DOOM THREAD / RETRO FPS THREAD - Last thread:
>>11819310Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~
FAQ/GENERAL GUIDE
https://rentry.org/vrbin
SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/wWS8zXz
Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0
== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU
PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games:
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA
Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z
== INFO/LINKS ==
OFFICIAL DOOM WIKI
https://doomwiki.org/
WHERE TO FIND WADS
Vanilla/Boom: https://doomworld.com/forum/4-wads-mods/
ZDoom: https://forum.zdoom.org/viewforum.php?f=19
/idgames: https://doomworld.com/idgames/
MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/
== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom thread"/type/op/
OUR WADS/MODS
https://rentry.org/vrdepot
MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB
IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://clovr.xyz/wadsup/
MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
=== CURRENT PROJECT ===
/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
RELEASE CANDIDATE 3: https://files.catbox.moe/aoucg0.7z
MAP08 needs its update applied.
=== NEWS ===
[6-25] Skulltiverse II, MBF21 community project with custom monsters.
https://www.doomworld.com/forum/topic/153925
[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)
Doomguy boiling in a pot of shit.
>>11825738 (OP)>>11825740Please use the updated version of the "so you wanna play doom" picture, which is https://imgur.com/a/kPeNfTo
>>11825746Jesus christ, how terrifying.
>>11825747It looks more like he's adding to the pot.
>>11825747That's a lot of shit.
>>11825754If there's any man who gets shit done, it's Doomguy
>>11825752Why do you feel the need to be contrarian?
Anyone have an idea for a Doom challenge, or should I try to come up with one?
>>11825774sunlust map30 uv-max with fast monsters
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?
>>11825778I'd have to be able to beat it myself.
>>11825774>InfiniteREKKRsion
INTERPIC
md5: 6e798afa21ee25e3db821ee29bd48678
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CLASSIC DOOM CHALLENGE: Indigo Edition
I challenge (You) to beat SUNLUST MAP08: ONEIRA
Casual difficulty: Respond to this post with a screenshot of the intermission screen as proof of completion (you can use saves).
For bonus points: Respond with a successful demo, and include your time or a screenshot in your post. Winner is the best UVMax time.
Practice the final fight BEFORE you record demos.
>Why this map specifically?
This is the first Sunlust map that I loved. This map is difficult, but it's not unfair. And it's very aesthetic.
Records:
https://dsdarchive.com/wads/sunlust?level=Map+08
>UV-Speed 0:21 https://youtu.be/No_V6GMd5KE
>UV-Max 2:52 https://youtu.be/yV2Uz7YUpyk
>Tyson 22:21 https://youtu.be/xDpcbdTLlsY
>Pacifist 0:21 https://youtu.be/No_V6GMd5KE
>Stroller 0:57 https://youtu.be/rQGDpmZQhC0
>NoMo 0:23
>NoMo100S 0:58
Example demo recorded only for you uvmax 12:21: https://files.catbox.moe/dxuvvf.zip
INTERPIC
md5: 525d1cdbd966ea7db9517c0e6bce950f
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>>11825738 (OP)CLASSIC DOOM CHALLENGE: Indigo Edition
I challenge (You) to beat SUNLUST MAP08: ONEIRA
Casual difficulty: Respond to this post with a screenshot of the intermission screen as proof of completion (you can use saves).
For bonus points: Respond with a successful demo (don't post deaths), and include your time or a screenshot in your post. Winner is the best UVMax time.
Practice the final fight BEFORE you record demos.
>Why this map specifically?This is the first Sunlust map that I loved. This map is difficult, but it's not unfair. And it's very aesthetic.
Records:
https://dsdarchive.com/wads/sunlust?level=Map+08
>UV-Speed 0:21 https://youtu.be/No_V6GMd5KE>UV-Max 2:52 https://youtu.be/yV2Uz7YUpyk>Tyson 22:21 https://youtu.be/xDpcbdTLlsY>Pacifist 0:21 https://youtu.be/No_V6GMd5KE>Stroller 0:57 https://youtu.be/rQGDpmZQhC0>NoMo 0:23>NoMo100S 0:58 Example demo recorded only for you uvmax 12:21: https://files.catbox.moe/dxuvvf.zip
>>11825790Christ, that looks tough, tougher than I think I could do.
>>11825793I'm going to sleep so i'll post one demo I already have of it https://files.catbox.moe/bb1feb.lmp
tomorrow i'll mb try beating it one more time
most bullshit moment for me is getting the bfg
>>11825794>suggested testicular chocolate>mm-anon lost>beat autistlol, lmao
>gay works extra malice looking>probably retarded kinda design>free boner
>>11825797It is way, way easier than the previous thread's map, and you can also use saves, and you have however-many days to do it. It's very short; the record UV-Max is below 3 minutes. The map is actually easy once you know the fights. It's like a few mini combat puzzles; once you know the solution to the puzzle, it's easy.
>>11825812I wasn't cut out for that one either. Also, how are saves demo compatible?
>>11825813did u read the post anon
>>11825816i saved this reaction image 13 years ago
>>11825816No, actually. I guess I could do it casual.
>>11825824I just hope other people who haven't played the map like it as much as I did
>>11825596Do you think the sentries would work on other source ports like Build gdx, Rednukem and Raze? I would imagine con scripting and def editing is supported but I've never messed with it.
Been working on some texture pilfering / organization and making some custom assets too. Dunno when I'll be done, should be somewhat soon. Made an optional replacement for tile0, it's the Ion Fury grid tile. Helps with prototyping layouts in mapster, just put it in the same directory.
https://files.catbox.moe/enaffw.zip
skela1d1
md5: 1a38e0e6369e3c9d94ac6c4ab9c306dc
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i've been too busy playing doom for the past 4 days to post in this thread
I just played E1M1 of Quake 64.
And not that remastered shit, the actual OG.
>>11825805>already has a demo for itDoes this mean I chose the map well or poorly?
>>11825852>will it work in RazeProbably not and thats a good thing. Raze is a bad and you should feel bad for using it
I really do think there should be a theme for Duke project to keep it consistent. Also would be neat to have nice connections between maps, build is known for that stuff.
>>11825879Ok, you want a round of applause or something?
>>11825816Why are women like this weirdly cute?
>>11825774300 minutes of /vr/ map29 without looking at the automap
>>11825852Rednukem is based on eduke, so they might work on it. Raze and buildgdx seem to have quite limited modding support and I'm not sure can buildgdx even play all the official expansions. I'm aiming for eduke compability, because 99% of players and modders use it for mods. I'm not sure do Raze or buildgdx exclusive mods even exist.
Thanks for tiles. I'll download them on saturday evening when I get back to home. First thing I'm gonna do is to start some very early prototype build of this episode, not actual maps yet, but grp file that includes
>those new art files>def/con files with overlord and cycloid sentries with corrected amount of hp>title screen>episode selection for duke it out on /vr/>testmap for sentriesI'll upload it to catbox, do proper announcement of the project, and then start making my first map for this, and will be posting progress updates.
>>11825915Project leader here. I'd rather not have a strict theme, since this is /vr/'s first Duke project and I don't want the theme to discourage anyone from joining. If this project goes well, and we'll get nice amount of maps, the next Duke project will definitely have a theme. I can howerer organize the maps so that there won't be a single sudden space map between city maps, but the map difficulty will also affect their order. We'll see how it goes.
images
md5: 46d06abe42049f80db381cc56a84b7bd
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I noticed something while recording Duke3D and Blood demos.
If you record a demo on NotBlood, the demo knows whether or not you were using auto-aim. However, the demo does not save whether or not you have slope-tilting enabled. I'm not sure if this can cause desyncs yet. Not sure how this interacts with DOSBlood yet. We confirmed that NotBlood demos playback in DOSBlood, but no one ever specifically tested this.
Slope-tilting is not an option in eduke32; if you turn off mouselook it is automatically on. But, if you are recording a demo in eduke32, the demo does not save whether or not you used autoaim. So if you record a demo that uses autoaim but disable it in options, your demo will desync, and vice versa. eduke32 uses its own demo format and won't run on duke3d.exe, but duke3d.exe doesn't have a level warp in options so you can't record anything besides L1 demos
Is a Duke3D demo challenge something you guys are interested in? Last one only got one reply.
I see a lot of talk about a Duke3D project but are you even any good?
>>11825961Good shit man, looking forward to it. That TILES000 replacement is just for mapping purposes, replaces the first texture only. I'll try to get the TILES020 file done by Sunday or early next week. I'm gonna start sketching some layouts and thinking up locations in the meantime.
>>11825982>slope-tiltingI still have no idea what the fuck it is. Camera tilt when standing on a slope?
>>11825987yes, default behavior in the games but so is having mouselook off
>>11825961>>11825980Alright, weather report anon reporting in (I call myself mapster anon because I'm the only one shilling it in these threads). Might shit up something if the deadline is not too strict. Is custom music allowed?
>>11825994kek
>>11810975i was gonna post that one after sunlust map08 since it's a lot harder
>>11826000Groovy. Custom music is allowed, and now that I think of it, actually even encouraged. Deadline is atm january, but I can consider making it longer (maybe even to next summer), so those who join later have time to finish their maps. After all, there is no hurry, and it's better to get more participants than rush this out.
>>11825793https://files.catbox.moe/0fu2y7.lmp
died to the cyber infighting room on my first attempt but second try ain't bad
I should go back and finish sunlust I feel like I'm decent enough at the game now
doom12
md5: d642a122310f1bde001639226e49064c
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>>11825805I noticed you try to shoot in-between the hellknights instead of directly at them which caused you to run out of shells prematurely. Also I forgot you can telefrag the cyber lol
>>11826049Nice, 9:44 is the fastest time so far
>I should go back and finish sunlust I feel like I'm decent enough at the game nowThat's what I'm talkin' 'bout! (You)s like this make all the effort of recording and writing worth while.
>I know, I'll make a maze
>Not a big one, just enough to be an obstacle for a bit and to force tight close combat
>You look at the maze from the start and almost all of it draws on the automap right away
>But I don't want people to be able to just look straight at the automap and have the layout to quickly figure out a solution right away, that ruins the point!
>But I also don't want to just permanently hide it from the automap because that would be an obnoxious and dickass thing to do!
>I guess I'll put invisible walls on top of the physical walls
>It works!
>But now you wouldn't be able to see the start of the level all the way from the end, to have like a little vista of walls like in Hellraiser 2
>What if I use action 242 - Create Fake Ceiling And Floor?
>Apparently this will 'let vision through' for the automap and now it draws the layout again
>Why?
>Fine, I'll just have to like open that fake wall once you get to the exit so that you can get that cool overlook over those maze walls
>Test to see if it starts drawing the walls when you're on the other side
>It fucking does
That's extremely annoying. I guess I'm going to be putting those invisible walls running on top of ALL the brickwalls in the maze so that the layout doesn't get spoiled right away. Like, I have the solution, but I'm annoyed that I must do this.
>>11826096Tag the linedefs to not appear on the automap
>>11826109No, that means you NEVER see them on the automap, that means the player can't gradually draw out the maze as they explore it, to help get their bearings.
>>11826115Leave health-potions so you can visibly distinguish where you have or haven't been. Also make the maze more mild to compensate for the blindness
Duke project leader here. I'm a flow and getting ideas for alternate ammo types / firing modes and technically all these should be possible to do on eduke. It will take some to get used to this "heavier" con editing, but if I get these working, I think they would be cool as fuck. Would include these on test map.
2. Explosive ammo for pistol, which makes pistol a viable end game rapid fire hitscan weapon
3. Explosive ammo for shotgun, like in Duke 64, but instead of one huge explosion each bullet puff would be replaced with small devastator explosion, should be able to one-shot pig cops, enforcers and octabrains
4. Laser ammo for ripper, which would make it a kind of plasma rifle/hyper blaster of Duke, would shoot those trooper laser projectiles in rapid fire
5. Nuke for rpg for some heavy clearing, just like in Shadow warrior, you could only carry one at time (might be harder to code since no Duke mod has anything like this, unless I could use Shadow Warrior cons as a reference, I gotta see how much different it is)
6. Alt mode for pipebombs which makes them detonate instantly on hit
8. Auto shotgun mode for devastor inspired by Duke Plus
10. Alt fire for freezer which shoots bouncing shards like Q2's ion ripper which do heavy damage instead of freezing, inspired also by DukePlus but i'd rather use sprites for shards instead of 3d model
Is this too much? Or do you guys want to keep weapons as vanilla as possible?
>>11826123I'm not gonna make the maze completely the same all over, some paths will look a bit different and there'll be landmarks.
>>11826123Instead of health-potions use megaspheres, and make it a damaging floor.
>>11826125Not to hurt your feelings but I don't like any of those weapon ideas. Best to spend time mapping, or doing mapping-adjacent things like playing other peoples' levels or looking for midis, instead of coding new weapons
>>11825982>We confirmed that NotBlood demos playback in DOSBlood, but no one ever specifically tested this.Slope tilting has no effect over the game loop - it's applying during rendering while your crosshair still remains looking straight.
>If you record a demo on NotBlood, the demo knows whether or not you were using auto-aim.Demo recording has to hardcode autoaim on or else it will cause desyncs with other ports that support demo playback (demos are always assumed to have autoaim on).
Recording with -noaim for the original DOS 1.21 release will let you record a demo without autoaim, but it'll desync everywhere else (DOSBlood fixes this).
>>11826125I think you're probably overthinking this thing if you want just a starter mapping project.
>>11826153I don't take that as an offense. It's good that someone keeps my feet on the ground. All's good. You are right that I should focus on basic things instead of making this a clusterfuck of too much content. Saving those ideas for a future solo project. Keeping this project vanilla-ish, with only gameplay addition being those 2 sentries.
>>11826161Yea, I kinda went too far with that. I appreciate that you guys stop me from getting too over the top with this. Focusing on more important things on this project.
>>11826173New monsters are appreciated. I can never have enough of those. The revenant and arch-vile and pain elemental have interesting interactions that no Duke enemy has
>>11826208Yea, if someone has good ideas, I could include some enemy variants with different color and different attack.
>pain elementalPain elemental that spawns sentry drones, oh god no
>>11826208Actually I could include Alien Queen Sentry too. It's kinda like light arch-vile and pain elemental combo as it has hitscan attack and it spawns protector drones.
>>11826158>DOSBloodoops I didn't realize that was a distinct thing, i was using that term to refer to blood.exe from OUWB
>Slope tilting has no effect over the game loop - it's applying during rendering while your crosshair still remains looking straight.TY for clarifying. That is why, if my auto aim misses, I shoot parallel with the horizon instead of parallel with the slope.
>Demo recording has to hardcode autoaim on or else it will cause desyncs with other ports that support demo playback (demos are always assumed to have autoaim on).Dang. I think freelook+auto-aim is cheating because it's the best of both worlds. I will record without freelook, then.
>>11825960Demos don't record automap checks afaik
>>11825738 (OP)>Wait! I just wanna talk to you!
>>11826115>that means the player can't gradually draw out the maze as they explore itBack in my day we used graph paper to draw the dungeon, and we damn well liked it.
>>11826359This isn't Metroid, it's Doom, the automap is a default feature.
Untitled
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>>11825738 (OP)>https://imgur.com/a/wWS8zXzand so the Second Megaman Schizo War began.
>>11826515Post the second one.
>>11826096I want to try this once you're done with it please, just the fact you want to recreate that shot of the maze and go to all this trouble is very cool.
Also isn't there a way to tags walls as one-sided in automap mode? That way they'll still show up as you go through, but it won't fill in areas beyond the walls you go up to.
>>11826526>just the fact you want to recreate that shot of the maze and go to all this trouble is very coolWell, it's not a 1 to 1 recreation, just a vague inspiration.
>Also isn't there a way to tags walls as one-sided in automap mode? Would that block the automap drawing?
>>11826516don't have a second one
>>11826125Too much. Just leave it be as is, better put time into maps or fixing boss sentries
>>11826096>242 - Create Fake Ceiling And FloorHey, are you tired of real floors?
Just cluttering up your wad, where you walk on ’em, and they actually support you? And you can walk across them? Not our floors!
These floors don't support anything
Try to walk on em. They're not walkable. I guarantee it.
None of them are walkable!
Dont belive me? Read our reviews below!
>>11826527I think so? I'd have to try it to be sure. UDB gives you two tools in automap mode, one hides lines from the automap and one makes lines one-sided (which I think means you can't see "through" that line on the auto map)
>>11825935Well is the remastered game's "Quake 64" more worthwhile?
>>11826553Yea. Agreed. I got over excited. :D
>>11826598Better controls at least. You can play Quake 64 also on ironwail/quakespasm, which is the best way to play it imo.
Now I've been told by two people I might have issues with this map. Is there like a hard limit to know when to stop adding stuff? I know with UDMF it's like, 40,000 vertices or something but that's I think just a total and doesn't talk about performance.
>>11826608Dang. I'm sorry, at least it was worth trying though.
>>11826641You desperately need some closed off spaces if you want acceptable performance. I think that's a bigger issue than the sheer size and likely detail of the map, no sourceport likes huge, wide open maps with no single-sided linedefs around.
AFAIK there's no real limit with UDMF, thought MBF21, Boom and limit removing maps do have a 60,000 sidedef limit if memory serves me right.
>>11826663Ugh.
I might just scrap it then. I can't really think of a way to fix it that doesn't go against what I wanted to do in the first place (and doesn't rub up against Hideous Destructor's increased mobility - I wanted to make it something the player could mantle and crawl through).
Introducing big walls into it might work I guess though I also wanted the player to be able to see the end of the map from the start of it, and again that seems to work against it.
Now to figure out if there's some other idea I want to do instead. Thank you anon (genuinely, I know it sucks but I appreciate the feedback)
>>11826663God damn that makes me sad that build has such small map limits. It works much better with huge open spaces
>>11826641I wouldn't count on more than 32767 of anything to work. linedefs, vertices, sectors, things. see here for example:
https://doomwiki.org/wiki/Linedef
v1 and v2 are both int16_t, not uint16_t. some forks might life this limit to 65535 by going unsigned. but again I wouldn't count on it
Is there a Quake source port for the OG Xbox?
>>11826687Did you mean to type that into google?
>>11826706Yes, my bad. I went through the trouble of bringing up a post box, writing up that message, clicking "Post", and then refreshing the page before realizing that I was on the wrong site the entire time.
Cacodemon inflation rule34
>>11826730I don't really get wanting to inflate already round creatures.
now the cacodemon girl on the other hand
>>11826686>I wouldn't count on more than 32767 of anything to work. linedefs, vertices, sectors, things.That's definitely not true, I can think of countless levels with almost twice that many linedefs and vertices.
are you guys gonna spaz out if i post a youtube link instead of a catbox? is there a better anonymous video sharing service because catbox buffers like crazy even if reduce the quality to DOS. just want to post sigma testing of my AI improvement mod (it's not quite alpha or beta at all, lots of zscript to figure out still)
would you guys prefer a demo with the WIP mod in a zip
>>11826778ok
here's what i got so far
>monsters are FAST and erratic>no random damage>monsters have some lag in where they aim to compensate>shotguns fire more pellets with less damage (roughly same damage overall) to compensate>monster attack speed, projectile speed, doomguy weapon attack speed, and weapon switch speed increased 1.5x>healing/armor items buffed to compensate increased damagethere are a few more things i need to figure out before i post me getting fragged 50 times
>function to chase player forward without attacking instead of move randomly>pain chance proportional to HP left (0% chance at full health, 100% chance at 1 hp)>monster accuracy decreases the faster the player is moving>imps lead the target like monsters do in quake nightmare mode>who am i quoting?Few other thing i need to figure out:
how to create a mod menu with difficulty slider:
>I'm Too Young to Die (Slower monster speed)>Hey, Not Too Rough (Default)>Hurt Me Plenty (1.5x Monster Damage)>Ultra-Violence (1.5x Monster HP)>Nightmare (Decreased pain chance, increased accuracy, and even faster projectiles (not remotely fair))Every monster is going to have a slightly different AI, for example, zombiemen have the flag that keeps their dinstance, i want shotgun guys to charge you, imps if they get in melee range lunge at you, and that's as far as i got on the monster overhaul. because demons already move absurdly fast and start glitching if i try to make them move faster, i'm going to try to figure out how to program some sort of lunge into their movement
i'm kinda tired today so i think i need to take a break from scripting and do sane and reasonable things like take a shower and cook food
i made 3 clips of what i got so far gonna post em
i call the mod the zoomguy
gotta go fast
this area is tough tend to get fucked here a lot, but once you get the chaingun e1m2 is not so bad
i've tested up to e1m3 but didn't do anything to demons aside from +ALWAYSFAST, so far and need to figure out the new demon ai next
>>11826839Bitrate's gotta go fast too.
>>11826837If e1m1 is fucking you up that badly, the vast majority of maps will be virtually unplayable.
>>11826837How'd you get that shiny floor?
I can't think of a new map idea that I want to do
>>11826871i just whipped up a quick few clips and didn't sleep good last night, if i concentrate i can clear e1m1 at 100+/200 and e1m2 at like 160/100
still trying to calibrate the difficulty
you get fucked up, but enemies drop items to even it out
slaughter maps might be unplayable but i'm trying to make vanilla doom a skull bashing experience for my own personal amusement
>>11826663Can I ask: when you mean performance issues, what kind of hardware are we talking about? And for those kinds of issues shouldn't it be apparent within the editor? Or is this only something that is noticeable in gameplay?
(For reference: this is probably going to be GZDOOM only because it's a wad/mapset built for Hideous Destructor which requires it)
>>11826125think about how many mappers/maps you'll get for your shitty project before going full dopamine on ideas.
>>11826941>performance issuesThey make a pill for that these days, fnarr fnarr fnarr.
>>11826941>>11826941Any hardware, honestly. GZDoom is an unoptmized mess and any map that has a lot of open spaces *will* slow it down to a crawl, because the renderer shits itself if you don't have some single-sided sectors in there for some reason. I have no way of telling just how large your map is from that screenshot but it does look like you'd start running into performance issues, hell, while chatting with Vostyok regarding level design for an urban map, the first thing he told me to do was to get some big buildings on the edges of the map and strewn about the place to give the engine some breathing room. This happens in just about any port that isn't Helion, which is purposefully made to handle that sort of map even on decade-old hardware.
This stuff will never be visible in the editor and there are no safeguards against it either. You'll just have to test it in-game, though I must say you're not obligated to account for other people's hardware either - make what you want to make, but don't be surprised if not a lot of people check it out because it lags to fuck in their machine.
>>11826749>I can think of countless levels with almost twice that many linedefs and verticeshow many work in the original game or Chocolate Doom?
>>11827016you clearly don't know how a bsp works if you don't understand why you need single sided sectors it can't compile vis lmao look up what a leak and visplanes are
I just replayed episodes 2, 3, and 4 of DOOM with the "Text 2 Doom" mod and I had a lot of fun. Something about changing the audio to something softer and sillier makes it more fun for me. Are there any other full sfx replacement mods floating around? Preferably something stupid.
God I wish nu-doom had never been made so I could google for this type of thing and actually get relevant results.
>>11826845My dude, just use boram:
https://github.com/Kagami/boram
How bad is the idea to buy 256gb micro sd to store doom, quake and other game content? My laptop is running out of space
>>11827027I know it'll lag and I know how to prevent it.
Seems enough to me.
>>11827034to filter out nu-doom bullshit google understands "classic doom" or "zdoom"
also, i'm the fag with no computer, though there are two things on the horizon:
1) android is adding a linux terminal, it's on pixels and i'm waiting for my galaxy
2) when they patch it to support my new phone, there's an x86 emulator called winlator that can apparently play retro steam games no problem, might look into it to also do mapping or something
>>11827048Get an old laptop, don't connect it to the Internet. It's easier.
>>11827016I've been trying it out as I build it and it's okay so far, though admittedly my hardware might be above the normal spec.
>make what you want to make, but don't be surprised if not a lot of people check it out because it lags to fuck in their machine.Fair. I realised I had in my head the idea of making things for others though instead of making it for myself. (Plus given how little feedback I got for my last map I kind of have to assume most people won't play it anyway, if you'll let me be salty).
>>11827027I don't know what those are
>>11827052i have more important things to buy at the moment and i need to save up some money in case my car breaks down or i'm screwed. had a $1000 repair last year
i would only want a computer to get my dumbass off disablity making an indie game. even the federal government is ditching windoze 11, and if i really wanted to, i could just root my old phone and install ubuntu on it instead
>>11827034>Are there any other full sfx replacement mods floating around?decino.wad, maybe?
Also a quick google search gave me this dw thread https://www.doomworld.com/forum/topic/136706-i-there-any-other-decinowad-wads/. Might be something useful to you in there.
>>11826125I'm the dude working on tiles and mapping, gotta agree with everyone else on that matter. Let's get the custom enemies in and focus on the level design process. It would also be preferable to maintain compatibility with as many source ports as possible as well. 500ml of /vr/ breaks in fresh supply (ram ranch barn stacks and tee off scripting) so I'm going to try my best to prevent that this time.
>>11826946We have 4 assumed mappers by now (myself included), and I will be making at least 2 maps (maybe even more). So there's gonna be at least 5 maps, if nobody else joins. 500ml had 6 maps, so it's fine for build project, but since we have a 6 month deadline (that can be extended), I realistically expect more to join. You are welcome too.
Anyway I abandoned the alt ammo/alt firing mode idea as 3 anons didn't want that. This is /vr/ project after all, so I don't want to fill it with stuff, that's not okay for rest of you. I made the mistake thinking that it would attract more mappers, but it might just do the opposite, so no new weapon stuff for this project. This is project for us all, not just for me.
I'll be making the proper announcement for this project next week with the release of pack with art tiles provided by another anon and cons for miniboss/sentry fixes that I'll be doing myself. And yea, it's ok for maps in this to be shitty, because this is a open project for all /vr/ guys. I'm not gonna go elitist. But anyway this is going to be awesome, even if it will be shitty. :D
>>11827161Yea, thanks for the feedback. I will focus on the enemies, maps, testing, and other little things for making this project reality. I won't add stuff that's not okay for the rest of you as this is project for us all.
>>11827025He's mapping for fucking GzDoom
Guy who made anarch just released a very esoteric racing game
https://drummyfish.itch.io/licar
>>11827027>ou clearly don't know how a bsp works if you don't understand why you need single sided sectors
WANTED
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If anyone sees this man please contact the authorities
>>11827247then why even ask? if it runs it runs
>>11826523She's not playing quake though, hand isn't on the keyboard
gonna take a break from modding to play SIGIL and SIGIL II. never played before, but i hear it's good, should i play blind on HMP, UV, or UV FAST?
>>11827368UV or you miss most of them cyberdemons.
I've only messed with doom builder a few times and I wasn't very good at it, but I'd like to try again and get this idea out of my head:
As a brainlet beginner, how complicated would it be to design a single map wad defending a pillbox from a wave of enemies? I also can't decide if it would be better to halt an advancing column from one direction or have to defend 360 degrees. I'm just an autist who likes to shoot things from cover. Thanks.
>>11827390It would be pretty easy in an map format.
In UDMF you can just make a script that spawns enemies until you stop it (e.g. with a button). Obviously warrants a basic understanding of how scripting languages work.
In other formats you can just make a conveyor belt that pulls enemies towards a teleport and makes them teleport in front of your pillbox. I could probably do that in like five minutes.
21530L_2
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>>11827405>In other formats you can just make a conveyor belt that pulls enemies towards a teleportWonderful. Oh fuck, now I have to try.
>>11827390I'm just memeing, I wouldn't actually stoop to that level.
>>11827428A fiendish notion. I'll probably play with that later though. I forgot all about it since its earlier iterations. It's probably a lot more interesting now.
>>11827390I don't know how you could accomplish being surrounded 360 degrees in a pillbox. The enemies would be on you before you could clear them unless using lots of BFG. Coming from one direction, however, is doable. Even Duke Nukem pulled this off, on the level "Going Postal." It's the closest Build got to slaughter-gameplay in the 90's, I think. Maybe you can make a level where you are getting backed into a corner, and your goal is to give ground as slowly as possible because once you run out of space you can't move.
>>11827371jesus christ i might be too smooth brained for this. the enemy layout isn't too hard for e5m1 but i've fallen in the lava 4 times...maybe i should use the walk button >_>
pew pew
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>>11827435I wonder if I could place friendly marine NPCs in spots and trap them in place to serve as living turrets. Also, I remember that spot in DN3D and you've got a good idea. I think I'll work the idea out as a drawing first and then think about how I want to do it. Probably look at some schematics of real pillboxes for inspiration. There should be ammo and first aid. Thanks for the input.
Holy fuck there are so many types of pillboxes...
ok i guess in order to deal with the end of the level i can't get hit at all early in the level to deal with cacodemons at the end. i was getting bored and about to turn it up to UV fast then i finally got killed by a monster instead of my own incompetence. maybe i should just run past them. i hope the other levels aren't as cramped as this one. fuck my life, can i get a health pack please
>>11827458>i hope the other levels aren't as cramped as this one.Suck it down.
>>11827463it took a few decades but john romero finally made me his bitch i guess
i think it's a good layout for a map i just wish the bridges were like 50% wider so i don't feel like i'm playing map29
For being made by supposed doom veterans, dimension zero kinda sucks ass
>>11825793Max in 10:27
https://files.catbox.moe/yra5p6.lmp
Died way too many times in the BFG fight
>>11826534>he doesn't have the second one
>>11825960well, I looked at the automap
do I need to see a medic?, I'm worried
>>11826515Fucking found it. Don't lose it, again.
>>11825747Who shat all that shit?
Diamond Dragon is really fun, it's like a spiritual successor to Demonsteele because the sword is even better somehow.
What the actual fuck is this thing though?
>>11827625some guy in [s4s]
>>11825793i'm not interested in doing a pistol start UV-Max on the 8th level of a wad, but i'll check this wad out. that boss fight looks fun
i never played many custom wads back in the day so this should keep me busy after DINNER dinner dinner
>Sunlust is a set of 32 boom-compatible maps for Doom II, designed to be played from pistol start.
oh, am i supposed to pistol start all these levels? it's not 32 maps to be played in a row? am i a baddie if i bring my gear over from level to level?
Lately I think I am coming to admit, I enjoy Quake more than Doom. I just wish there was as much high quality fan made content for Quake as there is for Doom. I mean don't get me wrong there is plenty of it, but nowhere near the same amount.
I should get around to learning Trenchbroom I guess.
I am also having fun playing botmatches for nostalgia in UT99 and Q3. Is there a sourceport that improves the Q3 UI at all? I wish it was easier to make like, a playlist of maps and bots like you can in UT for some comfy fragging.
>>11827632>What the actual fuck is this thing though?Modmaker's Garfieldsona
>>11827632I feel like the actual spritual successor to Demonsteele is Daemon Toolz, seeing as Term's the one making it.
>>11827641Type the map into the console (MAP01, MAP02 etc) and it pistol starts you from there, as if you had died and restarted. I think they all have death exists in that wad so you can't carry stuff over though, but Icould be wrong.
But in general though, I wouldn't worry, pistolstart autism is dumb because half the time the levels just give you all the guns within like 10 seconds anyway. It's only worthwhile if the authors have some restraint like what is it, the first Scythe I think? Where he edges you with SSG denial for like 12 levels
>>11827634>i'll check this wad out. that boss fight looks fun>i never played many custom wads back in the day so this should keep me busyIf you've genuinely never heard of this megawad, then play it on Hurt Me Plenty. One of the authors of this megawad, Ribbiks, believes that levels should be designed with Hurt Me Plenty as the intended experience, with UV being an extra challenge for people willing to no-life the shit out of the game.
>>11827434I can't get it to stop generating a bunch of random fake doors and buttons that don't do anything. OBLIGE is a lot better to me, because it's just cleaner, or easier to make cleaner. Might be a skill issue on my part idk.
>>11827641>am i supposed to pistol start all these levels? >supposed toNo. The idea that sentence is trying to convey is that the levels were all balanced for pistol-starting in mind. They did not playtest the levels with weapons carried over from previous maps. You can still play continuously, of course, and if you really are this new, then playing continuously and not with pistol-starts is a must if you play this megawad, probably even on HMP
>>11827653yeah i know the console commands if they overlap with quake and looked up a bunch of the new ones. the latest version of gzdoom has pistol start in the settings...not sure what else to set. the readme says this mod is for experts so i think i'll leave autoaim on and monster speed off for now, try UV then if i can't handle that try the rare HMP -fast and see how that goes
>>11827643there's a pretty good port of quake 3 called quake live a lot of people play it but i'm not sure if it's welcome in your thread
>>11827641don't worry many maps have death exit anyway
>>11827643Yeah, I came to that conclusion last year - Quake just feels better to play, but unfortunately no fucker makes maps for it outside of those Slipseer guys and they just make the same shit over and over.
>>11827657>>11827663i'm more of a quake dueler/CA player so i'm no scrub but i'm getting old so i don't play anymore. i've basically been playing JRPGs for the past few years then i got a mouse for my phone originally to play lichess then it hit my news feed that classic doom got a patch so i bought the beth release, beat doom 1 on UV then got sick of the issues with beth doom and discovered delta touch, beat ep 1 and 2 on UV Fast with Nightmare reflexes and before i did ep 3 and doom 2 got sidetracked into modland
i haven't played an fps in several years so i'm shaking the rust off but my aim's alright, been considering getting into UT99 now that it's open source. the biggest problem i have is my keyboard is not meant for gaming so you have to be careful to avoid keys jamming and has no wrist wrest...gonna replace it by year end
>>11827641I did it keeping my weapons. I always found it weird how Doomguy just throws them away after just barely making it to the exit.
>yep, just barely made it through all those demons>this here shotgun sure came in pretty handy>welp, time to throw it away now>surely the next map won't have demons trying to eat my face, I'll probably not need it anyway>>11827653>I think they all have death existsThere's like, 2 or 3 death exits.
On map28 you specifically have a whole optional fight that leads to a secret exit that doesn't kill. The map literally rewards doing the extra fight with allowing you to keep your weapons.
I understand the devs made it beatable and intended for a pistol start but they're anal about it and carrying over you weapons don't break the balance too much. On the levels where it would break, you have a death exit on the map prior.
>>11827676I'm glad you liked the map enough to want to play the megawad. It's why I picked this map :D Just be warned, if this is your first megawad then you might want to try playing on easy difficulty (Hey, Not Too Rough). Even Map17: The Womb will absolutely push your shit in on HNTR since you are new. Warp to that map to see what I mean
>>11827707i'm playing on UV and i just need to learn the monster placements
i got to the yellow key and the hell knights before i tied
i died like 20 times in the map01 berserk pack room before i realized i should just fight the mancubus and revenant with my shotgun, get a good chaingun stack, then move into that room
it's pretty cheap making me fight all this bullshit without even green armor but whatever i'm still having a good time. im realizing it's easier to just let them kill each other and then go back in later and that's just how it's designed
fuck heavy weapon dudes. also, that soul sphere is totally trolling me, there must be some trickjump or switch to get it
Where can I find this mythical Hexen DotDC version 1.1? Every version I find is the no-music V1.
>>11827707what the fuck is going on? pretty cool aesthetics but i can't figure out how to even beat the first room with just a soul sphere and chaingun. guess i'm supposed to pussy out and let them aggro each other
i've been up since 6 am i can't handle this right now
>>11827770The gimmick in this map is that the big teleporter in the center is monsters-only, and it teleports enemies into the crusher. That's not even the hard part. The hard part is the fight with the rocket launcher. You will need some slaughtermap experience to survive (the trick is to prioritize rocketing the imps and pinkies first to make space).
>>11827756> that soul sphere is totally trolling meIt's the John Romero method of showing you there is a secret so that you hunt for how to get it. You can SR50 onto the ledge but it's tricky. The intended method is a secret teleporter somewhere
>i died like 20 times in the map01 berserk pack roomWait anon are you not aware of the pro Doom monster strats??? https://youtu.be/HJcf0aOwmiA
Protip
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>>11827809i knew the trick to juke out the melee animations actually but not on the comical scale of that video amd not the other tricks either, and it was the heavy weapon dudes that were fucking me over
did you know this trick? you should use this for the thread OP some time
my first few attempts on the map i thought i needed to get the berserk pack and get the yellow key and then go punch fatso in the face and i realized i was going the wrong way - easier to clear out the other side and get ammo
i need to get some sleep and then if i get my check tomorrow i need to do an assload of shopping and then inject 420 marryjewannas
depending on whether or not a particular import i've been eyeing is still in stock i'm either going get that or if it's out of stock get a 120hz monitor, then i gotta go to the walton mart and i have a drs appointment, won't have time to doom
>Go to Akinator
>Think about Snowfall from AMC Squad
>Akinator didn't guess him
For once I won against Akinator
>>11827553good job anon, most unique route so far
>dsda 0.25.6can u hook us up with a copy my dude? that's the last version with glboom lighting and i lost it when my laptop died. another anon was looking for it too
>>11827651>Daemon Toolzqrd? google ain't helping no matter how i spin it.
>>11827862TL;DR Term's making a very actiony and slick gameplay mod that has a distinct hackerman aesthetic to it, the protag has a katana as a melee weapon, he can do parries and shit, and has totally unnecessary but cool stylish moves with all of them.
Also in order to pick up keys you have to Hollywood hack them first, which means you have to go up to them and mash your keyboard to complete the hack. You can see him fucking around and playtesting it here.
https://www.twitch.tv/videos/2492525811
It does my heart good to see him back on his bullshit again.
>>11827869What happened to make him take a break anyways?
What do you guys think of Hideous Destructor?
>>11827873Impressive but not for guys like me who wants an 'arcade' shooter
>>11827869gee, ain't that a delight. thanks, anon.
>>11827873good shit for when i'm feeling something slower paced. can even be a meditative experience, crawling around and scavenging for resources, figuring out a route to the exit.
>>11827869Fucking cool. I'm glad he didn't stay away from making Doom stuff forever.
>>11827869I'm really liking the parry mechanic with the sword. I hope it can parry archviles.
>>11827870got sexually harassed by someone who faced no consequences for it
Where's the new 2048 project
IIIIIIIIIIIIIIIIII wanna work on the new 2048 project
I've got muh music for the level I wanna make. Gimme me the files. I wanna work oooooooooooon the project.
Objectively speaking, who is the best Doom mapper of all times?
>>11828183By what standard?
I'm a fan of mouldy I suppose
>>11828062i told you niggas vr projects are cursed
>>11828214Post a map you made.
>>11828189>By what standard?Best maps?
Most significant body of work?
Most innovative?
>>11828262>Most significant body of work?could this be anyone but romero? doom flat-out doesn't exist unless he turns in the best work of his career in e1
>>11828278E1 is not Romero's best levels.
>>11828278Definitely not, though he could be the most innovative.
>>11828281Agreed.
>>11828183I don't know about THE best, but I'll list some I really like, in no particular order and excluding iD staff.
>Dario & Milo>Erik Alm>Esa Repo>Cyriak Harris>Pipicz>Eternal>Lainos>A2Rob>Sverre Kvernmo>Ralphis & Rottking>GustaI always enjoy the hell out of maps by these dudes.
Map
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Romero needs to hurry up with his Doom 2 pwad
>>11828317It'll be well worth the wait, trust me ;)
>>11828205At least I can assure you that Duke It Out In /vr/ will be finished and released in it's final form on 2026, even if it has only few maps. Cons and tiles will be released next week with the official project announcement.
>>11828310so fucking based
oh my god
>>11828310>let's look in this closet
>>11828324Have there been any Quake /vr/ projects? Super fun game to map for.
>>11828329Nevermind it's in the OP kek.
>>11828329QUMP, HUH and Violent Rumble.
Does anyone else feel like the music for the second map in duke nukem is unfitting? i feel like it was originally for a different level but they accidentally forgot to change it
https://www.youtube.com/watch?v=Ouyilq1HI2g
>>11828340https://www.youtube.com/watch?v=caBMEsJC0Hg
how can i restore the classic spirit of how it felt when i first played doom on a 386
i want doom to be spooky and interesting again, not a lightspeed killfest
>>11827763Check the OP
>https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q1 Open vr/IDTech 1/WADs only/
2 Download ID_tech_1_heretic_hexen.zip
3 Unzip and copy HEXDD.wad to your Hexen folder
>>11828357Playing Hideous Destructor on dark levels and with a low and crunchy screen resolution, I guess.
>>1182835790s wads on choco doom?
>>11828357Break your hands.
I should probably put a cap on this...
https://files.catbox.moe/rhuzh6.mp4
>>11828368the kids these days will never know what it was like to play with a ball mouse with your own hand gunk stuck up in the rollers
>>11828375They aren't missing anything.
>>11828376overcoming adversity adds satisfaction to life
if you have no challenges you have no meaning
>>11828378my life lost all meaning because i don't have to clean a detachable ball in my mouse anymore
>>11828378Certain old adversity is unnecessary and best left in the past, like tuberculosis and ball mice.
It's ok, we no longer have to suffer them anymore, that darkness is over.
>>11828183Definitely not the ones behind Hell Revealed
>>11827861It's the version from the Debian repositories, so unless you're running Debian I don't think I can help
good morning. slept 11-3:30. instead of get 8 hours of healthy sleep i'm going to play some doom
just need to make some coffee first
>>11828387this but unironically
>>11828395but you, personally, know the joys of moving from ball mice to IR and then laser. you experienced that uplifting of the human spirit.
those without the experience will forever be missing a little piece of that puzzle
i'm not even kidding here. have you looked at zoomers lately? do they seem happy to you? or do they look completely miserable, because they've never had any experience in their lives that show them anything can be better than what it is right now?
what do you think it does to the human psyche to spend 10 years going from fortnite to fortnite
>>11828430i dunno i kind of wonder what a ball mouse with modern dpi would be like or if instead of rubber they could make them out of some kind gamer metal
probllem with ball mice was having to clean your dirty balls between levels
>>11828378I get the point of overcoming challenges being satisfying, but there are much more meaningful challenges in life which naturally do also concern zoomers. Romantic pursuits, finding decent work, education, accumulating wealth. Admittedly none of them as satisfying as beating a good difficult Doom level though.
>>11828440Boing-oing-oing-oing
how do I get the high def models from the kek engine remaster to work in ironwail? Do I have to get the models first from somewhere?
>>11828528Might they be in the same pak file as the new expansion? At least the horde maps are in that pak.
>>11828440>Douk if he was a Changed fan
>>11828183Probably Ribbisk actually.
>>11828278>could this be anyone but romero?lol lmao
>>11828278Sigil > E4M2/6 > Sigil 2 > E1
>>11828357>get One Hell of a Marine, it has an alternate dark palette that might correct how bright the game looks (it's better than Pal Plus, Jovian Pal or 30 Years Remastered Palette desu)>if you like PSX Doom too, get a music pack for its soundtrack for added vibes>get a spooky Doom 1set like Stickney Installation, Wretch or simply play stock levels>get Nugget Doom or Woof>set the resolution scale to 100% or 200% so it's crunchy>turn the lights off>enjoy
>>11828324I hope more anons get into it and learn that duke is much more fun than making boring techbases in doom
>>11828183Mouldy, his mastery of the sector toilet knows no equal.
>>11828440I got rolls of blubber
etrn16
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>>11828357>not a lightspeed killfestStop playing slaughter maps
>>11828643My favorite aesthetic is silhouetted monsters against a bright background or sky.
>>11828528There are two different versions of the game files now. Use the ones from rerelease\id1
>>11828693>>11828553I figured out that it only works properly if I launch Ironwail from a shortcut, and not if I directly launch the exe or via steam (by renaming ironwail to quake_x64_steam). Very strange.
Also, is Ironwail supposed to change my settings every time I launch a different mod? Because that's hella annoying too. And also I don't like the custom hud in Arcane Dimensions.
I think I am just going to play using the kek engine port, I can't believe it has come to this but I am too autistic to tolerate this minor annoyances
>>11828709wat
Did u put ironwail in a new folder and copy/paste id1 there?
Also if your settings keep changing, did u copy/paste some other config file into the mod folder?
>kexDoes it work with AD? I thought ad was made for QS of which ironwail is a fork
>>11828730Nope, copypasted ironwail into steam folder/quake/rerelease. If I make a shortcut to that on my desktop, it uses the remastered models. If I launch through steam or through the folder, it uses original models.
I think the settings issue is some fuckery with old data in my documents folder or appdata or wherever the fuck it stores shit but fuck if I can be bothered hunting all that bullshit down to clear it. Why can't devs just decide on one single place they are going to save their shit, it pisses me off to no end.
>>11825740https://www.doomworld.com/forum/topic/153916
So You Want to Start a Community Project: a handy little guide by Obsidian
Also a reminder that Rentry now puts ads on the site even on links
>>11828730>>11828743>>11828709Solved it, needed to use the launch properties to specify -basedir C:\Program Files (x86)\Steam\steamapps\common\Quake\rerelease to make sure it launches with that data file, otherwise it was defaulting to the original data file despite being in the other folder.
Computers are gay as fuck man
>>11826158>Slope tilting has no effect over the game loop - it's applying during rendering while your crosshair still remains looking straight.Turns out this is correct for Blood, but in Duke Nukem, your point of impact DOES change due to slope-tilting
>>11825738 (OP)>UNHOLY MATRIMONYRepent before it's too late, my friend.
bigjb21
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Has anyone done anything cool with id24 yet? I've been out of the loop.
>>11828798I don't think anybody's really done anything with it.
>>11828730>>kex>Does it work with AD? I thought ad was made for QS of which ironwail is a forkIt does, you can play a bunch more addons than default with https://kexquake.s3.amazonaws.com/index.html
It looks really nice with the eye candy turned on but it's not really a game changer.
>>11828183Hot take, Tom Hall would've been considered one of the greatest Doom mappers on par with Romero if he wasn't fired for making both Johns anally frustrated.
>>11828605I love both Doom and Duke (and Quakes, Blood, Chasm etc.), but I took the lead on Duke project, because we haven't done Duke project yet. I like mapping for build, and Duke definitely needs more map packs. If this goes well, and we get a lot of participants, this won't be the last Duke project here that I will lead. I'm also planning a solo project, but I won't focus on it until this project is done.
>>11828798It's unfinished and will remain so. Mbf25 is being done now and it will have all id24 stuff and more.
>>11828357You can't really go wrong with most Doom 1 mapsets. Especially E2 and E3 replacement ones.
I feel like even Doom 2 itself was already leaning more heavily into action, so its rare to find Doom 2 mapsets that consistently aim for slower paced horror atmosphere.
>>11828743>>11828773What you're supposed to do, with any source port for any game, is unzip the sourceport into a folder and copy/paste the game files into the folder
So for exampe you'd have
C:\Quake\Ironwail\id1
C:\Quake\MarkV\id\1
C:\Quake\QSS\id1
C:\Doom\Sourceports\Nugget
C:\Doom\Sourceports\DSDA
C:\Doom\Sourceports\PrBoom+
>>11829038Woops I got ahead of myself - with Doom, I just leave the iwads in C:\Doom. It's for Quake you need to copy the game files every time
>>11828791>>11825738 (OP)Yeah!
Change your ways now, because tomorrow it may be far too late.
>>11829038>>11829049I appreciate you are trying to be helpful but A) that wasn't the problem and B) I have already solved the problem.
I have Ironwail installed in the quake/rerelease folder because by re-naming the EXE you can have Steam launch it natively, and thus have full steam integration; as opposed to adding it manually as a non-steam game. The issue was it was still looking in the base Quake directory for the data files, instead of the folder it's installed in. That's the behaviour you expect from most source ports, it doesn't matter what directory they are in so long as the original data files are in the same relative location as they would be normally- So it's weird that it was looking outside of it's own directory and finding the other files instead.
I do not know why it acted differently when launched from a shortcut rather than directly, but whatever, it's fixed and working how I want it to now.
>>11829258Why do you care whether or not steam launches Quake for you? Heckin achieverinos?
>>11829274It's where all my games live. I don't want one of my favourite games to be a second class citizen.
>go into new map
>press TAB
>see monster count
>Alt+F4
>remove from load order
>delete wad
why does every single motherfucking wad have to turn into a goddamn fucking rotten slaughterfest at some point or other
why do they do this
is it supposed to be 'fun'?
>>11829282It's fun without a gameplay mod that makes you pause the fun by reloading, yes.
>>11829281>It's where all my games liveHow do you launch Doom? Blood? Duke3D? All source ports or all official ports through steam?
>>11829282>"why does every single motherfucking wad have to turn into a goddamn fucking rotten slaughterfest at some point or other">look at pic related>just 777 monstersI think you're barely above game journo tier. Get better at the game by playing the wad without mods first.
>>11829282>7 hundred monsters>slaughterfest
>>11829367The fact that someone may say this without a hint of irony in 2025 is a grim reminder of the state of doom mapping
>doom mapping
more like dumb mapping lol
>>11829370You're just looking at total monster count. Maybe the map is long with lots of set pieces and you never actually get to fight more than 100 or 200 enemies at once. Maybe lots of those monsters are weak zombiemen and imps, like we discussed in a previous thread and are there just to inflate your kill count and give you constant dopamine droplets. Maybe there's lots of explosives to go around. Maybe the map is setting up monsters for infighting and it has a high monster count because otherwise they'd just all kill each other and leave nothing for you.
There's so many ways you can have interesting maps with 800 monsters and not have it devolve into slaughter. Just like you can have ballbusting slaughter with 200 monsters or less. Monster count isn't a good metric if you don't into consideration what kind of monsters those are and how long is the map.
>>11829391You may be correct.
>>11829282What wad is this from?
>>11829378whoever makes a map like this needs to be sodomized
>>11829391>>11829402777 monsters can probably fit here without turning map into a slaughter. Barely.
>>11829304Source ports, but launched through Steam. I just like having things organised all in one place.
With Doom I have it set to launch ZDL because that's the easiest way of choosing a mod/mapset. Before Ironwail came along, I was using Quake Injector the same way. If ZDoom ever incorporates a built in modlist like Ironwail has, I would just have it launch that.
This is the point of playing games on PC and not console, so you can set things up just exactly the way your own specific type of autism likes it. But I get the feeling you are confused because you don't actually understand what I am talking about here.
>>11829282That's fun to me.
>>11829403>Reasonable amount of sparsed out secrets>Diverse geometry with accounted elevation and opportunity for incidental combat>Moderate to heavy monster quantity appropriate for the late slot>Probably will take around 10-15 minutes to clearWhat's the critique?
>>11829403Go back to Fava Beans, then.
>>11829282Play Quake instead Anon, they never invented slaughtershit in the Quake community.
>why do they do this
>is it supposed to be 'fun'?
>>11829403>only 340 enemies>THEY SHOULD BE HECKIN SODOMIZED
>>11829282You are like a little baby.
>>11829470You know nothing.
>>11829403>>11829282I am glad that my level will funnel you.
>>11829491Recommend me some quake "slaughter maps" then, I will see for myself
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>>11829282You know difficulty settings are a thing, right? Nobody's forcing you play stuff on UV, HMP is perfectly fine to play on. Like with your Doom Zero attempt, don't try to unga bunga something that's out of your skill range and then complain it's the map author's fault.
>>11829493It's a nice, warm, fuzzy feeling that somewhere out there, somebody is completely losing their shit from seeing a number, regardless of what your encounter design is actually like.
>>11829403Is this a slaughtermap... from 1995??! This vile game kept me deceived for decades
In fairness, I'm on the close basis to ignore pretty much anything made by greenhorns I've never heard before the past few years personally.
>>11829551This map had some crazy scripting iirc.
>>11829445isn't that asking for trouble? steam will eventually sell your data to a company that sues people for playing pirated games, or will delete your game outright.
>>11829445I was confused because I didn't understand why you would use Steam to launch your source ports, but I get it now.
Does that mean you bought Doom and Blood just so you can run them through Steam? (I understand buying the remasters or the new Duke episode)
https://www.youtube.com/watch?v=PKebn_Ly9T8
https://www.youtube.com/watch?v=PKebn_Ly9T8
>>11829584Nah I think it will be fine.
>>11829607I already owned them all. I probably got them on a sale ten years ago for like $0.49 each. These kinda games used to be dirt cheap before they got popular again. I wouldn't go out of my way to buy them for it.
>>11829551335 monsters?!!!
FUCKING SLAUGHTERSLOPPERS!
>>11828798You'd think it'd replace MBF21 for community projects, even in its unfinished state. "Exit and Reset Inventory" already justifies it in my eyes.
>>11829692Because ID24 is still an incomplete mess and it was dropped onto the community out of nowhere.
>>11829702But it has Exit and Reset Inventory
>>11829707Therefore it's worth using. Try to keep up, mate.
>>11829403Holy fuck, you're the world's biggest fucking bitch.
>>11828798>>11828953>>11829692I don't understand why they keep coming up with new formats when zdoom does literally everything you can ask for, and usually does them more easily too. why do mappers dislike that format? I understand vanilla autism but if you are going to add a bunch of non-vanilla features what's the difference
>>11829714Because demo compat and lower system requirements.
>>11829710I can already do death exits in fucking vanilla.
>>11829714It's a lot easier to create Vanilla+ than to let everyone use ZDoom and blacklist a ton of features.
>>11829718That's like saying Decorate is pointless because one can modify things with DeHackEd
>>11829714Because ZDoom has been out of development for nearly a decade so the only options are Zandronum or GzDoom.
It's like asking which of your balls you'd prefer to be kicked in.
>>11829282700 monsters isn't slaughtershit, but anything about 400 monsters does have to justify itself
>>11829707https://timeofdoom.proboards.com/post/336/thread
>>11829724I mean, go ahead and use ID25 if you want to, but it doesn't have that much support.
>>11828953>Mbf25 is being done nowIs there anywhere I can follow it?
>>11829724I believe MBF25 is aiming to have Declarate code, along with better implementation of ID25's good ideas.
>>11829714I don't want to fucking use GZDoom
>>11829703so a death exit?
>>11829703For me, it's the custom starting equipment. You could use that for episode-specific weapons.
>>11829759Something that can easily achieved by just spawning what you want on the player start position, and has been done frequently before.
>>11829765so what exactly do you not understand?
>>11829719Yeah I guess, my argument has always been that just because it has features doesn't mean you need to use them. But I can see how it would be a pain to enforce that in a community project.
Only part that puzzles me is when people say it's harder or they don't want to learn the new stuff, when in a lot of ways it's actually easier to map for than other formats because it has functions to just DO stuff that requires specific tricks in other formats
But in general just always amused me how they are all like "nooo that changes doom too much" but then at the same time be like "here's my new format that adds titty physics and drivable vehicles!"
>>11829763You'd always have a pistol, and you can't add more weapons.
>>11829775Played a wad where I started with nothing, you can do that
>>11829791Don't remember the name, it was some single map "horror" wad where you started after a car crash.
>>11829702>Because ID24 is still an incomplete messWait, it's still not finished a fucking year on? and people gave me so much shit for not trusting Nightdive to properly support/finish anything.
>>11829813I don't think it's made any progress since the Kex port launched.
>>11826000>>11825980Where's the best place for Duke levels while I wait for the /vr/ project?
>>11829791You will always start with pistol (there is no pistol item to pick up) but with dehacked you can start with 0 bullets. One example is Hell Ground
>>11829813I think it maybe saw a tiny update in late 2024?
>>11829703Erik Alm already did that in Scythe 2 like 20 years ago.
>>11829758>>11829881Death Exits are factually gay. Have some dignity.
>>11828798Nobody wants to deal with Bethesda's port.
Nobody wants to validate Bethesda's embrace-extend-extinguish antics.
>>11829893Woof has been implementing all of the ID24 features that LOR makes use of.
>>11829886Death exits work fine.
>>11829854Want to find some? Check MSDN, there's a huge list of maps and reviews since beginning of 2000. My map is on that list too now, can even read the review on front page
>>11829886Death exits do exactly what you want, zoomer.
Nu-doomer's modding career is steep, first they switch the specs and then take the death exit
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>>11829403From now on whenever I see one of your screenshots with these whiny posts, I am going to replace your HUD face with something from Oscar Mayer because you're a big Weiner
>>11829758Exit and Reset Inventory is better for community projects so everyone doesn't have to cram a death exit in at the end. Cleaner to just have a switch or whatever.
>>11829914They "work" just "fine"
>>11829923>Death exits do exactly what you wantno they don't
>zoomerinsecure grognard
sl08
md5: 189029a4b89f8065551aefec473afdec
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>>11825793The route I take on this run is confused and very unreliable.
https://files.catbox.moe/pfpsqo.lmp
>>11829973>ends the level>resets the player's inventoryI fail to see the issue.
>>11829973Gonna second that other guy, I don't see a problem with death exits, the level ends and your shit is reset.
>>11829714ZScript doesn't have a proper working group controlling it and creating defined versions, so any attempt at adding a parser to another source port will end up with a weird set of features taken from GZDoom as at specific date and time and there'll be no guarantee that wads work on any given port.
That and people are too butthurt about GZDoom to even try.
>>11829975>>11829978It's in the name: death exit. You have to die, which is gay and satanic
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>>11830008Then simply do not stay dead. Unless you choose to stay dead, that's on you.
>>11830008What did he mean by this?
>>11830015suicide is for the weak see also: trannies
>>11830016My nigger, it's a fucking abstraction in a videogame.
Gotta admit bros, i'm kinda enjoying doom on my PS5 while sat in the couch, simple as.
>>11830023good on you, glad to hear it
what have you been playing on it? is it possible to load custom content like wads or are you just playin some vanilla stuff?
>>11830025I've been playing pirate doom, going down, sigil, tetanus, rekkr. It has a built in browser, and i think you can submit wads to this list in bethesda's venues. But i don't know how it works exactly.
>>11830012But you still have died
>>11830015What's there not to get?
>>11830015That he probably hates Doom's first episode where Doomguy basically dies, and might hate episode separations in Doom2-based wads.
>>11829978nta, but I am currently playing crate experiment, and one problem that death exits have it that if you don't know it is a death exit, you can reload before the next stage transfers.
>>11830064Now that is a genuine problem.
>>11830069Bold words from someone who dies
>>11830071zdoomwars maps be like
>>11825794>bullshit cheesing
>>11830073Yet here I am, alive.
>>11830082https://www.youtube.com/watch?v=CS6BX-gcJqw
>>11830071what map is that?
Holy shit i'm fucking blown away by how good a controller feels on woof
>>11829974Well done, lad. Thread winner for sure
>>11830064I've played many maps where the death exit is instant, not sure how it's done though (I assume it's a Boom thing)
Is there more oldschool stuff like Plutonia and the Chord series? Most "classic" WADs are utterly boring.
>>11830096https://www.moddb.com/mods/return-to-sandcastle/downloads/return-to-sandcastle
>>11830132I like its gimmick.
>>11830119>Most "classic" WADs are utterly boring.Looking at you Memento Mori.
>>11830132Neat gimmick, underwhelming implementation.
>>11830119https://www.doomworld.com/idgames/levels/doom2/megawads/1killtng
Pretty spicy set, it does have some grindy moments, though
>>11830132Fun gimmick and not a bad level. It’s also one of my favorite Doom tracks.
What is the difference in woof and gzdoom? Some wads (not pk3s) seem to only work in gzdoom.
woof0002
md5: 8615f125dd70150848400796d65c8fdb
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>>11825805>>11825793just recorded a second time
https://files.catbox.moe/bda8yn.lmp
the fight i died the most to is archvile + 2 revenants in chaingunner room so I decided I better kill the archie with plasma
>>11830132interesting gimmick but pretty flawed execution, considering you can literally bypass the entire alternate dimension - why? why would you make the titular unique structure optional???
on the flipside though you have something obnoxious like TNT:R's map 32 where you seemingly teleport randomly around the two dimensions. going down does the gimmick okay, but it'd be interesting to see a slower more atmospheric map like wormhole with the actual foresight to make the wormhole a well-signposted area and required gimmick, maybe even a puzzle element
>>11829735I think this is it here
https://github.com/SirBofu/mbf25
>>11830163Which wads?
Woof is a WinMBF derived port. It is compatible with vanilla, limit removing, boom, mbf, and mbf21 maps. It has support for umapinfo, dehextra, dsdshacked, and id24 (partially), too.
>>11830132https://www.youtube.com/watch?v=YGjs8Cruoio
I'm back on my bullshit. Map's around 25% done and I'll make sure the sidedef limit is reached.
quack
md5: 81c25f7776b33b2be9cb235fda60bcf5
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hang on am I playing Quake 1 or 2 here
ngl I think this episode is underrated as fuck, it has a really cool blend of old school and modern sensibility.
>>11830132more like penishole
>>11830131BIG ASS 4MB just for one map????
Idea for a section in a Duke3D level: you have to cross a long Sunder-esque catwalk over a pit and you are given hundreds of freezethrower ammo and you freeze clouds of flying troopers one by one and they fall into the pit and shatter
>>11830267Sick Hexen OST.
>>11830337Sounds cool. You can contribute that map to our Duke It Out In /vr/
>>11830119>Most "classic" WADs are utterly boring.I remember there was a common problem back in the 90's and early 2000's, where some mappers outright refused to give the player anything but shotguns and the chaingun most of the time, while still using tougher monsters frequently, resulting in gameplay that feels like pulling teeth.
Whoever designed the caco corpse is a bad person who should feel bad.
>>11830365Hell Revealed
>here is 30 barons and a super shotgun, have fun
>>11830365>>11830402fucking immediately thought of HR too lmfao
>>11830365It was the style at the time. Everyone had over a thousand hours in the game by that point so a lot of people started focusing more on trying to make shit "hard" than fun. Especially since TFC and plutonia were so popular.
Mods for this feel?
https://www.youtube.com/watch?v=CYXJYQZ3FX0
>>11830439UAC Military Nightmare
why was UAC Ultra 2 never finished?
>>11829854Check out Eduke32 Add-On Compilation. It has many classics bundled and converted for eduke. Last version was released on 2016, so you might want to use older version of eduke to ensure a bug free ride. Here are some recs from the pack.
>Last Reaction and Water Bases aka Aquatic EditionBefore World Tour these were community accepted 5th and 6th episodes. These have a lot of new enemies like repurposed lame duke monsters, working minibosses and variants like expander enforcers. There are even new cinematics.
>Chimera aka Genetic EditionThe 7th episode by same developer. Even more new monsters and epic finale.
>The GateAbsolute classic with 4 episodes, new enemies like predator influenced enemy and new disc launcher weapon.
>Critical MassShort map pack, but has absolute quality maps and very fun new weapons. Double desert eagles, railgun, bfg and detonator which rapidfires explosive minibombs. It has nice matrix influenced start, where you get second desert eagle right away and shoot lot of enemies in a lobby with destroyable pillars.
>American AssaultMaps themselves aren't that interesting, but you get a double barreled shotgun and more powerful chaingun and hordes of aliens to kill. Impossible to not like this.
>Duke It's Zero HourRumoured to be official cancelled expansion at one point. The rumour turned out to be false, but this has the official quality. It was even included on new-ish zoom release of Duke Nukem. Lot of new enemies with original sprites, new weapons and overall great atmosphere.
>Metropolitan Mayhem and Duke HardHigh quality community projects, that are must play.
>>11830446Because 40oz. He has a tendency to abandon projects out of pure spite or just out of boredom.
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Plugging away at a little ditty.
>>11825740>https://moddb.com/games/quake/downloads/skyboxer-a-map-to-skybox-tool-for-quake-10That is fucking awesome. Holyyyyy shit. Makes me want to get heavy into Quake mapping again.
>>11825738 (OP)so did we ever figure out what the new community project was gonna be??? 256 sectors of shit? 1000 monsters of /vr/??? 5000 archviles in a box with no exit, but there's 32 maps of it? i've made one (1) complete map but actually working on a project might be the motivation i need to get back to learning
>>11830434Plutonia doesn't really force you to grind Barons with the shotgun like that.
I have a map I was making for the first 2048 units of /vr/ that never got finished that I'm going to try to finish for whatever this new project is. At the very least I can release it on it's own.
What's the deal with people playing hardcore maps and just rewind scumming every 10 seconds to get through difficult encounters? I get dropping a mid-save if it's a long and grindy fight but why even bother with challenge maps if you don't like the challenge? Truly the worst sourceport feature for casual play.
I heckin love slaughter maps
Is Simulacrum the most like Sunlust of the newer megawads? Or is there something else in that style with 32 quality maps and mixes setpiece slaughter with the usual Plutonia traps.
>>11830472For some reason I have a feeling you're here. Pic related, a skybox generated out of a spot in the first map from Arcanum, was generated at 4096 setting. Is it supposed to be this pixely? If that's the name of the game that's fine, just wondering if I'm fucking something up.
>>11830475No but it help popularize the idea of hardcore doom mapping where the goal was to try and force players to end every encounter with single digit health
>>11830474Another anon is leading 2048 with 3 texture themes, but he hasn't been here couple of days. I'm leading Duke project at the same time. You are welcome to join it.
>>11830514uhhh... looks like I managed to fuck something up right before I uploaded and you're the first to point it out.
Standby...
>>11830537>>11830514Try replacing your progs.dat with this one and tell me if it works:
https://files.catbox.moe/3kt5bp.zip
All my testing right before release was with making a skybox via the map entity, so I overlooked something that fried manual mode resolution.
>>11830537I miss Blingee.
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>>11830570I may be mildly retarded...
Try this one: https://files.catbox.moe/5r9a85.zip
>>11830181Nice, I didn't expect so many different routes. I like what you did in the room with the blue key.
>>11830584https://youtu.be/xO_y8GYVr40?t=973
Fucking radical. Gonna visit some favorites and make skyboxes. Thanks.
>>11830234Good stuff in here. I hope it actually happens.
>>11830641>>11830696I love bloom so much it's unreal bros.
>>11830717I like bloom when it's just subtle, not when it's strong like in that image.
>>11830641>>11830696People who use the tone mappers in gzdoom should be flogged. This looks like ass.
images
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>>11830725>should be flogged.
>>11828443>t there are much more meaningful challenges in lifeTrue! Here's the thing though: overcoming /microchallenges/ strengthens the psyche to handle more difficult challenges. People who encounter nothing but easymode their entire young lives, have everything delivered to them by a coddling mommy, are picked up every time they fall down instead of having to pick themselves up, do far more poorly later in life. The world is unironically a better place when we haven't solved every minor annoyance in it, because then all we have are the big unsolvable annoyances and no preparation for how to deal with them.
>>11830725he should get, FORTY LASHES.
>>11830739He should, GET HIMSELF, A SPOON, AND FILL IT, WITH JELL-,O PUD,DING!!
>>11825738 (OP)look, I'm a retard. How do I start reskinning and adding cutscenes to doom games? give me the absolute shitbrained version, please.
>>11830845If you want to do cutscenes, you would want to use ACS or ZScript with GzDoom.
yRwQca7
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>>11830850>ACS or ZScript with GzDoomI'll look into it, thank you
the pit
md5: f83b504936ee2c5da954e6dac048419c
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my wad (maps) file is a mess
I was smart enough to organize TC's into a secondary folder but regular wads now I cant tell anymore what is in there if it is supposed to run with Ultimate Doom or Doom 2
is there a way by opening the wad file in SLADE to tell for sure?
even if they didnt include any readme or the doomworld/idgames description?
theres stuff in there I dont even know where I got it from
please tell me there is a way without having to search each and every wad because they might come from different sites
>>11829493your maps are mother fucking rotten dog shit
you cant map for fucking shit
go play version 0.2 of Final Carnage or Slipgate or the 3 maps of Zaero and see how good maps are made
not abstract bullshit pseudo slaughterfest perma ambush antifun trash
>your maps are mother fucking rotten dog shit
>you cant map for fucking shit
>go play version 0.2 of Final Carnage or Slipgate or the 3 maps of Zaero and see how good maps are made
>not abstract bullshit pseudo slaughterfest perma ambush antifun trash
>>11829525Quenching Urges of Constant Killing
> https://www.quaddicted.com/db/v1/maps/1ebd8bcc6d1cc63d5aab3872373078c9f7f90b1dc38949f872f0dac4ce4a73dc
Uh, what the fuck is that URL?
What the fuck happened to Quaddicted.
Anyway, I double-checked it just now and it's not malware or anything. I hope.
woof0001
md5: 6bfbfa7432fc72bb8de6d2a5218be0e8
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>>11829525The Masque Of Red Death
I No Longer Fear The Ranger Guarding My Heel
>>11825954I dunno Anon, are you sure that you just aren't into stepmoms?
>>11830717>I love bloom so much it’s unreal bros.Dunno…Still looks like Doom to me.
>>11831040>Trying to play cards on my camping trip>Smell of Imp corpse keeps distracting me
goggles
md5: 96e5ea268f3fcc7146e5c93ac9bab943
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>>11825954This might just be me, but I get really attracted to girls that seem like genuinely good, caring, people so much so it can supersede their appearance after a certain point. An older woman like that probably seems like one of those "born-to-mom" kind of moms and therefore probably nice and caring?
Then again the pain elemental seems cute, until it spews flying skulls around the room and I become AGITATED. That lady might starting spewing flaming skulls at you.
>>11831241I meant this lady
>>11831108 might spew flaming skulls at you.
doom 64 is great
bit in level 6 where you cross the bridge and get thrown into a dark pit full of spectres?
kinoge
>>11827869Did Term say where he's planning to release the mod once it's done? Moddb? Itch.io? /vr/ if he even remembers our existence?
>I just realized that I could'nt find the .mdl files for the Quake1 ammo & health pick-ups all this time because they are actually stored internally as .BSP brush entities
So how did the AD mod team managed to turn them into proper 3D models then?
>>11831397He tends to release his stuff on Itch so just keep an eye on his developer page.
>>11831403Literally by changing the file extension in QuakeC to .mdl instead of .bsp.
I'm pretty sure modern source ports will look for mdl replacement files automatically though.
>>11831241My dentist is a chubby older woman. But what really made me fall for her was how fast she was navigating her desktop. She does the same as I do where you start moving your cursor to prompts before the prompt even opens. She's already thinking 2-3 moves ahead on what action she needed to perform.
I fucking hate watching boomers stare blankly reading things in their entirety and treating every prompt or page on their PC like its some unsolvable puzzle.
I might break my teeth so she feels inside my mouth again.
>>11827869Very happy to know that Doom wasn't ruined for him altogether.
>>11831495Sucks that the community was utterly ruined for him, but it's understandable after all of that shit.
>>11831120Reminded me of the Maw location from Thief
what's the easiest way to play Blood? don't see anything in OP about downloads
>>11831703disregard i suck cocks
>>11830920Easier than opening the slade file is either opening the .txt file, or searching the wad on doomwiki. Near the top of the text file is "Advanced engine needed: _" Will either be vanilla, limit-removing, boom, mbf, gzdoom version x, etc.
Only way to keep it permanently organized is using different folders, i.e. wads\vanilla, wads\boom, etc.
>>11831703>>11831704ok so i got blood fresh supply. is looking at the ground/ceiling supposed to "warp" toward you when you look at it? i don't know how else to describe it.
>>11831795That is known as y-shearing. I change the rendering to OpenGL or hardware, hopefully that source port has that option.
>>11831818graphics API option had directx 11, openGL 3.2, and vulkan, all did the same behavior unfortunately.
GOOD AFTERNOON MOTHERFUCKERS, IT'S THAT TIME OF THE WEEK AGAIN: SCREENSHOT SATURDAY!! WHAT THE FUCK HAVE YOU BEEN WORKING ON? Maps, mods, sprites? Now's a good time to post that shit!
doom182
md5: c4226e15acdbb874cb0c00b788211efb
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>>11831860Weaving hyperrealistic illusions of volume.
>>11831836No way they force you to use y-shearing in hardware mode. Try out the NotBlood source port. Download it and unzip it into C:\Blood or wherever, then copy-paste the Blood game files into the folder; the specific files needed are inside the readme. I dunno if you can use the Fresh Supply game files, though. 1 minute of research says the cutscenes don't work but it may be fine. You can find One Unit Whole Blood somewhere in the OP and use that for the original game files
>>11831860Trains is a hard job
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>>11831925>>11831860Fuckin retard phoneposter
>>11831860Nothing crazy really, friend wanted to take a shot at reworking BOA's weapons and gameplay a bit, so for testing purposes i threw together a placeholder Sten animation and did some minor sound work
sadly catbox seems to be 502ed right now, so its just gonna be the animation for now
>>11831942Looks pretty good
>>11831874Wait, is that a Fireblu shipping container?
Duke it out in /vr/ lead, here's the first version of the custom tileset. It there's anything you want to add shove it in at the bottom.
https://files.catbox.moe/0gnv42.zip
>>11831984Pretty much, yes.
>>11831989She's beautiful.
>>11831942cool muzzleflash
>>11831836Turn on 3D aim look.
>>11831860I'm working on a prospective map for the new 2048 project, before any rules or texture packs are out. It's really just torii gates so far.
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>>11831860I have finished MAP29 of 30.
>>11825738 (OP)alright fuckers here's the main project post, since the thread is about to hit the bump limit i'll be sure to put this in the next thread too
>THREE DEGREES OF /VR/ (2048 Units Pt. 2)Rules:
>1. Your map must fit within a 2048x2048 square in the editor. No exceptions, except for non-visible inaccessible areas like monster teleporters or whatever. Everything the player can see or get to must be within 2048x2048 units.>2. Aim for Boom compat as a baseline, vanilla stuff is fine, don't get fucky with scripting or custom stuff>3. BEFORE YOU START, PICK WHICH OF THE THREE TEXTURE SETS YOU WILL USE AND ANNOUNCE IT TO THE THREADTexture sets:
>Episode 1 will use NMN corporation, https://www.doomworld.com/idgames/graphics/nmncorp1>Episode 2 will use GothixTX, https://www.doomworld.com/idgames/graphics/gothictx>Episode 3 will use textures from DBP44, Japanese Valentines, do not use the HDOOM lost soul so help me god https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dbp44Deadline:
>You have two months from this post coming out to submit your map. Once time is up, I will compile what we have into a WAD and put it out for you fucks to help me test.sound good?
>>11832130I don't like the seeing part being within 2048x2048 units, I love making big scenes around the square. Areas the player can actually get to though, definitely.
>>11832114https://desuarchive.org/vr/post/11031161
What do you know, it's been a year already. Nice to hear that your mapping locomotive hasn't yet run out of coal, anon.
>>11832142alright, i see what you're saying, that's fine, the important thing is everything playable should be within the 2048x2048 square
>>11832143That map with the huge tower was much, much more painful to make.
playing Going Down Turbo right now, holy kino
>>11832130>Episode 1 will use NMN corporationMake sure that it's both parts, NMN Corp is divided up into two separate parts.
>>11831860Working on something related to Eraser. It isn't a sequel but it still involves exploring an artificial landscape. It's also MBF21, so it'll have some cool guns and other stuff if I feel it's important.
>>11831860Redesigned Harbinger's throw attack because the old one was supremely underwhelming.
>>>/wsg/5911043First time linking to a different board. Time to see if I fucked up.
>>11832130Nice, I just recently started my own stuff with GothicTX
>>11832162It's pretty awesome, the improvements are nice touches even if some anons bitch about it cutting down a bunch of maps.
>>11827390Your looking for invasion gameplay... I made a 6 wave outdoor progression invasion map and lost it wiping a pc.... You can set floors to drop at the end of rounds and "alter the map" as the rounds go....
I just took an existing invasion map.. looked at the script and it all made sense..
My map was an outdoor parking lot... Then outside of a mall... Then mall opened... Then theater opened... Then hockey rink opened.... Im still looking high and low for that old build....
>>11832130I have an old 2048 map in the works using GothicTX and I'm interested in making a Japan theme map.
Still looking for a mapper and/or someone to help me with a custom enemy (boss).... I have a bit of money in my steam wallet can help with a midpriced game... Gzdoom udmf with a few quirks (because of bloom)... Im 7 maps in looking for 10 total for Halloween... message my modDB if interested
https://www.moddb.com/mods/hallowsevil-an-unofficial-bloom-add-on
>>11831874There it is. Expected it in my driveway yesterday.
>>11832130Hm. I sorta wanna go for GothicTX, but I also really wanna try out those NMN textures, they are sick as balls. I guess I'll try to make a map with NMN, then maybe I'd try doing a second one with GothicTX later, if I have the time.
>>11832130Are we gonna use the old 2048 Units weapon set?
>>11832431Nah, let's keep it simple.
>>11826663Why don't you reduce the scope of your map to just a few blocks instead of a whole city first?
>>11832439Not getting much traction shilling on Reddit and the Steam forums anymore, Sprony?
>>11830475grinding barons...
>>11830725what the FUCK IS TONE MAPPERS???? I see this one called hejl dawson creek and it just oversaturates????
>There will be a full release of the texture resource after Back to Saturn X's three episodes are complete. In the meantime, please be respectful and don't take our stuff. Thanks!
Of those who wished to make a shabby techbase with BTSXE1 textures, how many do you think has married, built a house, lived to see their grandkids, buried their parents or died themselves since? Unhumorous question.
>>11832589Some, I imagine.
Gonna be real serious, I would LOVE to make a few techbase levels with BUTTSEX E1's texture set, I think it's so fucking beautiful.
>>11832130>Aim for Boom compat as a baselineSo wait, not MBF21?
>>11832596I'm gonna make the level MBF21, and he can take it or leave it.
>>11832596>>11832608Take a tripcode Xaser
>>11832130Is the intent for the texture set to be exclusive or can you mix in vanilla ones
>>11832596We're not going to use custom enemies or decorations. I don't know what else MBF21 offers besides instant-kill floors and all the good stuff is in the Boom format anyway, so I guess it's kind of pointless.
>>11832431i didn't even like that weapons set tbqh
>>11832613Nigger shut the fuck up.
>>11832638MBF21 fixes the broken crusher functions in Boom, and add a few more helpful features, in addition to UMAPINFO. Don't see why not.
>>11832130You'll want to modify all these texture packs before mapping officially begins. None of them natively contain Boom Switches or Animated definitions, instead overriding stock Doom patches/textures/sky, which will limit vanilla textures and more importantly, conflict with each other once you compile them together. Trust me, it'll be a hassle trying to resolve the conflicts after the maps are already made. We need 3 custom made texture wads, real soon.
>>11832194Like this anon already said, NMN Corp. textures also need to be compiled together. Also, also, DBP44 has a custom palette which I assume we won't be using, but means some textures will look slightly different and possibly need to be palette converted.
>>11832623None of these texture packs are comprehensive on their own enough to fully replace the stock doom textures, particularly with stuff like liquids and skies. The rules should specify you can use one texture pack per map in addition to the default textures.
>>11832709>Trust me, it'll be a hassle trying to resolve the conflicts after the maps are already made. We need 3 custom made texture wads, real soon.Yeah, we better get on that shit BEFORE the mapping really starts.
>particularly with stuff like liquids and skiesThat part is easy, I can dig up and whip up some stuff for that.
>>11832130There are some japanese/asian themed textures in rekkr if you want them for when you compile a texture pack.
https://www.mediafire.com/file/nbys1v2ia2yir4m/rekkrAsianTex.zip/file
dunno how they'll mesh with the other textures, but there they are (they need to be palletized, but they should convert well).
>>11832613Xaser hate has to be the most forced shit ever, I swear to fucking christ.
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>>11832709>it'll be a hassle trying to resolve the conflicts after the maps are already madeOh yes, that shit will be a migraine and a half to do, do yourself a favor, 11th, and resolve that now, so you don't have to untangle that bullshit yarn afterwards.
>>11832787Joke holds ground though. Check his post history and see him busting into every single developing cp thread with his long mbf21 official salesman paragraphs, it's ridiculous.
I'm playing Ashes after putting it off for a couple years and ho-lee fuck, Afterglow is stupidly ass at balancing.
Every fucking map has a dozen monster closets, the packs are 7 enemies+, and it barely gives you ammo. I'm not even playing on the super-duper hardcore SURVIVIAL difficulty. I'm savescumming literally between packs not because the encounters are extremely difficult, but because I need to efficiently ration my ammo because it gives you fucking NOTHING. Walk through a trigger? Fuck you, it wakes everything up in a 50 foot radius removing any veneer of "stealth" it wanted to pretend was a viable way to play a god damn DOOM MOD. Have fun trying to melee with the monster density unless you find a chokepoint where you can have a riveting time holding down M1 for 2 fucking minutes.
You'll blow through 80 rounds blasting a turbo pack of not-imps and not-pinkies for 10 bullets and a +5 health pickup. You'll platform around and find a secret that consists of 4 armor pieces and 4 shotgun shells. Buy ammo? lol fuck you, 90 dollars for 30 rounds. Outright avoiding the enemies like a fucking PUSSY isn't even an option half the time with how dense the packs are. There is no earthly way you can possibly keep up with your ammo consumption, which I understand was an intention but Jesus H. Christ, stop hiding fucking double monster closets behind every motherfucking switch in the motherfucking game then, it's tiring. I can't even manage to make anything infight aside from the aforementioned not-imps and not-pinkies.
U mad? Yeah, I mad. Dev's a fucking RETARD. Thanks for reading my ragepost.
>>11832589I remember playing Mordeth first time when I was still in elementary school. I thought it was quite cool wad, and was gonna keep eye out for a sequel. Now my first kid is older than me back then and I'm a middle aged guy. But, I'm still waiting for Mordeth 2.
>>11832847Are you the guy who complained while ago about Doom Zero? Maybe this game is just not for you, or you have to tone down difficulty. Ass.
>>11832861The first time I played Mordeth was a bunch of years ago, I had a bad headcold and it was a sweltering-ass fucking summer, so I was sweating my balls off while Mucus Flowed from my nostrils.
I don't remember too much about it, but I do recall thinking "Hey, this was pretty good, also some of this was impressive for vanilla."
>>11832867No, I'm just buttflustered and needed to scream at a thread about Doom. I think the last time I posted here was when Sigil 2 came out.
>>11829403>abstract bullshit pseudo slaughterfest perma ambush antifun trashI can see some of that. Not the worst map ever conceivable, but not the one I'd enjoy revisiting. Unless the author was switching pen names, it's the first and the last project he contributed to. Probably should've recorded a video of me playing it, but eh.. who cares
>>11832638MBF21 has enemies not falling off ledges by default and unskippable linedefs, which is good enough to use over Boomjank.
>>11833063That too, and it has the unfucked infighting behavior. It's just a nicer Boom.
I was testing out BuildGDX against other source ports, and when I got to Shadow Warrior, something happened that never happened before: I was having fun playing Shadow Warrior. I was crushing it. But then I noticed I felt a little bit floaty compared to the other ports, and then I realized that the game was running at half speed. I figured out the culprit. BuildGDX has an option called "game loop timer" and changing it from "legacy" to "gdx" changes the game speed. In the other games it wasn't as noticeable but in SW it cut the speed in half, you can clearly see it in the game timer
>>11833095i saw yo mama running at half speed.
>>11832130Separating into episodes is dumb. Calling mapslots doesn't work on /vr/, a lot of people bail out without saying anything, post maps without claiming first, make a map for a filled episode because they missed the thread, etc. You're gonna end up with fifteen Gothic maps and four DBP44 maps because it's a terrible texture pack.
Just make one coherent resource, no episodes.
>>11833147>Separating into episodes is dumbI like the idea. Slots aren't really necessary though.
>>11832642I just like the fast pistol.
>>11832834Double-teaming that kid with Edward Nightdive in his own thread and not taking No for an answer when he clearly just wanted to play the finished work on Zandro with his friend group made me want to use MBF21 less, not gonna lie.
>>11832834>>11833303Probably the only reason he hasn't done it with ID24 is because they've failed to deliver on that being finished.
>>11833303Why make something for zandro of all ports, if you can do it with mbf21? Zandro is for multiplayer wads. If someone is making a single player boom wad for zandro only, they are just simply lost.
>>11833318And that's a good thing. Mbf25/26 is better for us all.
>>11833324The backlash over id24 was retarded, but I just want something finished.
>>11833323Just that his friends are used to Zandro, so he could co-op it with them if it can run there.
>>11833328I don't want id24 finished. It would mean kex-only wads since nobody is going to use that tangled code on better ports. The next mbf iteration is coming with custom guns and ammo, so no worries.
>>11833329Can you link the thread? I don't like gossipping, I rather see how it was myself.
>>11833337Sure.
https://www.doomworld.com/forum/topic/151058
>>11833338I read it, and it seems the issue is over dramatized. They suggested mbf21 but backed down after people stated that the project will be for boom. Zandro was not the main reason but the fact that leader had already made 6 maps in boom format. Otherwise he would have been open for Odamex support.
Dw is too official for my taste too, so I prefer /vr/, but at least complain over actual issues and don't over dramatize them.
>>11833332Woof was getting id24 support. It was just Graf and Kraf who threw a shitfit over not being the center of attention.
>>11833343It got the partial id24 support of what was done of it. Id24 will never get finished, because Nightdive won't get paid for it from Bethesda anymore, not because of the two rafs. Sure the next mbf has some of same guys working on it on their free time, but kex doom won't get big updates anymore as Bethesda won't pay on it. There is gonna be new id game remaster on this Quakecon though, that's where the Bethesda's Nightdive money goes.
This is not anti-Nightdive post though. I like most of remasters and think that they are the most competent fps remaster team, that do their jobs with heart. But anyway they are company, and unless they get paid, they are not working for free. Hell I wouldn't.
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Does UT99 have a community of 40-50 year olds still playing? I frequently revisit the soundtrack and would enjoy some casual games, or at least getting killed by some veterans who know every trick in the book.
>>11833428me and some friends play it at the local twice-a-year LAN. good times
>>11833439Bless your hearts.
>>11833338I dunno what I expected for a community project theme, but it wasn't that
Especially that first requirement
>>11833373>Id24 will never get finished, because Nightdive won't get paid for it from Bethesda anymoreWait, I thought ID24 was just what was gonna be RNR24, just with a different label slapped on top after it had been licensed, and that Watson was continuing work on it regardless.
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I'm sure it wasn't that, but I wouldn't have been surprised if it came to be a single anon posting these back to back
>>11833463What the hell rnr24?
>>11833465The upper is me. Lower is not me, but I replied to him in this
>>11833373I don't agree with kraf's ban, that was stupid. Howerer I'm not gonna pretend that I should get offended on some furry wad's creator's behalf, because Xaser made 2 over excited comments advertising his mbf21 and then backed out on furry guy's thread that didn't offend the furry guy himself. Getting offended by that is over dramatizing and part of contrarianism to paint Xaser as the great satan. There are shitload of worse guys and gals in doom community than Xaser.
>>11833498Rum&Raisin, it's a sourceport.
>>11833428OldUnreal exists. Strangely, they couldn't get permission from Tencent Timmy to host Unreal and UT99 personally, but they were allowed to make tools that download them from the Internet Archive.
>>11833524Ah. I wouldn't bet on GooberMan finishing his hobby projects. He has abandoned lot of stuff in the past. Now when there is already new mbf coming up, it would be irrevelant for him to finish id24 on his free time.
>>11833458How would they even know you followed that rule?
...On second thought, I shouldn't ask.
>>11833517Aren't you overdoing it a little?
The missionaries of New Thing running in there thinking they'd convert the little lost souls who never asked (and they can't even decide on if they're pimping MBF21, Odamex, or Kex) was only ever just lolworthy.
>>11833582Maybe. But I admit that I'm a mbf21 fan. It has allowed creators to create many high quality wads for boom-derived ports that would have been only possible in gzdoom or eternity engine in the past. Did you forget that our very own Ad Mortem uses mbf21 too? More flexible dehacked is good. There is simply a no reason to hate mbf21 other than being contrarian. Also I wouldn't exactly call it a new thing. It was released 4 years ago.
Kex Doom and id24 on the other hand, nah I'm not a fan. Mbf25 or mbf26, that's where it is at. Odamex on the other hand feels good as multiplayer port. It's more like woof and less gzdoom like zandro (even though it has slopes).
Also only lolworthy thing in that thread was that you are required to be a furry to join the community project. Even participating in our hffm didn't require you to be a leather daddy.
>>11832130What if I dont want to use any of the texture sets and just wanna go all vanilla?
>>11833458I want to lead a project about my proud love life with chinese electric toasters, get on with times grampa. Dedicating wads to tv shows, pets, friends or co-workers is an old busted cliche.
>>11833608Then you can participate in Duke It Out In /vr/.
Con files and announcement coming up in next few days. Within a week at least. Just got caught up in some irl shit that I need go through, so no cons today yet, sorry.
>>11831987Thanks mate.
>>11833517I don't like his maps.
>>11833658That's fine. I don't like all his maps either. But I'm still not going to pretend that he is the arch enemy of doom community.
>>11833095Thank you for your service. I use BuildGDX sometimes, so I'll keep it in mind.