody post it, I thought it was the most updated version, didn't notice the megaman thing tee hee" and eventually it would've been canon. Work smart, not hard.
>>11819709From now on, I'll make sure to exclude his version out of spite.
>>11819353Cheesing the map like this defeats the point of the challenge
>>11819661Maybe tetromino/pentomino shaped maps consisting 1024x1024 unit squares
>>11819712Really we should just actually update it. Seven years is too long, the port situation has evolved and tons of notable wads and mods have come out since. The current image is still recommending PRBoom+ which is as dead as ZDoom now. We can even put megaman in there, it's not like it matters because Zandronum is a fucking wasteland in 2025 anyway.
>>118196614096 is a lot of space, which sort of defeats the purpose of the challenge.
>>11819709holy shit this is jewish. it's fascinating that some people are biologically wired to think like this. i guess it would've been a better alternative to a sea of shitflinging though.
>>11819361>>11819362>classic 2048 units style, your map must fit within a 2048 square in the editor, exceptions can be tolerated but they must be worthy exceptions.Does this include monster spawn rooms, or all gameplay related areas?
>>11819343Shaky Grounds and Blast Radius are very good.
2048: New /vr/egas and the titlepic is a revenant dressed in NCR ranger gear
I expect payment on my desk by the end of today
>>11819442Kesler are Hansen are mapper legends who have been doing maps since 90s, you dumb newfag. Gzdoom map sets are only mocked when they are done by amateurs who don't know the basics of good maps or gameplay.
>>118196611024 x 4096
Same space as 2048, but stretched.
Or some cutting up of map pixels to preserve limited space, but allow for non-square shaped maps.
Or allow for 16 arbitrarily stacked 512x512 squares? Again, layout has more freedom, but the size restriction is still there. Pic related
>>11819479>I got this job by defaultOr maybe that's an excuse for you to put doodles on the automap. Your close point of reference is actually experienced mapper and graphic artist who managed to overextend himself anyhow, and now lives as a local meme with a long-stalled project. No one really forces you to lead, as a thing to consider in case of any doubts.
>>11819580I give a shit but I'm working on pic related (new block done) while listening to the History of Rome podcast
>>11819771Oh see, this anon
>>11819732 had a similar idea.
That's what I get for not reading the thread fully.
Either way. 1024 squares for tetronimos or 512 for subtetronimos
>>11819781Just yes. Seems fun.
>>11819783good, I'll skip this project then :^)
>>11819771>KeslerWhat you consider his best before Dimension Zero, because I've yet to find any charm in his way of mapping.
Kinda starting to seem like tripooperbate is destined for failure and ensuing drama, bros. We already have dudes arguing over throne seats in the second threas. I say let it go.
>>11819795repugnus please save us
Summer theme (overboard textures)
Or Sunlust tribute theme (summer? sun? get it?)
No size limit, but a time limit (i.e. 1 month) that doesn't get repeatedly postponed, in order to get it finished
>>11819798and what happens when the time limit is reached?
My opinion on this shitstorm:
Just keep it 2048. It's good size. 1048 makes it too experimental, and with bigger size we are just ending with lot of filler. But what comes to texture sets and themes, I'd rather not use the basic techbase theme or gothictex theme. Now that combined with 2048 unit limit makes this too similar to our 2020 wad. The asian theme sounds good, we just need 2 more unique ones. Maybe underwater? There is nice texture pack for that was used in Port Glacia.
>>11819794Kmega is neat compilation.
>>11819761For the last one it was just the playable space. Monster closets were fine.
>>11819745>>11819761>>11819773What if we changed the rules so instead of having to fit within a 2048 grid, the total area of all your sectors cannot be over 2048 units? That would be different but would still keep things on the small-ish side. That makes me happy because itโs different but makes everyone else happy because it still encourages small map making.
>>11819774Iโm making sector art of reimu hakurei and none of you bastards can stop me
The tetromino idea is interesting but would probably be better in its own thing.
>>11819798Both Gothic and Darkening have their origin in the 90s, so I'd say something complementary.
>>11819803Submissions closed and project is released as is after a wave of bugfixes.
>>11819798>when you disable your tripcode to samefag but forget to clear the name fieldoof...
>>11819602Where do you think we are?
>>11819815lol no this is me
>>11819365 I keep deleting the name and it keeps reappearing because you need to actually post anonymously again for the field to remain empty
>>11819795Itโs just one retard giving terrible ideas. A second 2048-3000 units project is just perfectly fine, but someone keeps ruining it with even more retarded ideas that kill peopleโs interest.
>>11819813Gothic and Darkening themes have been done to death. I need something more unique to spark my interest in this.
>>11819815Thatโs the guy who was posting as me because I forgot to put a trip code the first time lmao
>>11819819Never go full retard anon, some preventive awareness is healthy
I got it: REKKR megawad with Overboard textures
or REKKR Sunlust
>>11819823>Darkening theme* has* been done to deathI think I saw only a single map with its texpack, and that's it
>>11819827>REKKR SunlustBad idea because most people can't make maps that are hard and interesting at the same time even for base Doom, let alone for REKKR. So you most likely gonna end up with most of the wad just being stupidly difficult just for the sake of it.
>>11819798How about snowy textures?
some unwarranted advice from an old head: /vr/ tends to work best under simple restrictions, but not ones that are too overbearing. i'd say if you can't describe it in 7 words or less it's probably a bad idea. for example
>the playable space is 2048 units
>make a map within X minutes
>the map cannot exceed 512 linedefs
all of these projects have had full megawad turnouts, minus 100 minutes which is too overbearing of a restriction. ones with more specific restrictions (VR, that waifu one) or without any restrictions at all (ad mortem, unrattled, faggot maps) have less turnout or take more time to make (AM took 3 years and there's still no release!)
just some things to consider. anyway i'm out, go play struggle, nerds
>>11819836It's summertime in the best hemisphere
>>11819812>The total area of all your sectors cannot be over 2048 units? I like making big inaccessible views though.
New (stupid) suggestion: map has to fit in an equilateral triangle of sides 3072 (which would be roughly the same surface area as 2048*2048). That fits the "three" theme.
I wouldn't mind a straightforward 2048 Units of /vr/ 2, even with GothicDM textures again or just one different texture pack.
Is Ad Mortem finished or will there be a phase 4?
>>11819812>the total area of all your sectors cannot be over 2048 unitsHow about the total playable area and not all sectors total? I made a few maps for 2048 where the playable area was definitely in a 2048x2048 square, but there's lots of space outside the playable area.
Nah, fuck this shit. If someone is interested on Duke3d project with city theme, I can take lead on that. We have had Doom, Quake and Blood projects, but not Duke 3d yet.
>>11819852>If someone is interested on Duke3d project with city themeThe title will be easier: Duke Nukem Fore/vr/.
>>11819859That's actually quite nice.
>>11819852the hard truth is that nobody wants to contribute to dook projects because nobody actually plays the game, they just like posting memes about "i'm here to suck cocks and shit dicks, and i'm all out of dicks" or equivelant. dook has boring environments, boring enemies and boring weapons, and a poop dickem project would inherently lead to boring scenarios. it would be a sunk cost with no reward.
Letโs just keep it simple after all. Must fit within a 2048x2048 unit square, exceptions can be made for small out of bounds areas. No other exceptions, the playable area must fit within 2048x2048.
>>11819862People think Douk has a poor enemy roster and weapon lineup? What the fuck. Douk's enemy roster is like the best of all the Build games.
His arsenal is pretty fucking solid all around too. One of the best pistols in classic FPS, great shotgun, great chaingun, great RPG, pipe bombs admittedly pale in comparsion to Blood's dynamite, but the pipes are older. So fair enough.
>>11819862Bullshit, I'm just too lazy to learn Mapster32
>>11819862I do play Duke. As I leader I would ofc contribute few maps myself. If the project doesn't take of, I just release them as standalones then. I don't agree with Duke having boring weapons or environments. Monster roster is lacking sure, when compared to Doom. Duke project wouldn't need megawad amount of maps. Our Blood project had 6 and it still kicks ass.
>>11819873Watch a tutorial. It's not harder than Doom Builder imo.
>>11819848There wonโt be any more phases, but I still have to polish some stuff.
>>11819862>poop dickemsounds like a good title for a /vr/ project
>>11819812>What if we changed the rules so instead of having to fit within a 2048 grid, the total area of all your sectors cannot be over 2048 units? How the fuck do I even calculate that? Measuring and calculating area and volume is what I was the absolute worst at in school, and I haven't gotten better.
>>11819862I love Duke, I just hate Build mapping.
>>11819862Duke's biggest problem is once you leave E1, all maps are ranging between "kinda good" and "horrible". Also I'm not a big fan of the enemies, some are really nice but some are absolutely not, and that ruins the overall experience.
>>11819829Yeah, I haven't seen any but a single other one.
>>11819879This man is a liar.
>>11819837I think that you're right.
>>11819904I might wrong, but for me it's easy, because I started Duke mapping as a kid long before I started Doom mapping.
Are we still discussing this new doom project, or have the rules already been settled?
>>11819885Did you fix my softlocking imp in MAP29? I yelled about it in this thread at some point, but I don't know if you saw
>>11819898This is why DOOM has remained relevant for so many years, while Duke, with all of its frills, will forever live in the shadows. Every time I see somebody say, "Dude, Duke is twice the game DOOM is! I don't understand how people can like this barebones game, you can't even look up or down!", I just have to scoff.
DOOM's simplicity is its greatest asset. It doesn't have any wacky weapons, but they're all attractive and satisfying to use. It doesn't have intelligent enemies, but they look cool and they're fun to kill. It doesn't have a bunch of interactive objects or scripted scenarios, but it doesn't need them, because the depth comes from leveraging basic building blocks in interesting ways, rather than, "See that toilet? You can watch an alien shitting in it".
Duke basically started the trend of gimmicks as gameplay (in regards to FPS), and you might soiface the first time you play Hollywood Holocaust, but then the game reveals just how shallow it is when the gimmicks wear off and you're left with weapons that don't feel so great to use, enemies that aren't all that fun to kill, and environments that aren't very enjoyable to wade through. Content and interactivity are meaningless if the content isn't fun to interact with over the long haul, and the second to second drip feed of dopamine is what DOOM absolutely nailed that Duke lacks outright.
>>11819935doom is mario world, duke is sonic
>>11819353I was intending to make another challenge myself, but then I fell asleep. I thought I'd have more time but I guess someone decided to make the thread early. This wad is good, but I think it's too hardcore for most of /vr/.
https://files.catbox.moe/xiiygw.lmp
>>11819935>It doesn't have any wacky weapons, but they're all attractive and satisfying to use.Except for the unberserked fist and pistol.
>>11819343Shaky Grounds is peak. Blast Radius is divisive one but still very solid megapack. WG maps are a good start but nothing too impressive, there's few episodes with different themes.
There are also tons of solo maps of top tier quality lost to time, I recommend to check MSDN and look at hot maps list, sort it by rating to get best of the best.
It's sad how much cool stuff there is in Duke community over the years but nothing gets any attention or discussion around it like Doom does. One day it will all die down and no one will talk about it. Grim.
>>11819791glad to hear it
>>11819927>Did you fix my softlocking imp in MAP29? Yeah
>>11819940Yeah, but it hardly matters because you'll almost never use them after the first 10 seconds of E1M1, meanwhile Duke frontloads its best weapons and everything you get afterwards feels increasingly anemic. The Duke pistol feels fucking great, that's one thing I'll give to the game, but the arsenal as a whole is weak sauce.
>>11819939I'm still working on coming up with a consistent plan for the final room before recording. Do you feel your strat is consistent? I'm about to go back to testing now
>>11819956I don't fully agree with that, I find the shotgun, ripper, and RPG are all great feeling and useful weapons.
Pipe bombs I'm personally lukewarm on but I've been spoiled by Blood's dynamite.
The feedback on the shrinker sucks but being able to completely delete tougher enemies with a well placed shot is no joke. Though I do wish the hitbox on that thing wasn't so fucky.
>>11819663>NobodyOne sperg (You) sperging out is not "nobody liking it", Mr. Spergenstein.
>>11819939gg anon
nice that you're able to beat second room without cheese
also gj getting that cyber stuck
>>11819686I am Dutch and I did vote for Mega Man. Never thought we had such a Mega Man community in this country
Didn't vote on slaghter maps because don't care
>>11819960>Do you feel your strat is consistent?Hell, no. This took 40 attempts (although most of them ended near the start).
See pic related for my basic idea, you can line up a lot of the archies by hugging West wall at the start, and if you go over to the East side after you can kinda get the additional enemies stuck on the blue highlighted pit to prevent them swarming you. I still requires a lot of awareness and some luck.
Also note, that my method for the beginning of the map is also unsafe, I just got sick of waiting for the barons to wake up the cyberdemon.
>>11819982Thx. The fact enemies can get stuck so easily on those pits makes me wonder why this wad isn't complevel 2 or 21, but I guess I shouldn't complain since it saved me in the end.
>>11819979I'm not the guy who first made fun of it, so at bare minimum (Two) people thought it was gay and retarded. You doubling down by acting like a fart huffing armchair intellectual is a cherry on top and makes the assertion of "the name is gay" even more relatable, so I can only imagine the fanbase has exceeded two persons.
>>11819827I could totally see some of the monsters chilling on the beach. Former humans are some scrawny office dudes and the also overexposed obese moms respectively, while Husks are jocks. Trees are some stumps brought by sea, Spiders hurl eyeballs at each other as if it was a volleyball, Gardien is on a lifeguard shift.
>>11819709>>11819712Except there is no mega man autist here, he hasn't visited this thread in months. And only YOU, the anti-mega man autist think in terms of some machiviallian scheming.
Read the last thread. The decision to add mega man was widely supported and is objectively reasonable. Somebody made the edit and proposed it publicly and people agreed. Then somebody else made the image for this OP pic.
I'm just gonna say what a bunch of people are thinking: I'm sick of your bullshit, anti-mega man autist. The decision to include and implement this addition COULD NOT have been more organic. And now you're actually outright admitting to doing this out of spite.
Out of spite for fucking what? For genuine discussion which led to a sensible edit of the image? For not being a machiviallian autismo like you?
Do you realize you are acting against the interests of this community at this point? Are we gonna have to tolerate you bitching about mega man BEING in the image as opposed to the pro-mega man autist bitching about it not being there? Get a fucking clue.
People have decided, the changes have been made and WE ARE MOVING ON.
>>11819827I could totally see some of the monsters chilling on the beach. Former humans are some scrawny office dudes and there also overexposed obese moms respectively, while Husks are jocks. Trees are some stumps brought by sea, Spiders hurl eyeballs at each other as if it was a volleyball, Gardien is on a lifeguard shift.
>>11820017You're not very subtle.
>>11820021To put it mildly.
>>11820017I'm the first guy you quoted, and I have absolutely no horse in this race, I was simply giving you some solid advice for how you could've jewed your way into getting what you want. That said, I do think Mega Man and his penis-shaped limbs is quite gay. I didn't read most of your post by the way.
>>11820021>>11820023Disprove what I said factually and logically. I'll wait.
Nobody buys your bs anymore. And if you're gonna be a cunt out of spite - people will be cunts to you back.
>>11820029Buddy boy you're the only one who makes points in a sort of righteous indignation autismo style. You are seriously one step away from SMITE OF DISRESPECT shit.
Go do something else with your free time.
>>11820027bro as a "dont give a shit voter" you are obviously the samefagging anti-MM guy. I agree with advice above: let it go. you're not good at this. you can't pretend you're representing anybody after you made it clear you're doing this out of spite
Everyone is samefagging, but me.
>>11820031> 0 facts or logicStill waiting lil bud. Back up your position to go back to the previous version of the guide with anything other than samefagging
>>11820035Uhh, alright, I'll stop whatever it is you think I'm doing, but I can't speak for anyone who actually cares. Yeesh, talk about getting your head bitten off for teaching a man to fish.
>>11820038You'll all be doing it tomorrow.
>>11820017thank you for taking time to explicitly write out what I was thinking but too lazy to actually write
I'm don't create threads cause it seems like a pain in the ass but I will call it out if the anti-megaman autismo tries to pull a sneaky pete
to be frank i don't think there's gonna be a new project as long as you all continue to act the way you do. you would sooner eat each other to death than ever successfully collaborate on anything.
>>11819361Three Genders of Doomworld
>>11820017As somebody who's made a fuckton of these threads over the years (not that it gives me any authority) I'm officially stating that the next thread will have an updated version of the picture and some neutral OP pic because I personally believe it's a good update and that most people here are on board with this.
I'll also save the link so that if the anti-update samefag wants to rollback, we'll have the ability to correct things.
I am open to counter-arguments but haven't heard any coherent ones yet.
>>11820063Just remember that if you give an autismo an inch, they'll take a mile.
>>11820053Eh it's always 1-2 (usually 1 but pretending to be 2 or 3) neet fuck contrarian who shits on every change. Ignore status quo defenders and keep doing your thing.
>>11819737It would make sense to properly edit it, adding more stuff in and updating bits that don't make sense anymore.
In the fuck knows how many attempts there's been, it never made sense to be yeeting stuff out of there to make space for other shit, especially just for the benefit of a sole mod that doesn't even get brought up here very often.
>>11820065If you're talking about pro-mm autismo I also hereby declare to never let megaman have any more than that one slot. It IS historically notable but we don't need it to occupy more than 1 humble slot.
As far as anti-mm autismo I think everybody's caught on to his shit and pro-mm autismo may have been right about this. Or maybe he himself created the obsession in the anti-mm autismo idk
Why did Caleb compliment the smell of an outdoor toilet?
>finished Junk Food
>only cheated sometimes (often)
pretty kino I should play more slaughter wads
>mega autist gets deleedud, b& and blown out as a samefag in one swift keystroke
his wad shouldn't be included if only for demonstrating this amount of egregious faggotry
>>11820078The Junk Food wads are fun as fuck even if they lean pretty hard into the making shit silly side of it.
>>11819353idk if I'm going to be able to single segment this one.
webm is my blind attempt which somehow made it all the way here
>>11820115That's a fairly small amount of archviles for an average doomguy, I'd say?
>>1182005694 Pronouns of Doomworld
>>11819310 (OP)Man, why you gotta be so autistic about this. If you actually care that much about slipping in MM8BDM, then actually do it right. Add it to Multiplayer Gameplay, add Ad Mortem to 4chan Mods, and add a wad to Multiplayer Maps to keep things even.
>>11819353>UV Speed>a Sunlust levelHurrying through levels isn't in my DNA to begin with, and I already lugged about 400lbs of dirt for a garden today, so I feel I'm not ready for the inevitable additional lifts with the barbells as I get smacked around by these levels.
tl;dr I'm sore and I'll pass this one.
>>11819960I just spent an hour, reloading from the megasphere only, no other saves or rewinds, and I got one (1) completion.
>>11820135>UV SpeedThis basically just means "any%" as opposed to maximum/100%. If you beat the map but didn't 100% it then it's an any%/uvspeed
>>11819368it's 2048 but just vertically
>>11820019>Gardien is on a lifeguard shiftIt's basically in his name
>>11819472>Berserk!Time for some spooning.
>>11819602>make question>get answerfucking psychos
>>11819418>Do we actually need to be that strict about it? I figured we'd take the submissions we get and then just stack them in each ep according to type, then we'll try arranging them from easiest to hardest.And then you get 17 gothic castles, 5 asian villages and one Aztec temple.
>>11819507None of them have required it, except vertex relocation and this idea.
>>11820173Gardien is the blue lady at the end of sunken land.
That guy is the king.
>>11820192What if we go for a minimum of 5 of each theme, indeterminate order, and then the rest can be whatever they are.
What is y'all goto music to play in background if map's music is boring?
can we put in a cool starry space sky in one episode, or just as a sky option? it would look really nice with either a tech base or castle
>>11820205This.
https://www.youtube.com/watch?v=XbSHkB3vF4w
>>11820207my favourite sky unironically is just plain starry night. I like it for its minimalism. It is used in dwango50 map22 and I seen it in other wads too but can't recall any.
>>11820194Damn, doomwiki is a poor substitute for a manual. Never played sunken land.
>>11820231Bosses aren't in the manual.
https://archive.org/details/REKKRBOX
im playing through your wad right now /vr/
good job!!!!
>>11820246thanks mom. we worked hard on it.
>>11819361to re-reiterate what's been said so far
>MBF21 but don't make something crazy or super script-heavy, if in doubt just aim for boom compat>Three distinct episodes with three distinct texture packs - ep 1 will use NMN Corporation, ep 2 will use GothicTX, ep 3 is still TBD>Title is Three Degrees of /vr/>so far most people seem to want to do 2048 unitsis there any interest in any other restricted format? the next logical step after map units and linedefs would be sectors, 256/512 sector limit? maybe a "thing" limit? 256/512 things in the map?
>>11820210https://www.youtube.com/watch?v=ymZPPCLQaTc
>>11820260I still like the idea of 1024^2 tetrominos, or sixteen 512^2 areas. Same square footage as 2048 x 2048, but gives you more freedom for layout.
oh dear gOD I'M GONNA- >*PBBBFFFFFFFFFFTTTRRRRNNNNTTTTTTT*
>>11820260>>11820279Seconding this, it would allow you to make way more interesting layouts with the same limited space. Are we able to use our own custom textures? I usually end up making some for my maps when I can't find anything that fits what I need, and I like to use my own custom skies.
>>11820260>is there any interest in any other restricted format?i think 2048 units is enough.
>>11820260I feel like 2048 is enough. I'd really want something more straightforward and non-convoluted.
>>11820260So what's the time limit, one month or 2?
>>11820314I feel that two would be comfortable enough for people to hammer out a map, with a few people maybe being open to make more than one.
What are some cool gameplay mods? I already know Complex Doom
>>11820326Final Doomer rules. Project Babel, DAKKA, Pvt. Stone are also safe bets.
>>11820326I still like Samsara. It's just fun.
Real Guns Hardcore is fun if you like cowadooty.
>>11820337Second RGA2/Hardcore whatever it's called nowadays. The model rip sprites are kinda crusty but there's a lot to love with the gameplay mechanics, I also think it has a good monster roster.
>>11820314>>11820323i was thinking two, 1 month is a little tight
>>11820293i don't see why not, try to use stuff that fits with your map's episode theme though
>> mega autist gets deleedud, b& and blown out as a samefag in one swift keystroke
> his wad shouldn't be included if only for demonstrating this amount of egregious faggotry
Dear Janny,
As somebody who has never posted on the subject of mega man nor played nor will ever play mega man - as a stand-alone game or a doom wad - I have come to see your egregious faggotry as unacceptable.
You are now wiping and banning everybody arguing against your position for the second time - but not only that, you're trying to frame it as if it somehow proves that all these people are the same person.
That is after you tried and failed to convince people via a sham vote that you lost.
At the same time you have not wiped any of the anti-mega man posts.
I believe that is because most or all of those posts belong to you.
Do you seriously think you are actually fooling anybody here? Cause that's the part that offends me. So much, in fact, that every new thread I now create will have the updated version of the doom pic.
Every thread created with the old version I *will* call out.
Mind you, I have no plans of ever playing the mega man wad. That is just how much I hate your pathetic faggotry.
You are not this thread's don. You're not gonna arbitrarily decide what happens out of spite. You are a petty little shit abusing his janitorial powers.
That is all.
Now quick! Wipe this post before anybody can read it! (I screenshotted it)
Faggot.
>>11820524Do it pussy, you won't.
>>11820527Making threads doesn't take a lot of courage or even effort.
And I am now at least a third person who decided to make threads with the updated picture. The last guy got wiped for nothing.
What janny needs to finally fucking realize is that every time he pulls this bullshit, a couple of people who previously were indifferent now defend mega man addition (or anything else people get wiped for) to show that janny is here to serve us, not to act out his wet dictatorship fantasies.
And I 100% guarantee you: people who were talking about mega man (fucking sick of even typing this stupid name) wouldn't give a fuck about it if it wasn't for that wipe&ban that happened previously.
>>11820531Hello Janny. No, nobody is coping but you. Every time you mass delete and mass ban, and then post le hecking epic conclusion of what "we" are gonna do - more people open their eyes.
>>11820538Do it then. Talk is cheap.
>>11820538I'm not a janny, I just think you're mentally ill and you need to seek treatment for whatever kind of spectrum disorder you have, rather than shitting up a good general by flinging the contents of your diaper for 8 hours straight.
>>11820540Do what? This thread hasn't even reached bump limit and I'll probably miss it when it does since I don't spend every hour of every day here unlike *some*.
But I don't even need to be vigilant, somebody else will.
There's enough people who hate this janny's guts and/or care about fairness
>>11820546>bans a screeching autistic loon that samefags support for his shitty wad that exactly 0 other people on earth care aboutI don't know, sounds pretty based to me.
>>11820546You're not exactly surrounded by friends either because I'm sick of seeing your shitass posts. Give it a rest and go do something else with your time.
>>11820545This was my first post about mega man EVER, ANYWHERE.
And it's an obvious fact that if *somebody* didn't keep spitefully shitting up the thread (as he himself admitted
>>11819712 ) nobody would be flinging any shit and we'd all be discussing the current project and actual real fucking wads.
And if he goes back to the previous version on the next thread due to his autistic spite I promise you there'll be another thread that's 70% shit flinging - with or without me.
Or we could just let the new decided pic be and go back to peaceful comfy Doom general.
>>11820556> I'm sick of seeing your shitass postsdoubt it, because I never posted about this whole issue ever before
> and go do something else with your timeOh I will. But I also am not gonna ignore obvious bullshit. And believe me the reason I'm voicing my thoughts now is because I'm more sick of mega man discussion than anybody here. I really doubt there was this much autistic protest to changes in the image or anything fucking else for that matter back when these things were being regularly updated.
These threads are a dynamic system formed by participants. We don't need somebody halting change out of pettiness.
Anyway recently finished AA and it's good, even really good but kinda overrated. Maybe because I read so many glowing reviews but I found to be slightly underwhelming.
>>11820565Just curious, do you post on /x/ by any chance? There's a dutch guy on there who I believe has the same strain of egocentric autism that you do, it's uncanny.
moooo
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Say what you want about Sandy, but there's not a single thing in D1 more satisfying than pumping rockets into this robocow in a big badass arena.
>>11820573https://www.youtube.com/watch?v=kiwgG6T9se0
it reads more like this but you can't tell how slurred it is in text
>>11820579To be fair, that guy is more coherent than megafaggot.
I feel like this demon is about to fuck my wife.
>>11820281DIfferent Final Doomer set but it still checks out
>>11820616They haven't revealed the secret
>>11820638>they all have their butt cheeks facing youmore like telefagged lmao
>>11819402This. Perfect step up in difficulty from Plutonia.
Hardest D1 level to pistol start?
>>11820714Map 1, 2, or 6 from Episode 4.
>>11820716the mcgee maps are pretty easy IMO, m1 is just ammo starved.
>>11820719it's health starved more than anything else, ammo's only a problem if you go for UVMax because of that stupid baron secret
>>11820716>>11820719>>11820731e4m1 is probably my favorite d1 map, mostly because it's so tiny yet memorable. baron secret is dumb though, unless you know it's coming and save your rockets there's no way you have enough ammo to kill everything, even on HMP where the health isn't gimped so bad
calling mods "gzdoom games" is extremely disingenuous, even if the doom iwads arent required.
>>11820757Counter-argument: TCs
>>11819353Every time I would get to the final warp in, I'd get an adrenaline dump and choke, so I gave up on maxing and just went for a completion
UV-Speed 6:13 https://files.catbox.moe/agrpnt.zip
>>11820002here's what I came up with (not good)
1 grab bfg
2 kill the 2 archies that spawn here
3 kill the 2 archies that spawn here, then try to get the cyber in the middle to shoot at you, otherwise everyone will chase you
I didn't realize the floor pits (red) can't be traveled by arch-viles until you mentioned it so using the spot marked 3 to instigate infighting is the most consistent so far
>>11820762still built on a modified doom engine. thus, mod. not game.
>>11820765So all games made on Unreal engine are Unreal mods?
>>11820765every game is actually just a mod for quake tee bee ach. what a load.
>>11820769yes, by definition. what kind of retard hypocrite do you think i am?
>>11820757They're just as much of a "standalone game" to me as Heretic, Hexen, Strife, and REKKR.
>>11820769factually incorrect. doom was before quake, ergo, not every game.
>>11820773so a glorified expansion pack?
>>11820578>there's not a single thing in D1 more satisfying than pumping rockets into this robocowRecording deathless Doom full episode 1 nightmare runs
>>11820772that's not an accusation, that is a statement of fact. every game since quake has been a letdown. we smoking lava nails in this bitch
>>11820779i linked the wrong post when i replied, but still. i wrote
>factually incorrect. doom was before quake, ergo, not every game. (>>11820778)
>>11820776>so a glorified expansion pack?Doom 2 and Final Doom are closer to that, and they're still not anywhere near an "expansion" since they don't need the original Doom iwad to function.
>>11820786>use the original textures>use the original enemies>use the original weapons>use the original code>basically just a couple of community pwads with a price slapped on itby default, it is a mod at most. and at the very least, an ex-pac
>>11820776How are Hexen or Strife glorified expansion packs? What gameplay similarities do they have to Doom beyond shooting enemies in first person?
>>11820792>and at the very least, an ex-pac"Standalone expansion" has been a concept for awhile though I'm also fine just calling them sequels. Meanwhile, games like Heretic and Hexen are just entirely new games on the same engine.
>>11820818>they add muzzle flash to the singleplayer>but remove it from the multiplayer to save resources/screen spacebig oof
>>11820824This should not be as kino as it looks.
>>11820825That's because that jam came out swinging. Its levels range from "decent" to "very good".
g
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>>11820837chicken man is truly the megafaggot of source port creators
>>11820765So Blood is a Duke 3d mod? Deus Ex an Unreal mod? Soldier Of Fortune and Sin are Quake 2 mods? Rtcw, Call Of Duty 1 and early Medal Of Honor games Quake 3 mods?
>>11820881Yes, except Blood and Duke 3D are actually both Rock 'n Shaolin - Legend of the Seven Paladins mods.
>>11819935You are missing historical perspective, the perspective of someone playing the games in the 1990's. Duke was absolutely a step up: slopes, jumping, crouching, vents you can break and enter, walls you can destroy, mirrors, bathrooms, strippers, jetpacks, the shotgun is bad ass, etc. It blew us away. You don't understand how stunning the reveal of planet Earth was, in that map designed to look like the starship Enterprise.
>DOOM's simplicity is its greatest assetWhile I'm not downplaying how important that is especially for modding, I think the greatest asset is its monster roster. Doom's monster roster is larger and more interesting than any other, which is why we are recording Doom demos instead of demos for other games.
>Duke basically started the trend of gimmicks as gameplay>but then the game reveals just how shallow it is when the gimmicks wear offI dunno what you mean.
>>11820778doing that wouldn't be satisfying at all because you'll have lost every bit of love and appreciation for the game by the time you can clear an episode on nightmare, deathless or otherwise.
>>11820897>you'll have lost every bit of love and appreciation for the game by the time you can clear an episode on nightmarekek, if only you knew. that's when the love and appreciation truly begin
>>11820881>So Blood is a Duke 3d mod?Bloodโs not built off of Duke 3D code like Redneck Rampage, Nam, and WWII GI are: https://en.m.wikipedia.org/wiki/Build_(game_engine)
Theyโre all whole games but those three โfeltโ the most like Duke3D to me compared to the other Build games.
>>11820897He should try a โno damageโ run like that one guy tried here awhile ago.
>>11819872I fell into that fake trap too
but wtf mod is that?
>>11820790what weapons mod is that?
are the weapons part of a weapons mod or they are modified by the mapset?
>>11820837Speaking of, one of the Reelism 2 devs was recently talking up the netcode in the current dev builds of GZDoom. Hope it finally happens soon, I want that motherfuckin' Treasure Tech co-op playthrough.
>>11821093https://gitlab.com/accensi/deathstrider
>>11821342Fucking dope Solomon.
>>11821342Holy fucking shit. I love this so much it's unreal. Into the art room it goes the second I get home.
>>11821226https://www.youtube.com/watch?v=rsRjQDrDnY8
>>11821359>I love this so much it's unrealNo, it's Doom
too bad Zaero never got a sequel
>>11820757>people paying for unreal mods year after year after yearshiggy diggy
>>11819686At least with the slaughter there is something we can have a cordial agreement on
>>11821342I didn't know what the fuck this is or what it does, but this picture has completely captured my interest.
>>11820773Strife is a completely new fucking game, you goon. I could see your point for Heretic, since it's so similar to Doom, or REKKR, since it actually is a TC built for Doom, but Strife really plays and is structured very differently.
>>11821357>>11821359>>11821434thanks much, anons.
harbinging through the aforementioned final carnage has been a pleasure. it's cool that you can also kinda combo it into fists as well.
>>11821396>Q3 RLWhat's that from, big dawg?
>>11821457>knife and a forktrue gentleman
>>11821438>I could see your point for Heretic, since it's so similar to DoomMy point in
>>11820773 is that theyโre all completely standalone games, Hexen and Strife maybe moreso than the others that were mentioned.
>>11821454the unused rocket launcher from Supercharge
It has the sprites and the code all done I simply manually restored it with SLADE and excluded the standard rocket launcher so the unused one replaces it
the default rocket launcher in Supercharge uses the same sprites as vanilla altho I think the sprites and the code had been edited a little (idk I havent played with vanilla weapons in years) but in any case its pretty bad and basic
the unused one is miles better
it was already set to fire the same custom rockets with the same effects so I had to do very little work to restore it
I have no idea why they havent replaced it already themselves in the latest release instead they left the sprites unused and the code commented out
>>11821480Sure looks like it too. Thank you lots, anon, i'll go tend to that in my copy as well.
What does everybody think about making a quick and dirty /vr/ project about modifying commercial IWAD Doom maps?
I could lead it. I think a 30 day deadline would be best. No slot reservation, whatever gets done in 30 days is what it is going to be released as.
Could call it "Thie/vr/y"
Doom Zero is fucking DOGSHIT
its just switch upon switch upon 'choose which one of 3 switches to press and if you press wrong you fuck yourself' same goes when it presents you all 3 cards and picking up one makes the others unpickable up forcing you to save before pressing any switch or picking up andy card unless you wanna screw yourself over instadie and have to restart the level
also retarded completely abstract undetailed levels lacking any kind of cohesion or actual theme or making any kind of sense
garbage/10 dont waste your time go play something better
the author got all edgy and shit because they included his garbage was in the SLAYA's CLUB as officially featured wad to download from the dog shit Kexport
I wanna play Doom in my free time and have fun not a fucking PUZZLE PLATFORMING GAME for fuck sake
>plays Doom Zero
>complains there's zero Doom
>>11821503this fucking level was the last straw
it makes you exit from the map before with 1 HP
and then you have to run in these corridors without making any sound or using anything that wakes up monsters (like if you have flashlight++ set to wake up monsters you are screwed) and go to a room with all 3 keys and you have to pick up a specific one that opens a door with a switch that lowers crushers and kills all demons for you (and you remain at 1 HP but alive)
if you pickup any of the other keys you cannot activate the crushers and you are screwed over
also secrets that require the pressing of 20 switches in an other and if you press them in the wrong order or you are not fast enough to get into the door they open or the elevator they lower thats it secret is botched forever you cant get it anymore unless you noclip
FUCK
OFF
this was as much as I could stomach I finished this map and then deleted all saves removed it from my ZDL loadorder deleted the file emptied recycle bin
oh and on the ModDB page he specificied in caps
>THIS WAD IS NOT COMPATIBLE WITH ANY WEAPONS MODS OR ANY MODS OF ANY KIND VANILLA AUTISM ONLY DURRRRfuck purists autism and fuck vanilla
sorry I had to get this out of my chest
the reason Doom classic Doom games have remained alive all this time is because of gameplay mods
only a complete turbo autist has only played vanilla only since 1994
fuck you Paril and fuck your for saying ok to the upgraded Arachnos
>>11821515>this wad suxx because it doesnt work with br00tal d00m: 2025 edition
>>11821498Fuck off back to /v/, you ultra double homo faggot.
>>11820260I wanna ask: Do mappers have to come up with the names and shapes of the maps?
Or will the wad lead figure that out for them?
>>11821515Nobody is going to cater to every single stupid mod you want to throw on, because there are a million of them and they all have their own unique quirks.
>>11821498>I wanna play Doom in my free time and have funThen play anything else from 10.000 wads to choose from, eventually you might either get a lucky pick or realise that this game no longer actually interests you
>>11821498Try harder, I guess.
>>11821515> (like if you have flashlight++ set to wake up monsters you are screwed)Doesn't seem like it's the level's fault. Personally when playing with GzDoom, I do use Flashlight++, but I don't set it to alert monsters.
If they aren't hearing me starting my chainsaw, or through sound blocking linedefs, why would they pay attention to my light?
>>11821515>Doom games have remained alive all this time is because of gameplay modsThe .wad sounds kinda ass, anon, but I think Doom remained alive because it's old and easy to draw in.
There are a lot of gameplay mods, sure, but then as now 99% of custom levels don't touch stock Doom logic, or they use it but slightly modified. Multiplayer aside, almost no mapper maps for a mod unless the map comes WITH the mod.
You should try Godless Night and Paradise if you haven't already.
>11821515
>Complaining about purism in a mod that uses dehacked for monsters and stuff that you overrode with decorate stuff
Yep that's a you problem.
>>11821515You know, whenever I play something with a mod, and the mod breaks it, I don't blame the maps for being broken by the mod.
>>11821634That's how it goes sometimes. There's a lot of fun mods, but they aren't all always gonna work flawlessly with each other.
>>11821636A lot of the time you can fix/compatibility patch stuff yourself with minimal decorate/acs/zscript knowledge, but the derpy types like that anon tend to either bitch about it or demand somebody else fixes it for them.
>>11821342Anon, I have a request. If you could spare the time, would it be possible to make the image taller so others and I could use it as a phone wallpaper? I'm currently using the two drawings of Ophilia and I love them, plus they fit perfectly. But I'm naturally biased toward Solomon. It's impossible to get him in full view properly, which loses a lot of oomph.
>>11821636>There's a lot of fun mods, but they aren't all always gonna work flawlessly with each other.As wong as dey wowk with Bwoo-taw Dewm! Goo-goo ga-ga!
>>11821670This phenomenon seems to have largely died down over time, thankfully.
>>11819310 (OP)Rip sweet prince
>>11821697Motherfucker, you're going to Hell for that one, and I don't mean fun Doom Hell.
>>11821697Fuck I meant to put rip and tear I don't even know where the sweet prince came from I'm so fucking high rn
>>11821596>>11821670I dont even have anything Brutal Doom related saved on my hard drive retards
Does it look like the weapons in the screenshots come from Brutal Doom?
or any of the design flaws of the maps in that wad that I have described have anything to do with what weapons mod you load it with?
go read the comments again it seems like you missed the first in its entirety and about 3/4 of the second one here I'll link them for you so you can easily find them
>>11821498>>11821515
>>11821670>>11821596>brings up Brutal Doom completely unpromptedBD is kind of like the Retroarch of Doom mods huh.
>>11821729It's less common now, but roughly a decade ago, the community was flooded with an influx of 13 year old newfags who would go and incessantly complain at people if their mod or map didn't work with Brutal Doom. Some were completely uncivil about this.
Thankfully, these kids either grew up or left. It was annoying at the time, but I'm ultimately glad for the influx of new blood, many who came to appreciate the core game itself for what it is.
sand
md5: 85763a1d26db40e112fe4e14e04422e1
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>>11820763good job
I think the main problem of second part is lack of cells. Maybe a middle ground between cheesing and not cheesing is avj for more cells before second archvile wave.
>>11821720>it's not EXACTLY brutal doom so it doesn't count!The point is, you're using a complex mod and complaining that it isn't compatible with everything.
>>11821720hahaha you wrote like 3 buttmad paragraphs because you didn't realize the wad has its own gameplay changes
>>11821743Lol I love sandal
>>11821749where exactly did I complain about custom mods here?
>>11821498do tell me
>>11821761His AOE commentary on Twitter is fun, and I didn't even play the game. Fell out of rts and was always more interested in the futuristic ones, but I might give it a go now.
But his game design justifications for unit balances based on historical accounts are fun to read. Even if they are a bit fudged by necessity.
>>11821789The part about Microsoft's insane demands due to the existence of Starcraft is fucking hilarious.
>>11821789Age Of Empires 2 is pretty fun, and has a gentler difficulty curve than Starcraft.
>>11821796>"You need to put Koreans in Age Of Empires 2, because Starcraft is a big hit in Korea!">"But did you know that Starcraft doesn't have any Koreans?"
>>11821663that's very flattering and i'm very glad, but extending it vertically to such a degree while maintaining presentability is a bit of a can of worms desu.
here's a psd file of it to fuck around in if that helps
https://files.catbox.moe/3m8een.psd
>>11821515What mod are you using anyway? Got a download for it?
>>11821749>The point is, you're using a complex mod and complaining that it isn't compatible with everything.You'd be surprised how often incompatibility is the result of a legitimate skill issue on the modder's part, and not just a byproduct of complexity.
>>11821831Makes sense. I'll see if I can tweak it to my liking. Thanks dude!
>>11821846>You'd be surprised how often incompatibility is the result of a legitimate skill issue on the modder's part, and not just a byproduct of complexity.In this case it's probably Anon running a BD edit with a wad that explicitly tells you to not run mods because it's relying on it's dehacked changes.
>>11821831>>11821846Here's a quick and cheap edit
https://litter.catbox.moe/x2igg2415aripycs.png
>>11821897DeHackEd changes mean fuck all, honestly. Sure they're kind of invasive at times, but I have yet to play a wad that was annoyingly broken with any of the very complex mods that I play or used to play. DeHackEd simply doesn't allow you to color outside of the lines too much by design. The vast majority of wads that were truly incompatible, like softlocks, entire features being outright broken, VM aborts, etc. were ones that had DECORATE/ZScript, and usually only because the author was a colossal retard. It's really not that difficult to make mods compatible with wads and vice versa, technically speaking. As in, make them completely playable sans some really in-depth features that simply cannot be made compatible out of the box, although you could take a different approach via decoupling and whatnot to make them fully compatible anyway. It all depends on how much effort you're willing to put to begin with, and what potential sacrifices you are willing to make, if any.
>inb4 oh you're one of those "the author must always cater to the masses" retards, kys yourselfNah. I always make sure my own house is in order before placing the blame on others. And even then I'd just take fifteen minutes of my time tops to make a patch then proceed to enjoy the rest of my day. But I will still call you a nigger several times because fuck you, learn to code, faggot, it's not that hard.
>>11821997You are a gentleman and a scholar, anon. Thank you. It fits perfectly.
Have you made a weapon sprite the classical way?
>>11821997oh that's cool, didn't figure stretching it was a good idea, but you probably wouldn't even notice the scuff on the smaller screen. well done you.
I love community megawads sometimes.
previous map had 466 monsters
>>11821717Best Sandy map? I think The Spirit World is pretty cool.
People who don't care for high enemy counts, how are you position when the first map of a .wad has about 400 enemies, but most of those enemies are zombies which you gun down rapidly and in score with your shottygun and chaingun?
Mostly running and gunning, some of them roam freely in a half-large area, some stay put and wait for you to show. They are occasionally backed by a few stronger enemies, but mostly it's weaker 'popcorn' enemies.
>>11822096Hard choice. All him? Tricks & Traps, and then The Spirit World.
The ones he made from Tom's drafts? Containment Area and Refueling Base.
>>11822132I feel like 400 would be way too long for this to be enjoyable.
>>11822132It's like junk food (not the wad), every dead enemy is a little bit of dopamine and I'm killing them by the swathes. So much fun.
Even in later maps, having a lot of fodder you can massacre quickly in one rocket is fun, makes the dopamine flow and can be interesting tactically because they serve as meat shields.
>>11822137A whole lot of them are gonna be infighting each other, mind, (zombies hitting each other, and then Mancubus fireballs bowling over a bunch), and you'll get a fair amount of rockets for the tougher ones at the end.
>>11822138That too! It's real fucking fun to fire off a rocket into a whole crowd of zombies!
>>11822024Yes, technically. I've used a few photos of my hand holding my sword to use as a reference for a few melee weapons. I didn't use the full sword though.
Did a count, and out of the 400 monsters, just about 300 are zombies, mostly regular zombiemen, with some shottyguys and chainguns sprinkled in here and there, and then 40 of the monsters are Imps.
>>11822132Since I am not a faggot who first thing looks at the enemy/item/secret count upon starting a map, I wouldn't care if it is, according to your description, over quickly.
>>11822015tl;dr make it work with HDoom.
Excuse me, HOW MANY secrets?
This Blast Radius map pack sure is overwhelming. Also red battlelords with expanders are fucking evil.
>>11822096Containment Area though it was also from Tom. For a map solely from Sandy, maybe Quake's Palace of Hate.
>>11822240>72OK that's a lot. That's the most I've seen in a long time.
>>11822240Is that AMC? Despite how much effort went into many of the maps, I never could get past the fact that it feels like something akin to a modern day discord cabal self insertion self aggrandizement mapset. The fact that one of the playable characters is just a furry Duke (and the real Duke is dead) is just off-putting
>>11822261Nah, it's E1M4 from here: https://www.moddb.com/mods/duke-nukem-3d-blast-radius with vanilla Duke.
>>11822261https://www.moddb.com/mods/duke-nukem-3d-blast-radius/images/duke-nukem-3d-blast-radius-on-moddb2#imagebox
Seems to be its own thing separate from AMC.
I was turned off initially from AMC due to what you stated, but when I finally gave it a go I had a good time even with just a few levels.
I should get back into it sometime. It's hard with just how much choice I have with all these older shooters now.
>>11821846It doesn't matter what the reasoning is. When there's a lot of moving pieces, some things come to a halt when you mash it together with something else.
>>11822215I mean with primarily digitized photos.
But that's cool. Rotoscoping is fine too.
>>11819575>>uses HDOOM monsters and brutal doom gore and animations>Causes HDoom developer to have another mental breakdownWould be amusing
>>11822240Maybe Mazu secretly made it.
>>11822364Has he been that upset about that? The way I recall it, he was pissed at Mark back then because he did quite a lot of work for him but then wasn't credited, and in response to stuff like this
>>11821741 he did that Golden Boner thing.
He did say he doesn't like the idea of mixing sex and violence, but I don't recall him saying he doesn't want anyone to use his work.
>>11822387>he did that Golden Boner thing.Golden Boner thing was Demonsteele, HDoom Brutal checks was like
>PLAYING BRUTAL DOOM with gif related as an overlay
>>11822392Right, but my point still stands.
>>11822403True. I'm just being autistic about details. Don't mind me too much then Anon.
I'm pretty sure you're correct about everything else.
>>11822384I always mix up mazu and zigi but both make cool maps.
>>11821106Looks like "Tactical Shotgun" from Realm667
>>11819310 (OP)>NEW PIC. WHAT DO YOU THINK?Thanks, I hate it.
I started playing the actual Sunder map13 on ITYTD for 2x health, and I still need to cheat to heal. I am experiencing levels of bullshit I never imagined before. I'm gonna take a break just to watch zeromaster play it
>>11819852I'd make a map or two for it, made stuff for Blood during 500ml of /vr/. Build mapping is fucking great, just takes a while. Never tried out dukes lotag hitag scripting system but I've got the Duke3D level design handbook. You've also expressed interest in Ion Fury before, I think it would be cool to map for. Dunno if there are any custom episodes yet either.
I feel that a build project with a smaller scope and expected turnout could run concurently to a doom mapset.
>>11822240Blast radius really shows how fucking huge a duke map can get, sometimes it works but sometimes it feels like everywhere you go you're getting sniped by hitscanners
>>11822387>>11822392What would you do to fuck with people who load your mood with Brutal Doom? Or any mod you hate.
>>11822509https://youtu.be/MgicoG4L8K0?t=849
plays this on loop
>>11822509I wouldn't. But if combining two mods breaks something then I'd put some kinda text on screen telling the player that shit's broken.
A lot of people fail to understand Term did the golden boner thing in Demonsteele as an absolute surefire way to spot people loading Brutal Doom with Demonsteele. Because rather than a long list of asking questions and wasting time troubleshooting, if he got a report from someone about how a pack of unkillable golden skeletons started beating the shit out of the player, then he immediately knew what was the problem.
Vertex Relocation gained new music? neat
I see my updated MAP08 didn't make it to RC2. might work a little bit more on hinting to players that they can backtrack
>>11822529oh and I still think /vr/tex Tipp-Ex is a better name
>>11822490>Duke3D level design handbookI used to have this thing as a kid but it is long-gone. I used it to make a level when I was like 10. Someone finally scanned the fuckin' thing so we can all download it and read it:
https://www.retromags.com/files/file/7069-official-duke-nukem-3d-level-design-handbook-the/
I'm gonna read some of the book and tinker with mapster32. The hardest part is coming up with good level ideas, not learning how to use the editor.
>>11821805>>11821789>AoE (2) mentioned again Are the custom scenarios from Andrea Rosa just as good as his Quake2 mapsets?
>>11821480you should totally upload your version somewhere and link it here. thatd be sick
>>11822413Same. I'm a fan of both, too.
>>11822554They might be. People in that old Blizzard general thought real highly of his Starcraft stuff, though they also advised how difficult they could get.
>>11822550The CD also came with a tool that turned Doom levels into Duke levels. I wonder what happens if you put modern megawads in the program... "Duke Nukem goes to Base Ganymede"...
>>11822550>mirrored doom e1m1 on the cover
>>11822612It says there's a doom map converter right there.
>>11822628Yeah but I can't read.
>>11819575I think there's an enemy mod that does something like that on ModDB.
>>11822486Zero Master also cheeses this map. I should have known, no one records demos on these maps without cheesing them
>>11822734There's nothing wrong in cheesing encounters involving archviles
>>11822490Cool. If we get few more mappers to join us, we might get this thing rolling. I'm thinking something like a half a year time frame for map making. I can howerer stretch it, if people need more time. No extra textures or code, just maps (midis are fine though, but not necessary). I'm busy this week, but I can get this thing started next week. Duke Nukem Fore/vr/, it is. Unless someone has a better name idea. Since there is Duke Forever mod, the restoration project and the whole 2011 game, it might get fucked by search engines.
I haven't expressed interest for Ion Fury mapping though. That must have been an another anon. Maybe some day.
>could run concurently to a doom mapsetAgreed. And maybe that's the best for a game that has less mappers going for it. I think I could contribute few maps for our new doom wad too. It's shaping out to be a quite nice idea, even thought there was confusion and conflicting ideas at the start.
>>11822490>>11822550How are the 50 maps that come with the guide book? Basic shovelware ripped from the internet back in the day or actual original stuff? Gonna try them out some day since the iso is on moddb too. The maps kinda make this a forgotten official expansion pack. Some people go harsh on Duke expansions, but I actually liked Nuclear Winter, Duke!Zone 2 and Duke!Extreme too. Maybe it's nostalgia, but I still do enjoy them. This is unpopular opinion, but I think that those 3 are better than many awarded 90s classic Doom wads. They've aged better. Duke!Extreme also had damn fun new weapons.
Now I figured the name out:
Duke It Out in /vr/
How's that?
Regards
>>11822914(yea, I'm gonna use a tripcode, when I'll get this properly started)
>>11820837IMMA ZAP WITH SOMETHING BETTER...
https://x.com/MyDoomFolder/status/1935546896556376528
https://www.youtube.com/watch?v=2JBHjPPF_cY
>Risen3d
>>11821396the reverse engineering and port is still going at map center, slow but going.
the issue is just someone baking better md5 models
>>11822750I wasn't making a judgement call against any player, saying they are good or bad. I was looking for how to beat this map, and I was expressing disappointment that no one records demos of these maps without zero-presses or line-def skips or other cheese, but I spoke too soon. Killer5/MrZzul recorded a demo for this map with no cheese, just solid Dooming and consistent strats for all the fights. Makes it look easy, meanwhile I'm running out of all rockets and cells on ITYTD
https://youtu.be/h1VkSiu8ZHw
The demo is also in the DSDA which is how I'm watchin it
>>11823146I think he is writing about the Doom wad called Zaero. But glad to hear that the Q2 Zaero remaster is progressing.
>>11822914Noice. If your not weather report anon I'm sure he would be down with the project. End of 2025 is a reasonable deadline too. It would be cool to have a custom TILES0XX.art file though, I like using flat white and flat black tiles for shading and lighting. It would also be good for incidental textures as requested and not overwrite anyting.
>>11822943Tried out 7 random maps and there a bit crap, maybe a few of the maps are neat. What I saw was interesting just not super great.
>>11823046Duke it out in /vr/ is a cool name, seems like a keeper.
>>11823046I don't have the patience or intellect to learn Mapster32, but Duke It Out In /vr/ is a solid gold title.
Even if the project turns out only a few maps, I want you guys to commit to it.
>>11822550What the fuck is that greebled/studded lightsaber/dumbbell thing he's holding?
>>11823231I think it's an artist's rendition of a remote detonator, circa 1998. I always found it amusing the game has home-made pipe-bombs. The 90's were wild
>>11823221>intellect Friendly reminder that a ten-year-old can read that level editor handbook and make levels. The hard part isn't the editor, it's the creativity you need to make good levels. Also a lot of time on your hands. And hopefully your brain isn't dopamine-fried from brain-rotting entertainment so you can focus longer than a few minutes on something.
>>11823175im watching nxt and i havent played q2 in a while, don't judge me
finally single-segmented every Scythe 2 map. that last map was rough, the arch-vile jump secret was so fucking annoying
anyways good wad you guys ever heard of it??
>>11822608Hopefully it does more than Eradicator's Ed.exe, which just imports the lines and calls it a day. Find-replacing enemies, items, etc. shouldn't be too hard.
>>11823262though i was experimenting with something reshade related
>>11819310 (OP)have we ever done a wolf3d level pack? wouldn't be much there to "design", since it's just a flat 2D grid, but would be kinda funny
>>11823307You're welcome to try, but base Wolfenstein 3D isn't exactly a very deep well, you couldn't make a whole lot of stuff which hasn't already been done (most in the base game, even).
You would ideally be looking at one of the upgraded versions as a basis, just to add some more flavor and variety to work with.
I say this as someone who likes Wolfenstein 3D.
>>11823263Proof or it didn't happen.
>>11823375https://files.catbox.moe/mj6omv.lmp
bitch
>>11823394That's one demo, not thirty-two
>>11823403you know what you got me
>>11823409I still believe you.
>>11822240This fuckin map, I still have PTSD from it. The rest is pretty fun, top tier for duke even, but I couldn't finish it because last few maps are some experimental abstract bullshit and even author acknowledges that it's not for everyone
My favourite was 2nd map on pic rel, nothing came close to it unfortunately
>>11822608I managed to convert one of the ashes maps into build, just to get the geometry for a test. I used some custom converter though and had to change complevel or whatever of that map to basic doom so it could be converted.
This old one might be useless nowadays
>>11823170>weather report anonoh shit I'm famous now. That other anon wasn't me.
I'd love to join but I'm busy making my own episode, though if anyone needs some help I'd be there if I see it, don't lurk here often. I highly encourage any anons to try build mapping, mapster is not that bad as you might think. Once you passed the learning curve of how easy it is to fuck up drawing sectors and figure out the controls you are set. Dunno if doom mapping experience can help, I never tried anything other than mapster in my life.
Read the infosuite, it's the best way. I still have tabs of if open every time I map.
>>11823460Hey I noticed that weatherreport breaks when run in RedNukem. I don't know why or if it's relevant but I thought I'd tell you
Also what do I do here? I progressed up to there but don't know where to go next
nvm there is a vent here that I didn't even see, I accidentally entered it while running and jumping around
>>11823141I love Risen3D, but I have the nostalgia for old jDoom, so I'm biased. Granted, I almost never use 3D models with either.
Also, I think that Risen3D mappack that Doomdragon is a part of is charming.
>>11822364It's already been done by some sketchy dude on moddb, and been posted here a bunch of times.
Today, after all these fucking years, I just learned the following about DOOM:
>The armor will absorb one third (1/3) of all damage received, rounded down, until it is fully depleted. The blue megaarmor, by contrast, absorbs half (1/2) of damage received.
>>11823636It'll always take health before armor so if you take 5 damage with blue armor it's -3 hp -2 armor
>>11823620>I'm here to release source code and work on shitty java games, and I'm all out of shitty java games
>>11819310 (OP)>Hey! Are you that intruder guy?
>>11823641>>11823663Square's such a good game.
wouldn't have to be in doom, but what if you did a map set where the rule is you HAVE to place a certain number of monsters, like 100? something low enough where every map doesn't devolve into slaughter slop, but something high enough that it would lead to a lot of interesting configurations since you'd have to think ahead some
>>11823668Was it ever finished?
>>11823170Duke it out in /vr/ it is then. I'm not weather report anon though.
I'm gonna be honest with you that I've never done anything with custom textures/sprites on build. I've made some single maps and 2 short episodes with custom midis (I'm talking about more than 20 years ago, these are lost media by now), but recently I got interested of Duke again, because I finally looked into mods released after 2010, and found so much good stuff, that I want to participate for real, and with enthusiasm. I watched few mapping tutorials to get back to it, tried it out, and still got it. I hope you are still in. I promise that I will not abandon this project, and I will do this with great care. Of course it's still open for all even if anyone wants to post their first Duke map on it, I will howerer test them and bugfix them, if needed. I don't want to be elitist, since I'm kinda pseudo-noob with Duke mapping atm. But not too noob.
But since I'm atm lacking with custom texture/sprite stuff, do you want to compile the art files for the project? You can include everything you need. I'm fine with vanilla textures myself. I will howerer look into art compiling, because I want to make a custom title screen and episode ending screen for this. I want this to be polished work of art :D. But first I'm gonna start with 2 maps, that I have plenty of ideas for, and will be posting screens on my progress.
But since we are adding some custom stuff, what do think about including overlord sentries and cycloid sentries? I liked fighting those in World Tour, and I imagine they wouldn't be hard to implement since all they need is a proper hp values on def files, I think? I'll look into it.
>>11820205>go-to music if tired of original musicIt depends on the game, or game's setting.
For example, the castles and graveyards of Quake and Blood go excellent with dungeon synth:
https://youtu.be/rakIJ3596ug
https://youtu.be/pseHq2-_OBE
https://youtu.be/nFIz_eh0n1Y
https://youtu.be/XZCfKAgmKyo
There is also space synth for space-themed stuff, though I can't remember off the top of my head what I was playing when I put it on.
If I am recording a Doom demo, then I like the intensity of Filmmaker's music. I dunno what genre this is
https://youtu.be/r7X6o9f2_Q0
https://youtu.be/H5WShWhQKdE
I find Quake 2's retro-futurism goes really well with rock/metal, especially from that era
https://youtu.be/uNIpbNgobVE
https://youtu.be/gSQXWhma2lI
>>11823769Did they quit working on it?
>>11823772I believe so. I haven't heard much from Jimmy or anyone else involved with the project.
>>11823772>>11823776>6 yearsshit bros... I didn't know it had been that long.
>>11823460Nice rack... of missiles.
>>11822529You have an update to MAP08?
anyone interested in darkdoom mods? (ideal for zandronum)
accpstl.deh - https://www.mediafire.com/?1uckr539beforo5
pal_plus - www.doomworld.com/files/file/16492-palplus/
Box art DoomGuy Helmet Old (tan) - www.moddb.com/games/doom/addons/box-art-doomguy-helmet-mugshot
SA_SPRFX_BLK_v1.1 - https://www.doomworld.com/forum/topic/148756-yet-another-black-gloves-mod-black-gloves-for-the-minor-sprite-fixing-project/
RIFLE_BLK - https://www.doomworld.com/forum/topic/148756-yet-another-black-gloves-mod-black-gloves-for-the-minor-sprite-fixing-project/
BV - Monster Sounds EX (1.0) - https://bluevertigo.itch.io/monster-sounds-ex
BOA_Health_System - https://www.moddb.com/games/doom/addons/boa-health-system
monsterscouter-plus - https://www.mediafire.com/file/2x9zy4ju1v6mw9m/monsterscouter-plus.pk3/file
beamflashlight_zan - https://forum.zdoom.org/viewtopic.php?t=37763
footstepsv4 - https://allfearthesentinel.com/zandronum/wads.php?order=id_desc&name=footstepsv4.pk3
UniversalLegs-v1.2.0 - https://github.com/RoyDefined/UniversalLegs
doom-extrastats-v0c - https://zandronum.com/forum/viewtopic.php?t=11196
HXRTCHUD-Plat_v061-Zandro - https://github.com/FelesNoctis/HXRTCHUD_Platinum/releases/download/v0.61/HXRTCHUD-Plat_v061-Zandro.pk3
(also some extra/alternate addons as well)
sm4BBgorev3 - https://www.moddb.com/mods/brutal-doom/downloads/bolognese-gore-mod-v20
Enhanced Vanilla Project (Zandronum version) - https://allfearthesentinel.com/zandronum/wads.php?&name=evp_zandfinal.pk3
>>11820205I throw Jungletrain on and it works for me.
>>11819425>>11819813There are Eternal Doom and Mortiser respacks but they're not that dissimilar to both Gothic and Darkening.
Will there ever be a sequel to the Wool Ball mods?
>>11819343Downtown Journey
>>11823940>You have an update to MAP08?here: https://files.catbox.moe/95mi0s.wad
the changes are circled in red. they come about from an anon not realizing you can walk back. so they walked all the way through the slime tunnel to get back into the room. but there's only two biosuits
I might be able to put something in where I have the yellow arrow. maybe a catwalk all around the room back to right side? maybe I should remove the teleporter entrance in the backrooms behind the imp crusher so that the player is forced to explore said catwalk...
>>11824021oh and I forgot the changelog between v6 and v7:
>MAP08: Add backtracking hint, and a return path from one of the solutions>MAP08: All 0's = reset
Sup doomboys. It's been a hot minute since i've last Doomed, so i've got a couple of questions:
1. Is Mordeth out yet?
2. Is BTSX 3 out yet?
3. Why the fuck did they add voice chat to Zandronum?
>>11824007It's unlikely, and if they did it would probably be a commercial game since they're a game dev now.
https://store.steampowered.com/app/1709730/Beyond_The_Edge_Of_Owlsgard/
>>11824059Damn, since I liked those wacky cats. But good on the dev if they make commercially succesful games and make a living out of it.
Noob question, but how do I get a smoothly changing sector brightness, specifically for MBF21. Sector Type 8 doesn't seem to actually glow or oscillate.
>>11822597>old Blizzard generalToo bad went it went to shit, but I guess that was to be expected considering the audience.
>>11824061It's understandable, TCs are a fucking lot of work, so if they can either take that experience and turn it into a career or make some money off it somehow, I'm all for it.
>>11824058>It's been a hot minute since i've last DoomedUnless you were in a coma or something, you don't have an excuse.
>>11820245>"You're a REKKR, a warrior, sent by your King"Somehow doesn't land like the typical "guy named Quake" joke, hard to believe that's really his name either
so can i talk about thief in here or not?
>>11824129Why not, I've seen Thief and Thief scenarios discussed here quite often
4b2
md5: 20a9b311d237325fff68df1764934157
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>>11823892I prefer this one.
>>11824129Thief and Thief 2 have been perfectly fine in these threads.
>>11823442that sky pisses me off
>>11824021OK, I'll put this into wad.
>>11824150Play the Q2 sequel too. It's a classic.
>>11824129>thief>DOOM THREAD / RETRO FPS THREADYou can take your chances, why not.
>>11824129you're a taffer
>>11824129In The Shadows mod for Quake is great, if you like Thief and Quake. It's only 3 maps long, but good time.
speaking of Thief, thoughts on The Dark Mod (it's id Tech 4 so it's /vr/)? been messing around with it recently, it's different but still fun
>>11824170Filtered by neon kino
>>11824289My only thoughts are that I'm miffed it's a true never ever that it'll get co-op, unless some mad miracle happens where it gets supported by dhewm3 and someone adapts LibreCoop to work for it or something.
>>11823738Whats the theme of the project and how big do you want the maps to be? Classic city maps? Honestly I'd love to make some space stuff if I had the time for it, you still can make some kind of human colony there anyway. I don't care much about custom art because it's usually doesn't fit with base duke but I agree that sentries would be great to add. Also, pistol start or keep stuff from previous maps? You can force pistol starts by making it like death row map, by spawning duke on a specific texture
New GZslop is served. Looks ass, plays...okay I guess? It sounds pretty awful across the board and has literal walls of text, some of it is from the bible, some is whatever OP was coking up in his crack shack. It's been a while since I saw someone's shizoreligious musings in playable form.
>https://www.doomworld.com/forum/topic/153740-manplague-is-out-on-gamejolt/
Might be worth a chuckle or two.
Made a map, eat up.
Doesn't crash under chocolate, but the mid wont play (on my machine).
https://www.dropbox.com/scl/fi/7qv5gzpf5k2ymmosl7hmi/cacocarnage.wad?rlkey=il6xvacbahuqpa3wnbjt7u4wz&st=5g8xizzj&dl=0
>>11822558Here's mine, I guess.
Made it replace tangorocketlauncher and uncommented its slot number.
https://files.catbox.moe/k0bri7.pk3
>>11824325https://files.catbox.moe/58nal1.lmp
Feels like a TNT map, in a good way.
I think the ending would be improved with an ambush you can't just run away from, with monsters that block the exit door.
new
md5: 59f1a73bbd47ccede3f0d51bb7831285
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>>11824176already working on an updated version with a backtracking path from the imp crusher. some careless janny broke the teleporter that used to lead to the central teleporter exit. luckily the green button opens the door back to the soon-to-be catwalk. I also have in mind a button + door on the previous backtracking route so that the player cannot rocket jump there (no button on the outside)
is anyone else having issues with Slade on Debian testing? suddenly +/- doesn't work to raise/lower floors/ceilings, and textures can only be moved with shift+numkeys, not the numkeys alone. so only 1 texel adjustments, not 8 texels
serves me right for not sticking to Debian stable
>>11824394what if you rebind them?
weird
md5: 625079082e9a3f706cfc311efea02673
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>>11824441that's not how mine looks like
derp
md5: 587b93dc5a9d0bd11cc55f1a93b927f8
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>>11824441oh wait I'm retarded. for some reason the first column was resized and tiny
>>11824382Sandy was my guiding hand.
>>11824382I have tried everything including actual dosdoom and i cannot get the lmp to play. Keeps telling me to "upgrade" my doom version from 2.21 to 1.9
>>11824306I was first thinking of city maps, but since this is /vr/'s first Duke project, I think it's enough for a theme that it's a map for Duke 3d. Short, medium or long are both fine. Think of Violent Rumble. It had short maps, but also magnum opuses, but there was no central theme. So go wild with it. Space maps, city maps, nature maps, techbases, factories, abstract maps, everything is fine. Custom art isn't necessary, but if someone wants to have custom textures on their map, I'm fine with it. Pistol starts sounds good too, let's go with that. So looks like we have 3 mappers now, if you are submitting a map. If 6 months isn't enough, I can add a few months to the time frame. In the end, it's better to get more mappers than rush this out with only 2 mappers.
>>11824581Have you tried upgrading your Doom version from 2.21 to 1.9?
>>11824104That's stupid, it's not his name, Rekkr just means male warrior in ye olde norse.
His name is Rick Rekkem
>>11824606I tried Dosdoom, lest ye wish to tell me i somehow downloaded 1.666 on accident.
>>11824612>lest ye wish to tell me i somehow downloaded 1.666 on accident.Download Wadidentify and see what version it decide it is.
Can I make the new thread when this one dies?
>>11824637No, we are nearly free of this perpetual torment, don't ruin it.
I love Doom.
I love sopa de caco.
>>11824641We're not supposed to spam the board though. Won't I get in trouble if I post a 2nd genny with the 1st one still up? That's a bankable offense in other boards and they delete the new thread.
>>11824653page 9 or 10 retard
>>11824072Choose the sector you want the lights to oscillate. Set that sectors brightness to the max brightness you want. The lowest darkness it goes to is the darkest light level of any adjacent sector. Look at the Plutonia starts for example
>>11824649I love doom.
I hate your picture. It makes me nauseous. :(
>>11823738I'm the guy from
>>11823170Yeah, I'll take care of the art files and texture organization. It's pretty easy, you can just use BAFED from the guy who made build gdx. Nothing too crazy or far removed from the duke aesthetic, but things like terrains, liquids and some other stuff. Mappers could also add their own assets to the tiles file if they want something particular, just share the updated file once the initial tiles are added and be sure to palette convert it for duke.
Never messed around with custom enemy types in build, but it would be cool to have some extra dudes. We're sticking with Duke3D atomic for assets right? Are we using any tiles from Duke DC / Carribean / World Tour except enemies?
Looking forward to it man, I'm commited as well.
>>11823738Not a huge fan of pistol starts when there's no indication to the player. Scythe 2 does episodes and it makes sense in that wad, but I get a bit annoyed with spontaneous death exits. If there's a thematic reason it's fine
>>11820173>includes a Dehacked graphics patch that gives him a really bad sunburn
>>11824703Meant for
>>11824306 as well, my bad.
OUCH
md5: 6d50b08a09bc0a1565bf10bf578534b1
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>>11824314Manplague, Borrowhelen... where do they get names like these?
>>11824637no. megaman stays.
>>11824356hell yeah, thats sick. thanks, anon
Do any classic shooters do turrets on rails particularly well?
The only thing I can think of is a brief section of Jedi Outcast, but even that was pretty meh.
>>11824807>Jedi OutcastIs that what this is? What is this?
>>11824808No, this is my test map for Malice Refined - an overhaul of the 1997 Malice total conversion for Quake.
I just got its turret enemy to be able to stick to func_trains for mapping purposes.
>>11824807Now I have to make some in duke, thanks for idea anon
>>11824581It might be a complevel 21 demo. I forgot to specify one when recording.
I just played sum Duke 3D after many years and damn has the gaming industry decayed. Sure, graphics and overall technical quality has increased. But level design, mob design... Everything that requires creativity has declined severely. What the fuck is happening.
>>11824813>Malice RefinedThis looks amazing. I love it! Where I can follow it's development?
>>11819310 (OP)>reinstalled gmod after what feels like a lifetime for my nephew since there's stuff on the workshop he'd like to see>decide to do some NPC firefights on some HL2:DM, CS, DoD, L4D2 & HL2 maps.>makes me wish there was a mod for HL2 that lets me play though HL2 + episodes with CS, DoD, L4D & BM weapons as doing it in gmod is pretty janky.the closest things i can think of are lambda fortress, SMOD tactical & CSS sci-fi but is there ANYTHING out there like what i'm asking for?
>>11824814Is that even possible? I don't know much about Build Engine stuff.
>>11824824You can find it here: https://www.moddb.com/mods/malice-refined
The screenshots on there are probably a bit misleading if you're not already familiar with Malice - as most of them are from two new maps I've made. The vanilla campaign levels are untouched aside from bug fixes, and are very much a product of the late 90s aesthetically.
>>11824836>Is that even possible? I don't know much about Build Engine stuff.Dude Duke has a fuckin metro map with few stations and subway train running between them. I can just make a small sector, slap a turret on it and boom we got moving turret.
>>11824936Ah, so basically just something standing on moving ground. I was thinking more complicated than that.
I guess if it works it works.
>>11824941It's very simple but you can go very creative with it. There are automatic shooters that can be arranged to shoot specific type of projectile. You can make sector bosses out of it. Even in vanilla duke without modifying anything the possibilities are near limitless. Shadow Warrior upgraded it to the point that can make vehicles out of it, like tanks or cars, there's forklift too
https://youtu.be/6H2_McoC5DQ
>>11824815You were right, worked instant under DSDA. Wish they implemented MBF21 into prboom already.
By the way, here's the secret you missed.
>>11825043Is prboom still being maintained? I thought it was abandoned in favor of DSDA. I just use Nugget, personally.
>By the way, here's the secret you missed.You trigger it from the other end?
>>11825051I didn't want it accessible from spawn, otherwise it's just a door. I should have offset the texture more, it's a bit unnoticeable in that corner.
>>11824325OK overall. Secrets are pretty obscure and in can just leave every fight.
demo: https://files.catbox.moe/1xx6oi.lmp
embarassing fail at platforming in the end
>>11824668>cultural insensitivity
>>11825043isn't DSDA just modern prboom with a different name
>>11825083recorded again on chocolate and the wad works fine
https://files.catbox.moe/lsodro.lmp
embarassing fail at platforming in the end again
>>11825058I must have just missed it on the automap. That's what I used to find the other two.
It was weird how the megarmor and soul sphere weren't marked.
>>11825105did the midi work? If so, what sound emulation do you use?
>>11825123I forgor.
>>11825125I use fluidsynth by default and it works. Every other option didn't. On crispy all work.
I wish Nugget would add additional gib animations for monsters so that I can record vanilla demos with them on. I don't see why adding or removing extra gib animations is tied to whether or not a demo fucking syncs or doesn't.
>>11825043>Wish they implemented MBF21 into prboom already.Isn't it super fucking gay that none of the MBF21 ports have the original GLBoom rendering? It makes wads designed for it, like Eviternity, look like trash.
>>11825098DSDA added a few things, like ability to rewind in-game, but they gutted the options menu
>>11825162>I wish Nugget would add additional gib animations for monsterswat
>I don't see why adding or removing extra gib animations is tied to whether or not a demo fucking syncs or doesn't.You are raging about things you don't understand. It's like raging that thing X cannot do something it was not designed to do
>>11825162i think gib animations spawn additional things
>>11825169Use an old version?
>>11825162Nugget's gibs are disabled when recording demos.
>>11825191I don't know how to compile the source code
This is the final DSDA version to have the pretty renderer
https://github.com/kraflab/dsda-doom/releases/tag/v0.25.6
>>11825197Those devs are real assholes for not providing precompiled binaries in the github releases.
>>11825162I used to play with mods for smooth animations and stuff like that, but some wads you can't play those mods with, and eventually you get used to the original sprites. The only mod I always use is Per Kristian's Hi-Res SFX mod. You might want to edit it in slade to remove the player death sound, though, that's the only sound that is wrong
FWIW there is a piece of dehacked wizardry called "Vanilla Doom Smooth Weapons." It adds smooth weapon animations to vanilla doom and it's totally demo-recorder friendly; you can use it interchangeably and nothing desyncs.
If you want to understand why whichever mods you're using break demo compatibility and why the above mod does not, you can open the mod in an editor and look around
https://youtu.be/PTn-oK8m2KU
>>11825214They only do that for the new releases. I dunno why they want to discourage use of the old ones.
>>11825230>I dunno why they want to discourage use of the old ones.Understandably, it can be annoying when someone is on an old version and reports an issue you already fixed on a current one.
>>11825191>>11825197Wait did you mean just use an older, non-MBF21 port? I still use the newest version of PrBoom+ with umapinfo for the GLBoom renderer to play non-MBF21 wads that need it
>>11825195why, it looks awesome and it's just cosmetic, let me demo with them on
>>11825241>whyIt spawns a bunch of extra blood sprites that require the psuedo-RNG table
>>11825241>>11825243https://youtu.be/pq3x1Jy8pYM
>>11825184>>11825175I meant this sort of thing. It's just a graphic change. I figured since you can't throw them into the load-order that the source port itself would have to change to allow it.
>>11825239No, an older version of DSDA from before Kraf decided to gut out a quarter of its features. MBF21 is MBF21.
>>11825258Each monster death now makes an additional RNG call to determine which corpse to display, which is guaranteed to cause desyncs
>>11825258It's not just a graphic change, because the blood has randomized starting points and would advance the RNG table for each one spawned. Since demos are just playing back your inputs while game logic is still active, allowing it would break demo compatibility with any other port.
>>11819312https://www.doomworld.com/forum/topic/153925
Skulltiverse II, MBF21 community project with custom monsters is live now
That's what I've been posting webms of last few weeks.
>>11825270they could just use a separate RNG table for port-exclusive features like that one
>>11825323That's a good idea, you should fork it and show them how it's done.
>>11825339>>11825341are you guys retarded? You don't need a true rng for cosmetic stuff like that. Just hardcode 100 "random" numbers and cycle through them.
>>11825243>>11825245What if you added an entire separate RNG table which functions separately from the others, and which is only called for cosmetic effects like that?
>>11825353>are you guys retarded? You don't need a true rng for cosmetic stuff like that. Just hardcode 100 "random" numbers and cycle through them.You mean like P_Random and M_Random?
>>11825339making an entire fork for that seems a bit superfluous
>>11825339>>11825341You wouldn't need to fork, just make a commit and/or suggest it to the dev.
>>11825367Yes, but the problem is that you couldn't use the existing pRNG tables because that would interfere with demo playback.
The idea is to add a third pRNG table for purely cosmetic effects which wouldn't affect the gameplay or demos.
>>11825239I have no experience with it but maybe try nyan? It's dsda with more features according to the wiki
>bump limit
oh well, progress
>>11825445Absolute madlad building his own Roman city.
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!
WE ARE STILL ON NEPTUNE 2.4.3!
How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/JrsETLaJ#Ny7E1Uu7ftp-2Yojpdj04Rc5xucKgV1V6H2DPboPzLA
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder
How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use: https://codeberg.org/NepDisk/srb2k-neptune/releases/tag/Neptune2.4.3
Get the mods either automatically in-game or at: https://macgu.fun/repo/srb2kart/
Connect to macgu.fun (either use connect in console or "specify ipv4 address" under Multiplayer)
>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159
Port: default
Password: endoom
>I heard this game supports proximity chat, are we using that?
No.
Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)
grass
md5: 8cb0e7f3c0098f8355634c30ff52e8c9
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today I learned slade texture dialog supports wildcards like * and ?
>>11825445>All the lines are double-sided with nothing to break the line of sightOh, the engine isn't going to like it.
>have to go through a big murky underwater area with larger than normal devilfish
Makes me surprisingly anxious. I think I can blame Shadows of the Empire for this phobia.
>>11825473I want to run it on linux. I compiled the client and downloaded the assets, however it misses neptune.kart Where do I get it from?
>>11824325Visual details are tiny bit overdone in places, else I would've mistaken this for a much older-made map. Didn't really like the very last ambush (if you can describe it so) with baddies coming out of the slimefall. Deaf players or chronic speedrunners might probably consider it danger-proof and run past it, same with hellknights inside the closet. Appreciate the plasma gun peek window, could be even cooler to let guys notice it before they venture into the respective blue key room. Decent map.
https://streamable.com/jh7uu7
>>11825520ok found it in the archive but now it complains
I_Error(): File is corrupt or has been modified: /home/user/.srb2kart/srb2.srb (found md5: c1b9577687f8a795104aef4600720ea7, wanted: )
>>11819310 (OP)I just found out that they updated Grezzo 2 and also translated it into English, which is great because I don't speak Italian but now it doesn't have the subtitles.
Is there any way to fix it?
>>11825474the only question is why it isn't the default
>>11825551You could try dumping the contents of the all-in-one repack into .srb2kart in your home folder.
>>11825562that's what I did
I got it working by adding add_compile_definitions(-DNOMD5) to CMakeLists.txt
will try joining now
>>11825564>wanted:Yeah, the lack of an expected MD5 made me think something went wrong in compiling, I personally use make instead of CMake.
>>11825482It's UDMF and on GZDoom, but I have no idea how much of a difference that makes.
It runs okay on my machine so far
i5 12400f and 7800XT 32gb
>>11825083>>11824325>Secrets are pretty obscureI guess the clue for this one
>>11825043 are the monsters going through the passage door. Nothing more unless you cheat with the automap. Plasma secret has overseeing window, backpack one is obvious, path to the mancubus room (author forgot to put secret special) is marked with a candle.
>>11824703Thanks, man. I will be sticking with Atomic Edition assets on my maps. I won't be needing DC/Caribbean/World Tour tiles myself, but if you want to use them in your maps, you are free to add them.
I haven't edited def files yet myself, but I'll look into Aquatic edition and Duke Tournament (eduke compatible versions) defs for reference. They had Overlord and Cycloid Sentries. I will howerer use the health values of World Tour. I have done decorate, dehacked and actual programming with java, c, c++, and c#, so I'm pretty sure I have no problem with def editing. After all the 2 sentries have their behaviour coded on the engine, they just have 1hp on default. It also would be cool to use big bosses inside the maps without them ending the episode like in the 5th episode, but I'm not sure is that even possible on default eduke or only in stopgap version. I want this to be fully atomic edition + normal eduke compatible after all. World Tour and stopgap will not be required to run this.
What comes for pistol starts, I'm open with anything. Technically we could do this like in most doom wads, so that maps are completable with pistol start, but not forced.
>>11825576Can't connect to server. Maybe the md5 thing is the problem. I'll try the makefile
>>11825604If you're following the instructions here:
https://www.wiki.srb2.org/wiki/Source_code_compiling/Makefiles
Make sure you run the "make clean && make" command from the src folder, they don't tell you that.
>>11825634still can't connect to server sadly
>>11824818Though this was a Max Payne comic from the thumbnail.
https://kart.moe/building-srb2-kart-for-linux/ idk if this is gonna be of any use but i used this guide to compile the server, just gotta replace the repos with the relevant one
My Amuscaria-themed reskin for OHM is almost done, just gotta add some Nugget-specific sounds and that's a wrap.
Thanks to a friend, the goofy Hell-Forged girl mugshot actually looks damn good now. Reminds me of Lara Croft before the reboots.
Crazy how changing out the gun sprites and making them more responsive suddenly made me really fucking keen on playing both BTSX E1 and E2.
what are the best puzzle wads/maps? I already downloaded cyberdreams and the given
GO
md5: 60207d20cf408862054a9e9c721afaee
๐
https://www.youtube.com/watch?v=fRg4BfTaQjA
God I fucking love this mod's aesthetics.
>>11820940What gameplay mod is this bruv?
>>11824663Thanks. Now that I can actually make it oscillate, it was fun messing around with voodoo movers to do stuff like make them oscillate in sequence, or set them to 255 to simulate alarm lights