DOOM THREAD / RETRO FPS THREAD - Last thread:
>>11825738 Doom/Quake/Duke/Heretic/Hexen/Unreal/Sam/Half-Life/etc
Gameplay, WADs/Maps/Mods, Source Ports
All other 90s FPS welcome
~ Let's post like gentlemen ~
FAQ/GENERAL GUIDE
https://rentry.org/vrbin
SO YOU WANT TO PLAY SOME FUCKING DOOM
(or Quake, Duke, Marathon, Deus Ex)
https://imgur.com/a/kPeNfTo
Same thing, in video format:
https://youtu.be/ietb4JwaaXA
https://youtu.be/DhOjleMqwdQ
https://youtu.be/CGj4gXyCzg0
== GAMES/RESOURCES ==
DOOM Quickstart (IWADs etc): https://mediafire.com/file/wuniyrhsjjgq4y8
QUAKE Trilogy FAQ: https://pastebin.com/Ucb11XhU
PortaDOOM:
https://github.com/Kroc/PortaDOOM/releases
HALF-LIFE (GoldSrc) Anthology:
https://mega.nz/file/GRUCGbAY#RhOiqxnf7UPOiXcJNbRh-prKIEVRhjJaEpAkt34lyZg
4CHAN DOSPACK + Win98 games:
https://mega.nz/#F!3t8nzSIS!947kyMN6Z80f8HS7q2XlqA
Assorted /vr/ shooters, mods, etc:
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q
https://mega.nz/#F!GtEQTISJ!CCJGyPEEEsZasc1PMXicUA
MIDI COLLECTIONS
https://files.catbox.moe/2hul76.zip
https://mega.nz/file/dWQ3SThI#qYcpa4eGQj6ElyRZgjGqszR59dh4Fq9D3qXYee54kZQ
https://archive.org/details/archiveteam-geocities-midi-collection-2009
https://archive.org/details/midiru-archive-2022-02-25.7z
== INFO/LINKS ==
OFFICIAL DOOM WIKI
https://doomwiki.org/
WHERE TO FIND WADS
Vanilla/Boom: https://doomworld.com/forum/4-wads-mods/
ZDoom: https://forum.zdoom.org/viewforum.php?f=19
/idgames: https://doomworld.com/idgames/
MODDING RESOURCES
https://forum.zdoom.org/viewforum.php?f=37
https://realm667.com/
== /VR/DOOM COMMUNITY ==
THREAD ARCHIVES
https://desuarchive.org/vr/search/text/"doom thread"/type/op/
OUR WADS/MODS
https://rentry.org/vrdepot
MAKING NEW THREADS PROPERLY
https://pastebin.com/8mDnrsrB
IMAGE/WAD DATABASE
https://vrdoom.booru.org/
https://clovr.xyz/wadsup/
MULTIPLAYER SERVERS
US West: https://clovr.xyz/
CA/US Midwest: https://macgu.fun/
=== CURRENT PROJECT ===
/Vertex Relocation/
IWAD : Doom 2 | Format : Boom
RELEASE CANDIDATE 3: https://files.catbox.moe/aoucg0.7z
MAP08 needs its update applied.
=== NEWS ===
[6-27] So You Want to Start a Community Project: a handy little guide by Obsidian
https://www.doomworld.com/forum/topic/153916
[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
=== PREVIOUS ===
https://docs.google.com/document/d/1-vrTgPGmlLwdO5VHHCJMxmRD05E6XlNmqHIN8aykRG0
TO SUBMIT NEWS, REPLY TO THIS POST (ideally with the [MM-DD] date bracket)
>>11833731 (OP)Recommend wads if I want more like The Way ID Did and the new Romero levels? Basically no extra bs
>>11833740Alright will check out
Though I should probably do the classic -fast pistolstart UV 100% for every map in Doom 1 and 2
>>11833731 (OP)>>11833734>DoomMirror like dumb lmfao
>>11833747> mirrorYou had LITERALLY one job.
Legacy of Rust? Moar like Legacy of CRUST lmao
Map 31 of crate expectations is probably one of the worst maps I've played. Literally terrywad material
>>11833770The whole wad is 3/10 if we're being honest
>11833772
Up until map15 I would have disagreed, but 15 and beyond is so garbage I have to agree.
angery
md5: abdfda97d6ada42abe8c4097874431bf
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>>11833731 (OP)> CLASSIC DOOM CHALLENGE <SCYTHE MAP23: ANGER
Respond with a UVMax demo. Winner is the best UVMax time.
Records: https://dsdarchive.com/wads/scythe?level=Map+23
>UV-Max 1:12>Tyson 16:50>UV-Fast 3:21Example demo recorded only for you: UVMax 3:12 https://files.catbox.moe/2vesll.zip
angery
md5: abdfda97d6ada42abe8c4097874431bf
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>>11833731 (OP) (OP)
> CLASSIC DOOM CHALLENGE <SCYTHE MAP23: ANGER
Respond with a UVMax demo. Winner is the best UVMax time.
Records: https://dsdarchive.com/wads/scythe?level=Map+23
>UV-Max 1:12>Tyson 16:50>UV-Fast 3:21Example demo recorded only for you: UVMax 3:12 https://files.catbox.moe/2vesll.zip
Previous thread winner: Sunlust map08 UVMax in 6:05!
>>11829974
angery
md5: abdfda97d6ada42abe8c4097874431bf
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>>11833731 (OP)> CLASSIC DOOM CHALLENGE <SCYTHE MAP23: ANGER
Respond with a UVMax demo. Winner is the best UVMax time.
Records: https://dsdarchive.com/wads/scythe?level=Map+23
>UV-Max 1:12>Tyson 16:50>UV-Fast 3:21Example demo recorded only for you: UVMax 3:12 https://files.catbox.moe/2vesll.zip
>Previous thread winner: Sunlust map08 UVMax in 6:05! >>11829974
>>11833885>https://files.catbox.moe/2vesll.zipyour zip file is empty
>nothing about 2048 2 in the news post
I've not gotten on the doom horse in a while, what are some good weapon/gameplay additions I can give a spin?
>>11833907stop imagining things
>>11833734>/Vertex Relocation/is this shit done btw?
angery
md5: abdfda97d6ada42abe8c4097874431bf
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>>11833731 (OP)> CLASSIC DOOM CHALLENGE <SCYTHE MAP23: ANGER
Respond with a UVMax demo. Include your time in your post. Winner is the best UVMax time.
Records: https://dsdarchive.com/wads/scythe?level=Map+23
>UV-Max 1:12>Tyson 16:50>UV-Fast 3:21Example demo recorded only for you: UVMax 3:12 https://files.catbox.moe/5kxazp.zip
Previous thread winner: Sunlust map08 UVMax in 6:05!
>>11829974
>>11833930Almost done. Some more playtesting before release.
>>11833812>models retard designed>ked duke 3d>early fps yeah ok past
>>11833812>especially motherfucking interested>rotten warrior elemental>term seem long>little monster project>imps buy finish>christ boss dont
>>11833912Doesn't affect gameplay but voxel doom is not vaporware and is out now
Naku-naru 2 has a slightly lower power level than the first with more retro style sprites but more bells and whistles in the animations, and a proper plasma and bfg replacement (although the self damage explosion breaks some maps)
Raging Bull is mafia movie themed, little friend included
A new trend is using dehextra to make gameplay mods for demo compatible source ports like One Hell Of A Marine
Pillowblaster is working on something and so is Term, check back in 3 years
5_cotda
md5: 6d5810596407573477bbc975da20ea12
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City of the Damned: Apocalypse is breddy gud.
Atmospheric WADs are nice.
>>11833934https://files.catbox.moe/dfzs2d.lmp
UV-max in 2:06
Fun map
>>11833986Seems like it'd be neat to pair with Red Spiral.
I swear I killed a Spider Mastermind replacement in one shot throwing this retarded thing at it.
>>11834029Yeah that thing does 99999 damage.
>>11834032So it's like the soap in Dusk.
>>11834038I was thinking that as I was typing that reply out. Yeah, that's a good comparison.
>>11834029Diamond Dragon is a good mod, but those people always have to shove some kind of message, reference or announcement that they're trans in there somwhere. It's not the worst example but god damn.
>>11834038Isn't there also a soap item/weapon in Ultrakill?
doom187
md5: cbb954f70972f52c51bcadbc484e1438
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This room sucks, I need to put something interesting in it. It's pretty much connects two more visually interesting rooms.
da7
md5: ee1a6248e6a038f54b563af34537f568
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>>11834080>I need to put something interesting in itKey-activated arch-vile crusher
>>11834006Dang that was too fast. My 3:12 was my best time after several completions.
>>11833820>>11833829>>11833986>>11834029What in the unholy gzsloppa are these wads. State of this thread.
DOOM0013
md5: d3e31f1399ef1f6e9b886dad0750a755
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>>11833934https://files.catbox.moe/odckbi.lmp
accidental UVSpeed https://files.catbox.moe/gcpj3s.lmp
I feel I can do better but need some rest
>>11834158This is the Doom thread, most people play it with mods these days. Not everyone wants to be the hardcore youtuber type playing purely vanilla no saves pistol start.
>>11834158Post some screenshots of WADs you've been playing then, weenie boy.
>>11834170doom.wad
doom2.wad
>>11834158*uses mouse to look down on your post*
Can someone explain the GZdoom/Zdoom/Chocodoom beef?
>>11834227Some people are just anal purists. Though I'm pretty certain the beef posted here is solely done as an act to get attention.
It's very easy to act retarded to get (you)s
>>11834227Different choices in sourceports with different levels of accuracy compared to the vanilla game, gives people infinite reasons for stupid fights over that shit.
>>11834227GZDoom is the current form of ZDoom, there's no beef there because nothing really works on ZDoom anymore. GZDoom is for when you want to play mods, but some people use it for vanilla too.
The problem is that GZDoom is great for mods, but sucks for vanilla, because it fucks with the game's settings and feel so much it's barely Doom anymore. Some people are puritans and find this to be awful. Meanwhile, Chocolate Doom an such go for more authentic original gameplay, right up to the crunchy visuals
If you want a nice happy medium with decent visuals on modern hardware but still a vanilla experience, Nugget and/or DSDA are your best bets.
>>11834227There's no beef, anon's mom just drank.
Asking about Doom engines feels like asking an irrelevant Balkan country why it hates the neighboring, nearly-identical country right next to it.
8e7
md5: 49446901ae1a45f6db98e838a78d8c15
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>>11834227>gzdoom vs chocolate doom beef>if you don't like gzdoom then you must play chocolate doomThis is a classic straw man argument, you newfags. No one mentioned Chocolate Doom
Duke It Out In /vr/ anon here. Cons are progressing. So we have almost working minibosses now. Each these has 1000 hp like their World Tour counterparts as does the Alien Queen Sentry, killing the sentry version also doesn't end the map. There is just one problem: shrinking these guys doesn't work even thought I used the edited battlelord code for them, but at least they can be frozen. I'm also looking into making to their big boss versions usable in maps a la World Tour, so that the death of the boss variants doesn't end the whole episode.
>>11834263I'd also clarify that shrinking battlelord sentry does work like before. It's just there for comparison and to test that I didn't fuck it up. :D
>>11834263I'm pretty sure shrinking Battlelord Sentries is unintentional anyway. It relies on very specific circumstances or autoaim being turned off so you can target their feet, which wasn't possible in the original game.
How do voodoo dolls work in Zandronum. Is damage applied to them applied to everyone?
duke0001
md5: f21e74ace6b663c29148a5d65c6e9efc
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Great news. You can now use the big versions of bosses in middle of maps on Duke It Out In /vr/. Killing these won't end the episode anymore. Just keep their pal on 0.
>>11834328If all mappers are fine with unshrinkable overlord, cycloid and alien queen sentries I leave them as they are. I can howerer try to fix it, if people want to build their maps around fights with shrinkable sentries.
>>11834161>I feel I can do better but need some rest
I'm trying to join the Sunday Night Shitshow server, but it shows me the HDLSCHKN wad that's downloaded by Doomseeker is incompatible.
>>11834489Nevermind, using the idgames version instead works fine.
>>11834161at least you beat the time in the challenge picture kek (6:28)
doom13
md5: b5bb1ecbbc376cba480cefbc97fd97a6
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>>11833934https://files.catbox.moe/tkuz97.lmp
that was fun, haven't played Scythe 1 in a while
>>11834464I wouldn't worry about it too much man, having them in general along with boss monsters that don't end the map is more than enough. Being able to one hit those dudes with a shrinker might be op anyway.
>>11833907The OP fucked with the infographic dump again. Take a good guess.
>>11834638>The OP fucked with the infographic dump againIn what way?
>>11834671He replaced the Imgur link with the infographics solely to insert MM8BDM into the Doom one, and tried this two threads ago. Note the much lower view count from a week ago.
>>11833731 (OP)>MM8BDMSchizo bake
>>11834729Source please? I need to play this
>>11834709What do you mean "solely to insert MM8BDM"? That new version of the pic was created by multiple people a couple of threads ago and a lot if not most people agreed to it. There was even a vote where it won as an option.
You're making it sound like it's some sneaky mission impossible tier operation as opposed to a natural progression that was thoroughly discussed.
DOOM0000
md5: 093573447ac9e6d9c8f953db6a3beac5
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>>11833934>>11834161UV Max in 2:41 https://files.catbox.moe/42iaz2.lmp
UV Max in 3:31 https://files.catbox.moe/
kwsjvo.lmp
UV Max in 3:36 https://files.catbox.moe/t44pgz.lmp
accidental UV Speeds:
https://files.catbox.moe/fzt4up.lmp
https://files.catbox.moe/uh0tz9.lmp
https://files.catbox.moe/j7lz6h.lmp
was most fun challenge for me so far, thanks anon :)
Schizo
md5: 78aaf856d9154eac1fa18546dfb94029
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>>11834763You're full of shit.
There's never been an agreement to add MM8BDM and there never will be.
>What do you mean "solely to insert MM8BDM"?We mean in the literal sense. The only change made to the infographic was to add MM8BDM
Compare
https://imgur.com/a/vr-doom-op-stuff-wWS8zXz
https://imgur.com/a/vr-doom-op-stuff-kPeNfTo
Schizo bakers get the rope
>>11834789It's not even v9, so yeah this is definitely an act of that obsessed guy causing more problems.
>>11834761D-Radys Alpha v0.05
https://files.catbox.moe/2xi7vj.pk3
doom64
md5: a74cc8615a9dc23c28c743ed6a994332
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anyone else here have any residual hate for nintendo for them choosing to ruin doom 64 by forcing it onto a cartridge?
>>11833829how is that arachno in the ceiling
>>11834802Doom 64 exists because of the Nintendo 64 existing.
>>11834802No. Because I am not retarded.
>>11834804He's the Australian
>>11834789The guy who maintained the older album is still technically active too - holding out for the actual V9 before replacing it. Curious that there's always autists trying to make their mark on recurring threads but here we are. At least the guy mass reporting the MEGA links on /hhg/ of recency had an excuse of trying to get them to debloat the OP.
>>11834789btw the old guy quit which is why this freakshow isn't getting insta nuked
>>11834827>QuitBefore or after sharty?
>>11834789>>11834827So you literally admit that this is an old boys club and it was never about what people want but rather what a couple of jannies decided between themselves?
In other words the original mm-guy was 100% right.
Please correct me if I'm wrong.
They really should let people report 3 day bans, cause they are being ridiculously abused to silence literally anybody whose opinions they disagree with.
>>11834868One of the confirmed ones might've perished somewhere along the way. Once he tried to gauge interest on the different board with his usual mod progress reports, then after not receiving any attention came skulking back here. Haven't seen him replying to screenshot saturdays in a while since, that's unless he still can't lay down his janny broom and acts covertly instead.
>>11834868>what people want(You) are the only one here who talks about Mega Man.
>>11833768Legacy of Rust is great, except that they try too hard to force you to use the two new guns. Not exactly high replayability if there's one expected way to play.
>>11834729I think I might have a thing for cyclops girls.
>>11834802No, I'm not retarded either.
>>11834802How is the cartridge medium ruining it? At least it still had music and shit.
>>11834802>has as many levels as doom 1 and more levels than doom 2>has better textures, lighting effects and skyboxes than any of the classic doom games>has higher quality sound effects and music>has more weapons and items than D1/2 and more enemies than D1>released 3 years after D2 and only 2 years after UDthe game was constrained by the cartridge format, but it had as much or more content and better audio/visual effects than the games you're totally fine with?
sc23
md5: 6dbf852057af4c64a66b536654dd77bd
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>>11833934No armor at all in this map, every hit hurts like hell and blinds you.
https://files.catbox.moe/htmiwq.lmp
>>11833934https://files.catbox.moe/vzxf6b.lmp
9:03
I took my sweet time, but hey I did it. I thought I wouldn't have enough ammo to kill the last few monsters at the end but I managed.
IMG_0341
md5: b12e5a88c1bd23f2c27033b8b4766a86
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Playing doom with an actual sc-55, yes or no? Or just use soundfonts?
>>11834983Some subjectivity on the design and gameplay, but it's overall a rock solid title.
A larger cartridge for a bit more content would be nice, but they didn't exactly know how well it would actually sell, so investing more wouldn't be obviously worth it to them at the time.
>>11835007Do you have an actual one? If so, might as well rock with the thing, but otherwise, I don't see a reason to invest in one unless you have plenty of expendable income. The .sf2 is fine.
Where did they get the voice lines for Gordon Freeman in Quake Champions: Doom Edition?
ranger
md5: 33b156b87f35c49dcb0095d31a8f0f90
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I'm curious. For those who prefer quake to doom, what makes you like quake better?
>>11835145Based Sunday Night Shitshow players.
>>11835137>aesthetics>grenade launcher>brush-based true 3d is easy to map for>HUH
>>11835145>how should we follow up on our 20 minute, 3000 monster map>how about a 25 minute, 3500 monster map, but with gratuitous platforming
>>11834802Well there is pc version now and a source port which has doom 2 monsters and cut monsters by default, so why get angry?
>>11835137Basically everything
>>11835184 said plus we don't have as much sourceport bullshit to deal with regarding compatibility or dumb default settings.
Granted, that's largely because nobody bothers to make anything specifically for our equivalent to GZDoom (FTE), but whatever.
Term's hackerman character kinda reminds me of Jake Armitage from the SNES Shadowrun.
>>11835137Mood. Pure and simple. It's extra nice that 99% of the community silently agreed to only make moody maps like the original.
>>11833734[6-30] '95 Never Dies megawad (finally) released
https://www.doomworld.com/forum/topic/154000-95-never-dies-ultimate-doom-megawad-rc1/
>>11835137I don't prefer Quake to Doom exactly, but I agree with the anons who mentioned mood and HRUH
Please make more maps for Turok 1/2/3.
(Don't ask me to make any) Thank.s
>>11835326>Don't ask me to make anyI'm not, I'm telling you. Make your own damn maps for Turok.
>>11835326Bitch, be the change you actually want to see.
duke0002
md5: bbb8573f32d75e72db307ed586de0461
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Shrink ray works now on minibosses/sentries. Big bosses retain their shrink ray immunity.
I thought this through and came to conclusion that all sentries should shrinkable because battlelord sentries are. That way can you use them as more normal heavy enemies like assault commanders, while the actual boss versions can be used in more rare moments.
>>11835007When it comes to the optimal Doom MIDI experience, you've basically got 3 options.
First is what you've (assumedly) got in the form of an original SC-55 module. Next is emulation, which has basically been perfected (https://github.com/linoshkmalayil/Nuked-SC55-GUI-Float/tree/master - grab the roms from your most conveniently accessible MAME archive). Finally, there are these handy-dandy painstakingly recorded and edited music packs you can use with most popular source ports: https://sc55.duke4.net/
>>11835326You could try running a community project, but you need to learn map to yourself first, so the project doesn't fall apart. Now might not be the best moment for it since we have already started doing 2 projects.
yuuge
md5: 73363f8b385bbe288ad17ba75cea8898
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my optimization 'tism got me looking at the largest lumps in the vertex relocation wad
MAP15 runs a bit choppy on my lappy, and around 4600 linedefs are spent on the circular fadeout thingy around the map, which seems completely unnecessary since the Doom engine has distance fade anyway. removing them shrinks the wad by ~483k
the nodemap on MAP26 is also huge. using a larger block size might be a good idea. the "infinite library" seems similarly excessive to the circles in MAP15 due to the limited fade distance. MAP26 also has some rather large GL_* lumps that don't seem necessary
other lumps are huge for a reason, like all the details in MAP29. MAP29 does have a huge REJECT lump though, due to its relatively large number of sectors. MAP15 has more sectors though, but it has a zero size REJECT. perhaps we should delete REJECT from all maps since zdoom doesn't need it?
>>11835416>the nodemap on MAP26 is also huge. using a larger block size might be a good ideaherp, I thought it was the blockmap. but NODES is the BSP tree, so this is just due to the complexity of the level geometry. specifically, the number of subsectors. interestingly the SSECTORS lump for MAP26 is zero bytes
>>11835416>and around 4600 linedefs are spent on the circular fadeout thingy around the map, which seems completely unnecessary since the Doom engine has distance fade anywayI thought the same when looking at it myself, a bit excessive. You could easily cut that down to only like 3 or so lines of gradient and without that ridiculous amount of linedefs for it, the player isn't going to see it up close anyway.
Been binge watching Dean of Doom.
Are there any more good Doom reviewers? Doesn't have to be youtube.
>>11835491This dude is pretty good, even if he's not done more for quite a while now.
https://www.youtube.com/@CIADOOM
etrn14
md5: 4ee2ad557da12c482f90ad5108f8ef31
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This map is a very different experience if you're a fucking idiot and don't figure out until 4/6ths in that the rocket and plasma gun are behind the red switches.
>>11834802What?
>>11835137General atmosphere
The movement
The vertical
The weird medieval/ alternate universe weapons and how the monsters don't feel suited to an FPS in general but still work
I love Doom, but sometimes it feels a bit too basic.
>>11835137I just prefer Quake.
>>11835137As everyone said, the aesthetics are just unmatched. And I don't even love medieval stuff that much. But boy do I love early 3D.
Everything else is basically just Doom but full 3D and maybe not as good here and there. The way everything works so well together, weapons interacting with enemies interacting with maps interacting with movement. And a fuckload of custom maps that are nothing like modern shooters.
>>11835416>perhaps we should delete REJECT from all maps since zdoom doesn't need it?That's one (1) source port, the maps are in Boom format specifically for compatibility. Boom-compatibles and Eternity require a REJECT map IIRC, even if it's empty. Though I'd rather have proper REJECT maps built for maps that don't have them honestly.
>>11833734Duke It Out In /vr/
>Duke Nukem 3d /vr/ community project>No theme, city/base/space/nature/whatever maps are all welcome>No restriction on map size, you can make it as short or as big as you want>No quality restriction as long as it is beatable without cheats, build newcomers are all welcome!>Must be beatable on pistol start, but pistol start must NOT be enforced>Including a custom midi is encouraged, just give it a same name as your map>Deadline of maps is 1st of jan 2026, but can be extended by few months or another 6, if there are late joiners>Submit the maps on this thread, and I'll start adding them to episode>After the deadline I will compile and release all this shit>One of anons provided a cool pack of tiles for the project>Tile index starts at 5200, 1024 tiles>Place the tiles on your duke3d/mapster directory, if you want to use them>Using these is optional, you can make your map with vanilla textures if that's what you want>"This is the initial release, there may be more assets added in the future. If you want to add your own textures, either edit this file andshare it on the thread via catbox.moe, or you could make a TILES021.art file starting at index 6224, with a size of whatever. Just share what your
adding with the thread and it should all work out fine. Make sure the palette is set to duke3d in BAFED and that's about it." -Tile anon
>We also have cons which contain overlord sentries, cycloid sentries, and alien queen sentries>These cons also allow you to use the actual boss battlelords, overlords, cycloid emperors and alien queens on your maps without their death ending the game>Place the cons on your duke3d/mapster directory>To use sentries/minibosses, change their palette to anything else than 0>To use big bosses, just keep their palette on 0>Using these enemies is optional, make your maps as you want to>Comes with 2 shitty test maps for bosses>Download the tile/con-pack herehttps://files.catbox.moe/z8cq6l.zip
>>11835612we should do one or the other then
>>118351371) I just really like the setting and atmosphere. When I play Quake it sucks me in and I feel like I'm inside of its world. Doom for me is mostly about its combat, and the environment in its levels is just a backdrop for the action, whereas I don't mind getting lost in a Quake map and exploring it.
2) Doom wads tend to be more time-consuming in general. I can finish a Quake episode and still feel like playing more the next day, but when I finish a megawad I'm so exhausted I don't feel like touching Doom for a month.
3) Grenade Launcher
>>118356512 is interesting. It may be the culture around doom modding, or the fact that doom encounter design is so explored that it's hard to stand out without bloating your map length. I don't know, but I feel that as well. I got really burnt out playing eviternity 2, twice. I haven't finished it. Recently stopped after the absolutely titanic (pun intended) map24 that was beautifully made but also extremely difficult and long. Only to then be faced with the fact that it wasn't even the final level in the episode.
>>11835651>>11835707This a megawad problem. Shorter wads with just a couple of maps are so much better.
>>11835137I wouldn't say prefer but Quake is much more focused on the middle of the bell curve of its weapons. Quake 1 revolves around the rocket and grenade launcher, the shotguns for fodder, the nailgun for several small dudes in different directions and shamblers, and the lightning gun as a panic button
It's mostly up to the mapper's choice and infighting plays a part but by and large Doom maps that aren't BFG only slaughter treat the rocket launcher like a gun in a survival horror and whittling down 10 cacos with the SSG is a regular occurance
>>11835319>Check map credits>E1M2: Sergeant_Mark_IVNice. I actually like his attempts to make "realistic"/Build-style maps from the Hell on Earth Starter Pack.
Has there been any recent developments in regards to GZDoom's multiplayer?
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>>11835815Not really. I guarantee picrel despite not being anywhere close to a megawad will drive you up the wall. Even a single map wad can be enough
>>11835815Episodic division like the original game I feel is a good way to even out the pacing and temper any potential fatigue.
>>11835830It's getting stability updates and stuff but it's still probably never getting to being able to run a proper client/server setup.
this gameplay mod really is neato
>>11835859Wad name? Love the green and purple.
>>11835859Developer's weird, IDK why that one character is so small.
>>11835861Thanks doc.
>>11835707I made a 3 map wad where the first map is 30 mins then 60 then 120 mins to complete. My ambitions just rose with each map completed and it's fun to make a wad anyway.
I didn't try to stand out or anything I just liked doing it. Basically it was a replacement for gaming at the time.
I played around with gzdooms linedefs a bit so map3 has fight I haven't seen anywhere before plus the doomcute. I didn't made that to stand out. These are just products of an artist ambition.
It sits on moddb even today, untested and unplayed but if you're interested it's called Hideous Soul.
>>11835824There's also quad damage to consider, turning most weapons into slaughter-clearing powerhouses. I am a big fan of the weapon roster too: Save for the nailgun it's really neatly balanced, especially what they did for the explosives.
>>11835861>Wad name? Love the green and purple.I think it's Pagodia.
>>11835897Thanks for the wad doc.
>>11835634Good shit dude, had a chance to test out the .CONS in rednukem, raze and build gdx. They work flawlessly in raze / rednukem, but build gdx gives the compilation error at the commented out "//endofgame 52". Deleting this line and the if statement "ifspritepal 0" allows it to work in all ports, here's the fixed GAME.CON.
https://files.catbox.moe/owtf0q.zip
I'm psyched for the project man, it's been too long since I made stuff in build.
>>11835707I almost got filtered by Evi 2's last secret level with the fucking 2777 kill count then it turned out half of them died in a setpiece
>>11835913Funny that I died right at the end on that map because I hyperfixated on the arch-viles and the zombies started rolling hits and plinked my ass.
>>11835894>I didn't made that to stand out. These are just products of an artist ambition.I suppose my own mindset is that the ambition comes from wanting to create something new and fresh / memorable. I'm sure there's plenty of mappers who just like drawing shapes and don't put much thought into it. But there does seem to be a lot of long maps in high profile megawads like eviternity so that was my thoughts on why it might be that way.
>>11835219>Granted, that's largely because nobody bothers to make anything specifically for our equivalent to GZDoom (FTE), but whatever.I'm pretty sure that there is some Darkplaces exclusive stuff (which is the real ZDoom analogue, down to the sad fate of the lead developer, IMO).
FTE is a different beast.
>>11833934I should give this a try. I expect to die a lot when pistol starting this map though.
>>11835998He got "Burger Becky'd".
>>11835828I was kindof surprised to see his name too. IIRC the project has been in development literally forever so that probably explains it. Dude made a great map too.
>>11835137I don't prefer Quake overall but the one thing Quake dominates in are the moments you find a Quad Damage and you're just shredding through huge portions of the level. It just makes you move as fast as the game can handle in order to maximize its effectiveness.
I often go into a sort of mental haze when this happens and when it wears off, I try to collect my thoughts on how I got here.
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>>11835982Yes maps can really get out of hand when your canvas is so big in doombuilder. And surely there are mappers who bloat their levels because they don't want you to just walk around their giant setpieces so put they put fights around them. Scopecreep I guess.
Also creating something new for a game that seen 3 decades of mapping is quite an ambition lol.
>>11836084That deep metallic noise that plays when you're shooting is pure dopamine too.
>>11835904Thanks for the fixed con. I will ship it with the future updates. That map looks awesome. I'm gonna have fun playing it. I'm starting my first one for this project tomorrow. Excited for this project too.
>>11835137As someone who occasionally maps and likes to appreciate others' work at mapping, I feel like Quake maps can be more focused on exploration, given the really freeform, vertical environments that you can make in it. While Doom mapping is (nowadays) mostly focused on encounter design, I really enjoy maps that instead loop on themselves multiple times in all 3 axes.
>>11836132GREETINGS PORTAL
DOOM is the fucking best honestly, i hate vertical aiming at this point
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Pirate DOOM 2 on PS5
>>11835634>duke it outmore like dookie it out lol
>>11836238>console gamers are so fucking handicapped and gay with their autoaim lmao>meanwhile this post
>>11836257are you a console gaymer?
>>11836257Doom’s autoaim unironically makes it harder. You can’t “shoot above” enemies like pinkies when there’s a pain elemental above and behind them, and you can never lead rockets.
>>11836289Autoaim is way easier. Sure it has it's drawbacks but try to beat a really hard map where you need to just turn around and hit targets quickly.
With mouse aim you will shoot too low or too high. You can focus more on the movement, positioning and kiting with autoaim. That is just too useful.
>>11836331>Sure it has it's drawbacks but try to beat a really hard map where you need to just turn around and hit targets quickly.Give me a map and I'll compare and contrast.
>>11836279Somebody took a sandwich
https://www.youtube.com/watch?v=pMO40ZVLo0M
>>11833912I'm having great fun playing Diamond Dragon and the Auger;Zenith compatibility patch
>>11836336I remember having a hard time using auto aim in slaughter wads. I think any harder slaughter(-ish) wad would do where you can't afford to waste rockets every time you turn around to shoot, only to hit the ground or shoot too high.
But now that I think of it. I haven't played those in a while so I can't give any specifics.
>>11836336I got impatient so I chose Caughtyard without thinking, it's too rocket happy so I had an easier time hitting these revenants. Without mouselook I had to wait and corral them near that "dip" where you run off to get the yellow key and megasphere. Let's try Realm next.
I hope it doesn't count as cheating if I'm using an extremely rough unfinished map I tried to make for the first 2048 as a map for the second 2048.
>>11836427Do we start mapping already? I thought we were waiting for someone to put together the texture packs.
>>11836427youre cheating im cutting your balls off
I must commend the guys behind the city of the damned, they managed to make a pistol that's actually worse the default doom one.
>>11836458NTA but I don't think there's anything wrong with getting a basic layout done first
accidentally becoming a Symphony X fan because every fucking slaughter map uses midi renditions of their songs
>>11836374I can see full mouselook maybe being more detrimental when wanting an immediate response to certain monster spawns/closets, but I don't think that outweighs the other cons. Focusing more on the movement is less of a choice and more of a necessity if you want to do something like shoot over those imps in Realm to hit the revenants.
Nugget's also got some good feeling weapon bobbing.
>>11836238You can also play the Build games without vertical aiming. The original .exe's have vertical aiming off and you have to enable it or use the keyboard. Duke3D.exe comes with mouse-look hotkeyed to the U key; I dunno about the other games. Try them without vertical aiming sometime
>nugget is getting sprite shadows
I can't wait.
>>11834548i was surprised you managed to beat my time by doing a room-by-room full clear, instead of warping everything in asap to maximize infighting, but it's because you expertly two-tapped both the cybers, saving a lot of time
>>11834776kek beat my time even after missing the rocket launcher
>>11834989>1:46that was sick
>>11836608>doom with sprite shadowsi will now play your sourceport
>>11835634I haven't made anything in Build since 500ml, might get something done. I'll need to relearn the tools though
without their heads they're powerless
>>11836849>without their heads they're powerlessAny enemies come to mind where this doesn't apply?
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>>11833731 (OP)Can't remember the name of this mapset but it was made here; dev made preview pics of it over it's lifespan of dev. Think the titlepic/console was like this?
>>11836861I've seen some GzDoom mod with robots where taking the head off just makes them fire about the place randomly instead of killing them outright.
>>11836861Are you serious ?
>>11836884I was thinking something robotic, yeah.
>>11836891Well, I'm embarrassed. I've got no excuse beyond one big brainfart.
>>11836883Maybe this
https://doomwiki.org/wiki/Disjunction
>>11836924>https://doomwiki.org/wiki/Disjunctionthat was it, thank you, could remember that it was slaughter-y and a runner-up but could not remember the year.
>>714122936First and foremost, install Ironwail engine, it will look and play leagues better than Kexquake.
Then Arcane Dimensions (and all the fan maps made for it, like 37_hcm1 and others), Alkaline, SMEJ 1 and 2, Ritual, Dwell. Might as well pick up shorter and more focused episodes like Rubicon Rumble Pack, Honey, Marcher Fortress, ne_ruins etc. Also seconding Mjolnir, good stuff despite being left unfinished forever.
>>11835651>>11835707>>11835815I like Eviternity 2, but this is kinda why I tend to rarely play megawads anymore unless they truly strike me as interesting. With how long they can often be, I have to take into consideration if I even want to put them on my backlog.
Some years ago I played a megawad, but cannot remember which it was. The only thing I remember is that in the last level, you briefly fight along green versions the demons that are good. I seem to remember a MIDI that was kind of dramatic/emotional. Any ideas?
Kiwidoom 2 is good and based, actually.
>>11837042Who is this? Cris of /3/?
>>11837105Do NOT summon him to the Doom Thread. He has enough presence in /3/, /agdg/, and occasionally /gedg/ and other ai /g/ threads.
>>11836554I wish GzDoom had that kind of weapon view-sway.
>>11837127He shows up in /vr/ from time to time, or at least he did a few years back. Posting the same terrible animations as always.
>>11835828>>11836064Oh, he finally made maps again? I honestly think he's a pretty good mapper, so this is something I've gotta check out.
>>11837141There's several mods for it.
>>11837007It took me awhile to finally start Eviternity, but once I did I plowed through it and had a wonderful time. Granted, it was modded and I'm looking forward to playing 2 once I'm back in a Doom mood.
>>11837042Yeah it's good.
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>>11837042I remember not liking some of the maps from the various jams due to really constrained ammo. Guess I just got filtered.
>>11837171Trenchbroom not having intuitive tools for target linking and path making is probably the biggest pain still lingering in Quake mapping.
Well, that and not being able to evenly extrude multiple faces at once like NetRadiant Custom...
And not supporting Q3 curves...
And not having auto-caulk/skip...
And not being able to scale or rotate groups of vertices directly like JACK...
And not having a list of all entities for easy debugging...
And not having customizable prefabs like every other editor before it...
>>11836706Which map did you make man?
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only tangentially related, but if anyone has that old "J.C The Denthog" screencap somewhere, you'd be my hero
>>11837296Forever based Purgbro
>>11837386https://youtu.be/-_Tam9lv1KQ
>>11837213QuArK bros rise up.
>>11836894Redneck rampage might be the best shittiest retro shooter
>>11837161Eviternity is definitely an order of magtinude less sloggy than the 2nd. Some people like long maps but I don't, really. Except elysium. Everyone likes elysium. https://youtu.be/V9k-ArW1lP0?si=xxZNNyQWFyhZwUmt This might be one of my favorite midis for any doom level
I never managed to make DISSENTION v1.666 run on my GZDoom
I tried literally everything including modifying hidden settings in the ini
tried everything in my NVidia settings and Windows 11 settings for enhancements for gaming
I tried for a literal month until I gave up
even without ANY mod whatsoever just loading Dissention with Doom 2 ONLY it crashes GZDoom latest version and brings up the GZDoom bug report tool
I have no idea what is wrong yet Martinoz has no problem with it made it run with Project Brutality with a shitton of addons and shit and prob REShade as well and he made it work and recorded it ontop of it
I am so angry
After playing 0.2 new release of Final Carnage and Project Slipgate and Zaero I wanted more wads with a resemblance of a story (read progression) on screen messages as you progress and do stuff at certain points in the level that kind of jazz
Maybe I should just reinstall GZDoom fresh anybody knows where to get the 'portable' version that saves the config files and the savegames in the folder like it was a long time ago?
instead of spreading the config file and save folder around in your user folders like the official download does now?
>>11837635Just use different version of gzdoom. I have about 30 gzdooms on my doom folder.
>>11837635>>11837656You fucks do know you can just launch ZDoom-based ports with the -config command and the location of the .ini you want it to use, right?
Did things get settled with the textures for the new 2048 project. I remember people last thread saying it was best to hold off until parts of them were concatenated into a single wad for each theme, like each one was individually split into parts that the project lead didn't link or something.
>>11835870>IDK why that one character is so smallit's a self-insert
>>11836084Quake's Quad Damage is wonderful, and even the modern Doom games can't best that feeling.
>Running around hoping to see as many enemies as possible>Pretty much anything you so much as graze turns into chunky gibs with the silly but satisfying blood particle trail>WeeeeeehhhhIt's like getting the power up in Pac-Man and hunting the ghosts.
>>11835859That's GMOTA I think?
>>11837703Little man seems like a cool enough guy to me.
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>>11837723>It's like getting the power up in Pac-Man and hunting the ghosts.That's actually a really good comparison. I love videogame powerups.
>>11837723>Running around hoping to see as many enemies as possibleWell of course modern Doom games can't replicate that, every encounter in arena-oriented shooters is heavily scripted and directed, God forbid you having more fun at once than the target market research team allows you to have.
>>11837749Yeah. Doom 4 was well put together and I enjoyed it more than I expected to, but it lacks a lot of what made the classic games immortal.
Ever play through Unreal's early 1998 campaign? It's neat to see familiar layouts with striking differences in certain areas, some containing vestiges of grander ideas like branching or looping level paths, and generally impressive to consider how much they managed to change in only a few months. I'm at Nagomi passage right now, which was repurposed into a level for RtNP. There's a general theme of levels from retail being connected together into much larger maps at the cost of some detail, and usually having significantly different paths of traversal.
I'm using an old betafier mod so I don't know if this a modder error, a 227j induced bug, or actually intended, but whoever thought that Krall should do 90 damage with their lasers is a lunatic.
>>11837723>Quake's Quad Damage is wonderful, and even the modern Doom games can't best that feeling.I had some fun with their own quad and haste pickups.
>>11837773It looks neat and I might try this when I'm done with Forgotten. RtNP Ultimate is still pretty fresh in my mind and it also plugged in a lot of those beta levels, so I might wait a bit. I do want to see where they were originally placed.
>I'm using an old betafier mod so I don't know if this a modder error, a 227j induced bug, or actually intended, but whoever thought that Krall should do 90 damage with their lasers is a lunatic.That sounds fun. I think I'm running 227k so I'll see if anything's different. I recall Redeem Your Space having some Krall that could shoot fully charged dispersion blasts, much pain.
>>11837773I'll add that some of these Crypt maps are incredible for the era. I think they come from a midpoint in the game's development, when the setting was transitioning from the basic 1996 Egyptian maps to the rough draft of what the final game would become. Temple of Jrath and Soledad play like souped-up Quake dungeons. Lots of nasty traps and labyrinthine rooms that have the player going over and under the same areas, with a good amount of secrets hidden between. These underground levels were probably taken out in favor of keeping Unreal in colorful vistas to differentiate it from other shooters at the time, but I think they still could've found a way to put them in somewhere as secret side-levels. They certainly would've made the game longer; I think it took me a little over an hour to beat each.
>>11837148He even made a map for 200 mins of /vr/ that he later spiced up for the Hell on Earth Starter Pack. Was really funny to see it after playing the starter pack and going "wait a damn minute."
https://doomwiki.org/wiki/MAP18:_Dead_Cargo_(200_Minutes_of_/vr/)
>>11837723>It's like getting the power up in Pac-Man and hunting the ghosts.Now I want to see a Hunted style Quake map that's just a maze with shamblers and quads.
>>11837782Not only do the lasers bring you to the brink of death in a single hit, but they're much harder to spot and have splash damage, which makes fighting them in close quarters (where you'll usually meet them in these maps) very stressful. I like the idea of Krall being stronger, but not like this. At least you can jump over the lasers instead of playing the strafing game. They also get introduced to the campaign as early as Noork's Elbow, instead of being held off until after Sunspire, which makes more sense to me from a bestiary standpoint.
>>11837787I remember, that map is why I'm interested in seeing him doing a vanilla map again.
>>11837836>inb4 he repurposes THAT map for Extermination Day or Brutal Fate
>>11836084>>11837723Quake 2 usable items were a mistake. They ruined the arcade ease of the gameplay while bringing nothing to the table. Which is strange, because on paper it should be the opposite, it should allow you to have more fun whenever and wherever you want, but in practice it just allows you to cheese encounters with LESS fun involved.
I believe Heretic and Hexen as well would've been better if the amount of usable items was at least halved, and I loves them both
>>11837810>They also get introduced to the campaign as early as Noork's Elbow, instead of being held off until after Sunspire, which makes more sense to me from a bestiary standpoint.I agree with that too. Now I'm real interested.
>>11837862>it should allow you to have more fun whenever and wherever you want, but in practice it just allows you to cheese encounters with LESS fun involved.The way I used them was just always holding onto one, and when I came across another I would just use it and pick it up. Not too far off from how it used to work in Quake 1, and gibbing with the super shotgun or overkilling with the chaingun feels great.
That said, Raven had some interesting foresight in limiting powerups when going to the next level in Heretic.
>>11837862btw when playing heretic/hexen do you bind all the items to keys or use left/right/use item?
>>11837916In Heretic, Build Engine games, and any Doom mod with inventory items, I always use the Z, X, and C keys for inventory items. Z and C to cycle left and right, respectively, and X to use them. Any item that's a flashlight/night-vision goggles I bind to F, radsuits I bind to V, medical items I bind to H or MOUSE5, and agility items (Duke's Jetpack, Caleb's Jump Boots) I bind to MOUSE4.
>>11837916No, only bind left/right to mouse side buttons. Maybe the medkit, but iirc it's already binded by default.
Most of the times I forget to use anything but Cleric grenades at all even though
>always holding onto one, and when I came across another I would just use it and pick it upand only after the exhausting fight is over I think about how it would be so much better if I just used that one thing beforehand.
>>11837862The good thing to do would be to divide up certain powerups so that you CAN'T hold on to those, Invuln and Quad would activate right away and you just gotta hurry to make them count right then and there.
Meanwhile, you could still carry a portable medkit or radsuit.
>>11837862Build Powerslave had a really elegant solution to the Heretic problem with its mana system. Can't just pop invulnerability and weapon powerups for every major fight when you only have the mana capacity for one or the other and you might need it for other items too.
>>11837789Didn't copperstone summer jam 2 do something like that?
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>>11833734For 11th guy and 2048.
I tried doing some recolors of a few of the stained glass windows in the GothicTX set. Also tried to make flat versions out of those two studded wood textures from Heretic, though I'm not sure how to make them convert to the right format.
https://files.catbox.moe/b876ph.zip
y-you too
I still dont understand what the secondary weapon state for the rocket launcher in Metal Ops Premonitions is supposed to do
>when you select it the aiming device is blue and just shoots unguided rockets
>secondary fire just shoots a very rapid volley of 3 unguided standard rockets (still with the aiming device blue)
>there is another weapon mode you can activate that turns the aiming device yellow like swapping for a nuke rocket in Shadow Warrior but it isnt a nuke rocket and I cant tell if its supposed to be a half arsed lock on that doesnt work
the blast isnt bigger nor the damage seems higher Idk
>>11837926You indeed lose a lot by ignoring discs of repulsion in Hexen. It's possibly the most overpowered thing in the game after Wraithverge.
>>11837970>CopperFucked if I know, I wouldn't play that piece of shit.
Okay, it's not that bad, but the remaining community sucking it off harder than 12 year old kids suck off Brutal Doom and the creator being an arrogant cock puts me off.
>>11837990Also stuff like the Mystic Ambit, people sit on a fucking ton of these items because they don't really get what they can do.
what's the best wad of 2025 so far?
>>11837274Map 1, The Place That Hates. I used the original MAPEDIT that comes with Blood for that so I was afraid my skills would not be transferable, but I tried out Mapster yesterday and was pleasantly surprised to see it keeps the iconic "software used internally at a car dealership" UX design.
I think I can guess which maps you made for that project, nice to see the usual suspects show up whenever a project for a game that isn't Doom opens
>>11833731 (OP)I still think the trinity project would work better if the wad lead came up with the names and layouts of the maps.
>>11838043more like trannyty lmao
>>11835634I recommend tiles023.art from the Boxes and Doors series (preferably BD3's version which is the most updated), they are fucking good.
>>11838043>layoutsWhat? For what fucking purpose?
>>11838043Great idea! Maybe he could also take over monster placements and so on. Do layout responsibility also includes action triggers and level progression?
>>11838091You forgot picrel dear sir
What makes an arena shooter? To my knowledge and experience, the term "arena shooter" started being used in the 2000s to retroactively distinguish the fast, fluid, skill-based deathmatch style of FPS gameplay from what was becoming nuovo; the slower, ADS, sprint lowering your weapon, kind of gameplay.
If it's indeed just the gameplay style of the multiplayer that earns the label "arena shooter", then doesn't that mean that Doom, Duke 3D, and other early deathmatch multiplayer components arena shooters? Does it matter if there's a single-player component or not? People always refer to Quake 3 as an arena shooter, which didn't have a robust single-player component, but why are Quake II and Quake for example not the first thing that pops into your mind when you think "arena shooter"?
Finally, how important of an distinguisher is team-based gameplay vs. deathmatching? Is only deathmatching allowed in arena shooters, or is something like Quake 3 Team Arena also an arena shooter due to it sharing the same general movement and combat design as Q3A?
Maybe it's not just the movement and combat, but also the enclosed and tight arena-like maps as well that enforce the fragging to never stop.
I've just never liked the term because it's never been very clear, or maybe it is clear and a lot of people just use it, maybe not wrongly, but haphazardly. I want to see what people think.
What are some wads with cool or unusual looking skyboxes?
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>>11838232Pina Coladas
Simulacrum
D2ICO
>>11838232DBP70 Forgotten Psychedelics was a treat. I was really bummed when it was all over.
>>11836924>2/5 stars map too big to speedrunimagine the kind of twat that leaves this kind of "review"
>>11838271It's the usual flavour of stupid who don't get that speedruns don't have some cutoff point.
>download blood fresh supply
>7 (why!?) difficulties, picked the 3rd which i think was the default one
>only a level and a half in
getting my ass kicked man. killing rats is like hit or miss. i point my pitchfork where i assume they'll come but it doesn't land. also what is it with flares just sometimes not landing? i'll have a very narrow line of sight on a cultist around a corner and the flare will just get absorbed by the corner?
regardless i think i'm having fun?
>>11838295Use anything other than fresh supply, it is an unapologetic corporate cash grab that was pushed out the door with bugs galore. Get the files for the game from the OP and use nblood or raze.
>>11836554Well yeah that's true depending on the situation an imp/zombie wall could get a big force multiplier if you can't aim above them.
I guess it really is a situational thing.
Nice jiggle physics by the way!
>>11837997Who cares what the community thinks. Just play what you like. It has some damn good maps.
>>11838296>Get the files for the game from the OP and use nblood or raze.i read the OP and i torrented fresh supply. are the bugs really bad in that that i should switch? what's the difference between nblood and raze? i don't care about gametick accuracy/demo playback/customizing gameplay on my 1st playthrough
>>11838296He doesn't need to get files from the op. He can just copy them from his Fresh Supply folder. It's just a port, the files themselves are the same ones from 90s.
But I won't recommend raze to him. Better to use nblood. Has a great mod support and is based on eduke code. I've heard that nblood is being added into future eduke versions just like voidsw is.
>>11838303Both nblood and raze are perfectly fine imo and you'd probably not be able to tell the difference unless you'd played the original .exe.
I personally use nblood and used bloodGDX in the past.
>>11838304You're completely right, I may have overreacted with my disdain for fresh supply.
>>11838295>>7 (why!?) difficulties, picked the 3rd which i think was the default one
Lightly Broiled? That's probably the hardest one you should choose for a blind playthrough so that's for the best. The first five are the default difficulties launched with the game, "Made to Order" is to customize it to various degrees.
I'd also agree with
>>11838296 and would recommend Nblood or BuildGDX, or NotBlood if you ever want similar difficulty customization (such as increased mob placements from higher settings without buffing enemy damage, health, and aggressiveness). There's still a lot that isn't fixed that's beyond gametick demo accuracy. https://steamcommunity.com/app/1010750/discussions/0/1644292444647662838
>>11838295>7 (why!?) difficulties, picked the 3rd which i think was the default oneLightly Broiled? That's probably the hardest one you should choose for a blind playthrough so that's for the best. The first five are the default difficulties launched with the game, "Made to Order" is to customize it to various degrees.
I'd also agree with
>>11838296 and would recommend Nblood or BuildGDX, or NotBlood if you ever want similar difficulty customization (such as increased mob placements from higher settings without buffing enemy damage, health, and aggressiveness). There's still a lot that isn't fixed that's beyond gametick demo accuracy. https://steamcommunity.com/app/1010750/discussions/0/1644292444647662838
>>11838303Fresh Supply just feels wrong a laggy, just like the Randy version of Duke, but technically it's not that bad as World Tour.
Nblood is eduke for Blood. It has nice software mode and mod support. You will want play Death Wish and Marrow after the base game and expansions. They are great. Just like our 500ml.
Raze is all-in-one build port. Kinda like gzdoom but for build. No software mode, less accuratity, quite bad mod support, but it's popular.
Both ports are as easy to use.
>>11838271Since when doomworld/idgames stopped accepting reviews, and what for? I see some appearing on the forums reel, but none of them end up on ftp mirrors site. Never really liked the forum interface.
>>11838324Around the time they started halfarsing mirroring it into Doomworld's file shit.
>>11838327Newest stuff uploaded there must be already old enough to drink and smoke in my country, very odd. I doubt it's even comprehensive for everything made before 2018 to count as a half-fledged mirror.
>>11836458I got really carried away when I was doing that fadeout thing, I'll reduce it down a good bit. Another thing that contributes to maps running choppy is really large open areas without areas that break up line of sight, I'll try to throw some more of those in where it's least noticeable. My PC runs this map with hundreds of FPS, and my budget laptop from 2015 is broken, so it's tricky to optimize.
>>11835416I got really carried away when I was doing that fadeout thing, I'll reduce it down a good bit. Another thing that contributes to maps running choppy is really large open areas without areas that break up line of sight, I'll try to throw some more of those in where it's least noticeable. My PC runs this map with hundreds of FPS, and my budget laptop from 2015 is broken, so it's tricky to optimize.
>IDCLEV 1-1
>IDKFA
>IDDQD
>IDSPISPOPD
>EXIT SWITCH
>>11838304the video files from fresh supply are a different format and don't work in other source ports
>>11837784I've gotten further along, having trudged through the third or fourth hour-long Crypt map, and I'm now in the tarydium processing plant, which from what I can tell, changed extremely little when it was brought back for RtNP. There is one very interesting little thing, however: turrets!
A turret enemy was in an early beta but it had a very basic model with a placeholder texture and default pawn behavior. These ones use the turret model that UT used during its development until the chunkier ones replaced them. They slide down from an invisible base and track the player while playing computer noises, but don't actually fire anything. Odd how they were dropped, you'd think implementing something like this would be effortless.
>>11838406They work in nblood
>>11838108>>11838131It feels like a very specific concept for a community project.
Because it means every mapper has to think of a fitting name and map layout to fit the theme.
How many actual words exist that are about the number 3?
Or symbols about the number as well?
>>11838295The recommended difficulty to start Blood is Lightly Broiled. Enemy reaction time and damage scale with difficulty, so generally speaking on Well Done you will get shredded by cultists, and Extra Crispy is for co-op play.
You can download the NotBlood source port and customize the difficulty so that you can have maximum monsters with full aggression but they have minimum health and damage, and you can also change enemy bullets to projectiles so you can dodge them. You should play the game on Lightly Broiled first before you start goofing around with the custom difficulty settings, though
>>11838461Oh you mean theming the maps around the concept of three, that could be a decent theme but it might be too vague, I imagine some would claim their map is based on the number three because it has three keys or shit like that.
>>11835218it ruined by the skybox.
>>11837703The phrase "Flowerpot Tarzan" has continued to stick with me after all these years.
>>11838507You can change it in settings, dum dum.
>>11835491>Starts Lost Episodes spin-off, where he explores "deepest reaches">Proceeds to solely cover cacoward winners on itI expected nothing yet still let down
>>11835491I remember watching a few videos by Korendian199 dude years ago with some interesting commentary, but it appears that he now plays Quake stuff mostly
>>11838575doom 64 ce is notable for having a erratic skybox, everything else is almost perfect.
hq720
md5: 222a21b68fea623df7252283f8416ef6
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Question for you guys. I'm trying to find a wad I played way back in the day. It may have been a 3rd party commercial wad, not sure. I remember it was a replacement for episode 1, the levels were kinda crummy and very amateur, with adverts for the full version(?) on the wall texture.
>>11838456Unless they changed it from the original beta, enjoy the surprise in the exit lift.
>>11838295oh i forgot to mention you can also turn off rodents or ghosts in notblood
>>11838042It's cool to hear from you man, can't wait to see what you come up with this time around. The place that hates is a sweet map.
>>11838123If you want to use those tiles in your map, just open it with bafed and set the index beyond 6225. Might have to rename it to TILES021.art as well. Let the thread know what index it ends at too.
>Eternal Doom Map11 Tyson in 46m09s by j4rio
>Eternal Doom Map12 Tyson in 53m20s by j4rio
>Eternal Doom Map22 Tyson in 2h01m58s by j4rio
What the fuck, he completed the whole wad
Picked up Rise of the Triad : Ludicrous Edition. I legit forgot how fun jank ass wolf3d on steroids was. Wish there was more modding around it.
>>11838914>Eternal Doom Map11 Tyson in 46m09s by j4riohttps://www.youtube.com/watch?v=6FSoCW9Nir8&t=880
Jesus Christ, what drives a man to do this
>>11838914>in 2h01m58sIs this normal?
>>11838740I was writing about doom 64 super ex plus. It's built on original doom 64 ex. Good vanilla-ish stuff without gzdoom code.
>>11838973Funny but also activating the fight or flight response in my caveman brain.
>>11838973At least they didn't breed the Babes.
>>11838934>Is this normal?Not beyond improbable that It might take even longer for the average anon with fully transferred weapons.
>>11833737NEIS, or No End in Sight
It's made by some of those that worked on DTWID, and it follows the same mission more or less with aesthetics and flow. That said, the challenge is greater and some of the secrets are cryptic and easy to miss or cut off if you don't do them right. Episode 3 in particular is daunting.
It's pretty great usage of Doom 1 assets. It's exactly what you're looking for.
spread
md5: 175b45efc3839d674e46864fb2567810
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*Crack* *Sip*
Yep, Shotgun Frenzy, now THAT was a good mod.
>>11838914I like his AV20 tyson
https://dsdarchive.com/wads/av?level=Map+20
farming bullets with archviles is cool
>>11839253Shotgun Frenzy and other invasion wads just put a spotlight on the fact that Doom's enemies are only fun to fight when deliberately placed and paced in well-design levels, to a degree that's even more illuminating than sla*ghtermaps
Is it possible to complete Blood with pitch-fork starting, any %, Well Done? The Way of All Flesh and Post Mortem seem unbeatable for me.
>>11838973Disgusting little pieces of shit, the only way to make something more annoying is give them a teleport-to-random-place ability. Cthulhu with his spawns has nothing on rigelatins(humans?) and abominations they can come up with.
>>11838973First I thought they ruined the whole game. I still don't like them, but at least I've learned to deal with them without them taking my out enjoyment of Duke3d. They are at least are some degree fun to fight, if mapper knows to give you a devastator to deal with them.
>>11838370yeah it's almost only two-sided linedefs. it's not too bad though, even on my ThinkPad T420
>>11838973Not bad when playing with Duke3D’s vanilla autoaiming, something that extends to all the “annoying” Build enemies (SW’s bees, Blood’s rats).
>>11836861No idea why but this vid made me realize that UT99 without respawns and a forced 2 weapon limit would make for a fine tactical shooter.
N64
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>>11837042Wierd how just 10 years ago, the people running Quaddicted would call you insane for saying this on their forums unironically.
>>11838973Somebody should mod them to deflect the Shrinker projectiles but instantly explode when hit with the Microwave Expander.
Also learn to close the usable doors whenever you can after aggro'ing them.
>>11839727>>11837042I still think it's insane. The quake 1 weapons / levels / atmosphere / enemies are all better. But quake 2 isn't bad or anything.
>>11838295Doesn't jumping on rats in Blood1 automaticly kill them no matter which difficulty skill you pick?
>>11839718That’s pretty much what RLCoop and Project Gryphon turns Unreal into: Four weapon limit, stricter movement, more nuanced damage, they’re pretty fun and fit surprisingly well.
>>11839751I tend to prefer Quake 2 myself these days, though there’s a few things I like more in vanilla Quake 1 such as the way explosives are balanced and the more ambient soundtrack.
>>11839441I don't necessarily disagree. But it was a lot of fun in a server of ~10 people or so. I liked the chaos of it, and the chats between rounds could be pretty fun if you happen to have right group of people. Under the right conditions it's just dumb fun, but fun nonetheless.
>>11839490>Is it possibleYes. But generally speaking you will need to have the level memorized, including the secrets. Play on Lightly Broiled first. You can comfortably pitchfork start (almost) every level in the game this way. Some of the E1 levels, like E1M2, can be a bitch to pitchfork start because somehow the level wasn't made for it
>>11833737Serenade
https://www.doomworld.com/idgames/levels/doom2/megawads/serenade
>>11835604That's beautiful. What mod is that?
>>11835604ruined by muh dark souls bonfire
>>11838973They are much better than enforcers and the godawful battlelords.
>>11840060Dark Souls did invent fire.
>>11840060You have to cook the sword before you eat it, anon.
>>11840053Raven Keep
>>11840060It's supposed to look like that. The whole mod's aesthetic is Dark Souls / Bloodborne worship which fits well in Quake.
>>11834802What are you retarded? No one in their sane mind would think this way.
>>11840062>godawful battlelords.I hate those niggers so much, the fact that miniboss version can be shrinked still doesn't justify their existence. What makes it worse is that it's the only miniboss enemy you can use in duke if you want to keep the map vanilla. Other dudes have 1hp and their boss versions trigger end of episode cutscenes.
I need to get that con file anon made for Duke project and make some maps for it
How do I play myhouse.wad? I still have no idea what differentiates a .pk3/7 from a .wad, and the zip I have has both a myhouse.pk3 and myhouse.wad. I don't know why doom files confuse me so much compared to other games.
Oh, and I've been using AceCorp Launcher, which has been suiting my needs well enough.
>>11840180>the fact that miniboss version can be shrinked still doesn't justify their existenceI'd also argue that's ""cheating"" and only happens when there's no vanilla aim assist or "aim assist on hitscan only". I only wish their own hitscan attack was more avoidable or had some longer startup because they're pretty cool otherwise.
What's the best quake sourceport for playing base game and community maps, Ironwail? I'm looking to get into it.
>>11840207To be fair, the player's camera height is notably lower than the model's eyes...
>>11840231Yes, Ironwail is ideal.
damn, Rowdy Rudy and Jamal Jones aged like milk, nobody wants to play as a black guy anymore
>>11840237Is there something wrong with Dark Places? Has it been deprecated?
>>11840275Ugly, buggy, and has physics and logic differences from normal netQuake ports that can lead to unintended behavior in mods. It's a meme port for graphicsfags, but isn't even as good at graphics as FTE.
>>11840275I only know it as engine for Xonotic
header
md5: 77be394929d7223a8ea19662d20dfca3
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this shit has a serious bug in the very first level where an enemy ca open a locked door and then you can wind up behind said door with no key to get back out
>>11840430Spear of destiny is garbage I don't know why you would subject yourself to that
>>11840430Fuck. Call Apogee and let them know.
Say "AARDWOLF" while you're at it.
>>11840448i wanted to try ti out i also started on second to highest difficulty by accident but it didnt feel like it felt really easy
>>11840452I called them and they told me to pre-order new Painkiller. >:(
>>11840504Did they at least have Battletoads in?
Legacy of Rust's Vasagos look like they have boobs, therefore Vasago paizuri.
>>11840295oh, so it's the Doomsday of Quake ports
>>11840594The difference is that Doomsday works and has dedicated autists, Darkplaces... went from LORDHavoc to Ladyhavoc, sponsored by google with a code worse than tenebrae quake
I'm doing it. I'm going to make a vanilla Doom 2 megawad. Even if it kills me. It's time to build maps and chew bubble gum, and I'm all outta gum.
>>11840665Do a duke map pussy
>>11840665Make a rollercoaster tycoon style wad where you have to shoot demons on the rollercoasters you create.
e3l3
md5: ad9682a6cd58f57a16fabe949dba54dc
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>>11840191>only happens when there's no vanilla aim assist or "aim assist on hitscan only"Load up eduke32 RIGHT NOW and go to E3L3 on Come Get Some and disable vertical aiming and enable autoaim. The mini-battlelord that spawns by the red door can be shrunk by crouching on the slope and waiting for him to approach you. The 2nd one spawns across the map, beyond autoaim range, so you just look down using the keyboard (End in eduke32, PgDn in duke3d.exe)
Eduke32 demo proof: https://files.catbox.moe/zqaghu.zip
It works in duke3d.exe also but for some reason the 2nd mini-battlelord doesn't spawn for me https://files.catbox.moe/p8r1bl.zip
>inb4 classic duke3d challenge
>>11840665Based, fuck Boomers
>>11840708woops the duke3d.exe demo doesn't show the trick I mentioned because the mini-battlelord didn't behave and he wasn't where he was supposed to be
but I showed you that you can just run up to it crouching and spraying shrinkrays and it always get him about 60% of the time
woof0000
md5: e89c0600e4b60e5c91dd7c6d24b5fc09
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>>11833934>>11834776Recorded a bit more with VoxelDoom mod for fun
UV Max 2:38 https://files.catbox.moe/zutlpw.lmp
UV Max 2:55 https://files.catbox.moe/kaj75i.lmp
UV Max 2:58 https://files.catbox.moe/f827mn.lmp
voxel models make hitboxes more intuitive so it's a bit of advantage
>>11840761why no voxel weapons?
>>11840763idk i used this mod, don't know much about it
https://www.moddb.com/mods/voxel-doom-ii/addons/voxel-doom-ii-with-parallax-textures
is there a way to enable voxel weapons?
>>11840665go 4 it anon, I can playtest the render limit problems on dos/choco for you if you want
>>11833734> MAP08 needs its update applied.what's the status? let's release it to doomworld in the next thread, it should've been done 3 months ago already
>>11833934do you have an idea for next challenge?
I have a fun map to grind but i'm not sure if i'll make a demo before the next thread
>>11840430lol I know exactly the door you're talking about, I remember that happening to me the first time I played since if it's already open, you don't know it's a locked door until it's too late
the fact that enemies can open locked doors is ironically the thing that makes that terrible E4F7 level playable in the original wolf 3d, because if you don't kill one of the many alerted guards at the start of that level inside the locked doorway to keep it propped open, then you have to find the key through a mandatory secret maze that can easily softlock you
>>11840791I'm hoping to prepare it later this week, but if someone wishes to take it off my hands I can drop it with the latest round of fixes, I guess. I kinda got distracted.
It's time for Wednesday Night Wipeout!
Come play some SRB2Kart!
WE ARE STILL ON NEPTUNE 2.4.3!
How to join (The short and easy way):
Download the All-in-one repack: https://mega.nz/file/JrsETLaJ#Ny7E1Uu7ftp-2Yojpdj04Rc5xucKgV1V6H2DPboPzLA
Extract it to its own folder (NOT the desktop or program files)
Run "SRB2Kart-Neptune (Connect to vrkart).bat" and wait for any missing files to download in-game
DO NOT run "srb2kart.exe" and expect to be able to join the server.
If you don't have a 64-bit machine/OS for whatever reason: Copy the contents of the 32-bit folder into the main folder
How to join (The longer and harder way):
Download version 1.6 of the game: https://github.com/STJr/Kart-Public/releases/download/v1.6/srb2kart-v16-Installer.exe
Get the custom client we use: https://codeberg.org/NepDisk/srb2k-neptune/releases/tag/Neptune2.4.3
Get the mods either automatically in-game or at: https://macgu.fun/repo/srb2kart/
Connect to macgu.fun (either use connect in console or "specify ipv4 address" under Multiplayer)
>I HAVE TO BITCH FAST AND TEXT CHAT TOO SLOW
We also have a Mumble server!
Address: 51.161.34.159
Port: default
Password: endoom
>I heard this game supports proximity chat, are we using that?
No.
Pro tips: https://pastebin.com/YV6biqxq
(This is out of date and written for a different server, but it still has a lot of useful information.)
>>11840595>he doesn't knowhttps://www.moddb.com/mods/zircon-engine
I wish Doomsday worked quite as well and had an active fork. It might have some modders doing stuff for it, but none of the coders are active. Risen3D effectively outlived it, even if it too haven't seen an update in ~3.5 years.
>>11840895if you look at the hexen side of this it still gets work
>>11840904The only Hexen work I heard of is the new HD pack with better models, but nothing about the port itself.
>>11839774>leaning just like in System Shock 2 Is there also Thief-style mantling and prone stance straight out of BF2 for a complete tacticool package?
>>11840668Maybe later. I don't have time to learn BUILD or Mapster32 right now. I would like to at some point, but my first map for my Megawad is nearing completion, and I want to keep the ball rolling on it.
>>11840674Might be better for GZDoom. I'm sure with Zscript and some 3D models (for the tracks) it's probably not impossible.
>>11840713Took me longer to get joke than I care to admit, lol.
>>11840783I might take you up on that. I'll probably test mostly in DSDA, Crispy, and Choco, but having help to find any visplane issues would might be nice.
>>11840595>Doomsday works and has dedicated autistsI remember playing it when it was still JDoom in the 2000s. I day dream about making a level pack for it from time-to-time. I think it would be fun. The port itself seems dead-ish, but there's something appealing about. Like Vavoom.
>>11841113this hexen project here
https://www.youtube.com/watch?v=n0syJjBfMGc&t=4s
Can you recommend some megawads that don't devolve into slaughter maps later on? Please, I'm not asking for a friend
>>11841157Anything not tagged slaughter
https://clovr.xyz/wadsup/doku.php?id=tag:slaughter&do=showtag&tag=slaughter
but has a megawad tag
https://clovr.xyz/wadsup/doku.php?id=tag:megawad&do=showtag&tag=megawad
no guarantees though, consider applying correct tags upon discretion, it's a /vr/doom resource
>>11841118Wow, that looks really good. Still clashes with the low poly environment, but it's the best model/vfx pack I've ever seen for a Doom engine game.
>>11841157UAC Military Nightmare
>>11841178I was just thinking yesterday I might see if I can change the multi tag section to be TAG + TAG - TAG. Would make it more useful...
>>11841118I'm not normally one for 3d with doom engine games, but thats pretty fucking fancy
>>11841180It oozes soul because it looks like those early cgi trailers. But iirc it's like a century away from being finished.
>>11833737Nostalgia 1, 2 and Zero
amc0000
md5: a4bda9d691ae10719112c45ae3ba445b
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>check out AMC Squad to see whats it about
>its cringe kino
>explore the hub, only done the tutorial so far
>see this
why
>>11841221I can't imagine.
>>11841213>But iirc it's like a century away from being finished.That doesn't surprise me. Perfection takes time. There's clearly a soul (real soul, not the 4chins SOVL meme) in the project.
>>11841109>Is there also Thief-style mantling and prone stance straight out of BF2 for a complete tacticool package?It has something similar: You can jump on ledges to hop on to them, there's crouch jumping that helps out, you can face your back to a wall to walljump, and yeah you can drop and go prone. A lot of these have been in since RLCoop which Gryphon is based off of.
>>11841221Ah, yes, just what Duke Nukem was known for: homosexuality, transgenderism, and other assorted sexually abnormal behaviors.
>>11841307I hate the flag too, but for the sake of argument, Duke Nukem 3D was loaded with seedy stripclubs and pornography stores, it aims deliberately towards a kind of sleaze.
>>11841157Anon, have you found anything? Or...
>>11841309Yeah, I don't disagree. I'm not really a huge fan of the strip clubs and porn stores either. However, the flag carries overbearing political connotations with it which are incongruent with the tone of Duke3D. While I'm sure there's some kind of political joke/reference in Duke3D that I'm sure I'm forgetting about, it's not nearly as overbearing. Moreover, the strip clubs and porn stores generally don't seek to impose an ideology on children, as the movement behind the flag does. Strippers generally don't push to educate kindergarteners on aberrant sexual behaviors. Although, I confess, I don't actually know much about strippers, lol. The porn production industry on the other hand is a different can of worms.
>>11841157Vanilla style:
Doom the way id Did
Doom 2 the way id Did
Switcheroom
Switcheroom 2
Hell for Leather
Fava Beans (a real classic, but only one episode)
Doom64 for Doom II
(Not sure about Plutonia 2 or it's TNT counter part, haven't played those yet).
For some gimmicky / less vanilla stuff:
10 Sector
Congestion 1024
Pirate Doom
ZPack: Random Maps for ZDoom (I don't think this one has slaughter maps in it, but I might be mistaken).
Additionally, although not ideal, you can also use Oblige to make maps to your taste. Oblige maps feel repetitive after a while, but they're still fun.
>>11841221can't have cringe kino without cringe
>>11833734[7-03] DBP74: Phantom Processing is out now!
https://doomer.boards.net/thread/4043
>>11833734>>11835416Another update for MAP15 for Vertex Relocation, this time focused on optimizing the geometry and increasing frame rate. I managed to reduce the file size by ~500kb without noticeably affecting visual fidelity. It should run better but I don't have a old enough computer to test it with. Let me know if I broke anything.
https://files.catbox.moe/chmy99.wad
>>11841365And it is kino (and very cringe, which is fine)
>>11841419look at that. they even made my bedroom
>>11835604Just finished it, very cool. First unofficial quake (game? or how they're called) I have played. Makes me want to try more quake content.
Fuck the skull mages tho
>>11840851GGs, nice to see you guys are still driving the circle
rip new guy
>>11841415>>11840806Hoping to make sure Reloc lead sees it.
>>11841305so something must have not worked, i install unreal, throw on the 227k_12 patch, throw on project gryphon, and trying to start the hub i get an error, nothing seems to work, just throws errors like the files aren't there
89c
md5: 2ef7d036b59ad9c8ee3859d464df6f9d
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I dont understand why the fuck map makers have to fucking mess with custom monsters and custom weapons just to break compatibility with monster replacement mods and weapons and gameplay mods
I never fucking understood why
>here I made the coolest maps megawad ever
>but also added 2 custom monsters that replace 2 normal monsters just to give them 100 more base HP trololol and replaced 2 weapons with custom ones just to break compatibility with everything else you wanna run with my mapset
>because my mapset doesnt allow or support custom gameplay mods out of fucking spite
well FUCK YOU and FUCK YOUR MAPS, cunt.
and fuck vanilla autistic trannies as well.
I hate DEHACKED more than anything in the fucking world its worse than an infesting fungus you cant get rid of
use custom textures if you want, custom decorations BUT DONT TOUCH THE FUCKING MONSTERS OR WEAPONS AT LEAST HOLY FUCKING SHIT
file
md5: d20846923bf582b86d94b559331f09b3
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>>11841648>nooooo I cant use brutal dewm while playing valiant :((( plos fixhahaha get fucked
>>11841648Crack that fucker open in SLADE and remove them then, it's usually a painless process.
>>11841648>The only reason why mappers would ever include custom weapons or monsters in their mapset, is to intentionally make gameplay mods incompatible.>Certainly not because the mapper wanted to spice things up for combat encounters with something new and different from the standard. That would be absurd.
>>11841648Jesus Christ, man, it's not that hard to open the wad in SLADE and get rid of the custom shit or neuter it. You're just a lazy cunt. In fact, you probably could have done that in the time you spent writing that retarded post and god forbid maybe even learned something new. Fuck you with the power of the sun.
>>11841660I knew some inbred retard will immediately mention Brutal Doom as if it was the only gameplay mod in existence
fucking kill yourself, cunt.
>>11841669I cant fucking read DEHACKED files inside wads
they just say
>frame XXX etc etchow the fuck do I know what I am modifying?
the only solution I have is to delete the entire DEHACKED lump because I cannot interpret what it tells the game to modify
>>11841648Why should a mapper or modder have to ensure their map or mod be compatible with all retarded mods and combinations thereof?
>>11841690found the vanilla purist tranny
>>11841648I tried to used dehacked to increase amount of cocks you sucked but I'd hit integer overflow.
>>11841686Then delete it, faggot. It's DEHACKED. Exactly how much do you think is going to break if you do that? If you don't know the answer to that, delete it anyway and find out. Just make a backup first. God I hate you people who just shit your pants and whine. You're playing with the most moddable engine on the planet and instead of just making the mapset your bitch, you show the entire thread how much of a passive faggot you are.
And since you're too fucking retarded to think for yourself, here's how you fix incompatibilities in the future, gzdoom maps included:
>maybe remove dehacked if it's really bumming you out>remove sbarinfo.txt so it doesn't conflict with other huds>remove keyconf.txt or get rid of clearplayerclasses and all weapon bindings so they don't override players/weapons>remove PlayerClasses in MAPINFO or replace it with AddPlayerClasses so it doesn't override players>Remove replaces keyword on weapons in DECORATE/ZScript, which is how most people handle custom weapons instead of using doomednumsif they are using doomednums you're kinda screwed but you can make a separate zscript patch with a handler and use CheckReplacement to fix that by setting the class to a vanilla weapon instead which will automatically make 99% of mods work.
I just described how to make the vast majority of wads compatible. And what kind of dogshit mods are you playing in the first place that DEHACKED of all things screws you over? Fucking hell, man. Also post the name of the wad that sexually abused you because now I'm curious exactly how incompatible it is. Need to test it for myself.
>>11841305Why am I getting hard all of sudden when this .WEBM most certainly isn't porn?
>>11841634I think Project Gryphon requires the Return to Na Pali expansion to work, I was getting missing file errors until I installed it (original version of Unreal).
are you supposed to pronounce gzdoom as "jizzy doom"?
>>11841648I'll add as much custom content as I want. Fuck you, I won't do what you tell me.
>>11840514Microsoft probably laid Battletoads off at this point, I don't know.
>>11841157>devolveHot take: the later slaughter maps of Scythe 1&2 were the best part for me.
>>11841809Slaughter is an acquired taste. It definitely requires a different mindset than typical doom levels. Plus, doing slaughter bad will leave a way worse impression than doing more standard doom fare bad.
>>11841843>Slaughter is an acquired tasteClearly. I like just a bit of slaughter, Plutonia making one of its secret maps slaughter, and a fun and well done one, that was perfect for me.
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>>11841868based wiener poster
>>11841843Very true, it also takes very little bad maps or bad experiences with maps to make people think it's all lazy shit with no encounter design, and what happens when mappers stop caring.
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>>11841415gathered some stats on the old version. there's not a huge change in fps in the updated version, but the number of walls in this spot has gone from 5300 to 4400. I also noticed this only happens with hardware """acceleration""". with the SW renderer I get a solid 60 fps. a smaller download is nice though
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working on UX stuff on MAP08. this talk about optimization got me realizing that
1) there were too many two-sided linedefs
2) the indicator lights are too damn small
so I'm making it so that the light are wide bars that show up through little slits in a wall, with each group of three separated by black vertical lines. this way there's less clutter. very tedious to change, but I'm getting there
>>11841648haha gargoyles go brrrrrrrr
I'm fairly new to classic DOOM and all the WADS. Should i be doing pistol start for every map on megawads or should i carry the guns over from the previous map? How are these meant to be played?
>>11842042Most of the custom wads are built for pistol start simply because that's the way they can be tested.
Those published by ID are playable from pistol start, but not really meant to, so you can do it as a challenge.
>>>/v/714366739
romero fails again
>>11842049Thanks Anon, I'm playing pirate doom 2 on woof at the moment and enjoying it quite a bit. I will enable pistol start in the options.
>>11842049The id levels were also designed for pistol start, because the map order wasn't set in stone from the beginning. The same could be said about TNT because there were so many authors working on it. The only one that was probably designed for continuous play was Plutonia, because the secret levels specifically mention saving.
>>11841929>picI'm pretty sure no one ever plays 320x200 with freelook.
>>11842050back to the gas station...
I also have a question about pistol starts. How are Duke3D, Blood and Shadow Warrior supposed to be played? What about usermaps for them? I did pistol start the 3 original episodes of Duke a few days ago, and it wasn't that bad except for E3L6 where I probably missed a shrinker somewhere so I couldn't trivialize the battlelords, but I'm not quite sure if I'm expected to play it like that.
>>11842050Now he can focus on finishing Hellion.
>>11842092Are you really surprised that'd be the platform John "trans rights are human rights" Romero would use?
>>11842094Not really, you know I'm seeing some similarities between mark hamill and romero
>>11842042Transferred weapons let you outweigh the odds, like with the notorious chaingunner trap in MAP09 The Pit, which is easy to survive with BFG but quite tricky without it to say the least. Doom mapping is often capricious like that, especially in the case of community projects which tend to accept anything they get rather than request reworked sections to avoid offending its submitters on accident. I believe Arch is a sensible mapper with his kind of experience bag, so you may end up in gentler hands. Play as you see fit.
>>11842050Good riddance. Hope this live service slop still comes out just for more shitshow to follow.
>>11842092It's on Twitter too.
https://x.com/romerogamesltd/status/1940716112922190248
>>11842092>make a Twitter clone>it's still absolute dogshit for going through an artist's work, if not even worse
playing around with visplane explorer. I don't think I can make this DOOM2.EXE compatible, but it's interesting to see how adding some occlusion and having uniform lighting improves visplane count. not sure if it helps framerates any
removing the height differences on the text helps visplane count too, but then it disappears from the minimap
having Chocorenderlimits functionality in gzdoom would be cool
>>11838775Laura Beyer's doom?
>>11841648I'm going to touch the monsters.
Heh
>>11842250It wasn't this, although it was the same idea where it was a commercial release and replaced the 1st episode of doom and came out around the same time.
There weren't any custom demons and there definitely wasn't a cyber on the 1st level. I remember distinctly there being advertising on the wall textures for the company that made the unauthorized conversion.
>>11841648I'm going to start changing even more.
Maybe that anon is actually trying to reverse psych people to do more fun vanilla DEHACKED pwads
>>11842094Why are people still salty about this. If I was in game business I would neither go against the htlgbtqroflmaowtf stuff. Nobody of us would, because then our companies would just get raped to death.
>>11842291You can just ignore it and do nothing.
For comparison, Carmack is obviously on the chuddy spectrum, but you'd have to be a doomworld janny to even know or care about it.
>>11842064>supposed to>expected toNo right answer, the game generally expects you to carry weapons from one level to the next but the levels are *usually* designed to be beaten from a pistol start.
However, there are some levels where the designer fucked up. You mentioned Duke3D E3L6, but you can simply run past those guys to the red key, and for the third sentry abuse the trick where they can't shoot you but you can shoot them.
But what about E2L5???? Now that level is a real fucker to pistol start. You have to lure out at least two mini-battlelords out of the room with the blue key, and the third you can run past or kill from the secret area behind the blue key.
And regarding Blood, you can pitchfork start most levels comfortably on Lightly Broiled, but Well Done will expect you to know the secrets. Some of the E1 levels are the worst to pitchfork start like E1M2 because they don't give you weapons but later levels generally give you weapons you need when you need them, some levels are a bitch though even on LB, much worse than any Duke Level on Come Get Some
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>>11842064>supposed to>expected toNo right answer, the game generally expects you to carry weapons from one level to the next but the levels are *usually* designed to be beaten from a pistol start in case you die
However, there are some levels where the designer fucked up. You mentioned Duke3D E3L6, but you can simply run past those guys to the red key, and for the third sentry abuse the trick where they can't shoot you but you can shoot them.
But what about E2L5???? Now that level is a real fucker to pistol start. You have to lure out at least two mini-battlelords out of the room with the blue key, and the third you can run past or kill from the secret area behind the blue key.
And regarding Blood, you can pitchfork start most levels comfortably on Lightly Broiled, but Well Done will expect you to know the secrets. Some of the E1 levels are the worst to pitchfork start like E1M2 because they don't give you weapons but later levels generally give you weapons you need when you need them, some levels are a bitch though even on LB, much worse than any Duke Level on Come Get Some
>>11842302Carmack does his thing and doesn't give a fuck.
John misses being in the spotlight. Hell, he misses being SOMEONE, so he does everything to be with the popular crowd.
If people starting hating jews again, he would post "Die Juden sind unser Ungluck" without hesitation.
>>11842342Absolutely agree. I even played around with a few scenarios in my head and came to basically the same realization. I think Romero is a bit of a trend follower than a trend setter, even if he wants it to seem the other way around. I still like him though
>>11842332>E2L5Yeah, that one was a bitch too, but I found it more manageable because I had more explosives. Since I could use the RPG, I almost want to say that the echo effect on sounds did more damage to me than the sentries. In Rabid Transit, the most I had for the first battlelord was like 6 pipebombs and 3 laser mines, so I had to lure him under a train and that left a bigger imprint.
Another level that, surprisingly, gave me a bit of trouble was E3L9 of all things. I'm not used to facing that boss with less than a full devastator's worth of damage, so he got me a few times while I was running around collecting the blimp goodies.
>>11842064Compared to any level in doom, duke and blood are much, much harder to start with the basic loadout and while you can feasibly do most of the levels with them, I can't imagine they were designed with that in mind and I think the levels are intended to be played continuously.
>>11842115 Don't forget about Xitter refugees malding about Grok when their safespace has an ever more intrusive bot that trains on every post they make and each uploaded pic without their consent nor any option to disable it unlike Melon Muskrat's overrated chatroom where they self-exiled from due to inability to exist outside of any single-minded echo chambers.
>>11837997I love the Copper's buffed LG and the non-schizoid Spawns but hate every other changes they introduced (aside from drowning damage no longer being slowed-down by armour)
>>11840665Bold. Make sure to test in CRL to make sure you stay within the vanilla limits. Best of luck though.
>>11841634I did a fresh install test using the GOG version, could only get it working when putting and using everything in the System64 folder. That also included Return to Na Pali so I'm pretty sure that
>>11841742 is right. There's also a version of Return to Na Pali Ultimate that works with the mod.
>>11841741It's all fun until you get into a stressful shootout with another eightballer that fucked your shit up. Snipers/ASMD Skaarj troopers can also be what-in-the-goddamn horrifying but there's an option to give some of them less "OP" weapons.
>>11841648I'll show you how to removed dehacked stuff if you post your year of birth.
>>11842050When is Romero going to make Sigil but for Quake?
As part of my ongoing conversion from a Doomer to a Quaker, I have finished the 90s expansions, DotP and DotM.
The 90s expansions both kinda really suck not gonna lie; you can just tell they didn't really know what was really good about quake yet. DotP is good but too focused on resource shortage difficulty and gets to be a slog. The best levels in DotM were the one with that big castle with the windmills, and the one where the Strogg are mining into the Quake realm. The worst level was that one with the temple that turns upside down in the second half. It was a neat gimmick but pulled off way weaker than every other level in the pack.
I am half way through UDOB now. Every level so far has been top notch. Suggest what to play next, kthx
For fun I am going to make a level based on DM Curse from Unreal Tournament, but as a singleplayer map. After that I will embark on a more ambitious project that I have a really good idea for, just need to be more familiar with Trenchbroom first. I have done a lot of Doom mapping but I think I am bored of having to think in that like, "but can Doom actually do this" way.
>>11842493I highly doubt Romero has the ability to map for quake anymore.
>>11842354Romero is a great level designer, and he was in the right time and place to have his levels be the introduction to one of the most influential and popular games of all time. But he's nothing more than that. He's not really a great ideas guy, he's a terrible businessman, and he has no clue how to run a project.
I'm not going to say he got lucky and doesn't deserve some degree of fame, because KDITD really is a masterclass in level design, in a genre that barely even existed at the time. That's impressive work that deserves its status. But that's the only real thing he is good at, and his entire problem is that he has always tried to be more than just a great level designer, and failed at every turn.
>>11842494>90s expansions >DotP and DotMyou wot m8?
>>11842493He planned doing it after Hellion, so I wouldn't hold my breath.
>>11839751it isnt anymore, the magic q1 had is gone, and you can rightfully put the blame on certain stuff.
now i hope that Q2R grows steady and there is no more schisms.
>>11842518Even to be generous and grant you that it's grammatically a valid interpretation of the sentence, it should be clear from the second paragraph that wasn't what I meant.
You cunt.
>>11842526>the magic q1 had is goneWhat do you mean?
>>11842494>Suggest what to play next, kthxStandard good recommendations I always give:
>Arcane Dimensions>Alkaline>Ter Shibboleth>Dwell>Violent Rumble>all of Tronyn’s stuff>MjolnirMy personal favorite from the past few years has been Spiritworld.
>>11842552Thanks Anon.
>Arcane DimensionsI have played pretty much all of it over a few years, it goes without saying it's amazing and basically the thing that got me to treat Quake as more than a nostalgic novelty.
I should give it a solid back to back play through again I guess. I just always found that hub layout kinda annoying to remember which ones I had played and which I hadn't.
>DwellI have this on my list also.
>Violent RumbleI am the guy who made the hub music for that
>>11833734updated MAP08
>69a8a4b (HEAD -> master, tag: map08-v8) MAP08: Make display more 'flat'>6e8348e MAP08: Move yellow text, add start arrow to lead player away from return teleporter>0306205 MAP08: Adjust lighting, flats>302624b MAP08: Move the teleporter, so that the player is forced to see all the stuff>466fdbe MAP08: Add a bit of occlusion, simplify lighting>ad9e63e MAP08: Better UX>75501e2 MAP08: Detailing, extend the wide stairs to the left, remove lite arrow on wall>d8d8692 MAP08: Finish the two backtracking paths, remove the hint>0f194e6 MAP08: Start adding backtracking path to imp crusher backroomhttps://files.catbox.moe/fospik.wad
the main thing is that I made the indicators for the lock more visible and more clearly divided into groups of three. the also update faster thanks to the reduced distance between floor and ceiling inside
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>>11842370Ah you are right, you actually do have enough explosives to kill all three mini-battlelords, if you do everything right, pic related. I still think it's harder than E3L6 since there the battelords will follow you into the subway tracks.
>>11842370Also you are trying to kill everything? I didn't try since the kill counter is bugged
>>11842581I do try to kill everything, but I guess I was more wasteful with resources. Pretty sure I was worse off than what you have at the point in the screenshot.
For the kill counter, it's more of a feeling than anything, but I think it initially counts only pre-placed enemies, and everything that teleports in or spawns adds to it.
>>11842594But you're gonna need this source port to play it, it won't work on Ironwail or vkQuake or KEX or whatever. It's worth it.
https://github.com/c-d-a/reQuiem/
>>11842545It's just the same schizo anon who got banned from Slipseer and has hated the whole Quake 1 since. Not just the Slipseer, but every Quake community, all custom content and the whole game. Occasionally he makes long posts here explaining how Quake is dead. Been doing that for few years. The dude ain't right in the head.
>>11842417I mean, shit's just tone deaf to me. Knowing their target audience, why aren't there at least any gallery-adjacent features to streamline the process? All this time to splinter and make a carbon clone instead of actually improving the single shittiest social media website out there, just to make something just as bad.
>>11842602>needs its own special snowflake port like that one Skillsaw wadWell, I trust you anon, but this puts it to the bottom of the list not gonna lie.
>>11842616Yes, everyone who sees an issue with the state of the Quake community is exactly one guy and HE is the schizo.
In fact, he's also the same one guy who doesn't like Doomworld, and he has absolutely no valid reason for it.
>>11842652Yeah, and it's hard to go back to such a clunky ports after glorious Ironwail. The worst thing is there's nothing that special about this mod technicaly-wise like with Heartland, it's just some absolutely retarded code underneath. Pretty sure it can be ported 1:1 to any modern port, but obviously no one wants to do it, it's not even that popular to justify that, even though it was kinda pretty big back then.
Also it's not just a campaign with cutscenes, it comes with The Seal of Nehahra, the longest machinima ever made, 4 damn hours long. It's obviously not the greatest Quake mod ever, but there's no other thing like that.
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>>11842701>The Seal of NehahraHoly Kojima.
>>11842707but wait, there's more
>>11842342>>11842354>Hell, he misses being SOMEONEThat's one of major themes in the retro FPS (the new ones) scene: everyone wants to be somebody or relive the old days of being relevant.
>>11842493Never, at this point. There's no game or studio to promote through it.
>Entirely of Romero Games is reportedly laid off.Hopefully, the rest of them will follow soon enough. lmao
Imagine working on your own damn game, and then just "nah, whatever, who cares". Tells you a lot about how invested he was in that game to begin with, so nothing of value was lost.
>>11842710I recall Nehahra doing needing its own special port fork long before anybody else in retro FPS thought that was cool.
It's been 25 years. That's a long time.
>>11842714Why the gloating?
what a sweetheart she left me rockets and a launcher
>>11842758so Lt. Arlene Sanders is the real name of Crash?
>>11842761Probably not, because Flynn Taggart isn't Doomguy's.
>>11842764who is he then?
>>11842774The protagonist from one of the Doom novel series.
>>11842681There is difference in between seeing issue with a one community and hating the whole game, it's all communities and everything related to it because of that one community. Stopping playing of your favorite games, because one of it's communities has assholes in it, is not healthy behaviour. I don't even interact with slipseer community at all, so I don't even know what the issue is, I just like playing Quake.
>>11842652It's made 25 years before there was quakespasm or ironwail and had the most complex code than anything done before those ports, so that explains it. It would be a pain in ass to convert to modern ports.
That being said, it does work on MarkV.
>>11842798The Nehahra itself maybe, haven't tried it all. But the machinima demos were crashing and spitting errors like crazy for me in MarkV, couldn't even play the dialogues.
>>11842798Meant it was made 25 years ago. Made before quakespasm and ironwail. Obviously not 25 years before those source ports. Had a brainfart while writing.
>>11841648get fucked pussy
>>11842757Just celebrating something good
>>11842798>it does work on MarkVI should have never doubted Baker.
I can't stop thinking about castles. What's a good doom map for me?
>>11842861Map20 of eviternity 2 "dominion" is a sprawling castle complex
>>11842913>dominionThank you
>>11842861Army of Darkness maps 2 and 6.
>>11842250Damn, I want one... Someday. ln some thrift store...
>>11842861Doom 64, Map 12: Altar of Pain
>>11842851What's good about it?
Enjoying Doom Comic '96 3.5 quite a lot, only thing I'm not a huge fan is how the super punch makes you dash forward and how the pistol's timed critcal mechanic makes you shoot once before being able to "aim" your shots.
What's everyone playing these days?
>>11842861Hell Ground MAP01
>>11843006I played that one. Bready gud.
>>11843025Never heard of that one! Thanks!
>>11842761Crash's real name is Samus Aran
>>11843018>What's everyone playing these days?I've been giving Diamond Dragon a go, though I keep stopping to make some fiddles to it, lowering annoying sounds, trying to stop it spawning dudes in the void, that sort of thing.
>>11843018My doom interest spikes sometimes and I play a lot. Most recently I was tackling scythe 2, since I never played it all the way through. The later maps are real bastards, in the "FUCK YOU, NO AMMO FOR YOU" kind of way.
>>11843059Yeah, I get it. Sorta like how playing Bethesda Fallouts goes, spend an hour troubleshooting issues, play 30 minutes and quit for the day.
I've been playing Dwell for Quake, kinda got bored of Doom. Well, more accurately I don't feel like playing more than 2 maps a day.
>>11843068Dwell looks neat. How hard is it compared to the original maps?
>>11843072On Hard to Nightmare, they'll get much harder compared to the original maps. On all difficulties they'll get much larger too.
>>11843072I'd say it's kinda hard on normal? I don't have a good sense of difficulty when it comes to Quake, I went from base game to Warpspasm pretty quickly and that's basically its Sunder equivalent - huge maps with killcounts in the 500s.
I'd say that by E1M2 you're expected to see shamblers decently often, but I died maybe 5 times until I got to E1M6. I'm playing on normal, I imagine hard is a good deal more difficult. Don't forget there are some new powerups and weapons too.
>>11843068I played through Dwell recently (I actually haven't beat the last map yet). It's pretty good, though both episodes start dragging on towards the end, specially episode 2 with its 3 hour long map. I liked the new weapons and enemies.
>>11843092Had a hunch that would be the case, I'm playing just 2 or 3 maps at a time to avoid burnout. Seems to be working so far, I'm kinda pumped to hop in and finish episode 1.
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guys I did it. I beat sunlust
>>11843164With or without saves?
Pistol starting or not?
I did it without pistol starting and with some saves, I'm not trying to go "hurr you didn't beat it durr", just curious.
Also congratulations, what did you think of it?
>>11843175yeah I pistol started, used saves but only in-between fights
I loved it, all the fights were so satisfying to pull off. I expected it to be full of fights that you'd just have to luck your way through but thankfully that was not the case
>>11843175>>11843184I don't know about you guys but I find trying to no-save doom maps very unsatisfying because the damage ranges on enemy attacks are so high. You're pretty much just gambling on RNG for really lengthy maps. There's also pain chance being another layer of rng although it's easier to work around that.
>>11843194I only no save on wads I've played before, think are fair, and like enough to the point where having to replay the map doesn't feel like a punishment. There aren't a whole lot of those.
I also think pistol starting is bullshit because it makes no sense for doomguy to just discard his weapons at the end of a map. There's times when I go:
>you know what, I should probably replay this pistol startingBut then I remember how long it took to finish without pistol start and give up.
>>11843194I like doing it since it adds some extra tension as you progress through the level, makes you think of your route and resources a little more carefully. You're right about the longer maps though, dying to some bullshit half an hour into a level is always going to feel like shit.
>>11843018>What's everyone playing these days?Mod wise? Still plenty of PB and Deathstrider, bread and butter for me, especially since PB just had its big 10 years of development update. Plus whatever playtesting I do with the projects I have already.
Map wise? ive been having fun playing the wads yall have made over the years, plus DBP wads as well. Havent found any really interesting mapsets on zdoom or doomworld in quite a while.
>>11843194I don't mind doing it if the maps aren't long. Something like Drake's (RIP) maps in TNT are the point where it stops being fun to play without saves because of how long they are.
found this old review on web archive
was he right?
>>11843286That site is made by a guy that is a know schizo scamming retard who pretends to be hardcore but is trash at games. Not gonna read it because of that.
>>11843015He gets to shit on Romero and act like a cool guy.
>>11843194I don't like doing it for lengthy maps too but sunlust maps are not very long generally so you can remember every fight before doing it single segment. Try current challenge for example it's a good short map to single segment.
Would implementing Skulltag's weapons, monsters, and decorations (or approximations of them) be possible to do through Dehextra? I've got a soft spot in my heart, and I think it would be cool to see them working in more vanilla-style ports like DSDA. Seems like a fun project to get motivated to learn it Dehextra, as their behaviors are pretty simple variations of base doom monsters. Any thoughts?
>>11843392I never played Skulltag, but from the description the monsters seem trivial to implement.
Grenade launcher and railgun would be a problem.
New pickups are just plain not supported.
>>11843018>What's everyone playing these days?So much Unreal
>>11843392I think probably that everything in Skulltag (besides the game modes, powerups, runes, and some of its levels, and the Railgun), should be possible to convert or closely imitate with DehExtra or MBF21.
Minigun is just a fast Chaingun, Grenade Launcher is a bouncy Rocket with gravity, BFG10000 is a rapid fire hitscan Rocket Launcher that uses cell ammo.
Railgun does have a more distinct behavior where it's a long range piercing attack, you could maybe create a very rough approximation with hitscans and then maybe some crude cosmetic additions, but it really isn't gonna be the same at all.
The five shot and then reload behavior would actually be doable with the better DeHacked, I remember someone here showing that off once.
The monsters should all be trivial, as they're almost all just recolors with boosted stats (stronger Imp but black, stronger Caco but orange, stronger Baron but black and red, etc), they don't have any new behaviors or attack patterns or anything, not even any new sounds. The one with a distinct behavior would be the Super Shotgun Zombie, but nobody in their right mind would ever add him.
Some of the levels which couldn't be ported straight could be adapted to like Boom or MBF21. Game modes like Skulltag and Last Man Standing, or Invasion, simply aren't in any of the Boom or MBF21 ports, but you could probably make a functioning approximation of Invasion with enough effort.
>>11843398Oh yeah, as far as things are now, you couldn't add any extra weapons or items, so weapons would still need to replace existing weapons.
MBF25/26 is supposed to support lot more though, allegedly it's gonna add that whole Declarate thing at some point.
Where the fuck is the red keycard on Weather Report?
>>11843398Yeah, monsters and decorations are the main thing. The ST weapons, runes, and power-ups are definitely cool, but not main priority.
>>11843426>The one with a distinct behavior would be the Super Shotgun Zombie, but nobody in their right mind would ever add him.O rly??? Do not underestimate my ability to make bad decisions.
>DeclarateDo you mean Decorate? Would be amazing seeing the DECORATE lump being supported outside of ZDoom ports, or even it if was just a similar syntax that allowed for some large portion of the Decorate functionality.
>>11842552>SpiritworldJust started this and damn, it's brutal on hard. Map 3 took me several attempts to beat, but I'm enjoying it.
>>11841742>>11842446im using the steam Unreal Gold version so i dunno how i could be missing return to na pali, i might try using system64 then
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>>11843468ty I missed that underwater section
btw the water surface is opaque from above but transparent from below, weird
https://www.youtube.com/watch?v=u5kjih56qpk
>>11843457Declarate is supposed to be a scaled down version of Decorate which is in the works.
It would only have so many features (though additional ones can be added if suitable), and it wouldn't disturb demo compat.
>>11843496That was on purpose, it looked weird transparent when I was building it. Because this small puddle is transparent but the rest of the half flooded floor wasn't, sticked ouf too much
>>11843504best doom 2 midi btw
>>11843528I'm more partial to Message for the Archvile.
https://www.youtube.com/watch?v=ILMtI7DmYn0
https://youtu.be/AY-dtYnSOh8
>>11843545> OH NO IT'S THE 7TH PAGE INSTEAD OF 8TH HOLY BAT AUTISM ABORT THE MISSION!!!
>>11843542isn't this way too soon?
>>11843546/vr/ is a pretty slow board, wait until page 9 or 10, jackass.
>>11843545>>11843550>>11843551> https://pastebin.com/8mDnrsrB> It's generally acceptable to make a new thread as early as Page 7.
New thread got deleted.
Presumably because the old one was "only" at page 7, like this
>>11843545 >>11843550 """""""cool"""""" authoritative gentleman said.
Even though the rules quoted here
>>11843553 explicitly permit it.
Even though new threads were created much earlier before and they were fine.
I almost wonder if there's an ulterior motive at play. Perhaps the same one for calling out which you get wiped and banned...
Funny how that works.
>>11843616I think Halo is a pretty cool guy.
>>11833734Attention! next anon who decides to make a new thread:
Add our 2 new projects to current projects and the links to their announcements so new participants can see the deadlines and rules.
>>11843629Thread was fucked anyway because the current projects weren't added.
>>11833734>>11843637Here is the ready news post for the next retard to bake
https://pastebin.com/raw/pmGvJbJe
>>11843637>>11843641Do you mean skulltiverse and duke it out?
>>11833734>>11843637Here is the ready news post for the next retard to bake (fixed the duke link)
https://pastebin.com/raw/9Uth7LyR
>>11843661>skulltiverseThe whole jig is up on doomworld already, so I don't think so
Holy shit. It was on page 8 now. What the hell is the matter?
>>11843727Probably the guide link.
And no, I didn't rebake it. Janny deleted the first thread because it was on page 7 (but really we know why).
And now he deleted it again because it was on page 8.
So in other words, JANNY WILL DO WHATEVER THE FUCK HE WANTS WITH 0 REPRECUSSIONS.
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md5: 5c09507179fa4903dab19bc2122e78cd
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>>11843524Where is the shrinker? I keep finding expander ammo that I can't use
Most of the /vr/ mods are regular posters in doomgen and get very upset if you don't do things the "right" way, or if you casually mention John Romero being a half mexican cuckold raising his wife's son from another man or recall the time he shouted "trans rights" on a stream. Sorry they deleted all your posts bro, but at least I saw them. I'll take my inevitable ban too, I need a break anyway.
>>11843661>>11843706Duke it out and that 2048 2 or whatever it was.
>>11843749We still haven't thought of a name.
2048 Units Of /vr/ 2 : Electric Jiggaboo?
>>11843749Guy responsible still haven't got resource pack ready yet, and there were no replies from him since 5 days. Maybe his motivation wasn't in the right place.
>>11843764He posted just the other day I think.
>>11843803Nothing comes up with tripcode, this is supposed to be his last post
>>11832151
>>11843616I think Chexman is a pretty cool guy. Eh zorches the Flemoids back to their home and doesn't afraid of anything, is what my 8yo niece might say if she were here now still visiting but that was a short while ago. Uncle Chexman came to tear shit up using the mouse and keyboard, mouse having a mile of pad real-estate to tread upon. I was playing CQ3 blind, showboating for an hour one might say. Not once did she ask to play, and I blame the minecraft youtube personalities she watches. Aie, we both saw this long-legged freak together for the first time. What a sight as we climbed the mountain nearly like this, except I would keep the monsters nipping at my heels so that when I 180ed to check if they were still on me (surprise! they were!)
going through deathkings of dark citadel right now. what an absolute bastard of an expansion. im an incredibly low iq zoomer and these puzzles make my tiny putrid brain hurt. how is the fighter supposed to deal with the completely retarded amount of flying ranged enemies in these levels?
glad i picked mage to go through this first.
>>11844008>how is the fighter supposed to deal with the completely retarded amount of flying ranged enemies in these levels?Either careful luring or his two ranged weapons.
>>11843740In the strip club, one of the possible paths to flooded parking lot
>>11833740i played the first episode of this and it was ok