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Thread 11825738

590 posts 266 images /vr/
Anonymous No.11825738 [Report] >>11825750 >>11825793 >>11826328 >>11826381 >>11826506 >>11828791 >>11829243 >>11830474 >>11830845 >>11832130 >>11833736
UNHOLY MATRIMONY
DOOM THREAD / RETRO FPS THREAD - Last thread: >>11819310

Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~

FAQ/GENERAL GUIDE
https://rentry.org/vrbin

SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/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/
Anonymous No.11825740 [Report] >>11825750 >>11828771 >>11830472
=== 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)
Anonymous No.11825746 [Report] >>11825751
Anonymous No.11825747 [Report] >>11825751 >>11825754 >>11827625
Doomguy boiling in a pot of shit.
Anonymous No.11825750 [Report] >>11825752
>>11825738 (OP)
>>11825740

Please use the updated version of the "so you wanna play doom" picture, which is https://imgur.com/a/kPeNfTo
Anonymous No.11825751 [Report]
>>11825746
Jesus christ, how terrifying.

>>11825747
It looks more like he's adding to the pot.
Anonymous No.11825752 [Report] >>11825764
>>11825750
Nah.
Anonymous No.11825754 [Report] >>11825760
>>11825747
That's a lot of shit.
Anonymous No.11825760 [Report]
>>11825754
If there's any man who gets shit done, it's Doomguy
Anonymous No.11825764 [Report]
>>11825752
Why do you feel the need to be contrarian?
Anonymous No.11825774 [Report] >>11825778 >>11825789 >>11825960 >>11825994
Anyone have an idea for a Doom challenge, or should I try to come up with one?
Anonymous No.11825778 [Report] >>11825781
>>11825774
sunlust map30 uv-max with fast monsters
Anonymous No.11825779 [Report]
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?
Anonymous No.11825781 [Report]
>>11825778
I'd have to be able to beat it myself.
Anonymous No.11825789 [Report]
>>11825774
>InfiniteREKKRsion
Anonymous No.11825790 [Report] >>11825797
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
Anonymous No.11825793 [Report] >>11825805 >>11826049 >>11826051 >>11827553 >>11827634 >>11829974 >>11830181
>>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
Anonymous No.11825794 [Report] >>11825806 >>11830078
Anonymous No.11825797 [Report] >>11825812
>>11825790
Christ, that looks tough, tougher than I think I could do.
Anonymous No.11825805 [Report] >>11825883 >>11826084 >>11830181
>>11825793
I'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
Anonymous No.11825806 [Report] >>11825815
>>11825794
>suggested testicular chocolate
>mm-anon lost
>beat autist
lol, lmao
>gay works extra malice looking
>probably retarded kinda design
>free boner
Anonymous No.11825809 [Report]
>>11825473
Still going
Anonymous No.11825812 [Report] >>11825813
>>11825797
It 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.
Anonymous No.11825813 [Report] >>11825816
>>11825812
I wasn't cut out for that one either. Also, how are saves demo compatible?
Anonymous No.11825815 [Report] >>11825862
>>11825806
>free boner
Anonymous No.11825816 [Report] >>11825821 >>11825824 >>11825954
>>11825813
did u read the post anon
Anonymous No.11825821 [Report]
>>11825816
i saved this reaction image 13 years ago
Anonymous No.11825824 [Report] >>11825847
>>11825816
No, actually. I guess I could do it casual.
Anonymous No.11825847 [Report]
>>11825824
I just hope other people who haven't played the map like it as much as I did
Anonymous No.11825852 [Report] >>11825904 >>11825961
>>11825596
Do 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
Anonymous No.11825862 [Report]
>>11825815
>free boner
Anonymous No.11825867 [Report]
i've been too busy playing doom for the past 4 days to post in this thread
Anonymous No.11825879 [Report] >>11825935
I just played E1M1 of Quake 64.

And not that remastered shit, the actual OG.
Anonymous No.11825883 [Report]
>>11825805
>already has a demo for it
Does this mean I chose the map well or poorly?
Anonymous No.11825904 [Report]
>>11825852
>will it work in Raze
Probably not and thats a good thing. Raze is a bad and you should feel bad for using it
Anonymous No.11825915 [Report] >>11825980
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.
Anonymous No.11825935 [Report] >>11826598
>>11825879
Ok, you want a round of applause or something?
Anonymous No.11825948 [Report]
Anonymous No.11825954 [Report] >>11825959 >>11831108 >>11831241
>>11825816
Why are women like this weirdly cute?
Anonymous No.11825959 [Report]
>>11825954
Anonymous No.11825960 [Report] >>11826241 >>11827572
>>11825774
300 minutes of /vr/ map29 without looking at the automap
Anonymous No.11825961 [Report] >>11825985 >>11826000
>>11825852
Rednukem 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 sentries
I'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.
Anonymous No.11825980 [Report] >>11826000 >>11829854
>>11825915
Project 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.
Anonymous No.11825982 [Report] >>11825987 >>11826158
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?
Anonymous No.11825985 [Report]
>>11825961
Good 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.
Anonymous No.11825987 [Report] >>11825990
>>11825982
>slope-tilting
I still have no idea what the fuck it is. Camera tilt when standing on a slope?
Anonymous No.11825990 [Report]
>>11825987
yes, default behavior in the games but so is having mouselook off
Anonymous No.11825994 [Report] >>11826004
>>11825774
Scythe map23
Anonymous No.11826000 [Report] >>11826031 >>11829854
>>11825961
>>11825980
Alright, 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?
Anonymous No.11826004 [Report]
>>11825994
kek >>11810975
i was gonna post that one after sunlust map08 since it's a lot harder
Anonymous No.11826006 [Report]
>>11825473
ggs
Anonymous No.11826024 [Report]
>>11825473
ggs!
Anonymous No.11826031 [Report]
>>11826000
Groovy. 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.
Anonymous No.11826049 [Report] >>11826051 >>11826084
>>11825793
https://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
Anonymous No.11826051 [Report]
>>11825793
>>11826049
forgot screenshot
Anonymous No.11826084 [Report]
>>11825805
I 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

>>11826049
Nice, 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 now
That's what I'm talkin' 'bout! (You)s like this make all the effort of recording and writing worth while.
Anonymous No.11826096 [Report] >>11826109 >>11826526 >>11826554
>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.
Anonymous No.11826109 [Report] >>11826115
>>11826096
Tag the linedefs to not appear on the automap
Anonymous No.11826115 [Report] >>11826123 >>11826359
>>11826109
No, 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.
Anonymous No.11826123 [Report] >>11826127 >>11826134
>>11826115
Leave 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
Anonymous No.11826125 [Report] >>11826128 >>11826153 >>11826161 >>11826553 >>11826946 >>11827161
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?
Anonymous No.11826127 [Report]
>>11826123
I'm not gonna make the maze completely the same all over, some paths will look a bit different and there'll be landmarks.
Anonymous No.11826128 [Report]
>>11826125
>I'm on a flow
Anonymous No.11826134 [Report]
>>11826123
Instead of health-potions use megaspheres, and make it a damaging floor.
Anonymous No.11826153 [Report] >>11826173
>>11826125
Not 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
Anonymous No.11826158 [Report] >>11826238 >>11828778
>>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).
Anonymous No.11826161 [Report] >>11826184
>>11826125
I think you're probably overthinking this thing if you want just a starter mapping project.
Anonymous No.11826173 [Report] >>11826208
>>11826153
I 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.
Anonymous No.11826184 [Report]
>>11826161
Yea, 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.
Anonymous No.11826208 [Report] >>11826218 >>11826228
>>11826173
New 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
Anonymous No.11826218 [Report]
>>11826208
Yea, if someone has good ideas, I could include some enemy variants with different color and different attack.

>pain elemental
Pain elemental that spawns sentry drones, oh god no
Anonymous No.11826228 [Report]
>>11826208
Actually 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.
Anonymous No.11826238 [Report]
>>11826158
>DOSBlood
oops 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.
Anonymous No.11826241 [Report]
>>11825960
Demos don't record automap checks afaik
Anonymous No.11826328 [Report]
>>11825738 (OP)
>Wait! I just wanna talk to you!
Anonymous No.11826359 [Report] >>11826370
>>11826115
>that means the player can't gradually draw out the maze as they explore it
Back in my day we used graph paper to draw the dungeon, and we damn well liked it.
Anonymous No.11826370 [Report]
>>11826359
This isn't Metroid, it's Doom, the automap is a default feature.
Anonymous No.11826381 [Report] >>11826515
>>11825738 (OP)
Anonymous No.11826506 [Report]
>>11825738 (OP)
>https://imgur.com/a/wWS8zXz
and so the Second Megaman Schizo War began.
Anonymous No.11826515 [Report] >>11826516 >>11827605
>>11826381
Anonymous No.11826516 [Report] >>11826534
>>11826515
Post the second one.
Anonymous No.11826518 [Report]
Anonymous No.11826523 [Report] >>11827358
Anonymous No.11826526 [Report] >>11826527
>>11826096
I 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.
Anonymous No.11826527 [Report] >>11826561
>>11826526
>just the fact you want to recreate that shot of the maze and go to all this trouble is very cool
Well, 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?
Anonymous No.11826534 [Report] >>11827567
>>11826516
don't have a second one
Anonymous No.11826553 [Report] >>11826606
>>11826125
Too much. Just leave it be as is, better put time into maps or fixing boss sentries
Anonymous No.11826554 [Report]
>>11826096
>242 - Create Fake Ceiling And Floor
Hey, 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!
Anonymous No.11826561 [Report] >>11826608
>>11826527
I 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)
Anonymous No.11826598 [Report] >>11826609
>>11825935
Well is the remastered game's "Quake 64" more worthwhile?
Anonymous No.11826606 [Report]
>>11826553
Yea. Agreed. I got over excited. :D
Anonymous No.11826608 [Report] >>11826641
>>11826561
Didn't work.
Anonymous No.11826609 [Report]
>>11826598
Better controls at least. You can play Quake 64 also on ironwail/quakespasm, which is the best way to play it imo.
Anonymous No.11826641 [Report] >>11826663 >>11826686
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.
>>11826608
Dang. I'm sorry, at least it was worth trying though.
Anonymous No.11826663 [Report] >>11826676 >>11826678 >>11826941 >>11832458
>>11826641
You 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.
Anonymous No.11826676 [Report]
>>11826663
Ugh.
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)
Anonymous No.11826678 [Report]
>>11826663
God damn that makes me sad that build has such small map limits. It works much better with huge open spaces
Anonymous No.11826686 [Report] >>11826749
>>11826641
I 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
Anonymous No.11826687 [Report] >>11826706
Is there a Quake source port for the OG Xbox?
Anonymous No.11826706 [Report] >>11826723
>>11826687
Did you mean to type that into google?
Anonymous No.11826723 [Report] >>11826734
>>11826706
Yes, 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.
Anonymous No.11826730 [Report] >>11826742 >>11827057
Cacodemon inflation rule34
Anonymous No.11826734 [Report]
>>11826723
Shit happens.
Anonymous No.11826742 [Report]
>>11826730
I don't really get wanting to inflate already round creatures.
now the cacodemon girl on the other hand
Anonymous No.11826749 [Report] >>11827025
>>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.
Anonymous No.11826758 [Report] >>11826778
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
Anonymous No.11826778 [Report] >>11826837
>>11826758
It's fine.
Anonymous No.11826837 [Report] >>11826871 >>11826880
>>11826778
ok

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 damage

there 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
Anonymous No.11826839 [Report] >>11826853
i call the mod the zoomguy

gotta go fast
Anonymous No.11826845 [Report] >>11827034
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
Anonymous No.11826853 [Report]
>>11826839
Bitrate's gotta go fast too.
Anonymous No.11826871 [Report] >>11826889
>>11826837
If e1m1 is fucking you up that badly, the vast majority of maps will be virtually unplayable.
Anonymous No.11826880 [Report]
>>11826837
How'd you get that shiny floor?
Anonymous No.11826883 [Report]
I can't think of a new map idea that I want to do
Anonymous No.11826889 [Report]
>>11826871
i 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
Anonymous No.11826941 [Report] >>11827004 >>11827016 >>11827016
>>11826663
Can 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)
Anonymous No.11826946 [Report] >>11827162
>>11826125
think about how many mappers/maps you'll get for your shitty project before going full dopamine on ideas.
Anonymous No.11827004 [Report]
>>11826941
>performance issues

They make a pill for that these days, fnarr fnarr fnarr.
Anonymous No.11827016 [Report] >>11827027 >>11827054
>>11826941
>>11826941
Any 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.
Anonymous No.11827025 [Report] >>11827247
>>11826749
>I can think of countless levels with almost twice that many linedefs and vertices
how many work in the original game or Chocolate Doom?
Anonymous No.11827027 [Report] >>11827046 >>11827054 >>11827307
>>11827016
you 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
Anonymous No.11827034 [Report] >>11827048 >>11827062
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.

>>11826845
My dude, just use boram:
https://github.com/Kagami/boram
Anonymous No.11827041 [Report]
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
Anonymous No.11827046 [Report]
>>11827027
I know it'll lag and I know how to prevent it.

Seems enough to me.
Anonymous No.11827048 [Report] >>11827052
>>11827034
to 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
Anonymous No.11827052 [Report] >>11827061
>>11827048
Get an old laptop, don't connect it to the Internet. It's easier.
Anonymous No.11827054 [Report]
>>11827016
I'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).
>>11827027
I don't know what those are
Anonymous No.11827057 [Report]
>>11826730
Anonymous No.11827061 [Report]
>>11827052
i 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
Anonymous No.11827062 [Report]
>>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.
Anonymous No.11827161 [Report] >>11827170
>>11826125
I'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.
Anonymous No.11827162 [Report]
>>11826946
We 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
Anonymous No.11827170 [Report]
>>11827161
Yea, 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.
Anonymous No.11827247 [Report] >>11827325
>>11827025
He's mapping for fucking GzDoom
Anonymous No.11827283 [Report]
Guy who made anarch just released a very esoteric racing game
https://drummyfish.itch.io/licar
Anonymous No.11827307 [Report]
>>11827027
>ou clearly don't know how a bsp works if you don't understand why you need single sided sectors
Anonymous No.11827318 [Report]
If anyone sees this man please contact the authorities
Anonymous No.11827325 [Report]
>>11827247
then why even ask? if it runs it runs
Anonymous No.11827358 [Report]
>>11826523
She's not playing quake though, hand isn't on the keyboard
Anonymous No.11827368 [Report] >>11827371
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?
Anonymous No.11827371 [Report] >>11827440
>>11827368
UV or you miss most of them cyberdemons.
Anonymous No.11827390 [Report] >>11827405 >>11827428 >>11827435 >>11832345
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.
Anonymous No.11827405 [Report] >>11827421
>>11827390
It 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.
Anonymous No.11827421 [Report]
>>11827405
>In other formats you can just make a conveyor belt that pulls enemies towards a teleport

Wonderful. Oh fuck, now I have to try.
Anonymous No.11827428 [Report] >>11827434
>>11827390
I'm just memeing, I wouldn't actually stoop to that level.
Anonymous No.11827434 [Report] >>11827662
>>11827428
A 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.
Anonymous No.11827435 [Report] >>11827446
>>11827390
I 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.
Anonymous No.11827440 [Report]
>>11827371
jesus 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 >_>
Anonymous No.11827446 [Report]
>>11827435
I 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...
Anonymous No.11827458 [Report] >>11827463
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
Anonymous No.11827463 [Report] >>11827490
>>11827458
>i hope the other levels aren't as cramped as this one.
Suck it down.
Anonymous No.11827490 [Report]
>>11827463
it 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
Anonymous No.11827513 [Report]
For being made by supposed doom veterans, dimension zero kinda sucks ass
Anonymous No.11827553 [Report] >>11827861
>>11825793
Max in 10:27
https://files.catbox.moe/yra5p6.lmp
Died way too many times in the BFG fight
Anonymous No.11827562 [Report]
Anonymous No.11827567 [Report]
>>11826534
>he doesn't have the second one
Anonymous No.11827572 [Report]
>>11825960
well, I looked at the automap
do I need to see a medic?, I'm worried
Anonymous No.11827605 [Report]
>>11826515
Fucking found it. Don't lose it, again.
Anonymous No.11827625 [Report] >>11827634
>>11825747
Who shat all that shit?
Anonymous No.11827632 [Report] >>11827646 >>11827651
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?
Anonymous No.11827634 [Report] >>11827657
>>11827625
some guy in [s4s]
>>11825793
i'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
Anonymous No.11827641 [Report] >>11827653 >>11827663 >>11827669 >>11827679
>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?
Anonymous No.11827643 [Report] >>11827665 >>11827670
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.
Anonymous No.11827646 [Report]
>>11827632
>What the actual fuck is this thing though?
Modmaker's Garfieldsona
Anonymous No.11827651 [Report] >>11827862
>>11827632
I feel like the actual spritual successor to Demonsteele is Daemon Toolz, seeing as Term's the one making it.
Anonymous No.11827653 [Report] >>11827665 >>11827679
>>11827641

Type 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
Anonymous No.11827657 [Report] >>11827676
>>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 busy
If 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.
Anonymous No.11827662 [Report]
>>11827434
I 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.
Anonymous No.11827663 [Report] >>11827676
>>11827641
>am i supposed to pistol start all these levels?
>supposed to
No. 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
Anonymous No.11827665 [Report]
>>11827653
yeah 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

>>11827643
there'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
Anonymous No.11827669 [Report]
>>11827641
don't worry many maps have death exit anyway
Anonymous No.11827670 [Report]
>>11827643
Yeah, 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.
Anonymous No.11827676 [Report] >>11827707
>>11827657
>>11827663
i'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
Anonymous No.11827679 [Report]
>>11827641
I 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 exists
There'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.
Anonymous No.11827707 [Report] >>11827756 >>11827770
>>11827676
I'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
Anonymous No.11827756 [Report] >>11827809
>>11827707
i'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
Anonymous No.11827763 [Report] >>11828358
Where can I find this mythical Hexen DotDC version 1.1? Every version I find is the no-music V1.
Anonymous No.11827770 [Report] >>11827809
>>11827707
what 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
Anonymous No.11827809 [Report] >>11827841
>>11827770
The 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 me
It'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 room
Wait anon are you not aware of the pro Doom monster strats??? https://youtu.be/HJcf0aOwmiA
Anonymous No.11827841 [Report]
>>11827809
i 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
Anonymous No.11827859 [Report]
>Go to Akinator
>Think about Snowfall from AMC Squad
>Akinator didn't guess him
For once I won against Akinator
Anonymous No.11827861 [Report] >>11828416
>>11827553
good job anon, most unique route so far
>dsda 0.25.6
can 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
Anonymous No.11827862 [Report] >>11827869
>>11827651
>Daemon Toolz
qrd? google ain't helping no matter how i spin it.
Anonymous No.11827869 [Report] >>11827870 >>11827902 >>11827945 >>11827949 >>11831397 >>11831495
>>11827862
TL;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.
Anonymous No.11827870 [Report] >>11828053
>>11827869
What happened to make him take a break anyways?
Anonymous No.11827873 [Report] >>11827879 >>11827902
What do you guys think of Hideous Destructor?
Anonymous No.11827879 [Report]
>>11827873
Impressive but not for guys like me who wants an 'arcade' shooter
Anonymous No.11827902 [Report]
>>11827869
gee, ain't that a delight. thanks, anon.
>>11827873
good 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.
Anonymous No.11827945 [Report]
>>11827869
Fucking cool. I'm glad he didn't stay away from making Doom stuff forever.
Anonymous No.11827949 [Report]
>>11827869
I'm really liking the parry mechanic with the sword. I hope it can parry archviles.
Anonymous No.11828053 [Report]
>>11827870
got sexually harassed by someone who faced no consequences for it
Anonymous No.11828062 [Report] >>11828205
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.
Anonymous No.11828183 [Report] >>11828189 >>11828207 >>11828212 >>11828214 >>11828232 >>11828293 >>11828369 >>11828403 >>11828581 >>11828638 >>11828643 >>11828920
Objectively speaking, who is the best Doom mapper of all times?
Anonymous No.11828189 [Report] >>11828262
>>11828183
By what standard?
I'm a fan of mouldy I suppose
Anonymous No.11828205 [Report] >>11828324
>>11828062
i told you niggas vr projects are cursed
Anonymous No.11828207 [Report] >>11828252
>>11828183
Sandy Petersen
Anonymous No.11828212 [Report]
>>11828183
40oz
Anonymous No.11828214 [Report] >>11828232 >>11828257
>>11828183
Me
Anonymous No.11828232 [Report]
>>11828183
Him >>11828214
Anonymous No.11828252 [Report]
>>11828207
lol
Anonymous No.11828257 [Report] >>11828310
>>11828214
Post a map you made.
Anonymous No.11828260 [Report]
Anonymous No.11828262 [Report] >>11828278
>>11828189
>By what standard?
Best maps?
Most significant body of work?
Most innovative?
Anonymous No.11828278 [Report] >>11828281 >>11828289 >>11828584 >>11828601
>>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
Anonymous No.11828281 [Report] >>11828289
>>11828278
E1 is not Romero's best levels.
Anonymous No.11828286 [Report]
Anonymous No.11828289 [Report]
>>11828278
Definitely not, though he could be the most innovative.

>>11828281
Agreed.
Anonymous No.11828293 [Report]
>>11828183
I 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
>Gusta

I always enjoy the hell out of maps by these dudes.
Anonymous No.11828307 [Report]
Anonymous No.11828310 [Report] >>11828326 >>11828327
>>11828257
Anonymous No.11828317 [Report] >>11828321
Romero needs to hurry up with his Doom 2 pwad
Anonymous No.11828321 [Report]
>>11828317
It'll be well worth the wait, trust me ;)
Anonymous No.11828324 [Report] >>11828329 >>11828605
>>11828205
At 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.
Anonymous No.11828326 [Report]
>>11828310
so fucking based
oh my god
Anonymous No.11828327 [Report]
>>11828310
>let's look in this closet
Anonymous No.11828329 [Report] >>11828331 >>11828332
>>11828324
Have there been any Quake /vr/ projects? Super fun game to map for.
Anonymous No.11828331 [Report]
>>11828329
Nevermind it's in the OP kek.
Anonymous No.11828332 [Report]
>>11828329
QUMP, HUH and Violent Rumble.
Anonymous No.11828340 [Report] >>11828342 >>11828346
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
Anonymous No.11828342 [Report] >>11828346
>>11828340
https://www.youtube.com/watch?v=caBMEsJC0Hg
Anonymous No.11828346 [Report]
>>11828340
>>11828342
what’s the issue
Anonymous No.11828357 [Report] >>11828361 >>11828367 >>11828368 >>11828604 >>11828645 >>11829017
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
Anonymous No.11828358 [Report]
>>11827763
Check the OP
>https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

1 Open vr/IDTech 1/WADs only/
2 Download ID_tech_1_heretic_hexen.zip
3 Unzip and copy HEXDD.wad to your Hexen folder
Anonymous No.11828361 [Report]
>>11828357
Playing Hideous Destructor on dark levels and with a low and crunchy screen resolution, I guess.
Anonymous No.11828367 [Report]
>>11828357
90s wads on choco doom?
Anonymous No.11828368 [Report] >>11828375
>>11828357
Break your hands.
Anonymous No.11828369 [Report]
>>11828183
Insane_Gazebo
Anonymous No.11828371 [Report]
I should probably put a cap on this...
https://files.catbox.moe/rhuzh6.mp4
Anonymous No.11828373 [Report]
Anonymous No.11828375 [Report] >>11828376
>>11828368
the 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
Anonymous No.11828376 [Report] >>11828378
>>11828375
They aren't missing anything.
Anonymous No.11828378 [Report] >>11828387 >>11828395 >>11828443
>>11828376
overcoming adversity adds satisfaction to life
if you have no challenges you have no meaning
Anonymous No.11828387 [Report] >>11828430
>>11828378
my life lost all meaning because i don't have to clean a detachable ball in my mouse anymore
Anonymous No.11828395 [Report] >>11828430
>>11828378
Certain 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.
Anonymous No.11828403 [Report]
>>11828183
Definitely not the ones behind Hell Revealed
Anonymous No.11828416 [Report]
>>11827861
It's the version from the Debian repositories, so unless you're running Debian I don't think I can help
Anonymous No.11828419 [Report]
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
Anonymous No.11828430 [Report] >>11828437
>>11828387
this but unironically

>>11828395
but 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
Anonymous No.11828437 [Report]
>>11828430
i 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
Anonymous No.11828440 [Report] >>11828506 >>11828563 >>11828642
I got balls of rubber.
Anonymous No.11828443 [Report] >>11830735
>>11828378
I 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.
Anonymous No.11828506 [Report]
>>11828440
Boing-oing-oing-oing
Anonymous No.11828528 [Report] >>11828553 >>11828693
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?
Anonymous No.11828553 [Report] >>11828709
>>11828528
Might they be in the same pak file as the new expansion? At least the horde maps are in that pak.
Anonymous No.11828563 [Report]
>>11828440
>Douk if he was a Changed fan
Anonymous No.11828581 [Report]
>>11828183
Probably Ribbisk actually.
Anonymous No.11828584 [Report]
>>11828278
>could this be anyone but romero?
lol lmao
Anonymous No.11828601 [Report]
>>11828278
Sigil > E4M2/6 > Sigil 2 > E1
Anonymous No.11828604 [Report]
>>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
Anonymous No.11828605 [Report] >>11828947
>>11828324
I hope more anons get into it and learn that duke is much more fun than making boring techbases in doom
Anonymous No.11828608 [Report] >>11828803
Shake it, baby
Anonymous No.11828638 [Report]
>>11828183
Mouldy, his mastery of the sector toilet knows no equal.
Anonymous No.11828642 [Report]
>>11828440
I got rolls of blubber
Anonymous No.11828643 [Report] >>11828648
>>11828183
Darkwave0000
Anonymous No.11828645 [Report]
>>11828357
>not a lightspeed killfest
Stop playing slaughter maps
Anonymous No.11828648 [Report]
>>11828643
My favorite aesthetic is silhouetted monsters against a bright background or sky.
Anonymous No.11828693 [Report] >>11828709
>>11828528
There are two different versions of the game files now. Use the ones from rerelease\id1
Anonymous No.11828709 [Report] >>11828730 >>11828773
>>11828693
>>11828553

I 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
Anonymous No.11828730 [Report] >>11828743 >>11828773 >>11828906
>>11828709
wat
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?
>kex
Does it work with AD? I thought ad was made for QS of which ironwail is a fork
Anonymous No.11828743 [Report] >>11828773 >>11829038
>>11828730

Nope, 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.
Anonymous No.11828771 [Report]
>>11825740
https://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
Anonymous No.11828773 [Report] >>11829038
>>11828730
>>11828743
>>11828709

Solved 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
Anonymous No.11828778 [Report]
>>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
Anonymous No.11828791 [Report] >>11829243
>>11825738 (OP)
>UNHOLY MATRIMONY
Repent before it's too late, my friend.
Anonymous No.11828798 [Report] >>11828881 >>11828953 >>11829692 >>11829714 >>11829893
Has anyone done anything cool with id24 yet? I've been out of the loop.
Anonymous No.11828803 [Report]
>>11828608
Anonymous No.11828881 [Report]
>>11828798
I don't think anybody's really done anything with it.
Anonymous No.11828906 [Report]
>>11828730
>>kex
>Does it work with AD? I thought ad was made for QS of which ironwail is a fork

It 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.
Anonymous No.11828920 [Report]
>>11828183
Hot 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.
Anonymous No.11828947 [Report]
>>11828605
I 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.
Anonymous No.11828953 [Report] >>11829714 >>11829735
>>11828798
It's unfinished and will remain so. Mbf25 is being done now and it will have all id24 stuff and more.
Anonymous No.11829017 [Report]
>>11828357
You 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.
Anonymous No.11829038 [Report] >>11829049 >>11829258
>>11828743
>>11828773
What 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+
Anonymous No.11829049 [Report] >>11829258
>>11829038
Woops 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
Anonymous No.11829243 [Report]
>>11828791
>>11825738 (OP)
Yeah!
Change your ways now, because tomorrow it may be far too late.
Anonymous No.11829258 [Report] >>11829274
>>11829038
>>11829049

I 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.
Anonymous No.11829274 [Report] >>11829281
>>11829258
Why do you care whether or not steam launches Quake for you? Heckin achieverinos?
Anonymous No.11829281 [Report] >>11829304
>>11829274

It's where all my games live. I don't want one of my favourite games to be a second class citizen.
Anonymous No.11829282 [Report] >>11829287 >>11829364 >>11829367 >>11829402 >>11829446 >>11829470 >>11829487 >>11829493 >>11829526 >>11829730
>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'?
Anonymous No.11829287 [Report]
>>11829282
It's fun without a gameplay mod that makes you pause the fun by reloading, yes.
Anonymous No.11829304 [Report] >>11829445
>>11829281
>It's where all my games live
How do you launch Doom? Blood? Duke3D? All source ports or all official ports through steam?
Anonymous No.11829364 [Report]
>>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 monsters

I think you're barely above game journo tier. Get better at the game by playing the wad without mods first.
Anonymous No.11829367 [Report] >>11829370
>>11829282
>7 hundred monsters
>slaughterfest
Anonymous No.11829370 [Report] >>11829391
>>11829367
The fact that someone may say this without a hint of irony in 2025 is a grim reminder of the state of doom mapping
Anonymous No.11829378 [Report] >>11829403
>doom mapping
more like dumb mapping lol
Anonymous No.11829391 [Report] >>11829402 >>11829416
>>11829370
You'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.
Anonymous No.11829402 [Report] >>11829416
>>11829391
You may be correct.
>>11829282
What wad is this from?
Anonymous No.11829403 [Report] >>11829447 >>11829469 >>11829483 >>11829493 >>11829551 >>11829712 >>11829951 >>11833009
>>11829378
whoever makes a map like this needs to be sodomized
Anonymous No.11829416 [Report]
>>11829391
>>11829402
777 monsters can probably fit here without turning map into a slaughter. Barely.
Anonymous No.11829445 [Report] >>11829584 >>11829607
>>11829304

Source 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.
Anonymous No.11829446 [Report]
>>11829282
That's fun to me.
Anonymous No.11829447 [Report]
>>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 clear
What's the critique?
Anonymous No.11829469 [Report]
>>11829403
Go back to Fava Beans, then.
Anonymous No.11829470 [Report] >>11829491
>>11829282

Play Quake instead Anon, they never invented slaughtershit in the Quake community.
Anonymous No.11829481 [Report]
>why do they do this
>is it supposed to be 'fun'?
Anonymous No.11829483 [Report]
>>11829403
>only 340 enemies
>THEY SHOULD BE HECKIN SODOMIZED
Anonymous No.11829487 [Report]
>>11829282
You are like a little baby.
Anonymous No.11829491 [Report] >>11829525
>>11829470
You know nothing.
Anonymous No.11829493 [Report] >>11829539 >>11830926
>>11829403
>>11829282
I am glad that my level will funnel you.
Anonymous No.11829525 [Report] >>11831004 >>11831042
>>11829491
Recommend me some quake "slaughter maps" then, I will see for myself
Anonymous No.11829526 [Report]
>>11829282
You 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.
Anonymous No.11829539 [Report]
>>11829493
It'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.
Anonymous No.11829551 [Report] >>11829568 >>11829684
>>11829403
Is 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.
Anonymous No.11829568 [Report]
>>11829551
This map had some crazy scripting iirc.
Anonymous No.11829584 [Report] >>11829637 >>11829765
>>11829445
isn'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.
Anonymous No.11829607 [Report] >>11829650
>>11829445
I 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)
Anonymous No.11829612 [Report]
https://www.youtube.com/watch?v=PKebn_Ly9T8
https://www.youtube.com/watch?v=PKebn_Ly9T8
Anonymous No.11829637 [Report]
>>11829584

Nah I think it will be fine.
Anonymous No.11829650 [Report]
>>11829607

I 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.
Anonymous No.11829684 [Report]
>>11829551
335 monsters?!!!
FUCKING SLAUGHTERSLOPPERS!
Anonymous No.11829692 [Report] >>11829702 >>11829714
>>11828798
You'd think it'd replace MBF21 for community projects, even in its unfinished state. "Exit and Reset Inventory" already justifies it in my eyes.
Anonymous No.11829702 [Report] >>11829703 >>11829813
>>11829692
Because ID24 is still an incomplete mess and it was dropped onto the community out of nowhere.
Anonymous No.11829703 [Report] >>11829707 >>11829758 >>11829759 >>11829881
>>11829702
But it has Exit and Reset Inventory
Anonymous No.11829707 [Report] >>11829710 >>11829732
>>11829703
And?
Anonymous No.11829710 [Report] >>11829718
>>11829707
Therefore it's worth using. Try to keep up, mate.
Anonymous No.11829712 [Report]
>>11829403
Holy fuck, you're the world's biggest fucking bitch.
Anonymous No.11829714 [Report] >>11829717 >>11829719 >>11829729 >>11829751 >>11829987
>>11828798
>>11828953
>>11829692

I 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
Anonymous No.11829717 [Report]
>>11829714
Because demo compat and lower system requirements.
Anonymous No.11829718 [Report] >>11829724
>>11829710
I can already do death exits in fucking vanilla.
Anonymous No.11829719 [Report] >>11829772
>>11829714
It's a lot easier to create Vanilla+ than to let everyone use ZDoom and blacklist a ton of features.
Anonymous No.11829724 [Report] >>11829734 >>11829737
>>11829718
That's like saying Decorate is pointless because one can modify things with DeHackEd
Anonymous No.11829729 [Report]
>>11829714
Because 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.
Anonymous No.11829730 [Report]
>>11829282
700 monsters isn't slaughtershit, but anything about 400 monsters does have to justify itself
Anonymous No.11829732 [Report]
>>11829707
https://timeofdoom.proboards.com/post/336/thread
Anonymous No.11829734 [Report]
>>11829724
I mean, go ahead and use ID25 if you want to, but it doesn't have that much support.
Anonymous No.11829735 [Report] >>11830234
>>11828953
>Mbf25 is being done now
Is there anywhere I can follow it?
Anonymous No.11829737 [Report]
>>11829724
I believe MBF25 is aiming to have Declarate code, along with better implementation of ID25's good ideas.
Anonymous No.11829751 [Report]
>>11829714
I don't want to fucking use GZDoom
Anonymous No.11829758 [Report] >>11829886 >>11829954
>>11829703
so a death exit?
Anonymous No.11829759 [Report] >>11829763
>>11829703
For me, it's the custom starting equipment. You could use that for episode-specific weapons.
Anonymous No.11829763 [Report] >>11829775
>>11829759
Something that can easily achieved by just spawning what you want on the player start position, and has been done frequently before.
Anonymous No.11829765 [Report] >>11829769
>>11829584
retard
Anonymous No.11829769 [Report]
>>11829765
so what exactly do you not understand?
Anonymous No.11829772 [Report]
>>11829719
Yeah 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!"
Anonymous No.11829775 [Report] >>11829778
>>11829763
You'd always have a pistol, and you can't add more weapons.
Anonymous No.11829778 [Report] >>11829791
>>11829775
Played a wad where I started with nothing, you can do that
Anonymous No.11829791 [Report] >>11829796 >>11829861
>>11829778
What wad?
Anonymous No.11829796 [Report]
>>11829791
Don't remember the name, it was some single map "horror" wad where you started after a car crash.
Anonymous No.11829813 [Report] >>11829819 >>11829875
>>11829702
>Because ID24 is still an incomplete mess
Wait, 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.
Anonymous No.11829819 [Report]
>>11829813
I don't think it's made any progress since the Kex port launched.
Anonymous No.11829854 [Report] >>11829917 >>11830448
>>11826000
>>11825980
Where's the best place for Duke levels while I wait for the /vr/ project?
Anonymous No.11829861 [Report]
>>11829791
You 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
Anonymous No.11829875 [Report]
>>11829813
I think it maybe saw a tiny update in late 2024?
Anonymous No.11829881 [Report] >>11829886
>>11829703
Erik Alm already did that in Scythe 2 like 20 years ago.
Anonymous No.11829886 [Report] >>11829914 >>11829923
>>11829758
>>11829881
Death Exits are factually gay. Have some dignity.
Anonymous No.11829893 [Report] >>11829908
>>11828798
Nobody wants to deal with Bethesda's port.
Nobody wants to validate Bethesda's embrace-extend-extinguish antics.
Anonymous No.11829908 [Report]
>>11829893
Woof has been implementing all of the ID24 features that LOR makes use of.
Anonymous No.11829914 [Report] >>11829973
>>11829886
Death exits work fine.
Anonymous No.11829917 [Report]
>>11829854
Want 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
Anonymous No.11829923 [Report] >>11829973
>>11829886
Death exits do exactly what you want, zoomer.
Anonymous No.11829936 [Report] >>11830002
Nu-doomer's modding career is steep, first they switch the specs and then take the death exit
Anonymous No.11829951 [Report]
>>11829403
From 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
Anonymous No.11829954 [Report]
>>11829758
Exit 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.
Anonymous No.11829973 [Report] >>11829975 >>11829978
>>11829914
They "work" just "fine"
>>11829923
>Death exits do exactly what you want
no they don't
>zoomer
insecure grognard
Anonymous No.11829974 [Report] >>11830101
>>11825793
The route I take on this run is confused and very unreliable.

https://files.catbox.moe/pfpsqo.lmp
Anonymous No.11829975 [Report] >>11830008
>>11829973
>ends the level
>resets the player's inventory
I fail to see the issue.
Anonymous No.11829978 [Report] >>11830008 >>11830064
>>11829973
Gonna second that other guy, I don't see a problem with death exits, the level ends and your shit is reset.
Anonymous No.11829987 [Report]
>>11829714
ZScript 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.
Anonymous No.11830002 [Report]
>>11829936
Anonymous No.11830008 [Report] >>11830012 >>11830015
>>11829975
>>11829978
It's in the name: death exit. You have to die, which is gay and satanic
Anonymous No.11830012 [Report] >>11830052
>>11830008
Then simply do not stay dead. Unless you choose to stay dead, that's on you.
Anonymous No.11830015 [Report] >>11830016 >>11830052 >>11830062
>>11830008
What did he mean by this?
Anonymous No.11830016 [Report] >>11830020
>>11830015
suicide is for the weak see also: trannies
Anonymous No.11830020 [Report]
>>11830016
My nigger, it's a fucking abstraction in a videogame.
Anonymous No.11830023 [Report] >>11830025
Gotta admit bros, i'm kinda enjoying doom on my PS5 while sat in the couch, simple as.
Anonymous No.11830025 [Report] >>11830029
>>11830023
good 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?
Anonymous No.11830029 [Report]
>>11830025
I'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.
Anonymous No.11830052 [Report] >>11830069
>>11830012
But you still have died
>>11830015
What's there not to get?
Anonymous No.11830062 [Report]
>>11830015
That he probably hates Doom's first episode where Doomguy basically dies, and might hate episode separations in Doom2-based wads.
Anonymous No.11830064 [Report] >>11830067 >>11830104
>>11829978
nta, 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.
Anonymous No.11830067 [Report]
>>11830064
Now that is a genuine problem.
Anonymous No.11830069 [Report] >>11830073
>>11830052
You seem weak.
Anonymous No.11830071 [Report] >>11830074 >>11830096
Anonymous No.11830073 [Report] >>11830079
>>11830069
Bold words from someone who dies
Anonymous No.11830074 [Report]
>>11830071
zdoomwars maps be like
Anonymous No.11830078 [Report]
>>11825794
>bullshit cheesing
Anonymous No.11830079 [Report] >>11830082
>>11830073
Yet here I am, alive.
Anonymous No.11830080 [Report]
Anonymous No.11830082 [Report] >>11830085
>>11830079
Nuh uh
Anonymous No.11830083 [Report]
Anonymous No.11830085 [Report]
>>11830082
https://www.youtube.com/watch?v=CS6BX-gcJqw
Anonymous No.11830096 [Report] >>11830131
>>11830071
what map is that?
Anonymous No.11830097 [Report]
Holy shit i'm fucking blown away by how good a controller feels on woof
Anonymous No.11830101 [Report]
>>11829974
Well done, lad. Thread winner for sure
Anonymous No.11830104 [Report]
>>11830064
I've played many maps where the death exit is instant, not sure how it's done though (I assume it's a Boom thing)
Anonymous No.11830119 [Report] >>11830137 >>11830149 >>11830365
Is there more oldschool stuff like Plutonia and the Chord series? Most "classic" WADs are utterly boring.
Anonymous No.11830131 [Report] >>11830312
>>11830096
https://www.moddb.com/mods/return-to-sandcastle/downloads/return-to-sandcastle
Anonymous No.11830132 [Report] >>11830136 >>11830138 >>11830156 >>11830206 >>11830267 >>11830309
Your opinion on Wormhole
Anonymous No.11830136 [Report]
>>11830132
I like its gimmick.
Anonymous No.11830137 [Report]
>>11830119
>Most "classic" WADs are utterly boring.
Looking at you Memento Mori.
Anonymous No.11830138 [Report]
>>11830132
Neat gimmick, underwhelming implementation.
Anonymous No.11830149 [Report]
>>11830119
https://www.doomworld.com/idgames/levels/doom2/megawads/1killtng
Pretty spicy set, it does have some grindy moments, though
Anonymous No.11830156 [Report]
>>11830132
Fun gimmick and not a bad level. It’s also one of my favorite Doom tracks.
Anonymous No.11830163 [Report] >>11830246
What is the difference in woof and gzdoom? Some wads (not pk3s) seem to only work in gzdoom.
Anonymous No.11830181 [Report] >>11830601
>>11825805
>>11825793
just 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
Anonymous No.11830186 [Report]
h-he's fast
Anonymous No.11830206 [Report]
>>11830132
interesting 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
Anonymous No.11830234 [Report] >>11830707
>>11829735
I think this is it here
https://github.com/SirBofu/mbf25
Anonymous No.11830246 [Report]
>>11830163
Which 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.
Anonymous No.11830267 [Report] >>11830339
>>11830132
https://www.youtube.com/watch?v=YGjs8Cruoio
Anonymous No.11830272 [Report]
I'm back on my bullshit. Map's around 25% done and I'll make sure the sidedef limit is reached.
Anonymous No.11830286 [Report]
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.
Anonymous No.11830309 [Report]
>>11830132
more like penishole
Anonymous No.11830312 [Report]
>>11830131
BIG ASS 4MB just for one map????
Anonymous No.11830337 [Report] >>11830342
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
Anonymous No.11830339 [Report] >>11830359
>>11830267
Sick Hexen OST.
Anonymous No.11830342 [Report]
>>11830337
Sounds cool. You can contribute that map to our Duke It Out In /vr/
Anonymous No.11830359 [Report]
>>11830339
w-wut
Anonymous No.11830365 [Report] >>11830402 >>11830421 >>11830434
>>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.
Anonymous No.11830378 [Report]
Whoever designed the caco corpse is a bad person who should feel bad.
Anonymous No.11830402 [Report] >>11830421
>>11830365
Hell Revealed
>here is 30 barons and a super shotgun, have fun
Anonymous No.11830421 [Report]
>>11830365
>>11830402
fucking immediately thought of HR too lmfao
Anonymous No.11830434 [Report] >>11830475
>>11830365
It 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.
Anonymous No.11830439 [Report] >>11830440
Mods for this feel?
https://www.youtube.com/watch?v=CYXJYQZ3FX0
Anonymous No.11830440 [Report]
>>11830439
UAC Military Nightmare
Anonymous No.11830446 [Report] >>11830457
why was UAC Ultra 2 never finished?
Anonymous No.11830448 [Report]
>>11829854
Check 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 Edition
Before 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 Edition
The 7th episode by same developer. Even more new monsters and epic finale.

>The Gate
Absolute classic with 4 episodes, new enemies like predator influenced enemy and new disc launcher weapon.

>Critical Mass
Short 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 Assault
Maps 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 Hour
Rumoured 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 Hard
High quality community projects, that are must play.
Anonymous No.11830457 [Report]
>>11830446
Because 40oz. He has a tendency to abandon projects out of pure spite or just out of boredom.
Anonymous No.11830472 [Report] >>11830514
Plugging away at a little ditty.
>>11825740
>https://moddb.com/games/quake/downloads/skyboxer-a-map-to-skybox-tool-for-quake-10
That is fucking awesome. Holyyyyy shit. Makes me want to get heavy into Quake mapping again.
Anonymous No.11830474 [Report] >>11830529
>>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
Anonymous No.11830475 [Report] >>11830526 >>11832473
>>11830434
Plutonia doesn't really force you to grind Barons with the shotgun like that.
Anonymous No.11830480 [Report]
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.
Anonymous No.11830484 [Report]
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.
Anonymous No.11830486 [Report]
I heckin love slaughter maps
Anonymous No.11830509 [Report]
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.
Anonymous No.11830514 [Report] >>11830536 >>11830564
>>11830472
For 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.
Anonymous No.11830526 [Report] >>11830561
>>11830475
No 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
Anonymous No.11830529 [Report]
>>11830474
Another 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.
Anonymous No.11830536 [Report] >>11830537
>>11830514
uhhh... looks like I managed to fuck something up right before I uploaded and you're the first to point it out.
Standby...
Anonymous No.11830537 [Report] >>11830564 >>11830565
>>11830536
Anonymous No.11830561 [Report]
>>11830526
Not really.
Anonymous No.11830564 [Report] >>11830570
>>11830537
>>11830514
Try 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.
Anonymous No.11830565 [Report]
>>11830537
I miss Blingee.
Anonymous No.11830570 [Report] >>11830584
>>11830564
Ruh roh.
Anonymous No.11830584 [Report] >>11830604
>>11830570
I may be mildly retarded...
Try this one: https://files.catbox.moe/5r9a85.zip
Anonymous No.11830601 [Report]
>>11830181
Nice, I didn't expect so many different routes. I like what you did in the room with the blue key.
Anonymous No.11830604 [Report]
>>11830584
https://youtu.be/xO_y8GYVr40?t=973
Fucking radical. Gonna visit some favorites and make skyboxes. Thanks.
Anonymous No.11830641 [Report] >>11830717 >>11830725
Anonymous No.11830696 [Report] >>11830717 >>11830725
Anonymous No.11830707 [Report]
>>11830234
Good stuff in here. I hope it actually happens.
Anonymous No.11830717 [Report] >>11830719 >>11830720 >>11831120
>>11830641
>>11830696
I love bloom so much it's unreal bros.
Anonymous No.11830719 [Report]
>>11830717
Anonymous No.11830720 [Report]
>>11830717
I like bloom when it's just subtle, not when it's strong like in that image.
Anonymous No.11830725 [Report] >>11830731 >>11830739 >>11830851 >>11832503
>>11830641
>>11830696
People who use the tone mappers in gzdoom should be flogged. This looks like ass.
Anonymous No.11830731 [Report]
>>11830725
>should be flogged.
Anonymous No.11830735 [Report]
>>11828443
>t there are much more meaningful challenges in life
True! 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.
Anonymous No.11830739 [Report] >>11830750
>>11830725
he should get, FORTY LASHES.
Anonymous No.11830750 [Report] >>11830757
>>11830739
He should, GET HIMSELF, A SPOON, AND FILL IT, WITH JELL-,O PUD,DING!!
Anonymous No.11830757 [Report]
>>11830750
AH AH AH
Anonymous No.11830845 [Report] >>11830850
>>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.
Anonymous No.11830850 [Report] >>11830854
>>11830845
If you want to do cutscenes, you would want to use ACS or ZScript with GzDoom.
Anonymous No.11830851 [Report]
>>11830725
or this
Anonymous No.11830854 [Report]
>>11830850
>ACS or ZScript with GzDoom
I'll look into it, thank you
Anonymous No.11830864 [Report]
Anonymous No.11830920 [Report] >>11831774
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
Anonymous No.11830926 [Report]
>>11829493
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
Anonymous No.11830973 [Report]
>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
Anonymous No.11831004 [Report]
>>11829525
Quenching Urges of Constant Killing
> https://www.quaddicted.com/db/v1/maps/1ebd8bcc6d1cc63d5aab3872373078c9f7f90b1dc38949f872f0dac4ce4a73dc
Anonymous No.11831007 [Report]
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.
Anonymous No.11831040 [Report] >>11831219
Anonymous No.11831042 [Report]
>>11829525
The Masque Of Red Death
I No Longer Fear The Ranger Guarding My Heel
Anonymous No.11831108 [Report] >>11831269
>>11825954
I dunno Anon, are you sure that you just aren't into stepmoms?
Anonymous No.11831120 [Report] >>11831223 >>11831693
>>11830717
>I love bloom so much it’s unreal bros.
Dunno…Still looks like Doom to me.
Anonymous No.11831219 [Report]
>>11831040
>Trying to play cards on my camping trip
>Smell of Imp corpse keeps distracting me
Anonymous No.11831223 [Report] >>11831321
>>11831120
Anonymous No.11831241 [Report] >>11831269 >>11831472
>>11825954
This 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.
Anonymous No.11831269 [Report] >>11831304
>>11831241
I meant this lady >>11831108 might spew flaming skulls at you.
Anonymous No.11831290 [Report]
doom 64 is great
bit in level 6 where you cross the bridge and get thrown into a dark pit full of spectres?
kinoge
Anonymous No.11831304 [Report]
>>11831269
Hot.
Anonymous No.11831321 [Report]
>>11831223
That's nothin
Anonymous No.11831397 [Report] >>11831436
>>11827869
Did Term say where he's planning to release the mod once it's done? Moddb? Itch.io? /vr/ if he even remembers our existence?
Anonymous No.11831403 [Report] >>11831457
>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?
Anonymous No.11831436 [Report]
>>11831397
He tends to release his stuff on Itch so just keep an eye on his developer page.
Anonymous No.11831457 [Report]
>>11831403
Literally 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.
Anonymous No.11831472 [Report]
>>11831241
My 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.
Anonymous No.11831495 [Report] >>11831582
>>11827869
Very happy to know that Doom wasn't ruined for him altogether.
Anonymous No.11831582 [Report]
>>11831495
Sucks that the community was utterly ruined for him, but it's understandable after all of that shit.
Anonymous No.11831693 [Report]
>>11831120
Reminded me of the Maw location from Thief
Anonymous No.11831703 [Report] >>11831704 >>11831795
what's the easiest way to play Blood? don't see anything in OP about downloads
Anonymous No.11831704 [Report] >>11831795
>>11831703
disregard i suck cocks
Anonymous No.11831774 [Report]
>>11830920
Easier 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.
Anonymous No.11831795 [Report] >>11831818
>>11831703
>>11831704
ok 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.
Anonymous No.11831818 [Report] >>11831836
>>11831795
That is known as y-shearing. I change the rendering to OpenGL or hardware, hopefully that source port has that option.
Anonymous No.11831836 [Report] >>11831896 >>11832081
>>11831818
graphics API option had directx 11, openGL 3.2, and vulkan, all did the same behavior unfortunately.
Anonymous No.11831860 [Report] >>11831874 >>11831925 >>11831926 >>11831942 >>11832105 >>11832114 >>11832203 >>11832218
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!
Anonymous No.11831874 [Report] >>11831984 >>11832396
>>11831860
Weaving hyperrealistic illusions of volume.
Anonymous No.11831896 [Report]
>>11831836
No 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
Anonymous No.11831925 [Report] >>11831926
>>11831860
Trains is a hard job
Anonymous No.11831926 [Report]
>>11831925
>>11831860
Fuckin retard phoneposter
Anonymous No.11831942 [Report] >>11831975 >>11832072
>>11831860
Nothing 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
Anonymous No.11831975 [Report]
>>11831942
Looks pretty good
Anonymous No.11831984 [Report] >>11831989
>>11831874
Wait, is that a Fireblu shipping container?
Anonymous No.11831987 [Report] >>11833647
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
Anonymous No.11831989 [Report] >>11832039
>>11831984
Pretty much, yes.
Anonymous No.11832020 [Report]
Anonymous No.11832039 [Report]
>>11831989
She's beautiful.
Anonymous No.11832072 [Report]
>>11831942
cool muzzleflash
Anonymous No.11832081 [Report]
>>11831836
Turn on 3D aim look.
Anonymous No.11832105 [Report]
>>11831860
I'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.
Anonymous No.11832114 [Report] >>11832143
>>11831860
I have finished MAP29 of 30.
Eleventh Lad !!7KDv1b2ApYl No.11832130 [Report] >>11832142 >>11832194 >>11832241 >>11832349 >>11832401 >>11832431 >>11832596 >>11832623 >>11832709 >>11832786 >>11832790 >>11833147 >>11833608
>>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 THREAD
Texture 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/dbp44
Deadline:
>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?
Anonymous No.11832142 [Report] >>11832151
>>11832130
I 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.
Anonymous No.11832143 [Report] >>11832156
>>11832114
https://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.
Eleventh Lad !!7KDv1b2ApYl No.11832151 [Report]
>>11832142
alright, i see what you're saying, that's fine, the important thing is everything playable should be within the 2048x2048 square
Anonymous No.11832156 [Report]
>>11832143
That map with the huge tower was much, much more painful to make.
Anonymous No.11832162 [Report] >>11832246
playing Going Down Turbo right now, holy kino
Anonymous No.11832194 [Report] >>11832709
>>11832130
>Episode 1 will use NMN corporation
Make sure that it's both parts, NMN Corp is divided up into two separate parts.
Anonymous No.11832203 [Report]
>>11831860
Working 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.
Anonymous No.11832218 [Report] >>11832291
>>11831860
Redesigned Harbinger's throw attack because the old one was supremely underwhelming.
>>>/wsg/5911043
First time linking to a different board. Time to see if I fucked up.
Anonymous No.11832241 [Report]
>>11832130
Nice, I just recently started my own stuff with GothicTX
Anonymous No.11832246 [Report]
>>11832162
It's pretty awesome, the improvements are nice touches even if some anons bitch about it cutting down a bunch of maps.
Anonymous No.11832291 [Report]
>>11832218
Very nice.
Anonymous No.11832345 [Report]
>>11827390
Your 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....
Anonymous No.11832349 [Report]
>>11832130
I have an old 2048 map in the works using GothicTX and I'm interested in making a Japan theme map.
Anonymous No.11832387 [Report]
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
Anonymous No.11832396 [Report]
>>11831874
There it is. Expected it in my driveway yesterday.
Anonymous No.11832401 [Report]
>>11832130
Hm. 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.
Anonymous No.11832431 [Report] >>11832436 >>11832642
>>11832130
Are we gonna use the old 2048 Units weapon set?
Anonymous No.11832436 [Report]
>>11832431
Nah, let's keep it simple.
Anonymous No.11832439 [Report] >>11832460
Quake 2 is my jam
Anonymous No.11832458 [Report]
>>11826663
Why don't you reduce the scope of your map to just a few blocks instead of a whole city first?
Anonymous No.11832460 [Report]
>>11832439
Not getting much traction shilling on Reddit and the Steam forums anymore, Sprony?
Anonymous No.11832473 [Report]
>>11830475
grinding barons...
Anonymous No.11832503 [Report]
>>11830725
what the FUCK IS TONE MAPPERS???? I see this one called hejl dawson creek and it just oversaturates????
Anonymous No.11832589 [Report] >>11832593 >>11832861
>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.
Anonymous No.11832593 [Report]
>>11832589
Some, 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.
Anonymous No.11832596 [Report] >>11832608 >>11832613 >>11832638
>>11832130
>Aim for Boom compat as a baseline
So wait, not MBF21?
Anonymous No.11832608 [Report] >>11832613
>>11832596
I'm gonna make the level MBF21, and he can take it or leave it.
Anonymous No.11832613 [Report] >>11832643 >>11832787
>>11832596
>>11832608
Take a tripcode Xaser
Anonymous No.11832623 [Report] >>11832709
>>11832130
Is the intent for the texture set to be exclusive or can you mix in vanilla ones
Anonymous No.11832638 [Report] >>11832643 >>11833063
>>11832596
We'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.
Anonymous No.11832642 [Report] >>11833216
>>11832431
i didn't even like that weapons set tbqh
Anonymous No.11832643 [Report]
>>11832613
Nigger shut the fuck up.

>>11832638
MBF21 fixes the broken crusher functions in Boom, and add a few more helpful features, in addition to UMAPINFO. Don't see why not.
Anonymous No.11832709 [Report] >>11832721 >>11832796
>>11832130
You'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.

>>11832194
Like 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.

>>11832623
None 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.
Anonymous No.11832721 [Report]
>>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 skies
That part is easy, I can dig up and whip up some stuff for that.
Anonymous No.11832786 [Report] >>11832790
>>11832130
There 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).
Anonymous No.11832787 [Report] >>11832834
>>11832613
Xaser hate has to be the most forced shit ever, I swear to fucking christ.
Anonymous No.11832790 [Report]
>>11832786
Quoted wrong post.
>>11832130
Anonymous No.11832796 [Report]
>>11832709
>it'll be a hassle trying to resolve the conflicts after the maps are already made
Oh 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.
Anonymous No.11832834 [Report] >>11833303 >>11833318
>>11832787
Joke 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.
Anonymous No.11832847 [Report] >>11832867
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.
Anonymous No.11832861 [Report] >>11832876
>>11832589
I 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.
Anonymous No.11832867 [Report] >>11832886
>>11832847
Are 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.
Anonymous No.11832876 [Report]
>>11832861
The 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."
Anonymous No.11832886 [Report]
>>11832867
No, 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.
Anonymous No.11832993 [Report]
Anonymous No.11833009 [Report]
>>11829403
>abstract bullshit pseudo slaughterfest perma ambush antifun trash
I 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
Anonymous No.11833054 [Report]
Anonymous No.11833063 [Report] >>11833065
>>11832638
MBF21 has enemies not falling off ledges by default and unskippable linedefs, which is good enough to use over Boomjank.
Anonymous No.11833065 [Report]
>>11833063
That too, and it has the unfucked infighting behavior. It's just a nicer Boom.
Anonymous No.11833092 [Report]
Anonymous No.11833095 [Report] >>11833108 >>11834217
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
Anonymous No.11833108 [Report]
>>11833095
i saw yo mama running at half speed.
Anonymous No.11833147 [Report] >>11833150
>>11832130
Separating 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.
Anonymous No.11833150 [Report]
>>11833147
>Separating into episodes is dumb
I like the idea. Slots aren't really necessary though.
Anonymous No.11833216 [Report]
>>11832642
I just like the fast pistol.
Anonymous No.11833303 [Report] >>11833318 >>11833323
>>11832834
Double-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.
Anonymous No.11833318 [Report] >>11833324
>>11832834
>>11833303
Probably the only reason he hasn't done it with ID24 is because they've failed to deliver on that being finished.
Anonymous No.11833323 [Report] >>11833329
>>11833303
Why 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.
Anonymous No.11833324 [Report] >>11833328
>>11833318
And that's a good thing. Mbf25/26 is better for us all.
Anonymous No.11833328 [Report] >>11833332
>>11833324
The backlash over id24 was retarded, but I just want something finished.
Anonymous No.11833329 [Report] >>11833337
>>11833323
Just that his friends are used to Zandro, so he could co-op it with them if it can run there.
Anonymous No.11833332 [Report] >>11833343
>>11833328
I 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.
Anonymous No.11833337 [Report] >>11833338
>>11833329
Can you link the thread? I don't like gossipping, I rather see how it was myself.
Anonymous No.11833338 [Report] >>11833339 >>11833342 >>11833458
>>11833337
Sure.

https://www.doomworld.com/forum/topic/151058
Anonymous No.11833339 [Report]
>>11833338
Thankf
Anonymous No.11833342 [Report]
>>11833338
I 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.
Anonymous No.11833343 [Report] >>11833373
>>11833332
Woof was getting id24 support. It was just Graf and Kraf who threw a shitfit over not being the center of attention.
Anonymous No.11833373 [Report] >>11833463 >>11833517
>>11833343
It 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.
Anonymous No.11833428 [Report] >>11833439 >>11833526
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.
Anonymous No.11833439 [Report] >>11833443
>>11833428
me and some friends play it at the local twice-a-year LAN. good times
Anonymous No.11833443 [Report]
>>11833439
Bless your hearts.
Anonymous No.11833458 [Report] >>11833582 >>11833640
>>11833338
I dunno what I expected for a community project theme, but it wasn't that
Especially that first requirement
Anonymous No.11833463 [Report] >>11833498
>>11833373
>Id24 will never get finished, because Nightdive won't get paid for it from Bethesda anymore
Wait, 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.
Anonymous No.11833465 [Report] >>11833517
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
Anonymous No.11833498 [Report] >>11833524
>>11833463
What the hell rnr24?
Anonymous No.11833517 [Report] >>11833582 >>11833658
>>11833465
The upper is me. Lower is not me, but I replied to him in this >>11833373
I 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.
Anonymous No.11833524 [Report] >>11833536
>>11833498
Rum&Raisin, it's a sourceport.
Anonymous No.11833526 [Report]
>>11833428
OldUnreal 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.
Anonymous No.11833536 [Report]
>>11833524
Ah. 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.
Anonymous No.11833582 [Report] >>11833604
>>11833458
How would they even know you followed that rule?
...On second thought, I shouldn't ask.

>>11833517
Aren'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.
Anonymous No.11833604 [Report]
>>11833582
Maybe. 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.
Anonymous No.11833608 [Report] >>11833647
>>11832130
What if I dont want to use any of the texture sets and just wanna go all vanilla?
Anonymous No.11833640 [Report]
>>11833458
I 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.
Anonymous No.11833647 [Report]
>>11833608
Then 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.

>>11831987
Thanks mate.
Anonymous No.11833658 [Report] >>11833669
>>11833517
I don't like his maps.
Anonymous No.11833669 [Report]
>>11833658
That'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.
Anonymous No.11833736 [Report]
>>11825738 (OP)

>>11833731
>>11833731
>>11833731
Anonymous No.11833872 [Report]
I love Doom.
Anonymous No.11834217 [Report]
>>11833095
Thank you for your service. I use BuildGDX sometimes, so I'll keep it in mind.